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10664312 No.10664312 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10653596

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/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10664314
File: 546 KB, 720x1280, 1683453315479200.jpg [View same] [iqdb] [saucenao] [google]
10664314

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
https://desuarchive.org/vr/post/10592017


=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[2-4]DBP64: The Vast Silence released
https://doomer.boards.net/thread/3489/silence

[2-4]https://github.com/yquake2/yquake2remaster/releases/tag/8.31RR4
Yamagi quake 2 remaster alpha build is out, Md5 support in early stages included.


[2-4]https://github.com/fabiolimamp/alkaline/releases/tag/1.2.2
New devkit for Quake Alkaline mod

[2-4]https://youtu.be/y0orUm6zqMk
33rd anniversary stream with Romero, Hall, and Carmack.

[1-25]Surreal Engine a "general source port" of OG Unreal engine was discovered by Anon
https://github.com/dpjudas/SurrealEngine

[1-25]The md5 model of the Guardian Boss is out for Quake 2 Remastered, making all monsters finally HD.
https://www.moddb.com/games/quake-2/addons/md5-model-guardian-for-quake-2-remastered

[1-25]The SW mapping kit had been updated with a tutorial video, Build Engine Boot Camp.
>>10633519

[1-23]Seaside Sanctuary for /vertex relocation/ project
>>10627127

[1-23]Trenchbroom 2024.1 rc1 is out
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.1-RC1

[1-21]Turok Anon IS ALIVE And Kicking! and he released the demo of his map and the Adon model as resource.
>>10620808 (Cross-thread)

[1-21]Wadazine #22 is out Featuring GMOTA (we are getting famous lads!)
https://wadazine.com/


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

>> No.10664345
File: 804 KB, 686x850, by_hetza_hellshock.png [View same] [iqdb] [saucenao] [google]
10664345

I want to announce to everyone to never modify Term's "code."
Literal nightmare material, schizophrenia code wise. This shit is fucking painful.

>> No.10664350

>>10664345
This is true. That man has utterly fucked variable names.

>> No.10664354

Doom is fun.

>> No.10664357
File: 183 KB, 640x400, Calcium.png [View same] [iqdb] [saucenao] [google]
10664357

>>10664354
What the fuck.

>> No.10664370
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10664370

>>10664354

>> No.10664375
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10664375

>> No.10664426
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10664426

whoops wrong thread

>> No.10664429
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10664429

Is this the boner thread?

>> No.10664430
File: 29 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
10664430

>>10664429

>> No.10664431

>>10664370
Now I want Doom poster with Rena on top of a garbage dump fighting off scamming harlots, their crook boyfriends, suspicions gardeners, Rena clones, aliens and drug pushing stupid children. All done in original r07 style with classic mitten hands.

>> No.10664432
File: 321 KB, 686x561, >muh revenant spam.png [View same] [iqdb] [saucenao] [google]
10664432

>> No.10664436
File: 514 KB, 1260x3840, revenant aaaaaacademy.jpg [View same] [iqdb] [saucenao] [google]
10664436

>>10664429
hnnnnng need skelebussy

>> No.10664510

>>10664431
AI might be capable of that

>> No.10664571

>>10664354
Why would make such an outrageous claim?

>> No.10664582

>experimenting with monsters set to friendly
>archvile doesn't care what side a corpse was on and will resurrect whatever it comes across
>enemies raised by a friendly archvile are friendly to you now
This seems like a fun idea to toy with for a gimmicky map or something. Unless it's been tried before and it sucked.

>> No.10664594

>>10664582
>give map an inflated monster count
>you have one friendly archie
>there are a bunch more in strategic positions acting as res turrets
>map is about eliminating the enemy archies and adding their forces to your own, snowballing up to taking on a massive army for the finale
Almost sounds like a Warcraft custom map. You'd have to have some sort of twin paths thing though, assembling an army would get you stuck pretty quick if you weren't kept separate or expected to jump onto the demons.

>> No.10664703
File: 2.85 MB, 1920x1080, 1702452451972423.png [View same] [iqdb] [saucenao] [google]
10664703

Catching up on some Serious Sam maps, first on the list is the City of Memphis
https://steamcommunity.com/sharedfiles/filedetails/?id=2726425148
There's a vanilla TSE copy somewhere on the internet but I genuinely don't remember where I got it so I'll just drop that too:
https://mega.nz/file/xVYVBCrC#BdD3DwaBZ2jPgwmXf7hH_YwYpcyJkJjJ-1e8RUFZ4pE

The map is supposed to take place in First Encounter after the metropolitan area map. It's enormous, with 952 enemies. Bigger ain't always better if you don't have a good grasp of good combat. The first city city block you're locked in doesn't have a lot going on in the way of encounters. In fact it might exemplify something Sam detractors dislike about these games: The long flat maps with nothing really going on punctuated by moments of enemies teleported in. I love that about Sam, I really do, but after the fifth time the author spawns in a minor bio mechanoid with several gnaar and headless, as a Sam veteran, you're waiting for the shakeup.

The second city block, while smaller, shakes it up a smidgen; finally some kleers, one of the best enemies to grace all of shooters. But you're introduced to them in the same breath as the double shotgun. You don't really appreciate a double shotgun in Sam until you've had to deal with hordes of kleers without it. Still, it's always fun to use, and I actually dropped below half health in that fight.

There's also some failure to really capitalize on area space as in pic related. This really cool raised area before you enter the third city block, and I was totally expecting a fight here. Nope. There are a few other areas like that in the previous blocks.

I have to take a break at this third block (seen in the left of pic related), but for all my nitpicks, I love Serious Sam and this feels like coming home.

>> No.10664707

>>10664160
Is this about DoomRLA?

>> No.10664712

>>10664707
Check a few posts below, it's about Doom Infinite. That mod seems to be really sloppy.

>> No.10664730

>>10664712
I see. Ty anon.

>> No.10664756

>>10664312
What's a nice refreshing DOOM mod for me to play?

>> No.10664759

>>10664756
Doom Infinite is pretty okay. Just played it a little but I encountered a fatal error so I'll stop for now.

>> No.10664763

>>10664759
tried that one, it was a cool concept, though idk how well it really translates to DOOM.

>> No.10664786
File: 1.28 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10664786

>>10664429

>> No.10664787

>>10664756
Project Crypt

>> No.10664798

>>10664582
The inverse is also true. An enemy archvile can resurrect a friendly enemy and it becomes hostile. Even those NPC marines that come with ZDoom will turn against you if an archvile gets them.
But it's important to note this only happens when the actor was summoned with summonfriend; summonmbf actors will never betray you, as far as I can tell.

>> No.10664801

>>10664786
94p leak

>> No.10664826

>>10664787
Looks cool

>> No.10665030

>>10664703
This one was pretty good, we had played it here before in co-op. But I will agree it's sometimes too big for its own good.

>> No.10665059

>>10664350
>That man has utterly fucked variable names.
Looking at my usual variable names...
>a
>aa
>aaa
>aa_1
>aaab
You mean... there is something worse???

>> No.10665105

>>10665030
The thing is it's not that breadth = bad as much as not using Serious Sam's roster effectively = silly (not serious). Remember that one map in FE where it's literally a flat ground with kamikazes coming from each corner? And then they keep spawning, and spawning, and spawning past any reasonable point and that's when your rhythm gets thrown off. That's good shit. Basically any encounter is improved with a kamikaze, or kleer, or werebul because these enemies force you to prioritize them, leaving you open to getting hit by the bio mech minor, the headless, etc.

>> No.10665149
File: 3 KB, 269x120, it's hip to code like Term.png [View same] [iqdb] [saucenao] [google]
10665149

>>10664345
>>10664350
Term's code is awesome, he gets all of the fucks.

>> No.10665151

>>10665149
>fuckbees
Best part of Shadow Warrior

>> No.10665196
File: 191 KB, 722x671, 1690338568345648.png [View same] [iqdb] [saucenao] [google]
10665196

>>10665105
kamikazes and kleers are some of the best video game enemies to date

>> No.10665201
File: 1.23 MB, 1488x1536, 1688841204326730.png [View same] [iqdb] [saucenao] [google]
10665201

>>10665196
Saw you from across the gym, king

>> No.10665206

>>10665196
ooooooooaaarrgh/10 post

>> No.10665275

>>10664786
Glorious nihonese 1000 times recolored cyberdemon glutes

>> No.10665403

is changing the grid by aligning it with a linedef any useful? I've just discovered this, I'm trying to learn doom mapping. also any overall tips for designing outdoors?

>> No.10665509

>>10664756
Pirate Doom

>> No.10665615
File: 512 KB, 1920x1080, Screenshot_Doom_20240204_234535.png [View same] [iqdb] [saucenao] [google]
10665615

Order up!

>> No.10665628

>>10665615
could I get some fireblu sauce with that?

>> No.10665782

>>10665615
Yeah, uh, I would like, ah, hmmm....

>> No.10665791
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10665791

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters
Alpha v2: https://files.catbox.moe/ye1o0i.wad
>small fixes to maps 04 and 05 (Dead Simple and The Factory)
>added map 07 (Icon of Sin)

pastebin: https://pastebin.com/edit/CrVTqGvr

>> No.10665793

>>10664756
Corruption Cards is my favorite gameplay mod

>> No.10665805

>>10665791
edit?

>> No.10665847
File: 1.02 MB, 1366x768, rmx_greenwood_2024-02-05_14-37-13.png [View same] [iqdb] [saucenao] [google]
10665847

>> No.10665852
File: 1.57 MB, 1366x768, rmx_naitelveni_2024-02-05_14-51-50.png [View same] [iqdb] [saucenao] [google]
10665852

>> No.10665880

>>10665791
I claimed MAP17 in the last thread.

>> No.10665891

>>10665880
https://youtu.be/la7uuFsCIrg?t=47

>> No.10665924

I've just finished Quake Alkaline's Dancing in the Golden Sun map.
It's fun, but did it really need to simulate tinnitus with the high pitched background beep?
Also are there any quake mods that are either one linear episode or a hub world connecting multiple levels(like Ashes), preferably one that plays with the idea of permanent upgrades like the AD Triple Shotgun or double/triple jumping? I've yet to play Mjolnir and/or Dwell because I'm an autist and 2/4 episodes being complete means I can't play it yet.

>> No.10665935

Why does Duke Nukem get killed by doors

>> No.10665949

>>10665403
>is changing the grid by aligning it with a linedef any useful?
It lets you build areas at an angle.

>> No.10665969
File: 616 KB, 736x547, 1694962796045884.png [View same] [iqdb] [saucenao] [google]
10665969

>>10665924
>Also are there any quake mods that are either one linear episode or a hub world connecting multiple levels
Aren't those the only way you can do a mappack? Either a hub, or a linear sequence of maps?

>> No.10665976

>>10665969
I meant a hub more in the Hexen 2/Strife/Ashes/Hedon style where you go back and forth between levels once you've gotten some key or new information to progress in another map, not the Arcane Dimensions/Alkaline style where the hub is more or less a level select menu.

>> No.10665980

>>10665976
Oh in that case no.

>> No.10665994
File: 118 KB, 960x540, deimos.png [View same] [iqdb] [saucenao] [google]
10665994

Turok Anon here, after rummaging through old files and I found a rip of Lord Deimos from Mace:The Dark Age. I cleaned it up and made an obj. Could work in a Quake mod or Hexen mod
https://mega.nz/file/Aut3zbSa#kJ1uCGHU3Asi5rZAb7MSzIQUeVjIds7p68O2pe4jUJg

>> No.10666004

>>10665891
https://www.youtube.com/watch?v=dOUOx2qxnBA

>> No.10666013

AFAIK since Carmack was a retard, it's very hard to make world connected across multiple maps in Quake. You basically can only store information in global variables, so hub maps are just miracles of spaghetti code produced by some madman.

>> No.10666021

>>10666013
>>10665980
Ah. Shit.
Well, to amend my ask for recommendations, are there any fantasy/medieval mods for Quake?

>> No.10666034

>>10666021
>fantasy/medieval mods for Quake?
What, you want first person melee combat? Or more Hexen 2?

>> No.10666035

>>10666034
I'm genuinely down for either. I don't think a melee combat focused game would work in quake but I'd love to be proven wrong

>> No.10666041

>>10666035
Definitely not in Quake. You can modify one of the forks, I guess, to make a sort of Chivalry combat, but it's just going to be a different, indie game.

>> No.10666047

>>10666041
The way I see it it would most likely be really floaty(could work if your melee moveset was charge moves like a flying dropkick or a running lariat or so) or you'd really have to slow things down to make it something like a fight knight/zeno clash and in that case why even make it in the quake engine.
Of course I'm not a modder and there might be someone making something that'll blow my mind eventually but I can't think of it.

>> No.10666059

>>10666047
Quake engine is best suited for what it is... Cool geometrical 3d levels, running quickly and lots of shooting, with projectiles and no aiming down the sight.

>> No.10666108
File: 85 KB, 640x480, Ashes_Afterglow_Title.png [View same] [iqdb] [saucenao] [google]
10666108

Is this as good as everyone says it is?

>> No.10666115

>>10666021
If you want something that plays like Quake while also channeling that dark-fantasy tone that Raven games were good about, Something Wicked has a big fun map to play through.

>> No.10666119

>>10666108
I prefer the original but it is really good.

>> No.10666123

>>10666108
Yes

>> No.10666124

>>10666108
Afterglow is alright, but I personally prefer 2063 and Dead Man Walking except for the motorcycle.

>> No.10666126
File: 3.81 MB, 1720x720, 1690272217201866.webm [View same] [iqdb] [saucenao] [google]
10666126

>Hotel California plays

>> No.10666127

>>10666108
It has its problems, but it's still really good

>> No.10666134

Any hopes of 94 protons being released? I'd like to see my map being played by anyone

>> No.10666140
File: 3.39 MB, 1720x720, 1696486512736685.webm [View same] [iqdb] [saucenao] [google]
10666140

>>10666126
>"Eat your heart out, John Romero."

>> No.10666143

>>10666127
>>10666124
>>10666123
>>10666119
Guess im playing all 3 next weekend then.

>> No.10666167

>>10666140
>There could be Pain Elementals here...

>> No.10666203
File: 402 KB, 999x726, CHAINGUNNERS could be here.jpg [View same] [iqdb] [saucenao] [google]
10666203

>>10666140
>>10666167

>> No.10666208

>>10666134
No.

>> No.10666243

Doom vr when

>> No.10666252

>>10666243
https://github.com/hh79/gzdoomvr

>> No.10666262

>>10666134
There's the beta but I don't think Cockblock is going to ever be done.

>> No.10666281

>tfw this general existence prevents retards from spamming shitposting fps threads on the board
The doom threads would be worse if no one cared about the community wads

>> No.10666320

>>10666281
I’ve seen crumby fps threads get posted all the time despite this thread. We currently have a good example with that HL1 thread.

>> No.10666325

>>10666320
It could be worse
>hl1 thread
He should give up, no one is taking his bait

>> No.10666375
File: 92 KB, 204x264, anger.png [View same] [iqdb] [saucenao] [google]
10666375

>Playing a community mapset
>Having a fun time
>Hit a massive difficulty spike
>Fistfighting archviles in a pile of corpses
>18 cyberdemons and no BFG
>Have to savescum to make any progress
>Run out of ammo due to insufficient infighting, have to restart the level
>Who made this shit anyway?
>Check Doom Wiki
>"ButtStuff69 is a level designer and speedrunner..."

Every fucking time.

I want speedrun clowns to leave.

>> No.10666380

>>10666252
Just tried that on my Index. Launches to a black screen and hard crashes when starting a new game. I remember an old version I tried a long time ago had some really fucked up transparency, but at least it worked. For the most part.

>> No.10666397

>>10665791
some minor updates to MAP07:
https://files.catbox.moe/cxbqwh.wad
>changed lighting in lava room, making the lava brighter than the surrounding walls via the Boom linedef special 213 Transfer Floor Light
>fixed peggedness on door texture leading to 7th/8th secret
still working on MAP08. it's getting there

>> No.10666401

>>10666375
I don't give two shits. In Quake I have a button that gives me free quad damage and in Doom I get plasma rifle with full ammo. If map is dogshit meatgrinder with no ammo, I'm not wasting my precious time on it.

>> No.10666424

>>10666108
Afterglow is divisive because of the RPG elements, hub areas and arguably too much dialogue. If you don't like that you'll find it worse than the original, if you like it then it's an improvement over the original.
Either way, Ashes as a whole is great and well worth a playthrough. It's free so there's no reason not to give it a shot, you'll likely enjoy it.
Yeah, the bike is kind of lame.

>> No.10666431

>>10666126
What mod?

>> No.10666436

>>10666325
>It could be worse
Absolutely. It’s oddly considerate how many “fps shitposts” I’ve seen get their own /vr/ threads.
>>10666375
What’s this wad you’re playing that has this “speedrunner” bump?

>> No.10666437
File: 911 KB, 3796x1096, weird.png [View same] [iqdb] [saucenao] [google]
10666437

what are these weird lines that aren't present in udb? I'm using cc4 tex, the lines appear in both Woof and DSDA

>> No.10666439

>>10666380
>Just tried that on my Index
have you tried on your thumb?

>> No.10666441

>>10666375
Just iddqd all bullshit.

>> No.10666447

>>10666437
There's a bit of a rounding going on on flats that causes one more row of pixels to appear at the edge. Usually it's not a problem because flats are uniform, but sometimes it is. If it really bother you, moving line one unit should make it go away.

>> No.10666467

>>10666447
That did the trick! Thanks anon, back to mapping me some cc4-but-gothictx-focused kino

>> No.10666474

>>10666431
Map is Grand Canyon: https://www.doomworld.com/forum/topic/143155-grand-canyon-map-for-ultimate-doom/
Car mod might be private, let me ask about it.

>> No.10666487

>>10666431
>>10666474
It's from a mod somebody posted elsewhere that spread around. Filename is PBTankTesting.pk3, that's all I was told.
>https://files.catbox.moe/vvw3xb.pk3

>> No.10666495

>>10666439
Too lazy to pull it out my arse.

>> No.10666520
File: 542 KB, 1223x444, 1685351750011929.png [View same] [iqdb] [saucenao] [google]
10666520

>> No.10666531

>>10665935
His name isn't Door Nukem

>> No.10666537

>>10666134
>Any hopes of 94 protons being released? I'd like to see my map being played by anyone
forget about it, repost your map to another community project

>> No.10666538

>>10666537
At this point I'm just going to pretend the beta is the release.

>> No.10666550
File: 118 KB, 690x746, 1675674647576121.jpg [View same] [iqdb] [saucenao] [google]
10666550

>hear banging track in a mop server on zandronum
>quickly note the map slot (TAT14)
>doomwiki has a detailed entry including the music and a link to modarchive
>download the .xm
>open in foobar2000 with openmpt decoder
>export as mp3 to play in the gym/car

>> No.10666564

>>10666550
It's because of a Doom mod that I discovered strain 6-14

https://www.youtube.com/watch?v=DgCBGY-_vh8

>> No.10666641

>>10665935
hodor

>> No.10666694

>>10664703
Love seeing writeups about Serious Sam in this style. Warms my heart.

>> No.10666695

>>10666281
Generals almost always decay into complete shit over time as the user base runs out of actual game discussion and resort to image dumps or waifufagging instead, but Doom is a freak accident where new content is always being made so we never run out of things to talk about.

>> No.10666746
File: 3.92 MB, 854x480, enyoooo.webm [View same] [iqdb] [saucenao] [google]
10666746

>>10665847
>Facing Bad Fur Day
I'm gonna try that next.
>>10666550
>IDDQD and IDKFA just so you can chaingun barons and cybers in peace
I never paid much to that screencap.

>> No.10666752

>>10665847
https://www.youtube.com/watch?v=mEqDjkXPHT0

>> No.10666767

>>10664312
A_SetGravity Can work on weapon right?
Like in the ready & deselect.
Have got a black hole gun, might be neat if held lowers your gravity a bit to jump higher.

>> No.10666769

>>10666767
>black hole
>lowers your gravity
What?

>> No.10666784

>>10666769
I see his logic. Like what if the gravity bullshit that powers the gun to fire black holes also causes gravity distortions AROUND the gun when it's active? In this case: low gravity.

>> No.10666913

>>10666375
You are supposed to close the game and download another wad

>> No.10666919
File: 320 KB, 1280x720, alsormx grid.jpg [View same] [iqdb] [saucenao] [google]
10666919

>>10665852
>Goldeneye Facility with a great cover
>nice
>next map is a take on a Perfect Dark map with my favorite track
>NICE
>the cover of "Skedar Mystery" ends and loops before my favorite part happens
aw man

>> No.10666926

>>10666784
Yeah. I guess more accurate is a gravity manipulator gun but black hole sound cooler

>> No.10667045

>>10666564
Dakka has the best menu themes.

>> No.10667061
File: 104 KB, 800x800, Time to show these freaks the meaning of Dakka.png [View same] [iqdb] [saucenao] [google]
10667061

>>10667045
It really does.

>> No.10667114

>>10664312
Does anybody else hate QuakeEx and A_QuakeEx? It feels like none of the arguments ever do what they're supposed to do.

>> No.10667170

>>10666375
that's why joe-ilya maps should be illegal in every /vr/ project

>> No.10667173
File: 283 KB, 1135x630, Dakka - Space Pirate.png [View same] [iqdb] [saucenao] [google]
10667173

>>10667045
>>10667061
It's menu messages are funny as fuck too.

It's also just nice that at least here it gets appreciated, it sure deserves more but shit's weird with what goes viral and what doesn't.

>> No.10667176

>>10664312
What map is in the OP?

>> No.10667180

>>10667170
It'll never stop being funny that his map in Augur Zenith is universally considered to be the shit one.

>> No.10667191

>>10667173
Very rarely do genuinely cool things get the love they deserve.
But that's fine, it just makes the love they do recieve all the more genuine.

>> No.10667216
File: 999 KB, 2560x1440, minced.png [View same] [iqdb] [saucenao] [google]
10667216

>>10667180
The same guy made Ad Mortem map28? I guess it's similarly blocky but I wouldn't have realized, he's come a long way.

>> No.10667217

>>10666926
>>10666784
it works, just gotta find a passive ability for smart pistol being out. Laser sights not very useful in doom huh?

>> No.10667245

>>10667180
I never really got the hate for Meat Mincer. Sure it's not an interesting map, but it's a hell of a lot more enjoyable than Altered States. I'd rather have a map that's just kinda there than one that's actively annoying.

>> No.10667304

>>10665994
that would be great as a Q2R player skin or dawn of darkness mook

>> No.10667308

>>10666126
>>10666140
I guess Fallout remake guys are drooling at the moment with this

>> No.10667326

>>10667217
laser sights by themselves aren't too useful, but you could always make the laser sight do something extra, or just make it so that weapon is 100% accurate.
Also I'm incredibly stupid and forgot that I had made a weapon that gives a player low gravity when equipping it.

>> No.10667351

>>10667308
need someone to make a MIDI version of this
https://www.youtube.com/watch?v=3jxn1sqAQ-c

>> No.10667372
File: 309 KB, 1366x768, Screenshot 2024-02-05 223729.png [View same] [iqdb] [saucenao] [google]
10667372

>>10666397
Found a softlock in the lava room, when I fell down next to this light pillar.
There's a small patch of stonework floor that seems like it might have been lowered too far or something.

>> No.10667373

chaingunners behind fully opaque midtextures are NOT okay just because plutonia did it

>> No.10667379

hey how do i move my doom rla + extended + zetashop progress (familiars, achievements, etc.) from my old gzdoom 4.8 to gzdoom 4.11? seems like copypasting the config for 4.8 into the 4.11 folder doesnt work

>> No.10667437

>>10667180
I love Meat Mincer. Doesn't waste my time and actually features some unusual gameplay, reminds me of Serious Sam a bit. I'll take it over any 500 monsters non-linear slog.

>> No.10667450

>>10667326
It already has a tighter spread...maybe give it an "emergency ammo mode" where its infinite ammo.
it doing 2 damage as a trade-off.

>> No.10667456

>>10667450
Backup shots on a weapon can be pretty fun. I've made a few weapons with that sort of feature. Though I wouldn't make it a complete dinkster, maybe give it an ammoless attack that's cumbersome to use but still does adequate damage.

>> No.10667524

>>10666694
I would do this for every retro FPS map from Sam to Shadow Warrior if I had the time. I appreciate your appreciation.

>> No.10667532

Kegan did you fix it yet

>> No.10667536

>>10667456
ill check out final doomer pistol and match that.
5 seems to insta kill zombies, custom plasmaball.

hmm, had an idea with laser thing but couldn't get it to work.
Laser locks on nearst target, only helpful for invisible or shootable things.
I got it to seek using zero tolerance's laser system

Problem is staying on target part.

>> No.10667538

Kegan, my ass is heavy.

>> No.10667541

>>10667532
>>10667538
Anon you have to let him go, the car crash wasn't your fault

>> No.10667550

>>10667217
a laser sight can tell you whether your shot will hit when you're fighting hitscanners around a corner or in a The Focus style pillbox or something, it's not that uncommon a situation

>> No.10667598

>>10667550
true. Wish could make lock on single monster.

I could make it silent but i really like halo's AR sound.
hmm, do you guys have any favorite firing sound? silenced and/or unsilenced

>> No.10667607
File: 326 KB, 1024x766, watermelon.jpg [View same] [iqdb] [saucenao] [google]
10667607

>>10667541
I'm not dead!

>> No.10667610

>>10667598
I unironically think Halo 4 has some of the best sound design in the series. I don't know if it's the best I've heard in the entire FPS genre, but it's high tier for sure.
https://youtube.com/watch?v=3L6LLmJm-E8
Too bad about literally everything else about the game.

>> No.10667630

>>10667610
Whats cooler CE AR sound or silenced ODST SMG

>> No.10667648

kegan, is your refrigerator running?

>> No.10667651

>>10667648
let me check

>> No.10667654

Kegan did you fix yourself yet

>> No.10667656

>>10667648
yeah its running, why?

>> No.10667660

>>10667656
you better go catch steve jobs

>> No.10667663

>>10667630
Gonna go with the SMG, CE has this weird "layering" to its sounds if that makes sense. This discussion's barely even retro so I'll leave it there

>> No.10667667
File: 1.73 MB, 520x293, bazinga.gif [View same] [iqdb] [saucenao] [google]
10667667

>>10667660

>> No.10667678

>>10667663
wonder if doom has that problem.
both send dopamine to my brain.

>> No.10667786

>>10666431
>>10666487
The car was a failed proof of concept I attempted a long time ago for big maps played with HDest. Mostly for shits n giggles. Last I remember, a friend told me the MechDoom guy tried improving the code because my math was utterly fucked with regards to steering and accel/decel. As far as I know the car addon isn't maintained.

>> No.10667814

Kegan how big will your name be in the next word cloud?

>> No.10667848

Fug u yholl

>> No.10667859

Anyone remember the name of that free reverse-engineered Blood port? Or should I just go for the official one?

>> No.10667860

>>10667859
https://github.com/nukeykt/NBlood
?

>> No.10667869

>>10667860
Thanks, this remind me. I'm pretty sure I was thinking of BloodGDX. Which is the best way to play these days? It's been a while since I fucked with it.

>> No.10667874

>>10667869
I swear by BuildGDX, but an anon in these threads maintains something relatively new called NotBlood.
https://github.com/clipmove/NotBlood
People say it's bretty gud but I ain't tried it since BGDX does everything I need it to.

>> No.10667884
File: 193 KB, 1920x1080, 1697039642033969.png [View same] [iqdb] [saucenao] [google]
10667884

Any insights into what this one means?

>> No.10667896

>>10667874
>Linux port
Sweet, thanks anon.

>> No.10667898

>>10667869
This is going to be an unpopular opinion but I use Raze and it's fine. BuildGDX has more faithful mouse filtering but I can't stand it.

>> No.10667902

>>10667884
I am not 100% but I think they're supposed to be lottery numbers?

>> No.10667907

>>10667884
Don't some fortune cookies just come with random numbers?

>> No.10667950

Im from the future,
doom fans, im sorry you guys got 343’d, terms of quality.
Seems like id banking on quake now.
Duke going back to 2.5D, planetary adventure, the dated mass effect joke becomes a memes
The operative:NOLF fell through.
Timesplitters becomes a live service.
A Korean fps (not f2p) sweeps awards.
New blood scandal happened.

Good bye

>> No.10667951

>>10667896
Okay, I'm probably very retarded but I can't seem to get this to run. I'm on [/spoiler]Mint 21.3[/spoiler] and running notblood through terminal just gives me lacking necessary permissions/command not found.

>> No.10667960

>>10667950
>>Timesplitters becomes a live service.
>implying anything TimeSplitters related will ever actually release
I've been waiting on Rewind for 10 years and nuFreeRadical just got canned. At this point it would be a miracle if they made an edgy CoD reboot.

>> No.10667961

>>10667372
good catch! fixed: https://files.catbox.moe/cc5ndg.wad
>>10665791

>> No.10667962

>>10667950
>id banking on quake
thank god it's better

>> No.10667967

>>10667962
Anon I don't think Quake Eternal would be the banger you'd expect.

>> No.10667972

>>10667950
>New blood scandal happened.
Dave's addiction to urls finally becomes a problem,

>> No.10667978

>>10667950
>the dated mass effect joke
I could actually see a Duke 3D space map having a climactic setpiece where you blow up a ship, with multiple different self-destruct buttons determining the color of the explosion and nothing else.

>> No.10667979
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
10667979

>>10667967
>axe swings for magic ammo

>> No.10667985

>>10667960
I thought that too, sometimes it’s best to be dead. I mean if you saw what they done to nuTurok…tv series is decent tho
>>10667967
Pretty much what happened, at least got go as fast as original quake. Ammo is scaled to difficulty tho.
>>10667978
Won’t say much but the Star Trek level was fun. Someone mods the extra room back in. If you thought HDOOM was bad oh boy..

>> No.10667996

>>10667967
i thought about it harder and you're right it would be awful

>> No.10668058
File: 231 KB, 1920x991, 1706563445963580.jpg [View same] [iqdb] [saucenao] [google]
10668058

>>10667524
please do

>> No.10668062

>>10666021
Raven Keep is very Dark Souls influenced.

>> No.10668064

>>10668062
Someone with taste appears

>> No.10668070

>>10667951
right click, and properties and permissions, make it an executable and run.
That should work, it's mainly a security thing.

>> No.10668071

>>10667902
Ohhhhhhhhh
>>10667907
Yes but they also have the fortune on them.

>> No.10668078

>>10668062
Thanks, but I've already played that.
I'll be honest I did not even realize what it was inspired by. I thought the "secret" boss was some random anime chick.

>> No.10668104

>>10664312
What are the differences between the Woof! and Doom Retro sourceports? They both seem to inhabit a similar space of bringing some visual and QoL features while being rather accurate.
The biggest difference that comes to mind is that Doom Retro doesn't support demos, which isn't particularly important to me. Anything else I should know to help me decide between these two?

>> No.10668190

>>10668104
If you don't care about waiting a bit for updates then use Nugget Doom, otherwise woof
Doom Retro is a meme

>> No.10668194

>>10668190
I actually looked into Nugget Doom and some HUD mods for it after making that post, it's pretty neat.
>Doom Retro is a meme
Why is that?

>> No.10668249
File: 713 KB, 538x1128, dewm.png [View same] [iqdb] [saucenao] [google]
10668249

>>10667950
>Im from the future,
>doom fans, im sorry you guys got 343’d, terms of quality.

>> No.10668251
File: 1.29 MB, 1920x1080, 1686888296956091.png [View same] [iqdb] [saucenao] [google]
10668251

Let me out.........

>> No.10668263

What's a good Doom mod for someone who preferred and probably still prefers lincoln logs to Legos or tinker toys.

>> No.10668272
File: 1.74 MB, 1920x1080, 1678315174721608.png [View same] [iqdb] [saucenao] [google]
10668272

>Called Quake 2 Remaster
>Still has this broken skybox
Sasuga....

>> No.10668302

>>10668272
just replace with a better one

>> No.10668337

>>10667967
>hop and huuh, until it is done

>> No.10668342

>>10667950
>Seems like id banking on quake now.
INB4 Roundhouse Studios with MachineGames' help carries Quake for id.
>New blood scandal happened.
A prelude to nu-Apogee shitshow.
>>10667967
>Quake Eternal
Give me Quake: Beyond Hexen 2.
>>10668272
>>Called Quake 2 Remaster
Enhanced*.

>> No.10668387

this is beyond buggy and sad
https://www.youtube.com/watch?v=LavgBIqR_mo

>> No.10668443

>>10668263
Freedoom is your "we have Doom at home" experience.

>> No.10668446

>>10668443
>We have food at home, and dad can't cook

>> No.10668475
File: 569 KB, 1280x960, 1000000260.png [View same] [iqdb] [saucenao] [google]
10668475

This is incredibly silly and shitty.

>> No.10668480

>>10664314
I don't know if anyone mentioned it, but the quake remix jam came out https://www.slipseer.com/index.php?resources/remix-jam.315/

>> No.10668485

>>10668443
freedoom is growing on me desu

>> No.10668592

>>10668480
Yeah we’ve been playing it. >>10666919
>>10665852
Maps so far have been “okay” to “good”. Music has been nice.

>> No.10668601

>>10667967
Give me Quake 5. Champions doesn't count.

>> No.10668627
File: 396 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10668627

>> No.10668629
File: 105 KB, 500x550, 1675723001454178.jpg [View same] [iqdb] [saucenao] [google]
10668629

>>10668251
You're here forever.

>> No.10668632
File: 1 KB, 264x46, 1698583700930446.png [View same] [iqdb] [saucenao] [google]
10668632

>>10668627

>> No.10668640

>>10668601
>Give me Quake 5
They’re only serving it with customary monkey paws.
>>10668627
>>10668632
Aw maaaan…

>> No.10668669
File: 1 KB, 72x46, file.png [View same] [iqdb] [saucenao] [google]
10668669

>>10668627

>> No.10668687

>>10668627
>duke heard bitch
>alien nailgun
>gothic fore/vr/
>oh turok that's half-life
>death likes pizza

>> No.10668691

>>10668485
The maps aren't that bad, most of the assets that get taken and used elsewhere aren't bad either, there are just some very odd, very free software decisions with some stuff..

>> No.10668708

>>10668687
/vr/ revives gothic dm

>> No.10668726

What exactly is the Enyo character saying when she kills enemies? "Come on, show me that cake mix"?

>> No.10668781

>>10668726
pink mist

>> No.10668793

>>10668691
I think the lack of art direction, especially with the monsters, has been brought up here many times. the audio is also lackluster. the maps are OK and the textures are actually pretty good

>> No.10668801

>>10668793
FreeDoom actually has a lot of really good textures, that is true.

>> No.10668827

>>10668691
Yeah there's a lot of bizarre shit in Freedoom, but ultimately I can't complain about free maps and free assets for mods.

>> No.10668838

>>10668793
I like their imps and pinkies, but that's it

>> No.10668845

>>10668838
remember when the imps were snakes

>> No.10668856

I wonder if there's a mod that picks up different assets throughout FreeDoom.
Like with all of these enemy/weapon/item designs and stuff that was once used, you could make a randomizer out of that.

>> No.10668867

>>10668856
I wouldn't mind something like that because they keep changing the damn game and it's hard to track all this. Is there a "best" version of Freedoom or should I just not worry about it and play the latest?

>> No.10668869
File: 2.58 MB, 1920x1080, rmx_greenwood_2024-02-04_15-57-14.png [View same] [iqdb] [saucenao] [google]
10668869

Nigga, this map is NUTS

>> No.10668921

>>10668845
I was late to the party, so I've only seen wiggly tentacle alien snakes. I have older versions I want to pick over though. I like it enough to use a mod that replaces vanilla enemies with the freedoom versions randomly

>> No.10668923
File: 13 KB, 270x66, imp2_zpsa9a4a172.png [View same] [iqdb] [saucenao] [google]
10668923

>>10668845
Remember when they had tits ?

>> No.10668934

>>10668827
Pillaging FreeDoom for assets is scraping the bottom of the barrel. I will never understand how that was ever an acceptable argument. Any commercial project worth its salt would at least attempt to ship its own assets. You might get away with it once but the moment people catch on to the fact that you're flipping assets like a motherfucker, your reputation is going to get trashed for being a cashgrabbing flipper, even if that's not the case with you specifically. And as far as the assets go for free mods, there's infinitely better stuff in the Resources forum and Spriting Carnival thread on ZDF made by people who actually have passion for what they do.

>I can't complain about free maps and free assets for mods.
You can and you should. Just because something is free does not mean it should not have standards for quality. The mindset that free == no right to complain is why commercial software runs circles around FOSS projects 9/10 times. And don't get me wrong, I like FOSS just as much as the next guy. I just wish it wasn't developed by complete retards over half the time.

>> No.10668943

>>10668934
tl;dr, get over yourself, picking and choosing the good assets to use is fine.

>> No.10668945

>>10668923
freecoom

>> No.10668952

>>10668934
>Pillaging FreeDoom for assets is scraping the bottom of the barrel.
In a lot of ways, that's true, but again, FreeDoom unironically has some very good textures and flats. It's more the sprites which tend to be clownshoes (and the sound design).

>Any commercial project worth its salt would at least attempt to ship its own assets
Agree, which is why I think the notion that FreeDoom is somehow supposed to be a boon to indie devs is an argument which never held water. At the very best, you could swipe some stuff as temporary placeholders, but launching with them is just too cheap looking.

>The mindset that free == no right to complain is why commercial software runs circles around FOSS projects 9/10 times.
This is also true. People with that specific mindset tend to get really flustered and annoyed when you tell them that Photoshop is free.

>> No.10668954

>>10668934
everything is a remix anon

>> No.10668960

>>10668954
I don't disagree, hard to be fully original at this point, but that doesn't mean you shouldn't try anyway.

>>10668943
Yeah, all five of them.

>> No.10668978

>>10668952
>It's more the sprites which tend to be clownshoes (and the sound design).
Some of the older ones are pretty good, you see a lot of the old SSG doing the rounds in mods.

>> No.10668985
File: 133 KB, 640x343, ksutra.png [View same] [iqdb] [saucenao] [google]
10668985

>>10668475
Pley w/ teh /vr/ server modpack

>> No.10668991

Graven is very meh. The melee combat is some of the least satisfying I've played in a while which sucks because that's the main method of combat, the exploration feels very linear and the whole thing feels like it's going to break on a moment's notice.
Also why the performance decides to start off bad until I hit a checkpoint/loading zone(but not simply reloading a save or relaunching the game) and then it's all a-okay is beyond me.

>> No.10669024

>>10668978
The old pistol and SSG were actually pretty cool. I will never understand why they were replaced, they were perfectly good.

>> No.10669059
File: 203 KB, 678x511, pinkslimerwithlegs.png [View same] [iqdb] [saucenao] [google]
10669059

look at this guy

>> No.10669092

>>10668869
is there a dog on the other side?

>> No.10669094

>>10669092
oh, fucking wait, I thought it was a cat

>> No.10669096

>>10669024
It's the free software project curse, you get some asshat who gets into some position of power and decides they can do better and nobody's really allowed to tell them no.

>> No.10669103

>>10668923
>>10668945
HFreedoom when

>> No.10669105

>>10668934
>Any commercial project worth its salt would at least attempt to ship its own assets
I meant for Doom mods bro, not actual games

>> No.10669118
File: 8 KB, 337x146, ssg.png [View same] [iqdb] [saucenao] [google]
10669118

>>10669024
I have an existencial crisis rn wondering about the red wires on the new SSG

>> No.10669127

>>10669118
Tubes to feed more pellets in the barrel so it fires more

>> No.10669134

>>10669118
Shitty/lowtech future shock absorbers

>> No.10669143

>>10669118
stepladder because you can't jump

>> No.10669147

>>10669118
longstroke gas blowback system

>> No.10669154

>>10669118
They power the red lights on the other side. Don't ask what those are for though.

>> No.10669173

>>10669118
They're whiskers to feel the enemies with.

>> No.10669184

>>10668934
if someone is dumb enough to buy something they can download for free then let them
more importantly, freedoom can be modded and the mods even sold without worrying about Zenimax or whoever acquires them in the futures sending you a C&D letter
>>10669118
maybe it's a scatter-railgun?

>> No.10669191

>>10664312
So after starting about a year ago; I finally beat final doom for PS1. Before I delved into wads I wanted to beat all the doom games on hurt me plenty atleast once. It was awesome. Not gonna go into detail but throughout my play I kept thinking "this is what i love about first person shooters and this is where it started. Feels good. Having beat doom and doom II prior, I must say doom feels empty eithout the double barrel but it was a fun grind.

>> No.10669203

>>10669191
Final Doom for PS1 is more Master Levels than it is either half of Final Doom, so for your sake I hope you aren't counting the PS1 version as having beaten TNT and Plutonia.

>> No.10669301

>>10669147
I'm picturing an AK where instead of a gasblock made out of steel, there's just a tiny garden hose going from the barrel to the gas tube.

>> No.10669337
File: 14 KB, 461x193, file.png [View same] [iqdb] [saucenao] [google]
10669337

what the fuck am i looking at

>> No.10669341

>>10669337
Somebody wrote code in cyrilic?

>> No.10669387

Has anyone ever gotten a vulkan device out of memory error playing gzdoom? It started happening to me after the windows update in Janurary. Sources online is not helping me resolve the issue.

>> No.10669393

>>10669387
A friend of mine got fucked over by this too, something with one of your microsoft updates fucked up your Vulkan drivers.

>> No.10669401

>>10669387
>>10669393
Also he fixed it by getting the latest dev update of GZDoom, so you'll most likely need to do the same.

>> No.10669404

>>10669401
I'd rather keep ensuring my mod works. I'm just gonna have to install a pirated copy of windows.

>> No.10669417

Yea, I'm not gonna go through hundreds of thousands of lines of code to make it compatible.

>> No.10669421

>>10669417
Sucks to be you.

>> No.10669434

>>10669421
Sucks to be the people who did that too

>> No.10669586
File: 265 KB, 1660x884, wtffff.png [View same] [iqdb] [saucenao] [google]
10669586

FINALLY FOUND A COOL LOOKING PATTERN AND STARTED USING IT
AND SUDDENLY THIS
WTF DO I DOOO

>> No.10669591

>>10669586
use fewer linedefs

>> No.10669596

>>10669586
What's wrong with it? Also looks very cool.

>> No.10669602

>>10669596
wads have a max of 65k linedefsq

>> No.10669604

>>10669602
Jesus anon's map must be enormous.

>> No.10669605

>>10669604
its not that big, 35k of those are exclusively from this pattern

>> No.10669607
File: 855 KB, 1822x958, wtffff.png [View same] [iqdb] [saucenao] [google]
10669607

>>10669605
the rest looks normal

>> No.10669632

>>10669586
Jesus nigga, just turn it into a texture

>> No.10669637
File: 354 KB, 1916x1052, hmm.png [View same] [iqdb] [saucenao] [google]
10669637

>>10669607

>> No.10669648

>>10669607
autism

>> No.10669665

how i convert wad map into umdf

>> No.10669676
File: 1.73 MB, 1920x1080, SS.png [View same] [iqdb] [saucenao] [google]
10669676

>>10669586
Be careful. Too many sectors or lines can reach limits. Does look good though. Could cause a tear in map like pic related. That hole in the sky can never go away.

>> No.10669682

>>10669665
In GZDoom Builder you can change map settings like that by hitting the f2 button while in the graphing mode.

>> No.10669691

>>10669682
why the fuck would they put it there, doombuilder and slade are so jank compared to other programmer/modding utilities

>> No.10669694
File: 1.43 MB, 478x218, 1702059490718492.gif [View same] [iqdb] [saucenao] [google]
10669694

>>10668632
https://youtu.be/Vsva4qGh8l8

>> No.10669701
File: 973 KB, 1886x970, wtffff.png [View same] [iqdb] [saucenao] [google]
10669701

>>10669648
its got a vibe

>> No.10669708

>>10669701
Gonna put armor shards in them?

>> No.10669714

>>10669701
oh yeah put items in there
actually this gives me some ideas for my maps. I don't have to leave items on the floor like a slob

>> No.10669725
File: 503 KB, 1554x874, wtffff.png [View same] [iqdb] [saucenao] [google]
10669725

>>10669708
just a few, it's pretty interesting experimenting with shapes.

>> No.10669732

>>10669701
>>10669725
>>10669607
Always nice to see fresh ideas. Mapping is like playing an instrument - sure, decent players know the chords and how to navigate them, but there's always someone that tries out a different tuning.

>> No.10669751

>>10669586
That looks nice at a glance, but your editor is telling me that you're using this kind of detail an absolute jizzload, that shit will add up very fast if you're gonna make your whole map look like that.

I am very fond of fine sector detail, but either your map is way too large to support that much consistently, or the density is just insane. Consider trying to pare down that style of wall decor, and maybe try to make up for it with custom textures which help trying to provide a similar aesthetic..

>>10669701
>>10669725
This looks VERY nice, but I'm kind of concerned with the player catching on that detail when trying to move.

>> No.10669764

>>10669404
>ensuring my mod works
Weirdly enough 4.12 seems to be more backwards compatible than 4.11.

>> No.10669771

>>10669701
Hey anon, if I send you something in a bit can you run it with your map and record it?

>> No.10669780
File: 660 KB, 700x347, 1690839506119844.png [View same] [iqdb] [saucenao] [google]
10669780

>hmm, what could these ancient hieroglyphics and drawings mean?

>> No.10669795

>>10669637
Looks like some crystal Meth, or Heroin-induced hallucination.

>> No.10669802
File: 641 KB, 903x711, wtffff.png [View same] [iqdb] [saucenao] [google]
10669802

>>10669751
I think its fine, its tough making doom geometry that looks cool with the limited perspective, eg pic only looks good in an angle
>>10669771
heres a link 2 the map, Im going to bed
https://www.mediafire.com/file/oii0qqxjms8daid/DevilsMalifiCe.wad/file

>> No.10669806

>>10664786
Makes me think of the image of Mr.Krabs in the Pretty Patties episode that has his mouth open with a blur effect.

>> No.10669808

>>10669802
>heres a link 2 the map, Im going to bed
damn, would have been funnier to hear your reaction if I manage what I'm planning. Almost there I think

>> No.10669870

What’s cooler with a suppressor, a mp7 or Jericho 941?

>> No.10669912

>>10669808
ah, nevermind. I couldn't figure out how to do it. Requires some yet-undocumented stuff. Was gonna use zscript to randomly waggle every single floor and ceiling in the level slightly with phase based on coordinates.

>> No.10669929
File: 120 KB, 400x400, 1698871873422.png [View same] [iqdb] [saucenao] [google]
10669929

is it generally easier to make an FPS with GZDoom / UDB rather than using an engine like Unity, Godot etc?
I feel like the amount of total conversion wads and commercial releases on steam using GZDoom would mean yes, but I'm retarded so I have to ask
I wish Build had such great modding tools

>> No.10669940

Does anybody have the dakka_quakemovement.wad? The link in github is broken.

>> No.10669959

>>10669940
https://allfearthesentinel.com/zandronum/download.php?file=dakka_quakemovement.wad

Always check TSPG.

>> No.10669961

>>10669959
awesome, thanks dude

>> No.10669972

>>10669929
Easier? Maybe, maybe not. Definitely if you're already used to working with Doom, but I wouldn't know how they all compare for a total newbie. Better results for sprite-based Doom-type FPS for sure. Unreal/Unity ones always feel bad to me.

>> No.10669973

>>10669870
You could actually load a Jericho pistol with subsonic ammunition and it would cycle.

>> No.10669978

>>10669929
If you don't require:

lots of detailed very open areas
even moderately advanced collision physics
scriptable 3D model bones
client/server netplay
advanced pathfinding without a lot of DIY work

Then yes. If you want to make a Doom or Duke or even slightly limited Quake clone, it will be massively more convenient. Learn the bounds of the engine and don't try to drag it kicking and screaming past them. It is basically perfect for a dungeon crawler (whether styled as sci-fi or fantasy or whatever) of some sort. You can even have nice baked lighting if you use VKDoom.

>> No.10669981

>>10666380
I dug this out of my ass and I think I left some unnecessary HFFM zips in there, but this is indeed an old-ass version I have lying around that worked the last time I ran it: https://www.mediafire.com/file/toh9v251ziccr2x/GZDOOMVR.7z/file

Teambeef is also likely to port their version to PCVR at some point, as they've been doing with all their idtech conversions. RTCW soon!

>> No.10669989
File: 93 KB, 2048x1448, 1697154536297549.jpg [View same] [iqdb] [saucenao] [google]
10669989

>>10669972
>>10669978
sounds good, time to get to work
I've been dying for a proper Blood-like and what's out there isn't quite scratching the itch. only bummer is no room-over-room in Doom but fuck it, people have been getting around that limitation for ages now

>> No.10670031

>>10669929
I look at code I'm not familiar with like this:
>Is there a somewhat comprehensive syntax reference?
There is for it:
https://zdoom.org/wiki/Main_Page
>If not, am I willing to take the time to look at other people's work to make sense of the syntax?
Usually no.

>> No.10670034

>>10669989
Doesn't GZDoom allow room over room?

>> No.10670038

>>10670034
It does but has limits and ultimately you're rendering a sector outside of the sector the overlapping floor is at. Essentially you're projecting an outside sector inside of a sector inside of your sectors man. If you use it to heavily it can even bog down with Vulkan.

>> No.10670053
File: 124 KB, 720x960, 1695166350568015.webm [View same] [iqdb] [saucenao] [google]
10670053

>>10669929
Really depends on your background. If you already know a few programming languages then I wouldn't throw out using a different game engine besides GZDoom. Godot has plenty of tutorials and templates for FPS games to help quick start development. You can also use Trenchboom to make maps then import them into Godot easily with a plugin. I'm sure Unity has something similar.

>> No.10670064

>>10670053
people talk about godot all the time but the truth is there are no substantial fps being made with it
>you can be the first
yeah i don't find it fun to force square pegs into round holes for a passion project

>> No.10670068

>>10664312
What map?

>> No.10670075

>>10670068
From Travail: A Quake Episode's e1m5

>> No.10670082

>>10670075
Thanks.

>> No.10670116
File: 328 KB, 1024x640, 5fe_b.jpg [View same] [iqdb] [saucenao] [google]
10670116

Give me a soundtrack that has a Bach/fugue influence.

Failing that, a prog rock influence.

>> No.10670120

>>10670116
>influence
FUCK that. Just shoot it straight to your veins.
https://www.youtube.com/watch?v=FnVT86eQlas

>> No.10670127

>>10670120
Now make a SC-55 version.

>> No.10670132

>>10670127
You have to transcribe all the notes and shit right? No way to just run one of these things through a converter?

>> No.10670234

>>10669973
Pistol it is then, so weird trying to find good Jericho model to rip from.

>> No.10670260

>>10670234
Payday 2 has a fine lookin Jericho

>> No.10670315

>>10670260
Modding works for you? Beardlib seem to crash on me last time I tried.

>> No.10670454

>>10669154
they turn on when you brake

>> No.10670459

>>10669337
>hop hop hop
jumping code

>> No.10670468

>>10669676
that's just the loch ness monster

>> No.10670476

>>10670034
yeah but the engine only process sound and ai of the bottom sector (the real one)

>> No.10670482

>>10670132
I guess you could try Spotify's Basic Pitch tool.
https://engineering.atspotify.com/2022/06/meet-basic-pitch/

>> No.10670564

>>10670260
Payday 2 is pretty good I wish there was tactical axel grip, wonder how hard spin it like a space cowboy lol. Making sprites is more fun than coding.

>> No.10670626

>>10664312
>decide to play some doom because it's been a while
>think i'll try out scythe 2 since i liked the first one a lot
>have some fun until around stage 20 something at which point it just becomes enemy spam
>literally 500+ enemies on this map
"level design"

>> No.10670663
File: 1.72 MB, 1192x892, gd.png [View same] [iqdb] [saucenao] [google]
10670663

Have any of you played both Ultima Underworld and System Shock? Did playing UU enhance your experience of Shock?

>> No.10670664

>>10670626
>Gets hired by Valve.

>> No.10670672

>>10670664
How long ago? I wonder if he's still there. It's not like they make video games anymore.

>> No.10670697

>>10670672
Back in 1996. He just worked on Alyx.

>> No.10670708

>>10670697
>think i'll try out scythe 2
It's about Erik Alm, anon, not Casali.

>> No.10670751

>>10670708
Obviously we're talking about getting hired for a spammy slaughter map.

>> No.10670816

>>10664314
new DOOM 64 CE release (3.9.0)
https://www.moddb.com/mods/doom-ce/downloads/doom-64-ce-390-full-download

all the maps for the main campaign has been swapped out for less flashy, more faithful to the og game versions

the old maps (the retribution campaign) are still available, as an add-on
https://www.moddb.com/mods/doom-ce/addons/retribution-maps

>> No.10670902

>>10670064
Il take What is cruelty squad? for 50

>> No.10670912

>>10670064
I'll take What is Wrought Flesh if 100

>> No.10671007

>>10669676
>sky
I don't know what kind of shitfuck aquatic race you are from, but you're certainly not human!

>> No.10671059

>>10670663
UP isn't a FPS, is a Dungeon crawler

>> No.10671164

>>10670663
Never tried them. Chaddette is fucking cute, by the way.

>> No.10671218

This was randomly recommended to me:
https://www.youtube.com/watch?v=BWIzdLeX41E
There's a nuts3?? And a 2 then???

>> No.10671236
File: 97 KB, 957x1300, crotchman.jpg [View same] [iqdb] [saucenao] [google]
10671236

>>10671218
I've got plenty of nuts for you.

>> No.10671239

>>10671218
Yes; unfortunately for all of us.

>> No.10671242

>>10671007
>Deep One Community Project

>> No.10671247

>>10671242
Sounds like another gachi based wad.

>> No.10671256

>>10671247
>lovecraftian horror sequel to HFFM

>> No.10671260

>>10671242
>>10671256
>>10671247
>/vr/ presents: Deep Dark Fantasies Of Doom

>> No.10671280
File: 530 KB, 1436x906, 1701133100745.jpg [View same] [iqdb] [saucenao] [google]
10671280

>>10671260
Someone once mused an idea of an ultimate /vr/ mash-up through image montage

>> No.10671331
File: 114 KB, 778x606, 1385154781091.jpg [View same] [iqdb] [saucenao] [google]
10671331

>>10670034
>>10671007
Makes me want to go entirely the other way and do a TFTD wad.

>> No.10671346

>>10671280
So, would we just put the mega thicc thighs on the tentacle dudes there?

>> No.10671589

>>10669586
You need to use 3D meshes as decoration. Don't molest ancient Doom BSP system like this.

>> No.10671606

>>10668934
>The mindset that free == no right to complain is why commercial software runs circles around FOSS projects 9/10 times.
That tide has been changing for some time. It's probably near 50/50 these days.
You don't have to like FreeDoom, but what makes people think that it's more worthy of complaint than any other Doom project? Most people will see a mod or wad they don't like and go "it's shit", then move on with their lives.
>>10669105
This. You aren't allowed to ship commercial assets with a Doom wad, but you can slap FreeDoom assets into your TC and not have to worry about forgetting to change a flat or texture.

>> No.10671609
File: 72 KB, 719x640, 1566678037406.jpg [View same] [iqdb] [saucenao] [google]
10671609

>>10670564
>Making sprites is more fun than coding.
It really is. Man, I have so much fucking coding ahead of me nigga.

>> No.10671613

>>10671589
That would be one solution for if he wanted his maps to look like that, block out the gameplay area with simple geometry, then create separate 3D models with all that detailed architectural goodness. Only GzDoom supports that though.

>> No.10671616

>>10670902
Sinfully ugly.

>> No.10671652

>>10669929
Absolutely do not attempt to use gzdoom or build to make a game. Also, don't think you can make a shooter as your first game. It's much harder than it seems.

>> No.10671654

>>10671606
>That tide has been changing for some time. It's probably near 50/50 these days.
Awfully generous estimate.

>You don't have to like FreeDoom, but what makes people think that it's more worthy of complaint than any other Doom project?
Probably because the project has been going for over 20 years, and has been stagnant for 15 of those, with ridiculous fucking management. Why do perfectly good assets which needed no replacing get chucked out and replaced so much? I can get wanting some consistency by replacing Scuba Steve's old angled SSG with a centered one, but why the hell was THAT one axed? It looked good, it had a novel reload animation and everything, but fuck it, here's the stepladder.
Why accept contributions to replace finished assets when there are many assets which were just never made to begin with? Some assets aren't bad, except they're incomplete, those never get rounded out or replaced with a complete one. Why?

People give FreeDoom shit because it's supposed to be an open project anyone can contribute to, but which then handles contributions really fucking stupidly, and this has been going on for a bizarre amount of time. This could perhaps be ignored if it wasn't for the repeated pretense that this unfinished jankness is supposed to somehow be such a good and valuable asset for the community, and especially indie devs, or worse, when people argue "But it's legal and free!"
It's also spinning its fucking wheels and never getting any closer to completion.

It's less like it exists as an actual utility for anyone's sake, but more just as developer masturbation, they can feel good about themselves being involved with and contributing to a FOSS project.
Nobody is completing this house, there's no toilet chair in the bathroom and the electrical wiring is not up to code, but hey, Joey says he wants to do the kitchen, so lets tear out this solid and finished kitchen which Tommy completed 12 years ago, that would be such a valuable contribution!

>> No.10671660

>>10669929
GzDoom is ok for making a game, but you should recognize what it's suitable for, and what it isn't.

>> No.10671663

>>10671652
GZDoom is fine to use. At this point though anyone using it should stray away from pure 2.5d-like fps imo, as that market is saturated in recent years.
Add some new systems in.

>> No.10671673

>>10671663
what about Trenchbroom / Quake modding instead?

>> No.10671684

>>10671654
>It looked good
It didn't, but the new one didn't make it any better. Honestly should've just cleaned up the original.
The unfinished assets are the spiders right? Am I forgetting anything glaring?
I haven't checked out the new version yet, did any of the actually-better sprites make it in? There were a few on the discord that were definite improvements.

And I don't think you shouldn't complain about free projects at all, but why are you getting THIS upset? Did one of your assets get replaced? Might irk me if it were a glaring downgrade.

>> No.10671689

>>10671673
u do u, but at this point I'd stay away from pure shooter entirely. Move onto imsim (much harder) or combat rpg or something.

>> No.10671701

>>10671673
>Quake modding
Quake has turbo retarded game code and it's a GPL code, so you will have to open-source your game. Just stick to Unreal if you want to do shooters, it already has all you need, good editor, good resources and good licensing.

>> No.10671726

>>10671701
>so you will have to open-source your game
Only the engine code. Not assets and everything.

>> No.10671734

>>10671726
Quake engine just isn't worth bothering with. It's so barebones and whole QuakeC, server/clientside code part needs to be tossed into trash. It only hampers you in every conceivable way. I'm sure there are FOSS engines that do what quake does and more without headache.

>> No.10671740

>>10671734
The one commercial Quake-engine game in development has had issue after issue after issue and has had stuff like multiplayer turfed out of it for them to get back on track.

>> No.10671759
File: 296 KB, 1319x807, wtffff.png [View same] [iqdb] [saucenao] [google]
10671759

>>10669586
the map is now lagging like crazy moving verts and has a 50/5 to crash every time I copy paste
is there a doombuilder replacement better optimized for this geometry fuckery? I wont be able to complete the map otherwise :(

>> No.10671785

>>10671759
reduce the linedef count

>> No.10671787

>>10671734
>I'm sure there are FOSS engines that do what quake does and more without headache.
I'd be curious to find one with software rendering.
>why
'cause.

>> No.10671810

>>10671759
This is fucking humongous, you're pushing way past Doom's limits, even with sourceports

>> No.10671812

>>10671280
>>10671346
Starspawn in booty shorts.

>> No.10671814

>>10671759
Unless you need to don't have non connected areas so far away from the main map. Fucks with the blockmap

>> No.10671820

>>10671740
Wasn't that one based on the DarkPlaces engine? If so, that one should be blamed on the developers being incompetent because DarkPlaces has an improved network protocol over the original Quake engine.

>> No.10671835

>>10671759
Maybe you should split it into several other maps?

>> No.10671842

>>10671734
What about idtech 2?

>> No.10671939
File: 280 KB, 908x735, wtf.png [View same] [iqdb] [saucenao] [google]
10671939

>>10671785
but how will I develop a new wave of DOOM aesthetics then?

>> No.10671941

>>10671842
What do you mean? idtech2 is the terrible quake engine. The only good part of Quake is very, very efficient 3D rendering for 1996 tech thanks to contribution from big brain programmers who were Carmacks buddies.

>> No.10671942

>>10671810
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-low-spec-version-is-up/

>> No.10672069

>>10664312
Why is getting HL1 working such a nightmare
it launched in a cropped windowed mode and nothing i do can help. i cant even access the menus

>> No.10672087
File: 1.10 MB, 5120x2400, CRUCIFIEDDREAMS.png [View same] [iqdb] [saucenao] [google]
10672087

>>10671835
>>10671759
Yeah, with THAT much, and when they're so far away and separated anyway, it may just be better to move one part to another level entirely.
Unless you're doing this thing where you go back and forth between them a bunch, I guess, but maybe the two halves could be adapted.

>>10671939
Really fine detail like that can be nice stuff, but you also need to be SOMEWHAT conservative with it. You can do a reasonable amount of general detail, but maybe save really fine detail like that for special places, like switches and key altars for progression, or special secrets.
If you do a lot of that kind of stuff all over the level then, well, you see what happens.

Again, if you want to do this kind of fine micro detail a lot, you should try to recreate the visuals of that with custom textures (editing the existing textures as a base to create new ones is fine), it would save quite a lot on performance and take you further away from limits.
If you want some examples of approaches for making levels with nice visual detail, go take a look at GothicDM99 and Crucified Dreams, setting aside the custom gothic textures the levels are also quite ornate in geometry, and though they were usually too much for machines 25 years ago, they still mostly stay within the limits of the software.

>> No.10672119

>>10672069
WON version?

>> No.10672149

>>10672087
funnily enough GZDoom is perfectly optimized for much bigger stuff like this, its only doombuilder thats the problem.

>> No.10672152

>>10672119
won?

>> No.10672168

>>10669059
Who's this? What wad?

>> No.10672187

>>10672168
Freedoom's Pinky before they replaced it with the worm

>> No.10672195

>>10672187
I think it was originally a creature Scuba Steve made for Ghostbusters Doom way back in the day.

>> No.10672227

>>10671941
I mean as far as tools and code base fragility.

>> No.10672228

>>10671939
If you want to do ultradeail, look at engines that do parallax mapping and mesh shaders. Doom wants you to be minimalist.

>> No.10672231
File: 451 KB, 1920x1017, Screenshot_Doom_20240207_201537.png [View same] [iqdb] [saucenao] [google]
10672231

>>10672187
What a handsome lad.

>> No.10672235

>>10672227
It's a solid engine for Quake. You can make Quake or total conversion of Quake, no problem. However, as soon as you want to add some complex modern feature, there will be one hell of technological debt to pay. QuakeC is fucking shit, and I mean it.

>> No.10672242
File: 393 KB, 1085x728, cool.png [View same] [iqdb] [saucenao] [google]
10672242

curvers are cool

>> No.10672246

>>10672235
Are you the guy who discovered why nobody ever uses Armagon in their Quake maps?

>> No.10672248

>>10672246
No, I'm not that guy. I just tried to write some light gameplay and interface mods.

>> No.10672276

>>10672235
>However, as soon as you want to add some complex modern feature, there will be one hell of technological debt to pay. QuakeC is fucking shit, and I mean it.
If you're making your own game or a total conversion, you might as well use FTE to get around all the limitations of vanilla QuakeC. Documentation is painfully lacking, but the features are there.

>> No.10672293

>>10672246
Why does nobody use Armagon in Quake maps?

>> No.10672302
File: 1.05 MB, 1366x768, breen20006.jpg [View same] [iqdb] [saucenao] [google]
10672302

>>10672069
Run with `-gl -fullscreen -w 800 -h 600`

>> No.10672316
File: 697 KB, 1366x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
10672316

>Finally get around to playing Altar of Storms after downloading it around this time last year
Not bad, not great. I loved the fast zombie swarms but it's weird they die permanently to anything. The final boss is just a lame bullet sponge with two fucking phases each more spongey than the last.
These girls were neat, shame they were in only in the level twice.

>> No.10672335

>>10672316
Oh, and the Quake 2 SSG is here with a weird viewmodel. After playing AD with the triple barrelled shotgun it's kind of fun to have a quad shotgun.

>> No.10672369

>>10671701
>Quake has many areas where the coding is iffy to turbo-retarded.
Yeah, I'm sure it has rickety stuff here and there, but it still doesn't have the same amount of spaghetti code, jank level and bugs that many Build Engine games came with, especially at first release. Nor even the average lithtech game pre-v2.0

>> No.10672371

>>10672293
He's basically one monster stacked on top of another monster, and he really only works in the arena where you fight him at the end of Scourge Of Armagon. If there's space enough to clear the lower monster but not the top one, the legs just fucking continue on without him.

>> No.10672434

>>10672371
>If there's space enough to clear the lower monster but not the top one, the legs just fucking continue on without him.
Surely you can get around this by checking if walkmove() on the top half returns true for the same movement distance the base entity is using, and if not just return both entities to their location at the start of the function. If nothing else you can get creative with tracelines.

>> No.10672441

>>10670564
>Making sprites is more fun than coding
What?

>> No.10672459

>>10672441
He's a so-called "artist"

>> No.10672460

>>10672441
Mirrors are more fun than television.

>> No.10672480

>>10672441
I enjoy drawing.
I don't so much enjoy coding to implement what I draw.

>> No.10672493

>>10672459
Excuse ME, it's ARTISTÉ, not "artist."

>> No.10672508

>>10672493
*autiste

>> No.10672520
File: 204 KB, 680x671, 1677543968643.png [View same] [iqdb] [saucenao] [google]
10672520

I still believe...

>> No.10672525

Playing a spot of Half-Life, if anyone wants in
IP: 164.152.111.147:10666
Pass: penis
Name: Booty Lickers Incorporated
Maps: https://mega.nz/folder/ZGFmzIxZ#p8Lz7UiLjHy_IA1w_2JUpw

>> No.10672530

>>10670564
>Making sprites is more fun than coding.
I hate both

>> No.10672543

>>10672371
That sounds hilarious.

>> No.10672552

>>10672371
Make a map where you must lure him into the low doorframe so his head would fall off.

>> No.10672568

>>10672276
I don't think I saw anyone but author of FTE do anything with it.

>> No.10672628

>>10672441
not that guy, but that opinion on that bounces back and forth for me.
Doing animations for weapons? Fun as fuck, love it.
Drawing first person perspective shit? Suffering

Setting up code for weapon behaviors? Love it.
Spending god knows how many hours with SBARINFO to line everything up and set up animations using ACS hacks? Fucking kill me, Pete.

>> No.10672737

>>10672525
oh shit i was afk

>> No.10672741

>>10672737
Sitting at 6/32 if you still want in

>> No.10672753

>>10672741
Nevermind, down to 3 due to Nigerian reasons

>> No.10672772
File: 96 KB, 990x661, f67a.jpg [View same] [iqdb] [saucenao] [google]
10672772

Should I play Marathon or Duke Nukem first?

>> No.10672782

>>10672772
They're pretty different games.

>> No.10672783

>>10672772
always bet on Duke

>> No.10672786

>>10672772
Marathon if you like exploring labyrinthine tech hallways, Duke nuken if you like shooting things
It is extremely easy to get lost in marathon

>> No.10672793

>>10672783
For the classics, anyway.

>> No.10672797
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10672797

Wednesday Kart Whatever, come play some SRB2Kart!

How to join (Easy, Windows only):
Download the All-in-one repack: https://mega.nz/file/AzkXSTJK#cxoQ3FD2K-Vg9bKwsvQNkWKxT8LGiCjJEfmPCwXi-eU
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2K-CEP (Connect to vrkart).bat"
Wait for any missing files to download in-game
Instructions for loading the mods without connecting to the server are also included

If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (Normal):
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

>> No.10672798

>>10672772
Only play Marathon if you're willing to do a lot of reading, and you're prepared to go down a metaphysical rabbit hole. It's probably the most schizo FPS series ever made, and I mean that in a good way, but you really have to commit to that shit because it's not very accessible for casual play.

>> No.10672820

>>10672525
And closed. I wish I had more smallish maps that I knew by name, but at least Rapidcore will always be one of my favorites.

>> No.10672832
File: 1.58 MB, 1366x768, rmx_colossus_2024-02-07_20-37-35.png [View same] [iqdb] [saucenao] [google]
10672832

>> No.10672841

doing doom1 UV run for the first time, already finished the main game (3 acts) it was challenging at times but mostly easy, decided to go for the extra 4th act and wtf is this difficulty spike, barely finished 1st map and monsters were re-spawning everywhere and theres no place to run absolutely insane. Is doom2 going to be this hard too? i might actually drop difficulty setting lmao

>> No.10672849

>>10672841
E4 was released after Doom 2.

>> No.10672868

>>10672841
Episode 4 is a lot harder than the original Doom and Doom 2.

The first game was initially only sold by mail order, never retail. Then they signed on with GT Interactive for publishing Doom 2, and GT Interactive suggested it'd be cool if they could make a retail release of the first game so that people could go and grab both boxes from a shelf in a store and then have the full experience.
So iD Software does that, and to make it worth actually buying the first game retail, they add on a new episode, The Flesh Consumed, which is designed to be extra tough. They call this release Ultimate Doom.
If you already bought Doom via mail order, you could get a free patch from them to upgrade your regular Doom to Ultimate Doom, with the new episode and all.

>> No.10672887

should i leave it for the last and play doom2 first?

>> No.10672892

>>10672887
Save it for after Doom 2. Come back here when you do by the way.

>> No.10672896
File: 372 KB, 684x480, 1699260111844208.png [View same] [iqdb] [saucenao] [google]
10672896

>>10672441

>> No.10672972

Thy Flesh Consumed is pretty bullshit at the start. I recommend skipping some monsters that won't bother you because ammo is tight.

>> No.10673024

>>10666746
What mod is this? Looks kickass.

>> No.10673029
File: 3.52 MB, 7111x3843, 1707337618800011.jpg [View same] [iqdb] [saucenao] [google]
10673029

This image is clearly /v/ flamewar bait in mind but it made me think: Is there a Quake map project where each map or two is dedicated to a certain artist?
Like some maps try to mimick the aesthetics and "feel" of Moebius, others go with Druillet, others with Nihei, others with Giger etc?
Like a project celebrating various fantasy and sci-fi artists by trying to copy their art styles and designs and put it in a Quake project or at least one for Doom or Duke.

>> No.10673050

>>10672459
Twitter and DA are not the only places where modern artists frequent, anon. But hey, you do you either way.

>> No.10673052

>>10672896
FUCK THE MULLAHS!

>> No.10673056

>>10673029
Damn, people who make flamewar bait have taste this good?
The only maps I've ever seen dedicate themselves to a specific aesthetic are more about general movements or architectural styles as opposed to specific artists.

>> No.10673084

>>10673056
Chances are the guy who made that pic just followed someone's blog that posts art like that, though I hope it at least made someone interested.

>> No.10673091

>>10673029
the secret sauce behind the left side is poster color paint, which was all over the comics and movie industry because it's quick and not messy
Strife had a comic style setting but it didn't really reflect the super vibrant colours in the in-game palette and textures outside of the cutscenes and NPC portraits

>> No.10673097
File: 40 KB, 286x315, file.png [View same] [iqdb] [saucenao] [google]
10673097

*does a sick flip when he dies*

>> No.10673098
File: 562 KB, 1241x1136, fabogre.jpg [View same] [iqdb] [saucenao] [google]
10673098

>>10673024
https://poppy.works/?games=slave-zero-x-episode-enyo
This thing. Very good.

>> No.10673128 [DELETED] 

>>10672302
how

>> No.10673146

>>10673097
I be honest I played quake 1 dlc without music and quake 2 without music. I enjoyed the atmosphere and its better experience imo.

>> No.10673164

>>10673146
Q1's atmosphere is top notch and doesn't need conventional music, but going straight from the vanilla game to Armagon I appreciate the change of pace. Variety is nice.

>> No.10673175

>>10673098
>reskin an existing Quake mod to promote a new sidescroller fighting game 'prequel' to a third-person mech shooter from the 90s
>said 'prequel' actually has nothing to do with the original game, even beyond its profoundly different aesthetic
Has anything this wild and random happened before with retro shooters? I feel like if this weren't so niche there would be a lot more people talking about it.

>> No.10673184
File: 3.93 MB, 840x672, Slave Zero 002.webm [View same] [iqdb] [saucenao] [google]
10673184

>>10673146
That's how I first played 2. These days I prefer the Q2 64 soundtrack.
>>10673175
>third-person mech shooter from the 90s
There's a first-person mode too. The weapon balance in that mod is also nice.

>> No.10673193

>>10673184
>webm
Sovl.

>> No.10673206
File: 38 KB, 750x571, f87.jpg [View same] [iqdb] [saucenao] [google]
10673206

>>10672797
GGs then.

>> No.10673225

Hey quick I have to go on a trip for like 2 weeks and the only working laptop I have is an M1 Macbook. Is there anything decent that I can occupy my downtime with besides Quake/Doom/Build games?
Any immersive sims have sourceports that are M1 compatible? God I wish I could play Thief or something but I don't think that's possible.

>> No.10673229
File: 21 KB, 474x348, 1686987528972079.jpg [View same] [iqdb] [saucenao] [google]
10673229

>>10672797
ggs

>> No.10673231

>>10673225
SNES, Genesis and Game Boy emulators, if you don't mind playing with a keyboard (or if you have a USB gamepad,just about anything half decent will do).
Beyond that, OpenRCT for Rollercoaster Tycoon, and DevilutionX for Diablo 1.
Worms Armageddon might run natively, but I couldn't say for sure.

>> No.10673260
File: 21 KB, 276x300, hell2.gif [View same] [iqdb] [saucenao] [google]
10673260

>>10668793
They're working on overhauling the sprites at least

>> No.10673262

I literally can’t play non fps, took me a while to get in to fornite.
Had trick my brain.

>> No.10673265

>>10673262
I'm not a fan of third person shooters

>> No.10673270

>>10673260
That's a cool take on the heartpillar.

>> No.10673274

>>10673265
Playing with gf helps. Or friends really. I’m easing her in to boomer shooters, besides doom what are other starter shooters?
Wish I could get in to warframe, I like the art.
I couldn’t get in to destiny, hated every minute of it.

>> No.10673287
File: 93 KB, 992x896, q3mynx.jpg [View same] [iqdb] [saucenao] [google]
10673287

>2024
>no blatant Tomb Raider knockoff mod for Quake where you play as Mynx in third-person with acrobatics and shit

>> No.10673289

>>10671759
That looks like it's going to be fun

>> No.10673302

>>10673287
Thanks for reminding me to reinstall Heretic 2.

>> No.10673318
File: 986 KB, 1360x765, 66.png [View same] [iqdb] [saucenao] [google]
10673318

>>10673287
>lovely third-person Steed-styled shootan

>> No.10673335

Quake's grunts do double damage at point-blank. Anyone ever let them live long enough to notice this?

>> No.10673351

>>10673335
HUH
Is that even with the same number of pellets hitting as at a distance?

>> No.10673353

>>10673225
Just play some browser games.

>> No.10673490

>>10665791
HEY.
I claimed Map13, Thanks.

>> No.10673672

>>10673184
>That's how I first played 2. These days I prefer the Q2 64 soundtrack.
Wtf I had no idea the OST was like this for Q264

>> No.10673784

>>10665791
Did you turn the document private or something?

>> No.10673874

>>10673318
what is this?

>> No.10673961
File: 727 KB, 869x554, P2kt.png [View same] [iqdb] [saucenao] [google]
10673961

Do we have an infographic for all the Duke Nukem release differences?

>> No.10673965

>>10673874
Quake 2 through KMQ2 >>10659447 I’m running it with the 25th Anniversary Unit with some custom brightmaps.

>> No.10673986
File: 343 KB, 1000x1402, out2.jpg [View same] [iqdb] [saucenao] [google]
10673986

>>10673029
See if there are any mods or .wads based off of Sega 80s arcade games.

>> No.10673998
File: 71 KB, 439x619, duke-nukem-3d-how-to.jpg [View same] [iqdb] [saucenao] [google]
10673998

>>10673961
gotcha

>> No.10674136

>>10665791
Fixed link for /Vertex Relocation/'s Pastebin : https://pastebin.com/CrVTqGvr

>> No.10674271

I'm playing Unreal again. Been a couple of years since last time. Using the latest unofficial patch.

Fuck man, this game is awesome. There are some garbage levels like Terraniux, but the sound design, music and visual style feels a awesome as ever. The whole thing of having dark lighting and gritty textures contrasted with bright saturated point lights still feels fresh.

>> No.10674316

>>10673998
i'm glad he doesn't release new douq games, it would be worse

>> No.10674347

Duke is like Turok, both only had 1 good game and were better left in the 90s

>> No.10674445

Problem with the Ashes/Afterglow mods is that you can still run like a F1 race car. The bike feels very silly.

>> No.10674452

>>10674445
My favorite movement tech is bunnyhopping with the shotgun bayonet in afterglow
You move at sub lightspeed doing that shit, I sold the matriarch immediately because it just wasn't necessary for navigation

>> No.10674479

>>10673029
That image speaks to me on a primal level.

>> No.10674487

>>10674271
One thing I didn't like about Unreal is abandonment of pixelated textures in favor of modern 3d accelerated filtered ones.

>> No.10674503
File: 163 KB, 800x450, dukesmoke.jpg [View same] [iqdb] [saucenao] [google]
10674503

>>10674347
Duke Nukem 2 is pretty fun, as is Duke Nukem Color and Manhattan Project. Duke is never not relevant.

>> No.10674559
File: 29 KB, 400x323, farsight.jpg [View same] [iqdb] [saucenao] [google]
10674559

>spawnkills you across the map through the wall

Nothing personnel, kid

>> No.10674572

>>10674347
Many such cases, honestly.
Return to Castle Wolfenstein is the only actually good game in its series, with the rest ranging from passing curiosities to outright cancerous.
Red Faction is cursed by sequels that either really suck, are different enough that they might as well be a seperate IP, or both.
Deus Ex is the same thing, but with prequels thrown in as well.
Unreal is a series of a bunch of Quake 3 clones wearing the original game's skin.
Half-Life is a series with one actual game, a tech demo posing as a game, and a physics simulator posing as a tech demo posing as a game.

>> No.10674580

>>10674487
You got filtered.

>> No.10674583
File: 804 KB, 1280x913, 1699491078507556.png [View same] [iqdb] [saucenao] [google]
10674583

>>10674580

>> No.10674634

>>10674487
Unfiltered textures in wide open spaces at low resolution is an eyesore though. Also, unlike other old FPS games I think Unreal just looks better with them, especially when detail textures are enabled.

>> No.10674641

>>10674580
lmao

>> No.10674687
File: 898 KB, 1366x768, spasm0003.png [View same] [iqdb] [saucenao] [google]
10674687

>Check on Quake releases since I haven't played it in a year
>Nothing on Quaddicted since september
>Slipseer is still vomiting out endless copper jams
FUCK. At least we still have Doom.
I think Doom has the better gameplay but Quake tends to have the potential for better levels and atmosphere.

>> No.10674691

>>10674687
>I think Doom has the better gameplay but Quake tends to have the potential for better levels and atmosphere.
Quake would have better gameplay too if mods other than Copper were used.

>> No.10674693

>>10674634
>Unreal just looks better with them
Well, duh, because there made with accelerated 3D in mind.

>> No.10674695

>>10673287
if someone does that in Q2R But Having Mynx and Nyx working as Dirty Pair, i am all in

>> No.10674697

>>10674687
>Nothing on Quaddicted since september
There is that Slave X mod with 6 maps. It's fun. https://poppyworks.itch.io/episode-enyo

>> No.10674703

>>10674687
There was this if you haven’t played it yet >>10673098
>>10674695
>third person support in Q2R
I can’t imagine anyone besides the two people in here who would be into that.

>> No.10674713

>>10674703
>I can’t imagine anyone besides the two people in here who would be into that.
It is kinda odd that every modern Quake 1 port, including Kex, have a third-person console command but Q2R doesn't. Even if not used for gameplay it's still good for debugging.

>> No.10674741

>>10674697
>https://poppy.works/?games=slave-zero-x-episode-enyo
>>10674703
Looks like I'm playing that, then.
>>10674691
Why is the current Quake community fellating copper so hard anyway? It's okay as a mod and has a couple of nice ideas, but it's not the best Quake mod and I found several community projects made for it to be downright miserable to play.

>> No.10674747

>>10674741
>Why is the current Quake community fellating copper so hard anyway?
Discord tranny lobby.

>> No.10674753

>>10674741
>Why is the current Quake community fellating copper so hard anyway?
The author hangs out with the big group of newfags who have been running things since Trenchbroom came out and allowed people with no skill or talent to shit out mediocre Quake maps at an incredible rate.

>> No.10674774

>>10674741
Taking a guess, it mirrors some gameplay changes that many were exposed to through the Quake re-release. I’m not too interested or offended by it but I did feel it’s skill 3 was an overall ‘nerf’ compared to the basegame. The dev made some changes to its nightmare that I’ve been enjoying through the rmx jam >>10672832

>> No.10674826

>>10674753
>having usable tools bad
kys

>> No.10674834

>>10674687
Copper is good now with the new nightmare mode.

>> No.10674859
File: 11 KB, 480x480, 1651081593414.jpg [View same] [iqdb] [saucenao] [google]
10674859

>>10674687
>Slipseer is still vomiting out endless copper jams

>> No.10674882

>>10674826
>having usable tools bad
No, the lack of gatekeeping is bad. New tools should be for helping people with actual talent and vision create things more efficiently.
When someone comes along and uses the new tools to create the same garbage they would before, but at a higher rate or with some thin veneer of a better presentation (dudetrimsheetslmao), then they should be critiqued until they get better or leave. Not only has this not happened, but exactly the opposite has taken place with Quake over the past 5-10 years.

>> No.10674907

>>10674859
Copper is good now with the new nightmare mode

>> No.10674912

>>10674882
I don't really think there's anything garbage about remix jam, and trimsheets are fine. Naming trimsheets in a negative context doesn't make them bad.

>> No.10674932
File: 1.38 MB, 1366x768, spasm0009.png [View same] [iqdb] [saucenao] [google]
10674932

Okay, this weird shit is exactly what I was looking for. I'm enjoying Enyo a lot.

>> No.10674950

>>10674932
is that giant statue part of the skybox?

>> No.10674959

>>10674950
Seems to be. It'd be cool if we get to go there but so far it's mainly a bunch of run down industrial and city areas with some creepy and insane shit going on in the skyboxes.

>> No.10674960

>>10674950
Not that anon, yes.

>> No.10674965

>>10674572
>Wolf 3D is better
>correct
>ok
>disagree
>disagree

>> No.10674975

>>10674912
>I don't really think there's anything garbage about remix jam
Plopping Quake enemies and weapons into classic FPS multiplayer maps with *drumroll* the Copper mod is about the safest and least imaginative thing anyone could do.
>Naming trimsheets in a negative context doesn't make them bad.
Reading comprehension moment.
The point is these new mappers think trimsheets (and more generally obsessive texture alignment) is somehow a big revolution in Quake mapping that makes up for any other aesthetic or gameplay flaws in a map. Seriously. You can go read the feedback they give to each other, and they'll absolutely overlook fucked collision, awful monster placement, bad triggers, and many other issues if the map just looks pretty. Even if part of the map is outright broken, that fact will be smothered in fawning praise of their surface-level aesthetic choices. Go play maps submitted for feedback in their Dicksword and then look at the replies if you don't believe me.

>> No.10675006
File: 1.99 MB, 498x278, No thanks, bro!.gif [View same] [iqdb] [saucenao] [google]
10675006

>>10674834
>>10674907

>> No.10675009

>>10674975
>Plopping Quake enemies and weapons into classic FPS multiplayer maps with *drumroll* the Copper mod is about the safest and least imaginative thing anyone could do.
I'm not sure I asked for anything more imaginative than that. I didn't even know remix jam was a thing until it released. I had no expectations and it's not often you see older multiplayer maps from across different games packed into one game with that one game's enemy roster. It's novel, and with copper's nightmare difficulty they're all fun.
>The point is these new mappers think trimsheets (and more generally obsessive texture alignment) is somehow a big revolution in Quake mapping
I don't really care what they think about trimsheets being revolutionary. None of the maps I've played are broken and encounters are enjoyable.

>> No.10675025

>>10675006
Just doing yourself a disservice I assure you.

>> No.10675031

>>10674859
it explains why they are anal over quake 2 remastered, id shat on FW's plate

>> No.10675047

>>10674932
I'd like more levels to be honest. They can't give us these nice weapon models and only give us six short levels. It feels like an expansion pack for Alkaline with some of these enemies.

>> No.10675049

>>10675047
>It feels like an expansion pack for Alkaline with some of these enemies
It literally is. I don't think they even have modified behaviors, just different projectiles.

>> No.10675054

>>10675049
Yeah, I noticed the enemy SFX, voice lines and behaviours were exactly the same. Still fun though and unless we suddenly get a huge Alkaline update soon I'm just grateful we've got more.

>> No.10675058

>>10674834
>>10674907
>>10675025
Your mod (or friends mod) just isn't fun. It doesn't change enough in the areas needing it and it fucks with the good parts of Quake. A few interesting challenges on Nightmare mode don't make up for the rest of the bullshit.

>> No.10675072

>>10675058
What bullshit?

>> No.10675087

>>10664312
Is it possible for id tech1 and idtech 2 PK3s and/or custom maps to have more enemy types without doing mostly recolors of the already existing one (aka something beyond Colorful Hell.

>> No.10675101

>>10675087
Hasn't that been possible in zdoom for like ten years.

>> No.10675105

>>10675087
You can have custom sprites, it's just hard.

>> No.10675109

>>10675087
Yes, it's possible. Making new monsters for Quake is a pain in the ass though, from coding to animations, it's all wack.

>> No.10675112

>>10673098
I fucking love this mods Ogre reskin. Enyo needs more levels, the enemies look fucking fabulous.

>> No.10675117

>>10675101
Even longer, it's just most people either spritebash or otherwise fuck with existing stuff because rotational sprites are a lot of effort and there are few sprite artists in the community who'll knock them out for nothing.

>> No.10675120

>>10675112
With the exception of the Fiend. The replacement for him looks silly.

>> No.10675126

>>10675120
Yeah it's too shiny and odd.

>> No.10675131
File: 47 KB, 807x769, quakec animloop.jpg [View same] [iqdb] [saucenao] [google]
10675131

>>10675109
>from coding to animations, it's all wack.
Coding them is actually pretty easy, especially when you realize you can replace the individual functions for every animation frame with a nice looping function for whole sequences like pic related.
Animation isn't too different from any other early-3D game. It's actually never been easier with the Blender exporter.

>> No.10675158

>>10675072
>super nailgun inaccuracy
>ogres drop one less rocket on death
>enforcers don’t drop cells
>shambler isn’t as exploitable with an axe
I think that’s the biggest stuff though I’m nta and don’t hate the mod

>> No.10675168

>>10675072
Honestly, I think people would hate copper less if it wasn't used for every fucking community project and hailed as the "true" way to play Quake by some very obnoxious kids.
It doesn't do anything particularly terribly but it doesn't do anything particularly well either.
Also, the maps I have played that use it never account for enemies dropping little to no ammo so I don't think FW and friends playtest their maps on anything higher than normal.

>> No.10675190

>>10675168
>Also, the maps I have played that use it never account for enemies dropping little to no ammo so I don't think FW and friends playtest their maps on anything higher than normal.
I haven’t played many of the shotgun started “jams” that use the mod, but all the continuous ones - Dwell, Spiritworld, Underdark Overbright - played fine with skill 3 ammo distribution and through continuous play.

>> No.10675205

>>10675168
>hailed as the "true" way to play Quake by some very obnoxious kids.
I haven't seen any of this because I only come here, but it probably happens because the mod's own page tries selling it that way. If it was worded as "Here are my personal efforts at improving the game" it probably wouldn't have the weird reputation it does now.

>> No.10675221
File: 393 KB, 2048x1152, freedoom.png [View same] [iqdb] [saucenao] [google]
10675221

why yes, I am optimizing texture choice and alignment for Freedoom
nothing personnell, id useds

>> No.10675227

>>10675205
Which page? I’m only bringing up http://lunaran.com/copper/ and https://www.slipseer.com/index.php?resources/copper.27/ and they seem more modest than what you’re implying.

>> No.10675234

>>10675221
Perfectly reasonable thing to do, it's also pretty funny to run Freedoom textures on something like Sigil.

>> No.10675241

>>10675234
>Freedoom textures on something like Sigil
I hadn't even thought of that

>> No.10675248
File: 57 KB, 480x451, absolutely proprietary.jpg [View same] [iqdb] [saucenao] [google]
10675248

>>10675234
imagine if we could convince Romero to relicense SIGIL I and II under CC-BY-SA or similar. the present license is ass
>* Copyright / Permissions *
>
>Authors may NOT use the contents of this file as a base for modification or
>reuse without explicit permission of the original mappers. Permissions
>have been obtained from original authors for any of their resources modified
>or included in this file.
>
>You MAY distribute this file, provided you include this text file, with no
>modifications. You may distribute this file in any electronic format (BBS,
>Diskette, CD, etc) as long as you include this file intact. I have
>received permission from the original authors of any modified or included
>content in this file to allow further distribution.

>> No.10675249

>>10675158
Don't forget the weird fuckery with the nailguns attack power that makes the super nailgun almost worthless and also screws with the regular one.
It's also obvious the anon trying to defend the mod against every single post badmouthing it has some form of investment in it.

>> No.10675271
File: 124 KB, 1440x1080, woof0019.png [View same] [iqdb] [saucenao] [google]
10675271

>>10675221
>>10675234
>>10675241
Not so fun when it's done to one of your own, is it?

>> No.10675278

>>10668869
>Facing worlds in Quake
Looks neat, too bad it's likely one of those modern community projects that insists on using that one no fun allowed mod and likely tries to spam monsters everywhere because the new mappers see it works for Doom.

>> No.10675281

>>10675249
>It's also obvious the anon trying to defend the mod against every single post badmouthing it has some form of investment in it.
You sounding like that witchhunting schizo who equates it to Brutal Doom isn’t a good look either, though. There’s a weird crew of Quakeanons here who love hating the mod so much it keeps getting funny spots in the wordcloud.

>> No.10675283

>>10675271
This makes it even more fun.

>> No.10675291
File: 118 KB, 1440x1080, woof0032.png [View same] [iqdb] [saucenao] [google]
10675291

>>10675283
Guys, I'm scared of proprietary software

>> No.10675302

>>10675281
Is it really schizo if you keep jumping on any post saying anything remotely negative? Some people just don't care for the mod.

>> No.10675308
File: 1.23 MB, 1366x768, spasm0007.png [View same] [iqdb] [saucenao] [google]
10675308

>>10673098
Calling it now that this promotional mod is going to be more fun than the actual game its promoting.

>> No.10675325
File: 112 KB, 620x800, slave zero.jpg [View same] [iqdb] [saucenao] [google]
10675325

>>10675308
Probably, it's a sidescroller prequel for a slightly above average mech game, and due to the story it can't even have mechs.

>> No.10675336

>>10675302
>Some people just don't care for the mod.
It does attract some hilarious fucktarded arguments:
>>”imagine if the grunts didn’t drop shells”
while ignoring that grunts are absent for a large majority of the original game and the regular pickups work just fine.
>>10675308
Thankfully the game it’s promoting is not retro and not worth mentioning. The original is retro and relevant.

>> No.10675338

>>10675271
>>10675283
>>10675291
honestly freedoom is growing on me. it's my default IWAD now. my main gripe is that there isn't enough oomph in a lot of the weapon and monster sounds

>> No.10675339

>>10675325
>Look up the original game
>There's nothing body horror or biopunk about it, just mecha based off Evangelion a bit
>The prequel mod and game are full on body horror nightmare shit all over the place
Huh

>> No.10675347

>>10675336
>It does attract some hilarious fucktarded arguments:
Yeah, but that's just cherry picking the bad arguments against the mod. Either way I'm not that invested in shitting on a mod I don't care for, I'd rather just play one I like instead. If you want to crusade against the anons who speak against it then go ahead, but I don't think anyone is going to be changing their minds either way here.

>> No.10675359

>>10675339
Yeah, it's pretty apparent that it's just IP necromancy to bait some extra boomerbux with no real connection to the original.

>> No.10675365
File: 191 KB, 920x622, FygqG9SaEAAKm75.png [View same] [iqdb] [saucenao] [google]
10675365

>>10675339
>There's nothing body horror or biopunk about it, just mecha based off Evangelion a bit
If you look into the design docs and stuff, it was going to be a lot less mechanical in looks but it got hit by design by committee and publisher-induced focus group shit.

The plot got a huge fucking axe to it too.

>> No.10675370

>>10675308
I see anime, I will now play your mod.

>> No.10675373

>>10675338
I've thought about doing some sort of weapon/monster fixup packs for it, mostly reverting a few sounds and sprites for weapons, replacing some of the dumber stuff and getting rid of the stupid spider mastermind for something that doesn't look like complete shit.

I've just not got round to it because of time commitments.

>> No.10675382

>>10675308
The corpse on the container looks like he pissed himself.

>> No.10675383

>>10675347
>Either way I'm not that invested in shitting on a mod I don't care for
Unlike post 10675278 going above and beyond “just not liking” a mod but maybe he’s just that gatekeeping shubnigger. I’ve never been too excited about the mod either but can appreciate it’s “vanilla+“ attempts, and it would indeed suck if it was as game changing as something like Supercharge.

>> No.10675427

>>10675383
>That post
I don't see how they were going "above and beyond" not liking the mod, if anything that poster is complaining more about recent mapsets. The discourse around this is only getting sillier and so I think I'm going to dip out now.

>> No.10675431

>>10675383
>I’ve never been too excited about the mod either
Could have fooled us.

>> No.10675473 [SPOILER] 
File: 257 KB, 1920x1080, sheepysod.jpg [View same] [iqdb] [saucenao] [google]
10675473

>>10675431

>> No.10675479

>>10675025
I don't even hate Copper, it's ok, but I hate the growing trend of building mappacks around out.

>> No.10675606

>>10675291
I honestly think Apple is about slightly to marginally more proprietary than MS, even today.

>> No.10675643

>>10675479
It's not a growing trend it's been the trend for years now.
>>10675158
The super nailgun inaccuracy is overstated. It's not Serious Sam, you're not engaging with enemies across the map. Ogres dropping one less rocket on death...is bullshit? How?
>enforcers don’t drop cells
Yes, and?
>shambler isn’t as exploitable with an axe
Isn't that a good thing?
>>10675205
> "Here are my personal efforts at improving the game"
Where is that said?

>> No.10675648

>>10675249
>It's also obvious the anon trying to defend the mod against every single post badmouthing it has some form of investment in it.
No, by all means badmouth it, but badmouth it for GOOD reasons. I have never finished a Copper jam because the 50 health nightmare mode wasn't interesting to me and it never added new monsters. The 50 health was brought back to 100, and the nightmare AI are actually harder than vanilla nightmare, which means I now have a reason to talk positively about Copper.

>> No.10675661

>>10675643
>The super nailgun inaccuracy is overstated.
Yeah. There’s a webm up above that shows this too.
>Yes, and?
That’s it. I’m only saying what I’ve seen posted here.
>Isn't that a good thing?
I’d say so. The chance to axe/shotgun dance shamblers hasn’t come up as often as it used to anyways. I think fiends are still baitable.

>> No.10675669

>>10675661
>>10675643
Wait no it’s not, it’s from last thread >>10662163

>> No.10675673

>>10674572
Wolfenstein 3D is alright for some brief fun, even if it's a very plain game. Nocturnal Missions make the game overstay its welcome, however.
Return To Castle Wolfenstein is definitely still the best one.
Wolfenstein 2009 is honestly pretty decent, even if it has a number of flaws. If there was ever a game that could use a remaster, it would be Wolf09, because I think it's a diamond in the rough.

>> No.10675715
File: 1.70 MB, 1024x768, 2024-02-09 01-58-16.webm [View same] [iqdb] [saucenao] [google]
10675715

testan' some math stuff (world-to-screen and screen-to-world projection, 6DOF)

>> No.10675750

>>10672520
I kinda like how the double cyberdemons have that guns akimbo look

>> No.10675756

>>10672520
Double rocket launcher cyberdemon variants are based.

>> No.10675757

>>10675750
I'd like it more if they were animated with the arms a little out of phase with each other. Maybe there's one like that, idk

>> No.10675782
File: 165 KB, 760x443, 1690429436565843.png [View same] [iqdb] [saucenao] [google]
10675782

To edit Quake textures, people just open them in paint right? Or is there a special, specific program? I want to make a dead version of this texture, bloodied and full of bullet holes, to make a faux wall enemy like the Icon of Sin.

>> No.10675783

>>10664712
>>10664707
If anon was that butthurt about Doom Infinite's tutorial making you avoid a monster, he's probably not going to last long in Doom Infinite proper, since you can't really get far while playing like a princess.

>> No.10675805

>>10672520
It's been long enough that I forgot most of what happened. Did the lead seriously take multiple weeks to make this? Changing the skin could be done in 5 minutes in Slade, and there's already a dual rocket cyberdemon that's been on realm667 for the last 15 years.

>> No.10675807

>>10675805
Yep the Annihilator. Based enemy.

>> No.10675812
File: 2.18 MB, 500x281, 1664608563106.gif [View same] [iqdb] [saucenao] [google]
10675812

>>10675805
>Did the lead seriously take multiple weeks to make this?
YES. Read this reply chain because it is so fucking funny oh my god
https://desuarchive.org/vr/thread/8693424/#8696303

>> No.10675816
File: 1.08 MB, 600x609, WeeW.gif [View same] [iqdb] [saucenao] [google]
10675816

>>10675812
Oh look the futa porn TC guy's in there too haha. Crazy to believe it's almost been 2 years.

>> No.10675828
File: 521 KB, 2383x2028, wally.jpg [View same] [iqdb] [saucenao] [google]
10675828

>>10675782
If you want to use layers, use GIMP, Aesprite or Krita.
If not, you can use Wally which has some built-in bullet hole stamps and other useful palettized texturing tools. It can also open your texture wad directly for easy saving and loading.

>> No.10675893
File: 283 KB, 1920x1080, 1699264209602614.jpg [View same] [iqdb] [saucenao] [google]
10675893

>>10675828
WALLY that's the one I wanted, thanks anon.

>> No.10675938
File: 25 KB, 380x757, 1705849421585345.png [View same] [iqdb] [saucenao] [google]
10675938

>>10675782
>>10675893
This is kinda fun, but I'm not sure if it looks good.

>> No.10675951
File: 25 KB, 443x833, 1685139802181319.png [View same] [iqdb] [saucenao] [google]
10675951

>>10675938
Little better, looks more dead and less tired. I'll stop blogposting now.

>> No.10675952

>>10673029
As a dev, this image tempts me.
Wonder if I could make it work in PSX-tier geometry...

>> No.10675958
File: 2.92 MB, 1920x1080, 1677511451405402.png [View same] [iqdb] [saucenao] [google]
10675958

>>10673029
Echoing what anon said, the most you see in Quake is architecture inspired stuff. Not any specific artist. Pic related is map3 of Ter Shibboleth Drake

>> No.10676021

How you guys feel about inspect animation in doom?

>> No.10676025

>>10674271
I absolutely love Unreal. The gameplay's tight, the level design is generally pretty good, and yeah both the quality and range of visual styles is fantastic. It's crazy how a mishmash of fantasy mines, industrial complexes, alien spaceships, medieval villages, jungle temples, grimy castles, and so on just works together in a cohesive style that just looks so fucking impeccable.

I honestly don't get why it apparently has a reputation of being mediocre. I know some people complain about the occasional vistas, but I'd say the only one that really feels bad is The Trench. It's so cool, but it probably would've actually been better if there weren't enemies, as lazily tossing in a few gasbags and titans really shows a lack of confidence in the setpiece and drew too much attention to the lack of gameplay in that "level" that might've otherwise been distracted by the cool factor.

>> No.10676084

>>10676025
It exemplifies the "tech demo" criticism that gets thrown at old FPS games. Open stretches filled with fancy effects and scattershot enemies tied loosely by story told through text pads, compared to Half Life which released before and was praised for how it grounded those aspects. Doesn't help that the name Unreal is now associated with the most popular game engine out there.

Personally, I find the movement a little too stiff, the weapons a little too unreliable, and the whole "intelligent bot-like AI" tends to be more tedious than threatening, but the visuals still hold up and the atmosphere is unmatched. There are almost no games which have given me the same feeling. Tracker music is also top tier and using mod files for ambient/combat themes is genius.

>> No.10676108

>>10676025
Literally me, but I don't think it has a reputation of being mediocre, moreso overshadowed nigh completely by HL1.
>>10676084
That said, I do think the stinger is a very, very lame weapon. You can't go from Half-Life's MP5 to the stinger and be any kind of satisfied, and you can say that about Doom's chaingun, Quake's nailguns, etc; Unreal's stinger is pretty fucking lame. I have similar feelings about the shock rifle, but I won't go any further because I do maintain Unreal is a great game.

>> No.10676126

>>10675816
Still can't believe he bailed over it not being an instant hit.

>> No.10676131

>>10676084
>compared to Half Life which released before and was praised for how it grounded those aspects
Are you saying Half Life was out first? Unreal came out as early as May 22nd of '98, HL1 was November 19th. Those two, MGS1, Ocarina, that was a big year.

>> No.10676134

>>10676108
I liked the Stinger, it's the minigun I never end up using.

>> No.10676147

>>10676108
I enjoyed the Stinger. My only criticism of it is that the alt-fire wasn't strong enough to properly act as a burst-fire shotgun effect, but otherwise it was pretty good. Then again, we just have diametrically opposed tastes, because I have a very poor opinion of Half-Life's shooting in general, and would argue that the shotgun and tau cannon are the only really decent guns.

>> No.10676159

>>10676084
>the movement a little too stiff
I'm conflicted, because I can see what I think you mean: the dodge could be smoother to both enter and exit, and you could be speedier when strafing around and such, but at the same time, I still think Unreal's movement is paced the right way for the kind of player character they wanted you to be in the boots of, and it works to help facilitate gunfights that are still fast but distinct from the rapidfire circle strafing blast-throughs of other shooters.

>> No.10676182

>>10664312
This looks wild
https://www.youtube.com/watch?v=LugPHQm1EUA

>> No.10676186

>>10676131
I completely misremembered that. But I think the point still stands since games in general were moving towards that direction, and by the time Unreal was out the whole Doom clone trend was pretty saturated.
>>10676108
The stinger was originally going to function like a more extreme version of Halo's needler, they should've kept it.

>> No.10676250

If you are not scanning random photos from old magazines or making clay models for sprites, your art has as much soul as AI slop.

>> No.10676298

>not replacing every sprite and texture in the game with photos of your benis and chocolate starfish
NGMI

>> No.10676336

>>10675951
Be aware that when using red and orange colors, you will almost always unintentionally be using from the fullbright rows. You can edit the color pallet to exclude rows 14 and 15

>> No.10676347
File: 1.48 MB, 1920x1080, 1681252154969153.png [View same] [iqdb] [saucenao] [google]
10676347

>>10676336
aaaaaAAAAAAAAAAA fuck do you know how long it took me to make this look like how I wanted? It shined up like a christmas tree in the dark. Thankfully I'll always have lights on it so it'll be okay, but I'll remember this for next time.

>> No.10676350

>>10676347
Yeah, fullbrights are a pain to deal with. I usually drop my textures in GIMP and load a version of the Quake palette without them before pasting them back into Wally.

>> No.10676614

Anyone baking? I'm taking a shit

>> No.10676712

I prefer dynamic, baking is very map specific

>> No.10676716

>>10675812
>Did the lead seriously take multiple weeks to make this?
>YES. Read this reply chain because it is so fucking funny oh my god
Anon... That reply chain is about the final boss, not the black cyberdemon. Black cybbie was just a miniboss or something. I'm annoyed at the endless delay too, but don't make shit up to denigrate him

>> No.10676720

>>10676716
You should know that most people here prefer to twist things in the worst way possible for maximum trolling.
That and we got a few Anons here that go out of their way to shit on Chop.

>> No.10676773

>>10676720
>That and we got a few Anons here that go out of their way to shit on Chop.
Why are they going out of their way to do it?

>> No.10676776

THE THREAD IS SINKING LADS

>> No.10676783

>>10676773
My only guess is they do it out of butthurt for Chop taking so fucking long on his projects, or because he'd post his progress on other boards. That or because they're nasty boys and enjoy picking on others.

>> No.10676829

>>10676827
>>10676827
>>10676827