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

/vr/ - Retro Games


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10722736 No.10722736 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10704691

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/gPdytB18

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

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

>> No.10722737
File: 546 KB, 720x1280, 1708262848651188.jpg [View same] [iqdb] [saucenao] [google]
10722737

=== 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 ===
[02-19] Full MD2 viewmodels for quake 2
https://www.nexusmods.com/quake2/mods/45

[02-16] Woof v.14.0.0 is out, many new options!
https://github.com/fabiangreffrath/woof/releases/tag/woof_14.0.0

[02-15] Shadow Warrior texture set for Quake
https://www.slipseer.com/index.php?resources/shadow-warrior-1997-textures.316/

[02-14] Twogers RC1 is out
https://www.doomworld.com/forum/topic/143368-twogers-50-more-maps-of-twitch-madness-rc1-mbf21/

[2-13] Alea Iacta Est Episode 1 for quake 2 is out
https://www.moddb.com/games/quake-2/addons/alea-iacta-est-episode-1

[2-6] Doom 64 CE release (3.9.0)
https://desuarchive.org/vr/thread/10664312/#10670816

[2-6] Quake Remix Jam released
https://www.slipseer.com/index.php?resources/remix-jam.315/

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

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

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

[2-4] id Software's 33rd Anniversary Stream, with Romero, Hall, and Carmack.
https://www.youtube.com/watch?v=y0orUm6zqMk
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [dd-mm] date bracket)

>> No.10722754
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10722754

Now kiss

>> No.10722757
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10722757

>>10722754

>> No.10722762

>>10722754
Now piss

>> No.10722794
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10722794

>there's a secret behind the entry door

>> No.10722814

>>10722794
My favorite.

>> No.10722856

>>10722794
That's the best kind of secret, especially if its a Berserk.

>> No.10722878

GZDoom

>> No.10722921

>>10722878
i am angry now

>> No.10722951
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10722951

>>10722878

>> No.10722952
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10722952

>>10722921

>> No.10722959
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10722959

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

>> No.10722962

>>10722959
Bitch please, I'm busy on Saturdays

>> No.10722980

Would any of you agree that Blood is basically meant to be played like a hyper violent Rainbow Six game?

Maybe with a little bit of John Woo movies thrown in

I'm writing a thing and I want someone to sanity check my drivel

>> No.10722993

>>10722980
>Would any of you agree that Blood is basically meant to be played like a hyper violent Rainbow Six game?
Like super slow and careful, peaking around corners while crouched and with the chase cam because Well Done and Extra Crispy cultists have near perfect accuracy? Maybe just through episode 1.

>> No.10722994

>>10722962
Yeah? Well are you making maps or anything the rest of the week?

>> No.10723008

>>10722994
I do, and I've shared screenshots then.

>> No.10723017
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10723017

>>10722792
There's an old rumor that Croteam actually stole the engine from somewhere else and turned it into the Serious Engine. The claim to this is that somebody remembered seeing posts of what appeared to be the Serious Engine on a forum by some chinese guys before anything about Serious Sam was even in development by Croteam. I have nothing to show to support this claim because supposedly the guy who originally noticed this disappeared from the internet.

>> No.10723150

>>10723017
yea chinese guys are famous for developing engines and people keep stealing their works
and it's definetly not the other way around
<_<

>> No.10723169
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10723169

Seeing the Doom64 discussion last time i am going to shill some mods

-Doom 64 Revanilla,Closest thing to a vanilla coversion,Has monsters,weapons,Music and textures, works in Zdoom
https://tpu540059.itch.io/d64revanilla

-Doom 64 texture pack
https://www.moddb.com/mods/brutal-doom-64/addons/patch64-v1-texturepack

-Doom 64 CE,Modern conversion,runs in GZDoom so it may not run in older machines due to the requeriments
https://www.moddb.com/mods/doom-ce/downloads

-Doom 64 DEATH MACHINE,adds custom D64 weapons and enemies,requires at least LZDoom to run properly or some things may break,Updated every few months
https://drive.google.com/drive/folders/1lmyfsBsHg7gDPl7hYaiUDceJgH_ppuvX

-Ultimate D64fier,Adds ALOT of custom enemies/weapons,requires lastest GZDOOM,only play if you like bullshit enemies like unmaker gun mastermind,updates weekly usually
https://drive.google.com/drive/folders/1RgkTiCZn-Z5fZNKKWRa8C6asVszYqZ8X

-Brutal Doom 64,not played it myself,but its as gory as you expect,may require a strong computer to run smoothly
https://drive.google.com/drive/folders/1o7m0fRVmPY_w6HCObTCu55q5Rdt_q3QY

>> No.10723195
File: 117 KB, 400x378, fab.png [View same] [iqdb] [saucenao] [google]
10723195

-Doom 64 SUPER EX PLUS (SEX+) a port of the remaster featuring custom monsters/enemies on a menu setting,requires the remaster doom64 iwad to run
https://github.com/Styd051/DOOM64-Super-EX-Plus

>MAPS for doom 64 nightdive remaster
-The UNMAKING
https://www.doomworld.com/forum/topic/125606-the-unmaking-40-visions-of-madness-for-doom-64-version-26/

-Ethereal breakdown (Will be updated soon)
https://www.moddb.com/mods/ethereal-breakdown/downloads/ethereal-breakdown-for-the-official-doom-64-remaster

-Dreamblood
https://www.doomworld.com/forum/topic/136190-wip-dreamblood-64-dreams-for-doom-64-episode-1-updated-v12/

-Beta64
https://www.doomworld.com/forum/topic/142390/

-Doom 64 reloaded (Updates every few months usually)
https://www.moddb.com/games/doom-64/downloads/doom64-reloaded-01-09-2023

>> No.10723214
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10723214

>>10723150
did you just <_< in the year 2024?

>> No.10723216 [DELETED] 

>>10723214
>he says while posting in reddit: the general

>> No.10723259

>>10723214
What are you talking about?
Its 1999
Its always been 1999

>> No.10723263
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10723263

>>10723259
party like it's 1999!

>> No.10723267

>>10722993
I meant more like the very heavy emphasis on control of angles, carefully pushing corners, grenade (dynamite) is the skill weapon and tactically most important item in the game, being in the open is almost always a terrible idea, very heavy punishment for not being meticulous etc.

>> No.10723269
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10723269

>>10723263

>> No.10723331

>>10723267
The game also rewards you for being fast, abusing enemy turn speeds, crouching and jumping, triggering Blood’s take on “hitstuns”, having a blast like a 90’s Doom clone.

>> No.10723389
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10723389

>>10723269

>> No.10723474

>>10723214
the devil made me do it ( ͡° ᴥ ͡°)

>> No.10723505

>>10722794
>there's a secret behind the entry door
>it's half of the map

>> No.10723623
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10723623

>>10723505
>there's a secret behind the entry door
>it leads to a secret level which kicks off a playthrough of a completely different wad

>> No.10723648
File: 19 KB, 437x511, blood add-ons.png [View same] [iqdb] [saucenao] [google]
10723648

Apart from these Blood add-ons, is there any other episodic/single maps that you would recommend?

>> No.10723653

>>10723017
Sounds like bullshit.

>> No.10723658

>>10723623
>suspiciouslylargeWAD.WAD
>Only two maps are actually accessible when played normally
>Finding the rest of the maps requires finding and solving increasingly convoluted and asinine secrets and puzzles

>> No.10723683

Just finished Ashes 2063 and its Sequel, looking for something with a similar gameplay feel, where do I go?

>> No.10723858
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10723858

aemi!

>> No.10723874

>>10722959
FUUUCK IT'S ALREADY SATURDAY I'll try to get something in after work.
>>10722962
I wish I had my weekends ;_;

>> No.10723878

>>10722878
>GZDoom
more like GZDumb lmao

>> No.10723972

>>10723878
I don't get it

>> No.10723994
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10723994

>> No.10723996
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10723996

>>10723994

>> No.10724007
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10724007

>> No.10724026

what if recursive pain elementals

>> No.10724052

>>10723996
>need the source of that Slave Zero mod in order to blend it properly with Alkaline
dang

>> No.10724103
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10724103

>>10724026
horrifying
the other day i was fighting a pack of hyper fertile pain elementals and had the thought: if three lost souls chance their way into a certain proximity with each other while wandering the map, they meld into a pain elemental. idk if it's been done before

>> No.10724215

how good are the Witchaven remasters?

>> No.10724253

would you kindly link some weapon reskins mods? something that doesn't affect balance, like ad mortem's
sadly, i'm too dumb to replace sprites manually

>> No.10724257

>>10722736
i love duke nukem, but spook nukem and gook nukem are also good

>> No.10724260

Duke nukem for Saturn was my favorite

>> No.10724263

>>10724103
>hyper fertile pain elementals
I am erect now

>> No.10724425

>>10724260
How does this differ from pc, psx and n64 versions?

>> No.10724432

>>10724425
full 3D + dynamic lights. there are some cutbacks though

>> No.10724452

How do raise the volume of a midi? I played a few maps to see if there were any other ideas i could steal for my map and noticed their music was louder than the one im using

>> No.10724458

The maps for Librequake are actually pretty alright, just wish the assets were finished though.

>> No.10724470
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10724470

>>10723653
I heard about it from other members of the classic sam mapping community. One of them said that the guy who made the claim also helped a different group reverse engineer the master server code so they could create the 42amsterdams master servers. So he might have looked into this supposed original engine to help with that. But again it's all rumors by this point.

>> No.10724639

>>10722702
If I were your boss, I'd deathmatch ya in a minute!

>> No.10724645
File: 415 KB, 1366x768, doom230.png [View same] [iqdb] [saucenao] [google]
10724645

>>10722959
For a Flotsam-esque project

>> No.10724682

Which games and mods are the most balanced for pistol starts? Just got back into the genre after over a decade, and after completing DOOM I & II on Ultra-Violence (pistol starts, no saves), I’m wondering where to go next.

I remember absolutely loving Shadow Warrior and enjoying Duke, but while the levels were more immersive, cohesive and scenic, they also were longer and more confusing and felt overall tiresome to start over and over again. Was the younger version of myself just retarded, or am I better off with DOOM WADs?

>> No.10724707

>>10724682
I pistol started all of Duke 3D recently and compared to Doom, I noticed it's much more reliant on secrets to make levels beatable that way.
I imagine the other Build games are similar, since Shadow Warrior and Blood start you off with less reliable weapons, and Blood is often a bastard even continuous.

>> No.10724712
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10724712

>> No.10724716

How do you feel about Si6iL and it's sequel?

>> No.10724724

>>10723169
>>10723195
jesus christ, doom 64 is so cursed by all aspects.

>> No.10724740

>>10724724
Why so?

>> No.10724763

What's the general consensus regarding voxels vs sprites?

>> No.10724767

>>10724763
I think voxels are cool. They're just a pain in the ass to make.

>> No.10724774

>>10724763
i don't think there is a consensus

>> No.10724780

>>10724716
Loved them both. I'm more of a quake player so shotgunning cacos and barons doesn't bother me.

>> No.10724791
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10724791

>>10724724

>> No.10724819
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10724819

>>10722959
Got bored and recolored more of these stoners.
>>10724716
Played through the first with Babel and liked it a lot, still haven't tried much of the second.
>>10724712
>[embed]
Nice.

>> No.10724871
File: 410 KB, 1860x392, BehemothLayers.png [View same] [iqdb] [saucenao] [google]
10724871

>>10722959
Castlevani64Anon from previous thread here, finally finished the Behemoth boss, took a lot of UV clean up.

>> No.10724885
File: 2.84 MB, 1920x1080, Sam tumb roader.png [View same] [iqdb] [saucenao] [google]
10724885

>>10724871
Shit that's cool. I'm playing Sam so I'm instantly reminded of a kleer.

>> No.10724926 [SPOILER] 
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10724926

>>10724871
Warning:Spoopy

>> No.10724928

>>10724871
>>10724926
What are you up to anon?

>> No.10724940
File: 203 KB, 480x173, approving boner.png [View same] [iqdb] [saucenao] [google]
10724940

>>10724926
>He got the biker skeletons too

>> No.10724948
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10724948

>>10724928
Eventually upload to Models Resource
Maybe a Hexen enemy replacer mod at some point

>> No.10724976

>>10724926
>>10724940
Hell Biker head ass enemies
https://www.youtube.com/watch?v=-rzxxpvZXgQ

>> No.10724997
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10724997

>>10724976
AWWWWW SHIT, HERE WE GO! SOMEBODY GET A MENORAH FOR ME?!

>> No.10725003
File: 2.23 MB, 1920x951, doomguy and japanese doomguy.png [View same] [iqdb] [saucenao] [google]
10725003

>>10724997
a Megaten-themed mod (besides that one old SJ mod) would be pretty neat tee bee ach

>> No.10725051

>>10724885
Are you serious?

>> No.10725061
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10725061

>>10725003
I thought about making one, but I can't think of a way to go about it without it being an absolute clusterfuck of balance. If you were to have the average number of demons in an SMT game, it would resemble a realm667 kitchen sink shitfest you'd find on zandybam. But if you cut down to about Doom's roster, it wouldn't be SMT. Then there's the RPG mechanics like leveling and elemental weakness/resistances which are frankly shitty in FPS games, reliance on mechanical skill beats pumping up numbers every day. Devil summoning would probably get the boot too (though other SMT games do this) because AI companions are ass. It'd probably just be Doom wearing SMT's skin if I had it my way.

>> No.10725062
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10725062

>>10725051

>> No.10725065
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10725065

yo, i just got eduke32

but how do i get that real 3d so aiming up and down doesnt make me barf again

pic related, what i'm trying to delete with modern TECHNOLOGY in ion fury by using eduke32 like some anon told me 5 aeons ago

>> No.10725069

>>10725065
Options - Display Setup - Video Mode - Renderer
Change that to anything but Classic and apply.

>> No.10725071

>>10725003
What about a Megaten game, RPG mechanics and all, running in the Doom engine? No (or very limited) shooting, just dungeon crawling and battling.

>> No.10725082

>>10725071
would be cool
i don't remember if it was Mac or shitwad anon that wanted to do a classic dungeon crawler (starring personified versions of the vanilla arsenal) in the Doom engine but it never got done

>> No.10725104 [DELETED] 

For the anti hl2 faggot
Just kill yourself already dude

>> No.10725130
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10725130

>>10724926

>> No.10725134

>>10724819
Looks cool, are those for a Q1/2 mod? The Jin-Roh guy on the top left could fit into a grittier Q2/more colorful Q1 mod.

>> No.10725162

>>10724763
I really like Cheerios voxel mod. Only thing I think it's missing is rendering the boxes to a dynamic sprite sheet. Afaik he and Nash have both kinda shit that idea down due to it being a pain in the ass to incorporate into GZDoom.
Wonder if they could be used to render out 8 additional rotations and maybe some top to bottom angles...

>> No.10725164

>>10725134
https://poppyworks.itch.io/episode-enyo
You can grab them all from this. They're Q1 and Alkaline enemy replacers. That picture there is the rocket ogre, nailgun and shotgun grunts, and one of alkaline's fliers.

>> No.10725185

Guys, let me know if there is anything missing or mistakes in the table: https://rentry.org/doomconfigs

And suggest more WADs, I will check and add them.

>> No.10725193

>>10724948
Groovy.

>> No.10725354
File: 206 KB, 1000x490, the_party.png [View same] [iqdb] [saucenao] [google]
10725354

>>10725082
That was definitely shitwad anon, I vividly remember saving some stuff from the discord. Skelegant made some pretty nice concept art and sprites for it, I hope the mod comes through because it'd really suck for it to go to waste.

>> No.10725446
File: 174 KB, 1920x1080, Lo Wang&#039;s Bread Knife - voidsw.png [View same] [iqdb] [saucenao] [google]
10725446

What's the recommended port to play Shadow Warrior?
Been playing Redux for a long time and decided to try the voidsw port that comes with eduke.

>> No.10725461

>>10725446
I've been using Raze and I have no complaints.

>> No.10725464 [DELETED] 

HL2 is based

>> No.10725470

>>10725354
yeah, now I remember
miss that nigga like you wouldn't believe

>> No.10725497
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10725497

>>10722959
On the fence about this right now, it was a pain in the ass to get this set up and I don't think this adds too much.

>> No.10725524

>>10725497
Kegan did you

>> No.10725525
File: 406 KB, 2560x1440, i see what you&#039;re doing in there.png [View same] [iqdb] [saucenao] [google]
10725525

>>10722959
I tweaked Blood's x-ray vision to see enemies through nearby walls.

>> No.10725527

>>10725525
That's actually a really good utility for a game like Blood. Knowing where and what kind of ambush is ahead is really handy.

>> No.10725532

>>10725525
*beast vision
>>10725527
Thanks. It's included in my fork, just set NotBlood weapon behavior on.

>> No.10725561

>>10725497
I like this kinda thing. Feedback for killing stuff with fire is nice.

>> No.10725578

>>10722792
I have some theories, but it mostly just goes down to a clunky editor, especially when compared to UE4 or 5.
>>10723017
Nah I don't buy it.

>> No.10725586

>>10725561
I was just worried the smoke's not enough. I didn't want to use colored embers as I want to make this apply to all fire weapons from the heroes, and some of the flames are blue.

>> No.10725596

What do you like about Half Life series?

>> No.10725629

How do I make Quakespasm look as close to vanilla as possible? Everything is so saturated and colorful and I want everything to be grey again.

>> No.10725631
File: 3.10 MB, 500x250, 1693168669867396.gif [View same] [iqdb] [saucenao] [google]
10725631

https://youtu.be/knS28Kk4iQI

>> No.10725637

>>10725586
Do smoking corpses make noise? Wonder if it'd also be possible to have them darken. Dunno if that's an easy thing to do with translations or whatever. Without actually having to make the sprites.

>> No.10725638

>>10725629
Use Ironwail. Both Quakespasm and vkQuake make the weapon viewmodels brighter than vanilla for some reason. I actually like that, but Ironwail doesn't have this.

>> No.10725642

>>10725637
I'm not sure if I want to add sounds, if I do it'll have to be on the subtle side.
I'm not sure if I can darken them either, not in a way that'd be smooth at least, because I'm not sure about other shit like monsters immediately get rezzed after getting killed and shit like that.

>> No.10725667

>>10725354
What game did shitwad anon make anyway? I remember im saying it did fairly ok.

>> No.10725713

>>10725667
>What game did shitwad anon make anyway?
Slooter
>I remember im saying it did fairly ok.
No, not really

>> No.10725741

>>10725713
>No, not really
It was an early access futa fetish Itch.io game for a tenner. Man just had unrealistic expectations for its performance.

>> No.10725838

>>10725497
>a pain in the ass to get this set up
I'm an idiot that don't know nothing, but wouldn't decorate allow you to have the monsters drop the smoke as a separate actor or whatever on death, or is the challenge in making it so it only happens because of fire damage.

>> No.10725841

>>10725838
Yeah, only happens when killed with fire weapons specifically, WITHOUT using custom death states because that's also a tedious pain in the ass.
Hence why I had to do some real stupid shit under the hood to make this work right.

>> No.10725860

What if:
Mega Man 16-Bit Deathmatch

>> No.10725953
File: 533 KB, 800x450, chomp.webm [View same] [iqdb] [saucenao] [google]
10725953

got the chomp animation looking better now too. Now I just gotta put some more sounds together and give this guy some idle animations.

>> No.10725965

>>10725953
Is that an attack chomp or an end of spewing chomp

>> No.10725970

>>10725965
Both. The gun chomps after you shoot. Though you'll also do the chomp if you dryfire it with no mana.

>> No.10725973

>>10725970
Ah alright. I thought before it was in as an alt-fire, but my memory is poor and I wouldn't remember the context for you showing the animations. That's a neat idea though, putting a hit at the end of a firing animation.

>> No.10725983
File: 720 KB, 800x450, Italian special.webm [View same] [iqdb] [saucenao] [google]
10725983

>>10725973
I did something similar for the Mourning Star too. Right now if let go for the fire button before you pump you'll do a swing with the weapon, so if you hold it you'll just fire and pump as normal.
This one I'm still debating if I want to keep. If people find this cumbersome, I'm gonna change it up where holding altfire to use the sword will make you swing once, then the follow up slash is replaced with the mourning star swing.

>> No.10725997

>>10725953
I look forward to forgetting it has that lunge when I stop firing on the edge of a cliff.
>some idle animations.
Rhythmic smoke exhalation of of the sides/nostrils? Petting it like the spore launcher from HL:OF? Or something else?

>> No.10726004

>>10725997
Yeah I'm thinking of one where it shoots some smoke out of its nostrils, and another where it yawns.
Not sure if I could pull off petting with the frames I got.

>> No.10726019

>>10725983
I don't see why someone would complain, seeing how it'd just be a back-up/finishing smack for when you're done firing. Given that the mourning star is more like a ramping-up chaingun instead of a single shot weapon, the extra reload time wouldn't get in the way of how it's normally used.

>> No.10726029

>>10726019
I actually nixed the old ramp up effect on the Mourning Star. Though it's also worth noting the melee attack can be cancelled with pretty much any other action.

>> No.10726031
File: 21 KB, 211x156, 1655914950826.jpg [View same] [iqdb] [saucenao] [google]
10726031

>>10725997
>Or something else?
You turn it around on yourself and use that mouf to bring new meaning to "burn/yiff in hell, furfag"

>> No.10726039

>>10726029
Then I'm probably too out of the loop on the progress updates to say much then. Any idea how much is left till you're happy with releasing 1.6?

>> No.10726045

>>10726039
1.6? Nah man I'm shooting for 2.0. Doomslayer's nearly done, then I'm gonna update Kustam, and add Samson. I'd like to try and finish this mod before the year is out.
I'm sure there's gonna be some wiseass that says otherwise, but I've already laid Gaiden and Space Hunter to rest, GMOTA's next hopefully.
Though I have two other projects I'd like to make reality too, so I still have a problem.

>> No.10726062

>>10726004
>it yawns
Cute.
>>10726031
>"burn/yiff in hell, furfag"
Why do you think I play Doom, chumpass?

>> No.10726070

>>10726062
>Why do you think I play Doom?
In what existing wads are you getting your dick sucked by a dragon gun that shoots fire?

>> No.10726094
File: 49 KB, 300x350, 1409713161457.png [View same] [iqdb] [saucenao] [google]
10726094

>>10726070

>> No.10726103
File: 162 KB, 253x557, Party Time.png [View same] [iqdb] [saucenao] [google]
10726103

Niche use case, but can anyone here speak to the usability of the Steam-exclusive updated version of Descent 3 for a Linux dedicated server, and whether it's network compatible with older clients? Been trying to get the old CD version working on my serverbox, and I've been getting stuck with weird errors (failing to read the server config AFTER reading it, missions/maps being stated to be incompatible with modes), so if dropping $10 for a better fixes things, then fuck it.

>> No.10726107

>>10726094
That's what the post you were replying to was describing, dingus

>> No.10726108

>>10726107
Then I should have directed it him then, that guy is strange.

>> No.10726130

>>10726108
directed it at him*. He's strange, and I'm stupid.

>> No.10726168
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10726168

>>10725983
gib

>> No.10726173
File: 106 KB, 416x433, repair_lab_kustam.png [View same] [iqdb] [saucenao] [google]
10726173

>>10726168
Chomp's looking a lot better, though I'm sure you saw that. Debating how strong the little piss droplets that linger on the ground should be, currently they only do a single point of damage but there's a shitload of them, so I might make them deal random damage up to 3 max.
Been putting together some sounds from EDF 5 for this thing, that's breaking my rule of wanting to stick with older game sounds, but I like EDF a lot and the sounds Yholl helped me get are excellent. I'll need to make the weapon actually use mana in the near future too.

After that I'm gonna do a lot of playtesting, and pass the build to a few other lads. Then Kustam will be up. Which I'm looking forward to, I miss my sad robot bastard.

>> No.10726194

take a seat bone heads

>> No.10726212

>>10726194
be quiet you moronic piss fiend.

>> No.10726283
File: 130 KB, 2560x1440, Screenshot (14223).png [View same] [iqdb] [saucenao] [google]
10726283

finally. can't remember the difficulty, I think Hurt Me Plenty
E3M7: Limbo is the worst level I've played in any video game ever, no contest. nothing but fucking portals all over the place
this took me about 2 months to beat because I kept burning out and taking long breaks; the level design in some of the maps is abysmal, really can't stand the key hunt / wallhump / portal spam / flick a switch and spend 20 minutes finding what it did 'design'. E1 is good at least
the actual core gameplay of Doom is solid, but fuck me what a chore at times. time for wads

>> No.10726290

>>10726283
Inferno just kinda sucks in general, I'd say. Sandy designs cool levels but they're not necessarily fun for the games he's making them for. Honestly, if the guy ever made a wad for Hexen, it'd probably be the tightest shit ever.

>> No.10726306

>>10726290
is it worth doing E4 Thy Flesh Consumed? not sure if it's some kind of fan pack or something like Plutonia or TNT or whatever they're called

>> No.10726329

>>10726306
Doom was originally a mail-order shareware game, Thy Flesh Consumed was an official bonus they made to pack-in with a retail store version of Doom 1 after the retail success of Doom 2.
It's worth playing, but to play in release order and maintain a more reasonable difficulty curve, play Doom 2 first.

>> No.10726343

>>10726306
It's alright. I have a hard time committing to saying "It's not great" but I also really want to. Ultimately wouldn't skip it though; it's still worth playing on its own, and its design both in general and on a level by level basis as a Doom episode is certainly interesting.

>> No.10726357

Best way of playing Blood on linux right now?
Nblood needs some fucky library I can't get a hold of.

BloodGDX is my next port of call.

>Use windows like a normal person
No

>> No.10726361

>>10726357
NotBlood exists and it's pretty great.

>> No.10726363

>>10726357
>>10726361
Yeup https://github.com/clipmove/NotBlood/releases/tag/latest

>> No.10726421

>>10725061
>But if you cut down to about Doom's roster, it wouldn't be SMT
Why not? Just make a gameplay mod where you play as strange journey protagonist, have either light rpg elements where you get a bit stronger with exp and you can summon doom demons.
OR you could throw away any leveling of the player character - even make him a lot weaker than doomguy, but it balances out because you can persuade regular doom enemies to join you and then level them up - either have only vanilla doom enemies or some addon that randomly makes some enemies into stronger elemental variants

>> No.10726428
File: 640 KB, 3840x2160, Screenshot_20240225_130846.jpg [View same] [iqdb] [saucenao] [google]
10726428

>>10726361
>>10726363
Yeah sorry that's what I meant when I said Nblood, thanks though.

I got it working, its looking for an outdated version of libvpx, for some reason Manjaro doesn't just point it to the new version, so I just copied and paste the new version into the file with the binary and renamed it to what its looking for.

Just in time for Episode 3

>> No.10726440

>>10722737
minor update to MAP07 fixing a missing texture in the lava room:
https://files.catbox.moe/iofzp9.wad

>> No.10726442
File: 2.69 MB, 1920x1080, enclave kino.jpg [View same] [iqdb] [saucenao] [google]
10726442

Has anyone ever ripped and converted textures from Enclave for Quake or Doom?

>> No.10726454
File: 30 KB, 594x334, DATASS[1].jpg [View same] [iqdb] [saucenao] [google]
10726454

>>10726442

>> No.10726479
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10726479

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters
Alpha v4: https://files.catbox.moe/x87ijg.wad

pastebin: https://pastebin.com/CrVTqGvr

>> No.10726493
File: 1010 KB, 1679x988, Enclave_editing.jpg [View same] [iqdb] [saucenao] [google]
10726493

>>10726442
There at least seems to be a surprising amount of documentation on making custom Enclave content. I’ve never really played it and was more into Draken so this is cool to come across.

>> No.10726510

>>10726479
>>10726440

>> No.10726530
File: 116 KB, 605x898, 1561330858189.jpg [View same] [iqdb] [saucenao] [google]
10726530

is there a better place than realm667 to look for custom sprites and such? the site layout is pure shit

>> No.10726531

>>10726510
yeah, i already added it to the alpha (unless i fucked it up somehow)

>> No.10726536

>>10726493
Plenty of documentation, but sadly little content - likely because of how much you have to tard wrangle the game on modern hardware and operating systems.
Still, the textures would be great to have for Quake since they were clearly made with brush-based mapping in mind. I guess I'll have to dig into some of that documentation because it looks like they're all compiled into a single proprietary file.

>> No.10726554

>>10726530
There was a mega that someone in the thread compiled of all the R667 assets

>> No.10726561
File: 290 KB, 1920x1080, 2014-11-23_00040.jpg [View same] [iqdb] [saucenao] [google]
10726561

>>10726442
>>10726493
Neat. I absolutely love Enclave, beat it like 5 or 6 times, the textures in this game are unironically better than in 99.9% of exiting video games.

>> No.10726562
File: 1.12 MB, 1503x1018, red room.png [View same] [iqdb] [saucenao] [google]
10726562

>>10726531
ah, yep. I didn't actually check. it was just so close in time I suspected you maybe hadn't seen it
you can put in tms as author
also I'm back to working on MAP08

>> No.10726564
File: 241 KB, 1920x1080, 2014-11-21_00004.jpg [View same] [iqdb] [saucenao] [google]
10726564

>>10726561

>> No.10726583

I've hated Duke3D ever since I was a child. I've recently replayed it just so I could explain you how terrible it is. I've... liked it. Sorry, I guess you were right. Episode 2 is terrible. It has by far the worst levels. I've only truly enjoyed 1 or 2 level in middle. Entire thing feels like you're walking miniaturized version of some place. This seems to be a problem on some other levels as well, but not to same extend. Considering Doom's second and third episodes, Duke's Episode 2 doesn't warrant me to call it a bad game.
Usable items don't seem like a very good idea. I think things like night vision should be infinite and others should be just power ups. I guess there is a reason FPS design has evolved that way. Medikit is the stupidest item. Maybe infinite jetpack might not be the best idea.
I loved the pistol. I've used it even when I had ammo for other guns. Shotgun is good, could've been better. Chaingun is the worst. Devastator is terrible. It has too little ammo and fires too fast. Just as when you start using it it goes out of ammo. Doesn't feel very satisfactory. Rest are great.

>> No.10726587
File: 949 KB, 1920x1080, awo09.jpg [View same] [iqdb] [saucenao] [google]
10726587

>>10726583
>Sorry, I guess you were right. Episode 2 is terrible.
I've always said how much I've enjoyed it, but this episode may be my new favorite. Also love me medkits and usable health items in general.

>> No.10726636

>>10726587
Yeah that was great too. Texture work is amazing all around except for that green alien setting that's mainly used on Episode 2.
I've played it on Come Get Some, one thing that stood out to me is how fast it has felt despite having a lot of monsters. I think that might be one of the reasons I've enjoyed it compared to past. I've played it on normal back then.

>> No.10726645
File: 51 KB, 387x378, doomguy quake champions pixel.png [View same] [iqdb] [saucenao] [google]
10726645

>>10725069
thanks anon
but jesus
running ion fury this way makes my pc run to a fucking crawl in the opening level

>>10726442
this game felt very quake mod-ey
the way the enemies spaz around trying to jump on shit as frowned upon in most reviews but i couldn't help but feel at home due to it
janky as fuck

but somehow kinda comfy experience
also that slow but swag of the wizard made me coom

>> No.10726653

>>10726583
city douq is best douq.
nuff said

>> No.10726664

Idea for a wad(before you call me out as a faggot who only throws ideas around and doesn't do anything to implement them - I did plenty of maps for /vr/):
Each map represents a different board - a spoopy succubus summoning ritual for /x/, shit ridden hellhole for /b/, shooting range/armory for /k/, deathmatch map with mr X clones for /vm/, and so on

>> No.10726691

>>10726645
>this game felt very quake mod-ey
I remember it having at least a couple developers who worked on Quake's expansions or Quake engine games. I also genuinely thought it was a Quake 3 engine game (albeit with bunny hop prevention) akin to Jedi Outcast for a long time until I looked it up.

>> No.10726723
File: 78 KB, 1280x960, Screenshot_2024-02-25_10-53-28.png [View same] [iqdb] [saucenao] [google]
10726723

Do you think they wear blue because their castles are blue, or did they paint their castles to match their uniforms?

>> No.10726730
File: 24 KB, 1700x870, cacoflessh.png [View same] [iqdb] [saucenao] [google]
10726730

just mucking about with editing Doom sprites, it's pretty tough. it's surprising how much detail and how many colors are packed in
using color replace in Aseprite it was easy enough to change the eye and mouth, then the skin seemed easy but I realized there's not enough skin tones to do the rest, so it makes the area under the eye look very flat in comparison to the original
they seemed to put a lot of the color palette on red / pink. also, some colors barely even take up 5 pixels on the cacodemon here

>> No.10726747

>>10726664
I dread to think what /mlp/ would be like.

>> No.10726752

>>10726357
Thanks for the report. I've ditched libvpx from NotBlood as it's still using a super old version, this should not be a problem anymore.

>> No.10726770

>>10726747
MAP31 of Fore/vr/ Alone

>> No.10726776
File: 6 KB, 574x609, 23132ssss222sh.png [View same] [iqdb] [saucenao] [google]
10726776

>>10726730
oh never mind, this was easy as shit, forgot Aseprite had hue / brightness / saturation sliders, literally just set to Indexed Mode, made sure the Doom palette is imported and tweak the sliders
took barely 3 minutes, no need to do it all manually

>> No.10726784
File: 954 KB, 2560x1440, wg03.jpg [View same] [iqdb] [saucenao] [google]
10726784

>>10726636
>Yeah that was great too. Texture work is amazing all around except for that green alien setting that's mainly used on Episode 2.
Is there something wrong with these textures? I never noticed and thought it added to the "alien base" aesthetics.
>>10726730
>>10726776
I kind of like that weird boney, chitinous look between the eye and the mouth in the first pic there.

>> No.10726791

post the veryyyy best stuff mady by /vr/
>inb4 brutal doom

>> No.10726792 [DELETED] 

>schizoid moves from hl1 to hl2 shitposting
When will he give up

>> No.10726817
File: 32 KB, 500x370, e1m2_08_small-2610168650.jpg [View same] [iqdb] [saucenao] [google]
10726817

>>10726784
>Is there something wrong with these textures? I never noticed and thought it added to the "alien base" aesthetics.
It looks boring to me. Look at Duke's kick. The coloring they gave really stands out. Same look also applies to city textures. To me alien base textures are lacking punchy look for the most part.
I know it was released before RE3 and dress isn't even that special so it's not a direct reference, but it really reminded me of Jill Valentine.

>> No.10726819

I have a retarded idea and I don't know where else to post it.
>Consoles are worse for FPSs than KB&M
>There are limitations with the controller you have to work around
>Doom Eternal is trying to be a "boomer shooter, but for consoles"
>Halo CE came out in 2001, so it's based on the design trends of 90s FPS
>Halo CE is therefore comparable to Doom Eternal, since they're both trying to be 90s shooters working around the limitations of controllers
And the real wacky idea
>Halo is more faithful to 90s design trends than Doom Eternal

>> No.10726830

>>10726747
Just ask Joe

>> No.10726831

>>10726830
Steve Jobs

>> No.10726839

>>10726747
there already are MLP wads

>> No.10726854

>>10725525
Nice. Now if guns akimbo gave you infinite ammo then all the items/powerups would actually be useful.

>> No.10726860
File: 3.91 MB, 640x360, notblood marrowquad.webm [View same] [iqdb] [saucenao] [google]
10726860

>>10726854
NotBlood has an option to turn the akimbo into a quad powerup instead. I'm a big fan.

>> No.10726886
File: 111 KB, 1024x576, 1686831320936751.jpg [View same] [iqdb] [saucenao] [google]
10726886

>>10726421
Part of the appeal of SMT to me is seeing all kinds of mythologies and religions represented with a huge variety of demons. If it were cut down to 20 or 30, I feel like that would kneecap a crucial aspect of the series and this is why going from demons to Shadows in Persona 3 & 4 is the downgrade of the century. I suppose not ALL of them have to be enemies and some could be friendly NPCs.

>> No.10726928

>>10726839
I'm sure. But /mlp/ wads? There is a difference.

>>10726770
kek

>> No.10726958

>>10726752
I forgot you hang around here lel.
It was pretty easy to get working, and I think it might be a Manjaro packaging error

FYI the outdated packages it was looking for were Libvpx.so.7 and LibFLAC.so.8, though shouldn't my system just handle this automatically?

Creating a link to my installed versions inside the Notblood folder and renaming the linked versions to the missing dependencies let the game boot and run completely perfectly.

>> No.10726962

>>10726819
DOOM 2016 is trying to be a boomer shooter, Doom eternal is trying to be its own misshapen baby evolution on the concept.

>> No.10726972
File: 2 KB, 64x64, 1702106509776602.jpg [View same] [iqdb] [saucenao] [google]
10726972

>>10726962
At least Doom Eternal base game is less frustrating than the DLCs for it for the most part.

>> No.10726981

>>10726972
I didn't find the base game frustrating, just kinda one note.

It was fun once, but I have no interest or urge to ever play it again

>> No.10726996

>>10726421
While we're spouting idea guy shit strange journey has the Forma mechanic where enemies drop materials to unlock new spells for spacemarine, so something like GMOTA doomslayer where you have your sword and guns, and extra abilities that depend on enemy kills rather than a map's pickups makes sense

>> No.10727004

>>10726958
>FYI the outdated packages it was looking for were Libvpx.so.7 and LibFLAC.so.8, though shouldn't my system just handle this automatically?
I'm not maining linux (yet) but it could be some kind of old package thing. Currently the github buildbot is using sudo apt-get -y install libflac-dev so maybe there's some outdated packages on github's end.

>> No.10727023

>>10726886
I have SMT 3 Nocturne on PS2, and they AFAIK aren't called shadows, judging from the back of the game case. They are still referred to as "demons".

>> No.10727079

>>10726996
I think it would be best to ax demon summoning entirely and just give the player all of the power similar to how you suggest. It works in a JRPG where you have full control over everybody, but AI companions in FPS games either play the game for you or get in your way.
>>10727023
Read that post again anon.

>> No.10727091
File: 1.20 MB, 1366x768, ej3_cc_2024-02-25_15-12-24.png [View same] [iqdb] [saucenao] [google]
10727091

>> No.10727096
File: 1.13 MB, 1366x768, ej3_cc_2024-02-25_15-12-40.png [View same] [iqdb] [saucenao] [google]
10727096

>>10727091

>> No.10727150

>>10726664
A concept like that has been done before with /pol/.wad and a /g/ based wad.

>> No.10727163
File: 64 KB, 1920x1080, Screenshot_Doom_20240225_211313.png [View same] [iqdb] [saucenao] [google]
10727163

Accidental cacodemon shaped room

>> No.10727173

>>10722737
>Full MD2 viewmodels for quake 2

In case someone doesn't want to register on that garbage site:
https://files.catbox.moe/pc32io.zip
https://files.catbox.moe/gspyih.zip
https://files.catbox.moe/vfcbxa.zip

>> No.10727186

>>10726664
Wasn't this attempted before, many years ago? I remember it because one of the only couple of maps that were finished was the /pol/ one.

>> No.10727279
File: 1.01 MB, 2779x4096, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10727279

>>10722736

>> No.10727303

>>10726454
Literally me.
>>10726442
I didn't search, it should have popped up so it definitely hasn't been done.

>> No.10727306

>>10727091
>>10727096
Map?

>> No.10727313

>>10727306
Searching "ej3 quake" gives me an explore jam https://www.slipseer.com/index.php?resources/explore-jam-3.228/

>> No.10727326

>>10727313
Man Quake's a beautiful thing.

>> No.10727342
File: 3.89 MB, 640x480, Replay_2024-02-25_14-48-06.mkv.webm [View same] [iqdb] [saucenao] [google]
10727342

i am no longer enjoying spear of destiny

>> No.10727346

>>10727342
FRENCH LEGION

>> No.10727376

>>10727306
Explore Jam 3
Map: Perditious

>> No.10727412
File: 141 KB, 541x708, Post Souls.jpg [View same] [iqdb] [saucenao] [google]
10727412

>>10726819
>>10726962
Both of them are pretty much identical.
>>10726972
Base campaign is fun (might actually be more fun than 2016, if I'm being honest; narrative is definitely a downgrade, yeah), especially when you know that "you have to play a certain way" meme is a bunch of bullshit. Would likely take me a while to get to the DLCs, but I don't have any hopes for that.

>> No.10727436

>>10727412
desu for me the main issue I had with Doom Eternal vs 2016 is they introduced a bunch of systems and half assed them, introduced the equipment stuff, 3 special attack systems and 2 special weapons, boosting, etc. All of these systems are really shallow.

They integrate together with the basic gameflow well enough to be fun for a while but they are simplistic and underdeveloped, seemingly deliberately to avoid over complicating the game

>> No.10727450

>>10727436
Isn't that fine?

>> No.10727463

>>10727450
Yeah, it is, I liked the game. It was fun, I'll probably play it again at some point in a few years, but it doesn't have the staying power and endless replayability of something like the old Doom games that rely on rock solid tightly integrated fundamentals to be fun. Obviously a big part of the old Doom's staying power is community content as well, but even going back and playing the vanilla stuff, it "clicks" in a way Eternal never did for me.

If they had developed those systems more to be the kind of thing that's easy to get good with enough to finish the game but with a lot of room for mastery I think the game would be a lot more replayable and more fun, but it also would have taken probably another 6-12 months to ship, so from a business perspective I understand why they didn't.

>> No.10727482

>>10727436
Doom Eternal had a bad case of what I'd call AAA-itis. All their solutions to problems are the most immediate answer you can think of, instead of actually considering alternatives
>player can't dodge for shit because controller -> all enemies have strong homing and just balance around the player constantly taking damage
>want to increase replayability -> spam collectables
>want some spacing between encounterd -> pad it out with shitty platforming sections
>want to make a game hard -> hard counter-based enemy design

>> No.10727487

>>10722737
Rough Waves; that hovercraft combat TC one anon was working on has been getting updates.
https://khodoque.itch.io/rough-waves

>> No.10727504
File: 130 KB, 469x392, 1685844346468936.jpg [View same] [iqdb] [saucenao] [google]
10727504

>>10727163
happy little accident

>> No.10727509
File: 145 KB, 640x480, dejicow.jpg [View same] [iqdb] [saucenao] [google]
10727509

>>10727487
>Not H. P. Lovercraft

>> No.10727526

>>10727509
>My hovercraft is full of tentacles.

>> No.10727542

>>10727509
>H. P. Hovercraft

>> No.10727548

The second biggest problem with DOOM eternal is it's lack of content.
2016 has a surprisingly fun multiplayer and snap map. Wtf does Eternal have? Some gay 1v2 mode that isn't that interesting.

>> No.10727552

>>10727548
Eternal and 2016 just look so small compared to classic Doom
Tiny maps and spaces, made to look big by skyboxes and scenic clutter

>> No.10727553

>>10727548
I remember having a modern Doom fan tell me that deathmatches weren't important and never were a big deal in a Doom game.

>> No.10727564

>>10727548
This is my main issue, i like the gameplay more than most here (i just prefer remaining on topic), but it's just a small side-dish next to what DOOM2 has.

>> No.10727612

>>10727487
kinda disappointing how there are actually no waves in it

>> No.10727674

>>10726770
>MAP31 of Fore/vr/ Alone
But what's wrong with it?

>> No.10727679

>>10727342
Did you get both ammo secrets in this level?

>> No.10727683

>>10727612
The water uses the wave effect, what more do you want? You cannot get actual moving 3D waves in GZDoom, not without some extreme hacking of the engine.20

>> No.10727686
File: 19 KB, 1280x960, Screenshot_2024-02-25_15-50-54.png [View same] [iqdb] [saucenao] [google]
10727686

>>10727679
i was deliberately avoiding secrets, but there weren't any that would've helped me out of that start anyway
carmack was right about secrets in wolf3d

>> No.10727735

>>10727686
>carmack was right about secrets in wolf3d
What'd he say? I also don't totally enjoy secrets, especially if they grant large boosts that make the encounters easier.

>> No.10727771
File: 401 KB, 2560x1440, towe.png [View same] [iqdb] [saucenao] [google]
10727771

>>10726479
MAP05: The Wasteland Tower
https://files.catbox.moe/g6d1xm.wad
I've made it with the additional challenge of not touching any Things at all, without moving around pickups or decorations or changing any flags or rotations. It was made much easier by the fact that almost every enemy in that level apparently has the ambush flag set.
I don't have any MIDI in mind for it, so the project lead can either pick something or just leave the default one.

>> No.10727783

>>10727735
he was opposed to adding them to the engine, i don't remember his reasoning exactly but it was probably more a matter of technical details than design
personally, i think wolf3d is simply a better game when you ignore the secrets
>breakneck pace carnage not interrupted by boring wall-humping
>tighter resources require more proactive gameplay
>beating par time is more important and rewarding when it's your main source of score and lives
>don't have to play the painful unfun secret maps
spear fell apart toward the end there mainly because floors 16 and 17 go full episode 6 and the last time there was a chaingun outside of a secret was back on floor 2 but up to 15 the action was pretty thrilling
i was particularly impressed with the tasteful mutant usage on 12-15, it was fairly restrained and they provided a lot of opportunities for sneak attacks which made it possible to oneshot them on occasion

>> No.10727842

>>10727771
>I've made it with the additional challenge of not touching any Things at all
based
pretty good map so far. died once. gotta go to sleep

>> No.10727929

oh fuck me wrath releases this week

>> No.10727943
File: 1.28 MB, 1920x1080, Screenshot_Doom_20240225_165358.png [View same] [iqdb] [saucenao] [google]
10727943

>> No.10728025

>>10727943
*record scratch*

>> No.10728027

>>10727943
>No regrets, Mr. Doomguy...

>> No.10728030

>>10727929
and it'll be properly finished never because they tore shit out to release quicker so Embracer doesn't fire them yet.

>> No.10728042

>>10728030
They only cut multiplayer right? That was always fine with me, I didn't buy Wrath back in 2019 because I was itching for a multiplayer video game.

>> No.10728103

>>10726819
how is eternal designed for consoles, that game is borderline unplayable on a controller it filtered more console fags than i have seen before.

>> No.10728129

>>10728027
lol I was thinking the same thing

>> No.10728170

>>10723648
I see you have The Carnage Continues there, have you actually beaten it? I had a very bad first impression when I played it but want to try it again after finding out it was an unfinished beta, though I always got softlocked at TC3M3: Yo ho ho at the part inside the ship where I assume you're supposed to blow up the engine room but it just refuses to work.

As for recommendations, I really liked this: https://www.moddb.com/games/blood/addons/the-lost-temple

>> No.10728210
File: 28 KB, 640x479, fastdoom.png [View same] [iqdb] [saucenao] [google]
10728210

>> No.10728291

>he doesn't have Corruption Cards in autoload
how does it feel being a LOSER and losing out on 90% of the fun?

>> No.10728292
File: 341 KB, 1117x667, doomlist.jpg [View same] [iqdb] [saucenao] [google]
10728292

doom multiplayer community is healing

>> No.10728328

>>10728292
>kewk
This fucking thing?
https://www.youtube.com/watch?v=4_MWARNmWZg

>> No.10728341

>>10728292
I don't see any Sunday Night Shitshow

>> No.10728371
File: 321 KB, 670x503, 1701327790411139.png [View same] [iqdb] [saucenao] [google]
10728371

>>10728341
SNS died so that Zandronum can live. And by that I mean not have the only active servers be MM8BDM or Complex Doom.

>> No.10728396

>>10728371
That's bullshit but I believe it.

>> No.10728436

>>10728292
>Wrath of Crohns
lol

>> No.10728543

>>10726664
/his/
Blood thirsty christians

>> No.10728563
File: 65 KB, 800x600, 1698684416100159.jpg [View same] [iqdb] [saucenao] [google]
10728563

>>10726817

>> No.10728606
File: 352 KB, 2560x3200, alts biggggg.png [View same] [iqdb] [saucenao] [google]
10728606

messing around with sprite edits some more. originals on the left
this kinda stuff already likely exists somewhere but I think it'd be nice to have more variety on the vanilla textures
question is, are modders limited to a certain number of textures? from what I saw, people replace the vanilla textures by just changing which file is loaded in a wad, ie wall_stone1.png would be replaced by a new custom texture that just so happens to be named wall_stone1.png, so the max number of textures never changes but is just replaced

>> No.10728616

>>10726819
>Halo is more faithful to 90s design trends
Fuck no simply for the fact that Master Chief moves like he's a hundred year old man with broken legs and that his movement infected FPS games for more then a fucking decade.

>> No.10728723

>>10728616
That and of course the vehicles, the two weapon limit, the grenades on quick button..........

>> No.10728729

>>10728723
Having a quick grenade button is nice though. Same thing with a quick melee, provided the melee attack is worth a damn.

>> No.10728737

>>10728729
Don't get me wrong, I enjoy Halo, particularly 1 and 2. Even now going back to 1, how many video games, let alone shooters, get vehicles THAT right the first time? That's insane to me. The quick grenade button is awesome, the melee always felt great, and so on. I used to play the Halo Trial a LOT back in the day because it was free and there were I shit you not, hundreds of players from America and anywhere else populating 16/16 servers 24/7. Good times.

>> No.10728762

>>10728616
That is a late 90s design trend, it's just from Rainbow Six and Delta Force rather than Half-Life and Unreal.

>> No.10728775
File: 735 KB, 510x2046, caco spin colors big slower.gif [View same] [iqdb] [saucenao] [google]
10728775

>>10728606
what if caco... but different colors

>> No.10728778

>>10728775
>orange Caco
fuck we shoulda done that for Ad Mortem

>> No.10728783

>>10728737
maybe someone should run a CE server for the thread sometime, would be a fun time

>> No.10728801

>>10728783
Gotta be consistent. I think most of us are old enough that obligations get in the way unfortunately. God it'd be nice to have a weekly thing to revisit deathmatches from old FPS.

>> No.10728809

>>10728801
>I think most of us are old enough that obligations get in the way unfortunately
ain't that the truth, sadly
always sucked when I'd get home from work on a fri/sun and FNF/SNS already ended

>> No.10728810

>>10728606
In the old days, people just replaced existing texture images because trying to add new entries in the TEXTURE or FLAT lump files was tricky, now you can just drop new textures in a wad providing you put them in between proper markers

>> No.10728874

>>10728775
I like blue cacos

>> No.10728925

>>10728778
>orange
you mean the green one?

>> No.10728971

>>10728925
>you mean the green one?
anon I have some bad news for you

>> No.10728975

>>10728925
cacolorblind...

>> No.10729041

>>10728210
Lookin' good unironically

>> No.10729049
File: 48 KB, 128x128, door out of order.png [View same] [iqdb] [saucenao] [google]
10729049

>>10728810
>trying to add new entries in the TEXTURE or FLAT lump files was tricky
Honestly it still is for me, but that maybe because I'm a techlet medfag - Right now I just use two command line utilities, wadmerge to merge two different texture packs and another one that checks which textures you use from a texture pack in a map and exports only those to the map wad (can't remember the name so if anyone knows I'd be thankful)
Any attempts at importing them in Slade by myself fail miserably, I gotta read a tutorial or something

>> No.10729050

>>10728210
>>10729041
Yeah I like how that looks too. GB Doom?

>> No.10729052

>>10724948
what's your pipeline?

>> No.10729105

>>10727771
got around to finishing this. seems like the room by the yellow keycard lift is entirely optional? not complaining, just curious
the peggedness on the textures on the sides of the doors by the blue armor secret seems to be wrong

>> No.10729154

>>10728762
Rainbow Six and Delta Force may as well be in a different genre entirely from Half Life and Unreal, the only things they share are the perspective and you shoot guns at people.

They have fundamentally different design objectives

>> No.10729156

>>10729049
I'd love a Doom level that's covered in passive aggressive office lady notes/sticky notes from maintenance

>> No.10729178

>>10727436
>they introduced a bunch of systems and half assed them
I could definitely see that. There're a few things you can make use of, but it's really not all that important.
>introduced the equipment stuff
Equipment stuff was in 2016 as well.
>3 special attack systems
Blood Punch is mildly annoying and Freeze thing is used by me only when it's really necessarily. Mastered Super Shotgun makes the Fire thing that much more pleasant though.
>2 special weapons
Crusable is also easy to ignore. Hammer does seem overly broken in a boring way though.
>boosting
Dashes do be neat.
>They integrate together with the basic gameflow well enough to be fun for a while but they are simplistic and underdeveloped, seemingly deliberately to avoid over complicating the game
Well, yeah. Which is why people saying that Eternal is very demanding are so funny to me.
>>10727548
>2016 has a surprisingly fun multiplayer
It's fun when there's very few people, ironically enough. Hopping onto huge crowds might seem great at first, but then one of them is cheater and it's getting boring.
At least I'm done with those achievements. Golden medal was a pain.
>Wtf does Eternal have?
Ultra Nightmare, Extra Life, Battlemode and Horde Mode? Will be diving everything except UN because I'm an achievement jankie.
>Some gay 1v2 mode that isn't that interesting.
Ido admire the idea behind it and wacky multiplayer stuff in general. Wasn't an excuse to ignore deathmatch completely, but at least there's a mod that has it covered.
>>10728103
>how is eternal designed for consoles
I believe the game director on official streams was playing with controller, but don't remember for sure.

>> No.10729180

>>10728762
It happened to be a trend that’s more favorable for controllers. Fast shooters with movement mechanics were still popular in the late 90s going into the 2000s, but they translate poorly to control sticks.
To give Bungie some credit, they were mirroring early 90s and arena shooters when it came to fighting other players: You’re still fight over weapon pickups or powerup placements throughout the map. You weren’t just heading with your favorite weapon loadout.

>> No.10729182
File: 29 KB, 728x410, -jill-valentine.jpg [View same] [iqdb] [saucenao] [google]
10729182

>>10728563
lol

>> No.10729183

Doom 2 is pretty hit or miss so far. on MAP10: Refueling Base, some fucking teleporting cyberdemon at the end keeps wrecking me
also I can't see shit half the time, so damn dark

>> No.10729193

>>10728103
Unless originally a PC exclusive, every FPS have been designed for consoles. This is true for even 6th generation. 6th and early 7th gen games wouldn't have controller support, instead would have extra options for kb+m. In a way they've decided to add it back in 8th gen. People confuse this as games being designed for PC.

>> No.10729202

>>10729183
Unfortunately that's how it goes, and you're getting amongst the worst Doom 2 levels. It really drags on, but it'll eventually improve again. I wish there was a level list about which levels are actually good for replaying them.

>> No.10729227

>>10727771
Way too dark

>> No.10729239
File: 255 KB, 500x375, 1685634660295126.png [View same] [iqdb] [saucenao] [google]
10729239

>>10728925
anon....

>> No.10729253

>>10729202
just got to Downtown, been wandering around for a while now wondering where the fuck to go. this is ass

>> No.10729308

>>10726583
My experience is the inverse. Loved it as a kid, hated it when I replayed it a couple of years ago. Most levels are so tedious, it seems all of my fond memories were of the first few levels of Episodes 1 & 3. Especially Ep1, the game starts out so strong then quickly becomes a bore to me. Ep2 made me want to quit out of boredom.

I agree about the Chaingun sucking but the Devastator? I'm always surprised at how quickly it deletes enemies.

>> No.10729328

>>10729308
Episode 1's secret level and last level are bad. Rest of them are good. Episode 2 is just plain bad. Episode 3 isn't as good as Episode 1, but is fine for the most part.

>> No.10729334

>>10729328
That's how it was with the shareware model
Put your best foot forward

>> No.10729339

>>10729328
I only recently learned that Episode 1's secret level was even a secret level. I've never not progressed to it. I don't even know how to avoid it.

>> No.10729346

>>10729328
>Episode 3
I liked its e3m1 but this otherwise felt the laziest and rushed of the original three episodes. The Birth saves the day here.

>> No.10729350
File: 335 KB, 1528x982, screenshot.jpg [View same] [iqdb] [saucenao] [google]
10729350

>>10728292
It's so fucking over

>> No.10729361
File: 234 KB, 587x611, 1384481840509.jpg [View same] [iqdb] [saucenao] [google]
10729361

>>10729350

>> No.10729365
File: 28 KB, 570x1193, wads.png [View same] [iqdb] [saucenao] [google]
10729365

5 maps into Doom the Way id Did, bretty gud so far, simple fun
any suggestions for more wads? here are all the ones I have jotted down, not sure how difficult the ones at the top are. I only beat Doom recently, plus a bit of E4 and got to E2 in Doom 2. stuff that's not too maze / keyhunt heavy would be good, tend to prefer more linear / setpiece shit I guess

>> No.10729443

>>10728606
You can add all the textures you want today. With more advanced scripting you can also swap patches/flats/textures on the fly between each separate WAD map

>> No.10729456

>>10727771
Combat is well designed, map looks great, and I like the dark underground ruins theme. The default midi adds to the atmosphere too.

I found some issues beyond the incorrectly pegged door tracks :

- Yellow door needs to be brighter for clarity, it's pitch black until it's within humping distance.
- Flame wall behind the yellow door doesn't animate, unlike in the rest of the map. At least make the sector to glow if you're going for a stylish look.
- Berserk secret should be untagged as a secret, as per the project lead's rule
>The player must be able to get all secrets and kills with no possibility of being missed
- The hell knight is pointless behind the exit trigger, shouldn't he guard it instead?
- Missed opportunity not putting bright sectors around torches

>> No.10729458

>>10728925
>what color is this greentext?

>> No.10729468

>>10729183
Play Doom 2 The Way ID Did before Doom 2, I bet it'd make a better first impression.

>> No.10729479

Is there actually a more sublime feeling than watching someone playing your map and walking into a trap EXACTLY as intended?

>> No.10729493

>>10729479
As if a player has other choice.
>welp this pickup is the most obvious trap I've ever seen but it's not like I have any other ways to interact with this map so I'm just going to pick it up
>thousands of revenants screeching
>I don't know what I expected.pdf

>> No.10729498

>>10729493
I am not skillsaw

>> No.10729502

>>10729479
Watching them think they've spotted a trap and in attempting to avoid it or cheese it, go headfirst into the actual trap.

>> No.10729503

>>10729498
Sorry. Replace "revenants" with your favorite monsters. Also congrats, you're already one step above the skillsaw.

>> No.10729513

Holy fuck, is UDINO that fucking hard or is that just me?
I played through Scythe 2 and Sunder, but I couldn't handle UDINO and I find that kinda weird that even though I had such a painful time, I kinda want to play it again.

>> No.10729532

>>10729365
Have you played DtWiD's amazing sequel D2tWiD? You should check it out after you're done with this wad.

>> No.10729749

>>10725446
Idk why but classic redux's aiming feels weird to me ever time I play it. When I play it in Voidsw with the widescreen sprites, it feels about the same as I'd expect from a port on eduke, but the remaster's aiming just feels off. Why is that?

>> No.10729757

>>10729365
>>10729532
I would like to add a recommendation for Doom 2 in Spain Only as further continuation of the "the way id did" series.

>> No.10729761

What's a good Doom wad

>> No.10729765

>>10729761
Solar Struggle

>> No.10729769

>>10729761
HFFM

>> No.10729770

>>10729761
UACMN

>> No.10729772
File: 2.44 MB, 500x316, proxy-2915202313.gif [View same] [iqdb] [saucenao] [google]
10729772

>Playing doom 2
>having fun
>bam, sandy peterson level
>doom 2 isn't fun anymore
Why was Sandy allowed to continue to design levels when they're always the worst maps in the game? Doesn't matter what I fucking try in his levels, I always end up having to resort to using iddqd just to finish the fucking levels. I want to beat doom 2 legitimately yet his levels keep forcing me to do it. Yeah yeah "I got filtered" whatever, doesn't excuse sandy's shit level design and monster placement. Never let a Mormon design your maps.

>> No.10729795

>>10729532
Seconding, D2TWID is great. If I were to describe it in a way, it's something which very much is in the style of Doom 2 : Hell On Earth, but if you replaced the weak and lukewarm maps with good ones, and the already good maps were reinvented in neat ways. It very much feels like 1994 era iD Software maps, and I'd say that D2TWID succeeds at that aspect even more than the first one. Even the secret maps feel like something you might just have seen them do instead of Wolfenstein 3D levels.

DTWID : Lost Episodes is also pretty cool, it's made up from various submissions which didn't make the cut for the first one. Not so much for quality, as much as they either got bumped for something which was even better, or because they failed to capture the design and presentation of 1993 era iD in spite of otherwise being good (for instance, feeling too modern and polished).
Since the boss levels were contended over plenty, one of its 4 or 5 episodes is outright just nine levels of E1M8 candidates in a row, like a boss gauntlet, and some of them are pretty creative.

The DTWIDs in my opinion are not just stellar examples of (basically) hard vanilla Doom mapping done right, but one of the few kinds which actually manage to capture the original game's feel closely, without being complete rethreads or remakes, even the Dead Simple clone is a little novel.
I feel like later projects on Doomworld actually kind of miss some of the charm which is exhibited by these ones.

>> No.10729797

>>10729772
Blame Romero for spending so much time deathmatching instead of mapping. Sandy was overworked, his Doom 1 and Quake maps are mostly great.
sieved, lmao

>> No.10729815

>>10729772
You suck bro. Sandy's maps are good btw.
You got funnel'd.

>> No.10729826

>>10729795
I agree, but I think D2TWID is a better representation of "TWID". DTWID just does a bit too much to feel that close to vanilla. The maps are too big or complex, too many monsters, that sort of thing. At least it feels that way.
Still great though.

>> No.10729852

>>10729479
>>10729502
>They avoid the trap
>They avoid the trap trap
>They maneuver themselves into the trap trap trap

>> No.10729851

>>10729365
Headless chicken is really good, probably on the [A bit tougher] side, unsure if it's finished yet though

>> No.10729863

>>10729772
I think Sandy made some great levels, MAP07 : Tricks & Traps and MAP10 : Refueling Base are some of the first third's highlight to me.
MAP12 : Factory is really dull though, and MAP14 : Downtown could be better.

Sandy got his job because he had a good understanding and familiarity with videogames and tabletop games with a lot of work around those under his belt already.
For a trial, he was put in front of a computer with the level editor and asked to come up with a design, and his first draft of what would become E2M6: Halls Of The Damned, is what secured him his job. Sandy would also refurbish a lot of the levels which Tom Hall had made, many which were pretty barebones rough drafts, with some which were more developed (E2M2: Containment Area, for instance, which is often regarded as one of the best maps in the finished game).

For Doom 2, Romero was not present as much, and Sandy had much fewer of Tom's leftovers to revamp, MAP10 : Refueling Base is the one definite example, and MAP28 : The Spirit World seems like it MIGHT have been partially assembled with parts of levels made by Tom, and/or possibly some small "maplets" which Kevin and Adrian may have made before he was hired.
So you have one guy doing a lot more work than usual, probably more than he really should. Ideally they should have lashed a whip at Romero to get him to make at least one more level, and probably also get another level out of American, maybe even get Dr. Sleep to have made one, since he made one for Ultimate. Just enough to replace some of the weak levels and to give Sandy more time to work on his good ones.

Doom 2 could also have beared to have been divided up into episodes so that the difficulty curve coulda been reset a couple of times. Wouldn't even have needed to draw out an intermission map for each one, it'd still be good.

>> No.10729889

>>10729826
True.

>>10729852
>Traps & Traps

>> No.10729912

Sandy's levels are way more important and influencial than Romero's tutorial levels.

>> No.10729924
File: 216 KB, 720x1010, 1708974678859.jpg [View same] [iqdb] [saucenao] [google]
10729924

>>10729765
>>10729769
>>10729770

>> No.10729959

>>10729863
>maybe even get Dr. Sleep to have made one, since he made one for Ultimate.

Dr. Sleep wasn't hired until after Doom II released, and Ultimate Doom released after Doom II.

>> No.10730024

>>10729350
Am I supposed to know what this is

>> No.10730076

>>10730024
its ewhores advertising their services looks like.

>> No.10730078

>>10730076
But it was in response to a screenshot of the Doomseeker server browser because ??

>> No.10730102

>>10730078
that I dont know

>> No.10730168

>>10729532
Everybody knows the true sequel is Doom 2 In Spain Only.

>> No.10730173

>>10729851
I've had a fuckton of fun with Headless Chicken, it gets difficult but not unfairly so, and some of the set pieces like the train level are cool as all fuck.

>> No.10730201

>>10729851
>unsure if it's finished yet though
He finished it the end of last year, he's working on an expansion for it now.

>> No.10730213

>>10730078
that's who you're playing with on zandro

>> No.10730214

>>10730213
And? I'm talking to a huge faggot right now as I write this post, what's the difference?

>> No.10730220

>>10730213
I dunno man that's not really any different to who I've been playing with randomly across multiplayer games for the last 20 years of my life.
>He didn't get nudes from various attractive TF2 players in its heyday
Tsk tsk

>> No.10730249

>>10730214
You didn't pay $5-$10.

>> No.10730267

>>10730249
>>10729350
Rent-free and territorial to an excessive point

>> No.10730292
File: 3.05 MB, 1280x720, 2024-02-27 00-16-13.webm [View same] [iqdb] [saucenao] [google]
10730292

Whoever said I should give this thing low gravity flag, you were right, it's great.

>> No.10730420

>>10728775
i'd make blue caco a bit lighter
i don't play many mods, but from what i did try a common rooky mistake in amateur projects is making things too dark or include too much black so it becomes unreadable
different colours appear to be lighter/darker depending on their saturation
while that blue is hightly saturated colours it's hard to see in low light conditions so making it a bit more desaturated/slightly aqua/lighter might fix this and make it appear more in line with the vanilla red one

>> No.10730483
File: 1.46 MB, 1117x1033, west08.png [View same] [iqdb] [saucenao] [google]
10730483

the west side of MAP08 is finally starting to look like something
still pondering if there's something better I can do with the cyber/baron room. the player can instigate infighting which makes it easier without having to solve the special secret, but having an unobstructed path to the yellow skull is still a matter of luck unless you have enough ammo to blast the remaining barons

>> No.10730515

>>10730483
I think what I might do is open up some more the little pedestal/cage the key is in, so that the player can more easily just slide in there, grab it, and leave if they don't feel like fighting the barons. they'll wander into the teleporter at a more leisurely pace once agitated, for picking off one-by-one by the entrance area if desired

>> No.10730534

Episode 3 is kind of disappointing so far desu.

>> No.10730535
File: 358 KB, 1920x1080, Screenshot_20240226_230037.jpg [View same] [iqdb] [saucenao] [google]
10730535

>>10730534
FFS

>> No.10730589
File: 233 KB, 650x432, lo wang.png [View same] [iqdb] [saucenao] [google]
10730589

>> No.10730604

>>10729924
Solar Struggle and HFFM are pretty damn good, faggot.

>> No.10730616
File: 18 KB, 252x264, 1597118270433.png [View same] [iqdb] [saucenao] [google]
10730616

>>10730534
The start of the episode can suck if you don't know to run past the cacos. The next map is weird but you can leave it with a chaingun, plasma rifle, and rocket launcher.

>> No.10730674

>>10729863
Romero did what five or six Doom 2 maps? Even less than American worked on.

>> No.10730698

>>10729513
What part exactly is hard for you? A few maps in E1 were harder than expected and i stopped playing in E3 once i reached map 6 and i saw it had a little bit of platforming.
For me E2M5 is one of my favorite maps ever (admittedly i never played many maps), It's just non stop action from beginning to the end https://www.youtube.com/watch?v=IF23oBtpiHM

>> No.10730707

Is there a wad that revamps doom 1 with doom 2 monsters and little to none map changes?

>> No.10730721

>>10730707
PS1 Doom?

>> No.10730747

I watched some zoomer streamer played Doom games recently, after playing '16. He really enjoyed Doom 1, but was seething like crazy while playing Doom 2, and dropped it around The Pit. He called on bad level design (even his zoomer brain was certain levels were made by some other person), non-stop ambushes, and the overall non-stop pressure that wasn't there in 1.

>> No.10730768
File: 1.23 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
10730768

>>10724871
>>10724926
>>10724948
Finally fucking finished!
https://www.vg-resource.com/thread-42492.html

>> No.10730780

>>10730768
what the fuck
what are you after?

>> No.10730789

>>10730780
Maybe he just really likes Castlevania 64.

>> No.10730791

>>10730747
The Pit is like Tricks & Traps again, but not as good.

>> No.10730804

>>10730791
Yeah, and T&T is already quite a bullshit if you're not into that kind of old-school stuff.

>> No.10730808

>>10730804
>play oldschool game
>it's oldschool
How could this happen to you?

>> No.10730815

>>10730789
but avgn told me castlevania 64 is shit

>> No.10730819

>>10730808
Clearly Bethesda should update Doom to fit modern standards.

>> No.10730824

>>10730808
Not my fault 2 can't be old-school and fun to zoomers at the same time, unlike 1.

>> No.10730827

>>10730815
It is, Legacy of Darkness is superior, but guess which game doesn't run at 4FPS on emulator.

>> No.10730850

>>10728762
Rainbow Six and Delta Force are sims, you play as super soldier in super armour in Halo but you move like a Zamboni in a swamp.
>>10729180
>It happened to be a trend that’s more favorable for controllers
People say this but characters moved at a decent pace in console shooters like Timespliters, it's not Quake fast but it's fine.

>> No.10730876

>>10730535
you can just crouch to avoid these faggots. worked for me on Fresh Supply at least

>> No.10730886
File: 705 KB, 1920x1080, carin.jpg [View same] [iqdb] [saucenao] [google]
10730886

>>10730850
Perfect Dark was like this too but ran like ass. It and Timesplitters were before a bunch of weird late-2000s tropes happened to every game genre. Things were boring for a few years.

>> No.10730898

Peterson made Entryway, Dead Simple, Suburbs and The Spirit World, those more then make up for Barrels of Fun and Downtown.
>>10730886
Turok 1 and the PS1 MoH games had decent movement speed.

>> No.10730905

>>10729350
I also dreamed about having a female friend to play doom with, until i had one kek
it was so boring, it even became annoying
also she was like 40yo

>> No.10730986

>>10730898
>Peterson made Entryway
Which makes it weird that some people still misattribute it to Romero.

>> No.10731032

>>10725631
Where's my MST full conversion wad?

>> No.10731061

>>10730898
>Dead Simple
The version of Dead Simple used in the final version of Doom II is McGee's work. The original version by Sandy was so crap that he remade the map into what it is now.

>> No.10731190

>>10731032
>MST3K
>full conversion
The whole point of MST is to run over top of another piece of media. An MST wad would be an overlay of Mike & the bots (if you're being period accurate, choose a host if not) combined with an advanced dynamic heckling engine to generate riffs based on what's going on in-game.

>> No.10731229

id software? more like kid software

>> No.10731259

Anyone know when Wrath's supposed to release release today/tomorrow?

>> No.10731291
File: 72 KB, 500x500, 1685898080084726.gif [View same] [iqdb] [saucenao] [google]
10731291

>thought Back to Saturn X would be a good first wad to try
>getting my ass kicked
a few levels in and I keep getting ammo starved. fugg

>> No.10731297

>>10731291
BTSX can do that in places if you're not finding secrets or using infighting.

>> No.10731336
File: 758 KB, 200x188, pleaseleaveandneverreturn.gif [View same] [iqdb] [saucenao] [google]
10731336

>>10731291
You're playing it on Hurt me plenty right anon, you're smart enough not to jump right into Ultra Violence right?

>> No.10731502
File: 3.94 MB, 850x480, BTSX.webm [View same] [iqdb] [saucenao] [google]
10731502

>>10731336
yeah it's HMP. maybe I'm just shit and retarded, webm related

>> No.10731546

>>10731502
Tip: Freelook makes Doom much harder than it's supposed to be.

>> No.10731562

>>10730747
link it

>> No.10731573

>>10731546
really? I just switched back and it's fucking with me pretty hard. I feel like with mouselook you can shoot enemies above or below you without having to move so you can get their sprite into view

>> No.10731597

>>10731259
In around 5,5-6,5 hours, I believe.

>> No.10731617

>>10731546
Tip: Previous statement was a lie.

>> No.10731619

>>10728775
Make a rainbow caco. Justify it as saying he identifies as a woman. Call him Caca.

>> No.10731634

>>10731502
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.10731636

>>10731634
Fucking nostalgia overload. Loved this video back then.

>> No.10731645

>>10731291
Enemy damage will still be the same if you go down to “hey not too rough”. Only enemy compositions will change as well as some item placements.

>> No.10731649

>>10731634
>>10731645
just got to a point with a cyberdemon in a middle platform with like 5 revenants who also fucking teleport, as well as a load of pinkies and imps
fuck this. I refuse to lower difficulty so I'll find another wad

>> No.10731662

>>10731649
>just got to a point with a cyberdemon in a middle platform with like 5 revenants who also fucking teleport, as well as a load of pinkies and imps
Map05 is a fun time. If you’re like >>10726283 genuinely going into more “modern” wads after Doom 1, you’ll run into more bumps if you don’t want to adjust the difficulty.

>> No.10731667

>>10731662
that post was also me, so yeah makes sense

>> No.10731672

>>10731573
>>10731617
It's more easy to miss few of the shotgun shots with freelook on.

>> No.10731674

>>10731649
You really should play Plutonia before jumping into modern community wads, it's a crash course in bastard level design,
but with its short and sweet maps and armed with the information presented in >>10731634
it should be more than approachable, especially if you're willing to drop the difficulty to HMP

>> No.10731687

>>10731546
This is not true.

>> No.10731693

>>10731259
God I hope somebody can figure out how to jerry-rig up co-op for that. Seriously, how the fuck can it be on Darkplaces and not have co-op or multiplayer.

>> No.10731697

>>10731672
Easier in some ways, more difficult in others
Not being able to single out bastard demons in swarms for example

>> No.10731698

>>10731672
Maybe if you never learned to account for the lack of vertical spread? That's not a tough factor to mind, the stock Doom shotgun patterns like a horizontal line.

>> No.10731727

>>10731697
>Easier in some ways, more difficult in others
It can make hitscanning easier but it certainly makes shooting projectiles more difficult, you can’t lead your projectiles. It makes the rocket launcher that much trickier/rewarding to use.

>> No.10731737

>>10731727
You may not be able to lead your rockets easily, but you also can launch your rockets over greater distances than before and facerocketing yourself is potentially harder due to lack of autoaim.

>> No.10731742
File: 9 KB, 574x105, 100 percent indie pls understand.jpg [View same] [iqdb] [saucenao] [google]
10731742

>>10731693
Please be understand, small indie team make vidya game over 5 year. Quake engine never before used to make game and Trenchbroom only work on slow windows 98 computer. Developer literally never even use calculator before. Pls be respect.

>> No.10731746

>>10731693
Dip me in tar and call me a minority, but I don't think co-op particularly works for shooters unless there's a good incentive/gimmick involved. I've played Quake co-op in these threads and it's 100% of the time a shitshow, and not because of the spawnkilling telefraggin, but because it's just a bunch of players steamrolling the game and getting lost. All the challenge is gone, and since nobody is paying attention nobody knows where to go.

Contrast with something like Halo where you're incentivized to stick together because of things like the warthog, only two weapons at a time so you both can have different arsenals. Or consider E.Y.E.: Divine Cybermancy, where all players share a pool of lives, and if the lives run out, you're all booted into purgatory (or is it?) and have to reenter the level.

Wrath would definitely fall into the category of "everyone getting lose, zero challenge". That doesn't sound enjoyable to me one bit beyond the face of "hey I'm playing a game with /vr/"

>> No.10731749
File: 7 KB, 245x370, 1705081027612257.png [View same] [iqdb] [saucenao] [google]
10731749

WHIRRR

>> No.10731751
File: 5 KB, 132x141, 1701086169571776.png [View same] [iqdb] [saucenao] [google]
10731751

HONNNK

>> No.10731752

>>10731746
Doom co-op is enjoyable with a small party and a limited pool of lives. Term had said something about multiplayer Doom that's stuck with me over the years: As player count goes up, collective IQ goes down. Which can be seen firsthand when trying to open doors in crowded Zandronum servers.

Hideous Destructor provides excellent Doom co-op though, and honestly some of the best co-op I've ever played in any game.

>> No.10731757

>>10731746
>it's just a bunch of players steamrolling the game and getting lost. All the challenge is gone, and since nobody is paying attention nobody knows where to go.
This is agreeable. It sucks when you're the one not killing the entire map because living enemies are a great indicator of progress. It's easy to get caught running around in circles when everything is already dead.
I disagree with not having deathmatch, but it can be hard to put resources into something that 4 people will play during the launch week only.

>> No.10731759

>>10731746
I see your point, good co-op shootan takes a level of design consideration that a hacked-in solution is unlikely to have

>> No.10731764

>>10731746
Being the horde of barbarians that raze the level, getting lost and blowing themselves/each other up as they barrel through everything, counts as "working for shooters" for me. In my book, it's a matter of getting too caught up in trying to figure out what's the more realized/perfected idea of getting the most fun out of the experience if one gets out the brass tacks and tries to figure out what's the best way of translating the existing challenge into one that works with more people. At worst, it leads to people getting a superiority complex about others not appreciating the game enough and having to either shut their brains off or sacrifice the unique qualities of the game in order to enjoy it in such a manner.

If one finds it boring, then alright, but it can certainly still be fun in a way that's different than just "hey I'm playing a game with /vr/"

>> No.10731771

>>10731764
To clarify, it's that people get an idea that people are shutting their brains off or sacrificing parts of the game to enjoy it in that manner. I can assure that as much brain as possible is being use to appreciate it in the most explosive, dumbest way possible.

>> No.10731790
File: 2.00 MB, 1000x914, 1704021868695857.png [View same] [iqdb] [saucenao] [google]
10731790

>> No.10731793
File: 16 KB, 437x239, 1677634831587697.jpg [View same] [iqdb] [saucenao] [google]
10731793

>>10731790
>Instinctively read it right to left

>> No.10731830
File: 3.01 MB, 1920x1080, Serious Sam Port.png [View same] [iqdb] [saucenao] [google]
10731830

>>10731759
It would've been fun to see interesting coop additions, mechanics, and/or incentives. Even Doom had something as simple as "coop monster spawns" even when it's fun dumb shit like System Control's cyberdemon. Are they going to add it over time like that horde mode in KexQuake, or just nothing?

>> No.10731835

>>10731830
>Are they going to add it over time like that horde mode in KexQuake, or just nothing?
Different devs.

>> No.10731837

>>10731727
>It can make hitscanning easier but it certainly makes shooting projectiles more difficult
how

>> No.10731843
File: 3.85 MB, 854x638, 1668589710698511.webm [View same] [iqdb] [saucenao] [google]
10731843

>>10731835
Kexengine devs aren't the only devs who add features after release. Are these Wrathguys planning to?
>>10731837
Can't shoot at the feet.

>> No.10731849

>>10731830
I doubt it, all signs point to the game being pushed out the door so the team can be dissolved.

>> No.10731862

>>10731793
>Not do toot
>Fool! Revenant toot he as pleases!
What did he mean by this?

>> No.10731869

>>10731790
>>10731862
>he
do we even know the sex of the skelly the revenant is built on?

>> No.10731872

>>10731869
Eyesockets are a pretty solid indicator of gender.

>> No.10731879

>>10731869
Do you think honestly think the ID boys were thinking about woman when designing the Revenant?

>> No.10731881

MY FAVORITE THING ABOUT FAST PACED RETRO FPS GAMES IS WHEN EVERY SINGLE ENEMY LETS LOOSE A BUNCH OF PROJECTILES IN RANDOM DIRECTIONS UPON DYING AND THESE PROJECTILES INSTAGIB YOU SO YOU ARE FORCED TO WALK ON EGGSHELLS AND CORNER PEEK EVERYTHING AND BACKTRACK 3 FOOTBALL FIELDS UPON KILLING STUFF AND NEVER EVER UTILIZE YOUR MOVEMENT SPEED FOR ANYTHING ELSE!
LOVE!!!
I LOVE IT!!!!!!
THIS IS GOOD GAME DESIGN!!!
LOVE!!!!!!

>> No.10731885

>>10731879
Supposedly the archvile is female, isn't it?

>> No.10731887

>>10731885
the archvile has balls dude wtf

>> No.10731895

>>10731881
which game

>> No.10731901

>>10731881
Half of Eviternity monsters design in a nutshell.

>> No.10731914

>>10731887
wow anon, just because they're demons from hell is no reason to be so narrow minded

>> No.10731964

>>10731562
No. This thread already has more linked e-celebs than it ever should have.

>> No.10732046

>>10731879
your right
they are all atleast a little bit queer (programmers)


>>10731634
this video is still so good
memorized by heart

>> No.10732139

>>10731964
Link it just before it 404's then

>> No.10732152
File: 53 KB, 548x827, femvile.jpg [View same] [iqdb] [saucenao] [google]
10732152

>>10731879
Who knows? I don't think any actual design sketch for the final revenant was ever published anywhere, it's just the one where it has the helmet and SSG, which is pretty radically different from the model which Greg Punchatz would make, and itself being somewhat different to the final iteration which Adrian or Kevin retouched it into (because he forgot to account for detail vs. resolution)

>>10731885
I don't think there's ever been any indication of that in any way. The Arch-Vile has a very masculine chest and shoulders, and is partially based on Pumpkinhead.
Greg Punchatz did make a more Gigeresque take on the Arch-Vile as a concept for Doom 64, but due to hardware limitations that was one of the many things which were cut, probably before any serious work was done on implementing it even.

>> No.10732169

>>10732152
i'd do her and can fix her

>> No.10732251

I have a zscript question
I'm trying to give the pistol a different shooting sound in a specific map
I added a new EventHandler in mapinfo
I created the SNDINFO file with the new sound in it
I identify the specific map with the ExMx string
I identify the weapon with Class == Pistol
But I'm stumped now. First do pistol even work with WorldThingSpawned? If I have to edit an enemy this would be the way but I'm not sure how the pistol works since it's part of the player starting inventory
Second what line do I actully need to write for this change. In the code the part I'm interested is A_StartSound ("weapons/pistol", CHAN_WEAPON); but even if I put the new sound effect in game the pistol uses the original sound

>> No.10732285

>>10732169
I don't want to fix her.
I want her to make me worse

>> No.10732330

>>10732251
The sound the pistol uses is hardcoded. The only way to do what you want is to use IsActorPlayingSound to monitor when the pistol fires, stop the vanilla sound, and manually play your own.
>https://pastebin.com/8Z6VhGcx
This is written in a way that should technically be multiplayer-compatible. I haven't tested it, but as long as you use IsActorPlayingSound only for stuff that doesn't affect the playsim (e.g. A_StartSound), you should be okay. The code provided changes the sound to DSOOF only on MAP15.

>> No.10732353

>>10732251
>>10732330
Maybe I should have asked first if you are replacing the pistol class or if you want to modify the sound without touching the vanilla pistol. The pastebin does the latter. You mentioned an event handler so I assumed you were going for "universal" compatibility. If you're replacing the class, you can just do
>A_StartSound (Level.MapName ~== "Whatever" ? "YourCustomSound" : "weapons/pistol" , CHAN_WEAPON);
>A_FireBullets (5.6, 0, 1, 5, "BulletPuff")
>A_GunFlash
in place of A_FirePistol.

>> No.10732371

>>10732330
>>10732353
>The sound the pistol uses is hardcoded
So that was the problem. Yes I'm trying to keep compatibility in mind so the pastebin is exactly what I needed but I'll keep both in mind in case I'll need them in the future. Many thanks for both the explanation and the codes anon

>> No.10732464

What can I play that's absolutely brain dead in terms of puzzling/navigation and just shits dopamine out at me? I want something to play but I have no mental energy left

I'm thinking arena style stuff/deathmatching

>> No.10732516
File: 63 KB, 1600x1200, p2_2.png [View same] [iqdb] [saucenao] [google]
10732516

Freedoom has been updated last month after almost 5 years and it wasn't in the news

>> No.10732519

>>10731895
Pretty sure he means Wrath. IIRC some of the enemies can explode into corrosive gibs on death, which kinda plays at odds with the armblade mechanic.

>> No.10732525

>>10731869
The pelvis is tiny, especially compared to the shoulders
Skelly has gone through puberty as a boy

>> No.10732530

>>10732516
It was posted about and quite thoroughly argued about in the threads (as it usually is whenever brought up), I guess nobody thought to put it in the news.

>> No.10732537

>>10732530
Sorry I came across sounding like an asshole, I read the old news doc to check but not the old threads
Just wanted to drop the info that's news to me

>> No.10732562

>>10732537
Nah it's a fair thing to point out it didn't go into the news since nobody's got the time to trapse through thirty threads.

>> No.10732601

>>10732464
I'd say Serious Sam since it technically fits your criteria, but in reality it moves the brain power required for puzzles/navigation to on-the-fly combat decisions. Maybe play it on normal or hard if you REALLY don't have the mental energy right now.

>> No.10732667

>>10732464
serious sam 4 is the most satisfaction i have ever gotten from a game in terms of visceral feedback when it comes to shooting/hitting/mowing down thousands of enemies
i feel it
i feel all of it
best when played on serious without gadgets but if you're super exhausted and wanna skip tricky encounters nobody's stopping you from pressing the 100000 instant win buttons the game gives lol

>> No.10732707

>>10732152
Why didnt we get this archvile for the Doom 64 sprite project?
Fucks sake Kinsie

>> No.10732715

>>10722737
WRATH: Aeon of Ruin has been finally released.
https://www.youtube.com/watch?v=tHxyn-b_0YI

>>10731830
>>10731843
I don't think they publically talked about any post-release plans. Considering WRATH's development journey, I'm not sure if we should really expect anything substantial. Just getting to this point was likely a miracle by this point.

>> No.10732716

Are Freedoom's sprites till ass?

>> No.10732786

>>10732601
>>10732667
Thanks guys
I ended up just playing Dusk's wave mode for a while until I felt less insane

>> No.10732852

In your opinion, is FreeDooM worth playing?

I found a WAD that ports only the maps and the soundtrack of phases 1 and 2 while keeping DooM's graphics and I was thinking about giving it a try. Should I?

>> No.10732859
File: 16 KB, 600x300, 1702509650231445.jpg [View same] [iqdb] [saucenao] [google]
10732859

>>10732715
>they put a version number in the announcement

>> No.10732891
File: 1.90 MB, 416x480, 1680385166931150.gif [View same] [iqdb] [saucenao] [google]
10732891

There is so much good stuff to play, I'm starting to get decision paralysis

>> No.10732896

>>10732852
might be good to get a more honest view of the maps
the textures are probably the best thing about freedoom so far for me

>> No.10732906
File: 85 KB, 500x303, stallman punish.png [View same] [iqdb] [saucenao] [google]
10732906

>apt install freedoom=0.13.0-1
aw yeah it's freedoom time
immediate impression: new music! and it's pretty good

>> No.10732917

>Wake up
>Wrath update queued
Finally...

>> No.10732946
File: 2.40 MB, 1920x1080, 1696663063195970.png [View same] [iqdb] [saucenao] [google]
10732946

>That's the main hub map in the distance
Mmf, yeah this is everything I was hoping this would be. Loved when Unreal did this too with the Sunspire in the skybox visible for many maps before you visit it

>> No.10733000

>>10732906
bah, the migraine fairy decided to pay a visit. no more freedoom for this evening

>> No.10733039

>>10732852
Yes, the maps are pretty good, there's just quality issues with monsters and some other stuff.

>> No.10733124

>>10732896 Really? The textures are the best thing about it?

>>10733039 What do you mean by that? Are there too many? Too little? Is their placement bullshit?

>> No.10733203

>>10733124
maybe because I've been mapping lately so the textures are what I see the most of
the new pain elemental is pretty good also. very fecund looking
idk what's going on with the SSG, the 0.12 one was better

>> No.10733226

>>10733203
>idk what's going on with the SSG, the 0.12 one was better
can't agree, a more polished take on the much older SSG design is far preferable to completely out of place amuscaria SSG with the UAC logo filed off

>> No.10733306
File: 7 KB, 240x375, 27866.png [View same] [iqdb] [saucenao] [google]
10733306

WWWWWWWWWRWRRLBRLRBLRBLLL

>> No.10733328

>>10733306
MMMHAHAHA

>> No.10733331
File: 34 KB, 428x448, PANIC-MAN.jpg [View same] [iqdb] [saucenao] [google]
10733331

>>10733306
>>10733328

>> No.10733337

Uploading Wrath 1.0 to mega. The .exe works without Steam.

>> No.10733351

>>10733306
HOLY MACKEREL

>> No.10733354
File: 2.43 MB, 1920x1080, 1681391311933589.png [View same] [iqdb] [saucenao] [google]
10733354

Wrath 1.0
https://mega.nz/file/4MwAzKgD#oyqWm62K25Xp1baqwmkJVDDY4yCvLVU7GDGdlTfacZ4
Hope you lads enjoy it as much as I am.

>> No.10733361

>>10727771
>>10726479
Update to MAP05. I tried to address all the critiques I've received.
I didn't make the entire map brighter since it being dark was a stylistic decision, though I did add more backlights in the yellow key room to hopefully make enemies' silhouettes more visible. Also made the yellow key area less optional.
https://files.catbox.moe/wexbk3.wad

>> No.10733423
File: 751 KB, 666x666, 1599681930321.png [View same] [iqdb] [saucenao] [google]
10733423

>>10727279
underrated

>> No.10733438

>>10727342
That is perfect comedic timing.

>> No.10733512

>>10727342
I really think that Wolfenstein 3D is at its best with the original three episodes, the expansions don't add enough to the gameplay (basically none at all), to make it worthwhile, and you can only do so much with that gameplay.

>> No.10733545

>>10733512
I think Wolfenstein 3D is at its best with the Second Encounter arrangement from the SNES/Mac Family versions.
It trims a lot of the fat and has satisfying progression and new weapons/items, even if it is missing some fun stuff like the Dummy Hitlers, and the second episode's boss should have been changed to Gretel as soon as it left the SNES.

>> No.10733617

>>10723858
wish the levels of this mod were shorter and not slogs of 300 enemies everytime

>> No.10733620

>>10733354
This should get added to the OP mega.

>> No.10733686
File: 3.94 MB, 640x480, Replay_2024-02-27_22-16-18.mkv.webm [View same] [iqdb] [saucenao] [google]
10733686

>>10733512
episodes 4 and 6 are pretty bad but 5 is peak high density carnage in short and tight maps, it's the best maps id did for wolf in my opinion

>> No.10733756

>>10733686
5 was actually a lot better than 4 and 6, I agree.

>> No.10733985

just finished playing vertex relocation
here's my thoughts
my favorite has to be map06 i loved the little twist
map07 remembered me of water temple from oot
map08 cool map
map12 has style, i loved the half later part of it at first i was like, what are these little boxes for? then i was ooooh yeah that makes sense, also the little window telling you "you missed this secret bro" before the exit
map17 kinda jumpscared me, also is the map broken???
map22, too easy, too short, i know not much can be done
map30 really cool kek
map31 WTF!, this is how it looks like when i dream about playing doom

>> No.10734017

Paging any ideas guys
>want to make a series of maps with episodes each based around a single color
>don't want to use red/blue/yellow keys since they would A: clash with the other colors; B: not make sense in the respective color episodes; C: Want colored doors for a different purpose
>What do
The obvious thought would be metal keys, but gold and bronze would probably have too much overlap with yellow and orange

>> No.10734036

>>10734017
Adventures of Square has keys coded by shapes as well as colors (circle, square, triangle) and FreeDoom has colorblind-friendly keys that have horizontal, vertical, and diagonal theming.
There are plenty of sets of 3 you could look towards besides colors for theming.

>> No.10734041

>>10734036
Heretic kinda does it by shape too, also having a set key order for progress.

>> No.10734067

i'm still pretty new to doom, but are there ANY fucking wads that don't go from "ah this is a neat concept" to "SLAUGHTER MAPS XD SLAUGHTER SLAUGHTER PRESS BFG AGAIN"
i'm being genuine. scythe devolved into this, scythe 2 devolved into it even faster, i started playing going down and it was neat until it devolved into this. is this just all doom wads have to offer??

>> No.10734086

>>10734067
No.

>> No.10734092

>>10734067
>is this just all doom wads have to offer??
No is the short answer. There are thousands of wads in existence, at least a few hundred are bound to be what you want. Unfortunately I'm more of a Quakefag so someone else will have to guide you.

>> No.10734094

>>10734067
Learn to enjoy slaughter

>> No.10734097

>>10734086
>>10734092
>>10734094
grim.

>> No.10734108

>>10734067
Do not play on UV. People stupidly recommend it for some reason. It's not hard, just tedious. HMP is less slaughter like.

>> No.10734112
File: 2.79 MB, 1920x1080, 1696355376697643.png [View same] [iqdb] [saucenao] [google]
10734112

Spent four hours playing Wrath, still as good as I remember. I had forgotten that they had already finished episode 1 a few years ago, and that leaving early access is a release for episodes 2 and 3. I really want to get there but I forgot that these episode 1 levels are pretty massive, and not in a negative way. It really is a fantastic fusion of Quake and Unreal, but also Doom and Serious Sam as well. If one is looking for anything groundbreaking, that won't be found in Wrath. But what will be found is, plain and simple, a damn fucking good first person shooter. I really can't wait to see what the later episodes offer.

>> No.10734134

>>10733306
https://www.youtube.com/watch?v=EBW_R61WGYU

>> No.10734147

>>10734112
they didn't change the first episode at all?
because the enemy placements/enemy variety/spawns/ammo type dispersal/navigation was awful the last time i played
i thought all that was a placeholder that'd get polished for release
what's the cheat code to skip episodes

>> No.10734161

>>10734147
Lots of enemy encounters were shifted, and The Priory has a huge new last 1/3rd. Haven't played finished The Mire and the other map yet to end the episode. There's also some really neat gameplay changes:
>The shotgun enemies (invaders) no longer drop shells, they drop slugs for your revolver
Shotgun is a powerful weapon, but in early access it was pretty much your only weapon because there was so much ammo for it. Now you're encouraged organically to use all your weapons.
>Nailgun (Spitter) altfire completely changed from the double slug rounds to a fuller auto mode that's inaccurate at medium-long range
I'm of two minds, because the fuller auto feels fucking fun, but I REALLY miss the sound of the double nail slugs. BOOM-BOOM-BOOM, ah well.
>because the enemy placements/enemy variety/spawns/ammo type dispersal/navigation was awful the last time i played
I really didn't think so. I quite loved the combat even back then, and I still do now.
>what's the cheat code to skip episodes
I wouldn't know.

>> No.10734170

>>10734067
https://doomwiki.org/wiki/Official_add-ons
None of these get Slaughter heavy.

>> No.10734176

WRATH is pretty good. I'm trying to decide If I should switch to Hard difficulty since Medium feels a bit too easy. Does the difficulty ramp up alot?

>> No.10734181

>>10734176
Hard can get super difficult, but in the best of ways.

>> No.10734235

>>10734067
>plays known wads that goes into slaughter territory
>complains
Come on man. Do at least a little bit of research before you play something. Also lower the difficulty.

>> No.10734258

>>10734147
>i thought all that was a placeholder that'd get polished for release
They kind of rushed it out when Embracer got axe-happy with studios.

>> No.10734449

is cultic worth getting at full price or should I wait for a sale?

>> No.10734451

>>10734449
For 10 USD seems pretty alright.

>> No.10734504

>>10734449
>is cultic worth getting
No.

>> No.10734526

Just in case anyone wants it, the soundtrack for Wrath is in pak006.pk3.

>> No.10734568
File: 2.78 MB, 1792x1024, file.png [View same] [iqdb] [saucenao] [google]
10734568

>It’s a gift. Take it.

>> No.10734576

>>10734568
AI imagery has this weird ineffable look to, a kind of averaged slop, visible anti effort.

You should've doodled this on a napkin, it would've looked better

>> No.10734581

>>10734568
Only if it's golden

>> No.10734602
File: 313 KB, 686x386, David-Ross.png [View same] [iqdb] [saucenao] [google]
10734602

>Dark Forces Remaster is out
>30 dollars
>no regional pricing out side of the US
>same price as Turok 3
Fuck Nightdive and fuck Atari

>> No.10734617
File: 1.70 MB, 640x360, SON OF A BITCH MUST BOOGIE.webm [View same] [iqdb] [saucenao] [google]
10734617

>>10722736
SUGGESTION: Use this webm in the OP of the next thread.

>> No.10734624
File: 479 KB, 1920x1080, glum.jpg [View same] [iqdb] [saucenao] [google]
10734624

>>10734526
Easy skins edits are in pak005 and I just realized the crosshair is in 001 (I don't like it and want it replaced). I know nothing of this game besides a few screens, its save mechanic, and its weird dev cycle. It's alright so far.
>>10734568
Strong "Serious Sam" feels for some reason.
>>10734617
>Possibly in Michigan
https://youtu.be/n5wHGsVslMU?si=9CXLNkBfbkwGVxnA

>> No.10734628
File: 34 KB, 640x718, sdfdsfdsfsdfsd.jpg [View same] [iqdb] [saucenao] [google]
10734628

when I played Ashes 2063 a few months back I had to keep messing with keybinds to get it to work properly, plus I had no idea what I even needed to be rebinding since idk what's even in the game
is there a way around this? besides hoping that the creator lists what I need to rebind beforehand

>> No.10734662

>>10734628
You have an inventory so you need to bind that, and crouch and jump are enabled
Weapons reload and most weapons have a secondary attack
You also have a dedicated button for a melee attack like the mighty boot and another for pulling out a lantern that you'll probably have to rebind
You enter your bike with interact and leave it by jumping

I think that's everything that needs bound/rebound, personally I had inventory on [ ] and enter, jackknife on Q and flashlight on F, the rest was standard GZdoom bindings

>> No.10734668
File: 464 KB, 1124x551, lazing around.png [View same] [iqdb] [saucenao] [google]
10734668

Wrath co-op might "work." If the host sets
>-listen X -port Y
and the client sets
>+connect ip:port
then you will get into the host's session. Will need to test to see how much actually works later, because this was tested in the intro area and it wasn't able to handle transitioning after talking to the first dude. Will try out later to see if you can co-op the individual levels at least.

Would be a lost easier if those nonces had just enabled the console. If anyone knows the launch option for Darkplaces to either enable it or set the bind to open it, that'd be great.

>> No.10734675

>>10734668
Shift+Esc

>> No.10734679

>>10734675
Oh hey, thanks.

>> No.10734689

>>10734017
Seconding what the other anons were saying about shapes. Something like Quake’s end of episode runes as keys would be cool too if it fit with your aesthetic

>> No.10734692

>>10734017
Use some other kind of keys that aren't color-coded. Like disembodied hands, eyes for retinal scanners, etc.

>> No.10734709
File: 2 KB, 51x81, keys.jpg [View same] [iqdb] [saucenao] [google]
10734709

>>10734017
just please don't use fancy key symbols like in blood or at least have them use distinct colors.
>Cool! I now have a skull key. Where was the skull door? Was it down that hallway at the start? Or was it the eyeball door?

>> No.10734710

I threw a server up for Wrath. If anyone wants to play just a couple levels right now, it's up at:
164.152.111.147:10666
Right now it seems like loading into the hub works but loading to a level from the hub doesn't.

>> No.10734720
File: 162 KB, 736x1037, ranger2.jpg [View same] [iqdb] [saucenao] [google]
10734720

>>10734662
nice ty, played some just now, holy shit that shotgun feels good

>> No.10734723
File: 390 KB, 1280x720, 168562034005016.jpg [View same] [iqdb] [saucenao] [google]
10734723

>>10734709
>just please don't use fancy key symbols like in blood or at least have them use distinct colors.
Failing that, please don't give up like those goddamn hicks and leave every locked door unmarked. (certain ports fix this)

>> No.10734729

>>10734710
Alright, actually gonna stop it there: the netcode's functional (at least at sub-100ms) and the game plays great but for some reason the enemy teleport-in shit aint working right. If they fixed that and allowed the Say command to, you know, actually say shit, then it'd be serviceable enough to work for co-op, but it's a shame they probably won't

>> No.10734764
File: 12 KB, 354x108, image.png [View same] [iqdb] [saucenao] [google]
10734764

Lol
Lmao even

>> No.10734773
File: 2.03 MB, 1920x1080, wrath snow.jpg [View same] [iqdb] [saucenao] [google]
10734773

Well, that's one way to do snow I guess.

>> No.10734785

>>10734773
lmao

>> No.10734802

>>10734764
Literally why buy this when you can get the original for next to nothing and run it in The Force Engine, for literally nothing.

>> No.10734837

>>10734773
That's how Auger Zenith did rain.

>> No.10734931
File: 877 KB, 1440x810, Screenshot_Doom_20220528_045019.png [View same] [iqdb] [saucenao] [google]
10734931

>>10734723
wow wowo wow

any ports fix the invisible key/door shit of redneck rampage?
link?

i wanted to give that game a try but got filtered

>>10734628
i think there's a specific options screen that tells you everything in a picture in the menu
but what the other anon said is basically everything

i dont remember if bombs and shit had a special key

enjoy, 2063 and afterglow are the tits

>> No.10734994

Is the remaster at least good besides the price?
https://www.youtube.com/watch?v=3ndr_cPvwvo&ab_channel=NightdiveStudios

>> No.10734995

>>10730986
It doesn't look like a Romero level. Mismatch of textures, ugly, empty rooms. People confuse it with Romero because Entryway does keep the techbase theme at least.

>> No.10734996

>>10734628
If you press click on help in the pause menu it tells you what keys you need to bind.

The standalone version has the keys bound for you

>> No.10734998

>>10734764
>>10734802
It's what happens when Shitedive gets treated like they're owed a monopoly on game "preservation".

>> No.10735012

>>10734017
Make the maps themed around Feudal Heraldy, have a Rampant Lion map, Corvid map, Sun map, bizarre medieval chimaera map that doesn't work like any of the other maps, meme map based off the dumb standards of history, like the guy that had testicles as his heraldic devices etc.

Heraldy tended to have strong Mono to Trichromatic themes and lots of weird implications baked into the combination of different devices

>> No.10735018
File: 319 KB, 1647x1768, boards.jpg [View same] [iqdb] [saucenao] [google]
10735018

>boarding over a decorative archway
So this is the power of environmental storytelling...

>> No.10735031

>>10734931
>any ports fix the invisible key/door shit of redneck rampage?
I don't know of a mod that colors the doors themselves, but BuildGDX has an option to color-code the keys. The locked doors will then also tell you which key you need on attempt.

>> No.10735056

Do you have to unlock the Outlander difficulty?

>> No.10735206
File: 556 KB, 1607x758, map33_relocation_blockout.png [View same] [iqdb] [saucenao] [google]
10735206

>>10722737
>>10726479
Claiming MAP33

>> No.10735390
File: 1.30 MB, 1833x1200, 1706282421252045.png [View same] [iqdb] [saucenao] [google]
10735390

>>10722736

>> No.10735413

>>10726583
Duke 3d is great. I'd make my rpg mod on it too if I knew how to make the shirk gun and expander fucking work right when it comes to counting AND logging experience points to a written variable but I still play it vanilla with good graphics here and there. I just wish I valued my own work from my high school days. I actually had a decent mod going for Duke 3d but I ended up losing it when I had no choice but to do a restore to fix my pc. Could have used it as a base since I made the default monsters harder and had several maps already made.

Still, I come back to it once in a while to play user maps with HD graphics these days.

>> No.10735493

Dick Bangem

>> No.10735569

>>10734998
Probably Atari is to blame. Nightdive's games' prices went up after Atari bought them.

>> No.10735579

>>10734067
Like the other anons said. Play on HMP or even HNTR. Higher difficulties just up the enemy count. If you don't want lot of monsters, don't play on difficulties that give you lot of monsters.

>> No.10735625

>>10735579
Threads going anyway but going to second this
UV isn't mandatory, any more than pistol start or anything else like that is
You Doom how you want to Doom

>> No.10735695

>>10728328
cool mod

>> No.10735736

>>10734764
>>10734802
>>10734998

I just stick to source ports and not give a dime to Nightdive.

>> No.10735737

>>10735056
Normally yes, but I've read that skill 3 in the console still works

>> No.10735789

>>10735390
gentlemen
ve
are cultists
und ve
love cruo
und ve
AAAAAAAAAAAAGH

>> No.10735794

>>10735737
it better
any game that makes you play 20 hours before you can unlock the good difficulty is stupid and dumb and stupid

>> No.10735798

>>10735737
Does it change the soul tether spawns? Because I'm just playing on hard and have nearly 40 of the fucking things with only 4 maps done.

>> No.10735886

NEW THREAD:
>>10735879
>>10735879
>>10735879