DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11833731Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like patriots ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECT ===
Duke It Out in /vr/
GAME : DN3D | DEADLINE : Jan 1st 2026
Tile/Con pack: https://files.catbox.moe/z8cq6l.zip
Rules: https://desuarchive.org/vr/post/11835634126
2048 Units Of /vr/ 2 : Insert Subtitle Here
Texture packs decided, but assembly pending.
Goal deadline of 2 months.
=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC3: https://files.catbox.moe/aoucg0.7z
Just about finished.
=== NEWS ===
[7-03] DBP74: Phantom Processing is out now!
https://doomer.boards.net/thread/4043
[6-30] '95 Never Dies (finally) released
https://doomworld.com/forum/topic/154000
[6-27] So You Want to Start a Community Project: a guide
https://doomworld.com/forum/topic/153916
[6-25] Skulltiverse II, MBF21 project is open for submissions
https://doomworld.com/forum/topic/153925
[6-22] Dimension Zero by Kurt Kesler and Chris Hansen
https://doomworld.com/forum/topic/152284
[6-19] Quake 2 Remaster N64 Jam II announced (on discord)
https://desuarchive.org/vr/post/11811558
[6-17] Drake O'Brien Ovational Megawad released
https://doomworld.com/forum/topic/153776
[6-17] Combustion by Fiendish
https://doomworld.com/forum/topic/153768
[6-14] Duke Nukem Advance has a PC port in the works
https://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
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>11843792Better redo the news post now with the fixed duke link https://desuarchive.org/vr/post/11835634
>>11843815Just delete it and post it again silly
>>11843790 (OP)> CLASSIC DOOM CHALLENGE <2048 Units of /vr/ (clean) MAP29: BLACK CREST by BRXYZ
Respond with a UV-Max demo; include your time in your post.
Current Record + Wad Download: https://dsdarchive.com/wads/2048vr_v1_6?level=Map+29
> UV-Max in 8:40 by ENRAGED EGGPLANT https://youtu.be/jmMgf-sUY5c [Embed]Example demo recorded only for you: cl9 uvmax 12:28 https://files.catbox.moe/28rywe.zip
Previous thread winner: Scythe Map23 UV-Max in 1:46!
>>11834989
>>11843790 (OP)> CLASSIC DOOM CHALLENGE <2048 Units of /vr/ (clean) MAP29: BLACK CREST by Brxyz
Respond with a UV-Max demo; include your time in your post.
Current Record + Wad Download: https://dsdarchive.com/wads/2048vr_v1_6?level=Map+29
> UV-Max in 8:40 by ENRAGED EGGPLANT https://youtu.be/jmMgf-sUY5cExample demo recorded only for you: cl9 uvmax 12:28 https://files.catbox.moe/28rywe.zip
Previous thread winner: Scythe Map23 UV-Max in 1:46!
>>11834989
>>11843816The post was already too old for that when you pointed it out.
I was goofing around by putting the original Doom 1 and 2 (1.9) maps inside of Freedoom, and honestly, I think it looks better and more modern this way. Should also give it true vanilla compatibility now.
>>118438547 minutes? Guess rules are different for everyone, I done it under 20
>>11843792to /Vertex Relocation/ lead
>>11841415 MAP15 update https://files.catbox.moe/chmy99.wad
>>11842568 MAP08 update https://files.catbox.moe/fospik.wad
>>11843805Would skeletons benefit from the sun?
Real American hours.
OP pic is a bit rough tho
>>11843921I tried to make something like this Duke Nukem one, but I'm not very experienced at editing.
>>11843867Coulda sworn it was like, 5 minutes. Did they change the timers for it at some point?
>>11843824Alright, I'm gonna give this baby a whirl, Black Crest is a fun level!
>>11843824I wish we had Fore/vr/ Alone and Temporal Tantrum tablefilled
>>11844008also apparently im blind. i did NOT notice that we migrated
i was genuinely wandering around the hub for over an hour trying to figure out what i'm supposed to do in locus requiescat
>>11843829>check bitch later>huge romero working>ocacasionally whenever
>>11843963Like times for each level? Be the change you want to see, record and submit some demos.
>>11843829>less vertical quad often fireYes, 99% of enemies should be horizontal to me after I get a quad so I can mow them down with ease.
>dragon doomsday shamblersHorrifying, yet intriguing...
>standard midi rocketsLaunchable boomboxes?
>ass lolBased.
>>11844014>locus requiescatIIRC the only thing you do on that level is bringing skulls from other levels and completing sections you unlock with these skulls
Also some people say that Deathkings is hard but for me it isn't because it showers you with resources. I think you can reach the final level with 5 Icons of the Defender.
>>11844056I can't even beat them with no saves
>>11844070>3 skullsi only found out what to do with these by chance, I just happened to notice the headless statues. the real problem was that the last switch was behind an illusory wall. that was really evil
>>11843963What difference does it make?
>>11844074Get times for lower difficulty levels then?
I was gonna post a .MIDI file, but Catbox is down right now, so have this in the meantime:
https://www.youtube.com/watch?v=_vF8N9sfe7U
Heard an acquaintance is so laughably bad at Quake he can't clear the base game on easy. I don't know what's up with him but he kept saying it was way too spongy and he ran out of ammo repeatedly, somehow. On *easy*, anons.
I don't think he's even a zoomer in spite of playing zoomer games, then again he sucks at Doom unless he has an OP mod so I shouldn't be surprised. How can one suck so much? I'm honestly quite baffled, it's like game journo bad.
>>11844335Some people just never learn, I guess.
>>11844335Sounds like he's probably bad at ALL games.
>>11844335I watched a friend play KF2 and he was often standing still and never really checking his surroundings actively. He was very good at F-Zero X, but I guess some just aren't coded for FPS despite the overabundance.
>>11843740 it's in the strip club anon, one of the possible ways of progressing the map
Can I get some 2000s zdoom map recommendations?
I have a need for excess trim details and broken floor tiles
>>11844462Doesn't look excessive to me.
>>11844462Deus Vult 2 sorta has excess detail, though it's Boom format.
>>11843824First death, that's 10 pumps.
Catbox is down, so I don't know what I'll post the demo with.
>>11844504I forgot how mean this start was.
I was stupid and forgot there was two switches at the start, no kidding it was punishing lol. Third death.
>tfw the map has taken your intrusive thoughts into account
>>11844507You're going to want to practice this map BEFORE recording demos. Also, the example demo, or Eggplant's run, might reveal some tricks you didn't think of
>>11844520I like it. .wad?
>>11844528Practicing feels kinda like cheating. Also I've done this map before, just not in years.
>>11844529Necromantic Thirst
> https://www.dropbox.com/scl/fi/jqnnxhf4gao32lv4cty1l/nt_rc3.zip?rlkey=g452g3npnjfvj0vlbt68zq99i&st=caetto32&dl=1
30 more pumps. This last death was actually funny because I got punched in the back of the head by the boner as I was desperately trying to turn and flee.
Ok, I'm up to my 10th death now and my arms are getting sore, maybe I really just should practice.
>>11843790 (OP)Thread theme: https://youtu.be/JRlpBo-dv8w
>>11844462https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mandrill
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/zdmcmp1
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/zdcmp2
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/phocas (+phocas2)
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hti (+hti_2)
http://www.milianmusik.de/doom/?id=reviews&sort=rating_D&page=0
https://www.sbsoftware.com/
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dwcl-cl
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/decade
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dr1-lite
I'm looking for an early version of Blood where rrats used to spout out cultist lines. Does anyone know where to get it?
>ON YOUR KNEES, RAPSCALLION!
I forgot that Black Crest actually has a Spidermind which is used in a menacing manner.
>>11844654>crosshairaww hell naw
>Chocolate Quake
Wow that's wierd, I literally just thought to myself about this the other day, then I come here and it's in the news section.
Howcome Quakers aren't so vanilla autistic as Doomers?
I never really cared about 2048.
It insists upon itself.
>>11844672Because vanilla Doom is perfect while vanilla Quake sucks.
>>11844664Shut up, faggot.
>>11844685Shut up, faggot.
halo
md5: b4ee55189fda140dff1c24d622ebde65
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I think Halo is a pretty cool guy. Eh kills aliens and doesnt afraid of anything
>>11844672I love both Quake and Doom. Your statement is incorrect.
If we are comparing the equivelant source ports on both:
>chocolate doom and chocolate quakeThese only exist as alternative for dosbox for autistic precision. Not much of a people actually use these or mod for these.
>woof/nugget/dsda and quakespasm/ironwail/vkquakeVanilla+. Have some QoL additions, increased limits for modders and higher resolutions, but still you can keep as close to vanilla as possible with both visuals and gameplay.
>gzdoom and darkplacesThe visual high end ports with dynamic lightning and such. I think there only 3 Quake mods made specifically for darkplaces: Quake 1.5, Slayer's Testaments and Superhot Quake. Both are also used for new commercial games.
The Darkplaces isn't as popular as gzdoom, because QuakeC allows you to add almost anything to vanilla unlike dehacked's first iterations. New weapons, enemies, pickups, cutscenes, scripted sequences etc.
>>11844672>>11844693That's uncharitable but doom does have better enemies than quake. Quake focuses more on individual creatures being threatening whereas in doom you combine them in many different ways to challenge the player. There's more room for mappers to do interesting things with enemies in doom, in my opinion. That's not to say the monsters in quake are bad though. On average they're probably more interesting individually. But the ways you can use them without making things really hard or tedious can be limiting.
>>11844694Silence, sodomite.
>>11844829Quieten, fornicator!
>>11844841Hold thy tongue, harlot!
Anyone have a copy of the original nashgore from 2006?
>>11844865Shut ur cocksucker, whore
>>11844880Put down you flesh sword, you knight of the brown hole.
are shamblers good for cuddling in winter?
>>11844889Only the furry ones.
>>11844885Vagburgerus mcqueefnkike
>>11844760I was only jesting chap.
When I think about it, to be fair, the type of vanilla autism Doom has is just kinda redundant with Quake, because Quake is already pretty feature complete and didn't need ports to do much more than remove limits and some QoL. Arguably stuff like the entity state logic in AD is kinda comparable to ZScript but it's not like it changes the fundamentals of the game like it does to Doom.
With Quake the graphics stuff is a novelty. I would compare Darkplaces more to Doomsday Engine than GZDoom.
>>11844889yes and they can charge your phone up for you too
>>11844913W-where do you plug it in?
>>11844916Back of the knee, maybe.
>>11844916As far as we know Shamblers only have one orifice
>>11844923As they don't seem to have an anus, do they just manage to transform everything they eat into thunder and lightning?
>caco digestive system is an alternate dimension that's much larger than the caco itself
>caco has two buttholes
>shambler are interdimensional creatures
>no buttholes
What's the logic here?
what wads have the most fun custom dehacked weapons?
>>11844996I always liked the flamethrowers in Obituary and Osiris a lot, they feel might and satisfying.
>>11845001>blast Jackal-Imp with flamer>leaves a smoldering pile of ashes>with animated smoke and glow and allShit like this is so goddamn fun.
what is a good monster replacement/randomizer mod that keeps the style of Doom demonic enemies (no retarded out of place shit) that makes enemies harder but doesnt touch weapons and is compatible universally with weapons and gameplay mods?
>>11844996Ray Mohawk 2 because they are insanely overpowered.
>>11845052Babel
Colourful Hell (except when the first enemy you encounter is black or white)
>>11844507the example demo shows a trick you can use to beat the first section easily. it's a trick the map author himself showed during playtesting of the map when ppl complained it was too hard. stand in between the revenants such that they try to punch you but cant and that way you only have to fight 2 revs instead of 4
>>11845258Fucking bitey meaty bastard lost soul replacements.
>>11845315real shit. the hungry are why i don't play on armageddon more.
>be me receptionist
>a guy with a nine inch nails t ahirt walks in
>i point at the shirt and say "i love nine inch tails too bro, i got into them from quake :)"
>he literally doesn't even know the band
>>11845348>nine inch tails
>>11845348Same thing happened to me with a gypsy girl I met while I was in middle school
>>11843824https://files.catbox.moe/y1l0sy.lmp
12:05
Not UV-Max, the spider mastermind didn't spawn for some reason. I'll probably go back and redo it later, but I got all the other kills so might as well post it. Not sure if I messed up the compability settings but it's MBF and with the custom weapons.
map14
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this is the worst doom level i've ever played
should I keep going? does it get better?
>>11843824what's different about the clean edition?
>>11845348>be at some shitty local event 2 years ago>see borderline gothy dude in his early 20s with a Quake logo shirt>"yooo dawg, Quaaaake">he only knows it as a NIN album and thought the logo looks cool>apparently he doesn't even play games besides Fortnite on his phoneConsumption without context really is something to behold.
>>11843790 (OP)what if the demons could speak? im talking all of them, at least in classic doom.
>>11845348I'm guilty of this by wearing a hockey team hat from my province, even though I don't watch hockey. I just need a hat and stole it from my brother.
>>11845418I'm not sure what the problem is. Try the clean edition just in case. It should be easier anyway due to the infighting difference
>>11845447The clean edition is just the Boom maps. The other edition has an MBF dehacked gun mod. We prefer the Boom maps for demo recording because MBF changes the default monster infighting behavior, and this was later fixed in MBF21.
>>11845348It's like people who wear Pink Floyd t-shirts, but have never even listened to the band.
>>11845470We didn't know about the infighting difference while making the wad, and it can be toggled on/off; it's only locked in place during demo recording for compatibility
>>11845479>least satanic game journo
>>11845418I watched the demo and I think the reason the spiderdemon never warped in is because the destination was blocked. Don't worry about having to rerecord it, I consider the demo valid
>>11845418forgot pic. it was a good demo
>>11845479if they could talk im sure they would be spouting all kinds of curse words at you, especially the barons
>>11845456I would share a coffee with a Caco or a Shambler, but as soon as the pain elemental joins the conversation then I say NO and pull out my double barrel shotgun.
>>11843792>2048 Units Of /vr/ 2 : Insert Subtitle HereIs someone going to take over? Because it doesn't seem that the original guy intends to return for one reason or another.
>>11845540np I got you, just lemme recolor a cyberdemon for the gothic texture episode boss
>>11843824https://files.catbox.moe/h8xrlf.lmp
very fun map, that beginning is very mean
>>11845540This thing already had a pretty rough start markings, well before lead's disappearance. Maybe those few who are interested should just cull it honestly and focus on something else. Bothering self exhausted with Doom is almost seems like forcing yourself on ex-girlfriend by this point.
>>11845282SHIT! You're right, their melee range!
That's gonna make my demos first ten attempts look really retarded lol
>>11845656There seems to be enough interest from people though.
>>11845348There are many baffling people out there in the world.
>"I don't really listen to lyrics."
>>11845678>>"I don't really listen to lyrics."Then you show them some Johnny Rebel and they call you a racist...
>>11845445Hell Revealed has aged very poorly, in my opinion. Did you enjoy the previous levels, including MAP07?
>>11845679>Johnny Rebel... did YOU not listen to his lyrics?
>>11845678>>"I don't really listen to lyrics."Based. Musicians never have anything relevant to say, best to just let it live as another texture in the sound.
>>11845689B-but...
They said they didn't care about lyrics...
>>11845690Lyrics are half the fun to me.
>>11845679I could totally buy some idiot listening to Johnny Rebel but managing to gloss over all the racial slurs and confederate stuff, there's lots of people out there who think Pumped Up Kicks is just a cute and upbeat song for kids, because they literally do not pay attention to the lyrics at all.
>>11845698I heard he made it easier than the original, what other things are changed?
>>11845730>Pumped Up KicksCouple years ago I was at a national academic conference and in one of the days they played that after one of the sessions as the people were leaving the saloon for the next event.
>>11845682>Did you enjoy the previous levelsMAP07 fucking sucks but the rest was okay I guess? I was expecting it to get better but it's been 14 maps.
>>11845602It's the best map in the set IMO, the design of it is SO fucking smart.
Is there a good reason to be anti-gzdoom? I always hear hate for it, but I don't really get why.
I mean, I'll grant that using jump, crouch, or mouselook in wads not made for it is cheating. But you can disable them, so I would not hold that against it. Just have the self-control to disable them.
Is there anything authentic that it gets wrong that you would consider irredeemable? Or is it just mostly things that grate on purist codemonkies of decino's tier?
>>11845920Here? Most people do it for attention. Though we probably do have a handful of turbonerds that get upset over people not using authentic sourceports. We've had this discussion previously
>>11845925Oh, I'm sure it's come up. But it's an invitation for someone to say "this feature is a dealbreaker." I've noticed it doesn't have "infinitely tall monsters" and you can dash over their heads, but I think you could make a good argument that an imp at the base of a 500 foot cliff shouldn't be able to not only stop you in your tracks, but somehow claw your ankles.
>>11845931But then again, I'm not someone who goes around recording demos and challenging speedruns. If I was, I'd hold that against someone probably.
>>11845920It's not 100% Vanilla accurate, it's anywhere between 80% to 90% overall, with the remaining percentage being concessions to enable and facilitate advanced modding.
Some people think that makes Chickenman the devil, but I think that's the signs of untreated personality disorders.
I go back and forth between GzDoom and Nugget because the two ports give me basically everything I want out of Doom in a general sense, from vanilla to infinity.
There's some approximations, but IMO they're actually very good approximations, GzDoom isn't using the original pRNG tables for instance, because it wants to allow more complex and variable RNG, but at the same time the monster behaviors and dice rolls are actually spot fucking on (give or take your compat flag settings, of course). You will be looking at the same kind of damage rolls for Revenant missiles as well as their chance to be seeking or not, to name just some. You could fundamentally play the game the exact way you would the original .exe and it'll work.
The one last straggler issue on that was the exact behavior of flying monsters, but that was fixed years ago now.
>>11845931You can turn on stuff like Infinitely Tall Monsters in the compat options if you want to, as well as using the original hit detection (which makes melee less fun).
GzDoom doesn't really do demos (in the regular sense anyway), but as much as that sucks, it's a tradeoff I'm fine with making for the enhanced featureset.
After all, there's no vanilla Hideous Destructor or HDoom.
>>11845961>in the regular sense anywayCan it do demos is some other way that isn't just filming your screen?
>>11845963GzDoom can record and play back its own demos, but virtually nobody in the world uses this as far as I know.
>>11845961>as well as using the original hit detection (which makes melee less fun).As in, including the blockmap bug? Wow, no thank you. That is definitely a level of authenticity I do not want.
>>11845995Fluke, do it ten times in a row.
I'll play berserk boxing with a Baron, call me Little Mac, but punching fatsos or spiders is just way too damn fidgety.
I'm hoping MBF25/26 will have a clvl for the improved hit detection, I wanna make something with a strong melee focus.
>>11845348>freshman year of high school>find friends who are into vidya>say that my favorite games are deus ex (heard: day of sex) and stalker>no matter how much explaining i can provide i'm just given the stinkeye of a pervertI'm well into my 30's and part of me clearly still can't get over this
>>11846062Day Of Sex sounds like a fun game.
29
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>>11843824Somehow did this first try once I started recording, despite dying 50 times during practice
https://files.catbox.moe/4jus20.lmp
>>11843824very slow and skittish UVMax in 18:11 https://files.catbox.moe/ntx76b.lmp
>>11846095Sequel to Day of the Tentacle.
>>11845995I generally prefer using the chainsaw but I like to chainsaw lots of monsters. Cacos, Pain elementals, Revenants, just for fatsos its kind of a 1v1 tool and if you fail your luck roll then you just die i guess
>>11846168Man I wish I had your luck with the chainsaw, I get bit by pinkies pretty often due to RNG spitting in my eye.
>>11846168I say this
>>11846176 failing to watch to the end of the video and watching you get blasted at the end of the webm.
Man, I don't trust the chainsaw.
>>11846178well that was partially my fault for trying it out on a group instead of that one thats guarding the ssg. I can usually get the ssg one easy no problem. that recording i think i got clipped by the horde of assholes nearby who i couldnt get away from. either way the chainsaw is pretty niche and like the beserk fist kind of limited in the places where its useful but damn it rocks when you can use it at its best
For Shadow Warrior, should I use VoidSW or Raze? For reference, my favorite Doom source port is PrBoom+/DSDA-Doom
>>11846176You gotta saw pinkies just the right way, always be ready to backpedal at any second, keep baiting their hungry mouths.
>>11846190At that point I'd sooner just fist fight them. Even with an un-berserked fist I feel more comfortable bopping them until they keel over.
>>11846189VoidSW if you like Eduke and NBlood.
>>11846191Pinkies have enough painchance that the saw's rapid hits is actually beneficial IMO.
>>11845967GZDoom updates sometimes break compatibility with demos recorded in older versions. That is enough for not making demos in GZDoom.
>>11846247That's one of the reasons nobody records GzDoom demos, yeah.
>>11846019>Fluke, do it ten times in a row.Sure, tighten your damsel bow and bite on skirt.
Full demo and the wad are in the archive, it's vanilla.
https://files.catbox.moe/ri2g49.zip
>>11845920It's the same thing as when you get those emulation fags who talk about being "cycle accurate". In the same way, zdoom is not "cycle accurate" to original doom, certain little things behave differently. But it basically only matters for speedtranny purposes.
For the average doom wad enjoyer, zdoom is basically the best all round "plays whatever you throw at it" port, and can be configured to look fully authentic.
>mfw not enough niggers know about tonemap: palette>mfw mfw I disable jump and mouselook in the UMAPINFO so you can't use it anyway
>>11846314I don't use jizzy often, but this is how my cfg looks
woof
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>>11846326Woof with similar configuration
>>11846314I prefer woof/nugget because they are less laggy and have a pixel perfect widescreen low resolution.
>>11846326I can't remember how you get the bottom bar to use a different texture instead of grstone or whatever it is by default.
There's a bunch of options and having all of them on can look gnarly so I settle for what feels authentic, not necessarily what is authentic. For example, I am super autistic about how big the font is at the top left when you pick up items and shit. Plus stuff like "vanilla banded light mode" is actually only authentic to original non-G ZDoom, not original non-Z Doom.
I sometimes wish I could let go of all that and just enjoy Doom.
>>11845730>I could totally buy some idiot listening to Johnny Rebel but managing to gloss over all the racial slurs and confederate stuff...and then listening to silence or what?
Literally every second word in his songs is "nigger".
Ain't nothing but niggers, If I could be a nigger for a day, Send them all back to Africa, it's actually pretty hilarious to me how you could listen to him if you were NOT an actual, legit bona-fide klan member turboracist.
I am not a burger btw, I only listen to Johnny Rebel ironically ;^)
>>11846062Better than "Dude Sex".
Also, your fault for speaking such a retarded language that "Deus Ex" and "Day of Sex" sound the same.
>>11846361>pixel perfect>but widescreenHow many people were playing in widescreen in 1993 you perplexingly specific kind of nigger
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>>11846452He presumably means the proper ratio and scale, only expanded to widescreen.
>>11843790 (OP)has anyone gotten scared or more so spooked by moments in the game? in e2m6 i got scared shitless by a pinky rushing at me.
>>11846468An instant boner closet has spooked me quite a few times. The rare specter in a dark area too.
>>11846468Happens on occasion, like bumping into a specter in the dark, or I get murked hard by a really sudden ambush.
That's Doom, it's a little bit spooky or surprising sometimes.
>>11846465Yeah but why be purist about the resolution if you are okay with having widescreen. Widescreen increases your FOV which makes it cheating. Cheating makes you a scrub and a noob. Scrubs and noobs will be burned and died.
Embrace black bars
>>11846483I don't find that widescreen versus black bars does any real difference for my gameplay, I just like the visual more.
>>11846468All the time when I was a kid. My first Doom was the PSX version and it had way creepier ambience than the PC Doom with cheesy midi music and shit, but even the PC version was spooky at times. Quake was so scary I couldn't play more than a couple levels at a time.
You know like how when you were a kid you would go to the bathroom in the night, then run back to your bedroom as fast as possible once you turned the light off? That's the kind of spooky feeling I got playing basically any FPS back then. Just that "something's gonna get you" on edge feeling. Back in the day when people were still new to the very concept of FPS games, it always felt tense because you were way more immersed than you were used to with 2D games. The only time I remember re-living that feeling as an adult is like, you know when you are super stoned and everything feels way too real? It's like that, where your brain sees through the videogame angle and it trips that primordial switch of "holy shit I have to fight for my fuckin life right now".
We don't think about FPS games as being horror by default but back then they kinda were. That's why a lot of younger players don't understand Doom 3 going so hard on the horror aspect; but at the time it made total sense.
>>11846483Because so-called purists will screech about muh accuracy and then refuse to play at the very least on Choc
>>11846292I read that melee attacks do not check for the hitbox of the monster, but the cross-section of the monster. Is that what I am seeing here in this webm? Are you attacking the right corner of the hotbox because that is the easiest way to hit the cross-section on such a large monster?
>>11845920Envy.
All these autist ports need to go extinct straight away. We could have so much cool stuff by now if everyone knew their place and worked under the one port everyone thinks of when they think of Doom instead of being contrarian snowflakes.
>>11846559There are over one hundred great map packs for gzdoom and almost as much gameplay mods. There are dozens of commercial games that use gzdoom as engine. If that's not enough cool stuff for you, then create more instead being the insufferable contrarian snowflake that you complain about.
And try playing Comatose on gzdoom. I dare you.
>>11846526Why should I play on choc, when notable number of wads released after 1998 don't work on it. Also you can make dsda/woof/nugget look and play 100% like choc. Turn the lowest resolution on, turn the comp level to lowest, remove the movement interpolation. There you have the choc without even downloading it.
8e7
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>>11845920>Is there a good reason to be anti-gzdoom?Because it's fun ragebaiting lolcows like you, pic related, who call you a "purist codemonkey" for not liking what they like.
>>11846574>Why should I play on choc, when notable number of wads released after 1998 don't work on it.Vanilla wads work on choc. If you don't play vanilla wads, you're not really playing Doom anyway, so what's the point?
>>11846452I'm not trying to larp 1993, i just want pixel perfect 2x widescreen resolution and color accurate software mode, because that's the aesthetic I enjoy most on Doom. I use r_scale 2/3 on Quake, and play eDuke 720x480 too. Widescreen full of crunchiness just feels good man.
>>11846583That's just stupid autism like limiting yourself to Doom 1 because 2 had slight engine updates. I play what I want to, how I want to instead catering to your needs, princess.
>>11846582It's possible, nay, probable... that you took the "codemonkey" comment way too personal.
>>11846587>and play eDuke 720x480 tooAnd it looks like smeared shit because the internal resolution is still the same, it's nothing not like in Doom source ports where resolution actually matters.
>>11846582>Because it's fun ragebaiting lolcows like you, pic related, who call you a "purist codemonkey" for not liking what they like.Wanna see something interesting?
https://www.mediafire.com/file/wxn2wm1embcfi33/Doom2InFreedoom2.7z/file
I put the Doom 2 maps into Freedoom 2, but kept everything else the same, and you know what? I actually like how Doom 2 now looks and sounds like an entirely different game than Ultimate Doom. As a bonus, it's compatible with Final Doom.
Doing the same thing for Ultimate Doom just doesn't feel right.
>>11846597There's not better solution atm, so that's best for me. But I don't think it looks like shit since at least fits to screen size instead of getting stretched. Now that would look shit.
But yeah, of course for new mods higher resolution tiles I use higher resolution. But for base game and old mods, 720x480 is nicely crunchy.
>>11846593Where did you get that I'm only playing vanilla?
>>11846703>Where did you get that I'm only playing vanilla?Vanilla can be good sometimes. I think doom2.wad is the best vanilla Doom wad.
>>11846587>that's the aesthetic I enjoy mostThat's all I needed to hear, carry on Anon. I was just checking you're not a faggot.
I like 4:3 because for some reason Quake or Doom taking up my full 2650x1080 seems absurd. But I don't play in low res because I love how these games look with smooth, fully anti-aliased rendering and perfectly sharp, clean textures.
>>11845920It's not very demo compatible from my understanding. It's also not as accurate or performance efficient as other ports. These might be dealbreakers for some, but probably not the average player. Other than that? Meh, it's a good enough way to play doom. Plus it's by far the most compatible with any kind of mod or wad you want to throw at it. If you're just going to play vanilla adjacent stuff, though, there are better options.
>>11845512>have at ye, fiend. >your grandfather smelled of elderberries >i curse theeeeee
>>11846745For reference I am a die hard and I started using dsda doom recently for more accurate gameplay on custom wads. Did not notice any significant difference in gameplay to gzdoom with proper setup. However, I will say, if you're going to use the hardware renderer, it makes old maps, including the original iwads, look worse. There is a definite loss there compared to other ports.
>>11846532There's no proper learned technique, but I do try to get in tight close and hit little off-center. I think it helps as manc moves and only stays still when firing volleys. Ideally you immobilize it against a wall or monster, or some times even manage to snuck in what you may have referred to as cross-section. I think there was one such lucky moment in the demo, and you most often see it happen when low-tier mob lock bosses in place and rip them apart. Demo is just a proof example of berserk punching larger foes being possible when you consistently manage to avoid their attacks. Arachnos otherwise have no sound cue and their shots are direct, so it could be feasible only if you're especially lucky to stunlock them with high damage rolls. Dealing with mancs unscratched might be easier than with cacos though. Not to say it's a beneficial strategy overall, everyone sensible is better off with rls/plasma/bfgs. Punch-out ring was taken from vanguard.wad btw
I never understood why people don't just use the target port specified by the wad
>>11846814Because I can just shove everything into GZ, have it all work fine and avoid downloading all the ports.
>>11846814>I never understood why people don't just use the target port specified by the wadAutism.
>>11846819>Because I can just shove everything into GZ, have it all work fine and avoid downloading all the ports.
>>11846820It's not autism, it's laziness.
I've been perfecting my laziness for decades, I cut corners anyway I can.
>>11846814Some think they know better, some are sure it'll work fine anyway, some just can't be bothered to have more than one port installed.
>>11846825>Some think they know better, some are sure it'll work fine anyway, some just can't be bothered to have more than one port installed.A lot of my mods and wads will break if I don't use gzdoom. Besides, it isn't exactly difficult to fiddle with the settings to make it look super low resolution like the original DOS game.
>>11846826>A lot of my mods and wads will break if I don't use gzdoom.A lot will break if you go slightly away from the version that was out when the mod released too.
>>11846814It's like a veen diagram of just plain preferences, comfort and/or laziness, and then autism.
>>11846829>A lot will break if you go slightly away from the version that was out when the mod released too.So you just do what you need to do to play things how you want to play them. Simple as. Why the fuck are you arguing about this, Sperglord?
>>11846829>A lot will break if you go slightly away from the version that was out when the mod released too.That's bullshit and you know it (or rather don't, and just parrot bullshit)
>>11846829That's not true.
>>11846814>>11846820Autism is checking every wad and then using the right port. Normal people have a big folder full of wads and will only investigate further if for some (very rare) reason it doesn't just work in GZDoom.
Nugget is the one true port anyway.
>>11846846>>11846847Myhouse just had to be fixed for current GzDoom, lol.
/u/, /his/ and /a/ mods suck
>>11846892Therefore compat problems are constant?
>>11846819This newb doesn't remember that you couldn't play Ad Mortem on gzdoom on the first year of it's first release.
>>11846909Was it THE first MBF21 wad or I misattributed it somewhen along the line?
>>11846909I think the last map of 400 mins was busted on GzDoom for a good while too.
>>11846916It was the first MBF21 community project.
Man I ran around this fucking place for nearly 15 full minutes looking for that last secret/kill. Got all the windows, the outdoor ledge, and the secret exit.
Give me a hint without directly spoiling plz thx
>>11846906I'd say it breaks every other mod not made for the latest version, or otherwise finds new and exciting ways to waste your time. A friend uses the same titlemap template for his mods and all of them brick GZ 4.12 onwards for some reason no one never quite found out.
>>11846927>A friend uses the same titlemap template for his mods and all of them brick GZ 4.12 onwards for some reason no one never quite found out.They changed some shit about in a mad panic when that second or third arbitrary access exploit got revealed, it broke a lot of stuff across the board.
Gzdoom modders should same as duke 3d community modders, just supply the mod with the correct version of the source port with the mod.
>>11846987Some do or at least have tried to, would you believe that it caused Graf to lose his shit and try to fuck with a mod developer?
>>11847005Not defending graf or anything, but if I'm reading release dates correctly, it's absolutely shitted pants on head retarded to develop a new wad for an ancient version of gzdoom which is infamous for breaking backward compatibility all the time.
>>11847028The developer was providing the intended version that the mod was developed for, while Graf wanted to bully them to update the mod for 3.0 because that was the new hotness that everybody should upend their mods for.
The added bonus being that 3.0 through to 3.2 or some shit had the exploit that could wipe people's hard drives by replacing everything with demo files.
>>11847005It's funny how Duke community is so much more laid back than any Doom community post 2010 (/vr/ being an exception, i like you guys). Sure it's much smaller, but at least, nobody bans you if you share copyrighted content, are against woke politics, make some new sprites that have tits or gore, or in this case make your mods on older eduke. Maybe it's a blessing that the franchise is officially dead.
>>11847028I mean what's the difference, develop for a new version and that still will end up an outdated version some point down the line. Graf might be a retard but I don't think distributing the exact version with your wad is necessary, you specify in the .txt which port a wad has been tested in, along with any known bugs, anyway.
You do do that, don't you? Right anon?
>>11847048Well it's not like you can find 1.8.2 build anywhere now.
>>11847047>at least, nobody bans you if you share copyrighted content, are against woke politics, make some new sprites that have titsThis is why I present publicly as furfag, it confuses them and makes them hesitate if I am part of the protected group or if I'm a chud.
>>11847048>specify in the .txt which port a wad has been tested in, along with any known bugs, anyway.It's an uphill battle getting the fuckers to read readmes or the help screen, I don't envy gameplay modders who keep getting feedback where they didn't bind the keys.
>>11847052Internet archive?
>>11847052https://zdoom.org/files/gzdoom/bin/
>>11846987The reason they do that isn't just some habit of caution or anything, it's because EDuke32 factually DOES break compat with absolutely fucking everything as soon as the devs so much as breathe on it.
I'll be first to tell you that GzDoom's development is far from flawless, but in my experience, any GzDoom modding I've engaged in continues working 9 times out of 10, dating back over a decade.
>>11847005I thought this was gonna be a screenshot about Lilith, but I guess there's also that example.
>>11846314>mfw when I open your wad in SLADE and disable your disabling
>>11847087Not with everything. The eduke addon compilation which has well over 100 map packs with all kinds of con changes doesn't need that much updating. Maybe 1 or 2 addons break with some bigger update, but at least NightFright is determited on updating them along with eduke updates.
>>11847093I've disabled so much that I've turned to disabled myself.
GOOD AFTERNOON MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>11847087The newest eduke seems to even break Duke Extreme which is an official expansion. I'm gonna try Chapy's grp version tomorrow hoping it would work.
>>11847047Though I'm not as familiar with Duke communities, I agree with what you say about Doom communities. I'm not trying to start a /vr/ project (yet), as I don't want to distract efforts from the current ones, but I think posts like this
>>11847005, Lilith, and some of the cultural leftism on modern ZDForums could be the basis of a funny /vr/ version of "The Community is Falling." Maybe it could even be made specifically for GZDoom 1.8.2. We could even go for a 2000s mapping style like in:
>>11844462 for extra authenticity.
/vr/ reminds me of what places like ZDForums were like back in the 2000s. You could get away with saying some pretty egregious stuff and not get whacked with banhammer. Even post 2010, though short lived after that time, I remember Skulltag chats could get pretty wild, at least by current standards.
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>>11847108You got any games on your gun?
>>11847118That's a neat idea, I've never tried that style of mapping, though, it's rather intimidating
>>11847108Recording video after a long day of work, please don't laugh.
>>11847132What the fuck, those projectiles thrown by the goat bastard look cool.
Man that last map of UDOB is a real motherfucker huh.
Starting you off against a million slime fuckers, then there's barely any health in the rest of the map. The portal challenege things were fun on their own but would have been more enjoyable if you get to restock a bit between. Only map out of the bunch I kinda felt like was rough and unfair, which I can forgive for being the last map, but still.
I skipped the boss maps because meh, fuck boss fights, I hate boss fights.
Next up I will play Dwell.
>>11847005Does he just snap at anybody who does their own thing with GZDoom? Even Reelism had it at one time.
What does he actually expect people to use it for?
>>11847161Zahl is just a neurotic autist. Coders are just like that I think. Or trannies
>>11847171Engine devs specifically. You need a very specific and potent type of autism to make/maintain a game engine.
>>11847118>ZDForums>SkulltagFunny how one person is a common factor in both of these going to shit.
>>11847108Okay, last thread I declared that I would make a vanilla compatible megawad even if it killed me. Pic rel the completed MAP01 I started work on before making that post. It's playable and has some support for difficulties other than UV, but I'm going to make a polishing pass on it later to make it a bit prettier and to implement difficulties more. The sky was generated by Oblige 7.70, the latest version before ObHack and Obsidian took over. I've always liked the look of Oblige skies, and I believe anything generated by Oblige is GPL3, if I remember correctly, which is nice.
>>11847130In the past, I've made attempts at it (though, who knows what harddrive they're on at this point). It's tough, but doable. It's easy to get completely carried away and burn out on the map. I think if I were to try it today, I'd, make the level with the amount of detail that you'd see in a 90s or very early 2000s level and get it to be playable and beatable, and then make a dedicated pass to Tormentor667'ing it when it's done.
>>11847125Is the operating system GUN/Linux?
>>11847132>please don't laughROFLOL. What a bad player hahahaha
I'm kidding, of course. It looks really nice. Very cool atmosphere and very cohesive visuals. All the custom stuff looks awesome, especially the projectiles that
>>11847136 mentioned in his post.
>>11847187>Is the operating system GUN/Linux?Yes.
>>11847108And another couple screenies from MAP02. It's in its infancy still. Almost nothing else done beyond what you see here. The first 5 maps will have an urban theme. Not as realistic as Duke, but not as abstract as Doom 2
>>11847176>You need a very specific and potent type of autism to make/maintain a game engine.Even Romero and Carmack aren't autistic enough to maintain the OG Doom engines (or they just don't care because other people have been making game engines for free).
>>11847161Kind of, especially if he thinks something should be done differently but somebody else refuses to do it his way.
>>11847176>>11847171It's a special combination of highly strung and obsessive enough to wrangle with a pretty thankless task for years on end.
>>11847108I'm still alive. I've just been busy flipping the table several times, though I think I got something figured out here.
The TL;DR of this setup is like this: Hit dudes with whip and gun to get multitool ammo (Orange meter), hold both attack buttons to use multitool for stronger attacks, multitool attacks give gun/whip ammo. Rinse wash repeat.
Also the whip can be charged, I took a note from Tomba and how the Blackjack works there.
>>11847151You stupid bastard. Boss maps on udob are good and you should play them. Cthon and shub suck as bosses on base game, but on udob those fights were really cool.
>>11847260Sex. Pure fucking sex. For our Duke project, I assume? I gotta try to keep my maps in that on the standard you set up. :D
>>11847260Those pumps better explode spectacularly.
>>11847267Skulltiverse II (MBF21 community project currently in development)
>>11847265I thought it was duke as well.
>>11847260Seconding that other guy: I hope to see some classic Build explosions that keep exploding repeatedly for like 8 seconds
>>11847258Nah, I'm good. I appreciate that they made them better than the originals, but I still don't like boss fights. I play Souls games and cheese the boss fights any way I can because they are not the part I like.
I like exploran, resource managan, lots of small enemy shootan.
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>>11847108Been working on a couple of pickup items for Malice Refined, both based on old promo material for the game.
On the left is a bandolier for use in custom maps, obviously letting the player carry more ammo. Texture forthcoming...
The skull is for a gameplay modifier that causes a percentage of enemies to be buffed in different ways, and then drop their buff upon death for the player to use temporarily. Different 'crest' colors and accompanying particle effects will differentiate them. So far it's just a time slow + shoot really fast buff.
>>11847294are there custom maps for Malice?
>>11847151>>11847258The ones that'll happen in Dwell aren't bad either.
>>11847297There was a Malice Jam https://www.quaddicted.com/db/v1/maps/b17fbfd4d5b93e75b418ed1038f0ca8a0c529ebb26cc87fc55c60baa6fc49cc3
https://www.slipseer.com/index.php?resources/malice-jam.358/
>>11847297Very few, but yes.
There was a Malice Jam with 4 maps, as well as a standalone map from a few years ago called "Murder at the Disco".
I've also made two maps included with Malice Refined.
>>11847302>>11847304>Malice JamWell fuck me, I had no idea. I should check out Malice at some point, both to play vanilla and to check out this Malice Refined project in the future. Because the dev is busting his ass here and I respect that.
Any custom level pack recommendations with fantasy theming for quake? Besides the obvious arcane dimensions
That's what they want you to think
>>11847309Mjolnir of course. That's essential fantasy map pack.
>>11847309>>11847320Seconding Mjolnir and recommending Soul of Evil.
>>11846568https://files.catbox.moe/4ozsvy.mp4
Okay. What next?
>>11847330Ahh, classic good old Doom, just like I 'member it. Only missing the beeps.
>>11847306Just be careful with Malice Jam if you choose to play it through Refined. It has its own start map that will replace the original, and it was packaged with a config file by accident that will jack up all your settings (though maybe this has been fixed by now, idk).
>>11847108Made my first Dead Simple clone. Probably the quickest map I've made in years.
>>11847187Looks cool bro keep it up. Don't let it kill you, though. Vanilla can be a bitch.
>>11847320>>11847323I just installed this and it made ironwail crash. 0/10.
>>11847378It's had an easier time with Vkquake supposedly (that's what I used) though Ironwail is one of it's first recommendations on the Slipseer page.
so I downloaded Knee Deep In Knee Deep In ZDoom or something from the doomworld/idgames link on the official Doom Wiki and it downloaded a zip filled with stuff
I read all the text file (which is the same you can read on the /idgames frontend) but doesnt say cock shit about what file/files in this zip I have to run to play this fucking thing
it just lists the maps and that it requires Doom2 IWAD and thats it
the fuck do I do?
whats A and B?
>>11844627>DeePseaI totally forgot about that name, it was the first editor I failed to use!
>Latest release 13.0.5 (2023-01-25, 2 years ago)who is still using this?
>>11847402The wad had to be split into two parts because of vanilla limitations. Load both. Ignore the separate dehacked patch if you're using any source port at all, you only need that to manually patch the vanilla executable.
>>11847413ok thanks
but what is 'extra for sourceports'?
do I load that third?
I plan on playing on GZDoom
Also completely unrelated, I noticed this setting rummaging through GZDoom config file
Its called:
>i_loadsupportwad=1does it have anything to do with it autoloading id24 wads stuff from the Kexport I have installed through Steam?
>>11847405Odds are there's two or three people who like it the most, though there's also the odd fads like that one wad where they went back to using DETH.
>>11847378You need the absolute latest Ironwail, one of the models in the E4 levels is so high-poly it overflows one of the internal variables in any other version. Also you'll need to crank the heapsize up on older versions to make it not instantly crash.
Just boosting the heapsize on your current version will be enough, E4 is a very pretty slog that is in no way worth the effort of finishing it.
>>11847443Looks like it's pretty much just widescreen versions of the HUD, intermission screen and other graphics. Load it if you're playing in widescreen and you care, otherwise you just need A and B.
>does it have anything to do with it autoloading id24 wads stuff from the Kexport I have installed through Steam?That seems to be what it's for, yes.
>>11847260Kingshit. There's something about build with a way it renders things that fake build-like games on gzdoom can never get right. Good luck anon, I thought quality pass for our duke project would be much lower but you proved me wrong
>>11847260>you can't kill me
>>11847108I still have almost no idea what I'm doing, yet this feels like a fun gun, especially after I added adlib bouncing sounds
>>11847503The character avatar is too distracting.
>>11847503Nice, bouncing projectiles are a good bit of fun.
>>11847503I don't see them bounce. Oh, the projectiles.
>>11846568>>11847330Someone did a version of Comatose where most of the 15000 tall grass decorations are removed, and it runs a LOT better.
>>11847503The character avatar isn't distracting enough.
>>11847615Needs jiggly physics.
>>11846062>a fellow 'Day of the Sex Stalker' fan
>>11847347>Looks cool bro keep it up. Don't let it kill you, though. Vanilla can be a bitch.I'll be sure to pace myself. When I made my contribution to DUMP 2, I decided to make a map way bigger in scale given the deadline than I should have and ended up having a nightmare about the blue key room (I think it was that room), lol. Thankfully, no more mapping-related nightmares yet. I'm keeping my maps relatively small and the detail kind of sparse. Maybe just a little bit more than early 2000s map.
Also, your Dead Simple clone looks nice. I really like the dramatic sky, and large metal structure overhead. It reminds me of Doom 64's "Even Simpler"
>>11847336>Only missing the beeps.I probably only played shareware Doom without a soundblaster for about 2 months before dad went out and got one, but it's funny how I still know exactly what those beeps sounded like.
beat Halfquake Trilogy again. forgot how good the music is.
https://www.youtube.com/watch?v=i0Cgx1qSXR4
>>11847108Mostly just block out stuff along with an updated version of the duke project tileset that includes sprite road markings.
https://files.catbox.moe/1yerfb.zip
>>11844053>huge romero workingApparently they were pretty well into development too.
Is Doom64EX Plus the most accurate way to play 64 on PC? Does it fix any of the minor inconsistencies that the original EX had compared to the N64 original?
>>11847826Go away. We're like....closed.
For the other DSDA-Doom users here, should I use software or hardware rendering?
>>11847983If you're going to be autistic enough to use something as vanilla faithful as DSDA, why would you bother with hardware rendering?
Honestly, just try them both and decide for yourself. Hell I use softwre even in GZ just because I prefer the look of it.
>>11847894>Gzdoom>Doom 64 Unseen Evil + Doom 64 for Doom 2This is BY FAR the most accurate to the original.
>>11847898Thank you drive through
>>11847983>SoftwareBetter with classic resolutions, lower performance.
>HardwareBetter with full resolutions, higher performance. Has forced palette emulation, it's imperfect but close enough.
>>11848028Software rendering between ports
>>11843824Good map, not especially optimized route. I could've saved a lot of time by getting the mastermind to infight better but the arachnotrons barely hit her.
https://files.catbox.moe/8zcwoz.lmp
I'm a Nugget man myself. Has a good amount of QoL and fancy visual options while still not straying too far from traditional Doom and being very compatible.
>>11848035What about Vanilla Essence on GZDoom?
>>11846568> And try playing Comatose on gzdoom. I dare you.didn't we have a discussion about it already where gzdoom turned out to have the highest fps?
>>11848109Suppose I could do something a bit more comprehensive
https://imgsli.com/Mzk1NTg3
https://files.catbox.moe/synwqb.zip
Here are settings that I have changed from the stock ones
>Crispy DoomDisabled smooth pixel scaling
>Eternity EngineFS Dekstop, 1080p video mode, 480p renderer resolution
>GZDoomDoom Software render mode, VE ratio 16:9, VE 400p pixel rows
>HelionBorderless window, 854x400 virtual size, Palette color mode, Vanilla rendering emulation
>PrBoom and DSDA400p resolution, 16:9 aspect ration
>Woof and Nugget200% resolution scale, Disabled smooth pixel scaling
>MBF (DOSBox Staging v0.82.2)Enabled high resolution
>>11847464>You need the absolute latest IronwailI already do. I tried it again and it managed not to crash, but instead, I died and was "saved by Thor's blessing", and after that I was stuck and couldn't move.
Fuck it. Doesn't seem like my cuppa tea anyway.
>>11848109Suppose I could do something a bit more comprehensive
https://imgsli.com/Mzk1NTkx
https://files.catbox.moe/ywqlnh.zip
Here are settings that I have changed from the stock ones
>Crispy DoomDisabled smooth pixel scaling
>Eternity EngineFS Dekstop, 1080p video mode, 480p renderer resolution
>GZDoomDoom Software render mode, VE ratio 16:9, VE 400p pixel rows
>HelionBorderless window, 854x400 virtual size, Palette color mode, Vanilla rendering emulation
>PrBoom and DSDA400p resolution, 16:9 aspect ration
>Woof and Nugget200% resolution scale, Disabled smooth pixel scaling
>MBF (DOSBox Staging v0.82.2)Enabled high resolution
>>11848109Suppose I could do something a bit more comprehensive
https://imgsli.com/Mzk1NTkx
https://files.catbox.moe/ywqlnh.zip
Here are settings that I have changed from the stock ones
>Crispy DoomDisabled smooth pixel scaling
>Eternity EngineFS Dekstop, 1080p video mode, 480p renderer resolution
>GZDoomDoom Software render mode, VE ratio 16:9, VE 400p pixel rows
>HelionBorderless window, 854x480 virtual size, Palette color mode, Vanilla rendering emulation
>PrBoom and DSDA400p resolution, 16:9 aspect ratio
>Woof and Nugget200% resolution scale, Disabled smooth pixel scaling
>MBF (DOSBox Staging v0.82.2)Enabled high resolution
>>11847503the mega milk pose gets me every time
pumps
md5: 5b0a2d6a18125be2f5231630f245a0ef
๐
>>11847265I posted the screenshot and fucked off, but yeah, it's for the Duke project.
>>11847270>>11847278I'll need to relearn how that's done, but I was thinking of it, yeah
Thanks for all the comments saying it looks good, though that was a really flattering screenshot. It looks rather dorky up-close, especially the pumps since the pack doesn't have any assets for them and I didn't really feel like adding them i also haven't the faintest idea what the signage on gas pumps in the US is like
>>11848327Honestly in these old engines, the implication of detail almost always works better than trying to cram in details. Put some kind of vague metallic or machinery texture on the pumps, it will read as what it's supposed to; the bigger picture looks exactly how a gas station should look so your brain automatically fills in the blanks.
>>11847826Cool. Updated the con/tile-pack with the new tiles and also with the fixed cons that you uploaded earlier.
https://files.catbox.moe/qns3f9.zip
>>11843792
>>11847826Where does the name Shamokin Donits come from?
>>11847983Software tends to look better on older maps with less detail. Hardware handles new stuff better, generally. Here's two more example screenshots i took a while back when I was considering the same thing.
>>11848327Is there a big variation in gas pump looks outside North America? Should look like this image although I don't think anyone would give you shit if it didn't look just like this.
>>11843792[7-06] Updated Quake Injector V7 RC1, works with new Quaddicted database
https://discuss.quaddicted.com/t/quake-injector-version-7-rc1-works-with-the-new-website/8079
>>11848508>>11848509What isn't displayed is that the hardware renderer is running way better than the software one, and the differences in the screenshots are pretty minimal. So I'd say in most cases you can just run the hardware render and forget about it.
Linguica is a tranny chaser
I prefer hardware rendering in DSDA just because the player lighting gradient looks smoother.
>>11843824Collected demos from my attempts from yesterday, since catbox wad down then.
Most of these are very short and I die quickly because I forgot about exploiting the boner's melee range behavior until someone pointed it out to me.
https://files.catbox.moe/xdskt3.zip
11th try today, this time with the previously mentioned knowledge, so it's less of a gamble getting out, but I was being constantly bothered trying to do this run so I didn't focus properly, and thus made a LOT of bad moves (moves I didn't make when I did my non-recorded practice run). The fatso getting on top of the ledge there at the end, getting rezzed by the viles, was probably just really rotten luck on my part.
It sounds like I'm making excuses, and I am, but I also haven't provided the UV-Max demo yet, so I'm still not good for it. I'll make another go at it later when I'm alone.
After playing all the episodes of Doom 1 again on Switch just for the fun of trying to finish on analog sticks without dying, I ended up realizing that many of the levels in Doom 1, despite being bad designer, are MUCH more tolerable to play the way they were intended, which is in continuous gameplay. This goes for Doom 2 as well.
So I think we're a little unfair when we shit on the original level design. Yes, it's bad, many levels in Doom 1 have no rhyme or reason and are sometimes painful to play, but if you have 50 rockets and a bunch of plasma, you kind of get through them quickly, and that's definitely how the devs thought we would play the game.
What makes these levels almost intolerable is pistol start + 100%, but even though this is pretty much the standard way to play nowadays, it wasn't the way the game was designed to be played. Pistol Start is just a penalty for the guy who died, he has to start from scratch and build his inventory again, but it wasn't done with the idea that people would kill themselves at the beginning of each level for the extra challenge...
baz
md5: 91d1c9a2a04f8ce9e66e7608c9db9eb5
๐
Never pistol start
Always quicksave
Don't 100% unless I can be arsed
Simple as.
>>11848671Gee Doomguy how come your mom lets you have two belly buttons?
>>11845667>>11845656I think the problem was coming up with 30 or so maps around a specific set of patterns in terms of map layout and naming.
It's why I suggested if the wad lead were to be the one figuring out the names/layouts and then the potential mappers get to pick.
The idea of using 3 different texture sets, some without textures for switches or doors, also didn't really help.
>>11848681>the problem was coming up with 30 or so maps around a specific set of patterns in terms of map layout and naming.Who said it had to be 30 maps?
I'm really enjoying Eviternity. I know it's probably a commonly recommended wad, but thank you to the anons who suggest it anyways.
>>11846062I told a guy at school that I played a demo of a game called Deus Ex and liked it. The next day he handed me the full game and said I could keep it because he didn't like it.
>>11848735kek rich boy must have specced into swimming
Anyone here know what's the correct eduke version to get Nuclear Showdown to work? I've tried dozens of them between 2016 and 2018, and while everything else seems to work fine, the new weapons don't. While you can pick them up, you can not even equip them.
This is one of rare mods that wasn't supplied with correct eduke version and even it's creator didn't bother to document it. What a pain in the ass this is to get work.
>>11848327>no gas pump tilesYeah, that was an oversight. I bet ashes has one that could be pilfered.
>>11848438Good shit man, thanks for updating.
>>11848506It comes from an absurd local news story that seems like an onion parody. One of the funniest videos i've ever seen, seriously. It's the only thing this map has.
https://youtu.be/Q1IXyujNbVE?si=7GjXwZnKH9BsiQtr
i haven't played doom in a long time what source ports are the goto these days?
doomretro and dsda/woof seem popular. is that official one from 2024 any good? i assume it's full of bethesda account logins and other useless junk.
what about if i want to play multiplayer?
sorry, i'm reading the op as i type so if it covers what i'm asking i'll find out. your answer might differ though?
>>11848691It's probably the most mainstream doom wad of the past like 10 years or something like that.
The most common criticism I've seen of eviternity is that it can be overreliant on teleport ambushes / arena fights.
Which is fair, but if those are the biggest complaints in your megawad you probably did a good job.
>>11848842GZDoom for moddin'
DSDA / Nugget for waddin'
(depending on how autistic you are about demoslop and speedrun autism)
Not sure about muiltiplayer
>>11848508>Hardware handles new stuff better, generally.If we refer strictly to visuals and not performance, it would've sounded truer in consideration of long-time gutted sector light modes. Otherwise, you can only have palette emulation and no true colors in newer versions of DSDA. I made a comparison collage to see for yourself https://imgsli.com/Mzk1NjY5
Doom wads need to normalise having hubs like Quake paks. Especially if pistol start is the "norm" nowadays, it makes sense to just start every map clean from a hub world.
Basically every map pack should be arcane dimensions now and anything less is a failure of ambition.
>>11848886It'd be nice if MBF25/26 would support something like that.
>>11848864thanks. playing around with settings in woof rn it has the balance of vanilla/modern i'm looking for. will look at dsda/nugget. they're all basically the same i think?
pastebin in the op says zandronum for multiplayer but i guess i'll just have to check and see if anyone is actually online.
>>11843805>>11843906Need that vitamin D for proper calcium absorption
>>11848889I'm sure you could fudge it somehow by having all the levels linked as secret exits from MAP01 or something like that. I don't remember what features are in which format though.
or the community could nut up and adopt UDMF
>>11848881Looks like 32bit is broken as there's no difference with 8bit, no mistake on my part. Never really used it back then, so can't say whether it was always like this.
>>11848903If UDMF can be used with the coming MBF update, then it should be possible to just give the exit actions tags for their intended levels.
One potential issue is that, without some kind of script (ACS?), you couldn't modify the hub map to show which levels you've cleared. The best you could do without is to have an edited copy of the hub which the beat level sends you to, but that very quickly adds up to unmanagable amounts.
>>11848891To elaborate, DSDA is the speedrunner / demo making sourceport because it's purpose built for accuracy to the original game.
Woof has more settings and features for casual play, and then nugget has even more than that.
The official steam port is pretty alright too. Not the most accurate or moddable but it works.
Plus it's built off rum and raisin doom which still has a quite impressive multithreaded render.
Makes it run nice and smooth even on huge maps. Some of the source ports, including DSDA doom still don't have multithreading.
>>11848930I wasn't sure so I didn't initially include it but it seems like woof and nugget don't have multithreading either.
So among those handful of ports. The steam version is the only one with that feature.
This is actually a point for GZDoom as it's the only popular port with multithreading outside of the official release.
>>11848818Found it actually. 20161115-5938 if anyone else wants to play this.
>>11848825Dude, I grew up in that town and the towns near it. Divorced parents. The people in that town are mostly white-trash-in-a-long-dead-coal-mine-town-of-drunks-and-junkies. I doubt it, but if you had questions for some reason. I might have answers.
>>11848886The hub is what keeps me from playing AD. I want to play through a game and have its difficulty progress over time. I don't want to figure out on my own which of the dozen hour-long maps is the hardest and that I should save for last.
>>11848517>and the differences in the screenshots are pretty minimalNot really
>>11848028
>>11848886I suspect it would lead to more of that โmagnus opusโ syndrome where everyone is encouraged to make big awesome maps because: You lose the ability to have a steady and escalating set of levels. You also lose out on the option to play continuously.
>>11848963Itโs not just AD. Some of the more popular Quake mods that get recommended here also follow the hub format, even /vr/โs Violent Rumble.
Partially related - and somewhat refreshing - was when Quake 2 had that 25th Anniversary mod: It follows a hub but item progression is still saved between levels.
Map hubs and pistol start are both cringe.
>>11848886MAYhem 2025 fudges a hub world with UMAPINFO.
Kinda jank and can only do episodes, but damn cool for -cl21.
>>11848919The core problem is that it'll get hackier and hackier the more reactivity you try to add, yeah.
Sucks, but a true Quake hub remains ZDoom only for now.
(And Eternity. Hahaha)
>>11848963>I don't want to figure out on my own which of the dozen hour-long maps is the hardestI obsess about things like this.
If I made a hub, I'd have a few exit prefabs assigned by difficulty. Doesn't entirely solve the issue, but it makes it so you can't trip into a Mazucore magnum opus and kill the momentum.
My last Quake binge a few years back, I think I saw a single hub even print a map's relative difficulty.
A really weird blind spot.
>>11848963Ehh, both is good. But I think there's a lot of arguments you can make on both sides.
I think for me I prefer the hub format because I play these games in bite size chunks. I don't want to sit and play a 32 level WAD straight through, generally one or two levels is enough, then I quit and shitpost a little, then go back and play another level or two. I only really play Doom and Quake but both are very fatiguing to play in more than short bursts, especially when it's community maps you are playing, which tend to ramp up very quickly.
And that's the other point, over a 32 level megawad, due to the skill level most players expect to sit at, you rarely get difficulty that actually escalates for very long. You get to map 5-6 level and the dials are already turned to 11 with the knob ripped off. The best wads will "reset" the difficulty after every 10 levels or so and make it more episodic, but with collaborative projects it's pretty common that the entire wad is just maximum hard the whole way through regardless.
With something like AD you just need to shift your perspective, think of it like a Quake buffet rather than a three course meal.
>>11848953Man that's nuts, what a coincidence. You still in PA? It's a beautiful state in places. Hills fucking everywhere and 50mph speed limits on winding country roads. Shits like a wrc stage, very fun to drive on. You got any stories from Shamokin? Did they ever fix that dunkin donuts?
I've been playing Dwell, up to M7 now. It starts out really weak, the first couple levels kinda had me wondering why it's so highly recommended. But by the third map it hits its stride and suddenly it kicks ass non-stop for most of the next several maps.
So far my only complaint is it leans a little too much on that Serious Sam shit where it just spawns huge waves at you and you have to run in a circle holding fire. It's fun but it can outstay its welcome in the longer maps. But when it gets the balance right, it's really peak Quake gameplay.
>>11848842>For a vanilla experience:Crispy Doom; use Chocolate Doom for a purist experience
>For general single-player, speed running, and the vast majority of mapsDSDA-Doom, Woof, PRBoom+, several others
>For Modding:GZDoom, and to lesser extent, Eternity
>For Multiplayer:Zandronum for mods, Odamex for more vanilla stuff.
>For Historical interest:Skulltag, CSDoom, ZDaemon (Multiplayer)
Vavoom and JDoom (Graphics)
ZDoom (Discontinued foundation of and predecessor to GZDoom)
LZDoom, QZDoom (oldish GZDoom development test beds)
Boom, the grand-daddy of things like DSDA, PRBoom+, etc..
WinDoom and Doom95 (official ports to Windows 3.1 and 95, respectively)
Doom3D (The initial code base for Doom64EX, which (I think) served in part as the basis for very early versions KEX Engine, which now powers many retro shooters re-releases today).
Almost every single port I listed above is Free and Open Source Software, and most of them have all of the functionality and more of the official Steam port. If you're on PC, there is virtually no reason to use the official port beyond curiosity.
>>11849075To clarify, don't over think it. Just download DSDA and GZDoom and have fun. That's going to cover literally 98% of your Dooming needs. Get back into the swing of things, then download Zandro for MP. But do be aware: Doom multiplayer is sort of in a dark age right now. The consistently high (for a decades old game) populations that we saw during the peak Skulltag and ZDaemon days are long gone. Zandronum has been stuck playing the same handful of mods for literal YEARS now. Mega Man 8Bit Deathmatch, Whodunnit, Ghouls Forest, Complex Doom with that godawful Legendary Complex Addon, Zombies, et al. It's not in a good state right now. Zandro as it is today, is like a lower-population version of what is was in 2019, maybe even a bit earlier.
>>11849090>Just download DSDA and GZDoom and have fun. That's going to cover literally 98% of your Dooming needs.It's also worth saying that it's not worth getting caught up in people's source port soap opera drama shit, or else you're dealing with shit like the anons still mad that DSDA took Endooms out.
>Complex Doom with that godawful Legendary Complex AddonI think it's up to about eight layers of crap stapled on top of Legendary Super Duper Ultra Mega Cosmic Legendary Complex Doom now, lol.
>>11849075But Crispy Doom stopped being vanilla aeons ago?
>>11849029I am and I agree it is beautiful in places. Back roads driving is the best. I miss it. I keep looking for driving games that feel similar, but to no avail. They did fix the Dunkin "donits" that was there. It's all they have really so they HAD to fix it, plus Dunkin liked the consistent business I'm sure. I grew up back-and-forth between two towns mostly, the other being almost a polar opposite of Shamokin except for some white-trash culture innate to rural and suburban PA.
HOWEVER, this is getting off-topic for the thread so I'm not gonna talk about it UNLESS it relates to FPS somehow. For instance like locations in PA that would be neat to turn into a map for a retro-fps. Plenty of old abandoned mines and mining offices. I'm not sure how much of these kinds of places you can see with Google Maps. Some could be torn down by now I suppose. My friends and I once found a very old, unopened bottle of whiskey in the drawer of a desk in there.
Centralia is a cool place that MUST have already been made into a wad or map by now. It's too obvious. That's the place where the coal under the town caught fire and has just been burning ever since. When my buddies and I parked in the woods to booze and smoke cigs you could see the smoke still coming out of the ground. Spray Paint road is also in the woods right there. It's just a road with a ton of graffiti on it, including some I left myself. I like the idea of Spray Paint road being used as a floor texture in something.
>>11848963>>11848986It's really hard to tune level progression on community projects where everyone is doing their own thing. That's why a lot of them fall back on forcing pistol start or making a hub. I wish it wasn't like that either, though.
>>11849105>shit like the anons still mad that DSDA took Endooms outWhy did they do that?
>>11849127Speedrunners don't care about it and Kraf is openly hostile toward the non-speedrunners who used his port.
>>11849127I honestly don't remember now.
Shaving off executable size so that it launches a centisecond faster, or something along those lines.
Playing through Alien Armageddon makes me feel like the episode 4 is the only one they've properly developed. Everything else prior to that was either messing around or creating assets and systems for the episode 4 debut.
>>11849105>It's also worth saying that it's not worth getting caught up in people's source port soap opera drama shit, or else you're dealing with shit like the anons still mad that DSDA took Endooms out.Without a doubt. They're pieces of recreational software. The drama is all gay and less than a dozen people on planet earth actually care about it.
>I think it's up to about eight layers of crap stapled on top of Legendary Super Duper Ultra Mega Cosmic Legendary Complex Doom now, lol.Ahhh! It's so coooooomplex!!!! AHHH!!! Having randoooom spawners with with OVER 9000 imp variations is what Doom always needed!!
It's like AEOD, but with none of the fun.
>>11849112It's vanilla compatible. I threw it under vanilla compatible since it retains this capability and is more stripped down in terms of options than something like DSDA. Pic rel.
>>11849127I think he just figured that nobody would miss it, then got mad as fuck when a lot of people said they did, digging in his heels.
>>11849139That's how people like Kinsie insisted to interpret it, which probably didn't help prevent Kraf's autism spiral.
>>11849150That shitstorm is what got us the "anti-speedrunner bigotry" post.
>>11849149Oops, here's the pic I forgot to attach. Sorry for being retarded.
>>11849127It's a port for speedrunning and it bare minimum does nothing for that, and at worst is a small hinderance.
>>11849150I can understand being annoyed when an unintended userbase is getting very pushy with you for doing stuff for the intended userbase.
>>11849145I liked Resistance much more (the legally distinct Blade episode)
>>11849167I enjoy attrition mode the most. I feel like the new episodes are just not heavy enough on combat, only in the attrition mode I can some proper carnage. Although some maps can be overwhelming or outright unplayable, since they werenโt designed with Alien Armageddon systems and additions in mind.
>>11849190I played Attrition so much I can't go back to it because I know 80% of maps in the pool and half of them are shit. But yeah, much more carnage going on in there
>>11849152Doomers say the darndest things.
>>11849261What happens if you try and play that game?
>>11849214Oh, you have a lot of experience with the mod. Can you share your vision about Deanova? I find her to be the weakest character in the mod, her weapons are gimmicky and donโt have enough fire power. Other character can obliterate hordes with ease, but with her the progress is much more bumpy. Am I doing something wrong or sheโs just objectively underwhelming?
>>11849269>https://files.catbox.moe/iv9dlq.mp4
>>11849281What happens if you survive the explosion?
>>11849286It's a one-time trigger but something will usually finish you off in the next couple seconds, so it's basically right.
>>11849302Would have been a lot cooler without the explosion. Like some million damage hitscan that just kills without warning.
Have they ever done one of those remake map packs like KDIZD or DTWIDD or whatever, but for Quake?
I've seen a handful of individual levels where it's a modern more detailed version of the original maps but I'm not aware of a full project, which is surprising.
>doing feature
>wondering what texture I should put there
>try some more obvious ones
>eeeh
>try some random ones
>one of them ends up looking really good actually
>but it kind of shouldn't though
>buuut it just really does
>better than any of the others
Oh well, then.
>>11849152>anti-speedrunner bigotryWhat an interesting thing to say
>>11849352Quake mapping community is like 1/4 of the size of the doom one. At least from what I've seen
>>11849406I'd say even less, barrier to entry is a lot higher too when it comes to doing stuff for Quake.
iTS Sunday Night Shitshow Time again this time some Necromantic Thirst
>>11849515Fuck that Jenny bitch.
>>11849515When I was a kid my bother dared me to call that number and sing the song to them. So I did, then hung up.
I'm sure they fucking loved having that number.
>>11849271Yeah she's underwhelming, feels like support character but useless anyway. Maybe if you quick swap characters there's something to her but I don't, when playing with a bot I never swap to it and max out only main guy
>duke nukem
>he 'nukes them' at the end of every level
Who wrote this shit?
>>11849791Not only that, he's "Duking" it out at the beginning. It's like poetry.
Got quake 2 in the steam sale. Feels good to shoot even if the grenade explosion looks kinda shit.
Only actual gripe is that for some reason the music just cuts out and doesn't come back until I hit a level transition.
It also doesn't happen at a consistent point.
Is this like some Q1 situation where you need to do some command to run the CD music or something?
I don't think I've heard even the full length of the first song because it keeps being record scratched by some invisible cunt in the code or something
>captcha: ARGG2
>>11849831>Only actual gripe is that for some reason the music just cuts out and doesn't come back until I hit a level transition.>It also doesn't happen at a consistent point.The music is designed to stop once you complete all objectives in an area, but if it's happening before then you could be running into something else.
>>ARGG2Nice.
>>11849935was there a thing that got changed about those guys that ground slam you? I swear they did it way more than they have been doing
Not complaining, just the impression I got was it was an opening move when they saw you or something
>>11850146The remaster made a lot of AI changes.
>>11850146>>11850149yeah, Berserkers are an actual threat now instead of a one-trick pony
>>11850146If you're talking about these guys, they were given a big leap attack that's more likely to happen if you're far away. If you're jumping or in the air when they pull it off, you won't get touched. And
>>11850149 is right that they made a lot of changes to the AI. If you've only played vanilla Q2 and weren't exposed to any of the Q2 expansion changes, it should all largely feel like an improvement; some things were buffed, some were nerfed.
>>11850191never played Q2 before, I never bothered because I thought the textures and weird lack of muzzle flash all looked kinda lame
Remaster happened and now the sale so I gave it a try. Knew about jumping to avoid the slam, that's fairly standard but I like these guys, didn't realise the slam was remaster only.
Fucking hate those dog things, what's the best weapon to circumcise their disgusting tongue thing?
>beat E1 for the 400th time
>just look at this screen and listen to the music for 20 minutes while drinking a few beers
This is eternally cathartic.
>>11850237Yep, the sumps are pumping tonight baby.
>>11850202>Fucking hate those dog things, what's the best weapon to circumcise their disgusting tongue thing?Theyโre not big on health so you can chaingun through them fairly quickly. Their tongue used to be hitscan but is now avoidable, and if they miss they get stunned for a few moments so they can be more easily super shotgunned. Theyโre one of the enemies that got nerfed hard.
>>11850261I didn't notice the tongue being dodgeable, guess I was too close or not maxing my speed. I'm only on warehouse right now so I haven't seen the whole roster yet, at least I have the iron maidens to look forward to to compensate for the annoying dog cunts tonguing my arsehole constantly
>>11850234where the fuck did you take this photo lol
>>11850234What monitor is that?
>>11850276Rape dungeon apparently
>>11850234If I worked there and caught you playing doom and drinking rolling rock I'd ask for a beer and leave you alone.
>>11850278I got it cheap a few years ago and frankly I have no idea what exact model it is. The sticker is in moon runes and jargon and doesn't specify the exact model but here's the model number if you want to find it yourself. I think it's this one or an adjacent model:
https://www.amazon.com/MSI-Optix-Gaming-Monitor-Renewed/dp/B09SVRTQ3J/ref=asc_df_B09SVRTQ3J?mcid=7af9a97933c03230873bcccaf3383a5d&hvocijid=12927867632167300410-B09SVRTQ3J-&hvexpln=73&tag=hyprod-20&linkCode=df0&hvadid=721245378154&hvpos=&hvnetw=g&hvrand=12927867632167300410&hvpone=&hvptwo=&hvqmt=&hvdev=m&hvdvcmdl=&hvlocint=&hvlocphy=9058761&hvtargid=pla-2281435177858&psc=1
>>11850297You can have a rolling rock on me any time brother.
>>11850234what's your favorite episode, don't tell me it's shareware shit
>>11849352>DTWIDD or whatever, but for Quake?there's plenty of retro-themed map packs. check out retrojam1-7 (and their late-addition maps) and mc_retrojam1-3. there's also ritual which is a traditional episode for quake and doesn't require a limit-removing port (so works with dosquake and win/glquake)
file
md5: 8067cbf2ed3deea43e4cb227530c77ef
๐
at least it decided to kick me out of the server after 2048 packets refused to register
>>11850358E4. Perfect Hatred is the best map in the game.
Just woke up from a dream where I got ripped the fuck off on a hidden fee of +738% on a single carton of milk, and I'm still malding even though it was just a dream.
I feel I understand Postal Dude better now. .wad for this feel?
>>11849487>>11850360GGs and connection interruptions
>>11850408ggs!
>>11849487https://zandronum.com/tracker/view.php?id=1469
that's the bug report i was thinking of
>>11850234>sump pump anon is still doomingnice. maybe cut down on the beer doe
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>>11847108Megawad progress. Sideview of all current maps. Did some updates on the 5th one today, did not make any progress for the last two yet. Picture was too large, so I split it in two.
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>>11850682... and the other half.
Any advice for optimizing DOOM 3 for modern machines? I've been looking at some graphical overhaul mods and it seems like there are a ton of different options and no clear consensus as to what's considered the "best".
So far, I've landed 2 that *seem* like they're what I'm looking for:
1) DOOM 3 Redux: 25th Anniversary Edition
2) D3HPD - DooM 3 Essential HD Pack
Any thoughts or suggestions, /doom/?
>>11850758Wouldn't it be easier just to play a good game?
>>11850785That's what he's trying to do.
>>11850758>Any thoughts or suggestions, /doom/?I've only played with this https://www.moddb.com/mods/ai-upscaled-textures-doom-3-roe and some hud replacements from Doom 3 Enhanced, but those two you posted don't look so bad. D3HDP has some options for different enemy and weapon models so it could be less straightforward to install but that's not a bad thing.
is there any community mods that add muzzle flashes to the quake 2 guns? That always bothered me more than it should.
What's the best current sourceport for playing DOOM as vanilla as possible but with gamepad support?
>>11850852Closest youโll get is Mission 64 and that only adds bullet tracers but no muzzle flashes. Q2Pro has support for the KexQ2 content which includes the muzzle flashes.
reading up on how doom's rendering works, and about segs. do any mapping tools allow one to manipulate segs, especially so as to avoid slime trails? are there any automated tools to detect slime trails?
>>11850863oh and the fact that segs are a different struct from linedefs probably allows for some strange visual effects, if deliberately used. nothing at all says a seg must line up with a linedef, even approximately
>>11850857Nugget, but with strict compat settings.
Nugget is all about being able to play Boom, MBF, and MBF21 content (which is sorta "half-advanced" stuff still largely built around original gameplay and physics), but it'll do straight Vanilla as well, and it has VERY good gamepad support.
>>11850894>it has VERY good gamepad support.Does that mean rumble, too?
>>11850896I don't think so actually, but I'll go check the settings.
>>11845920As someone who made 2 big mods with it, it's a broken, unoptimized, janky piece of shit. Documentation on engine features is non-existant, and there's a lot of retarded bugs and crashes that the devs don't bother to fix. And don't even get me started on the performance.
>>11850896>>11850901Oh, it actually does. Right, my mysterymeat gamepad doesn't have a rumbler, that's why.
It's there, but I don't know how it works exactly, I assume that it brrrs when you shoot or take a hit. Maybe both?
>>11850903>Documentation on engine features is non-existantI'm amazed at how comprehensively documentation was supposed to be forthcoming shortly after 3.0's release and it's still just not fucking there. and if you dare ask you usually get met with hostility or the Graf brand of "you're doing it wrong by not using this very specific thing we never drew any attention to".
>>11850882turns out I'm not the first person to have this idea
https://www.doomworld.com/forum/topic/74354-stupid-bsp-tricks/
>>11850929oh and the reason I'm even looking into this is to write a thing for generating collision meshes รกla Quake, but for Doom, for the purposes of finding new speedruns. subsegs aren't part of the physics (I think?) so they're not actually relevant for that purpose
>>11850903>broken>unoptimizedBullshit squared. Post your portfolio.
>>11850912What do you imagine good documentation to be? Some magical guide that always solves your highly specific problem? Or do you expect a step by step solution on how to make the mod of your dreams? Or maybe you want to make anything with zero effort on your part to put the pieces together? Define what you expect from the documentation that isn't already there, because every time I open the wiki there is something new, and old articles are updated with previously unavailable or "hidden" information. Stop trying to fit in by regurgitating ancient arguments like a colossal nigger.
>>11850903>brokenSome older stuff doesn't work, unfortunately.
>unoptimizedIt's not primo, and some of that owes to its +20 year development and being based on Doom's source code, but I get pretty good performance.
>janky piece of shitMost things aren't that janky to me.
>Documentation on engine features is non-existantMaybe for later ZScript stuff, but before that there's quite a lot of engine documentation.
So, is Sunlust actually good, or is it just another meme?
>>11851014Yes, pretty fun and memorable puzzle maps
maybe the only wad where i know each map by name
>>11851014It's gr8 m8 I r8 8/8.
>>11850952>Bullshit squaredGo into literally any level from any game or mod on GZDoom and type in the console "gl_render_walls 0", tranny faggot, see for yourself. The amount of unnecessary shit this garbage engine renders at any given moment is insane, and sometimes there are literal culling bugs where geometry is rendered even if it's obstructed by a fucking void. I've had this shit happen in multiple of my own levels.
>>11850993>It's not primo, and some of that owes to its +20 year development and being based on Doom's source code, but I get pretty good performance.Performance problems in GZDoom mainly come from levels, and generally, it's impossible to stay above 200 fps stable even on mid-tier rigs unless you stick to making literal Wolfenstein 3D tier corridors. Any kind of complex geometry (I'm not talking about "Bridgeburner" complex, I'm talking about "Duke 3D" complex) makes GZDoom shit itself like crazy, hell it can barely even handle texture resolutions above 256x256 without shitting itself either. This is what I'm talking about, I wouldn't know much about the logic code itself but from my experience logic impacts performance way less than levels do.
>>11851030>Any kind of complex geometry (I'm not talking about "Bridgeburner" complex, I'm talking about "Duke 3D" complex) makes GZDoom shit itself like crazyWorks on my machine.
>>11851034>Works on my machine.And then you wonder why people hate your port so much.
>>11850903>>11851021>>11851030Have you considered that your computer is shit?
You don't have to sell a fucking kidney to afford hardware decent enough for this stuff, come on.
>>11851036Only Chickenman gets non-choppy framerate with GzDoom, naturally, nobody else has hardware from within the last 10 years.
>>11851056Next he's going to say that he shouldn't have to because Doom is from 1993.
>>11850912I was going to help write documentation, but if you can guess who I am, you can also guess what happened. :^)
Worst D1 level? I can't think of one I dread the thought of playing more than E2M4.
>incoherent level design with dead ends and nearly-unused areas galore
>awful aesthetics -- here's a corridor filled with faces, now here's a techbase room, now how about a bright red hallway?
>power ammo is scarce so you'll likely end up shotgunning cacos and barons by the latter half (read: cancer)
>garbage secrets like teleporting you into the central tower behind a caco and a pinkie for absolutely no reason
>dumb shit like hallways that lead to a single bullet clip or hidden ammo caches that don't even have enough loot to outweigh what you spend on the enemies guarding them
>end of the level is a pointless lava room where you simultaneously get a free megasphere right at the end
It isn't the longest or hardest level, or even the most annoying to play, but everything about it is just so painfully shitty. It isn't cool looking, it has no flow, the secrets are all underwhelming, and you're constantly worrying about your most basic ammo while also being showered with health, armor and biosuits. What a piece of fucking shit man.
>>11851062Speaking of E2M4, Amalgoom MAP14 is amazing
>>11851056>>11851057>>11851058>uhm, chud, don't you just get it? it's absolutely imperative that you have an i13k and an rtx 3060 to get non-shit framerates in gzdoom? educate yourself! never you mind that this engine can barely compete with the source engine from 2004 in it's capabilities, that's just how it is okay???
>>11851030If I remember correctly from what other Anons posted here long ago, this is because Doom's rendering and gameplay logic is inextricably linked to frametime and CPU thread. So even though GZDoom has multi-threading, it's limited in what it can be used for without completely breaking the Doom engine even further than what GZDoom already does; you wouldn't just be making a tweaked Doom that breaks demo compat for speedtrannies, you would be basically making a whole fresh engine inspired by the Doom engine. They can't even pull an Ironwail and shift CPU work to the GPU work any further than they have, because it's not even a 3D vertex BSP engine.
TL;DR It's not really Graf's or GZdoom's fault directly, these are fundamental limitations. There's a reason none of the other ports do that stuff.
>>11851090>If I remember correctly from what other Anons posted here long ago, this is because Doom's rendering and gameplay logic is inextricably linked to frametime and CPU thread.That still doesn't justify the terrible occlusion logic. I mean, for fuck's sake, the least they could fucking do is port over the draw distance setting from LZDoom as a stopgap measure to work around bad level performance but they don't bother with that even in VKDoom.
Then again, backface culling, the literal fucking basics of 3d graphics rendering that was figured out in the 1990s, was properly added to MODELDEF quite literally only a couple of months ago, so this shouldn't be surprising.
>>11851062Eh, I like E2M4. I think E3 has worse maps, I don't really care for E3M2 or E3M5 and just try to get them over with quickly.
>>11851095Doom's BSP is 2D, that already shits up any attempt at proper occlusion logic
Like that other anon said, the only way you could "fix" it is by making another engine entirely.
>>11851102>Doom's BSP is 2D, that already shits up any attempt at proper occlusion logicAs I already said, you could at least add draw distance to geometry like LZDoom already has been doing for years as a stopgap measure.
Some kind of a linedef flag that acts similar to those "hint" or "occluder" brushes in the Source engine would help too. You can already sort of do this with one-sided linedefs, so why not properly implement it?
I understand there's not a whole lot you can do to fix the base, but don't fucking blame the modders when you barely give any fucking tools to fix the performance in the levels without going into the engine source code.
>>11851109Modders are always to blame. Especially grandiosity-obsessed cunts like Bridgeburner and his school of mapping who can't go two seconds without shitting out yet another slaughtermap with so much overcomplicated geometry that it gets in the way of you being able to move.
Stop doing stupid shit that isn't scalable in fucking Doom. Accept the limitations or use another engine. That's it.
>>11851075There we go. That's not a high end or cutting edge GPU btw.
>never you mind that this engine can barely compete with the source engine from 2004 in it's capabilitiesProbably because that engine was developed by a team of programmers who worked on that for a living, and with the intent of being for a new commercial game. GzDoom is still built around a lot of 1993 code, which maybe it wouldn't necessarily have to be, but to undo the bottlenecks you would need to either invent a time machine, or spend a lot of time yourself in rewriting much of the engine for multi threading, and have fun with redoing decades of work and chasing compats.
GzDoom is far from flawless (for instance, I hate how it scales pixels), but you're completely ignorant of the realities of its development and also just of hardware and software in general.
>>11851124>Accept the limitations or use another engine. That's it.Yeah, fucking ACE Team pushing the boundaries and trying to make vanilla Doom do things it was never meant to, what a bunch of trannies!
>1993+32
>still no experience in any shooter that's as satisying as pumping rockets into robo-cows
How did they do it?
>>11851140Weird that none of the manuals ever mention their explosive resistance. How did you find out?
>>11851147First I pumped,
Then I kept pumping,
Then it died.
>playing AMC
>wild west themed map comes up, with gunslinger as playable character
>trying to get to village, its quiet
>reached the town, everyone is dead. I can see and talk to their spirits
>go underground to turn on generator, classic
>ambushed by fucking demons
>reach the surface
>cultists are everywhere, intense fighting begins. I'm low on HP, trying my best but these fuckers learned their tricks from Cabal
>this banger starts playing:
https://youtu.be/rv9TKenj2g0?t=4037&si=aQCvVnWk5c6noP8Y
I didn't expect it to be this good
>>11851124>brings up bridgeburner immediatelyI already said that I'm not doing stuff like Bridgeburner is, stupid tranny. Even if you try to use more than 1 "new feature" that GZDoom introduces in conjunction with anything else, you immediately run into performance problems on almost anything. Take stuttering for example, it was such a fucking problem that 2 precaching options were added, for actors and sounds.
>>11851125>There we go. That's not a high end or cutting edge GPU btw.It is for a fucking primarily sprite-based engine. Don't try that shit on me, moron.
>GzDoom is still built around a lot of 1993 code, which maybe it wouldn't necessarily have to be, but to undo the bottlenecks you would need to either invent a time machine, or spend a lot of time yourself in rewriting much of the engine for multi threading, and have fun with redoing decades of work and chasing compats.So why the fuck did you add model support? Why the fuck did you add PBR support (that doesn't even fucking properly work btw)? Why did you add 3D floors? Portals? Skeletal Meshes? Why is it that when you complain about performance, then GZDoom is all of a sudden a modern engine built for modern hardware for modern features, and yet when you deliberately specific MODERN hardware and MODERN features you implemented, you fall back into "it's still an old 1993 codebase"? When IQM was first introduced in 2022, btw, you kept saying how decoupled animations from states are impossible to do due to the structure of the engine, but now not only has that been introduced to the engine, there's planned support for bone manips in ZS. Maybe the issue is of your skill, and not the codebase?
>>11851147For about 25 years, I had no idea. Then I watched YouTube videos about Doom.
Somehow I knew about shamblers long ago though.
>>11851154>Don't try that shit on meI'll shit on you as much as I goddamn please, you mouthbreathing thirdworlder.
>>11851140You must post this every other thread. Why are you so obsessed?
>>11851030>I'm talking about "Duke 3D" complexgzdoom bros can only dream of this
>>11851160>having any kind of standards is being a third worlderOkay then, nice rebuttal there, troon.
>>11851164If there's any thread to be obsessed with killing cyberdemons, this is the place.
>>11851167Exactly. A level exactly like this will quite literally be unplayable in GZDoom or VKDoom ON ANY HARDWARE.
Okay, maybe an RTX 5090 with a Threadripper might get barely 60 fps on 1080p.
>>11851168I've already rebutted you, it's not mine or some old German autist's problem if you have an ancient poorfag machine.
Sorry that a hobby-developed sourceport isn't designed with primary support for 20 year old legacy hardware, it must really suck when you can't afford completely average and unremarkable hardware which is already many years old.
>>11851164In every playthrough of D1, I look forward to two things: pumping rockets into the little moos at the end of E1, and pumping rockets into big moo at the end of E2. The experience of pumping rockets into bovine-adjacents provides a feeling of satisfaction that no other game can match. I wade through dozens of levels, hoarding rockets, just for the opportunity to unload 30+ on a moo or two. It is the superlative DOOM experience.
>>11851168You clearly don't know what the fuck you are talking about, mutliple anons have explained shit to you, you are wrong and don't understand the basic principles invbolved. There's no need to keep on shitting up the thread with backpedalling and name calling now that you have been shown up as a retard.
Yours sincerely, NTA.
>>11851153It's pretty amazing when you're not being made to play map/character combinations where you're having to constantly scrounge for ammo.
>>11851178I mean, if the only thing you have left is screaming "TURD WORLDER!!" whilst ignoring literally everything I say, then yeah there's no point in talking to you further.
>>11851191>can you explain why gzdoom needs such hardware if it's still so limited?>UHM, YOU HAVE NO IDEA WHAT YOU'RE TALKING ABOUT, CHUD!!Nice backpedalling I guess.
>>11851160>>11851168imagine if you guys started kissing and then touched the tips of your penises together or something lol wouldn't that be weird haha
>>11851201anon that's gay
>>11851172With something like Comatose, I get very shit performance. With the modified Comatose version which removes the like 20000 decorative grass actors, I find that I can frequently get framerates anywhere between 100 to 120 at the best, and never dipping below 40 at the worst, frequently hovering somewhere around 60 or 70.
That's not the same as that kind of environment, but it's still a large and detailed outdoor environment which is known to be demanding. If I use something like Slaughter Optimizer to slow down monster calls well outside of the map, this can help the frames a bit further (though it makes a bigger difference in more monster intense maps, obviously).
My computer isn't anything special either, it'd be considered average about 5 years ago.
For my purposes, GzDoom isn't perfect in performance, but I rarely find a level which seriously tanks my performance.
>>11851153AMC is fucking awesome, from what I remember. Does it still get updated?
GZDoom's problems can't be explained by just "the complainer's PC is too bad" alone.
Remember how long ZDoom and Zandro have been around. The older versions of all those ports including even GZ itself ran better, on much older hardware than is currently being used by the vast majority of people in the present day, for years and years. Where's the logic of that performance steadily getting worse and more inefficient?
>>11851215tell that to the chodes sexting over a doom thread
>>11851237"bicycles are so much more light and efficient than cars"
>>11851225I saw some ep5 teasers on youtube, thats why I started playing it
>>11851237I did not have as good performance back in the day, well into the early 2010s I would have my computers really struggle with any heavy use of dynamic lights, which I don't have happen anymore.
I also wouldn't be able to play stuff like Comatose and Overdose without crazy slowdown.
>>11851240>what is lzdoom
>>11851237There's no point in trying to explain this to them. If not even Selaco's launch on Steam could open those people's eyes, nothing can.
>>11851243"I took a bunch of random bits off my car to make it so much faster dude"
>>11851251I didn't look into that one because it looked and sounded boring.
>>11851248In 2021, when it just started development, it was as 90% as capable as it's 2021 Gzdoom equivalent version was while running 150% better.
Now dr.frag is back at it again backporting new Zscript stuff to it, and we'll probably see the same results again.
>>11851253You're implying GZDoom is full of useless bloat.
>>11851259>You're implying GZDoom is full of useless bloat.Are you really this dumb?
So, for those familiar with LzDoom, what is all the shit that it cuts away, and how many things stop working because of it?
>>11851153AMC is pretty good when it doesn't limit which character you can select for the mission. Episode 2 is the peak of the mod due to this reason and the general level building, it goes downhill from there, because majority of the missions will be character restricted for no reason at all. Also, way too few enemies and fighting for how large the maps are.
>>11851225Yes, episode 5 is supposed to come out this year.
>>11851287Johm Romero is about to swallow your cock with his anus.
>>11851287No. The well is not that deep, just your rope is just too short.
>>11851263The two big things it does is add draw distance to actors and level geometry, so if something is further than a specified amount of units it won't get rendered, and it uses an older iteration of OpenGL. It's also not 100% parity with Zscript but dr.frag recently resumed development to remedy that.
>>11851339>so if something is further than a specified amount of units it won't get renderedThat sounds like it may either do nothing appreciable in some cases, and/or cause some issues in others.
>>11851359It doesn't do anything in small maps but it 100% helps in big and open levels. I would know because I made some levels like that, which would lag on GZDoom but not on LZDoom.
>>11851329Wizards with guns is a kino trope
>>11851287Yeah I thought it was meh also. First one was pretty gud thoughbeit.
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Just discovered that Ironwail can actually join multiplayer games as of version 0.8. I remember this being a problem when an anon here was hosting Quake matches. You can even connect to hosts on other ports.
Unfortunately it seems IW is extremely prone to packet overflow if hosting, while a vkQuake host is much more stable. No idea why this is.
>>11851329>>11851364It's a good idea. The wizard could power up the weapons and even make the bullets more powerful (like making them to light on fire enemies, destroy their shield, curse them, etc.). Like having their attack spells to be much faster than a simple fire ball.
>floats past you slowly in reverse
wat do?
>>11851484What's that mod?
>>11851559Malice (Refined)
>>11851364Meh
>guns and guns: 10 IQ>magic and guns: 70 IQ>obliterating a demonic force with extraordinary magical powers using nothing but metal and fire: IQ over 9000
>>11851694jon garmag :-DDD:-D
>>11851667>>11851694doomguj is in de lebel, jusd like benis in bagina xDD
>>11851673Should have checked whether I had the right screen, so I'll take the opportunity to whinge.
Jesus, what renderer was this wad made for? The later maps are so detailed and absurdly produced, but the light levels are so low that unless you mash F11 you can barely see any of it.
>being in an arena that looks like this at normal gamma>walls are black, floor is black>being in it while it's full of living mancubi, cyberdemons, and rockets that are black now tooPain.
>>11843792>=== CURRENT RELEASES ===>/Vertex Relocation/>IWAD : Doom 2 | Format : Boom>RC3: https://files.catbox.moe/aoucg0.7z>Just about finished.So on MAP10, monsters can open blue door from the inside, after you release them with the switch. Is this intended?
Also where the fuck are all supplies, was it always like that?
>>11851547It's like he's moonwalking
>>11851547behold the Caco in its natural habitat
>>11851062it's definitely E3M1. such a nothing level, and especially bad considering it's the episode opener.
on a similar note, E3M7 is vastly underrated
>>11851147it's not like it's a big deal in vanilla Doom, he only appears in E2M8 and E3M9 and I assume the splash resistance is mostly there so he doesn't hurt himself with his own rockets
though I'm thinking of an alternate universe where he doesn't have splash resistance and is given double the health to compensate
>>11851756E3M1 is ugly as shit and sucks ass, but at least it's over in 30 seconds. Some of the stinkers in E2 go on for a good 20 minutes.
>>11851673what's the WAD? looks like Maelstrom from Sunlust.
>>11851147He might be resistant to splash damage, but that doesn't make the rockets like him any less.
>>11851156>Somehow I knew about shamblers long ago though.You might have had that idea from the manual where it's explicitly stated he has resistance to them. Even then, it's still fairly natural to want to launch all the explosives at the "big bad" monsters so it's weird to see their resistances omitted from every old manual that mentions them.
>>11851140>>11851147Tower of Babel's rocket duel made me think Cyberdemons were way beefier than they actually are for the longest time.
>>11851768Necromantic Thirst, the big French community project that's been in the works since 2007
>>11851691I slaughtered your mom's slop.
>>11851767>stinkers There's not a single bad map in E2 outside of the secret one.
>>11851787>fight him the first couple times, get rekt>fight him again, have 5 minute pissing match with rockets>ARGGHH ARGGHHH ARGGHHHH... *splat*>fuck yeah I did it, can't wait to see what the final boss is like>holy shit it's a giant cybernetic brain spider, hell yeah>DWEET, DWEET, DWEET... PEW PEW PEW PEW!!!>ohh man this is gonna be tough, better use my BFG>it dies in two shotsKind of a let down coming off the cybermoo battle, they really needed to buff spidey.
playing some of Ribbick's other WADs after finishing Sunlust and man I'm falling in love with this guy's style, so many creative fights and such beautiful level design
the final fight tilted the fuck out of me though. I guess this is where danne got the inspiration for Postcoitus Doom
>>11851802I maintain that M4 sucks ass in every way imaginable, and let's be honest, spawning vats is kind of shit too (along with the Fortress of Mystery which is a practically a joke map). I agree that the rest of the episode is pretty good though.
>>11851673Man, you can get the exact same gameplay loop from an Oblige map made in 2 minutes. I genuienly don't understand the appeal of slaughter. It's just like bullet hells are to shmups, you've played one, you've played them all.
>>11851706>>11851793Once I read in appended to some old wad textfile, that the map was meant to be played in ZDoom and would be unreasonably dark if otherwise put in vanilla port. Maybe it's a similar case here.
>>11851820I agree map 4 it's the most tiresome, but I still wouldn't call it bad.
>>11851706from the Doomworld thread:
>Now, for specifics regarding known bugs : for now, map 25 suffers from performance issues for unknown reasons, even on DSDA Doom. For this map, we recommend lowering the resolution (down to 1024x764) until we manage to fix this. Alternatively, using an OpenGL-based port for this map should work fine. seems to imply it was made mainly for software rendering
Man, sandy petersen really redeemed himself with quake 1, huh. He made every level in episode 4 except the first, and I'd say they're all decent to top 10 material.
Tower of despair, Pain maze, and azure agony in particular are highlights of quake 1.
Azure agony is probably the most tension filled level in the whole game with those dreaded spawns around every corner.
>>11851896I always liked Sandy maps.
>>11851896Might be the only time at id that Sandy wasn't being completely fucked sideways with a massive workload and not enough time.
>>11848886i want doom to have turok style level design
>>11851992Depends on the "Turok" and associated level.
>miss a key and have to restart all the pieced-together level sections from the beginning
>>11851484looks fun
qrd on multiplayer quake?
>>11852009>qrd on multiplayer quake?It's Quake... but multiplayer.
>>11852009runnin'
gunnin'
simple as
>>11852009>qrd on multiplayer quake?You HUUH or be HUUH'd
>>11851623>metal and fireSounds like a gun to me.
I heard something on a speedrun video that KEX is supposedly based on or is "similar to the Source engine". This sounds like complete bullshit from my experience with games ported to the engine especially after playing the SS2 Nightdive port recently, a game that I am very familiar with from both NewDark and the original Dark Engine version it was released with.
I know that Nightdive isn't exactly popular around here but what do you guys think? I always just assumed it was homemade
>>11852110That's the point
>>11852128>SS2 Nightdive portMy understanding was that they were still using NewDark code, modified, for that. KEX engine was just a layer.
OH!
Yea-yeaah
We've off to Sandy's arrow land..
>>11852163>NewDark codeAs far as I'm aware there shouldn't be one in free access, sources are still closed
>>11851896Quake is oddly consistent in quality despite its troubled development. I don't think it has any bad maps (maybe shubby and chthon), and all of the episodes are pretty good. It struck me as odd because Doom has a lot more highs and lows and you can feel that the maps were made by multiple different people.
>>11852164I want to go off to sandy's land. When is he gonna make a cool map with lots of Cthulhu stuff?
>>11852174You're right. I misread/misremembered this quote:
>โWhen we started on the multiplayer, it was completely non-functional,โ says Nightdive developer Sam โRekiโ Piper. โYears of neglect due to changes from both NewDark and community mods left it in a really dire state. Add to that any errors introduced during reverse engineering, plus the infamous bugs already present in the original game, andโฆ well, you get the picture.โThought that they had reverse engineered newdark etc...
>>11852308>Years of neglect due to (community taking charge) left it in a really dire statelol games would've been close to dead if not for reverse-engineering, i'm ecstatic about thief "remaster"
Which of these mods are good? I finished all the base campaigns. Doom 1 was my favourite.
>>11852336Both versions of Going Down are very good. REKKR is a safe bet too.
>>11852308>>11852319DirectDraw workaround hasn't ever worked for me, so if not for that anonymous guy hacking the games I still wouldn't have them experienced. Thanks to copyright holders and retro grifters indeed.
Am I crazy or are there occasionally monsters with fast enabled in UV, even without the actual setting being turned on? I feel like occasionally I'll come across a pinkie or sergeant that's moving significantly faster than others, but it's rare.
>>11852357Neat. Do you know if it's random, or if the same placed monster will always exhibit that behavior? Is it possible for any monster to have it randomly activate?
>>11852354lolno. That'd be kinda cool as a mod though.
>>11852336Play them and form your own opinion. Something I love about Doom is the massive amount of content to explore blindly
>>11852308Wait, Nightdive got Reki now?
There might actually be a decent-ish multiplayer experience in their shit from now on.
don't know if this really /vr/ but I got doom 3 bfg ed because it was pennies in the sale. /blog/ incoming:
Haven't played this since 360 era? Also was the first time I ever played classic doom, I think I beat doom 1 but no further than that.
Holy shit is this shotgun arse, I've heard the memes and I beat doom 3 before but it's been so long I've forgotten this accursed weapon.
Why do I need to fucking bayonet charge enemies to do damage with this thing?
Also wow holy shit that doom 1 and 2 port blows, wierd slow movement, music sounds borked in a way I don't know how to describe. I remember playing this on 360 and wondering if it looked kinda shit because of the low res tv I was using as a monitor at the time but it might have just been this shit port. I think I'll play the wad they made for this on nugget tho, heard it's okay.
>>11852485The shotgun is a design choice that just doesn't feel natural for the weapon. I get the concept from a balance perspective, but I'd like it to be just a little tighter. Not like classic doom's, but just a bit tighter.
>>11852336doom 4 vanilla is a lot of fun if you're okay with playing the original maps again.
>>11852485To this day I have no idea what the Doom 3 shotgun actually sounds like because even if I stick its muzzle to an imp's solar plexus, at least one pellet will clank against a metal wall loud enough to completely drown it out.
>>11852519Apparently not.
>>11852519>>11852560>updated the news post, double-checked the OP URLs, and so on>thread deletedI haven't done an OP in a while but are jannies just more anal about the page number these days or some shit?
>>11852485>Why do I need to fucking bayonet charge enemies to do damage with this thing?Because now it can one-shot revenants. I would also hope that the BFG purchase came with the original so you can easily mod it with a text editor.
>>11852561Looked good to me. Try again?
>>11852561I don't think so. May have been a misfire on someone's part.
>>11852565It did come with original doom 3. I guess if I can be arsed I could try tweaking the gun somehow. Is it as simple as opening up a file in notepad or is it more involved than that?
>bfg supports 120fps
>original does not
>>11852568>>11852569Probably going to wait until Page 9 or something before trying again, just in case, and have the thread + news post in advance until then.
Also, is the guy who maintains the vrbin Rentry present? The other is fine, but there is one security concern in mind.
>>11852570Slightly more involved: You have to treat pak000.pk4 as if it were a .zip and find the โdefsโ folder. Thereโs .defs for all the weapons and monsters in there; find the shotgun, search for โspreadโ which should be 22 by default and change it to whatever. 15 may feel like a good compromise.
BFG edition removed the ability to do all of this so easily.
>>11852571Dhewm3 should be able to help with that.
>>118520091. Jump around.
2. Try not to die.
3. Die a lot.
>>11852158I thought you were meaning some Iron & Fire shit like that Vin Diesel movie.
>>11852581Welp, guess we'll see if this is good enough.
>>11852619
>>11852585I guess bfg does make it harder, because I can't find the file you're talking about anon, just a bunch of crc and resources files that are half garbled if I open them with notepad++
It seems like I can extract the resources file to a more editable format via the console in game but this is becoming way too much hassle to just half the spread of the shotgun.
>just edit/play the regular versionYou underestimate how retarded/lazy I can be
>>11852561you must've missed the drama the other day when some guy made a new thread and we were only on page 7 and it got deleted ~4 times.
>>11852654Did he swap out the infographic URL or some shit? Pg7 is a bit typical for a lot of boards but still a bit soon-ish for /vr/, if threads are yeeted a bit later then that is a bit pedantic.
>>11851896>Man, sandy petersen really redeemed himself with quake 1>they're all decent to top 10 materialhttps://www.youtube.com/watch?v=0cgbZqR2AGI
>>11851767>Some of the stinkers in E2 go on for a good 20 minutes.No map in Doom 1 goes on for 20 minutes.
NEW THREAD
>>11852619>>11852619>>11852619OP didn't use 3 links
>>11851896Nah. I think he just got lucky that his "do random shit and see if it works" approach was thematically appropriate for those levels. The aesthetics and combat are not as good as E1 or E2.
For me, Quake is E2=E1>E3>>>E4.
I appreciate Sandy for thinking outside the box and trying to actually be a little more creative than just monster closets and key puzzles. It's just that ultimately, in the end, monster closets and key puzzles are what works best in these games.