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    • Amorphous Euphoria - Development Finished
      Community Projects • • Cuppykeks

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      MattFright

      So i looked more into the sky transfers issue, and @NoisyVelvet you might really just have to use another port or "update to" DSDA. Literally any other port i'm aware of allows for sky transfers under doom 2 compatibility, prboom+ probably doesn't just because it's so old and abandoned.

    • The Heretic Project (Quest Name Pending)
      Community Projects • • Cuppykeks

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      Cuppykeks

      HereticLRP_RSW6.zip

      ^ here's my compile before I release later.

      New map in the E1M5 slot by @RancidSam

      update your crispy source port for hehacked strings

    • Frightening Experiments 1: Recluse Tech (complevel 21)
      Community Projects • mbf21 custom enemies custom weapons • • MattFright

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      Large Cat

      I had a partially done map for this sitting around, and I decided to finish it up in the hopes it can get included.

      crescent_cliffs.wad

      Map Name: Crescent Cliffs
      Map Slot: MAP23 (for the MIDI)
      Music: whatever was in MAP23 of the resource
      Tested with: DSDA Doom 0.25
      Difficulties: implemented
      Multiplayer: coop starts placed, additional multiplayer monsters and ammo, DM starts placed
      Play time: likely 30-45 minutes
      Notes: This map leans more on exploration and incidental combat; it's the TNT to Lucky Clover's Plutonia. It still has a few combat setpieces, but everything is more free-flowing and less tightly choreographed.

      doom14.png doom13.png doom11.png doom10.png doom09.png doom07.png doom01.png

    • MattFright

      Post screenshots of the projects you're working on!!
      Doom General • screenshots wip maps development • • MattFright

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      Spinel

      Yes, I've previously posted screenies of Jumpwad Map03 in Tartar, then captured in DOS, not DOSBox, but tall textures and extended nodes were really half done. I've now made improvements to this and also added loading of DeepSea nodes, so that, say, Map31 of Eviternity, Map09 of Avactor can be loaded, skyscrapers don't have texturing artifacts in Map02 of Jumpwad and in Map03 geometry is correct which was required for this nice little diamond animation. DOSBox I'm using now struggles with more advanced maps, but the target platform for Tartar is native DOS (plain or with Windows 9x), where performance is much better.

    • Limit-Removing Heretic Project
      Mapping and Modding • • Cuppykeks

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      Cuppykeks

      @kvsari You can ignore those. The sprites are from the Heretic sprite fixing project. I might actually remove those, at least for the time, since it is pretty annoying to see every time the editor is opened. The errors that show up is one of the reasons I went ahead and merged the resource WADs.

      Does anyone want NPC textures? If you want to write a lot of text but don't want to align each letter then use c.eev.ee/doom-text-generator/ to generate your words as a single graphic and include it with your map when you need it. They'll be from here. Feel free to look for anything else you want from that pack as well.

      Also MUSINFO works with Crispy Heretic so we can have more than 1 episode with unique music so problem solved there!

    • segfault

      Where In The Hell Is Doomguy?
      Doom General • • segfault

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      Cuppykeks

      Another picture from the same WAD :S

      alt text

    • joe-ilya

      What's your least favorite weapon? (Besides the melee and pistol)
      Doom General • • joe-ilya

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      S

      Chaingun, easy. It's DPS is low, ammo capacity is low, and to me it's always been an odd choice to give a marine a chaingun over a battle rifle. Maybe because T2 came out a couple of years before Doom was released? IDK The only reason I use it is sniping or a low shotgun ammo situation. It and the pistol need better DPS options, like dual wielding pistols, and a high RoF less accurate SMG and similar RoF but more accurate Carbine as replacements in the 4 slot. But yea, finding a freakin' chaingun and then realizing it's only capable of ever so slightly more damage per second than a pump shotgun, while that shotgun gives you way more damage from a full ammo pool, that's a real letdown moment.

      Edited because I don't proofread well.

    • Heretic Notes Compilation
      Mapping and Modding • • Cuppykeks

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      Cuppykeks

      Important info regarding the Firemace:

      Heretic's Firemace only has a "~75%" chance of spawning in total at one of several Firemace spawn points placed on the map. Even then you can only place a maximum of 7 spots for the mace to spawn. When the MaceSpotCount reaches 8 the game has an error. In deathmatch, the firemace will always appear, but there will still be only one on the map.

      So the Firemace weapon pick up doesn't work the same as the others as it's not guaranteed to spawn in, even if you only have 1 Firemace spawn. It's coded this way to be a rare weapon as with the Tome of Power it kills all non-boss enemies in one shot being extremely powerful.

      Thank you to @SilverMiner, @lobo, and @zedonk for the information.

      Testing a bit I'm not sure just how random it is which mace will spawn out of several 😵

    • joe-ilya

      Underused Doom stuff
      Doom General • • joe-ilya

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      Devalaous

      Map 33, 34 and 35 to hold overflow maps for all ports, and xINFO to provide access to them in modern day ports

    • Amorphous Euphoria Vol. 2 - Preparatory Potluck
      Mapping and Modding • • Cuppykeks

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      joe-ilya

      32 midis from Windows, the link is in the video's description:
      https://youtu.be/tCeJ3CKbxMM

    • WSADKO

      Your favourite classic doom wads
      Doom General • • WSADKO

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      MattFright

      Here's some of my favorite wads that left such a strong impression on me you can see their influence in my stuff to some degree or another depending on map:

      Sunder - Every map has the progression, ambience, scale and music of a final showdown, something that inspires me greatly. Going to Hell - WIP megawad that never got finished that i'd describe as "BTSX E1 without the cookie cutter level design". Paradise - Has combat, aesthetics and music that inspire me like nothing else. To me it almost felt like playing a whole new game. Lost Civilization - Gigantic explorational lush levels that make you feel like you're in a real place, without sacrificing the fun of gameplay. Hurt - This is the only one of these that is one single map, and despite that it feels like something special. Even from looking at the screenshots you can tell that.

      There's many others i'd recommend like TNT Revilution and Eviternity, but i think those above are on a whole other level. They felt like whole unique experiences for me.

    • D

      Doom Universe International thread
      Off-topic • • dmslr

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      Walter-c

      @dmslr 😑 it's not really bad, but i think there will be better places.

    • Spinel

      Bernewfie - Hexen hack-of-a-port for DOS
      Source Ports and Tools • • Spinel

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      G

      Well so far I'm loving it! I like how you made some modifications but kept it really vanilla, its awesome!

    • Shibainumaster

      What's your favourite classic Doom MIDI?
      Doom General • • Shibainumaster

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      Devalaous

      For me, Death's Bells was unlike all the other tracks back when all I had was the four Doom IWADs. All these rock midis, spooky midis, then there was this one midi unlike all the rest that was just plain enchanting and powerful, and also situated on Wormhole, one of the most atmospheric maps. I remember that my PC at the time had a specifc soundcard in it that made that midi really awesome, and source ports and upgraded PCs later on never captured the original feel.

      There was also a neat remix of it on OC Remix that was...haunting.

      Into the Beast's Belly is notable for being loud and a perfect action map midi, and it fits the final map so damn well, to the point that when I was working on TNT2 with Kyka, I asked Bucket to make a track that used the opening notes of it as a callback, as at that point in time, the first map of TNT2 started in front of the dead broken IoS from Last Call. This was lost in translation in Revilution, when we inherited that midi, but Jaws threw out my plan of also starting at the IoS (We were going to make it start at the blue-eyed IoS seen in the BOSSBACK for Evilution), but ive heard that the opening notes of Beasts Belly energise most players and get them in the mood for TNT, so I definitely did SOMETHING right asking for that!

    • joe-ilya

      Stupid things in maps that bother you
      Doom General • • joe-ilya

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      Devalaous

      @Cuppykeks said in Stupid things in maps that bother you:

      Wait what's the pushback against UV? Do they put an inaccessible monster on UV only or is it something even weirder?

      Stuff like the drama over Magnolia, with Ribbiks sabotaging his own wad and making you submit demos of HMP to get the un-cut version, as well as offering bonus maps to the first lucky people, due to his longstanding grudge against 'UV only', then there was the weird conversation on DW where a bunch of elite modders were plotting ways to screw over UV max players, whole thing just really comes across as exceptionally rude to me. Like, why be so weirdly hostile to your userbase? I just dont get it. Maxing out the items, kills and secrets has been part of the game for almost 30 years, and people have been playing on UV for almost as long.

      On other subjects; one thing I forgot to mention was widescreen stuff. We live in 2022, in an age where pretty much every TV and monitor you'll ever see is 16:9 minimum. Even Doom and Strife's official rereleases have everything in 16:9 now. It baffles me that 99% of the Doom community hasnt adapted, and that some of the bigger ports like Eternity STILL dont support widescreen, when the 'shitty Unity port' does. It makes me a tad grumpy that even with the widescreen asset thread and the IWADs all being nicely WSed on GZDoom courtesy of Nash, people arent budging in the slightest. Is it really so hard to start your new assets in widescreen THEN reduce them to 4:3 for older ports? You futureproof it that way.

      Yes, im picky and cantankerous, I know 😛 Its one of many side effects of working in a video game industry firsthand, changes how you look at modding. Theres a level of efficeincy and forward thinking you get used to, at least, where I worked.

    • [Release] Amorphous Euphoria
      WAD Releases • • Cuppykeks

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      Cuppykeks

      @KUBA18i Super late to respond to this (I think I hesitated from trying to check the credits error way back when) but yeah thank you for playing and for the review! Glad you found my puzzle map very palatable!

    • ChrisJEPlace

      Best way to end a wad?
      Doom General • • ChrisJEPlace

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      joe-ilya

      @Devalaous Yeah, I agree, an IOS ending is lame and underwhelming after playing 29 maps, IOS's place nowadays, if any, should only be in the middle of the set as a mid-boss.

    • dasho

      Source Port: EDGE-Classic v1.33 (Updated February 2023)
      Source Ports and Tools • • dasho

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      dasho

      EDGE-Classic 1.33 has been published, with a good combination of bugfixes and new features. As usual, downloads can be found on the project page in the OP.

      CHANGELOG for EDGE-Classic 1.33 (since EDGE-Classic 1.32)

      Bugs fixed

      Fixed 1.32 secret sector fix not being preserved in save games; i.e. the same secret would increment the
      secret counter when re-loading the game Fixed jitter in Evil Eye and other animations Fixed sprite frame overrides in DDFIMAGE not applying if they were Doom formatted images Fixed SDL sound device frequency being allowed to be set far above intended values if OS doesn't report the ability
      to use 48kHz sample rate Fixed Boom tagged line effects also applying the effect to the control linedef (when a tag was present) Fixed Boom vector linedef scroll directions for angles other than 0/45/90 Fixed Boom displacement scrollers not returning back to their exact original position Fixed Boom scrollers tied to permanently moving sectors (i.e., Door Open and Stay Open) being ineffective Fixed inanimate objects adhering to monster dropoff limits when being carried over a drop Fixed overzealous oofing when falling or bumping into a ceiling Doom2 Map05 bug fixed properly this time 😉 Fixed some new DDFSTYLE additions (entry and cursor alignment, etc) not working as intended with the Episode Select menu Clip size was not being updated with RTS ReplaceWeapon and DDF weapon BECOME() Fixed items with the HOVER flag still hovering when time is stopped Fixed HUD and other non-game world animations unintentionally freezing during time stop Fixed ENDOOM bytes that happen to match the value of a newline character being intepreted as newline characters

      General Improvements

      Improved model and unit rendering to thrash the GL state a bit less DDFSTYLE text styles can now have their own individual X_OFFSET and Y_OFFSET values,
      giving more flexibility for menu item placement i.e. TITLE.Y_OFFSET or TEXT.Y_OFFSET etc Changed how LOSE_BENEFIT HEALTH is handled in RTS. Now it will simply subtract from current health and not
      behave like DAMAGE_PLAYER(which reduces armour, causes pain states, respects immunity/resistence/invulnerable/immortal etc). "Crosshair Size" option in Video Options menu will now apply to both the standard crosshair and custom weapon crosshair states
      (previously this only affected standard crosshairs) Monsters resurrected by Archviles will no longer count as kills. Replaced WebSID SID backend with cRSID for easier compilation and better performance Things no longer constantly trigger splashes when walking on a flat defined as LIQUID (and having an IMPACT_OBJECT defined).
      They will only cause a splash when they step down onto the flat. Unsupported BEX INCLUDE directive for Dehacked downgraded from a program-ending error to a warning with an appropriate console/log message. Migrated from libXMP to Mod4Play (custom library) for portability/performance Only the "Big 4" tracker formats are supported now (IT/S3M/XM/MOD) Upgraded to AJBSP 1.04 Added support for ZGL3 compressed lumps to AJBSP and EDGE-Classic's node loading routines to conserve cache folder space. ZGL3 will now
      be the default node format. Replaced Gamma options with Sector Brightness for better results without affecting other windows on the same display

      New Features

      Added support for MDL (Quake 1) model format Added support for KVX and KV6 voxel model formats Ported MD3 model support from EDGE 1.32 codebase DDFTHING: New command: FALLPAIN_SOUND, which is the sfx to be played when the player is hurt from a big fall New command: MODEL_ROTATE = <integer>, which for MDL/MD2/MD3/Voxels will rotate all vertices' x/y coordinates by the
      given (positive or negative) number of degrees. Used to correct imported models whose rotations are wrong. Default is 0. DDFIMAGE: New command: ROTATE_HUE = <integer>, will rotate the hue of the given image while keeping other values the same. Valid range is -1800
      to 1800, with a default of 0. COAL: C++ Interop: Can now retrieve and set individual vector elements with the VM_GetVectorX/Y/Z and VM_SetVectorX/Y/Z functions COALHUDS: Can now access individual vector elements with .x, .y, or .z Transition from GWA to XWA cache file format Improved organization of AJBSP-generated XGL/ZGL lumps Legacy GWA files will be purged from cache directory on startup
    • vertigo

      [CP] Doom It Yourself (DIY) Get imaginative with bold colors and MBF21
      Community Projects • • vertigo

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      Xulgonoth

      I know the project is over, but I really wanna say this because I didn't have time to do it earlier - this was a really awesome idea for a project and I wish I could have contributed. It reminds me of this old map, and honestly, maybe it's better I couldn't contribute, because I probably would have made something in a similar style in order to troll people 😄

    • G

      Sprinkled Doom and RZDoom + Tools
      Source Ports and Tools • • Gibbon

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      G

      A new release of RZDoom (3.2.0)

      This is a rather small update.

      Reverted to FMODEX for audio from FMOD Studio due to Studio's lack of support of various audio backends and channels that were causing issues.
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