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/vr/ - Retro Games

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>> No.10863095 [View]
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10863095

>>10863061
I read his moose post assuming I wasn't supposed to take it seriously, but it's funnier that you did.

>> No.10515309 [View]
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10515309

>>10515305

>> No.10485675 [View]
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10485675

>>10485668
>cute things dont mix well with violence
Like Happy Tree Friends? That was alright

>> No.9281841 [View]
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9281841

>>9281819
Dude, same. There was this guy on Newgrounds who ported the shareware versions of Doom, Heretic and Hexen into one Flash game.

>> No.8520176 [View]
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8520176

>>8520167
I think the term Character Action Game originated from Japan. Spectacle Fighter is from Yahtzee of Zero Punctuation.
I prefer Character Action Game. Though I also prefer the term Shooting Game over SHMUP so what do I know?

>> No.8432274 [View]
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8432274

>>8432273
You're a sick man.

>> No.8144505 [View]
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8144505

>>8144381
I know it's a 2d sprite, but the way the gun and most of the other stuff in this look gives me an early 2000s FPS vibe, where everything was low poly but the textures were high quality pngs of real life stuff, like the 2001 build of DNF and Max Payne (even though it obviously isn't an FPS), and I like it for some reason

>> No.8069115 [View]
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8069115

>>8069094
I will say too, whenever I upgrade a PC component like the GPU or something, or just up to a new rig altogether, it's really satisfying to just boot up a really old game like Doom or Quake just to see how many frames I can get on the most bare minimum of games that I can run with

>> No.8058409 [View]
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8058409

Why is this making me giggle like a little girl
https://www.twitch.tv/videos/1124718511?t=0h14m15s

>> No.7473015 [View]
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7473015

>>7473010

>> No.7204451 [View]
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7204451

>> No.6768356 [View]
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>> No.6612407 [View]
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6612407

>>6611381
>>6612403
>finds out that PC technology in this universe is decades behind that of his universe, no programming language that we have here could compare with that used to create SgtMarkIV's universe's version of vanilla Doom
>he's able to recreate all of it, except for most of the coding and its organization; due to him not being used to the primitive coding languages of our universe compared to his, the coding of his mod is sloppy and all over the place to us, but to him it's the equivalent to if someone were to build the next version of CryEngine from Basic
>SgtMarkIV doesn't just simply recreate the programming language used to make his universe's Doom because he figured it would be non-intuitive based on how long it would take him to do so
>2012, the first version of SgtMarkIV's "mod" is released online, rebrands it as "Brutal Doom"
>continues to update it to this day, until the day it is 1:1 with the original version of Doom from his universe
>in the mean time, circa late 2010s/early 2020s, SgtMarkIV is also creating a game of his own, Brutal Fate
>in reality, however, it is another 1:1 recreation of another game from his universe
>a game known as Doom 3

>> No.6395383 [View]
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6395383

Can you bhop "properly" in the WON version of Half Life? As in, being able to use the strafe keys and not having to bind jump to the mousewheel to do it?

>> No.6230040 [View]
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6230040

https://youtu.be/TI0ZK_0Lw2w
Not sure what /vr/'s opinion on Karl Jobst is, but he recently got to play Doom Eternal like a bunch of other gaming youtubers recently and he talks about the potential for speedruns for it. I gotta admit, the fact that id and Bethesda brought someone that's all about speedrunning and not just a rando gamer youtuber really speaks to me about they feel about Eternal and the Doom community. It shows that Id has really gotten super confident in their product and know how to make great games, while also still being relevant in the gaming industry and showing that they actually care about the people that love their games at the same time. Then again, I felt that way too with the Mars Base demo speedrun race at Quake/Doomcon 2019, based on the fact alone that they brought on outsiders to the game industry to play their game in a relatively non-conventional style in front of a live audience months before the game comes out. And that was before it was delayed.

>> No.5761104 [View]
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5761104

>>5761079
I remember when I first read that Id's getting rid of a traditional DM multiplayer mode I was slightly disappointed. Battlemode looks great and a huge step up from 2016's MP, but what irks me is that Id's having this instead of a proper MP in the first place because they said it was supposed to go against 2016's MP and how "non-Doom" it was. Although to be frank, 2016's MP had potential to be good if it was just a little faster, didn't have a weapon limit/loadout, maybe some tweaks with the movement physics somehow, etc. Hell, Id's done that with pretty much every other game before Rage. It could've been THAT simple, but they decided to ditch it for Battlemode. Don't get me wrong, like I said, it does look like a lot of fun, but I literally can't see how it can't coexist with a proper MP mode that doesn't have any of 2016's MP's bullshit.

>> No.5131917 [View]
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5131917

>>5131875
>>5131879
>only reaching 900+ FPS

unoptimized as FUCK there's no hope

>> No.4639997 [View]
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4639997

How do I bind mousewheel to previous/next weapon in Chasm: The Rift?

>> No.4496279 [View]
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4496279

>>4495114
So if I stuffed the tunnel leading to Romero's head with a deep meatwall of stuck barons, would that be a good and easy way to give the IoS a sort of more proper health bar for mouselook encounters?

>> No.4278186 [View]
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4278186

is there a combined mod of high noon drifter and complex dooms monsters?

>> No.3185817 [View]
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3185817

>>3185613
If this is the same person who always makes these threads, thanks!

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