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/vr/ - Retro Games


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10927448 No.10927448 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10920310

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/"doom thread"/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.10927450
File: 546 KB, 720x1280, 1715298555743965.jpg [View same] [iqdb] [saucenao] [google]
10927450

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

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

Fraggot
IWAD : Doom 2 | Format : UDMF
https://desuarchive.org/vr/post/10885789

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

=== NEWS ===
[5-10] Aleph One version 1.8 released
https://github.com/Aleph-One-Marathon/alephone/

[5-10] Fraggot deadline has been extended to May 27. This is the final extension.
https://desuarchive.org/vr/post/10921529

[5-8] Brutal Half-Life Version 3 teaser released
https://www.youtube.com/watch?v=x4pvAGUPQEg

[5-7] DOOM 64 EX+ version 4.0.0.0 released
https://github.com/atsb/Doom64EX-Plus

[05-04] ZSAnimator, a Blender to ZScript workflow for weapon animations, has been released.
https://github.com/recurracy3/zsAnimator

[5-2] DOOM Retro version 5.4 released
https://www.doomretro.com/
https://github.com/bradharding/doomretro/

[05-01] Gnome Hunters Ep 1 released, short Boom wad about bastard gnomes.
https://www.doomworld.com/forum/topic/144812-gnome-hunters-wad-episode-1/

[05-01] Embers of Armageddon updated to 1.9.3
https://forum.zdoom.org/viewtopic.php?p=1251915#p1251915

[4-30] Woof! version 14.5 released
https://github.com/fabiangreffrath/woof/

[04-29] GzDoom updated to 4.12.2
https://forum.zdoom.org/viewtopic.php?t=79053
Win7 support restored, rollsprites fixed, emulation for Doom95's Z teleport glitch for Saturnia's Map 10

[4-26] Anon suggests a Doom 2 Deathmatch project
https://desuarchive.org/vr/post/10885789

[4-21] Raze 1.10.1 released
https://github.com/ZDoom/Raze/


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

>> No.10927453

Doom is pretty fun.

>> No.10927470

Samson when?

>> No.10927481
File: 69 KB, 250x313, bj-blazkowicz.gif [View same] [iqdb] [saucenao] [google]
10927481

YEAH

>> No.10927494

Need Alephone on Android please thanks.

>> No.10927518
File: 194 KB, 1920x1080, xemu_wQeofRvs3O.jpg [View same] [iqdb] [saucenao] [google]
10927518

>Flood just keeps coming and coming from the same direction.
>A couple of minutes passes as you continue shooting the same spot until the game decides to stop spawning them.
Seriously, what the hell they were thinking while designing this enemy?
The final warthog ride across the exploding Pillar of Autumn while Covenant and Flood are still duking it out was a kino though.

>> No.10927523

>>10927518
https://youtube.com/watch?v=Pm2a-xxpou0
Gonna play Halo 2?

>> No.10927535

>>10926515
To be fair, it's not like there were any worthwhile on-topic news that would've reminded you about it.

>> No.10927545

Hey, anons, do any of you on 4.12.x experience random black screens during play where world shit just stops rendering all of a sudden? I am trying to figure out if this is a me issue, an issue with the daynight cycle mod, or just a general GZDoom regression. I know for a fact it doesn't happen with 4.11.3.

>> No.10927551
File: 1.39 MB, 1920x1080, xemu_ceXDZrDdVk.png [View same] [iqdb] [saucenao] [google]
10927551

>>10927523
Would like to have as close to the original experince as possible but people here be saying that Halo 2 runs terribly on Xemu compared to the first game. Also heard that Halo 2 is more linear and not as sandboxy as Halo:CE.
Maybe later.

>> No.10927558
File: 34 KB, 692x526, sampin_pizza.png [View same] [iqdb] [saucenao] [google]
10927558

>>10927470
Working on it. I sent my artist refs for everything I need for Kustam, and I'm gonna be doing some playtesting with him today/tonight. Also need to send him over to a few friends for more input.
Honestly this part has left me more anxious than the playtesting done with Blaz and Doomslayer seeing how utterly fucked up Kustam was in the past.

>> No.10927575
File: 2.38 MB, 4084x1928, 1582510231954.png [View same] [iqdb] [saucenao] [google]
10927575

>>10927551
There's a fan fix for the original Vista release, Project Cartographer. I don't know what it does(if anything) to fix the campaign. The tickrate in every Halo 2 port is fucked up and causes enemies to be way more aggressive.

>> No.10927614
File: 2.07 MB, 2560x1440, Mjolnir hub.jpg [View same] [iqdb] [saucenao] [google]
10927614

>Replaying Mjolnir
This and the difficulty selection area
Gorgeous

>> No.10927684

Honestly, the Quake 2 Remaster turned my opinion on Quake 2 in general into very positive. I had actually played Quake 2 og again JUST before the Remaster released but redoing the main game in Remaster with the music that was previously absent from Steam version, the better monster behavior and the two VERY SOLID expansion packs, I enjoyed it very much!

>> No.10927713

>>10927684
My big thing was getting people exposed to more “realized” enemy behavior beyond base game AI shenanigans, and across all campaigns. The switch speeds and lightmaps also help to make it appealing.
I only wish I could more customization over weapon/enemy settings.

>> No.10927740
File: 353 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10927740

>> No.10927769
File: 3 KB, 170x33, image.png [View same] [iqdb] [saucenao] [google]
10927769

>>10927740

>> No.10927809

>>10927740
>legal angry love gun best fun

>> No.10927812

>>10927740
>play quake maps
>looking less free
>wanted weapons instead
>marathon thought least
>human created emulation
>fucked ports
>hell feels lost
>phobos weird
>hexen works
>lol multiplayer
>shadows apparently speaking
>last classic version
>finished ass
>violent door
>bethesda research alephone clearly
>combat wrong
>sure sounds big
>imagine imp
>haha kills
>garbage definitely
>vanilla military content
>grenade talking honestly
>mapper certainly god

>> No.10927870

>>10927294
The funny thing is, even if the traces weren't combined into a single damage tick it wouldn't matter due to how enemies in Quake briefly stay solid after they die. You have to code your own, dead monster ignoring, trace loops to get around it.

>> No.10927871
File: 14 KB, 600x449, 1688537085221581.jpg [View same] [iqdb] [saucenao] [google]
10927871

>>10926897
>stolen, ripped, and frankensteined
Extremely little of the best custom assets made and used for Doom modding are wholly original, and using THAT as any kind of metric is even more retarded and arbitrary than the cacawards themselves.

>> No.10927901
File: 198 KB, 831x1022, vrProjects1.png [View same] [iqdb] [saucenao] [google]
10927901

Please discuss this graph. I wanted to compile some concrete info about the history of /vr/ projects to verify some suspicions and hopefully improve future projects. I'll paste the links here so they're easier to review. If you see any plainly incorrect info please tell me. I'll try to keep this list updated.
Citations (1/2):
200 Minutes of /vr/
13 May 2014 - 08 Jul 2014
https://desuarchive.org/vr/thread/1614552/#1620243
https://desuarchive.org/vr/thread/1748923/#q1751569

300 Minutes of /vr/
06 Aug 2017 – 16 Sep 2017
https://desuarchive.org/vr/thread/4172380/#q4173453
https://www.doomworld.com/forum/topic/97033-updated-300-minutes-of-vr-speedmap-megawad/

Unnamed Halloween project hosted by Repugnus
01 Oct 2017 - 26 Oct 2017
https://desuarchive.org/vr/thread/4294178/#q4298105
https://desuarchive.org/vr/thread/4348815/#q4355595

100 Minutes of /vr/
29 Sep 2018 – 30 Dec 2018
https://desuarchive.org/vr/thread/5069175/#q5072356
https://www.doomworld.com/forum/topic/103723-100-minutes-of-vr-half-the-time-half-the-maps/

HUH
22 Jun 2019 - 04 Oct 2019
https://desuarchive.org/vr/thread/5677562/#q5682141
https://desuarchive.org/vr/thread/5922360/#q5927153

Porkin' Across Parthoris
01 Sep 2019 - 28 Nov 2019 (may have "ended" earlier, lead disapeared without official cancelation)
https://desuarchive.org/vr/thread/5852238/#q5852732
https://desuarchive.org/vr/thread/6038021/#q6038579

2048 units of /vr/
03 Jul 2020 - 28 Aug 2020
https://desuarchive.org/vr/thread/6565828/#q6570917
https://www.doomworld.com/forum/topic/116497-new-update-v16-2048-units-of-vr-boom-megawad-for-doom-ii/

500ml of /vr/
29 Aug 2020 - 01 Feb 2021
https://desuarchive.org/vr/thread/6777474/#6789185
https://desuarchive.org/vr/thread/7361485/#q7364041

Hard Fast Faggot Maps
03 Feb 2021 - 01 Jun 2021
https://desuarchive.org/vr/thread/7375298/#q7375313
https://desuarchive.org/vr/thread/7813412/#q7820049

(Continued in reply post)

>> No.10927907
File: 68 KB, 831x627, vrProjects2.png [View same] [iqdb] [saucenao] [google]
10927907

>>10927901
One more graph and some extra commentary.
Citations (2/3):
Ad Mortem (Phase 1) (Never officially left beta until phase 2. end date is for the first public release)
28 Aug 2021 - 30 Oct 2021
https://desuarchive.org/vr/thread/8080651/#q8081398
https://desuarchive.org/vr/thread/8281546/#q8286381

Patchwork
06 Nov 2021 - 10 Dec 2021
https://desuarchive.org/vr/thread/8297639/#q8307479
https://desuarchive.org/vr/thread/8408750/#q8408751

Violent Rumble (1)
26 Apr 2021 - 01 Dec 2021
https://desuarchive.org/vr/thread/7685287/#q7689986
https://desuarchive.org/vr/thread/8378328/#q8380668

400 Minutes of /vr/
27 Apr 2022 - 11 May 2022
https://desuarchive.org/vr/thread/8852613/#q8855685
https://www.doomworld.com/forum/topic/129139

512 Linedefs of /vr/
18 May 2022 - 23 Jun 2022
https://desuarchive.org/vr/thread/8919280/#q8920816
https://desuarchive.org/vr/thread/9025637/#9032897

94 Protons Of /vr/
07 Jun 2022 - ???
https://desuarchive.org/vr/thread/8984235/#q8988219

Violent Rumble 2
05 Sep 2022 - ???
https://desuarchive.org/vr/thread/9236835/#q9236867

Unrattled
02 Nov 2022 - 22 Dec 2022
https://desuarchive.org/vr/thread/9377736/#q9384165
https://desuarchive.org/vr/thread/9500837/#9512195

/vr/ Mondo Project 2022
01 Feb 2022 - 01 Jan 2023
https://desuarchive.org/vr/thread/8573823/#q8584531
https://desuarchive.org/vr/thread/9523097/#q9535146

Ad Mortem: Phase 2
20 Aug 2022 - 24 Oct 2022
https://desuarchive.org/vr/thread/9192829/#q9194259
https://desuarchive.org/vr/thread/9354431/#q9359752

First Dates of /vr/
31 Dec 2022 - 07 Jan 2023
https://desuarchive.org/vr/thread/9523097/#q9532457
https://desuarchive.org/vr/thread/9539408/#q9552394

A Serious Case Of /vr/
28 Jan 2023 - ???
https://desuarchive.org/vr/thread/9611263/#q9611406

Fore/vr/ Alone
10 May 2023 - ???
https://desuarchive.org/vr/thread/9890843/#q9892453

(Continued in reply post)

>> No.10927909

>>10927907
I actually need 3 posts for all these citations. Maybe I could've formatted these better.
Citations (2/3):
Ad Mortem: Phase 3
11 Sep 2023 - 31 Oct 2023
https://desuarchive.org/vr/thread/10230372/#q10235841
https://desuarchive.org/vr/thread/10356330/#q10368923

Sum Ting /vr/y Wong
14 Nov 2023 - ???
https://desuarchive.org/vr/thread/10395242/#10413464

Vertex Relocation
11 Jan 2024 - ???
https://desuarchive.org/vr/thread/10586762/#q10592017

Fraggot
26 Apr 2024 - ???
https://desuarchive.org/vr/thread/10884302/#q10885789

>> No.10927919

>>10927901
>>10927907
Don't shorted community project like that.

>> No.10927923

>>10927901
I'm hoping to do First Dates again one of these years. Hopefully with some actual interest this time.

>> No.10927958

I'm trying to run Grezzo doom with the built in .exe and I'm getting script errors where it fails to launch.

>> No.10927967

Was going through NightFright compilation of Duke3d maps and mods. Vast majority either don't work on Raze or is amateur crap. Still found a few really good ones.

Death Drive is what can happen if you mix Roch-like levels with Plutonia-like gameplay. It is not as intricate as Roch and not as tight as Plutonia, but influence of both are very clear. Because I really like both Roch and Plutonia - quite enjoyed the first 2 levels of Death Drive, can recommend.

>> No.10927974

>watch a playthrough of a map
>guy has 400/400 bullets
>continues to use the super shotgun to kill a chaingunner from 20 feet away

>> No.10927976

Sorry, I really tried to like the Black Parade mod for Thief, but I just can't.
The maps are too big and convoluted, like a fucking maze within a maze.

It's probably the height of the maps, there are too many floors that span as wide as the ocean.
I can't deal with this.

>> No.10927985
File: 739 KB, 1600x720, Screenshot_2024-05-11-22-51-57-389.jpg [View same] [iqdb] [saucenao] [google]
10927985

>>10927967
Forgot the pic

>> No.10927986

>>10927974
I can't think of a bigger dingus mindset than the player that thinks the SSG is the answer for every fight.

>> No.10927992

>>10927986
It's even worse when he has a generous amount of cells and continues holding M1 with the super shotgun.

>> No.10928008

>>10927974
I've seen this on a few of my maps, I just file it away as not that important feedback when they tunnel vision on the SSG.

You even start to see people who'll never use the plasma rifle or rocket launcher when they're loaded to fuck with ammo for both.

>> No.10928041
File: 4 KB, 246x117, This is just like my.png [View same] [iqdb] [saucenao] [google]
10928041

>>10927740

>> No.10928051

Can you still use custom automap colors in the most recent versions of Woof and Nugget? They got rid of that menu for some reason.

>> No.10928071

>>10927901
I saw a bunch of links and thought "is this another fucking schizopost" but it turned out to be rather interesting. Good job anon.

>> No.10928079

>>10927551
>>10927575
there's another fanpatch that addresses the campaign issues (and some tickrate stuff), you can grab both it and Project Cartographer from the PCGW page (which has additional info)
https://www.pcgamingwiki.com/wiki/Halo_2
but yeah as of right now your two best options for H2 on PC are either
>Vista with Project Cartographer and Reclaimed
or
>Halo 2 Anniversary on Steam
both of them have issues compared to the original hardware, but it's a matter of pros and cons

>> No.10928083

>>10927907
A Serious Case Of /vr/ had one map (mine) but you can consider it canceled/ended at this point. I released my map in august of 2023 so that's probably the best date for the project's end.

>> No.10928085

>>10927448
gl_texturemode GL_NEAREST

>> No.10928093

>>10928071
Nah it's hardcore productivity autism instead.

>> No.10928106

>>10927985
>>10927967
sounds cool

>> No.10928131
File: 12 KB, 512x512, Doompal.png [View same] [iqdb] [saucenao] [google]
10928131

>>10928051
Yes, values are still kept in .cfg file

>> No.10928136

>>10928131
Could I just get an older version and copy the values from that one's config file?

>> No.10928163

>>10928136
Sure, I doubt they changed anything in this case

>> No.10928170
File: 196 KB, 1920x1017, Screenshot_Doom_20240513_012856.png [View same] [iqdb] [saucenao] [google]
10928170

So, what's everybody been playing lately?

I've been fucking around with Genocide Device Enchilada again while trying out Doom 2 Re-Build-T, which at least so far has been a surprisingly not shit attempt to redo the Doom 2 maps by reworking them with Build-ish aesthetics and touches.

>> No.10928176

>>10928170
Pirate Doom 2 between modding my own work. I'm nearly done with Pirate Doom 2, but my drive to play vidya has been low as of late. Shameful really.
Also on the subject of Pirate Doom 2, I'm equally impressed and horrified the Archvile replacements leave lingering flames around where they last tried to light your ass on fire, it creates a special kind of pressure I don't see with many monster packs.

>> No.10928185
File: 58 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
10928185

Do you guys have an opinion on A.L.T.?

>> No.10928196

>>10928176
>I'm equally impressed and horrified the Archvile replacements leave lingering flames around where they last tried to light your ass on fire, it creates a special kind of pressure I don't see with many monster packs.
I think one of the ones in the DRLA monster set does but in a fairly different way.

Also I love how it introduces them first as a harmless statue then a level or two later pulls them out for reals.

>> No.10928215

>>10927901
https://desuarchive.org/vr/thread/8444490/#8448580
Dropping in to say cuntblunt has been "working on" 94 protons for 871 days

>> No.10928232

>>10928185
never heard of this before

>> No.10928236

>>10928185
I've not played it for a long arse time but I remember it being pretty decent if a bit busy in terms of monster count.

>> No.10928248

Are there any original games (not mods, remakes, or total conversions) that feel anything like Blood in terms of gameplay mechanics? I've never played a game with explosives as nice as Blood's.
In more recent times, Ion Fury has been pretty good as a spiritual successor to Build-engine games as a whole, and Blood DNA is evident in its design, but it's not too much like Blood. Cultic is a fair deal like Blood but I think also doesn't do enough to distinguish itself from Blood, it's more like a Blood remake than a spiritual successor, and in a lot of ways it's not as good as Blood anyway.

>> No.10928257

>>10928248
Nope.

>> No.10928273

>>10928071
It's just graph autism. No, I said GRAPH.

>> No.10928287
File: 691 KB, 640x480, Screenshot_Doom_20240510_064729.png [View same] [iqdb] [saucenao] [google]
10928287

>>10928170
I beat Afterglow earlier today and then went to sleep. Now I'm not sure what I'm gonna play.

>> No.10928289

>>10927448
Half-Life was never good.

>> No.10928298
File: 577 KB, 1920x1080, Fleshed Out - Dark Magic.png [View same] [iqdb] [saucenao] [google]
10928298

>> No.10928324

>>10928257
Oh well. At least I still have Blood.

>> No.10928339
File: 710 KB, 1920x1080, Fleshed Out - Dark Magic 2.png [View same] [iqdb] [saucenao] [google]
10928339

>>10928298

>> No.10928369
File: 739 KB, 1920x1080, Fleshed Out - Dark Magic 3.png [View same] [iqdb] [saucenao] [google]
10928369

>>10928339

>> No.10928390

>>10927992
But bro, what if I get a BFG later in the level? BTW, this is a level that is just as difficult as your average Doom II map

>> No.10928406
File: 178 KB, 370x414, 1700006338554886.png [View same] [iqdb] [saucenao] [google]
10928406

>>10927974
>Guy complains a map is too hard
>He posts a screenshot
>Rockets: 50/50

>> No.10928414

>>10928406
The best part is if he's complaining that he can't deal with far off monsters that he can't accurately hit with the chaingun or SSG.

>> No.10928441
File: 123 KB, 750x750, 1713882379856401.jpg [View same] [iqdb] [saucenao] [google]
10928441

>>10928406
>RCKT 100/100
People who neglect the rocket launcher deserve the bullet.

>> No.10928465 [SPOILER] 
File: 200 KB, 800x600, doom0000.png [View same] [iqdb] [saucenao] [google]
10928465

>>10928441

>> No.10928476

>>10928170
I've been playing They Hunger on Sven Coop with my friends, great fun

>> No.10928539

>>10928465
My favorite is that aside from the sheer suicide (or just waste of health and armor in this case) of chinsawing an archie, the rocket launcher is the best gun in the game against those cocksuckers.

>> No.10928557
File: 369 KB, 726x584, 1610598418063.png [View same] [iqdb] [saucenao] [google]
10928557

>>10927974
>any weapon over half full ammo
>no monsters around
It's like having fireworks without an opportunity to set them off

>> No.10928609

>>10927335
I think HFFM ekes it out, and is head and shoulders better than a lot of wads actually.

>> No.10928620

>>10921240
Seconding this as a permanent addition to the OP. Multiplayer compatible Goldsrc collection.

>> No.10928621

>>10928609
HFFM's quality is too inconsistent.

>> No.10928626

>>10927551
Halo 2 is indeed more linear but it's a great game worth playing if you enjoyed Halo 1.

>> No.10928629

>>10928298
Your screenshot + filename made me look at Blood on moddb, I had no idea there were this many mods released for it.
https://www.moddb.com/games/blood/mods
Pretty insane to me. I just thought it was Deathwish and 500ml of /vr/.

>> No.10928630

>>10928621
Arguably so is Ad Mortem >joe ilya maps but it's got more quality maps than Huffem does. Captain Mozzarella's maps fucking own though and I wish he did something for Ad Mortem.

>> No.10928653
File: 114 KB, 1920x1080, 1697315429562357.png [View same] [iqdb] [saucenao] [google]
10928653

>>10928170
Playing some more Wolf3D. I think I love this game. So simple, but so satisfying. It's strange, because I really disliked BJ in Samsara. His weapons felt very underwhelming there.
>>10928176
>but my drive to play vidya has been low as of late
God I can't relate man. I wish I had more time to play the things I want.

>> No.10928660
File: 5 KB, 210x221, 88i76waj1ux91.jpg [View same] [iqdb] [saucenao] [google]
10928660

>>10928629
yeah you're in for a treat

>> No.10928663

>>10928653
Also is there any way to remove the extraneous blue bar?

>> No.10928671

>>10928653
His samsara rocket launcher doesn't feel like a rocket launcher. It cannot even compare to Doom's portable mini-nuke launcher

>> No.10928694
File: 3.94 MB, 640x480, wolf3d e5l4.webm [View same] [iqdb] [saucenao] [google]
10928694

>>10928653
>I really disliked BJ in Samsara. His weapons felt very underwhelming there.
Samsara gets a few critical points wrong, plus Doom's enemy roster is ill-suited to his weapons. Wolf3D is a super fast paced game with really snappy movement and that's totally lost on Samsara, between the "Wolf3D movement" option not supporting mouse movement, his weapons being stripped of their damage mechanics so there's no reward for playing close to enemies, and Doom's enemies simply having way more HP and less pain chance than Wolf's.

>> No.10928715

>>10927551
The biggest issue with Halo 2 is the crosshair being placed below dead centre on the screen. Feels really nasty in play.

>> No.10928718
File: 46 KB, 640x480, EYBat63WkAET4Rg.png [View same] [iqdb] [saucenao] [google]
10928718

I love Treasure Tech but I wish it came with its own enemy roster built around the mod like GMOTA and Demonsteele, or at least had support for monster packs because you are OP as fuck from the start.
At the moment the only thing in your way from being an unstoppable killing machine is the insane recoil from the weapons.

>> No.10928751

>>10928289
It was great.

>> No.10928763
File: 142 KB, 145x555, stand1.gif [View same] [iqdb] [saucenao] [google]
10928763

>>10927901
>Violent Rumble 2
>615 days
Honestly didn't feel like it, but time flies I guess. Seeing that bar right under 94 Protons really puts things in perspective... and is personally embarrassing.
Between Malice Refined and starting a FTE engine game with some friends, I can't really pretend to still have any real motivation or interest in the project. There have been a couple map submissions, and it seems at least 2 anons are still working on maps, but it might be best for them to just release on their own with the VR2 devkit since I can't honestly promise anything else.
That being said, newspost anon can take VR2 out. I've put some project files for various unfinished things like gif related, her dagger, and the plasma cannon model up on the mega folder under 'useful stuff' if anyone wants them. Some stuff was closer to completion that others.

I really do apologize to anyone who participated. I'll gladly help if anyone needs assistance packaging the devkit with their map(s), but I don't think anything else will be happening with the project for the foreseeable future.

>> No.10928776

>>10928763
That's a damn shame, but on to greener pastures for you. Good luck.

>> No.10928791
File: 512 KB, 1591x1206, Treasure Tech [sound=https%3A%2F%2Ffiles.catbox.moe%2Fqz4nd2.mp3].jpg [View same] [iqdb] [saucenao] [google]
10928791

>>10928718
TTLand is going to have reskinned monsters for it. Dunno how differently they'll behave or if those will also go in the gameplay mod.

>> No.10928841

>>10928609
i almost forgot about that one.. but no, it doesn't

>> No.10928842

>>10928841
t. faggot

>> No.10928849

Bastard bitch...

>> No.10928858
File: 2 KB, 192x192, status.png [View same] [iqdb] [saucenao] [google]
10928858

>>10920685
I love having terrible ideas.

>> No.10928867
File: 1.61 MB, 1920x1009, Screenshot_Doom_20240513_142332.png [View same] [iqdb] [saucenao] [google]
10928867

>>10928170
trying to get into aracnocide. again. struggling too. it feels like everything the dev makes has such subpar feel to its guns. like what the fuck is this thing? a railgun that charges for several seconds and shoots a slow moving projectile? and has a scope that you can't use? for fuck's sake. what am i doing with my life.

>> No.10928908

>>10928170
Just finished Quake 2's The Reckoning lately. Moving on to the rest of the extras in the Remaster release today and after beating those very likely going for Ion Fury Aftershock.

>> No.10928916
File: 787 KB, 1920x1200, Screenshot_Wolf3D_20240513_100642.png [View same] [iqdb] [saucenao] [google]
10928916

>>10928663
in vanilla, no

in ecwolf, which anon is using, is either the statusbar or no hud at all

in Wolf3D TC you can use the >pixewl Jaguar HUD..

>> No.10928918
File: 781 KB, 1920x1200, Screenshot_Wolf3D_20240513_100634.png [View same] [iqdb] [saucenao] [google]
10928918

>>10928916
or a more traditional, zdoom-inspired hud

>> No.10928931

>>10928867
What do you expect from someone who jumps projects every other month? Quality and polish require perseverance.

>> No.10928935

>>10928170
>So, what's everybody been playing lately?
Nothing close to thread's topic in recent times. Took a bit of a break from FPS stuff, but might jump into AMID EVIL: The Black Labyrinth some time this year.
>>10928763
Don't be sorry. You did more than enough to help get these projects as far as they did. Better focus on the fact that first Violent Rumble did end up releasing and many people ended up enjoying it.
Good luck with FTE game you've doing. Keep us posted.

>> No.10928974 [SPOILER] 
File: 31 KB, 2400x1800, evil eye gf.png [View same] [iqdb] [saucenao] [google]
10928974

What >>10927919 said.

>> No.10928975

>>10928916
Is Wolf3DTC better than ecwolf Wolf3D?

>> No.10928982

>playing Stardate 20x7 UV pistol start
>first 5 maps are very challenging but nothing ridiculous
>map 6
Literally what the fuck man. How are you supposed to manage that huge fight where the walls lower with like 5 Viles and something like 2 or 3 Pains on top of everything else? there's enough ammo for them but that's about it. This is definitely a rocket fight and yet all I have is SSG and Plasma. I managed to get to the next section with the teleporter that takes you to the Vile on the platform, 3 Chaingunners and a load of Revs but I just don't have the health to survive longer than a few seconds. First time in both Stardates where I feel like I have to start the map all over and play absolutely perfectly.

>> No.10929012

>>10928630
The difference for me is that Ad Mortem's maps were taken seriously, while many of HFFM's felt like shitposts.

>> No.10929013

>>10929012
Yes, but they were glorious shitposts, some of them were genuinely very well crafted levels.

>> No.10929020

>>10928975
I cant comment on the accuracy of Vanilla vs SDL vs ECwolf

WolfTC 3.0 on the other hand reimplements all enemies, weapons, items and so on as zscript actors

other than that, WolfTC 3.0 is basically wadsmoosh with a bunch of qol/customization settings on top and other possibilities offered by the gzdoom 4.x platform

so it's a matter of what you consider "better" in this case: accuracy vs convenience

>> No.10929040

>>10927901
Everything went to shit once I started joining projects :^)
Maybe shift the bars in the plots based on the start date so it's more of a timeline

>> No.10929053
File: 937 KB, 1920x1080, gzdoom_JDdXUWOm2d.png [View same] [iqdb] [saucenao] [google]
10929053

>>10928170
First time trying Demonsteele using Pagodia WAD, one Anon here said it's a good combo.
Juggling enemies is fun but i am getting filtered by the emperors(giant heretic wizards who fire green shit all over the screen).

>> No.10929078

>>10929053
>no rank
>full power meter
Anon...

>> No.10929089

>>10929078
This.

>> No.10929121

>>10929053
You're not using your powers at all, either the ones where you hold fire and then double tapping a direction or the weapon ones where you hold fire and then hold altfire.

Also I think the altfire on the sword on it's own can block projectiles.

>> No.10929130

>>10928763
if your heart's not in it then your heart's not in it but honestly this just makes me respect the mjolnir guys even more considering that mod's devkit has been in the works for 16 years and the head mapper digging at quake for over 20 years. good luck with your personal projects.

>> No.10929134

>>10928609
It has a few rough spots, but it really is pretty good overall, a very solid 7/10.

>>10928841
My dad could rape your dad.

>> No.10929137
File: 254 KB, 620x877, Demonsteele.jpg [View same] [iqdb] [saucenao] [google]
10929137

>>10929053
The other Anons are right: You need to use your specials more and get really aggressive with your sword. Remember that you have to do more than simply kill demons.

You have to be cool.

>> No.10929161

>>10928763
No offense to Chop because I like him - but your project management was the exact opposite of what he did - it maybe took a similar amount of time but that's because it's mapping for quake and because of the huge scope of gameplay additions that you planned and finished (and did a lot of update posts about right here in the thread, and gave contributors guidance on how to use them). The product is good and has a lot of heart put in, so kudos to you. I don't blame anons for not participating either, it takes more engagement to finish quake maps, and most people here prefer playing Doom if they had to choose between the two

>> No.10929167

>>10928287
are you me, I did exactly the same thing

>> No.10929190
File: 79 KB, 124x158, 1692047044676188.gif [View same] [iqdb] [saucenao] [google]
10929190

I downloaded 220 Shadow Warrior maps, now which source port should I go for?

>> No.10929217

>>10928629
Oh boy, yeup, you’re eating good. I don’t want to overwhelm you but I can’t help but push NotBlood and all of its options to customize the gameplay. Hard to go wrong with a good Blood port, though.
>>10928715
I’m surprised how easily I was able to adjust to this.

>> No.10929218
File: 750 KB, 1920x1080, gzdoom_lYjvGEQeXS.png [View same] [iqdb] [saucenao] [google]
10929218

>>10929078
>>10929089
>>10929121
>>10929137
I feel like an idiot right now.

>> No.10929223
File: 1.54 MB, 1636x1059, 1462666773702.png [View same] [iqdb] [saucenao] [google]
10929223

>>10929218
To be fair it doesn't make some stuff clear on the help thing, or anywhere but these images that used to come with it or something.

>> No.10929226
File: 781 KB, 1636x1059, 1462666422467.png [View same] [iqdb] [saucenao] [google]
10929226

>>10929218
>>10929223

>> No.10929252
File: 1.23 MB, 1920x1080, gzdoom_MvhcQbTQR1.png [View same] [iqdb] [saucenao] [google]
10929252

>>10929223
>>10929226
Did read them before a long ass time ago but i completely forgot about special moves.

Anyway, it didn't took long to complete Pagodia. With special moves the experience was a lot smoother.
Did manage to run out of stuff to damage these three cyberdemons with near the end, didn't saw them immediately and blew all my souls on clearing revenants. Couldn't build my meter either as trying to melee them resulted in me receiving a lot of damage.

>> No.10929260

>>10929252
If you turn arrogant weapon spawning on they can help with that since they're infinite ammo and kinda cheaty but they also still spawn for the cyborg chick despite her not being able to use them so that gets annoying.

>> No.10929269
File: 1.54 MB, 1920x1080, gzdoom_Tx0GzoCAk4.png [View same] [iqdb] [saucenao] [google]
10929269

>>10929260
Will keeps this in mind when i try another WAD with it.

BTW i also tried hellrider with a Siberian Settlement map.

>> No.10929276
File: 695 KB, 1920x1080, gzdoom_eT141z8vNA.png [View same] [iqdb] [saucenao] [google]
10929276

>>10929269
This combination with Nashgore makes GZDoom stutter but the map itself is weirdly comfy.

>> No.10929282
File: 1.48 MB, 1920x1080, gzdoom_e1w9LPFb0g.png [View same] [iqdb] [saucenao] [google]
10929282

>>10929276

>> No.10929286
File: 1.49 MB, 1920x1080, gzdoom_R9jYsDq7LI.png [View same] [iqdb] [saucenao] [google]
10929286

>>10929282

>> No.10929291
File: 1.30 MB, 1920x1080, gzdoom_TWw2SMBBRB.png [View same] [iqdb] [saucenao] [google]
10929291

>>10929286

>> No.10929292

>>10929282
I forgot Hellrider was the one mod that simulates astigmatism.

>> No.10929310

>>10928170
Deathstrider on Hellbound and later maybe a Stray Jackals barbarian run on Eldritch Voyage or maybe Technomancer on Auger Zenith

>> No.10929314

>>10929310
Oh yeah, Stray Jackals just got an update, I still gotta check that out.

>> No.10929315

>>10929310
>Deathstrider on Hellbound
Tried this, can confirm it was very great. Make sure to bring some brightmaps.

>> No.10929350 [DELETED] 
File: 92 KB, 720x720, smugc3eee.jpg [View same] [iqdb] [saucenao] [google]
10929350

>A Wolfenstein 3D-TC in which you play as a Palestinian fighting Israelis
>It's called Palestein 3D

>> No.10929360

>>10929134
>My dad could rape your dad.
your dad raped your ass too?

>> No.10929467 [DELETED] 

>>10929350
this really pisses me off

>> No.10929507
File: 7 KB, 179x250, 1706272624324949.jpg [View same] [iqdb] [saucenao] [google]
10929507

>>10927518
>mfw played through all Halos from 1 to 4 with a friend
>All on legendary
I suppose Halo 2 was worst time we had, although I slowly grew stockholm syndrome over it.

>> No.10929510

>>10928630
>Joe-ilya maps
He just made one for AM and suprisingly its a decent one, compared the cringe pony shit he made for fore/vr/ alone

>> No.10929521

>>10929507
Oh god. I’m realizing Halo 2’s campaign may have the worst “sniping” hitscan enemy I’ve ever dealt with in a shooter. If any that are worse come to mind, please help out?

>> No.10929527

>>10929521
I vaguely remember Red Faction 2 having at least one really painful sniper enemy, but that might just be because I played it on Ecksbawx and couldn't move and shoot worth a shit with a controller.
Also that game fucking sucks. Easily one of the worst shooter sequels ever.

>> No.10929537
File: 708 KB, 1920x1080, gzdoom_6ajA3OTv0r.png [View same] [iqdb] [saucenao] [google]
10929537

>>10929521
I heard stories about jackal snipers but i never experienced them myself.

>> No.10929572

>>10929507
I was gonna say "even worse than 4?" but I think halo just breaks down on legendary difficulty and all the games become homogenous lol

>> No.10929608

https://www.youtube.com/watch?v=sHr8n4ofv08

Anybody heard of any Bleach on a .wad yet? The whole album could work pretty good for any map. Any other songs/albums that work well as doom midis? Or even crazier, songs you don't care for but think work better as a map midi?

>> No.10929623

>>10929537
They can oneshot you right when the game saves a checkpoint. If you die several times without progressing (because you’re getting shot instantly by the sniper) the game kicks you back to the previously saved checkpoint.
It’s a huge “fuck you” from Bungie, intentional or otherwise.
>>10929572
3 was at least when the “skulls” showed up to further modify difficulty.

>> No.10929632

>>10929623
>3 was at least when the “skulls” showed up to further modify difficulty.
They were in 2, you just didn't have a menu to select them from. You had to literally go find them in missions and keep your console on for as long as you wanted them active.

>> No.10929637

>>10929632
Damn that's the kind of retardation that should have stayed in the NES era

>> No.10929641

>>10929632
Nice, good news to know.
>You had to literally go find them in missions and keep your console on for as long as you wanted them active.
Damn that’s evil.

>> No.10929664

>>10929572
Funniest part is we only played Halo 1 on Heroic before we went to do it on legendary.
No such "training" runs on other Halo games.
My biggest gripe with H2 was that if either of you died it was back to the checkpoint.

>> No.10929690

>>10929637
They were just easter eggs. The only reason you could select them in 3 was for the score multipliers.

>> No.10929705

>>10929190
Go for Raze, it is so damn convenient. Also are there well-known mappacks for SW like Roch for Duke and Death Wish for Blood? I only played official expansions for SW.

>> No.10929709

>>10929690
Or maybe they realized people would actually want to play with them without having to re-unlock them every time and implemented them in an actually sensible manner.

>> No.10929715

>>10929709
Maybe so, but they were still just random easter eggs in Halo 2.

>> No.10929790
File: 1.69 MB, 600x338, 9rZXp.gif [View same] [iqdb] [saucenao] [google]
10929790

>>10927448
I just finished Ashes 2063. Best game I've played in years. What now? Are there other WADs that come close?
https://www.youtube.com/watch?v=TlrTh3wNnuk

>> No.10929792
File: 827 KB, 1920x1017, Screenshot_Doom_20240513_182800.png [View same] [iqdb] [saucenao] [google]
10929792

It's absolutely ridiculous how nice this wad is, especially for one of those "we fixed the vanilla maps" type of wads.

Shame it's only done a handful of the maps and looking to be dead.
https://forum.zdoom.org/viewtopic.php?t=67485

>> No.10929795

>>10929790
Did you finish its sequel as well? If not you got something to look forward to.

>> No.10929805

>>10929790
Very little really, especially for TCs, there's the Abysm series that's a bit clunky but has it's moments.

There's also stuff like Strange Aeons and Impie's other wads.

>> No.10929812

>>10929795
Not yet but I'm about to go in. Afterglow right?
>>10929805
>Very little really,
That's a shame, it seems like a natural branch. Going from demons and metal to mutants and synth music. I'd kill for more Escape from New York-style games. Lone badasses wandering the wastes killing freaks to funky music should be a big success. Kinda like Fallout but better action I guess.

>> No.10929841

>>10928975
I don't know if there's been an update to Wolf3D TC, but having played through it a few years ago, I think it's good, but I don't recommend it as a vanilla replacement because enemy behavior is different from vanilla Wolf 3D in a pretty severe way. 100% of the time, if one guard got alerted, then everyone in that room would wake up too, whereas in vanilla Wolf 3D, many enemies are programmed to stay on guard until you enter their line of sight directly. This discrepancy breaks some areas to either be too easy or too hard, and it can softlock you from accessing certain areas in some instances, usually secret pushwalls that are being blocked by what should be an unalerted enemy. ECWolf is best as a vanilla port since it's perfectly accurate while giving minor gameplay improvements like being able to hear the blue SS sense-fire from around a corner, and enemies not going invisible if there are too many corpses on the screen.
If I had to recommend a Doom-y Wolf 3D mod, then Brutal Wolfenstein 7.0 is by far the best I've played, and that's coming from someone who's not a fan of over-the-top gore. It basically re-imagines all of Wolfenstein 3D and Spear of Destiny's levels in a very faithful way that portrays an amalgamation of textures, weapons, enemies, and music from every other Wolfenstein game, all while giving a huge boost in gameplay depth.

>> No.10929850

>>10929812
>I'd kill for more Escape from New York-style games.
Funny thing is I once considered doing a Take No Prisoners TC which is pretty much that by Raven, but I never got round to it because TCs are a metric fuckton of work even with half the assets already done for you.

>> No.10929871
File: 807 KB, 1920x1080, gzdoom_YdQkMkJDf6.png [View same] [iqdb] [saucenao] [google]
10929871

>Found a cool new power-up, BFG equivalent.
>Game crushes when i activate it.
Pain
>>10929792
Looks cool, anon. Love me some build engine-like maps.

>> No.10929884

>>10929705
There are some map packs but nothing on the level of Deathwish

>> No.10929939

>>10929871
Yeah that's modern GZDoom for you, it's really built for 2.5 or Zandronum or something.

>> No.10929978

>>10929871
>>10929939
Cursory checking has it crashing from GZDoom 3.7 and onwards, thanks Le No Chicken.

>> No.10930021

>>10929121
>>or the weapon ones where you hold fire and then hold altfire.
NTA but I've been using that mod for years and never knew you could do that. What the fuck???

>> No.10930027

>>10929871
I thought Sledge put out a version that fixed that.

>> No.10930038

>>10929871
>>10930027
http://www.mediafire.com/file/oy15ioc3s9jvfnc/te13-DemonSteele.pk3/file

>> No.10930047
File: 444 KB, 1920x1080, gzdoom_HRXwwck8V1.png [View same] [iqdb] [saucenao] [google]
10930047

>>10930038
Will check this out later. Thanks, anon.

>> No.10930123 [DELETED] 
File: 11 KB, 512x416, zdoom.png [View same] [iqdb] [saucenao] [google]
10930123

>>10927448
I feel like the hate here from the Nudoom games here is eerily similar to the way the Star Wars boomers reacted to the prequel trilogy back then.
Us zoomers loved (and still love) the prequels. While the older generation of users online HATED the prequels with a burning passion. They HATED what George Lucas was doing to the franchise. But they were blinded by how much creative vision he had when setting up the lore and world building of the prequel franchise. As such, the prequels still to this day continue to age like fine wine more and more (especially after the soulless, corporate, bland and uninspired the Disney Sequel trilogy).
And now, we see HUGE influx of Star Wars prequel love like never before. We now see that the Star Wars boomers were WRONG about the prequel trilogy. We now see that George Lucas was just ahead of his time. He brought new life into the Star Wars universe that neither the Disney sequels or even the original trilogy could ever accomplish.

I see this very much similar to the way the Doom Boomers here are reacting towards the Nudoom games. Hugo Martin is like George Lucas in a sense. A creative genius who has the talent to create such strong lore and world building that brings the Doom franchise to life like never before seen. But the doom boomers don’t see that. They aren’t used to change. Just as the Star Wars boomers weren’t used to change either.

>> No.10930139 [DELETED] 
File: 168 KB, 861x928, Bommerguy.jpg [View same] [iqdb] [saucenao] [google]
10930139

>>10930123
not retro

>> No.10930140 [DELETED] 

>>10930123
shut up, dweebenheimer.

>> No.10930145

>>10929521
Those railgunners from Red Faction 1. I think they might also shoot you through walls.

>> No.10930156 [DELETED] 

>>10930123
Doom 2016 is perfectly fine. I think the people who are bent on hating on it the most are people who attach themselves to 'boomer shooters' for the ''identity or something. Nu-DOOM doesn't hit the same niche but it's definitely worthwhile to play for a Doom fan. That said, next to no custom content, no real point in discussing it anymore.

>> No.10930224

CRUDUX CRUO!

>> No.10930228 [DELETED] 

>>10930156
Agreed. Should have been given proper modding tools. I'd love to see Megawad-styled content get made for 2016 or Enternal.

>> No.10930229

>>10930224
MARANAX INFIRMUX

>> No.10930234 [DELETED] 
File: 317 KB, 1919x1080, nz.jpg [View same] [iqdb] [saucenao] [google]
10930234

Imma shill here real quick, Nasty Zombies is fun and like 5 bucks on Steam

>> No.10930247

>>10929521
That one particular sniper in Return to Castle Wolftenstein on that experimental plane level gets me every time. After the initial section when you lower that big gate and make you way towards the main complex he is up on the catwalks and hits me, kills me, THEN I hear the shot and see the tracer as I'm fading out.

And then the hot elite guard chicks towards the end in that dark foggy forest.

The two sniper filled levels in Medal of Honor Allied Assault, the sniper town and the wintery forest.

Vietcong has incredibly dastardly snipers, though it feels like every enemy is a goddamn sniper sometimes. I should replay Vietcong one of these days, listen to them poddys about SOG guys regaling their Vietnam.experiences and then listen to some Hendrix and play Vietcong.

>>10929223
>>10929226
Oh cool, someone made like an old fps manual style tutorial to their mod? Sweet! Really cool..

>> No.10930250 [DELETED] 

>>10930156
>Doom 2016 is perfectly fine.
I would go even further and say that both games are perfectly fine. They're different from one another in certain ways and one game does surpasses another in some areas (this goes in both directions), but at the end they're both solid and offer mostly good experience.

>> No.10930261 [DELETED] 

>>10930250
Haven't played Eternal yet. Got so much games on my plate rn lmao. I am currently juggling actively / semi actively 6 different games all of which I have been progressing this week.

One of which is the quest to platinum the Quake 2 Remaster which should be wrapping up nicely soonish and another retroish shooter.

>> No.10930262
File: 1.45 MB, 1500x2100, 1693461264216122.png [View same] [iqdb] [saucenao] [google]
10930262

>>10927518
>halo
has the sperging finally stopped in these threads?
anyway just run through on the flood levels

>> No.10930274

>>10929269
Is this someone trying to recreate STALKER in Doom or is it just the depressing commieblock aesthetic that is so culturally pervasive east of the berlin wall?

>> No.10930279

>>10930262
>has the sperging finally stopped in these threads?
Sperging mostly happened outside of these threads with the occasional “it will never be retro!” shitpost. The xemu emulating anon has already suffered through those Flood levels and beat the game recently.

>> No.10930297

>>10930274
Both? There are some very on the nose attempts to recreate Stalker in Doom, complete with anomalies and shit.

>> No.10930298

>>10930262
Dedicated halo threads have been way worse than these places desu

>> No.10930303

>>10928982
Okay it actually isn't so bad. I looked at Decino's video just to see what he did differently and I had no clue the switch with the mega armor lowered an elevator that leads to a megasphere and that lead to everything else.

>> No.10930309

>>10930298
On /v/, or /vg/?

>> No.10930310

>>10930309
Yes

>> No.10930312
File: 155 KB, 640x360, 1684688892592508.webm [View same] [iqdb] [saucenao] [google]
10930312

>>10930279
the thread name + description was changed here because I asked if halo was allowed here and posted CE when the rules changed and everyone here had a meltdown. So I called the janny and all the spergs faggots or something.
That's when there was a lot of boring drama posting from outsiders bringing their discord faggotry here. So its interesting to see it allowed now? I'm not complaining, just surprised.
>>10930298
I agree, /vr/ on the whole seems a bit better than it was a few months ago
>>10927684
Are the expansions worth playing? I've been at a loss as to what to play next. I'm unsure if I should move on to Unreal or some of the classic Doom mapsets. I just beat Q2 and thought it was alright. Felt about on par as Q1 to me.

>> No.10930314
File: 22 KB, 139x172, 1694026175353301.png [View same] [iqdb] [saucenao] [google]
10930314

>take one wrong turn at the start of a level
>completely miss an important weapon the level was balanced around and spend too much time pushing further and further into the rest of the level without it

>> No.10930317
File: 148 KB, 1920x1080, xemu_8Ittr9ZAd0.jpg [View same] [iqdb] [saucenao] [google]
10930317

>>10930262
>anyway just run through on the flood levels
Trying to run past them usually resulted in me being shot from behind by a shotgun or assault rifle.

Truth be told, i actually liked the level that introduced the Flood. It was the next level that exposed to me all of the issues people have with them.
Still, one terrible level is not enough to bring the whole game down. Can't recall ever playing a FPS on a gamepad before and i had pretty great time with Halo: CE

>> No.10930327

>>10930312
The Quake 2 expansions are definitely worth playing imho. I would recommend doing The Reckoning first but only because I feel like Ground Zeroes edges out to be the better ones, they're both good. Ground Zeroes is also very mean about it's enemy placement but mostly in a good way. Both expansions have new enemies and weapons but sadly the new weapons are exclusive to each expansion pack.

I would say that compared to Quake 2 base game the levels flow much better. I was getting upset in base Quake 2's mid game onwards about the detail-barren areas with a lot of aimless backtracking but in the expansions the backtracking feels more natural and the areas more or less feel more detailed and purposeful. A bunch of neat setpieces as well.

>> No.10930340

>>10930317
playing with a mouse and keyboard does have the benefit of making the weapon balance slightly less shit but that's less of a problem with the singleplayer anyway. There's also other stuff you can figure out too if you're willing to explore. The iffy level design is the weakest thing about CE but the good levels make up for it. I always liked AOTCR but nobody seems to like the repetitive rooms.
>>10930327
Are they related to the story at all? I'll probably blast through one tomorrow if its short.

>> No.10930346

>>10930312
>So its interesting to see it allowed now? I'm not complaining, just surprised.
That’s when CoD4 and Crysis were getting tossed around a lot, too, folks were very protective and on edge. Still would like some rule clarification on “retro PC games”, though.
>Are the expansions worth playing?
If you just beat Q2 through the remaster then sure, if you liked the base campaign these will feel the same if not better.
If you just beat Q2 through a different port or the original exe, then absolutely. The expansions are when they started to fix the AI and make the enemies more dangerous.

>> No.10930351

>>10930340
>are they related to the story at all
Insofar that you play as other marines who are taking part in the invasion to the Strogg home planet? Yes. And they even get their own intro cutscenes. And those little green satellite cutscenes of showing your progress from one ''unit'' to another.

So yeah there's roughly the same amount of 'story' as Quake 2 base game.

>> No.10930354

>>10930346
>The expansions are when they started to fix the AI and make the enemies more dangerous.
it did feel like the enemies were complete pushovers, especially near the end when I had access to the full arsenal but I was playing the remaster
>those little green satellite cutscenes of showing your progress from one ''unit'' to another.
I love those bits. gonna play tomorrow, cheers

>> No.10930362
File: 176 KB, 2556x1440, nugg0019.png [View same] [iqdb] [saucenao] [google]
10930362

I really don't want to imagine how batshit insane God Machine is. Icon of Sin is already one of the worst thing I've ever witnessed in vidya, if someone can make it even worse than it's already is, it's definitely this sadomasochistic psychopath Ribbiks.

>> No.10930365

>>10930354
>it did feel like the enemies were complete pushovers, especially near the end when I had access to the full arsenal but I was playing the remaster
They’d be even easier if you were playing the original campaign unmodded and without the expansions, even without improved switch speeds.
Since you’re playing the remaster, you’ll also get to try the N64 campaign and all the new levels that are REALLY good.

>> No.10930368

>>10930362
Don't worry there's no icons of sin in Sunlust, I think everyone collectively agreed it's kinda ass.

>> No.10930369

>>10930362
>Icon of Sin is already one of the worst thing I've ever witnessed in vidya
How? It's just a fiddly gloryhole with John Romero on the other side.

>> No.10930382
File: 117 KB, 521x424, 1581129775930.jpg [View same] [iqdb] [saucenao] [google]
10930382

>>10930369
>John Romero on the other side
Exactly.

>> No.10930391

>>10930274
There's a whole scene of eastern european maps with realistic custom textures, Bloody Steel and Whitemare 1 and 2 are notable examples
The gameplay is dodgy though, lots of slaughter and not the cerebral puzzly kind

>> No.10930397

>>10930391
>Whitemare
>lots of slaughter

>> No.10930426
File: 1.43 MB, 1920x1080, you choose d3 hero.png [View same] [iqdb] [saucenao] [google]
10930426

I'll activate the system if it's even, otherwise we'll extend the bridge.

>> No.10930452
File: 7 KB, 931x63, LzDoom.png [View same] [iqdb] [saucenao] [google]
10930452

>find posts from 5-6 years ago saying that modern GzDoom builds have a borderless fullscreen cvar
>it doesn't anymore
>dig a little deeper and find LzDoom still does
For fuck's sake.

>> No.10930460

>>10930452
this

>> No.10930474

>>10930354
Having played the OG version and then the Remaster version pretty close to one another it seems like the remaster kinda nerfed the Railgun a bunch. Lategame in OG Q2 for me was bhopping around splatting enemies with Railgun to which I had almost infinite ammo thanks to all those Gladiator encounters and the occasional use of hyperblaster / rocket launcher / bfg or using the ssg / chaingun on lower tier mooks.

>> No.10930505

Is there any way to do something like upon entering the next map your ammo gets halved or quartered? I want something of a middle point between pistol start and full start for the harder campaigns out there.

>> No.10930516

I just found out the Wolfstone 3D sequel Elite Hans: Die Neue Ordnung has completely original maps instead of just reskins, anyone played it?

>> No.10930523

>>10930505
Just take notes from DAKKA: It reset your all of your ammo to a fixed amount after every stage. Honestly one of the best ways to do it.

>> No.10930529

>>10930523
It's such a neat way to have something that isn't pistol starting but isn't steamrollering maps either.

Speaking of Dakka, I hope the dude's ok, seems like it's been ages since his site fell off the internet.

>> No.10930532

>>10930529
I only wish the best for him too. Ijon's a smart fucker and his work has inspired me a lot over the years. It helps that I consider DAKKA to be one of the best gameplay mods out there.

>> No.10930548
File: 11 KB, 1036x829, 1701847654571261.png [View same] [iqdb] [saucenao] [google]
10930548

>> No.10930570
File: 246 KB, 1600x900, fullest_auto.png [View same] [iqdb] [saucenao] [google]
10930570

>>10930532
I've been convinced for a while now that he's the most powerful ACS wrangler out there.

Pic semi-related, Dakka is way more tolerant of the bullshit I throw at it than it ought to be.

>> No.10930572
File: 553 KB, 1920x1080, Screenshot_Doom_20240513_194313.png [View same] [iqdb] [saucenao] [google]
10930572

>>10929792
I'm playing through it now too, but with DN3Doom. Still chose Doom enemies in the settings as well but their behaviors are different. Regular zombie dudes are just start machine gunnin'

>> No.10930575

>>10930516
It's a pretty big step down from Wolfstone. It's WAY shorter and pretty much all the rooms are giant boxes with hardly any decoration in them.

>> No.10930582

>>10930474
>Lategame in OG Q2 for me was bhopping around splatting enemies with Railgun
basically all I did, with rox for big bois and groups, chaingun for everything else. I felt like I was too strong

>> No.10930603
File: 58 KB, 400x300, 1650544807225.gif [View same] [iqdb] [saucenao] [google]
10930603

man I can't wait for Violent Rumble 2

>> No.10930608

>>10930317
Halo was the first FPS to really get the "standard" pad controls down, also pioneered a lot of stuff common on console-focused FPS nowadays like aim magnetism/friction (basically, your crosshair slightly slows when you aim over an enemy to make aiming snappier, in Halo games on PC it only functions on pad for balance purposes)
hell, even now on MCC and Infinite (not /vr/, i know) I still use pad despite playing on PC cuz it feels more natural

>> No.10930629

>>10929632
Does the MCC release change how skulls work, or is everyone version of 2 like this?

>> No.10930653
File: 930 KB, 1920x1080, Screenshot_Doom_20240513_203650.png [View same] [iqdb] [saucenao] [google]
10930653

>>10930572
And I left the babes setting ON

>> No.10930656

>>10930653
She looks like she's physically recoiling from being offered money.

>> No.10930662

>>10930656
Nah, she's selling blond wigs. Just look at her hands.

>> No.10930698

>>10930629
On MCC you can just select whatever skulls you want from a menu before launching a mission. I don't think you even have to go find them first (maybe you just get an achievement or something idk).
They also added a few new skulls to each game, and even put them in Halo 1 where they were completely absent before.

>> No.10930704
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
10930704

>>10930603

>> No.10930717

>>10930698
That's great to know. I might have to give that version a try someday.

>> No.10930720

>>10930452
supposedly, that cvar has been deprecated in gzdoom because the engine always rins in fullscreen borderless (aka non-exclusive fullscreen) mode

>> No.10930758

>>10930629
>>10930698
MCC does indeed let you use skulls without collecting them (which is esp nice in H2 cuz some of those are a bitch to find)
also, it didn't add skulls to CE, they were added with CEA

>> No.10930774

>>10930720
While that maybe he true, the way it handles it now means it goes fucking weird on swapping between windows.

I can force it to behave most of the time using other applications but shit's just annoying to be fighting the fucking thing when it did have something that had it play nice but it got yoinked back out.

>> No.10930781

>>10930575
That sucks given how good the Quake episodes Machine Games made.

>> No.10930797

>>10930548
>manax fimux!!!
>crucruo!!!

>> No.10930969

Does Duke have any gameplay mods I can use on top of other levels, or is everything a standalone package?

>> No.10931002

>>10930781
I'm just confused as to why they didn't just do a conversion of Spear of Destiny.

>> No.10931005
File: 446 KB, 1366x768, Standoff.jpg [View same] [iqdb] [saucenao] [google]
10931005

New update, probably my last one for about 4 months
https://www.doomworld.com/forum/topic/144505-turokdoom-legacy-of-the-fireseeds-demo-release/

>> No.10931081

Hmm I'm not sure how much I enjoy the hardest difficulty of Wolf3D. It's advantageous and encouraged to simply alert the enemies and stay in the doorway because going in the room is a death sentence. If that's how the game should be played, well that's fine I suppose.

>> No.10931086

>>10928763
I'll definitely ask you for some help down the line. I intend to finish my 3 dm maps and at least 3 sp maps.

>> No.10931196
File: 3.89 MB, 1280x960, wolf3d e5m3 [sound=files.catbox.moe%2Faonycu.opus].webm [View same] [iqdb] [saucenao] [google]
10931196

>>10931081
It's easy to rely on that in Tom's maps, Romero does a better job of pushing you into the room, either by putting the resources you need in there or getting you flanked if you don't keep moving. Sometimes it's also just genuinely preferable to get in and juggle the crowd instead of getting whittled down at a chokepoint because enemies can shoot through each other. If you strafe a lot and use mouse movement you can take on crowds and win, but it depends a bit on what you're fighting. Don't fuck with mutants or full groups of SS. A few SS in a group of officers and guards can be managed as priority targets, but it's a big risk if you don't have a chaingun.

>> No.10931243

>>10930582
I dunno if it was only perception or what but I felt like the expansions to a decent job of diversifying the ammo pickups in a way where you feel like you should more of your arsenal instead of only sticking to one or two weapons. I was running out of ammo fairly fast if I kept to a single weapon for too long. I forget if I played on hard or medium but regardless that's what happened.

>> No.10931304

>>10930426
>radio we've lost contact

>> No.10931359

>>10928185
Condensed hyperludo.

>> No.10931401

Can we get a list of media that uses the Doom imp/camel sound going
So far I've noticed it in
>JoJo Stardust Crusaders
>Age of Empires II
Probably more but I forgot

>> No.10931457
File: 399 KB, 727x669, file.png [View same] [iqdb] [saucenao] [google]
10931457

>>10931401
Gobi in Banjo-Kazooie uses the imp/camel cry as his "voice"

>> No.10931459

>>10931401
Powerslave’s got em

>> No.10931493

>>10931196
I'll give these tips a shot anon, thank you.
>>10929020
>>10929841
Thanks for these posts anons.

>> No.10931495

>>10930572
thumbnail looked like "nighthawks"

>> No.10931502

>>10929282
>>10929292
Is this dead? Last version I have is 0.3c

>> No.10931518

>>10931502
Endie (the author) seems to have moved on from Doom modding, yes. I don't blame her at all. All of her mods (spriting, editing, coding) were done entirely on a phone which I can imagine is an absolute nightmare to do for extended periods of time. Then she just disappeared one day.

>> No.10931521

>>10931518
Damn I could have sworn I see a new version being showcased on youtube relatively recently. Shame.

>> No.10931538

>>10931521
I might be talking out my ass, of course, because I haven't followed her youtube channel. Most of my knowledge is at least two years old, though nothing seems to have changed since I was last on Discord where Endie used to post showcase stuff. Shame indeed, the mod has potential. Life takes priority, though.

>> No.10931574

can't open sdl audio wasapi

>> No.10931605

>>10931574
Hallo saar, you are reaching Microsoft helpdesk Bengaluru. Please be reinstalling the command prompt.

>> No.10931656

>>10931518
>All of her mods (spriting, editing, coding) were done entirely on a phone which I can imagine is an absolute nightmare to do for extended periods of time.
Seems to be a growing thing, the dev who does UnexDoom did it all on a phone too.

>> No.10931690

>>10931538
Life seems to have hit a lot of people in recent years, I'm not sure Ryuhi still pops up around these parts much, last I knew Heretical Doom was definitely still on hold.

>> No.10931704

Could Someone update the Quake 2 mod for Doom 2 with the remastered AI from the release?

i kinda wish to see how fucked a certain DBP is with this AI

>> No.10931717

>>10931605
So, reinstall quake or what? There is no way in hell I am reinstalling windows or anything related to it.

>> No.10931737

I'm surprised Obsidian is not mentioned yet:

https://github.com/obsidian-level-maker/Obsidian
https://obsidian-level-maker.github.io/

>> No.10931754

>>10931737
Obsidian, Oblige, OBAddon, Sludge, Slige and the other variants get mentioned all the time.

>> No.10931806
File: 1.95 MB, 1920x1080, erf staging area floor.png [View same] [iqdb] [saucenao] [google]
10931806

>>10931304
I goofed the sprint jump and some stuff happened. I like this room.

>> No.10931820

>>10931806
That early PBR look with the over-emphasized bump maps is so fucking kino it should be illegal.

>> No.10931829

Is there anything that is full 3d but with doom sprites for enemies/player/npcs? Wondering if you could avoid some of the jank in regards to aiming whilst having huge enemy counts/areas and then possible large armies fighting each other and potentially infighting.

>> No.10931834

>>10931737
>I'm surprised Obsidian is not mentioned yet:
I like it a lot. I use the following settings to keep the maps small (vanilla size) and mostly fun:

theme: original

level size: tiny
upper bound: average
lower bound: microscopic

monster quantity: easy
upper bound: modest
lower bound: trivial

And then I tell it to give me as many pickups as possible. It's just enough to give me a taste of something different and unique to look at in each map.

>> No.10931845

>>10930426
Good that you got the system, it's the only real platforming part of Doom 3 that you don't even get with the bridge.

>> No.10931848

>>10931829
I mean, you could do that on any Quake port that has full CSQC support (for client-side sprite rotation), but I'm not sure if that's what you're asking.

>> No.10931868

>>10928751
You misspelled awful.

>> No.10931871

>>10931848
Hm that is actually what I am asking. Wasn't sure if Quake had that but that's fine then. I only started downloading a few quake mods recently.

>> No.10931872

>>10931834
I use it similarly, but I also messed with the Oblige v2 setting within Obsidian and turned it up too 100% once and got some very strange maps. Like really blocky and minecraft-ish I guess you could say? Maybe I'll gen one up quick and take pics. I like Obsidian for when I mess with weapons/enemies mods because I can control the spawns of things and rate they ramp up and so forth.

>> No.10931883
File: 654 KB, 1920x1080, Screenshot_Doom_20240514_112508.png [View same] [iqdb] [saucenao] [google]
10931883

>>10931834
>>10931872
And i guess i left some setting ticked that lets it use OBSIDIAN LVL GEN texture. I had the theme set to original.

>> No.10931913
File: 701 KB, 1920x1080, Screenshot_Doom_20240514_162948.png [View same] [iqdb] [saucenao] [google]
10931913

Came across this screenshot mod on itch and have been editing it in places to make it better do what I want.

Shit's not perfect but it's pretty handy.
https://luna-lapin.itch.io/gzphotography

>> No.10931931

>Deathstrider
>[DEVELOPMENT SUSPENDED INDEFINITELY]
It's dying, isn't it?

>> No.10931941
File: 863 KB, 1920x1080, Screenshot_Doom_20240514_115733.png [View same] [iqdb] [saucenao] [google]
10931941

>>10931883

>> No.10931945

>>10931931
Only if I do. It'll be back. I just don't know when. Earliest is next month, but that's a really optimistic estimate. Don't worry though, I have one hell of an update to kickstart it back to life with.

>> No.10931948
File: 77 KB, 747x530, large_00007481.jpg [View same] [iqdb] [saucenao] [google]
10931948

>>10931820
For me, it's the harsh shadows on almost everything

>> No.10932194

>>10930603
>>10930704
What happened?

>> No.10932196
File: 152 KB, 1024x768, 9.jpg [View same] [iqdb] [saucenao] [google]
10932196

>>10931806
>>10931820
>>10931948
comfy

>> No.10932203

>>10931605
Hello Helpdesk Bengaluru man, Go make your company in a few years, Microsoft is more often than not sympathetic to WEF.

>> No.10932221

>>10932194
>>10928763
It's ogre.

>> No.10932228

Oh, it's a problem with my sound as a whole. My computer is finished.

>> No.10932235

>>10931913
nice

>> No.10932350

>>10928763
Considering the timing after the first Violent Rumble and the comparative difficulty of quake mapping I think a low turnout for vr2 was pretty much inevitable, that is to say, It's really not your fault. You've generally been among the best project managers for any project in fact, due to your communicativeness, knowledgeability and willingness to help mappers.

>> No.10932359

>>10928858
Cold As Hell has bleeding along with inventory medkits and it makes getting hit a lot more intense
>>10928170
Doom 1 with factotum and Brutal monsters, nothing more fun than having your shotgun jam in front of a shotgunner three times in a row

>> No.10932379

>>10931834
Hey nice I'll try this later.

>> No.10932384

>>10931717
Where did you install Quake from? Why don't you just nab it from the OP mega? In fact, here.
https://mega.nz/file/ZExUDb5b#8DgH2WeMlNm2O3W50VRtqtHl3d-oqATYJxsROOlzROg
A Quake + Arcane Dimensions MEGA I whipped up sometime ago. Uses Ironwail as its sourceport.

>> No.10932535
File: 853 KB, 1920x1080, gzdoom_CIGAH1a4I6.png [View same] [iqdb] [saucenao] [google]
10932535

>>10930038
Yep, this fixed the issue. Thanks again, anon.

Might be a skill issue but i found it quite difficult to maintain high rank for longer than a few seconds. Ranks clearly encourage you to frantically run around without stopping while shooting/punching demons and i belong to that group of doomers who takes their sweet time exploring the levels.
Shihong can't juggle enemies in melee like Hae-Lin but i like her dual pistols and special moves.

>> No.10932547

I smell some serious firepower around here.

>> No.10932631

>>10932535
The altfire on the firsts stuns stuff, also the sword she gets is really fucking strong and has a powered up mode with reload.

>> No.10932701

>>10932535
>and special moves
Oh good, they work for you. Her Fist mode specials have Just Frames on them. If you press Fire again at the right time, you'll do a stronger version.

Roughly:
Forward Uppercut, when you're at the lowest, before you start to rise
Side kicks, immediately after the first
Backwards, Gigaton Punch, after the left hand stops moving.

>> No.10932758

>>10927450
https://www.doomworld.com/forum/topic/145127
Duality - MBF21 5 maps mini-wad

>> No.10932937
File: 833 KB, 480x467, 1681089720959708.gif [View same] [iqdb] [saucenao] [google]
10932937

What addons and config options does the Wednesday SRB2K server use for altering the gameplay? Just the basic ones, like what it sets for KartMP/Juicebox and what does stuff like show item duration but not necessarily server control stuff like mode/addon switching and what not.

>> No.10933032

>>10932937
Relevant commands from kartserv.cfg
https://pastebin.com/pM0LwJi6
I take it you want to host your own games?

>> No.10933070

>>10927450
[5-13] Aleph One version 1.8.1 released
https://github.com/Aleph-One-Marathon/alephone/
https://alephone.lhowon.org/

>> No.10933075 [SPOILER] 
File: 2 KB, 49x106, one femtosecond after stepping past a corner.gif [View same] [iqdb] [saucenao] [google]
10933075

>> No.10933087

"IT BURNS! IT BURNS! (unintelligible screaming)"

>> No.10933091
File: 79 KB, 170x170, cultist dab.gif [View same] [iqdb] [saucenao] [google]
10933091

>>10933087
IT BURNS BURNS BURNS!
>INDIAN CURRY IS SO HO-O-OT

>> No.10933095

>>10933091
IT BURNS, BURNS, BURNS
>Buuurn like fire, oh my god!

>> No.10933101

>>10933087
MODERN ARTS AND FEAR BOOKS

>> No.10933129

>>10933101
MODERN ARTS PHALLUS

>> No.10933234

>>10933091
>dab
Take me back to the 2010s bros.

>> No.10933242

>>10928763
you should not abandon it, as you said, it's a devkit now

>> No.10933271
File: 1.61 MB, 1842x867, file.png [View same] [iqdb] [saucenao] [google]
10933271

Today's development of DoomBlame!, the entrance which I want to make into the 'opening' to this part of the megastructure which the player will explore.

I want to start the mission with a freight full of vats of sludge, tightly packed, going like a comet across the darkness of the sector.
The armored tram running the same line, for millennia after its conductors were no more, braving the immeasurable distances of the megastructure, crashes, or something crashes into it, and from one of the vats, miles and miles below, the player emerges, an organic lifeform, trapped in the belly of this horrible machine.

>> No.10933274

>>10933271
What textures are you using anon?

>> No.10933275

>>10933274
OTEX and base Doom textures.

>> No.10933276

>>10933275
Tyty. Inspiring work.

>> No.10933280
File: 1.75 MB, 1835x861, file.png [View same] [iqdb] [saucenao] [google]
10933280

>>10933276
Thanks! I'm having a lot of fun with these.

>> No.10933291
File: 960 KB, 1843x870, file.png [View same] [iqdb] [saucenao] [google]
10933291

>>10933280
One more, this one isn't new but I updated it recently.

>> No.10933343

>>10928776
>>10928935
>>10929130
>>10929161
>>10932350
Thanks anons. I'll post updates on the FTE project occasionally, but there won't be much of interest beyond textures and aesthetic concepting for a while because I'm more or less starting from scratch when it comes to code (besides a framework for menus, but I may end up ditching it).
>>10931086
>I'll definitely ask you for some help down the line. I intend to finish my 3 dm maps and at least 3 sp maps.
Yeah no problem man. If for some reason I don't reply here when you ask, you can message me on Moddb on the Malice Refined page, or one of the emails in the readmes of Violent Rumble or Malice Refined (which I don't want to post here because last time I got spam botted).
I'm also in the FTE and Trenchbroom discord servers.
>>10933242
I may update it on a whim occasionally, probably with some tricks and optimizations I've learned working on Malice Refined. Nothing significant unless something really motivates me.
A big part of why I became disillusioned with it is that, since it was my first programming experience, there are multiple layers of spaghetti code at different levels of amateurness that are just a pain to work with and embarrassing to look at. Having stuff from both mission packs and Progs Dump 3 doesn't help either, and it took some autism to get them playing nice together.
I also got a bad case of 'magnum opus syndrome' with the maps I was working on for VR2, but that's a whole different story...

>> No.10933348
File: 3.00 MB, 300x334, 1680499547722332.gif [View same] [iqdb] [saucenao] [google]
10933348

>>10932758
>Pain Elementals do splash damage upon death
You guys are dicks

>> No.10933537
File: 248 KB, 1917x1080, woof0006.png [View same] [iqdb] [saucenao] [google]
10933537

Why can I not change compatibility in Woof/Nugget?

>> No.10933568

>>10932758
>Forced Pistol start (all exits are death exits);
why do you have to do this? it only screws up with mods and other shit. i can always pistol start whenever i want. it's so annoying

>> No.10933589

>>10931359
wtf does this even mean, are you a video essayist?

>> No.10933606

>>10933568
https://forum.zdoom.org/viewtopic.php?t=71364&sid=8366653e18e95c9caf3e24f1050c6599

>> No.10933610

>>10933606
You don't understand. I play pistol start, but sometimes some mods piss themselves when they meet a death exit.
there is literally no reason to add a forced death exit to ALL maps..

>> No.10933617

>>10933271
You'd be hitting a rather niche sweet spot if you manage to pull off a BLAME wad that isn't found anywhere else to my knowledge (fingers crossed for megawad).

>>10931945
Good to know. I'm hooked, you're doing great work

>> No.10933625

>>10933343
>I also got a bad case of 'magnum opus syndrome' with the maps I was working on for VR2, but that's a whole different story...
Been there. We all get there honestly.

>> No.10933638

>>10933568
>>10933606
>>10933610
What's the optimal way then when I make my wad? I don't want to piss off people with rpg mods. Can I do a death exit every 4-7 maps? Also how to make quick death exits? A crusher with 11 special floor?

>> No.10933640

>>10933275
>base Doom textures.
Doom 2?

>> No.10933653

>>10933638
>>10933610
I'm not quite sure what you mean by "piss them self", original anon, so I admit this may not be what you're talking about, but that mod does allow keeping of inventory items WHILE removing weapons. Which at least worked for like, D4T's upgrades.

>> No.10933659

>>10933568
>>10933610
What's the exact problem?

>> No.10933670

>>10933343
>Thanks anons.
No problem.
>I'll post updates on the FTE project occasionally
Good.
> but there won't be much of interest beyond textures and aesthetic concepting for a while because I'm more or less starting from scratch when it comes to code
It's always a slow start, so that's not surprising. Some anons will definitely be interested in seeing any update from you, but remember to take things at a good pace. Don't rush it and all that.

>> No.10933674
File: 89 KB, 488x400, 1581178737578.jpg [View same] [iqdb] [saucenao] [google]
10933674

>>10933568
>accommodate my mods

>> No.10933707

>>10933674
NTA but it's not even about mods. Why do authors feel they need to enforce rules? You make a map, not the rules. Let me play continuous if I want to, easy as that. Instead of allowing more options, which is a good idea, you're removing them. Easy as that.

>> No.10933708

>>10933707
Did you feel that way about inventory wipes in Doom 1 and 2?

>> No.10933713

>>10933708
I've always played pistol start after the first playthroughs, so I don't remember/don't care.

>> No.10933715

>>10933568
Tangentially related, but I seriously hate in Serious Sam The Second Encounter where each new chapter begins with an inventory wipe. Absolutely blueballing because TFE ramps up intensity throughout the game, which is what I wanted for TSE.

>> No.10933718

>>10933537
are you on the latest public 3.0.0 release?

I just checked and the "default compatibility level" setting is disabled when you launch the game using the "-complevel" parameter explicitly

the other options might be disabled for the same reason

>> No.10933725

>>10933032
Indeed, but just for buddies. The /vr/ serb is good but stuff like switching to Nitro and such would be a bit much for peeps just picking up the game.

>> No.10933734

>>10933271
nice. reminds me of Alien or Prometheus

>> No.10933735

>>10933707
Some authors have a particular experience in mind with their works, hence why they sometimes enforce rules. I doubt they care that much about inconveniencing people that prefer continuous, either.

>> No.10933813

>>10933653
>but that mod does allow keeping of inventory items WHILE removing weapons. Which at least worked for like, D4T's upgrades.
It's not like you even need a mod for that, you can achieve the same thing on a per-map basis with mapinfo or a tiny amount of ACS.

>> No.10933832
File: 92 KB, 1024x1024, 4ezIzWF.jpg [View same] [iqdb] [saucenao] [google]
10933832

>>10933707
LOL
I make the map and I make the rules buddyboy. If I place no SSG on that map, it's as if I made a rule "don't use the ssg" - I have nothing against people cheating in that weapon, or making a mod that does so by carrying it from the previous level or spawning it if there was no ssg before - it would be a really faggot thing to block that.
If you don't like how my map uses death exits, either use mods/cheats or stfu about it.
And don't give me that smartypants "just let people have options" - if you think installing mods or using commands is too much of a hassle, then why would you force pistolstarters(who I designed the map for) to use the idclev command every time they enter a level? Shaking my head at how continuous players always see everything only from their point of view.
I'm willing to put in some ACS that asks zdoom players if they want cont or not, but only if it's easy to implement

>> No.10933837

>>10933832
I guess a seperate wad with just the changed no death exit maps and no wad graphics that you load on top of the original would also be feasible as an easy solution - are you satisfied, champ?

>> No.10933840

>>10933707
>Why do authors feel they need to enforce rules?
Making a map is designing a way to play Doom. Enforcing pistol starts is not much different from enforcing the walls of a room.

>> No.10933842
File: 3 KB, 586x87, 1708326615247001.png [View same] [iqdb] [saucenao] [google]
10933842

>>10933832
>I make the map and I make the rules buddyboy
There it is.

>> No.10933896
File: 1.02 MB, 2000x2667, 1686795440031251.jpg [View same] [iqdb] [saucenao] [google]
10933896

>> No.10933906

>>10933896
MENTAL! NOOOOOOOOOOOOOOOOO!

>> No.10933912

>decide to finally beat blood
>play on medium difficulty
>die like 5 times on the first level
holy shit is this a surival horror game or am i retarded
fuck those rats too

>> No.10933937

>>10933912
The start is fairly strained with resources, even on medium/lightly broiled. You’ll start to get more loaded after the first three or four levels.
By “‘medium” do you mean “lightly broiled”? That’s skill setting or lower is probably the best way to get into Blood the first time, they actually have a chance to miss you on that difficulty and lower.

>> No.10934008

>>10933896
Reminds me to make that multiplayer download for TSE so we can do some dm games.

>> No.10934108

>>10933896
>SS2 reacting to TSE Easter egg

>> No.10934110

>>10933842
He's right.

>> No.10934115

>>10933617
Man I would love to turn DoomBlame! into a megawad project. I'd need a team for this, maybe I'll start recruiting. I also know jackshit about zscript and ACS (I'm a programmer btw so it's not impossible).

Anyone interested? We could organize this.

>> No.10934127

>>10933832
Yeah but pistol start is gay and designing for it is faggotry.

>> No.10934134

>>10928185
Good first half, shit second half. Cool ending though

>> No.10934146

>>10934127
>Yeah but pistol start is gay
This just in: Every Doom player in existence is gay because you pistol start the first level.

Don't take my comment seriously, I'm just making a joke.

>> No.10934160

pistol starting is ok

but gets WAY overblown by very vocal idiots as "the only true way to play doom,"
much like the deus ex players that scream about non-leathal playthroughs as the only way to play that game

>> No.10934174

>>10934160
>but gets WAY overblown by very vocal idiots as "the only true way to play doom,"
If you didn’t pistol start blind saveless UV multiplayer monsters 100% kills secrets and items on your first attempt while streaming your face and inputs, then you’re probably a normal person whodidntbeatthegame

>> No.10934190

>>10934174
But [insert vaguely famous youtuber/streamer here] does it so I have to too!

>> No.10934208

>>10934160
You're making up fictional scenarios in your head and getting mad at them.

>> No.10934216

>>10934160
>much like the deus ex players that scream about non-leathal playthroughs as the only way to play that game
What the fuck are you talking about? No one says that. Deus ex is about freedom, though nonlethal can be a bit of a slog and I find it more fun to go lethal. The only thing true DX1 fans could be adamant about is that vanilla with minor enhancements and fixes is the only way for a first playthrough - GMDX for some reason falsely markets itself as a light vanillalike mod suitable for first playthroughs

>> No.10934282
File: 1.19 MB, 498x277, 266129871.gif [View same] [iqdb] [saucenao] [google]
10934282

>>10934146
yeah butt maybehe said no homo

>> No.10934464

>>10934127
I'm sorry that you feel that way.

>> No.10934467

Did the missing monsters in Doom 64 ever get made by the community.
>>10934160
I feel like Pistol Start Only maps can fall into the combat puzzle trap where the creator expects you to play the level in a very specific way.

>> No.10934480

>>10934467
>I feel like Pistol Start Only maps can fall into the combat puzzle trap where the creator expects you to play the level in a very specific way.
I wouldn’t say that’s a “trap”. It can be a fun/new way to experience the map after enjoying the level in a previous continuous playthrough.

>> No.10934534

>>10934467
If you mean from the D2 roster, there's stuff from DrPySpy, Craneo and maybe the GEC team
If you mean the new ones, i think it's mostly the GEC team that is still working on them

>> No.10934537
File: 87 KB, 640x640, 41_writer_0g1.jpg [View same] [iqdb] [saucenao] [google]
10934537

>>10927448
Played AD and Dwell.

What are some other good packs for Quake? People may like it, but ngl, I kinda hate the level select hubs, it makes me really lazy when it comes to playing the lesser levels in a jam, or anything like one.

>> No.10934546

>>10934160
>much like the deus ex players that scream about non-leathal playthroughs as the only way to play that game
Zoomers with crippling autism who can't play Skyrim with min-maxing with the stealth archer meme and apply the same mentality to a 20 year old game they've recently 'discovered' through some e-celeb should have their opinions instantly disregarded by anyone with an IQ over 90.

>> No.10934553

>>10934480
>>10934467
It goes beyond pistol starting, you just can't really design an encounter to accommodate absolutely everybody, let alone an entire map, even trying to do it railroads the fuck out of a map.

Some people just won't vibe with it, and some are so tunnel visioned that they won't try a different weapon or tactic even when it's staring them in the face.

>> No.10934575

>>10934537
warpspasm

>> No.10934582

>>10934537
Yeah hub-based jams are really overdone. I get that planning out an episode takes some actual effort, but it's usually worth it and makes for a more memorable experience.

>> No.10934584

>>10934537
Alkaline and Violent Rumble, but fair warning
>People may like it, but ngl, I kinda hate the level select hubs
That’s exactly what they are, so wear that expectation going in. If you want something that isn’t a hub then Spiritworld, Mjolnir, and >>10934575 are good recs.

>> No.10934593

>>10934537
MachineGames did a free episode for Quake some time back, give that one a roll.

>>10934582
It makes a lot of sense for stuff like Arcane Dimensions because so many of those maps are large and sprawling adventures of their own, so just picking any one of them at your own pace and doing them one at a time works well.

Aiming for and assembling an episode is very well worth it though.

>> No.10934634
File: 2.89 MB, 1920x1080, d2m3_2023-02-02_11-59-55.png [View same] [iqdb] [saucenao] [google]
10934634

>>10934582
Dwell was enjoyable, but mostly Episode 2, but the thing is, I still played through all of it, I tell myself I am going to play a jam, and very often I find myself cycling through the maps to see what they're like, but never finishing any of them (aside from Metmon or Tears in AD), an episodic format I think pushes you to complete even the boring levels, but that's just me personally.

I would say, gushing over Dwell, Pale Sun (d2m3) and Voyage So Far (d2m4) were my favorite maps I have ever played in a Quake pack/mod. What I'd give for more maps in that Lovecraftian, sunken ocean-world aesthetic.

>> No.10934721
File: 64 KB, 284x260, dontlikethisplanet.png [View same] [iqdb] [saucenao] [google]
10934721

>>10934127
Designing any Doom level for pistol start is one of the many things which makes Doom so very easy to map for, you only have to directly account for the balance of any given map.

Now, that doesn't mean that there can't be an overarching balance as maps progress, or that you cannot try to account for that on some level (like giving the player stuff which they don't really have any use for in the current level, but which will be good if they carry it over), and it doesn't mean that continuous play will always make things easier, because sometimes it will not, but there's vanishingly few sets out there which are strictly continuous with no real support for pistol start.

Forcing pistol starts on every level isn't common, but it has a logic in that it strictly enforces the gameplay balance, including not letting you make a level easier by carrying over stuff from a previous one, but also preventing you from getting too fucked if the previous level is likely to leave you raw and spent by the end.

>> No.10934723

So I finally gotten around to sigil2, and what the fuck is Romero's problem, having to shove a cybershitter in every level

>> No.10934727

>>10933832
While I'm personally undecided on whether forced pistol start is the way to go or not, I 100 percent agree with you on that it's the mapper's choice what limits they want to impose on the player and if people are not on board with it they can find a different wad or use cheats or whatever.

>> No.10934730

>>10934721
>(like giving the player stuff which they don't really have any use for in the current level, but which will be good if they carry it over), and it doesn't mean that continuous play will always make things easier, because sometimes it will not, but there's vanishingly few sets out there which are strictly continuous with no real support for pistol start.
It's still funny to me that Zeppelin Armada's hidden quest to get an SSG on it's first map pissed a bunch of people off by being intended for continuous play.

>> No.10934739

>>10933589
"I think it's very good".

>> No.10934765

>>10934634
the atmosphere and OST of this mod are top notch. can't wait for the rest to release

>> No.10934790

Almost through Quake 64. It's... fine. Definitely not something I would've gone out of my way to play but since it was in the Remaster might as well give it a go and it's... alright! The levels are way simpler and shorter than any pc quake level and you can't crouch for some reason but it's a perfectly serviceable Quake-themed smack if you will. Though I wish I had played it before the expansion packs because it is a definite downgrade.

>> No.10934801

>>10934790
>you can't crouch for some reason
I can only assume you're talking about Quake II 64, I read somewhere that it was built on Quake 64 rather than attempting to port the PC Quake II engine, which would explain a lot about it.

>> No.10934802

>>10934730
lmao scrublords

>> No.10934825
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
10934825

Wednesday night Whatever, come play some SRB2Kart!
Update your client to Neptune 2.1 if you haven't already.

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/d68gALrb#xgsVOihAIsKqKowjf1-uzeeBbKcJ0R0C0VKCFMQdih8
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder 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/Neptune2.1
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)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

Recent Changes:
Added 7 new tracks in the form of a miscellaneous pack, though 2 of them are hellmaps and one of those isn't exactly "new" to the server.
Made kartspeed votable, for when the game isn't fast enough.
New theme pack.

>> No.10934826

>>10934801
Yeah, Quake 2 64, my bad. And huh, interesting.

>> No.10934876
File: 436 KB, 1920x1440, trav and wraith in unloved.jpg [View same] [iqdb] [saucenao] [google]
10934876

>>10931945
Take your time, it'll always be a favorite I return to. It inspired this first attempt at skin editing, and the Traveller's a cool dude.

>> No.10934904

>>10932196
I love the look of Doom 3. I remember it absolutely blew my fucking mind when I played it as a kid

>> No.10934928

>>10934582
>I get that planning out an episode takes some actual effort
Finding good documentation on how to do it takes even more, apparently the best you can do is play mods that are like this and try to replicate them.
That said, what are some cool doom/quake packs with episodic sequences that you or anyone here recommends? I'm in the process of planning a megawad for Doom, but I have no idea how to actually make them work together, and not be just a compilation of isolated, themed maps.

>> No.10934932
File: 1.81 MB, 1920x1080, Doom 3 player shadow.png [View same] [iqdb] [saucenao] [google]
10934932

>>10934904
I've been appreciating the sound design in these latest playthroughs. In the Thief series I liked the direction of the ambient sounds in particular, how it changed throughout the levels, and how weird and unsettling it could get. 3's been pretty fun in this regard.

>> No.10934946

>>10934928
do you mean having the maps segue into each other so it actually feels like one picks up where the previous left off? it's kind of shit other than doing this specific thing but i rolled this on idgames a while back https://www.doomworld.com/idgames/levels/doom2/a-c/cygnus20\
if you're just after the technical details of making episodes instead of the doom 2 cluster setup then you just need a mapinfo lump
https://doomwiki.org/wiki/UMAPINFO

>> No.10934949

>>10934904
it did for me too but it was a slideshow on my electronic potato :/

>> No.10935073

It's been decades since I played Heretic, I've just started playing and I'm impressed by the quality of the levels, at least the first episode. I was expecting something archaic like Doom and Doom 2, but the levels are super well thought out, with decent visuals, interesting combat, etc. Raven was light years ahead of ID Software in terms of level design.
I was playing on DOS box but now I've switched to Chocolate Heretic. I don't know if there are better options, though, especially for customized wads...

>> No.10935094 [DELETED] 
File: 3.23 MB, 4000x1800, 20240515_011123.jpg [View same] [iqdb] [saucenao] [google]
10935094

Runs like ass on a pentium 2, but sure looks gorgeous

>> No.10935120
File: 2.58 MB, 1920x1080, Screenshot_Doom_20240515_210526.png [View same] [iqdb] [saucenao] [google]
10935120

>>10934946
These maps are awesome!

>> No.10935138
File: 1.96 MB, 1800x2951, 20240515_011123.jpg [View same] [iqdb] [saucenao] [google]
10935138

Runs like ass on a pentium 2 but looks great

>> No.10935156

>>10935094
>>10935138
I saw that.

>> No.10935165
File: 115 KB, 960x720, 1702003491836586.jpg [View same] [iqdb] [saucenao] [google]
10935165

>>10935156

>> No.10935171

>>10934946
>The way you exit the first level
Absolute ludo.

>> No.10935173

>>10935138
why would this run like ass on a pentium 2.

>> No.10935204
File: 251 KB, 1980x800, _PgwV8[1].png [View same] [iqdb] [saucenao] [google]
10935204

Golden Souls 3 is approaching 5 years of development. Will we see a release this year?

>> No.10935207

>>10935204
These things take time. Though I'd like to see a release this year as well. I know Batandy's cooking up some really cool shit.

>> No.10935218

>>10935173
Complex mod running on zdoom legacy

>> No.10935239
File: 1.05 MB, 1920x1080, Screenshot_Doom_20240515_115632.png [View same] [iqdb] [saucenao] [google]
10935239

>>10929790
I ran through that a few weeks ago then replayed the whole thing again on the highest difficulty recently and finished it earlier today. The final maps were excellent & the music is so damn good.

https://www.youtube.com/watch?v=k2WVcx7buYM&list=OLAK5uy_lKhrWldKbwR6hYNqePlGsrh8LywX_kuKE

>> No.10935250

>>10935138
what's the wad?

>> No.10935263
File: 3.74 MB, 800x450, Trying something else with heat management.webm [View same] [iqdb] [saucenao] [google]
10935263

When I was doing playtesting earlier this week on Sunday, I realized the system I had with the meditool and the heat gauge didn't work cus they were fighting eachother. So I'm trying a new system here:

Medi-tool's gonna be completely removed, and hitting zoom will instead shift you into that venting mode I've been showing off before. The big change being triggering this mode will give you health and ammo, so more heat = more ammo and health, the tradeoff being you're in the venting mode for a longer period of time. If you go overboard and actually overheat you'll shift into a purge state where you vent off the heat super fast, but you're not going to get any goodies for it.

So TL;DR Heat management is becoming even more active, and that's one less meter to worry about. If you want to not bother with it right away, there's going to be less downtime before you get back to just shooting and kicking shit.

>> No.10935264

>>10935250
Duality

>> No.10935271

>>10935263
Do you make your own art?

>> No.10935272

>>10933234
yeet

>> No.10935276
File: 1.51 MB, 800x450, Smonk soundless.webm [View same] [iqdb] [saucenao] [google]
10935276

>>10935271
It varies. Some of it is mine from scratch, like Doomslayer's new sword and Lava Spewing gun. A fair portion of it is edits/kitbashes I do of other sprites, and some of it is custom stuff made for me by other people. Like DrPySpy made the Cybermancer's sprites, along with Kustam's player sprites. I'll be getting him to make me some cool new sprites for Kustam's weapons and hands here.

If you didn't see the lava spewing gun, check webm related, I modeled that, drew over it, and animated it.

>> No.10935301

>>10933234
this thing got old so fast. it peaked with squidward at the disney parade? i'm surprised brutal doom has no dab kill animation or does it?

>> No.10935305

>>10935276
those hot particles are real nice

>> No.10935308
File: 3.99 MB, 960x540, 1704723220420341.webm [View same] [iqdb] [saucenao] [google]
10935308

yeah no thank's!!

>> No.10935310

>>10935301
The only dab that still gets posted is the gif of the guy dabbing before he hangs himself from that suicide squad video.

>> No.10935313
File: 1.81 MB, 800x450, BRRRRT.webm [View same] [iqdb] [saucenao] [google]
10935313

>>10935305
Yeah I'm really pleased with how this thing turned out overall. The only thing I'm debating on is if I want to keep as the plasma gun slot, or make it the chaingun slot weapon, cus the current chaingun slot is pic related which is a golden shitstorm cannon with the only limit on firing it is your ammo.

>> No.10935314

>>10935308
this is why the cultists are literal ghouls. they rot every time they have to remember a password

>> No.10935340

>>10935308
This makes me think of The Phantom Menace energy fields near the climax for some reason.

>> No.10935351

>>10935308
You should see, better yet, you should experience the stepswitch puzzle on the penultimate map of Whitemare 1. I'll never ever forget how my brain felt like it was melting for as long as I live. That webm looks like a fucking Deltarune switch puzzle.

>> No.10935357

>>10935340
Similar visual elements to some of it, though it also makes me think of the Dark Forces prison level.

>> No.10935364

>>10935351
>>10935308
That shit barely registers compared to something like the Might and Magic 9 end puzzle.

>> No.10935370

>>10935276
>CHECK HOW HARD I CAN PEE

>> No.10935375

>>10935364
I came here to kick ass and chew bubble gum, and I'm all out of patience.

>> No.10935387

>>10935218
Ah. I didn't recognize it. Just looked like an aesthetic mod from that screeny

>> No.10935390

>>10935370
lol'd

>> No.10935414

>>10935370
https://youtu.be/sAH_VJXGL0Y?si=_Ykp647TK2-NtuCf

>> No.10935432

>>10935138
>>10935264
wow i need to play that. the level of detail is amazing.

>> No.10935439

>>10935414
he just declared war to Aldebaran but he doesn't know it yet. by the time they arrive to he will probably have died of old age though.

>> No.10935443

Playing Scythe, about 2/3 through and it's kicking my ass. Will it get much harder?

>> No.10935448

>>10935276
By any chance were you inspired by the lava gun from Ratchet 2? Because I love that thing.

>> No.10935450

>>10935443
Map30 is completely fucking batshit. Prepare yourself.

>> No.10935454

>>10935448
>By any chance were you inspired by the lava gun from Ratchet 2? Because I love that thing.
I absolutely was, that gun rules.

>> No.10935457

>>10935443
https://www.youtube.com/watch?v=eKK8orrcwUY

>> No.10935463

>>10935454
Fuck yeah. Excellent taste, my man.

>> No.10935501
File: 2.97 MB, 3840x2160, Duality 01.png [View same] [iqdb] [saucenao] [google]
10935501

>>10935432
ok i having my ass kicked and it's monster closet
festival. otherwise the thing is impressive of comfy levels and would have even gained going the TC route to go all in(the monsters kinda clash with the style).

>> No.10935504
File: 2.20 MB, 3840x2160, Duality 02.png [View same] [iqdb] [saucenao] [google]
10935504

>>10935501

>> No.10935586

>>10933617
>Good to know. I'm hooked, you're doing great work
Thanks, anon. Keep an eye on the Issues page on Gitlab to get a good idea of what's coming once I can get back to modding again. I occasionally write down ideas that Might Just Work (tm). There's even more, but some of it I am keeping a lid on cause it's endgame content. Can't wait to finish this fucking thing proper.

>> No.10935603

>>10935443
Scythe and Scythe 2 go hard as balls, relative to the base game I mean. I'd say they rank just above Plutonia in challenge rating.

>> No.10935609

>>10935414
>The jet sound
Poifect.

>> No.10935637

>>10934537
Travail I guess. And anything by Tronyn such as Unforgiven or uh, Arcanum I think it was called.

>> No.10935640

>>10935586
>dangerously Irish hell knights

What.

>> No.10935641
File: 1.36 MB, 1200x900, TNTEvilution.png [View same] [iqdb] [saucenao] [google]
10935641

was it really THAT bad?

>> No.10935643
File: 15 KB, 256x96, ADDARIAN.png [View same] [iqdb] [saucenao] [google]
10935643

>> No.10935647

>>10935641
i personally love it. less so than the other ones but i wouldn't say it's bad. it needing a patch is the only things that pisses me off

>> No.10935649

>>10935641
In parts, yes, it's atrocious, but other parts are really good. TNT is like a potluck where some people are pretty good at cooking, some are middling, and a few cannot cook.
Some like it, some don't, usually the people who like it tend to acknowledge that TNT is lacking in various aspects, but that they're fond of and maybe even have a lot of nostalgia for the better parts of it.

>> No.10935651
File: 311 KB, 1200x1600, mwx2v7jiqag61.jpg [View same] [iqdb] [saucenao] [google]
10935651

>>10935641
No. I love TNT Evilution just as much as Plutonia.
I also love the Master Levels.

>> No.10935652

>>10935640
Barons.

>> No.10935656

>>10935641
A riddle for the ages: How the fuck did they miss the yellow key in Pharaoh?

>> No.10935657
File: 27 KB, 200x200, KEEPINGITGOING.gif [View same] [iqdb] [saucenao] [google]
10935657

>>10935647
It's actually not TOO hard to straferun onto the throne in MAP31. According to Team TNT, they said that the mistagged key was something they actually caught, and they sent in a fix to iD long before shipping, but apparently that wasn't applied.

Or rather, it actually was, but only in later prints of Final Doom and the iD Anthology Edition, so a minor percentage of physical releases of TNT have them fixed.

>> No.10935659
File: 462 KB, 735x751, 1704304992390997.png [View same] [iqdb] [saucenao] [google]
10935659

>>10935651
very nice. give it to me

>> No.10935662

>>10935657
HA! it must be Romero's fault

>> No.10935667

>>10935651
Damn is that yours?

>> No.10935668
File: 76 KB, 912x910, 8b5c8286ba99a6afa68845e031fc55b1.jpg [View same] [iqdb] [saucenao] [google]
10935668

>>10934160
desu I always play continuous unless I'm replaying a wad and I want to challenge myself, or the mapset is explicitly designed for pistol starts like Valiant and Sunlust. However lately I've found the mix of the two to be funner. Pistol starting when you die, and your "reward" for being gud is keeping your gear from previous levels.

>> No.10935670

>>10934160
Pistol starting only matters for demo recording, speed running, or challenge. Casual continuous is just fine.

>> No.10935675

>>10935667
NTA, but no. That exact image was taken from a Reddit post.

https://reddit.com/r/gamecollecting/comments/lfipna/final_doom_box_in_auction_on_ebay_as_brand_new/

First link in the body of text.

>> No.10935686

>>10935657
It's worth noting that the GOG release of Final Doom ships with the Anthology wad, so now it's more easily accessible.

>> No.10935687
File: 1.11 MB, 2584x1800, 20240516_011103.jpg [View same] [iqdb] [saucenao] [google]
10935687

>>10935659
>>10935667
What >>10935675 said.
Pic related are my Final Dooms, a bit more scuffed but I goddamn love having them. I just wish I could find Master Level box for cheap, probably my favorite artwork of all of em.

>> No.10935689

>>10935662
Depends on how involved he was with Final Doom. I think it was either American McGee or Shawn Green which Dario & Milo managed to get in contact with, and it was one of those guys who thought their 8 level demo was really promising, leading to Plutonia's development.

On the other hand, Final Doom as a product happened because Romero had scouted out TNT for a while, then approached them to strike a deal as they were about to release it. Romero supposedly has VERY good memory, so if the responsibility to patch Pharaoh fell on him, it feels like he would have remembered to do it, it'd only take a few minutes to do. Maybe he delegated it to someone else who forgot?

I seem to recall Romero once saying that iD didn't really practice any kind of version control around the time of Doom and Doom 2, so perhaps the fix just fell between the cracks there, it made it to one update but not another. Remember that the actual levels for TNT were also in flux, some levels were cut by iD for being way too big (presumably some Drake O'Brien ones), and both Dario and Milo had some levels cut by Team TNT for being too hard, some of these ending up in Plutonia. Those two also both came up with MAP30 candidates for TNT but which were rejected, and while I'm generally biased towards their mapping, I must disagree with Dario when he says those were a lot better than the final MAP30 TNT got, because they aren't that good IMO.
Making an Icon Of Sin level which doesn't suck isn't easy, mind.

>> No.10935690

>>10935687
very nice. i only have the PlayStation version in box.

>> No.10935691

>>10935686
Team TNT offered a basic patch utility for that even back during the 90s, so on that point that hasn't exactly been obscure. I think there are a few very subtle engine changes in some versions of Doom95, including Anthology, but that's another thing.

>> No.10935695
File: 29 KB, 640x400, 2216193-perditions-gate-dos-obligatory-title-screen.png [View same] [iqdb] [saucenao] [google]
10935695

I don't know how true this is, but I remember hearing that Perdition's Gate was offered as a third level set for Final Doom, but got turned down because the window of opportunity had passed.

Not sure if its inclusion would've made Final Doom better or worse.

>> No.10935701

>>10935689
>some of these ending up in Plutonia
kek

thanks for the answer. i was just kidding but your post made it worth it.

>> No.10935702

>>10935695
Better. Perdition's Gate is awesome. Getting 3 decent megawads back then would have been amazing, especially with those of us without internet at the time.

>> No.10935705

>>10935702
this

>> No.10935706

>>10935695
More content generally seems to be the better option. If it's bad content then it can be safely ignored like TNT

>> No.10935708

>>10935695
I think they did that after hearing Dario and Milo got the Plutonia deal, but asking iD and sending in a sample set of levels, they were told that "the window of opportunity had closed."
So they opted to publish it with Wraith Co. instead. No idea if that submission contained any rejected TNT levels, nor if any of those are in Perdition's Gate either.

I can imagine that it would have been a slightly different Perdition's Gate than that which we got, since the final one feels like it strays a bit much from the Doom brand with its themes of aliens and mutants and stuff (even if it's using stock Doom enemies and stuff).

>> No.10935716

>>10935708
they'd probably have the screens redone too. it really has a bootleg style(it's part of its charm i guess)

>> No.10935729

>bee mee
>see fraggots deadline being in a few days
>think "yeah, ill do something for that soon"
>fast forward to now
>check date
>i missed it
>i completely fucking missed it
>mfw

>> No.10935730

>>10935729
What are they gonna do, reject your submission?

>> No.10935762

>>10935641
My favorite IWAD but I can see why people hate it.
Was TNT 2 fully finished? I was away from the community for a while and last time I saw it was missing a few maps.

>> No.10935820

>>10935641
I always seem to find myself playing it the least out of the commercial Doom games, unconsciously regarding it less than plutonia for little to no reason I can ever think of.
That being said, Wormhole as a map and concept is well ahead of its time, and when I learned it was made by Ty Halderman, I actually got a little sad.

>> No.10935843

>>10935687
I only have the PC case. no big box. I'd like a big box, and my dad definitely had one at some point.
We didn't keep our big boxes at the time. Now I kinda wish we had. Had a shitload of them.

>> No.10935884

>>10935729
Deadline for Fraggot has been extended to May 27th
You have >>10935730
11 more days

>> No.10935892
File: 582 KB, 1917x1080, gh.png [View same] [iqdb] [saucenao] [google]
10935892

Here's a submission for Fraggot:
Map name: Green Harvest
Music: Mother from Illusion of Gaia
Author: Anon
Link: https://files.catbox.moe/2qxu3p.wad

You can probably see a trend among submissions by now, I haven't played a whole lot of dm but I tried. Let me know if the bfg placement sucks in multiplayer. All the custom textures and the general aesthetic are stolen from scythe 2. There's one animated texture and one new switch. The map was designed in general within boom format because it's easier than learning the details of UDMF. The exits and various other things are different between dm and singleplayer, so if you want to review it as a dm map make sure you've got your parameters right. It was largely an afterthought, but I think it works alright as a singleplayer experience if you like hard and grindy maps. Difficulties are implemented too.

>> No.10935897

>>10935892
I don't know if we're allowed to use it for this project but I like using G/ZDoom (Doom in Hexen Format) as a middle ground between Boom and UDMF. It doesn't have every feature UDMF has to offer, but it also doesn't have 5 fucking tabs to configure a linedef.

>> No.10935937
File: 64 KB, 301x543, 16863646.400000095_suika plan.jpg [View same] [iqdb] [saucenao] [google]
10935937

>>10934825
GGs

>> No.10935945

>>10935641
IMO, TNT is a case of a megawad with great ambitious ideas, that is unfortunately bogged down by the fact that it was made in 1995, a time where the mapping community was still experimenting to figure out what does and doesn't work with Doom 2's gameplay. It's not awful like some people like to claim, and I do think it deserves some respect for what it was able to achieve at the time, but it definitely shows its age in a lot of areas.
>>10935762
From my understanding, MAP26 is still not finished.

>> No.10935951
File: 533 KB, 1280x720, 1714643421427952.png [View same] [iqdb] [saucenao] [google]
10935951

>>10934825
>>10935937
GGs

>> No.10935954
File: 2.27 MB, 768x432, jack frost maria.webm [View same] [iqdb] [saucenao] [google]
10935954

>>10935937
GGs
https://youtube.com/watch?v=ABfej3we1dM
>>10935951
Blue bricks in SRB2Kart!

>> No.10935971

>>10935138
>>10935501
>>10935504

Making a mental note here for myself to play this later.

>> No.10936075

>>10935897
>>10927450
For Fraggot I recommend you use ZDoom (Doom 2 In Doom/Hexen Format) and not UDMF, I just found out Odamex and Zdaemon don't support UDMF.

>> No.10936115

https://www.moddb.com/mods/nashgore-next
Is this good?

>> No.10936119

>>10935892
The layout of this map is pretty well suited for deathmatch, but most player spawns are poorly placed because they're facing walls and have walls right at their backs. Move the spawns into the playing grounds, make them look at halls and openings where opponents would likely run through, and don't shove them too close to walls.
Putting SSGs on every spawn makes the gameplay not very interesting, there should be a mixture of shotgun, chaingun, SSG spawns, this map could also get away with a couple bigger weapon spawns. This way you can encourage players to run into the center by putting SSGs there.

>> No.10936165

>>10936115
The squished corpses bug has finally been.. squished

>> No.10936170

>>10935276
>>10935370
That's an evident nutbladder inflammation

>> No.10936182
File: 846 KB, 1393x972, Screenshot_Doom_20240516_220244.png [View same] [iqdb] [saucenao] [google]
10936182

>>10936165

>> No.10936190
File: 37 KB, 472x361, nutbladder-pressure.jpg [View same] [iqdb] [saucenao] [google]
10936190

>>10936170
Oh no!

>> No.10936218
File: 31 KB, 667x645, hey check it out.png [View same] [iqdb] [saucenao] [google]
10936218

>>10936170
and he's going to make it everyone's problem.

>> No.10936224

>>10936218
>Blaz is lower in the frame of the last panel than the original
It's the little things.
HEHEHEHEHEHEHE

>> No.10936226
File: 98 KB, 768x576, 1326916370786.jpg [View same] [iqdb] [saucenao] [google]
10936226

>>10936224

>> No.10936246

>>10936115
Very. My only real complaint and it is a specific as fuck one, is that the trench knife from Final Doomer's Ancient Aliens set no longer gibs enemies with a berserk pack on.

>> No.10936323

PO'ed remaster is out
https://store.steampowered.com/app/2697470/POed_Definitive_Edition/

>> No.10936351

>>10936224
>>10936218
10/10

>> No.10936387
File: 644 KB, 1503x821, 1561413268473.png [View same] [iqdb] [saucenao] [google]
10936387

>> No.10936409

>>10936387
>been going through Golden Souls 2
I think the ocean/beach area is when Golden Souls 2 got better. The awesome ghost ship level. Music selection felt better across the board since a bunch of the desert maps music started to really grate on me. Still in Forest of Illusion but I also like the maps & music selection in this area too.

I'm wondering if 'Shrine of the Abyss' was meant to have the Water Temple track from OOT instead of Maridia's Drifting Sands since that map is essentially the water temple in terms of puzzles and design.

>> No.10936412

>>10936387
What's this

>> No.10936471

>>10935641
I will never fully not see the ship in the title pic as a knockoff USS enterprise.

>> No.10936473

>>10936471
Isn't that what it's supposed to be?

>> No.10936480

>>10936323
Is it.. good? I'm interested but quite frankly I'm not rich enough to throw 20 dollars at every thing that catches my eye.

>> No.10936484
File: 50 KB, 1280x960, Execution_Title_2x_No_Filter.png [View same] [iqdb] [saucenao] [google]
10936484

ExecutionDM, Greenhell, GothicDM, Home... Back in the ZDaemon and Skulltag days. I miss those days of Doom. The mods were really fun. I think the greater amount of limitations ZDoom had back then really added to the character of the mods from that era. DECORATE and DeHackEd were/are pure soul, and it was fun to work around their limitations.

>> No.10936531

>>10934946
You're the author of these maps?

>> No.10936546

>>10936484
Early Zandronum was my (re)introduction to Doom and what its community was capable of. I think all of those multiplayer-specific sounds and announcer quips are permanently etched into my head, and I'll always hold a soft spot for that specific type of goofy party jank like GvH and Complex Invasion.

That whole era of ambitious Zdoom modding does seem dead. But everything dies, and new people come in.

>> No.10936562

i just cleared jenesis playing on hmp with pistol starts (this is the first non-community wad i've done pistol starts on). it was pretty fun. lots of neat ideas for maps. unfortunately there was a lot of "oh my god where the FUCK do i go" type progression (nothing as arcane as some of the stuff in tnt though). one thing i can say about this dev is that they really, REALLY love their goddamn damage floors. i think every single map must've had at least one portion where he says "okay now get in the damage floor and lose 30 or so health bitch." this generally wasn't too much of an issue except for the one map that was literally 90% damage floor while also having extremely unclear progression, which made it VERY fucking annoying to play and was the only one i thought genuinely kind of stank.
it wasn't too painfully challenging, i didn't start doing mid-level saves until around map26 or so.
overall a fun wad.

>> No.10936589

>>10936562
>unfortunately there was a lot of "oh my god where the FUCK do i go" type progression (nothing as arcane as some of the stuff in tnt though).
At least it wasn't The Long Trek Back Home, that shit got obtuse as fuck.

>> No.10936689

Lads, can I get some tracker music or any kind of music that have the drums from Foregone Destruction? I think this might be the best drum sound ever.
https://youtu.be/i_0G6WPuss4

>> No.10936721

>>10936689
That's the amen break

>> No.10936728

>>10936721
Sure but searching up "amen break music" on youtube nets a bunch of history of amen break videos or meme shit about amen break.

>> No.10936730

Speaking of Fraggot - how is one supposed to test one's map if there are no people available to have matches with?
What even makes a good MP map? I hate those kind of maps that are just mirrored halves, yet there are more than enough examples of maps not following that principle that are great.
How to deal with the two dimensions of Doom if I can't put in jump pads?
Would people mind if I just stole some classic fps map?

>> No.10936737

>>10936689

https://www.reddit.com/r/unrealtournament/comments/p9n88l/what_music_genre_is_ut99_music_and_where_you_can/

https://alexanderbrandon.bandcamp.com/

https://en.wikipedia.org/wiki/Michiel_van_den_Bos

>> No.10936767

>>10936689
>>10936728
fast amen break:
https://www.youtube.com/watch?v=-aKhwrsiLfo
slower amen break:
https://www.youtube.com/watch?v=F_64RisXBIE

>> No.10936775

>>10936730
There will be a playtesting session after the deadline, during it each map will get feedback, for which you can edit your map accordingly before another deadline when the set is officially finished.
Until then you can either wait or host your own server.

>> No.10936779

>>10936737
>>10936767
Thank you gents.

>> No.10936889

>>10936689
https://www.youtube.com/watch?v=yolf05XS9JE

>> No.10937012

>>10936480
it's also on gog so snatch a free copy from gog-games

>> No.10937183

>>10936323
>Yet another sub-par shooter "remastered" and sold at an inflated price.

So what's next on dumpster-dive's agenda? Isle of the Dead?

>> No.10937205

>>10937183
>dumpster-dive
Kek, good name. Though it is convenient when they fix up a game that is actually good, personally not playing for that shit but it's nice

>> No.10937240

I really struggle with revenants. I can circle strafe away and dodge a good chunk of their projectiles, but I often end up eating shit. I'm currently playing 'Valiant' and struggled with the pillared trap room on e2m9 '14 angrier archviles' and I'm practicing against the three that spawn at the start at e2m10

>> No.10937249

>>10936412
Golden Souls 2. It's very good.

>> No.10937320

>>10937240
>I can circle strafe away
Hug a wall, when the revenant shoots, dodge diagonally towards the bonehead and away from the wall, as soon as the missile passes you, circle back into the wall again and retreat a little.
If it was guided, it will loop around and hit the wall in front of you.
Even without nearby walls, it's still advantageous to circle strafe towards a revenant rather than away, due to the wide turns the guided missiles take.

>> No.10937330

>>10937183
My money's on Nerves of Steel or Quiver, they know shit will sell to their loyal fanbase regarless of quality of the game or them shoving stuff into their engine and calling it game preservation.

>> No.10937341

>>10937330
They've secretly secured Unreal and are working with KrullOr to remaster it.

>> No.10937345

Finished Quake 2 64. It was... okay. The level design was pretty barebones but still glad I played it even if it was mainly for the cheevo. So many Gladiators though.

>> No.10937357

>>10937183
I am hoping for Codename : Eagle.

>> No.10937365
File: 1.36 MB, 2048x1690, 2s8d4a0g5xi11.jpg [View same] [iqdb] [saucenao] [google]
10937365

>>10935687
Do you have the real can the box was made after?

>> No.10937369

>>10937183
>>10937330
>IF IT HADN'T BEEN FER CYBERDILLO
>I'D A'BEEN ROADKILL LONG TIME AGO
>WHERE DID HE COME FROM
>WHERE DID HE GO
>HIT BY A BIG CAR
>CYBERDILLO
https://www.youtube.com/watch?v=b_-gtRiso_Y

(can you guys even imagine holy shit)
Find me an fps that's more evocative of a fucked up dream in which nothing truly horrifying happens yet leaves you with an unnamable but uniquely unpleasant lingering feeling afterwards. I propose it to be the platonic ideal of a Nightdive remake candidate

>> No.10937372

>>10937365
fuck that's cool.

>> No.10937374

>>10937365
>two new 32 level doom 2 episodes
Final Doom was just an expansion pack!

>> No.10937392

>>10937320
Alright, I'll try to be a bit more aggressive/daring in my movements next time.

>> No.10937402

>>10937369
Nah Nightdive are going to remake this now they have the money to do it the way they always wanted.

https://store.steampowered.com/app/426010/Womb_Room/

>> No.10937440

>>10937402
I'd rather Cyberdillo unironically desu senpai

>> No.10937448

>>10937183
Remaster those janky pollack fps games - pyl(Dust) and Target - though Target is probably just a windows xp or earlier program so it doesn't really need remastering - Dust though is fucking impossible to smoothly run in dosbox

>> No.10937450

>>10937365
NTA but I am jelly to that anon who got like a 50 cal ammo box to put his cases for fps games in. Might get one myself or a 556 ammo box but I would first need a nice shelf to keep the box on.

>> No.10937461

>>10936182
what gun mod?

>> No.10937497

>Base Ganymede E1M8

>> No.10937529
File: 1.19 MB, 2182x1104, file.png [View same] [iqdb] [saucenao] [google]
10937529

>>10937372
They are neither rare nor expensive anon. But yes, they are cool AF.
>lookup "bushmaster 25mm case"

>>10937374
>alwayshasbeen.jpg

>>10937450
Pics?

>> No.10937575

>>10937369
>>10937440
>cyberdillo

more like cyberdildo

>> No.10937642

Does anybody have the Ashes 2063 + Afterglow OSTs? I want to shove them both on my mp3 player.

>> No.10937650

>>10937642
They're literally inside the pk3s, just extract them.

>> No.10937668

>>10937650
This is quicker than I thought it would be with slade.

>> No.10937713

>>10937249
Ty anon

>> No.10937716

>>10936767
>>10936889
Thank you both anons.

>> No.10937892
File: 26 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
10937892

This is pretty awesome.

https://www.doomworld.com/forum/topic/145091-extra-beany-canned-doom-32-funky-fun-sized-maps-in-32-fun-flavors-rc1/

>> No.10937901

>>10937183
Not an FPS but I wish to see Dumpster Dive Kexify the Army Men games.
Nostalgia-blinded dipshits will buy it, even if the games are objectively terrible.

>> No.10937902

>>10937461
It's Immoral Conduct ZDSP, a very faithful, very well made ZDoom port of Cory Whittle's masterpiece.
https://forum.zdoom.org/viewtopic.php?f=43&t=48036
Whatever happened to him anyways?

>> No.10937912

>>10937902
>all of the downloads are broke
RIP

>> No.10937934

>>10937892
playing this while listening to mrballen spoopy woods stories

>> No.10937936

>>10937912
I gotcha bro
https://www.doomworld.com/idgames/combos/icd-se
https://mega.nz/file/ppEkWaxA#ZxhiWuT2LMkHyMaqlIsdjl2F6KieYEZpmLvDXT2zghk

>> No.10937937

For the anons who were talking about rail shooters, enjoy shooting crap while floating down a river.

https://www.moddb.com/mods/the-river-a-doom-railshooter/downloads/the-river-a-doom-railshooter-10

>> No.10937939

>>10937936
Thanks dude, shit's a bit worrying to see stuff like that fall off download sites for whatever reason.

>> No.10937975
File: 1.37 MB, 1920x1080, 1715001120145226.png [View same] [iqdb] [saucenao] [google]
10937975

>>10937937
Is that yours anon?
>>10937939
Reminder that the Half-Life 2 SMOD homesite of bsnooch.com went completely down, and a wonderful soul archived everything on a fucking whim like a month before it happened.
https://mega.nz/folder/mkF1mAIb#qXCmNu4BmfKkA-9tMKJKGQ

>> No.10937998

>>10937939
Bumped the thread with updated links, more people need to play this gem. It's a wonder that after 9 years and countless (G)ZDoom updates (including the death of Randi's ZDoom), it still functions perfectly.

>> No.10938007

>>10936546
I think modding is still just ambitious, the number of indie games being made with GZDoom engine is crazy, and they're often pretty complex. For me, I've found that the character of ZDoom mods has changed. They are often overly-complex, or have overly-fluid animations. I still like modern megawads, but gameplay mods themselves feel different. You don't see a lot of stuff like omg-weapons, aeons of death, Doom 3 Weapons Mod, or that giant squid boss battle that Cutmanmike made. Can't even find videos of most of this stuff on YouTube anymore, lol. Although, I did enjoy the Zombies mod that was popular on Zandro when I was last playing (although, it got hijacked with retarded lolrandumb bagel stuff last I remember).

>> No.10938014
File: 387 KB, 1919x1079, end.png [View same] [iqdb] [saucenao] [google]
10938014

man I loved this. Just wish it was a full 32 level megawad because it goes by so fast.
Also, I'd be interested to see SuperCupcakeTactics make more with this theme. His maps were by far the best ones.

>> No.10938021

>>10938007
>They are often overly-complex, or have overly-fluid animations.
I've noticed the same, I don't like it. That extra complexity often doesn't gel with Doom maps, and those uncanny 60 FPS excessive motion blurred animations look fucked.
I'm all for smooth and fluid animations but it's more often than not a single sprite that glides across the screen and rotates, it doesn't look good to me.

>> No.10938039

>>10937975
>Is that yours anon?
Nah, while I've tested ideas for something like that in the past, it's not how I'd do it.

Still cool to see though.

>> No.10938072

>>10938021
>excessive motion blurred animations
>a single sprite that glides across the screen and rotates
Yes, I agree wholeheartedly. It's not necessarily the smoothness that's the issue, it's how they do it. Projects like Smooth Doom generally look pretty good with their smooth animations, because each frame is essentially hand-animated. Strife has similarly smooth animations for some of its NPCs that also look good.

>> No.10938102

>>10938007
>or that giant squid boss battle that Cutmanmike made
I was fucking about on that map the other week, shit's still pretty hilarious.

>> No.10938112

>>10938072
Smooth doom looks great, every frame is perfect, but the timing of the frames feels off, and really should get around to cracking open the wad and seeing what I can do about that.

>> No.10938158

>>10938112
Some of the versions fix the few odd frames here and there, some then re-fuck them, it's very strange.

>> No.10938181
File: 96 KB, 760x720, Cory.png [View same] [iqdb] [saucenao] [google]
10938181

>>10937902
>Whatever happened to him?
Cory Whittle? I assume that he moved on with life, and a long time ago. Pic related is the last update on his old website.

>> No.10938217

NEW THREAD
>>10938206
>>10938206
>>10938206