DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11871368Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECTS ===
Duke It Out in /vr/
Game : DN3D | Deadline : Jan 1st 2026
Tile/Con pack: https://files.catbox.moe/qns3f9.zip
Rules: https://desuarchive.org/vr/post/11835634
=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC3: https://files.catbox.moe/aoucg0.7z
=== NEWS ===
[7-17] Cutmanmike releases campfire minimod
https://forum.zdoom.org/viewtopic.php?t=80685
[7-17] Cyber Nights full release
https://www.doomworld.com/forum/topic/150894
[7-16] Sunless Empire, Aztec themed MBF21 WAD
https://www.doomworld.com/forum/topic/154269
[7-12] Dead Sea Scrolls released
https://doomer.boards.net/thread/4054
[7-08] Source code to Hexen Hack Editor
https://github.com/snemarch/HexenHackEditor/
[7-08] Colourful Hell updated to v1.04
https://forum.zdoom.org/viewtopic.php?p=1261371
[7-06] Quake Injector v7 RC1 update
https://discuss.quaddicted.com/t/8079
[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
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>11879393guys who made it became a legit game studio too, and are still active
https://en.wikipedia.org/wiki/ACE_Team
i just finished map 15 of sunlust on hmp. it was the first one i had to quicksave my way through.
i revisit this wad every couple months to see if i've gotten any better at doom and i think i have, last time i tried to play through it i gave up around map 8 or so.
>>11879816Oh shit. I didn't know they were the same team that made Zeno Clash. Good shit.
Happy for them.
>>11879760Genuinely thank you anon, and for that helpful thing, I will post the current revision of the mod :)
https://files.catbox.moe/evos6f.pk3
https://files.catbox.moe/wp96bq.pk3 (Needed for the main mod as of now).
And yep, I just deleted the video and wanted to show it to a certain someone.
...But, how it looks and feels the mod so far?
The more I think about it the more I come to believe that Doom is the single most revolutionary video game in history.
>>11879816Funny to think about how many people back then landed jobs either because of their Doom modding, or they had substantial Doom work in their portfolio.
That KISS game had a lot of Doom and Quake modding alumni in its dev team (a splinter group which had left Dai-Katana's development), which is probably why that game is what it is (for better and worse).
>>11879836>doom maybe actual nice
>>11879782 (OP)> CLASSIC BLOOD CHALLENGE <Record a demo of Blood's E1M4: DARK CARNIVAL.
Normal players should choose Lightly Broiled.
Experienced players should go for Well Done. <spoiler> Extra Crispy for mad men only! </spoiler>
No need to go for 100% kills/secrets due to that one secret.
Respond to this post with your demo. Include your time and the difficulty. Winner is the fastest time on the highest difficulty.
Example demo for you only: e1m4 Well Done 7:56 https://files.catbox.moe/1q8hfj.zip
How to record demos in Blood:
>Use NotBlood because it is demo compatible with blood.exe>Start a new game on the desired difficulty>press T and type "spielberg E M" where E is the episode number and M is the map number (in this case, "spielberg 1 4")>demo will be saved as "e#m#.dem" (in this case, "e1m4.dem")How to play back demos in NotBlood:
>open console and type "demo filename.dem"
>>11879785N64 Jam II release
https://www.moddb.com/mods/n64-jam-ii
>>> CLASSIC DOOM CHALLENGE <<<GOING DOWN TURBO : MAP 16 "Black Mass" by Mouldy
Respond with a UV-Max demo; include your time in your post.
Current Record + Wad Download:
https://dsdarchive.com/wads/gdturbo?level=Map+16
Here's a leisurely example demo recorded by me, cl9 UV-max in 3:50:
https://files.catbox.moe/4c6ad0.lmp
Previous thread winner: Scythe map 23 UV-max in 19:39
>>11873183 This is one of my favorite maps from the set just due to the visuals and theming. The turbo version adds a mechanic where things happen when you kill certain arachnotrons.
>>11879838Quick question, just from lookin at the video in that archive
What mapset are you playing? It looks super familiar but I cant remember exactly...
>>11880141Doom Barracks zone, the ver that I'm playing was grabbed from zandronum
>>11880142Oh fuckin DBZ, it looks like a more updated and detailed version of it than what I remember, was there some big update or did someone go through and work on it or somethin?
>>11880145The ver that I was playing was a wip, but I could reccomend checking zandronum for a better ver of the wad
>>11880150If you happen to have a link on hand that would be mega appreciated
but ill take a look around, thank you
>>11880153Hey, you can have it :)
https://files.catbox.moe/c6cg75.pk3
>>11880169What a lad, thanks man
>>11880174You're Welcome ;)
I think someone asked for this .gif a bit ago?
>>11879836>is it the same doomguy in every game?
>>11880221One good gif deserves another
>>11880230>Every doomguy is actually unique even between Doom 2 and Doom 1That would go pretty hard on a Doom iceberg
>>11880539Different guy every level if you pistol start.
>>11880539You said "hard on"
>>11880571What about a Doomguy for each map slot
>MAP01 Doomguy going insane and hoping he doesn't hear D_RUNNIN again>MAP07 Doomguy sighing for dealing with Dead Simple Clone>MAP29 Doomguy biting his lip in disdain before possibly dealing with a slaughtermap
>>11880603>Thanks for beta testing, MAP01 Doomguy!
>>11879836>Interesting port autist>submitted movement everywhere>wanted mega old Doom>Doomworld obviously happened unfortunately
I never actually finished Q3 on Nightmare but now I can say I have. Sad that the Xaero fight isn't a test of duel mechanics.
Fuck 100 damage rails though.
>>11880753YOU AND ME
IF THE WORLD SHOULD BREAK IN TWO
UNTIL THE VERY END OF ME
UNTIL THE VERY END OF YOU
etrn13
md5: cf9c34c5ad150096326f208e63ec0c59
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Finished Vile Flesh today.
Love classic wads with stanky custom-made music.
>>11880112https://files.catbox.moe/e4776q.lmp
3:25, second attempt, so half the map was half-blind (I did play the original Going Down quite a few times)
Conveniently both bosses got themselves stuck
>>11880539Every version of Doomguy is personalized
>>11880230Yes, even for wads, Imp Encounter is canon.
I am trying to watch a demo using dsda-doom.
dsda-doom -iwad DOOM.WAD -file SIGIL.WAD -playdemo demo.lmp
It plays the demo but doesn't load sigil, so i'm getting sigil demos running in doom maps. What am i doing wrong?
>>11880906If you're on linux check the capitalisation
>>11880948I'm autocompleting the file names, i know they're correct
>>11880959Maybe the demo is fucked. Check the headers / run it through this.
https://github.com/kraflab/lmp
>>11880906Try adding "-cl 3", everything else looks correct. Is it 0.29.3? Where you took IWAD from? It could be the reason too.
>>11880965I tried another demo and still same issue, i can watch doom demos no problem
>>11880969Didn't work, and i've put my -iwads in /usr/share/games/doom/ and /usr/share/woof
Both woof and dsda-doom can load the iwads without specifying paths no problem
>>11880992I can also play sigil, it's just a problem when i'm trying to watch a demo in sigil
>>11880906There are two versions of SIGIL, one with the maps slotted in E5 and one in E3 for port compatibility. If the demo is loading into Doom maps, it's probably for the E3 version.
>>11881010Thanks king, this was it. I had no idea what the compat wad was for, i'm still learning these things. Thanks Anon
Thanks to the other anons to helped me too
>>11881010>>11881017I take it this means if i were to submit my own demos, i'd have to play using the compat file right?
I am baffled a supposedly veteran team of map makers allowed something like map 33 of nova4 into their wad, the map is comparable to CBT.
Then I saw their "thank you" message to people that worked on A.L.T, and it got a lot clearer as to how that abomination was allowed.
>90٪ posters are banned
>hard on, hahaha
A very good thread indeed
>>11881115Explain how you entered that percent symbol.
>>11881148Quick search found that that is an arabic percentage sign
>>11881153>indians have made their way to doom threadsaaargh nothing is sacred
>>11881157River Ganges is real life 20% damage nukage
>>11880753>Sad that the Xaero fight isn't a test of duel mechanics.Yeah, it's basically a test of rail flicks and rocketing corners.
Unreal Tournament's Xan fight on Godlike, while not nearly as difficult as nightmare Xaero (imo), tests far more relevant skills than just 'can you land those hitscans with uncanny speed accuracy?'
You have to control the map to beat Xan, not just shoot and hit before he does.
>>11880112first attempt (actually second, first was blind) in 4:25 https://files.catbox.moe/4rkz89.lmp
still don't understand what's triggering what in this level
>>11879948I feel i'm too noobish for this even on Lightly Broiled. Need to grind more.
pic is me crossing that door somehow
>>11881115I for one support giving 7 day bans to anybody bringing up 3 day bans and their legitimacy. And if somebody here wants to complain about 7 day bans - they should get a 30 day ban.
Besides, if 90% of the board is *bad* that just means they don't belong on this board.
But enough with off-topic. This is an anonymous imageboard after all, we don't want any disarray here, do we?
Can anybody help me find the wad this screenshot is from? I saved it from somewhere, but there was no mention of the actual wad and it does look kinda cool.
doom04
md5: be3530fc6fb3a367fa1895470906c4f5
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>>11880879oh neat, they just added a seek bar to dsda that you can click on
The heat is no longer mauling me as hard, maybe I can get some mapping done.
I'm liking how slow the thread is, very comfy.
I wonder why it's so slow, but I guess it does no good to ask questions.
Anyway what do you guys think should be on the updated doom pic? Somebody mentioned Deathstrider in the last thread and of course there's the wad you're not allowed to mention, but aside from that what ideas do you guys have?
And feel free to list things you would remove too.
Good update that should 100% be implemented is always mentioning the name of the dev and the date of release.
>>11881272>And feel free to list things you would remove too.Megaman8bitDM
>>11881272>Somebody mentioned Deathstrider in the last threadIt was also requested to not be included.
>>11881293>>11881285>>11881272I request that we just ignore the whole thing and don't have one anymore.
The image was originally just one dude trying to help out people who were new to pwads and doom mods. If it's not being done for that reason, and instead is some sort of "my favorite wad is better than yours" or whatever the fuck then it shouldn't be done or included at all.
map
md5: 7a0aca08daefdd7d2120c8fed0859688
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Its got a little peepee
>>11881310That's one idea, because we don't even care that much about it considering how old it is.
Personally though, I would still be ok with making a better and more modern quickref sheet for getting people started on Dooming and custom content, whether we include it in the OP or not.
>>11881319What happens if you pull on it?
>>11881310>If it's not being done for that reason, and instead is some sort of "my favorite wad is better than yours" or whatever the fuck then it shouldn't be done or included at all.Especially when the anon wanting to do it now is in some imagined battle with their invisible oppressor, and sees it as some kind of weapon against their sworn enemy, also the looking to eject shit out of it isn't great either.
May as well just do a fucking spreadsheet or something, or nothing at all since it's old as fuck and only even started getting attention because of the stupid pissing contests.
>>11881258That's Rekkr by Revvae.
>>11881402Is it good or just quirky zoomer brainrot?
>>11881404I haven't watched it, but friends older than me seem to like it.
>>11881404i'm enjoying myself. took a bit to get used to as it takes a step from more vanilla design direction, no ammunition and all, but i kinda like its quirks.
plus it is pretty well done on the technical level, and isn't too hard on eyes or ears.
>>11881272>what do you guys think should be on the updated doom pic?>11879393
>>11881285No worries brother! The entire janny and moderation team is already on your side.
Must feel nice to be with the establishment.
>>11881293Welp, I guess that's off then.
>>11881326> Especially when the anon wanting to do it now is in some imagined battle with their invisible oppressorThat's so true lol! I mean it's not like a ton of people from the previous thread got banned for speaking out against unfair moderation practices while posting evidence of it! Which would explain why this thread is so uncharacteristically slow. Heh.
I would say you pretty much need to be a total *SCHIZO* to believe that anything is up with local jannies. They are just doing their job like gosh!
Not that I even care about this at all. Only objectively pointing out all the schizos. I mean the schizo. It's all just one guy obviously.
But in general I do think we should replace it and as far as removing entries - we could maybe have a discussion on like 3 wads to remove, but not more. Or not remove anything but rearrange things so that better wads get better placement.
And while none of us, not-banned folks, want to read all that SCHIZO totally made up non-sense about jannies persecuting people - it did bring up a very good point. 10+ yo guide should probably get updates.
>>11881413Might take a look then.
>>11881406Only web animation that ever got my interest was David Firth's stuff, SodaZ's animations (Fallout Sunburst FUCKS) and Astartes. Murder Drones looked really cringe so I just didn't check it out.
>>11881272>Anyway what do you guys think should be on the updated doom pic?>>11879393
>>11881431Should give it a try.
btw anybody else had trouble with that "winter doom" wad? i don't remember the name but its from a couple years ago and it weighed like a couple GB and my shitty PC back then couldnt handle it or something
>>11881426>>11881431Batman Doom is definitely gonna go on it.
I think we should first and foremost start the chart with sourceports iwads, then maybe also launchers.
I'll look at putting together a preliminary take on the sourceports part as a first step, then you guys can tell me what you think.
Anybody can recommend some good underrated wads by SRais? I have no clue why but I randomly just thought of him these past couple days.
I may be confusing him with another modder but I think he had a plot based WAD where the doomguy is being attacked by "Jan troopers" who are covering their tracks.
But even if you can't remember that specific one, any good level packs by him will do
orbb
md5: 4cab31857c16abcaef47068646200a5d
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It's never not funny to me that John Carmack apparently found Orbb in Quake 3 to be tremendously unsettling.
>>11881450Orbb is my favorite.
>>11881438>I'll look at putting together a preliminary take on the sourceports part as a first step, then you guys can tell me what you think.List might become outdated within three to five years. However odd, what you see now in use are fledgling ports with development roadmaps stretched ahead of them, and whatever is favored now might be trumpled in popularity by some underdog. It shouldn't take that long to update some text, but I don't see much meaningful weight behind it anyway, especially when considering that people will still prefer to ask questions in the threads as they did since like evermore.
>>11881495>List might become outdated within three to five yearsI'm sure it will eventually, but I can save the source file and use it as a basis. We can also write it with a bit of future proofing in mind.
Think like "As of the time of this writing, these sourceports are at at the stated version numbers, but make sure to look online and see if there's a more recent one."
>>11881310Basically what this guy said. We already have vrdepot list just like the chart, and... holy fuck i know, the whole website hosted for specific purpose of recommendations.
>>11881238Improved to 3:38 https://files.catbox.moe/eyo8ee.lmp
>>11881526Improved to 2:56 https://files.catbox.moe/7t680x.lmp
fun map
>>11881427>a ton of peopleMore like one or two people, and it was mostly off-topic, low quality, and troll-y bullshit that was rightfully deleted.
>uncharacteristically slowOnly in comparison to the last thread which had prolific schizoposting by these threads' standards.
>evidenceSome guy pointing at all his own posts getting deleted because the threads are getting shitted up with nonsense because a mod isn't getting added to an image isn't evidence.
>>11881450I thought Orbb was cute, his noises and backstory blurb certainly helped.
>>11881450Ponder the Orbb.
That one tinycc link for the iwads is dead, any other place to link to in the chart?
n64jam2
md5: e8b5b1a47f83a49b264a71fd248387ac
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>>11880004Quake 2 is my jam!
>>11881686demesne is not a real world, John
>>11881687It is, I saw it in Crusader Kings II, the most historically accurate game in the world.
Untitled
md5: 8ae5ab953335d1575ece3a4098655d6b
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>>11881687Hi anon, hope you are well. However, you are incorrect.
>>11881686get back to pumping gas, romero
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!
>>11881706>have nothing for last screenshot Saturday>promise myself I'll stop being lazy and get something done for the next one>I'm here again with nothingLet's see if I can redeem myself with the 7 hours left in the day...
duke0034
md5: f1f6232e04bc4692065230796eed64c3
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>>11881706Remember that great map from shitty Duke rerelease? I played it today again and was wondering what it would look like of it had transparent water
https://streamable.com/iyk799
>>11881732Too real anon, I waste my time too. Could've finished 1 map already but I keep stalling it
>>11881736The transparent water is cool, but holy shit Duke's voice is horrible here.
y
md5: 6bce94a6074075dfa3934fd1437fd32a
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I am learning mapster32 and I can't use the PgUp/Dn keys on my keyboard, I have to use the virtual keyboard. Anyone else have this problem?
>>11881754I use fn key. There's some very important keybinds set specifically on numpad so if you don't have it you're fucked
grow up
md5: 6edff226b23b0122a1ab1c41ef62de86
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>>11881757Ty anon. This keyboard has two sets of PgUp/PgDn keys, one of them on the numpad as usual, and the other being on the arrow keys requiring Fn key to function, the latter being the only one to work in mapster and I only just noticed it existed just now
>>11881775Yeah that's how I do it, not the most convenient way but worked for me and now I'm used to it. Good luck with mapster! Check infosuite, was very helpful for me
Untitled
md5: 2125a4b16c94054788d81822310456f5
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>>11881784>Check infosuiteI downloaded the level design handbook and am reading it, both as an exercise to get me back into reading books and as a way to learn how to use the Build editor. It's so much more powerful than Doom. I'll look into infosuite after the book, or if I start having issues with the book
>>11881810>It's so much more powerful than Doom.Finally someone who gets it. I hope you make it big anon
Untitled
md5: 158bd5dcf152adaaba6cb7a2c8963c5e
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>>11881823The tiles are a mess though, including every sprite as well, instead of organized textures and flats.
>>11881826Which wad?
Also omg, D’Sparil just killed the club, R.I.P. R.I.P. he just killed the club.
https://www.doomworld.com/idgames/levels/doom2/m-o/otakondm
Could someone be a boo and record a .webm or two of action from this, showing the weapons and stuff?
>>11881828You can make your own sorting tables and there some already built in. Press T to see them and there was a bind to make your own but I don't remember it, need to check wiki for that. You'll get used to it eventually, can zoom in or out for better look by holding ctrl and scrolling
>>11881828>>11881834To add to this, the reason all things are included is for you to experiment with them. You have no idea how far you can push these, almost anything can be used as texture or sprite (a thing in Doom afaik, but so much more). I say almost anything because some stuff (usually if it has a name you can see in mapster) has some code to it to do things as it intended to do. Thats what infosuite is for, there a page with. All special textures
>>11881831>showing the weapons and stuffThey are exactly identical to regular Bubblegum Crisis Doom.
>>11881429Watch Murder Drones if you're into kino. Shit's awesome, animation and music are great too. The quirky edge 2000's anime music video cringe is pretty clearly intentional.
S34DkbR
md5: 799280c5418f10b1e036898c5844c925
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>>11881847Is there video of that?
>>11881870Yes. There's even a specific video of the Otakon '96 implementation. All of this is available in a trivial Google search, so I don't know why you asked us.
https://www.youtube.com/watch?v=ST4ZZZNqhcw
>one map left til my wad is complete
>3 of the maps fell out of my head in like a day each
>just one more map bro
>procrastinate the fuck out of it for weeks
>almost afraid to even start it
Why am I like this?
>>11881884Make notes and sketches of what your plans are, so you've always got them to go back to.
>>11881876I'm shortsighted. Kinda soul weapons, even if a little janky.
>>11881429Murder Drones is really good. I like it a little more than the circus show but I just like edgy shit with awesome atmosphere.
>>11881863>Absolute Solver DOOM Modgod I wish.
>>11881884Release what you have as beta and forget about it, people will still be talking about the mysterious unreleased map years later
>>118815362:55 https://files.catbox.moe/dwgmmv.lmp
>>11881706Whipped this up in about half an hour as a quick proof of concept. Maybe overdesigned, but also why I didn't commit to the full pic right away without input. Compare to the current version 8 pic.
The Doomguy sprite is lacking his rifle, not sure where you'd find an equivalent of the other one.
Would need a link which hosts the iwads for a longer period. Pretty sure that we couldn't leave it as just a Catbox link and forget it, because Catbox does sometimes get DMCA'd over that kind of stuff (remember that most of these .wads are actually being sold digitally these days).
Should I proceed in this current design direction? Is the font choice bad?
>>118819302:54 https://files.catbox.moe/159ufi.lmp
>>118819402:25 https://files.catbox.moe/gjm0uj.lmp
janny rn
md5: a9796be4d7e6c2613b458787c62f4464
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>MM8BDM isn't relevant enough to be in OP
https://www.youtube.com/watch?v=Dige6njiehY
JANNY BTFO
>>11881956We'll see where it ends up. Give me some creative input, and YOU better be on your best behavior.
>$1200 and they still have a day
Nice.
>>11881938I'd like the characters to be more prominent as they were on original pic, and especially the version number, perhaps placing it to cover the side of doom logo. Choice of fonts feels tacky indeed, here are some basic ones if you decide to keep it simple:
>Bahnschrift, Calibri, Helvetica, Lato, IBM Plex Sans, PT SansElse you could experiment on fonts.google.com, sans variations and mono should be good.
nugg0125
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>>11881706Been taking a long break from my snowy Auger;Zenith successor because I was burnt out on building "realistic environments" but I managed to quickly finish a slaughter map for brendondle's 2x2 project since I could just be as abstract as possible and not think too hard about it.
>>118819542:16 https://files.catbox.moe/gjm0uj.lmp
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>>11881938I like the colorful logo. Background looks serviceable, more pleasant than the solid color with some nice subtle drawings plastered on. There seem to be some alignment problems though, and the white text sticks too close to the border with very little margin.
>>118820102:16 but funny death exit https://files.catbox.moe/19sryo.lmp
>>11880906isn't sigil an iwad?
>>11882043no, it requires DOOM.WAD
>>11882043No, how the fuck do you even get to that conclusion?
>>11882040Mega Trickster's Mistake was a good Jokewad for Skulltag
>>11881736Most of the new maps are pretty fun and have varied scenery. If world tour included the original expansions I think the perception would be way different. Or even lifes a beach, since that's the only good one.
>>11881826>>11881830Looks like the furnace from sunder. Boy I love sunder
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>>11879948>>118820342:11 https://files.catbox.moe/76ajhd.lmp
gn all, going to bed!
>>11882057The Birth had some bad levels, but also some really good ones, so it's worth it alone to me. Duke It Out in D.C isn't that hot IMO (though some like it), but Life's A Beach is top notch.
Problem is that 3DRealms/Gearbox do not own the full rights to Life's A Beach and Duke It Out In D.C, which was why Megaton edition was delisted, they forgot that they didn't own them but had told Devolver to put them in anyway. Oops.
I'm glad for their mistake, since that means more people got to play Life's A Beach, previously more obscure, but it's a shame the rights issue was never resolved. Hell, they worked out the rights issues with Bobby Prince for his part of Duke 3D's soundtrack, even after he sued Gearbox and all.
>>11880112>>118820342:11 https://files.catbox.moe/76ajhd.lmp
gn all, going to bed!
>>11881863I don't listen to much Kino and don't see the relation between a Russian band and robotfucker goonbait, but alright I guess.
>>11881495Seems easily solved by setting up an easily edited template. HTML, or PSD or something.
But again, this has to be the labor of one altruistic person who's goal is to actually be helpful. It'll likely get nowhere with a design-by-anonymous-committee approach.
>>11882091and by then we already have this, so it's semi-replicating shit for not much gain https://rentry.org/vrdepot
> this has to be the labor of one altruistic person who's goal is to actually be helpful. Which is very questionable right now since it's that delusional anon who thinks he's fighting THE MAN, and probably thinks taking it over entirely sidesteps the megaman shit he's been going nuts over.
>>11881975>I'd like the characters to be more prominent as they were on original picLike scaled larger? I'm already trying to scale them to the proper aspect ratio, and trying to avoid too much smudge/distortion with that. Also if you have that jumping/cheering Doomguy sprite so I can put it in, that would be better.
>and especially the version number, perhaps placing it to cover the side of doom logoThat's a thought, optionally putting it down by the center in the style of Doom II.
>Choice of fonts feels tacky indeedI'm partial to Bahnschrift, so I may pick that one.
>>11882027>There seem to be some alignment problems though, and the white text sticks too close to the border with very little margin.Noted, that's easily fixed.
>>11882105I want to clarify that I'm the one noodling at the graphical one, and I'm undecided if I'll add in Megaman or not, we'll see how well he behaves.
>>11882091If you mean like just a website table of recommended content (a thumbnail or two, short description, and then a link), instead of all of the entries baked into the image, then that would be a REALLY good idea, I could put a big visible link to that in the image to point towards.
I have zero knowledge or experience working in HTML though, so I would not be able craft anything like that. I could maybe whip up a basic background texture for it so it looks a bit late 90s/early 2000s web design, that'd be cool.
>>11882145Has the engine list been decided? There are none particularly deprecated sourceports on the current pic imo. I hope you're not thinking of removing Chocolate Doom, as someone who never even played doom would need a no-nonsense choice like it. To begin with, the infographic was made for such people. Being concise as possible would also be great for digestible information
>>11882040
>>11882201Chocolate Doom is definitely staying in.
>>11882204Yeah, if not for Chocolate I might've ended up considering jumping and crouching to be normal for doom
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>>11882212A favorite. It's a fun gimmick that also feels consistent with the rest of Plutonia's rudeness.
>>11882212It's fine as a novelty map, not so much when people decided they needed to one-up it by being worse.
>>11882212Good-ass map which puts hair on your chest, it teaches you not to fear the Arch-Vile, how to weaponize corners against them.
>>11882226That was really cool back when Plutonia 2 did it back in the day, and I like that map, but people doing that again is usually less impressive and less engaging.
Doom monsters' death animations for all eight directions-- 30 years later and it hasn't been done while keeping it vanilla. Must be impossible. Right?
>>11882251It's not impossible at all, but usually dead enemies are easy to ignore, and seeing corpses rotate is distracting.
Something like Marathon where enemies have unique dying animations for each rotation but then their corpse is static would be cool, but not really doable in vanilla.
>>11882251Would probably be doable, but it would be a bunch of extra work.
The closest you're gonna get to this is that Voxel Monsters mod.
>>11882274>It's not impossible at all, but usually dead enemies are easy to ignore, and seeing corpses rotate is distracting.Agree.
>Something like Marathon where enemies have unique dying animations for each rotation but then their corpse is static would be cool, but not really doable in vanilla.Huh, that'd be really cool, but yeah, vanilla ain't doing that.
>>11882294>Would probably be doable, but it would be a bunch of extra work.>The closest you're gonna get to this is that Voxel Monsters mod.You could just use the voxel monster mod, load it up in a voxel viewer and screenshot it.
Would take a little while but you might be able to automate it a little by exporting the voxels as a mesh and using blender or something.
>>11882294The voxels monster mod has it's own issues anyway, especially with how some monsters look squished by not doing the pixel height stretching thing.
doom145
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>>11882339Wait, it doesn't? Oh come on!
Why do some voxels have this graininess to it? It kind of looks like clipping textures or something. Is it a problem on my end?
>>11882370It can't. They're not pixels, and gzdoom renders them as models. doing it manually you'd need to multiply the number of voxels by 80.
Shouldn't it look proper if you run GZDoom with square pixels and then stretch the whole screen 4x5?
>>11882383That does look similar to Z-fighting, but I don't know enough about voxels to say if it is.
>>11882393>you'd need to multiply the number of voxels by 80.4 or 5 should be enough to get it close enough.
>>11882237It teaches to not fear the AV too well, to the point where the map is quite boring on replay for me.
>>11882401doom has a pixel aspect ratio of 4:5. for voxels that's 4:4:5. right now it's 1:1:1. 4x4x5 is 80.
>>11882413Yeah, but how far off would the percentage actually be if you just did 4 or 5? Legit question, I obviously suck at math.
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thinking of adding a rating section to the entries on wadsup.
would like to test it out first before having to add it to every page
plz rate 512 linedefs of /vr/ so I can see if it's working well enough:
https://clovr.xyz/wadsup/doku.php?id=512_linedefs_of_vr
>>11882212Iconic map. Gameplay isn't exactly the most thrilling on replay but that's not really why it's good.
>>11882349Nice aesthetic. What texture pack is that?
>>11882412I get you, but at the same time it's just so good the first time, and it's also just fun watching newbies waltzing into that level for THEIR first time.
>Oh maaan, what the FUCK?
>>11882418It wouldn't work at all, if you were still working with the voxel format.
I guess you could export the voxels as models and use those directly, and just scale them vertically 120%. IIRC gzdoom just renders them as models anyway, unless that's changed.
I still feel like there's probably a way to get them looking fine in GZDoom anyway.
>>11882430Looks a bit awkward there squeezed inbetween
>>11882456Finding a place to put it is driving me bananas to be quite honest family.
This any better?
https://clovr.xyz/wadsup/doku.php?id=200_minutes_of_vr
>>11882482Actually nevermind. That won't work. if it has the wrong amount of tags it offsets it.
fuckin nightmare m8.
>>11882486Not exactly the bespoke idgames rating/comment section yes, which i guess this tries to imitate
>>11882501Not exactly, just thought it might be worth adding another layer. Anything on there is already a recommendation really.
I'll change the stars to something. Shotgun shells or something. Something that looks good in a line up.
>>11882608Isn't that the map with the hidden porn?
>>11882612This one?
https://www.doomworld.com/idgames/levels/doom2/a-c/cod1-11
>>11882079>robofucker goonbaitIt's eldritch horror and robotfucker goonbait actually, for I want to impregnate eldritch gods.
>>11882438NTA but its DPB75
>>11882074Nice improvements. Maybe you noticed, but you've officially beaten the current record held by BFGandorf by 1 second. You could submit this to the archive for some sweet internet cred.
>>11882638I guess not, or there's a different version somewhere, I just remember one wad with the same room as that having porn in secrets in the walls, idk why anybody would do that.
doom67
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I love glowing crystal architecture
P.S is there any way to disable the weapon view completely in dsda doom for screenshots?
>>11882794>P.S is there any way to disable the weapon view completely in dsda doom for screenshots?the trick is to get the screenshot mid weapon switch
>IDDQDing your way through someone's retarded gimmick map with not enough health and BS encounters
>>11882438It's from the upcoming DBP75
>stumbles upon this thead
>fancies playing some wads, but wanted a more conveneint way to install
>installs steam doom1+2 with mod manager
>search for 'Scythe'
>get several pages of multiple people uploading the same thing
>no idea which one is correct
ffs. I thought this was supposed to make it easier.
>>11882732I understand the feeling.
>>11882794Me too.
>>11882930The official setup leaves a lot to be desired, yeah.
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>>11879782 (OP)Does anyone still play the original picrel online? I'm guessing there's a funky way to do it in 2025 that my Google searches aren't showing immediately.
>>11882930>>11882946Doom is so modern now. Thank you, Idbethdive.
>>11882930I remember seeing some kind of doomworld thread with "community curated" list of approved uploads, scythe definitely should be there. But yeah, there's no better convenience than with free software, unless you wish to play on consoles or something.
>>11882957ah nice one, found it.
looking at the spreadsheet you can at least pick out the usernames of the approved ones (in this case 'elf-alchemist'). Its clunky as shit but its better than looking through pages of 'popular' shit I suppose (lolsimpsons/mario/sonic)
cheers!
>>11882998(cont)
or alternatively, filter by [Bethesda Edition] as the ones in the list seem to have this in the title. although this could probably easily be abused.
Are there any good Vanilla+ mods for Duke? I haven't been able to find one, everything I tried changes the game too much.
>>11882349I swear I've seen these exact textures in some Quake mods
>>11883260pretty sure these are just recolors from Blood's E2M2
>>11883254>I haven't been able to find one, everything I tried changes the game too much.I'm assuming Alien Armageddon is "too much" even when it can be fun as hell. I sadly don't know of anything like Babel when it comes to Duke, Shadow Warrior, or Blood. There's Redneck Revised for Redneck Rampage but I feel it honestly doesn't do enough.
>>11881754You can lock into sectors and sprites (3D mode) with right click and use the mouse's wheel to lower or elevate stuff. Mentioning just in case.
Hmmm... apparently the freeDoom team is working on getting things close to a 0.14.0 release.
http://freedoom.soulsphere.org/
It's interesting how the quality of certain graphics have improved even since 0.13, and I thought that was a solid release. For a real trip, try playing Freedoom with the OG Utimate Doom and Doom 2 maps. Simply playing with the Doom 2 maps makes it feel like a wild new upgrade instead of a Doom clone with a super shotgun.
>>11883340>For a real trip, try playing Freedoom with the OG Utimate Doom and Doom 2 maps.Nah, for the realest trip, run Sigil with it.
Episode 5 trailer for AMC, coming this fall.
https://youtu.be/i1am9twB_Q0
>>11883340>For a real trip, try playing Freedoom with the OG Utimate Doom and Doom 2 maps.Play it with D64ifier.
>>11882952Worst part is that the previous port running in a Unity wrapper was actually really tightened and well working, was awful right on launch, but was fixed up in not much time. If it was still listed, I would still recommend it for console onlies.
Meanwhile, KexDoom is like 11 months old and it's still plain unfinished, Nightdive are most likely gonna abandon it like they do almost every other project.
>>11883454We'll get a full release and a completed id24 spec at Quakecon.
>>11882998>(lolsimpsons/mario/sonic)I like gimmicky shit like that, but it does fuck up the list a bit because you have no idea what is gimmicky, what is actually good, or both.
>>11883381Unless they undo the ending of chapter 4, they can go suck a dick. The story was completely retarded there.
>>11883497I think it's not any different from the rest of the things that happened up to that point. The mod was loaded with ridiculous stuff right from the very beginning.
>>11883542Killing James served no narrative purpose, it was done entirely for a cheap shock. It is especially retarded since it was done by a character that literally traveled back in time to warn the squad and give them a way to battle the beyonders. It's dumb and contrived even by the mods standard.
>>11883578They are obviously setting up something. By the way, James was already killed in episode 3, when they introduced time travelling space furry, who'll obviously be critical for the plot.
>>11883619As I said, cheap shock value. And that was evil future James, and just as pointless (also a really annoying boss fight)
>>11882456Been playing with a potentially better layout:
https://clovr.xyz/wadsup/doku.php?id=criticality
Should scale better on phones. Hopefully I can set up a script that will convert the pages for me, but probably not lol.
>>11883705>Should scale better on phonesAbout that
>>11883723>glow in the darkwait a minute that phrase...
>>11883578Fuck me I got AMC spoilers in a fuckin vr thread. Just as I started playing the game, now in episode 3
DLCCC81
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>>11881736Now playable, you need WT of course
https://forums.duke4.net/topic/12795-golden-carnage-tror-edition/
Don't put into our projects because it's not my map, I just made some changes to it
>>11883723Well piss balls. Wonder if I can force desktop mode server side so it doesn't do whatever the fuck that is.
Works so well scaling on desktop...
IMG_0676
md5: f7f380fd39649951dbf668e478a574e4
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>>11883803>he’s there in person and on the stained glass
>>11883778Is there not one general I can go to where I can escape the god forsaken horse game?
>>11883762Okay. I think i got it now. The shit version will still be in your cache though.
So about that earlier discussion about building on top of other peoples/id maps, why is it an issue in doom/fps but RTS mappers don't seem to care i.e. there are lots of "Redux" or remake versions of official Blizzard Starcraft/Warcraft maps.
>>11883873Different communities have different values, besides Blizzard are already doing their best to infest their community shit with "we can steal and sell your maps/mods" because they really wish they could have monetized DOTA.
>>11883778>the door griefing vidclassic
>>11883873I can't imagine giving a fuck myself. It just seems to be some community opinion that you're supposed to have for some reason.
I kinda get it with the case of vilecore, because the dude was already working on a redux and all. But generally it seems very petty.
no mod where you get to ride your own serpent
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>>11883925Ride that chicken, boi
>>11883950https://www.youtube.com/watch?v=wrsSWlrBPWA
>>11882145Continuing on this, another quick and rough peek.
Also pending text for the WHAT YOU NEED section:
> iWADs: [ - LINK PENDING - ]>This includes the game files for Doom, Doom 2, Final Doom, Heretic, Hexen, Strife, and Chex Quest.>The "internal .WADs" or "iwads" are the core contents of the game, the levels, the graphics, the sound, music, etc. Meanwhile, a "patch .WAD" or "pwad" is stuff like custom levels and mods which you load on top of the core game.>If you're interested in playing various Doom mods and levels (or Heretic, Hexen, etc), it's very handy to also get a Launcher program to help handle files, such as ZDoom Launcher or DoomLauncher. Launcher programs help a lot with organizing and they can remember file setups and loading order for if you wanted to say, play a certain set of levels with a certain set of gameplay mods.>https://github.com/nstlaurent/DoomLauncher/releases
>>11883989ZDoom Launcher isn't a thing anymore. There's ZDL, but it's not the same thing. Also, I prefer DoomRunner.
>>11884004zdoom launcher got popped? They put zdoom launcher to rest?
>>11884004>There's ZDLWhich there's like four forks of.
>>11884021https://github.com/Youda008/DoomRunner
>>11884027I think the last update to ZDoom Launcher was in 2002. You read that correctly.
You're probably thinking of ZDL.
>>11884032What program in the community DOESN'T have forks anyway?
>>11884062ZDL looks like it's short for ZDoom Launcher, tell me what the distinction is here.
>>11884069https://zdoom.org/wiki/ZDoom_Launcher_(dead)
https://zdoom.org/wiki/ZDL
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>>11884073I know what ZDL is now, but how the fuck does ZDL not just mean ZDoom Launcher?
>>11884082It launches source ports other than ZDoom.
>>11884082It was probably named after ZDoom Launcher, but it's not ZDoom Launcher.
>>11884087I use it to launch ECWolf!
>>11884092They might want to consider giving it a less misleading name at some point then.
https://zdoom.org/wiki/ZDoom_Launcher
Oh look, there's another ZDoom Launcher (with a broken download link). So that's two ZDoom Launchers and one ZDL (plus forks).
ZDL and DoomRunner are the ones I see most often. Doom Launcher looks cool too, but it's not for someone like me who wants to load a gorillion mods at once.
>>11884063Slade, it probably should have more.
>>11884104Have a few more for the pile.
https://github.com/FreaKzero/ssgl-doom-launcher
https://nephrite.uk/arachnotron
>>11884101Tip of the iceberg with ZDL, you tell them apart from the forks by the version names and it goes something like 3.0, 3.2.2.3 and 3-1.1.
The one with the dash is the most modern fork.
SNS is up running into sandy's cities with insanity survival, search "shit" in doomseeker and connect with zandronum 3.2
>>11884206I'm getting a warning with SANDY.WAD being the wrong version.
>>11884209check here to get the exact files the server uses if wadseeker doesn't download from it https://macgu.fun/repo/zandronum/index/
I'm not even a falloutfag, the only game I played and enjoyed was Tactics, but god damn it. Thank you graf for fueling all the autism across the world.
https://www.youtube.com/watch?v=6e8WrmOibpM
>>11884224It needs the picture frame of the ad infinitum joke and its perfect.
>>11884227Looks neat, though I'm still very iffy of if it's actually a real thing, they seem to spend a lot of time doing mockups and not much else.
>>11879836>sarais situationoh no
>>11884237It goes into
>probably community drama
>>11882040This is fascinating to me because of how much the general's perception on certain wads have changed. Brutal Doom being recommended completely sincerely, most notably. Does anyone have versions 2 through 7? I'm wondering what else may have come and gone that's not on the current chart.
>>11882212I kind of hate actually playing it but the idea is so novel, especially for its time, that I'm kind of fond of it anyway.
>>11884263>Brutal Doom being recommended completely sincerely, most notably.Funny thing is it's kind of cycled back around to that now, partly because most people have moved on from just being annoyed it exists and partly because the dude matured an awful lot and the mod's actually in a surprisingly decent state with stuff like being able to SSG a caco to make it spin the fuck out.
>>11884270Honestly, I always kind of liked it anyway. Not to the point of insanity where I'd refuse to play Doom without it like some people did, but once in a while I took it for a spin. Something about the regular shotgun sending imps flying tickled my brain.
whats an easy wad i can play? I had a head injury a few weeks ago i still feel like shit
>>1188429520 monsters challenge
>>11882612idk about that but it's sunday mass architect in his sunday best with the revenant
>>11884263>>11884270>>11884276The most annoying part about BD's fame was always the 13 year olds who acted like annoying and entitled spergs, but since they have either grown up and matured, or just left, the biggest negative influence of it has strongly faded by now.
I don't love BD, but I can see the appeal in it, and it's historically notable by this point.
Sunday Best with the Sunday Punch.
>>11882251They did something like that with Prodeus in it's sprite mode. It's quite distracting and doesn't look good
>>11884227Looks baller, but the fact that so much good effort has gone into creating something which is basically a whole new game, makes me wonder if they shouldn't just have made it their own game from the start instead, so they could make a buck on it.
Not gonna object to someone making something really cool for free, just because of the love of it, not at all, but these people should consider applying their talents professionally, at least to an extent.
>Try making an account on zdoom forums to leave feedback on a mod
>doesnt let me
Okay then
>>11881238I tried recording for blood again on dosblood and succeeded single segmenting in 15 minutes but it didn't record. I have to type spielberg 1 4 on each attempt apparently
>>11884347Aw hell naw the bovine have risen up against their masters
>>11884347Aw hell naw the bovine have risen up against their masters and are planning a revolt
>>11884342Is there even any people left on that forum anymore? I remember it quickly turned into a ghost town after the big bombshell dropped, everyone was sick of Rachel's manipulative shit.
You might have better luck seeing if that mod has a Discord channel, even if that's maybe not what you want to hear. It's just how a lot of this developed in the wake of the bullshit.
>>11884378In Hell though, it's always the biggest brain that is calling the shots. Spidermind>Cybie, and Icon of Sin is above both of them. So clearly the Iron Liches should be challenging the Masterminds for control, if anything. The Maulotaur and Cyberdemon are just fighting a proxy war.
>>11884353>>11879948ok here's 12 minutes something lightly broiled https://files.catbox.moe/fcdsow.DEM
i don't remember where to go and some secrets
I just played 500ml of /vr/ and lost my fucking shit at the implication that Caleb was reduced to laughing despair because he realized the eldritch being at the end of the first map was about to banish him to Ram Ranch
>>11884407Heretifier,as i autistically test every gameplay mod i use to at least ensure it works on basic level (like many mods not having a way to kill icon of sin)
Apparently not
>>11884295Revolution by Thomas van der Velden, it's got short, easy and fun levels.
IMG_0678
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go home and be a doomguy
>>11883989Anyway, incremental progress. Still need a better Doomguy sprite by the Revenant.
>>11884542Looking at it now, I realize that the M_DOOM and its shadow create pretty unsightly mixels. Should I use one of the higher definition crops from the boxart that's around?
>>11884562shoutouts to the insanely loud Strife missile launcher too
>>11884562Y’all niggas killed d’sparil???? Which mod
>>11884580whoops of course i forgot the image
>>11884575Read the thread lazy ass
>>11884596DAMN, my nigga ain’t gotta be hostile.
>>11879838After a good while, does someone has anything to say about my mod?, anything will do, please :)
hatstomp
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>>11884227>gzdoomabsolutely disgusting
>>11884341>talents professionally>gzslop mod
>>11884662Imagine if you weren't a tedious person.
>>11884781Blursphere chan is real
>>11884295Auger Zenith is full of neat and fun detail, but also rather easy. How's your head doing?
>>11884227Probably the best recreation of the og fallout aesthetic I've ever seen.
>>11884295Pirate doom 2 is pretty relaxed for it's high effort aesthetic. Probably play on hurt me plenty if you want it to be chill
I solved this problem:
>>11882383It turned out to be a bug with the high quality texture resize feature. I guess I deserve that.
>>11884887Classic Pizza Hut slice.
>>11884341>makes me wonder if they shouldn't just have made it their own game from the start instead, so they could make a buck on it.Not a retro FPS by any means but the creator of Fallout: Bakersfield is actually already working on a bootleg classic Fallout game under New Blood.
Untitled
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Alright. For anyone interested,
Better layout.
Shotgun shells for rating image.
Should be fine on phones (might need to delete your browser cache, fix for that eventually), text will be small, but whatever phones are fucking huge these days.
New wads uploaded will use this format.
Regex syntax is inscrutable. You can't scrute it.
>>11884913That game's still being made?
>>11884996I thought about it, but I think I'll see about rom hacking the base game to add the additional levels in.
It still uses wad format, right?
It is kinda neat though.
>>11883740is that an original character? (sorry i'm old)
>>11884996I guess if you have nostalgia for the snes port. Honestly I don't know why you would with all the limitations the snes port has compared to the original game. At least the Playstation & N64 versions had unique music & lighting, only thing the snes port has going for it is the music difference.
>>11883873Map dimensions being hard capped made fundamentally a different environment there.
Trying to stake claim over shapes when shapes are limited is starting a fight that will end badly for everyone.
On the other hand, the custom/UMS mappers cared about this to a degree that makes this fandom look communalist.
Say what you will about whomever, but they don't run maps through programs here that corrupt/delete parts of the file so you can play them, but not load them in an editor or look at their code.
That was War3 community culture, including but not limited to mappers who were using other people's open work in the first place.
Stupid and hypocritical is always a fun mix.
>>11883883This anon speaks true.
Blizzard were different as well. They tried their best to foster that kind of community spirit, *before* there were any strings attached.
>>11885013*only thing the snes port has going for it is the original Doom soundtrack being played in a snes music font
Jesus fucking Christ I need to learn how to type better.
>>11884996If you're asking then you're already dumb enough, so yes.
>>11884996>he doesn't know about LRG's shady practices
>>11884996>$99.99 for a -slightly less- shit version of a shit port, but is still kind of shit overall.I dont really get it to be honest, but then I dont collect physical fomo stuff.
>>11884961That rating plugin really could've done with some trimming, only interacting with shells would've been enough without the other sulprus elements. Maybe if there was something also to be done with download button positioning, otherwise it's way obvious now that you were working under big limitations. I kinda liked the old layout better.
>>11884312The brutal doom thing sounds like the mm8bd thing. An anon bringing up one mod over and over again to the point people get annoyed and don't want to engage with the mod or the people who talk about it constantly. I imagine even if the list is updated, that particular anon will sperg out if MM8BD doesn't make it on there now.
>>11884295First 20 levels of Scythe 1.
>>11879782 (OP)A reminder that both Pastebin and Rentry have pop up ads even when clicking links
Which could affect even Doom projects
>>11885358So what's to-go pastebin? Github?
https://youtu.be/kuoFiIFkdAA
I'm surprised Episode IV is considered an official part of Doom 1 by the community.
Even now I tend to think of it as "DLC" for Doom. When I think of the original game I just think of Knee Deep, Shores of Hell, and Inferno as being the "main game". Thy Flesh Consumed doesn't really enter into my consciousness.
>>11885379Because the majority of people played Ultimate Doom first, and that's all they knew back in the day, not original Doom. Then there's Final Doom, which is basically the same pattern as having two mission packs for each Quake, even though they were basically community content.
image
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Starting to appreciate the utility in Quake's vertex-animated models. Being able to shit a displacement animation straight out of Blender without worrying about bones is nice.
>>11884415even slower demo with all secrets https://files.catbox.moe/gx3t9z.DEM
>>11885601is there any format that does both?
>>11885661Not that I can think of.
You can get close with formats like glTF supporting shapekeys, but you'd have to convert every frame of the animation into a shapekey and have some means of playing them back sequentially. Maybe there's some automated way of doing that, but idk.
Modern games probably just do these sorts of deformations on the fly in-engine.
>>11885379I'm still partially interested with how often I've seen "Doom 1 and 2" as opposed to something like "classic Doom" or even just "Doom".
>>11884996Only if you manage to rip the game's files and share it around.
>>11884542I always thought the "SO YOU WANT TO PLAY DOOM" image should've been split into seperate images, based on the categories.
Because there's always lot to be made with Doom and when a new version is made, you probably don't want to replace some examples in a list if there's other ways to expand it.
>>11885165I can probably slim it down a little. It doesn't need the details link to function for instance. Id still prefer the vote count, but it could just be say "3 votes" or "0 votes". Should be doable.
I had to patch it up to get it working anyway.
>>11885193Completely different situation.
>>11885781Maybe that'd be another good idea.
>>11884548It doesn't matter, but you could scale it to the closest integer.
>>11884996Unless you have a lot of expendable income and you're fine with waiting 18+ months past the shipping date, I would say no.
I would also say to examine the cartridge in depth when you do finally get it, or have someone who knows this shit look it over for you, because aside from being comically slow, LRG are known to take very sloppy and sometimes kinda dangerous shortcuts.
You are not getting expedience with LRG, nor are you getting quality, and certainly not economy. Awful company, I can only assume Randy Linden doesn't know about LRG, or he thinks he's going to be able to wrangle then somehow into not fucking up like usual.
>>11884108How about a fork of Slade which doesn't sometimes randomly corrupt images when you try to convert them into flats?
>>11885832I think they just don't care, they smell the money LRG has made by pricing up cheaply made tat and doing the FOMO thing to get fuckers to buy it and maybe get it delivered eventually.
>>11885845Also the not randomly crashing, or bitching at me about 284 duplicate matching names when I fix one tiny fuckup in somebody else's wad and try to save it.
>>11885845That's retarded, jut make a pull-request at this point.
>>11885557I posted it expecting ridicule though
>>11879785Fallout: Bakersfield TC for Doom still lives and is near completion https://www.youtube.com/watch?v=6e8WrmOibpM
there will be mod tools for it too but nothing confirmed yet
>>11885901>still livesI'll believe it when it's out, they make a habit of putting out mockups that never go anywhere.
>>11882040I say we need one for Q1 and Q2R
>>11885787>>11885165Didn't see that you had the vote count represented by a little person... Might be able to do that, I dunno. I think I'd still need to keep the radio buttons. better align the description to the image column...
I'd prefer the rating to be separate from the rest of the general info though, since everything in the info box is specific to the wad and the rating is specific to the site...
doom/build engine wad/gameplay mod idea:
>You play as Gex
>Similar to Duke/Caleb/Wang and himself in Gex games he spouts oneliners on different occasions
>but it's AI/fan dubbed stuff like "Note to self, don’t take your socks off at Dan Schneider’s house." or "This is like playing hide and seek at Jeffrey Epstein's house" or "Hmm, reminds me of drinks at Bill Cosby's" or "Remember kids, don't take career advice from Bruce Jenner"
Hmm. The Eviternities are good but they're the kind of wad for dudes who like Dream Theater.
Not my style.
>>11886087I loved the first half, but these later stages are really dragging on. I cannot believe how long "Dehydration" took me. Any stage with around 1k enemies is going to be a fucking chore.
neat
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>>11886087Neat. At least you tried them.
>>11882040Honestly this should be a lot more concise, and the recommended wads should be more like those "essential [genre] albums" lists you see on /mu/. Even troonworld's top wads of all time list is a better starting place. Just split them into vague categories maybe around main visual theme, and give them a ranking for difficulty/autism level.
>>11886095A lot of doom mappers really seem to lose track of what's tedious and what's fun. It's not necessarily even a slaughter map problem, just an issue of like... Bro why am I having to pistol slog through barons and cacos on an episode's opening map yknow? I think it's because when you build all this huge elaborate architechture you kinda have to fill it with something, so most of them onsters are just corridor filler chaff and not well designed encounters.
That said, has anyone ever made a wad where there are zero incidental monsters, and every single fight is a monster closet/elevator drop/teleport ambush/etc?
>>11882040>tfw no mega manI-It was his time...
>>11886118>Bro why am I having to pistol slog through barons and cacos on an episode's opening map yknow?I forgot which map did this.
>>11882040Why is it a JPEG? That red text is hard to read because of the poor quality image.
>>11882040Skulltag is kill. Replace it with Zandronum.
i don't get the megaman spergout. People who play doom and play deathmatch in 2025 are probably less than a percent and out of those even less would play a deathmatch mod
>>11886142Probably because it would be over 4mb otherwise my good retard
>>11886134I wasn't talking about a specific map, just the kind of shit mappers do in general.
>>11886161Can't post it on 4chan in that case.
>>11886161newfags, man...
>>11886167I'm trying to think of any map that does something that extreme but I can't think past Hell Keep.
>>11886142I found it on the recent archives. Never been here < 2012 so no idea whether it's the original.
>>11885943Most modern implentations don't use radio buttons, maybe a little X button on the side to uncast the vote. I though it looked fine stitched to infobox; to use what's already there is both laconic and practical. But it's only a graphic mock-up, I can do the interface in all sorts of shapes and make some scantily clad chic ride on horse accross the screen, bearing no change on the real thing.
>better align the description to the image column...Given some amount of text it could easily transform into Guinness recordsman hanging gutso, but maybe it'll be the issue with the text itself. I've been really damn lazy writing these. It's been bothering me for a while, but "Download %wadname% Here% isn't really that much more clear-cut than let's say "Local Download", is it?
>>11886142I found it on the recent archives. Never been here < 2012 so no idea whether it's the original.
>>11885943Most modern implementations don't use radio buttons, maybe a little X button on the side to uncast the vote. I thought it looked fine stitched to infobox; to use what's already there is both laconic and practical. But it's only a graphic mock-up, I can do the interface in all sorts of shapes and make some scantily clad chick ride on horse across the screen, bearing no change on the real thing.
>better align the description to the image column...Given some amount of text it could easily transform into Guinness recordsman hanging gutso, but maybe it'll be the issue of verbosity. Speaking of, I've been really damn lazy writing these as of late.
It's been bothering me for a while, but "Download %wadname% Here% isn't really that much more clear-cut than, let's say "Local Download", is it?
>>11886149turn off the chroma subsampling, then reduce the quality to compensate, retard
or use png
or don't use red text
>>11886173I've been here for like 20 years. I just forgot the limit was 4 MB. I thought it was higher than that.
>>11886284sure lemme just relay that to the guy who made the pic like 12 years ago
sometimes you feel like a god and then the game is like "nuh-uh"
>>11884770>>11884781Was that d-radys update ever released? Was it ever a thing in the first place?
>>11886372Either that anon or somebody else posted it in these threads a week or two ago.
>>11885982Gex game on build engine sounds actually fun idea, but why in the name of fuck balls would you want to devolve it into a vehicle for outdated memes.
>>11885936I might make one for Q2 (not just remaster, but for all source ports), but not for a few months. The heat is on hell levels here, so there's not much else to do outside workplace than to lay on bed naked and shitpost on phone.
You know what... episode 3 isn't that great. Sandy was stretched thin? Incredible he did 2 episodes + 2 maps on his own, though. That and maybe hell is arguably more difficult to design and bring to life at a time when they were all still learning.
>>11886491Part of Sandy's work on Doom 1 was also repurposing Tom's discarded rough drafts to save a bit of time, and generally he did a good job of that (though the map which got him his job, E2M6, was all his own work).
Romero should probably have done at least a map or two for E2 and E3, to help balance their styles.
>>11886491>episode 3 isn't that greatTrue, though I actually like Mt. Erebus.
Jaguar-based console versions leave a better impression with a different Hell Keep by McGee and no Slough of Despair, though McGee's Hell Keep would be an absolute bastard with vanilla's episode structure compared to consoles' contiguous campaign.
they're here for Jones' BBQ and Foot massage.
IMG_0683
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>>11886513What’s his issue
>>11886520He wants to go home and play Chex Quest.
>>11886253>Most modern implementations don't use radio buttonsI'm sort of patching up an non-modern implementation is the thing. I think the best I can do to scale it down is something like:
*STARS* (3 votes)
r_buttons [Rate]
Hopefully that fits into 2 fairly neat lines. Might be able to do the little person symbol and make the radio buttons toggle the vote immediately or some such. Change the confirmation button... We'll see.
I did center the download buttons on the text at least, which does look much nicer.
>>118801122:59 :D https://files.catbox.moe/u8cfka.zip
>>11886391Found it, thanks anon.
https://desuarchive.org/vr/thread/11852619/#11853809
>>11886491e3 has some of the most sovlfvl official maps in slough and erebus. it also has some of the worst maps in unholy cathedral and limbo
>>11879782 (OP)>>11879785dear fucking christ i'll be lucky if they let me back in the nursing home at all anymore
the put out to find my old shit is still out there
i wanted to give it to and play it with my dying grandmother
but i guess there's not much point now
i broke her tv and labtop because i lost it at her when she didn't take the likelyhood of me having dementia or some other horrible problen seriously
this isn't something you can just wave aside with 'meds' so cut that bullshit, you've been using it as an excuse for years.
Wish I knew why the light sequence here breaks.
What does it matter; I'll get banned again and my posts hidden. My dropbox files are gone. Everything I do blows up in my face horrifically. I wanted /vr/y spooky to go well
I wanted the space castles thing to go well
I wanted to give something meaningful back instead of just making people miserable all the fucking time.
It's all I'm good for, it seems.
What is the partial invisibility chan's proper name? I wanna find more art of her.
>>11886683I don't know if she has any really defined name for tagging, she probably only has a few pieces drawn of her. Blur-chan maybe.
Watching decino's breakdown on Revenant missile behavior it feels like the Revenant can easily break demo playbacks simply because of how closely tied the behavior of the Revenant missiles are to the current gametic. If something even slightly throws off the game timing and changes the current gameplay tic any map with Revenants immediately becomes subject to desynchronization during a demo recording.
>>11886730Except that it doesn't, the coinflip is already decided.
>>11884996only if you are turbo-nostalgic about it
>>11884996It will give your SNES Monkeypox.
>>11884996might as well play 4 player DOOM on the gba
>>11880112uv-max 2:08 https://files.catbox.moe/w5458g.zip
I wanted to record a demo with my own ad-hoc route first
>>11886602 then I wanted to try to beat his time by copying his route
>>11882074I fucked up and my first demo was recorded with like 90% gamespeed and I didnt notice until after.
And I fucked up a second time because DSDA has a new rule which restricts what ports are accepted for demos, and Nugget isn't one of them
>>11886797It's stupid, but the fact that you can do it is fun.
>>11884996No, because at the end of the day, it's still SNES Doom. Only now with speed issues due to everything running way too fast now.
>>11886860SNES Doom always ran that way, with the animations running fast.
Capture
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>>11886828>DSSecretOot.wadClassic
In case anyone's wondering about picrel, you can see various footer information in modern demo .lmps by opening them with a hex editor. Due to recent changes in DSDA's rulset, a lot of the demos people post here don't qualify for competition on the archive, but I figure most anons here don't care.
And I hate to break it to you, but you also just missed flagging the mega armor secret. Good time otherwise.
>>11886669https://filebin.net/bxsu1y8e10m9zo8k
current revision of the map
i cant really think of much more to do with it
im cursed desu
>>11886893>forgot to remove the test spawnfuck
>>11886905https://filebin.net/fdfl7b712hwkewh6 fix
>>11886797>tfw the gamecube technically had 100+ games with LAN functionality and arguably even online play (see: wireless adapter) with enough jerryrigging due to gameboy player functionality
>>11886883>missed flagging the mega armor secret
How does dsda-doom feel better at a capped 35fps than uncapped? Woof and crispy doom feels good to me uncapped. dsda feels floaty and unresponsive at higher framerates
>>11887040Try DSDA with -longtics
>>11886730>>11886779IIRC, the only time revenants can potentially cause vanilla demo desyncs is if its a demo playing from the internal demo reel. Normal demo playback directly from an externally loaded file is never really affected.
And I believe this is fixed in non-vanilla complevels in source ports, too.
Favorite soundfont? I like Arachno.
>>11887169Whatever sounds like an SC-55 or the default microsoft synth.
Doom midis tend to be designed around those, and often sound weird in other soundfonts to me.
>>11886364I like that these Annihilator guys aren't immune to blast damage, giving them a key weakness Cyberdemon doesn't have. You can juke them out to blow themselves up if you duck behind a wall. And they risk dying if they rocket pinkies trying to infight their ass (but you're probably going to have to help them along).
>>11887169for Doom? yeah definitely Arachno. i also like Yamaha XG
Additional progress on guide. The longer GitHub URLs are kinda annoying here.
How's the text itself? Not descriptive enough? Too descriptive?
file
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>>11887207you may want to consider something other than red for links, or at least adjust the contrast. With my colorblind ass the red text blends in with the background. Pic semi related. I can see color, mind you but it's hard for me to parse this.
>>11887189huh, haven't thought of using their rockets against themselves. cheers.
>>11887238I've watched a few of them die trying to rocket me that way, but if you're swimming in your own rockets, I'd probably just unload those on him.
>>11887207>>11887212Can't upload an image directly for some reason and captcha is giving me bullshit.
https://litter.catbox.moe/sz4fhh.png
Using a different font which is narrower helps it stack horizontally. Better contrast now?
Also, what do you guys think about the content of the text itself?
I've been cooking over here, there's nothing too new in the video other than an early WIP on the Shieldpod gadget, but hey you can hear the sounds I've been putting together for the weapons too.
Really I'm just happy to finally put out a substantial dev diary for this update.
https://www.youtube.com/watch?v=VfI3QV1_Pqg
>>11887212>>11887216Different font choice for links which is narrower, so it fits the written columns. Is the contrast better?
>>11887261yeah we're back
/vt/ nuked the site for a sec due to double vtuber drama
>>11887253Huh, that didn't show on my end until now. Oh well.
>>11887274lol
>>11887207Seems maybe too verbose in general maybe. But that could just be me.
>DSDA is ... and have more convenient ...*has
>chocolate is 100% faithful down to the bugs and limits...It won't crash if a .deh action state is missing an action like the original Doom exe does.
So it's ONLY 99.995% accurate!
(don't put that in)
>>11887278Doesn't Choco also let you turn off the pesky vertical mouse movement which nobody actually wants for Doom?
>>11887207>>11887273>Screenshots can help illustrate, but some measure of brevity with words helps get the point across faster>Is the final guide going to be that narrow of an image?>The patterned background is good makes it harder to shoop over as wellLooking forward to the final thing.
>>11887169For me it's Trevor0402's SC55 soundfont, not the most accurate but sounds consistently nice when I try to throw various MIDI's at it.
>>11887273Color blindness basic guidelines, there are better choices than white
https://www.nceas.ucsb.edu/sites/default/files/2022-06/Colorblind%20Safe%20Color%20Schemes.pdf
New links are atrocious btw, too narrow and disparate. I wouldn't use serifs, this may be worse than your first comic sans attempt.
>>11887283Pics would be good, but what pics would I use for what?
>>11887303So, bright orange then?
>>11887278As far as I'm concerned, 100% accuracy for dehacked would require them to make a separate chocolatedehacked.exe that modifies chocolate.exe directly, like how dehacked worked for vanilla. But considering the hassle, I doubt anyone would actually want that.
>>11887279You could do that in Doom also, but iirc you had to set the vertical sensitivity lower? Whereas it's a radio button for choco.
could be misremembering.
>>11887329For DOS you need to run NoVert before running Doom
>>11887329No, the original .exe didn't allow you to turn off vertical input for movement, it was always there, which is why people would make utilities like NoVert so you could have 100% clean mouse turning.
>>11886318Was that a hurt floor death? Lel. I was impressed with the skills
Regular reminder to any aspiring Doom map creators, please use these unused Doom graphics in your Doom maps, they are criminally underused in a lot of wad maps & I think they look good for a Doom map's environment. (I wanted to add the unused giant pile of bodies graphic with the 2 other unused graphic's in the gif, but I know fuck all on how to add something like that into a gif atm. Please use the unused pile of bodies graphics too pls & thanks).
>>11887207Desu, I think Odamex should mentioned too. It's both nowhere near as advanced as Zandro due to being based on really old ZDoom version(older than the one in ZDaemon even!) and more advanced than it currently is due to supporting MBF21. Also, I think Crispy Doom deserves a brief mention too.
>>11887535I forgot about Odamex entirely.
I considered Crispy Doom, just because it's a solid little port, but I feel like it's 'unnecessary' to bring up in the guide when the three other ports technically do all its stuff.
>>11887313>Pics would be good, but what pics would I use for what?The old infographic illustrated on how to load wads and mods in a few different ways. Could just narrow it down to one or two common methods and mention stuff like launch commands in passing, since people who want to go doing that will likely know what to already do.
>>11880112oh, forgot to post my 2:03 one https://files.catbox.moe/wewf2x.lmp
>>11880112>>11882074https://files.catbox.moe/wewf2x.lmp
forgot to post my 2:03 one here
it's on dsda too
>>11885914It's sponsored by Dave Oshry, New Blood guy. He said this TC will definitely release
>>11886828> I wanted to record a demo with my own ad-hoc route firsti started with that too then figured you have to get rid of spiders asap
> DSDA has a new rule which restricts what ports are accepted for demos, and Nugget isn't one of themyeah the new rule is stupid, i don't see why not allow choco, inter, nugget, nyan
>>11887728I understand the rule. Chocolate doesn't generate demo headers. Some ports let you 180 with the press of a key. Some ports let you use a minimap. Standardizing the ports puts everyone on a level playing field and makes it harder to cheat
Do any of you actually play at 35FPS?
>>11887751me
>>11887584because i also play woof multiplayer and it only works on 35 fps
i used to play at 4:3 for a long time but decided theres nothing wrong with using all my screen space recently
>>11887759>>11887584Nice run, you did this with 35fps? I guess i have no excuses
>>11887782yeah ofc, i almost never use higher fps
>>11887797Do you do these runs using woof as well or dsda? Many questionsi know, but i'm trying to learn how all this works and what is a reasonable way to play.
>>11887804i use crispy for vanilla/lr, woof for boom+,
dsda for playback because it has seeking, rewind, etc.
>>11887751I am depraved and thus play gzdoom at 172fps
>>11887336>>11887337Ah... NoVert.
It's been ages, I just learned to deal with it eons ago.
I know a guy who used to play with vertical mouse movement. Dragging it around, while most people just did kb only
I love sleazy, urban decay. I would like to make at least ONE map in my lifetime that reflects my love of the kind of seediness of DN3D but don't know where to start. I think Doom would be best to begin with but I played a DN tribute level in Quake and it was absolutely wonderful. Which would be best for me to start with since I'm a complete brainlet and learn slow. Pic is Grime.
>>11887975It's definitely something that can work in the Doom engine these days, Doom 2 Rebuild-t managed to mesh the two together really well, shame it's mapper vanished with it incomplete.
>>11887982I was leaning towards using Doom. I really like No One Told Me About Id a lot. I guess I'll start watching some tutorials now.
>>11887975You could contribute one map to our Duke project, if you want to.
eviternity 2 is such a slog
>new map
>another 400 enemy map where the map creator is wanking off to the new textures and mbf21 features just like the last one
>plop another super enemy that spits 400 projectiles in your face and trap you in a small room so you instantly die
>repeat the next map
why does every custom enemy in a doom wad have to at least do as much damage as a full mancubus rotation while also being more mobile?
>>11888017Duke Project? Can I get some more information on that?
>>11888045It's on the news post.
>>11888043I swear out of all retro shooters Doom has the most whiny players. While all other communities embrace new custom content, Doom has players which seem to get mad from new maps, textures, enemies or features. Why to force yourself to play through stuff, you don't seem to enjoy.
>>11888061>I swear out of all retro shooters Doom has the most whiny players.It's also the largest group of players by a wide margin so that's kind of to be expected. If you were around here a few years ago, there was a lot of upset Quakers in these threads.
>>11888043Everyone wants to be new Ribbiks? New Sunder? How else are you gonna meme your wad into the gold pantheons if not the shiny presentation and meme difficulty? Don't tell me with actual elaborate architecture, thought-out progression and creative encounters. Or god forbid careful usage of every single sector and every single actor, imagine optimizing your work, couldn't be me and couldn't be Doom. Only nerds do such lame things.
>>11888061>people have more content available than any other game>they can compare the available options>they have a luxury to pick the content they like>they have a freedom to publicly express their dissatisfaction about the content they don't like>"stop whining"
>>11888061Not him but I'm playing through the first Eviternity and I've felt the same way about the custom enemies.
>Pinky with Nightmare stats>Caco but with a Manc attack and a curving dash like a chess knight>Baron but buffed with the CyberD's rockets and Chaingunner sprayI absolutely don't care for any of them and the kind of behaviors I feel compelled to perform to engage them efficiently just feel awkward with the vanilla enemies. It sucks because I'm of the opinion that Doom II's enemy roster is nearly perfect (maybe too many Imp types) and when you fuck around with that balance, which is really THE reason why I play so much Doom compared to any other classic FPS, you better know what you're doing.
>>11888061Easily the most content (which allows people to be picky) and easily the farthest in design from the original games (doom1/2). It is uncommon for something not to be visually neon or high contrast slaughterslop, largely designed around infighting
>>11888061Is it that much to ask that people design good monsters?
>>11888085I think eviternity 1 does a great job with new enemy types. They are used well and are interesting. It's probably one of the best examples of good new additions to the roster.
>>11888109Yeah that's how I feel. I only wish they had different lost soul sprites with their HP change.
>>11888081I don't have problem with critism. There should critism with so much content. But Doom has lot of "critics" that don't complain because of low quality custom content, but because of any kind of custom content at all. Everything should be vanilla compatible, with vanilla textures, with no custom dehacked, with same difficulty as iwads. Lot of wads like that exist though, and most of them are very good. That just doesn't stop the ultra purists about complaining wads that have any custom content.
>>11888085Eviternity 1 is made before mbf21, so you couldn't do custom projectiles yet.
>>11888085The only Eviternity enemy I really liked was green pinky, and only because he was creepy.
Mechacaco should be the same, but his attack is way too fuck you, he feels more like a Quake spawn, if you don't know he's close you're most likely reloading the last save.
>>11888112It's not that big of a deal. You're going to shoot them anyway, and you'll figure out they have less HP quickly.
>>11888101There is the Ribbiks-influenced mapping movement (mostly among dsda speedrunner community), but claiming that that's the majority of modern mapping is false. It's just small part of it, and not the most popular anymore.
>>11888108What would you call good custom monsters with mbf limitations?
>>11888128I liked Valiant's monsters.
>>11888128>>11888132And if you meant MBF21, I think Ad Mortem's additions were the best. They covered bases the vanilla Doom 2 roster couldn't.
>>11888132Valiant had great custom monsters, yea. Why do you like the cyber baron but not the annihilator?
>>11888048I'm stupid. Thank you.
>>11888137Those were absolutely great too.
>>11888141No problem. We are all retarded here.
>>11888140No hitscan attack.
>>11888148I like it. I like occasional "oh fuck" enemies with attacks you need to avoid.
>>11888151It rubs me the wrong way when Doom monsters have mixed attacks from multiple sources. It makes them stick out as fanmade more than if he was just a rocket-launching Baron.
>>11888061Plutonia is easily one of the worst things to happen to Doom. Instead of crafting well-designed levels, we get nonstop waves of powerful enemies crammed in small environments. It becomes a chore to play when enemies spawn in your face. It's simply not fun.
example
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I wonder if there is a GZDoom mod where you can "draw" in something like a canvas.
Or like MSPaint in GZDoom, where the drawings can even be put in wall textures like graffiti in some games.
Or if you have minigames where you have to draw specific shapes (Or at least "close enough" shapes) for something to happen like drawing a pentagram to summon demons.
Bit of a reference: This newgrounds game revolving around using your mouse to draw shapes to use abilities and shit.
>>11888161Plutonia is a set of well-designed levels.
plut17
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>>11888151Any other modded enemies that mix hitscan and projectile attacks? I've become a fan of the idea lately.
>>11888161It's got a great variety of well-crafted levels. A lot of people speak as if every level is Go 2 It.
>>11888161was meant for
>>11888043phoneposting and cant delete
>>11888169>phoneposting>abhorrent opinionGet your shit together.
>>11888048>not Duke Nukem Fore/vr/
>>11888161Plutonia is easily the best non iD made content for the game. I'm sure you find redditsaw/ribbiks circlestrafe infighting maps.
>>11888161Meh, just sounds like skill issue. You can make well designed encounters and levels that have intense ambushes / limited space. Thinking on the fly during combat is one of the most engaging parts of classic doom. doom 1 and 2 are great but the levels aren't challenging. Plutonia took the foundation and pushed the combat further than id.
>>11888168Not a mod, but a few of the enemies in quake 2 are like that
>>11888185A lot of this also applies to quake. The general level design philosophy for these games has drifted further towards surprising the player because peekaboo with enemies by shooting and going into cover or circle strafe slop is not very engaging.
>>11888161You probably wanted to say something else, Plutonia does have very well-designed levels, they are just designed for combat first and foremost. You probably want them interesting on their own, even with very little combat, like in first Doom, and here I agree, Plutonia is not that good in this department. It never tried, from the start it knew what it wants to be.
And it was such a well made wad that everyone still want to be like Plutonia. Almost no one wants to be like TNT because TNT just wasn't that good in the first place, not because it was less combat-oriented.
>>11888192The roster of enemies mixing projectile, hitscan, and avoidable hitscan attacks is a big reason Q2 has grown on me over the years.
>>11888151>>11888156>>11888168>>11888192I'll add that people seem to not like enemies with multiple attacks (even in quake 2) as it sort of goes against the general philosophy of how these games play (outside of maybe heretic/hexen bosses, because they're bosses)
Every enemy uses its simple behaviors and attacks to fill a role, so level makers and players generally know what to expect out of them
Having a new demon that does something like randomly switch between spread projectiles and a railgun shot throws in randomness that draws extra attention to them and makes them harder to predict
Enemies in doom sort of work as parts of a whole, and the player can take down what they think is the bigger threat, and mappers can use them in specific ways like ingredients in a pot
When every bad guy is its own super-cool walking arsenal that doesn't mesh with the other bad guys (kinda like quake 2), fights become crapshoots where the player just jumps in and hopes for the best, or hides behind a doorway and tediously funnels or picks off each one
>>11888218>Having a new demon that does something like randomly switch between spread projectiles and a railgun shot throws in randomness that draws extra attention to them and makes them harder to predictNot far off from how revenant missiles work imo, and I consider them a quintessential Doom enemy at this point.
>>11887342yup. I even did the nukage rhythm nonsense to not die when grabing the rocket launcher, but I got cocky when the fight ended lol
>>11888043unironically just lower the difficulty
>>11888304No, you gotta play on Ultra-Violence or else you aren't a true Doomer!
>>11888317I think one of the Casalis said something along the lines of "I have no sympathy for people who insist on playing on UV and complain about it being too hard"
https://www.doomworld.com/idgames/music/sabbath2
You'd better be playing with this today.
>>11888318Entirely reasonable thing to say, people are stupid for tying their sense of worth or ability to playing only on UV.
>>11888043Evi2 was one of the first PWADs I played, probably even the first megawad I finished and I enjoyed it a lot. Replaying it now, I see that it's kinda sloggish.
>>11888061>I swear out of all retro shooters Doom has the most whiny playerIt does indeed
Meaning, you, thoughbeit
>>11888318>complain about it being too hardComplaining about it being sloggy != complaining about it being too hard
>>11888383Plutonia is anything but sloggy man come on. some maps in Doom 2 and TNT are considerably sloggier than anything in Plutonia despite being easier
>>11888383"Sloggy" seems as variable as "slaughtery".
>>11888387>Plutonia is anything but sloggy manThis reply chain isn't about Plutonia, you silly goose.
>>11888412yeah I got my wires crossed lol oops mb
>>11879948do you or the snoop dog anon have the next challenge ready?
>>11888425Neat. What is dat?
>>11887898Vertical mouse movement is pure sex for Wolf3D, but feels completely wrong for Doom.
>>11888461Doom is pretty cool.
>>11888085>good way to use custom monstersUse extra types here and there to spice it up, ZDoom style
>dogshit way to use custom monstersThe dehacked Valiant/Eviternity style, just make everything stronger and give them bullshit attacks lol
hexen
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>>11888461I love Doom and Hexen.
>>11888509i like firetrucks and mostertrucks
>>11888237It's different with the Revenant because it's the same projectile. Compared to some monsters that throw out one of every projectile in the game.
unreal fags, tell me your must play single player mods right now, i have played none
>>11888418meant for
>>11880112I've my demo ready, can do a challenge myself
trilopet
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playing a bit with the two linedefs that monsters can trigger in Doom by moving over them. I feel they could be used for something similar to voodoo doll logic. instead of pushing players around, monsters start moving by virtue of either being spotted by the player or by the player shooting. monster movement is pseudorandom, so they behave similar to a gas
>data input
the player opens/closes doors using buttons
>AND
two or more doors in series
>OR
two or more doors in parallel
>clocks
have a monster circulate by way of a series of lifts terminated by a teleporter that brings them back
>NOT
haven't figured out how to do this, but it must somehow involve monster presence in one area inhibiting monsters passing through some other area. maybe a large monster like a Caco can be teleported into an area from which they can't leave, thereby preventing the passage of a smaller monster like a Lost Soul?
>display
monsters are teleported into a lil' jail cell that the player can see
>>11888218>I'll add that people seem to not like enemies with multiple attacks (even in quake 2) as it sort of goes against the general philosophy of how these games play (outside of maybe heretic/hexen bosses, because they're bosses)I made one truly multi-attack monster, but he had a whole idea of being sort of Arch-vile to encourage you to duck into cover before he gets to his second one.
>>11888527It's still randomly switching between shooting homing missiles or non-homing missiles, one's easily avoidable and the other not so much, so I'm not worried about new custom enemies being as similarly unpredictable.
>>11888534For gameplay mods that work with a lot of vanilla maps, Unreal Evolution and Project Gryphon. The first is more like "Unreal plus" while Project Gryphon turns Unreal into something resembling Hideous Destructor.
>>11888061I think some people are just faggots.
>>11888161Like this guy, he's a HUGE faggot.
logic
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>>11888553came up with a simpler solution: https://files.catbox.moe/8dh4gz.wad
input is binary. when you shoot your pistol, a pinky corresponding to the number input will be teleported to the appropriate output pen
>no inputa pinky gets teleported to pen 0
>1a pinky gets teleported to pen 1
>2a pinky gets teleported to pen 2
>1+2a pinky gets teleported to pen 3
any conjunction of binary inputs or their inverse can be formed this way
with a bit more work I suspect a full adder can be implemented
>>11881157>arabic>indian?????
>>11885901>this amount of frames for each animation, at that resolutiondoc, i can't feel my FPS
>>11885901it's like what I imagined Fallout 3 would be
>>11888461can't just say
>I love Duke Nukem.cuz it sounds gay feelsbadman
Captcha IMSAS
>>11888331it should be the FAG ASS version
>>11888794I love Duke Nukem.
>>11888794It feels kinda edgy saying "I love Doom.
halo
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>>11888461I think Halo is a pretty cool guy.
Doom more like damn it where the fuck am I supposed to go now?
>>11888807You like Duke Nukem.
>>11888794You like men.
>>11888545Go for it, anon. I think the situation is, snoopgifanon will post a challenge if no one else does. I "got it out of my system," so to speak, and am content to play other peoples' maps, but I do have some goofy non-uv-max ideas if things get stale
>>11888794If you don't play Duke Nukem 3D
You die.
>>11888553>>11888620Here is a dehacked monster I made for triggering linedefs. It fires a shot every cycle (for GR door open stay), moves forward with a lost soul charge, so you can do the other actions rapidly (DR Open-Wait-Close, W1 Open-Wait-Close, and WR Lift Drop-Wait-Rise), and you can time him slower by putting him behind a series of teleporters.
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=166057
>>11887258Can the healing gizmo also debuff enemies in some way or will there be another gadget for that?
>>11888878I actually don't have many debuffs the player can inflict on enemies right now, I think it's pretty much stun and the slowed debuff, which needs work because it kinda sucks.
This has actually been kinda hard for me as a dev because I've had little interest in debuffs as a player, cus why bother poisoning an enemy when you can just hit them really hard and they fall over immediately?
>>11888873neat. I'm interested in what you can do in Vanilla doe
>>11888878Ah fuck right and I'll have a stunning gadget later on: It'll fling out a horizontal line of stunning mines that go left and right. I'm gonna see if I can make them pop into the air first before exploding.
>>11888897Fair enough. Just figured it was adjacently relevant enough to post.
The teleporter timing might still be useful, anyway.
Whats your opinion about HERETIC enemies? how do they compare to their DOOM/HEXEN counterparts? more boring? same? more interesting?
>>11888970I like that there's no hitscan
>>11888970I think most are interesting, though there are a few role gaps compared to the Doom 2 roster.
The bosses are pretty much just better than Doom's from not being limited to just one attack.
>>11888904Bouncing betties are pretty cool.
>>11888970Too much health for their threat level, and the limp weapons' large RNG ranges don't make plinking at them that engaging without a tome
>>11888970I hate that there's no hitscan.
>>11888970Hordes of ghostly undead warriors being able to make a wall of axe projectiles because they pass through each other is cool.
That said, ghosts are otherwise just a pain in the ass.
>>11888970I'm indifferent that there's no hitscan.
>>11888837Vlad seems like he would like the cut of Caleb's jib.
>>11888970>melee gargoylesBasically useless. Like all flying enemies have a detrimental problem of getting stuck on/in things if you aren't using (g)zdoom
>fire gargoylesBasically just flying imps, overused in the og levels. Using identical sprites for different enemies also feels lazy.
>golemsCircumstantially better than the pinky in doom since their attack animation is actually kinda fast. Still pretty lame
>nitrogolemsSurprisingly feels more like an imp than a revenant despite having homing projectiles just because it's the least tanky, non-flying projectile shooter in the game. Should've been used more.
>(nitro)golem ghostsPretty much the same as above but while also discouraging the use of certain weapons.
>sabreclawMostly useless, doesn't feel more threatening than the golem despite being tankier.
>undead warriorPretty much just a big imp. Works as a minor incentive to use the shadowsphere
>undead warrior ghostDisproportionately, unexpectedly, inexplicably deadly due to the fact it always throws red axes that hurt 3.5x more than green axes AND they can shoot through each other AND they're hard to see. Another incentive to use the shadowsphere
>weredragonLike an undead warrior but tankier and wider. Lame.
>ophidianWeirdly tanky and unbalanced due to randomly dropping rockets.
>disciple of D'sparilKinda just like an upgraded fire gargoyle. Randomly dropping books feels unbalanced, but I guess that's what Heretic's all about
>iron lichSurprisingly good. Their tornadoes feel like vore/shalrath homing projectiles. Major incentive to use the shadowsphere, which may or may not be a good thing.
>maulotaur Too tanky, melee to weak, otherwise good.
>D'sparilGimmicky but fun. Impossible to use as a normal enemy.
Combat wise, it's clearly
Doom>Heretic>>>Hexen
Overall, it feels like they just didn't care about combat as much as level design and medieval fantasy/RPG ~vibes~. Hexen is an exaggeration of the same priorities.
>>11888148This is why I prefer Eviternity 2. They removed the former captain (except in coop) and gave its attack to the annihilator to replace the hitscan attack. Made the annihilator far more fun to fight compared to in 1.
>>11889080>Overall, it feels like they just didn't care about combat as much as level design and medieval fantasy/RPG ~vibes~.It's a shame too, I think Heretic and Hexen have top notch aesthetics, but that gameplay sure as hell doesn't match up.
>>11886669>>11886893somebody playtest this schizo's map
>>11880112I tied the 2:03.23 with a 2:05.57 https://files.catbox.moe/tuchyt.lmp
This was a good choice of a map. I didn't like GDTurbo because I thought the maps were made easier, but now I understand: the maps were optimized for maximum speedrunning fun, or at least that's the impression I get from this map
Different link text again, also spellcheck. What kind of screenshots should I feature for tools, just pics of a launcher program?
>>11889173>schizoagain with this? fuck off
>>11886669>i broke her tv and laptopThere goes my any last bits of sympathy for you. Your dying grandmother is pretty much the only person who cares about you, and this is how you repay her. That's just pure evil, man.
>>11889285Again, fuck off.
The doom 'community' never held any sympathy for me.
>>11889307>i broke her tv and labtop because i lost itHow are you the victim?
>>11889310don't start this shit, you aren't innocent cumstain
the community did everything they could to surpress and lie about me
this is fact, inconvenient or not.
Are we on page 10 already? Alright, I'll bake.
Also, YOU, keep your head cool, the new chart is still being hashed out.
>>11889329No one likes you or would care that you were gone, neck yourself. This is a fact.
GO
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>>11888620>>11888553>>11888873On the topic of monster scripting trickery:
Idea for combination locks. red teleporters move the monster somewhere else, green move him onto the next phase of the combination.
In the final room there is a W1 door open close.
You'd have to get through quick, or have him teleport under the door afterwords. in a separate room. Unless you can get him to shoot a GR door open stay linedef somehow.
>>11888545>page 10May this thread rest in peace, amen (I don't wanna clutter the new thread, see below)
>>11888851>snoopgifanon will post a challenge if no one else doesThis anon is correct. Anyone who cares should post his challenge freely. If nobody makes one after like half a day, then I'll do it.