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/vr/ - Retro Games


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10162774 No.10162774 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10154818
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.10162775
File: 81 KB, 640x480, 1692028993943614.png [View same] [iqdb] [saucenao] [google]
10162775

=== 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 >>10155281 >>10144443

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

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

[8-10] Quake II Kex-based remaster released
https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii

[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

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

>> No.10162787

>doom
more like dumb lmao

>> No.10162789
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10162789

>> No.10162794

It's interesting that Reckoning gives you a flashlight from the start.

>> No.10162795

>>10162789
>nightdive found shamblers
>version fucked remaster serious
>instead wanted maidens

>> No.10162796

>>10162790
the game I wish Sandy made/makes most is an actual proper Call of Cthulhu vidya

>> No.10162835
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10162835

>>10162789
>duke plus tits
nobody steals my tits, and lives

>> No.10162837
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10162837

>>10162794
Those sewer sections at the start always felt the darkest even before the ND port, but it kind of seems redundant with the new fog lighting things up anyways. Helps me out because I don't like the fog and turned it off.

>> No.10162915
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10162915

has anyone used SoundCanvas VA?
I've seen people claiming that it's totally accurate to the real thing. I've tried hooking it up to GZDoom and Nugget via vstmididrv, and it just crashes the game when I select it as output.
I can successfully hook it up to foobar (both as a separate plugin and as "secret sauce"), it opens config, it plays songs, but it sounds wrong. I'm assuming it's because it's doing SC-88, but changing GS/GM2/GM or 55/88 in its console has no effect.
I've tried EDIROL Virtual SC, and that one works much better and sounds the way I would expect SC VA to sound. the problem with that one is that it lacks certain samples, so some synth-heavy custom midis just have basic placeholder piano playing.

>> No.10162941
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10162941

https://steamcommunity.com/games/1000410/announcements/detail/3691316008049585542
>no more bi-weekly progress reports
>gameplay stream on the 18th
Maybe they'll actually reach a deadline this time lol

>> No.10162957

Not retro.

>> No.10162972

>>10162787
Pack it on everyone. I guess we're done...

>> No.10162980

>>10162941
Hopefully optimistic. The game had some good ideas at base, and hypothetically could use its enemy/weapon roster to build some nice encounters. Halfway reliant on movement, halfway reliant on stunlocking, eating a hit is actually crippling. Forced out a nice dance.
But map navigation in the version I played like 2-3 years ago was TERRIBLY unintuitive, and it spammed way too many enemies at you for the amount of ammo you were given without secrets, so the key to winning was just to run past everything because there's no fucking point in gunning down 120 Über Cacodemons at a snail's pace as you collect ammo from their corpses individually and use it to gun down the next one.
>>10162957
quake is retro

>> No.10163009
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10163009

>>10162261
GGs

>> No.10163145
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10163145

so we playing the remaster together this weekend, bros?

>> No.10163149

>>10163145
I'm pretty sure it relies on Steam / GoG Galaxy verification.
I pirated it because I still have my old Quake 2 disc, and I'm not buying it again.

>> No.10163227

>>10162941
inb4 they just launch the game without episode 4 or multiplayer and promise they will come 'soon'

>> No.10163238
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10163238

>> No.10163254

>>10163238
wat dis

>> No.10163258

>>10163254
Of Three Plantagenets

>> No.10163259

>>10163227
>episode 4
what's that about? it's been "3 hubs, 15 levels" since 2019. that's what's buffling: 50 months for 10 levels

>> No.10163260

>>10163258
<3

>> No.10163263

>>10163259
The maps are enormous and you don't get to see lighting until you compile and play the game.

>> No.10163269

>>10163263
I know the drill, I've made some myself. a map is a couple months, while having a job, alone. supposedly there was a team of more than one mapper at some point.

>> No.10163290

0-4, map for Quake
6-9, play some Quake

>> No.10163292
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10163292

>>10163290
Fuck. Fine.

>> No.10163309

>>10163290
rolling for fives

>> No.10163318

why the fuck the goldeneye soundtrack sound like death grips

>> No.10163340

>>10162789
>enough guys
>basically bullshit
>literally went official
>dude dudes

>> No.10163564

If every single game on a particular engine is terrible, do you reckon that's the engine's fault, or the developers' fault for reusing too much of the framework from the first game built on it?
Of course I'm referring to the Quake 2, Marathon, and LithTech engines here.

>> No.10163570

>>10163564
https://www.youtube.com/watch?v=KMU0tzLwhbE

>> No.10163573

>>10163564
say what you will about the games themselves, but every Q2 engine game went to the effort of fixing the movement at the very least.
NOLF plays fine, minus the driving. can't really blame hardware compatibility issues on the engine.

>> No.10163583
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10163583

>>10163564
>Quake 2
Heretic II is great, fuck you.
>Marathon
I actually enjoyed pic related.
>LithTech
You got me there, I haven't gotten around to playing KISS Psycho Circus yet, but it seems like it has the best chance at being a competently made LithTech game by anyone other than Monolith.

>> No.10163586

>>10163269
Speculation and facts incoming: Killpixel was heading the project at first, but then he lost passion (some people like to stir up shit and say he was ousted but no he just gave up the ghost). I imagine when he left Wrath, 3D Realms considered canning the project and during that time nothing was done. They brought some people on to do some mappan, but none of them have vision they're just brought on to finish a job. Too many cooks situation. Then the project seemingly gets expanded what with them creating new assets even now, further dragging out development. 3DR also recruited even more mappers from the community as other ones dropped out, further dragging out development since you gotta track the guys down, hire them, get the tax forms ready, etc. Combine this with the fact that you're mapping for a decades old engine whose maps need to be compiled every time you do something meaningful so you can make sure it looks good and you have a recipe for a shit dev cycle. I'm sure if 3DR cared to, they could say
>Nah, cut the cord. Two episodes
But they want to make sure the whole thing gets done. I still maintain the worst thing this project did was making a video game on an old engine. UE5 wasn't out in 2019, but 4 was and it was still completely free then. Unity was around too. There's no reason to hamstring your developers with old tech if new tech will make the job easier.
>But the look
If you stick Wrath's art in Unreal, it'll still be Wrath.
>But the look
So fine tune everything until it feels like Quake. Simple as.

>> No.10163595

>>10163564
No, it's obviously your fault.

>> No.10163616

>>10162789
>read lore
>find ass
>rocket instead wanted maidens
>thought railgun

>> No.10163629

>>10163586
Early Access was a mistake.

>> No.10163635

>>10163586
I think part of the point of the project was to provide a familiar modding platform without Q1 limitations. in that sense, it would have been worth it even with zero new levels, just the full bestiary and devkit. meanwhile the same thing on UE4 would have just been kind of disposable in comparison, same way I feel about HROT or Amid Evil.
for whatever reason, there still isn't a single retro-revival FPS with steam workshop support. I just find that fact insane. fucking Turok of all things has one, but not Ion Maiden, Dusk, Wrath? the normie hype is going to come and go and nobody will have managed to deliver on a proper devkit? in what, 10 years? how?
but anyway, yeah, a year or two ago I said that KP "taking a vacation" means he doesn't see the game coming out for years, and here we are.

>> No.10163640

>autistic, half broken, works
>obviously multiple hidden projectiles working together properly
>rott
yup

>> No.10163641

>>10162957
Wrong. Wrath is allowed as it uses Quake 1 derived engine. Retro engine (gzdoom, darkplaces, eduke) games have always been allowed. If not, even REKKR discussion would be banned.

>> No.10163654

How does the Q2r compass work, does it point you towards the current objective or just shows your current orientation?

>> No.10163657

>>10163654
you activate it and it does the Dead Space style footsteps + objective marker.
funnily enough, the one time I needed it (well, not really) - the unmarked objective of picking up an access card from a prisoner - it didn't work

>> No.10163658

>>10163654

Supposed to take you to the actual objective but its broken sometimes.

>> No.10163664

FUCK ME WHAT THE FUCK IS THE RAILGUN NERF IN THE QUACK 2 REMASTER WTF??

WHO THOUGHT THAT WAS IN ANY WAY SHAPE OR FORM REMOTELY SENSIBLE??

>> No.10163675

>quake 2 missions and "story"
>Wordswordswords go grab the blue keycard I mean the commander head
Totally innovative natural evolution of the genre.

>> No.10163676

>>10163664
It really should have been 120 if they were going to nerf it.

>> No.10163678

>>10162789
>shoot windows
>hate linux
BSDchads, I kneel.

>> No.10163679

>>10163676

Why nerf it in the first place, it was bueno as it was?

>> No.10163682

I swear to fucking CHRIST people praising RTX are paid shills. It's the most underwhelming thing I'd seen. It reeks of desperation. Fucking Conker's Bad Fur Day on N64 had dynamic cast shadows.

>> No.10163687

>>10163682
https://youtu.be/5uhDW6SZ1eE?t=6095
https://www.youtube.com/watch?v=hkJz6wVFamk
WHOA DUDE RTX POWERED IN 1999 HOLY SHIIIIIIT TECHNOLOGY

>> No.10163697
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10163697

>>10162486
Mormons invented saddle-backing and that dumb earthquake-sex tier shit where you hire/ask someone to jump on your bed with your dick just slightly touching your partner's fuckhole, so that the springing bed-matress itself would do the fucking for you - sorry but I have no idea what's this manouver called, try googling it if you don't believe me.

>> No.10163703
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10163703

>I'm going down to EI Honto and I'm gonna Iock myseIf in a moteI room with a bottIe of tequiIa and three she-boys
What was the thought process behind the inclusion of this scene ?

>> No.10163709

>>10163679
It was the usual suspects that do things like gender bender ghost busters and and go against cannon. I bet somebody lost a lot to a rail gun user and that's the only reason why. Because somebody was better than somebody else and it influenced their decision making so hard that they were essentially owned by said individual and suffered ultimate defeat by pure skill superior to their inferior skill.

>> No.10163710

>>10163709
It was id/bethesda's decision. Developers just did what they were told.

>> No.10163713

>>10163709
Also it's not nerfed on mp. Sp only.

>> No.10163715

>>10162148
I feel kind of bad for this joke, but couldn't miss out on it.
>>10162154
It's horrible, yeah.
>>10163564
While the tech itself can be terrible, usually I would say it's on the developers as engines (like anything else) are just a tool.
>>10163586
>Speculation and facts incoming: Killpixel was heading the project at first, but then he lost passion (some people like to stir up shit and say he was ousted but no he just gave up the ghost).
That's not as off from what I've allegedly heard. Basically, I believe it was a mix of burnout and issues with mental health and family life. KillPixel has been working on WRATH by himself (or his wife; I think she was also involved in some capacity, but can't recall specifics) since like... 2013? He might've talked about it at In The Keep... or Quakecast? Can't check at the moment.
https://www.youtube.com/watch?v=smPJks5EndU

>There's no reason to hamstring your developers with old tech if new tech will make the job easier.
I think it was more about staying true to KillPixel's vision and DarkPlaces being a part of that. After all, he's still like offering some advice or something.
>>10163635
>HROT
...is on custom engine though. Not Unreal Engine 4.

>> No.10163719

>>10163715
>custom engine
no modding, same difference

>> No.10163750

>>10163664
>>10163713
>>10163679
>10163709 (bad goyim)
>>10161493

>> No.10163778

Is rottexpr supposed to be shit? It keeps crashing on me and the complier throw a lot of warnings.

>> No.10163783

hello, i have a question.

i'm playing through tower of death (caball.wad) and there's a see-through pinkie (not spectre, literally a see-through pinkie) that can noclip and he follows me everywhere. i also can't damage him

qrd on what the fuck this is??

>> No.10163784

>copy and paste Zaero's code deltas into the Kex Q2 code
>it's just some minor alterations, what could go wrong?
>three hours later, 38 of 99 files checked, barely even attempted to massage code to match new structure
i r programr

>> No.10163798

>>10163778
rott ports were a disaster prior to ludicrous edition

>> No.10163802

I hate trigger_push.

>> No.10163805
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10163805

>>10163802
Dare I say, you sound triggered

>> No.10163807

>>10163783
Most likely this
https://doomwiki.org/wiki/Ghost_monster

>> No.10163808
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10163808

>>10163570
>17 years ago

>> No.10163809

>>10163805
And trigger_monsterjump too now that I think about it. Dumb entities don't work half the time.

>> No.10163837

>>10163807
yup thanks

>> No.10163840

>>10163778
>>10163798
they didn't fix how killing an oscuro egg with bullets causes a crash in ludicrous edition

>> No.10163930
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10163930

Listening to the masters while mappin
https://www.youtube.com/watch?v=3fqpc64kDv0

>> No.10163948

>>10163930
sick

>> No.10163962

>>10163629
You should be forced to make meaningful updates to your game at regular intervals to stay in Early Access. Literally nothing for years except two blog posts a month saying you flipped two textures around and shoved a trapezoid up your ass should be grounds for your game getting pulled and everyone receiving a refund.

>> No.10164007
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10164007

>>10163930

>> No.10164031
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10164031

>See 94 protons pic in the newspost
>expecting to be a release or a fucking beta
>it's just a weapons demo

>> No.10164074

>>10163703
am i the only one that thought this line felt a bit out of place?

>> No.10164076

>>10163930
i was listening to some of this action
https://www.youtube.com/watch?v=5Wv5Ki3g5f8

>> No.10164082

>>10164074
I agree, a singular bottle of tequila doesn't seem enough for all the fun he's planning to have.

>> No.10164129

There is an error/typo in one of the sticky MEGA folders: https://mega.nz/folder/GtEQTISJ#CCJGyPEEEsZasc1PMXicUA/folder/PldgBCrT

This is Evilution NOT Revilution, Revilution was supposed to be TNT2 and it's actually a megawad.

>> No.10164193

>>10163750
Blame sponge for that

>> No.10164238
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10164238

>>10162775
>>10164031
>Retirement
I know precisely what that bonehead is rattling after! Stay frosty Protonman, we cheer you on!

>> No.10164243
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10164243

>>10164238
hot glue material

>> No.10164257
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10164257

why ?

>> No.10164270

>>10164257
because at the time it sounded cooler than Megabased Dick

>> No.10164307
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10164307

>>10164238
>Protonman, we cheer you on!
Let's send him a charge boys, it's not too late yet! Go, Go, Protonman!

>> No.10164316
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10164316

Daikatana remaster+tweaks when

>> No.10164326
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10164326

>>10164307
>>10164238
AAAAAAAAAAAAAAAAAAAAA

>> No.10164404
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10164404

>>10164243

>> No.10164408

>>10164270
>I can't leave without my buddy Megabased

>> No.10164420

>>10164257
>T-Bone Ferguson

>> No.10164432

Any good, recent quake mapsets?

>> No.10164441

>>10163783
it's the ghost of Andrew Carmack's dead brother, if you play too long he will leave your computer and kill you irl

>> No.10164475

>>10164432
Rotting Jam

>> No.10164517

>>10164432
The only recent release that really impressed me was Corruption Catharsis and that was back in June

>> No.10164549

>>10164307
>>10164326
>It's quake themed sentai episode where heroes against all odds free some urban powerplant by telefragging the mastermind - the niggur; and also beating his retarded subordinate - the shambler, who for some bizzare reason only meows and purrs angering his eldritch master
>As a reveal, Sandy Petersen comes out of the woods and starts delivering unsuspecting innocent villain lines in broken japanese while adjusting his suspenders, teleports home peacefully afterwards

>> No.10164552
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10164552

Can the Q2remaster run any mod that doesn't modify the basegame DLL file itself?

>> No.10164571

>>10164549
bbbbased
alsoSandy has a vtuber girl voice

>> No.10164606

>>10164441
No, it's Adrian Romero's ghost.

>> No.10164621

>>10164549
>Before the credit roll, red ranger at his apartment brings out ctulhu tabletop game and whole team starts playing in joyful commotion

>>10164571
I'm not a sentai fan, but I suspect that'd be very unsubtle even for the most ludicrous japanese series

>> No.10164639

>>10164552
Yep.

>> No.10164739 [DELETED] 
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10164739

>>10164621
>I suspect that'd be very unsubtle even for the most ludicrous japanese series
but it needs to be done

>> No.10164752 [DELETED] 

>>10164739
I'm still upset about this.

>> No.10164758
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10164758

Being able to explode corpses, yes or no?

>> No.10164759

>>10164316
>If you don't change AI companions' base behaviors, you have to stick around and babysit them, otherwise they die and you lose.
>If you disable AI companions or make them invincible, you can bunnyhop past literally every single enemy and encounter.
What do you even want someone to do? The foundation of the game shatters when you change anything. Making the encounter design and enemy/companion balance simultaneously competent, well paced, fair, and fun without redoing the game from scratch would be a sisyphean task.

>> No.10164768

>>10164758
Is it Quake 2 style where they're physical obstacles that can block doors and bullets, or is it zombie style where they're only affected by explosions?

>> No.10164780

>>10164758
Not for zombies.

>> No.10164786

>>10164758
I remember Underwater Jam in particular where this feature made explosives unpredictably dangerous to yourself.
I also have it in my notes that it screwed up stairs there somehow, though I now have no idea what I meant by that.

>> No.10164827

>>10164758
I like that sort of shit.

>> No.10164854

>>10164257
Marbleslab Mendelson

>> No.10164859

I'm having problem with Woof. It only loads Doom 2 iwad even if I had Doom 1 iwad in the folder (and Doom 2 iwad somewhere else in my hard drive). Earlier I could change the iwad in the folder, but now it always loads Doom 2 iwad if it exists somewhere in my hard drive.

I want to drag and drop Doom 1 pwads to Woof, but this isn't possible with a shortcut with "-iwad doom.wad" command line. How do I fix this?

>> No.10164862

>>10164859
Use a launcher

>> No.10164863

They are really generous with ammo and armor in the Call of the Machine campaign in the Quake 2 remaster. Also seems like they knew the turrets were not a popular enemy so they were only used for one set piece.

In general, the remaster is very nice to look at different sets of level design philosophies under one roof.

>> No.10164867

>>10164859
just drag both files
or add "-file xx.wad" to the shortcut

>> No.10164868

>>10164862
I'd rather find a way without an extra application, but is there any launcher you would suggest.

>> No.10164869

What drives the person to not use the launcher?

>> No.10164881
File: 7 KB, 272x237, file.png [View same] [iqdb] [saucenao] [google]
10164881

>>10164868
I use ZDL, it's simple enough for my needs. Point it to your iwads and source ports, put stuff in the leftmost box, type in your launch arguments, and go.

>> No.10164884

>>10164869
doomlauncher is a bit too bloated, and zdl too light for my needs.
I keep a bunch of bat files instead. that way there's a global config that lets me select a different engine without changing the shortcuts, but I can also selectively enable realtime lights for wads that rely on them, and other things like that.
in short, OCD & autism.

>> No.10164892

>>10164869
I'm a guy whose played Doom before Zdoom, I have never grown to use launchers. I used GZDoom till I went to Woof 2 years ago. I never saw a reason to use launcher. I just dragged and dropped.

>>10164867
Yea this does work and thank you for that, but is there a way to make Woof only recognize to iwad that's in it's folder and from nowhere else?

>> No.10164894

>>10164881
I'll look into this. Thank you, anon.

>> No.10164898

>>10164892
Dragging and dropping sucks when you have hundreds of wads in a folder.

>> No.10164904

>>10164892
>is there a way to make Woof only recognize to iwad that's in it's folder and from nowhere else?
no idea, I'm guessing it finds it in your steam folder, but I don't see an obvious config variable to make the installation portable.

>> No.10164910

>>10164904
Hey this solves it. I installed Steam Doom 2 to get Scientist. I'll just remove it then.

>> No.10164917

>>10164768
The latter, though more might be possible.
>>10164780
hmm... I guess that could break some maps.
>>10164786
I should really replay Underwater Jam.
That reminds me, I also need to take a look at the mini-sub from Malice... for reasons...
>>10164827
Indeed.
Will probably restrict this to a modifier, along with increased blood and gibs.

>> No.10164929

>>10164316
Daikatana is the spiritual sequel to Quake.

>> No.10164935

>>10164929
isn't it what Romero wanted Quake to be? or was it a bit more medieval i don't remember

>> No.10164937

>>10164929
>Tom Hall would go on to make Deus Ex, one of the best RPGs ever
>John Romero made... Daikatana
That must've mindbroken the guy a little bit. Probably why he's the only one still clinging on to Doom while everyone else has moved on

>> No.10164947
File: 804 KB, 1280x960, anachronox.png [View same] [iqdb] [saucenao] [google]
10164947

>>10164937
>Tom Hall would go on to make Deus Ex
eh, what? Tom Hall would go on to make Anachronox, a mostly forgotten JRPG with an unfinished storyline

>> No.10164962

>>10164947
>a mostly forgotten
not as long as I'm around
>JRPG
say what?

>> No.10164978

>>10164475
Rotting jam was kind of mid, some of the maps are quite pretty but the gameplay on them's not impressive.

>>10164552
It can try, sometimes it doesn't work (Sonic Mayhem's Guardian boss doesn't spawn, for example). And any transparent surfaces are kinda fucked.

>> No.10164995
File: 543 KB, 600x250, consoles.gif [View same] [iqdb] [saucenao] [google]
10164995

>>10164962
>say what?
well Hall called it something silly like "console-style RPG", but cmon this aint the kodex, are we gonna split hairs?

>> No.10165001

>>10164978
>mid
You could've just said average

>> No.10165005

>>10165001
you could've just said could of

>> No.10165012

the madman is at it again
https://youtu.be/uhh_Zq5R2M4

>> No.10165014

>>10165012
>5 views
No self-promotion

>> No.10165021

>>10165001
The jam ain't worth the extra keypresses.

>> No.10165035

>>10165021
I really liked the spooky cannibal base with the tragic Floyd bot though. The garbage dump level was also fun.

>> No.10165052

>>10164995
>that .gif
If you told me that was someone's forum sig a decade or two ago I would believe you

>> No.10165167

>>10164863
Played through "Opeartion: Corpse Run" today and really like the moments where you can fire BFG and destroy hordes of Stroggs. The bit with Mutants and Makrons felt mildly bullshitty, but nothing too annoying in hindsight.
>>10164937
>That must've mindbroken the guy a little bit.
One hell of a wake up call.
>Probably why he's the only one still clinging on to Doom while everyone else has moved on
Correct me if I'm wrong, but wasn't it more like him trying and just failing to do other things after Daikatana.
>>10164947
>Anachronox
I mean, it's still a better game in this comparison.

>> No.10165274

>>10165167
Corpse Run was by far the best of the expansion.
>That room with the chaingun and the bullet boxes at every other pillar, so as the higher tier enemies pour in you can just keep firing if you move around the room correctly.

>> No.10165317

JUMP UP

>> No.10165345

HUH

>> No.10165360

>>10164257
he was supposed to be french, as Superfly Williams
the dev team made him black after the writer left

>> No.10165387

>>10162774
Quake or DOOM but its a Platformer.

>> No.10165391

>>10165360
he doesn't even look black at all kek

>> No.10165393

>>10165387
Thanks, I hate it

>> No.10165401

>>10165387
Doom Eternal tries to be these 3

>> No.10165404

>>10165387
defrag?

>> No.10165448
File: 1.27 MB, 1366x768, e1ubi.png [View same] [iqdb] [saucenao] [google]
10165448

>> No.10165452

>>10165448
I hate this guy like you wouldn't believe. There's no skill to dodging RNG fireballs with massive AoE

>> No.10165453

>>10165448
Chton's sewer-dwelling brother. Shiton if you will.

>> No.10165458

>>10165453
kek

>> No.10165462

>>10162789
>might play doom
>find ass
>absolutely chaingun
>Turok dude

>> No.10165472
File: 2.67 MB, 300x282, 1452614433769.gif [View same] [iqdb] [saucenao] [google]
10165472

Is there a good doom pistol sprite mod that puts the arm further away from the player so you can see more of it?

>> No.10165474
File: 1.98 MB, 320x322, 1645988379965.gif [View same] [iqdb] [saucenao] [google]
10165474

>>10164257
>He's got serious mad-on going

>> No.10165478

Thinking about how I should maybe buff plasma gun by giving it progressively more additional projectiles flying next to the main one. Wonder if it'll blind the player.

>> No.10165483

>>10165478
the longer it flies? the longer you hold the trigger?

>> No.10165485

>>10165483
The longer you hold the trigger. My idea is to basically have 8 spots around the main one, each shot rotates a second projectile, after finishing full circle it does a circle with 2 extra projectile and so on.

>> No.10165494

>>10165478
Make the secondary projectiles smaller?

>> No.10165517
File: 1.13 MB, 1442x674, TurokLOTLLImage.png [View same] [iqdb] [saucenao] [google]
10165517

>>10165462

>> No.10165521
File: 4.00 MB, 1280x720, q2e_suuuperslam.webm [View same] [iqdb] [saucenao] [google]
10165521

>>I'm going to fly across the room just to fling you into the air for 1(one) whole point of damage
Ok.
I also kind of miss the 64 mod maidens.

>> No.10165528

>>10165521
That's the thing that confuses me about the whole thing. Everyone talks about the berserkers being a threat now but their attacks literally do 1 dmg for some reason. What was the thought process there?

>> No.10165548

>>10165528
It's the knockback and inability to reasonably dodge that makes them annoying now.

>> No.10165557
File: 3.92 MB, 854x480, q2e_suuuperdead.webm [View same] [iqdb] [saucenao] [google]
10165557

>>10165528
>What was the thought process there?
They can complicate things when other enemies are present. They're already basically pinkies in that regard and now they can put you in a bad position. Also someone felt that they needed to kill you much more easily around death puts and lasers I guess?
I was fine with crackhead 64 mod berserkers. It was a great idea giving them the Q4 footstep noises.

>> No.10165561

one of the greatest strengths is avoidance and positioning and getting forced out of position fucks with this pretty well. especially if you get forced into lava or outer space.

>> No.10165569
File: 221 KB, 1725x1080, credits.png [View same] [iqdb] [saucenao] [google]
10165569

I'm still interested in MachineGames' per-unit credits btw.
I know some of you must have taken that discord orgy invitation. ask the CMs or whoever else you got there, it's in the public interest and stuff.
as other anons said, the mapper who made U1 is the real MVP and should ask for a raise or something, or to graduate to id and work on better games. would be a shame to only know him as "surgubbe" (I can only assume that's swedish for "Chad")

>> No.10165572

>>10165557
Falling into pit aside, it looks like he dealt ~20 dmg to you in that webm. Not sure why in some other webms/videos I see him dealing 1 dmg

>> No.10165578

>>10165569
What's this weird stalkerish image?

>> No.10165590

>>10165578
the actual credits.

>> No.10165596
File: 422 KB, 854x480, q2bluestuff.png [View same] [iqdb] [saucenao] [google]
10165596

>>10165572
I think it's the blue stuff. Checking my webms >>10165521 and >>10150214 I'm nowhere near it when I get hit in those.

>> No.10165597

>>10165572
I -think- it might do a kind of splash damage eminating from the ground, the closer you are to the center the more damage it does. If you run away from the ground pound but not completely far enough away / are still touching the floor the bounce still gets you and sends you into lasers / off into the lava etc.

>> No.10165602

>>10165569
"Surgubbe" is what we call angry grumpy old men

>> No.10165604

>>10165590
I'm talking about the notes you've added next to all the names, why is it that important who did what?

>> No.10165605

>>10165602
ok surgubbe

>> No.10165606

>>10165604
because I care about that? we know this info about Doom and Quake, it's fun drawing parallels between McGee's E3 and Alice, or Sandy's abstract traps in both games.
and at the end of the day, that's what the credits are supposed to be for - to be credited for your work.

>> No.10165620
File: 138 KB, 1600x1200, 1964.jpg [View same] [iqdb] [saucenao] [google]
10165620

>>10165569
Gustafsson is living the dream. I wonder if people remember that he made Echoes of the Past and Age of Panic, two highly acclaimed custom SPQ2 levels way back in the day. And now ~25 years later, he's doing it again in an official capacity. You can say many things about him but you can't say that he doesn't genuinely care about the game

>> No.10165629

Haven't been in /doom/ for a while. Any new mapping projects happening?

>> No.10165645

>>10165629
There’s Fore/vr/ Alone but the release got pushed back and unfortunately Q2Remaster is eating everyone’s attention. There is a beta builds you can n check out somewhere

>> No.10165659

>>10165629
"A while" could mean anything.

>> No.10165663

>>10165659
I haven't been here in 4 months.

>> No.10165668

>>10165663
you missed the release of 94 protons

>> No.10165669

>>10165663
Then it's just Fore/vr/ Alone.

>> No.10165673

>>10165620
what's his other works for Quake 1 aside from dopa?

>> No.10165678
File: 49 KB, 600x578, 130221984383.jpg [View same] [iqdb] [saucenao] [google]
10165678

>>10165668

>> No.10165680
File: 51 KB, 425x424, 1689732186465977.jpg [View same] [iqdb] [saucenao] [google]
10165680

>>10165678
me? nooo...

>> No.10165683
File: 152 KB, 1896x260, file.jpg [View same] [iqdb] [saucenao] [google]
10165683

>>10165673
He's made a few but they're all kind of dull/shit. Before DOPA he was more well known for his Q2 stuff since they were large epic episodes and not just one-offs.

>> No.10165704

>>10165683
thanks i could find his maps because i typed jerk in the search bar kek.
by dull you mean too monotonous?
i'm gonna try Qblack soon anyway

>> No.10165709

>>10165704
Basically just generic/forgettable id1 drivel

>> No.10165712
File: 3 KB, 159x159, shrakt.jpg [View same] [iqdb] [saucenao] [google]
10165712

>>10165709
but i love id1

>> No.10165714

>>10163784
I may need to entirely rewrite half the flare gun code, the qbool that's supposed to blind monsters is just slapped on the end of g_ai and really needs to be properly integrated into the movement code.

>> No.10165716

>>10164552
Many maps needs to be recompiled to work on it, as long as it isn't dll required maps that changes the enemies and other stuff
Castles of Stroggos 2 and 3 for an example, it doesn't work due to UI issues and custom dll's

or yamagi backports Remastered back so all of the remastered stuff is compatible with 3.20/3.21 or someone decompile and recompile all Q2 stuff over the last 25 years into the new code

>> No.10165726

Is there a Wolf3D mod that adds viewbob and an ever so slight amount of slip-slidiness/pseudo-physics to the movement? Bugs me to no end how it feels like I'm jerkedly moving around a floating camera forward/backward/left/right with my arm, rather than controlling a person.

On a side note it's amazing how so many games that came out after Doom didn't think to convey first-person motion the way Doom does.

>> No.10165747

Any ID theology experts in?
Do Strogg have souls? Do they go to heaven or hell when they die? Are they judged for their actions as a Strogg?
Or does the soul leave the body at the end of the Stroggification process, with the original individual being judged?
I ask because I had a very vivid dream about trying to smuggle a case of Stroyent into heaven, and the border patrol angel detained me and called me a cunt for bringing "hellish material".

>> No.10165789

>>10165747
basically the strogg just strogg after they strogg.
if a strgg stroggs after strogg however the strogg won't strogg.

>> No.10165790

>>10163710
Like that means anything.

ID in 2023 is nu-ID it doesn't mean that it's ok. Nobody at ID today is an OG.

>> No.10165791

>>10165789
>strgg
*strogg

>> No.10165796

>>10165790
Except for Kevin Cloud.

>> No.10165804

>>10165747
Unless a Strogg accepts Christ's sacrifice on the cross, then they FUCKING BURN IN HELL.

>> No.10165807
File: 2.18 MB, 1920x1080, q2e64q1likesky.png [View same] [iqdb] [saucenao] [google]
10165807

>>10165790
>ID in 2023 is nu-ID it doesn't mean that it's ok.
>>10163710 doesn't read like they're saying "it's idsoft so respect decision" but that the developers of the Q2 port had no say in the decision to nerf it.

>> No.10165830
File: 100 KB, 240x180, 240px-Quake_II_Medic.png [View same] [iqdb] [saucenao] [google]
10165830

Several times I've seen the medics gibbing the dead stroggs instead of reviving them

>> No.10165843

>>10163635
dusk has custom level support but apparently the SDK isn't ready for primetime after years...? of availability. total missed opportunity

>> No.10165845
File: 273 KB, 480x360, 1692323739833.png [View same] [iqdb] [saucenao] [google]
10165845

>>10165830
ja

>> No.10165848

>>10165747
>>10165804
There was that one captured marine who was crucified to a giant cross-shaped burger press, so at the very least the Strogg are aware of Christianity to some extent.

>> No.10165863

>>10164076
What machine was used to make this? I've heard those beeps in other games in the 90s before.

>> No.10165867

>>10164917
>Will probably restrict this to a modifier, along with increased blood and gibs.
Thank you yes. I like in Quake when there's tons of corpses just laying around, they don't all need to explode.

>> No.10165868

>>10165453
Aw that's funnier than mine. I was gonna say
>Chton is a niggur...

>> No.10165881
File: 426 KB, 640x480, HUUUUUH.png [View same] [iqdb] [saucenao] [google]
10165881

>>10165868
>Chton is a niggur
Always was.

>> No.10165897

>>10165596
>blue stuff
shouldn't it expand instead of starting big and Shrink?
is the animation inverted?

>> No.10165920
File: 2.72 MB, 1920x1080, jam3_mfx_2023-08-17_19-45-09.png [View same] [iqdb] [saucenao] [google]
10165920

I really like this Zerstorer multi barrel lightning gun. I don't remember seeing it in Zerstorer proper, only seeing it now in mapjam3.

>> No.10165932

Does anyone know why FTEQuake's noclip doesn't allow Y axis movement.

>> No.10165935

>>10165897
It looks like a dissipating impact to me.

>> No.10165962

>>10165932
must be using swim up/down like in original Quake

>> No.10165969

>>10165962
Son of a bitch I love you. FTE is very useful for its r_showfields command that lets you see exactly how an entity works.

>> No.10166026
File: 1.23 MB, 2560x1600, DOOM 2023-07-17 14-37-40.jpg [View same] [iqdb] [saucenao] [google]
10166026

>>8797789

Here's an ancient request to fill for anyone that correctly doesn't want to drop $4 for the merged Brutal Hexen RPG and/or wait on 12kB/s download speeds

https://files.catbox.moe/ch9mze.7z

HEXEN+DK.WAD for you - the anon searching for this specifically

>> No.10166064
File: 10 KB, 405x414, anger ridley.png [View same] [iqdb] [saucenao] [google]
10166064

>>10163664
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.10166097

>>10166064
It's even worse than you think when you account for other changes in the game. Enemies can see you from much further away, and get chain-aggroed much easier (outside of some intentional ambush points). This means you're pretty much completely cucked out of the railgun's stealth attack bonus unless an enemy is facing his back to you in some setpiece moment.
Enemies are also more aggressive and close the gap much faster than before, so the long-distance hitscan advantage gets nullified pretty quick.
Overall there's not much point to the railgun now unless you're really lacking for ammo on other weapons, or you can consistently line up multiple enemies in an encounter (like rooms with two or more tanks).

>> No.10166118

Yeah fuck the nerf. You can put it back with this
https://www.nexusmods.com/quake2/mods/13?tab=files

>> No.10166150

Getting my absolute ass kicked in doom 2 refueling base, and it's only the tenth level. Sheesh.

>> No.10166161

I should make a weapon.

>> No.10166226

>>10166118
Does this only affect the railgun in the singleplayer or does it affect multiplayer too?

>> No.10166258

>>10165747
Do computers have souls? Stroggs are just splinters of ai, which use combination of robotics and flesh as their physicals forms.

>> No.10166290

>>10166258
>Do computers have souls?
tldr when they get sophisticated enough yes go play talos principle

>> No.10166293

>>10166026
>HEXEN+DK.WAD for you - the anon searching for this specifically
isn't that called HEXDD.WAD? they're all here: https://archive.org/details/2020_03_22_DOOM

but anyway, thanks for the upload

>> No.10166301

>>10166161
What sort of weapon?

>> No.10166325

>>10166064
>i can understand why you would want people to use other weapons
I don't. Let people dine, sleep and take a shit with a game mechanic if they want.
One may play or come back to a game in part due to a weapon's satisfactory release, see Doom 2's ssg.
Strafejump is far more embarrassing when you think about it from a game design perspective and it has become a housemark.
feel micromanaged in games like Doom Eternal it's ridiculous.

>> No.10166409

>>10164758
This reminds me - does /VR/ feature a spawnable "gib fountain" effect outside of the classic "make monsters telefrag eachother upon spawning" hack used in the end of Ep.1?

>> No.10166413

Any campaigns for Blood that use everything the game has to offer to fuck you over ten times harder than usual? That're intended to be played on Well Done or Extra Crispy? And are actually possible and thought out instead of piss takes?
I've only ever seen user maps that're the same difficulty as the base game, if not easier.

EroTT, for Blood?
Sunlust, for Blood?
Dimensions, for Blood?
Ukuplok Slaughter Map, for Blood?
I Wanna Be The Guy, but Blood?
Pain?

>> No.10166416
File: 39 KB, 640x480, 6.jpg [View same] [iqdb] [saucenao] [google]
10166416

>>10164978
>And any transparent surfaces are kinda fucked.
What's the reason for that happening?

>> No.10166428

>>10165452
>RNG fireballs with massive AoE
They actually fire at the spot where are you are intended to move in the next second at full sprint, you can exploit this behaviour pattern by jumping right before he lauches his projectile and moving in the opposite direction

>> No.10166438
File: 426 KB, 1600x900, Escape.jpg [View same] [iqdb] [saucenao] [google]
10166438

>>10166161
One that's as cool as this one, but actually usefull maybe?

>> No.10166458

>>10166416
Probably texture transparency reworks. Water lighting used to be fullbright but now it can actually match environment lighting; running standard maps in Q2R without recompiling for this in mind just has them fullbright again. There was a lot of under-the-hood tweaks for things like this.

>> No.10166459

>>10165274
Chaingun segments were also fun. Too bad the marine got blown up on the moon.
>>10165569
>I know some of you must have taken that discord orgy invitation.
There was a moment in time when I was lurking in both Quake Mapping and Nightdive servers, but then left since I just didn't saw the point.
>>10165604
Full credits are important. Being able to tell who did exactly what allows to compliment specific developer. Like >>10165606 mentioned already, there's a detailed map credits for original DOOMs and Quake's.
Having the mess deal with MachineGames' Episodes & Units is just logical.
>>10165620
Jerk is clearly passionate about both games and that's wholesome.

>> No.10166467

>>10166458
>environment lighting
Transparent surfaces now also transmit lighting according to the Bethesda technical blogpost, which is probably why forcefields don't light properly until rebuilt. You can kind of fix it with ericw's light.exe, but if you just run that on a compiled map the lighting goes all weird, so you really need to decompile/have source and recompile it properly.

>> No.10166492

Kingpin is the only good Q2 engine game.

>> No.10166505
File: 74 KB, 640x400, 3468_4f029acc6cbc4.jpg [View same] [iqdb] [saucenao] [google]
10166505

>>10165387
OK!

>> No.10166507

>>10166492
Daikatana's E2 and E3 are good too.

>> No.10166512

>>10165401
Is there any reason for map platforming to exist in DE?
Was there any kind of dev diary touching on the topic of absolutely pointless bing-bing wahoo sections?

>> No.10166515

>>10166492
>look mom, I posted again

>> No.10166517

>>10166512
To give you something more to do in the between-fight hallways than holding W.

>> No.10166520

>>10166517
>than holding W
and spamming shift to cope with the slow ass movement speed

>> No.10166526
File: 110 KB, 1080x298, Screenshot_2023-08-18-11-07-51-24_572064f74bd5f9fa804b05334aa4f912.jpg [View same] [iqdb] [saucenao] [google]
10166526

>>10165572

>> No.10166529

>>10166526
That's really lame. I don't understand all this hubba. Make the ground pound do 33 damage, sure. Why the fuck not.

>> No.10166552

>>10165557
>>10165521
Okay I agree now that this leap is looking quite retarded without a proper wind-up animation sequence

>> No.10166564

>>10166492
>good Q2 engine game
never happened

>> No.10166615

>>10166564
>look mom, I posted again

>> No.10166619

>>10166564
>good post by (You)
never happened

>> No.10166629

>>10166492
SiN.

>> No.10166640
File: 2.75 MB, 1920x1080, jam3_tronyn_2023-08-18_04-37-05.png [View same] [iqdb] [saucenao] [google]
10166640

Finished mapjam3. Tronyn's map was beautiful but the combat left juuust a smidgen to be desired. The final fight was cool, but unfortunately some of the nemesants would bug out and no longer attack me. Good jam, Zerstorer's shotgun is my favorite shotgun in vidya I reckon.

>> No.10166651

>>10166640
Tronyn's maps are exhausting to play. He was the Mazu of the olden days, incapable of making a map with enemies fewer than 500. His style fits Serious Sam a lot more than Quake

>> No.10166656
File: 60 KB, 1280x720, revsin2.jpg [View same] [iqdb] [saucenao] [google]
10166656

>>10166629
This but fully non-ironicly

>> No.10166658
File: 2.50 MB, 1920x1080, jam3_tronyn_2023-08-18_04-06-08.png [View same] [iqdb] [saucenao] [google]
10166658

>>10166651
They're exhausting in a good way. Not one of his maps have I disliked.

>> No.10166667

>>10166651
if it has less than 500 enemies it ain't a map
doesn't matter the game
shove 500 in there

>> No.10166681

>>10166293
It's a mod that combines Hexen and Deathkings into one game specifically and tweaks things for your assumed high level by the time you finish the first, it also happens to be the one thing behind a paywall

>> No.10166686

>>10166651
I like a lot of his stuff up to 2012. Starting with Something Wicked he lost his damn mind. His mapjam maps are especially bad.

>> No.10166707
File: 2.99 MB, 1920x1080, wicked_2023-08-18_05-15-43.png [View same] [iqdb] [saucenao] [google]
10166707

>>10166686
Filtered. There's a reason it's the highest rated map on quaddicted.

>> No.10166709

>>10166640
>578/576 kills
Rotfish bug?

>> No.10166719
File: 574 KB, 1888x932, file.jpg [View same] [iqdb] [saucenao] [google]
10166719

>>10166707
>There's a reason it's the highest rated map on quaddicted
????

>> No.10166720

>>10166686
I normally don't like huge maps, but something wicked worked for me.
Though I didn't enjoy the other drake maps I've played (arcanum).

>> No.10166729

>>10166719
AD is a mappack. As is Rubicon, Underdark, Honey, etc.

>> No.10166732

>>10162774
From paril at discord, berserkers are getting a nerf
>it's being nerfed, the nerf is already locked in
>it's still annoying, just less annoying which is perfect
>he can still ping-pong off walls
>and jump huge gaps
they are nerfing only the spam timer

>>10166467
Ericw's tools is still alpha, bother him to improve it
he fixed for Q1 and Hexen2

>> No.10166735

>>10166732
Fucking faggots. Berzerkers were literally nothing before Q2R. Great job dumbasses.

>> No.10166736

>>10166438
convert that model to md5 and make it high poly

>> No.10166738

>>10166729
Something Wicked is 3 maps, same as Honey. It even has multiple authors so that makes it more of a map pack than Honey which has a single author. Also that still means single levels like The Dark Portal, Grendel's Blade, Imhotep's Legacy etc. are higher rated.
Something Wicked is an artifact of an age where "bigger = better" since people had just discovered how to break Q1 limits. It hasn't aged well

>> No.10166741
File: 69 KB, 700x500, call duck.jpg [View same] [iqdb] [saucenao] [google]
10166741

>>10166686
>Something Wicked he lost his damn mind
In what regard? When was the last time you played it because it's still a stellar map in terms of construction and enemy placements.
>>10166738
I don't like Wicked because bigger = better. I like it because it's a well done map.
>It hasn't aged well
In what regard?

>> No.10166747

>>10166738
Aktschually PM is the programmer for Drake. Tronyn did all three maps, the other two guys did "scraps" for the main event. Anon is confused, at one point Something Wicked was the highest rated enchilada on Quaddicted, no longer.

>> No.10166750

>>10166735
Anon, they nerfed ONLY the spam timer of the leaps it seems like.
Also anyone can patch it back.

>> No.10166753

>>10166741
>>10166738
In fact with all you're saying, I think you're talking just about his map for mapjam3. Nothing you said is applicable to Something Wicked. I can see you getting annoyed at Forest Of Flesh because there are hordes of zombies and shotgunners which can be super bothersome, but even Forest Of Flesh is a good map. It's one of the most beautiful maps done for Quake, but the enemy placements aren't as good as Something Wicked.

>> No.10166775

>>10166409
play_gibs

>> No.10166778
File: 12 KB, 306x293, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
10166778

>>10166775
Make me

>> No.10166809

After 2 levels I have come to the conclusion that Blake Stone sucks.
It's Wolfenstein, but literally everything looks the same, whether it be a wall, enemy, or interactable.
And everything takes forever to kill with there being no hit feedback.
And the audio cues suck so you don't know where you're being shot from.
And there's SEVERE ammo starvation plus a unit that has a 75% chance of turning coat and shooting at you at random, which wouldn't be a problem if you weren't expected to conserve ammo and could mow them down indiscriminately, but no.
And enemies just come out of the woodwork without making any sound whatsoever.
And everything looks the same.
And you're slower without the means of mouse strafe boosting.
And everything looks the same.
And nothing flows intuitively.
And the mouse input sucks.
And because the enemies don't die in a timely manner they have a higher chance of getting off a total bullshit damage shot.
And you can't see shit, because everything looks the same.

So basically everything that made Wolf 3D work and fun to play despite its simplicity and RNG element got thrown out the window and you're left with only garbage. Wow.

>> No.10166835
File: 87 KB, 1280x720, mpv-shot0005.jpg [View same] [iqdb] [saucenao] [google]
10166835

>>10166629
The game has so cool brushwork stuff I can even masturbate on it!
Especially that secret GEOTHERMAL PLANT with tons of destructible brush entities, trains (or whatever Q2 uses for moving brushes) and other coo stuff. And also BIOMECH FACTORY where you can just stand still and watch how cyborgs being assembled since it's so beautifully made. They've managed to make working entities parenting, brush doors with rotating handles and even had their own func_vehicle!

>> No.10166897

>>10166835
>even had their own func_vehicle
the ATV controlled terribly but the Wages of Sin expansion had an awesome AG bike that handled beautifully with inertia and suspension. too bad the rest of the expansion is flawed, some glimmers of awesome with the detailed casino, a surprisingly good warehouse level and really detailed terminals but is let down by otherwise generic level design. it doesnt even use the bike in the campaign either.

>> No.10166995

>>10166325
>One may play or come back to a game in part due to a weapon's satisfactory release, see Doom 2's ssg.
>>“We nerfed the SSG through the Unity port so it’s closer in power to the worst three guns in the game”
That would have been gross. I can see a BFG10k nerf being similarly “justified” to make the hyperblaster “more appealing.”
Encouraging “more weapon use” can also be done through buffs. I would have rather seen the shotgun and grenade launcher be buffed than dissuading people from using better weapons. I also wouldn’t be upset with a railgun ammo nerf or for maximum blasphemy a reduction to its range: I used it most when I needed fat damage to hit multiple fatpooled enemies that are all up in my face.
>>10166738
The only thing about Something Wicked that threw me off was the difficulty: Nightmare was more fun and relaxed than I was expecting while the next one up filtered me with the respawning enemies. I’ll need to try it again but the progression, scale, and combat all felt great.

>> No.10167006

>>10166995
Hell difficulty is not balanced. It's just sort of a joke. There's one difficulty below that that's hidden by a console command, it's the same as Hell (enemies that fire projectiles will track you) there's just no revive.

>> No.10167036

Somehow the remaster has even worse gameplay than vanilla lmao. Rofl.

>> No.10167037

>>10166995
>I would have rather seen the shotgun and grenade launcher be buffed than dissuading people from using better weapons
Good point.

>> No.10167056

>>10167036
Got lost on your way to /b/?

>> No.10167058

>>10167056
Wwhat did he mean by this?

>> No.10167113
File: 29 KB, 640x361, 8KiqeVBl.jpg [View same] [iqdb] [saucenao] [google]
10167113

>>10167036
Now you're just being retarded on purpose dear Anon

>> No.10167135

>>10166681
how are they combined inside there? hexen.wad is 19.1MB and hexdd is 4.23MB, hexen+dk.wad is 8.75MB. should it be loaded on top of hexen like a pwad? trying that now

>> No.10167183

Did The Reckoning rip off the airstrike map from base Quake 2, or did I somehow forget playing the rest of this expansion?

>> No.10167195

>>10167056
>>10167113
Stop replying to bait.

>> No.10167201

>>10166732
Discord? What Discord? The Q1 mapping one? Is SP Railgun getting unnerfed?

>> No.10167204

>>10167201
nightdive discord, also sponge bent a bit and railgun in SP will be buffed to 125 off its original 150 dmg

>> No.10167207
File: 50 KB, 302x231, COVER ME NIGGERMAN.jpg [View same] [iqdb] [saucenao] [google]
10167207

>decide to try out multiplayer on Quake 2 remaster
>not one (1) single server under 150 ping despite being in east coast US
>join lowest ping deathmatch server I can find
>instantly get ear raped by an offspring of Shub Niggurath with a Xbox symbol next to his name
>he's screaming about someone using grenades, making crude Call of Duty comparisons, and alluding to committing homicide with his .38 caliber 'piece'
>fuck about with audio settings for a couple minutes before realizing there's literally no way to turn down voice chat volume and just disable it
>try actually playing the game
>upon unpausing, my camera flies through various parts of the map for a good 30 seconds (presumably where I've been spawnkilled while my ears were bleeding)
>look at the scoreboard during this time, noting that out of 8 players the highest kill count is just 4, and three people have negative scores
>all inputs are delayed, with latency going up and down at random
>grab BFG and go to shoot it, but it just gets stuck the middle of the firing animation
>have to jump in lava because I can't switch weapons or anything
>eventually end up getting in the lead, getting lucky with the shotgun and grenades
>lag icon comes up, and everything freezes for a couple minutes
>someone nearby was mid-jump, so his HUH sound it just looping over and over
>see players slowly disconnect
>suddenly game crashes

10/10, would experience this Lovecraftian horror again

>> No.10167210

>>10167204
>125
150 or bust. 125 is still too small. It has to be 150 damage unless it's MP where nerfing RG is actually reasonable.

>> No.10167216

>>10167207
>voice chat
There's voice chat now? In MY Q2?? holy hell now I'm glad I have a pirated copy that can't connect to the Internet

>> No.10167217

>>10167210
mp is still 100
sp is 125
also it is all sponge's fault.

>>10167207
there is voice chat because of consoles.

>> No.10167235

>>10167217
>>10167204
>125
Gladiators are still four hits but that’ll mean berserkers and icaruses are back to 2-hit kills. I’ll take it.

>> No.10167240

>>10166150
So now that I'm not trying to play 5 hours past the time I usually go to bed I realize that you don't have to kill the cyberdemon to clear the level... I did still end up killing him by finding the secret that gives you an extra invulnerability in the upper area though lol. Finally able to move on.

>> No.10167242

>>10167204
What an incredibly awkward half-measure. I can't imagine trying to autistically 'balance' a singleplayer mode like this, yet alone one you didn't make.

>> No.10167267

shame they're gonna puss out on the railgun damage. Should've stood by their gameplay changes instead of bending the knee immediately

>> No.10167303
File: 931 KB, 1280x768, MurderattheDisco.png [View same] [iqdb] [saucenao] [google]
10167303

>> No.10167318

>>10167303
>seemingly the only custom Malice map to have been made
>BTFOs 90% of custom Quake maps
heh
Malice jam when?

>> No.10167319
File: 1022 KB, 1280x768, MurderattheDisco2.png [View same] [iqdb] [saucenao] [google]
10167319

>>10167303

>> No.10167327

>>10167318
>BTFOs 90% of custom Quake maps
Maybe if your taste is garbage. Bullet sponges enemies aren't fun

>> No.10167337

>>10167327
Not as spongy as Quake's enemy roster, especially when accounting for the increased DPS of comparable weapons. The minigun absolutely shreds like the SNG could never dream of doing.

>> No.10167339

>>10167337
The only thing I remember from that map is
>wow, pretty
>jeez, these enemies are shit, especially the boss since it takes 1000 hits to kill

>> No.10167341
File: 18 KB, 543x374, 1578116631466.jpg [View same] [iqdb] [saucenao] [google]
10167341

>>10167303
>>10167318
>>10167319
ive been on a quake kick lately (i finished The Dark Triad and it rules, by the third level it plays almost like a survival horror game) but what keeps me from trying this is that i dont like Malice. great gunplay but the level design is awful. maybe the layouts\key\switch hunts arent as convoluted as i remember but the extremely repetitive texturing makes levels confusing to navigate. but judging by those screenshots maybe it avoids that issue.

>> No.10167347

>>10167341
>but judging by those screenshots maybe it avoids that issue.
Yeah, as long as you pay attention to the signage throughout the level and what button popups tell you has unlocked it's pretty easy to navigate compared to the vanilla maps. A few parts are a bit cryptic still, but not overly-so.

>> No.10167348
File: 5 KB, 199x181, ponder.png [View same] [iqdb] [saucenao] [google]
10167348

>>10167319

>> No.10167354

>>10167337
>Not as spongy as Quake's enemy roster
unlike stock Quake, Malice changes enemy health with difficulty. on hard it's MUCH spongier, it's not even close.

>> No.10167375

>>10167135
Load order, use Hexen's iwad:

[hexen.hexen.Autoload]
Path=$PROGDIR/BrutalHexenRPG_V7.5.pk3
Path=$PROGDIR/HEXDD.wad
Path=$PROGDIR/HEXEN+DK.WAD

And Heretic

[heretic.Autoload]
Path=$PROGDIR/BrutalHereticRPG_V5.0.pk3
Path=$PROGDIR/mk-episodic-ex[1.1.0].pk3

>> No.10167404

>>10167267
They are gonna return the damage back to normal?

>> No.10167430
File: 419 KB, 349x842, image_2023-08-18_190811516.png [View same] [iqdb] [saucenao] [google]
10167430

From a UK magazine, "playstation plus" September 97. Any more info on these attempts, assuming this is real?

>> No.10167449
File: 125 KB, 1704x1277, das rite.jpg [View same] [iqdb] [saucenao] [google]
10167449

>>10167430
they didn't have Lobotomy Software working miracles for them

>> No.10167461

>>10167267
It was a stupid change and them trying to come up with justifications would've been more stupid. I can't imagine how they could've stood by it.

>> No.10167468

>>10167461
The railgun is busted OP. People are just mad they have to use other weapons and not a solve all problems weapon.

>> No.10167472

>>10167449
They did, no publisher wanted to take the project even with a prototype made.

>> No.10167481

>>10167472
they were giga retards then

>> No.10167501

>>10167204
Why the fuck doesn't Nightdive get an alternate chat medium or two in the form of either Viber, Hexchat,Telegram, or Signal? Discord is not all that there is, after all.

>> No.10167553

>>10167207
>>fuck about with audio settings for a couple minutes before realizing there's literally no way to turn down voice chat volume
W H Y
H
Y

>> No.10167567 [DELETED] 

>>10167553
Q2R confirmed goyslop

>> No.10167572
File: 220 KB, 680x681, 1688397989007437.png [View same] [iqdb] [saucenao] [google]
10167572

>>10167553
>>10167567
>>10167207
>he doesn't use a Douq soundboard to harass the server
>ngmi

>> No.10167576

>>10167501
I dunno. I kinda fucking hate discord. Used it for a while but it's annoying. It's like a mini internet where information goes to die, and everyone is using it for what would be forums now... I just want forums.

>> No.10167578

>>10166064
I agree with Ridley, the damage nerf is just fucking stupid, and just scaling the damage nerf back a bit is pointless, the change in AI already takes away the stealth bonus in most cases already, it's already nerfed enough in that sense.

>> No.10167609

>>10167501
Because shitcord is now a pseudo-forum too with threads and so on

>> No.10167616
File: 306 KB, 640x1000, 1574303300097.jpg [View same] [iqdb] [saucenao] [google]
10167616

>>10167572
BALLS BALLS BALLS BALLS BALLS

>> No.10167624

>>10167609
Signal has better time with user data. Who knows? maybe Discord is selling not only information to Meta, but also Google, and Amazon. Perhaps Nightdive is getting back hand deals with Discord's Admins.

>> No.10167639

>>10167616
GET OFF VENT OR I'ILL HAVE YOU BENT

>> No.10167714

>>10166809
I was going to write a length-y post on you being a retard, but then I saw
>And the mouse input sucks.
and decided that calling you simply a faggot for not using a keyboard would suffice.

>> No.10167724

>>10167714
It's a first person shooter, Wolfenstein 3D had mouse support.

>> No.10167732

>>10167724
>>10167714
Also mouse movement in Wolf3D is fun

>> No.10167765

>>10167616
I've tried getting my hands on his book for years

YEARS

>> No.10167768

>>10167468
It's slow and easy to miss with it.

>> No.10167780

>>10167724
Yes. It also had a joystick support for the real chads.
>>10167732
Fuck no. Strafing especially becomes a chore.

>> No.10167795

>>10167765
i want to get a PDF of that duke3d level design book for the developer interviews

>> No.10167807

>>10165845
kek

>> No.10167818

>>10167780
Use strafelock.

>> No.10167841

>>10167818
Or I can just use arrow keys and alt.

>> No.10167848

>>10167780
>Fuck no. Strafing especially becomes a chore.
yeah but you can crank one with your left hand now

>> No.10167859

>>10167841
Or I can move and maneuver like greased lightning by stacking WASD with mouse movement, mouse strafing, and mouse turning. NoVert exists for a reason for Doom, but goddamn, moving with your mouse with Wolf3D is like nothing else, I love it.

>> No.10167913

FNF's going up. Vanilla with a DM WAD called Lazarus: password is boltedtothefloor

>> No.10167958

>>10167501
Nobody's gonna waste a social media manager on any of those platforms
>Viber, Signal
Literally who.
>Hexchat
You mean IRC, the client doesn't really matter. Might as well suggest setting up an alt. Usenet group, you'll get the same oldness of oldfag.
>Telegram
Maybe if they were eastern euros.

>> No.10167975

>>10167859
>wasd
>in Wolf clones
Thanks, I barfed.

>> No.10167993

>>10167975
>you aren't a TRVE gamer unless you use ass backwards retard controls
>even for modern custom maps obviously built around the precision and reaction times a mouse and wasd setup would beget
lol eat shit grandpa
preferably the shit in your depends
cuz u stink

>> No.10167996

>>10167958
>Viber
An app with a purpel-pinkish background that has VoIP and instant messaging abilities. Great for avoiding Whatsapp.
Oh, and there's also Kakaotalk.

>> No.10168007 [DELETED] 
File: 125 KB, 680x656, 1676609190016015 (1).png [View same] [iqdb] [saucenao] [google]
10168007

>>10167993
Eat preservative-filled (((Imitation meat))) stupid filthy goy.

>> No.10168008

>>10167732
Mouse movement was always my preferred way of playing Wolf 3D. Moving and aiming with the arrow keys lacked the precision I got with just the mouse, especially aiming. Wallpeaking with mouse only by scraping up against a corner or jiggle peaking by holding down the alt key and moving the mouse left and right both felt way more intuitive than the alternative. Only time I used arrow keys for movement was in combination with mouse movement + sprint to go lightning fast.

>> No.10168020
File: 3.35 MB, 297x300, 1661745267376354.gif [View same] [iqdb] [saucenao] [google]
10168020

>>10167913

>> No.10168035

>>10167993
What Wolf3D modern custom maps have you played that required said setup?
I'd get it if we talked about Doom, or at least RoTT, but not Wolf.
>>10168008
You aim in a general direction then strafe correct yourself in a position where you shoot someone.
Like, it's a game where you often move by strafing around, which is easier with arrow keys.

>> No.10168056

>>10168035
some folks like throwing 50 bajillion mutants everywhere in their user maps
which is fine if you can move properly and shoot them at some point in the next century, and not fine if you can't
anytime it becomes about reaction you need a normal setup, otherwise you're just masochistic, in a dumb way, not a fun way

>> No.10168073
File: 1 KB, 24x31, blazjob.png [View same] [iqdb] [saucenao] [google]
10168073

why yes, i play with the arrow keys.

>> No.10168087

>>10168073
*dislocates jaw 30 times a minute*

>> No.10168108

>>10168073
I bet you also use C for crouching, you monster.

>> No.10168121
File: 5 KB, 360x448, 1685758040706762.png [View same] [iqdb] [saucenao] [google]
10168121

>>10167616
I miss him, bros

>> No.10168134

>>10168056
Skill issue.

>> No.10168137
File: 11 KB, 100x125, caleb-alpha-CHAD.png [View same] [iqdb] [saucenao] [google]
10168137

>>10168108
why yes i use the right control key to crouch

>> No.10168148

>>10167204
OH FUCK OFF.
Why is Sponge such a fucking sperg? The railgun is meant to be powerful. That's the entire point of it. He wasn't even there when the game came out, this guy comes across as one of those slipseer creeps only with an official title.

>> No.10168149

>>10168108
Not him, but despite not really playing the old-school shooters when they were new, I'm too used to having "C" be the crouch button now.

>> No.10168154

list of good crouch buttons
>CTRL
>Mouse2 if you need it for enhanced rocket jumping
>X, as a toggle, or if CTRL is a more important function like directional dashing

>> No.10168157

>>10168154
I use left shift

>> No.10168164

>>10168157
>crouch several times in a sequence
>game alt-tabs
>"Do you want to enable sticky keys?"

>> No.10168168

>>10168157
unintuitive as it incentives you to let go of A due to being as easy to reach with your ring finger as your pinky finger
only use it if your ctrl button sucks

>> No.10168172

>>10168164
I always disabled that immediately.
Though now I'm on Linux, that doesn't even exist.

>>10168168
Funny, I just default my pinky onto left shit nowadays without thinking about it. CTRL is the weird one for me and I usually never hit it.
I also have CTRL and shift on my mouse buttons by default for most things.

>> No.10168173

>The Quake 2 expansions
I can't believe I'm putting myself through The Reckoning again, it was boring the first and only other time I've played it.
At least they supposedly made the Beta Gladiators less bullshit to deal with, and the turrets in Ground Zero are also meant to be less of a pain.

>> No.10168179

>>10168173
>he doesn't enjoy smuggling into a crate onto a strogg ship that then takes you to the stroggos moon
Subpar taste detected

>> No.10168180

>>10168154
I use the space bar for Quake 2 and any fps that doesn't have an alt fire for their guns.

>> No.10168183

>>10168179
You mean the Strogg moon filled with Beta Gladiators with their insane health and the Makron is there despite being killed by Bitterman?

>> No.10168185

>>10167204
Good good, 125 is fine.

>> No.10168186

>>10168148
you spoke of that
https://www.slipseer.com/index.php?threads/quake-2-support-yay-or-nay.129/page-2#post-2370
they are opening vacancies for Q2 mapping now that the remaster removed all map limitations q2 had

>> No.10168193

>>10167235
>>10168185
fake posts btw
accept nothing short of complete reversal

>> No.10168195

>>10168183
Just use cell-based weapons to cut through the shields faster like hyperblaster/ion ripper/bfg10k.
As for Makron, yeah it's a shame they had to reuse him but ultimately it's a very solid episode with cool setpieces.

>> No.10168196

>>10168183
I'm pretty sure The Reckoning is a prequel. Not that it makes any more sense that way.

>> No.10168198

>>10168193
Don't tell me what to do.
125 is fine. So would be 120.

>> No.10168208

>>10168198
im gonna line you up infront of nightdive hq and fire a 150dmg rail thru bothaya

>> No.10168215

>>10168198
Not him, but I disagree. 150 was great, this guy had no right or good reason to nerf it at all.

>> No.10168231

>>10168196
That is because reckoning was supposed to have its own boss, which in case, the PS1 boss can be used in its place
or someone can take the unfinished enemy boss at the idvault and finish it

>> No.10168239
File: 2.87 MB, 2560x1440, GZend.png [View same] [iqdb] [saucenao] [google]
10168239

>>10168196
>>10168195
I just regarded it as another warlord. Still liked the Widow and her second stage the most so far.
>10168193
Ideally they should pull a KMQ2 and let me edit everything. I'll take 125 but it's still not ideal. It's kind of strange how much control I have over the look of everything compared to how many gameplay mechanics I can change. At least I can disable quick switch speed.

>> No.10168240

>>10168208
>>10168215
nah, it was broken it needed nerfing.

>> No.10168250
File: 207 KB, 1920x1080, chapter_finale.jpg [View same] [iqdb] [saucenao] [google]
10168250

>>10168239
I miss boss-only levels in games, like the one you posted and Final Showdown in the original campaign. There's something cool about having an entire level dedicated to just the boss, especially if there's lead-up to it.

>> No.10168252
File: 285 KB, 663x489, 1692402743252.png [View same] [iqdb] [saucenao] [google]
10168252

>>10168240

>> No.10168264

>>10168215
>Not him, but I disagree.
Sadly I can't upvote you here.

>> No.10168267
File: 38 KB, 1000x563, Q2R_Chainsaw.jpg [View same] [iqdb] [saucenao] [google]
10168267

All this talk about nerfing the Railgun. Well you know what needs buffed? The Chainfist!

>> No.10168270

>>10168267
Melee weapons in shooters are for flexing, they're not supposed to be a feasible alternative to guns (and if devs try to make it that way, their game starts to suck).
That's why you get the "HUMILIATION" award in Q3A if you melee-kill someone since it's humiliating; it's just not supposed to happen.

>> No.10168272

>>10168267
Truly a dumb piece of wasted slot

>> No.10168274
File: 1.65 MB, 1920x1080, Trv1stfight.png [View same] [iqdb] [saucenao] [google]
10168274

>>10168250
A lead up with a real low monster count works for me too. There's also some fun irony with the Widow spawning enemies herself.
>>10168267
>hitstuns even on hardest skill
I've had fun with that.

>> No.10168276

>>10168272
>wasted
that would imply there's a hard limit on how many weapons you can have in the game

>> No.10168279

>>10168267
I've heard it was actually buffed. Haven't tried GZ yet, so I can't confirm it.

>> No.10168280

>>10168270
but gauntlet is completely viable situationally, especially with quad
dumb comparison

>> No.10168286

>>10168280
>completely viable
>...situationally
Thanks for making my point for me, retard

>> No.10168290

>>10168286
?
it kills fast
really fast
better than some guns
chainfist don't do that

>> No.10168302

>>10168272
Not like you were hitting 1 in any of the expansions anyway.

>> No.10168306
File: 3.92 MB, 640x490, wangpilld.webm [View same] [iqdb] [saucenao] [google]
10168306

>Melee weapons in shooters are for flexing
Or saving ammo, or are actually real good. Depends on the game. This one has two viable melee weapons for some reason and the guns are still great.

>> No.10168307

the downside to melee should be that it's really dangerous to use not that it does less dps than your worst gun

>> No.10168334

>>10168306
>>10168307
>Picked up the chainsaw in Quake 2
>Try it once
>Dropped the chainsaw in Quake 2

>> No.10168346
File: 51 KB, 640x480, smt displeased.jpg [View same] [iqdb] [saucenao] [google]
10168346

>>10166064
Highest damage per minute to lowest and pointed out the Railguns with arrows:

1. BFG 10K: 17,500 (looking at enemy)
2. Chaingun: 13,440
3. Hyperblaster: 12,000
4. Ion Ripper: 10,000
5. Plasma Beam: 9,000
6. Rocket Launcher: 7,000 - 8,400 (direct hit)
7. Super Shotgun: 6,000
8. ETF Rifle: 6,000
9. Pre-nerf Railgun: 5,700 <-------------------
10. Phalanx: 5,700
11. Grenade Launcher: 5,100 - 5,600 (direct hit)
12. Machinegun: 4,800
13. Nerfed Railgun: 3,800 <-------------------
14. Hand Grenade: 3,250
15. Proximity Launcher: 3,000
16. Shotgun: 2,400
17. Chainsaw: 2,100
18. Blaster: 1,200

Can't place:
Trap: instant kill but most larger enemies are immune
Tesla Mine: ?

The pre-nerf Railgun sits at the #9 spot out of 18 weapons a.k.a. right in the middle (#6 out of 11 without expansion weapons), a mid-tier weapon yet it was deserving of a nerf for some reason? This is made even more absurd by the fact that ALL THREE of the top 3 weapons in the game GOT BUFFED. Why? WHY?! The ridiculousness doesn't end because the nerfed Railgun sits at the #13 spot (#8 out of 11 without expansion weapons, this is absolutely insane!). The nerfed RG is only better than the ammo-less emergency weapons and "starter" guns which get superior versions later such as the Super Shotgun, Grenade Launcher, Chaing-hey wait a minute...The nerfed Railgun is WORSE than the Machinegun, a starter weapon that gets an upgrade in the form of the Chaingun.

So the nerfed RG isn't even better than the intentionally crappy guns despite formerly being a power weapon meant to take on the most dangerous tanky enemies in the game. It's the second to last weapon you find, when top tier enemies become much more commonplace, yet it gets outpaced by one of the first guns you find which gets an upgraded version later on. A mid tier weapon nerfed to the point where it's one of the worst weapons in the game while top tier weapons like the BFG, Chaingun and Hyperblaster GOT BUFFS! This is not game balance!

>> No.10168349

>>10168306
it's also fun to get up close and cheese enemies like pinkos with punches

>> No.10168356

>>10168349
Punch-out with Revenants is fun

>> No.10168363

>>10168356
yep
>>10168334
you should have picked up the chainsaw in Quake 1 instead

>> No.10168372
File: 2.24 MB, 3840x2160, shen so.jpg [View same] [iqdb] [saucenao] [google]
10168372

>>10168363
forgot pic

>> No.10168374

>>10168198
115 wouldn't be so bad either.

>> No.10168376
File: 93 KB, 1024x768, zer.jpg [View same] [iqdb] [saucenao] [google]
10168376

>>10168372
pretty sure the chainsaw was sourced from Zerstorer, i'll need to play that one sometime. this visual in True Love Awaits goes so hard.

>> No.10168392

>>10168376
yep it's my kind of aesthetic i'm just a bit worried it will kick my ass

>> No.10168416

>>10168267
Honestly the big problem is that nearly every single enemy shoots, and the two-three that don't attack as soon as you're in range now. Even if you buffed the damage or attack timing, the Chainfist is fundamentally at odds with the enemies.

>> No.10168418

>>10168374
But not as good as 165.

>> No.10168423

>>10168346
I didn't think the hyperblaster was so strong. I'll be honest, I practically never use energy weapons cus I wanna keep that power armour stocked up.

Maybe I'll do a no power armour run. Games a little on the easy side with that shit.

>> No.10168427

Give Railgun a projectile alt fire that moves slowly, but does more damage, and when you shoot that projectile with a Railgun, it explodes and does area damage.
Boom, solved.

>> No.10168439

>there is a mobile port of Quake 4 and Prey, but no proper one for PC
I hate it!

>> No.10168447
File: 2.08 MB, 2560x1440, q2e_welcometo.png [View same] [iqdb] [saucenao] [google]
10168447

>>10168349
>>10168356
Then you find a berserk and everything is even better.
>>10168439
>no proper Q4 PC port
What do you want from one that you can't get now?

>> No.10168450
File: 443 KB, 905x481, Iij5Ye8.png [View same] [iqdb] [saucenao] [google]
10168450

Quake 2's Railgun.

>> No.10168460

>>10168450
wait a minute that's a serious sam skybox!

>> No.10168464

>>10168423
The game throws cell ammo at you. There's no reason not to use energy weapons while using the Power Shield.

>> No.10168465
File: 363 KB, 557x651, the machine.png [View same] [iqdb] [saucenao] [google]
10168465

>>10168447
>the machine
picrel
>Then you find a berserk and everything is even better.
goring zombies and imps with me meats ( ͡◉ ͜ʖ ͡◉)

>> No.10168483
File: 31 KB, 230x230, 1670969621774804.jpg [View same] [iqdb] [saucenao] [google]
10168483

>>10168439
Funny how the original Prey was replaced and forgotten considering it has a Native American protagonist.

>> No.10168486
File: 2.59 MB, 1920x1080, q2e_mctower.png [View same] [iqdb] [saucenao] [google]
10168486

>>10168465
>>picrel
>was actually planning to play modded The Experiment later tonight
Wow you are actually in my head
What you doin in there?

>> No.10168494

>>10168374
That does not kill a berserker in two shots, faggot.

>> No.10168495

Quake II 64 does not have crouching.

>> No.10168504

Forevr waifus never ever at this rate

>> No.10168506
File: 4 KB, 86x201, 1464438925.jpg [View same] [iqdb] [saucenao] [google]
10168506

>>10168486
>What you doin in there?
me? uh nothing...

>> No.10168521
File: 467 KB, 804x1188, d210b42e2beee12b6fefda016d792d39.jpg [View same] [iqdb] [saucenao] [google]
10168521

>>10168392
just tried it and Zerstorer is pretty easy even on the hard difficulty so you have nothing to worry about. the final boss is a fake-out too. trying to look for more runicludo but its probably not a great idea since im not in the best of moods, dark and griddy.

>> No.10168524

>>10168495
It doesn't have strafe jumping either. Zipping around levels at mach speed is a huge part of the appeal to me for Quake and removing strafe jumping just makes the levels feel like a slog in comparison to the other campaigns. All it's used for is speeding up level traversal, why remove it?

>> No.10168526
File: 3.89 MB, 640x360, q2e_diphlanx.webm [View same] [iqdb] [saucenao] [google]
10168526

>>10168506
>parasite distracting me with shiny new Q2 expac while it absorbs all my brainbits
I knew this was all too good to be true. I've also found a new pastime: Bullying these nerfed dumbasses with the blaster.

>> No.10168532

>>10168521
thanks

>> No.10168551
File: 25 KB, 299x350, 3872970346.jpg [View same] [iqdb] [saucenao] [google]
10168551

>>10168526
um yes yes keep bullying them

>> No.10168561

>>10168346
qwack too wuz 2 ez

>> No.10168567

>>10168561
u pleii 2 mush quack das all

>> No.10168569

>>10168183
>somehow Makron returned

>> No.10168572

>>10168439
Mobile as in android? Since when?

>> No.10168574

>>10168569
blame Brigitte

>> No.10168579

>>10168447
>What do you want from one that you can't get now?
Better MP code mainly, but also bugfixes and other benefits.
>>10168524
Well, makes sense, since it was based on Q1 engine. You should check if original bhop works.

>> No.10168590

>>10168572
Since the last October, though definition of it being playable was really stretched back then.
It's not as bad now, even though it's still buggy. Prey works better.
https://www.youtube.com/watch?v=t0-6F1dhFEo

>> No.10168592

>>10168486
now that is some AD level architecture, mainly now that Q2R has no map limits.

>> No.10168597
File: 2.10 MB, 1920x1080, alk_auxtowernice.png [View same] [iqdb] [saucenao] [google]
10168597

>>10168592
>AD level architecture
It's more Alkaline for me, it's basically come full circle with how much of that already felt inspired by Q2.

>> No.10168604

>>10168597
Paril was working on a Q1 to Q2 conversor, is still on his github.

>> No.10168715

>>10168590
What is it about idTech 3 games that made every automatic weapon sound like it's firing bursts?

>> No.10168791

>>10168164
https://youtu.be/VAIeRlt6CMw

>> No.10168796

>>10168791
Used to be so good.

>> No.10168810

>>10168524
>>10168524
Probably to be more accurate to the original version, I really like the Quake 2 64 campaign.

>> No.10168834
File: 3.45 MB, 1920x1080, AoP_mood_1.webm [View same] [iqdb] [saucenao] [google]
10168834

https://youtu.be/pW0Yuq30rpQ?t=276

mood

>> No.10168845

>>10168834
Oh nice it's the good version. There's another version on quaddicted that's mixed very strangely and I don't like it at all. AoP's ost is underrated.

>> No.10168861
File: 27 KB, 316x316, malice.jpg [View same] [iqdb] [saucenao] [google]
10168861

>>10168834
Why does Quake total conversion music go so hard?
https://www.youtube.com/watch?v=qnLWDrnHGOU&list=PL0YFSLv6Row9kkspVigDSX_wFjHx0cZRt&index=1

>> No.10168873
File: 150 KB, 640x288, cursedguy.png [View same] [iqdb] [saucenao] [google]
10168873

you're one UGLY motherfucker

>> No.10168875
File: 13 KB, 242x264, d2hy99u-200747d9-0de5-4866-bc34-141f30be799d.png [View same] [iqdb] [saucenao] [google]
10168875

>>10168873

>> No.10168882

>>10168845
didn't know there was an other version now i'm intrigued
>>10168861
these first few notes...

>> No.10168885
File: 8 KB, 666x1228, Flintnic.png [View same] [iqdb] [saucenao] [google]
10168885

>>10168875
>>10168873
not as ugly as him doe

>> No.10168892
File: 826 KB, 1920x1080, q264.png [View same] [iqdb] [saucenao] [google]
10168892

The levels are all simplified and shrunken down, but there's something about the different texture set that makes these levels more visually interesting. Maybe it's just N64 graphics activating something in my brain.

>> No.10168905

>>10168892
i like the N64 skies for Q1 and Q2

>> No.10168915
File: 2.70 MB, 1920x1080, TROK.png [View same] [iqdb] [saucenao] [google]
10168915

>>10168892
>Maybe it's just N64 graphics activating something in my brain.
Yea N64 feels. Wouldn't say "more" because I love those idsoft artists but it and Q64 do have a nice tone.

>> No.10168973

>>10168154
What about alt?

>> No.10168976

>>10168973
dumbest shit ever
right next to space
both require thumb use
can't crouch jump

>> No.10168982

>>10168973
You're a sick man.

>> No.10168992
File: 1.10 MB, 165x216, 2140909188.gif [View same] [iqdb] [saucenao] [google]
10168992

>why yes i jump crouch and run with my driving pedals

>> No.10169000
File: 293 KB, 640x480, req.png [View same] [iqdb] [saucenao] [google]
10169000

>>10168992
>he doesn't jump with mouse Z axis, while moving with a flightstick and looking around with a trackball

>> No.10169002

>>10168976
>can't crouch jump
What kind of keyboard do you have that you can't cram a finger down on both at once? Just slide your thumb under the rest of your hand.

>> No.10169005
File: 21 KB, 344x334, 385461172.jpg [View same] [iqdb] [saucenao] [google]
10169005

>>10169000
made me think about picrel

>> No.10169009
File: 69 KB, 500x693, aGp7MNw_700b.jpg [View same] [iqdb] [saucenao] [google]
10169009

>>10169005
i should have posted picrel instead

>> No.10169014

>>10169002
not how crouch jumps work
sometimes you crouch briefly before jumps to increase height or rocket force, then let go, then hold it again to further increase height/get over ledges
thumb resting on space means it hits jump first always and has to bend inward to hit alt crouch, awkward maneuver, less control, poorer timing, just all around sucks ass

>> No.10169060
File: 147 KB, 640x480, 1684569243303929.png [View same] [iqdb] [saucenao] [google]
10169060

>>10167913
ggs btw

>> No.10169068

Any good recent wads to play with HD? Currently playing Nostalgia

>> No.10169070

>>10167913
>Didn't use an img post
>Didn't know it was happening
ffffffffffffffff

>> No.10169090

>>10168976
Well in Doom you can't crouch jump anyway.

>> No.10169094

>>10169090
not with that attitude

>> No.10169096

>jumpmaze btfo

>> No.10169146

>finished the first quake recently
>was fun but a lot of the boss levels just took things out of me with how drawn out they were, eventually just savescumming them to get through them quicker if I fucked up, also a lot of levels felt like they merged together.
>try Arcane dimensions
>Crucial Error, Grendel's Blade, Firetop Keep
>absolute hueg maps with great progression and really neat ideas like Firetop's secret lore leading you to the rune, felt much more rewarding than just 10 short maps per episode
>Necromancer's Keep was alright but the last fight was pretty lame and felt like instead of giving you a Quad to cap things off it instead gives you a pentagram to just facetank the necromancer without much fuss and the bone/flesh key gimmick felt weak, I held on to the two thinking my patience was to be rewarded but instead I just blocked myself out of the widowmaker/plasma gun.
>Get to Tears of the Necromancer
>holy fuck this map is huge
>holy fuck this map is pretty
>HOLY FUCK THERE ARE UPGRADES
I want to make huge Quake maps in the vein of AD now, just playing this game I have so many idea in my head for any possible game I'd dev in the future.
How hard would it be for someone with zero modding experience(beyond one month of fucking around in Medieval 2 to produce an infantry version of a Calvary unit for my brother who really wanted it)?

Also, is Alkaline also the lower map count but each map is huge kind of its own episode approach or the standard FPS multi maps approach?
Also, are there any melee focused TCs for Quake?
I fear that playing Quake and AD might have ruined FPSs going forward because I'll now expect everything to have Quake's movement and AD's huge maps, just playing a bit of Turbo Overkill the other day I've already started comparing it to AD in my mind.

>> No.10169149

Every video I've seen of the Turok series makes it looks pitifully easy. Are there difficulty settings? Is there a difficulty setting that you can't steamroll through? Are there mods that make it more than just going through the motions?
Maybe I'm misguided and have only seen people play perfectly, and it's actually hard. Don't think so though.
I guess what I'm asking is, should I even bother downloading it if I genuinely cannot stomach games where everything deals chip damage or is super easy to avoid?

>> No.10169167

>>10169146
>How hard would it be for someone with zero modding
I mean, modding experience isn't really relevant unless you want to code your own progs with custom monsters or weapons and shit. Mapping for Quake is about as easy as it gets for a fully-3D game, and there's a fairly comprehensive tutorial series on YouTube for it.
Start small though. Figure out what works and what doesn't before going to make big stuff. It's easy to get annoyed at mapping by little things like curves and trims before you learn how to do them quickly (or have enough stuff lying around that you can just copy/paste where you need at a whim).

>> No.10169208

>>10169149
The thing with Turoks enemies is that to make the game harder they just make them move faster. So the hardest difficulty enemies run around so fast it looks silly like an old black and white Charlie Chaplin film.

The combat isn't even the real appeal of turok. It's the exploration and even the puzzles and platforming. Nobody would really put Turoks combat up there with the greats. I mean, it's fine and it's fun but it's not the main "thing". It's why half the team went on to make metroid prime

>> No.10169209

>>10169149
>>10169208
Hardest difficulty in Turok 2 gets decently hard. You NEED to headshot enemies or they're massive damage sponges. Again. They had to do hacky difficulty like that to make it harder.

But, definitely try Turok 1+2.

>> No.10169235
File: 167 KB, 640x480, doom51.png [View same] [iqdb] [saucenao] [google]
10169235

I hate this corridor for being bland as hell. But it also turns into a staircase in the middle, so splitting it in two is as much as I am willing to split sectors.

>> No.10169251

>>10169235
Add some ceiling supports using the divisions you've already made for the stairs.

>> No.10169264
File: 1.15 MB, 1600x900, spasm0019.png [View same] [iqdb] [saucenao] [google]
10169264

>>10166651
I agree that the Tronyn's map is a tad too huge compared to other's levels, but only in regards how it eclipses everybody else's (except MadFox maybe) mapping capabilities, it would probably feel be better as a standalone fare to not mog those other maps.
>and just like in the other older Zer mappack, nobody remembers about those crazy Ogre variants with a bleeding sawblade gun...

>> No.10169267

>>10169264
>nobody remembers about those crazy Ogre variants with a bleeding sawblade gun...
The fuck. Where?

>> No.10169280
File: 10 KB, 128x128, rt_garg.png [View same] [iqdb] [saucenao] [google]
10169280

>>10169264
speaking of this map, does anyone know where that gargoyle texture is from? I thought Hexen 2, but it's not.

>>10169235
mapping with vanilla limits or something? pretty obvious but: change texture on top section, add shadow in the niche, put up some pillars or obstacles, add sprite props. you know, the usual.

>> No.10169282

>>10169280
He cute.

>> No.10169291
File: 196 KB, 640x480, doom52.png [View same] [iqdb] [saucenao] [google]
10169291

>>10169280
Vanilla textures, limit-removing. There's only so much control sectors I can set up before I go mad.

>>10169251
Guess this works. Also, guts floor never fails, lol.

>> No.10169297

It's 19 August 2023. In slightly less than four months, Doom hits its thirtieth anniversary. Creators of /vr/, are you planning anything for D30M?

>> No.10169304
File: 1.15 MB, 2560x1440, Quake2_Oblivion.jpg [View same] [iqdb] [saucenao] [google]
10169304

>>10168334
>using the Chainfist in anything but Andrea Rosa's Citadel mod (ditto for the Plasma-Beam)
ISHYGDDT

Also as a tangent thats finally on-topic at last, I wonder if when the Q2 remake team gets to port-over Oblivion to Kex, will they change the Spider monster behaviour to fire laser bolts instead of rockets (as stated in the Lethargy PlanetQuake webpage's original manual HTML), and if they give some actual sounds to the deatomizer Cyborg as it had none included for some strange reason (probably cut due to rushed release by PCgamer, just like the Obliterator superweapon was scrapped)

>> No.10169305

>>10169297
We're counting on particular someone to finally deliver

>> No.10169306

>>10169297
Mappan for Quake. Might play some Zandronum.

>> No.10169308

quack if it were goose
>death knights now shoot a 40 damage, centered, eye-level fireball simultaneously with their ground sparks
>ogres now have a 3x14 damage super shotgun embedded in their chainsaw, only shooting it shortly after being forced to swing, before doing a check to see if they need to swing again or fire a nade
>spawns now spawn awake and already hopping but lightning chains between adjacent spawns
>shamblers now have a 160 damage quad rocket launcher embedded in their cloaca that fires once after they've been forced to melee swing thrice (does not interrupt lightning channeling)
>knights can now steal your active powerups if they hit you
>scrags now explode violently on death, damaging adjacent enemies and players, but sometimes they kamikaze dive toward you postmortem as a projectile instead
>fiends can now teleport, and utilize "portal" momentum logic if they do it mid jump
>techbase soldiers now deal double damage
>vores can now climb on walls and roofs

>> No.10169309

>>10162452
That post contains two contradicting statements and Sandy basically says "yes" without there being clarity to which of the statements he is responding to.

Not that it matters that much either, it was a perfect encapsulation of why DOOM is how it is.

>>10166809
Would've been better off just watching the Civvie11 video on it and not playing it yourself, same with a lot of games that aren't household names. Then again, nothing busts the myth of "games in the 1990s were just better than anything else" than playing the things that were until now forgotten by history.

>> No.10169318
File: 83 KB, 1545x1544, Tribute_Quilt_map.png [View same] [iqdb] [saucenao] [google]
10169318

>>10169297
I already did this on Doomworld under excuse of celebration, now I'm fed up with major projects, lmao.

>> No.10169327
File: 1.66 MB, 1600x900, spasm0009.png [View same] [iqdb] [saucenao] [google]
10169327

>>10169267
They only appear in the original Zestroer at the level when you start buried alive, and there's like 3-5 in total of those dudes in that whole map.
>I must say that learning of how the ScrewCannon is unable to gib Zombies has relegated it into being completely useless weapon, aside from some freak MP corner-sniping scenarios I cannot think of right now. Also no idea if this is just a placebo, but I swear that the Chaingun fires its 11th shot for free if you let it keep shooting for longer than 10 shots - and now that I know how its possible to make guns that feed on decimal points of ammo - as that's how the X-men TC's Minigun operates (i.e. uses 1.25 bullets per shot), it wouldn't suprize me if that actually a thing and I am not rambling crazily again for once. . .
Also it has a max range beyond which the fired tracers are purely cosmetic

>> No.10169332

>>10169327
>They only appear in the original Zestroer at the level when you start buried alive, and there's like 3-5 in total of those dudes in that whole map.
I never noticed. Hot damn. Screw Cannon can gib zombies, but it still feels awful to use. I have no idea what they were thinking when they made it.
>Also it has a max range beyond which the fired tracers are purely cosmetic
It must be pretty fucking fat because I've used that thing at great distances. Love me Zerstorer. They really really need to port the shotgun and chaingun to Keep, maybe the double barrel lightning gun too.

>> No.10169334

>>10169309
source for Sandy's statement:
https://www.youtube.com/watch?v=u6gIAYhjPu8&lc=Ugxlvk9kicnZoU7ZSol4AaABAg

>> No.10169335

>>10168973
Based alt enjoyer. Don't listen to these aliens with their three fingers.

>> No.10169337

Waifu lead, do you have a build of your Puyo map even if unfinished?

>> No.10169339

>>10169267
>Where?
Well, they're in the original Zerstorer mod and in Bestial Devastation. They're ogres that shoot 3 weird looking projectiles that they can aim up and down (they're sawblades? I never figured them out). If you're mapping with the zer fgd than you need to give an ogre a wait of 1 to make it shoot like that (what the fuck)
>>10169280
I dunno where the texture is from but Necros also used it in his "The Living End" map.

>> No.10169340

>>10169308
>vores can now climb on walls and roofs
Didn't the Neharha mod allowed them to jump onto ceilings when dodging rockets?

>> No.10169342

Am I retarded? How does one dodge a Vore projectile?
I feel like I've pulled just about every move possible but the thing tracks too hard to dodge. Sharp turns, jumping over it, rocket jumping over it, zigzagging between walls.

>> No.10169346

>>10169339
>Necros also used it in his "The Living End" map.
nice catch! or, rather, first hand knowledge? it even mentions source in the readme. too bad it's literally the only hit for "rtGnosis" in google. guess it's archaeology time.

>> No.10169350

>>10169342
You run away from it, taking as many sharp turns as you can and running as many rooms back as you need to until you hear it exploding on a nearby wall. Also you do not wait for the projectile to get near you before you start running. As soon as the vore shoots you get out of there, do not prioritize shooting the vore. The further away the projectile is from you, the easier for you to lose it.
If going back is not possible, like in E2M6, stay close to cover and go behind it quick when the vore attacks. Like, don't even wait for the shot, hide as soon as the attack animation starts.

>> No.10169353

>>10169346
>first hand knowledge
No, I just played that map a lot. I think you can extract the textures from a bsp file, I never did that before tho so I can't help you there.

>> No.10169358

>>10169353
aight. figured it was a possibility, someone was apologizing for delaying Mjolnir in the thread before.
anyway, sourcing was easy enough:
https://web.archive.org/web/20070627121838/http://www.planetunreal.com/undulation/textures_n.htm
finding a download is another matter, but that's enough for now.

>> No.10169362

It's from a UT99 mappack. After that the trail is cold.
>>10169353
Texmex, then you just open a map with it. Very, VERY useful for getting unique textures, but as always read a readme before doing so because some people don't want you to do that.
>>10169358
Oh nice you found the source source. Man look at that website. Gritty. Nice. I'll put all the textures in a .zip but I don't know how to open .utx files. It's worth it to learn so give me an hour.

>> No.10169364

>>10169362
Also here's every UT mappack that ever used it:
https://unrealarchive.org/packages/unreal-tournament/rt-gnosis/index.html
God bless archivers like Spirit and the like, politics aside.

>> No.10169369

>>10169342
On nightmare? You don't, unless there's another monster to lure the Vorepod into to entice a precious aggro duel.
Also anyone can explain fully how does the Vore's projectile actually work? I had a couple of instances where attacking the Vore during its in-fighting duel with another enemy made their missile switch from targetting the aggro'd monster back to me mid-flight. And I noticed that if they get fired without you in sight, the Vorepod keeps going straight unless the projectile itself spots you (and not the monster who fired it) - which then starts homing onto your location as usual.

>> No.10169374

>>10169369
>On nightmare? You don't
you can bunnyhop away, but it may take time to get the necessary distance.
without bunnyhopping though - yeah, you're fucked

>> No.10169387

>>10169291
looks neat!

>> No.10169393

>>10168346
It's a sad state of affairs.

>> No.10169398

>>10169291
Nice.

>> No.10169403
File: 407 KB, 998x658, fuckthis.png [View same] [iqdb] [saucenao] [google]
10169403

>>10169364
>>10169362
Neither UnrealEd, nor two other old .utx file opening programs will allow me to extract as bitmaps or anything at all. Wit's end, giving up. Shame, these textures are cool.

>> No.10169409

So when is this Quake 2 patch coming out?
I'm tired of the railgun being worthless and berserkers having undodgeable teleporting moves that hurl you around the level uncontrollably.

>> No.10169413

>>10169304
Paril said he could check it out the dump file later
still the only way to reverse engineer Oblivion is off that file

>> No.10169418

>>10169409
Right now through the Unmaster mod on the Q2 nexus unless you’re stuck on console.

>> No.10169426
File: 2.11 MB, 1920x1080, rtgnosistest_2023-08-19_04-30-57.png [View same] [iqdb] [saucenao] [google]
10169426

>>10169403
>>10169362
>>10169358
This took way too fucking long. Here you go.
https://mega.nz/file/YcRmwTDa#VcGIarFaJJ83zvpbQn3rSRYFfuUf42PIzmAZlug7j_Y
The fence and plant textures need to be made transparent but that's outside my wheelhouse.

>> No.10169427
File: 48 KB, 450x350, img_0770.jpg [View same] [iqdb] [saucenao] [google]
10169427

>>10169409
if you wanted to play stock quake 2, then go play stock quake 2 if the AI is filtering you hard.
You fucking faggots bitched over the game for almost 25 years, and now that everything is fixed you all are behaving like /v/tards?

>> No.10169429
File: 284 KB, 1920x1080, 1691926311428.png [View same] [iqdb] [saucenao] [google]
10169429

Holy shit my eyes…
how bad does he look with OGL texture-smoothing enabled ingame?

>> No.10169432

>>10169409
>Q2r next update
>Railgun gets un-nerfed, but the MG and CG now both do 6dmg (just like the Multiplayer Chaingun did in Vanilla Q2) for consistency between SP & MP
Would you still bitch like a white woman?

>> No.10169439
File: 5 KB, 452x398, 1692445598481.png [View same] [iqdb] [saucenao] [google]
10169439

don't tell me what to do game

>> No.10169441

>>10169439
Ohh so that's where SMOD Redux took it from.

>> No.10169452

>>10169432
How hard is it to keep the weapons the same as they used to be? No, truly? How difficult is it as a dev to swallow your pride and NOT tamper with things you shouldn't?

>> No.10169453
File: 1.93 MB, 1920x1080, shot009.png [View same] [iqdb] [saucenao] [google]
10169453

These guys were when I really felt like Quake II was something different when I was younger. Never seen a tanklike human being in Half-Life, Unreal, Quake 1, etc. Always loved these guys.

>> No.10169459

>>10169432
>patch notes stating weapon changes for the sake of “SP and MP consistency”
>same patch unnerfing RG so it’s inconsistent across SP and MP
I wouldn’t feel anything but concern at the thought process.

>> No.10169462

People say Q3 has characters that deserve their own games and i like how different characters in the game are
Like a selection of sci-fi and fantasy characters that feel like they're tributing various things
Reminds me of that one Batman and Dredd crossover where they're taken to a death game and there's like 6 other characters that are sci-fi and fantasy types

>> No.10169468

>>10169462
It and the UT games had a lot of cool character designs.
I know porting Q2 models to 1 is possible. Don’t know about Q3 to 2 and I don’t know where to start.

>> No.10169472

>>10169452
>game receives a shitload of AI changes
>game also had different weapon damage values between MP and SP for reasons unclear
>why would the remaster devs fiddle with the weapons at the same time as they fiddle with the AI?
Are you a sped?

>> No.10169475

>>10169453
I really like the tanks and I remember them being depicted as the next Shamblers when Q2 was advertised as "the true Q1 killer". I wish they were half as threatening as a Shambler though.

>> No.10169476

>>10169462
orbb has seen things ranger and bitterman would not believe
quake 5: orbbital

>> No.10169479

>>10169475
>I wish they were half as threatening as a Shambler though.
Vanilla tanks certainly weren’t. The Reckoning boosted them really well. Lazerus AI tanks are my favorite.

>> No.10169484

>>10169426
Cool work anon, thank you.

>> No.10169493
File: 52 KB, 797x332, orbb.png [View same] [iqdb] [saucenao] [google]
10169493

>>10169476
>play as orbb
>forced 360 degree FOV

>> No.10169494

>>10169429
that texture i tried to upscale 2x since the ps1 textures are low res and really compressed in quality due to ps1 being shit
N64 textures per paril, are 1:1 with the pc ones, but what carries it is N64's own 3-point filtering

>> No.10169497

>>10169493
if only they made him with 2 eyes so he had 720° fov

>> No.10169502

>>10169497
I can't even comprehend what that'd look like.

>> No.10169503

>>10169427
>>10169432
>/vr/ now thinks you have to agree with questionable changes to the weapons or you're a little bitch
What the fuck happened to this place? Why are you such retarded consumers?

>> No.10169504

>>10169502
Very disturbing. Make it three instead and he is cute as cacodemon.

>> No.10169507

>>10169479
They did? All I noticed was that Tanks like to delay firing their rockets if you take cover. Otherwise they're as big slow and stupid as always.

>> No.10169508
File: 318 KB, 2550x2504, FlvI1ABXwAE6GOQ.jpg [View same] [iqdb] [saucenao] [google]
10169508

>>10169493
Just found this on japanese ****ter

>> No.10169509

>>10169503
I expect nothing from random anons and give them no respect.

>> No.10169512

>>10169503
>implying a couple fags represent all of the thread, let alone /vr/
Get over yourself. Shitters exist, and they get their verbal faeces errywhere. Just ignore them, or call them niggerfaggots and tell them to kill themselves.
Also, remember that there are literal shills paid to stealth advertise on 4chan. Not to mention tourists attracted by some of our projects who act like bootlicking consumerist piglets, instead of autonomous human beings.

>> No.10169516

>>10169512
>Also, remember that there are literal shills paid to stealth advertise on 4chan.
Yeah, I find that very unlikely. Everyone knows this site is a giant toilet.

>> No.10169517

>>10169507
>All I noticed was that Tanks like to delay firing their rockets if you take cover
They can quickly start firing rockets after other attacks. I also haven’t played below hard+ in forever and don’t know how much the AI and attacks change below that.

>> No.10169524

>>10169516
Considering that 90% of memes and Internet jargon originate on 4chan, it isn't far-fetched to believe that groupthink about games originates here as well. If a game is thought to be good on 4chan it tends to be reflected on other sites and vice versa.

>> No.10169525

>>10169517
I only play on hard, because I love flinching and removing that makes the guns feel weak. So maybe it's Hard + behaviour?

>> No.10169532
File: 2 KB, 122x105, file.png [View same] [iqdb] [saucenao] [google]
10169532

wtf does this mean?

>> No.10169535

>>10169532
Looks like something is missing there, friend.

>> No.10169538

>>10168590
I thought there was no source code

>> No.10169540
File: 168 KB, 1920x1080, screenshot.png [View same] [iqdb] [saucenao] [google]
10169540

why didnt any of you tell me about the rigel engine?

>> No.10169549

>>10169540
well nobody told me about id so

>> No.10169551

>>10169549
how did you not know about id?

>> No.10169553
File: 2.51 MB, 1920x1080, quakation.png [View same] [iqdb] [saucenao] [google]
10169553

>>10169453
>shocking skinned face mask
Brutal
>peels off when wounded
More brutal
>>10169525
>I only play on hard, because I love flinching and removing that makes the guns feel weak.
Weird how in >>10169475 you're comparing a shambler to a tank when you're not even aware of tank AI or even skill setting changes.
Makes one wonder what kind of shambler you're comparing to: The ones in AD are easier to hitstun on nightmare and the new port removes nightmare fast speed entirely making them easier to tango with.

>> No.10169554
File: 546 KB, 1920x1080, F32F1A5XoAAqAzW.jpg [View same] [iqdb] [saucenao] [google]
10169554

>> No.10169557

>>10169508
artist might be MKDouma6

>> No.10169559

>>10169554
Beautiful.

>> No.10169560

>>10169554
Counter-Niggurists win!

>> No.10169564

>>10169494
Didn't playing the PSX Quake2 on PS2 automaticly uncompressed those textures or something almost-magical like that?

>> No.10169567
File: 27 KB, 168x164, PS1 Arachnid Skin.png [View same] [iqdb] [saucenao] [google]
10169567

>>10169564
nope, they still look like shit on a emulator
this is the real skin ripped off the ps1 off the remaster

>> No.10169572

>>10169540
Rigel engine?

>> No.10169576
File: 1.74 MB, 1600x900, spasm0027.png [View same] [iqdb] [saucenao] [google]
10169576

>>10169332
>Screw Cannon can gib zombies
I kept-on using the direct hit of SC against them instead of remote-detonating the missile which somehow does more damage, turns out that its projectile can't even kill a Scrag in one shot unless detonated before impact, and even then it rarely happens most times...
Could you believe that the Zer info/help .txt says it's originally supposed to eat Cells in adittion to Rockets?

>> No.10169586
File: 883 KB, 1366x768, abyss.jpg [View same] [iqdb] [saucenao] [google]
10169586

>>10169554
It looks so weird and strange. Like a GoldSrc from a parallel universe.

>> No.10169601

>>10169553
>Weird how in >>10169475 you're comparing a shambler to a tank when you're not even aware of tank AI or even skill setting changes.
Doubly so because that's not my post. Why would you even think that was me?

>> No.10169602

>>10166809
Yes. Aliens of Gold is basically unplayable on account of absurd HP scaling and no hitstun. Planet Strike is an improvement, enough to be worth considering over Wolf3D at least. The levels flow better, the HP scaling is toned down, there's more enemy variety. It's still not great. Wolf3D's simplicity is its strength, trying to add stuff to it only bogs it down.

>> No.10169603

>>10169426
Noice.

>> No.10169608
File: 112 KB, 750x1200, orbb.jpg [View same] [iqdb] [saucenao] [google]
10169608

>>10169493

>> No.10169617

>>10169503
I could live with that change if they'd make the Railgun ignore power-armours or lower its damage to 125hp for SP - but how the RG is unacceptable for reals, also no way I am buying this again considering how this remaster is what Q2 was supposed to be like before Timmy Wallets fucked everything up just to rush for a holiday release.

>> No.10169634

>>10168892
>>10168905
Didn't the OG N64 Q2 version used the Q1N64 engine?

>> No.10169658

So, how good is the KEX engine?
Looks like it's quite damn versatile

>> No.10169663

>>10169468
>Don’t know about Q3 to 2 and I don’t know where to start.
There's probably some manual tinkering to be had; I know Blender has import/export plugins for both mdl and md3 formats.
Q3 character models are divided into legs, torso and head meshes, so that they can lean back/forward as you aim up-down. You'd need to join these into one model that (probably) only aims forward.
Also IIRC Q1 models can only have one skin at a time, while Q3 models often use separate textures for different parts of the model. So you'd need to concatenate those into a single texture map, make sure it converts to a Q1 palette (without conversion artifacts like the odd fullbright pixel) and adjust the model's UVs to match the new texture.
I don't think there's a vertex limit on Q1 models, but if there is you might want to painstakingly reduce the polycount by hand.
Also you'd have to give up on Q3's cool new shaders but that goes without saying.
All in all I think it's possible and someone probably has done it at some point.

>> No.10169680
File: 2.92 MB, 1920x1080, q2e_crasheditagain.png [View same] [iqdb] [saucenao] [google]
10169680

>>10169617
It was given free if you owned it previously on goog or stem and now it's up on gog-games to be super free. You could also just wait for port support.
>>10169663
This is a good start thank you.

>> No.10169684

>>10169658
It's basically just a backend from my understanding. Handles file loading, input, audio output, drawing the window that the game renders to, etc. The actual game code is still used for logic and rendering and such. It's like how the official Doom port uses Unity, but isn't a bastardized recreation of Doom in the engine, it's just using it as a wrapper for easy hardware support and console porting.

>> No.10169685

>>10169680
Given their high crash rate, these pods seem unreliable as fuck. Why do humans keep using them?
Also beautiful screenshot, where is this from?

>> No.10169687

>>10169685
Looks like one of the COTM maps. Don't know its name, but I recognize that area.

>> No.10169689
File: 1.84 MB, 2560x1440, q2e_dishtop.png [View same] [iqdb] [saucenao] [google]
10169689

>>10169685
>>10169687
Yea it's from the new thing
I wish I could enable filtering for the skies only and didn't have to cheat through edits

>> No.10169690

>>10169689
I'm surprised source ports don't give you an option to just filter the sky. I thought it was novel that Sonic 3 AIR let you do that for backgrounds only.

>> No.10169704
File: 1.49 MB, 1600x900, spasm0028.png [View same] [iqdb] [saucenao] [google]
10169704

>>10166709
>>10166640
>found all the secrets (2 of them being Quads) after already killing everything AGAIN
So it was the Rotfish bug afterall...
>>10168973
IIRC - if you aren't running KMQ2, 'alt' is registered as the same key as 'ctrl' in the keyboard settings menu so you need to bind it manually via console "bind" command instead

>> No.10169729
File: 125 KB, 372x599, 372px-Cabal_MAP30_map.png [View same] [iqdb] [saucenao] [google]
10169729

holy LUDO

>> No.10169731

>>10169685
>these pods seem unreliable as fuck
military grade, what did you expect?
military shit is made by the lowest bidder

>> No.10169734

>>10169680
I really hope I'm not too burned out by the time I get to the new units. The expansions feel like a complete slog sometimes where you're just wandering through the same corridors and rooms with no real variety.

>> No.10169738

>>10169689
>The gun on the wrong side of the screen
God that's cursed. Reminds me of when that kept happening when I tried using the 25th anniversary unit, only to find out it came with a config that came with someone elses weird preferences by default and the answer was just deleting it.

>> No.10169743

>>10169734
Then skip them.

>> No.10169750
File: 3.29 MB, 5728x3216, 1691930501665.jpg [View same] [iqdb] [saucenao] [google]
10169750

>>10169734
I really don't understand how people feel that way. Stroggos has such a cool used look to it.

>> No.10169756

>>10169532
Gib textur

>> No.10169760
File: 3.08 MB, 2560x1440, q2e_machdeck.png [View same] [iqdb] [saucenao] [google]
10169760

>>10169734
The quality bump is helping out a lot and the enemy placement isn't as held back. As someone who just "slogged" through all the previous content this has been some good shit but I'm also real biased towards quality Q2 stuff.
>>10169738
>hand 1 cursed
Literally a preference and one I go back and forth from frequently >>10165807
It's actually more of a preference than it used to be with projectiles always steering towards the crosshair's center in the new port.

>> No.10169769

>>10169634
yes

>> No.10169774

>>10169567
this shit REALLY
i say REALLY needs a remake

>> No.10169852 [SPOILER] 
File: 1.19 MB, 1008x984, 1692452245809494.png [View same] [iqdb] [saucenao] [google]
10169852

>>10169567
I dunno how to increase it's quality

>> No.10169863

>>10169512
This black/white thinking is stupid. Railgun nerf is retarded, but so is going full contrarian against every commercial product. Remaster had some good things too. For years there has been complaining here, that gz is unplayable because of stalkers and turrets. Now it's fixed, but yet people see just the 1 negative change instead of 10 positives.

When retro fps remaster gets released, the changes are that it gets discussion on a retro fps thread. There's no shills needed. Occam's razor.

>tell them to kill themselves
Also underage b&.

>tourists attracted by some of our projects
You are really complaining that people play our wads and that we gain new mappers that way? Get your head off your arse. Getting new guys that are here for right reasons is never a bad thing.

>> No.10169864

>>10169852
the entire texture needs a remake or be redrawn using skin editor in a better quality

it think is time to dust off the mdl editor or substance painter

>> No.10169867

>>10169524
Originated. Golden days have passed years ago. Sadly.

>> No.10169878

>>10162774
>>10162775
DF retro about Q2R is finally out
https://www.youtube.com/watch?v=ck3pqrTAphs

>> No.10169881
File: 1.56 MB, 1440x810, garbageboss.png [View same] [iqdb] [saucenao] [google]
10169881

>Junkyard boss from the new maps
Is there something I'm missing here in order to avoid all this hitscan, or is this really a flying battlelord boss?

>> No.10169882

>>10169878
I'm suddenly reminded of the "but can it run quake 2?" jokes after the Q2RTX release. Fun times.

>> No.10169890

>>10169863
>implying tourists = new mappers
Boy, you sure are stupid

>> No.10169903

>>10169516
>Everyone knows this site is a giant toilet.
Because you treat it like one.

>> No.10169908

>>10169903
We just had an idiot call someone stupid a post above yours.

>> No.10169912

t. tourist

what's the most user-friendly map maker?

>> No.10169913

>>10169890
If someone appreciates 2048 units, hffm or ad mortem so much, that he comes here without hearing about 4chan before, the changes are that he maps himself too are fairly large. That's literally how every doom mapping community works, you big brain genius.

>> No.10169919

>>10169912
What game?

>> No.10169920

>>10169912
Mapster32

>> No.10169921

>>10169919
doom 2

>inb4 doom builder 2

>> No.10169923

>>10169921
Ultimate Doom Builder

>> No.10169927

>>10169921
I use Doom Builder X. Might not be the best for udmf maps, but i never make udmf maps.

>> No.10169935

>>10169923
https://files.catbox.moe/x6sqk7.wad

rate my map please

>> No.10169968

something i noticed about the remaster is that while the AI improvements seemed to have been inspired by changes in Ground Zero the aggression has been toned down. i was playing a custom map (First Strike at https://www.gamers.org/pub/idgames2/quake2/levels/d-f/frststrk.zip if you are wondering) and flipping between the rerelease and Ground Zero at hard difficulty enemies open fire way sooner and so i take more damage in GZ. i'd love for Night Dive to add the option of more GZ-like behavior tho i dont think that's going to happen. thankfully the game code is released so maybe i can find a way to add that stuff back in, but that anon that found that merging rerelease and Zaero code is a more complicated process than he thought worries me.

>> No.10170000

>>10169881
Circlestrafe around him and you won't take damage from the hitscan

>> No.10170002

i selected a lot of lines in doom builder, how do i change the textures of all of them at the same time? can't find the button

>> No.10170009

>>10170002
In UDB you just enter the properties of any of the selected lines, no idea how it's in Doom Builder. You shouldn't use it.

>> No.10170021

>>10169968
>GZ
Isn't that the source of this "Shotgun now does 60 dmg at point-blank, not 48 anymore" Mandella-tier meme?

>> No.10170028

>>10162775
Lost Civilization 2 released
https://www.doomworld.com/forum/topic/139300-lost-civilization-2-the-desolation/

>> No.10170030

>>10169968
You're not the only one
>Original expansion hitscanners shot IMMEDIATELY on sight
>Now they do their usual shouting and weapon priming
I don't mind it, if anything the original expansion behaviour was a bit on the cheap side.

>> No.10170036 [SPOILER] 
File: 624 KB, 542x542, nice.png [View same] [iqdb] [saucenao] [google]
10170036

>>10170000
or just use the quads and you don't even need to dodge

>> No.10170046

>>10170036
Stick to the QUAD
QUAD with the QUAD
Just in case though, we're Marines.

>> No.10170054

>>10170021
>Mandella effect
>he's not from the mandala timeline
ngmi

>> No.10170062

>>10170030
>I don't mind it, if anything the original expansion behaviour was a bit on the cheap side.
thing is about me is that im a masochist when it comes to shooters, but i have a preference of having a few powerful, aggressive enemies placed in advantageous positions over just having a bunch of enemies at once. GZ's enemy behaviors enhances the former, and i like having to re-adapt to the threat of having enemies instantly being on my ass. but i think with CotM's higher enemy count and at times slaughter-like encounter design that kind of behavior wouldve made things feel unfair. having GZ aggression would be a great option for old-school content.

>> No.10170070

>>10170054
fool, the man's name was Mengele, Mandella is from Daggerfall

>> No.10170073

>>10162775
Out of nowhere, suddenly, Lost Civilization 2 appears!
https://www.doomworld.com/forum/topic/139300-lost-civilization-2-the-desolation/

>> No.10170084
File: 214 KB, 455x415, bigsmile.png [View same] [iqdb] [saucenao] [google]
10170084

>>10170028
Yes!

>> No.10170103

>>10170073
>gameplay is mainly exploration with small fights here and there
>-Port: GZDoom
bitch really
why the flying fuck would you need a motherfucking zscripting for a walking sim
who the hell wanted zscripted combat in lost civilization of all wads

>> No.10170113
File: 3.90 MB, 640x360, garbagebossed.webm [View same] [iqdb] [saucenao] [google]
10170113

>>10170028
Shit I guess I need to finish the first one now.
>>10170000
>>10170036
The get and quad saved the day. The arena and adds make the circle strafing tricky and he has a large healthpool so the quad felt necessary at this time. I'll gauge him again on a replay.

>> No.10170120

>>10170103
I knew it was going to be GZDoom wad, but that didn't seem bad. After all wads like Elementalism and Paradise have shown that vanilla-ish gameplay with some GZDoom additions and cosmetics can work very well.

This howerer is not good. It doesn't feel even like Lost Civilization. Gameplay is not Doom, but a walking sim as you said. And it doesn't even look good like Lost Civilization 1 did. Map design on first map looks like someone's first GZDoom map. Absolutely horrible. This ruined my day.

Anons, don't get excited for Lost Civilization 2. It wasn't released, and never will be. Instead we got this.

>> No.10170158

>>10169512
>Not to mention tourists attracted by some of our projects who act like bootlicking consumerist piglets
This isn't some sort of exclusive club, we make shit because we want to, and some people are part of that, others aren't. If some people like a commercial product, they just will, I like some while I hate others. Virtually every modern """boomershooter""" (dryheaved a little there), looks like extremely boring and bland games, I've yet to be drawn in by any.

I haven't played the Q2 Remaster yet, but from what I can tell it does some cool things I like, such as making the enemy AI much more mean, and adding muzzleflashes, but it also does others which I like less, like nerfing the Railgun very hard when it already gets nerfed by default from the changes in AI, or replacing the original soundtrack. I very much dislike the last two changes and they're weighing against it, and I don't think a small boost in the Railgun's damage is enough of a fix.

Before some twatface chimes in, I shouldn't really have to use a mod to fix an aspect of gameplay which was already working properly before they fucked with it.

>> No.10170160

>>10169863
What’s ever been wrong with stalkers? They aren’t too durable or strong, and their feint gimmick is easily noticed. I didn’t see any differences in the remaster.

>> No.10170164

>>10169516
Oh there's definitely paid shills on 4chan, but they don't come around that much on /vr/ in comparison to elsewhere, most of them go to big boards with larger and more current commercial interests, such as /v/, /tv/, /pol/, and /co/.
I'm sure a few are set loose here on the board with any big company release of some old product, and you get some smaller company shilling for various niche products (the Retron5 comes to mind, if anyone remembers), but you should see how shamelessly companies like Ubisoft shill on /v/, it's absolutely disgusting, and it's actually a pretty big part of why that board is so bad.

>>10169432
I would, niggertits, there's no reason to buff or nerf the original damage values.

>> No.10170173

>>10170120
You should calm down, I skipped to the other maps and it seems to be normal lost civilization.

>> No.10170180

>>10170113
yeah, that boss is pretty shit to fight without powerups since the adds drain your attention and ammo, with how long it takes to kill it the guy could do with an HP cut imo

>> No.10170181

>>10170160
Their speed was toned down a little. Stalkers never were as bad as turrets though.

>> No.10170183

>>10170103
>>10170120
i figured you guys were just being butthurt fags about gzdoom like usual but i played for a bit and it's like a suicide note in gzdoom wad form, what the fuck
this can't possibly end well for him, people expecting a proper sequel to lost civ are going to be let down and myhouse already cornered the market on narrative gzdoom experiences and executes it a million times better than this
the only person this wad can be for is his therapist

>> No.10170187

>>10170183
I don't think rape is going to help him, if anything, it's going to harm him even more.

>> No.10170192

>>10170183
Haven't played the wad yet. What the fuck are you talking about, anon?

>> No.10170196
File: 26 KB, 1162x256, image.png [View same] [iqdb] [saucenao] [google]
10170196

>>10170183
He obviously hated it for quite a while and just released what he had to end this suffering. Picrel.
LC2 is definitely not what you call a good portfolio, though I'm only at first map

>> No.10170207

>>10170073
god the original lost civ sucks ass and this is even worse, how did he manage to make it even worse

>> No.10170209

Violent rumble anon, are you there?

>> No.10170217

>>10170192
Jaska poured all his depression, agony and traumas into a wad form. The wad is a story based walking simulator /puzzle. Story is basically "npcs are retards, elite controls us, everybody who fights back is canceled, there is no hope, we are all poor and sick and die, world is dead". Kind of heavy shit for a doom wad. Jaska howerer has every right for his expression, but I'm slightly disappointed because I expected Lost Civilizaton's sequel. Something fun and playable, and not a journey into Jaska's suffering mind. It would be fine, if the wad was not "sold" as Lost Civilization 2.

>> No.10170219

>>10170209
Yes?

>> No.10170226

where can i upload my wad?

>> No.10170228

>>10170226
On my face.

>> No.10170230
File: 13 KB, 261x233, therapist_squidbillies.jpg [View same] [iqdb] [saucenao] [google]
10170230

>>10170180
I wouldn't be opposed to that though he was still cute. The big rumble near the end was a more interesting fight and lots of fun.
>>10170187
...that took me a good minute.

>> No.10170234

>>10170219
https://files.catbox.moe/vgd4qr.rar

So this is a thing. Let me know what you think.
Known bugs and other issues
- centurion hoverboard light rings are visible before they are summoned, especially when above them
- centurions still drop ammo even tho I wanted them not to. they're also not good at following but that's just quake so whatever
- monster sword corpses do not fall to the ground
- sometimes trigger teleports do not work and the player gets killed by the void
- the map is meh overall and the compile times reached 1 hour so I am tired of it
- traps are loud and my feet hurt
- sometimes items dropped by monsters fall out of the level. and maybe all this scavenging isn't such a good idea in the end, I dunno

>> No.10170252

>>10170002
>>10169935
>>10169921
>>10169912
https://files.catbox.moe/y8icj9.wad

tourist from before, i present to you CHEESE.wad (at least that's how it should be called if catbox didn't change the filename)

very short obviously, like 1-2m, but imo well designed for being such my first level. please r8 and h8

>> No.10170258

Attention, FireBlu enjoyers. FireBlu Jam for Quake has been released
https://www.slipseer.com/index.php?resources/fireblu-jam.259/

>> No.10170259

>>10170217
Interesting. I appreciate the QRD.

>> No.10170276

>>10166526
who is this again?

>> No.10170287
File: 168 KB, 484x512, 1686334497746876.jpg [View same] [iqdb] [saucenao] [google]
10170287

>>10170258
>back in the day: knave jam, honey jam, egyptian jam, base jam, underwater jam, etc
>now: fireblu jam, joke jam, dog jam, explore jam, use 3 brushes 2 monster types 2 weapon types jam, empty rooms jam, etc
What's happened to the Quake community? Also yes I realize I'm being picrel but all the recent stuff seem so disappointing, make some real stuff damnit

>> No.10170292

>>10170226
if you're only going to post it here then just use catbox

>> No.10170295
File: 2.54 MB, 1920x1080, 69.png [View same] [iqdb] [saucenao] [google]
10170295

>>10170287
>make some real stuff damnit
sounds good go do it

>> No.10170301
File: 3.92 MB, 533x300, 1663730359750345.webm [View same] [iqdb] [saucenao] [google]
10170301

>>10170252
amazing map anon keep it up, 10/10
i liked that you put the same level in slots map01 and map21

>> No.10170304
File: 1.89 MB, 462x427, huh l.gif [View same] [iqdb] [saucenao] [google]
10170304

>>10169427
>Some zoomer who works at nu-id who wasn't even alive when Quake II was released makes a poorly thought out balance change that makes a mid-tier weapon useless
>We're supposed to be okay with it because

>> No.10170310

>>10170304
railgun nerf is sponge's fault since he is in cahoots with the circlejerk
now shitting the fact that they fixed the fucking AI and made this entire shitshow even more easier to mod and add new stuff, is sheer contrarianism for free (you)

>> No.10170312
File: 359 KB, 1524x704, file.png [View same] [iqdb] [saucenao] [google]
10170312

>>10170301
>50%
almost based

btw, i don't have missing textures on gzdoom.

>same level in slots map01 and map21
i wanted the music to be from map 21 but i guess most people don't bother changing the map in console

>> No.10170320

>>10170304
If you're talking about Paril he's been in the Q2 community for ages. He made mapping tutorials for Quake that I used way back during the Qoole/Quark days, way before Trenchbroom. That said it's still a poor change

>> No.10170329
File: 73 KB, 653x284, 1676723960268744.png [View same] [iqdb] [saucenao] [google]
10170329

>>10170312
>i don't have missing textures on gzdoom.
its because of this wall. its not marked as "double sided" so most ports will try to render it even though its meant to be a regular WR teleport.

>most people don't bother changing the map in console
you should specify this otherwise people will assume its map01.
or alternatively use UMAPINFO or whatever to set the stage music but that would be overkill for something as simple as this.

>> No.10170330

>>10170320
He isn't talking about paril, he is talking about fucking sponge.
Ever since Quake Live and QC he has been a complete sperg, if anything Sync's own Mini Me.

>> No.10170335

>>10170310
>>10170320
Has there been any mention of them giving the option of original aiming and how it would come at an angle to the crosshair?

>> No.10170338

>>10170310
>and made this entire shitshow even more easier to mod
You need to open up a hex editor to fix their "balance" changes.

>> No.10170343

>>10170329
>its because of this wall. its not marked as "double sided" so most ports will try to render it even though its meant to be a regular WR teleport.
ok thanks, i fixed it

>you should specify this otherwise people will assume its map01.
yeah, i didn't bother specifying is because RUNNING is ok for my first map anyway

do you know how to remove the map21 slot with udb? i want it to be map01 only

>> No.10170346

>>10170338
which is unironically easier than before since it was impossible to mod Q2 dll's its entirety unless you recompiled from scratch, which was stroggs gone bad and isles of death.
i still wish that someone pulls out a quakeC into Q2 but still, the remaster is easier than stock Q2.

>> No.10170352
File: 17 KB, 233x487, 1663777144472517.png [View same] [iqdb] [saucenao] [google]
10170352

>>10170343
>with UDB?
open your wad, when it asks if you want to load map01 or map21, pick 01. then do "Save map into..." and save it as a new WAD. new file will just have map01.

alternatively install SLADE and manually delete the selected lumps in pic related

>> No.10170357

>>10170113
Anybody had the chance to see if using both the Quad and GZ's DoubleDamage in KexQ2 combine into 8*dmg, or did they nerfed it down to 6*dmg?
Also did they fixed the DD bug which actually made it last for the entire map in singleplayer?

>> No.10170359

>Well now the remaster is out, let's try Ground Zero again.
>Huh, this is neat, why did I drop it last time?
>Dies to random environmental GOTCHA trap with no way of knowing about it beforehand
>And again
>And again
Oh. That's why. I know Rogue also made the second Quake 1 expansion but it wasn't this bad.

>> No.10170365
File: 1.07 MB, 2560x1440, D3 chilling with Blum.png [View same] [iqdb] [saucenao] [google]
10170365

>>10170346
>meanwhile Doom 3 needed nothing more than notepad
It's so easy even some lobotomite like me was able to change whatever I wanted to 20 years ago. I love that they did that and I love this game.
>>10170359
The 64 got me the most with all those berserkers around the pits and falls.

>> No.10170370

>>10170352
https://files.catbox.moe/8mmngj.WAD

can you please check if the teleport is fixed on your source port?

also it's officially renamed to TOURIST.WAD

>> No.10170374
File: 93 KB, 469x338, 1676767379802970.png [View same] [iqdb] [saucenao] [google]
10170374

>>10170370
yes its fine now

>> No.10170375

>>10170365
That is because Carmack learned from his mistakes with quake 2 and 3 arena
He really believed that players and the community would share the source code, but again, some modders are egocentric assholes or never cared to release the src.
Even Half Life suffers from this since many GoldSRC mods and maps will be stuck forever within certain versions of HL1.

I still hope that someone makes a AI program that is autistic enough to rebuild source codes off mods from scratch

>> No.10170376
File: 446 KB, 700x692, MRhugeguts.png [View same] [iqdb] [saucenao] [google]
10170376

>>10170217
>Lost Civilization 2 is heavy shit
NTA, I played the first 4 maps, out of the 7 maps in total on hard with its custom enemies. It's crap.

The maps are much less detailed because GZDoom performs like dogshit if there's more than a couple 3D floors and 3D models in a detailed environment. Meaning the maps look worse, and not in a particularly stylish way to make up for that.
The combat is awful; the maps are overly stingy with ammo and health, and it autosaves in a terrible spots, where I had barely any health and only some shitty grenades as a weapon. This happened twice throughout my playthrough.
The maps are buggy, script commands show up in the messages, some models lack collision, sometimes when the walls blow up they don't make a sound.
There's a poor inventory system as most of the items can't be used and it gets cluttered fast. The hud doesn't show the ammo count for some of the new weapons.

The message is not deep at all, this is dumb edgy crap I've seen a thousand times before. The message shouldn't come at a cost of good gameplay either.
Jaska shouldn't have called this Lost Civilization 2, this is just a cheap call for attention.

>> No.10170378

>>10170359
Post pics, faggot. I don't remember any insta-death traps in GZ

>> No.10170381

>>10170374
nice, thanks. i got into doom this year and i think it's peak ludo. you literally "don't need more" when it comes to gameplay.

that said, it took me like 2 hours to make a simple 1m map, so mapping is still a huge time investment and i'm not really sure it's worth it. do people in doom community even like vanilla levels or is everybody a freelook/jump/brutaldoom zoomer?

>> No.10170384

>>10170378
The mines. Shit falls on your head, walkways fall into lava, there's a random inert mining drill that I swear only activates if you look away.

>> No.10170385

>>10170376
He's done with Doom modding >>10170196 because LC success overinflated his ego.

>> No.10170387

>>10170346
>it was impossible to mod Q2 dll's
Wait, but the source code was there since 2001. Or am I missing something?

>> No.10170390
File: 26 KB, 512x457, 1692474155026.jpg [View same] [iqdb] [saucenao] [google]
10170390

The hallmark of a shit FPS is how the strafe keys don't interact with each other properly.

Do A & D cancel eachother out if you hold both at the same time, making smashing both simultaneously halt your movement on a dime? GOOD!

Does holding A, and then holding D without letting go of A, change your strafe direction from left to right? And then if you let go of D again, you resume strafing left? And vice versa? ALSO GOOD!

Does holding A, and then holding D without letting go of A, STILL make you continue left, instead of overriding it to go right or halt movement? And somehow, inexplicably, if you hold D first, and then hold A, it overrides and changes directions or halts movement correctly? Or the inverse of this, so only one direction change has reliable input? COMPLETE FUCKING SHIT!

KexQuake(II) falls into the third category. Literally babby's first shovelware Unity game type fuckup, in a game with established movement tech. Shows how much they care or play the things they see fit to meddle with (zero).

>> No.10170391
File: 130 KB, 1008x766, mine4.jpg [View same] [iqdb] [saucenao] [google]
10170391

>>10170384
>inert mining drill
You should've been prepared for that as the same thing happens in the vanilla campaign on mine4. Mines are dangerous places.

>> No.10170396

>>10170391
Yeah, I'll take back the mining drill. That was on me. The other shit is not though.

>> No.10170401

>>10170390
Nobody but peak sweatlords care about this minutiae

>> No.10170408

>>10170401
not an argument make inputs work right or don't make shooters

>> No.10170413
File: 3.03 MB, 1280x720, 2023-08-19 22-35-00.webm [View same] [iqdb] [saucenao] [google]
10170413

It's Saturday, I'm back at my usual carving fleshy holes into a hex tile floor.

>> No.10170417

>>10170413
do people really make layouts first and place things after?

>> No.10170420

>>10170381
vanilla levels still get plenty of attention, although boom-compatible is probably a bit more popular.
you can check out cacoward winners to get a rough idea. the zoomer stuff you mean are gzdoom maps, and while they can be be more ambitious in what they try to achieve, i think most of the community is more impressed when someone makes something interesting using older standards like boom, limit removing, vanilla, etc.

>> No.10170421

>>10170417
I do. I do have things placement in my head when making layout. So far it worked.

>> No.10170425

>>10170417
Nah, I just throw all my monsters into the void and then build the rooms around them

>> No.10170428
File: 28 KB, 1136x538, F23kIMqa0AArDgJ.jpg [View same] [iqdb] [saucenao] [google]
10170428

>>10170413
fact:
if your wad doesn't have flesh it's not Doom

>> No.10170430

>>10170425
based

>> No.10170440

>>10170287
This year has had plenty of real stuff. Shit year for Doom, great for Quake.

>> No.10170442

>>10170390
I just tested this in vanilla and remaster Quake 2. When holding A & D together they cancel each other out in both versions, no difference. Take your meds or uninstall your gazillion mods

>> No.10170450

>>10170287
>What's happened to the Quake community?
If you have to ask, you already know.

>>10170295
Ah yes, the four horsemen: WAR, FAMINE, PESTILENCE, and HTAED.

>> No.10170458

>>10170359
At least you don't get killed by stealth turrets now.

>> No.10170462

>>10170450
>HTAED
fucking kek, good eye, didn't notice that

>> No.10170464

>>10170287
I mean, that certain site and certain group do like to shit out endless copper mods with maps that are huge for the sake of it with no real design behind them.
As far as I'm concerned, Arcane Dimensions was the swan song of the Quake modding community, and while Alkaline has been very good for the most part, the taint of that group shows up now and then so it's still now as good as it could have been.

>> No.10170465

>>10170425
I actually though it would be interesting to delete all lines from iwad and draw new geometry.

>> No.10170540

>>10168973
conflicts with my desktop keybinds

>> No.10170556

>>10170465
Actually cool idea for next vr project

>> No.10170558
File: 259 KB, 1920x1080, file.jpg [View same] [iqdb] [saucenao] [google]
10170558

Anyone able to get this secret in the 4th level of Q2 N64? I find it's physically impossible to get the mega and get out quickly enough before you get squished

>> No.10170565
File: 3.90 MB, 854x480, q2e_loadmoveshoot.webm [View same] [iqdb] [saucenao] [google]
10170565

>>10170030
They can also prime, move, and then attack instantly but this could be triggered from dodging my blasts. I wouldn't mind if some didn't need to prime or were all good to go when they see you. I like that unpredictability and these guys have avoidable hitscans like the gunners and gladiators anyways.
>>10170558
There's a switch up or nearby that disables the crusher. Then you can head in.

>> No.10170567

>>10169572
Douk 2 sourceport, lets you play the game at 60 FPS an widescreen. It's fucking incredible.

>> No.10170569

>>10166709
>>10169704
Oh I thought it was the nemesants spawning in scrags. Neat.

>> No.10170570
File: 817 KB, 2560x1440, more accurate doesnt inherently mean better atmosphere.jpg [View same] [iqdb] [saucenao] [google]
10170570

>> No.10170572
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10170572

ALRIGHT MOTHERFUCKERS IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10170573

>>10169881
>Junkyard boss
>THROW ME AWAY WILL YA?

>> No.10170579

>>10170391
>ctrl+f A SERIOUS CASE OF /vr/
>1 result
What happened? Has it been released?

>> No.10170586

>>10170579
I think there's only 3 mappers; some guy guy, the project head, and me. But I'm also mapping for Violent Rumble 2 and my dad had a heart attack so I'm taking care of him.
>>10170572
Gimme some hours.

>> No.10170594

>>10170570
afaik it's a "bug" and supposedly will be patched.
it's 3rd hand account tho so make of it what you will...
source is anons who hang up in their discord

>> No.10170598
File: 390 KB, 1360x768, Screenshot_Doom_20230818_182144.png [View same] [iqdb] [saucenao] [google]
10170598

>>10170572
Horrible things

>> No.10170601
File: 2.49 MB, 2560x1440, hell_2023-08-19_14-52-34.png [View same] [iqdb] [saucenao] [google]
10170601

>>10170234
Well, that was certainly a very unique, albeit rather confusing map.
I won't make too many artistic critiques, but a few things stuck out to me:
>candles and torches should probably have a flickering light style applied
>other light styles could be used to make certain rooms feel a bit more dramatic while you're fighting enemies
>the outdoor area is prone to black monster syndrome (pic related) which can be solved by making your skybox brushes into a func_group and giving them a '_minlight' value (between 200 and 300 might be good)
>more indication of where to go might be helpful, even if just breadcrumbing with enemies or text hints upon reaching certain points
Otherwise that's a pretty neat map, and I'll try to fix those bugs you listed.
>sometimes trigger teleports do not work and the player gets killed by the void
I haven't looked at your .map file, but you may need to make several smaller teleport triggers instead of one big one. Very large triggers tend to act weird in general. Also make sure they extend a fair bit above the void trigger.
>the compile times reached 1 hour so I am tired of it
If VIS is the issue, you could probably make damn near everything between the skybox brushes into func_details.
>traps are loud
I believe the spike shooter traps have a spawnflags that makes them silent. You could set that on most of them, spacing out the ones that still make noise.
>sometimes items dropped by monsters fall out of the level. and maybe all this scavenging isn't such a good idea in the end, I dunno
I'll try to fix that, but there might just not be a good way of doing it with Quake 1's fucky colission. Still, it's probably a good idea to not have drops on enemies unless you've made them visually distinct, or otherwise special in a way that's obvious to the player.

>> No.10170607

>>10170572
This thing >>10170413

>> No.10170608

>>10170598
>2007 memery
Siiiiiiiiiip.

>> No.10170612

>>10170565
Thanks. I guess my confusion was an artifact of the PC port making it seem possible to retrieve it with the crusher still functioning, while in the original N64 it would've been more obvious that you had to disable it first

>> No.10170626

what happened to forever alone? Been a while since I saw anything about it

>> No.10170629

>>10170626
It's in beta. Have you given your feedback yet?
https://files.catbox.moe/u9smv4.zip

>> No.10170631

>>10170287
>What's happened to the Quake community?
Re:Mobilize
Corruption Catharsis
The Spiritworld
The Warden
Mjolnir
Alkaline 1.2
Dwell v2.2

>> No.10170639

>>10170158
>replacing the original soundtrack.
It's still there. Whoever told you that re-release replaced Sonic Mayhem's soundtrack has lied to you.

>> No.10170640

>>10170287
Disappointing in what regard? Did you play the Quoth blue jam? That's actually a really good mappack. Also go to quaddicted and sort by 2023. Guys like you really are useless huh.

>> No.10170643

>>10170629
I've given plenty on the individual maps, and played some of v1. Is this v3 or was there a newer version?

>> No.10170645

Playing Q2 N64 for the first time, I'm really loving the spaceship/spacestation-themed levels. The original game only had a couple of those and they were always my favorite so the fact that I get more is great.
Although I do now notice that The Reckoning and Ground Zero borrowed some areas from Q2 N64.

>> No.10170652

>>10170601
Right, black monsters. I put some extra lights outside for them but they didn't really work. Thanks for the fix idea, I'll see to it tomorrow. I'll also make smaller triggers, some of those are as long as the map itself.
Also it being confusing is a bit on purpose. It's supposed to encourage exploration, since multiple paths can be taken (and if you know the map you can finish it while skipping about half of it really - if you can just make do with the super nailgun, I never actually tested the idea, maybe I should). But I'll see what I can think of about making the main path more obvious.
The traps are loud thing was a joke.

>> No.10170653
File: 38 KB, 450x233, img_5601.jpg [View same] [iqdb] [saucenao] [google]
10170653

>>10162774
>>10162775
And the first video showcasing how to create new maps on Q2R is out
https://www.youtube.com/watch?v=jDyfpSgnjDc

>> No.10170654

>>10170645
It's the other way around: Q2 64 is the one borrowing areas and setpieces from Rekkening and Ground Zero.

>> No.10170659
File: 1.06 MB, 1280x720, brg.png [View same] [iqdb] [saucenao] [google]
10170659

>>10170612
No problem and yeup you are me:
>I guess my confusion was an artifact of the PC port making it seem possible to retrieve it with the crusher still functioning
Exact same thing I ran into and that's how I found out.
>>10170631
Need to finish Re:Mobilize and Mjolnir. Oh baby Spiritworld.
>>10170572
I wanted a blue railgun.

>> No.10170662

>>10170654
>PC version released in '97
>N64 version released in '99
Wow, that's a huge gap between releases. Never knew that. I'm surprised they even bothered.

>> No.10170665

>>10170598
kino
>geforce experience notification
not kino

>> No.10170673

>>10170665
Look at the key combination.

>> No.10170676
File: 537 KB, 320x240, doom-guy-nodding-kid-computer-thumbs-up-1407541825R-2184518904.gif [View same] [iqdb] [saucenao] [google]
10170676

>>10170673
my bad

>> No.10170680

>>10170598
Instead of geforce you should have fraps.com permanently at the top of the screen.

>> No.10170684

>>10170680
What about "Unregistered Hypercam 2"? I think it would fit better.

>> No.10170687

>>10170684
Hmm I don't remember a lot of gameplay videos using Hypercam, mostly fraps. Your call guvna, I just like the idea of having old video game recording software referenced in a reference soup

>> No.10170691

>>10170680
haha I might have that added

>> No.10170694
File: 87 KB, 1366x768, Screenshot_Doom_20230819_142146.png [View same] [iqdb] [saucenao] [google]
10170694

>>10170684
Already got that one for the invul

>> No.10170695

>>10170694
Dude what is this I love you. Getting Mock 2 vibes. Shine on you crazy dynamite.

>> No.10170701

>>10170695
It's BYOC. We've been working on a big update.

>> No.10170705

>>10170701
https://revenatn.itch.io/byoc
?

>> No.10170707

>>10170705
yep

>> No.10170709

Rapha is streaming Q2
https://www.twitch.tv/rapha

>> No.10170713
File: 2.93 MB, 1920x1080, mj4m1_2023-06-27_16-59-10.png [View same] [iqdb] [saucenao] [google]
10170713

>>10170659
>>10170631
I'm waiting on that big bug patch before diving back into Mjolnir. One of the devs apparently stopped in and said they found some bad ones so it's delayed.

>> No.10170715

>>10170631
Shit that outside alkaline shouldn't even exist and it is the proof that ego and newfags ruined the quake community

>> No.10170716
File: 1.46 MB, 1600x900, index.png [View same] [iqdb] [saucenao] [google]
10170716

>>10170258
Looks funny/fun.

>> No.10170718

Damn mutants in Quake 2 got nerfed HARD. In the original they were one of the few actual threats since they could leap at you like fiends. In the remaster their leaps are much smaller

>> No.10170721

>>10170715
What's wrong with the maps of Mjolnir? Not the mappers, I couldn't give a shit, but why recommend against Mjolnir from a gameplay perspective?

>> No.10170724

>>10170718
they hit harder now and are more aggressive, in fact certain old maps with them early on became a huge headache

>> No.10170732

>>10170586
I thought there were many more anons since the concept is based on the waifu themes. Damn. Hope your father gets better soon.

>> No.10170736
File: 139 KB, 1600x924, Ofnir.jpg [View same] [iqdb] [saucenao] [google]
10170736

>>10170732
>the concept is based on the waifu themes
>A Serious Case of /vr/

>> No.10170738

>>10170709
literally who

>> No.10170751

>>10170736
> A Serious Case of /vr/
I've been calling Fore/vr/ alone like that since the beggining and it's something else. Damn.

>> No.10170758

>>10170736
Clinging onto the delusion IS quite serious case tbf

>> No.10170764

>>10170709
who?

>> No.10170776

>>10170716
God I love fireblu

>> No.10170780

>>10170738
>>10170764
One of the best competitive Quake players. Most likely the actual best.

>> No.10170782
File: 2.98 MB, 1920x1080, xld_2023-08-18_06-35-47.png [View same] [iqdb] [saucenao] [google]
10170782

If you are a fan of the metal theme of Quake, I thoroughly recommend Xlarve's Dream. This is some good shit. Granted I'm playing it with Zerstorer for the shotgun and chaingun.

>> No.10170783

>>10170780
Again
Who?

>> No.10170786

>>10170780
Quake Champions is not Quake

>> No.10170793

>>10170786
He's been around since at least Quake III:
https://www.youtube.com/watch?v=XdkDjsBiO58

>> No.10170797

>>10170782
not sure if bait. that map's a full hour of ambushes in tiny rooms. brushwork is alright, and his other maps are pretty decent.

>> No.10170803

>>10170793
>ESL classics
Man I miss when actual nerds played these games even on the competitive scene. Fuck esports for ruining everything

>> No.10170809
File: 3.19 MB, 1920x1080, xld_2023-08-18_06-33-32.png [View same] [iqdb] [saucenao] [google]
10170809

>>10170797
>that map's a full hour of ambushes in tiny rooms
Yeah it's pretty great. It's like a gauntlet of grinders meant to destroy you.
>brushwork
I've never really worried about fancy brushwork, just that I feel the idea is portrayed adequately and the combat is good, both of which are met here. I think the only map I've ever kind of disliked is that one in the Zerstorer jam with the zombies and the arena fight in a dark cave, and that's ONLY because the water pit in the middle can catch fiends that can't get out so it's annoying.

>> No.10170820

>>10170793
He started competing around 06 or 07.

>> No.10170825

>>10170797
>not sure if bait.
He did also say he was playing with a super buffed double barrel.

>> No.10170826

>>10168267
Now I know why this is on the xPac
So you can gib the dead enemies fast to avoid the assholes medics to revive them

>> No.10170827

>>10170631
+Deathmatch Dimension and Quoffee 2

>> No.10170830

>>10170715
Or maybe you just don't like Quake 1?

>> No.10170836

>>10170830
maybe you should fuck back to /v/

>> No.10170839

>>10170825
Is it that buffed? Well then I recommend XLD with Zerstorer. I don't understand why a recommendation would be seen as bait.

>> No.10170851

>>10170826
Also good for tearing through stalkers that think they're clever when they try to play dead.
>>10170721
It's a very interesting and varied group of Quakers that go through here. See the earlier discussion of Something Wicked up above.
>>10170839
>Is it that buffed?
It was very nice upgrade in the major mods I've used it in: Zerstorer and Travail.
It's just noting that the recommendation is also through the lens of some buffed weapons and may be very different than how >>10170797 experienced it.

>> No.10170853

>>10170836
To be fair, you are acting like a /v/ poster yourself.
>getting angry over harmless banter
>claiming that almost everything shit while refusing to elaborate
>being contrarian for contrianism's sake
Come on. Tell me why would you hate Spiritworld, if you enjoy the original episode 4? Why couldn't even respect the work that's done for Mjölnir, even if it was not your cup of tea? Why would hate new movement innovations of Re:Mobilize, even if you didn't like the maps? Why do you think that more content to a Quake is bad, if you actually like Quake?

Yes, some of the mappers might act like retards, but learn to separate the art from artist.

>> No.10170869

>>10170716
one of the best uses of the texture ever. lighting is a nice touch

>> No.10170870

>>10170836
Excuse me forgetting a few words there and there. Maybe I should fuck off to bed at least. Not enough sleepy time.

T. >>10170853

>> No.10170872

>>10170851
Yeah that's fair. It's just sort of hard to play regular id1 without that shotgun and chaingun. It feels like they should have been in the original game.

>> No.10170889
File: 2.82 MB, 2560x1440, q2e_corpsegrinded.png [View same] [iqdb] [saucenao] [google]
10170889

>>10170872
The only 90s idsoft shotgun that I want changed is Q2's honestly. Give it and the regular shotgun in Doom a few more pellets each.
>It's just sort of hard to play regular id1 without that shotgun and chaingun. It feels like they should have been in the original game.
"Regular id1" sounds like mostly vanilla maps so you can at least play them with mods like Q2 and Doom 3.

>> No.10170913

I remember downloading a weapon reloading mod for Quake 2. One of the few things it did right was having an automatic shotgun.

>> No.10170985

>>10168267
Smacking an enemy causes a brief chainsaw-like effect where the teeth catch into the flesh, pulling the player's camera and dealing damage with each tic having a chance for hitstun a la Doom. Range is ever so slightly increased, and damage per slash goes from 35 to ~60, meaning that it can now kill guards in 1 hit, enforcers/infantry in 2, and gunners in 3 instead of 5. Trying to use it is still suicidal, but now it has some purpose if you want to hide behind corners.

>> No.10171007

Anybody for some Zerstorer deathmatch on ironwail?
>>10170889
>"Regular id1" sounds like mostly vanilla maps so you can at least play them with mods like Q2 and Doom 3.
Oh absolutely

>> No.10171018
File: 436 KB, 1257x885, 1575137413198.jpg [View same] [iqdb] [saucenao] [google]
10171018

>>10171007
that'd be cool

>> No.10171023

>>10170570
>adding an arm-rest to the stairs
Now this alien-controlled Steedium mine is finally OSHA-compliant,,,

>> No.10171035
File: 60 KB, 357x500, paulsteed.jpg [View same] [iqdb] [saucenao] [google]
10171035

>>10171023
>Steedium
BIG DOOOOOOOGGGGG
https://youtu.be/6raOGEx3Ib8?t=39

>> No.10171038
File: 1.22 MB, 1600x900, mark_v_0029.png [View same] [iqdb] [saucenao] [google]
10171038

>>10170569
I had to check how many secrets hold the extra-monsters for 100% kills, its both a curse and a blessing.
>>10169339
>Bestial Devastation
Did that one too just today, and aslo played the DaMaulSP3.bsp in Zer just for fun with the riot-controller

>> No.10171041

thoughts on master levels of doom 2?

>> No.10171045
File: 418 KB, 1200x675, Quake_2_Steedium.jpg [View same] [iqdb] [saucenao] [google]
10171045

>>10171035
Yes really

>> No.10171052

>>10170913
>I remember downloading a weapon reloading mod for Quake 2. One of the few things it did right was having an automatic shotgun.
If it also allowed you to steal the gun-prostherics from fallen monsters, then it most likely was called Brazen

>> No.10171063

>>10171018
I'll (You) you when it happens. We don't do enough Quake dm around here.

>> No.10171069

>>10171023
>>10171035
>>10171045
I'VE GOT BALLS OF STEED

>> No.10171096
File: 1.66 MB, 3840x2160, 2320_20230819204729_1.jpg [View same] [iqdb] [saucenao] [google]
10171096

Ground Zero is kicking my arse.
The nerfed railgun is way too noticeable here

>> No.10171123
File: 207 KB, 915x476, daeorignalenhanced.png [View same] [iqdb] [saucenao] [google]
10171123

>>10171096
That room was fun >>10162380
Also yes. Stalkers now take one more slug to kill. Daedudes and medic commanders were tanky enough as is. At least the turrets aren't as bad.

>> No.10171142

>>10171041
I like them, but that's mostly because i played them on 90s.

>> No.10171152

>>10170387
>Or am I missing something?
Yeah, a whole sentence fragment.
>unless you recompiled from scratch

>> No.10171185
File: 892 KB, 1920x1080, sshot024.png [View same] [iqdb] [saucenao] [google]
10171185

>>10170572

>> No.10171227
File: 2.42 MB, 1920x1080, dm1_2023-08-19_17-37-52.png [View same] [iqdb] [saucenao] [google]
10171227

Zerstorer deathmatch is UP for latest Ironwail:
https://github.com/andrei-drexler/ironwail/releases/tag/v0.7.0
47.147.66.48
Port: 11000
4 player limit since I don't know what commandline to raise it to 8. Running the mod Zerstorer.
https://www.quaddicted.com/reviews/zer.html
>>10171018

>> No.10171230

>>10171227
>4 player limit since I don't know what commandline to raise it to 8. Running the mod Zerstorer.
eh, maxclients or sv_maxclients? Definitely some way of doing it.

>> No.10171231

>>10171230
Apparently it's maxplayers but I can't seem to do it while the server is running, even if I disconnect and make a new game. If we get more than 4 I'll bother to learn.

>> No.10171245

>>10171227
unfortunately it cant connect and idk why.

>> No.10171247

>>10171245
Hmmmm lemme see your screen.

>> No.10171250
File: 58 KB, 828x593, 1689503815796861.jpg [View same] [iqdb] [saucenao] [google]
10171250

>>10171247
>>10171227
OH I fucked up. It's 11100. Not 11000.

>> No.10171261
File: 188 KB, 1600x900, Screenshot_2023-08-19_16-48-50.png [View same] [iqdb] [saucenao] [google]
10171261

>>10171250
>>10171247
still cant connect. maybe its because i have to compile ironwail myself? i downloaded the 0.7.0 code.

>> No.10171265

>>10171261
I've never compiled a sourceport myself. Hmmm. My port 11100 is forwarded, lemme think.

>> No.10171268

>>10171261
>>10171227
Try my regular ip
192.168.1.155

>> No.10171270

>>10171265
Different anon, getting the same problem as >>10171261
I also just tried opening up 2 Ironwails and connecting to myself, but it didn't work.
But that does work with vkQuake, so maybe Ironwail multiplayer is just fucked?

>> No.10171275

>>10171270
Try with my ip here: >>10171268
If either if you say no go, then vkQuake it is.

>> No.10171279

>>10171275
doesn't work, same error

>> No.10171281

>>10171279
Switchin to latest vkQ

>> No.10171284

>>10171268
>192.168.1.155 is a Private IP Address for use only inside of a Private Network

>> No.10171292
File: 2.64 MB, 1920x1080, vkquake0065.png [View same] [iqdb] [saucenao] [google]
10171292

Trying again!
https://github.com/Novum/vkQuake/releases/tag/1.30.1
https://www.quaddicted.com/reviews/zer.html
47.147.66.48
Port: 111000

>> No.10171298

>>10171292
We're IN. 2/4. Get the FUCK IN so I can FRAG YOUR ASS

>> No.10171320

>>10171292
3/4

>> No.10171335

>>10171292
4/4

>> No.10171410

>>10171292
Fun shit. Increasing player count and starting back up.

>> No.10171420

>>10171292
Up again, max players increased to 16.

>> No.10171425
File: 462 KB, 1920x1061, 20230819180805_1.jpg [View same] [iqdb] [saucenao] [google]
10171425

Making my first Goldsrc map, a remake of Open Fortress's dm_wiseau for Deathmatch Classic

>> No.10171429

>>10171420
Weird, I can't seem to connect now.

>> No.10171430

>>10171429
>>10171292
>>10171420
Try now.

>> No.10171436

>>10171430
Still giving me a connect failed error.

>> No.10171440

>>10171436
Strange. The only thing I did was increase player count, everything else is the same. Anybody else having problems?

>> No.10171443

>>10171440
NOob here. What command line exactly do I use to connect?

>> No.10171448

>>10171443
If you're using vkQuake, just go to multiplayer>Join game>set port to 11100>type the ip 47.147.66.48 in the box at the bottom.

>> No.10171450

>>10171440
I keep getting the "no response" error

>> No.10171454

>>10171450
Crap I'm really not sure then. The only thing I changed was player count.
>>10171443
Also make sure you're running Zerstorer.

>> No.10171458

>>10171454
If you restarted your game before changing player count, it might have changed what port you're hosting on back to the default or something.

>> No.10171459

>>10171454
Somehow overlooked the menu called "multiplayer", heh. I did as you said but get "no response" too. Running Zerstorer 1.1.

>> No.10171468

>>10171292
Is it 11100 or 11000? Port number can't be 6 digits

>> No.10171472
File: 8 KB, 386x111, wtfport.png [View same] [iqdb] [saucenao] [google]
10171472

>>10171459
>>10171458
I have no idea why it's now "1110".
>>10171468
People were joining just now when it was 11100. No idea what happened there.

>> No.10171473

>>10171440
ya, i was playing before but it won't connect now

>> No.10171480
File: 1.86 MB, 1920x1080, vkquake0068.png [View same] [iqdb] [saucenao] [google]
10171480

NEW ANCHOR POST. I have no idea why, but the port is definitely 11100, I have two guys in.
https://github.com/Novum/vkQuake/releases/tag/1.30.1
https://www.quaddicted.com/reviews/zer.html
47.147.66.48
Port: 111000

>> No.10171484

>>10171480
We're fucking IN. 5/16. Come get KILLED

>> No.10171486

>>10171480
I'm in ("Drive" music).

>> No.10171489

Baking the next op since we are at the 10th page

>> No.10171491

>>10171480
6/16

>> No.10171497

>>10171480
7/16

>> No.10171521

Migrate
>>10171512
>>10171512
>>10171512


>>10171480
post there and link at the news post