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

/vr/ - Retro Games


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10817146 No.10817146 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10803345

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

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

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

>> No.10817148
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10817148

=== 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 ===
[3-27] Doomer7, a Killer7-themed mod is now in beta.
https://docs.google.com/forms/d/e/1FAIpQLSfaYvx6PDjy8aGdqSCls5qXj1sCmi2e8XsMmblrJ81POJgsOw/viewform

[3-22] Autistic internet gossip forum makes a .wad, follow the post for a link >>10794530

[3-20] /arena/ is back in a new home
>>>/vm/1214803

[3-19] Sewer Jam for Quake 2 Remastered is Out!
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-sewer-jam-volume-1

[3-17] Anon remembered that Freedom exists and it was updated
https://freedoom.github.io/

[3-17] nugget 3.0 released:
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-3.0.0
https://www.doomworld.com/forum/post/2779971

[3-17] Speedmappack 228 for Quake released, 18 maps all using vanilla gameplay and textures, no Copper whatsoever
https://www.slipseer.com/index.php?resources/sm228-vanilla.335/

[3-16] CLASSIC MARATHON will be released for Free on Steam soon!
https://store.steampowered.com/app/2398450/Classic_Marathon/

[3-16] Doom 2 in City Only Released
https://www.doomworld.com/forum/topic/143936-doom-2-in-city-only-rc1

[3-16] Wrath entitites file has finally released. Mapfags can now make new levels.
https://github.com/Official3DRealms/wrath-mapping


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

>> No.10817151

WE WERE FREE FROM THIS TORMENT, YOU BASTARD.

>> No.10817154
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10817154

>>10817151

>> No.10817156
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10817156

Am I crazy, or are these threads dying faster than usual?

>> No.10817160
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>> No.10817174

>>10817156
I think some turkeyknobs are too lazy to make a new one.

>> No.10817175

>>10817160
>had stuff big love games

>> No.10817176
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>> No.10817184

>>10817176
Anon, what's wrong? You're not a turkeyknob, are you?

>> No.10817193

>>10817160
>files around looking gay

>> No.10817195

>>10817146
took you long enough... I had a question and found the answer by myself an hour ago

>> No.10817216

>Tempus Irae is getting a redux.
>It combines the original maps and the Lost Levels into a singular experience, with a new level bridging the gap between the two.

Oh, that should be interest--

>The redux is being spearheaded by the guy behind Eternal.
>The new level has a reference to it forced in.

Of fucking course.

>> No.10817252
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10817252

don't do this

>> No.10817267

>>10817252
Autism

>> No.10817286

>>10817252
Don't do what?

>> No.10817319

>>10817286
put hidden areas in your levels that look like explorable secrets but are just dead-ends?

>> No.10817359
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>> No.10817363
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>>10817359

>> No.10817365

>>10817319
They're fucking detail.

>> No.10817373
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10817373

>>10817193

>> No.10817413
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10817413

>>10817151

>> No.10817414

Is the original threadmaker dead? Normally he doesn't let threads archive before making a new one.

>> No.10817423
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10817423

>>10817156
553 posts last thread, that's fine. Especially when you consider Doom is 30 years old. If you want the threads to last longer, you gotta do some activity or other to liven things up like regular hosting of Doom/retro fps deathmatch, post progress on a project of yours like a mod or map, etc. Shine on.

>> No.10817459

>>10817365
No it's annoying design, if you design your maps around exploring and secret hunting then communicate irrelevant details clearly instead of leading to ambiguous interpretation, why do some doors say locked while some say nothing at all, it's inconsistent and arbitrary,

>> No.10817460

>>10817414
There is no one thread maker, it's a role that's free for anyone to grab, but yeah I guess the last consistent guy got tired/busy. I was making them pretty consistently myself until like last march.

>> No.10817469

>>10817459
I think you're being gay.

>> No.10817471

>>10817460
There was anon people referred to as "newsposter" and he had a consistent way of writing, but I haven't seen him in quite some time.
>>10817459
I was thinking about this sort of thing at work today. I think all exploration in all combat oriented video games should lead to
>A: A unique enemy encounter, doesn't necessarily mean a unique enemy asset
>B: A unique enemy encounter that includes a unique enemy asset
>C: A unique item, permanent or temporary
That first instance in that webm of yours? Should have led to incendiary ammo, armor piercing rounds, a temporary addon that lets the revolver fire 12 rounds instead of 6 complete with the visual of taping another cylinder to the gun. If you want proof that this works, look no further than Super Metroid. I shouldn't have to explain much more than this: Exploration leads to upgrades to your total item or health capacity, or new ability for Samus' power suit, or a unique enemy encounter like the turtle in Western Maridia.

For a more FPS centric example, Serious Sam: 99% of secrets lead to a prank enemy encounter, or a challenge. I know all of this sounds obvious, but there is little more annoying when I'm playing a custom map and exploration isn't rewarded, which tells me that the author lacked imagination.

>> No.10817473

>>10817471
Oh yeah and secrets that lead to health items alone are fucking boring jesus christ.

>> No.10817492

>>10817471
Or a little easter egg, like a Go Away sign or something.

>> No.10817494
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>> No.10817505

>>10817469
Think about how satisfying it is when you do find a cool secret, this is the opposite. It's just frustrating missed potential at best, confusing at worst.

>>10817471
Exactly, I'd also mention some form of (environmental) storytelling can be satisfying reward for exploration that isn't just items or enemies. Sometimes just a random corpse in a strange place or a graffiti on a wall is enough to make that feel interesting instead of underwhelming.

>> No.10817562

>>10817460
One got banned a bunch of times because of the url in that news post that's having to be vague.

>> No.10817574
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>> No.10817582 [DELETED] 

>>10817574
What kind of niggerdry tripfaggotry, double penised vagina-osity is going the fuck on?

>> No.10817583
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10817583

I THOUGHT YOU WERE ALL GONE FOR REAL THIS TIME

>> No.10817586
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10817586

>>10817582
>he's a stocklet

>> No.10817587
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>>10817583
And it was great.

Wait a minute...

>> No.10817591

Any recommendation for wads similar to Hell Revealed? I'm familiar with HR2, Alien Vendetta, and Kama Sutra as the big "HR-style" wads.

>> No.10817595
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>>10817586
Why would you choose to ostracize yourself more than tripfags? Are you paying specifically to be othered by anonymous? Really, you painted a target on your face saying "look how nigger faggot I am". Kudos... I guess???

>> No.10817598

>>10817595
it's just the current april fools event

>> No.10817608

>>10817598
Are you trying to say namefagging with discord emojis is now an April fools joke? Mods/Jannys are fucking retarded. I blame Tumblr and communist she males.

>> No.10817609

>>10817595
anon
pls
pls anon
pls

>> No.10817612

Any way to instantly show the whole text on the intermission screen in Quake?

>> No.10817613

>>10817608
Well it's upsetting you, so they clearly won.

>> No.10817615

>>10817608
This isn't much different from various other April's Fool events on 4chan from the past decade or so.

>> No.10817620

>>10817612
Console.

>> No.10817621

>>10817595
>>10817608
Holy new

>> No.10817623

>>10817615
Meh, I'll admit it's a good April fools joke. It's just usually it's fun for most users not at the expense of anonymous and 4chan culture as a whole. Like combining boards was funny and fun. This is more like poking the bear, because we all know it's a very real possibility that 4chan will become a mix of reddit and discord... Because it's already happening.

>> No.10817624

>>10817623
There's no tripcodes, anyone who owns stock in GACHI can put $GACHI in their options field and get that.

>> No.10817626
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10817626

>>10817624
You're still a nigger

>> No.10817627
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10817627

>>10817623
>because we all know it's a very real possibility that 4chan will become a mix of reddit and discord
You have to go back.

>> No.10817636

https://www.youtube.com/watch?v=pews1-QdF00

>> No.10817639

>>10817636
open for business

>> No.10817653

>>10817623
I remember being 15 too.

>> No.10817697
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10817697

wtf are they even saying?

https://vocaroo.com/1oB5zPqwDQ0w

>> No.10817698

>>10817697
EAT HIS FLESH!!

>> No.10817701

>>10817697
I GET HIS LIVER

>> No.10817769

>>10817156
Sorry, I don't have ANY time currently for anything, plus I don't care much about Quake.

>> No.10817778

Malice anon are you Kayne from the Quake mapping server and if yes is the Malice jam gonna be here too?

>> No.10817779

>>10817574
nice quilt, turkeyknob

>> No.10817790
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10817790

notblood dev anon? crashed on the train

>> No.10817791 [SPOILER] 
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>> No.10817803
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>> No.10817858

>>10817790
so report it

>> No.10817868
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10817868

doors and windows are dangerous

>> No.10817871
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10817871

Been working on subweapons for Kustam I was talking about earlier. The rail gun and flash bolt turned around really good, and I refined the heat gauge a little, I don't show it here because the fucking filesize limit but the tip of the heat gauge flashes a different color to warn you you're about to overheat.

I'm not sure if I should keep the hitscan shotgun and hitscan hyperburst subweapons.

>> No.10817880
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10817880

Will anyone be mapping with the new Dark Forces level editor when it drops?

>> No.10817882
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10817882

>>10817871
gib

>> No.10817887
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10817887

>>10817882
Just for you, Anon. I'll record a webm with the extra flashy bits I was talking about. Once I get the fancy thunder subweapon in, I'll bring the staff back and start tweaking it. Still mulling over loading ammo into the staff, we'll see how well that works out.

>> No.10817891
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10817891

So I felt like updating Daina's sprites a bit
How's this?

>> No.10817892

>>10817891
Her facial expression is much better.
Did you give her bigger boobs? She seems a little more stacked now, that's not a bad thing mind you.

>> No.10817893

doom is pretty great lmao april fools get clowned

>> No.10817895

>>10817160
>completely atmosphere
What are some wads like this?
I guess I'd say Hellground for starters.

>> No.10817898

>>10817803
you were blaz the whole time

>> No.10817905

DF remaster vs DF in The Force Engine? Is there any notable difference?

>> No.10817907

>>10817905
Graphics mostly. The remaster actually updated most sprites to have a higher resolution

>> No.10817915
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10817915

>>10817778
>Malice anon are you Kayne
No. Isn't that the guy who made seemingly the only custom Malice map in existence? I guess the assumption is natural.
>Quake mapping server
To say that I have no interest in interacting with those people would be a colossal understatement.
>Malice jam
Is that really a thing? Did somebody port Copper to Malice?
I'm joking, but trying to do a vanilla Malice jam with the shitty FGDs that are out there would be awful.

Also yes I'm still working on this. Just slowed down a bit since getting sucked into some rabbit holes and becoming addicted to Star Trek Armada 2.

>> No.10817929
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10817929

>PARTY HARD

>> No.10817930

https://youtu.be/0nLgTVr_JcA?si=DHQ2UxaldlP3Oabi

>> No.10817931
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10817931

>>10817929

>> No.10817932

>teleporter takes me to a cramped room
>surrounded by demons and spectres
>torn to shres within seconds because I play UV fast
>I'm expected to survive this only on 100 hp and berserk
do map makers not test their own maps on both UV and UV fast?
jfc

>> No.10817934

>>10817907
Thanks for clarifying, looks like I won't buy it then.

>> No.10817937
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10817937

https://store.steampowered.com/app/2697470/POed_Definitive_Edition/

PO'ed bros. We did it.

>> No.10817939

>>10817930
>>10817937
>one of the most 'literally who?' shooters of all time gets a remaster out of nowhere
>SiN Reloaded still abandoned after 4 years
Nightdiiiiiiiiiiiiveeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

>> No.10817946

>>10817937
Surprisingly good news. Found it really weird when I emulated it last year.
>>10817939
I remember there was someone here who thought the Q2 remaster was to support the Sin remaster.

>> No.10817948
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10817948

>>10817620
This? No way to bind some hotkey to print all the text on your screen at once? Real damn shame and a huge surprise to me no source engine one addressed it in two decades, but better than nothing, thanks.

>> No.10817950
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10817950

>>10817915
While I'm here and thinking about it, I'm considering changing the default underwater effect opacity (gl_cshiftpercent_contents) since it's a bit overbearing in longer underwater sections - which vanilla Malice has a few of, and I'm trying to facilitate making more of them. Malice also arguably isn't meant to be as brown as Quake, but you can't seem to change the color of the effect.
Pic related shows 25% increments on it. I'm thinking 50-75. Anyone have objections to this or have a particular sweetspot?

>> No.10817953

>>10817932
Very few people test maps on fast, I think.

>> No.10817957

>>10817373
Best addition to Brutal Doom

>> No.10817960

>>10817957
The last update is the best that it's ever looked.

>> No.10817972
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10817972

>>10817932
>UV fast
What's next, Tyson testing? BD maybe?

>> No.10817975

>>10817960
>Caco-roll.
>Removed LMG and Minigun.
>Return of the Chaingun.
>Original sprites for Cacos, Chaingunners, and Arch-Viles return.
>Brand new sprites for almost EVERY weapon in the game, fists included, by Tesefy (who made Eviternity II's pistol and Perforator sprites).
>Purist gamemode will no longer be a meme.
>Official support for various megawads' custom monsters (Epic 2, Eviternity I, etc.), including fatalities for some of them, by ZioMcCall (Brutal Wolfenstein developer).
Might be because of developing his own original game, but Sgt. Mark IV seems to have gotten a lot more professional recently. First time in over 5 years I'm actually looking forward to Brutal Doom.

>> No.10817981

>>10817972
nah, UV is in too many cases way too easy for me.
but sometimes, just like now, there's that one map that fucks my shit up and I have to tuck in my tail and lower the difficulty.

what annoys me is the mindset of some mappers:
>this is doable on UV, so it should be doable on UV fast too!!!

>> No.10817987

>>10817981
>it should be doable on UV fast too
Anon, that's definitely not their mindset. That might be a shock to you, but approximately 99% of Doom players and mappers don't even remember it exists.

>> No.10817991

>>this is doable on UV, so it should be doable on UV fast too!!!
Isn’t that a stretch? I think they just don’t care. I’m often only bearing UV and everything under in mind, it’s rare to see considerations in readmes for fast monsters.

>> No.10817992

>>10817981
No one designs their shit for fast in mind. It's an optional challenge that no one really cares about.

>> No.10817993

>>10817790
Was something exploding when it crashed?

>> No.10817994

>>10817975
You keep doing something and you can get better and better at it. I'll also repeat that he's pretty good at level design whenever he actually engages in it.
It'd be really cool if he made an MBF21 episode which is fully playable vanilla, but which has design which facilitates some of Brutal Doom's gameplay.

>> No.10818006

>>10817975
>>10817994
He also got more mature, 5 years alone have passed since the last version of BD was released. So the teenage edgy phase is not hitting that hard anymore.

>> No.10818015
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10818015

>>10817895
Atmospheric Extinction

>> No.10818020

>>10817939
SiN can wait while Nightdive keeps on getting more and more projects that pushed Reloaded to the side.
>>10817946
>I remember there was someone here who thought the Q2 remaster was to support the Sin remaster.
There were some who thought about it, yeah. Seemed fairly logical at the time and all that work might still be reused (if they're allowed to), but for now I guess they're trying to chase licenses for as long as nu-Atari allows them to.

>> No.10818024
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10818024

Is this an april fools thing?

>> No.10818029
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10818029

>>10818024
>it's real
Holy mother of niggur. How can other ports even compete with that?

>> No.10818038

>>10817994
>You keep doing something and you can get better and better at it. I'll also repeat that he's pretty good at level design whenever he actually engages in it.
I’ve only really played through a version of Hell On Earth Starter Pack with BD ripped out. The levels looked good and were fun to progress through, but the placements and encounters left much to be desired. I’ll have to see how his other stuff plays out.
>>10818020
It feels like something weirder is going on with Sin and its rights

>> No.10818042

>>10818038
See, the thing with Hell On Earth Starterpack is that Mark got lazy and that a lot of it is copied from FreeDoom.
If you wanna see him try harder, check out his level Dead Cargo, which was his submission for either 200 Minutes Of /vr/ or 300 Minutes Of /vr/. I've seen people suggest that it might not have been entirely within the time limit, but I still enjoy the map, it's well crafted.

>> No.10818047

>>10817891
Thicc.

>> No.10818064

>Finished DF
>Played through some modded content
Any other websites for DF mods except df-21? They have a pretty small selection of maps. I know it isn't nearly as popular as DOOM or Quake but I want more :(

>> No.10818087

>>10818064
I think that's pretty much it. You played through every map? Im working my way through myself. The bar is shockingly high in quality considering most of those maps were made in 1997.

There's a new level editor in alpha and with renewed interest with the source port and remaster hopefully we'll get a bunch of new maps over the next year or two. (Even though we got zero with powerslave and Turok 3). Though, Quake 2 mapping has taken off pretty well with that rerelease.

>> No.10818103
File: 110 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
10818103

>>10817937
>PO'd
Is that 3D Pizza Tower?

>> No.10818186

>>10818087
Haven't played through all of them, only 5-4-3 starred ones. My favourite is still the assassination of Darth Vader. I might replay that map, it's fuckin great!
Hopefully we get more of these, it's clear the effort that went in these custom maps is extremely high.

>> No.10818313

>>10817937
>>10817930
I though it was an april's fools but it has a steam page
wtf

>> No.10818326
File: 158 KB, 331x200, 1687386806694113.gif [View same] [iqdb] [saucenao] [google]
10818326

Doomguy needs a "whoa big!" powerup.

>> No.10818341

>>10818326
>Chubbs Mode engaged

>> No.10818413

>>10817160
>spooky thought GZDoom modern fucked

>> No.10818420

>>10818029
noticed last night when i was testing cherry doom kek

>> No.10818427

>>10817937
>Originally released in 1995, PO’ed is an adrenaline-pumping first-person space shooter that features gameplay elements inspired by [...] QUAKE.

>> No.10818429

>>10817413
What is this from?

>> No.10818435

>>10818427
Devs were time travelers confirmed

>> No.10818508

>>10817950

50 is quite nice for visibility. 25 would be better but I feel like at 25 you might end up forgetting that you're in a body of water. Idk, how does it feel to play at 25, does the water still feel 'real'?

>> No.10818542

>>10818326
It's in GMOTA thank god.

>> No.10818607

>>10818429
Cracked Magazine, "We Doom The Brady Bunch"

>> No.10818647
File: 538 KB, 1363x768, nugg0089.png [View same] [iqdb] [saucenao] [google]
10818647

>Play through Doom 1 using nugget because I feel like it today
>All the health bonuses are cheese now
Kind of weird. I know its April Fools but it's weird this is the only change to the game. I'd have had the Imps wearing silly hats or mix up the monster sprites so Imps are Barons and whatnot.

>> No.10818659
File: 2.21 MB, 1920x1080, fishtank_2024-04-01_15-31-04.jpg [View same] [iqdb] [saucenao] [google]
10818659

>>10818508
>how does it feel to play at 25, does the water still feel 'real'?
I think it's a bit hard to tell that you're underwater still, depending on the environment. Pic related.
It would probably be fine at 25% with a blue tint instead of brown, but again I don't know of a way to change the tint color.

>> No.10818668

>>10818024
>>10818029
I wonder where it's hiding the sprite.

>> No.10818676

Is quake 2 supposed to be easy as fuck?
I'm playing on nightmare and everything at the most deals 20 damage, armor seems to act like a second health bar instead of DR and with each ammo drop giving me 50 boolets and a load of cells(with the HB's low consumption) I can chaingun and hyperblaster everything to my heart's content.
I'm paranoid enough to open the console and check my skill, 3's supposed to be nightmare, right?

>> No.10818684

>>10818676
Ya the base game is easy as fuck. They tried to compensate in the expansion packs.

>> No.10818692

>>10817993
Possibly. I have the 'random explosives' thing enabled and cultists spam explosives a lot whenever I enter a new room. Hasn't happened again.

>> No.10818698
File: 235 KB, 1366x768, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
10818698

>>10818676
Yeah, they tried making it harder for the remaster, but it's still really easy all the same.
>Checking your skill level in the console
I did that constantly too. I spent my first playthrough assuming I had a bug and the game gives you easy mode no matter what for how weak the Strogg are.

>> No.10818706

>>10818692
If it is what I think it is, this is an bug that happens even with DOS. A dead body must have been caught under a moving sector, so when it spawned giblets it can't find a sector (e.g it's clipping into a door). If it keeps happening I can try to make the whole process more robust.

>> No.10818748
File: 3.69 MB, 680x384, alk14.webm [View same] [iqdb] [saucenao] [google]
10818748

>> No.10818759

>>10818676
try playing it keyboard-only

>> No.10818797

>>10818676
>Is quake 2 supposed to be easy as fuck?
The base campaign is very easy compared to the expansions, and it varies based on how you play it: Basegame, remaster, modded/expansion base game, and each has different difficulty perks.

>> No.10818810

>>10817939
>SiN Reloaded
It's gonna disappoint a lot of folks. I played most of the game and got very bored. Kept playing to see more Elexis tiddy but it starts to seriously drag on towards the end. Some areas like the submarine base were constant save / reload fest.
I expect another GmanLives ''wtf is this shit'' vid. Hope they don't f the port like Kungpin.
It's not a bad game per se and the shotgun packs a nice punch but otherwise.. yeah.
Bonus for the level where you get to drive a forklift though

>> No.10818814

>>10818748
>gladiators dying to three slugs
Ahh, original railgun damage, how I miss you when I play remastered content…

>> No.10818817

>>10818042
Pretty sure Extermination Day updated the Freedoom levels.

>> No.10818827

>>10817791
This ain't GoldSrc.

>> No.10818847

>>10818676
Aside from some asshole spots Quake 2 is pretty easy, ja. It's really awesome carnage though, like enemies getting on-model visible wounds even if it's just one wounded state and a few different death animations and the feedback from weapons is great. Well it varies but the super shotgun in Quake 2 really feels like it's earned the word ''super''.
The machinegun had that nice rising muzzle, chaingun's spin-up felt really satisfying and the railgun is love. The PLONK from the grenade launcher is also cool even if it's not hitting the Quake 1 GL levels.

I never use the hyperblaster though, I like instead using the power armor.

>> No.10818870

>>10818024
>not in woof
Sad

>> No.10818902
File: 262 KB, 1920x1080, quake039.jpg [View same] [iqdb] [saucenao] [google]
10818902

>>10818676
Most of the enemies have really predictable patterns and long windup time, some of the expansions and fan made packs tweak the monster lineup and AI so that certain enemies like tanks do things like lead shots or prefire rockets. Remaster also made Berzerkers and Fliers more than just a pinky-tier annoyance.

Some of the enemies get some really nasty upgrades like a gladiator with a homing bfg ball. With the expansions and some of the fan made mapsets it feels like a lot of the community got sick of how easy the base game is and made stuff that is incredibly punishing with very little health and nasty enemies to compensate.

>> No.10818909

>>10817365
"Oh look! I can jump across these platforms and reach that ledge, and it looks like there is a way forward. Must be a secret!"

*makes the jump, finds an empty space in the dark with nothing to see, do, or grab*

"Gosh darn, well that was fun! So immersive! Guess I'll go back to the game now."

I agree, it shouldn't be accessible if there isn't a point to accessing it other than PARKOUR. In this case, they could have at least put a fun little message, a piece of food/junk, or even some doom-cute stuff for environmental story-telling like a couple of corpses and a revolver, or a pile of bones and a dead mutant.

Otherwise, it's just a waste of time. Detail is best done when it serves a purpose.

>> No.10818913

>>10818024
>>10818029
Source port?

>> No.10818920

>>10817252
>the detailed secrets don’t lead to more Doomcute
Missed opportunity but wasn’t this his first big TC?

>> No.10818923

>>10817148
[3-29] Dhewm 3 version 1.5.3 released.
https://dhewm3.org

>> No.10818926

>>10818909
This is like the waterfall issue. If there's a secret cave behind a waterfall, gamers rolls their eyes. If there isn't, they get pissy.

Having space that looks like it has a function but doesn't, helps with the internal believability and immersion of the setting. Also known as ''negative opportunity space'' , that ''pointless'' detailed part of the level will make you appreciate when there IS a place like that that actually has something.

>> No.10818930

>>10818913
Nugget Doom, a Woof derivative.

>> No.10818932

>>10818920
First big anything really, he'd done a handful of maps before but that was it.

>> No.10818939

>>10818930
and for extra fun, there's stuff based on Nugget
https://github.com/xemonix0/Cherry-Doom

>> No.10818993

>>10818939
>A fork of a fork with differences that can be counted on one hand

Why?

>> No.10819002

>>10818993
Plenty good reasons:
>Personal taste
>Merging of features that are separate
>Coding exercise
And not least of all is your fork could end up the standard like how Ironwail caused the vkQuake dev to quit.

>> No.10819004

>>10817937
YEEEEEEEEES HOLY FUCK

>> No.10819020

>>10818923
Damn, sounds like this is a perfect time to get into and finish d3, and maybe try the mods too.
My dad played doom3 when I was little and we watched it with my brothers, I remember thinking of it as a really realistic and really scary horror game, especially with the flashlight being separate(that's why I won't play that bfg edition shit)
I also remember being absolutely blown away in awe by the interactive PDAs and computer systems being controlled by your mouse in 3d - really good for worldbuilding

>> No.10819038
File: 3.93 MB, 854x480, 1711143889581061.webm [View same] [iqdb] [saucenao] [google]
10819038

>>10819020
>I also remember being absolutely blown away in awe by the interactive PDAs and computer systems being controlled by your mouse in 3d - really good for worldbuilding
One of the first things that impressed me was having the camera pan away from the traffic monitoring station, revealing the rest of the scene.

>> No.10819042
File: 608 KB, 948x955, 1691881340510383.jpg [View same] [iqdb] [saucenao] [google]
10819042

>>10818932
>>10818920
>wasn't even deemed a top 15 map by the troon community that year
are these other maps really better?

>> No.10819045

>>10817591
Vanguard, probably? It's not as overly technical as later skillsaw stuff, and map 09 you'd probably like as a map full of hallways of stuff to kill
Also might enjoy Plutonia 2 because half of it is by the author of Kama Sutra, and he wasn't exactly faithful to Plutonia's difficulty as it was in 1996

>>10818326
there's a mutant powerup on realm667 that was used in Strange Aeons
fuck now I remember the sandwhich from castle crashers in middle school

>> No.10819048

>>10819038
>having the camera pan away from the traffic monitoring station, revealing the rest of the scene.
Yeah, that was really kino, real movie director quality level
Also blowing my mind when it comes to interactive computers was the moment when you had to use them to control a crane to move some crates

>> No.10819049
File: 3.83 MB, 540x302, 1690085349584010.webm [View same] [iqdb] [saucenao] [google]
10819049

Goddamn this is a hard game

>> No.10819056

>>10819042
>>are these other maps really better?
>REKKR
I don't want to say it's better because I don't want to start any fights.
>>10819049
What are the settings?

>> No.10819058

>>10819020
>I also remember being absolutely blown away in awe by the interactive PDAs and computer systems being controlled by your mouse in 3d - really good for worldbuilding
Literally me.

>> No.10819060

>>10819049
It gradually gets more manageable as you crawl through each episode. Episode 1 is a wallop on any playthrough.

>> No.10819062

>>10819042
Those are really good wads whether you like GZDoom stuff or not, if one thing were to be bumped off that list to make room for ashes, probably maskim xul, it's style over substance

>>10819049
a big part of Blood is finding secret powerups, off the top of my head there's an invisibility and an invuln that you have enough time to take into that room, and if you're brave (or have a quicksave), flaregun altfire to clear it

>> No.10819065

>>10819042
I'd say Rekkr, Preacher and Golden Souls 2 are, yes, not so sure about the others.

>> No.10819084
File: 680 KB, 2549x1080, 1704692468096977.jpg [View same] [iqdb] [saucenao] [google]
10819084

>>10819056
I'm going on and off with manual saving locked, trying to minimize savescumming but still allowing myself a few saves here and there
Still not sure how I feel about hitscan vs fast projectiles

>> No.10819086

>>10819049
I WANT JOJO
I WANT JOJO
JOJO
JOJO
JOJO

>> No.10819094

>>10818930
Nugget is getting better than Woof these days. Even I'll admit that Nugget is getting more frequent updates than both Eternity, and Odamex, and also Crispy Doom.

>> No.10819095
File: 3.34 MB, 640x360, almost there guys.webm [View same] [iqdb] [saucenao] [google]
10819095

>>10819084
>Still not sure how I feel about hitscan vs fast projectiles
Certainly something to ponder if you're maxing out their accuracy as well. For fun, this is enemy difficulty 1.

>> No.10819098
File: 159 KB, 1500x1500, 71iWG5uUM-L.jpg [View same] [iqdb] [saucenao] [google]
10819098

>>10819049
Blood fans: yooo this gameplay's fire

>> No.10819124

>>10818748
What mod/mappack is that?

>> No.10819129
File: 848 KB, 1364x768, alk14.png [View same] [iqdb] [saucenao] [google]
10819129

>>10819124
alk14 Satyr by Shaun [Kona] Ross

http://www.mediafire.com/download/x17eyssuoc0zkp0/Satyr_(alk14).zip

>> No.10819150

I'm probably missing something, but I don't really get the point of Ironwail. It says that it aims to improve performance, but surely if you're using a modern PC then performance should be a non-issue?

>> No.10819165
File: 952 KB, 1920x1080, 1709830698235985.png [View same] [iqdb] [saucenao] [google]
10819165

>>10819150
>I'm probably missing something
You are and aren't. Quakespasm and other sourceports have limitations that prevent them from running the heavier maps of say Arcane Dimensions, or Ter Shibboleth Drake, or Mjolnir. However I think even Quakespasm was updated to run all AD maps just fine, and Quakespasm-Spiked was also updated very recently and can run all these maps if you manually increase the heapsize. However most modders and mappers are targeting Ironwail because the dev is pretty active and it has a nice mod/maps menu. FTEQW has these things too, but Ironwail is much snappier for me.

Quakespasm-Spiekd and vkQuake boast good multiplayer support, but vkQuake was abandoned and will never be updated again unless someone forks it. The long and the short of it is if you like having a mods menu in your Quake sourceport, then go with Ironwail.

>> No.10819170

>>10819150
It makes a huge difference if you're CPU limited and are playing gigantic maps like Ter Shiboleth or Tears of the False God. A 10 year old PC can struggle to maintain 60 fps on those maps.

>> No.10819190

>>10819049
>474 tommygun bullets and still using shotgun for cultists
anon pls

>> No.10819242

>>10819002
Also a lot of forks end up developing features that end up being incorporated back into the thing they're a fork of. It's the natural way stuff ends up being developed and passed around.

The no forks / monoport shit is where stuff ends up stagnating to fuck.

>> No.10819368

>>10819242
Indeed. Cherry Doom's own github page states that features it championed were integrated into Nugget and thus are no longer listed as exclusive to Cherry Doom. It's all goodwill.

>> No.10819378

>>10819094
>Nugget is getting more frequent updates than both Eternity, and Odamex, and also Crispy Doom
it's about the same, look at the dev builds

>> No.10819380
File: 3.82 MB, 500x280, 1704311596101108.webm [View same] [iqdb] [saucenao] [google]
10819380

ahhhh

>>10819095
Yeah I don't know, hitscan feels annoying, but projectiles feel trivializing

>>10819190
Shotgun feels way more effective in this difficulty, they're too spongey for the tommygun lack of knockback

>> No.10819386

>>10819380
Are you playing with autoaim anon.

>> No.10819395

>>10819386
Rats/eels only
>>10819084

>> No.10819401

>>10819395
Nice

>> No.10819403
File: 79 KB, 554x565, 8_Bloodmanual.jpg [View same] [iqdb] [saucenao] [google]
10819403

>>10819380
>Yeah I don't know, hitscan feels annoying, but projectiles feel trivializing
I like the happy medium that is playing blind with fast projectiles.
>>10819386
>playing Blood with autoaim
This is something the devs suggest doing.

>> No.10819412

>>10819403
>This is something the devs suggest doing.
Oh I wasn't disparaging the behavior. I think going into the fray in a room of cultists is more fun with autoaim on. You can just soak in the carnage. Ditto Shadow Warrior. Duke is slow enough that autoaim isn't necessary.

>> No.10819417

>>10819368
>Cherry Doom's own github page states that features it championed were integrated into Nugget and thus are no longer listed as exclusive to Cherry Doom
That statement originates in Nugget's own page, but referring to Woof and Nugget instead of Nugget and Cherry. It was a bit misleading because some features that Nugget got first later made it into Woof, but they weren't necessarily ported from Nugget. So, the current statement in Nugget's readme reads:
>Some features were first implemented in Nugget Doom and later in Woof!, and so they're not listed here anymore.
That's what Cherry should state too, because Nugget didn't directly merge any features from it. According to Nugget's readme, it just got some ideas, but that's kinda the same in practice.

>> No.10819430
File: 2.30 MB, 640x480, Its A War Out There 2.webm [View same] [iqdb] [saucenao] [google]
10819430

>>10819412
Duke is the most broken without autoaim since it allows you to shrink the battlelords. To me, Blood feels like it needs autoaim the least: Enemy movement isn't as jarring or random like it is in Doom and the other Build games, Blood enemies are always smoothly turning predictably.

>> No.10819440

>>10819380
The thing about the tommy gun is that hitstun doesn't work like Doom where the enemy can (and does) attack you again the very frame their hurt animation is over, cultists become less aggressive for one second (a pretty long time in Blood) so when you spray into 3 cultists and tag all of them, you have time to finish them off, altfire does more damage so it's a decent melee weapon
the hitstun thing can also help if you're an absolute maniac who pitchfork starts

>> No.10819450
File: 146 KB, 1180x494, 1681345573121359.jpg [View same] [iqdb] [saucenao] [google]
10819450

I keep missing half the secrets. Was the code somewhere in the level or do you have to guess randomly?

>>10819403
>crawling
They knew how annoying those fucking rats are.

>airborne
Not an issue with the Gargoyles, they're large enough and they're fun to fight.

>> No.10819452

>>10819450
The code is the keys you collected in the level in reverse order.

>> No.10819460

>Angelic Aviary
>Stylish Hell
I wish some mad lad would merge these two monster mods, so that I could play as lewd seamstress fighting BOTH the cute forces of Heaven and Hell.

>> No.10819509
File: 1.22 MB, 1364x768, TheAwakening.png [View same] [iqdb] [saucenao] [google]
10819509

>> No.10819532

>>10819129
Thanks. Does it work with the remaster?

>> No.10819605

>>10819460
It's not that hard, at most you'd be renaming some sprites and throwing in something like a random spawner or some shit.

>> No.10819614

Might be a bit of a long shot here, but does anyone remember watching some kind of bizarre apocalyptic DOOM theory video on YouTube sometime around 2013-2016? It was probably uploaded before then, but that's when I first saw it. To be specific, the theories were not really about DOOM itself, they were more like doomsday theories that the person presented over DOOM gameplay and used DOOM to help illustrate their points. The channel this video was on had a handful of DOOM videos of this nature. The one I remember best had a custom-map map that was an inverted pyramid. Each level of the pyramid had one type of monster on it, and the creator of the video explained via annotations or subtitles what each demon represented in the upcoming apocalypse. It also had Into Sandy's City playing in the background. I know this sounds like some really gay creepypasta liminal horror ARG shit but I'm being serious here. The videos were interesting albeit batshit and I'd like to watch them again.

>> No.10819621

>>10819614
I don't know what you're describing but it did immediately remind me of this classic doomworld schizopost
https://www.doomworld.com/forum/topic/62633-doom-human-body-allegory/

>> No.10819643

>>10819621
Never seen that before, funny shit.
>nintendo is exposing children to a deadly jew virus

>> No.10819656
File: 553 KB, 1920x1017, Screenshot_Doom_20240402_045447.png [View same] [iqdb] [saucenao] [google]
10819656

>>10819460
>>10819605
I have no fucking clue if this will work perfectly, I can't be fucked checking the entire structure of the mods, I just looked at what spawners there were there.

Obviously have both mods in your load order before this or shit isn't going to work at all.
https://files.catbox.moe/rhr8z5.zip

>> No.10819672

>>10819165
>Mjolnir
Mjolnir at least used to be one of the few things that didn't run properly on Ironwail. The issue was that one of the maps in Ep 4 (mj4m4, IIRC) had some ridiculously high-poly statues, and IW doesn't have its limits set quite as high as vkQ so it'd crash.
Mjolnir got shipped with a modified IW build to get around that, but I'm not sure if the issue was ever actually fixed by either party.

>> No.10819723

You're a big guy.

>> No.10819737

>>10819723
4<div class="xa24desu"></div>

>> No.10819746

>>10818759
It's how I grew up big and strong, fellow mogul.

>> No.10819908

THE GREAT DEBATE

its that time. which one should be the hardest level in a campaign/long structured game?

a. last
b. second to last
c. third to last
d. one around 66/75%

>> No.10819927

>>10819908
Hmmmmm I'm going to go by Something_Wicked rules and say the last one should be the hardest, and there should be a bonus map that's even harder than that.

>> No.10819930

>>10819908
either second to last or the double secret

>> No.10819978

>>10819908
Second to last.
My reasoning is that the end should definitely be a challenge or at least involve most or all of the skills player has to learn to get through the game / wad. But after the challenge the player should have at least a little time to decompress before the end credits hit.

If the last part of your wad / game is grueling unfun cock and ball torture then that's what players will remember it as. Imo the perfect last level will be more something like an uptuned level from the first third, a detailed, compact map leading up to the final showdown or maybe you already killed the boss and now you're escaping?

>> No.10820014

>>10819908
there should be at least two high points in difficulty, one somewhere in the middle and one at the finale (either last or second to last level, depending if there's meant to be some escape or winddown sequence)
there should be a breaking point in 2/5 ~ 3/5 where the difficulty deviates (e.g. you need to start using different skills / tactics to continue)

>> No.10820027
File: 3.45 MB, 1920x1080, 1710103582147536.png [View same] [iqdb] [saucenao] [google]
10820027

For me? It's scr_ofsy -2. Map is mj4m3 if Mjolnir.

>> No.10820032
File: 94 KB, 1200x675, b3872eb3ae067c2a5a90747e3f9bf983.jpg [View same] [iqdb] [saucenao] [google]
10820032

I love voxel doom so much but I hate how immensely it has altered my standards PERMANENTLY.

I can't enjoy any other monster packs now. They just don't hit right.

All I can do is sit and wait patiently for someone with powerful enough autism to make more voxel monster packs, or to voxelize already existing popular mods.

From my googling it seems there's a brutal doom voxel project but... that's brutal doom. I'm not really into brutal doom.

>> No.10820037

>>10820032
I don't like voxels and I don't know why people like you cream their pants over them. That pinky there looks silly.

>> No.10820038

>>10819614
Yooo, yes, I remember this! I always wondered where that video went and if anybody knew how to find it.

>> No.10820046

thoughts on Dismantled and Apocalyptic Vibes?

>> No.10820081

>>10820032
I don't think there is any mod I hate more than voxel doom.

>> No.10820129

>>10820032
does it work on gzdoom yet? last time I tried it it crashed on MAP01 almost immediately

>> No.10820138

>>10820129
>gzdoom crashes while trying to load voxels
Lol
Lmao

>> No.10820173

>>10820129
>>10820138
you're not fooling anyone

>> No.10820189
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10820189

>>10820129
>>10820138

>> No.10820191

>>10820173
>>10820189
Graf, is that you? Graf, are you okay, Graf?

>> No.10820225

>>10818038
>It feels like something weirder is going on with Sin and its rights
Nothing weird. Nightdive owns SiN fully.
>>10819908
>which one should be the hardest level in a campaign/long structured game?
E. One of the secret ones.

>> No.10820226

>>10817148
[4-2] RC2 of Rise of the Triangles is finally out. Deathmatch, GZDoom, Zandronum support is added. Difficulty settings implemented.
https://doomshack.org/uploads/rottriangle_RC2.zip

>> No.10820231

Are nu-Copper Nightmare monster behaviour changes better than the old ones?

>> No.10820236

>>10817373
Cacomari Damacy game when.
>>10819086
Over the lips and through the gums, watch out tummy here I come.
>>10819908
Second to last.

>> No.10820242

>>10819908
The first level, just to fuck with the player. Also introduce mechanics that'll never be used for the rest of the game.

>> No.10820251

>>10820037
>>10820032
It's got a problem with the taller monsters since the sprite stretching doesn't apply to voxels so they look squished.

>> No.10820325

>>10820027
scr_ofsetting is very classy.
>>10820225
Hm, maybe they forecasted it would receive even less money than a Turok remaster.
>>10820231
I don’t think the old version of the mod had any major differences in monster behavior between hard and nightmare, just a lower health cap and different spawns.

>> No.10820337

>>10820129
Works on my machine.

>> No.10820376

When are we getting Bubsy in Bring Your Own Class?

>> No.10820391

>>10820032
I've liked every other screenshot I've seen of voxel doom but this one kinda looks like ass

>> No.10820401

Is Nightmare just Ultra-Violence with respawns or does it actually have higher monster quantities/AI differences/some other aspect that makes it harder than UV beyond the respawn?

>> No.10820410

>>10820401
it's UV-fast with respawns.

>> No.10820412

>>10820401
Enemies attack much more often, fireballs fly much faster, and pinkies/specters move twice as fast.

>> No.10820426

>>10820401
Nightmare! has Fast Monsters and Respawning Monsters, but they treat them slightly differently, they have even faster reaction time (not by much, but it's as fast as the original engine will allow), and I think MAYBE that the respawn timer/behavior is slightly different, but don't quote me on that part.

>> No.10820595
File: 890 KB, 1920x1080, Quake2.jpg [View same] [iqdb] [saucenao] [google]
10820595

>>10817363
>>10817359
Is showcasing J.F. Gustaffson's Age of Panic also on your to do list?

>> No.10820629
File: 53 KB, 720x480, po-ed_7.jpg [View same] [iqdb] [saucenao] [google]
10820629

>>10817937
why are those turkey-legged assmunchers so obscenely lust-inducing?

>> No.10820648

>>10817950
Looking at these options makes me wish Quake1 had 2 different depth-visibility settings for the blue and brown water by default.

>> No.10820657 [DELETED] 
File: 121 KB, 1157x537, slimefart.jpg [View same] [iqdb] [saucenao] [google]
10820657

Slime farts.

>> No.10820706

What's the ultimate verdict on the Sigil series and nu-Romero in general?

Is it something that would have been made back then without the timeframe, engine limits? Is it Doom at its Doomest?

>> No.10820738

>>10820706
Sigil is p good, Sigil 2 is less good imo. We'll see about his Doom 2 megawad.

>> No.10820765

https://github.com/nukeykt/Nuked-SC55/releases

>> No.10820780
File: 1.18 MB, 1364x768, Age of Panic.png [View same] [iqdb] [saucenao] [google]
10820780

>>10820595
I already played that map.

>> No.10820794

What's the consensus on the Quake II remaster compared to Yamagi Quake II?

>> No.10820808

am i retarded or is chex quest broken in zdl or gzdoom? everytime i launch it in zdl it launches and plays fine, but keys won't spawn. ive tried launching it both as an iwad and an external file to no good results.

>> No.10820872

why is brutal doom hated so much anyway? something to do with internet drama apparently? (I don't keep up with that shit)

for me? I tried it for about an hour and got bored, it's tiring and repetitive, no idea why people think it's the ultimate way to play. also not sure if it's standard or not but the version I played made the doom marine move slow and I fucking hated that, part of why I play wads is because gotta go fast, no FPS compares outside of other build engine games

>> No.10820878

>>10820794
Not ideal, but better in most regards.

>> No.10820881

>>10820872
also I'm trying some final doomer now, it's really fun and fits really well with what the game is meant to be, IMO

>> No.10820883
File: 1.02 MB, 1364x768, OntheCirculationofBlood.png [View same] [iqdb] [saucenao] [google]
10820883

>> No.10820894

>>10820872
Some old drama with the developer, some people getting pissed at the fans of it being everywhere and not shutting up about it or trying to run it with everything else.

These days that shit's mostly faded, only really being kept alive by a few jaded mod devs and people with issues about what mods other people play.

>> No.10820932

>>10820794
It’s a weird comparison with all the changes the remaster adds, as wel as keeping things consistent across the original levels and expansions.
I like to compare the new port to Yamagi or KMQ2 played with the 25th Anniversary Unit or something like Citadel. Between those two, Q2pro and the new Night Dive port, I have a hard to choosing a “favorite” but I personally lean more towards Yamagi or KMQ2 (unless its a “new port exclusive” map).
>>10820883
I tried this recently and it was glitched: The “crazy marines” were actually wounded berserkers.
It made for an interesting mood and still felt fitting.

>> No.10820939

>>10820765
I'd wait until some doom/build port implements it before posting this here

amazing achievement btw

>> No.10820974

>>10820872
Brutal Doom deathmatch is actually a lot of fun imo.
The mod is good in single player too, but I don't play with it much anymore. I don't think it got any better than... I forget was version. 19? 16? Probably 8-10 years ago.

The drama was nothing and the mod isn't even hated anymore because who could care.

>> No.10821000
File: 1.38 MB, 1364x768, OntheCirculationofBlood_b.png [View same] [iqdb] [saucenao] [google]
10821000

>>10820883

>> No.10821037

The main thing holding me back from liking q2pro or yamagi or kmquake 2 is the fact that there's some fuckery going on with my old q2 install -- maybe a dll file is bad or I need to get a patch or something, so whenever I try to play something like the 25th there's always something weird happening, like enemies that werent there in a different engine or straight up crashes.

>> No.10821061
File: 3.94 MB, 680x384, OntheCirculationofBlood.webm [View same] [iqdb] [saucenao] [google]
10821061

>> No.10821064

I was just playing a bit of Quake 2 Ground Zeroes and I gotta say that the expansion so far is pretty damn solid, places feel not... ''lived in'', but in-universe logical and the sub-areas don't drag on for an eternity which is also nice. Feels more compact, decorated and to the point. Action feels still fun and I like that they put the new weapons in the same binds as old weapons like proxy launcher is grenade lanuncher alt.

That said I got stuck for a bit in one of the areas because the fucking game tells me to go back to a previous level but leaves out that it's not the way you came to the level but thankfully GameFAQs text walkthrough saved my ass.

So far really good and looking forward to doing rest of GZ and then moving on to The Reckoning. How do you access Call of The Machine btw? Talking about the remaster.

>> No.10821131

>>10821000
>Carmack always behind it all
And trips don’t lie.
>>10821037
I had to do a fresh install of Q2 to get it going. It was worth it: The overall enemy changes are very comparable to the remaster.
>>10821064
>The Reckoning after Ground Zero
TR is a bit more drawn out with its progression compared to GZ, and a minor spoiler: GZ has a unique endboss, TR appoints another Makron.

>> No.10821265

>>10821131
>TR appoints another Macron
Well that's disappointing. But it was the levels and combinations tof regular enemies that are making my Ground Zeroes journey fun so far!

Idk if it's just me but I feel like they're really intent on making sure you get a lot of proxy grenades. Constantly full on those haha. Also feels like that GZ is encouraging you to use different weapons because unlike base game I am occasionally actually running out of shotgun ammo. And the flechette rifle is cool!

The turrets are annoying! Constantly pissing plasma or rockets in my neck! Same with the creepy crawlies that go up in ceiling and drop down.

>> No.10821327

>>10820974
>I don't think it got any better than... I forget was version. 19? 16? Probably 8-10 years ago.
The new one's actually pretty good, probably better than it's been for a long while, especially the SSG sending cacos spinning off wildly.

>> No.10821343

I like to keep imagining the time between 'demon invasions' for Doom marines, chilling in the UAC facilities, watching monitors, manning security checkpoints and going on patrols indoors and outdoors in the deps of the various areas. Occasionally playing vidya / cards and hitting the gym. The reasonably chill life.

I have a whole setting of these deployments etc in my head and I mix it a little with the Quake setting, primarily in the sense that Earth has wars with rogue planets, rebellions and the strogg etc.

It would get a horrible reception from everyone complaining how it isn't Doom but I would love to see more Doom marine shenanigans where they portrayed more of the UAC military life similar to how you see the Marines in Aliens before shit starts going down more seriously.

>> No.10821372

>>10819908
Within that list, second to last. Such a map would be the 2nd hardest over the Super Secret, usually, but not always. Last is usually a good map to wind the player down with lots of confetti and a simpler premise.

>> No.10821380

>>10820872
I personally hate brutal doom for the same reason I hate the calamity mod in terraria. Quantity over quality, and it's very chuunibyou.

>> No.10821427

>Quak w/ Quak 2 movement
vs.
>Quak 2 w/ Quak movement
which is the better game?

>> No.10821530

>>10821427
I wouldn't mind a walk function in Quak.

>> No.10821557

>>10821427
I can only think of two instances in Quake 1 where strafe jumping could be used for longer than 2 seconds, and those are the long hallways in Palace of Hate and Azure Agony. Inversely, air strafing in Quake 2 could be used anywhere, but I'm also shot for where it would really be advantageous, and it wouldn't do much good against half of the roster that shoots hitscan which is dodged simply by moving in one direction.

>> No.10821559

>>10821427
What about Quake3 Arena movement?

>> No.10821729
File: 107 KB, 1400x1400, 1693626599929088.jpg [View same] [iqdb] [saucenao] [google]
10821729

Do you lads think some of the grunts and enforcers in Quake retain their individuality such that some of them could be regular blokes just in Quake's army because there's no other way to get food and a bed? Like how the civil protection in Half-Life 2 are just regular humans? Asking for a friend (me).

>> No.10821875
File: 1.15 MB, 1920x1017, Screenshot_Doom_20240402_224459.png [View same] [iqdb] [saucenao] [google]
10821875

Making a crime themed 2.5D (Prerendered 3D image sprites) Doom mod made to look like an early playstation game.

>> No.10821926

>>10817319
>dead end you reach the end of in 2 seconds
Big deal

>> No.10821949

>TRESPASSER!

>> No.10821950
File: 28 KB, 444x554, 1681180161564127.jpg [View same] [iqdb] [saucenao] [google]
10821950

>>10821949

>> No.10821959

>>10819614
>>10820038
Well, I managed to find evidence that this video existed at one point. The bad news is it's been made private and I can't find a copy of it on the wayback machine. I don't know if anyone, by any chance, would happen to have this guy's videos downloaded? His channel is called galaxiewhatever. It looks like he privated every video relating to this... well, I'm not really sure what it is. The video is gone but you can read the description here to get the gist of it. https://web.archive.org/web/20170309010057/https://www.youtube.com/watch?v=VkFv-ptkfOs

>> No.10821989

>>10821875
Sprites too high res.
Cool tho.

>> No.10822005
File: 1.29 MB, 1996x1328, 1703628076464505.png [View same] [iqdb] [saucenao] [google]
10822005

>Set VR2 func_monster_spawner volume to 0 so it theoretically does not produce a teleportation noise
>Produces a teleportation noise anyway

>> No.10822027

>>10821959
I know that feel, there used to be a real useful System Shock video by some dude called tweed that got linked here once, dude's entire channel vanished.

Never trust a video to stay on Youtube.

>> No.10822041

>>10817930
Legends. I always wanted to check PO'ed out.

>> No.10822067

>>10822027
Yep. yt-dlp is your friend. If the video was still up, I'd download it right now. I just didn't have the foresight to download any of this guy's stuff 8 years ago.

>> No.10822090

>>10821343
Sounds like Halo adjacent. Maybe Marathon but I’m not super familiar with either series lore. Doom has typically been hyper focused on the marine and the gameplay, even Doom Eternal with all its weird ass shit didn’t meander too far away from killing stuff.

>> No.10822243

>>10818326
best i can do is fartyguns

>> No.10822302

>>10817160
>Wolf sucked

>> No.10822324

>>10820325
>Hm, maybe they forecasted it would receive even less money than a Turok remaster.
Oh yeah, surely PO'ed will be more profitable than both of those. They're already going to the bottom of older games left untouched by re-release treatment. Current situation is either Nightdive grabs them or they get outrun by other party. SiN can wait and that won't matter in the long run because it's not as popular to complain about them as opposed to, for example, another company that was previously involved with Reloaded.
...or maybe they decided to lean more into contrarian sort of thing: intentionally pick unknown stuff to present it as underrated games. While a few might actually have this opinion, masses would just follow the trend to fit in.
>>10820706
>nu-Romero in general?
He's the same person. Don't see how referring to him as "nu-" makes sense when it usually reserved to cases where someone bought legacy brands to use them for starting new companies that's often shady (not always though) in some way like Intellivision, Atari (Infogrames rebranding, but still), Apogee, whatever is going on with Commodore and whoever else is out there.
On topic, I don't really have any opinion here. Haven't bothered with playing Sigil and that's unlikely to change anytime soon because I'm just not interested. Romero backing off of the past instead of dedicating himself to something new fully is kind of annoying and disappointing (albeit somewhat warranted), but there're worse offenders on that front that ultimately made me more cynical when it comes to old game industry figures revisiting their past work one way or another.

>> No.10822331
File: 3.25 MB, 1920x1080, 1703793134814581.png [View same] [iqdb] [saucenao] [google]
10822331

>Trinity powerup from Quoth is now a permanent upgrade in Mjolnir
Nice. Also been playing with r_lerpmodels 0 and it's kinda comfy somehow. Reminds me of Doom sprites.

>> No.10822406

>>10822090
I guess the start of Doom 3 when you arrive to 'work' is the closest I'll get to that unless someone makes a mod that functions like a security guard horror game but in Doom universe. I really liked the audiologs etc in Doom 3, mostly just like technicians and other working man types detailing their frustrations with UAC and the spooky stuff and accidents that have been happening.

>> No.10822410

>>10822406
Could always try making that mod yourself anon.

>> No.10822436

>Quake Injector fails to fetch current database
Did Spirit finally abandon it?

>> No.10822618

>>10821875
Model looks really uncanny, but if you're aiming for a bit comical and weird then nice
Otherwise I'd make the model lower res and crunch up the sprite too

>> No.10822631
File: 1.88 MB, 480x264, 1683130866312188.gif [View same] [iqdb] [saucenao] [google]
10822631

>>10821729
Anyone?

>> No.10822657
File: 296 KB, 1000x640, 1681634709134054.png [View same] [iqdb] [saucenao] [google]
10822657

>>10822243

>> No.10822664

>>10822657
This will be literally me in a few hours I can feel it.

>> No.10822686
File: 3.87 MB, 420x234, 1684528811620228.webm [View same] [iqdb] [saucenao] [google]
10822686

ep1 was 10/10 amazing perfection except for that level before the boss, that one was a let down, but the boss fight was crazy and made up for it, exhausted all my ammo and he died on the last bullet

>> No.10822694

>>10822664
too much cacobell?

>> No.10822696
File: 1.46 MB, 720x1280, 1681518962930684.webm [View same] [iqdb] [saucenao] [google]
10822696

>>10822686
>Ophelia?
>nooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

>> No.10822708

>>10822696
:(

>> No.10822716

>>10822694
subway

>> No.10822727

>>10822686
You’ve surpassed all the sweaty campy cultists from ep 1. Their nigh instant hitscan won’t be as annoying from here on out.

>> No.10822741

>>10821959
>>10822027
If memory serves (and it might not, but if it does), the guy actually used the annotations system to convey his ideas, so when Google deleted that functionality from YouTube a lot of that magic schizo babble was wiped.

>> No.10822750

>>10821959
That guy used to go by MANCGRIND, is he still around in any corner of the community? If he's still schizo he probably wants to keep it hidden because he doesn't wanna be mocked, if he got on medication, maybe he just wants to forget about this stuff.

Still, this was so fucking fascinating. It'd almost be fun to make a level or two with incoherent visuals like those, but the trick would be to make it not suck balls to play.

>> No.10822752
File: 3.63 MB, 600x336, 1688304367541016.webm [View same] [iqdb] [saucenao] [google]
10822752

>>10822727
that's... disappointing
I love these annoying freaks so much

MARANAX INFIRMUX

>> No.10822754

>>10822752
Don't worry. The later episodes introduce water and you'll learn to fear Cultists that take a swim.

>> No.10822767

>>10821000
Flattering and appropriate

>> No.10822768

>>10821729
>>10822631
No, they don't. Quake installs a microchip in their brain that makes them bust a spiritual nut(a souljaculation) every time they kill enemies of Quake - they are zombies pretty much with almost no remaining sentience.
I don't think serving in Quake's army serves you benefits anywhere close to CP's from hl2 - Shubbie and Chthon have their garrisons in hellish fortresses and depressing bog castles, you'd get a dirty jute cot for sleeping and raw rotfish/human flesh for dinner
Unless of course, you're ranger from Contract Revoked or some other powerful being that is much more useful than a grunt/enforcer - then I guess you get some decadent pleasure and good living conditions in a palace somewhere on fodrian or other otherwise hellish place, but you still have to give away your soul

>> No.10822769
File: 74 KB, 617x649, 1688905345600895.jpg [View same] [iqdb] [saucenao] [google]
10822769

>>10822754
oh yeah there was an optional water section in the carnival level and it was a nightmare to deal with, whole group of black cultists insta lighting me up, only managed to clear it with invisibility

>> No.10822770

>>10822754
why though? They can only shoot you when you are underwater with them.

>> No.10822771

>>10822768
If they're zombies then what are the techbases for? What about the mining operation in Scourge of Armagon, or the time machine in Dissolution of Eternity?

>> No.10822773

>>10822770
Sometimes you need to go through those water areas, and if a cultist falls into the drink, well that's his pool now.

>> No.10822781

>>10822771
According to the q1 manual Ranger and a lot of soldiers used to man those bases in preparation for Quake's attack, but it was so quick and powerful they got all overwhelmed (and turned into grunts) while Ranger was out for a piss
soa and doe Im not sure if they are canon, story in those games sounds like a bad fanfic that completely misses the lovecraft vibe of original

>> No.10822794

>>10822781
I liked what QC did with having the slipgates close after shubby got whacked, dooming ranger into wandering nightmare realms for the rest of his life and slowly eroding his sanity. Feels more in line with Lovecraft than the villain of the week stuff the expansions are.

>> No.10822798

>>10822781
I appreciate the input anon.
>>10822794
And to both of you, I don't know how many Lovecraft stories you've read, but it isn't uncommon for sapient liaisons of the great ones and such to herald their coming. It isn't always vague darkness; even Lovecraft stories were sometimes "villain of the week".

>> No.10822804

>>10822794
>the villain of the week stuff the expansions are.
Exactly, well put anon, you fight nightmarish eldritch horrors like shub and then expansions throws you a fucking robot from q2? Although I have to admit the dragon feels close to the old draft they had for quake which would be much more about dark fantasy and the hero being a mjolnir wielding badass, so it's not that bad.
Yeah ranger in QC story is a lot like Randolph Carter - probably the only protagonist in Lovecraft books that didn't completely go niggerman insane or die after witnessing the old ones - not only that but he actually went on to explore the other worlds and even exchanged bodies with some reptile on another planet to survive, that story is such an outlier among his work

>> No.10822808

>>10822752
You’ll get less death hallways like E1’s and more open areas to move around and flank.
>>10822770
>why though?
The fun “staggering” mechanic mentioned in here >>10819440 does not work when they are underwater. They’ll also swim around so you won’t know where they are when you’re down there.
>>10822798
Warpspasm’s story is so far my favorite thing I’ve read for Quake-fic up to this point. I haven’t liked any of the QC stuff I’ve read.

>> No.10822812

>>10822804
>and then expansions throws you a fucking robot from q2
At this point it's clear you're too rigid in imagination and thought to have any more valuable discourse about this; Armagon is a general of Quake. There needs to be generals in an army, even an army of zombies. That it wasn't Lovecraft enough for you is fine, but the tone of your criticism is just too disagreeable for me. You don't need to reply to this post.

>> No.10822819
File: 9 KB, 1628x135, 1687112023451601.png [View same] [iqdb] [saucenao] [google]
10822819

>>10822808
>Warpspasm’s story is so far my favorite thing I’ve read for Quake-fic up to this point. I haven’t liked any of the QC stuff I’ve read.
Still haven't finished Warspasm, but I like Travail's take. It leans into that "Ranger is lost between realms" bit that apparently QC championed? I have never looked into QC and am very uninterested in it.

>> No.10822820

>>10822804
Fun fact, the dragon boss is actually a carryover from Strife, he was gonna be the second boss instead of the bishop.

>> No.10822824

>>10822773
>>10822808
idk i just didn't found them very challenging. I only played with mouselook on lightly broiled like a little bitch so that might be the reason.

>> No.10822832

>>10822824
>lightly broiled like a little bitch
More like “normal difficulty like a normal person”

>> No.10822884

>>10822781
Is the Quake 1 / 2 manual available somewhere? Mostly interested in the stuff that has the 'lore bits'.

>> No.10822896

>>10822819
It paints a future that feels as grimmy and nasty as the levels themselves. I particularly love the idea of nerve-stapled soldiers using slipgates to raid settlements.
>>10822884
You can google the pdfs. There’s not much in them.

>> No.10822908

>>10822896
I just read the story page on it and that was actually really cool. But I'm not sure how that places the player in the first level in the game. I recognize the broadsword, so I assume we're Saracen, but I don't know why he's in a snowbase when there's mention of girls, drinking, and the device his friend made.

>> No.10822937

>>10822781
The one thing that bothered me about the expansions was the fact that their respective devs clearly only read the manual and didn't play the original game.
Both acted as though Quake was still alive and one even refers to Quake with male pronouns, even though the base game revealed that "Quake" was Shub-Niggurath and refers to her with female pronouns.

>> No.10822945
File: 3.43 MB, 600x336, 1708275130393650.webm [View same] [iqdb] [saucenao] [google]
10822945

>>10822808
>death hallways
forgot to do the extra level and holy shit lol

>> No.10822951
File: 2.45 MB, 600x336, 1711606384626350.webm [View same] [iqdb] [saucenao] [google]
10822951

>> No.10822961

>>10822937
I think it's fine this way. Quake as a Mental like figure.

>> No.10822992

>>10822908
From what I gather, you play as a murderous asshole who caught a “hint” towards some sort of ascension. You start the game murdering all the allied marines at the base before blowing it up so they can’t follow you. I think that’s a big reason all the grunts were given ranger models.
>>10822937
The end result of the original Quake story was after it was going to be something else, so I don’t take it too seriously. I love all the themes and ideas coming from it, though.

>> No.10823003
File: 110 KB, 288x334, 1622912638955.jpg [View same] [iqdb] [saucenao] [google]
10823003

>>10822937
Shubnigger is not Quake.
>caring about pronouuns
ISHYGDDT

I feel like Quake in general turned to become this.. intangible force of evil behind all the things happening in Quake universe, like a malevolent force and then the various other evil guy lord dudes were just thrown into it like a hodgepodge.

The base game's lore doesn't matter, Quake was originally supposed to be the protagonist and the lore is just last minute mumbo jumbo they threw together because Quake's development was so scuffed and Id Software was internally coming apart at the seams.

>> No.10823034

>>10823003
This may come as a shock to you, but pronouns are also a narrative tool and not just a vague boogeyman from Tumblr and Twitter.

>> No.10823057

>>10818923
Does it support Trent sound pack, high res textures and Sikkmod? I like the little nuances it can add.

>> No.10823062
File: 140 KB, 563x553, Quake1ManualTheStory.jpg [View same] [iqdb] [saucenao] [google]
10823062

>>10823034
Hmmmm looks like the manual refers to Quake as a "him" hmmmm

>> No.10823069
File: 661 KB, 804x604, annotation.png [View same] [iqdb] [saucenao] [google]
10823069

>>10822741
Yeah, I remember him using annotations as well. There's an addon for Chrome that restores them, although it's not gonna be much help on the private videos, of course.
>>10822750
A very quick Google search turns up a thread by him on Doomworld and a mention of the "MANCGRIND" wad on the zdoom forums, although I'm not sure if it was actually him posting it there. He hasn't logged into Doomworld since May 10, 2016, and his last activity on YouTube was updating a playlist on Dec 12, 2022.
There is still one public video he has up seemingly related to the others: https://www.youtube.com/watch?v=mW-qLjPgHhk
I don't have an hour and a half to kill right now, and even if I did I'm not sure I really want to sit through the entire thing. It's there if you're interested, though. It also had one annotation in it which I screenshotted.

>> No.10823072
File: 1.23 MB, 1055x1400, Nyarlathotep-par-Julien-Noirel.jpg [View same] [iqdb] [saucenao] [google]
10823072

>>10823003
>>10823034
>>10823062
Nyarlathotep is top tier husbando btw. This is hardly related to the topic at hand, but I just wanted to throw that out there.

>> No.10823078

>>10823062
>Quake is Shibniggur
It’s not unreasonable for others coming to this conclusion due to the in-game text reveals:
>The Rune of Black Magic throbs evilly in your hand and whispers dark thoughts into your brain.
>You learn the inmost lore of the Hell-Mother; Shub-Niggurath!
>You now know that she is behind all the terrible plotting which has led to so much death and horror.

>> No.10823101

>>10823078
>terrible plotting
Quake certainly does. Thank god this was made long before videogames were the desperate projects of teams who wished they were working at Netflix so the gameplay is actually really bloody good.

>> No.10823127

>>10823101
Doom 1:
>deal with Mars moon bases being overrun, take out mastermind, get teleported straight to your home city on fire
Start of Doom 2’s manual:
>Congrats! You saved the Mars base (no mention of its moons), you’ve quit the military, and are on-board a dropship towards home but oh NO city on fire
It’s not just Quake where they were all “whatever”.

>> No.10823146

>>10823127
I know, my point still stands. Doom, Quake, it doesn't matter. They don't need a plot and are best enjoyed as they are. Eternal is proof that trying to make sense of the Doom universe just results in stupid shit and cringe.
The plot to Doom or Quake should always just be
>You have a gun
>There are demons
>You know what to do

>> No.10823176

>>10823146
>Eternal
>trying to make sense
Lmao. Kek even. It was the most generic capes slop imaginable with negative amount of efforts put into it. It wasn't trying shit outside of milking the name as much as possible while the hype train is moving. Of course going full "ebin mega super powerlevels and ebin mega super chosen ones" story will never be good.

>> No.10823185

>>10823176
I mean, yeah? That was my point.

>> No.10823190

>>10823185
(I think he’s agreeing with and trying to discuss with a like-minded anon, anon)

>> No.10823206

>>10823185
It might be my ESL, but you wrote that Eternal tried to make sense, when it clearly didn't.
The story wasn't bad because it tried to make sense out of something that shouldn't make sense, it was bad because it was made by failed netflix writers.

>> No.10823212

>>10823078
>>10823101
>>10823127

Having a cool premise / setup is still imo a boost to the game's atmosphere / vibe and helps instill a sense of place.

Doom and Quake kind of "accidentally" ended up where they are but it doesn't mean the background for it doesn't matter at all.

>> No.10823223

>>10823146
Is Eternal even meant to be taken seriously? The tone is so over the top it feels like it's supposed to be seen as "lol this is so fucking retarded," I think some of you just need to lighten up and learn to roll with the cringe.

>> No.10823232

>>10823212
I agree, especially if the backstory explains or gives context to in-game elements, like the slipgates explaining how and why you're a space marine battling lovecraftian monsters in medieval castles. That sort of mish-mashing of themes wouldn't really work otherwise.

>> No.10823236

>>10823206
>failed netflix writers
https://www.youtube.com/watch?v=GK_C54Q_9QY
First you have to prove that you're not taking any part either anon

>> No.10823262

>>10823069
>There's an addon for Chrome that restores them
Damn, thanks a lot anon, didn't know a thing like that existed

>> No.10823372
File: 289 KB, 648x486, pczone_customAssets.jpg [View same] [iqdb] [saucenao] [google]
10823372

Found a CD at the charity shop I volunteer at that apparently has a bunch of levels, mods and player skins for quake 3, unreal tournament and half-life.
Nabbed it for a quid even if I only have half life.
Also has some counter strike stuff, for some reason a bunch of the folders say they were modified last in 1980 despite there being half life stuff here, maybe pczone employed time travellers.
Anyway, any anons want to take a look? I can sling it on catbox if anyone wants.

>> No.10823375

>>10823372
>maybe pczone employed time travellers
I guess they'll employ anybody, they did employ Charlie Brooker after all.

>> No.10823381

>>10817148
is it okay to shamelessly advertise one's own release for the news post?

>> No.10823480

What's your favorite BOOM guy quote, anons?
Mine is "Smash and break!"

>> No.10823494
File: 867 KB, 1364x768, yquake2 2024-04-03 15-22-30-95.png [View same] [iqdb] [saucenao] [google]
10823494

>I couldn't get the lights to work at all so the whole thing is like some throw back to the DOOM era. If you want to add lighting then PLEASE DO!!! Just give me some credit for whipping it up in the first place. Oh and try to use alot of colored light, LONG LIVE 3DFX!!!!!!!

>> No.10823519

>>10823480
"You are unusually large! You must also possess organs of unusual size!"

>> No.10823529

>>10823372
What's the total filesize?

>> No.10823539

>>10823529
NTA, but CDs from that era usually top out at around 700 MB, so it shouldn't be larger than that.

>> No.10823556

>>10823372
wonder if they bothered to filter out the inevitable porn skins and such. money's on no

>> No.10823568
File: 1.43 MB, 960x708, 30f.gif [View same] [iqdb] [saucenao] [google]
10823568

>>10823529
it's like 600MB
>>10823556
I didn't check the individual files but none of the names struck me as odd

anyway, here's a gofile link for those interested
https://gofile io/d/x5CqOK

>> No.10823580

>>10823480
"A power strimmer! The great debator!"

>> No.10823613

Looks like more maps and a handful of mods, then again it's 700 MB.

>> No.10823648

>>10823568
I don't know how easily discoverable some of these mods are in the current year, but having any of this stuff redundantly uploaded is always good, so thank you.

>> No.10823660

>>10823648
np anon. I suspect the majority of the stuff is multiplayer oriented so it might be cool for anyone here that wants to host ut or q3 games I guess

>> No.10823683

Still making my way through Ground Zeroes but I gotta say I'm liking it, especially the second unit, a lot. The map design feels more detailed, more focused and more fun than the large but detail-sparse areas of Quake 2 base game especially around the base game's prison unit. They are also using the different monster designs together really well in GZ and thanks to the Remaster A.I changes the Medics are actually a threat and they use them a lot more. Combat feels the best it's been in Q2 up to this point and you feel much less lost / stranded than in Q2 base game thanks to the decent amount of mission updates and you rarely feel like you're on one objective too long. Really good quakin'. And as I said before, the weapons feel very satisfying too, blowing enemies to chunks and seeing the death animations of enforcers / light guards etc is satisfying. And what's important is that they mix in the lil fellas among the higher tier enemies so you moments of like minor slaughter instead of just grinding away hp from big enemies like what the base Q2 mid to lategame can boil down to. Motivated to get all cheevos in this.

>> No.10823691

Is there a way to play wads without a sourceport? I'd like the vanilla experience from back in the day, but I have no idea how to do it.

>> No.10823694

>>10823683
GZ had a bad rap because the turret traps were placed in nasty locations and did hideous damage, the remaster made them far less punishing so they feel more interesting to deal with rather than a save/loadfest.

>>10823691
Dosbox is probably the best bet, mayybe something like chocolate doom?

>> No.10823696

>>10823694
>the remaster made them far less punishing so they feel more interesting to deal with rather than a save/loadfest.
That puts it mildly: These turrets are such a non-threat now.

>> No.10823704

>>10823694
I need to try GZ in the original version for funsies sometime but they are pretty assholish in terms of placement, they often even make indentations [?] to the ceiling so you're walking into a room and can't see the turret until you're past it and get rockets to the back of the neck.

>> No.10823705

>>10823694
Okay, so I get DOSbox, got the wads and got the vanilla compatible mods. Do I just run them from the console?

>> No.10823727

>>10823003
>>10823212
>>10823232

Back in the day I thought Quake putting together these gothic castles and sci-fi environments in the same game was mighty odd but reading about the Quake development from Masters of Doom really opened my eyes.

Also god daymn that prophetic DnD game they had, where Romero risked it all in the dnd game for the mythic sword daikatana, knowing the rules that if he f'd up it would be the end of the game and their characters and John Carmack the DM holding him to consequences that were disastrous..

I really hope they make an Id Software movie one day, that's a cool story that imo deserves to be told.

>> No.10823774

>>10823727
The various ideas they were floating around for Quake were pretty crazy for the time. Physics simulation where a monster could shove the player off a cliff and they'd go tumbling down, some kind of hybrid FPS exploration/sidescroller combat, support for 90's VR headsets with proximity chat(?). I doubt most of their plans would've been finalized even if Quake had a defined vision all the way through, but they were mighty ambitious nonetheless.

>> No.10823839

>>10823705
You also could use .bat text files with all commands prewritten to jump straight into the game. I'm of an opinion that using Choco Doom or Crispy is no less puritan than fiddling with the DOSBox, with the former at least you won't have to bother wasting time setting audio backends or dehacked.

>> No.10823846

>>10823774
>Physics simulations
Sounds a lot like TRESPASSER.

>> No.10823880
File: 1.09 MB, 1280x2204, so you want to play some fucking srb2k v3wip.png [View same] [iqdb] [saucenao] [google]
10823880

Backup host here, it's time for Wednesday Night Whatever, let's play some SRB2Kart! We've switched to the Neptune client for this session, so make sure you grab that before joining. CEP WILL NOT WORK!

>How about that all-in-one repack?
Sorry! I haven't gotten around to updating it, but we should have it back in action by next session!

How to join (The long way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use (Windows): https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.0b
Or compile it (Linux or anything else): https://github.com/NepDisk/srb2k-neptune
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:
Split OtherVidyaAndMisc into two categories: QuirksQuadrant (indie games) and Miscellaneous Misfits (any other game characters)
2 New Characters: Brad Armstrong (Lisa), the Batter (OFF)
Trimmed down on some unnecessary files that have merged into the client
Battle mode set to expert speed

>> No.10823971

>>10823880
I'm getting a "file is corrupted or has been modified" error message when trying to launch neptune.

>> No.10823996
File: 420 KB, 1080x1040, 1706735097812683.jpg [View same] [iqdb] [saucenao] [google]
10823996

>>10823880
how to set nametag_small? neptune readme says it was changed to nametagsmall but console doesn't recognize this command

>> No.10824008

>>10823971
You're not trying to overwrite anything in your old install, are you? Try using a clean install with 1.6 (not 1.3)

>> No.10824012

>>10824008
Just realized that, yeah, was putting it in my old install folder.

>> No.10824035
File: 265 KB, 627x622, 1684619122178872.png [View same] [iqdb] [saucenao] [google]
10824035

>>10823880
>>10823996
ty

>> No.10824037

I swapped the Quake 2 railgun and standard shotgun number hotkeys and moved the BFG slot to ''T''. Makes it more convenient to select, before doing so I would've had to take my left hand off of wasd which more often thsn not equal having to load.

Do other anons tend to change hotkeys around / have non-standard binds?

>> No.10824054

>>10823880
It's back up btw

>> No.10824168

>>10818326
Anyone else get turned on by this

>> No.10824179
File: 136 KB, 623x527, 1703641868407698.png [View same] [iqdb] [saucenao] [google]
10824179

>>10824168

>> No.10824187

>>10824168
willendorfians

>> No.10824195

>>10823996
In the Options menu, go to 'Saturn Options', scroll down, and you should find a menu relating to nametags.

>> No.10824264
File: 29 KB, 445x473, 1689902357211295.jpg [View same] [iqdb] [saucenao] [google]
10824264

fuck the button behind the frozen jacuzzi

>> No.10824274
File: 3.74 MB, 450x252, 1698408832212131.webm [View same] [iqdb] [saucenao] [google]
10824274

>> No.10824282
File: 3.89 MB, 640x480, 2024-04-04 04-03-18.webm [View same] [iqdb] [saucenao] [google]
10824282

You look at this shit and tell me this isn't programmed by demons.

>> No.10824286
File: 3.92 MB, 640x480, 2024-03-28 08-28-44.webm [View same] [iqdb] [saucenao] [google]
10824286

>> No.10824363
File: 16 KB, 809x460, GKSLgfoWQAAcuJ2.png [View same] [iqdb] [saucenao] [google]
10824363

>>10817146

>> No.10824380

>>10823880
Miscellaneous Misfits doesn't seem to be in the Mega

>> No.10824381

>>10824035
How many of these are there

>> No.10824384
File: 3.12 MB, 1920x1080, 1682617730883615.png [View same] [iqdb] [saucenao] [google]
10824384

>>10823003
>I feel like Quake in general turned to become this.. intangible force of evil behind all the things happening in Quake universe, like a malevolent force and then the various other evil guy lord dudes were just thrown into it like a hodgepodge.
That's precisely how I feel about it.

>> No.10824387

>>10823372
>>10823568
Gonna take a looksie.

>> No.10824395

>>10824168
Not me. But I'm not gonna judge.

Freak.

>> No.10824441

>>10824282
>>10824286
What is this?

>> No.10824450
File: 906 KB, 1920x1080, 1689224372543661.png [View same] [iqdb] [saucenao] [google]
10824450

>>10823372
>>10823568
The Half-Life 1 mods Lambda Arena, Classic Capture The Flag, and Infinity are not available on moddb. Jailbreak might be known as Open Source Jailbreak on moddb, and Cold Ice got remastered in 2023.

I was more into Half-Life 1 multiplayer in the early 2000s and I only occasionally played UT99, and even then only vanilla map servers, but picking out 5 random deathmatch maps in this pack from UT99 to google thoroughly, and they simply do not exist online. This is an absolute treasure man....if they still work. I'm fucking with Classic Capture The Flag right now, and it appears to need the 1999 or 1998 Half-Life client.dll. I don't feel like tracking that down right now so maybe someone else can. Absolutely bitching splash screen however.

I assume it's the same for the other mods. Shame.

>> No.10824460
File: 143 KB, 640x484, 1682642062279960.png [View same] [iqdb] [saucenao] [google]
10824460

>>10824381
tons
>>10824441
>>10823880
5/32 rn

>> No.10824519
File: 30 KB, 286x358, good_brices.png [View same] [iqdb] [saucenao] [google]
10824519

>>10823880
GGs

>> No.10824523

>>10824380
I don't have access to the mega so I can't add shit.
>>10824441
SRB2K, AKA Doom Engine Kart Game, come join us sometime.

>> No.10824558
File: 469 KB, 1920x1080, Screenshot_Doom_20240404_045548.png [View same] [iqdb] [saucenao] [google]
10824558

>>10823648
This, also sometimes these discs have versions of mods or maps that have been lost to time because a newer version came out, and preserving those can be a pretty big deal too.

Pic related, a lot of people around here like Dakka but have never seen, let alone experienced the older version, which is quite different.

>> No.10824564
File: 1.61 MB, 1920x1080, good guys win.png [View same] [iqdb] [saucenao] [google]
10824564

>>10823880
I'm gonna try to get boss music set up for friendmod, post tracks you want me to use.
https://youtube.com/watch?v=XOyKE1JlUi4
https://youtube.com/watch?v=675CXQ2oFZM

>> No.10824680

>>10823880
what's the map code for m m m m b a n a n a s?

>> No.10824715

>>10824680
MAPD8

>> No.10824732
File: 1.51 MB, 500x281, expert speed.gif [View same] [iqdb] [saucenao] [google]
10824732

>>10824715
thanks, got it just before the server reset
couldn't find the pk3 and figured "vote map" wouldn't recognize the spaces in the name
>>10823880
ggs all

>> No.10824769
File: 2.59 MB, 1280x720, metal slug 3 spoilers.webm [View same] [iqdb] [saucenao] [google]
10824769

>>10824732
GGs, we'll keep hard speed as the default for now

>> No.10824838

>>10823568
>Q3A Winamp skin
We are reaching Y2K levels that may be dangerous to the incautious.

>> No.10824842

>>10823494
Is this DangerRoom?
Also can you run "This Map Is G00dFun!" in KexQuake2?

>> No.10824898

>>10819020
>>10818923
Always felt like such a shame that idtech 4 modding didn't take off as much as the previous ones, I think it was just the extra layers of complexity and bumpmapping and lighting that turned people off, plus by then you had UE3 and Source Engine mods by the dozens.

>> No.10824909
File: 667 KB, 2271x3195, 1676586792456652.jpg [View same] [iqdb] [saucenao] [google]
10824909

Hello friends, idiot newfren here.
Played a shit ton of Doom when I was a kid and over the past year or so I've played a shit ton of Doom again. Right now I'm doing a very casual UV playthrough of the first game while trying to get all kills and secrets blindly, after which I look up a YT vid (usually decino) and then re-do the level. Soon I'll be done with E3.

Seeing how then I'm only one episode away from beating the game fully, I have a few questions
>should I play Sigil, Doom II, TNT or Plutonia next?
>I own Doom/Final Doom/Ultimate Doom/Doom II on Steam. Does this complicate or simplify things if I want to try out wads and mods made by others?
Thanks in advance!

>> No.10824910

>>10821427
Only if you still take -5hp from any height and wall-smashes (yes, Quake2 physics support horizontal fall damage)

>> No.10824916

>>10818923
I forget, wasn't there a /vr/ pack someone made for Doom 3 that's just the PK4 files you need for Dhewm?

>> No.10824924
File: 29 KB, 393x566, z.jpg [View same] [iqdb] [saucenao] [google]
10824924

>>10824838
Imagine actually using this fucking skin. This is the Green Keel Gang on steroids.

>> No.10824931

>>10824909
Might be a good idea to then do Sigil next since it's Doom 1 based.

Then play base Doom 2, then play TNT and finally plutonia.

>wads and mods
I dunno how the steam port works but you need to get some sourceports like GZDoom or DSDA or chocolate doom, GZDoom is a good choice for most. Then go to the Steam Doom games' files directly and copy the IWADs there into the installed Source port's folder. And then when you have custom wads etc, drag and drop them on top of the exe file of the source port.

>> No.10824958

>>10824909
Depends on how you want to do it, E4 is a bit harder than E3 and was released after Doom 2 was.

Sigil and Sigil 2 are Doom 1 wads so whichever works.
>I own Doom/Final Doom/Ultimate Doom/Doom II on Steam. Does this complicate or simplify things if I want to try out wads and mods made by others?
You've got all the iwads so it's mostly just getting a sourceport or two and if you really want to get into it, a launcher like ZDL to make it easier to run stuff.

>> No.10824970

>>10823003
I thought Quake was the catch-all title for enemy forces from another dimension. Shubby is Quake, but so is Armagon, the dragon, their mooks and the worlds they come from.

>> No.10824973

>>10823691
Don't know why you'd want to do it the most oldschool way. Back then you had to outright patch in most kinds of new content onto doom.wad and doom2.wad to use it with the original executable (ergo you converted Doom 2 into Memento Mori), and then patch out the stuff to restore the iwads, unless you wanted to have multiple modified copies of the iwads at hand, which people didn't back then, given harddrive capacities.
This is where the pwad and iwad terminology originates, patch .wad and 'internal' .wad

It's so fucking inflexible and clunky, sourceports being able to just load pwads together with iwads was a godsend.

>> No.10824990

>>10824924
Green Keel Gang?

>> No.10825003

>>10824990
People used to force other players/bots to display as fullbright green Keel, to make other players as visible as possible.
https://www.quake3world.com/forum/viewtopic.php?f=7&t=17716&p=342013

>> No.10825068
File: 592 KB, 1920x1080, 1690999050916617.jpg [View same] [iqdb] [saucenao] [google]
10825068

wtf was this level
so good

>> No.10825114

>>10825068
Overlooked Hotel? It’s what I like most from Build maps with its non-linearity in a very cool looking level. The Haunting is similar despite being the easiest level imo.

>> No.10825176
File: 1.36 MB, 1830x988, char doing something wicked.png [View same] [iqdb] [saucenao] [google]
10825176

>>10824732
would Char play Doom?

>> No.10825217
File: 418 KB, 1280x848, 1697405552757250.jpg [View same] [iqdb] [saucenao] [google]
10825217

>>10825114
>Overlooked Hotel?
yes, like a mini Resident Evil map
do the other build games have non-linear, sprawling maps like this one?

>> No.10825224
File: 21 KB, 418x243, Untitled.png [View same] [iqdb] [saucenao] [google]
10825224

>>10825217
>Overlooked Hotel
>Enemies: 190
>mfw
impressive... very nice. you playing with a friend or alone?

>> No.10825230

>>10825068
Blood is a cool game.

>> No.10825231

>>10825224
Oh balls, he's playing on Extra Crispy?

>> No.10825247

>>10825231
Maybe custom GDX/NotBlood settings.

>> No.10825250
File: 23 KB, 418x243, difficulty guide.png [View same] [iqdb] [saucenao] [google]
10825250

>>10825231

>> No.10825258

>>10825247
That might be it, but doesn't that still do shit like throw more bosses at you?

>>10825250
By all means, but mind that Extra Crispy was only ever expected to be played as multiplayer co-op. You're making things particularly spicy for yourself if you're doing it solo.

Big respect if you are, desu.

>> No.10825261
File: 2.40 MB, 1920x1080, 1697915176644363.png [View same] [iqdb] [saucenao] [google]
10825261

Goooooooooooooood god I never thought I'd finish Warpspasm's Bile Plant. That's definitely one of the most oppressive Quake maps ever.

>> No.10825269

>>10825261
enjoy the later maps where you have to shotgun like 6 shamblers in a small room
or deal with gugs in close quarters.

>> No.10825270
File: 1.74 MB, 1250x1750, 1705592938212786.png [View same] [iqdb] [saucenao] [google]
10825270

I like playing as Niko in BYOC, but I just mainly use the shears, scissors and the nailgun.
I don't like the pancakes that much as a weapon.

>> No.10825274

>>10825258
>That might be it, but doesn't that still do shit like throw more bosses at you?
Oh yeah, as seen here with this guy having a lot of fun >>10822686

>> No.10825291
File: 1.96 MB, 600x336, 1682748680239628.webm [View same] [iqdb] [saucenao] [google]
10825291

>>10825224
Alone but you guys are my friends, anons have been helpful with mod advice
Is there even a coop mod? That'd be cool

>>10825231
see >>10819084
Crispy enemy count and aggressiveness
Well Done damage values
and Notblood mutators
awesome balance, would recommend

>>10825258
Yeah two big spongey gargoyles >>10822686
There was another one in the Hotel, idk if it's always there, strafing in circles makes it sperg out

>> No.10825362

>>10825291
>Crispy enemy count and aggressiveness
>Well Done damage values
>and Notblood mutators
nice

>> No.10825560
File: 1.37 MB, 1200x1197, file.png [View same] [iqdb] [saucenao] [google]
10825560

>> No.10825563

>>10825560
didnt this actually meant "i need... c-cunny"

>> No.10825679

>>10825560
How's waifu lead anon?

>> No.10825696

>>10825679
Nigga lost his job and then his place because health care in America is literally irredeemable dogshit.

>> No.10825742

>>10824842
>Is this DangerRoom?
Yep
>Also can you run "This Map Is G00dFun!" in KexQuake2?
I am using Yamagi.

>> No.10825793
File: 443 KB, 497x760, worth it shooters.png [View same] [iqdb] [saucenao] [google]
10825793

This bundle worth it?

>> No.10825797

>>10825793
Not really.
Quake 2 is great.
Turbo Overkill is okay, albeit up its own ass a bit.
The rest are either blatant griftware or miss the point of retro shooters entirely.

>> No.10825841

>>10825797
Ultrakill gets a pass, it does enough unique stuff to make it stand on its own. It may "miss the point" of retro shooters but that works in its favor.

>> No.10825846

>>10825793
And Deadlink is not a retro-shooter at all in the slightest, and it never pretended it was.

>> No.10825856

>Episode 1 of Doom
Really good, still holds up
>Episode 2
Kind of annoying, tons of secrets hidden everywhere
>Episode 3
Boring and annoying
They didn't really put much effort beyond the shareware episodes back then, did they?

>> No.10825859

>>10825797
>miss the point of retro shooters entirely
In what way? Genuinely asking?

>> No.10825862

>>10825856
I'd say episode 3 is redeemed by the secret level alone, but it's also the most discretely hidden one so I imagine most people missed it.

>> No.10825883

>>10825797
Prodeus is fun, and it's got a level editor to extend the play value.

>> No.10825893

>>10817937
>>10820629
>po'ed
more like poo'ed lmao

>> No.10825906

>>10825883
The 'aesthetic' unironically ruins it for me. Even beyond the awful filtering and color palette, seeing picatinny rails and holographic sights in a sci-fi 'retro' shooter makes me want to die.

>> No.10825931

Are there any "side quest" Doomer Boards Projects besides Fall of Society? Or is that the only one?

>> No.10825942

>>10825931
That's the only one officially. I'd say the DBK series is close to what side quests were intended to be, it even has most of the original team members to boot, so go play those.

>> No.10825946

Is Turok a retro FPS?

>> No.10825982

>>10825856
Secrets are fun.

>> No.10825990

>>10825982
That's what my uncle told me.

>> No.10825994

>>10825982
They are, but 12 or more in a level is just silly.

>> No.10826016

>>10825946
it came before 2000 and goes by the same features as others
>weapon variety, enemy variety, level design, explorarion, resources etc

>> No.10826075

>>10825994
Give me a level with 20 secrets, secrets nested within within secrets, with one of them housing a secret exit to a secret level.

>> No.10826081
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10826081

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters
rules and stuff: https://pastebin.com/CrVTqGvr

BETA V2: https://files.catbox.moe/tc0rgk.wad

I tested all the maps and everything seems fine so unless someone finds something i think this is good for an official release.
sorry for taking so long

>> No.10826082
File: 32 KB, 741x487, 1682593645349199.jpg [View same] [iqdb] [saucenao] [google]
10826082

>>10826075

>> No.10826098

>>10826081
oh actually there are a couple things i wanna run by you fellas:
- Should i find some custom wads for the maps that dont have them or is it fine as it is?
- Should i come up with a better concept for the image? I'm not really a graphic designer

>> No.10826139

>>10825856
Quake 1's episodes are imho pretty solid.
I forgot the specifics how each of them stack up but I did not experience the same ''take me back to Shareware city where the levels are good and imps are pretty'' feel I had with Doom.

>> No.10826149

>>10825846
>And Deadlink is not a retro-shooter at all in the slightest
Same goes for Ultrakill and Turbo Overkill (by cringe).

>> No.10826169

>>10825797
>miss the point of retro shooters entirely
My ''favorite'' features / red flags that a throwback / bumshoot is going to be bad / uninspired / boring :
-All tracks are metal despite the aesthetic / vibe not matching
-Gameplay is ''le fast'' but maps are very detail-sparse
-Sprite enemies with very low pixel density / no directional sprites
-Sprite enemies and weapons but modern post-processing / special effects
-massive killing arenas with no rhyme or reason, shit looks like an Oblige map with slaughter settings

At least Wrath : Aeon of Ruin is looking like it is shaping up to be decent.

>> No.10826182

>>10826169
>At least Wrath : Aeon of Ruin is looking like it is shaping up to be decent.
You know it's been out for over a month, right?

>> No.10826186

>>10825560
>still have a v4 of my waifu map, never to be added to the project...

>> No.10826189

>>10826098
>- Should i find some custom wads for the maps that dont have them or is it fine as it is?
wdym? fill the empty spots with random maps? that sounds kinda lame

>> No.10826191

>>10826098
>- Should i find some custom wads for the maps that dont have them or is it fine as it is?
That's a terrible idea.

>> No.10826260

>>10826189
>>10826191
Oops, i meant custom midis, dont know why i wrote that

>> No.10826272

>>10819098
Blood's E1 problem is it features only the most basic enemies of Blood which also happen to be the toughest and most versatile ones, the new enemies in later episodes are gimmicky and easy to deal with except in niche situations

>> No.10826301

I've fallen in love with Doom / Quake 2 techbases. Second love is Half Life 1 militaryindustryscience type bases that I would love love love LOVE to work in.

>> No.10826476

>>10826301
Based and same. I used to love imagining working in Black Mesa, going to the food court after work, sleeping quarters, all in this underground gigantic complex which likely developed its own culture, friend groups, etc. Sounds comfy.

Check out Alkaline for Quake 1 for some techbase goodness.
https://www.quaddicted.com/reviews/alk1.2.html
I think you'll be quite pleased.

>> No.10826495

>>10826075
we get it, you like ion fury

>> No.10826647
File: 3.63 MB, 500x280, 1700997585469409.webm [View same] [iqdb] [saucenao] [google]
10826647

how do you feel about marathon? played a bit, seems... bland

>> No.10826658

do you people change the FOV in Doom?

>> No.10826664

>>10826658
I always change the fov in every game

>> No.10826670
File: 151 KB, 1080x816, 20240404_225206.jpg [View same] [iqdb] [saucenao] [google]
10826670

Were you ever scared when you played DOOM for the first time?

>> No.10826673

>>10825793
I feel like it would make more sense to include DUSK in "boomer shooter" collection than Ultrakill or Turbo Overkill.

>> No.10826689

>>10826670
dude, I still am, 30 years later.

>> No.10826693

>>10826670
The Central Processing blue key trap with the pinky made me fall into the acid and nope out of the game for a while
I was 7

>> No.10826694

>>10826670
I wasn't for Doom but I was for RE 1 and 2.

>> No.10826704

>>10826647
I like how moody it feels, but the environment design and the enemy designs do absolutely nothing for me; very bland and very silly respectively. I hear the trilogy's story is genuinely one of the best in video games which constantly keeps it in the back of my mind as a trilogy I need to finish someday. I've heard it said it's very "adult", especially when compared to Halo. Sounds appealing.

>> No.10826749

>>10825270
I also don't like the pancakes. They don't feel very impactful. I do like BYOC.

>> No.10826779

Ayy Mjolnir has the Travail spiders.

>> No.10826784
File: 2.05 MB, 1920x1080, 1711164167548503.png [View same] [iqdb] [saucenao] [google]
10826784

>>10826779
Whoops.

>> No.10826862
File: 288 KB, 680x677, image_2024-04-04_211512372.png [View same] [iqdb] [saucenao] [google]
10826862

>>10826784

>> No.10826975

>>10826862
>Fangs stab your pelvis with every thrust
https://youtu.be/EsUsURAj0y0?t=216

>> No.10826997

>>10826647
M1 is the roughest of them, M2 is a massive step up (aside from just having ambiance, no music).

Also start using your knuckles. You do more damage if you're moving when you punch them.

>> No.10827001

>>10821875
the models are way to high res to really look ps1, you should try to make lower-poly models and really work on your sprites

>> No.10827046
File: 3.19 MB, 1920x1080, 1706629216355572.png [View same] [iqdb] [saucenao] [google]
10827046

Wtf was his problem?

>> No.10827054

>>10827046
Driven insane by the brightness of the lighting.

>> No.10827061

>>10823372
Yes, please. I'm curious. I wonder how much of it is readily available with a quick google.

>> No.10827065

>>10827061
Follow the chain silly anon.
>>10823568

>> No.10827067

>>10827054
Even sheep hate the sun, truly my spirit animal.

>> No.10827071

>>10827054
>brightness of the lighting
Unironically, the lighting in Mjolnir is pretty awful and way too bright for Quake. Many maps look like they just put on a global minlight and called it a day.

>> No.10827081
File: 991 KB, 1920x1080, 1685977795387220.jpg [View same] [iqdb] [saucenao] [google]
10827081

Finished Mjolnir's mj4m3, Karinth Zo Bridge Of Sighs. That is probably my favorite Quake map ever, and would probably be the best Quake map ever (insofar as my tastes since I know many people prefer the dark, claustrophobic Quake) if it weren't for the final battle not being well presented or thought out. It's not a death knell, but it definitely stops the map from being a 10/10. The idea? Sick as shit: A horde of wyrm dragons come to knock your dick in. The intended way to do it? You drop down away from the dragons onto a collection of powerups. The result is that the dragons all fly on top of each other and down towards you nearly single file, so it's like shooting fish in a barrel. I have no idea why it's like that. Why not just make the runekey sheep in the center of its own arena? It's such a bizarre way to end such a fantastic map.
>>10827071
That area is in direct sunlight on a snowy mountain fortress. I'm not sure what kind of lighting is expected of that area. Other areas of Mjolnir are lit just fine.

>> No.10827086
File: 1.94 MB, 1751x784, 1693575864937434.png [View same] [iqdb] [saucenao] [google]
10827086

Quake mapping discord has begun the Malice jam. No direct link since the going attitude towards that place is one of disdain, and not replying to the newspost since it would be better to when it's over, but this is definitely worth posting.

>> No.10827107

>>10827071
Going outside with a ton of snow everywhere in the middle of the day usually is blindingly bright. How do the interiors look?

>> No.10827116
File: 2.67 MB, 1920x1080, 1699924641925673.png [View same] [iqdb] [saucenao] [google]
10827116

>>10827107
Groovy enough.

>> No.10827125

>>10827086
Based

>> No.10827139

>>10825270
>>10826749
If memory serves right you can use the pancakes to heal teammates, so if you're playing solo you're better off ignoring them.

>> No.10827149
File: 2.70 MB, 3840x2160, me1m1_2024-04-05_01-25-27.jpg [View same] [iqdb] [saucenao] [google]
10827149

>>10827086
>other anon was serious about them doing a Malice jam
Welp.
Are they actually doing vanilla, unmodified progs? Unfixed jankiness is probably going to turn a lot of people off, especially cvars set on starting a map not being restored when you load a save (which very much cucks movement).
I'm sure the timing on this is coincidental, but I'm very close to putting out a beta for my overhaul. The jam isn't going to affect my releasing it, but it is a little awkward. At least if they are going vanilla Malice, the maps should be fully compatible with my mod - as Murder at the Disco is.

>> No.10827178

Is Postal 2 /doom/ certified?

>> No.10827189

Is there something like arcane dimensions level design with the gameplay of Quake 3

>> No.10827196
File: 59 KB, 726x1040, 1711014140727117.jpg [View same] [iqdb] [saucenao] [google]
10827196

>>10826670
Yes. The audio certainly helped.

>> No.10827217
File: 153 KB, 1000x1331, 1710940507863464.jpg [View same] [iqdb] [saucenao] [google]
10827217

I finished a replay of Eviternity.

Map 19 was the worst, 26 was the best. Episode 4 was the weakest and 6 the strongest. What the fuck were they thinking with 32? I like the map but holy shit does it go on for a while and being almost forced to do it (thank fuck for 15 being episode 3's finale) after 31 being tight as fuck is weird. Also I keep thinking 24 is from Speed of Doom for some fucking reason, even though I know it ain't.

I think half the reason I liked 2 better was because Annihilators got nerfed hard and they honestly deserved it. I died to those cocksuckers more than every other enemy combined and I can live with the cyberdemon rocket surprise but giving a extremely brutal hitscan attack to an enemy you rarely engage in arenas that offer cover against it (even in the form of other enemies) was genuine bullshit. Looking forward to replaying Eviternity 2, if anything just for episode 2's secret map and how fucking good it was.

>> No.10827239

>>10827217
Is there a full version of that image or is that it?

>> No.10827240

>>10827149
>Are they actually doing vanilla, unmodified progs?
They're using this.
https://www.moddb.com/mods/malice-for-quake-patched-with-bug-fixes-and-soundtrack

>> No.10827251

>>10827240
Ah, vanilla enough then. That's what I used as a base.
It leaves a lot of things unfixed though, and even adds a few bugs of its own ('trigger in clipping list' crash from shell casings).

>> No.10827274
File: 216 KB, 500x384, 1634319921511.gif [View same] [iqdb] [saucenao] [google]
10827274

>>10826647
That's because the Marathon games are fucking terrible.

>> No.10827304

>>10826476
>be a Black Mesa Security guard
>go around patrols through the habited areas and some uninhabited places as well
>get to go to the restricted areas as well
>using your flashlights in the maintenance stairwells and dimly lit walkways
>occasionally posted in a comfy security booth
>watch tv series and play on console / pc during free time, converse with co-workers
>lunch at food court is served in those divider-like trays
>aww yeah schnitzel,mash and green peas, toast and omelette for lunch!
>on some days of the month go practice on the gun range

One of the big reasons I still play through Half Life regularly is precisely the workplace vibe shit.

>> No.10827315

>>10826647
Love them. First time I played them was Durandal as a kid because my dad had it. I only remember playing the first 2 levels and the loading screens. When it came out on 360 in 2006/7 I bought it and played through the entire game for the first time and loved it. Beat it a few times solo and through coop with a friend and even went for the vidmaster achievement (which had a leaderboard for people who achieved it in order which is cool). The multiplayer on 360 was also fun. I then played through 1 and 3 for the first time a few years back and also really enjoyed them. Maybe some of it is nostalgia but I do genuinely love the atmosphere and labyrinth level design. I have also been thinking of trying to set up a coop session here to see if anyone wants to playthough the games in coop.

>> No.10827318

>>10827304
You should check out the mod Point of View. It's played from a vortigaunt's perspective, but the Black Mesa bits are some of the most imaginative I've seen.

>> No.10827341

>>10827189
>with the gameplay of Quake 3
you mean against bots or players?
>>10827178
not even close sorry anon.

>> No.10827342

>>10826670
I was randomly jumpscared by a fucking spectre last night because I wasn't expecting one and I'm using a sourceport that actually makes them hard to see, unlike GZDoom's idea of making them textureless pinkies.

>> No.10827372

>>10826670
That fucking Mancubus in Ashes 2063 always gets me.

>> No.10827378

>>10826260
if you have some MIDI suggestions then drop them in the thread so map authors can say yay or nay

>> No.10827420

>>10826670
Getting cornered by pinkies in that cramped maze E1M4 playing keyboard only was spooky. Ditto with the start of E1M5 with the dark area and then being attacked by spectres.
Also that tweet is pretty gross, weird and inaccurate. Carmack as the most analytically-minded person would not let the game get to him in that capacity or at least he would be the last person at Id to do so. The Id office probably stank like shit, sweat and molding pizza leftovers constantly I would wager.

>> No.10827421

>>10826670
I remember there being a few moments that really felt like being in danger and kicked in a flight reaction. Just start shooting and running to try to get somewhere safe and actually fight back, rather than being in the shit and fighting your way out for there. Always felt like it was an underappreciated aspect of Doom, since now the public consensus on the "Doom Experience" is all guns and blood and rip and tear n' pure power fantasy, even when you're getting pushed to the edge.

As for Gary's comment, I would also think that Carmack just shits himself in general, not just during Doom development. Like he doodoos his drawers and then tosses them out because he buys starchy 500ct packs of jeans from Vietnam, and instead just takes a shower at the end of the day.

>> No.10827428
File: 87 KB, 1024x768, 1653745086065.jpg [View same] [iqdb] [saucenao] [google]
10827428

>Slough of Despair
easily the worst map

>> No.10827429

>>10827428
Why the fuck do people keep saying this? I love that map, and I loved it when I first played it. It's unlike everything before it, it's Doom's attempt at this canyon/rocky grove of a map and I really enjoy it.

>> No.10827430

>>10827428
but at least you get a plasma gun

>> No.10827432

>>10827178
>first person shooter
>old
Sure. It's a janky fucking shooter, but it gets by a lot on its extreme humor.

>> No.10827434

>>10827428
Talk to the hand.

>> No.10827435
File: 220 KB, 642x951, Doom_map_e3m2.png [View same] [iqdb] [saucenao] [google]
10827435

>>10827428
But there's a booger on the middle finger.

>> No.10827441
File: 1.91 MB, 916x1560, 1586503799548.png [View same] [iqdb] [saucenao] [google]
10827441

>>10827428

>> No.10827448

>>10827342
GzDoom has a few different options for rendering Pinkies, including a rough imitation of the original fuzz. I find they're very difficult to see if it's dark, so they still surprise me every now and then. (Resolution also makes a big difference for spectre visibility IMO, they're always much harder to see at 320x240)

What's funny is that I find myself involuntarily clicking mouse 2 when being scared like that, so I am literally jumping in shock, and I don't know why I keep doing that, it's not conscious. I even do that when playing Woof, where I don't have jumping bound.

>> No.10827452

>>10827428
I like it because it's the only map that feels like an outdoor natural environment

>> No.10827457

>>10827452
Right? It's like you're out there in some arid wilderness in hell, on the way to some other evil fortress.

>> No.10827459

>>10827452
>>10827457
Based

>> No.10827467

>>10827448
>I am literally jumping in shock
dis nigga roleplaying in doom

>> No.10827541

>>10827429
Canyon / rocky grove with trees and shit that eventually links up with a base / hell fort is cool. But Slough of Despair is cramped, annoying and also so early on that you're running out of ammo etc. It's a cute design but gameplaywise annoying. I'm glad it's there for the novelty but I do not look forward to it when replaying Doom 1.

>> No.10827564
File: 412 KB, 1920x1080, Screenshot_Doom_20240405_120134.png [View same] [iqdb] [saucenao] [google]
10827564

Every day is cheese day.

>> No.10827572

>>10827541
>also so early on that you're running out of ammo
That's called challenge anon but we'll agree to disagree on all fronts.

>> No.10827573

>>10827430
Plasma rifle, chaingun, rocket launcher, berserk pack, you can get properly loaded up here.

>> No.10827591
File: 3.83 MB, 520x292, 1707846136642196.webm [View same] [iqdb] [saucenao] [google]
10827591

>already have multiple ongoing unfinished playthroughs
>start a new game
why am I like this

>> No.10827598

>>10827591
You don't see value in finishing products you enjoy(ed).

>> No.10827623

>>10827591
Honestly a lot of stuff like wads just drag on after the halfway mark, so while doing that isn't exactly great, you're keeping things fresh for yourself.

Every so often I go back to stuff like Winter's Fury, do another map and then remember why I put it down the last time.

>> No.10827645
File: 283 KB, 1920x1080, 1681364444878978.jpg [View same] [iqdb] [saucenao] [google]
10827645

>>10827623
I think that's just you being lazy and not seeing things or not trying to see things that are enjoyable. It would be very easy for me to dismiss episode 4 of Quake, as many, many people have, as the annoying terminus of Quake filled with unintuitive mazes. Or I can see it for what it really is, which is a labyrinthine, oppressive, and challenging final act before taking on the Niggur herself.

Now there is a fine line of course where you could very well end up trying to find nuggets of gold in a pile of shit, but the truth is people don't make mappacks or megawads because they wanted to make a pile of shit. By and large you can bet money they tried to make something good, and while very few of these wads are something great, you might find something positvely memorable within if you try.

I think there's a third factor too that people don't see value in playing singleplayer games unless they're streaming to an audience but that's me being cynical.

>> No.10827712

>>10827623
I think Corruption Cards helps with that issue. 17 modifiers later and the real fun has started, and also the inevitable questioning of your decision making skills.

Having some really good maps at the end helps, even with something like Eviternity or Valiant I don't just skip to them despite being given the option because I feel like I have to earn the right to play them by clearing the prior ones and they're fucking worth it.

>> No.10827783

>>10827645
>It would be very easy for me to dismiss episode 4 of Quake, as many, many people have, as the annoying terminus of Quake filled with unintuitive mazes.
There’s also the spawns, otherwise adorable bastards when they’re not spammed so weirdly. In spite of them, Quake’s fourth episode is my favorite.
>>10827712
>I think Corruption Cards helps with that issue. 17 modifiers later and the real fun has started, and also the inevitable questioning of your decision making skills.
Something that helped me a lot, much to the dismay of many authors, is realizing how much fun I can have with a blind but modded playthrough. If I had an ideal amount of time and interest, I would first play everything unmodded/as intended.

>> No.10827786

>>10827139
Yes that's the alt-fire. Could be more useful if you were able to use pancakes to heal yourself.

>> No.10827870

>>10825563
We could all use some cunny.

>> No.10827875
File: 294 KB, 600x510, 1696007777981806.webm [View same] [iqdb] [saucenao] [google]
10827875

really enjoying BoA so far

>> No.10827883

>>10827046
>hexen 2 assets for Quake
makes me feel so bad for H2, it could have been better, now its just resource fodder for Quake

>> No.10827890
File: 631 KB, 500x507, 1696248428452542.webm [View same] [iqdb] [saucenao] [google]
10827890

>>10827875

>> No.10827895
File: 4 KB, 240x210, images.jpg [View same] [iqdb] [saucenao] [google]
10827895

>>10827875
>get shot with a rifle
>burst into flames

>> No.10827901

>>10827895
it's a flamethrower dude

>> No.10827918

>>10827883
I feel more bad for Raven in general, same for Xatrix, ending up focusing on CoD stuff. Mjolnir is also pure Quake/Hexen/Heretic bliss so the resources have a good home.

>> No.10827940
File: 570 KB, 360x246, 1634283946473.gif [View same] [iqdb] [saucenao] [google]
10827940

>>10827304
>be a Black Mesa Security guard
>every other security guard looks and sounds just like you and you don't know why

>> No.10827953

>>10827875
Well, if you really wanna know Acts 1 and 2 are really good but it falls hard in act 3. Bad performance on multiple missions, a couple of overly long vehicle sections that I really didn't like. The secret mission there is especially bad with how fucking long it is and you spend most of it fighting zombies but there's a really good reason to do it. The final mission (or gauntlet, rather) is for the most part extremely good but it shits the bed right at the end.

>> No.10827975

>Map requires you to find hidden buttons and switches
Haha, funi

>> No.10828004

Don't forget to make the new thread while I'm sleeping

>> No.10828056

>>10827591
Mod name? Is that Blade of Agony? Looks sick.

>> No.10828084

>>10827591
>>10828056
It does look fun. It also looks like it would be fun with more detailed/“realistic” game mechanics like what’s in Hideous Destructor and Deathstrider.

>> No.10828116
File: 804 KB, 1280x913, 1707410960572734.png [View same] [iqdb] [saucenao] [google]
10828116

>>10827940
why recruit subpar personnel when you can just clone the best?
>tfw you've been recruited to fuck things up because gman reasons

>> No.10828157

>>10827645
>TL;DR only the true wad aficionados like myself can appreciate the skill and craft in Imp Encounter, the rest of you are ungrateful shitters.

>> No.10828190
File: 55 KB, 196x269, image.png [View same] [iqdb] [saucenao] [google]
10828190

>It would be very easy for me to dismiss episode 4 of Quake
The hell. The fuck is this SHIT opinion? Since fucking when? What kind of algorithm-brained ass-breathing black-hole-iq individual someone has to be to watch some youtuber, grasp on "Sandy bad" and wank on it so much you would hate the god damn final Quake episode?

>> No.10828209

>>10828116
>This can't be good for me but I feel great

>> No.10828218

>>10828190
While people have always found Sandy's maps to be kinda ugly and a bit confusing, the zoomers who glommed on to Quake because they thought they could kickstart their pixelshit indiedev careers with Trenchbroom have decided that Sandy and his work have absolutely no redeeming qualities. You'll notice newer maps steer clear of using spawns outside of some meme context or giving the player a quad/pentagram.

>> No.10828252

>>10828218
>You'll notice newer maps steer clear of using spawns outside of some meme context or giving the player a quad/pentagram.
Every once in awhile a wave of posts comes through condemning them and every other “exploding type” enemy.
>”they just don’t fit outside Serious Sam”

>> No.10828327

>>10828218
>You'll notice newer maps steer clear of using spawns outside of some meme context or giving the player a quad/pentagram.
As much as I LOATHE the Slipseer group it would be cool if they did that. I see no evidence of it though, they seem to adore those shitty things.
Hell, one of the best things about Arcane Dimensions (a genuinely good mapset that was made thankfully before those morons took over the community) is that is only has spawns at one point in the whole mod and you can kill those all in once shot if you're quick.

Nobody sane likes spawns, they're unfun and shitty.

>> No.10828345

>>10828218
>You'll notice newer maps steer clear of using spawns
No? Nowaday mappers fucking LOVE spawns. Thanks to nu-Doom arenas-based gameplay I guess.

>>10828327
This. Also fuck Eviternity while we're at it.

>> No.10828364

>>10828345
>Also fuck Eviternity while we're at it.
Why? It's a pretty good mapset outside of a couple of shitty maps.

>> No.10828375

>>10828364
It relies on spawns waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to much. "Walk through the (almost) empty level -> do anything meaningful -> enemies spawn (optionally doors closed)" nu-Doom gameplay style gets boring ultra fast, and it's a full 30+ maps wad. I agree it's a good wad otherwise, but it has way too many maps like that to my taste.

>> No.10828387

>>10828364
These fuckers are thinking of different ‘spawns’ lol

>> No.10828390

>>10828375
"Spawns" are a type of explosive monsters in Quake, mostly present in Ep.4.

>> No.10828393

>>10828387
>>10828390
Heh. Both are shit though when used excessively.

>> No.10828420
File: 1.05 MB, 1364x768, Final Drill.png [View same] [iqdb] [saucenao] [google]
10828420

Final Drill (Quake 2 map) by Marty Howe

Monday 12th October, 1998

>My farewell Q2 map before i move to Finland to work on Max Payne with
Remedy Entertainment.

12 years later:

https://polycount.com/discussion/71485/ex-max-payne-level-designer-new-ip-new-studio-unreal-engine-3-xbox-360

All those comments. LMAO

>> No.10828427
File: 994 KB, 1920x1080, gzdoom_Eb06LAeAKD.png [View same] [iqdb] [saucenao] [google]
10828427

>>10827591
You're not the only one like this, anon.
So many WADs to play, so many mods to try out.

>> No.10828459

>>10825793
I love ultrakill, turbo overkill, and quake 2. but I have no comment on the others game.

I honestly don't think ultrakill as boomshoot, rather a character action game similar to vanquish and devil may cry honestly.

>> No.10828460

>>10828116
Just push the cart, cart pusher.
>>10828190
Episode 4 is considered the best Quake episode.

>> No.10828464

>>10828393
That can apply to a lot, like a set of maps that excessively and poorly uses archviles (thankfully none come immediately to mind). I didn’t find Eviternity offensive with its teleport use, still haven’t put much time into the sequel, even less drive to play them unmodded.

>> No.10828475

>>10825793
Ultrakill is good
Turbo Overkill is good
Haven't played FMF2 or Deadlink
Prodeus is fine probably even good but I found it kinda ugly after a bit though.
Quake 2 remaster is excellent
Postal: Brain Damaged is a lot of fun, one of the better Doom 2016 knockoffs.

>> No.10828496

>>10828460
That's what I said. It's not like I hated Sandy before it, but after playing Quake I really respect his mapping skills.

>> No.10828523

>>10828496
People shit on Sandy because of his Doom 1 maps and Downtown, I actually like Barrels and The Chasm but I ain't gonna defend Downtown.

>> No.10828540

>>10828496
I might have been biased at the time so I want to go through Q1 again to see: Sandy’s maps felt like they had the most fun between lit areas and segments covered in full darkness. They also felt the most creative in level design, and the most packed with monster encounters.

Also, complete asspull question: Does anyone know who wrote the original Quake manual?

>> No.10828565

>>10825269
The most important thing to learn quick about Gugs is how their "semi-homing" vomit clusterbomb fully depends on reading your movement input to catch up with your attempts to hide from it.
If you start moving in a different direction just a moment after the Gug's big green glob projectile splits into 4 lesser pieces that re-launch themselves at your position quite jarringly, there's a big chance they'll never reach you.
And if you don't have enough open space to pull-off that maneuver - just hugging walls or crates can also help you, because their projectile's Player movement vector-prediction scripting can't see if the way to intercept your path is blocked by solid brushwork or other entities (you can see this working to your advantage the best if the Gug is placed in a cage-shaped areas and how most of it's bomblets always get caught on it's conrainment enclosure - which wouldn't happen at all if they just fired at your current position)

>> No.10828573

>>10826784
>Mark5's gangsta-style V_weap in IW/QsS
Is it possible to learn this power?

>> No.10828601

>>10828190
Gimmie a mod that makes the Spawn get turned into RRP Shogoths without the -100HP death explosion, and it will instantly turn from one of the worst episodes to the best one of them all.

>> No.10828614

Still blows my mind that ID software got away with calling their final quake boss Niggurman

>> No.10828625

>>10828475
>Prodeus is fine probably even good but I found it kinda ugly after a bit though.
Prodeus is best in short bursts. I haven't played much of the other modern boomshoots because I got burnt out in the "faster, punchier, more intense" direction everything was going. After a while it feels less like considered gameplay and more like speed running hurdles. I just can't be bothered. Getting old maybe.

>> No.10828651

>>10828523
I loved his D1 maps. E2M6 is one of my most favorite official maps. D2 maps on the other side are just jfc

>> No.10828662

>>10827178
>>10827432
I like going into people's houses and peeing on literally everything except the toilet.

>> No.10828671

>>10828573
Any Quake port with scr_ofsx, y, or z commands. For Quake 2 ports it’s gun_x, y, or z.

>> No.10828675
File: 50 KB, 1024x497, GastonExistentialism.jpg [View same] [iqdb] [saucenao] [google]
10828675

Trying travail right now. The environments are neat visually but episode 1 kinda blows. Fights are cunty and not in a fun cbt way like warpspasm.
So far travail likes to just auto repopulate fights with the exact same enemies you just killed, sometimes more than once. Also jumpscare shamblers a few times were annoying combined with level geometry that I'm constantly bumping into and getting stuck on makes traversal a slog.
At least the uberscragg was a neat bossfight.
I don't have an appropriate reaction image so have this gaston

>> No.10828679

>>10828614
I don't know is this trolling, but it's Shub-Niggurath. The deity from Cthulhu Mythos whose name is based on Dunsany's Sheol-Nugganoth and has nothing to do with n-word itself.

>> No.10828704

>>10827196
Where'd you find this?

>> No.10828741

>>10828675
Episode 1 isn’t too great especially on nightmare. You also don’t get to use the new auto shotgun. Episode 2 gets a lot better even if Warpspasm still has more solid fights.

>> No.10828746
File: 1.16 MB, 1920x1080, 2024-04-03-212238_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10828746

Junkfood /vr/ edition when

>> No.10828756

>Died in E2M4 because of a rising floor I forgot existed
Inshallah I shall have my revenge!

>> No.10828778

>>10826081
fucking hell, link this to the news! >>10817148

>> No.10828809

>>10828746
You'd have an uphill struggle getting half of the threads to even try doing slaughter, though it could be a catalyst for getting some of them to realize there's a skill to doing that kind of encounter design correctly.

>> No.10828821

>>10828464
I think Eviternity 2 was better than the first overall, but whoever is responsible for episode 6's secret map should never be allowed to make map again.

>> No.10828839

>>10827786
I believe at the time the BYOC team were going through a phase of seeing self heals as a horrible gameplay mechanic. Because they'd play the game in co-op with like 30 people and then everyone complain the game was too mindless and easy.
It was a dark era when they were balancing around that.

>> No.10828846

>>10828839
>Because they'd play the game in co-op with like 30 people and then everyone complain the game was too mindless and easy.
No shit it'd be too easy with that number of people.

>> No.10828852

>>10828523
His city levels in Doom 2 probably were pretty impressive at the time and fwiw I appreciate inventiveness in Doom maps to an extent but man oh man you can really tell when the Sandy P block of levels starts in Doom 2 and it has previously stopped my momentum of playing Doom 2 before.

It's been a while since my last full Quake 1 playthrough but I didn't have anywhere as much of an issue with any of the base game Quake maps other than yeah, Spawns are fkin shit.

>> No.10828902

>>10828427
Wad / mod name? Love me a food western.

>> No.10828903

>>10828523
I don't hate any of his maps, really.

>> No.10828906

>>10828902
That's High Noon Drifter.

>> No.10828907

>>10828902
The gameplay mod is High Noon Drifter, dunno about the map

>> No.10828915

What's the best doom port for Linux? I'm new to it and trying to keep an older laptop alive, running on Linux Mint

>> No.10828918

>>10828915
I just use GZdoom and Zandronum.

>> No.10828934
File: 518 KB, 1920x1080, 100000_revenants.jpg [View same] [iqdb] [saucenao] [google]
10828934

just finished Going Down. absolutely mental

>> No.10828960
File: 762 KB, 1920x1080, gzdoom_2UNrmP24BC.png [View same] [iqdb] [saucenao] [google]
10828960

>>10828902
>>10828907
It's called Weird West
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/weirdotown
It's a bit on a meh side but looks very pretty. Just wanted something to check High Noon Drifter.

>> No.10828965

>>10828915
gzdoom and woof will pretty much cover everything
just compile them from source, don't half-ass it with flatpak or anything else
gzdoom has step-by-step instructions on the wiki, woof just lists the dependencies instead of a convenient install command but you'll probably have everything you need after getting gzdoom's dependencies anyway

>> No.10828967

>>10828960
Huh, thanks.
>duke strippers
Already liking it.

>> No.10828979

>>10828852
I’d probably hate the fiends if they were similarly placed and utilized similar to spawn encounters.
>>10828960
I first tried it with Hexen. It was fun but made me realize I had less of an issue with the four weapon limit and more of a concern with the vanilla enemy roster.

>> No.10829000

>>10828934
Cyriak's wads really good, Overboard is well worth a look.

>> No.10829039

>>10828540
If I remember right Sandy did the manual.

>> No.10829057
File: 48 KB, 1024x576, 1683868712687703.jpg [View same] [iqdb] [saucenao] [google]
10829057

>>10828704
https://www.deviantart.com/zoppy/art/Doom-Tribute-364268236

>> No.10829059

As much as I love Doom and how its timeless fun, I really hate how the levels are clearly meant to be hangars and command centers and look nothing like what they're called.
Because a command center is going to be a toxic sewer with a shit ton of doors with faces on, and a lab is obviously going to involve several spiral stone staircases and a giant vat of sludge you need to wade through any time you need to check the computers.

>> No.10829067

>>10829039
I’d hope so. It’s hard to imagine any other idsoft guy being as giddy with that grenade launcher description:
>Even though I sometimes bounce grenades into myself, this gun's still my favorite
Mine too.

>> No.10829072
File: 241 KB, 640x1408, 1703128616898424.jpg [View same] [iqdb] [saucenao] [google]
10829072

>>10827421

>> No.10829081

>>10829059
Reading Masters of Doom, Tom Hall was researching and documenting how 'real' military bases etc look and Romero and Carmack threw his work in the trash because well, real military bases tend to usually look boring as shit so they went with a general theme for each level and went wild.

Or, the technology of the time coupled with the art style / direction they were going for was not cutting the cheese for somethimg that allowed a realistic depiction that still looked cool like Half Life's military/industrial look.

>> No.10829083

>>10829059
>Because a command center is going to be a toxic sewer with a shit ton of doors with faces on
Mars’ moon bases are radioactive waste management centers with UAC doing secret portal shit and finding a weird demon portal thing on Phobos (hence “Phobos Anomoly”).
And idk but TNT’s “hanger” felt like a hanger. It might also be my too-big imagination.

>> No.10829098
File: 2 KB, 125x125, 1533020564993.jpg [View same] [iqdb] [saucenao] [google]
10829098

>>10828741
playing through episode 2 right now, on map 2.
What the fuck is up with the quality difference? the environments are way more cohesive, the fights less dickish and the auto shotty fucks so hard I wish it just was the vanilla super shotgun.
Are the two episodes different mappers or the same guy years apart?

>> No.10829105
File: 65 KB, 611x70, Screenshot from 2024-03-23 00-43-51.png [View same] [iqdb] [saucenao] [google]
10829105

>>10829081
Tom was already doing that sort of thing in Wolf3D, his maps are full of pointless dead end rooms that exist only because they're rooms that would exist in a castle or bunker. Copypasted prison cells and barracks and mess halls and dog kennels everywhere, so many door guessing games where one out of ten doors has the key behind it and you just have to check them all until you find it. When he wasn't doing that, he was making horrible one-block corridor mazes. It wasn't good there and it wouldn't be good for Doom either.

>> No.10829115
File: 1.56 MB, 827x678, ...oh, the humanity!.png [View same] [iqdb] [saucenao] [google]
10829115

>>10829059
>Because a command center is going to be a toxic sewer with a shit ton of doors with faces on, and a lab is obviously going to involve several spiral stone staircases and a giant vat of sludge you need to wade through any time you need to check the computers.
Doomguy wonders about these things too.

>> No.10829147

>>10829105
I guess Romero and Carmack throwing his realistic designs in the trash finally stuck with him then given he went to make ROTT. You can't tell me he was still trying his "UOOH SO REALISTIC" shit with fucking priest porridge and drunk missiles

>> No.10829156
File: 2.57 MB, 1920x1080, Been better.png [View same] [iqdb] [saucenao] [google]
10829156

>>10829098
>the fights less dickish and the auto shotty fucks so hard I wish it just was the vanilla super shotgun.
It seems the dev really did too, there was such a huge surplus of shells compared to the rest of the ammo that I got myself into a weird spot.
https://www.quakeone.com/travail/index.html Make sure you don't miss out on the cute Travail site.
>>10829147
It looks like they were making something more grounded with the overall aesthetics and then got all zaney with the gameplay.

>> No.10829163
File: 220 KB, 1920x1080, Fleshed Out -The Isolated.jpg [View same] [iqdb] [saucenao] [google]
10829163

>JoOoOosh
this scene was so tense. i need to rewatch but the whole thing is a slog and probably aged poorly

>> No.10829250
File: 992 KB, 2560x1440, fleshedout indeed.jpg [View same] [iqdb] [saucenao] [google]
10829250

>>10829163
>Fleshed Out
oh my
this has been a good choice

>> No.10829346

>>10829163
>>10829250
Man I wish Duke, Shadow Warrior and Ion Fury has fan mappers like Bloods.

>> No.10829363

>>10829250
i loved this map, especially the street side

>> No.10829365
File: 830 KB, 1364x768, Caves.png [View same] [iqdb] [saucenao] [google]
10829365

>> No.10829392

>>10829250
Try out Trauma Therapy, Bloody Pulp Fiction, EVICTION and Death Wish later on

>> No.10829419

>>10829392
>>10829250
Trauma Therapy should probably be played with BloodGDX/NuBuildGDX though because i had a key that disappearerd and other strange bugs with NotBlood and heard NBlood was the same(i assume Raze too subsequently)

>https://github.com/atsb/NuBuildGDX/releases

>> No.10829441
File: 975 KB, 2560x1440, fleshedout tableside.jpg [View same] [iqdb] [saucenao] [google]
10829441

>>10829346
Duke technically has the mighty AMC Squad.
>>10829392
Those were all great as well as 500ml of /vr/, but yeah damned fine aesthetics here.

>> No.10829464

>>10829163
rewatching Blair Witch Project. i hope it's as spoopy as i remember

>> No.10829509

>>10829419
I got Trauma Therapy to work on NotBlood with no issues at all, Bloody Pulp Fiction was that one that needed BuildGDX but thanks for that link, I'll keep it in my Blood folder, might come in handy later on
>>10829441
I forgot about 500ml of /vr/ because of how few maps there were, wish there was more, every time I look into making maps through the build engine I get turned off by how arcane and ancient it is to use it, maybe one day I'll learn

>> No.10829816

>>10824363
Go back to /v/ or /tg/ poser.

>> No.10829859

>>10828157
Nah it's within everyone to find appreciation in the products they consume. It's more satisfying to actively enjoy something than passively expect it to entertain you, especially video games and especially custom video game content. There's definitely objectively less than, bland, or bad design, but if something is "dragging" that's because you're not invested which is almost always a state of mind issue.

>> No.10829867

>>10827883
It's a match made in heaven, but I see your pain. H2 died for Quake fly. It might please you to know that Mjolnir contains an entire remake of Heretic.

>> No.10829869

>>10828675
I really enjoy Travail's first episode, very vanilla Quakey, but episodes 2 and 3 are where it shines. Hope you like shamblers.

>> No.10829890

if nobody makes the new thread i will be very sad

>> No.10829909
File: 490 KB, 1080x1082, IMG_2429.png [View same] [iqdb] [saucenao] [google]
10829909

>>10824564
https://www.youtube.com/watch?v=jo0hD-Gzr4k
https://www.youtube.com/watch?v=s1QXQ3EHGr0

>> No.10829940

there's no greater feeling than clutching out an undeserved UV Max after making a horrendous play.

>> No.10829975 [DELETED] 

My time zone says it's Saturday, so that means it's SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT!

>> No.10829980
File: 12 KB, 306x293, 1708019881800661.jpg [View same] [iqdb] [saucenao] [google]
10829980

>>10829975
>No image
>No new thread

>> No.10829981

NEW THREAD
>>10829978
>>10829978
>>10829978