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>> No.4645697 [View]
File: 105 KB, 254x243, ddemon.png [View same] [iqdb] [saucenao] [google]
4645697

>>4645526
>The map shits out ammo and gives you the SSG yet expects you to find a use for the chainsaw

>> No.3912842 [View]
File: 105 KB, 254x243, ddemon.png [View same] [iqdb] [saucenao] [google]
3912842

>>3912830
Whoa, I'm me as well!
Really though I was thinking of implementing something like that for my mod as well.

>> No.3552812 [View]
File: 105 KB, 254x243, 1465958762384.png [View same] [iqdb] [saucenao] [google]
3552812

>>3552767
>press F11 a few times
>no more eye-raping gamma

It's that easy, anon

>> No.3394946 [View]
File: 105 KB, 254x243, 1465958762384.png [View same] [iqdb] [saucenao] [google]
3394946

>>3394797
>/pol/ with GMOTA

What have you done?

>> No.3373015 [View]
File: 105 KB, 254x243, 1465958762384.png [View same] [iqdb] [saucenao] [google]
3373015

>mfw there will NEVER EVER be a good modelpack that is well animated, stays true to the sprite's design, and doesn't look like shit

Granted, I would only play thourgh the game using said pack once, and then probably forget about it. But still, it's a novel idea that'd I'd like to see being well executed.

>> No.3298031 [View]
File: 105 KB, 254x243, ayy lmao.png [View same] [iqdb] [saucenao] [google]
3298031

http://www.moddb.com/games/doom2remake/videos/new-version#imagebox

And I thought the Skulltag model pack looked bad...

>> No.3292596 [View]
File: 105 KB, 254x243, ddemon.png [View same] [iqdb] [saucenao] [google]
3292596

>Nowhere near finished with my weapon, can't get my sprite rotations to look right and it's already nearly the 16th

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