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/vr/ - Retro Games


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10154818 No.10154818 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10148658
DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin (NEW!)

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

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

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.10154819
File: 24 KB, 320x200, 1691841851318441.png [View same] [iqdb] [saucenao] [google]
10154819

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

=== FINISH LINE ===
FORE/VR/ ALONE (Submissions closed)
Link to BETA3: https://files.catbox.moe/u9smv4.zip

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

=== NEVER EVER ===
94 Protons Of /vr/ Weapons Demo >>10144443

=== NEWS ===
[8-12] WIP Perfect Dark Port For PC Released
https://github.com/fgsfdsfgs/perfect_dark

[8-10] Quake II Kex-based remaster released
https://store.steampowered.com/news/app/2320/view/3644027577415996831

[8-10] Quake II 25th Aniversary Collaborative Unit - v1.0 released
https://quakeulf.suxos.org/3d/maps/Quake225ACU.zip

[8-10] Q-Type DM (Q1 Themed DM Pack for Doom 2)
https://www.doomworld.com/forum/topic/139030

[8-10] Deathmatch Dimension added to officially curated Q1 mods
https://mods.silver.quakeapi.com/dmd.pak

[8-10] BTSX E3 demo released
https://www.doomworld.com/forum/topic/104557

[8-10] Titan 1.0 released (Doom 2016 weapons)
https://www.youtube.com/watch?v=jXjNuFytqYI

[8-09] Tribute Quilt released
https://www.doomworld.com/idgames/levels/doom/Ports/s-u/tributequilt

[8-08] The Rotting Jam for Quake is out
https://www.slipseer.com/index.php?resources/rotting-jam.254/

[8-08] Doom RL Arsenal Extended 1.1 released, with new classes and unlockables.
https://forum.zdoom.org/viewtopic.php?p=1243536#p1243536

[8-02] Peril, Quake mod based on Arcane Dimensions, releases after 3 years in development
https://www.slipseer.com/index.php?resources/peril3-0.253/

[8-02] DBP60: Eldritch Voyage is out now
https://doomer.boards.net/thread/3301/eldritch-voyage

[7-31] Rise of the Triad: Ludicrous Edition released
https://youtu.be/3A8X2tqQuGY

[7-22] Voxel Doom II release trailer
https://www.youtube.com/watch?v=IQK8m41daAk


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.10154825
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10154825

how often would you say that an official map manages to break your penis

>> No.10154827
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10154827

>> No.10154829

>>10154827
>Keep least fun better Strogg
>Currently doubt engine cursor
>Lore wall real
>Combat overrides argument

>> No.10154831
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10154831

>>10154827
>post ass using QUAKE
well? i'm waiting

>> No.10154832
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10154832

>>10154831
literally at the end of the last thread

>> No.10154835 [SPOILER] 
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10154835

>>10154831

>> No.10154837

>want the speed and feel of Ironwail
>want the aesthetics of Quake KEX
AGHGHGHHHHHHHHHGGGGGGH

>> No.10154840

>>10154827
>monsters different, thanks nightdive
>guess enemies version change
wtf is this thing sentient

>> No.10154843

>>10154837
use Quakespasm faggot

>> No.10154845

>>10154825
>>10154835

>> No.10154847

>>10154840
Jerk Gustafsson is pulling the strings of the AI

>> No.10154849

>>10154806
Bosses were the low point of that expansion for me. A lot of the time I found that weapons were completely missable, and there isn't really any way to go back and get them when you really need them. I saw a couple of secret expansion weapons, but stuff like rockets or railguns would be regularly kept away from the player.
I don't see myself ever going back to that expansion after finishing it.

>> No.10154851

>>10154835
Bad anon

>> No.10154853

>>10154845
that can't be official

>> No.10154857

>>10154853
not with that attitude

>> No.10154868

>>10154835
hello.bsp

>> No.10154879

>>10154818
MY NAME IS DUKE NUKEM AND I EAT SHIT FOR BREAKFAST

>> No.10154889
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10154889

>>10154879

>> No.10154903
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10154903

Favorite first person melee games?

>> No.10154906
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10154906

>>10154827
>talking based weapon
>mind expansions updated forgot hivemind
>almost magic code
>eventually bullshit possible

>> No.10154916

>>10154889
>Dick Suckem

>> No.10154931
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10154931

>>10154903
for me, it's Hexen

>> No.10154932

>>10154906
>mind expansions updated forgot hivemind
Definitely sounds like something that'd happen to me.

>> No.10154941

>>10154903
None really
I play Dark Messiah as a mage because if I wanted to move like a drunk cripple while fighting I'd go outside with a knife.

>> No.10154945
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10154945

>>10154903
Me-me? I'm a Riddick boy.

>> No.10154950

>>10154818
Tips for good Linux experience for Doom launchers. Really liked Internet Doom Explorer when I used to play on Windows, but there is nothing similar for Linux, with multiplayer support + auto-download for mods.

>> No.10154954

>>10154950
Try Luxtorpeda if you're on Steam Deck, can't speak for how well it works on other distros/setups.

>> No.10154956

>>10154950
Should run fine on Wine or Proton.

>> No.10154957

>>10154825
I've been playing a lot of ROTT since they released the new port, I bought it just for nostalgia but ended up kind of addicted to the game.
ROTT is pretty underrated. The game is kind of shallow but after you adapt to the gameplay that is not very conventional, it becomes quite satisfying.
Even the shitty ass levels I didn't like when I was a kid now seem to make a lot more sense to me. The original level design is quite competent.

Note:I created a parkour level with the dog:

https://youtu.be/re1GrcZSJNY

>> No.10154963

>>10154954
I'm on Arch, so it should be fine. Will look into it.
>>10154956
Any special things to do to link the engines and the IWAD folders? Kinda a newbie Linux beginner and I am not sure if the executable is aware of the file system beyond the Wine prefix where it lays.

>> No.10154985

>>10154957
you better call your map barkour

>> No.10154986
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10154986

>KSHHHK
>ATTENTION ALL MARINE UNITS WE'RE UNDER ATTACK BY AN UNKNOWN ENEMY FORCE
>YAAAAAGH
>EVERYONE REPORT TO YOUR COMBAT STATIONS
>THIS IS NOT A DRILL
>I REPEAT THIS IS NOT A DRILL GOD DAMN IT

>> No.10155001

Man Marathon has been fun. I like how the alien invasions were given context, and you can see they're doing something, not just abstractly invading. Like those ponytail cyborgs hanging around terminals, with the skinny dudes guarding them, or how I held onto the circuits from the previous level, to fix some stuff in the next.
Melee combat is busted, not sure if it's the source port or what, but it's really easy to just punch everyone out. I have max ammo on everything just from jabbing everyone. I have the God Hand

>> No.10155005
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10155005

>New Quake 2 campaign and 64 on PC
>New RoTT campaign
>Perfect Dark source port

>> No.10155006

If I wanna play Arcane Dimensions on Ironwail, should I just the level select as opposed to the hub?
And is there a prefered order to play the levels in?

>> No.10155031

>>10155006
4 levels have secret runes and unlock the final map. they are all in the first hub, marked by little runic cubes.
that's the only thing that carries over and won't work with level select. you can just choose the end map without unlocking it as intended, of course.

>> No.10155043

>>10154963
I'm just relaying what I read on their page, haven't really used it on Linux. Zandronum does have a Linux port, though, and that's focused on multiplayer.

>> No.10155047
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10155047

>>10154950
Here's a tip: stop using Linux cus it has no games

>> No.10155048

Is Hedon worth playing on the bearzerk difficulty or is that just a silly gimmick?
I really like the game and finished it on Brutalizing before, but I crave more cute orc amazons.

>> No.10155049

Does GZDoom support flight stick input? My dad wants to play Doom again after 30 years, and flight sticks are the only intuitive controls for him

>> No.10155061

>>10155047
All Doom ports are derived from Dave Taylor's Linux port. You are subhuman.

>> No.10155063

>>10155043
I mean, Zandrorum is the engine, IDE is the launcher. I had to install Zandrorum as a flatpak, weird not even AUR has a package for it, so I have to see how I send the launcher to the Zandrorum binary.

>> No.10155068

@10155047
Bad bait, no (You) for (You).
Also I am comfortably playing all the games I ever need, so idc. My programming environment is more important than to easily set up some games.

>> No.10155079

>>10155006
the hub is love
the hub is life
packs without hub are fake and gay

>> No.10155083

>>10155063
Get Doomseeker for Zandronum. For singleplayer launchers there are options but I don't use any of them, just some simple bash scripts.

>> No.10155093

>>10154835
>qoatse

>> No.10155127

>>10154954
>Luxtorpeda
does it support nugget doom?
also how does doom control on deck?

>> No.10155145
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10155145

is Reforged dead?

>> No.10155182

>>10154879
IT'S TIME TO EAT SHIT AND DIE, AND I'M ALL OUT OF PISS

>> No.10155184

>>10155127
I don't think it does unfortunately. Other sourceports control alright on Deck as long as you're okay with hooking up a keyboard and setting them up in advance since the defaults typically aren't ideal out of the box.

>> No.10155198

>>10154825
only TNT can give me the feeling of getting lost in an IWAD but I'm not sure of that's a good thing, and plutonia has a lot of memes about its chaingunners but TNT shotgunners blasting you for 45 around every corner adds up
the secret map of Quake 1 episode 3 is where the game started to show its teeth for me
Blood episode 4 is still hard after knowing where everything is, really starves you for ammo and armor while throwing more shit at you than episode 1

>> No.10155212

>>10155182
SHIT, I'M LOOKING FRESH

>> No.10155235
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10155235

After taking way too long on a map that definitely should have been completed way earlier, I am almost ready to release my entry for A Serious Case of /vr/. I'll post a test version later today that hopefully shouldn't need any major revisions. I wish I could have put more effort into this map but near the end I got afflicted with some serious pain in my hands that's been preventing me from doing a lot of computer work recently. Had to ask for some outside help to finish up the map which I am extremely thankful for.

>> No.10155279
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10155279

>>10154818
> I am Duke Bravo, the one-man army!

>> No.10155281
File: 81 KB, 640x480, 1691846864252992.png [View same] [iqdb] [saucenao] [google]
10155281

>>10154819
Minor followup to the 94 Guns Demo, a patch for the GzDoom weapons which tones down a bunch of the effects, Baikalanon at the least noted that he experienced slowdowns with the Plasma.

https://mega.nz/file/X45gAbJL#Q97G2n1cxwuWC6AxUhtpHdzbePPxDpJFLN1rGchkoH0

There's a toned down version of the BFG Ball and its Extra, but I commented it out because for whatever reason, it seems to make GzDoom freeze up on impact. I'm probably missing something obvious, or maybe GzDoom doesn't like the sequence of inheriting and replacing I'm doing. Used in far lower volume than rockets and plasma anyway, so less of a concern.

>> No.10155287
File: 845 KB, 437x520, c3fluster.gif [View same] [iqdb] [saucenao] [google]
10155287

>Quake 64
>Quake 2 64
>not just calling it Quake 128

>> No.10155292

>>10154879
>>10155182
YOUR PISS, MY PISS, WHAT'S THE DIFFERENCE

>> No.10155294

>>10155292
I'LL RIP YOUR SHIT OFF AND PISS DOWN YOUR ASS.

>> No.10155297

>>10154901
not bringing his a-game for soundtracks cause he wants to do something proper in a real band later on
I dunno how a brand can get more proper than Doom...

>> No.10155375
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10155375

>>10154903
Quake 3 Arena

>> No.10155406
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10155406

Are these glitchy fucks finally got fixed in the remaster?
I mean how in the vanilla Q2 you needed to aim for their tailbase to actually hit them with anything that isn't a shotgun or an explosive weapon due to some trully jarring hitbox misalingment happening...
also was their unused alternate tail-smack attack animation got restored?

>> No.10155418
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10155418

>>10154835
>The Sacred Temple of Goa Tse is rumored to be somewhere in the secret underground city of Q'ake Tu.

>> No.10155438

>>10155294
FLUSH IT OUT YOUR BUTT

>> No.10155452

>>10155418
>>10154835
i want this to be a full degenerate expansion so good that even normies hear about it and that Night Dive under sheer global pressure has no choice butt to ass it to the remaster.

>unda der oshun am at
>dip it
>deep under the sea
>where da shub niggur at
>spread it
>i am the goat, see

>> No.10155459
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10155459

>>10155452
>not remasster

>> No.10155461

>>10155459
it's ogre

>> No.10155471
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10155471

>>10155292
>Pissing out of the window, and shitting out of the window. What's the difference?

>> No.10155498

>>10154847
>his name really is Jerk
That explains quite alot I guess?
Also why the fuck is every single website that isn't ModDB which had any sort of Quake2 content preserved is now dead?
I wanted to play his Age Of Panic mapset to accompany this shitpost with a screencap of of it.

>> No.10155502
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10155502

>>10154903

>> No.10155523
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10155523

>MFW a tresspassah needs to be smashed and slammed

>> No.10155541

You guys playing the Quake 2 multiplayer? I've only played Quake Live back in the day, and a bit of Quake 3, so this is a lot of fun and nostalgic.
I've noticed a lot of people are using mics too.
The only problem is the servers disconnecting me seemingly at random

>> No.10155567
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10155567

>>10154906
>Dstriding as Wraith after all these market changes since I last updated
Ow my balls this has been rough. Ammo's never felt more valuable and rifts have never felt so devastating. I'm at map 16 of Hellbound after the two secret maps and I'm still only on one license. The crossbow has been invaluable through all this, especially with removing enemy shields - even when they get respawned.
I managed to at least sink an hour into this last night despite the Quake 2 fever.

>> No.10155589

Why in the world isn't my gzdoom stable 60fps on some maps with a lot of objects n shit? Sth like Lullaby is noticeably choppy in some places at the wrong angle.
My desktop is an old pile of shit (ryzen 3600, rx580) but gzdoom should run smoothly on a laptop from 2010

>> No.10155595
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10155595

>>10155502
Women like winners, Halligan

>> No.10155601

Is there a difference in AI between hard and hard+ in the remaster? Because those frog things are dumb as shit and get stuck constantly

>> No.10155609

>>10155589
Huh that's weird, gzdoom is optimized though.
Maybe this video will help:
https://www.youtube.com/watch?v=3rMhI7kv6JI

>> No.10155613

>>10155567
>even when they get respawned.
Fun fact: enemies track their original positions. When a rift or box "respawns" them, it simply moves them to that position and revives, giving the impression that they got respawned. The counter grows, but the number of actors remains the same regardless of how long you stay on the map. Muh performance.
>Ammo's never felt more valuable and rifts have never felt so devastating.
Glad to hear that's working as intended.
>I'm at map 16 of Hellbound after the two secret maps and I'm still only on one license.
That, not so much. But it's hard to tell if it's because of reckless spending, unlucky RNG with regards to fixed prices, or just bad balance. The main issue with balacing money is that equipment is expensive while ammo is super cheap. I'll give this a thought. It's a "will maybe address" for now. Kind of taking it easy and playing other games for once.

>> No.10155632

hey anyone play that new total conversion mod scientist that was mentioned in qcon? looks absolutely terrible but I wanted to check if it's worth the download

>> No.10155665

>>10155502
Liu Kang mode.

>> No.10155685

>>10155632
no, but I've read through the interview and there's a funny detail I've noticed.
both the Scientist's dev and the guy behind Deathmatch Dimension mention getting contacted out of the blue by Kevin Cloud of all people, asking to finish up and release their decade+ old projects.
which on the one hand is kinda based, getting Than back into the game like that. and if Kevin really is actively playing community Doom and Quake maps, that's pretty awesome.
but I can't shake the feeling that it's a little weird, like it's a PR thing using their last OG dev, though I don't see the point, especially in private communication.

>> No.10155710

>>10154819
What does Quake 25th unit 1.0 mean? What was the original one? What's changed?

>> No.10155725

>>10155665
Kek

>> No.10155727

The new AI in Quake 2 loves in-fighting, I don't remember if I ever saw them in-fight when I played Quake 2 OG so it's neat seeing who wins what fights.
>>10155287
Neither port actually used 64 in their title although Doom 64 did.

>> No.10155772

Johnny bravo is dukes spergy younger brother

>> No.10155778

>>10155727
I saw lots of berserkers owning gunners in vanilla. Gunners love spreading their bullets around and hitting other strogg only to then get slapped around.

>> No.10155813
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10155813

>> No.10155816
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10155816

It's been so long since I've played The Reckoning, I remember this thing being much cooler. It's like a weird bastard child of the shotgun and RL, with much slower fire rate and projectile speed than either. It does 150 damage if both orbs connect, so I guess it's alright for spamming against Tanks.

>> No.10155830
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10155830

>>10155452
>>where da shub niggur at

>> No.10155834

>>10155609
How often are you gonna post your video?

>> No.10155849
File: 762 KB, 1364x768, Zaero.png [View same] [iqdb] [saucenao] [google]
10155849

>> No.10155856

>>10155816
I like the Phalanx but the Ion Ripper is cooler. Both have high skill ceilings to be used effectively

>> No.10155859

>>10155834
that's not my video though, the post just reminded me of those 2 videos.
And it's true for me too, my laptop barely reaches 120fps and even then it's not stable, i have given up on performance for gzdoom.

>> No.10155862

>>10155685
Don't think I'm breaking any NDA by saying this, but Cloud was hands on in other add-on releases as well. I don't think it's a gimmick or clout maneuver. It's... Ya know... His job. Also he probably has a personal interest in seeing Doom thrive and all.

>> No.10155883

>>10155710
>What's changed?
Debase and Fuel Dump were added.

>> No.10155885

>>10155778
I guess I was just unlucky when it came to infighting in vanilla.

>> No.10155946

>>10155862
thanks. it's the part about projects being unfinished prior to the contact that weirds me out. just a strange pattern. makes me wonder if a similar conversation happened with Kell over Quoth >>10150912

>> No.10155954

>>10154950
I use DoomRunner.

>> No.10155978

>>10155452
>where da shub niggur at
lold

>> No.10156013

>Decide to use Armagon in my VR map
>get most things set up so that he's a big midway climax point, and defeating him is an essential part of level progression
>keep fiddling with him because he keeps causing me issues
>slowly start to realize that he's rather shittily designed, and that the only way he really works is how SoA used him, in a big, empty arena
>now deciding whether I should tweak him more or just scrap the whole area
fuck man, shamblers don't give me this grief

>> No.10156032
File: 1.58 MB, 192x144, 1678165396448595.gif [View same] [iqdb] [saucenao] [google]
10156032

>>10154818
New doomer here
Any graphic mods I should look at/you guys like? Maybe even music mods?
Also I've just been running gzdoom.exe but is there a launcher that handles map/mod installation for me?
Thanks

>> No.10156035

>>10156013
Fuck with the volley settings. You can fine tune precisely when he will fire between each attack.

>> No.10156057
File: 209 KB, 1000x684, 1692045386585.jpg [View same] [iqdb] [saucenao] [google]
10156057

Quake 3 remaster technically has a campaign they could work with.

>> No.10156059

>>10156032
>graphic mods
Brightmaps plus is all you should use. And Smooth Doom personally I don't like it. Maybe enable bloom in GZDoom setting if you're that desperate.

>> No.10156063

>>10155816
I think it’s now a flatly better DPS option for the same slot bearing the “railgun changes” in mind.

>> No.10156068
File: 451 KB, 400x400, mfw brightmaps.webm [View same] [iqdb] [saucenao] [google]
10156068

>>10156032
set sector light to "software" and get some brightmaps. maybe smooth doom for animations.
ZDL is the simplest launcher, but you can do without (depends on the degree of OCD).

for music, get a soundfont. I think SCC1 is closest to GZDoom's, except with sane instrument volumes. composers use RLNDGM as reference, afaik. I recommend remastered gm.dls: https://drive.google.com/drive/folders/118TpIuJPrvNcNNIYs-kXb-jcwQYeSLEI
there's also Hulshult's cover of Doom 1 OST if you're into this kind of stuff

>> No.10156070

>>10156032
Play DSDA-Doom like God intended.

>> No.10156072

https://www.youtube.com/watch?v=GqIepNdPKiA

>> No.10156073

>>10156068
>GM HD
My niggurath.
>>10156070
>DSDA-Doom
>not Woof or Nugger

>> No.10156075 [DELETED] 

>>10156070
>1914+109
>recommending DSDA
Do you want to get reported for trolling?

>> No.10156078

Why did saturn quake have so much sovl?

>> No.10156082
File: 477 KB, 600x600, HEXEN.png [View same] [iqdb] [saucenao] [google]
10156082

>>10154931
*ctrl-i*

>> No.10156086

What source port do kids use these days?
>ZDoom is dead
>GZdoom became a very unoptimized indie game engine
>Chocolate Doom still won't let me choose a post 1993 resolution
>PrBoom is.. still there I guess

>> No.10156096

>>10156086
DSDA Doom and Woof i guess

>> No.10156107

>>10156086
GZDoom and Woof.

>> No.10156109

>>10156035
It's not the frequency of his attacks, it's every aspect of him.

-Only enemy in stock Quake to lead his shots, which is likely to throw off players who've never or rarely fought him outside of the expansion
-Does this in conjunction with a rapid-firing salvo of lasers and rockets that do absurd damage (his damage_mod is 0.3 and it's still highly lethal)
-His deadliness depending on distance is all over the place. At long range he does a reasonable 1 2 combo, the instakill salvo is only at midrange, and up close he's harmless, only being able to defend himself with a bizarre, jank knockback move that does little damage, yet sends the player zooming through the air
-The unique way his model is set up (torso and legs are separate) seems to cause severe issues with his pathfinding, and he'll get stuck on any geometry separating him and his target, causing him to walk in place while his fatass hitbox is ripe for shooting at

I really want to use him because custom maps utilizing expansion stuff is criminally rare, but these might all be reasons as to why this is the case. I dunno, maybe these aren't hindrances if he's used in a flat space with backup minions to cover him, but fitting that into what I've built will be a bit of an issue.

>> No.10156112 [DELETED] 

>>10156096
>>10156107
>Woof
Sounds like a furry project.
What's so good about it?

>> No.10156114

>>10156112
It's like Crispy Boom

>> No.10156115

>>10156112
try nugget then

>> No.10156117

>>10156075
>>10156073
What's wrong with DSDA?

>> No.10156121

>>10156109
I can't check right now but doesn't violent rumble have some special path corners for angry monsters? Maybe those can help.

>> No.10156128

>>10156117
Lots of garbage changes over the past year or so.

>> No.10156129 [DELETED] 
File: 31 KB, 688x142, 1680574401545555.png [View same] [iqdb] [saucenao] [google]
10156129

Holy reddit

>> No.10156130

>>10156109
The damage_mod is float ain't it? Just continue halving until it's satisfying. The other issues are less amiable.
>>10156121
VRanon is this true? That's a pretty great feature if so. Serious Sam has it I know that.

>> No.10156139

>>10156128
Just use from doom with love then

>> No.10156143

>>10156086
>Chocolate Doom still won't let me choose a post 1993 resolution
What do you want me to say? DUHHHHHHH?

>> No.10156147

>>10154931
Imagine how vascular his dick looks

>> No.10156149

>>10156143
Try it again when you get the rest of me and your dad's cum out of your mouth

>> No.10156153

>>10156149
Wow, that Anon has TWO Dads

>> No.10156154

>>10155859
Tried GLES?

>> No.10156158
File: 11 KB, 428x80, file.jpg [View same] [iqdb] [saucenao] [google]
10156158

OH NO NO NO

>> No.10156160

>>10154950
Just use terminal, bro.
Even on Windows I open Doom stuff with cmd/Powershell

>> No.10156163

>>10156121
All I'm aware of is trigger_monsterface, which forces monsters who can't see their target to turn and run towards a specific angle. But the arena I've designed has a bunch of func_breakable pillars that serve as temporary cover, and they're thin enough that I'd have to place multiple monsterfaces next to each other, which usually causes whatever's inside to get stuck. And if the player catches on that each pillar has these triggers surrounding them, they can just play peekaboo as usual and kill Armagon without him ever retaliating.

I'll keep at this though. Maybe rearrange some pillars, or if all else fails, load the player up on resources and have a Battlelord-style fight where whoever squeezes the trigger longer wins.

>> No.10156171

>>10156149
ry I' agan wn u get d rest of miiiiii and ya ded cum mouf DUHHHHHHHHHHHHHHH

>> No.10156172 [DELETED] 

>>10156129
Woof is derived from MBF, a source port that introduced friendly monsters in the form of the dog from Wolfenstein. If you refuse to use it because the name makes you think of reddit, that's on you.

>> No.10156174

>>10154827
>feels felt

>> No.10156178 [DELETED] 

>>10156172
>introduced friendly monsters in the form of the dog
sounds pretty reddit to me.

>> No.10156185 [DELETED] 

>>10156172
Don't feed the troll, he's been doing his "hurr durr furry woof reddit" shit for quite some time now.

>> No.10156186

>>10156057
Did the Dreamcast have that campaign or was it PS2 only?

>> No.10156194

>>10156163
Oh yeah, it's monsterface I was thinking about sorry. Not quite what I had in mind (alkaline has those however, I'm sure)

>> No.10156195

>>10156086
>Chocolate Doom still won't let me choose a post 1993 resolution
If only there were some port built specifically for that purpose...

>> No.10156196

>>10156032
>graphics mods
Sprite Fixing Project, Brightmaps, maybe a smooth weapons mod if you like how it looks. There's smooth monster mods too, though I don't like how they mess with their telegraphing, and the Spritefix mod already makes the animations look a good bit smoother by fixing fucky frame offsets.

>launcher that handles map/mod installation for me?
DoomLauncher does that, makes handling files much easier and faster, and you can add multiple ports to it. GzDoom also has an Autoload folder, where you can put mods, though you'll need to edit GzDoom's .ini file to point it towards their file path.

>> No.10156203 [SPOILER] 
File: 660 KB, 1200x1600, .jpg [View same] [iqdb] [saucenao] [google]
10156203

>>10156147

>> No.10156206 [DELETED] 

>>10156185
Whatever furfag. You're just mad about not being able to fuck the dogs in the mod.

>> No.10156229 [DELETED] 

https://www.youtube.com/watch?v=1UtTtrwMQHI

>> No.10156231

>>10156109
I feel for your troubles, but at the same time I can't help but laugh at how shoddily he's put together. Like, goddamn, the two part thing is a mildly ridiculous hack, and yeah, he's probably rarely used for these exact reasons, I bet a lot of people have gone down this exact path in the last few decades.
>Hey, nobody ever uses Armagon, I should do th- wtf is this Mickey Mouse bullshit

>> No.10156235 [DELETED] 

Don't think we don't notice you deleting the posts.

>> No.10156242

>>10156171
Save some cum for the rest of us!

>> No.10156245 [DELETED] 

Janny are you ok?

>> No.10156247 [DELETED] 

Guess not :)

>> No.10156250 [DELETED] 

>>10156247
Kek what a fruit

>> No.10156257

>>10155049
It might? It works with a lot of gamepads and doodads, try and see. Gonna guess the main problem is WASD not jiving well with his fingers as he's aging though, and there's a lot of options besides usimg your keyboard.

>> No.10156259

>>10156231
Really, most of the expansion content is of questionable use and balance, which is probably why VRAnon has retooled a bit of it, but the concepts laid down are good, and could be better with minimalist tweaks a la Copper. All you'd have to do for something like the Centroids is rework their dodging to be less spastic and have a mild cooldown, Unreal style. But Armagon sorta stinks from the ground up, and would need a complete overhaul. Who knows, if I ever get the time I might sit down and figure out QC and turn him into Quake's own cyberdemon.

>> No.10156258 [DELETED] 

Delete this one too :)

>> No.10156262 [DELETED] 

Good boy(male)!

>> No.10156265

>>10156259
might as well just give Edie rocketeer volleys and a reskin

>> No.10156269

>>10156242
Whatever, shmitty. A-DUHHHHHH

>> No.10156270 [DELETED] 

Are you upset?

>> No.10156275

>>10156112
Woof comes from MBF (Marine's Best Friend) = dog. Woof is source port from guy who made the Crispy. It retains the Crispy aesthetics, but unlike Crispy it can also play all Boom, MBF and MBF21 wads (aka all wads that are not for GZDoom or Eternity). Woof has the lightest system requirements of any Boom-derived source port. Nugget is a version of Woof that has higher system requirements, but also higher resolution options and some extra settings.

>>10156117
Nugget is now the most evolved Boom-port for "casual" player. Only reason to use dsda are some speedrunning extras. It's a speedrunner port.

>> No.10156278

>>10156275
>It's a speedrunner port.
It was shaping up to be way more than that, but the dev got assmad that non-speedrunners wanted to use it.

>> No.10156287

>>10156178
/v/ visitor? Reddit's Doom community is nothing but Doom Eternal memes. It's widely despised by every single Doom community existing. They don't make source ports or maps. There might be a eternal war between the rest of 4chan and Reddit, but /vr/ doesn't usually even aknowledge /r/doom. Most drama-filled forum battles on Doom community are the occasional clashes between Doomworld and Doomer Boards.

>> No.10156289 [DELETED] 

https://files.catbox.moe/ogzc0e.png
What a fragile little bitch, LMAO

>> No.10156295
File: 602 KB, 512x512, 1669596203516420.png [View same] [iqdb] [saucenao] [google]
10156295

>>10155235
Here it is, the first beta release of my entry to "A Serious Case of /vr/" called Elephant Wings. With some assistance from a helpful Serious Sam mapper (credits included in the zip) I was finally able to complete this map for TSE. It took me way too long to create but I promised I wouldn't give up so here it is. This is a "beta" release but hopefully not much will need to be changed for the full release. I would greatly appreciate it if you guys could help me test this, both in singleplayer and coop. There are differences between serious difficulty and the rest. I'll try hosting it for us to test at a later date.

>> No.10156296
File: 1.24 MB, 470x268, 1689999115995485.gif [View same] [iqdb] [saucenao] [google]
10156296

>>10156287
>mfw I make a project trailer and the project lead tells me to shill it on r/doom

>> No.10156298
File: 11 KB, 83x79, 1674622574843033.gif [View same] [iqdb] [saucenao] [google]
10156298

>>10156295
I can't believe I forgot the download. Got too caught up with writing out the post.
>Elephant Wings (Beta): https://files.catbox.moe/j9bhae.zip

>> No.10156305

>>10156295
I'll play it in a bit anon.

>> No.10156310

>>10156186
I think they both did. Tradeoff from what if remember was dreamcast had online, but ps2 had better framerate and models plus it's campaign was more fully featured.

>> No.10156315
File: 4 KB, 342x302, MOD.gif [View same] [iqdb] [saucenao] [google]
10156315

>replacement music for Quake
>has only 10 tracks
how am i supposed to use that?

>> No.10156317

>>10156315
nvm i'm restarted

>> No.10156319

>>10156305
Serious thanks! I hope nothing breaks.

>> No.10156323

>>10156317
well shit the problem persists it's 9 effective tracks

>> No.10156332

>>10156323
what do you mean?

>> No.10156348

I still find zdl to be the best almost entirely because you can make individual shortcuts per configuration.

>> No.10156349

>>10156332
it's one less than the original soundtrack, what happens when the game wants to read the missing one?

>> No.10156351

VRanon about func_monster_spawner again, so for randomflags, you can't sum them right? Or am I summing them incorrectly. Whenever I think -flags I think they can be summed for multiple effects, so I used 4097 for dog and gremlin to be randomly spawned by the spawner, and for randomflags 2 I did 34 for the voreling and polyp, but only the dog is coming out. When only using randomflags1 4097 and having nothing for randomflags 2, still only the dog comes out. Will I just need multiple spawners? I don't mind that.

>> No.10156368
File: 1.15 MB, 1920x1080, SeriousSam 2023-08-14 15-45-11-822.jpg [View same] [iqdb] [saucenao] [google]
10156368

>>10156295
You cheeky fucker.

>> No.10156373 [SPOILER] 
File: 1.41 MB, 1488x1536, 1666228794002591.png [View same] [iqdb] [saucenao] [google]
10156373

>>10156368

>> No.10156386

Darkplaces with 49gb fugly texture packs is my guilty pleasure. There is just something amusing about everything breaking and it being impossible to change settings on startup because every time a demo switches you are thrown into a 7 minute loading screen

>> No.10156390

>>10156349
What do you mean by "effective" tracks, I mean.

>> No.10156395

>>10156386
feels like 2003?
>>10156390
wikipedia says it 10 tracks but like Quake's og ost the first track is a data track, not music, so it's only 9 tracks+data compared to 10+data of the og CD

>> No.10156396
File: 1.20 MB, 1920x1080, SeriousSam 2023-08-14 15-55-43-817.jpg [View same] [iqdb] [saucenao] [google]
10156396

>>10156373
I have some immediate feedback here. This is the second atrium where the minor biomech appears with a bunch of gnaar. There were two packs of shotgun ammo here which I took, but the wave of gnaar and kamikazes only spawns when I take the armor. I didn't need the armor, it was only my instinct as a Sam player that said take the armor for a fight, so I think you should just make the trigger fire when picking up the ammo or stepping up to that platform at all.

In the previous room the same trigger is dependent on picking up the armor. Maybe consider that there too.

>> No.10156416
File: 1.13 MB, 1920x1080, SeriousSam 2023-08-14 16-09-38-379.jpg [View same] [iqdb] [saucenao] [google]
10156416

>>10156396
Oh shit also if you take the armor and just stand there, the gnaar don't know you exist. As far as they're concerned Mental just moved them and now they assume they will guard this position.

>> No.10156421
File: 1.74 MB, 2560x1440, dsbound_someassholes.png [View same] [iqdb] [saucenao] [google]
10156421

>>10155613
>Fun fact: enemies track their original positions. When a rift or box "respawns" them, it simply moves them to that position and revives, giving the impression that they got respawned. The counter grows, but the number of actors remains the same regardless of how long you stay on the map. Muh performance.
It's very fun when you're around a bunch of people you'd rather not respawn
>>boy I hope they're far enough away from the rift...
and then all their bodies disappear. Great "oh boy" moment.
>But it's hard to tell if it's because of reckless spending, unlucky RNG with regards to fixed prices, or just bad balance.
Or a situation of all three. I'm still going through this thing and I am just one silly anon after all. I've also ammo-trapped myself in Unloved well before I played a version with these slowly falling market prices.
I'll say this though: It's better to be on this end than drowning in money. Not only that but I'm also not deadbeat broke and am going back and forth between $2k and $2.5k. While I've been wavering there the last few levels, well shit those last few levels were also fucking crazy: This is how 32 started. And then the worst caco variant spawned in.
Above all else the challenges and changes are welcome and accepted.

>> No.10156424

>>10156395
Ah. ofc.
I would assume that any level using track 11 would just have no music at all.

>> No.10156434

>>10156416
That was by design, acting as a silent ambush. But I guess their visibility isn't as precise as I thought.

>> No.10156460

Looks like I'm late to a party...
>>10156163
>arena I've designed has a bunch of func_breakable pillars
It seems I forgot to put this in the FGD, but you can have monsters damage things by walking into them by adding 'stepdamage' and 'steptype' fields.
Stepdamage is literally just damage per step, and steptype has a few settings for when that damage occurs:
>0 - off
>1 - damage all
>2 - damage only breakables
>3 - damage all but player

Basically you could have Armagon walk through breakable stuff instead of getting stuck.

>>10156351
That should be working fine... I'll do some testing.

>> No.10156468

>>10156424
>level using track 11 would just have no music at all
that's so stupid, one of the tracks repeat two times but he didn't repeat an other one to have the complete track list...

>> No.10156481

>>10154060
>>10154109
They're fast as hell but still dodgeable.
I managed to dodge it several times, but I was jumping arround like playing in mp tho

>> No.10156484

>>10155406
I dunno
I blast 'em way too fast

>> No.10156502

>>10156481
>but I was jumping arround like playing in mp tho
the chad bunnyhopper
>HUH HUH HUH HUH HUH

>> No.10156514

I'd buy a Heretic/Hexen remastered

>> No.10156518

>>10155406
How many levels are in the PC version of Q2 that the PS1 port Lacks?

>> No.10156527
File: 851 KB, 1920x1080, Screenshot_Doom_20220604_123148.png [View same] [iqdb] [saucenao] [google]
10156527

>>10154903
I beat JPCP with Final Doomer using just the Katana and nothing else. It's that good. Easily the finest melee weapon of any retro FPS.

>> No.10156531

>>10156434
Maybe this platform should be on a timer? It will go forward and back when landing on it the first time, but unless you jump it won't move again. It's not a bad quirk but a little weird.

>> No.10156537
File: 3.73 MB, 1920x1080, SeriousSam 2023-08-14 17-07-24-491.png [View same] [iqdb] [saucenao] [google]
10156537

>>10156531
Crap. Cool area though.

>> No.10156541

>>10156531
It's weird but I kind of want to leave it like that so it's a bit easier in co-op.

>> No.10156550

>not even 1 week later
>already forgotten

Quake II is finished, loooool

>> No.10156551

>>10156550
oh my gaawd, so true sistaa

>> No.10156553

>>10154825
Is the rottexpr port supposed to be shit? My compiler throws a shitload of warnings and the game keeps crashing on me.

>> No.10156592

>>10156460
Stepdamage powerup for player when?

>> No.10156595

>>10156550
Why do you say it's forgotten? There are multiple threads about it right now.

>> No.10156609

>>10156595
Because he hates it.

>> No.10156629

>>10156592
You can already ram through breakables with shields, especially if you have a quad and/or haste buff.

>>10156351
Did some testing and everything *seems* to be working fine. Make sure 'style' isn't set, and 'style2' is set to 1.

>> No.10156640
File: 11 KB, 184x184, niceguy.jpg [View same] [iqdb] [saucenao] [google]
10156640

>>10156550
>make it to GZ's waste processing level
>"not enough shells for super shotgun"
>actually run out of ammo for my favorite guns just like in DOPA
>now have to use the stockpiled ammo for all the better weapons
damn man life is safari

>> No.10156658

quake 2's single shotgun should be the starter weapon and have infinite ammo separate from the super shotgun's shells
there are no negative balance ramifications from this because it'd still be the worst shotgun in gaming

>> No.10156664

>>10156658
I wouldn't have been upset with a damage or firerate buff to the single shotgun and grenade launcher.

>> No.10156665

>>10156658
It's damn useful against guards, flyers and grunts

>> No.10156674

>>10156658
they've fixed it actually, somewhat.
it no longer has that 1-second pause between the end of animation/sound and the ability to refire.

>> No.10156679

>>10156658
Just give the player both the shotgun and blaster at the start.

>> No.10156680
File: 477 KB, 1920x1080, ironwail 2023-08-14 17-55-00-907.png [View same] [iqdb] [saucenao] [google]
10156680

>>10156629
>'style2' is set to 1.
That's what I was missing. Alright halfway there. With randomflags set to 4097 like I mentioned, and randomflags 2 set to 34, only gremlins and vorelings are spawning but there should be dogs, gremlins, vorelings, and polyps. Any ideas why it's not working?

>> No.10156686
File: 2.12 MB, 2560x1440, q2e_evenMOREbmaps.png [View same] [iqdb] [saucenao] [google]
10156686

>>10156664
>>10156674
Wait I'm dumb as hell and remembered I tested it myself a few threads ago: It actually fires very slightly faster now and the sound and animation changes just make it seem slower.

>> No.10156698

>>10156686
yeah, I think it was mostly the sound, potentially with 10hz ticrate creating the impression of lagging trigger. feels much better now.

>> No.10156709
File: 163 KB, 1280x960, He hates it.jpg [View same] [iqdb] [saucenao] [google]
10156709

>>10156609

>> No.10156724

>>10155005
They've spoiled us lately. Although we've been getting spoiled with doom mods/wads for years, it's about time the other games got some love. I'm having a gay old time alternating between like 5 different shooters.

>> No.10156732

>>10155279
>My name's Johnny Nukem and I'm here to HUH HAH HUH and WOAH MOMMA
>I'm all outta WOAH MOMMA

>> No.10156737

>>10156032
I'd like to play an unorthodox doom mod where you play as Spider-Man with a machine gun.

>> No.10156741

>>10156737
why is this not a thing already?
there's Batman but that's still too conventional as far as Batman goes.
also Spawn i need Spawn Doom or even Douk/Blood Spawn

>> No.10156746
File: 392 KB, 506x577, 1626668740651165.png [View same] [iqdb] [saucenao] [google]
10156746

>>10156741
>Spawn Doom
https://www.moddb.com/mods/spawn-path-to-damnation

>> No.10156768

Which classic FPS protagonist would have the highest chance of actually completing their goal IRL?
Who gets fucked over the hardest?
Let's say both enemies and the player do a realistic amount of damage, and our protagonists can only run at peak human speed while carrying at most a handgun, a shotgun, an explosive or energy weapon, and a rifle from their respective series, with limited ammo supply for all of them.

>Doomguy
Might stand a chance against Doom 1's roster if zombiemen react slower than living soldiers and he plays his cards right.
>Ranger
Another maybe success against base Q1 enemies if he bullfights fiends well.
>Bitterman
Completely and utterly fucked without 24/7 power shield, which probably isn't feasible. Wouldn't run out of ammo as long as he's killing though.
>Duke
Completely and utterly fucked, especially if he's still wearing a tanktop instead of armor.
>The HUNT
All dead from broken shins entering ass on the first level, let alone the million bullets to follow.

Any more? State your case.

>> No.10156780

>>10156768
Remove the ammo supply limit anon. Doomguy dies, there's no reason for ammo to be abundant in Hell. Ranger dies, no ammo in forlorn castles from beyond. Bitterman is on a planet of military tech so he has a chance. Duke is fucked as you say. The HUNT?

>> No.10156785

>>10156780
For brevity sake, ammo would still inexplicably be strewn about everywhere it currently is, they just can't carry as much of it at once.

>> No.10156795

>>10156768
Caleb. his main enemies are those Jawa guys, and they're like 3 feet tall in A New Hope, they stand no chance. plus he's got that cool hat, nobody fucks with a guy with a cool hat.

>> No.10156806
File: 107 KB, 220x376, smallangrycultistnoises.gif [View same] [iqdb] [saucenao] [google]
10156806

>>10156795

>> No.10156809

>>10156527
I like sword: that's a personal weapon.

>> No.10156813

>>10156795
I think Caleb may be a rare case where he's more durable in reality than in the game, due to supernatural bullshit coursing through him. STILL a bitch to deal with that many well trained gunners though, he'd basically have to be clairvoyant about ambushes to make it through.

>> No.10156818

>>10156186
PS2 only. Dreamcast had a slightly different version of PC single player, with some maps replaced with Team Arena ones.

>> No.10156829
File: 154 KB, 800x800, 1557628295702.jpg [View same] [iqdb] [saucenao] [google]
10156829

>>10156813
>I think Caleb may be a rare case where he's more durable in reality than in the game, due to supernatural bullshit coursing through him.
Part of his bullshit, and an actual mechanic that sets his shooter apart from the others, is he can eat hearts that assigned enemies drop on death. The others have to rely on medical supplies only.

>> No.10156841

>>10156768
>Which classic FPS protagonist would have the highest chance of actually completing their goal IRL?
Kyle Katarn, Lo Wang, Caleb, Corvus, Baratus, Parias, Daedolon, other mystical heroes like Catacomb 3-D guy (Patton or whatever)
>Who gets fucked over the hardest?
BJ Blaz

>> No.10156843

>>10156768
Duke and the HUNT are the only ones getting any drinkable water.

>> No.10156854

>>10156785
>>10156768
Doomguy makes it to the Spider Mastermind and dies since he didn't have enough cells. The Tower of Babel has the two rooms with oodles of rockets so he can make that. I think the Ranger dies at the first shambler he encounters since he's not expecting this giant yeti monster to be able to conjure lightning in its hands. Bitterman can make it, military planet will have medical facilities everywhere. I think Ranger gets it the worst but only relatively so. The lightning will stop his heart and overload his brain so it's lights on, lights off. Didn't have a chance.
>>10156841
Wo Long fucking dies at the first shadow bad guy with explosives anon. It's funny that the conditions are just describing Half-Life.

>> No.10156874

>>10156527
Did you set the option where you can manually sheathe the blade for that extra strong draw slash?

>> No.10156881

>>10156874
I think I just switched weapons which auto-sheathes it but I should have done that instead.

>> No.10156885

>>10156854
i reckon shooting a giant brain in the face would be more effective irl than ingame, so doomguy might win that still

>> No.10156889

>>10156881
If you ever revisit Final Doomer, toggle that option on, along with the "advanced" mode for Hellbound's C4, it makes it really fun to use.

>> No.10156898

>>10155005
what about goldeneye? is that gonna be a thing soon too?

>> No.10156901
File: 385 KB, 850x1100, 1681739908814569.jpg [View same] [iqdb] [saucenao] [google]
10156901

>>10156768
>Serious Sam
VS. enemies, I bet he could do it. Guns and ammo get teleported in so that's not an issue. And Sam himself doesn't move extremely fast to begin with so he could realistic dodge everything (except arachnoids, just like take cover lmao).
VS. the environment however is a whole other story. There are so many bullshit traps in both TFE and TSE that I don't see how anyone could anticipate them. Also he's going to be more red than a major biomech after spending so much time in the searing desert with just a t-shirt on. At least he has sunglasses.

>> No.10156909

>>10156096
Why should I use these two source ports instead of... say, Crispy doom (no I'm not the same anon I am curious to know)

>> No.10156917
File: 362 KB, 453x566, hhhhhhhhhhhhh.png [View same] [iqdb] [saucenao] [google]
10156917

>>10156746
thank you very much based Caleb poster.
totally missed that

>> No.10156918

>>10156909
Crispy hard caps at og doom compatible wads. I personally believe that boom continues the spirit and is still very vanilla like. It's very easy to get that crispy look in FDWL (dsda fork) or Woof while getting a little bit more functionality for some really good wads.

>> No.10156919

>>10156780
I'm assuming the ammo/weapons in weird dimensions is there either from previous expeditions (like in Doom 3) or was brought there for the zombie monsters to use.

>> No.10156924

>>10156918
what wads are compatible with woof, may I ask? I've been using crispy doom lately for my playthrough of doom 2, so any wads that work on Woof would be nice to know.

>> No.10156934

>>10156924
Boom compatible maps are where a ton fo things went. I highly recommend the doomer board projects to see some of the best it has to offer. They're all very thematic. The holiday ones are a solid introduction.

>> No.10156935

>>10156901
sam could definitely do it until a single bullet toting enemy pops up when he's in an open field
that seems to be the kicker;
>does the game have enemies with conventional bullet weapons? can you kill them before they shoot?
BFE sam is totally screwed on that front
but netrisca might realistically reveal some stuff about the layout of an area to lessen the surprise of traps

>> No.10156964
File: 7 KB, 200x200, MrBlonde_hq.jpg [View same] [iqdb] [saucenao] [google]
10156964

>>10156768
The Turoks would have an easier time, it's never mentioned in the games but according to the comics weilders of the Light Burden are more resistant to injury than a normal. Also many of the enemies are creatures that have no ranged weapons, while Turok is armed to the teeth- the Light Burden also acts as a quantum storage device so they can carry more weapons.

Doom 3 marine also has it easier than usual, you only fight a few enemies at a time, ammo and armor is more plentiful from lockers, and the Soul Cube could be used to 1 hit KO harder things later on. There's even a video log that explains how to defeat the BFG before he meets Sarge.

Tommy from Prey and Jack from Bioshock have it the easiest, as they are both virtually immortal.

As for the most difficult, Bitterman is in trouble. Most of the Strogg probably have amazing accuracy from cybernetic upgrades, and many of them probably have better weapons and armor than most marines. Stroggos is on high alert since there's an invasion of the planet in progress so stealth would be difficult. There would also probably be a lot of locked doors and barricades that he would need a demolition team to get through.

One that no one mentioned is Perfect Dark. Many of the enemies in the game have a CMP 150, which has an automatic target mode. Joanna is going to have a rough time outside of stealth.

>> No.10156972

>>10156935
Yeah arachnoids would definitely be the biggest threat. But I can't recall any point where you didn't have cover (or an option to "juggle" multiple arachnoid stuns) in TFE. There is one fight in the Tower of Babel in TSE however that has some nasty arachnoid traps.

>> No.10157000
File: 77 KB, 680x680, media_F2ns9kcXoAwl9Wh.jpg [View same] [iqdb] [saucenao] [google]
10157000

>>10156964
Medal of Honor is certainly the worst case scenario
"Shoot your way into this heavily fortified enemy castle. Here's your standard weapon and gear. Go and win the war for us"
It's not much different than Quake II now that I'm thinking about it but even in Quake II Bitterman is part of a massive assault so maybe what we're seeing is survivor bias, out of all the marines he won the survival lottery despite the odds.

>> No.10157005

>>10157000
this pic looks like its ftom something really gay and shitty

>> No.10157012
File: 631 KB, 1000x655, Duke for Quake.png [View same] [iqdb] [saucenao] [google]
10157012

Why is doomwiki so complete with information about maps, enemies, secrets, all games, but quakewiki is focused on Quake 1 only and just the technical aspects?

>> No.10157020

>>10157000
An FPS protagonist during a war/battle is going to at least have the advantage that the enemies are probably busy fighting someone other than you. It gets kinda silly though in situations like you mentioned where the story specifically says that you are being sent by yourself. Even if someone could do it alone it would make more sense to send a team.

>> No.10157021
File: 757 KB, 2560x1440, Screenshot_Doom_20230814_233527.png [View same] [iqdb] [saucenao] [google]
10157021

What in the hell do these do and how do I use them?
I'm playing Heretical Doom.
I understand the inventory on the right even if I don' t use any of them.

>> No.10157025

>>10157021
Oh, I should add, I know what the flasks do and how to use them because I bound a key for them. But I don't know what the others are called or what they do.

>> No.10157034

>>10157021
read the wiki

>> No.10157074

>>10157012
i guess because the classic Quake fanbase is mostly mappers themselves and mostly for Quake 1

>> No.10157103

>>10156680
That was indeed broken and I have no idea why, but I went full autism and completely re-coded how monsters are selected and it just works now. New progs.dat is up.

>> No.10157135

Do Ironwail or vkQuake support the Kex Quake dynamic lights? Is there some command I have to use to make them work?

>> No.10157136
File: 1.10 MB, 1920x1080, varietal_rumble_1_2023-08-14_21-53-10.png [View same] [iqdb] [saucenao] [google]
10157136

>>10157103
Fucking works, you're the man dude.

>> No.10157164

>>10157034
Oh, they get stored in your inventory and are used automatically.
The mystic urn is now a revive that spawns you with your progress through the level saved.
Sorry. I've just been having trouble figuring out the controls "the way they were supposed to be" for old games and googling "heretic controls" doesn't point you to the nice wiki.
I didn't know if Corvus is supposed to be able to jump (no) or free aim (yes).

>> No.10157259

Corvus is shorter than Doomguy. He's having trouble shooting through the windows when I turn free aim off. The Phoenix Wand is more deadly to myself than anybody, sadly.

>> No.10157275

ashes afterglow spinoff but you play as a warlord called immoran joe

>> No.10157290

>>10156086
60% Unity port (You get this off of Steam and other storefronts)
30% GZDoom (might be a bit higher now because of myhouse.wad)
10% Everything else
This doesn't just apply to Gen Z, most people will use the most convenient option over the best option if it requires more "effort" (aka a few extra clicks)

>> No.10157298

>>10157275
Speaking of.
Anyone else think they heard it wrong in the movie and thought it was supposed to be, "Immortal Joe". Isn't that what you would name yourself as some sort of wasteland king?
Though perhaps it's just as easy to trick people by changing a letter and making everyone go, "Isn't it supposed to be Immortal Joe?" and now you're thinking about how this guy might be immortal or so powerful that you'll never be able to overthrow him.

Maybe I should go into some investment firms and name myself "Millionaine Max". I bet those words alone would make me a millionaire.

>> No.10157306

>>10157298
it's like saying imperium instead of empire
sounds more mystical and sticks more

>> No.10157313

>>10155287
ogey.

>> No.10157316
File: 1.40 MB, 1920x1080, SeriousSam 2023-08-14 23-33-56-808.jpg [View same] [iqdb] [saucenao] [google]
10157316

>>10156541
Yeah I don't mind it now. You think pic related's fight might be a little too hard if you intend for there to be almost no health drops before the end? On serious difficulty.

>> No.10157364
File: 373 KB, 1536x2048, F3cSVgsXoAEc1dq.jpg [View same] [iqdb] [saucenao] [google]
10157364

Quakecon of all things has the best looking venue of any con I've ever seen.
Quakecon.
It's amazing what you can do with just a little fucking lighting.

>> No.10157462
File: 1.25 MB, 1920x1080, GroundZero.png [View same] [iqdb] [saucenao] [google]
10157462

>>10156315
>The tough guys have came to kill, but stayed to rape and ravage.
What did Sonic mean by this? Jokes aside, I like Methods of Destruction.
>>10156768
>Any more? State your case.
Kind of off-topic, but Thyrion is fucked after the end of Hexen 2 and Portal of Praevus. I would say that player characters are most likely going to turn on each other, so they won't even need to wait for Serpent Riders to return.
Wait... In case there's no "not retro" whining this time around, Shelly probably could pull through at least half of her Ion Fury journey: I think the end of Off the Rail map could get her. You can also argue that she would be overwhelmed by all those cyborgs at Reformation Plaza or in latter maps, including the whole Subterranean Climax.

By the way, you totally can just open a specific Unit in Quake 2's re-release to get specific achievement. You might actually get straight to last map, but I just marathoned through last Units of both Mission Packs. I remember it being more strict in Quake's re-release.

>> No.10157464

>>10157462
>you totally can just open a specific Unit
well, doesn't that make them harder than continuous? it's not exactly a pistol start, but you lose your hoarded stuff. and the achievements are all for finishing a unit.

>> No.10157517

> trying "hand 2" in yq2
> the weapon viewmodel disappears

am I missing something?
I also tried changing r_gunfov but nothing happened

>> No.10157524

>>10157517
right is 0, left is 1. what are you expecting?

>> No.10157525

>>10156518
IIRC it only swaps the first map of the PC version for the N64 port's starting level, then it just butchers all the original PC levels to be much more linear so that the PS1 doesn't need to choke too much when showing-off the extra eyecandy lensflares

>> No.10157526

>>10157517
Hand 0 is right, hand 1 is left, hand 2 is center, however, there are no centered view models in Quake 2, the "center" handedness option simply sets the projectile origin to the center and disables the viewmodel.
Though, IIRC it should show an icon of the weapon on the HUD at the same spot as the help computer, weird that Yamagi doesn't seem to do that.

>> No.10157535

>>10155856
IONripper is so fucking broken that it's not even funny how completely redundant the HB becomes once you get it, did the remaster did any attempt at nerfing it?
>>10156658
Imagine tht it's just the Q1 shotty that somehow had its RoF halved and damage doubled (as that's literally how it works in Q2). If you'll play the Q1's Drake mod alot you'd eventually get used to it.

>> No.10157548
File: 324 KB, 1920x1080, 1691688275442.jpg [View same] [iqdb] [saucenao] [google]
10157548

>they ported-over the twin-Railgun spiders from the Playstation version of Q2
I never bought any game via an on-line service, but now I'd might consider doing so for the first time ever...

>> No.10157553

>>10157548
As part of which campaign?

>> No.10157562

>>10156768
Duke has steroids, atomic health, his jetpack, and the shrink ray, his odds are quite good.

>> No.10157564

>Quake 2
>Start off with shitty blaster, but it almost immediately gets replaced with a shotgun
>The shotgun is then almost immediately replaced with a super shotgun because everyone knows where that secret level is
>Neither blaster or shotgun are used again
Both weapons feel kind of pointless, really.

>> No.10157567

>>10157548
I hated those things back on the playstation.
Imagine dealing with them with fucked up controls and no real ability to move and shoot at the same time.
I don't have to imagine, I'm looking forward to encountering them again for some revenge.

>> No.10157568

>>10157564
>he doesn't use the single shotty to clear out chaff that aren't worth two shells
Not very conservationist anon, Al Gore won't be pleased.

>> No.10157570

>>10157564
Another anon said it best: The starting weapon should have been the regular shotgun. It would still become useless, but it would feel better.

>> No.10157584

>>10157464
>well, doesn't that make them harder than continuous?
Not really, not on Easy. Maybe it's the difficulty thing, but they actually provide you with weapons and ammo (no items though, but they're not necessary).
>and the achievements are all for finishing a unit.
While I haven't tried it personally, supposedly you can just warp to the last map of a Unit, noclip to the exit and get achievement just fine: while you still have to go through each Unit in original campaign, Mission Packs, 64 and CotM are more straight forward.
Then again, running a marathon through latest Unit on Easy is a nice cheese where you can enjoy Mission Packs' weapons.

>> No.10157585

>>10156780
>there's no reason for ammo to be abundant in Hell. Ranger dies, no ammo in forlorn castles from beyond.
Other people obviously get there before him, you find dead marines at times, and zombies need to arm themselves with something, or were armed before being possessed, either way, there'd have to exist some ammo around. A lot of hell levels are also warped and infested tech bases, so you could expect at least some pre-existing supplies. For Doom 2, you're on Earth, and you could expect some similar circumstances as things turn more hell.

Quake is a little different on that point, it's a lot more 'lonely' and you don't always find dead people who could have brought stuff with them.

>> No.10157601
File: 2.64 MB, 640x480, coc_pop.webm [View same] [iqdb] [saucenao] [google]
10157601

>>10157585
>Quake is a little different on that point, it's a lot more 'lonely' and you don't always find dead people who could have brought stuff with them.
well, Q1 arsenal is a bit "out there". shotguns and explosives are sort of grounded, but nails and lightning? you can imagine those belonging to the various native populations, quakeguy just scavenges for whatever he can use in a situation.

>> No.10157603

>>10157564
You don't even need to bother with the secret level, the game has a ssg secret like five minutes later and its then at the very start of the next unit so it's super pointless

Maybe if the SSG ate five shells a shot people would give the regular combat shotgun some use, but that might be a bit much...

>> No.10157604
File: 1.39 MB, 2560x1440, 2320_20230815022642_1.png [View same] [iqdb] [saucenao] [google]
10157604

someone was asking if you can co-op Q2 64 unlike the Q64 addon in the first game's remaster was possible, and I decided to test local at least
honestly this is kinda neat, though the extra players disappear with the in-game cutscenes

>> No.10157606

>>10156768
Doomguy doesn't stand a chance. In a "realistic" hell, there is no air, only poisonous gas, and the ground is always a damaging floor, plus there are crushers everywhere. And complete darkness too.
The one time the doom franchise has ever been realistic is the end of E1M8.

>> No.10157607

>>10157601
What is coc_pop

>> No.10157609

>>10157607
it's from Call of Cthulhu DCotE

>> No.10157615

>>10157585
Honestly anon I think you're reaching too much. Other people can carry maybe a few pounds of ammunition each, and you don't find that many. A few pounds of ammo every few levels? Nah it just won't do. You ever been on a military base? Do you know how much ammo any given military personnel is carrying? Most of them aren't carrying anything.
>But what about expeditions to hell?
Which loops around to maybe a few pounds of ammo.
>A lot of hell levels are also warped and infested tech bases
What tech bases are there in the Slough of Despair? Or any given map from episode 2 and 3. Only a few have tech base stuff, the rest is just hell. Doomguy is fucked, and it's not like I hate him but you can never paint a realistic one man war against anything as large as the armada of Hell. Napoleon lost Europe, and he had an army.

>> No.10157621

>>10157615
>Which loops around to maybe a few pounds of ammo.
we consider the fact that these locations in hell are filled to the brim with zombified UAC personnel carrying weapons the Doomguy utilizes, and he'd have to McClaine it a bit but there's resources. the survivability of the environment is the bigger problem combined with the duration of the stay.

>> No.10157628

VRanon sorry to bug but the func_monster_spawners, when depleted, have no ability to trigger anything. What if a mapper say wanted to spawn a key after killing the last monster? Or trigger another monster_spawner after one has been exhausted? func_spawn and func_spawn_small, when their monster is killed or their item is picked up, will trigger things.

>> No.10157643

>>10155235
Get well anon!

>> No.10157647

>>10157562
a very common flying pain resistant sapient enemy has a chaingun
if atomic health heals you lots and hypothetically doubles someone's resilience to bullets as a substitute for extra HP he's still gonna die the second one of those fuckers comes out the woodwork and opens fire at his face
games with alien conquerors are exponentially harder to deal with than games with monsters unless the aliens are retarded and can't use conventional weaponry like in serious sam

>> No.10157652
File: 5 KB, 335x260, spawner.png [View same] [iqdb] [saucenao] [google]
10157652

>>10157628
This is what this spawner looks like. It's worth noting func_monster_spawn doesn't have the keyvalue target2 so obviously it wasn't built for triggering things after its monsters are killed, but that's sorta limiting I say. Ideally there would be two flags:
>trigger on depletion: triggers target2 (or 3, 4) on last monster death
and
>trigger on kill: triggers target2 on any single monster death
But I've asked a lot of you already so I'd very happily settle for trigger on depletion.

>> No.10157670

>>10157628
>>10157652
A bit of a roundabout way of doing what you want (and something else I forgot to add to the FGD : /) but you can add the 'child_target' onto the func_monster_spawner and give it the name of a trigger_counter. The spawned monsters should add to it upon dying.

>> No.10157714

>>10156813
He's really fast and agile, and I'd say he isn't really human anymore.

>>10157615
Military bases have armories, and once you have hell coming for a visit I imagine a lot of people will rush to arm themselves, probably under orders even. Aside from excursions by some, others end up in hell anyway and whatever equipment they've got is gonna be with them, along with any equipment which the zombies in hell are using.

Genuinely, I think that Hideous Destructor paints it all as plausible, and that mod makes the monsters much more mean and ferocious. The player can't fix some injuries with field medicine, but there's magic means for that, and the ability to bypass some locked doors and barriers means not having to always fight everything.

>> No.10157715

>>10157670
Oh shit it does both that's awesome. child_target>other monster spawner = trigger on single monster death. And then the depletion method just target the counter. Nice.

>> No.10157719

>>10157621
If the zombies aren't catching on fire from the heat in some places, I'd say it's bearable. Might be a lot of nasty shit in the air, which could be a long term problem, but Soulspheres help fix that, and you eventually get back to earth (where there's more of those).

>> No.10157725

>>10137870
>you can 'overkill' enemies in the brief period between when they die and when they become non-solid to instantly gib them
this may have had a knock-on effect for some enemies like vorelings who now only die via gibbing with no more death shriek

>> No.10157740

>>10157606
>E1M8
Why not give the benefit of the doubt and just assume it's a different Doomguy past Episode 1? If it's still E1 Doomguy, then just paint it on Hell itself reviving him and demons being too stupid to take his pistol away from him. Or he's forced to fight just for the sadistic pleasure of some demon.
Eitherway just play Hideous Destructor. Both Deimos and Phobos bases have all the equipment necessary for marines to survive
>poison gas
>damaging floors
>complete darkness
And it is flexible and utilitarian enough to both be used in combat and be highly mobile, letting the user run at full speed while wearing them.

>> No.10157746

Is the Quake 2 remaster better than source ports?

>> No.10157747

>>10157746
Yes until someone ports the AI changes to other ports.

>> No.10157748

>>10157746
Yes and no.
I don't like the weapon nerfs/changes.
But I love the new AI and some of the visual/lighting changes are neat. Plus you get the N64 version and a new episode.

>> No.10157751

>>10157725
>vorelings who now only die via gibbing with no more death shriek
Looks like I assigned their gib threshold in the wrong place, effectively making it 0 health. Whoops...

>> No.10157758

>>10157564
>>10157570
You get a shotgun within a minute so you basically do start with it. It’s also slightly more relevant on hard+ against non-hitstunnable guards. The blaster sees a tiny bit more use when you can quickswitch to it after you miss a few ssg pellets on a berserker and he doesn’t die in two blasts. They’re still pretty niche.
>>10157535
>did the remaster did any attempt at nerfing it?
It’s still gross. Biggest weapon changes I’ve noticed have been having the railgun nerfed to deal damage closer to the ssg and the grenade launcher arcing higher but from the center of the screen.
>If you'll play the Q1's Drake mod alot you'd eventually get used to it.
Not a fan of that mod’s single shotgun. Same sound and fire rate as the double but deals less damage. I also like the original super nailgun more.

>> No.10157760
File: 96 KB, 939x994, 1690485301415769.png [View same] [iqdb] [saucenao] [google]
10157760

>>10157751
happens. pls post when updated

>> No.10157761

>>10157747
>>10157748
I like the lighting, but it looks too bright in some areas. Will probably wait a couple weeks for a weapon patch or AI port.

>> No.10157765

>>10157535
>If you'll play the Q1's Drake mod alot you'd eventually get used to it.
Based
>>10157758
>Not a fan of that mod’s single shotgun. Same sound and fire rate as the double but deals less damage. I also like the original super nailgun more.
Not based

>> No.10157767

>>10157746
It is the best way to experience base Q2 and its official expansions, but it's sub-KMQ2 for mods etc.
Everything with a DLL must be specifically compiled for it (thankfully the remaster DLL is still open-source), every map with transparent textures (water surfaces, forcefields, etc.) must have its lighting rebuilt with the latest version of eriw's light tool (and running it on bsps tends to fuck with the brightness pretty nastily in most places), and other bits may or may not work (Juggernaut's hyperblaster replacement doesn't work properly, Sonic Mayhem's Guardian boss doesn't spawn in, etc.).

>> No.10157770
File: 139 KB, 1334x708, open air abortion.jpg [View same] [iqdb] [saucenao] [google]
10157770

>>10157760

>> No.10157773

>>10156658
>still be the worst shotgun in gaming
I dunno, I think the Q1 shotgun gives it good competition for that title.

>> No.10157774

>>10157746
good:
enemies do stuff now
damagescale works (1.5x is good)
shotgun is a bit faster
weapon switch is faster

bad:
not all the stuff enemies do is fun, by and large makes them unsatisfying to shoot at
i think the chaingun revs faster and it makes it super broken but that could be placebo due to the switch speed

fuck:
rail's fucked
nades are fucked (both thrown and launched)
power shield's fucked
projectile origination's fucked
stutters like a fuck (especially when fucking autosaving)
mouse input's fucked

all around i still vomit when i touch quake 2

>> No.10157789

>>10157770
:D

>> No.10157790

>>10157774
>power shield's fucked
?

>> No.10157797

>>10156658
You have not played Doom 3.

>> No.10157807

>>10157773
instant weapon switch letting you use it as a long range finisher after explosive dumping or to combo with the ssg to save shells on scrags invalidates this sentiment
>>10157797
doom 3 shotgun murders good
especially if you use its multiplayer spread value in singleplayer

>> No.10157815

>>10157797
kills every common enemy in 1 shot, making it the equivalent of SSG in classic Doom

>> No.10157823

>>10157807
Ironically enough I am the one that first posted here about the ssg + sg combos on knights in Quake. Just goes to show how much I need to stop posting here (like I didn't know that already).
And no, it doesn't invalidate anything.

>> No.10157827

>>10157765
>Not based
Keep’d instead. It even uses all my favorite skins for the weapons and buffs the wand.
>10157774
>chaingun
Placebo due to switch speed.
>projectile origination's fucked
Only the shotgun, chaingun, and grenade launcher were changed.
>>10157746
It does some things better and worse. Don’t forget that this and other rereleases are multiplat as well.

>> No.10157838

>>10157815
a more apt comparison is the Q2 SSG because that piece of shit doesn't work past point blank either
so obviously Q2 SSG is better than Q2 SG so D3 SG is too
>>10157823
you can't use the single shotty in Q2 as a combo weapon
it does double damage but fires more than twice as slow
it is assuredly less good at range due to higher pellet count and weaker pellets
it objectively sucks worse and i hate it

>> No.10157840

>>10157838
Be quiet, you stupid monkey.

>> No.10157842

>>10157746
does it run on old hardware, and will it be ported beyond windows?

>> No.10157843

wait i had a brainfart shotgun does 4 damage x 6 pellets not 6 damage x 4 pellets
oh well
still better

>> No.10157859

>>10157823
>Ironically enough I am the one that first posted here about the ssg + sg combos on knights in Quake.
I think I remember that. You got tilted at someone else for not getting what you were saying despite being wrong about that rotary shotgun’s effectiveness. Maybe you do need a break from here.

>> No.10157861

>>10157815
Except it has even less range than Doom 2's SSG, the spread is absolutely retarded.

>> No.10157870

>>10157859
Once I finish my violent rumble map I hope I can take a forever break from here.
And I said nothing about the dwell shotguns, just the vanilla ones.

>> No.10157875

>>10157870
>I hope I can take a forever break from here.
:(

>> No.10157876

>>10157875
Don't worry, the only thing you might notice is a sharp decrease in the number of insults thrown around.

>> No.10157878

>>10157316
Noted, thanks.
>>10157643
Thank you as well.

>> No.10157886

>>10157316
I can't believe serious sam is dead

>> No.10157952

>>10157861
>Doom 3’s shotgun spread is so crazy you need to put the viewmodel in an imps face to oneshot them
>imps in original Doom have a chance at surviving a shotgun to the face due to RNG
I’d say there’s no winning if each game couldn’t be so easily modded

>> No.10157964

>>10157952
Yeah, but Doom's (and Duke's) shotgun has pretty generous practical range, so it's a pretty good gun for engaging small and tight groups and at medium distances.

>> No.10157981

>>10157964
yes, and in Doom 3 you don't fight at a medium distance. everything is close-quarters, which dictates the balance.

>> No.10157986

>>10157964
Duke’s is very comfy. Basic alien goons die in one hit and the goons a step up take two - and these are most of what you encounter. For Doom there’s a fascinating and weird relationship with the shotgun and super shotgun going on and the chaingun makes it messier.

>> No.10157998
File: 3.16 MB, 600x338, 1668638750846290.gif [View same] [iqdb] [saucenao] [google]
10157998

>> No.10158026
File: 290 KB, 256x192, anon leaves 4chan forever.gif [View same] [iqdb] [saucenao] [google]
10158026

>>10157870

>> No.10158041
File: 54 KB, 1140x440, 1689586688864746.jpg [View same] [iqdb] [saucenao] [google]
10158041

>>10156658
>single shotgun should be the starter weapon
Based.

>> No.10158047

>posting non-retro new vidya example when Q1 started with a shotgun
Noggin bogglin

>> No.10158063

>>10158026
I meant this board, but yes you sadly have a point.

>> No.10158102
File: 97 KB, 900x900, 0ZOIQlWyRvc.jpg [View same] [iqdb] [saucenao] [google]
10158102

I had a dream this night where I was playing another /vr/ doom wad.
This wad was called 128 linedefs of /vr/.

>> No.10158114
File: 592 KB, 1130x900, hmmmm.png [View same] [iqdb] [saucenao] [google]
10158114

>>10158102
was it good? or are you just nudging the board?

>> No.10158151

I asked on another thread, but this seems more fitting: Is there a Cacowards for Quake games?

>> No.10158162

>>10158151
No, and at this point that's probably a good thing.

>> No.10158165

>>10154818
I finished Doom 1's first two campaigns yesterday and today. They were alright. Gonna probably play Inferno today.
I'm vaguely curious about all the WADs you can get for this game but I don't really know if they're for me. Aren't they just gonna be designed for the people with 5000 hours played of Doom? Like Kaizo Mario type bullshit but for Doom?

>> No.10158183

>>10157746
It's great in its own ways, much like re-releases of DOOMs and Quake... actually maybe less so due to lack of Add-ons feature that lets console (and mobile, in case of DOOM) to experience some community content without much hassle. Still, is ia perfect way to expereince Quake 2 for the first time anyway and its changes make it more fun overall.

>> No.10158192

>>10158162
So how can I know what the community considers the best maps for Quake games?

>> No.10158202

>>10158192
how do you know you will agree with "the community", given that even this "community" doesn't exist and all of them have different tastes.
just try stuff, hate stuff, love stuff
life stuff...

>> No.10158203

>>10158192
Not that guy you’re replying to but just go through and play what you like as well as what’s cool. There are some absolutely bitter and miserable Quakers here that make it hard to gauge what’s good or not.

>> No.10158206

>>10158192
Watch their overall score on Quaddicted. Keep your eye on the new releases on Slipseer. Also watch our So You Want To Play Some Quake vid. It lists most of the classics before 2018.

>> No.10158214

>>10158206
Thanks

>> No.10158236

>>10158165
The challenge is often escalated, yeah, as Doom and Doom 2 mostly aren't very hard, but many maps have difficulty levels implemented.
Plutonia is the toughest official set, and it doesn't pull punches, the Casalis wanted something which would bust their own balls on UV, but it's not unfair, and it has proper difficulty settings. If you get to that part and find it too obnoxious, try it on HMP, and once you've beat it, give it a run again on UV, you'll find that you can take it on and you'll really feel your skills improve.

>> No.10158242

>>10158114
In my dream it was okay. Although quite dark and more horror-inclined than regular doom wads. It was using vanilla doom 2 assets but instead of midi there were only some creepy ambient tracks.
That's all what I remember of it.

>> No.10158265

>>10158242
cool

>> No.10158271

>>10158165
last time I recommended Eviternity to a new player, honestly not thinking it a big deal, and he was miserable for weeks and eventually stopped posting, I think.
idk just try stuff and don't feel bad about bouncing off. I'd go with semi-official No Rest for the Living and Sigil first. but maybe also dip your toes into Ancient Aliens early, see if that's your jam. experiment n shit.
DBPs aim to be approachable, and more importantly, they're short. I liked 8, 13, 29. public favs are 37 & 47.

>> No.10158280

>>10158165
Kaizo Mario is an accurate comparison for shit like Flotsam but it really depends
Fan wad makers usually "intend" for you to purposefully use the level select cheat or die without saving to start each level on its own with only the pistol but unless the author is in a bad mood sunlust maps 17-20 they don't actively prevent you from keeping your guns and ammo from previous levels and playing the wad as one continuous campaign
If using mods isn't off the table there's a decently big community of mods for GZDoom that replace the doom weapons with cooler and more powerful weapons as a way to play levels that look cool but are above your paygrade

>> No.10158281

>>10158271
i'm not the best at Doom but Sigil kicked my ass a bit.

>> No.10158284

>>10158271
>recommended Eviternity to a new player
did you tell them to play on easy? Because it's well made but it's definitely not friendly for newcomers.
>>10158281
Did you do pistol starts? I found it to be mild with continuous play.

>> No.10158294

>>10158284
I did not.
Eviternity & Sigil were my reintroduction to Doom after about 5 year hiatus, and I played them fine on UV (though continuous).
getting a bit of a kick is what usually gets me invested, just going through the motions is boring.

>> No.10158306

>>10158284
>Did you do pistol starts? I found it to be mild with continuous play.
continuous. but i don't play doom often

>> No.10158320

>>10158236
>>10158271
>>10158280
Thanks for the good writeups fellas. I had no idea that a lot of wads were intending me to start each level with just a pistol, sounds rough. I decided to mess around with WADs a bit instead of moving on to Inferno anyway and so I'm playing Scythe some but it's pretty clearly above my level hah. I'll note the recommendations down and keep playing stuff.

>> No.10158325

>>10158203
why are they consistently showing signs of anosognosia and personality disorders? If they go untreated they might end up killing someone or themselves.

>> No.10158349

>>10158325
i think you're being a bit dramatic

>> No.10158368
File: 1.65 MB, 1527x1080, F3fTFIfaYAAakZl.png [View same] [iqdb] [saucenao] [google]
10158368

>>10158320
The thing with Pistol Start is that there's usually nothing which will force you to, some .wads use death exits sometimes for that, but otherwise you can just carry over stuff, and that'll make things easier.

Since you're green, don't sweat it too much, it's not too hard to learn and improve. There's even resources which help make it easier.
Anyway, since you're still on Inferno, I'd suggest that you either wait to do Thy Flesh Consumed for after you've beat Doom 2, or that you lower the difficulty level, because the first few maps of that episode are real ballbusters. Don't sweat canon or anything.

>> No.10158386

>>10158165
>I'm vaguely curious about all the WADs you can get for this game but I don't really know if they're for me. Aren't they just gonna be designed for the people with 5000 hours played of Doom?
A lot of them will understand that and will change enemy, item, and weapon placements according to difficulty. Those are also the only things that change from skills 2-4, all damage dealt and recieved remains the same. I’m Too Young To Die halves the damage while Nightmare overtunes and does its job, both will double your ammo. If you’re worried then start in the shallow end/lower difficulties for newer maps as opposed to diving into the deepend.

>> No.10158390

>>10156658
>Quake 2 shotgun the worst in gaming
>not the damn near unusable melee weapon that is the Doom 3 shotgun.

>> No.10158392

>>10158386
>I’m Too Young To Die halves the damage
Specifically it halves the damage taken.

>> No.10158394

>>10158325
Mapping for retro shooters draws in lot of autistic people. Some of autistic folk have tendency to get into drama, because they might see some little normal thing (like somebody fixing a slight source port bug or somebody not fixing a slight source port bug) as an absolutely universe breaking shit that destroys whole lives. Then when you put 30 of these guys into same community all hell breaks loose. And I say this as a nitpicking actual autist myself. We get quality shit done, but we are absolutely nightmare to work with (occasionally).

>> No.10158413

>>10158368
Or he can go all in and beat it right away. It's just the first two and E4M6 that are really hard.

>> No.10158420

>>10158368
Who are these two sluts? They're not the usual touhou girls.

>> No.10158437

>>10158281
Sigil is as if Romero had all of E4 for himself and just went nuts, it's a tough cookie on UV. Some people regard KDITD as the pinnacle of FPS mapping and what all mappers should always strive for, and those people went absolutely ape when Sigil wasn't easygoing and mild on UV. It was very funny.

Anyway, difficulty levels exist for a good reason, I'm comfortable doing Plutonia on UV, it's a Goldilocks level of challenge for me, but I've run into a lot of .wads where I have to stop and drop down to HMP or HNTR just because they turn my asshole inside out. I never really got into slaughter style gameplay too much, I kinda wanna practice that a bit so I can at least handle such maps on low skills, because even Go 2 It overwhelms me most of the time.

>> No.10158449

I HATE PAIN ELEMENTALS
I HATE REFUELING STATION
I HATE THE PIT
I HATES IT I HATES IT I HATES IT

>> No.10158459

>>10158437
i didn't find it frustrating, just tough, i could have played a whole megawad of it. i'm one of those who liked it.
i'm okay with hard wads like Plutonia too(i prefer it to Doom 2) i just can't eat them raw with pistol start but that's a non-issue.

>> No.10158465

>>10158420
bro, they're not sluts, they're literally the only vtuber worth watching
2 twin dogs, either english-speaking japanese, or english-speaking larpers pretending to be japanese, but in any case, they're great, very entertaining

>> No.10158471
File: 79 KB, 877x708, 1691000863088689.jpg [View same] [iqdb] [saucenao] [google]
10158471

>>10158413
He could, but E3 UV and E4 UV is a bit of a whiplash in difficulty, E4M1 is super stingy on resources and E4M2 starts you out with a medicine ball to the teeth right away. If you're not ready for that, they can feel a bit like a wall.

Consider that E4 was basically made after Doom 2's levels and as a bonus for buying Doom 1 as a retail product, or for already having bought it via mail order before. It's kind of an escalation past Doom 2's late game difficulty, even if only a few of the levels are actually hard.

>>10158420
Uh, some new vtubers or something, pair of fox or coyote twins, forgot which. May or may not be twins IRL, they usually stream together as a pair or something.

I watch very few tubers tbhfam, just the most recent image I saved and I always loved that meme.

>>10158449
I love Refueling Base. Don't really like The Pit that much, it's kind of like Tricks & Traps if it wasn't as good or well put together.

>> No.10158478

>>10158471
the problem with refueling base is by the time I get to it most of my ammo reserves are fucking gone because the Pit is a fucking ammo burner so I have next to no ammo for my good weapons to deal with all of the pain elementals and revenants. I hate getting filtered by these two levels alone.

>> No.10158497

>>10158165
Kaizo Mario style Doom levels exist, for instance Hell Revealed and Hell Revealed 2. They're however not particularly good and I'm glad that kind of level design stayed in the past, Alien Vendetta is just a million times better.

Speaking of which, there's a classic level set which has proper difficulty levels implemented, Alien Vendetta is kinda nuts on UV, but on HMP it's roughly like Plutonia on UV, and easing up more on HNTR. Not every level set will have implemented difficulty levels, but a lot of the good ones often will, and design sensibilities in the recent decade has developed to the point that people seem to feel more compelled to implement it.

>> No.10158532

>>10158465
>>10158471
Thanks brothers. And the word slut does not have much negative meaning for me, I like all sorts of ethots. Bro

>> No.10158534

>>10158478
all Imma say is fuck sandy petersons levels

>> No.10158539

>>10158449
Are you playing without the vanilla 21 lost souls limit? The pain elementals can't spawn them at the start of both maps you mention, makes the maps much less frustrating than they already are.

>> No.10158568

Are there a lot of people playing Quake 2 multiplayer right now?

>> No.10158607

Is Return of the Triad any good?

>> No.10158610
File: 344 KB, 1920x1076, NUGG0000.png [View same] [iqdb] [saucenao] [google]
10158610

I made 5 tech base maps using only 100 linedefs each.
Download Rise of the Triangles Episode 1 here : https://files.catbox.moe/i2xknd.zip

Boom compatible
All music is taken from Rise of the Triad and Rise of the Wool Ball.
Breaks in ZDoom-based source ports, Nugget Doom or DSDA-Doom are recommended.

Please give me feedback, would love to hear from you!

>> No.10158617

>>10158394
And then the actually decent people get bullied out TE13 by the unrelenting torrent of assholes and dickheads.

>> No.10158631

>>10158617
who's that? what happened?

>> No.10158653

>>10158607
Yes

>> No.10158654

>Quake2 Parasites are no-longer discount Shamblers
And it only took 25 years to finally fix them...

>> No.10158708

>>10158654
>discount Shamblers
Shamblers have a wind-up, Parasites don't.

>> No.10158741

>>10158617
I don't know this case that you are referring to. I don't usually follow drama.

>> No.10158753

>>10154819
[8-19] 100 lines limitation mapset, anon would like a feedback
>>10158610

>> No.10158754

>>10158394
I don't know how anyone can genuinely map.

Say someone makes a map and is like "this took me a thousand hours making this quake map I hope you like it" some dude will just leave a comment like "there's a misaligned texture on this one box in this one room". Not "I enjoyed this, nice work" or something.

I just don't know how you could spend so much of your rapidly fleeting free time on something so nice that, if you're lucky, maybe two dozen people will actually play and of that two dozen maybe 6 will give you feedback or leave a comment and 5 of the 6 comments will be telling you how you fucked up.

I couldn't do it. And I have a lot of respect for the poor mapper and modding dudes who do it who are normal dudes.

>> No.10158773

>>10158754
That's because you're a faggot who maps for other people.
I map mainly because I have an idea and an intrinsic urge to map.
It has to leave the system somehow.
Of course when mapping for a community project I will also dumb it down as much as possible and try to make it fun for other people.

>> No.10158787

>>10158754
>I don't know how anyone can genuinely map.
Same. Maybe some day I'll feel a notion to map for my own enjoyment, relive magic once again.

>> No.10158796

>>10158754
Needing validation is cringeworthy. I map because I make maps that I enjoy playing and replaying.
The only feedback I care about is constructive criticism, especially regarding areas of level design in which I feel weak. I genuinely don't care if other people don't like my maps, although I won't be discourteous or anything.

>> No.10158809

>>10158754
>I don't know how anyone can genuinely map.
By not expecting anything to come from it, unless they're trying to make a product they can monetize, like the few dozen games made in GZDoom.
Doom mapping for most people is a passion and expressing their creativity, not a necessity. No one fucking cares what you do for your free time as long as it's not injecting heroin in your veins. If every mapper shared the same thought as you, Doom modding as a whole would have been dead ages ago.

>> No.10158820

>>10158754
not a mapper, but as someone who struggled a lot with getting feedback and criticism for work, it's one of these things that you can get used to by getting exposed to it more and more often

>> No.10158827
File: 922 KB, 2560x1440, bloom.png [View same] [iqdb] [saucenao] [google]
10158827

>> No.10158828

>>10158754
>I just don't know how
It's a fun hobby. I see it as my art. I don't do it to be an attention whore.

>comments will be telling you how you fucked up
I glad of these, because they make evolve as a mapper. I give these comments as a token of my appreciation. If I don't care about a wad/map/pak, I don't need it to be fixed. But maybe I should express myself more softly. I learn something new every day.

>who are normal dudes
What is normal? Over emotional and fragile consumer by your definition? If it weren't for us autists and other obsessed dudes, you wouldn't be even playing these games, because there would severe lack of source ports and content.

>> No.10158841

>>10158827
nice

>> No.10158868

>>10158753
Thank you

>> No.10158883

>>10157585
I've been thinking about Hell recently.
In the Doom universe, since it's the future and we're clearly fucking with actual Hell, Satan being king of that domain can do as he sees fit. Here on Earth today, a giant demon can just pierce any human with any armor with it's claws and strength and it can probably rip the top of a tank open and spit fire down inside or whatever. But in the Doom universe there's obviously way more tech and the individual Mars Marine is armed to the fucking teeth and able to shred demons at a distance, so Satan feels the need to arm and start upgrading from 1AD technology to 2149 tech. Hence, the Cyber Demon.

>> No.10158908

>>10158796
I'm not saying everyone should be kneeling and kissing mappers feet but Jesus you'd think that someone spending hundreds of hours on free content the least people could throw was a few "neat/thanks/I liked this" etc. I'm talking literally the least effort possible.

>> No.10158921
File: 57 KB, 252x235, wacky workbench[sound=files.catbox.moe%2F65ncsf.ogg].png [View same] [iqdb] [saucenao] [google]
10158921

https://files.catbox.moe/byf48z.wad Kart anon, I updated Parias

>> No.10158931

>>10157000
Bitterman also has the benefit of crashlanding way off course. The Strogg main forces are preoccupied with the main invasion force elsewhere on the planet so he only has to deal with the riffraff left on guard duty.

>> No.10158951

>>10157000
>Medal of Honor is certainly the worst case scenario
Medal of Honor was smart about its setup. You're in tactical operations that all are small-scope setpieces in the war that don't try to break the bank on scale until certain game climaxes, and that's when you're not just stumbling through the battlefield of major operations. Now yes the protag of Frontline should've died a thousand times over in Normandy, any WW2 game that has you die liberally on the D-Day beach pretty much teaches you that this shit was a meatgrinder, but otherwise most everything else is war movie tier luck and film realism logic of small skirmishes and ops that can reasonably be survived.

>> No.10158959

>>10158908
>the least people could throw was a few "neat/thanks/I liked this" etc. I'm talking literally the least effort possible.
People aren't obligated to play my maps, let alone leave feedback. Literally any effort they put in is a grace—even just playing the map and keeping it private.
I'm talking about the motivation to map, and anybody who cares about such pleasantries from others is mapping for the wrong reason (to an extent.) As long as I can play my own maps and think such things, I'm satisfied.
I won't act like feedback isn't validating, but expecting any level of engagement just because you put an arbitrary amount of effort into something is naive at best and entitled at worst.

>> No.10159016

>>10158931
>getting clipped just saved your ass, marine
Bitterman would have otherwise gotten screwed and EMP’d along with everyone else. I suppose Q4’s Kane got similarly lucky but more due to Strogg being dumb and having the “mind conversion” part of the process be the LAST step as opposed to the first.

>> No.10159031

>>10159016
I imagine the stroggification process was not planned to be done while under siege

>> No.10159032

>>10159016
>having the “mind conversion” part of the process be the LAST step as opposed to the first
sounds like they operate by the Shocker playbook

>> No.10159047

>>10158610
I will try to play tonight when im off work.

>> No.10159054

>>10158827
>that gun photoshopped on Caleb's right hand

>> No.10159056

>>10159016
>having the “mind conversion” part of the process be the LAST step as opposed to the first
something something the meat tastes better if there was suffering involved
probably

>> No.10159061

>>10159031
That's strange. I'd imagine Stroggs would intensify stroggification process while their under siege under attack by the space cowboys at Strogg Ram Ranch Facility

>> No.10159074

>>10159061
It's safe to say the strogg are smart but not wise

>> No.10159083

>>10159016
>Q4’s Kane
I still strongly believe that Quake 4 should've stuck with Bitterman as a protagonist with the game starting off with him getting captured and going through Stroggification.

>> No.10159149
File: 67 KB, 132x146, 1649209555744.gif [View same] [iqdb] [saucenao] [google]
10159149

>> No.10159152

>>10157842
>does it run on old hardware
No, it's 64-bit.
>will it be ported beyond windows?
Yes, all major consoles are receiving a version :^)

>> No.10159156

>>10159152
Anything that can run a Switch emulator can play it. The game even supports keyboard/mouse controls on console.

>> No.10159180

>>10159016
>be the LAST step as opposed to the first.
Something something brainwashing needs to interface with the other implants to work properly.

>> No.10159192

>>10157842
The source code was released, so linux based ports will bhave the same shit eventually.
though it probably runs flawless through proton.

>> No.10159231

>>10157842
>, and will it be ported beyond windows?
quake remaster runs perfectly on linux via proton, didnt check q2 though

>> No.10159261

>>10159149
kek'd
is this part of a project?

>> No.10159282

>>10159156
The game even supports keyboard/mouse controls on console.
nice. it's been a while.
last one i remember was UT99 on PS2.
did Quake 3 support it?(i know about Deus Ex and HL)

>> No.10159365

>>10158607
Yeah, it's pretty good. There's some rough bumps I was hoping would be addressed for its bundling with Ludicrous Edition, but it doesn't seem to have happened. It's nothing gamebreaking though, just some oddities stemming from its nature as a pre-ZScript TC.

>> No.10159379

holy moley I hate D64 lost souls and pain elementals

>> No.10159397

>>10159379
Worse than The Doom II Classic AND Doom 3 versions?

>> No.10159430

>>10156160
I am not going to subject myself to more terminal that is not related to coding.
Regardless, loved IDE for auto-download for mods.

>> No.10159436
File: 3.95 MB, 1920x1080, DoE simple things.webm [View same] [iqdb] [saucenao] [google]
10159436

mood

>> No.10159439

>>10159056
Yeah that’s a bit too stupid for me.
>>10159083
Those kinds of hooks were big back then. The CoD4 nuke wouldn’t have left as big of an impression if the game opened up with it.
Either way it becomes the least of the game’s issues. Being stuck in the same taxing engine as Doom 3 was probably what hurt it the most: The game needed Halo sized battles and encounters, not a bunch of fights in uglier D3 hallways.
>>10159397
64 elementals and lost souls are absolutely uberbuffed. It’s almost enough for me to forgive the lack of a vile.

>> No.10159489
File: 302 KB, 600x329, Sorlag gets a message.png [View same] [iqdb] [saucenao] [google]
10159489

>>10154906
What mod is this?

>> No.10159494

>>10159489
Deathstrider.

>> No.10159497
File: 59 KB, 720x880, seriously cat.jpg [View same] [iqdb] [saucenao] [google]
10159497

>>10157746
They screwed up the weapon balance:

So now the railgun does the exact same damage as a rocket launcher but with half the firing rate and no splash damage despite it being the second to last weapon you find. The rocket launcher can potentially do 20 more points of damage than a rail with a direct hit and even the splash damage alone can do more (up to 112) so it's even worse than what I just described. So why would I ever use the railgun now when the rocket launcher is just the better option? Splash damage is a downside to the rocket launcher so maybe use the railgun as a close range alternative? Well the super shotgun does 20 more damage per shot and has a faster firing rate AND has more common ammo so no.

So how about using it to pick off weaker enemies at a distance/on higher ground? well you've already got the machine gun for that and its easier than ever to use since you removed the recoil plus it has common ammo. I just did the math and the nerfed railgun can do 3800 damage a minute. The machine gun on the other hand? It does 4800 lol! They took the second best gun in the game and butchered it to the point where it's only better than the blaster and regular shotgun. Unbelievable.

I can understand why you would want people to use other weapons but the solution is not to make one weapon useless. Just leave its 150 damage alone and cut the ammo pickup down from 10 to 5.

>> No.10159536

>>10158754
I've often considered modding Europa Universalis 3 to change the way things work and interact. I really wouldn't care how many people play it, I just want to know that I went in with my knowledge and made a Vanilla+ sorta deal where I improved on obvious flaws and made things better and more interesting, and more interactive.
Even when they were making the original Doom or Doom 2, they didn't use it to it's full potential because computers were more limited and now we have decades of map making experience. We know how to use the weapons better, create better arenas, and even make more interesting challenges without just making it Kaizo Mario levels of difficult. I often waste a lot of time thinking about what if you turned in this wad or that wad to John Carmack back in the day. Tuned up, beautiful (probably wouldn't run well), and fun.

>> No.10159547

>>10159282
The Quake 1 port did too.

>> No.10159549

>>10159497
I've found that rockets are really unreliable now, because enemies will just duck or sidestep direct hits.

>> No.10159553

>>10159547
that's good

>> No.10159558

>>10159549
>enemies will just duck or sidestep direct hits
oh yeah, I saw that on youtube, shit's fucking insane, I.ve never seen enemies in ANY game do that shit

>> No.10159561
File: 1020 B, 29x31, ide.jpg [View same] [iqdb] [saucenao] [google]
10159561

>>10159430
>IDE

I still use it, been using it for both multiplayer and single player since 2011.
Though I should probably switch to Doom Explorer by the same guy.

>> No.10159589

is there any way to keep the energy shield from constantly powering up every time I pick up an item in the Q2 remaster?

>> No.10159590

>>10159589
Yeah, it's in gameplay options.

>> No.10159592

>>10159590
Thanks

>> No.10159595
File: 2.94 MB, 3840x2160, rm_carcosa_2023-08-15_23-06-59.jpg [View same] [iqdb] [saucenao] [google]
10159595

rm_carcosa was quite convoluted
definitely inspired though - fairly unique visually and in terms of gameplay
but not really my cup of tea

>> No.10159615

>>10159595
yeah that looks nice

>> No.10159656

>>10158607
yeah but not as unique as the real deal
goes really easy on the traps, doesn't arrange enemies/traps in a way that fucks you over as often, lets you carry every weapon at once, maps are a lot flatter and open in general
on the flipside it's tricky sometimes when a bunch of hitscanners are super far away because they can target you unlike in the original engine, and low guards deal a whopping 3 chunks of health per pistol shot, and you can't consistently stunlock deathfire monks so sometimes they get a shot off when they shouldn't
i really do not think random weapon damage should be enabled for anyone especially the player
firebomb sucks, something about its damage algorithm or radius didn't translate
best thing about it is the excalibat instagibs normal dudes with a melee hit and makes fat monks more fun to dispatch cause you always have it onhand

>> No.10159704
File: 3.61 MB, 854x480, m64jumpyboi.webm [View same] [iqdb] [saucenao] [google]
10159704

>>10159497
>Splash damage is a downside to the rocket launcher so maybe use the railgun as a close range alternative?
It's more situational if you're can line the enemies up reliably. That's where you might get more milage rather than the super with a big emphasis on """might""".
>So how about using it to pick off weaker enemies at a distance/on higher ground? well you've already got the machine gun for that and its easier than ever to use since you removed the recoil plus it has common ammo
I don't like doing this against low health enemies on hard+ because they don't get hitstunned. This is where the regular shotgun comes in handy for me.
>Just leave its 150 damage alone and cut the ammo pickup down from 10 to 5.
That was the issue I had back with vanilla: You're at max slugs by the time you pick it up. Keep it strong, nerf the ammo.
I also do not like the indirect nerf to the grenade launcher. That thing needed a buff to be more on par with the rocket launcher.
>>10159558
>Ive never seen enemies in ANY game do that shit
You could've seen it in Q2 awhile ago. Mission 64 is the shit.

>> No.10159718

>>10159558
dodging projectiles a very common thing in Unreal and Wheel of Time.
in Q2 it was always weird how suddenly the enemy hitbox sould stop matching their body when ducking. I still don't like it, but I think they've added some animations and maybe sped up the existing ones a bit.

>> No.10159725

>>10159718
enemies in those games actually dodge
enemies in quake 2 become invincible so even if you flick at the right spot it's all for nothing
abortion of design

>> No.10159751

>>10159704
>>10159718
huh, I've played every retro FPS except unreal and Q2

>> No.10159789

>>10159595
>RE: Mobilize

Waterfront Citatel was the best water level ever.

I'm having trouble with the second silver key from the Yawning Temple, though.Seems bugged to me.

>> No.10159815

Is this true ?
>You go to Quakecon. You go up to the hottest cosplay chick you can find. You get right in her ear and you say "I pistol started all of Plutonia on ultra violence". Then she jumps on your dick right there
from 6:05 or so here
https://www.youtube.com/watch?v=cVyMsAja5z8&t=362s

>> No.10159823

>>10159061
18000000 NAKED GLADIATORS IN THE TRENCHES OF STROGGOS

>> No.10159826
File: 1.27 MB, 3840x2160, 20230815174952_1.jpg [View same] [iqdb] [saucenao] [google]
10159826

Anyone ever notice that the broken glass sound in ROTT is the same as Duke 3D?

There's a decent amount of old DNA flowing in this, I've found. Just beat the NME and that was a good challenge.

>> No.10159828

>>10159815
Beating Plutonia proves that your boner is stronger than hundreds of boners, because half of the enemies is boners.

If she doesn't see the potential in you then, she never will.

>> No.10159834

>>10159751
nta, i played almost all of them but these two i didn't touch until the 2010's.
Quake 2 didn't click, loved Unreal.
i find this Quake 2 remaster quite more appealing though. as the combat was what didn't get me going back then and i like it more now.
i get that the changes can trigger the life long fans tho. maybe there should be an option or something

>> No.10159835

>>10159828
my scrotum kind of looks like a mancubus. Maybe they'd find that appealing

>> No.10159843
File: 51 KB, 777x601, uh-oh.png [View same] [iqdb] [saucenao] [google]
10159843

>>10159835
oh is that the inspiration for the freedoom manc?

>> No.10159845

>>10159828
plutonia is not even hard, it hasnt been hard for like 2 decades compared to like 90% of whats popular now.

>> No.10159849 [SPOILER] 
File: 3.11 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10159849

cat

>> No.10159871
File: 645 KB, 1920x1080, Screenshot from 2023-08-15 19-56-12.png [View same] [iqdb] [saucenao] [google]
10159871

I realize now why the remaster went with green crosses instead of the blue already present in the PSX/N64 versions.
Also the new compass icon has transparent pixels, lmao.

>> No.10159872

>>10159845
Yeah after first playthrough and also trying some later "hard" stuff, I can agree. But definitely challenging for a newcomer.

>> No.10159873
File: 3.58 MB, 640x360, towardsxhair.webm [View same] [iqdb] [saucenao] [google]
10159873

>>10159704
>I also do not like the indirect nerf to the grenade launcher. That thing needed a buff to be more on par with the rocket launcher.
Ignore this. I just noticed this way too late but they changed how projectiles work. For better and worse I can no longer fire cheapass shots around corners anymore.

>> No.10159875

>>10159149
It's like you can hear the jingle.

>> No.10159876
File: 3.27 MB, 1758x924, 1674393659261466.png [View same] [iqdb] [saucenao] [google]
10159876

New update for my "A Serious Case of /vr/" entry!
>https://files.catbox.moe/0x8xnh.zip

>Changelog:
>Added a kill trigger to the moving pillar fight.
>Changed some triggers for the fights in the left Hawk Wing path.
>Added a few more goodies to the left Hawk Wing final fight.
>Fixed missing coop spawns in the right Hawk Wing path.
>Added a new secret :)
I'll probably host this tomorrow to test it out in co-op if anyone is interested.

>> No.10159912
File: 2.11 MB, 627x704, Sam glasses.gif [View same] [iqdb] [saucenao] [google]
10159912

>>10159494
Thanks anon

>> No.10159961

RoTT would really benefit from being able to swap characters at the start of levels, while retaining your health value / any weapon you brought from a previous level. Some characters just can't do some things properly.

Doug - Too fucking slow to reach some shit, may genuinely get softlocked.
Ian - Ideal for general use, but still gets smashed or incinerated in trap-heavy EroTT levels.
Tarandino - This guy sucks but new players will pick him due to the balanced stats and be stuck with the shittiest guy the entire time, never being able to facetank properly, never being able to outrun danger with ease.
Thi - Best character for EroTT, fast enough to outrun traps, but not too fast to control, can rocket jump without dying, doesn't instagib upon touching fire. Still may not be ideal for maps with close range Enforcer traps.
Ni - Best bossfight character but is literally too fast to do some platform puzzles with and dies fucking instantly to fire and explosions.

>> No.10159969

Has Graf fixed the issue where MBF's instakill floors don't work?

>> No.10160017

>>10156070
>newfag asks for graphical/music mods
>delusional retard unironically recommends dsda-doom
>like God intended
Jfc you vanillafags are insufferable

>> No.10160026

>>10160017
>dsda
>vanilla

>> No.10160041

>Underhalls has the music track "The Healer Stalks"
>there are no Arch-Viles in the map
Hmm... Curious!

>> No.10160071

>>10158754
Like another guy said, I map because I have a vision I want to bring to life and play through. If one person likes it, that's great, but if nobody does, that's fine.

>> No.10160074

when i was a toddler i DISTINCTLY remember noclipping on entryway or underhalls and finding an out of bounds room full of revenants
where did they go

>> No.10160081
File: 1.05 MB, 1920x1080, SeriousSam 2023-08-14 23-51-55-320.jpg [View same] [iqdb] [saucenao] [google]
10160081

>>10159876
Oh hey I finished the before updated version. I just wanted to tell you I like your map! The finale was fun, nothing like a fucking kleer slaughter. The darkness was a really, really nice touch. I was wondering about the first major battle, the pillars that sink into the ground. Maybe consider some way to keep the player corralled in the circle of other pillars. As it stands, you can just leave this circle and it makes it somewhat easier, but maybe you don't mind that. I'll check out the update soon.

>> No.10160095

I like Call of the Machine

>> No.10160098

>>10160095
It's a bit linear. I don't remember many sections where you went back to an old map to progress.

>> No.10160108

What are some good Gameplay Mod + Map pairings for DOOM? Levels that really work well with the mechanics of overhauls like Demonsteele or Treasure Tech.

>> No.10160118

>>10160108
Combined Arms + Combined Harms + Legendoom

>> No.10160123
File: 917 KB, 1920x1080, kitchenUnloved.png [View same] [iqdb] [saucenao] [google]
10160123

>>10159912
Fun mod to get lost in
>>10160108
Unloved and Project Malice

>> No.10160140

>>10160123
absolute soul

>> No.10160143

>>10160108
High Noon Drifter's a fun time with Strange Aeons (so long as you use the compat patch)

>> No.10160145

>>10160118
Looks like fun, but also seems to be just gameplay mods instead of maps too. However, I actually do know a few that I'd like to play with this style of weapon/gameplay mod, so it all works
>>10160123
I'll check that out. Unloved I'm saving for Halloween, and since I like to play maps a couple times, that'll be a good way to shake things up.

>> No.10160148

>>10159873
It's always bothered me how both Q2 and Unreal do that thing where your shots never actually align with the crosshair regardless of handedness. Why have it in the center then?

>> No.10160159

>>10160148
Any crosshair onscreen serves as a point of reference. Games like TF2 are the same way.

>> No.10160167

>>10159843
indeed

>> No.10160181

>>10160123
>>10160145
Here's the patch for that.
https://files.catbox.moe/7qajc0.zip

>> No.10160184

>>10159718
>dodging projectiles is a very common thing in Unreal and Wheel of Time
Unreal is a game I would love to see a deep dive into the mechanics of the enemies. They seem mostly simple, but then you've got the Skaarj and Gasbags ducking out of the way, or how the Mercenaries choose when to rely on their shields.

It's a shame the game isn't talked about more in general. Even on /vr/, it feels like each thread is the same one of
>man, wasn't Unreal great
>yeah, it was pretty good, I thought the levels were pretty good
>nah, the levels were way too open and it felt like a tech demo
>UNREAL/HALF-LIFE NONCES BE MALDING, HALF-LIFE/UNREAL IS THE SUPERIOR 1998 SCI-FI FPS WITH A COHESIVE 'REAL' WORLD WITH SCRIPTED MOMENTS
rinse and repeat

>> No.10160201
File: 893 KB, 2560x1440, unlovedAwfulBasement.png [View same] [iqdb] [saucenao] [google]
10160201

>>10160181
>>10160123
Whoops yeah that's important
>>10160140
more
>>10160184
A common trend I've seen are people being happy not having to fight enemies like skaarj. They can avoid attacks and often lead and mixup their projectiles. Then they sometimes close the gap if you're not paying attention.
I think they're a lot of fun.

>> No.10160225

>>10160108
GWTC's zero brightness + finaldoomer hellboundguy weapons use the recommended flashlight++ settings you monster
Hell From Earth enemy pack + Scientist 2
Any horror mod that makes you a little weaker than doomguy + Dark Covenant

>> No.10160236

>>10160184
I really like Unreal, and I can genuinely say some of my favorite video game memories are within Unreal, but I think the fault of its lack of popularity is in its weapon selection and lack of direction. The stinger has a pitifully sounding alt fire, the shock rifle has the cool combo but it's very, VERY impractical in the heat of intense battle of the latter half of the game so you just use the hitscan bit, but that's not as satisfying as any shotgun from any other FPS contemporary of Unreal. The six stick rocket launcher is awesome for sure, and I just realized its model is used for Zerstorer Quake based mods, and so is the ripper, the minigun, but those weapons come way too late in an incredibly long campaign, I think it's even longer than Half-Life. But unlike Half-Life, Unreal has no impetus. A great start - you're a prisoner, your space barge crashes on an unknown (at least to you) planet, get out alive. You become wrapped up in this planet's war against an alien invasion who has otherwise bested the native population. That SOUNDS awesome, but it just sort of keeps going and going with no punctuating moments in between.

You know what has a similar premise to Unreal? Metroid Prime 1. Metroid Prime 1 is punctuated with spectacular (not as in good, but of spectacle) boss fights, you have the scan visor to learn more more about this world you're exploring, and the weapons are punchy in ways the Unreal ones aren't from word go with enemies exploding with great sound design, and space pirates being blasted into ragdolls.

It's worth noting Unreal has the translator module that also lets you learn about the planet, about people who died on it, but you do not retain any of these in a log like you do in Metroid Prime. It's never been admitted, but I'm 10000000% Retro Studios lifted the translator module directly from Unreal.

All this is to say that Unreal is a good game with pacing issues and weapon issues.

>> No.10160256

>>10160184
>Unreal is a game I would love to see a deep dive into the mechanics of the enemies.
You can open up Unreall.u in UnrealEd and see how things work.

>They seem mostly simple, but then you've got the Skaarj and Gasbags ducking out of the way, or how the Mercenaries choose when to rely on their shields.
I can't provide much of a "deep dive," but this gist is this (I think): If you shoot at an enemy who's flagged with "human intelligence" with certain projectiles, or simply look at them while holding the ASMD or rifle, there's a call to something with a name like WarnTarget or AlertWarn that makes the ScriptedPawn (enemy) initiate their defensive maneuvers. In most enemies' cases they dodge out of the way, for Skaarj troops and Mercs they activate their shields. There's no cooldown or time limit to this, so you can just stare down a troop through your rifle scope and he'll hide behind his shield forever, maybe rarely peeking out to shoot once or twice. Not all weapons trigger this, which make them much more useful for killing certain things. Very notable with the flak cannon's altfire, as you can just dump shells into a Skaarj's face and he'll never bother evading.

>> No.10160281
File: 285 KB, 2560x1440, 20230815233513_1.jpg [View same] [iqdb] [saucenao] [google]
10160281

This was a surprisingly good addition to Quake 2. I thought it would be as shitty as the Rogue expansion.

>> No.10160338

>>10160236
I disagree on the story front, and the game lacking moments of punctuation. For the first, the game not giving a big story to the Prisoner themselves is what makes the story of the enslavement and desecration of the Nali all the better. They're desperate for a savior, and unlike many other games, the Prisoner never truly becomes that. That makes moments like getting the Rocket Launcher (and kinda the Flak Cannon) early in the game all the more fantastic from a story stance: they hype it up and position it as a holy relic, but it's just the bogstandard weapon of their enemies (wielded by the weakest of their ranks and the first enemy you fight). It's rich in how they need it to be something special, but it's not, and yet it's still the best they've managed to do for rebellion, and they just hand it off to someone who isn't going to help them and uses it as the simple weapon amongst many that it is. On top of that, it represents how broken the Nali are, as they take a filthy weapon of their Oppressors and integrate it into their religion. It's like handing someone your phone for them to call an ambulance, them walking off with it, and you genuinely thinking they're just going to get better reception. It's fantastic depiction of the true hopelessness of a broken people.

And then if you mean spectacle, hard disagree. Colosseum was tits. Exiting the water temple was tits. Fighting the Titan in the mountain pass was double tits. Sunspire to Sky Village? Omega tits. Finding the ship in the trench, hearing the screams of the last humans aboard dying, and then realizing no hope for you is there and you just teleport out to continue your journey? Tits tits tits. Exploring the Sky Village, seeing the taint of the Skaarj, and then finding the base rotting the otherwise preserved town with technology from underneath? Tits. The power going out on the mothership, fighting your way through in the dark, and realizing the other prisoners are loose? Tits and pottery.

>> No.10160351

>>10160236
>Metroid Prime
I just realized that I don't think I've ever seen anyone mention Metroid Prime in these threads before. I probably just missed it, but damn if I'm not just now realizing that it's thread relevant.

>> No.10160352

>>10160081
>but maybe you don't mind that
Yeah I don't mind for the pillar fight. Sometimes you gotta let the players decide if they want to cheese a fight or not.

>> No.10160354

>>10159497
You keep using common ammo as a balancing point, when things like Q2 64 starts giving you maybe 3-4 boxes of shells and bullets in an entire map and expects you to really abuse the Hyperblaster, Grenade/Rocket Launchers and Railgun like all hell. If you do base campaign on Hard, the common ammo shortage in the late game is real.

>> No.10160403
File: 1.36 MB, 3840x2160, 20230816003034_1.jpg [View same] [iqdb] [saucenao] [google]
10160403

>what if le Chthon
>was le shambleur
Seriously though, this felt very weird and pointless.

>> No.10160434

>>10159439
>Those kinds of hooks were big back then. The CoD4 nuke wouldn’t have left as big of an impression if the game opened up with it.
Fair enough. Just personally I didn't really see any reason for Kane to be a thing when Bitterman could've replaced him just fine. Like, just make it so he joined with the main forces after that cliffhanger ending.
I get that the game was developed by Raven Software and there's always that "want to do your own thing" desire, but surely id would've let them use Bitterman.
>>10159826
>Anyone ever notice that the broken glass sound in ROTT is the same as Duke 3D?
Well, that would make sense for 3D Realms to reuse some assets. Many companied did that back in a day.
>>10160403
I think it's both a bit of shitpost and fakeout for lore nerds like "it's actually not that simple".

>> No.10160435

>>10160338
I think that's an interesting summation of some of the hidden points of the story, but it's not <em>phasized in the game at all meaningfully, or punctuated like I said. Going back to Metroid Prime, the poison that overflows in the Chozo Ruins. Samus keeps seeing it, keeps dealing with it, there are logs to read about it, and then it's punctuated with a fight at the top of the Chozo Ruins with a mutant flower that serves as the source of the poison. The rocket launcher being stolen from the Skaarj is a detail, a little thing. It's like in a modern From Software game where you learn Havel was Gwyn's battlefield compatriot but was locked at the bottom of a tower because he lost his mind. It's a neat detail, but the practice of it is he's just a miniboss with cool shit.

I think there's always been something to be said about stories commenting on themselves to lend greater gravitas. The prisoner not quite becoming the hero the Nali want or pray for is very cool, but the game itself doesn't comment on this. It's a hidden story, so hidden that if I were to tell people about it they'd probably just go
>Whoa that's cool
or
>Neat!
It's like in Half-Life 1 where there's some hidden story about Gordon Freeman being the saviors of the vortigaunts (mostly helped along by HL2). That's cool and all, but the story of Black Mesa pushing beyond the realm of reality and discovering this alien world that dooms the facility is what drew people in. What draws people into Unreal? It won't be the hidden story of the prisoner and the Nali, that's for certain.
>tits
Sunspire was awesome. Seeing the Sunspire in the skybox from even the earliest maps in the game was fucking cool, but I said spectacular bosses not locales. And pretty locales doesn't mean anything if there's nothing drawing you in to hold it all together.

Again, I REALLY like Unreal, more than the average hardcore video game player I promise. But I'm explaining why it doesn't have a huge place in history.

>> No.10160437

>>10160351
There's not much to say on it, I'd reckon. It's neat, but it's not a shootery-shooter with a lot to talk about regarding enemy encounters, and it's not like you can make new experiences for it at this point. Most I'd think to discuss is that I think there was a PC community version in the work, independent from any customized emulator builds people use right now, but I can't remember the name.

As far as console shooters go, something more like Perfect Dark has more shootery-gameplay and mechanics to discuss, which I'd venture is why the PC version is in the newspost

Now, if someone took the Samus custom character mod for SRB2 and started trying to make levels for her with more shooter-y enemies, encounters, and levels, that's something I'd get my dick behind

>> No.10160442

>>10160437
Formerly known as URDE (because Metroid Prime's engine was known as RUDE), Metaforce, a reverse engineered PC port of Metroid Prime, is still in the works.
https://github.com/PrimeDecomp/prime
It's been completable for a while now.
https://www.youtube.com/watch?v=MrOL6p6WKT4
While I think this is amazing, I don't see much coming from this. Native Mario 64, native Ocarina of Time came and went.

>> No.10160449
File: 833 KB, 1378x780, MK.png [View same] [iqdb] [saucenao] [google]
10160449

Matthew Kane. One certified badass.

>> No.10160474
File: 69 KB, 640x468, T2.jpg [View same] [iqdb] [saucenao] [google]
10160474

The AI in this game is really good for 1998, and its cool how creative the weapons are and the low ammo count means you have to actually adapt and use your different weapons creatively. It's funny how they made such a gem with this game when turok 1 was just OK and every turok after turok 2 sucked ass

>> No.10160489

>>10160474
3 is awesome, it's just a very different type of game. The multi-player is especially great. There are tons of modifiers to thinks like health, ammo amount, and damage, and it has bots. U actually didn't like Turok 1 that much when I first played it, but it really grew on me over time. It's biggest problem is that it's too easy.

>> No.10160493

>>10154825
2000s slavic wads will absolutely fuck your ass and get you lost for hours at the same time

>> No.10160502

>>10155589
>Why in the world isn't my gzdoom stable 60fps on some maps with a lot of objects n shit?
the greatest difficulty of zdoom, as far back as I remember, is large open maps with lots of shit going on. talking like maps from 2006 that will still choke the fuck up on some levels because the author loads 200 monsters and 400 sprites. the game's architecture just isn't meant for that load.

>but gzdoom should run smoothly on a laptop from 2010
>should
kek
when was the last time you played? gzdoom 2022 is a monster compared to gzdoom 2012.
Modern versions are meant for megagames that look nothing like doom these days.

Always try to play versions of the engine from roughly the same year as the wad.

>> No.10160505

>>10160435
I'm sorry anon, but I just have to wholeheartedly disagree. The way you seem to regard the Translator logs and their information is far from their actual implementation in game, as you're constantly reading that thing to find out where you are, where you need to go, what you need to do, and secrets throughout the levels, and story details are simply woven into all those things. It's something you're not going to miss in the slightest, and any information in those should be considered explicit and nigh-unmissable, aside from those actually put in secret areas

It's why comparing the desecration of the Nali to the enslavement of the Vortigaunts--or good lord, comparing it to linking item descriptions in a From game--is entirely off the mark. You have to stop and notice those details yourself, getting up close after fights to see things like cufflinks, paying attention to the Controllers, and realizing the Vorts are enslaved. With the Nali, you're told everything about the twisting of their religion/lives and the ironic way they venerate the 8ball as part of the logs you need to read to find your way through the temple. It's not something you can possibly miss, or have to stop to read for the sake of it, and is tied off with your own progress through the level. The only thing it's missing is some Brute Quartermaster guarding the exit and being all "nyargh so that's where that missing Rocket Launcher went," and to say it can be considered a "hidden story" or mere detail because of that feels like a disservice to the game or its audience

As for the locales, it's specifically the setpieces within those locales, and to say they lack punctuation because they lack as many bosses again feels like a disservice to those moments, but I will concede that they admittedly could've done more with the bosses in the game. The Demonlord and Queen had enough , but there definitely could've been more logs and integration regarding the Titans, and maybe some Merc Leaders added

>> No.10160517

jfc

myhouse.wad is a modders' mod.

I haven't been this surprised since Lilith.

Like I can't really explain it, past the ARG horror memes it's like a love letter to modding doom itself

>>10160435
>>10160505
>>10160184
desu i think the short unreal came in a time where graphics simply weren't memorable for a straight shooter, no matter the story.
HL was both a strange combo of an engine with memorable quirks an and off-beat story that stuck to your head for the simple fact no game did something like it before.

Past that, either you had something else going on like Deus Ex, or you weren't really competing for 1st. And this trend remains until the physics engine centric games appear.

I also bring Turok: Think i's one of the better games of it's generation, but that's only form someone who already loves the generation of games and notices the extra polish. TO the rest of the late 90s kids that played it, it was "just another smeared textures janky shooter"

>> No.10160526

>>10160505
You're misunderstanding me.
>With the Nali, you're told everything about the twisting of their religion/lives and the ironic way they venerate the 8ball as part of the logs you need to read to find your way through the temple
This is the same as reading an item description in a modern From Software game. That was my point. In Metroid Prime, you can read about Samus' history on Tallon IV, how she had actually been there before when she was very young as part of her training, but that's not what Metroid Prime is about. Unreal is not about the prisoner not becoming the hero the Nali need, that's beneath the surface and the game is not constructed around this. That's what I mean by the game not commenting on this story. Half-Life, Metroid Prime, Duke, Doom, these are all games with very, very strong identities that that draw players in. Unreal doesn't have that "thing" that draws players in ON THE SURFACE, it has it beneath, and that's not as captivating.
>because they lack as many bosses
Again you misunderstand. The Chozo Ruins boss had proper buildup. The titan does not have that same buildup. Unreal has no strong identity is the size of it. The weapons aren't as satisfying as its peers, lack of spectacle, etc. all support this notion. You can disagree all you want, but make no mistake, Unreal is NOT as big as its peers. That's history. If you don't think my explanations for that fact are correct, then I'd love to hear why you think Unreal isn't remembered as fondly. I love the mines, I love the Sunspire in the distance, the vista of the scar across the earth from the fallen vessel, the villages at dusk, but that's not enough for history. Then again what the culture says doesn't really matter, it's what these things mean to us in our hearts.
https://www.youtube.com/watch?v=x1VnaJnFnj0

>> No.10160562

>>10160526
I'm not misunderstanding you in the slightest, anon
>This is the same as reading an item in a From game
>[The Nali's Story] is beneath the surface and the game is not constructed around this
>Unreal doesn't have that [story and identity] on the surface, it's beneath
This is something that I've already said I disagree with wholeheartedly, especially in regards to reading item descriptions. The Translator in Unreal isn't the same as logs in other games. They're not just bits of lore for the player to seek out and read when they feel piqued interest. Again, the Translator is a key instrument for navigating your way through levels, it is a key part of the game which you cannot miss, and as part of getting the directions, you get the story of the Nali. That's not like, oh you're looking for directions and you find lore amongst other scans, no. It's actually in the directions themselves much of the time. It's also not just that the information itself is explicit, it's that it's explicitly shoved into the player's face as part of the game. It is absolutely on the surface level.
>The Titans do not have that same buildup
And that's what I touched on myself. Admittedly, I did so shortly because lol character limits, but what I said in the last bit was acknowledgement that more buildup and integration into the level would've been good, like what was done for the Demonlord getting hyped up but how there was little to none for the Titans; they could've used that even though their levels were cool by themselves. I get what you're saying in regard to bosses, I'm just saying that other moments of the game fulfilled that same punctuation

I'd also disagree in regards to the weapons and spectacle (of which I already kinda did), but I mostly just wanted to argue on whether the story was surface-level, which we might just need to disagree on. As for why nobody fondly remembers Unreal, what are you, an idiot? The game shipped with anthrax in the packaging. Everyone knows that

>> No.10160570
File: 211 KB, 1914x934, americanmcgeeisaBOZO2.jpg [View same] [iqdb] [saucenao] [google]
10160570

You have now been given the all important, all encompassing, beneficial wisdom passed along from a random, anonymous college student of the nineteen nineties that American McGee is a BOZO.

>> No.10160572

>>10156768
>doom
Realistically he's dead as soon as he steps into the last levels of EP2. The fuck's tech gon do against environmental magic?
>ranger
Homing magical projectiles and explosive slimes? He has no counter to a shambler's hit. Only chance is that the magic buffs are permanent - oddly poetic for the game desu
>duke
fucked unsurprisingly since duke nukem is meant to be ridiculous
>serious sam
fucked from level 2
>bitterman
megafucked. if he had a platoon, then possible - he is a trained professional, properly armored and with a battleplan at hand.
>turok
realistically he's basically a chosenone+shaman+exorcist+hunter. just that you see only the latter in play. that say he doesn't really have any business in bloody warzones.
>>10156841
Strifeguy doesn't do any impossible bullshit feats, half his job is infiltration and assassination and the final assault is done in tandem with the rebel army
>katarn
dark forces endgame has him singlehandedly taking down the entire battleship's garrison, and it's commando squad head on and on his own, dude should have been cornered and killed 5 minutes in. he could win against booba feet tho'
dark forces 2 is a tad more realistic given he's juiced up something fierce

>> No.10160576
File: 499 KB, 598x843, ken1.png [View same] [iqdb] [saucenao] [google]
10160576

>>10160562
>I'm not misunderstanding you
You are. I cannot make it any clearer than this: Reading something on a screen is not the same as seeing and doing something in a game. I cannot make it any clearer than that. Nobody remembers Havel because a text says he's Gwyn's battlefield compatriot, they remember him because he's a unique encounter. Nobody remembers the Nali's strife against the Skaarj or their prophecies because it's text on a screen in a video game that could have done so much more than text on a screen in a video game. People remember Half-Life because it was more than text on a screen. People remember Doom, and Duke, and the rest because it was more than text on a screen. I will no longer be replying to you.

>> No.10160592

>>10160576
Ah, then you were just expressing yourself wrong. You were making complaints about whether the content was surface level or hidden away in any sense, and comparing it to things that actually were aside to the actual story of the game and more part of the flavor of the world, providing a rich undertone to the events at play but one that you actually have to stop and look for or read on your own time to experience. What the Translator logs were in Unreal aren't like that at all: they're part of the core presentation, you get the details in them as part of how you progress through the game, and it all places what happens with the Nali and the Skaarj on the surface level.

What you actually meant to say and should've said was that, instead of the content being obscure and comparing it to reading that was obscure, you just hated the idea of reading at all; that the fact of the matter is that you consider reading at all to obscure the plot of the game. At which point I would probably have mock you over matters of literacy, but nonetheless would've saved about 3.5 hours of discussion over something that you just didn't want to engage with in the first place.

>> No.10160596

>>10158610
Not him, I maxed these just now.
The level design reminded me of Unaligned. Maps are obviously very short and simple but I feel they worked well given the limitations. Some of the custom spites are very effective at conveying more detail than there really is, especially the vegetation. The garbage/junk one is pretty ugly. I can't help but think that rock sprite looks like a sleeping dog, maybe he his, very soundly. The ceiling lazer thing never really felt like a real obstacle, I didn't realize it even hurt at first. While looking for secrets on map 02 I tried standing on top of the entrance door, I think that could've been a good place for one. I like how map 05 kind of looks like a fish. I'm assuming the later levels will have more variety in terms of enemies and weapons.

>> No.10160598
File: 484 KB, 1920x1416, rottfanart.jpg [View same] [iqdb] [saucenao] [google]
10160598

>>10154825
>how often would you say that an official map manages to break your penis

That is the true ROTT experience. Dark War bores me to tears, X-Treme ROTT is the real campaign. The tile based engine with all the gimmicks and traps that can interact are perfectly suited to making kaizo levels. If the map isn't stupidly unfair I don't want to play it.

>> No.10160608

>>10160449
>Gets STROGGED
Kek, What A Bitch

>> No.10160613
File: 339 KB, 600x338, stroggification.png [View same] [iqdb] [saucenao] [google]
10160613

Why didn't Call of the Machine do something like this? Not exactly this, but like...use the cyborg body horror theme more. In W4 we get giant organs integrated into buildings, failed abortion zombies, what does Quake 2 have? PTSD grunts getting mulched for stroyent and that's it

>> No.10160624
File: 1.63 MB, 1920x1080, SeriousSam 2023-08-16 00-24-52-334.png [View same] [iqdb] [saucenao] [google]
10160624

>>10160352
Bug in your new version. This kleer in the corner when it goes dark gets stuck running in place. Happens consistently.

>> No.10160628

>>10160613
What is W4?

>> No.10160630

>>10160628

The W-4 Form is the IRS document you complete for your employer to determine how much should be withheld from your paycheck for federal income taxes and sent to the IRS. Accurately completing your W-4 will help you avoid overpaying your taxes throughout the year or owing a large balance at tax time.

>> No.10160634
File: 3.87 MB, 1920x1080, SeriousSam 2023-08-16 00-27-31-258.png [View same] [iqdb] [saucenao] [google]
10160634

>>10160624
Btw he gets unstuck when shot. Couldn't find the secrets, but I noticed I missed one kill. Intradesting. The not-manucubs for the hawk wing part 1 will spawn if you hug the left wall with the health pills. If you don't, he spawns when the curcurbito comes at you. I assume that's intentional in which case neat!

>> No.10160637

>>10160613
I'd ask whether there's decent enough examples out there of something like that being depicted well in Q2's style. Feels like a lot of the time, retro techno-organs only elicits as much of a response as DOOM's original tentacle-testine floors and walls, i.e. not much.

Also makes me wonder, is Prey fair game to talk about, considering that it was '06 but never released on 6th Gen, but that was some good techno-organic horror shit.

>> No.10160641

>>10160637

FYI Prey is being ported to VR by Team Beef, who is also porting Quake 4. Without the source, somehow

>> No.10160645

>>10160613
I mean, we're talking about an expansion made by people who:
>won't use Iron Maidens because boobies
>didn't use mission pack enemies in Dimension of the Machine for Quake 1 because of the meme that the mission packs suck amongst the nu-Quake mapping community
>are more interested in mimicking texture sets and themes from the aforementioned community than meaningfully expanding on existing official ones
>unironically thought the railgun needed a nerf in SINGLEPLAYER
>used the same slaughtershit gimmick in every new secret level
>thought Cthon reskinned as a giant shambler, and literally TWO (2) shamblers as a final boss made sense as a tie-in to Quake 1
>made nu-Wolfenstein

It was doomed from the start, anon.

>> No.10160652

>>10160641
Such a strange choice. I guess there's some cool moments that'd be neat in VR, but overall it's just not the kind of game I'd put any sort of interest in making it VR compatible

>> No.10160657

>>10160645
>because of the meme that the mission packs suck amongst the nu-Quake mapping community
I don't think that's true, but it's still a massive disappointment that they didn't use anything. The sourcecodes for the mission packs are readily available.

Also I had no idea we could use Violent Rumble 2 to play through the mission packs. That means enemy randomizers, Doom shotguns, etc. That's fucking nifty.

>> No.10160662
File: 283 KB, 1920x1080, ironwail 2023-08-16 00-41-44-949.png [View same] [iqdb] [saucenao] [google]
10160662

>>10160657
Oh apparently not with DOPA.

>> No.10160664

>>10160628
Wor 4, obviously

>> No.10160665

>>10160664
worf

>> No.10160667

>>10160657
>Also I had no idea we could use Violent Rumble 2 to play through the mission packs.
That's not officially supported by any stretch. While Progs Dump (and subsequently VR) have a lot of entities with similar functionality to the mission packs, it's not 1:1. Even something as simple as two otherwise equivalent entities or functions having different names will make things incompatible.
That being said, monsters and weapons *should* work fine, and you might even be able to make it through a few levels before finding something that's broken.

>> No.10160670

>>10159789
>Waterfront Citatel was the best water level ever.
I haven't got to that one yet.
So far it seems like about the maps don't really use the new mechanics to their full potential. Usulaly the trampoline parts are done in such a way that a running jump will cause you to hit and slide down a wall too, so they rarely feel fluid.

>> No.10160672
File: 320 KB, 700x472, 1586360641853.png [View same] [iqdb] [saucenao] [google]
10160672

>start new machine games Unit episode
>first level
>Crash-land ship pod
>Fag pride flag on the front

>> No.10160674

>>10160645
Apparently it was ID employees that had the decision to nerf railgun. Some fag named Sponge at ID had final say.

>> No.10160678
File: 2.20 MB, 1920x1080, quake2ex_steam 2023-08-16 00-58-29-657.png [View same] [iqdb] [saucenao] [google]
10160678

>>10160672
oof

>> No.10160683

>>10160678
I know if I Google who 'CG' is at that company it's definitely a tranny.

>> No.10160684

https://www.nexusmods.com/quake2/mods/15

>restore instant exploding barrels
>Restore machine gun recoil
>Restore railgun damage
>disable compass

Time to game.

>> No.10160686

>>10160672
yeah I called it >>10144945
guess we know which levels are CZG's. then JG's are probably the ones with canyons and sewers are Yoder's again. do we know who did megacorpse and others?

>> No.10160690

>>10160645
how do we know they didn't use Iron Maidens because "muh heckin sexualizationerino"
I can believe it, just asking

>> No.10160698
File: 452 KB, 640x480, theedge.png [View same] [iqdb] [saucenao] [google]
10160698

This will sound cringe because it is and I don't care. Anyone else vibe with Quake 2, spiritually? Like your insides are rust and putrid grime, you breathe out pollution and your head pounds with the thumping and clanking of marching strogg. Whatever else changes in the world, my soul will stay trapped in its eternal home, DMing on The Edge until my bones wear down to dust and the last star burns out

>> No.10160707

>>10160678
This makes me think of playing Smear the Queer more than anything, especially since that starts with the ball being thrown up into the air and falling back to Earth, like a crash pod. It's not what they're intentionally doing, but it's what I think of nonetheless.

>> No.10160717

>>10160645
Machinegames didn't nerf the railgun. Railgun nerf was id's decision, Nightdive made the remaster and Machine games just made the new expansion and the content inside it.

Iron Maidens are very rarely used in both mission packs, because they had tendency to crash the game under certain circumstances like when used with medics. Call Of The Machine employs medics quite a lot and the maps might have been made before the remaster itself was fully done.

I think DotM lacking mission pack enemies was not a bad thing. Q1 roster itself is great and mp enemies don't add a lot. Having lot more enemy types would have made it unfocused and made it feel more like a map pack than a real expansion. Did those maps really need mummies, dragons, flying swords or ancient roman warriors? They do fit into a time travel theme but DotM seems more like a modern intepration of vanilla Quake themes.

>> No.10160718

>>10160684
>restore railgun damage
This I understand.

>restore machinegun recoil
Why the hell would anybody want this back. It's completely avoidable if you play with mouse (like you are supposed to).

>disable compass
It's already optional.

>> No.10160762

>>10160718
>It's already optional.
It's added to the inventory scroll, and it has the icon color of a powerup. The only times I ever used it were accidental, so I'd rather it not be there at all.

>> No.10160776
File: 3.05 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10160776

>> No.10160786
File: 3.73 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10160786

Swapping the lava liquid that boils you into gibs in one second for these hurtfloors is nice but it would be cool to have a rock or something to use to climb back up if you fall. Those autosaves are there for a reason I guess.

>> No.10160807

>>10160598
>rottfanart
I get you can say 3DR are fans due to being its original publisher and Slipgate being behilnd the reboot/remake since it was a key art they commissions for RotT's re-release when they worked on it.
Much better than what New Blood, Nightdive and nu-Apogee picked.

>> No.10160818

>>10160678
>Time to stick it to those bigoted strogg.
They just cant help themselves, can they?

>> No.10160832

Shamblers are behind the Black Mesa incident. They are manipulating both the administrator and Nihilant. G-man is a shapeshifting shambler.

>> No.10160834

>>10160678
Took a while for someone to finally post that.

>> No.10160839
File: 192 KB, 800x600, stroggocoaster.jpg [View same] [iqdb] [saucenao] [google]
10160839

>>10160818
of course not, maybe this is how the Strogg starts. today its tit removal and penis invagination, tomorrow its robot legs and chaingun hands

>> No.10160857

Is Doom RPG the only mod that has an "extra map" where the player can check it out at times?
That feels like an underrated concept in mods, to have an extra map part of a gameplay mod regardless of wad or mapet you're in
Like imagine a mod where you can spawn a spaceship and enter it, revealing a small map in it
Or even a mod where you can accidently enter a Caco from behind and see its innards and guts

>> No.10160867
File: 748 KB, 1920x1080, Extreme RoTT E5A5.jpg [View same] [iqdb] [saucenao] [google]
10160867

>>10154825
i spent 300 attempts over the past few hours on this stupid fucking warp map trying literally everything with literally every character and finally after meticulous planning and lucky savescumming managed to win
i have now beaten every single official rise of the triad level
fuck this map to hell 2 NMEs with no cover is too far

>> No.10160907

>>10157647
However: balls of steel.

>> No.10160910

>>10160867
>EROTT
There was no need for you to do that to yourself.

>> No.10160916

>>10160698
I like how you put it. I'm more like that for Doom however.

>>10160818
Probably some unbearable zoomer raised on Tumblr or/and Twitter.

>> No.10160921

>>10160910
best official map pack ever made
this super ultra mega bullshit level's a recent addition not in the original tho, so it isn't representative of the others
someone should make extreme blood

>> No.10160935
File: 42 KB, 974x354, wolfgame.png [View same] [iqdb] [saucenao] [google]
10160935

which of these other geriatric engine games should i play next, and what's the best way to do it?
(in terms of stability and semi-modern controls and anything remotely approaching QOL features if applicable)

>> No.10160946

>>10160935
Play Blake Stone: Aliens of Gold with the Bstone source port, and if you ever find anything you described for ShadowCaster, please let me know.

>> No.10160948

Is Raze a meme sourceport?

>> No.10160957

>>10160946
will do

>> No.10160964

>>10160857
>Accidentally enter a caco from behind
Just admit you want an anal vore mod

>> No.10160978

>>10160964
Cybie's freaky colonoscopy?

>> No.10160990

>>10160948
works on my system

>> No.10160996

>>10160990
but is it better than eduke?

>> No.10160998

>>10160996
Raze feels smoother and barely has any build engine code left, EDuke32 is running the build engine and has a software renderer. Both are fine.

>> No.10161007

So, I want to play Quake AD all the way through, but every time I quit after 1-2 maps and honestly don't enjoy myself playing with vanilla or expac ost.
The maps are fucking amazing but the OG quake OST doesn't fit them neither thematically, nor in tempo.
Is there a musicpack or playlist to go with it?

>> No.10161030

>>10160834
Really makes you think how organic the discussion about these expansions was.
Or maybe people barely play the games they are fighting over idk.

>> No.10161037

>>10160624
Noted.
>>10160634
>Couldn't find the secrets, but I noticed I missed one kill.
hmmm I wonder why...
>The not-manucubs for the hawk wing part 1 will spawn if you hug the left wall with the health pills. If you don't, he spawns when the curcurbito comes at you. I assume that's intentional in which case neat!
Uhh, sure. Let's go with that.
Thanks for testing out both versions! I'll try to fix it up again before hosting co-op later today.

>> No.10161058

25th anusversary UNIT for KEK Quack when?

>> No.10161060

>>10161058
u switched out 2 many words for other words i cant tell what this means anymore

>> No.10161065

>>10161030
Shills? In MY 4chan?
It's more likely than you think!

>> No.10161073
File: 28 KB, 378x336, qgoat.jpg [View same] [iqdb] [saucenao] [google]
10161073

>>10161060
Quack 2 KEK strooggaloo version of tripple-colon man's 25th assiversary UNIT.
Yamaguchi Quack gives me big shits and I want to drag 3 fellow tards through Todd Howard's co-op sphincter.

>> No.10161081

>>10161065
The opposite in this case, people shitting on something and never playing it.

>> No.10161083
File: 212 KB, 1280x960, 1494886144071.png [View same] [iqdb] [saucenao] [google]
10161083

>>10161073
kek

>> No.10161086

>>10161081
that's not true i played it for 12 minutes and saw clause to shit on it even harder

>> No.10161103
File: 5 KB, 199x181, 1691729887707558.png [View same] [iqdb] [saucenao] [google]
10161103

>>10161073
>>10161086
that's related so i wanted you to know:
i'm going to drop the logs right now.

>> No.10161116
File: 395 KB, 784x717, log entry 1337.png [View same] [iqdb] [saucenao] [google]
10161116

AHHHHHH
much better

>> No.10161204
File: 3 KB, 224x106, file.png [View same] [iqdb] [saucenao] [google]
10161204

quick noob question: what does tag 3 mean? can i check somewhere what it does?

i found a secret on the map but i can't access it without noclip, and the wall can only be lowered from inside, yet nothing teleports you there

i want to know if this is a bug or something intentional that i don't get

>> No.10161207

>>10160684
>Restore machine gun recoil
the recoil was always retarded and removing it made the gun fun to use

>> No.10161213

>>10161204
Tagged sectors are matched up with linedefs tagged with the same number.

>> No.10161219
File: 6 KB, 173x206, file.png [View same] [iqdb] [saucenao] [google]
10161219

>>10161213
ok so for example in this case, the sector in the middle has tag 3, and only the upper lines are tagged as 3 (action is wall lower or something)

so i assume there's no other way to open it from outside and it's a mapping error?

>> No.10161267

>>10161219
Yes, if what you described is correct. There could be a switch for tag 3 or something. Or sector effect that opens it on tomer?

>> No.10161269
File: 54 KB, 720x467, 1692197404053.png [View same] [iqdb] [saucenao] [google]
10161269

>install game
>get lost in first level

>> No.10161276

>>10161267
https://files.catbox.moe/of8kw2.wad

this is the map. basically it's watchtower from master levels but updated by the original author to make it harder. he also put 2 more secrets, and these is one of the 2. could somebody please give it a look?

>> No.10161281

>>10160717
>Did those maps really need mummies, dragons, flying swords or ancient roman warriors?
Centroids, gremlins, and spike mines would fit perfectly fine I think.

>> No.10161284

>>10160434
>Just personally I didn't really see any reason for Kane to be a thing when Bitterman could've replaced him just fine.
A new character makes it easier for the then booming crowd of gamers to ease into the setting. Above all else I think you’re personally putting too much emphasis on these otherwise blank slates of FPS characters. Bitterman’s Q3 biopage alone has more personality than anything pulled off in Q2.
Above all else, the “get Strogged” scene would still be the most memorable part because the gameplay is a mess. I’m equally impressed and concerned how much you don’t seem to care about that.
>>10160718
>machine gun recoil
Managing recoil can be fun. Maybe not when you’re playing on a gamepad though, and maybe when it’s not a more “realistic” shooter.

>> No.10161287

>>10161284
>above all else used twice
ah fug it

>> No.10161290

>>10161269
what game

>> No.10161291

>>10160608
He is now the new Makron

>> No.10161303
File: 97 KB, 884x736, file.png [View same] [iqdb] [saucenao] [google]
10161303

>>10161276
ok nevermind, it works. apparently you had to cross another line below for it to open

>> No.10161304

>>10160645
>>10160690
They didn't use Maidens in the new episode because
1
>They are slow as shit and not that threatening at all
2
>Same applies to beta class Maidens, who's only gimmick is simply the homing missiles
3
>Maiden's melees still sucks ass and she is outclassed even by angry melee Enforcers/Infantry
4
>The PS1 Arachnid is more threatening than both maidens

If maidens had a better package like her Q4 counterparts, things would be more different, since Q4 Maidens at their first encounter and later are threatening due to teleport, speed and psychic stun.
If someone here is autistic enough to make this new behavior for them, feel free to do so, faster and more aggresive maidens would be nice in certain maps.

Also tanks needs to spam more melee knockback punches

>> No.10161309

>>10161290
My vote’s for Redneck Rampage

>> No.10161310

>>10160698
There's no map out there in any game that I've spent as much time as in q2dm1
I don't know what it is about that map, I played tons of other multiplayer maps in Q2 but none of them are as fun

>> No.10161312

>>10161281
Centroid is a fine (original's animation is bugged though), but gremlin has always felt unneeded. Never a single one has managed to steal my weapon unless i have wanted it. They are too slow and threatless.

>> No.10161313

>>10161309
kek

>> No.10161314

>>10160834
>>10161030
>>10160678
You can edit that shit out, TGA still takes external priority into the texture hierarchy
Also is quite ironic that the new mission pack marine pretty much gets lost and and is dragged in to lovecraft hellhole in the end by suicide.

>> No.10161328

>>10161314
>replaces it by goatse.TGA

>> No.10161369

>>10161284
>I’m equally impressed and concerned how much you don’t seem to care about that.
Because I don't care about Quake 4. My lore autism shined through, which does make you mention Bitterman's Quake 3 background pretty ironic.
>>10161314
>Spoiler
One of the marines.* You play as like seven marines in Call of the Machine.

>> No.10161407

>>10161284
machine gun's recoil was never fun

>> No.10161419
File: 1.61 MB, 1600x900, spasm0368.png [View same] [iqdb] [saucenao] [google]
10161419

>>10160698
>ths image reminded me how I totally forgot to take any screencaps of the Quoffe2 map that's a refference to Q2DM1, also due to being AFK for a whole week I missed the past threads talk about Quoffe2
Too bad the Q2 remake is only for Win10, I really did wanted to check it out...

>> No.10161421

>>10161304
Source for these excuses?

>> No.10161436

>>10161421
if these were true they would have fixed the Maidens like they fixed the rest no?

>> No.10161447
File: 762 KB, 640x360, EverybodyGetUpIsTimeToSLAM!Now.webm [View same] [iqdb] [saucenao] [google]
10161447

>>10161421
It doesn't needs source per what he said since yesterday people were talking about this at nightdive and id discord, it is well known since day 1 and even with the restored ai.
maidens aren't threatening at all compared to tanks and other enemies.
They never had too much going even with their animations unlike berserkers, gunners and so on.

Plus people can mod the new campaign and add them, but still they would be fodder and not threatening at all.
Both Maidens needs a better combat behavior.

If berserkers got a better treatment, maidens could be patched with something similar

>>10161436
Maidens lack the other animation behaviors other enemies have, since they were never cut.
Even Shotgun Guards are more threatening

>> No.10161460
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10161460

>>10161447
>>10161436
>>10161304
Wait a sec, they honestly didn't just used the old-ass Lazarus fix to make their attack animation shorter depending on your chosen difficulty setting?

>> No.10161480
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>>10161460
I think no one remembers what lazarus at this rate, which is sad.

>> No.10161502

>>10161369
>Because I don't care about Quake 4. My lore autism shined through
Eh, nah I don’t think it’s that. I’m pretty autistic about Q2’s lore and setting itself especially with the few subtle story and tone changes that 4 starting doing. I’d say you’re just autistic about Bitterman or bitter about Bitterman
>>10161480
It’s very clear that most people getting into this new Q2 thing were only exposed to the vanilla base campaign.

>> No.10161520

I hope the jannies doesn't silence me for 3 days again this time, but It seems that the hellhole aka fairweather's discord finally gave up and accepted that Q2R is everything they wished for, and are calling everyone who wants to map for Q2 into their circlejerk discord.

it seems that is true that Q2R expanded map limitations into the same spot as Q1 is right now but with the chance of making even bigger maps than AD, thanks to the new episode.
If anything, Alkaline part 2 on Q2 is possible now

>> No.10161527

>>10161304
>>10161447
Would speeding up all of her animations not simply fix the problem? She has all the basics: Firing, melee and pain. And if easy melee-baiting is still a concern, just increase the hit range like what they did with the Gladiator. It likely wouldn't make Maidens a major threat, but they'd still be a solid mid to late game infantry role.

>> No.10161532

>>10161527
that woul ddo, but if anything making the animation speed faster like lazarus as her walking speed too, if anything making even the beta threatening as the other beta class enemies

>> No.10161537

>>10161520
>I hope the jannies doesn't silence me for 3 days again this time, but *discord drama*
Lmao
>>10161527
I wouldn’t mind them leading of their shots on higher settings. I kind of wanted that for the gladiator as well.

>> No.10161539

>>10161537
They do lead their shots, but it's inconsistent. Sometimes they'll shoot right towards their target, sometimes they'll lead, sometimes they'll shoot at the ground for splash damage.

>> No.10161545

>>10161520
Not really, there isn't even any mention of the remaster on the news channel.

>> No.10161546

>>10161537
not really, is useful for once
plus, lets see how it goes, zaero needs to be recompiled into the new code, and surprisingly zaero was made for this new update.

>>10161545
check slipseer

>> No.10161549
File: 209 KB, 904x585, surf.png [View same] [iqdb] [saucenao] [google]
10161549

>>10160596
Thank you for playing and for the kind words, I feel great! Unaligned is a brilliant series. Congratulations on maxing the maps too, I had a lot of fun trying to cram as many secrets as possible with this limitation, other 100-linedef projects usually have none.
I'll replace the rubble sprite with a better one, and look for a better way to convey the electric hazard, I think I'll just have to group these together more to make it clearer.
While mapping I thought about adding a secret atop the entrance door in MAP02 as well, but ultimately decided against it because it forces to jump down and loop around the whole map all over, which is kind of annoying to me, and I wouldn't want the very short midi to loop too much either.
Later levels will have the same amount of variety of weapons, I think it would be more interesting to give each 5-map episode a specific set of 3 weapons.

You seem to love animals, with how you compared a rock to a dog and a MAP05's shape to a fish.

>> No.10161565

>>10161546
>I don't personally enjoy Quake 2 all that much
Couldn't resist putting that in, I guess.

>> No.10161569

>>10160867
>>10160921
You and Spray was an official map, but it was something you had to load as a mod. My old DOS version of it included it.
I think it's more of a joke map, but regardless if the remake tried to make it a standard one, that isn't the best idea.

>> No.10161573

>>10161565
it is cope at this rate because the majority is in love with Q2R more than Q1 and id, machinegames and nightdive made the game funnier and more dynamic than Q1.
But again, lets see how it goes, may dll mods needs to be decompiled and rebuilt from scratch with a new source code.

If anything, i see even Blendo working on Citizen Abel Remastered for Q2R since he is still active with indie games and keeping his old q2 stuff updated.
plus yamagi is starting to work on the remaster support, and knightmare may look into it.

>> No.10161576

>>10161573
Also
https://www.moddb.com/games/quake-2/addons/id-software-ftp-maps-for-quake-2-remastered

>> No.10161578 [DELETED] 
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>>10161573
> funnier

>> No.10161581
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10161581

It's kind of a crowded roster in Q2 enemy roster and there are already so many effective options across the board, plus Iron Maidens were already a rarity and just not particularly threatening. At least they weren't attractive waifu types or you'd have coomers complaining about their lack of presense.

I'm glad that we got something like this at all, honestly, this was more than I was expecting for giving such an old game the revenant treatment.

>> No.10161605

>>10161581
>At least they weren't attractive waifu types
there's someone for everyone

>> No.10161612
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10161612

>>10161581
>At least they weren't attractive waifu types
You're forgetting about the female skins though

>> No.10161651

>>10156460
Step damaging is working, thanks. Though the damage per tic seems to be astronomical, as setting it to something like 0.0000000001 on an ogre will cause a player in contact to die so quickly that the obituary floods the console.

>> No.10161664

>>10161651
hmm... I guess I never did much testing with that. I'll try to get it fixed for the next update.

>> No.10161667
File: 52 KB, 600x676, BitterThink.jpg [View same] [iqdb] [saucenao] [google]
10161667

>>10161419
>only for Win10
Hey! Re-release works good on Windows 11 as well. (^:
>>10161502
>I’d say you’re just autistic about Bitterman
Perhaps.
>>10161573
>it is cope at this rate because the majority is in love with Q2R more than Q1
I'm in minority then.
>id, machinegames and nightdive made the game funnier and more dynamic than Q1.
While I still think that original Quake is better, in terms of the re-release itself I do think that they could've revisited it for a major update to put it on the same level with, for example, id Vault for the first game.

>> No.10161673

Quake 2 is shit because it feels like you're playing a slightly better Unreal instead of an id shooter.

>> No.10161675

>>10161667
>pic
wtf Bitterman was an asari this whole time?

>> No.10161681

>>10161502
>It’s very clear that most people getting into this new Q2 thing were only exposed to the vanilla base campaign.
nta, i feel like most people who casually played 1 & 2 back in the day never played the add-ons or didn't even know these existed.
maybe they've seen an ad once in a magazine but their mind didn't register?
i didn't play Q1's add-ons until at least 10 years later...

>> No.10161690

>>10161681
For Q2 that was definitely the case. At that point multiplayer was all the rage, nobody cared about single player anymore so those two expansions didn't receive a whole lot of attention. Ironically now the inverse is happening and people want more single player content

>> No.10161698

>>10161681
>never played the add-ons or didn't even know these existed
which is sad because, first Q1 addon even had some proper continuity and scripted shit for the first couple of levels in base environments, so it's somewhat better than vanilla.
Then it just disappointingly goes back to being an outsourced map pack.

>> No.10161710

>>10161698
The second addon had the Egyptian theme which made it quite memorable at least.

>> No.10161712

They really fucked up not having an identifiable main character for Q2. It's literally just random bald space marine and nobody ever draws them in any collages.

>> No.10161718

>>10161712
Because everyone remembers quake 3 bitterman, and your skin in quake 2 is the future quake 3 Grunt

Someone at moddb already did a bitterman skin

>> No.10161721

Quake 3 not having single player was the start of id's decline.

>> No.10161732

>>10161718
Bitterman is gay as fuck though, I hate that forced look. It doesn't make sense, he's supposed to be human

>> No.10161737

>>10161712
I mean, Unreal did the same thing where you play as your multiplayer skin, and now it's retroactively being hailed as the first FPS to have a female protagonist because the default one happened to be a woman due to however the skins were sorted.

>> No.10161739

>>10161712
To be fair to Bitterman, Ranger wasn't that popular or identifiable either until QC came out.

>> No.10161747

>>10161739
i mean q3 gave him the "ranger" name and people still did "huh" jokes kinda

>> No.10161756

>>10161737
This was more interesting and more important: Get a bunch of MP skin choices going and let the player choose the main character. Unreal’s expansion pack even endorsed this through male and female voice actors for intermissions.
Q2EX is fun with this because you can now see player shadows.

>> No.10161759

>>10161747
You're overestimating the importance of Q3A affecting people's perception of Q1/Q2 characters. Nobody gave a fuck about any of them as anything more than skins, and many people who played the game hadn't even played the previous two

>> No.10161761
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>> No.10161764
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>> No.10161781

>>10161732
He gets captured and escaped later after being stroggfied.
Grunt got PTSD and Shell Shock insanity
Major(last name Wayland) got PTSD and became violent after her entire squadron was murdered by bitterman at the jail unit.
Athena(full name Athena Hayes) got warped into the arena ater the Black Hole Slipgate Generator explosion alongside strogg & peeker.
Joker and his bros survived and were sent back to earth.
Stepchild survived and was sent back home.
Viper(q2 n64 protag) was sent back home.

>>10161761
>>10161764
how is the kex conversion?

>> No.10161792
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10161792

>>10155471
underrated

>> No.10161801

>>10161721
Carmack being an ass and making Romero and Sandy to fuck off from id was the beginning of id's decline.

>> No.10161802
File: 78 KB, 1280x720, lippy.jpg [View same] [iqdb] [saucenao] [google]
10161802

A quick exploding lips skin
https://mega.nz/file/r35BXa5S#v1YBAhivq9M53xZ2WpjaYiFElwp2E5rw_RAuAdH5-5U

>> No.10161813

>>10161801
Yeah, seriously. Such a soulless person
>Is that... story?! and creativity? in MY game engine? I'm going insaneee

>> No.10161814

didn't they say the psx port was done? whens that shit getting added to the remaster?

>> No.10161816
File: 74 KB, 256x160, Bitter Man.png [View same] [iqdb] [saucenao] [google]
10161816

>bitter man
what the fuck is his problem?

>> No.10161830

>>10161737
>retroactively
Gina is an updated rendition of the previous character model that was made when Unreal was a fantasy game. Epic explicitly was planning to have a female main character for the full game, and a male character for a unique shareware episode that never came to fruition. This idea lasted for a period during the beta's development, and a translator log in the final game's Velora Pass makes specific mention of a "savior princess" coming to help the Nali. People may only think she's the protagonist because she's the default, but Epic certainly planned for her to be.

>> No.10161832

>>10161801
>>10161813
In my country we have a say
>You don't change a winning team
everybody's ego got super inflated so they lost track of what made id special

>> No.10161835

>>10161816
Some asshole crashed into his pod upon atmospheric entry, forcing him into the protagonist role that he never wanted

>> No.10161837
File: 85 KB, 878x630, c2d.jpg [View same] [iqdb] [saucenao] [google]
10161837

>>10161816
The strogg invaded his home and killed his family and little sister.

>"5.19.47 14:35 ALIEN SCUM CAN KISS THE BUTT OF MY RAILGUN. Orders come in from the brass this morning. Tonight, I’ll be on the C-30K Marine Carrier with the rest of 101st Spaceborne. A little hypersleep, a couple thousand gallons of rationed I.V. nourishment, a few hundred light years, and we’ll be knee-deep in Strogg blood.
>17:05 It’s either us or them this time. We lose, and we all end up bratwurst on the grill of some ungodly mechanized carnivore. We win, and the Terran Coalition of Man can start rebuilding the cities on Mars, Olympus, even Earth. Who knows – they might even get the old interplanetary football league going again. God, I miss Monday night football.
>18:03 Grotesque images of Stroggs have been filling my sleep at night. Their metallic spines jutting awkwardly through muscle, skin and connective tissue, masks of human facial skin smeared and bonded to their cyber-alloy heads, crude but powerful weapons jammed into oozing, gaping sockets. Thank God the endless sleep ahead is dreamless.
>19:43 You learn the hard way in the outer sector… Like never get into a drinking match with a three-headed Bukan. Never assume a Strogg is dead even when he’s nothing but bloody scraps of shrapnel. And never go to bed with a Rabaul no matter how many breasts she has.
>20:16 I'm now on the carrier and next in line for my goodnight kiss. When I awake from the icy hypersleep, there will be only hell. And there will be hell to pay. My rail gun and BFG will make sure of that. The Stroggs killed my parents and my only sister. NEEDLESS TO SAY, I AM NOT A PACIFIST."

>> No.10161838

>>10161835
good.

>> No.10161846

>>10161837
damn i thought it was because of Makron's pension reforms

>> No.10161853

If you think about it, strogg are kinda weak as fuck. Not only those retards couldn't beat an enemy while having a technological advantage, with soldiers that are basically inexhaustible AND a massive surprise element, and then when the guys that booted them attack their home planet their entire defense plan in based on one big gun. Where the fuck is the strogg space fleet?

>> No.10161856

>>10161853
The strogg thought that the humans wouldn't reverse engineer slipgate technology.

>> No.10161860

>>10161853
There is a space fleet. Those flyers you see in some of the maps are headed for Bitterman's human allies and the explosions you hear in the background are basically the sounds of battle in the distance

>> No.10161869

>>10161781
>escaped later after being stroggfied
Bitterman confirmed for Kamen Rider

>> No.10161887

>>10161837
I gotta be thankful that new Doom fans aren’t spreading their gospel in here as well.
>>10161853
>and then when the guys that booted them attack their home planet their entire defense plan in based on one big gun
Bear in mind the intro: Things work out for the Q2 protag because a “cowboy” knocks him off course before the main force gets knocked out by a “low frequency EMP” and consequently captured or slaughtered by the main Strogg forces.

>> No.10161894

>>10161887
Joker, Stepchild and him were saved because their drop pods went haywire
Athena had hers going haywire too but her drop pod's door got shut and she spent 2 days trying to escape until she was warped into the arena after Bitterman exploded the Black Hole generator

>> No.10161901

>>10161846
What's Makron's tax policy?

>> No.10161902

>>10161894
Athena is part of the lootbox lore right? For that game spearheaded again by Willie T so he could get more clout before producing another big game?

>> No.10161907
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10161907

>>10161581
The real problem with Quake2's beastiary is how roughly half of the monsters you encounter (not accounting for the addon enemies) are all shooting variable-lenght salvos of the exact same blaster bolts, with each projectile doing only 1 point of damage that either gets ignored by your armor (if you have none or only the Flak Jacket) or absorbed completely by it.

>> No.10161912

>>10161901
half of what transits through tethered slipgates goes to feed and house shub-niggurath's minions

>> No.10161920

Why is speed of doom considered a classic?

>> No.10161923

>>10161761
>I'd love this level if not for those cringey messages and random CTDs whenever a Medic spots me
Also where's the download like for the updated version of this mod?

>> No.10161924

>>10161907
And then Ground Zero comes along and makes subclasses of enemies that do the same thing, except this time the bolts are green. I appreciate Nightdive's effort at making enemies more unique, but the flying ones still feel like reskins of each other. Didn't the technician have an unfinished electricity attack in the original source code? They should've added that in.

>> No.10161925

LET ME OUT!

>> No.10161930
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10161930

>>10161902
Q2CTF was part of the training TCM training

>> No.10161936
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10161936

>> No.10161938

>>10161924
>except this time the bolts are green.
All GZ enemies besides the MedicCommander with a green blaster do either 4 or 6 dmg per shot, they honestly could make them do at least 2 damage per bolt to both keep up with the different-coloured projectiles signifficance and showcase how their upgrated blaster is not the main source of your suffering when encountering them.

>> No.10161940

>>10161907
>kmquake2
>zaero
Yikes, not a good look

>> No.10161942

>>10161938
Q2R made them more nastier
had a rage burst over the 2 medics at Loki's Missions because they kept resurrecting each other

>>10161940
Your failed attempt at shitposting is bad

>> No.10161948

>>10161930
>posts lootbox lore
I ain’t reading that
>>10161912
>slipgate
Interesting how renaming teleporters causes people to completely disassociate Quake’s story from Doom’s

>> No.10161949

>>10161520
>If anything, Alkaline part 2 on Q2 is possible now
I don't think they're going to do that. The head honcho of Alkaline is very much married to Q1. The dude worked/works really hard on Alkaline and I really don't see him dropping Q1 just to port his entire codebase over to Q2. If anything he'll backport more Q2 enemies to Alkaline.

>> No.10161958

>>10161936
nice. pretty sure i don't have that box anymore. it must be in a terrible state.
where are the figure and the background from?(i realize the filename but you might still know)

>> No.10161961

>>10161546
>zaero needs to be recompiled into the new code, and surprisingly zaero was made for this new update.
The lighting will also need to be redone so it'll be brightened to shit.

>> No.10161969

>>10161924
>Didn't the technician have an unfinished electricity attack in the original source code? They should've added that in.
It's just their alternate melee attack - its essentially an invisible hitscan attack with infinite range that only *fires* when you're hugging them from the left side (to make it occur more often than their uttetly worthless claw attack)

>> No.10161972

>>10161948
>Interesting how renaming teleporters causes people to completely disassociate Quake’s story from Doom’s
well whole Quake 1 had its own feel despite the similarities. i guess id wanted Quake to be a bit less generic than Doom.
naturally people took slipgates as a re-use of a mechanic from Doom but until Quake 3 i would not have associated the two in story in any way.

>> No.10161984

>>10161972
Quake 1 and Doom 1 have the same premise: Teleporter research leads to discovery of bad dimensions and the major enemy forces use this to invade. Quake 1’s first episode even has you fight a giant satanic demon monster and I think Dimension of the Doomed even tosses a pentagram at you at some point.

>> No.10161985

>>10161948
>Interesting how renaming teleporters causes people to completely disassociate Quake’s story from Doom’s
Interesting as in bad or just interesting?

>> No.10161986

>>10161887
How does Bitter land and everyone's already captured or fucking dead? You find people fucked up throughout the entire campaign. And those are the people he dived with? Or was that a previous wave? Cus it's like how did this one dude die in this little ventilation shaft? Or how is this guy impaled on a rock or how are there so many captured and already driven insane?

Did he pass out when he crashed for a few days?

>> No.10161991

>>10161986
Anon watch the intro. People land before Bitterman. Bitterman's objective was the Big Gun but he misses it and flies around and you hear the cries of all his comrades dying.

>> No.10161994

>>10161991
They land like 60 seconds before him. Doesn't explain 90% of the humans you see throughout the campaign

>> No.10161996

>>10161994
Anon the towers in America fell in 5 seconds each.

>> No.10161997

>>10161984
yeah but despite that they felt like different worlds and still do, at least to me.
i hated Quake at first it took me years to appreciate it. i thought it looked boring and ugly but i was addicted to Douq and Duum.
but when it clicked it really clicked and i love coming back to it because how weird and unique its world looks and sounds.

>> No.10161998
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10161998

>>10161997
>yeah but despite that they felt like different worlds and still do, at least to me.
Doesn't it feel that way to everyone? What's this discussion about?

>> No.10162001

>>10161997
>years
correction it took me one year

>> No.10162006

>>10161998
i don't know.
what's up?

>> No.10162010

>>10162006
https://www.youtube.com/watch?v=uv_lTYQlEMg

>> No.10162014

>>10161949
There's already some 2-3 maps that are 15+ years old which have Q2 Enforcers wielding a volley-firing Quake3 plasmagun instead of their original kinetic chainguns (which makes them drop Cells when killed), so I have no idea why they didn't they came-over to Alkaline in the v1.3 update yet...

>> No.10162018

>>10162014
Quake 2's sourcecode is freely available (on github no less) with all the enemy sources. It'd be a dream to see EVERYTHING ported to Alkaline to be quite desu but I imagine that's quite an undertaking to do for free. Man that makes me drool to think about.

>> No.10162023
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10162023

>>10162018
>Strogg infighting with grunts from Quake

>> No.10162028

>>10162018
They'd need to repurpose the Zestroyer chaingun as a dedicated weapon that uses Bullets as ammo in order to make the Quake2 enemies be seamlessly integrated into Quake1 (or something of such notion)

>> No.10162032

>>10162023
https://www.youtube.com/watch?v=CFgGzDrj7OM

>> No.10162035

>>10162032
https://github.com/decino/q2-infighter
Well look at fucking that. Interesting.

>> No.10162036

>>10161997
>yeah but despite that they felt like different worlds and still do, at least to me.
That’s how I feel about all of them. Makes it really weird seeing a bunch of people going “finally!!” at seeing the attempts at linking the worlds of Q1 and Q2.

>> No.10162040

Quake's setting was underused.
It needed more sci-fi leaking into eldritch/medieval aesthetic, with infighting on some larger maps.

>> No.10162045

>>10162036
I've been linking them ever since Q3 has given me the idea. And I have taken a liking to travelling stories. Just another brand of autistic taste.

>> No.10162046

>>10162040
I think the community's done a lot with it since 96. Hell, one of the last maps of Dimension of the Machine has a ship of enforcers and grunts with prisoner fiends, spawns, zombies and such. A bonus room has you unlock their cells and the guards fight them all and it's mayham.

>> No.10162049

>>10162040
One of the /vr/ maps had a room that was techbase there was a teleporter and the room was starting to leake quake eldritchness into the techbase. Starts corrupting the area and walls with creepy lighting. And some of the knight enemies are in the room.

It's the only time I've ever seen a map do that and it's so fucking obviously a cool idea. How is it not done more?

>> No.10162051

>>10162040
Play any amount of custom content and it's basically just that
The vanilla campaign is a joke, at least the core gameplay is fantastic that mappers and modders can actually make something out of it

>> No.10162058

>>10162049
Some examples I can think of that come close but don't quite do this are Lane Powell's AD map and Between Eorlds from 100b4. I'm sure I am missing something that does it much better however.

>> No.10162062

>>10162036
i'm not against the idea for background story and arena games but the in-game merge feels weird, especially from an official expansion.
i don't care as much when it's a community project because anything goes anyway...

>> No.10162064

>>10162051
>The vanilla campaign is a joke
I'll defend id1 until I die. For being among the first big budget 3D video games, the maps STILL achieve their goals of creating these facsimiles of castles, dark halls, and strange bases. They're very imaginative and are still great examples of brushwork and architecture to this day. Look at the ceilings in any id1 map to see what I mean. Most games do not give half as much of a fuck about architecture as Quake did.

>> No.10162073

>>10162064
>I'll defend id1 until I die
based

>> No.10162081
File: 14 KB, 677x139, early life.png [View same] [iqdb] [saucenao] [google]
10162081

They did him dirty.

>> No.10162087

>>10162081
you left the part when his only one interaction with his dad was an assault

>> No.10162090

>>10161920
It's basically Scythe 3. Fun combat, great visuals, memorable map themes. Consider turning the difficulty down, if it's too much. It's even a challenge to doom veterans on UV. Even HMP might be too much, if you are still a beginner.

>> No.10162096

>>10160670

True, but wait until you get to Echoes of Repercussion to see if you change your mind.

>> No.10162097

>>10161837
now I want to see what a Rabaul looks like

>> No.10162108
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10162108

>>10162081
this is how it was described in "Masters of Doom". It was a different time

>> No.10162121

>>10162108
reminds me of that red book in "Postal 2"...

>> No.10162125

>>10162121
shid i wanted to spoiler mark but i mimicked>>10162108's typing

>> No.10162139

>>10161675
One quick Google search led to this shitpost question:
What if Macron was a Mass Effect fan who wanted to turn Bitterman into Asari-like femboy?
>>10161712
>>10161718
Not to mention that, unlike original Quake, Quake 2 and its Mission Packs followed different protagonists...
Wait, >>10161781 already went over this.
>Major(last name Wayland) got PTSD and became violent after her entire squadron was murdered by bitterman at the jail unit.
Honestly, I already fell for it.
>>10161930
>Athena was added in October 2018.
>Global Defense Force
They really ripped off Bombshell and Ion Fury?
>>10162040
>It needed more sci-fi leaking into eldritch/medieval aesthetic, with infighting on some larger maps.
Nice try to encourage more Quake mapping/modding, I'm an indecisive moron, but getting to work daily definitely won't help it.
>>10162108
>When Carmack asked him if he wanted to work at id doing technical support shortly after Doom's release, he jumped.
Not off, thankfully. McGee's life is such a mess.

>> No.10162143

>>10162062
>>10162045
Going into the extreme end to get them all linked together makes a strange sort of sense to me, but the big thing with Doom and Quake 1 is that they both have the scifi and “otherworldly” themes very much there and present. Quake 2 is purely scifi.

>> No.10162148

>>10162139
>Not off, thankfully
kek

>> No.10162154

>>10162139
>Not off, thankfully. McGee's life is such a mess.
his sister's murder is nightmarish. i feel sorry for him.

>> No.10162156

>They really ripped off Bombshell and Ion Fury?
By using “GDF”? That itself is just a play on “EDF” from Duke and, well, the EDF games.

>> No.10162163

>>10162154
>murder
wasn't she only missing?

>> No.10162167
File: 1.03 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
10162167

Damn!

>> No.10162170

>>10162167
What's the issue, you have the high ground

>> No.10162171

>>10162170
You underestimate their power.

>> No.10162173

>>10162156
The acronym has been thrown around a lot over the years. iirc in the original duke nukem 3d it's EDF and in the 2001 build of Forever it's also the same. At some point they changed it to GDF (Global Defense Force) which is what later games like Ion Fury uses.
Surprisingly Serious Sam still uses EDF in recent games. So obviously it's canon that Sam and Duke know each other.

>> No.10162178
File: 164 KB, 1920x1080, file.jpg [View same] [iqdb] [saucenao] [google]
10162178

>>10162171
Don't try it!

>> No.10162182

>>10162139
GDF existed since ETQW, it was them who managed to ambush the strogg intro one place and hold the invasion off until they took the other parts of the planet back.
TCM - Terran Coalition of Man is the government formed after mankind won the first human-strogg war
SMC - Space Marine Corps is the Earth's military reformed into one single unit after the events of ETQW

Plus, Q4 SMC looks like a huge roughnecks S.I.C.O.N. homage, even the Walkers and power armor.
https://www.youtube.com/watch?v=pMJ7S4iwXSc

>> No.10162186

>>10162143
yeah i get that demons and eldritch creatures might not be everyone's cup of tea and it's not like Quake 2 doesn't have it's own identity.

>> No.10162187
File: 25 KB, 973x359, q4fp7yA.png [View same] [iqdb] [saucenao] [google]
10162187

>>10162163
ive never played Alice but liked Episode 3 of Quake. i should change that.

>> No.10162190

>>10162167
Map?

>> No.10162213

>>10160678
That's gay.

>> No.10162214

>>10162186
>and it's not like Quake 2 doesn't have it's own identity.
That’s my thing: I dig the identity it has. Introducing the “eldritch” into the setting takes away the creepiness of the Strogg. It would be a similar scenario if System Shock 2 was built up to reveal that “The Many” were aliens.

>> No.10162218

>>10161581
>plus Iron Maidens were already a rarity and just not particularly threatening
You try dealing with multiple in Q2-64, where they suddenly have the ability to begin marching towards you firing rockets repeatedly instead of one at a time

>> No.10162224

>>10162214
I definitely wouldn't call the strogg creepy, but I imagine that's just differences in how we grew up. I played Quake and Quake 2 later in my life in my late teens, and their enemy rosters felt like the same family of House of the Dead; alien cyborgs with guns for hands, big humanoid dudes with chainsaw arms. These games feel very arcadey to me, and in fact I theorize that it's entirely due to Quake's OST that it has the reputation it does. If Quake had been soundtracked with Quake 2's ost, we would have a very different view of it decades on.

>> No.10162225

>>10162214
yeah good point. the Strogg are like a technological version of the Necromongers from Riddick.
having them being just puppets is diminishing.

>> No.10162237

>>10162224
>felt like the same family of House of the Dead; alien cyborgs with guns for hands, big humanoid dudes with chainsaw arms.
I should clarify exactly what I mean here: They feel cool and fun to kill. A dude with a chainsaw for an arm? And I get to kill him? Fuck yeah. This dude's entire body is a tank with his head sticking out? That's fucking cool, let's dance faggot. None it feels creepy.

>> No.10162247

>>10160608
Shut the hell up Strauss.

>> No.10162261
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10162261

Wednesday Wheel... something... fuck it. Kart.
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau

Changes since last time:
Updated Parias as per >>10158921
(Maybe?) Fixed bugged friendmod teams.
Reverted Kanzaki Pack to v3. Fewer maps in earlier states, but fewer 2.0-isms (wallsprings and specific items).

>> No.10162272

>>10162224
>If Quake had been soundtracked with Quake 2's ost, we would have a very different view of it decades on.
well duh and that would have been an artistic mistake IMO since the lighting and sound design fits the music quite well

>> No.10162289

>>10162272
Quake really needed more inverted tracks and organ samples somewhere in there.
A gregorian chant or two wouldn't be so bad either.

>> No.10162292

>>10162224
>I definitely wouldn't call the strogg creepy, but I imagine that's just differences in how we grew up
I definitely would call them, Q1, and Doom monsters and settings "creepy" even when I grew up realizing
>holy shit I don't need the game discs to play these games AND they play the tracks from my favorite CDs
So my Quake 1 and 2 playtime was filled with things like Operation Ivy and Rancid. Despite that I've still come to respect and enjoy the "horrific" themes present in these games.
>>10162225
>Necromongers from Riddick
I haven't "Riddick'd" much besides his first and last movie. Just googling these guys, this Vaako guy? That's Karl Urban and he kicks ass. I think I need to dive further into this series.

>> No.10162304
File: 7 KB, 250x268, willits.jpg [View same] [iqdb] [saucenao] [google]
10162304

Real funny how de-lobotomizing the monsters (enemies capable of walking *AND" shooting, are you guys insane? Aiieee! SAVE ME SHUB-NIGGURATH!!!) and including a cosmetic muzzleflash effect for the guns was all Quake2 needed to finally become remembered as fondly as Q1 and Unreal…

>> No.10162306

>>10162289
no thanks

>> No.10162313
File: 833 KB, 1690x1023, mapjam9groundfloor.png [View same] [iqdb] [saucenao] [google]
10162313

making my way through mapjam9 at the moment after finishing brutal jam.
Another dip in quality although this might just be partly due to the age of the jams relative to each other idk
Bothers me that map completion doesn't bring you back to the map selection so you have to re-enter the difficulty portal each time.
Lot more maps just straight up broken or shoddily constructed so far compared to before. Maybe because I'm playing much more of a "here's a jam, pitch in if you got something" type jam than something like alkaline or whatever.

>> No.10162315

>>10162304
>Unreal
>fondly
maybe for multiplayer, the maps were shit

>> No.10162317

>>10162304
sooooooooooo, big fixes?

>> No.10162321

>>10162317
aaaah mistyped *BUG fixes

>> No.10162325

>>10162313
I don't know what your criteria is for a "dip in quality" but jam 9 is one of the best ones that also features some of the best q1 mappers before they went away to work on other games. Play Chasing Promises and the Brimstone Mine.

>> No.10162331

>>10162317
>>10162321
Quickswitching is probably doing a lot as well.

>> No.10162336

>>10162331
For sure. Not taking 5 seconds to put away my gun and take out another one goes a long way toward making Quake 2 enjoyable.

>> No.10162342

>>10162325
I immediately ate my words after posting that, currently on consciousness outpost.
I think the dip in quality is more to do with the first few maps I played, I'll post my notes when I'm done but it's minor stuff mostly like seeing through map geometry sometimes or finding a map kind of boring

>> No.10162345
File: 3.89 MB, 640x360, unit time bitches.webm [View same] [iqdb] [saucenao] [google]
10162345

>>10162336
I can't imagine "switchspeed issues" with Q2 if you've been playing lots of classic Doom as well. It is fun though.

>> No.10162349

>>10162342
That one's also great, by Pulsar I believe. Man I want those guys back

>> No.10162358

just finished Spiritworld for Quake 1, granted it was on easy since i heard the enemy placement gets ridiculous in spots. but im totally willing to play this again on normal or hard because this episode rocks haaaaaaaaard. the combat is fun with plenty of claustrophobic encounters with ogres, fiends, vores and spawns, but the atmosphere\aesthetics steal the show. some really cool levels here, like a spooky pagan town and the inside of a tree. here's to hoping that a quake 2 renaissance will give us custom maps as good as these.

>> No.10162363

>>10162345
I can't help but notice you're not playing the remaster, chud.

>> No.10162379
File: 97 KB, 387x500, bitduck.png [View same] [iqdb] [saucenao] [google]
10162379

>>10162313

>> No.10162380
File: 3.91 MB, 640x360, q2e_paramiss.webm [View same] [iqdb] [saucenao] [google]
10162380

>>10162358
>find Quake's fourth episode "favorite but flawed"
I'm going to say that Spiritworld is my "ideal Quake". I only want more grunts and maybe enforcers. It's beautiful.
>>10162363
>25th Unit mod through Yamagi
>Mission 64 through KMQ2
>webm related itself
Yeah I play what I want. They all have fun twists on the gameplay and their own challenges.

>> No.10162381

>>10162261
net's acting up, might be a minute

>> No.10162386

>>10162358
Spiritworld is great visually but I made the mistake of playing it on hard, there's just too much BS in it and I got frustrated. One day I'll go back to it on an easier difficulty

>> No.10162387

>>10162379
classic

>> No.10162390
File: 3.29 MB, 2560x1440, yellowsignSpiritworld.png [View same] [iqdb] [saucenao] [google]
10162390

>>10162386
I was watching a video when I was needing help with some secrets on NM playthrough: Many spawntraps were replaced with things like death knights instead. I want to go through on a lower setting to see how good of a job they did elsewhere.

>> No.10162413

>>10162349
where did they go?

>> No.10162419

>>10162413
Wrath and Graven primarily

>> No.10162427

>>10161569
Nah, you have to use cheats to get to it.
I thought it was an impossible piss take map at first, but with a specific (literally) pixel-perfect order of operations, and RNG not fucking you over, you can /maybe/ do it. So in a way it fits the theme, and in a way it'd be better suited for something called "EXTREMELY EXTREME RISE OF THE TRIAD".
Unless there's an alternate method I wasn't able to figure out that's a lot easier.

>> No.10162445
File: 1.00 MB, 1018x719, new game.png [View same] [iqdb] [saucenao] [google]
10162445

>>10161737
>play as your multiplayer skin
that's in gold, original unreal explicitly gives you the choice when starting a new game.
this >>10161830 is news to me though

>> No.10162451
File: 231 KB, 533x419, machinegoat.png [View same] [iqdb] [saucenao] [google]
10162451

>> No.10162452
File: 29 KB, 1201x246, story.png [View same] [iqdb] [saucenao] [google]
10162452

>>10161813
that's Sandy though

>> No.10162463
File: 249 KB, 1143x610, 1691961999274388.png [View same] [iqdb] [saucenao] [google]
10162463

>>10162452
He can't keep getting away with it

>> No.10162472

>>10162167
https://www.quaddicted.com/reviews/tonswsp1.html

>> No.10162474
File: 108 KB, 560x620, 1691308136454018.png [View same] [iqdb] [saucenao] [google]
10162474

>>10162451
of course they post here

>> No.10162476

>>10162445
I'll have to play through again and pay extra attention to the logs. Velora was a goddess so I wonder if that plays into the savior princess thing.

Anyone know of a way to play with software rendering in the year of our lord 2023? I always liked it better. Even with the 3D models sorting a bit odd.

>> No.10162478

>>10162474
Are those anons' screenshots?

>> No.10162480

>>10162478
I don't think so
>>10162474
look again

>> No.10162486

>>10162452
wtf would a Mormon really use a porn metaphor?

>> No.10162489

>>10162476
>Anyone know of a way to play with software rendering in the year of our lord 2023?
literally just installed from a CD image and ran it to take that screenshot. win10, no wrappers, no nothing

>> No.10162494

>>10156885
yeah, lob a rocket or two into the giant exposed brain, that should do the trick

>> No.10162505
File: 212 KB, 1280x960, 1494886472224.png [View same] [iqdb] [saucenao] [google]
10162505

>>10162480
yes i know why you posted it, i also know there are several goatse in games but i have the intuition they lurk here

>> No.10162506

>>10162486
Would a Mormon be preoccupied with the occult?

>> No.10162510

can anyone give me a qrd on the zdoom drama? I went to the forums to see if there's a new version of Russian Overkill and Guncaster and found Pillowcaster's goodbye message but it sounds like he merely quit that corner of the community and nothing else. He mentioned something about drama but didn't elaborate, probably for reasons that will be obvious when/if I get more info.

>> No.10162515

>>10162486
if it's like witnesses many of them don't respect the rules at home but stay because community is important...

>> No.10162516
File: 28 KB, 360x450, sandy-petersen.jpg [View same] [iqdb] [saucenao] [google]
10162516

>>10162486
guess he's not your regular mormon.
another thing is that I think the "expected to be there" part is flying past zoomers' heads. because of course nowadays it isn't.
whereas back then it would have been in reference to vhs/dvd or late night/cable. not onlyfans.
still works for the analogy though, clearly story isn't really necessary in games either.

>> No.10162518

>>10162489
Last time I tried it ran at mach 4 as I recall. But I'll give it another go I s'pose.

>> No.10162520

>>10162510
literal tranny groomers from outer space. search archives for marisa.

>> No.10162527

>>10162516
Not sure what you're talking about

>> No.10162536

>>10162527
that there would often have been an actual "story" for a feature length "film", to pad the time / get distribution / fill the air, the setup wouldn't have been 5 second long

>> No.10162538

>>10162520
Is that shit still going on? Thought everyone got over it.

>> No.10162542

>>10162516
Man i miss when it wasn't oiled inflatable balloons with witch nails under 10000 lumen spotlights

>> No.10162551
File: 1.30 MB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
10162551

>>10162167

>> No.10162552
File: 745 KB, 597x360, sickos.webm [View same] [iqdb] [saucenao] [google]
10162552

>>10162551
mfw

>> No.10162576

>>10162551
I'm suddenly remembering why I gave this map 3/5

>> No.10162581

>>10162551
https://www.youtube.com/watch?v=OBiZe4D60tA

>> No.10162604

is there any application for death knights where they aren't pushover retards
if knights were death knights with less health would quack be cooler

>> No.10162610

>>10162604
The death knight can't be salvaged, it's the most boring enemy to fight in the game. At least some of the Arcane Dimensions variants are cool but they also have too much health

>> No.10162614

>>10162604
nope, worst enemy in Q1 right there.
balancing their spray attack better could work (make jumping over it an actual recurring necessity). deathguards from quoth are somewhat better, tghough their range is a bit wack.

>> No.10162617

>DK hate
They're like fun barons. Recently played Remobilize and they have a fun and tougher version in there.

>> No.10162618

>>10162452
Hearing sandy talk about doom is like bizzaro world revionism. He remembers so much but his memory is very spotty.

>> No.10162620
File: 2.81 MB, 853x480, bs.webm [View same] [iqdb] [saucenao] [google]
10162620

>>10162617
>fun barons
that's shamblers

>> No.10162624

>>10162617
Wait that's wrong: Shamblers have the Baron-sized healthpo- >>10162620
DAMN you rightfully got me

>> No.10162630

>>10162624
but yeah, deathknight's model and qc are literally called "hknight", which should clue you in

>> No.10162673

>>10162620
i miss carmack/cloud

>> No.10162676

>>10162604
Normal knights are fine as is, death knights just need something more to justify their health pool

>> No.10162683

>>10162676
>projectile volley you can jump over
That does it for me. Hitting them with at least one explosive is also nice. Then it's just three double barrel blasts or a handful of nails.

>> No.10162759

Someone bake, I'm playing vidya.

>> No.10162770

>>10162451
>no ring

>> No.10162784

NEW THREAD
>>10162774
>>10162774
>>10162774

>> No.10162790

>>10161801
Sandy's departure was mainly Willits's fault, but it was ultimately worth it for Age Of Empires 2

>> No.10163103

>>10162486
I think I hear more about mormons being degenerates than I do about their theology. I'd expect a drinking analogy personally, but porn isn't too far off.

>> No.10163120

>>10163103
you can be aware of the concepts of the world without partaking in them yourself
people regurgitate the vernacular of those around them, and sandy was working with/hanging out with a bunch of people who assuredly were not mormon in the way they appoached life
this is why you will find yourself spreading shit memes or discussing pop culture trends even you hate, just a herd survival instinct

>> No.10163147

>>10162614
what if it did the ground spray, but also a centerfiring fireball that's aimed at face level
so you have to jump over the spray AND airstrafe around a normal projectile sometimes

>> No.10163151

>>10163120
that's true. I think in the case of some mormons though, at least from some of the stories I've heard, is that some folks born around the LDS community will identify with mormonism socially regardless of if they actively practice its beliefs. so people share stories of that one 'mormon' guy they know, when he's just a normal, secular guy from Utah. same thing for some catholics, its a social-community thing, part of their environment. doesn't truly reflect on those groups really.
don't know about Sandy particularly though, sure he's a swell guy.