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/vr/ - Retro Games


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10950857 No.10950857 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10938206

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/GENERAL GUIDE
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

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

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

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

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

== /VR/DOOM COMMUNITY ==
MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SRB2Kart: https://pastebin.com/gPdytB18

OUR WADS/MODS
https://rentry.org/vrdepot

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/

>> No.10950858
File: 546 KB, 720x1280, Shadow Warrior.jpg [View same] [iqdb] [saucenao] [google]
10950858

=== 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 ===
[5-20] Corruption Cards updated to 6.0
https://forum.zdoom.org/viewtopic.php?p=1252393#p1252393

[5-20] Malice Jam is released
https://www.slipseer.com/index.php?resources/malice-jam.358/

[5-18] Tomb of Thunder, a Quake mod since very long development is finally released
https://www.dropbox.com/scl/fi/7agps4nkqiusaldppylil/TOMBOFTHUNDER_MOD_2024.zip?rlkey=esum1ck088r5fnxu1d360lmjq&e=2&st=8vr5puei&dl=0

[5-17] Nugget Doom version 3.1 released
https://github.com/MrAlaux/Nugget-Doom/releases

[5-14] Duality: MBF21 5 maps mini-wad
https://www.doomworld.com/forum/topic/145127

[5-13] Anon makes a graph detailing long history of /vr/ projects
https://desuarchive.org/vr/thread/10927448#10927901

[5-13] Aleph One version 1.8 released
https://alephone.lhowon.org/
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://youtu.be/x4pvAGUPQEg [Embed]

[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/

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

>> No.10950868

Quak

>> No.10950872

Reposting these to make sure they don't get lost. Maybe they should just be in the OP.

>day/night cycle mod for Doom
https://gitlab.com/accensi/daynight-cycle/-/commits/master/?ref_type=HEADS

>Doombro's old MSpaint comics
https://files.catbox.moe/qwx5z2.rar

>> No.10950873

i HATE concave shapes

>> No.10950882

>doom
more like dumb lmao

>> No.10950889

>>10950882
I don't get it

>> No.10950891 [DELETED] 

>>10950882
Haha, you're right, the AI *is* pretty basic.

>> No.10950898

>>10950882
Hah you're right. The AI can be so dumb sometimes.

>> No.10950907

>>10950873
convexity is so 2010

>> No.10950915

>Whoa! Headrush. I haven't even had breakfast yet

>> No.10950920

>>10950872
Based anon and based op.

>>10950889
What's there to 'get'? That anon is underage and that's the only 'joke' he knows.

>> No.10950921

>>10950920
>underage
Oh Anon. Let's be honest: It's just an Autismus Maximus. You're better off just ignoring him.

>> No.10950923

>>10950872
Never expected the day/night mod to be anything more than a meme, forgotten 0.0034 seconds after it's been posted, much less someone to try to put it in the news post. Whether something takes off seems to be complete RNG in the Doom community, regardless of shilling involved. There's probably a lesson to be learned here, somewhere, like doing things for yourself because there's no guarantee more than three people would care about your thing, regardless of how much time you spend on development. Or maybe I'm just plain wrong.

>> No.10950925
File: 6 KB, 157x143, 1687151811347461.png [View same] [iqdb] [saucenao] [google]
10950925

>>10950920
>>10950921
It's just a dumb repost jesus what's with the armchair psychology.

>> No.10950926 [DELETED] 

>>10950925
They're insecure about their hobby.

>> No.10950928

>>10950925
Lurk more, that guy's been doing this for a long time.

>> No.10950932
File: 57 KB, 300x250, 1701613970885162.png [View same] [iqdb] [saucenao] [google]
10950932

>>10950928
>that guy's been doing this for a long time.
Yeah I know. Hence
>It's just a dumb repost
>>10950926
Or just unfun.

>> No.10950934

>>10950932
To be fair, when you see a dude repeat the same joke for over three years, it wears its welcome out after awhile. Even I know better than that, it's why I don't put the Revenant at the end of ALL my videos.

>> No.10950935

>>10950923
I didn't know that someone was actually gonna do it when I suggested it. But hey, that's what the Doom modding scene is all about: doing it just to see if it can be done. Why do you think people run Doom on fridges and lawn mowers?

>> No.10950936

>>10950920
>That anon is underage and that's the only 'joke' he knows.
it's a meme

>> No.10950938

>>10950923
>There's probably a lesson to be learned here, somewhere, like doing things for yourself because there's no guarantee more than three people would care about your thing, regardless of how much time you spend on development.
It's why I usually bodge stuff together for myself, show it working in a few places and if it gets any interest I let people have it, if not I just keep it for myself and fiddle with it periodically.

>> No.10950941

About to play Quake for the first time. Should I play the official remaster or is there a source port I should look into?

>> No.10950947
File: 1.87 MB, 1920x1080, 1704554497157791.png [View same] [iqdb] [saucenao] [google]
10950947

>>10950941
Having played with DirectQ and then Quakespasm for over a decade, it feels off to me in ways that make me never want to touch it unless I have to. If you haven't spent much time with sourceports, the remaster will do you fine. It also has some curated vanilla based content from the community. Last downside is you need a Bethesda account.

>> No.10950953

Is there a low poly version of Quake?

>> No.10950954
File: 100 KB, 805x540, HUUH.gif [View same] [iqdb] [saucenao] [google]
10950954

>>10950953

>> No.10950956

>>10950947
It's amazing how much of Bethesda's 'reputation' has been shredded by pulling shit like this
Almost as quick of a "Destroy all good will any%" as that unity stunt a while back

>> No.10950957
File: 265 KB, 1416x2000, corridor 7 ad.jpg [View same] [iqdb] [saucenao] [google]
10950957

>> No.10950960

>>10950953
What did he mean by this

>> No.10950961

>>10950941
they fucked with the lighting so it will ruin a few surprises. Quakespasm or ironwail will do a better job but be sure to have the music working, it's half of the atmosphere.

>> No.10950962

>>10950953
yep it's called Q u a k e

>> No.10950963

>>10950947
>it feels off to me in ways that make me never want to touch it unless I have to.
Are you referring to the remaster?

>> No.10950964

>>10950961
>they fucked with the lighting so it will ruin a few surprises
Wat. Why'd they go and do that?

>> No.10950965

>>10950963
Yes.

>> No.10950979

>>10950964
no idea, it's a constant in remasters and in this case it shows a few monsters that are supposed to be seen last minute.
the game is supposed to be creepy and dark.

>> No.10950989

>>10950979
>no idea, it's a constant in remasters
Especially with Dumpster Dive, they present themselves as being about preservation but they stuff they come out with often doesn't handle right or resemble shit.

They making Graf Zahl look good.

>> No.10950994
File: 127 KB, 597x616, 159.jpg [View same] [iqdb] [saucenao] [google]
10950994

>>10950957

>> No.10950997
File: 30 KB, 500x375, 1715036402874003.jpg [View same] [iqdb] [saucenao] [google]
10950997

>>10950868

>> No.10950998 [DELETED] 

>>10950994
>90s
>bully kids by calling them girls
>2024
>bully kids by refusing to call them girls

>> No.10951000

>>10950998
https://youtu.be/-Y_xFig_6vk

>> No.10951001

>>10950954
>>10950960
>>10950962
Adrian's volumetric texturing is so exquisite that it brings out additional "dimension" out of his characters. In this regard, the game may fool you thinking it's not exactly lowpoly. I can only recommend anon LibreQuake and a bunch of boomshoot discount revival titles (which are not retro).

>> No.10951002
File: 36 KB, 675x436, overlaytest.jpg [View same] [iqdb] [saucenao] [google]
10951002

can any nerds here spoonfeed me what am i doing wrong?
i'm trying to rig a custominventory with a looped overlay, but it breaks down and disappears a couple tics after appearing.
considering it's supposed to be a part of character's starting inventory, my only guess is the pickup state is the wrong place to start, but i'm clueless beyond that.

>> No.10951003

>>10950953
Quake 64

>> No.10951008

>>10951001
r_softemu 3 in Ironwail can make things look a bit chunkier.

>> No.10951016

>>10950998
the world changes often but don't expect it to have a lot of imagination

https://www.youtube.com/watch?v=cKEQL34alqk

>> No.10951017
File: 510 KB, 832x555, 1697533433120012.png [View same] [iqdb] [saucenao] [google]
10951017

>>10951000
Pic related is literally me. Very humorous video anon. I'm always surprised at how much entertaining internet content I haven't scene.

>> No.10951020

>>10951016
i made the mistake of reading the comments

>> No.10951034

>>10951002
I'm not going to tell you what you're doing wrong because A) it'd be counter-productive and B) I'm not 100% sure myself. Plus I can't test it right now. But what I am going to suggest is an infinitely more useful long-term advice: use debug prints to figure it out yourself and level up your debugging skills. Console.Printf() is your best friend in programming. Put different strings in both Pickup and OverlayTest1. Put them in different places if the first attempt doesn't work, like the last state in Pickup, before the Wait. Also do printinv in the console to make sure the item remains in your inventory. CustomInventory IIRC ignores state durations and depending on how you set it up it may get nuked immediately. See where and when the calls stop, and in what order. It'll get you much closer to figuring out the why. Read the wiki pages on both CustomInventory and A_Overlay. Those two have a lot of gotchas, more than they ought to have. Make sure you're well-informed of them before starting to shoot in the dark. You're far more likely to hit something that way and figure out what works and what doesn't. Also check out the CustomInventory definition in gzdoom.pk3 or github. Might be something under-the-hood that you're not seeing. Study the tools you're using carefully and see what makes them tick to avoid getting unpleasantly surprised.

>> No.10951063

so doom 2 is basically just doom 1 with different levels?

how did they get away with it?

>> No.10951073

>>10951063
Added a load more monsters and a new weapon, it was also the early 90s and like a year after release, shit was expected.

Even Fallout 2 was the same kind of thing.

>> No.10951075

>>10951017
That guy's done a whole bunch of videos saying stupid shit in Duke Nukem's voice.

>> No.10951076

>>10951075
i HATE lgr

>> No.10951080

>>10951076
Different guy.

>> No.10951081

>>10950994
When is NetDuke32 gonna have client/server so I can love both Duke Nukem and MEN

>> No.10951104
File: 1.68 MB, 920x480, hejorkinit.webm [View same] [iqdb] [saucenao] [google]
10951104

>>10951034
thanks
:)

>> No.10951105
File: 5 KB, 1280x720, 1689518096732065.png [View same] [iqdb] [saucenao] [google]
10951105

doomguy no!

>> No.10951106

>>10950947
>you need a Bethesda account
Do you mean for multiplayer? Pretty sure I played the Quake 1 Remaster singleplayer without making a Bethesda account.

>> No.10951119

>>10951063
>>10951073

Simple, it's more DOOM. Not to mention that Doom 2 was the first one to go full retail instead of the shareware model of Doom 1. So to a lot of people ''DOOM'' meant the Shareware episode aka Knee-Deep in the Dead. If you only had the Shareware version and then go to full on ''Doom 2'', 32 levels plus the new monsters and weapons you mkssed out on in the Shareware version, suddenly it was a lot better.

I have to actually go and research how activating the shareware version to become the full version worked and if that was even logistically doable outside of the U.S.

>>10950989
>They're making Graf Zahl look good.
Le ''no'' chicken might have his own stubbornness issues but he's a guy who does a free product and you can take it or leave it, no one is obligated to use GZDoom if they don't want to.

>> No.10951132

>>10951063
They added a lot more depth to the gameplay.

>> No.10951167
File: 794 KB, 1920x1017, Screenshot_Doom_20240521_114346.png [View same] [iqdb] [saucenao] [google]
10951167

Well, if nothing else, Das Teufelswad sure is a detailed as fuck wad.

>> No.10951178
File: 77 KB, 640x400, Heretic-Maulotaurs.jpg [View same] [iqdb] [saucenao] [google]
10951178

Is there no way to continue after a chapter in Heretic? Literally every time it just stops on the screen after the last stage and I have to start a new game for the next chapter which is complete aids.

>> No.10951180

>>10951178
There's various continuous play mapinfos and mods kicking around for most ports.

>> No.10951193

>>10950858
Reposting >>10947865 for DM project lead
>I don't know who to reply to but here's an update for my Fraggot map, "Green Harvest":
>https://files.catbox.moe/1celgr.wad
>Thank you to that one anon for providing feedback in the old thread. I minorly changed things according to that advice. I'll probably make one more update after the playtest session.

>> No.10951214

Requesting ACTINIA RC3, DAKKA V1.0 and LELWEPS V8. Hosts are down.

>> No.10951232

>>10951214
Dakka 1.0 is on TSPG, I didn't think Lelweps went past v7, which is pretty much everywhere.

>> No.10951265

>>10951232
I checked ljon's website on the web archive and it said v8, guess v7 will do. Then, Actinia update was uploaded on pisscord last year with no mirrors available. Mac went awol as far as I'm aware, and the only guy left to reach it would seem is a punch man.

>> No.10951282

>>10951063
Doom 2 is just 1 but better.

>> No.10951283

>>10951063
They got away with it for Commander Keen and Wolfenstein.

>> No.10951293

>>10951063
they didn't get away with it because you realized their trick and called them out on it, good for you anon

>> No.10951304

>>10951265
>Actinia update was uploaded on pisscord last year with no mirrors available.
What the fuck? Why would they even use Discord at all for wad hosting? That shit's a liability.

>> No.10951387

>>10951214
https://allfearthesentinel.com/zandronum/download.php?file=lelweps8.pk7

>> No.10951423

This AI rendition of E1M9's midi is unbelievable https://www.youtube.com/watch?v=VRFoCDDiWpw

>> No.10951523
File: 329 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10951523

>> No.10951605
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10951605

>>10950858
>Using the outdated dropbox link for tomb of thunder

come on
>>10944087

>> No.10951612

>>10951605
You didn't tag the news or OP post, fucktard

>> No.10951630

>>10951605
>Discord tourist furry comes here to shill his Quake mod because his fellow homos are busy cooooming over muh liminal spaces
>does it wrong
>gets mad
SEETHE

>> No.10951661

>>10951523
>whole axe chat
are Kegan's streams leaking to here or something?

>> No.10951705

or you could just post slipseer link instead of ddl so people could actually check what it is

>> No.10951758

le upscaled doom3 is up
https://www.moddb.com/mods/gg41-doom3

>> No.10951768
File: 3.93 MB, 854x480, vkquake24_tottest.webm [View same] [iqdb] [saucenao] [google]
10951768

>>10951705
All I know is what's in the readme and what got posted the previous threads. I haven't made it too far but it's been nice, has nightmare health drop like >>10951758 but comes back on axe last-hits.
Checking the readme:
>Because of financial reasons I need to turn this project into a game I could sell. The mod itself however is NOT meant for sale.
>This release corresponds with the release of the patreon page for the stand-alone iteration, in order to have the best hook for it.
That's the weirdest thing I've ran into so far.

>> No.10951805

Do people still play deatmatch on quake 1, 2 and/or 3? The remaster lobbies seem relatively empty.

>> No.10951807

>>10951758
Some of those 'after' screenshots are pretty rough when you look at the shading. The normal/bump maps seem like they got absolutely raped. At best there are obvious disparities between them and the diffuse textures.
AI upscales are never really that good, but they're especially bad when used on PBR materials.

>> No.10951810

>>10950857
are there any wads that will make me feel like I'm in a pilotredsun video?

>> No.10951874
File: 10 KB, 400x237, cup.jpg [View same] [iqdb] [saucenao] [google]
10951874

>>10951104
>Vanilla BFG sprite has its name engraved into it
Huh. So many years and I never noticed.

>> No.10951883
File: 6 KB, 415x416, 1581111107336.png [View same] [iqdb] [saucenao] [google]
10951883

>>10951758
>>10951768
>AI upscale texture mod
>"I want people to pay me for this"

>> No.10951909

>>10951883
I think anon meant the Quake mod >>10951605
is posting about.
Bizarre either way.

>> No.10951934

>>10951883
It’s more the Quake mod being a “demo” for a future paid product, the readme stresses that the mod is not for sale.

>> No.10951949

>>10951883
>Because of financial reasons I need to turn this project into a game I could sell. The mod itself however is NOT meant for sale.
This release corresponds with the release of the patreon page for the stand-alone iteration (Plotosphere : Tomb Of Thunder), in order to have the best hook for it.
Be smart, don't be a retard.

>> No.10951964

>THREAD ARCHIVES
Has anyone been using that link? Should we restore it?

>>10951387
Thanks bro

>>10950872
>day/night cycle mod for Doom
It is now here, look at the bottom https://rentry.org/vrdepot

>Doombro's old MSpaint comics
Aren't these in doom quickstart torrent already? Good to have a backup either way. Not sure where to put it though, I don't manage mega uploads.

>> No.10951974
File: 682 KB, 1600x720, Screenshot_2024-05-21-18-49-48-423.jpg [View same] [iqdb] [saucenao] [google]
10951974

Completed Wanton Destruction, it was better than expected. No really weak maps, nice textures, a lot of details on the walls, platforming is not too bad, a lot of health and ammo. Bosses are okayish, but they were not great in any Build game. Key positioning is mostly logical, maybe except couple of switches on the inside part of bath sinks. Arsenal in SW is good, almost everything can be done with a riot-gun with occasional alt-fire. Not sure where to go now, perhaps will try Phantom Fury now.

>> No.10951986
File: 79 KB, 1862x477, retardation.png [View same] [iqdb] [saucenao] [google]
10951986

>>10951949
>don't be a retard
Don't discriminate towards me for being retarded.

>> No.10952000
File: 212 KB, 1280x960, doom_cyberdemon-d71e.jpg [View same] [iqdb] [saucenao] [google]
10952000

Episode 1 is overrated as fuck. It's fine for what it is (a tutorial), but these guys who jerk off to it and talk about how they "could just play muh E1 over and over, it's so good!" are either bandwagoners or bad at the game. It's the most sterile, boring and challenge-less episode by far, and it offers nothing to a veteran player. There are basically 3 enemy types, you don't get the plasma or BFG, and you never have any fear of dying on UV or lower (unless you're a complete shitter). E2 is where DOOM gets real. There are more enemy types (and enemies in general), you get more weapons/powerups, the level layouts are much more complex and the puzzles are more devious, the secrets are hidden better, and most of all, it's the first episode that affords some actual challenge. It's also a much more visually interesting episode with a lot more diversity in textures and colors, as well as a better skybox. Not to mention, the boss is fucking Cyberdemon instead of a couple trash ass barons. Sandy was the better designer and the worship of Romero's handful of boring baby-mode maps is baffling to me.

>> No.10952004

>>10951964
>Has anyone been using that link? Should we restore it?
I do whenever a janny who doesn't know the thread goes on a weird power trip and starts deleting on-topic stuff.

>> No.10952008

>>10952000
You're right and you should say it, except for the part about Romero. Romero is genuinely a very strong level designer, and probably that's his best talent.

KDITD isn't hard at all, but remember that this the first part of the game and that it was meant as a way for noobs to get into it, as newbie bootcamp it's well done, even if people jerking it off as the best thing ever are deluded. When Romero actually goes for it, his maps are great and actually do offer some challenge, looking at Doom 2, TFC, and Sigil. The Living End is the best map in Doom 2, for instance.

>> No.10952009

>>10951909
what's bizarre about it? lots of mod sequels are made into standalone games, e.g. counter strike, tf2, dota

>> No.10952010

>>10952000
>muh challenge
off to okuplok mines you go

>> No.10952019

>>10952010
Stop being bad at Doom.

>> No.10952021

>>10952010
>implying challenge is the only thing E1 fails at
Also on the list: still being fun after you've played it more than 2 times

>> No.10952032

>>10952021
Challenge IS the only thing it fails at considering it's supposed to be entrylevel on purpose, and as a newbie episode it's actually well put together.

>> No.10952036

>>10952008
Gotta disagree with you dude, he has a few legitimately good maps, but I wouldn't call him anything remotely approaching "a very strong level designer", a huge chunk of the Sigil maps are aids and he didn't really contribute much to any of the classic games outside of the same boring techbase style levels over and over. Sandy's big sin is some of the full retard city maps he made in D2, but he's made most of the truly great maps, where Romero's are almost universally a flat line "decent", occasionally bad. I'd even take American's maps over Romero.

>> No.10952037

>>10951964
What do Full/Mixed mean? And the star? Didn't see a legend. Or maybe I'm just blind.

>> No.10952038

>>10952004
Don't know why I rushed and removed it, suppose we could bring it back, character limit affords it.

>>10950858
Replace the link of [5-18] Tomb of Thunder to https://www.slipseer.com/index.php?resources/tomb-of-thunder.357/

Is to be pasted right above MULTIPLAYER SERVERS line in the OP:
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/

>> No.10952041

>>10952032
It's a pump and dump episode dude. Like I said, good tutorial, that's it. Once you've played it a few times, it's a chore to return. That does not a good episode make.

>> No.10952070

>>10952037
>What does Full mean?
Mod which replaces both monsters and weapons, that's for combination purposes. Thought it would be self-explanatory.

>Mixed
There are several mods on the line listed, which affect different things. Maybe I should correct this to avoid confusion.

I may have miscategorized some of the mods too, I don't play on GZDoom.

>And the star? Didn't see a legend.
Fresh additions, there is no legend. Pretty vague, I agree.

>> No.10952084

>>10952041
I don't find it a chore at all to play through, the maps are generally enjoyable to go through, even if they aren't any real challenge.
A chore to me is Doom 2's Factory, which is probably the worst map Sandy ever made for Doom.

Also I'm saying that with disclaimer that overall, I think Sandy made some of the best levels in Doom and Doom 2, man just got stretched a little thin at times.
>Doom : 27 levels
>TFC : 9 more
>Doom 2 : 32
Of these 68 levels, he made roughly half, a few based on Tom's work, and two copied from Wolf3D, but he had a lot cut out for him and the end results were good. In fact, all of Sandy's maps based on Tom's drafts are really solid, only a couple of Sandy's own are actually bad, stuff like Halls Of The Damned and Tricks & Traps are certified ludo.

>> No.10952093

>>10952084
>man just got stretched a little thin at times.
Pretty much all of the time he was working on Doom.

>> No.10952105

>>10952070
Thanks. In that case I got a remark. Deathstrider should be Mixed. It does not and will not add monsters of its own (addons don't count). I still don't know how to feel about its inclusion but at this point I'm just gonna pretend it's not there. I'd hardly classify it is a /vr/ mod in the event that list is for /vr/ specific stuff, considering I only posted about it After anons had already found out about it over a year into development. I've posted exactly 0 dev vids here.

>> No.10952127

>>10952000
Trips of truth

>> No.10952168
File: 860 KB, 322x228, 1693756531660464.gif [View same] [iqdb] [saucenao] [google]
10952168

>>10950994
>funcoland
was across the concourse from hot topic

>> No.10952293

>>10951805
>1
yeah but not really public servers so you're stuck with pickup matches and that means dealing with discord troons and the endless blackhole of drama that comes with terminally online normalfags
>2
sometimes but it's all instagib lobbies
>3
mixture of choices 1 & 2 but replace instagib with clan arena and duel

>> No.10952307

>>10951523
>Become dog
>Wolf community
>Faggot launcher

>> No.10952319

Melee only speedrunning

>> No.10952343

>>10952319
>melee only through GZdoom’s modded hitscan calculations
weeee
>melee only through other ports
suffering

>> No.10952350

>>10952307
On the internet, nobody knows you're a dog developing a Doom sourceport.

>> No.10952353

i love all of you <3
no homo

>> No.10952360

>>10952036
>Sandy's big sin is some of the full retard city maps he made in D2
to be fair every time i replay d2 that level is always the one that just kills my motivation to continue. it's boring, uninteresting, the jumps are just dumb and forgettable

>> No.10952367
File: 147 KB, 1920x1078, 1k4aio.jpg [View same] [iqdb] [saucenao] [google]
10952367

>>10952350
>Chocolate Doom

>> No.10952370

>that caco cloud on Sunlust MAP22
On one hand, the way they surround you on top level where you CANT SEE THEM and when they eventually get to you out of fucking nowhere and suddenly you rocket explodes straight in your face thanks to infinite height is pure bullshit. If there's such a thing as artificial difficulty in Doom, it's definitely it.
On the other hand, I never realized their pathfinding was actually that good.

>> No.10952384

>>10952084
While musing about Switcheroom, I've struggled to come up with the maps which exemplify Sandy's character the best, but can name at least two: E1M5 and E3M2, these were some fine Sandy Petersen renditions. Wonder what could've been done if Sandy choose to be a prominent mapper instead on his spare time, and these two maps might be as good approximation of it as one could get.

Besides that, on the pack in general: there are plenty of good maps to cite as simply good but also some very frustrating to play mixed within, classic doom was more streamlined in this regard. I've yet to try rejected maps compilations and Switcheroom 2, maybe some actual unrestrained creativity is to be found there.

>>10952105
Only community projects which have gone through exclusive in-thread development get to have the main spot. Everything else is put under the separate disclaimer and consists of things which either get *or* once had a fair discussion traction around here, "/vr/ quality seal" so to speak. That or authors who once contributed to /vr/ in some manner and were put there on good faith in return, I wouldn't think too much about it.

I believe Deathstrider had some intricate npc system thus you deem it better be called Mixed. Still, I don't understand much about mods, can you play it with Rampancy or let's say Colorful Hell? Debating here whether I should discard categorizations altogether or give them better names, maybe "Extensive" or something instead of "Full".

>> No.10952386
File: 60 KB, 500x376, DoomTeamEpic.png [View same] [iqdb] [saucenao] [google]
10952386

>>10952370
Or should I say it's not pathfinding, it's not even AI, it's just how it works in game. Their pathfinding and AI is super basic, almost non-existent, but when you just put the whole damn cloud of huge chunky cacos on player's ass, each caco taking a lot of space plus infinite height, there's no other way for them to get to you other then to encircle you, and they will encircle you.
Doom is really a genius game.

>> No.10952395

>>10952370
>you rocket explodes straight in your face thanks to infinite height
thanks to autoaim* rockets can pass over/under cacos no problem if they're fired while the cacos are out of sight or too far away

>> No.10952401

>>10952384
>Wonder what could've been done if Sandy choose to be a prominent mapper instead on his spare time
I can't really blame him for going back to tabletop stuff, especially after what happened to Ensemble.

>> No.10952407

>>10951063
the added monsters and gun are cool, save for the boring Hell Knight. the maps were the real disappointment. some are real ugly.

>> No.10952413

>>10952386
I get a minor consolation after dying from a cyber's stray rocket knowing full well that he in fact has a mind of an imp.

>>10952360
I sure am excited for city levels variations of Switcheroom 2, and with it basically you get to play the original game twice at once.

>> No.10952417
File: 30 KB, 520x390, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10952417

>>10952386
>potat elementel

>> No.10952430
File: 194 KB, 750x730, What If You Wanted To Go To Portals.png [View same] [iqdb] [saucenao] [google]
10952430

>>10950858
Tainted was added as an Add-on for Quake's re-release. It's been almost a week and I don't think anyone mentioned that, so here.
https://slayersclub.bethesda.net/en-US/article/new-add-on-tainted-quake

>>10951523
>cause sucks
>friend missing
>singleplayer eventually
>solid puzzles
Well, the latter one is definitely about Hexen.

>> No.10952441

>>10951214
https://cdn.discordapp.com/attachments/727328864489046110/1242586074702942301/ACTINIA_RC3.wad?ex=664e5ff6&is=664d0e76&hm=29c4170f2c3fca24059b24f33243c28a16492dcfee08bf3c7cfb2303d4ef7e53&
Actinia is poo poo

>> No.10952446

>>10952353
same same
no homo

>> No.10952450

>>10951974
I loved the sovl city maps / restaurants / otherwise inhabited places in SW and hated the temples with the gorillas and shit. Except that base game temple level where you find the bathing anime girl.

>>10952000
>lot more diversity in textures and colors
In terms of textures available for usage yeah but in usage, lots of ugly sametexture walls. A lot of visually boring and dull areas that were also unpleasant to play.

As far as challenge goes... uhh.. it's more challenging I guess yeah..

The Cyberdemon was cool though and episode 2 and 3 getting those cool looking intermission screens makes it feel slightly more worthwhile to plow through them 'cause even all of Doom 1 combined it doesn't take that long to clear.

>>10952008
KDITD is a perfect mood setter. And Romero's maps are also visually pleasant to look at imo, he uses the textures, slopes, staircases etc to create environments that create a strong sense of place even it's sci-fi techbase with poison pools everywhere.

It's fine for people to hold their own favorites but to me Romero breathed a lot of soul into his doom maps.

>> No.10952459

>>10950858
Has it been on the news yet?

[5-21] VanillaPSX, Playstation aesthetic for vanilla Doom
https://www.doomworld.com/forum/topic/144075

I removed everything besides SFX, but still prefer Jaxxoon R's sound caulking mod overall. Maybe crunchy sound of the former could be alleviated with resampler settings.

>> No.10952470

>>10952000
i love Military Base, Central Processing and Computer Station though :(
the only one i don't care for is Hangar.

>> No.10952471

>>10952441
Fucking hell it's scary clicking this shit outside of safe env, big thanks for bringing it back

>Actinia is poo poo
I liked it

>> No.10952530

>>10952459
This had me thinking, could you fake colored sectors in Boom by using a solid color transparent midtexture and colormaps?

>> No.10952535

>>10951063
I've always thought that the fact that they had plans to add the SSG, but didn't decide to add any other secondary weapons, was a clear tell that they called it in at some point during development. To not add in some other sidegrades feels cheap.

Having said that, the game is a modding workhouse these days, and the issue has been resolved many times over by the community. So I agree with you, but Id can get a pass from me.

>> No.10952554

>>10952530
Try it and see.

>> No.10952556

>>10952535
Just having 32 more DOOM maps to play was a pretty good deal in and of itself. Yeah, people were mapping such in Doom but custom map quality was not nearly to the point of competence / quality of later years.

And a lot pf people up to that point might've only played Doom 1's Shareware episode or not at all.

>> No.10952570

>>10952535
>To not add in some other sidegrades feels cheap.
It's not like there was much of a niche that needed filling by more weapons, the monster roster was a much bigger deal to fill out better.

>> No.10952576

>>10951768
I think I remember seeing these weapon models around a long time ago, he had a cool Winchester single shotty replacement. And now he's trying to make a game? I hate to say it but he should see how well that worked out for killpixel.

>> No.10952581

>>10952570
A grenade launcher actually would have been nice, even without freelook, there's a lot more vertical design in Doom 2 and it would have been useful to rain some death from above.

>> No.10952589

>>10952581
A grenade launcher would be somewhat clunky without vertical aim. I think it would be tough to try and make a new gun for Doom without modifying how the original game controls.

>> No.10952594

>>10952581
How? Monsters are effectively infinite height in vanilla so it wouldn't really be any different from the rocket launcher.

Best you could do is have a bouncing projectile like the Strife ones and they were an utter fucking pain.

>> No.10952595

>>10952594
>Monsters are effectively infinite height in vanilla
Only if you can see them.

>> No.10952603

>>10952594
>Monsters are effectively infinite height in vanilla
Not in terms of projectile collision. But explosions are infinite height, so a rocket that hits a wall above an enemy is no less effective than if it exploded right next to them. The main benefit to a grenade launcher in vanilla would be bouncing grenades around corners.

>> No.10952639

>>10952471
Yeah discord decided to make their links for sharing files look like internet AIDS recently for some reason
punchman's maps are good but my own are spammy bullshit design

>> No.10952647

>>10952639
>Yeah discord decided to make their links for sharing files look like internet AIDS recently for some reason
It's to block it being used as a filesharing service, the links expire after a couple days tops.

>> No.10952651

>>10952570
I think a bolt-action rifle might've been a nice addition.
>the monster roster was a much bigger deal to fill out better
What do you think should've been added? Has anyone added it already?

>> No.10952653

>>10952647
o, well I better get that somewhere more permanent then

>> No.10952665
File: 1 KB, 269x93, image.png [View same] [iqdb] [saucenao] [google]
10952665

Yep, it's break time.

>> No.10952672
File: 286 KB, 600x431, Are you serious?.png [View same] [iqdb] [saucenao] [google]
10952672

>>10952665
Looks easy for me

>> No.10952680
File: 1.48 MB, 480x299, 1710279400080894.gif [View same] [iqdb] [saucenao] [google]
10952680

>>10952672
>slaughter in doom: THERE'S TOO MANY REVENANTS AND CYBERDEMONS AAAAHHH I HATE THIS!
>slaughter in serious sam: I only have this doublebarrel shotgun to defend myself from over 1000 kleer? Splendid.

>> No.10952697

>>10952680
I play both, and in fairness, I think Doom's vanilla campaigns coddle the player too much so they tend to get serious whiplash by anything harder than Plutonia. Serious Sam takes the gloves off like 2 levels in.

>> No.10952723
File: 1.92 MB, 2402x3491, GNd4OkyX0AArHSW.jpg [View same] [iqdb] [saucenao] [google]
10952723

>> No.10952724
File: 402 KB, 680x260, 1701511410124170.png [View same] [iqdb] [saucenao] [google]
10952724

>>10952697
TFE takes the gloves off before you even get to the real slaughter. All the early maps are filled with traps and gotchas before you start killing hordes regularly.

>> No.10952780

>>10952724
Why when I play Serious Sam do I find myself not bothered by being trapped and just consider it fun? Where as in Doom it feels like a betrayal and I'm now having stressed 'fun' after being trapped?

>> No.10952784

How the fuck did Boomers play Doom and Wolfenstein with keyboard controls? Especially Wolfenstein.

>> No.10952791

>>10952680
Sam has weapons designed for mowing down hundreds of enemies.

>> No.10952792

>>10952000
I just think the other episodes should have more hitscanners and windows. And shooting hitscanners through windows.
I'd like to see more maps like E1M7 but harder.

>> No.10952808

>>10952784
With two hands.

>> No.10952830

>>10952791
So does doom

>> No.10952835

>>10952830
Not as effectively. You just have the cell guns.

>> No.10952837

>>10952835
Don't sleep on the rocket launcher

>> No.10952840

>>10952837
Rockets are good, but they're also really dangerous. Doomguy doesn't have anything on the level of the canon or minigun. Or even the TSE weapons.

>> No.10952846

>>10952840
That's what I like about the RL actually, having to juggle between killing enemies efficiently while not blowing yourself up makes for some really interesting encounters. Doomguy doesn't have any SBC, but he doesn't need one because mappers balance around what he does have.

>> No.10952848

>>10952780
Probably because of how fast Doomguy can move. If you don't like an encounter you can just walk away. So when a map forces you into a trap you can't escape from it feels a little cheap (especially so if the encounter is poorly designed).
Meanwhile everything outruns Sam. It's expected that any enemy will catch up with you. When you get locked into a room in Serious Sam that's the norm.

>> No.10952872

>>10952723
kinostalgia

>> No.10952880

Slaughtermaps are boring because Doom doesn't have weapons made to kill hordes of enemies besides the BFG. And even that can take too long and becomes dull after 2 minutes of holding down M1 while you clear 1/64th of the map.

>> No.10952886

>>10952723
It's really cool seeing alpha/beta shots of all 4 of these in the same place.

>> No.10952893

>>10950857
OATS AND WHEY

>> No.10952894

>>10952880
Yeah yeah blah blah this is the part where I ask you to show an example and then you don't, seen it all before

>> No.10952903

>>10952894
Example of what? there's plenty of wads like this.
Play Hell Revealed all by yourself without any mods and see if you have fun.

>> No.10952908

>>10952903
You seem to have jumped straight from 2004. We're playing Sunlust now.

>> No.10952914

>>10952908
Wads peaked in 2004

>> No.10952935

>>10952914
Nah they peaked in 2024 with Gnome Hunters

>> No.10952967

>We now have Turok for Doom
Why not Turok for Quake?

>> No.10952980
File: 1.70 MB, 1080x1078, Gnome Hunter.png [View same] [iqdb] [saucenao] [google]
10952980

>>10952935
how the fudge did i mis this

>> No.10952985

>>10952021
>Also on the list: something entirely subjective that won't apply to everyone.

>> No.10953054

>>10952000
Yeah I've always thought episode 1 was the least of them, but it's still good. So much time spent in the techbases works to make episodes 2 and 3 more visually impactful.

>> No.10953056

>>10952980
Usual stuff, small solo launch, not by a big name, it got discussed here for a while but that was it.

Even it's Doomworld thread is pretty desolate and ignored, which is a shame, I found it pretty fun.

>> No.10953062
File: 45 KB, 453x283, 1706890829367823.jpg [View same] [iqdb] [saucenao] [google]
10953062

>>10951000
>Gianni

>> No.10953075

>>10953056
it's good but i got stuck above the lake in the first map by accessing it from the hill. the maps need invisible walls or mere practical navigation

>> No.10953081

>>10953075
>mere
*more

>> No.10953091

>>10953075
There's a small lift you can use to get back but there's nothing that makes it look like a lift.

One of the secrets near there has a door that auto closes and you can't open it form the inside so you can lock yourself in there though.

>> No.10953098

>no DOOM cereal
>no DOOM vitamins
>no DOOM pajamas
WHAT WERE THEY THINKING

>> No.10953107
File: 56 KB, 320x240, chocolate-doom_2024_05_22_03_51_35_333.png [View same] [iqdb] [saucenao] [google]
10953107

>>10951874
normal. this part is not visible in vanilla Doom

>> No.10953115

>>10953091
oh thanks. can't wait to see the final version. the atmosphere is on point.

>> No.10953121
File: 890 KB, 305x320, 1695420756431404.gif [View same] [iqdb] [saucenao] [google]
10953121

>>10953098
>no Saturday morning cartoon

>> No.10953126

>>10953107
It makes sense they would cut it off there, the mirrored greebling gets a lot more obvious below that point.

>> No.10953127

>>10953098
well doom is not for kids, despite what nuid is trying to achieve

>> No.10953129
File: 201 KB, 800x450, 1715039773425191.jpg [View same] [iqdb] [saucenao] [google]
10953129

>>10953098
>no DOOM action figures

>> No.10953130

>>10953126
true but at the same time the full sprite is sex

>> No.10953131

>>10953121
>doomguy's runspeed in the cartoon is accurate to the game
>steals the sonic cartoon's audience

>> No.10953132

>>10953129
McFarlane made one of Doomguy but it's the slaya classic skin and on top of it, the paint job is atrocious

>> No.10953137

>>10953132
not retro

>> No.10953142

>>10953115
Yeah the music is especially fucking incredible and done by one of the mappers. https://www.youtube.com/watch?v=POZmju6ZVVo
>>10953127
Anon has a point though, this was the 90s where there were kids toys for Starship Troopers, Robocop, Aliens, everything.

>> No.10953148

>>10953142
>Yeah the music is especially fucking incredible and done by one of the mappers
oh thanks i was trying to look for the music sources. i recognized this one instantly. great edit.

>> No.10953149

>>10953142
My neighbor had a full-size Gremlins puppet that was fucking amazing.

>> No.10953151

>>10953142
>there were kids toys for Starship Troopers, Robocop, Aliens, everything.
that's true, but at the same time Doom was very controversial because it was exceptionally gore and satanic.

>> No.10953157

>>10951974
Play Shadow Warrior Deadly Kiss. It leaked and the maps are all done. Not completely polished, but playable and fun.

>> No.10953169

I'm obsessed with this song
https://youtu.be/Dz3_c8lXTns

>> No.10953179

>>10953169
https://www.youtube.com/watch?v=A3XrZvBcjiQ
incredible soundtrack desu

>> No.10953190

>>10953179
Great
Now tomorrow I'll be the whole day with that song inside my head too

>> No.10953193
File: 595 KB, 1920x1017, Screenshot_Doom_20240522_032229.png [View same] [iqdb] [saucenao] [google]
10953193

It fucking sucks that this never got finished, it was a bit of a departure but the dude was onto something,

>> No.10953194

>>10953121
One day AI will give us the 90s style DOOM cartoon we deserve

>> No.10953196

>>10953190
It's cool bro, this'll probably fix it.
https://www.youtube.com/watch?v=5-E9ieL2KGc

>> No.10953207

>>10953193
I dont know what that is or what dude youre talking about.

>> No.10953209

>>10953193
interesting focused use of color. reminds me of the Sin City comics

>> No.10953221

>>10953207
It's Chainworm Kommando 2.

>> No.10953229

I sometimes see people try to do UV Max blind runs whenever they play wads. I personally don't see the appeal. I'd rather save UV Max for levels I've already enjoyed and familiarized myself with first. In a blind run, I'm likely to reach the exit before getting every kill/secret, and I don't particularly find it fun to turn around and scour the whole map just to find the remainder. In extreme cases, it could extend the level timer to the point that I could have reached the exit in the next level by the time I'm done with this one. I dunno, it's just not for me.

>> No.10953259

>>10953229
Epeen, imitating their favorite ecelebs, that sort of thing.

I used to speedrun so it makes no sense to me to go for blind UV Max, might as well have fun on HMP or UV and work shit out first.

>> No.10953312

>>10952384
>can you play it with Rampancy or let's say Colorful Hell?
Yes. Playing it with monster mods was the primary reason to not include monsters in there.

>> No.10953324

>>10953179
>>10953169
>Anon who said Duke gets by on Duke alone shitting his pants

>> No.10953332

>accidently come across some parts of the Czech Doom community
>they seem to have a knack for finding weird shit
These guys are pretty awesome, they even did a review of Ad Mortem.
http://doom.starehry.eu/?p=8362

>> No.10953337

Alright I am playing Scythe 2 and I cannot believe how much better it is than Scythe 1. Every single level has been awesome so far. I get the acclimation.

>> No.10953345

>>10953337
Sounds like it didnt take long to get acclimated.

>> No.10953365

if you think about it it's kind of genius, the hardest part about a mars base is providing supplies but if you can summon an infinite number of demons you can harvest all the food and water you need from the corpses

>> No.10953375

>>10953365
>you can harvest all the food and water you need from the corpses
If they contain water or anything even passing as being edible.

>> No.10953387

>>10953375
If demons can eat you then you can eat demons. It's basic physics.

>> No.10953525

>>10952784
Using arrow keys. Wolf3D is very slow and has no verticality, not a challenge to play it kb only. Doom plays the same, but it's faster, that's why most preferred to use the mouse setup, which I find horrible but it's similar to a trackball control.

>> No.10953529
File: 467 KB, 661x623, 1692401795591387.png [View same] [iqdb] [saucenao] [google]
10953529

>>10953169
https://www.youtube.com/watch?v=Q4nFSIZED4Y

>> No.10953547

>>10953529
>chud nukem
based

>> No.10953586
File: 413 KB, 1284x426, 1705717031778252.png [View same] [iqdb] [saucenao] [google]
10953586

Hey guys, dumptruck_ds here, you've been learning Trenchbroom, right?

>> No.10953591

>>10953586
Sorry. Been practicing more art and fucking around with Furnacetracker to make sound effects when I need them.

>> No.10953602

>>10953586
Which build of Hammer is that?

>> No.10953606
File: 148 KB, 2284x831, 1690060692877014.png [View same] [iqdb] [saucenao] [google]
10953606

>>10953591
>>10953602
Learn Trenchbroom.

>> No.10953618

>>10953586
Sure have. I'm getting better at it.

>> No.10953624

>>10952367
>>Chocolate Doom
Is this frowned upon here?

>> No.10953626
File: 62 KB, 432x715, i_too_persist.jpg [View same] [iqdb] [saucenao] [google]
10953626

>>10953606
No one else is going to make gameplay mods with robot knights anytime soon, Anon. So I have to be the change I want to see in this world.

>> No.10953637

>>10953624
the joke is that dogs can't eat chocolate

>> No.10953638

>>10953637
like, it doesn't fit in their mouths?

>> No.10953640

>>10953529
This track has a "you've come far and are close to your goal" feeling, especially considering how Lunar Apocalypse was a bit of a slog.

>> No.10953665
File: 86 KB, 590x676, E_wiYxIVIAENEgz.png [View same] [iqdb] [saucenao] [google]
10953665

>>10953591
Furnace tracker, eh? That looks like an interesting middle point between Famitracker and just using sample based stuff like OpenMPT.
...Wow, it looks like it even supports OPL stuff. That will be useful for what I'm planning to work on.

>> No.10953712

>>10953638
No, because theobromine is toxic for dogs.

>> No.10953717

>>10953586
>still no real time lighting so I can see what my levels are gonna look like without compiling them
I hate Quake level editors.

>> No.10953736

>>10953717
yeah honestly this is the worst part

>> No.10953738

>>10953717
different compilers handle light differently though...?

>> No.10953748

>>10953738
You can still get a general idea.

>> No.10953752

>>10953127
>nuid
Doom 2016 and Eternal are clearly not for kids lmao. They're even gorier than the OG Doom. Isn't it time to admit that these constant jabs at ''nu-Id'' are kinda pathetic?

>>10953121
Well at least we got the cool DOOM comic and the art style was really damn good too.

>> No.10953764

>>10953752
Isn't it time to admit that these constant jabs at ''nu-Id'' are kinda pathetic?
ok nuid

>> No.10953778
File: 430 KB, 1456x1096, polishcp.jpg [View same] [iqdb] [saucenao] [google]
10953778

>>10950858
[21-5] Polish Doom Community Project 1.0 released
https://www.doomworld.com/forum/topic/141953
https://youtu.be/afYERIRhylc?si=Nr8wkLTskyBO6hAY

>> No.10953783

Recommend me a modern Doom OST that sounds like the classic 1996 megawad Memento Mori 2

https://www.youtube.com/watch?v=ZfdXsi_sf4c&list=PLVDYINVKng7WEry_dvHNhgKhk80xlM-ez&index=25

>> No.10953803

>>10953778
Oh boy, CP time!

>> No.10953809
File: 1.52 MB, 635x457, 1705099955500481.gif [View same] [iqdb] [saucenao] [google]
10953809

>>10953803

>> No.10953817

Played some shooters recently

>Selaco Demo
9/10
>Cultic
7.5/10
>Sulfur Demo
7.5/10
>Wrath:Aeon of Ruin
7/10
>Relentless Frontier
8/10
>Supplice (is this a pun on the word supplies?)
6/10
>Siren
6.5/10
>Divine Frequency Demo
7/10
>Beyond Citadel Demo
6/10, A for effort.
>Aliens Eradication TC
8/10
>Sprawl
6.5/10
>Texnoplasm
4/10
>Phantom Fury
6/10
>Anger Foot
6.5/10

>> No.10953823

>>10953817
>Phantom Fury
>6/10
imagine my surprise...

>> No.10953841

>>10953817
I'm probably going to give Wrath a 6 by the time I'm done with that. So much missed potential. You can't fall short of Arcane Dimensions, which was released four years ago, and expect me to praise much.

>> No.10953872

>>10952665
what's worse?
1808 zombiemen or 1808 imps?

>> No.10953876

>>10953872
It's largely dependent on positioning and other factors, like how much health is available.
If they're all in a box room on the same level, infighting will mean zombiemen will mostly take care of each other.
If they can all see you without getting in each other's way (on a huge stepped structure or something) I'd rather it be imps so that I could at least theoretically dodge the deluge of fireballs.

>> No.10953879

>>10952665
nice swastika

>> No.10953880

>>10953872
1808 zombiemen is retarded because they will kill each other before they do any significant damage to you. The only reason to have them is to bloat map stats without actually adding anything of significance to it.
1808 imps is still retarded because there's gonna be other monsters who will clear them up for you anyway.
You CAN use both in creative ways (like stepped structure>>10953876 for example) and not as a dumb wall of meat (well not 1808 obviously, but still some huge numbers), but if even Sunlust fails to do it, what can we expect from other mappers.
It's just easier to not be retarded and use some reasonable amount of them.

>> No.10953897

>>10953880
My map has 1808 doors connecting to 1808 rooms. In each room is 1 imp and 1 round of ammunition.

>> No.10953924
File: 10 KB, 166x166, smugmofo.jpg [View same] [iqdb] [saucenao] [google]
10953924

I'm playing Quake 2 for the first time. I'm enjoying this way more than I expected. Interestingly it feels closer to something like Half-Life than Quake 1.

>> No.10953929

>>10953924

When you're done you can move on to the true hidden kino: Quake 3....'s story mode.

>> No.10953930

>>10953924
I mean half-life is built from the same engine so I guess it makes sense in that regard.
I used to always be more into quake 1 but recently q2 has been my favorite too.

>> No.10953935

unreal is what doom don't

>> No.10953950
File: 310 KB, 1920x1080, 1703364290990850.png [View same] [iqdb] [saucenao] [google]
10953950

That was one of the worst levels I've ever played in my life. And people complained about Quake's bosses? The final boss of LA Meltdown is super lame. It was all so promising, fuck's sake. I'm sure later levels are good because Duke has a large legacy but jesus I had no idea there was this kind of poor quality.

>> No.10953959

>>10953950
FPS bosses are almost always shitty. They've gotten better in more recent retro throwbacks, but it was something the genre universally struggled with for a while.

>> No.10953971

>>10953959
I was mostly just fanboying over Quake because I've heard that game's bosses get shit for decades but never heard word one about Duke's. I think they're both fine and functional.

Do you happen to know how to get this version of the soundtrack?
https://www.youtube.com/watch?v=7yu8qCW6noo
All the downloads I find run on some SC-Roland whatever and I don't like it.

>> No.10953972

>>10953924
Nightdive and bethesda and nu-id are fags but will always respect them for Q2 re-release because you assholes finally played it and stopped crying about how bad it is because it obviously isn't.

>> No.10953975

>>10953930
>I mean half-life is built from the same engine
I mean more design-wise. The way your progress through a large continuous facility, the way there's setpieces and scripted stuff, some downtime between encounters etc.
I just expected nothing but shooting baddies like in Quake.

>> No.10953978

>>10953972
I wouldn't buy shit from those faggots if my life depended on it. I'm playing pirated on YQ2 of course.

>> No.10953979

>>10953978
B A S E D

>> No.10953989
File: 44 KB, 889x308, 1689542597781651.png [View same] [iqdb] [saucenao] [google]
10953989

I forgot how to use GZdoom.
I double click on it and nothing happens, it just starts Doom 2.

>> No.10953990

>>10953989
Use ZDL

>> No.10953992

>>10953990
Too lazy to get a new thing and having to rebind all these shitty qwerty controls to mine.

>> No.10953994

>>10953989
Drag the wad/pk3 you want to play onto the gzdoom exe

>> No.10953995

>>10953992
Whenever you're ready to make your life easier vis-a-vis Doom, ZDL will be there. I can't imagine that'll ever happen however if you're this lazy to download a program less than 10 megabytes.

>> No.10953997

>>10953992
You don't need to if your .ini is intact.

>> No.10954002

>>10953971
>Do you happen to know how to get this version of the soundtrack?
I direct this question at anybody now because jesus I've gone through seven different downloads and they're all this farty shit.

>> No.10954003

>>10953817
Gaming ratings should be cut by half with 5 at the highest number. What the point of 1-10 range when people stick to 5-10 anyway?

>> No.10954004
File: 467 KB, 1920x1080, 1713759561099623.png [View same] [iqdb] [saucenao] [google]
10954004

>>10953994
Ooh, okay. Thanks, it works now.

>> No.10954007

>>10953950
That level was pretty cool back then but tech was not there yet for portraying environmental setpieces like crumbling canyons and such.

The is shit but the payoff from killing him is one of the most kickass cutscenes in fps videogame lore.

>> No.10954009

>>10953971
Duke bosses are at least killed by shooting them until they die. First person shooter bosses that you aren't supposed to shoot is a big fucking misstep and Quake rightfully gets shit for it. Telefragging Shubby is novel and iconic but it's ultimately just a level exit with a tight timing window. There's no boss fight, she doesn't do anything. Even the Icon of Sin actively spawns randomized enemies, Shub just drops in a dozen map-scripted Shamblers and Vores.

>> No.10954019

>>10954009
I loathe Ninilanth from Half Life 1 so so much. The way he decides to fly up from beyond your reach when he does open his brain can be infuriating.

It's kind of interesting but boy does it sap my will to continue Half-Life 1 when I reach Xen.

>> No.10954083

>>10954009
>Duke bosses are at least killed by shooting them until they die
Functional and fine.
>First person shooter bosses that you aren't supposed to shoot is a big fucking misstep and Quake rightfully gets shit for it
That's just lack of imagination and appreciation. Neither Chthon nor Niggur are Shakespearean masterpieces, but they're unique enough.

>> No.10954086

>>10953935
Unreal is an in-between for Doom/Quake and Halo/Metroid Prime. It's not without its merits however.
https://www.youtube.com/watch?v=ZEn7YI3ZeCg
But it could never replace Doom.

>> No.10954089

https://www.moddb.com/mods/shrine-ii
Looks neat as fuck.

>> No.10954094
File: 963 KB, 2560x1440, F-XSIiXagAEpbEh.jpg [View same] [iqdb] [saucenao] [google]
10954094

>>10954089
https://store.steampowered.com/search/?publisher=Scumhead
He's working on another GZDoom game right now.

>> No.10954096

>>10951810
I feel like I saw a .wad of Mr.Fuji's office somewhere once. Maybe I'm crazy though.

>> No.10954097

>>10953950
yeah natural environments can look pretty rough in Build engine. the big ship reveal is still cool and the earthquake with Duke's reaction still crack me up though.

>> No.10954101

>>10954083
Shub literally does nothing. There is no defending this. It's not a boss fight. It's a map with a dozen Shambler and Vore spawns on a timer and then an exit teleport that only works at a specific moment. Chthon at least throws explosive projectiles at the player and aims them in a way so that you can't just completely ignore it while you're running around pushing buttons. There's nothing to even ignore about Shub. It's a decoration. No skill accumulated from playing the game is tested in fighting it. It's only a knowledge check that the spiky ball is the teleport destination, which you can only learn through trial and error. That is a complete and utter failure of boss design. I wouldn't entirely disagree that it's a thematically fitting ending, and I'm not saying the map has no challenge to it because vores and shamblers are plenty dangerous and resources aren't overly generous, but there is not even a boss fight for you to be defending here.

>> No.10954104

>>10954094
i don't think the game mechanics are for me but the world looks super comfy so we'll see...

>> No.10954116

>>10954086
And yet to this day people continue to make new games in Unreal's engine while DOOM's engine is constantly being replaced

>> No.10954135
File: 68 KB, 450x405, 1692827963039546.jpg [View same] [iqdb] [saucenao] [google]
10954135

how many millions of dollars a year can I make off wad dev? tens? twenties?

>> No.10954141

>>10953975
Q2’s in a sweetspot between Q1 and HL1 with its pacing. Compared to the big ‘98 shooters, HL and Unreal, I’d also say the encounters and fights throughout Q2 are more engaging but only after expansion fixes.
>>10954101
>Chthon at least throws explosive projectiles at the player and aims them in a way so that you can't just completely ignore it while you're running around pushing buttons.
Despite this, for what it’s worth, I found Shub’s level more engaging and fun because there were actual mobs to shoot and kill.

>> No.10954148

>>10952307
Where's our Faggot Launcher? It's for launching HFFM.

>> No.10954151

>>10954135
None. That would only have been possible in 1993 and 1994.

>> No.10954153

>>10954083
Cthton is ok, but Shubby just fucking sucks as a boss, even Icon Of Sin is better.

>> No.10954157

>>10954135
Even the best maps are lucky to bring in a couple million, and those take days if not weeks to produce.

>> No.10954160

>>10953717
>can't preview baked lighting in realtime in a game-ambiguous editor
>different versions of the same compilers produce wildly different lighting anyway
The real complaint should be that there still aren't GPU-based lighting compilers in current year. Most people have gaytracing cards by now so there's no excuse for my CPU to get raped for 30 minutes straight every time I compile lighting on an outdoors map.

>> No.10954172

>>10954160
isn't it just baking in vertex lighting? there's not that many vertices, I wouldn't think it'd take that long

>> No.10954174

>>10950857
Been wanting to make a retro style fps but I know fuckall about level design and have no experience in either Unity or Unreal. Would it be a good idea to use Doombuilder first to get a feel for map making and essentially make prototype levels? Then down the line I can remake them later in whatever engine, and use the momentum to branch into enemy design and whatnot. Starting right out the gate without some experience making levels is just super daunting.

>> No.10954184

>>10954172
Baked lightmaps raytraced from light sources.
Also, Quake 1 and 2 BSP compilers split faces into a fuckload of extra triangles. Quake 3, which actually has vertex lighting options, makes BSP with the minimum number of triangles needed to match a brush.

>> No.10954193
File: 291 KB, 600x512, 1704357279888549.png [View same] [iqdb] [saucenao] [google]
10954193

>>10954184
quake 1 uses lightmaps? that seems a little anachronistic for 1996

>> No.10954204
File: 1.78 MB, 1920x1080, r_lightmap 1.jpg [View same] [iqdb] [saucenao] [google]
10954204

>>10954193
>that seems a little anachronistic for 1996
Doom was pretty anachronistic for 1993.
¯\_(ツ)_/¯

>> No.10954209

>>10954193
Nobody uses the original Quake 1 engine to play Quake 1 maps.

>> No.10954227

>>10953950
Quake had bosses?

>> No.10954242
File: 356 KB, 846x458, 1697906988340226.png [View same] [iqdb] [saucenao] [google]
10954242

take the SED1 pill
>real time lighting in editor
>ability to instantly test your level without any compiling
>archaic controls that make no sense at first and even when you do get adjusted to it you'll press one button by mistake and perform an action which you had no idea the editor could do
what's not to like?

>> No.10954279

>>10954209
Quake 1 always used light maps.

>> No.10954285

>>10953803
ANON, NO!

>> No.10954293

i want to play doom with a vhs filter

>> No.10954307

>>10954089
Its very interesting and creative, but needed more polish imo.

>> No.10954309

>>10954193
Anon it was a PC game, developed by one of the most intelligent and innovative programmers of the time. It wasnt using Spyro-ass vertex lighting.

>> No.10954318

>>10954309
I just figured that a gpu with 256k of vram would have a hard time dealing with zonewide lightmaps, you know?

>> No.10954331
File: 777 KB, 1600x720, Screenshot_2024-05-22-15-21-19-635.jpg [View same] [iqdb] [saucenao] [google]
10954331

>>10953157
Wow, Deadly Kiss actually works on Raze, just the level names are wrong. Voiceovers are super-goofy there, but otherwise it looks playable, will give it a go.

>> No.10954345

Been starting up Quake again after not playing for a while, currently working through the Alkaline map pack. I was wondering, are there any Quake 1 mods that make it sort of like an adventure game sort of like Zelda or Metroid? Something where levels have multiple exits and you pass through them on the way to other places, picking up items that let you pass certain barriers in previous levels.

I know Quake feels pretty great because every level feels self contained, but I thought something like this might add a lot more to a campaign episode or something.

>> No.10954363
File: 457 KB, 1920x1080, ss_db258ba6f45a5b48b00c14f2d5b3fa9bb66e0cae.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
10954363

>>10954094
oh baby

>> No.10954373

>>10954345
>Something where levels have multiple exits and you pass through them on the way to other places, picking up items that let you pass certain barriers in previous levels.
You're more likely to find something like that with Quake 2, since it has the whole being able to go back through previous maps thing. FTE engine can technically do it, but nobody makes mods for it.

>> No.10954378

>>10954363
>*screams in gpu*

>> No.10954389

>>10954331
>Raze
Eww

>> No.10954390

>>10954345
just play Powerslave

>> No.10954480
File: 104 KB, 1786x919, brd1a0vrbilb1.jpg [View same] [iqdb] [saucenao] [google]
10954480

>>10954003
nta but a 5ish is just a meh, nothing that great or terrible, just there, you can play it and have some fun but will probably completely forget about the game in a few days.

>> No.10954495

Is there a way to programmatically change windows in doom to not be completely transparent? So that there is a difference between a what is just hole and what is a windowpane? Down to get my hands dirty if necessary.

>> No.10954512

>>10954003
You could also argue that 0-50 would be better since people usually use decimals anyway. Or ditch the score entirely and just rate it as not recommended, neutral and recommended. The way valve handles it is honestly pretty good but that doesn't really work with separate reviews as well.

>> No.10954536
File: 42 KB, 1335x322, NotBlood.jpg [View same] [iqdb] [saucenao] [google]
10954536

cool

>> No.10954537
File: 684 KB, 1600x720, Screenshot_2024-05-22-16-37-06-134.jpg [View same] [iqdb] [saucenao] [google]
10954537

>>10954331
Got through the first non-intro level of Deadly Kiss, and it is unusual. It plays like the exact opposite to Wanton Destruction. Instead of tight detailed apartments, there are huge samy-textured corridors, like Amazon-warehouse the game, or Half-life like vibes with infinite ventilation shafts. Still enjoyable, loader control puzzle was nice and key hunting is straightforward.

>> No.10954563
File: 303 KB, 1530x2778, Alien Vixen by Pino44io.jpg [View same] [iqdb] [saucenao] [google]
10954563

It's kind of sad how little the Internet gives a fuck about Redneck Rampage. I noticed that, besides the blue Alien Vixen, there is also a green and a red/orange ones (not counting the final boss, which is also a variation of this enemy). The green one is weaker than the blue one and can only shoot energy balls, but I have no idea what the difference is between the orange and blue versions. Both can shoot energy balls, fireballs, and have machine guns on their tits. Maybe the orange one is a little weaker than the blue one? If I'm not mistaken, the orange vixen only appears once in the original game, but she appears more often in Route 66.

>> No.10954564

>>10954389
What's wrong with Raze? I l-like it...

>> No.10954571

>>10954564
>Liking GZDoom
Out

>> No.10954583
File: 62 KB, 500x954, gzdoom.jpg [View same] [iqdb] [saucenao] [google]
10954583

>>10954571
no :)

>> No.10954593

>>10954563
I got as far as the town the last time I tried this.
>>10954564
>chickenman port
I think that’s the only reason to dislike it. It’s a decent choice for all the Build stuff though I still prefer Eduke and NotBlood for their respective games.

>> No.10954602
File: 332 KB, 2560x1440, EGS_WrathAeonofRuin_KillPixel_S1-2560x1440-32177924c6fbe1fc0956ea97a05c78f1.jpg [View same] [iqdb] [saucenao] [google]
10954602

>Wrath Aeon of Ruin finally comes out
>Levels fucking drag on forever
>Some may take up to 20 minutes just to find the way forward while finding all the items and secrets you can get or else you run out of ammo by the end of it
Christ, man. Have some restraint.

>> No.10954604

I tried playing TNT and Plutonia and now I want to kill myself. Is this normal?

>> No.10954606

>>10954602
It's made by people from the modern Quake mapping community. The maps there are all the same. I remember taking like 50 minutes on one the first time I played AD.

>> No.10954618

>>10954583
https://www.youtube.com/watch?v=1UtTtrwMQHI

>> No.10954623

>>10954604
TNT it's normal, Plutonia it's a skill issue

>> No.10954624

>>10954623
Maybe I should skip Plutonia and come back when I'm not hot garbage, then.

>> No.10954625
File: 436 KB, 800x600, 84579645.png [View same] [iqdb] [saucenao] [google]
10954625

>>10953586
Hell yeah!

>> No.10954627

>>10954602
This takes the cake for me as the saddest of these “new 90’s” shooters.

>> No.10954646

>>10954606
>>10954627
I mean, the gameplay is alright. The weapons, enemies and ambience are all good. The melee dash is addictive for killing shit you should probably keep a distance from and for sequence breaking. I beat the demo on hard but the goddamn levels are a chore and never fucking end even there. If anything I made me not want to play the full game at all. At some point I was playing through one level for an entire day because it had no downtime. Insane.

>> No.10954710

>>10954646
I didn’t find the demo too inspiring and still have yet to finish it. Was that the most progress they made when Killpixel was still involved?

>> No.10954746

>>10954710
I guess it was. Footage of the full game looks the same to me.

>> No.10954783
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10954783

>>10954571 (You)
>>10954583 (You)
>>10954618 (You)

>> No.10954802

>>10954174
>Would it be a good idea to use Doombuilder first to get a feel for map making and essentially make prototype levels?
Wouldn't hurt.

>> No.10954835

>>10954624
The design intent with Plutonia is that it starts out at Doom 2's UV endgame difficulty and then ramps up as it goes, so yes, you kinda wanna have a bit of experience with the game and how it plays.

Plutonia DOES have difficulty levels implemented, mind. On UV it goes pretty balls to the walls (by 1995-1996 standards), while on HMP it tones down the traps and ambushes to be less mean, and on HNTR it tones down the entire gameplay further. You could give HMP a go, if you complete Plutonia on that setting you'd definitely be ready for Plutonia on UV, especially if you study stuff like Pro Doom Monster Strats.

There exists some forum post or writeup or something somewhere, where a whole host of .wads are ranked out by challenge, from easiest to hardest.
Someone will know what I'm talking about and be able to share a link, and if you look there for some stuff which is above Doom 2, but below Plutonia, you could use that as a stepping stone.

>> No.10954838

>>10954783
t. salty member

>> No.10954840

>>10954835
Honestly I think the biggest issue plutonia has is that the difficulty is mostly due to hitscan which feels way less fair than something like scythe's later maps, despite being easier than them

>> No.10954849

>>10954389
Yeah, ports like EDuke32 are so much better, where every single mod ever made needs to be bundled with its target version, because every single update breaks the fuck out of every single mod, every goddamn time.

I don't know how Build modders put up with that shit.

>> No.10954854

>>10954838
I salted your dad's member.

>>10954840
Mostly due to hitscan? That better describes TNT, Plutonia makes clever use out of the entire bestiary in all kinds of ways, hitscanners are just part of that, it's not like it reenacts The Pit every other level.

>> No.10954867

>>10954849
It's the price you pay for actually being able to run the vanilla game with some degree of accuracy.
What Graf did with Raze is the equivalente of what they did with the Unity port of Doom on Steam, except worse. Shit doesn't even feel like the same game anymore.

>> No.10954872

What's the best source port for Catacomb 3D?

>> No.10954874
File: 138 KB, 948x945, IMG_8814_1.jpg [View same] [iqdb] [saucenao] [google]
10954874

>>10954536
>Phantoms only

>> No.10954884

>>10954563
I just started RR a few days ago because I love the aesthetic, and I really don't get the hate for it

>> No.10954895

why there are now suddenly so many boom-compatible doom ports

what I am supposed to use

>> No.10954904

>>10954895
dsda-doom

>> No.10954905

>>10954602
I don't mind the long levels, what I do mind is how every encounter is just teleporting enemies in. It feels like there are barely any monsters preexisting in the maps.

>> No.10954907

>>10954895
GZDoom

>> No.10954913
File: 397 KB, 640x480, Screenshot_Doom_20240522_091926.png [View same] [iqdb] [saucenao] [google]
10954913

I'm the Big Baron of this gym.

>> No.10954927

>>10954849
Reject EDuke32
Return to JFDuke3D
https://www.youtube.com/watch?v=OC190KIkhPY

>> No.10954931 [DELETED] 

>>10954907
No thanks, I'm not a tranny.

>> No.10954934

>>10954480
This is why rating on a scale of 5 is more useful

>> No.10954938

>>10954927
Skilander doesn't use JFDuke3D, they straight up use vanillia build

>> No.10954953

>>10954867
>What Graf did with Raze is the equivalente of what they did with the Unity port of Doom on Steam, except worse.
That comment is real fun these days. Unity Doom now offers an arguably more “authentic Doom” experience over default GZDoom. Forget the filters, Unity keeps things like infinite height and original hitscan calculations.

The best part? Any of these Unity Doomers can just browse the downloadable wads and grab Revae’s Rekkr.
>>10954884
Are you playing a port that colors the keys?
>>10954905
The ones that were in the maps felt like they should’ve been teleported in and were usually abused through doorways. This was the first episode, not sure if it gets better.

>> No.10954961

>>10954953
>Any of these Unity Doomers can just browse the downloadable wads and grab Revae’s Rekkr.
For as long as that service is running, sooner or later it'll get kicked in the head.

>> No.10954965

>>10954867
>Eduke32
>vanilla game with some degree of accuracy
eduke is everything bad you think gzdoom is and worse
raze's duke implementation is based on eduke too, so good job talking with authority on something you have zero knowledge of

>> No.10955023
File: 3.06 MB, 2560x1440, Screenshot_20240522_202149.png [View same] [iqdb] [saucenao] [google]
10955023

absolute kino

>> No.10955030
File: 37 KB, 640x480, 1713017379054002.jpg [View same] [iqdb] [saucenao] [google]
10955030

>tfw no doom pien

>> No.10955036

>>10955023
Classy. Pure vanilla or through one of the expansions/mods?

>> No.10955048

>>10955036
Pretty sure it's vanilla. I don't even have the expansions installed right now.

>> No.10955062

>>10954965
it's not based off eduke, it just share a few lines of code but it's different.

>> No.10955069

>>10954174
>Doombuilder
DB's not particularly helpful if you want to make 3D games in a more modern engine. You'd be better served by starting with something like Trenchbroom.

>> No.10955162

>>10953586
If you are the true Dumptruck, please set foot at the Battlezone Community group, people wants to know if the 3d assets for The Red Odyssey's Cinematics survived since you are the only team evolve guy that is still active.


>>10955023
Just play the remaster, the new AI makes this map nastier.

>> No.10955176
File: 2.51 MB, 1920x1080, 2320_20240421111819_1.png [View same] [iqdb] [saucenao] [google]
10955176

>>10955162
On which by the way, i need to play again since other gameplays took over.

>> No.10955187

>>10955162
>Just play the remaster
nah

>> No.10955193

>>10955162
>the true Dumptruck
The dude got his his internet clout obliterated by enforcing a no politics rule on dicksword and still hasn't recovered. You really think he'd come here to 4chan to shitpost?

>> No.10955215

>>10955193
Seeing that he was ousted by a sheep led coup and treason by spirit...
i would come here to shitpost and spew the pain a bit.
At least i would talk about the game dev and suggestions, like support the old prefabs or have them included for doors and such.

I dont think there has been a Q2 map that made use of the hexeris spiral door https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake2/q2doors.shtml
In fact, many of those prefabs would work great for a ship jam

>> No.10955217

>>10955162
>>10955187
You don’t have to play through the remaster for improved AI, you can play original levels through the expansions just from the original exe.

>> No.10955227

>>10955217
After Q2R i cant go back to that, even Rogue and Xatrix original AI feels meh after that.
Even the gunners became more vicious with it at the fucking swamp sewers in xatrix.

Just give me Xaero, Oblivion and Unseen with this shit if someone is reverse engineering the DLL of those.

>> No.10955260

>>10955227
>After Q2R i cant go back to that, even Rogue and Xatrix original AI feels meh after that.
I usually play with the 25th Anniversary mod. It has most of my favorite enemy changes, and I have a lot of control over the weapon balance. I might dig deep one day, look at the source for both, and see if I can plug in the evil gladiator railgun tracking from Mission 64.

>> No.10955292

>>10952450
Romero's maps always felt more canonic than any other designer's stuff, official or custom.

When Romero released E1M8b, I immediately got back the vibe that I'm in Doom's world again and it's 1994.

There had been many attempts by community members, like NEIS or DTWID, but nada... a beat is missing. They use the same textures and the same principles, but the Doom vibe.

And Sigil 1/2, despite it's assholery at times, immediately gave me back that classic feel. There were some weaker maps, like E5M9 or E6M2, which felt like fan products, but that's the exception, not the rule.

When I play Duke Nukem 3D, I have the exact same vibe from Allen Blum's maps. They have the certain **it**, that everyone else is severely lacking, and it became obvious with the 20th Anniversary release, especially with the Golden Gate map.

Back to Romero: I guess Doom 2 is less of his thing than Doom 1. I guess NRFTL captured Doom 2's essence the best.

>> No.10955301

>>10955292
Self correction:
They use the same textures and the same principles, but WITHOUT the Doom vibe.

>> No.10955426
File: 63 KB, 456x386, superman.jpg [View same] [iqdb] [saucenao] [google]
10955426

>>10955292
>Levellord slander.

>> No.10955430

>>10954563
I liked the sort of erotic violence involving the Vixens like obviously the things they do to you, the tit-guns, their seductive appearance etc and whips etc, and then that loading or pre or post-map acreen where Leonard is holding the decapitated head of one of the Vixens and then in the 'Homecoming' level there is a Vixen torso spinning in a spit roast in an almost Dolcett-style fashion.

Redneck Rampage is really REALLY close hitting a home run with a great pulp horror vibe and I would have loved if RR had an overarching story with the aliens and whatnot but it was divided into a couple of episodes each involving slightly different subplots and / or deep southern themed shiet [I suppose with them exshpansion packs it kinda mimics having episodic structure?]

Having lil intros / outros with text and artwork accompanying them for episode starts and finishes would do wonderd in the absence of things like talking NPCs.

Loved those pulp movie posters in the 'towns' as well like the redneck zombies poster, hell, a small 'zombie invasion' setpiece could've really worked great for RR.

God damnit now you made me want to replay Redneck Rampage haha look at what you've done mister!

>> No.10955454
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
10955454

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:
Fixed Gametype Voting and KMP (hopefully)
Reverted theme pack to the Doom 3DO music, complete with bugged voting screen (I know how to fix it, but it would require redownloading the theme pack)

>> No.10955456

>>10955426
He had his moments, like Abyss or LA Rumble, but Blum was much better. OTOH Levelord was better than Sandy or Doom's other official mappers.

>> No.10955462

>>10955430
I played it briefly years ago and its been on my list to go back and play thru again. I dont remember much about the game I just remember one enemy would say get off my lawn or something and it had some decent maps. At some point i'll get the program needed to run it properly and play thru it and its addons and i'll go download a ton of made maps for it also.

>> No.10955463

>>10955426
I think Levellord did the Moscow map in World Tour? That was a really nice level. I think he also lives in Russia and inserted a little bit of his local neighbourhoods into it.

>> No.10955480

>update gzdoom
>armored zombies in scavver's paradise become invulnerable, use damagenumbers, targetspy and linetarget to confirm, their hp drops to 1 but won't die
not a sourceport fanatic so this is the first time i've actually had a problem with gzdoom, but what the shit happened here

>> No.10955486
File: 1.07 MB, 828x1687, BUILT FOR NERFED RAILGUN SHOTS.jpg [View same] [iqdb] [saucenao] [google]
10955486

>>10955430
>>10954563
There is a prime, untapped market for a 90s style titsploitation shooter with big booby buxom bimbo bitches, but God has forsaken us to live through this hellscape of a decade where you can only get vidya ass and tiddies in one of those dumbass Powerpoint Presentation 'games' on Steam where all the bitches look the same while everything with an ounce of gameplay is some kinda gay shit.

>> No.10955506

>>10952401
>tabletop
Yeah and look how well that's turned out

>> No.10955514

>>10954174
What are you good at? Coding / scripting? Making models / sprite art / animations ? Or music / sounds?

What kind of a game do you want to make? Have you looked into using Hammer / Source development kit?

Making Doom levels will teach you to... make doom levels. Which is fine if you essentially want to make Doom but not if you're intending to do amything more complex.

I would personally not bother starting out with a level editor that is not even applicable to what you're intending to achieve.

>> No.10955524
File: 716 KB, 2560x1440, amlost.jpg [View same] [iqdb] [saucenao] [google]
10955524

>>10955486
>KMQ2
>Steed's beautiful skins
I'm pretty happy here, though some sort of "bimboshooter" in FTE could be cool.

>> No.10955526

>>10953151
>there were kids toys for Starship Troopers
Because it was PG-13 until the last minute when they decided to keep the boob scene in

>> No.10955531

>>10953151
Mortal Kombat was controversial enough to get the ESRB formed and got Nintendo to stop censoring games in the name of being family friendly, it still had a kids' cartoon.

>> No.10955575

>>10953098
>what were they thinking
Probably about not diluting the brand too much with dogshit tie-in products?

>>10953121
Doom 1/2 have too little plot going on for a cartoon to make sense to be made.

>> No.10955590

>>10955506
It's making a fuckton of money, so I guess pretty well.

>> No.10955602

>>10954116
I thought we were talking about games, not engines. That was really random, anon.

>> No.10955606
File: 807 KB, 899x1572, STROGGED.jpg [View same] [iqdb] [saucenao] [google]
10955606

>>10955524
>some sort of "bimboshooter" in FTE
FTE does support "ponytail physics" for skeletal models, so that could work out pretty well...
This is actually a great idea and I'm totally down to help if any anons want to make it happen.

>> No.10955614

>>10954101
>Shub literally does nothing. There is no defending this
I did not say "Niggur does something". I said there's just lack of imagination and appreciation on yours and others' parts.

>> No.10955619

>>10954363
>>10954094
https://store.steampowered.com/app/2881610/Mohrta/
This looks REALLY fucking cool. Shame about early access.

>> No.10955625

>>10954606
>The maps there are all the same
Disingenuous and downright incorrect, unless you mean they FEEL the same because of the lackluster encounter design, then yes.

>> No.10955642
File: 38 KB, 640x480, IMG_2776.jpg [View same] [iqdb] [saucenao] [google]
10955642

Find a flaw

>> No.10955643

>>10955642
It isn't sitting on my lap.

>> No.10955651
File: 2.74 MB, 2997x2000, The plutonia mountains.gif [View same] [iqdb] [saucenao] [google]
10955651

>>10955642

>> No.10955659

>>10955651
That's a nice pict-ECH
What the, whats that in the mou-ECH
AAAAAA

>> No.10955678

>>10954835
For the record I've gone straight from Ultimate, to 2, to TNT, and now Plutonia and even that way the difficulty spike is throwing me for a loop.
Maybe my mistake was worrying too much about playing every "official" wad before anything else?

>> No.10955709
File: 177 KB, 220x232, 1685882856762639.gif [View same] [iqdb] [saucenao] [google]
10955709

>>10954563
>search paheal
>nothing

>> No.10955719

>>10954783
based

>> No.10955730

>>10954953
the Unity port is decent and serviceable but i've had crashes on PS4 with downloadable wads.

>> No.10955741

>>10955292
the 20th anniversary episode man. i didn't finish the first map and probly won't touch this port ever again...

>> No.10955760

>>10955575
>too little plot for a cartoon
when you see what Doom lore ended up becoming i'm sure glad we had 20 years of cease-fire(D3 didn't really count cause different char.).

>> No.10955781

>>10954835
>There exists some forum post or writeup or something somewhere, where a whole host of .wads are ranked out by challenge, from easiest to hardest.
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

Here you go.

>> No.10955790

>>10954602
You're running out of ammo? Maybe hard mode isn't for you buddy. You dont have to play every single game on hard the first run yknow.

>> No.10955797

>>10950882
Doomsisters, it's ogre

>> No.10955805

>>10955797
No, this is Ogre

>> No.10955807

>>10955805
No, this is Patrick.

>> No.10955808
File: 12 KB, 128x184, ogre.jpg [View same] [iqdb] [saucenao] [google]
10955808

>>10955797
>>10955805
Ah fuck, I fucked up the link. It truly is Ogre

>> No.10955859

>>10954094
Scumhead makes cool designs and environments, but gameplay is consistently meh to bad.

>> No.10955862

>>10954242
Doesn't support Half-Life, Sven Co-op or Quake, I think.

>> No.10955867

>>10954242
If it allowed me to make Quake maps I'd probably use it.
>>10955862
Exactly.

>> No.10955868

Will there be a fraggot 2? i wanted to make something for the first one but forgot about it and only remembered to make a map for it 2 days after it ended.

>> No.10955869

>>10955859
>but gameplay is consistently meh to bad.
Yeah that's something I picked up on their earlier stuff, people were fawning all the fuck over the aesthetics and the gameplay was just passable at best.

>> No.10955872

>>10955869
I remember an anon tried mapping for Shrine II specifically. I wonder if they're still around, and whether anything came of it.

>> No.10955873

>>10955859
That's a shame because Mohrita or whatever looks right up my alley. Like something the Ter Shibboleth author would make.

>> No.10955875

>>10955859
at least the visuals aren't faux-8bit barf this time around

>> No.10955880
File: 306 KB, 640x480, Screenshot_Doom_20240522_163050.png [View same] [iqdb] [saucenao] [google]
10955880

My god...

>> No.10955884

>>10955880
>My god...
Syphon Filter....

Also what mod

>> No.10955887

>>10955880
Those are some heavy duty sector toilets.

>> No.10955890

>>10955790
Hard mode isn't the problem, but at some point ammo runs out because as I said it just goes on forever.

>> No.10955896

>>10955890
I think you're incredibly inefficient with your aim and weapon choices anon. I do not use any of the items (make mobs of enemies attack each other, life steal on kill, etc.) and I find I always have just the right amount of ammunition to keep going. In fact I often forget the railgun exists and I never have less than 30 rounds for it.

>> No.10955897

>>10954094
Scumhead always puts out cool looking stuff that has absolutely no substance. His stuff really isn't worth playing. I got ripped off buying Vomitoreum

>> No.10955941

>>10955884
Hearts of Demons - Baron on HFFM. The full version.

>>10955887
The mancubi are idling on them before they get aggro'd.

>> No.10955950

>>10955890
So you didnt play it on hard then?

>> No.10955972

>>10955941
>The mancubi are idling on them before they get aggro'd.
The smell in there must be awful.

>> No.10955974

>>10955760
Eternal had me at first and then the DLCs just threw any semblance of sanity out the window. Such a shame.

>> No.10955978

>>10955887
big toilets for big bois

>> No.10956005

>>10955974
Eternal lost points with me when it had that Fortress Of Solitude crap in the opening, and it steadily kept losing more with all the wormy villains and antagonists. Samuel Hayden was a great fucking antagonist, somebody who never lost his cool and somebody who begrudgingly had to work with Doomguy despite ultimately different interests. That Eternal was NOT about taking him down and was instead about introducing a bunch of nobodies that fear the Doomslaya is one of the greatest shames of this universe.

>> No.10956018

>>10955463
He did every level for Episode 3 of Duke 3D also some levels in Scourge of Armagon

>> No.10956019
File: 283 KB, 954x528, 1710850824218806.png [View same] [iqdb] [saucenao] [google]
10956019

>>10956005
Like how the fuck do you fuck up such a brilliant setup??
>Mars/Hayden finds Hell exists, siphons its unlimited energy to better mankind
>Entire solar system or at least Mars and Earth rely on Argent Energy for a better quality of life that humans only ever dreamed of
>Doomguy knows demons need to die, no if ands or buts about it, destroys the Argent operation on Mars
>Presumably Mars and Earth thrown into chaos since Argent is no longer being siphoned and demons invade our world proper
>Hayden just needs more time™ to fix things, but we stand in his way because demons HAVE to die
It's PERFECT. It's black and white from Doomguy's perspective, it's all grey from Hayden's, clash is inevitable. Godfuckingdamn and then they made him an angel or something fucking stupid like that instead of Doomguy's foil. Yes I'm mad. I am so mad about this and will continue to be until I die. They had something special.

>> No.10956025

>>10956005
i loved 2016 a damn lot but Eternal stroke me so much the wrong way that even this one i can't go back to now

>> No.10956031

>>10956019
>It's black and white from Doomguy's perspective
And another thing, it was this fantastic mesh of old media stories where good and evil are clearly delineated; they took a hero of older times and stuck him in a much more complicated present type of story. The more I think about it the more I think 2016's story/setup was a complete accident and none of the writers knew how good it was.
>>10956025
Eternal's a fun game, a great game, it could have been so much more than what it is what I'm saying. They decided to jerk off the player instead of shoot for the moon.

>> No.10956034
File: 1.54 MB, 480x264, 1505312034921.gif [View same] [iqdb] [saucenao] [google]
10956034

>>10956031
When you realize Eternal is closer to Quake than it is to Doom

>> No.10956037

>>10956031
>Eternal's a fun game, a great game
i think it's objectively a very good game, i just don't like the game design, story and multiplayer.

>> No.10956065

>>10955950
The demo, I did. But since you're starting to act dumb I won't bother replying anymore.

>> No.10956068

>>10956065
Not that anon, but that makes even less sense. The guys with shotguns for arms dropped shells instead of slugs in the demo, so you always had a surplus of shotgun shells which is a great workhorse weapon. In the final game you have far fewer shells per level to work with, but just enough like I said earlier.

>> No.10956078

What are your thoughts on Doom 64?
Is it better than Doom 3?
Is it in the same quality tier as Doom 1&2?

>> No.10956083

>>10954913
neato
which mod?

>> No.10956090

>>10956083
>>10954913
nvm i found your other pic
>Hearts of Demons

>> No.10956140

>>10956078
Very different game from Doom 3 obviously. But i like it more. Doom 3 was too linear and cramped and Half-Life-like. Doom 64 is basically a Doom 2 mod, a very solid one with a cool spooky atmosphere.

>> No.10956175
File: 3.05 MB, 2560x1440, Screenshot_Doom_20240522_225639.png [View same] [iqdb] [saucenao] [google]
10956175

Golden Souls 3 demo is extremely impressive so far. Did lag a little on Serenity Shrine tho. I think the pistol's charge up secondary could use a auto reload feature if you try going for the mouse 2 option and you don't have the five bullets you need to charge it up. Also make it so the crouch jump works a little faster - it feels a little slow to activate currently - I want to be able to twitch long jump everywhere. Platforming is definitely better than the previous two games.

>> No.10956181

>>10954116
What's Unreal? Can you buy it on Steam?

>> No.10956183

>>10956175
I wanna fill arti's dome with cum and watch my sperm disperse and homogenize like cream in my coffee.

>> No.10956187

>>10956183
What mod is the imp girl from? I don't recognize who the thief/bank robber in back row on right is either.

>> No.10956191

>>10956187
That's Imp-Tan from HDoom, and the thief is Burglar from Tomb Fetus.

>> No.10956193

>>10956175
What kind of weirdo would come up with the guy on the left with a bowling ball for a head?

>> No.10956194
File: 86 KB, 980x496, no_fear_color.png [View same] [iqdb] [saucenao] [google]
10956194

>>10956183

>> No.10956197

why didn't satan just lock a door with a normal key instead of a keycard

doomguy would be stuck forever

>> No.10956198

>>10956194
I can hear this image the Yhollsounds, they haunt me.

>> No.10956205

>>10956191
>That's Imp-Tan from HDoom, and the thief is Burglar from Tomb Fetus
Thanks. I thought because she was wearing clothes that someone had made a imp waifu mod.

>> No.10956206

>>10956194
Kegan you should join our kart server more we miss you

>> No.10956208

>>10956206
Not the first time I've been confused for Kegan.
Rest assured, I have been joining the Kart server.

>> No.10956213

>>10956208
I'm hammered as fuck rn in fairness

>> No.10956215

>>10956213
me too

>> No.10956216
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
10956216

>>10956206
I need to recompile the Kartan game and I can't be bothered to do that at the moment. Fuck man I can barely muster up the focus to play any video game, I've been either doing dev shit, helping neighbors, or just milling about mentally defragging. I gotta get my shit together.
I do miss it though.

>> No.10956224
File: 242 KB, 654x527, 1694711541500096.png [View same] [iqdb] [saucenao] [google]
10956224

>>10950857
>tfw no cinnamon toast quake

>> No.10956230

>>10956216
Fair enough, the process hasn't changed for the new version, just the links you type in. So just jump in whenever you have time.

>> No.10956256
File: 83 KB, 490x427, 1705393719944958.jpg [View same] [iqdb] [saucenao] [google]
10956256

whats with fps protagonists and helmets? doomguy... quakeguy... haloguy... metroid...

>> No.10956257

>>10956256
Helmets keep your head safe in combat, Anon.
More importantly: They look cool.

>> No.10956264
File: 264 KB, 850x1275, 1691215259293261.jpg [View same] [iqdb] [saucenao] [google]
10956264

>>10955486
Heavy Metal FPS

>> No.10956268

>>10956256
>>10956257
and they mean you don't have to draw/render faces.

>> No.10956273

>>10956268
This too. It's why pretty much why all of my characters are helmeted.

>> No.10956276

>>10956257
>man with exposed midriff pretending to care about safety

>> No.10956278

>>10956276
His armor is fucked up on the cover though.

>> No.10956329

>>10956276
i got abs of steel

>> No.10956439

>>10956268
>give Doomguy helmet
>put face on HUD anyway
Hmm.

>> No.10956482

I remember there being a doom mod for adjusting the floor height/ceiling height/map width/player height and I can't remember the name of it or where I downloaded it. I think it was called something like Big Doom. You'd use it typically for mecha gameplay mods to really simulate that giant stompy feeling. Does anyone else remember this mod and where to download it?

>> No.10956486

>>10956482
https://forum.zdoom.org/viewtopic.php?t=68532

>> No.10956490

>>10956486
Thanks.

>> No.10956502

I'm playing through Quake

>> No.10956507
File: 26 KB, 287x347, Heavymetalfakk2box.jpg [View same] [iqdb] [saucenao] [google]
10956507

>>10956264
Pic related is as close as you're gonna get

>> No.10956513
File: 49 KB, 208x210, 1686807374265213.png [View same] [iqdb] [saucenao] [google]
10956513

>>10956507
a-are those..?

>> No.10956527

>>10954116
are there really new games created with original Unreal 98 engine, or was he pretending to be retarded?

>> No.10956531
File: 118 KB, 900x950, tomoyo389.png [View same] [iqdb] [saucenao] [google]
10956531

>>10955069
>>10955514
It could learn him to make good maps, but he would have to actually work on them and stick with Doom for quite a while because it's not something you can learn quick. It's a bit faster with Doom maps because you spend less time doing busywork and more time implementing your ideas.
But then again, good level design is virtually non-existent these days, so it's not a particularly useful skill in modern industry that might actually sell your games.

>> No.10956542

>>10956513
strategic shading on a yellowish steel cups.

>> No.10956543
File: 818 KB, 1200x960, 1714996644935192.png [View same] [iqdb] [saucenao] [google]
10956543

>>10955454
ggs

>> No.10956549
File: 288 KB, 994x988, 1689306749016127.jpg [View same] [iqdb] [saucenao] [google]
10956549

>>10956507
It's time for coomer shooters.

>> No.10956601
File: 242 KB, 633x583, file.png [View same] [iqdb] [saucenao] [google]
10956601

>>10956549
Finally, games like Roger Ramrod and Immoral Cumbat get to have some time in the spotlight!

>> No.10956602

>>10954961
Yeah, but that's just how the internet works. Things only exist as long as they're hosted.

>> No.10956610
File: 216 KB, 500x384, 1634319921511.gif [View same] [iqdb] [saucenao] [google]
10956610

>>10954961
>>10956602
They should have just included all the addons instead of that stupid downloading system also they should have just packaged Doom 1 & 2 together in one nice package and they should have ported Wolf 3D already, I wanna mow down Nazis on the can.

>> No.10956616

>>10956507
Surprisingly decent, even if it does suffer from the Q3 engine platformer curse of getting stuck on corners if you get too close.

>> No.10956627

>>10956610
Yeah I guess. But that would only work for the digital version, since they update it periodically.
The physical switch release would still need a download system.

>> No.10956640
File: 26 KB, 640x400, Kaos (1995).png [View same] [iqdb] [saucenao] [google]
10956640

hell, i'm looking dapper
move it darling. you wanna shake?

>> No.10956650

>>10956627
The physical version should have at least included Plutonia, TNT, No Rest for the Living and Sigil on the cart.

>> No.10956659
File: 566 KB, 1920x1080, Screenshot_UrbanBrawl_20240523_004604.png [View same] [iqdb] [saucenao] [google]
10956659

>> No.10956662

>>10956659
https://youtu.be/Tw7EJ_mTmdM

>> No.10956664

>>10956018
>every level for Episode 3 of Duke 3d.
Well that's quite based. Shrapnel City is an EXCELLENT episode and I love it's great urban terror maps and scenarios.

>> No.10956669
File: 2.73 MB, 2560x1440, renaldoreport.jpg [View same] [iqdb] [saucenao] [google]
10956669

>>10956175

Thank you, regarding the performance it's been a particularly sour spot for me, I did my best optimizing that map but there really isn't much more I can do without having to redo the entire open area, which I really don't wanna do as it took me an entire year to complete.
The good thing is that that map helped me optimize the latter ones as it made me understand better what was the "limit" of my open world design. I suggest you to give it a try on VKDoom as well, I do get steady 60 to 70-80 fps in most of the areas, and tends to dip under 60 on top of the mountain area where you can see the entire level at once.

About the secondary fire, yeah truth to be told I need to better integrate it as it's not gonna be unlocked by default, it will be one of the unlockable upgrades for the gun that you will be able to buy with big coins, so i better make sure that it's good

About the crouch jump, right now it's unlikely, although i am testing a separate branch with faster crouch times, but it led to physics bugs and at this point in development i'm not sure i wanna change a basic feature like that.
All i can say is that i might try to do a little fork, convert the longjump code to zscript and see if i can refine it from there without breaking the game, but no promises.
Lastly, if you wanna fast-stack multiple long jump togethers, keep the crouch key pressed, after you land your first longjump, just press space and you'll instantly long jump again, this is explained better in the full game's tutorial section compared to the demo's.

Lastly, there was someone in the last thread asking if Golden Souls 3 was gonna come out this year, to whom i can answer with... I don't know? Probably not. I wish cause I kinda wanna move onto other projects, but at the same time i'm taking my time to make sure things will be great, it will be my last big Gzdoom mod project anyway, so it would be disappointing if it wasn't just as good if not better than 2.

>> No.10956694
File: 320 KB, 640x480, Screenshot_Doom_20240523_003641.png [View same] [iqdb] [saucenao] [google]
10956694

>> No.10956697

>>10955193
>by enforcing a no-politics rule on Dicksword

So wait, wtf, did people get mad about a no-politics rule? You're going to tell me more than that.

>> No.10956698

>>10956697
Or you could keep gay Discord related gossip out of here.

>> No.10956701
File: 8 KB, 666x1228, Flintnic.png [View same] [iqdb] [saucenao] [google]
10956701

>>10956694
>gotta fuck ass fast

>> No.10956742

>>10956669
>it will be my last big Gzdoom mod project
What are you planning after that? Make the jump into standalone game development?

>> No.10956761

>>10956659
I member hearing you could pummel some gay dudes like in bare knuckle. So, is the idgames upload the legit original, or has it been tampered with because "controversy"?

>> No.10956768

>>10956761
The idgames upload was "revised" in 2021 and completely scrubbed everything about the bar and its owner being gay, with really awkward sentence mixing.

>> No.10956774

>>10956768
Sucks, you can see that original upload dates are still there.

>> No.10956776

>>10956742
At the very least, commercial gzdoom projects, but in truth i'd like to get into Godot. If i'll make mods again it will be small stuff that i can complete in like... 3 months like I did with simon's destiny

>> No.10956778
File: 23 KB, 320x200, 1681127089176690.png [View same] [iqdb] [saucenao] [google]
10956778

>>10956701

>> No.10956816

>>10955868
There's still time since the deadline has been extended until May 27th.
If you don't think you can make it, then try to make a blocked out map with default textures at least, and you'll have time to detail it after it gets playtested.

>> No.10956831
File: 45 KB, 640x480, eh.jpg [View same] [iqdb] [saucenao] [google]
10956831

>>10956778

>> No.10956839
File: 109 KB, 320x200, [unzips rocket launcher].gif [View same] [iqdb] [saucenao] [google]
10956839

>>10956778

>> No.10956872

>>10956839
kek

>> No.10956880

>>10956776
Sounds good, godspeed.
Godot is a solid choice for indie devs. I'm just still waiting for them to stop with the NIH and switch to SDL for their input system already to soothe my personal autism.

>> No.10956887

>>10956531
>>10955514
I've developed the overall plot, environments and character designs over the course of about a year. Artistic side is my strongsuit. I'm wholly ignorant to coding and game making but been wanting to for a while. I work two jobs so motivation is lacking, and trying to draw out level maps on paper without a proper grasp of proportional scaling seems redundant to me atm. I asked around on another board and I think I'd use Godot instead of Unity, but the point still stands that making a few levels in DoomBuilder seems like not that bad of an idea at first because it saves me the trouble of making sprites, textures, and sounds. Also save ne from coding interactivity of items. I know it's a totally different engine but the point was to better grasp how a level should feel/look and because with the gridded nature of the program I could easily translate the map on graph paper, and hopefully after a handful made I can do the opposite; make a map on graph paper first, then building it up in Godot. This was the biggest draw, since I could make maps while commuting or on lunch at work. Is this making sense? I hope so. Thank you guys for the replies. I know it's extra work to even use Doombuilder but I again have literally no momentum or experience atm with this shit so I figured it's get the ball rolling. I may also dick around with Trenchbroom but idk about that program, honestly. I'm still trying to look into it. The game I'm trying to make is more Doom 64 in style than Quake, so I figured Doombuilder but maybe I could replicate something to that effect in Trenchbroom?

>> No.10956907

>>10954953
I'll agree that Unity Doom is actually very authentic (after being trash on launch), but...
>Unity keeps things like infinite height and original hitscan calculations.
GzDoom lets you use these.

>>10956768
Aww really, they scrubbed it? Goddammit.
We should mirror the original on the .wad booru

>> No.10956930

>>10956761
First boss fight in Action Doom 2 is with a Village People tribute band in a seedy gaybar in the slums, and the changed version makes it so you can't use the gun there.
I think the rationale was the whole thing about the Pulse Shooting, but there's precious little parallels between that event and the game.

A few of the juvenile gay jokes are also edited out, as if those were even hateful in any capacity, then the word fag is removed.

>> No.10956941

>>10956907
>GzDoom lets you use these.
That’s correct. The comparison was between GZDoom’s default settings and Unity Doom as it is now, and the post was more about Unity Doom not being as messy as it was.

>> No.10956964
File: 3 KB, 200x240, 1679058470852900.png [View same] [iqdb] [saucenao] [google]
10956964

can I get a link for doom on apple IOS5? thanks

>> No.10956965

>>10954895
Use Woof or Nugget desu

>> No.10956971

>>10956964
The port is called "boku no pico", just google it

>> No.10956974

>>10956971
Thanks Anon, I just downloaded mustard gas :(

>> No.10956979
File: 582 KB, 800x450, HUD nonsense.webm [View same] [iqdb] [saucenao] [google]
10956979

Went back and made Blaz's HUD a little fancier, also getting the ball rolling on an alternate mini HUD for the heroes.

>> No.10957043

>>10956640
Is that any good anon

>> No.10957051

>>10956486
>Big Doom
Big if true

>> No.10957070

>>10956549
>38D
Fucking kek, good joke

>> No.10957085

>>10950858
Voices of the Nether- a 14-map episode for Doom 64 has been released
https://www.doomworld.com/forum/topic/145337/

>> No.10957185
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10957185

>>10956979
g

>> No.10957214
File: 170 KB, 1280x1280, DoomPaper.jpg [View same] [iqdb] [saucenao] [google]
10957214

>>10954480
>nta but a 5ish is just a meh
5-6 (and sometimes even 7) are used as neutral or borderline bad. Both of those ratings look terrible though.
>>10954512
>You could also argue that 0-50 would be better since people usually use decimals anyway.
In case you meant 5.0, then yeah. I think .5 could be fitting in many cases.
>The way valve handles it is honestly pretty good but that doesn't really work with separate reviews as well.
I do think it's lacking some kind of neutral option, so that things are simply more specific.
>>10954602
The game is alright, just take breaks every map or two.
>>10954606
Yup. A lot of Quake's maps are huge monsters and in a good way.
>>10955790
I played through WRATH on Hard after its full release and never had any issues with ammo. Wouldn't really call myself a particularly good player, but how do people end up running into these situations? All that comes to mind is...
>>10955896
>you're incredibly inefficient with your aim and weapon choices anon.
...only in humorous example. Like someone just moves their mouse like crazy and shoot like they're stormtrooper with aim assist.
>>10955974
DLCs are serviceable, but a huge letdown in gameplay that would rub you the wrong way especially if you really liked the base game. And it's even worse with narrative, if you care for it.
>>10956019
>>10956025
Because people nowadays for some reason think that lore & story must go big, cosmic and divine. In that regard, Eternal was hurt by the grown ambitions.
>>10956037
>game design
Essentially it's not too different from '16 and if you didn't like that one, you will not care for Eternal. Both have small starts where player has to warm up to the flow with Eternal being more "intimidating" with that. There're all those systems and things you can use, but at the end nothing stops you to sticking with maining two most powerful weapons and ignore all that stuff.

>> No.10957227

>>10956078
>What are your thoughts on Doom 64?
It's very nice.
>Is it better than Doom 3?
Different types of FPS. Not sure if they're comparable and I never cared for DOOM 3 to play it.
>Is it in the same quality tier as Doom 1&2?
Honestly, I think that I enjoyed 64 more than the first two games.
>>10956256
Seconding >>10956268. Helms are easier to draw than faces.

>> No.10957268

>>10956979
I like that quite a bit

>> No.10957281

>>10956078
>What are your thoughts on Doom 64?
Cool tone and I dig the weird tracks.
>Is it better than Doom 3?
I don’t like to compare but I enjoy 3 as well.
>Is it in the same quality tier as Doom 1&2?
I’m not sure. The aesthetics and atmosphere carry it a long way, if it was still using mostly classic Doom assets I’d probably rank it below Plutonia.
>>10957214
Eternal also came out after a bunch of other Bethesda published games came out and didn’t do so well. I don’t even know how well 2016 did, though I’m under the impression Eternal did way better with far less developmental effort.

>> No.10957371

>>10954895
DSDA fell off, use Woof or Nugget instead.

>> No.10957397

>>10956768
I've noticed this happening more and more with stuff lately, the idgames uploads being replaced with the "oh I regretted it ten years later" versions.

Not even controversy stuff like Scuba Steve trying to hide the skeletons in his closet while tone policing others, some maps just end up completely redone and if nothing else it's neat to be able to see the difference and not have that chance erased.

>> No.10957403

>>10956276
Hey man, he gotta show off how sexy he is, be reasonable.

>> No.10957427
File: 39 KB, 511x600, 14936397419820.jpg [View same] [iqdb] [saucenao] [google]
10957427

>>10956907
>GzDoom lets you use these
GZDoom lets you play 99.5% authentic Doom. Considering it's by far the most popular source port among normalfags, you would assume it's creator actually bothered to implement proper default settings so all the normies would play actual Doom instead of whatever GZDoom is. Yet here we are, where 99% of playerbase use linear filtering and freelook.

>> No.10957431

>>10957427
Freelook is good.

>> No.10957434

>>10957431
When playing vanilla? no

>> No.10957441

>>10957427
People are gonna play how they want, but most ports have their defaults try to functionally resemble vanilla, Le [NO] Chicken decided the defaults should be what people expect of modern stuff.

>> No.10957449

>>10957441
>modern stuff
Sorry, I don't have a screenshot, just pretend I posted linear filtered 16xhq ssao bloom dynamic lighting Brutal Doom picture with greentext.

>> No.10957453

>>10957427
Wow, 99% huh. Thats crazy and totally real.

>> No.10957454
File: 17 KB, 87x83, wahhh.png [View same] [iqdb] [saucenao] [google]
10957454

Hello anons, i've been searching for this doom mod for a long time.
It's a TC where you play as a young girl fighting demons in some sort of mansion. IDK the details but i recall it had steampunk aesthetics on the weapons and the level design.

>> No.10957467

>>10957454
Dynamite Duchess?

>> No.10957478

>>10955463
That Moscow map didn't build any landmark to the game, it's a generic city+bunker with some hodjpodj extra art. Same with London and Paris.

>> No.10957483
File: 689 KB, 1280x720, fvy400f4rer81.png [View same] [iqdb] [saucenao] [google]
10957483

>>10957467
>Dynamite Duchess
That one, yeah!! The dev had some fine taste.
Thank you, kind anon.

>> No.10957496

>>10957483
>get it at mikestoybox
lol, that's no longer true, pretty sure it's on archive.org though.

>> No.10957531

>>10957496
I've been wondering why the guy deleted it off the internet.

>> No.10957542

>>10957483
This and that chakan mod he did are really cool, guy's got a talent for TCs. Too bad he's a massive faggot that has to shoehorn his views into his wads

>> No.10957549

>>10957531
He wants to be a legit author or game dev or something and thinks removing that stuff makes the drama shit that might impact that go away.

>> No.10957584

>>10957453
If you configure it right, the only actual difference is demos and impossibly subtle differences in the RNG.

>> No.10957609

>>10957427
why should new users need to go out of their way to configure gzdoom for the modern gameplay they're using it for? in a lot of mods' cases freelook and vanilla bugfixes are necessary for basic functionality.

>> No.10957627

https://youtu.be/UFVUL2WwTJo?si=mRmdanR58irQ3FKL

Been searching around and no dice for the soundfont used in these MIDIs, anyone might have any idea of a possible candidate?

>> No.10957636

>>10957609
>why should new users need to go out of their way to configure gzdoom for the modern gameplay they're using it for?
I don’t think everyone’s downloading GZDoom strictly for modern features. I’m also not sure about the claim where it’s the most popular “normie port” when I don’t even think PCs are more popular around the “normies”.

>> No.10957645

Someone oughta make a basic utility with a few simple buttons which edits your GzDoom config for the few standout issues which everyone always complains about. Click for the filter, click for the freelook, click for light settings, and then whatever else.

Because using the search function is too hard apparently.

>> No.10957646

>>10957645
>Not just making copies of your GZDoom/VKDoom config file for different playstyles
Agree with you there Anon, some people are retarded enough to not want to take a few minutes tops to re-config their game.

>> No.10957648

>>10957645
Surprising that GZDoom doesn't have on the fly profile switching already. It would sure beat digging through the confusing menus.

>> No.10957654

>>10957584
>and impossibly subtle differences in the RNG.
It's not that subtle though, for example you can comfortably melee some stuff to death that is an absolute death sentence in vanilla.

Makes a huge difference to some maps and stuff.

>> No.10957658

>>10957636
vanilla gameplay doesn't depend on freelook being disabled, the game does not become unplayable at any point because of freelook
just about any gameplay mod that adds recoil to guns requires freelook to be enabled or you can't play
making the default setting the one that fucks up less gameplay is the sensible thing to do
or else the forum would be flooded with john brutal dooms reporting that the port is bugged because they can't aim right

>> No.10957667
File: 4 KB, 316x103, save + ini fuckery.png [View same] [iqdb] [saucenao] [google]
10957667

>>10957646
>>10957645
I swear I'm going to end up writing a guide for this one day because way too many people don't understand that in ZDoom-based ports you can entirely isolate your .ini and save files from each other.

Shit even works in Zandronum.

>> No.10957668

>>10957658
The game becomes significantly easier with freelook.

>> No.10957670

>>10957646
My GzDoon playstyle is my GzDoom playstyle, and my Woof playstyle is my Woof playstyle.

>> No.10957671

>>10957668
Not really.

>> No.10957673

>>10957668
If you're bad with auto aim, maybe.

>> No.10957674

>>10957668
affecting balance is not the same as making the game literally unplayable, as it would be if you have guns with recoil but you can't freelook to adjust for it so you end up staring at the sky after a few shots

>> No.10957675

>>10957671
Yes really. Being able to place rockets exactly, detonate a BFG on the floor, or even just snipe enemies over ledges is a massive advantage.

>> No.10957676

>>10957674
The OPTIONS lump exists for a reason, anon.

>> No.10957682

>>10957654
As already being said 100000000000 times, fixed hit detection has literally nothing to do with RNG, and it can be easily switched back to vanilla behavior with a single option, and it will also be automatically switched if you change compatibility level (and you should do that). And when it's switched back to vanilla behavior it's virtually indistinguishable from original Doom hit detection. Even if we didn't mentioned it already 100000000000 times, you could find it out yourself with 10 seconds of using google.

>> No.10957683

>>10957676
>every mod needs to be updated to use this obscure feature so that the default settings can be changed to something less sensible because it offends my autism that people playing gzdoom might have freelook enabled even though it isn't negatively impacting their ability to play all 32 maps of doom 2
look in the mirror and consider the life decisions that have led you to this point in the argument anon

>> No.10957689

>>10957683
>obscure feature
It's standard across multiple ports now.
>so that the default settings can be
Made to play like Doom, yes.

>> No.10957713

>>10957689
it's obscure enough to not be found on either the doom wiki or the zdoom wiki and i've never seen or heard of it in over a decade of working with doom mods
and again how is a lump that needs to be added to mods, some of which are pushing 20 years old and the creators are long-gone, supposed to be a solution when the current setup is perfectly functional besides that it offends your autism that people are playing doom 2 with freelook

>> No.10957717

>>10950858
Are there any more plans for vertex relocation? Its in beta for quite a while now

>> No.10957769

>>10957713
It's on the Eternity wiki, and has apparently been a thing since MBF(>20 years ago)
https://eternity.youfailit.net/wiki/OPTIONS
>and again how is a lump that needs to be added to mods, some of which are pushing 20 years old and the creators are long-gone, supposed to be a solution when the current setup is perfectly functional besides that it offends your autism that people are playing doom 2 with freelook
Fuck me for expecting a Doom port to play like Doom, right? You're just autistic if you don't like jumping, crouching, freelook, and other non-Doom options being the default.

>> No.10957779
File: 6 KB, 184x184, images(2).jpg [View same] [iqdb] [saucenao] [google]
10957779

What's /vr/ opinion on Crispy Doom for close-to-vanilla DOOMing?
I've been using it to play my way through all the main expansions and addons for DOOM alongside the main games, and it has been great so far.

>> No.10957782

>>10957779
It's one step up from vanilla, but it's still great. Loads of optional visual features, too.

>> No.10957790

>>10957779
Zero reasons to use it instead of woof/nugget nowadays.

>> No.10957797

>>10957779
Very solid, just the core gameplay but with a few nice conveniences and pleasant optional little things (blood color option, resolutions, etc).

>> No.10957812

>>10957769
>You're just autistic if you don't like jumping, crouching, freelook, and other non-Doom options being the default.
bingo
this might come off as a surprise for you, but nobody gives even half a shit about "teh troo way to play dewm", quit throwing a fit whenever you see anyone that dares to play on anything more advanced than prboom

>> No.10957817

>>10957812
Okay, then stop throwing a fit when I say that GZDoom isn't Doom, but rather an engine compatible with Doom maps.

>> No.10957818

>>10957769
no, you're autistic for making demands that a port change how it's worked for 20 years to suit your personal hangups even though that change would have a negative impact across many more users' experience and little to no benefit to anyone who isn't concerned with "accuracy" (and anyone who is concerned with accuracy isn't using gzdoom for it in the first place - i'm sure you're no different)
and even more autistic for bringing up some obscure lump nobody has ever used that is only documented on the fucking eternity wiki as a solution to the breakage that fixing your personal hangup would cause, even though it would need to be implemented into each mod individually
normalfags aren't downloading gzdoom to play vanilla doom anymore, they get a perfectly serviceable experience from the unity port now
they're downloading gzdoom to play the latest brutal doom fork of the hour and for that they need jumping and crouching and freelook and the blockmap bug fixed, and they don't need to sift through menus for three hours to get that

>> No.10957823

>>10957817
it's still built on top of the doom engine whether you like it or not. faggot

>> No.10957831

>>10957790
Why's that? Heard those names around, but I'm curious if they improve or have the same features as Crispy.

>> No.10957834

>>10957817
The delicious irony here:
>>but nobody gives even half a shit about "teh troo way to play dewm",
Is that even the publisher cares more about a more authentic “vanilla Doom” experience >>10954953
As popular as GZD is, I’m pretty sure more people are getting exposed to Doom these days through the Unity port.

>> No.10957841

>>10957818
I'm making demands that an engine doesn't cater to people making changes to the core gameplay.
Besides, when has Graf ever given a shit about compatibility?

>> No.10957846

>>10957831
I think the only option Crispy has that Woof doesn't is disabling infinite height monsters. I don't know if Nugget covers that, but both ports also benefit for having full Boom/MBF/MBF21 support over Crispy Doom which can only play vanilla and limit removing maps.

>> No.10957849

>>10957831
Back then Crispy was virtually "Chocolate but x2 resolution and modern controls set up by default". And Chocolate is virtually original Doom with zero changes outside of compatibility with modern OSs.
At some point Crispy/Woof developer got bored and started to port features from Woof back to Crispy, so now Crispy has a lot of things that were never part of vanilla experience. Why? Not a single idea other than developer got brain damage.

>> No.10957854

>>10957834
>I’m pretty sure more people are getting exposed to Doom these days through the Unity port
got a single fact to back that up?

>> No.10957864

>>10957214
>Essentially it's not too different from '16 and if you didn't like that one, you will not care for Eternal
i really enjoyed 2016, not Eternal.

>> No.10957872

>>10957854
The amount of people who stream the game the first time using the easiest option available(whatever is on Steam)

>> No.10957876

>>10957872
Even John Romero runs GzDoom on default settings and was utterly lost when confronted with the settings menu.

>> No.10957891

>>10957841
the engine is designed to make changes to the core gameplay, why should it not cater towards its primary function? people use gzdoom to play doom with gameplay mods and modern controls. they can just use the unity port if they don't want that.
>Besides, when has Graf ever given a shit about compatibility?
when he has maintained support for DEHACKED, DEHSUPP, Fragglescript, old and new DECORATE syntax, every single commercial IWAD ever made, ACS in both its original Raven form and what it became with ZDoom, implemented numerous map-specific patches like fixing the yellow key on TNT Map31, and continued to add support for newer standards like UMAPINFO and MBF21 while also developing ZScript
things break sometimes, that's a fact of life when you're working to support this much legacy shit while also adding new features
but it's incredibly ignorant and disingenuous to claim that he doesn't care about compatibility at all
it's very easy to develop a "compatible" port that just does boom/mbf21 if you don't actually care about compatibility so you can skip out on 20 years worth of zdoom features and brainlets will still laud you as superior to evil chicken man even though you're leaving decades of content off the table

>> No.10957952

>>10957854
Not him but he's right if that's the default option you're face with when playing via Steam. Which i've never done personally so I can't check it

>> No.10957960
File: 46 KB, 640x480, 2170554-marathon_2_title_screen.png [View same] [iqdb] [saucenao] [google]
10957960

Just finished first game, started 2nd, immediately confused.
How the hell is the MC on this planet? Durandal left for his journey without him.

>> No.10957965
File: 965 KB, 2048x2048, GN5y3itW8AEZBJa.jpg [View same] [iqdb] [saucenao] [google]
10957965

>>10957817
>GzDoom isn't Doom
GzDoom is Doom.

>> No.10957979

>>10957965
GzDoom is MyHouse
MyHouse saved Doom by making it modern and relevant
MyHouse is Doom
GzDoom is Doom

>> No.10957982

>>10957817
sounds like pedantic faggotry to me anon

>> No.10957992

If someone is playing a Doom mod that allows you to play as Ranger from Quake using Quake weapons, alongside a mod that turns monsters into Quake enemies, while also playing on a mapset that uses Quake textures, they're still playing Doom.

>> No.10957993
File: 293 KB, 1080x1498, G9T5Xd3.jpg [View same] [iqdb] [saucenao] [google]
10957993

>it's another ironically defending no chicken and his terrible decisions to piss off autists episode
the sooner he fucking dies of a coronary the better for the whole fucking community
and if god is merciful contrarians of any stripe be struck down by brain eating amoeba

>> No.10957996

>>10955454
vanilla or near-vanilla SRB2K is perfectly fine, why do people insist on using a bazillion mods for it
>We also have a Mumble server!
There's my answer

>> No.10957998

Gzdoom has all sorts of cool mods. Why the fuck would I even want to play the dull vanilla doom?

>> No.10958002

>>10957992
Speaking of which, is hunters moon any good? Always looked like half assed shit to me.

>> No.10958020

>>10957993
>you have to join me in hating chicken man like the youtube videos told me to or you're a contrarian!
no
even if you're eternally butthurt about gzdoom despite having even more choice in ports than ever, chicken man is also responsible for umapinfo, finally dragging boom wads out of the 20th century and letting them have proper episodes and secret levels that aren't on map15 and 31 and don't take you back to 16
you may take issue with other gzdoom devs being faggots but graf specifically has been a driving force for good in the community even outside his own port

>> No.10958032

>>10957996
Dog. What fucking thread do you think you're in.

>> No.10958041
File: 243 KB, 1920x1017, Screenshot_Doom_20240503_022739.jpg [View same] [iqdb] [saucenao] [google]
10958041

>>10957992
We have Quake at home, anon.

>> No.10958047

HUH??? People are using mods on one of the most moddable engines available???? Unbelievable!!!!!!!!!!!!!!!!

>> No.10958054

>>10958032
I've got nothing against mods, if that's the tree you're barking up

>> No.10958062

>>10958054
>I've got nothing against mods
>vanilla or near-vanilla SRB2K is perfectly fine, why do people insist on using a bazillion mods for it
Seems like self-contradictory statements to me

>> No.10958081

Vanilla Doom and Doom 2 are perfectly fine guys, why even bother with custom map sets? Just replay the same handful of levels over and over again. Gameplay mods? Ugh, what's the point? Cannot fathom why anyone would want a fresh take on the main game. Who needs source ports or even options menus? No idea why anyone would want to fine tune the experience to their liking, no sir!

>> No.10958089

>>10958062
>>10958081
It's a bit of a different deal with a multiplayer game, especially a niche one. You need some balance towards newbie friendliness and ease of install so your community doesn't wither away and die because you don't get new blood.

>> No.10958097

>>10958081
Why even play anything other than Doom 1 shareware? It's the way Romero intended it to be played.

>> No.10958101

>>10958089
Except the mods we run are primarily focused on adding recovery/catch-up mechanics and making the game more forgiving for new players. You don't even know what you're talking about lmao

>> No.10958107

>>10957817
But that's YOU throwing a fit when you do that.

>> No.10958110

>>10958002
I think the original concept of it was "Q3A singleplayer" but the guy behind it turned it into AeoD-lite by throwing in a bunch of enemies from different games while giving player classes QC-esque stats and abilities. Not to mention the blatant insertion of his own fetish OCs.

>> No.10958112

>>10957993
I have my problems with chickenman and his decisions, and there's things I dislike about GzDoom, but I'm not at the absolutely pathological stage that you're at.

>> No.10958121

>>10958101
Half the mods are to make the game faster and add more involved boost mechanics. It's almost halfway to DRRR autism.

>> No.10958126

>>10957960
Something you'll learn is that Marathon has inconsistent writing. It comes out in full-force in the third game, so here's your advanced warning.

>> No.10958161

>>10958062
nice reading comprehension.
>>10958110
>the original concept of it was "Q3A singleplayer"
that was about my understanding of it, it sounds okay on paper and there was clearly a lot of work put into it.
>Not to mention the blatant insertion of his own fetish OCs.
lol I will have to look at it again.

>> No.10958163

>>10958110
>want to make Quake 3 singleplayer
>don't do it on the Quake 3 engine, which is already perfectly moddable
>spent a fuckload of time and effort porting everything to Doom instead
>fuck it up and do retarded shit anyway
I'll never understand this autism.

>> No.10958168

>>10957952
The Unity port is also the most accessible way to play Doom for phone and console players. It’s not just PC people being newly exposed.

>> No.10958176
File: 51 KB, 368x386, 1704002031749885.png [View same] [iqdb] [saucenao] [google]
10958176

Hmm, today I will play some Wrath.

>> No.10958179

>>10958176
Actually never mind, time for Mjolnir.

>> No.10958186

>>10958112
I care less about the german and more with the faggots dickriding him to get (you)s and derailing threads
But if some assclown hobby coder's life being snuffed out meant I'd never have to hear or see his retarded choices starting shit and someone with fewer chromosomes could take over his mess, I'd say that's a good trade

>> No.10958189

>>10958176
>>10958179
Good choice

>> No.10958212
File: 3.54 MB, 1920x1080, 1685568364679564.png [View same] [iqdb] [saucenao] [google]
10958212

>>10958189
Puts commercial indie first person shooters to shame just like Arcane Dimensions years before. Utterly shocked at how the guys in charge do this for the artistry and love of Quake.

>> No.10958217

>>10957427
>you would assume it's creator actually bothered to implement proper default settings so all the normies would play actual Doom
Did you notice how it's called "GZ"Doom?
As in "Graf Zahl" Doom?
As in "this guy's personal Doom port that has somehow ballooned into this popular thing but that he still mainly develops the way he likes"?

Nobody is preventing you from forking it and making it better. Please add proper netcode while you're at it.

>> No.10958218

>>10957993
>>10958186
desperate lashing out of a man who's out of arguments, now just wishes death on the people who disagree with him
sorry that we're not in youtube comments and you're going to encounter people who actually have some idea of what they're talking about instead of blindly agreeing with your deranged spew

>> No.10958227

>>10958212
The guy in charge whose baby it was, quit halfway through development amidst some very vague circumstances though.

With the shit that happened to 3DRealms, it probably means he was being pushed to cut corners and get it out the door unready.

>> No.10958230

>>10957817
Chocolate is also not Doom. Crispy is not Doom. Woof is not Doom, neither is DSDA or PrBoom+. Or DOSBOX.

In fact, anything that is not the original executable on original hardware is, in fact, not Doom.

>> No.10958237

>>10958217
>Did you notice how it's called "GZ"Doom?
Because it was the OpenGL focusing port of ZDoom.

>> No.10958246
File: 2.93 MB, 1920x1080, 1709701598501600.png [View same] [iqdb] [saucenao] [google]
10958246

>>10958227
Episode two which I haven't finished yet definitely feels different than KP's directed episode 1, but it's still Wrath if that makes sense. The only problem I have with final product Wrath is enemy variety. Every game should make variants of their default enemies, every single one; even just a shorter model, a fatter model with slightly more health, etc. Croteam knew this back in 2001 ffs.

>> No.10958250

>>10957891
That's just the usual retards screeching.
It's
>REEEEEEE WHY SO BLOATED REEEEE MUH TOASTER CAN'T RUN NUTS.WAD
but then it's also
>REEEEEE WHY DOES MY MOD FROM THREE MAJOR RELEASES EARLIER NOT RUN PROPERLY ANYMORE

Either you keep backwards compatibility or trim the fat. Both are not possible.
I for my part wish he would just go full optimization, throw out all the obsolete shit people use other ports for anyway and make it a lean, mean mod engine. Plus, the br00tal kiddie butthurt would be delicious.

>> No.10958252

>>10958230
If it can run vanilla demos, it's Doom.

>> No.10958267

>>10958218
Those are my two only posts regarding this mess, I'm not your retarded boyfriend, unlike him I can tell this doesn't warrant a serious argument so I've never given (you) one

>> No.10958269

>>10958237
Ooof, that was long, long ago, fellow octogenerian. Today the GZ has only one meaning anymore.

>> No.10958279

>>10956774
This is what pissed me off with Good Morning Phobos, I replayed it recently and got uncanny valley vibes from some of the maps, and when I went and dug through my old drives I find the version from pre-2021 where some of the maps are entirely different.

>> No.10958295

>>10957185
I think Kustam is nearly done. I just need art assets, and do adjustments where necessary after getting feedback from playtesting, so I'm probably going to start on Samson very soon.
Pretty happy about the mini HUD so far too.

>> No.10958302

>>10957281
>bunch of other Bethesda published games came out and didn’t do so well.
That's fair.
>I’m under the impression Eternal did way better with far less developmental effort.
Not sure where that could come from though.
>>10957864
That's also possible and valid. Basically, I was saying that "Eternal forces you to play a certain way" is a big pile of bullshit.
>>10958227
>it probably means he was being pushed to cut corners and get it out the door unready.
I thought rushed means "get out of the door as quickly as possible" and not "developing slower than a fucking turtle". The more you know.

>> No.10958327

I've been playing Quake 2 Call of the Machine and I have been pleasantly surprised it. The 'hub' structure might not be for everyone but I like how it's a collection of smaller, more focused experiences that let you experience the 'ramping up' of the weapons and challenge because you're starting over and fight across around 3 interconnected and mostly really well made and neatly decorated levels. Looking forward to 'platinuming' Q2 and moving on to IF:Aftershock to stimulate me into practicing drawing Shelly using her nightstick in crearive ways.

Fucking love how Quake 2's become relevant again and gotten new custom content as well? Pretty basado if you ask me.

>> No.10958330

>>10958269
>Today the GZ has only one meaning anymore.
Yeah but it's the same with people who think MBF is just a map/mod standard.

>> No.10958357

>>10958302
>Not sure where that could come from though.
It’s not like they modeled, skinned, and animated a whole new weapon/enemy roster, it’s all built entirely from 2016 with improvements and changes.
Then it just has less features: No snapmap, no traditional PvP, no coop, no player model customization, no weapon skin editing. The level creation supposedly was not as elaborate but that’s something I’d have to get back to you about (from what I understood awhile ago, for 2016 they actually had some sort of level editing software while Eternal’s levels were modeled elsewhere and then imported?)

>> No.10958358

>>10958327
MachineGames are among the last competent FPS developers left.

>> No.10958365

>>10957891
Brootal doom 26 and Cindy's indie anime FPS cashgrab WAD on Steam isn't Doom.
I want to play Doom on a modern operating system and I want it to feel smooth, responsive and accurate.
GZDoom FAILS at these basic thing.
GZDoom is NOT a good source port.

>> No.10958387

>>10957891
You're genuinely arguing with a retard who has nothing better to do with his time than screech anonymously about a guy who doesn't know him at all. Just hide the post and move on.

>> No.10958396

>>10958295
Samson is going to use a whip, right? Is it going to be just first-person sprites like most melee weapons or will it appear in the world like Nightmare of the Sin?

>> No.10958437

>>10950858
Another Skelegant mod, this time a DEHEXTR take on her Typhon mod.
https://skelegant.itch.io/extinction-warrior-typhon

>> No.10958450

>>10958302
>>10958302
>I was saying that "Eternal forces you to play a certain way" is a big pile of bullshit.
you said this, not me but every time i tried to play it like 2016 it kept punishing me

>> No.10958459

>>10958450
Make a thread on /v/

>> No.10958460
File: 804 KB, 2464x1338, 1701820042350207.png [View same] [iqdb] [saucenao] [google]
10958460

>>10958121
>Half the mods are to make the game faster
It's a racing game, speed is fun. Kartspeed and game mutators are votable, and we've changed them before when players were struggling.
>and add more involved boost mechanics.
Boost stacking is for catching up more than it is for "winning harder." Players in lower places will have access to more sources of boosts (to stack) through items.
It's actually an extension to a vanilla mechanic and we have HUD widgets that make it even more intuitive to learn than it was in vanilla.
>It's almost halfway to DRRR autism.
Have you actually played DRRR? Because one of its biggest problems is that it seems to derive pleasure in taking players completely out of the race for minor mistakes.

>> No.10958470

>>10958459
no u

>> No.10958480

>>10958450
Not that anon but after I got the flame launcher gives armor perk I was able to use the double shotgun exclusively just like in 2016.

>> No.10958484

Ironlizard you around? Pretty nasty bug in mj4m4. Early in the map, where you can get the laser cannon from Scourge of Armagon, jumping off the mountain teleports you right? Well it teleports you inside a statue and you're stuck there while enemies swarm you to death.

>> No.10958490

>>10958480
i finished the game many times just to unlock skins until i realized i don't really enjoy the game.
i know how the game plays.
if it was not called Doom i would have dropped it immediately.

>> No.10958496

>>10958490
Oh I'm not trying to convince you to go back in or anything, you seem resolute. Just throwing my hat in. I enjoy 2016 more just because of how much more low key it is in the gameplay department anyway, but it still could have stood to throw more Barons of Hell at the player (and make the glory kill actually brutal instead of caressing him with his own horn).

>> No.10958512
File: 2.95 MB, 1920x1080, 1705860045593087.png [View same] [iqdb] [saucenao] [google]
10958512

>>10958484
Going to add the word Mjolnir to my post in case you search this in the archive later. Pic related is the actual bug occurring. Also I LOVE the rearrange of Nali Castle holy shit. Should have been part of the map itself instead of used for the map flyby.

>> No.10958514

>>10958387
Unlike you, who has nothing better to do than defend m'chicken who doesn't know him at all :^)

>> No.10958517
File: 1.17 MB, 800x450, Less extreme velocity.webm [View same] [iqdb] [saucenao] [google]
10958517

>>10958396
I'm gonna use railgun beams to draw the whip in the world, like how Blaz's chain works with webm related. Though it'll be way shorter range.

>> No.10958519

>>10958126
Unfortunate, I was getting into it in the first. I did get a bit farther in 2 and found the manual, and it's a blatant retcon. Leela flat out said at the end of 1 that Dur has already left, and art shows the MC (does he have a name?) helping Bobs.
By the third game do you mean the writing is at it's best or wonkiest?

>> No.10958525

>>10958514
I didn't defend anything. I was explaining what was happening. I have my own misgivings about GZDoom. You know what I don't do? Crusade anonymously on the internet. If you had any integrity or heart you'd be making a video essay about all your gripes. The anonymity just means you don't believe in what you're saying enough to give a shit. I would genuinely love to see you one day put out a public video with a username attached lambasting GZDoom, I'd even go to bat for you.

>> No.10958526

>>10958512
can't wait to jump into this when i'm done with other mods

>> No.10958534
File: 3.86 MB, 1920x1080, 1709920667522812.png [View same] [iqdb] [saucenao] [google]
10958534

>>10958526
Be forewarned this map has a pretty nasty difficulty spike, at least on nightmare.

>> No.10958550

>>10958525
>Only youtube thinks GZDoom le bad
>you'd be brave saying this on youtube
I can't keep up with the bait it's starting to fold in on itself

>> No.10958556
File: 5 KB, 526x384, 1691416921263874.png [View same] [iqdb] [saucenao] [google]
10958556

>>10958534
my body armor is ready

>> No.10958557

>>10958396
>>10958517
Also to further to add to this, I see the dev managed to lock the whip to the player's view. Which is pretty cool but I don't think I'll be going that far with it. Hell I'm not even sure how feasible that'd be in Zandy.

>> No.10958561

>>10958550
>Only youtube thinks GZDoom le bad
I did not say this, or suggest this. When was the last time you had your mental faculties tested in a clinical environment?
>you'd be brave saying this on youtube
I didn't use the word brave either, I said you'd have heart and integrity. You know you're giving me the distinct feeling you're not engaging with me in good faith.

>> No.10958563

>>10957846
>I don't know if Nugget covers that
It does, and arguably better.

>> No.10958587
File: 2.65 MB, 854x480, Your first time playing Plutonia.webm [View same] [iqdb] [saucenao] [google]
10958587

Last for the life incompetence

>> No.10958589

>>10958561
>I did not say this
yet I've apparently crusaded a video essay's worth of shit
it goes both ways

>> No.10958591

>>10958587
>can see the chaingunner
nah this ain't plutonia

>> No.10958605
File: 40 KB, 526x342, 1702599704613905.png [View same] [iqdb] [saucenao] [google]
10958605

>>10958589
>yet I've apparently crusaded a video essay's worth of shit
Yes, you have.
>it goes both ways
Do you even know what you want from this conversation? Dude forget it. Next time I see your GZDoom bashing posts without a video attached I'll just hide it like I'll do right now.

>> No.10958606

>>10958587
Saved for future bait and funnies.

>> No.10958618

i don't get why people fight over source ports, i like all of them even if i have some preferences

>> No.10958624 [DELETED] 
File: 60 KB, 736x1024, 1685771211209848.png [View same] [iqdb] [saucenao] [google]
10958624

>>10958618

>> No.10958628 [DELETED] 

>>10958624
>this post is extremely low quality

>> No.10958629 [DELETED] 

>>10958628
meant for >>10958618

>> No.10958637

>>10958624
just go outside, take a walk and you'll feel better.

>> No.10958642

>>10958591
Plutonia only does that in like one level. TNT does it more.

>> No.10958654

>>10958618
i don't get why I should care about what you think

>> No.10958659

>>10958519
Wonkiest. Just to give you an idea, the Marathon community created a whole-ass website back in the day just to try and decipher the story of the third game.

It's THAT bad.

>> No.10958660

>>10958618
People pick their hills to die on, happens anon. Don't give it much thought.
>>10958654
He introduced me to your wife I'd say he's a reliable guy.

>> No.10958665

>>10958605
>Running away from an argument
NTA, but this is always a classic response.

>> No.10958672

>>10958618
It's mostly monoport types who have to have selected the right port because console wars bullshit applied to sourceports.

>> No.10958679

>>10958365
How accurate?
You know what, it doesn't matter. Go use a different source port.

>> No.10958689

>>10958279
Reupload the wads elsewhere. Archive.org or something.

>> No.10958697

>>10958689
I was thinking about doing that with uploading some other stuff like the Chainworm Kommando 2 demo on wadsup when I have that time to organize though what shit I have that has fallen off the internet one way or another.

>> No.10958701

>>10957876
GZDoom should have some presets built in, prominent in the options. Imo.
Default
Lookin' Good
LolSoRetro
Vanilla-esque

That sort of thing.

>> No.10958706

>>10958697
That's what I exactly did today
http://clovr.xyz/wadsup/doku.php?id=dorian_s_doom

>> No.10958718

>>10958697
Pls do. Personally having the OG action Doom 2 would be nice. Scrubbing that was retarded and unnecessary.
First one was cool too, maybe I'll upload that one.

>> No.10958729

>>10958718
>having the OG action Doom 2 would be nice.
I do have that and it's addons on a drive somewhere, shit's just a lot of sorting through stuff that I've not gotten to.

>> No.10958734

>>10958718
Maybe it's in one of the megas in the OP, these were uploaded back in 2019

>> No.10958743

>>10958605
>too retarded to figure out anonymous isn't one man
lmao
one last (you) then, since you asked nicely

>> No.10958754

>>10958706
Very nice. I'll try to get them in the "play online" list tonight.
I wish there was something cleaner than retroarch-web (and that I could set up the default controls better) but it does run well, so there's that.

BTW your additions are very well formatted, concise, and informative. Good shit.

>> No.10958760

>>10958618
GZ is overrated and flawed, and people don't like it in particular becoming the gold standard
Because of this other people will try to jebait them and glaze the very ground chicken man walks on, ironically of course :^)
from there autism ensues
I don't think any other ports offer quite as much arguing unless you're using the wrong port for a specific .wad
Or nightdive releases I guess

>> No.10958762

>>10958718
>>10958729
>>10958734
This should be all of it, original Action Doom 2 plus it's two addons.

It may not run perfectly on current ports.
https://files.catbox.moe/0gozc1.7z

>> No.10958765
File: 439 KB, 900x775, 1635288656054.png [View same] [iqdb] [saucenao] [google]
10958765

>>10958760
Crispy, WOOF, NUGGET, ZANDRONUM, ODAMEX, AND ETERNITY FOLKS RISE UP AGAINST THE CHICKENMAN!

>> No.10958809

>>10958765
ETERNITY
DSDA
CHOCOLATE
CRISPY
uh, MARSHMALLOW?
the fuck is marshmallow?

>> No.10958819

>>10958809
https://github.com/drbelljazz/marshmallow-doom

>> No.10958848

>>10957846
>>10957849
So between Woof and Nugget, which one would you recommend me to go to, seeing I really liked Crispy's implementation and enhancements?

>> No.10958851
File: 1.51 MB, 2560x1440, Fury Screenshot 20240518.png [View same] [iqdb] [saucenao] [google]
10958851

>>10958327
I'm finishing this "arrange" mode playthrough before I work towards the newer levels, it's been a fun way to get used to the new mechanics and enemies. On top of the improvements, I'm finding more connected and non-linear routes in these levels than my previous playthroughs. I can't tell if that's on me for constantly missing them or if they added more.
I also checked a small guide, downloaded a mod for reference, and found out it's very easy to change the sprites. Got a new crosshair, might work on the chaingun, and I may keep Blondeshell around for awhile.

>> No.10958858

>>10958754
Author might finish it someday, nonetheless I felt apprehensive knowing that I could be the only one holding onto the copy. Him scrubbing his own uploads didn't help.
>I'll try to get them in the "play online" list tonight.
Obituary has separate pwads in it, so it might get tricky. Read obticfix.txt on what each file does. I also have a standalone wad version, don't really remember where I got it from or if it's interchangeable for demo recordings. https://files.catbox.moe/ap07xe.zip

>> No.10958884

>>10958848
NOOG is basically Woof with extra bells and whistles, but Woof isn't much of a slouch when it comes to crispy esque enhancements, you'll probably be fine with either

>> No.10958891

>>10958179
Play what?

>> No.10958907

>>10958884
God I love how increasingly sillier those source ports names seem to get

>> No.10958916

>>10958891
https://www.slipseer.com/index.php?resources/quake-mj%C3%B6lnir.243/
Manual:
https://www.dropbox.com/s/spnu60t6qezduu5/Mjolnir.1.0.Manual.pdf?e=1&dl=0

>> No.10958917

>>10958161
>nice reading comprehension.
No praise needed, I know I rule.

>> No.10958920

>>10958907
>Woof!'s name was inspired by Doom's logo turned upside down, which spells Wood. As this would be a rather silly name, it was thus named Woof, after the barking sound dogs make, and a reference to Marine's Best Friend.
From trees to apples, it might've been called WinMBF+ instead

>> No.10958921

>noog and woof
why not just use dsda-doom?

>> No.10958927

>>10958921
>why not just use dsda-doom?
Some people got sore with it cutting stuff that wasn't beneficial to it's target userbase.

>> No.10958953

>>10958921
I dropped that port when they removed the old Boom HUDs and never looked back. I've become accustomed to all the extra visual flair Nugget has.

>> No.10958959

>>10958953
You can customize the HUD to whatever you want

>> No.10958963
File: 750 KB, 1280x720, kiss my nugget doom.png [View same] [iqdb] [saucenao] [google]
10958963

FUCK YOU you want a source port?

>> No.10958964
File: 8 KB, 571x58, 1713559240014361.png [View same] [iqdb] [saucenao] [google]
10958964

The absolute state of this "community"

>> No.10958971

Wtf page 10 already it feels like this thread was just made.

>> No.10958984

>>10958959
Still leaves a sour taste in my mouth that I have to go out of my way to re-add something that's been in Boom-derived ports for over 20 years. And from what I can tell from the HUD documentation, the bars are gone.
Nugget's custom HUD support has been pretty much exactly what I've wanted.

>> No.10958993

>>10958964
I do not see the problem at all

>> No.10958998

>>10958921
DSDA has speedrun toolset, rudimentary UDMF support and you can play Raven games on it. Woof has QoL tweaks and features instead, so I chose the latter as I only needed basic vanilla/boom content. DSDA also slowed down a bit in development, perhaps something to do with only one coder taking the call on its broad and ambitious goals.

Circumstances entail, I will be using a different port once again when the time comes, just like I did years before and even further back.

>> No.10959008

>>10958963
>>10958964
>>10958993
Who puts chicken nuggets in ice cream?

>> No.10959009

>>10958819
>new additions such as dynamic gameplay-driven music, cooperative bot players, persistent player stats, enhanced blood and gore, treasure items, new difficulty levels, customizable sandbox battles, a much-improved multiplayer experience, and more.
Some of these do sound kinda neat.

>> No.10959012
File: 289 KB, 637x380, Kino95.png [View same] [iqdb] [saucenao] [google]
10959012

Let me guess. You need """more""".

>> No.10959013

>>10959009
>a much-improved multiplayer experience
Can it run Corruption Cards + GMOTA?

>> No.10959018

>>10959008
I do. Along with bacon bit garnish and A1 drizzle.

>> No.10959024

>>10959008
Americans.

>> No.10959026

>>10958998
Also by the looks of it, they got my whole country blocked from accessing the speed demo archives, and I'm not to get personal when a people I know nothing of so insist upon it. I'd rather avoid.

>> No.10959029

>>10959009
Yeah, some of the stuff seems really cool. I ran through E1M1 and there were chaingunners in the second room and the 2 Imps were replaced with a Pain Elemental and Revenant. It has a ton of different blood options too. Too bad it hasn't gotten an update in 3 years.

>> No.10959036

Shot in the dark here, but does anyone remember a wad that used Pantera's War Nerve as a midi? I might just be misremembering and it's a midi that used some of the riff of it and not a the full song, but when I listen to the song it feels so familiar and like I've heard it in midi form on some map at some point.

>> No.10959070

>>10959013
nobody has made a coop L4D/Vermintide/DRG style horde shooter in doom yet?

>> No.10959082

>>10959070
Do you mean a commercial one? Because there have been horde modes included with multplayer-centric source ports before, and Invasion Simulator can turn practically any blend of weapon/monster mods into a horde mode:
https://forum.zdoom.org/viewtopic.php?t=74512

>> No.10959085

>>10959070
Not anything new of excellent quality because if you're going to try that hard you may as well try to make money off of it.

>> No.10959104

>>10959070
There's plenty of horde mods that get worked on, Zandronum's got one right now called Orc Slayer that seems to be getting updated fairly frequently.

>> No.10959108
File: 44 KB, 1316x433, 1685184724327444.png [View same] [iqdb] [saucenao] [google]
10959108

>>10959104
?

>> No.10959114

>>10959085
There's enough RPG-lite and class based mods with progression and shit already. Doesn't seem like it's that much of a stretch to make one intended for 4 player coop. I suppose the biggest hurdle could be emulating the AI director feature or emergent randomness that these games have. Since even on linear levels they always play different.
>>10959082
Sorry I said horde, which traditionally would imply the wave based GoW type horde that Invasion Simulator is but what I really meant was the L4D clone style which is more popular these days.
>>10959104
Can't find it either

>> No.10959115

>>10959114
>Doesn't seem like it's that much of a stretch to make one intended for 4 player coop
I wouldn't know, I'm not an artist or programmer. You?

>> No.10959120

>>10959108
Doomseeker isn't a list of absolutely everything running, also.
https://allfearthesentinel.com/zandronum/wads.php?order=date_desc&name=orc

>> No.10959126

>>10959120
>Doomseeker isn't a list of absolutely everything running
No but it would show if anyone was playing it publicly, and nobody is. Otherwise thanks for the link

>> No.10959128
File: 354 KB, 200x200, 1687112727000308.gif [View same] [iqdb] [saucenao] [google]
10959128

>>10959115
I'm a blackbelt in 1's and 0's

>> No.10959143
File: 300 KB, 421x324, kaboom (classic).gif [View same] [iqdb] [saucenao] [google]
10959143

>> No.10959191

new thread?

>> No.10959197

>>10959191
Go ahead and make one.

>> No.10959220

>still no vanilla/boom source port that lets you adjust the FOV and the extremely retarded camera view bobbing

>> No.10959230

>>10959220
So be the first to make one.

>> No.10959236

>>10959230
I'm bad at programming and I wouldn't be able to keep updating it and the request page is just gonna be children wanting to play brooootal doom or some shitty gzdoom thing.

>> No.10959249
File: 844 KB, 1920x1080, Screenshot_UrbanBrawl_20240523_001904.png [View same] [iqdb] [saucenao] [google]
10959249

>>10956768
well you see, we take c o ck

>> No.10959250

>>10959220
Nugget

>> No.10959257

>>10959250
What did you just call me?

>> No.10959261
File: 974 KB, 750x600, 1715702049663574.gif [View same] [iqdb] [saucenao] [google]
10959261

>> No.10959263
File: 18 KB, 320x98, SHT2M0.png [View same] [iqdb] [saucenao] [google]
10959263

>>10958437
I'll give this a look. I never played the original Typhon. I like the hand sprites. Also, not a complaint but it's funny, how is she holding the shotguns?

>> No.10959280

>>10958858
I combined the weapons addition and the maps into one wad and put them in there. There isn't a great way to nest anything other than iwad->single pwad.
The upload is unnaffected.
>I felt apprehensive knowing that I could be the only one holding onto the copy
That's kinda crazy that he scrubbed his own uploads. I played a bit of it and it's solid. Could use a bit more health, but I'm using a track-nubbin on a laptop atm so that probably didn't help. Was still fun though.

>> No.10959284

>>10959012
This was the way I usually played it back-in-the-day. Unless I was doing some wad-editing. In which case it was all DOS.

>> No.10959298

>>10959263
My best guess: Stocks held in the armpits, pivoting at the elbow to grab shells off the belt to load

>> No.10959304

>>10959263
I think she's holding them in her tits. Check the help screen.

>> No.10959313

Someone actually made a Viscera Cleanup Detail mod.
https://forum.zdoom.org/viewtopic.php?t=79155

Play through a level, and then clean up the mess you made. Neat-o.

>> No.10959320

>>10959313
>No buckets to trip over and spill, making a worse mess
Is it really VCD? The water purifier bombs are pretty cool.

>> No.10959332

>>10959313
Finally a mod for the janny trannies

>> No.10959338

>>10959197
Fine

>>10959330
>>10959330
>>10959330

>> No.10959668 [DELETED] 

Went through Fistful of Doom + Magnificent Five. Really liked Mag Five btw. Is there any western themed megawads? Was looking for something other than Pirate Doom for High Noon Drifter.