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/vr/ - Retro Games

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>> No.9498521 [View]
File: 690 KB, 1211x1467, 1666415513959489.png [View same] [iqdb] [saucenao] [google]
9498521

>>9497604
Looks pretty good m8.

>> No.8799549 [View]
File: 690 KB, 1211x1467, 1536366946096.png [View same] [iqdb] [saucenao] [google]
8799549

>>8799294
>autistic
No shame here.

>> No.7974749 [View]
File: 690 KB, 1211x1467, 1536366946096.png [View same] [iqdb] [saucenao] [google]
7974749

>>7974649
>inb4 shit storm
IOQuake III

>> No.5557136 [View]
File: 690 KB, 1211x1467, 1487906698819.png [View same] [iqdb] [saucenao] [google]
5557136

>>5555571
>>5556879
Oh baby, looks like Quake is on the menu tonight.

>> No.5438560 [View]
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google]
5438560

>>5437434
>>5437445
>>5437556
PSX music sucks, and I like the difference in the statusbar but only because its darker and more muted than the standard one. Not too fond of the psx statusbar itself. The darker gradient colors yes.
The intended way doom music and anything with samples like that is supposed to sound is under Adlib/OPL. Everything else sounds wishy washy and really watered down. OPL might sound abit more primitive but its solid and direct. And consistent to the era. It doesnt try to be soundtrack quality, and its better than the beeps of the prior era.
> the people who had "better" sound cards back then who got to hear it in a different way were the ones who really got fucked over and never got the proper experience

Brightmaps are great but only if they're done right. Its something I think could have been done from the beginning really, instead of having "Bright" flagged sprite states. Though, I think its maybe just 1 YEAR of computer capabilities that set it apart, they had to be really efficient with things.
> mfw for gun flashes and glowing eyes they would only have needed maybe 3-4 sprites which denoted maybe even just 1-4 levels of brightness with respect to the scenery. And then just have those placed for each sprite that needed it at the appropriate alignments

>> No.5185243 [View]
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google]
5185243

>>5185220
Thats an understood and irrelveant part of the game/argument here.
If you play through the levels without dying you keep the weapons. Its not like you've got to drop your BFG and drop rockets to be light enough to vault some chasm. And you dont have to make choices about which ones you're going to grab either, you can have both.
Its not so much the realism issue as it is making you superpowered without the need to balance weaknesses. You just get more and more.
None of IDs games do this. Even though they were the pioneers of these games. Heck even the Half Life games dont make you drop stuff so that you can pick up some more of something else.
On the other hand when you've got a game with limited item slots they usually go to the other extreme like the ones ive listed.
>>5185215

>>5185235
the pistol start requirement is just to make sure the game isnt broken by you dying in vanilla OG or warping.
Would've been avoided if there was autosaves at first level entry like source ports do. Wouldnt have to insert replacement SSGs and RLs, etc.
They could've been randomized switch item spawns where if you have the item its just an ammo package, and if you dont have the item then one of these spots on the map will have the replacement weapon on it (so that way you never quite know where in the map your replacement weapon is at if you've warped in).

None of this would've required anything beyond trivial coding in those days. The per-level autosave could've been done when you reach the end screen tally of the previous map.

But considering that System Shock was a thing back around the same time, it seems the iD folks more or less just wanted to keep things as simple as possible.

>> No.5029602 [View]
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google]
5029602

DOOM THREAD / RETRO FPS THREAD - Last thread >>5024752

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
+ In video format: https://www.youtube.com/watch?v=ietb4JwaaXA
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1528/27/1528276019025.png
Thief: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

== 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

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

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

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4941572 [View]
File: 690 KB, 1211x1467, quaker.png [View same] [iqdb] [saucenao] [google]
4941572

>>4941549
this
except I think the resolution on quake and doom tex is technically higher than it is on minecraft
> bruh, I was playing this shit back in the 90s, it took you this long to get into pixels?

>> No.4903919 [View]
File: 690 KB, 1211x1467, 14981216635741.png [View same] [iqdb] [saucenao] [google]
4903919

>>4903917
yeah tront did a good joob

>> No.4862427 [View]
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4862427

>>4861736
It's called the Quake Upstart Mapping Project for a reason anon. They were fun maps regardless, but that's just my opinion.

>> No.4656485 [View]
File: 690 KB, 1211x1467, 1487906698819.png [View same] [iqdb] [saucenao] [google]
4656485

>>4656482
Not yet.

>> No.4237935 [View]
File: 690 KB, 1211x1467, Quaker.png [View same] [iqdb] [saucenao] [google]
4237935

>>4237275
>High rate of fire
>accurate even at long range
>plentiful ammo
>shit

Are we playing the same game? I find myself using the regular shotgun often even after I have a full roster of weapons because how fucking effecient it is, it's a great tool to take potshots at distant monsters with

>> No.4132838 [View]
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4132838

HUUH

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