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/vr/ - Retro Games


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9198638 No.9198638 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9192829

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://rentry.org/8ca3061522e0

>> No.9198640
File: 758 KB, 1200x838, 1661016760517698.png [View same] [iqdb] [saucenao] [google]
9198640

=== CURRENT PROJECTS ===
AD MORTEM PHASE 2
Submissions due Oct 12th
>>9194259

94 PROTONS OF /vr/
See picture below for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASE ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

=== NEWS ===
[8-18] Threewave Capture the Flag and Rubicon 2 added to Quake remaster
https://steamcommunity.com/games/2310/announcements/detail/3337750462906016220
https://twitter.com/bethesda/status/1560297992841732096

[8-18] Various id games on PC Game Pass
https://twitter.com/Wario64/status/1560305065683865600

[8-18] Trailer for Chasm: The Rift, confirmed to be on GOG and Steam
https://www.youtube.com/watch?v=KjPqHQpiq1A

[8-18] Revolution added to DOOM 2, also interview.
https://slayersclub.bethesda.net/en/article/6BZ4kXCNDikWq0C4gBtyRy/nods-to-mods-interview-revolution

[8-17] GOG versions of Doom now offer re-release ports
https://twitter.com/GOGcom/status/1559903276094656513

[8-17] Voxel Doom is out
https://www.moddb.com/mods/doom-voxel-project/addons/voxel-doom

[8-12] The guidelines for the Quake 2 25th anniversary collaborative UNIT is here!
https://twitter.com/Colonthreee/status/1558056148795887618

[8-12] Quakespasm-Spiked has been updated
https://fte.triptohell.info/moodles/qss/

[8-11] Circadian Offset released
https://www.moddb.com/mods/circadian-offset-full-release/news/circadian-offset-full-release

[8-10] Various id games and their expansions are being merged into one install package on Steam
https://steamcommunity.com/games/2280/announcements/detail/3370400926531461244

[8-8]Coppertone Summer Jam 2 for Quake released(Copper for Quake required)
https://www.slipseer.com/index.php?resources/coppertone-summer-jam-2.103/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9198645
File: 2.68 MB, 1328x1644, 1660969613901349.jpg [View same] [iqdb] [saucenao] [google]
9198645

94 PROTONS OF /vr/
>94 PROTONS OF /vr/
94 PROTONS OF /vr/
>94 PROTONS OF /vr/

>> No.9198674

What direction would you prefer for a hypothetical Quake reboot? Go back to 1, commit to 2 and on, or some combination of everything?

>> No.9198680

>>9198674
Stroggos is what became of Ranger's Earth.

>> No.9198683

>>9198674
Discard the fucking Strogg completely. Doom has enough bio-mechanical stuff.

Go back to the lovecraftian alternate dimensions.

>> No.9198685

>>9198674
Stroggs already had their time in the limelight with Quake 4, a Quake reboot should be like the first game and lean more heavily to the Lovecraftian influences and Romero's original vision for Quake.

>> No.9198686

Hey i was wondering if you guys could not use all caps when making these threads, I'm autistic and seeing them registers to me as shouting which makes me a bit uncomfortable, thank you.

>> No.9198691

>>9198674
Quake Champions established that Ranger never made it back home and continued to aimlessly wander Lovecraftian realms as his sanity dwindle, it's like the polar opposite direction the Doom reboots took. I'd play a game about it.

>> No.9198692
File: 2.77 MB, 512x512, [autistic rattling].gif [View same] [iqdb] [saucenao] [google]
9198692

>>9198686
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.9198708

>>9198686
https://youtu.be/yE7hGMMIyfE

>> No.9198724 [DELETED] 
File: 375 KB, 1024x768, DSCI0005.jpg [View same] [iqdb] [saucenao] [google]
9198724

>>9198638
Reminder that dew is a sex pest

>> No.9198738
File: 2.95 MB, 960x540, SHAMEFUR DISPURAY!.webm [View same] [iqdb] [saucenao] [google]
9198738

So testing of the new spread pattern adjustment is going... well.
I had a thing coded up to kill the side projectiles if the middle one hits anything, but I don't really know if it's strictly necessary. Might have to do the whole "Run all the IWADs in a row" thing again to test the balance. I was also thinking of making the revenant homing missiles eventually lose their 3D tracking and revert to 2D (vanilla) so they're not as insanely effective at following you half a minute after you kill their firer. That idea may or may not have been because of salt when I got exploded by a revenant rocket after literally walking through two doors and up a fight of stairs.

>> No.9198740 [DELETED] 

>>9198724
Reminder that importing forum drama is dumb and gay especially if you don't provide a source. Go away.

>> No.9198781

>>9198120
>>9198613
You should post these links together with the IP next week:
https://github.com/STJr/Kart-Public/releases/tag/v1.3
https://kart.moe/moe-mansion/
https://docs.google.com/document/d/1Q5oU5Lsy5PQHonDekMo2ThVvGgT1AkfYSFj-D1ac1iM/edit#heading=h.amwo5n1h1rlk

These are some quality of life mods that don't change gameplay and you should use if you can get them working:
https://mb.srb2.org/addons/hitfeed-kl_hitfeed_v2-2-pk3.2399/
https://mb.srb2.org/addons/driftboost-gauge.2341/
https://mb.srb2.org/addons/nametags.3055/

For gameplay mods, I recommend these if you want to use any:
https://mb.srb2.org/threads/1-5-kartmp-a-hot-take-on-kart-balance.28021/
https://mb.srb2.org/addons/juicebox.2691/
https://mb.srb2.org/addons/kart-slipstream-drafting.2361/
https://mb.srb2.org/addons/jugs-speed-utilities-aka-boost-queueing-additive-mini-turbos.2553/
I think some need configuring, so you'd need to test them.

As for maps and characters, there's a buttload of them. You can go on the forums and see if maps packs look interesting, and you could start choosing some characters to fill out the roster. You could ask who people want to be added.
https://mb.srb2.org/forums/kart-maps.17/
https://mb.srb2.org/forums/kart-characters.16/

I'm not sure how exactly to start a dedicated server or how you're doing it, but I think you need to make a bat file with the mods you want to load. There should be a guide on the forums. If you choose to use any mods, you should upload them to MEGA or somewhere and post the link so that people can get them faster before joining. You should also consider running it at "hard" speed, and turning the shrink item off for stability.
I also suggest everyone interested to have a look at the game and read the guide, so you don't jump in completely blind...

>> No.9198783

>>9198638
I wonder why the WAD Archive got shut down overall? What led to such an event?

>> No.9198785
File: 2.99 MB, 4320x2880, SAM_5122.jpg [View same] [iqdb] [saucenao] [google]
9198785

Any good Doom 93 (not Doom 2) DM wads?

>> No.9198790
File: 77 KB, 540x720, Baron.jpg [View same] [iqdb] [saucenao] [google]
9198790

>>9198783
He lost interest, https://www.doomworld.com/forum/topic/130650-closing-wad-archive/

>> No.9198792

>>9198783
Dude stopped giving a fuck, it was a pretty thankless task despite having literally saved several mods from oblivion.

>> No.9198808
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9198808

>>9198638
>>9198640
94 Protons Of /vr/
For those interested, go for broke! From August 11th to September 12th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.6 (now works in Woof)
>PROTDECO16 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Special slots:
>E1 Boss Level, x2 Paratamizers as a finale: Claimed (?)
>E2 Boss Level: Discuss
Are you interested in making an E2 boss level, do you have anything special in mind, or would you be ok with a modified Icon Of Sin battle?

>Optional Hunted style map: Unclaimed
We could have up to two of these if there's the interest for it. Feel free to be playful with the concept of an Arch-Vile labyrinth.

>Optional Dead Simple map: Finished
>Large city battle level akin to Odyssey Of Noises: Discuss
One suggestion for a larger city level was that we all take turns designing parts for it. How would we best go about this?

>Secret slaughter map, ala Go 2 It: Discuss
Multiple ideas has been suggested. One cool idea was to use an existing /vr/ map as a base and slaughterifying it, is anyone interested in this, and do they have further suggestions for a suitable candidate? Someone else suggested another approach, mind that we could have two secret slaughter maps if we wanted to.

Current Submissions: 17 Maps!

To Do:
>M_DOOM (something styled after Plutonium in the periodic table)
>ENDOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000
>Possibly rework the Death Exit effects somehow

Reply to this post with submissions or questions.

>> No.9198821

>>9198674
id prefer love-craft, but i really need to give quake 2 another chance (and eventually play 4).

my only huge worry is no matter what the reboot is, someone will complain and hate it,the opinion on nu-DOOM here is split at best, so doing that to quake may be quite annoying whether i (or anyone else here) like the reboot or not.

>> No.9198882
File: 576 KB, 1080x1080, Icantbeep.jpg [View same] [iqdb] [saucenao] [google]
9198882

VIOLENT RUMBLE 2022 PROJECT SURVEY

This survey is intended for those intending to make a map for the project:
https://docs.google.com/forms/d/e/1FAIpQLSd8nOOeHPKH81yJVmufHRogcSz0o9U3rEsswmAo4je0euOiVw/viewform

I have a couple issues to track down so I haven't updated the progs yet, but the development folder can be found here: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

I'll let this go until next sunday then consider it final. You can of course start mapping as soon as you like.

>> No.9198893

>>9198638
What's a good Doom .WAD for someone that doesn't like Doom?
>hardmode no hideous destructor or hdoom

>> No.9198894
File: 2.90 MB, 640x360, Bullied.webm [View same] [iqdb] [saucenao] [google]
9198894

I also rewrote the imp recently because his code was shit, and to test that he acts the same I bullied many, many imps.
He acts pretty much the same. The bullying was entirely pointless.

>> No.9198902
File: 470 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9198902

>> No.9198908
File: 1.41 MB, 3200x1800, Screenshot_Doom_20220821_233020.png [View same] [iqdb] [saucenao] [google]
9198908

On a side note, man I have my doubts that some of the people who made "Doom 2 the way we remember it" ever even played the levels in question. That or they all have alzheimers, like holy shit. Maybe they just played it up for gags or something, but damn, this isn't even close.

>> No.9198915
File: 514 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9198915

>>9198674
The worlds of Quake 1 and 3 are really just simulations created by the Strogg as a means to contain humans. I feel like this was hinted by the presence of Quake 2 computers in, ahem, Dimension of the Machine.

>> No.9198919

>>9198908
It can't be worse than the Doom 1 project's E1M7 with a Cyberdemon.

>> No.9198925

>>9198785
>>9198790
cool pics

>> No.9198927
File: 64 KB, 720x616, Cyberdemon.jpg [View same] [iqdb] [saucenao] [google]
9198927

>>9198908
A lot of those mappers are 100% full of shit. Either they are exaggerating or sight-tracing with purposeful deviations. This CP series in particular is some eceleb-baiting faggotry.

>> No.9198936
File: 11 KB, 269x47, romero.png [View same] [iqdb] [saucenao] [google]
9198936

>>9198902
align your fucking textures.

>> No.9198941
File: 2.88 MB, 852x480, The virgin boners vs the chad knight.webm [View same] [iqdb] [saucenao] [google]
9198941

>>9198902
>please centaurs autism
>custom movement done
>sorry zscript alot
>babel making least wanted
>mod gameplay
>combat better ai
>kinda enough playing enemies
>sound always makes gameplay bad
>super power wrong character
>interested without romero
>pain properly happy
>wad variety retarded
>higher shame chance
>gonna finish considering twitter

>> No.9198967
File: 912 KB, 3200x1800, Screenshot_Doom_20220822_000004.png [View same] [iqdb] [saucenao] [google]
9198967

I nearly just threw up in disgust

>> No.9198974

>>9198967
Fuckin' lmao.

>> No.9198976
File: 255 KB, 500x375, 1652918552985.png [View same] [iqdb] [saucenao] [google]
9198976

>>9198967
I don't have a doom reaction image appropriate enough to visualize my disgust for this.

>> No.9198986
File: 1.16 MB, 1134x484, Knee Deep in the [sound=https%3A%2F%2Ffiles.catbox.moe%2Fl0a52j.mp3].png [View same] [iqdb] [saucenao] [google]
9198986

>>9198902
>retarded release fucked
>found feels
>man ammo
>general cacodemons

>may Gog effects

>> No.9198995

>>9198893
I know that you're likely shitposting but I really hate this meme. I like vanilla Doom just as much as you, and I also like mods that are not at all like Vanilla Doom. These things are not incompatible

>> No.9198997

>>9198967
Same at that statusbar + border scaling combo

>> No.9198998
File: 2.21 MB, 1920x1080, rat removal [sound=files.catbox.moe%2Fi9naqt.webm].webm [View same] [iqdb] [saucenao] [google]
9198998

>>9198986
I always appreciate new soundposts

>> No.9199012
File: 167 KB, 800x1000, doomsmile.png [View same] [iqdb] [saucenao] [google]
9199012

>>9198997
Only so many ways to scale 3200x1800 :^^^)

>> No.9199023

>>9198998
but there's no sound

>> No.9199024

what's the best 00's fps?

>> No.9199040

>>9198998
>>9198986
If there's a gag order on this please do not reply and I will interpret that as an answer, but what's the current risk in posting these? Or is the risk only talking about them?

>> No.9199051

where can I find a whole library of Half Life maps? planetphillip use to have this but it has jackshit nowadays.

>> No.9199052 [DELETED] 

>>9199024
Quake 3 by a longshot of you count 2000 itself. barring that, Timesplitters 2

>> No.9199053
File: 52 KB, 600x338, 1655168298897[sound=https%3A%2F%2Ffiles.catbox.moe%2Fng25wu.mp3].jpg [View same] [iqdb] [saucenao] [google]
9199053

>>9199040
There's no risk in posting them, the janny here is pretty active, if he had a problem with these kinds of posts then he would've nuked them long ago. I guess it would start being a problem if someone posted a screamer or whatever.

>> No.9199054

>>9199051
i want to go back to the 2000's-2010's internet so bad...

>> No.9199062
File: 577 KB, 1600x899, Screenshot_Heretic_20220822_053345.png [View same] [iqdb] [saucenao] [google]
9199062

>>9198986
>man ammo
Finally the cum orb has it's use.

>> No.9199101

>>9199024
my favorite would likely be FEAR or halo 2/3.
HL2 is close, but im not sure if its totally up there, and games like serious sam and metroid prime have failed to keep me in (though i should beat at least the og painkiller and RCTW, they're pretty good, even if flawed), though that may change. (took me awhile to like halo)

need to try stuff like timesplitters (though idk how well gyro aim or mouse would work), quake 4 (if i like quake 2 again and like it) and maybe prey.

>> No.9199106

>>9198738
I don't know what's going on with the spread here versus the current version but it looks cool.

>> No.9199112
File: 2.87 MB, 640x360, Just fuckin around.webm [View same] [iqdb] [saucenao] [google]
9199112

>>9199106
They only go apart a bit then stop. It's kind of a sidegrade, not sure if I'm gonna keep it. Essentially it's so that the 3-shot the cacos have doesn't end up covering way more ground than intended when they're far away.

>> No.9199123

>>9199112
>then stop
Realized this is a bad description. Then go straight, or something. Brain tired, words hard. See webm.

>> No.9199124

>>9199112
Oh I get ya! I was looking at the shotty or chaingun spread lol. Yeah, the cacos current 3-shot fucks me up so many times from distance...

>> No.9199131

>>9199024
Metroid Prime

>> No.9199134

>>9199124
The only problem is that the current version is actually more dodgeable in hallways, whereas the corrected one is less so under most cases. It's probably not that big of an issue but I'm testing it either way.

>> No.9199195
File: 372 KB, 822x504, The_No.1_Raifu.png [View same] [iqdb] [saucenao] [google]
9199195

>>9199024
Battlefield 1942 or CoD4 multiplayer.
Those are the shooters I had the most fun with that decade strictly speaking multiplayer.

>> No.9199202

>>9199195
It's always extremely jarring to remember that everything up to CoD4 and Crysis belongs in /vr/

>> No.9199205

>>9198882
only says that the email would be hidden after you sign in. did you actually mean to have it require login?

>> No.9199212

>>9198808
>>E2 Boss Level: Discuss
>Are you interested in making an E2 boss level, do you have anything special in mind, or would you be ok with a modified Icon Of Sin battle?
I would be fine with a modified IoS, since no one, including myself, has come up with a unique boss for the E2 boss level. However, if the wad were to continue from this point, how would the death exit be handled?

>> No.9199220

ADVENTURES OF SQUARE IS SO GOOD
I cant stop replaying E1A7

>> No.9199229

>>9199024
Halo CE, stellar campaign and multiplayer

>> No.9199230

>>9199205
Oh, sorry about that. Shouldn't require login now.

>> No.9199232
File: 1.10 MB, 1076x1067, E2M1 [sound=https%3A%2F%2Ffiles.catbox.moe%2F8pyjsa.mp3].png [View same] [iqdb] [saucenao] [google]
9199232

>>9198998
>>9199023
https://greasyfork.org/en/scripts/402682-4chan-sounds-player

You need something like Greasemonkey to use it though.

>> No.9199258
File: 470 KB, 1470x746, file.png [View same] [iqdb] [saucenao] [google]
9199258

>every doom sprite on the spriter's resource is now marked nsfw
what the hell? I guess because of gory elements

>> No.9199265

>>9199232
Thinking of doing soundpost sundays to encourage new shit to be made, but maybe only every third or fourth sunday to not annoy other posters.

>> No.9199270

>>9199258
Considering the Lost Soul isn't, I think you're right about the reason.

>> No.9199276

>>9199270
What about the pain elemental? They just blow up.

>> No.9199295
File: 26 KB, 600x399, 1545517145470.jpg [View same] [iqdb] [saucenao] [google]
9199295

>>9199202
1942 was
>Release date
>Microsoft Windows
>NASeptember 10, 2002
CoD 4 was 2007 of course so that should be somewhat of a shocker for it being so long ago..it's been 15 years(14 counting W@W) since CoD lost its dedicated servers and modding capabilities.

>> No.9199294
File: 30 KB, 227x172, painelementanus.png [View same] [iqdb] [saucenao] [google]
9199294

>>9199276
you know why

>> No.9199297
File: 1009 KB, 2480x3508, Those Holes....jpg [View same] [iqdb] [saucenao] [google]
9199297

>>9199294

>> No.9199316

Looking back through 2000s FPS releases and man console exclusives were kinda running things that decade huh. Feels weird sandwhiched between the genesis of the genre centered mostly around PC and modern times where AAA shooters come out on everything but the retro revival in the indie scene still keeps things PC focused.

>> No.9199324

>>9198738
this looks good.

>> No.9199330

>>9199316
to an extent, but stuff like HL2 and FEAR still had a PC focus in the early 2000s.
id say it got alot more awkward after halo3 and cod4 where there really where little real PC shooters until after 2016, and still most are indie.

>> No.9199357
File: 174 KB, 640x480, doom94.png [View same] [iqdb] [saucenao] [google]
9199357

I added MAP20 to my WIP wad project. Now I have full second episode.
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-2-progress-1011-latest-map-map20-update-210822/

As usual, complevel 2, difficulty implemented by slashing monster count proportionately.

>> No.9199375
File: 54 KB, 382x291, EYE SEA U.png [View same] [iqdb] [saucenao] [google]
9199375

>>9199357
i like the style of map 20

>> No.9199414

Vague Voices = Nepal Monastery > Drums and Riffs > Klaxon Beat

>> No.9199425
File: 410 KB, 1920x1080, FWWtUg6WYAAGJUI.jpg [View same] [iqdb] [saucenao] [google]
9199425

Can someone give me a quick rundown on Blood Fresh Supply? I heard that Atari are actually preventing it from being updated anymore. Also did anyone else pre order pic related?

>> No.9199432

>>9199425
use Raze instead, fresh supply is inaccurate and messes some stuff in the gameplay. i assume fresh supply's game files work with it?

>> No.9199435
File: 147 KB, 1024x768, DSCN3519-2244815580.jpg [View same] [iqdb] [saucenao] [google]
9199435

>>9199425
i wish i could just buy the action figure. the collector edition seems sold out anyway.
even better if neca could do a cultist figure like the clothed stuff they do

>> No.9199438

>>9198967
>He has never seen a negative light in his life
ngmi

>> No.9199440

>>9199438
since we were talking about Blood
and about negative
https://www.youtube.com/watch?v=xD5No_JRrZw

>> No.9199442
File: 190 KB, 500x603, resaurus duke.jpg [View same] [iqdb] [saucenao] [google]
9199442

>>9199435
In a prefect world Resaurus would have never gone out of business, and they would have given us a Caleb figure. The figure was what made me pull the trigger, but the mousepad seems interesting and keychains are neat. I just really love Blood, almost as much as Duke.

>> No.9199451

>>9198941
Is that doomworld.txt?

>> No.9199454

>>9199442
i forgot pic existed. 90's action figures ftw.

>> No.9199470

>>9198674
I really like Quake 4's art direction, atmosphere, and presentation of the Strogg. It actually made them seem like an everpresent, superhuman danger, rather than pushover retards with rubber bullets like in their debut. I like it so much that, despite wanting Quake to return to its roots, I don't want the grim tech-horror to go away either.

I'd say the best option would be to treat it like Wolfenstein, with the Strogg as the "big bad" looking for every crushing advantage possible against human resistance, both through their own technological superiority, and dabbling in the paranormal (via slipgates).

Maybe they fuck up and the Quake 1 monsters start usurping/overshadowing/destroying them too relatively early on, leading to an interesting juxtaposition of cosmic horrors rampaging through techbases, as well as Strogg raiding Quake 1-style castles and shit. Some infighting here and there, but both factions want you dead most and work together to that end.

>> No.9199472

>>9199470
yeah strogg could maybe try to harness eldritch entities's powers

>> No.9199480

>>9199470
>first half of the game is Strogg techbases
>in the middle of the game there's a Halo 1 style twist with Strogg's opening a portal unleashing Quake 1 monsters and zombies

>> No.9199493 [DELETED] 

>>9198351
doom lore was mainly made to bait clickbait youtubers and cover up the fact that what led to the doomslayer isn't even the comic, but 4chan memes and doom fans literally seething over master chief being the more popular green fps marine and beating doomguy in a screwattack video
it's why people dislike tag2 so much because it's like a reminder that "doom is not that epic, sorry"
but honestly, the problem with "doom story" isn't even that one quote by john carmack he partially agrees with, that most people got out of a 2012 didyouknowgaming video
it's that there's 2 better ways to look at doom's setting:
>one is the way that "doom could be a lot of things" and there's no main story, hence the spin-offs and doom 3 being different iterations and even how most people perceive doom or get creative with a surprisingly versatile yet small series
>the other is being super autistic over what doom really is, so you overanalyze wall textures, make realm667 assets that fit the aesthetic, look up the actual games manuals and phone games to see what's official, how sprites were made etc
doom 2016 and eternal took an awkward middleground where they change so much about the series but "officialize" it enough that the doomslayer is the original doomguy
they're also inspired by certain memes and outsider factors related to doom, so that feels like an excuse

>> No.9199497 [DELETED] 

>>9199493
I'm surprised people even give a shit about the story in any Doom related game, I like Eternal but I just skipped all cutscenes so I don't even really know what is the plot, the gameplay is fun.

>> No.9199509
File: 843 KB, 1248x2220, emanuel-palalic-ranger-pose.jpg [View same] [iqdb] [saucenao] [google]
9199509

>>9198674
Some combination of everything with original Quake being the priority. Champions's lore stuff kind of moved in that direction and it can be pretty great, but it's all the execution. And you can easily fail on that front, especially nowadays with current shitty trends in story/lore side of things.
As for the gameplay, mix of original Quake and... both Hexen games. More focus on puzzle and at least some melee combat.
>>9199425
Reportedly, nu-Atari just wasn't interested in Nightdive pushing any more updates. But this version is somewhat okay to play, at the very least for the first time around.

>> No.9199515 [DELETED] 

>>9199497
>I'm surprised people even give a shit about the story in any Doom related game
It seems to be a spreading disease, not just among Doom games.
Storyfags are truly the worst, especially if they couldn't tell a bad from a good story to save their lives.
GTA5's story was absolute fucking bullshit, yet the whole game was built around it, which made it an absolute chore to play through, especially when you have bullshit like "do the dumbass yoga minigame" or "literally just walk into this store to 'buy masks'" as actual missions on the mission counter.
Hotline Miami 2 just focused on the story and slapped some gameplay on the finished thing.
Hitman Absolution was primarily story-driven and it's the worst Hitman game.
Skyrim, I don't even remember what it was about, because it sucked to much.

>> No.9199519

>>9199493
Why did you bring this to this thread?

>> No.9199554
File: 235 KB, 1280x960, DOOM0001.png [View same] [iqdb] [saucenao] [google]
9199554

Yet another concept for the berserk, this time it's actual COCAINUM.
Thinking about making it bigger.

>> No.9199564

Mjolnerd in QC:DE when

>> No.9199590

>>9199470
>I'd say the best option would be to treat it like Wolfenstein, with the Strogg as the "big bad" looking for every crushing advantage possible against human resistance, both through their own technological superiority, and dabbling in the paranormal (via slipgates).
Thanks QC.

>> No.9199596

I don't think there really is any Doom wad better than Plutonia. I don't believe in it.

>> No.9199602

>>9199596
Whatever helps you sleep at night.

>> No.9199603 [DELETED] 

>>9199497
it's either how games want to be movies or "lore nerds"
doom's setting doesn't even need consistency or logic, just something that does "sound cool" and let players skip cutscenes and segments for a reply or something
the only rule is making sure it's still about killing hell demons and not replacing them with aliens like the novels or first movie
i think the bigger problem is how eternal wanted to be 90's or 80's but it still carried modern aesthetic trends, even if comparisons to 343/darksiders are easy
>>9199519
just because i saw it on previous thread and in case the thread would die
>>9198674
almost what wasn't done in modern doom yet
a focus on level design and exploration
i can see a horror aspect being the way to go

>> No.9199613

>>9199470
How about you start in human-occupied slip gate dimension, then move to strong half and then find out who built all the gothic ruins you both squatted in?

>> No.9199640

>>9199596
Plutonia 2 is better

>> No.9199659

>>9199515
>Storyfags are truly the worst
not only but i wish games would just shut up and let us make up our own stories...

>> No.9199674

>>9199435
If you want authenticity, the axe zombie (and by extension the cultist) were created using a Power Rangers figure, painted brown and with the head swapped out for one made of clay

>> No.9199675

>>9198640
Is there a test map for Ad Mortem containing all of the newly added Things? Or at least a list of them with their id numbers?

>> No.9199694

>>9199675
https://files.catbox.moe/nwdgyr.wad
There was this one from last year, but it only has monsters.

>> No.9199729

>>9199212
I'm assuming you're the same guy who spoke up about them before. I've been mulling over that post for a while, considering the position, but I don't really see an issue.

It isn't balanced for continuous, it plain just enforces Pistol Starting if you go through a death exit, a normal exit just lets you carry over stuff, like normally, which conventionally makes the game easier overall as it lets you keep your weapons, backpack, and your remaining supplies. Looking at the original Plutonia, it definitely is easier when you carry over all your stuff all the time, and harder when you do it Pistol Start.

Perhaps the idea is slightly halfbaked, but I'm unconvinced that it will be a problem or hurt the quality of the maps. I'd be willing to hear further reasoning though.

>> No.9199770

>>9199024
ut2004

>> No.9199781

>>9199675
If you load the resources when making your map you get those numbers displayed when choosing the repsective thing.
Also, I think the Doomwiki page has them on the discussion section.

>> No.9199792

>>9199554
this literally looks like lower leg in a boot standing on a bone of the upper leg that's been stripped of muscle

>> No.9199813

>>9199316
>Looking back through 2000s FPS releases and man console exclusives were kinda running things that decade huh.
Not as blatantly in the early 2000s, but absolutely by the end of it. I’d say the big turning point happened once the 360 and Xbox Live really kicked off, as well as MS purposefully shitting up the PC experience with mandatory “Games for Windows Live” nonsense.

>> No.9199820

>>9199258
That's probably why, and I can see their reasoning in how Doom's gore is actually rather graphic and detailed. It may seem quaint to us who have played the game for decades, but you're looking at detailed evisceration, dismemberment, flaying, impalement, entire bodies exploding, hollowed out brain cavities and loose brains with their stem still hanging on, etc, in addition to lots of flowing blood and stray strips of flesh.

Few popular games before and after Doom of this era are actually as graphically violent. Games like Duke, Blood, Half-Life, they, they aren't slouching, they have pretty graphic gore but also sacrifice a lot of detailed gore animations for doing gibs with multiple individual graphics, which while very lively and satisfying, doesn't show the gore in as fine detail. There's nothing like seeing a torso split open as entrails spew out and a severed spinal column protrudes, there's no brain sliced open, there's nothing like a body collapsing and the skin sliding off of the skeleton as the eyeballs drop out of the eyesockets, hanging in place. Not to talk about animations like these being run in reverse for resurrections, and then doing them again.

Many later games have more technically advanced gore, but Doom's animations and decorations aren't met up by much from this era of videogames. The Splatterhouse series gets close, but it's all hand drawn, compared to how many of Doom's creatures are digitized models which retain a realistic looking sheen to their skin and cybernetics.

Doom is a very gory game inspired by horror movie gore and splatter, and I think the blood and guts is one of its strong aesthetic qualities.

>> No.9199825

>>9199425
> Atari are actually preventing it from being updated anymore
Not to defend whoever exists under Atari brand this day, but this is incorrect. Atari don't have rights to the Blood franchise. It belongs to Warner Bros movie studio. Atari owns the original release of Blood though, so they made a trick advertising Fresh Supply as original Blood with necessary purely technicap changes that allow it to run on modern OS. This already is a pretty thin legal ice and an obvious point of interest to WB lawyers. So Atari just cannot do anything useful with Blood without risking, so they decided not to.

>> No.9199840

>>9199792
Jesus Christ what kind of bone structure do you have anon?

>> No.9199843

>>9199024
S.T.A.L.K.E.R. Shadow of Chernobyl

>> No.9199845

>>9199659
>not only but i wish games would just shut up and let us make up our own stories...
It depends on how exactly you want that and what kind of genre
Some games are the way they are because of their stories, whether or not it has to affect the gameplay
But in a sandbox game, the devs still simply give you freedom and not care about how it clashes with the main missions or something
>>9199258
Pretty sure it's because this site is mainly about Nintendo games and stuff like that

>> No.9199847
File: 1.09 MB, 498x498, champagne.gif [View same] [iqdb] [saucenao] [google]
9199847

>>9199843
based

>> No.9199862
File: 50 KB, 1056x365, file.png [View same] [iqdb] [saucenao] [google]
9199862

>>9199675
>>9199781
Doomwiki does have a list, but it's missing some things so it's better to look at them in Doombuilder.

>> No.9199871

>>9199845
it doesn't need to be a sandbox game to avoid storytelling.
an fps does not need to say why the character is here or even his name. many won't even watch the intro/cinematics and almost no one read the manuals back then... Doom 2016 and Eternal would have done pretty well without the codex entries or even the audio logs or whatever they were called.
i can tell you the best part of the game for lore fags was not what they read/listened but the speculation. it's what they live for but when the actual thing drops they almost always end up disappointed because well their imagination>>>>>actual lore.

>> No.9199880

>>9199554
>>9199840
kek

>> No.9199928

What are some good wads to play co-op with?
I wanna play some Doom with my bro.

>> No.9199936 [DELETED] 
File: 543 KB, 1200x900, jobrauder.jpg [View same] [iqdb] [saucenao] [google]
9199936

Say something nice about Jobrauder

>> No.9199940
File: 330 KB, 1920x1080, 2022-08-22-163701_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9199940

>>9199781
>>9199862
Not in my editor :^)
I've been doing my Protons maps by manually entering thing numbers from the test map.
Anyway I made my own test room.

>> No.9199952

>>9199940
Damn, really?
Guess I'll set up a pastebin with all that stuff.

>> No.9199965

>>9199936
I don’t know, that’s getting a bit too ‘not retro’ for me. I’d rather talk about Hexen’s centaurs: They’re kind of a buzzkill if you’re out of green flasks.

>> No.9199967

>>9199940
Are you using something that is not udb?

>> No.9199976

>>9199928
Ribbiks maps are all co-op compatible with no softlocks if you're into that shit

>> No.9199978

>>9199936
he was in metadoom

>> No.9199981

>>9199965
I like the quirk that Mage's ice spell has to counteract their block, by still dealing damage if you use it in melee range. I wish there were more of such details to the combat.

>> No.9199989
File: 1 KB, 230x340, oillamp.png [View same] [iqdb] [saucenao] [google]
9199989

Does anybody have a suggestion for the base? I am rather content with the mounting and the frame (three pixels don't give much room for shading), but the base has this dithering pattern I am not really satisfied with, but I also have no idea how else to shade it.

>> No.9199991

>>9199981
I haven’t Maged in Hexen in awhile, but don’t frozen enemies need to be shattered manually? It’s still a fun weapon to use, he’s got cool hands.

>> No.9200018
File: 675 KB, 1920x1038, 2022-08-22-171028_1920x1038_scrot.png [View same] [iqdb] [saucenao] [google]
9200018

>>9199967
Eureka, mostly because it runs natively on linux

>> No.9200027

>>9199981
Cleric has the serpent staff life steal as it's melee gimmick.

>> No.9200038

>>9199981
Mage's ice spell melee attack does not void invuln, centaurs literally go invulnerable to all damage when their shield is up after being painchance'd but their animation delay allows them to get stunlocked by certain things, it just deals a fuckload more damage than the ice shotgun shards, enough to instakill them.

>> No.9200105

>>9198882
I voted for january 31 so it doesn't overlap with xmas jam

>> No.9200109

>>9198674
If I were 14 years old again my dream would be a return to the original gritty Lovecraft/DND/heavy metal music video melting pot Quake 1 atmosphere, but realistically if they did that today they'd just find some way to fuck it up and disappoint me. You can't ever go back.

I'm definitely tired of the Strogg shit though. Quake 2 was cool as its own thing, but 4 and that ET spinoff game sucked ass. I have no interest whatsoever in returning to that dead horse.

>> No.9200129

>>9198674
I love Quake 2, but they've already done Strogg plenty, I'd love to see the Quake 1 stuff explored again, it's weird and fucky in a distinct way from the other games.
>dank dungeons with rough and dirty brown brick and mortar
>metal trims, supports, elevators, grates, all crusty and rusty, giving you tetanus just from looking at them
>earthen caves and tunnels, cold and muddy waters
>strange pale blue brickwork halls, colorful (but not too saturated) stained glass windows
>libraries of forbidden knowledge
>elaborate deathtraps, arcane devices
>ornate stonework and decorations, mystic runes and grotesque gargoyles
>castles, crypts, churches, catacombs
>profane altars, human sacrifice
>monsters, not too numerous, but making up for it with being vicious and terrifying
>undead, requiring disassembly to truly defeat
>clunky and unconventional weapons

I'd be afraid of where nu-iD would take it though. Things like these I think would ruin it:
>MCU style multiverse crossover bullshit, only Redditors want to cross over everything
>turning it into some sort of Painkiller/Serious Sam game
>relying on special melee finishers for everything
>lack of incidental combat during exploration
>lack of exploration in general
>monologuing for some exposition or reaction, a little bit would be fine, but I could easily see it becoming too much
>too much of a single narrative in general, it'd be better for Ranger to just move from one world to the next, and whatever goes on in one dimension (if you even get to learn or understand much of it) probably has little bearing on another
>overdesigning the weapons, like tacking on every single doodad and greebling they can think of just for the hell of it, rather than showing any kind of restraint and streamlining the design, only advanced stuff like the Thunderbolt should get to have busy detail, and then only on some parts
>same for monster design, making shit look like Darksiders/nuBlizzard would be fucking cancer

>> No.9200131
File: 1.11 MB, 500x500, That Bloody Cat.gif [View same] [iqdb] [saucenao] [google]
9200131

>>9199825
>Not to defend whoever exists under Atari brand this day, but this is incorrect. Atari don't have rights to the Blood franchise.
Nu-Atari (a.k.a. Infogrames) has distribution rights for both Blood games while Warner Bros owns the IP since Monolith is under them. Nu-Atari can do whatever they want with those, but something totaly new can be done only with Warner Bros' blessing.
>>9199936
He's alright.
>>9199965
I enjoy watching them choking in fléchette cloud. And punching Centaurs to death with Cleric's mace.

>> No.9200132

>>9200129
I think there's worthwhile things to do to change up the gameplay, like having a Doom style Berserk powerup for the Axe, or making the Axe a quick command rather than a separate weapon, just to make the Axe not completely useless as a weapon. Possibly the axe could be used to gradually dismember zombies in case you don't have the ordnance or Quad Damage to blow them to smithereens.

At any rate, it shouldn't stray from exploring tetanus ridden medieval gothic dungeons and tombs in inhospitable dimensions, there should be a lot of earth colors, divided up with some more varied colors, often muted in saturation, but not always. Some places would be dark and wet, others would be brighter.
Puzzles and bossfights would be ok.

>> No.9200163

>>9199940
>>9200018
Well, Linuxfags do love doing things the manual way for no reason.

>> No.9200185

>>9198674
I think they have a pretty good idea of what Quake “should be” with their recent remaster and greenlighting of various map packs. It all depends on what their beancounters dictate.
>>9199470
>I really like Quake 4's art direction, atmosphere, and presentation of the Strogg.
They seemed sillier in 4 based on what I’ve played. All the guards in 2 have appropriately armored torsos, but the ones they initially throw at you in 4 are fully exposed except for the back for some reason.

>> No.9200202

>>9199554
>>9199792
I thought it was a bone with a leg too

>> No.9200203

>>9200129
Good post, just about sums up how I feel about most of it.

Quake 1's original map design was mindblowing to me and my friends, we ate slept lived and breathed it. Deathmatch from sunup to way past sundown. Although I actually kind of hated playing DM2 (it was one of the most "difficult" maps to play, as a deathmatch map), there was something amazing about Claustrophobopolis. We used to talk about some crazy dream of seeing it constructed in real life, with the moving platforms and everything.

I am fully done with Strogg shit, I don't need any more of it. Quake 2 was fine. Strogg are boring. Please, no more of that. Give me that Quake 1 brown mortar and brick, Evil Dead chainsaws and axes and boomsticks and ogres and pineapples.

>> No.9200209

>>9199989
You could try adding rust, only idea I have.

>> No.9200213

>>9200203

Whenever people talked about a new Quake game I didn't even automatically think of strogg. Who even gives a shit about games after Q2, ID was on a ramp to make fucking Rage of all things.

I wanted the lovecraftian atmosphere of the first game. Techbases and a slow descent into madness.

>> No.9200215

>>9200129
making quake 5 like painkiller or serious sam (and doing it right) would elevate the series to new heights you fucking imbecile

>large scale battles with less bullet spongey enemies
>rapid or instant snappy weapon switching + the capacity to fire off a shot from a weapon at the push of a button
>a solid core weapon roster with responsive well balanced alt-fires
>quake 1/cpma airstrafe and bhop
>enemies that are an actual threat, tailored to require mastery of your movement system and target prioritization
it'd be the perfect game. sam is too slow and painkiller's enemies are pushovers, but if you combined their philosophies with quake's movement gimmicks and visual direction and executed it in a unique way, what's there to complain about? nothing. you're just a shitter that doesn't want raw gameplay.

>> No.9200229

>>9200215
No it fucking wouldn't, in the same way that turning Serious Sam into Quake 1 wouldn't make any goddamn sense.

>> No.9200230
File: 11 KB, 83x79, 1652197794764.gif [View same] [iqdb] [saucenao] [google]
9200230

>>9200215
To be fair, if you had too many movement options in a serious sam game then it would no longer a serious sam game. Now that's not to say whatever kind of game resulting from those changes would be bad, but it would severely detract from the whole point of serious sam where enemy management is key because you cannot outrun them.

>> No.9200328

>>9200229
of course, because that'd be a downgrade
>>9200230
no shit?
in a perfect world the enemy behaviors would be fine-tuned to match the new advanced movement

>> No.9200350

>>9200230
The other big thing would be any “new, advanced” movement can only have a skill ceiling so high due to gamepad superiority with only so many buttons. At most I can see more of an emphasis on managing movement ability cooldowns.

>> No.9200373

>>9200350
consoles can use keyboard and mouse now too
there's no excuse for dumbing things down

>> No.9200378

>>9198674
I like the aesthetic of different civilizations building on top of one another, so I'd like to have colonies in another dimension. Modern or sci-fi looking bases built next to or inside gothic wizard ruins. Then gothic wizards return and kill everyone. Maybe mix stroggs and their no respect for OSHA nightmare factories in the next gothic wizard ruin and see them slaughtered by wizards half way though.

>> No.9200396

>>9200373
>there's no excuse for dumbing things down
Well, your current hurdle is Hugo himself. In response to Eternal still presently not having mouse and keyboard support, he flatly stated “consoles are for gamepads, pcs are for mouse and keyboard”. Can’t make the gamepadders feel bad.
All while the classics on consoles support m&kb. Is that fucked or what?

>> No.9200408

Just found out the author of Goroth made second boss monster for Q1 - Volkerh: https://www.youtube.com/watch?v=DiW91LIgoOk
God damn I need proper maps with those, one for E2 and another for E3. Then the original Quake campaign will be 10/10.

>> No.9200419

>>9200396
I don't know what he's thinking, I'm sure they would get more people buying the game on the consoles if they just added mouse and keyboard support. I wish all consoles would have picked up on universal mouse and keyboard for FPS games back when Dreamcast tried to do it.

>> No.9200421
File: 129 KB, 805x674, file.png [View same] [iqdb] [saucenao] [google]
9200421

some probably not very interesting news from /v/, the prolific repacker "fitgirl" released a doom pack the other day.
https://fitgirl-repacks.site/doom-i-and-ii-enhanced/
is it any good? i don't know, i'm just posting it in the doom thread because it's doom.

>> No.9200426
File: 22 KB, 345x287, 1638238828206.jpg [View same] [iqdb] [saucenao] [google]
9200426

>>9200421

>> No.9200437

>>9200419
>I don't know what he's thinking, I'm sure they would get more people buying the game on the consoles if they just added mouse and keyboard support.
I think most console FPS/TPS fans are quite happy with a controller, and I doubt many would be willing to make the switch to a different and perceivably “””nerdier””” control scheme. Gamepad dominance for shooters is here to stay, despite even the PS1 offering mouse support for some of its games.

>> No.9200438 [DELETED] 
File: 919 KB, 1920x1582, 1631625100457.jpg [View same] [iqdb] [saucenao] [google]
9200438

>>9199024
Good 00s FPS games :
Soldier of Fortune 1 & 2
STALKER : Shadow of Chernobyl
Half Life 2
Return to Castle Wolfenstein
Timesplitters : Future Perfect was pretty good

>> No.9200441

baroness of hell
mancudyke
period elemental

>> No.9200448

ehrm, how do I test the performance of my quakemap?
every port throws a gorillion fps at me

>> No.9200454
File: 47 KB, 933x707, 1647746264591.jpg [View same] [iqdb] [saucenao] [google]
9200454

>>9200421
>1.5 GB for Doom
Is the Unity port that big or what?

>> No.9200457

>>9200448
test on original hardware

>> No.9200460
File: 31 KB, 625x626, 338.jpg [View same] [iqdb] [saucenao] [google]
9200460

>>9200421
>downloading malware

>> No.9200463

>>9200421
They were already on GOG Games, so there's no point in this repack.
>is it any good?
Those are re-releases from 2019 and they're great for what they are.
>>9200448
Well, I guess you're testing it now. Sounds good to me perfomance-wise. If you think that your setup is "too good" or something, you should probably look out for another tester.
Also I think it's important to specify what ports you used for testing and what kind of map it's supposed to be (full-on vanilla or something more advanced).
>>9200454
>Is the Unity port that big or what?
Yes. As far as I remember, each re-release by default (no add-ons downloaded) takes around 0.5 GB each.

>> No.9200472

>>9200463
>Well, I guess you're testing it now. Sounds good to me perfomance-wise. If you think that your setup is "too good" or something, you should probably look out for another tester.
>Also I think it's important to specify what ports you used for testing and what kind of map it's supposed to be (full-on vanilla or something more advanced).
dp, frw, quakespasm, spiked, vk and ironwail (not kex yet)
I'm doing a bsp2 map that will be pretty big, I want to catch the retarded shit I'm doing wrong from early on because it will add up later, I don't know if I'm abusing func_detail_walls, at least now is vising lightning fast but that doesn't mean I'll have more fps in game

>> No.9200476
File: 100 KB, 805x540, 1634848852578.gif [View same] [iqdb] [saucenao] [google]
9200476

>>9200472
>frw = fte

>> No.9200479

>>9198915
Where is that place that shows those different folks in that pic?

>> No.9200490
File: 379 KB, 720x1450, doom lore.png [View same] [iqdb] [saucenao] [google]
9200490

can anyone give me a qrd on what I missed? Also
>rifftrax

>> No.9200492

>>9200479
It’s part of Q2’s final level, and Timmy was really passive aggressive when making it.

>> No.9200495

>>9200490
>one hour of DOOM LORE
Impressive. I’ve got nothing to say here for once.
Maybe it just needs to sink in.

>> No.9200529

Tri-threadly reminder that Daikatana (1.3) is a better Quake 2 than Quake 2, and that John Romero is the most talented man to ever work at id Software.

>> No.9200537 [DELETED] 

>>9200438
Why is her dick so small in this?

>> No.9200541

>>9200490
>Golf With Friends
Could have at least run a Hellshots Golf game.

>> No.9200542 [DELETED] 

>>9200537
Because Zan doesn't have a cock you degen futa fetishist.

>> No.9200546
File: 25 KB, 633x316, file.png [View same] [iqdb] [saucenao] [google]
9200546

You guys are playing Doom with THE MOUSE?

>> No.9200552

>>9200495
>>9200541
Is teh doomguy from doom1 and 2 the same as the one from 3, 64, 4 and rpg?

>> No.9200576

>>9199825
Infogrames absolutely should not be defended by any means, a shitton of good franchises (AITD and Driver in particular) died to their corporate incompetence and they should be called out every time they're brought up

>> No.9200580

>>9200546
I played Doom once with a joystick intended for flight simulators. Tilt forward/back or left/right for movement, rotate for, well, rotation. I liked it better than regular gamepad, but of course it was still shit compared to kb&m.

>> No.9200581
File: 151 KB, 768x1024, CgqMVp-W4AILlOF.jpg [View same] [iqdb] [saucenao] [google]
9200581

>>9200576
>Infogrames absolutely should not be defended by any means
Jesus, "people" like you are why the internet's full of cancer. Yeah, fuck "facts" and all that dumb objective shit, must hate the big boo boo entity at all costs. Literal twitter sjw logic.

It's like the losers who let Randy live forever rent free in their heads and demonize literally everything he's ever done and accuse him of shit he didn't do / isn't etc.

>> No.9200589
File: 841 KB, 1920x1080, Screenshot_Doom_20220812_182443.png [View same] [iqdb] [saucenao] [google]
9200589

Food for thought : Why hasn't Civvie or GmanLives made a video on Ashes : 2063 ? You'd think it'd be totally up both of their alleys given how much of a love letter it is to classic fps games and some newer ones too...

>> No.9200590

>>9200472
>>9200476
Again, you either did nothing wrong or need to get outside input. Either go through the same process on weaker device (if you have one) or ask friends/anons to look into it (if you're okay with sharing your work this early on).

>> No.9200592

>>9200542
She does according to the Hedon developer's own artwork.

>> No.9200603

>>9200589
Developer isn't paying for promotion.

>> No.9200607

>>9200546
Was playing Doom 2 on a Nokia 7610 (it had funny-shaped keyboard) circa 17 years ago. Since then playing all classic FPS exclusively on a gamepad with 2 sticks control. It is just too convenient, even if much less precise than a mouse.

>> No.9200623
File: 161 KB, 666x813, 1517296283_18 gommunist.jpg [View same] [iqdb] [saucenao] [google]
9200623

>>9200603
You might be right on the money.

>> No.9200634

>>9200589
>>9200603
Yeah this is my conspiracy theory, the game is well made and I'd argue it's incredible....but there's no monetary incentive.

>> No.9200640
File: 290 KB, 900x600, bigstock-Different-Types-Of-Ammunition-263860492.jpg [View same] [iqdb] [saucenao] [google]
9200640

Any TCs with a focus on ammo swapping and/or elemental weaknesses?

>> No.9200658

>>9200589
civvie doesn't do many mods, only that one Blood map pack.

>> No.9200678

>>9200640
Wrath of Cronos has elemental weaknesses but you can kind of brute force stuff anyway.

>> No.9200679

>>9199596
there are, keep playing.
>>9199936
not retro, but cool.
>>9200350
they would probably make it DUSK style and just slightly simplify it, or make it so bhopping is easier.
or he could just say "that's how quake is" and make it easier for consoles in other ways (not the the OG control scheme is that hard for modern pads, so they just need restraint when adding more)
>>9200546
started very briefly with keyboard, but now i stick to mouse.

>> No.9200681

>>9200658
Pretty sure it's got a standalone version for Enriched Edition and Afterglow but it's not like it's on sale on Steam or anything.

Obviously shillmanlives doesn't touch anything unless he's being paid to.

>> No.9200697

>>9200679
>they would probably make it DUSK style and just slightly simplify it, or make it so bhopping is easier.
Seems like that would be weird for the aim assist with all that bhopping around, but they could also just make the aim assist better. I could imagine them justifying it at a reveal with something like this:
>”the most important part of an FPS is the perspective, not the aiming.”

>> No.9200725

>>9200350
I can't help but feel a significant barrier when designing/adapting an advanced movement system for console controllers is the insistence on A being the default bind for jump.
If shoulder buttons were standard for jumping in console FPS, a lot more could be done because players wouldn't be taking their hands off their aim stick or being expected to claw grip.

>> No.9200751

>>9200697
using the bumpers to jump would be more logical than throwing a bunch of AA at it, nu-DOOM is even pretty low on the aim assist for controllers.

>> No.9200752

>>9200589
Icarus did a vid on It and also Alien Eradication.

>> No.9200774
File: 38 KB, 648x365, jacobs1.jpg [View same] [iqdb] [saucenao] [google]
9200774

>>9198915

>> No.9200808

>>9200490
>rifftrax
comfy

>> No.9200823

>>9200546
Honestly it wasn't quite as obvious a transition as it may seem. Way back in the day (like in 94-95, that nigga posting in 99 is way too late), people were still using literal rubber ball mice, sensitivity was so fucking low you'd have to raise off the mousepad like five times just to turn around a corner. Full-on "mouselook" wasn't a thing yet. I remember playing with a friend, we'd both control the game together, I'd take the keyboard and he'd take the mouse, he'd jerk the mouse forward to "ram it home!" when firing the shotgun, it was silly but fun.

I don't think the whole WASD+mouse thing caught on till Quake, and even then it was a viral custom user-based configuration. It wasn't until Starsiege Tribes that I remember WASD controls being built into the game as a default option.

>> No.9200853

>>9200678
Really not a fan of Hexen, but I'll check it out, thanks.

>> No.9200871

>>9200823
>sensitivity was so fucking low you'd have to raise off the mousepad like five times just to turn around a corner
You could actually increase it past the game's normal limit by editing a config file, up to 31 or else the game would crash when you go back into the options

>> No.9200880

>>9200640
It's not a focus but Hedon has elemental damage. Humans crisp up good, while demons resist fire, forge elementals immune to a lot of stuff but melt in acid, casters are vulnerable to mind blasts, while crylance is good against armoured stuff because it's AP, and the frag shot can stun a Cerberus for a critical moment. Those are the ones I can remember offhand. None of this is major but it gives a significant edge in rough fights.

>> No.9200893

>>9198691
>Ranger never made it back home and continued to aimlessly wander Lovecraftian realms as his sanity dwindles
That sounds cool as fuck!

>> No.9200901
File: 556 KB, 868x587, 1661204102706.png [View same] [iqdb] [saucenao] [google]
9200901

quake 4 in depth review

+cool movement system
+gun feel good
+gun switch weapon fast
+cool art style and atmosphere
+strong are really strogg on general difficulty they kill you fast but it feels fair
+berzerkers are scary i always felt bad for them in quake 2 im glad they can kill now
+good paced campaign i think nice setpieces nice good nice things really cool feels cool
+i like it more than the other quake with strogg

-you should move at stroggified speed by default but don't and it sucks but you can edit it with console commands so it's okay but annoying
-i think the enemies on general difficulty should die a bit faster
-there are a lot of vehicle sections and they are completely pointless because you can skip 90% of each one but also you can skip 90% of each one and that's fantastic
-the bosses don't do anything
-i don't like reloading my railgun it shouldn't have to reload
-dark matter gun don't recharge when holstered
-sensitivity doesnt scale when zoomed and also the sensitivityityity is weird for vehicles
-some of the radio chatter and music volume isnt normalized and my ears hurt now

overall 7.5/10

>> No.9200910
File: 606 KB, 1597x579, SpaceWadWIP.png [View same] [iqdb] [saucenao] [google]
9200910

Any good space themed wads?
I want to see what kind of architecture and textures people use to "inspire" me so I can use them on picrel

>> No.9200919

>>9200774
Silent Hill made on film, my favourite too
I frickin hate those dreams of being stuck somewhere, be it empty subways or worse: dark wilderness.

>> No.9200923

>>9200910
https://www.realm667.com/index.php/en/projects-mainmenu-50/104-projects/finished/330-sapphire-orbital-research

>> No.9200930
File: 106 KB, 1280x720, etrn96.png [View same] [iqdb] [saucenao] [google]
9200930

>>9200910
Scythe X, Vrack

>> No.9200931

>>9200448
"r_speeds 1" shows some numbers. they're not super meaningful by themselves, but you can compare to other big maps. I guess the aim would be to not go past ad_sepulcher too much. if you're getting to shib7/shib8 poly counts, you've probably fucked up somewhere. at 45k polys from some points, I consider rastr to be obviously unoptimized, though not critically so.

>> No.9200936

>>9200910
Levels by burabojunior from JPCP
https://doomwiki.org/wiki/JPCP

>> No.9200941

i think i am going to release an quick high res version of Oblivion UI, since the Mission pack pcx files have no proper tga versions of its menu, and it gets affected replacers like KMQuake 2 menus, also leave it open as always so anyone can work it from there.

also yamagiQ2 doesn't support custom menus well, and people are calling out at their github page to add priority support due to said KMQ2 menus taking priority because of the TGA output being higher.


>>9200923
saphire never had a sequel

>> No.9200957
File: 109 KB, 659x480, Screenshot from 2022-08-22 17-45-29.png [View same] [iqdb] [saucenao] [google]
9200957

This is, without a doubt, the fastest I have ever updated my HD resprite to support a new addon weapon after its release. I love this thing.
Dammit guys, I still need to do all the Box Cannon and Lotus variants.

>> No.9200958

>>9200823
>WASD+mouse thing caught on till Quake, and even then it was a viral custom user-based configuration
I consider it a HL/CS thing. maybe there's some proof to the contrary, but my evidence is:
- Oblivion for Q2 (end of 1999) binds D to Detonator
- in Q3Radiant and its descendants A/Z and D/C is look and move up/down, and S to Surface Inspector
if this was obscure enough that modders didn't consider it and nobody pointed it out to them, I doubt it was very widespread

>> No.9200961

>>9198674
I think continuing the Lovecraft theme is the best way to go. It would be so fucking cool having a fully fleshed out Lovecraft shooter that isn't an indie title, but it has a few pretty major issues to overcome. Monster design and weapon selection would have to be close to the same or very carefully crafted to not pull away from the original atmosphere, Quoth's Lovecraft enemies are an easy to point at example. They fit in on paper, but in practice it doesn't click. It feels like they don't belong. It's such a delicate balance for Quake enemies that being off by a hair could throw the whole thing out of wack (quite ironic considering the rushed development of the game). There's also the fine line being tread with the new wave of "quirky" satanic games. A lot of trust is being put into the developers to not glorify the themes and strip it of everything that made it great. Just look at Doom Eternal, it's practically a kids game. I highly doubt any kids of this generation will be reminiscing on how they felt when they saw a Doom monster for the first time like we did, and the last thing I would want to see happen is Quake become an overbright cartoonish mess. The hardest thing for them to get right is to keep Quake, Quake. It's already apparent through the lineage of games it has a bit of an identity crisis, so if a 1996 reboot was to be done it would have to avoid the trap Doom 4 almost fell into, of being a different game entirely. But if they could pull all these things off, I think it would be one of the best titles in years.

>> No.9200964
File: 142 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
9200964

>>9200910
Adventures of Square Episode 2, probably not the aesthetic you are looking for however.

>> No.9201002

>>9200958
Where I live in a deep Eastern Europe this happened with Quake 2. Nobody used mouse with Doom. Nobody used mouse with Duke, because it is barely working without BMouse. Everybody used mouse with Quake 2 in 98, everybody also ran it on Voodoo 2 with P100 - 133. Perhaps somewhere else it happened with Quake1, but here nobody have a machine to run it until 98/Voodoo2 and at this time Q2 deathmatch was the only Quake people played.

>> No.9201017

>>9200958
The first time I saw anything similar to WASD was a Quake-playing friend who used the mouse in his left hand, and the numpad to move and strafe.
After I saw how effective that was, I gradually figured out my ESDF-based control scheme that I use to this day.

>> No.9201019

>>9201002
mouse is one thing, but you'd use it with arrow keys

>> No.9201038

>>9200931
thanks, that's something

>> No.9201039

>>9200546
Before I ever held a twin stick gamepad, I thought that it would be perfect for Doom, because you can't look vertically. I'm not sure how that made any sense. Maybe because my first exposure was through a flash version that only had keyboard controls.
Speaking of gamepads, it took until Switch for a few games to use gyro for aiming, even though playstation had six-axis throughout the whole console shooter epoch.

>> No.9201052

>>9200901
Are there any fixes for the viewmodels so I can play at a high FOV and not see where my arms end?

>> No.9201060
File: 849 KB, 960x720, shotgun_factory.webm [View same] [iqdb] [saucenao] [google]
9201060

>>9200923
>>9200930
>>9200936
>>9200964
thanks for all the suggestions anons, checked out sapphire for a bit, holy shit what a pretty map
I'm going to play through most of these and scribble some notes, though I'm definitely not as good as some of these mappers
plus I'm only using base assets, although the protons94 textures do look great for this theme.
Whilst I'm scribbling notes actually, any anons here have cool little mapping tricks they can share?
Even something like a nice way to model a doorway, column, etc. I just want to try and expand my mental library of mapping techniques

>> No.9201085
File: 4 KB, 225x225, 1656813744431.jpg [View same] [iqdb] [saucenao] [google]
9201085

>>9199843

>> No.9201102

>>9200901
I haven't played it since...06 maybe? i gotta again. i liked it but my shitty PC hindered enjoyment a bit.

I seem to recall the part where that big ship comes down to land, lets down it's ramps and you can get in it seamlessly kind of blew me away at the time. just a cool thing i'd never seen before in an FPS, probably remembering it wrong though.

>> No.9201107
File: 790 KB, 800x1132, Cover_OL.jpg [View same] [iqdb] [saucenao] [google]
9201107

>>9199843
The original concept for STALKER, Oblivion Lost, always reminded me of an even more slavic, military sci-fi Serious Sam.

>> No.9201115

>>9201107
I'd play the shit out of a Serious Sam where everything was set in The Zone.

>> No.9201119
File: 1.29 MB, 570x430, 1644326576202.gif [View same] [iqdb] [saucenao] [google]
9201119

>>9200546
no, THE TRACKBALL

>> No.9201136
File: 805 KB, 1920x1080, ss_daydr_06-29-22_23-14-03_(lvl3_agroprom).jpg [View same] [iqdb] [saucenao] [google]
9201136

>>9201107
OLR 3.0 when

>> No.9201140

>>9201136
Cleanest building in Eastern Europe.

>> No.9201146

>>9199871
Anon, you sound exactly like the kind of people i've met in special ed classes and therapy sessions who act like their personal tastes are objectively superior to anyone else's or that one guy who says this like "cartoons don't need writers"
Some of them outgrow this, so it can't be too late for you
>>9200851
If i was Hedonguy, i'd just make a similar yet different enough character instead of outright using the same character that was fetishized
>>9200957
They look good

>> No.9201163

>>9200910
Lunatic
Valiant's final episode
Mothership.wad
Ancient Aliens

>> No.9201164
File: 2.76 MB, 1280x720, GRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAF.webm [View same] [iqdb] [saucenao] [google]
9201164

>:^(
What the fuck is this shit graf you god damned feathered biped? There isn't even a sector here. This is just a straight-up rendering bug. I had to interrupt my playthrough just to make sure I wasn't going fucking insane when I saw cacoballs phasing out of existence.
Yes this also happens in vanilla.

>> No.9201172

>>9199871
>almost no one read the manuals back then
Are you old enough to remember a time before inbuilt tutorials?

>> No.9201173

>>9198781
>https://mb.srb2.org/addons/kart-slipstream-drafting.2361/
>https://mb.srb2.org/addons/jugs-speed-utilities-aka-boost-queueing-additive-mini-turbos.2553/
Actually use just this one:
https://files.catbox.moe/03tvtj.pk3
Pissstream-v4beta47.pk3, from /v/. It's updated and fixes stuff. Let me know if you want the /v/ version of the other mods too.

>> No.9201180

>>9201146
>They look good
I'm not taking credit for the sprites, all I do for most weapons is just fit the hands and/or sleeves on them, maybe some minor touch-ups if there's a reflection of bare arms or something else bugs me.
I just did it for this weapon within 24 hours of its addition to Peppergrinder because I loved it so much when I played around with it.

>> No.9201193

>>9201039
its weird cause gyro would have been perfect for making console FPS alot more like PC FPS.
feels right at home for switch ports of PC fps (or with steam input on PC).
maybe it was just never thought of, or it took nintendo and PC fans fully getting good support for it to be given a real chance.

>> No.9201201

>>9201164
Isn't just rendering, those fuckers will phase through stuff too sometimes.

>> No.9201209

>>9201193
At the time you were looking at basic ass ball tilt switches that were at best three states of level, hard left and hard right.

They weren't any better and were prone to fucking up.

>> No.9201219

>have two weeks of vacation
>want to work on the crayon textures during that time
>spend whole first week doing all kinds of other urgent rl shit
>instead cobble together some shitty drug sprites
If I continue at this pace I probably won't even be finished in a year.

>> No.9201221

>>9201164
Doublecheck to see that you don't have like, rotations for those sprites or something (present or missing).

>> No.9201223

>>9201219
>>want to work on the crayon textures during that time
speaking of wish, what happened to that wad made by kids?

>> No.9201229

>>9201223
No idea, but Magikus-guy was in a thread some time ago, so he's at least still alive.

>> No.9201234

>>9201221
Man they're plasma balls, they don't have rotations, and this happens in vanilla with rockets/plasma/impballs/bfgballs/etc. Shit's just busted. MAP16 of D2TWWRI on newest GZDoom, you can try it out.

>> No.9201237

>>9201039
There's something about not having to aim with the Y axis that makes other people think that Doom translates well to a gamepad. It's only because it's so simple that it translates so well, as a basic analog gamepad is similar to playing keyboard only.

>> No.9201239

>>9201234
They're custom sprites, not the regular plasma ones. Also I have never seen projectiles just disappear midair in vanilla.

>> No.9201248
File: 2.97 MB, 1920x1080, Wanna see a magic trick.webm [View same] [iqdb] [saucenao] [google]
9201248

>>9201239
https://files.catbox.moe/d5b1mi.WAD
MAP16, test it yourself. I wouldn't have said it worked in vanilla if I hadn't tested it myself.

>> No.9201259
File: 2.92 MB, 426x240, spookyGHOSTball.webm [View same] [iqdb] [saucenao] [google]
9201259

>>9201239
>>9201248
can confirm, also emptied mod list to be safe

>> No.9201260 [DELETED] 
File: 1.15 MB, 832x870, 1661212812958.png [View same] [iqdb] [saucenao] [google]
9201260

>>9198640
>>9201164
>>9201201
That's funny, because it just came out that our Chickenman stepped out from developing by citing some personal matters, no elaborations given but tone of the message tells it might be permanent. Memes finally got to him, say goodbye to GZDoom.
https://forum.zdoom.org/viewtopic.php?t=76259
https://www.doomworld.com/forum/topic/130991-graf-zahl-leaves-gzdoom-development/

>> No.9201261

>>9201260
You had me going for about half a second there.

>> No.9201263
File: 6 KB, 350x350, cacotroll.png [View same] [iqdb] [saucenao] [google]
9201263

>>9201260
Oh, you!

>> No.9201264

Hey um.
newtips.pk3 triggers an error upon loading a map with the latest 'stable' version of HD and none of the links in the mod repository are updated for it.

>> No.9201269

>>9201264
who cares, just open the base pk3, remove the tranny line and continue with your life

>> No.9201273

>>9201259
Happens at least as far back as GZDoom 3.0.0 too, so either something is mighty fucked in that map or (more likely) GZDoom's renderer is busted for some reason.

>> No.9201284

>>9201273
They bust a lot of projectile stuff with 3.0 but the arbitrary console access stuff is what they focused on fixing since that was their biggest fuckup ever, and Graf bullied people into updating their mods to it too.

>> No.9201292

>>9201284
It's even broken in 2.2.0, and that's the oldest one I have. Gonna put it in crispy next lol, maybe it really is a horrible map issue.

>> No.9201297

>>9200490
>>9200808
RiffTrax is fun but Jesus h. Christ in a chicken basket the music and the narrator are worse than anything in Jackbox.

>> No.9201306
File: 949 KB, 2537x1893, Sorry chicken man.png [View same] [iqdb] [saucenao] [google]
9201306

Oh my fuck, I guess I owe chicken man an apology, it turns out this map is just FUCKED. I don't even know how you could do something like this on purpose, let alone by accident. Fucking OBS won't even record crispy doom but it happens even in crispy.

>> No.9201308

>>9201264
https://files.catbox.moe/q6zig6.pk3
Here's my personal version, I fixed at least one typo I noticed (minimial inherent spread), removed a tip pertaining to old viles, and included most of the original tips as well (but not that one, obviously.)

>> No.9201314

>>9201261
If only I was tech-proficient enough to make up a fake page. What are possible repercussions if that was true case though? I can only guess that development will just stall immediately and forevermore, leading to not imminent but steep decline of core Doom playerbase.

>> No.9201324

>>9201269
No, I actually kinda enjoy the pro tips from that new version. Don't care that much about the tranny propaganda at all.
>>9201308
Thank you!

>> No.9201329

>>9201306
Wonder what the error is? There's a couple of map errors in Doom and Doom 2, the monsters not waking up when you teleport in at Deimos Labs, that one Shotgunner not seeing you in Underhalls, etc. There's also like one obscure spot in Nirvana where if you fire the Super Shotgun at just the right angle in the vanilla .exe, you get a spechit overflow and it crashes. The last one is very hard to actually do though, it has to be pixel perfect.

I assume it's because nodebuilders, even iD's own, weren't as sophisticated as later ones.

>> No.9201338
File: 242 KB, 2527x1813, fuggd.png [View same] [iqdb] [saucenao] [google]
9201338

>>9201329
I think it's this node in particular that's fucked up or something. Looks about the right shape, and is in the right spot.

>> No.9201347

>>9201314
Nothing really, somebody else would carry on stuff sooner or later, and it's not like the community or modding needs the shit getting done to one sourceport to stay alive.

>> No.9201358
File: 130 KB, 737x960, 1659394846399922.jpg [View same] [iqdb] [saucenao] [google]
9201358

Do you delete a map-pack once you are done with it or do you keep it for replay value if it was good enough?

>> No.9201359
File: 362 KB, 763x506, doom wii.png [View same] [iqdb] [saucenao] [google]
9201359

>> No.9201363

>>9201359
Nice, making custom textures to complete it shouldn't be too hard.

>> No.9201364 [DELETED] 
File: 33 KB, 1320x267, sgsg.jpg [View same] [iqdb] [saucenao] [google]
9201364

Woah

>> No.9201368 [DELETED] 
File: 14 KB, 597x260, 1652153541100.png [View same] [iqdb] [saucenao] [google]
9201368

>>9201364
Woah indeed

>> No.9201374
File: 7 KB, 243x333, Capture.png [View same] [iqdb] [saucenao] [google]
9201374

>>9201358
I keep them because I just forget to/can't be arsed deleting them
Also I just don't have enough to worry about space issues, recommend some ones I'm missing and shouldn't be

>> No.9201376

>>9201374
Have you played 400minvr? That's one of my favorites from here, mainly because of the sexy HUD.

>> No.9201379

>>9201376
No but I'll add it to the list, thanks anon

>> No.9201380

>>9201358
I archive everything, especially these days you don't know if a map or mod is going to be obtainable again if you delete it.

>> No.9201381

>>9201374
Always Chainworm Kommando, it's pretty short but a nice variety of stuff that's really nicely detailed.

>> No.9201390
File: 73 KB, 965x633, 123.png [View same] [iqdb] [saucenao] [google]
9201390

>>9201374
>recommend some ones I'm missing and shouldn't be
I will once i actually play them! someday,i swear

I really need to organize this shit i am just so lazy to actually play them,just hoping none of these have custom weapons/enemy replacers

>> No.9201410

>>9201264
>>9201308
The one on the website is outdated, I guess dastrukar missed my post. I just put out a new update now with a handful of new tips and some updates/corrections:
https://cdn.discordapp.com/attachments/462331550768431104/1011448413587509298/newtips.pk3
https://cdn.discordapp.com/attachments/462331550768431104/1011448413956612178/newtips-original.pk3
Also updated my extended lootpools for Ugly as Sin:
https://cdn.discordapp.com/attachments/462331550768431104/1011448412937392179/extended-lootpools.pk3
https://cdn.discordapp.com/attachments/462331550768431104/1011448413247766649/extended-lootpools-uas.pk3
And a maintenance update for the Cross Pulse Thunderbuster to remove the now-defunct LZDoom compatibility:
https://drive.google.com/file/d/1SGbvgmgdERfGMNKG8SGf2t091oHSj3t9/view?usp=sharing

>> No.9201434

>>9201410
Thank you, that's a lot of new updates. Hope das updates the repository.

>> No.9201439

>>9201410
>Also updated my extended lootpools for Ugly as Sin
I'll pocket that for future reference, I intend to make my own loot table, and yours has some cool ideas, like fragshards galore on Barons, with a rare shield core.
Mine will come with more risk of outright killing the player.

>> No.9201469
File: 673 KB, 1921x1080, unknown.png [View same] [iqdb] [saucenao] [google]
9201469

>>9198640
I've updated the Ad Mortem resources WAD, this update includes some extra vegetation props, including swamp trees (things 1056-1063) and mushrooms (things 1063-1071.)
https://mega.nz/folder/NBFWlJZQ#ayc36MvN6fAvwup-8vMLdA

>> No.9201470
File: 703 KB, 1921x1080, unknown.png [View same] [iqdb] [saucenao] [google]
9201470

>>9201469
Mushrooms

>> No.9201475
File: 360 KB, 1920x1080, doom92.png [View same] [iqdb] [saucenao] [google]
9201475

>>9201469
Neat forest.

>> No.9201478

>>9201475
Thanks, I stole it from you.

>> No.9201539

>>9200640
>>9200880
Also not exactly a focus, and I haven't tried them together myself yet, but the Hearts of Demons mods have their own standalone enemy pack, the player and all the enemies have their own elemental damagetypes and resistances.

>> No.9201551

>>9200957
I had a look at that earlier when I was checking the git. Is it a bolt-action shotgun?

>>9201358
I keep them unless I really, really hated it by the end.

>> No.9201561
File: 145 KB, 1200x900, 23633954_1.jpg [View same] [iqdb] [saucenao] [google]
9201561

>>9201551
An automatic shotgun. In fact, the first commercially successful self-loading shotgun, John Browning's Auto-5.

>> No.9201563

>>9201551
>>9201561
To add:
The Peppergrinder version only fires slugs, and has a match-saver style single-shell holder for quickly reloading the chamber.

>> No.9201565
File: 1.34 MB, 1600x1200, prey-2006-screen_02xx.jpg [View same] [iqdb] [saucenao] [google]
9201565

>>9199024
I vote the Halo trilogy,UT2K4 and Prey. Those are my top tier for that era.

>> No.9201581
File: 29 KB, 1024x270, Browning Auto-5, Slug Gun.jpg [View same] [iqdb] [saucenao] [google]
9201581

>>9201563
Rifled slug-only shotguns are the neatest shit, lets you get fine precision with a really heavy single projectile. Also lets you hunt with what's basically a rifle in states where they only allow you to hunt with shotguns.

>> No.9201593

>>9201561
>>9201563
Okay, that's pretty cool. I'll have to give that a try. How are slugs compared to the other bullets?

>> No.9201604

>>9201593
I would presume that they are shield rapers given that it'd be like a single projectile with the combined weight of a load of buckshot, more even. Heavy projectiles punch shields well in HD, IIRC

>> No.9201605

>>9201593
They're worth about 3 rounds of 7.76 in terms of shield damage, and against armor they can punch through green but will stop on blue. They tend not to be as immediately lethal as buckshot is against flesh, but will open bigass wounds that'll be noticeably more effective against Hell Knights and Barons.

>> No.9201615

>>9201605
>They tend not to be as immediately lethal as buckshot is against flesh
Doesn't make a terrible amount of sense to me, but maybe it's something like a Foster slug where the base is hollowed out.

>> No.9201625

>>9200957
Is this for Ad Mortem this year....or something else?

>> No.9201635

>>9201625
He said it's for HDest, all guns but the plasma and BFG have been replaced for AM already.

>> No.9201640
File: 3.26 MB, 2160x1080, 50907868_p0.png [View same] [iqdb] [saucenao] [google]
9201640

>>9201358
If I've played through the megawad or mapset entirely, then it's good enough to keep and revisit later. Anything I don't like I tend to just give up and delete straight away. Also, keeping them helps archive exactly what WADs I have played, et cetera.

>> No.9201645

>>9201625
My personal Hideous Destructor resprite, I prefer black gloves and green sleeves over Doomguy's arms.
The mod also has some sprites (and "sprites") that are, well... hideous, which was the main reason I started putting this together in the first place.

>> No.9201653

>>9200958
Well like I said, it wasn't really built into Quake yet, it was a viral thing that spread from person to person. Back in the pure Quake DM days I joined a german clan and they taught it to me. Damn those were some fun days.. endless DM3 scrimmages

>> No.9201656

>>9201635
>>9201645
I saw HD and thought High Definition...I see.
That's a very cool sprite for a somewhat more obscure historical shotgun.

>> No.9201658

>>9201297
>the music
I agree, I singularly hate the "Rifftrax-Rifftrax-RIFFTRAAAAAX!" theme. I get it's a callback to old tv/radio jingles, but it just sounds so fucking irritating. I'll sit through any version of the MST3k theme song, but not that.

>> No.9201675

>>9201656
As mentioned here:
>>9201180
I barely did anything to it, credit for the gun goes to sonik.o.fan, a1337spy, and marty kirra according to the weapon addon itself.

>> No.9201717

>>9201615
It seems to mainly be the case for the Greely. The Auto-5 fires with a whopping 30% extra velocity, so it hits a lot harder.

>> No.9201773

How do I extract all the assets from the prototype quake gba rom? Has anyone done it already? Tried a bunch of random gba hacking tools on romhacking,net but can't open it.

>> No.9201826
File: 2.66 MB, 1920x1080, d-d-d-double kill.webm [View same] [iqdb] [saucenao] [google]
9201826

So I noticed a bug in the BFG and I think I fixed it. The distance priority thing was borked and didn't work right if shooting at a group of homogeneous enemies. Now it works fine. Also webm of random testing clip.

>> No.9201885

>>9201374
>REKKP
what

>> No.9201889
File: 2.90 MB, 640x360, Fuck I slipped.webm [View same] [iqdb] [saucenao] [google]
9201889

So it turns out I kept recording like an hour of doom so now I get to make clips. Also the last 10 levels in D2TWWRI are pretty mixed, so basically it really is just the way I remember it. Only worse.

>> No.9201892
File: 2.90 MB, 1920x1080, Ouch.webm [View same] [iqdb] [saucenao] [google]
9201892

Okay maybe not an hour, it stopped after 20 minutes. I guess I hit the hotkey.

>> No.9201898 [DELETED] 
File: 2.91 MB, 640x360, PANIC.webm [View same] [iqdb] [saucenao] [google]
9201898

Most of this is trash because I totally blanked on how to get out of this level

>> No.9201903
File: 2.95 MB, 1920x1080, Popping Balloons.webm [View same] [iqdb] [saucenao] [google]
9201903

Last not-Chasm one

>> No.9201904
File: 2.94 MB, 640x360, More panic.webm [View same] [iqdb] [saucenao] [google]
9201904

>> No.9201909
File: 2.94 MB, 1920x1080, Fuck.webm [View same] [iqdb] [saucenao] [google]
9201909

I am really, really fucking bad at not killing myself with the RL

>> No.9201915
File: 2.94 MB, 852x480, Barons.webm [View same] [iqdb] [saucenao] [google]
9201915

You may be asking "What kind of maniac plays with no autoaim and no crosshair?" The answer is a man who keeps forgetting to load precise crosshair 1.4.

>> No.9201916

>>9201915
>You may be asking "What kind of maniac plays with no autoaim and no crosshair?"
I am not asking that because that's exactly how I play Zandronum.

>> No.9201920
File: 2.93 MB, 640x360, I am bad at video games part 1.webm [View same] [iqdb] [saucenao] [google]
9201920

>>9201916
I can't really say you're wrong for doing it, but I do think of you the same way I think of people who put ketchup on steak.

>> No.9201926
File: 2.93 MB, 852x480, I am bad at video games part 2.webm [View same] [iqdb] [saucenao] [google]
9201926

Good lord playing this shit at 2AM was not the best idea. Watching this back makes me look almost as dumb as I am in real life.

>> No.9201927
File: 2.85 MB, 960x540, I am bad at video games part 3 I died edition.webm [View same] [iqdb] [saucenao] [google]
9201927

And the last one. I definitely, 100% restarted the level after this and beat it easily. I totally didn't just enter resurrect because I forgot to quicksave.
100% my fault for fumbling the door, I heard the cacos and panicked

>> No.9201929

>>9201927
>spoiler
haha good job mutton mitts.
Ham hands.
Beef beaters.
Chicken chokers.
The mod's looking good though.

>> No.9201935

>>9201915
>"What kind of maniac plays with no autoaim and no crosshair?"
I like to play that way. It's a little additional skill to remember just where the aim point is on the screen and eyeball your shots correctly.

>> No.9201945

>>9201929
>Tendie Touchers
Yeah I'm gonna get through this wad, then do a bit more testing, then open up the itch.io page. Might do one more poll for ideas since I have a few things I'm thinking of doing but could go either way on.
>>9201935
Yeah, jokes aside it is interesting and feels more fair than having a pinpoint-accurate crosshair. Sucks for sniping with rockets though.

>> No.9201947
File: 2.91 MB, 640x360, PANIC.webm [View same] [iqdb] [saucenao] [google]
9201947

>gzdoom running from a fucking user folder
>Babel autosave still enabled because I reset my CVARs
Christ I am dumb. Oh well.

>> No.9201950

>>9201885
яeккp

>> No.9201958

>>9201947
>that wordcloud text
kek

>> No.9201959

>>9201950
Ah yes, yaekkr

>> No.9201962

>>9201958
I was saving that one for a while. it just happened to be exactly the right width.

>> No.9202028

>>9201892
>>9201909
Don't worry I do this every damn time I play kek

>> No.9202108
File: 996 KB, 4096x2731, Fay5nH1XoAMI42-.jpg [View same] [iqdb] [saucenao] [google]
9202108

>>9198640
More photos of FMW scenes that were planned for 3DO port of DOOM.
https://twitter.com/burgerbecky/status/1561827633217912836

>> No.9202128

Does anyone know the EXACT values for the following in Quake 4? Wiki lists nothing and google is worthless per usual.

>Enemy health and damage modifier on Private.
>Enemy health and damage modifier on Corporal.
>Enemy health and damage modifier on Lieutenant.
>Enemy health and damage modifier on General.
>Human pm_speed ###, pm_walkspeed ###, pm_crouchspeed ###
>Stroggified pm_speed ###, pm_walkspeed ###, pm_crouchspeed ###

>> No.9202134

>>9201581
>>9201561
I tried it out and was confused on why the single slug on the side did not load on an empty shotgun when pressing reload until I tried a chamber load. Kinda neat, would be a good alternative to the greely if it also loaded buck.
Any reason why the Slayers can't load Slugs? Other than, you know, base HD not having slugs. Guess it needs a separate variant without the saddles.

>> No.9202136

>>9202134
>Any reason why the Slayers can't load Slugs? Other than, you know, base HD not having slugs. Guess it needs a separate variant without the saddles.
I think not being in base HD is the only reason, but you'd need to adjust the code.
In general, all shotguns can load slugs, even fully choked ones.

>> No.9202157

For the more challenging maps, how do you deal with too many cyberdemons? There's four in an area, and they just keep splattering me because I can't maintain vision, dodge all of the rockets, and make progress through the level and clear other threats.

>> No.9202171

>>9202134
The lore justification is that the slugs were statted based on the most extreme 12ga slug that we could find, which ended up being some freak handloads that irreparably destroyed the gun of the person who made them after two or three shots. The Greely can handle them because it was custom built to be especially strong. The Auto-5 doesn't have any apparent lore, but it is a heavy fucker compared to the Hunter even with less capacity, so I guess the same can be assumed of it.

>> No.9202175

>>9202134
>>9202136
IIRC HD weapons being able to load shells/slugs (or any two ammo types) interchangeably while keeping track of the order they should fire (or be loaded in the case of sidesaddles) gets exponentially more complex code-wise the higher the weapon's overall capacity.
For a double-barrel that can load either, there's the Altis Over-Under, but I haven't used it recently so I can't say if newer HD updates broke anything about it.

>> No.9202176

>>9202128
(crouch/walk/run)
human: 80/80/160
strogg: 80/115/230
d3guy: 80/140/220
it tells you if you type it without a value
no idea how to check health

>> No.9202183

>>9202176
thanks
odd that the crouch and walk scale differently
i wonder if it affects sliding

>> No.9202196
File: 1.11 MB, 1920x1080, HKbEOIH.png [View same] [iqdb] [saucenao] [google]
9202196

>>9201358
Never delete stuff. >>9201380 One day rbkz/marisakirisa/mikestoybox/whateverblog might stop existing, or even idgames just like wad-archive, map can be deleted by the author because he didn't liked it or because some 12yo troll offended him. I don't want to be at mercy of the internets. Most of them don't even take that much space.

>> No.9202206

>>9202196
Remember when they always told us "the internet doesn't forget anything"?

>> No.9202213
File: 6 KB, 337x120, image.png [View same] [iqdb] [saucenao] [google]
9202213

>>9202206
Yeah, and I learned my lesson. Never trust internets.

>> No.9202215
File: 528 KB, 1920x1080, Screenshot_Doom_20220823_123119.png [View same] [iqdb] [saucenao] [google]
9202215

>>9198638
I hope that this is Halloween enough.

>> No.9202237
File: 116 KB, 1920x1080, doom10.png [View same] [iqdb] [saucenao] [google]
9202237

AAAAAAAAAAAAAAAAAAAAAAAAAAAAA
WHAT THE FUCK WAS THAT

>> No.9202247

which one is better for Duke 3D nowadays? Raze or EDuke?

>> No.9202248
File: 126 KB, 769x530, 1636592206910.jpg [View same] [iqdb] [saucenao] [google]
9202248

I finally reached the city levels of Doom 2 (E2M12/E2M13). Same point I left off last time years ago, for how boring it was. Please tell me how long I have to bear these levels? Does things get better later on?

>> No.9202259

>>9202248
Level 14 is great but from that point on most of the game will be shit/meh levels mixed with actually good ones.

>> No.9202261

>>9202237
Many people's first slaughtermap.
Did you have fun, anon?

>> No.9202267

>>9202248
Stop memeing, LE CITY LEVELS are as good as Doom 1 at it's best

>> No.9202271

>>9202248
Honestly the only bad level in the game is Downtown. But if you really hate LE CITY that much you're mostly free of it by map 17

>> No.9202274

>>9202261
I think I had fun
I'm not entirely sure

>> No.9202278

>>9202267
>>9202271
Imagine how much better they could've been if Doom didn't relied on this fucking abomination called vertical autoaim.

>> No.9202279

>>9202271
lmao what retard opinions
I played Downtown more than any other level

>> No.9202283

>>9202278
Wouldn't be doom without it. To me playing Doom with vertical mouse speed is like fucking a bitch who has a penis. I love it.

>> No.9202312
File: 840 KB, 400x400, 1661217259028789.gif [View same] [iqdb] [saucenao] [google]
9202312

>> No.9202316

>>9199432
>Raze
Use nblood standalone if you don't have a high end pc.

>> No.9202317
File: 1.12 MB, 4096x2731, burgerbecky-1561829288235737088-img1.jpg [View same] [iqdb] [saucenao] [google]
9202317

>>9202108
haha cool. maybe this will end up into a sprite some day

>> No.9202330

>>9202317
this is like the closest for hd references of the cyberdemon's head that isn't stuff like the doom 2 cover or reaper figurines
unless i should count the clay model, doom 2 rpg and maybe that one cut 64 design

>> No.9202389
File: 318 KB, 640x480, Freedoom000_01.png [View same] [iqdb] [saucenao] [google]
9202389

Redpill me about Freedoom. Is it a freeware wad to play all doom wad files?

>> No.9202390

>>9202196
>pic
What wad?

>> No.9202396
File: 28 KB, 62x106, MARANAX PALLEX.gif [View same] [iqdb] [saucenao] [google]
9202396

>>9202312
MARANAX

>> No.9202410

>>9202389
It's a free software wad to do whatever you want with, as long as you don't try to limit what other people can do with it. Free means more than zero cost.

>> No.9202419
File: 117 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
9202419

https://youtu.be/KksvdY9Xp0A

Just watched this interesting video on TNT, it really changed my opinion on the game. What do you guys think?

>> No.9202425

>>9202419
>1h 40min

>> No.9202432

>>9202419
>your opinion should be X and here's why video essay
I like TNT, but what convinced me it's cool is just playing it.

>> No.9202435

how the fuck do i open console in woof

>> No.9202437

>>9202390
DBP48: ALIENS VS PREDATOR VS TERMINATOR VS JASON VS HELL VS STEVEN SEAGAL
And I'm not joking.

>> No.9202439

>>9202435
lol, lmao even.

>> No.9202441

>>9202435
You don't.

>> No.9202443

>>9202419
It’s fine. Like the other iwads I replay it every so often, I can even find fun in pistol starting Habitat. It also has a lot of great tunes.

>> No.9202447

>>9202439
>>9202441
why
whats the point of a port without console
how do i get back to the map i want to play
how do i make my sensitivity not shit
wtf

>> No.9202451

>>9202447
You learn the cheats.

>> No.9202454

>>9202447
>whats the point of a port without console
Doom didn't have a console, most vanilla accurate ports don't either.
>how do i get back to the map i want to play
IDCLEV** (** being map number, or episode/map in Doom 1)
>how do i make my sensitivity not shit
Use the slider in the menu.

>> No.9202460

>>9202454
>a slider with only whole numbers
>not shit

>> No.9202464

>>9202460
>I need my mouse sensitivity to be exactly Pi in a game with autoaim

>> No.9202467
File: 31 KB, 327x323, 1555156918163.jpg [View same] [iqdb] [saucenao] [google]
9202467

>>9202464
>autoaim
yeesh, you people use that too?

>> No.9202473

>>9202467
I'm not aware of any vanilla-accurate port where you can turn it off.
It sounds like you're more familiar with a crude facsimile of Doom.

>> No.9202478

>>9202464
if i can't make a game match my source engine sensitivity 1:1 then the game is unplayable

>> No.9202481

>>9202478
I completely understand this exact notion in the context of competitive FPS, but for single player I usually just fuck around with whatever mouse settings it has until it feels close enough.

>> No.9202483

>>9202478
There should be a .cfg file in the woof folder with the mouse sensitivity value somewhere in there, but I have no idea if the port accepts decimal numbers.

>> No.9202491

>>9202108
pomf =3

>> No.9202528

>>9202491
>Pomf, pomf, kimochi, what's this stimmy stuff in me?
>Sta-ple me until I smell like Second Flesh and pills.

>> No.9202535

>>9202215
>The Eric Andre show

>> No.9202542
File: 318 KB, 1920x1080, shot00002.jpg [View same] [iqdb] [saucenao] [google]
9202542

I replaced the Doom 3 shader with one that uses the specular model from Chronicles of Riddick. Looks great, except for some weird coloration on some objects.

>> No.9202543
File: 710 KB, 1920x1080, 1661247214294618.jpg [View same] [iqdb] [saucenao] [google]
9202543

>>9202215
>>9202535

>> No.9202546

>>9202196
Anons have rescued so many mods over the years this way, Fractal Doom's final version was only recovered after a bunch of anons scoured their drives for it.

Never trust anything to be permanent on the internet.

>> No.9202548

>>9202535
Too many chairs.

>> No.9202550
File: 49 KB, 466x466, 61weuPxbi-L._AC_SX466_.jpg [View same] [iqdb] [saucenao] [google]
9202550

>dude, let's put all of the bad maps in the beginning of the episodes so nobody will ever want to replay them, lmao
What was their problem?

>> No.9202556

>>9202283
>To me playing Doom with vertical mouse speed is like fucking a bitch who has a penis. I love it.
A Hedon fan in the wild.

>> No.9202557

>>9202550
there are no bad maps here
except the dragon's lair
that one is retarded

>> No.9202562

>>9202550
I can't get over the fact that Rogue's boss in Quake 2 actually resembles the Quake 1 boss of the mission pack they didn't do.

>> No.9202580

>>9202557
the map with the func_movelinear boats is bad. I don't need no autoscroller in my quake.
The map with the neptune mural is a drag. too much maze-like backtracking, no arenas.
the military base theme sucks in general, and SoA drags it out for the first third of the fucking episode

the rest of the levels are decent to great. with the exception of the pyramid maze, it was a cool gimmick at first but sucks to play.

>> No.9202624

>>9202215
>the cacos are not what they seem

>> No.9202639

>>9202248
There's a lot of good maps after, yeah.

>> No.9202640

>>9202267
>>9202271
Downtown and Industrial Zone are ok, I just fucking hate Factory.

>> No.9202641

>>9202624
this radsuit burns better

>> No.9202645

>>9202330
Not sure if this thing was actually made for 3DO Doom, or if they just happened to find something that matched well, but it does look damn close to the Cyberdemon's head there.

>> No.9202647

>>9202419
I like TNT because I played it and enjoyed its good parts.

>> No.9202649

>>9202419
I only played TNT once after Plutonia kicked my ass like 12 years ago.

>> No.9202662

>>9202419
>100 minutes of JMAA
I can't put myself through that.

>> No.9202663

>>9199024
if we aren't going by gameplay and level design
The Darkness
otherwise
Serious Sam first encounter or second encounter
I never got the love for fear it's nothing special

>> No.9202669
File: 1.09 MB, 852x480, GRAW.webm [View same] [iqdb] [saucenao] [google]
9202669

>>9199024
Ghost Recon Advanced Warfighter

>> No.9202670

>>9199024
Red Faction 1

>JUST YOU AND ME MINER

>> No.9202689
File: 422 KB, 1024x768, circular saw.jpg [View same] [iqdb] [saucenao] [google]
9202689

circular saw is superior to chainsaw by design thus a reliable weapon, a better weapon, and overall an aesthetically pleasing weapon

>> No.9202691

>>9201920
>no crosshair
>compared to ketchup on steak
The crosshair IS the ketchup on the steak of Doom, you fukken goon, goon, goony-ass goon.

>> No.9202692

>>9202689
Circular saws are made to be launched out a gun that uses them as ammo

>> No.9202696

>>9202692
Circular saws are made to be launched out of a wand and then brutally eviscerate you when they boomerang back directly into your face with laser precision

>> No.9202702

>>9202692
wrong plus thats fucking retarded

Are you fucking retarded?

Circular saws are at their best when a motor is rotating the blade at high intervals of rotation per minute.

Plus saw blade as a projectile ammo makes no fucking sense when guns do a better job than a circular saw launcher ever could

shut the fuck up retard

>> No.9202704

It's not about practicality, it's about fun.
https://youtu.be/-q5URmC5BMk?t=165

>> No.9202705
File: 197 KB, 1400x1400, 4151531780952.jpg [View same] [iqdb] [saucenao] [google]
9202705

Im playing brutal doom in oldschool mode simple because there is too many weapons(which are unnecessary, when chaingun can do the job of assault rifle/grenade launcher m249 in the first place and i can just switch to grenade launcher when i need to) plus I want more reason to strafe around projectile enemies

>> No.9202715

>>9202704
what would you know about fun, retard

>> No.9202717
File: 151 KB, 2276x494, quake live.jpg [View same] [iqdb] [saucenao] [google]
9202717

play quake live

>> No.9202719
File: 97 KB, 798x407, wisaeu.jpg [View same] [iqdb] [saucenao] [google]
9202719

>>9202715
why so serious anon?

>> No.9202720

>>9202670
I can't agree, it's a cool game but it's also really uneven in quality. The GeoMod gimmick is cool as fuck but then they nerf it because they realize it undermines their level design, so beyond that you have a shooter that a lot of the time really middling.

It's one of those games which ought to be remade because it's got a really cool premise but is also really imperfect.

>> No.9202751

>>9202175
>>9202136
I see. I'd figure the coding would be the biggest issue with that.
Yeah, I use the Atlis almost like a main weapon nowadays, it's my go-to shotgun because not only can I load those bullshit >>9202171 handloaded 12ga freakrounds to completely annihilate a knight or six of them in a row but it also has insane accuracy and actually reloads single rounds faster than manually loading a hunter's chamber with side saddles if you do a reload tech with 'run' to close the chamber forcefully, it's almost instant and lets you stay in the fight much longer than with other shotguns.
Granted, the tech does not work if you've even got a bit of damage on you because reloads with it slow down exponentially based on your current health state and the slayer/sawn still technically reloads two shells faster than anything else, but it still is an amazing weapon just for the sheer accuracy and utility.

>>9202171
About that, when are you guys uploading the peppergrinder wiki to reflect the new weapons? I always love reading those descriptions, they're a lot of fun and decent inspiration for themed loadouts.

>> No.9202762

>>9202481
nta, but i do that too, but it can be weird/annoying for the sens to not feel the same.

>> No.9202763

>>9202717
Downloaded it last night, but I won't have time to play it since I'm going on vacation. When I get back whatever minor bump it got will be dead again.

>> No.9202765

>>9202175
>IIRC HD weapons being able to load shells/slugs (or any two ammo types) interchangeably while keeping track of the order they should fire (or be loaded in the case of sidesaddles) gets exponentially more complex code-wise the higher the weapon's overall capacity.
I can't see why this would be the case. A magazine is just a stack, programmatically speaking. The hardest part about it would be writing the logic for each ammo type and separating it into individual shots. In terms of firing, all you have to do is pop the stack, read the type, and use the appropriate shot.
Then again I don't mod hideous destructor, so maybe the implementation of different ammo types is really bad or something.

>> No.9202793

>>9202419
I'd rather watch the Dean of Doom episode on it.

>> No.9202801

>>9202425
I didn't know Mauler started making short videos about Doom.

>> No.9202835

are you supposed to play master levels first or tnt first or plutonia first
i'm not asking which is better or which campaign flows best into the next i'm asking the intended order

>> No.9202839

>>9202835
Release order

>> No.9202845

>>9202835
TNT, then Plutonia, then No Rest For The Living. I’d skip the Master Levels, I find them worse than all the vanilla iwads.

>> No.9202885

>>9202704
Wow, Tim Willits really let himself go

>> No.9202890

>>9202835
they are called "master levels" because they test your mastery at not throwing up

>> No.9202928

>>9202835
I never actually played master levels and I'm not even sure what would be the best way

>> No.9202929

>>9202835
wither or is fine, just ignore the master levels and play NRFTL or even DOOM64 instead.

>> No.9202947

>>9202835
https://forum.zdoom.org/viewtopic.php?t=52757

>> No.9202958
File: 202 KB, 713x424, hwatt.png [View same] [iqdb] [saucenao] [google]
9202958

I've got a dumb question. How did id know to make warm-up levels at the start of an episode? Did they talk about it? Was it intuition, insight from previous games, ancient vidya discussions, maybe D&D experience?
The general impression I get from older PC games is that they are hostile and inscrutable. I'm thinking back to System Shock, Ultima Underworld, Daggerfall, and they all start with an expansive level/dungeon, comparable in size to any other in the game.

>> No.9203130

>>9202835
I'd go with release order. Some people like the Master Levels, a lot don't, feel free to drop them if you find them underwhelming.

>> No.9203131
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9203131

>>9202550
I always make permasaves at the start of each map so I can return to a specific map if i want to.
Especially if said game doesn't feature mission select

>> No.9203172
File: 193 KB, 945x856, 1650384614829.jpg [View same] [iqdb] [saucenao] [google]
9203172

>>9202556
That was a good comeback because they do be like that.

>>9202719
It's painfully obvious that it's some literal kid up in here and trying way too hard.

>> No.9203178

>>9202419
Thankfully I learned to love TNT by playing it myself. Those hour+ long essays may fuck off, I'd rather waste that time watching some movie.

>> No.9203185
File: 60 KB, 1001x860, quake1 ranger.png [View same] [iqdb] [saucenao] [google]
9203185

literally me

>> No.9203186

What would you consider Blood's main theme? Unholy Voices? Infuscomus? Something else?

>> No.9203198

>>9203185
huh

>> No.9203201

>>9203185
You have a nice smile anon.

I dont trust people whose smile does not affect their eyes.

>> No.9203216
File: 447 KB, 1282x2494, chart.jpg [View same] [iqdb] [saucenao] [google]
9203216

>>9202763
charts say otherwise

looks like a small but dedicated fanbase has been playing this for the last 3 years til present

>> No.9203252

What's the best TNT spiritual successor?

>> No.9203254

>download Quake
>cl_rollangle doesn't work on new engine
ah just fuck off
any way to fix this aside from downloading GOG version of the game?

>> No.9203265

>>9203252
Revilution so far, haven't played Devilution yet

>> No.9203304

>>9203254
unless there's a benefit to using the steam version I don't know why you would even bother
it's two clicks to download the gog version and cd music unless the downloads in the OP go down completely

>> No.9203336
File: 31 KB, 119x151, Oh, yes!.png [View same] [iqdb] [saucenao] [google]
9203336

>>9202215

>> No.9203352
File: 2.42 MB, 1920x1080, roll.png [View same] [iqdb] [saucenao] [google]
9203352

>>9203254
Works on my source port. Not sure what are you trying to achieve THOUGH.

>> No.9203393

>>9198808
I'm thinking about making another map. Do you have any objection to instant death pit? Doom usually offers an escape from damaging pits, so I have a feeling I should ask.
On the other hand, plutonia had a few inescapeable ones.

>> No.9203401

>>9203393
>Do you have any objection to instant death pit?
I'm not the project lead, but I don't think there'd be any problem with that as long as it's part of a short map and the challenge is fair (meaning it's not just the punishment for slipping off a tiny ledge in a long platforming section at the very end of the map).

>> No.9203434

>>9203336
IS THAT FILTERS?

>> No.9203446

>>9202958
Probably just intuition. They also played and made a lot of games before that so insight probably had a lot to do with it too.
Then again, they probably din't want to set up a difficult arcade-style game in the first place. Doom overal is a lot easier than Wolfenstein and there's also the fact that they made the first set of maps latter on in development.

>> No.9203451

>>9203186
Blood's main theme?
Just a hundred cultists maranaxing at eachother.

>> No.9203456

>>9203216
Fair enough.
It didn't look bad, but it's marketing sucked.

>> No.9203473
File: 1.35 MB, 119x151, 074B08F52C4037138821DA1E7A1E2214161774BE.gif [View same] [iqdb] [saucenao] [google]
9203473

>>9203434

>> No.9203501
File: 613 KB, 960x720, whitemarinescantjump.png [View same] [iqdb] [saucenao] [google]
9203501

literally impossible

>> No.9203503

>>9203501
Try walking instead?

>> No.9203505
File: 9 KB, 194x259, 1661283592518.jpg [View same] [iqdb] [saucenao] [google]
9203505

>>9203503
literally impossible

>> No.9203507

>>9203456
>it's marketing sucked
It also has to contend with most of the Q3 fanbase wondering why they should switch to Live instead of running regular Q3 or a source port. At least Champions has a different mechanic to market.

>> No.9203508

>>9202419
Kinda hard to understand this guy, also I hate it when a youtuber is talking specifics about a video game but insist on giving you the same backstory to that game you've heard a thousand times already. No point to it. We all know the history of id already.

>look at his other videos
>retarded eceleb drama bullshit
>"master levels r bad!"

yup, he's shit though my videos aren't any better

>>9202835
the master levels may not be as good but still give them a shot, or at least check out Dr. Sleep's Inferno series, some of which are included with the master levels, some not, and one of them is in E4 of Ultimate Doom. Some classic, solid 90's mapping imo

>> No.9203509
File: 2.78 MB, 1920x1080, Die die die.webm [View same] [iqdb] [saucenao] [google]
9203509

Fuckin done with this mapset, thank god. I'm so glad my job is WFH so I can be paid to play doom.

>> No.9203524

>add ons in the Unity port work with both Doom games
How?

>> No.9203582

>>9203524
>control over the contents of the iwads
>curated add-on list
Pretty easy.

>> No.9203594

>>9203524
I think it's because of the way they're set up, each addon is basically its own IWAD

>> No.9203598
File: 19 KB, 128x128, WutRanger.png [View same] [iqdb] [saucenao] [google]
9203598

>>9203254
>any way to fix this aside from downloading GOG version of the game?
You get not re-release version as part of the package when installing Quake from Steam, so you don't really need to bother with GOG one. If I recall it correctly, nowadays the "original" options launch GLQuake instead of WinQuake. So you would need to rename the EXE file of your source port of choice in case you wanna launch it through Steam.
>>9203505
How about... you know, just rebinding the key?

>> No.9203614

>>9202885
kek.

>> No.9203642
File: 894 KB, 1920x1080, 10mm_animation_preview.webm [View same] [iqdb] [saucenao] [google]
9203642

first post here
rate my custom pistol

made the sprites in SFM, digitized and touched them up with pixatool and photoshop

>> No.9203663

>>9203642
Looks alright so far, nice.

>> No.9203681

>>9203642
Is that the fallout1/2/3/NV 10mm?
Looks good, needs muzzle flash.
It feels just a tad high screen though, might block monsters and their animations.

>> No.9203689

>>9203681
its a port of a mod for fallout 4 that makes the 10mm not look like a kids toy

also yeah, i might lower it a bit, but i've yet to extensively playtest it and pass it around, so i'll wait for feedback during the alpha testing phase

>>9203681
>>9203663
Ty tho anons

>> No.9203709
File: 2.94 MB, 640x360, Q4B.webm [View same] [iqdb] [saucenao] [google]
9203709

>>9200901
I'm trying it too, just made it a shortly past the player getting strogg'd. It's a 5/10 so far.

>> No.9203713

>>9203709
does q4 have any mods?

>> No.9203717

>>9203709
>5/10
lmao
to rate quake 4 lower than average is to severely severely overestimate the quality of the average fps

>> No.9203723
File: 2.29 MB, 1920x1080, when4getscolor.png [View same] [iqdb] [saucenao] [google]
9203723

>>9203713
I've not stumbled into any, unlike what Doom 3 has going for it now.
>>9203717
The "average FPS" tropes infecting it is mainly what's bringing it down so low, every time it makes a stepforward in being better than D3 it takes a step back.

>> No.9203724

>>9203642
not centered/d00m

>> No.9203725

>>>/wsg/4700546

>> No.9203731

>>9203724
in my defense, im going for a more build engine vibe, GZDoom is just more convenient to mod

>> No.9203739
File: 72 KB, 360x275, Fo1_.223_Pistol.png [View same] [iqdb] [saucenao] [google]
9203739

I guess the 223 is basically "that gun".

>> No.9203743

>>9203731
You might want to trace over/stylize the frames some more, it's still got the trademark aliasing and harsh lighting of a model rip.

>> No.9203745
File: 2.92 MB, 640x480, weaponsfactory.webm [View same] [iqdb] [saucenao] [google]
9203745

>>9201060
This webm always kind of bothered me because that setup wouldn't actually work in game, the revenants don't have any reason to be punching the shotgunners. That got me thinking further about how you could really build something like this in boom. The revenants are easily replaced by crushers but then there's the problem of how to separate the shotguns from the corpses. Initially I found out you could continuously scroll them into silent teleporters to return the corpses while ignoring the shotguns since a resurrected zombie will occasionally block a gun teleporting, but a gun can never block a zombie. This solution broke in gzdoom however, since apparently it changed teleport logic so that non-blocking things can never be blocked. Eventually I just decided the easiest way would to use dehacked to make the guns 3px shorter so they wold pass under a low ceiling that blocks the corpse. Before that change the guns were just a little bit taller than the corpse. You could conceivably make a setup that exploits their vanilla hitbox difference but it would require a more complected setup that moves the corpse out, then ejects the gun, then moves the corpse back to be resurrected.
Complevel 9
https://files.catbox.moe/fvlfq8.wad

>> No.9203750

>>9203723
Its an okay game, its on the transition era from pc to console dumbification.

I liked its ideas that in a modern engine woudl be a crazy semi sandbox game like the mech.

And I cant deny the spaceship landing was really cool scene for the time, impressive scale.

I also like the machine gun sound and satisfying reload animation where the bolt sound makes it cool.

>> No.9203760
File: 2.38 MB, 1920x1080, Q4C.png [View same] [iqdb] [saucenao] [google]
9203760

>>9203750
I'll at least give it credit for not compromising in carried weapon count and for having enemy variety, two big things that were killed prior to the console dumb down - even if this is just retreading what IdSoft's done prior.
It should also be as easy to configure as Doom 3 was, even if it won't be as easy to fully "fix".

>> No.9203767

>>9203760
I am just gonna say it. I liked quake 4 more than Rage.

>> No.9203779

>>9203760
How does Quake 4's enemy roster compare to Doom 3's?
Because i thought D3 lacked a few more unique enemies gameplay-wise.
Maybe level design has something to do with it.

>> No.9203778
File: 228 KB, 458x500, pallas.jpg [View same] [iqdb] [saucenao] [google]
9203778

>>9203723
>>9203709
I prefer doom 3 seriously
none of the quake games really feel right to me they all feel like they're trying to be something but they never really do exactly what they want to

>> No.9203789
File: 321 KB, 545x383, dropper.png [View same] [iqdb] [saucenao] [google]
9203789

>>9203779
>How does Quake 4's enemy roster compare to Doom 3's?
From what I've tried, imagine this: The way D3 updated a lot of the classical Doom enemies isn't too far from how Quake 4 updates the Quake 2 roster. They look a lot more retarded/alien than they did in 2, though.

>> No.9203791

>>9203739
It's called That Gun in New Vegas because people called it that when it came to Fallout 1 and 2, even though it wasn't a unique gun in 2.

Also it's obviously based on the gun out of Blade Runner.

>> No.9203794

Today I remembered LCA Clusterfuck is still a mod, I wish I didn't.

I don't get the fun of shit that's monsters with ESP that can kill you in one hit before you can even react mods.

https://www.youtube.com/watch?v=4_QJ9qlgX64

>> No.9203796

>>9203723
>>9203709
>>9203760
Not a while ago i've found a Q4 texture rip that could work well converted to Q2, infact after seeing the Texture pack at moddb, it makes me wonder how far Q2 would go if someone had the balls to ditch .wal textures.
which depends of spike if he wants to upgrade FTE to become Quakespasm 2 and ironwail if they use the enhancements of Q1 into Q2, since yamagi's shenanigans and knightmare being too lazy is pissing off some peole, and those who wants map, has to deal with years old mapping tutorials which tools are lost to the ages now

>> No.9203801
File: 232 KB, 920x568, 9622-10-1454885208.jpg [View same] [iqdb] [saucenao] [google]
9203801

>>9203791
The barrel seems a bit longer and shoot a rifle round which is cool. As a kid I though it was supposed to be a rifle trimmed down to a pistol. I love it its very togusa mateba.


Curiously enough I never played New Vegas, only a little bit and gave up cause I was playing other stuff. And I love fps rpg and immersive sims.

I kind played it through osmosis now, I know the whole story and factions by now. And my brain just did the Gamebryo engine simulation.

I find I do this a lot with many games even books and when I actually try them, the experience is not that much different. I guess that when something really surprises you with its artistry I get the high again. Thankfully some videogames still do that. Like unusual doom maps.

>> No.9203813

>>9203745
>the revenants don't have any reason to be punching the shotgunners.
Could you set them to friendly in MBF21?

>> No.9203814

>>9203794
These mods are designed for 32 player zandronum servers filled with people who have been playing the same rotation of megawads on survival for the last decade

>> No.9203818

>>9203814
Pity most people who play them aren't on that level, so it's usually servers with 20 dead people and one person picking away at monsters by peeking around corners and doors to whittle away at them.

>> No.9203825

>>9203508
Have you watched the entire video? It gets really good.

>> No.9203826

>>9203813
Doesn't vile revive remove +friendly? And how do you get the revenants to not shoot the viles if they have +friendly?

>> No.9203827

>>9203826
The Revenants would be friendly, not the shotgunners. You'd just need to block off their ability to see the Archviles.

>> No.9203836

>>9203760
One thing I wish it would have taken from console shooters is checkpoint frequency. There's so many instances where I die instantly in an ambush and get sent back to a long expository section and just have to wait it out for 5 minutes.

>> No.9203837

>>9203818
I guess Hideous Destructor took some of the audience for that sort of mod.

>> No.9203841 [DELETED] 

>>9202662
They still a former nazi tranny or what the fuck. what was their deal? did they stop literally eating shit?
I suspect all of it was an act anyway, but they really seem mentally ill

>> No.9203842

>>9203837
Hideous Destructor isn't that brutalizing. At the very least zombies aren't wielding BFGs capable of wiping out an entire 32 player spawnroom in a single shot.
I think the biggest issue is those people run those mods with legitimately difficult mapsets on UV+ like slaughterwads of various kinds or shit like Hell Revealed 2.

>> No.9203861

>>9203642
Looks like a Build gun. This is not supposed to be an insult. Maybe add another frame for realigning.

>> No.9203870

>>9203642
I agree with the last guy, add more frames for animation. Never a bad thing, you can always remove them later.

>> No.9203887

>>9203836
>not compulsively quicksaving after every dialogue section or cutscene in any game ever
ngmi

>> No.9203892

>>9203836
>checkpoints before cutscenes and expository sections
I can see this """making sense""" to mask load times on console, unless you can save whenever you want on the 360 version as well making it especially poor checkpoint placement.

>> No.9203901

>>9203892
It feels cheap when I have to save myself, and the game just loves to make you go through long sections and then kill you with something stupid and make you go through it all again. I just got to the part with the flying hitscanners that can kill you in a literal second from full stack, and have just had to bash my head against the wall with 11 HP and no health kits around.

>> No.9203906

>>9203813
You could set them to be friendly with normal mbf if you were dead set on using revenants, but then there's still the problem of the shotgunners shooting and eventually killing them. I don't doubt that if someone were inclined they could find a work around for that too but I was personally only interested in making it for the lowest compat possible.

>> No.9203917
File: 69 KB, 648x574, CnMgQQmgHeg.jpg [View same] [iqdb] [saucenao] [google]
9203917

>>9198640
>All difficulties implemented
Well. I'm gonna follow the rules, but, to be honest - this is one of the most gayest rule outta there.
I understand when the some real hardcore mappers take some time and consideration into their map balances, because some of their maps can be absolute bangers while the difficulty curve is downright sadistic, but 99% of the folk just play UV and the rest is taking it alright on the automatic balance change without any fiddling with the enemy/items placement.

>> No.9203921

>>9203917
Bro just uncheck medium and easy on some of the enemies in your fights after your map is finished, it's not that hard.

>> No.9203927

>>9203825
I did not but I guess I'll listen to it at work tonight and see

>> No.9203932

>>9203917
>but 99% of the folk just play UV
and then complain the map is too hard abloobloobloo

btw I played through Ad Mortem on HMP so fuck off.

>> No.9203936

>>9202247
Raze is perfect for Duke3d, suggest going with it unless you need specific Duke mods that only work in Eduke32. Btw, both raze and eduke are included into Zeta-touch

>> No.9203947
File: 58 KB, 1080x1080, 1661295280808.jpg [View same] [iqdb] [saucenao] [google]
9203947

there is not a single unmodded doom wad that takes mechanical skill without fastmonsters enabled
hurt me plenty and ultra violence are the same effective difficulty because doom has no enemy damage modifiers
every map ever in every wad ever boils down to learning the fights with saves and then breezing through it the second time around regardless of difficulty setting

>> No.9203951 [DELETED] 

>>9203947
Define "mechanical skill".

>> No.9203952
File: 490 KB, 1920x1080, Screenshot_Doom_20220824_015955.png [View same] [iqdb] [saucenao] [google]
9203952

>>9194259
Okay, let's roll

Map Name: Don't cry, Marine
Author: GuyWithTeaCup
Playtime: 15-30 minutes
MIDI: Clock Tower (SNES) Ending Theme
https://disk.yandex.ru/d/y3itpkpSYYqVxA

>> No.9203983

>>9203947
Damage and health modifiers are a crutch and not real difficulty. There can be mayor differences in difficulty from HMP to UV depending on mapset by imposing differing challenges upon the player in terms of enemy positioning, their numbers and which enemy types you're encountering in each location.
Savestating is also a difficulty modifier you inflict upon yourself, if you save after every encounter and reload if things go unfavourably for you, it's your own fault that things are 'too easy'.

Consider pistol starting some day.

>> No.9203984

>>9203952
I tried using both WOOF and DSDA and I can't get the wad to load textures
not sure if me retard or wat

>> No.9203989 [DELETED] 

>>9203951
reaction and aim and movement
once you know how it works you don't have to react, and most "hard" encounters are solved with the same macromovements, unless you are limited by terrain, but if you're limited by terrain, that's most likely a small scale encounter, which again is entirely solved by knowing how the map works

singleplayer video games suck and will always suck until they can scan your brainwaves to generate adaptive scenarios that provide a heart-racing yet fair challenge which targets your beneficial stress receptors

>> No.9203991

>>9203473
What the fuck man? Why would you send this shit? I just opened it and Im very drunk so now this is going to end up my nightmare tonight. Nobody even sends shit like this in this thread nornally, fuck you I got spooked

>> No.9203994

>>9203984
have you loaded the halloween resources along with the map?

>> No.9203996

>>9203984
>I can't get the wad to load textures
You need to include the project resource WAD when you load anon's map. Normally, you load the resource WAD first, then the map WAD last.

>> No.9203997

>>9203996
oh yeah... oopsie

>> No.9204001

>>9203952
are the flasks the piss bottles? kek

>> No.9204023

Ion fury was garbage and an insulting and boring cake walk on UV. Fucking yawn, last game I ever bought. Just a retrospective review after I bought the game on release back then

>> No.9204024
File: 141 KB, 563x511, 15379648303060.jpg [View same] [iqdb] [saucenao] [google]
9204024

>>9204001
Kinda. I wanted to make a scene for the secret room, which would look like a hikkimori hideout of sorts. I never decided for myself, what these health flasks are actually representing, but yeah, they are part piss bottles, part cheap beer cans, part litter - the choice is yours.

>> No.9204062

>>9203917
Just follow the Id rule for difficulty
1 hell knight hiding behind the pillar on NTR, 2 on HMP, and 3 on UV

>> No.9204074 [DELETED] 

>>9203947
>>9203989
the issue might just be that you're retarded, sorry

>> No.9204083 [DELETED] 

>>9203989
>bro it's just memorization if you're playing at the level of a tool-assisted speedrun because AI is just, like, a computer man
You're not as smart as you think you are, and what are you trying to prove by making these kinds of retarded statements on a retro gaming board where a majority are single player?

>> No.9204097 [DELETED] 

>>9203989
>>9204083
practicing is cheating

>> No.9204113

>>9203952
Gonna give this a go, your 512 Linedefs maps showed some promise, let's see what you can do without restrictions.

>> No.9204116 [DELETED] 

>>9203983
>>9204074
>>9204083
>>9204097
sorry i don't understand your replies

>> No.9204119 [DELETED] 

>>9204116
Once you know how English works, maybe you will understand. But you wouldn't want to be a cheating AI that actually understands a language, would you?

>> No.9204124 [DELETED] 

>>9204119
this one makes no sense either
i am too inteligent for doom and also your babble

>> No.9204138

which are the wads on this link
https://www.moddb.com/mods/tartar/news/some-progress-with-tartar-stage-3

>> No.9204171

>>9203952
>>9204113
Pretty decent gimmick map, I'm a sucker for non-Euclidean fuckery. Not really a fan of corridor combat, but the monotony is broken up with some actual rooms. It's a pretty easy map too, making it a good fit for a late Episode 1 map. Random comments
>Oh fuck somebody actually used the light amp, now I have to make sprites for it
>The sky looks weird with its vertical tiling and how the mountain gets cut off at the bottom, and not in the unsettling kind of way.
>I also saw some HOM effects when getting up close in front of a window
>Tasteful Twin Peaks reference

>> No.9204172
File: 872 KB, 1273x863, steyrblaster.png [View same] [iqdb] [saucenao] [google]
9204172

>>9203801
>As a kid I though it was supposed to be a rifle trimmed down to a pistol.
I think it gets that aesthetic from the outer shell being made from the action of a Steyr SL hunting rifle, which has these swoopy lines to it. Underneath, it's a cheap and conventional Charter Arms Bulldog revolver, it holds five rounds of .44 Special, contrary to some belief you can actually just open the gun to reload it, not having to disassemble it, but it's not supposed to be a revolver in the movie, hence that's never shown.

>> No.9204190

>>9203750
The multiplayer's also fun.

>> No.9204193
File: 90 KB, 664x646, 15441605817610.jpg [View same] [iqdb] [saucenao] [google]
9204193

>>9204171
>Pretty decent gimmick map, I'm a sucker for non-Euclidean fuckery.
What kind of non-Euclidian gimmicks you found if I haven't used anything like that in my map?
Plot thickens.

>> No.9204205
File: 586 KB, 960x1029, file.png [View same] [iqdb] [saucenao] [google]
9204205

>>9204193
I was talking about this. If it's not intentional then I would suggest making an outdoor area so it makes geometric sense.

>> No.9204212

>>9204205
That's almost kinda nifty in a way. Fleshing it out to be an outdoor area outside the window would be good, but also leaving it like this would be good too.

>> No.9204221
File: 68 KB, 873x346, 223p.png [View same] [iqdb] [saucenao] [google]
9204221

>>9203801
>As a kid I though it was supposed to be a rifle trimmed down to a pistol.
There's a perfectly good reason you thought this.

>> No.9204296
File: 53 KB, 321x177, Frame 7_png_processed.png [View same] [iqdb] [saucenao] [google]
9204296

>>9203642
same anon here back
working on another weapon, this time with a reload

the idea is sorta similar to duke nukem's pistol, combined with a chaingun. it fires fast, kind of inaccurately, and can shoot 30 shots before needing a "reload"

>> No.9204304
File: 2.26 MB, 800x448, crushed tomato.webm [View same] [iqdb] [saucenao] [google]
9204304

This is how tomato paste is made. Think about it the next time you buy it.

>> No.9204312

>>9204304
how do you crush a meatball into tomato paste?

>> No.9204316

>>9204312
Caco is not meatball, that would be pain elemental.

>> No.9204317

Is The Ancient Navajo Wolf Warp the best MAP01 of all time?

>> No.9204318

>>9204316
raw meatball

>> No.9204319

>>9204318
No no NO! Caco is TOMATO! Pain elemental is MEATBALL!!! It is known!!!

>> No.9204337

>>9204319
but tomatos aren't round

>> No.9204339

>>9204337
That's it you're going into the crusher

>> No.9204348

What PWADs would you actually rank above Plutonia? How many have you replayed multiple times?

>> No.9204356
File: 36 KB, 620x372, 1630233266814.jpg [View same] [iqdb] [saucenao] [google]
9204356

>>9204304

>> No.9204365
File: 3.99 MB, 412x514, crusher.gif [View same] [iqdb] [saucenao] [google]
9204365

>>9204339

>> No.9204386

>>9204138
Any1?

>> No.9204416
File: 2 KB, 199x313, file.png [View same] [iqdb] [saucenao] [google]
9204416

>>9198640
Would you guys get mileage out of yellow torches? Doom always bothered me with how it had red and blue torches which are useful for key-related areas, but no yellow ones.

>> No.9204418

>>9204416
why not green then yellow?

>> No.9204419

>>9204138
Sunlust map30, Eviternity map21 and map27, jumpwad map02

>> No.9204423

>>9204418
Doom has green torches already.

>> No.9204426

>>9204423
yeah but what about a different shade?

>> No.9204427
File: 2.19 MB, 1280x720, 2022-08-23 16-30-22.webm [View same] [iqdb] [saucenao] [google]
9204427

>>9204304
I hear I should stay away from the stuff from FIREBLU factory, its less than 10% actual tomato with random ingredients and filters too.

>> No.9204436
File: 4 KB, 149x406, file.png [View same] [iqdb] [saucenao] [google]
9204436

>>9204426
Ad Mortem only has one green range, so there's not a lot to work with. The results are pretty low-detailed flames that look more like toxic fumes than anything. Not really feeling it desu.

>> No.9204472

>>9198808
Updated ProtonPack slightly to fix a bugged flat (this SHOULD be the last one), also added a couple of more wood textures for the hell of it, in case someone wants more supports for like mines or stuff.
Weekend was a bit slow, should have updated more.

>>9203393
That's fine, as long as you don't twist the player's sack TOO many turns about it.
One of the maps we have already, Recycling Complex, will have you get fucked if you fall down from the platforms into the green slime too early, it's easy to do that there, but it's also right at the start of the map so it's not like you gotta redo the whole level if you fuck up, and the place opens up soon afterwards so you can't truly get stuck.
PopQuiz Hotshot has outright an instant death pit you can fall into, though it's also an optional secret area.

>>9204436
Are Baron fireballs this murky green now too? I forgot.

>> No.9204475
File: 4 KB, 164x397, file.png [View same] [iqdb] [saucenao] [google]
9204475

>>9204472
No.

>> No.9204478

>>9204475
That looks workable.

>> No.9204479

>>9204478
It's already in the WAD.

>> No.9204483

>>9204479
I guess I should familiarize myself with it again soon.

>> No.9204485
File: 76 KB, 184x293, 94 protons never.png [View same] [iqdb] [saucenao] [google]
9204485

>>9204483
Maybe familiarize yourself with this first

>> No.9204490

>>9204212
If you go with the latter, then I think you should go all-in on the non-Euclidean geometry aspect. Maybe have some hallways wrap to other locations in the map seamlessly.

>> No.9204504

>>9204485
Yes dad.

>> No.9204571
File: 18 KB, 500x451, 1660882338603166.jpg [View same] [iqdb] [saucenao] [google]
9204571

Is there a mod that let's me just use Arcane Dimensions' projectile shotguns in base Quake?

>> No.9204581
File: 199 KB, 1917x1080, woof0000.png [View same] [iqdb] [saucenao] [google]
9204581

Please help, what causes this? compatlevel?
It's TNT map 30

>> No.9204583

>>9204581
>compatlevel?
Maybe? Final Doom uses complevel 4. I don't know for sure what the error here is because I never finished TNT because I hate it.

>> No.9204585
File: 1 KB, 97x32, 1661030595647571 - Copy - Copy.png [View same] [iqdb] [saucenao] [google]
9204585

https://strawpoll.com/polls/ajnENBrj0gW
Okay so this poll's formatting is kind of fucking retarded, but hopefully everyone has enough IQ points to use it. Share if you have to. Basically, I have a few things I've been thinking of doing that I could go either way on, and I figured why not just ask. You can pick as many options on this list as you want, but each option is either a YES or NO for a given feature, allowing you to vote for or against something. If you don't care, don't vote on it.
Most of these are minor, but the full d4 normalization might change the balance a bit and a potential revenant homing missile nerf could be beneficial on maps where they're used like snipers.
Yes I know I'll probably only get a few people voting but I'm leaving this up for about 24 hours before looking at the results so hopefully it grabs most people who are interested or care.

>> No.9204604

>>9204581
I actually just watched a vid on compat levels the other day, the stair raising problem is a compatibility level issue

>> No.9204605

>>9204585
I guess I should also add that I did buff the revenant missile tracking to be 3D, so a nerf would be a nerf to its current state, not a nerf relative to vanilla.
>people already voting
Fuck welp

>> No.9204613
File: 78 KB, 1917x1080, woof0001.png [View same] [iqdb] [saucenao] [google]
9204613

>>9204583
>>9204604
I just idclipped that shit, tried the complevels Woof allows which are vanilla, boom, mbf and mbf21 and none worked, maybe its the version of the wad? I have the id anthology one

>> No.9204617

>>9204585
I haven't played Babel too much, but I think I understand its core features enough to vote based on my preferences in other mods, so that's what I did.
Pretty much yes to everything except fear resist particles (Babel already has enough particle tells to learn, if something should fear and doesn't, that's enough of an indicator that the fear was resisted.)

>> No.9204621

>>9204617
Yeah I suppose you may be right.
I definitely didn't expect so many people to want the cvars for fucking around with the newly rewritten tracers. Gonna have to figure out how to submenu everything.

>> No.9204624
File: 1.22 MB, 1737x715, Screenshot from 2022-08-24 00-04-12.png [View same] [iqdb] [saucenao] [google]
9204624

What the fuck? This has to have been an error. You can't possibly make that distance in time, even using Boots of Speed the door will be closed before you can even see it. It's mandatory progress too. I had to load a second player into my save to activate the door so I could walk through in time. And then the final level, the titular Dark Citadel, is just a fucking circle where you fight single enemy types in waves punctuated by Zedek/Menelkir/Traductus fights. Deathkings wasn't exactly great at any point prior to this, but what a terrible finale.

>> No.9204625

>>9204581
Boom patches out a stairbuilder related exploit that this level uses, oddly enough, so this level is broken outside of complevel 4.

>> No.9204648

how do I install vkQuake??

>> No.9204649

>>9204625
Interesting. Woof has an option in the compatibility menu that says "Use exactly Doom's stairbuilding" or something like that, not sure how that works compared to setting the compatlevel at runtime but eh, guess I'm done with TNT

>> No.9204652
File: 275 KB, 1326x781, tracer options.png [View same] [iqdb] [saucenao] [google]
9204652

Well you guys are asking for it, so you're gonna get it. Still keeping the poll open but I'm pretty sure this one's a safe bet for a yes.
May have to figure out how to make a reset button for these. That or I'll list out the defaults at the bottom.

>> No.9204653

>>9204652
Wow, I didn't think you'd go that indepth.

>> No.9204656

>>9204653
I made these for testing and configuring them to look good, then just left the setting in but only as CVARs because why remove them, right?

>> No.9204667
File: 2.35 MB, 640x360, BIG FAT BOOLETS.webm [View same] [iqdb] [saucenao] [google]
9204667

Thank god you can't see how badly the sliders just mangled my settings here but here's an example of being dumb with them.

>> No.9204671

>>9204667
Actually, you can see it, awful. Why the fug doesn't MENUDEF slider's "inc" setting actually work, god damn. Like yeah, some of those should be ints, but I also said only adjust by 1.0. Someone named graf is to blame for this.

>> No.9204672

>>9204667
I'm not sure if tracer speed is totally necessary, thinking about it. If someone made them really slow, all that'd do is confuse people. Maybe don't let them go slower than the default amount?
I do like the idea of making them fast as fuck and really long, especially on the plasma SMG, it'd look like you're shooting thin laser beams

>> No.9204678

>>9204672
Well I'm not out to ruin people's fun so it doesn't much matter to me. The actual enemy bullets go about 80 speed, so that's a fairly sane lower limit. I'm still trying to get this thing to stop adjusting my floats by shitty numbers like 0.483 or something when I want to just use the mouse to drag it by 1.

>> No.9204684
File: 2.90 MB, 710x400, Beam PSMG (will need adjustments to not murder performance with other guns though).webm [View same] [iqdb] [saucenao] [google]
9204684

May have to make definition a per-type setting just to enable some fun nonsense like this.

>> No.9204706

NEW THREAD
>>9204701
>>9204701
>>9204701

>> No.9204710
File: 2.87 MB, 1920x1080, Beam PSMG better.webm [View same] [iqdb] [saucenao] [google]
9204710

Fug, I think adding so many cvar lookups to the start of every tracer spawn is making the shotgun "Can't see first frame of tracers" issue worse. Probably should have anticipated this.
Might have to reduce the options for the shotgun tracers a bit. I added a few too many. Still, it let me do this with the PSMG, which is cool.

>> No.9204719
File: 508 KB, 324x216, war, war never changes.gif [View same] [iqdb] [saucenao] [google]
9204719

>>9204710

>> No.9204723

>>9204719
Sadly, I just confirmed I'm right about the shotgun tracers. Even just doing the lookups is damaging. The game literally skips frames when doing (20*45*3 + 20*3) lookups in a single frame, so I'll have to limit the new options for start and end ratio on pellets :^(

>> No.9204736

>>9204723
Understandable. Performance is important.

>> No.9204742
File: 46 KB, 2265x453, afdfdsshfgdhgfh.png [View same] [iqdb] [saucenao] [google]
9204742

>tfw posting in a dead thread to avoid spamming the new one
>>9204736
Disregard that, I am a FUCKING RETARD and I think I fixed it. Might also just generally improve performance.

>> No.9204952

>>9204348
Plutonia 2 of course

>> No.9204970

>>9200421
FitTranny is known for using esoteric archivers for extra 2-3% compression benefit that takes literal hours longer to decompress while hogging 100% of your CPU and 10GB of RAM (if you don't restrict it to 2 in installation options, but then unpacking takes 5 times longer).
I prefer literally any other repacker over trannyfaggot

Also
>UnityDoom

>> No.9204973 [DELETED] 

downtown is a good map

>> No.9205091
File: 89 KB, 489x600, Untitled.png [View same] [iqdb] [saucenao] [google]
9205091

>>9204296
>>9203642
You need to render them at higher rez (at least x3) then downscale them with linear filter and clamp the resulting outline transparency to get a nice crisp sprite without internal jaggies.

The difference on example of this >>9199195 sprite

>> No.9205109

>>9204427
God that's so nasty, who thought it'd be a good idea to copy douk3d's squishy gibs.

>> No.9205768

>>9204221
Well there it is, it was the description. its been a while