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>> No.5619602 [View]
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5619602

If you had to remake or demake any FPS game onto any Doom source port, what would it be?

>> No.4477715 [View]
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4477715

>>4477647
Now what does the other side look like?

>> No.4456630 [View]
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4456630

Post HUUH's

>> No.4191289 [View]
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4191289

>can't figure out how to do thing in map
>go to sleep for like three hours
>wake up while it's still pitch black outside, thinking it's morning
>make some oatmeal
>immediately figure out how to do thing in map

>> No.4172401 [View]
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4172401

Map Jam 9 is now on Quaddicted. Should be available through Quake Injector.
https://www.quaddicted.com/reviews/func_mapjam9_2.html

Go play this, it's probably the best jam yet.

>> No.4136512 [View]
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4136512

>Make an enemy called the Vore
>it doesn't eat anything

>> No.4106380 [View]
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4106380

>>4106269
Alright, sweet. I'll swing by the Discord, make a few changes to make it a bit more of a proper map with an exit to the hub, and upload a new version hopefully sometime today. Sorry for not making a full, actual map, had I known how much was possible in vanilla Quake through map hacks and how fun it is to experiment with them I would have started way earlier!

>Cool work on those triggers and relays. inspiring stuff with what you can do with vanilla.
Pshh, I'm just using basic logic and lots of experimentation combined with a bunch of saved hacks from func_msgboard and Preach's website. The real people who deserve the praise are the ones figuring out how to make QuakeC their bitch without having to compile a single thing.

>> No.4097113 [View]
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4097113

>>4096936
>>4096937
HEURGH
Why is brush modeling and making things using (mostly) only vanilla textures so fun? I can see why Doom fans get so worked up comparing sector toilets.

>>4097052
If there's ever one before we all die of old age? Absolutely, now that I've got Trenchbroom all worked out, a handful of different, (hopefully) solid map layouts and plans, and a bunch of working setpieces/proof-of-concepts so I don't get screwed over later by designing a whole shebang around something vanilla Quake isn't capable of.

Might just make something on its own, of course, but not many people here play Quake, and func_msgboard is way above me in terms of both skill and circlejerkiness.

>> No.3756972 [View]
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3756972

>>3756895
>Ranger killed so few enemies he can't even afford an upgraded facepic

>> No.3682876 [View]
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3682876

>>3682790
Technically none of the ports are 100% faithful due to object in front of object rendering- stick a brush and a func_wall in the same spot and you'll get Z-fighting in Quakespasm and every other source port, while in the original executable world geometry always takes precedence over entities.

That's unimportant in the grand scheme of things though.

>>3682798
For single-player stuff, Quakespasm is the absolute go-to Quake port, 99% of maps are developed with it in mind. There's no tussle about different zdooms/gzdooms/omgbbwdooms like with Doom; the only other one you'd want is Fitzquake which Quakespasm is directly descended from so it's depreciated anyway.

Multiplayer has a few choices but that's just due to the different netcode, Quakespasm uses the original shit instead of Quakeworld so no easy IP connecting, no network interpolation for antilag, etc. That shit also isn't important here.

>>3682731
I'd count myself as the second/third person but still don't have the imagination to make an actual map instead of fiddling about learning how everything works first.

>> No.3441420 [View]
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3441420

>>3441401

Is this some sorta meme, I saw a post just like this a few threads ago?

>> No.3399179 [View]
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3399179

>>3399162
HUUNH

>> No.3379182 [View]
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3379182

>>3379149

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