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DOOM THREAD / RETRO FPS THREAD - Last thread: >>10892979

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

FAQ/PASTEBIN
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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/
>>
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=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

Fraggot
IWAD : Doom 2 | Format : UDMF
https://desuarchive.org/vr/post/10885789

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[05-01] Gnome Hunters Ep 1 released, short Boom wad about bastard gnomes.
https://www.doomworld.com/forum/topic/144812-gnome-hunters-wad-episode-1/

[05-01] Embers of Armageddon updated to 1.9.3
https://forum.zdoom.org/viewtopic.php?p=1251915#p1251915

[04-29] GzDoom updated to 4.12.2
https://forum.zdoom.org/viewtopic.php?t=79053
Win7 support restored, rollsprites fixed, emulation for Doom95's Z teleport glitch for Saturnia's Map 10

[4-26] Anon suggests a Doom 2 Deathmatch project
https://desuarchive.org/vr/post/10885789

[4-21] Raze 1.10.1 released
https://github.com/ZDoom/Raze/

[4-21] Quake 2 Combat Jam 1 Released
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-combat-jam-1

[4-17] CS1.6 now playable in your browser
https://game.play-cs.com

[4-17] Doom 2 MAP01 beaten in 4.97 seconds
https://youtu.be/Qm9aT2p7KxI [Embed]

[4-16] CleanDoom, a modern launcher for Doom released
https://github.com/popcar2/CleanDoom

[4-16] Descent 3 source code released
https://github.com/kevinbentley/Descent3

[4-15] Nashgore NEXT, the better Nashgore is out now
https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-v10

[4-15] Anon finishes his MBF21 project called Terror Signal
https://www.doomworld.com/forum/topic/144575


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
>>
Thread theme:

https://youtu.be/qG2HwH1JkAI

This hasn't gotten old yet, has it?
>>
>>10901329
huh
>>
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Auger Zenith has a MEAN final fight for Map 6. Maybe there's an invincibility I didn't find or something.
>>
>>10901359
I think it's just a megasphere and a soulsphere.
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>>10901359
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>>10901430
The Corporate Ladder is such a neat map.
>>
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When the time comes, you will know what to do.
>>
Quake 2 is actually pretty damn cool. Ground Zeroes is... it's not perfect but it was really solid and now I'm on The Reckoning.
>>
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>>10901461
Quake 2 got a bunch of forced meme shitting on it over the years, but it's actually a pretty solid shooter overall. I will not lie though, the remaster makes (mostly) worthwhile improvements, undoing some of the damage Tim Wallets originally did.
>>
>>10901472
It also helps that the music actually works in the Remaster and Ground Zeroes especially feels like there is a lot more care in the level design. The base game of Quake 2 had some really tiresome backtracking sequences and I got lost especially in the prison sector a bunch. The way it works in GZ is that often when you need to go back to an older area you take a ''new entrance''there that puts you close to your objective and then you can open a shortcut back to already cleared areas. Imo Ground Zeroes does VERY WELL with it's almost lived-in but most definitely functional-feeling, interconnected feel to it's environments. Also tough fights, they use those Medics and Gladiators really well haha.
>>
>>10901460
PUNCH THE TEETH BUTTON
>>
>>10901472
Good riddeance to Time no longer being at id.
>>
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>>10901472
>I will not lie though, the remaster makes (mostly) worthwhile improvements, undoing some of the damage Tim Wallets originally did.
I still like to headcanon how the 25th Unit inspired some part of that.
>>10901565
It's only Kevin and Donna left, right? It's just a brand to sell new shooters now.
>>
>>10901587
I wonder what made Carmack leave during the 2010s? Hmmm....
>>
>>10901578
>official cyberdemon cyberdemons
>>
Recommend me a wad do play with GMOTA.
>>
>>10901608
DBP20
>>
>>10901608
Valiant
>>
What's the hot wad to play right now? Is it Eviternity 2? How is it?
>>
>>10901615
Clearly the hottest wad right now is Gnome Hunter.
>>
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it's over. that was pretty good!
there were some levels here and there that felt amateurish. the first secret level is honestly one of the lamest ones ive ever played lol, but overall it was great. memorable. japs know how to map.
ive heard the same team is making another wad so im looking forward to that whenever it comes out.
>>
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>>10901608
havoc in creation
avactor
haunting hollow
sanguine holy land (maybe, it uses wolfensteins as decorations so i'm not sure)
lost magic
eldritch voyage
>>
>>10901615
It had me have this moment where years of doing treasure trails in Runescape somehow managed to pay off in a megawad. Would recommend.

I really liked it overall though I wasn't a fan of episode 6, especially the secret map which was fucking garbage. I liked it better than 1 but part of it was because it didn't have baron sized enemies either nothing personell and instakill me with a cyberdemon rocket or just mow me down in an open arena with a mastermind chaingun, and part of it was because some of the new maps were fucking gorgeous and really fun to blaze though with episodes 3 and 5 being my favorite and I'd kill for another wad with 1's aesthetics. Hope you like being on the receiving end of bullet hell because the new enemies pack a ton of dakka btw.
>>
>>10901615
Pirate Doom 2 is the highlight for me right now. Charming as all hell, lots of well paced maps, and good fights.
>>
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>>10901460
>>
>>10901691
wtf there was a sequel??
>>
>>10901732
Yeah, came out back in March.

https://www.doomworld.com/forum/topic/143805
>>
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>>10901738
very nice
>beta
oh, is it missing anything?
>>
>>10901761
I don't think so. Because I'm like at map 22 and everything feels pretty complete.
>>
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>>10901460
Greetings mortal, do you know what to do?
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>>10901761
Not really, some secrets are presently unlisted ones and there are a few minor gitches like sometimes the revenant missiles get stuck playing their sound but nothing gamebreaking and all the maps are there.
>>
>>10901594
Iirc he said he'd pretty much done everything he could for 3D engine dev and was interested in doing something new. And he's probably right. Outside of ray tracing we're still using the same methods for the most part. UE5 has some neat tricks, but they're not standard yet.
>>
>>10901790
I think there was an attempt at making a semi-serious megawad based around this guy's comment. I'm guessing it didn't go anywhere.
>>
>>10901827
It actually came out, but it was like 3 years after the original topic at which point it wasn't funny anymore
https://www.doomworld.com/forum/topic/111083-knightmare4800-hell-knights-rc1-available/
>>
>>10901785
>>
>>10901834
>knightmare
https://www.youtube.com/watch?v=OISR3al5Bnk
>>
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>>10901764
>>10901805
I see, thx anons. Downloading this shit RIGHT NOW.
>>
https://www.youtube.com/watch?v=4N3ztZpf9oY
https://www.youtube.com/watch?v=pxKLt-2ssrI
>>
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Can anyone recommend some good WADs that feel particularly "vicious"? I'm not really talking about relentless slaughter fests, but I just got done playing zone 400 and was really quite taken with some of the mean traps, sadistic enemy placement and map design that minimized safe spots and forced me to be mobile. Despite not having huge enemy counts, it ended up being pretty intense. Map 23 of Speed of Doom is another one that comes to mind as similar.
>>
>>10901873
HFFM
>>
>>10901743
>>10901747
I wonder if anyone's done these yet
https://www.youtube.com/watch?v=Td2x8s9GZlo
>>
>everything overpenetrates in Project Brutality
>even fucking buckshots
just. why.
>>
>>10901747
>doomguy takes Thalasin
>>
>>10901898
Bad mod.
>>
>>10901898
It's a kitchen sink mod, everything they come up with has to be applied to everything.
>>
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>looking at alternative launcher options just out of curiosity
>come across SSGL
I think I'm going to stick with ZDL, this shit is painful.
>>
>>10901932
>nudoom art for a mod manager for classic doom
>>
>>10901932
Have you checked out DoomRunner? It's what I use nowadays.
>>
>>10901951
nta, but this looks like a nice change from zdl, I'll give it a try
>>
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I'm gonna preface this comment by saying that this isn't a suggestion that we start doing one, but I had got to thinking here recently about how exactly we would go about doing a Hexen project.

Like would the levels just be singular maps or would they be interconnected like in the base game? If the latter, how would that be moderated/standardized?
>>
>>10901768
I was looking up least popular Doom 2 enemy a while back and was a bit surprised that most people said pain elemental, never really had much problem with those lil guys.
>>
>>10901873
Phocas Island 1
Swim With The Whales
>>
>>10902008
Honestly a project with hubs where people have a specific theme for each connected map could be kind of fun.
>>
I have a friend loves Doom and wants to play more of Doom 1 & 2, but they have really bad motion sickness and can't typically play for too long, even with a crosshair enabled and a higher FoV.

Does anyone know of any mods or things they could do to reduce this, like vignetting or etc? The flashing can also be a problem.
>>
>>10902010
Things can easily get out of hand if you don't take care of them right away, and lots of people play on GZDoom without fucking with compatibility settings so they get the infinite Lost Soul experience.
>>
>>10902059
Have you tried disabling camera or weapon bob? Flashing when you pick stuff up is also an option on pretty much every port.
Have your friend tried using chasecam to just play in third person?
>>
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>>10901873
I'll second the other guy. Hard Fast Faggot Maps has some pretty mean ones, and some pretty inventive ones too. Really not much slaughter, a little bit, but mainly the maps are just the right kind of harsh.
The stiffs on the forums are missing out.
>>
>>10902075
It only ever gets slaughtery in the LunchLunch maps.
>>
>>10901898
If it was thin enough wood and plaster walls it'd make sense, but knowing Brutal Doom mods as a genre I'm expecting that lead 00 buckshot will blast through 16 map units of marble or concrete, and I'm guessing that deflection and loss of velocity aren't modeled.

>>10902059
Some ports let you adjust or outright turn off the viewbob and weapon sway, which apparently works for some people to eliminate their motion sickness.
>>
>>10902059
>Disabling or lessening camera and weapon bob
>Level brightness on Nugget/Woof, else gamma/contrast settings
>Disabling uncapped framerate
>Increasing resolution
>Increasing FOV
>No running, Doom is a fast game
>Not staring at the monitor up close
>>
>>10902089
Mainly, but he does it pretty well and they're overall short affairs.
>>
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>>10902008
Hub with 4-8 levels with hard map size limit, at the end of each a switch that unlocks the finale back in hub when you beat all 4-8, you can connect them in theory, but that could also fuckup the flow hard, I think at most you should interconnect two maps and authors of those two maps should communicate somehow, like that valentines project, but honestly, interconnecting them is more trouble than it's worth, also I doubt we could even get 3-4 map makers for a hexen project, all the more reason to make large closed levels, or make connection tunnels a complete secret, not something player would need to beat a level.
>>
Some new screens of my Blame!-inspired maps. I finished the white map today thank God, it was getting boring. Now I'm looking for the next set to replicate.

I'm still not planning on making them actually playable, and might as well release the wad after I'm done so people can do whatever they want with it. I'm just having fun sculpting these settings and playing with fog and lights.

Plus Nihei deserves much love.
>>
>>
>>
We have Quake at home.png
>>
>>
>>
>>10901898
if your double barrel shotgun doesn't mulch 20 little enemies in front of you like the hunting shotgun in killing floor i am not playing your mod
>>
>>
>>10902119
Now for Duke 3D, Blood, and Unreal at home someday...
>>
>>10902143
I thought blood stuff in doom were a thing for a while now?
>>
>>10902143
Those have all been done before.
>>
>>10902154
Loads of them, starting at least since 2005 if not earlier.
>>
>>10902154
Yeah, I think ZBloody Hell was the most recent of the attempts to port Blood/make maps in Blood style in Doom
>>10902182
There's not much in terms of Unreal style maps in Doom, aside from Morpheus in QC:DE.
>>
>>10901331
Look at him go
>>
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>>10901880
>>10902028
>>10902075

Thanks for the suggestions. Really love this kind of mapping style.
>>
>>10902110
After you done with Blame sections. You could also consider making a small secret section dedicated to Nihei's current manga, which is more of a fantasy than sci-fi.
>>
>>10901873
Plutonia 2 leaves a bad taste in my mouth because no door can just be a door, they're all rigged with linedefs that slam them shut if you walk away to prevent door fighting, among other anti-player design choices, somehow that might be up your alley
Kama Sutra also by the same author as half the maps in plutonia 2
>>
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In the process of upgrading the leapers
they can swim now
>>
>>10902319
PANIC
>>
>>10901595
It's official, boys.
>>10902008
I would also like to preface this by saying we shouldn't do it, but suppose we did anyway: I think the only reasonable strategy would be to keep everyone's maps completely separate. Task anyone participating to make a hub with the caveat that it can be as small as they want. 1-3 map long hubs are possible and more realistic.
Need I remind people that the valentine's project and the patchwork project both completely failed due to low participation? I firmly believe this is due to the added restrictions and complexity of cooperating with anons.
>>
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>Spend hours working out an idea in Trenchbroom
>In combat realize it's actually detrimental to the map design
>>
What do you guys do about music for your wads? Do you make them in some synthesizer program? Or do you prefer to grab some actual pre-made songs and/or conversions and use them instead?
>>
>>10902320
They can also dodgejump now
In different directions
>>
>>10902346
>Do you make them in some synthesizer program?
As if it were that easy to make a happening beat anon. However I think it's a skill worth trying to learn if you intend to make maps for a while.
>Or do you prefer to grab some actual pre-made songs and/or conversions and use them instead?
Yes.
>>
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>>10901743
GrugDoom when?
>>
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>>10901743
>>
>>10901790
>>10901827
>>10901834
>see we're taking everything literally so it's totally an exaggerated joke, not an actual absolute state of things, our community is totally not decade-deep into this recycled shit, te-he so quirky and ironic
For a split second before I read the url I thought someone would take this pic, take it literally BUT make 180 opposite of it, i.e. actually good fleshed-out properly designed wad. How stupid of me.
>>
>>10901743
someone make a soijak doomguy
>>
DestDec has bugs with lighting and smoke effects in the new gzdoom?
>>
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>>10901747
GENTLEMEN.
>>
>>10901319
Does the one hidden level still trigger this picture in the Ludicrous Edition?
>>
>>10902661
>DEMONMEN
>>
>>10901319
>>10902690
What is the OP referencing?
>>
>>10902692
It's some Rise of The Triad thing
>>
>>10902692
This Level causes an Error in Rise of the Triad
>>
>>10902696
>>10902703
Ty anons.
>>
>>10902661
https://voca.ro/1c6CK2tOK6pu
>>
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>>10902656
>>
>>10902618
Heh
Monkey
>>
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Loading Heretic with Stylish Hell sure hits different.
>>
Can any GZDoommonkeys tell me if there are potential performance problems for GZDoom if tries to read particularly large language files? Or can I make those as big as I want with no worries?
>>
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>>10902767
did i hear gzdoom
>>
>>10902767
How large is particularly large? You can also have multiple language entries.
>>
>>10902821
I already do have multiple entries, I think as of right now they're only 30 KB? A few of them are this large because they store every dialogue string + some of them have a technical application.

They MIGHT go up too 500Kb (or may be even more) by the end of the game's development depending on what I choose to do. Not certain of anything but I just wanna know for sure if there are any potential problems that could arise from this.
>>
Patch playtesting in Heretic, so far nothing's fallen over and burned down.
>>
>>10902767
Nah, should be generally okay. Loading times might increase on shitty laptops but not more than a few seconds.
>>
>>10901743
I now want michael jackson player mod with this portrait and these sounds:
https://youtube.com/watch?v=e62M-5-7ajY
>>
>>10902878
non-catbox link?
>>
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>>10901932
Having used a lot of mod managers in my life I have to ask what the fucking retard who made this was thinking. Give me crack and I still won't use this rubbish over ZDL.
>>
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>>10901578
>>
>>10902970
Somehow I imagine it being for kids who really want to play bethesdoom, but their pc is not powerful enough.
>>
>>10902970
It's modern UI design shit, everything's big and looks like it belongs on a tablet.
>>
>>10902952
I'll upload it somewhere when I'm done, having to edit some shit because people keep fucking using common names for actors and sprites.
>>
>>10902903
Thank you for your answer.
>>
To any anons playing with the day-night cycle mod: how's the performance? I can't profile this any further myself because of my PC, so I'll need someone with mid-end hardware to post about any performance issues. I'm mainly interested in the performance during play. Map load times are going to vary depending on sector/sky count but those are a one-time thing so it's not a big deal, plus I can't do much about that one in particular. Are there any framerate drops? Sector update is done per second so if you notice any sutters at that interval, use "vm stat" in the console and let me know the highest number that spikes to, along with the map it happens on. I have an idea on how to potentially optimize it, but I'd like to know if there's even a problem to begin with.
>>
>>10902830
I wouldn't think a large language file would cause any strain on performance.. but I could be wrong.
>>
>>10903161
Did you post it anywhere?
If you did, I probably missed it
>>
>>10899485
>wat dis
Blood: Fleshed Out

https://www.moddb.com/mods/blood-fleshed-out/downloads
>>
>>10903180
>>10898190
>>
>>10902991
i feel bad that i laughed out loud at that
>>
>>10903161
>>10903195
My god..
It's beautiful and works smoothly
>>
>>10903225
Vanilla Doom maps are hardly going to be a problem. I expect it to cause hiccups on more detailed maps like those in Sunlust, Ancient Aliens, etc. Stuff with lots of sectos. Glad you like it, though. Couple it with Boondorl's weather mod and you have moody kino.
>>
>>10903225 (me)
Okay, first bug report
Game doesn't like to exit the level or change the map when dnc_cycletime is set to 0
>>
>>10903265
Fixed.
>>
>>10903287
Awesome, any specific maps or levels in mind for stress testing?
>>
>>10903310 (me)
Actually, just tried Map31, and the level does not take kindly to having a flshlight shone on it.
It's does well being shrouded in darkness though
>>
>>10903323 (me)
It's fine in the sunlight too, it just really, Really hates flashlights
>>
>>10903310
Auger;Zenith, Extermination Day, Lost Civ, etc. Anything with big open areas and sectors in general.

>>10903328
Flashlights have a different problem. If you're using DarkDoomZ with flashlights set to Fancy, that creates two beams: one wide and one narrow. The reason framerate dies is because spotlights illuminate every linedef they touch, and with the wide beam that's a lot, with some beams also being quite lengthy. Now multiply that twice. One solution is to use the Simple flashlight. Another is to switch to a shorter range flashlight like Incandescent.
>>
>>10901741
damn jaguar lookin good
>>
>>10901743
Bottom left looking like
>Who are you running from?
>>
>>10903342
>>
>>10903407
That looks a lot better than I expected, honestly. Any stuttering?
>>
>>10903416
With or without flashlight?
>>
>>10903420
Without. Use "stat vm" in the console and watch those "last 10 tics" numbers. If they spike above 20ms, that's pretty bad. Even 15ms is arguably too much.
>>
>>10903425
Normally around 2-4ms
>>
>>10903447
Very good, excellent even.
>>
>>10903481
Overall, this has been wonderful to test and play with, with a toggle and a menu to fiddle with those dnc values, I could truly see this going into my autoload, it's got great performance.
I've been using my local time throughout all this, and it's gone 3am, perfect time to test the darkness, lol. I should be heading to bed now.
I wonder if there are any other mapsets that make good use of having their own brightmapped textures/assets.
>>
>>10903496
>toggle
Added.
>menu
Didn't add one because the settings are something you'd usually touch once in a blue moon so it's not worth the options menu clutter. If it starts having more options, I'll definitely be adding a menu, but as it stands it's just not worth it.
>local time
It was broken actually, always forcing night time. Fixed it about an hour ago, though.
>>
>>10903516
>always forcing night time
I never would've guessed, it's pitch black outside
>>
>>10901741
>unity
are we the vagies?
>>
>>10903527
Nah, vagies would just be Germans who work a 9 to 5 job
>>
>>10902154
A friend of mine thought Blood was literally a ZDoom TC and had no idea the Build game existed until I told him
>>
>>10903525
Heeyyyyy. Nice.
>>
>>10902878
Don't let Basilissa see this.
>>
For whoever the shit wants to be running Angelic Aviary together with Stylish Hell, I got shit working for Doom and Heretic, only the latter has Chex and Hexen support so you're on your own with that shit.
https://files.catbox.moe/j7ymtb.zip
>>10902952
Here you go, your own link. https://filebin.net/lvr7quuxgwx7u01y/Heaven_or_Hell_v0.3.zip
>>
>>10903523
Broken clock twice a day and all that.
>>
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feeling a bit odd today, might try to make a project on doom/quake/hl that i make a mild amount of progress on before losing motivation and giving up, adding it to the pile of failed projects to remind me i have never released a single mod in my entire life.
>>
>>10903531
kek
>>
For the anon who was wondering why the DeusDoom mods and some other stuff disappeared off the net, the dev went on a huge rant on the usual forums, got suspended and then went scorched earth on all his mods, not even keeping his own copies of them.

Link related but not important reading: https://forum.zdoom.org/viewtopic.php?p=1243083#p1243083
>>
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I can't test my maps in Zandronum, it spits this shit out - the map is in Zandronum UDMF format and GZDoom launches it just fine
Also, how do I extract skies from 2048 units of vr? The wad seems to not have them at all when I look in Slade
>>
>>10903610
oh nevermind about skies, it was named RSKY and retarded me thought just putting "sky" in slade's filter function would show them
>>
>>10903616
You can use * as a wildcard.
>*SKY
>>
>>10903616
Yeah, as far as I could ever tell, Slade's filter thing goes from left to right and has to be absolute unless you do something like *SKY.
>>
Do you guys like brutal doom?
>>
>>10903714
it ok
>>
>>10903714
It's so-so, it did what it set out to do
>>
>>10903714
You're like walking into a coffeehouse and asking people if they like Starbucks. Like it's alright, but we've heard enough about it to not care that much.
>>
>>10903714
It's ok, the newest beta seems quite decent with the cacos spinning out form getting hit hard enough and stuff.
>>
>>10903714
I haven't played Brutal Doom in a decade until the newest beta. It's much better than I remember, playing with Hellbound was a treat.
>>
>>10903714
Not really my cup of tea.
>>
>>10903714
no, i hate it and its effects on the doom community.
>>
>>10902950
Thriller but its a Doom WAD
>>
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>>10903874
>Michael Jackson's Moonwalker but it's Doom WAD
>>
What's the best way to play doom and duke nukem on android?
>>
>>10903714
Nope. But I don't hate it either, it's just another gameplay mod. The fanbase can suck the loud end of a shotgun though, because they're obnoxious retards.
I have no real opinions on the modder himself, and if anything hate the big names in the Doom community more. For instance, it would be nice if scuba steve had anything more to do than show up to post some disparaging political remarks in various wads he disagrees with for stupid reasons.
>>
>>10903919
There's a port of GZDoom called DTouch or something but it's a commercial one.
>>
>>10903737
Ashes 2063>>Project Brutality>Robocop Doom>Hideous Destructor>>>>>>Brutal Doom>>>MYHouse
>>
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Actually fucking doing this... now the question is how to do the eye. Not gonna bother doing the rest of the image, at least not now.
>>
>>10903975
Grrrrr...needs sector correction.
>>
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devlet here
how does AI pathfinding work in goldsrc?
>>
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Anyone here besides me doing a map for Fraggot? how many anons we got so far
>>
>>10903949
>MYHouse
I have not seen such widespread hate for a mod since Brutal Doom was popular.
>>
>>10903516
Yup, it's fixed
Now I'll sleep
>>
>>10904030
i want to make one, but i haven't done anything doom-related in months so im kinda worried ill make dogshit and become the laughing stock of the whole thread for a while
>>
>>10904072
make a map entirely out of swastikas
>>
>>10904053
Something good gets a bunch of fans who like it for the wrong reasons or just outright pretend to like it without engaging with it, which causes another group of people who don't engage with it to hate it because of stupid fans. Plus a healthy serving of people who call everything even remotely strange "pretentious."
>>10904072
Don't worry, the dedicated punching bags of this thread have done much worse than just make a bad map, at worst someone will call your map stupid which isn't the end of the world.
>>
>>10904072
Make a map with sector toilets that teleport you elsewhere when you use them, call it the shitter.
>>
>>10901790
>Reskinned Hell Revealed
Does this include making absolutely horrible Map 07?
>>
>>10903975
>fucking doing this... now the question is how to do the eye. Not gonna bother doing the rest of the image, at least not now.
ooh you want to make it a single eye....
>>
>>10904016
astar, nodes
>>
>>10904210
obviously
>>
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>>10903542
I love seeing those dolls with revolvers show up, and I'm glad I'm seeing them more.
>>
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Pirate Doom 2 is pretty comfy. When you're past the novelty of the silly Monkey Island feel to it it's just a good time. Looks great too.
>>
>>10904279
Same as with the first really, you pick it up for the pirate stuff and stay because the maps are genuinely great.

Also the music is really impressive, seems to almost all be done by the mapper and I wasn't able to tell that it wasn't nicked from a Monkey Island game.
>>
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>>10903975
>>10903983
>>10904210
>>10904216
Absolutely, totally, CERTAINLY, assuredly NOT traced from anything, btw. Not at all. Maybe I'll try making the rest of the meme some other day.
>>
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I definitely didn't fuck up by thoughtlessly tracing the eyebrow from some other image with a neutral facial expression, why would you say such a thing?
>>
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>>10901882
that would be too silly
>>
So far finished map 11 of Sunlust. It's painful, but bearable. Except whatever that was at the end of map 10.
>>
>>10902008
Crash Bandicoot 2's warp rooms setup lives in my head forever and so I would go with each map author making their own map + the thematically fitting entrance for it that still uses the red ripple texture in the middle (which is then copy-pasted into the hub)
I'd probably also go with the Crash 2 approach for levels being interdependent with each other which is to say make them fairly independent from each other, each having one out of however many macguffins needed to complete the hub. On top of that, levels could optionally have switches that open up an optional path for another level (for the project lead to stitch together later).
>>
>>10901873
BASED ZONE 300/400 ENJOYER
i've been trying to find a similar wad for YEARS, to no avail..... it's all either slaughterslop or "muh recreations" which are basically the same shit as the original campaigns
>>
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>PRECACHING
Have a proper mapvote mutator on the server now, if anyone wants to get hyperblasted.
clovr.xyz
>>
Good mapsets for HoD Baron playthrough?
>>
>>10902690
https://youtu.be/P0OgWIDSOKM
Yes and there's an achievement for that. The game doesn't crash this time, it returns to the title screen.
>>
>>10904504
You tried 512 Linedefs?
>>
>>10904524
sunlust
>>
>>10904524
>>10901880
>I'm the big baron of this gym
>>
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>>10903557
Why not release a single map instead of a project.
>>
>>10903949
YOUR house?
>>
>>10903161
Looks awesome anon! Was debating making a gunbonsai addon that added damage modifications due to datetime and other esoteric things, but I might just make a daytime/nightime damage modifier. I haven't looked at the code, but I assume I can fetch the time somehow?
>>
>>10904518
The fact that everyone here is a scrub at UT99 makes me wanna jump on. Because I'm also a scrub at UT99 and that makes things fun.
Unfortunately, I hate everyone here so I won't.
>>
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>>10902319
Next for TurokDooM
BEES!
>>
>>10904972
>NicCage.webm

I don't have the clip.
>>
Nuked SC-55 is fucking neat.
I hope eventually ports will have a better solution than midi out + virtual midi loopback by 3rd party software + external nuked sc-55 run from console that can't even change volume.
>>
>Doom is an action RPG, I wont' answer any questions.
Huh, interesting.
>>
Decided to try Death and Decay because another anon was playing a thread or two ago. Having a pretty good time. I could see this being fun with a bro, but I've never played Doom with another person. Oh well, still fun.
>>
to the anons that recommended me the /vr/ wad 2048, thanks i guess. the levels have been fun (currently on 18) but also, genuinely, you guys came up with some fucked up stuff that's actually got me mad at video games (this rarely happens). every time i play a new doom wad i'm shown one more outrageously fucked up and annoying way to plop revenants around on a map and make them hard to fight.

only real complaint i have that isn't 100% a skill issue on my end is for the love of GOD calm down the boners for dark areas... i'm just sitting here playing with maxed out brightness because i kept having to go into options and turn it up for dark areas yeesh
>>
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woah! this game is unreal!
>>
>>10903542
Is the Stylish Hell monsters in it the original one or the ReSyled mod? https://forum.zdoom.org/viewtopic.php?t=78511
>>
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>>10904972
Annnnnnnd implemented!
Oh God the buzz sounds
>>
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>spend a minute trying to snipe a zombieman across the map
>it was a hazmat suit
>>
What do you anons think of Masters of Doom? I'm only one chapter into it and admittedly don't read very often, but I think it's engaging so far. Is anything played up, or even flat out made up?
>>
>>10904797
>I haven't looked at the code, but I assume I can fetch the time somehow?
You have two options:
>let tracker = DayNightTracker.Get();
>tracker.GetTimeFactor();
or
>tracker.GetLightFactor();
The former is in the range [0, 1.0). Starts at approximately midnight and ends at midnight. You can use this to make your own curve. The latter reflects the actual presence of light and goes from 0 to 1.0 then back to 0, so that is what you want in case you're not rolling with a custom curve. I recommend caching the thinker so you only call Get once.
>>
>>10905172
>Is anything played up, or even flat out made up?
A little, and a little is just wrong, according to Romero's book.
Masters of Doom is a good read, but I wouldn't assume it's correct unless you can corroborate the info.
>>
I have some armor, but only 1 health. Fuck me.
>>
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Is it possible to add an unofficial wad to the gzdoom launcher? For example Scythe 2 or Alien Vendetta.
>>
>>10901319
yeah i remember the end of Dark City
>>
>>10904994
It's definitely inspired by dungeon crawlers
>>
>Doom II has the greatest FPS enemy roster of ALL TIME

do you agree with this? I think it's correct. not a single monster feels superfluous or boring to fight.
>>
>>10905172
Masters of Doom is a good and very entertaining read. Reading about the early id times until the rifts started happening is pure comfy.
>>
what if duke nukem was a space marine
>>
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>>10905467
This guy been there, done that (and a captain at that!). Also inadvertently woken up an ancient evil that kicked off everything.
>>
>>10905467
what if duke nukem was a girl
>>
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>>10905471
Then he'd be Duchess Nukem
>>
What if anon posted about the actual games?
>>
>>10905508
Imagine discussing video games with your own words expressing your own thoughts. One step too far, and you find yourself playing the games on your own. Pure madness. Except maybe it's the game playing you. Oh, the horror.
Saw it with my own eyes, people repeating the same myth they heard, over and over and over again, every single day, to every person they met. They all went insane. No place where you can find the peace of mind, not even here is safe.
>>
>>10905415
Sure, I'd agree with that
>>
>>10905568
Damn, he must really love his craft
>>
>>10905415
It's a flexible roster with little redundancy, and Doom sits in that cozy place where the player generally doesn't have to worry about the AI being too smart, retarded, or obnoxious.
>>
>>10905415
>barons
>masterminds
I’m not attached to either, and “high hp” with hard to avoid hitscan makes it tricky to make mastermind encounters fun. His size doesn’t help.
>>
>>10905646
Barons have their use, but spidey is difficult to fit into maps indeed.
>>
>>10905646
>His size doesn’t help.
Too smart for his own good.
>>
>>10905648
They both have their use, and I wouldn’t miss them if a wad didn’t use either.
This also makes me more appreciative of all the holes filled in by the Doom 2.
>>
>>10905415
I think it has the greatest roster, but it's still not without flaws.
>>
>>10905650
>twf to intelligent to be a good bossfight
>>
>>10905075
If it's still got it's Hexen support it's not going to be the edited one.
>>
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>>10905285
gzdoom automatically recognizes certain iwads and they will appear in the official launcher, but for pwads I'm afraid you need an external one
>>
Slaughtermaps are puzzle games
>>
>>10905738
Pretty much all combat is some kind of puzzle.
>>
>>10903496
Added that menu. Also added the options to turn persistent time on and to advance the clock on level exit for a more immersive map progression.
>>
IT'S THAT TIME OF THE WEEK AGAIN MOTHERFUCKERS: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>10905758
Ah, wonderful
I've enjoyed the heck out of WarTrophies too
>>
>>10905175
>a little is just wrong, according to Romero's book.
Huh. I wonder why...
>>
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>>10905471
>>
>>10905471
he'd be gay and lame
>>
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>>10905792
There's a few minor errors here and there. I believe the description of the NeXSTEP computer and its company wasn't entirely correct, and then there's a few things which aren't entirely clear, like Mitzi.

As presented by the book, it's suggested Mitzi was put down some time in 1992, when they were based in a lake house in Shreveport, Louisiana. However, this interview with John Carmack from 1996, in the East Town Towers, in Dallas, Texas, shows a cat jumping up next to him, and him casually petting it while talking.
This could be a different cat, but that's not clear and this cat isn't mentioned in the book at all, for all we know this is Mitzi, so perhaps the book made some omission for narrative reasons, when perhaps Carmack actually changed his mind somewhere and a different arrangement was made somehow.

I don't know if Carmack himself has ever read the book.
>>
>>10905797
>>10905471
Still got balls of steel.
>>
>>10905859
Ovaries of steel. This is Dyke Nukem, not Troon Nukem.
>>
>>10905859
Boobs of steel
>>
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>>10905782
Busted up some brightmaps for Babel's baron.
>>
>>10905174
Cool, thanks dude. Also had another idea last night, but not sure on feasibility. Would be awesome if nightmare mode coincided with nighttime. So that at night, monsters revive (and maybe become more deadly depending on fastmonsters settings).
>>
What are the rules/culture surrounding taking old thrash etc, converting to midi, remixing slightly and then using that as the level music in a public release custom WAD? I don't see people doing it despite that being a good deal of the original approach to the DOOM 1 & 2 soundtracks, and I don't know of that's just the culture or if there's some gay legal reason you can't. It wouldn't be for profit.
>>
>>10905943
You can't change the skill dynamically, but you could simulate nightmare mode easily by setting the monster's ALWAYSRESPAWN flag on, though that's the lazy and highly unbalanced solution. You can't set respawn time on the fly. If the player has set dnc_cycletime to 60 minutes (e.g. me), that's gonna demolish the balance of virtually any map for a while. Not fun. The only alternative is to roll out your own on-demand resurrection mechanics. That's fairly doable. See:
>https://gitlab.com/accensi/deathstrider/-/blob/476a574c4fa1e0ec7916d44accc1cf27c19811ec/ZScript/Thinkers/MonsterThinker.zsc#L78
>>
>>10905973
For Doom modding, you're generally just expected to acknowledge your sources in your credits and who may have helped you. A few creators back in the 1990s had an attitude of "Don't ever use my assets." but that's not a common attitude now, and a lot of people are either of the opinion that it's fine if you're transformative with them and modify them, or that it's so long ago that it doesn't really matter, just credit them.

You can be autismally meticulous with credits, but if you just borrow some textures and MIDIs from Alien Vendetta and Requiem, you can just say in your credits that you took them from there, you don't have to explain where some of those textures or MIDIs were taken from commercial games, or who authored which.

Since it's not for profit, there's virtually no risk involved. The only times iD Software, and now ZeniMax, ever gets involved, is if you're a 12 year old Brazilian who includes Doom2.wad with your release, in which case they'll eventually come and tell you "Hey, don't fucking do that or you'll get in trouble with us."
This happened with some """"banned"""" Brutal Doom variant, they told the kid to not distribute their game with his mod, which he tried to spin as some corporate oppression. I think also 20th Century Fox C&D some Aliens mod for Quake 1 back in the 1990s, out of countless Aliens themed mods for FPS games in that era.

tl;dr be polite enough, and don't do something really stupid.
>>
>>10905973
Only problem I see, after trying it yesterday, is that it's hard to make stuff sound "just perfect" for your map specifically, if you're autistic about it, also editing midis while being 100% clueless about sound editing can become slight bother (not to the point where it's impossible to do or hard though, only slight bother), in the end, I just looked through what instruments that midi used and arranged cacodemonphony of farts of my own instead, still not sure if that was a good idea.
>>
>>10905989
That is a very well thought out response and I do appreciate it sincerely anon - I should have been clearer and I'm sorry. I meant old thrash as in 80s speed metal, so say I'm making a WAD and I wanna be funny, my first level music is a MIDI of Elimination by Overkill - that sort of thing. I have a theory that adding stuff like MIDI Sepultura etc. tunes (not even direct conversions, just obvious remixes of 80s and 90s metal ala DOOM 1 and 2) to levels is like a missing secret sauce, I just don't see anyone doing it - but then there's tons of WADs, I imagine someone has to have done it, I just want to be sure before I even begin to put effort into it.
>>
>>10906056
I am no stranger to tedious digital music autism fortunately - I have this idea in my head of a short and sweet Dead Simple-core map accompanied by a MIDI remix of Kairos by Sepultura, and I want it to exist so badly I don't even care if someone gets there first.
>>
>>10906069
Oh also remember to check how midi file itself sounds early and often, every free midi editor online will sound nothing like the actual midi and in worst cases it won't even process certain instruments that work when you save it as mp3.
>>
I'm using Doom Launcher, and it seems like gzdoom 4.9 new separate save folder doesn't work when I launch WADs through it? It puts all saves from different WADs into just one "doom.id.doom2.commercial" folder.

Am I doing something wrong?
>>
>>10906135
The saves are per-IWAD. It's working as intended.
>>
>>10906139
oh, per IWAD, ok, I thought it was per WAD, thanks for clarifying
>>
>>10906105
Much appreciated anon.
>>
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>>10904412
>>10904447
>>
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>>10905782
Detailing my map for Fraggot
>>
>>10906169
i would cry too if i ate a manchubby by accident
>>
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>>10906142
If you want it per-wad you have to use -config launch stuff to specify a different ini where the save_dir points to it's own folder.
>>
>>10905829
fuck i really wish, i want to believe, that is mitzi
>>
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This map actually managed to kill me a few times in the last fight before I found there's a rocket launcher (well, cannon) in the corner. The spider mastermind boss level after this was pretty neat too. Shame I discovered the blue armour straight after killing her. Realising you had to keep at least one pillar up to act as cover was pretty cool too, but I'd imagine continuous play will make this fight really easy with all the blunderbuss ammo you'd have.
>>
>>10905829
>idcat
what does that cheat do?
>>
>>10901578
>Gun dick 3d pistol
>>
I beat Back to Saturn X E1 and I don't know how I feel about it, great atmosphere, killer OST and some good maps and some maps that just seem to go on and on and on, I guess I hyped it up to much in my mind.
>>
>>10906271
I get to around map 10 every time, decide mid- map saving is fine due to the large monster and bullshit count and still get bored by the samey levels. The music is fantastic though. I love those weird non-levels where you get that creepy and depressing music as you go back to the train station to enter the next unlocked area of the base, it reminds me of the original Oddworld games where you had a big hub you returned to after clearing one of the side areas.
>>
>>10906279
>I love those weird non-levels where you get that creepy and depressing music as you go back
Those were neat and the ending really nails that feeling.
>>
>>10906271
I think they drag it on more than they really needed because everything has to be a megawad, though I still way prefer E1 to E2.
>>
>>10902618
Just rip the weapons from Far Cry Primal or some other grug fps
>>
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>>10905782
Little by little I'm converting Aliens TC's dehacked into zscript, and making it fully independent. All graphics, behavior and sounds are taken straight from the original 1994 mod but without conflicts with the base game content. Xenomorphs and Demons can now hunt Doomguy together
I good way to practice zscript, and well there is no better way to cap off a collection of Doom's early modding with the first TC
>>
>>10906313
It's a neat way to gain an appreciation for how shit's changed over the years, I went about fixing some early zdoom wads and even shit like mapinfo, which you'd think was set in stone by them, has changed to the point they're normally half-busted now.
>>
>>10905678
What don't you like about it?
>>
>>10906313
Updating Aliens TC using the Trilogy mod at Moddb would be nice
>>
does the mod universal kill rewards work for you? it doesn't for me.
finding myself without ammo when playing harder mods and wads and just wanted a bit of a boost, tired of punching shit or skipping
>>
>>10906256
do you need gzdoom to play this like the first one? probably the only flaw in an otherwise excellent wad
>>
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>>10905782
behold, undead tiddies
>>
>>10905782
I sure hope this'll end up playing better than it looks
>>
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>>10906389
Nope, I'm using DSDA. Pirate Doom 2 doesn't rely on zdoom.
>>
>>10906356
There are just some missing pieces, I think. Like a flying enemy that isn't a Caco. And there are a few too many enemies that just behave like Imps.
>>
>>10906407
>No new posts
It could have done with the Hellknight not being a nerfed Baron and some stuff, not to mention having bosses with a bit more complexity, like the Heretic ones ended up with.
>>
>>10906389
It's MBF (not MBF21) so it'll run on pretty much anything short of Chocolate and DOS Doom.
>>
>>10906430
I think Hell Knights are fine because Barons aren't something you can place just anywhere.
>>
>>10906442
It was kind of the point to have something between an imp and a baron for bulk, it's just they were short for time so they did a bunch of asset reuse with Doom 2.
>>
>>10906389
The first Pirate Doom does a lot of stuff actually using GzDoom's features, so I don't consider that a flaw.
>>
>>10906458
THIS.
pirate doom 2, unfortunately, tried to be "as vanilla as possible" and it now looks like a simple stupid reskin. it's not even 10% as fun as the first one.
>>
>>10906430
I think the Hell Knight is a good addition, and I say this as someone who likes the Baron Of Hell and thinks it has good purposes.

It lets you put in a tougher Imp (he hits as hard as a Baron), but the player doesn't have to spend so much focus and firepower on him. It's also better for larger group encounters, Barons are tanky so they would easily get tedious to fight in a group without providing the player with heavy munitions, while Knights provide the same strong damage output while being quicker to dispose of.
Meanwhile, Barons give you a hard hitting monster which is tough to take down with lower tier weapons, you have to focus some good firepower on him and he's dangerous to leave 'unattended,' this gives him good utility for infighting, or just downright oppressing a player in tight or otherwise less permissive situations.

I can deal with Kniggits being a palette swap, but it would have been neat if maybe Adrian re-drew the horns on those guys a little to make them more distinct.
>>
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>>10906479
>Kniggits
>>
>>10906458
Is dynamic music one of them? I really liked that
>>
>>10906465
I haven't played 2 yet, so I can't agree or disagree, but a lot of Pirate Doom's novelty for me was the enemies being reskinned, but ultimately not different (barring small ways), I thought that alone was charming as hell.
>>
>>10906505
fetchez la vache!
>>
>>10906527
For me, it's the witch doctor and the steam powered arachnotrons. The latter are hilarious to me for some reason
>>
>>10906541
I love the Pirate Caco with the big durag, and the Cyberdemon with the peg leg.
>>
>>10906527
I love the silly pirate demons, but the levels are nice too. It's like being able to explore the Monkey island setting in first person. Only the demons are trying to fit into it (poorly, they think fighting involves fireballs and bullets instead of insults and witty barbs)
>>
>>10906395
You're also doing Turok 2?
I didn't follow the mod btw
>>
>>10906454
Yeah, they didn't want to create any new assets for Doom 2, all of the actual original monsters were cut designs from the first game.
>>
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>>10906531
D'accord.
>>
>>10906641
I don't know what this is and I'm angry it exists in the first place.
>>
>>10906541
>the witch doctor
Naturally, Doomworld was offended by that. Because any opportunity to virtue signal.
>>
>>10906465
Supposedly you can load both up at the same time and pick the other maps option to play through 2 with some of 1's bells and whistles.
>>
>>10905782
A silly little spaceship level. It's more of a practice in level building, and it sounded way cooler on paper.
>>
>>10906692
Kinda, but the load order is going to make stuff vary a fair bit.
>>
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https://archive.org/details/bad_influence_se4ep4
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>>10906641
git her done
>>
>>10906745
Between Doom Mower and Countrycide, Doom sure is covered for the West country.
>>
Are there any settings I can adjust to reduce motion sickness when playing? I also kinda don't like it when wads are too dark now too. It's nice and atmospheric for some stuff but I really wish I'd have a flashlight that lasts forever in these wads cause I can't see shit anymore if it's too dark.
>>
>>10906792
>Countrycide
yeah thanks foh reminding me 'bout dis
>>
>>10906465
>it's not even 10% as fun as the first one.
I disagree. I find the weapons to be all very solid, there's just enough changes to keep things interesting.
>>
>>10906798
View Bob, messing with the FOV, stuff like that.
>I really wish I'd have a flashlight that lasts forever in these wads cause I can't see shit anymore if it's too dark.
Assuming you're using GZDoom, just wack this in.
https://www.moddb.com/games/doom/addons/flashlight-plus-plus
>>
>>10905829
Uh, I see then. Hope it was Mitzi there indeed. This whole talk reminded me about a couple of my cats that I bid farewell last year.
Was just skeptical about it since I'm not really keen on viewing Romero as a solid source of information due to my hunch and terrible example of person/company/brand idealization. I didn't really want to start another round of dumb shitposting at the very least because this shit is boring.
>>
>>10906868
Thanks. Was getting really bad motion sickness whilst playing Golden Souls 2. I think it was all the platforming that was effecting me in a way other wads weren't. I'd play one level and have to immediately quit cause of a headache.
>>
>>10906882
>I'm not really keen on viewing Romero as a solid source of information
His photo-eidetic memory is unerring (the only person who can still remember Adrian's existance after the incident)
>>
>>10901578
Out of curiosity, where do you make these?
>>
>>10906910
Here: https://catalog.neet.tv/harlequin.html
>>
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Belly of the Whale is a neat idea but it's also really annoying. I was tempted to allow saves for this thing and didn't care when I accidentally finished the map slightly early because I had fuck all ammo to deal with the last few monsters anyway.
>>
>>10906956
Oh yeah. Going through this with Past-Linked eventually. Gotta.
>>
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>>10906956
The secrets really are required ones, at least for pistol starting.
>>
>>10906440
>It's MBF (not MBF21)
Was pirate doom 2 in development way before MBF21 was a thing?
>>
Hey demon fuckers. Just started getting into doom mods, last time I played must have been a decade ago. Ashes and CountryCide are really, really cool. Any other TCs that I'd enjoy?
>>
>>10905782
Been doing a bunch of boring under the hood shit with these lasers to get them to jump to new states when upgrades are applied, as well as drawing an arrow to use as a slowed effect. I also made some sound loops for the lasers using Famistudio, and I'll be fucking around with Furnace Tracker in the future to see if I can make some more NES sounds.

Next I need readjust the sentinel arms (the BFG weapon) and bake it into the weapon states of the pistol so it'll apply to the baton as well through inheritance. Also gonna change the big machine gun into a big constant beam laser instead, because that's cool.
>>
>>10901578
>levels support death
>>
>>10907276
Strange Aeons, but try to use the High Noon Drifter mod with the added conversion mod for it. Being a weird west cowboy going up against Lovecraftian horrors is great.
>>
>>10901324
[5-2] DOOM Retro version 5.4 released
https://www.doomretro.com/
https://github.com/bradharding/doomretro/

[4-30] Woof! version 14.5 released
https://github.com/fabiangreffrath/woof/
>>
>>10907182
>3 hours
>>
>>10907440
nuggetbros..
>>
>>10906910
>https://catalog.neet.tv/harlequin.html
Thanks bro.
>>
>>10907276
Pirate Doom is great. Also recommend using High Noon Drifter with it. Yeah, pirates and cowboys are far apart but it somehow werks.
The Golden Souls series if you like Mario/3D platformers.
>>
i've now cleared 2048 units of /vr/. thanks for the fun.
>>
Still looking for ideas for my grenade/mine/explosives mod I'm working on. If you want to see something I'll see if I can make it. Anyone got anything mechanically interesting? Categorically breaking them down into quickthrow grenades, mines, remote bombs, and dumb large explosives.
>>
>>10907607
Nice, any >opinions? Favorite maps? Least favorites?
>>
>>10907256
Probably, PirateDoom came out 11 years ago so it's likely PirateDoom2 started development way before 2021.
>>
>>10907660
For mines and remote bombs, have some way to pick ones back up that were badly placed, also don't make them bounce all over the place.

Other than that, I dunno, sticky bombs are always a fun thing.
>>
>>10907660
Some kind of self-harming AOE blast that has the same mechanics of being boosted by an Archvile could be really interesting if you got the balance right. I also like the idea of a nam-era break barrel grenade launcher that shoots a sticky grenade that can then be remote detonated.
>>
>>10907276
Bloom is a pretty cool TC even if it is doing a Sonichu with Blood and Doom.
>>
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>>10907660
Oh and hear me out - a militarized version of one of these that you hold in your hand, and fire it by kicking it forward to a target or group of targets, upon contact breaking apart and acting as a cluster bomb.
>>
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>>10907680
Currently the remote type are all pickup-able, the mines currently are quickthrow type grenades but I'm probably going to change that. But I'm trying to consider if having some type of quickthrow mine(s) is worth it.

>>10907683
The boost is interesting, I think that can be accomplished fairly easily. I assume the reason would be to reach inaccessible areas at the cost of a chunk of life?
> ... nam-era break barrel grenade launcher that shoots a sticky grenade that can then be remote detonated.
I was thinking something like the one Batman uses in The Dark Knight, but we're on the same page I think.
>>
>>10907660
A Lost Soul with a bomb strapped to it that you throw at enemies.
>>
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>>10907691
Well I am using right on picrelated as a thrown contact explosive at the moment, but I do have the left "Christmas Lights" grenade sprite on deck. I do have a cluster bomb already as well, but maybe a sort of contact-cluster grenade?
>>
>>10907712
I like this one thematically, and I do want to investigate more intelligent options. I only have one grenade that does any seeking at the moment.
>>
>>10907728
But what if the Lost Soul didn't explode on impact and would infight other monsters normally? Then when it dies it has a big explosion. Or you could shoot it yourself.
>>
>>10907660
Add an MG13 from the EDF games. As in an impossibly heavy grenade that produces a fucking massive and super powerful explosion, it's just you can't throw it worth it a shit.
>>
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>>10907698
Exactly that, inaccessible areas at a cost. It should also damage whatever is currently around you but nothing crazy, if anything I would think maybe them getting pushed farther away from you might be mechanically better than just a damaging AOE blast.
Regarding the sticky launcher - exactly, the nam era launcher is just an aesthetic fixation but the Dark Knight launcher functions exactly like what I'd like to see.
>>10907715
Yes, that would be excellent - aesthetically I don't care for the pointiness of the Christmas lights but those are good colors, and the on contact cluster grenade is what I had in my head as well when I was describing it.
Another thing I think could be interesting - a Chaosphere bomb that causes infighting without doing direct damage.
>>
>>10907737
>MG13 from the EDF games
Never played it, looks like a lolsy giant frag grenade?
This is what I probably intended for the "large explosives" category. Has to be selected as a weapon because presumably it takes both hands. Also produces way bigger explosions.
>>
>>10907740
>Exactly that, inaccessible areas at a cost.
I was thinking about adding pullers/pushers but mostly in terms of managing enemies and not the player so this is an interesting perspective.
>...a Chaosphere bomb that causes infighting without doing direct damage.
Also a good idea. I wonder if there is a way to trigger that without any damage at all though, might have to at least cause a single point? I had issue trying to make a PAIN causing grenade without it dealing at least 1 damage.
>>
>>10907757
It's not something I've seen implemented before and I feel like it could be great. It's not like every other FPS where you can just shoot an explosive your feet, and this could fill that niche in a way that still feels like Doom.
And yeah I have no idea and almost said as much in the post, I have no idea how hard it would be to implement, I had just recently learned that they originally wanted a chaosphere power up that caused infighting that was never implemented so I knew the basic concept was at least plausibly doable. A single point of damage would be completely fine, the whole point would just be to have the infighting as the actual main damage source as opposed to the projectile hitting them like a shotgun blast worth of damage as that sort of cheats you out of the satisfaction/utility/strategy of controlled infighting.

I like where your head's at on all of this and look forward to seeing more, keep us posted for sure.
>>
>>10907747
nta, but the visual of hurling a big ol' sea mine into a crowd of demons by the chain is really good
>>
>>10907736
As far as I can tell, that should all be doable fairly easily by just adapting the basic Lost Soul with a few overrides to stuff like the death state, maybe I'm wrong but I'll look into it.

>>10907768
>I like where your head's at on all of this and look forward to seeing more, keep us posted for sure.
Ty. Appreciate the ideas.
>>
>>10901324
ZSAnimator, a Blender to ZScript workflow for weapon animations, has been released.
https://twitter.com/Recurracy1/status/1785987435555393790
https://forum.zdoom.org/viewtopic.php?t=79047
https://github.com/recurracy3/zsAnimator
>>
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>>10905782
Scrapped the small tower I was working on because in combat it felt completely wrong. Made it a ground level "garage" instead.
>>
>>10907778
That seems pretty huge.
>>
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i dont get it why would you need to sweep a trench?
>>
>>10907819
There are many things which must be swept, anon
>>
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That quake 1 slaughter demo was pretty cool, but I'll be honest and say the second level has me stonewalled for now
I've never played Quoth itself, but that cross item that lets you use explosives up close is pretty neat
>>
>>10907825
Quoth itself is a mapper's toolkit so you've already played it really in playing Quck. Warpspam and mapjam9 are the most well known works that use Quoth, with Warpspasm being notoriously sadistic and difficult.
>>
>>10907778
That seems pretty pointless.
>>
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>>10907814
>>
>>10907834
>Streamline something for people who work with Blender and GZDoom
>Pointless
Based retard
>>
>>10907837
anyone who cared just wrote their own blender python script a decade ago
>>
>>10907843
and making a tool for other people is nice. I have no personal interest in it myself, but it's good to see more tools for modders.
Still waiting for a visual SBARINFO editor though.
>>
>>10907843
And now the door's opened for more people who worked with Blender the last 3, 5, or 10 years instead of Python what kind of retarded logic is this.
>Anyone who cared about terrain generation tools wrote their own 15 years ago
I'd spit in your mouth you fucking faggot.
>>
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>>10907835
>>
>>10905415
It's not the greatest, but Revenants are one of the best enemies ever.
>>
>>10905415
I think Serious Sam TFE's enemy roster is pretty up there as well. TSE's too if we don't include the sniper rifle or flamethrower.
>>
Doom music?
https://www.youtube.com/watch?v=hRznLXhu4pg
>>
>>10907859
At least post some tracker music that's been used in a mod.

https://www.youtube.com/watch?v=DgCBGY-_vh8
>>
>>10907861
Well excuuuuuuuuuuuuuse me princess!
>>
How did Unreal Tournament go yesterday?
>>
>>10907864
Or better yet: Take that music and put it in something you make. I got a tracker song set to the side for something I have planned in the future.
Term really sold me on the infinite potential of good tracker music.

https://www.youtube.com/watch?v=XsgSps81zso
>>
>>10907868
Honestly I've only just found out about this entire world of tracker music yesterday when someone posted the latest Doom Ahoy video and then I found out he did a documentary on tracker music. I dabble in guitar and noise ambient, so the idea of making happening beats on old as fuck computer technology sounds archaic and DIFFICULT AS FUCK to me. Massive respect and admiration, especially for the good ones like your link.
>>
>>10907837
>>10907847
>Example video uses 2d sprites.

Yep, seems really useful to define stuff in blender and then export it to zscript rather than define it in zscript directly.
>>
>>10907859
>tracker
>Necros
That's Unreal (or IPoG) music, not Doom.
>>
>>10906389
Hey, at least you can try to run it through K8V these days. It's fucked, as it doesn't render the music right, it can't load the sound files, the skybox is too big, and I'm sure more seams would get pulled the further you get in, but uhhhhhhh hey, it allegedly has Client/Server netcode. That's something.
>>
>>10907880
>Example video uses 2d sprites
Aw ye?
>seems really useful to define stuff in blender and then export it to zscript rather than define it in zscript directly
I wouldn't know. Got any zscript 2d sprite animations you want to show off?
>>
>>10907847
>Says it "opens the door".
>Doesn't explain how.
>Instead says "I'd spit in your mouth you fucking faggot."

Either you're an impressionable teen who latches on to anything "new" or you don't know what you're talking about. Either way, your reaction tells me that your opinion isn't worth listening to.
>>
>>10907878
I've been fucking around with Furnace Tracker in an attempt to make some NES sounds I need for my project. The more I stare at it, it slowly makes sense with the different channels and shit. It helps that particular program has tooltips for forgetful assholes like myself.

>>>/wsg/5537781

Webm related, I made the sound loops while the lasers fire. Though the actual start of the firing sound I stole from Batman Return of the Joker.
>>
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this wad feels and looks like it's absolute bullshit.. but it isn't. how the fuck?
I'm halfway through on UV and every single level so far has been a blast. All quite fair and well-thought-out. Relatively quick too which I appreciate.
Let's see if it keeps up this pace in the 2nd half..
>>
>>10907431
>>10907582
>>10907685
High Noon Drifter and Bloom are real neat, thanks fellas. I must say, CountryCide has captivated me all day. Finished it on 'Way of the Templar' difficulty and I can't get enough. What else scratches this super concise survival horror itch? I dabbled with Lost in Darkness and Unloved, they're cool too but something about the attention to detail and pacing of CountryCide are so special. Wow, what a ride. That shit was right up my alley.
>>
>>10907930
It's simultaneously hard and easy to believe that this was made by Cyriak of all people in-between animation projects.
>>
>>10908019
It's really like one of his videos converted into .wad format.
>>
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Any oldfags wanna share some stories of early Dooman to a whipper snapper?
>>
>>10908101
It's not a very interesting story, but I first played the shareware version of doom 1 in 1994 on some crappy old computer we had that didn't even have a mouse. It did have a joystick though, so that's what I used. It was pretty silly and I'd probably have been better off just keyboard turning, but I'd literally never played a fps before so it seemed like a good idea at the time. This was before wasd anyway. Because I was 8 I played it on ITYTD and used the chaingun almost exclusively. Everything went great until I got to E1M8, at which point I got repeatedly curbstomped over and over because I'd never learned to strafe or dodge or anything. But it awakened a deep love and when Doom95 came out I got it on my much better computer with an actual mouse.

There was also the time where I ruined my entire install by editing the zombie hitscan attack into the explosive barrel explosion. The game wasn't... really playable after that lol.
>>
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>>10905782
My wife as an HDest skin
>>
>>10907182
Please tell me the "Ouch!" shirt is a hurtfloor
>>
>>10907576
changes have already been merged, you can download the latest autobuild from.github and benefit from all the latest woof changes
>>
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>>10908132
She looks... eerie.
>>
>>10908176
Looks like Otacon.
>>
>>10908019
>>10908053
His music really takes it to another level, one of the tracks even got used later in one of his videos.
>>
>>10908176
Just like one of my Japanese animes..
>>
>>10908206
My sole complaint is that he starts reusing tracks here and there, but that's it. Genuine 11/10 map pack.
>>
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>>10908280
hey you can't post this, this is a blue board
>>
>>10906237
sweet, thanks a lot
>>
>>10907819
nickname for firearms used to "clean trenches"
>>
>>10907819
there could be Germans in the trench
>>
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>>10908292
For you personally
>>
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>>10907819
>>
>>10908424
too soon
>>
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>>10908413
>Find some ass
>>
>>10908265
I think it's at least spaced out enough where it's not terribly bad but you do kinda pick up on it, yeah.
>>
>>10908413
is that a rumblehouse ass I see?
Major tickle!
>>
>>10908413
Why the "Love Saw" has shotgun ammo?
>>
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>>10907930
Competently designed and requires a good bit of skill to manage. Wish my friends could understand it, I'm not a fan of Going Down myself (it just ain't my thing) but at least I can see the merit it has instead of treating it like the worst wad ever made. Then again some of them shit on Ancient Aliens and their only justification are the first couple maps if it ain't just the first one. Fuck I wish I was joking.
>>
I have a new hatred for mods that add ledge climbing without an option to turn that shit off.

Thank fuck for being able to edit the movement identifier crap from BT_FORWARD to BT_SHOWSCORES.
>>
>>10908516
I feel like the encounter design quality did drop off somewhat towards the end of the wad, I think he knackered himself out doing 32 maps.

Overboard seems a lot more consistent with it's much lower map count (even including NG+).
>>
>>10908519
Why?
>>
>>10908553
Any map with walls that are low enough for you to not cross but high enough to see over has you pinging yourself across for daring to wander near them, even when you have jumping disabled.
>>
>>10908597
I see. I am going to assume the mod automatically engages climb mode when you hit the wall rather than this being a self-restraint issue, in which case your problem doesn't sound like it's with the mechanic itself or the lack of an option, but rather its shitty automated implementation. I was curious because I have ledge climbing in my mod but it's something you deliberately need to go out of your way to do so I never once received a complaint about it and was interested in the reasoning behind that post. Thanks for the indirect feedback lol.
>>
>>10908627
For this it's having forwards held while near a low wall, so it's only partially under your control and kicks in when approaching windows and shit, It ends up pulling control from you and taking your weapons away to do it's climbing up animation.

In the end it is the implementation but having a cvar for it would have meant I didn't have to go digging to have it not break maps.
>>
>>10908643
Who the hell thought that was a good idea?
>>
>>10908643
What's the mod anyway?
>>
>>10905172
>Masters of Doom
wtf happened to the TV series?
>>
Anon was right. Half way through Sunlust and I wonder the same, why am I doing this to myself.
>>
>>10908516
People like to throw around "skill issue" a lot but I think you actually need to be well-acquainted with Doom and FPS games in general to be able to read some harder encounters. Like to an unskilled player a tough encounter is just gonna be like "augh what is this monster spam" but others will be able to pick out what role each monster serves in the heat of combat and adapt accordingly.
>>
>>10908828
I finished it in UV recently, saved like crazy though
I don't regret it but I wouldn't hold it against anyone for playing on a lower difficulty or just stopping

God machine has to be one of my favorite Doom maps aesthetically even if it's exquisite torture mechanically
Who the fuck comes up with a pain elemental cloud
>>
https://zdoom.org/wiki/Distance2D
can an anon explain to me what portal-sensitive means when using distance2d?
I'm trying to use it for calculating an angle offset for recorrecting a monster's aim with a horizontal offset.
The following code works up close, but stops working when outside a certain range of a monster:
correctangle=atan(gunoffset/Distance2d(target));

This is all for Hdest playing with visible bullet tracers,
I gave the chaingunner an offset, to make him shoot from his gun rather than his center.
>>
hello anons.
i don't have loads of time to play, so i prefer wads such as 50 Monsters challenge. would you mind sharing similar wads that focus on short maps, easy levels, low number of monsters, etc?
slaughter is ok as long as it's like the final map. also, only doom 2 wads, as i've already played most if not all of doom 1 wads which fit these criteria quite well.
>>
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What's the Eternal Doom of Quake?
>>
>>10908424
>>10908439
Sick and tired of this rampant Kaiserphobia on the four chans.
>>
>>10908932
Obviously there's 20 monsters and 30 monsters to go with 50, pretty much all of the sector and line limit wads like confinement 256, there's stuff like Doom 404 and Chainworm Kommando 1 and the demo of Chainworm Kommando 2.
>>
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>>10909010
have this as compensation
speaking of, are there any WW1 WADs?
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>>10909029
The Great War was a place for many ideas, some which were not very bright.
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>>10909029
lmao
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Can someone recommend a mod to go with Sanguine Holy Land?
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How would I go about viewing deus ex maps and editing them? UnrealEd doesnt seem to open up the map format(.dx)
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>>10909101
Depending on how literal to the title you want to be, there's the Blood Rayne character in Doom Incarnate and there's Thy Blood Konsumed.

Fair warning though, both are pretty fucking Pillowblaster.
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>>10909101
The natural choice here is Brutal Doom
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>two whole servers are running Ad Mortem
We're doing it lads, we're going to kick MM8BDM off it's throne in no time.
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>>10909171
does it even run on zandronum?
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>>10909230
Zandy doesn't support MBF21, those are probably Odamex servers.
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>>10909171
>says person who has contributed nothing to the project
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>>10909230
I don't think it should, pretty sure Zandronum hasn't worked MBF21 in yet.
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>>10909252
Both servers run with Odamex which supports MBF21. This is the best we're gonna get.
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>>10907691
I swear to god this was a weapon in a Ratchet & Clank game.
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>>10909284
You thinking of the Mine Glove from Ratchet & Clank 1?
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>>10909295
That, and there was the Bouncer in 2 that splits apart in clusters when it hits something.
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Quake 2 is fun
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>>10909312
Nice shaders. I never manged to make them look good in reshade, even though I have no problems with doing the same in retroarch.
>>
>>10909163
>>10909167
Thanks anons. What I have in mind for that wad specifically is something more on the grim side, as in slightly slower, more "dense" so to speak. I'm gonna try the Bloodrayne one and adjust the monsters accordingly, see how it goes.
>>
I'm probably alone on this, but I wish Hexen had its own DeHacked/HeHacked equivalent.

I mean, even Strife has its own variant, and Chocolate supports it!
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>>10909325
>specifically is something more on the grim side
I guess Hellkrieger might work for grim? There's a version of it on TSPG, it's kinda unforgiving with it's custom monsters though.
>>
>>10909319
That look I think is native to Q2 Remaster, I was fiddling in the options around the remaster release and there are artificial scaline / crt filter that's quite decent.

>>10909029
No idea but check out NecroVision
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Jesus fucking christ.
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>>10909384
This is actually one of the easiest maps in the set btw
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>>10909384
Torch lighting on those bricks looks nice

>>10909384
Easier than 10x10's second half?
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>>10909402
Yes, easier than that even. It feels like an experimental idea that danne had that probably sounded way cooler in theory than in execution, the fact it's a secret level proves this to me because that's usually the dumping ground for misfit maps.
I'd recommend Ribbiks' post-Sunlust work if you wanna see more refined experimentation with the Doom engine.
>>
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>>10901319
How good is modding Doom or GZDoom for getting my foot in the door with gamedev? Eventually want to make something like the OG Battlefield/Battlefront games
>>
>>10909487
It's very accessible and people have released commercial games using GZDoom as it's basis, though there's a point where it makes more sense to not be bashing an old engine in strange ways into doing what you want and using something like Godot.
>>
>>10909487
I'd say it's probably not great since you're relying on a clusterfuck of niche script languages. You'd be better off modding Quake 2 remastered or doing a project on the FTE Quakeworld engine (technically QuakeC still, but with limits removed it might as well just be C). Learning on an engine that is actually 3D is probably a good idea too.
>>
>>10909487
the benefit to doom is that the tools are easy, but the skills involved aren't very transferable to other engines and gzdoom is mainly good for doom-type games. if you're going particularly outside that niche then you'll be better served by other engines. quake could be worth looking into though as i understand trenchbroom can output to modern engine formats.
>>
>>10909487
Far too many super specific gotchas that 99% of the time make absolutely no fucking sense and take forever to debug even with extensive knowledge. I've probably knocked half a decade off my lifespan malding over stupid doomisms. Don't do this to yourself. Just don't. Use an engine that isn't stuck in 93.
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>>10909415
I felt that arch-ville usage on the first Wormwood entry was a tad excessive and detrimental for the fight setups, be it with the complexity of an open field or more mindful placements. Yet somehow I was less aggravated by the final cyberdemon shootout where your survival depended on swift and very precise movement. Grain of Salt, his usual collaborator, is just plain boring, and I didn't care for the gimmick maps of the second entry. So my story with Ribbiks ended at that point. Perhaps switching to HMP on a permanent basis might leave a better aftertaste on supposed revisit, it was just not fun luck-dependent strat grinding otherwise.
>>
ebin gameplay, peak doom
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>>10909531
this is fucking retarded. we get you are bored of the roster, then go ahead and make some new monsters instead
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>>10909531
>that archvile map in going down
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>>10909531
git gud
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>>10909531
>MAP32: Postcoitus Doom
Just watched a poptuber playthrough of it where he audibly prayed for RNG, relied on peak-a-boo shooting and thanked Jesus on finishing: "Thank God we're done with this map, it took me 14 tries"

>>10909543
That one is a dumb joke with aplenty of invuln and mega spheres to resource manage. which is about is the only challenge aside from having patience.
>>
>>10909531
Also I did managed to beat it eventually. After god knows how many tries I realized the train is not going anywhere, so I checked some UV-max run to find what am I missing, turned out it was a BFG pre-fire, and it got a liiiittle bit better from there, and after another dozen or two or three of tries managed to kill them.
Sunlust has enough moments the are complete bullshit yet really neat, but this one is definitely not one of them.
>>
>>10909543
Nothing's as bad as Arch-Violence.
>>
>>10909284
>>10909303
Full disclosure - the whole idea was spawned from the Bouncer like anon mentioned crossed between the one gun from Bulletstorm where you could kick the bomb projectile, just without the gun being the middleman.
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>>10908643
That's really dumb. The one I use has you hold jump at least.
>>
>>10909628
Honestly you could make an entire weaponset out of a Ratchet game and it'd probably be fun as hell.
>>
>>10909647
Oh for sure - I love 1 through 3 to death for a lot of reasons but the weapon roster and the creativity thereof did a lot of heavy lifting. They got so much right - the sound effects of the Bouncer being a prime example. -THOOP- -POP-
>>
>>10909163
Same author for both of those, and False Angel. D3athStalker.
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>>10909358
I don't know if anyone has ever used this.
https://www.doomworld.com/idgames/utils/exe_edit/hex053p
>>10909531
From the extrainfo.txt description:
>Tired of maps being too hard? Then I could recommend: Practice! Practice is fun, and good for you! Kill 2 cyberdemons in a small as shit room with bumpy floors or face 50 revenants without any room to dodge! Everything is fun if you just practice!
>Been shotgunning barons since 1994? Try map32 of Sunlust! It's a good map, I promise!
>“Best map ever” - Doomguy
>“Shit. 0/5. Won't play again” - Anonymous
Danne is based.
>>
>>10909687
>I don't know if anyone has ever used this.
The program you linked is an older version, but even the final version couldn't change text strings and saves patches in a binary format instead of plain text.

My pipe dream would be for someone to take that program and expand it to be similar to the other three games, where the patches are saved in a readable format and the strings can be edited.
>>
>>10909487
The other Anons are right, but on the plus side, there's some valuable lessons you can learn about game design and art stuff. That's been working out for me for the past decade.
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>>10909716
Maybe you already know this, but if all you want to do is edit text strings, manual hex-editing is an option for strictly vanilla hacks. You could distribute a .crk file with your wad for the purists. I unfortunately couldn't find the "Greetings Mortal" string anywhere but here's this.
I think that's the best your gonna get for non-zdoom Hexen stuff.
>>
Any good weapon WADs with real guns? I had one with guns from Modern Warfare 2, but that WAD is outdated and doesn't work anymore.
>>
just curious do the devs of "official" add-ons get compensated?
like did the btsx guys or john romero see a penny from todd, or..
>>
>>10909384
I remember UV maxing this and being basically fucking blinded by fire during the finale of it.
Honestly if you don't cheese the fight with saves, you will basically walk out of the map as a master at archvile hoard control if you weren't already.
>>
I think I'm going crazy, but I could have sworn I saw a mod once that added leveling up to base Doom and was pretty compatible with a bunch of other mods. I searched around myself and found a bunch of clusterfuck mods that combine a billion things into a package or installer. I'm aware of RPG mods like Wrath of Cronos and stuff, the one I feel like I'm remembering was specifically for Doom and had stats you could put points into. It also worked with DRLA and stuff like that, I believe that was part of the point of it. It's not DoomRPG because that seems to come with 10 other mods into one big package. Maybe I'm just crazy. I just could have sworn there was a "slim" mod that just added leveling up and basic stats like strength, endurance, etc and that was all. I also know of Death and Decay but that's for Zandronum isn't it? There was Doom Infinite which isn't it. Also a Doom Exp and Doom Exp Lite mod and those have their own shops in the mods.
>>
>>10909384
what wad is this?
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>>10910000
Imp Encounter.
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>>10910000
StarDesire
That screenshot is of Map 32, After-Sex Disaster
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>>10909903
The text screens, like you're showing, are handled by lumps within WAD files, and the "Greetings mortal" text (among other text) is handled through map scripts. The only text that's handled in the executable itself are menu strings (class names, difficulty names, etc.) and item names.

Being able to edit the menu and item strings in a vanilla-friendly format would be handy in making mods that can be run in Chocolate and Crispy Hexen.
>>
>>10910000
Sodomthrust
MAP32: Post-nut clarity
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>>10909382
>NecroVision
God I wish performance on this wasn't complete dogshit on High.
>>
>>10910094
It's the Painkiller engine, I think, so you have to do some serious fucking about to limit shit down to where it's not constantly breaking.
>>
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>M79
>Explodes on impact
>Splash damage spreads backward from impact
>Basically SSG + RL
If only I knew how to make a mod. Probably more appropriate for Blood.
>>
>>10909687
>Kill 2 cyberdemons in a small as shit room with bumpy floors
Know what's better than that? Fighting a palette swapped cyberdemon with quadruple health and two rocket launchers in an arena so big it's pretty much impossible to get hit! I am such a good game designer, Id should hire me
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>>10909029
Not too sure about Doom, but for Wolfenstein, I think I recall Unsung being WW1 related, right?
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>>10910107
>M79
Good taste.
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>>10909968
Financially, no, but they get sent this thing.
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>>10910250
Shame Marty is a dick, Hugo Martin on the other hand is a pretty cool dude.
>>
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Does anyone know where I could get this model? I can only find the texture and screenshots of it, but not the actual model. I believe this is from the DNF 2001 build.
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>>10910389
It's the quake 2 build, but I can't remember where it was.
See through the duke4.net forums to see if it's still there
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>>10910389
https://archive.org/details/Duke-Nukem-Forever-Asset-CD
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>>10910107
Not specifically called out as M79, but this looks close, hack it up.
https://www.realm667.com/en/repository-18489/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/839-grenade-launcher-kdizd
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>tfw cacodemon's corpse blocked your view from a hell knight projectile ending your 20 minute run into the level
>again
>>
I'm trying to use "flamethrower resource" from zdoom forums to make a flamethrower with DoT, but everytime I try to load game it just says

>Script error, "Mod.pk3:library/projectile.zs" line 227:
>Unexpected ':'
>Expecting ';' or ','

>Script error, "Mod.pk3:library/projectile.zs" line 333:
>Unexpected ':'
>Expecting ';' or ','

>Script error, "Mod.pk3:library/projectile.zs" line 548:
>Unexpected ':'
>Expecting ';' or ','

It works if I just use them on non-modded Doom 2 but for some reason it keeps crashing when I try to run it with my mod.
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>>10910636
>>
>>10906641
Cursed.
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>>10910636
Apparently adjusting the height of their corpses was a topic of discussion a while back.
I never noticed how bad it could get until I played Dimensions 03.
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New version out
https://www.doomworld.com/forum/topic/144505-turokdoom-legacy-of-the-fireseeds-demo-release/
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>>10910636
The fix is a mod which turns the caco death into a comical flight pattern while it shrinks, like a balloon flying around a room while losing air
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>>10910727
this but it also drops a single lumpy chunk that an archvile can re-inflate into a complete cacodemon
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>>10910636
Any map that goes on longer for 10-15 minutes makes me mid level save.
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>>10910192
>Unsung
found a video about it, looks pretty neat for Wolf3D. didn't know it could do different ceilings - guessing it uses a forked engine. you'd need to do that for the reload functionality too I guess
the Gewehr 98 action animation being longer than the actual time between shots look a bit janky
>>
>>10906641
Does it shoot kosher daddy's milk though?
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>>10910898
>Kosher daddy's milk.
I have never played Postal II before, so that threw me for a loop.
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>>10910898
Every postal after 2 feels like a giant masturbatory inside joke
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>>10910908
Postal 2 was accidentally good.
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>>10910916
The humor's pretty hit or miss but I like the Waco siege bit a lot. Paradise Lost is a lot worse and I can't remember any jokes that made me laugh except for the midgets on stilts.
Rick Hunter & Corey Cruise are the best parts of the series.
>>
>>10910250
wtf they canonized rip and tear
>>
Ground Zeroes and The Reckoning so far seem to be totaling out to a far better experience than basegame Quake 2. Earlygame Q2 is pretty fun but the meandering and slow progression combined with not so well thought out backtracking almost kills the vibe around the prison unit.

But GZ / TR have so many 'purposeful' and functional-feeling and more compact / decorated levels that they more fun and the new enemies and weapons also inject much needed variety. But the xpacs do also in general make Q2 worth replaying so that's all good.
>>
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i'm out of ideas
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>>10910972
eldritch boob walls
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>>10910972
1-1 but the floor is lava
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>>10910972
ExMx but it's OSHA compliant
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>>10910972
Your house.
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>>10910989
i live in a van
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>>10910972
A 1:1 replica of your school
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>>10910998
a 10:1 replica of your van
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>>10910972
A 1:1 replica of the Death Star.
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>>10910932
Paradise Lost was written by Marphy Black so it's no wonder you remember nothing from it.
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>>10910973
>>
So, someone posted DNF2001 and it got me thinking of the Restoration Project. What even happened to it? Is it still going? Is it still gay?
>>
>>10901319
One thing is the Lost Soul limit but i remember hearing that classic Doom has a limit of things in general and some would be invisible if that limit is surpassed
In any official classic map, is there an instance of something like a fire torch or corpse becoming invisible because of that?
I expect that to happen in TNT
>>
>>10910946
slowpoke.png
89% of nu-Doom identity is rip and tear. Another 10% is Mick's music, and the rest 1% is marvel avengers shlock they brought in Eternal.
>>
>>10910972
A 10:1 replica of your mom
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>>10911184
I barely know anything about Eternal, how was it marvelschlock?
>>
Does anyone know if there is a music pack wad with a caribbean/pirate theme? I've been playing Pirate Doom 2 and I really dislike most of the tracks so far.
>>
>>10911196
Anceint gods, prophecies, multiverses, you are le chosen one, you are THAT doomguy from Doom™ (1993), epic allies, epic battles, it was all part of my masterplan, etc.
I haven't played it either, 2016 was more than enough
>>
God I hate storyshit in games so much.
>>
>>10910972
the map is shaped like a giant spider mastermind, and everything in it is a spider mastermind that's scaled down to the size of an arachnotron, so you can fit more spider masterminds per spider mastermind
the mapstermind
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>>10909487
somebody once fragged me
>>
>>10911215
always ruins it innit? nerds think they are Tolstoy or some shit but it becomes convoluted and cringe within two releases.
>>
>>10911270
I think story stuff can be fun. But someone clearly had his head way up his own ass with those new games.
>>
>>10911272
Carmack hit the nail on the head with the "it's like in porn, you expect it to be there but it's not important" opinion
All you need is context to make a game great, the actual minutia of the setting doesn't matter
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>>10911273
I don't fully buy that, personally. But a balance needs to be struck, and gameplay should come first.
>>
>>10911272
iirc it was mostly just one guy who spent lorefagging night and day at id and dryhumping the game director to include it.
>>
>>10911279
What kicked off the "muh deep lore" wank in games anyway?
It's one of three things; dark souls, Morrowind or Marathon
>>
>>10911273
>>10911275
if i made a game there would be no backstory, just leave it to the imagination of the kids.
things are always greater when left to the imagination.
>>
Does a UV-Speed run count if you use a secret exit?
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>>10911350
yeah
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>>10911152
>Paradise Lost was written by Marphy Black so it's no wonder you remember nothing from it.
LOL. I don't see him in any credits though, you sure?
He makes good half life/old fps videos at least, some pretty funny
>>
>>10909384
>>10909531
Want with or without Spit or Lube, anon?
Seriously, fuck this trap.
>>
>>10911563
To be honest, despite it being incredibly insanely boring and soul-draining, I should've killed them from there >>10909384
The lesson was learned, never ever miss an opportunity to kill everything when given a chance, no matter how small.
>>
>>10911512
His real life name is Rikki D'Angelo, that's how he was credited, and he even had his face photographed and put into the game.
>>
MUH DOOM IS METAL+ RIP AND TEAR!!
>original doom wasnt metal nor "rip n tear" whatever that means
?
>>
>>10911707
Bobby Prince did rip off a bunch of metal bands, especially for the E1 midis, but no, the rip and tear shit was the Doom comic.
>>
>>10911707
The original doom used legally distinct megadeth/slayer riffs, they were limited by MIDI
I generally can't stand nudoom music though because I hate most djent, I don't think it fits right
>>
>>10911725
I love djent and I still hate it in-game. Don't know why but it just doesn't clicks for me at all, maybe it's because of the insane contrast between combat tracks and ambient tracks, plus the ambience is just shit. Yet I enjoy it outside of the game, well some parts of it. Which is strange because it's literally the only game like that.
>>
Is Nugget Doom still the best source port?
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>>10911750
>has virtually everything you want from a vanilla port
>and much more
>it just werks
>no drama or retarded devs attached to it
Why wouldn't it be?
>>
>>10911725
>The original doom used legally distinct megadeth/slayer riffs
It wasn't even that distinct since it was the early 90s and you could just get away with that shit.

Even Alexander Brandon was lifting stuff from other games and just random shit like Dr Who.
>>
>>10911756
>drama or retarded devs
Isn't that just GZDoom?
>>
>>10911756
I can't go back to not having my SSG gib things.
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>>10911772
A lot of us abandoned DSDA for a reason.
>>
>>10911725
>>10911764
>megadeth
>slayer
>riffs
one's solo salad and the other's a down syndrome satanist punching a guitar
>>
>>10911707
>public perception of product differs from truth/reality
Many such cases, cases will continue to grow. Public perception even considered Painkiller a proper “Doom clone” even though it’s just an easier/edgier Serious Sam.
>>
>>10911787
>easier
funnier*
>>
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>>10911707
>>
>>10911792
>funnier*
betterer
>>
>>10911851
You can't convince me Painkiller is not funnier or betterer than Sam.
Levels are better and more varied, music is 10/10, weapons are 11/10, cards system was a nice addition, physics were almost mindblowing even though it was released in the same year as Half-Life 2, and graphics were crazy even though it was released in the same year as Half-Life 2, Doom 3, Far Cry, UT2004 and Riddick.
>>
>You can't convince me Painkiller is not funnier or betterer than Sam.
I’d rather wait until next thread anyway.
>>
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>>10901324
I finished my map for Fraggot
https://files.catbox.moe/4wjxbg.wad

Title : Mad Marines Infight While I Play Unfitting Music
Music : Red Zone - Tatsh & NAOKI, sequenced by torida
Textures : None



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