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

/vr/ - Retro Games


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10230372 No.10230372 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10205873

Doom/Quake/Duke/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

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
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.10230373

=== CURRENT PROJECTS ===
WAD BOORU (open for submissions)
http://clovr.xyz/wadsup/

FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

=== WHEN IT'S DONE ===
A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#9941720
last update: >>10204530

=== NEVER EVER ===
94 Protons Of /vr/ Weapons Demo
https://desuarchive.org/vr/thread/10144370/#10144443
https://desuarchive.org/vr/thread/10154818/#10155281

=== NEWS ===
[9-05] Quakespasm 0.96.0 Released
https://sourceforge.net/p/quakespasm/news/2023/09/quakespasm-0960/

[9-02] Anon's Rise of the Triangles E2 >>10210054
https://files.catbox.moe/5p3fd3.zip

[9-02] Nugget Doom updated to 2.1
https://github.com/MrAlaux/Nugget-Doom/releases/

[9-02] DBP61: Tempest Enterprise is out
https://doomer.boards.net/thread/3330/tempest-enterprise

[9-01] "Debase" remastered for KexQ2 compat
https://quakeulf.suxos.org/3d/maps/dbase.zip

[9-01] Insanity Edged released
https://www.doomworld.com/forum/topic/132850

[8-31]Colourful Hell 1.00 has finally been released!
https://forum.zdoom.org/viewtopic.php?p=1244347#p1244347

[8-27]A little old but Doom Infinite: A roguelike mod is out
https://www.moddb.com/mods/doom-infinite

[8-26]Timo released a updated pack GTKRadiant4 pack for Q2R support
https://github.com/TTimo/Q2RePack/

[8-26]Corruption Cards updated to 5.1
https://forum.zdoom.org/viewtopic.php?p=1244168#p1244168

[8-24]Quake Combat+ a modification of Quake 1.5 is out.
https://www.moddb.com/mods/quake-combat

[8-23]Nightdive also announces Star Wars: Dark Forces Remastered
https://www.youtube.com/watch?v=4b9TTurkH4c

[8-23]Turok 3: Shadow of Oblivion Remastered. Comes out November 15
https://www.youtube.com/watch?v=SdCaj5ZRp-A

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

>> No.10230378
File: 1.48 MB, 960x540, gotta go fast.webm [View same] [iqdb] [saucenao] [google]
10230378

>> No.10230385

>>10230372
>>10230373
>>10216464 actual last thread

>> No.10230389

Anyone know any fun enemy only replacer mod for GzDoom? Repeatedly playtesting Comatose as I try to adapt it for GzDoom is kind of tedious because every monster being Spectre'd and silent makes exploring too nervewracking.

>> No.10230397

>>10230389
Malefactors is a pretty simple one, goofy too.

>> No.10230401

>>10230389
Legion of Bones and Vanilla Doom Plus

>> No.10230402

>>10230378
Violent Rumble map running on Quake 1.5?

>> No.10230406

>>10230385
Fuck, I knew I was forgetting something.

>> No.10230408

>>10230397
well, the guy did say he wanted silence gone, cliff racer and EYE barks will sure fix that
>>10230402
yeah I was trying out Combat+. NBABS is vanilla-compatible without the .ent file

>> No.10230417

>>10230397
sometimes playing unmodded doom I get ready for a charge attack that never comes

>> No.10230446

>>10230389
Rampancy
if you want to hate yourself there's Catacombs 3D monsters too.

>> No.10230456
File: 9 KB, 193x245, worry.jpg [View same] [iqdb] [saucenao] [google]
10230456

Uuuh, the 3D mode just wigged out for me, and I'm getting some scary artifacting flickering on my screen now even after closing Ultimate Doom Builder.

Did Lainos wreck my graphic's card?

>> No.10230474
File: 424 KB, 1920x1080, doom131.png [View same] [iqdb] [saucenao] [google]
10230474

doom midis you should bring to school
https://www.youtube.com/watch?v=rmEyOlKA8jU

>> No.10230475
File: 3.82 MB, 4032x3024, 16942862234253666304983781287791.jpg [View same] [iqdb] [saucenao] [google]
10230475

someone add my retaliator to doom lol

>> No.10230479

>>10230456
clearly the map was cursed. say cykablyat three times to stand a chance against ancient slav magic

>> No.10230482
File: 2.62 MB, 413x233, sweating-bond.gif [View same] [iqdb] [saucenao] [google]
10230482

>>10230479
Nothing has happened after rebooting... yet. I'm worried my graphic's card got buttfucked. I think this machine still has warranty.

>> No.10230484

>>10230475
Just add a stock to the first bolter sprite you come across.

>> No.10230486
File: 3.96 MB, 4032x3024, 16942867099671259833747469451776.jpg [View same] [iqdb] [saucenao] [google]
10230486

>>10230484
man that does look like a bolter haha i didnt even think of that, probably why i like it so much. some of my blasters would make sick doom weapons

>> No.10230498

Is there a way to check to see if you've set up your port forwarding correctly without having someone keep attempting to join. I don't want to have a friend sit through something that could become tedious.

>> No.10230517

>>10230498
there are websites and utilities to check your ports

>> No.10230527

>>10230517
Yeah I've followed those instructions, but then when it comes to actually test, and get the map set up, the poor guy I convinced to help test it can't actually connect. I want to know is there a way I can actually test it without relying on someone else to see if I got it set up right.

>> No.10230529

>>10230498
you can try to connect to yourself using your external IP

>> No.10230560
File: 3.89 MB, 640x360, citadel_hoppin.webm [View same] [iqdb] [saucenao] [google]
10230560

>>10230378
This makes me want to go through some Quake content changing some scr_ofs settings but the Q2 fever hasn’t stopped.

>> No.10230607
File: 95 KB, 504x660, coffeebreak.jpg [View same] [iqdb] [saucenao] [google]
10230607

>last night
>saved the last two maps of alien vendetta expecting to wrestle with them
>surprisingly very manageable
>faster than expected
>still not tired yet
>it's the perfect time
>load up a random janky abandoned weapons pack that needs a old zdoom port with a wad I don't care about real quick
>a few hours pass by before coming to my senses
no more doom before bed

>> No.10230612
File: 3.23 MB, 480x354, Turd Ferguson.gif [View same] [iqdb] [saucenao] [google]
10230612

>>10230482
Looking at another map I'm working on with UDB, nothing has broken yet and I can look around it in the 3D mode fine.

>looking at the Nvidia control panel
>there's settings for which hardware to use for a given program
>by default everything is deferring to global settings, which apparently goes for the 'integrated' hardware
>as in the Intel chipset?
>the other option is selecting the Intel Chipset deliberately, or the "High performance Nvidia processor"
>many of the programs are not set for this
>not GzDoom
>not Ultimate Doom Builder
Have I been running that shit on the weaker Intel stuff all this time and not using my fucking proper grafics card? I look at the settings for Half-Life 2 and the auto defers it to Nvidia. To anyone tech savvy enough, have I been cucked out of performance by shoddy default settings all this time?

I had to come to this conclusion after speaking with some Indian guy on Nvidia's customer support and him going through his script about Windows Update.

>> No.10230615
File: 1.53 MB, 1920x1080, 2320_20230908161145_1.png [View same] [iqdb] [saucenao] [google]
10230615

>>10229608
SOOOOOOOOOOOOOO
i am working on something
And those are the beta promo faces merged with the new ones

>> No.10230638
File: 1.63 MB, 1920x1080, 2320_20230909172250_1.png [View same] [iqdb] [saucenao] [google]
10230638

>>10230615

>> No.10230679

>>10230527
did you reset your router after setting it up? I always seemed to need to do that when setting up to host warcraft 3

>> No.10230690
File: 4 KB, 192x192, Otto.png [View same] [iqdb] [saucenao] [google]
10230690

Hey, wanna hear the most annoying sound in the world?

>> No.10230698

>>10230372
Damn, Doomguy is so lucky

>> No.10230705

>>10230560
You know, all these third-person Quake 2 webms make me want to make a third-person mod for Quake 1. I know there's the chase_active command in most modern ports, but it's kinda janky and I'd want some kind of dynamic, multi-segment crosshair to tell where I'm aiming.
No real hotties when it comes to Quake 1 character models though. Guess I'd have to figure that out myself.

>> No.10230707 [SPOILER] 
File: 18 KB, 296x194, skin5.png [View same] [iqdb] [saucenao] [google]
10230707

>>10230705
>hotties
lol

>> No.10230712
File: 251 KB, 800x600, IT'S STILL SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10230712

THE DAY IS STILL YOUNG, BOYS. IT'S STILL SCREENSHOT SATURDAY! WHAT'RE YOU WORKING ON? MAPS, MODS, SPRITES? NOW'S AN EVEN BETTER TIME TO POST THAT SHIT

>> No.10230718

>>10230707
Yeah... none of those fem-Ranger retextures are worth looking at the backside of for more than a second.
I'd probably just end up trying to rig and re-animate Minx from Quake 3.

>> No.10230721
File: 75 KB, 239x185, hdoomplayers.png [View same] [iqdb] [saucenao] [google]
10230721

>>10230707
Nice

>> No.10230732

>>10230679
I did, got a >No Route to Host message when I tried to connect to myself. Do I have to set a static IP?

>> No.10230741

>>10230732
yes the host pc should have a static ip set it. i have never been able to get it to work without.

>> No.10230743
File: 1.03 MB, 1771x1067, Screenshot 2023-09-09 161359.png [View same] [iqdb] [saucenao] [google]
10230743

>>10230712
Loving it, but fuck me it's hard.

>> No.10230745

>>10230741
I see. Guess I'll need to look into how to do that without making a mistake. How retard proof is setting up a static IP?

>> No.10230757

>>10230745
easy as fuck in windows. im still on windows 7 though so i dont know what you gotta do now but it was literally just ticking a couple boxes in your network settings in the control panel.

>> No.10230758

>>10230757
Yeah it looks even easier on Windows 11. I'm probably overthinking it, just worried about breaking something I don't fully understand yet.

>> No.10230765
File: 563 KB, 1920x1080, 049fYs7.png [View same] [iqdb] [saucenao] [google]
10230765

>>10230607
>no more doom before bed

Doom before bed is how I use to combat my insomnia. I would load up esoteric middle-of-the-road wads and just explore them until I got sleepy. Got a real appreciation for some weird stuff before everyone lost soul by copying Ribbiks.

>> No.10230776

>>10230758
>windows 11
well i just hope you have enough social credits that the TPM spyware chip allows you to host kek

>> No.10230804
File: 203 KB, 511x820, daggerfall daggerblur.jpg [View same] [iqdb] [saucenao] [google]
10230804

>>10230705
There's that "Q2 in my Q1" mod that has the female soldier models converted and they have some wonderful Steed butts. Playing as the Ranger would be fine too because he's a badass.
Two big things that make third person fun in Q2 is the way the player model sways from movement, and actually having different weapon models for the player model. The biggest perk is that it's a KMQ2 port feature and not attached to any particular mod. For contrast that "Q2 in Q1" mod (Q2M) uses Copper as a base and can only be used with custom vanilla maps.
>>10230712
I'm trying motion blur effects on sprites for the first time ever.

>> No.10230825
File: 30 KB, 960x720, snt.png [View same] [iqdb] [saucenao] [google]
10230825

It's the Satuday Night Test(server) time!
Just hosting this short test session to see if I can actually make the VRSOUNDS work (and also test some other stuff).

Server name : [TSPG] Saturday Night Test
Password : "Absolutlykilled"

>> No.10230830
File: 1.75 MB, 512x384, 1678740811346245.webm [View same] [iqdb] [saucenao] [google]
10230830

>>10230707

>> No.10230854
File: 3.07 MB, 1280x720, Redhead III.webm [View same] [iqdb] [saucenao] [google]
10230854

>>10230712
Reposting from the last thread, I finally figured out how to make monster remember what attack he made, I didn't like how random worked.

>> No.10230862
File: 814 KB, 834x810, nice balls nigga.webm [View same] [iqdb] [saucenao] [google]
10230862

>>10230712
Placeholder projectiles that don't do anything, but I think I've got this display screen on the plasma laser cannon looking decent despite it only playing 4 frames for some reason.
Each barrel needs to recharge, and when you have all 3 charges you can use the secondary fire.
Don't want to spoil too much of what this is gonna do before I can show it, but hopefully it will fill a nice niche between the AOE of plasma lightning and the precision of the railgun.

>> No.10230949
File: 345 KB, 370x541, faggot twink modder slaves.png [View same] [iqdb] [saucenao] [google]
10230949

Faggot twink modder slaves script me abunch of monsters from realm667 and gameplay mods from 2008 and I render then all with a single thread inside 2 frames per second, Im such a pig, BURRRPPP!!

>> No.10230954

>>10230825
I tried to join, wouldn't let me use a VPN, turned it off, and then it said I needed to connect with brutal doom and now I can't see it in the server list. Really was a shitshow, gg no re

>> No.10230976
File: 3.80 MB, 640x480, Replay_2023-09-09_18-44-09.mkv.webm [View same] [iqdb] [saucenao] [google]
10230976

>>10230712
I've embarked on a mission to hack up Blake Stone's source code until I get a playable game out of it. So far I've reintroduced hitstun and cut down most enemy HP, except the Planet Strike bosses. They're getting buffed because they're pathetic. I made them immune to hitstun and I've doubled their HP, but I'm not sure that's enough. I think they should at least be able to survive one full ammo bar, so you can't just roll over them with the power weapons and walk away with ammo to spare. The hitstun needs some work too, some enemy attacks become uninterruptible once they start and that isn't my intention. I don't necessarily mind that as a property to make elite enemies stand out, but I want to figure out why it's happening in the first place. I also need to go back through bstone's commit history and find when and how the option for mouse movement was removed. Being confined to WASD is painful.

>> No.10230975
File: 1.53 MB, 420x314, 1671026707460370.gif [View same] [iqdb] [saucenao] [google]
10230975

>>10230825
sandwich

>> No.10230991
File: 248 KB, 1280x720, awfully_dark picture.png [View same] [iqdb] [saucenao] [google]
10230991

>>10230825
Thanks everybody for joining on a such short notice.

>> No.10230993
File: 101 KB, 182x273, 1676302891911691.png [View same] [iqdb] [saucenao] [google]
10230993

>>10230284
To be fair, you have to have a very high iq to understand the Build Engine.

>> No.10231023
File: 37 KB, 620x517, 83803f9bc0919f38.jpg [View same] [iqdb] [saucenao] [google]
10231023

>>10230991
See ya on sunday!

>> No.10231063

https://www.twitch.tv/theromero
Romero's streaming more mapping.

>> No.10231081
File: 407 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10231081

>> No.10231118

>>10231081
>Cool another doom wad

>> No.10231125
File: 4 KB, 390x624, Eager Beaver.png [View same] [iqdb] [saucenao] [google]
10231125

>>10230712
Damn, that turned out pretty okay I think.

>> No.10231137
File: 2.27 MB, 360x200, 1692270004443158.gif [View same] [iqdb] [saucenao] [google]
10231137

>>10231081
>play old stuff
That's pretty much all I play, fampai.

>> No.10231152
File: 231 KB, 2048x1638, IMG_20230617_233211.jpg [View same] [iqdb] [saucenao] [google]
10231152

they never talk about crispy doom...

>> No.10231158

>>10230372
they made a doomguy action figure? or is that a custom?

>> No.10231163
File: 53 KB, 600x600, mcfarlane-toys-mcf11137-doom-eternal-figure-doom-slayer-classic-18-c.jpg [View same] [iqdb] [saucenao] [google]
10231163

>>10231158
Looks to me like pic related, by McFarlane.

>> No.10231168

>>10231158
they made several official ones including classic doomguy

>> No.10231173

>>10231152
It had its time when your only other options for vanilla accuracy were Chocolate Doom and PrBoom+, but now it doesn't do much that Woof and Nugget don't do better.

>> No.10231332

>>10231152
Early on I used crispy doom with the auto aim indicator crosshair
The real answer for why it's not popular is probably that 90% of popular wads made after 2010 require Boom compat

>> No.10231454

>>10230976
if you're going all-in on this can you edit some textures so that interactibles (switches, terminals, food dispensers, etc.) aren't exactly the same color as everything else surrounding them

>> No.10231525

>>10231081
>games need mods

>> No.10231617
File: 42 KB, 828x585, cybermutie.png [View same] [iqdb] [saucenao] [google]
10231617

>>10230712
Trying a cyber mutant mockup thing inspired by the Alkaline fiend skin

>> No.10231691

>>10230862
Holy shit cool

>> No.10231928

>>10230862
The winged skull rotating makes it uber-sovlfull

>> No.10231981

>>10231081
>Retarded talking code
>Cover ass eye often

>> No.10231982

>>10231163
not a fan of this interpretation, especially on the legs and coloring.

>> No.10232004
File: 52 KB, 640x480, kmquake2_000.jpg [View same] [iqdb] [saucenao] [google]
10232004

I was so intrugued by this bizarre bug from >>10219071 that I actually went back to Xatrix's MP1 and tried to see how it behaves outside of the Q2 anniversary collab unit mod providing the GZ prox model and if other sourceports replicate it:
>Knightmare Q2 replaces the "missing model" white diamond with this barely-visible trio of arrows, but otherwise the "post-mortem Trap" behaves exactly like in the vanilla Q2.exe (spawns a 'manually-thrown GZ Prox' in adittion to the standard effect of your corpse exploding as if a hand grenade got overcooked - even your obituary is the same as a HG suicide)
>AprQ2 makes the self-harm explosions much weaker so it takes at lesas 5 Traps to kill yourself by hesitating on tossing one, but other than that it's exactly the same like in KMQ2 sourceport and vanilla Quake2.exe
>YamagiQ2 somehow turns it back into a "'normal"' glitch the HG always had (double explosion upon dying with an armed pineapple in hand)
And the strangest thing to me is that the game already knows that its supposed to be the GroundZero Prox because I ran a local co-op session to confirm this as the suicide obituary is the same as in GZ, does this mean that Xatrix was the one who originally came up with that idea but decided to cut it from their addon? Yes I know they made an identically working gun for their Q1 addon, so maybe there was a point to them doing this

>> No.10232012
File: 4 KB, 100x100, gz.png [View same] [iqdb] [saucenao] [google]
10232012

>>10231081
>question bloated graf hate
>order bullshit rendering monsters
>secret key seen terrible
>old stuff made monster kinda basic
>finding myhouse performance retarded
>haha wall
>retro pain
>project basically updates random

>> No.10232013

>>10231152
It's outdated source port. Woof and Nugget have surpassed Crispy by now. Woof is even made by the same guy who made Crispy. Nugget was made to extract rest of the extra settings from Crispy and to add some more like higher resolutions. There is no use for Crispy unless you collect old source ports. It belongs in the same place with Doom 95 and Legacy by now.

>> No.10232392

>>10230475
>>10230486
These are some funny posts but are you actually like 10 years old?

>> No.10232535

Alright! I'mma give Valiant another try. I gave up around the second episode last time.

>> No.10232541

Thread of interest
>>10225829

>> No.10232569
File: 81 KB, 412x600, pyl aka the dust.jpg [View same] [iqdb] [saucenao] [google]
10232569

Anyone played this? A polish old fps, I'm thinking of making a playthrough video for /doom/

>> No.10232576

>>10230372
There is no ticket home and no reward, only eternal war with hell.

>> No.10232687

>>10232392
no but i have kids and me and my boy are really into blasters

>> No.10232692

>>10232687
>me and my boy are really into blasters
I, uh, bet you both are.

>> No.10232714

>>10230372
what a terrible fate

>> No.10232727

>>10232569
Tried to run it waaaaaay back then in 2008 in DOSbox and got ~7 FPS. Need to try it now.

>> No.10232760

>>10232687
it's nice that you and your son have a hobby in common, anon

>> No.10232801

>doom
are there replacements that let you choose specific mobs to replace? i'm reasonably happy with everything except hell barons and maybe basic bitch imps being too pathetic

>> No.10232809

ALT is fuckin' top tier, even with the sound weirdness on default mobs and somewhat questionable almost-ending maps between 26 and 28 or so

>> No.10232814

>>10232801
You could open up the mods in Slade and just delete the entries you don't want.

>> No.10232816

>>10230372
Where does "Doom" lore end and Doom lpre begin?

>> No.10232817

>>10232814
hmmm... that's a fair point, I even have Slade already installed
cheers

>> No.10232887

>>10232801
You could replace them or change the stats with whatever but what are you trying to accomplish? Are you making something new or playing other wads? If former, you could get one of the million imp replacements that people have made and barons are honestly pretty unnecessary to put in maps.

>> No.10232964
File: 10 KB, 128x128, hatchet.png [View same] [iqdb] [saucenao] [google]
10232964

>>10232801
You can easily create a Dehacked patch to create your changes using WhackED4, give it a try!
https://github.com/GitExl/WhackEd4/releases/tag/v.1.2.4-2

>> No.10232983
File: 2.19 MB, 1920x1080, 2320_20230910144523_1.png [View same] [iqdb] [saucenao] [google]
10232983

>>10230373
So i decided to quick recompile Defensive Measures for remastered and test it later, it turns out it works great on it so have it here
https://www.moddb.com/games/quake-2/addons/defensive-measures1

>> No.10232996

>>10231173
i just like crispy because of it literally being chocolate doom but with widescreen and no million settings to fiddle with for half an hour (i fucking hate gzdoom shitty unoptimized port)

>> No.10233015

>>10232983
Looks like a coral

>> No.10233080
File: 876 KB, 1366x603, ctsj2.png [View same] [iqdb] [saucenao] [google]
10233080

>> No.10233097
File: 1.52 MB, 1920x1080, Captura de pantalla (16).png [View same] [iqdb] [saucenao] [google]
10233097

I don't know why i'm doing this...
But Quake is kind of fun.

>> No.10233106

>>10233097
Chasm remake?

>> No.10233121

>>10233106
More or less....
Wanted to do it because the remaster is bland.

>> No.10233175
File: 1.03 MB, 1920x1080, 2310_20230910230149_1.png [View same] [iqdb] [saucenao] [google]
10233175

Just checking myself: these are Quake 2 textures, right?
>>10233121
Wait, what's wrong with Chasm's re-release (aside from the absense of multiplayer)?

>> No.10233191

>>10233175
yes, those are quake 2 textures

>> No.10233210

>>10233175
>what's wrong with Chasm's re-release (aside from the absense of multiplayer)?
IMO, lack of ACTUAL modding tools (they just bundled the DOS ones) and lack of graphical improvements (only improvement here is the addition of skyboxes).

>> No.10233224

>>10233175
it doesn't fix the shot orientation to actually go toward the center of the screen, unlike other ports, so it sucks ahrd

>> No.10233272
File: 206 KB, 640x480, Csm_edit.jpg [View same] [iqdb] [saucenao] [google]
10233272

>>10233210
You reminded me I'd manage to make that stupid editor "fully functional" by unpacking resources in the .bin (had to use a Total Commander plugin in VM for that). Since by default it has idiotic restrictions when you can make only specific theme maps ( Techno, Egypt or Medieval) with a tiny selection of models (and this game maps are almost fully made of models).
Wanted to make an article and upload the resources but was too lazy.

>> No.10233307

>>10233175
That was because it was a rushed port, even nightdive would had taken its time to make it compatible with trenchbroom and upgrade panzerchasm's code

>> No.10233324

SNS is going up, AV with BYOC, password MrnunightIHATE

>> No.10233326
File: 5 KB, 339x80, 1675535863121621.png [View same] [iqdb] [saucenao] [google]
10233326

>>10233324
Two?

>> No.10233341
File: 188 KB, 1280x720, sns01.png [View same] [iqdb] [saucenao] [google]
10233341

[SNS]
It's Sunday Night Shitshow time! To night we shall be flushed DOWN THE DRAIN(TM) with rest of the filth,
also no any fancy gameplay wads this time I am still trying to see if this works perfectly.

Server name : [TSPG] Sunday Night Shitshow
Password : "Downtotheserwers"

>> No.10233346

>>10233341
>>10233324
So which one is it?

>> No.10233351

>>10233346
All up to Fuzzy

>> No.10233357

>>10233346
I don't like av all that much, so I'm going to the other one.

>> No.10233361

>>10233326
>>10233341
Thus begins the era of /vr/ splinter factions.

>> No.10233459

https://www.twitch.tv/theromero
john romero live making SIGIL 2
currently making E6M9

>> No.10233461

>>10233459
I'm glad he's doing a techbase.

>> No.10233470

>>10233461
Its kind of a mindfuck to see him streaming. Watching Doom being made is not something I ever expected to see live.

>> No.10233484

It seems he's gonna make a Doom II megawad after SIGIL 2 is finished.

>> No.10233504

>>10233484
That was always the plan.

>> No.10233507
File: 667 KB, 1920x1080, Screenshot_Doom_20230911_020544.png [View same] [iqdb] [saucenao] [google]
10233507

>> No.10233528

>>10233461
techbases are the best levels. I just loved the 90s concept of the future star trek tng has that same feel. Lunar apocalypse is my fave douk episode, I know the earth episodes are really cool and fun but I just like what they did with the engine for the space levels.

>> No.10233557

>>10233528
I hate and love Lunar apocalypse a lot. Love for the concept and looks, hate for some level layouts.

>> No.10233568

>>10233461
He seems to be doing techbase in hell episode, but he made secret level into just techbase.

>> No.10233619
File: 810 KB, 1920x1080, Screenshot_Doom_20230911_025810.png [View same] [iqdb] [saucenao] [google]
10233619

Finally, some good fucking gameplay.

>> No.10233632

fat w

>> No.10233659
File: 423 KB, 1280x720, extremelyawfulpicturebutalasalsobest.png [View same] [iqdb] [saucenao] [google]
10233659

>>10233341
>>10233619
GGs. See you next sunday probably

>> No.10233664

>>10232801
>>10232887
Barons are good if used for area denial.

>> No.10233675

>>10233664
Barons are probably the second hardest enemy to use properly, behind Masterminds.

>> No.10233708

>>10233675
Good Spider usage really is rare as fuck, just because they're so obnoxiously fucking big and require massive amounts of space to work.
No Rest For The Living has one of the few Spidermind fights I can think of which is actually well thought out and worthwhile, someone should really study the Spidermind specifically to find out why most encounters don't work, and to determine why some encounters actually do.

>> No.10233741
File: 135 KB, 1347x645, Screenshot from 2023-09-10 20-06-21.png [View same] [iqdb] [saucenao] [google]
10233741

removing vanilla limits was a mistake
mappers need to be protected from themselves

>> No.10233769

>>10233708
Well, for starters, a Spidermind placement is bad if it can be supershotty peekaboo killed under no pressure from other monsters, or if you can get close to it and oneshot with a BFG.
Infighting also fucks with it a lot, specially if you can stunlock it with pinkies or revs.
Those are like, the basics of spidermind placement.

>> No.10233772

>>10233769
So use it as a turret?

>> No.10233773

>>10233708
I've seen decent placements in HFFM's Fudge Packers Inc. and Sunlust's Emerald Spire where they're used as a super-powered turret in conjunction with other monsters attacking the player directly

>> No.10233807

>>10233772
yeah, sniper area denial, turret, or as crossfire in a long hallway, so you are in the middle with a spidermind on one side and a bunch of other smaller demons you'll have to blast through on the other side, things like that.

>> No.10233813

>>10233807
teleporting spiderminds are quite effective too

>> No.10233818
File: 58 KB, 752x752, 1420860081563.gif [View same] [iqdb] [saucenao] [google]
10233818

>>10233813
>the archvile trap from plutonia map12 with masterminds

>> No.10233905

>>10233741
Sorta agree.

>> No.10233935

>>10233741
That's like 15-16 rows of differing lighting, if I wanted to do a gradient, I would do maybe 3 or 4 steps to it at most times, unless there's maybe a lot of empty space or it's supposed to be a standout bright spot in a large dark space.

>> No.10233949 [DELETED] 
File: 65 KB, 640x480, Myhousepk3_title.png [View same] [iqdb] [saucenao] [google]
10233949

September... I am forgotten

>> No.10233982 [DELETED] 

>>10233949
Literally saw discussion last thread, you can take this "X... I am forgotten" template posting back to your home board.

>> No.10233993
File: 32 KB, 271x580, Untitled.png [View same] [iqdb] [saucenao] [google]
10233993

>>10233982
My home board is /vr/ though

>> No.10234000 [DELETED] 

>>10233993
Shitposter.

>> No.10234096
File: 1.88 MB, 1032x2309, Marathon Phoenix Ending Scroll.png [View same] [iqdb] [saucenao] [google]
10234096

Finished Marathon Phoenix. The ending hit me harder than I thought it would Poor Phoenix.

>> No.10234153

>>10231081
>completely annoying animations

>> No.10234175

>>10233741
What the shit am I looking at? Is that lightbulb icon supposed to be a dynamic lightsource, in that case, why would he go through the effort of drawing out that absolute OCD grid for a gradient when the dynamic light would do the visual for him at a fraction of the expense and effort?

Am I even looking at Doom? What editor is that?

>> No.10234209

>>10233935
Anything more than 8 is near pointless in software rendering and if you're reliant on that "more" you should just stick with Gzdoom and dynamic lights.

>> No.10234216 [DELETED] 

>>10233993
You should be evicted if this is what you're bringing into the home.

>> No.10234297
File: 2.06 MB, 1204x2417, beforeandaftercomatose.png [View same] [iqdb] [saucenao] [google]
10234297

>>10230401
>>10230373
I can't deal with Legion Of Bones. The Mancubus replacement is way too goddamn unnerving for me to cope with (particularly with Comatose's silent teleports). I caught that fatass with his gaping face around a corner, and he somehow immediately closed the distance after I backed off. Novel, but too unsettling and stressful for me.

https://litter.catbox.moe/o8727h.zip
Visplane blocking does a little, but cutting all that tall grass is really what had to be done, so I'll call it Comatose: Mowed Edition. If anyone ever wanted to play it in GzDoom but couldn't, this is a simple version to just grab, the gameplay should be the same.

>> No.10234305

>>10233307
>Panzerchasm
This one is apparently still active.

>> No.10234327
File: 23 KB, 1128x150, HUD's coming along well.png [View same] [iqdb] [saucenao] [google]
10234327

I'm pretty pleased with how this is turning out so far, I just need to put together some new gauges for the stun gun, grenade launcher and BFUG, which will go in the upper tray on the right.
Also need to figure out what the fuck I'm going to do with the chainsaw tier item for Doomslayer.

>> No.10234360 [DELETED] 

>>10233949
You can jerk off to the Pyrocynical video when it comes out

>> No.10234540

>>10231081
>community enemy
And who would that be?
Hard mode: not Manrissa

>> No.10234545

>>10234540
probably joe-ilya lmao

>> No.10234553
File: 2.67 MB, 1024x550, 1689150230452994.webm [View same] [iqdb] [saucenao] [google]
10234553

>>10233619
>>10233659

>> No.10234635
File: 16 KB, 437x239, 1691353347647437.jpg [View same] [iqdb] [saucenao] [google]
10234635

>Back to work
>Less time to map
Fuck me

>> No.10234647

>>10233191
Thank you very much. Just needed some reassurance.
>>10233210
>lack of ACTUAL modding tools (they just bundled the DOS ones)
Oh. It's not just the original game, but also the extras? That's actually kind of neat. Some proper tools would've helped, but I can see why they didn't bother.
>lack of graphical improvements (only improvement here is the addition of skyboxes)
Well, I guess it's more of a preference thing since the original looked great anyway.
>>10233224
>it doesn't fix the shot orientation to actually go toward the center of the screen
Is it like similar to how in (I think) Quake 2 at least some weapons were firing slightly off in comparison to its crosshair?
>>10233307
>That was because it was a rushed port
I remembered that it was "slightly jank, but overall fine" type of thing. Demo seemed okay if I recall correctly.
>even nightdive would had taken its time to make it compatible with trenchbroom
Did they actually ever made one of their re-releases and remasters compatible with Trenchbroom? Because that's the first time I've heard of it. All I can recall is Turok and Rise of the Triad having its own mapping stuff or whatever.
>upgrade panzerchasm's code
I thought there was some newer stuff, considering that port's author helped develop the re-release.

>> No.10234652

>>10231152
I used to use it back in the day, but have found myself using Woof nowadays over it.

>> No.10234659

>>10234647
>Did they actually ever made one of their re-releases and remasters compatible with Trenchbroom? Because that's the first time I've heard of it. All I can recall is Turok and Rise of the Triad having its own mapping stuff or whatever.
Q2R has a specialised couple of FGDs that it ships with. Really, somebody at Nightdive must have loved Q2 considering the amount of work it got.

>> No.10234685

>>10233741
I've always held the belief that the lost souls limit should not have been removed, but instead have it so it only applies to lost souls spawned by PEs.

>> No.10234717

>>10234685
It can probably be done by modding in "classic soul". I'm actually considering doing it just to lower spawned souls's hp specifically.

>> No.10234726 [DELETED] 

>>10234360
Sorry but I don't watch zoomer E-celebs, especially not ones who are into furry scat and ERP with their underage simps on Discord

>> No.10234745

The Quake 2 Remaster is actually kind of fun and the music being there instead of the silence of the OG Steam version actually makes a difference.

I just wish the menus looked more in tone with the classic Quake 2 menus instead of the Quake 4 style menus but everything in the actual game (aside from the hit direction markers when you take enemy fire) is really good and thanks to the new A.I stuff like the berzerkers and medics are actually threatening. I went through the entire OG Quake 2 in summer-ish and I don't think the medics could resurrect any monsters unless I specifically tried to let them do it, whereas in the remaster they are a threat.

>> No.10234751
File: 425 KB, 1920x1080, Screenshot_2023-09-10_20-14-49.png [View same] [iqdb] [saucenao] [google]
10234751

>>10234175
it's slade and that's a torch
all those sectors and this is all it actually looks like

>> No.10234752

>>10234751
That looks really unnatural and bad.

>> No.10234769

>>10232535
Why did you give up? I like valiant.
>>10234751
What map is this specifically?
There are legitimate reasons to go beyond the original limits, but I'll agree that this is an egregious example. It's really funny how the rounded edge of the light is also orthogonal because making it smooth would have been less effort for a better end product and improve performance.

>> No.10234806

>>10234647
>Did they actually ever made one of their re-releases and remasters compatible with Trenchbroom? Because that's the first time I've heard of it. All I can recall is Turok and Rise of the Triad having its own mapping stuff or whatever.
I don't think that would be possible with Trenchbroom.
Chasm map format is a totally different beast that Quake's BSP.

>> No.10234809
File: 1012 KB, 1920x1080, Screenshot_Doom_20230910_202612.png [View same] [iqdb] [saucenao] [google]
10234809

>>10234769
sekhemti map05
i only noticed that there was sector lighting here at all because gzdoom would eat absolute shit if you spammed dynamic lights in these totally innocuous corridors, such as with a flashlight mod

>> No.10234890

>>10234659
>Q2R has a specialised couple of FGDs that it ships with.
Neat.
>Really, somebody at Nightdive must have loved Q2 considering the amount of work it got.
Still think it's more about SiN using Quake 2 engine and Nightdive definitely loves the game they fully own. Who knows if they would be allow to build up on all this work or end up reinventing the wheel, but either way it definitely helps Nightdive to level up their game in this sphere.
>>10234806
I figured. To be fair, it's easy to see people expecting some sort of map editor deal with re-releases and remasters as they're becoming somewhat common. And it's also worth mentioning that I believe General Arcade have kind of always delivered more "barebones" packages, so there's that.

>> No.10234937

>>10234659
KexQ1 had fgd and texture wads included.
the reason for that (Q1 and 2 both) is of course the new MachineGames mapsets, not anything to do with Nightdive.
there's zero reason to expect Trenchbroom compatibility for non-idtech games.

>> No.10234952

>>10234647
>Is it like similar to how in (I think) Quake 2 at least some weapons were firing slightly off in comparison to its crosshair?
no because at least in q2 the trajectory made sense in relation to the position of the weapon
in chasm every single weapon fires to the left and below the crosshair for no reason whatsoever even if it's hitscan
really feels like shit when you're trying to dismember enemies

>> No.10235040

>>10234769
Valiant just kicked my ass too hard, even on ITYTD.

>> No.10235101
File: 161 KB, 1241x673, Quake 2 Map Jam Everyone get your trenchbroom, JACK and Radiant ready.png [View same] [iqdb] [saucenao] [google]
10235101

>>10230372
>>10230373
General interest news
The First Quake II Map Jam is A GO!
If any /vr/ Anon is interested, see >pic for more info.
Got this off nightdive discord, and is the new mapping group that is working on Q2's own idgames archive

>> No.10235126

>>10235040
How is this even possible? Are you sober when playing Doom?

>> No.10235148

>Play Xash3d
>Can't open console, editing config and exe doesn't help
>Everyone seems to have this issue
What the fuck

>> No.10235160

>>10235148
It's been a while but I vaguely remember you had to enable console somehow before running your game

>> No.10235184

>>10235126
the hottest meme is pretending to struggle with really simple things
the second hottest meme is pretending to be new and asking about blood source ports

>> No.10235203

>>10234952
How difficult would it be to introduce a Quake2-styled handness system to KexChasm if it already features non-centred weapon orientation?

>> No.10235216

>>10234890
>Still think it's more about SiN using Quake 2 engine
I’m interested with your take on this reasoning.
>>10235126
>How is this even possible?
I can easily see this happening if he went straight to Valiant after playing Doom 1 and 2 and struggled with those.

>> No.10235316

>>10235126
Not him but I got extremely frustrated just a few maps into Valiant because the enemy replacements kept fucking with my muscle memory and the modified imp's fireballs kept hitting me in bullshit ways that made them feel like the hitbox is far too big for the visual.

>> No.10235337

>>10230373
>WAD BOORU (open for submissions)
>http://clovr.xyz/wadsup/
Does anyone actually use this? I like the concept and would want to contribute but not if it's just ded

>> No.10235358

>>10233528
Spaceport, Warp Factor, Fusion Station, Lunar Reactor, Dark Side were the best. Occupied Territory for a secret map. The other 5 were pretty bad.

>> No.10235407

>>10235316
Enemy replacements are great exactly for that reason. After decades of Dooming it's nice to have a wad here and there that toys with the enemies and I think we need more like that.

I just started a playthrough of NGM 1 with Kriegsland added to that. It's a good time. Gives me the best RTCW vibes, hunting nazis through old castles.

>> No.10235423

>>10235337
It's like two days old. Contribute and make it grow.

>> No.10235430

>>10235423
Good point anon, will probably start with Cacoaward winners later

>> No.10235441

>>10235316
Their projectiles aren’t any bigger but are “fast” like how they are in fast monsters.
It’s a great change if you’re looking for more enemy changes to challenge you,
not so much if you just want something standard.
On that note there is a “vaccinated” version of Valiant that uses the vanilla enemy and weapon roster. It’s exists more as a “mod compatible” version or Valiant but it also provides a more laid-back experience without having the upgraded monsters.

>> No.10235461

>>10235101
Great news!

>> No.10235505

>>10235148
Check gameinfo.txt in the valve folder and set 'secure' to 0.

>> No.10235520

>>10234685
Well, there's maps designed around it, so it's a little late now unless you're either looking at a GzDoom gameplay mod, or you hope to define your own complevel somehow.

I would say that in such a case, limit it by the Meatball, regardless of how many skulls are in the level any given Meatball could only have 10 to 20 of them spawned at once. This would still give a group of them the ability to just swarm the everloving fuck out of you though.

>> No.10235524
File: 6 KB, 256x300, 1689613202090.jpg [View same] [iqdb] [saucenao] [google]
10235524

>MFW a fuckin' tresspassah just HUH'd past me

>> No.10235541

>>10234937
>the new MachineGames mapsets, not anything to do with Nightdive.
Oh yeah, that's actually a very good point. MachineGames are nerds.
>>10235216
>I’m interested with your take on this reasoning.
In an ideal world, Nightdive has perfect relationship with id Software & Bethesda, thanks to which they would be allowed to legally use all Quake 2 re-release work for SiN: Reloaded whenever they would be able to slow down on grabbing every opportunity for a re-releases and remasters they can get.
While I believe that there's some kind of SiN source code, I'm not sure how much of it can be actually utilized (there's got to be a reason why Nightdive didn't post it as open-source) and if they're even allowed for whatever reason.
There's also the fact that Digital Eclipse have been doing a great job with their re-releases. Blizzard Arcade Collection, Atari 50 & The Making of Karateka seem to be pretty damn neat in terms of documentary material and I think there might be a small connection between id Vault and nu-Atari owning Nightdive. I'm not saying nu-Atari were like "do things like Digital Eclipse". It could be Nightdive going "oh, we better match their work with Atari 50".

>> No.10235550

Show me the big fat reward!

>> No.10235558

>>10235550
it's a mancubus in quadrikini. you got got, marine.

>> No.10235714

>>10235541
I can agree with all this. I just don’t know how I feel about the idea that it was all for the Sin remaster. At most I can see both it and the Kingpin remasters being more likely since they’re both on the Q2 engine.

>> No.10235841
File: 1.32 MB, 1968x1118, Announcement.png [View same] [iqdb] [saucenao] [google]
10235841

>>10230373
>Ad Mortem: Phase 3/Final cut. (Halloween project for DOOM 2)

Well, it's habbenin guys. let's finish this fucking shit up. all info. is on pic related.

Since we got 27 maps almost hitting a total of 32. I don't think I'm gonna put a map list limit anymore at this point. won't matter if it hits more or lesser than 32, just throw all the maps you want. but i'm also thinking of removing some maps that I didn't liked too much from the OG set in this new update, this also depends on how many maps will be delivered in this session. I'll talk more about this later.

One thing i'd like to point out, don't make your map painfully hard on UV, sometimes even for myself it can be a fucking slog to finish them. I've read some criticism from people who are both casuals and experienced pretentious nobodies players as well. I've been persistent with this idea on focusing the casual audience from the start which many ignored it. just make your maps fun, comfy and enjoyable, thanks for reading.

>Resources pack:
https://docs.google.com/document/d/1HQQimjtZ4wS1GFHcZl4TCvRX9bVgRAX18ciAdLpg_MY/edit?usp=sharing

Good luck lads.

>> No.10235854

>>10235841
>but i'm also thinking of removing some maps that I didn't liked too much from the OG set in this new update
Don't do that.

>> No.10235871

>>10234751
geez, what a total waste of time

>> No.10235884

how do i get stereo sound support for quakespasm?

>> No.10235952

reich of a triage
sandal worrier
dunk nugger
bloob
dowom
heckin
herr attic
snife
pow slav
casper the riff
paneshiller
silliest sack
have lite too
quark: scurvy armageddon
a rabid gator
wuv einstein
dave essex
simpson schlock
skimpin: life on crack
unroll torque omelet

>> No.10235964
File: 53 KB, 593x459, 1653155978463.jpg [View same] [iqdb] [saucenao] [google]
10235964

>>10235841
>thinking of removing some maps
If there are any things in the world that straight christian male would never say, that's definitely one of them.

>> No.10235972

>>10235841
I would rather suggest that you plain revise maps which you think have problems.

>> No.10236035

>>10235964
I'm a satanist.

>>10235972
This could be the best option I think, I would feel kinda bad just removing them but god I really dislike Caconstein's Castle and Reggie's Candy Factory.

Keelhaul Handball in the other hand is not a bad map, but needs some re-work with enemy balance.

These are the only maps that I have some problems with.

>> No.10236056

>>10235841
Damn, I'm swamped and probably won't be able to contribute a real map again. Maybe a very tiny one.

>> No.10236090

>>10235841
Don't remove maps. If there's more than 32, just include umapinfo. It's mbf21 wad after all.

>> No.10236140

>>10235952
hello
tit spliter
gold nye
turkey 2: seed oils
perked derk
count stripes

>> No.10236156

>>10236140
>tit spliter
We should use that as a name for paizuri.

>> No.10236167

>>10236140
tea foe dress plastic/due
two rock
seen
ches quiz
striff
straff
dust
oil track ill

>> No.10236235
File: 1.25 MB, 1600x900, spasm0069.png [View same] [iqdb] [saucenao] [google]
10236235

TerShibboleth wishes that it could fry toaster as reliably as Twilight Meridian does - and get away with it.

>> No.10236242
File: 1.37 MB, 1600x900, spasm0070.png [View same] [iqdb] [saucenao] [google]
10236242

Not even Dwell's AotT level made my machine stutter this bad

>> No.10236256
File: 38 KB, 526x492, 1689022826992377.jpg [View same] [iqdb] [saucenao] [google]
10236256

>>10235841
>It also contains some funny cliché Halloween elements where you can fin during gameplay
ESL-kun...

>> No.10236278

>>10236256
I know, I'm just too lazy to re-write and generate another picture to fix that.

>> No.10236302
File: 1.31 MB, 1600x900, spasm0072.png [View same] [iqdb] [saucenao] [google]
10236302

Ahhh, the ironic joy of using the Nailgun as a semi-auto weapon like it's still 1999 and your PC doesn't have a Voodoo-2 gfx card yet...

>> No.10236307
File: 228 KB, 1600x900, 01a050b203fa5087c28be1873d3f89e2071bf279.jpg [View same] [iqdb] [saucenao] [google]
10236307

https://store.steampowered.com/news/app/562860/view/3648533079196745693
Don't know if it's newspost-worthy, but Ion Fury is getting a photo mode.

>> No.10236317

>>10235714
>I just don’t know how I feel about the idea that it was all for the Sin remaster.
Well, I would say that it was more of a leading factor. Like, obviously, Nightdive would be stupid to turn down an offer to re-release Quake 2. The supply of older/classic games is limited and getting your hands on well-known ones is a good thing in all sorts of ways. I just look at it from the perspective "we wanna give SiN a proper treatment, but struggle with the source code/engine stuff for whatever reason... Oh hey, we can work on Quake 2! That's cool and can help with Reloaded in the future'.
>At most I can see both it and the Kingpin remasters being more likely since they’re both on the Q2 engine.
Nightdive Studios has nothing to do with Kingpin: Reloaded though. That one is fully with Slipgate Ironworks/3D Realms... They never done re-releasing stuff before (aside from some iOS port of Duke Nukem 2, I believe) and their old habit of overestimating themselves and being overly excited for projects didn't exactly work out in their favor. So it's clearly would be more challenging for them to completely reverse engineer the game as source code is lost and there's no Nightdive or any co-developer with experience in that field involved.

>> No.10236375

>>10236235
>>10236242
I'm not seeing anything extraordinary at first glance, what is it about that map that makes it so resource heavy?

>> No.10236376
File: 3.57 MB, 3440x1440, shot156.png [View same] [iqdb] [saucenao] [google]
10236376

Trying out some more stuff for that Quake 2 Remaster now. It's so easy to make stuff look nice with flares & fog, it is almost cheating.

>> No.10236387

>>10235952
cake
cake too
cake three are inner

>> No.10236397
File: 559 KB, 1140x1286, gibz.png [View same] [iqdb] [saucenao] [google]
10236397

>>10235841
What's the status on the fresh macabre spritework?

>> No.10236418
File: 843 KB, 1920x1080, image_2023-09-11_175414060.png [View same] [iqdb] [saucenao] [google]
10236418

need some autumn/halloween themed wads to play to get in the mood for spooky season

currently playing through plutonia sunrise, pretty damn good by my scrub standards, just wondering if /vr/ has any good reccs

>> No.10236426

I wonder what the Quake 1 universe's equivalent to the UAC.

>> No.10236492

>>10236426
NIИ, based on the nailgun ammo box.

>> No.10236493

>>10236492
Nine Inch Nails?

>> No.10236495

>>10236418
Ad Mortem

>> No.10236502

>>10236426
I think the manual just kinda implied Ranger and the slipgate complexes were part of the US military. Champions probably expands on that in some unnecessary, lorefag baiting way.

>> No.10236512

>>10236502
>Champions probably expands on that in some unnecessary, lorefag baiting way.
it's going to bite them in the ass eventually. the more fluff you ad the more discrepancies are introduced in the long run.

>> No.10236524

>>10236512
>implying anyone cares about quake/doom lore
Eternal showed that no one gives a shit

>> No.10236531

>>10236524
>the one doom game with the most lore is the one that showed no one cares about lore

>> No.10236539

>>10236502
From what I remember it's still just US military, except they added that Ranger was a smalltown football player who enlisted for Vietnam and somewhere along his military career they had him on duty at the weird slipgate facility where shit hit the fan

>> No.10236540

>>10236524
>>10236531
i heard they had to patch it because they introduced something like that. or was it 2016

>> No.10236546
File: 13 KB, 353x459, 1691837864448823.jpg [View same] [iqdb] [saucenao] [google]
10236546

>>10236539
>enlisted for Vietnam
what?how old is he?

>> No.10236563

>>10236317
>Well, I would say that it was more of a leading factor.
Wouldn’t it be safer to call it a “contributing factor” at most?

>> No.10236572

>>10236546
Maybe the US went there again for some reason, it's a futuristic game so it wouldn't make much sense otherwise.

>> No.10236596
File: 372 KB, 512x512, dimwalker quite bitter man.png [View same] [iqdb] [saucenao] [google]
10236596

>>10236307
Very unexpected, welcome, and reassuring. It's basically a race to see which will come first at this point: Aftershock or BTSX3 and they're both going to take their time.
>>10236376
>very VERY widescreen in a great resolution
>'hand 1' viewmodel preference
>posting some gorgeous Q2 level design
The signs of a master at work. I was not expecting seeing such good news on a Monday. Will it be Q2R exclusive?
>>10236512
>the more fluff you ad the more discrepancies are introduced in the long run.
They can just have a new game reboot the setting while making some very vague allusions to a "MULTIVERSE" allowing them to do what they want. Discrepancies gives lorewiki eaters an excuse to "discuss"(argue).

>> No.10236597

>>10236546
>>10236572
Vietnam Quake when? I want to HUH HUH HUH over punji stick traps and zap charlies with the LG mid-air after rocket jumping over their rice fields.

>> No.10236610

>>10236596
>They can just have a new game reboot
they did that with Doom but ended up tying everything together...

>> No.10236614

>>10235841
>i'm also thinking of removing some maps
the secret maps, and map2 and 4 have to go

>> No.10236623
File: 1.35 MB, 1600x900, spasm0077.png [View same] [iqdb] [saucenao] [google]
10236623

I love this place already

>> No.10236626

>>10236597
Honestly if the US is going to get involved in a war in Vietnam again any time soon, it'll probably be on Vietnam's side against the Chinese.

>>10236610
Forced meme by Marty, not cannon.

>> No.10236629

Post the 9/11 quake webm, please

>> No.10236641

>>10235841
I'm retarded and don't pay attention to the efforts of these beyond getting a final product. What would this change from the Phase 2 that's out right now, other than more maps.

>> No.10236643
File: 2.68 MB, 384x216, huhs internally.gif [View same] [iqdb] [saucenao] [google]
10236643

>>10236546
boomer shooter (noun): first person shooter video game in which player character is a baby boomer

>> No.10236645
File: 576 KB, 900x598, q2_the_sgunners_by_kaoimhin7.png [View same] [iqdb] [saucenao] [google]
10236645

>>10236610
I know. The same post acknowledges that, too:
>while making some very vague allusions to a "MULTIVERSE" allowing them to do what they want.

>> No.10236651

>>10236418
Personally, I plan to play
>Happy Time Circus
>Unloved
>Trick & Tear 2
>Cabin
>Wormwood series
>Spooktober Map Pack
I can't attest to how many of the are actually of quality--I know some are, but I've only touched a couple--but it's what I personally have on the docket

>> No.10236657

>>10236597
I was about to start going off about A.W.O.L. (and how shit it is), but that's not retro

>> No.10236664

>>10236645
the new canon is not vague

>> No.10236674

>>10236657
>but that's not retro
it is. Douque Threedee total conversion,

>> No.10236681
File: 19 KB, 288x345, TeamTNTs opus.jpg [View same] [iqdb] [saucenao] [google]
10236681

>>10236657
>technically "new video game" but also on build
>also costs no money
Might be safe, depends on the moderator. If you want to talk shit about something truly thread relevant than there's no bigger punching bag than pic related.
>>10236664
>new canon
That's probably less thread relevant than AWOL for what it's worth. Either way, I think wikifags are just happy to eat any and all textwalls for their games.

>> No.10236715
File: 298 KB, 1280x1280, 1691075294449855.jpg [View same] [iqdb] [saucenao] [google]
10236715

>>10225829

>> No.10236738

>>10236596
BTSX 3 at least releases next year. We got 5 map demo few weeks ago.

>> No.10236740

>>10236715
The screenshots remind me of ViolentBeetle's maps, wouldn't surprise me if he or any other of our regs is managing that.

>> No.10236783

>>10236397
i'll post some updates of my spritework this week or saturday

>>10236641
>What would this change from the Phase 2 that's out right now, other than more maps
Some custom sprites, Plasma gun and BFG replacement, perhaps a map list change, balancing and some bugfixes.

>> No.10236809

>>10236546
The little flavor blurb for Ranger in Champions states that "two decades ago he stepped into a nightmare." Quake was released in '96, and Champions was '17. I think the writer(s) chose Vietnam so that all the events of Quake 1 happen when, and shortly after the actual game was released, and he would already have been a wrinkly old weirdo who's always gritting his teeth. I don't think they gave his age.

>> No.10236882

>>10236809
if he is a vietnam vet, by then he would be on his late 40's or 50's

>> No.10236954

>>10236623
Reminds me of Prey (2006).

>> No.10236972
File: 100 KB, 820x717, 315-3152349_kronk-thonk-jpg.jpg [View same] [iqdb] [saucenao] [google]
10236972

>>10236623
I literally have no idea why, but the dark textures and dirt on the plane remind me of Twisted Metal Black for some reason.

>> No.10237037

>>10235841
/r/ing that pic in the top right

>> No.10237050

>>10235430
It's fairly streamlined to add wads. The description doesn't have to be amazing, the tags matter most imo.

>> No.10237061
File: 838 KB, 1366x768, ctsj2.png [View same] [iqdb] [saucenao] [google]
10237061

>> No.10237063

>>10236397
>I will eat your gibz
>You know, if you're not gonna finish 'em

>> No.10237156
File: 440 KB, 1920x1080, sweetnowtimefordie.jpg [View same] [iqdb] [saucenao] [google]
10237156

>>10236376
>check kmq2 forums for the dll for the 25th Unit and still no update
>"but I really wanna play it on kmq2..."
>follow link, download proper VS stuff, try building things for the first time in life despite having fruit rollups where brain should be
>"upgrade project failed" with no reason, what even
>can't find help besides one guy in some git thread years ago saying "lolo just open it as a folder and build"
>give it a shot and oh shit I think it works but installed as x64 and not the x86
>fumble through the possible configs, finally get things figured out despite aforementioned condition
Wow, if I can do it anyone can. Seems to be working so far.
Can I mess with .c files to edit enemies behaviors?

>> No.10237225

I superstraightheart Quake 2

>> No.10237260
File: 64 KB, 500x210, db346ccb62d491029b590bbbf0f5c412.png [View same] [iqdb] [saucenao] [google]
10237260

Okay
What went wrong?

>> No.10237263

>>10237260
Nothing, other than Mike12 has problems with self discipline and focusing on his work. Guy seems to be always going through some shit.

>> No.10237272

>>10237263
>other than Mike12 has problems with self discipline and focusing on his work.
can relate

>> No.10237278

>>10237272
I can as well. Which is why I refuse to be harsh on him. I like Mike, he seems like a good guy.

>> No.10237326

>>10236809
ok so it might be more a homage than actual story.a bit like the destroyed moon from Rage in Zoom Eternal

>> No.10237419

>>10237050
Any thoughts on the tag cloud and its foreseable purpose? As of now it's clunky to navigate with, has no tag categorizations, and nicknames in particular hog up too much space. Also, it probably wouldn't hurt to be more discreet about exposing submitters' private info through upload dates and other more obvious means, schizo I don't know.

>>10237260
Lousy apes with death-grip syndrome and degenerate xenophiliac inclinations.

>> No.10237446

i bought a $3 """game""" just so i could rip the sprites of two pretty lizard ladies from it and use them as imp/baron replacements but i don't know how because it's on UE4 and i can't simply drag and drop image files afaik
now i'm pointlessly stuck with something too risque for my tastes in my steam library which i will literally never play
is this problem retro or not
has anyone taken sprites from modern-engine indieshit before

>> No.10237468
File: 56 KB, 861x599, the nightmare.png [View same] [iqdb] [saucenao] [google]
10237468

>>10237419
>to be more discreet
>schizo
You may run but you can't hide

>> No.10237485

>>10237446
It's not retro. You'd be best off refunding the game and moving on.

>> No.10237492
File: 1.07 MB, 500x535, test.gif [View same] [iqdb] [saucenao] [google]
10237492

>>10237446
Quake II models are very easy to work with with various tools to check out, would be a good starting block if you can find a good model to use as a base and have enough art ability to make a skin for it

>> No.10237504
File: 315 KB, 1158x751, file.png [View same] [iqdb] [saucenao] [google]
10237504

>>10237446
If you're looking for anime style waifus you could grab koikatsu and find a good looking card to adapt/use and after 9000 hours of learning how FK and posing studio works you could maybe half ass your way into making a spritesheet.

Or you could just learn Blender too lmao

>> No.10237559

>>10237419
>nicknames in particular hog up too much space
Agree, really. The only way I can think to make it less cumbersome is to have an approved tag list, so it doesn't get huge. That way I can break it into maybe three lists.
One fore major tags (speedmapping, vanilla, boom, short, long, etc)
One for years (1996, 1997 etc... this ones easy enough)
And then the cloud for authors and nitty gritty tagging. Could be on a page to separate from the sidebar too... As is it isn't possible to make the cloud exclusionary, but tag tables can be, and that might suit the sidebar better.

I can look into the settings to see if upload date, ip, etc can be nixed.

If anyone wants to suggest a shortened tag list that would have the best utility lemme know.
Off the top of my head:
Vanilla
Boom (or limit removing?)
Short
Megawad
Long
Custom Monsters
Custom Weapons
Dehacked
Decorate
ZScript
ACS ... ?

>> No.10237602

>>10237468
>raita
nice

>> No.10237623

>>10237559
Limit Removing means Vanilla but without the static limits (visplanes and drawsegs and stuff), so it should be separate from Boom.

>> No.10237635

>>10235101
Nice.
>>10235148
I've never not been able to use the console for Xash3d.

>> No.10237739
File: 170 KB, 987x731, Untitled.png [View same] [iqdb] [saucenao] [google]
10237739

>>10237623
Separate it is.
What constitutes vanilla? Just a pwad that works with the original exe, or is deh patching of the exe allowed (because many things considered vanilla do that, like BTSX, for string changes). There's also ACE injection now.

>> No.10237764
File: 1.48 MB, 1600x900, spasm0078.png [View same] [iqdb] [saucenao] [google]
10237764

>>10236954
>>10236972
All those places look cool AF, but once you kill everything to hunt for switches in peace, it becomes a bit of a slog sadly

>> No.10237767
File: 49 KB, 320x200, Raptor_Strogg.jpg [View same] [iqdb] [saucenao] [google]
10237767

>>10231617
Could use some more unneccessary wiring riddling its body, maybe copypaste some of these tubes this model has onto random spots?

>> No.10237771

>>10237739
Stuff that is vanilla works with vanilla doom aka unmodified doom without source ports involved. If deh file is compatible with vanilla, it is vanilla.

>> No.10237773
File: 1.10 MB, 1600x900, spasm0080.png [View same] [iqdb] [saucenao] [google]
10237773

>>10236375
Open spaces be like that I guess, things get normal once the maps transition into oversized tunnel fights a couple of times

>> No.10237791
File: 1.18 MB, 1600x900, spasm0081.png [View same] [iqdb] [saucenao] [google]
10237791

Hey it's the Kinn's giant flame model with new textures applied (played both Bastion and MF before this mapjam), and this time it actually hurts to touch!

>> No.10237804
File: 1.29 MB, 1600x900, spasm0084.png [View same] [iqdb] [saucenao] [google]
10237804

Posting all these in a rush cause I'll be gone for a whole day and a half - can you guess the refference?

>> No.10237806

>>10237804
HEY ANONS COME HERE QUICK

>> No.10237809
File: 636 KB, 1124x917, lf406o2ofj501.png [View same] [iqdb] [saucenao] [google]
10237809

>>10237446
>lizad ladies
>something too risque for my tastes
Low-t issue

>> No.10237814

>>10237504
Based helpful anon

>> No.10237817
File: 1.07 MB, 1600x900, spasm0099.png [View same] [iqdb] [saucenao] [google]
10237817

>>10237806
>You gotta be fuckin' kidding me.mp3

>> No.10237832

>>10237809
I'm glad you're still here, you old lizardfucker.

>> No.10237841

>>10237809
oh no the naked lizards are fine it's the rest that's stupid
that's why i wanted to save only them
so i could murder them in a better game without the lewd and cringe

>> No.10237850

>>10237841
>without the lewd and cringe
I repeat - skill and low-t issues
whats the name of that piece of degenerate shit?

>> No.10237906

>>10236512
>>10236502
Always thought id settings worked because of the lack of lore, so there's a "anything can happen" sort of feel to it.
It even fits with all the lore "contradictions" and why certain games look different.
Adding lore may come more off as "removing" than "adding" like how cybernetic demons are no longer pure Hell creations.
Doesn't also help that later designs and additions feel a bit "trendy".
>>10236596
>>10236610
Even "multiverses" aren't really an antithesis to lore/timelines because they'll eventually be acknowledged with crossover events (Some of them can fuck up how an universe in specific is portrayed) and things being tagged as "universe number 161 whatever".
Like really, treating Doom or Quake as a sort of "blank canvas" works better and makes them more flexible, since both protagonists were originally nameless blank slates too.
It's part of why people even had discussions of "what is Doom" and produced a lot of cool fan content around these games.
D3 and MG Wolf games benefit from beign "timelines" because at the end of the day, id's settings were more like "cool ideas".

>> No.10237912
File: 525 KB, 1600x1200, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
10237912

The best fan interpretation of the ranger is that he's eternally lost between slipgate after slipgate, too stubborn to die but miserable all the while. He's literally me.
>>10237906
Did you mean benign?

>> No.10237935

>>10236596
This map is just for testing, but it might be added to the planned mapjam later. It depends on how much time I have because I have no fucking time at all because of neverending bullshit.

>>10237156
Knightmare himself did participate in the 25th Anniversary Collaborative UNIT. He's also working on stuff for the Remaster now. Hopefully he will work with Paril to add a lightgrid or more to the Arghrad in 64-bit. It's sorely needed.
>Can I mess with .c files to edit enemies behaviors?
YES, DO IT

>> No.10237936

>>10236502
Oh yes, Champions thrown a lot into original Quake actually.
>>10236546
He has wife and two kids and I think original Quake takes place somewhere in the 90s, so at best like mid 30 or 40 y/o at that point in time.
>>10236563
>Wouldn’t it be safer to call it a “contributing factor” at most?
Perhaps, yeah. It's a better word and my ESL brain was too tired to think of it at the time.
>>10236596
>"MULTIVERSE"
To be fair, Quake had this shit going for it since Arena and I'm sure as heck they'll stick to it.
>>10236610
>ended up tying everything together...
Quake (kind of) got that treatment before DOOM. lol

>> No.10237980

>>10237912
>Did you mean benign?
In what phrase? Because i barely used that word.
I also get why "uninspired" is used even if "lots of things are inspired by anything".
Older games felt either more blatant of their inspirations or were creative with them, whereas modern games feel like they copy other games or follow some vague idea of sci-fi/fantasy as if they went to the same ArtStation school.
Q3 feels "nerdy" in a good way because Hunter is based off Simon Bisley's Full Cirkle.
While DE either uses questionable references like He-Man and Transformers or claims to be 80/90's but still has modern elements in its art style.
That line "it wants to be 90's when OG Doom was 80's" still stuck to me.

>> No.10238000
File: 212 KB, 462x551, ka80uwu5u3b01.png [View same] [iqdb] [saucenao] [google]
10238000

>>10237156
>Can I mess with .c files to edit enemies behaviors?
If you know what you're doing and have Notepad+ installed, why not?
I'm still dumbfounded how the hell you can code a whole game engine in a literal text editor and it just works, this shit will always be pure magic to me…
Also anyone knows of any non-defunct Q1/2 prefab repositories you can still download stuff from?

>> No.10238030
File: 987 KB, 1148x1200, uwunyarcueido.gif [View same] [iqdb] [saucenao] [google]
10238030

>>10238000
>image has uwu in its filename

>> No.10238042
File: 83 KB, 300x306, %21Q2-GladiatorPhalanx.png [View same] [iqdb] [saucenao] [google]
10238042

>>10237225
We know, Jerrik Gustafsson - but why did you massacre my boy so badly?
their health cut is fine alone, but weakening their gun by 76% is babbyfying things too far honestly

>> No.10238094

>>10235101
Hopefully someone converts/remakes a Doom map, just like how someone did it with OG Dead Simple. Maybe something like Dwango 5 Map 01? Maybe even a CTF map converted into a deathmatch map? There are a few that I think could work well in that format.

>> No.10238157
File: 1 KB, 23x34, PVISA0.png [View same] [iqdb] [saucenao] [google]
10238157

>>10235841
Reposting my proposed light amp replacement from last year.
https://www.mediafire.com/file/8d6jmur5eksu4ki/Ad_Mortem_Lantern.zip

>> No.10238169
File: 1.60 MB, 640x360, kmu25_momentsbeforedisaster.webm [View same] [iqdb] [saucenao] [google]
10238169

>>10237492
This reminds me that I need to mess with webm’s animations. That weapon switch/hurt animation isn’t too flattering.
>>10237936
>To be fair, Quake had this shit going for it since Arena and I'm sure as heck they'll stick to it.
It works well for the “fun video gamey” sensemaking in just having an excuse to pool all these characters together. Nothing I’d take seriously myself.
>>10237935
>>10238000
I want to look into how to make zerkers zoom about some more because I like me a speed boost. It’s real nice having this whole setup for all these ways to play and now I’m learning to make my own configurations.

>> No.10238179

>>10238042
>why did you massacre my boy so badly?
To replace Iron Maidens in CotM.

>> No.10238192

>>10238042
Because they'd be real BS to deal with in secret maps otherwise, I assume.

>> No.10238218

>>10237809
This enforces needs shrink ray or freezing

>> No.10238304

>>10238042
Speaking of remaster, has anyone backported Distruptor (with pickups on the campaign) and nerfed turrets to yamagi yet. I really like those things, but otherwise I'd rather play original campaigns on yamagi.

>> No.10238351

>>10237419
>death grip syndrome
WHAT

>> No.10238392

>>10238351
>I CLOSE MY EYES AND SEIZE IT
>I CLENCH MY FIST AND BEAT IT

>> No.10238395

>>10238169
I can tell from just the webm that playing in 3rd person like that is incredibly uncomfortable
Is looking at low poly ass really worth it?
>>10238351
See other guy I responded to

>> No.10238440
File: 34 KB, 431x502, deus-vult.jpg [View same] [iqdb] [saucenao] [google]
10238440

>>10238395
>See other guy I responded to
He better not. No deal with the satan and his works, play unmodded instead.

>> No.10238502

>>10238395
>I can tell from just the webm that playing in 3rd person like that is incredibly uncomfortable
It plays exactly the same for me, and if anything it’s cheating. Sometimes it’s fun to have a guy on the screen with a gun instead of just the gun.
The “third person mod” from forever ago with the swaying camera? Now that can be very uncomfortable and even makes me dizzy.

>> No.10238634

>>10238351
that's when you wanked too much and can't feel your rocket launcher anymore. usually temporary

>> No.10238669

>>10237906
>Always thought id settings worked because of the lack of lore, so there's a "anything can happen" sort of feel to it.
agreed and imagination is king for immersion
>It even fits with all the lore "contradictions" and why certain games look different.
that's a good way to see it i guess

>> No.10238686

>>10238169
>It works well for the “fun video gamey” sensemaking in just having an excuse to pool all these characters together.
Oh yeah. Just saying that it seems pretty likely to me that whenever Ranger gets brought back properly, they'll stay true to overused multiverse gig to a point of potentially marking the franchise as one of those few "who did it first".

>> No.10238702

>>10230372
>>10230373
https://www.youtube.com/watch?v=V9fo4rChl0E
Interview with Paril from Nightdive about Quake 2 Remastered.

>> No.10238774
File: 682 KB, 1260x630, 1682671229432048.png [View same] [iqdb] [saucenao] [google]
10238774

>>10236623
Which map is that?

>> No.10238826
File: 76 KB, 680x626, my daily schedule.jpg [View same] [iqdb] [saucenao] [google]
10238826

is there a use-to-pickup mod, but ONLY for guns?
i`m tryna counteract some bloat and it sounds like a perfect way to do so. i`m also really tired of cobbling together randomspawner patches.

>> No.10238887

>>10238826
You can find out what your favorite guns are called and bind keys to seperate them:
>bind q “use fist”
>bind c “use chainsaw”

>> No.10238924

>>10238887
that`s really cool, but i`m trying to work with russian overkill.
>inb4 class limits
i only want to use the guns i like, and none of the presets cover that very specific selection.

>> No.10239030

>>10238192
Just don't get hit bro, but seriously just make their PC damage scale with difficulty - so that the original 100dmg be inflicted only on Nightmare (maybe even turn the Hard+ suprize assrape gimmick of "triple Phalanx shot" into something BetaGlads always do once sufficcently damaged instead?)

>>10238304
IIRC you can just re-enable it in GZ via simply editing a single line in the GameX64.dll from 'false' to 'true' - it even makes most of their DM maps feature Disruptor rounds already placed in various places

>>10238351
Fapping so hard and often that your dick doesn't respond to normal porn anymore, why do I need to spoonfeed you zoomers literally every single goddamn thing?

>> No.10239058
File: 190 KB, 1024x768, nullbear2.jpg [View same] [iqdb] [saucenao] [google]
10239058

>>10238774
Twilight Meridian from the Sewer mapjam 2.
Made by zbidou72 - same guy who made Null Bearing and Temple Of Teuthis, remember to break all hidden squid statues within those maps for a super secret in each.

>> No.10239074
File: 392 KB, 245x255, slaughter maps.gif [View same] [iqdb] [saucenao] [google]
10239074

>>10237739
By convention, stuff that uses dehacked still counts as vanilla despite using an external program because the standard predates sourceports (i guess). Also I think some good default tags, given those already present, would be "episode replacement" (What this constitutes is kind of vague with doom2 but very clear for doom1), "slaughter" (what this means is famously contentious, but I don't see why "puzzle" should be so prominent if not this.) and maybe important texture packs like "otex" and "cc4-tex".

>> No.10239076

>>10238924
>russian overkill
Was that the first mod which used that 'rip-out your hand and launch it like a missile' fist animation, or was it stolen from elsewhere?

>> No.10239108

>>10239074
Also, I still don't see this booru ever amounting to anything generally comprehensive. I'm much more inclined to do what other's have suggested and use it as a "/vr/ recommends" list than futilely attempt to beat the doomwiki. In this way, it seems like a waste of time to list cacoward winning stuff since that's already well known.
Can you think of any other realistic utility for this website?

>> No.10239113
File: 9 KB, 328x269, shocked.jpg [View same] [iqdb] [saucenao] [google]
10239113

>>10239076
i do not remember a single attack that does this, anon. there is plenty of throwing shit with bare hands, but not a single missile fist on my memory.

>> No.10239118

>>10239076
That's Combined Arms

>> No.10239150

>>10239030
Oh, nice. Do you know which line?

>> No.10239167

>>10239076
I think Zharkov Goes To The Store was the first ZDoom mod to feature an attack where you rip off your fist and throw it like a punching projectile. I think it would even alternate between left and right as you kept doing it (and that it naturally was always back afterwards).

>> No.10239203

>Watched Romero's stream
I will now steal his ideas instead of working on my own

>> No.10239239
File: 2 KB, 109x102, uhhh.png [View same] [iqdb] [saucenao] [google]
10239239

Is this too much for a UDMF GZDoom 4.10.0 map?

>> No.10239242

>>10239239
I suppose UDMF/GZDoom would be more demanding, but that's really not much.

>> No.10239243

>finally manage to clear stage 29 of Scythe.wad on HMP
>feeling pretty good about this
>mfw that last stage
So this is just a meme, right? I can go ahead and put this wad away and think of it as beaten and over with, yeah?

>> No.10239258

>>10239239
That's basically nothing outside of strict vanilla

>> No.10239292

>>10239239
Maybe if you have dildoloads of dynamic lights or 3D floors or something, but no, that's not that crazy. See Comatose: >>10234297

>> No.10239306

>>10239243
There's a skip for map30.

>> No.10239320

>>10239243
You can beat the map with just the yellow key and then climb over the key bars while the yellow bars lower.

>> No.10239325
File: 199 KB, 1024x768, Disruptor_1.png [View same] [iqdb] [saucenao] [google]
10239325

>>10239150
Actually it's just a single c_var preventing the Disintegrator from being used as a player weapon ingame:
>g_disruptor (Ground Zero only): This boolean cvar controls the availability of the Disruptor weapon to players. The Disruptor is a weapon that was cut from Ground Zero during development but all of its code and assets were still present in the source code and the released game. This is basically a player-held version of the 2nd Widow boss' tracker weapon - a black-ish ball of energy. When this cvar is set to 1 you can use the "give Disruptor" and "give rounds X" commands to give yourself the weapon and its ammo, and its items, weapon_disintegrator and ammo_disruptor, can be spawned in maps (in fact, some official Ground Zero maps contain these entities). This cvar is set to 0 by default.

>> No.10239338
File: 638 KB, 720x360, He's a real HANDY man haha oh god don't do that.webm [View same] [iqdb] [saucenao] [google]
10239338

>>10239076
Yeah that's Zharkov Goes to the Store.

>>10239118
I simply made a tribute to it in Combined_Arms.

>> No.10239342

>>10239325
Thank you, kind anon.

>> No.10239486

>>10239108
>Can you think of any other realistic utility for this website?
Tutorials, was an idea.
The main idea atm is organized wad recommendations tho, yeah. I don't expect to "beat" doomwiki and wasn't interested in trying. I like doomwiki.

>> No.10239524 [DELETED] 
File: 1.31 MB, 180x180, 1503922642718.gif [View same] [iqdb] [saucenao] [google]
10239524

>>10230372
Doom 1, Doom 2, Heretic, Hexen, or Quake 1 but you battle hordes of reddit mods, antifa cuntoids, reddit admins, Disney pedophiles, Femicunts, and typical discord mods, along with tiktokers, tikok logos, and Tencent drones.

>> No.10239531 [DELETED] 

>>10239524
That's basically Moonman.

>> No.10239539

>>10239486
>OUR WADS
>https://rentry.org/8ca3061522e0
It might supersede this at some point, would be the best possible candidate actually

>> No.10239552
File: 1.79 MB, 2296x2172, IMG_20230913_005848.jpg [View same] [iqdb] [saucenao] [google]
10239552

Set out to work on yet another "techbase in hell" map which I'm totally not stealing from Romero's stream. Sketching it out should probably help.

>> No.10239607

>>10239338
Damn, he really do be combining his _arm(s)

>> No.10239615 [DELETED] 

>>10230743
im a newfag, what game?

>> No.10239651
File: 2.41 MB, 262x256, gibbing.gif [View same] [iqdb] [saucenao] [google]
10239651

>Handful of anons keep posting about somebody making a WAD booru for them over the span of a couple months
>It gets made
>Said WAD booru goes unused for days and people discuss what purpose it even serves
So what's the next step of your master plan?

>> No.10239664

>>10236681
team tnt (final doom) and tnt team (nam) are not the same

>> No.10239718

>>10239664
Heh, to this day I thought that they were the same.

>> No.10239754
File: 447 KB, 1536x2048, 5866858.jpg [View same] [iqdb] [saucenao] [google]
10239754

>> No.10239758
File: 370 KB, 653x842, mutieboogie.png [View same] [iqdb] [saucenao] [google]
10239758

>>10237767
Saved because I'm definitely going to add more onto him at some point. It was also crazy easy giving him some quick brightmaps for KMQ2.
>>10238924
>that`s really cool, but i`m trying to work with russian overkill.
iirc it should work with any mod as long as you figure out how the mod refers to the weapon. For HD I have different bindings for the slayer and hunter so I don't have to cycle through them. Maybe RO does some weird stuff where this isn't possible.

>> No.10239765

>>10239754
cute kot

>> No.10239835

>>10239754
qat

>> No.10239837

>>10239651
It's not unused. There have been additions every day.

>> No.10239926

I'm new to Doom multiplayer, can someone give a quick rundown what it'd take to host for example Doom kart. And instructions for non-doomers on what they need to join.

>> No.10239935

>>10239926
Use The Sentinel's Playground to host:
https://allfearthesentinel.com/zandronum/servers.php
I'm not sure which kart wad the regulars use, but ignoring kart for now, you would go to host server, select the mods you want to host with, and that's it really.
>And instructions for non-doomers on what they need to join.
To download Doom (links in the OP) and install Zandronum. That's pretty much it.

>> No.10239939

>>10239935
Thanks, I'll look into it. Players don't need to have the server's mods installed and they get them when joining?

>> No.10239941

>>10239939
>Players don't need to have the server's mods installed and they get them when joining?
Bingo. Zandronum uses something called Doomseeker that automatically downloads everything the server has.

>> No.10239943

>>10239941
>>10239939
I should stipulate,
>that automatically downloads everything the server has.
PROVIDED it's on the sentinel's playground website. If you use some private mod you haven't uploaded to TSPG, players won't be able to download it so upload it to TSPG first.

>> No.10239945
File: 840 KB, 1080x1920, Screenshot_20230912-180244.png [View same] [iqdb] [saucenao] [google]
10239945

>>10239837
This one was added just now.
Noice.

>> No.10239980

>>10239943
You can set a server url to fetch WADs from, including something other than allfearthesentinel. I don't know if TSPG lets you change this though.
And is doom kart actually a thing now?

>> No.10240006

Recommend me some Quake 2 maps.

>> No.10240029
File: 95 KB, 318x465, lit marine.jpg [View same] [iqdb] [saucenao] [google]
10240029

>>10237767
Same process to make lightmaps on player skins, too. This is fun.
>>10240006
Here's some:
Small Pile of Gibs
Avarice and Torment
1964
Sonic Mayhem Unit
Angron Maps
25th Anniversary Unit

>> No.10240168

i want to get into Quake what are the must-play mappacks besides arcane dimensions

>> No.10240215

Would it be good for the wadboru to have a section for recommended sourceports on each wad? Or would it be better to just use a tag

>> No.10240220
File: 9 KB, 354x316, reccs.png [View same] [iqdb] [saucenao] [google]
10240220

>>10240168
alkaline is a good one for sci-fi theme
warpspasm is also good but can really kick your arse with ammo starvation sometimes
BrutalJam has some amazing maps but also some shit ones, good aesthetic though
Something Wicked gets mentioned occasionally and looks impressive, not played it myself though
Arcanum is pretty cool
picrel is what I've been going through. It's certainly enough quake for a little while for me.

>> No.10240262

>>10240215
Everything anon said, everything on anon's list there really. I'll also put forth Ter Shibboleth Drake

>> No.10240286

>>10240168
watch the video in the OP (pre-2019) and play through the official & unofficial curated lists (recency bias)

>> No.10240339

>>10239718
common misconception but looking at the cover it looks like one of the guys who worked on it is also responsible for marine doom that wad made by the military lol

>> No.10240342

>>10240006
the edge

>> No.10240379
File: 862 KB, 700x696, 1520637899140.png [View same] [iqdb] [saucenao] [google]
10240379

Anyone know how to get to the megahealth in The Edge? No matter how I try, I cannot get the strafejump right to go from the one box in the corner to the one with the megahealth.

>> No.10240390
File: 119 KB, 1920x1080, akeldama_map26.png [View same] [iqdb] [saucenao] [google]
10240390

http://clovr.xyz/wadsup/doku.php?id=akeldama
Kino

>> No.10240407
File: 165 KB, 640x480, Boa2kd.png [View same] [iqdb] [saucenao] [google]
10240407

>>10230373
[9-13] Casual and experimental wads by Thelokk
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/12ep
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/boa2kd

>> No.10240567

>>10240029
Thanks.

>> No.10240576

where good zandronum servers

>> No.10240581

>>10240576
Gotta make one anon!

>> No.10240607

>>10240581
k set up tspg server with dwango and greenwar
name is "shitty dm server"
ip is "104.128.58.120:10698"

>> No.10240608

>>10240379
RJ

>> No.10240610

>>10240607
Pretty based. I might not make it, gotta do shit before bed.

>> No.10240614
File: 3.20 MB, 1920x2160, vrdm1_2023-09-13_00-29-32.png [View same] [iqdb] [saucenao] [google]
10240614

Could use some feedback. I want to use lighting entirely from the "sun" but this little altar here being shrouded in darkness doesn't feel right to me. I add torches and it looks much nicer, but I feel like I'm failing my pride.

>> No.10240617

>>10240614
then play around with bounce lighting

>> No.10240618

>>10240617
>bounce lighting
?

>> No.10240621

>>10240618
https://ericwa.github.io/ericw-tools/
you should be using these compile tools

>> No.10240625

>>10240621
I do use ericwtools but I sincerely forgot about the website. Ty.

>> No.10240632
File: 2.92 MB, 1920x1080, vrdm1_2023-09-13_00-49-02.png [View same] [iqdb] [saucenao] [google]
10240632

Ooo that's much better. Thanks.

>> No.10240692

>>10239758
its all just an excuse to give them a power screen, am i correct?

>> No.10240705

>>10240379
1. just rocket/grenade jump to the Mega-Health
2. use the super-jump bug by franticly pressing the jump key at the nearby crates leading to the CA
3. the doorframe outside near the MH can be reaced from the Combat Armor crate stack, but using the above mentioned glitch is a much faster and less risky method of obtaining the MH
4. if running a TDM game or playing with a friend, just ask a them for a crouching-then-standup boost to get to it quick and easy

>> No.10240715

>>10240168
Dwell is pretty good. Although penultimate level of ep2 is Hazardous Course 2 level bullshit puzzle that needs skip.

>> No.10240718

>>10240168
Also Rubicon Rumble 2

>> No.10240768

>>10240168
Some fags absolutely hate copper mod and some fags absolutely love it. Anyhow the campaigns that use copper mod are very high quality map packs, so you should test it yourself. Underdark Overbright is always good map pack to get familiar with Copper. Also play Punishment Due, Land Of The Lost, Torrent Of Impurities, Dwell and Spiritworld. Keep in mind, that all of these are way harder than the base game or AD.

For some classic map packs, watch the video on OP. It has very good recs.

>> No.10240780

I finally got around to playing doom 64 I am 12 levels in. Didnt know it had some limited room over room kinda neat when I noticed that. I like the amount of hell knights and barons it throws at you too. I couldnt imagine doing some of those levels like even simpler (the dead simple style one) with an n64 controller. Im playing the modern pc port on watch me die of course. Last point the doom 64 ssg is a fucking beast holy shit blows the d2 one out of the water, it's a shame the reload animation is nonexistent cause its amazing otherwise.

>> No.10240831

>>10240390
Pretty good but looses a lot of steam in it's final third. Which is a fairly common problem with a lot of megawads, but I really felt it with this one.

>> No.10240840

I heard there is a update planned for Quake 2 Enhanced...is that true?

>> No.10240870

>tfw inspiration has struck for my map

>> No.10240878

>>10240840
Of course there is. Bethesda always lets Nightdive patch their remasters. What we know is that Railgun is getting buffed again and the psx campaign might get added (one of the Nightdive devs is making it on his free time, so it either gets officially added or gets released as a mod).

>> No.10240884
File: 71 KB, 680x514, 4db.png [View same] [iqdb] [saucenao] [google]
10240884

>>10240878
>What we know is that Railgun is getting buffed again
Proofs??

>> No.10240909

>>10240884
Nightdive discord screenshot from some anon few threads ago.

>> No.10240919
File: 7 KB, 277x271, 00c.png [View same] [iqdb] [saucenao] [google]
10240919

>>10240909

>> No.10240925

>>10240919
You can find it by digging through the archived threads. I have no time and energy for that.

>> No.10240927
File: 96 KB, 382x491, proxy-image.png [View same] [iqdb] [saucenao] [google]
10240927

>>10240925
The second one was just shitposting since I enjoy proofster very much. This last one is meaningless entirely.

>> No.10240969

>>10240878
>Railgun is getting buffed again
Did they buff it to 125 already and are going to change it back to 150, or is it just the 125 buff you’re talking about?

>> No.10240981

https://www.youtube.com/watch?v=qPxtzZbH1Do

>> No.10240996

>>10240969
It's not yet buffed. No patches have been yet released.

>> No.10241076
File: 105 KB, 1536x960, eFrjKuW.jpg [View same] [iqdb] [saucenao] [google]
10241076

>>10240870
Stay motivated, anon.

>> No.10241127

>>10240996
That’s what I thought and would have been surprised if RG damage revisions snuck by me. 125 will at least kill tanks in the same amount of hits as the super shotgun but still not ideal.

>> No.10241174
File: 125 KB, 1920x1080, doom229.png [View same] [iqdb] [saucenao] [google]
10241174

https://www.doomworld.com/forum/topic/138089-doomkidwad/
Anybody find it strange how this OP has ~100 likes, yet it only has 1 full page of replies?

>> No.10241213

>>10241174
It's not strange. Even big releases rarely get the many pages of comments unless it's a 10 year old thread that builds around the hype of upcoming release. People don't discuss as much on (any) forums as 15 years ago. Social medias killed the forums.

>> No.10241220

>>10241213
I find myself mainly wanting to talk to you guys about .wads, because people around here 'get it,' more than in most places.

>> No.10241243

Nightdive REALLY wants to add more stuff into Q2R but this is id software's call, and people has to pester them about it.
Plus there is obviously Sponge bitching over map copyrights.

>> No.10241280

>>10241243
Copyrights are serious business, even without Sponge. Obviously they can't add stuff, that they have no copyrights to.

Do you have any info of what they want to add? Zaero? Oblivion?

>> No.10241286

>>10241280
they speak of that on discord, sponge on quake discord and nightdive's own which paril has finished the entire port of Q22PS1 and is ready to be released.

>> No.10241309

>>10241286
Considering the ps port was originally supposed to ship with the remaster, I think there should no problem adding it?

>> No.10241354

>>10241174
Where's the pic from?

>> No.10241403

>>10241354
It's from Consumed Earth when you beat MAP11 : https://doomwiki.org/wiki/Doom_2%27s_Consumed_Earth

>> No.10241414 [SPOILER] 
File: 10 KB, 217x278, fagetme.png [View same] [iqdb] [saucenao] [google]
10241414

>>10241174

>> No.10241423

>>10241213
I don't use social media, has anyone who uses social media here seen anything about the wad on social media? I haven't really seen anybody in this thread talk about it or even have the wad get pinned on the newspost.

>> No.10241434

>>10241423
It was slightly discussed when it got released. It's not that big release, so it's quite forgotten by now.

>> No.10241435

>>10240981
hehehe

>> No.10241504

>>10240029
>1964 Echos of the past
The bat file does not work at all. Tried +set game and it doesn't work.

>> No.10241537

>>10241504
You may have to pry the pak open and place everything in the baseq2 folder.

>> No.10241593
File: 372 KB, 1366x768, q2_0002.png [View same] [iqdb] [saucenao] [google]
10241593

>>10241537
Cool, thanks.

>> No.10241594

>rtx 4070, ryzen 5600
>noticeable drops below 60fps on 1080p in Lullaby
is gzdoom meant for supercomputers?

>> No.10241596

>>10241593
Nice have fun. This is next for me after the 25th Unit.

>> No.10241613

>>10241594
No, its badly coded for certain types of WADs. its at BEST a mixed bag.

>> No.10241687

how do you niggas handle saving when playing Doom wads? Never save? Save only when picking up a key or some other obvious marker of progress? Save after every difficult encounter? Save every 10 steps?

>> No.10241691

>>10241687
save whenever I want to

>> No.10241717

>>10238157
Got it, I've added the link to the google doc.

>> No.10241725
File: 192 KB, 792x791, 2048booruletsfuckingo.png [View same] [iqdb] [saucenao] [google]
10241725

added 2048 units to the booru, is the format okay? I just copied text from doomwiki and screenshots from dumbworld

>> No.10241736

>look up the 4chan wads
>some fag is already posting HURR DURR XY IS BETTER comments
Whoever you are, kill yourself, loser.

>> No.10241740

>>10241594
Link me to the .wad

>> No.10241747

>>10241725
Looks fine to me.
>>10241736
Lighten up a little homie.

>> No.10241752
File: 61 KB, 1020x874, ah-shit.png [View same] [iqdb] [saucenao] [google]
10241752

>>10241740
just google doom lullaby you monkey, it's not some hipster shit with 3 downloads

>> No.10241774

>>10241687
1. save if i just had to make a big trek to restock / got lost for a bit and now found where i wanna be
2. save before, during, and after every single platforming section because fuck off
3. save if i can sixth sense bullshit around the corner
4. save if i'm on low health and 99% done and can't be arsed to redo anything
5. save after all inventory management (n/a to doom but i'm saying it anyway)
6. save near familiar landmarks in maps that branch out a billion different directions
7. save after a really big fight
8. save at the end of the map in case it fucks me over somehow or i really need a secret
9. save if i have to exit the game
10. save 24/7 always forever unless the fights are actually engaging because i really do not feel like i learn anything or gain anything from doing menial tasks over and over

>> No.10241794

Dreams made flesh? More like nightmare made sewer.

>> No.10241795

>>10241594
I call bullshit

>> No.10241797

>>10241687
>>10241691
>when I want to
This. Sometimes I have too much fun and just forget to save. It also depends on the map: I won’t save for the first chunk of maps in Scythe, but I don’t want to play Fire and Ice saveless.

>> No.10241798

>>10241725
I think there may be some benefit to standardizing the titlepic/screenshot format. Stuff like resolution, aspect ratio, rendering modes, filenames. However, I don't see people agreeing on the specifics and sticking with it unless the site author somehow enforces it.
Also, copying from the doomwiki directly is technically not legal.
https://doomwiki.org/wiki/Doom_Wiki:FAQ#There.27s_an_awesome_article_on_that_site_that_you.27re_missing._Can_I_copy_it_here.3F

>> No.10241803

>>10241798
Meant to link the faq right above that. Though I don't see anyone doing anything soon, dmca notices are hard to ignore.

>> No.10241820

>>10241803
They won't do it, unless they want to get relentlessly mocked.

>> No.10241821

>>10241798
Interesting.
So yeah, don't copy paste doomwiki stuff I guess. Just write what you like about the wad and a general description, or take it from the wads txt file maybe.

>> No.10241827

>>10241821
Or alternatively you could copy and just change a few words here and there... or just keep it the way it is.

>> No.10241837

Why not take the description from the wad itself or the idgames one?
It's a booru, the tags are more important.

>> No.10241842
File: 12 KB, 578x121, 2048boorucoom.png [View same] [iqdb] [saucenao] [google]
10241842

>>10241798
Okay, rewrote it by myself, it should be all good now. Pic related typo was completely accidental, or maybe subconciously I was thinking of HFFM

>> No.10241859

>>10241798
>unless the site author somehow enforces it.
I'd have to send pages through a review process, and reject them. But then I'd have no way to contact the anon who posted it to inform them why it was rejected. Because they're anonymous.
So shrug_emoji.jpeg

>> No.10241883

>>10241594
I was gonna open it up in Ultimate Doom Builder to take a look, but apparently UDB either outright cannot look at and read level files from a .pk3/.pk7, or you need to jump through a bunch of shitty hoops to do it.
Anyway, there exists a "Low Specs" version which might work better.

>> No.10241890

>>10241613
Lullaby is made FOR GzDoom, if it runs like shit in GzDoom then it means the author is a fuckup who made an unoptimized map.

>> No.10241891
File: 256 KB, 1579x1668, 1681823203036.jpg [View same] [iqdb] [saucenao] [google]
10241891

>>10238218
Sorlag is too hot for a freezethrower correction
making her fun-sized is okay though

>> No.10241910

>>10241890
>Lullaby is made FOR GzDoom, if it runs like shit in GzDoom then it means the author is a fuckup who made an unoptimized map.
why the fuck do you need optimize a goddamn doom wad when played on even semi-modern computers? it should run at 120fps on a laptop from 2012, it's not like there's any [semi] modern performance hogs like gaytracing or whatever

>> No.10241915

>>10241910
>it's not like there's any [semi] modern performance hogs
Dynamic lights are not a thing outside of GZD

>> No.10241919

>>10241910
Why is there always one of you fucking retards now?

>> No.10241921

>>10241594
I have a 1060 and I don't remember having any issues with it. What are you doing.

>> No.10241931

>>10241919
need to fit in

>> No.10241935

>>10241594
>inb4 he's running it with Doodle Broom

>> No.10241982

>>10241910
no matter the hardware, you can always make something complex enough that it will struggle.
except it isn't even the case with Lullaby, which runs fine on 2080. there's something that anon's not telling - he's a liar and/or a retard.
btw some fun facts: on default "ultra" preset, Unity limits the number of dynamic lights to 4 (four). in idtech4, more than 2 (two) lights hitting the same surface is considered too much.

>> No.10242005

>>10241982
My 1070 deals with the map fine, except the star bridge at the start, where it drops to sub 60.

>> No.10242036
File: 43 KB, 640x480, hffm.png [View same] [iqdb] [saucenao] [google]
10242036

Another one in
http://clovr.xyz/wadsup/doku.php?id=hffm

>>10241798
We also need to standardize the tags. Have one all encompassing page with all the main tags written and short descriptions available where needed, like on https://vndb.org/g1889 and such.

If monsters have their sprites replaced only and are behavior-wise technically the same, do I put "custom_monsters" or create a new "custom_sprites"? Maybe I'm just overthinking it, but some sort of FAQ would be useful. Thoughts?

>> No.10242060

>>10242036
>We also need to standardize the tags
Plan atm is to add check boxes to the submission form for the main tags, and have a text box for additional tags.
What should be the main tags just needs to be sorted. Which gameplay features/port features are most important to include.

>> No.10242072
File: 301 KB, 1126x845, 2023-09-13-220215_1126x845_scrot.png [View same] [iqdb] [saucenao] [google]
10242072

My new Ad Mortem map progress so far
I hope you like roaming cybers

>> No.10242083

>>10242036
>>10242060
Also, some anon wanted a plain maps to play days ago, without any textures or even music. Maybe there is an easy way to address that with extra tags, bringing some light on what's exactly included or not.

But that's a low priority, what slightly bums me out is not having an exact map count on any of the descriptions available, that could be useful.

>> No.10242086

>>10242072
Looks like Torture Garden 2: Electric boogaloo.

>> No.10242091

Can we use the booru to shill our own projects? By that I mean single maps, (WIPs of) mods and such?

>> No.10242095
File: 3.59 MB, 626x360, 1694303204738932.webm [View same] [iqdb] [saucenao] [google]
10242095

Serious Sam 2 for Serious Business Saturday potentially this weekend.
If anyone is artistic enough and willing to draw the announcement post, I'd love to have an edit of this face: https://i.imgur.com/3IK4RVz.png drawn as the big chinned SS2 Sam.

>> No.10242117

>>10241910
>why the fuck do you need optimize a goddamn doom wad
go read the discussion about comatose in the past couple of threads, also see >>10233741
computers aren't magic anon, doom operates on very different rules to modern 3D engines and just because the textures are low resolution does not make it suddenly not expensive to calculate dynamic lighting for hundreds or thousands of surfaces constantly

>> No.10242150

>>10242060
What if some web prankster decides to nullify the whole database or write heinous trash somewhere - just because or to compete, are there any security measures implemented? Never've been a wiki contributor.

>>10242091
I don't see why not. Unless it's only the idea paper, it's usually far too late for a modder to back out and drop the project into the trashbin, some way or another they'd like to finish it. Maybe write a "wip" or "unfinished" tag to it for a time being.

>> No.10242162

>>10242150
>What if some web prankster decides to nullify the whole database or write heinous trash somewhere - just because or to compete, are there any security measures implemented?
Just automated backups. But if that happens I'll have to lock it down, approve contributors, require registration, etc, and that would be lame as hell.
>>10242091
I'd avoid WIPs, unless there is a beta release or something.
>>10242083
Yeah, what's more vanilla than vanilla. "map only". Or something.
"no custom content" maybe.

>> No.10242173

>>10242162
>Just automated backups.
That's good to know, RSS feed on recent edits would've been also great I think.

>> No.10242182

>>10242173
I'll look into it. myte b ez

>> No.10242212
File: 584 KB, 1720x720, 1681915067675.png [View same] [iqdb] [saucenao] [google]
10242212

Any idea which QuakeUlf map is this?

>> No.10242229
File: 418 KB, 1366x768, q2_0002.png [View same] [iqdb] [saucenao] [google]
10242229

>>10242212
Sonic Mayhem

>> No.10242237
File: 1.04 MB, 1600x900, spasm0114.png [View same] [iqdb] [saucenao] [google]
10242237

>>10237804
>spend hours of time trying to find the last secret in this level
>turns out it was just a medkit placed behind a bloodfall which you pass-by around 2~3 minutes of playing thru the level
I am really stupid sometimes...

>> No.10242247

>>10230372
So...
Since Unity is FUCKING DEAD are we gonna start to see more games using GZDoom, Quake or any old engines in
general?

>> No.10242254

>>10242247
What'd I miss?

>> No.10242256

>>10242247
Not retro.

>> No.10242267
File: 1.13 MB, 1600x900, spasm0100.png [View same] [iqdb] [saucenao] [google]
10242267

>>10242229
I think that once I get back to Q2, I'll rip the custom pyramid key textures from Cheop's Revenge in adittion to copying all of his maps into the 25.Unit mod so that I can blast thru them with the LMCTF PlasmaRifle now that it's gotten a couple of much-needed buffs compared to its original debut in Escape
No idea if Zareo can work with the anniversary unit like GZ and TR did, but one can always try things out I guess?

>> No.10242331

>>10242247
Devs are just going to switch over to Unreal Engine 5.

>> No.10242336
File: 178 KB, 1301x1319, awshitnigga.jpg [View same] [iqdb] [saucenao] [google]
10242336

>>10242182
A'right, shine on my dude

>>10242254
>Quake
Build has that Bombshell game, has there ever been anything for Quake? Besides vaporwave stuff that's never to be released. Anyway, these old engines are oddities to develop on bonded to their FPS ips with more open case relevant modern alternatives already existing, so I wouldn't imagine so.

Although, existence of this https://khodoque.itch.io/rough-waves kind of stuff is quite remarkable.

>>10242254
They're closing doors with the dumbest profit stunt imaginable, my condolences to everyone pouring their stakes in it.

>> No.10242347
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10242347

It's Wednesday, SRB2Kart is up.
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau

>> No.10242348

>>10242247
We'll probably see more GZDoom shovelware because the 'boomer shooter' grift train seems to have plenty of steam and it's easier to shit out pixel turds in that than Unreal 4/5. Current year indie devs seem to care about performance even less than Graf, so it's fitting.
>Quake
I'd personally like to try to make a Quake engine game in my free time, but I don't see that ever catching on in the indie scene unless Spike finally makes some actual documentation for FTE so you aren't left with your thumb up your ass wondering where the vanilla limits end and the enhancements begin - and which arcane combination of cvars you need to use them. People have mentioned the Nuclide devkit before, but that's a lovecraftian horror unto itself, and you have to be a Linux autiste to get any ounce of help from the people behind it.
I suppose you could always make a Malice style total conversion to vanilla Quake, akin to what Rekkr is to Doom, but the Revaes of the world are one in a million.
>any old engines in general
Very few engines are licensed in a commercially viable way. Doom 3 is an obvious enough one, but you might just be better off using FTE since you can get about the same lighting and other graphical effects out of it. Serious Engine may be viable, but it seems to be a pain to work with. There's not much else that comes to mind.

>> No.10242357
File: 808 KB, 1920x1080, 25thzaerotest alsodeath.jpg [View same] [iqdb] [saucenao] [google]
10242357

>>10242267
>but one can always try things out I guess?
Sentien works, this enforcer holding the doggo back works, doggo themselves work, all with the improved enemy AI, damn dude this might actually keep working, fuckin' a this rules

>> No.10242363

>>10242348
GZDoom has also managed to get a few actual releases, whereas something like Wrath on allegedly-enhanced-Quake has shifted back release dates year after year after year. Granted, that's more a studio problem, especially given the total conversions and such for limits-removed Quake that have come out in shorter dev cycles than Wrath, but it nonetheless speaks to what people have already felt comfortable latching onto and putting commercial products out.

>> No.10242367
File: 1.39 MB, 1600x900, spasm0108.png [View same] [iqdb] [saucenao] [google]
10242367

Quad-chainsawing an Ogremagon to death is such a good feeling

>> No.10242374

>>10242348
>There's not much else that comes to mind.
dubiously retro, but Frictional's HPL Engine. HPL3 (Soma and onwards) isn't open-source yet, but previous versions are GPL

>> No.10242380
File: 143 KB, 1200x675, black_mage_3ajpgcd618ec9c1ae13279875_jT9A5OM.jpg [View same] [iqdb] [saucenao] [google]
10242380

>>10242348
>Doom 3
Would like to revisit The Dark Mod someday, even if original Thief's feel is not easy to replicate.

>> No.10242390

>>10242348
>We'll probably see more GZDoom shovelware because the 'boomer shooter' grift train seems to have plenty of steam and it's easier to shit out pixel turds in that than Unreal 4/5. Current year indie devs seem to care about performance even less than Graf, so it's fitting.
Why exactly don't devs use other source ports that aren't GZdoom for actual commercial releases? I know Gzdoom has become a meme when talking about performance so it's kind of odd that (to my knowledge) there haven't been devs that tried using other source ports for their games.

>> No.10242394

>>10242380
Oh shit, I forgot about The Dark Mod. Makes me wonder if there's any attempts to implement a rejiggered version for Dewhm3 and its co-op capabilities, or if multiplayer Thief is permanently relegated to a janky Thief 2 setup or a UT99 mod I can't run on my Linux server

>> No.10242403

>>10242363
>Wrath on allegedly-enhanced-Quake has shifted back release dates year after year after year
They're using Dark Places (which is even more awful to work with than FTE) and simultaneously developing a Unity version of the game for consoles - not just using the engine as a wrapper like Unity Doom.
Hiring some of the egotists from the modern Quake 1 mapping community certainly doesn't help either, especially when they have no experience using the Quake 3 map format and think caulk is the devil.
>>10242374
>Frictional's HPL Engine
hmmm... I'll have to look into that
>>10242390
>Why exactly don't devs use other source ports that aren't GZdoom for actual commercial releases?
Either laziness, or they assume they just can't do much of anything with lesser featuresets. I guess you just need to force them at gunpoint to play Rekkr on DOSBox.

>> No.10242405

>>10242247
>>10242336
>CEOs sold stocks right before this
>one of the CEOs is fucking Riccitello
People should have paid more attention. Wonder if this will have consequences for the official Doom ports in the future?

>> No.10242410

>>10242390
Other ports don't have 3D floors and slopes, model support, or actual scripting worth a shit that allows you to do more than the equivalent of a romhack for Doom. Or if they do, they're just plain worse at it than GZDoom, like 3DGE.

>> No.10242425

>>10242403
Oh FUCK I forgot it was Darkplaces specifically. I remember a while ago being mad because there were no plans for co-op, and at the time, Darkplaces was the one I was relying on for co-op (before finding out that for me, QSS/vkQuake on the right protocol worked a lot better)

>> No.10242439

>>10242390
For one thing GZDoom's software license makes it easy to release a game commercially, I'm not sure how permissive using the raw open source doom on some other port is.

>> No.10242469

>>10242439
>I'm not sure how permissive using the raw open source doom on some other port is.
Don't most source ports use a GPL or GNU license like GZDoom instead of the actual source license?

>> No.10242483

>>10242410
This tbqhfam. Everyone using GZDoom is using it for those features.

>> No.10242485
File: 3.86 MB, 480x360, 1679230947623079.gif [View same] [iqdb] [saucenao] [google]
10242485

>>10242095

>> No.10242490
File: 1.36 MB, 1600x900, spasm0097.png [View same] [iqdb] [saucenao] [google]
10242490

>>10242367
This map was a ton of fun, but it could have some behind-the scenes repopulation moments whenever you pass another milestone to beating it to keep you occupied when passing-thru places where you've already been to a dozen times honestly, especially this optional secret gauntlet should've been both a bit more tougher and more rewarding

>> No.10242491

>>10242095
>Webm
I knew it! Every game has a sewer level!

>> No.10242507
File: 1.24 MB, 1600x900, spasm0111.png [View same] [iqdb] [saucenao] [google]
10242507

>>10242357
The Sonic Cannon and Sniper Rifle aren't coded in as working weapons last time I checked, but they aren't honestly that much good outside of that one gimmick of a forced assassination setpiece
>I'm done for tonight, this was one of the better levels going by aesthetics alone, but finding your way around the correct path got boring at times once everything got killed and all what wss left is to push a button nearby to open another door (both to a next area and back to the place where you were like 30 minutes ago - not really a complaint tho, a door to before is always welcome)

>> No.10242542

May someone smarter than me rip this? I can cut it up in Audacity myself but I don't know how to rip it from twitter.
https://twitter.com/MAstronomers/status/1701926196798206407
Reminds me of Quake 64 music. Would be a great loop. Speaking of which,
https://www.youtube.com/watch?v=nLG5-E24WVs
Fucking perfect for a real dark and grimy Quake map.

>> No.10242608

>>10242331
I doubt this would be the case.
UE is just too hard for the common indie negro

>> No.10242612

>>10242608
Not with visual scripting.

>> No.10242620
File: 3.43 MB, 2535x1425, 25thUnit.jpg [View same] [iqdb] [saucenao] [google]
10242620

>>10237935
What a wonderful unit, tasty balance between these few blues and those Strogg-orange hues. The newer maps were great and the ammo balance was a lot better compared to when I played the test version. I can't recall a single major issue using one of the newer KMQ2 builds with the dlls I scrounged together. Thanks again everybody.

>> No.10242624

>>10242405
Pretty much.
This finally might force Bethesda into making an actual source port

>> No.10242635

>>10242542
try twitter video downloader

>> No.10242636

>>10242405
>Wonder if this will have consequences for the official Doom ports in the future?
.20 cents per install, yes. While I don't think millions of people buy and play Bethesda's Doom port every year, I don't think it's a smart move to not move over after this announcement.

>> No.10242639

>>10241594
GZDoom is slow as hell when it comes to BIG ASS MAPS.
Boom based source ports are the only ones who doesn't have this problem.

>> No.10242649

>keep reiterating on VR2 map
>get mental block and start another one
>repeat process
Coffee Achiever, if you're still around. How did you do it? Besides coffee.

>> No.10242650

>>10242348
Spike is amiable enough. I'm sure if you came to him with serious shit like a design document and some proofs of concept he'd help you navigate FTE.
>captcha cooldown
What the FUCK gook moot?

>> No.10242654
File: 672 KB, 1376x944, ken2.png [View same] [iqdb] [saucenao] [google]
10242654

>>10242649
For me? It's
>Have idea for my VR2 map
>My skill is not enough for my ambition
>Keep trying anyway only to eventually pare down my idea

>> No.10242656

>>10242636
They've walked that back. It's 20 cents per initial install now. Which is the same as purchase at that point, except that it kicks in at 200000 installs + 200000 dollaru.
So, as an extreme example, if you sell a 200,000 dollar game, and someone installs it 200,000 times then you pay 20 cents after they install it 200,001 times.

They're still retarded for trying to push this at all. They've burned a lot of bridges for this blunder.

>> No.10242676

>>10242656
To be desu that actually doesn't sound as bad as people said, but I suppose that depends on Unity's license pricing considering UE5 is free until you make a million dollars.

>> No.10242694

>>10242072
I unironically love roaming Cybers.
And turret Cybers.
And hyper-oppressive sniper Cybers.
And "door with HP" Cybers.
Aaaand I forgot where I was going with that. Anyway, keep up the good work anon!

>> No.10242702

>>10242694
This but unironically. People bitch too much.

>> No.10242716

>>10242649
I'm not CA, but I'm gonna go out on a limb and guess that a lot of caffeine is involved.

>> No.10242720
File: 76 KB, 1024x694, 1694083904129829.jpg [View same] [iqdb] [saucenao] [google]
10242720

>>10242649
>Besides coffee.
Disregard >>10242716, I suck cocks.

>> No.10242721
File: 70 KB, 930x678, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
10242721

>>10242716

>> No.10242728
File: 756 KB, 1366x768, bogart_fps.png [View same] [iqdb] [saucenao] [google]
10242728

>>10242721

>> No.10242736
File: 103 KB, 200x466, %2521Q2-IronMaiden.png [View same] [iqdb] [saucenao] [google]
10242736

>>10242728
>All the weapons depots in all the galaxy she walks into mine

>> No.10242763

>>10242676
There are other problems with the changes, and before it was "that bad". They changed it due to backlash.
It's less bad now, but still bad. Unity ought to just apologize and do somwthig sensible, but it's kinda off topic. I don't think it'll effect the doomnity port.

>> No.10242812 [SPOILER] 
File: 59 KB, 714x474, girugadoom.jpg [View same] [iqdb] [saucenao] [google]
10242812

>>10242694
I LOVE DOOM
AND ANIME

>> No.10242821

>>10242812
>BABI PURINSU

>> No.10242834

>>10242347
ggs

>> No.10242882

>>10242072
>I hope you like roaming cybers
I don't, I hope its good or i'll be disappointed

>> No.10242896

>>10242267
What Custom map for Quake is this? It reminds me of the Body of The Many, as well as the mostly organic fleshy walls and floors of the mining station made by "The Race" in RLH.

>> No.10242906
File: 3.98 MB, 640x480, 2023-09-14 05-20-45.webm [View same] [iqdb] [saucenao] [google]
10242906

>too half a hour to find what value to input so webm comes out actually 4mb
I FUCKING HATE COMPUTERS.

>> No.10242930

>>10242906
Well now you know how to do it next time.

>> No.10242937
File: 522 KB, 1100x1650, 1663639142751412.jpg [View same] [iqdb] [saucenao] [google]
10242937

>>10242906
lmao

>> No.10242943

>>10242906
>unable to act for 20 seconds
kart krew would be proud

>> No.10242949 [SPOILER] 
File: 4 KB, 150x160, 1690137104524906.png [View same] [iqdb] [saucenao] [google]
10242949

>>10241403
kek

>> No.10243092
File: 644 KB, 2560x1440, Screenshot_Doom_20230910_152345.png [View same] [iqdb] [saucenao] [google]
10243092

why the fuck does every single wad made by Doomer Boards have to devolve into retarded slaughterfest cancer in the last 1/4 of maps
literally what the fuck is mother fucking wrong with them
cant they just make level design more interesting to keep someone wanting to play?
why they gotta devolve into turbo uber cancer slaughter bullshit?

>> No.10243109
File: 2 KB, 233x222, HeaeH.png [View same] [iqdb] [saucenao] [google]
10243109

>>10243092
>KEEP SHUT IT OUT THE DOOR

>> No.10243169

>>10243109
I'm sure they spaced it this way to purposefully avoid the "dont dead open inside" issue.
The should've put the "SHUT THE DOOR" higher up though.

>> No.10243179

>>10242656
[notretro]
>trusting what Unity guys say
They are 200% lying, they walked back nothing. Hell, even if a miracle happened and they were honest for once, there is still Unity Pro thing that will kill the indies. Best thing one can do is indefinitely postpone their game and move to another engine ASAP.
[/notretro]

>> No.10243189

>>10242405
>>10242636
Hey guys, Joj Romeo here. Under my financial shaman's advice, we're going to run Unity Doom through a Godot wrapper and call it a day. I pay enough taxes on gas and hot dogs. Peace.

>> No.10243269

>>10243189
>Joji Romero
Pink Guy Doom when?

>> No.10243337

>>10242390
>>10242403
>>10242410
GZDoom is the only source port that can be used for commercial projects.

>> No.10243341

So, I've got a WIP colour palette. If anyone's got a spare moment, could you check it out for me and tell me what you think? Feel free to load it with any wad.
>https://files.catbox.moe/riekxi.wad

>> No.10243357

>>10242542
Use this https://github.com/yt-dlp/yt-dlp/releases/

>> No.10243370

>>10242649
>reiterating
are you mapping with stepwise refinement (blockout + detail passes)?
because I don't. the times I've tried ended as you've described. I map room by room.

>> No.10243401
File: 1.35 MB, 1600x900, spasm0103.png [View same] [iqdb] [saucenao] [google]
10243401

>>10242896 see >>10239058
I guess that parts of his maps going randomly 'meaty' for a while is gonna be a staple of his craft, also the cool but painfully elaborate secrets too
I cheated to enter the rooftop fight because I couldn't time the elevators correctly

>> No.10243417 [SPOILER] 
File: 85 KB, 550x550, Baaah.jpg [View same] [iqdb] [saucenao] [google]
10243417

>>10234540
>>10234545
For me its certainly Spirit get the fuck outta here, your fuccboi is an adult

>> No.10243451

>>10243092
Blame lunchlunch

>> No.10243457

Been thinking

I love half life one single player mods

>> No.10243463
File: 117 KB, 1274x909, [Relaxing HUUUH].jpg [View same] [iqdb] [saucenao] [google]
10243463

>>10242247
People will find the way to resurrect Unity one way or the other. Whenever it is bypassing all that bullshit or waiting for some kind of "LibreUnity" because it would much easier to wait it out than relearn everything.
>>10242336
>Build has that Bombshell game, has there ever been anything for Quake?
WRATH: Aeon of Ruin, unironically. All the development hell and DarkPlaces misery aside, that's probably still the only significant big thing when it comes to FTE and/or DarkPlaces.
>>10242348
>I suppose you could always make a Malice style total conversion to vanilla Quake, akin to what Rekkr is to Doom, but the Revaes of the world are one in a million.
I've had a Quake Mission Pack idea brewing in my head for a couple of years by this point, but too autistic to give it any kind of an actual try. Me essentially being a dumb idea guy at this state doesn't help either.
For what it's worth, I've considered to just say "fuck it" and go full autism with writing a document sorely to calm myself down.

>> No.10243464

>>10243457
Name 5 please
Hard mode - not any made by Neil Manke

>> No.10243469
File: 68 KB, 640x480, Mareti_09-07-2004-17-01-26_04.jpg [View same] [iqdb] [saucenao] [google]
10243469

>You now remember Nitro Family
OI, GRINGO!

>> No.10243482

>>10243464
Name ten books

>> No.10243508
File: 625 KB, 1920x1080, Poke646.jpg [View same] [iqdb] [saucenao] [google]
10243508

>>10243482
No seriousy fren, the only HL1 mods which have a SP campaign that I know of are the They Hunger trilogy, Paranoia, and Poke 646
Gunman Chronicles doesn't quite count as it's a commercial TC

>> No.10243512

>>10243092
Slaughter is the ultimate challenge in skill both as a player and as a mapper.

>> No.10243515

>>10243508
These are some I have saved but they might not necessarily be the best ones. I'd have to get onto the PC and find them. Anyway here's ones I know

black gaurd
sweet half life
Azzure sheep
They hunger (there's a few)
Smart decoy
Echos
Nightwatch
Alternative way
Somewhere in time
Absolute redemption
Help wanted
Residual life

>> No.10243530

>>10243463
>LibreUnity
It already exists, it's called Godot

>> No.10243606

>>10243530
It is? Because I'm just not familiar with it. That's good and counts if it's like 99% identical to work with.

>> No.10243610

>>10243092
Slaughterfest more like slog cringefest lol

>> No.10243723 [SPOILER] 
File: 22 KB, 246x404, Doomnovel.jpg [View same] [iqdb] [saucenao] [google]
10243723

>>10243482
Knee-Deep In The Dead
>That's not a book, that's the shareware episode.

>> No.10243807
File: 116 KB, 640x480, doom87.png [View same] [iqdb] [saucenao] [google]
10243807

Should I retexture this building? I want to keep the "techbase in hell" theming going, but I'm not sure STAR textures are working.

>> No.10243837

>>10243807
I think it could still work if you break-up things with some ceiling trim and occasional support textures (or some such, like METAL) or some insets.

>> No.10243849

>>10243837
You are probably right. There's too many holes in the walls for inlets, but I can probably add some darker pillars.

>> No.10243884
File: 2.45 MB, 2048x2500, HalfLife_mods_fix.jpg [View same] [iqdb] [saucenao] [google]
10243884

>>10243508
>Lore mods:

Induction
Just the best HL mod. You are Freeman BEFORE the Resonance Cascade. You've just got hired, you meet Kleiner, you conduct experiments, and race Barney in the vent to open Kleiner's office first.

Zombie Edition
You are a headcrab. Jumping on people, cooing, etc.

Point of View
You are a Vortigaunt. Also G-Man hires Black H.E.V.s

Sweet Half-Life
There are grey aliens in Black Mesa. Also anime.

Case Closed
You are a janitor.

SUM
You are a female Black Op. Also have to "hunt the cunt".

Focalpoint
You are another HECU.

Urbicide
You are just a guy trying to escape Xen infested city. Also warehouse fetish.

Field Intensity
You are HECU again. Also you can bring with you a couple of dozens of marines instead of default two.

>Alternate lore mods:

Uplinked
Uplink on steroids. Also fully functional brush robot.

Anticlimax
You said G-Man to fuck himself at the end of Half-Life and now have to meet a few survivors of your personal holocaust.

>Total Conversions

TWHL Tower 1/2
Climb the building/get down from the building. Also TWHL Tower 2 has Half-Life: Abridged inside.

Half-Rats: a Fever Dream/Half-Rats: Parasomnia
You fight crazy monsters in 1880. Also you have a battle cat.

USS Darkstar
You are on a starship with aliens. Also Walter.

Night in the Office
You are John McClane now.

Cthulhu
Killing cultists is fun. Also Cthulhu Fhtagn!

Half-Life Rally
Escape From G-Man on a race car.

Heart Of Evil
They're not coming for us, are they, sir? Also zombie.

>> No.10243893
File: 123 KB, 640x480, doom88.png [View same] [iqdb] [saucenao] [google]
10243893

>>10243837
Yeah, this is probably better.

>> No.10243897

>>10243893
Yep, really nice. Can't wait to play it.

>> No.10243903

>>10243849
>There's too many holes in the walls for inlets
Functionally serves the same purpose, once they open up. Tho do note I said "insets", not "inlets"—something like a 4-unit deep "pit" with like a PIPE texture or something, maybe even just something to throw a GRATE texture over and set the inset's sector effect to strobing light or some such.

>> No.10243915

>>10243884
>Night in the Office
>You are John McClane now.
Isn't that just what the Die Hard: Nakatomi Plaza PC version is, or was it running on LithTech?

>> No.10243923
File: 328 KB, 396x225, 1594836666_preview_What is a Resonance Cascade.gif [View same] [iqdb] [saucenao] [google]
10243923

>>10243508
Half Life ECHOES is pretty damn good. One of the best mods out there

>> No.10243924

>>10243903
You can see doors and windows, but I don't think they help much.
It didn't occur to me before to add pillars on the outside, this seems to have worked pretty well to break up the white walls.

>> No.10243957
File: 558 KB, 1520x825, Screenshot_Doom_20230914_150721.png [View same] [iqdb] [saucenao] [google]
10243957

Doing the "Urdak" area where I'll end up being creative with the assets I got because i'll never make something that faithfull (But that's part of the fun in Doom).
I should focus on designing actual rooms and occasionally play test them.
>>10243530
>>10243606
I heard Godot is good for 2D but its 3D area could improve.
But this is what others say, because personally I'm still a novice at it and have yet to finish my game.

>> No.10243979

>>10243957
That's a funky looking toilet sector

>> No.10243986

I downloaded the SRB2 Kart mod list from the pastebin but there's so much, enabling too many gives an "out of memory" crash so what's the set list of essentials? And also how does addons + multiplayer work. That is, do you need to have the same addons enabled as the host when joining a multiplayer server? Because I couldn't connect to the /vr/ server, dunno what's up. Or do I need to open ports or something else. Sorry if I'm being a dense noob but I don't know where to find explanations.

The Anon's PRO TIPS paste is 404 btw

>> No.10243993

>>10243957
>But this is what others say
Yeah, I recall something similar. Pretty sure the "Godot is good for 2D" is general sentiment at the moment.

>> No.10244007

>>10243515
>>10243884
Cool. Now I have shitloads of stuff to play.

>> No.10244014

>>10243986
Our server uses the CEP custom client for various reasons, you won't be able to connect without it, so go ahead and grab that.
>Is this really safe?
It's open source, and under constant watch of 70 or so /vm/ autists for anything malicious. You can even have a poke around yourself if you fancy.
As for joining servers, you don't actually have to load any mods manually, you just have to connect to the server and it will load them all in the correct order for you, even auto-downloading ones you're missing. Only problem is if you want to join a different server after, you'll have to restart the game.

>> No.10244018

>>10243979
I wanted to recreate that one structure with a giant ring but instead make the ring as a platform for a secret.

>> No.10244047

New thread when?

>> No.10244053

>>10244047
Waiting on you

>> No.10244094

>>10244047
don't fuck up news ports and prev op

>> No.10244098

>>10244047
never, this is the last one

>> No.10244167

>>10243092
Which one is this?