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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12413141

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

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

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/folder/etMkxKwK#947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z

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

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

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

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

OUR WADS/MODS
https://rentry.org/vrdepot

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
+Showing all 116 replies.
>>
=== CURRENT PROJECTS ===
Doom Eternity Project (currently unnamed)
Game : Doom 2 | Format : Eternity
Resource wad: https://files.catbox.moe/yxhlgx.zip

=== CURRENT RELEASES ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
RC2: https://files.catbox.moe/bdpde1.zip

Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/3fml1f.zip
Now on iDGames!
https://www.doomworld.com/idgames/?id=21835

=== NEWS ===
[03-02] Duke It Out in /vr/ released
https://forums.duke4.net/topic/12959-release-e-i-e-i-doh/

[03-02] Duke Nukem Zero Hour Recompiled gets initial first person mod support
https://dnzh-fps.netlify.app/

[02-27] Inquisitor IV released
https://forum.zdoom.org/viewtopic.php?t=81303

[02-27] Atomic: Episode 2 released
https://www.doomworld.com/forum/topic/122738-atomic-boom-compatible-episode-2-ready-for-testing-development-thread/

[02-27] Abysm X released
https://forum.zdoom.org/viewtopic.php?t=81298

[02-12] Duke visits the Dover Cliffs
https://forums.duke4.net/topic/12953-release-cliffs-of-dover/

[02-12] OldUnreal patch for UT2004, and UT2004 gets its own free installer
https://github.com/OldUnreal/UT2004Patches/releases/tag/3374-preview-9
https://github.com/OldUnreal/FullGameInstallers/releases

[02-11] CHASM Remaster got its first community map jam
https://www.moddb.com/games/chasm-the-rift/addons/scamp2025

[02-10] Training Drill mod released, feedback requested
https://files.catbox.moe/373pai.pk3

[02-08] Dissension 2 released
https://www.moddb.com/games/doom-ii/addons/dissension-ii-the-hell-that-followed

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
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>> CLASSIC DOOM CHALLENGE <<

Record a UV Speed (secret exit) demo of Pale Horse MAP11 "Gardens of Nitocris" (-cl 2)
Reply to this post with a demo & your time.

Wad download:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/palehorse

Example demo in 2:06:
https://files.catbox.moe/qxtnss.lmp

I had this prepared for the last thread. UV Speed, shouldn't be very difficult.

Previous thread winner:
D2ISO MAP06 Speed in 1:54! >>12419331
Quake1 E4M2 Speed in 0:57! >>12419178
REKKR E1M1 Max in 1:01! >>12423590

>>12424826
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>>12424826
4 rockets, still doesn't die... that's a tough mancubus.
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>>12424828
>Duke It Out in /vr/ released
you call that a release?
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>>12424916
The size is why I felt it best to put it in the newspost and not under the "CURRENT RELEASES" portion.
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>> ALTERNATIVE CLASSIC DOOM CHALLENGE <<

Record a NoMo 100% secret AND 100% items run of Deep /vr/ied Potato (fixed version) MAP01 (-cl 21).

Wad download:
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hotpotato99

Example (lots of room for improvement I think):
https://files.catbox.moe/ps2qrm.lmp

Command to record:
dsda-doom -file hotpotato99.wad hotpotato99f.wad -skill 4 -cl 21 -nomonsters -record dvp01os

We never had a nomo challenge so let's try it. Yes, you must get that rocket-jump mega as well!
>>
We have had NoMo before.
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>>12424916
The only submission is finished. It's regrettable that the only few other prospective contributors ghosted, but the project deadline was extended, so it was given an extra shot.

I feel bad seeing it go that way, but Build mapping looks complex and intimidating to me, I'm not smart, so I also feel like it's not like I could have done anything to make things better.
>>
If Nugget doesn't do truecolor sprites and textures, then is it really truecolor? Isn't everything still going by the palette and colormaps?
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>>12424856
Absolute kang i love your posts anon
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>>12424843
>above-water inquisitor attack
>stop using last maps
>tired btw
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>>12424912
The rockets just failed all their hitscans, great work Carsack
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>>12424990
The kitchen's reject table is full of 1's.
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>>12424995
It's a regular ass green table
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>>12425053
If it exists at least one person has lewded it
There's some rule about that, I forget which
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Playing through the Impping community project. Pretty fun so far, nothing overly taxing as of yet. Real question is if I'm remotely capable for getting a demo for map33
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https://github.com/DraxTube/chexquest-vita
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>>12425053
That doesn't mean you have to post it here you fucking faggot, begone to >>>/trash/
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>>12424978
See >>12425273
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>>12425009
Oh shit I thought that guy sounded familiar. He's me. To give more context I just only had a shit laptop with Doom, Duke Nukem 3D, and a magazine of Betty Page.
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>>12424828
The Waiting Room is up on Itch.
>https://r3voke.itch.io/the-waiting-room

It's a somewhat short Blame!-adjacent liminal space thing I made in 6 days and without a lot of thought behind it. Not sure what to make of it, honestly, but I shook off some rust and made something that's hopefully pretty cool.

I think it's been like 4 months since I was able to actually complete a map, so I feel proud for that at least.

Hope you guys enjoy it.
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>>12425568
You got me on my way to bed so I won't be able to finish it tonight, definitely will tomorrow.
Solid vibes. Not done with it yet and I can already tell that I wouldn't mind more maps like this.
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>>12424856
https://files.catbox.moe/adg38l.lmp
1:08 time. Really enjoyed this level, especially the midi. Hardest part was figuring out how to navigate the hellfest for the eye switch and then getting to the yellow skull key, but once I got an idea of the movements it wasn't hard to get around.
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>>12425278
I would gladly replace authentic colormaps with GzD style approximations in exchange for truecolor sprites and textures.

Hell, how about just NOT trying to colormap any truecolor .PNGs and instead just color tinting them with a similar color? Then leave the colormap to do as it normally does with paletted graphics.
That'd probably look ok in most cases.
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>>12425675
Cool demo. I didn't figure to do it in different order. Nice slip past the hell knight.
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The trouble with truecolor textures is nothing matches, so everything looks out of place. Doom needs to be restricted to 256 colors so retards can't just put photos of their cats or Margaret Thatcher on the walls and call it a day.
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>UZDoom
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>>12426020
You think lack of truecolor stops that?
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>>12426081
Yeah I explained it badly, I need to find a screenshot of what I mean
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Has anyone here played much of Phobos Delta-1? Eldrydge (now R3VOKE)'s new gameplay mod.
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>>12426020
>someone might do something retarded which nobody cares about, therefore we should make sure nobody can use this thing that has all kinds of cool potential
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>>12426103
I've been playing it lately. Still plays like Deimos-1, which I had been messing around with for awhile now, though I keep forgetting about the new utility items. It's nice.
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>>12424856
The TITLEPIC is the cover of the Emperor EP https://youtu.be/BESVyRCF_uI

Also, no need to link the Quake/REKKR posts. They are unrelated to the challenges.

2:56 https://files.catbox.moe/gpm1iu.lmp
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>>12426103
I'm STILL going back and forth between PD-1 and Training Drill. They're both just a lot of fun. I wish I had useful feedback for either of the guy(s) who made each mod.
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>>12425657
Good to hear you like it. Might make more maps like this, it was fun to just go stupid and make whatever.

The brightmaps provided by the other anon have been made part of a new, very small update. Just adds the brightmaps and tag names for pickups if you happen to play with Use to Pickup.
>https://r3voke.itch.io/phobos-delta1/devlog/1448503/v11-update-brightmaps-and-tag-names
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>>12426110
It's more like: we must keep this thing with cool potential out of the hands of retards, who will fuck it up before it has the chance to realise that potential. Remember when cc4-tex came out with 5 different recolors of every iwad texture? Tasteless retards with no concept of self-restraint immediately tried to use all of them at once, often in the same room, and created some of the most garishly ugly maps ever seen. It came to the point that every wad using cc4-tex had this garish ugliness associated with it, even when the maps themselves were actually quite nice.
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I'm playing through Serious Sam 2 for the first time. I went in with no expectations given its reputation but it's been surprisingly fun. The jokes are really stupid and on the nose but they got a few chuckles out of me.
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>>12426175
SS2 is easily the most ambitious and "closest to being a real big budget" SS game, even compared to the newest ones
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>>12424828
>Doom Eternity Project
Question: will/ should the Eternity project have a hub map? Since community project maps are usually designed for pistol start I think this may be a good idea.

>>12426135
The Emperor EP is St. John's Vision by Doré
https://en.wikipedia.org/wiki/Gustave_Dor%C3%A9#/media/File:Gustave_Dor%C3%A9_-_St._John's_vision_of_death.jpg
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>>12426190
I don’t think hub maps like in hexen are supported by Eternity - unless it’s something like the quake 1 hub map where nothing is persistent but something keeps track of which maps player completed and flags them as such
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>>12426020
>photos of their cat
Based
>Thatcher
Despite not liking her I gotta agree with you, thatcher techbase was pretty mid, and the media attention it got was annoying
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>>12426192
>the quake 1 hub map where nothing is persistent but something keeps track of which maps player completed and flags them as such
I was thinking more along those lines. I haven't tested it yet, but I figure the easiest way would be to use multiple Exit to Map (74) linedefs in the starting hub, and direct people to always end their maps with a specific trigger leading back to the hub. You could keep track of finished maps with a custom inventory thing while you're resetting everything else in their inventory between maps. Maybe this should wait until we vaguely know how many maps there'll be total, I just want to know if there's interest.
>>
Finding good maps for gameplay edits is really irritating because the qualifiers are completely different from maps that I would actually want to play. Like I myself enjoy or at worst don't mind arenas, but arenas aren't fun to watch, the environment should be changing constantly for a good gameplay edit.
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>>12425568
>>12425657
Someone should really remake RE1 in Doom
Or quake 2 engine
>>
I really hope the next DBP comes soon. And that it's urban-themed. Or really any realistic environment. I can't keep replaying Economy of the Dead.
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>>12426568
I'm waiting for next sewers jam
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>>12426626
Sewers would also be good. I just want believable environments. Techbases and abstract stuff and castles etc are nice but don't pull me in properly.
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>>12426020
>so retards can't just put photos
They still can do that in Nugget, it will palettize the shit out of them.
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>>12426432
I'm pretty sure I once saw a map that recreated the Spencer mansion and wasn't vaporware either, but I can't seem to find it now. Oh well.

Chainworm Kommando has a small mansion in slot 04 that might be a reference but I can't confirm it. I just know it has a crusher sequence if you pick up a plasma gun.
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>>12426169
I never played every .wad in the universe, so this was never a problem for me.
Aching that the untalented will use an asset poorly in some work people won't even play isn't a worthwhile use of your time and energy.
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>>12426432
>>12426686
Alfonzone features a level modeled after it.
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>>12426160
>Good to hear you like it. Might make more maps like this, it was fun to just go stupid and make whatever.
Yeah it's quite nice, fun to look around, really like the ambience.
>The brightmaps provided by the other anon have been made part of a new, very small update
Neato, pic slightly related. I like making brightmaps around here.
>>12426686
>I'm pretty sure I once saw a map that recreated the Spencer mansion and wasn't vaporware either, but I can't seem to find it now. Oh well.
I remember seeing something for Golden Souls.
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>>12425778
Using colormaps should not sacrifice quality, what Nugget does is use extended true color colormaps with 256 light levels (instead of 32) which matches the range of RGB components. The important thing is that using a colormap actually makes rendering faster because the colors are already computed and tinted, having to do that during rendering would tank FPS

This is all software rendering still btw, hardware rendering is another story, but Nugget doesn't have that
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>>12426770
Ah, it was a standalone level not attached to anything.

That said, I have found this:
https://www.doomworld.com/forum/topic/142201-the-resident-evil-map-nobody-asked-for-here-it-is-anyway/

It has links to a RE4 texture pack. While I prefer Doom's vague style, I supposed it wouldn't hurt to use these for something.

>>12426781
Thanks for playing too, and providing the brightmaps of course.

And as mentioned above, it was just a single random map I found in the depths of Doomworld once and didn't download. Now we may never know.
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I really enjoy Atomrain Gamma Vektor but I hate the HUD and pickup icons. The HUD is an easy fix, but how do I change the pickup icons? Are there any such minimods?
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>>12427130
Not that I know of. Unfortunately ARGV looks pretty shit by design and I get the feeling Mace's not going to update it any further.
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>>12427361
honestly the only part about ARGV that really bothers me is the ammo boxes
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>>12427385
Probably not that hard to fix up some simple models in Blender or Blockbench and rip them, then put the sprites in the mod. That's how the mod was made.
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>walk over/under monsters
>centered weapon attack alignment
Those are the only fancy options I need
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Should mousewheel up be next weapon or previous weapon?
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>>12427634
>mousewheel up
Pistol.
>mousewheel down
Chaingun.
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>>12427634
I have it as next.
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>>12427634
I think weapon switch needs to be instant for mousewheel to be useful as an activator of it
In particular weapon switch in Doom is too slow for mouse wheel
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>>12427682
A lot of mods speed it up considerably.
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>>12427678
I do too but I always have to rebind it so I was wondering if I am in the minority
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>>12427634
I always set mousewheel down to be next weapon, and up to previous.
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>>12427634
next weapon and previous weapon are useless shortcuts. Have a different button for each weapon.
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>>12426192
Okay, turns out making a hub in eternity is more convoluted than I thought. The inventory reset and "completed" variable get checked as soon as you enter the new map, which is kinda weird. If we agreed to use exits like these for individual map exits rather than the entrances, it would work more like hubs usually do, but that would also require more coordination. Just test it out and let me know if it's too janky. Also, I'm not the project lead, it's ultimately up to him if he wants to use something like this.
https://files.catbox.moe/r67ikq.wad

Specifically, it works by checking some global ACS variables at the start of the map, and moving the midtextures up if they're turned on. The variables get turned on by script activated by a voodoo doll when the players enter the portals. I had to use voodoo dolls in order to use "exit to map" line specials, and because killing the player is the only way to reset the player completely in eternity. The OG levels link back to the hub map with Emapinfo, which is comparatively pretty simple.
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>>12418871
I've found that Project Malice is really good option, biggest reason being that in the options menu it lets you increase monster health by up to 1000% to make up for Guncaster's insane damage output (around 350% should be fair enough). Bonus if you add Legendoomlite and Champions to the mix.
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>>12427736
But then I have to move my fingers off the movement key(s).
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Haven't made a map since 2019, this shit is not like riding a bicycle.
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>>12427812
It's really tough to use any monster randomizer other than Malice after you've gotten used to it. Very few even come close.
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>>12427842
I get that, though I'd personally rather fumble only marginally with movement instead of fumbling with the mousewheel and accidentally whipping out the rockets.
The real win/win is investing into a mouse with tons of buttons. I can get all seven slots on mine if I want, and even then I prefer to have melee on Q and the BFG on F.
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>>12428635
Sounds interesting, can you recommend a model?
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>>12428641
Logitech G502 or Logitech G300s, anything "Logitech Gsomething", basically.
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>>12427842
I map the weapons to the keys around WASD, myself. Q for chaingun, E for shotgun, R for rockets, F for plasma, and X for BFG. Fist and pistol can go wherever.
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>>12426568
40iq is too busy being fucking retarded. A lot of mappers have self-deleted themselves or moved on to another forum after he let multiple spammers destroy the place and forced his libshit ideology onto everyone. DB is fucking dead and it's all 40iq's fault.
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>>12427842
Keyboard issue. I'm playing with a pad so on quake for example I have square for shotgun, double tap square for super shotgun, triangle for nailgun, double tap for super nailgun, etc. For games with even more weapons I map them to directions on the right stick.
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>>12424826

https://forum.zdoom.org/viewtopic.php?t=58343&start=480

>gameplay only mod

Any map sets to pair with LA Tailor Girl?
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>>12428753
I'm amazed at someone who's genuinely such a damn good mapper (on top of having wrangled out dozens and dozens of MOSTLY good DPBs), also has such awful judgment.
>>
Had legit forgotten that the original RE4 was so damn fun. Great combat with fun enemies and varied bosses, enjoyable resource management and treasure hunting tying in to environment design and exploration, variety in options for weapons and tactics, all with a fun Army Of Darkness tier plot.
Also the graphics and art direction is stellar, it still looks phenomenal for a 21 year old game, with all kinds of neat little attention to detail.

But enough splurging, could any of RE4's more (mechanically) interesting enemies be transplanted well to Doom? Regeneradors are the coolest, but their mechanic would require a lot of jank to pull off I think.
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>>12428753
>moved on to another forum
where?
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>>12428780
HFFM would be funny, like the demons don't want her there because they're all gay.
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>>12428763
I misread pad as iPad, and tried wrapping my head around playing Quake like that for a few seconds before reading again.
>>
it's survey thread again
>>12428734
same, probably cause gzdoom was my first port.
q - ssg
v - chaingun
f - rl
x - plasma
z - bfg
alt-shift-w-d - sr50
alt-ctrl-w-a - sl50
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>>12428884
see >>12414195
>>12428902
I believe it-- one of them at least--- is called time of doom.
There is also, of course, the green flightless bird forum, whose name-- or at least links to which---constitute banned text on 4chan.
>>
Are there any Duke ports with co-op support besides the old Megaton edition?
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>>12428978
eduke32/rednukem
no dedicated servers tho, the host needs to port forward
can try with you if you want
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>>12428734
Based, I don't both with it in Doom but it's a must for me in Quake
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>>12428897
Offtopic but what way to play RE4 nowadays would you recommend? I mean the original not the remake (the only thing that seems better in the remake is that hot asian babe, she seems way more asian and attractive in the newer one) - is it better played on PC with keyboard and mouse or gamepad? If gamepad then is the switch port good?>>12427986
Try UDB
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>>12429054
>(the only thing that seems better in the remake is that hot asian babe, she seems way more asian and attractive in the newer one
It's too bad she has a fat girl's voice.
>>
>>12429054
>Offtopic but what way to play RE4 nowadays would you recommend?
I'm playing it on my PS3. There's two different PC ports if I recall right, and at least the first one was infamously shoddy.
There's a port to Wii, which I've never tried, but IMO it looks like it makes the game WAY too easy by letting you aim your weapons with way too much speed and precision.

Some people play the PC port with mouse, but I feel gamepad is what suits it best because of how it was designed. I haven't played the RE4 remake, but I probably should, just to see what it's like, it probably isn't as good because it's hard to improve on an almost perfect game, but I oughta give it a shot.
FWIW I think the girls look gorgeous both in the original and the remake, Ella Freya is an incredibly beautiful woman, and she's just as good a pick as Brooke Mathieson was for Ashley Graham.

If I were to criticize the original RE4 for anything then it's the difficulty levels. Normal is a pretty well rounded challenge, never TOO easy, but the only higher difficulty is Professional, and it's fucking MERCILESS. You always do low damage rolls while enemies always do high damage rolls, and I wish there was an inbetween which was harder than Normal but not as unforgiving and harsh as Professional.
>>
The Old School Fraggers group would like you to join us for our first ever monkeystrike event
141.148.141.252:27015

https://github.com/HLSourceHub/goldsrc-monkeystrike_1.2d/releases

Extract folder "monkeystrike" to your half-life folder (so its like cstrike, tfc, etc)

Restart steam

Monkeystrike will now appear in your game library.

https://oldschoolfraggers.net/
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>>12429207
Ah crap I forgot to mention its at 6pm EST
hope to see you there
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>>12429117
Thanks anon, gamepad it is
>Wii
A lot of people praise this one online, too bad the switch port doesn't support the gyro controls despite being perfectly capable of it - I'd be fun to try
>>12427768
I know you're not the lead, but does Eternity support game emu music formats?
>>
1 hour to Monkeystrike :)
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>the items you had to go out of your way to find and acquire that also makes a specific weapon OP and helps you in the final battle are removed if you die even once

Rrrrree.
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>>12429349
Pistol start.
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>>12429359
I can get more Unmakers, I can't get more of these things. That is too skewed.
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>>12428556
I do swap it around with others like CH from time to time for the sake of having very different playthroughs. But yeah if I had to pick just one then it'd be Malice indeed.
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>>12429359
You lose them if you pistol start.
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>>12429426
I think he's saying dying triggers a pistol start so that sets everything to default, including revoking your Demon Keys even though those are also unobtainable more than once in a single run.

They should have been exempt.
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>>12429250
If I had a Wii, I'd probably give the port a try, just to see what it's really like. Hell, if anything, the edge of wagglan controls for aiming might help even the odds enough for me that I could realistically negotiate Professional mode, lol.

>>12429250
Uh, I think that ZDoom ports support stuff like ripped chiptunes from SNES games, or, I have the memory of Skulltag doing that once upon a time, so that might still be there.

For Eternity, I ain't the lead here either, but it supports .ogg and .mp3 for music, so if you really wanted some old NES or Genesis chiptunes to sound authentic in Doom, you could use properly emulated recordings of them. I'd suggest .ogg because it's space efficient.

>>12429349
I'm almost surprised that they kept the Pistol Start on death functionality with the Demon Keys mechanic, because you're maximum discouraged from accepting an inventory wipe that way.

It'd probably be better if you kept at least your Demon Keys upon your death, even if you lost everything else, because there at least ARE more Unmakers to find later on in the game.
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>>12428556
Actually, I don't use Malice too much even though it's simply the best monster pack around with a fairly fresh, unique style that still fits Doom.

That reason is it gives me a shitload of anxiety, especially if you enable the level changes. Don't get me wrong, it's incredible but playing it in the dark, alone at 3AM and having something specifically spawn behind me and let out a weird scream just about broke me. Actual creepypasta shit.
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>>12429435
They were in Doom 64 EX.
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>>12429437
Understandable, it can get pretty freaky, especially if you don't have a busted ass weapon mod.
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>>12429437
Any way to configure it so you don't get the jumpscare enemies? I have fond-ish memories of Skulltag co-op in Ghoul's Forest 3 and Torn City, but I don't really want that shit in Doom otherwise.

Surprise Revenants, or Specters in the dark, that's one thing, I'm familiar with them and they aren't TOO spooky, but I want negotiable attacks that won't autokill me, or make me shit my real life pants.
It's why I couldn't cope with Legion Of Bones, the Mancubus replacement not just having a face like that, but moving much faster when he doesn't have line of sight on me (with audible footsteps), was just a bit too much for me. Maybe for a boss encounter that could be cool, but mancubodes aren't exactly rare in Doom 2 mapsets.
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>>12426568

Try DBP50: Emerald City, it's fucking city kino, somewhat post apocalyptic but it's all very beautiful and detailed city enviroments. Highly rec.

>>12428906
lmao that's actually not a bad idea, which cut do you recommend?
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Why is the animation of the Lost Souls so shitty compared to the other monsters? It feels like they have half the frames of the other monsters or something, it's jarring
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>>12429359
Pistol start is for pussies, fists start or nothing. No, you know what? Not even fists. Amputate them. Legs too. You wanna rip and tear, do it with your teeth, Stumpy!
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How do I turn on the power in the Sneed map?
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>>12429539
or maybe I'm supposed to insert the seeds here but I can't interact with anything
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>>12429474
>it's jarring
Only thing I can think of that makes it look jarring is some of Doom's sprite offsets are incorrect so it makes the lost soul and other monsters look like they are shaking back and forth. Doom sprite fix project fixes this. Some wads have palette swaps so it doesn't work with all wads, Some wads like BTSX come with Doom sprite fix with the correct palette swap already

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