[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 58 KB, 1920x1080, 1649637793557.png [View same] [iqdb] [saucenao] [google]
8800809 No.8800809 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8789654

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

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://mediafire.com/file/wuniyrhsjjgq4y8
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
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
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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.8800813

=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461
Current release
https://mega.nz/file/erwV0IbC#LE6uNgNAXh8CkxNhZpFxY3cxMWrS6_eaO92ZdotUfho

=== NEWS ===
[04-09] Wheel of Time got a GOG re-release
https://www.gog.com/game/the_wheel_of_time

[04-07] DBP46: Monuments of Mars 2 is out
https://doomer.boards.net/thread/2527/

[04-05] New nodebuilder called VigilantBSP gets its first release
https://doomer.boards.net/thread/2537/

[04-03] Anon's H TC Slooter has a demo out!
https://buxomdev.itch.io/slooter

[04-03] doom.gay got registered as a domain
https://www.doomworld.com/forum/topic/128387-so-i-just-registered-the-domain-doomgay/?tab=comments#comment-2475963

[04-02] Anon's Doom 64 Map Jam has a demo out
https://www.doomworld.com/forum/topic/128386

[04-01] The Rumble Pak for Doom 64 released
https://www.doomworld.com/forum/topic/126183

[03-29] Retro Jam 7 for Quake is now available
https://twitter.com/ABrut_us/status/1508930000614998017

[03-29] TERRA added to Quake remaster addons
https://twitter.com/Quake/status/1508835203678150665

[03-28] TNT2 Beta is out
https://www.doomworld.com/forum/post/2473707

[03-24] Wadazine extras debut
https://wadazine.com/portofolio-extras/

[03-21] Doom 64 Revenant is done
https://forum.zdoom.org/viewtopic.php?f=37&t=68009

[03-18] Huge collection of converted textures for Serious Sam mapping
https://drive.google.com/file/d/10n2GrJ-LrB7Az1aw4fstZUviC8uN5XfD/view?usp=sharing

[03-18] Deus Vult II confirmed still in the works, targetting Doom's 30th anniversary for E1 release
https://www.doomworld.com/forum/post/2469298

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8800826
File: 463 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8800826

>> No.8800828

>>8800813
https://leray.proboards.com/thread/4160/new-kmq2-test-build-2022?page=1&scrollTo=31231
KMquake2 got a new update

>> No.8800859
File: 255 KB, 1920x1080, alk_corrupt.jpg [View same] [iqdb] [saucenao] [google]
8800859

>>8800762
What you want for Quake urban maps is the Film Noir jam. Really good stuff here, especially Pritchard's entry.
https://www.quaddicted.com/reviews/jam8_rezipped.html
Try Manhattan's Left-Overs. It's one of my favorite urban maps as it's very striking visually, however the gameplay is a bit poor especially in the end. Medium difficulty advised, if your pride can take it.
https://www.quaddicted.com/reviews/jam6_daya.html
Foundation for Corruption from Mista Heita is a fantastic urban map found in Alkaline. Also difficult but fair in this case.
https://www.quaddicted.com/reviews/alkaline1.1.html

>> No.8800892
File: 1.95 MB, 2560x1440, gzdoom_2022_04_10_11_01_28_751.jpg [View same] [iqdb] [saucenao] [google]
8800892

I did some unfucking work on ATOMRAIN
anybody wanna test it for me?

>> No.8800910

>>8800892
i'd give it a shot

>> No.8800912

>>8800826
>egypt loved rtx hell

>> No.8800934

Kaiser made a fucking Powerslave level editor and literally nobody has made a map. Let's make some Powerslave maps.

>> No.8800935
File: 1.95 MB, 2560x1440, gzdoom_2022_04_10_12_06_29_079.jpg [View same] [iqdb] [saucenao] [google]
8800935

>>8800910
https://files.catbox.moe/r57ydl.zip
tell me what you think

>> No.8800938

>>8800859
If anything, i want a Q2 map jam unit using Alien and Aliens Tileset and dark skybox
also the old Q2 AvP models, which has some neat stuff.

>> No.8800972

>>8800935
at a quick glance you did a pretty good job fixing it up, weapons don't gib everything under the sun and removing recoil is MUCH obliged
it'd take a while to document every nitpick i had with atomrain and see if you ironed it out, but from what i can tell you ironed out a great deal of them
though if there's changes/fuckups in audio i can't spot them at the moment if someone else can check for me

overall very good patchup

>> No.8801016

>>8800972
>though if there's changes/fuckups in audio
I didnt touch any sounds

>> No.8801037
File: 494 KB, 1920x1080, Serpent_Riders_portrait_art.jpg [View same] [iqdb] [saucenao] [google]
8801037

>>8800809
>serpent riders
>only one of them actually rides a serpent
>the "serpent" is actually a minotaur

>> No.8801054

>>8801037
>those painfully generic designs of the other "serpent" ""riders""
What the fuck happened? D'Sparil was so cool and then Korax and Eidolon were just kind of there as the most generic monsters imaginable.

>> No.8801060
File: 309 KB, 462x551, 1649484128000.png [View same] [iqdb] [saucenao] [google]
8801060

>>8800972
>overall very good patchup
thank (You) anon!

>> No.8801089

>>8801060
>Doom 2 of all games is a girlfriend substitute

>> No.8801102
File: 1.81 MB, 960x1200, archvile cat.png [View same] [iqdb] [saucenao] [google]
8801102

>> No.8801107

>>8801054
I've seen people theorize that the Heresiarch was supposed to be the rider and Korax the serpent, but I don't know what the fuck Eidolon's deal was

>> No.8801139
File: 161 KB, 338x338, file.png [View same] [iqdb] [saucenao] [google]
8801139

Chopblock, why?! Why did you set me on fire, chopblock? Why didn't you just finish 94 Protons?! STOP WASTING TIIIIME!

>> No.8801151
File: 1.30 MB, 1392x1541, Playstation Doom.jpg [View same] [iqdb] [saucenao] [google]
8801151

>>8801139
I'm sorry, but a bunch of stupid real life bullshit happened all at once last week, and it took a bunch of time away from me.

>> No.8801153
File: 263 KB, 504x380, file.png [View same] [iqdb] [saucenao] [google]
8801153

>>8801151
It's okay choppy, you start when you feel like it.

>> No.8801164

>>8801107
Eidolon simply transformed into a Demon, if anything he was the most powerful of the Three and fused with his rider.

>> No.8801165

>>8801107
Keep in mind that Eidolon's design was likely made AFTER they scrapped the Heresiarch being Korax.

>> No.8801167
File: 164 KB, 517x480, 1502690740484.png [View same] [iqdb] [saucenao] [google]
8801167

>>8801153
I'm working on shit. Anyone know if anyone's ever made a HUDface for PSX Doomguy btw? Not that it's necessary or anything.

>> No.8801219

>>8801167
I think there's both player sprites and a mugshot, I'll have to dig around though

>> No.8801245 [SPOILER] 
File: 288 KB, 597x464, 1649706209380.png [View same] [iqdb] [saucenao] [google]
8801245

>>8801167
I'm just giving you shit mate, don't take it too seriously. Take your time.
I'm chopblock, and I have to work for a living, boohoohoohoo!

>> No.8801262

>>8801219
https://www.moddb.com/games/doom/addons/psone-cover-art-doomguy-mugshot

>> No.8801265

>>8800826
>original /vr/ project news
Even the word bubble is wondering where the fuck is 94 protons

>> No.8801271

>>8801262
Christ almighty, he's fucking ugly. Nevermind.

>> No.8801276

>>8801271
No wonder he wore a helmet on the PC cover art

>> No.8801282

>>8801276
I mean more the rendition of it, he looks fine on the PSX cover art, and basically fine on the unused 64 cover art.

>> No.8801297

Is it natural to suck shit at doom 2 on the first ever playthrough as a noob? From tricks and traps onward it's been an uphill struggle

>> No.8801308

>>8801297
Have you ever played FPS before?

>> No.8801314

>>8801297
kinda,depends on your experience with FPS games,but DOOM 2 is not high up there,DOOM megawads like the ones talked about in these threads will eat people great at DOOM 2 for breakfast.

>> No.8801328

>>8801314
Besides pistol starting ultimate doom on uv and dicking around with megawads way above my skill level, nothing recent. Ammo management in particular is kicking my ass

>> No.8801331

>>8801297
remember, moving = staying alive, so keep moving

>> No.8801348

>>8801297
>>8801328
It's only natural to suck a little bit when you don't even know the maps. Knowing all of the secrets, traps, and the general layout of the level helps a lot.

>> No.8801352
File: 363 KB, 1024x768, veggies.png [View same] [iqdb] [saucenao] [google]
8801352

>> No.8801556

Question about Dromed. I want to change the inventory image used by the JunkWebs object (Inventory>Render Type: {Alternate Bitmap; webgar3} ) to a moving graphic. The properties SFX>FrameAnimationConfig and SFX>FrameAnimationState don't have any effect.

What can I do?

>> No.8801584

i like how bloodsea keep gave cybie his own black throne

>> No.8801646
File: 2.15 MB, 1280x800, spasm0000.png [View same] [iqdb] [saucenao] [google]
8801646

>>8800859
Thanks dude, so far I've picked up arcane dimensions, copper+udob, coppersummerjam, all the func_jams/xmas jams/hw jams/jump jams/retro jams/smejjam alongside quoth, joke/sewer/alk jam, alk15, alkaline, ikspq 2-5, operation urth majik, rubicon rumble pack, zerstorer, rubicon2, smej 1 & 2 with the smejjam, and the top rated maps from csg and vondur. Wish I got into Quake earlier, though the mapping scene is still alive so I think I'll start making my own shit too. Gonna be awesome. Just hope the editor isn't a pain in the ass to use like the one in Blood.

>> No.8801723

>>8801646
>Just hope the editor isn't a pain in the ass to use like the one in Blood.
Trenchbroom is one of the most newbie-friendly editors for a game I've ever seen, and it's fairly robust for anyone more experienced. J.A.C.K. is great too from what I've heard, but it isn't free.

>> No.8801749

>>8801723
>J.A.C.K. is great too from what I've heard, but it isn't free.
It's much better for creating complex geometry, especially any sort of curved ramp or circular environment, but it's a pain to get used to coming from Trenchbroom. Wouldn't recommend to anyone who hasn't used a traditional map editor or CAD software before.

>> No.8801795
File: 1.61 MB, 2560x1440, CC_01.jpg [View same] [iqdb] [saucenao] [google]
8801795

>>8800813
CountryCide released couple of days ago (TrenchFoot prequel episode).

>> No.8801867

>>8800932
If anything you're actually filtered if you even bother with the filler combat.
>>8801007
Why even bother using other weapons if it's so easy to replenish ammo for the OP ones.

>> No.8801878
File: 2.92 MB, 640x360, powerdancing.webm [View same] [iqdb] [saucenao] [google]
8801878

>>8801867
>Why even bother using other weapons if it's so easy to replenish ammo for the OP ones.
They're all pretty good so spread the love how you want.
Combat isn't the highlight in either game, but buildslave suffers like hell in not having any of the interesting level design and progression provided by Exhumed/PE's abilities and the inventory doesn't make up for it.

>> No.8801881

>>8801037
>>8801054
>>8801107
>>8801164
>>8801165
I always had my heancanon that since the legion got morphed into Ettins by the Chaos Sphere, Korax used it to merge with his serpent.
Eidolon's serpent is probably too big to be shown.

>> No.8801884

>>8801881
Or maybe Eidolon's got axed by the hero that died?

>> No.8801942
File: 591 KB, 1920x1080, doom36.png [View same] [iqdb] [saucenao] [google]
8801942

Finally will get some god damn time to sit down to grind for a demo on God Machine this week. A level that's 40 minutes minimum means I couldn't grind attempts before-hand since I'm on a spotty schedule.
Of course I'm off to a great fucking start like six attempts in today. Holy shit I'm already sick of the fucking Cyberdemon Cathedral section. It's the only part I can't perform consistently on in practice and that means it's a grind to just even get there.

>> No.8802015

>Monster replacer mod replaces cacodemon,pain elemental and lost soul for grounded enemies,rendering the thing incompatible with 99% of the maps
ah,fuck,obsidian maps it is

>> No.8802019

>>8802015
can't you just not uv-max a map where this is an issue? or does it crash or something?

>> No.8802030

>>8802019
I am more scared of those maps where you have to kill everything to proceed or just some monster closets ending empty

now that you mention it,the issue oesn't sound too bad

>> No.8802046
File: 885 KB, 225x350, 1631164172279.gif [View same] [iqdb] [saucenao] [google]
8802046

Just finished all of Plutonia with a pistol start. I think I'm ready to make a map for 94 Protons.

>> No.8802072
File: 47 KB, 450x450, 1644986297938.jpg [View same] [iqdb] [saucenao] [google]
8802072

>GZdoom has fancy code to run most modern wads,but it's a shit port
>PRboom+ runs massive map smoothly,but can't be modded
retard here,can't someone just combine PrBoom code of running maps smoothly with GZdoom modding code without all the fancy graphics bloat? or one conflicts with the other?

>> No.8802083

>>8802072
>shit port
????????????????????????????????????

>> No.8802090

>>8802083
Gzdoom lags horribly on many modern "magnum opus" maps like God Machine or anything Sunder and fucks with the original code even when strict compatability is chosen

>> No.8802156

>>8800934
Well it was just released. I imagine if anyone is making a map for it , it'll take a short while.
But yeh. Here's hoping that level editor makes it into other KEX releases.

>> No.8802159

>>8802072
>retard here
retard here

>> No.8802163

>>8802072
Try Eternity

>> No.8802210
File: 1.53 MB, 3840x2160, sunder19.jpg [View same] [iqdb] [saucenao] [google]
8802210

>>8802090
dsda opengl 90fps
prbp opengl 85fps
gz gles sw 70fps
gz vulkan hw 60fps
dsda sw 40fps
prbp sw 35fps

I guess it depends on your PC and what you consider "horrible lag", but the difference isn't as huge as people make it out to be, unless you're comparing vanilla on one side and modded on the other.

>> No.8802217

>>8802210
How do you get DSDA to display the framerate?

>> No.8802221

>>8802217
idrate

>> No.8802237
File: 33 KB, 680x544, 1583214586994.jpg [View same] [iqdb] [saucenao] [google]
8802237

>>8802046

>> No.8802263
File: 72 KB, 1179x678, cracklings.jpg [View same] [iqdb] [saucenao] [google]
8802263

The custom enemies from Ad Mortem were a bigger success than I anticipated. I think a new monster, a pinky with a new sprite that behaves identically to a -fast pinky, would fit the /vr/ monster roster well. Maybe make it a little smaller and with fewer hitpoints so it can be felled with two shotgun shots, so maybe 100, down from 150. Inspiration: playing on -fast monsters, and fully upgraded zerglings, aka cracklings.

>> No.8802269

>>8802263
I think Cap'n Mozzarella had that idea, and even made some babby pinkies for it and all.

>> No.8802270

>>8802263
I think if it's going to be a speedy boy, it should have the same amount of health as an Imp. But with a smaller hitbox so you need to get them even closer.

>> No.8802279
File: 1 KB, 113x22, wow revenants.png [View same] [iqdb] [saucenao] [google]
8802279

Holy shit, being forced to use chainguns against revenants is super annoying because of how the painstate triggers their missile state. Definitely an underused gimmick.

>> No.8802289

>>8802269
He did, and even completed it, down to the sprites and code. There was also that hell tank enemy and and unfinished map in the wad. I could try digging it up if you want to take a look yourself.

>> No.8802292

>>8802270
At first I was gonna disagree, but this idea is actually superior and more in line with a small, numerous melee monster

>> No.8802297
File: 2.78 MB, 640x480, 1619099072861.webm [View same] [iqdb] [saucenao] [google]
8802297

>>8802263
>>8802269
>>8802289
https://desuarchive.org/vr/thread/7671383/#q7676981
https://desuarchive.org/vr/thread/7692274/#q7695178

>> No.8802302

>>8802292
Pinkies die to 2 shells often enough that it would be redundant.

>> No.8802309

>>8802302
With SSG maybe, but with regular shotty, PRNG makes it such that its 3 shots most of the time

>> No.8802317

>>8802297
Ah, beat me to it. Kind of strange for him to disappear shortly after announcing high effort shit like this.
Now I'm not his lawyer or anything, but this was part of a personal project of his, and I don't think he gave permission anywhere to use this stuff, so I would hold off on using these sprites until he decides to come back from the dead again and give us the okay.

>> No.8802328
File: 15 KB, 177x278, 1411759492127.jpg [View same] [iqdb] [saucenao] [google]
8802328

>>8802297
YES

>> No.8802358

Anyone here play Daikatana on N64?
I just gave it a whirl today, and it's kinda neat. Whole opening area is quite different. Is the whole game recreated like that?

>> No.8802437

>>8800934
Eradicator's had a level editor since 1997, and nobody makes maps for it either.

>> No.8802549
File: 1.36 MB, 1134x851, big.png [View same] [iqdb] [saucenao] [google]
8802549

Beat Quake 2 tonight. I can see why no one really talks about it that much aside from the music being really good. It was still fun to play but gameplay wise it constantly felt like a more sluggish version of its predecessor. What a great fucking skybox by the way

>> No.8802567

>>8801037
Heresiarch's sprite was originally supposed to be Korax, while Korax's sprite would have been the serpent.

>> No.8802657

>>8800813
Modest Mapping 2 WAD finally officially released
(It was mostly released before, but went into hybernation for a year)
https://www.doomworld.com/forum/topic/120097-modest-mapping-2-wretched-coven-10-out-now/

>> No.8802725

>>8801646
Great picks. Also recommend all maps by Sock and Than.
Also yeah like that anon said, Trenchbroom is really user-friendly. Way easier than the shit I used in the past like Qoole and QuArK.

>> No.8802729
File: 191 KB, 1023x256, unit9.png [View same] [iqdb] [saucenao] [google]
8802729

>>8802549
Q2's biggest flaw is that it's named Q2. If you stop thinking of it as Quake's sequel it's a great game in its own right, it plays much differently. To be honest I'm glad they did something different rather than try to make "Quake 1 but shinier".

>> No.8802810

>With the sunsetting of the Bethesda.net Launcher, we will be making several of our titles available on Steam that were previously unavailable. This includes The Elder Scrolls Arena, The Elder Scrolls Daggerfall <...> and Wolfenstein: Enemy Territory.
>Wolfenstein: Enemy Territory.
Anons... We're coming home.
https://bethesda.net/en/article/2RXxG1y000NWupPalzLblG/sunsetting-the-bethesda-net-launcher-and-migrating-to-steam

...or you can just go here, lol.
https://www.splashdamage.com/games/wolfenstein-enemy-territory/

>> No.8802874

>>8802810
>With the sunsetting of the Bethesda.net Launcher
I mean, what did they expect? And why do they STILL try?

>> No.8802882
File: 495 KB, 856x480, dsda-doom_MswCUdqAcl.png [View same] [iqdb] [saucenao] [google]
8802882

ROMEEEROOOOO

>> No.8802890

>>8802810
>Wolfenstein: Enemy Territory.
How about ET: QW and Wolf '09 to complete the set?

>> No.8802924

https://youtu.be/_slF2ne_drQ
this is so sad

>> No.8802943

>>8802810
lol wut, hasn't that shit only been out like 3 years?
also why would you get arena or daggerfall via steam when they've been drm free freeware straight from beth since bush was in office?

>> No.8802995
File: 163 KB, 800x600, kick.png [View same] [iqdb] [saucenao] [google]
8802995

COME HERE BABY
TAKE IT BABY
GOOD NIGHT BABY
I have no idea why but this is a pretty good wad, its got that simple 1996 techbase good, just a little bit of nonlinearity and casual enemy encounters, funny sound replacements and good simple visuals. Shame about slime pit softlocks and lack of custom mid and it being made by spaz fuckits

>> No.8803019
File: 592 KB, 1920x1080, Screenshot_Doom_20220412_080750.png [View same] [iqdb] [saucenao] [google]
8803019

there is a sprite conflict if you play final doomer's jpcp set with malefactors, lol.

>> No.8803092

>>8801352
minecraft WISHES it looked as good as this

>> No.8803109

>>8801352
eggplant...

>> No.8803164

>>8802549
Now try Q2 again with the mission packs AI on nightmare
Also the mission packs too

>> No.8803217

>>8802874
Well, they're not trying anymore.
>>8802890
Not until Microsoft's purchase of Activision Blizzard goes through, which should happen at "fiscal Q4 2023". And even then it would likely take some time.
>>8802943
>lol wut, hasn't that shit only been out like 3 years?
I'm pretty sure it was like 6 years, since 2016.
>also why would you get arena or daggerfall via steam
For the convenience sake? That might actually help those games get just a bit more recognition. Some people that would add them just to finish their TES collection might actually give it a go. Just another option.
Although Wolfenstein: Enemy Territory is clearly the one who would benefit the most from that.

>> No.8803275

>>8803217
WHAT?
DUDE, MS ALREADY OWNS Activision, this 18 month bullshit is just theatrics.
July they will announce the deal was aproved, the only reason FTC hasn't done this shit yet is to observe ActiBlizz stupid behavior over the last months to burn themselves in, MS already bought their decision right after they bought the company.
"fiscal Q4 2023" is /biz/ typical bullshit they always do to set a limit.

>> No.8803435
File: 730 KB, 1535x975, Screenshot_20220412_160429.png [View same] [iqdb] [saucenao] [google]
8803435

>>8802263
>>8802269
>>8802297
>>8802317
I'm the actual official Captain Mozzarella(tm) and I say: go fucking hog wild with my shit boys, just give me a shoutout in the credits.txt if that's cool with you

>> No.8803470

Does anyone remember a fanart of Doomguy where he was looking angry and it's a close up to his face like a portrait?
I think the background or reflective light on his face was either blue or green, but it was one of those helmetless portraits from like 2010 or somewhere around that.

>> No.8803490

>>8801878
Build Powerslave's levels are way more complex than Powerslavevania.

>> No.8803495

>>8802072
Fancy graphics bloat IS the modding code at this point.

>> No.8803506
File: 87 KB, 1684x395, one result.png [View same] [iqdb] [saucenao] [google]
8803506

>>8803435
WHERE THE FUCK HAVE YOU BEEN YOU WONDERFUL FAGGOT? WE'VE MISSED YOU

>> No.8803514

>>8803435
I wonder what they would look like if you gave them the exact same frames as a -fast pinky.

Also how did you learn to make 3D models
t. techlet

>> No.8803518

>>8803435
I was honestly kind of worried about you. I'm glad to see you're still at it.
I'll save the reunions for later, I got work.

>> No.8803526

>>8803275
>DUDE, MS ALREADY OWNS Activision, this 18 month bullshit is just theatrics.
July they will announce the deal was aproved, the only reason FTC hasn't done this shit yet is to observe ActiBlizz stupid behavior over the last months to burn themselves in, MS already bought their decision right after they bought the company.
[citation needed]

>> No.8803529

>>8802549
The mission packs are superior in most ways. Its one of those games.

>> No.8803539
File: 468 KB, 320x180, Busted_teleporter.gif [View same] [iqdb] [saucenao] [google]
8803539

This is working in Boom. It loops back and forth. I promise you've never played anything like this before.

>> No.8803546

>>8802072
>can't be modded
It technically can, just not as much freedom.
DSDA-Doom has more freedom than PrBoom+ though with MBF21

>> No.8803563

>>8803539
How would this work differently from the silent teleporters I've seen in Stardate 20x7.

>> No.8803568

>>8803563
https://drive.google.com/file/d/1bMu34JgY-LntV-IW7p8W5jvProb7AAR7/view?usp=sharing

You tell me.

>> No.8803573

>>8803526
MS loves to use this tactic since the early days.

This "Investigation" is ol code for Observation, FTC knows that blizzard is neck deep in shit along with activision due to the Idiots at HR who took over the company, they also know that there is soros money involved in their behavior. MS never had Activision or Blizzard employees in mind, they will fire all of them as soon as they give the Greenlight to FTC, they care only for the id-Raven Software Ip's they hoard and the other half of Mechwarrior rights, MS bought all of FTC since the late 2000's after Bill's shenanigans almost killed the company.
They want actiblizzard to fuck themselves even more before the announcement.

if this new WoWXpac announcement turns out to be worse than what it is now, just give a few months so they announce the news.

>> No.8803589

>>8803490
Redneck Rampage has them both beat and is perfect proof that it won’t amount to much if it’s not fun or interesting. Slavedriver was also much better about seamless 3D level spaces while build still needed tricks for its rooms over rooms.

>> No.8803634

>>8803529
Not really. Ground Zero is practically broken because of the godawful turret enemies that appear from unit 2 onward. The Reckoning is fine and quite fun but it offers few new things. The original campaign is definitely the best out of the three.

>> No.8803645

>>8803634
>filtered by turrets
KEK

>> No.8803647

>>8803634
Original campaign played through Ground Zero is a good time. The turrets in GZ can be filtering but I found them more engaging than the super gladiators in Reckoning. I also like how quickly GZ gears you up compared to the previous expansion.
For what it’s worth, elite medics are kickass to fight.

>> No.8803656
File: 381 KB, 800x1123, tumblr_nxavkfOLda1td29oto1_1280.jpg [View same] [iqdb] [saucenao] [google]
8803656

>> No.8803661
File: 323 KB, 800x1123, tumblr_nxavkfOLda1td29oto2_1280.jpg [View same] [iqdb] [saucenao] [google]
8803661

>>8803656

>> No.8803662

>>8803435
Holy hell, I thought I'd never see you again. I wish I could could contact you privately for a special thing I have in the works.

>> No.8803663

>>8803656
>fuzzy cacodemon
Holy shit it’d be like a big Elmo head. Even with plushes, I’m surprised this idea never popped into my head.

>> No.8803668
File: 2.47 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8803668

More raytracing shit
https://youtu.be/V3-F5WNxsoA
Imagine maps designed around this, like revealing an enemy by having it cast a shadow against a wall as it moves towards you, like a baron or a cloud of Heretic gargoyles. I can't fiddle with it myself but there could be a raytracing megawad in the future. Like Tatsurd says, the effect is currently too dramatic and should be more conservative to fit in line with the game

>> No.8803686

>>8800826
>Doom wads hard
I blame Plutonia for ruining this game.

>> No.8803702

>>8803668
Forking off of prboom+ for this was the best course of action for this, just to watch demo recordings in it.

>> No.8803710

>>8803686
In which regard? If not the Casali’s then others would’ve figured out how to make tricky fights.

>> No.8803715 [DELETED] 

>>8801054
>What the fuck happened?
late 90s games were either heavily cartoonish laser-aimed at 13 years olds or heavily gothic/somber

most 90s FPS followed quake and id's quirky quake II / III until halo showed you can do serious FPS and have them be good

>> No.8803725

Any chance someone here remembers the name of an old mod/WAD that turned each Ultimate Doom episode into one continuous level? Wanted to see if it's still around or updated but the name has vanished from my brain

>> No.8803729

>>8802083
It isn't faithful to doom's code and has some serious mistakes

ie it checks for monster aggression state in every frame while in doom it was a one time binary check

making shit like nuts.wad completely collapse while you can run it without problems on prboom

>> No.8803741

>>8800813
https://twitter.com/bethesda/status/1513913950957711365
Arrival was added to the Unity port.

>> No.8803753 [DELETED] 
File: 922 KB, 1200x1000, 1490912391268.png [View same] [iqdb] [saucenao] [google]
8803753

>>8803715
>until halo showed you can do serious FPS and have them be good
Shut the fuck up zoomer, games like Half-Life, Counter-Strike, Goldeneye 007, Perfect Dark, Future Shock, Powerslave, Strife, Aliens Vs. Predator, System Shock 2, SWAT 3, Medal Of Honor, Soldier Of Fortune, Deus Ex, Time Splitters, etc, to name some, all came out before Halo did.
Not to mention that games like Doom, Wolfenstein 3D, Quake, Duke Nukem 3D, Blood, and Shadow Warrior, all were as serious as necessary.

>> No.8803769

>>8803753
There’s also Marathon, an actually serious and well written “Halo” by the same damn developers.

>> No.8803772

>>8803702
It's not only a fork of PrBoom, its a fork of DSDA-Doom, so you get rewind and ghosts etc. Which reminds me, someone should remake Zeromasters 500 ghosts video in raytracing https://youtu.be/ip8ZVri9XVQ

>> No.8803773

>>8803769
Exactly.

>> No.8803785
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google]
8803785

>see? it's easy

>> No.8803787
File: 40 KB, 477x379, 1364750258676.png [View same] [iqdb] [saucenao] [google]
8803787

>>8803506
>>8803518
>>8803662
Man, I missed you guys too! I'm sorry I gave no sign of life for like a whole-ass year!
Truth is, I haven't been anywhere in particular really. Long story short, I got burnt out after working on Doom stuff 24/7 for a while and took a break that lasted longer than anticipated.
Then today, I decide to come lurk quietly for a bit. Just to see what everyone was up to. I figured everyone forgot about me by now, but then I saw my name pop up and took it as a sign that now is as good a time as any to make a comeback!

>I wish I could could contact you privately for a special thing I have in the works
Sure thing, my mail is captainmozzarella@420blaze.it

>>8803514
>Also how did you learn to make 3D models
>t. techlet
No one source in particular, just the result of dabbling with 3d stuff here and there for about over a decade by now.
Lemme tell you though, modern day Blender is CRAZY good and easy to get into, and there's a shitload of great free tutorials on youtube if you wanna give it a try. I suggest you start by looking into sculpting if you wanna make Doom stuff, it's basically the easy modo of 3d modeling and it's great for getting that "digitized clay" look the original sprites have.

>> No.8803805
File: 37 KB, 408x612, istockphoto-148488195-612x612.jpg [View same] [iqdb] [saucenao] [google]
8803805

>>8803787
>I suggest you start by looking into sculpting
My grandmother used to have clay and a furnace and she'd make dolls......... what if I made sprites of one of the dolls? How would I do that? I could take pictures of it against a white background and import it into Slade and give it a palette?

>> No.8803810 [DELETED] 

>>8803753
>Shut the fuck up zoomer
Halo is a 20 years old game, kid.

You must not remember how goofy the late 90s in general were. Comics, TV, everything was like this. Were you even alive back then?

And you are not getting the point. Quake 2 is not Quake because it's a goofy design aesthetic meant to please kids. Q's "serious" design was a gamble that luckily paid off thanks to the engine.

vast majority of 96-2002 FPS games were just like that too. the few exceptions were console jank shit.

>> No.8803868

>>8803787
>Then today, I decide to come lurk quietly for a bit. Just to see what everyone was up to. I figured everyone forgot about me by now, but then I saw my name pop up and took it as a sign that now is as good a time as any to make a comeback!
How could we forget? Your HFFM contributions were legendary, they were one of the corner stones of what made that such a fun set!

Anyway, we're finally doing 94 Protons, theoretically anyway, as Chopblock is taking his time with the assets.

>> No.8803880
File: 43 KB, 600x770, doooom_by_elgama_d4lhgcm-fullview.jpg [View same] [iqdb] [saucenao] [google]
8803880

>>8803470
Found it.

>> No.8803883

>>8803787
Hey man, glad you are still kicking, your 3d moddeling is great and cheesy (heh) so it fits doom astethics somewhat!
but yeah i hope to see more of your work, even if you take an eternity!

>> No.8803909 [DELETED] 

>>8803810
>You must not remember how goofy the late 90s in general were. Comics, TV, everything was like this.
Halo fit right in there, too. The aliens, the lasers, the setting, this was very appealing to teens and 13 year olds. Especially if you were into that Roughneck Starship Troopers kids show, Bungie straight up copied the segment where you view a recording from a marine’s helmet.
Halo is not a great example of shooters getting “serious”.

>> No.8803919 [DELETED] 

>>8803810
How is Halo stylistically different from any of that shit, you faggot? How is it "more serious"

>> No.8803920 [DELETED] 

>>8803909
>Halo is not a great example of shooters getting “serious”.
as serious as non military shooters can get.
But I'd certainly argue that Halo, FEAR, Killzone and a couple other shooters were essential in setting up the realistic/tacticool looking sci fi trend that more or less dominated all 2000s FPS and TPS shooters with a few exceptions, with halo being stepping stone. Even monsters started looking less like Venom or Spawn and more down to earth.

I'd argue graphics wars led to that trend first of all as you weren't constrained by making instantly noticeable profiles for characters

>> No.8803925 [DELETED] 

>>8803919
>How is Halo stylistically different from any of that shit, you faggot?
How many pre halo power armored characters you can think of that didn't look straight out of a comic book

>> No.8803940 [DELETED] 

>>8803920
>as serious as non military shooters can get.
Not really. Plenty were named and one of those was Marathon, it’s a far more serious sci-fi story by the same devs. Halo was primarily influential in getting people hooked onto console FPS.

>> No.8803941
File: 209 KB, 854x480, sculpting-2022-04-12_19.03.43.webm [View same] [iqdb] [saucenao] [google]
8803941

>>8803805
No dude, I meant 3D sculpting, directly in Blender. I find it easy to get into because, at it's core, it's just about pushing and pulling basic shapes around until they look like what you want it to look.
I mean, if you really wanna learn to sculpt, paint, pose and digitize ACTUAL clay then by all means go ahead, that's how they did it back in the day, but trust me, it's just way easier and faster to do it on your computer.
If you feel like trying out 3D, I recommend you watch a couple of this guy's vids: https://www.youtube.com/watch?v=nIoXOplUvAw
They're pretty good for newcomers, they'll help you get your head around how the program works and where the important tools and shortcuts are.

>>8803868
Well you know, I figured from /doom/'s point of view I was just some guy who helped with a project for a couple of weeks then fucked back into anonymity without warning. Not exactly a tale for the ages. But hey, glad to see I did manage to leave my mark in some way!
I've been out of the loop Doom-wise for a while. What's 94 Protons again? Anything I can help with?

>>8803883
Thanks dude! I don't have as much free time as I used to nowadays, but don't worry, I'm sure I'll still manage to make some neat stuff here and there!

>> No.8803950 [DELETED] 
File: 141 KB, 1400x700, Halo-Elites.jpg [View same] [iqdb] [saucenao] [google]
8803950

>>8803925
you're gonna tell me this doesn't look straight out of a children's cartoon?
I guess bionicles are serious tacticool realistic military drama then.

>> No.8803951 [DELETED] 

>>8803940
again
we are talking about character design and overall aesthetics.

And marathon predates the trend set by Quake II. 94 vs 97

Did you read "halo" and forgot the rest of the argument?

>> No.8803958 [DELETED] 

Halo looks dumb as fuck but its not the worst offender.

Its just benign and safe.

I think Mass Effect is even more dumb. But I know most of its fans come form me1 and i understand that.

I have no sympathy for Destiny however. That is trying way to hard and failing.

>> No.8803960

>>8803941
94 Protons of /vr/ is basically the Plutonia themed MApping project that chopblock (aka the guy who provided sprites for 2048 units) is working on the assets for all this time and also real life

>> No.8803961 [DELETED] 

>>8803950
Looking back I kind do miss the dumb sci fi Freespace, Stargate era.

Unreal deserved better singleplayer sequels but we just got the multiplayer. And now its too late to go back.

>> No.8803979 [DELETED] 

>>8803950
>you're gonna tell me this doesn't look straight out of a children's cartoon?
Yeah. If you remember how monster designs looked like from the 60s to the 90s you'd find they always followed some dumb archetypes.
Not a single ayy lmao design looked like that in late 90s US comics or animated TV.

if I have to name it looks more like stuff like Stargate. No exaggerated limbs, no cartoony facial profile, no "evil" features or thinly veiled allegories to foreign human cultures. Ok maybe i'm giving SG-1 too much credit on that last part.

Whether you like it or not there's two truths:

* 96-2002ish had very cartoony FPSs as a trend
* 2000s on had toned design and aesthetics

I'm arguing the pivot point is Halo, but you can probably find a better example in 2000 or 2001.

But really imagine being so fucking mad at a game you completely derail the argument just to discredit the game. Fucking hell do you like retro FPS or like hating games?

>>8803958
ME was cookie cutter as fuck because they expected you to shag the aliens. They have a couple starfish tier ayylmaos but never as main chars.

>> No.8803981 [DELETED] 

>>8803951
>we are talking about character design and overall aesthetics.
Tons of color, lots of aliens including goofy grunts, lots of “pew pew” laser weapons - this is not “serious sci-fi”. I don’t think you have an argument.

>> No.8804012 [DELETED] 

>>8803950
>you're gonna tell me this doesn't look straight out of a children's cartoon?
Depends on the cartoon. I can easily see it being a part of something on a mid/late 90s CG show on Toonami.

>> No.8804016
File: 26 KB, 510x546, 1364663253413.png [View same] [iqdb] [saucenao] [google]
8804016

>>8803960
Daaamn, I suck at Plutonia. I'm gonna have to brush up on the original again before I try to contribute anything.

>> No.8804081 [DELETED] 

>>8803979
if anything, the 90s were characterised by a gritty industrial aesthetic, between Duke, Quake, Unreal, Kingpin, DX, Blood, Thief, etc. then mid-2000s everything got lame and generic as fuck. then post-2007 GoW turned everything lame, generic and also brown to the max. your toned down design is just lack of ideas or taste.
Unreal 2, UT2004, DX2 - all of these got more cartoony in mid 00s, not less.

>> No.8804089 [DELETED] 

>>8804081
yeah that was the other side of the 90s.

Goofy & edgy

>> No.8804095 [DELETED] 

>>8803925
>Halo doesn't look like it's from a comic book
Legit don't understand this zoomer.

>> No.8804098 [DELETED] 

>>8804089
>Goofy & edgy
which ones are Thief & Deus Ex? or Half-Life even?

>> No.8804104 [DELETED] 

>>8803979
>Not a single ayy lmao design looked like that in late 90s US comics or animated TV.
It looks like an ayy design from a mid 2000s children's cartoon/toyline.

>> No.8804115

>>8803868
I'M GETTING TO IT

>>8804016
I had to refresh too, it had been a long while. Anyway, give it a soft start on HMP, it's mostly the same except it dials back the surprise rape encounters.

>> No.8804153 [DELETED] 

>>8804095
>Legit don't understand this zoomer.
confirmed for never reading post crash 90s comics

>>8804104
exactly. breaking the trend of previous games
>it's an anon discovers FPSs are trendwhore games episode

>>8804098
>HL
both.
>thief
edgy
>deus ex
neither

>> No.8804167

>>8803645
Tell me how I know you haven't actually played the mission pack, they have the most "FUCK YOU" placement imaginable
You walked through a door WITHOUT peeking out from the frame and inspecting literally every single nook and cranny first? Congrats, now you have 100 HP less because you failed to notice a turret right above the door

>> No.8804175 [DELETED] 

>>8804153
so HL alien grunts are goofy, but Halo alien grunts are serious business?

>> No.8804179 [DELETED] 

>>8803810
>Quake 2 is not Quake because it's a goofy design aesthetic meant to please kids
??? I know people love to shit on Quake 2 but calling it "goofy" is a first. How exactly is it goofy?
Also if they tried to appeal to kids with Quake 2, then they failed miserably because the game is rated M.

>> No.8804181 [DELETED] 

>>8804098
Thief is gritty and edgy
Deus Ex is 100% BASED

>> No.8804198 [DELETED] 

>>8803810
And this, even to jannies themselves, is how you spot a underage troll tourist from twitter or youtube.
Guy never played any games at all and is shitting out of his fingers.

>> No.8804203
File: 49 KB, 356x500, xbox-breakdown.jpg [View same] [iqdb] [saucenao] [google]
8804203

>There is no good asian fp-ACK

>> No.8804205 [DELETED] 

>>8803753
>Time Splitters
>serious
What?

>> No.8804216

>>8804167
I played all of it anon, even Citadel and other maps that uses rogue's stuff has the same.

its hard and challenging as i want.

Also i knew some guys who wanted to do a Q2SP Starcraft Unit mod using GLOOM and the old zerg monsters and skins as monsters, but the project went down because at the time, making large trap turret placements like SC Space station tileset would be tiresome.
fortunately Someone though the same and managed to make it work in SC2 SCBW remake which you can play the space station missions in third person.

>> No.8804240
File: 602 KB, 854x480, ripntear-2022-04-12_21.32.39.webm [View same] [iqdb] [saucenao] [google]
8804240

>>8804115
>give it a soft start on HMP
I said I needed to brush up on it a bit
I didn't say I was a BITCH

>> No.8804242 [DELETED] 

>>8804179
>marines being too insane from the torture to follow you
>the factory unit
>didn’t have the disc so no Sonic Mayhem tracks to distract me
When I was a kid I couldn’t sleep the night I made it to the factory because the sounds from it and the marines were stuck in my head.

>> No.8804248 [DELETED] 

>>8804242
>We have confirmed visual on troops being....being disassembled.

>> No.8804257 [DELETED] 

>>8804153
>confirmed for never reading post crash 90s comics
That's when western comics had largely become irredeemable garbage.

>>8804175
Yeah, not sure how he's thinking here.

>> No.8804262 [DELETED] 

>>8804175
>so HL alien grunts are goofy
vortis look like some sort of spec evo deal, grunts look goofy. controllers even more.
but the bigger goof criminals are assassins and doctors.

>>8804179
>How exactly is it goofy?
Tries too hard.

>> No.8804265 [DELETED] 

>>8804248
>disassembled from what, their gear?
>oh.
I wonder if they used that “low freq EMP” against the drop-pods in the intro because it would’ve kept their bodies more intact for processing. I’m likely overthinking it.

>> No.8804270 [DELETED] 

>>8804198
>all this bullshit because the word halo was mentioned completely ignoring the rest of the argument
right I forget I'm surrounded by manchildren here.

>> No.8804273 [DELETED] 

Halo has a tv series.
Which retro fps should have one?

>> No.8804278 [DELETED] 

>>8804273
Quake
Episodic series with no dialogue where every episode Ranger must escape from an entirely new dimension and slay a Lovecraftian monster in the end by telefragging it

>> No.8804280 [DELETED] 

>>8804273
In theory? I think Blood could work, since the main character is a little more than just a pastiche or blank slate. Maybe just direct adaptation of Blood, or mashing together with Blood 2, because evil cyberpunk theocracy is pretty cool and undead cowboy raising from the grave to kill their god is cool too.

In practice, non, because have you seen Halo?

>> No.8804282 [DELETED] 

>>8804280
>because have you seen Halo?
is that bad?

>> No.8804283 [DELETED] 

>>8804282
someone post the CGI gun

>> No.8804284 [DELETED] 

>>8804262
>Tries too hard
This is your brain on zoomer

>> No.8804287 [DELETED] 

>>8804282
It's not good, that's for sure. I'd probably hate it more if I actually played Halo, but regardless there's hardly anything good about it right now.

>> No.8804290

>>8804273
Blake Stone animated in the Hanna Barbera style

>> No.8804296

>>8804175
A lot of HL’s initial aliens aren’t “goofier” but they’re certainly weirder, like a bunch of weird alien fauna get ported around Black Mesa and that’s basically what’s happened in-game.

>> No.8804297

>>8804290

Sin as a 90s biker mice from Mars 90s type cartoon. Skirting between adult edgy with Elexis sexyness, and goofy with mutants.

The silly anime was too meh.

>> No.8804305

>>8804265
I think that makes sense. Otherwise they would've just used the Big Gun on them if they wanted to kill them quickly but they probably rely on human bodies to survive. Do we even know what a "pure" Strogg looks like?

>> No.8804306
File: 43 KB, 337x500, 48CCF79C-B5AA-4BCB-B27A-4ADC36995684.jpg [View same] [iqdb] [saucenao] [google]
8804306

>>8804280
Friendly reminder to give the Korean “Priest” comic series a try. The creator fanboy’d and loved Caleb and is basically the main character.

>> No.8804309

>>8804273
I could see Shadow Warrior working as a saturday morning cartoon. Follow Lo-Wang's adventures as he takes on one of Zilla's kooky plots every week!
I wouldn't want it made today though, they would fuck it up. I want it made in the 90's. Get the team that worked on the MIB and Godzilla series to work on it, they had a real flair for adapting stuff into cartoons without sacrificing quality.

>> No.8804316 [DELETED] 

Why are my posts getting deleted? Is Quake 2 not on topic? It's a 90s FPS.

>> No.8804317
File: 13 KB, 474x352, 286791-trickster.jpg [View same] [iqdb] [saucenao] [google]
8804317

Thief was perfect 90s distillation .

I remember the cd cover art could be from a msashing pumpkins album. Very neat.

>> No.8804320 [DELETED] 

test

>> No.8804323

>>8804305
>Do we even know what a "pure" Strogg looks like?
There’s some ideas for the Quake 4 expansion but the series already got ugly at that point and it was being developed by Ritual Games. As of Q2’s time there was no idea about the Strogg or their origins, neatly mysterious.
One theme I appreciated in 2 was how the more advanced Strogg would rely less on “human components”.

>> No.8804342 [DELETED] 

>>8804316
discussion got too rude.

>> No.8804379

>>8803217
>I'm pretty sure it was like 6 years, since 2016.
someone stop time I want to get off

>> No.8804387
File: 166 KB, 384x256, 1649337622798.gif [View same] [iqdb] [saucenao] [google]
8804387

help!

>> No.8804391

>>8804379
Not before Doom’s 30th anniversary next year where it’ll be three decades old!

>> No.8804403

>>8804391
Where were you when Doom was create?

>> No.8804406

>>8804403
4 years old, sneaking into my big brother’s room to play his SNES.

>> No.8804407

>>8804403
I was also being create.

>> No.8804417

>>8804403
just about leaving my dad's testicle

>> No.8804418

>>8804403
I was born right around the time of Wolfenstein 3D released, so I was a little babby still by the time Doom came out.
Boy have I enjoyed those games a lot though.

>> No.8804419

>>8804391
dspldeth.dmx

>> No.8804426

>>8804387
keep
ROLLIN
ROLLIN
ROLLIN

>> No.8804432

>>8803787
I'm back from wagecucking, so hey man, it's Mac. I'm glad to see you again, it was always a joy to have you around.
I ended up buying a VPS for Sunday Night Shitshow and Friday Night Firefight (which will possibly be renamed,) so we're no longer relying on TSPG. Me and the rest of the gang made some little mini-mods for the games. Since you stopped coming in the IRC, we retreated to a discord where we continue to carry out our nefarious deeds and control the doom community to bend to our evil will. That's what we've been up to.

>> No.8804439

>>8804432
Wait you telling me, that you were trying to pretend to be doominati?

>> No.8804448
File: 10 KB, 274x56, THEY CANT KEEP GETTING AWAY WITH IT!.png [View same] [iqdb] [saucenao] [google]
8804448

>>8804439
That's right, and you are all at our mercy!
Joking aside, it's mainly just a place for us to manage the events and make maps. We're making a Plutonia episode of our own while 94 Protons gets ready.

>> No.8804449

>>8804448
>Server name
did the creator of Picodoom made the server?

>> No.8804453

>>8804449
Nah, that's Redead-ITA and I have no contact with him. Alex made the server, originally created for archiving .swf files we liked and it quickly evolved to have a secondary purpose of planning for /vr/'s events, so I suggested we add the doominati to the name.

>> No.8804459

>>8804403
I remember watching my dad playing the shareware and being scared shitless but also amazed by how colorful the game was.
man I miss CRTs so much, colors were so much vivid. Too bad they gave me migraines so bad that I felt like smashing my head against the wall

>> No.8804465

>>8804453
>and I have no contact with him.
Dude, he has a doomworld account, zdoom account, doomerboards account and a fucking newgrounds account, you can get in contact with him with these.
>created for archiving .swf files we liked
Does it have those crappy newgrounds animated doom cartoons?

>> No.8804474

>>8804465
I know I can get in contact with him, I just don't have a reason to, and he doesn't seem to care about us either. The point is, he's unrelated.
>Does it have those crappy newgrounds animated doom cartoons?
No, but it should. I'll scream at Alex when he comes back from the dead.

>> No.8804483

>>8803729
That's interesting. Why not make a pull request about it since you know what the problem code is.

>> No.8804512
File: 219 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
8804512

>>8804474
Actual Redead here.
Main reason i actually don't join the Fnf and or SNS is mostly because you guys do it in 1 of the morning and i usually don't like to stay up that late to play, regardless if you guys want to invite me or not,
As for ripping sfw from newgrounds, is it a matter of lack of knowledge to get the sfw or you aren't allowed to do so?

>> No.8804516

>>8804512
Oh and i almost forgot, to explain pic related
I found a way to reuse an old Hudface icon as a powerup indicator for when you get weed powerup.

>> No.8804524

>>8804483
No idea about that, someone itt explained the behavior to me when talking about gzdoom. Also Graf ain't exactly tolerant of meddling and would probably shoot it down with >working as intended

>> No.8804526

>>8803573
Holy fucking shit. I did not realize that not only did this merger mean that my beloved MechWarrior would be under a single umbrella once again after a million years, but ALSO that Raven might be able to get its old IP's up off the ground!! I'm literally about to cry.

>> No.8804535

>>8804526
watch the interview Phil did after the announcement, no mention at all of Blizzard or CoD ip's, he cared most for the old ip's.

>> No.8804540

>>8804526
>I'm literally about to cry.
>published by microsoft
fuck you and your monkey paw

>> No.8804543

Also, welcome back Mozza!

>> No.8804546

By the way mozza, I did a little tribute map for /vr/'s 9th birthday. I thought you'd appreciate it.
https://allfearthesentinel.net/zandronum/download.php?file=vr9years.wad

>> No.8804625

>>8804432
Yeah, I'm happy to see you're still around too man! I'm surprised you managed to convince people to ditch IRC for Discord. I guess it's cool if everyone's chill about it. Here's hoping it doesn't degenerate like these kind of things tend to.

>I ended up buying a VPS for Sunday Night Shitshow and Friday Night Firefight
Man, fucking great news! Can't wait to check it out!
That actually makes me really glad, cause I always felt bad about not delivering those deathmatch and coop servers I was talking about last year. Not that I ever gave up on it though! In fact a couple months back I was getting fiber internet installed at home. I kept thinking "Alright, I finally gonna be able to host servers for /vr/! What a great way to finally make my comeback!", but then my ISP dicked me around for half a year before telling me they couldn't get it to work in my area. So I'm really happy to see you managed to find an alternative!

>> No.8804674

>>8804543
Thanks dude!

>>8804546
Holy shit, I'm honored you used the Leather Club as the basis! It's really fucking sweet! And I really love all the little details, like the boner closet or the whole bar area. Great work man!

>> No.8804717
File: 349 KB, 1920x1080, Screenshot_Doom_20220412_173031.png [View same] [iqdb] [saucenao] [google]
8804717

>>8804546
GotDAM, what did that Knight eat?!

>> No.8804723

>>8804403
I was an idea in my father's head.
I was born in 2000.
Bless my dad for gifting me a computer when I was 6 months old and bless my mom for having the patience to play Heretic, Hexen and Descent with me when I was 3 years old.

>> No.8804728

>>8804403
Pennsylvania.

>> No.8804764
File: 19 KB, 500x336, 1522358076531.jpg [View same] [iqdb] [saucenao] [google]
8804764

>>8804240

>> No.8804820
File: 393 KB, 1440x900, cuttlefish.jpg [View same] [iqdb] [saucenao] [google]
8804820

>>8803787
Oh man, I finally get a chance to talk to you! I joined the general a bit after HFFM came out. I streamed the whole thing and got absolutely raped by the cyberdemons at the end of Leather Club. Still my favourite map out of the set though.

>> No.8804821

>>8804723
Sounds like both of your parents had great ideas.

>> No.8804828

>>8804820
that was my background pic for years

>> No.8804830

>>8803787
Welcome back!
My biggest regret is my mapping insecurities preventing me from contributing to HFFM. The end result was fantastic.

>> No.8804862

>>8803573
based & redpill

>> No.8804897

>>8804820
Glad you liked it so much! It was real fun to make, especially the process of figuring out stuff like how to get the lights to flicker on a timer, or the whole basement/bathroom event.
Do you happen to have a VOD? I like to see how people react to HFFM the first time they play through it.

>>8804830
That's a shame, if you ever have doubts about joining any future project, my advice would be to just fucking do it anyway. Just go balls deep dude. Best case scenario, your map is accepted and you had no reason to be insecure. Worst case? People will tell you what's wrong with it and help you make it better. Either way, you're bettering your skills so you're never really wasting your time.

>> No.8804901

>>8804526
Cant fucking wait for mechwarrior mobile.

>> No.8804912

>>8804897
>my advice would be to just fucking do it anyway
Will definitely heed your advice next time.
By the way, there's also a great HFFM review:
https://www.youtube.com/watch?v=TJJrePjHuc0&ab_channel=CIA

>> No.8804923

>>8804897
here is a playthrough steam by tarnsman
https://youtu.be/rE30EmVtVcw

>> No.8804929

>>8804923
>video title is HFFM, dares not mention the full name
Oh no no this will trigger the schizo

>> No.8804934

>>8804912
he hated my map. you can tell he was frustrated by it
>>8804923
and he thought my map was one of the purest, most hard and fast.
normie vs skilled doomer

>> No.8804942

>>8804912
>has CIA as name and profile pic
Anons, I sincerely hope you don't base your entire personalities around 4chan.

>> No.8804964
File: 11 KB, 183x208, 1637288009580.png [View same] [iqdb] [saucenao] [google]
8804964

>>8804923
>played the older version which had the broken full thrust
Darn, and he didn't even find the secret berserk in the shower room either!

>> No.8804974

>>8804897
>Do you happen to have a VOD?
Not him, but I think this is it
https://youtube.com/watch?v=QleZRf3UGUM
Anon plays shitwads was fun while it lasted.
>>8804674
Thanks, I threw it together the day before the birthday, and for such little time, I think it turned out pretty good. I was thinking of using this for /vr/ HQ, which I've been holding off on because I knew you had big plans for that.

>> No.8805005
File: 6 KB, 468x495, Classy DoomGuy.png [View same] [iqdb] [saucenao] [google]
8805005

>>8803275
>DUDE, MS ALREADY OWNS Activision, this 18 month bullshit is just theatrics.
Yes, they're not Nvidia after all. And yet, the deal isn't finished officially yet. Nothing significant can be done until then. Just wait for obvious conclusion.
>>8803573
>if this new WoWXpac announcement turns out to be worse than what it is now
>if
Anon, please... It will be much worse than anyone expects. We're at the point where mobile game announcement sounds exiting since it has more chances to feel like proper Warcraft instead of Shadowlands and Reforged.
>>8804379
Can't even get off my country.
>>8804403
Error 404.
>>8804526
Maybe this would make you a crying bitch:
>“I was looking at the IP list, I mean, let’s go!” Spencer said. “ ‘King’s Quest,’ ‘Guitar Hero,’ … I should know this but I think they got ‘HeXen.’ ”
>I should know this but I think they got ‘HeXen.’
https://www.washingtonpost.com/video-games/2022/01/20/xbox-activision-blizzard-phil-spencer/
>>8804535 knows the stuff.

>> No.8805025

>>8804526
>my beloved MechWarrior would be under a single umbrella
what? I thought piranha was owned by some swedes
are we free at las?

>> No.8805218

Which retro fps protagonist can hold their drink the best?

>> No.8805243

>>8805218
well forever shows duke is the biggest lightweight, and caleb isn't exactly a baseline human (and was a 19th century texan to begin with) so he probably doesn't even feel booze anymore

>> No.8805331

>>8805243
Forever isn't cannon.

>> No.8805430

Am I going fucking crazy, or is the interpolation in Eternity Engine just not very smooth? I've been comparing it to GZDoom and PrBoom-plus, and Eternity seems a bit more choppy.

>> No.8805463

>>8805331
DNF is a deconstruction of retro FPS. It broke new ground.

>> No.8805470
File: 815 KB, 1437x745, 1649339425329.png [View same] [iqdb] [saucenao] [google]
8805470

The extensive process of lighting this cave begins. I think I'm going to make the cave itself have a nice dark blue ambient light to contrast with the red from the lava within the ravine.

>> No.8805546

Trying to play Ancient Aliens in prboom+. When I go through the wolf warp, there's no howling at all, and the music doesn't kick in until well after the warp.

Anyone know why?

>> No.8805560

>>8805546
according to the text file, which you should always read,
>Additionally, in Zdoom-based ports and Eternity, ACS is used to play sound effects occasionally. This is way more cool than it sounds.
whatever ACS they used to do it isn't in the boom family
also it uses the outdated mapinfo instead of umapinfo so the episode stuff doesn't show up despite being supported, minor issue but eh

>> No.8805569

>>8805560
I found the workaround for umapinfo. Just downloaded it separately
https://www.doomworld.com/forum/topic/122892-umapinfo-appreciation-thread/

But yeah, I guess I should read those readme. I'd honestly switch to Eternity Engine entirely, but >>8805430

>> No.8805582

>>8805569
>>8805430
And I've just now realized that Eternity Engine runs at 35 fps by design. Welp, just answering my own questions tonight.

>> No.8805598

>>8805582
this is why having gz around isn't a bad idea, AA on boom strict preset is fine as long as you go through the motions in the grafix settings to not look like graf's shit

>> No.8805608

>>8805598
Well, you have to keep gz around, anyway. Plenty of mods will ONLY work on that. But I do prefer playing on other source ports when I can.

>> No.8805615
File: 14 KB, 399x399, 1649823792503.jpg [View same] [iqdb] [saucenao] [google]
8805615

booby trap

>> No.8805619

>>8805615
???

>> No.8805679
File: 94 KB, 873x705, BCDDPL001.jpg [View same] [iqdb] [saucenao] [google]
8805679

>> No.8805797

>>8805598
gzDoom is a port of a 1994 game that somehow lags on my machine, which I find deeply offensive.

>> No.8805813

>>8805797
It's got all of Hexen mashed in there too, so it's more like a game from 1995 if you really think about it.

>> No.8805831

>>8805797
GZD is an engine, not a game. It just so happens to run a 1994 game.
Also, they have introduced toaster support some time ago.

>> No.8805858

>>8803435
your work is fantastic

>> No.8805863

>>8805615
>MetaDoom
>no Meta Deus Ex

>> No.8805869

>>8804403
I was reading doom related magazines in the womb

>> No.8805905
File: 2 KB, 169x20, dead.png [View same] [iqdb] [saucenao] [google]
8805905

>>8800826
Can you name them Anon?

>> No.8805928

>>8800813
https://doomwiki.org/wiki/Arrival

Arrival was added to the Unity port

>> No.8805930

>>8805928
>someone already posted it

nvm im retard

>> No.8805941

>>8800826
>dinosaurs gzdoom dinosaur mods
>ass skill tricks
>thy pistol sprites

>> No.8805975
File: 210 KB, 587x392, temp9.png [View same] [iqdb] [saucenao] [google]
8805975

>>8805615

>> No.8806042

>>8805905
All of them? KEK.

>> No.8806097

>>8805470
I love how this looks already

>> No.8806113

>>8805470
I recognize these statues. Where are they from?

>> No.8806173
File: 18 KB, 420x300, 1630960892498.jpg [View same] [iqdb] [saucenao] [google]
8806173

>>8804403
mom's ovaries

>> No.8806189

>>8804426
WHAT?

>> No.8806194

>>8805928
nice. i really like the architecture in that one

>> No.8806206
File: 146 KB, 451x427, lefriendlyquake2manface.png [View same] [iqdb] [saucenao] [google]
8806206

>>8800826
>far best gog install
Name yours.

>> No.8806240
File: 122 KB, 690x1085, doom evil eye.jpg [View same] [iqdb] [saucenao] [google]
8806240

what in the goddamn
https://www.youtube.com/watch?v=jmfNLnSB0vY

>> No.8806242

>>8806206
Clive Barker's Undying, probably on account of not having any others.

>> No.8806245

>tried Alien Vendetta few months ago
>hated it
>played a shitton of fun .wads with bullshit traps
>now Alien Vendetta is fun
>Sunlust on HMP is also chill for most of the .wad, still not out of my league on later maps
Have I made it brehs?

>> No.8806247

>>8806245
>not pistol starting sunlust on nightmare and chopping off a finger joint for each death
shamefur dispray

>> No.8806250

>>8806240
where do monoeyes get off being so cute?
it's unfair

>> No.8806254

>>8806242
I still don't know if I like that game or not. Running around with the scythe and a fully amped up haste spell was fun though.

>> No.8806293

>>8806240
evileyecunny~

>> No.8806301

>>8806097
thanks
>>8806113
serious sam TSE, which is what I'm mapping for lol

>> No.8806358

>>8806242
Was it the first to let you shoot something while “casting spells”? It also had lengthy but decent writing from what I recall.

>> No.8806394
File: 455 KB, 1365x718, file.png [View same] [iqdb] [saucenao] [google]
8806394

Yo, i just finished working on a small texture pack for quake mapping, if you all are interested i can share a link to it!

>> No.8806397
File: 48 KB, 1920x1080, image_2022-04-13_090015012.png [View same] [iqdb] [saucenao] [google]
8806397

>>8805582
>Eternity Engine runs at 35 fps by design
? So does Doom? Pic related

>> No.8806412

15 minute epic midi by jimmy
https://youtu.be/Kwg3MneZX5k
who will be the first to use it in a map?

>> No.8806418

>>8806412
I'm gonna use it, the longest and most epic midi, for the shortest and most noobish level, just like I did in HFFM
jk this would be good for 94 proteins of /fit/ map30

>> No.8806420

>>8806397
Sometimes I like uncapped but most of the time it makes me puke.
It's like watching a soap opera, it looks floaty and unnatural.

>> No.8806425

>>8806420
...but 35 frames per second is natural to you

>> No.8806428
File: 18 KB, 284x339, 1627969157178.jpg [View same] [iqdb] [saucenao] [google]
8806428

>FTE
Extremely customisable, but has visual and performance issues.
>vkQuake
Not customisable enough, but excellent performance. Trailing behind QSS in features
>QSS
Not as customisable enough. Missing visual features of vkQuake.
>Darkplaces
Cringe

>> No.8806432

>>8806428
What do you customize?
t. quakelet
Also what about Mark V

>> No.8806451
File: 131 KB, 1024x768, hydromadness.jpg [View same] [iqdb] [saucenao] [google]
8806451

>>8806432
Stuff like HUD and crosshair are hard as fuck to mod on QSS

On the matter of Quake: is there any weapon mod outthere that adds altfire functionality to the guns?
Or maybe just an alternative set of guns that are actually good?
Preferably something that can be used with map packs like jams and such.
I remember seeing something like this a while back that added guided rockets and remotely explodable grenades but can't find it now.

>> No.8806486

>>8806432
I've got a vanilla+ config that I've made that I really like. It takes hours to get it right, but you can tweak everything to get it how you want. Small blob shadows under enemies, improved viewmodel animations, underwater effects etc
It's just let down by performance issues and small graphics issues on mods.
There's something to be said for how vkQuake/QSS "just werks".
I haven't tried MarkV, it's legacy, no?

>> No.8806547

>>8806418
>94 proteins of /fit/
What would that be, a pre-workout whey powder mix enriched with plutonium?

>> No.8806554

>>8806547
no, it's the diet to gain nuclear fusion tier gains.
for breakfast you eat a berserk pack
then lift weights for 10 hours straight
then at lunch you eat a berserk pack
and do a 100km run
if you have some free time, do more weight lifting till dinner where you eat another berserk pack, and then you practice punching the everloving shit out of wall (preferably concrete or metal).
keep going untill you can break concrete with your fingers.

>> No.8806685

Are there any good out there concept wads?
I had a thought about something existential but aside from pure unfun gimmick tier I got nothing
(e.g. depressive catatonia represented by spawning in a bed surrounded by teleporter linedefs that telefrag yourself, needing to futilely fend off pinkies with just a pistol and fists for a set time until the level ends, or anxiety about perfectionism being a distant shootable switch with zero margin for error that necessitates the right height on an excessive amount of steps as well while a voodoo crusher counts down)

>> No.8806687

>>8806685
actually the bed would make more sense if it just teleported you back to the center of the bed

>> No.8806710

>>8806428
Just use Quakespasm you autist

>> No.8806712

>>8806428
Ironwail

>> No.8806718
File: 126 KB, 881x660, 1634028076226.jpg [View same] [iqdb] [saucenao] [google]
8806718

>>8806554

>> No.8806763

>>8806240
how?
>mortal kombat doom is from gzdoom 2.0
HOW?

EXPLAIN THIS BULLSHIT

>> No.8806884

>>8806240
The intended way to play

>> No.8806887

>>8806763
It's also compatible with zandronum and supports 4 players.

>> No.8806909

>>8806486
>legacy
I don't even know what that means in terms of Quake ports. I just like it because it has a software mode which looks just like Quake did when I originally played it as a kid. By the time I played Quake, I had already played Goldeneye, so even back then the non-interpolated animations looked janky to me at first, but I still prefer it this way 'cause it's actually kinda scarier and more other-worldly. My experience tells me the original campaigns and expansions look better in software mode because the levels were designed with this in mind and it looks way better, and new stuff like DOPA should be played in OpenGL because the levels were designed with it in mind and it looks way better

>> No.8806921

>>8802725
>Sock and Than
I've heard good things about those guys too so definitely gonna look into them. JCR and dumptruck as well.

>> No.8806929
File: 807 KB, 2560x1440, gzdoom_2022_04_13_20_00_46_510.jpg [View same] [iqdb] [saucenao] [google]
8806929

damn they ugly

>> No.8806945
File: 498 KB, 925x919, varg.png [View same] [iqdb] [saucenao] [google]
8806945

>94 pogroms of /pol/

>> No.8806947

Which retro fps has the most balanced or fleshed out arsenal? I mean every weapon having it's own use without feeling redundant or useless. I think Doom 2 and Quake are very close to perfection, with Doom's only weapon feeling outclassed being the Chainsaw, and maybe the Pistol but I think it's not a bad thing having a shitty starting weapon. In case of Quake I'd say the only issue is that the Thunderbolt feels too similar to Super Nailgun in a way, since they're both fast powerful weapons which can waste ammo quick. I've noticed Build games often have a very big selection of weapons, but there are often some that feel too gimmicky to use when you could use a more reliable and often faster alternative.

>> No.8806969

>>8806947
It's not retro but Amid Evil's weapon roster is concise and fantastic. Every weapon is at least mechanically useful and most are thematically amazing on top of that.
Your rocket launcher is a staff that shoots planets.

>> No.8806989

>>8806947
In terms of pure balance, Doom, sure, but that doesn't automatically make it the funnest to use. I'm finding I like Blood's arsenal the most. With Quake, the shotgun and nailgun are pretty useless once you get the upgrades.

If I were to make a megawad, I'd nerf the BFG by increasing ammo consumed, in order to let the plasma gun shine. There is a wad that halves the plasma gun's rate-of-fire while increasing base damage from 5 to 12, but I dunno if I'd change the plasma gun because the fast flow of plasma is really cool. I'd nerf the SSG; currently, the SSG will fire the very instant you shut it, so you can change the codepointer to PlaySound instead of whatever it is currently (I forget) so that it plays the sound and goes through the rest of the normal closing frames before you can refire; and I'd replace the shotgun with an automatic shotgun so that the double-barrel is the normal one and the fully-auto is an absolutely devastating weapon upgrade, it'd be better than the Valiant chaingun at close range, but the double-barrel is 50% more ammo efficient

>> No.8806994

>>8806428
What is the customization you feel is missing from something like QSS? It's just as configurable as Darkplaces, do you mean the lighting or post process effects?

>> No.8807007

>>8806425
Nah, but I got used to it.

>> No.8807021

>>8806947
I feel like Shadow Warrior covers the most of the niches and does it better than others and also avoid making something completely useless, but I can't prove it.

>> No.8807026

>>8806947
Quake’s might be my favorite. The explosives are greatly balanced, the shotguns are decently balanced, and my biggest concerns are with the regular nail gun and axe. For Doom 2 the shotgun gets outclassed pretty hard by the super shotgun and chaingun, and the plasma rifle varies between “niche” to “never used” when you pick up a BFG
Quake was also the first to realize the ‘superweapon’ slot should get its own unique ammo source, something they’d sadly forget for Quake 2.

Shadow Warrior also has a decent weapon line up.

>> No.8807034

Is there a standard data/.pak file directory variable for quake like there is DOOMWADDIR for doom? I'm using directory junctions currently

>> No.8807163

>>8806394
I have no clue what im looking at.

>> No.8807165

>>8807026
The shotgun is still pretty useful for sniping enemies at long range, its way less useless than something like the pistol

>> No.8807205
File: 21 KB, 90x90, 1364783303234.gif [View same] [iqdb] [saucenao] [google]
8807205

What are the rules for 94 Protons? Boom compatibility with the Plutonia texture pack?

>> No.8807207

>>8807205
Rules and asset pack pending, but I'm pretty sure we're targeting MBF21.

>> No.8807209

>>8807205
It hasn't started yet. There's some resources underway but chop is taking for fucking ever to finish them. MBF21 is the format we're using
>What the fuck is this MBF21?
https://doomwiki.org/wiki/MBF21

>> No.8807237

>>8807163
you are looking at a test room anon
it's litterally what you are seeing.
the ceiling is a computer grid sky
the Walls are purple checkerboard look
there is a waterfall in the front

>> No.8807241
File: 34 KB, 360x450, Pov.jpg [View same] [iqdb] [saucenao] [google]
8807241

This is Xonxt, say something nice about him.

>> No.8807248

>>8807207
>>8807209
Thanks dudes. I was under the impression that he was just redoing sprites, I didn't realize he was doing a whole new set of textures as well!
Chop, if you're reading this, is there anything you could use a hand with? I'm sure I could help lighten your workload at least a bit.
In the meantime, I'll get started on my map's layout and save the detailing for when we get the final assets I guess.
By the way,

>> No.8807253

>>8807165
You’re getting more damage per second with the chaingun and you can be autistically accurate with its burst fire.

>> No.8807264

>>8807241
cant wait for the Nihilanth mod.

>> No.8807269

>>8806394
gimme, I want to make cartoonish maps

>> No.8807271

>>8801297
So a general tip: in spite of the whole "rip and tear" meme and the game tracking your kill percentage, sometimes the best solution is to just run like hell. For a new player getting to the next map alive is more important than doing a "perfect" run especially because lots of levels are bugged and you can't get 100% anyway

>> No.8807284

>>8802729
Wasn't it almost called something else and then renamed Quake 2 at the last minute?

>> No.8807295

>>8807248
>By the way,
Did they just kill anon before he could finish his post? What kind of confidential information did he have?

>> No.8807297

>>8807284
Yeah, Wor I believe.

>> No.8807309
File: 6 KB, 178x219, 1622660423813.png [View same] [iqdb] [saucenao] [google]
8807309

>>8807295
>working on 94 protons
it had to be done. sorry anon

>> No.8807328

>>8805463
It broke new ground by peeing on it.

>> No.8807342
File: 10 KB, 393x260, 1620902990472.png [View same] [iqdb] [saucenao] [google]
8807342

>>8806929
t.

>> No.8807353

>>8807269
https://drive.google.com/file/d/1RWhHOpsiEmgzWeb6CQOunImcvdTD1J91/view?usp=sharing
here you go, the map from the example is also there too.

>> No.8807362

>>8807353
>Google Drive
Not downloading your virus

>> No.8807365

>>8807362
what else you want me to post it?
in catbox?

>> No.8807394

>>8807365
Mail me a floppy, I'll try it on my reserve box with no connection

>> No.8807430

>>8807394
Alright stay there, i shall send you via Mail mortar.

>> No.8807434
File: 2.80 MB, 484x640, 1636289122420.gif [View same] [iqdb] [saucenao] [google]
8807434

>>8804912
>he shits on maps I liked
>he says my map is really good even though most people ignored it/kinda liked it/disliked it
>he says midi for my map is good even though most people complained and transman straight changed it with idmus
Interesting to see how people see maps differently - nice review and good to see coverage of our projects as always - we should not be ashamed of our wads. Especially since their such good quality n' all...

>> No.8807441

>>8807434
It gets bigger when I UNF on it.

>> No.8807446

>>8804448
There's a /vr/ discord?

>> No.8807456

>>8807446
Not officially. This is just our circlejerk for planning SNS/FNF, and more recently, mapmaking.

>> No.8807495

Damn, Shadow Warrior is cool, it was a long time since a game got me so hooked. And I still have the expansions to beat.

>> No.8807498

>>8807441
hmmmMMMMMM?
>>8807248
Any additional enemies besides boss are planned?

>> No.8807546
File: 206 KB, 1281x720, pomf.jpg [View same] [iqdb] [saucenao] [google]
8807546

>>8806240

>> No.8807557

>>8806451
>Preferably something that can be used with map packs like jams and such
Sadly mods can't be easily combined in Quake. You're out of luck with map jams because most of them use one mod or another (Arcane Dimensions, Copper, progs_dump).
Try to get used to vanilla arsenal, it's actually good. >>8807026 mentioned two of it's biggest downsides. I'd even disagree on Axe. It deals considerable amount of damage, useful to sneak a hit on stunned enemy without wasting ammo.

>> No.8807558

>>8806994
>ezhud
>gunx, guny, gunz
>blob shadows
>viewmodel animations
there's too many to mention

>> No.8807607

>>8807495
Just recently played the first episode for the first time. The shit they do blows my mind.

The waving flag, the fucking bunnies that give birth and grow and fuck more bunnies, the flying carpet, the fully drivable and shooting tanks, the remote controlled car. There's like 20 more things I could point out. Even the enemy ai that ducks behind boxes and shit. It's so cool. No idea why I didn't play it for so long.

Also, possibly the best first level ever.

>> No.8807637
File: 271 KB, 1024x683, Plutonium-Facts-1024x683.png [View same] [iqdb] [saucenao] [google]
8807637

>>8807205
>>8807207
This is the rough I have sketched out in my head.

>MBF21 map format.
>Target is DSDA, as well as GzDoom (things which don't work in GzDoom will be part of a GzDoom patch).
>3 episodes, at least 5 maps each.
>Not too rigid in theming, shit can be abstract and mixed.
>However, E1 would aim towards jungle outdoors, caves, and ruins, E2 would be more about run down techbases and some hell, while E3 can be a little bit whatever but it should generally be hell themed, either outright hell, or one of the previously named themes warped by hell. Green marble/stone only allowed in E3.

>Most maps should be fairly short, because most of Plutonia's maps aren't very long, but we'll have a couple of longer ones because Plutonia also had a few of those, so 2048x2048 is a suggestion, but not a rule.
>Largely Plutonia style gameplay.
>1 Dead Simple clone allowed, probably in E1, up to 2 Hunted clones are allowed, but they should go in different episodes, also 1 slaughtermap allowed, probably as a secret, because Plutonia had 1 of those.
>Except for the first and last maps of each episode, every level starts with a classic-ish looking Plutonia warp pad.
>Death exits allowed, but normal exits should always be available at the least as a secret, and death exits should be visibly distinct from normal exits (they'll have a red ominous glow/burn and noise or something).

>Normal monsters and weapons (except for cosmetic enhancements for weapons), but each episode has a boss which is different from the normal monsters.
>New textures, largely derived from Doom, Doom 2, and Final Doom ones.
>Some new decorations and props.
>A couple of added environmental hazards, mainly just a different looking barrel for not-tech hell levels and also Doom 64 style dart shooters.

>>8807248
Well, what do you want to do?

>>8807295
There's things not yet meant to be known.

>> No.8807646

>>8807637
>Doom 64 style dart shooters
Niiiiice.

>> No.8807649
File: 59 KB, 512x128, SKY3.png [View same] [iqdb] [saucenao] [google]
8807649

>>8807637
>E3 isn't that weird super-hell thing that Plutonia had with pic related as a skybox.
Boyo, if this gets enough maps, then you better be writing an E4 into the mix.

I think you're talking to Mozza so maybe he can whip up another boss fight, something truly grand and not just palette swapped demons.

>> No.8807654

>>8807649
I love this sky so much.

>> No.8807657

>>8807649
Oh, I'm going to use a sky like that, but I want to do one which is different.
Uh, I guess we could do an E4 if we get a bunch of maps, potentially a special theme could be devised for it or something, based on how much work people are willing to do (I don't expect everyone to stick on for months and months and then redo a bunch of shit on a whim).

>I think you're talking to Mozza so maybe he can whip up another boss fight
He should check his inbox.

>> No.8807659

>>8807657
>if we get a bunch of maps
You will.
I'm going to make sure you do. Just like you did with 2048.

>> No.8807660

>>8807637
No Ad Mortem Gargoyles or Satyrs?

>> No.8807662

>>8807660
Gargoyles were fun, but I'd like copies of the vanilla flying enemies, but spawned on the ceiling.

>> No.8807664

>>8807659
Ganbare.

>>8807660
We discussed some custom enemies, but it seemed people had either lukewarm or no interest in it. Both a zombie with a plasma rifle, and a zombie with a rocket launcher but a long and telegraphed windup, were suggested.

Perhaps something akin to the gargoyles or satyrs could be suggested, but the little gargoyle dudes almost feel like they wouldn't fit thematically. Perhaps they could be redesigned?

>> No.8807668

>>8807637
Alright, I'd like to reserve a spot for the second episode then. I got a pretty neat underground/tech/kinda-hellish level idea that would fit right in the early to mid game.

>Well, what do you want to do?
Monster and weapon sprites. I never tried doing textures before so it ain't exactly my forte but I should still know enough to help out in a pinch.
Also yeah like >>8807649 said I can make you a boss render if you already have an idea/design in mind.

>>8807657
>He should check his inbox.
I did, but I don't see anything new since yesterday. I sent you a quick reply, maybe you didn't get it?

>> No.8807672
File: 441 KB, 780x480, dcdraft2.png [View same] [iqdb] [saucenao] [google]
8807672

>>8807637
>>8807668
>I'd like to reserve a spot for the second episode then
same here, Im the submarine map start guy so preferably first map of that episode since I dont wanna ditch it for the generic plutonia start portal

>> No.8807674

>>8807662
That would be marvelous. I'd love a trap where Cacos descend from a false ceiling.
>>8807664
I think both of those fit in with just about any other Doom enemy, at least the Imps and Nobles.

>> No.8807680

Thoughts on Far Cry (2004)?

>> No.8807681
File: 208 KB, 472x447, 1645050413155.png [View same] [iqdb] [saucenao] [google]
8807681

ANOTHER doom map pack?

>> No.8807687

What if i replace pinkies with pitbulls?

>> No.8807697

>>8800813
this >>8806394 >>8807353
should be in the next news post

>> No.8807701

>>8807687
hard nerf since doomguy is over the age of 5

>> No.8807702
File: 85 KB, 239x194, 1633121698768.png [View same] [iqdb] [saucenao] [google]
8807702

>>8807681
I am all for a serious sam map pack sometime, but people would have to commit to learning SED for the project to succeed. And I seriously don't know how many people are willing to learn a brand new editor that's lacking in the tutorial department.
>A Serious Case of /vr/

>> No.8807706
File: 2.17 MB, 1270x844, cacaodemon.png [View same] [iqdb] [saucenao] [google]
8807706

cacaodemon

>> No.8807708

>>8807668
Oh and this is totally off topic but could I get a cock.li invite? I'm on #vr

>> No.8807749
File: 1.06 MB, 919x720, 1627568000379.png [View same] [iqdb] [saucenao] [google]
8807749

>>8807702
>mapping for Serious Sam
What ""level design"" is there for this series? It's all just big empty fields or huge indoor chambers with waves upon waves of enemies, rise and repeat. Serious Sam is the antithesis of this thread in every conceivable way.

>> No.8807753

>>8807681
You know, you're free to start a community project whenever you want. If you want to start a project for Nerves of Steel or whatever the fuck then go right ahead, nobody is stopping you.
>>8807664
weeb lol
But thanks

>> No.8807764

>>8807749
It takes effort to design waves upon waves of monsters in a way that is engaging to fight, even if in a flat arena.

>> No.8807772

>>8807749
>It's all just big empty fields or huge indoor chambers
Not at all.

>> No.8807779

>>8807034
-basedir
but it's a launch parameter, not a variable.
basedir should contain your id1 folder, and can be relative.
some engines support -basegame as well.

>> No.8807812

>>8807749
You can do so much with the level design for serious sam, from cramped dungeon corridors to huge arena battles. Plus there's a variety of tools that Doom could ever dream of using for encounter designs like jump pads, portals, gravity markers, and an actual event system.
Also, Doom isn't exempt from big empty fields or huge indoor chambers with waves upon waves of enemies. What do you think all those slaughter maps are? Heck, I'd say slaughter in Doom has nothing on Sam's combat when it comes to huge waves. If you're not spamming the BFG it can be pretty tedious. Meanwhile Sam gives you way more options for dealing with hordes of enemies. Quality level design for Sam makes sure every option is helpful.

>> No.8807814

>>8807708
Sure, you still on there?

>> No.8807817

>>8807662
That should be pretty easy to do, I think as far as DSDA and GzDoom are concerned, they should behave as normal enemies.
Probably wouldn't conflict notably with any potential GzDoom gameplay mod someone wanted to use either. A couple of the custom things would call for a compat patch, but it should largely be pretty basic and straigthforward to write one for a lot of mods.

>>8807668
GMail for some reason thought it was spam, even though it was a reply to a mail I sent. Thank you Google, that's what I had come to expect from Outlook, not GMail, so that's a new low.
I do have a partial final boss, who could maybe do some enhancements.

As for a potential E4, perhaps the boss there could be some sort of overgrown Pain Elemental thing which vomits little spider enemies at a Chaingunner rate, because I saw someone suggest that once and it sounded extremely funny and horrible. Could maybe just be something like those old Doom 3-ish Tick/Trite enemies, weak health and attack, but he spews out a bunch of them quickly so you have a strong incentive to stun him as to not get swarmed.
I also almost wrote the spoiler tags as [spider][/spider] just now.

>> No.8807832 [SPOILER] 
File: 285 KB, 1588x1191, 1649892119806.jpg [View same] [iqdb] [saucenao] [google]
8807832

>>8807817
>Spoiler
The Painhive: a flying dauber nest of mouths that spits out (possibly undercooked/weaker) lost souls (or a new enemy like you described) and fireballs in large bursts / wild directions.

>> No.8807847

>>8807832
>spoiler
Doom 64 pain elemental on crack, I love it

>> No.8807864

>>8807817
>>8807832
Imagine a really big pain elemental that spits out pain elementals

>> No.8807929

>>8803668
I can't get this to run. I get an "RT:3" error.

>> No.8807930

>>8807817
>>8807832
The little enemies could look like a mix between a spider and a lost soul. Like some sort of mutant skull with spider legs that jumps around or something.

>> No.8807934

>>8807930
Doom 3 trites?

>> No.8807942
File: 1.89 MB, 1280x1024, sam.png [View same] [iqdb] [saucenao] [google]
8807942

>>8807749
this one area right past the intro has more interesting encounters in three minutes than the entirety of Wrath demo.
but it's true that aside from Tomb of Ramses none of the TFE levels are interesting structurally. still, it shows that it's possible at least.

>>8807702
I don't mind learning an editor, the issue for me is that there are a hundred official versions with different physics and whatnot, and meanwhile I can't even get an old save file to load with inventory. but I'd make a map if another anon started the project at some point.

>> No.8807945

>>8807817
>overgrown Pain Elemental thing which vomits little spider enemies at a Chaingunner rate
>he spews out a bunch of them quickly so you have a strong incentive to stun him as to not get swarmed
I like it. It can have a 100% pain chance to compensate for the fact that it spawns little demons at a tremendous rate. I posted the crackling idea, but for this, the little nibbling demonlets would be better

>> No.8807948

>>8807664
>Perhaps something akin to the gargoyles or satyrs could be suggested, but the little gargoyle dudes almost feel like they wouldn't fit thematically. Perhaps they could be redesigned?
Is there a plan to finish or are you going to keep adding stuff?
Barring last minute custom enemies, are you just working on the boss enemy sprites at this point? Only a few maps are going to use those enemies so maybe the rest of us can get started if you put out the resources. It seems like a new anon starts pre-mapping every week and at this rate, few maps will actually be making use of the resources.

>> No.8807950

>>8807749
based
serious sam is seriously garbage. every fight is solved by backstrafing and shooting into a pack of enemies
so fucking boring

>> No.8807954

>>8807942
>is that there are a hundred official versions with different physics and whatnot
???
You would just have to make sure you're using the 1.07 version of The Second Encounter (there are a lot of bugs with the first encounter's editor and so many nice features are added in TSE). It's the most up to date version on Steam and also in the mega links in the OP.

>> No.8807960

>>8807954
I meant the HD/Revolution/Fusion stuff.
see, even though you've described the house rules and I still have no idea if the map is going to run in those.

>> No.8807962

>>8807960
No, this project would be mapping for the classic version. Not HD/Fusion (and most definitely not Revolutions).

>> No.8807963

>>8807934
Oh, huh, yeah. In my defense, I still haven't played Doom 3 yet so that sounded like a real novel idea to me when I posted that

>> No.8807976

>>8807962
well - WHY not?
last time I've replayed the original I noticed that directional sound often sucks ass. I can test my own map in classic no problem, but I bet I'd prefer to actually play the pack in something else.
anyway, none of this is a deal breaker, just making my thought process known.

>> No.8807979

>>8807963
Doom 3 has its strengths, and its weaknesses, some like it, some don't. It's different from the classic games, in ways which are good, and in ways which maybe aren't so good.
Some like the dark horror aspect, but personally I think that Doom 3's horror isn't actually very good, and mostly just clumsily gets in the way of the combat, so I find that a flashlight mod of some sort makes the game flow much better.

As much as it's popular to dunk on it, people do also swipe ideas or even assets from it at times.

>> No.8807987
File: 2.73 MB, 666x666, 1643422977049.webm [View same] [iqdb] [saucenao] [google]
8807987

>> No.8807990

>>8807847
D64 Lost Souls, but ones that don't infight.

>> No.8807995

>>8807976
Well, this is /vr/ we're on. What would be the point if we didn't make maps for the original version? Kinda defeats the purpose if we create maps for Fusion.

>> No.8807998

Is Amnesia the dark descent retro yet? Has anyone made stuff like it in Doom?

>> No.8808015

>>8807995
I assumed the maps were somewhat forward-compatible, but the way you're describing it makes it look like these are entirely mutually exclusive formats. if that's the case I get it.

>> No.8808018
File: 163 KB, 480x270, 1632093328301.png [View same] [iqdb] [saucenao] [google]
8808018

>>8806989
>I'd nerf the SSG
VERY gay

>> No.8808019

>>8803668
Why the fuck would anyone want to play with this
.OH GIOD I LOVE MY ENTIRE SCREEN FLASHING EVERY TIME I FIRE A GUN
Fucking seriously?

Looks like shit.

>> No.8808020

>>8808015
It IS possible to port classic maps to fusion, but it is not an instantaneous process and requires manual tweaking. They are otherwise mutually exclusive from one another.

>> No.8808029

What are some good WADs with medium-sized levels? Like 150-250 enemies, maybe 15-20 minutes each? I've been playing through BTSXe1 and I'm getting really sick of 300+ enemies every level.

>> No.8808035

>>8808015
Compatibility is weird. Classic TSE is usually forward-compatible to Revolutions, but Classic TFE usually isn't compatible with either. Fusion is two versions ahead (SE 3.5).

>> No.8808048

>>8807995
We already don't make Doom maps for vanilla.

>> No.8808058
File: 98 KB, 580x1300, 12830667511488.jpg [View same] [iqdb] [saucenao] [google]
8808058

>played original Doom hundreds times as a kid
>playing Doom II for the first time now
The difference in level design complexity is astonishing. It's the same engine, same people, almost the same hardware, but it feels like aeons of years of evolution.

>> No.8808068
File: 164 KB, 597x829, 1629667368583.gif [View same] [iqdb] [saucenao] [google]
8808068

>>8808048
You get what I mean, right? It would be like if we started a /vr/ mapping project for Doom 2016 (if it could be modded).

>> No.8808071

>>8808068
Fusion is still the classic games, just an updated version. I see it more like making a GZDoom mapset.

>> No.8808087

>>8808071
Hmm, I get your point.
But I just started getting the basics of SED1 down and I really don't want to pick up 3.5 right now lol. It just wouldn't be in the spirit of things to not have a mapping project for the classic version. That's how I feel about it.

>> No.8808102

>>8807948
>Is there a plan to finish or are you going to keep adding stuff?
I must admit that there has been some scope creep with this project, and that's actually why I'm hesitant to add any new enemies besides the bosses that are already in the works, because making an enemy is a LOT of work. The Paratamizer wasn't going to take that long, but it took longer than I thought, the final boss is like half finished but there's still a bunch left over there, and the weapons set was something I initially figured was something I'd do after the project was done as a separate addon.
This is a problem that's inherent to a lot of work which I do, not just 94 Protons Of /vr/, the whole Immoral Conduct thing is essentially nothing BUT scope creep.

So perhaps for the time being, maybe the thing about new enemies and new bosses, and a fourth episode, could at least be put on the backburner.
I'd be interested in doing it, but I also think I should try to get the core of 94 done with you guys first, and I can't just string you guys along unendingly, constantly expanding the goals, it's supposed to be 94 Protons Of /vr/, not 94 Protons Of Chopblock Fucks Around Forever

>> No.8808129

>>8808102
>it's supposed to be 94 Protons Of /vr/, not 94 Protons Of Chopblock Fucks Around Forever
Thanks for understanding. I just feel like we all originally envisioned this as a simple Plutonia WAD and that although a couple additions and doodads are neat, every single custom thing added not only pushes the start date further out, it takes us further from a plutonia project and closer to Chopblock's personal whatever-the-hell -he-wants project

>> No.8808159

chop block more like cock block lmao

>> No.8808185

>>8807749
They hated anon because he spoke the truth

>> No.8808190
File: 192 KB, 1174x1158, 1633914194261.jpg [View same] [iqdb] [saucenao] [google]
8808190

Played The Citadel, looking for a new retro shooter rec. I liked how balanced and well constructed it was in terms of level design, advancement, secrets and all that. Looking for something similarly well constructed.
Only other retro FPS I've played is the original Doom (without the mouse, just using the keyboard). It was pretty fun, but I got hard filtered when I ran out of ammo midway through. It was fun though.

Some other FPS I've recently played and enjoyed, FEAR (great gunplay), Serious Sam 2 (not a fan of wave shooters, but it was an interesting change of pace), Ultrakill (very well constructed, looking forward to the full version) and Cruelty Squad (right up my alley in terms of aesthetics, but gameplay obviously leaves some to be desired).
Pls no bully

>> No.8808254

>>8808190
have you tried out any of the build engine games?

>> No.8808263
File: 1.42 MB, 1436x744, 1642394648224.png [View same] [iqdb] [saucenao] [google]
8808263

>>8805470
>>8806097
>>8806113
Have some more progress. Now the first half of the cave is properly-ish lit.

>> No.8808292

>>8808254
Nope. Which ones are those? Looking in the wiki, but I'm not sure.

>> No.8808296

>>8808263
I suggest:
Add some stalactites/stalagmites
Divide the right side in 2 with some basic platforming (a pit with a stone column)

>> No.8808297

>>8808292
The big three are Duke Nukem 3d, Blood and Shadow Warrior. I'd personally recommend starting with Duke. You could check out Powerslave and Ion Fury as well.

>> No.8808380
File: 878 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8808380

>tfw you discover secret mega-armor

>> No.8808443

>>8808297
Gotcha, I'll probably start with Duke Nukem because I've heard of it all over but never played it. Thanks for the recs

>> No.8808445

DOPA map3 likes to put Death Knights behind you to chase you down. I wonder what possible new Doom enemy could fit the role of a very fast very tanky melee monster.

>> No.8808448
File: 34 KB, 338x325, 1584280363925.png [View same] [iqdb] [saucenao] [google]
8808448

>>8808443
>Bitchin'

>> No.8808450

>>8808443
start with Tekwar and Witchaven the actual first build games

>> No.8808464

>>8808450
You mean Ken's Labyrinth

>> No.8808472

>>8808464
Not really

>> No.8808482

>>8808296
>stalactites/stalagmites
I'll probably add some of these but adding a pit would mean I'll have to redesign the whole fight I already had made.

>> No.8808484

Blow it out your ass, Sitri. I say that with love.
https://www.youtube.com/watch?v=tHRFirF3z1o

>> No.8808485
File: 1.27 MB, 1920x1080, dopa e5m3.png [View same] [iqdb] [saucenao] [google]
8808485

this game is tits

>> No.8808493

>>8807664
As I said when the project first started percolating, adding enemies or changing weapons defeats the whole purpose of a Plutonia-inspired wad. Which, correct me if I'm wrong, is to replicate the style of combat in Plutonia that so many people enjoy. So if you add different gameplay elements, you're moving farther away from that.

>> No.8808507

>caring about Final Doom
>caring about paid mods

>> No.8808508

>>8808443
Download the digital music pack
https://sc55.duke4.net/games.php#
create a new folder called "autoload" in your eduke directory and move the .zip file in there.

>> No.8808509

>>8808507
yes

>> No.8808540

>>8808450
>>8808464
Might humor you nerds just for kicks
>>8808508
What does this do?

>> No.8808607

>>8806451
And recently Knightmare added Hud and crosshair modding back to KMQuake2 out of the forgotten Quake2Evolved source code.
I remember that joequake had custom hud and even reskins back in the 2000's, even older source ports if my memory serves well had custom hud and crosshair support.


So this isn't a case of implementation, but source port devs being lazy twats or being complete assholes over the community, though the later isn't a surprise at all seeing who is reining over Q1 itself after the dumptruck incident at the mapping discord.

>> No.8808619

>>8808607
>though the later isn't a surprise at all seeing who is reining over Q1 itself after the dumptruck incident at the mapping discord.
Drumptruck is gone? I thought he was being lauded as the savior of Quake for all his Trenchbroom tutorial videos.
What happened?

>> No.8808646

Is Doom 64 worth buying? I just got a 10 dollar coupon from paypal I dont know why

>> No.8808683

>>8808507
You care about Doom 2, don't you? Heretic and by a looser extent Hexen fall under this category too.

>> No.8808689
File: 185 KB, 1366x768, why.png [View same] [iqdb] [saucenao] [google]
8808689

Why is WOOF suddenly showing me like seven messages at a time in the top corner? Even if I let these disappear then pick up another item, the last five messages all show up at once

>> No.8808725

>>8808646
Yeh I’d say so. It’s a pretty good game with some solid maps, weapons and monsters. The music is pretty great too. It’s definitely worth a play

>> No.8808732

>>8807950
t. never played the game

>> No.8808742
File: 193 KB, 250x250, 1619309494006.gif [View same] [iqdb] [saucenao] [google]
8808742

>>8807706

>> No.8808824

I'm thinking of a doom map set in a mental institution where different areas are labelled with different diagnoses. Like pyromania for arch-viles and lost souls and eating disorders for revenants and mancubi. What else could there be?

>> No.8808840
File: 3 KB, 64x64, ezgif.com-gif-maker(17).gif [View same] [iqdb] [saucenao] [google]
8808840

>> No.8809037
File: 248 KB, 1600x900, kmquake2_089.jpg [View same] [iqdb] [saucenao] [google]
8809037

Wow I can't believe its been almost half-year since the last time I bothered shilling this garbage mod for no other reason that its Q2

>> No.8809094

>>8808824
Nymphomania with imps.

>> No.8809125 [DELETED] 

>>8809037
The Q2 mapping and modding "scene" is a laughingstock.

>> No.8809129

>>8808058
You may be overselling it? To me it just felt like "Doom 1 but more of it, with some experimental levels here and there".

>> No.8809130

>>8808824
Selfharm area with a copy of the player spawn placed there which you can shoot to deal damage to yourself

>> No.8809157

>>8808824
autism
your spawn area

>> No.8809181
File: 699 KB, 1392x1048, 1626848152467.png [View same] [iqdb] [saucenao] [google]
8809181

>>8808484

>> No.8809286

>>8808732
Yes, you've never played the game. Thanks for demonstrating as much.

>> No.8809327

>>8809286
based retard

>> No.8809357

>>8809327
Yes, you're a based retard we know.

>> No.8809359

>>8809327
Why do people say based retard nowadays? Just say retard.

>> No.8809365

>>Serious Sam isn't just backstrafing while spamming into packs of enemies
>What else is it?
>>Oh my god you're a retard
every time

>> No.8809373 [DELETED] 
File: 38 KB, 450x233, img_5601.jpg [View same] [iqdb] [saucenao] [google]
8809373

>>8808619
Fagweather incited a shitshow over his "dictatorship" and they removed him from power because he strictly did what /vr/ jannies does, which is prohibit political baits, mainly over russia and khazaria that is happening atm, and now that he isn't the admin anymore, guess who took his place...

>>8809125
>>8809037
your discord baits are quite obvious

>> No.8809376

>>8809365
You haven't played the game. It's not worth explaining it to you.

>> No.8809387

>>8809376
Thats simply because you have no alternative explanation because what I'm describing is reality.
For the record I have about 60 hours split between 1, 2 and 3.

>> No.8809391

>>8809387
then show the screenshots to prove it

>> No.8809397

>>8809391
No evidence I give will be good enough without completely doxxing myself. You could instead be using this energy enlightening me on the map design / enemy mechanics that prove me wrong, but you know I have you beat so you won't.

>> No.8809418
File: 5 KB, 259x194, EQ1eeXqWsAAJHCN.jpg [View same] [iqdb] [saucenao] [google]
8809418

does anyone have an animated version of the d3 arachnotron walking forward?

>> No.8809420

>>8809397
So you've never played it.

>> No.8809421

>>8809420
You've never played it.

>> No.8809423

What if the true Serious Sam was the friends we made along the way?

>> No.8809429
File: 109 KB, 680x727, 1575266982130.jpg [View same] [iqdb] [saucenao] [google]
8809429

>>8809129
Nah, it's really something else. The way it obscures your vision with small walls and pillars, the way it uses subtle angles, lighting, windows, height difference, lot of jumps, how different parts of the level intersect with each other, how different parts of the level composed to fill every single inch of the map, how it always fills line of sight with so many visual stuff, how the items always push you deeper into the level, monsters location keeping you on your toes 24/7.
Levels in original Doom (not Ultimate episode) are very straightforward in that regard.

>> No.8809430
File: 2.10 MB, 640x480, 5BqV.gif [View same] [iqdb] [saucenao] [google]
8809430

>>8809418
this one is not front and i had to get it from a weird site

>> No.8809431

>>8809429
That's a fresh take. I don't play Doom much but most people seem to prefer 1.

>> No.8809436
File: 1.69 MB, 1605x754, file.png [View same] [iqdb] [saucenao] [google]
8809436

>>8809421
Walking backwards is not the dominant strategy in Serious Sam.

>> No.8809438
File: 2.22 MB, 640x480, 279560_EcvHPisVaT_doom3_arachmotron.gif [View same] [iqdb] [saucenao] [google]
8809438

>>8809418
>>8809430
found it

>> No.8809453

>>8808507
who said anything about paying?
>captcha: M0JAV

>> No.8809461

>>8809453
This.

>> No.8809493

>in serious sam you shoot things while moving
Dang he’s right. Brb playing with nothing but the double barrel while I get overwhelmed by enemies that outrun my backpedaling.

>> No.8809494

>>8809431
I'm only at level 11 now, but there's waaaay to many monsters in II. Original is like 70% aesthetics+exploration and 30% shooting, while II is like 80% shooting. It feels like levels in II are made not to admire but to be fun to shoot things on.

>> No.8809496
File: 758 KB, 2000x1289, bebc68c59f000b9d8cd6ca9aeeb066d2.jpg [View same] [iqdb] [saucenao] [google]
8809496

If I'm about to make chinese style cheap knock-off out of something, what should it be? Result is not strictly infuriating to play, but enjoyable in some places even. I'm looking for something meme-worthy or reasonably obscure, no proposals with IWADs or jokewads.

>> No.8809498
File: 1.14 MB, 1586x2048, Pirate Chad.png [View same] [iqdb] [saucenao] [google]
8809498

>>8809453

>> No.8809509

>>8809436
I never said it was and your inability to explain what it is speaks volumes anon.

>> No.8809513

>>8809436
Okay but why. How. Explain it, retard

>> No.8809516

>>8809513
Because most enemies are faster than you. You need to also bob & weave through the enemies. Most areas also aren't hallways, but wide open areas so you run out of room quickly if you just hold one direction.

>> No.8809520

>>8809516
Oh, so you admit the solution to every fight is backstrafing while shooting into packs of enemies which is what I originally stated. Dumbfuck.

>> No.8809523

>>8809520
>the solution to every fight is backstrafing while shooting into packs of enemies
No, I literally said that isn't the case you mondo faggot.

>> No.8809528

You control the packs of enemies by backstrafing, if you're in the pack, you've fucking failed at the game. You don't even understand the fundamentals of the game lol.

>> No.8809530

Man, things are seriously heating up in here. I need a drink.

>> No.8809540

>>8809528
Post a webm of you holding S on Dunes.

>> No.8809556

>>8809520
>Oh, so you admit the solution to every fight is moving while shooting
As opposed to what other 90s shooter, geniunely?

>> No.8809558

>>8809540
Do you think backstrafing is holding S? I can't tell if you you're trolling or retarded.
>>8809556
Yeah, most other 90's shooters

>> No.8809563

>>8809556
Yeah, most other 90's shooters are solved by backstrafing and jiggle peaking, but the combat and map design is more fragmented to make each encounter varied in some way. Serious Sam is solved by the exact same activity the entire campaign, the only difference is the areas change size slightly.

>> No.8809568
File: 249 KB, 1024x768, kmquake2_084.jpg [View same] [iqdb] [saucenao] [google]
8809568

>>8809373
IDGAF about the chink honeypot known as Discord - fling that insult at somebody else. I just had to redo all of my last year's progress due to how manualy fixing a random improper texture size issue again made the both the mid-level save and the "Entering: map_name" autosave unplayable due to a CTD error upon loading for some reason for me back in November, hadn't bothered doing anything with this problem since March has started and got bored again to continue
>>8809125
I would agree with you if there still was a modding scene for Quake2 - this thing is from 2017 IIRC

>> No.8809571

>>8809558
There are certainly some moments in most other 90’s shooters where I can win fights by standing still, but for the rest of the time I’m shooting while moving throughout all my encounters.

>> No.8809576

>>8809496
This is a great idea. Blatantly, shamelessly copy-paste sections from other wads and call it your own, no credit needed. Hutzpah, as the Jews calls it

>> No.8809581

>>8809563
>Serious Sam is solved by the exact same activity the entire campaign, the only difference is the areas change size slightly.
As well as encounter layout and weapon/ammo availability.

>> No.8809585

>>8809581
So instead of backstrafing and diring into packs of enemies with a rocket launcher sometimes I have to use a machine gun.
Very interesting.

>> No.8809591
File: 881 KB, 1920x1080, q2_0000.jpg [View same] [iqdb] [saucenao] [google]
8809591

>>8809568
you forgot the fact that these are all fun russian mods using KMQ2's insane modding capabilities using lazarus.
the day /vr/ tries to play the Doom remakes, they will be filtered as soon as they reach demonic difficulty that is trying to finish Phobos anomaly
>pic is ghooric

>> No.8809612

>>8808445
Seeing on pinkies and other monsters how melee works - it would be impractical, quake melee monsters work much better I feel, though I might be wrong
Maybe if you gave that enemy lost soul like charge attacks or just very short range attacks instead of melee that would be cool

>> No.8809617

>>8809585
It’s the opposite of build games where the level progression makes up for the complete lack of interesting encounters. The Quakes and classic Dooms are more “middle of the road”, Sam games put everything into encounter design and build games put everything into level design.

>> No.8809620
File: 223 KB, 443x510, 1619148960463.png [View same] [iqdb] [saucenao] [google]
8809620

Serious Sam boils down to three different encounter types:
>Dungeon Crawl/Low Density (What you would find in almost every retro shooter. Shooting small groups of enemies in somewhat cramped corridors. Used primarily as "intermission" between the other two types)
>Huge Corridor Fights (The bread and butter of Serious Sam. You vs a wall of enemies coming from one side. A proper fight will make good use of the corridor you're fighting in, so expect to backpedal to survive)
>Arena Fights (Locked in a room with enemies coming in from multiple sides. Backpedaling isn't as important since you'll be attacked from all directions)
It's still possible to mix up the formula whenever you want. Look at the final corridor fight in TFE before the boss. You HAVE to move forward and push through the enemies coming at you else Ugh-Zan will crush you.

>> No.8809641

>>8809094
Nymphos should be the enemy with the blown out asshole and cunt, surely?

>> No.8809660
File: 343 KB, 720x405, 368112765.png [View same] [iqdb] [saucenao] [google]
8809660

>>8809591
>I tried this out last Halloween
>T(hat)D(ay)I(ve)L(earnt) that the Juggernaut mod/addon included a ShotgunGuard remodel variant they never bothered using in the original mapset for no real reason . . .
Ill have to admit how that trashbag-fire will never stop suprizing me after all those years
>Lazarus
Damn shame how that promised but never delivered update (notably including an infinitely-awesome option to make custom monsters on the fly ingame) hasn't came into frution before the death of PlanetQuake itself, after its project page's brief attempted revival from Paril

>> No.8809701

>>8809660
Remake of Jugg fixes this, since is a reverse engineering of it.

>> No.8809702

>>8809576
Perhaps that is a bit too chinese, I was thinking in the vein of something original with sense of finesse. But if I were to ride with your interpretation, then pentagram filled zdoom cacobait mapmakers would be my prime contenders for plagiarizing -- schizophrenic stitched mess.

>> No.8809709

>>8809702
Must to say though, I haven't played any of them or even viewed in the editor.

>> No.8809745

>>8808732
I've played the first two and that is *most* of the game. I don't think it's garbage, but it isn't a thinker.
Mostly.

>> No.8809762
File: 39 KB, 600x375, FAwiRByV-Knl3H52x35OPQ.jpg [View same] [iqdb] [saucenao] [google]
8809762

>>8809701
>RemakeOfJuggernaut
I tried that all the way back in 2013 back when TenFourMaps was still online, and the ammount of missing textures and skins(even when manually dumping the Jug texture files into the .PAK) was just sad when combined with the fact how it never got an update - unlike the same blokes "FinalDoom in Quake2" project from the concurrent timeframe did before the Plutonia & Doom2 mods dropped @ playground.ru
>SuperShottyGuards - when you really want the player to hate you forever . . .

>> No.8809778

>>8809617
Yeah, but my point is that you're taking away the only interesting thing 90's shooters did well which was entirely about the map design. The combat was never a strong point, but there was enough variation to keep it interesting.
Serious Sam is entirely combat driven and the combat is trash.

>> No.8809781

>>8809762
This should be the perfect challenge for /vr/ finish these remakes and not ragequit over the hardass difficulty

>> No.8809814
File: 1.48 MB, 1920x1080, Screenshot_Doom_20220414_112612.png [View same] [iqdb] [saucenao] [google]
8809814

Hes a big dude

>> No.8809838

>>8809781
https://www.youtube.com/watch?v=ECyV4VDX-JI
You're talking about this thing? Looks like a shitfest for sure, but I can't deny it's intriguing.

>> No.8809845
File: 1.18 MB, 1920x1080, kmquake2_0004.jpg [View same] [iqdb] [saucenao] [google]
8809845

>>8809838
Not that one, the ones at playground.ru
AKA, lets make doom remakes, but soul crushingly HARD as Sunder on Crack

>> No.8809886

>>8809778
>Yeah, but my point is that you're taking away the only interesting thing 90's shooters did well which was entirely about the map design.
So your point hinges on entirely dismissing the Doom 2 roster? Very interesting indeed, if you’re going to dismiss that it at least reveals your attempts at being so dismissive of Sam’s gameplay.

>> No.8809978

How do I make a SP Quake map with the cool /VR/ shit in it if I am an utter retard who cannot even into DM mapping that looks exactly like it's made in 1999?
Scripting is completely alien to my ESL brain to even try figuring it out in practice ;'(
>t. asked for adding the Throwing-axe Knight into /VR/ around Halloween

>> No.8809998

>>8809778
>The combat was never a strong point
These are action games so it kind of really is the point of the games.

>> No.8810006

>>8809998
I don't even disagree with that anon in that I also don't like Serious Sam but saying the only neat thing 90s shooters did was map design is weird. Obviously the action is important and I'd also throw movement in there.

>> No.8810014
File: 160 KB, 856x480, dsda-doom_gvuBUax24u.png [View same] [iqdb] [saucenao] [google]
8810014

Lunch, these archviles from blue room on MAP05 from 10x10 get stuck on teleportation. Crusher is not activated, letting you know.

>> No.8810034

>>8809373
>Ukraine=Khazaria
Historically debatable, and not 100% true.

>> No.8810060

God damn it, just once I sat down to start making a map and now UDB decided it's going to break while saving it.

>> No.8810065

>talk about anything more difficulty than Plutonia on /v/
>gets called slaughtershit every time
Am I supposed to play nothing but retail shit or what?

>> No.8810075

>>8810065
>on /v/
Found the problem.

>> No.8810093

>>8809978
Are you asking how to put the VR resources into the editor or how to make a map that looks modern?
If the former, you go to the Mods tab on Trenchbroom and enable the vr folder, then go to the Entity Definitions and load the VR .fgd file.
If the latter, I hardly know how to make good maps and I definitely don't know how to utilize all that fancy penumbra shit.

>> No.8810096
File: 2.47 MB, 1887x5906, 1589385676335.png [View same] [iqdb] [saucenao] [google]
8810096

Haven't been here in a couple of months, has anything happened to pic related?

>> No.8810102
File: 467 KB, 1200x1200, 1643018522409.png [View same] [iqdb] [saucenao] [google]
8810102

I more-or-less finished my first Doom 2 WAD, a single map I spent the last two weeks working on. I haven't NEARLY finished polishing it yet, but I'm excited to share. Please, enjoy.
https://mega.nz/file/ktNCWS5R#HCUS-XWPRa6cCy2cXRa4qEo21AqBql5w0J21MhuK4H8

>> No.8810109

>>8810102
Sorry, you can't get 100% secrets because I need to hun for errant sectors.

>> No.8810110

>>8809612
>Seeing on pinkies and other monsters how melee works - it would be impractical
You can change the monsters' behavior in dehacked/mbf21, such as make a new monster that has a much shorter delay before biting (like the -fast pinky). Imps and barons and cacos have different behavior altogether such that its scratch will never miss, if you are too far for it to scratch it will just summon a fireball instead. A monster's melee state is triggered if you get very close to it but some monsters do not have a melee state, such as a zombieman or mancubus; caco also does not have a melee state, unusually, just an FYI.

>> No.8810131

>>8809612
>Maybe if you gave that enemy lost soul like charge attacks or just very short range attacks instead of melee that would be cool
Ah you can create a short-range attack that is triggered by the melee state. D4V does this with its new mancubus, the thing does a devastating short-range flamethrower attack but its kinda easily baited. The D4V cybermancubi has an interesting melee attack that uses the archvile codepointer to send you flying in the air but it only does 20 damage and not the full 90 since no splash damage. The D4V cybermancubi's range attack could serve as a sort of model for a short-range attack based on a melee state because it itself is a short-range self-expiring attack.

Also I forgot to mention, I think the Doom64 lost soul has a melee state because it just attacks repeatedly at close range. I dunno if there is room in a custom wad for two types of lost souls, so perhaps replace the existing lost soul with a new hollow-eyed sprite to set it apart and give it 45 health and a melee state and voila d64 lost soul.

>> No.8810159
File: 258 KB, 200x151, 1632071903381.gif [View same] [iqdb] [saucenao] [google]
8810159

>>8810102
Is this boom format? What do I play this in?

>> No.8810168 [DELETED] 
File: 311 KB, 1920x1080, 西暦2022~ 挫折の復活.jpg [View same] [iqdb] [saucenao] [google]
8810168

>9 weeks and I am forgotten

>> No.8810173
File: 131 KB, 640x480, 25372.jpg [View same] [iqdb] [saucenao] [google]
8810173

>>8810159
Gomen'nasai, it's GZDoom format. I tried to make it as vanilla as possible, but hit visplane and moving platform limits and decided to use MAPINFO for a bit of customization.
I have no idea what I'm doing.

>> No.8810180

>>8810173
God dammit I deleted an edit, GZDoom: Doom (vanilla? not UDMF or w/e that universal format is. I got shafted with no colored key lifts like that.)

>> No.8810187

>>8810168
For PEX or whatever that 1999 thing is?
PEX, and I’m sure a replay will be fun when the mood suits me.

>> No.8810190 [DELETED] 
File: 518 KB, 1920x1080, open bob pls.jpg [View same] [iqdb] [saucenao] [google]
8810190

>>8810168
(´・ω・)つ(・(・ 極上の乳

>>8810187
I really need to get into modding for this game

>> No.8810226

>>8808507
Final Doom was two 32 level mapsets, one which was really good, which stood out at the time when 32 level mapsets weren't common and often were TNT tier at best.

>> No.8810338

>>8809814
>>8809814
>>8809814
>>8809814

>> No.8810348

>>8810338

4 copies of the post number, what could
U mean by that?

>> No.8810531

here is a nice idea for a stage https://twitter.com/archillect/status/1514451630464323590

>> No.8810563

>>8810531
I'm stealing these walkways for one of my 94 Protons maps, but I'm replacing the pyramid building with a structure I already have in mind.

>> No.8810695

I wanted to try make a map for a game but the realisation that you're spending like a month or two of weekends making something so niche that MAYBE two dozen people will play, most of whom you'll never hear from, most of whom will bash through it in 5 minutes seems very off putting.

For the mappers, do you enjoy the map making process? Do you autistically play your own maps over and over? What the appeal?

>> No.8810698

>>8810168
It seems like it's a "hidden gem" people like to boast about until it's no longer hidden now nobody gives a fuck.

I wonder what the sales are for all Nightdives stuff.

>> No.8810718

>>8810698
I dont think anybody gave a fuck even before this release anon. Its just an okay game.

Now it would have been really cool if fucking sin and kingpin remastered came out, those are fun even with their faults.

>> No.8810723 [DELETED] 

>>8810718
>>8810698
cope & dil8

>> No.8810726

>>8810695
I did make some maps but after barely anyone gave a fuck I've decided the smartest thing is to make maps for community projects which are a sure way to get some attention for your maps.

>> No.8810727

>>8810723
No I am serious I loved the game on the saturn, fuck I even loved alien trilogy, but even back then I knew I would jump much faster on the first opportunity to play quake or duke etc.

>> No.8810731

>>8810695
I like the mapping process, and seeing just one person play it gives me all the recognition I need.

>> No.8810753

>>8809886
>So your point hinges on entirely dismissing the Doom 2 roster?
Well, yeah.

>> No.8810762

>>8810698
>It seems like it's a "hidden gem" people like to boast about until it's no longer hidden now nobody gives a fuck.
Like all of their re-releases so far, they’ve just been fun to playthrough and revisit. Especially if they add features to compensate for having a mouse and keyboard. Cheap too, considering how nearly all of their stuff ends up on gog-games
Something new for Quake 2 would be nice.

>> No.8810763

>>8809998
The action was good for the time, but there are far better FPS games that focus on action today.
>>8810006
>but saying the only neat thing 90s shooters did was map design is weird
Because the enemies and how you interact with them just isn't interesting
>melee enemy
>projectile enemy
>hitscan enemy
>shoot at them until they die
The interesting part was how these enemies are set up within their environment, not the enemies themselves. The opposite is Doom Eternal or Ultrakill, which disregard their environments almost entirely for the combat.

>> No.8810764 [DELETED] 

>>8810727
I loved it too, but the keyboard + mouse controls completely break it. It's way, way too easy now lol.

>> No.8810773

>>8810762
Quake 2 RTX not enough for you?

>> No.8810792

>>8810763
>Because the enemies and how you interact with them just isn't interesting
How you prioritize killing them while maneuvering around them while managing resources all while not dying is very interesting, especially on top of fun level design.

>> No.8810803

>>8810695
If there's one nice thing about the era of streamers and everyone having a youtube channel, it's that I get to see everything I've spent a month working on be interpreted in different ways by people I will never meet

>> No.8810817 [DELETED] 

>>8810695
Never thought about it...back when I did a complete, large map for the BUILD games every week.

Don't overthink stuff.

>> No.8810834

>>8810792
>How you prioritize killing them while maneuvering around them while managing resources all while not dying is very interesting
Yes, but that is entirely dependent on good level design. The execution of the combat is secondary.
>especially on top of fun level design.
Which is Serious Sam doesn't have in any capacity, so every fight is solved by backstrafing.

>> No.8810838 [DELETED] 

>>8810834
It doesn't work that way on higher skills

>> No.8810840

>>8810838
No, it's exactly the same.

>> No.8810874 [DELETED] 

>>8810840
>t. noob

>> No.8810904
File: 240 KB, 680x418, 1619357591353.png [View same] [iqdb] [saucenao] [google]
8810904

I just wanna shoot monsters for God's sake.

>> No.8810918

>>8810874
Your inability to substantiate anything you say speaks volumes.

>> No.8810921 [DELETED] 

>>8810918
Your inability to not fuck men's asses speaks volumes, nooby.

>> No.8810931

>>8810921
I accept your concession.

>> No.8810937 [DELETED] 

>>8810931
Shut the fuck up you mouth breather

>> No.8810940
File: 20 KB, 808x654, bunchoffaggots.png [View same] [iqdb] [saucenao] [google]
8810940

Will you two quit acting like sissies and start posting bout some doom or something you like? This kind of shit is going in circles.

>> No.8810949
File: 935 KB, 1200x1191, 1629790628506.png [View same] [iqdb] [saucenao] [google]
8810949

>> No.8810962
File: 433 KB, 680x382, 1648250058796.png [View same] [iqdb] [saucenao] [google]
8810962

>>8810834
>Which is Serious Sam doesn't have in any capacity
So every fight is instead based around encounter design like Eternal, another game you can be a pedantic retard about by saying you can solve every fight by dashing.
>Yes, but that is entirely dependent on good level design
It's more dependent on being aware of each enemies strengths, their limitations, being creative with their placement and their composition. You've proved you don't know what you're talking about.

>> No.8811056

>>8810093
I'd be content with making something on par with an average Aftershock level to be frank, ecxept maybe a bit better looking or at least more interesting due to extra /VR/ assets spicing things up tremendously as expected
How easy it is to copypaste whole room layouts from another map in Trenchbroom, if its even possible at all?

>> No.8811067

>>8810962
>So every fight is instead based around encounter design like Eternal
No. Serious Sam is based on 90's FPS combat, without the interesting map design. So you have an extremely shallow, one-dimensional game.
>It's more dependent on being aware of each enemies strengths, their limitations, being creative with their placement and their composition
This doesn't matter in Serious Sam. Because every fight is solved by backstrafing and firing into a pack of enemies.
Again, you haven't explain in any capacity how this isn't true. Because you can't. That's literally how the game is solved.

>> No.8811072

>>8811056
Extremely easy. Just have two instances of Trenchbroom open and copy/paste from one to another.
Make sure you have matching texture wads in the one you're pasting into before you do it. I also recommend pasting in original position (look in the edit dropdown menu) and then moving with arrow keys to avoid getting shit off-grid.

>> No.8811093

>>8810173
Anon, I can't even get past the first room as a complete shitter. (For reference I can't reliably uv-max doom 2 levels past dead simple)You've made some really good combat encounters from what I've played so far. Good job. The chaingun trap with the revenants was spicy

>> No.8811129

>>8810762
I have a weird feeling Heretic 2 might be a game they do next. Cus theyve been working with Bethesda a lot. Microsoft own Raven and the Heretic/Hexen IPs. What better way to being them back than Nightdive.

>> No.8811134

>>8810762
Quake 2 will probably be later this year for the anniversary

>> No.8811135
File: 140 KB, 360x360, 1509543500193.png [View same] [iqdb] [saucenao] [google]
8811135

>>8811129
>Heretic 2, a bizarre third-person experiment that failed miserably
Yeah if they want to lose all the good will they've garnered over the years.

>> No.8811143

>>8810773
Quake 2 RTX Isn't even something endorsed by ms, id or bethesda, they did only because Nvidia paid them to do so
it was a shit made out of the garbage that is quake 2 pro's source code, which was even a shitty vulkan fork of the shitty vkquake2 sourceport to sell RTX cards

If the remaster happens, they will do what they did to Q1, fix the issues, the models, make everything MD5 and free of Q2's retarded animation.c files and if god wills it, with extended limits and lazarus support.

who in their fucking right mind thinks that retro 90's PC games needs fucking raytracing support? that shit isn't a Nintendo N64 game made on SGI graphics with good looking renders.

>> No.8811145

>>8811135
Activision has those rights held hostage along with Wolf 2009 and other Ip's which also includes mechwarrior 2, on which MS wants to get is back
also the other half of battlezone ip, since the other part belongs to EA, while Rebellion literally broke the law to claim the entire ip is theirs.

>> No.8811146

>>8811143
Plus the textures were literally lifted from BerserkerQ2 which is why they look so bad and needlessly shiny when Stroggos should look dirty and corroded.

>> No.8811159

>>8811146
which is something the vaa4444 pack and even its forks made by the other guy there at moddb did.
they look rusty and grim.
Q2xp also looks like shit and the author is a complete ass who thinks that reshade is a "alien DLL ruining my game"

>Captha: RTXWY

>> No.8811182
File: 136 KB, 1920x1080, quake759.jpg [View same] [iqdb] [saucenao] [google]
8811182

if they do make a Quake 2 remaster then hopefully mods will still work and the intro logos get removed. Waiting on the unskippable bethsedla intros on the doom port sucks ass and limited mod support takes away so much.

>> No.8811187

>>8811145
I thought MS had ultimate authority over the mechwarrior ip regardless of who the license it out to for development
Then again actiblizz WOULD be the faggots who throw a legal hissyfit

>> No.8811194

>>8811187
*ultimate authority over the battletech ip in vidya
topps owns it normally

>> No.8811210
File: 1.93 MB, 1024x1286, sampyramid.png [View same] [iqdb] [saucenao] [google]
8811210

>>8811067
>without the interesting map design.
Specifically the limiting map design so the player can't easily outrun every single enemy and trivialize every encounter. This isn't necessary in the Sam games as there's plenty that will outrun and swarm you from multiple directions where "just backstrafing" won't solve the fight. Because you can't win fights without properly prioritizing and responding to enemies. THAT'S literally how the game is solved.

>> No.8811238
File: 243 KB, 634x340, its all (2).png [View same] [iqdb] [saucenao] [google]
8811238

How I feel playing Hexen II for the first time

>> No.8811245
File: 2.58 MB, 1920x1080, 4.png [View same] [iqdb] [saucenao] [google]
8811245

>>8811182
It's funny how in the past I'd harp on Q2's "brown" and yet things are even greyer in Q4.

>> No.8811246

>>8811245
is this Q4 on low settings? that skybox looked better when i played a year ago

>> No.8811258
File: 2.63 MB, 1920x1080, 4low.png [View same] [iqdb] [saucenao] [google]
8811258

>>8811246
>is this Q4 on low settings?
It looked great when I blew up that 'whatever it was' in the previous area. The game as a whole used to look worse before I fucked with it, I'll try some more.

>> No.8811287
File: 344 KB, 1024x256, De_storm.png [View same] [iqdb] [saucenao] [google]
8811287

>>8811245
>>8811258
There's some strange nostalgia in looking at these crusty ass skyboxes though, reminds me of that short period of time where companies and modders alike used Terragen for all their FPS

>> No.8811305

>>8810014
Damn. I'll just have to extend the voodoo conveyor timer. Thanks for pointing this out.

>> No.8811359
File: 48 KB, 500x500, 1621610916711.jpg [View same] [iqdb] [saucenao] [google]
8811359

>>8800826
>old shadow modern single
>appreciation consumed whatever
>mean brutal
>part feels final oh
>brutal came ass
>windows mostly backwards
>didn't saw crashes
>remember vanilla exactly
>current hated
>kill pc

>> No.8811397

>>8810695
Like every true artist I create out of an inner compulsion and frankly, I don't give a shit about clout or fame or anything.
I have an account in order to archive things and prove they've been there, but first and foremost I make stuff because I have an idea in my head that needs to get out.
Feedback is still important, because since maps are meant to be played, they should at least *be* playable at all and especially starting out you will make lots of newbie mistakes.
But in all seriousness, what really puts me off from making maps not for myself but for people is that I enjoy slow, comfy maps with a focus on exploration, while the past years the trend has been harder-faster-monster and I neither enjoy playing nor enjoy making maps with a thousand revenants and archviles.
In fact, I prefer working with the Doom 1 roster and making Doom 1 vanilla maps over crazy combat shenanigans (in addition to dealing with the Boom format).

>> No.8811413

>>8811093
>You've made some really good combat encounters from what I've played so far. Good job. The chaingun trap with the revenants was spicy
Thank you for the feedback, and I'm glad you've enjoyed my map so far.
There's a Plasma Gun hidden near the beginning (drop down to the right from the cell wall in the beginning, tucked behind the Green Armor.) That tends to help carve through Pinkies and Spectres to make a safe zone early. Alternatively, the Invisibility through the door near the beginning can help avoid Cyberdemon rockets through the windows, as well as avoid hitscanner damage early on.
Even as the mapmaker, I have trouble reliably getting past the Spider Mastermind telefrag room. Good luck!

>> No.8811437
File: 1.17 MB, 1430x989, post-image-24463439.png [View same] [iqdb] [saucenao] [google]
8811437

>>8810695
I'm a NEET, I just put about two weeks straight of 8-hour days into my first map—my Doom 2 map I linked here >>8810102.
>For the mappers, do you enjoy the map making process? Do you autistically play your own maps over and over? What the appeal?
Before this I've spent hundreds of hours in applications like Magic Set Editor 2 and RPG Maker (2k/3 onward), so for me, personally, I think it's taking an existing set of game rules and mechanics and experimenting with them together like any other artistic media (e.g. paints, sounds, clay, etc.) I could do that shit for hours and hours on end.
Naturally something like Ultimate Doom Builder lets me express my artistic interests in the same way, using "substances" that I'm interesting literally and figuratively playing with (those substances being, for example, Doom 2's enemy and weapon types, traps and stage geometries, and more.)
Also, yes I do autistically replay my map. I think it's important for replayability to be able to replay a scenario over and over using different available tools and approaches. And I genuinely just like Doom 2 a lot, and starting mapmaking has gotten me to play a lot of other peoples' WADs (which keeps the experience fresh as I find inspiration for my own map in other places, like holy fucking shit how not to create an arena per the Million Dollar Pyramid stage in Diet 32in24.)

>> No.8811470

>>8809436
>Siberian Mayhem but no 4
>both Classic games, but no Revolution which was given out for free to everybody who had the Classics

>> No.8811495

>>8811397
Why not make a Hexen/Turok/Powerslave map if you're a exploration Chad?

Those games are more exploring based than combat based.

>> No.8811507
File: 55 KB, 271x726, file.png [View same] [iqdb] [saucenao] [google]
8811507

>>8811470
I have 4, but uninstalled it because I don't have a reason to play it.
Same with Revolution. Classic runs fine on modern operating systems, and has the benefit of not being maintained by furfags.

>> No.8811516

>>8811507
>and has the benefit of not being maintained by furfags
it's not even being maintained at all by this point lol

>> No.8811534

>>8811516
Even when it was, Croteam took it over from Alligator Pit before the 1.0 release.

>> No.8811603

>boot up SED
>UI is absolutely tiny, to the point where the virtual file tree can't even show me a full directory name
Is this the price of 4K?

>> No.8811645
File: 1.33 MB, 1436x742, 1637602299449.png [View same] [iqdb] [saucenao] [google]
8811645

Some more progress, not much to talk about except I lit the other half of the cave.
>>8811603
I want to see this lol

>> No.8811649

>>8811645
Cute village, what's in it?

>> No.8811654
File: 502 KB, 3840x2160, seriously tiny editor.png [View same] [iqdb] [saucenao] [google]
8811654

>>8811645
It's the Rev version because I was converting maps to run in it, but Rev at least in theory should be properly updated for high res.

>> No.8811659

>>8811649
Rocks and lots of screaming baddies.
>>8811654
Oh dang, don't know how you would fix that. I wonder if the same happens with the classic version? Probably.

>> No.8811714
File: 6 KB, 562x150, Screenshot 2022-04-14 222957.png [View same] [iqdb] [saucenao] [google]
8811714

>>8810159
>>8810173
To this point again, I guess what I'm using is called "Limit Removing" format? If this is popular terminology (or if there's something similar) please let me know, as I'd like to communicate these things as clearly as possible. Thank you.

>> No.8811717

>>8801795
countrycide is excelent

>> No.8811720

>>8811714
If you're exceeding limits like visplanes or whatever, then yes, you would be mapping in limit removing format.
I'll get to the new thread

>> No.8811724

>>8811714
Limit removing would be accurate if you tested in something like Crispy Doom, GZDoom can potentially auto-fix rookie mistakes that will result in wads that only run in GZDoom if they are only tested there.

>> No.8811727
File: 427 KB, 1410x1080, 54279c2a42f27a43bb81c28cc1fa873c.jpg [View same] [iqdb] [saucenao] [google]
8811727

>>8811720
>yes, you would be mapping in limit removing format.
Thank you so much! The confirmation is reassuring.
>>8811724
>GZDoom can potentially auto-fix rookie mistakes that will result in wads that only run in GZDoom if they are only tested there.
Shit, I'll test in Crispy Doom then to make sure. I tried to stay as 'nilla as possible, but Chocolate Doom crashed with (as the other anon mentioned) visplane issues and too many moving platforms. Thank you for pointing that out!

>> No.8811743

Thought I'd use Serious Sam for a change
NEW THREAD
>>8811737
>>8811737
>>8811737

>> No.8811776
File: 1.07 MB, 1920x1080, Screenshot 2022-04-14 225207.png [View same] [iqdb] [saucenao] [google]
8811776

>>8811724
>>8811727
Holy shit I'm loving Crispy Doom. I'll hafta rename my Map01 music... Lump? Rename it to "D_RUNNIN" again tho so it's compatible with this.
But I guess that way I can use "Gypsy" AND "Tusk" as map MIDI's, depending on whether you use the MAPINFO or not. Fukken aces.

>> No.8812595

>>8811776
Crispy Doom is pretty amazing.

>> No.8812989

>>8811210
>Specifically the limiting map design so the player can't easily outrun every single enemy and trivialize every encounter.
You can and do because every fight is solved with backstrafing.
Again. You haven't provided any alternative for how fights are solved in Serious Sam.

>> No.8813014
File: 85 KB, 605x724, 3508-azrael-s-tear-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
8813014

Can someone help me with this game? Do any of you lads know about it? I wanna know the ideal way to play this, the ost is composed by Kerry Minnear and Ray Shulman from Gentle Giant which caught my interest massively, and this game looks extremely unique and fun

>> No.8813051
File: 161 KB, 620x465, Quake2_Roots.jpg [View same] [iqdb] [saucenao] [google]
8813051

>>8811072
Not as much reusing the rooms with textures preserved as much as nicking neat artchitecture setpieces from certain other Quake/2 addons, mods and usermaps barely changed besides maybe rotating / retexturing them if needed TBHk