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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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10179181 No.10179181 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10171512
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.10179186
File: 81 KB, 640x480, 1692234821834215.png [View same] [iqdb] [saucenao] [google]
10179186

=== 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 ===

[8-22]Release Candidate of UT99 newest patch is out
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469d-rc2

[8-20] Ashes Hard Reset Announced! A prequel to Ashes 2063
https://www.moddb.com/mods/ashes-2063/news/announcing-ashes-hard-reset

[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

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

>> No.10179212

Is it just me or is the shotgun in Half-Life terrible?

>> No.10179217
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10179217

>> No.10179269
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10179269

I wa about to bitch about Sunlust but captcha stopped me

>> No.10179350

>>10179212
Doom 3 shotgun is terrible. Half-Life's one is good.

>> No.10179354

I love Sunlust!

>> No.10179356

>>10179354
I lust Sunlust.

>> No.10179374

>>10179354
You hate Moondisgust

>> No.10179378

>>10179243
Just avoid making it look too fantasy-y or cartoony and it'll be fine. Quake's gritty.

>> No.10179398

>>10179212
I’m weirded out by the primary mode refiring too fast for the pump sound and animation to register.

>> No.10179412
File: 1.85 MB, 832x1316, 2citic2.png [View same] [iqdb] [saucenao] [google]
10179412

I want more thicc FPS-protagonists.

>> No.10179417
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10179417

>>10179217

>> No.10179420

If Doom's difficulty settings were to be renamed to mapper's names, which would you choose?

>> No.10179428

>>10179212
I only ever use it for the alternate fire in tandem with the mp5 to finish off grunts, it's too weak otherwise

>> No.10179434

>>10179354
Fucking Sunslut.

>> No.10179456

>>10179420
>Cloud
>Sand
>Room
>Hall
>America

>> No.10179463
File: 36 KB, 616x353, capsule_616x353.jpg [View same] [iqdb] [saucenao] [google]
10179463

Have you guys seen the mod Hard Life? If so what do you think about it?

>> No.10179476

>>10179463
Never heard of it. What's up with it? I could look it up myself, but I'm curious as to your description.

>> No.10179504

>>10179476
I lucky have access to the private beta on steam. The mod is an a overhaul to Half Life's maps, enemy ai and new weapons. The new map overhaul look fantastic and the grunts now put up a challenge; but desu I don't like the new weapons I think HL weapons were good enough and each had its role. But the mod so far is good. And also barneys can carry different weapons and zombies run now which is interesting.
I think there is some gameplay in YouTube, you should check it out

>> No.10179505

>>10179217
kek

>> No.10179508

>>10179354
>>10179356
u sunsluts

>> No.10179514

>>10179504
Wait so it's not up for playing myself? Well that's lame but hopefully one day you return to bring us news of its release.

>> No.10179520

>>10179514
The devs do giveaway in discord of keys to the steam beta. I ask the guy if he could give me a key and he did

>> No.10179532

>>10179463
I saw the moddb page, but then I saw it was paywalled. The gameplay snippets look promising, I like mods that try making everything harder.

>> No.10179576
File: 2.11 MB, 1238x948, caleb bishie.png [View same] [iqdb] [saucenao] [google]
10179576

>>10179354
This slutty, slutty anon loves being gangbanged by big and manly demons.

Actually, giving it a thought, something like a "reverse H-Doom" but instead of Poor Little Doomgirl/Taimanin Asagi, it'd be more Yumejoshi themed where the demons are actually redrawn as really handsome and pretty hunks, could have a lot of appeal.
I don't have a good picture, but look at this Caleb where instead of a gritty and twisted evil mug, he's drawn as a sexyboy.

>> No.10179596
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10179596

Doing a pass on all my levels for the Quake 2 REMASTER now to add misc_flares and heightfog where I can using the new 64-bit Arghrad to get the best looking water.

>> No.10179601
File: 711 KB, 800x1237, E-frB9pXoAARmMF.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10179601

Death Wish is back baby. I didn't know that Bloatoid was developing an episode 4 and doing changes to the old maps

https://www.moddb.com/mods/death-wish-for-blood/news/death-wish-v20-summer-2023-update

>> No.10179606
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10179606

>>10179601
oh boy i've been waiting for this one.
i have other stuff to finish right now but soon

>> No.10179608

>>10178895
>I've played this game for more than 25 years
Do you map?

>> No.10179616

>>10179596
i hope someone does the same to older maps too.

>> No.10179623

https://www.doomworld.com/idgames/levels/doom/g-i/hellsley
Amusing little old map, bit too heavy on elevators

>> No.10179630
File: 647 KB, 1600x1200, cwyxJfR7qsU.jpg [View same] [iqdb] [saucenao] [google]
10179630

https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/doomfi
>themes/x-rated

>> No.10179643

I feel like difficult ambushes are kinda stupid in doom
if you know the map you propably don't need to adapt unless it's some higher tech wad that does rng spawns or sumtin
if you are unprepared you are just going to die and learn the map rather than react well enough to survive and the ambush ends up just being a cheap shot
better design would be to somehow telegraph to the player that there is going to be a thing so watch out. for example having unactive telepads on the floor where the enemies spawn or something else envinromental
nothing feels worse than getting a monster closet full of arch-viles up your ass for the nth time so you end up doing this running in and out constantly to possibly trigger linedefs

>> No.10179669
File: 3.87 MB, 3440x1440, shot119.png [View same] [iqdb] [saucenao] [google]
10179669

>>10179616
I'm working on mine and also making a scripture that can add misc_flares where possible so at least some stuff can be automated.
Here's the HUB from the 25th Anniversary Collaborative UNIT.

>> No.10179721

>>10179596
>updating custom Q2 kino
Hell yes
>>10179601
>updating custom Blood kino
Another big yes
Happy times coming up

>> No.10179731

>>10179669
post the link of the updated arghrad

>> No.10179746
File: 7 KB, 652x656, 1689649363396755.png [View same] [iqdb] [saucenao] [google]
10179746

>>10179630
nice. some vintage bush meat

>> No.10179750

>>10179601
oh shit amazing
time to replay it

>> No.10179756

I never finished Blood because I think the dog enemies are lame and just a tesla ammo check. The ghost enemy is lame too, he just spins in place and screams until he's vulnerable. Gargoyles are one of the worst enemies in a shooter ever
>Hurr I'm gonna shout while staying suspended in the air and not coming down
I'm convinced most of Blood's reception is on its atmosphere and style, which is fair.

>> No.10179757

>>10179756
Also I want a medal for this post.

>> No.10179758

>>10179616
Old maps would need BSP decompilation, since the vast majority were shared without the .map.
Relighting alone is meant to be able to be done with ericw-tools on the compiled BSP, but at the moment it fucks up the lighting.

>> No.10179761
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10179761

>>10179731
Oh, I presumed Knitemare had shared it everywhere, but apparently I am the only one outside of the others working on the UNIT who is using it, it seems. Here's from the depths of dis cord:
https://cdn.discordapp.com/attachments/360596986392739840/1140802047181070508/kmqbsp_114_test10.zip

>> No.10179763

>>10179758
>Old maps would need BSP decompilation, since the vast majority were shared without the .map.
You can use a text editor and a port that lets you track coordinates to add things to a bsp. That's how some Half-Life funny video youtuber edits the HL1 maps for comedic effect. Lighting I'm not sure how you'd add with a text editor but entities are fair game.

>> No.10179770

>>10179756
>I'm convinced most of Blood's reception is on its atmosphere and style, which is fair.
That’s just build games in general when compared to things like Doom, the Quakes, and even Serious Sam. Build games also often have fun and interesting level progression.

>> No.10179780

>>10179770
Doom and Quake can be quite atmospheric, especially Quake

>> No.10179785
File: 93 KB, 1080x311, Screenshot_2023-08-22-21-02-50-95_0b2fce7a16bf2b728d6ffa28c8d60efb.jpg [View same] [iqdb] [saucenao] [google]
10179785

:O

>> No.10179789

>>10179596
The light bloom texture thing in the remaster gives me hard penis. It really makes lights pop. Especially computer monitors and shit. They actually glow off the walls and floors and shit. It looks so good. Especially the N64 maps which had neon shit all over the place.

>> No.10179791

>>10179785
Cybermage remaster?

>> No.10179807

>>10179785
If it's just Heretic/Hexen I'm going to be so pissed.

>> No.10179810

>>10179807
Turok 3 Anon
They teased it already in Q2R, if anything it will be 3 and Turok Wars into one package since Wars was 3's Multiplayer cut off the cartridge.

>> No.10179813

>>10179807
>>10179810
i think both are in the works

>> No.10179840

>>10179780
Yeah and >>10179770 wasn’t to say that Doom and Quake are “missing” it (and hey to be fair Sam gets pretty, too) but more that Build game’s are lacking the similar depth to the combat and encounters.
>>10179791
I’d be fine with them giving a makeover to busted and/or unfinished games.

>> No.10179841

>>10179463
why are modders so gay now? there's a dozen other Half-Life mods that look like this and they never had a paywall or discord nonsense

>> No.10179858

>>10179763
>some Half-Life funny video youtuber
You mean Oxcjae?
https://www.youtube.com/watch?v=VOqk8w6iNZo

>> No.10179861

>>10179807
Not possible yet. Activision purchase has not yet been finalized. I hope they do the remaster at some point when it's possible, because that would probably mean 6th Heretic episode and new Hexen expansion. Holy shit new Hexen 2 expansion would be rad.

>> No.10179865
File: 114 KB, 640x480, doom67.png [View same] [iqdb] [saucenao] [google]
10179865

This definitely looked better in my head.

>> No.10179867

>>10179865
Looks neat!

>> No.10179868

>>10179865
what is that, the warp?

>> No.10179869

>>10179868
It's supposed to be, like, space hell. So I guess it's the warp.

>> No.10179870

>>10179858
this is so retarded.
laffed at 2:22

>> No.10179879

>>10179865
If you made the brown trims on the top and bottom a little taller.

>> No.10179882

>>10179870
Most of his stuff is hilarious.
https://www.youtube.com/watch?v=S8CeEgwKZZg
But some is scary.
https://www.youtube.com/watch?v=_GD3e9ZLF-E
https://www.youtube.com/watch?v=QV17f9cnNF4

>> No.10179891
File: 1.35 MB, 2048x1343, A1C175E0-4C40-488C-9F46-657D0BEE1F30.jpg [View same] [iqdb] [saucenao] [google]
10179891

>>10179865
nah dude, that looks fuckin rad. if you ever finish that level post it.

>> No.10179897

>>10179861
>Holy shit new Hexen 2 expansion would be rad.
wasnt Praevus more action-oriented than the base game? i heard about it being an improvement, and i wish i could get into hexen 2. the puzzles arent that bad but i am still not a fan of backtracking and the combat isnt that good either. heretic 2 fuckin rules tho, captures damn near everything i'd want in a 90s shooter but in third-person.

>> No.10179910
File: 375 KB, 1080x481, 1692738837424.jpg [View same] [iqdb] [saucenao] [google]
10179910

I think I'm in love with nugget doom. Everything just werks. Controller support is fully analog even.

>> No.10179915

>>10179601
>Cant see updates for deathwish and also cant see his new fps
Fucking twitter man

>> No.10179926

>>10179910
It's really so close to absolute perfection. My only wish for it on the controller side of things is being able to simplify weapon switching to just the d-pad like in Doom 2 on 360.

>> No.10179932

>>10179891
>>10179865
Oh yeah, it looks pretty cool, he just needs to adjust the thing a little. Maybe the visual would work better if there was like a patch of ground surrounding the structure on the bottom, like the building and its foundation, with the dirt around it, all found their way into there.

>>10179910
After years of GzDoom being the only (relevant) port which had good gamepad and analog stick support, I'm glad we're in an era where even ports for Classic Dooming have it. Loving the last few years of technical advances.

>> No.10179947

>>10179926
That'd be nice, if I could use my D-Pad as a weapon wheel or something. The PS4 port of regular Doom sort of has that, where each direction on the D-Pad is a type, but for some reason the BFG9000 isn't directly accessible that way, and I found that REALLY makes some parts of Plutonia less than ideal, where you're forced to cycle through your inventory.

>> No.10179948

>>10179932
>Maybe the visual would work better if there was like a patch of ground surrounding the structure on the bottom, like the building and its foundation, with the dirt around it, all found their way into there.
Yes, that might be worth a try. It's a shame I can't raise the sky further without ruining the rest of the level's visuals.

>> No.10179951

>>10179926
Yeah, I like how the Quake remaster handles it too. Have categories of weapons, on the dpad and maybe another button. Melee, bullet, shotgun, energy, rocket.

>> No.10179954

>>10179951
The 360 version of Doom 2 did it as follows:
>Shotgun/SSG on Up
>Pistol/Chaingun on Right
>Fist/Chainsaw/Rockets on Down
>Plasma/BFG on Left
I'm just surprised no port has decided to copy that setup.

>> No.10179989
File: 117 KB, 640x480, doom68.png [View same] [iqdb] [saucenao] [google]
10179989

>>10179948
>>10179932
Not really sure it's clear what is going on here, but I suppose it does work.
I want to add a couple more buildings too, to serve as caco-spawning points, but beside black MODWALL variations, don't think there's any more building-friendly textures, are there?

>> No.10180104

>>10179865
>level design equivalent of "I look fat in this dress don't I"
it looks fine anon

>> No.10180123

>>10179989
This looks like Fire Xen to me.

>> No.10180154
File: 201 KB, 800x450, 1674503257979825.jpg [View same] [iqdb] [saucenao] [google]
10180154

>>10179087
>he did it because he didn't want the other monsters making fun of him
No no no, not the face!

>> No.10180225
File: 175 KB, 638x736, thecoolertanks.png [View same] [iqdb] [saucenao] [google]
10180225

>>10180154
>>"didn't want other monsters making fun of him because no face"
But he does have a face, right? It's the same as what's seen seen from the "super badass" version of them. Does he not think he has a "face" if it's not fleshy? What about super tanks then, and the Makron who has a railgun for a face?
Kind of makes the regular tank sound like a nerd. Just shut your mouth and keep drawing cool sexy stuff, Steed also rip

>> No.10180242

>>10180225
>the cooler tanks
And yet it was the 'uncool' tank that got the ladies

>> No.10180254
File: 147 KB, 588x828, wolfenstein-3d-fan-casting-poster-17334-large.jpg [View same] [iqdb] [saucenao] [google]
10180254

>>10179785
I would like them to do a good Wolf3D port. Wolfenstein deserved better then this new depressed BJ era.
But yeah, it's probably just going to be Turok 3. Maybe a hint of Sin since they got this crossover thing with 3DR going on.

>> No.10180267
File: 130 KB, 440x290, stroggoat.png [View same] [iqdb] [saucenao] [google]
10180267

>>10180242
He's more fun to consistently run into than the others. I like how he dies in seven super shotgun blasts: It's just a smidge over the time it takes to kill a shambler with eleven double barrel hits, like not even half a second longer.

>> No.10180270

>>10179926
Might look into the code later to see how easy or hard that is to add.

>> No.10180278

>>10180270
I don't know much about coding, but in my imaginary scenario it would be a toggle that puts each of the grouped weapons on the same slot like the two shotguns and melee weapons are.

>> No.10180281

If NightDive made the doom port would it have had updated sprites?

>> No.10180283

>>10180281
It wouldn't have been in fucking unity.

>> No.10180293

>>10180278
I would go about it by looking at what wepapn slot you're currently on and forking the command to the relevant slot based on what group you're already in. Bonus points if I can get weapon icons to work.

>> No.10180302

>>10180293
https://github.com/MrAlaux/Nugget-Doom/blob/151e355433781236461f5093c1f21ab615fcb522/src/g_game.c#L544
This block seems to be what controls the current toggle for doubling up inputs.

>> No.10180314

>>10180281
Probably either the sprite fix project, or something extremely similar done in-house.

>> No.10180324

Last time I tried sprite fix, I really hated how they "fixed" the lost soul flames making them static and no longer animated. Pretty sure they were supposed to flicker a bit.

>> No.10180339

>>10180281
It would had been adrian carmack's ideas after he updated wolf3d's sprites to "HD" for the MAC port.

>> No.10180391

>>10180281
Doom 64 didn't.

>> No.10180408
File: 1.55 MB, 1920x1080, helipad beatdown.png [View same] [iqdb] [saucenao] [google]
10180408

>when the bfg shot accidentally transpires into a free for all brawl on the helipad
Don't you hate when that happens?

>> No.10180573

>>10180408
I've yet to see a single Doom helipad that didn't at least make me smile just a little bit. Something about 'em...

>> No.10180596

>>10179858
I wanna say yes but I know there's another. He posted in the comments he does what I described: Text editing of bsps.
>>10179870
Fucking great isn't it

>> No.10180624

>>10180254
The problem is Wolf 3D is gets dull after a bit since there is only so much they can do with the engine, would be neat to have all the different versions and campaigns along with the Mac sprites and Wolfstone 3D in one package.
>>10180283
The current Doom ports only use Unity for the menus.

>> No.10180636

>>10180283
the "unity" port isn't actually in unity, it just uses it as a wrapper for the menus

>> No.10180657

>>10180225
The red tank gets homing missiles in the new machine episode. Wonder why they didn't apply that buff to the base campaign. Might've been overkill.

>> No.10180731
File: 476 KB, 800x800, b835de490a27f1e13c85c016163b5be1b56916cb.jpg [View same] [iqdb] [saucenao] [google]
10180731

Are there any QOL wads that highlight items and prevent the chainsaw from sucking the player towards the enemies?

>> No.10180732

>>10179212
It's awful and it's also the only weapon you actually have ammo for.

>> No.10180779

when are you guys going to play more Quake?

>> No.10180861

>>10180779
Hopefully this week.

>> No.10180868

>>10180779
Just finished quake 1. Played a bit of scourge then got sucked bakc into nuggie doom.

>> No.10180910

>>10180868
how about Quake 2 then?

>> No.10180930

>>10180910
Finished the first episode. Want to play some more quake 1 first. I'll probably finish quake 2 for the remaster of 3.

>> No.10180936 [SPOILER] 
File: 3.90 MB, 640x360, q1 in my q2.webm [View same] [iqdb] [saucenao] [google]
10180936

>>10180910
I choose both
I'm about to finish the last few levels of Quake 1's newer Machine episode

>> No.10180961

>>10179212
half life and half life 2 are this weird case where the shotgun fucking sucks, but it's also your most reliable weapon because you need to burst hitscanners down ASAP with the alt-fire, so you put up with its unreliability unless you have magnum or crossbow ammo

>> No.10180968

>>10180961
now i know i just said it's reliable and unreliable in the same sentence but if you need help parsing what i mean
1. reliable in the sense that it's your best bet for killing hitscanners before taking too much damage
2. unreliable in the sense that even headshots beyond point blank with both barrels may fail to kill as quickly as you'd need them to, because source engine shotgun hit detection sucks fuck

>> No.10180981

real
https://www.youtube.com/watch?v=mdbwNf1yyCA

>> No.10180995

>>10179756
Train yourself in the art of rushing the dogs, double barreling before it can fire, then kite. Repeat until one of you are dead.

>> No.10181019

>>10180936
can i see ur encoder presets :)

>> No.10181039

>>10179756
gargoyles and reapers are fun to dance with, they just need to deal more damage
dogs are one of the few non-cultist enemies that can sometimes hurt you so i have no problem with them, but again, they could still stand to deal more damage
frankly fire and spirit armor should just drain twice as fast, would be a nice indirect buff to monsters

>> No.10181076

Early Zdoom exclusive wads aged worse than maps from 1994.

>> No.10181108

>>10180981
It was so weird to see Joshua die like a bitch at the beginning of the game when I rented it 23 years ago hahaha ;_;

>> No.10181117

>>10180981
Neat!

but why the fuck is it impossible for them to uncap turok 2's framerate

>> No.10181124

>>10181076
Any examples?

>> No.10181128

Turok 3 and Dark Forces remasters, huh?
I think higher quality art in Dark Forces makes it look uglier somehow.

>> No.10181137

>>10180281
RotT didn't have updated sprites, neither did Powerslave nor Doom 64. So no. I think Kaiser might have made a new episode, which would have been cool. This howerer will never happen. Unity Doom is the remaster. And Sigil kind of is the new episode, since it was released and added to Unity Doom not too long after Unity Doom's release.

>> No.10181142

>>10181128
Dark Forces was a fine game, but the whole SW brand has been too tarnished. I can't even play the old games no more.

>> No.10181152

I think I'd give more points to unity doom if it had a better generic SC 55 sound font for the addons. Music sounds like crap for everything outside of base doom 1 and 2.

>> No.10181167

>>10181142
>muh brand
Consumerism was a mistake.
I mean, I get what you mean, it did kind of lose its magic, but it's not like I'm gonna stop playing older games, especially the better ones or the ones I'm nostalgic the most. Especially when there is so many good games in the series, it is easier to count shit ones.

>> No.10181176

>>10181142
Meh. I look at games with the split canon approach. Every piece of media essentially forks it's canon at each new release and you can hop off whenever you like. New Star Wars and Star Trek is abysmal, but I hopped off years ago so it's fine.

>> No.10181182

>>10180981
Nice, Turok 3 with a framerate above 10fps is a nice change.
>>10181128
I'm fine with a Dark Forces remaster but to be real DF2: Jedi Knight really needs one, that game runs like trash on modern hardware, hoping for a new episode.
>>10181137
They did finish the unused sprites for RoTT.

>> No.10181187

It's got to sting for the Lucius guy who has been working for like 5 years on the Force Engine. For a kex version to come out and probably be the top choice.

He said the approached him and worked with him for the iMuse sound emulation code. But still. Feel bad.

>> No.10181205
File: 53 KB, 220x207, dam sun.png [View same] [iqdb] [saucenao] [google]
10181205

>>10180981
preorder confirmed

>> No.10181236

>>10181187
>a kex version
>top choice.
Rolling on the floor laughing my ass off.
Thinking about it though, Turok 3 might become the first game it is true for.

>> No.10181273

>>10181236
It's already true for Turok 1,Turok 2 and RotT at least. Kex was also the top choice for Doom 64 until Doom 64 EX+ got released.

>> No.10181276

>>10181273
>Turok 1,Turok 2
Older PC ports are better.
>RotT
They gimped the multiplayer and most additions are whatever.

>> No.10181298

>>10181276
Most of us don't have access to 25 year old PCs to play them as quality source ports for them never existed. All those games had many QoL improvements. RotT has about 20 map new campaign. Nobody even played the multiplayer for years and they are improving it and adding rest of the content. Now you are just being contrarian.

>> No.10181309

Adding this to news
>>10179186
Nightdive Turok 3 and Dark Forces remasters announced at Gamescom
https://www.ign.com/articles/turok-3-shadow-of-oblivion-remaster-confirmed-from-nightdive
https://www.ign.com/articles/dark-forces-remaster-announced-for-pc-xbox-playstation-and-switch

>> No.10181313

>>10181298
>Most of us don't have access to 25 year old PCs to play them
Too bad. They are relatively cheap though, so you should get one. Or look into emulation/virtualization.
>All those games had many QoL improvements.
Bloat.
>RotT has about 20 map new campaign.
Next you'll say that World Tour is a good way to play Duke for AWO, or that Total Meltdown was the best console port of DN3D, despite playing worse than both Saturn and N64 versions.
>Nobody even played the multiplayer for years
Factually false.
>and they are improving it and adding rest of the content.
Now you are just being a shill.
I'll believe it when I'll see it.

>> No.10181404

>>10181313
>emulation/virtualization
Not my thing. You are free to your opinion, but I rather play the remasters of the mentioned games because they don't irritate me.

>Bloat.
What's better on original Turoks when compared to remasters?

>World Tour, Total Meltdown
Both had fun new episodes but as a ports they are not good. Total Meltdown has bugs, lag and World Tour has the horrible laggy mouse look. World Tour is also shit remaster in terms of content. Not having console content, multiplayer or expansions outside Plutonium Pak was a huge mistake. Duke deserves better remaster.

Luckily Duke already has a great source port, Eduke and all expansion, World Tour episode and console content are playable on it. Turok or RotT never had their Eduke.

>Factually false.
Well then I admit I was wrong. Bit I don't think that the remaster destroyed the hc multiplayer community, if it has existed to this day. I play RotT for single player and these remasters seem to be mainly for single player dudes.

>I'll believe it when I'll see it.
Already announced on Steam.

>> No.10181415
File: 533 KB, 706x479, 1681264782375622.png [View same] [iqdb] [saucenao] [google]
10181415

I spent the past few days wasting precious hours of my free time, agonizing over why I couldn't get Unreal Gold working on my server box. No matter what, launching UCC would just say "MissingINI, fuck you asshole," and there were so many red herring leads to try to figure out as to why it wasn't working (e.g. creating a ~/.Unreal/System folder but with no ini files, but if you put some in there, it still didn't work)

Turns out, unlike how on Windows--where if you run the client on the latest patch, you can use Unreal.exe within the separate System64 folder instead of System--the solution was just to copy the contents of SystemARM into System instead of running it separately. Nothing online really alluded to this, as again, that's not how running the amd64 64-bit release worked. It was just a longshot, as the only other case was someone running UT2004 outside of System and getting the same result from a different issue.

I relay this both to express my intense rage and annoyance, but also that, if some poor chap ever decides to run Unreal Gold as well, this might somehow appear in one of the searches. On the surface, it seems like a simple solution, by bah gawd, that just wasn't how it was supposed to go down.

>> No.10181482

>>10181124
Knee Deep in ZDoom seems to be the most famous example

>> No.10181490

>>10181076
Unsurprising. People wanted to use all of the new features without any regard to how they'd fit what was being made. But does the same remain true for early Boom maps?

>> No.10181492
File: 673 KB, 1920x1080, 2320_20230822225508_1.png [View same] [iqdb] [saucenao] [google]
10181492

>>10179186
Star Wars: Dark Forces Remaster has been announced.
https://www.youtube.com/watch?v=4b9TTurkH4c

Turok 3: Shadow of Oblivion is getting a re-release.
https://www.youtube.com/watch?v=SdCaj5ZRp-A

>>10179807
>>10179861
>Not possible yet. Activision purchase has not yet been finalized.
Actually, there's really nothing on the way for Heretic, Hexen and its sequel's re-releases. They have publishing rights to it and, for example, nu-Atari was able to let Nightdive do Blood: Fresh Supply thanks to that.
Granted, being cut off from Portal of Praevus doesn't leave much chances for Hexen 2. That's just matter of time before it stops being a problem though.
>>10180254
>I would like them to do a good Wolf3D port.
I'm still counting on Nerve Software putting one out eventually. They didn't have any releases in years it seems and, much like with DOOMs, Nerve made console ports of Wolfenstein 3D in the past.
>Maybe a hint of Sin since they got this crossover thing with 3DR going on.
I won't expect any updates on SiN at least until the second half of 2024. Nightdive can hold onto it and work on re-release and remake/reboot on the side while taking on any rising opportunity.
Phantom Fury might help with kicking off SiN discussions though.
>>10180281
Aside from obvious "they were re-released already", both DOOMs are the kind of games that don't need any visual enhancements. You can try and pull All Stars on them, but the original look is timeless.
>>10180936
Completed CotM yesterday and I enjoyed Darkest Depths. Whole expansion was pretty neat overall.
>>10181128
Personally, I don't like the current take on 2D parts of cutscenes. It's too floaty or something.

>> No.10181512
File: 3.62 MB, 3440x1440, shot123.png [View same] [iqdb] [saucenao] [google]
10181512

>>10179789
>hard penis
Me too. It's a really good upgrade.
Here's some more recompilation of maps for the UNIT with heightfog.

>> No.10181517

>>10181482
But it's alright?
It's a good fit to play with NTMAI too.
>>10181490
>People wanted to use all of the new features without any regard to how they'd fit what was being made.
I'll take it over people either barely using any except maybe for 3D floors or making a full TC.

>> No.10181524

>>10181517
Being able to adjust a flat's offsets and use whatever graphic you want anywhere is really nice.

>> No.10181580

>>10181492
>they were re-released already
hey, Q2RTX was 2019 and Unity Doom was 2020, so it's high time for a re-re-release
they really oughtta hurry up for the anniversary actually

>> No.10181616

>>10181236
Powerslave?

>> No.10181620

>>10181580
>Q2RTX was 2019 and Unity Doom was 2020
I don't think that "Nintendo, hire this man" junk is comparable to an actual re-release. Both DOOM's already got those during the whole "Year of Doom" thing": one year too late for 25th Anniversary, yeah, but Nerve Software's ports check all the boxes. It's a done deal.

>> No.10181635
File: 232 KB, 357x512, 1687945738653087.png [View same] [iqdb] [saucenao] [google]
10181635

>>10180981
>>10181205
mother fuckers, my body is NOT ready

>> No.10181639

don't burn me but it seems the force engine did a better job, I hope the remaster gets integrated to it

>> No.10181647

>>10181580
>Q2RTX
You're such a dumb fuck.

>> No.10181656

>>10179520
>Discord-gating anything
Disgusting
>>10179596
:O Are you able to fix the overly intense lighting causing washed out geometry textures? + the hilariously eye-searing skyboxes

>> No.10181660

>>10181620
>Nintendo, hire this man
you could toggle RT and texture replacements off and play vanilla-ish Q2 in it - quite unlike KexQ2, where you get blown out lighting and no choice on the matter

>> No.10181668

>>10179504
Wouldn't it be possible to simply upload the mod somewhere?

>> No.10181669

>>10181668
But that would be pirating!

>> No.10181671

>>10181669
Mods can't be pirated, because they are free by their own nature.

>> No.10181673

>>10181656
I can fix it for you.

On settings turn;
>lightmaps: off
>Bloom: off
>Fog: off

Alternatively, go play any other version of the game, homo.

>> No.10181692
File: 489 KB, 3840x2160, KMQ2 risc1.jpg [View same] [iqdb] [saucenao] [google]
10181692

>>10181656
>overly intense lighting
Q2R doesn't run that much more intensely than usual, provided it's being fed the same files.

>> No.10181693
File: 754 KB, 3840x2160, Q2R risc1.jpg [View same] [iqdb] [saucenao] [google]
10181693

>>10181692

>> No.10181695 [SPOILER] 
File: 1.18 MB, 3840x2160, Q2R risc1 post relight.jpg [View same] [iqdb] [saucenao] [google]
10181695

>>10181693
Of course, to fix transparency issues you do need to rebuild the lighting, which can introduce its own problems when trying to update old maps with no mapsrc.

>> No.10181703

>>10181205
I miss turok anon

>> No.10181704

>>10181695
25 years and no one has found a way to recompile and recompile the src off a map's light sourcess

>> No.10181729

>>10181673
I already do. I play Yamagi, the Enhanced edition is hilariously broken when you turn off all the effects. Lightmaps are too dark and the sky brightness can't be fixed unless you edit the bsp textures.

>> No.10181730

>>10181704
ericw's light.exe can recompile lighting based off a compiled BSP, it just shits itself when confronted with Q2 BSPs. It works fine on Q1 ones.
Reconstructing the original lighting would just be an element of BSP decompilation, wouldn't it?

>> No.10181747

>>10181730
Ericw is working on that but it needs more feedback, mainly now that everyone is depending of him for Q2 and in the future Q3A

>> No.10181749
File: 1.97 MB, 400x214, 2423711948.gif [View same] [iqdb] [saucenao] [google]
10181749

>>10181703
have some Turok then
https://www.youtube.com/watch?v=FaQ8qanPqI0
https://www.youtube.com/watch?v=VdjnLVlBy2w

>> No.10181751

>>10181749
anon, i miss his adon edits

>> No.10181756

>>10181730
regular lights are just point entities, both Q1 and Q2 store it as plain text in bsp.
but Q2 also has surface flags which can tell the compiler that something glows. not sure these get preserved in a compiled bsp (they might)

>> No.10181773
File: 612 KB, 1422x2101, AMAZING CHEST AHEAD.jpg [View same] [iqdb] [saucenao] [google]
10181773

>>10181751
watchutokinabou sun

>> No.10181774

>>10181692
I'm talking about broken overbrights, a previous Q2 Enhanced thread dunks on it with screenshots but I can't find it rn since I'm at work. Basically the new lighting is too intense for the lighting system to properly handle, causing geometry lighting to lose all its saturation and shading making it look completely flat. While this mostly happens in small batches (point lights and spot lights flattening a small area), it occurs *really* badly in outdoor areas exposed to area lights. This is due to the new lighting combining with old lightmaps instead of being it's own separate additive blend.

According to a previous-thread, the dev acknowledged this as a bug, but considering something as ugly as that made it all the way to release I don't have faith they actually consider it a bug and I don't think they intend to patch it. Most people lack attention to detail for this sort of thing (which is fine, I'm autistic about lighting) and this is the sort of thing that passes by QA when you don't have an autist looking out for visual issues.

>> No.10181805
File: 133 KB, 800x558, kissgame.jpg [View same] [iqdb] [saucenao] [google]
10181805

dude this game is actually sincerely fucking sick
>cool textures and lighting and particle effects and gore
>bunnyhopping
>a flak cannon that mulches every tiny enemy in front of it
>a whip that's like a rapid fire railgun with a windup and also it works as a grappling hook
>a rocket launcher but the rockets slide on slippery surfaces like bowling balls
>very varied enemy behavior, they all force you to move different ways
>one shoots multiple homing fire projectiles that can outright murder you, and if there isn't cover you basically have to pretend you're playing gunz the duel to throw them off
>one throws explosive brains that flop around and close in on you, and you can shoot the brains the instant they're thrown, meaning you can alternate sick rail flicks between the enemy and the projectiles seamlessly if you're cool enough
>one's a shambler
>one does a shockwave you have to hop over
>one leaves a gas cloud behind when killed
>etc.
>there's spawners that constantly produce fodder enemies which you have to kill to not get overwhelmed, encouraging an order of operations, especially when they start shitting out shotgunner scorpions
>enemies respawn if you backtrack past certain areas to refill supplies, so you have to weigh your options/not get pushed back too far
>but it's completely fair with the amount of health/ammo you get all things considered if you play with half a brain, not too little, not too much
>map structure/enemy behavior/player movement trinity is obviously thought through to make a combat loop
>full on enemy dismemberment system, even when they're still alive
>easy to get the hang of but also you can die easily if you play like shit
>fov slider from 90-170 in the year of our lord 2000

why did i only hear about this 3 months ago
this is supremely competent for an early 3d fps
someone who actually knows how shooters work made this
in fact it's like someone went back in time to make this with knowledge from the present era
wow

>> No.10181824
File: 755 KB, 1920x1080, drinkfull.png [View same] [iqdb] [saucenao] [google]
10181824

>KISS Psycho Circus
I have to dig even deeper to get it running and I can even get nonsense like Nocturne running smoothly.

>> No.10181830
File: 495 KB, 400x300, 457207782.gif [View same] [iqdb] [saucenao] [google]
10181830

>>10181824
never played it.
how hard is it to run on win10/11?

>> No.10181838
File: 1.67 MB, 854x480, VR imperfect c.webm [View same] [iqdb] [saucenao] [google]
10181838

>>10181830
>win10
No such luck here yet agent but it's been awhile since I tried. That pic above is just a repost from someone who was luckier.

>> No.10181839

>>10181824
>>10181830
custom install from iso, put everything in the same default folder including music (otherwise there ain't no music)
install patches 1.10, 1.13 and fan windows 10 patch
use some custom dinput.dll file in there idk which one i tried like 50 follow the links on pcgamingwiki it's there somewhere
maybe use a wrapper to convert the dinput file to a dinput8 file
set up dgvoodoo in the game folder
set sensitivity manually in saveprofile config files (i think the value you're looking for is exactly double what you'd use in no one lives forever, from my testing and the info on the mouse-sensitivity website)

>> No.10181845

Man, who cares about a dark forces remaster, when that one guys port just came out like a couple of months ago

>> No.10181847

>>10181839
oh also dx8wrapper to force vsync off (you'll find info on that by following the dinput.dll link on pcgamingwiki and reading the github thread there)

>> No.10181848

>>10181838
i hesitated posting this one kek
>>10181839
thanks. saving this for later.
for the mouse mine has built in sensitivity level switch with presets it's a cool feature

>> No.10181853

>>10181848
mine too
i remember having to set my dpi to 750 instead of 800 just for F.E.A.R. cause it didn't allow for numerical or decimal changes lol

>> No.10181854
File: 2.14 MB, 2560x1440, lostincivnight.png [View same] [iqdb] [saucenao] [google]
10181854

>>10181839
Nice, I'll also try this out later.
>>10181845
I hope that guy at least gets some Disneybucks from all this but it is kind of weird.

>> No.10181859

>>10181854
if you already tried installing it once, apparently you have to do a deep scrub of the files in various spots before trying again, otherwise it bugs out
forgot where those are hidden, but keep that in mind too

>> No.10181861
File: 8 KB, 780x89, file.png [View same] [iqdb] [saucenao] [google]
10181861

Why do does the rentry have this section in it? It's not a relevant question and if a newfag only played Brutal Doom and wants to explore other Doom wads, him going on the pastebin means he's already trying that

>> No.10181887
File: 2.25 MB, 2560x1440, lostcivhallnightmare.png [View same] [iqdb] [saucenao] [google]
10181887

>>10181859
That would explain a lot. Fuck.
>>10181861
>>why people hate/like buutal doorm
That's such a popular discussion that it sometimes it even gets its own thread here on /vr/. The rentry mention of it makes sense to me.
>if a newfag only played Brutal Doom and wants to explore other Doom wads, him going on the pastebin means he's already trying that
He could be on there just looking for more wads to play BD with.

>> No.10181926

>>10181838
Have you tried using dgvoodoo?

>> No.10181927

so much violence.
someone should make Cuddle Doom
you cuddle demons to sleep
bunnies are powerups

>> No.10181932

>>10181927
and then you have a nightmare and kill demons in the dream world

>> No.10181953

>>10181932
nooo you sick fuck. you drink tea with them with tiny hats

>> No.10181963

>>10181927
>>10181953
Dibs on first cuddles with the Cacodemon

>> No.10181979
File: 222 KB, 623x219, whisper sweet nothings.png [View same] [iqdb] [saucenao] [google]
10181979

>>10181927
obligatory

>> No.10181993

>>10181979
kek

>> No.10182019

>>10181979
fuck it's real.
what a faggot

>> No.10182034

>>10181979
Edge was always a shit magazine

>> No.10182057

>>10181979
>once the power of Doom's graphics has worn off
And 30 years later, it still looks cool.

>> No.10182070

>>10181979
>if only you could talk to these objectively evil demons from hell, then perhaps you could try and make friends with them
not today, satan

>> No.10182087
File: 225 KB, 1600x900, veYKkB.jpg [View same] [iqdb] [saucenao] [google]
10182087

>>10181927
you're like 5 years late

>> No.10182097
File: 915 KB, 1920x1080, MrFriendlyinPlutown.jpg [View same] [iqdb] [saucenao] [google]
10182097

>>10182087
>tfw 3 mins too late
Dang. While I'm here I might as well get that crush note from Velveeda for Teutholimax because he's too much of a puss to give it themselves.

>> No.10182124

>>10181979
Why, yes, Ultima Underworld is a superior game, thanks for asking!

>> No.10182134
File: 3.74 MB, 7680x4320, in the sunny brightness there is only wor.jpg [View same] [iqdb] [saucenao] [google]
10182134

>>10181774
for your viewing pleasure(?) and shitposting needs
>inb4 never gets fixed

>> No.10182149

>>10182134
What maps? Because those look bullshit.

>> No.10182163

>>10181805
side note: the game lets you choose which character's campaign you wanna play first
stick with starbearer because it's basically a demo that gets you used to the weapons and enemies
do not play beastmaster first unless you enjoy pain because you will not have a good time

>> No.10182165

>>10182149
bullshit how? it's basically any area with open sky.

>> No.10182169
File: 2.99 MB, 1920x1080, q2e_thatfullbrightlook.png [View same] [iqdb] [saucenao] [google]
10182169

>>10182134
This courtyard really stuck out to me. The expansions were brighter as well but not to this extent.

>> No.10182185
File: 99 KB, 516x652, 1673568120723217.png [View same] [iqdb] [saucenao] [google]
10182185

>>10182087
>>10182097
and what is it to do with hugging-
wait is that a dating sim?

>> No.10182203

>>10182165
I haven't played base Quake 2 in the remaster yet, but it didn't seem that bright for the expansions.

>> No.10182209

>>10182134
They are fixing this
But AGAIN, all of this happened because they used ericw's tools and knightmare being stupid in not releasing the buids of arghrad with a tutorial of how to use it.

Quakewulf has shown how better it looks under arghrad than ericw's tools, though the later has a edge due to the decompilation process, and eric could reach knightmare about using what arghrad has into his tools.

>> No.10182217

>>10182209
Quake 2 community as of now needs to be united as more than ever as Q1, and the tools updadted for its task, mainly now that Q2R has every graphical update lazarus had.

>> No.10182218
File: 2.08 MB, 1920x1080, qq.png [View same] [iqdb] [saucenao] [google]
10182218

>>10182203
the new expansion is fine because the mappers actually looked at their own maps before shipping

>> No.10182238
File: 2.81 MB, 1280x1440, q2e_recklit.png [View same] [iqdb] [saucenao] [google]
10182238

>>10182185
>wait is that a dating sim?
You can pass notes from one monster to the one they have a crush on but I don't know if the player 'dates' anyone in the mod.
>>10182203
>>10182169
>>10182218
The new levels all look great. The expansions felt brightened up by a lot but not like what's happened in the base campaign.

>> No.10182247

>>10182238
>The expansions felt brightened up by a lot but not like what's happened in the base campaign.
>pic
That cliff still looks pretty fucked though. In the original the cliff transitions from darker to lighter as it starts curving outwards towards the top.
Similar loss of contrast to the base game, just less bright.

>> No.10182342
File: 10 KB, 637x400, 1670810264562525.png [View same] [iqdb] [saucenao] [google]
10182342

>Turok 1 surround sound is still broken
>Turok 1 surround sound is not broken with Dolby Atmos for Headphones

>> No.10182345
File: 3.90 MB, 640x360, backtodtoom.webm [View same] [iqdb] [saucenao] [google]
10182345

>>10182247
Not as offensive but yeah. I'm given the impression that most people these days don't like it too dark.
Also the grenade arc got me into the habit of bouncing them off the ground, making it weird when getting back into Q1 here.

>> No.10182346

>>10181076
I feel part of the problem is that a lot of authors would fall into the trap of using zdoom features for the sake of novelty, rather than having meaningful intent behind their use.
I always roll my eyes when theres custom monsters that add absolutely nothing interesting to the table. Oh look, its a zombieman but he now slowly fires in bursts. Huh, this Imp fires blue fireballs instead. Yawn.

>> No.10182348

>>10181805
I remember playing this on one of those mall demo stations.

>> No.10182352

>>10181927
I made a wad where you could pet a Cacodemon some years ago.
Someone expanded a bit on it and published it.

>> No.10182353
File: 74 KB, 256x160, Bitter Man.png [View same] [iqdb] [saucenao] [google]
10182353

>>10182345
>I'm given the impression that most people these days don't like it too dark
pussies

>> No.10182376
File: 1.91 MB, 1920x1753, foglights.png [View same] [iqdb] [saucenao] [google]
10182376

>>10182353
Yeah a bummer. I'd at least like to see them disable fog at certain points in the campaign. It's very cool seeing pitch dark areas get lit up and that's diminished when it's already brightened up by the fog.

>> No.10182408

>>10182342
ok never mind i feel like the game doesn't support surround sound and redistributes the sound all over the channels because they forgot to limit the engine's output.

>> No.10182418

>>10182376
i disabled it in both remasters in the option menus. now i wish spasm/ironwail would propose such an option.

>> No.10182435
File: 117 KB, 800x256, fogcvar.png [View same] [iqdb] [saucenao] [google]
10182435

>>10182418
I've messed around with this cvar before. I've not run into many instances of ugly fog in the Quake stuff I've played so I haven't bothered with it much.

>> No.10182446

>>10182435
yeah but it resets every time so i don't bother.
and yeah custom content doesn't usually ruins itself with fog from what i've seen.

>> No.10182461
File: 2.46 MB, 1920x1080, gravem.png [View same] [iqdb] [saucenao] [google]
10182461

>>10182446
A lot of the new official stuff looks fine as well. It's a bigger concern for me when fog is getting added to areas I thought looked fine without it.

>> No.10182482
File: 416 KB, 474x746, 1614463896274.png [View same] [iqdb] [saucenao] [google]
10182482

>>10179181
let us remember those who died without seeing the remaster coming to light
https://www.dropbox.com/sh/whpa4fnfgygjp4v/AABxtXOTxshibsBmzTMpzdNCa?dl=0
https://www.dropbox.com/s/tt6iwcvwj29lkgc/Turok2Adon.rar?dl=0
In this case, the late turokdoom anon who made Turok 3's Updated Adon model

hope that someone picks off where he left and mod it into remastered.

>> No.10182486

>>10182482
thinking about it, i'm surprised we didn't get a fps waifu in fore/vr/ alone like adon

>> No.10182492

>>10182486
I hope someone picks from where he left and rebuild her model
remaster will feature more polygon support

>> No.10182507

>>10182482
based.
maybe contact ND to see if she could be an option to unlock with cheats or gameplay

>> No.10182509
File: 148 KB, 1280x720, Kleeya-01.jpg [View same] [iqdb] [saucenao] [google]
10182509

>>10182486
>i'm surprised we didn't get a fps waifu in fore/vr/ alone
An anime-centric project is always going to repulse men with actual taste.

>> No.10182512

>>10182509
>>10182486
*vore/vr/ alone

>> No.10182521

>>10181845
Official re-releases, remasters and such are more likely to bring more attention from people than fan-made ports. More folks getting into old gems like Dark Forces is great.
>>10181854
Well, they did collaborated.
https://theforceengine.github.io/2023/08/22/Nightdive-Remaster-FAQ.html

>>10181979
LOL

>> No.10182527

>>10182509
>SiN
>Heavy Metal F.A.K.K.2
>Elite Force 2
Ritual Entertainment knew what's up.

>> No.10182529
File: 35 KB, 889x877, test.png [View same] [iqdb] [saucenao] [google]
10182529

I am retarded and I need help.
How do I make props for boom format?
I can't find any tutorials that aren't just for UDMF

>> No.10182539

>>10182529
You use dehacked

>> No.10182574

>>10182529
You have to use dehacked and unless MBF21 changed how that stuff works, you can only replace existing actors.

>> No.10182609

>>10182574
>unless MBF21 changed how that stuff works, you can only replace existing actors.
DehExtra, and by extension MBF21, added a few hundred dummy actors to use.

>> No.10182649

>>10182529
Indeed, you will need a dehacked patch.
WhackEd 4 is an unitility that would let you quickly swap things around, but beyond it, consider using decohack, which would let you basically do decorate.
https://mtrop.github.io/DoomTools/decohack.html

Except before MBF21 you indeed need to delete something you don't use before.

>> No.10182657

>>10181979
If only we could have sex with these demons.

>> No.10182667

>>10179915
Learn to use nitter.
https://nitter.privacydev.net/BloodDeathWish

>> No.10182669

How would you fix Blood 2: The Chosen for a potential remaster? The game is so broken that I don't think any fixing could help it.

>> No.10182671

>>10182669
Decanonize it.

>> No.10182678

>>10182669
The best fix would destroying all evidence that it was ever made.

>> No.10182684

>>10182669
Fix the balance, I guess? Finish the effects. I don't remember much about it, but I don't think it was irredeemable.
Maybe clear out the story? My guess was that they were going for some sort of multiverse approach where there's 4 universes and in each one character was resurrected and avenged the others, but that got lost in implementation.

>> No.10182687
File: 837 KB, 1920x1080, 1668589713940103.jpg [View same] [iqdb] [saucenao] [google]
10182687

>>10182669
Cross the line from "remaster" to "remake". It was released in a far worse state than something like Quake 2 was and I won't be upset if anyone ravages it or just makes something new with all the assets.

>> No.10182689

>>10181076
Basically true.

>>10181490
I have vague memories of people doing basically that with early Boom maps, and you had a lot of uninspired stuff which was basically just a demo for the format and engine. The Vanilla mapping revival basically gave Boom format a real purpose because people realized "What if we did something kind of Vanilla styled, except that it did just a little bit more?"
Ambitious TCs also gave ZDoom mapping much more of a purpose, though lots of people kept making half hearted shit with some shiny features thrown on top.

>> No.10182692

>>10181490
Boom doesn't really have a lot of stuff that are visible different from boom. I it's possible to overdose on translucency and scrollers, but kinda hard compared to slopes and 3d floors.

>> No.10182707
File: 113 KB, 2200x2200, 1692815551446.gif [View same] [iqdb] [saucenao] [google]
10182707

>>10182669
1. remove RNG damage because it's retarded
2. if need be, rework the damage values of your guns too, so they feel good relative to each other and have satisfying kill thresholds the despite lack of occasionally favorable RNG
3. balance out the ammo drops for some weapons
4. give some reason to pick the non-caleb characters beyond speedrunning, lack of 200 health is actually masochistic on the highest difficulty, so they need something just as good
5. fix bugs
6. refine some (missing) animations and particles and textures and whatnot
7. that's it game's fine

>> No.10182712

>>10182669
Put it back in the toilet bowl and flush it down, wash your hands very thoroughly, and instead make a proper sequel in a Build style.

>>10182687
I guess maybe butcher it and make something new out of it? I really think the game is through and through garbage though, the only really good parts are Stephan Weyte's voice lines.
File off the Blood name, remove Caleb and the Cabal, and instead make an all new game recycling the usable assets, that's the only salvation possible.

The game isn't just unfinished, it's dogshit on a conceptual level and should never have been made, transplanting Blood from its novel gloomy old timey setting to the same kind of generic sci-fi everyone else was doing with FPS at the time is one of the first and biggest mistakes, with the entire gameplay and the plot being right on its heels. Blood 2 really is right up there with Duke Nukem Forever as the worst possible sequels to a good FPS.

>> No.10182723

>>10182669
Squash bugs, rebalance it a bit, do something about akimbo and alt fire.
I actually love the vibe of that game. Kinda similar to Kingpin in a way, but much faster, darker and more shoot-y.
Multiplayer is fun too.

>> No.10182730

blood but it's gungrave

>> No.10182761

blood but it's console exclusive

>> No.10182762

blood but it's katsup

>> No.10182763
File: 201 KB, 756x450, darkwatchArt.jpg [View same] [iqdb] [saucenao] [google]
10182763

>>10182761
Forgot pic.

>> No.10182768

>>10182712
>make a proper sequel in a Build style.
The year is 1998, anon. Build was already dated when the first game came out. Blood 2 was post-Half Life. It's easy to look back fondly on Build engine now, but using it in 1998 it would've been no less suicidal than releasing the actual Blood 2 was.

>> No.10182769

>>10182763
just port gunslinger to blood

>> No.10182780

Duke 64 but its a prototype Cart with marginally to substantially less censorship.

>> No.10182783

How did you get a picture of my dick

>> No.10182787

>>10182780
i mean, one can easily add the tits back to the 64 PC port or hack the rom

>> No.10182790

blood but it's green

>> No.10182809

>>10182787
Yeah, but making N64 repro carts would likely be daman hard; harder than NES, Atari 2600, Sega Master System, Colecovision, Sega Genesis, PC Engine, PC-Engine CD-ROM, 3DO, and Sega-CD reproduction carts and discs. Similar case for reproduction CDs of Sega Saturn games with out the Phoebe and/or Rhea chips having been installed beforehand, until 2015.

>> No.10182813

>>10182809
there are everdrive type multicarts

>> No.10182814

Violent rumble anon?

>> No.10182817

>>10182814
You really don't have to ask me if I'm here every time you go to post at me...

>> No.10182832

>>10182817
Ok cool

https://files.catbox.moe/om847g.rar

Look, this is the final version of both my maps as far as I am concerned. The black monster issue is still there and I am going to be a faggot about it, but I refuse to work on it anymore, sorry.
Anyone is free to modify them for that or any other reason they want, no need to ask me for permission. And if you really don't like it then you can keep it out of the release really, I'll have no hard feelings about it.
Anyway, have fun with your project, I'm out, peace

>> No.10182846
File: 152 KB, 900x900, goosearms.jpg [View same] [iqdb] [saucenao] [google]
10182846

>>10182832
Alright, well thanks for the contributions anon.

>> No.10182931
File: 411 KB, 1446x1628, 1667072439099512.jpg [View same] [iqdb] [saucenao] [google]
10182931

>>10181492
>Star Wars: Dark Forces Remaster has been announced. https://www.youtube.com/watch?v=4b9TTurkH4c
yeesh

>> No.10182982

>>10182931
it is still pre-alpha, if i were to guess it, george will get involved.

>> No.10183000

serious sam but it's an immersive sim
an immersive sam one might say

>> No.10183003

>>10182931
>get to remaster a game from one of the biggest movie franchises of all time
>just crudely AI upscale shit
It's all so tiresome.

>> No.10183006 [SPOILER] 
File: 159 KB, 460x340, 3841108879.gif [View same] [iqdb] [saucenao] [google]
10183006

>>10182982
JarJar expansion confirmed

>> No.10183017

>>10183006
Maybe yes maybe no. hmm. If its not that, I would like a Boba Fett, Young Thrawn, or society of the Whills expansion.

>> No.10183041

>>10182931
>looks worse
Yikes!

>> No.10183081

>>10182669
>How would you fix Blood 2: The Chosen for a potential remaster?
Honestly? I won't bother. Just go with full-on different sequel itself, not remake/reboot. Give me, I don't know... Caleb in the 60-70s fighting against religious cult that vainly tries to "free the world off antichrist" while he just wants to chill.
>>10182931
Again, I don't like how their current take on the cutscenes is turning them basically into GIFs. 3D segments are alright, but 2D ones seriously lacking and it really shows with Vader scene.

>> No.10183210
File: 878 KB, 1343x1267, 1572147805935.jpg [View same] [iqdb] [saucenao] [google]
10183210

i could never get into serious sam, i think it has a lot to do with how (at least early on) the combat revolves mostly around corralling cannon fodder in large, sparse areas, which is boring to me. do those games get better, or are there at least really good custom maps? because i like the art style, how the weapons feel and the personality, just not the encounter design.

>> No.10183261

>>10183210
The fights become a lot more complex in later levels. Once you get something more than the shotgun, it starts really getting good.

>> No.10183310
File: 2 KB, 117x101, adasdas.png [View same] [iqdb] [saucenao] [google]
10183310

I think I'm trying too hard.

>> No.10183329

>>10183310
What's this for?

>> No.10183337

>>10183310
the first map of A;Z (that I opened to find out why its shoot switches are so picky and zscript linetraces never trip them) is at least 30k linedefs

>> No.10183340

>>10183210
Early on the game is pacing itself, revealing enemies in relatively safe environments to familiarize the player with them before they ramp up the encounters later.
Serious Sam's secret sauce is that a lot of the enemies are faster than the player, making target priority extremely important. People like to meme about running backwards, but that only gets you so far on higher difficulties.
It's probably the only FPS that matches Doom 2's enemy roster once you actually have to dance with them.

>> No.10183341
File: 88 KB, 582x602, 1600370212800.png [View same] [iqdb] [saucenao] [google]
10183341

Doom Engine Kart Game, por favor

>> No.10183343

>>10183329
one of 32 maps I'm making.

>> No.10183351

>>10183340
>People like to meme about running backwards, but that only gets you so far on higher difficulties.
>It's probably the only FPS that matches Doom 2's enemy roster once you actually have to dance with them.
cool, i'll try it again sometime. hopefully i'll enjoy it and be able to check out the /vr/ map jam.

>> No.10183353
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10183353

>>10183341
It's up. (It's always up, but the post helps)
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau

Changes since last time (you don't have to download any new files):
Removed Kanzakipack, newer version is a wallspring, placed orbi fuckfest, older version is too jank for high speeds.
Too many games I wanted to play came out all at once.

>> No.10183359
File: 165 KB, 353x565, 1669783900075461.png [View same] [iqdb] [saucenao] [google]
10183359

>>10183351
>hopefully i'll enjoy it and be able to check out the /vr/ map jam
haha yeah
there's only one map for it right now, dunno if anyone else is working on an entry

>> No.10183379

>>10181838
Goddamn I thought Laura Palmer was gonna run straight at me.

>> No.10183464

I'm happy about Turok and all but Hexen remaster fucking when

>> No.10183493

>>10183464
Surely, either the next year or the year after that considering that Microsoft will own the IP very soon.

>> No.10183506

>>10183353
we have mario kart at home ..

>> No.10183528
File: 2.25 MB, 800x498, 2022-11-29 17-54-21.webm [View same] [iqdb] [saucenao] [google]
10183528

>>10183506
>mario kart at home

>> No.10183532

>>10183464
>remaster a doom engine game
????? i don't get it
is something actually wrong with it or do you just want a novella's worth of nightdive's arbitrary personal changes added

>> No.10183649

>>10183532
yes pls

>> No.10183664

>>10183649
what could they add that ports and mods don't already offer

>> No.10183674

>>10183003
If that's just AI upscaled then AI upscaling has changed a lot since I last saw it used. A lot of the details are different in ways I wouldn't have expected from an upscaler.

>> No.10183687
File: 394 KB, 526x505, bnuuybrain.png [View same] [iqdb] [saucenao] [google]
10183687

>>10183353
short session, but GGs

>> No.10183696

>>10182169
>>10182134
I'll say to turn off the fog next time for the comparisons. It also adds a weird soft brightness to things, and no fog is more accurate for the visual 1:1.

>> No.10183761
File: 6 KB, 354x389, ai cant do straight lines.jpg [View same] [iqdb] [saucenao] [google]
10183761

>>10183674
You can do a combined upscale-img2img function in Stable Diffusion that produces results like that. You can tell by the curvature of certain outlines and features being somewhat wobbly and awkwardly fading into objects.

>> No.10183792
File: 1.48 MB, 500x198, 3401384105.gif [View same] [iqdb] [saucenao] [google]
10183792

>>10183761
unstable diffusion

>> No.10183883

Any ideas for a mdk based mod for doom? I think kurt just doesnt have enough weapons to replace doom's arsenal, he has a basic machine gun, the sniper with both normal and explosive rounds, grenades and thats about it for mdk 1, in 2 he also has a better machine gun and a laser gun. Max is probably the one with the most variety in weapons but then you would have to deal with his four arms and you would be called a furry.

>> No.10183893

>>10183883
Embrace the low weapon count. Make the other weapon pickups temporary powerups or one off things, MDK has no shortage of those.

>> No.10183926

>>10183883
consider that doom only has 4 types of ammo pickups in maps. less can be more, there are lots of mods that have 4 weapons, although that usually means not having a BFG

>> No.10183953
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
10183953

>>10183761
Not related but that reminds me, was it ever confirmed how the cutscenes for the Quake 2 remaster were done? Were the original source files of the renders just lying around and found by Nightdive, or were they made from scratch? Seems too complex to have been done with AI either way.

>> No.10183954

>>10183953
Some original assets were found, and the rest were remade from scratch.

>> No.10183963

>>10181979
https://jp.itch.io/mr-friendly

>> No.10183981

0-4, Quake
6-9, map

>> No.10184031

>>10183883
You could probably fanfiction an ammo type or two for sniper, like a chaotic bouncy railgun slug.

>> No.10184032
File: 55 KB, 110x100, 1668540702621725.gif [View same] [iqdb] [saucenao] [google]
10184032

>>10183528
>>10183687
ggs

>> No.10184042
File: 426 KB, 220x213, 1680624185509223.gif [View same] [iqdb] [saucenao] [google]
10184042

>>10183981

>> No.10184078
File: 174 KB, 614x338, 1690251948645548.png [View same] [iqdb] [saucenao] [google]
10184078

>>10183963
>mr. friendly

>> No.10184084

>>10184078
he cute

>> No.10184120 [DELETED] 

>>10181932
>>10183687
>year of our lord 2023
>still no fps or mod where the protagonist is a bunny, and bunnyhopping is a major part of combat/navigation
??????? it's such an easy joke why

>> No.10184124

>>10181927
>>10183687
>year of our lord 2023
>still no fps or mod where the protagonist is a bunny, and bunnyhopping is a major part of combat/navigation
??????? it's such an easy joke why

>> No.10184131
File: 266 KB, 720x405, file.png [View same] [iqdb] [saucenao] [google]
10184131

>>10184124
>no Bunnykill mod for DOOM
actually now that I think of it, I'm surprised there's not a Madness Combat mod either.

>> No.10184182

VRanon I'm making a dm map along with my regular map. Is it possible to teleport item_ entities? I want the top of this structure to be a different item that players would fight for rather than just quad damage all day long. Failing that, is it possible to create an item_random that will randomize upon map start, and after a player grabs it, when it rematerializes, has a chance to turn into a different item?

>> No.10184183
File: 2.29 MB, 1920x1080, vrdm1_2023-08-23_20-45-24.png [View same] [iqdb] [saucenao] [google]
10184183

>>10184182
Forgot pic

>> No.10184206

>>10184182
I don't think you can teleport items, but you can always do a bunch of E3M2-style trans and trigger them at random. a bit more setup, but more spectacle as well.

>> No.10184208

>>10184206
*trains, naturally

>> No.10184234

>>10184206
Hmmmmmmm I can see it working if I stick a column underneath the middle there and set up a train exactly like E3M2 and a loooot of triggers and items on timers to spawn an item on the train. I just want the middle area there free of a column since it reminds me of that Red Faction dm map. I'll think it over.

>> No.10184241

>>10184234
I was actually thinking suspending the trains above and to the side, then them coming down at a slight angle. either make it slow enough that it gets people scrambling, or fast enough that it doubles as an environmental hazard. a cheeky player might ride it up and grab the other powerups with rocket jumping

>> No.10184448

>>10179186
Quake Combat+ released (modded Q1.5)
https://www.moddb.com/mods/quake-combat

>> No.10184464

>>10184448
I assume it's a different author than the original, but given it's been years I imagine 1.5 will never be ported to Quakespasm.

>> No.10184482

>>10184464
yeah it's by CyberP (the GMDX guy)
a proper autist, some guy keeps posting his takes all over /vr/ occasionally

>> No.10184541

>>10184482
>yeah it's by CyberP (the GMDX guy)
Oh shit I'm sold then. He also did Unreal Evolution. What a top nigger.

>> No.10184605
File: 1.56 MB, 1360x768, 8KiqeVB.png [View same] [iqdb] [saucenao] [google]
10184605

Where I can download a Doom(2) port with just enough retail game data to run this Quake2 TC?

>> No.10184631

>>10184605
the link in the OP

>> No.10184636

>>10184182
>>10184183
I could probably make both a random item powerup entity and a flag for teleporters that teleports items (been meaning to do one for projectiles).
Just need to finish up the current update I've been working on, then I'll get onto that.

Also, let me know if anything with deathmatch seems broken. I've never tested it and there's a good chance I've fucked something up.

>> No.10184663
File: 2.69 MB, 1920x1080, vrdm1_2023-08-24_02-14-29.png [View same] [iqdb] [saucenao] [google]
10184663

>>10184636
Oh cool. I did work out a small solution using func_counter and trigger_relay_random but I won't look a gifthorse in the mouth. It would cut down on the amount of items I need to place.
>Also, let me know if anything with deathmatch seems broken. I've never tested it and there's a good chance I've fucked something up.
I'll finish it up and run it for the thread and we can see what happens.

>> No.10184685

>>10184663
Is this a deathmatch map, hidden alongside the main SP/coop map, in the same bsp?
I don't think it's ever been done before

>> No.10184690

>>10183464
At this point, they might actually bother with re-releasing it... which is something they could've done before anyway. Not sure whenever Phil would advocate for that or a (soft) reboot of sorts though.
I would guess both, for synergy.

>> No.10184731

ZPC doom?

>> No.10184814

>>10184685
Nono definitely not. Just a small map inspired by last sunday's dm sessions + some hl crossfire if I can get my idea working the way I want it to.

>> No.10184893

What would be a good upgrade for the rocket launcher in Doom? You know, as all weapons get replaced by an upgrade (if you want to understand the chainsaw as an upgrade), the rocket launcher is the only one missing.

>> No.10184896

>>10184893
Multirockets.

>> No.10184913
File: 128 KB, 592x389, XM202.png [View same] [iqdb] [saucenao] [google]
10184913

>>10184893
An M202 FLASh inspired salvo-firing RL that acts akin to both RotT special rocket launchers combined (FlameWall and DrunkMissile) - fires a barrage of 4 quasi-homing incindenary missiles for the price of one Rocket (2 if too OP), and anything not killed by the initial explosion gets slowly burnt to death.

>> No.10184914

>>10184896
Problem with that would be the waste of ammo, don't you think? Normally you should what you need. Revenants? 3 Rockets. Archvile? 5. With multirockets, wouldn't you waste to much?

>> No.10184915

>>10184893
Rockets are strong enough as-is. Go the Quake route and make a grenade launcher.

>> No.10184917

>>10184913
I like that idea, even though you would need to add a "burning" state to every enemy.

>> No.10184923
File: 883 KB, 1000x1235, Friendly_front_texture.jpg [View same] [iqdb] [saucenao] [google]
10184923

>>10184078
Now somebody make Mr. Friendly dating sim. On GoldSrc.

>> No.10184924

>>10184914
The waste comes from improper use.

>> No.10184928

>>10182669
you nuke everything and do it again from the ground up

>> No.10184942

>>10184893
I agree with >>10184915, make the RL the upgrade weapon.

>> No.10184945

>work on Doom maps every so often
>one day I will release my magnum opus
>been working on a map with tons of silent teleports and mind-fuckery architecture on-off for a couple years
>come back to the scene after a while to see what's been happening
>myhouse.wad
>blows everything I was trying to do totally out of the water and not only that but people will think that's where I got the idea

I am a jealous egotistical artist and I am mad about this

>> No.10184949

>>10184942
problem: You only use one rocket to fire the "upgrade"

>> No.10184953

>>10184945
Goes to show anon don't wait to make your dreams reality. Just do it. Today.

>> No.10184957

>Powersphere Quest map 1, techcity.bsp
Has this mapper ever heard of health pickups, holy shit. It wouldn't be so bad in OG Q2 where Tanks are retarded, but running it through the Remaster AI's a whole different ball game.
Also the fascination with glowy light strips means I get flashbanged every time I walk up to something, though it's not as bad as Widening Gyre (risc2).
At least I finally got told I was being retarded and should have been using arghrad202 instead of ericw light to relight Q2 maps for Remaster.

>> No.10184959

>>10184945
iktf. just wait 10 years and nobody'll make the association.

>> No.10184964

>>10184914
That's the point of an upgraded weapon in Doom, to spend ammo faster.

>> No.10184975

>>10184957
how do one sets up arghrad, i tried to make it work here but it doesnt open

>> No.10184995

>>10184975
You need the latest version, Quakewulf shared it a thread or so ago as a Discord link to KMQBSP's latest version.
Then you need to run it in terminal with the -lightwarp switch (lightwarp makes the forcefields and liquids light properly for the remaster). You'll also need the appropriate -gamedir and -moddir switches for whatever you're lighting. For something like Sonic Mayhem I used
./arghrad202_x64.exe -lightwarp -gamedir "{Q2 dir}/rerelease/baseq2" -moddir "{Q2 dir}/rerelease/sonicmayhem" "{Q2 dir}/rerelease/sonicmayhem/tech1.bsp"

I should also apologies for claiming that Sonic Mayhem doesn't work on Q2R a while back, I was just retarded and forgot that you have to find the laser switch under the elevator.

>> No.10184996

>>10184945
are you the runic HD anon? I still want that fucking thing, man. don't think you're off the hook.

>> No.10185005

>>10184964
I could imagine a rocketcluster. Less individual damage as a trade of for more area damage. Like the bfg compared to the plasma.

>> No.10185039

>level is such unrelenting bullshit that the game literally tells you to run past every enemy
>don't

>> No.10185051

>>10185039
Sounds like a ribbiks map

>> No.10185056

>>10185005
Yeah, or some kind of a cluster grenade/mortar launcher, or a heavy missile launcher that ups the blast radius by a lot and makes it more cone-shaped.

>> No.10185067
File: 1.42 MB, 854x960, file.png [View same] [iqdb] [saucenao] [google]
10185067

>>10180981
>theya ctually made the game hornier
uh based?

>> No.10185070
File: 330 KB, 575x635, file.png [View same] [iqdb] [saucenao] [google]
10185070

>>10185067

>> No.10185073

>>10184893
1. change "rocket" ammo to "die fucker" ammo
2. you can carry 200-400 die fuckers as opposed to 50-100 rockets, but the rocket launcher consumes 4 die fuckers per shot
3. add a flamethrower that consumes 1 die fucker per shot
4. shoots 5 fireballs per second, each dealing 15-30 damage, each penetrating infinitely in a straight line, no self damage, projectile is identical in speed to imp fireballs and gets buffed if you enable fastmonsters
5. direct fireball kills trigger an explosion that hurts adjacent enemies (also the explosions don't trigger more explosions)
6. you can eat burning corpses for a 1 health bonus

not an upgrade just something different

>> No.10185087

Anyone remember the Community Bonus Pack maps for UT2004?

There were two packs that contained maybe like 50 maps between them, it was a shit ton of the best community maps for the game. Back in the day it came on a PCGamer disc because it would have taken like 12 hours to download them all over the average DSL.

Anyway- Was there ever a pack like that for UT99? I'm in a mood for some classic flak cannon action Anons.

>> No.10185094

>>10185073
You made me smile anon

>> No.10185124
File: 65 KB, 750x1000, bg,f8f8f8-flat,750x,075,f-pad,750x1000,f8f8f8.jpg [View same] [iqdb] [saucenao] [google]
10185124

>>10185070
>>10185067
UNGA~BUNGA!

>> No.10185126

>>10185067
>>10185070
The Late TurokDoom anon would be proud

>> No.10185129

>>10185087
>Bonus Pack maps for UT2004
I thought that WAS for UT99. I think they just come packaged with Steam version (well, not anymore), with e.g. WarCow
anyway, some anon also shared these a while ago: https://mega.nz/folder/4Lx2EaQY#fFZeWQg9D5GScSf9e6qM0A

>> No.10185139

>>10185073
Anon you should make a mod with your ideas.

>> No.10185209
File: 2.73 MB, 480x476, jamiroquaisatsu.gif [View same] [iqdb] [saucenao] [google]
10185209

still holding on to that brief mention of space pirate getting tuned to be a functional arsenal mod. whenever that happens.

>> No.10185217

>>10184945
Remake it for Eternity Engine.

>> No.10185221
File: 438 KB, 1000x1000, Word cloud.png [View same] [iqdb] [saucenao] [google]
10185221

>> No.10185261

>>10181805
You're making it sound pretty good. Any downsides to it?

>> No.10185272

>>10182768
Anon was asking about a remaster, ergo what to do now.

>> No.10185275

>>10184945
Make your thing anyway and then when you release it and someone asks if myhouse was an influence just insist you've never heard of it or played it. It's worked for a few bands.

>> No.10185283

>>10185067
AWOOGA
AWOOGA

LOOK AT THE BOOBA
100% AMERICAN GAZONGAS

>> No.10185287

>>10185051
Ribbiks literally locks you into arenas. Hell Revealed is what you are talking about aka "here's shotgun, 1000 shells and 50 barons that you can easily run past".

>> No.10185295

>>10185221
>shitty expansions
Q2?
>extreme shotgun
Shadow Warrior incoming
>violent nerf
Is this about the railgun again?
>might pistol quake

>> No.10185303

>>10185287
Never understood why Decino held Hell Revealed in such high regard. I find both wads to be trash. But taste differs I guess.

>> No.10185315

>>10185303
The excuse I hear for Hell Revealed 1 & 2 is that they suck and they're bullshit the first time, but after you've learned where all the bullshit ambushes happen it's kinda fun.

>> No.10185325

>>10184945
Release it anyway and provide the actual context that you were working on it for a long time, and you weren't around when MyHouse came out.

>> No.10185336

Man, if only id made it so that enemies and items could be given an action and tag like linedefs so that when killed/picked up they could trigger tagged sectors.

>> No.10185340

>>10185315
I never liked this style of mapping. First time traps feel cheap.

>> No.10185373

Trying to remember a mapset or single map i guess, because i saw it in YT videos
>The map took place in an old abandoned village
>The houses were detailed i think
>Think Doomguy had glasses
>I know the chaingun's sprite was changed
>Might've had a cowboy/wild west theme
In fact, i'd like to know any wad with Doomguy wearing circular glasses

>> No.10185415

>>10185303
Hell Revealed was released on 97. It was the kaizo wad of the time. I understand it's legacy even though it's not really my cup of tea. It's early maps are ok for me though.

As for Sunlust, I enjoy it. I think it manages to create many very unique battles even while adding no new enemies. It's fun and challenging for me, but never frustrating. On top of that, I really like the visuals. I played it on HMP though and enjoyed it. In my opinion the players that UV everything and then whine about the difficulty are retarded faggots. If you don't like it hard, don't play it on hard.

>> No.10185441

>>10185295
Q2 had good expansions. In fact I don't recall any retro fps having particularly shitty expansions.

>> No.10185448

>>10185441
Nuclear Winter.

>> No.10185464
File: 242 KB, 943x683, why.png [View same] [iqdb] [saucenao] [google]
10185464

Boys what do I do

I recently had to reinstall Windows and now when I try to load up any of my stuff in UDB I get this whole clusterfuck. I am pretty sure I re-added all the resource paths, it just doesn't wanna see them.

Am I missing something obvious?

>> No.10185469

>>10185464
Double check the iwad path.

>> No.10185479

>>10185448
I did like all Duke expansions, excluding those +100 map packs with maps stolen from internet.

>> No.10185497

>>10185415
Sunlust on HMP is a fine wad, on UV it's cheap trash. The problem many people (including me) have with Ribbiks wads is that his vision of difficulty results in maps that aren't really fun besides the visuals. You might disagree, and thats fine. But compared to any of the Skillsaw wads that also have great visuals and fun gameplay, he falls short in his mapping.
Last thread (I think it was last thread), another anon rambled about this whole magnolia thing where Ribbiks expected people to send a demo on HMP 100% saveless and pistol start to prove worthy for the UV version. Things like this give him a bad rep with some people here. But that shouldn't matter to you. As long as you enjoyed sunlust, that's good for you and I'm happy for you there anon.

Considering the Hell Revealed thing. It's a product of it's time, but there is a reason it's not as well remembered as something like Alien Vendetta. Decino has a taste in punishing design that's not very first time friendly, that might be why he enjoys it that much. He said himself one time that after sunlust he wasn't motivated to play stuff like Ancient Aliens because it wasn't challenging enough for him. But his perspective is that of someone who plays a single map 2, 3, 4 times. From the perspective of someone who plays a map/wad maybe one or two times, sunlust and hell revealed are cheap and unfair.

>> No.10185525

>>10185261
Actual gripes so far;

1. Starbearer's superweapon fucking sucks.
2. Beastking starts out really weak both in terms of guns and melee, and one of his levels completely starves you of ammo BEFORE your melee damage is buffed, so it's just barely beatable. Does the stage look like Resident Evil? Tough it out and melee everything that dies in 2-4 hits to save yourself a headache later.
3. Either Beastking's lategame armor pieces buff him into a demigod, or the game forgot I was playing on Nightmare and lowered enemy damage by like 3x, which carried over to the Celestial campaign, so I had to start that one over from scratch. Not much time lost though.

Starbearer = Doom 2
Beastking = Plutonia but it lowers from UV to HNTR toward the end
Celestial = Ribbiks torture chamber
Demon = ???

>> No.10185534

>>10185469

OK, turns out they just had the wrong drive letter, baka

However the double defined thing is still showing up, no idea what that means?

>> No.10185536
File: 177 KB, 640x478, palmas.gif [View same] [iqdb] [saucenao] [google]
10185536

I HATE SANDY PETERSON! I HATE REFUELING BASE! I HATE BARRELS O FUN! I HATE SHITTY LEVEL DESIGN! I FUCKING HATE MORMONS!

>> No.10185543
File: 269 KB, 407x287, 500.gif [View same] [iqdb] [saucenao] [google]
10185543

Do you like the idea that this thing is an apparition of Tchernobog? (Like in Death Wish)

>> No.10185562

>>10185536
He made better Doom maps than you. Fuck Sandy haters, guy at least was creative.

>> No.10185572 [DELETED] 
File: 108 KB, 500x500, 1677887863996907.png [View same] [iqdb] [saucenao] [google]
10185572

>>10185562
>He did it better than you, you are just a jealous hater

>> No.10185579

>>10185536
John Romero always made shitty maps.
The only reason he is "hyped" is because media shilled him a lot back then when he was id's spokesman since carmack was occupied coding and sandy was filling for him since he was occupied behaving like movie star instead of working on maps.

>> No.10185591

>>10185303
HR1 can be kinda fun some of the time, but it's definitely not aged too well. Alien Vendetta and Kama Sutra do the style much better and in a more polished state, IMO.
HR2 on the other hand is just plain bad. Theres a few decent maps, but most of it feels like they put so much effort on making it "the hardest wad ever" (which isn't even true at this point), that they forgot to make it fun.

>> No.10185602

>>10185534
That's an issue with your resources.

>> No.10185609

>>10185497
thing is, it's fine on UV for the first half, slight spikes here and there. it's not until map 20 or so that it turns into straight up trial and error minefield. then you beat a map and think "did I miss a strategy?", go to youtube and discover that the people who praise the map actually rely on luck or cheese half the encounters.
then you hear that it took 1000 tries for that one guy to do it single segment. about at that point is when you kinda start to suspect that the whole "there is always a reliable strategy, you just missed it" thing just might be fucking bullshit.
but apparently if you lower the difficulty 2/3rds of the way in and play different encounters altogether, that will justify the encounters you won't end up playing somehow.

>> No.10185610

>>10185536
Why Refueling Base and Barrels O' Fun specifically? These are great (if you're playing on vanilla compatibility), if anything, The Pit and The Chasm deserve more scrutiny.

>> No.10185620

>>10185610
Chasm is overhated, IMO.

>> No.10185625 [DELETED] 

>>10185572
Accept the truth. You suck at making maps.

>> No.10185659

>>10185373
>In fact, i'd like to know any wad with Doomguy wearing circular glasses
94 Protons

>> No.10185664

>>10185534
You probably have something bound twice.

>> No.10185674

>>10185659
94 Protons isn't a wad, it's an idea.

>> No.10185680

>>10185497
>Sunlust on HMP is a fine wad, on UV it's cheap trash.
That’s fairly ideal. Some people are all about that “cheap trash”. It mirrors the Plutonia scenario where the UV difficulty spike was designed to be a challenge for the author. Mirroring somewhat how I myself feel about Final Doom: Ribbiks has a better grip on challenging and tight encounters, Skillsaw wads are less so but he also puts a bigger emphasis on the level themes and environmental design.
My bigger concern with Skillsaw is him become a similar victim of his own success: He’s been adamant about the people who would prefer that he compromises his level design so they can more reliably hit 100% for kills, items, and secrets the first time they play a map.

>> No.10185685

>>10185659
I meant like something from the early 2010's or late 2000's
Like before nuDoom was announced probably

>> No.10185686
File: 177 KB, 1366x768, 20230824175819_1.jpg [View same] [iqdb] [saucenao] [google]
10185686

Fuck me, I just got around to the new Quake 2 content and Machine Games really screwed this up.
It's literally just waves of weak Strogg over and over every level, followed by a boss fight that also sends out waves after you mid way through. These maps look pretty but what were they thinking?

>> No.10185689

>>10185686
Yeah, the combat wasn't great. They also starve you of weapons if you don't find the dozen secrets in every map.

>> No.10185702

>>10185686
These maps are for people who did all of Quake 2's stuff on nightmare for years

CoTM is literally Plutonia for Q2

>> No.10185708

>>10185686
>what were they thinking?
probably "man is it boring fighting 1 or 2 slow enemies at a time in small rooms and tiny corridors!"

>> No.10185709

>>10185702
The levels are kind of simple until you get to the bosses though. Then it's just use up the powerups to win.

>> No.10185713

>>10185620
No, it's hated just right and no amount of contrarianism will change that.

>> No.10185714

>>10185686
Rest of units are less populated.

>> No.10185726

>>10185686
>These maps look pretty but what were they thinking?
They probably looked at the slaughtershit sections of 'big' Quake 1 releases like Dwell and thought that was a great idea somehow.
I'm more offended by the pointless attempt at a Quake 1 tie-in that felt like a shitpost.

>> No.10185729

>>10185726
>The next Quake might use Dwell as an inspiration
Oh my god I fucking hope not.

>> No.10185734
File: 131 KB, 1920x1080, 2320_20230822230237_1.png [View same] [iqdb] [saucenao] [google]
10185734

>>10185686
>It's literally just waves of weak Strogg over and over every level
Fuck you, I like the "delete these stroggs with a chaingun" moment. It's fun.
>>10185689
I wasn't actively hunting for secrets, and maps provided enough weapons as is.

>> No.10185740

>>10185610
Luv The Chasm
Simple as

>> No.10185747

>>10185734
>moment
The problem is it's not a 'moment'. It's like 90% of the combat in most of those mission.
Also doesn't help that all but maybe one of those secret levels is just inane slaughtershit.

>> No.10185752

>>10185726
Dwell is not very slaughterous outside the boss encounters. AD and old Tronyn maps much are more like that. Dwell has more of that "Plutonia but Quake" style in it's combat, and it's hardly a first to do so.

I found both Dwell episodes quite fun. New weapons were cool as was the map design. Some anons here seem to have a weird hateboner against all new Quake mods.

>> No.10185759
File: 110 KB, 1366x768, 20230824181029_1.jpg [View same] [iqdb] [saucenao] [google]
10185759

>>10185734
>Fuck you, I like the "delete these stroggs with a chaingun" moment. It's fun.
And it is fun. Sometimes. Not when it's always.
Also here's the Makron. AGAIN.
Fuck off you useless cunt. Stay dead.

>> No.10185763

>>10185759
That's not the only Makron there.

>> No.10185767

>>10185729
they're already using makkon as inspiration for those squeaky-clean "elder ruins" (that shit looked like a mobile game 2bh)
megacorpse was the best of the new episodes though, that's far from the worst thing they could do to "next quake"

>> No.10185782

>>10185763
So I found out.
I can't wait to kill him another sixteen times, possibly even in this episode!

>> No.10185786

>>10185767
My only solace from this is knowing that the pricks at slipseer probably took that very badly.

>> No.10185787

>>10185680
There is a problem when you map like Ribbiks. Can happen to any mapper really. If you try to scale to your difficulty expectations you can easily fall into a trap of "oh yeah, i need to tweak this fight because it needs to be a bit tougher and they will probably have this much ammo and health from before. And there is this secret that i have to account for blahblah."
When you map (at least speaking for myself), you test a sequence like hundreds of times. The poor guy playing your map for the first time has not played everything up to this encounter 20 or 30 times. He gets butchered if you scale it to your expectation. That's why I'm always bothered if someone brings up Dario Casali's quote. At some point you got to ask yourself if you map for yourself or so others can enjoy it. Both approaches are fine, but if you take the former route you have to expect people seeing your finely tuned fights for yourself as cheap trash.

>> No.10185798

>>10185686
Megacorpse felt like it should have ended with the Hornet fight.
The Lunar base mission felt like it was stapled on from an unused unit idea, because it makes no sense.
>Fighting Strogg on a distant planet
>Oh, a teleporter
>Shambler noises
>Suddenly, human moon base
Okay?

>> No.10185802

>quake champions runs on the same exact 2003 engine as will rock, and is therefore retro
what the FUCK

>> No.10185816
File: 79 KB, 170x170, 1692900192394.gif [View same] [iqdb] [saucenao] [google]
10185816

>>10185787
if i don't have to repeat a level 20-30 times or savescum through it, it's trash
no exceptions

>> No.10185817

>>10185802
>and is therefore retro
Said who?

>> No.10185823

>>10185817
saber interactive evidently

>> No.10185825
File: 848 KB, 1920x1080, boa.png [View same] [iqdb] [saucenao] [google]
10185825

>>10185798
I was half-sure I missed some reference, for all I know it could be a nuWolf demake. still not sure actually.

>> No.10185827

>>10185802
Wrong.
You might as well say that nuDoom, nuWolf, latest COD and Half-Life Alyx all run on the same old 1996 Carmack/Abrash engine.

>> No.10185832

>>10185827
those engines ain't all named the exact same thing

>> No.10185845

>>10185767
They are a bit cartoony, but I do like the makkon textures. There's a marked increase in fidelity while still being crunchy.

>> No.10185858

>>10185845
I like the natural rocks and cliffs because being oversized works for their advantage. concrete is situationally fine too.
everything else, being completely monochromatic and grungeless, never looks right in maps.

>> No.10185861

>>10185832
Id ones are.

>> No.10185869

>>10185861
nuh uh those are numbered

>> No.10185881

>>10185869
So is Saber3D.

>> No.10185883

>>10185816
>Difficulty equals quality
Ehh, I disagree. There can be wads that combine both, but I would never say that easy wads can't be fun. But I guess your take was ironic (hopefully)

>> No.10185895

>>10185825
Wad?

>> No.10185897

>>10185883
i find no enjoyment in anything i beat first try
there is no point

>> No.10185908

>>10185895
Looks like blade of agony

>> No.10185937

>>10185479
what about Duke!Zone2? that had like 3 original episodes and they all sucked. bullshit traps and uninspired theming.

>> No.10185950
File: 151 KB, 588x344, kek.png [View same] [iqdb] [saucenao] [google]
10185950

>>10185067

>> No.10185961
File: 21 KB, 400x400, 1669946092504737.jpg [View same] [iqdb] [saucenao] [google]
10185961

Just started playing Scourge of Armagon for the first time. Only 4 levels in and holy FUCK does it throw a lotta new shit at you. How come they never gave it or Dissolution any love for the Q1 Rerelease? Because of Activision?

>> No.10185972
File: 1001 KB, 1148x1368, kobayashi.png [View same] [iqdb] [saucenao] [google]
10185972

>oh yeah, pairing a mod with long character progression and drla monsters on adaptive sounds like a blast, why don`t i do it more often?
>the hungry remind me of their existance two maps in
right

>> No.10185983
File: 43 KB, 300x320, 3179745100.png [View same] [iqdb] [saucenao] [google]
10185983

>>10185961
it's great i just wish the gremlins were a bit faster

>> No.10185998

>>10185961
I just wish mappers would've used the contents from the mission packs more.

>> No.10186006

>>10185998
>The only way to have content from Quake and both expansions at the same time is through Quake Stuff for Doom.
A shame.

>> No.10186008

>>10185543
I fucking love it, Bloatoid managed to give it so much personality from the wacky shit it puts in your way
I already miss the screamer

>> No.10186031

>>10185983
These guys are awesome. Why aren't there more FPS enemies that steal your guns?

>> No.10186041

>>10186031
right? i also love how they look and sound.
the glowing eyes are a nice touch

>> No.10186141

>>10185961
expansions for shooters unfortunately are seen as shovelware and cashgrabs. Warlockracy's video on a Morrowind expansion called SoA that (tho since he's an RPG guy he prob isnt as familar with the nuances of FPS level design) and i dont think any current reviewer recognized Scourge of Armagon's and Ground Zero's merits. which is sad. not only can expansions can top the base games they can provide a look at the growth of professional level designers. The Reckoning, an okay bordering on good expansion for Quake 2, had contributions from Dan Koppel who would later work on Kingpin. Before TR he worked on Quake 1 maps with an impressive use of verticality, you can find two of them on Quaddicted.

>> No.10186153

>>10186141
>Ground Zero
>merits
It's a slog even with the remasters softening of certain bullshit enemies.

>> No.10186161

>>10185961
>Because of Activision?
I'm retarded, what does Activision have to do with Scourge of Armagon?

>> No.10186179

>>10186008
KNEEL BEFORE ME

>> No.10186206

>>10186161
Actually, I'm retarded. I thought Scourge's devs were acquired by Treyarch, when I'm thinking of The Reckoning's devs from Q2.

>> No.10186213

>>10185767
>megacorpse was the best of the new episodes though
It's always funny to me how much opinions can differ. I much preferred the classic-style techbase operations (Corpse Run, Wasteland, Firewall) from CotM.

>> No.10186220

>>10185983
In my brief time mapping with the Violent Rumble resources, I enjoyed putting Gremlins in waist-high water and having them hop down from ledges in larger fights. Even knowing ahead of time that they're there, they often manage to snag my fukken Nailgun or SSG fairly often.

>> No.10186223

>>10186213
Corpse Run is Megacorpse

>> No.10186225

>>10185972
>the hungry
Those are the langolier looking motherfuckers right? The higher tiers of DRLA monsters are some serious bullshit.

>> No.10186250

>>10185897
First try with saves? Or do you want to tell me you are one of those "pistol start saveless" idiots that plays maps that way for the first time? That's just stupid. I only do pistol start first time for something like JPCP.

>> No.10186254

>>10186220
>I enjoyed putting Gremlins in waist-high water
based and Prodigy SE pilled

>> No.10186262

>>10186220
noice

>> No.10186275

>>10185620
Also agree. It's fine. It's gimmick is fine if you aren't shit.
People don't have patience to slow down at all in Doom because they're used to the RIP AND TEAR style maps that have been the norm for ages, but back when most people were still playing kb only it was a lot more planning and plodding. Chasm plays into that. It's not the best map, but I wouldn't even call it bad. I don't think any of Sandy's maps are "bad" really. Just different. They're not even that similar to each other except that they are different.

>> No.10186281

>>10186223
Right, I meant Laser Eyes, the faggot operation.

>> No.10186320

>>10185802
>>10185827
>You might as well say that nuDoom, nuWolf, latest COD and Half-Life Alyx all run on the same old 1996 Carmack/Abrash engine.
Yes, you might as well do that.

>> No.10186327

>>10186275
Amen anon. I agree 100% with you. Sandy's maps feel very different. And that's good.

Also he's kinda adorable as a person. I like him.

>> No.10186328

Holy fuck the Iron Maiden in quake 2 has huge boobs

>> No.10186349

>>10186328
Strogg improved Greiss Booba

>> No.10186358

>>10186328
The quake 4 looks like a tranny but yeah i always like how q2 iron maiden was a hottie

>> No.10186397

>>10185536
the big room and side hallway both full of hitscanners just outside of the start point are genuinely a real bitch in my experience, even compared to "hard" wads

>>10185497
Inverti in Darkness and every map after doesn't stop being a bowl of nails without any milk even on HNTR, and not even playing continuous helps because you don't get your BFG back until like map 24

>> No.10186440

>>10184917
Nonsense, you can use ACS and powerups to make some universal burning effects.

>> No.10186442

>>10186358
Quake 4 Maidens are female humans pumped with steroids and the ability to fly, use psychic powers and teleport.
There should had been female marines in Q4 to explain this, but they were cut.

>> No.10186585

Is there a way to get Quake Injector working with the modern Kex Engine re-release?

I grow tired of source port autism and I just wanna be able to play everything in the most polished exe, to be quite perfectly desu

>> No.10186620

>>10185536
I'm sorry that you feel that way.

>> No.10186629

>>10185579
E1M7, E4M2, MAP11, and MAP29, are all excellent, and Sigil as a whole is very high quality.

>> No.10186642

>>10185620
I agree, I really like how huge and expansive it is, with all these nooks and crannies to find, and I enjoy its fights and progression. If anything, Sandy's worst map is Factory.

>>10185674
>It's not a .wad, it's an idea, a movement!
lmao

>> No.10186651
File: 3.66 MB, 1280x720, turkey sandwich.webm [View same] [iqdb] [saucenao] [google]
10186651

raptor sister
not like this...

>> No.10186654

>>10186629
If we count't Sigil as an offical release, it would be the best, followed by E4.

>> No.10186657

>>10186642
Yeah, snail movement.

>> No.10186668

>>10185825
I think that's more of an Apple reference, hiterlized ads.

>> No.10186671

>>10185610
Sandy was always busy making the maps harder for people who didn't pistol start because he thought there was too much ammo and health on maps for them to be real challenges
because of that he deliberately didn't put better weapons like ssg and plasma gun in some maps
and that room with pain elementals in barrels o' fun is a bitch without them

>> No.10186684

>>10186585
>most polished exe
It isn't.
>play everything
And you can't.

>> No.10186685

>>10185983
Violent Rumble has an animation speed multiplier (may have been taken from something else) and I found that setting their animations to x1.5 let them be a unique fodder enemy that could quickly eat corpses and swipe at the player while giving them very little time to back away. They also become more adept at weapon grabbing.
Really, being faster is all they need. They have all the mechanics in place, but Hipnotic decided they needed to be slightly faster than zombies.

>> No.10186723

>>10186684
Well, fuck you too, Dingdong.

>> No.10186728
File: 37 KB, 500x445, Mancubus-Doom-video-game-upscale-Hisfan.jpg [View same] [iqdb] [saucenao] [google]
10186728

Mancubi are fun and cool.

>> No.10186745
File: 4 KB, 640x480, Knee-Deep_in_Knee-Deep_in_ZDoom.png [View same] [iqdb] [saucenao] [google]
10186745

man, this is such a chore to play. I'm powering through to see more of the tech wizardry, but all that stuff is wasted on retarded maps

>> No.10186749

>>10186685
>but Hipnotic decided they needed to be slightly faster than zombies
such a weird decision

>> No.10186757

>>10186745
Yeah, that's the problem with KDiZD as well. But it's damn impressive that KDiKDiZD is vanillafriendly.

>> No.10186768

>>10186684

Ehh, like I said I don't care for sourceport autism any more Anon. I know it's not perfect and I have used Quakespasm for years, but the Kex version has a) bothmatches, b) better UI scaling and c) the coloured lighting and fog just looks really pretty sometimes.

I just wish it worked with Quake Injector and then I'd be happy to use it. If there's no way, though, guess I'll just stick to Qakespasm.

>> No.10186783

>>10186768
The point is that a lot of things will literally not work on Kex Quake, anon.

>> No.10186787

>>10185787
>When you map (at least speaking for myself), you test a sequence like hundreds of times. >The poor guy playing your map for the first time has not played everything up to this encounter 20 or 30 times. He gets butchered if you scale it to your expectation. That's why I'm always bothered if someone brings up Dario Casali's quote.
Then follow in the footsteps of Casali and Ribbiks and understand this:
>"hey wait, not everyone will be as crazy as me about this game. I better cater my maps for multiple skill settings and playstyles."
There you go. Whatever skill they want to use, make that the "intended way to play".
The problem Casali regards in his near 20 year old Doomworld interview aren't just the people who are saying it's "too hard", it's the people who are saying it's too hard and who only play on hard.
>>10186585
>>10186783
That and it still runs worse than the other ports for me.

>> No.10186798

>>10179910
How do you manage mod loading on your Deck? I don't recall there being a GUI-based solution for Linux and bash isn't fun without a keyboard.

>> No.10186845
File: 11 KB, 136x138, brutality.jpg [View same] [iqdb] [saucenao] [google]
10186845

>>10186225
yeah. i remember it was quite the jumpscare the first time around. just gotta be careful, gonna hope it`ll eventually balance out the usual late game power since i`m playan with trailblazer.

>> No.10186846

>>10182931
Lookin' good

>> No.10186871
File: 115 KB, 640x400, macindoom.jpg [View same] [iqdb] [saucenao] [google]
10186871

Currently playing through Realm of Chaos on original Mac hardware. AMA

>> No.10186918

>>10185983
Keep mod actually makes them faster by default, and Violent Rumble has a speed movement modifier.

>> No.10186930

What should I play while waiting for Golden Souls 3 to release?

>> No.10186939

>>10186930
512 Lines of /vr/

>> No.10186948
File: 866 KB, 1024x1024, iron thots.jpg [View same] [iqdb] [saucenao] [google]
10186948

>>10186328
https://mega.nz/file/SYcRXIhA#EExQf4x2Bv2Uf5msSmvg2UMqViuMThWjG00XaUgjuFQ
Put in Quake2/rerelease/baseq2 next to pak0.
Pic very much related.

>> No.10186951
File: 287 KB, 512x512, BOOBAranger.png [View same] [iqdb] [saucenao] [google]
10186951

>>10186948

>> No.10186958
File: 171 KB, 598x574, 6ab.png [View same] [iqdb] [saucenao] [google]
10186958

>>10186948

>> No.10186972

If your level requires me to swim through water to progress it's a shit level.

Okay maybe not necessarily shit but I automatically deduct like 3 points.

>> No.10186982
File: 1.15 MB, 1920x1080, 2320_20230815202148_1.png [View same] [iqdb] [saucenao] [google]
10186982

>>10186948
i think is "official" that maidens have noses under the new meshes since my retextures blends to a point the "teeth" looks like lips.
I need to find courage and motivation to finish the rest but irl issues are making me mad

>> No.10187026

>>10186798
This probably: https://github.com/lcferrum/qzdl

>> No.10187036

>>10186871
which mac? how fast does it run?

>> No.10187057

>>10186798
I use the windows version of zdl and just load it through steam since I use mostly windows ports.

>> No.10187120

Man, those two shamblers at the end of the new Q2 episode are getting tired of kicking my ass.

>> No.10187125

>>10185686
Depends of which chapter are you playing.
Some are okay-ish others are meh

>> No.10187135

>>10187120
They aren't explosion resistant for some reason.

>> No.10187145 [DELETED] 
File: 2.22 MB, 1920x1080, q2e_crun.png [View same] [iqdb] [saucenao] [google]
10187145

>>10187120
The shamblers are the easy part because they can still get danced and you have corners. It's all the mutants that ruined my day.
>>10187125
That level itself was straight and linear. Not always a bad thing and it still had fun boss fights and aesthetics.

>> No.10187150
File: 2.35 MB, 1920x1080, q2e_crunfix.png [View same] [iqdb] [saucenao] [google]
10187150

>>10187120
The shamblers are the easy part because they can still get danced and you have corners. It's all the mutants that ruined my day.
>>10187125
That level itself was straight and linear. Not always a bad thing and it still had fun boss fights and aesthetics. Now without a cropped picture.

>> No.10187151

>>10187145
>It's all the mutants that ruined my day.
Yeah, that's where the problems started

>> No.10187216

>>10187135
I was going to make a joke about how it was because Q2's explosives already do so little, but looking it up shows me that all four launchers between the two games do nearly identical damage. huh

>> No.10187242

>>10186757
I seriously can't be the only one who feels that not only is KDiZD great, but one of the best Doom mods ever made.

Don't even try to change my mind.

>> No.10187258

>>10185686
I agree, the only one I really liked was the Laser Base. I cared enough to finish the expansion but it just makes me want to try Ground Zero and The Reckoning, but I should probably do it with a different source port because I bet they weren't designed around the Remaster's AI adjustments.

>> No.10187264

>>10185609
>then you hear that it took 1000 tries for that one guy to do it single segment. about at that point is when you kinda start to suspect that the whole "there is always a reliable strategy, you just missed it" thing just might be fucking bullshit.
Knowing reliable strategies towards encounters does not suddenly mean the map is no longer a challenging effort to single segment, It just means knowing the most resource efficient path towards surviving an encounter so that you aren't banging your head against a wall wondering what to do.
Even If it takes hundreds of attempts, that doesn't mean the strategies are worthless. It just as easily means the map is, you know, hard.

>> No.10187327

>>10185961
Probably low budget, SoA is pretty great and a lot of former Duke 3d devs including Levellord worked on it.

>> No.10187362

new thread whendo

>> No.10187364

>>10179212
Painfully average. That pump action makes it feel like a plastic toy.

>> No.10187394
File: 174 KB, 1398x1045, doomfi.wad.png [View same] [iqdb] [saucenao] [google]
10187394

>>10179630
Hot undies anon. Hot undies.

>> No.10187437
File: 19 KB, 986x367, Untitled.png [View same] [iqdb] [saucenao] [google]
10187437

it's not a booru, but it can handle tags, pngs and zips
but don't get your hopes up, this was just a test, i don't have the storage space to start hosting wads atm.
but if anyone is curious it's using dokuwiki with a couple of plugins. tagging and something else.
who knows, maybe I'll but a new SSD and keep plugging away at this.
I guess there's also the possibility to just link to existing downloads, but that's dependant on idgames et al

>> No.10187468
File: 143 KB, 437x271, rip.png [View same] [iqdb] [saucenao] [google]
10187468

>>10185950

>> No.10187483

>>10181415
Are you running it on a Linux server?
I should get into trying to run windows only game servers on Docker with wine... For fun!

>> No.10187501 [DELETED] 

>>10187483
Its windows. It should be Linux, but at this point I'd have to switch so much shit over that it's not worth it to me. It's a "learning as I go" server so I just jumped in headlong with what I knew, and here we are.

>> No.10187563

>>10187483
Yeah, it's a Linux server. That's why I mention "unlike Windows" and other things like there being a ~/.Unreal folder for configs, which is typical Linux stuff. The big thing is that I mention the SystemARM folder, because this is the OldUnreal 227j patch of the game. No need for Wine and such, as that version brought native Linux support for both amd64 and arm64

Aside from the headache caused by the different setup method (again, because of red herrings and how launching from System64 instead of System worked on Windows), it's worked like a dream. Stuff like JCoopZ and Crystal Castles run without issue. Now, the only true suffering is being faced with how dry the custom mission mapping scene is for Unreal, after finally getting it optimally set up to play those maps with buddies.

>> No.10187584

>>10187483
whoops responded wrong because I switched devices and lost track of (you)s.
>>10187563
>old unreal patch brings native Linux support
Neat. That's good to know for when I switch OS's to Linux eventually for server/daily drivin

>> No.10187608
File: 708 KB, 720x426, herro.png [View same] [iqdb] [saucenao] [google]
10187608

>> No.10187616

>>10187608
kek

>> No.10187650
File: 180 KB, 640x480, WantonDestruction.png [View same] [iqdb] [saucenao] [google]
10187650

>>10187608
lol

>> No.10187654

but then, who was phone?

>> No.10187659

>>10187036
Power Mac 9600. Thing has a 400MHz G3 and Voodoo 2 in it and can handle Legacy with only a few things turned off. Works great until it freezes. I assume it's thermal related.

>> No.10187668

>>10186668
I meant the moonbase in KexQ2

>> No.10187685

>>10187659
>400MHz G3 and Voodoo 2 in it
Very nice.
>freezes
A dayum shame. Is it just hot there, or is the fan just shit?

>> No.10187710

>>10185937
I has bad maps, but also some good ones. There are worse Duke mods that are considered classics.

>> No.10187787

>>10186685
>setting their animations to x1.5
Whenever I get back to Quake mapping, I'm stealing this fuckin' idea. Arigatou, nigga.

>> No.10187841

>>10185961
For me its the inexplicable low-grav rock grinder from the intro level.

>> No.10187845

>>10186982
While the plebes are saying BOOBA
I'm instead inclined to say BOOTAH

>> No.10187861

>>10185759
I think somebody needs to try and make a better Makron - most desirably do so by taking notes from the SoE boss Armagon i.e. replace the easily-avoidable fanning blaster attack projectiles with the ion-boomerangs that the RipperGuards get to have, and swap his head Railgun for some sort of a super-Phalanx (always shoots 3 projectiles just like a nightmare-skill BetaGladiators)

>> No.10187865
File: 25 KB, 480x360, WillRock_proto.jpg [View same] [iqdb] [saucenao] [google]
10187865

>>10185802
Will Rock was an idTech game?

>> No.10187871

>there's a TankBoss variant with homing rockets in Q2kex
The remake devs are lurking here for reals.

>> No.10187881

>>10187865
>Sam Stone
>Will Rock
Could they have been more obvious?

>> No.10187887
File: 310 KB, 1201x1600, turokoa88.jpg [View same] [iqdb] [saucenao] [google]
10187887

>>10187881
Turok the Son of Stone enters the chat
>inb4 Blake Stone

>> No.10187960
File: 36 KB, 827x510, engines.png [View same] [iqdb] [saucenao] [google]
10187960

>>10187865
it is in fact the same engine that also powers quake champions lol

>> No.10187981
File: 59 KB, 800x600, 15_1.jpg [View same] [iqdb] [saucenao] [google]
10187981

>For additional effects, ETF rifle's projectiles bypass normal armor. Originally they also dealt double cell damage to Power Screen/Shield, but in 2023 Remastered this property was removed and given to energy weapons instead.
>but in 2023 Remastered this property was removed
WHY WOULD YOU DO THAT?!?

>> No.10187982

>>10187981
autism

>> No.10188000

someone a few weeks ago posted a mega link with cod4, age of empires, tomb raider etc. does anyone have the link? can't find it anymore

>> No.10188001

Speaking of Will Rock, the only videos on Youtube show most enemies dying in 1-2 pistol shots, and dealing like 2 damage per hit. Does it have a proper hard difficulty?

>> No.10188004

>>10188000
dunno about cod4 but there's the dospack in the op, it has some win98 stuff contrary to the name

>> No.10188006

>>10188004
yeah it was a different link someone posted to reply about a quake pak or something can't remember now

>> No.10188010

Anybody tried to rip those pitch-shifted enemy noises from the Quake2 console ports when working on the Kex remaster?

>> No.10188021

>>10188004
found it with "an" archive search: https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA/folder/709EEbrB

>> No.10188074
File: 167 KB, 1440x1080, 20230824213915_1.jpg [View same] [iqdb] [saucenao] [google]
10188074

>>10186768

Search for third party add-on servers. You just add a URL to the command line and KexQuake suddenly has a bunch of the most popular community maps packs available right in the add-on menu. If you're not a hardcore "must play everything" type then honestly it's probably all the Quake you'll ever need.

>> No.10188080

Damn, why is quake so much more boring than doom?

>> No.10188082

>>10188074
This
>>10186585
But you're also a dumb nigger. It's not the most polished exe. Kexquake is fine but don't make stupid statements. Or do I guess and look stupid.

>> No.10188084

>>10188080
Combination of limited enemy roster and strange weapon setup. If you don't like it just drop it anon it's okay.

>> No.10188104

>>10188084
It's just so weird that the consensus seems to be that quake had much greater legacy than doom, but it's just so fucking shitty and quake modding seems to be worse than doom modding. Makes me think the only reason quake was popular was multiplayer and 3D graphics.

>> No.10188108

>>10188104
Quake 2 was popular because of multiplayer and 3D graphics. Quake has a well known legacy as a fantastic dark fps whose engine continues to influence modern engines to this day.
>but it's just so fucking shitty
Anon it's just not for you. I have lots of love for the rhythms of Quake's gameplay. Quake modding isn't as diverse as Doom, but it's nothing to sneeze at.

>> No.10188112

>the consensus seems to be that quake had much greater legacy than doom
this post is either generated by a bot or really really seeking attention because not a single human being thinks that

>> No.10188118

>>10188080
You can't move perpetualy twice as fast as a cheetah in Quake

>> No.10188127

>>10188108
>Quake 2 was popular because of multiplayer and 3D graphics
Q2 was MP and coloured lighting, Q1 was MP and full 3D.

>> No.10188142
File: 1.18 MB, 1280x960, ship.png [View same] [iqdb] [saucenao] [google]
10188142

>>10188127
>coloured lighting
not much point if it's all the same color anyway. Unreal would come out just a couple months later and make much better use of it (in software mode, too).
people only cared at the time because of shilling, and only remember today because Romero moved Daikatana to a worse engine because of it.

>> No.10188150

>>10185817
>>10185823
>Said who?
Definitely not the board >>6775606
It says nothing about engines.
>>10188127
>colored lighting
It all really pops after playing Q1 directly before it.

>> No.10188154

>>10188082

>anon states he is tired of sourceport autism
>sourceport autists respond with intense sourceport autism

kek

The main thing is it's nice to just select everything from an in-game menu instead of typing console commands every time you want to play something. I'm not aware of another port that makes it so straightforward for casuals.

>>10188080

It's not, in fact I can never make up my mind if it's actually better than Doom. It's the same formula but with a much more solid feel. Quake feels like the point in shooter evolution that it reached the perfect apex between simplicity and complexity. It's just elegant as fuck, it's all meat and no fat. That's the reason Doom and Quake have such longevity.

I think the problem you and others have is how enemy counts are lower, and individual enemies take more damage, which makes it feel less satisfying. Nut it's an understandable design decision if you think about the context of being the first true 3D FPS at a time before dedicated 3D hardware really took off. I often wonder how it'd feel if all the damage and HP values were brought in line, so we could have Quake levels that feel more like a Doom map on Ultra-Violence.

>> No.10188159

>>10188154
>I'm not aware of another port that makes it so straightforward for casuals.
you can feed the same url to Ironwail and get a similar menu. or you can use QuakeInjector. or that other GUI tool someone made on Quaddicted. or make shortcuts so you only have to type things once.

>> No.10188171

>>10188154
>The main thing is it's nice to just select everything from an in-game menu instead of typing console commands every time you want to play something. I'm not aware of another port that makes it so straightforward for casuals.
Ironwail.

>> No.10188173

>>10188154
https://www.youtube.com/watch?v=9MO3GxoNm8o

>> No.10188203

>>10188159

If you trace back the replies the original question was about using QuakeInjector.

Whatever their reasoning, Anon obviously has some preference or criteria that makes the remaster port desirable. Don't let that bother you so much, just enjoy your game.

>> No.10188206

>>10188171
Hell, it goes at least as far back as Darkplaces 2014.

>> No.10188215

>>10188171
>>10188173

Does this run the Dimension of the Machine episode?

>> No.10188216

>>10188215
Yes. Extract mg1 and QuakeEX.kpf from your Quake Remastered folder and place them in the same directory as id1 and ironwail.exe.

>> No.10188223

>>10188203
>If you trace back the replies the original question was about using QuakeInjector.
yeah and I didn't get it back then either. the launch parameter syntax is exactly the same, so you can in fact use KexQuake with QuakeInjector, just like you would any other port, minus the ability to run advanced stuff like Quoth.
but sure, whatever.

>> No.10188225

>>10187981
because now power shield is literally a lifesaver
and the ETF Rifle is now a proper nailgun

>> No.10188234

>>10185221
>try q2
>doom wads bad

>> No.10188239

>>10187685
Little bit of both. One of these days I'll replace the fan with a higher output one.

>> No.10188264

>>10188104
Quake has quite active modding scene. This year we have received much more quality Quake mods than Doom wads.

>> No.10188283

>>10188225
It's just a worse hyperblaster now. The only benefit is the lack of a wind-down.

>> No.10188285

>>10188225
Did they aslo removed the self-harm effect from shooting it too close?
Why even call it 'explosive' then?

>> No.10188293

>>10187242
You are. Sorry anon.

>> No.10188317

Hey Nightdive, how about a Darkwatch port for the PC next?

>> No.10188335

>>10188317
Find the source code and the rights

>> No.10188338

Can you make a commercial game with the Quake 2 engine or any of its source ports?

>> No.10188341
File: 80 KB, 1024x768, 10360665-quake-ii-mission-pack-ground-zero-windows-plasma-beam.jpg [View same] [iqdb] [saucenao] [google]
10188341

>>10188225
Why would you use it for anything but bullying the few non-Turret monsters ordered to stand ground now that it cannot even perform it's intended function of depleting shields?
Also wasn't this shitty weapon able to pierce thru multiple enemies as its sole saving grace?
If its just a Mandalla on my end, then the Kex folks should think about trying to buff it this way - as just upping its damage doesn't seem the proper way to improve the PB's utility to be quite earnest, but is also welcome (for the SP experience at least)

>> No.10188375

>>10188338
The original Quake 2 engine yes. Kex Quake 2 no.
There's caveats due to the license though. You'll need to release your source code, and third-party software integration to the exe isn't allowed. That basically rules out console ports, DRM (unless you code it yourself from scratch), and many of Steam's features like workshop and the built-in multiplayer service (see: every Valve game ever).

>> No.10188438

>>10187981
It's not as bad as D3 BFG edition but it's weird how Nightdive releases tend to do things right and then do weird changes for no reason
At least id titles on Steam still have original releases available
But since they interact with Limited Run Games, maybe there's questionable things about Nightdive worth bringing up
Weirder too because they consist of old guard people that worked on stuff people liked

>> No.10188489

>>10188438
>do weird changes for no reason
The reason is almost always for mass appeal to zoomers who never played the original and are left scratching their broccoli tops when you try explaining to them what a 'source port' is.

>> No.10188596

>>10188335
Wouldn't wonder if Kaiser already started something like that. Then it's just a case of finding the rights for dirt cheap because that game got forgotten a long time ago. I never even heard of Shadow Man till the remaster (although I have to say I'm not the biggest 3rd person fan. Didn't even play heretic 2 even though some people praise it like the second coming of christ. Maybe just civvie shills)

>> No.10188649

>>10188264

For a long time it was still kinda awkward to get into Quake mapping compared to Doom, but I think Quake mapping is coming into its own now that it has the tools and tutorials to make it as accessible as Doombuilder. Besides the whole boomer shooter revival, I think a lot of people start out in Doombuilder, and then realise getting into Quake with Trenchbroom is only a small jump, but gives them a lot more freedom to express their ideas.

I predict it will eventually shift and become the more active community overall honestly. These days Doom is played out, everything has been done. Quake community certainly seems to put out a higher ratio of quality content now, and it has way better resources available, without anything resembling the Doom community's frequent "muh vanilla" autism.

>> No.10188667

>>10186728
No they are spongy and tanky fuckers that always annoy you with their fireball pattern when you are focused on something else. I also dislike that many mappers use them for long range harrasment of the player.
I put them in the face of the player to prevent him from rushing through passages where I want him to stick around more. For long range harrasment if needed I place arachnotrons. Sure, they shoot a lot more, but their firing is more predictable and as such better dodgeable imo.
But hey, each mapper has their style. If you want to stuff your map with fatsos, go ahead.

>> No.10188671

>>10188649
>muh vanilla
This is understandable. GZDoom is comparable to Darkplaces, while Quakespasm/Ironwail is more comparable to Woof/Nugget/dsda. People rather make and play vanilla-ish stuff (with slight extensions) as opposed to cinematic epics that don't resemble the original game. Don't you too? Or am I writing to Torm himself?

>> No.10188681

>>10188667
getting chipped to death (and I use "chip" lightly because those fuckers do 60 damage) by manc fireballs from 4000 units away while trying to figure out where to go next has to be one of the most anticlimactic ways to die 20 minutes into a map after slow crushers

>> No.10188685

any download compiling the gamefiles required for running Build games on raze?

having to install all the games, take the files and then uninstall is such a hasle

>> No.10188687

>>10188649
>these days Doom is played out, everything has been done
You what? There are great wads coming out every year? Also, just a few weeks or months ago, the whole internet went crazy over myhouse!

>> No.10188693
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
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>>10188649
>without anything resembling the Doom community's frequent "muh vanilla" autism.
Instead we have "muh Copper" autism - which is arguably worse because Copper is the mod form of "no fun allowed".

>> No.10188694

>>10182482
Should I play the remaster over the original??

>> No.10188726

>>10188681
Which is exactly why I don't use them like that. Put them in the players face. It stops them from pushing to hard into the map.
For range I rely on arachnotrons and imps. Predictable firepattern so the player is rewarded for keeping his own movement in mind.

>> No.10188729
File: 3.97 MB, 640x360, chunk.webm [View same] [iqdb] [saucenao] [google]
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>>10188693
Vapid anti-Coppers attack the vapid pro-Coppers while rather indifferent people get caught in-between. Quaketalk has been miserable this year despite some fun releases.

>> No.10188736

>>10188729
They brought that to themselves the moment copper came out.

>> No.10188741

>>10188671

I see it more like, the Doom community sometimes holds itself back from doing much more impressive stuff with the engine, because all the biggest mappers prefer to work within pretty arbitrary restrictions, despite the possibilities being there for much more. Stuff like Arcane Dimensions changes up the basics of the game quite a lot, adding new models and guns and so on. The maps all use coloured lighting and fog and such as part of their atmosphere. It's totally non-vanilla, but it still retains a feeling that's true to Quake.

I mean I guess it's because Quake doesn't meed such heavy modifications to achieve stuff like that, it kind of has the advantage that you can already do mostly anything you want without having to break the engine. Whereas if you go too heavy on GZDoom features in a Doom map, you start to lose the feeling of Doom altogether. But there's examples of amazing maps like Lullaby, and even so recently, myhouse.wad, that use a lot of fancy ZDoom architecture and effects, yet still feel completely true to Doom- The Doom community doesn't have nearly as much of that stuff as it could have, because the mappers would rather stay stuck in 1998 with Boom format.

Hard to explain what I mean I guess, but Quake mapping doesn't have a stigma against pushing the limits, whereas Doom mapping is suspicious of doing so just because of a few shitty wads like KDiZD that aged poorly.

>> No.10188745

>>10188375
>third-party software integration to the exe isn't allowed
That seems pretty random, why not?

>> No.10188747

>>10188693
Copper is just the brutal doom of quake. The new flavour. I stick with vanilla in both cases and accept being called a boomer purist or something like that.
>>10188729
Yes. And now with q2r the discussion moved away from those releases.

>> No.10188751

>>10188747
>Copper is just the brutal doom of quake
Dude what that's Quake 1.5

>> No.10188759

>>10188080
Quake was basically a one step forward, two steps backward, kind of game for me.
On a technical standpoint, it was ahead of Doom. Full 3D, room over room, jumping, non-midi music, you get the idea.
But gameplay and overall vision just werent there for me. Theres less enemy variety compared to Doom 2, and is made even worse by them largely keeping the techbase enemies and medieval enemies separate from each other. Lovecraftian angle sounds cool, but I feel it was severely underdeveloped. I am aware that Quake's development was a bit rocky compared to Doom, so I sorta understand why this happened.
I do love the community output, though. Lots of excellent stuff.

>> No.10188773

>>10188745
Quake engine is under the GPL 2.0 license and that's just how it is.

>>10188747
>Copper is just the brutal doom of quake.
That's a genuinely absurd statement. Brutal Doom can at least be fun in a retarded way, and is blatantly honest about kicking the vanilla experience the curb. Copper piggybacks a bunch of random, generally annoying and utterly pointless changes on top of honest bug fixes and then calls itself a 'vanilla+ experience' that gets everyone heralding it as the definitive way to play vanilla Quake.

>> No.10188775

>>10188741
Let's remember that skillsaw did Heartland (which won a cacoward) to promote new features in the eternity engine. And the big projects in GZ tend to go the "own game" route. See how many GZ releases steam has.
Hedon, Hand of Necromancy, Vomitorium, Hellslinger, Brutal Fate. People that put that much effort into a project often want something out of it. And I didn't even meantion Selaco in that example.

>> No.10188786

>>10188773
You are right. Im sorry anon.

>> No.10188787

>>10188667
>No they are spongy and tanky fuckers that always annoy you with their fireball pattern when you are focused on something else.
>I also dislike that many mappers use them for long range harrasment of the player.
Those are good things.

>> No.10188790

>>10184917
>>10186440
I have no idea if this could be done as a codelet, but can't you make fhe "'fire'" be technically a monster a'la LostSoul, with a "limited lifespan" who constantly attacks the ground directly underneath it with tiny invisible explosions (which would eventually kill it)?

>> No.10188792

>>10188747
>Copper is just the brutal doom of quake
you're thinking of this: https://www.youtube.com/watch?v=gQ91MSVwt_c

copper is more vanilla than most of the quake gameplay mods

>> No.10188808

>>10188787
No they are not. Having a bunch of mancubi in your back, often way to far for your autoaim, hitting you with their weird patterns, is just cheap difficulty. But hey, if you enjoy that shit, give Okupluk a go and enjoy having hundreds of those fatsos in your back. And this map is even designed with you being able to change height to not get hit.

>> No.10188816

>>10188792
That's why I said sorry. Was my bad.

>> No.10188820 [DELETED] 

Everyone who made works you enjoyed in the 90s is an insufferable faggot.

>> No.10188827 [DELETED] 
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>> No.10188837

>>10188741
You say that, and yet RemakeQuake wasn't "Quake enough" to be hosted on Quaddicted, people still bitch about Nehahra's AI changes 20 years later, Slayer's Testament is in some solipsist discord limbo, and it took decades for lightmapped water to become a mainstream feature.

>> No.10188856 [DELETED] 

>>10188827
>the guy that made a boss a cipple is woke now

>> No.10188914

>>10188729
I only hate Copper for their retarded "no Cells from killing Enforcers, because the LG is now actually a fun weapon and not just a super-SNG" questionable rebalance, also that .webm had gave me an idea to revamp the /VR/ Overlord to use those unguided blue projectiles the SMEJ(2) Wraths have in that mod - which hit almost as hard as a Player-rocket, instead of those regular DoE spiked red balls (which are deceptively puny and not really befit for being the main attack of a miniboss entity to be frank)

>> No.10188919 [DELETED] 

>>10188856
He did have suffered a bad stroke last year though.

>> No.10188934 [DELETED] 

>>10188919
So a reasonable lost of mind, I see.

>> No.10188935

>>10188914
>I only hate Copper for their retarded "no Cells from killing Enforcers, because the LG is now actually a fun weapon and not just a super-SNG" questionable rebalance
I don’t see any harm in allowing a level designer to choose whether or not enforcers dropped cells, and I can also understand people wanting to place enforcers without wanting them to drop ammo for the best weapon.

>> No.10188949

>>10188914
>>10188935
Also: Kind of a dumb thing to “hate” a mod for.

>> No.10188953 [DELETED] 

>>10188827
didn't tom hall said he wanted to make doom maps like romero?

>> No.10189000 [DELETED] 

>>10188953
He was the "lead designer" after all

>> No.10189015

>>10188338
>Can you make a commercial game with the Quake 2 engine or any of its source ports?
If there's anything like GZDoom and DarkPlaces on Quake 2 front, then yes. The only port like that I know of is... FTE?

>> No.10189029

>>10188375
>That basically rules out <...> workshop
hmm, is that a fact? it doesn't really need to interact with the executable at all. download stuff from steam client, then the game just scans the folders as usual. even if Steam needs some exe, just make a simple separate launcher/mod manager.

>> No.10189072

I promise you, the board will be fine if you make a thread when the current one is on tenth fucking page

>> No.10189082

Migrate
>>10189071
>>10189071
>>10189071

>> No.10189107

>>10188949
>>10188935
They could've just tone down the Enforcer-farming potential to 1-2 cell(s) dropped just like like Quoth did it instead of axing it completetly, imagine if Grunts didn't gave you any Shells after filling them - I don't really have a problem with the lowered Rocket ammo gain per item or dead Ogres, cause I always keep hoarding them in case a level might have a Zombie segment in it - or a Vore suprize-spawns in a place where using other weapons besides a RL/GL is simply too tedious or risky.

>> No.10189321

>>10187981
The real WTF rebalancing decision in regards to GZ is actually why you can now carry only 5 Teslas in total, as if not making it auto-die after 30 seconds after deploying it turned them into some truly OP superweapon somehow…