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/vr/ - Retro Games


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10171512 No.10171512 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10162774
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.10171518
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10171518

=== 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]How to create new maps on Quake 2 Remastered, first video is out.
https://www.youtube.com/watch?v=jDyfpSgnjDc

[8-19]Lost Civilization 2 for Doom 2 is out
https://www.doomworld.com/forum/topic/139300-lost-civilization-2-the-desolation/

[8-19] Digital Foundry's analysis on Quake 2 Remake is out
https://www.youtube.com/watch?v=ck3pqrTAphs

[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


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

>> No.10171525

First.

>> No.10171527

xth for whens fore/vr/ alone

>> No.10171530
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10171530

>> No.10171538
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10171538

I have been playing Quake 2 Remastered.

>> No.10171540
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>>10171480
STILL GOING. 7/16

>> No.10171568

>>10171530
>hate ports shills
good

>> No.10171574
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>> No.10171608
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>>10171540
Whoa I crashed. I think that's gg for now. I have to go grocery shopping. Next game will probably use a Quakeworld client for better performance pingwise. Thanks for joining.

>> No.10171619

>>10171608
Thanks for hosing. I never played multiplayer quake before.

>> No.10171621
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>>10171608
ggs

>> No.10171627

>>10171608
can they be more zer games? that was pretty fun

>> No.10171638

>>10171608
I see now why NetQuake fell out of favor, but I got mostly used to the movement after a minute. Great time. I don't know if any Quakeworld clients support mods outside of Team Fortress.

>> No.10171656
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10171656

Okay, how many of you can honestly say that you figured this level's secret out on the first try? It may have taken me twenty-something minutes of staring at the map before I realized that the teleporter was bullshit meant to misdirect you, but I still did it motherfucker. I've got you figured out now Evilternity!

>> No.10171657

>>10171425
Looking good anon. I meant to reply, just was dming.

>> No.10171719

>>10171638
I think modern Quakeworld clients can play anything that doesn't heavily rely on some quirk of Netquake physics. Then again, I might just be thinking of FTE.

>> No.10171736 [SPOILER] 
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10171736

>> No.10171740
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>>10170572
Trying some punchem replacement sprites for the Deathstrider. I'd like to slice things for a change and the only other knife is magical.
>>10171530
>remaster damage better
>railgun bad
oh man some mixed signals here

>> No.10171742

>>10171530
>railgun bad

>> No.10171756
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10171756

>>10171530
>dumb vore

>> No.10171771

>>10171638
ezquake didn't work anyway. Something about a recursive error when attempting to host.
>>10171719
I forgot about FTE. That might be worth checking.

>> No.10171785

>>10171538
Honestly if Nightdive went ham on Q2R it makes me wonder what they're planning for SiN since that was kind of a wonk ass and buggy game

>> No.10171786

>>10171638
Is the movement in the Quake remaster (and other ports I guess) different from the original releases?

>> No.10171787
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10171787

>>10171742
>Shoot berserker with Railgun
>It does its new bullshit jump attack
>I disintegrate it mid-air with another shot because I downloaded the classic Railgun damage mod
This is the real reason why they nerfed the RG. It is the perfect counter to that obnoxious broken nonsense.

>> No.10171808

i think this quake 2 remaster has soured me on quake as a whole

>> No.10171815

>>10171808
Can't relate.

>> No.10171817

>>10171815
i dont think i will be playing quake at all any more

>> No.10171820

>>10171817
Quan't relate.

>> No.10171825
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10171825

>>10171815
Same. Just taking a short break after going through everything.

>> No.10171857

>>10171530
>retarded chainsaw nightmare
>nobody crouch remember monster
>might making nice
>bitch key
>post gun

>> No.10171931

*drinks the knob*

>> No.10171940

>>10171931
Stop hogging the turkeyknob, bro!

>> No.10172018

>>10171530
>shambler retarded
Rude.

>> No.10172065

>>10171756
>Oh no! This Quad Damaging guy just electrocuted our altar
>Surely jumping down in front of him will teach him a lesson!

>> No.10172117

>>10171530
>full wads ass wad
Enough of the single maps.

>> No.10172195 [SPOILER] 
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>>10171736

>> No.10172203

I only played Quake 2 once a long while ago, how bad is the Railgun nerf in the remake?

>> No.10172208

>>10172203
You feel it on a few of the stronger enemies like the gladiators. Also, since enemies seem to have ultra sonar detection you can't get an easy huge double damage kill on a lot of things. Still, it's very usable. I didn't feel like it became a useless trash weapon while I was doing my singleplayer/coop runs.

>> No.10172212

>>10171785
Nightdive probably were so dedicated to Quake 2's re-release because of SiN. Who knows if they have good enough relationship with id to use all that work they've done here for Reloaded though.
I would assume that the answer is "yes", but who really knows what Zenimax would have to say about it or if Microsoft decides to be more proactive here.

>> No.10172213

>>10172203
Real bad, it's weaker than the full Super Shotgun blast. And even the future change to 125 damage is not really going to help matters, because it's still too low. If anything, Railgun needs buffing in SP. Just check >>10168346.

>> No.10172229 [DELETED] 

>>10172203
It's no longer a workhorse weapon in the later half of the game, more of a special-use one. Anybody trying to tell you it's useless is a hypersweat who needs to be put down, though.

>> No.10172256

Whenever I start poking at the Zaero source for porting to Q2R, I find myself thinking of minor quibbles and edge cases.

>the sonic cannon doesn't telegraph that it's a charge weapon very well, maybe I should have it mess with the firing sound as it charges up?
>since putting Zaero in the remaster means that expansion shit is present too, should the flares blow out the IR Goggles? makes logical sense and flares are pretty shitty on their own
>do flares affect the cameras you can look through with the Visor? (this at least can be checked by booting up regular Zaero and engineering a situation)

>> No.10172283

>>10168346

B-b-b but you can't take it into account on its own. It has high burst d-d-damage and you c-c-can peak with it

Fuck these assholes trying to spoil this game.

>> No.10172306

Where is the anon (>>10159047) who said he'd play >>10158610 after work? Have I missed their feedback?

>> No.10172332

>Q2 Kex remake made me try out the updated QuakeUlf's anniversary mappack again
>Guggenheim's new map has broken lighting - plays like it's out of power in all places without the white lamps, also there's a "bluesky1" texture missing and the Sentien monster entity is missing, even if I copypaste the Zaero .pak into the Quake25unit folder and reload the map

>> No.10172339

>>10172332
That's like trying to play Nehahra with Quakespasm. All new content must be coded again for remaster. You can't just start playing mods without editing them to be compatible with remaster.

>> No.10172340

>>10172332
Are you trying to run it on Kex? Just adding Zaero's .pak should work on classic, so long as the numbering is right (25ACU's pak goes last), but Kex is incompatible with anything that needs a modified game DLL.

>> No.10172343

>>10172283
New content will be eventually ported to source ports, so soon it will not even matter. Soon you cab play Q2 64, CotM and fixed GZ on Yamagi with the old good railgun.

>> No.10172348

>>10172343
>with the old good railgun.
Or you could jut download the railgun patch from Q2 Nexus and not have to wait.

>> No.10172352

>>10172339
bad comparison, Nehahra had a custom engine. this is more like running Beyond Belief, even the most basic mods will break.

>> No.10172353

>>10172339
>>10172340
Nope, I'm using YamagiQ2 - there's just a white diamond in the place where it should be silently shooting at me untill I'll kill it, will see if the same problem occurs in vanilla Q2.exe sometime later.
also were those missing secret count flags for those well-hidden Trap and Adrenaline items fully intentional?

>> No.10172357

>>10172353
Weird, I know it worked with KMQ2.

>> No.10172389

>>10172332
guggegeim made that obviously to trigger only with kmq2

>> No.10172392

>>10172283
1 minute is pointless, what monster needs one minute to die? Not even bosses if you quad them. Do that for 10 seconds instead.

>> No.10172424

Ashes prequel spinoff thing announcement, just some screenshots at the moment.
https://www.moddb.com/mods/ashes-2063/news/announcing-ashes-hard-reset
More importantly, goblin DLC for Hedon confirmed beyond that one screenshot Zan posted on Xwitter a while back.

>> No.10172451

Any news on the Turok 3 front?

>> No.10172469

>>10172424
KMQ2 didn't worked with this mod last time I played it - such a strange state of affairs, is that also why the Tactician Gunner has no custom skins?
I think the missing texture is supposed to be transparent, that's probably why all those areas where it's the ceiling were so poorly lit in that level.
>Gaelanite Geofront map STILL has those 2 enemies that refuse to spawn, barring you from 100% kills as previously

>> No.10172497

>>10172469
>KMQ2 didn't worked with this mod last time I played it
The only issue I've had with KMQ2 running the 25A unit is not seeing the BFG Gladiator, and I'm not sure if that's because it was busted, I was playing on the wrong difficulty, or I danced with them so much that they never got to fire.

>> No.10172529
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>> No.10172574

>>10172352
Beyond Belief didn't have custom monsters.

>> No.10172575

>>10172451
Maybe at Realms Deep.

>> No.10172582

>>10172574
yes, but it had custom progs.
imagine you simply fixed the rotfish bug, and now your map can't run in Quakespasm. that's the KexQ2 situation.
Nehahra is a special case, only really comparable to RMQ

>> No.10172609

Doom newbie almost (I think) done with Doom 2 here. I think overall I liked Doom 1 a lot more. 2's got plenty of atmosphere and the levels are a lot bigger, but a lot of them feel kind of fucking annoying as a result. I hate when I die after playing for 15 minutes and have to restart the whole thing (I'm not savescumming). And it's usually to stupid stuff like "oops we turned the lights off and spawned a really strong enemy and you accidentally got a berserker pack without realizing it, hope you have time to swap to a real weapon before it kills you! chaingunners in the distance btw lol" but I'm still gonna finish it just for completion's sake. I dunno, dying in 1 never felt really frustrating at all to me.
Looking forward to jumping into WADs after this.

>> No.10172621
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10172621

>>10172339
>>10172352
>nehahra mentions
Nice. Nehahra has a big place in my heart, mostly because I appreciate the dedication of making a 4hour machinima in the year 2000 to set up their unofficial expansion. I listen to it whenever I drive to visit my folks for Thanksgiving.
And also it's cool to see Bal's early work. Your Last Cup of Sorrow is still one of my favorite levels ever. Just sucks it's a annoying to get running again.

>> No.10172637

>>10172582
You can't really compare KexQ2 to Quakespasm. You are forgetting that KexQ1 exist and had quite poor mod support too. Don't use remaster for mods. Wait that the source ports get the remaster updates instead.

>> No.10172640

>>10171808
That sucks. Quake 2 isn't as fluid or as fun as the original, especially with the kinds of mods Quake 1 has. Don't be put off by the generic marine shooting alien cyborgs, try something like Arcane Dimensions for Quake 1 and see how good the series can actually be.

>> No.10172641

>>10172529
Copper is not that bad once you realize how chill Spawns get thanks to its AI tweaks, not to mention that RoS get reworked into an useful powerup

>> No.10172643

>>10172640
If he was put off by Q2 he doesn't deserve Q1, don't feed the troll.

>> No.10172647

>>10172339
Interesting. I wanted to play it someday. So if you can't run it on a source port what is it? Some modified WinQuake?

>> No.10172648

Is it me or is Ground Zero much tougher than the main game? I'm actually dying now, and having to save often because I never know if I'm going to enter a room with a carefully arranged firing squad waiting for me.
Even The Reckoning wasn't that bad.

>> No.10172649

>>10172641
Yeah, Copper isn't the worst Quake mod out there, it's just annoying how a certain group keep pushing it as "the only way to play Quake" these days. It'd be like if Brutal Doom suddenly took over Doomworld.

>> No.10172650

>>10172648
Ground Zero is made by Rogue. Rogue are sadists, their stuff is always harder, same with Q1.

>> No.10172651

>>10172648
Ground Zero takes forever to give you a power shield, so you're much more starved for health and armor compared to the base game and Reckoning.

>> No.10172662
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10172662

Alright, anon... Pitch me your mod idea.

>> No.10172663

>>10172213
Really a shame.
With this nerf, I barely use it except to kill low end enemies.
The HyperBlaster is quite useful against shielded enemies and the tank tho

>> No.10172671

>>10172637
KexQ1 could run Violent Rumble from minute 1 (with minor problems, like red/international text).
and I wasn't the one who brought up QS first.
>>10172647
it had custom engines included with the mod. some don't really work anymore, but bjpNehQuake had updates years later. other engines had support added to them (Fitz MarkV, ReQuiem), but they're not very up-to-date either. FTE might run it, never tried that.

>> No.10172681

>>10172641
Ring of Shadows is cool in vanilla and the change is one of the worst things about copper.

>> No.10172696

>>10172671
Thank you for the clarification. Gonna check how Win 7 handles those custom engines first.

>> No.10172697

>>10172662
Give the cyberdemon treatment to everyone: the demons having raided the UAC military equipment, every demon has a weapon as well as their normal attack, and drop ammo for that weapon. Stronger corrupted weapons may drop from elite demons that have more health and use said stronger weapons.

>> No.10172706

>>10172647
I copied this info few years ago from somewhere and it helped me:
>Download nehahra.zip, extract only the "nehahra" folder into your /Quake directory. >Download Mark V, put it into your /Quake folder, and then the fmod.dll from the same page and put it into /nehahra folder.
>Run Mark V with -nehahra command line argument.

>> No.10172715

>>10172662
/vr/ does UDMF in Ashes
using Hunter Hunted textures
accompanied by Last Rites soundtrack

>> No.10172719

>>10172609
Just save. You are still learning. If you don't save, you are gonna end up hating lot of wads. Even the most hc players don't go saveless, when still playing blind.

Also most older wads expect you to save. Saveless playing was only a speedrunner thing until it became mainstream on last decade. The bad side of the trend was that many newbs ended hating harder wads, because of that. So just save, dude. Also you are completely fine when playing modern wads on hmp or hntr until you are ready. They are much harder than vanilla.

>> No.10172743

>>10172706
Thank you, saved.

>> No.10172749

>>10172662
Schizo Duke
It's Duke Nukem 3D, but Duke NEVER stops talking about esoteric and absurd shit. He randomly starts yelling or laughing for no reason. Sometimes he repeats the same sentence five times in a row.

>> No.10172751

>>10172749
hey that's not nice to Caleb

>> No.10172769

>>10172719
Eh, I've made it to level 28, at this point I might as well keep going saveless at least for doom 2. It's pretty satisfying when I finally do beat a stage, but I'll definitely do that when I start on harder wads.

>> No.10172781
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10172781

>>10172751
>t.

>> No.10172783

From Nightdive discord quake channel
https://streamable.com/tw0njx

>> No.10172791
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10172791

Guys,I've been out of the doom loop for quiiiite a while,saw voxel doom and wanted to play some vanilla'ish WADs I have not beaten yet with some punchier looking/sounding weapons. Any new stuff I should look into or old stuff I don't remember anymore that you think that would complement well?

>> No.10172792

>>10172783
So did some random niggur just do this for keks, or is this unironically what they're doing instead of reverting that retarded nerf?

>> No.10172795

>>10172792
Paril doing it for keks
Also it turns out doing that triggers the railgun shot sound ad infinite.

>> No.10172797
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10172797

>brutality devs add a flashlight
>it shuts off on its own after several seconds

>> No.10172804

>>10172609
>(I'm not savescumming)
Uh... you do know that saving a little every now and then isn't "savescumming", right? I swear this place has scrambled a few brains sometimes.

>> No.10172807

>>10172797
um its called a FLASH light for a reason

>> No.10172808

>>10172783
This is what Quakeworld players really believe.

>> No.10172812 [DELETED] 
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10172812

>>10172706
Thats how I used to run it, as QsS doesn't handle all that well, and other old mods honestly do run better on Mark5

>>10172681
Please stop pretending to be Alf, or even worse - a ChatGPT bot, thank you very much

>>10172389
>>10172357
Dbase.bsp is tough as shit on Hard, especially at the start, I got forced to use the Blaster and preserve those stray barrels at the most convinient of moments for the first time in forever...
I love it, especially the HL1-style elevator itself a homage to Akira

>> No.10172821

>>10172783
>not ripping-off RedFaction1 or the WODX mod and having the RG pierce-thru any doors and walls thinner than a small crate

>> No.10172862
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10172862

>instantly shoots you for 63 damage
>teehee whoopsie *autistically flails hitler*
>ignores hitstun and instantly shoots you for another 63 damage
thank you john very cool

>> No.10172897
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10172897

>>10172662
I've had an idea for Quake mod brewing in my head for some time now. Basically the concept is to try and think of what direction it could take today. For some reason, "somewhat slower, Hexen-like singleplayer only" jam is what makes the most sense in my head.
The main gimmick of the mod would've been Runes and mana that allow player to use alternate attacks for specific weapons:
>Black Magic: Vampirism via Axe.
>Elder Magic: Ranged attack for Mjolnir.
>Hell Magic: less delay for Shotguns.
>Earth Magic: Lava Nails.
The only "new" weapons would be aforemention hammer and Railgun (like in Violent Rumble and that skin from Champions).
As for the narrative, it would pick things up after all the Mission Packs with me committing the crime of trying to use whatever Champions seemed to setup in my eyes.
In terms of enemies and locals, it would've been nice to have a bit of everything: tech base, medieval, Lovecraft, Norse mythology and callbacks to the franchise. Naturally, the enemies that come to mind include the likes of Axe Ogre (pic), Deep One, lite Armagon, Byakhee and Valkyrie.
>>10172749
Was "old Duke with dementia" idea too grim?
>>10172783
>>10172795
Paril, I kneel.

>> No.10172908
File: 7 KB, 175x170, wolfimage_004.jpg [View same] [iqdb] [saucenao] [google]
10172908

>>10172862
you forgot
>doesn't even warn you

>> No.10172915
File: 3.82 MB, 640x360, comfycoffeecontrollerplay.webm [View same] [iqdb] [saucenao] [google]
10172915

>>10172641
I like the vore changes and I occasionally enjoy the nightmare switcheroos.
>>10172609
>Looking forward to jumping into WADs after this.
Very nice. The first pair of wads you need to play immediately after beating Doom 2 are from Final Doom: TNT or Plutonia.
If you’re really fed up with Doom 2 by the time you’re done with it, you might want to hold off on TNT for now: It amplifies the best and worst parts of 2 for me despite being a favorite. Plutonia is different and I consider it essential playing. It will also help with the jump into custom wads.
>>10172862
It was so weird that they were glued to episode 2 only. Should I blame Romero? Also blown away at how much having a bolt action improves things.

>> No.10172942

>>10172203
Pretty considerable. The Railgun gets a bonus in damage if you shoot an enemy who hasn't noticed you yet, so in the original game you often got very good value for your ammo. Now, because of how the enemy AI is revamped to be smarter and more aggressive, getting that stealth bonus is a lot more rare, and I'm actually ok with THAT tradeoff because the challenge is upped as a whole, but they still went ahead and nerfed the inherent damage of the Railgun anyway, so even when there's no stealth taking place at all it's not even close to as good as before. The total DPS drop is actually very considerable.

I don't think nerfing the base damage of the Railgun was necessary to do at all, it's supposed to be a powerful weapon, the stealth bonus becoming rare is enough of a 'nerf' as is. Someone suggested that they should just have given you less ammo per pickup instead, and I think that'd have been a better solution, keep it strong enough still but make you have to consider your ammo usage more carefully.

>> No.10172948

Would edit the maiden's speed into the same as Doom Revenants work?

>> No.10172951

>>10172897
>Axe Ogre
never forget what they took from you

>> No.10172963

>>10172609
Give Plutonia a run before you go into pwads, not only is it good fun, but it's still a strong influence in how many people map to this day.
It's much harder than Doom 2, but the maps are generally not that long.

For saving, just do as you please. Trying to do levels in one go is valid, some think that's the most fun way to play, and if that's you, you should continue, but don't feel yourself forced to do that.
Mind, some pwad levels (and some levels in TNT, if you wanted to check that out), can be really big and long, so you may find yourself wanting to make a save on occasion just so that you don't have to lose 40 minutes of progress for dying.

Saving and loading can be abused in a way that ruins the fun, naturally, but it's there as a tool for your convenience for alleviating undue frustration.

>> No.10173004

>>10172812
Do not tell me what to do. And I have no idea who Alf is. And the RoS changes are pure retardation.

>> No.10173030
File: 451 KB, 854x480, 1673009686523354.webm [View same] [iqdb] [saucenao] [google]
10173030

>>10171787
DODGE THIS

>> No.10173038

>>10173030
https://www.youtube.com/watch?v=lWKQiZVBtu4

>> No.10173040 [SPOILER] 
File: 30 KB, 650x502, alf-ate-cats-photo-u1-1258867347.jpg [View same] [iqdb] [saucenao] [google]
10173040

>>10173004
>Alf
i have no idea who this is but

>> No.10173041
File: 1.02 MB, 1600x900, mark_v_0060.png [View same] [iqdb] [saucenao] [google]
10173041

>>10172812
>my post for Janny'd for saying the A-word
Bottom kek
>>10173004
I like it immensly after using it in The Spiritworld's penultimate level's final slaughter arena section, as it turned out to be more useful than either a Quad or PoP in there thanks to its new Doom-esque monster infight potential being utilized to its fullest there.

>> No.10173045

Can I play Dimensions of the Past using Quakespasm Spiked? Is dopa.zip on Quaddicted the real thing? Thanks

>> No.10173048

>>10173045
iirc dopa works even with og quake.exe

>> No.10173052

>>10173045
>Can I play Dimensions of the Past using Quakespasm Spiked?
Yes.
>Is dopa.zip on Quaddicted the real thing?
That's the 2016 version. I think the re-release version was prettied up a bit and has some extra ammo.

>> No.10173056

>>10173052
>I think the re-release version was prettied up a bit and has some extra ammo.
I hope to god it does. My first playthrough of that was pure pain due to the stinginess of the ammo placement.

>> No.10173057

>>10173048
Thanks

>>10173052
>I think the re-release version was prettied up a bit and has some extra ammo.
I see. So that one isn't actually free to download?

>> No.10173059

>>10173057
it is if you have Quake on gog or steam
go into Quake/rerelease/dopa

>> No.10173061

>>10173059
>>10173057
*you have to download it in the mod install menu of the re-release first sorry

>> No.10173062
File: 2.92 MB, 1920x1080, q2cotm01.png [View same] [iqdb] [saucenao] [google]
10173062

A lot of the new Q2 maps have lots of color.
>>10173045
>>10173052
The version I tried through the port also has lighting and nightmare changes.

>> No.10173063

https://www.youtube.com/watch?v=kPWilrYbOZI
is this the only instance of someone bringing the maykr drones from eternal in a doom mod?

>> No.10173070

>>10173059
Gotcha. Thanks

>> No.10173074

>>10173062
>pic
I still can't believe the Strogg were created by two shamblers stuck in a cube at the bottom of an acid pool. Wild.

>> No.10173078

>>10173063
Probably. They're not a particularly interesting enemy.

>> No.10173082
File: 3.35 MB, 1920x1080, q2cotm02.png [View same] [iqdb] [saucenao] [google]
10173082

>>10173062
And then a lot of them are more earthy. Nice variety.
>>10173074
And it's the cute "hoodie-look" shamblers, too. Adorable.

>> No.10173085

>>10173074
they could have at least model a new monster with a big brain or that at least looks smort

>> No.10173086

>>10173082
>hoodie-look
*uncut

>> No.10173090

Violent tumble anon, I am stil working on stuff but 2 things:

monster_sword corpses fall to the ground correctly if they don't drop items

you can push statues around before they activate. it doesn't break anything as far as I can tell and it's kinda funny I guess

>> No.10173097

>>10173004
>become invisible
>stand there with thumb in ass, staring at enemies and figuring out what to do
>shoot single target
>everything wakes up anyway
what a great item

>> No.10173107

Can I set up an autoexec for Q2R?

>> No.10173110

>>10172915
>>10172804
>>10172719
After about an hour and a half of banging my head on the Icon of Sin I finally cleared it. Pretty satisfying conclusion to the game. I have a few questions:
I see people talking about "pistol start only" for a lot of WADs. Is that something more for advanced players, or should I try it myself? I guess maybe the readmes will say what the developers intended? How do you even do pistol starts on later stages?
I guess next I'll play the final doom stuff as recommended.

>> No.10173116

>>10173090
>Violent tumble anon
You know, the one thing Quake was missing was a random chance of falling down stairs and breaking your hip.

>> No.10173124

>>10173107
nvm I figured it out

>> No.10173126

>>10173110
>Is that something more for advanced players, or should I try it myself?
More on the advanced end. You'll really want to get used to the best ways to spend ammo on which enemies before giving it a go. Lots of levels will be really strict with their ammo and weapons when you pistol start them.

>> No.10173140

>>10173097
>I don't know how to use it and/or encounter design is bad so it should be like the sucky invisibility from Doom instead.

>> No.10173143

>>10173110

Pistol start is just the most hardcore way of playing. In my opinion it's like playing mega man buster only. It's just a testament to a well designed map and skill, but in no way the "canon" way. Games are meant to be fun and being hardcore one kind of fun, among others.

>> No.10173161

>>10173110
if you pistol start you'll be using the super shotgun 90% of the time instead of 50% and that's fucking boring. Lots of big name wads (ancient aliens, scythe 2, eviternity, etc) follow an episode format and will take your guns away whenever they want to reset the pace anyway
if it's a community project like Congestion, JPCP, MAYhem, DBP, or /vr/ wads it's still the polite thing to do if the guy who made the tyson map or whatever didn't count on you having the bfg that was put in map 3

>> No.10173169

>>10173110
>pistol start
it gets really boring to carry full arsenal through 30 levels, zero variety and barely any ammo management. some wads partially solve this by splitting stuff into episodes, like in Doom 1 (in older wads this is accomplished by killing the player). but lots of them didn't use to.
unless we're talking about a continuous campaign like Ashes or Blade of Agony, every map is usually balanced to be beaten without having carried anything over. so if you want to beat the encounters as designed, pistol start is the way to go.

it's kind of bizarre how despite mapinfo/umapinfo/etc, there still isn't a flag for mappers to actually be able to indicate intent (other than making every level a separate episode or something). is it still "map *" in gz, or is there a reasonable cvar by now?

>> No.10173172

>>10173140
Tell me how to use it besides trying to awkwardly squeeze past enemies in hopes of cheesing entire segments of a level

>> No.10173179

>>10173169
Some ports have a pistol start option, and you can force that with the OPTIONS lump, but as usual GZDoom prevents that from happening. Although I guess you could force pistol starts using ZScript or something for incompatible ports.

>> No.10173178

>>10173161
>if you pistol start you'll be using the super shotgun 90% of the time instead of 50%
it's the exact opposite. no reason to hoard plasma if you'll lose it on map change, so you're free to spice things up.

>> No.10173191

>>10173110
>Is that something more for advanced players, or should I try it myself? I guess maybe the readmes will say what the developers intended?
Yes usually the mapmaker will specify in the readme or in the release forum post. If it's not specified, it's up to you. In my experience most vanilla-oriented levels are designed around pistol starts, while e.g. GZDoom maps will expect continuos playthroughs (if they even have distinct levels)
Community projects will often be made for pistol starts since everyone will be working on their own self-contained level, and it's likely they won't even know what their map number will be until the project lead compiles the WAD.


For Doom specifically;
>Most people started levels with some kind of significant equipment. However, almost all our playtesting was done starting each level with just a pistol. We made the game too easy for the average player.
That said, keep in mind UV was the hardest difficulty on Doom's release. So UV pistol start on Doom is literally as difficult as the game was meant to be.
So yes, it is definitely for "advanced players".

>> No.10173197

>>10173126
>>10173143
>>10173161
>>10173169
I see, I see, thanks fellas. For now I'll just keep playing stuff that looks neat on hurt me plenty. I didn't really see the appeal of Doom when I first messed around with Doom 1 but the more I play, the more I see how good it is.

>> No.10173204

>>10173140
>>10173097
>stand there with thumb in ass, staring at enemies and figuring out what to do
Have you considered the fact that non-retards don't have this problem? On my first playthrough of Quake, the Ring of Shadows was great for scouting and skipping certain fights to grab nearby powerups, or positioning myself behind enemies to start infighting. Especially in E4.

>> No.10173218

>>10173191
And thanks, that's some interesting stuff. I messed around with UV in Doom 1 a tiny bit just to see, and could barely clear the first few levels lol

>> No.10173230
File: 2.54 MB, 300x169, 1691792578408807.gif [View same] [iqdb] [saucenao] [google]
10173230

>>10173161
>if the guy who made the tyson map or whatever didn't count on you having the bfg that was put in map 3
>mfw 512 Linedefs has this because donk_konk went hard as motherfucker
Touchplate Trouble is pretty fuckin' fun tho. Good example of a map worth pistol starting.

>> No.10173245

>>10173169
MBF21's death exits should enforce pistol starts, unless I'm mistaken.

>> No.10173249

>>10173110
For me personally, pistol starts making finding guns fun again, instead of using the super shotgun 99% of the time

>> No.10173257

>>10173178
>pistol start is using plasma you find on this level
>not pistol start is using hoarded plasma leftovers from previous level PLUS plasma you find on this level
>somehow pistol start = more plasma
brilliant

>> No.10173259

>>10173110
Pistol Start will generally make most levels harder, the vast majority of levels are designed to be playable and beatable Pistol Start, so that you're never fucked even if you start from scratch (and you'd lose all your stuff if you died and then didn't load a save, choice was yours where to go from there), but don't take that to mean as if you're only ever supposed to play levels Pistol Start, being able to carry stuff over was a very conscious design decision.

>> No.10173265

>>10173245
They don't work with GZDoom lol

>> No.10173273

>>10173257
It results in more plasma usage, because it becomes a "use it or lose it" situation.

>> No.10173274

>>10173265
Works on my machine.

>> No.10173281

>>10173274
No it doesn't. GZDoom recognizes them as just regular damaging floors, not as instakills.

>> No.10173284

>>10173161
I deliberately omit or hide the SSG in maps for this exact reason, either you only get it at all on Easy, or you need to find it later, either having to fight to win it, or find it in a secret.

>> No.10173285

>>10173178
Also
>"pstarts means more super shotgun"
Makes no sense. You'll be more consistently exposed to one and a larger amount of shells when playing continuous. Some levels have SSGs placed in secrets one might not even find, further along the latter half of a map, or nowhere because the level doesn't even have one placed.

>> No.10173292

>>10173245
death exits look unnatural as fuck to anyone who isn't already experienced enough to pistol start everything
>>10173257
man, people hoard every single potted plant in System Shock 2 to recycle them 20 hours later for 10 credits total. numbers don't matter, it's an atavism in the brain (same reason you're so fat, anon) - hoard because you can. same with powerups.

>> No.10173301

>>10171512
How the fuck is Sponge still working at id?
>for q1 and doom we try and find stuff that's been around for a couple of years and has positive buzz to act as a level of curation
>for q2, not planning on it at all currently
They literally got some of the most ancient stuff off idgames archives into doom, and Q1 almost the same due to quaddicted, but Q2?

Also, even if you make a new campaign or even port stuff for Q2R which is damn good, there are no guarantees for it either.
That fucking retard fucked even the Multiplayer community too.

>> No.10173304

>>10173301
Quake 2's not getting official addons because they have to distribute more than some map files.

>> No.10173306
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
10173306

>game puts levels in episodic format
>but developers happened to add weapons so you wouldn't be fucked if you decided to start with a pistol
>this somehow I have to autistically restart each new level I get to or else I'm not playing right
Okay.

>> No.10173312

>>10173257
Most times from how I've seen people play continuously over the years, if people have ammo for the SSG they'll use it instead of plasma, and that cycle continues until the BFG becomes mandatory (they find AVs/cyberdemons/spiderdemons) or until they run out of shells (never).
So most plasma doesn't end up getting used and gets hoarded ad nauseum.

>> No.10173314

>>10173304
anon
>we are not planning on that currently.
people has to bitch them like last time with Doom and Q1R so they can move on and support it.

it is like they do this on purpose to post on that shitty slayers club website

>> No.10173319

>>10173204
Cool beans, but have the same ammount of usefulness from RoS in user-made content where most items and buttons are scripted to spawn/awaken monsters who are already angered, so that the vanilla Q1 invisibility has no real effect on them.

>> No.10173324
File: 44 KB, 549x449, pepefroggie.jpg [View same] [iqdb] [saucenao] [google]
10173324

>>10172797
>single barrel SSG blasts now one tap pinkies
WHO BALANCED THIS

>> No.10173325

>>10173273
>>10173292
It's still the same total amount of ammo in the wad.
You still will use it. There's no difference between using everything in one level or using some of it in one level and then then rest in next level. No hoarder will leave the ammo behind. If there's extra, he will 100% start to use it to pick up as much as he can, that's the very definition of hoarding, leave nothing behind.
There's no magical plasma ammo available only to pistol starters. If the wad has 5000 plasma ammo total scattered over all the levels both hoarder and pistol starter will use ± this amount, pistol starter will use it more equally while hoarder will use it more strictly at first and more frivolous later.

>> No.10173327

>>10173306
It's more fun to start each level with nothing. Just like it's more fun to play Mario World to replay old levels to make sure you always have a cape.

>> No.10173328

>>10173314
In fact, it is literally a humiliation ritual at this rate.

>> No.10173329

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

GIVE ME FEEDABKC PLEASE

>> No.10173340

>>10173301
>>10173314
>>10173328
Every thread has you complaining about whoever, wherever on the Internet with ESL posts that hardly make sense. Have you considered that your time would be better spent learning how to not be a massive asperger?

>> No.10173341
File: 309 KB, 600x468, BoomerGuyDrunk.png [View same] [iqdb] [saucenao] [google]
10173341

>>10173314
>t is like they do this on purpose to post on that shitty slayers club website
I used to sign up there daily to have my points to unlock skins in Doom Eternal like a sad autist.
I am free now.

>> No.10173351

>>10173325
yet you will use SSG *more* because you will have it right away with endless supply of shells.
on continuous you will aim to end the level with max cells, on pistol start you're free to go all out in the final fight.

>> No.10173352

>>10173281
I'm playing in GzDoom 4.10.0 and this map kills me and sends me to the next level with all my shit gone. Either you're bullshitting, doing something wrong with your level, or your GzDoom is out of date and predates the whole MBF21 and UMAPINFO thing.
https://files.catbox.moe/zu85lh.wad

Anyone else is welcome to try.

>> No.10173353

>>10173052
Original DoPa has no custom Progs.dat so there's nothing stopping you from extracting its .pak contents into the Zestorer mod and having a blast with the RC despite that episode's overall ammo scarcity.

>> No.10173373

>>10173352
The issue was that my compatibility was set to Doom (Strict)

>> No.10173380

>>10173351
>you will aim to end the level with max cells
AND you will aim to use extra cells.
So in the end it will be virtually the same. If you already have 600 cells and 100 shells and fuckton of extra shells and cells then you will use plasma, not SSG. No one will use SSG if he can use plasma.
Unless it's DWfags who only know about existence of SSG and BFG and nothing else when making maps.

>> No.10173386

>>10173352
yeah this works, at least as far back as 4.7. I take back "unnatural" then.

>> No.10173392

>>10173373
That'd probably do it, yeah.

>> No.10173413
File: 4 KB, 133x32, quad shotgun that shoots fire and you can also dualwield it by the way.png [View same] [iqdb] [saucenao] [google]
10173413

>>10173324
LMAO

>> No.10173417
File: 3.73 MB, 640x480, fair and balanced.webm [View same] [iqdb] [saucenao] [google]
10173417

>>10173030
This remaster came out just in time for me, I'd gotten really into Q2 just a few months ago. I'm loving it, a lot of small details have been added (and a few unnecessary dumb details but okay). Want to start mapping, possibly develop a mod/missionpack, and I'll probably do that for the remastered version after all. I did a few maps for OpenArena back when that was a thing... Q2 mapping is actually a lot more work than anything arena though, because of the story and progression (a.k.a. an assload of triggers).
But this goddamn berserker bullshit better get rolled back. It's retarded. Very basic gamedev common sense says, "Don't disrupt the player for no reason." You cannot avoid this faggot's dumb bullshit. I can hear the thought process in the head of the asshole who put this forward: "Well, the berserker has no weapons, but he has knockback, so he has to have more knockback." Hey dipshit: you've already got him run-and-punching and fulfilling his job of occupying and bullying a lot of space from the player. Having him gapclose and create THAT MUCH FUCKING KNOCKBACK is maximum retardation. Look at the last bit in this webm, christ. It's like the team just ran out of energy to fight this dev's changes and let this one pass though just to make him happy.
Bitching aside, I still think this remaster is a net gain.

>> No.10173419

>>10173329
Short and bizarre, but creative. Unrelated, but Woof told me PERMISSION DENIED when I tried to take a screenshot, not sure what's up with that.

>> No.10173426

>>10171527
Besides the waifu lead's map, what is the wad itself currently missing?

>> No.10173427

>>10173052
Nope Remastered DOPA is still the same, but they fixed some stuff the original had new lightmaps all over the place.
I think they also fixed some of the secret triggers that weren't working right and general difficulty since DoPA wasn't that hard.

>>10173074
It is like, they could had even added the cut monster that is at the idvault or even used Armagon, but since they never updated his model and it was the Q1 Community who did the had work to update those, they went with the shamblers.
I don't blame machine games at all, they nailed everything in COTM, but even the cut PS1 boss could had worked too.
I am still salty that there aren't more high poly stuff added too like the ships and the PS1 monsters

>>10173340
>reeeeeeeeeeeee you can't complain about any game at all
Suck a back horse dicks and fuck off, this isn't a hugbox either.

>>10173341
I did that once, and then quit.
Slayers club feels like blizzard's own "community" program for OW that failed. Though Tokyo does some good interviews with some Doom and Quake 1 authors, it is still bad on a general sense that is tied to such a terrible idea made by zenimax before the acquisition.

>> No.10173451

>>10173427
>Tokyo does some good interviews with some Doom and Quake 1 authors
yeah he's a great guy. shame he's stuck with this thing

>> No.10173454
File: 892 KB, 200x150, UNINTELLIGIBLE.gif [View same] [iqdb] [saucenao] [google]
10173454

>>10173413
i`m okay with it shooting fire and/or dual wielding it, this buff just fucks up ammo economy big time.
why bother using anything else at all when you can just drop everything up to a caco for the price of a single shell. more if you aim for the head.
the SSG is supposed to instantly dispose of a single pinky at close range in exchange for two shells and lengthy reload, the end.
why bother maintaining such a massive fuck-off arsenal if a low-end gun can just nuke most of the bestiary? do they just not give a fuck anymore and expect the player to just sandbox this hoe?

>> No.10173468
File: 2.22 MB, 1920x1080, machineydimension.png [View same] [iqdb] [saucenao] [google]
10173468

>>10172915
>vore changes
I'm realizing this new episode also maintains nightmare changes even through other ports. It doesn't change the turnspeed though, just nerfs their speed to regular levels even on nightmare.

>> No.10173472

>>10169304
>probably cut due to rushed release by PCgamer, just like the Obliterator superweapon was scrapped
I haven't played Oblivion in a literal decade now, got any idea what was that "Obliterator" weapon even supposed to be?

>> No.10173474

>>10173292
>a red flash is more unnatural than using a cheat code or opening a console
Unless you're a chad with "restart level" bound to a single key, the death exit stills interrupts the player less

>> No.10173478

>>10173454
Is there no difference in the TTK/time to kill as well? Is there any "staged reload" mechanic to balance things out or make things interesting?

>> No.10173491
File: 33 KB, 436x455, 56a822bbf67eab64bfaf36002d4f55cf.jpg [View same] [iqdb] [saucenao] [google]
10173491

>>10173426
The goblin map that was shown here still wasn't submitted. That one and my map are the only things missing.

>> No.10173502

>>10173491
ok
is the goblin chick represented in that image with all the waifus and the one husbando in the trutk?

>> No.10173505

>>10173491
wtf did the sink anon submit?

>> No.10173519

>>10173478
what, like shoving more shells requires more time? only in aforementioned quad`s case, if you fire off more than 2. i think it is a bit slower than regular SSG though.
still, the latter is pretty nimble and you can run around deleting people with no issues.
mp40 is the only gun with reload that actually takes decent time.

>> No.10173523

Is there a good total conversion that imagines what Wolfenstein 3D would've looked like if it was developed after DOOM on idtech1? As far as my knowledge stretches, which is about 3 feet, the most I know about are ones that just port it as 1:1 as possible or ones like Blade of Agony that are more akin to trying to squeeze a Return to Castle Wolfenstein 2 onto GZDoom

>> No.10173528

>>10173502
The goblin isn't on the pic, but there is room left for it. If the anon that drew the pic want to add it, it shouldn't be too difficult.
>>10173505
If you are referring to the map filling with water, he asked for it to not be put in the wad. If it's another anon, then dunno.

>> No.10173530

>>10172915
What Wolf3d mod map pack has that rifle?

>> No.10173532
File: 51 KB, 250x250, 1662031904405774.gif [View same] [iqdb] [saucenao] [google]
10173532

>>10173528
>he asked for it to not be put in the wad

>> No.10173551
File: 621 KB, 1280x720, ecwolf3d coffeeb.jpg [View same] [iqdb] [saucenao] [google]
10173551

>>10173530
Coffee Break. Very fun for Wolf3D.

>> No.10173554

>>10173314
>it is like they do this on purpose to post on that shitty slayers club website
They've already said the reason is that they'd have to be passing executable code (i.e., the game_x64 DLL) to the engine, and consoles don't want anything to do with that in their DLC.

>> No.10173564

>>10173554
i know of that, which sucks.
still they could make it only for PC.

>> No.10173570
File: 2.85 MB, 1280x720, BEEG FUGGIN GOON.webm [View same] [iqdb] [saucenao] [google]
10173570

>when you get carried away making a testing area
Welp, back to bug fixing.

>> No.10173573

>>10173551
Thanks. Gonna play this.

>> No.10173575

>>10173474
I just thought it's the same death exit as in Scythe 2 etc, which is pretty damn unnatural, and prone to failing if the player is mashing the use key iirc. a red flash is fine. a flag on the map itself (rather than a special setup on the preceding one) would still have been better, of course.

>> No.10173585

>>10173570
I came.

>> No.10173607

>>10173419
>Unrelated, but Woof told me PERMISSION DENIED when I tried to take a screenshot, not sure what's up with that.
i put a drm on it. my first map btw, made in 2h

>> No.10173619

>>10173570
Benissimo...

>> No.10173639

>>10173575
Scythe's death exits are outdated, there are much better ones that can be created in vanilla format that can instantly end the map, without being prone to red flashes, nor to accidentally restart.

>> No.10173652
File: 124 KB, 680x678, 1691734786827597.png [View same] [iqdb] [saucenao] [google]
10173652

>>10173570

>> No.10173654
File: 63 KB, 481x58, gibitude.png [View same] [iqdb] [saucenao] [google]
10173654

>>10173570

>> No.10173671

>>10172797
the UAC can develop railguns and black hole generators but a flashlight that lasts more than a minute is out of the question

>> No.10173676

>>10173472
IIRC it shared the 0 weapon slot together with the BFG10k despite not actualy existing (trying to give it yourself via cheats gave you an "unknown item" console message)

>> No.10173679

>>10173570
finally, it's useful

>> No.10173687
File: 1.10 MB, 1920x1080, controlsD3.png [View same] [iqdb] [saucenao] [google]
10173687

>>10173671
>develop flashlights at UAC Mars that last forever
>include zero training where they learn to wield it with something else
still fun

>> No.10173697

>>10173607
how drm

>> No.10173709
File: 135 KB, 450x450, The Rune of Black Giggle.png [View same] [iqdb] [saucenao] [google]
10173709

>>10172951
Never did. Although I think I would've gave him a sword or something like that as it feels more organic with regular ogres using chainsaws.
>>10173061
>*you have to download it in the mod install menu of the re-release first
No, you don't. Its included by default.
>>10173074
>I still can't believe the Strogg were created by two shamblers stuck in a cube
I like how people miss out on ending screen of CotM where it says that "Strogg are severed from their Maker", which pretty much says that Masters of the Machine were middlemen of sorts.
If anything, the expansion alludes to Shub-Niggurath or Chthon being the Maker (still low-key count on Gilman though).
>>10173564
You can still load custom stuff on PC directly. I think at least most anons can agree that Add-ons are a thing mainly to console crowd to allow them experience what they otherwise won't. If it's not possible to make something for them, why bother with PC since folks can just take the matters into their own hands?
>>10173341
>Spoiler
Same.

>> No.10173731

>>10173709
>No, you don't. Its included by default.
oh yeah true it's the third official expansion now i forgot.

>> No.10173735 [SPOILER] 
File: 90 KB, 1920x1080, CotM endscreen.png [View same] [iqdb] [saucenao] [google]
10173735

>>10173709
>which pretty much says that Masters of the Machine were middlemen of sorts.
Still pretty cute and hilarious imagining these interdimensional yetis doing anything smart. It's a fun concept but any serious "q1 in mah q2" feels like putting ice cream on pizza.

>> No.10173738

>>10173074
I don't think Tim and Will created the Strogg but the Strogg were influenced by an Outer God they serve.

>> No.10173739

>>10173687
I dream of being a Doom 3 modder. Maybe one day

>> No.10173754
File: 415 KB, 1600x900, assssssssssssssssss.png [View same] [iqdb] [saucenao] [google]
10173754

Progress on muh megawad

>> No.10173771

>>10173570
I think I am going to remove a box of ammo for this as well.

>> No.10173776

>>10173754
looks cool

>> No.10173779

>>10173754
why the clown nose?

>> No.10173783
File: 95 KB, 220x220, wejustdontknow.gif [View same] [iqdb] [saucenao] [google]
10173783

>>10173779

>> No.10173789
File: 11 KB, 83x79, 1678688263016894.gif [View same] [iqdb] [saucenao] [google]
10173789

One small update to my Serious Case of /vr/ map: Elephant Wings. Adds collision to all the archway models that were missing it plus a few other tweaks and hopefully fixing the kleer that would occasionally get stuck near the end.
>https://files.catbox.moe/ypetwh.zip

Nothing huge gameplay related has changed, but whenever I get around to it this will be version we will play when testing co-op.

>> No.10173793 [SPOILER] 
File: 352 KB, 349x774, kahn_makyr-1595479249.png [View same] [iqdb] [saucenao] [google]
10173793

>>10173709
>the expansion alludes to Shub-Niggurath or Chthon being the Maker
>Maker
i hope it wasn't picrel

>> No.10173808

>>10173570
Unf

>> No.10173810

Reminder that dragon is the strongest creature in the army of Quake.
Fuck shub-niggurs and chthjobbers with their gay Lovecraftean shit.

>> No.10173823

>>10173810
>lolkite

>> No.10173861
File: 982 KB, 1920x1080, SoE_Ravenfeels.jpg [View same] [iqdb] [saucenao] [google]
10173861

>>10173739
It's pretty easy to make edits to anything you want. https://www.doomworld.com/forum/topic/125660-doom-3-how-can-i-edit-the-weapons/
>>10173810
The ones in Soul of Evil fucked my shit up.

>> No.10173880
File: 2.66 MB, 3840x2160, 2320_20230820184318_1.png [View same] [iqdb] [saucenao] [google]
10173880

>> No.10173885
File: 2.46 MB, 3840x2160, 2320_20230820184308_1.png [View same] [iqdb] [saucenao] [google]
10173885

>>10173880
Without colored lighting the maps also looks good

>> No.10173890
File: 3.85 MB, 3840x2160, 2320_20230820183338_1.jpg [View same] [iqdb] [saucenao] [google]
10173890

Also, this level from the N64 ones is quite damn cool

>> No.10173894

>>10173417
Switch to the chaingun and/or don't stop moving, dumbo

>> No.10173904

>>10173894
he kept moving but they forgot to add a dash button
>don't hit me

>> No.10173914

>>10173709
To make mods work entirely, fucking id and bethesda has to release the entirety off it for PC, what they released now doesn't even work as a basic foothold for it.
Even for other source port authors to work on it too.

I think camack gave his opinion upon this, but i deleted my twitter.

>> No.10173940

SNS just went up. CC2 tonight. Password Dik-assassin again

>> No.10173954
File: 534 KB, 1920x1080, fte-quake.png [View same] [iqdb] [saucenao] [google]
10173954

Quake dm anon here. Did some testing. The VPS I rent is Windows 8, and there are no Vulkan drivers for Windows 8 so I can't host a dedicated server for vkQuake until I upgrade my VPS. I already emailed nfoservers asking about the upgrade cost for that. Meanwhile I tested ezquake and FTEQW. ezquake won't work with me, something about a recursive error when attempting to host, and pic related for FTE-Quake when trying to connect to my VPS. When I host from my own machine, for some reason ammo boxes do not show up with FTEQW, so I think vkQuake from my machine is the way to go for now. I'll host after Sunday Night Shitshow finishes. I'll go join em now in fact.

>> No.10173959

>>10173861
>It's pretty easy to make edits to anything you want.
Does that include models and animation?

>> No.10173963

>>10173940
C'mon, show more enthusiasm, anon! It's almost like you're only doing these events because you're forced to and not because you're enjoying them.

>> No.10173984

>>10173940
7/32

>> No.10173996

>>10172783
that's just an overpowered turok 2 shredder

>> No.10174003

>>10173996
they should add it to the port behind a cheat code

>> No.10174014

>>10173940
8/32

>> No.10174054
File: 3 KB, 270x208, 1389805147658.png [View same] [iqdb] [saucenao] [google]
10174054

>>10171538
Now do timescale 0.1 or something as you get the wheels up.

>> No.10174057

>>10173954
Could the issue with fteqw be protocol related?

>> No.10174059

added new section to FAQ
>What is Boom, MBF, limit-removing, etc? What are complevels?
tried to keep it short but its kind of an autistic topic so it ended up medium-sized. feel free to give feedback or point out errors

>> No.10174062

>>10171787
wtf, I just read the comic that smug toad is from earlier today in paper from 1991.

>> No.10174064

>>10172640
>not as fluid
You never mastered strafejumping or bunnyjumping, did you?

>> No.10174068

>>10172915
>It was so weird that they were glued to episode 2 only.
Episode 1's secret map disagrees with you.

>> No.10174070
File: 2.63 MB, 1920x1080, Base Profile Screenshot 2023.08.12 - 16.57.29.89.png [View same] [iqdb] [saucenao] [google]
10174070

How create railgun or coommand levels in Quake 2 ?

>> No.10174079

>>10174070
>relsotron
Now that's the real nerf right there, that butchery of a translation

>> No.10174085

>>10174068
There weren't any mutants used there. Episode 6's secret level has them though, because it's Episode 6 so it has to be as awful as it possibly can be.

>> No.10174091
File: 1.49 MB, 1885x1826, get doom motherfucker.jpg [View same] [iqdb] [saucenao] [google]
10174091

>>10172662
A spiritual successor to Burl_Tumd. Weapons are a little snappier and quicker than vanilla, altfire for all weapons has you throw some punches before swinging out with a big sword that has lifesteal.
and have this be a prequel to a DAKKA spiritual spinoff mod you also have planned.

>> No.10174101
File: 2.85 MB, 1920x1080, Base Profile Screenshot 2023.08.14 - 22.26.22.98.png [View same] [iqdb] [saucenao] [google]
10174101

Ok I found teams, but how create Railgun 1 hit mode?

>>10174079
But is literally translation,

>> No.10174104

>>10172662
this is a repost but
>gzdoom mod in which nothing is changed except occasionally you catch glimpses of a randomly placed black figure which disappears as soon as you see him
zoomers would go wild, tiks would be tokked.

>> No.10174105

>>10174064
there's more to "fluid", like instant weapon switching, actually useful grenades, better enemy patterns (fiend vs mutant) etc.
with movement: unlike q1 where you can weave every which way, q2 strafejumping is mostly in one direction, which is totally pointless on tiny singleplayer maps.
only q2 and non-cpma q3 have zero air control. I suspect it's simply a multiplayer technical limitation (prediction on 10hz servers). nobody actually thinks lack of air control makes movement better.

>> No.10174115

Quake 64 really sucks with the new enemies. The second hub is just fill of death pits and berserkers to launch you into them.

>> No.10174118
File: 82 KB, 1207x429, file.png [View same] [iqdb] [saucenao] [google]
10174118

>>10174101
>but how create Railgun 1 hit mode?

>> No.10174125

>>10174057
ay yo bby lemme clap dem cheeks

>> No.10174129

>>10174059
I think it's good to have the info in one place.
but in practice, complevel is only relevant when recording demos and specifically testing map for compatibility. even when recording, what's the harm of always setting the most recent one? on playback, I think at least DSDA fills the complevel in automatically.

>> No.10174131

I literally got launched just once into a lava pit by a berserker in my whole gameplay of all the expansions.
And I was able to get out of there (it was the part with the bridge trap from the first maps)

>> No.10174134

>>10173940
Man you gotta get a suitable image to post alongside SNS and FNF.

>> No.10174142

Anyone know anything about the Tech Mod things in Quake 2 Remastered's multiplayer? Were they a cut mechanic intended for the original release? I came across them on a random server the other night, there was one for regeneration, one for faster firing speed, one for "power" which I have no idea what it's for unless it refers to weapon damage (which would be redundant cus of Quad and Double Damage), something called a disrupter shield which I have no idea what it does (maybe absorbs damage?), to name a few off the top of my head. Couldn't find anything on the Quake wiki for any of this.

Also is there a mod to change the crosses on health packs back to red?

>> No.10174145

>>10174057
I'll check.

>> No.10174168

Thx i am retarded

>> No.10174170

>>10174118
Thx, I am retarded

>> No.10174195

I just wanted to say I beat Blood for the first time and I cannot believe how good it was. Does anything else come close?

>> No.10174202

>>10174195
Shadow Warrior with its combat.
Have you only beaten the main campaign and have yet to play any custom stuff?

>> No.10174210

>>10174202
Yeah

>> No.10174214
File: 1.04 MB, 1920x1080, Fleshed Out pub.jpg [View same] [iqdb] [saucenao] [google]
10174214

>>10174210
If you just want more Blood that's often better than the main stuff:
>Death Wish
>Fleshed Out
>500ml of /vr/
>French Meat 1 and 2
>Eviction
>Trauma Therapy
Start with those and you'll be set for awhile.

>> No.10174218

>>10172915
That cute little low resolution Mauser makes me smile.

>> No.10174220

>>10174195
What did you like about it so much? Build engine games never clicked with me

>> No.10174241

>>10172424
That deserves to be in the news >>10171518

>> No.10174247

>>10172424
>not GoblinA DLC

>> No.10174251

>>10174220
I just loved the atmosphere and the sense of place in certain levels. The mansion in episode 2 was the standout, going gradually through and unlocking different rooms.

>> No.10174258
File: 99 KB, 1980x1968, Eviternity_MAP09_map.png [View same] [iqdb] [saucenao] [google]
10174258

What possesses a person to design a level like this?
>maze like caves where each room has five or more options where to go
>zero sense of direction or progression
>forced damage sections of poison in all rooms
>brown and green everywhere
This level just feels like chaos, total sensory overload, it gave me a headache.

>> No.10174260

>>10173940
What do these words mean

>> No.10174261

>>10174057
I don't think it is. Both my machine and the VPS protocol is "default". I'll have to ask Spike or somebody else what's up. Lemme do that now.
>>10174260
Sunday Night Shitshow, a weekly Doom event for co-op shenanigans. I think they're still going.

>> No.10174270

>>10174261
Oh neat. Sounds like video games.

>> No.10174281

>>10174258
do NOT look at the automap of map 19

>> No.10174291
File: 1.13 MB, 1920x1080, zandronum 2023-08-20 17-14-10-665.png [View same] [iqdb] [saucenao] [google]
10174291

>>10174270
It was. Server ended. ggs were had

>> No.10174294

>>10173570
Sorry but the black monsters aren't getting fixed. Maybe because if the way I set up the bottom sky brush? Here is the latest map file if you want to take a look.

https://files.catbox.moe/0f0fnh.map

Also I am going to make part of those wind tunnels wider, looks like a bad jump can get the player stuck.

>> No.10174296
File: 361 KB, 640x1163, zandronum 2023-08-20 17-14-10-665 - Copy.png [View same] [iqdb] [saucenao] [google]
10174296

>>10174291

>> No.10174320
File: 1.93 MB, 1920x1080, vkquake0072.png [View same] [iqdb] [saucenao] [google]
10174320

Quake Zerstorer DM tonight mofos. Maybe an hour or so. I'd like to try some Arcane Dimensions co-op later if people are interested, specifically the randomized enemies mod for the id1 maps.
https://github.com/Novum/vkQuake/releases/tag/1.30.1
https://www.quaddicted.com/reviews/zer.html
47.147.66.48
Port: 111000

>> No.10174327
File: 441 KB, 1366x768, 1681942772780340.png [View same] [iqdb] [saucenao] [google]
10174327

>>10173940
Whoops, forgot the picture. GGs.

>> No.10174334

>>10174142
They're from CTF, IIRC.

>> No.10174359
File: 18 KB, 400x400, 1390760204072.jpg [View same] [iqdb] [saucenao] [google]
10174359

>>10172662
Yet another "it's my OC/sona but they have weapons" mod.

>> No.10174384

>>10174129
>what's the harm of always setting the most recent one?
Bugfixes can actually break certain maps that purposely exploit bugs.
Probably more commonly a source port issue, but I swear I've seen shit break on complevel 21 yet work on 2/9.

>> No.10174395

>>10174320
2/16 get in here homos

>> No.10174402

>>10174142
Red Cross Restoration:
https://files.catbox.moe/qi9vtc.zip

>> No.10174415

>>10174320
3/16

>> No.10174420
File: 85 KB, 362x498, 1668224560512147.gif [View same] [iqdb] [saucenao] [google]
10174420

>>10174291
>>10174327

>> No.10174424

>>10173306
You are meant to carry over health/armor/ammo/weapons between levels.
You are also meant to start from scratch on the new level if you happen to die, instead of loading a save to retain your stuff.
This is the way.

>> No.10174429

>>10174320
5/16

>> No.10174431
File: 27 KB, 330x94, untitled.png [View same] [iqdb] [saucenao] [google]
10174431

>>10174320

>> No.10174435
File: 125 KB, 1024x829, CALL APOGEE.jpg [View same] [iqdb] [saucenao] [google]
10174435

>play wolfenstein
>dream about taking care of aardwolves at the zoo
what could it MEAN

>> No.10174436

>>10174431
it's 11100

>> No.10174437

>>10174431
Two zeroes.

>> No.10174467

>>10172662
Quake idea incoming...
Quake 1 mappack with Russian and Ukrainian castle and palace aesthetics, at least 2 labyrinth-containing levels along with one level being mostly based on Wilhelm Castle. In the second half the pack gradually becomes more techy and in a few places, biomechanical, especially in the latter of 2 secret levels. You can toggle between the usual ammo format, or having weapons be reloaded when using a clip or battery up. First Episode would have the boss be Chthon, and the 2nd would end with the room coming undone all trippy. A possible 3rd Episode would come to a close with a fight between Ranger and nyralathotep

>> No.10174476

>>10174320
5/16

>> No.10174509

>>10174320
6/16

>> No.10174530

>>10173885
Colored lighting just makes any given room a single tone. It's totally overbearing, especially when 90% of light sources in Q2 are red or orange. Disabling that and fog is required desu. The fog is especially aggressive on the level before Big Gun. For some reason they made it neon blue for a level with a bright red skybox. Turn that shit off!

>> No.10174539

>>10174320
Hmmm so I can't seem to run ZERDM5 for multiplayer. This happened last night. Rebooting for more. The campaign maps of Zerstorer all have DM shit too.

>> No.10174540

>>10173771
This is specifically for the Doomed Rumble modifier - regular plasma lightning is unchanged so no need to balance for it. Plasma BFG just acts more like the Quake 2 BFG now instead of the Doom one.

>>10174294
Alright, I'll have a look at your map. Thanks for the update.

>> No.10174546
File: 1.76 MB, 1920x1080, vkquake0074.png [View same] [iqdb] [saucenao] [google]
10174546

>>10174320
>>10174539
Back up! Apparently running zerdm5 now.

>> No.10174549

>>10174546
Get back in here player we need that sixth

>> No.10174551

>>10174530
What's the cvar to disable the colored lights?

>> No.10174562

>>10174359
Name 1

>> No.10174565

>>10174320
7/16

>> No.10174569
File: 26 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
10174569

>>10174562
Demonsteele, GMOTA, Combined_Arms, Russian Overkill, La-Tailor Girl, and of course Guncaster.

>> No.10174576

>>10174320
Back up!

>> No.10174596
File: 39 KB, 466x434, EqY-hMRVQAInQG3.jpg [View same] [iqdb] [saucenao] [google]
10174596

Thank you waifu-anon for mind breaking my friend, now he wants to keep making more waifu maps separate from the project.

>> No.10174621

>>10174202
How come there's so little SW user made content?

>> No.10174623

>>10173341
>I am free now.
Until the Rangers Club.

>> No.10174635

>>10174623
i probably won't be part of the party...

>> No.10174637

>>10174320
How's the netcode for vkQuake. Quakespasm-Spiked felt a bit too chunky to play, at least out of the box.

>> No.10174642

>>10174637
Feels good come in. Wrapping up.

>> No.10174646

>>10174637
had to leave, my input lag was like 1 second

>> No.10174653
File: 1.42 MB, 1920x1080, vkQuake 2023-08-20 19-16-43-092.png [View same] [iqdb] [saucenao] [google]
10174653

>>10174646
>>10174320
Crashed. We went through the Zerstorer campaign DMwise, gonna take a quick break. I want to try some Arcane Dimensions co-op in a bit. Thanks to all who joined. Gonna look for old Duke QuakeC skins and Quake Level Master 5.

>> No.10174656

>Warning: Sky texture skyblack is 16 x 16, expected 256 x 128

>> No.10174657

>>10174653
Ah, I was wondering why I wasn't able to connect. Seems it happened right when I was trying to join.

>> No.10174659

>>10174646
Whoops, meant to say to you that I'd like to get it running with FTEQW but I'm waiting on them to get back to me on some bugs.

>> No.10174660

>>10172424
So is the Porcelain expansion just not a thing anymore? Was it ever?

>>10173413
I preferred the Quad version right before this. This one is too square. Looks bad.

>> No.10174661

>>10174195
played on extra crispy and want more bullshit? try extreme rise of the triad on crezzy man.
not in it for the challenge and just wanna blow stuff up in build engine? try shadow warrior.
like spooky atmospheres, visceral weapons, and good artstyles? try painkiller.
want wacky haunted house fuckery? scour the globe and hunt down any potential copy of "exploding lips" then upload it to the web for the rest of us.

>> No.10174664

>>10174659
small world.
i tried to fumble around with the graphic options of fte 2 hours ago and now i can't see models, just explosion lights hitting them

>> No.10174671

>>10174653
None of these singleplayer ports have built-in support for skins IIRC, only quakeworld and its forks. If you want custom skins in vkquake, it'll have to involve progs.dat, as the method of doing it involves having a new player.mdl with a bunch of skins inside, and then using new impulses to cycle through them.

>> No.10174672

>>10174659
Lemme know how that goes. I myself tried to get FTEQW going for co-op, but whenever I tried to get it going, it'd constantly try to disable movement prediction and such in order to "better support non-QW mods" despite only having id1 loaded. I think it was something I could've fixed easily, like I think there was just some server variable about using netquake physics or something, but at the time, I was just getting too annoyed trying to find a sourceport that'd work out of the box for just basic vanilla co-op.

>> No.10174676

>>10173454
The more I learn about new PB versions, the more I'm okay with sticking with the one I have from over a year ago.

>>10174091
I am very much looking forward to Relic.

>> No.10174682
File: 1.20 MB, 1920x1080, vkQuake 2023-08-20 20-22-19-947.png [View same] [iqdb] [saucenao] [google]
10174682

Arcane Dimensions chaos mode co-op is up. This is mostly just to see if it'll work.
https://github.com/Novum/vkQuake/releases/tag/1.30.1
https://www.quaddicted.com/reviews/ad_v1_80p1final.html
47.147.66.48
Port: 111000
>Chaos mode?
Monster randomizer for id1 based maps. Should be fun/hellish.
>>10174664
I like FTE but when it works the way I want it to.
>>10174671
Dammit. They better get back to me fast then.
>>10174672
Will do. I feel like the delays people talk about won't be there with FTEQW since it's purpose-built for multiplayer, at least I hope not.

>> No.10174690

>>10174676
Roland first. Though I need to finish GMOTA before that.
There's a lot of shit to do.

>> No.10174692

>>10174682
2/16

>> No.10174695

>>10174682
3/16

>> No.10174705

>>10174682
4/16. This works perfectly.

>> No.10174720

>>10174682
6/16

>> No.10174724

>>10172706
nta but i tried this and i have a black screen when the first map loads after the skill selection

>> No.10174731

>>10174724
try waiting a bit, that may be a part of the cutscene

>> No.10174734
File: 25 KB, 195x156, spasm0003.png [View same] [iqdb] [saucenao] [google]
10174734

>> No.10174738

>>10174682
Thanks for running this, anon. I hopped on just to see how it feels, and while I think my more distant buddies will still be a bit out of luck, it seems like it'll work perfectly for the more local ones. The fact that this is also a limits-removing port and thus has access to all the cool shit that's been coming out has got me actually excited. Gonna get reeeeeeeeeeeeeal fucking annoying about bugging my buds to try Ravenkeep in co-op, since I've been waiting to get a good co-op sourceport to try that thing properly.

>> No.10174740

>>10174731
now i see guys talking but there's no voice, only sound effects and the error message:
>unknown command "play 2" doesn't stop showing up.

>> No.10174754

>>10174738
No problem. I think I'm going to host more co-op for other mods/maps since I know it works well enough. Hope you and your boys have fun.

>> No.10174763

>>10174682
Episode 2 now.

>> No.10174765

>>10174754
Oh yeah, I should also ask: you do any specific config changes beyond basics like "-dedicated -coop 1" or whatever vkQuake uses

>> No.10174778

>>10174765
I don't even use commandline. Just multiplayer>new>set it up right there.

>> No.10174780

>>10174690
Huh. Were they not the same mod? I assumed it would be a character select thing when both were done.

>> No.10174798

>>10174780
Nope, no character select. The idea is to just have two separate mods, one just having a little more to it than the other in terms of mechanical complexity.
Mainly because I have grown weary of making character selects in mods, so I'd rather have two separate projects. One being a vanilla+ sorta thing. Then the other being vanilla+ with a devil trigger mechanic along with it.

>> No.10174848
File: 1.20 MB, 2560x1440, Screenshot_Doom_20230821_070202.png [View same] [iqdb] [saucenao] [google]
10174848

can someone help me get this goddamn blue keycard in Hell to Pay?

>> No.10174882
File: 2.02 MB, 1920x1080, vkQuake 2023-08-20 22-45-04-486.png [View same] [iqdb] [saucenao] [google]
10174882

>>10174682
Shub Niggurath breathed her last breath. Closed. Thanks to all who joined. Maybe some shovelware next time, maybe something good.

>> No.10174883
File: 2.48 MB, 1920x1080, vkquake0000.png [View same] [iqdb] [saucenao] [google]
10174883

What a GAY old time that was, if there's ever a night of Quakery I'll try to be there

>> No.10174884

>>10174882
>>10174883
Oh no, I was white the entire time? How am I gonna explain this to the missus

>> No.10174885
File: 2.91 MB, 2560x1440, vkquake0000.png [View same] [iqdb] [saucenao] [google]
10174885

>>10174882
>>10174883
Baste.

>> No.10174886

>>10174734
>gimme a HUH man

>> No.10174889

>>10174884
das rite, you shoulda been all black, cracka ass bitch

>> No.10174890

>>10174882
Thanks for hosting. Good stuff.

>> No.10174892

Damn that was fun. I actually haven't really touched AD at all, so I was pretty damn impressed the entire time with that as well, especially that ending level. Most importantly, no real networking problems, it was really good. I'm kicking myself for not trying vkQuake sooner, but I guess that's partially the fault of the github page for saying it took networking protocols from QSS, and QSS did not come remotely close to performing as well over the net.

>> No.10174909
File: 352 KB, 1920x1080, 1688165332538354.jpg [View same] [iqdb] [saucenao] [google]
10174909

A lot more fun than I thought it would be but too much peekaboo with enemies in narrow corridors toward the end. Also goddamn did I have a lot of ammo the entire game. Felt like proto Doom 3.

>> No.10174912

>>10174562
Literally every mod where you're not Doomguy.

>> No.10174913

>>10174621
Shadow Warrior was never all too popular until recently. Plus, being a Build engine game, it has a dogshit editor.

>> No.10174914

>>10174909
>Also goddamn did I have a lot of ammo the entire game.
Don't worry, the expansions make sure to go the other way.

>> No.10174950

>>10174892
It's an even greater shame at its abandonment since Ironwail is looking like the new de facto Quake sourceport and its multiplayer is nonfunctional.

>> No.10174995

Q2 remasterfags, play thru Nightmare Orchards and report-back how badly fucked in the ass did you gotten on Hard+

>> No.10174998

>>10173676
>>10173472
There are 2 unfinished (no textures) weapons in the Oblivion folder itself, one is somekind of a laser-painter thingy from what I can imagine, and the other is some sort of rocket-propelled "giant syringe launcher" with it's model being called Ballista.md2 - but neither of them feels adequate to rival the BFG

>> No.10175001
File: 29 KB, 700x694, el gatito.jpg [View same] [iqdb] [saucenao] [google]
10175001

>>10174676
>sticking with the one I have from over a year ago.
thanks for reminding me that the main branch dates back to last november

>> No.10175002
File: 432 KB, 500x394, 1468195318263-2.gif [View same] [iqdb] [saucenao] [google]
10175002

>tfw Quake MP session starts so late I can't play with the boys

>> No.10175004
File: 1 KB, 208x26, nerds.png [View same] [iqdb] [saucenao] [google]
10175004

>>10174676
>>10175001
Get on my level nerds.

>> No.10175007

>>10175004
i got the 2017 version from a link an anon dropped some threads ago as well, but damn if the lack of a decent hud bothers me.
still, it being that one version with that one really cool hmg really takes me back, good shit.

>> No.10175065
File: 42 KB, 458x341, cold one.jpg [View same] [iqdb] [saucenao] [google]
10175065

>>10172424
>>10174660
>So is the Porcelain expansion just not a thing anymore? Was it ever?
i always thought it to be done by some sort of b-team, but so is this one it seems. shame to see it go if that`s really the case, that one dead end always looked curious.
at least there`s hope for another arsenal only edition.

>> No.10175086
File: 115 KB, 1219x1164, sky fiend.jpg [View same] [iqdb] [saucenao] [google]
10175086

>>10174294
>>10174540
Somehow I was absolutely convinced the minlight thing worked, but it seems that it doesn't. Still, you can fix it the old fashioned way by making the bottom brush of the skybox a thin func_detail_illusionary and having a structural brush under it with any texture other than a sky. You can increase the texture scale on that structural brush to making lighting compile faster.

This video probably explains things better.
https://www.youtube.com/watch?v=u8-mw79NGDU

>> No.10175095

>>10175086
>having a structural brush under it
Er, I should say a func_group brush with _minlight (and maybe _lightignore), unless you want the sunlighting in your map to be what illuminates monsters over the void.

>> No.10175101
File: 11 KB, 237x152, 1669609577824374.jpg [View same] [iqdb] [saucenao] [google]
10175101

>>10172783
>go for the chaingun in q2dm1
>some asshole instagibs you with a reflected railgun trickshot as soon as you get it

>> No.10175107

>>10172662
Duke Nukem 3d set in modern Skid Row Los Angeles, environmental hazards such as shit, garbage and needles. New enemy type crackheads and hobos that spawn from ubiquitous tents. Tents need to be blown in order to stop spawning.

>> No.10175110

>>10175101
>reflected railgun trickshot
Grenade Launcher bros...

>> No.10175114
File: 19 KB, 681x528, sky.png [View same] [iqdb] [saucenao] [google]
10175114

>>10175086
kex doesn't draw sky bmodels (illusionaries/walls)
you can actually just leave the sky brush "solid", then a gap, and then a non-sky brush underneath. place any entity in the gap so that it doesn't get discarded by qbsp.

>> No.10175120

>>10174105
You can center weapons in Quake 2, it has better shotguns and rapidfire guns than Quake, and then there is the railgun, which is forever a staple of the series now.
Besides the Remaster and the 25th Anniversary Unit solved weapon switching to be like in Quake 3.
Jumping mechanics are also similar between Quake 2 and 3 so it was obvious what kind of mechanics players liked enough to be carried forwards.
You seem irrationally mad that Quake 2 exists, which makes me wonder if you have some mental illness, because you make some comparisons and draw some conclusions that are a bit distant from reality.

>> No.10175126

>>10175114
Heh, I forgot Kex was retarded like that. But a func_detail_illusionary should still work since it's not an entity, right?
Either way, Kex is extremely far from ideal for VR2 and trying to use it should be discouraged.

>> No.10175141

>>10175126
yeah, right, it's just part of the world. it works, I've checked.

>> No.10175172

>>10173731
>i forgot
It happens.
>>10173735
>Still pretty cute and hilarious imagining these interdimensional yetis doing anything smart.
Oh yeah, totally.
>>10173793
Nah, no Mayrks on sight.
>>10174623
It's still going to be "Slayers", despite Wolfenstein & Quake being in the mix.

>> No.10175189

>>10175126
Even though it has all the expansion content and then some? Even though it's not subject to map limitations? Even though it has the AI restored? I don't know, but I think Kex is and will remain the best choice unless somehow something better will come along.

>> No.10175190

>>10175189
Anon he said VR2, as in Violent Rumble 2, not Q2R.

>> No.10175193

>>10175190
Please forgib me for being kinda retarded and brain farded.

>> No.10175207

>>10172662
Action Quake and its Q2 sequel revived for other games/engines

>> No.10175220

>>10172662
>Fat Man: User of Oil
You play as a morbidly obese post-rockstar Romero who walks at a snails pace with his mighty Mcdonalds hammer, and can only heal health through swimming in pools of oil and grease.
You have various specials you can use that require precious oils.
Within the post levels are bonus stages where you have to sign autographs from former fans who take the piss on you for your failure of a future.
The final level takes place in Quak Man where you pass through a maze eating pills to absolve your pain and suffering as you avoid the ghosts of id's past. It ends with an overdose where Romero goes on a power fantasy tripping out as a self insert barbarian with a massive hammer that can time travel to the future to defeat slop-consuming consoomer cyborgs that obey every command from their glorious leader Elon Musk.

>> No.10175236

>>10174886
>Quake wants to fill our streets with Quake!

>> No.10175237

>>10175207
https://www.youtube.com/watch?v=adtMJly42hg
https://www.youtube.com/watch?v=KuhQrRM7B0Q

>> No.10175267

>>10175237
There's a difference though. Action Quake (or rather, Navy Seals Quake) was basically the predecessor to Counter-Strike, and AQ2/AQtion don't really play anything like Specialists or Double Action.

>> No.10175271

>>10175237
Looks fun

>> No.10175302

>>10175207
That's literally what Counter-Strike is supposed to be.

>> No.10175309

Quad Machine is such a good fucking track.

>> No.10175314

>>10175237
Playing Double Action: Boogaloo with /vm/ a while back was pretty baller, although I regret always missing that one anon that was running GoldSrc mods like The Specialists on Thursdays. That being said, yeah like the other guy said: AQtion is nothing like that.

>> No.10175330
File: 206 KB, 437x400, MRcrazy.png [View same] [iqdb] [saucenao] [google]
10175330

>>10174258
Still one of the better maps in Eviternity.

>> No.10175341
File: 3.08 MB, 900x762, Ludicrous Gibs.gif [View same] [iqdb] [saucenao] [google]
10175341

>>10172662
For RotT:LE:
MP-40 has limited ammo like the missile weapons, but also does more damage with each shot.
Double pistols fire 50% faster, but has 3x the horizontal spread and 2x the vertical spread.
Was a bit disappointed that this couldn't be modded into the re-release.

>> No.10175354

>>10175086
>>10175095
Ok, thanks. I'll try to make things happen once I am home and rested enough. See you later

>> No.10175358

>>10174848
Watch a speedrun of the map

>> No.10175360

>>10175190
Quake2 remaster is as close to VR for Q2 as possible for the time being, if they'd ever hopefully eventually get to porting over Zaero and Oblivion content to Kex like they did with the console version's exclusive stuff - we won't even need to shoot any new ideas for an actual VRQ2

>> No.10175375
File: 39 KB, 1280x720, do a crime.jpg [View same] [iqdb] [saucenao] [google]
10175375

>>10172662
port ultrashill guns to gzdoom since my drawing tablet doesn't work with the game and i refuse to pull out a mouse and switch between several gadgets again

>> No.10175443
File: 2.26 MB, 800x448, crushed tomato.webm [View same] [iqdb] [saucenao] [google]
10175443

Can I please have the mirrored back turned cybie sprite? Have a crushed tomato in advance.

>> No.10175446

>>10175443
Excellent work. I hope you put it in a jar and sold it at walmart

>> No.10175476

>>10175446
I prefer to sell jars of FDA unregulated, unrefrigerated Pinky Sauce over the internet.

>> No.10175478

>>10172662
extreme blood
extreme shadow warrior
extremely extreme rise of the triad
extreme kiss: psycho circus: the nightmare child: the comic: the game: the extremely long name
something like yugioh but you summon enemies from sprite based shooters
doom but every sound is me screaming in a different way
duke nukem but every sound is me screaming with varying degrees of bitcrush
duke nuke-kim jong un
zap dramatic doom
doom but your movement keys are forcibly rebound to E, G, R, N, & I, and your inputs are displayed on screen
a terry wad that is a complete masterwork of both encounter design and humor

>> No.10175486
File: 73 KB, 597x627, 1692620434784588.jpg [View same] [iqdb] [saucenao] [google]
10175486

>>10175476
>I prefer to sell jars of FDA unregulated, unrefrigerated Pinky Sauce over the internet.

>> No.10175575

I like Turok 1 more than 2.
I like Shadow Warrior more than Douk and Blood.
I like Doom E4 more than E1 to 3 and all of Doom 2.

What is wrong with me?

>> No.10175604

>>10172662
Reverse H-Doom.

>> No.10175609

>>10175604
That's called sunlust.

>> No.10175610

VRanon, I have no clue how too late this idea is to be even remotely considered, but could you try changing the explosion of your custom "movable barrel" to also produce the NapalmShells' pool of fire effect on the floor where it was detonated?
Also please try to tone-down the vanilla Explobox2 (small nuke container) detonation power a tad, now that it no longer shares the same bounding box with the large ones - and how you can now walk onto them without Ranger awkwardly sliding accross it painfully slowly anymore (20-25% less would be enough, maybe even have the cylindrical "moving barrel" be the middle-range of explosive collateral damage potential compared to the classical static ones)

>> No.10175619

>>10175609
>Poor Little Doomguy

>> No.10175628

>>10175610
>VRanon, I have no clue how too late this idea is to be even remotely considered, but could you try changing the explosion of your custom "movable barrel" to also produce the NapalmShells' pool of fire effect on the floor where it was detonated?
I suppose that could be added as an option.
>Also please try to tone-down the vanilla Explobox2 (small nuke container) detonation power a tad, now that it no longer shares the same bounding box with the large ones - and how you can now walk onto them without Ranger awkwardly sliding accross it painfully slowly anymore (20-25% less would be enough, maybe even have the cylindrical "moving barrel" be the middle-range of explosive collateral damage potential compared to the classical static ones)
I don't really want to change the vanilla explosive boxes, since you can just make your own custom ones now (with the added benefit of lightmaps).

>> No.10175631

how do i come up with a good rooms/areas for my DOOM map? like what areas is the combat most fun in typically.
Just try to map for my first time

>> No.10175673

>>10175619
If you play Sunlust on UV, you asked for no lube.

>> No.10175684

>>10174530
If you turn off the fog in the CoM expansion, it'll take out the creepy atmosphere of almost all of the levels, and it'll look like a HL mod
>>10174551
It's an option in the menu, anon

>> No.10175689
File: 1.20 MB, 3840x2160, 2320_20230820210946_1.jpg [View same] [iqdb] [saucenao] [google]
10175689

>> No.10175712

>>10175673
sunslut

>> No.10175728

>>10175712
>be soft, it's my first time
>sorry doomguy, if you order the pain, i deliver. Ribbiks sends his regards
>umf umf

>> No.10175779

>>10175575
I don't know anything about Turok, but other than that you might be afflicted with the based syndrome

>> No.10175780
File: 146 KB, 1600x900, winquake_mark_v_0010.png [View same] [iqdb] [saucenao] [google]
10175780

>>10175628
>>10175610
You could maybe go a step further and make another barrel variant that does the same fountain of toxic slimeballs effect as a Flying Polyp makes upon dying in adition to the 'plain' exploding and flaming ones, and also have the "monster randomizer" mutator count them as a valid entity to shuffle for some extra variety.
Neharha had a breakable & move-able green barrel model which spewed a glob of acid when destroyed that could be repurposed to get things done faster

>> No.10175782

>>10175684
I wish colored lighting was a slider instead of an on/off option, I don't want it to be oversaturated but not gone entirely.

>> No.10175785

>>10175779
What's the cure?

>> No.10175795

>>10175673
most sane human beings would need at least a few hours/days to beat anything past map 16 on ITYTD anyway

>> No.10175796

>>10175779
You should give Turok a shot btw. 1 and 2 ain't bad with the ND remaster. And there are rumors that 3 will be the next thing they pushed out because something something Q2R. I just like 1 the most.

>> No.10175805

>>10175795
Most sane human beings would also see through the nice visuals of a ribbiks wad and accept that they are full of dirty traps and cheap first time deaths.
I can accept sunlust for what it is, but I'll never go and waste my lifetime playing his wads pistol start and saveless. And that whole magnolia thing he got going on left a bad taste in my mouth. Dude seems to have an ego from here to phobos.

>> No.10175886
File: 2.54 MB, 1280x1440, baklava colorfog vs nope.png [View same] [iqdb] [saucenao] [google]
10175886

>>10174530
Ow fuck. I can live easily live without the fog but not without the colored lights. No fog + colored lights just reminds me of vanilla Q2, not any goldsrc mod.
I also know there's at least one guy here who really likes giving Q2 the full "software look" treatment so he'll probably dig this.

>> No.10175962

>>10172662
Squadoom
Squad but doom

>> No.10176021

>>10175007
Honestly, my favorite version of Project Brutality is always gonna be 2.03, because that first silver-ish AR upgrade is pure sex. Every fire mode is satisfying, the scope feels just right, and it is useful against pretty much everything. hnng

>> No.10176056
File: 246 KB, 576x895, spawn.jpg [View same] [iqdb] [saucenao] [google]
10176056

>>10174884
>>10174889

>> No.10176140

>>10175805
>Most sane human beings would also see through the nice visuals of a ribbiks wad and accept that they are full of dirty traps and cheap first time deaths.
>I can accept sunlust for what it is, but I'll never go and waste my lifetime playing his wads pistol start and saveless.
“Pstart saveless” does not sound like something sane/most people do especially when it comes to a blind playthrough of a map that’s notoriously difficult, and I can see how that can color your experience of a wad.

>> No.10176192
File: 895 KB, 1280x768, coppertonejam.png [View same] [iqdb] [saucenao] [google]
10176192

>> No.10176197
File: 55 KB, 640x553, P7pcN3E_d.jpg [View same] [iqdb] [saucenao] [google]
10176197

Is this what kids call soul nowadays?

>> No.10176203

>>10176197
wdym

>> No.10176272

>>10176192
Part of me wishes I could make something that looks this nice. The other part of me just shrugs.

>> No.10176292

>>10176140
Read again anon. I didn't. I never play a wad pstart saveless the first time. But I tend to replay wads. I know that many people play a wad one and done, but I think something good can be enjoyed more than once.
I won't do that with ribbiks wads.

>> No.10176489
File: 88 KB, 800x995, 7827C50A-CB86-4E96-A6F1-A5AC572EC4DA.jpg [View same] [iqdb] [saucenao] [google]
10176489

>robot flies out of a room
>try to pursuit him
>notice a smallboi from another room is guarding his rear
>turns out the coward was leading me to an ambush
>this is the second level
they weren't lying when they said this game has surprisingly groundbreaking AI. that's on top of it being a 3D first person bullet hell. and Type O Negative.

>> No.10176505

>>10176489
never played. how is it compared to forsaken?

>> No.10176520

>>10176505
of what i played of Descent 1 and Forsaken, the former has more enemy types and more aggressive AI but the latter has themed levels with setpieces if you prefer that over mazes. other than that they play very similarly. keep in mind i havent played Forsaken in awhile and i heard the remaster butchered the original heavily so i may have never played the real thing to begin with.

>> No.10176543

>>10176520
>the former has more enemy types and more aggressive AI but the latter has themed levels with setpieces if you prefer that over mazes
thanks
>keep in mind i havent played Forsaken in awhile
me too to be honest
>i heard the remaster butchered the original heavily so i may have never played the real thing to begin with.
shame i have a "free" copy on amazon prime i was waiting to try

>> No.10176605

>>10171530
There's a very good chance that I won't be around to make the cloud for the next thread, so if someone else wants to do it, go for it: https://catalog.neet.tv/harlequin.html
I know someone else has been making them but I figured I should say something anyway, just in case.

>> No.10176608

>>10176520
I never tried eighter of them. How is the jump from other 90s fps to the spaceship fps? I imagine it being tough on people with motion sickness.

>> No.10176658

>>10176608
i never felt the motion sickness associated with the games, but maybe that has to do with me playing the descent 1 demo as a kid. 6DOF does result in much more opportunity for ambushes tho and i can imagine needing that level of spatial awareness annoying people.

>> No.10176687

>>10175805
>And that whole magnolia thing he got going on left a bad taste in my mouth. Dude seems to have an ego from here to phobos.
What do you mean by that?

>> No.10176734

>>10176687
He probably meant the whole "you only get the UV version of the map if you send me a demo of your HMP pistol start saveless 100% run"

>> No.10176737

>>10175631
>big areas
>height variation
>lighting variation
>cover (e.g. pillars)
>multiple enemy types attacking from different angles
Mix it all up and see whatcha get.
Add ammo and health to flavor.

>> No.10176778

>>10176608
>I imagine it being tough on people with motion sickness.
never had motion sickness from shooters, but Descent 1 and Sam BFE were the only games to give me a splitting headache.
pretty sure in Descent's case it was due to playing it without a sourceport, and at least in DOS version you have limited turning speed. the game itself isn't a big deal to adapt to.

>> No.10176807

>>10175631
>>10176737
>add ammo and health
and don't cheap out, as you might get by with the bare minimum because you know the map inside and out, but the average player doesn't so give them more than enough, unless of course it's intentionally scarce to build around monster infighting for example

>> No.10176893

>>10176734
That actually sounds a lot like a ego problem. Why did he do it that way? Did he think casuals would be unworthy to try it?

>> No.10176928

>>10176893
it's a variation on "the only people complaining about encounters must have picked the wrong difficulty for them"

>> No.10176971

>>10175120
>Jumping mechanics are also similar between Quake 2 and 3
I said exactly that in the post you're replying to, as well as pointing out that jumping "mechanics" are often a counter-productive metric, and it's the casual use of jumping that matters in SP.
>so it was obvious what kind of mechanics players liked enough to be carried forwards.
it was obvious that players disliked it enough to make CPMA. since then every arenafag FPS (Xonotic, Nexuiz, Warsow...) gravitates towards QW-ish movement instead of Q2-ish.
Q2-based games (Kingpin, Daikatana, SiN) all add air control back. Unreal, Build, Goldsrc games always had it to begin with. Q2 is the odd one out, it's really pretty clear-cut.
note that I don't consider Q1 movement to be some holy standard either, it takes time getting used to (compared to something like Painkiller)

>> No.10176985

>>10176893
>>10176928
Sure, it's his decision, but it does sound like he's a bit full of himself, ngl.
Well, now I understand at least why every now and then someone's shitting on Ribbiks. Always thought he was the second Skillsaw with those beautiful maps and stuff.

>> No.10177012
File: 3.03 MB, 640x360, 2023-08-22 01-23-06.webm [View same] [iqdb] [saucenao] [google]
10177012

Look mum, I'm texturing. Anyway, I guess it's time for the lighting and finally start placing monsters.

>> No.10177024

>>10177012
>Look mum, I'm texturing
go
to
the bathroom
you're shitting your pants

>> No.10177030

>>10177024
not yet

>> No.10177036

>>10176292
>Read again anon. I didn't.
Aaah I see. I went and assumed based on what little info I had.
>I won't do that with ribbiks wads.
I will so ymmv
>>10176605
You'll be around for the next NEXT thread, right...?

>> No.10177045

After that session yesterday I have come to conclude Quake's fourth episode is actually really enjoyable, especially after realizing that Dimension of the Machine is nothing like it. It's dark, it's all mazes, it's difficult, it's just super good and there's actually not a lot of community content like it. Fucking props to Sandy Sneederson.
>>10177024
https://www.youtube.com/watch?v=kovReXR5sQU

>> No.10177051

>>10177012
what's up with that meat block at the end. looks nifty, you should expand on the theme. add some more elsewhere, do drippy bits at the sides or something.

>> No.10177096
File: 1014 KB, 1920x1080, Sandman natural habitat.jpg [View same] [iqdb] [saucenao] [google]
10177096

>>10177045
Praise him and the Spirit World
>especially after realizing that Dimension of the Machine is nothing like it
But this part of the post confuses me

>> No.10177113

>>10177036
>You'll be around for the next NEXT thread, right...?
Yeah, I'll be back towards the end of the week. Maybe the next thread won't be dead by then but I imagine it'll be close and far too late to post the cloud.

>> No.10177158

>>10177045
Episode 4 was always my favorite, despite the spawns.
In retrospect though, they're a very "Sandy" enemy and used in some very "Sandy" ways.

>> No.10177179
File: 439 KB, 500x375, 2674659359.png [View same] [iqdb] [saucenao] [google]
10177179

>>10177045
>>10177096
dark Quack is bess Quack.
>>10177158
i very much enjoy sploding them with rockets and nades
>hey're a very "Sandy" enemy and used in some very "Sandy" ways
kek

>> No.10177194
File: 547 KB, 1200x810, 3b0e2ce2f45568a1926678dec7fab5327511e5fe8b2ac6771eb4eec15d1f47bfu2902(CUnet)(noise_scale)(Level2)(x2.000000).png [View same] [iqdb] [saucenao] [google]
10177194

>>10171512

Can you play custom maps in the new Quake 2 remaster/enchanced whatever edition?

>> No.10177204

>>10177194
Yes but transparent surfaces will be messed up due to lighting changes.

>> No.10177208

>>10177194
>>10177204
Is Sonic Mayhem still busted with it?

>> No.10177215

>>10177194
only with unmodded game logic for now, and the water looks all fucky

>> No.10177221

>>10177045
See? I've always stood by Elder World and liked it more than E3. I get not being big on his Doom output but the RPG sadism shit works perfectly with Quake. Great episode except the one or two times we were all running around hallways aimlessly.

>> No.10177223

>>10177204
>>10177208
>>10177215


how do I get the re-release to detect the custom maps?
trid plugging the folder in both the base folder and the "rerelease" folder but it doesnt seem to pick them up

>> No.10177240

>>10177223
are you sure they are in the "..\Quake 2\rerelease\baseq2\maps" folder

>> No.10177247

>>10177240

there was no "maps" folder so I made one and plugged the 25 anniversary unit in there
no such luck sadly

>> No.10177257

>>10177223
what do you mean "detect"? you just run them from console, I wouldn't expect anything in main menu

>> No.10177284
File: 3.04 MB, 1920x1080, The Dark Palace AoP.webm [View same] [iqdb] [saucenao] [google]
10177284

https://youtu.be/pW0Yuq30rpQ?t=911

mood

>> No.10177293

>>10177096
>But this part of the post confuses me
I wasn't flinging shit at DOTM. I like it. It's very pretty, it's got some good encounters, but it's not oppressive or dark like the Elder World. I really think episode 4 does a lot for Quake's identity.

>> No.10177297

>>10177284
Based Abyss of Pandemonium enjoyer.

>> No.10177313
File: 839 KB, 1920x1080, 16127.jpg [View same] [iqdb] [saucenao] [google]
10177313

>>10177284
Mine https://www.youtube.com/watch?v=9UJzMmGjh4Q
really suited the grey sky in this level
>>10177293
Oh okay cool that clears it up. I just didn't understand what you meant. I also agree.

>> No.10177335

>>10177313
Quake's soundtrack is timeless. it's a trip for the ears.

>> No.10177412

>>10177215
water and forcefields can be fixed by opening recompiling and saving it
but you need ericw updated tools for that

>> No.10177430
File: 3.43 MB, 1920x2160, looking good.png [View same] [iqdb] [saucenao] [google]
10177430

>>10177412
doesn't that make the lighting piss and shit itself?

>> No.10177434

>>10177430
Oh my god I never noticed the faces of the tanks are just skinned faces plastered on there. I thought they were full sized heads. That's fucking horrifying. Imagine seeing that in Iraq or something. Fuck.

>> No.10177438
File: 1.70 MB, 3840x2160, 2320_20230821214239_1.jpg [View same] [iqdb] [saucenao] [google]
10177438

Reminds me a lot of Painkiller levels, not even Quake.

>> No.10177441

The achievements in Q2R are really boring. Nothing for even doing Nightmare completions or finding secret maps. Literally just finishing each campaign.

>> No.10177447
File: 3.13 MB, 1920x1080, dimachine01.png [View same] [iqdb] [saucenao] [google]
10177447

>>10177434
Purely decorative shock value. These guys are evil assholes its awesome.
>>10177438
Felt a lot like what I just played through recently in Quake 1. I'm on the final third of it I think.

>> No.10177456

>>10177447
well it's made by the same guys

>> No.10177479

>>10177456
Same kinds of themes too with a big contrast between the higher and older tech. I like how the railing in the lower left goes from the old castle to the newer iron grating rail.

>> No.10177548

>>10177441
ya the Quake 1 remaster achievements were a lot better.

>> No.10177561

Are the Quake 1 expansions worth playing?

>> No.10177571

>>10177430
>>10177434
The Tank is a great design, and apparently he was one of the earliest enemies made. I like to imagine that all of Quake 2 was the result of one of the artists making him, and impressing the rest of the team so much they decided to build a setting around it.

>> No.10177582

>>10177561
Scourge of Armagon fuckin' rules. Dissolution of Eternity is just okay, unless you're really married to the theme(s).
Both Dimensions of the Past and Machine are great, too.

>> No.10177594

>>10177561
100%. Lemme say however, if you're burnt out by Dissolution of Eternity, maybe play Abyss of Pandemonium some other time. I like AoP but it's not for everyone. It's kinda just "more" Quake. I do love its bosses however.

>> No.10177603

>>10177045
It was always my favourite of the original episodes, thought it was kinda sad that apparently the guys at Id considered Sandy's maps the ugliest of the bunch.

>> No.10177614

>>10177561
I think they're fun.

>> No.10177623
File: 147 KB, 680x493, Shambly pls.jpg [View same] [iqdb] [saucenao] [google]
10177623

>>10177594
as much as i love Abyss(a lot), i feel like the ammo placement and distribution was given less thought than a toddler about his plate of broccoli...

>> No.10177625
File: 11 KB, 128x128, dung01_1.png [View same] [iqdb] [saucenao] [google]
10177625

>>10177571
well the face is the exact same as some Q1 textures, but iirc Adrian was on the textures while Cloud was doing the models (might be the other way around, can't find the source now). in Q2 Steed was most of the models, again iirc.

>> No.10177631

>>10177623
Wouldn't it be
>ranger pls

>> No.10177634

>>10177603
I mean, they just are. they're "functional", and occasionally interesting as a byproduct (pitch black patches), but I'm sure Sandy himself would be the first to agree that his levels were the boxiest of the bunch

>> No.10177637

>>10177631
doesn't rhyme with gooby

>> No.10177743
File: 44 KB, 640x480, 1209136785_1156828378_10.jpg [View same] [iqdb] [saucenao] [google]
10177743

>>10171512

I actually just finished quake 2 (Yamagi)
that was pretty dope

now I'm going to do the expansions
I just wish quaddicted had a Q2 section that would make custom maps easier to browse, any recs beside Sonic Mayhem?

>> No.10177794
File: 3.90 MB, 640x480, Replay_2023-08-21_22-08-56.mkv.webm [View same] [iqdb] [saucenao] [google]
10177794

i am once again playing wolf3d with only one hand

>> No.10177805
File: 5 KB, 118x177, Dr Schwab.gif [View same] [iqdb] [saucenao] [google]
10177805

>>10177794
what are you doing with the other one?

>> No.10177809

>>10174195
theres an excellent mod for it called death wish, try it out

>> No.10177843
File: 157 KB, 295x210, 16339984010367.gif [View same] [iqdb] [saucenao] [google]
10177843

>>10177743
>Small Pile of Gibs
>Avarice and Torment
>Last Day on Stroggos
>Angron Trilogy (Angron Installation, Premonition of Angron, Spaceship Sadgron 3)
>Citadel
>25th Anniversary Unit
Here's tons of old stuff:
http://www.quake2.com/crash/reviewsplash.htm

>> No.10177850

>>10177743
>>10177843
Play the expansions first so you can decide which version of the game has your favorite enemy AI. You can play vanilla maps through the basegame, either expansion, or gameplay mods like Citadel.

>> No.10177918
File: 600 KB, 1004x864, 0.png [View same] [iqdb] [saucenao] [google]
10177918

>>10177843
Sarge is Blake before he lost his hair

>> No.10177920

>>10177843
>>10177850

thanks for the recs anons

>> No.10177958

Can someone PLEASE tell me how to make mouse input in Lithtech games even somewhat functional? Specifically having trouble with Blood 2 & Kiss.

>Dude just lower refresh rate to 60HZ
Doesn't work.
>Dude just cap framerate at 60HZ
Doesn't work.
>Dude just run in compatibility mode
Doesn't work
>Dude just download this alternate dinput/dinput8 file and drop it in the game's folder
Doesn't work
>Dude just lower your mouse's polling rate
Doesn't work
>Dude just use DXwrapper to change the game's VSYNC settings
Doesn't work
>Dude just download these patches from PCGamingWiki
Doesn't work
>Dude just
Doesn't work

Oh my god this engine is a piece of fucking shit

>> No.10177986

>>10177958
we need a shogo remaster

>> No.10178004

>>10177958
Last resort is emulating with 86box or get an old PC, lithtech is to reliant on old ass m$ API

>> No.10178038

>>10177208
Has anything been rebuilt for Q2R yet?

>>10177223
Map lists in the menus are defined by maplist.json inside the Pak, you need to edit it to add anything, or just use console.

>>10177247
25ACU isn't just maps, it's got its own DLL. It will not work properly.

>> No.10178043

>>10177430
I thought it did, but I remember that Q2R's base lighting is really bright so I need to check a rebuilt map in KMQ2 or something.

>> No.10178076

>>10177958
>get it just barely bearable through a combination of these, still sucks
>it spazzes out 5x as hard, ONLY when bunnyhopping
????? how

>> No.10178101

>>10177958
>>10178076
tried it out just now in Blood 2, it's sort-of bearable (a slight delay) if I set mouse smoothing to about 60%. I remember with NOLF it used to work with smoothing just above zero, might have something to do with polling rate. the game crashed at the end of the train, and I didn't care enough to test further.

>> No.10178107

>>10178101
i tried and the controls are just perfect. iirc i use dgvoodoo and a resolution patch i found around somewhere

>> No.10178139

>>10178043
Having just checked it, yeah it's light.exe fucking it all up. KMQ2's lights get blown out just as much as Q2R's.

>> No.10178141

>>10177051
I do want to use some off-map decorations. Block just there because I couldn't think of anything to decorate this bridge with.

>> No.10178143

>>10172662
Too Many Spheres: All armor and weapons replaced by random spheres that temporarily give you stuff, ammo dumps get replaced with something that extends the timer.
You could have firespheres, icespheres, explosivespheres, tomjonesspheres, discospheres, etc etc etc.

>> No.10178148

>>10178139
try with "-bounce 0" or maybe "-bouncescale 0" or something.
I don't know if original Q2 compilers had bounces though, they might have.

>> No.10178168

>>10178148
I've also spotted that Paril's been putting shit into ./lightpreview, and I've just been using regular light.exe, so I'm recompiling to see how that goes.

>> No.10178178

>>10178101
>>10178107
aye thanks doing a bunch of the aforementioned fixes + dgvoodoo setup options worked
i hadn't even thought of using voodoo cause at some point in the past i tried it with blood 2 and, from what i could tell, it made the mouse worse back then, but here it helps

now that this shit's playable: i can safely say this is like painkiller if painkiller's maps weren't open enough to render the super slow enemies ineffective

>> No.10178185

>>10178178
You may also need to hex-edit one of the dlls to get the audio working flawlessly. AM18.dll calls (at least in Shogo) DirectSound Lite (dsndlite.dll) to parse part of the audio, which modern DirectX has deprecated because nothing's enough of a toaster to be unable to handle running everything through full DirectSound.
Just need to change dsndlite to dsound.

Also also, you may experience crashing on one of the later levels of Blood 2 unless you force the game to run in single-core mode via Task Manager or a .bat.

>> No.10178190

Really like nugget doom so far. Pretty much implements everything I wanted in From Doom With Love. Only thing I'd really like is a mystery totals option for the extended hud, so you know when you've found everything but you don't know how much everything exists.

>> No.10178239

>>10178168
>I'm recompiling
Sorry, make that "I'm spending a million years installing Qt5 because lightpreview uses it".

>> No.10178243
File: 1.27 MB, 1600x900, spasm0252.png [View same] [iqdb] [saucenao] [google]
10178243

>>10173041
I was talking about this section - the Copper RoS works wonders on arenas like thar.

>>10172706
Thats how I used to run it, as QsS doesn't handle all that well, and other old mods honestly do run better on Mark5

>>10172389
>>10172357
Dbase.bsp is tough as shit on Hard, especially at the start, I got forced to use the Blaster and preserve those stray barrels at the most convinient of moments for the first time in forever...
I love it, especially the HL1-style elevator itself a homage to Akira

>> No.10178347
File: 335 KB, 1920x1080, cityscape.jpg [View same] [iqdb] [saucenao] [google]
10178347

Making a new map for Action Quake2 using Trenchbroom

https://youtu.be/bpEdHhuous8

If anyone wants to help me test it, you can grab the latest version from here: https://github.com/protox/cityscape

Just get the latest pkz and toss it into your action directory, then launch it with map cityscape04 for example.

Action Quake2 is available as AQtion on steam for free, it has bots built in: https://store.steampowered.com/app/1978800/AQtion/ or https://www.aqtiongame.com

>> No.10178362

>>10178347
The Quake 2naissance is here.

>> No.10178365

>>10178190
the next release will notify milestones (kills/secrets/) completion
https://github.com/MrAlaux/Nugget-Doom/commit/950a02b7b39ef2587fa2cf1873fb227df4816a24

this, combined with turning off the stats widget in the extended hud, should result in what you're wishing for

>> No.10178367
File: 203 KB, 278x491, groovy.png [View same] [iqdb] [saucenao] [google]
10178367

>>10174359
>Yet another "it's my OC/sona but they have weapons" mod.
holy based.
at least as long as MC doesn`t have the ugly foreskin gloves and has the option to shut the fuck up. looking at you, insanity`s requiem.

>> No.10178423

>>10178148
Bounce parameters are set per light inside the map, unfortunately you can't run them as arguments when relighting a compiled BSP.

>> No.10178448

>>10176985
Skillsaw is able to make his maps actually fun, a concept entirely alien to Ribbiks.

>> No.10178472

anyone know anything bout this shit
https://en.m.wikipedia.org/wiki/Purge_(video_game)

>> No.10178527
File: 98 KB, 1320x1443, wall dagger.jpg [View same] [iqdb] [saucenao] [google]
10178527

Anyone know if there are any full color depictions of this dagger that shows up in various Quake textures?

>> No.10178532
File: 5 KB, 102x97, dagger.png [View same] [iqdb] [saucenao] [google]
10178532

>>10178527
I think this is from Hexen 2, not sure.

>> No.10178534

>>10178365
Nice. Thanks

>> No.10178553

>>10178532
But Quake predates Hexen 2.

>> No.10178557

>>10178553
Wakarimasen.

>> No.10178629
File: 107 KB, 453x806, 20230820_203506.jpg [View same] [iqdb] [saucenao] [google]
10178629

Ive never played Quake proper until last week and it really clicked with me. I've been teaching myself how to use Trenchbroom for Quake mapping. First project is making this shitty dungeon real, mainly as a testing bed for different techniques and features like doors, keys, locks and triggers. After this I'll focus more on creating interesting layouts.

>> No.10178635

>>10178629
Cute design. Although, it is worth noting that Quake allows for verticality, so such 2D blueprints are of little use.

>> No.10178640

>>10178635
Oh yeah I'm well aware, I just knew my first map would be single floor and very flat so I figured some planning would help me away on track.

>> No.10178642

>>10178629
Good luck anon
Keep in mind doors need angles, especially double doors. And more complex designs need multiple brushes cut out of the initial one.

>> No.10178650

>>10178642
Yeah I took a look at the E1M1 source map that Romero released and was intrigued when I saw the first door was made up of 6 brushes.

>> No.10178652

>>10171518
Release candidate for the new UT99 patch is out, featuring some bug fixes, community master server stuff, and arm64 Linux support
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469d-rc2

>> No.10178658

>>10178642
>Keep in mind doors need angles, especially double doors.
?

>> No.10178660

>>10175780
>exploding barrel
>acid-spewing barrel
>napalm-burning barrel
Reminds me of DoomRL in a way.

>> No.10178673

>>10178658
As far as I know, and I might be wrong, the angle key is not in a door's default properties in vanilla and older mods, and needs to be added.

>> No.10178756
File: 180 KB, 1400x905, f5aedb77-e679-4e78-a2e2-0e89d22b377e.jpg [View same] [iqdb] [saucenao] [google]
10178756

>>10177434
>he still wears his own face
LMAO, get this fleshbag outta here…

>> No.10178793
File: 8 KB, 213x237, 3F678314-EE26-47BB-9570-45E3B8FD74CF.jpg [View same] [iqdb] [saucenao] [google]
10178793

>>10178756
>>he still wears his own face
Seems more like a wartrophy like those 40k chaos dudes like to wear.

>> No.10178807

>>10178448
There are some good levels in Ribbiks stuff. I think Sunlust's map 1 is one of the best starter maps I've played. But yeah, he's nothing compared to skillsaw. Valiant, Ancient Aliens, Heartland. 3 wads that are so beautiful and great that even people outside of our bubble noticed them.

>> No.10178809

>>10178756
>>10178793
what about a super fast giant floating robot face wearing a skin face wearing a robot face wearing a skin face wearing a robot face wearing a skin face wearing a robot face wearing a skin face wearing a robot face wearing a skin face and each face is a separate health bar and at first it's too long to navigate the area you find it in so as you kill its faces it gets deadlier and it's most deadly when showing its true face (poetic)

>> No.10178831

>>10173116
the Quintessential boomer shooter

>> No.10178895

>>10176893
>>10176985
He made UV available only by sending demo, because there were many noobs who complained that his wads are too hard. It sounds like ego, but judging even by comments here, he was right. Many tend to complain that Sunlust is too hard, but Ribbiks even created balanced HNTR for it. It's easy, casual way to play Sunlust. I can't imagine anyone who can UV Skillsaw, having problems with HNTR Sunlust. Yet after many years, people still pick UV on Sunlust even though they can't or don't even want to play wad like that. Sunlust on UV is supposed to be challenging for veterans who can beat Sunder. On HNTR it plays like Skillsaw wad (HMP is something in between those two styles).

I have no problems beating Sunlust on UV and I don't feel that it's cheap. For me it's challenging and fun. It has unique skirmishes and well thought enemy placement. But I've played this game for more than 25 years. It's my hobby. I love the fact that someone is autistic enough to make challenging content for obsessed fags like me. What I don't love is a bunch of noobs whining that the content is too hard on hardest difficulty, even though the content has easier difficulties tailored exactly for them. Modern AAA-games are already dumbed down for the "modern audiences", Doom (or any old fps) content should never be dumbed down. This is why we need gatekeeping.

>> No.10178950

>>10178895
Where can I see the differences for the main maps? Doomwiki says they’re the same. Is that more to his point and the “secret uv” stuff is just the bonusmaps?
There’s also this idea of UV being the “intended/only” way to play and people don’t want to play a lower difficulty that “compromises the author’s (assumed) intentions”.

>> No.10179068

>>10178950
UV versions and 2 extra maps have been leaked few years ago. You can see it for yourself.

>"intended/only" way to play
This meme was started by guys who only play vanilla. Even Casalis said that their UV was for players who had mastered their maps on HMP. Why should the modern maps hold pre-1996 difficulty standards? Having basically no difficulty options would be bad design. Making hard difficulty to be hard is not bad design.

>> No.10179087
File: 72 KB, 376x448, tank.jpg [View same] [iqdb] [saucenao] [google]
10179087

>>10177434
>>10178756

>> No.10179104

>>10179087
>wearing a skinmask so they can plz no bully
Regular tanks confirmed bitches while commanders are chads

>> No.10179137
File: 388 KB, 1128x1200, 16649698736420.jpg [View same] [iqdb] [saucenao] [google]
10179137

>>10178895
>release proper wad with all difficulties like a proper human being
>tell all whiners who can't beat UV to fuck off and play on ITYTD
>now you're a proper human bean and not a faggot
>and your game is gatekeeped even better now because whiners can't beat your game at all instead of just being forced to play on lover difficulty and cry about it
But instead he decided he wants to be one of the biggest faggots in doom community.

>> No.10179173
File: 27 KB, 128x256, image.png [View same] [iqdb] [saucenao] [google]
10179173

>>10178527
this is as good as it gets

>> No.10179176

>>10178895
couldn't he have renamed hntr to uv and given the harder difficulties new names in the menu, to really set in stone that his wad is not your run of the mill doom wad?

>> No.10179182

>>10179137
>release proper wad with all difficulties like a proper human being
he did that
that's all his wads that aren't magnolia
yet here we are, and you're whining like a bitch because you can't go headfirst into UV on magnolia without proving that you're decent enough to beat it on HMP first

>> No.10179193

Migrate
>>10179181
>>10179181
>>10179181

>> No.10179219

>>10179182
I'm not bitching about not being able to play a wad when there are thousands of wads available, I'm bitching about people who could be a good member of society and community but instead let their ego control their actions. Guess we wouldn't be talking about this topic if he wasn't a faggot, maybe that was the goal.

>> No.10179243
File: 213 KB, 512x512, ihatetexturing.jpg [View same] [iqdb] [saucenao] [google]
10179243

>>10178532
>>10179173
hmmm... I guess there's nothing really in 'true color', and the design varies slightly anyway. Guess I'll just keep winging it with the texture. Thanks though.

>> No.10179348

>>10179219
The HMP is the UV of Magnolia, UV on Magnolia is UV+. Magnolia is goddamn hard wad even on HMP. Why the hell would you want to play it on UV, if you can't play it on HMP? Hell even if I UV Sunlust, I'll gladly keep the difficulty on HNTR on Magnolia. If you still want to UV it, the download of UV version exists. It's not on Ribbiks' page, but he is okay with the fact that the wad is shared.

As for extra maps, not a single person has them. 8 maps were made, one for each who submitted their HMP playthrough. You say he's egoistic, but I think he's quite nice for making unique map as a reward. He never forbidded sharing of those maps, but 6 out 8 players decided not to share them. Ribbiks is not the faggot in this equation.

>> No.10179381

>>10179348
>It's not on Ribbiks' page
He fairly recently uploaded the full UV version.

>> No.10179384
File: 109 KB, 734x734, 16492739514901.jpg [View same] [iqdb] [saucenao] [google]
10179384

>>10179348
Holy shit, for the hundreds time, I don't want to play your damn magnolia let alone UV++±%@©, I just want less faggots in this world. Just release the map and tell it's really hard, boom, the end, fin, кoнeц, owari da.
>well you see there's another version of this wad but I will not make it public because reasons, but I let you all know that it exists, and I might even share it if you amuse me enough, no I can't simply release it like thousands of other people did before and after me because I'm not like them
>Ribbiks is not the faggot in this equation.

>> No.10179439

>>10179384
I don't think it's a big deal.

>> No.10179485

>>10179384
But why do you care so much, if you don't want to play it? You are the faggot now, dog.

>> No.10179495

>>10179381
Cool. Does it have all 8 extra maps?

>> No.10179769

>>10179243
Are you making a key-item, or a weapon model based upon that random texture?

>> No.10179802

>>10179384
>release the map and tell it's really hard
>people skip
>people complain that it's too hard

>> No.10179851

>>10179802
So, nothing changes?

>> No.10179895

>>10177634
That's why a lot of mapping now is done with layers of block out and art passes by different authors. Some people are better at aesthetic, while others have a good sense of design.

>> No.10179917

>>10178004
>86box
Might be able to squeeze those games out of it, but even if your cpus single thread performance is fuckin ace, it's not going to be great.
Maybe some other VM.