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/vr/ - Retro Games


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7813412 No.7813412 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread: >>7803916

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
https://pastebin.com/TWNE3nZZ

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

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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.7813414

=== CURRENT RELEASE ===
500ml of /vr/ v 5.0
https://www.moddb.com/mods/500-milliliters-of-vr

=== CURRENT PROJECT ===
HARD FAST FAGGOT MAPS
current beta: https://x0.at/zQX.zip

=== NEWS ===
[5-30] Complevel MBF21 released and integrated into DSDA-Doom
https://www.doomworld.com/forum/topic/122323-mbf21-specification-v10-release/

[5-27] Zones of Fear updated to version 2.0
https://www.moddb.com/mods/zones-of-fear

[5-25] Combined Arms updated to 2.3
https://combine-kegan.itch.io/combined-arms

[5-22] GZDoom 4.6.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=72359

[5-21] DavidN announces RAMP community project
https://youtu.be/Yd5mtZFGCF0

[5-21] Tarnsman's Projectile Hell released
https://www.doomworld.com/forum/topic/122115-megawad-tarnsmans-projectile-hell-release/

[5-19] Abandonware anon launches website for his releases
https://youtu.be/EtNjkF20yHI

[5-18] Combined_Arms, Malefactors & Space Hunter updated
https://combine-kegan.itch.io/combined-arms

[5-15] Anon updates his multi-pwad map randomiser, adds mods support
https://github.com/lea2501/doom-random-map-sh

[5-15] Woof! updated to 5.1.0
https://www.doomworld.com/forum/topic/112333-this-is-woof-510-may-14-2021-updated-winmbf/?page=16

[5-14] La Tailor Girl updated to 1.775
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1189377#p1189377

[5-14] Explodable props released, makes Doom props explode like GoldenEye
https://www.moddb.com/games/doom-ii/addons/explodable-props-aka-destructible-decorations

[5-12] New build for Quakespasm-Spiked
https://fte.triptohell.info/moodles/qss/

[5-12] Anon makes new map
https://www.doomworld.com/forum/topic/121882-baloneywad-make-them-supper-a-run-down-tech-base-waiting-for-the-exterminator/

[5-11] Q2EGL, a new Quake 2 port released
https://www.moddb.com/games/quake-2/addons/quake2eglv031

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7813423
File: 8 KB, 223x288, coming.jpg [View same] [iqdb] [saucenao] [google]
7813423

>Complevel MBF21 released and integrated into DSDA-Doom

>> No.7813428

>>7813412
Decided to boot up quake 3 the sky is gone, nothing but black. I there a way to fix this?

also is there a way to change the gun position too? I want the weapons to be on the center like in doom

>> No.7813441
File: 527 KB, 2048x1536, E2fNTH5X0AU2vMt.jpg [View same] [iqdb] [saucenao] [google]
7813441

>> No.7813442
File: 502 KB, 900x674, cultist.png [View same] [iqdb] [saucenao] [google]
7813442

I'm in a retro FPS mood but don't know what to play next. What would you lads recommend?

I've already played these:
Doom 1 and 2
Quake 1
Duke Nukem 3D + some of the expansions
Wolfenstein 3D
Blood
Dusk
Doom 2016 (*yawn*)

>> No.7813443
File: 551 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7813443

>> No.7813448

How do i use raze and are the duke nukem world order levels worth it?

>> No.7813449

>>7813442
Shadow Warrior
Half-Life
Rise Of The Triad
Return To Castle Wolfenstein

>> No.7813457

>>7813428
>the sky is gone, nothing is black
a third of the levels are like that by design
>change the gun position
cg_gunx
cg_guny
cg_gunz

>> No.7813458
File: 7 KB, 253x39, 1622182418597.png [View same] [iqdb] [saucenao] [google]
7813458

HARD FAST FAGGOT MAPS/HFFM ANCHOR

>> No.7813461
File: 56 KB, 720x720, chill bones.jpg [View same] [iqdb] [saucenao] [google]
7813461

>>7813458
>>7813338
Repostan. I'm going to work now, please don't screw it up.

>> No.7813463

>>7813414
>No DF Retro video on the news talking about Q1 on technical level
You had one job anon, you failed it.
https://www.youtube.com/watch?v=0KxRXZhQuY8

also Why the fuck was power vr and 3d fx tech so ahead of its time that it took almost 15 fucking years until both AM and Nvidia managed to replicate what those 2 did?

>> No.7813497

>>7813463
So few official ports, sad.

>> No.7813505

>>7813094
server crashed fugg :DDDD

>> No.7813513

>>7813443
>sorry files face life
>man pics
>based removing current references

>> No.7813514

>>7813497
I always thought it was weird, I could see ports of Quake and Q2 on the Dreamcast, PS2, Xbox...I wonder for Quake if its a NIN music license thing. But then again Saturn Quake had it, so maybe not.

>> No.7813532

>>7813457
yeah like the longest yard and such but I don't remember the first level having a black sky

>> No.7813535
File: 24 KB, 1177x253, bruh3.png [View same] [iqdb] [saucenao] [google]
7813535

i guess that'll be it for SNS #17 (alex, last sns was 16 u fuggin nerd) server is still up, we didn't get to episode 4 but it starting to get a bit stinky (favillesco epidodes are good, i guess might be better in singleplayer idk) Can we play d2temp.wad for next SNS? and if so, make sure to get the cleansed version, alpha weapons includes the beta ssg

>> No.7813540

>>7813532
Try fastsky 0. Otherwise quake3e might fix it.

>> No.7813557

>>7813540
will try quake3e since fastsky 0 said it's an unknown command

>> No.7813558
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7813558

VIOLENT RUMBLE ANCHOR

Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Been working on some balance and polish changes to the grappling hook the past couple days that could use some feedback. In short:
>grapple now consumes charges
>has 3 charges and takes 3 seconds to regenerate a charge
>lights on the grapple gun model indicate number of charges
>jump boot regen from grappling now requires 0.3 seconds of grappling
>added sound effects for all the above
>grappling hook will disconnect after 2.5 seconds
>switching between swing and pull modes mid-grapple will NOT consume a charge

>> No.7813560

>>7813535
Yeah, game crashed when we killed the last mastermind. Those boss rooms were not designed with co-op in mind.

>> No.7813565

>>7813557
Alright it's finally fixed

r_fastsky "1"

>> No.7813573

>>7813565
>>7813457

here's where I found the gunz so far
http://www.joz3d.net/html/q3console.html
sadly I can't change the view models yet

>> No.7813592

>>7813535
Next SNS should be Scythe X + BTSX E1, I'm sure it will be added to the queue. Anyone who wants to request a co-op wad for shitshow can feel free anytime

>> No.7813649

>>7813458
Giving the word cloud backstory is funny and should be included. Just including an image of the word cloud as lead suggested doesn't really explain it though, one can't see Hard Fast Faggot Maps at a glance.
Also no one called it Hard Fast Fun Maps, we all referred to the censored version as Hard Fast Friendly Maps and that's what it should be called.

>> No.7813707

https://www.youtube.com/watch?v=MTBi5mBhw7k

>> No.7813712

>>7813707
But Final Doom birthday it's June 17

>> No.7813728
File: 11 KB, 640x400, TCCC.png [View same] [iqdb] [saucenao] [google]
7813728

>> No.7813749

>>7813442
>yawn
This isn't reddit faggot, just say you didn't like a game instead of writing out sounds.

>> No.7813760

>>7813728
Is this rootpain.wad?

>> No.7813783
File: 360 KB, 1878x987, True Chads Choose Carmack.jpg [View same] [iqdb] [saucenao] [google]
7813783

>>7813760
topright pick as an endoom screen

>> No.7813952
File: 719 KB, 1920x1080, Zandronum Screenshot 2021.05.30 - 23.49.59.21.png [View same] [iqdb] [saucenao] [google]
7813952

This is what Sunday Night Shitshow shoulda been. Damn that was fun.

>> No.7813967

kama sutra > hell revealed II

>> No.7813984

>>7813428
>Decided to boot up quake 3 the sky is gone
The Sky is Gone sounds like a proper creepy wad.

>> No.7813998

It sounds like SNS didn't go too well tonight. Oh well. Hopefully things go better next week.

>> No.7814049

>>7813441
What does Half Lajf 2 taste like?

>> No.7814076

>>7813414
floatRand released beta for Delirium (boom-mapset)
https://www.doomworld.com/forum/topic/122268-delirium-boom-mapset-cl9-beta/

>> No.7814087

>>7813967
Nearly any megawad > Hell Revealed II

>> No.7814093

2048 units of /vr/ > Hell Revealed II

>> No.7814120

>>7812901
Awesome! Also, that Ricochet page is just perfect.

>> No.7814139

>>7813649
i'm going with fun because NMN3anon's credits file had that in it. if he says it's we should use friendly then i'll go with that instead
>>7813461
i got your update btw

>> No.7814168

>>7813443
>community thoughts censored
something something hugo something something discord something something

>> No.7814186
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7814186

You know, after seeing Violent Rumble updates and an anon showing off his Devil Dagger mod almost a month ago while making it sound not that bad, I'm thinking if that's another thing I should try?
Like, what is the simplest thread related game for this kind of stuff: from Doom and Quake to even Chasm and Ion Fury.
I wouldn't say I'm really inclined to that sort of thing: my knowledge from computer science classes is next to non-existent. Not that basic shit with Pascal would've helped here, but still. Tried to understand HTML and quickly gave up as I'm too dumb and miserable for it.

>> No.7814228

>>7814186
Always fun learning shit like that

>> No.7814259

>>7813783
>pic
Absolute vidya dev /soul/ right there.

>> No.7814267

>>7813458
turns out there's a credit1 & credit2 lump on top of the credit lump. if you want to submit random gachi related/funny images to replace them, have at it

>> No.7814327

>>7814087
True.

>> No.7814343

>>7813442
Half Life plus expacs
Outlaws
Ion Fury

>> No.7814394

>>7814186
>what is the simplest thread related game for this kind of stuff
I'd have to imagine Doom would probably be the easiest just by the amount of documentation alone. Quake would likely be a clear, but somewhat distant second.

>> No.7814406

>>7813558
- you can use 1 model with 8 skins instead of the other way around, and save on precaches
- don't see the point of limiting the dangle time. if you get caught on some geometry and need a second to slide along, this will just make it unreliable.
- I kinda liked the wildly OP unlimited grapple, and any map breakable with the original can probably also be broken with this new one. you do you, but I feel like you're putting effort that's barely singleplayer-relevant. unless all of this is for some specific map scenario.
- to add to this, I haven't found a use for swing mode, pull mode is just always superior.
- I like the "out of charges" sound restarting continuously while you press the button instead of being on a cooldown, which would probably be more frustrating
- there's still some "no weapon" spam

>> No.7814445

>>7814406
>you can use 1 model with 8 skins instead of the other way around, and save on precaches
Generally speaking, yes, but I wasn't able to find a way to do it with weapon viewmodels. There's no equivalent entity to 'weaponmodel' to change skins, and something like 'self.weapon.skin' doesn't work because 'weapon' is a float. I'm probably just being a brainlet though.
>don't see the point of limiting the dangle time.
Seemed necessary with the addition of charges, else you would just dangle until you're full again. You can also shoot while grappling, so I don't want players hanging in a corner to blast melee monsters. I suppose what I could do is make dangling consume charges before dropping you.
>but I feel like you're putting effort that's barely singleplayer-relevant. unless all of this is for some specific map scenario
I mostly just didn't want to leave something unpolished before going on to add more stuff. I also think these sorts of changes will make mappers less hesitant to add the grapple to the map because it will be harder to cheese fights. Even if you can still make it to unintended locations, you can't continuously dodge projectiles with the grapple or endlessly shoot while hanging.
>I haven't found a use for swing mode, pull mode is just always superior.
It's there to let your momentum carry you to somewhere beyond the reach of your grapple, or up over a ledge that you're approaching from the back and below. Switching from pull to swing in mid-air tends to give the best results. It is largely preferential though, and I'm sure with skill the pull mode is more frequently useful.
>there's still some "no weapon" spam
Strange... from any specific weapon to another?

>> No.7814504

>>7814228
That's kind of the idea. Learning and stuff.
>>7814394
I guess so. Given previous examples, I'm leaning towards Quake. There's a somewhat clear and specific vision of what I could've done for that game, as opposed to Doom/id Tech 1 games. Plus I probably just prefer this game more (at least at the moment): despite me being slow at picking up games again, I'm more likely to go back to Arcane Dimensions maps and Hexen 2 than Heretic/Hexen/Doom.
Not that I bothered with installing GZDoom or any other big source port though, so there's also that to take into the account (I guess).

>> No.7814530

>>7814445
>from any specific weapon to another?
when scrolling past shotgun on axe-start
also if you axe-start, it will play the grapple chargeup sounds

>> No.7814546

>>7813412

https://www.youtube.com/watch?v=YQ5mFr8Wq9E

>> No.7814602

>>7813412
ITS UP
https://www.youtube.com/watch?v=G-FYgTtqxYM

>> No.7814614

>>7814602
I love this guy.

>> No.7814625

>MBF21 has sector actions for death exits
Oh neat

>> No.7814640
File: 7 KB, 271x186, 1605945246904.jpg [View same] [iqdb] [saucenao] [google]
7814640

>>7814602
beautiful

>> No.7814661

>>7814049
I imagine like any cheap bubblegum, vague fruit flavor and paper.

>> No.7814664

>>7813728
>>7813783
>Buildlets should fear Idtechgods

>> No.7814665

>Eternity E2M8 forces you to punch a cyberdemon to death with no berserk if you pistol start
One of the greatest wads of all time

>> No.7814708
File: 747 KB, 800x1207, PopE.jpg [View same] [iqdb] [saucenao] [google]
7814708

>> No.7814725

>>7813428
WATCH THE SKIES

>> No.7814730
File: 1.12 MB, 460x498, 1620622007263.gif [View same] [iqdb] [saucenao] [google]
7814730

>>7813707
Amazing!

>> No.7814749

https://www.youtube.com/watch?v=-IYfwCWZeD0
new decino video

>> No.7814760
File: 749 KB, 1920x1080, Douk30.jpg [View same] [iqdb] [saucenao] [google]
7814760

Nuked Files is a really well made level and I love the effort they put into making the level feel like a real place. Kind of disappointed no reskins of pig cops / aliens to look like FBI agents but oh well.

>> No.7814762
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7814762

Nice Bill Clinton AND X-Files reference over there. Don't know who the other person is tho'.

>> No.7814773 [DELETED] 
File: 383 KB, 960x654, Doom purists.png [View same] [iqdb] [saucenao] [google]
7814773

Every time I release a new map, every time.

>> No.7814780
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7814780

Nice little greeting from the aliens I suppose. One thing that I've kind of been thinking is that it would've been cool from the devs to put in more level specific secrets and Duke voice overs but hey, I think they had a pretty fun reference there already with the X-Files thing.

>> No.7814781
File: 85 KB, 640x480, baron_N64_2.jpg [View same] [iqdb] [saucenao] [google]
7814781

>>7813412
How do I fix this mouse stuttering problem in GLBoom-Plus? I have mouse acceleration disabled, the framerate uncapped, and I have a 144hz monitor. The problem doesn't happen if I use the keyboard to turn. (I am also playing through Doom Launcher if that helps).

>> No.7814793
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7814793

The director's office (I think?) . I think that in the end this might easily be my favorite level of the expansion so far. It made the location look real enough that you can actually feel like you're in the FBI headquarters, no real rhyme or reason WHY we're in here but it's a Duke level, that's just how it be lol. Anyway, a neatly built level that is furnished thoughtfully, I enjoyed it quite a bit.

>> No.7814809 [DELETED] 

>>7814773
yeah, that happened

>> No.7814814 [DELETED] 
File: 191 KB, 1816x838, vrDoomers.png [View same] [iqdb] [saucenao] [google]
7814814

"hey guys can you play my map and tell me if it's fun"

>> No.7814850 [DELETED] 
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7814850

>>7814773
>>7814814
Imagine generalize an entire thread like an hivemind.
Get the hell out of here you faggot

>> No.7814856 [DELETED] 
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7814856

>>7814850
That wasn't a generalization, I just thought whoever said that about my map was a faggot so I expressed it with a wojak comic.

>> No.7814862 [DELETED] 

>>7814856
so you made a meme instead of directly talking to them?
pussy ass bitch, bet you're french

>> No.7814863 [DELETED] 
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7814863

>>7814856

>> No.7814867 [DELETED] 
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7814867

>>7814862
Why would I want to talk to a faggot

>> No.7814874 [DELETED] 

>>7814867
you wasted time making a meme and pretending you're not mad
sounds pretty gay to me

>> No.7814882

So uh
For my first map (tm) should I try to limit myself to vanilla/boom and just doom 2 resources, or is it better to start right off with UDMF, otex, and the like?

>> No.7814884 [DELETED] 
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7814884

>>7814874
I literally made it a year ago

>> No.7814891 [DELETED] 

Jannies, please, ban this wojak Discord tourist, he smells of Bunker and RPG Codex.

>> No.7814893 [DELETED] 
File: 15 KB, 224x224, download.jpg [View same] [iqdb] [saucenao] [google]
7814893

>>7814884
>>7814856
>Made it a year ago
>I'm not generalizing
>Vr Doomers

You're that proud that you kept it for a year and lack this much of self-awareness.

>> No.7814894 [DELETED] 

>>7814891
WTF are Bunker and RPG Codex

>> No.7814895

>>7814708
we need more mods/wads using the holy water pistol

>> No.7814898 [DELETED] 
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7814898

>>7814893
>>7814891
>>7814874
>>7814863
>>7814862
>>7814850
Gonna make a Wojak wad today just to spite y'all lmao

>> No.7814905

>>7814891
>RPG Codex
Man,I remember there was a thread comparing System Shock 1 and 2,it kept going for such a long time.
It somehow made this place feel civilized

>>7814895
It's one of my favourites in MetaDoom,I wish more Doom games put it as a joke weapon

>> No.7814910 [DELETED] 
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7814910

>>7814898

>> No.7814913
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7814913

>>7814708
>Remember how in the novels Doomguy is a devout christian and could actually run for pope.

If only that was the weirdest part of it.

>> No.7814921

>>7814781
Anon GLBoom-Plus has been deprecated

There's no reason you shouldn't be using DSDA Doom right now.

>> No.7814926

Doom?

>> No.7814930

>>7814661
>>7814049
>>7813441
It's like one of those bootlegs you find at the flea market.

Still I didn't expect to see russians to be this passionate about Half-Life,maybe it's due to the setting in 2

>> No.7814952

>>7813442
Arcane Dimensions

>> No.7814960

>>7814921
Especially when the latest version of DSDA-Doom has MBF21 support.

>> No.7814963

>>7814960
>MBF21 support
wots that

>> No.7814964

why does horizontal mouse movement in prboom feel so bad? compared to gzdoom it feels overly smooth and imprecise. i heard it was an sdl2 issue but that was years ago and you'd think it'd be fixed by now. not even dsda-doom fixes this. its too bad because other than this issue and a worse minimal HUD it would be my favorite source port since its closer to the vanilla game than gzdoom.

>> No.7814973

>>7814964
>compared to gzdoom it feels overly smooth and imprecise
>imprecise
Yes, I'm sure that speedrunners competing to shave off seconds, doing elaborate glide/sr setups, and accomplishing ridiculously hard feats would be doing all that on a port with imprecise mouse movement.

>> No.7814979

>>7814882
If you have to ask and all that.

>> No.7814991

>>7814963
New complevel thats like an extended and bugfixed version of MBF, with OPTIONS lump support, and by default, disables MBF's infighting behaviour changes. New linedef and sector actions included, too, for a somewhat more advanced map format than Boom.

>> No.7814992

>>7814882
You can use OTEX without needing GZDoom stuff (UDMF).

That said, you should probably go as simple as you can get. You don't really care about making your first map "pretty". You'd rather it plays well. Pretty comes later.

It's much better to have a fun but ugly map than a pretty map that is boring as shit.

>> No.7814996

>>7814991
neat

>> No.7815046
File: 50 KB, 192x282, 1530714491073.png [View same] [iqdb] [saucenao] [google]
7815046

>> No.7815053
File: 12 KB, 246x166, 1619402238970.jpg [View same] [iqdb] [saucenao] [google]
7815053

>>7815046
Canon aside.
I feel the HECU are cooler than the Combine

>> No.7815073

>>7815053
why is that?

>> No.7815074
File: 736 KB, 981x764, 0hkqambylhb51.png [View same] [iqdb] [saucenao] [google]
7815074

>When you love the game but only few songs are actually good,the rest sucks

>> No.7815084
File: 2.67 MB, 600x338, freeman gets wrecked.gif [View same] [iqdb] [saucenao] [google]
7815084

>>7815073
Their attitude and the way they talk makes me like them more.
Helps that in-game the HECU grunts were actually closer to kill Freeman,while the Combine had to go with Advisors instead.

>> No.7815093

>>7814762
That's Will Ferrel (EPIC SNL reference)

>> No.7815096

>>7814780
I love in that next room over there's a broken server with a chunk laying on the ground and it exposes the circuitry inside. Nice detail.

>> No.7815117

>>7815084
>were actually closer to kill Freeman
About that,why didn't they shoot him in the head before throw him in the trash?

>> No.7815131

>>7814964
>overly smooth
Do you have vsync on? I've seen it reported many times it causes significant input lag with prboom+. It's my experience too but might vary by system.

>imprecise
Other than the above, could be caused by mouse acceleration.

>> No.7815139

>>7815131
>Do you have vsync on? I've seen it reported many times it causes significant input lag with prboom+. It's my experience too but might vary by system.
SON OF A FUCKING BITCH WHY DIDNT I THINK OF THAT. i knew of this issue in games ever since duke 3d megaton but i didnt bother to check here for some reason. thank you very much bro, that helped a lot.

>> No.7815147

>>7815139
>vsync
Now that I think about it,why does it cause several games to lag so much? Not just old ones.

>> No.7815150

>>7815147
Command buffer queueing.

You can ameliorate the lag with gl_finish 1, supported by some permutations of the Quake engine.

>> No.7815151

>>7813442
HROT

>> No.7815158
File: 1.06 MB, 3752x2038, rt8cg1o2z3b31.png [View same] [iqdb] [saucenao] [google]
7815158

>> No.7815167

A host body, you must be joking...

>> No.7815169

>>7813443
>m16
>m16a1
Who's putting my raifu in a doom mod?

>> No.7815171
File: 5 KB, 262x193, explorer.jpg [View same] [iqdb] [saucenao] [google]
7815171

>>7815150
>>7815147
Even better, cap the FPS to something slightly below the refresh rate. If the variable is imprecise, you can determine its actual value by turning off V-sync and taking note of which direction the tear line moves.
You'll get a completely lag free experience with V-sync this way.

>> No.7815174

>>7815169
People were discussion the M16 in depth in relation to the Half Life HD edition models, sorry.
I would personally want to see it in a good build engine shooter myself though.

>> No.7815178

>>7815084
HL Alyx did a neat job with the more humanized Overwatch troops, talking like regular people and fucking around on the job in a very HECU style (kicking Striders, shit talking each other, taunting Alyx, etc). I know it's because as a prequel the Combine troops and conversion process hasn't been fully mind-wiped and Borg'd, but I wouldn't mind if they bent canon and kept them that way in any future HL titles.

>> No.7815225
File: 291 KB, 276x280, ezgif.com-gif-maker.gif [View same] [iqdb] [saucenao] [google]
7815225

>> No.7815227
File: 152 KB, 963x1200, 1620229555304.jpg [View same] [iqdb] [saucenao] [google]
7815227

>>7815053
Yeah, I agree.

>>7815073
Different guy but :
They have this sense of relatable-from-real-world sense of dread to them because you're not facing made up stormtroopers but instead like professional soldiers that are presented in a way that they use team tactics, flush you out with grenades intelligently and are used in combination with scripted events and level geometry (and tripwire traps etc that are placed by them), the way they're introduced, all of that in a combined package makes them seem like a real force to be reckoned with.
Their uniforms look cool, their weapons look and sound badass (for the time especially). They feel full of mean, lean macho energy and waiting to unload it all on you. Even behind those gas masks it feels like they as a collective have a personality.
That is what I felt in my childhood playing Half Life 1 when it was new and the "marines = cool" was only boosted by actually being in the marines though not U.S marines as an adult

Combine... I kind of get what they were going for and I did like the atmosphere of the metrocops and the "pick up that can!" but the execution felt kind of hollow and the combat soldiers just don't feel spooky to me, they feel extremely generic mindless drone type enemies, I don't like the design of their vehicles or the powerless sounding and feeling ray guns their vehicles have.

I was initially putting it down to largely how the standards of gunplay have changed in the FPS market because I feel like the balance of the guns and enemies is similar in Half Life 1 and 2 but in the 2000s we've gotten used to different standards but after playing Black Mesa and feeling the same kind of "cool" vibe from the HECU marines and the scenes associated with them I just think the combine kinda sucked.

I did use to download fpsbanana skins to make the combine soldiers use camouflage etc and weapon skins to make the pathetic feeling hl2 base weapons feel like they have more punch.

>> No.7815234

>>7815225
This dude needs duracell

>> No.7815235

>Have an recurring idea to make a big mod for Quake2 akin to Citadel\Hellbender every once in a while...
>Whoops, cannot into coding enitites
>Whoops, cannot into making textures
>Whoops, cannot into mapping tools
>Uh-oh, most of Q2 modding tutorial sites are either long dead or had their example pictures and map hosting domain links have expired instead, so theres no way to know if anything showcased actually works as intended...
Fuck me, why should I even bother at all?

>> No.7815240

How do I make player skins work in Hdest?

>> No.7815242

>>7815073
Because Overwatch and Combine Grunts are massive pushovers, while HECU Chads are complete cunts to fight.

>> No.7815254

>>7815240
use the hd_skin console command to list available skins and hd_skins to select one
you can mix and match too, hd_skins can take arguments for player sprite, sound set, mugshot, and fist sprite

>> No.7815258
File: 132 KB, 699x796, Philips Hue Lucca Post.jpg [View same] [iqdb] [saucenao] [google]
7815258

Did Philips just produce a real life Doom lamp?

>> No.7815264

>>7815258
Lacks the dome base.

>> No.7815287

>>7815235
nobody plays Quake 2 mods anymore, why are you even bothering with it.

>> No.7815295
File: 16 KB, 878x525, 1616115154443.png [View same] [iqdb] [saucenao] [google]
7815295

>>7813412
What are some semi-obscure or plain obscure mappers that you wish were more widely known?

I would nominate Nicolas Monti and TimeOfDeath

>> No.7815302

anyone liked skulldash, that one arcade mod?

>> No.7815306

>>7814602
>that cyberdemon slap
KINO

>> No.7815309

>>7815295
Pipicz and Years.

>> No.7815320

>>7815309
>Years
who is this? what have they made? their name makes it a bit difficult to google them

>> No.7815326

>>7815320
Nihility, it's a cool E2 replacement which uses lots of Alpha/Beta assets and adds new enemies with DeHacked (and uses ambient sound effects instead of music). Has a very oldschool feel to it, yet feels novel and fresh as well. I've been waiting for the rest of that project for, well, years (fittingly), the level design is gud as fuck.

>> No.7815348

Oh that DFRetro episode finally came out. Guess I'll watch it

>> No.7815353

Can you guys recommend some blood and duke mods for raze ??

>> No.7815357
File: 448 KB, 498x498, dc8.gif [View same] [iqdb] [saucenao] [google]
7815357

>MFW Alien Vendetta MAP06: Hillside Siege

>> No.7815360

>>7815353
I haven't tried Raze yet but I know most Duke mods are for Eduke and don't work with GDX. You might want to stick to Eduke if you want to play mods

>> No.7815370

>>7815360
That sucks I got death wish to work with raze and it worked better than fresh supply. All i did was drag and drop the zip.

Which did not work for trauma therapy.

So far for duke mods the only one I found is called duke nukem forever 2013 which I guess only runs on eduke.

I think raze is forked from eduke so maybe down the line theyll work idk

>> No.7815390

>>7815370
DNF 2013 straight up comes with Eduke IIRC, you run it from the eduke exe it has. I think Alien Armageddon was also like that? Unless it's just a simple map it doesn't work outside of Eduke from my experience

>> No.7815405
File: 15 KB, 370x322, 0818.jpg [View same] [iqdb] [saucenao] [google]
7815405

>>7815264
>Do you guys not have 3D Printers?

>> No.7815406

>>7815370
duke mods made for eduke will usually only ever work with the specific version of eduke they were built around, dnf 2013 and i think alien armageddon as well both come with the version that they need

>> No.7815407

>>7813412
how do I disable that cloud puff on weapons impact in Quakespasm spiked? it tanks the frames on my toaster

>> No.7815409

>>7813749
*YAWNS IN A VERY OBNOXIOUS AND LOUD MANNER*
sorry anon, what did you say?

>> No.7815415
File: 97 KB, 960x720, strogg.jpg [View same] [iqdb] [saucenao] [google]
7815415

>>7815405
Of course, how else do you play Quake in the bathtub?

>> No.7815419

>>7815407
pr_checkextension 0
or delete the particle definitions

>> No.7815430

>>7815419
>delete the particle definitions
huh?

>> No.7815436

>>7815430
delete "particles" folder from AD and call it a day
unless I'm misremembering something

>> No.7815443
File: 121 KB, 1280x960, MAX_PAYNE_2000_SHOT_07.jpg [View same] [iqdb] [saucenao] [google]
7815443

>>7815415
Those are pretty gud strogg figures.

>> No.7815463
File: 88 KB, 542x777, 1_e941c527-c6e9-4bd9-9296-96b336430eed_1200x1200.jpg [View same] [iqdb] [saucenao] [google]
7815463

>>7815415
console
map bubblebath1

>> No.7815480
File: 682 KB, 1008x792, cancelled.jpg [View same] [iqdb] [saucenao] [google]
7815480

>>7815463
I wish they made more of these...shambler never...shame the tank's ankles are so fucking brittle

>> No.7815496

>>7815463
AC+ION FIGURE

>> No.7815508

>>7813412
I'm very happy warez wads conserved the health cross on the health packs. Fuck the ICRC.

>> No.7815525
File: 2.77 MB, 720x404, Alienvendetta Trim-1.webm [View same] [iqdb] [saucenao] [google]
7815525

>>7815357
>that sound of 30+ Revenants being aggro'd

>> No.7815528

>>7815415
Not bad. Now put some paint or decals on them.

>> No.7815531

>>7815525
Rookie mistake!

>> No.7815547

How do I enable third person view mode in gzdoom?
I remember there was a command

>> No.7815551

>>7815480
I read some reviews about the Tank model and yes,it's really fragile,too bad because it looks cool.

Are the other two big monsters upposed to be Klesk and Sorlag?

>> No.7815557

>>7815547
chase
>>7815508
dos wads on steam have the red crosses

>> No.7815610

>>7815287
Yeah i know, last time i though about it was in late 2016 and I could've sworn most tutorial websites were still alive and the less-ancient FilePlanet links worked properly - BTW what the hell did IGN was thinking with that new FP layout redesign??? If I needed to go to Download.com then I would have surely gone to Download.com and not to FP you know... Thank Lord that at least ModDB is still alive for now

>> No.7815619

>>7815480
The best way possible would be bethesda licensing them again

Also that Maiden's face is accurate with Q2 Anon's texture at Moddb.
which its time to someone fix the Q2 maiden left arm mesh

>> No.7815725

>>7815390
>>7815406
I know it's different but I wish I could just play the maps in every port like doom wads. I know some are very specific but it's the rarity rather than the normal like it seems with build.

>> No.7815739

>>7815725
Also it doesnt seem like there is any decent duke maps. Just random shit but nothing dedicated even like Blood which is a "less" popular game and that has WAY MORE mods than Duke

>> No.7815756

>>7815739
>Just random shit but nothing dedicated even like Blood which is a "less" popular game and that has WAY MORE mods than Duke
Thats just objectively untrue. I would agree that per capita Blood mods are higher quality, but there are thousands and thousands of Duke usermaps in existence compared to maybe a couple hundred for Blood.

>> No.7815769

>>7815756
I just cant find them and every time I ask what's a good one for duke and nobody can give a solid answer just crickets.

Nobodies EVER like you have to try xyz mod.

>> No.7815776

>>7815756
>>7815769
My bad I misread your comment. I'm just having trouble finding ANY OF THEM

>> No.7815780

>>7815769
>>7813412
>SO YOU WANT TO PLAY SOME FUCKING DOOM
>(or Quake, Duke, Marathon, Thief, Deus Ex)
>https://imgur.com/a/wWS8zXz
people just don't want to answer the same questions every thread

>> No.7815790

>>7815769
I think the problem is there isnt really a unified host for Duke maps/mods. There are a few sites, but none with the near-total coverage of the idgames or Quaddicted.

But as for recommendations, I would suggest The Final Confrontation, Secrets Of The Acropolis, Metropolitan Mayhem, WGCity, Shaky Grounds, Alien Armageddon, and the Roch series.

>> No.7815819

Kaiser and his fucking teases
https://twitter.com/SVKaiser/status/1399453030286774273

>> No.7815826

>>7815790
Thank you sir

>> No.7815832
File: 159 KB, 900x900, 1609428622823.png [View same] [iqdb] [saucenao] [google]
7815832

>>7815769
https://msdn.duke4.net/hot.php

>> No.7815837

>>7815819
Is that the shitty pc version?

Would he even release homebrew anymore or is he tied down to official Nightdive releases?

>> No.7815841

>>7815837
Pretty sure the DOS Powerslave has a different titlescreen.
Also, its not shitty at all. The level design is incredibly good. Most consistently fun levels of ANY retro FPS.

>> No.7815850

>>7815819
>Build version 1.0.616

So he's confirmed that he's working on this again? It's a higher version than he ever released years ago when that project stopped.

>> No.7815854

>>7815837
its PowerslaveEX
https://www.youtube.com/watch?v=dxvRhIw-Bac

>>7815850
It Seems so, his plan was the fusion of Saturn and PS1 into one game, since build can replicate this nowadays with no problems at all.

>> No.7815871

>>7815854
It fucking sucks becusse he COULD release this right now on GitHub. For free. For anyone to play. And update it as and when he likes.

Instead it'll be published and sold through ND. So it'll have to go be a finished build, and go through the typical red tape, copyright, trademarks, legal verification, console and pc submission, localisation, marketing, translations. And set a date of like, April 2022 for a official 1.0 release. Fucking GAAAAAAAAAAY.

>> No.7815880

>>7815832
Thank you sir thank you

>> No.7815921
File: 2.77 MB, 512x512, f61.gif [View same] [iqdb] [saucenao] [google]
7815921

Ever since GZdoom 4.5.0 The master levels interface won't work anymore, even if I do everything perfectly it launches the master levels level interface but refuses to start any maps which sucks since I was trying to play through them again

>inb4 don't use GZdoom
>inb4 don't play the master levels

any suggestions? even after updating to 4.6.0 I still have this problem

>> No.7815934

>>7815921
Try lzdoom maybe itll work there . I use lz doom and it seems good

>> No.7815935

>>7815409
*cracks knuckles*
That's it.

>> No.7815938

>>7815934
lz doom? I looked it up and got nothing what is that

>> No.7815937

>>7815921
>>7815934
Also do you use ZDL to load your wads ???

>> No.7815942

>>7815938
Yeah its a fork of gz doom. It's on the Z doom website.

https://zdoom.org/downloads

>> No.7815963

>>7815937
LZDoom works, thanks, and no I use GZDoom to load my wads

>> No.7815969

>>7815963
ZDL Is a WAD loader and works extremely well. Unless you write your own batch files.

I think LZ DOOM is basically a older version of GZ DOOM. Just like a version or two ago LZ doom supported windows xp.

I only started using it cause my PC w0uld crash some of the bigger wads on gz doom. And I dont even have a shit box pc either

>> No.7815974
File: 327 KB, 1600x1200, 1618753675637.jpg [View same] [iqdb] [saucenao] [google]
7815974

>> No.7815996
File: 30 KB, 400x612, gettyimages-665428784-612x612.jpg [View same] [iqdb] [saucenao] [google]
7815996

>>7815974
Romero if he fancy

>> No.7815997

>>7815974
>>7815996
I like how he said to play sigil with out jumping or crouching and one of the promos he had for sigil was someone playing it with project brutality

>> No.7816010

Are there any other mtpain27fags here?

>> No.7816014
File: 119 KB, 800x798, og team.jpg [View same] [iqdb] [saucenao] [google]
7816014

>>7815996
Romero is really short

>> No.7816017

I'm looking for a WAD where a slot machine would determine the items, weapons, and monsters that would spawn on a map and you are required to survive wave after wave. The first map was a large city with a port and a mall and another map I think was some sort of candy land.

>> No.7816027

>>7815415
You should print some Q3 models. As a joke, ha ha.

>> No.7816028

>>7815619
Fuck I remember you saying this since January - believe me that I would appease you if I had any idea about using .MDL modeling software ;'/

>> No.7816036
File: 40 KB, 342x472, soon.png [View same] [iqdb] [saucenao] [google]
7816036

>>7816027

>> No.7816039

Going from other first-person games to Doom is fucking shocking just due to how insanely fast you go. Is there any other FPS where you move faster?

>> No.7816043

>>7816039
System Shock if you get the booster

Half Life and Quake if you speedrun

>> No.7816048

>>7816028
Quake 2 uses Md2, and source ports like Yamagi uses Md3 anon

>> No.7816051

>>7816017
Reelism?

>> No.7816058

>>7816039
Doom guy can run faster than his own rockets.

>> No.7816064

>>7816048
>Yamagi
I meant KMQ3

>> No.7816072
File: 95 KB, 1000x563, we_hecu_marines_now_by_yugoproductions_db3jz2x-fullview.jpg [View same] [iqdb] [saucenao] [google]
7816072

https://www.youtube.com/watch?v=Usegc0ruDtw

https://www.youtube.com/watch?v=eqXpQQAvS6w

>> No.7816087
File: 186 KB, 1024x768, 1468791020558.jpg [View same] [iqdb] [saucenao] [google]
7816087

Guy who was looking for military / cop themed good retro or retro style shooters in the last thread here again :
Thanks for the few suggestions that you guys put out there, I had fallen asleep so I couldn't respond but I did read the thread and while I am slightly disappooted that I either knew or had considered most of the games I do appreciate the replies.

But the search continues, I definitely hope to one day find a game that like nails the feel of being a HECU Marine style soldier in an Ion Fury / DUKE style retro shooter.

>> No.7816115

>>7816058
if he wallruns

>> No.7816139

>>7816115
Still possible tho

>> No.7816154

>>7816115
or sr50

>> No.7816197

>>7816036
Niiiiice.

>> No.7816250

>>7816014
>Sandy not smiling
lol

>> No.7816297
File: 424 KB, 1346x1740, id-Software-1993.jpg [View same] [iqdb] [saucenao] [google]
7816297

>>7816250

>> No.7816382
File: 100 KB, 148x217, Face.png [View same] [iqdb] [saucenao] [google]
7816382

>>7816297

>> No.7816389

kegan, i think combined arms gaiden has an issue of weapon/ammo pick ups having small hitboxes making them harder to pick up sometimes

>> No.7816395

https://forum.zdoom.org/viewtopic.php?f=19&t=68761
prince of persia mod for hexen

>> No.7816501

>>7815997
Well, in all fairness, one of Doom's great selling points is that there's a LOT of levels, and a LOT of mods, and this can usually be mixed and matched to one's desire.

>> No.7816528

>>7816014
>>7816250
lmao, that's an interesting one, maybe one of the less fun days at the iD office?

>> No.7816538

>>7816039
Doom is pretty fast, these games are also really fast:
>Heretic
>Duke Nukem 3D
>Wolfenstein 3D
>Quake
>Rise Of The Triad
>Blood
>Shadow Warrior

Being able to haul ass like a fucker was kind of just standard at the time. Half-Life and Goldeneye also have you move pretty fast, but usually not as fast as these other ones (there are however ways). Of course, in a lot of these games you had either a toggle or a hold for going fast (or both), and moved a bit slower otherwise, also I believe a lot of them will accept analog input, including Doom, so if you were to use an analog stick or joystick for movement, you'd be best with leaving running on, and then adjusting your speed on the fly with your stick.

>> No.7816548

>>7813412
Should I play Quake 1 or Blood?

>> No.7816551
File: 65 KB, 800x546, ventura buzz.jpg [View same] [iqdb] [saucenao] [google]
7816551

>>7816072
Pretty sick, but it calls for its own circular (big) muzzleflash, and if possible a doubling in ROF and capacity.

>> No.7816552

>>7816548
Flip a coin, my man.

>> No.7816561

>>7816552
I'm also curious to try Hideous Destructor but I dont know how thats looked on in these threads

>> No.7816567

>>7816561
If you wanna try hideous destructor. You should try it and see if you're having fun

>> No.7816572

>>7815871
What's the appeal of Powerslave? Is it different than Shadow Warrior and the likes? I don't know much about it. This gameplay is insanely bad for a shooter of that era. Low enemy variety and shit enemies like the scorpions and flies. Even duke's kamikaze drones were less shit. Level design, mechanics, enemies? Does it get better later?
>>7816036
Crash or bust. I should bust right on (female) Crash's chest. :3
>>7816087
This is a big Osprey.
>>7816039
Try strafing in Doom. You'll be pleasantly surprised.

>> No.7816573

>>7816501
very true very true. It was just funny that he went all "purist mode" as the intended way.
I guess it kinda is since he angled it as a legit Doom episode. I did actually play through it the first time without jumping.
I hardly ever use crouching in Doom. I do use jump like all the time. I consider it a free pass desu to be able to do it.
Since carmack at some point was like
>Yeah maybe we shoulda put a jump in there

Unless its specifically stated by the author of a doom mod. To not jump .I'm gonna use it

>> No.7816579

>>7816572
I've never played Powerslave and i'm not the posted you were replying to. But i believe powerslave was more a
>Metroid Prime
Style of FPS. More focused on exploration, key hunting etc than actually going at in gun battles. From what i've read and heard.

>> No.7816595

>>7816087
There is none anon.

>> No.7816619
File: 2.81 MB, 853x480, 1622414518432.webm [View same] [iqdb] [saucenao] [google]
7816619

Just reposting these to blow the fuck out "Quake enemies are spongy" faggots.

>> No.7816620

>>7816072
You could literally replace that weapon with any old assault rifle and the dmg profile would still be believable, that being said, the huge model is satisfying.

>> No.7816623
File: 2.84 MB, 853x480, 1622413981704.webm [View same] [iqdb] [saucenao] [google]
7816623

>> No.7816625

>>7816619
DOOMBROS NOOOOOOOOOOOOOOO

>> No.7816627

>>7816619
Oh, you mean the redditors? yeah, don't listen to those faggots. They're the only ones saying Quake is too monotonous, because they never learned how to quickswitch weapons until Doom Eternal somehow.

>> No.7816629

>>7816619
I hate baron, literally worst enemy in doom

>> No.7816634

>>7816623
Quake 2 feels great on timescale 1.2

>> No.7816635

>>7816572
>>7816579
Saturn/PS1 Powerslave had the exploration focus, which translated more or less to finding dead ends in levels and having to replay them later when you had the ability needed to pass. PC Powerslave didn't try anything out of the ordinary, it's just a very refined Doom clone that's good all around. Less ambitious maybe, but better executed for it. You can really tell that they looked at their contemporaries and saw how to improve upon them. It was developed at the same time as Duke, so it bears a closer resemblance to Doom and Heretic than it does to the other good Build games, but that's not a point against it at all.

>> No.7816640

>>7815996
>that hand gesture
You know I had to DOOM it to em

>> No.7816643

>>7816619
This webm is disingenious; the Doom footage on the right is recorded in GZDoom and does not follow the original PRNG tables compared to older sourceports, therefore the SSG damage sponginess comparison is inaccurate unless you can upload a demo or prove that you're using an accurate port.

>> No.7816647

>>7816643
He's around. I'm sure he'll fuck your ass too.

>> No.7816650

>>7816643
In an accurate port the blockmap bug would be making more shots miss, so it evens out against the PRNG's slightly higher rolls.

>> No.7816656
File: 164 KB, 540x300, space age piece of shit.png [View same] [iqdb] [saucenao] [google]
7816656

>>7816561
Do what you feel like, Hideous Destructor isn't for everyone, because it's a very different game from regular Doom in most ways, but a lot of people here do like it.
It's the kind of thing which requires a bit of time investment, sort of like Dwarf Fortress, but once you've learned the basics and set up the needed binds, you have a gaming experience unlike much else, imagine ARMA or SWAT 4, except there's demons with evil bullshit magic, and the levels you play are still all Doom levels, and the way items spawn makes it slightly Rogue-ish.

Gotta manage magazines and ammunition, gotta keep track if which weapons you're carrying, how much bulk you've got on you, gotta handle and then manage injuries as they happen (like if you're on fire, take off your armor and then roll on the ground, ideally in water if there's any nearby). You can sustain really serious injuries which you can't really fix with medkits and stimpacks, however there are ways to heal yourself with magic, turning a bleeding and scorched wreck of a body with broken limbs, back into mint condition. You can also power yourself into a Fuck Machine with the use of Berserk.

Also, since the enemies aren't going to be fair to you, you don't need to be fair to them, shoot them through walls with high powered guns, set up machinegun turrets and grenade tripwires, climb pedestals to grab keys which are supposed to be lowered from elsewhere, and if push comes to shove, climb over a barrier or outright destroy it with the use of a demolition charge or anti-tank rocket, to then bypass either part of the level or the remainder of it.
You are still playing Doom levels here, so the new gameplay isn't necessarily going to be easily compatible with how the designer originally made encounters and exploration, thus improvising or bending the rules may often be practical.

>> No.7816659

>>7816656
damn you kinda psyched me up for it. which map map packs should i use

>> No.7816664

>>7816650
>an irrelevant bug that represents a more authentic version of the game
>playing the game on a medium that alters an integral part of the game's mechanics for the purpose of experimentation
>"evening out"
Room temperature IQ take.

>> No.7816678

>>7816664
You're right, it doesn't even out. GZDoom makes it look better because when you point your gun at the enemy, all the shots connect instead of half of them phasing through for no reason.

>> No.7816679

>>7816643
it's no less disingenuous than the tards who ignore half of quake's arsenal and complain when enemies don't die in two ssg blasts

>> No.7816683

>>7816656
I'm a really big fan of how you can break the sequence of the map with things like that, it seems like a really cool take on Doom's gameplay, particularly sicne you aren't the strongest goon around.

>> No.7816689

>>7816659
Kuchitsu's a good starting point to ease you in. You'll get to see the whole roster minus bosses, but the encounters are pretty relaxed. You can even just walk away from the archvile encounter, which is often the best response. Stick around and observe him and you'll see why.

>> No.7816705

>>7816620
That's actually a replacement for the M60 which is far more powerful than MP5 (or M16 in HD models)

>> No.7816709

Any good enemy replacement for DOOM if i am focused on a melee weapon wad?

>> No.7816724

YO

for all of you who complain that all wads are just slaughterwads:

https://www.doomworld.com/forum/topic/121988-sucker-punch-2-nine-small-maps-for-doom-ii-rc2/
I just played through the first 2 maps of this (dying at the end of the third) and it's absolutely fantastic and non-slaughter

highly recommended

>> No.7816731

>>7816659
Doom's original three episodes are actually a pretty good soft start for Hideous Destructor, because they don't go too hard, and you probably already know them, thus you won't get assfucked too much, yet at the same time you'll still be surprised at what the game changes.

>> No.7816738

>>7816678
Doom's blockmap isn't airtight, but it's not so fucking spotty that you'll regularly just miss pellets out of a shotgun blast, if anything this is something that tends to come down to the level itself. More than 99 out of 100 shots which you aim and time right in Doom will hit their target.

>> No.7816739

>>7816619
Isn't it more about the average health of the monsters? Shambler is pretty healthy, but doom has a lot of weak enemies. Zombieman, shotgunguy, chaingunner, imp, rev, caco, pinky, lost soul, all take 2 ssg blasts. Quake has like 3 enemies that do (I'm actually asking, I do t play quake enough to have it in memory)? The ssg isn't one of quakes stronger weapons though so...

>> No.7816762 [DELETED] 

It's over.
Quake is a masterpiece, Doom II is shit.
You can't recover after this.

>> No.7816781
File: 186 KB, 1920x1080, scr-e1m3[500ml.ini]-0000.png [View same] [iqdb] [saucenao] [google]
7816781

>>7813414
>https://www.moddb.com/mods/500-milliliters-of-vr

Greatly enjoying this Blood level pack, thanks Smooth Skin, Streaky & WhirledTsar.

I have a question, the spider in Rodent Rebellion drops the spider key, where is the spider lock to use it in? I found a boy looking for his dad in a secret area, presumably that fifth and final secret area is behind the spider lock and his dad is there?

Also there's a tiny frozen Jack Torrence near the beginning by a pile of trash bags, why is he so small haha.

>> No.7816792

>>7816731
Personally, I can't recommend Doom 1 as a starting point for HD anymore. The shield system is too important and too underused in the Doom 1 roster. You'll learn bad habits and then get fucked over for it.

>> No.7816819 [SPOILER] 
File: 9 KB, 63x106, 1622513662148.gif [View same] [iqdb] [saucenao] [google]
7816819

>>7816781
Well you see, MARANAX INFIRMUX

>> No.7816895

>>7816643
Dude, you are retarded. GZDoom's true randomness does not significantly impact your weapons will do. Its not like, because it doesnt use the original 256 number sequence, the shotgun is going to be doing radically more or less damage per pellet. Its RNG method is only relevant because it makes demos desync.

>> No.7816923

>>7816739
Q1's ssg has twice the firerate and half the damage. knights, scrags and enforcers die in 2 (so equivalent to pinkies), ogres in 4 (point-blank revenants, cacos on lucky rolls), dknights in 5 and fiends in 6 (hellknights, arachnotrons, tougher cacos).

so the only real difference is that Quake lacks in the lowest fodder department (just the grunt vs 4 types in Doom), and the higher tiers are somewhat gimmicky and can't be spammed freely (vores vs mancubi)

>> No.7816927

When was the last time Quake 1.5 got an update?

>> No.7816952

>>7816895
I know it makes cacos consistently die in either one more or fewer rockets but I don't remember which

>> No.7816954

>>7816572
Based hotglue anon.

>> No.7816961

>>7816781
Youtube
>Blood 500 ML of VR playthrough all secrets

>> No.7816989

>>7816952
it doesn't

>> No.7816998

>>7816548
Personally, I would go with Blood

>> No.7817003

>>7815084
To be fair, they had the PCV suitwhich was similar to the HEV suit. But if the Combine were to release their real army then everybody would be fucked

>> No.7817015

>>7816998
i tried on well done, was a lot harder than i remember ill try again another time

>> No.7817016

>>7816623
Well, it's a fucking tank commander. They have nearly the same ammount of health as the bosses.
I wish that they added more attacks to the tank commander tho

>> No.7817024

>>7816548

Blood is the better game

>> No.7817029

>>7816548
The one that's real 3D

>> No.7817056
File: 4 KB, 327x70, twtw.jpg [View same] [iqdb] [saucenao] [google]
7817056

>>7813712
Which is it /vr/?

>> No.7817059

I know no one uses it, but I swore that Odamex had built-in IRC chat on their launcher.

>> No.7817067

>>7816895
>because it doesnt use the original 256 number sequence, the shotgun is going to be doing radically more or less damage per pellet
It legitimately does though. And that significance has enough margin of error to be relevant.

>> No.7817068
File: 34 KB, 300x450, terra nova.jpg [View same] [iqdb] [saucenao] [google]
7817068

Just started pic related and have two questions:
>Is there really know in between for resolutions?
I can either play in 320x400 or blow it up to fullscreen. The smaller res looks nicer, but the window size is way too small. There's no way to make it like 600 or something?

>Is there a way to turn down the mouse sensitivity during mission?
Out of missions the cursor speed is fine, but somehow when you're playing a mission the sensitivity skyrockets, making it hard to click on HUD elements accurately.

>> No.7817073

>>7817029
Did you tell the Anon to play Fresh Supply?
Its not the best version of Blood but damnit its still Blood.

>> No.7817089

>>7817073
then whats the best

>> No.7817093

>>7813458
Hi, I made the item sprites. The names are as follows.
Health Bonus = Viagra Bottle
Armor Bonus = Buttplug
Berserk = Horse Viagra
Soulsphere = Anikisphere
Stimpack/Medikit = Sperm Transplants
The rest I haven't decided on.

>> No.7817101

>>7817089
Idk they're all pretty good. Raze and NBlood are pretty good

>> No.7817110

ok who's the guy that shills saturn quake in this board?

>> No.7817116

>>7817068
>but the window size is way too small
use OBS to rerender the screen to a fullscreen preview lol

>> No.7817120
File: 360 KB, 835x1200, 1610851958324.jpg [View same] [iqdb] [saucenao] [google]
7817120

What's with some Blood addons offering a rescripted version of themselves?
Is this for compatibility for source ports or for some other reason?

>> No.7817136

>>7816927
2019. The author gave up the Quakespasm port of 1.5 and is now working on Slayer's Testament

>> No.7817145
File: 11 KB, 420x420, BD687770-AEA5-4358-91B1-9883FF0F63B3.jpg [View same] [iqdb] [saucenao] [google]
7817145

The waht
>>7817093

>> No.7817147
File: 54 KB, 572x348, 1513215444377.jpg [View same] [iqdb] [saucenao] [google]
7817147

So, in your guys' opinion, what makes a weapon fun to use? I've been dicking around with weapon designs for ages and I can't settle on anything.

>> No.7817157
File: 568 KB, 809x785, berretus.png [View same] [iqdb] [saucenao] [google]
7817157

>>7817147
It varies from player to player, but I like weapons with good feedback primarily. The act of using the weapon should be satisfying, that can be done through animations, sounds, and visual effects the weapon makes. A particularly big factor for me is responsiveness, like how much of a delay is there between hitting the fire button and launching the attack, and that can differ between weapons to make it feel heavy and hard hitting, or maybe snappy and responsive.

Good weapon design is fucking hard, but it feels good to get it right.

>> No.7817169

>>7817147
Good sound design is imperative.

>> No.7817181

>>7816548
If you have to choose, then play Quake 1.

>> No.7817198

I hate mimes

>> No.7817238

Give Pain Elementals a melee state, as well as lost souls so that they attack you repeatedly like Doom 64 lost souls

>> No.7817282

>>7817238
>Give Pain Elementals a melee state
Bullying pain elementals is fun though.

>> No.7817285
File: 442 KB, 3000x2000, 1434123023039.jpg [View same] [iqdb] [saucenao] [google]
7817285

>>7817145
You heard me right, friend.

>> No.7817292

>>7817238
>more aggressive lost souls
no thanks

>> No.7817294

>>7817157
>>7817169
I'll keep it in mind. Thanks. I'm leaning towards guns having heaps of punch, but limited ammunition. The player does start off with a strong melee weapon, so I think it could work nicely.

>> No.7817301

>>7817294
Don't forget to learn from the masters, anon.
https://www.youtube.com/watch?v=tf-xxGkkWPs

>> No.7817302

>>7817238
speaking of melee states, when you bait a Revenant for a punch, is the next attack *always* a regular missile? i don't think i've ever seen him attack with with a homing right after

>> No.7817306

>>7815938
Zdoom fork that has not graf developing it. It has real software mode, ability to choose resolution, better mod compability and all the good stuff that graf did get rid of.

>> No.7817314
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
7817314

>>7817294
I wanna hear more about what you have planned. I'm fond of low ammo caps and powerful melee. The best thing I can advise about the punchiness of guns is good sound design, make the weapons kick an appropriate amount, and don't be shy to use a little screenshake. Hell it wasn't until recently that I used vertical kick for a few select weapons of mine, and I think it adds a lot to them.

>> No.7817324
File: 347 KB, 800x451, 1522989707753.png [View same] [iqdb] [saucenao] [google]
7817324

>>7817314
I'm planning a hentai doom shooter and I'm not sure if I'm allowed to talk about that here. All the weapon designs are sexualised in some way. Dunno if you still want to hear more.

>> No.7817325

>>7816629
Baron can be great, if used by mappers that know what they are doing.

>> No.7817327

>>7817324
>I'm not sure if I'm allowed to talk about that here.
nigga this is the birthplace of hdoom, i'm pretty sure you'll be fine

>> No.7817328

>>7816724
If I see someone complain that all modern wads are slaughter, I just see them as a newbie scrubs who don't even play modern wads at all.

>> No.7817332
File: 322 KB, 800x600, doomguy1.png [View same] [iqdb] [saucenao] [google]
7817332

>>7817324
Now I have my doubts. I find good gameplay and porn don't mix well, it's really hard to concentrate on good mechanics when there's the prospect of getting your rocks off. That's probably one of the reasons why HDoom just uses very traditional Doom gameplay mechanics.
You better be really, REALLY good at game design shit if you're planning on mixing those two, cus you're gonna need to know your shit and where to focus on gameplay, and where to focus on the tiddy/benis.

>> No.7817339

>>7817302
>is the next attack *always* x?
>i don't think i've ever seen x
Then the answer is obviously no. Revenants are unique in that they will not shoot missiles if you are within _ map units, but the range in which they can actually punch you is even shorter than that, creating a dead zone where they cannot attack.

The thing that causes them to always fire is if you trigger their pain state. It's not always a homing missile either, there's roughly a 50/50 chance of either (look up decino's revenant missile video for more info on if they will shoot straight or homing missiles)

I wonder if you can create a similar monster with Dehacked or MBF21

>> No.7817348
File: 599 KB, 1428x2684, Venus_von_Willendorf_01.jpg [View same] [iqdb] [saucenao] [google]
7817348

>>7817327
Righto, then fuck it. Here's my melee weapon.
>THE CLUB
>Melee weapon. Has area of effect damage at close range. Stroke yourself several times and you will fire a deadly cum projectile which does enormous damage.
>Haven't settled on a design yet, was tempted to make it look like pic related

>>7817332
> find good gameplay and porn don't mix well, it's really hard to concentrate on good mechanics when there's the prospect of getting your rocks off.
That's the big problem I've been encountering with this too. I've developed H games before, but a point my publisher always tells me is that and game mechanic need to feed into each other. What you want out of a decent Doom game is fast, fluid gameplay. Not to talk shit about HDoom because it does heaps of shit right, but I didn't enjoy how fucking any of the demon ladies served no real purpose to the gameplay. You stop in the middle of a firefight to bang an Imp. I played around with the idea that if you fuck an enemy, they give you health/ammo/armour pickups, but that still causes a pause in the gameplay.

So yeah, you're absolutely right. Balancing the two is going to be a bitch.

>> No.7817349

>>7817348
porn and gameplay need to feed*

>> No.7817350

>>7817339
i suppose i forgot to mention that i (obviously) punish them with a SSG for example immediately after their missed punch if that makes any difference. it's just been on my mind for some weeks now and i haven't seen a homing missile after those exact steps. not sure if it was a thing or coincidence.

>> No.7817356

>>7817332
>I find good gameplay and porn don't mix well
>>7817348
>So yeah, you're absolutely right. Balancing the two is going to be a bitch.
Outside of this board's rules but I find sex mods for games that already have good gameplay, like TES games with mods, Fallouts, The Sims etc, work well enough for me. If you're developing a h game from start I can see why it would be hard though
I guess technically Hdoom is also a mod but Doom is a extremely simple shooter to begin with. With shit like open world it works better

>> No.7817357
File: 148 KB, 526x454, 324526.png [View same] [iqdb] [saucenao] [google]
7817357

>>7817348
And of course stopping and banging the enemy is the same stop n go bullshit that other FPS games suffer from with contextualized glory takedowns and shit. If I were you, I'd work in a more simple "rock paper scissors" approach where your weapons deal certain types of "pleasure" along with damaging enemies. So you'd have some enemies that are into being smacked, others get off in being bullied with other enemies around so maybe have a way to pull/lure others in. Get creative with that, and depending on what enemies you defeat and if you satisfy their requirements, that's how you get extra goodies like health and ammo. That way rather than a game of constant stop n go, you're actively plotting strategies and putting them into play on the fly.

Jesus Christ I can't believe you've got me talking about arcade-ifying lewd shit like this. I feel a little dirty.

>> No.7817374

>>7817357
>where your weapons deal certain types of "pleasure" along with damaging enemies
you could add a scoring system where pleasuring demons with their respective fetish gives extra points, and consecutively pleasuring demons of the same fetish gives you a chain bonus, just like in ikaruga

>> No.7817401
File: 227 KB, 700x700, 1402146749880.jpg [View same] [iqdb] [saucenao] [google]
7817401

>>7817356
Yeah, you're right about that. Games where you aren't in a hurry like RPGs and simulators usually work best for H content, because you can sit back and enjoy the show.

>>7817357
>Jesus Christ I can't believe you've got me talking about arcade-ifying lewd shit like this.
I'm happy you did Anon, because this is some good stuff you've shared with me. I was planning to add unique death animations for different weapons anyway (like a goblin being coated with semen if you hit them with the club projectile), so we can expand on that further.

>> No.7817471

>>7814760
Shut up, every fucking maps in D.C made me wandering more than 20 mins to find where the fucking keycards are like every Doom monsters without Doomguy in sight

>> No.7817506
File: 889 KB, 1758x910, hello_sailor.png [View same] [iqdb] [saucenao] [google]
7817506

>>7816724
>>7817328
Slaughtermaps are similar to anal sex. First few times are extremely painful and frustrating, but then you just can't get enough of it.

>> No.7817512

>>7817506
100% based

>> No.7817513

>>7817147
Has a useful, distinct role that complements the rest of the arsenal.

>> No.7817517

>>7817506
not BBC?

>> No.7817546
File: 303 KB, 929x656, 1617557173428.png [View same] [iqdb] [saucenao] [google]
7817546

>>7817506
slaughtermaps are similar to anal sex.
they're HORRIBLE!

>> No.7817551

>>7817546
I don't care what anybody says, Ribbiks is a bad mapper!

>> No.7817568
File: 130 KB, 800x600, scr-e2m5[blood.ini]-0000.png [View same] [iqdb] [saucenao] [google]
7817568

Is this a reference to anything?

>> No.7817636

HFFM will release before june 1st is over

>> No.7817654
File: 77 KB, 394x261, 1607937145037.jpg [View same] [iqdb] [saucenao] [google]
7817654

>>7817636

>> No.7817676
File: 3 KB, 455x114, M_DOOM.png [View same] [iqdb] [saucenao] [google]
7817676

So, private life interferes with modding. I simply don't have the time to work on this mod right now, so I'll put it on hiatus until further notice. This is the latest version, shame I couldn't get a "BOOT KNIFE" sound from somewhere. Read the readme.

https://www.dropbox.com/s/wwczt9xghhxh8ph/JUDGEDOOM.zip?dl=0

>> No.7817701

>>7817551
people who actually think that are legit low IQ. ribbiks alone has elevated Doom to a high IQ game

>> No.7817704

>>7817701
is he the rick sanchez of doom community

>> No.7817710

>>7817676
sucks how you couldn't finish the mod, but i'm glad you're still around

>> No.7817714
File: 422 KB, 1394x1399, 1535402067343.jpg [View same] [iqdb] [saucenao] [google]
7817714

>>7816705
>m60
Ackshually it's the M249 (or FN Minimi) 5.56x45 mm light machinegun.

>> No.7817719

>>7817704
he's the Kant of the doom community desu

>> No.7817731

>>7817710
Don't worry, I will finish it one day. At least I think I will.

>> No.7817747
File: 342 KB, 1080x1922, ZomboDroid 30052021084628.jpg [View same] [iqdb] [saucenao] [google]
7817747

>> No.7817751
File: 2.54 MB, 1920x1080, Screenshot_2015-03-29-02-41-58.png [View same] [iqdb] [saucenao] [google]
7817751

>>7817676
Im Just glad the coof didn't get you, anon.

>> No.7817753

>>7817747
>no sights

>> No.7817772

>>7817676
Oh shit it's you. I hope you finish it one day man.

>> No.7817793
File: 1.70 MB, 800x450, Flashbolt.webm [View same] [iqdb] [saucenao] [google]
7817793

Started work on Kustam's new chaingun replacement, the double-tap thing sucked and really the marking effect was something I hastily slapped in there to make the burst first thing worth using. The new plan is you fire a flashbang missile with a normal shot that dazes enemies. I'll be tweaking the radius later, and I'll be adding an "ammo" for this thing too.
I'm gonna tie a lot of abilities to the heat gauge, so you'll have to build up heat, and then the heat charges up shit. Seeing as you now only gain heat when you hit things with the staff, that means you'll have to actively fight stuff in melee to get access to some of your other tools.

One thing I've been debating is how effective the heat gauge should be at charging shit. I've thought about making it so it charges stuff better at higher heat levels but it might be better to keep shit simple and just charge shit at a flat rate. Though right now overheat charges stuff better.

TL;DR Kustam's new chaingun-tier upgrade is a flashbang missile, you'll charge it with heat, heat's only gained on staff attacks, so you gotta fight things with the staff to charge tools.

>> No.7817795

>>7817747
Duke's pistol isn't really great at anything, you abandon it the moment you get better weapons just like Doom
SW's shurikens at least do higher damage close, require no reload and have recoverable ammo while Blood's flare gun is a very strong dot, both have their niches even when you have better weapons

>> No.7817806

>>7817719
What's the thing-in-itself of Doom?

>> No.7817820

>>7817568
The art of the head makes me think of Holofernes, but that seems like a rather odd reference for a blood map.
https://en.m.wikipedia.org/wiki/Judith_beheading_Holofernes

>> No.7817829
File: 865 KB, 500x268, bd3491cb0cfeead18985eef8f7a29a5f9b21283c_hq.gif [View same] [iqdb] [saucenao] [google]
7817829

>>7817820
The head looks similar. I thought it was a reference to Evil Dead 2. Which would be fitting considering the amount of references from that trilogy

>> No.7817837
File: 251 KB, 900x1313, 9503cc67bde97a4d36e5d7c0a8238e67.jpg [View same] [iqdb] [saucenao] [google]
7817837

>>7817747
Are there mods that add that pistol skin to PC duke?

>> No.7817840

>>7817820
It is not shown in that pic obviously but it blinks too, that's what made me think it's most likely a reference to something

>> No.7817842

>>7815235
Tough shit, sole existing Q2 fan - time to switch over to Quake1 instead maybe?

>> No.7817843
File: 453 KB, 1920x1080, Douk9.jpg [View same] [iqdb] [saucenao] [google]
7817843

>>7817795
>You abandon it the moment you get better weapons just like DOOM

Unlike DOOM though, the chaingun cannon and pistol do not share the same ammo pool so if you don't have the chaingun yet (especially since dry starts between the episodes) it's a backup pool of ammo.

And some levels / episodes tend to be pretty stingy with ammo in the early levels so the pistol being good is kinda vital sometimes.

Even in later game the pistol is good for dispatching the less dangerous enemies or flicking remote switches, setting off explosives etc that you don't want to waste chaingun ammo for.

>> No.7817852

>>7813412
Is there a way to combine multiple mods for Quake?

It is quite simple in Doom -- put WADs and PK3s in the correct load order, later entries overwrite earlier ones. Using the Darkplace source port 'BROWSE MODS' option hints that it may be possible, but when I attempt to do it through that menu, I get told:

>darkplaces can not change gamedir while client is connected or server is running!

If I type 'disconnect' in the console before turning on the second mod, the client crashes:

> GL backend function called when backend is not active

I also tried renaming one mods PAK0.PAK to PAK<number>.PAK and dropping it into another mods folder, but this did not have the desired effect.

I have noticed through using Quake Injector, If I install the mod chapter_necros2, it creates a folder \quake\cda\ and also installs chapter_necros2.bsp in \quake\quoth\, so in that case it is using multiple folders together.

I would like to have custom weapons and a grappling hook in a mod that doesn't have them. Is *that* possible at all?

>> No.7817870

>>7815225
>BEE-BEEP BEE-BEEP BEEP BEEP BEEEEEEEEEEEEEEEEEEEEEEP

>> No.7817873

>>7817852
The short answer is no. The slightly longer answer in reference to this:
>I would like to have custom weapons and a grappling hook in a mod that doesn't have the
is to drag and drop the map into the maps folder of a mod that does have a grappling hook. However if that map is Quoth based, putting it in another mod with a grappling hook will not guarantee the map's triggers and monsters will spawn correctly. The map might not start at all. id1 based maps can be dropped into any mod's maps folder and you can play the map accordingly with the mod changes.

>> No.7817874

>>7817852
In short, no - all the actual game code is stored in one file, progs.dat. There's no way to merge them automatically.

FTE engine supposedly has a means of loading uncompiled QC files, but that would probably still require some manual cleanup and consolidation of code relevant to what you want.

>> No.7817878

Where the FUCK is Keep?

>> No.7817926
File: 113 KB, 2200x2200, spurdo_blood_cultist_animated.gif [View same] [iqdb] [saucenao] [google]
7817926

:DD

>> No.7817928

>>7817926
10/10

>> No.7817960

>>7817926
fug :-DDDD

>> No.7817963

>>7817328
>>7817506
i can kindof understand

slaughter gameplay doesn't just need good execution, but it needs you to be comfortable with lots of doom meta and quirks, e.g., specific crowd control behaviors (eg, figure 8 in front of revenants) and monster priority (eg, horde of cacos takes your first bfg because otherwise you can't move). it's very different from imo "core fps meta".

the other thing is that hard fights just look like faceless hordes to anyone that isn't immersed in all of the above

>> No.7817978

After playing hideous destructor vanilla doomguy really feels like demigod demon slayer

>> No.7817995

>>7817016
TEchnically the TC has Chaingun and Hyperblaster, but he's using tank's weapons

again, we need a Quake II source port that supports DLL patches or external game folder support to fix this shit instead of making it a mod.

>> No.7817998

And Sync always find way to fuck people
https://twitter.com/Quake/status/1399732561077755904

>> No.7818014

>>7817926
Oben for busdess :DD

>> No.7818053

So what's the most vanilla way to play Doom and Quake? So far I think of doing Chocolate Doom and Quake in dosbox. But I've also heard of tyrquake or something.

>> No.7818056
File: 159 KB, 816x758, Screenshot_2021-05-28 PROJECT BRUTALITY LOREBOOK (PUBLIC EDITING VER).png [View same] [iqdb] [saucenao] [google]
7818056

>>7813412

>> No.7818058

>>7817120
Looks like something that would fit on Pixiv.

>> No.7818062

Quake but it 2D platform https://www.quakewiki.net/archives/retroquake.planetquake.gamespy.com/blog/index3786.html?p=267

>> No.7818069

>>7818056
is this a lore sheet for Project brutality or somethin?

>> No.7818076

>>7818053
Quake doesn't have things like PRNG tables or specific quirks from port to port. If you're a REAL stickler for aesthetics, go with Mark V. If you don't give a fuck, use Quakespasm, or Quakespasm-Spiked, or vkQuake.
>>7818069
Appears so. PB is still in development and they intend to do some lore stuff here and there. It's partly why they're not adding anything from nu-Doom.

>> No.7818078

>>7818076
I want the software look like in the 90s

>> No.7818082

>>7818078
Well you're in luck. Just about every major Quake port allows for the software look. Mark V or Quakespasm would be fine choices.

>> No.7818119

>>7818082
So how do I configure Quakespasm for software mode look? I installed it and it looks like a regular modern port. I don't see any options in video settings that would help me achieve software look

>> No.7818125

>>7817795
Wrong. Wrong. Wrong. Wrong. Oh so wrong. You sound like someone who has never enjoyed Duke Match.

>> No.7818126

>>7818119
https://www.youtube.com/watch?v=4xXK3_4u_3A

>> No.7818134

>>7817068
I'd give good money for a source port of this.

>> No.7818136

>Download Blue Shift from archive.org
>Turns out is just a bunch of music tracks of it

https://archive.org/details/HalfLifeBlueShiftUSA

Wut

>> No.7818137 [DELETED] 

>>7818125
and you sound like a fag

>> No.7818150

>>7818126
Looks pretty good but is there a way to force 4:3 aspect ration? I have a 1440p monitor and don't see any resolution like that in the options and even more, if i select a 4:3 res the game stretches it instead of keeping it square. Any tips on that?

>> No.7818159 [DELETED] 
File: 293 KB, 400x366, 1620812928051.png [View same] [iqdb] [saucenao] [google]
7818159

>>7818137
Not an argument nooblet

>> No.7818173 [DELETED] 

>>7818137
Fuckin DESTROYED lol

>> No.7818192

>>7818136
Just mount any of them and you get the CD files to install the game lol.

>> No.7818217

>>7818150
>Any tips on that?
Don't know, honestly. I can only think of going for windowed mode in some 4:3 resolution. No idea about achieving proper aspect ratio in fullscreen/borderless.

>> No.7818250
File: 268 KB, 1920x1080, Most Horrible Thing.jpg [View same] [iqdb] [saucenao] [google]
7818250

>However, since Rise of the Triad is one of the games Apogee currently controls, it could have a bigger comeback. Although nothing is set in stone, and developing in-house games is still out of Apogee’s budget, Miller hopes that the company can someday develop all-new games set in the Rise of the Triad universe. But before that, he would want to change some aspects of the IP itself.
>“It’s been an arcadey IP this whole time, and we want to treat it more seriously forward by developing the backstory and focusing on the characters,” Miller said. “We’re still going to have humor, but like Max Payne, you can have both.”
https://www.pcinvasion.com/apogee-scott-miller-indie-game-publishing/
Let's hope it never happens because that sounds awful.

>> No.7818263

>>7817837
I think there's only a full N64 conversion for pc. Not single mods that you can pick and choose which to use. Which is a shame cus I'd like the pistol and dual smgs only and keep everything else vanilla.

>> No.7818269

>>7818263
Ugh, I really don't like the neutered version, I was thinking that there might've been a weapon "set" you could apply and use with other mods but guess not then. Thanks anyway.

>> No.7818271

>>7818250
Remedy also went downhill as fuck for me now that you mention it. I think Alan Wake and the recent control mild an boring as fuck.

The other one Quantum something I dont even remember.

>> No.7818283

>>7818250
>the deep lore of fucking rott characters
i swear to god, games like these are getting lore because of the popularity of nerd culture and some sort of pop culture statues quo
nothing like this even comes from the few people that would normally care for the small settings of these games
it's almost on pair with shit like the leaked ppg script and cruella

>> No.7818297
File: 148 KB, 358x300, 1580106620130.png [View same] [iqdb] [saucenao] [google]
7818297

>playing Plutonia with the appropriate Final Doomer weaponset
>map30
>grenade launcher barely ever hits the Icon even if it goes into the forehead, probably because the grenades keep bouncing around

>> No.7818301

>>7818271
There's also Control, if I recall correctly. Not big on Remedy or that new Apogee. Didn't even really played OG Rise of the Triad, but statements like this are always a red flag.
>>7818283
>some sort of pop culture statues quo
Pretty much. They seem to feel the need for some kind of "lore theory/speculation" shit when you really don't need it.
>nothing like this even comes from the few people that would normally care for the small settings of these games
Exactly. You would be lucky if one person from that group actually cares about series he's working on.

>> No.7818304

>>7818301
>There's also Control


Thats what I meant control. I found myself utterly absolutely bored with that shit interpretation of SCP.

But I guess that is something wrong with triple A in general like Doom Eternal.
Its made by balless corporate focus groups.

It would happen to ROTT as well.

>> No.7818306

>>7818283
The current trend is to have DEEP LORE for everything because some shows and games became popular due to lorefags sperging about background lore and using it to guess what would happen in future episodes or games. It's fucking annoying.

>> No.7818307

>>7818271
>The other one Quantum something I dont even remember.
Only noteworthy for the "cia as the masketta man" memes

>> No.7818314

>>7817842
Nah, doing that would require real effort and I could actually learn something usefull from it - better just continue whining on an anonymous eurasian underwater basket weaving forum instead :^D

>> No.7818353

>>7818250
the extra deep lore for rise of the triad.
>El Oschuro wanted it, so the triad made it so.
No need to hire me Apogee
Though it would be neat to see maybe an fps that is in the perspective of a triad enforcer where your campain has affected the lifes of the protagonists before becomming the HUNT.

>> No.7818354

>>7817795
DN3D pistol and chaingun are the bane of all players using jetpack

>> No.7818360

>>7818306
It's just following the money. Don't have a conniption.

>> No.7818364

>>7818271
Alan Wake was top video game. Now after that yeah, they went downhill.

>> No.7818367
File: 51 KB, 614x425, 1622568868475.jpg [View same] [iqdb] [saucenao] [google]
7818367

Laugh at me

>> No.7818369

>>7818271
Quantum Break was an experiment in fusing video games and television. It failed. Alan Wake, and Control are really good however. Sam Lake is on top of his shit for these games, though Alan Wake's tone isn't for everybody.

>> No.7818378

>>7817852
Its only possible with Quoth because sourceport devs decided to make an exception. Which is not very good practice at all imo, but whatever. With the -quoth argument it will load the Quoth folder and you can load another mod folder. But that only loads any additional maps/models/sounds in that mod, it still cant combine multiple progs.dat (the code).

>> No.7818382
File: 1.11 MB, 1920x1080, 4rtress.png [View same] [iqdb] [saucenao] [google]
7818382

>>7817963
Yeah, knowing "meta" and especially being familiar with monster movement/attack patterns under different conditions helps alot. In general, it can be any combination of tactic, execution and luck. Monster priority depends on layout, monster placement and monster waves composition, sometimes also on pickups. Also I think it's actually way better to play this in gzdoom or other port that uses system time seeded PRNG and not reproducible random tables, because the former will ensure you're not replaying hard encounters on muscle memory after dying.

>> No.7818394 [DELETED] 

>>7818137
You have to be 18 or older to post here.

>> No.7818396

>>7817843
The pistol is a great tool and backup weapon in DN3D, I love it.

>> No.7818407

redpill me on Complex Doom Invasion.

>> No.7818412

>>7818407
It's fun

>> No.7818441

is it bad that master levels made me want to make doom wads

>> No.7818443

>>7818250
>make ROTT less arcadey
Big mistake IMO, it's part of its identity.

>developing the backstory and focusing on the characters
I would not put a lot of weight on that. Just give the player characters a bit of expressive personality like Duke Nukem, Lo Wang, and Caleb, and call it a day.

>> No.7818445

>>7818364
It was uninteresting to me. None of the eccentricity of max payne barely remained.

>>7818369
Control is fucking terrible. But I guess considering other triple A bilge its a bit better.

>> No.7818447

>>7818441
Not at all, seeing weak and dull levels would certainly inspire someone into taking matters into their own hands, to make better maps.

>> No.7818452

>>7818250
When I look at iconic and memorable characters like Taradino Cassatt, I don't think "this is the standard character of the game" I think "I need to know why he's shooting the bad guys and what his relationships with his friends are like"
I point the finger at Dark Souls. A game that was designed with this sort of storytelling in mind, and when it worked everyone else started cramming "deepest lore" into places it didn't need to be.

>> No.7818475

>>7818452
The whole point of Dark Souls' lore though is that it's essentially ignorable, it's just there for if you really engage with the story and worldbuilding and want to know more about it, same way Metroid Prime functioned.

>> No.7818487

>>7818150
I choose a 4:3 resolution and it worked fine here, not a clue what is your problem there.
I'm using quakespasm spiked by the way.

>> No.7818495
File: 678 KB, 320x239, raised_hopes_futurama.gif [View same] [iqdb] [saucenao] [google]
7818495

>>7818250
>More serious but keep the comedy like Max Payne

Look,I love Max Payne but its humor is completely different from ROTT

ROTT is just random and dumb for the sake of it,nothing avant garde. It stands out because of it

Max Payne is campy but keeps itself seriously

>Lore
As others said,this is getting tiresome. Modern trends is all about giving a long ass backstory when it doesn't need it.
Now because everything need to be explained and so kind of contrived motivation behind their actions which makes them far less interesting in the end.

Explaining some key points to the story is fine on the other hand but not a wankfest of stories that amount to nothing

>>7818475
That's actually how Doom 2016 did it as well.
It's there but its' not mandatory to understand what is going on.

Then Eternal came in and people thought it was the coolest shit.

>> No.7818504

>>7818495
All cutscenes in Eternal are skippable, and you are free to never read a single lore page.

>> No.7818515

>Hexen II

>Hammer of Thyrion source port

Does this port support in engine scaling? I cannot see that tiny ass red writing

>> No.7818524

>>7817068

PCGW tells me...

Two options for resolution: 320x200 and 320x400.

Soz bro. Stick with it though, its pretty fun.

>> No.7818527

What are some good community maps for shadow warrior

>> No.7818546
File: 1.05 MB, 3951x1966, file.png [View same] [iqdb] [saucenao] [google]
7818546

with all this Rott talk, i though i might write a sheet of ideas for a fan game, this is just concept but opinions are welcomed.
Story text:
>CH.1 You are part of the triad elite trio tasked by El Oscuro to wreck havoc in the world for his amusement
>CH.2 Your mission was so well done by El Oscuro he selects you for a secret mission to fight a rival cult leader that threatens his plans.
>CH.3 As a last middle finger before he dies the rival summons an alien race to doom earth before Oscuro can do it himself, however it was actually El Oscuro's plan all along and he sends you on one last mission where you have to fight the aliens.
Be aware this is mostly stupid ideas but i though it would be fun to exaggerate, il go and post more about the weapons soon enough.

>> No.7818560
File: 262 KB, 1080x780, Screenshot_20210601-130658.jpg [View same] [iqdb] [saucenao] [google]
7818560

DBP37's resource pack was just released and it's a gorgeous cyberpunk theme

>> No.7818565

>>7818560
I wish I could appreciate those textures, but unfortunately that image's quality is horrendous.

>> No.7818571

>>7818150
Check in the Nvidia Control Panel or you're ATI equivalent for something like full-screen scaling options and select one that keeps the aspect ratio instead if stretching to full-screen.

>> No.7818572

>>7818560
Not giving us a great example of them. Show us some video or something.

>> No.7818574
File: 1.44 MB, 1920x1080, gzdoom 2021-06-01 21-11-43-82.png [View same] [iqdb] [saucenao] [google]
7818574

what a fucking BLAST this wad was
damn

>> No.7818582

>>7818565
The lead posted a tiny thumbnail png. I tried blowing it up a little bit but yeah the image looks like ass. Here's a 40oz WIP screenshot then https://imgur.com/rsfqnHP

>> No.7818585

>>7818014
its
>Oben for bidness :-DDD

>> No.7818587

>>7818582
neat

>> No.7818591
File: 862 KB, 1920x1080, gzdoom 2021-06-01 21-04-08-88.png [View same] [iqdb] [saucenao] [google]
7818591

>> No.7818593

>>7818571
yeah i'm on loonix so nvidia/amd shit isn't gonna have functionality like that (well it might) so i was looking for something that the game could do. 99% of games I played in 4:3 kept the black bars on 16:9 screens so I wonder why quakespasm dev is so shit.

>> No.7818625

>>7818378
>Its only possible with Quoth because sourceport devs decided to make an exception.
Can you please elaborate on that? Doesn't sound too good.
>>7818443
>I would not put a lot of weight on that.
But they would. At least from the sound of it.
>>7818495
I really should play Max Payne one day. It is nice.

>> No.7818667

hey quick question to anyone whos into doom mapping, whats the best editor to use? i'm using Doom Editor 2 but i noticed there was DE Ultimate and X and i'm starting to wonder if i'm not using the best one

>> No.7818671

never played any doom wads, what are some of the most mind blowing wads or maybe wads with surprisingly good plot for a doom game

>> No.7818672

>>7818667
It depends on which you wanna use.
Ultimate Doom Builder if you want to map with a lot of formats, but DBX is made more if you are into boom mapping primarily.

>> No.7818680

>>7818667
I think Ultimate Doom Builder is the one still being supported, so should be more stable.
I used DB2 but it crashed when I tried doing boom, so I switched.

>> No.7818682
File: 991 KB, 1166x903, 1621357461004.png [View same] [iqdb] [saucenao] [google]
7818682

can some anon be my guinea pig and help me test something?

>> No.7818689

>>7818667
I use GZDOOM builder because UDB lags for me

>> No.7818696

>>7818671
sunlust

>> No.7818709
File: 277 KB, 1920x1080, gzdoom 2021-05-09 22-38-59-00.jpg [View same] [iqdb] [saucenao] [google]
7818709

>>7818671
Mutiny
Valiant

>> No.7818719
File: 531 KB, 468x628, 1613664511763.png [View same] [iqdb] [saucenao] [google]
7818719

>>7817636
Waiting with baited breath.

>> No.7818723

>>7818671
My first wad was Unloved, I highly recommend it

>> No.7818730

What are the dimensions of the last map you made? Like how big would be a rectangle around the playable area?
Maps where size restriction was a challenge don't count.

>> No.7818751
File: 381 KB, 1544x796, cityofthedamned.png [View same] [iqdb] [saucenao] [google]
7818751

>>7818730
5152x2752. Also, thanks for reminding me I have to finish up this wad. It's supposed to be a one-episode collection of city maps, but I made it to map02 before burning out on it. I should return to it.

>> No.7818774

>>7818719
The Combine's motto is that we should never be ashamed of our dicks,especially when they're in such good size and all

>> No.7818783

>>7813442
Shadow Warrior + expansions should be top priority

>> No.7818797

>>7818682
test what

>> No.7818814

>>7813442
Serious Sam TFE+TSE

>> No.7818823

>>7818591
Comfy asian switches

>> No.7818825
File: 851 KB, 1920x1080, gzdoom 2021-06-01 22-31-24-46.png [View same] [iqdb] [saucenao] [google]
7818825

WHY DOES IT DO THIS FUCKING SHIT

>> No.7818828

>>7818671
Ancient Aliens

>> No.7818830
File: 882 KB, 1920x1080, gzdoom 2021-06-01 21-05-46-45.png [View same] [iqdb] [saucenao] [google]
7818830

>>7818823

>> No.7818835

>>7818524
Unfortunate, but it seems quite fun, so I'll see it through.

>> No.7818838

Ricochet is a masterpiece.

>> No.7818839
File: 466 KB, 1920x1080, gzdoom 2021-06-01 20-52-45-70.png [View same] [iqdb] [saucenao] [google]
7818839

>>7818823
Comfy hatch

>> No.7818868

>>7818723
was going to recommend this. kino ending

>> No.7818883

>>7818671
Going Down. One of best wads I've played. It might not seem special at first five maps or so, but it just keeps getting better and better as you progress.

Also, Eviternity. The most obvious pick.

>> No.7818894

>>7818723
Unloved was pure art.
>that comfy hub with it's music
>metroidvania style gameplay where getting a weapon feels like a real upgrade
>actually creepy horror sections
>... in between of actually good and hard doom gameplay

>> No.7818898

>>7818868
I might be brainlet but I didn't get it. Who was the guy at basement that you found at the end?

>> No.7818901

>>7818894
>>7818723
My first exposure to Unloved was by that video by IcarusLives where he says the first part is great,the second half turns into a slaughterfest and not the good kind either.
So I avoided it for a while.

>> No.7818905

>>7818671
Anything by Ribbiks, honestly.

>> No.7818907

>>7818901
I found Unloved's slaughter sections unique. Some of them being in really claustrophobic places adds to the horror.

>> No.7818910

>>7818905
I didn't like Finely Crafted Fetish Film. Feel free to hate me.

>> No.7818916

>>7818898
it was you all along, trapped in the hellscape of your own mind

>> No.7818921

>>7818916
So it's like Going Down,none of the events you've been through "actually happened" in-universe?

>> No.7818925
File: 555 KB, 1280x720, Screenshot_Doom_20190813_120413.png [View same] [iqdb] [saucenao] [google]
7818925

>>7818883
Seconding Going Down.
I played it with Demonsteele which was super fun because of all the tight spaces and small but very creative level design.

>> No.7818927

>>7818921
Going Down went backwards. You never got out of the building (and hell). Elevator is still waiting you at your own house.

>> No.7818930

>>7818905
Can't wait what Ribbiks does with new mbf comp level, and custom monsters with custom projectiles.

>> No.7818932

>>7818898
In my theory, this is you, imprisoning yourself, suffering from PTSD and helpless before guilt after commiting warcrimes against civilans in some nasty conflict

>> No.7818934
File: 414 KB, 1280x960, DBP37AugerZenith.png [View same] [iqdb] [saucenao] [google]
7818934

>>7818565
>>7818572
Try this

>> No.7818936
File: 173 KB, 800x585, doomguys heaven.jpg [View same] [iqdb] [saucenao] [google]
7818936

>>7818934

>> No.7818953

Okay bros, based on your replies I'm choosing to play Going down. The only question is, doom wiki lists it as "boom compatible", does that means it's best played on source ports that have full boom compatiblity like Eternity and prboom+ instead of gzdoom that has its compatibility listed as "mostly" on this page? Sorry i'm pretty new to all this autism
https://doomwiki.org/wiki/Comparison_of_source_ports

>> No.7818956

>>7818934
beautiful

>> No.7818957

>>7818953
I had going down working great on Zandronum which is an old sourceport (2017 I think).

>> No.7818961

>>7818830
I never understood why so many modders use this archvile, the horns make it look goofy

>> No.7818962

>>7818953
Good luck

>> No.7818975

>>7818953
Gzdoom can do all boom wads nowadays.

>> No.7818985

>>7818961
I use him because he looks like a strong cocker baller ra

>> No.7819004
File: 22 KB, 508x274, rwwr.jpg [View same] [iqdb] [saucenao] [google]
7819004

Make an iceberg of this

>> No.7819009

>>7818898
it's about your average shut in depressed doom player who only thinks and lives doom

>> No.7819036

>>7818137
Jannies are retarded, this post had no more or less substance than the post it was replying to yet that post is still up.
>>7818625
>Can you please elaborate on that? Doesn't sound too good.
Its just what I said, you can use the -quoth and -game [folder] arguments to load both the Quoth folder and another folder at once. Ports also allow -rogue and -hipnotic for the expansion packs. This is useful if a mod uses one of those as a base, but has extra or replaced resources.

>> No.7819037

>>7817963
>>7818382
So the moral is, don't watch pro doom monster strats or you'll start liking slaughterwads?

>> No.7819038

>>7819004
>Doom95 is actually a watered down version of the real Windows 95 from an alternate universe where all of computing is based on gaming and nothing else
>The 2020 Doom ports used Unity because Bethesda has an evil plot to "Unite" all of humanity into a single game that is made up of every game/IP that they own. Basically Instrumentality but with more clipping through geometry and awkward NPC dialogue.

>> No.7819039

>>7818515
"scale" in the options menu

>> No.7819041

>>7818527
Showdown In Suzhou

>> No.7819065
File: 1.66 MB, 1281x959, 21_6_1.png [View same] [iqdb] [saucenao] [google]
7819065

I'm guessing the fist of death turned into the gauntlet, but if that's the case, why'd they have a chainsaw? Two rotating blade weapons seems redundant. Has there ever been interviews about this build in general?

>> No.7819067

>>7818930
God, the possibilities are endless, and with cross port compatibility!

>> No.7819086
File: 131 KB, 960x540, file.png [View same] [iqdb] [saucenao] [google]
7819086

>>7818671
If you're specifically looking for plot, nothing beats Three's A Crowd.

>> No.7819095

>>7818625
>>7819036
worth noting that some modern ports (QSS, vkQ, FTE) have universal multi-mod support, e.g. "-game ad -game biome". of course, it's still not like load order in Doom since progs.dat gets overridden entirely. convenient for running vanilla maps with various mods though.

>> No.7819114

>>7818495
Big agree with you on the whole ''lore'' thing. It's redonkulous at this point sometimes.

>>7818445
The big issue of Control is that Remedy had interesting ideas with the setting but they seem to be cursed with only being able to make one genre of games, a third person shooter and I would've liked it more as an adventure / horror game instead of a combat focused game.

>> No.7819118

>>7819065
what port is this?

>> No.7819120

>>7818934
Woah, mama! There's a texture set I wanna play around with some day!

>> No.7819139

>>7818934
Where do you get this wad? I just looked on doomer boards and the latest post is for DBP36

>> No.7819164

>>7819118
https://tcrf.net/Proto:Quake_III_Arena/IHV_Prototype
Looking up any info on it sans download links only leads me to an ancient Blue's News article describing what it is.

>> No.7819167
File: 1.09 MB, 600x791, file.png [View same] [iqdb] [saucenao] [google]
7819167

>>7813458
not much longer now. i just need some input on the censored & uncut version differences and we're ready for a 1.0 release
the differences in the censored version are
>no item or monster sprites or dehacked changes outside of map names
>faggot single finish is called fsf
>the title is called hard fast >fun maps
thoughts?

>> No.7819175

>>7819164
this page proves that QC came out of this idea, and Blizzard copied it to make OW

>> No.7819184

>>7819139
The Doomer Boards Project sub-forum is locked to non-members so you would have to make an account to enter.

>> No.7819190

Which retro fps has the best intro level?

>> No.7819197

>>7819190
Duke, hands down.

>> No.7819201
File: 894 KB, 1023x767, dukee1m1.png [View same] [iqdb] [saucenao] [google]
7819201

>>7819190
Duke. Handful of fun weapons, lots of ways to go through it, amazing music, it's great.

>> No.7819204

>>7819175
The idea for Quake 3 to have characters with different stats seemed to be a recurring one. The concept of light/medium/heavy classes lasted up until final release IIRC, and the PS2 port has the five different players with unique stats and unused voiceovers.

>> No.7819205

>>7819167
seems fine.
did you see that one anon complaining about sprites in the previous thread?

>> No.7819208

>>7819205
yes, but i think they're fine as is, plus i don't have the talent to make sprite edits so i can't do anything about them even if i wanted to

>> No.7819210

https://tcrf.net/Quake_Champions
I wanted to see the rest of the unreleased cast

>> No.7819219

>>7819208
ok, just checking. good luck w/ release

>> No.7819220

>>7819210
>Commander Keen
what the fuck

>> No.7819221

>>7819210
I love that page btw

>> No.7819230

>>7819114
I think the game would have been great as more survival horror.

I have issues with the shitty story but at least it would make for great exploration.

>> No.7819235

new retroquad post
https://twitter.com/mankrip/status/1399861823952855042

>> No.7819236

>>7819210
I wish Xaero was in

>> No.7819252
File: 25 KB, 600x600, 1536892937866.png [View same] [iqdb] [saucenao] [google]
7819252

>>7819210
If I had the technical knowhow to rip assets from modern games, I'd help contribute to this page to give outsiders some insight on how the game's changed over 4 years, specifically all of the different forms of monetization they tried pushing, and all of the various glitches that have been present. But I doubt most of the stuff they've canned is still in the files. Ah well, at least I could help with Q3R.

>> No.7819261

>>7819252
>and all of the various glitches that have been present
Like what?

>> No.7819262

>>7819190
For me that would be Unreal. You wake up barely alive without any clue what's going on, with all the people aboard your ship either dead or dying. No weapons at all, gloomy interior of wrecked spacecraft that crash landed God knows where and dark ambient music are all that surround you. You slowly patch yourself up, arm with a rudimentary plasma blaster/stunner and off you go out of the crumbling wreck, right into the wilderness of a beautiful yet deadly world. That must have been mindblowing for many back in the day.

With that said, Duke 3D's first level while doesn't have this cinematic build-up, it really fits the main character like a glove. Right into the action with a one-liner right out of his mouth, guns blazing, alien gibbing action. Who want some!?

>> No.7819276

>>7819210
At least the comic was fucking cool.
Can we take the Ranger comic as part of his canon lore?

>> No.7819289

>>7819262
It kinda had a cinematic opening, but in a way that doesn't fuck with control or gameplay and is pretty much a very very very early prototype of scripted events like in HL2 or something.

>> No.7819335

>>7814120
Thanks. It flowed naturally, as though the message was delivered from the hands of an angel.

>> No.7819350

>>7819190
Half-Life 1 had by far the most atmospheric intro level with the Black Mesa transit system, extensive but strangely peaceful tour through the facility all the way up to the Resonance Cascade happening. It was mindblowing at the time, still kinda is.

But I feel like in that sense Half Life was a really modern shooter.

Anyway, if we're wanting to focus on the shooty pooty, I think Duke Nukem 3d did a pretty solid intro with E1M1 ''Hollywood Holocaust''. It did a good showing what Duke was capable of, destructible props, sense of 'setpieces' like Duke's ride going up in flames, a reasonably accurate real world environment, usable toilets, mirrors and ''three-dimensional'' feeling environments with reasonably complex layouts and vents etc. Even a bit of cheeky naughty joke or two here and there and voice lines.

>> No.7819385

>>7819262
Kinda agree with Unreal. But Prey is good too. Just not retro.

>> No.7819467
File: 146 KB, 642x512, Wolfstone in Doom 2.png [View same] [iqdb] [saucenao] [google]
7819467

For anyone who wants it, I ported the assets from Wolfstone to Doom 2, and recreated their Red Army Soviet recolor of the WolfSS.

https://cdn.discordapp.com/attachments/847603340920619008/849440668329705473/Wolfstone.wad

Use -merge Wolfstone.wad when using a vanilla sourceport eg. Chocolate Doom.

Replaces Wolfenstein SS enemy, NSDAP-related iconography with Wolfstone equiv.
and replaces level titles to match (Wolfenstein & Grosse -> Wolfstone & Hass)

Also includes a DECORATE file to replace the Wolfenstein SS enemy's obituary.

>> No.7819473
File: 603 KB, 939x540, FinallyDoom.png [View same] [iqdb] [saucenao] [google]
7819473

https://vimeo.com/4022128

Skip to 9:35. This is how Doom is supposed to sound lol

>> No.7819480

>>7819473
lmao the star trek door opening sound

>> No.7819495

>>7819473
Like SNES Wolf 3D?

>> No.7819497

>>7819235
might as well go to>>7813414
>>7819210
>commander keen
interesting

>> No.7819508

>>7819184
Is that a scheme for luring in new registrations?

>> No.7819554

>>7819190
Gonna echo the others and say Duke, the first level is a good and quick intro, it quickly demonstrates a lot of novel engine features, and the map teaches you that secrets can be anywhere, and that you can blow up stuff to progress (or find secrets), it also has a good non-linear layout, and finally, the sleazy porno theater establishes early on that this game was going to be a lot raunchier than other shooters of the time. STALKER.mid is a great track as well.

>> No.7819579

>>7818078
>>7818593
Try Mark V. Although I don't know if it has the 4:3 window size, as that is oddly specific IMO.

If all else fails, you can play DOSBox, which is identical to Mark V where it counts. Only differences I noticed is, DOS emulation makes the game run slower when lots of things are going on, and DOSBox is 4:3 whereas I use Mark V on a 1080 monitor (with Crispy Doom-sized pixels)

>> No.7819597

>>7817546
Now there's an old chunk of coal.

>> No.7819617

>>7818934
neat

>> No.7819652

>>7819508
I don't know for sure but maybe that's one way to put it

>> No.7819658

>>7818078
CHAD

>> No.7819689

>>7816781
Glad you like it man. Jack didn't eat enough vegetables so now he's a manlet. That kids not gonna find his dad either.

>> No.7819691

>>7817926
Marinags Malags :DDD!

>> No.7819758

aaaaaaaaa i want to hffm

>> No.7819759

>>7819261
lightning gun doing increased damage when wiggling it over an enemy, shotgun doing almost no damage at close range, anarki having completely fucked hitboxes when strafing, sorlag having borked animations, doomguy's berserk being jank, rockets being visually clientside with the real projectile being serverside, the revamped gore system and various updates causing weird driver issues etc. and whatever else I never noticed.

Honestly, between games-as-a-service, ties to DRM launchers, and being always online with no dedicated servers, trying to archive and document anything regarding modern games seems too hassling.

>> No.7819762

>>7819038
>More awkward NPC dialogue
>Congratulations!
>Congratulations!
>Congratulations!
Honestly if you payed the audio over a Bethesda NPC I wouldn't know if it was bugged out dialogue or an Evangelion reference.

>> No.7819769

>>7819758
Soon™

>> No.7819790

What are some really good mods?

>> No.7819792

>>7819790
For Quake, I forgot to add that

>> No.7819797

>>7819792
I always liked the oddball ones, like that skateboarding mod, or quake rally.

>> No.7819803

>>7819762
>your friends and family say that after your graduate college but they slowly turn into tang

>> No.7819809

prboom didn't want to play nice with the BEX I got so now i gotta fix that
still aiming for a release before midnight

>> No.7819823

>>7819809
Godspeed.

>> No.7819870
File: 173 KB, 1280x960, 30830-baraw.jpg [View same] [iqdb] [saucenao] [google]
7819870

According to the rules, this game is retro.
15 years old.

>> No.7819879

so here's how the intermissions are going to work. all of the ports will have new text, but only umapinfo compatible ports will have the custom backgrounds because when they were defined in the provided dehacked the intermissions became glitched textures for whatever fucking reason. i hope this is ok

>> No.7819913

>>7819870
Cool, but it's out of the scope of this thread.

>> No.7819915

>>7819879
Are you referring to the level names, or the text that shows up before map 7, 12, 21. Either way, you shouldn't need dehacked to define them just override the existing graphics with the same name.

>> No.7819921

>>7819915
yeah, i mean the text that shows up in between levels. i'd do that but there's probably some maps that use those textures so I won't take any chances

LESS THAN AN HOUR LEFT TILL RELEASE LETS FUCKING GO BOYS

>> No.7819979

>>7819921
H(FFM)YPE

>> No.7819981
File: 1.48 MB, 350x263, 1618386618651.gif [View same] [iqdb] [saucenao] [google]
7819981

>>7819921

>> No.7820006

BTW, last minute change: the censored version only censors instanes of faggot, the sprites get to stay
not much longer now, hold on to your butts

>> No.7820014

>>7820006
>full homo
fag

>> No.7820015

>>7820014
yeah

>> No.7820019

>>7820006
is it still "_censored" or are we doing the "_cut/_uncut" thing

>> No.7820049 [DELETED] 

>>7813414
>>7813458
HARD FAST FAGGOT MAPS 1.0 RELEASE
https://x0.at/zQX.zip

>> No.7820061
File: 124 KB, 690x994, no pants.jpg [View same] [iqdb] [saucenao] [google]
7820061

>>7820049

>> No.7820067

>>7820049
uhh, that's the last version's link. what gives?

>> No.7820070

dropping the trip now. i'll reuse it for future updates since a few things might've slipped through the cracks.

>> No.7820076

>>7813414
>>7813458
>>7820049
>>7820067
>what gives?
i'm a faggot who can't into ctrl + c & v, that's what.
here's the real Hard Fast Faggot Maps 1.0 release
https://x0.at/OGg.zip

>> No.7820079

>>7820049
now put it on idgames

>> No.7820082

>>7820076
Will you be making a release thread on Doomworld?

>> No.7820083

>>7820079
i'm thinking it could use a few more fine tuning updates like 2048 units did before we release it there

>> No.7820087

>>7820082
yes. not now, but yes.

>> No.7820117

Next thread is coming up, what do we do? Do we kick 500ml out of the current releases tab and replace it with HFFM, or do we merge them? I'm thinking we do the former so we can fit VR in the current project tab.

>> No.7820125

>>7820117
500ml isn't too current anymore.
What do we have for /vr/ community wads/mods, in total?
100,200,300,HFFM,2048,500ML... what else?

>> No.7820128

>>7820125
HUH and HUH 2 and I think another quake project i'm forgetting. There's also some stillborn projects like /vr/y spooky, the heretic project, /boards/.wad, maybe more

>> No.7820132

>>7820076
Based. I'm going to do a playthrough and see just how difficult it is. If I can beat it, I will record a playthrough for youtube.

>> No.7820134

>>7820128
Right, HUH.

>> No.7820153

>>7820125
>>7820128
QUMP was /vr/-born

>> No.7820181

>>7820153
I did remember QUMP but I didn't remember how far it spread past /vr/

>> No.7820193
File: 41 KB, 200x200, 1621641333856.gif [View same] [iqdb] [saucenao] [google]
7820193

>>7820076
woot!

>> No.7820196
File: 1.25 MB, 380x380, partyhard.gif [View same] [iqdb] [saucenao] [google]
7820196

>>7820193
you and me both, anon

>> No.7820208

>>7819190
always liked seppeku station the most myself

>> No.7820270

>>7819235
What's that soundtrack he's using?

>> No.7820295

>>7818838
Indeed, amen!
>>7819036
>>7819095
Alright. Its just that "make an exception" part caught my eyes and I was like "Why make an exception instead of turning this into a features for all mods"?
I still haven't really played around mods (and don't think I will, really), but that part just sounded pretty sketchy.
>>7819276
Probably, yeah. A lot of lore stuff in QC feels like a setup for his new game... If you wanna be that hopeful, I guess.
>>7819335
It was the hand of Gaben. Hallowed by thy name.

>> No.7820302

>>7817238
Only if the lost soul health is reduced. It's a fucking skull, one shot of even trap load should blow it the fuck away

>> No.7820329

>>7817302
There was a Decino vid explaining Revenant missiles, I think it was something to do with the frames of their attacks? Maybe after they punch they're on the frame that triggers a regular missile? I don't remember man just search for the vid

>> No.7820347

For anyone who used to play Rocket Crowbar, do you remember fall damage ever being in play? I seem to remember it, especially with regards to friction grenades.

>> No.7820357

>>7819037
It seems you'll inevitably start liking slaughterwads by just playing doom more and getting better at it.

>> No.7820362
File: 923 KB, 3024x4032, quake zoomer fan gets some ink.jpg [View same] [iqdb] [saucenao] [google]
7820362

>>7813412
You take off your pants and this is the first thing she sees

>> No.7820369
File: 6 KB, 543x46, e2.png [View same] [iqdb] [saucenao] [google]
7820369

>>7820362

>> No.7820372

Time for a new thread.
Goodbye 500ml.

>> No.7820408

NEW THREAD
>>7820402
>>7820402
>>7820402
Reminder for the project lead to make an HFFM thread before anyone else does.

>> No.7820825

>>7819252
Did they try anything as weird as QL's virtual billboards? I mostly remember them making bizarre claims like that the AI in the game would be indistinguishable from real players, and how they didn't go far enough with the abilities and wanted to make a character with minecraft powers.

>> No.7821163

I've been trying to play going down in prboom+ and the mouse movement feels janky. Is this because of the fps limit? I couldn't find in the settings how to change it if it's possible

>> No.7821187

>>7820006
>the censored version only censors instanes of faggot, the sprites get to stay
I thought we'd do the censored version also as a clean version so it would also be more easily moddable?

>> No.7821195

>>7819797
I'm trying to play the skateboard mod (Kickflip Quake) but I don't know how to properly install it. Can someone help me? I'm pretty new to Quake modding.

>> No.7821578

>>7815227
>professional soldiers that are presented in a way that they use team tactics, flush you out with grenades intelligently and are used in combination with scripted events and level geometry (and tripwire traps etc that are placed by them), the way they're introduced, all of that in a combined package makes them seem like a real force to be reckoned with
Yeah too bad those tactics were janky as fuck. The way they spinned 180 and ran away from me while I was spraying them point blank with smg always made me laugh. Too much jank and goofiness to be afraid, tho I admit they were a pain in the ass

>> No.7821604

>>7817546
The more I hear about this "Arch-Vile" guy the less I care for him