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

/vr/ - Retro Games


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10747910 No.10747910 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10735879


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 (embed)
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.10747931
File: 1.81 MB, 1920x1080, Thanks, bye!.png [View same] [iqdb] [saucenao] [google]
10747931

>> No.10747934

I'm here to donate some blood.
Someone else's

>> No.10747935
File: 120 KB, 428x485, 2848651642_preview_943455654f98eb26c236fa9beaad054d-removebg-preview.png [View same] [iqdb] [saucenao] [google]
10747935

Why did no future games give BJ the Spear of Destiny as a super weapon.

>> No.10747943

I got filtered by (proper) Zscript. It's over for me.

>> No.10747956
File: 546 KB, 720x1280, 1708262848651188.jpg [View same] [iqdb] [saucenao] [google]
10747956

=== 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 ===
[02-27] WRATH: Aeon of Ruin has finally been released.
https://www.youtube.com/watch?v=tHxyn-b_0YI

[02-25] Rough Waves, anon's hovercraft combat TC has been getting updates.
https://khodoque.itch.io/rough-waves

[02-19] Full MD2 viewmodels for quake 2
https://desuarchive.org/vr/thread/10722736/#10727173

[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

[3-1] woof 14.1 maintenance release
https://github.com/fabiangreffrath/woof/releases/tag/woof_14.1.0

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [dd-mm] date bracket)

>> No.10747967

>>10747943
I think it's more that you got filtered by trying to do something very complex. I could maybe help if you told what you wanted to achieve.

>> No.10747976

>>10747967
>I think it's more that you got filtered by trying to do something very complex.
That's why I said "proper". I can do bitch-basic Decorate tier stuff, but anything slightly more advanced than that and I am helpless.

I mostly wanted to try and look into the bugs of the code and add small fixes (wasn't written by me obv) I have but I struggle to even keep track of what's what.

>> No.10747981

>>10747956
why on earth would you put the latest news on the bottom of the news post?

>> No.10747983

>>10747981
Incompetence, mostly

>> No.10747996

>>10747976
Oh yeah diving into someone else's code is hard, especially since some people don't exactly use best practice when writing their code.

>I can do bitch-basic Decorate tier stuff, but anything slightly more advanced than that and I am helpless.
I think you're selling yourself short. I bet you'd have little trouble with say, doing some event handler overrides if you made the attempt.

>> No.10748002

>>10747996
>I think you're selling yourself short.
I'm not. I'm not a coder at all by nature. I prefer making maps. ACS is fine to me since it's like a list of basic commands but I don't like ZScript at all.

>> No.10748061
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10748061

>> No.10748076
File: 46 KB, 640x347, 460727dd31e4ff1212c8f21f54b4980afd57eec70533af1f1f26387cdab462a6_1.jpg [View same] [iqdb] [saucenao] [google]
10748076

>>10748061
Quakbros we are so back

>> No.10748118

>>10747649
the priory doesn't actually have 888 enemies more like 450
the 5th map in every hub you do gets a bugged killcount

>> No.10748127

>>10747649
Wait until you learn that the second boss is a gimmick boss

>> No.10748168
File: 1.40 MB, 1280x720, 2024-03-04 15-19-39.webm [View same] [iqdb] [saucenao] [google]
10748168

Small update on the G-Police thing I posted last thread: the thrusters rotate on each axis now. The whole gunship is made of 5 actors glued to each other.

>> No.10748209

>>10748127
To be fair, the second part of the bossfight is more of a fight and pretty good for a Quake engine boss.

>> No.10748210

>>10748209
Yeah, that part was a lot of fun. I liked how he used the crystalized corpses against you.

>> No.10748223

Does Wrath have a fastmonsters parameter?
Because there should absolutely be a higher difficulty than Outlander which further increases enemy damage by 25%, enables fastmonsters, caps every Artifact at 3 instead of 9, and requires 3 Soul Tether pickups to generate 1 in the inventory.
That'd be fun for a repeat playthrough.

>> No.10748228

>>10748223
It's in Darkplaces, so if it already has that kind of parameter than it should still function. If not, you can just edit the game files.

>> No.10748240

>>10747935
because the paranormal has ben retconned out of it.
the zombies from The Old Blood are just infected by fungus. and yes it's lame af.
TNC has an area 51 but i doubt it has aliens either, i wouldn't know bc i never finished it...

>> No.10748241

>>10748228
The enemies already seem to spam nonstop anyway so I wonder if it's enabled by default/would actually change anything.

>> No.10748310
File: 140 KB, 640x480, doom196.png [View same] [iqdb] [saucenao] [google]
10748310

Ha, ha, time for some platforming.

>> No.10748383

I use a secret finder mod because fuck secrets.

>> No.10748407
File: 24 KB, 468x335, tarts transparent.png [View same] [iqdb] [saucenao] [google]
10748407

>>10748383

>> No.10748409

I fucking HATE big sprawling maps. FUCK enemies from 500ft away shooting me, FUCK giant corridor skyscrapers and shit, FUCK wandering around and looking for some switch I missed because I was fighting shit. Give me a ROOM with GUNS and ENEMIES and I SHOOT THEM and then I go to the NEXT ROOM and DO IT AGAIN.

>> No.10748435

>>10748409
>I fucking HATE big sprawling maps.
lay off the social media to cure your adhd so you can enjoy setting into the rhythm of something for more than 5 seconds again
>FUCK enemies from 500ft away shooting me
get a better mouse and better eyes
>FUCK giant corridor skyscrapers and shit
corridor skyscraper is an oxymoron that ultimately means nothing, you fool
>FUCK wandering around and looking for some switch I missed because I was fighting shit.
yeah
>Give me a ROOM with GUNS and ENEMIES and I SHOOT THEM and then I go to the NEXT ROOM and DO IT AGAIN.
this does not run afoul of the other things you were complaining about, they can exist simultaneously

>> No.10748437

>>10748409
>ROOM with GUNS and ENEMIES and I SHOOT THEM
Eternal/Ultrakill might be more to your taste.

>> No.10748449

>>10748437
Serious Sam, Painkiller or KexQuake horde mode for a somewhat retro choice.

>> No.10748483

>>10748449
>KexQuake horde mode
Why the fuck we ain't got this for Quake 2 yet?

>> No.10748492

>found out vkdoom has an experimental branch which has updated zscript and shit so i can play newer mods that don't work on older versions
>they kept the gutted lighting options that GZ 4.11 introduced
I guess if you actually liked the old Standard lighting for whatever reason you can just go fuck yourself then. Or "just adjust your monitor settings" like Graf said.

>> No.10748495
File: 24 KB, 300x237, 300px-Skymaybe.png [View same] [iqdb] [saucenao] [google]
10748495

>>10748435
>/vr/: corridor skyscrapers are not real, they can't hurt you
meanwhile, corridor skyscrapers:

>> No.10748496

>>10748492
You can force Standard though mapinfo or setting the cvar still I think.

>> No.10748503

>>10748496
What cvar would that be?

>> No.10748507

>>10748503
gl_lightmode, set it to 0 for "standard".

>> No.10748508

>>10748483
because there is no money to make another quake 1 and 2 patch per fucking sponge, unless people bitch microsoft to update the games again

>> No.10748513

>>10748507
No dice, that's just the new "more accurate" default lighting, none of the other gl_lightmode options have pre-4.11 Standard lighting

>> No.10748525

>>10748513
Oh wait fuck I think I found it, it's gl_maplightmode 1.

>> No.10748529

>>10748383
That's lame. Some secrets are OP and would make the game very easy if you found them all.

>> No.10748575
File: 199 KB, 1280x720, zero tolerance.jpg [View same] [iqdb] [saucenao] [google]
10748575

This game's actually pretty good.

>> No.10748582

>>10748575
sadly, no one has ever remade zero tolerance on wolf3d or even build or doom

>> No.10748584
File: 1.93 MB, 320x224, Zero Tolerance.gif [View same] [iqdb] [saucenao] [google]
10748584

>>10748575
It's honestly surprisingly decent for a corridor shooter on a 16-bit console. They do all they can to pack it with features, detail, and content, really trying to make the most of it.

My favorite detail of all is the snipers. You'll see what I mean eventually.
If it had been available as a PC title in early 1994, I think it would have done ok sales relative to many other shooters overshadowed by Doom and Heretic.
It's still a corridor shooter, but it has a lot of variety, more than Wolfenstein 3D.
Speaking of which, try out the Wolfenstein 3D homebrew at some point, even if just quickly, it's like 99.8% authentic to the original PC game, and without needing the 32X, seriously impressive stuff.

>> No.10748602
File: 1.13 MB, 1366x768, swjam_arma_2024-03-04_15-31-25.png [View same] [iqdb] [saucenao] [google]
10748602

I hate this style.

>> No.10748604

I don't mean to sound like an idiot but I feel that Wrath is simultaneously too big and too small(or rather too simple) for it's own good.
I like big maps as much as the next guy but I'm four maps into episode 1 and I'm about ready to call it quits. It's the same 6 enemy types over and over again. It's the same three weapons(blade/pistol/shotgun) because fangs run out way too quickly and so do cysts(assuming I'd want to use the retcher for fuck all) and if I'm being honest I don't like any besides blade and shotgun. It's huge fucking 30+ minute levels but nothing really interesting about exploring them, no level wide gimmick or some complex mega-secret spanning the big level or areas where the enemy spawns feel clever or like they add anything new to the combat because it's either a medium sized indoors room or a very large outdoors area and nothing changes if I'm fighting 3 hitscanner guys + 4 projectile guys + 2 toxic zombies + 1 big toxic zombie + 6 or so flying enemies + 1 not-caco demon every time but this time it's in snowy ruins area or this time it's in underground crypt ruins or this time it's in ruins with overgrown fauna or this time it's caves+ruins.
What good are any of the artifacts in terms of gameplay, what do they add? Shit all. I've stacked 9 of Cruel Aegis, Confunding Attar, Life Siphon and Orb of Deflection and I don't want to use any of them because they really add nothing to the game, at least Heretic had you power up your weapons and reset all your consumables to 1 every level so you had an excuse to use them.

I really hate to be that guy but I feel like the game may have benefited from progression of any sort. A weapon upgrade system, enemies mutating per level finished/relic obtained, some episode long multi-level objective mega-secret. As it is now it gives me the same feeling as Amid Evil which is I'm getting kind of sick of this and I still have like 70% of the game to go, knowing that little new will be shown in that 70%.

>> No.10748616

>>10748602
The 'prototype texture' trend really is just absolute laziness disguised as aesthetic.

>> No.10748634

>>10747967
Can you help me. I've got something I can't figure out. So you know how you can have a switch, it doesnt need to be on the same wall or anything, but you press it and a door opens up? Like, it slides up? I want to do that, but when you press the switch the door slides "down" and I don't mean it's in the open position and it slides down to close, I mean it's in the closed position and it slides down to open.

>> No.10748637
File: 301 KB, 1440x810, swendtally.jpg [View same] [iqdb] [saucenao] [google]
10748637

>>10748602
I’m not a fan of it either so I play things I like: Something Wicked is sweet. I’ll try more levels through Reliquary later this evening.

>> No.10748640

>>10748616
at least the Q2 jam wasnt bad with those.

>> No.10748657

>>10748634
I think it's this line special: https://zdoom.org/wiki/Plat_UpWaitDownStay

What's possible depends on your map format though.

>> No.10748682

>>10748634
>>10748657
Scratch that I meant
https://zdoom.org/wiki/Plat_DownWaitUpStay

>> No.10748703
File: 823 KB, 2592x1936, fxa5xhq8up731.jpg [View same] [iqdb] [saucenao] [google]
10748703

>>10748616
Like vanishing osb subfloors excpet that's expensive and stupid.

>> No.10748730
File: 28 KB, 339x48, image.png [View same] [iqdb] [saucenao] [google]
10748730

>>10748637

>> No.10748735

>>10747910
Please tell me there’s a hi-res version of OP’s picture

>> No.10748769

>>10748637
>Reliquary
Where can I find an up to date version of this? I can only find one uploaded in 2021 and another in 2022.

>> No.10748778

>>10748730
>not including the max count that also had a 69 reference
Aw dang.
>>10748769
I found out it was never finished so the 2022 one might still be the newest. It’s updated enough to play older Copper releases through it.

>> No.10748809

>>10748778
I would have been disappointed that it's only two maps if Otsegolation wasn't one of the most fun and exhilarating maps I've played. Holy shit, thanks for the rec anon. Is there anything like this for doom? I recall feeling this way playing TNT with its final doomer weaponset.

>> No.10748871

Is the only reason Doom 3 BFG edition exist was to make it playable on 7th gen consoles? So far I've found:
Improved shotgun sounds
Improved sounds mastering in general
Added in some extra new light sources
New campaign
Better UI

Rest seems to be downgrades all around:
No double barrel shotgun in main game
Removed enemy encounters maybe because of performance
Increased ammo. Original had plenty of ammo so it doesn't make much difference either way.
Less variations of sounds used because of console limitations.
I'm not whether this is true, but new lightning seems to use the same code as original with just very high brightness increase. You can get it to work like original with a command.
They've added flashlight which is great. Except it functions like basic ducttape mod with disabled muzzle flash. Nowadays better mods exist. Original didn't actually had much issue regarding light if you knew what you were doing. It was dark for no reason which was annoying more than anything. I'd still understand not using it for first playthrough.

Is there anything I'm missing or BFG edition is just inferior other than sounds? It seems just worse for PC.

>> No.10748892

>>10748871
>No double barrel shotgun in main game
The original game didn't have that. It was only in ROE.

>> No.10748953

>>10748892
I just wish they've added it. Original shotgun is nearly a melee weapon in Doom 3.

>> No.10748954

>>10748657
>>>10748634 (You)
>I think it's this line special: https://zdoom.org/wiki/Plat_UpWaitDownStay

>What's possible depends on your map format though.
I'm making a doom .wad, thanks.

>> No.10748997

>>10748954
>I'm making a doom .wad, thanks.
I mean obviously, but there are different specs for those depending on which level of port/engine compatibility you want, weighed against extra features they grant you.

>> No.10749014

What can I play together with Final Doomer to pump up the difficulty slightly?
Should I play Ultra-Violence?
I play with Corruption Cards as well, but I find FD's arsenals to be way too strong for vanilla+cards. I like Hurt Me Plenty, it's pretty chill. I just want the variety of weapons as well to change things up every once in a while.

>> No.10749051

>>10748061
>leave fandom
God I wish. That shit is the worst thing to happen to gaming wikis.

>> No.10749081

>>10748871
i think it existed to celebrate doom's 20th anniversary
but so much of bfg edition is a downgrade, they even cut stuff like roe's minigames

>> No.10749087

>>10748953
>Original shotgun is nearly a melee weapon in Doom 3.
The D3 super shotty is even more of a “melee weapon” in that regard but they specialize in that. All the other weapons are about excelling at longer ranges.

>> No.10749094

>>10749014
Try fastmonsters?

>> No.10749102

>>10749014
Put this
https://pastebin.com/MDyUk4Ev
In a txt file called mapinfo.txt and load it. Will make monsters both hurt you a bit more and take a bit less damage.

>> No.10749107

>>10749102
How would I make this into a .wad?
And would it work with every map?

>> No.10749115

>>10749107
zip the file up and rename the zip file to MyCustomDifficultySetting.pk3 or whatever. Pk3 files are just zips.

It'll work with anything that doesn't force some other difficulty setting, as long as you actually choose this setting when starting a new game.

>> No.10749119

>>10749115
Thanks, I'll give it a try.
Wouldn't this replace the mapinfo from some wads that need it? Or is it just going to add that "skill lol" section to it?

>> No.10749135

>>10749119
It'll just add the skill setting, but if you load some other map or mod *after* this that uses the 'clearskills' keyword, it wouldn't show up.

https://zdoom.org/wiki/MAPINFO/Skill_definition
here you can check out some other properties you can put in the file. Perhaps setting Aggressiveness to something above the standard 0, or maybe adding TotalInfighting for the fun factor.

>> No.10749156

>>10748997
I really just want it to be baddass...is there one that goes harder than the others or something?

>> No.10749223

>>10749156
anon I..
There's no badassness property.
Use "GZDoom: Doom 2 (UDMF)" format if you want all the bells and whistles like portals, slopes, room-over-room features etc.

Use Doom: Doom 2 (Doom Format) if you've a time machine and want to share your map with people living in 1995.

Use Boom: Doom 2 (Doom Format) if you want a bit more features than the very basics, but which most modern engines/ports can play.

>> No.10749234

Episode Enyo is really pretty.
But playing it after Wrath has made me realize how pants on head retarded and useless Quake's enemies are (beyond Shamblers and Vores) and how much their behaviors could've been improved to increase lethality.
Earlier I was gonna meme and say Wrath is "Quake if it were good" or "the real Quake 2" as bait to piss people off but it isn't as funny if it's true.

>> No.10749239

Is there a way to play Dimension of the Machine on Quakespasm? I got it technically working earlier, but anytime text would display on screen (for sequences or needing certain keys, getting ammo, etc) it would be broken and display weird filenames instead of the intended messages. Its technically playable afaik, but id really rather play it on quakespasm rather than the steam 2021 version

>> No.10749259

>>10749239
Why are you still using Quakespasm in 2024, anon? More modern ports support DotM just fine.

>> No.10749260
File: 9 KB, 233x233, nice bears.gif [View same] [iqdb] [saucenao] [google]
10749260

>>10749239
Yeah, you're missing localization file. You need "QuakeEX.kpf" file from Steam/GOG version, and it should be in the base directory, i.e. on the same level as "mg1" folder, not inside "mg1" folder.

>> No.10749267
File: 760 KB, 1920x1080, vkquake dotm.jpg [View same] [iqdb] [saucenao] [google]
10749267

>>10749234
Too much open space and Quake fights can get boring. Enyo starts off four levels in a row showing how big, spacey, and roomy levels allow you to minimize encounters (they're fucking gorgeous though). The fifth level is good at showing you the opposite: It starts to get more restrictive, making those bamblers (melee only shamblers, the hammer dudes) kind of useful.
>>10749239
vkQuake was good to me here. I'll also always give props to FTE for being the only other port that ran it at launch. I think the text was still busted back then but that wasn't a concern for me.

>> No.10749270
File: 118 KB, 711x400, Screenshot_Doom_20240304_145841.png [View same] [iqdb] [saucenao] [google]
10749270

How do you guys feel about dark areas in retro FPS? Are they outdated and unfun? I was considering making interiors in my DOOM clone fairly dark and low on visibility, but it seems like a lot of people (especially younger folks) really dislike these sections. Maybe it's just because I've taken my attempts too far and made it TOO dark? https://files.catbox.moe/d7gfd7.webm

>> No.10749272

>>10749270
they're fine

>> No.10749273

>>10749259
>Why are you still using Quakespasm in 2024, anon?
It works just fine, its vanilla, and its the only sourceport ive really messed with, other than darkplaces a few years ago. Im not super concerned about improving the framerate or graphics or anything, im on an older machine.

>>10749260
Thank you anon, this worked

>>10749267
I've never heard of vkQuake but it sounds neat, i'll look at it a little more later

>> No.10749274
File: 142 KB, 1280x720, Screenshot_Doom_20220709_235717.png [View same] [iqdb] [saucenao] [google]
10749274

>>10749270
Add brightmaps. Problem solved, and your mod is x10 more soulful now as a bonus.

>> No.10749281

>>10749273
>on an older machine
Even more reasons to switch to a modern port, both vkQuake and Ironwail are super fast.

>> No.10749298

>>10749270
It's okay as a lightly used gimmick. Brightmaps or just lighting used as a landmark really adds to dark area and make them more than just a sluggish maze.
And please don't use a mandatory timed "light-up" powerup to go through darkness. Just like damaging floors you have to go through with limited radsuits, it's not something appealing to most people.

>> No.10749359

>>10749223
>There's no badassness property.
Aren't these things open-source? Why hasn't someone added one?

>Use Doom: Doom 2 (Doom Format) if you've a time machine and want to share your map with people living in 1995.
Time machine sounds bad ass...

>> No.10749361

>TFW there's Marine Doom but not a Mechwarrior.WAD nor naval officer Doom.

>> No.10749364

>>10749361
>but not a Mechwarrior.WAD
Son, why are you so bad at this? I am disappoint.
https://www.youtube.com/watch?v=MJbffdWtRRA

>> No.10749430
File: 597 KB, 3840x2160, missing textures.jpg [View same] [iqdb] [saucenao] [google]
10749430

>>10748640
Still looks ugly.

>> No.10749580

black and white checkerboard missing textures? miss me with that shit
cardboard boxy orange and gray surf_akai missing textures? an absolute classic

>> No.10749586

I find it interesting that Quake 1 still has dark areas but they opted not to include anything like night vision goggles or a wooden torch, and of course Quake 2 and 3 barely have any darkness at all. But I guess that also explains part of why they went overboard with darkness in Doom 3.

>> No.10749632

Ive been using ZDL for literally a decade now. Is there any reason to switch to more modern stuff like doomrunner?

>> No.10749676

>>10749632
Not really, no.

>> No.10749698

>>10749632
It does the same thing.

>> No.10749798

>try to open the addon section of steam doom
>"you need a bethesda account to use this"
what the fuck?

>> No.10749805

>>10749798
Welcome to the enshittification of things.

>> No.10749810

>>10749632
It's easier to use presets and saves your stats, but otherwise no.

>> No.10749826

>>10749632
>>10749698
>>10749810
At the point where you've got a decent setup with ZDL with a bunch of .zdl files and stuff like maps and shit organized in folders for dragging and dropping, there's no significant benefit to starting over with something else.

Many of the recent ones are just additional visual crap or a slightly different approach to achieving the same shit.

>> No.10749869

>>10749798
>steam
why tho

>> No.10749976
File: 200 KB, 767x768, 1706223837329190.jpg [View same] [iqdb] [saucenao] [google]
10749976

>>10749798
you will own nothing

>> No.10749990

>>10749976
Bros, how do I get that early 00s high-contrast normal map look IRL? My mans got mad evil rizz.

>> No.10750027

>>10747831
That's hilarious.

>> No.10750029

>>10749273
>im on an older machine.
Both Ironwail and vkQuake have better performance on older machines than QS.

>> No.10750048

>>10749234
The enemy designs in Wrath aren't interesting enough, and the way wretches and heretics and the scrag palette swap engage the player in the same way 99% of the time means Wrath can never be truly better than Quake. There's potential if they do an expansion pack for sure, or if modders make a Quoth//Drake/AD for Wrath.

>> No.10750051

>>10748809
>>10748778
Based Reliquary enjoyers.

>> No.10750061

Requiem is great.
I love Requiem.

That is the post.

>> No.10750103

>>10750048
>the scrag palette swap
The scrag at least does a cool side-strafe and will rapid fire your last known position if you run to cover. The Wrath monster is just there to pad monster counts.

>> No.10750131

I'd like to know why exactly a third of the Wrath episode 1 monsters explode on death dealing anywhere from a plinky 10 damage to a ridiculous 60+ damage.

>> No.10750136

>>10750048
Quake
>9 enemies that do absolute jack shit + Vores, Shamblers, Spawns, & Fiends + 2 non-bosses

Wrath
>3 enemies that do absolute jack shit + at least 12 enemies that will murder you full force + 3 bosses

No sir, I do believe it's Quake without the interesting monsters. See, it's interesting when an entire roster is capable of killing you. Wrath just needs to sub out that shitty flying shield enemy for a flying Shambler and it's perfect.

>> No.10750140

>>10750136
>at least 12 enemies that will murder you full force
Excuse me shub niggur? Who besides the cacodemon is even remotely a threat?

>> No.10750160

>>10750140
The ones that fire twice as fast and have twice as fast projectiles and deal twice as much damage and have better aim than their analogues in Quake?
Almost all of them?
Dummy?

>> No.10750175

>>10750160
The only one who actually manages to hit you is the hitscanner and that is used incredibly sparingly. Instead you get
>Fast zombie, which is also used sparingly
>Fish projectile zombie who fires in bursts of three before cooling down for an eternity, and goes down incredibly easy
>Acid zombie which needs to fire in an arc so it almost always misses, and its on death explosion which is actually dangerous if you attempt to blade it or run face first into it. They can barely move too which makes their positioning the key to their success which they are never actually spawned in dangerous areas, if they're far away the projectiles will literally never hit you because of how slow they are, if they're close by they're already dead to shotgun spread.
>Acid zombie(Fat) which is exactly the same but with a higher health count
>Not-Scrag which is pointless because in also firing a three projectile burst before cooling down they also have ridiculously pathetic health
>swole cultist melee guy who I've never been hit by because his charge is dumb
Maybe they get better in outlander but I cannot see myself replaying the game to check.

>> No.10750176
File: 484 KB, 620x620, vulgar display of power.png [View same] [iqdb] [saucenao] [google]
10750176

>> No.10750190

>>10750136
>I do believe it's Quake without the interesting monsters
I said Wrath lacks designs as interesting, but now I'll add as striking as Quake's. The wretch loses too much of its eyes from the gun and the glow of the gun that its head may as well just be a gun, which loses out on the morbidity and gory realization that somebody shoved a cannon into its mouth. The heretic isn't doing anything different with multiple heads that it can't do with 1. The scrag palette swap is a scrag palette swap.

Now gameplaywise, which I'll reiterate but clearer: The wretches, scrag, and heretics all attack in volleys of projectiles. These projectiles all behave nearly exactly the same, and look nearly exactly the same except different colors. The grunts in Quake and the enforcers are differentiated by hitscan and not respectively. The scrags in Quake fire this yellow projectile that trails, and no other enemy fires this yellow projectile in this way, unlike again the wretch, heretic, and scrag in Wrath which all share a projectile.

Some more notes about design: the ogre has a chainsaw in one arm and a grenade launcher in the other, not to mention the ogre is this wide humanoid thing, all of this contributing to being immediately more interesting and recognizable than anything in Wrath except for maybe the fat acid guy. The widows are a great concept, but without a jump equivalent like the fiend, it's just a faster zombie; why is her chest split open if we don't see her use that at all?

Your primary contention for why Wrath is better is that the roster is deadlier, and I'm not sure that's true. Maybe I'm just really fucking good at video games, but the only enemy that can consistently kill me is the Executioner. Are you sure you aren't bad at video games?

Finally, video games are the sums of their parts, and Wrath falls short in design in innumerable ways such that it can never, ever be better than Quake.

>> No.10750192

>>10750190
Btw I actually like Wrath. I'm the one who uploaded the mega.nz link a few threads ago, and I'm also one of the few people who bought it in 2019. I think you're just a little high from playing it, and who am I to take away from your joy. Where you cross the line is saying it's better than Quake, no can do Halberstram.

>> No.10750197

>>10750175
I love the atmosphere enough that I'm definitely going to replay on Outlander eventually. Never enough time to do everything you want.

>> No.10750202

>>10750197
Don't get me wrong, I still enjoy the game and am planning to finish it but I feel nearing the end of episode 1 that the honey moon phase has passed.

>> No.10750205

>>10747956
>[02-27] WRATH: Aeon of Ruin has finally been released.
Is it any good?

>> No.10750212
File: 778 KB, 461x259, deathmatch.gif [View same] [iqdb] [saucenao] [google]
10750212

>> No.10750214

>>10750205
Yeah. Give it a shot.
https://mega.nz/file/4MwAzKgD#oyqWm62K25Xp1baqwmkJVDDY4yCvLVU7GDGdlTfacZ4
>>10750202
I really enjoyed the episode 1 endboss and the episode 2 hub is giving me Serious Sam vibes so I think I'm in for more honeymooning yet.
>>10750212
I'm willing to host some Serious Sam dm later if anyone wants in.

>> No.10750217

>>10750190
>the only enemy that can consistently kill me is the Executioner.
How? He's melee-only, just let him run into stuff then hit him with a charged blade attack. It's even easier if you have the Mace, any decent soul count and you can just whack him.

>> No.10750221

>>10750217
Ain't gotten the mace, but I saw its name in the options menu. Looking forward to it.
>How?
He always spawned in tight spaces, the fucker. And I don't use artifacts so he has that on me too.

>> No.10750261

>>10750214
awesome, is it better to play on normal, or hard?

>> No.10750276

>>10750261
Hard for sure. Normal is too easy.
>captcha: w8jw8

>> No.10750301

can you play wrath in a sourceport?

>> No.10750312

>>10750301
Only if said sourceport is the version of Darkplaces it's built for.

>>10750261
The other anon's answered the difficulty question, so here's my personal opinion on level order:
In the first hub, hit Undercroft then Priory. Priory's the only level with the Slag Cannon, but I'm not sure if it has all the other weapons and I know Undercroft does.
In the second hub, start with Crystal Dunes, since that will give you the Lance (at the very start of the map) and the Crystallizer (in a decently-hidden secret). The Crystallizer is also available outside of a secret in the Burrows, but I don't know about the Lance.
In the third hub, the Mace is available in every level so it doesn't matter from that perspective. I'd recommend hitting Crucible of Souls and then Rending Chambers, purely because Crucible has a huge number of lava pits and Rending Chambers has a bunch of spike pits, and the earlier you do them the fewer enemies are around to push you into them.

>> No.10750409
File: 1.41 MB, 1920x1080, d3screen_0008_Layer-24.png [View same] [iqdb] [saucenao] [google]
10750409

>>10748871
>Increased ammo
the most bizarre change, I'm rushing through the original in my current playthrough without looting cabinets and I'm loaded with ammo

>> No.10750437

Wait a minute, I remember reading earlier while half asleep that Wrath's coach gun got nerfed from early access? How do I revert this change? I thought it felt weaker, goddamn what a silly change. I really enjoy the sounds it makes.

>> No.10750464

Any cool weapon skins besides Ad Mortem?

>> No.10750547

Is there a mod or total conversion that plays like a 3rd person soulslike with melee combat

>> No.10750581
File: 526 KB, 1816x1296, eyes.png [View same] [iqdb] [saucenao] [google]
10750581

>>10750547

>> No.10750608
File: 480 KB, 1920x1080, Doom_Shinobi_by_edy_pagaza_202.jpg [View same] [iqdb] [saucenao] [google]
10750608

>>10750547
You're a triple faggot, but there's Doom Shinobi. Last time I heard about it wasn't very good because everything was tanky as shit.

>> No.10750716

>>10750547
Doom Fighters : https://forum.zdoom.org/viewtopic.php?t=73542

>> No.10750717

>>10750312
Crucible was a painful level without saves. 2 shrines right at the start, then nothing until the yellow door.

>> No.10750774

>>10750437
It seems you can edit every value in pak000. Weapon damage, projectile speeds, enemy values, the works. I’ve thought about giving a huge speedboost to the shotgun’s altfire so it’s basically hitscan.

>> No.10750840

>>10748602
Same, but "unfinished source jump map" is not even a style

>> No.10750841
File: 92 KB, 740x960, yuck.jpg [View same] [iqdb] [saucenao] [google]
10750841

>>10750176
>texture filtering

>> No.10750854
File: 3.55 MB, 640x400, Q2_PlasmaGun.gif [View same] [iqdb] [saucenao] [google]
10750854

>>10747942
>extra lives in Q2
???

>> No.10750856
File: 73 KB, 1024x494, zsq48khc8blc1.jpg [View same] [iqdb] [saucenao] [google]
10750856

I'd like a mod that shows music track titles and artists, like the Floppy Disk Full of Midi Mod, but without actually changing the music.

I'd also like one that shows Map Titles and Author Names the same way.

Anyone spoonfeed me?

>> No.10750861

>>10750856
Even if such a mod exists, it can't show you actual track names because they are not in the wad, all it can show you is midi file name.

>> No.10750882

>>10749805
I now feel that to a point, the Dune Butlerian Jihad was for good.

>> No.10750903

>>10750854
>lives in Q2
Looks like he’s playing coop through the remaster

>> No.10750907

>>10750841
>vulgar display of textures

>> No.10750914

>>10750131
I would say to discourage melee, but the guys that shoot continuous electric balls actually do a different less dangerous death animation when you melee them.

>> No.10750938

>>10750175
fast zombie which is everywhere it needs to be to take half your health instantly if you don't react*
not-scrag that does 20 damage per hit instead of 9 and engages in suppressing fire so it remotely serves a point*

>> No.10750959
File: 586 KB, 1600x900, quake73.jpg [View same] [iqdb] [saucenao] [google]
10750959

>The newest build of Yamagi Q2 not only stopped letting me alt-tab, but it still refuses to let me make screenshots
Yes I am cheating a bit, but the Nightmare skill is gonna make up for it hopefully

>> No.10750970

>>10750959
ever since Q2R came out i became tired of yamagi's shenanigans

>> No.10750978

>>10750970
NTA, is Q2R actually good? Because Q1 remaster is a joke with how fucked up the movement is.

>> No.10750985
File: 1.33 MB, 1920x1080, 2320_20240303202528_1.png [View same] [iqdb] [saucenao] [google]
10750985

>>10750978
good isnt close of how fucking great Q2R is.

>> No.10750996

>>10750985
I already heard good things about it, and I loved Q2 more than 1 as a kid. But I tried Q1 remaster recently which was supposed to be good as well, but as I said the movement is fucked. That's why I'm asking is Q2R really good, or good by corporate remaster standards.

>> No.10751028

>>10750996
Q1R movement is netquake, it was always shit
I wish someone still had the link or video showing in detail the differences of netquake and quakeworld movement in detail from years ago.

>> No.10751029
File: 385 KB, 1600x900, quake76.jpg [View same] [iqdb] [saucenao] [google]
10751029

>>10750970
>>10750985
I am staying a stubborn luddite until Win10 becomes available for free and the '"telemetry service"' gets premamently disabled.

>good isnt close of how fucking great Q2R is.

Such a damn shame how most of that is due to Quake2 itself being originally shat-out the door in a half-baked state just so Timmy Wallets could excise all of Bryan Hook's work on then-advanced enemy AI, rendering 90% of Q2 bestiary into bullet spongey push-overs whenever you get enough space to circlestrafe.

>> No.10751047

Is Q2R's left/right direction change still fucked like on release? Holding A and D simultaneously is supposed to halt your movement, but Q2R only applied that logic sometimes.
Baffling such a babby's first FPS error made it in to a game known for DM. Even more baffling if it still hasn't been fixed.

>> No.10751057

>>10750176
the worst textures to fit the worst pantera album

>> No.10751106
File: 364 KB, 1600x900, quake80.jpg [View same] [iqdb] [saucenao] [google]
10751106

Somehow using the Anniversary Unit mod to slog-thru TR feels a tad less interesting than doing it with GZ, maybe things will speed up once the beta mooks show up...

>> No.10751116

Just noticed that in Wrath, you dont slide down on slopes like Quake. Good touch to make it feel less like a quake mod.

>> No.10751157

>>10751106
>Somehow using the Anniversary Unit mod to slog-thru TR feels a tad less interesting than doing it with GZ
Weird. I don’t think the mod has the beta droids, just the normal ones.
>>10751116
Is that really so bad? The Quake mod feeling like Quake?

>> No.10751160

does darkplaces support source-style surfing physics
because wrath already has a ton of freedom of movement when it comes to turning on a dime and would be pretty epic with surf slaughter maps

>> No.10751207

>>10750190
>Maybe I'm just really fucking good at video games, but the only enemy that can consistently kill me is the Executioner
Funny enough, I believe the Executioner is the only enemy in this game that is truly underpowered. Sure, they can do like, over half your health in one hit maybe? But that's only with their rushing attack where they put their blades side to side in front of them. You can pretty easily stun him or blade dash away.
I do believe Wrath is a bit too easy, but I don't think that's at fault of solely the enemies. Some of them don't deal enough damage (such as those invisible spiders which are getting buffed next patch), and Keepers are vastly underutilized, so much so that I don't think I've ever seen anyone mention them here. But the real issue is that the Outlander himself is overpowered. Weapons like the Lance and Crystallizer are just way too strong, and the devs absolutely flood the player with soul tethers and artifacts. I was told that Outlander difficulty disabled tethers and only allowed saving in shrines, but that seemed to have been a lie. I'm pretty sure that Outlander isn't working properly at all, I can't see a difference from Hard to Outlander.

>> No.10751250
File: 500 KB, 1600x900, quake88.jpg [View same] [iqdb] [saucenao] [google]
10751250

>>10751157
Colon3\QuakeUlf was a bit paranoid in regards to providing unauthorized copies of the commercial addon's data .pak files from 25 years ago, you'll need to procure them for yourself in order to the 25unit maps work properly, also a really fun semi-hidden feature I got enamoured with is how this swell lad not only ported-over the LMCTF Plasma Rifle, but also buffed its ammo consumption to actually be useful compared to the TR's IonRipper

>> No.10751252

>>10751028
what style of movement does vkquake use and how do i get the good movement in it

>> No.10751294

>>10751207
Outlander as-is is just right for what the game's going for, IF you don't use more than 1 Artifact per level. It should be available from the start because it's obviously the intended difficulty.

As for internal enemy balancing, I'd say
>Restore CacoTrio™ melee charge aggression from EA. They're too passive and dumb now.
>Buff Acid Frog™ projectiles from 35 to 45 damage.
>Make charging into an Acid Zombie™ with the knife actually damage you. It tickles now. 50% of their normal voluntary kamikaze damage + a bigger radius would suffice.
>Buff Spy-der™ bite damage from 2 to 15-20.
>Make those Giant Floating Octopus Abominations™ fire one Vore-esque projectile per scattershot that follows you around.
>Give Flying Shield Brain Idiot™ a hitscan railgun attack that briefly halts his shield usage.

Executioners, Widows, Invaders, Blue Guys™, Scrags, Fire Elemental Mancubuses™, Mortar Guys™, they all fill their roles fine.

Removing tethers altogether isn't the solution for increasing difficulty, but I'm all for a masochist mode that sits a tier higher than Outlander being added. See >>10748223

>> No.10751307

>>10751294
>if you don't use artifact
But artifacts are fun though. Especially the orb of deflection and confounding attar. But the truth is that the game doesn't give you much reason to use them.
>Cacotrio melee aggression
I'm pretty sure they're more aggressive now than in EA desu. More often than not they charge at me rather than just standing there and firing.
>Homing projectiles
This game really needs one of these. I was hoping the cthulhu guy would too.
>Keeper
They need to up his resistance to the Crystallizer. From my limited experience with him, the Crystallizer is the one weapon that can instakill him very easily with its altfire for not much ammo cost.
All in all I agree with you.
>artifact cap at 3 instead of 9
That'd just incentive the player to use artifacts more, which would be annoying because I already find myself wasting artifacts at the current limit. They give you just so many life siphons and cruel aegis. They just need to remove some artifact placements from Hard and Outlander.

>> No.10751318

>>10751250
If it still feels “too good” I think the commands to customize the weapons all start with “sk_”. It’s been a month or so since I’ve used the mod, and even then it’s a version I ducttaped together for KMQ2 so the beta brains might work fine for other versions.

>> No.10751321

>>10751307
Maybe on the proposed 5th difficulty, it would also limit your Artifact usage to 1 per type per level.

>> No.10751347

>>10751252
It's still netquake. The issue with Kex is weird interpolation and framerate capping + microstutters from the added post processing layer.

>> No.10751357

>>10751347
Are you telling vkQuake and Q1R have the same movement? Because it definitely doesn't feels like it.

>> No.10751367

>>10751357
I'm telling you it has the same netcode, anon. Kex Quake just has multiple extra layers of shit that causes latency and thus inhibits the 'feel' of it.

>> No.10751379

>>10751347
how do i give vkquake quakeworld movement
i want good bhops

>> No.10751382

>>10751379
You don't. It's not a Quakeworld engine.

>> No.10751395

>>10751382
why
how do i make it a quakeworld engine
is there a fork of it with good movement

>> No.10751404

>>10751395
What do you think is wrong with vkQuake movement?

>> No.10751408

>>10751395
>how do i make it a quakeworld engine
Learn to code I guess?

>> No.10751410
File: 700 KB, 1280x939, vulgar.png [View same] [iqdb] [saucenao] [google]
10751410

>>10751057

>> No.10751417

>>10751404
i was told just now that it sucks and that it'd feel better the other way
and that made me gloss over my muscle memory of quake with retrospect and think "it seems weightier than i remember"
and now i want to know if i'm actually missing something or if that's placebo
now where is my good quake movement i was promised

>> No.10751420

>>10751417
No, you're not missing anything. Movement in vkQuake is fine.

>> No.10751442
File: 125 KB, 851x669, 61b3f65e71d65.jpg [View same] [iqdb] [saucenao] [google]
10751442

>>10750856
Cool idea, but very few .wads have that kind of listed metadata in them (if any at all), so the mod would have to provide it itself, which is quick and easy enough to do for the iwads, but means shitloads of manual data entry for any given popular .wad, and that's for the ones where the music is properly credited.

You're gonna run into so many .wads where there's a music track and the only credit available is either "I took it from this .wad" or worse "I got it from this NeoCities page which hasn't existed for 17 years and which there are no records of." which means a lot of manual detective work to suss that out.

However, a lot of MIDIs have some embedded metadata in them, which can a title, year, name of an author, and maybe all of those at once, so possibly that could be drawn from sometimes. You couldn't count on that being present at all times, but looking at that metadata can help with the detective work.

>> No.10751452

If i wanna try my hand at making a doom map, should i use slade 3 or ultimate doom builder?

>> No.10751461

>>10751452
UDB is much slicker and easier to use.

>> No.10751465
File: 529 KB, 1600x900, quake91.jpg [View same] [iqdb] [saucenao] [google]
10751465

>>10751318
BetaBrains were originally a replacement for regular Brains IIRC, the mods that introduce them alongside normal ones need to first make a copycat entity so that the modded entity doesn't overwrite the original one's behaviour - and only now I have just realized that Earth2 is probably unwinnable in Q2remaster if you're intending to clear that one later secret with the "ghost house" going pitch-black and silently spawning a dozen Brains behind you...
>you now remember how Gunners become the most important target to eliminate on Hard+ and that making them aggro other monsters is sometimes more vital to your survival than killing them directly

>> No.10751470
File: 122 KB, 216x211, 1494608674865.png [View same] [iqdb] [saucenao] [google]
10751470

why did quakeworld change the movement? was it netcode?

>> No.10751471

>>10751465
remaster made most old maps a experience of fuck around and find out
with enforcers becoming plutonia chaingunners

>> No.10751473
File: 427 KB, 1600x900, quake94.jpg [View same] [iqdb] [saucenao] [google]
10751473

It seems that Fixbots won't even pretend to be neutral mobs on Nightmare without being provoked first, also wierd how they can still get into a painstate - but only if another enemy attacks them by accident and not the player

>> No.10751482

im reading horrible messages on this board about wrath the new fps that just came out
i think this game is absolute trash and is not /vr/ and shouldn't belong in this general thread which is about TRUE FUN GAMES (see: Doom, Quake, Redneck Rampage, Marathon)
if you enjoyed in any way shape or form the above mentioned game im sorry to say but you are a joke.

>> No.10751486

>>10751482
Like Ion Fury, it's allowed by virtue of being made on a retro engine, and like Ion Fury, discussion of it will pass.
Then we'll all go back to endlessly jerking off Doom, Quake, Duke3D, Blood, Shadow Warrior, and occasionally Marathon and Serious Sam.

>> No.10751541

>>10751482
i've noticed there are a lot of posts in this general that read like a word salad assembled from /the airs/ of the topics at hand, without any actual logic or human experience behind them, or effort put into assembling them into a coherent thought
complete nonsequitur gibberish that has nothing to do with anything, but if you merely skim over it, it seems like it does, and garners a response
your posts is one of those posts
it has as much merit to it as someone typing "DOOM GUN QUAKE SHOOT LEVEL DESIGN BOOMER JOHN CARMACK BASED SUPER SHOTGUN OVERPOWERED"
like a living personification of the word bubble posted at the start, expressing a conclusion no sapient human being would ever come to on their own
stop that

>> No.10751578

GZDoom

>> No.10751609

>>10751541
>replying to AI shitposts

>> No.10751648

>>10747934
Why don't you donate some new Blood maps instead?

>> No.10751727

Any good map packs that are short, sweet, don't contain thousands of monsters, and have vanilla gameplay (i.e.: not running around for hours, no story, etc.)
Already played all DBPs and they were excellent.
Already played all the relevant Doom 1 wads, but might have missed some obscure ones (Doom 1 wads seem to be superior in this regard)

>> No.10751729

>>10751648
would you play my shitty blood maps anon?

>> No.10751745

>>10751727
Unrattled

>> No.10751762

>>10751729
Yes.

>> No.10751770

>>10747910
Which of the following on Steam is the most bearable and least backwards ass fucked: Quake 1 remastered, Quake 2 Remaster, Quake 3 Arena, Quake 4, or Doom 3?

>> No.10751786

...and that's when the revenants came at me

>> No.10751802

>>10751770
Quake 2 Remaster - it's actually unironically the best way to play Quake 2 singleplayer.

>> No.10751845
File: 524 KB, 1600x900, quake97.jpg [View same] [iqdb] [saucenao] [google]
10751845

>>10751471
I can easily see that being quite a problem on occasion, but that's how things turn out when the base product was deeply flawed on release.
Makes me wonder how much of a torture any attempts to beat the Roots levelpack in one go would be in KexQ2.

>> No.10751847

>>10751845
Roots doesn't work on Q2R even if deleting the dll

>> No.10751859
File: 253 KB, 1600x900, quake95.jpg [View same] [iqdb] [saucenao] [google]
10751859

>>10751802
Bundling the remaster together with exclusive content from both PSX & N64 ports and the official mission packs in adittion to an extra episode with custom content made it actualy worth the money, unlike some of the other cash-grab '"remasters'" out there.

>> No.10751872
File: 247 KB, 1600x900, quake96.jpg [View same] [iqdb] [saucenao] [google]
10751872

>>10751847
That's honestly a pecculiar thing to hear, since it didn't seem to have any custom coding dependancies from what I have seen when playing it last year

>> No.10751881

>>10747910
Has anybody ever done Nighthawks with like, I dunno Hooters chicks or topless dancers?

>> No.10751884
File: 495 KB, 1600x900, quake99.jpg [View same] [iqdb] [saucenao] [google]
10751884

>>10751845
>Yeah I posted shit out of order, also the next level doesn't want to load for some reason and just crashes to desktop after the loading finishes - so I'd have to make a pause until I can try do something about that problem

>> No.10751901

>>10751872
the main cutscene is fubar, and the game crashes at the bridge

>> No.10751934
File: 152 KB, 980x543, Authornames.png [View same] [iqdb] [saucenao] [google]
10751934

>>10750856
>I'd also like one that shows Map Titles and Author Names the same way.
Zscript mapinfo has an option for author names, but the modder needs to provide them
And according to pic related track and composer names can also be done with Zscript too but I didn't look into it so far

>> No.10751975

>>10751802
Still need to unnerf the railgun.

>> No.10751983
File: 347 KB, 1600x900, quake00.jpg [View same] [iqdb] [saucenao] [google]
10751983

>>10751901
That's unfortunate, if it's because of the in-game cutscenes, then other vanilla-derived mapsets using them like Belly of the Beast and Citizen Abel 1&2 probably won't load as well sadly
>I think these fellows were supposed to be BetaBrains, but the map loads regular Brains in their place

>> No.10751984

>>10751975
>cool as FUCK weapon, like, the coolest shit ever since big fucking gun
>let's make it weak
Only modern age onions nu-devs could do something like that. I can be 200% sure the person responsible for this is the most insufferable gay faggot imaginable.

>> No.10751989
File: 515 KB, 1920x1080, Citizen Abel Exhibit.jpg [View same] [iqdb] [saucenao] [google]
10751989

>>10751486
>Like Ion Fury, it's allowed by virtue of being made on a retro engine, and like Ion Fury, discussion of it will pass.
The board rules care more about homebrew games >>6775606
>Retro gaming means platforms launched in 2001 and earlier, and official game titles for those platforms released no later than December 2007 (homebrew console games made after this date will be permitted).
In that regard Rekkr is a safer example with how well it functions through Dosbox (I think IF even struggles with Eduke last I checked). The real deal is we have either chill or indifferent mods.
>>10751802
>best way to play Quake 2 singleplayer.
That and playing the game through the 25th Anniversary Unit. They make it hard to go back.
>>10751983
>>I think these fellows were supposed to be BetaBrains, but the map loads regular Brains in their place
That was what I ran into when I went through TR using the 25U myself.

>> No.10751990

>>10751983
Castles of stroggos if deleting the dll works flawlessly

>> No.10751991

>>10751984
Having observed some of Sponge's interactions in the Quake mapping discord he quite often manages to be gayer than the literal homosexuals he's talking to.
Also he's a zoomer who was in diapers when the game came out.

>> No.10752021

>>10751984
The smarter AI regularly nerfs the Railgun's stealth bonus, which is part of why it was originally so powerful, so I really don't see the logic in then also nerfing its base damage.

>> No.10752241

Do you guys prefer games like DOOM where you're often facing off against dozens of enemies, or Duke where you'll rarely see more than a handful at a time?

>> No.10752257
File: 647 KB, 2560x1440, just pick me up.jpg [View same] [iqdb] [saucenao] [google]
10752257

>>10750051
>bile plant vibes in a fun sewerbase level
>fuckhard and claustrophic fights in the next level
>now using it as a "gameplay mod" for Spiritworld shotgunstarts
It's all too fun.
>>10752241
It really depends. Sometimes it's fun gibbing groups of zombies, sometimes it's really fun to duel a few skaarj at a time.
>just found out the "j" at the end of "skaarj" is supposed to be silent
Really? Damn I'm dumb.

>> No.10752260

>>10752241
I think DOOM has more room for interesting encounters. Purely mathematically smaller enemy groups mean you run out of novel combinations sooner, but subjectively I feel like a setup where one big enemy is hard to reach because of a swarm of weaker enemies is more satisfying when its 30 imps versus 6 knights.

>> No.10752261

>>10752241
I like both kinds. Doom (2) is more versatile in that is has a fairly varied bestiary where you could do both kinds of gameplay.

>> No.10752326
File: 354 KB, 1600x900, quake03.jpg [View same] [iqdb] [saucenao] [google]
10752326

>>10751989
>That was what I ran into when I went through TR using the 25U myself.
AFAIK that's because The Reckoning mod itself has extra code to replace all Monster_Brains with its own improved version of that enemy, just like it also replaces all Infantry\Enforcer enemies with a version that always shoots a salvo first before reloading (take notice that it provides a re-animated model for that one, as forcing any HD version of the vanilla Q2 model into TR will make its attack animation desynchronized).
Any mod that allows you to fight BetaBrains alongside it's vanilla Q2 counterpart like Citadel makes the TR variant be a distinct entity within the game logic.

>> No.10752341
File: 212 KB, 595x397, LookinGood.png [View same] [iqdb] [saucenao] [google]
10752341

I really don't mind playing with a texture/sprite upscaler at x2 on Doom. I like the pixel look, but I think changing a little bit from time to time is fine.

>> No.10752342

>>10752341
I used to like it when emulating SNES games but I've learned to only love the classic look. Conversely, I HATE how linear mipmapped HL1 looks, and I always play that with the default filtering.

>> No.10752343

>>10751578
LZDoom?

>> No.10752347
File: 599 KB, 1024x768, Quake2 brainmedaddy.png [View same] [iqdb] [saucenao] [google]
10752347

>>10752326
Just confirmed this in the receiving center, running TR through the original exe: They turn into the nightmare brains.

>> No.10752384
File: 137 KB, 640x480, 1582701786282.jpg [View same] [iqdb] [saucenao] [google]
10752384

Remember the Quake 2 PSX campaign and Horde mode are pretty much finished but id won't update Quake 2 Remaster because fuck you.

>> No.10752432

>>10751991
He is a nepo baby put there thanks to fucking Tim Willits.
tokyo and Mortal would had been better to deal with since they show that they are passionate over quake and id.
And both Mortal and tokyo used to post here at /vr/ when cool shit was happening.
Sponge was always a gigantic faggot even when QC was being developed.


>>10752326
>>10752347
all i want to know is that The citadel works on it and if someone has reverse engineered it

>> No.10752446

>>10752384
That is because "we need money to update the game, please understand" by sponge's bullshit.
As people said, pester microsoft at social media to force id to let Nightdive update the games.
Even Doom 64 needs patches RN to fix the barons damage scaling.

Even hiring Carmack back would be a miracle

>> No.10752474

Recommend me some wad to play to heal the wounds Eviternity left. Fuck this overhyped garbage.

>> No.10752478

>>10752474
Just play memento mori and the old classics

>> No.10752479

>>10752474
Sorry, I only have pk3s to recommend

>> No.10752481

>>10752474
Go to idgames and click random. Bring back a hidden gem.

>> No.10752496
File: 102 KB, 900x900, 1565369827561.jpg [View same] [iqdb] [saucenao] [google]
10752496

>>10752481
>hit random
>get Perquisite Strata X
>Boom compatible PSX exclusive levels
I'm not him but that's cool

>> No.10752501

>>10752496
Rabbits are never that affectionate but cute image.

>> No.10752505
File: 2.28 MB, 1564x880, Screenshot_20240305.png [View same] [iqdb] [saucenao] [google]
10752505

>>10752432
>all i want to know is that The citadel works on it and if someone has reverse engineered it
It'd be much easier to add in Citadel entities like the Sentien to the 25U or Rerelease codebase and work from there. The Citadel maps can all be decompiled and then edited.

>> No.10752512

>>10752505
Someone needs to remake the sentien model into md5 as Zaero Boss, also md5 models of the zaero weapons

>> No.10752546

>>10752481
What the fuck did I just read?
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/female

>> No.10752571

>>10752546
>Since when did Doomworld become inhabited by a bunch of slack-jawed faggots who worry about whether a wad is "too offensive"? DOOM IS A GAME THAT REVOLVES AROUND KILLING, IT IS OFFENSIVE BY NATURE!!! Go have your period somewhere else pussies, this wad rules and so does Kama Sutra. I wish someone would go Columbine on all the politically correct liberal queefs who want to stifle free speech and great wads like this one.
I kneel

>> No.10752578

>>10752546
This is peak 2000s. I checked the files in Slade and there's a ton of textures of nude playboy models. Just as expected. Also a random picture of some guy called "ZZZAUTOR" who I assume is the creator of the wad? He looks different from the guy in the HUD face, who I assume is the creator.

>> No.10752587

>>10752474
Someone is still using clovr.xyz/wadsup to recommend wads. I've been checking them out here and there and the ones I've tried have been great. So someone here has good taste. Check those.

Still want to get retroarchs prboom port working on web without people having to set up the controls properly themselves, but that might be a lost cause. I cannot find where it generates the first-run config from, and assume ill have to edit the source and build it myself. And I just don't feel like it right now.
Might just leave instructions on the splash image.

>> No.10752593
File: 56 KB, 151x200, Ranger.gif [View same] [iqdb] [saucenao] [google]
10752593

Pretty content with how I've got Quake running now; the only quirk is that the music for Scourge of Armagon's demo for Military Complex doesn't play.

>> No.10752690

>>10748637
Drake was so underrated, I'm glad Keep/Mjolnir sort of kept it alive, but I miss the shotgun changes.

>> No.10752724

>>10752546
>>10752578
Holy fucking kino

>> No.10752734
File: 3.93 MB, 854x480, reliq_wdmkr.webm [View same] [iqdb] [saucenao] [google]
10752734

>>10752690
I like the Drake shotgun optimizer, but slow chunky shotguns feel great. It's a big pull to this mod I've been trying out.

>> No.10752757

>>10752474
30 Years Of Doom by the Russian Doom community. It's pretty fun.

>> No.10752798

>Quake OC in 2024
https://www.youtube.com/watch?v=CNTS30yFiCQ
Neat.

>> No.10752835
File: 575 KB, 1157x868, YouHaveHugeFeddie.png [View same] [iqdb] [saucenao] [google]
10752835

What do you autoload for mods? For me, it's
>GZSprFix2.0
>Brightmaps Plus
>Perkristian's hifg res sound effects pack
>XBOX style animated M_DOOMs (classic)
>Kinsie's doom test map

>> No.10752841

>>10752835
Nothing, I don't like having defaults for mods or maps, it just feels like it's limiting the kinds of experiences you can have that way.

>> No.10752842

>>10752798
I like the guy's animations, but I don't like it when Ranger is depicted in a similar vein to Doomguy, even if it seems he's quadded up. Although I guess that's kinda funny when you consider their face sprites vs how each is usually depicted.

>> No.10752858

>>10752546
>I'm giving this a 5 specifically because it's "unflatering to women" (why should they be praised all the time?) Kudos for having the balls to try something different.
Heh.

>> No.10752892

Stumbled across a mod called Deathstrider that I've never heard nor seen before. Looks like a faster paced Hideous Destructor.

>> No.10752907

>>10752835
Vanilla Essence and cblood

>> No.10752910

>>10752892
eh might as well just play hd

>> No.10752963
File: 746 KB, 1060x720, ambient sound overkill.jpg [View same] [iqdb] [saucenao] [google]
10752963

Quake bros, I'm having a weird issue with my Malice map. Everything seems to be VIS'd correctly, but I'm having some pretty significant audio bleedthrough of ambient noises and monster idle sounds everywhere. Is there anything I can do about this?
In pic related for instance, the scuba guy and fan turbine are both perfectly audible in the room below despite multiple walls separating them. Standing in that room with 'r_showtris 1' on confirms that the other areas are VIS'd out. I was under the impression that this should be sufficient to block sound, but maybe I'm just having a retard moment.

>> No.10752967

>>10752963
What sourceport?

>> No.10752970
File: 1.54 MB, 1920x1080, ambient sound overkill 2.jpg [View same] [iqdb] [saucenao] [google]
10752970

>>10752967
Ironwail and vkQuake. Haven't tested others.

>> No.10752985

>>10752970
Try it in QS. If it isn't happening there, it's an engine issue.

>> No.10752996

>>10752835
Just flashlight++ in case there's really dark areas

>> No.10753005
File: 1.48 MB, 1519x890, 1698528466483859.png [View same] [iqdb] [saucenao] [google]
10753005

Nth for mapping is fucking hard.

>> No.10753008

>>10752985
Just tested, definitely still happening.
I should probably just go fly around random maps that I know are VIS'd and see how obvious idle sounds are through walls.

>> No.10753278
File: 323 KB, 1600x900, quake05.jpg [View same] [iqdb] [saucenao] [google]
10753278

>>10752257
The only update to The Spiritworld I would like is making an adittional secret level accessible from Diyu as a reward for going full autist and finding all of its super-secrets or the optional extra keys.

>>10752505
Zaero's Sentien is supposed to be inculded to the Guggenheim map along with the Tactical Gunner (a custom Lazarus monster who's got a Prox launcher & ETF rifle), but in my case when I tried it out, not even ripping the entity model & sounds from Zaero directly made him appear properly.

>>10752512
The Zboss is the dude in an exoskeleton who's internally called "a Big Bad Mofo" and is reliant on extra ground-attack triggers to work properly in order to give the player some breathing space inbetween his barrages.

>>10749259
Not him but QsS runs better on my toaster than IronWail outside from some newer maps that refuse to load and function properly on anything but IW

>> No.10753421

>>10752241
>Duke where you'll rarely see more than a handful at a time?
that can apply to doom too, no?

>> No.10753430

>>10753278
Call of the Machine added the Lazarus monster back into Q2 as the Gunner Commander https://quake.fandom.com/wiki/Gunner_Commander

>> No.10753439

>>10752835
Yeah PK sound mod is pretty essential imo

>> No.10753480

>>10751482
You will never be a mod.

>> No.10753487

Confession time...the first time I played Quake was on the DirectQ sourceport.

>> No.10753497
File: 702 KB, 986x1378, quack expectations.png [View same] [iqdb] [saucenao] [google]
10753497

>>10753487
I didn't finally play Quake until a few years ago, after playing pretty much all of the other classic FPS games.
and I fucking love it. Quake kicks ass.

>> No.10753523

>>10752892
It’s like HD but with spellcasting and more balanced towards vanilla enemy behavior. It won’t be as hideous but it still gets hairy.

>> No.10753536

>>10752474
Play The Darkening Ep 2 and be comfy

>> No.10753564
File: 142 KB, 192x282, 1620940257010.gif [View same] [iqdb] [saucenao] [google]
10753564

>>10752841
that's a fair point. I make sure that the mods I autoload are only minor audiovisual mods that won't break anything if they're overridden. If anything does conflict (maybe if something overrides a texture without a correspinding brightmap) I can just make a seperate config.
>>10753487
I still haven't played Quake

>> No.10753573

>>10753564
You should. Quake is fun. Just make sure to shake off two things Doom has taught us: The Shotgun isn't the best answer to everything.
The Super Shotgun isn't the best LOUD ANSWER to everything.

Just keep those in mind and I think you'll have a good time.

>> No.10753613

>>10753536
The textures are made by the same guy.

>> No.10753624

>>10753536
>>10753613
Thanks, looks convincing. Plus Ola's level was my favorite part about Eviternity, even though the 00's levels can't be anything like that, I'm still sure they will be fun.
But I'll start with the first episode.

>> No.10753634

>>10753564
Stream it when you get around to playing it.

>> No.10753663

>>10753573
>Just make sure to shake off two things Doom has taught us: The Shotgun isn't the best answer to everything.
>The Super Shotgun isn't the best LOUD ANSWER to everything.
Doom always felt clear about the rockets and plasma being the most devastating ammo options. Shotguns are just fun to use.

>> No.10753668

>>10753663
Shells are more plentiful than rockets and cells.

>> No.10753683

>>10753668
So are bullets. This makes sense, having plentiful ammo for the lesser weapons.

>> No.10753701

>>10753683
You do have a lot of bullets, but it takes 7 bullets to match the damage of 1 shell(10 for a super shotgun shell). The shotguns have really good damage relative to their ammo efficiency and how common their ammo is.

>> No.10753801

>doom
more like dumb lmao

>> No.10753807

>>10753801
I don't get it

>> No.10753869

>>10753701
>The shotguns have really good damage relative to their ammo efficiency and how common their ammo is.
They’ve got a slow fire rate to compensate, the chaingun can hold down a caco more steadily, and the super shotgun still has nearly half the ammo efficiency (and fire rate) of the rocket launcher.

>> No.10753879

>2024
>people are still arguing SSG is not by far the most commonly used weapon across all existing wads

>> No.10753903

>>10753879
>thinking it’s the most used weapon
True.
>thinking its the best because it’s the most used
This is fucking retarded.

>> No.10753959
File: 277 KB, 1600x900, quake09.jpg [View same] [iqdb] [saucenao] [google]
10753959

>>10753430
Cool beans then, all that's left for the Kex team is to port-over the PSX Guardian walker to make their remaster one of the best ones to date.
>now that I have the ION Ripper, I don't have to fell bad with corner-cheesing everyting with the LMCTF Plasma Rifle as a more sensible replacement (as only because how in my opinion, the TR's side-grade for the HyperBlaster is just that much OP, and you even find it *before* obtaining the HB so there's zero real need to ever use it)

>> No.10753971
File: 133 KB, 584x524, rottweiler.png [View same] [iqdb] [saucenao] [google]
10753971

I've recompiled dog.qc to give the beast the smaller of the two collision boxes. What problems could possibly arise from this, if any?

>> No.10754002

>>10753971
Maybe slightly more likely to get stuck on uneven geometry when they do their lunge attack? Otherwise it's probably fine.

>> No.10754050

>>10753801
>REKKR
more like KEKKR lmao

>> No.10754074
File: 646 KB, 1600x900, quake12.jpg [View same] [iqdb] [saucenao] [google]
10754074

Oh noes. 2 SuperTanks with power-shields that essentially doubles their HP.
If only I didn't had a QD and the rapid fire power-up on me from previous level (and if the arena closed to block my retreat after I step inside it), maybe then this fight could've been quite troublesome to survive. . .

>> No.10754085

Someone's gonna take shit until the end of time for 94 peepeepoopoos

>> No.10754087

>>10754085
/vr/ projects have been cursed since Marisa happened.

>> No.10754098

>>10754087
lol dog, that might apply to the other /vr/ projects but 94p is just a case of the project lead mentally being a teenager despite being 32.

>> No.10754163

>>10753903
Are you actually mentally handicapped? Obviously the best weapon is the BFG if you compare it by damage, but overall the SSG is not one, not two, but ten steps above the rest of the weapons

>> No.10754178

Rocket launcher is the best weapon in Doom, you can all go fuck yourselves.

>> No.10754226
File: 39 KB, 620x487, ss_2015-07-29_at_01.28.02.jpg [View same] [iqdb] [saucenao] [google]
10754226

i like the plasma rifle because it goes bububububwA bububwAbwA

>> No.10754239

>>10754226
Have you considered the Doom64/PSX plasma rifle?

>> No.10754247

>>10754239
God tier sound design, love when wads use it, same with the BFG
>PSSSSSssssh kra-POOOOOW

>> No.10754282
File: 32 KB, 500x375, 91faa88290efb4584127dd22d3f5f91a.jpg [View same] [iqdb] [saucenao] [google]
10754282

>>10751482
>i think this game is absolute trash
>true fun games
>you are a joke if you enjoyed in any way shape or form

Here have a (You)

>> No.10754289

>>10754074
Any powerup I pickup is always held until the end fight. It makes me appreciate Heretic resetting the tomes at the end of the level, it might have worked for Q2 at the end of a unit.
>ION ripper deals 50 damage a hit
That can’t be real.
>>10754163
>all this super shotgun fellatio
Damn anon spoiler that shit this is a blue board.

>> No.10754291

>>10751482
i don't care about this game but this is bait i reckon

>> No.10754294

>>10753487
My first time playing Quake is the Wii port with nunchuck aim.

played through the entire game since the saves weren't fixed

https://www.youtube.com/watch?v=AgwpxbZzJWg&ab_channel=TerporFIN

>> No.10754296

>>10754294
Wtf that's pretty cool.

>> No.10754309

>>10754239
>>10754247
I'm intrigued now, is there weapons-only pack of console weapons? Or at least sounds. I assume they have the same functionality as PC weapons?

>> No.10754315

>>10754294
People used to have creative solutions for homebrew ports. Like how Doom on DS had the statusbar on the bottom screen.

>> No.10754350

>>10754239
sounds generic
i prefer the og, nice and powerful

>> No.10754359

>>10754294
Love the Metroid Prime Trilogy style weapon viewmodels

>> No.10754382
File: 1.50 MB, 1366x768, sj2_naitelveni_2024-03-05_21-58-56.png [View same] [iqdb] [saucenao] [google]
10754382

>> No.10754390

>>10754309
None that I'm aware of but there is an 'enhanced' port for the PS1 version on GZDoom

>> No.10754397

>>10754359
More games should use the Metroid Prime/Goldeneye moving viewmodels.

>> No.10754405

>>10754397
As long as they're relatively small and don't have a seperate FOV from the player's camera, yes.

>> No.10754449

>>10754294
That was my favorite way to play it desu. Was a lot of fun.

>> No.10754549

>>10754382
Is that a death knight reskinned with a doomguy helmet? Tell me more about this mod. I like Scifi/techbase quake maps.

>> No.10754552
File: 1.87 MB, 1920x1080, 1709606256012125.png [View same] [iqdb] [saucenao] [google]
10754552

https://www.youtube.com/watch?v=P3ZGsgvCkjo&t=50s

>> No.10754557

>>10754549
You will love Alkaline if you haven’t tried it yet.

>> No.10754564

>>10754557
I haven't. I play about one quake mod a year, since loading them is harder than loading new doom .wads. Yes, I am a lazy retard.

>> No.10754569

Hm perhaps /v/ will provide stimulating conversation about the latest Doom entry, it is after all a board for videogame enthusiasts, I'm sure they're not complete casuals that cannot handle pressing more than one button every 10 minutes
>clueless

>> No.10754581

>>10754564
Whatever floats boats, you know? Cool mods will always be there when you’re ready, especially techbasey Alkaline.

>> No.10754601
File: 2.15 MB, 1920x1080, 1680451566728299.png [View same] [iqdb] [saucenao] [google]
10754601

>>10754552
Finally finished over the course of several weeks. Tronyn and ericw were the fucking kings of Quake. mapajam6's Illusions Outnumber Changes In Fortune is a fantastically realized castle map situated in the mountains under a bleeding sun. Despite its enemy count, it isn't quite mindless slaughter (nor is it not mindless slaughter mind you). Just a thoroughly engaging excursion through one of the Ranger's thousands of adventures battling the forces of Quake, and never a dull moment. I really should finish that Drake randomizer I was trying to make because I'd love to get in there with some yakmen and the like. Then again I suppose I can just use AD. Gonna try that now.

There are I believe several times I actually got lost with no real direction, but I'm pretty sure those were all my fault, just be wary if you feel like trying the map out.

It's a reminder of what I love about these things and the ever, ever, ever enduring value of community content; I chose to play this custom map over buying or playing a new release from the last five years because it captures parts of my imagination that recent products don't. Modern titles would do well to include editors, but that's a pipe dream. Now to play the Mjolnir version of this map eventually.

>> No.10754630
File: 2.57 MB, 1920x1080, 1685410130675562.png [View same] [iqdb] [saucenao] [google]
10754630

>>10754601
>You can chainsaw corpses in Mjolnir
Neat! Think that's taken from Quake 1.5

>> No.10754650

>>10754294
Neat.

>> No.10754785

>>10751727
Polish Community Project

>> No.10754807

>>10752546
This is just a mash of stolen assets with shitty gameplay edits, he stole all the sprites from another female enemies mod which was much more polished. The maps are stolen from that darksomething wad and another one.
Still, I enjoyed playing this and I sexually enjoyed letting the dominatrix skin(sprite from redneck rampage) revenant melee beat me to death

>> No.10754820

>>10754630
I think it was present in Drake

>> No.10754860

So, someone wants to do a Icon of Sin monster
https://sketchfab.com/3d-models/doom-eternal-icon-of-sinarmor-4dd25780dded4b4b8d8a43077c91d700

>> No.10754894

>>10754860
By someone, you mean id ?

>> No.10754903

>>10754894
i say make a sprite set of the icon of sin with and without armor as a twist for map 30
Phase 1 is the monster wall like plutonia 2, phase 2 being the armored titan and phase 3 without the armor and faster.

>> No.10754927
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10754927

Wednesday Kart Whatever, come play some SRB2Kart!

How to join (Easy, Windows only):
Download the All-in-one repack: https://mega.nz/file/AzkXSTJK#cxoQ3FD2K-Vg9bKwsvQNkWKxT8LGiCjJEfmPCwXi-eU
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2K-CEP (Connect to vrkart).bat"
Wait for any missing files to download in-game

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

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

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

Recent Changes:
Juicebox is back on the mod randomizer
4 New Characters: Pikachu, Jill (Drill Dozer), Bean the Dynamite Duck, Gum (Jet Set Radio)
3 New Hats

>> No.10754928

>>10754903
Yeah, I misread your post.
I think that could be made if you reduced the Icon to the size of something like the Duke 3D bosses, because any taller and you get something like the Icon of that one Brutal Doom mod that looks too much like a giant cardboard cutout.

>> No.10754935 [SPOILER] 
File: 68 KB, 200x200, BalgarCybie.gif [View same] [iqdb] [saucenao] [google]
10754935

>>10754928
the models are there at cgtrader so it gets easier to convert them if someone knows how to 3d into GZD or make a full sprite set since the BD icon of sin is all around terrible.
This reminds me that Pypsy NEVER finished the 2016 cyberdemon sprites that looked great

>> No.10754937

>>10754927
this is my first time playing, anything i should know before?

>> No.10754953

>>10754937
Ideally, at least skim through the mechanics and gameplay section of the PRO TIPS linked in the pastebin:
https://pastebin.com/YV6biqxq

>> No.10754957

>>10754953
i get a black screen when i open srb2kart.exe

>> No.10754961

>>10754953
>>10754957
nvm it worked when i connected to my wifi

>> No.10754967

>>10754953
>>10754961
did you closed the server??

>> No.10754971
File: 339 KB, 1920x1080, 2320_20240306205408_1.png [View same] [iqdb] [saucenao] [google]
10754971

>>10753959
Anon...

>> No.10754972

>>10754953
> The EX bar fills if you aren't first, and gives a passive increase to speed and nitro gain.
So THAT'S what the EX bar does.

>> No.10754974

>>10754927
>>10754953
>>10754967
it keeps spinning in connecting to server... because the information you provided is incorrect

>> No.10754982
File: 247 KB, 1920x1080, 2320_20240306210159_1.png [View same] [iqdb] [saucenao] [google]
10754982

>>10754971
bonus for the md5 mod

>> No.10754993

>>10754860
>>10754928
i wonder if someone did an icon of sin that still stayed as a wall spawning monsters but also borrowed some eternal attacks like the laser beam, fireballs and meteors
and then make it spawn the "vios" from doom 2 rpg lol

>> No.10755006

>>10754974
Works fine for me both with my usual setup, and with the "SRB2K-CEP (Connect to vrkart).bat" included in the premade repack.
The server isn't locally hosted either, so I have to connect to it just like everyone else.
Seems like a problem on your end.

>> No.10755040
File: 1.66 MB, 1920x1080, 1686841112289010.png [View same] [iqdb] [saucenao] [google]
10755040

>>10754820
Definitely not, the way you're thinking, just double checked. There's a small window of opportunity to gib or cut off an enemy's head as it's dying with the chainsaw in Drake, but after they hit the ground you can no longer interact with the corpse.

>> No.10755095

How are the original IWADs (no freelook, no jumping, etc.) on controller?

>> No.10755115

>>10748168
Awesome, anon.

>> No.10755160

Should I play Daikatana?

>> No.10755180
File: 8 KB, 634x241, 1693850856957805.png [View same] [iqdb] [saucenao] [google]
10755180

>>10755160
Nah go to quaddicted's map list
https://www.quaddicted.com/reviews/
And hit play a random map on the right side.

>> No.10755196

>>10754935
corn toes

>> No.10755342

>>10755095
good. people played them with keyboard look back in the day just fine

>> No.10755378

>>10754957
>srb2kart.exe
Wait, you were trying to connect with srb2kart.exe? We run a custom client. If you're still interested in joining, use either the batch file or SRB2K-CEP64.exe

>> No.10755452
File: 106 KB, 492x490, 1000088210.jpg [View same] [iqdb] [saucenao] [google]
10755452

>> No.10755461

>>10755452
GET HIM OUT

>> No.10755471
File: 225 KB, 337x337, 1556552314829.png [View same] [iqdb] [saucenao] [google]
10755471

>slime trails

>> No.10755538
File: 834 KB, 1920x1080, 1000410_20240306222832_1.png [View same] [iqdb] [saucenao] [google]
10755538

If you already have souls when you pick up an extra mace, you get those added to your total amount. I don't think it makes a difference to the damage because it'll one-hit everything at 10 souls.

>> No.10755546

>>10755538
Does the alt-fire shoot the extra souls ?

>> No.10755559
File: 3.85 MB, 1920x1080, WRATH 2024-03-06 22-50-31.webm [View same] [iqdb] [saucenao] [google]
10755559

>>10755546
Seems like it.

>> No.10755567

>>10754974
Why do I get the feeling the horsefucker is posting this?

>> No.10755775

>>10755538
my favorite part about the mace of devastation is when i clicked on a widow 5 times with it and she didn't die because the attacks bing bonged against an adjacent wall and then i died instead

>> No.10755826

>>10754927
hey wolperfinger i think you should poke around gametype voting to get juice tech enabled with nitro, i'd do it myself but i'm away from a real pc for a while

>> No.10755830

>>10755471
They're not hard to fix.

>> No.10755845
File: 134 KB, 400x400, 1681184614987628.png [View same] [iqdb] [saucenao] [google]
10755845

>>10754927
ggs

>> No.10755851
File: 82 KB, 318x222, spring yard seethe.png [View same] [iqdb] [saucenao] [google]
10755851

>>10754927
GGs
>>10755826
maybe as its own mode, dash gates with nitro would be nigh-uncontrollable

>> No.10755859

>>10755851
oh no, i mean juice TECH, as in only teching for recovery because it's not enabled right now.

>> No.10755861

>>10755859
Ah, that makes a lot more sense, yeah I'll look into it.

>> No.10755869
File: 1.79 MB, 1280x1020, clives wacky adventure.png [View same] [iqdb] [saucenao] [google]
10755869

>>10754927
GGs

>> No.10755958

>>10755869
Almost bought a boxed copy of Undying the other day. But decided I didn't need it.
Great game tho.

>> No.10755961

>>10755958
What was the price?

>> No.10755964

>>10755961
22 dollary doos.
But I've spent too much on random shit recently.

>> No.10755965

>>10755964
Fair enough.

>> No.10755974

>>10755869
I should boot that up and see if it still crashes on that one door under the monastery.

>> No.10755976
File: 110 KB, 289x239, 1665475021282891.png [View same] [iqdb] [saucenao] [google]
10755976

>>10754294
Neat.
>>10753663
Shotguns are the workhorse weapon of most FPS games, notable exceptions being RoTT, RtCW and Doom 3.

>> No.10756014

>>10755830
That depends on the geometry you're working with.

>> No.10756024
File: 86 KB, 600x600, SheklsJingling.jpg [View same] [iqdb] [saucenao] [google]
10756024

>>10752587
>the ones I've tried have been great
And which are these? If not a secret

>> No.10756041
File: 705 KB, 1600x900, quake14.jpg [View same] [iqdb] [saucenao] [google]
10756041

>looks like these ammo wasters are gonna be a regular occurrence from now, still think it would've been better if the BetaGladiators were more common and a bit weaker enemies who aren't confined to the final section of this addon.
>>10754630
It's a feature of AD's ShadowAxe being applied to it for gibbing downed/unawoken Zombies
>>10754549
I think that's the SewerJam2 map that runs on Alkaline mod's latest version
>>10754552
What map?

>> No.10756047

>>10756041
>It's a feature of AD's ShadowAxe being applied to it for gibbing downed/unawoken Zombies
I suppose considering AD is from 2015 and Q1.5 was a few years later that makes sense. But the chainsaw model is definitely from Q1.5.
>What map?
Same one I did a blurb on here: >>10754601
Illusions Outnumber Changes In Fortune in mapjam6.

>> No.10756049
File: 2.01 MB, 1920x1080, 1703181192703768.png [View same] [iqdb] [saucenao] [google]
10756049

>>10756047
Fuck forgot pic.

>> No.10756050

Do any ZScript people lurk in here?

>> No.10756058
File: 544 KB, 1600x900, quake16.jpg [View same] [iqdb] [saucenao] [google]
10756058

>>10756047
To be honest Mjolnir/Keep has a dedicated spreadsheet file included just to monitor from which mod had it nicked what feature/entities to implemment, and if they are shared inbetween other mods it even tells you where did they originate from and what version it decided to '"borrow"'

>> No.10756060

>>10756050
Hola.

>> No.10756064

>>10756060
Would you be interested in collabing for a project? I can't post much right now since I am away from home, but once I come back in a few days I'll post more about what I have.

>> No.10756070

>>10756060
I'll pass, anon. Already got a long-term project to occupy whatever free time I have left.

>> No.10756072
File: 18 KB, 326x294, Brainlet.jpg [View same] [iqdb] [saucenao] [google]
10756072

>>10756070
meant for >>10756064
Not sure how I ended up replying to myself, damn.

>> No.10756081

>>10756058
It's likely incomplete just like the github wiki; CTRL+Fing chainsaw on that spreadsheet yields nothing.

>> No.10756091

>>10756049
i need to come back to quack before too long

>> No.10756105
File: 3.25 MB, 1920x1080, 1680085636741850.png [View same] [iqdb] [saucenao] [google]
10756105

>>10756091
It'll be there when you're ready. Pic related is from mapjam3

>> No.10756110

>>10756105
yeah i really need to play this

>> No.10756129

>>10747956
here's a proper release-ready version of MAP04 for Vertex Relocation
https://files.catbox.moe/eg0z2z.wad
deadline may be soon but any more feedback would be appreciated

>> No.10756162

what do you think of talentless retards who go like "hey this is the demo of my map its 20% complete but i want to share it" or "this megawad is a project of mine i have finished half a map and this is RC1"
Should these people be banned from playing and/or making maps for retro FPS?

>> No.10756163

>>10753869
>The slow rate of fire argument
Oh yes, I'd forgotten that Doomguy has no legs and doesn't run as fast as a private jet

>> No.10756178

>>10756162
Do you also hate shareware CDs.

>> No.10756207

How do you guys feel about having mobs drop score items? I want a bit of control over the player's ammo, but pickups are fun and it feels like a waste to have enemies drop nothing. On the other hand, I doubt anybody actually cares about arcade-style scoring systems, and having so many useless pickups might wind up backfiring and burning people out.

>> No.10756212

>>10756207
It can work if the score provides some kinda spin for gameplay. Even if it's something minor. DAKKA does shit with scoring that's fun, though that's solely from combat and not pickups.
The Edge of Time has a scoring system and if memory serves right it plays into the game. It's a little sensory overload at times but I think it's a great WAD

>> No.10756218
File: 69 KB, 320x240, 16489600-mahjong-taikai-ii-special-playstation-dont-piss-her-off.png [View same] [iqdb] [saucenao] [google]
10756218

Tfw playing the Quake 2 expansions for the first time

>> No.10756220

>>10756129
The blue armor secret has pegged textures.

>> No.10756240

Anyone got a mega for the Doom comic that spawned the whole rip and tear catchphrase?

>> No.10756249

>>10755471
>when that one dirty girl has visited your doom level
slime trails

>> No.10756250

>>10756207
Unless you add some twist to it, players will be collecting items from every monster they kill, so you might just as well tie scoring directly to kills. How are you going to differentiate it? Maybe by placing monsters in hard-to-reach/dangerous places? Maybe by having the items have expiration time so that you have to rush into partly-cleared rooms to claim them? Maybe by making the score item extend the combo, so the player will alternate between killing monsters and picking items for max returns?

>> No.10756254

>>10756207
You could turn it into a lives system, but you'd need to get rid of manual saves for that.

>> No.10756256
File: 519 KB, 1600x900, quake17.jpg [View same] [iqdb] [saucenao] [google]
10756256

>>10756218
Which one was your first?
>without giving these dudes homing rockets a'la KexQ2, they are less dangerous than a pair of Parasites unless you'd let him corner you

>> No.10756258

>>10756207
Give them a 1% chance to drop a 1-up/megasphere like the "Contra3 in Doom2" TC mod does it

>> No.10756261

>>10756207
>>10756254
I actually play Doom in an arcade way. I never save. I start with X lives. I can choose if I get an extra life if I finish with 100% kills or 100% secrets+kills (I go with 100% kills only). It's pretty fun, honestly. I hate saving

>> No.10756309

How are Quake fan maps usually balanced around rocket jumps? Do they mention it somewhere in description like Doom wads do with jump/crouch/freeaim?

>> No.10756321
File: 564 KB, 1600x900, quake19.jpg [View same] [iqdb] [saucenao] [google]
10756321

I love this weapon so much that I don't even mind killing myself with it

>> No.10756361

I finally defeated all the slime trails!

>> No.10756376
File: 9 KB, 896x74, image.png [View same] [iqdb] [saucenao] [google]
10756376

>>10755471
>>10756361
Speaking of them, this is from the last woof update.

>> No.10756387

>>10756207
>I doubt anybody actually cares about arcade-style scoring systems
It's fun in Dakka.

>> No.10756390
File: 139 KB, 1536x1152, ingame2.png [View same] [iqdb] [saucenao] [google]
10756390

>>10747956
updated MAP08: https://files.catbox.moe/wp83jm.wad
>change the color scheme of the combination lock room to beige
>lots of detailing
>added another secret
also the biggest news: the accompanying paper! check it out: https://files.catbox.moe/j7sprw.pdf

>> No.10756395

>>10756390
Map 08 of what

>> No.10756406

>>10756395
There's only one active Doom mapping project, guess.

>> No.10756412

>>10756395
vertex relocation

>> No.10756413

>>10756406
nowhere in his post he mentioned the word "doom"

>> No.10756416

>>10756413
>doom screenshot
>wad file
What do you think it could be?

>> No.10756462

has there ever been a thread where the word bubble's main word was something unusual? post screens

>> No.10756467

>>10756416
Clearly anon must be mapping for Chex Quest.

>> No.10756468
File: 455 KB, 1150x1150, 1700433244900.png [View same] [iqdb] [saucenao] [google]
10756468

>>10756462

>> No.10756484

>>10756468
>anon looks nice

>> No.10756489

>>10755976
They’re often the “old relible” in these shooters. Quake will even make sure you start a level with 25 shells if you end the previous level without any.
>lack of shotgun in RotT, RTCW, shitty D3 shotgun
It hurts the most in RoTT. Wolfenstein still has front-loaded and plinking boltactions and D3’s can still headshot if it clips their face.
>>10756163
A private jet with slipper socks. Player speed in Doom can be utilized with every weapon though so I’m not sure what you mean.

>> No.10756494

>>10756489
> can be utilized with every weapon though
True, but only the SSG has a slow reload, so the weapon "downside" gets completely eliminated once you become slightly better at the game, thus making the SSG the de-facto standard OP weapon. If you are running around the map, you have the SSG equipped 100% of the map. Which is not a problem. The problem arises when said weapon that you're always carrying is also one of the strongest.
Mappers are retarded and place way too many shells, or give the SSG way too early (one reason I play only pistol start). Have they forgotten that sergeants drop shells as well, perhaps?
Denying these simple truths is borderline crazy, so stop replying.

>> No.10756505

Ran into the same issue with DOOM modding that I run into with all personal software development – the moment I’ve learned the toolset and feel comfortable enough to do anything, I start wondering what the fuck it was that I wanted to do to begin with. I swear I had an idea like a week ago.

>> No.10756548

>>10756462
the 30 anniversary's
it can be faked very easily so it doesnt really matters

>> No.10756594

>>10756494
>only the SSG has a slow reload, so the weapon "downside" gets completely eliminated once you become slightly better at the game, thus making the SSG the de-facto standard OP weapon.
That would be the BFG, two-shotting cybers for players who are slick on those slippery socks. Super shotgun is nowhere near that strong.
>stop replying.
The winning move is to not post, dumbass.

>> No.10756641
File: 474 KB, 1600x900, quake22.jpg [View same] [iqdb] [saucenao] [google]
10756641

Thanks for making the BIM's homing rockets be destroyable via the magic of Lazarus

>> No.10756660

I am consistently confused when playing Quake as to why pressing CTRL does not crouch me.
It feels so much like a game that'd have crouching, and it doesn't.
There are so many little boxes that you could hypothetically hurdle over with a crouch jump, and yet you slam into them like a floppy fish instead.
Why Quake, why? Why do you not have crouching? WHY?

>> No.10756674

>>10756641
Are you going to try out Zaero through the Unit?
>>10756660
They brought it in with Quake 2 (and took it back out with Q2 64). The first Quake was having people get more used to the idea of full mouselook since that year is when it really started to take off.

>> No.10756683

>>10755958
It was surprisingly fun game, even though it is pretty rough around the edges sometimes and little bit unbalanced but that could be just hard difficulty problem
>>10755974
Are you using the gog version?

>> No.10756709

>>10756594
>counting BFG
Are you trolling? Stop

>> No.10756829
File: 525 KB, 1600x900, quake24.jpg [View same] [iqdb] [saucenao] [google]
10756829

>>10756674
AFAIK there's too many func_'s & entities missing from this mod to make the some of Zaero maps work properly, as I even had a problem to run the new Fuel Depot map before as it featured Monster_Sentien yet it didn't let me just store its entity data in the Zaero's .pak for some reason (dropping the model/skin and sounds of Sentien directly into the anniversary mod itself fixed that problem tho).
I could probably run the Juggernaut maps with this mod, since as far as I can see doesn't really have any custom features coded onto it (because every single enemy & weapons included there are sloppy reskins)

>> No.10756870

Got a Doom poster.
Should I encase it in a frame, or place it as is? The latter feels more authentic and gamery, but the former highlights its classic status.

>> No.10756891

>>10756870
just hang it as is, looks better

>> No.10756921

>>10755471
qrd? just keep getting the map

>> No.10756967 [DELETED] 

Does anybody what multiplayer character models Quake 2 originally shipped with? Was it just the various colored male marines ala Quake 2 on PS1/N64, or were there other skins? Was the gender option added in later?

>> No.10756976

Stop hating Quake

>> No.10756987

>>10756967
I just checked my Quake 2 CD, it has Male and Female player models, Cyborg was added later.

>> No.10757006

>>10756921
Slime trails.

>> No.10757015
File: 1.07 MB, 1920x1080, tekwarwallpaper5.png [View same] [iqdb] [saucenao] [google]
10757015

dumping some build engine wallpapers ive made, looking for more from any older game engine really. it's so hard to find videogame wallpapers that aren't "link from zelda on a gradient background"

>> No.10757016

>>10756976
But I love Quake? Almost as much as I love Duke, which is almost as much as I love Doom, which is a lot.

>> No.10757018
File: 1.60 MB, 1920x1080, tekwarwallpaper.png [View same] [iqdb] [saucenao] [google]
10757018

>> No.10757030
File: 1.74 MB, 1920x1080, tekwarwallpaper2.png [View same] [iqdb] [saucenao] [google]
10757030

>>10757018

>> No.10757032
File: 1.15 MB, 1920x1080, tekwarwallpaper6.png [View same] [iqdb] [saucenao] [google]
10757032

>>10757030

>> No.10757036
File: 3.94 MB, 640x360, MjolnirShub weakfun ssg.webm [View same] [iqdb] [saucenao] [google]
10757036

>>10756829
Zaero done goofed through the Unit? Which port? I’ll check it out later and I need to shut up.
>>10756976
I’m one of maybe two/three people who actually enjoys Quake shotguns.

>> No.10757041
File: 676 KB, 1920x1080, tekwarwallpaper4.png [View same] [iqdb] [saucenao] [google]
10757041

>> No.10757046
File: 1.43 MB, 1920x1080, tekwarwallpaper3.png [View same] [iqdb] [saucenao] [google]
10757046

>> No.10757050

>>10757036
this hotel made me think of Luc Besson's films for some reason

>> No.10757053
File: 396 KB, 1920x1080, namwallpaper1.png [View same] [iqdb] [saucenao] [google]
10757053

>> No.10757056

>>10757046
comfy

>> No.10757059
File: 408 KB, 1920x1080, namwallpaper2.png [View same] [iqdb] [saucenao] [google]
10757059

>> No.10757067

>>10757046
>>10757032
>>10757015
It shouldn't be possible for a game to simultaneously have so much SOUL but also so much SUCK. TekWar is truly cursed.

>> No.10757068
File: 534 KB, 1920x1080, namwallpaper3.png [View same] [iqdb] [saucenao] [google]
10757068

>> No.10757072
File: 968 KB, 1920x1080, paladinwallpaper1.png [View same] [iqdb] [saucenao] [google]
10757072

>> No.10757078
File: 408 KB, 1920x1080, paladinwallpaper2.png [View same] [iqdb] [saucenao] [google]
10757078

its been years but new captcha still sucks so much ass. dump is over. hope you guys enjoy them

>> No.10757085

>>10757072
welcome to city 17

>> No.10757117

>>10756683
>Are you using the gog version?
Yes.

>> No.10757121

>>10756829
>I even had a problem to run the new Fuel Depot map before as it featured Monster_Sentien yet it didn't let me just store its entity data in the Zaero's .pak for some reason
Strange, I did that and it worked fine. KMQ2 or Yamagi? I'm on KMQ2.

>> No.10757304
File: 14 KB, 207x270, 95723495454758.jpg [View same] [iqdb] [saucenao] [google]
10757304

>>10755567
Because you're obsessed, lmao

>> No.10757312

>>10756212
Speaking of DAKKA, is there any way to get it to show score on the scoreboard while playing Zandronum

>> No.10757341
File: 1.73 MB, 1920x1080, horsing_around.jpg [View same] [iqdb] [saucenao] [google]
10757341

>>10755567
What? It's definitely not me.

>> No.10757443

is Doom 64 in the quickstart torrent in the OP? Not seeing it

>> No.10757448
File: 115 KB, 960x720, 1694360998584077.jpg [View same] [iqdb] [saucenao] [google]
10757448

>>10756484

>> No.10757637

>>10754294
For me, the 2nd time I played Quake was with the Wiimote+ with gyro aim connected to a PC. With gyro and a nunchuck it was the first time I could bunny hop on a controller and it was awesome

>> No.10757658

first time doing gzdoom settings is cancer.

>> No.10757675

>>10757658
This. I took pictures of my settings in case I ever have to fuck with a new installation. It defaults to the stupidest settings imaginable

>> No.10757678

>>10757658
I will never understand why the dogpuke texture filtering is on by default

>> No.10757713
File: 768 KB, 1920x1080, 10.jpg [View same] [iqdb] [saucenao] [google]
10757713

>>10757050
>just found out he also directed 5th Element
That's fun news to me.
>>10757675
>This. I took pictures of my settings in case I ever have to fuck with a new installation.
Oh shit I should do that.

>> No.10757814

>>10757675
>>10757678
>>10757658
>>10757713
are you so fucking retarded you don't know how ini's work? or you can't spend 5 minutes setting something up that you will never need to do ever again?
go play dsda, woof or other useless shit only pretentious fags use you fucking morons
>>10757678
>I will never understand why the dogpuke texture filtering is on by default
i love it when i see answers such as this.

>> No.10757818

>>10757814
Hi Graf. Look, I know you think having the filtering on by default gives the sourceport a "unique feature", but no one likes it.

>> No.10757819

>>10757814
Holy shit Graf what the fuck. Go work on Raze ya fuck.

>> No.10757836

>>10756870
Depends on if it's one with the Bethesda logo on it, if it is then get a frame that covers that shit.

>> No.10757837

>>10757814
hi le epic chicken man

>> No.10757839

>>10757675
Why would you do that? You can just copy the .ini file.

>> No.10757842

>>10757839
>both ini's disappear, other stupid computer shit happens
With my luck I'd probably lose my phone that day too

>> No.10757848

>idiots insult the chicken man and his program
>they still decide to use it because they know it's the superior choice
Do you also eat shit and drink piss in the morning?

>> No.10757854

>>10757848
Graf you've already been called out and no amount of mental gymnastics is going to fix that. Now get off /vr/ and go operate forklifts or whatever the fuck you guys do for fun over there.

>> No.10757858

>>10757848
>Yet you participate in society, curious!

>> No.10757860

>>10757819
>>10757848
Seriously what the fuck are you doing here graf wasting time bickering about GZDoom. Let it speak for itself, you got people using it for commercial products. Embarrassing dude.

>> No.10757878

>>10757860
They're not doing it the way he would do it though, so he has to bitch about it and try to force them to change shit to suit him.

It's the problem with crap like that, you need a hyper autist to lead shit like that but then they get obsessed over the dumbest of stuff like mod menus or Lilith.pk3.

>> No.10757890
File: 94 KB, 1024x954, 1681853303606603.jpg [View same] [iqdb] [saucenao] [google]
10757890

>>10757878
I'm just thoroughly surprised he'd bother traipsing to little ol' /vr/'s classic FPS thread because somebody talked shit. Why now after all the years of people doing that? It's all anonymous, who cares.

>> No.10757893
File: 2.86 MB, 800x450, sub subdivision.webm [View same] [iqdb] [saucenao] [google]
10757893

Death 'gibs' for mini-subs... because autism.

>> No.10757897

>>10757893
Dude you're going all out with this. Making me want to try Malice if such a forgotten game could affect someone 20 years later like this.

>> No.10757907

>>10757893
This is autism wielded for good. Keep it up you mad bastard.

>> No.10757938

>>10757893
neato

>> No.10757986

>>10757897
>Making me want to try Malice if such a forgotten game could affect someone 20 years later like this.
It's an extremely solid Quake mod for 1997, and I always saw a lot of untapped potential in it. I really think it would have been on par with games like SiN or Kingpin if it had more time in the oven.
Also, I just kinda find it to be a great testbed for stuff since it was pushing vanilla QuakeC to the limits.
>>10757907
>>10757938
Thanks dawgs.

mini-sub enemy is next

>> No.10758019

Is there any other mods similar to Final Doom+ because holy shit is it great going from WAD to WAD with new weapons that aren't god awful.

>> No.10758029

>>10758019
no, it is the best mod of the style.
i stopped playing it though, it's way too overpowered and the authors, for some reasons, changed the way doomguy moves, removed the autoswitch from weapons, and made some questionable changes overall. it is still one of the top 5 mods for doom though

>> No.10758032
File: 1.48 MB, 1227x692, dooH.png [View same] [iqdb] [saucenao] [google]
10758032

I like AI+ Doom combos. Finally my nightmares are coming true

https://youtu.be/iQJWurSRW0A

>> No.10758051

>>10758029
>and the authors, for some reasons, changed the way doomguy moves
That's just what Yholl does in his mods, it's like two lines to change it back.

>> No.10758056

>>10758032
how Doom felt the first time i played it as a 12 y/o in the 90's

>> No.10758073

>>10758051
I know, that's how I used to play it. Changing back everything that wasn't vanilla. But then I was still disappointed because of the way the weapons did damage. Less randomness. Less spread. Huge fucking damage.
If there was an easy way to change the damage (make it more random) and the spread of most of them...
I even tried to play it with a mod that changed damage done, set it at 0.8 and tried different values, but still nothing that satisfied 100%. Which is a pity, the mod deserves a lot of recognition.

>> No.10758076

>>10757848
>>they still decide to use it because they know it's the superior choice
I do? Nugget has voxels now, I don't need anything else.

>> No.10758089

>>10758056

yeah, reminds me of when I saw it for the first time in early 94. I imagined the gun taking up half the screen

>> No.10758096

>>10758089
i just sat there gobsmacked, it was my first fps, i didn't even know it was a thing before playing.

>> No.10758123
File: 170 KB, 768x768, 70ad14d2-ece5-4ca5-bc2a-dda115c4e553.68e50f8410fb667d5d6129ad18856a2f.jpeg.jpg [View same] [iqdb] [saucenao] [google]
10758123

>put Alice in Chains unplugged on TV
>load up vanilla DOOM on DOSBox
>crack a beer
>turn off all the lights and turn on the gay little star light projector I bought at Wal-Mart for $15
Yeah, I'm thinking it's kinoludo time.

>> No.10758201
File: 82 KB, 649x676, bear.jpg [View same] [iqdb] [saucenao] [google]
10758201

>>10758123
>crack a beer

>> No.10758208

>>10758123
Utterly based. I used to load the Now That's What I Call MIDI pack when I played GMOTA. Goddamn good times. Now I have goals and shit and sometimes that sucks.

>> No.10758313

>>10758123
nice

>> No.10758329
File: 1.26 MB, 1921x1080, file.png [View same] [iqdb] [saucenao] [google]
10758329

Man...

>> No.10758401

>>10756129
>>10747956
updated MAP04
>fixed pegged texture in one secret
>fixed midtexture bleeding in crate room
>other minor fixes
>some adjustments to lighting

>> No.10758403

>>10758401
>>10747956
>>10756129
fuck I forgot the link
https://files.catbox.moe/jrh5hx.wad

>> No.10758413

>>10758403
You can decimate my infested starport any day daddy

>> No.10758418

Are unescapable death pits a mapping sin?

>> No.10758419

>>10758418
Make it quick

>> No.10758420

>>10758418
Depends, if it's the specific challenge of an area to not fall in it can be fine but if it's just there and you can't tell you're not supposed to drop down to look for secrets or some shit then it's pretty terrible.

>> No.10758421

>>10758418
I'd say yeah, and it's more of a sin the further into the map you do it, which is probably why that one map in Plutonia that does it at the end is as notorious as it is. Like, you can still put them in your maps but people can also call you a poopyhead for doing it which is like the mapping equivalent of going to hell for sinning.

>> No.10758426

>>10758418
it's fine if it's an easily observed hazard or one that you have time to react to

>> No.10758458

>>10758418
Only if you don't give it a funny message like in Marathon.

>> No.10758460

>>10758458
That reminds me of a doom map I played that had a rocket launcher at the bottom of an inescapable pit to kill yourself with lol

>> No.10758668
File: 7 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google]
10758668

So I sees this guy, right? And he's on his knees, just going to TOWN on this dudes dingaling like it's a candy cane with the cure for AIDS stuck inside. So I's freak out a little and have to say something. So I go:

>AY-YO- WHY YOU SUCKIN' SOME DUDES JOHNSON IN BROAD DAY LIGHT!?
And you know what this little fagaloon says back to me?
>Sucking a cock? I thought I was playing Blood!

>> No.10758673

>>10751029
it is available for free on rutracker

>> No.10758714
File: 422 KB, 1920x1080, Wrath The Gardens.jpg [View same] [iqdb] [saucenao] [google]
10758714

Am I just shit or is this a genuinely difficult fight?
I can animation cancel with the shotgun/retcher/pistol altfire till the cows come home but I just do not have enough fang ammo to keep the spitter going on alt fire, too many cacos spawn behind me and I don't know what to do about it

>> No.10758720

>>10758714
Use items here. There are few other places in the game where you'll really feel the need for them.

>> No.10758727

>>10758720
I ended up using the Aegis and blading everything.
I don't know why but I'm just not getting the weapons in Wrath. The shotgun's great but the reload is too slow for it to be the pure primary and it feels like it has to be combo'd with the pistol's secondary. The nailgun is a nailgun but it has very limited ammo, and the grenade launcher feels really weak. I mean the altfire is three rapid grenades and it still can't take out any of the huge enemies(Cacos or the big fat poison guys), the whole game feels like it's built around weapon combos which just feels meh.

>> No.10758740
File: 266 KB, 1920x1080, 28 secrets and 800 enemies.jpg [View same] [iqdb] [saucenao] [google]
10758740

Jesus christ.

>> No.10758749

>>10758727
>the whole game feels like it's built around weapon combos which just feels meh
Possibly - it did enter early access in the middle of peak nu-Doom hype.
I'm more inclined to think that weapon/enemy balancing is largely just an afterthought. The game seems overall much more focussed on exploration and dazzling the player with fuckhuge maps than the actual core gameplay.
>>10758740
I think there's a bug where the last level you visit in a hub displays double the monster count.

>> No.10758787

>>10758714
"fight" is legit bullshit without artifacts
>>10758727
all the weapons own, and fill their niche, except the retcher, which is stupidly weak
blade = murder every melee unit, murder ranged fodder before they can react, execute stunned big targets
shotgun = instantaneously explode fodder at close range if it's too dangerous to melee, save ammo at mid range against larger stragglers with charges
pistol = use against fodder at any range your shotgun goes from a 1 hit kill to a 2 hit kill, snipe fodder
fang spitter = use whenever you'd use your pistol but when there's more stuff to shoot on screen at once, snipe big guys, panic magdump when you fuck up
slag cannon = murder everything at close-mid range, explode clusters of fodder
railgun = STUN, KILL, SNIPE, DESTROY
crystalizer = idk kinda does the same thing the railgun and slag cannon do (not complaining)
mace = free bfg whenever there's something safe enough to melee, never going to be your go-to like the blade but offers a nice choice
retcher = does nothing and sucks and does nothing and sucks

>> No.10758818

Looking at my (last installed) EA build of Wrath, it seems the Retcher used to do 400 damage for its primary fire, and now it does 350.
But apparently the alt-fire has always done 200 and still does. That seems wrong. Stuff died faster with the alt-fire before.
Anyway, the Slag Cannon does 150 per shot and it's full auto. 200 in a 3 round burst doesn't compare.
Without analyzing every single kill threshold, I conjecture they could safely buff primary fire to 425 and secondary to 250, and it would markedly improve the game without breaking anything.

>> No.10758860
File: 658 KB, 1600x900, quake30.jpg [View same] [iqdb] [saucenao] [google]
10758860

>>10757036
I tried doing that when the anniversary mod wasn't finished yet, but the Sniper Rifle (which you need for that one mandatory bullet-proof glass segment) is still missing from players weapon list along with the Sonic Cannon

>> No.10758865
File: 346 KB, 1600x900, quake37.jpg [View same] [iqdb] [saucenao] [google]
10758865

>>10757036
IIRC the freaky level with weakened Shamblers & Vores doesn't work properly if you'd try to run Ter Shibboleth in the AD-derived mods for some reason, feel free to skip that one if you get stuck at any point of it.

>this is the last time I'll ever be seeing these glowy bois

>> No.10758868
File: 334 KB, 1600x900, quake42.jpg [View same] [iqdb] [saucenao] [google]
10758868

>>10757121
OG Quake2 with the unofficial v3.24 patch from Knightmare

>> No.10758871

>>10757893
Benissimo!
>>10757986
Will it have homing torpedos just like you have?

>> No.10758926

What's that doom song that's like https://voca.ro/1bbhlwiCGokI

>> No.10758945

>>10758403
there's some textures missing in the secret room with the chainsaw
the stairs out of the slime pit are hard to spot
much improved since the last version I must say

>> No.10758954

Help I feel like a retard, how do I install Arcane Dimensions?

>> No.10758962

any way to play corruption cards with REKKR? monsters don't appear on the cards.

>> No.10758984

>>10758926
Sawed the demons?
https://www.youtube.com/watch?v=NlWDSvNSzlA&t=60

>> No.10758987

>>10758945
>there's some textures missing in the secret room with the chainsaw
i don't see any texture errors on my end, what source port are you using?

>> No.10758996
File: 142 KB, 1366x768, MAP04.png [View same] [iqdb] [saucenao] [google]
10758996

>>10758987
gzdoom. on further inspection it isn't a missing texture but this weird thing where middle textures get drawn in full. I've had the same issue in MAP07 when I tried to make some of the railings shorter by lowering the texture Y offsets, which just make them look like they're sticking into the floor. only happens with the SW renderer, not with OpenGL

if you use slade, run the map checks tool. it complains about a bunch of things

10 problems found in map MAP04:

Line 16 missing front middle texture
Line 31 missing front middle texture
Line 190 missing back upper texture
Line 190 missing back lower texture
Line 192 missing back lower texture
Line 198 missing back lower texture
Line 200 missing back upper texture
Line 200 missing back lower texture
Line 270 missing front middle texture
Thing 14 is stuck inside line 408

>> No.10759005

>>10758954
bros pls

>> No.10759008

>>10759005
Did you read the readme?

Installation
------------------------------------------------------------------------------

* Create a new folder called "ad" in your Quake folder
* Copy the Zip file into the new folder
* Extract the contents of the zip file
* Create a shortcut to your preferred Quake engine
* Add the following to the command line
-game ad

>> No.10759010

>>10758996
>gzdoom. on further inspection it isn't a missing texture but this weird thing where middle textures get drawn in full. I've had the same issue in MAP07 when I tried to make some of the railings shorter by lowering the texture Y offsets, which just make them look like they're sticking into the floor. only happens with the SW renderer, not with OpenGL
This happens if flat on both sides of the line is exactly the same. Change anything, like brightness by 1 and it will go away.

>> No.10759028

>>10758714
It was pretty hard for me, but I managed without artifacts by sticking to the shotgun altfire and retcher.

>> No.10759029
File: 526 KB, 1920x1080, doom11.png [View same] [iqdb] [saucenao] [google]
10759029

>>10758996
>>10759010
>>10747956
fixed
https://files.catbox.moe/rdmwju.wad

>> No.10759030
File: 881 KB, 1920x1080, 1697189549004420.png [View same] [iqdb] [saucenao] [google]
10759030

>>10758860
Yooo what is this?
>>10758954
So you have Ironwail or vkQuake right? And you have Quake, AKA id1, in the same folder you have Ironwail or vkQuake? Put Arcane Dimensions, ad, in the same folder you have id1, and your sourceport of choice. If you're using Ironwail, fire up the .exe, go to Mods, and Arcane Dimensions'll be right there like pic related.

>> No.10759031
File: 199 KB, 1920x1080, doom10.png [View same] [iqdb] [saucenao] [google]
10759031

>>10759029
whoops wrong pic, whatever

>> No.10759036

>>10759030
I'm just using the Quake on steam

>> No.10759038

>>10759036
Arcane Dimensions is incompatible with the Quake Remaster.

>> No.10759039

>>10759010
>This happens if flat on both sides of the line is exactly the same. Change anything, like brightness by 1 and it will go away.
interesting. why though?

>> No.10759047

>>10759039
I think renderer combies all identical planes together.

>> No.10759048

>>10759038
nooooo

>> No.10759069
File: 1.73 MB, 1920x1080, 1699972894135444.png [View same] [iqdb] [saucenao] [google]
10759069

>>10759048
Anon it's very simple:
-Make a new folder somewhere, name it Quake
-Download Ironwail, put it in this folder named Quake
-Download the original Quake (I'm not sure if you can use the Remaster's id1 folder) and put id1 in the Quake folder you made
-Download Arcane Dimensions, put it in the Quake folder you made
-Run Ironwail, go to the Mods menu
-?????????
-PROFIT!
In fact, you know what, here:
https://mega.nz/file/ZExUDb5b#8DgH2WeMlNm2O3W50VRtqtHl3d-oqATYJxsROOlzROg

Everything I just said, but in one folder where all you have to do is unzip and run the exe. The things I do to spread the love of Quake. If you want shotgun projectiles off, hit the console button (~) and type impulse 130 and hit enter.

>> No.10759142

>>10747956
area 51 source code released
https://github.com/ProjectDreamland/area51

>> No.10759153

>>10758787
I use the crystalizer way more than the railgun just because its ammo pickups are massive.

>> No.10759157

>>10758787
>>10759153
Also, the mace gets powered up with souls, it'll one-hit every enemy in the game at 10 charges. It became my go-to caco and executioner killer in episode 3.

>> No.10759168

>>10758787
retcher's primary is good at creating traps and detecting the spiders, and the secondary is good at bouncing projectiles around corners.

>> No.10759185

>>10759168
I was a bit disappointed that the crosshair can give the spiders away, and that a single shot from the coachgun can stun them.
It's like they made an invisible melee enemy, and then instead of choosing between a high pain chance, a way to see through the invisibility or low damage to avoid making them too annoying, they chose all three nerfs.

>> No.10759201

>>10758860
>(which you need for that one mandatory bullet-proof glass segment)
The railgun worked for me here. I was able to shoot him a few times with it and progress the level. This was through KMQ2.
Beyond that, new enemies seemed to work, same with the new items, all alongside the AI changes/buffs.

>> No.10759202

>>10759168
I used the Retcher a lot as a shotgun substitute, poking in and out of cover while picking off smaller enemies one at a time.

>> No.10759331

>>10747956
new International Doom release, adding support for Heretic & Hexein
https://github.com/JNechaevsky/international-doom/releases/tag/7.4

>> No.10759378

Thoughts on these? I am wanting to mix up Doom a bit after I finish with a few Final Doomer+ MegaWads.

>MetaDoom
https://www.doomworld.com/forum/topic/131595

>DeltaDoom
https://www.doomworld.com/forum/topic/92698-1312024-doom-delta-v301-new-weapon-and-more/

>MBF21 Expanded DOOM Bestiary Project
https://www.doomworld.com/forum/topic/135308-the-mbf21-expanded-doom-bestiary-project-medb-version-12-released/

I'm thinking I'd like to try mixing Delta with MEDBP but I am not a fan of the HUD or classes in Delta.

I understand I cannot mix Meta and MEDBP, but I have also heard MetaDoom isn't the best.

>> No.10759387

>>10759378
DeltaDoom is fun, but I dislike mods that make the plasmagun slow. Metadoom I last played years ago but I remember it was fun. Never heard of that last one, but I looove mods that expand the beastiary in small ways. Just a little bit of paprika goes a long way. Does it work with Doom and Doom 2; could I run it and see the new monsters?

>> No.10759392

>>10759378
Isn't that bestiary a resource for mapmaking and not a monster replacement mod ?

>> No.10759410

>>10759392
it is, but there's also a map pack made by the author and someone else if i remember correctly.
the monsters are quite nice to be honest. i wish i knew how to slightly modify them and put them into my own maps

>> No.10759430

>wad looks awesome
>its slaughtershit
mappers should be forced to write this in their readme.
i have more fun going /random on idgames

>> No.10759438

>>10759430
Sunder and its consequences have been a disaster for Doom maps.

>> No.10759467

>>10759430
What was the wad?

>> No.10759475

>>10759430
I hate Sunlust for it because it eases you into the slaughtershit
Maps were great to a point then it's just waves of hellnigs and meatballs

>> No.10759507

>>10759430
play along with an OP weapon pack

>> No.10759553

>>10747956
>>10756390
also I'm pondering names
>combination lock
>welcome to h3ll
>blasph3my
speaking of names, I still think vertex tipp-ex is a better name for the project. we're not really relocating the vertices

>> No.10759654

>>10759430
Play it on co-op, makes so much more bearable.

>> No.10759658

>>10759430
Play on a lower difficulty maybe.

>> No.10759702

>launch arcane dimensions
>the very first wizard guy kills me
Bros I'm not cut out for Quack

>> No.10759785

>>10759658
its not about difficulty you utter moron

>> No.10759789

>>10759430
Like the another anon said, lower the fucking difficulty. Upping the difficuly does nothing but ups the monster count (outside those 2 exceptions). If you don't want lot of monsters, do not up the monster count. Simple.
>"but uv is the true way to play"
Obviously, it is not even an any way to play for you. Pick hntr, stop whining.

>> No.10759794

>>10759785
Upping difficulty adds monsters, slaughter wad is a wad that has lot of monsters, uv means lot of monsters, you don't like lot of monsters, you shouldn't pick uv. Monster count has everything to do with difficulty.

>> No.10759818

>>10759789
>"but uv is the true way to play"
A lot of mappers treat it as the unfair difficulty, even people like Cyriak say that HMP is what they balance as the "fun" difficulty.

>> No.10759830

>>10759794
>lower the difficulty
>monsters count is lower but still through the roof
Once slaughtershit, always slaughtershit.

>> No.10759875

>>10759830
Which .wads bother you?

>> No.10759878

>>10759875
Fire and Ice

>> No.10759891

>>10759818
Yea. Still we have a lot of retards who only choose the uv and then proceed to complain about the difficulty or monster count.

>>10759830
What wad are you even trying to play? Something like Sunder or Abandon which is especially meant for hardcore players and having long, grindy maps? In that case you should realize that these wads are not tailored for newbies. Why should all content cater towards casuals?
Or are you having trouble with Valiant or Plutonia even on hntr, and still thinking it's too much for you. Then you just suck at the game, and it's not mapper's fault.

>> No.10759905

>>10759891
First, I'm not the anon who started complaining about slaughters. Second, nowhere in his post he complained about difficulty. Why are you ALWAYS, every single fucking damn time, assume it's a skill issue when someone complains about slaughtershit? Some people just don't like it, and it gets harder and harder with each year to avoid wads without at least a few slaughter maps.

>> No.10759906

>>10759878
We've been through this. It's a 21 year old wad from the time when the only example of slaughter genre was Hell Revealed. Scythe 1 is known for huge difficulty spikes. You are of course free to complain, but people have already done that years ago and slaughter as a genre has evolved so I don't really see what's the point in all of this.

>> No.10759915

>>10759905
DIFFICULTY SELECTION AFFECTS THE MONSTER COUNT ON HNTR, HMP AND UV AND IT DOES NOTHING ELSE. IT JUST AFFECTS THE MONSTER COUNT. LITERALLY NOTHING ELSE. THIS IS WHY PEOPLE YOU TO LOWER DIFFICULTY SO YOU GET LESS MONSTERS AND MORE ENJOYABLE GAMEPLAY FOR YOU.

TLDR: PLAY ON HNTR = USUALLY NO SLAUGHTER ON YOUR MEDIUM DIFFICULTY WADS
DO YOU UNDERSTAND?

>> No.10759923

>>10758871
>Will it have homing torpedos just like you have?
Yes, but they'll only home onto players in a sub, and torpedo homing in general is going to be limited by angle (normally they can do a 180 to a new target as long as there's line of sight).
The sub also now has its own health pool, so you can abandon it if it's about to explode and still have a fighting chance.

>> No.10759924

>>10759905
If it's not skill issue, what's the exact issue? I'm not trolling, I just want to understand. Even Doom 2 had parts where it throws 30 pinkies or 50 imps at you. Why is killing many monsters bad in monster killing game?

>> No.10759927
File: 1.34 MB, 1366x768, gib_2024-03-08_15-15-35.png [View same] [iqdb] [saucenao] [google]
10759927

>>10747910
GIBTROPOLIS!

https://www.slipseer.com/index.php?resources/gibtropolis.334/

>> No.10759929

>>10759927
Sex.

>> No.10759964
File: 319 KB, 638x1430, 1658580688586793.png [View same] [iqdb] [saucenao] [google]
10759964

>>10759915
But I'm fine with the difficulty? Lowering the difficulty won't magically turn an encounter into something else, you will get something like 15 less imps and 6 less cacos but it will still be the same "big empty arena with a horde of monsters now grab your highest caliber weapon and run in circles till everything is dead".
And no, I will not stop complaining about it. No amount of "git gud" deflecting IN ALL CAPS will stop it. No amount of "pick different wad" will stop it either because
>it gets harder and harder with each year to avoid wads without at least a few slaughter maps

I will slay all the demons even if I have to go trough all the nine circles of slaughtershit. But once I'm done with demons I will cry about it on an anonymous brazilian sidedefs weaving forum.

>> No.10759978

>>10759964
>but it will still be the same "big empty arena with a horde of monsters now grab your highest caliber weapon and run in circles till everything is dead".
When I finally got around to playing this >>10759878 that wasn’t what I experienced. It was real cramped and I had to find/make routes so as to not get fucked or overwhelmed.

>> No.10759991

>>10759978
Scythe slaugher maps are alright actually. It had like what, two of them?
Fear is really tightly packed, each slaughter piece ends almost as soon as it starts, so it still fits Scythe overall tone really well.
Fire and Ice is more just a sudden tone change and difficulty spike, yes than anything, same as Run From It, that's why these two maps are memed to hell and back.

>> No.10759995

>>10759964
I like many slaughter wads. I don't like wads you are describing and I don't even recall many of them. Rush is only one I can think of, and the wads' premise is that it's tailored for noobs that want to fights against big hordes. That's why it's easy and has too much space to evade. Normal slaughter usually gives you less movement space than non-slaughter wads. Are there really more (famous) slaughter wads that involve big empty arenas? If you always run into them, I'd like you to list some of them. Otherwise it looks like that you are complaining about non-existant thing.

>> No.10759997

>>10759964
ranger doesn't smile. he spites with joy

>> No.10760013

happy international women's day you all

>> No.10760046
File: 1.54 MB, 468x316, 1700279736748902.gif [View same] [iqdb] [saucenao] [google]
10760046

>>10760013

>> No.10760056

>>10759927
>AD mod
Eh sure I’ll give it a go. Hopefully the impulse 130 issue I had was only with Peril, but I’m also not too bothered by the pellets.
>>10760013
I’ll play third person with a Steed model to celebrate.

>> No.10760081

>>10760013
Internet communities centered around 20+ year old video games and modding them are very well known for their copious amounts of females, as we know.

>> No.10760090

>>10760081
But we all are old guys with wives and shit.

>> No.10760101

>>10759927
More Quake mods need to lean into this kind of Duke inspired "interactive realized location." Specifically the interactive part.

>> No.10760115

>>10760101
Just as long as they don’t lose themselves and make encounters way too open.

>> No.10760118
File: 189 KB, 1152x1408, scrap448_a.jpg [View same] [iqdb] [saucenao] [google]
10760118

>>10760013
have a good one
also which is it, boobs or hips
Both are good but something about hips is just mmfgh makes me monke brain activate

>> No.10760121

>>10760013
Well since it's international women's, here's some fun facts about woman
Feminism was birth from a marketing ploy to sell cigarette to woman

>> No.10760123

>>10759915
i've never seen anyone so retarded and upset about something so trivial. you must have got bullied in the 90s or something. and rightfully so.

>> No.10760131

>>10760056
whats the settings to play Q2R in third person?

>> No.10760145

>>10760131
>Q2R in third person
The neat part is you don’t. KMQ2 has some decent third person support, nothing for KexQ2 yet.

>> No.10760156

>>10760145
:(

>> No.10760161

>>10760156
Yeah I know…I can at least play it with my own brightmaps, the 25th Anniversary mod, and can customize the weapons somewhat.
The ponytail physics in Q2R, though…

>> No.10760170
File: 1.72 MB, 1920x1080, kmquake2_783.png [View same] [iqdb] [saucenao] [google]
10760170

>>10760145

hunh, looks like I did have KnightMare set up on this PC, just forgot about it

>> No.10760185

>>10760170
Oh hey its you, classy. I think one of the indev Kmq branches has some angle customization and a choice of Q4/D3 huds.

>> No.10760204
File: 2.61 MB, 1920x1080, UltTormentandtortureBrutal.png [View same] [iqdb] [saucenao] [google]
10760204

I understand that the bloom isnt helping, but even with bloom turned off these bullet hitmarks are still fucking huge and bright. what gives?
is it that im using brutal doom on top of Ultimate Torment and Torture?

>> No.10760225

>>10760204
well, post a picture with bloom turned off and it may be possible to assess

>> No.10760229

>>10760123
I do admit that I'm retarded like we all, but I never hated the guy. I was just tired of same topic over last 10 or more years, where a guy refuses to play on anything else than uv and then complains about too many monsters, which means he causes the reason for his own complaint. This howerer seemed not be case here, as the guy's problem was actually the lack of monsters compared to the room size like he elaborated few posts ago. Also it feels quite stupid to explain this, but writing in caps used to mean simplifying the text. I used this as a comedic effect. I admit that this was a mistake as the text with caps lock is seen as yelling at today (or has seen as that for years).

What comes to bullying, I've bullied and I've been a bully. Later friends with both the guys who bullied me and the guys I bullied. Bullying is stupid, but it's childhood and childhood is stupid. I don't have bad memories howerer. 90s first person shootets were part of the childhood back then and we all want to return to those times by playing these games again. Being an adult is the shittier part.

Have a good day, and I'm sorry if my shit humor offended you.

>> No.10760231
File: 2.66 MB, 1920x1080, UltTormentandtortureBrutal2.png [View same] [iqdb] [saucenao] [google]
10760231

>>10760204
causing some lag as well

>> No.10760257
File: 11 KB, 259x194, 1612667424191.jpg [View same] [iqdb] [saucenao] [google]
10760257

>>10756467
/vr/ chex quest when?

>> No.10760280

>>10760229
the point is you conpletely misunderstood the issue. the issue is not the difficulty (i play on HMP and have loads of fun, literally who gives a shit about UV). go check the tables and actual maps with monster placements and you will notice that while there is indeed a difference in monster count, the slaughter remains.
slaughtershit doesnt mean lots of monsters. its already been explained above. gonna watch a porn now cheers

>> No.10760306

>>10760280
Porn is cool. Have fun bro.

>> No.10760309

>>10760280
>a porn
watch how many porns you want m8

>> No.10760315

>>10760309
a porn (movie).

>> No.10760334

>>10760170
I don't understand why Quake 1 ports stopped supporting shadows. They look cool and are derived from GLQuake, which is what all these ports are ultimately forked from.

>> No.10760339

WADs that include level selections but are for DOOM II? Other than the known one (which honestly I find quite overhyped, like Eviternity for example)

>> No.10760342

>>10760339
You mean episode selections? Ancient Aliens, Valiant, Ozonia.

>> No.10760343

>>10760339
Headless chicken

>> No.10760345

>>10760342
>other than the known ones
Have already played those three.
>>10760343
Will check it out, but
>Faster and accurate pistol.
>Faster shotgun, chaingun, chainsaw.
>Faster plasma refire rate.
>Ballistic Trousers of +50 Bullets.
>Awareness of incoming Homing Revenant Missiles
uughhhhhh

>> No.10760351

>>10760345
how is anyone supposed to know what your metric of "known" is?

>> No.10760359

>>10760280
The “issue” that got explained above >>10759964 is still waiting on some examples >>10759995
If you’ve got specifics, that could help.

>> No.10760362

>>10760359
go back to doomworld please

>> No.10760389

>>10760359
Slaughtershit doesn't even mean anything lmao.

>> No.10760404

>>10747956
FrantikDM3 is out https://www.doomworld.com/forum/topic/143793

>> No.10760417

>>10760389
My baseless fuckass theory: A map turns into “slaughtershit” when it no longer can be mindlessly SSG’d through by shotgun fetishists

>> No.10760420

>>10760417
>>10760389
>>10760362
>>10760359
You morons slaughtershit is when a good dose of infighting is required and you have thousands of monsters in a single room. I don't like these kinds of maps. They are boring and uninteresting. Sadly, today's maps are 90% slaughter

>> No.10760424
File: 2.89 MB, 2560x1440, vkquake0012.png [View same] [iqdb] [saucenao] [google]
10760424

Shouldn't they fall into the water? Doesn't look like it was intended to get them stuck in the ceiling.

>> No.10760426

>>10760420
> Sadly, today's maps are 90% slaughter
No they fucking aren't lmao.

>> No.10760427

Can nugget doom handle big maps without slowdown?

>> No.10760438

>>10760427
Any modern source port can handle big maps nowadays.
Even damn GZDoom can to some degree, if you use comparable graphics settings instead of 4k resolution with 32x AA and Project Brutality installed.

>> No.10760448

>>10760426
Name one wad that doesnt have a stupid high enemy count map in it.
Hard: no DBP
Impossible: no Doom1 wads

>> No.10760450

holy shit Unloved is one of the best wads i've ever played wtf

>> No.10760453

>>10760448
Why not Doom1 WADS? And there are other Idtech 1 games, such as Heretic, Hexen, Hacx, and Strife.

>> No.10760461

>>10760448
2048 Units of /vr/

>> No.10760462

>>10760389
of course it does.

slaughtershit (n.) -- a map/wad I don't like. "It gets harder and harder with each year to avoid wads without at least a few slaughter maps"

>> No.10760463

>>10760453
Doom 1 wads are superior due to their vanilla style, short sized maps, good enemy placement, etc. Are you drunk? Why are you talking about strife and heretic

>> No.10760465
File: 385 KB, 1600x900, quake48.jpg [View same] [iqdb] [saucenao] [google]
10760465

>>10754982
>>10754971
So if this guy is already done, what are they (Q2 remaster team) waiting for to actually do something with him then?
>another wierd thing happened to me lately, as now that the later levels no longer give me extra ammo from pickups (like it happened in GZ), for some reason everytime I enter a new map - the game tends to make Enforcers die in just 1 shot from the IonRipper, unless I reload it and then they act normally again.

>> No.10760468

>>10760462
oh no there are a few maps that are considered slaughter in a wad consisting of many maps, 90% of maps today are slaughter!!!!

>> No.10760469

>>10760420
>You morons slaughtershit is when a good dose of infighting is required and you have thousands of monsters in a single room.
The “skill settings don’t matter with slaughter” anons might disagree with you because “skill setting” can actually help with this. Lower difficulties can mean more generous weapon/ammo drops, smaller enemy counts and healthpools.

>> No.10760471

>>10760280
>slaughtershit doesnt mean lots of monsters
it's literally in the name, open the dictionary, and look for the words slaughter and fest for god's sake

>> No.10760472

>>10760465
>So if this guy is already done, what are they (Q2 remaster team) waiting for to actually do something with him then?
Waiting for idsoft to say “okay we got more money approved, here’s another patch”
There’s a fun Q2 64 themed jam that uses him. It’s a good time.

>> No.10760475
File: 449 KB, 1920x1080, quake025.jpg [View same] [iqdb] [saucenao] [google]
10760475

>>10760131
>play Q2R in third person
Not sure why you'd want that, but you can in Q2PRO.

>> No.10760476

>>10760469
Are you fucking insane? The talk is about slaughter being boring, not hard. Holy shit. Are you doing a little trolling or are you genuinely this dense?

>> No.10760480
File: 440 KB, 1600x900, quake47.jpg [View same] [iqdb] [saucenao] [google]
10760480

>>10759030
I am using the 25th Quake2 anniversary mod from Quakeulf to play thru The Reckoning, and since I've heard that you can technically beat Zaero with it, I'll consider doing also that if possible (although I dislike how you can kill yourself via your own IREDs)

>> No.10760482

>>10760448
Rise of the Triangles

>> No.10760491

>>10760463
Heretic, Strife and Hexen share the same engine as Doom 1 and 2, and they are no strangers to WADs or PK3s. Now that I think of it, Heretic or Hexen having their own version of the "Colorful Hell" mod would be a neat sight to see.

>> No.10760492

>>10760450
Yeah it's fucking awesome. Just oozes atmosphere. Maybe the gameplay isn't the best but I didn't give a shit.

>> No.10760493

>>10760476
>The talk is about slaughter being boring, not hard
I have more fun with them on lower skill settings because I find the higher ones boring. Easy, right?
I hope you’re not also the limp ‘ssg is op’ bussy, fucking hell…

>> No.10760495

>>10760448
why should i tell you? i'm keeping the good wads to myself. you can keep being bad and miserable.

>> No.10760497

If you guys can't take even take a single map in a 32-map wad letting you loose with the BFG against hundreds of enemies, then I'm sorry, but you're a stuck up cunt

>> No.10760498

>>10760493
no. the skill level does not change the dynamics of the "combat". try again retard

>> No.10760505
File: 469 KB, 1600x900, quake50.jpg [View same] [iqdb] [saucenao] [google]
10760505

>>10760472
I'd toss at them the oldass Gladiator slaughtermap levelset from Milous and ask to re-adapt it to modern mapping limits, but I don't have a Discord nor any desire to infect my toaster with chinkoid spyware to make it even slower.
>I have finally died to something that's not my own bounce-plasmaball, a trio of Parasites raping me in a tunnel - or a suprize Gunner shoving 4 grenades up my ass, woo-hoo I guess?
I always hated these guys and found it funny that they can't pull a dying shoot due to wonky weapon coding, but it looks like they got fixed in KexQ2 so that they'll keep annoying the player even mid-death

>> No.10760506

>>10760497
But anon you don't understand, one slaughter map in a set of 10 or 20 or 32 maps is a clear indicator that 90% of doom maps made today are slaughter maps!
oh what stretch of time does "today" refer to? well uhhhhhhhh *microwave noises*

>> No.10760507

>>10760505
>chinkoid spyware
you mean Epic tencent Store?

>> No.10760518

>>10760507
That's actually malware if you still have any Unreal games before UT3

>> No.10760534
File: 592 KB, 2682x4093, 1697030742165261.jpg [View same] [iqdb] [saucenao] [google]
10760534

>>10760448
2048 Units Of /vr/
30 Years With Doom
Solar Struggle
Overboard
KDIKDIZD
Doom 64 For Doom 2
Sigil
Sigil 2
Doom Zero

>> No.10760548

>>10747910
Sigil but for DOOM 3!

>> No.10760563
File: 131 KB, 1080x1333, romeros face when.jpg [View same] [iqdb] [saucenao] [google]
10760563

>>10760548

>> No.10760573

>>10760563
>people find THIS attractive, cool or "based"
talentless charlatain, carmack made a good move when he fired him

>> No.10760581

>>10760573
only thing based in that pic is the gigachad handing him a Doom 3 copy

>> No.10760592

>>10758860
can we please get a high poly model of the Strogg and Human ships?

>> No.10760596

>>10760145
Paril may have added on Q2Pro for Remastered

>> No.10760616

What the fuck is wrong with AD MORTEM's pistol? Did you change it from vanilla? I can't understand for fucks sake im retarded

>> No.10760618

>>10760480
>and since I've heard that you can technically beat Zaero with it
I hope it’s not just through KMQ2 as that’s all I’ve tested it with.
>>10760596
>>10760475
>3rd person remaster content through Q2Pro
Well, huh. I’ll look into it.

>> No.10760636

>>10760616
pretty sure it's the exact same outside of cosmetic effects, I remember anon getting his ass grilled over wanting to change the weapon stats after the mappers already balanced their maps around the vanilla guns.

>> No.10760643

>200 mega hurts
Cyriak you sick fuck

>> No.10760649

>>10760636
it's definitely slower though

>> No.10760668

Give me a random number for a doomers bored project i want to play

>> No.10760670

>>10760668
27

>> No.10760675

>>10760668
3

>> No.10760713

quake 2 expansion packs - skip or play? what difficulty? playing remastered rn

>> No.10760723

>>10760713
Play, hard.

>> No.10760748

i want to start mapping but im quite confused about the formats. i wanted to do vanilla/boom at first, but then i can't use all the neat little trees i found on realm667. am i right? if so, what do i need?

>> No.10760750

>>10760596
>>10760618
It works in vanilla Q2PRO too, you just don't get fancy stuff like compass or remastered physics. This screenshot >>10760475
is from vanilla.

>> No.10760753

>>10760748
What trees?

>> No.10760758
File: 12 KB, 250x140, Mushrooms.png [View same] [iqdb] [saucenao] [google]
10760758

>>10760753
decorations, props, etc.
i really like the mushrooms

>> No.10760765

>>10760748
You can use custom props regardless of format, but if the props are made in DECORATE (as the ones on Realm667 will be) then they'll only work in ZDoom-based ports.

>> No.10760769

>>10760758
You can use them just fine, but you might have to learn dehacked or decohack to get them to work because a lot of the R667 stuff is made for zdoom.

>> No.10760770

>>10760492
I need to play more like that. got any ideas friend?

>> No.10760771

>>10760765
Any idea on how to just slap some new actors then? like the hanging corpses. i don't really care if they have scripts attached. thank You

>> No.10760798
File: 54 KB, 850x574, 1691888324238272.jpg [View same] [iqdb] [saucenao] [google]
10760798

Trying to get some Xonotic going, if anyone wants in on this humble little Darkplaces game
IP: 164.152.111.147:10666

>> No.10760812

thread?

>> No.10760902

>>10760498
Not him, but it does. Change few revenants into imps or spider mastermind into group of hellknights and combat sequence plays very different.

>> No.10760909

>>10760903
>>10760903
>>10760903

>> No.10760912

>>10760563
I look like this and do things like this.

>> No.10760934

>>10760257
I'd actually be down for that, but it'd probably go the way of the Heretic project that died.