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Dr Snofeld
Apr 30, 2009

Cat Mattress posted:

Could it be this? It might be fixed in dev builds now.

Yep, that did the trick. Mildly embarrassed that I didn't think of updating myself, since I'm certain I've already posted problems in this very thread that were fixed by updating to the latest dev build.

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Woolie Wool
Jun 2, 2006


How do you get episodes to play nice with DukePlus? CON scripting is the absolute pits.

my bony fealty
Oct 1, 2008

Can anyone recommend me Doom wads that focus on small levels that don't take too long to finish? Almost done with BTSX E2 and I'm exhausted with giant exploration maps by this point.

Nintendo Kid
Aug 4, 2011

by Smythe

my bony fealty posted:

Can anyone recommend me Doom wads that focus on small levels that don't take too long to finish? Almost done with BTSX E2 and I'm exhausted with giant exploration maps by this point.

Try these:

Congestion 1024: "32 maps no bigger than 1024 X 1024. Some maps have areas outside the 1024 X 1024 block but they are not part of the playing area. The idea was to focus on quick and fun gameplay."
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/0-9/1024.zip

Claustrophobia 1024: " Claustrophobia 1024 is the community-made, inspirational sequel to Congestion 1024 which was released back in 2005. It's comprised of 32 brand-new maps restricting the player's movements to a 1024x1024 space. Decoration and monsters were allowed outside of this 1024 squared area. The player is allowed outside of the 1024 boundary given he is killed instantly. The focus of the project was to create a set of fun, quick & good looking maps while being able to work within the boundaries that were set. All of the maps were made to be played pistol start but it also plays just as well map-by-map."
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/megawads/1024clau.zip

Claustrophobia 1024 2: The Mystery of Too Many Maps: "Claustrophobia 1024 2 is the community-made sequel to Claustrophobia 1024 which was released in June 2009. It's comprised of 34 brand-new maps restricting the player's movements to a 1024x1024 space. Decoration and monsters were allowed outside of this 1024 squared area. The player is allowed outside of the 1024 boundary given he is killed instantly. The focus of the project was to create a set of fun, quick & good looking maps while being able to work within the boundaries that were set. All of the maps were made to be played pistol start but it also plays just as well map-by-map."
http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/megawads/1024cla2.zip


And then there's the usually short maps of the 10 sector and 2 sector competitions. As might be expected by the name, the maps have to be composed entirely of 10 or 2 sectors, usually using complex secotr effects so that things move around as you progress through the map to seem like there's more there:
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/10sector.zip
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/10secto2.zip
http://www.doomworld.com/idgames/?file=levels/doom2/Ports/0-9/2sectors.zip

(MAP07 in 10secto2 is one of my favorites, it's actually a very large map despite only being 10 sectors and kinda crazy)

Gimnbo
Feb 13, 2012

e m b r a c e
t r a n q u i l i t y



my bony fealty posted:

Can anyone recommend me Doom wads that focus on small levels that don't take too long to finish? Almost done with BTSX E2 and I'm exhausted with giant exploration maps by this point.

Going Down is one on the harder side.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
I liked this Coffee Break, short but sweet levels with the last few providing some real challenge. http://www.doomworld.com/idgames/?file=levels/doom2/Ports/a-c/cafebrk1.zip

JackMackerel
Jun 15, 2011

Zeether posted:

Sven Co-op owns. I still love the Richard Boderman map with the Apocalypse Now references and the Tetris maps with the music you can change. I hope the new version gets more people in because being in a relatively crowded server doing some of the maps is just magical :allears:

Man, I hope so. I have fond memories of that dotd_2004 map and trying to avoid falling into the street. Unfortunately, the most I see are two servers with less than 14 people in total, tops. :smith:

The Specialists also needs a comeback, somehow.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

my bony fealty posted:

Can anyone recommend me Doom wads that focus on small levels that don't take too long to finish? Almost done with BTSX E2 and I'm exhausted with giant exploration maps by this point.

I'm going to recommend something I don't see mentioned on here to often: Khorus' Speedy poo poo. It's not married to any single rule like "sectors can only be a certain size" or "no more than 'X' enemies", but all of the maps are quick and challenging nonetheless, with ~30-60 enemies. No significant key hunts or exploring or large-scale slaughtering. It's one of those MegaWADs where I never felt like a map was overstaying its welcome.

koren
Sep 7, 2003

my bony fealty posted:

Can anyone recommend me Doom wads that focus on small levels that don't take too long to finish? Almost done with BTSX E2 and I'm exhausted with giant exploration maps by this point.

Most of the maps in going down are about 10 minutes long and challenging: http://www.doomworld.com/vb/wads-mods/65955-going-down-final-episode-has-arrived/

Woolie Wool
Jun 2, 2006


Demonfear is also good but it's also around 16 years old and the architecture is correspondingly rather basic.

Segmentation Fault
Jun 7, 2012
Lego Doom! Someone made some scenes in Doom with Lego. It goes hard.

It even has that godawful texture!

mod sassinator
Dec 13, 2006
I came here to Kick Ass and Chew Bubblegum,
and I'm All out of Ass
Oh my god that is awesome! Now somebody hack a LEGO Star Wars or whatever video game to have these Doom characters and levels. :getin:

Dukka
Apr 28, 2007

lock teams or bust

In the same vein as these, there is also the very recent Plutonia 1024.

A Fancy 400 lbs
Jul 24, 2008
.bex files are only needed if you're using really old/minimalist sourceports or the vanilla executable, right?

Woolie Wool
Jun 2, 2006


Has anyone played WGSpace Episode? I'm stuck on Ice Moon, I don't know where any of the keys are or how to progress beyond the initial outdoor area. I've looked everywhere.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

A Fancy 400 lbs posted:

.bex files are only needed if you're using really old/minimalist sourceports or the vanilla executable, right?

BEX are specifically for Boom, but yeah. ZDoom and friends will instead read decorate lumps that (should) exist inside the wad that get ignored by everything else.

A Fancy 400 lbs
Jul 24, 2008

Elliotw2 posted:

BEX are specifically for Boom, but yeah. ZDoom and friends will instead read decorate lumps that (should) exist inside the wad that get ignored by everything else.

Ok, just wanted to make sure before I ignored them/threw them away, thanks.

Nintendo Kid
Aug 4, 2011

by Smythe

A Fancy 400 lbs posted:

.bex files are only needed if you're using really old/minimalist sourceports or the vanilla executable, right?

BEX is for Boom-compatible at least, many of the things possible in BEX format can't be used in a vanilla executable. Also it's wise to leave a modification in a BEX rather than packaging it up in a pk3 or wad or whatever if the things it does don't strictly need a certain level set to go with.

Dukka posted:

In the same vein as these, there is also the very recent Plutonia 1024.

Dang, I thought that project died. Guess I need to try it out this evening!

A Fancy 400 lbs posted:

Ok, just wanted to make sure before I ignored them/threw them away, thanks.

You're going to want to make sure whatever you're seeing BEX files with actually has a copy of the modifications present in the wad/pk3 first.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
If whatever gave you the bex/deh is particularly old, you might actually have to manually load it into ZDoom, but for stuff like BTSX you can just throw those out.

laserghost
Feb 12, 2014

trust me, I'm a cat.

mod sassinator posted:

Oh my god that is awesome! Now somebody hack a LEGO Star Wars or whatever video game to have these Doom characters and levels. :getin:

Well, there was Lego Wolfenstein... https://www.youtube.com/watch?v=nUCEIgZW4lo

Woolie Wool
Jun 2, 2006


Well I tried WGRealms 2 and I didn't like it one bit. Obnoxious, gimmicky enemies with difficult to avoid attacks and way too many special effects that make them confusing to look at. I quit after trying to play the first WGRealms episode (after getting stuck in Siege Breaker) and being unable to kill some stupid wizard guy who appears after the cyberdemon and is invincible 99% of the time. Bleh. Give me pig cops any day over lost souls that fill the screen with explosions, hell knight shotgunners who WON'T loving STOP SCREAMING, and wizards with unbreakable shields and AoE attacks.

Woolie Wool fucked around with this message at 00:38 on Sep 29, 2014

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

JackMackerel posted:

The Specialists also needs a comeback, somehow.

Boy, have I got news for you

laserghost
Feb 12, 2014

trust me, I'm a cat.

This site has a big selection of Duke3D maps, all of them have some kind of overview and screenshots: http://dukerepository.com/maps.php

Zeether
Aug 26, 2011


But will I be able to one shot people with a revolver after they try to karate chop it out of my hands?

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
I think so? I'm not sure if you can karate chop weapons out of hands. It's been so long since I've played Action Half-Life and Specialists that I'm not sure which is which in my brain.

ToxicFrog
Apr 26, 2008


The SS1 devstream is going a lot better this time around, they just hit deck 7 and there's bound to be some great commentary for this deck because it is full of nasty surprises.

Cerepol
Dec 2, 2011


What HUD does Lovely DooM use?

I found this (http://forum.zdoom.org/viewtopic.php?t=35983) but it's not quite the same, it doesn't have the K/I/S count.

Dominic White
Nov 1, 2005

Cerepol posted:

What HUD does Lovely DooM use?

I found this (http://forum.zdoom.org/viewtopic.php?t=35983) but it's not quite the same, it doesn't have the K/I/S count.

It's the Brutal Doom version of that, tweaked to replace some of the Brutal-specific bits with stuff that's more vanilla/smooth friendly.

I need to do an update for Lovely Doom, as Smooth Doom has been updating again.

Woolie Wool
Jun 2, 2006


Still playing through WGSpace Episode. Battlelord spam is the new archvile spam. Jesus Christ. Got a key? Battlelord. Flip a switch to open the next part of the map? Two battlelords. Near the exit? THREE loving BATTLELORDS STOP IT STOP IT STOP IT.

Cerepol
Dec 2, 2011


Dominic White posted:

It's the Brutal Doom version of that, tweaked to replace some of the Brutal-specific bits with stuff that's more vanilla/smooth friendly.

I need to do an update for Lovely Doom, as Smooth Doom has been updating again.

On that note I hosed up my LovelyDoom.pk3 and the link from earlier is down. Got a copy floating around somewhere?

Dominic White
Nov 1, 2005

Cerepol posted:

On that note I hosed up my LovelyDoom.pk3 and the link from earlier is down. Got a copy floating around somewhere?

I updated the files, so the old links died:

Dominic White posted:

Edit: Updated all downloads, as parts were updated yesterday/today:

Lovely Doom All-In-One (Just Add Doom2.WAD)
Lovely Doom PK3
BTSX-Style HUD for Smooth Doom/Vanilla

Looks like some of the Smooth Doom bugs are fixed. Level 20 of Going Down now correctly strips the players weapons.

And I'm about to update them again, probably in the next hour or two.

Edit: Just updated the links above to the very latest versions of GZDoom and Smooth Doom. Tell me if I borked anything, but my quick test seemed to work fine.
Edit2: Just updated again, because I found a neat little plugin for Smooth Doom that adds some really neat particle blood/spray effects. Again, all cosmetic.

Dominic White fucked around with this message at 02:58 on Sep 29, 2014

LvK
Feb 27, 2006

FIVE STARS!!

Woolie Wool posted:

Still playing through WGSpace Episode. Battlelord spam is the new archvile spam. Jesus Christ. Got a key? Battlelord. Flip a switch to open the next part of the map? Two battlelords. Near the exit? THREE loving BATTLELORDS STOP IT STOP IT STOP IT.

word. I love having chaingunners that don't move and can soak up 3,000 bullets and lob explosives around corners that don't always necessarily go off.

Woolie Wool
Jun 2, 2006


It's even worse if they're down a narrow hallway because the mortar paths are pre-calculated with no set speed or gravity. In some cases they're basically rocket launchers that hit almost instantly.

danbo
Dec 29, 2010

Woolie Wool posted:

They ruined the lightning gun and realized they left an important hole in the Q3 weapon roster left by the lightning gun so they cooked up a bullshit new weapon that looks dumb and is redundant instead of just restoring the LG's Q3 performance. I think :pgi: devs moonlight on the Quake Live team.

I think it might have worked in the opposite way. Most of the weapons in Quake are simple but tricky to use (even the rocket launcher, to some extent!), but an assault-rifle style weapon is very forgiving (one that does more than 5dmg per hit...)

But in its natural state it gets beaten out very easily by the LG (which, at a guess, is the weapon that new players find most frustrating to get killed by - and let's not forget that most maps are built to facilitate usage of the LG's short range in a lot of encounters), so it had to take a nerf.

Woolie Wool
Jun 2, 2006


I'm not very good at Quake 3 but the lightning gun has always been my favorite weapon. It's not that loving hard to use the LG, especially if you have matchmaking worth a drat to match noobs with noobs and good players with good players. The HMG is unnecessary, redundant, and boring. It even looks boring! At least UT2k3's assault rifle had some flair to it with the sleek design and (complete joke of a) grenade launcher.

Also, you know what would be cool? A Duke Nukem TC that makes enemies slower to react with easier to avoid projectiles, buffs Duke's health and speed greatly, takes away certain bullshitty abilities (like the protector drone's shrink ray), added some new weapons (a super shotgun for close-range blasting, a "stake launcher" firing a big metal spike that goes through bad guys as a sniper weapon, replace the pistol with something like Duke Plus' heavy pistols, complete with akimbo option), and to compensate, greatly buff the enemy count and have more hectic combat. Imagine fighting 4-6 protector drones with a Duke who moves at Doom-like speeds with a Doom-like super shotgun. That's badass.

E: There could also be tougher versions of standard enemies. The new pig cops? Easily slaughtered popcorn enemies. But SWAT pig cops with assault rifles and tear gas grenades, riot shield pig cops, pig cop bomb techs with pipe bomb bandoliers and armored bomb suits (with suicide bombing desperation attack where they set off the fuses of their pipe bombs and charge you), etc. would be far more of a challenge.

Woolie Wool fucked around with this message at 06:36 on Sep 29, 2014

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
Yeah we all had high hopes for DNF at one point, buddy. :smith:

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter
I actually don't really like Duke Nukem 3D. I've only ever bothered to finish the shareware episode, and the little I've played of the later ones is just not terribly fun. Even the shareware episode has issues, like how The Chasm is one of the worst levels I've played in an FPS ever.

Woolie Wool
Jun 2, 2006


What was so bad about The Abyss (not The Chasm, there is no such level)? It's certainly not as bad as maps like Warp Factor (loving KAMIKAZE DRONES), Babe Land, or Critical Mass, and it's got awesome music and atmosphere.

laserghost
Feb 12, 2014

trust me, I'm a cat.

I think it's because progression here is somehow not-too-intuitive. I've been playing this game since 1997 and still sometimes get lost. The location filled with lava proved twice to be problematic to my co-op buddies, the puzzle with the shrinker is also not really obvious to some.
And yeah, gently caress Warp Factor and the drones. Protozoid Slimes are not even close to be so annoying like those isntant-death bombs flying in every single level of Lunar Apocalypse. Ep.4 makes similar thing, but with Commanders - who doesn't like fighting big, flying, rocket-chucking enemies in small rooms?

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Zero Star
Jan 22, 2006

Robit the paranoid blogger.

laserghost posted:

I think it's because progression here is somehow not-too-intuitive. I've been playing this game since 1997 and still sometimes get lost. The location filled with lava proved twice to be problematic to my co-op buddies, the puzzle with the shrinker is also not really obvious to some.
And yeah, gently caress Warp Factor and the drones. Protozoid Slimes are not even close to be so annoying like those isntant-death bombs flying in every single level of Lunar Apocalypse. Ep.4 makes similar thing, but with Commanders - who doesn't like fighting big, flying, rocket-chucking enemies in small rooms?
At least Commanders can be eliminated easily using the Shrinker.

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