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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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9513575 No.9513575 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9500837

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/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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/"doom thread"/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.9513578

=== CURRENT PROJECT ===
UNRATTLED
RC2: https://files.catbox.moe/afff2w.zip

=== CURRENT RELEASES ===
AD MORTEM PHASE 2
https://www.doomworld.com/forum/topic/125461

=== CACOWARDS 2022 ARE OUT! ====
https://www.doomworld.com/cacowards/2022/index/

=== NEWS ===
[12-23] DSDA-Doom version 0.25.0 has been released
https://github.com/kraflab/dsda-doom/releases/tag/v0.25.0

[12-21] DNF Restoration: First Slice version 1.0, released
https://www.moddb.com/mods/dnf2001-restoration-project/news/duke-nukem-restoration-first-slice-10-release

[12-21] Woof! version 10.5.0 released, with a meaty changelog
https://github.com/fabiangreffrath/woof/releases/tag/woof_10.5.0

[12-20] "Duke Nukem: Endangered Species" has been leaked
https://rentry.org/x0r_jmp

[12-19] The Force Engine version 1.0 has been released
https://theforceengine.github.io/2022/12/19/Version1-0.html

[12-18] The Mines Level Contest for Dark Forces had 4 submissions
https://df-21.net/downloads/contests.php

[12-17] DNF Restoration First Slice trailer, release Wednesday
https://youtu.be/d3nSSCNDFds

[12-17] Doomworld textures/sprites dump by anon
https://www.mediafire.com/file/g8fg9w1manakmvn
https://www.mediafire.com/file/667lcn3n49x76ka

[12-15] Quake Enhanced released on GOG

[12-14] Epic kills support for legacy Unreal servers
https://twitter.com/Wario64/status/1603061869396209664

[12-10] DoomRPG is out
https://github.com/anarkavre/drpge

[12-10] AcmeCTF discord confirms that Worm/Yowza the legendary host of all CTF servers, has passed away.
https://www.legacy.com/us/obituaries/name/paul-adams-obituary?id=38323149

[12-9] Quake 2 ported to Digital Paintball 2 Q2engine
https://digitalpaint.org/

[12-9] Tastyspleen is running a multiplayer special for Q2's birthday
https://twitter.com/tastyspleentv/status/1601304106391330817

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9513586

>>9513578
This anon released a christmas wad for us
>>9511656

>> No.9513616

>>9513568
I'll list "inconsistent UMAPINFO behavior across ports" as a known issue in the release thread. I'll get to writing the Doomworld post.

>> No.9513625

So I finished the new Quake Christmas Jam
Most of the levels were really good and fun, but a couple were bullshit and pretty much encouraged savescumming (300+ enemies, a giant map and batshit insane environmental traps every five steps or so are you kidding?)
All in all really good.

>> No.9513632

DSDA hud fucking sucks now. Guess I'm sticking with 0.24.3

>> No.9513640
File: 2.10 MB, 1920x1080, screens.png [View same] [iqdb] [saucenao] [google]
9513640

>>9513586
Relay him that I'm sorry that I've missed it. Reposting:
>Here's my new Christmas map for /vr/, this year it's Eternal Doom themed. Doom 2, map01, limit removing + DEHEXTRA (use a modern port like Crispy, Woof, DSDA, GZDoom etc.). Merry Christmas /vr/, hope you enjoy it.
https://files.catbox.moe/0u2yo4.zip

>> No.9513675

>>9513632
What did they do to it?

>> No.9513683

>>9513632
Then go back to Crispy Doom

>> No.9513732

>>9513578
https://www.doomworld.com/forum/topic/133103-rc21-unrattled-11-maps-for-doom-1-cl9/ It's up

>> No.9513736
File: 91 KB, 741x697, 1664396835981952.jpg [View same] [iqdb] [saucenao] [google]
9513736

>DSDA missing brightmaps, sounds upon closing the game
>Woof missing resolutions higher than 6 cacocs
>GZDoom missing demos, stats dump, bunch of other things
Just end this planet already. There's clearly no intelligent life here.

>> No.9513740
File: 22 KB, 500x283, standards.png [View same] [iqdb] [saucenao] [google]
9513740

>>9513736
The ride never ends!

>> No.9513790

>>9513736
What are Demos even useful for in GZDOOM & LZDOOM? This isn't the retro computer tech demo scene thread.

>> No.9513821

>>9513675
They felt like it was necessary to reinvent HUD defintions. So they ditched prboom's system for a new one. Instead of prboom's variety of HUDs, you get a single ugly HUD by default, and since they reinvented the wheel, good luck finding existing HUDs.
I'm already working on a HUD I like, but the default HUD components are fucking ugly. Could probably change that, too. But I hate working with graphics.

>> No.9513823

>>9513821
Do you have a screenshot?

>> No.9513824
File: 434 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9513824

>> No.9513828

>>9513824
>unrattled maybe christmas yeah

>> No.9513832
File: 3 KB, 127x35, image.png [View same] [iqdb] [saucenao] [google]
9513832

>>9513824

>> No.9513834

>>9513832
literally me

>> No.9513835
File: 1 KB, 115x28, file.png [View same] [iqdb] [saucenao] [google]
9513835

>>9513824

>> No.9513836

Is the Hexen Souls project abandoned or did the author put it off? Haven't been any updates for a while.

>> No.9513837

>>9513832
Mappers who test Vanilla/Boom maps in GZDoom

>> No.9513841

>>9513836
got link?

>> No.9513847

>>9513824
>Probably Maybe
Be more resolute /vr/, stop singing along to Icelandic divas all day long!

>> No.9513871

>>9513824
>Working support monsters
Times must be tough in Hell these days.

>> No.9513889
File: 142 KB, 1514x1346, meatball.png [View same] [iqdb] [saucenao] [google]
9513889

>>9513824
>buttsex dont meatballs
can't stop me

>> No.9513895

>>9513824
Nice festive colors

>> No.9513909

>>9513578
forgot to post this but yamagiQ2 received another vulkan update
https://github.com/yquake2/ref_vk/releases/tag/v1.0.3

>> No.9513913

I feel like Quake is underrated as a horror game.

https://www.whyishoudini.com/my-love-affair-with-the-horror-elements-of-quake

>> No.9514016

Which of the quake xmas jams is the best? I haven't played any yet.

>> No.9514084

is there any way to play Blood multiplayer without downloading malware?

>> No.9514120

>>9513824
>Carrots open anons powers

>> No.9514125
File: 1.62 MB, 3840x2160, ironwail0038.jpg [View same] [iqdb] [saucenao] [google]
9514125

I'm still going through AD, and just finished Leptis Magna. I wasn't a fan of it - to me it felt overtuned and being a long map, it relies on savescumming. Also there was a severe lack of ammo (unless you get all the secrets, I suppose). By the time I got to this part I had literally 1 health and no ammo for anything. Impossible with the shockwaves those big things produce.

>> No.9514130

>>9513913
It's the main reason I like it so much more than Doom. The weapon and enemy rosters are both weaker overall, but the atmosphere is immensely more encompassing and effective. Makes for more memorable gameplay experiences in my opinion

>> No.9514131

What are the best console exclusive FPSs?

>> No.9514149

I am having trouble using gzdoom on linux, it won't recognize doom2.wad as an iwad and it only shows the freedoom shit, which I want to get rid of, any help on this?

>> No.9514157

>>9513736
The point of woof is the lower resolution.
It's just crispy-doom with more complevels.

>> No.9514168

>>9514157
640x400 is good, but at 27" or bigger displays it becomes way too blocky. It's still playable with old wads, but some new wads might look like absolute pile of pixel shit.
plus my eyes are getting old and can't stand playing at resolution this low for too long anymore, otherwise Woof is perfect

>> No.9514187
File: 59 KB, 1024x1024, world-autism-awareness-day.jpg [View same] [iqdb] [saucenao] [google]
9514187

You all must be unaware, so let me clear up things a bit: my DSDA Doom folder totals in 437mb. How? Let's break it down.

1) Autoload folder with 70mb of add-ons, midipacks, fixes and whatelse.
2) Modest ReShade installation, 25mb.
3) Main executable, launcher and ffmpeg for demo-to-video transfer - all with runtime DLLs, 213mb
4) Couple of hq soundfonts, 19mb
5) Demos and and mostly useless save files, 18mb
6) Spicy baron video (Hidden)
7) Full IWAD collection, 97mb
8) Finely tuned config files, 112kb

Feel ecstatic yet? I sure do. Make a way! This is prime way of dooming® on windows.
Truth be told, it didn't improve my playing skills. Thank you for listening!

>> No.9514192
File: 3 KB, 255x90, file.png [View same] [iqdb] [saucenao] [google]
9514192

>>9514187
That's cute.

>> No.9514195

>playing A Doomer Boards Christmas Carol
>get to MAP14
>final door apparently opens when all enemies are dead (except the 5 on the other side of the door)
>I killed everything and it won't open
>kill counter says there are 6 enemies left
>I can't find the missing enemy anywhere
so is it just unbeatable without cheating or should I restart the map and hope it doesn't glitch out again?

>> No.9514215

Hm. The bells you shoot in >>9514195 count as kills so maybe I missed a bell and that's supposed to open the door. But I was pretty damn sure I shot them all. I thought I just needed all the monsters dead because the door opened when I did the "kill monsters" cheat. Anyway I just verified the map is beatable by rushing through it again. I don't know what happened on the first attempt.

>> No.9514221
File: 22 KB, 500x500, 1592142259056.jpg [View same] [iqdb] [saucenao] [google]
9514221

>>9513575
DO NOT LOOK UP DUMP 3 MAP19

>> No.9514228
File: 43 KB, 319x307, 1666819162154.png [View same] [iqdb] [saucenao] [google]
9514228

>>9514221
oh come on it can't be that bad—

>> No.9514240
File: 71 KB, 901x592, MediaInfo.png [View same] [iqdb] [saucenao] [google]
9514240

>>9514192
Anon... I feel jittery about revealing any of this, but you leave me no choice.

>> No.9514246

>Try out angelic aviary mod
>their death screams make me carthatic
This better not awaken something in me

>> No.9514248
File: 3.08 MB, 1920x1080, Screenshot_Doom_20221222_230453.png [View same] [iqdb] [saucenao] [google]
9514248

Comfy lived-in techbases

>> No.9514431

>>9514246
>In a medical environment, catharsis means purging of the bowels.
>I'm now imagining anon violently shitting his pants over death screeches by little girls in Doom

>> No.9514436

>>9514246
Whatever you do don't use an ice weapon on the cacos

>> No.9514546

>>9514016
it's been a while but you can't really go wrong with any of them, ignoring a couple mappers who submit trash every year like https://www.youtube.com/watch?v=UM_PtoHVdbM
this year's also felt like there were fewer good maps. pick an older one at random and have fun

>> No.9514585

>>9513218
Thanks kegan.

>> No.9514586

>>9514585
I'm a firm believer in spreading useful knowledge. I don't consider myself a good teacher, but hopefully that helps you.

>> No.9514592

>>9513841
There was a gameplay mod in development that featured mechanics from the Souls games and it was called Hexen Souls. The guy working on it used to post updates here. You can find the webms he posted if you look on the archive. But apparently the project is dead now.

>> No.9514612

>>9514592
Huh. So not unlike the Bloodborne Doom mod that's being worked on.

>> No.9514626
File: 151 KB, 320x200, DBP55_TITLE.png [View same] [iqdb] [saucenao] [google]
9514626

>>9513578
DBP55: Jolly Junkyard is out now!
https://doomer.boards.net/thread/3050/jolly-junkyard

>> No.9514657

>>9514248
Anon, why are you rubbing soap into your eyes?

>> No.9514660
File: 445 KB, 640x480, download (68).png [View same] [iqdb] [saucenao] [google]
9514660

Are books like this possible in the Doom engine? What about a Kings Field style game?

>> No.9514674

>>9514660
In the Doom engine? No.
In GZDoom - yes.

>> No.9514680

>>9514660
Maybe with SeHacked (Strife's version of DeHackEd), but even then I wouldn't promise anything.

>> No.9514735

>>9514546
I thought this years was pretty good. I only disliked a couple of maps due to the ammo scarcity, but otherwise nothing was really "bad".

>> No.9514753

>>9514546
I will never touch this thing.
Modern politics have no place in retro shooters and besides, the level itself is visual pollution. Look at it, the entire level looks like a shitpost and is utterly disgusting to look at. I'd be less harsh if he made the map look good.

>> No.9514779

So am I supposed to play Dark Forces with or without free aim?

>> No.9514782

>>9514221
>>9514228
Can't believe they used N-word in the map name!

>> No.9514798

>>9514125
>overtuned and being a long map, it relies on savescumming. Also there was a severe lack of ammo (unless you get all the secrets, I suppose)
this applies to Arcane dimensions pretty much as a whole

>> No.9514836
File: 21 KB, 500x376, 1e244ee0c42ce2eb5d1fec1a06e383c7.jpg [View same] [iqdb] [saucenao] [google]
9514836

hi! I've made my first map where I kinda knew what I was doing. Would you guys mind giving me some feedback? this is MAP01, tested with dsda complevel 2. Thanks in advance!

>> No.9514837

>>9514836
yeah and I ofc forget the link. god damn. Also i tried to remove the unused flats and textures but somehow the thing is still 13 MB for some reason. pardon my noobish ways. I'll get there
https://files.catbox.moe/1h1cu6.wad

>> No.9514838

>>9514836
>>9514837
What map format?

>> No.9514840

>>9514838
vanilla

>> No.9514848
File: 2.48 MB, 1920x1080, Screenshot_Doom_20221222_230933.png [View same] [iqdb] [saucenao] [google]
9514848

>>9514657
If you're talking about the CRT filter, I think that it just works and makes the experience feel like playing on an old television.

I wouldn't want this for every game of course, but DOOM's architecture is rough. Really cut from stone, even though it can have angled surfaces and the like unlike Wolfenstein 3d.

So the CRT filter kinda helps "smooth out" the experience while not making it look uhh weird like using the pixel smoothing in GZDoom. Sometimes I want my DOOM experience to look like the OG PC version, sometimes I like it to be like this. It looks "dreamy", it looks more "haunting" if that makes any sense. I bet DOOM 64 with a CRT filter will be even more atmospheric (shame about the shitty animations in it though)

>> No.9514861

>>9514798
>this applies to Arcane dimensions pretty much as a whole
I still have a few more to go, but this is the first time I really felt like it just didn't have enough ammo on the map. And playing on hard, it was much harder than the previous maps on hard.

>> No.9514872

>>9514836
Pretty cool map. Played it in CL2 on Woof. Some missing textures here and there, mostly on the monster closets, but one of the stairs in the beginning is also missing a texture.
Got lost trying to find the yellow key because I forgot about it, couldn't get back into the area afterward so I was softlocked and killed the demo there.
https://files.catbox.moe/de4kcb.7z

>> No.9514907

>>9514125
I wouldn't agree that AD relies on savescumming, most of the community holiday Jam maps are way worse for a lack of ammo and savescumming, but the AD maps that are part of the "official" AD release are usually balanced.

>> No.9514940

>>9514907
When a map is 30+ minutes long, what else are you going to do?

>> No.9514950

>>9514612
Same guy, IIRC.

>> No.9514958

>>9514872
thanks a lot lad!!!! means a lot to me. I'll fix the yellow key issue by putting a mandatory yellow door to exit that room. thanks again!!!

>> No.9515002

>>9514836
What I saw was cool, didn't get to the end due to what looks like a softlock in the "missing texture monster closet room". The door to the room with the key "hub" and the first ArchVile should stay open, I know I'm not good, but having to go press that switch multiple times was a bit obnoxious.
https://files.catbox.moe/t5q22c.7z

>> No.9515009

>>9514907
The first hub of levels play fine and great. I can’t attest to the others as once I completed Tears I was done and satisfied.
>>9514940
You would save like you would during a longer map from any other game, but that wouldn’t be “scumming”.

>> No.9515023

I honestly thought Alkaline was worse when it came to encouraging save scumming. The maps are just as long as AD only they love bullshit custom enemies everywhere in unfair positions. The maps look wonderful but they make you appreciate Doom wads more than ever, because mappers for that don't need to rely on cheap tactics to kill the player.

>> No.9515025
File: 45 KB, 182x186, 1647901683996.png [View same] [iqdb] [saucenao] [google]
9515025

>try playing doom with mouselook on
>get dizzy and disoriented
Fuck

>> No.9515040

>>9513736
Crispy is all you need

>> No.9515043

>>9515025
>download map pack jam
>no level select
I'm playing on mobile and using the console is a pain

>> No.9515046

>>9515025
Didn't mean to highlight you I was going to respond about all doom ports having trash mouselook

>> No.9515047

>>9515025
I'm not even middle aged or a woman and I can not play any fps that isn't Doom anymore without vomitting.

>> No.9515050

>>9515002
>I know I'm not good, but having to go press that switch multiple times was a bit obnoxious.
yeah after watching the demo I have to agree. made that door just open once and that's it. also you got stuck because you skipped a linedef somehow. I'll try to fix this asap and post it again. really grateful for your input. thanks!!!

>> No.9515074
File: 671 KB, 1920x1080, 1.jpg [View same] [iqdb] [saucenao] [google]
9515074

>>9515023
>I honestly thought Alkaline was worse when it came to encouraging save scumming. The maps are just as long as AD only they love bullshit custom enemies everywhere in unfair positions
I didn't find any enemy in Alkaline worse or more annoying than what was in AD. I also could've sworn that it and other similar Rubicon levelsets implemented autosaves, though that's not entirely related.

>> No.9515075

>>9515047
I can play overwatch fine with all its autistic movement,yet the instant i try doom with mouselook i get a migraine

>> No.9515079
File: 2.93 MB, 640x360, df.webm [View same] [iqdb] [saucenao] [google]
9515079

>>9514779
That would be the "authentic" way but you can have fun however you want.

>> No.9515106

>>9514848
This isn't even close to what CRT looked like.
This is what a hipster who never seen a CRT thinks CRT looks like after being told by another hipster who also never seen a CRT.

>> No.9515123

>>9515074
Some maps do have autosaves, but not all.
I'd argue Alkaline has much nastier custom enemies than AD. Arcane Dimensions felt fair even on hard, while hard mode in Alkaline is just asking to get your shit pushed in every other encounter. I'll be playing the rest of this on normal, I think. It's too good to drop but the fights are weirdly difficult for me.

>> No.9515131
File: 919 KB, 1920x1080, AD_court.jpg [View same] [iqdb] [saucenao] [google]
9515131

>>9515123
>I'd argue Alkaline has much nastier custom enemies than AD.
The nailgun superenforcer, if at that, and even then he doesn't show up often. Those railgunning centaurs have a huge windup, the "shield" energy guards are less tanky and in your face than AD's upgraded death knights, and Alkaline uses what are basically "nerfed" shamblers that are melee only.

>> No.9515152
File: 776 KB, 960x720, 1367472955647.png [View same] [iqdb] [saucenao] [google]
9515152

>>9514872
>>9515002
I made some fixes . hopefully this one's better.

>> No.9515156

>>9515152
https://files.catbox.moe/iik3mk.wad
fuck me

>> No.9515175

>>9515131
Eh, that's odd. I honestly think Alkaline is harder somehow anyway. Knocking it down to normal has made things so much more enjoyable. Perhaps I just stumbled into the tricker maps early though.

>> No.9515263
File: 196 KB, 1200x1200, hyperscan.jpg [View same] [iqdb] [saucenao] [google]
9515263

here's a random shot in the dark question - on a scale of 1 to 10, how much coding knowledge and experience would one theoretically need to port doom to the mattel hyperscan?

>> No.9515270

>>9515025
>>9515047
>>9515075
you guys tried changing the FOV or limiting the FPS?

>> No.9515301

>>9515152
It's a bit better, no demo this time cause I saved twice to see the whole map.

Technical:
-You still have some missing textures on the huge Imp/Pinky closets.
-Some doors/switch covers have unpegged textures.

-Feedback:
-I feel like you don't need to put a linedef to trigger a trap in front of EVERY switch.
-For exemple, in the blue key room, the Arachnotrons will show up before you pull the switch, and shooting will wake up the cacos. Hence, the timer you put on the blue key serves no purpose.
-Also, there's several room where you come into a very small hallway, and can just back up to kill enemies one by one. You put a crusher before the yellow key room to prevent that, but all it did for me was crush the hell knight, a pinky and several souls.
-Maybe I broke something, but the final 2 Cybers are completely optionnal.
-The hallway behind the locked blue door is a cool encounter, but spoiled by the noises of the ArchVile.
I feel it is a good map, but not quite for me.

>> No.9515340

on quake 1, is there a mechanical difference between the rottweilders and knights?

>> No.9515360

>>9515175
There's definitely easier and harder maps in both sets. They also let you choose the order of maps yourself so it's hard to find a good progression of difficulty, and plenty of the levels can be long and exhausting.

>> No.9515372

>>9515025
Are you using software rendering? Because that has fucking perspective.

>> No.9515373

just completed the first and second dn3d episode

>> No.9515374

>>9515301
thanks pal. these feedbacks are really appreciated. it definitely feels like i have to find my footing when it comes to encounter design. I also appreciate the technical feedback. thanks and merry christmas.

>> No.9515384

>>9514149
Use the -iwad command line option

>> No.9515389

>>9515263
>how much coding knowledge and experience
I'm looking up the specs now and this thing sounds like a little bit of a nightmare
Chances are pretty good but it sounds like a $50k job on a good day, and some of the maps might need to be modified to reduce renderer overhead

>> No.9515417
File: 19 KB, 250x250, 1664128138343508.jpg [View same] [iqdb] [saucenao] [google]
9515417

>>9513847
You sound just like neighbours, fuck off.

>> No.9515441

I just did ad_s1m1 (slipgate conundrum) and after using the console to get back to ad_chapters, AD had forgotten my completion status of every map. Weird.

>> No.9515443

>>9515340
Speed and health are different, and the dog can lunge. You can also partially dodge the knight's attack since it does a small amount of damage during multiple swing frames and each one checks distance to enemy.

>> No.9515450

>>9515441
If you use the 'map' command to load a new level then it forgets everything. Use the 'changelevel' command instead.

>> No.9515556

>>9515340
dogs have a stupid bounding box that causes them to get stuck if they aren't placed in a completely open area, and their attack gives all of its damage in a single instance

>> No.9515605
File: 535 KB, 602x720, 67948672_2392279657530966_4663421686941483008_n.jpg [View same] [iqdb] [saucenao] [google]
9515605

We serious tonight, or nah?

>> No.9515624

https://www.youtube.com/watch?v=eyTi7ZYd_y4
VGH... I KNEEL...

>> No.9515653

>>9515263
I'd rather Play SNES DOOM, thank you.

>> No.9515661
File: 288 KB, 1600x900, FkwyooiUoAAiRGs.jpg [View same] [iqdb] [saucenao] [google]
9515661

>>9513578
Revae finally finished VR-3KKR.
https://twitter.com/RevaeRavus/status/1606715390071312385
>A little challenge episode for REKKR: Sunken Land, VR-3KKR!
>9 maps with new deathmatch arenas.
>Just drag-n-drop it onto your exe. Proper release eventually.
https://www.mediafire.com/file/d1vzvjz0jteywj5/VREKKR.wad/file
>>9515263
I would assume 10 for both. Having autism might be a good thing for this project.

>> No.9515680 [DELETED] 
File: 8 KB, 252x264, holding back.png [View same] [iqdb] [saucenao] [google]
9515680

>"antispeedrunner bigotry"

>> No.9515707

The megasecret in arcane adamantine was a pain to find, because I missed one of the vents early on. But it opened up a ton.

>> No.9515754

>>9515661
>finished
Almost. Need to do music selection, par times and maybe a new sky (though this one fits well anyway. might just recolor it)

>> No.9515783
File: 73 KB, 218x225, 1593650979749.png [View same] [iqdb] [saucenao] [google]
9515783

You will know what to do when the time comes.

>> No.9515790

>>9515783
Eh, I don't think it will work, it doesn't have lips.

>> No.9515802
File: 52 KB, 640x480, 1645496768521.jpg [View same] [iqdb] [saucenao] [google]
9515802

>>9515783

>> No.9515807

So did anyone actually play Dark Forces or does nobody give a fuck?

>> No.9515809

>>9515783
That feels too ominous right now.

>> No.9515810

>>9515783
>>9515802
>Straight teeth

>> No.9515814
File: 110 KB, 1024x1024, 1637956760732.jpg [View same] [iqdb] [saucenao] [google]
9515814

>>9515040
>missing brightmaps, sounds upon closing the game, resolutions higher than 6 cacocs, MBF21, etc.

>> No.9515815

>>9515807
>>9515079
It's fun.

>> No.9515861
File: 52 KB, 422x317, 1441874-serious_sam.jpg [View same] [iqdb] [saucenao] [google]
9515861

>>9515605
>This is serious

>> No.9515896

>>9515807
I am and it's a lot of fun but holy fuck Kyle needs new shoes with traction.

>> No.9515913
File: 392 KB, 655x557, 1658666441811.png [View same] [iqdb] [saucenao] [google]
9515913

>>9515605
>>9515861
we are NOT getting serious tonight, instead you should get serious with your loved ones on Christmas

>> No.9515928
File: 165 KB, 283x322, file.png [View same] [iqdb] [saucenao] [google]
9515928

>>9515913
aaaaaaaaaaaaa... :(

>> No.9515939

>>9515913
Looks like Sam......can't take this seriously anymore......

>> No.9515946

>>9515913
Ah. fair enough.

>> No.9515953
File: 42 KB, 192x192, 1655204718772.gif [View same] [iqdb] [saucenao] [google]
9515953

>>9515928
Would revenants and beheaded kamikazes be great friends? With all the screaming they do it sounds like a match made in anyplace but heaven.

>> No.9515957

>>9515953
Oh, absolutely. They'd love to fuck people over with the combination of homing missiles and a literal walking bomb.

>> No.9515989

>>9515953
>>9515957
i feel some sadistic crossover incoming

>> No.9515991

>>9515989
Serious Sam enemies would fit well within Doom. Of course not visually, but mechanically.

>> No.9515997

>>9515991
i mean, you could always doomify them visually

>> No.9516017

>>9515079
Guess I'll play without then. Always hated mouselook on 2.5D games, like >>9515046 said every Doom port has trash mouselook and I don't expect this one to be much better

>> No.9516028

>>9516017
Well, The Force Engine has opengl rendering so you can have mouselook without the disgusting 2.5D warping effect if that's what you're worried about

>> No.9516043

>>9516028
I've tried mouselook on shit like GZDoom and it still feels off for some reason. I'm used to it at this point and like the horizontal aiming anyway so I don't really care. I actually prefer it, unless it's shit like Quake, obviously

>> No.9516054
File: 691 KB, 1280x720, dfs02.jpg [View same] [iqdb] [saucenao] [google]
9516054

>>9516017
It's just esc and a couple clicks if you ever want to mess with it. Nearly all these pre-full-3D shooters are balanced around horizontal mouse aim anyways. I prefer full mouselook with aim assist for most of them.

>> No.9516058
File: 15 KB, 641x430, doom_mapping.png [View same] [iqdb] [saucenao] [google]
9516058

Zoomer here, just finishing up my Doom UV keyboard only playthrough and god... Doom is just so much better playing with keyboard only. I'm not saying this to be elitist or to belittle those who play with WASD+mouse, as I couldn't care less for how people play, but hell it really is too easy playing with mouse, while on keyboard only you'll have a more tense experience with a crisp difficulty curve, where dying is easy if you fuck it up and every decision counts. If you think vanillafags are annoying it's ok, but I genuinely think you're missing a great gaming experience.
Picrel is my keyboard scheme, I don't think you have to use the vanilla mappings, they're AIDS and a surefire way to get carpal tunnel, as long as you don't have the precision and speed of a mouse and the intuitiveness of WASD, I think you'll have a similar experience to mine.

>> No.9516065
File: 2.24 MB, 600x338, old habits die hard.gif [View same] [iqdb] [saucenao] [google]
9516065

HOLD IT RIGHT THERE.
You HAVE beaten System Shock, right, anon?
And you weren't filtered by the starting screen?

>> No.9516082

>>9516065
Heck no that game is fucking boring

>> No.9516102

>>9516058
>crisp difficulty curve
What the actual fuck is a "crisp" difficulty curve?

>> No.9516115

>>9514848
That looks like you're playing DOOM through the lens of a camcorder viewfinder pointed at a cheapo 13" color TV from 1976.

>> No.9516116

>>9516102
A curve that's slick, goated with the sauce and up on the down low, dawg

>> No.9516118
File: 351 KB, 1400x1400, new_poom_icon.png [View same] [iqdb] [saucenao] [google]
9516118

The Andy Sixx Log Doom mod demo is out now: https://www.moddb.com/mods/poom-miasma-massacre It contains 6+ levels, new weapons & monsters and custom soundtrack. More updates in the future. It's slidding, baby!

>> No.9516124

>>9515814
Works on my machine

>> No.9516127

>>9514848
I kinda get it. To me, the original Doom episodes look best on Crispy doom low detail, maybe because the chunkiness causes my brain to invent detail that isn't there. The geometry looks too sparse and plain at high resolutions. Even with usermaps I rarely have a reason to go higher than 400p.

That isn't what crts actually looked like though, just FYI.

>> No.9516146

>>9513824
>ut3 lost
it's literally over and didn't even start yet

>> No.9516181

I'm not meaning to be inflamatory lads, but does HL1 get much better after Blast Pit?
It's got lots of character and the soldier AI is cool how it nades you if you hide, but other than that it's pretty standard/substandard combat and poor level design/platforming.

>> No.9516186

>>9516181
>but does HL1 get much better after Blast Pit?
sometimes

>> No.9516187

>>9516186
lmao
that's been the experience -- a bunch of cool stuff mixed in with a bunch of meh stuff

>> No.9516197
File: 431 KB, 1328x989, its over.png [View same] [iqdb] [saucenao] [google]
9516197

>>9516082
Hopeless.

>> No.9516205

>>9516181
It does IMO, Surface Tension is probably my favorite part, though it comes a bit later.

>> No.9516226

>>9516181
If you getting tired of following a straight line for a level... then it's over for you

>> No.9516240
File: 49 KB, 401x369, 1643756809106.jpg [View same] [iqdb] [saucenao] [google]
9516240

merry christmas, bunch of massive beautiful persons

>> No.9516245
File: 49 KB, 640x400, prey_03.png [View same] [iqdb] [saucenao] [google]
9516245

>>9513578
https://archive.org/details/prey-1195
Someone just posted an old build of Prey (1995) on archive.org.

I don't know if it's the first time it's been publically available but I figured I'd share here. If anyone would know it's you guys

>>>/v/622199347

>> No.9516269
File: 319 KB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google]
9516269

>>9516240
merry christmas you absolute __fren__

>> No.9516318

>>9516245
How far did 3d Realms get with this before giving it to Human Head?
https://www.youtube.com/watch?v=l4jgh3VdNm4

>> No.9516321

>>9515661
>I would assume 10 for both. Having autism might be a good thing for this project.
Hmm, I'm not an aut so I guess that rules that out

>> No.9516326

>>9516245
https://talonbrave.info/2022/12/25/merry-christmas.html

>> No.9516352

cyberdemon531

>> No.9516369

I'm playing Strife Veteran edition and there seems to be a strange stutter whenever I move. Does anyone know how to fix this?

>> No.9516394 [DELETED] 

>>9516269
>>9516240
Merry Christmas you fucking goddamn dirty FILTHY UGLY DISGUSTING DEGENERATE Nice guys:)

>> No.9516396

>>9516269
>>9516240
Merry Christmas you fucking goddamn dirty FILTHY UGLY DISGUSTING DEGENERATE Nice guys:)

>> No.9516402

>>9516396
I saw your fuck up. Merry Christmas, asshole.

>> No.9516405
File: 79 KB, 592x619, 1671941243398127.jpg [View same] [iqdb] [saucenao] [google]
9516405

>>9516240
Merry christmas

>> No.9516407

>>9516240
>>9516269
>>9516396
>>9516402
Merry Christmas niggers

>> No.9516442

>>9516240
merry christmas, anton

>> No.9516450

>>9516352
You mean "Andrea" Rovenski?

>> No.9516458
File: 167 KB, 1080x750, IMG_20221224_211335_897.jpg [View same] [iqdb] [saucenao] [google]
9516458

Merry Christmas /doom/

>> No.9516470

I'm dreaming of a red Christmas,
Just like the ones I did adore.
Where the hallways gleam,
and demons scream,
their guts spilled on the floor...

>> No.9516503

Merry Christmas doombros

>> No.9516506
File: 4 KB, 130x148, daik.jpg [View same] [iqdb] [saucenao] [google]
9516506

i can't take a shit without my buddy superfly

>> No.9516516
File: 481 KB, 794x794, 68163059_p0.png [View same] [iqdb] [saucenao] [google]
9516516

>>9516240
Merry Christmas to you too anon.

>> No.9516519
File: 957 KB, 832x865, Merry merry.png [View same] [iqdb] [saucenao] [google]
9516519

>>9516503
>>9516458
merry Christmas

>> No.9516540
File: 124 KB, 456x634, crimmus.png [View same] [iqdb] [saucenao] [google]
9516540

>>9513578
Merry Christmas, boys. It's not the full update I wanted to give you all, but hopefully you can enjoy what I have to offer you. GMOTA v1.5 is live

https://combine-kegan.itch.io/gmota

>> No.9516541

>>9516540
good shit kegan

>> No.9516543

>>9516540
Finally, I can host this on Z& for my guys without fear of you hounding my ass for sharing super secret shit.

>> No.9516548

>>9516543
Well, hopefully it doesn't severely break online.

>> No.9516571

>>9516548
What do you say we find out?
"/vr/ Goes Medieval on Their Asses" @ 51.161.34.159:10666
Password is "gmotasux"

>> No.9516589

>>9516571
Had to restart, one of the variables was set too high causing unbearable connection issues.

>> No.9516595

>>9516571
Am I retarded I don't see it in the zandronum browser.

>> No.9516623

>>9515754
Well, I assumed it's good enough. Will wait for proper release myself and then I might have a good excuse to replay REKKR.
>>9515807
Yeah. It's dope. Anoat City is annoying though.
>>9516065
>You HAVE beaten System Shock, right, anon?
Not... yet? Maybe in the future.
>>9516240
Merry Christmas, even though I'm not celebrating it. New Year is bigger deal here, but I won't really bother with it either.
>>9516245
>Three 3D Realms leaks at this point.
Whoever at 3DR is doing it, maybe they should slow down...
>>9516326
Oh. Interesting.
>>9516321
I mean, maybe you just wasn't diagnosed. I'm suspecting myself. Jokes aside, an endeavour like this would probably require way more dedication than most people would willing to provide.

>> No.9516717
File: 1.98 MB, 1480x1080, 1653753015610.png [View same] [iqdb] [saucenao] [google]
9516717

>>9516240

>> No.9516727

Merry christmas frens

>> No.9516751
File: 56 KB, 720x811, 1671299595943867.jpg [View same] [iqdb] [saucenao] [google]
9516751

>>9516458
>>9516516
>>9516519
>>9516717
Merry Shitmas y'all.

>> No.9516803

Merry Christmas and peace in Hell!

>> No.9516821
File: 42 KB, 722x725, 1660558480495.png [View same] [iqdb] [saucenao] [google]
9516821

>>9516240
Merry Christmas all. You guys and this thread are among the most comfy on this site.

>> No.9516853

>>9515074
Heil Honey, I'm home!

>> No.9516886

>>9515661
Cool.

>>9515754
Thanks for the episode and merry christmas, Revae.

>> No.9516913
File: 50 KB, 512x358, img_5870.jpg [View same] [iqdb] [saucenao] [google]
9516913

Merry Christmas Gentlemen

>> No.9516925
File: 248 KB, 609x783, santa-caleb.png [View same] [iqdb] [saucenao] [google]
9516925

Strangers in the night, exchanging presents.

>> No.9516959

Is Hands of Necromancy good? Currently on sale for 4.50.

>> No.9517002

Merry Christmas, you dickheads!

>> No.9517025

>no retro FPS where you play as Santa and blast naughty kids with a shotgun
Sad.

>> No.9517076

Merry Christmas, dorks.
PS some guy in the doomworld thread played through Unrattled:
https://youtu.be/KhgAghzzWwY

>> No.9517106

>>9516181
it does, questionable ethics up to lambda core is the best part of the game id say

>> No.9517109

>>9515989
Serious Samsara

>> No.9517209
File: 255 KB, 2000x1271, 2000-3797684798.jpg [View same] [iqdb] [saucenao] [google]
9517209

>>9517109
nice

>> No.9517237
File: 107 KB, 640x480, BloodECforFS.png [View same] [iqdb] [saucenao] [google]
9517237

>New fancy port allows modding in new guns and effects
>Mod in new guns
>cool
>Now actively start making the game worse than unmodded one
>Replace explosion effects with worse ones
>Replace fire effects with worse ones
>Replace weapon sprites with worse ones
>Replace weapon effects with worse ones
>Replace many of the enemy sprites with worse ones
>For new weapons use shit quality sprite rips from a game instead of high quality ones of exact same guns that have been available for a decade
>Make little annoying enemies like rats into small hard to detect kamikaze bombers for some reason
>Replace weapon primary fires with weaker ones
>Make new tertiary and quarternary fire modes that are ridiculously OP
>Make new powerups that combine weapons with infinite ammo with invulnerability that can be extended for the entire duration of the level by killing enemies
>unnecessary ugly glorykills that interrupt gameplay

why modders do this

>> No.9517252

>>9516181
Honestly, seeing it through todays standards makes it look bad. If you're unfortunate enough to have grown up with the more advanced yet soulless games then its unlikely you'll understand just why Half Life is so good.

>> No.9517254
File: 1.41 MB, 1720x720, myk.png [View same] [iqdb] [saucenao] [google]
9517254

Good Yule to everyone who observes~
I finally got time to map a bit again. Hopefully the Quake 2 25th anniversary collaborative UNIT's HUB will be of rememberance.
The UNIT is almost done. Just a little bit left to tweak now, mostly gameplay-related.

>> No.9517257

>>9517237
>why modders do this
i partly blame Brutal Doom and the boomers who told zoomers that it was more Doom than Doom and the proper way to play it.
>like there's a proper way to play anything to begin with...
>like the vanilla version of a game as popular as Mario is somehow improper

>> No.9517261

>>9517237
>why modders do this
People with technical skills but no creativity or coherent vision need to tard wrangled or else things like this happen.

>> No.9517262

>>9516181
Blast Pit is the best part of the entire game. I'm sorry to say it's not going to live up to that part again...

>> No.9517263

>>9517237
>why modders do this
Because for a lot of them this is their first time ever doing game design shit. So when they're given the keys to the candy store, they kinda go apeshit without even stopping to think if they should add everything that crosses their mind.

>> No.9517265

>>9517262
>Blast Pit is the best part of the entire game.
Its the "oh, that part" for me, where I usually take a break and come back to it when I can be bothered.

>> No.9517270
File: 1.05 MB, 1280x720, dd.png [View same] [iqdb] [saucenao] [google]
9517270

>>9517254
Your maps are amazing but not as amazing as you are, you beautiful bean, happy holidays and be safe.
>>9517237
What >>9517261 and >>9517263 said, but there's also a lot of people who are drawn to these sorts of "messy mods".

>> No.9517274

>>9517263
>>9517261
>>9517270
This is the guys 8th or 9nth mod over the course of a decade

>> No.9517328

>>9517274
Doesn't matter how many mods you shit out if you never take a moment to reflect and think about design while making them.

>> No.9517353

>>9517274
So he's either dumb or just does this for fun. At that point you just accept it for what it is then.

>> No.9517358

>>9517353
>>9517270
I just want a good weapon mod for Blood that slightly improves/alters things without a full overhaul. And maybe adds quick melee (EC does have quick melee on SOME guns, but not the others, and it is shit)

>> No.9517401

Why did DSDA get rid of the old Boom HUDs with the bars? Why does this fucking source port keep gutting features that have been apart of Boom for decades?

>> No.9517416

>>9517358
There's sadly not much in between the options provided by some of the ports, and the craziness of the Extra Crispy mod.

>> No.9517432
File: 13 KB, 219x241, 1617576748790.jpg [View same] [iqdb] [saucenao] [google]
9517432

>>9517265
>t. Xen-worshipper

>> No.9517474
File: 292 KB, 1300x1300, youneapig.jpg [View same] [iqdb] [saucenao] [google]
9517474

>>9517270
Thank you. Y-you too.

>> No.9517516
File: 527 KB, 3840x2160, ironwail0074.jpg [View same] [iqdb] [saucenao] [google]
9517516

I finished Arcane Dimesions, ending with Tears of the False God.
This took me an age and I still managed to miss a secret. I must have spent about 20 minutes wandering around before I realised that you need to walk through the other side of the portals to get the last two shards.
The map was amazing - particularly in terms of visuals and the layering it had going on, but the combat encounters weren't as tight as some of the others. Overall I'm pleasantly surprised, because I thought AD was just being overhyped. But it really is great.

>> No.9517541

>>9517516
AD did a lot for Quake's popularity from 2015-2020. Even John Romero said in 2021 if he were to ever do a new Quake episode after Sigil 2 he'd be using AD as the standard to measure up to.

>> No.9517546

>>9517237
Iktf. The only thing stopping me from using Final Doomer with everything is the creator(s) making Doomguy really tall for some reason.

>> No.9517554
File: 68 KB, 600x900, what_re_you_gonna_do__bleed_on_me___by_beckyalbright_d87j26w-fullview.jpg [View same] [iqdb] [saucenao] [google]
9517554

>>9517237
I like 3 things about this mod. The custom gibs look amazing and feel great as you are peeling enemies off. The butcher fix makes them throw in continuous arcs which turns them into a bit more than just ammo dump meatbags (I don't crouch around butchers so I have to pay attention). Enemies are not hitscan so you can dodge cultist projectiles. The third one is also an on/off option if you are usingNotBlood, I would welcome the other two as enhancements in NotBlood and it would be perfect.

The little guys throwing blood are okay too but it would be better if only some and not all of the neutral npcs transformed into them.

>> No.9517561
File: 1015 KB, 1366x768, spasm0040.png [View same] [iqdb] [saucenao] [google]
9517561

>>9517516
The big secret behind Tears of the False God is nuts, most of the enemies in the map are hidden in the arena it leads up to.
AD is 10/10 to be sure, but I'm loving Alkaline right now, which is basically a sci fi tech base equivalent to it. The same mapper behind Tears also made an amazing map for this, a flying sky base you need to power down and it's also 10/10.

>> No.9517572

>>9517541
>he'd be using AD as the standard to measure up to.
I can see why. It makes base Quake look like a completely different game.

>> No.9517575
File: 1.05 MB, 1920x1080, AUG.png [View same] [iqdb] [saucenao] [google]
9517575

For the people who have played the AUG_ZENITH maps,how do i fix those green signs that says "FIRE"? is it because i am playing the map on gzdoom? or is there some graphic option i need to toggle?

>> No.9517580
File: 24 KB, 320x240, INTERPICBETA5.png [View same] [iqdb] [saucenao] [google]
9517580

>>9513578
Done a round of updates on 94 Protons Of /vr/, BETAv0.9.1, a few of the things I changed aren't reflected in the DeHacked yet, so I'll be uploading that once it is, should be available soon. Apologies again for being quiet.
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

>did visual tweaks here and there in a number of maps (tell me if I've gone too far with yours)
>fixed a few bugs
>wooden exploding barrel's collision lingered for too long, adjusted (pending)
>Paramatizer fires a volley of four, and faster, alternating between fast and slow rockets (pending)
>added a hidden clue to the order for the secret non-kill exit in E1L2: Watered Down
>added a little bit more health and ammo on E2L1: Peaceful Rest Valley, because apparently some people really hated playing it Tyson (though I thought it was really fun)
>added a small stair step to the central platform in the courtyard in E3L6: Recycling Complex, so that if you fall down in the acid at the start, you can get back up, BUT ONLY on Easy skill settings, on Medium and Hard, this stair step will be absent and you're still fucked if you fall down
>MIDI track for E2L1: Peaceful Rest Valley now has fadeout removed, loop isn't immaculate, but you don't have the track fading out every couple few minutes
>MIDI track for E2L2: Plutonica is polished up, it now has a drum track and kinda sounds like an old Hell Revealed MIDI
The tweaked MIDIs I think are good to go as they are now, but if you feel like polishing them further, I won't object.

I'll be altering E1L6: Lucifer's Hammer to make the bossfight less drawn out. Primarily by providing a Plasma Rifle so that you have a somewhat easier time to kill one of the Paramatizers (currently, the combined bombardment of both of them together with the spawning monsters means your window for lining up rockets without being seriously injured or killed is EXTREMELY small). Will probably devise a custom monster spawner for this map, because fucking Pain Elementals.

>> No.9517581

>>9517575
What's your load order? There must be some sort of conflict going on.

>> No.9517585

>>9517581
I tried loading it without DOOM EXP mod and the signs are gone,looks like its one of those maps that cant be played with weapon/monster replacers without something breaking

i am fucking retarded,sorry

>> No.9517586

>>9517585
Hm... Have you tried loading DOOM EXP and then Aug;Zenith?

>> No.9517590

>>9517546
I actually did a personal modification of Final Doomer that mixes the features of several classes into one, based on BTSX guy.

Gravity staff for melee
Katana as a quick melee for all weapons, when sheathed, altfire has Halderman Device functionality
BTSX blaster with hitscan primary,
Hellbound three-shot-pump shotgun that can switch between regular buckshot and BTSX electric blast,
BTSX SSG with regular buckshot primary and BTSX sonic blast secondary,
BTSX Rfile that has more rapidfire weaker primary and stronger regular BTSX secondary (with BTSX charge function)
BTSX Rocket launcher
Hellbound minigun spliced with DAKKA's flamethrower (that sets things on Whitemare style fire instead of DAKKA style burn-off)
Whitemare BFG primary with Plutonia BFG secondary.

Left to do for it to be presentable:
sticky/detonateable grenades for RL altfire,
ability to charge up to 3 rockets/grenades for RL,
Redeemer-style controllable Hellbound nuke for BFG.
Alter/frankensprite graphics for the new firing modes

>> No.9517591

>>9517546
>making Doomguy really tall for some reason
what prevents you from going into the player definitions and setting it back to vanilla values?

>> No.9517593

>>9517591
I don't know how. I know Slade is involved, but otherwise I don't know what to change. I'd use it for literally everything.

>> No.9517594

>>9517586
thats the order on my zdl yes,i assume its something on the mod itself,i will try with other mods and see if it does the same

>> No.9517607

>>9515025
This is literally me but with Blood, and only Blood.
I have no idea what the fuck is happening here, it is a thing with multiple sourceports and even Fresh Supply. I am forced to play the DOS version with keyboard keys for looking up and down.
What kind of witchcraft is that?

>> No.9517614 [SPOILER] 
File: 778 KB, 1920x1080, quakespasm tearsface.jpg [View same] [iqdb] [saucenao] [google]
9517614

>>9517516
Borderline obscenely good.
>>9515025
Me with Marathon. Editing the FOV helped.

>> No.9517624

>>9517586
I thought you need to always load gameplay mods after maps?

>> No.9517632
File: 3.98 MB, 2560x1440, sep.png [View same] [iqdb] [saucenao] [google]
9517632

As much as I like tears (the secret encounter is worth the price of admission alone) I always felt it was a bit out of character for AD. I have a soft spot for bogbottom and sepulcher.

>> No.9517641
File: 204 KB, 1920x1080, dukenuclearwinter.jpg [View same] [iqdb] [saucenao] [google]
9517641

>>9516240
Merry Christmas!

>> No.9517650

>>9517632
I always felt like Sepulcher is overrated. It's a confusing mess that all looks the same, Bogbottom is the superior version.

>> No.9517651

Made an ultimate compilation of Q1 metal textures.
https://www.dropbox.com/s/xrbdxav0mxp3of9/Metalultimate.zip?dl=0
Merry Christmas.

>> No.9517654

>>9517650
>>9517632
For me? It's the Necromancer's Keep.

>> No.9517660
File: 729 KB, 800x900, fixformanletism.png [View same] [iqdb] [saucenao] [google]
9517660

>>9517593
>>9517591
The change is exclusively visual, and IIRC was done so Doomguy does not appear to be a manlet. The center of your view is set so that you look eye-to-eye level with the zombies, and not at their chest level.
The physical height/hitbox are unchanged - you can still fit in the same holes Doomguy can, your camera is just raised by seven pixels/units.

The change is trivial to reverse - open the pk3 in a winrar/7zip, and doubleclick DECORATE lump then chose any editor - even notepad will do - remove the
"Player.viewheight 48"
from the definitions or change it to 41 (default value)
Save and close the file, approve changes to archive - it would repackage the file only, without having to repackage every other file.
Takes less than a minute to do.

>> No.9517661

>>9517660
Doompilled. Thank you.

>> No.9517662

>>9517561
>>9517516
What are some maps/packs that use AD or Alkaline (I don't like Copper) as a base and aren't included in the respective releases?

>> No.9517664

>>9517607
is it the distortion of the software rendering?(which is emulated with Fresh Supply iirc)
>Even John Romero said in 2021 if he were to ever do a new Quake episode after Sigil 2 he'd be using AD as the standard to measure up to.
well as long as it feels like Quake and not AD it's a good thing(the vibes are quite different)

>> No.9517665

>>9517662
https://www.quaddicted.com/reviews/?filtered=Arcane+Dimensions
https://www.quaddicted.com/reviews/?filtered=Alkaline
There really aren't a lot of Alkaline based maps unfortunately. Get your mapping groove on anon.

>> No.9517667

>>9517664
>>9517541
sorry forgot to @

>> No.9517670

>>9517554
The butchers are a dev oversight, right? Why else would they have a separate projectile for crouching Caleb that STILL doesn't connect?

>> No.9517674
File: 2.58 MB, 1920x1080, Screenshot_Doom_20221222_231338.png [View same] [iqdb] [saucenao] [google]
9517674

>>9515106
Well I've played on a CRT so while I may have forgotten, at least I have the experience. That said, you and >>9516127 might be right. it's been a LONG time since I gamed on a CRT.


I'm hoping to find something of the like for Quake 2 as well. Or other filters that make it look "chunkier" because the better it looks, the worse it looks.

>> No.9517676

>>9513578
DOOM 64 LEAKED TODAY!
>Rom, works with actual hardware and 1964 emulator:
https://cdn.discordapp.com/attachments/640930400704659457/1056623194838155294/DMEVAL12101996.z64
>RIP of all the texture in PNG (Some are finicky):
https://cdn.discordapp.com/attachments/640930400704659457/1056623195177897984/rip.wad
>Map changes from beta to retail:
https://cdn.discordapp.com/attachments/640930400704659457/1056623195463106681/d64map_diff.zip
I apologize for the Discord links but this is where i got them from.

>> No.9517678

>>9517670
I think so, why whould they throw up or throw the knife based on whether you crouch or not. I think the silver roided gargoyle hold crouch to cheese is also a bug.

>> No.9517682

>>9517670
this. the choppers fly lower than the spit for a reason.
the movement design went for a prone position rather than crouch so maybe having the choppers go horizontally lower than the hand look weird?

>> No.9517685

>>9517674
That shader is way exaggerated even for the shittiest of CRT TVs, scanlines weren't even visible on period-accurate VGA PC monitors. Colors were far more vivid than that and contrasted strongly against true blacks.

>> No.9517691
File: 200 KB, 1920x1080, fat.jpg [View same] [iqdb] [saucenao] [google]
9517691

>>9517682
never mind, he spits from his neck anyway...

>> No.9517706

>>9517662
Not a fan of copper either. Honestly, I'd just stick with the most recent AD or Alkaline since only the best and most balanced make it to the main releases. Anything else tends to have issues or is unbalanced. Supposedly we're due the 1.2 release of Alkaline soon because it's been over a year without an update and the 1.2 version is currently in beta.

>> No.9517707

>>9517676
i should clarify it's a beta of doom 64.
i wonder if they have map pyramid map in this.

>> No.9517709
File: 132 KB, 430x430, pogchamp.png [View same] [iqdb] [saucenao] [google]
9517709

>>9517676

>> No.9517713

>>9517676
Do the GEC fellas know about this?

>> No.9517716
File: 69 KB, 426x458, sixty-niggers.jpg [View same] [iqdb] [saucenao] [google]
9517716

>>9517676

>> No.9517720
File: 25 KB, 500x500, ninja glare.jpg [View same] [iqdb] [saucenao] [google]
9517720

>>9517676

>> No.9517723
File: 537 KB, 320x240, doom-guy-nodding-kid-computer-thumbs-up-1407541825R-2184518904.gif [View same] [iqdb] [saucenao] [google]
9517723

>>9517676
i wonder what's gonna leak next...

>> No.9517730

>>9516540
legit first time playing GMOTA since 2016 - knuckle crack sound from Kenshiro made me crack up
Man what a fun mod

>> No.9517735

>>9517691
He throws the knife when you are standing so it makes even less sense. What Death Wish did with them is a good change.

>> No.9517739

>>9517735
>He throws the knife when you are standing so it makes even less sense
which could have been unfinished business

>> No.9517741

>>9517735
also it should have been half a dozen different mods, not just one bloated thing

>> No.9517749

>>9517741
nvm i was thinking of "extra crispy" mod

>> No.9517756

>>9517741
>>9517749
No you were correct. I fucked up. I meant Extra Crispy but my brain wrote Death Wish for some reason. And I agree, I would take some things from the mod but it's bloated as it is.

>> No.9517762

Didn't Doomworld had a thread where someone was sharing unused D64 levels but they restricted the download for no fucking reason?

>> No.9517765

>>9517660
>the lanklets are trying to take this away from us

>> No.9517768
File: 224 KB, 1024x1088, scrap942_a.jpg [View same] [iqdb] [saucenao] [google]
9517768

Merry Christmas /vr/.

>> No.9517769
File: 288 KB, 640x480, Doom64-2.png [View same] [iqdb] [saucenao] [google]
9517769

>>9517676

>> No.9517770

>>9517676
https://www.youtube.com/watch?v=uvqJ1mTkEuY

>> No.9517772
File: 2 KB, 222x258, uwu.png [View same] [iqdb] [saucenao] [google]
9517772

>>9517769
it's a fanfic in the making

>> No.9517780

>>9517768
>A demon
>A demon making a C&C reference
It's a demon, it dies.

>> No.9517783

>>9517723
Just give me the PS1 and N64 ports of Quake 2 and Douk Zero Hour SRC and assets to be ported back to Eduke32

>> No.9517791

>>9517676
if it doesnt have any of the cut stuff before it was cut then who cares?

>> No.9517794
File: 211 KB, 382x364, doom___christmas_by_dremoravalkynaz-d5ngim5-80317985.jpg [View same] [iqdb] [saucenao] [google]
9517794

>>9517768
Merry Christmas
>>9517783
>Zero Hour SRC
muh dick

>> No.9517795

>>9517723
my dream leak?
Command and conquer general Zero hour, RA2 and TS.

>> No.9517810
File: 98 KB, 910x538, quake849.jpg [View same] [iqdb] [saucenao] [google]
9517810

>>9517780
she ded, fragged again

>> No.9517824

>>9517662
Raven Keep uses AD as base, but adds shitloads of stuff on top of that including new weapons, monsters and even 3 bosses. Map pack has 2 maps + intro map. The ma pack is heavily Dark Souls influenced in aesthetics.

>> No.9517829

Warframe tilesets would do great as Quake 1 and 2 maps
Mainly the Zariman

>> No.9517831

>>9516058
When I first played doom it was on a controller. I would shoot with the shotgun once, then go behind cover. Not that I grew up with the brown+bloom "cover shooters" of the mid 00s it was just the natural thing to do in such a hitscan heavy game. in a way I played smarter than I do now
all in all I think controller aiming is better for games that are not fully FPS like resident evil and metal gear

>> No.9517832

>>9517665
>https://www.quaddicted.com/reviews/?filtered=Arcane+Dimensions
>Violent Rumble 1.00
huh

>> No.9517838

>>9517832
Probably because the readme credits some monsters to AD. Likewise, it is also tagged with 'Quoth'.

>> No.9517845

So i have a nerdy question, in Blood, the higher the resolution or lower the FOV, the darker the voxels.
Why?

>> No.9517850

>>9517845
also i may be wrong about this one but the size of the object seems to affect its display brightness?

>> No.9517862 [SPOILER] 
File: 844 KB, 2000x2000, 1644515072603.jpg [View same] [iqdb] [saucenao] [google]
9517862

>>9517676
>>9517791
Hopefully it has the secret dev message on Breakdown

>> No.9517995

>>9517768
Would frag.

>> No.9518051

>>9517674
And I thought my shader was already exaggerated enough.

>> No.9518054
File: 2.03 MB, 2560x1440, House of Pain - The Ultimate DOOM 15-Nov-22 23_44_04.jpg [View same] [iqdb] [saucenao] [google]
9518054

>>9518051

>> No.9518063

>>9517580
Why does the rocket spawn a bunch of hitscan shots when it explodes?

>> No.9518065

which game has the best instagib free for all deathmatch and how do i set it up and why won't you play it with me

>> No.9518090

>>9517580
>>9518063
And why does the rocket only work at some parts of the map?

>> No.9518115

>>9517845
>>9517850
ok so it only seems to affect at which distance it darkens like with the normal "fog" effect.
it reminds me of how in Doom the proximity lighting effect changes with window size.
it must be the same principle in action

>> No.9518118

anyone know how to do some console stuff to AVP Classic 2000? I wanna disable texture filtering and camera tilt but can't figure it out

>> No.9518124
File: 2.35 MB, 1920x1080, 1671112158369.png [View same] [iqdb] [saucenao] [google]
9518124

this boss fight lagged like hell in vkquake, seems that one monster got stuck in the opening walls and crashed my fps to 1, I don't know how I survived until they stopped moving

>> No.9518158

>>9518063
It doesn't, that's a pseudo-particle effect.

>>9518090
Can you explain your problem in detail?

>> No.9518160

>>9518124
Which map is that?

>> No.9518161
File: 2.68 MB, 1280x684, Ancient Relics Once Lost To Time - Final Doom_ Plutonia Experiment 2022-12-25 19-56-39.webm [View same] [iqdb] [saucenao] [google]
9518161

>>9518158
>Can you explain your problem in detail?
webm related, running in GZDoom. Don't know if it's the most recent version, but it's still an odd thing. As are the bullet puffs spawning after shooting the rocket.
And none of the custom weapons consume ammo.

>> No.9518164

>>9518161
Ah, yeah, your version is out of date, none of that behavior is correct. Either use the PROTDECO20 patch, which is written in Decorate, or update GzDoom.

>> No.9518167

>>9518160
https://www.quaddicted.com/reviews/ad_heresp2.html

>> No.9518174

>>9518164
Alright, that was the source of the issue.

>> No.9518191

>>9513578
News? Not sure if this belongs here, but a 1996 build of Duke Nukem Forever has apparently been leaked. >>>/v/622287901
Looks like Duke fans are eating good for the holidays.

>> No.9518192

>>9517607
I thought this only happened to me. Blood is my favorite game but it makes me dizzy as fuck, I barely moves vertically because of it.

>> No.9518196

>>9517580
>>9513578
>>9518174
Fuck, I meant PROTDECO21. Uh, anyway I'll upload the just now updated 94BETAv0.9.2 which has DeHacked updates as well.

>> No.9518201

>>9518167
Thanks.
Do you know if there's a way of installing multiple versions of the same mod? Since so many maps require older versions of AD.

>> No.9518204
File: 2.06 MB, 976x1046, duke nukem testifies before congress.png [View same] [iqdb] [saucenao] [google]
9518204

>>9518191
Goddamn, it's been a fucking sweet year for Duke leaks.

>> No.9518207

>>9518201
pretty sure you just need the last version

>> No.9518226

>>9517676
oh shit

>> No.9518228

>>9517676
>>9518191
today was a good day

>> No.9518235

>>9518228
>>9518191
>>9517676
90s Prey and Halo 3(retro btw) were also leaked earlier, along with Rayman 4
It just doesn't end

>> No.9518238

>>9518235
>Halo 3
really? heard about the other leaks but not this one

>> No.9518240

>>9518238
One of the pre-beta builds leaked. Previously it was invite-only and/or exclusive to some military base that Bungie brought it to.

>> No.9518241

>>9518238
go to archive.org and type in "pimps at the sea", doesn't look like much but then again I don't have a 360 development kit

>> No.9518242

>>9518241
Xenia's had a lot of progress over the past couple years.

>> No.9518247

>>9518241
>>9518240
oh shit, the Pimps at Sea build leaked? awesome

>> No.9518251

>>9518238
it's Pimps at Sea

>> No.9518262

>>9518247
>>9518251
one of the many builds of pimps at sea to be more precise, there's a few of them out but this one was new yeah

>> No.9518265 [DELETED] 
File: 30 KB, 600x422, tewi just could not stand it.jpg [View same] [iqdb] [saucenao] [google]
9518265

look at this guy trying to hide the fucking D64 leak
https://twitter.com/NathusSilverus/status/1607202521524703233

>> No.9518290

>>9518242
It seems to check for an internet connection even with the patch, causes Xenia to immediately crash or throw up an error. A modded 360/dev kit is the only option at the moment. Sad!

>> No.9518309

>>9517676
About the gifs, is the first picture retail or beta?

>> No.9518312

>>9518309
from the way he wrote it, it's beta>retail

>> No.9518313

>>9518118
>disable texture filtering
>Disable tilt cam
Show to spot a faggot

>>9518241
If the guy finds the second build of Starcraft Ghost with the Source code included instead of the debug, i will praise the motherfucker forever.

>> No.9518323
File: 68 KB, 613x467, beta_mountains.png [View same] [iqdb] [saucenao] [google]
9518323

>>9517707
it's a build from late 96, when they scrapped the idea of mesoamerican hell and shit, so no pyramid map here, but you may find some placeholder remnants, screenshots like the pyramid and some footage shown, seems to be the last things remaining, no signs of that prototype rom around...

also

>no pyramid but BREAKDOWN EASTER EGG

take sum mountains with HOM

>> No.9518346

>>9518323

btw

>the official name for the Mother Demon is "Rectabus"

^^^ meh

>> No.9518348

>>9517676
hey if anyone can figure out how to rip all the .z64 sprites again that would be great, that .wad is is missing content, they're not all of them, using slade only shows maybe half of them, most of the weapon sprites when being used are missing for example, as well as the skyboxes (placeholder is the "i suck at making maps" texture), maybe more content from the era >>9518323 mentions is in there

>> No.9518369

>>9518348
the rom doesn't even launch for me, i think it's busted or i'm just incompetent

>> No.9518372

>>9518369
rom only works in actual hardware or using an emulator called 1964, any other emulator will not work with it (so far tried with pj64, mupen64, ares, mp64++) which is why i'm asking if anyone else can re-rip the textures

>> No.9518383

>>9518313
Using texture filtering on anything before iDtech 3 is disgusting and even stuff like rtcw is barely acceptable with filtering

>> No.9518415

>>9518191
>DNF was originally going to be a 2D platformer
Not exactly what I have in mind when I think of DNF, but I'd still take it over DNF 2011.

>> No.9518454

>>9518415
IIRC, there were two projects with the Duke Nukem Forever title, one being a sequel to the platformer games that was cancelled early on, and the other being the one we all love to hate today.

>> No.9518494

>>9517575
Don't play with anything that modifies decorations. The mapset turns some into invisible noisemakers via DEHACKED and that gets messed up if they're replaced.

>> No.9518524

>>9516065
I've beaten System Shock 2, which isn't really comparable in the gameplay department, but I think it's obtuse enough to earn me a similar amount of gamer cred.

>> No.9518529

I feel like I am too much of a dingdong to ever beat nuclear winter. such a hard fucking expansion, I just want to shoot the fucking ELVES

>> No.9518658

>>9517676
Neat. Did anyone explored it already?
>>9518191
This is getting more weird with Duke. When it comes to Forever's 2001 build, there're multiple candidates for the source. But now it's Endangered Species and 1996 build... Oh yeah, don't forget Prey one. Leaked so close to each other?
It would make more sense to either have a huge leak with all of this in one package or be more subtle about it. As far as I can recall, this type of thing is in the hands of old 3D Realms folks like Miller (who's using it for getting some attention to himself and nu-Apogee on Twitter) and current ones (mainly Fred).
Either one of the parties have really poor security or leaking shit intentionally for whatever reason.

>> No.9518664

>>9518529
Turn the difficulty down, dummy.

>> No.9518673

>>9518529
I felt it was poorly designed trash so I kind of gave up by the time I got to the north pole levels.

>> No.9518724

>>9517262
I honestly don't know why people like this level so much, there's nothing challenging or engaging in it except avoiding the tentacles, at least until you figure out you can just crouch.

>> No.9518730

I'm making a WAD (mbf21 umapinfo, not sure if relevant) and when I test in dsdadoom it crashes on launch with the error "expected String Constant but got Identifier instead". Anyone had this before and know how to fix it?

>> No.9518739

>>9518730
Something wrong with your UMAPINFO probably. Like you forgot something somewhere.

>> No.9518808

>>9517795
>RA2
An open source RA2 port would be a dream come true. ZH and TS would be nice too.

>> No.9518819
File: 65 KB, 720x720, 1627504974315.jpg [View same] [iqdb] [saucenao] [google]
9518819

Remember lads, we still have a couple more days left of the year.
>here's hoping for a Conker 64 beta

>> No.9518820

>>9518346
>Rectabus
Unfortunate name

>> No.9518830

>>9517660
Doom guy is a modest 5'8 king. Fuck off with your gay tall male lust

>> No.9518837
File: 46 KB, 680x684, 9e3.jpg [View same] [iqdb] [saucenao] [google]
9518837

>>9518830
5' manlet detected

>> No.9518885

>>9518658
All intentional.
All attention is good attention.

>> No.9518895

>>9518885
>All intentional.
Seems like it, yeah. I mean, it could be just this x0r dude getting big bag of leak material and now feeding everyone the pieces, but that's not how it usually done.
These leaks are cool and the story how they come together are often just as interesting (if not even more).
>All attention is good attention.
Sometimes, I guess. Often it's just sad to see how much some people are just desperate for attention.

>> No.9518901

>>9518739
You're right, I'm a big fuckhead. I accidentally left a comma at the end of the final line of intermission text, which broke everything after it.

>> No.9518907

>>9516017

DF in my view is a bit different - Jedi engine was one of the first where looking up and down was actually a part of the game. Yeah, sure the texture and perspective still goes wonky but I found it fun on a recent playthorugh with mouselook, having played it in the 90s with a keyboard only.

>> No.9518976

Is rubicon just a texture pack, and alkaline the gameplay mod? Searching for alkaline on quaddicted brings up a bunch of maps that only mention rubicon.

>> No.9518987

>>9518730
Are you going to release the wad here?

>> No.9519004
File: 45 KB, 640x640, 1506868351885.jpg [View same] [iqdb] [saucenao] [google]
9519004

Blood leak when?

>> No.9519019

>>9519004
Whenever you decide to put that knife to use.

>> No.9519058
File: 104 KB, 1024x574, E8oClvlX0AQ6f1b.jfif.jpg [View same] [iqdb] [saucenao] [google]
9519058

Half Life 2 2001 build when?

>> No.9519061

>>9517723
Quake 1995 build.

>> No.9519078

>>9519061
I say, Quake II with the original source Code and AI before Tim Wallets told carmack to change it to C++ to fuck over Bryan Hook

>> No.9519095

>>9518658
>leaking shit intentionally for whatever reason
Doubt it since 2k would sue them into the ground, it could be that someone bought some boxes of old PCs or hard drives and there they were, that's how they found the Starcraft source code.

>> No.9519110

>>9515025
>played with mouselook just fine
>decided it's time to be less of a scrub and have been playing without mouselook the past several months
>now when I use mouselook it's super awkward and uncomfortable
I think it's a case of getting use to it.

>> No.9519139
File: 1.18 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
9519139

>>9518167
This was really cool. If there's ever another update to AD I hope this becomes official.

>> No.9519143

>>9519095
>the Starcraft source code.
please dont make me remember that debacle... At least these latest leaks are getting dumped right away

>> No.9519161

>>9519139
>low res + filter
Dude wtf

>> No.9519181

>>9519095
>Doubt it since 2k would sue them into the ground
I doubt 3DR would do that for this very reason. They had enough of this suing shit. It could be Scott Miller, however. Since he was seemingly sperging out about going through old 3DR stuff from his archives or something and how "he had much more than 3DR" or something along those lines.
Easier to leak it via third party and then use it for PR purposes than doing so directly.
>>9519143
>please dont make me remember that debacle...
It's just painful.

>> No.9519201

>>9519161
I have a shit computer and or I didn't mess with the AD settings. I don't know.

>> No.9519204

>>9519161
Wait, there's a filter option for Quakespasm? I thought that map always had a yellow tint to it.

>> No.9519210
File: 46 KB, 1288x2544, cmp.png [View same] [iqdb] [saucenao] [google]
9519210

>>9517676
made a quick comparison sheet

>> No.9519212

>>9519210
The two shotguns and plasma gun looked way better back then. The SSG isn't distinct enough in the final game.

>> No.9519231
File: 95 KB, 1442x1729, 1658031521211.png [View same] [iqdb] [saucenao] [google]
9519231

>> No.9519243

>>9519231
you just reminded me that nitronion chaos had an update
https://captain-jurgh.itch.io/netronian-chaos >>9513578
>>9519210
i thought the only new (old) asset was the volcanos pouring lava background but turns out even the weapons are different
>flamethrower
wonder if it'd be like in rott or strife
it's funny because when people saw that early rl design, they made it a flamethrower without knowing that such a concept could still happen in an alt timeline

>> No.9519261

>>9517676
>>9517707
The fact that ancient beta shit needs to be "leaked" at all is ridiculous. Why do corporations hoard things?
>durr they might want to make money from it later
Doom 64 officially ported to PC was their chance to do that.

>> No.9519276

>>9518907
>DF in my view is a bit different - Jedi engine was one of the first where looking up and down was actually a part of the game.
It’s similar to Hexen and Heretic where you can look up and down in these shooters but they still weren’t designed with vertical mouse aiming in mind. It almost wasn’t even a thing in Duke3D: When it’s demo came out, people who played one of those Terminator Future Shock games kept saying how awesome full mouse aiming was so 3DR implemented it for D3D.

>> No.9519281

>>9519261
Many of these builds or art assets are left zipped up somewher in either some old dev's disk and the dev forgot about it. Or the data is
around in the company data server somewhere.

As for why they don't just realese them?
I assume that:
1st is that its an unfinished product. Why bother when you can't even sell it (ie Randy wanted to package DN1-2 DNF2011 and DNF2001 to sell).
If its a half-finished mess then its stupid.

2nd is that assets may be reused for newer titles (as in used for refrence while making new ones)

3rd is negligence or unwillingness. An anon on another thread said that Zenimax told Romero to cease with the early Doom stuff.
So it might be corporate dickwaving.

>> No.9519285

>>9517862
>guy opens Archvile to show everyone

>> No.9519289

>>9517614
>>9517632
I don't like the -vania maps as much as they're intended, but that's because I'm a retard that keeps doing dumb shit like grenadejumping before obtaining jump-boots or findining the scuba gear only once everything is already killed

>> No.9519290
File: 327 KB, 1600x1200, 1618753675637.jpg [View same] [iqdb] [saucenao] [google]
9519290

If I purchase DOOM64 on Steam, do I get the wad files to then put into a source port or do I have to play through some shitty Bethesda meth lab launcher ?

>> No.9519291

>>9519290
You get the wad, but why bother when you can just rip the wad from an N64 rom?

>> No.9519292

>>9519290
I dont remember Doom 64 requiring the Bethesda launcher, in fact I think they closed that down the second they brought Fallout 76 to Steam.
Granted there's still a section where it encourages you to sign into a Beth account but I just ignored it and played the game just fine

>> No.9519309
File: 124 KB, 519x944, ezgif.com-gif-maker.gif [View same] [iqdb] [saucenao] [google]
9519309

>>9519210
I don't have the frame cycling exactly how it is in game but you get the idea

>> No.9519313

>>9518235
>90s Prey
The one made on Quake2 engine or the one retooled for UE1 ?

>> No.9519315

>>9519309
blursphere looks like an alien heart
soulsphere has a ghoul
megasphere looks creepy with the eyes
invulsphere looks like chewbacca

>> No.9519325

>>9519313
The one that is a tech demo, like Unreal's 1995 build.

>> No.9519331

>>9519309
That megasphere with the eyes looks great, I think I’m going to use it for 64 from now on.

>> No.9519390

>>9519139
>>9519161
he is under a yellow light

>> No.9519398

>>9519139
this looks like a ut2004 map

>> No.9519414

>>9517676
It works in all emulators by the way. You have to fix the checksum with ucon64. So ucon64 DMEVAL12101996.z64 --chk in the windows command prompt.

>> No.9519457

>>9519398
I wanted to say the same thing but with UT2003

>> No.9519482

Wrapped up in a blanky, two weeks off from wage slaving. Some hot choccy... *sips*

Ahhh... Love me some Unreal Gold on my Nintendy Switch at ultra low settings 6 frames per second. Simple as.

https://streamable.com/06a5zo

>> No.9519492

>>9519482
>black squares on the ground
Unfiltered light maps?

>> No.9519504
File: 735 KB, 1920x1080, Douk16.jpg [View same] [iqdb] [saucenao] [google]
9519504

>>9519482
>two weeks off from wage slaving
Mad jelly. Not regular jelly or skeleton jelly. Mad jelly. But enjoy it, mang.

>> No.9519507

I turned the filtering off just to see what it looks like. To get that chunky ass nearest look. It definitely looks better with the linear filtering on.

Nearest neighbor bros on suicide watch!!

>> No.9519529

>It definitely looks better with the linear filtering on.
For me it varies. Most things before 1998 I prefer unfiltered, and I filter nearly everything of and past that year. I think the Thief games may be an exception, but it’s been awhile and they’re more stealth games than FPS anyways.

>> No.9519553
File: 2.90 MB, 1920x1080, Screenshot_Doom_20221222_231319.png [View same] [iqdb] [saucenao] [google]
9519553

>> No.9519558

>>9519504
>that mogging

>> No.9519621

looking up SS2 walk throughs, why does everyone run around with a wrench and not use guns much?

>> No.9519637

>>9519482
>introduce lizzies 15 mins into game
>overtly the hardest enemy in the entire game
bless Unreal 1

>> No.9519640

>>9519161
It's called lighting, and shaming someone for low res screenshots on A RETRO GAME THREAD is beyond retarded.

>> No.9519645

>>9519621
You don't need to reload a wrench and like every single Shock game after it because Ken Levine wants to remake the same game over and over - it's very effective.

>> No.9519649

>>9519637
Bro everything takes 12 fucking shots to kill.
People bitch about Quake being bullet spongey this is next level.

>> No.9519659

>>9519640
>playing in 320x200
Yeup.
>playing in 320x200 with fxaa, ambient occlusion, chromatic aberration, topped with a crt filter
Not for me though some people like it.

>> No.9519672

>>9519649
>Bro everything takes 12 fucking shots to kill.
Even knowing how beefy they can be this is a weird thing to say: If everything died in 12 stinger shards they wouldn’t be too tanky. 12 stinger alt fires, though? That would be tanky as fuck.

>> No.9519694

>>9519482
>Switch choking up on Unreal1
Doesn't that PoS have a nuDoom port?

>> No.9519695

>>9519672
everything is 4 shotgun alt blasts (IF every pellet actually hits, in which case its 5) which is 20-25 ammo. :o

>> No.9519697

>>9519290
Yes. There is a wad file that you can use with Doom 64 EX+. Bethesda's port is also based on Doom 64 EX though.

>> No.9519704

>>9519291
N64 version doesn't have the extra episode.

>> No.9519706

>>9519704
I would be genuinely surprised if there wasn't a pwad for that.

>> No.9519707

>>9519694
Switch is 64-bit ARM which means it cant just get a simple port of x86 applications. This is actually Linux Unreal hacked and chopped and stitched together to run on Switch.

>> No.9519708

>>9519649
yea that filtered me at first. But if you look at each enemy as a worthy foe it works out well — and you can kill guys with ~2 well placed shots from the shrapnel launcher or rocket.
The baddies do some stuff that NPCs in Quake or Doom dont, like firing at your last known location and anticipating your shots, but you also dont get dozens of enemies at a time to merk.

>> No.9519709

>>9519640
I do play on low res too but no filter. Weird combination.

>> No.9519715

>>9519706
They are on the iwad.

>> No.9519739

>>9519709
Sure, but that screenshot had no filter. I've played that map, the anon is standing under a light, and the underground sections has that kind of lighting in general until you get to the purple alien shit.
Hell, the filename implies it's Quakespasm and that has no filters.

>> No.9519750

>resolution as high as possible
>fsaa / msaa maxed
>framerate triple digits
>anisophic filters 16
>nearest neighbour filter, linear mippy
>caronas disabled
vidya time

>> No.9519789

Am I missing something or did DSDA-Doom remove the BOOM HUDs?

>> No.9519793
File: 10 KB, 477x269, soaked.png [View same] [iqdb] [saucenao] [google]
9519793

How did Doom look like with a CRT from the time? Is it possible to replicate with shaders?
Yes I'm a zoomer

>> No.9519794

>>9519739
Quakespasm does have filters, but no opyions for them. You enable/disable them on config file.

>> No.9519796
File: 1.16 MB, 1366x768, spasm0049.png [View same] [iqdb] [saucenao] [google]
9519796

>>9519739
Faggot who posted the image here, you're right that I'm using Quakespasm but I have no idea if there are settings to improve the visuals. If I'm using filters somehow I'll happily remove them to improve how it looks, but the resolution stays because I'm currently stuck on a budget laptop and it's the best I can do.

>> No.9519819

>>9519708
Detailed AI is potentially lost or wasted if the enemies die in seconds. Duke3D is a decent example of this, troopers can do a lot but only last several pistol rounds. Most seem to prefer gunning down hordes of brainless mooks, though.

>> No.9519839
File: 49 KB, 712x472, 1392417418510.jpg [View same] [iqdb] [saucenao] [google]
9519839

Happy Boxing Day, /doom/. Got the server bill paid, so SNS will proceed for another year.. Here's the schedule for January.
>1st: New Year's special
>8th: Shotgun Frenzy
>15th: Resurgence Survival
>22nd: Mountain of Grunch 2 (if it comes out)
>29th: SRB2Kart

>> No.9519864
File: 2.66 MB, 1920x1080, 1661024382842.png [View same] [iqdb] [saucenao] [google]
9519864

another ad map I recommend, really tested my patience
https://www.quaddicted.com/reviews/ad_blasphemy.html

>> No.9519868
File: 1.48 MB, 2560x1440, DOOM 2_ Hell on Earth 13-Nov-22 22_04_04.jpg [View same] [iqdb] [saucenao] [google]
9519868

>>9519793
Somewhat >>9518054

>> No.9519874
File: 482 KB, 600x450, gzdoom 2019-09-12 04-44-42-17.webm [View same] [iqdb] [saucenao] [google]
9519874

https://files.catbox.moe/asw992.zip
Submission for /vr/ mondo project, a very basic gameplay mod.
webm unrelated

>> No.9519891

>>9519864
Neat, I'll look into it! I loved Imhoteps Legacy, but can't understand how your machine had issues with the boss fight. Guess it's a VKQuake thing, because even my crappy machine ran it just fine with Quakespasm.
Feel free to recommend more, I'm on a big Quake bender right now and the more high quality levels the better.

>> No.9519897

>>9519874
Is that Cacodemon okay?

>> No.9519934
File: 555 KB, 948x616, E0iZehEXEAE_GkK.png [View same] [iqdb] [saucenao] [google]
9519934

>>9519897
He's trying his best ok

>> No.9519945
File: 1.58 MB, 1024x768, 1668540248037.webm [View same] [iqdb] [saucenao] [google]
9519945

>>9519839

>> No.9519950

Is there a way to permanently turn off autoaim in GZDoom?
The menu option keeps resetting autoaim to "yes" every single time I open the program again, even after I manually set "cl_doautoaim=false".

>> No.9520007

What is the Arcane Dimensions of DOOM?
Is there anything worth getting for Blood apart from Death Wish?

>> No.9520014

>>9520007
>What is the Arcane Dimensions of DOOM?
There's like, 50 of those. I guess start with Scythe 2.

>> No.9520018
File: 1.34 MB, 2000x2829, 1632854665097.jpg [View same] [iqdb] [saucenao] [google]
9520018

>>9520007
>What is the Arcane Dimensions of DOOM?
That's a big contest.
>Is there anything worth getting for Blood apart from Death Wish?
500ml of /vr/, Eviction (NBlood/NotBlood only), French Meat Ep 1, French Meat Ep 1 if you can appreciate the silly music selection.

>> No.9520057

>>9518830
Tall males are superior.

>> No.9520061

>>9517660
Oh, that's all Final Doomer does? I do this with my own mods to cure the manletism, that's a nice change when you aren't constraining yourself to 100% fit the original gameplay.

>> No.9520063

>>9519793
i've been personally considering building a pc or getting a modded og xbox just for retro fps/emulation on a crt monitor or tv

>> No.9520068

>>9517660
Absolutely based.

>> No.9520070

>>9519793
Honestly not very different. The scaling and getting up close to stuff meant that you frequently saw big pixels up close, and especially with Doom 95, Boom, or ZDoom, which allowed higher resolutions, so to me it was never a big change going from ZDoom or ZDaemon on a CRT to an LCD.

>> No.9520071
File: 201 KB, 979x638, goddamn.png [View same] [iqdb] [saucenao] [google]
9520071

Mapping is hard. I think I'm going to put infinitely less effort into the map after how long it took to get these two fucking things how I wanted them.

>> No.9520132

>>9520007
I'd honestly say there's nothing like Arcane Dimensions for Doom, for one good reason.
AD essentially fixes the issues people have with the original Quake (small maps that are all dark castles, tiny enemy roster, no real super shotgun, shit bosses), while Doom doesn't have any mods that objectively improve it all across the board. Unless you're 12 and think Brutal Doom is an improvement because it makes everything unbalanced and retarded.

>> No.9520170

>>9520071
I have massive respect for mappers. They spend hours and hours on stuff people will literally run past in 5 seconds.

>runs into room
>grabs ammo, huh huhs a wall in case its a secret
>runs out
>total room time: 12 seconds
>map creator sheds a single tear
>"that took me 6 hours to make"

>> No.9520176

>>9520170
If 1800 players spend 12 seconds in that room, then it's even and I can rest easy.

>> No.9520179

>>9520176
>Quake mapping
>1800 players
o i am a laffin

>> No.9520181

>>9520179
Phew, good thing I map for Doom.
Poor Quake mappers though.

>> No.9520190

>>9520170
I actually tend to noclip and fly around Quake maps I've beaten just to check out the level design, so I can appreciate how the map looks after enjoying the gameplay. Some of us do notice the fine details and love them.

>> No.9520193

>>9520176
>retro fps maps
>1800+ plays
lmao buddy. 50 at best.

Two Turok maps released this year I would bet less than a dozen people played them.

>> No.9520249
File: 399 KB, 814x582, Безымянный.jpg [View same] [iqdb] [saucenao] [google]
9520249

>>9519793
Here's a rough idea. Do note it's a shitty CRT TV instead of a monitor, and it's a chocolate doom on modern PC, and there's some noise from all the twenty adapters that connect it tothe TV, and the photo quality is kind of shit - the colors are much better and you can't see the scanlines IRL.

>> No.9520254

>>9520007
In terms of new content and quality and looks of the maps, I'd say Valiant or Eviternity.

>> No.9520257
File: 400 KB, 1061x366, flamethrower.png [View same] [iqdb] [saucenao] [google]
9520257

>> No.9520270

>>9520257
Yuh. Should be fairly trivial to recreate the sprite based on that image as well.

>> No.9520273

>>9520170
It's maddening watching a streamer sprint past something 4 times and then complain that he can't find it. Because he wouldn't stop for 5 seconds to look around.

>> No.9520276

>>9520170
That's part of what makes me want to put less effort in. Even I play like that sometimes, and I'm more interested in encounter design than level design anyway.

>> No.9520293
File: 2.36 MB, 1920x1080, 1660285051511.png [View same] [iqdb] [saucenao] [google]
9520293

>>9519891
play this one
https://www.quaddicted.com/reviews/smej2_1.1.html
pic related is the penultimate map
I didn't play smej1 or the smejjam

>> No.9520295

>>9519891
vkquake is more optimized than qs so that's bizarre.

>> No.9520298

>>9519950
idk that value but in the player menu you can turn it to 0 and its never came back on for me

>> No.9520310

>>9520170
>"that took me 6 hours to make"
I detail because I'm an autist that likes detailing not because I want to be praised

>> No.9520342

>over 300 prototypes leaked
>Absolutely nothing interesting out of it all

Lol

>> No.9520348
File: 2.79 MB, 1920x1028, DOOM 2_ Hell on Earth 2022-12-26 20-40-28.webm [View same] [iqdb] [saucenao] [google]
9520348

>>9519874
gib medal pls

>> No.9520380
File: 2.68 MB, 5160x2160, Screenshot_Doom_20221226_203408.png [View same] [iqdb] [saucenao] [google]
9520380

so fucking tired of new maps making padlocked killboxes like doom eternal, it's getting harder and harder to find one like this with decent gameplay

>> No.9520465
File: 3.03 MB, 1920x1080, 1663060506884.png [View same] [iqdb] [saucenao] [google]
9520465

another recommended with some cheeky puzzles
https://www.quaddicted.com/reviews/ad_maktsp01.html

>> No.9520482

>>9520465
There really are no bad AD maps I've found. Check out sp_maxx.
https://www.quaddicted.com/reviews/sp_maxx.html

>> No.9520507

How do you guys organize your Doom folder? I've been OCDing out by nuking my entire folder and redownloading everything again only to nuke it again.

>> No.9520549

Anybody play Ozonia? At map 24 now and haven't been too impressed. I feel like the quality of the maps has dropped off considerably in the last third. Past few maps have been like wide open areas and just really annoying and unintelligent/uncreative encounters.

>> No.9520560

>>9520482
I didn't like this one
https://www.quaddicted.com/reviews/ad_tonslrsp2.html
last review is mine

>> No.9520581
File: 27 KB, 451x388, Folder structure.png [View same] [iqdb] [saucenao] [google]
9520581

>>9520507
Folder structure is picrel

Each wad gets it's own folder containing the wad, readme, and dehacked files. This folder name contains the name of the mod, the source port needed, then the IWAD needed (if it isn't doom 2)

>> No.9520592
File: 1.03 MB, 1920x1080, Duke Nukem Forever 1996 Prototype.mp4_snapshot_02.03_[2022.12.26_22.28.57].jpg [View same] [iqdb] [saucenao] [google]
9520592

The new Duke 2D side-scroller leak is kind of limited but still cool to see

https://youtu.be/IGNVOXAfJWs

>> No.9520594

>>9520257
There was an interview with one of the D64 devs where he explained how that infamous screenshot was an older iteration of the rocket launcher that was changed because it went too far into the center of the screen, but looking at the sprite on the right, it shares the same name as the unmaker (LSRGA0) and has an identical orange canister and muzzle brake as the gun in the screenshot. The old rocket launcher sprite has a somewhat similar frontend, but no canister. I can't see how it could've been the rocket launcher, unless the dev misremembered or there was another build where things were switched around.

Who knows. Maybe they were toying around with a generic laser rifle before deciding to implement something that players could upgrade.

>> No.9520604

>>9520594
>Maybe they were toying around with a generic laser rifle before deciding to implement something that players could upgrade.
Could be. None of the demon keys had graphics.

>> No.9520619

>>9520594
the exact quote from Chris H. is.
"I_want_ to say it was the first iteration, visually, of the rocket launcher. I don't think it was a new weapon type. If it was, my guess would be on a flamethrower type weapon (given the canister on the side and the vented front) but I have this very iffy memory of the rocket launcher not looking like a rocket launcher and it was redone (might have been ID feedback, or internal). That may be it. "

>> No.9520635

Get Sky May Be to Run Correctly With Anything Besides Dosbox Challenge (impossible)

>> No.9520641

>>9520635
>Anything Besides Dosbox
So... an authentic DOS/Win95 machine counts?

>> No.9520706
File: 20 KB, 672x277, 13305fe937d708ed4cf654b40e1334d67fdc7197.png [View same] [iqdb] [saucenao] [google]
9520706

>>9520592
The fact that there's at least three dramatically different iterations of DNF makes me wonder why they didn't just finish each one, unless Gearbox was always their exit strategy or some shit.

>> No.9520724

>>9514125
Keep at it, Tears and Grendel's is great.

>> No.9520741

>>9519789
It has one alternative HUD with the ammo on the right now.

>> No.9520798

>>9520549
I haven't but I believe you. From playing his previous works, especially Moonblood, Deadwing isn't very good at all.

>> No.9520802
File: 59 KB, 690x763, edie.png [View same] [iqdb] [saucenao] [google]
9520802

VRanon, edie has no model in TB.

>> No.9520816

>>9520257
The .wad file in the post isn't even the full dump of the sprites and other assets from the ROM, there's a bunch of stuff which isn't in there apparently.

>> No.9520896
File: 2.85 MB, 854x480, 1659641875306.webm [View same] [iqdb] [saucenao] [google]
9520896

john wick moment

>> No.9520927
File: 2.87 MB, 854x480, 1648984078654.webm [View same] [iqdb] [saucenao] [google]
9520927

>>9520896
also w h y

>> No.9520934

>>9520927
Did Ribbiks make this map

>> No.9520940
File: 2.86 MB, 854x480, 1654052918099.webm [View same] [iqdb] [saucenao] [google]
9520940

>>9520927
this milisecond shit is required to progress

>> No.9520959

>>9520927
>>9520940
Thank Ribbits, ribbit

>> No.9520962
File: 2 KB, 400x400, i made ths for you.png [View same] [iqdb] [saucenao] [google]
9520962

>>9520348
Well, that was quick.

>> No.9521007

>>9520581
do you drag and drop or include a sourceport in each folder or have bat files or what?

>> No.9521050
File: 932 KB, 1920x1080, hl 2022-12-27 01-03-42-275.png [View same] [iqdb] [saucenao] [google]
9521050

HOSTAN some Syndicate Black Ops deathmatch.
https://www.moddb.com/mods/syndicate-black-ops/downloads/syndicate-black-ops-v138
Using Steam HL1 tonight since I'm pressed for time a tad. Install to your Steam\HL1 directory, restart Steam if you need to so it's in the library.
47.147.66.192:27015
Next time I host will be using bootleg.

>> No.9521054

>>9521050
2/32

>> No.9521069

>>9521007
not him but nowadays i just drag and drop the wad in the dsda launcher

>> No.9521101
File: 112 KB, 846x898, worksformeidk.jpg [View same] [iqdb] [saucenao] [google]
9521101

>>9520802
Works for me. Does the model show up in the preview box for entities?

>> No.9521102
File: 1.22 MB, 1920x1080, hl 2022-12-27 01-17-04-615.png [View same] [iqdb] [saucenao] [google]
9521102

>>9521050
CLOSED forgot what time it was.

>> No.9521107

>>9521101
Well he works now. Weird. Both in preview and in the map.

>> No.9521159

Quake's lack of reload animations means it is TRASH

>> No.9521173

>>9521159
https://www.youtube.com/watch?v=pFvIdTbaMhA

>> No.9521181

This is one quaked ranger!

>> No.9521187
File: 71 KB, 700x2000, myself.jpg [View same] [iqdb] [saucenao] [google]
9521187

>>9520179
>>9520193
I don't care if my maps are even played at all. It is not why I do it. I just like making techbases. Anyone playing them is a bonus on top.

>> No.9521287

>>9521101
I love that monster. He feels like a prototype Strogg and it sort of ties the two games together.

>> No.9521297

>>9516540
Hell yeah! thanks Kegan

>> No.9521305

>>9519950
The autoaim slider is buggy as fuck and only remembers what you set it to if you did it using the arrow keys.
Why? I don't know, ask Graf.

>> No.9521312

>>9520007
Considering much of the doom community and fans outside of classic doom are can see it in terms of mapsets, Eviternity.

>> No.9521316

>>9521312
Down to the wire, it could be Eviternity or Ancient Aliens I suppose.

>> No.9521378

>>9520007
Are we going by popular mapsets, or complete overhauls that add loads of new enemies and change how the weapons work on top of that?
Because if it's the former then Doom has a crazy amount, but for the latter I can't think of any mods that do to Doom what AD did to Quake.

>> No.9521383

>>9521316
Eviternity adds a lot more than AA.

>> No.9521392

isn't arcane dimensions a resource pack?
what about supercharge?

>> No.9521441

>>9521378
Both. AD is the complete package of a great set of maps and a well balanced overhaul.

>> No.9521459
File: 436 KB, 2934x1567, triangulation nation.jpg [View same] [iqdb] [saucenao] [google]
9521459

Haters will say it's Blender.
It isn't.

>> No.9521474

>>9520380
what is a padlocked killbox?

>> No.9521512

>>9521459
Do you really need more than 8 sides?

>> No.9521519

>>9521474
Since he said “like the newest Doom”, it could be the strict linear progression of combat encounters.

>> No.9521523
File: 39 KB, 896x896, 1663267178215.png [View same] [iqdb] [saucenao] [google]
9521523

>>9521519
Oh. Haven't played or watching anything about it. I had no idea. Thanks

>> No.9521527

>>9521474
Probably a locked-down arena where you have to kill everything in order to progress.

>> No.9521528

>>9521441
You clearly didn't read my post. I know what AD is, I'm saying that Doom has nothing like it. You either get an overhaul mod or a level set, nothing in between.

>> No.9521541

>>9521512
I tried 12, but my autism kicked in and demanded more.

>> No.9521574

>>9521459
make it breakable and spawn a shambler inside it

>> No.9521743

Playing Unreal for the first time.
Good lord it's fucking kino. Animated textures are pure fucking SOUL.

>mfw I fail to save one of the slave folks lives
:'(

>mfw I save one of the slave folks lives and they don't give me a reward
>:(

>> No.9521745

>>9521528
>You either get an overhaul mod or a level set, nothing in between.
Seems to me that people are considering mostly vanilla levelsets that add or change some monsters as that “inbetween”, like Eviternity or Heartland.

>> No.9521779

>>9521459
Donkey Qong

>> No.9521828

>>9521743
As much as I love retro shooters, I can't get into Unreal. It's too empty, and the enemies so spongy Quake would find it too much. There's a reason everyone liked the Tournament spin off over it.

>> No.9521838

>>9521743
The Nali are very often hard to save. You have to either have played the game before, or expect an encounter in every room and have have a very quick strategy.

>> No.9521907

>>9521743
Priests are retarded and will refuse to help you if they take even 2 points of splash damage, their rewards are shit anyway and the whole concept gets dropped halfway through the game

>> No.9521958
File: 160 KB, 936x1180, barrel o shamblers.jpg [View same] [iqdb] [saucenao] [google]
9521958

>>9521574
The size is about right...

>> No.9521960
File: 924 KB, 480x242, 2028919709.gif [View same] [iqdb] [saucenao] [google]
9521960

>>9520592

>> No.9522036

>>9520592
Kinda rudimentary, but neat to look at. Poke me when someone has ripped the assets out of it.

>> No.9522095

>>9522036
i can see this status bar being put to use pretty fast...

>> No.9522145

>>9521958
I knew I recognized the texture...

>> No.9522164

>>9520927
just played this the other day, the jumping puzzles were a pain in the ass

>> No.9522190
File: 269 KB, 1639x1101, nice basement bro.jpg [View same] [iqdb] [saucenao] [google]
9522190

>>9522145
heh...
I gave Rekkr Guy's house a small basement to fill in between the end of E1M1 and the start of E1M2 - the initial cave area of which I'm using for a finale.

>> No.9522192

>>9519864
I'll be honest, this one kind of sucks.
Too much reliance on random help text, it ruins the atmosphere and it's silly to think these guys wrote helpful notes before they could make progress themselves and just died there.

>> No.9522279
File: 1.23 MB, 1332x941, Ripper (DNF).png [View same] [iqdb] [saucenao] [google]
9522279

>>9520706
if we're to believe previous leaks, Broussard was so insecure about the project that any new popular game coming out made him reset the project/swap engines.
there were at least 4 builds of FPS DNF
>https://www.youtube.com/watch?v=uMW9qNW1yDw

>> No.9522295

>>9521459
Did you do that by hand? If so, why?

>> No.9522297

>>9520560
>I didn't like this one
Really? Why not? Beautiful castle town fun.

>> No.9522298

>>9520592
It's kinda neat

>> No.9522346
File: 180 KB, 1732x1477, not a benis.jpg [View same] [iqdb] [saucenao] [google]
9522346

>>9522295
>Did you do that by hand?
Yes, but it's just a matter of triangulating and manipulating one segment that can be duplicated and rotated around. Not as complex as it looks.
Same with this column.
>why?
Was just bothered by how the texture didn't project across quad faces properly on the parts that bend. Autism, I guess.

>> No.9522348 [SPOILER] 
File: 137 KB, 500x500, benis chan.png [View same] [iqdb] [saucenao] [google]
9522348

>>9522346

>> No.9522349

>>9520592
Surprised this wasn't worked into a GBA game. It looks like one.

>> No.9522350 [SPOILER] 
File: 5 KB, 419x249, wIwhjsk.png [View same] [iqdb] [saucenao] [google]
9522350

>>9522346

>> No.9522351
File: 2.79 MB, 1920x1080, Screenshot_Doom_20221222_231343.png [View same] [iqdb] [saucenao] [google]
9522351

>>9520380
What wad is this? BTSX2 ?

>> No.9522358
File: 182 KB, 880x771, file.png [View same] [iqdb] [saucenao] [google]
9522358

Nearly finished with the layout for this Doom engine kart game map. Soon begins the testing phase.
>>9522351
Looks like Eviternity

>> No.9522360

>>9522349
They did make basically a remake of Duke Nukem 2 on Game Boy Color. Honestly not bad.

>> No.9522372

>>9518167
>Find the special Quad Damage meant for the final fight right after the final fight
FFFFFUUUUUUUUUCCCCCKKKKK
I do love how AD maps usually understand how Quads should be used, in vanilla they're hidden away somewhere and you'll always find them after a big fight when exploring, making them useless unless it's a repeat playthrough. AD maps normally give you one or two per level just before a huge fight because the mappers know Quad killing sprees are fun as fuck. Except in this case, but fuck it, I liked the map and WILL QUAD AGAIN.

>> No.9522438
File: 823 KB, 1920x1080, aeeeee.jpg [View same] [iqdb] [saucenao] [google]
9522438

>>9522351
>>9522358
Based on the mug and textures, seems like Atmospheric Extinction. Fun set.

>> No.9522489
File: 315 KB, 2812x1968, 1595509668608.jpg [View same] [iqdb] [saucenao] [google]
9522489

>>9522279
Man, fuck Broussard. We could have at least one devently good Duke game at that time and his franchise would have maybe survived.

>> No.9522507
File: 37 KB, 512x287, 5e8dsf-798673519.jpg [View same] [iqdb] [saucenao] [google]
9522507

>>9522489
Dandy Pitchfork intends to destroy what's left of it with a TV show that's still in the works.
there's just no way TV of the 2020's will allow Dook's soul to survive...

>> No.9522515

vranon we're at the 11th hour but is it possible to add two flags or two settings for enemies that can enable being blind or being deaf until triggered or damaged? i.e.
>[x] blind (enemy will not see player until triggered or damaged)
and the player could walk in front of a patrolling enemy with no problem?
and
>[x] deaf (enemy will not react to player sounds like gunfire until triggered or damaged)
and the player could shoot other enemies in the vicinity and an enemy will not react?

>> No.9522527

>>9522489
>>9522507
At least Duke had one good game to his name.
His franchise is like Quake in that regard, because fuck anything that came after Quake 1.

>> No.9522529

>>9521474
A disaster ribbiks brought upon us and is never going away.

>> No.9522539

Hexen 2's combat is pretty unfun isnt it

>> No.9522540

>>9522515
actually nvm ill just need to be creative about this situation

>> No.9522550

>>9522515
The first one is covered by one of the passiveflag options. The second is basically covered by the ambush spawnflag, unless you also want the monster to not react to other monsters that it can see getting shot. That should be easy enough to do.

>> No.9522552

>>9522550
>The first one is covered by one of the passiveflag options.
Oh, actually I guess passive until triggered isn't. Still should be easy enough to add.

>> No.9522568

>>9522297
the one I linked

>> No.9522583

>>9522358
When?

>> No.9522584

>>9522583
When I feel like it.

>> No.9522608

>>9522507
you can blame JSJ for that too

>> No.9522617

>>9522358
The Metallic Madness track has some cool circular conveyors, maybe something like that could be done at a smaller scale as the spinning turntable things in that cave in the original zone.
Also, more of an aesthetic thing, so not really worth worrying about until after testing, but one of the straight paths could be the hollowed out log over the waterfall.

>> No.9522637

>>9522550
>>9522552
>unless you also want the monster to not react to other monsters that it can see getting shot.
>passive until triggered
bingo, but wow thanks i had already given up on the notion.

>> No.9522638
File: 1.16 MB, 1264x826, look its those block thingies.png [View same] [iqdb] [saucenao] [google]
9522638

>>9522617
Good ideas. I've already begun putting references to the original stage in (picrel) and I'd like to fit in as many as possible. The turntables might be a challenge to add in meaningful way, but the hollowed log will serve as a great final stretch for the track.

>> No.9522645
File: 156 KB, 319x304, 1672016927246502.png [View same] [iqdb] [saucenao] [google]
9522645

>>9520927
Science isnt about "why"
Its about "why not?"

>> No.9522648

>>9522552
what is exactly in the /vr/ progs?
it's just progsdump + expansions or are there more things?
I'm doing an ad map and I need enemies that drop keys or items in general

>> No.9522652

>>9520927
wew, I just realized there is a third door there

>> No.9522673
File: 1.17 MB, 640x480, monsters4_3.png [View same] [iqdb] [saucenao] [google]
9522673

>>9522648
Progs Dump 3 + expansion enemies and weapons + various Quoth/AD enemies + various custom things such as:
>laser rifle that becomes a railgun with plasma ammo
>Quake 3 gauntlet
>shotgun incendiary shells (unpolished, but functional)
>rain from Malice
>mapper-placed SoA proximity mines
>a time dilation powerup that slows down nearby enemies (placeholder model, but functional)
>a bandolier powerup that lets you carry extra ammo (placeholder model, but functional)
>timed (and permanent) versions of the DoE power rune buffs
>several gameplay modifiers like randomizers and enemy buffs
>other random things like melee-only Shamblers and plasma Shamblers

>> No.9522683

https://www.youtube.com/watch?v=Skh9v6MSqFE
What where they thinking?

>> No.9522707

>>9520927
This makes my F5 key sweat and hyperventilate

>> No.9522719

>>9520940
At least it's doable

>> No.9522761

>>9522707
Um you mean F9 right?

>> No.9522784

>>9522190
That's something that was in the map at one point, very similar to your setup. But I didn't like how cramped it was.

>> No.9522830
File: 218 KB, 1280x1024, build 1154.jpg [View same] [iqdb] [saucenao] [google]
9522830

>>9522683
duke got sent to the buildo dimension
fun fact: Shadow of Chernobyl is /vr/ by the standards of the new rules

>> No.9522981

>>9522830
The rule change happened 2 years ago anon, it's not some shocking revelation anymore.

>> No.9523038

new bread when

>> No.9523050

>>9523038
gimme a minute, I'm not the usual one

>> No.9523101

>>9523097
>>9523097
>>9523097
let me post the news first

>> No.9523105

>>9523101
It's good practice to post the news before the new thread announcement.

>> No.9523704

>>9522527
Both original platformers were great, as well as Manhattan Project.

>> No.9523742

>>9521958
>Shamgenes and his barrel