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11521151 No.11521151 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>11509565

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

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

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

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

MULTIPLAYER SERVERS
US West: http://clovr.xyz/
CA/US Midwest: https://macgu.fun/

>> No.11521152
File: 2 KB, 487x166, 1736853762172362.png [View same] [iqdb] [saucenao] [google]
11521152

=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V8 : https://files.catbox.moe/0eyw2w.wad

=== NEWS ===

[1-17] Woof 15.1 & Nugget 4.1 released
https://github.com/fabiangreffrath/woof/tree/woof_15.1.0
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-4.1.0

[1-16] Threat Vector announced (Q1 engine game by KillPixel)
https://www.youtube.com/watch?v=9GULXgdgMhk

[1-3] Nilla Doom EP1 update, lite-slaughter wad
https://doomer.boards.net/thread/3876

[12-31] New version of Trenchbroom with primitive shape generation is out
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.2

[12-30] Zothique and sock teased a new vanilla Quake episode
https://youtu.be/CCfRqpIObtw

[12-28] Perdition's Gate: Resurgence beta released
https://www.doomworld.com/forum/topic/94851

[12-28] Christmas Jumper Jam is out now! With 9 festive jump-boot maps!
https://www.slipseer.com/index.php?resources/christmas-jumper-jam.423/

[12-28] brutal half-life 3 released
https://www.moddb.com/mods/brutal-half-life/downloads/brutal-half-life-v3

[12-25] GMOTA v1.8 update, return of Kustam
https://combine-kegan.itch.io/gmota

[12-23] Symphony of the Serpent Riders released
https://johnsweekley.bandcamp.com/album/heretic-symphony-of-the-serpent-riders

[12-21] Mr. Friendly Build 75 released
https://jp.itch.io/mr-friendly/devlog/854607/build-75-a-fix-for-a-breakage-introduced-by-gzdoom-414

[12-21] Sweeper released
https://www.doomworld.com/forum/topic/150159

[12-16] Unreal Tournament v469e - Release Candidate 4
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469e-rc4

[12-18] GZDoom 4.14.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.14.0

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

>> No.11521160

>alright today I will try this map set
>oh but I want to change it up so I'm not using just vanilla soon weapons
>fiddle around with so many weapon mods and barely get far with any of them
>eventually realize I would rather play with the vanilla weapons and it's just the pistol that's so off-putting to me
How do I stop being so filtered?

>> No.11521162
File: 370 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
11521162

>> No.11521168
File: 19 KB, 320x112, font.gif [View same] [iqdb] [saucenao] [google]
11521168

>> No.11521173

>>11521151
The fucked perspective here really pisses me off.

>> No.11521185

>>11521168
>BXZQ
What does it mean?

>> No.11521204

>>11521185
means there's no Z in Doom
Graf in shambles

>> No.11521208
File: 2 KB, 128x33, image.png [View same] [iqdb] [saucenao] [google]
11521208

>>11521162

>> No.11521215

>>11521151
This image brings me a subtle sense of discomfort and anxiety. Good job!

>> No.11521217

>>11521185
It's the sound you make when the zipper catches skin.

>> No.11521225

>>11521168
Wait, someone figured out that the big font is made by cutting it out of the red fire texture?

>> No.11521227
File: 22 KB, 640x530, file.gif [View same] [iqdb] [saucenao] [google]
11521227

>>11521168
>>11521225
Holy shit, you're right

>> No.11521229

>>11521227
>>11521225
>Coming up next
>Font made from fireblu

>> No.11521231

>>11520787
>I have not. I just tried it and it keeps looking for REDNECK.GRP even though I'm in the Rides Again tab. I renamed RR to REDNECK.GRP and it loaded the game like normal. Don't know why it's looking for the wrong filename, but whatever I guess.
Because it's the right filename used by original DOS version of Rides Again.

>> No.11521236
File: 254 KB, 1917x1080, NEWHUCOSO.png [View same] [iqdb] [saucenao] [google]
11521236

Reskinned a NUGHUD so it's Eraser-flavored. It'll be in the RC2 update assuming I get in the mood for mapping again.
>https://files.catbox.moe/q1by00.wad

>> No.11521238
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11521238

>>11521225
yeah, FIREWALL clipped to 64 width and tiled a bunch.
digits don't fit quite as well, seem hand-drawn to a larger extent.

>> No.11521251

>>11521229
Please do

>> No.11521269

>>11521168
>>11521238
how would you even find this out

>> No.11521296
File: 47 KB, 320x200, yeeeah.gif [View same] [iqdb] [saucenao] [google]
11521296

>> No.11521328 [DELETED] 
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11521328

>>11521151
Bring Your Own Character, but the person is too incompetent to code and draws like ass.

You can still ask about them, though.

>> No.11521331

>>11521296
>Health %
nice

>> No.11521335
File: 274 KB, 2406x1200, champ.jpg [View same] [iqdb] [saucenao] [google]
11521335

huh wuh duh SNS oh yeah i guess that's a thing again isn't it. it's running ozonia right now, search for "sunday night shitshow" in doomseeker and join w/ zandy 3.2 and play doom
>>11521328
enthralling

>> No.11521337

Hell yeah, I'm figuring out the zscript "scriptccanner".
Obviously this is too autistic for anyone to care about, but it's a thing that makes it easier to have your mod support custom lumps. You could use them instead of a huge array of cvars, or to allow importing and exporting characters in an RPG type mod or something.

>> No.11521339 [DELETED] 
File: 141 KB, 800x600, arfgg.png [View same] [iqdb] [saucenao] [google]
11521339

>>11521335
>enthralling
Pyrocynical has entered the thread.

>> No.11521357

>>11521160
Use OHM or any other near-vanilla replacer. Not everything is some grazy gzdoom weapon mod that adds alt fire and iron sights.

>> No.11521510
File: 3 KB, 64x80, CRASHXXX.png [View same] [iqdb] [saucenao] [google]
11521510

how do I make a level speedrunnable

>> No.11521518 [DELETED] 

>>11521510
There are two options.
1. Make it le SUPER EPIC NONSTOP BFG SLAuGHTER XDDD a la junkfood
2. Make it LE EPIC 80 MAP 5 MINUTE SPEEDMAP WAD XDD
Fuck trannies and jannies

>> No.11521521
File: 613 KB, 3840x2160, Ashes_WUn6wU3U4g.jpg [View same] [iqdb] [saucenao] [google]
11521521

this wad is fun, thanks to whomever it was who posted webms of it the other day.

>> No.11521542

>>11521518
hm, not very intelligent or funny input

>> No.11521552

>>11521510
Every once in a while I'll pull up the dsda-doom twitch stream for background entertainment; 9 times out of 10 it will be some reasonably active speedrunner playing something like "shitjank14.wad" from 1999, with extremely simple geometry, misaligned/ missing textures and seemingly random monster placement. This isn't because they prefer lazy/janky wads, but merely because quality wads are rarer and speedruners play everything. They have a very general, noncritical love for the game.

I think it's best to make wads that appeal to yourself and "normal players", because even if you designed a level specifically to annoy speedrunners, they would probably find a way to enjoy it.

>> No.11521557

>>11521552
Would it be possible to make a map which is both really annoying to a speedrunner, yet which is somehow also fun and speedrunnable?

>> No.11521560

>>11521510
i think the main thing to avoid is locking the player into timed arenas
nobody wants to run a map where they have to spend 30 seconds waiting around doing nothing on every single attempt and there's nothing they can do to improve that time

>> No.11521635

>>11521557
Probably something with a moving platforming section but that would annoy regular players even more

>> No.11521640

whats an easier wad thats more linear and not just rooms full of monsters and ambushes?

>> No.11521658

tfw no sns photo

>> No.11521704
File: 560 KB, 1024x1390, ggs_to_all_and_dont_worry_next_time_ill_miss_even_more_people.png [View same] [iqdb] [saucenao] [google]
11521704

>>11521335
GGs i need to start to remeber hide the statbar for these fug

>> No.11521724

>>11521335
>>11521704
GGs, though a few of you need to develop both skill and taste.

>> No.11521727

>>11521724
>spoiler
i mean are you really surprised given some of the things posted on a regular basis here.
billions must play UV sunlust synced to aphex twin music

>> No.11521732
File: 516 KB, 1280x720, oh no a black hole.webm [View same] [iqdb] [saucenao] [google]
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>> No.11521738

>>11521732
earths arse looking nice

>> No.11521743

>>11521732
uranus

>> No.11521762

>>11521732
Why does gzdoom sky look like this, always hated looking at it

>> No.11521768

>>11520525
Ah yes, the good ol days when every AAA shooter was trying to be the next CoD.

>> No.11521771

>>11521768
and then we got the next indie trend of "boomer shooters" which... eh.
i like ultrakill at least

>> No.11521774
File: 381 KB, 2048x1536, globe.jpg [View same] [iqdb] [saucenao] [google]
11521774

>>11521762
Because it renders the sky as a sphere, which looks ok at relatively horizontal levels, but not when you see the tops or the bottoms like this.
Older ports like EDGE also did this, but didn't fog the top or bottoms like GzDoom does, thus you see all the converging ponts, so it looks a million times more like shit.

It's sort of the same thing as Mercator Projection for world maps, the rectangular texture does not scale or fit appropriately to the surface of a sphere.

>> No.11521780
File: 978 KB, 1917x1080, comf.png [View same] [iqdb] [saucenao] [google]
11521780

Got any WADs for someone who likes Bauhaus and most other stuff by Didy?

>> No.11521797

>>11521774
Doesn't it actually render the sky as a cylinder though, which is kind of the whole problem? That's why there's a purple blob when looking straight up; you're seeing the top of the sky cylinder.

If you plonk down an actual 3D model sphere actor with non-culled backfaces in a skybox sector of your map and put the viewpoint inside it looks pretty great, assuming you've a texture with the correct projection.

>> No.11521806

uuh why do we have two retro fps threads?

>> No.11521813

>>11521774
Hello Potion Seller, I am going into battle, and I want your strongest potions

>> No.11521814

>>11521797
No, it's a sphere, or something like a sphere.

>>11521806
Because your greedy asshole craves two cocks in it at once.

>> No.11521818
File: 3 KB, 100x100, gzdoom.png [View same] [iqdb] [saucenao] [google]
11521818

>>11521774
Will it ever be changed or chicken man already told everyone to fuck off? Has any mod or paid TC tried to address the issue?

>> No.11521829
File: 1.07 MB, 960x540, confirmed flat.webm [View same] [iqdb] [saucenao] [google]
11521829

>>11521762
>>11521818
you'd prefer this?

>>11521774
>as a sphere
I also thought it's a cylinder that just has a gradient at the top.
if it was a sphere, I'd expect city skylines to look warped.

>> No.11521836

>>11521818
This quirk is old as fuck, it's probably older than a few the regulars in this thread. The recognized solution is to make your own skybox.

The inherent issue here is that doing a fully flat background texture like in software mode is going to look very strange when you're doing fully perspective correct 3D and freelooking, but the original sky textures were only meant to render that way, with no up or down looking (or very limited, like games like Strife and Hexen).
For my own sake, I think it looks mostly ok, just don't look straight up unless you've absolutely gotta for some reason (you're very unlikely to with games like Doom anyway).

>> No.11521842

>>11521829
>I'd expect city skylines to look warped
They will, depending on the size of the texture and the height of the buildings depicted.

>> No.11521858

>>11521813
>my Berserk Packs are too strong for you, marine

>> No.11521927
File: 494 KB, 792x863, 1716298479881443.png [View same] [iqdb] [saucenao] [google]
11521927

>>11521335
>>11521704
>>11521724
ggs
tabbed out to download the soundtrack at map02

>> No.11521938

>>11521927
o wait there's a separate soundtrack wad isn't there. damn. i better get to rewriting the automation script to handle that

>> No.11521950
File: 560 KB, 1024x768, Screenshot_Doom_20250119_234509.png [View same] [iqdb] [saucenao] [google]
11521950

Having a heck of a time trying to figure out creative ways to stop zombiemen from plinking at you from across the map.

>> No.11521951

>>11521950
Don't give them huge open lines of fire? Put little short walls around them. Optionally +AMBUSH flag them.

>> No.11521962

>>11521950
monster-blocking lines a couple steps from the edge.
but isn't their range capped anyhow?

>> No.11521968

>>11521962
Monster hitscans can reach 2048 units in vanilla.

>> No.11521974 [DELETED] 

>>11521339
Oh no. Don't show him the Mancussy.

>> No.11522068

I have been playing Quake 2 and some fan mods.
Quake 2 is pretty fucking cool, the base campaign is too easy but the N64 port and the PSX jams have it right. Tight spaces make the Quake 2 bad guy repertoire quite threatening, the compact interconnected maps allow you to go back and forth and explore areas even better than Quake 1.

I am glad I decided to give this game another go.
Call of the Machine was also pretty great on its own right but not as cool as Dimension of the Machine for Quake 1. Quake 2 might be the first game I have played where the expansions are better than the core game.

>> No.11522096

I love Doom so much bros.

>> No.11522185
File: 52 KB, 168x180, doomguy-doom.gif [View same] [iqdb] [saucenao] [google]
11522185

like i said in your previous thread i have no idea what's going on in this thread for the most part but it makes me flash back to the glory days of FPS

any of you ever do an ironman run of Doom? i beat Doom 1 on nightmare and didn't have much trouble clearing it, but i got filtered by map07 in in Doom 2 and scaled the challenge down to ultrav and beat it once and once and exactly once. i was constantly practicing fighting satan between deaths and when i finally got to map29 i had so much goddamn adrenaline i had to shut autorun off in zdoom because all i could remember about that map is there's imps everywhere, and narrow ledges where you will into lava and you're done, and my multiplayer god tier quake skills kicked in and i was flickshotting every imp and stunning them with the chaingun and beat it, and then when i got to satan, i didn't fuck it up at all, i beat his ass with 3 rockets pretty smoothly and holy shit i smoked so a half ounce of weed and drank an absurd amount of booze on like a tuesday to celebrate

any of you ever play pol.wad? once i started watching a youtube video when pol was talking about it i paused it after like 5 minutes and was like hang on a second, i want to figure this map out for myself, and i was completely blindsided by how all of a sudden navras starts playing and then you're fighting satan in a completely customized arena with powerups everywhere

also, fuck this neo doom slayer bullshit. he's the doomguy

>> No.11522192

>>11521510
Every level is speedrunnable.
If you want to OPTIMIZE FOR and CATER TO speedrunning, well, then I won't help you because I reject that idea.

>> No.11522204

>>11522192
Can you elaborate on why?

>> No.11522207

>>11522096
Doom is pretty cool.

>> No.11522208

>>11522204
>Can you elaborate on why?
Levels came before speedrunning. Therefore any level is speedrunnable, because speedrunning is, by definition, "finishing a level as quickly as possible". You CAN speedrun UVmax Okuplok, after all, because speedrunning categories are so arbitrary anyway.

>> No.11522214

>>11522204
Box with an exit level switch. That's your speedrun map. Add cyberdemons to taste.

>>11522185
Doom is great. I don't have the patience for the actual vanilla maps these days, but I have beaten all of the four games before on UV. Nightmare never appealed to me much because I like playing at my pace but if it makes you happy, go for it.

The only Doomslayer is the one from GMOTA.

>> No.11522216

>>11521510
Mostly just make a level that flows well, don't try to add skips in just for speedrunning, people tend to find their own.

Also as >>11521560
rightly points out, a reliance on hard timer gating does make it much less enjoyable experience to run, some becoming functionally pointless to run like that wad that has a map with three minutes of sitting there after pressing a button with nothing to kill.

>> No.11522218
File: 410 KB, 1280x2880, can love bloom on the battlefield.jpg [View same] [iqdb] [saucenao] [google]
11522218

>>11522214
>The only Doomslayer is the one from GMOTA.
Jesus that's some high praise.

>> No.11522224

>>11521521
>Ashes 2063
didn't know about this. I used to be really into PA stuff back in the day, including mods like Wasteland Half-Life

>> No.11522236

>>11522214
i ain't saying just beat on UV, i'm saying beat it on on UV and you can only save if you need to take a break. if you die, that's the end, back to level 1

it did not take me that many cracks to beat doom 1 but doom 2 took me forever and when i talked to john romero just by messaging him on aim from his personal site rome.ro this guy told me tons of shit about the development of doom and one of the things going on is he was scaling the game was around ultrav ironman and assumed nightmare was unbeatable and then when people could beat it that's he double downed on the insanity in doom 2, to make sure no one could beat the game on nightmare ironman

>> No.11522242
File: 69 KB, 850x478, quake.jpg [View same] [iqdb] [saucenao] [google]
11522242

might also be worth mentioning when i was in my early 20 i was a 40% LG acc player so this might be above your paygrade

very sadly i have severe physical conditions now that i'm almost 40 and i'm never gonna have that aim ever again

>> No.11522268

>>11522185
So I started playing Doom for the first time like a week ago, and found the difficulty quite easy on Ultra Violence. (No vertical mouse movement, Pure Vanilla). Then I learned about -fast option, and then it clicked. The original Doom's level design is insane, specially E1. There is no downtime, you are making decisions at every moment. I managed to reach, E1M4 on UV fast and decided to try Nightmare, since I heard it makes monsters even more aggressive.

Now I can't get pass E1M3, but every run is pure joy. And that's just vanilla doom, I still haven't tried any custom wads.

>> No.11522271
File: 13 KB, 514x514, miloso.jpg [View same] [iqdb] [saucenao] [google]
11522271

>>11522218
Take it, friend. You deserve it.

>> No.11522281
File: 10 KB, 217x232, 1352582721617.jpg [View same] [iqdb] [saucenao] [google]
11522281

>>11521521
>Ashes 2063
looks interesting, but it takes ages to load on my old lappy. I used to be really into PA stuff back in the early 2000's

>> No.11522287

>>11522268
Romero was a fucking genius. He didn't deserve to get blackballed from the industry over Daikatana, because it's 2025 now and we STILL haven't figured out how to do the AI things he wanted that game to do

>> No.11522290

one of the things Romero explained to me, is that he viewed his monsters as chess pieces, and was constantly had his fingers in everyone's maps twiddling with the enemy layout trying to figure out how to jumpscare and skullfuck the doomguy

everyone at id software thought he was just jacking off playing doom all day, when this guy was polishing everyone's maps

>> No.11522302

>>11522281
one eternity later:
>u need zscript 4.12.0 support
gah! time to compile a newer gzdoom I guess. hopefully g4.14.0 works

>> No.11522303

>>11522287
> industry over Daikatana
It's sad to read his apology even now. If you look into his history, he created more than 50+ games, more than 5 game companies. He simply loved video games.

Even now, people call arcade games shallow and quarter munchy, but Romero even back then, realized what Pacman truly was. He analyzed every arcade game he could. And you can see the result in his Enemy design.

>>11522290
> when this guy was polishing everyone's maps
I think the similar thing happened during, Quake which led to John Carmack firing him. He always said, while designing a "Quake" map, if that map can be made in Doom, you've failed your job. Him being good at games, is what made him a good designer. He spent hundreds of dollars on pacman, but he was trying to learn the design patterns, what made it work. The Quake team however, just thought of him as wasting time or not being serious.

And as we can see now, adding true 3D didn't add anything to the "game design". Which is why he thought, Quake is just a glorified version of Doom. Except with true 3D, he couldn't even design maps with rich variety of monsters, and if you see Carmack's interview now, he seems to agree that they should've just released a more advanced version of Doom, with networking, scripting, first.

It's the same thing as Sean Barrett, the guy who left System Shock's team after finishing the game because it was not anything new. Romero is someone who doesn't believe in designing same old maps, which is what Quake was and is even now, but in true 3D.

>> No.11522309

>>11522303
unless my memory is failing me, Carmack didn't fire him, he quit, and because he had 50/50 ownership of the company, he had all the rights to the QW engine

Carmack is a genius programmer but even more autistic than i am, and that's really hard to pull off. this guy also seems to have a mental block on the laws of physics and constantly fucks them up in his games, but i'm actually fine with the strafe jump/bunny hop bugs. if you're better at movement than someone, you deserve be able to go faster than someone, just like in irl real life

it's part of the reason why modern fps is trash

>> No.11522321

>>11522309
> Carmack didn't fire him
Wikipedia says he got fired. Maybe it's wrong.

> if you're better at movement than someone, you deserve be able to go faster than someone
> modern fps is trash
This is working as intended. In a game like, Valorant you have to cater to whales. Which means less focus on Deathmatches, Team modes are preferred, SBMM, Progression Systems. These are designed to squeeze whales and the middle players.

Quake was honest. Modern FPS are psychological frauds.

>> No.11522326

>>11522309
Both Johns had pretty significant personal flaws back then, but I think they've largely grown out of them. Carmack in particular seemed to mature a lot about when he got his first kid.

>> No.11522327

>>11522326
True, they were truly the Yin-Yang/Left-Right Brain of game development.

>> No.11522329

>>11522326
I wonder how an id reunion would go, and if everyone would get along

>> No.11522330

>>11522321
i'd have to go re-read masters of doom to figure this out

part of what was going on, is that i was the author of an absurdly famous flash comic, so he knew exactly who i was, and we talked nonstop for about 6 months about everything in our professional and personal lives until we had nothing left to talk about. it was getting to the point where i would be the one logging into aim after rebooting my computer or a power outage at college or something and he'd immediately be like "hey Yuji what's up" and it felt really weird this very famous person wanted to be my friend

all the personal life stuff, that's between me and him, and i'm wondering if he's ever going to write an autobiography

>> No.11522334

>>11522329
meh, personally what i think Carmack needs to do is write an operating system and blow windows, linux, android, and iOS out the water and end the cyberwar for good

>> No.11522338

>>11522334
I think his age of programming is over. He thinks Rust is a great language, based only on theoretical conceptions, meanwhile early Carmack was always grounded in practicality. This is a common occurrence, most geniuses don't realize what made them special. This is why universities are the biggest disaster of human race.

You don't go to university to get practical knowledge. You go to a university as a hub of abstract knowledge. For practical knowledge, there were Guilds. Where actual craftsmen will teach you how the real world works. Good Japanese game designers, were mentored by prior game designers. Good western programmers, were mentored by prior great programmers.

>> No.11522341

>>11522338
i think he's wasting his time with oculus rift, but he must have signed some kind of contract where he can't get out

as far as his era of programming being over, you absolutely need to understand it to write an operating system, so no, it's not quite over

>> No.11522353

>>11522268
UV is easy on base games, but with custom wads you might want to start with hmp.

>> No.11522360

>>11522353
yup

i never really got into custom wads much, but on the other hand, that doom roguelite generator i'm blanking on the name of, oh man me and me e-friends no lifed that thing coop for like a month

>> No.11522374

>>11522329
I think they'd all be cordial with one another. Romero would be very chipper and that would make some of the others feel a little awkward. Adrian probably hates reunions even as a concept and would be mostly miserable.

>> No.11522375

>>11522287
>He didn't deserve to get blackballed from the industry over Daikatana
He tanked the careers of a fucking lot of people, many of whom had followed him to Ion Storm.

>> No.11522392

>>11522375
i should have added "in retrospect"

now that computer scientists have finally decided to take the fps math problem seriously, it's np completely, you cannot design an AI that acts like a human, it needs to cheat and can't jump. it can only follow navmeshes created by beta testers walking around normally and stuff. if i tried to explain all this, i'd be writing a whole fucking wikipedia article. basically, all an FPS ai can do is miss on purpose and can't figure out things like rocket jumping on aerowalk or item timing, but it's very obvious that quake has a very strong skill gap where a minor skill differential results in a 30-0 blowout so there must be some solution to the math problem that only a quantum supercomputer could solve

>> No.11522395
File: 946 KB, 1920x1080, Screenshot_20250120-091822.jpg [View same] [iqdb] [saucenao] [google]
11522395

Got Delta Touch the other day and I can see the vision behind it. It's good for when you have 10 minutes to kill.
That said, adjusting to touch is hard and kinda weird.

>> No.11522398

>>11522392
augh, np complete

part of my nerve failure is that my gamer grade reflexes are still there, but my accuracy is terrible, so i make tons of typoes, and when i post on 4chan it's usually just fire and forget

if only this place gave you an edit button for like 30 seconds

>> No.11522412

>>11522395
It really helps if you set up a volume button to fire your weapon I think.

>> No.11522417

>>11522412
Good call, I kept missing shots by just tapping/holding the digital button.

>> No.11522428
File: 18 KB, 540x298, 1478796876664.jpg [View same] [iqdb] [saucenao] [google]
11522428

rate my idea:
doom 2 vanilla megawad where you can uvmax pistol start the first level in, let's say, 4 seconds
then the second level can be uvmax pistol start in 2X4=8 seconds
third level can be done this way in 3X4=12 seconds
fourth is 4X4=16 seconds and so on
a small, quick and simple piece for the whole family

>> No.11522436

>>11522428
So long as it isn't boring as hell like Scythe 1

>> No.11522480

>found a youtube video where someone somehow dug up my old shitty mod i removed a long time ago and put a link to download it
Why do people do this

>> No.11522483

>>11522480
Because archival is more important than your hissyfit.

>> No.11522484

>>11522480
Because you deserve this

>> No.11522486

>>11522483
Not everything is worth archiving. That mod is one of the worst things I've made as well. I don't understand why anyone would do this, at all.

>> No.11522489

>>11522486
One man's trash is another's treasure. When you put it out there, you stopped having a say in what people do with it.

>> No.11522493

>>11522480
I know the feeling, anon. I used to get on Android Ferret's case for it since he runs a very clueless, manchild take on warez over at Telegram, but I kinda just gave up. He has a following and a gullible audience, to the point he wants (or wanted) to make an idgames equivalent for the shitass moddb garbage mods he likes. He's just stupid enough to do that and cash in on it.
Road to hell, good intentions, obsession over media, you know the drill.

>> No.11522498

>>11522302
>gzdoom.pk3:zscript/visualthinker.zs, line 15: The member variable 'VisualThinker.bFlipOffsetX' has not been exported from the executable.
it just never ends

>> No.11522503

>>11522489
>One man's trash is another's treasure.
That's not a justification for hoarder behaviour>>11522493
>Android Ferret
Funny you mention him. The guy from my case isn't him, but he was running it on Delta Touch as well, so I suspect he's from his clique. It's fascinating just how terrible the taste of Delta Touch users is.

>> No.11522505

>>11522503
>That's not a justification for hoarder behaviour
Yes it is. If someone wants it, they can have it. If they think the mod is also shit, they have the files and are able to improve them.

>> No.11522516

>>11522436
Give the maps a "timer" like Scythe map 28 (with a bigger margin for error, I may add), and that might be interesting

>> No.11522520

>>11522503
Delta Touch users are either so inconsequential you never notice them or some of the worst the broader community has to offer. I don't know why but I've seen maybe two which were fine all this time.
Ferret is like Midnight but German, a recovering crackhead and obsessed with making sure you never know what's going on in his gameplay videos. What a shit, man.

>> No.11522525

>>11521521
>git master gives the same error about VisualThinker
what version of gzdoom does this run on? here's the command line I'm using:
>gzdoom -config gzdoom-ashes.ini -iwad freedoom-0.12.1/freedoom2.wad -file AshesSAMenu.pk3 lightmodepatch.pk3 Ashes2063Enriched2_23.pk3 Ashes2063EnrichedFDPatch.pk3 +logfile log.txt
in the Resources directory

>> No.11522531

>>11522486
you the regular day guy or what lmao

>> No.11522537

>>11522531
Who?

>> No.11522539

>>11522480
Once you put something out there, at least one person is going to like it and want to keep it alive against your wishes. That's just how it works. Don't want people to do that? Then never let it leave your hard drive. Every other action you take once it's out there will result in you looking like a faggot, regardless of the reason. No point in complaining or regretting or trying to take it down. Acceptance is the only way forward.

>> No.11522542

>>11522480
What was the mod?

>> No.11522543

>>11522525
oh wait it's in the readme of course
>GZDoom 4.12.2 - https://zdoom.org/downloads

>> No.11522549

>>11522539
This, and at least it's something anon put out there and not the pretty fucking grim shit of people posting edits of Hellkrieger on moddb, where Spooks probably didn't want it released in that state, let alone fucked with.

>> No.11522556

>>11522537
Just someone who made a very embarrassing mod a long time ago.

>> No.11522558
File: 255 KB, 1920x1200, Screenshot_20250120_150557.png [View same] [iqdb] [saucenao] [google]
11522558

>>11522543
it works! running 4.12.2 also fixed the Carmackawful loading time

>> No.11522569
File: 30 KB, 500x452, 1342272691820.jpg [View same] [iqdb] [saucenao] [google]
11522569

>>11522480
When I find some mapper whose maps I really like, I tend to go to his doomwiki page and grab every single thing he ever made, especially if it's not on idgames, because I don't know how mentally (un)stable he is (sadly happens more than I'd like) and when he's going to "SHUT. DOWN. EVERYTHING"©. That way I can play it any time I want and don't have to worry about some thing I really want to play just disappearing in the air.
I believe if the latest works are really good, than any early work will still have some interesting points, or at least historical value.

So you probably should be proud of yourself, in some way, most likely no one would go out of his way to download and play some ancient deleted shit if he wasn't really interested in your work(s). Or he's just very autistic. Or both. Either way, shut up and give up.
As everyone already said, if you don't want it to be shared, then don't share it. Welcome to the internets.

>> No.11522582
File: 614 KB, 2369x1080, Image191.jpg [View same] [iqdb] [saucenao] [google]
11522582

>>11522520
>Delta Touch users are either so inconsequential you never notice them or some of the worst the broader community has to offer.
It's when you go on somewhere like Moddb and get flashbanged by one of those fuckers deciding to jam a bunch of mods together including BD and HDoom and call it their own work where it's just fucking bizarre.

>> No.11522710

Want to contribute to small community of game. Okay I'll make a map.

Stares at empty level editor for hours. How do you get going? How do u git gud ;__;

>> No.11522714

>>11522480
The whole culture around "credit me" is so retarded. Why would anyone get upset something they made is being posted and shared around to more people?

Noooooooo 50 more people played my mod! I didn't give my permission for it to be posted on x or y!

>> No.11522718

>>11522714
not really and i don't see how this is relevant to what you're replying to

>> No.11522721

>>11522718
It's just a /v/tard, they tend to have very low IQ and usually write incomprehensible babble, ignore it.

>> No.11522731

>>11522582
Yeah, they linger in ModDB the most from what I know. To this day I don't know how they go from making a modlist to thinking they've made a new mod by bashing a few of them together in spite of all the jank and nonexistent balance.

>>11522710
Well, see, that's how it happens. Step 1 is opening your map editor, 2 is crying and 3 is having a finished map at some point.
Make some boxes and hallways, connect them and do a detail pass later. You'll be alright.

>> No.11522749
File: 145 KB, 1160x556, file.png [View same] [iqdb] [saucenao] [google]
11522749

>>11522710
If you're a 4 or 5 on this chart, unironically just don't bother. Learn code and make a mod or something.
If you're a 3, start by taking an existing map layout and just experiment with it. Iterate on design motifs until you figure out what is fun and looks cool. This may not be an entirely conscious understanding. Read level design guides and watch people make maps as well. It will be a while before you can just make a map from a blank file, but you can get there with enough practice.
That stuff applies to 1 and 2 as well, but I suspect you're not there if you're just staring at the editor unable to make anything. Either that or you're profoundly unmotivated or distracted.

>> No.11522758

>>11522749
I'm a 4 or 5 and I can make maps just fine. what you need is an idea

>> No.11522767

>>11522749
I'm 4. Nobody actually sees vividly.

>> No.11522775

>>11522714
I think it's more so to prevent people from taking other's work and claiming it as their own. Usually if you don't credit someone, the person consuming whatever media it is will just assume that one creator made the whole thing by themself and might think they are far more capable and talented than they actually are. That and if you contribute to something that actually gets a lot of attention, you'd want the credit for your work. It'd be nice to have that on your resume officially and publicly. Gets you more work later on and maybe gets you the opportunity to work with some of the greats, whoever you may consider them to be.

>> No.11522791

quake champions doom edition is really good. play it

>> No.11522792

>>11522767
im a 1. speak for yourself faggot

>> No.11522797

>>11522749
>as vivid as really seeing
Is anyone actually like this? I would say I am a 1 based on the pics but a 2 based on the text.

>> No.11522801
File: 742 KB, 1917x1080, innawoods.png [View same] [iqdb] [saucenao] [google]
11522801

Had an idea for a lower tech sort of arsenal for Lost Civilization. Coded the replacement for the pistol, but I think I'll just leave this as the chaingun and use Chopblock's revolver (or some recolor of it) as the pistol. Not sure.
Do you guys vibe with the idea?

>> No.11522813

>>11522767
do u have dreams when u go to bed at night

>> No.11522815

>>11522813
I have very good mental images in my head but almost never have any dreams. I don't think these 2 are related

>> No.11522820

>>11522815
interesting, i've had both very vivid mental images as well as dreams for a looong time. i remember when i was like 4 becoming aware of the ability to conjure images somewhere behind my eyes and thinking "but where are these pictures i'm seeing if they don't exist in the real world." it's always fascinated me
i also remember one of my old coworkers said she never dreamed and after being tested, she found out she never went into REM sleep

>> No.11522830

>>11522791
Nta but I'd add there is an invasion addon for it, for those who want to play it singleplayer.

>> No.11522841

>>11522480
Good. Fuck those fuckers who remove their own beloved wads, like Impie or the guy who made Chainworm Kommando. I will never stop archiving.

>> No.11522842

>>11522820
NTA but I got mental images once when I was on drugs. it was spooky as hell. I can't imagine how you guys deal with that 24/7
when reading up on phantasia a while back I also learned that phantasics use their imagination when masturbating. disturbing.

>> No.11522847

>>11522842
correction: by "on drugs" I mean "for a while when I was getting on SSRIs"

>> No.11522848

>>11522842
the mental images are usually supplementary to things i'm doing, like reading a book i can imagine the characters in their world as they're described. when i take higher doses of weed i start getting uncontrollable mental images that are barely related to what information i'm taking in and usually just a blend of all of my memories. it was pretty terrifying when it happened the first time, it was like being bombarded by waves of nostalgia for memories that never existed. lately though i've been using that to my advantage and journaling my experiences, it's gonna serve as ammo for my artistic projects.

>> No.11522852
File: 15 KB, 374x234, agent smith.jpg [View same] [iqdb] [saucenao] [google]
11522852

>>11522749
i'm not even on that chart, because i can clearly visualize things, but trying to imagine making analog tv static coalesce into a shape, that's what it looks like in my mind's eye

also, i'm constantly having lucid dreams, and when become aware i'm in a lucid dream, agent smith from the matrix busts in my door and says "Hello, Mr. [my real last name]" and i gotta gtfo and dial 0 on my cell phone to call tank and find the nearest landline

the only time i ever considered trying to fight him, i was a jedi apprentice with a lightsaber, and he unloaded on me and i just instinctively blocked all his bullets, ran a quick decision calculus can a jedi apprentice beat an agent of the matrix and i decided no, did a somersault out the side door out of the sports bar i was in that actually exists which somehow turned the star wars cantina, and even the juke box trolled me, the only song on it said "star wars - cantina", then dived off their patio and did a samus aran style somersault and landed right in front my '98 jeep which was my previous car, and i check my robe and i don't have the keys to my current car, i have the keys to the jeep, then i need to drive all the way from CT to RI gunning it at 100mph in the dead of night and there's somehow no cars on the road and go to my grandmother's house to find an exit. what the hell

>> No.11522856

>>11521238
Have you tried using the full 128 unit wide FIREWALL texture, or the other animation frames to verify the numbers?

>> No.11522876

>>11522801
It's a pretty neat idea, there's been one or two low tech weaponsets along a similar kind of concept but not aimed at any specific mapset or anything.

>> No.11522883

>>11522848
yeah, and there's a difference between hallucinations and these kinds of images I think. I've hallucinated on these medicines as well, but that's just patterns, like a kaleidoscope. but this other thing, I could see my mother's face for example. I've never experienced that before, and not since then either

>> No.11522906

>>11522801
when i was dicking around with quake modding as a minor, i came up with the most chad weapon ever by model editing the supernailgun

QUAD BARRELLED SHOTGUN

>> No.11522913

>>11522906
>QUAD BARRELLED SHOTGUN
Be horribly impractical, the recoil would break your back and the gun itself would also probably explode in your face. You might as well just use a rocket launcher instead.

>> No.11522927

>>11522792
If you're suggesting you can see images in your mind as clear as how you can actually see with your eyes you're just a lying faggot tying to be special.

>> No.11522930

>>11522927
yeah man the only thing that allows me to be special is my ability to tie things very well. i'm a master shoe-tier, if you ever forget you can always ask me

>> No.11522948

Is eureka good enough for mapping?

>> No.11522951

>>11522948
It's a map editor. I'd assume it is.

>> No.11522952

>>11522876
Yeah, that's what I'm thinking here. Something that's pretty simple and easy to use, maybe to also offset some of LC's crazier moments on UV? More accurate guns for long range shooting? Not sure. Still figuring assets out.

>>11522906
It's indeed chadly but LCguy here is meant to be either a very resourceful woodsman or some sort of prepper who fled to the mountains when shit hit the fan. Not really a big chad mcsteelballs fella.

Bullet guns will either be SMG and AR-10 (with burst fire) or revolver and SMG. That much I've already figured out.

>> No.11522971

>>11522913
>impractical
yes because the chainsaw was a completely practical weapon

the weapon did 100 damage exactly and i used the doom 2 sound effect to time out its animation frames, and the railgun, it didn't exist yet because quake 2 didn't exist yet, so imagine a railgun you could only use when you're right in front of their face

i was absolutely obsessed with worldcraft and mapmaking in quake, but i never finished a single map because i was a 12 year zoomer in 1997. i wanted to make my own singleplayer campaign, and the way it worked was every weapon was double bound except the axe so you had 17 weapons. i don't remember what they all were but the sg's alt form was the enforcer laser with way more damage and the ssg was like an m16 four round burst laser

>> No.11522994
File: 1.56 MB, 3840x2160, Ashes_cK6zljWL4Y.png [View same] [iqdb] [saucenao] [google]
11522994

>>11522224
Any other wads with good music like Ashes 2063?
I see Weekly did music for others too.
(brightness was up because I used up my solar lantern's charge.)

>> No.11523012

>>11522749
What about me? I was 1 in image visualization. But 5 in smell and taste. I couldn't imagine smell, or taste. But by consciously eating and smelling stuff, trying to remember that sensation, I am a 2 in both of them.

Everybody was born with creativity, you either supressed it or never developed it enough. Start meditating and start making doom maps.

>> No.11523014

>>11522994
Ancient aliens has a bespoke soundtrack and it's good

>> No.11523028
File: 215 KB, 1665x2048, 1717441257576092.jpg [View same] [iqdb] [saucenao] [google]
11523028

I'm making a fairly open and non-linear Duke map that's basically split into 4 sections. This is my first attempt at a highly non-linear level. It's a city bloc with 4 major attractions (a sewage plant, a convenience store, a construction site for an in-progress high rise building, and a restaurant. Honestly the convenience store and restaurant are tossups and can be changed.) Additionally, there's a sewer that runs below the level that can be accessed from the sewage plant or the construction site. It basically just acts as a path between them.
I want to have a sewage pipe running from the sewage plant into the restaurant (or whatever it winds up being) as an implication that the food they're making uses sewage or something equally disgusting. Other than that, I don't have any strict rules for this level's design.
With that in mind, how would you guys handle level progression? I don't even know what the exit's going to be yet. Maybe there should be a room in the sewer that requires a key that you grab from elsewhere in the map? I don't know. Would it be a bad idea to make 2 of the 4 major sections of the map optional?

>> No.11523040

>>11523028
It sounds like you could make each of the sewer connections you described your locked areas, gradually opening them up as shortcuts, with a final lock in the sewer leading to the exit, whatever it ends up being.

>> No.11523041

>>11523028
i don't know shit about duke, but i do know shit about map design. can you post the xy/yz/xz layout grid (or is it a fully 2d game look doom, then it's even simpler for you to post the map) and i can tell you what i think

this literally used to be my job, as a paid moderator for MLG, and my secondary job was to scout out potential maps to add to the tournament, but nothing got added because the company was run by idiots at the top of the company, while all the mid tier employees knew what they were doing

>> No.11523047

>>11523041
You talk too much.

>> No.11523048

Just find something that gets you inspired for map making. Easier said than done I know. I made Tiny Fragment after replaying Dark Souls 2 and wandering through the town in the early game again, funneling some of the verticality and cramped areas and ambushes into the design.

>> No.11523051
File: 28 KB, 749x211, 1735273222110.png [View same] [iqdb] [saucenao] [google]
11523051

>> No.11523057

>>11523051
This is so poignant but it does make me very curious, how would extreme contrarians formulate a counterargument against this advice?

>> No.11523058

>>11523057
that making maps is a restricted form of artistic expression in comparison to making full on games and you should be making TCs with gzdoom instead.
i mean i don't even fully agree with that myself because myhouse and lilith fucking own

>> No.11523059

>>11523057
Probably by saying you can't just make a map, you've got to obsess over every little detail before you even start the process.

>> No.11523061

>>11523057
To quote the last part of Decay's post:
"Who gives a shit."

>> No.11523062

>>11522994
Anything by Velvetic is bound to have good tunes. Check Atmospheric Extinction out if you're not slaughter shy.

DeadWing also has great midis. Check Moonblood, Ozonia and Exomoon.

I hear Obzen has a good OST too.

>> No.11523064

>>11523057
We don't need to be flooded with low quality maps. The bar is set so high that "just make maps lol" is terrible advice.

Remember the 10,000 maps in 1 CDs of the 90s?

>> No.11523068

>>11522994
Going Down / Going Down Turbo.

>> No.11523069

>>11523061
Based best answer

>> No.11523070

>>11523041
Lurk more, namefag.

>> No.11523071

>>11523058
> you should be making TCs with gzdoom instead
Write your own engine buddy, a Duke 3D style engine that uses raycasting to convert a 2D map would be insane. Not to mention since the enemies are sprite you could make giga wads.

For example, the guy who wrote Duke 3D engine, also wrote an updated version of it, with more advanced techniques, because he was teaching a kid how rendering works.

https://www.youtube.com/watch?v=3qtmkkdND6M
This is it.
This is his website: https://www.advsys.net/ken/buildsrc/build2.htm

>> No.11523074

>>11523071
Reminder this is an advanced version of 2.5D engine, which means making maps are still easy, more enemies, easier enemy ai.

>> No.11523079

>>11523071
how many devs these days code their own engines anyway. i only know johnathan blow and i think the hrot guy off the top of my head
mind you i'm not saying developers should be required to write everything from scratch but i think it's awesome as hell when they do

>> No.11523083 [DELETED] 

>>11521152
[1-20] Ledge Maze, new map by Jon Landis
https://www.doomworld.com/forum/topic/150803

>> No.11523092

>>11521152
[1-20] Ledge Maze, a new map by Jon Landis
https://www.doomworld.com/forum/topic/150803

>> No.11523093

>>11523057
It's meaningless to map, an AI could do it just as well, if not better.

>> No.11523102

>>11523093
It's meaningless to ________, soon our robot overlords will make us obsolete.

>> No.11523113

>>11523102
I, for one, welcome our Space Llama Internment Gazelle Expert overlords.

>> No.11523114

>>11523102
It's over...

>> No.11523117

>>11523102
>________
play Doom

>> No.11523120

>>11523102
They can't even make good porn.

>> No.11523123

>>11523117
>yfw sns decides to start adding bots to pad out player counts
>slowly the bots increase
>then they outnumber the players
>and then
Do you like ice cream?

>> No.11523125

>>11523123
Ice cream? I LOVE ice cream!

>> No.11523131

>>11523123
Are the bots any good at Doom or do they eat shit and then blame the map?

>> No.11523132

>>11523117
https://youtube.com/watch?v=qv6UVOQ0F44
i got reminded of this which was my first exposure to machine learning, it's kind of incredible to see how far it's come

>> No.11523137

>>11523132
Anon, trying ever single possibility to finally reach a conclusion was always a thing. Even monkeys could write a Shakespearean novel given there are infinite monkeys. A screen has 1920x1080 resolution, even if there are 20 keys, just bruteforce that shit.

>> No.11523139

>>11523131
The old ones might have been but the new AI based ML bots that learn from human players to imitate them will no doubt be shitposting a storm about how bad Swims with the Whales is

>> No.11523158

>>11523070
been lurking for a while actually

duke's just one of those games i never got around to playing

>> No.11523161

>>11523047
yup

>> No.11523164

>>11523137
>Even monkeys could write a Shakespearean novel given there are infinite monkeys.
Didn't someone somehow debunk this recently?
And now my overactive imagination has me wondering how this could work in doom. Imagine a room full of boxes and in each box are small floor panels with all the letters of the alphabet. Then inside each box you put like one of each type of enemy and start the level and activate their aggro them from the outside. Each time they move onto a panel, that letter gets recorded or printed. Which enemy roaming around back and forth growling and roaring will be the first to form a coherent story?

>> No.11523197
File: 705 KB, 800x771, Screenshot 2025-01-20 173230.png [View same] [iqdb] [saucenao] [google]
11523197

>>11517570
>/Vertex Relocation/ MAP24
The 2 mancubus at the top and the bottom right lost soul are misplaced

>> No.11523254

>>11522480
brother, i feel your pain. at least it's just a doom mod and not something damaging to the image of your moral character.

>> No.11523364 [DELETED] 
File: 56 KB, 960x640, BloodMC.jpg [View same] [iqdb] [saucenao] [google]
11523364

>"Caleb thats not your family, get out of the picture!"

>> No.11523447
File: 65 KB, 253x164, GMOTA players.png [View same] [iqdb] [saucenao] [google]
11523447

>> No.11523454

>>11523123
i'm more interested in effortlessly topping doomseeker by simply not hosting bad mods

did you know server hosts are advised not to use zandy's built in bots because they take up too much memory?

>> No.11523457

>>11521829
soul overloAD

>> No.11523515
File: 753 KB, 112x112, 1723159712236002.gif [View same] [iqdb] [saucenao] [google]
11523515

>>11523062
>Ozonia
beat me to it

>> No.11523564

>>11523447
I hate Kustam mimics.
They're great.

>> No.11523743

rolic/reland when?

>> No.11523752
File: 348 KB, 1592x653, 1736625855644229.png [View same] [iqdb] [saucenao] [google]
11523752

>>11522480

>> No.11523758

>>11522503
There is no justification necessary, it's your own fault for publishing it in the first place.
Delta Touch users do tend to have bad taste though.

>> No.11523762

>>11522556
Is it that one Power Puff Girl mod? That was odly well put together for being such a bizarre idea.

>> No.11523765

>>11521151
Should I use the git version of gzdoom? I heard that using the latest version can break mod support

>> No.11523776

>>11523762
no, think grezzo: /b/ edition

>> No.11523789

What's the best source port for Quake at the moment?

>> No.11523808
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
11523808

>>11523743
Not yet. Samson first. Though I'm still on vacation for just a little longer.

>> No.11523816

>>11523808
oh. u should play kart again then

>> No.11523817

>>11522710
just draw linedefs and sectors lmfao

But more seriously, you just need to make yourself draw the lines, you don't need to conceptualize a full environment or level from the get go, you can develop it as you go. I have done that a few times, just dreamed up a concept and aesthetic for a level, and sometimes I've achieved it, and sometimes I kind of just hit a block and the level doesn't get done.
If that happens, you need to try to force yourself some.

>>11522749
I'm 5 in all aspects. I can perfectly imagine visuals and audio of all kinds, smells, tastes, pain and pleasure, emotions, etc, etc. It can all be completely abstract or fully cohesive.

>>11522767
>>11522792
>>11522797
>>11522842
>>11522883
This is an inherent human ability (probably even a trait inherent to mammals as a whole, even if the extent of it isn't equal).

If you can't do it at all, or just very vaguely, it means your ability is somehow undeveloped, but this can also be trained up to become better.
You can train this gradually, and you can have virtually full control of it. If you have scary thoughts, it's possible to defeat them by either taking control of them (visualize yourself defeating whatever it is), changing the subject, or if it's a realistic fear, actually doing something about the thing in real life.

My friend could not visualize clear images, and usually her dreams were abstract messes of static noise. However, sometimes she would have nightmares about killers, and those were fully vivid for her. With practice, she was gradually able to imagine things better and better, and eventually she could have coherent and vivid dreams about things which weren't nightmares, but mundane or nice things.

>> No.11523829

>>11522749
To fill in, being able to do these things is latent with you guys, because your brains intellectually understand and remember them.
You can't conjure up an image of your mother's face, yet you remember exactly what she looks like, which means that image IS in your brain, and it's possible to make your mind conjure it up in your imagination.
The same for other senses, you cannot imagine the flavor of garlic, but you remember that it tastes good, which just the same means that thus is still in your mind, in your memories.

>> No.11523831

>>11523765
Different updates break support in lots of things, sadly. Most people just keep an archive of multiple versions for mods that break with newer ones. I still keep an old build for Project MSX specifically. Its usually just a product of people writing mods as a hobby and not following immaculate best practices in their code, so shit breaks years later with updates.

>> No.11523835
File: 3.91 MB, 800x450, Arti gaming (soundless).webm [View same] [iqdb] [saucenao] [google]
11523835

>>11523816
I should. I remember there was talk of possibly just taking a portable build of Kart to play, or hell I may be able to run the bastard through Proton.
I've been binging hard on the latest Make a Good Mega Man Level game right now, made a custom playable Arti and everything. The crossover between the Doom and Mega Man fans is always really funny to me, and here I am contributing to it.

He came out sick as hell though, very proud of him.

>> No.11523837

>>11523829
sorry, meant to quote. I'm a dope.
>>11523765

>> No.11523851

>>11523835
>I may be able to run the bastard through Proton
I've run it just fine in straight-up Wine, so that's definitely an option.

>> No.11523859

>>11523835
yeah there's like an appimage now and an all-in-one repack, though i don't know if that works with linux. might just gotta buckle down and cum pile. w/ neptune i think u just gotta add -b to the make command when compiling or it won't work. i could just walk u thru it on steam later.
that reminds me how i've been wanting to redo karti to not just be an edit of doomguy. we'll see if i have time for it. can't comment much megaman, i usually steer clear of that intersection

>> No.11523882
File: 762 KB, 1920x1080, duke0076.png [View same] [iqdb] [saucenao] [google]
11523882

>>11523028
>major sections of the map optional
If they are major I wouldn't make them optional personally. Would keep it non linear though, all available at the same time.

I'm making Duke map too, my first ever mapping experience, and one in mapster of all things (actually got used to it now, it's good I swear). Mine is more linear, but I have plans for small shops around the city, and big emphasis on shortcuts, opening new paths, interconnections. The progression is simple, start in motel, open up to decent city section with some freedom of exploration or take a progression path and get locked into linear sequences again, but with plus side that you open up many connections to previous areas around the map. I want the players to get that feel of going into loopbacks, saying 'oh I've been here, that's neat' . The struggle is making a layout that is not confusing for the players

>> No.11523903

>>11523197
Got it. Fixed it.
https://files.catbox.moe/fchg2s.wad
t.guywithteacup

>> No.11524019

>>11523074
>means making maps are still easy
ony if the tool is good. If it's using the buil1 editors nobody is going to bother.

>> No.11524036

Hah!
Custom lump for HUD themes now fully functional.
Will be doing a separate lump for other mod-specific gameplay cvars I think, so players can load and share mod cvar presents via txt file.

>> No.11524037

>>11522906
>QUAD BARRELLED
wasn't there an FPS where you could dual-wield quad-barrels? or quad-wield even?
might have been Nitro Family or Firestarter, though I couldn't find a good screenshot with a brief search.

>> No.11524047

>>11523765
I always use the SVN build. If something break I can try again a few days later (for example, the titlemap of Highway Acceleroid broke in one version, then got fixed a short while later.

>>11523831
The weirder one is when an update fixes a mod for no apparent reason. Unloved 2 broke years ago with the exit in the basement mirror not working, then a little while back it abruptly started working again.

>> No.11524062

>>11522791
That is still alive, it is the kind of game that should get controller support and be on consoles already. It is so dumb they are not reaching a younger fanbase and anyone who is currently interested in playing Quake in any form of competitive manner speak Cyrillic and have sworn against playing anything made after 2006

>> No.11524073

Quake 2 is slowly becoming one of my favorite games. The campaign does not do it justice. The expansions are a massive improvement on the game and the jam packs made by the community are incredibly fun.

I admit I am playing the remaster but it is just compatible with pretty much anything. It is one of those games where the increased difficulty does it make a better game. I wonder if Quake 3 will see a remaster this year.

>> No.11524118
File: 10 KB, 184x184, image.jpg [View same] [iqdb] [saucenao] [google]
11524118

>>11523074
>making maps are easy

>> No.11524120

I'm playing Quake keyboard only, my mouse shit itself. Hard to co-ordinate the up-down look. Is there any way to turn on vertical auto aim?

>> No.11524168

>>11522321
>Which means less focus on Deathmatches
arena FPSes having a high skill ceiling is a meme. almost every hero shooter has a deathmatch mode and battle royals are more or less arena shooters on a bigger scale at the end of the day.

chasing the e-sports fad and the rise of live service games are what killed multiplayer FPS.

>> No.11524183

>>11523789
Ironwail

>> No.11524243

I got so many wads i can't remember what half of them are or where i'm up to in the rest. Gonna spend all today filter through them

>> No.11524251
File: 408 KB, 220x169, cozy-cozy-pepe.gif [View same] [iqdb] [saucenao] [google]
11524251

>>11524243

>> No.11524252

>>11523564
I like when the shitty ones blow up.

>>11523808
Well, and then C_A after Samson, right?

>> No.11524278

>>11524243
If you don't already, consider using a launcher program to handle .wads and ports, and then folders where you divide up .wads by which you've played and would play again, which you're playing, and which you're gonna play.

It helps so much.

>> No.11524285
File: 24 KB, 603x191, doom.jpg [View same] [iqdb] [saucenao] [google]
11524285

>>11524278
Who needs a launcher when you have bat files. My system is simple, if a bat file exists, you are playing it. Once you are done, delete it, and create a new one for the new wad.

>> No.11524293

>>11524285
That also works, but still, dividing stuff up into folders like that helps so much.

>> No.11524324

>>11524252
I'm debating if I want to jump into C_A Dev or make Roland after I finish GMOTA.
Roland might be a good way to decompress and take a break from bouncing between the two big projects.

>> No.11524325

>>11524278
>>11524293
Having one folder is what shitted me up. It just kept growing because i would plan on playing one the whole way through then finding one that looked good and starting that - repeat. I plan on dividing in the folders you mentioned.

>> No.11524329

>>11522303
I think being completely 3D has a big impact on level layout and enemy placement. Saying Quake mapping is just Doom "but in true 3D" is rather reductive and unimaginative if you ask me.

>> No.11524351
File: 175 KB, 1920x1080, demo1.mp4 [View same] [iqdb] [saucenao] [google]
11524351

>>11524285
>>11524293
On Linux I just bring up past commands from bash history and only adjust -warp, -playdemo, etc.
>>11524243
As for my wad dir it's also a mess. I only started playing doom last spring and I already have 227 of them, not counting dehs and txts. Maybe I as well need to delete the ones I don't play.

>> No.11524352

>>11524329
>I think being completely 3D has a big impact on level layout and enemy placement. Saying Quake mapping is just Doom "but in true 3D" is rather reductive and unimaginative if you ask me.
Not him but compare Romero's maps with Sandy's maps, definitely more verticality and 3D-thought in the former

>> No.11524356

>>11524329
> Saying Quake mapping is just Doom "but in true 3D"
I didn't say that. But you are right, switching to true 3D was not free. Many things that were possible in Doom became impossible in Quake. Most obvious one being, Enemy density. Even modern engines don't come close, without making compromises. The world being 2D with attached height/floor, made enemy AI easier to program, and much more.

I would say the true 3D aspect of Quake didn't add anything to the gameplay. Most of the stuff that Quake is famous for is the movement and networking. Everything else was a step down from the original doom.

>> No.11524364

>>11524356
>I would say the true 3D aspect of Quake didn't add anything to the gameplay. Most of the stuff that Quake is famous for is the movement and networking. Everything else was a step down from the original doom.
Needing to vertically aim, dealing with the bouncing projectiles of ogres, swimming in 3D space, etc all at a minimum significantly changed the gameplay relative to Doom. Not that 3D was necessary, Marathon managed most of the same in a 2.5D format, but there's a big feel difference vs Doom.

>> No.11524385

>>11524356
It's true that as a result of being fully 3D, Quake had to put in less enemies per level on average compared to Doom, but I also feel its enemies are more deadly on their own when compared to Doom's which are mostly non-threatening unless they're in large groups.

>> No.11524390

>>11524385
I only played Quake 1, and got bored near the end, and this was on Ultra Violence. I never found those enemies threatening. Shooting them doesn't feel good. Sound design was lame, compared to Doom. You can see ID software was aiming for bringing new players into the genre. Maybe because it was true 3D, they didn't wanna make it too hard. But even then Doom was also new, but they didn't hold back in the difficulty department.

Even now, all people talk about is Quake multiplayer scene. Nobody gives a shit about its campaign.

Maybe Quake 2 is better, but I never tried it.

>> No.11524424

>>11524390
>Maybe because it was true 3D, they didn't wanna make it too hard. But even then Doom was also new, but they didn't hold back in the difficulty department.
Maybe if you're talking about Doom 2 or Thy Flesh Consumed, but the original 3 episodes of Doom? I'd say Quake 1 is about equal or harder with just the first three episodes, and definitely harder if you include episode 4.

>> No.11524425

>>11524424
Just because you said it, I am going to hop on Quake 1 Nightmare right now and see it for myself. I'll be back.

>> No.11524427

>>11524390
>this was on Ultra Violence
Quake has no difficulty called that.

>Even now, all people talk about is Quake multiplayer scene
Quake multiplayer is dead in the water while singleplayer mapping is thriving.

>hasn't even played Q2
classic doombab

>> No.11524429

>>11524427
I meant the one before Nightmare. I don't remember what was it called. Hard?

>> No.11524472

>>11524425
Alright, just finished E1M4. Here's an updated review of Quake:
The Good:
- Grenade Launcher Monster (Near misses while slightly moving left/right is cool)

The Bad:
- The feeling of shooting mobs is dogshit. The shotgun barely animates, the monsters barely move when shot, upon death they just fall on their backs, and when you do manage to gib one, there is barely any crunchy sound feedback and the pieces just looks generic.

- Enemies spawning using events, instead of just existing from the start and waiting for the player. In some areas, you can literally see them pop out of nothing. Without any teleport animation or anything.

- Enemies have too much health? Specially Fiends. Which brings it to my next point.

- Quake is scared of combining different enemies. For example, I think it was the end of M3. You fight a group of those tanky fiends, and when you are done with them, then a single giant monster spawns and you fight it alone. Imagine combining that giant with 1 or 2 fiends. Oh but you can't because you gave them too much health.

- Audio design is awful.

Shotguns were lame, Grenade launcher was cool because you get that sweet crunchy feedback when enemies splash into pieces. Automatic weapons feel lame too. Also what's up with the lame weapon animation? The shotgun's shooting animation is just a YOffset.

>> No.11524479

>>11524472
>you can literally see them pop out of nothing. Without any teleport animation or anything.
Why are doombabies such compulsive liars?

>> No.11524480

>>11524472
>You fight a group of those tanky fiends, and when you are done with them, then a single giant monster spawns and you fight it alone
check your CPU privilege

>> No.11524489

>>11524480
I used vkQuake. Is it not accurate?

>> No.11524493

>>11524479
https://youtu.be/w0VjJgYZdNY?t=210

>> No.11524498
File: 2.42 MB, 1280x720, quaketele.webm [View same] [iqdb] [saucenao] [google]
11524498

>>11524493
What are you trying to show here? The Scrag were already there, they just hadn't aggroed yet.

>> No.11524508

>>11524498
I was just trying to prove what I saw. The enemies popping out of nothing. Your webm has those particles, which makes sense. Although I think they should be more jarring.

For example, doom consistently use both the visual and the sound effects, to tell player that something new has "spawned".

https://youtu.be/el72n7U4Pos?t=72

>> No.11524512

>>11524120
>Hard to co-ordinate the up-down look
You should map turning and look up/down to your arrow keys or numpad while keeping movement WASD, so your keyboard works like a giant gamepad. I think that makes it fairly easy to coordinate.

>> No.11524518

>>11524489
no I mean there's only so many enemies you can have on screen with a mid-90's PC

>> No.11524519
File: 3.15 MB, 1818x1137, Screenshot_20250121_125737.png [View same] [iqdb] [saucenao] [google]
11524519

>>11524508
The teleport in Quake has a sound as well. That SM64 warp pipe sound.
You just don't get it with those scrag since they don't spawn in. They were already there, just aggroed by an invisible trigger.

>> No.11524528

>>11524518
Hey, doom1/2 did just fine with lots of enemies, huge maps? And I am talking about original release, not fan patches.

>> No.11524534

>>11524519
You are right it has a sound. Maybe its a bug in vkQuake itself.

>> No.11524538
File: 97 KB, 683x768, scrags.jpg [View same] [iqdb] [saucenao] [google]
11524538

>>11524493
>>11524508
Those scrags didn't pop out of nothing in that video. The lower one was just hidden behind level geometry and the other one waits in a pitch black pocket in the wall. When it moves out of there it appears to "pop into existence" but it's just a sudden change in lighting when it leaves the pitch black area.

Screenshots taken with notarget on, so this is their non-aggroed state.

>> No.11524545

>>11524528
>doom1/2 did just fine with lots of enemies, huge maps?
No, they didn't. That's the reason you can shrink the window to postage stamp size. Q1's even worse because it's dealing with 3D models moving instead of flat panes. Try running Q1 on a Toshiba Satellite laptop to see what a Doom machine would make of it on release, and why it propelled people to get graphics cards.

>> No.11524546

>>11524324
Huh. So would that be both Rolands or Roland to C_A to Relic?

>> No.11524591

>>11524545
this reminds me, for a game project many years ago I implemented in the Quake engine where it would nearest-neighbor upscale the smaller windows so you'd still get a full screen picture. looked decent enough on a handheld (iPaq)

>> No.11524612

>my name is breasts suckem, and I'm coming to honk the rest of you busty bastards

>> No.11524634
File: 32 KB, 112x112, cacopet.gif [View same] [iqdb] [saucenao] [google]
11524634

>> No.11524636
File: 31 KB, 112x112, petthetrilo.gif [View same] [iqdb] [saucenao] [google]
11524636

>>11524634

>> No.11524652

>>11524612
>damn, those blizzard bastards are gonna pay for hoarding all the milk

>> No.11524659
File: 408 KB, 613x895, duke visits d.jpg [View same] [iqdb] [saucenao] [google]
11524659

>>11524652
>damn, that's the second time those blizzard bastards have stolen my tittymilk

>> No.11524664

>>11524659
https://www.dexerto.com/business/nursing-activision-blizzard-employees-say-their-breast-milk-kept-getting-stolen-1717345/

>> No.11524726

>>11524664
Yes, I know.

>> No.11524730

>>11524664
It's ActivisionBlizzard, of course nothing changes, they just removed some paintings from WoW and called it a day instead.

>> No.11524745

>>11522493
>AndroidFerret
If you want a good laugh, here he is in the comments getting excited for >>11522582 this fuckery of HDoom + Brutal Doom.
https://www.moddb.com/mods/z-z-mods

>> No.11524754

>mapping 2d vs 3d
instead of write you a tl;dr, i'm just gonna write you an immediate wtf

the way you compile a 2d map vs a 3d map is completely different, the math formulas for a 3d map are way more complicated, and then don't even get me started on difficult lighting is, that's the thing that actually takes most of your compile time

it's like comparing apples to watermelons

>> No.11524756

>>11524745
>H-Doom and Brutal Doom combined
If it doesn't feature BD gore style torrents of jizz when Doomguy nuts, with loudnigra.mp3 pitch shifted down, is it even worth it?

>> No.11524764

>>11524754
My point was, a Doom style engine by its nature allows extreme freedom. Huge worlds, countless enemies, even vanilla Doom1/2 has levels, that makes you think wow, why don't I see this in more modern shooters?

>> No.11524784

does any doom sourceport support ID24 yet?

>> No.11524785

>>11524764
AAA realism level graphics are taking up most of the computer's/console usage, and the FPS math problem in 3d is NP complete, whereas in 2d you can use the A* algorithm to make a more intelligent AI than what doom has

trying to not tl;dr, so just wiki those things and get yourself walled if you don't know what they are

>> No.11524787

>>11524784
Not fully, not even the flagship port for it, it's still not finished.

>> No.11524789

>>11524764
>even vanilla Doom1/2 has levels, that makes you think wow, why don't I see this in more modern shooters?
Honestly that's down to design choices, huge worlds and hordes of enemies aren't per se a problem in modern engines. It gets a little tricky if you want enemies to look and animate well and feel smart and reactive up close while being performant at a distance or in a horde though.

>> No.11524791

>>11524789
> huge worlds and hordes of enemies aren't per se a problem in modern engines
It is. The way modern engines represent geometry, makes it insane to implement hoardes of enemies, that interact with a huge world, generating "Dynamic" gameplay.

The keyword is dynamic. It means behaviours that arises naturally based on the rules of the world, instead of scripted encounters.

>> No.11524820

>>11523776
Not really Grezzo 2, if i can judge.
It was more of a gameplay oriented mod with less than zero references about austrian trash-TV and ridicolous politicians, and more about killing ponies and masturbating.

The only Grezzoish thing you could see was the school level full of talibans (probably a politically incorrect reference about high levels of migrants in german/austrian schools or some shit like that).

>> No.11524830
File: 791 KB, 1917x1080, Nomad.png [View same] [iqdb] [saucenao] [google]
11524830

>>11524745
Hah, what a fucking dumbass. Gotta love how OP doesn't even know how to spell ryona. What a joke.

Anyway, got the pistol replacement for LCguy sorted out. Just gotta do the reload frames, it'll be like Final Doomer's pistols and have infinite reloads.

>> No.11524846
File: 86 KB, 640x807, 1729784128112396.jpg [View same] [iqdb] [saucenao] [google]
11524846

I remember reading somewhere that Gzdoom renders everything at all times, how true is that?

>> No.11524849

>>11524846
Not at all.

>> No.11524862

>>11524846
would be based if it did. there's no reason to waste cycles on culling when the GPU can do that

>> No.11524894

>>11524791
>It is. The way modern engines represent geometry, makes it insane to implement hoardes of enemies
How do you reckon that? I'd argue it's Doom that has issues with how it represents geometry, since the fact that any sector can change shape (on the Z axis anyway) at any moment bottlenecks what sort of optimizations and assumptions you can do.

>> No.11524902

>>11524894
Doom's 2.5D engine wasn't as full fledged as people think it. There's a lot more stuff that could be done. Look at this, if you want to see what could be achieved:
https://www.youtube.com/watch?v=3qtmkkdND6M

>> No.11524909

>>11523120
I mean, they totally can, image wise at any rate. Softcore certainly.

>> No.11524912

>>11524902
Build uses a portals-based approach rather than binary space partitioning for sectors. It's kind of fundamentally different. And I still don't see what would make a modern engine less apt for large environments and a high enemy count?

>> No.11524919

>>11524912
> portals-based approach rather than binary space partitioning
These are just for visibility detection. They both store the map in the same way. The world is stored as 2D, which makes many things like AI, collision, simple to perform, meanwhile getting a good 3D representation of it, and it can be pushed quite far. Now modern engines on the other hand, directly use a 3D model of the entire world, now path finding, AI, interaction, etc becomes extremely complicated when compared to Doom. And for what? True 3D? I get it was fun, when it was new. But now we have both, why not utilize the properties of 2.5D engines to make rich interactive worlds?

>> No.11524937

>>11524919
>now path finding, AI, interaction, etc becomes extremely complicated when compared to Doom
Not really. You seem like you don't have a clue what you're talking about.

>> No.11524942

>>11523831
>>11524047
Thanks, I'll get the latest version but keep a few older ones just in case

>> No.11524954

>>11524919
>Now modern engines on the other hand, directly use a 3D model of the entire world
Um no, there's such a thing as a navmesh. You don't use every greeble in the environment for navigation, you generate and tweak a much simplified mesh only used for navigation.

>> No.11525043

>>11524954
>>11524919
you could also use path nodes, or a combination of both.

>> No.11525059

>>11524764
>My point was, a Doom style engine by its nature allows extreme freedom. Huge worlds, countless enemies
Serious engine?

>> No.11525061

>>11524846
It won't render geometry behind single-sided linedefs, but it has to render everything behind double-sided ones because it has no way of knowing whether the player can currently see through the sector or not, and that could change in a literal instant with floor-lowering actions. Basically it's up to the mapper to incorporate sensible culling in their map.

>> No.11525071
File: 909 KB, 910x720, 1723282391332966.webm [View same] [iqdb] [saucenao] [google]
11525071

>>11521732
for comparison, here's looking as high as you can look in Nugget.

>> No.11525142

>>11525061
It does cull stuff based on camera angle too. Previously at least it wouldn't render things behind you, but the more up or down you looked the narrower the not-visible pie slice behind you would get, so it'd be a 360 degree render when looking straight up or down. This may have changed however, particularly with the cool isometric camera stuff.

>> No.11525161

>>11525061
It will still cull with doors and other platforms.

>> No.11525215

>>11525059
what is the okuplok cosmogenesis oversaturation 420,000 enemy memewad of the year equivalent for serious sam

>> No.11525362

>>11523197
*mancubi

>> No.11525410

>>11524830
i mean brain damage is a prereq for that kind of fetish anyway

>> No.11525415

>>11525410
Insert some joking quip here about how women seem to be more into it than men are.

>> No.11525427

>>11525415
http://youtube.com/watch?v=KUAfHLy3oNg

>> No.11525507

is the gzdoom not being able to delete saves bug not fixed yet?

>> No.11525597

Reading the lates oneman review got me thinking, just how many wads are lost to time with no backups?

>> No.11525606

>>11524546
Probably Roland, another Combined_Arms update, Relic, and then finishing Combined_Arms. I need to get around to updating Separated Arms too.

>> No.11525627

>>11525597
Oh wow, didn't know he came back.

>> No.11525630
File: 21 KB, 247x238, chair!.png [View same] [iqdb] [saucenao] [google]
11525630

>>11525597
>>11525627
He's back?

>> No.11525668 [DELETED] 
File: 1.64 MB, 4000x1810, GMfvepkWgAAeeZT.png [View same] [iqdb] [saucenao] [google]
11525668

>>11521974
No Mancussy; just Juvenile Azathoth (we think it's azathoth, fat enough it doesn't matter.)

>> No.11525672 [DELETED] 
File: 1.24 MB, 4000x1810, img2.png [View same] [iqdb] [saucenao] [google]
11525672

>>11525668
When the Gluttony Demon functions on Entropic Inversion/TENET level bullshit and just keeps reconstituting itself; wasting doomdude's time and effort for bothering.

>> No.11525675 [DELETED] 
File: 47 KB, 680x510, GakceynWAAAARCo.png [View same] [iqdb] [saucenao] [google]
11525675

>>11525672
The Necromancer he's the Familiar of is less intresting to talk about and draw.

>> No.11525681 [DELETED] 
File: 61 KB, 1280x720, 1722292820271417.jpg [View same] [iqdb] [saucenao] [google]
11525681

>>11525668
>>11525672

>> No.11525702
File: 198 KB, 2732x592, 1737501156230.jpg [View same] [iqdb] [saucenao] [google]
11525702

When will the KEX port actually be good? Seems like the entire point of it was to make a definitive version but it can't even run Eviternity 2 against a 3 year old standard kek

>> No.11525704

>>11525702
Nightdive updating one of their re-releases? What kind of fantasy world is that?

>> No.11525706 [DELETED] 

>>11525668
go fucking take your ritalin before making posts

>> No.11525708 [DELETED] 

>>11525706
Agree, I wanna see what he does when focused on charts like those.

>> No.11525709 [DELETED] 
File: 18 KB, 236x489, 6b41206b2aed2aab8f03b5ec862fdf2b.jpg [View same] [iqdb] [saucenao] [google]
11525709

>>11525681
what the fuck do you want from me
>morbidly obese creature
>gets away with it because biotechnician/biomass manipulation
>some sort of colonial organism
Same idea as The Thing and Alex Mercer; the little raptor-abomination's just not very good at compressing it (also the weird bastard likes it so go figure)

Remember the cyber-parasitic polyps in Serious Sam 3/4/SM? A lot like those.

>> No.11525715 [DELETED] 

>>11525709
Its just uh kind of a lot to process.

>> No.11525721 [DELETED] 
File: 144 KB, 800x600, Gemjt0PWIAEsqDy.png [View same] [iqdb] [saucenao] [google]
11525721

>>11525715
It's also lot to try and comprehend what the fuck they are and then try to put them into words in vain.

Something something Aku but incredibly incompetent.

Kirby is shaped like a friend.
Kurou/Kur'val is shaped like a f(r)iend.
Kirby is kind and courageous
Kurou is kind(ish, he's trying, honest.) and cowardly.

>> No.11525726 [DELETED] 
File: 49 KB, 680x510, Ga0X68-aIAA20SB.png [View same] [iqdb] [saucenao] [google]
11525726

i have lots of these stupid doodles
i hate drawing
His role initially was similar to Gnarl of/from Overlord/2, but I for whatever reason made the two characters closer; to the point of considering inter-species rape to be the result of what one of the factors spawning them is; The father (the necromancer fella) wasn't willing.

>> No.11525734

>>11523817
The editor I'm using you don't make your own geometry you drag and drop prefab models (turok) for everything

>> No.11525740

>>11525702
>Seems like the entire point of it was to make a definitive version
Nah, the point was just to make one that was easier to port to consoles and phones so they can cheaply knock more out every generation.

>> No.11525743 [DELETED] 
File: 5 KB, 256x192, Barnie blazing it lmao.jpg [View same] [iqdb] [saucenao] [google]
11525743

>>11525668
>>11525672
>>11525721
>>11525726
whoa dude lay off the stuff it can't be good for you

>> No.11525750

>>11525597
That's why you always archive everything.
Even "noooo don't play my old wad it's bad delete it right now" drama queens aside. Old stuff gets deleted because something or someone is not politically correct enough anymore, big corpos buying old websites and raping them and ruining them left and right, you can't trust to the internets.
DOWNLOAD. EVERYTHING.

>> No.11525753

>>11525740
No that was the point of the 2020 Unity port which was on all consoles and phones. The Kex engine is actually more difficult to port to everythng which is why it's not on phones and iPads yet.

>> No.11525761 [DELETED] 
File: 62 KB, 800x600, snotmans.png [View same] [iqdb] [saucenao] [google]
11525761

>>11525743
>surprised when somebody trying to explain an incomprehensible otherthing describes an incomprehensible otherthing
[Medic Voice] my 'skill' is VASTED on zis team

>> No.11525770

Is it worth playing Doom 2, or is there a better "definitive" megawad to play?
I've done Doom 1 episodes 1-4 and Plutonia, but I keep getting bored around Tricks and Traps in Doom 2.

What's the #1 MUST PLAY Doom 2 wad, in your opinion? I want to feel like I just played the Citizen Kane of demon slaying.
Preferably a Boom compatible one since I play with Crispy and not GZoom, but I can make exceptions.

>> No.11525772 [DELETED] 

>>11525743
i can only infer this poster is extremely internet brainrotted and likely far, far too young to be posting here which makes it 500x more disturbing because good lord what are his parents doing, take the fucking ipad away. a flashbang of psychic damage directly to my eyes. literary lobotomy transmitted through the internet. secret government experiments in killing people caused by the mental damage of reading terrible posts online. santa piss in my eyes.

>> No.11525776 [DELETED] 

>>11525668
>>11525672
>>11525675
>>11525721
>>11525726
These posts make me want to take a shower.

>> No.11525779
File: 533 KB, 640x640, it's not, it's not shutting down.png [View same] [iqdb] [saucenao] [google]
11525779

>>11525770
You skipped Doom 2 entirely and went straight to Plutonia? Bit of a leap, but hey, you should be ready for anything now.

Doom 2 is not as good as Plutonia, but it still has its strong sides, and it's not for nothing that Plutonia is to a very large degree made up out of tributes to iD Software's original levels for Doom and Doom 2.
Forcing yourself to play through wouldn't necessarily be fun, but you could just take a level a day, or every other day or so. It'd be worth having experienced Doom 2 as a whole to get a solid frame of reference for future .wads (and see where some of Plutonia came from), and to see its good sides.

In my opinion, most of Doom 2's weak maps are in the middle, while the better maps are scattered around the first and last thirds, the best map in the game is the second to last one, for instance.

>> No.11525792

>>11525770
>I want to feel like I just played the Citizen Kane of demon slaying.
I mean I'm a sucker for style, aesthetics and weird shit so for me it'd be The Quirky Domain or Unloved.

Ancient Aliens would be my favorite megawad that's boom compatible, but my favorite map (actually two maps, had to be split up for some arcane technical reason) is Didy's Monster Hunter Ltd. It, incredibly, has something like an actual plot told entirely through map design - which would make the Citizen Kane comparison apt.

>> No.11525793 [DELETED] 
File: 48 KB, 736x700, GdPs4MRWAAAC5Lu.png [View same] [iqdb] [saucenao] [google]
11525793

>>11525772

>All characters ever must be the same homogenized cookiecutter mush
schizo

>> No.11525795
File: 48 KB, 640x480, Whitemare_Title.png [View same] [iqdb] [saucenao] [google]
11525795

thoughts on the Whitemare duology? It's winter themed so I'm playing it. Halfway through the first wad right now.
So far, it's cool

>> No.11525797 [DELETED] 
File: 40 KB, 800x600, fghjb.png [View same] [iqdb] [saucenao] [google]
11525797

>> No.11525804 [DELETED] 
File: 60 KB, 800x600, GcG_i3oW0AAlXAb.png [View same] [iqdb] [saucenao] [google]
11525804

the responses are probably bait

>> No.11525806 [DELETED] 

>>11525804
Give it a rest because you're essentially spamming your OC art that's not related to anything Doom.

>> No.11525807 [DELETED] 
File: 270 KB, 1920x1080, DTS-T_map03_logo.jpg [View same] [iqdb] [saucenao] [google]
11525807

>>11525806
>not related to anything doom
here he fucking goes again, you're baiting and it's obvious now.
suck a dog dick faggot.

>> No.11525808 [DELETED] 

>>11525806
just report and move on, don't feed the trolls or schizos

>> No.11525813
File: 130 KB, 750x1000, IMG_20250121_213742.jpg [View same] [iqdb] [saucenao] [google]
11525813

What a horrible night to have eyes. Anyway, I figured out the revolver for LCguy.
>https://webmshare.com/ZJjvK

>> No.11525814

>>11525813
Recoil animation looks kinda stiff. Wasn't there also a gap flash on those sprites?

>> No.11525820

>>11524664
>>11524730
meanwhile one of the CoD devs (i think either sledgehammer or infinity ward) had video cameras installed in their bathrooms.

>> No.11525825

>>11525813
You have to move the revolver sprite upwards as it recoils, so the wrist remains at the same place throughout the animation instead of the tip of the barrel.

>> No.11525826
File: 668 KB, 1920x1080, LostCivilization_anothercorner.png [View same] [iqdb] [saucenao] [google]
11525826

>>11525813
I like it, starting to become a fun look for some of the 'cutest' Doom.

>> No.11525827
File: 196 KB, 1291x1287, checkitout.jpg [View same] [iqdb] [saucenao] [google]
11525827

>> No.11525830
File: 2.54 MB, 640x360, butt-pummeled.webm [View same] [iqdb] [saucenao] [google]
11525830

>>11525827

>> No.11525832 [DELETED] 
File: 136 KB, 800x600, asser.png [View same] [iqdb] [saucenao] [google]
11525832

>not related
>specifically chooses to ignore gameplay notions
It's obvious this thread's full of posers, Discord is the worst thing to happen to Gaming aside from DEI and LGTBQ pedophile cult progressive nutjobs.

>not related
>literal first post has a shitty scribble of the two fighting doomguy
retarded statement.

>> No.11525834 [DELETED] 
File: 419 KB, 800x600, GPbjR04aUAE3itP.png [View same] [iqdb] [saucenao] [google]
11525834

please suck off your local discord moderator for posting privileges.

>> No.11525835

Is it just me or are the enemies in Unreal real bullet sponges even on medium difficulty?
The Skaarj are quite difficult to kill with almost anything except for flak cannon and the titans take an absurd amount or rockets to kill

>> No.11525836

>>11525770
Sunlust

>> No.11525838

Did anyone else have their game crash and get their saves corrupted on ECwolf? I got into around level 18 of Spear of Destiny and lost all progress

>> No.11525840
File: 5 KB, 457x263, recoil.png [View same] [iqdb] [saucenao] [google]
11525840

>> No.11525841
File: 63 KB, 396x306, 1729751051603855.gif [View same] [iqdb] [saucenao] [google]
11525841

>>11525627
>>11525630
Oh nice, and there's dozens of them, I know what I'm going to be reading when I'm taking a shit for the coming week.

>> No.11525847
File: 173 KB, 699x699, 20250121_220418.jpg [View same] [iqdb] [saucenao] [google]
11525847

>>11525814
There is, but I thought it was a bit too much for the more grounded vibe I want. Re:stiff animation, I don't know. I kinda like it but I can see why it might be off.
>>11525825
This might be why it's stiff. Will give it a tey tomorrow.
>>11525826
Same, it's quite comfy. I'm gonna have fun making this set.
>>11525840
Sage advice, anon.

Thanks for the feedback. I'm still new to modding.

>> No.11525848

>>11525847
Good attitude. You keep this up, I'm curious to see what else you'll do.

>> No.11525850

>>11525835
They take a decent amount of shots to kill, but I only call things bullet sponges when they're also boring and don't require you to play reactively. Skaarj feel engaging to chase around imo. The Titans? Yeah, they're pretty awful.

Also, the razorjack is pretty good against skaarj if you backpedal and aim for the head. And you can charge them while loading rockets, firing at their feet in close range when you're at 4 or so.

>> No.11525852
File: 317 KB, 270x396, rebolber.gif [View same] [iqdb] [saucenao] [google]
11525852

>>11525847
This was the sample animation he did. Flash is pretty hefty, but if it's a Magnum they kinda are. If it's a lighter one, it'd still look nice with just a tiny amount of flash in the gap.

>> No.11525861

>>11525852
I'm not sure if flat 15 damage is exactly "magnum" but I'll keep it in mind. It'd make it have more character at the least.

>> No.11525898
File: 155 KB, 800x1034, 1737505291705704.jpg [View same] [iqdb] [saucenao] [google]
11525898

>characters say fuck or motherfucker in almost every sentence
Why wasn'tthis game mocked as much as Rogue Warrior?

>> No.11525904

>>11525835
You can skip fights with most titans I think

>> No.11525913
File: 196 KB, 407x287, 1502952702925.gif [View same] [iqdb] [saucenao] [google]
11525913

>> No.11525925

>>11525913
Very impressive, could be a background in a 90s point and click adventure game

>> No.11525948

>>11525850
I agree with this post. Titans feel more like environmental dangers than real enemies. I've never tried any rebalancing mutators but I bet there's one out there for anon.

>> No.11525958

>>11525838
That sucks, there is a way of loading into a map in Wolf 3D and it works with ECWolf as well. This'll be a tedious process, but I'll lay it out step-by-step. Make sure you do each step.

1) Go into ECWolf and unbind any key control that you have set to 'tab' or 'backspace'. For example, if you have 'tab' set to the automap, temporarily bind it to something else.
2) Go to where your ECWolf.exe file is located, rightclick and click Properties.
3) Under the General tab, look for the Location label, select all of it and copy it to your clipboard.
4) Go to your Start menu search and search for Command Prompt. Open up your command prompt.
5) Once loaded, type the following:
cd [Ctrl+V to paste location of ecwolf.exe]
6) After that, type the following:
ecwolf.exe -goobers
7) This will open up ECWolf like normal, and since you were on Spear of Destiny, make sure you choose that from the dialogue box.
8) Load into a new game on your preferred difficulty.
9) Press [Left Shift+Left Alt+Backspace] at the same time. If everything's right, it should say "debugging keys are now available".
10) Press [Tab+W], and when it asks which level you want to warp to, enter "map18" or whichever floor you want.

Bunch of other commands here:
https://dhw.wolfenstein3d.com/viewtopic.php?t=3527

>> No.11525959

>>11525948
Speaking of Unreal and mutators, where can one find those these days? Searching for anything Unreal related is a nightmare.

>> No.11525964

>>11525958
Thanks

>> No.11525976

>>11525770
>Tricks and Traps in Doom 2

Oh shit this is when i dropped it and moved to wads. I'm more gimmick driven so i play the Western wads and DBP wads mostly

>> No.11525980
File: 163 KB, 620x465, tYBGy.png [View same] [iqdb] [saucenao] [google]
11525980

>> No.11525989
File: 172 KB, 1280x720, psychiatric.png [View same] [iqdb] [saucenao] [google]
11525989

>> No.11525990

>>11525770
You didn't even get to the best maps like Downtown and The Chasm

>> No.11525996

>>11525990
The Chasm is overhated, but Downtown genuinely sucks ass unless you play it co-op/solo-net.

>> No.11525998

>>11525852
stealing that animation for my boomer shooter, thanks

>> No.11526006

>>11525990
It is truly a tragedy that the most GOATed Doom track of all time gives its name to Sandy Peterson's dogshit approximations of human living centers.

>> No.11526008

>>11525996
I like Downtown. Suburbs sucks.

>> No.11526012

>>11525996
Nirvana is the worst Doom 2 map

>> No.11526018
File: 2.63 MB, 1920x1080, Unreal titanmosh.png [View same] [iqdb] [saucenao] [google]
11526018

>>11525850
This was a pretty fun encounter that 'weaponized' the titan. They otherwise seem okay as 'boss mobs' though I like when they're also optiona.
>>11525959
https://unrealarchive.org/
https://unrealarchives.com/
https://www.unrealsp.org/
And there's usually something new on the moddb.
>>11525996
Not being familiar with Downtown's level progression made it the lowpoint of our coop run so far.

>> No.11526028

I'm new to Doom, why don't the cheats work when i type them? I use gzdoom

>> No.11526032

>>11525996
I unironically love Chasm.

>> No.11526057
File: 371 KB, 1920x1080, 1572034926018.jpg [View same] [iqdb] [saucenao] [google]
11526057

>> No.11526062

>>11526032
Hi MtPain

>> No.11526063

>>11526057
ah yes...
...the manc-cube

>> No.11526072
File: 19 KB, 800x800, 1502600339596.png [View same] [iqdb] [saucenao] [google]
11526072

>> No.11526128

>>11526028
>GZdoom
are you typing them in the console?

>> No.11526136

>>11525898
It's setting appropriate

>> No.11526145

>>11525989
This map is terrible if thats the one I remember playing in Alien Armageddon attrition runs.

>> No.11526179

>>11525835
>The Skaarj are quite difficult to kill with almost anything except for flak cannon
Use your hitscan weapons.

>> No.11526190

I modded Deus Ex goty edition and am playing it on 1440 but should I just do something else? the menus are kinda small otherwise it looks pretty nice

>> No.11526198
File: 3 KB, 154x186, national plasma rifle association.png [View same] [iqdb] [saucenao] [google]
11526198

>> No.11526212

>>11526179
The CAR in the expansion pack is so ridiculously overpowered

>> No.11526224
File: 1.56 MB, 1280x720, dam.mp4 [View same] [iqdb] [saucenao] [google]
11526224

>>11526028
Type "cheat" into the option search or look up the relevant options yourself to see if there's anything wrong. On the off-chance, gzdoom may also be sensitive to your keyboard locale input settings.

>>11519965
Would be swell if you did at least 3 crisp .png screenshots for your future thread cupcake anon. If you don't plan uploading it on wadsup, I could do it for you.

>>11525627
Certainly didn't expect a whole batch of them with more coming, a single megawad may occupy me for weeks. Someone did notice the activity about over a month ago.
https://desuarchive.org/vr/post/11451701

>>11525702
>but it can't even run Eviternity 2 against a 3 year old standard kek
That's because Kraflab wasn't hired for the job, business suits always cut on their funding.

>> No.11526232
File: 3.90 MB, 854x480, RLcoopsolo_headasplode.webm [View same] [iqdb] [saucenao] [google]
11526232

>>11526212
No kidding, and the grenade launcher isn't messing around either.

>> No.11526240

>>11526232
I like how the screen recoil for the grenade launcher has the player's view just violently torque to the left for just a split second.

>> No.11526332

In your opinion, what is the difference between a bad boomer shooter and a good one?
What's the make or break factor, how do you know what a game has the sauce?

>> No.11526337

>>11526332
tf is a boomer shooter

>> No.11526345

>>11526332
The serious answer is unironically, soul.

>> No.11526363 [SPOILER] 
File: 45 KB, 540x529, tumblr_pgg3hgi3Ti1s9ud8j_540.jpg [View same] [iqdb] [saucenao] [google]
11526363

FREEDOOM GRAPHIC NOT YET DONE

>> No.11526390 [SPOILER] 
File: 843 KB, 3439x2553, kanna lobby.jpg [View same] [iqdb] [saucenao] [google]
11526390

>>11525813
>>11525847
kanna my beloved

>> No.11526391

>>11526363
Honestly and unironically I highly prefer the Freedoom flats and textures, even some of the weapon sprites (their old super shotgun got replaced with a worse one though), but goddamn are their enemy sprites dogshit.

>> No.11526397

>>11526391
For awhile there Freedoom was using an Amuscaria Super Shotgun, nowadays it's a cleaned up version of the previous SSG which I really like.

>> No.11526418

>>11526391
I think most of them are pretty solid nowadays, it's mostly some of the later, Doom 2 enemies and bosses that still suck.
I particularly like their imp and caco replacements. The chaingunner is also sick.
I think a lot of people also hang themselves up on them being very different from the originals.

>> No.11526440

>>11526363
Heh.
>trying to explain to my friend who had only ever played freedoom what a cyberdemon was when he complained to me about a black box that shot rockets at him and wouldn't die
>>11526397
I always thought the bottom-loading tech-y SSG was stupid, even back then. I recall making a wad to replace it with KDiZD's SSG.

>> No.11526448

>>11526397
They should just use Amuscaria sprites for everything

>> No.11526453

>>11526448
I like the distinct sprites. I'll always prefer unique shit over assets that've been done to death, like most of Amuscaria's sprites and the Doom 3 plasma gun reload sound.
Which bothers me a little because all of his sprites are top notch and I fucking love the Doom 3 plasma gun reload.

>> No.11526484
File: 2.45 MB, 2560x1331, изображение_2025-01-22_102053850.png [View same] [iqdb] [saucenao] [google]
11526484

r8 my meme

>> No.11526515
File: 1.84 MB, 1200x675, file.png [View same] [iqdb] [saucenao] [google]
11526515

ANY FACKIN' GOOD DOOM WADS RELEASED IN 2024?
last I played was evi2

>> No.11526524

>>11526515
playing through Simulacra now, p good
a bit of a nut buster but the design is beautiful
>>11526484
8/8 great

>> No.11526527
File: 3.57 MB, 640x360, 2025-01-22 01-56-48.webm [View same] [iqdb] [saucenao] [google]
11526527

how do you know when its time to stop doomin?

>> No.11526534

>>11526527
playing a port that adds screen shake to launching a rocket seems like a good stopping point

>> No.11526570

>>11526534
I kill the monsters to stop that shaking. That's why its on- because it sucks. So I get good.

>> No.11526594
File: 1.48 MB, 1649x1649, sleepovers.png [View same] [iqdb] [saucenao] [google]
11526594

>>11526527
can't stop won't stop dooming

>> No.11526620

>>11526057
Your computer might catch fire if all of those tried attacking at once
>>11526484
Hail to the King/10

>> No.11526656

>>11526224
>crisp .png screenshots
the video was just to stay screenshot saturday-relevant. for the final release the shots should be from anywhere else instead.
but yeah I'll add it to wadsup once it's done. still doing a full playtest. should have written "next week" btw, i.e. this one.

>> No.11526659

>>11526418
Yeah most of the sprites are decent or at least serviceable enough, there are just some weird outliers, though that's to be expected of free software projects.

>> No.11526668
File: 768 KB, 1920x1080, d2hs_map27.png [View same] [iqdb] [saucenao] [google]
11526668

>>11517780

>> No.11526671

>>11526332
I think that when it comes to retro FPS, same as with any other game, it all ultimately comes down to your subjective perception of them. In other words, does the game really resonate with you for whatever reason? If yes, then just fucking try it.
>>11526337
Cringe hate for retro FPS. You know, shooters that actually or only state to be inspired by the older/classic ones.

>> No.11526791

>>11526671
>Cringe hate
Cringe name* I'm a retard with insomnia.

>> No.11526798

>>11526791
Go to bed.

>> No.11526816

>>11526524
>a bit of a nut buster
holy shit you weren't kidding

>> No.11526848

>>11525898
Because they're all ratfucking goons in a ratfucking goon fuck world.

>> No.11526880

>>11525795
I didn't finish it, but I played it a while ago and remembering liking it well enough. I played multiple maps.

>> No.11526884

>>11526057
Can they see you?

They can smell your fear

>> No.11526909

>>11526659
I think it's also that people will often give their impressions from years back when the project has been improved since they last gave it a shot. Quite common with free software projects as well.

>> No.11526964

>>11526909
True, though with FreeDoom it's kind of understandable since they went a long fucking time between public releases while shit changed a lot on the dev builds.

>> No.11527001
File: 136 KB, 623x527, 1719280182854277.png [View same] [iqdb] [saucenao] [google]
11527001

>>11524351
>mfw i've only just now learned about DOOMWADPATH

>> No.11527010

>>11526391
freedoom has a lot going for it. consistent artstyle with the monsters is not one of them. some of the items could use redesigning as well. they're not as "readable" as the healthpacks and helmets of DOOM. probably want to avoid red crosses though, for legal reasons. but a big fate red H would work

>> No.11527025

>>11527001
>DOOMWADPATH
huh, turns out I don't need 10 copies of all my iwads strewn about.
Is there a variable like that for Quake?

>> No.11527064

Are doom episodes designed to be finished in a single sitting?

>> No.11527068

>>11527064
once you've learned the levels, yeah.

>> No.11527075

>>11526484
>>11526594
Most more silly memes. I need them.

>> No.11527079

>>11527075
*Post

>> No.11527087
File: 909 KB, 800x600, pain dimension.gif [View same] [iqdb] [saucenao] [google]
11527087

>>11527075
ask and ye shall receive

>> No.11527091
File: 77 KB, 538x738, carmack sex.jpg [View same] [iqdb] [saucenao] [google]
11527091

>>11527075

>> No.11527092

>>11527091
lmao. There is something pure about Doom memes. This is a meme sharing thead now.

>> No.11527094

>>11526391
For its flaws, FreeDoom has had a number of extremely solid contributions made to it over the years by some particularly talented people. It's just that they have an equal amount of mediocre or bad contributions too.

>>11526397
FreeDoom once had a cool blocky SSG where the reload animation showed you taking out some kind of ammo packet from the bottom and swapping it out, do they still have that or a variant of it, or did they decide to replace it for no good reason?

>> No.11527095
File: 96 KB, 1000x1000, fireblu.jpg [View same] [iqdb] [saucenao] [google]
11527095

>>11527075
I really shouldn't, right? It will look nothing like the picture, will it.

>> No.11527098
File: 3.72 MB, 498x498, do the shambler.gif [View same] [iqdb] [saucenao] [google]
11527098

>>11527064
If you want to, nobody's holding a rocket launcher to your head.

>>11527092
People just do on the regular.

>> No.11527102
File: 1.02 MB, 941x1177, catvile.png [View same] [iqdb] [saucenao] [google]
11527102

>>11527075

>> No.11527103

>>11527102
saved

>> No.11527104
File: 2.97 MB, 1920x2160, longest.jpg [View same] [iqdb] [saucenao] [google]
11527104

>> No.11527116
File: 1.07 MB, 232x180, 1510415026213.gif [View same] [iqdb] [saucenao] [google]
11527116

>>11527075

>> No.11527118

>>11525898
It was seen as pretty edgy at the time
How many other games besides GTA had a similar setting?

>> No.11527123
File: 498 KB, 2116x2116, __kanna_blue_archive_drawn_by_massabou2__e54957d5bb75577e54d014ac881b36b7.jpg [View same] [iqdb] [saucenao] [google]
11527123

>>11525852
Well, took a shot at animating the way Chop did. I think it's not as snappy now, had to add one more frame so bringing it back up after firing was more natural. Hopefully it's in the right direction, though?
>https://webmshare.com/MLyvO

Will get to the shell weapons soon. Shotgun will be basically the SSG with a tight spread (hunting shotgun), while the SSG will be replaced by a spammy selfloading shotgun. I think that's bound to be fun, given Lost Civilization feels like it leans to long distance combat.

>>11526390
Kanna good. Probably my favorite Blue Archive girl.

>> No.11527126
File: 1.13 MB, 1920x2034, Image220.png [View same] [iqdb] [saucenao] [google]
11527126

>>11527094
>FreeDoom once had a cool blocky SSG where the reload animation showed you taking out some kind of ammo packet from the bottom and swapping it out, do they still have that or a variant of it, or did they decide to replace it for no good reason?
Present animation is still based off of it but the sprites have been changed quite a bit.

>> No.11527136

>>11527123
>I think it's not as snappy now
Make the frame durations shorter.

>> No.11527149
File: 40 KB, 216x269, rangor.png [View same] [iqdb] [saucenao] [google]
11527149

Just finished SoA for the second time.
pretty solid expansion, i like the laser rifle. gives a nice extra use for cells.
mjolnir is kinda meh, not very ammo efficient so i barely used it.
the proximity bomb launcher is kinda stinky, neat idea but too situational.
the summon horn was pretty cool, empathy shield is neat but should last longer.
the gremlins were neat i guess.
the sentry drone flesh balls were bullshit, the nailgun scorpions were pretty cool though.
level design was solid. i liked the added interactivity and destruction.
that one with the big cable car over the acid sucked ass though.
also music was great.

>> No.11527179

>>11527149
DotM > SoA > DoE >>>> DotP
How are the Quake2 expansions?

>> No.11527189

>>11527179
>DotP
This went up my list the last time I played it, though I have to admit both times were through the newer version with changed Nightmare settings. I should try it again today.
>How are the Quake2 expansions?
Pretty good. I think the Ground Zero turrets were nerfed too much but no one else seems to think so.

>> No.11527191
File: 32 KB, 914x1057, 1716483358193099.jpg [View same] [iqdb] [saucenao] [google]
11527191

>>11527025
-basedir
I use it to keep Quake mods and source ports in separate folders, so all source ports can use mods from the same folder.

>> No.11527192

>>11526524
>playing through Simulacra now, p good
>a bit of a nut buster but the design is beautiful
I tried it out and it's borderline bullshit difficulty
not chillax bad, but it's tougher than most challenging wads like sunlust and the like

>> No.11527201

>>11527095
People will probably think it's some weird digital camo or something. Blueberry-Cherry Kool-aid Camo.

>> No.11527202

>>11527191
The point of environment variables is that you don't have to pass them as arguments every time. Of course I know about -basedir.

>> No.11527208

I think I'm going to finally finish valiant this weekend.

>> No.11527214

>>11527202
Yeah, I missed those are envs. To be fair for Quake I made shortcuts with basedir for each port, and since then I never had to setup anything or pass any arguments ever outside of just copying new mod folder into the dedicated Quake directory.

>> No.11527216

>>11527189
DotP is like an hour long at best

>> No.11527235
File: 1.13 MB, 1320x792, Kalt-DoD-Bridge_2024-12-03.jpg [View same] [iqdb] [saucenao] [google]
11527235

>> No.11527238

NTA but dopa is just bland. It's okay, short but good, but you're expecting more from an official expansion. Even if it's released as an url posted on twitter.

>> No.11527290

Why doom doesn't have moving walls/sectors (I don't know doom terms so used one for build)? Wolfenstein did it, why wasn't it expanded on for Doom? It's probably the biggest turn off for me, maps are very static aside from up/down elevators or doors.

>> No.11527291

>>11527290
Different kind of renderer.

>> No.11527302

>>11527290
Wolfenstein was entirely made of square tiles, had no height variation or non-right angles. They had to optimize geometry to handle all this. Hexen brought polyobjects back, but there were limits.

>> No.11527308

>>11527290
Play Heartland. I'm like the opposite though, I think the game works perfectly well without that stuff. I was never playing doom and thinking to myself "damn, this would be so much more fun if the doors opened horizontally". I didn't realize rooms never overlapped until someone else pointed it out either.

>> No.11527309

>>11527235
throwing primed grenades over the bridge and spamming the BAZOOKA! voice line
those were the days

>> No.11527314
File: 790 KB, 1920x1080, vkq_dopastart.jpg [View same] [iqdb] [saucenao] [google]
11527314

>>11527216
It felt longer with how fucked up I kept getting.

>> No.11527340

>>11527238
Always thought it was strange they didn't make a single new enemy or weapon for the newer expansions, especially for Dimension of the Machine. It's not like they have to wrangle Lightwave 3D on a Windows 95 toaster anymore to make new Quake assets. They also have a whole library of everything that was ever cut from a Quake game to work with.
At bare minimum they could have used stuff from the existing two mission packs. But Kex Quake feels extremely half-hearted all around, so I'm probably expecting too much.

>> No.11527385

>>11527340
Final Doom had no new weapons or enemies either

>> No.11527391

>>11527385
Final Doom wasn't preceded by two official expansions that touted new enemies and weapons. DOPA and DOTM were.

>> No.11527419
File: 3.83 MB, 960x720, COME BACK WAGIE.webm [View same] [iqdb] [saucenao] [google]
11527419

WAGIE WAGIE GET BACK IN YOUR CAGIE

>> No.11527543

>>11527419
A grim vision of the near future

>> No.11527572
File: 63 KB, 900x900, 1722672120881177.jpg [View same] [iqdb] [saucenao] [google]
11527572

>>11527075

>> No.11527654
File: 186 KB, 750x1000, x1000.1.jpg [View same] [iqdb] [saucenao] [google]
11527654

>>11527095
Shirts are dull and pedestrian, true gamers are fireblu bedsheets.

>> No.11527663

>>11527385
Final Doom was two full sized wads
and Ultimate Doom was the only commercial release for Doom 1

>> No.11527728
File: 549 KB, 1663x1848, That's Elementist.png [View same] [iqdb] [saucenao] [google]
11527728

>>11527075

>> No.11527734

>>11527728
haha blackface cacodemon
call that a cacademon lmao

>> No.11527752
File: 2 KB, 282x289, 1726505218336159.png [View same] [iqdb] [saucenao] [google]
11527752

>>11527728

>> No.11527775

>>11527734
Painface is no laughing matter.

>> No.11527780

>>11527572
another one goes to the folder

>> No.11527781
File: 475 KB, 500x366, george costanza as an archvile.gif [View same] [iqdb] [saucenao] [google]
11527781

>>11527102

>> No.11527863
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
11527863

It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/YuMk0axa#BToWq2RowJxx-P6IWUlRIZFhYR_KxjxU7SEI9LVysHo
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: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.4.1
Get the mods: https://macgu.fun/repo/srb2kart/ (or just download them in-game, it should be a lot faster now)
Connect to macgu.fun (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
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.)

>> No.11527908
File: 405 KB, 1920x1200, cher0009.png [View same] [iqdb] [saucenao] [google]
11527908

Pictures taken moments before disaster (I am at 4% health in this image)

>> No.11527923

>>11527908
Did you get gibbed?

>> No.11527925
File: 374 KB, 1920x1200, cher0010.png [View same] [iqdb] [saucenao] [google]
11527925

>>11527923
No, splattered.

>> No.11527950
File: 935 KB, 1920x1080, vkq_dopasweetpain.jpg [View same] [iqdb] [saucenao] [google]
11527950

>>11527189
It gets better each time though this was the hardest. Just a nice set of levels.
>>11527419
I think I owe Malice for starting my fascination with "third person Quake" stuff.

>> No.11528031
File: 181 KB, 220x124, 1718533234899387.gif [View same] [iqdb] [saucenao] [google]
11528031

>>11527908

>> No.11528049
File: 979 KB, 707x706, 1654211952086.png [View same] [iqdb] [saucenao] [google]
11528049

>>11527075

>> No.11528102
File: 604 KB, 1511x2048, 1725124489016383.jpg [View same] [iqdb] [saucenao] [google]
11528102

>>11527075

>> No.11528108

>>11528102
Why wasn't Daikatana as good as Doom and Quake?
Why wasn't their RTS as good as Starcraft?
Hmmm Romerobabs?

>> No.11528150

>>11528108
Romero only knows how to make mundanely adequate shooter levels that take no risks and leave little lasting impression. He can't design a game to save his life and should have never tried.

>> No.11528168

>>11528108
Their strategy game was more of an XCom style game. Some people thought it was pretty good, but never seemed finished from other accounts.
Daikatana was overly ambitious, but design wise it's only questionable at the beginning imo. Fucking mosquitos and frogs simply aren't fun.

>> No.11528183

>>11528168
Dominion? It was definitely a Command and conquer style RTS. When Starcraft was still just a reskin of Warcraft 2 it scared Blizzard into making the Starcraft we got instead. Though it turned out the demo of Dominion that scared them was fake.

>> No.11528197
File: 82 KB, 640x512, SC-WCII-2.gif [View same] [iqdb] [saucenao] [google]
11528197

>>11528183
>When Starcraft was still just a reskin of Warcraft 2 it scared Blizzard into making the Starcraft we got instead.
They had also gotten a lot of glib remarks about how it looked like a reskin of Warcraft 2, lots of "Orcs in space" comments.

>> No.11528208

>>11528183
>Dominion
Oh. That wasn't his design exactly. I thought you meant the gangland game they did recently.
The only game at Ion Storm he designed directly, rather than just little inputs, was Daikatana. AFAIK. Anachronox was Tom Halls game, Deus Ex was Warren Spector, who loves being credited with the entire thing, as was Thief 3.

>> No.11528287
File: 2.22 MB, 512x384, animooted-wall.gif [View same] [iqdb] [saucenao] [google]
11528287

>>11527075

>> No.11528335
File: 1.83 MB, 1920x1080, Ainsley-Cacciot.png [View same] [iqdb] [saucenao] [google]
11528335

>>11527075

>> No.11528346

>>11526527
That screen shake looks so distracting to me.

>> No.11528348

>>11527863
ggs

>> No.11528357

>>11528346
Not to me, I love it.

>> No.11528358

>>11525770
>Preferably a Boom compatible one since I play with Crispy
Is Crispy Boom compatible now?

>> No.11528382

>>11528358
Crispy plays everything not GZDoom exclusive for me. Boom, MBF, MBF21, etc

>> No.11528402
File: 3 KB, 54x72, BOS2D1.png [View same] [iqdb] [saucenao] [google]
11528402

>>11524636
Freedoom's enemies are so fucking weird, they are not bad for the most part, I think this thing looks pretty cool.

>> No.11528408
File: 5 KB, 256x100, SPIDI1.png [View same] [iqdb] [saucenao] [google]
11528408

>>11524636
>>11528402
Though the Spider Mastermind replacement & its death frames look really bad.

>> No.11528409

>>11527863
ggs

>> No.11528417
File: 48 KB, 373x492, pc_face.png [View same] [iqdb] [saucenao] [google]
11528417

>>11527075
>>11528287

>> No.11528423

>>11528382
I must be behind on some update, because I remember crispy being vanilla and limit removing only.

>> No.11528424
File: 1.57 MB, 1920x1080, Screenshot_Doom_20250122_231055.png [View same] [iqdb] [saucenao] [google]
11528424

>>11528408
There's a decent replacement in Lotan's Tomb, not sure why it didn't make it into upstream. Maybe because the corpse frame is obnoxiously big.

>> No.11528431

whats a good daytime sunny wad? Aesthetically speaking

>> No.11528441

>>11528382
>>11528423
Updated and its still vanilla and limit removing only. Any boom and mbf21 map I load has various actions that don't function. Are you sure you use Crispy?

>> No.11528442

>>11528431
I'd say ancient aliens first episode, but it's more of an evening. Maybe doom vacation?

>> No.11528446
File: 230 KB, 880x846, toomanybanskus.png [View same] [iqdb] [saucenao] [google]
11528446

>>11527863
>>11528348
>>11528409
GGs

>> No.11528473

>>11524745
I actually like this kind of mashup shit. Well not this particular one but I saw this hispanic guy in my feed with a Delta Doom+Nash Gore+EGA Doom video.
Looked pretty neat.
Got me thinking about what different what if takes on Doom Alpha

>> No.11528480

Is Gzdoom the only one you can release standalones with? I want to make a free standalone thing but I don't want jumping or that other shit in it.

>> No.11528483

>>11528480
You can disable jumping, crouching and even freelook with MAPINFO

>> No.11528489

>>11528480
I think you can use some of the other Doom ports as long as you keep them open source.

>> No.11528495

>>11528431
Overboard and Tetanus

>> No.11528509

>>11528442
I've played the former i'll try Doom Vacation.
>>11528495
Thanks for reminding me, i actually was meaning to get around to Tetanus and i'll try Overboard

>> No.11528514

>>11528509
Is Doom Vacation more or less a port of Duke Caribbean, or am I thinking of a different wad?

>> No.11528523

>>11528423
>>11528441
Try out Cherry Doom then, it's Crispy + Boom/MBF21 and some extra stuff you can turn off

>> No.11528554

>>11528431
Santas Outback Bender DBP

>> No.11528556

>>11528514
I believe so. Thats what the description says

>> No.11528591

I think I want to become a Doomtuber, there is such an insane wealth of Doom maps available online that someone needs to document the playing of them.

>> No.11528596

>>11528591
Go for it, i'll watch

>> No.11528602

>>11528591
I remember one anon here covered shitwads, but he's been AWOL for a while.

>> No.11528603

>>11528602
That CIA guy's video reviews were pretty great.

>> No.11528605

>>11528602
>one anon here covered shitwads
Wasn't he the same guy that tried to make some kind of coomer WAD and was showing off the sprites he commissioned here occasionally before eventually canceling it?
But that was a couple years ago, so maybe I'm thinking of someone else.

>> No.11528609

>>11528605
Maybe made something too good and is now forever trapped by the jaws of his own creation.

>> No.11528614

>>11528605
No idea, but his channel is here and I'm sure he was Australian.

https://www.youtube.com/@anonplaysshitwads635/featured

>> No.11528740
File: 1009 KB, 922x996, but me cant seems to help it.png [View same] [iqdb] [saucenao] [google]
11528740

Progress on MAP15 for Vertex Relocation, it feels like it's almost complete, hopefully I can get it finished by the end of this week.

>> No.11528770

This red archvile that's valiant's final boss is suffering

>> No.11528775

>>11528740
gib so we can playtest

>> No.11528781

>>11528775
I'll have a playtest available once I figure out where the exits go.

>> No.11528792

>>11528480
>I want to make a free standalone thing but I don't want jumping or that other shit in it.
You can just disable jumping and not use the "other shit".

>> No.11528796 [DELETED] 
File: 1.51 MB, 1534x1600, cosmos-autism.png [View same] [iqdb] [saucenao] [google]
11528796

>Bluesky Map Jam
>...
>Facebook Map Jam
>Instagram Map Jam
>Youtube Map Jam
>Myspace Map Jam
>Tiktok Map Jam
>Soundcloud Map Jam
>Gaiaonline Map Jam
>BitTorrent Map Jam
>Tinder Map Jam
>Pornhub Map Jam
>
>Area 51 Map Jam
>Rundown diner restroom Map Jam
>Mental asylum crack den Map Jam
>Classmate reunion Map Jam
>Osama bin Laden's hideout Map Jam
>Mozambique's desert latrine Map Jam
>KGB's basement Map Jam

>> No.11528806

>>11528770
I finally fuckin did it. I beat valiant. That was like my fourth or fifth ever community wad. Holy shit.

>> No.11528872

>>11528806
Congratulations

>> No.11528882

>>11528806
That's a tough one, you should be ready for most kinds of wads now. There's harder than Valiant, quite a lot which is harder even, but most wads (like, ever) aren't as hard as Valiant either.

>> No.11529036
File: 415 KB, 640x480, fgsfds.png [View same] [iqdb] [saucenao] [google]
11529036

>>11502315
>https://github.com/fgsfds/BuildLauncher/releases
>A fail fast exception occurred. Exception handlers will not be invoked and the process will be terminated immediately.
Did anon just slipped me a virus?

>> No.11529075

NEED MORE DOOM MEMES!

>> No.11529083

Why does NBlood's mouse movement makes my head hurt?

>> No.11529084

>>11528591
There's too many of them now, don't expect to become a new decino

>> No.11529086
File: 52 KB, 539x960, DORN.jpg [View same] [iqdb] [saucenao] [google]
11529086

>>11529075

>> No.11529087

>>11529084
I think it's the best time to be one. There are extremely few Doomtubers that actually understands Doom's design fundamentals and what makes it feel good. People like Decino, Nirvana, etc are rare. Most of the doomtubers are just furries grifters, who just shout about some new sourceport, rtx on, true 3D, memewads, etc.

>> No.11529090
File: 235 KB, 1920x1080, secret.jpg [View same] [iqdb] [saucenao] [google]
11529090

just beat pluto 2

>> No.11529093

>>11529090
cool

>> No.11529096

>>11528049
>unbothered. moisturized. happy. in my lane. focused. flourishing. manc-ing.

>> No.11529097

Was it ever explained why Quake weapons have little to no animation? Meanwhile, Doom/Duke/Blood actually have good weapon animations? In blood, you feel the kick back, the guy puts in the shells, repeat. Meanwhile, in Quake guns feels like a pipe, with slight Y-Offset animation.

>> No.11529115

>>11529097
Try rubbing your two brain cells together and you might figure it out yourself.

>> No.11529129

>>11529115
Don't be mean.

>> No.11529152
File: 72 KB, 790x655, 1727520252262841.gif [View same] [iqdb] [saucenao] [google]
11529152

>>11529129
no

>> No.11529153

>>11529090
i can't even beat Platonia 1

>> No.11529156

>>11529097
Burned out dev team who just wanted to get it over with.

>> No.11529158
File: 63 KB, 128x128, cacohurt.gif [View same] [iqdb] [saucenao] [google]
11529158

>>11529152

>> No.11529227
File: 79 KB, 302x271, YeahRight.png [View same] [iqdb] [saucenao] [google]
11529227

>>11528208
>Deus Ex was Warren Spector, who loves being credited with the entire thing

>> No.11529305
File: 103 KB, 1661x296, image-17.png [View same] [iqdb] [saucenao] [google]
11529305

>"I don't want to do smooth animations"
>give the break action shotgun a detailed animation
>the shells fly away
>use the fired shells Chop made too

Guess I'm figuring out how to do casings in MBF21 next.

>> No.11529376

>>11529305
https://www.doomworld.com/forum/topic/133318
This wad has casings, but annoyingly they're projectiles so they can trigger pain states on monsters. I have a version that strips it down to just the casings, but I misplaced the files.

>> No.11529381

>>11529376
Yep, I'm aware of the possible jank. I'll see if it's worth it because my autism says every gun needs casings now.
Maybe I can make them noclip or jusr accept the monsters don't like hot brass in their faces.

>> No.11529386

>>11529381
I wasn't able to figure out any solution to keeping them as projectiles and phase through monsters. Even Legacy of Rust has this issue with the plasma marines' heads.
I'll try and find the edits I made. They're no longer projectiles; it means they don't make a sound as they bounce and will continue spinning when landing on a chest-high ledge, but it's a compromise I needed to make. Enemies spit them out, too.

>> No.11529396

>>11529381
Found it. This also turns blood splats into pools, but it's incompatible with some wads.
https://files.catbox.moe/l2ohge.wad
https://files.catbox.moe/v251x3.zip

>> No.11529421

>>11529386
Thanks anon, will have a look soon.

>> No.11529537

>>11529227
thank you for identifying the joke anon, can you chew my food for me too

>> No.11529650 [DELETED] 

why the fuck would they add "PARRY" in doom. wtf. Is it some autist protection? Every game has to have parry these days.

>> No.11529670 [DELETED] 

>>11529650
Every AAA game just blends together into a homogenised grey slop in my head

>> No.11529682 [DELETED] 
File: 7 KB, 271x122, image.png [View same] [iqdb] [saucenao] [google]
11529682

It feels wrong to discuss Zoom here even though it's a Doom sequel. I will just say it definitely left a better impression than Eternal, and gameplay-wise it might even be better than '16 if there's actually no such focus on arenas anymore. But it's still a fucking Zoom. Might pirate.

>> No.11529695 [DELETED] 
File: 72 KB, 300x174, 1561755282528.jpg [View same] [iqdb] [saucenao] [google]
11529695

>>11529682
>refunded 2016 because it felt like ass to play
>haven't paid attention to nudoom since
ignorance is bliss

>> No.11529696 [DELETED] 

loved the geriatric gameplay there, id software
think I'll keep unf'ing walls thank you

>> No.11529712 [DELETED] 

new Doom cant even be played with raytracing off..

>> No.11529724 [DELETED] 

looked worse than eternal at a glance. melee stuff looked like an improvement over glory kills, exploration sounds promising, but the meat of the combat looked slow and inferior and vehicle gimmicks/more story is a bad sign

>> No.11529729 [DELETED] 

>>11529650
idk I think if you punch a demon in its wind up frame, it should be stunned

>> No.11529735

>>11529087
If I was a doomtuber I'd make videos about how to get into classic doom without the autism

>> No.11529739

>>11529735
What autism?

>> No.11529812

I just want bony revenants. I'm tired of gross fleshy revenants with their guts hanging out, give me actual full on skeletons instead of some where in between with humans.

>> No.11529828 [DELETED] 

>>11529724
>>11529670
>>11529695
I like how they try to check all the tick marks.
> mention parry
> mention exploration
> mention open world
> literally show video of classic doom, and say we are going back to the form, only to shit on it completely.

>> No.11529854 [DELETED] 

I think I'll play the 2 gorillion mods chasing Dark Ages' vibe instead, thanks.

>> No.11529864 [DELETED] 

>>11529682
>It feels wrong to discuss Zoom here even though it's a Doom sequel.
The mods here can be thankfully strict on such talk, though at the moment it might be "safer" with this being a dying thread. If it's anything like the previous two newer ones, I'll have fun with it when it's $20 or under.

>> No.11529865 [DELETED] 

Pros
>most guns sound and overall feel meaty (in the video)
>less arenas, more free exploration
>whoever makes the music, it's still better than hullshit
Cons
>marvel story
>adhd rpg numbers go up elements everywhere
>contextual combat controls
>enemy pinata ammo health armor bingbingwahoo diarrhea everywhere
>50 shades of brown as the only color present outside of pinata drops
>maps look like shit, map making is a lost art, might as well be randomly generated
>ebin fatalities and melee attacks with auto-aim taking away the controls
>fucking contextual combat controls

>>11529828
He literally said "Sandbox Doom" at some point. I love exploration-heavy wads more than anything, but let's not delude ourselves, their definition of sandbox has nothing to do with that.

>> No.11529895 [DELETED] 

>>11529865
>>enemy pinata ammo health armor bingbingwahoo diarrhea everywhere
You can turn that down.

>> No.11529902 [DELETED] 

>>11529895
Where would you get the ammo then? The game has virtually no pickups outside of this shit. Or do you mean visuals?

>> No.11529910 [DELETED] 

>>11529902
There's ammo pickups on the maps, and they didn't show how far the slider went down. Just that you can control how much you get back from enemies.

>> No.11529912 [DELETED] 

>>11529902
even doom eternal had enough ammo pickups that you didn't HAVE to chainsaw if you were really anal about it

>> No.11529914 [DELETED] 

Is all this about Dark Ages? I haven't seen anything new since the initial teaser a while back.

>> No.11529916 [DELETED] 

>>11529914
developer deep dive this morning at an xbox developer direct

>> No.11529917 [DELETED] 

>>11529914
> parry
> open world
> devs calling it sand box
> bayonetta tier gameplay shifts

>> No.11529920 [DELETED] 

>Doom game
>no tech bases
L M A O
M
A
O

>> No.11529932 [DELETED] 
File: 41 KB, 287x171, IMG_2899.png [View same] [iqdb] [saucenao] [google]
11529932

I think it’s too early to judge Dark Ages but Nu-ID chiming that it’s some return to form is nonsense as hell.
Let it be more confident in itself by not speaking for it.

>> No.11529935 [DELETED] 

>>11529932
What I think they're going for is more or less Eternal lite. A Lot of what they liked doing in Eternal at a lower level of intensity, more digestible with some experimentation on the side.

>> No.11529938 [DELETED] 

>>11529914
They had a 10-minute video going over its gameplay earlier today.

>> No.11529950

>>11529946
>>11529946
>>11529946

>> No.11529972 [DELETED] 

>>11529865
I find it hilarious that they thought the most important thing to show was dark souls style combat and only then they mentioned "...and yeah, you can shoot guns in this game too"

>> No.11530001 [DELETED] 

>>11529695
God I wish I could refund 2016, but I had to
>maybe it gets better