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

/vr/ - Retro Games


View post   

File: 262 KB, 600x399, Doom Bar.jpg [View same] [iqdb] [saucenao] [google]
9539408 No.9539408 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9523097

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/%22doom%20thread%22/type/op/

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

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

OUR WADS
https://rentry.org/8ca3061522e0

>> No.9539409
File: 82 KB, 820x470, 1672490694266494.png [View same] [iqdb] [saucenao] [google]
9539409

=== CURRENT PROJECT ===
FIRST DATES OF /vr/
>>9532457

=== CURRENT RELEASES ===
UNRATTLED
https://www.doomworld.com/forum/topic/125461

=== NEWS ===
[1-2] VR-3KKR added to Steam
https://store.steampowered.com/news/app/1715690/view/3651887949086855011

[12-31] Duke Nukem 3D Reloaded leaked
https://anonfiles DOT com SLASH M8f3P8O6yc

[12-29] Anon shares his NaNoWadMo 2022 WAD
https://www.dropbox.com/s/8531ggl3l15k3d8/macheteRC1.rar?dl=0

[12-29] The Force Engine now supports all mods from DF-21.net
https://df-21.net/?post=64

[12-29] Unreal 1998 tech demo on Saturn
https://youtu.be/WpcjkDDLoXM

[12-28] Temporal Tantrum "gamma" release
https://drive.google.com/file/d/1WJp8h9SZ2AtOJdnP_82h1qnjJnI2Pfs4/view?usp=sharing

[12-28] Wolf3D TC 3.0 released
https://forum.zdoom.org/viewtopic.php?p=1234360#p1234360

[12-26] netronian chaos had an update
https://captain-jurgh.itch.io/netronian-chaos

[12-25] some other duke leaks
https://rentry.org/x0r_jmp

[12-25] Doom 64 beta leaked
https://cdn.discordapp.com/attachments/640930400704659457/1056623194838155294/DMEVAL12101996.z64

[12-25] 94 Protons Of /vr/ BETA v0.9.1
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

[12-25] GMOTA v1.5 is live
https://combine-kegan.itch.io/gmota

[12-25] Prey 1995 prototype leaked
https://archive.org/details/prey-1195

[12-24] VR-3KKR for REKKR released
https://www.mediafire.com/file/d1vzvjz0jteywj5/VREKKR.wad/file

[12-24] DBP55: Jolly Junkyard is out
https://doomer.boards.net/thread/3050/jolly-junkyard

[12-23] yamagiQ2 receives another vulkan update
https://github.com/yquake2/ref_vk/releases/tag/v1.0.3

[12-23] RC2.1 of UNRATTLED published
https://www.doomworld.com/forum/topic/133103

[12-23] Anon releases a christmas wad
https://files.catbox.moe/0u2yo4.zip

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9539416
File: 792 KB, 768x768, vr2 info3.png [View same] [iqdb] [saucenao] [google]
9539416

VIOLENT RUMBLE 2 ANCHOR POST

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

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.

LAST UPDATE: >>9531469

Map submission deadline extended to February 28th.

>> No.9539427
File: 1.06 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]
9539427

>>9539409
IF YOU'RE INTERESTED IN CONTRIBUTING TO FIRST DATES, READ THIS: >>9534838

>> No.9539453
File: 387 KB, 651x432, bakercaleb.png [View same] [iqdb] [saucenao] [google]
9539453

>>9539408
thanks for the bake

>> No.9539454
File: 1.35 MB, 500x268, Doomvengers.gif [View same] [iqdb] [saucenao] [google]
9539454

>>9539453
Thanks for the OP image material, been running out of it lately

>> No.9539459

>>9539454
nice gif

>> No.9539502

>>9539416
I wonder how different Quake would've played if the runes collected at the end of each episode granted the buffs that DoE gives them in deathmatch. Would probably break proper exploration and combat in all four cases, but the concept of players progressing differently depending on the order of which episodes they beat first is pretty cool. Maybe when VR2 is done I can figure out how QC actually works and try implementing the idea myself.

>> No.9539668
File: 490 KB, 3840x2160, 00112.jpg [View same] [iqdb] [saucenao] [google]
9539668

i finally found what this ambient was in e3m2 when you find the secret doll by coincidence while making my night playlist...

https://www.youtube.com/watch?v=EfZxZmbbWI8

>> No.9539750

>>9539668
>ambient
>Brian Eno
Instant kino.
I'm gonna' look up some MIDI's of his tracks for mappin'.

>> No.9539835

If the GMOTA guy is reading this, this new surprise update for the mod has been great! dooomslayer is much more smooth to play. I wonder when that new update of the NES weapons mod will come by.

>> No.9539841

>>9539835
Either sometime this month or in February. I'm not sure if I want to take my vacation immediately or not. I could honest to god release Gaiden right now but there's still a few missing sounds, and I'd like to make a trailer.

Also I'm gonna work on giving Doomslayer some more polish, v1.5.2's gonna reduce the amount of damage required to charge the dagger by half, and in the future I'm considering changing out his 4 ammo pools for two ammo pools ala Hexen. Because the ammo drop on melee kill thing is pissing me off.

>> No.9539909
File: 3 KB, 309x63, file.png [View same] [iqdb] [saucenao] [google]
9539909

Doing this at almost 4 AM because I have my shit sorted out.

>> No.9539916

>>9539502
>the concept of players progressing differently depending on the order of which episodes they beat first is pretty cool
It works for Megaman

>> No.9539921

>>9538232
Yup.
>>9539151
It's okay. Stuff happens, but at least its fixed.
>It's just a little addon for kicks. There's no real story addition.
That's okay. Story had a perfect ending anyway.

>> No.9539980

>>9539454
So, they're fighting against Corvus and army of...?

>> No.9540004

>>9539427
>new mapping project
Oh yes!
>social interaction is required
Oh no!

>> No.9540012
File: 139 KB, 582x460, hey.png [View same] [iqdb] [saucenao] [google]
9540012

hi lads! I made another map. Hopefully it's less shitty than the last one. Feedback is MUCH appreciated. Thanks in advance!
(MAP01, tested with dsda doom, complevel 9, Boom format).
https://files.catbox.moe/ipqj6w.wad
Hope I can join in on the fun of /vr/ mapping projects soon.

>> No.9540046

What's wrong with Eviternity/Otex skies on Woof? They don't get stretched with stretched skies on, not even when replaced with skies that normally get stretched. Is this hardcoded to port or can I fix this in Slade. Changing y offset doesn't help either.

(And yes I can't play without freelook on.)

>> No.9540086 [DELETED] 
File: 248 KB, 384x649, 1601263528082.png [View same] [iqdb] [saucenao] [google]
9540086

>>9539427
>>9540004
>social interaction is required
Just imagine that somewhere out there - some middle-aged, dripping sweat and unshaven dude, frantically tugs his yellow tinted shirt and strangles his meaty dong, while impatiently waiting for this self-appointed /vr/ date officiant to give him a pair. Hahaha.. that's too gay even for my standards, no way Jose. Dream on, or go back playing SRB2KART... or something.

>> No.9540092 [DELETED] 

>>9540086
>SRB2KART
This tranny discord circlejerk shit really should go. Stop contaminating this thread

>> No.9540120

>>9539427
Does project lead intend to pair up with last odd-numbered participant if he ever appears?

>> No.9540127

>>9540012
I died nearly immediately in the final fight, sad I couldn't beat it first try. Really cool map, I like both theme and flow except I suck at cyber fighting in small rooms
https://files.catbox.moe/jbxn7q.lmp

Feedback :
-Ammo, health and armor feel abundant yet not overkill, good balance on that.
-Revenants on the outside wall of the base are mostly harmless until you go inside, but have to be taken seriously after that.
-The map looks really good, some parts are maybe a bit too dark and could use some lights for contrast (my eyes are fucked tho, so maybe listen to another anon on that)
-Computer trap is 10/10.
-I think the second Archvile (with the knight, after the mancubus room) doesn't do much, and could be replaced with something else
-I didn't realize there was only one secret, so I kept looking out for some.

Technical:
-I sort of broke the blue key fight by pushing the elevator button through the pillar used to hide it.
-Some railing textures bleed through the floor.

>> No.9540130

>>9540120
The plan was for signups to remain open until the end of the project, pairing up any odd men out with either new signups or with people who wanted to double dip after submitting a map.

>> No.9540136

>>9539408
fuck, this art style is repulsive. looks like the new Monkey Island game.

>>9539668
>>9539750
based. Neroli and On land are two of the best albums to have on while playing Doom

>> No.9540158

>>9540127
>I sort of broke the blue key fight by pushing the elevator button through the pillar used to hide it.
You think I could prevent this somehow? Also i'll fix the texture railings ASAP. Huge thanks man, really appreciate the effort and the compliments. Turns out I really like mapping and I want more

>> No.9540176

>>9540158
With the room begin this dark, a well lit button anywhere else, like on the wall left to that huge blue skull would be noticed.

>> No.9540183

>>9540130
On brief glance you seem to have thought this through well enough, but just in case I'd suggest to check-in with your spambox. And mail settings too perhaps, I don't know whether automated "suspicious mail" deletion could be ingrained into service policies or some user switches. Good luck with submissions.

>> No.9540194

>>9540183
The Outlook account locked me for that very reason, but the mail.com email seems to be working fine. But I haven't gotten anything but test messages I've sent myself.

>> No.9540214

>>9540176
yeah I suppose that could work better! I'm going to make the lift lower without pressing the button so the cheese is 100% unavoidable

>> No.9540242

>>9540194
They're busy drawing sketches and preparing mock-ups, don't you worry. You're not supposed to go empty-handed on your dates after all.

>> No.9540247

>>9540012
updated this
https://files.catbox.moe/vgh2g2.wad
should be slightly less shitty now

>> No.9540275

>>9539750
>>9540136
nice

>> No.9540329

>>9540247

Thanks. That was cool. I'd offer constructive criticism but I don't have any.

>> No.9540334
File: 123 KB, 1366x768, TheForceEngine-Linux.jpg [View same] [iqdb] [saucenao] [google]
9540334

The Force Engine Linux port with working Audio and MIDI playback thanks to mlauss!
https://github.com/mlauss/TheForceEngine/tree/test-audio-select

Clone branch and compile then start Fluidsynth with
> fluidsynth -a alsa -m alsa_seq -g 1.0 -s /usr/share/sounds/sf3/default-GM.sf3
(or similar)

Then run the compiled binary and go to Settings > Sound > MIDI Output Device and specify the MIDI Output Device.

Enjoy!

>> No.9540339

>>9540329
are you the anon that made the demo?

>> No.9540359

>>9540247
I've found a way to softlock yourself near the beginning. Played the updated version on complevel 9 with woof.

https://files.catbox.moe/cg6ccy.lmp

>> No.9540368

>>9539668
I made that realization when I noticed the same song used in "Think about Wife, Regret"

>> No.9540376

>>9539841
Cool, good to know. Damn shame kustam got pulled out for a major tune up for the next big update. Thankfully you still have older versions of gmota up for grabs.

>> No.9540381
File: 572 KB, 1454x887, Screenshot_20221228_072655.jpg [View same] [iqdb] [saucenao] [google]
9540381

It's not coming out, is it?

>> No.9540385

>>9540381
Looks like they just said fuck it and started focusing on Phantom Fury

>> No.9540392

>>9540381
They just made a blog post a couple days ago.

>> No.9540403

>>9540392
Did they give a release date? Wait, don't even bother. We all know the answer.

>> No.9540450

>>9540381
>Removed 1C publisher
Good for them.

>> No.9540461

>>9540450
Actually they are named Fulqrum now and based in Czechia.

>> No.9540479 [DELETED] 

>general fag
theres no board where i cant hide from you fucking redditors you are like plague

>> No.9540542

>>9540461
Fulqrum? I barely even know 'em!

>> No.9540546 [DELETED] 

>>9540479
at least they're confined

>> No.9540601
File: 462 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9540601

>> No.9540613

>>9540601
>god happens

>> No.9540717

>>9540601
>skeletons somehow wanted
AAAAAposting in a nutshell

>> No.9540748

Finally finished Quake 2: Ground Zero. I look forward to never, ever playing it again.
>>9540601
>sure getting angry
>lmao anyway gzdoom

>> No.9540769

>>9540359
yeah that was a dumb oversight. thankfully fixed. thanks anon

>> No.9540837

>>9540334
my hero

>> No.9540875

>>9540748
You'll still be having nightmares about rocket turrets for weeks though unfortunately.

>> No.9540970

>>9540247
>>9540127
No demo this time, I replayed your map, still good. However I forgot to mention something that I discovered in my 2nd playthrough : the crates in the super shotgun room seems to activate a lift, and I couldn't figure out which one the first time around. Replaying the map, I found the air vent that connects to those crates (I don't know how I missed it).
If the crates are used to go through the vent, what is that lift sound used for ?

>> No.9540990
File: 1.41 MB, 320x240, 1652659701761.gif [View same] [iqdb] [saucenao] [google]
9540990

>>9540136
>Neroli and On land
Neroli is top-shelf. Haven't heard On Land; thanks for the rec.
I wasn't expecting to find many Eno MIDI's, but damn I couldn't any for his solo stuff. Not even fucking Ambient 1. Criminal.
At least I got this "Warszawa" MIDI to use for a map. Berlin-era Bowie is basically just angsty Eno anyway.

>> No.9540996
File: 2.93 MB, 852x480, chunkydisguise.webm [View same] [iqdb] [saucenao] [google]
9540996

>>9540748
>I look forward to never, ever playing it again.
I like to boot it up once in awhile just to play vanilla/custom maps through it. In the end I think I still prefer Xatrix's expac, I really appreciate how far their level design has come after the Redneck games.

>> No.9541031
File: 111 KB, 800x1008, 1669730930483564.jpg [View same] [iqdb] [saucenao] [google]
9541031

Is there anyway to use gzdoom as a midi jukebox? To just play midi files from any folder you pick? That virtualmidisynth thing is a bit of a bloat and im trying to keep it minimalistic on my current computer

>> No.9541048

>>9541031
If you wanna just listen to MIDIs, you can use a program such as Foobar2000. You can even point it to different .sf2 files, so if you wanted to listen to At Doom's Gate with an SC55 one, and then wonder what it would sound like with an .sf2 which imitates the sound of the NES, you can do that.

>> No.9541057

>>9540996
>implying Rides Again level design wasn't great

>> No.9541107

>>9540970
>what is that lift sound used for ?
My guess is the istant lift to raise up the cacodemon in that room. In your first demo you somehow woke him up and propped him up without actually triggering the linedef. Oh well

>> No.9541118

>>9539409
The link to Unrattled leads to Ad Mortem's thread.

>> No.9541139

>implying Rides Again level design wasn't great
Better than base game by a lot. It's real fun seeing Xatrix as a whole start to smooth out the quirks in their level design from that up to RTCW.

>> No.9541142

>>9539408
Anyone here makes maps for Unreal Tournament 99? Can we post them here?

>> No.9541168

>>9541048
Very nice, works well, I imported the standard sc-55.sf2 and it works like a charm. Foobar is a really nice lightweight piece of software, finally some other way to preview midis for my map than the horrid windows midi player or taking couple of minutes each time to put it into slade. Thanks anon

>> No.9541172
File: 3.19 MB, 1920x1080, 1612429250816.png [View same] [iqdb] [saucenao] [google]
9541172

>>9539408
What mods do you guys recommend for Quake 2?

>> No.9541183

>>9541172
stroggs gone mad, citadel, mission 64
zaero's okay too

>> No.9541187

>>9541142
>Can we post them here?
Go ahead, you can do the same with UT2004. Although I don't think I've seen anyone here mention Unreal mapping outside of the DNF2001 stuff.

>> No.9541195

>>9540996
What's the name of the mod in the video?

>> No.9541226

>>9541195
That’s Ground Zero played through the Knightmare Q2 source port.

>> No.9541246

>>9540601
>understand warrior things

>> No.9541250
File: 36 KB, 600x457, 3a1.jpg [View same] [iqdb] [saucenao] [google]
9541250

>>9541172
this >>9541183
and some other goodies which you can play sp like STAND, Millious Q2 mods, all of citizen abel series.

the list is huge.

>> No.9541270

>>9541187
Awesome. I have a couple of maps that are almost finished.
>Although I don't think I've seen anyone here mention Unreal mapping outside of the DNF2001 stuff.
UT is still fun to play and UnrealEd is relatively easy to use. I'm surprised there's isn't a bigger community behind it.

>> No.9541279

Hey /vr/oskis, I put up a test Zandronum server if you want to break my shit, it's /vr/troopers at 51.161.34.159:10666
I'm not gonna be here to oversee it so if it crashes, it crashes.

>> No.9541281

>Doom will be 30 this year
Will either /vr/ or /v/ play a song during December 10th?
https://www.youtube.com/watch?v=kX3IA3Nop3o

>> No.9541289
File: 17 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9541289

>>9541281
I'll listen to Legion of the Lost.

>> No.9541319
File: 3.25 MB, 5160x2160, Screenshot_Doom_20221231_134334.png [View same] [iqdb] [saucenao] [google]
9541319

>>9539841
It's not a problem at all when you can get the chainsaw and just use it every time it comes off cooldown. The problem is that most just don't have chainsaws in them. =/

What if every 5 blue chests it checks to see if you have one yet, then gives you a pity chainsaw? Heh.

>> No.9541390

>>9541281
it's weird to say 'this year' when it's a year from now

>> No.9541398

>>9540875
It was the medic commanders that had me pulling my hair out. After the first two I just started rolling my eyes and pulling out the BFG.
Infinitely respawning enemies will never not be bullshit, and the fact that some of those respawning enemies happen to also be medics that can instantly revive, say, the medic commander that spawned it makes it worse.
And yeah having turrets comprise half the enemies in the last few maps was annoying.

>> No.9541407
File: 171 KB, 2000x1153, E9FQPZIXEAQci5h.jpg [View same] [iqdb] [saucenao] [google]
9541407

That anon who once asked "what is the Arcane Dimensions for Doom" made me think of mods that could have had their own content (like unofficial patches, off-shoot/submods or maps) because the most obvious examples are either Brutal Doom, Complex Doom or Samsara
Also, one thing any 2016/Eternal inspired mod could do is come up with new demons inspired by those games just because of how more complex the modding of Quake and old Doom is compared to the new games
That one Plasma themed Revenant looks like he could have been an enemy in the TAG expansions and there's a mod for Eternal that just gives him the slime attacks from the Cybermanc

>> No.9541408

>>9541281
>tfw DOOM has been there for college students in the 90's to have fun and kill time and still being played by zoomers 30 years later, most of who are probably in college by now
At least from my own anecdotal experience. I'm not sure if there's any other early 2000s zoomers like me in my college playing this old DOS game.

>> No.9541435

Did anyone ever do a more complete rip of the leaked Doom 64 Beta rom?

>> No.9541438

>>9541172
Juggernaut so everything else will seem like a masterpiece afterwards. Make sure to get v1.2, though.

>> No.9541481

>>9540012
>>9540247
I think this map is okay but I have many nitpicks that I'll try to address roughly in order of appearance. I wish there were a few more bullets at the start since shooting the elevated skeletons at the start feels drawn out with the shotgun. I really dislike that some of the rock/sand piles around the start have impassible lines for no reason since it can block your dodging without any telegraph. This is especially annoying since not all of them are like this. Like the other post said already, many descended midtextures are visibly clipping through the floor with software rendering (you can fix this by varying the brightness value or flat between the surrounding sectors). The ambush before the rocket launcher is a blatant example of hitscanners without cover, the computer in the center isn't tall enough to protect you. I wish there were some consistency about which doors are intractable since inert/onesided doors look the same as normal ones. Using spectres as soon as you enter a dark room twice in the same map feels kind of lazy. Both archviles feel poorly used since the first one is trivial since he can never get behind you and the other is just a test of patience since it can never get down the lift. I didn't realize there was a lift at first since there's no indication it's intractable and it looks the same as the surrounding walls. I feel like the revenant/imp ambush by the computer switches would work a lot better if the wall above you were shorter so the enemies could shoot down at you when they get caught against the wall. I have no idea what the switch before the blue key lift is for since it seems like you can and should safely ignore it. The lost souls in the end room feel completely pointless since you can just kill them before you hit the switch, I'd honestly just remove them since the fight's hard enough anyway. You can also softlock yourself if you ride the perpetual lifts in that room up and jump over the wall. Cont.

>> No.9541485

>>9541481
A lot of the interconnectedness in this level feels unmotivated since it'll often lead you places you have no reason to return to. The visuals in the map are unpolished, I don't know why you'd use a high quality texture pack like Otex if you aren't even going to align your textures (not just aligning your similar textures to each other but also aligning seams of the textures with the edges of geometry. Otex was designed from the ground up for this, I'm not sure why so many people don't bother). Using a combination of stock and Otex also tends to look incongruous, you can sometimes get away with it but it shouldn't really be necessary given the latter's comprehensiveness.
This probably comes off as a scathing review but I'd like to stress that none of these things ruin the map, and I liked many of the ideas present even if the execution was flawed. I especially liked the big imp ambush and the last room, minus the lost souls. If you're interested in contributing to community projects I'd say you're already more capable than a lot of participants.

>> No.9541512

>>9540012
hot damn i hadn't thought of that song in years

>> No.9541523

>>9529102
I just finished playing Machete.wad and I would highly recommend it. I wish it didn't use so many fake doors, I wish the secrets weren't hidden on the automap and I still don't like aftits but those are pretty much my only complaints throughout. I'm not going to attempt giving individual level feedback since it's all largely minor. I'm happy to say that I encountered no bugs with uvmax on each map. the secret exit on map 31 is fuckin annoying. I'm considering trying to do full episode demos if no one else does first.

>> No.9541524
File: 80 KB, 451x221, Build_engine_logo.png [View same] [iqdb] [saucenao] [google]
9541524

Is 2023 the year of Build Engine?

>> No.9541525

>>9541319
Nah, that's a bandaid fix to a bigger problem. I'm gonna to do some extended testing with the two mana system and see how it pans out. I'm pretty confident in it.

>> No.9541526
File: 527 KB, 962x620, 1646060066398.png [View same] [iqdb] [saucenao] [google]
9541526

>>9540381

>> No.9541538
File: 3 KB, 330x55, file.png [View same] [iqdb] [saucenao] [google]
9541538

>>9541279
Guess we're not playing that again

>> No.9541545

>>9540601
>mind left

>> No.9541548

>>9541524
I wish...

>> No.9541582 [SPOILER] 
File: 84 KB, 800x450, when maintenance begins.jpg [View same] [iqdb] [saucenao] [google]
9541582

>>9541526
RIP Magia Record EN

>> No.9541598

>>9541524
Never gonna happen. unfortunately the general stability and engine tools for BUILD are always jank compared to Doom and Quake. Just make a mod in GZDoom instea

>> No.9541604

>cacodemons
>but half of them are replaced with custom cacodemons that have a chance to fall to the ground and roll toward you at mach 6 upon entering painstate, flattening you
has it been done

>> No.9541615
File: 3.41 MB, 5160x2160, Screenshot_Doom_20230103_181259.png [View same] [iqdb] [saucenao] [google]
9541615

>>9541525
I'm still just getting into this and I'm having way more fun than I was expecting, this has some neat mechanics.

The only thing that it strikes me as missing is an arcade game's score counter and a bunch of points items that can happen, but that sounds like a lot of work for something most people would probably turn off right away.

>> No.9541618

>>9540136
I kinda like it. Reminds me of an amalgamation of several popular illustrators in the 90's.

>> No.9541641
File: 212 KB, 553x609, 1942.png [View same] [iqdb] [saucenao] [google]
9541641

>>9541615
It was something I considered a long ass time ago. But unless I tied the score items to something tangible with the game mechanics, I wouldn't do it. Glad to hear you're enjoying it though, this recent update was the more drastic compared the previous updates. I finally got around to stripping out so much extra crap and focusing on the worthwhile stuff.

Really at this point I've been fiddling with Blaz's fists to make them a little more appealing to use, along with finetuning his upgrades. I need to adjust the stun overload cus the self damage SEEMED like a good idea to start with but giving the melee guy an upgrade that punishes him for using it in melee is dumb as hell hindsight, the little caltrop upgrade is lackluster too, need to either make that better or replace it outright.

Really if you're new to me and my bullshit, you'll quickly find I'm constantly fucking around with GMOTA and trying to make it better. I have a problem.

>> No.9541664
File: 2.92 MB, 640x360, alpha dropper.webm [View same] [iqdb] [saucenao] [google]
9541664

>>9541398
I liked these fights, the beta gladiators in the other expansions were what bored me to tears. Quake 4 bringing them back in the form of the teleport dropper was one of the few things I liked about it, even if the dropper itself looked retarded.

>> No.9541751

Finally got DOOM on Steam. Been playing through it and it's shorter than I thought it'd be.

>> No.9541752

>>9541751
lol

>> No.9541779

Does anyone know if the maximum map size mentioned in this thread is still a concern in 2022? Specifically, for MBF21 in DSDADoom, Woof or GZDoom.
https://www.doomworld.com/forum/topic/59463-maximum-map-dimensions/

>> No.9541784

>>9541779
Are you saying whatever you're going to make needs to be bigger than this?:
>If the entire level is contained in a big cube that goes from -9400 to +9400 on each axis, you are assured that the maximum distance between any two point in that space will never be more than the cut-off value at which overflows happen. (sqrt(3*(18800^2)) == 32562)

>> No.9541845
File: 2.95 MB, 640x360, 37475.webm [View same] [iqdb] [saucenao] [google]
9541845

Wrapping up this playthough of the old version before I dig into the new one, it's been great and I'm excited.

>> No.9541848

are there any gameplay mods that play more like resident evil? not including hunk or the mercenaries mod

>> No.9541849
File: 13 KB, 640x400, madoka_endoom_1.png [View same] [iqdb] [saucenao] [google]
9541849

>>9541582
Ha ha.
You've made me incredibly, sincerely sad.

>> No.9541871

>>9541641
I think you're going about it wrong. I haven't played the new GMOTA yet, but I played 1.4 and 1.4.1 a LOT, and this is from someone who likes Blaz the most: When I throw the sword (in 1.4) I LIKE using my fists for the short time I've lost my sword. They swing fast, they feel impactful. Having the option to reset the meter for my sword returning to me is awesome, but eventually I'll need to go back to my sword for more damage.

I haven't touched the latest GMOTA outside of that one /vr/ session so perhaps my opinion means very little, but I always thought the fists were auxiliary - a fun deviation from needing your sword. They were already appealing to use, just not your main way of engaging the enemies.

>> No.9541890

>>9541784
Yes. Already made, and the width does exceed that. Height and length don't.

>> No.9541891
File: 1.22 MB, 1752x1273, Screenshot_20230104_052814_Twitter.jpg [View same] [iqdb] [saucenao] [google]
9541891

>> No.9541894

>>9541890
Neat. Email the heads of the namedropped engines.

>> No.9541969

>>9541891
>not to be outdone by anonymous leakers, Tim decides to scour his basement

>> No.9541972

>>9541969
I hope some rogue beats him to the punch, just like what happened with Nightdive and the Strife beta here.

>> No.9541987

>>9541871
I've had quite a lot of people bitch and moan about the new fists. If you haven't played v1.5.1, you might feel the same way. You no longer have the lariat and fists do half the damage of sword strikes.

>> No.9542029

>>9541524
>ken silverman
Ah, yes. Good times. I miss those days. Emailed the guy once when I was like 14 years old trying to add textures to his Cubes3D thing or whatever it was called.

>> No.9542037

Updated some files for SRB2Kart tomorrow. Grab them here.
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
>Drag Matrix and Black Comet Way have been reverted to 3 laps instead of 2
>Added Spark
>Added sounds to Catch that Man, lifted from /vm/'s characters
>Fixed a graphical error with the flame shield
>Added the armageddon shield
See you there.

>> No.9542246

>>9541485
no man, you don't get it, this kind of review is exactly why I post here. Positive comments without any substance will get me nowhere in mapping, I think. I really thank you for these posts. I am very forgiving to myself seeing as this is like my third map (and very first boom map). Don't worry man I really appreciate the time you put in this and also agree with most points (interconnectedness, archvile usage, lost souls, visuals). Will try to improve. Thank you.,

>> No.9542286

Duke Nukem as a 80s action movie:

https://www.youtube.com/watch?v=4fTppNj0-rI

>> No.9542309

>>9542286
Heh... You could practically AI-generate your own Dookie Nookie visual novel if you wanted to...
If only I could figure out how the fuck to get results like this in Stable Diffusion.

>> No.9542359

>>9541849
>madoka endoom
is this the endoom for an actual wad or just a shitpost someone made

>> No.9542364
File: 11 KB, 640x400, madoka_endoom_3.png [View same] [iqdb] [saucenao] [google]
9542364

>>9542359
>is this the endoom for an actual wad
Probably not. But I might use it, or something similar, if I ever finish my joke WAD.
>just a shitpost someone made
I generated that image with ENDEDIT, an ENDOOM generator. You can paste an image from your clipboard into the application and it'll turn it into an ENDOOM ASCII graphic

>> No.9542384

>>9541891
>Apogee co-founder
What does their Twitter guy (Scott?) smoking? Terry is the founder of nu-Apogee.
>>9541969
>>9541972
Implying it's not Miller leaking shit, so that nu-Apogee can post shit like this while LARPing as older company.
https://twitter.com/Apogee_Ent/status/1609352842984185857
https://twitter.com/Apogee_Ent/status/1609383419028406274

>> No.9542451

>>9541891
Wanna bet it'll just be some concept arts and some screenshots, and that we'll never actually get its contents dumped?

>>9542384
I hope he leaks more.

>> No.9542458

>>9541845
what is this?

>> No.9542460

>>9542458
An old version of GMOTA

>> No.9542478

>>9542451
>I hope he leaks more.
As long as more old stuff gets out, I'm in for it. Even if it comes with this obnoxious behavior, but that's Twitter for you.

>> No.9542501

>>9541752
W-What?

>> No.9542585
File: 73 KB, 564x500, 1600461263022.jpg [View same] [iqdb] [saucenao] [google]
9542585

>> No.9542620

>>9541615
what monitor are you using?

>> No.9542678
File: 11 KB, 648x554, 20230104_142852.png [View same] [iqdb] [saucenao] [google]
9542678

BLOODS SOURCE CODE LEAKED
https://rentry.org/x0r_jmp

>> No.9542680

>>9542678
Is there a Mirror for it?
i can't access anon files.

>> No.9542681

>>9542678
Oh shit. Fuck you, Atari.

>> No.9542683

>>9542680
https://files.catbox.moe/qwm7s7.rar
Is catbox okay?

>> No.9542687

>>9542683
ye, that should work, thanks anon!

>> No.9542694
File: 122 KB, 1280x720, WOAH.jpg [View same] [iqdb] [saucenao] [google]
9542694

>>9542678

>> No.9542696

>>9542678
>>9539409
Replying to newspost. 2023 is the year of build.

>> No.9542698

>>9542678
does this mean we will get a better sourceport in the future?

>> No.9542703
File: 691 KB, 577x734, big if true.png [View same] [iqdb] [saucenao] [google]
9542703

>>9542678

>> No.9542704

>>9542698
Yes. I'd be very surprised if BuildGDX dev didn't make improvements to BloodGDX in a month unless he's one of those fags who goes
>This was unlawful and you should be ashamed

>> No.9542706

>>9542698
hopefully, but im more excited for some juicy gameplay mods

>> No.9542707

>>9542698
Highly probable for sure.
If anything it should also speed up development because it can be used to speed up the reconstruction from the ground up.
I hope NBlood get's to add this to it.

>> No.9542709

>>9542698
Possibly. Whoever holds the rights to Blood will probably get pissy and file for takedowns.

>> No.9542712

>>9542698
>>9542704
Would these technically be the first genuine “Blood source ports” considering no one actually had access to the source, just what was reverse engineered?

>> No.9542715

>>9542707
NBlood will not do anything unless he wants to be sued into the ground because NB has a github that is publicly viewable.

>> No.9542725
File: 565 KB, 680x797, 1649302846684.png [View same] [iqdb] [saucenao] [google]
9542725

>>9542678

>> No.9542735

>>9542678
>Initial release date: March 6, 1997
is this the final release?

>> No.9542740
File: 54 KB, 640x785, 1647733090400.jpg [View same] [iqdb] [saucenao] [google]
9542740

>>9542678
>no blood 2 source code

>> No.9542747

>>9542678
MetaBlood confirmed

>> No.9542750

>>9541438
Oh boy, I now have traumatic flashbacks about map 2 with its giant fans.

>> No.9542761

>>9542678
>>9542384
>To be clear, "Apogee" will not be leaking anything.
>We just hope that more leaks appear because they're fun for us to see and the fans to see
Very discreet, folks!
>>9542709
>Whoever holds the rights to Blood
Warner Bros kepps the IP, nu-Atari distributes both games.

>> No.9542771

>>9542678
Wake me up when Shadow Warrior is leaked. Or Serious Engine 3.5 goes open source.

>> No.9542782
File: 109 KB, 189x305, hellyeah.png [View same] [iqdb] [saucenao] [google]
9542782

>>9542678
DREAMS DO COME TRUE EVERYONE

>> No.9542794

>>9542678
This leak is still alpha, and six months before the 0.91 shareware demo (1997 Jan). It is still several months after the first source code leak (1996 Feb), and a lot of the struct/functions that are present in the final game are there. Feel free to compare here https://github.com/videogamepreservation/blood
>>9542704
BloodGDX references a lot of the 1996 Feb leak, so it may be something they down down the road for better accuracy.
>>9542707
>>9542712
>>9542715
NBlood will likely not take anything from this, perhaps some anon will fork NBlood do a chocolate variant source port.

>> No.9542808

>>9542740
>I want the fixer upper house with water damage and a rat infestation
There's so much to undo to make Blood 2 a good game that you may as well just start over.

>> No.9542813

>>9542808
Fixer upper? I hardly know her!

>> No.9542820
File: 1.27 MB, 1836x813, 2.png [View same] [iqdb] [saucenao] [google]
9542820

Are my maps too flat? I never seem to be able to make some doom-ish rooms with lots of elevations and since I'm making a megawad, i'm afraid that people will say the maps will feel same-ish.

>> No.9542827

>>9542820
That map in particular looks pretty flat.

>> No.9542828
File: 15 KB, 1071x523, file.png [View same] [iqdb] [saucenao] [google]
9542828

From sourcecode analyzation, there are no hints of New weapons but i though i'd share what i found.
>The Armor piercing bullets were meant to be for the tommy gun.
>The shadowgun/EctoCooler(beta napalm launcher), used to have infinite ammo.
>The spear launcher (beta plasma rifle) was intended to have an explosive altfire.

>> No.9542839

>>9542820
The map looks fine. When you make a new map literally just start making an elevator without thought. Or a staircase. Just completely don't think about it and do it.

>> No.9542859

>>9542820
Looks maybe slightly flat, but that doesn't really have to be a bad thing, the issue if you've got a lot of maps in a set and they're all mostly very flat, then it can feel kinda weak.

>> No.9542868

>>9541031
>>9541048
Do we really reached the point where people don't know what media players are?

>> No.9542869

>>9542868
Yes.

>> No.9542870

>>9542868
Yer getting old, Harry

>> No.9542871

>>9542828
I don’t think enemies using armor is even a concept in the final, but anything would’ve been better than that useless spray mode

>> No.9542875

>>9540385
Different devs.

>> No.9542879

>>9542871
Does it not deal more damage in case you don’t want to use/are out of shotgun shells when fishman, zombies, and wraiths are consistently in your face?

>> No.9542883

>>9542868
>anon's clearly just trying to play midis on his minimal linux install without installing vlc

>> No.9542885

are there any ways to get lameduke working on eduke? i wanted to go through it in my current playthrough of duke 3D.

>> No.9542891

>>9542384
How is it larping when it's Scott Miller? He has more right to say that than nu3DR.

>> No.9542901
File: 2.92 MB, 640x480, 2023-01-04 19-01-47.webm [View same] [iqdb] [saucenao] [google]
9542901

>> No.9542926

>>9542678
Isnt it about time someone makes a modern level editor for build? Look at what Doombuilder and Trenchbroom have done for those communities

>> No.9542945
File: 39 KB, 540x431, gunfire over phone.jpg [View same] [iqdb] [saucenao] [google]
9542945

>>9542926
The problem is that, A, this requires the attention of sufficiently educated and dedicated programmers who know Build, and then, B, for the ones who do to get over that Mapster32 really is an antiquated piece of shit which is holding the community back.

You know one of the big reasons Doom's mapping got such a powerful second wind in the 2000s? Because Doom Builder became a thing, and Doom Builder was a MONUMENTAL evolution in map making software for the game, all the programs proceeding it where clunky and awkward pieces of shit which sucked to use, with Doom Builder being incredibly easy to use and convenient, that program is one of the most important things in this community. Build modding and mapping communities clinging to Mapster32 is like if the Doom community had refused to move past DeepSEA, that shit would have murdered our momentum.

Build mapping is inherently more complex than mapping for Doom or any derivative of it, so the barrier of entry will remain higher, but the tools do not need to be this horrible relic.

>> No.9542974

>>9542827
Flat Maps Matter

>> No.9542991

>>9542945
It's kind of an half and half
in build there is upper on lower texture, if you select a texture for the lower side, it would be applied by the higher side also.
also Build is heavily sprite based, You want a character to be there? put the specific sprite!
need an effect to happen on activation? Sprite!
want a sfx? Sprite.
there is no line action but there are sector actions however.
that being said it's possible but most of the build community is very much fine with using Mapster32.

>> No.9542993

>>9542991
>most of the build community is very much fine with using Mapster32
Thus it remains small.

>> No.9542997

>>9542993
The only way i can see somebody even trying to make a better editor would be to put a bloody bounty for it.
but then again, i too got used to mapster Bullshit, and it's surprisingly cozy once you get used to clunky controlls

>> No.9543013
File: 9 KB, 63x106, 1519834091495.gif [View same] [iqdb] [saucenao] [google]
9543013

>>9542678

>> No.9543023

>>9542891
Okay, maybe I should've said "lying about the nature of the company he's currently working with". He lost so-called rights when he let DNF happen the way it did which lead to Gearbox taking over the whole IP, sold at the time dormant Apogee brand to his friend and 3D Realms in the maintaince mode to a bunch of newbies.
Miller literally sold all that legacy he's now trying to so desperately leech off of. lmao

>> No.9543036

>>9542945
The next step for Doom Builder would be Cooperative Mapping, someone make that possible already, damn it.

>> No.9543038

>>9543036
Ironically Build 2 has that feature.

>> No.9543043

>>9539409
Don't know if this game is retro, but
>Dungeon Siege Source Code has Leaked

>> No.9543050
File: 132 KB, 640x480, breeder.png [View same] [iqdb] [saucenao] [google]
9543050

It may not be of much interest here, but alongside all of the other leaks have been various dumps related to both Half Life 1 and 2, including WIP texture sheets, a Rat Fink playermodel, NPC facemaps at original resolution, and the missing functionality for the Combine Guard
https://www.youtube.com/watch?v=dhVojI4JfQw

>> No.9543053
File: 136 KB, 641x462, olddark dromed.jpg [View same] [iqdb] [saucenao] [google]
9543053

>>9542945
as a quakefag, after seeing what happened to the q1sp scene once trenchbroom blew up and youtube tutorials became widespread (not trying to diss sleepwalkr, tb itself is a great editor and it's what made bsp mapping finally click for me), i'm tempted to say that build not having a more accessible editor isn't actually a bad thing. popularity is kind of a bitch
the thief community is in a similar state due to dromed having an incredibly steep learning curve, but the games still get new fan missions semi-regularly and afaik a new editor is slowly being developed, so things might start changing in the next couple of years who am i kidding, there are like a dozen people on this board who care about thief
>>9542678
x0r's going to leak everything from 3d realms' vault at this rate, jesus fucking christ
>>9543050
i like valve leaks and hl2 beta stuff, where the fuck did this come from?

>> No.9543054

>>9542678
>>9539409
Replying to the news post

>> No.9543057

>>9543043
It’s from 2002 so it’s certainly retro, and despite not being a shooter it’s a good thing to know among all the other leaks.

>> No.9543117
File: 1.45 MB, 1437x808, Screenshot_Doom_20230104_sunlust.png [View same] [iqdb] [saucenao] [google]
9543117

>> No.9543123

>>9543117
I thought for a second one of the wall holes was a loss

>> No.9543130
File: 12 KB, 128x256, gus_f.jpg [View same] [iqdb] [saucenao] [google]
9543130

>>9543053
I don't know. Half Life and Valve communities in general are infested with programmer sock trannies and are mired in a bunch of longstanding leak related drama with Tyler McVicker and whoever the fuck else and I can't be arsed to follow any of it, let alone figure out which specific big names are doing the leaking.

What I do know is that parts of it are being put up for download.
https://hl2-beta.ru/index.php?topic=29387.0

>> No.9543134

>>9543130
Not the anon, but thank you.
Fuck the Valve modding community.

>> No.9543148

>>9542885
Nope. Sorry, anon. Basically everything else (different editions, all expansions, console versions, basically all 90s tcs, even ion fury) work on eduke, but not lameduke. Probably the engine is so different that it's impossible to make it work with eduke.

>> No.9543176
File: 1.29 MB, 2538x2360, Activated Almonds.png [View same] [iqdb] [saucenao] [google]
9543176

Any Build autists in the thread today?
I'm trying to add the Eviternity / OTEX heaven resources to Blood / Mapedit but the palette is all fucked up in the editor and game. The ironic part is that the textures look fine with Dukes palette but I can't seem to force this in GDX or Nblood. Tried exporting the Duke palette from BAFED and overwriting the PALETTE.dat in my Blood directory but no luck.

Can you override Blood and Mapedits palette?

>> No.9543184
File: 2.05 MB, 2544x1440, gross.png [View same] [iqdb] [saucenao] [google]
9543184

>>9543176
In game, looks appalling

>> No.9543207

>>9543176
Have you tried exporting as a color indexed BMP using Blood's color palette? The build art editor should allow you to export as a photoshop pal file, which can be applied to your image via Image>Mode>Indexed color in photoshop, then selecting custom palette and loading the palette file.

>> No.9543213 [DELETED] 

>>9543130
>"Half Life and Valve communities in general are infested with programmer sock trannies and are mired in a bunch of longstanding leak related drama with Tyler McVicker"
the irony of this is that drama solely stemmed from tyler's political views.

like the reason why TF2 has a bot problem was because some of the devs tyler had on payroll didn't like that he was pro-BLM and trans rights.

>> No.9543215 [DELETED] 

>>9543213
Not retro.

>> No.9543219 [DELETED] 

>>9543050
>Rat Fink playermodel
Post it please, I want to see it.

>> No.9543225

>>9543176
>>9543184
I hope for a Blood Builder or any Builder for Build games.
This shit is outdated as fuck.

>> No.9543236

>>9542808
Having the B2 source would allow for sniffing around its version of LithTech 1, and may allow for fixes that could be generalised to other games like Shogo or possibly even KPC. You may be able to work out why the engine shits itself when not using DX6.

>> No.9543246

>>9542997
if didn't happen with ion fury, never will

>> No.9543250

>>9543246
>Ion Fury Aftershock when?
*wild laughter*

I can dream about better mapster anon, everyone
can.

>> No.9543253

>>9543043
based, I hope you can shit everything with 16 companions

>> No.9543265
File: 168 KB, 1257x577, Day Ruined.png [View same] [iqdb] [saucenao] [google]
9543265

>>9543207
Good shit man, is there a way to do this in batch or do you have to change the indexed color for each texture manually? I was about to try it then Adobe decided to cuck me instead, shouldn't have launched it while online.

>> No.9543292

>>9542820
I suggest trying to break out of the "room to door to room to door and repeat" layout cycle.
Also the texturing is very ugly. It looks like you're trying to fit in as many colors as possible, which ends up blurring the level's theme. A lot of these textures don't fit together. Moss-filled gray bricks with bright startans, solid grays, wood, bright tech blues, planks and bright silver... this all doesn't really fit together. It's best to stick to a few select textures that will be mainly used throughout the whole level or particular sections of it, if wanted, transitioning between themes smoothly.
The layout looks very basic and flat indeed, and I can tell there's not much reason behind those enemy placements: two Arachnotrons in a small, tight corridor. Arachnotrons fit best in large rooms, due to their big size and continuous attack that covers a lot of ground, much like Mancubi.
There's a lot of unintuitive cannon fodder fights, such as zombiemen with pinkies, or a block formation of Imps, and a few lone shotgunners that will provide absolutely no challenge or incentive interesting movement from the player. There's a single Baron that the player will either encounter after activating a lift down or that is defending the top of the staircase, again, in a tight corridor, with enough space that a single Baron is probably just gonna serve as a boring meatshield.
Last but not least... I'm betting you're using CC4-tex? Drop that shit. Ugly texture pack imo. Those recolors of vanilla textures (such as the ugly brown/orange space door) are so... unnecessary.

>> No.9543296

>>9542991
The Build community has Stockholm Syndrome. They got used to bad tools and will never accept improvement to them.

>> No.9543302

>>9543292
Pardon my autism but I think it's also worth clarifying out that "filler" fights aren't inherently bad, but those set-ups are just very uninteresting, and perhaps overused, which is gonna be inevitable for a 30 year old game, but I think it's worth trying to break the patterns. I know I at least would rather have no enemies than enemies that don't really do much but waste time.

>> No.9543312

>>9543043
Awesome! Still would be neat to get an official re-release since Dungeon Siege should be in Embracer Group's hands now (right?).

>> No.9543320

>>9543043
Post a relevant link if you're submitting news.

>> No.9543376

>>9542704
Pretty sure it's usually more about "I don't want this project to be taken down because copyright laws" instead of "unlawful and should be ashamed".

>> No.9543434

>>9543265
Yes, if you know photoshop actions you can record the steps of indexing+applying color palette+save as BMP and then apply said action on every open image.
>>9542991
I thought blood modders move onto xmapedit?

>> No.9543445
File: 2.35 MB, 2484x1436, lookin good.png [View same] [iqdb] [saucenao] [google]
9543445

>>9543207
It work's! Thanks for the help anon, thoroughly appreciate it.

>>9543296
>>9543225
You learn to appreciate the jank after a certain point. I'm psyched that the source code got leaked though, hope someone makes a user friendly editor.

>>9543434
Very noice, I was dreading the possibility of doing that by hand. I'll look into it. I use Xmapedit + Dosbox as well, there's a standalone .exe now but I haven't tried it.

>> No.9543454
File: 3 KB, 152x149, 160345484.png [View same] [iqdb] [saucenao] [google]
9543454

>>9543445
Have you made any maps before that I can try out?

>> No.9543487

>>9542678
Amazing to see

>> No.9543497 [SPOILER] 
File: 201 KB, 2555x1439, Tee off.png [View same] [iqdb] [saucenao] [google]
9543497

>>9543454
500ml of /vr/

>> No.9543506
File: 618 KB, 900x900, pumped.png [View same] [iqdb] [saucenao] [google]
9543506

>>9543497
Holy fucking shit hell yes

>> No.9543519

>>9542704
I wouldn't hold my breath. The BuildGDX guy (who is Russian) hasn't posted or committed anything since before the invasion of Ukraine started. It's a real possibility that he fucking died.

>> No.9543575
File: 426 KB, 1308x814, hexen.png [View same] [iqdb] [saucenao] [google]
9543575

i'm planning on playing hexen (bh) for the first time today once i'm free. got any tips? i heard cleric was probably the best class for beginners.

>> No.9543612
File: 2.31 MB, 279x350, 1602705779450.gif [View same] [iqdb] [saucenao] [google]
9543612

>>9539408
Upated to the newest slade, now I can't save anymore because of Slade telling me there's an error.
I tried an existing gameplay mod and press saved and it gave me an error in the mod making it impossible to save.

>> No.9543618

>>9543612
went back to the 2015

it works better.

>> No.9543620

>>9543612
Actually the main reason is because it's either some files share the same naming schemes and slade now has set to not allow it anymore.

>> No.9543639
File: 1.06 MB, 400x374, visor down, thumb's up.gif [View same] [iqdb] [saucenao] [google]
9543639

>>9543620
seriously?

honestly I never update my slade until my pc died.
thankfully there was another old version of slade somewhere in my storage bus.

now I can finally screw around with the ammo capacity in brutal doom again where i can increase the ammo from 9 to 16 rounds.

thanks anon.

>> No.9543656

>>9543639
Least i can do.

>> No.9543670

>>9543013
The cultist voice acting in this game is the sickest shit. It sounds like some pencil dick weenie but its the only sound in the game that instill any kind of fear because that same pencil dick weenie is a goddamn crackshot. Really makes it real that the gun is the great equalizer and that timmy twintoes, king of manlet might have a soft bitchboy voice but that nigger CCs a .500 S&W snubnose and can hit the wings off a fly at 25 yards with it.

>> No.9543726

>>9543670
are you ok?

>> No.9543732

>>9543726
Just sharing a thought on why I really like the cultist lines in the game.

>> No.9543759

ctrl-f: raze

0 results

okay, i'll wonder out loud

>> No.9543785

>>9543726
Lol wut anon made a funny you dumb.
>>9543670
The absolute best part of Blood is hearing MARANAX INFIRMA or CRUDUX CRUO or whatever chant they'll say upon hearing you, their battle cry, and then hearing
>AAAAAAAAAAAAA
as you blow them up or otherwise kill them. It's pure comedy and relentlessly satisfying. It's also why I don't really like Blood when you aren't fighting cultists.

>> No.9543807
File: 3 KB, 435x126, file.png [View same] [iqdb] [saucenao] [google]
9543807

WNW is up. Here's the usual stuff.

Base game:
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Custom client:
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
https://gitlab.com/c3851/srb-2-k-cep
Mods list:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
Anon's how 2 play guide:
https://pastebin.com/GbfJGHFV

Mumble server
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>I heard this game supports proximity chat with Mumble, are we using that?
No

>OKAY HOW DO I JOIN?
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159

>> No.9543824

>>9542820
Flatness is overhated, there's nothing wrong with flat arena.
But I would suggest organizing both using drops as a point of no return (With maybe return later) to lock player in arenas, and to think about sniping positions for monsters and then turning them into playable zones.

>> No.9543832

>>9543807
I can't enter the game and it's stuck in splitscreen two-player for some reason.

>> No.9543836

>>9543785
>MARANAX INFIRMA or CRUDUX CRUO
Never knew what they were saying, thats neat. I like the maranax line more. I'm coming around to their death screams more but it was a bit jarring at first because it sounds nothing like the chanting voice.

>> No.9543837

>>9543832
nvm i'm retarded

>> No.9543848

>>9543726
I was almost expecting that post to end with a “nevermind”.

>> No.9543849
File: 421 KB, 1920x1080, kart0104.png [View same] [iqdb] [saucenao] [google]
9543849

8/32 warming up on some Drag Matrix

>> No.9543869
File: 696 KB, 1024x559, 1656354256201.png [View same] [iqdb] [saucenao] [google]
9543869

>>9541891
Duka Nuka.

>> No.9543907

>>9543869
duke nukapriolli ovah heah whackin snitches and chewin gabagool

>> No.9543909
File: 595 KB, 1920x1080, kart0106.png [View same] [iqdb] [saucenao] [google]
9543909

11/32 racers currently dabbing on buildkeks

>> No.9543914
File: 101 KB, 600x500, 1631699848786.png [View same] [iqdb] [saucenao] [google]
9543914

>>9543050
Why alien assassin was called breeder?

>> No.9543924
File: 1.32 MB, 2560x1440, Canyon Crow.png [View same] [iqdb] [saucenao] [google]
9543924

Here we go. Incredibly based musical taste by the way, great tune for the end here.

>> No.9543927

>>9543914
Breeder?! I hardly know her!
But I'd do it.

>> No.9543945

>>9543050
Moar.
https://www.youtube.com/watch?v=4lVaL75g-K4
https://www.youtube.com/watch?v=6yMEhidskSg

>> No.9543954
File: 645 KB, 1920x1080, kart0108.png [View same] [iqdb] [saucenao] [google]
9543954

13/32 getting filtered by nitro mode

>> No.9543969

>>9543954
I'm so shit at this game. sliding seems to push me further out than I want to go so I bump into walls alot. I'm the massive shit talker who still has the "sonic" default name.

>> No.9543979

>>9543969
In fairness, we're playing on hard speed with fucktons of mods to make the game faster, so don't be discouraged if this is your introduction.
Word of advice, do "restat 5 5" in console to play with the most balanced stats.

>> No.9543982

How do I get into GZDoom modding/zscript? Seems like a nice in to modding and later making an fps.

>> No.9543984

>>9543982
I would like to know as well. Would be neat to make a dungeon crawler in gzdoom.

>> No.9544003

>>9543130
>Russians are the ones leaking it
unsurprising, they're the biggest HL2 betafags in the world

>> No.9544026

how do I change the function keys in NotBlood. The menu doesn't have them for some reason.

>> No.9544048
File: 924 KB, 480x242, 2028919709.gif [View same] [iqdb] [saucenao] [google]
9544048

>>9542678
what a joy to wake up to

>> No.9544060
File: 943 KB, 3372x5350, maranax.png [View same] [iqdb] [saucenao] [google]
9544060

>>9543785
>>9543836
>MARANAX INFIRMA
*INFIRMUX akshually

>> No.9544061

>>9542678
I am still waiting for the source code and beta dump of Quake II for the N64 and PS1.

>> No.9544065

Intersting to say at least
https://juliapackages.com/p/quake2

a Q2 source port that uses source BSP lightning

>> No.9544101

>>9544060
https://www.youtube.com/watch?v=kHlJOMjon4Y

>> No.9544120

>>9544101
i need to use this as my phone ring...

>> No.9544163
File: 32 KB, 640x512, kart1853.png [View same] [iqdb] [saucenao] [google]
9544163

>>9543807

>> No.9544165
File: 112 KB, 640x512, kart1859.png [View same] [iqdb] [saucenao] [google]
9544165

>>9544163

>> No.9544170
File: 223 KB, 640x512, kart1871.png [View same] [iqdb] [saucenao] [google]
9544170

>>9544165

>> No.9544362

I just set up vkquake but I have a few questions.
I created an autoexec file in the id1 folder with the gl_texturemode gl_nearest_mipmap_linear line. Are there any hidden gotchas with vkquake specifically or is that it?
The quake download in the imgur link seems to have all the metadata for the soundtrack mixed up, but the actual filenames of the tracks are correct. What's up with that?
Any recommendations for the video options? Like is antialiasing recommended or is it somehow inauthentic? Also I noticed that the default option for textures is "smooth". Is this the same as the texture filtering that the autoexec command takes care of? Does it make the command redundant if I set textures to classic?

>> No.9544376

>>9543979
Thanks m8, I'll be sure to do that next time.

>> No.9544379
File: 668 KB, 1920x1080, 1672269209956497.png [View same] [iqdb] [saucenao] [google]
9544379

Where does one even get this?
What is it?

>> No.9544385

>>9544379
pretty sure thats just Hdoom. A very good doom porn .wad. I had many great faps playing it.

>> No.9544408

>>9544026
Function keys are unfortunately hardcoded and cannot be rebinded. Which keys did you want to change?

>> No.9544416

>>9544408
Thanks for the reply m8 but I found a solution to my dumb issue. I had mapped the F keys to my mouse buttons for other games and wanted to use them in blood. Well I figured out I could just make another mouse profile and map the mouse buttons as number keys, problem solved.

>> No.9544478

>>9543184
the right one screams of European subway

>> No.9544603

>>9543807
Killed. Good games everyone.

>> No.9544616

>>9543807
>>9544603
Replays: https://files.catbox.moe/rj73z6.zip
Fuck the Armageddon Shield.

>> No.9544617

>>9544616
>Fuck the Armageddon Shield.
It's gone now. For good.

>> No.9544645

>>9544385
Pretty sure that's not HDoom, it's not cute enough for that. It's not even Hideous Destructor because Doomguy is not the one who's getting fucked.

>> No.9544649

>>9543023
You can sell an IP, not a legacy.

>> No.9544664

>>9543982
>>9543984
https://forum.zdoom.org/viewtopic.php?t=68297
Ganbatte!

>> No.9544705
File: 1.48 MB, 1280x720, TO GO EVEN FURTHER BEYOND.webm [View same] [iqdb] [saucenao] [google]
9544705

>>9543807
So I tried buffing the flame shield and uh

>> No.9544727
File: 68 KB, 300x300, h-hayai.gif [View same] [iqdb] [saucenao] [google]
9544727

>>9544705

>> No.9544761

>new HL1/2 stuff leaked
Still holding out hope this year is the year the Valve SourceSafe repo in its entirety gets dumped

>> No.9544794

>>9544649
Wrong. Legacy is part of nostalgia and that sells well. As an anon on /vr/, you should be well aware of that. He sold it before and is selling it again.

>> No.9544806
File: 2.32 MB, 800x450, swapping out the caltrops for something simpler but way more effective.webm [View same] [iqdb] [saucenao] [google]
9544806

Damn I shoulda done this to begin with.

>> No.9544856

>>9544806
Mod name? Seems pretty cool.

>> No.9544859

>>9544856
GMOTA. I recently made a pretty big update and I've been going back and refining this bullshit further.

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

>> No.9544864
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9544864

>>9544806

>> No.9544873

>>9542678
when will x0r leak that one shadow warrior expansion? otherwise this feels very silly we should've had this code ages ago

>> No.9544879
File: 1.53 MB, 800x450, Fucking frustrating fists are flying me into a frenzy.webm [View same] [iqdb] [saucenao] [google]
9544879

>>9544864
well you can see there I'm fucking around with the upgrades and working on a different upgrade rather than the caltrop thing, don't care much for it now. Had another anon on another board make some pretty bold claims about the design of all this, but he does have a point about how potentially overpowered these upgrades can be. I might need to replace the stun overload with something else too.

Besides this I've been really wishy washy on what to do with Blaz's fists. I've had enough people complain about them that I feel it's a problem in need of addressing. They currently do webm related with autofire, which is good but it might be TOO GOOD. You know? I don't know how in the fuck I made them autofire, but I did.
I might just make it a strong and fast two hit combo where Blaz throws a haymaker immediately followed up with the same stunning uppercut, and give it some radius thrust to push enemies back, along with stunning whatever gets hit directly.

>> No.9544890

>>9544873
Didn't Deadly Kiss's dev build get released ages ago?

>> No.9544895

>>9544890
woops my memory got the best of me or google's search engine is dogshit.
probably both

>> No.9544984

>>9544705
https://youtu.be/rJcgS92Fup8

>> No.9544994
File: 3.38 MB, 5160x2160, Screenshot_Doom_20230104_194259.png [View same] [iqdb] [saucenao] [google]
9544994

>>9544879
Little idea. If the problem is that they're so strong on their own their messing up your balance idea vs sword, then decrease their damage but increase their knockback so they still serve a purpose.

>> No.9545017
File: 5 KB, 569x32, 100vr.jpg [View same] [iqdb] [saucenao] [google]
9545017

I am too smooth brained to understand the hidden genius of this map.

>> No.9545026

>>9545017
>getting filtered by 100minvr

>> No.9545209

>>9541319
>>9541615
>>9544994
what monitor are you using?

>> No.9545240

was this ever finished in some form?
https://www.moddb.com/games/doom-compile-project/downloads

>> No.9545242

>>9539409
It's up.
https://www.doomworld.com/idgames/levels/doom/Ports/s-u/unrattled

>> No.9545274

>>9545242
>UMAPINFO behavior has been shown to be inconsistent across ports. In DSDA-Doom and GZDoom, clearing E1M5 will take you to E2M1. In Woof! and Nugget Doom, it has been reported that clearing E1M5 will simply end the game and return to the title screen. The set may still contain HOMs or misalignments.
What's the deal with this umapinfo bug?

>> No.9545276

>>9545274
There's a text crawl after E1M5, which causes Woof-derived ports to take you back to the menu.

>> No.9545284

say if i wanted to play Doom/Build games for cheap on a spare screen at home what would be the best solution?

>> No.9545312

>>9545284
A computer? What are you, a retard?

>> No.9545459

are there quake slaughtermaps?
are there goodquake slaughtermaps?

>> No.9545468
File: 2.95 MB, 640x480, 2023-01-05 19-16-24.webm [View same] [iqdb] [saucenao] [google]
9545468

>> No.9545553
File: 2.94 MB, 640x480, 2023-01-05 18-43-32.webm [View same] [iqdb] [saucenao] [google]
9545553

>> No.9545572

does anyone remember when an anon posted a pic of btsx textures being used in quake?
are there any quake mappacks that extend on themes used in doom wads?

>> No.9545604
File: 2.95 MB, 640x480, 2023-01-05 18-48-01.webm [View same] [iqdb] [saucenao] [google]
9545604

>> No.9545606

>>9545459
with quake weapons, slaughtermaps would be a chore to play

>> No.9545626

>>9545459
Underdark Overbright gets nutty near the end.

>> No.9545637
File: 2.94 MB, 640x480, 2023-01-05 20-14-54.webm [View same] [iqdb] [saucenao] [google]
9545637

q

>> No.9545668

Share a wad endquest for heretic.

https://www.doomworld.com/forum/topic/119871-endquest-episode-for-heretic/

>> No.9545729

>>9545459
quake 4's enemy roster and movement system (slow base speed but bhop remains so you can ramp up quickly + crouch slide) would be perfect for a wide open slaughter map/serious sam homage
shame it'll never happen

>> No.9545750

>>9545637
Do you have any Armageddon shield clips? Lest we forget.

>> No.9545802

>>9545459
https://www.quaddicted.com/reviews/quck_demo2.html

>> No.9545809

>>9545606
Slow grinds through thousands of bullet sinks are what slaughterfags want, so what's the problem? If you want to make them more accessible for Quake players, just build them around rocket/quad spam.

>> No.9545835

>>9545729
Serious Sam homages don’t work well when you can outrun everything. Zerks in 4 work great when you’re slow or cramped.
>shame it’ll never happen
I think this is more due to a complete lack of interest. There’s probably more interest in Q2 mapping than Doom 3, let alone Q4, and I don’t think D3/Q4 mapping is as archaic as what you’d have to do for Duke3D.

>> No.9545862
File: 2.84 MB, 800x498, 2022-11-17 07-34-14.webm [View same] [iqdb] [saucenao] [google]
9545862

>>9545750
I have the replays, but I'm not sure they'll be as entertaining.

>> No.9545961
File: 1011 KB, 1437x808, Screenshot_Doom_20230105_sunlust2.png [View same] [iqdb] [saucenao] [google]
9545961

lol

>> No.9545989
File: 2.85 MB, 1280x960, 2023-01-05 21-36-41.webm [View same] [iqdb] [saucenao] [google]
9545989

>>9545750

>> No.9545991

>>9545961
oops all archviles

>> No.9546041

Am I going to be able to get bots working in Quake 2 for linux or do I need to install it in Wine? In fact I'm finding mods in general are just broken in Yamagi.

>> No.9546174

>>9544879
Like I said before they were literally perfect in 1.4

>> No.9546181

>>9545989
What game is this?

>> No.9546218

>>9546181
Sonic Robo Blast 2 Kart, an (originally) Sonic-themed kart racing fangame that uses a heavily modified version of the Doom engine, we play it regularly on Wednesdays, the last Sunday of every month (last month notwithstanding), and occasionally whenever.
>>9543807

>> No.9546219

>>9545312
i mean is there raspberry style stuff that can run linux? a whole new pc would be overkill i already have one and it's not that cheap

>> No.9546284

>>9546219
You could get one of those office mini pcs to run Doom on.

>> No.9546314

>>9546284
seems like a good idea.
i found one with celeron, 8 gigs of ram and 246 gigs ssd for 150 bucks.
that could run any retro shooter i guess.
i was considering a "VCS" on discount last week but they didn't deliver to europe...

>> No.9546357

>>9545606
If you're generous with Quad Damage it can work out, SNG, SSG, especially the Rocket and Thunderbolt, they all haul ass when powered up.

>> No.9546376

>>9544994
I feel further reducing the power would cycle us back around to the current problem but possibly worse because then people would be just pounding away at enemies even longer. Knockback is something I'm considering though, I think I'm gonna try the fast two hit combo with the uppercut having a radiusthrust like it did in v1.4

>>9546174
There's some shit tacked onto the fists back then that I definitely do not want to bring back, like the damage ramp up in the combo, the weird AOE flinch but only for the second and third hits, and I think the fists could do as much damage as the sword from the ramp up.

>> No.9546395

>>9542706
THIS VERY MUCH.
Hopefuly...

>> No.9546413

>>9545835
the berzerkers have their bullshit lightning attack to force you into close range + a base non-strogg 160 unit movespeed is a good limiter if you place enemies well to not let you speed up too much in one direction

>> No.9546432
File: 3.53 MB, 5160x2160, Screenshot_Doom_20230104_181914.png [View same] [iqdb] [saucenao] [google]
9546432

>>9545209
MSI MPG341QR 3440x1440@144 34" ips

Always wanted an ultrawide and 144fps ones are $500 and under now. It's a love or hate thing for most people and I goddamn love it, it's basically turned every game (boomer shooters included) into John Carpenter anamorphic aspect ratio. I wasn't going to talk about it unless asked.

Running GZDoom at 1.5 scale to get 5160x2160 resolution, and my 2070 super actually can't kick a resolution higher than that anyway. Also monitors legit that resolution are $1000 more than this one, fuck that.

>> No.9546436
File: 4 KB, 63x414, 1.png [View same] [iqdb] [saucenao] [google]
9546436

Well after 1 year of working on a Megawad, this is my current status. * is WIP, X does not exist yet. Collaborating with others is out of the question, I've had nothing but flamboyant backstabbers so far.

>> No.9546445

>>9546436
Good like with that. I've uploaded 20-maps version because I'm not sure if I'll ever be able to complete it.

>> No.9546470
File: 1.28 MB, 854x480, lol2zerk 2ZERK.webm [View same] [iqdb] [saucenao] [google]
9546470

>>9546413
Let us know how it goes. You'd also have to balance around bunny hopping or mess with the game to find a way to stop it entirely so it doesn't help to trivialize encounters.

>> No.9546497

>>9546470
"balancing around bunnyhopping" implies spamming 50 bajillion of every unit and playing exclusively on the difficulty where half of everything instakills you — it doesn't need more than that beyond thought out enemy placements
removing the primary selling point is silly, the gradual ramp up of the slow-base speed bhop offers a nuanced dynamic to the combat loop, similarly to how you can go like 70mph in doom but can't change directions on a whim

>> No.9546509

>>9539409
It turns out, Qbism his hosting the most up to date quake 2 compiler
https://github.com/qbism/q2tools-220

>> No.9546513
File: 778 KB, 678x767, 1642553689051.png [View same] [iqdb] [saucenao] [google]
9546513

>>9546497
When can we expect some progress?

>> No.9546523

>>9546436
Keep in mind that, if you don't oppose a little bit of spotlight, you can call upon "Rentry anon" so that he'd put your work to OUR WADS page. Author's corner is a bit desolate at the moment, so fun additions are welcome, even at their development stage.

>> No.9546531

>>9546523
Oh believe me, I want all the spotlight, I'm a natural born attention whore, I just do not trust anybody and I'm very much aware that my mapping skillz will never be good enough to impress anyone.

>> No.9546532

>>9546470
I can't tell if this is Doom 3 BFG or Quake 4...

>> No.9546540

>>9546513
whenever someone who knows how idtech 4 works and incidentally has the same exact niche vision i do gets on it

i implore said individual to name it "quck 4: stroymale apocalypse"

>> No.9546557
File: 1.51 MB, 1152x1296, d3q4.png [View same] [iqdb] [saucenao] [google]
9546557

>>9546540
so I sleep.
>>9546532

>> No.9546575

>>9542029
I did this too. thinking back, I wonder how many us bugged the guy over stupid shit like this.

>> No.9546604
File: 335 KB, 1920x1080, [SubsPlease] Do It Yourself!! - 10 (1080p) [631F1468].mkv_snapshot_00.07.57_[2022.12.07_20.59.11]08.jpg [View same] [iqdb] [saucenao] [google]
9546604

>>9546531
Oh come on you disingenuous slob, is this what you meant by attention whoring? No one even suggested you to join some academy awards for this century old moldy video game designed for fossil people.

Well, you can have it your way, here's (you).

>> No.9546608

>>9546181
Adding on to what >>9546218 said, you can think of the game as MUGEN kart. We've added enough characters and maps to our servers to make Smash Bros. blush.

>> No.9546609

>>9546608
>MUGEN kart.
Don't actually say that to the devs though, they'll have a heart attack and actually die.

>> No.9546680

>>9546557
What's the top area? Bottom area's the air scrubber room from D3's waste refinery, I think.

>> No.9546848 [DELETED] 

Dean of Doom with his neverending Mucus Flow faggotry is the same as James Rolfe and the stupid park dragon. Guy is one step away from becoming a tranny, what an insufferable pretender.

>> No.9546856

>>9546604
(Not him) I've been in the Doom community long enough to know that the DW people treat the game like a religion and their favorite mappers like their Gods.

>> No.9546873

>>9546436
didn't you get the memo?
the definition of megawad is now at least 64 maps

>> No.9546874 [DELETED] 
File: 21 KB, 240x281, romero.jpg [View same] [iqdb] [saucenao] [google]
9546874

>>9546848
kek'd. DoD is very entertaining but the guy seems greatly unself-aware. In some of his reviews, specially BTSX E2, he calls some of the authors "pretentious"... seems the word is in his vocabulary, so it makes me wonder how those levels are the ones that are pretentious, but something such as the Mucus Flow is actually genius and not pretentious at all.
No real complaints here though. I mostly agree with him, but would like to know his reasons.
Another thing that aggravates me is how furious he was at Gene Bird. It's just Doom levels brah, no need to wish death upon the guy.

>> No.9546889
File: 104 KB, 1652x1111, 1664099182988.jpg [View same] [iqdb] [saucenao] [google]
9546889

>>9546873
Try and keep up, mate.
https://doomwiki.org/wiki/100,000_Levels

>> No.9546896

>>9546889
>200 midis
lame

>> No.9546902
File: 69 KB, 480x480, 1409783427208.jpg [View same] [iqdb] [saucenao] [google]
9546902

>>9546873

>> No.9547006

>>9546608
Comparing it to MUGEN is bad, as it's known for extremely broken characters. There are just two stats per character in SRB2K.

>>9544376
No wonder you couldn't control it, you were using a character with maximum weight on your first time playing.

>> No.9547012

>>9547006
>Comparing it to MUGEN is bad, as it's known for extremely broken characters
and the porn characters, don't forget them

>> No.9547027
File: 2.00 MB, 384x216, KARTS ARE FOR FAGGOTS.webm [View same] [iqdb] [saucenao] [google]
9547027

>>9547006
>There are just two stats per character in SRB2K.
With lua, you can script anything you want.
https://mb.srb2.org/threads/srb2-chars.28265/
https://mb.srb2.org/threads/r9a-arrowhead.28879/

>> No.9547246

Sorry lads, too much overtime today. I'll shoot for tomorrow, but if not next week.

>> No.9547302

>>9545026
>he doesn't get filtered by MAP05 of overy WAD he plays
Fukken tryhard

>> No.9547491

>>9543807
For /vr/sounds:
MEGAFAGGOT: https://voca.ro/16wbE3BQxUjh
ROBOBITCH: https://voca.ro/11qRAV3LIvwL

>> No.9547502

>>9547491
go to bed bnuuyman

>> No.9547705
File: 356 KB, 434x684, 1661353273054.png [View same] [iqdb] [saucenao] [google]
9547705

How are you, fellow blaster-fodder?

>> No.9547757

>>9539408
Remember that 3d fallout 1 and 2 project?
https://www.youtube.com/watch?v=T38Lsi5pohw
Shit looks good and smooth AF

>> No.9547867
File: 208 KB, 800x600, Desktop Screenshot 2023.01.03 - 23.40.42.53.png [View same] [iqdb] [saucenao] [google]
9547867

Cool-looking maps, but this guy is a goddamn sadist

>> No.9547996

>>9547867
What tc?

>> No.9548013
File: 151 KB, 800x600, duke0002.jpg [View same] [iqdb] [saucenao] [google]
9548013

>>9547996
Oblivion

>> No.9548024

>>9542678
Have there been an unusual number of source leaks recently? Or is it just that I only recently started paying attention?

>> No.9548025

>>9546357
>If you're generous with Quad Damage it can work out
Ok, now I could see it.

>> No.9548054

>>9548024
Yeah it's been wild in the last month.

>> No.9548068

>>9548025
It’s the only way for the strength of Quake’s arsenal to approach BFG power levels.

>> No.9548096

>>9548068
I think it's a workable solution for the base game, the Quad Damage is your BFG, you have 30 seconds but you're fast as fuck, hurry to find and kill as much as you can before it runs out.

>> No.9548121

>>9548096
Base game already does that on several occasions. In the context of matching “bfg spam slaughterfights” custom content, plenty of quad drops would be essential.

>> No.9548208

>>9548121
Yeah, that's what I mean, as you dial up the monsters, you dial up the powerups as needed.

>> No.9548217

>>9548208
oh ok

>> No.9548603 [DELETED] 
File: 445 KB, 1380x920, senior-man-reading-newspaper_236854-1620.jpg [View same] [iqdb] [saucenao] [google]
9548603

>>9546436
To add to what has already been said, I don't even know what goes into most of these wads and would prefer to leave any potential surprises for undefined later.
So, if you'd like to display your effort in the form of a big length single map or a collection of three smaller ones for example, plus have a basic sensibility of not putting any kinky jump scares inside (preferable), then you're good to go.
Like, I have no fucking idea who the fuck a2bob is or whoever, huge perverts all of them probably.

What's status of Serious Sam mapping project? I saw someone making a tutorial for it.

>> No.9548614
File: 2.34 MB, 1920x1080, q2xp0165.png [View same] [iqdb] [saucenao] [google]
9548614

>>9547705
not bad but gotta work and miss another dm fragfest. sucks.

>> No.9548619
File: 445 KB, 1380x920, senior-man-reading-newspaper_236854-1620.jpg [View same] [iqdb] [saucenao] [google]
9548619

>>9546436
>>9546531
To add to what has already been said, I don't even know what goes into most of these wads and would prefer to leave any potential surprises for undefined later. So, if you'd like to display your effort in the form of a big length single map or a collection of three smaller ones for example, plus have a basic sensibility of not putting any kinky jump scares inside (preferable), then you're good to go. Like, I have no fucking idea who the fuck a2bob is or whoever, huge perverts all of them probably. -Rentry anon

What's status of Serious Sam mapping project? I saw someone making a tutorial for it.

>> No.9548702

>>9546873
Do deathmatch arenas count?

>> No.9548816

>>9548702
Only if they are completely separate.

>> No.9548947
File: 50 KB, 820x470, 1672716427640642.png [View same] [iqdb] [saucenao] [google]
9548947

>>9539409
>>9540194
There is disinfo in news post. Project lead asked to apply for participation to FirstDatesvr@mail.com, as outlook.com didn't work out for him. Maybe we should change the link to https://postimg.cc/nsr8YLGy or make a new rules post? I wonder just how many people sent their mails to the wrong address so far.

>> No.9548958 [DELETED] 

why can't i run environmental variables from desktop files?

>> No.9548960
File: 402 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9548960

AH SHIT I'M LATE, BUT WE'RE STILL LIVE! Tonight we're playing THREE WAY CTF, and to keep things fresh, we also have SAMSARA this time, on top of functioning vrsounds!

51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9548961
File: 19 KB, 1151x380, file.png [View same] [iqdb] [saucenao] [google]
9548961

>>9548947
I've gotten a grand total of zero interactions on the mail.com inbox. But I am leaning toward just postponing it until next year unless there has been a significant amount of people who sent something to the wrong address.

>> No.9548964

>>9547757
What engine in this case?

>> No.9548973

>>9548947
Also, 7 January is close, so it's worth claryfying that signup window extends for the whole month ahead as lead described here >>9540130. In this case my postimg link needs editing too.
>>9548961
That was a rough start for sure.

>> No.9548987

>>9548961
I literally just realized that I should send another email to your new account, in case you lost my contact info from your previous account.

>> No.9548989

>>9548987
I have the 3 previous submissions before Microsoft fucked me, but you're welcome to do it again for the new address just to make sure it works.

>> No.9549009
File: 90 KB, 1280x720, FrenchMeat.png [View same] [iqdb] [saucenao] [google]
9549009

what did he mean by this?

>> No.9549076

>>9539409
Painslayer updated to 1.3.0.
https://www.youtube.com/watch?v=W-pd5GfsEck

>> No.9549116
File: 23 KB, 1280x720, error.jpg [View same] [iqdb] [saucenao] [google]
9549116

i got this crash with NotBlood in French Meat e2m1.
every "behavior" setting was set to "NotBlood" except for weapons.
>a cultist on the second stair was throwing around dynamite bundles and entered infighting maybe as he shot and it crashed they were near a sliding door.
i don't really know what did what but that's what i recall.
i didn't do a clean install with the last two updates or so, so maybe it's the culprit...

>> No.9549118

>>9549116
meant second floor, excuse my engrish

>> No.9549124
File: 1.94 MB, 1920x1080, 2.png [View same] [iqdb] [saucenao] [google]
9549124

>>9547705
Everyone's fine.

>> No.9549143

whats the best version of duke nukem 3d currently?

>> No.9549150

>>9549143
Eduke with pirated .grp files

>> No.9549158

>>9549150
did they censor the world tour version? or is it more "don't feed Pitchford"?

>> No.9549161

>>9542820
Flatness and unflatness are both useful depending hugely on all the other aspects of the design and what your intentions actually are. There's no point in trying to judge a map based solely on a single image anyway unless you're only concerned with aesthetics. Even if you can infer something about the level design from looks it will always be liable to misunderstanding. If you want meaningful feedback on a map you should post something playable, and if you don't have anything playable yet then there's not much feedback to give.
>>9548947
I think the entire idea of this project is unrealistic. Aside from alienating participants with a premise that's weird and logistically difficult you're also potentially cutting the maps per person in half by design. "Unrattled", which was released less than a month ago only got 11 maps despite being comparatively normal, I don't think we have enough active mappers here to accomplish even an episode wad given the circumstances. I certainly don't want it to fail but it seems like an uphill battle.
Looking back at the participation rates for the previous /vr/ projects reveals that the best attended ones (with at least 32 maps) are the units/minutes/lindefs of /vr/ series. This indicates to me that this board is mostly interested in making, vaguely, "simple maps for doom2". Any deviation from that formula is probably going to dissuade participation. Sometimes that could be desirable if it makes for a higher quality overall but I think you've reached a tipping point where the idea simply can't make anything.

>> No.9549181

>>9539408
none of the retro shooter packs linked contains a worldtour zip/grp ready to use with DukeGDX

can anyone share it somewhere?

>> No.9549220

>>9549116
Thanks for the report. I've come this crash before, and I believe it's caused by the gibs spawning in an invalid sector. Unfortunately this is actually bug carried over from DOS, and is pretty random at that. But considering I've had this happen to me recently on E2M1 I'll try to debug and fix it soonish.

>> No.9549292
File: 2.77 MB, 480x270, BBBBBBRRRRAAAAAAIIIINNNNSSSS.webm [View same] [iqdb] [saucenao] [google]
9549292

>>9549220
>Unfortunately this is actually bug carried over from DOS, and is pretty random at that
interesting. i may have triggered it not long ago with too many simultaneous exploding zombies before they could deploy(still all in one place before they detect you), with this spawn trick in webm related
>But considering I've had this happen to me recently on E2M1 I'll try to debug and fix it soonish
well good luck and thank you anon.

>> No.9549313
File: 356 KB, 846x458, 1661627767549.png [View same] [iqdb] [saucenao] [google]
9549313

>>9548619
The tutorial is essentially done and ready for anyone new to Serious Editor. Here it is again for those interested: https://rentry.org/vy4qr
As for the project itself I hope to start that sometime at the end of the month or early February, near the end of the First Dates of /vr/ project that's happening now.

>> No.9549636
File: 213 KB, 560x560, 8a7.gif [View same] [iqdb] [saucenao] [google]
9549636

>>9539409
Planning to release the next update of 94P, if not this weekend, then ideally soon after (knock on wood). It'll include the 'safety step' for easy difficulties on Recycling Complex, and a revamped Lucifer's Hammer.
Anything which will need a tweak which anyone else can think of?

>> No.9549637
File: 1.02 MB, 1437x808, Screenshot_Doom_20230107_sunlust.png [View same] [iqdb] [saucenao] [google]
9549637

>> No.9549660

>>9548960
Killed. Thanks for joining.

>> No.9549706

>>9549637
that looks pretty original

>> No.9549737

SRB2K stuff: I assembled a music pack themed around Doom and Quake and put it in retrovidyastuff. Don't know if anyone's up this late, but the server's up at 51.161.34.159 if you want to check it out.

>> No.9549792

>>9545459
Quck was posted, but here it is again:
https://www.quaddicted.com/reviews/quck_demo2.html

Pretty much any Tronyn map is slaughter.
https://www.quaddicted.com/reviews/?filtered=Tronyn
Check out Unforgiven in particular, but literally any of his work. Guy's awesome.

>> No.9549798

Never visited this board before.
What do you guys think of AI uhh I mean computer generated maps for Doom? You know Obisidian and stuff. Epic or cringe. Or just mid.
I think they are pretty cool if you dont mind the relative simplicty and lack of creativness.

>> No.9549801

>>9549798
You mean Oblige? Yeah that's a fun timekiller. Did a lot of GMOTA with Oblige way back.

>> No.9549807

>>9549798
Neat from a technical standpoint, but I don't enjoy playing them. I have too much in my backlog to need to generate lower quality facsimiles.

>> No.9549812

>>9549801
i used to play Oblige maps. There are also Wolf3D and Spear have these too but i don't know if i can run them in Win11.
>>9549801
>>9549798
apparently it's a continuation of Oblige
>https://forum.zdoom.org/viewtopic.php?t=71457

what i like about these is the fact you'll be the first to discover/only person to play the map. i used to find it mildly creepy because of the randomness

>> No.9549845

>>9549812
This is really cool if only it would fucking work.

>> No.9549850

>>9549798
I like obsidian-generated maps with Hideous Destructor, for a hardcore tactical roguelite sorta thing.

>> No.9549854
File: 208 KB, 426x585, doom my shit up.png [View same] [iqdb] [saucenao] [google]
9549854

>>9549845
damn

>> No.9549860

now we need a Build map generator...

>> No.9549869

>>9549854
Wait no it works, but for some reason only the Zdoom one is working for me. This is quite something. I really liked Oblige and this is that on steroids.

>> No.9549876
File: 45 KB, 796x756, Obsidian.png [View same] [iqdb] [saucenao] [google]
9549876

>>9549812
>>9549869
damn how did i miss that
this thing supports more than Doom

>> No.9549964

The Christmas thread inspired me to get back into the Doom game. Max comfy

>> No.9549975
File: 353 KB, 3840x2160, SpppppeeeaaarOfDesttttttiny.jpg [View same] [iqdb] [saucenao] [google]
9549975

>>9549876
>>9549869
welp i got this glitch in a Spear generated map D:
>>9549964
That's the Christmas spirit :D

>> No.9549978

>>9549975
aaaaaaaaannnd it crashed...

>> No.9550026

>>9549143
Game.com

>> No.9550161
File: 157 KB, 2276x1356, NotBlood.png [View same] [iqdb] [saucenao] [google]
9550161

WOW
NotBlood anon is fast

>> No.9550163
File: 118 KB, 1280x720, goramyd.jpg [View same] [iqdb] [saucenao] [google]
9550163

>>9550161
the mad man did it
thank you NotBloodanon

>> No.9550183

>>9550163
ok i managed to crash it so maybe it was not related but i could have sworn it crashed far easier before hmmm maybe this time i just reached the engine's limit?

>> No.9550187
File: 24 KB, 400x452, 1669008297795431.jpg [View same] [iqdb] [saucenao] [google]
9550187

VMFs of Half-Life:Source and Counter-Strike:Source have been leaked!
https://hl2-beta.ru/index.php?topic=29387.60

For those of you who don't know VMF, from Source Wiki:
>The Valve Map Format (VMF) is a proprietary format that stores raw (pre-compile) >map data, used by the Valve Hammer Editor to save production-stage maps and >prefabs. It contains information on all map brushes and entities in a keyvalue >format stored with a ".vmf" extension.

>> No.9550191

>>9550187
Didn't we have HL:S map sources already from the 2003 leaks
or are these the shipping versions
Still waiting for actual HL1 alpha/beta asset leaks.

>> No.9550195
File: 1.27 MB, 1366x768, barneytes.png [View same] [iqdb] [saucenao] [google]
9550195

>>9550187
>the leaks never end
what is happening

>> No.9550201

>>9550195
Leak Hoarders from Discord are, well...
leaking.
I love the Valve leaks, but Im more excited for the xor_jmp
leaks. Douk and all of that.

>> No.9550203

>>9550201
same here

>> No.9550213

>>9549158
World Tour has some nasty bugs. You can play the fifth episode with eduke though.

>> No.9550214

>>9550191
>or are these the shipping versions

>All retail Counter-Strike: Source map VMFs, more cut maps, and one Terror-Strike map were released by eymane. Here's a list of some of the newly discovered maps that haven't been mentioned above:
cc_prototype (Cut Gamemode)
cs_site
de_fastline
de_nuke_khanh
de_oil
de_port_tr
de_stadium
de_vegas
ht_cbble (Heist Gamemode)
zombie_city (Terror-Strike Map)

For HLS, looks like all the non-retail maps are tests and odd versions of the HLDMS maps.

>> No.9550215

>>9549706
It's from Sunlust.

>> No.9550224

>>9550213
Already? I played it with Raze since the WT ran
like ass for me.

>> No.9550305
File: 762 KB, 1600x900, woah.png [View same] [iqdb] [saucenao] [google]
9550305

>>9550183
That depends on the crash message. If it's a seq.cpp active count error then that's caused by a lack of SEQ slots dedicated to animated sprites - which I've pushed an update to bump up by 4 times. It should handle stuff like in the pic easily.
If the error message is the same as >>9549116 then the cause of the crash is happening elsewhere and I didn't fix shit.

>> No.9550386

>>9539408
Why does everyone in these threads suck Blood's dick so much? I tried it and it kind of fucking sucks.

Secrets are not indicated in any way and require wall licking like in Wolf3D, hitscanners are ridiculous, and everything is janky as fuck. Raze helps a bit with the jank, but even then the game just keeps starving you for ammo. Everyone said this will end after first few levels - bullshit, it just happened again in Great Temple.
In fact, using Raze seems to imply that hitscanners are also janky in the original, since I seem to take much less damage in that port and hitscan guns are easier to aim. Besides, Raze introduces new weird jank where flying enemies will decide to stick to the ceiling and almost never come down.

Game clearly wants you to use the dynamite, but it's just a badly designed weapon. It takes a bit (half a second) before you throw it, so if you do it in the open, hitscanners are gonna shred your health. But if you try to charge throw while in cover, pop out, quickly toss it and run back in - because there's a delay before tossing it, you will just explode yourself by tossing it at your cover. And there's almost no health.

At it's best it can be fun, but at it's worst, it's trash.

>> No.9550390

>>9550386
Like - if throwing dynamite worked like pipebombs in Duke, the game would be much more enjoyable.

>> No.9550391

>>9550386
>i suck at the game therefore it's bad

>> No.9550392

>Why Blood?
It's fun. Also GDX and Not Blood have better customization than Raze. It's also okay not to like it.

>> No.9550398

>>9550386
>Why does everyone in these threads suck Blood's dick so much?
It's the least popular Build shooter. If nobody played it, they can't call you out on the blind praise.

>> No.9550406

>>9549860
Build is too goddamn complex

>> No.9550415
File: 1.28 MB, 2560x1440, rrgarage.png [View same] [iqdb] [saucenao] [google]
9550415

>It's the least popular Build shooter.
Probably this game, or maybe Shadow Warrior.

>> No.9550419

>>9550415
what about powerslave?

>> No.9550423

>>9550214
>Terror-Strike
That's just extremely early L4D beta. More like a prototype proof-of-concept "game".

I remember that me and my brother used to play in our computers CS:S with all the bots (knife only) in the defending faction. It was quite damn fun. And we did it nearly during the same time that they started developing L4D

>> No.9550452

>>9550419
If we're getting down to it, for sure. That, Tekwar, and Witchaven. We'll even put Ken's Labryinth in there. There's probably some other obscure stuff I forgot.

>> No.9550453

>>9550391
I suck at the game if there's a skill to be learned that I'm missing. Starving the player of necessary ammo is not real difficulty, because you can't LEARN to have more ammo.

Similarly, if I'm facing hitscanners and my only option is to take damage (because I have to wait a bit in the open while tossing dynamite and hitscanners have insane reaction time) in a game with no real health pickups except for ones that RANDOMLY drop from enemies - that's not lack of skill. At best, I'm lacking *luck* that I don't get more life essence drops.

Sure, you can find secrets, but secrets are usually not indicated in any way (some are good logical secrets but many aren't, or are indicated by the tiniest change in texture tint that is insane to notice for a normal person), so that means the optimal way to play Blood - aside from using a walkthrough - is to press Action on every single wall you find. If you find that fun, sure, whatever. I don't.

>> No.9550461

>>9550452
Saying Ken's Labirynth is Build is like saying Hovertank 3D is Doom engine.

>> No.9550465

>>9550453
>Starving the player of necessary ammo is not real difficulty
Never once in my years of playing Blood have i ever run out of ammo. Maybe try hitting the enemies instead of wasting your ammo in your irrational, blind rage.

>> No.9550469

>>9550386
Blood is good but way overrated. The only enemy that's truly fun to fight is the cultists and the map design takes a huge step down after the second episode.

>> No.9550481
File: 2.79 MB, 640x360, bloodparlornoobs.webm [View same] [iqdb] [saucenao] [google]
9550481

>>9550465
>going into Blood not realizing about health and enemy accuracy scaling on higher difficulties while ammo drops don't
Yeah, that can be a deal breaker and lead to a rough first impression of the game especially if you're going through it on WD.
>>9550469
Blowing up things in Blood is more fun in any build game though. Monolith had some magic going on, something they carried into FEAR.
SW probably has the most "well rounded" and challenging enemy roster of those old 90s build games and maybe RR but I enjoy playing Duke and Blood more.

>> No.9550486

>>9550386
Are you playing on Lightly Broiled? If not, then the game is straight up bullshit all the time and you basically need to know every last enemy spawn to succeed

>> No.9550506

>>9550465
I'm not completely running out of ammo, I'm running out of ammo for workhorse weapons in first episode like shotgun, tommygun and flaregun.
So fucking what that I have dynamite if entire E1M6 is filled with hitscanners ten million miles away from you on ledges up high? The only weapon that is any good at long range that I have is Napalm Launcher, and it doesn't have too much ammo.

>> No.9550515

>>9550486
I am. I'm not saying the game's unbeatable - yeah, if I quicksave before every corner it is. But is that fun? Not really.

Yeah, I imagine if you played it as a kid and already memorized where enemies are it's more fun, but I sure didn't.

>> No.9550518
File: 1.90 MB, 2160x1080, 1673102498279132.jpg [View same] [iqdb] [saucenao] [google]
9550518

Based.

>> No.9550521

>>9550515
>But is that fun? Not really.
Bump it down a difficulty or stop playing since it’s not fun.
When I was a kid I sucked ass at shooters and knew that, so I played on the easiest setting and had fun.

>> No.9550527

>>9550506
>I'm running out of ammo for workhorse weapons in first episode like shotgun, tommygun and flaregun.
I pitchfork-started this game on WD and never went below 30% for any of those at any time after the 3rd level what the fuck are you even doing with your ammo

>E1M6 is filled with hitscanners ten million miles away from you on ledges up high? The only weapon that is any good at long range that I have is Napalm Launcher
Maybe learn to throw dynamite or oh idk don't waste your flaregun ammo which is supposed to be your long range weapon for e1?
Seriously, the shit you complain about is something I've never seen anyone bring up, you're refusing to learn how the game works and insist that the game is bad. If you struggle that much then at least lower the difficulty to get adjusted first, or just stop playing entirely instead of bitching about it

>> No.9550608

Congratz to quakewulf, who unlike /vr/doom finally got married.

>>9550419
someone needs to port the original game back to build using eduke32
it would be great to see the mummy staff as a weapon

>> No.9550619 [DELETED] 

>>9550187
>.ru
Why can't you Russians just stick to pirating, gaming, and hacking. You're so much better at this than invading Ukraine.

>> No.9550638

>>9550386
>Game clearly wants you to use the dynamite, but it's just a badly designed weapon
It's the best weapon in the game. You need to use it to take out zombies at range, or bounce it around corners to take out cultists. Never use it in the open against them.

>> No.9550652
File: 98 KB, 512x1024, Gun_BackAll1.jpg [View same] [iqdb] [saucenao] [google]
9550652

So much effort put into a single texture piece that no one would ever pay attention to, and then it gets compressed to high hell anyway

>> No.9550657 [DELETED] 

>>9550619
You're so much better at fellating penises than going back to /pol/, Anon-kun.

>> No.9550784

>>9550527
>pitchfork-started this game
I need to do this because carrying over the napalm launcher and jumpboots break every map, but the pitchfork fucking sucks.

>> No.9550798

the proper way to play blood is to set enemy health values to "well done" tier and set every other value to "extra crispy" tier and then pitchfork start every level, learning how to manage your resources and play tactically
enemies fold over and die too quick without well done health but extra crispy breaks kill thresholds to the point of ruining the core combat loop

>> No.9550862

>>9550415
redneck rampage is redeemed by the alien vixen's voice https://www.youtube.com/watch?v=u-HiMgvBlLo

>> No.9550867
File: 2.76 MB, 5160x2160, Screenshot_Doom_20230107_104336.png [View same] [iqdb] [saucenao] [google]
9550867

Zero Master
Ultimate Doom Ep1 UV-Speedrun 5:13
https://www.youtube.com/watch?v=5vtijM0xZMc

>> No.9550872
File: 2.95 MB, 640x360, justcombiringthings.webm [View same] [iqdb] [saucenao] [google]
9550872

Zawa, zawa...

>> No.9550890

>>9550862
unironically, tara strong's first act as voice actress since she is also dixie mae

>> No.9550939

>>9547757
What engine was used to make this?

>> No.9550996

>>9550867
"5 seconds off the record" i forgot to mention

>> No.9551012

>>9550518
What's this all about? A bunch of modders made a TC about themselves?

>> No.9551030
File: 142 KB, 1514x1346, 1673118109965.png [View same] [iqdb] [saucenao] [google]
9551030

>>9548964
>>9550939
What prompts somebody to spam a question you can find the answer to by downloading it for free?
It's using Construct 3. It took me literally 30 seconds to find out, of which 10 were downloading the 200MB file.
Happy new year.

>> No.9551035

>>9551030
What are those holes used for?

>> No.9551087 [DELETED] 

>>9550619
Why can't you NAFO trannies just stick to discord and twitter. You're so much better at this than trying to fit in on 4chan.

>> No.9551096

>>9551030
Oh, fine then. Construct 3, not Unity or Quake engine, huh.

>> No.9551134
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9551134

ALRIGHT MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT AND START THIS YEAR OFF RIGHT!

>> No.9551141

>>9550386
>Dynamite badly designed
It's the best throwable in any game I've played. I suggest you practice with it.

>>9550390
Duke's pipebonbs on the other hand are fucking horrid. They have a fucked up arc to their throw and it never feels right when tossing them.

>> No.9551153
File: 11 KB, 772x582, Screenshot from 2023-01-07 02-06-40.png [View same] [iqdb] [saucenao] [google]
9551153

>>9551134
I'm sick, so I took it easy.
Icons and signpost this week instead of the last few rotations.

>> No.9551164
File: 518 KB, 1416x808, screenshot_gzdoom_Dog Days v2.png [View same] [iqdb] [saucenao] [google]
9551164

>>9551134
I just packaged up my first three levels and am working on my first real WAD. But between then and there I put this together to see if anyone aside from my best friend could give me feedback on how I'm doing.

https://files.catbox.moe/euual0.pk3

>> No.9551198
File: 318 KB, 1862x879, 1644838739432.jpg [View same] [iqdb] [saucenao] [google]
9551198

>>9551134
one done I'll finish a map

>> No.9551248
File: 13 KB, 323x369, DOOM.png [View same] [iqdb] [saucenao] [google]
9551248

First wad of the year completed (with HaloDoom). Gonna pick another random one from my collection to do and I'm getting the urge to play with BURL TUMD again.

>> No.9551254
File: 1.98 MB, 1920x1080, Screenshot_Doom_20230106_221902.png [View same] [iqdb] [saucenao] [google]
9551254

>>9551248
Somehow forgot I was playing Sunder2047 with Russian Overkill. Not sure if gzdoom's been optimized or not using Colorful hell helped but the performance seems to be much better than when I tried about 6 months ago.

>> No.9551296

>>9551254
What does 2047 next to Sunder mean?

>> No.9551307
File: 175 KB, 640x480, doom194.png [View same] [iqdb] [saucenao] [google]
9551307

>>9551134
Some stuff I'm making for some group project.

>> No.9551309
File: 1 KB, 135x76, k.png [View same] [iqdb] [saucenao] [google]
9551309

>>9551296
My mistake, meant pic related. Not sure what it means but I heard there's two versions of Sunder so maybe that has something to do with it.

>> No.9551315

>>9551307
>DOOM Caribbean: On Hell's Beach

>> No.9551338 [SPOILER] 
File: 195 KB, 1024x768, Screenshot_2023-01-07_11-38-13.png [View same] [iqdb] [saucenao] [google]
9551338

I never thought Penthouse Paradise was very good but holy shit is it so much worse than I remember.

>> No.9551339
File: 154 KB, 524x631, 1671339085394.png [View same] [iqdb] [saucenao] [google]
9551339

Serious Business Saturday will be happening today in about an hour and a half (around 4:30 central us time). If you want to download the map early you can grab it here: https://jesterofdestiny.itch.io/kingdom-of-tjurberg-version-1

>> No.9551343

>>9551338
I like big girls, and I can lie.

>> No.9551347

>>9551338
What's wrong with it?

>> No.9551380

>>9551338
>naked lady
reminds me of the old days of vidya magazines and the CDs that came with them, as one mag around here usually came with hundreds levels for Duke3D, Doom, and such to fill out the 650mb
and the staff never really checked what the levels contained so some would have very saucy content, like some textures were straight up just converted from pornographic pictures

>> No.9551389 [SPOILER] 
File: 336 KB, 388x512, 1673126028760.gif [View same] [iqdb] [saucenao] [google]
9551389

>>9551035
To shitpost here, of course.

>> No.9551410

>>9551035
When I was a kid, my friends and I got into an arguement about how Superman flies. We eventually came to the conclusion that he uses his super breath to inhale enough helium for him to float, and then farts with enough power to propel him forward.

That's probably how Cacodemons work.

>> No.9551453

>>9551307
I like the color choices.

>> No.9551459

>>9551347
not him but the whole map was designed to sell porno mags and it plays exactly as you would expect such a marketing tie-in to play.

it's not as bad as >>9551338 says but it's not great either. my main problem with it were how linear it is overall and that you can't interact with the penthouse models like you would the strippers & hookers you run into during the urban levels of vanilla duke 3D.

also the scale of the penthouse models compared to duke is so fucking goofy.

>> No.9551478

>>9542885
No. The closest thing would be to make as exact a replica as possible, but that would take an incredible amount of time and effort, and I'm not even sure if some effects (mirrors - they're different in LD from those in the final product, reflective floors, music changes e.g. in some elevators, laser sight) are possible to recreate with CONs or whatever eduke32 uses nowadays.

>> No.9551517

>>9550201
How do you know its mainly Discord and not SIgnal or Telegram when it comes to the leak origins?

>> No.9551536
File: 2.27 MB, 800x450, More big changes for a small man.webm [View same] [iqdb] [saucenao] [google]
9551536

>>9551134
I'm still on the upswing from being sick, but here's what I got so far:
I'm working on adding a throw for the powered sword, it does the same damage as a boosted sword throw, just with splash damage, though you give the sword up for awhile if you do this.

I'm also changing how the axe behaves. I love the recursion effect but the more I use it the more I realize it's not terribly practical. It'd work better if you could throw more, or if the axes had splash damage. But rather than that I'm opting to make them behave in reverse to the lances: They deal boosted damage and explode at close range, and then they fizzle out and become normal after a short distance. I just need to figure out a good visual effect for the boosted axes. Right now they're just BIG, but when they shrink back to normal size, it's hard to notice because they're flying away from you.

I plan on further fucking with how the power sword is handled in the near future after my break: I'm going to remove the ability to manually toggle the sword on and off, and instead I'll make it automatically kick in after hitting stuff enough times, then it'll be all about just pressing forward to keep the sword powered up as long as possible. I'll just need to figure out what the fists get during this powered up state.

Those explosions for the axes and sword are placeholders, if you're wondering.

>> No.9551562
File: 616 KB, 244x156, 1648663516507.gif [View same] [iqdb] [saucenao] [google]
9551562

>>9551035

>> No.9551598
File: 2.97 MB, 640x360, gd64d21.webm [View same] [iqdb] [saucenao] [google]
9551598

>>9551536
Looks great. It's been fun so far.

>> No.9551603
File: 1.54 MB, 1280x855, 1642542006595.png [View same] [iqdb] [saucenao] [google]
9551603

>>9551339
Serious Business Saturday is ready to go! Today we'll be playing through a map called Kingdom of Tjurberg. It has four levels and although I'm not sure how long it will take I do know that it supports co-op. Grab it here: https://jesterofdestiny.itch.io/kingdom-of-tjurberg-version-1
>ip: 45.79.57.115 (join via specify server)
>Remember to not rush ahead and always waits for others.
If the map proves to be a bit too short then I have another map we can play afterwards.

>> No.9551605

>>9551598
Glad to see you've been enjoying it so much. Making good use of the lances there, working exactly as intended.

>> No.9551614

Good afternoon, /vr/ doomfags! I have a couple questions: I’m getting a new laptop for college to replace my old one that I first got in 2015, the OS is gonna be the new Win11 instead of Win10. I’m not really what you’d call tech savvy and what I’m trying to say is: do most of the sourceports run on Win11 for any of the anons here that use it, like let’s say Woof, Crispy Doom, GZDoom for example? Plus, do doom launchers run ok on it, too? Specifically Doom Explorer, the one that I use.

>> No.9551643

>>9551614
I'm not aware of them having troubles on Win11, but I wouldn't know. Personally I got Win10 when I got a new laptop last year, and made sure it wouldn't update to Win11.

The software ports run well on anything decent (I like Woof the best), but GzDoom can be a bit demanding depending on how you set it up and what you're playing. Doom can't really be divorced from single-threading in any way that's easy, and much of modern computing power comes from multi-threading, which GzDoom can't get much benefit from, so if you want to make sure you can get better performance with fancy GzDoom mods at some point, it would pay to make sure that the computer you're looking at has some decent single-thread performance to work with.

>> No.9551657
File: 71 KB, 250x250, 1664098791159.png [View same] [iqdb] [saucenao] [google]
9551657

>>9550862

>> No.9551662
File: 101 KB, 1024x768, Screenshot_2023-01-07_11-42-56.png [View same] [iqdb] [saucenao] [google]
9551662

>>9551347
>>9551459
It doesn't play offensively badly, but it frankly looks terrible. There's some honest attempts to create shading but they fuck it up by mis-aligning the textures. Almost every door in the hotel has a different texture - one is a pipe texture and another is for chairs. You start on a beach, but the teleporter for the ocean sector is fucked up so if you dive in, it's almost impossible to get out. There is a room that is supposed to have red light, but they used palette 21 instead of palette 2, so the girl in that room has a face that's all glitched-out.
It has a real, "Description: this is my 2nd map ever for Duke3d! let me kno what u think ... crazydud3@hotmail.com!!" feel to it.

>> No.9551674

>>9551603
And the server crashed due to too many bad syncs, epic. Rejoin and let's try this again...

>> No.9551680

>>9551614
Anything compatible with a post-2000 OS should run on Win11.

>> No.9551681

>>9550386
>>9550453
>I suck at the game if there's a skill to be learned that I'm missing.
That's exactly whats happening. Jumping and crouching throws off the aim of hitscanners, they also cannot turn faster than you can run past them so circle strafing up close also works. They have a 100% chance to flinch on hit, so fast multi-hit weapons like the tommygun are excellent on them. Also your flaregun has an alt-fire attack that basically functions as a rocket, fire it at tight groups of them to wreak havoc.

>because you can't LEARN to have more ammo.
Yes you can, by using the right weapon for the job and using them accurately.

>It takes a bit (half a second) before you throw it, so if you do it in the open, hitscanners are gonna shred your health. But if you try to charge throw while in cover, pop out, quickly toss it and run back in - because there's a delay before tossing it, you will just explode yourself by tossing it at your cover.
How have you not figured out your problem here? If you want to quickly toss the dynamite and then pop back in cover then compensate for the half second throw delay. I'm left scratching my head in confusion here and wondering if I didn't comprehend what you wrote properly. Like this bit right here especially:
>because there's a delay before tossing it, you will just explode yourself by tossing it at your cover
Anyone else who had this happen to them would think, okay I guess I'll just delay my toss a little bit so it doesn't hit the cover. Like what the fuck man? You're the problem, not the game. Also It seems you may be completely unaware that you can bounce dynamite around the corner with the alt-fire.

I can tell you're a zoomer. Every single last one of you always blame the game instead of yourself. You've been brainwashed by society and modern games to think you're a special snowflake who can do no wrong and always shift the blame of your failures and inadequacies on everyone else, thus you never improve at anything.

>> No.9551714

>>9547757
Looks janky af.

>> No.9551728

>>9550213
i know, i was wondering what was wrong with the world tour grp files

>> No.9551738

>>9551643
>>9551680
I’ll take both of your words for it. Thank you, anons. The way I have GZDoom set up is basically to make it look like the software mode on hardware mode if that makes any sense. This is the video guide I have on standby every time I get a new ver of GZ: https://youtu.be/9JC8fnz_L3k

>> No.9551742
File: 41 KB, 1920x1080, Screenshot 2023-01-08 02-39-19.png [View same] [iqdb] [saucenao] [google]
9551742

>>9551603
What

>> No.9551752

>>9551742
did you extract the rar's contents into your main TSE directory?

>> No.9551758

>>9551338
https://www.youtube.com/watch?v=6i4wmgvKR9o

>> No.9551759

>>9550305
makes sense

>> No.9551761

>>9551752
I did, DUH. I also tried to find mod that itch.io page mentions, but all the mirrors are dead.

>> No.9551764

>>9551761
you shouldn't need any more mods, just put the contents of the rar into your main TSE directory and make sure the Bin folder inside the rar gets merged with the one in your directory

>> No.9551776

>>9551761
this one worked
http://www.serioussite.ru/load/0-0-1-2306-20

>> No.9551780

Are the expansions for the original Quake worth playing? I played Quake 1 and Quake 4 at launch but none of the other Quakes.

>> No.9551782

>>9551761
>>9551776
ah my mistake, I already had the advanced monster classes installed which is why I didn't notice

>> No.9551795
File: 1.61 MB, 1024x768, C1a3a_port_soldiers.png [View same] [iqdb] [saucenao] [google]
9551795

>>9550201
xor_jmp must leak Half-Life 2 2000 build, he is messiah we need.

>> No.9551809

>>9551338
duke should've had an island of the amazons expansion

>expansion

>> No.9551816

>>9551657
neodoom has an incredibly broken human giantess version of her with all the voice lines

>> No.9551824

Oh fuck me either that was a hard server crash or I accidentally closed the server. Damn I am beefing it tonight aren't I? Give me a second to restart on the third level because I'm sure we were almost done with the second.

>> No.9551834
File: 2.33 MB, 1920x1080, 1670882130267.png [View same] [iqdb] [saucenao] [google]
9551834

>>9551824
back up

>> No.9551892

>>9549158
>did they censor the world tour version?
Only the medkits.
It's shitty though, doesn't even support 1920x1080 and it feels in general a sloppy work.

>> No.9551897

>>9551816
>neodoom
so does female doom and sirenzd(I think)
In female doom she's a weird reskin of hell knight

>> No.9551903

>>9551153
Good shit, looks way higher quality than most addons out there.

>> No.9551905

>>9551892
did EDuke fully implement World Tour ambient occlusion?
they had some nice implementation of AO-based "specular texturing" going on in WT or whatever that was

>> No.9551940

>>9551309
Those are version numbers, old Sunder doesn't have them. There's been a lot more than two since Gazebo adds 1-2 maps at a time

>> No.9551970

What is doomguy default walk/run speed in slade? i am playing a mod that makes him slower and it annoys the fuck out of me due to muscle memory

>> No.9551972
File: 3.69 MB, 1920x1080, 1658756332974.png [View same] [iqdb] [saucenao] [google]
9551972

>>9551603
The server was not liking the final fight so I'm calling it wraps there. Thanks to everyone who joined!

>> No.9551978

>>9551972
Thanks for hosting.

>> No.9551989

>>9539409
Hell On Earth Shareware released
https://www.doomworld.com/forum/topic/109227-hell-on-earth-shareware-6-map-episode-limit-removing-out-now/

Scudhead released (Gifty's FDTWID maps)
https://www.doomworld.com/forum/topic/133367-scudhead-plutonia-episode-limit-removing-out-now/

>> No.9552010

>>9539409
>[12-28] Wolf3D TC 3.0 released
>https://forum.zdoom.org/viewtopic.php?p=1234360#p1234360
whats so different about this than every other classic wolf recreation?

>> No.9552018

>>9551780
Anyone?

>> No.9552028

>>9552018
The two mission packs? Yes. They are better than base game actually.

>> No.9552060
File: 496 KB, 547x553, 1646172420771.png [View same] [iqdb] [saucenao] [google]
9552060

this is NOT how you hold a sniper

>> No.9552061

>>9552028
Interesting, guess I'll buy them

>> No.9552062

>>9552060
He's a skeleton, he doesn't know any better.

>> No.9552070

https://www.youtube.com/watch?v=30hNy1QIwMc
Shame no one pays attention to this Unreal game that eventually became Gears of War.

>> No.9552102

>>9552061
Just buy Quake remaster, it has them both. It even has one new mission pack made on 2021. It's also very good and par on best community map packs.

>> No.9552185

>>9551776
Yeah, the site I found this in listed it as dead, and sure enough clicking download button does not work. Copying link address and entering it directly went flawlessly, because ???.

>> No.9552206

>>9552185
I got the file so next time I host a map that requires it I'll make sure to provide everything. Sometimes maps will already have it included but unfortunately that wasn't the case this time.

>> No.9552263

>>9552070
inb4 x0r leaks it

>> No.9552278

>>9552060
180 no scope

>> No.9552327

>>9551662
kinda makes me wonder if anyone ever thought of "fixing" penthouse paradise.

>> No.9552334

>>9552327
Anyone with the talent to do that would just make their own maps instead.

>> No.9552340

>>9552327
I know at least the ocean teleporter glitch was fixed by someone. I don't know about other fixes, but there's that at least.

>> No.9552341

>>9551338
>>9551662
i like the shopping area and some of the "content" obviously despite its turbo jankiness.
my only real gripe with it is the boss area it makes me ragequit evry toime.
shame there isn't a good adult oriented pack.
i know about the Vixen stuff bu i never managed to make it work correctly for some reason so i can't say if it's any good...

>> No.9552380

>>9540601
>Redneck found used
>Skeletons launcher

>> No.9552394
File: 219 KB, 1080x1080, 1455300011525.jpg [View same] [iqdb] [saucenao] [google]
9552394

>>9539409
>>9539427
The sign-up period has come and gone. There were only 4 people who wanted to participate, so I'm going to just wait until next year. Hopefully people will be more willing to participate then.

>> No.9552514

>>9551517
I don't have all of the scoop but in a nutshell:
>People buy license Source
>In the contract you get the WHOLE repository from Valve to make your game (Assets, maps, source code from Valve Games)
>2 people start drip leaking on the now defunct Facepunch Forums
>The early Gravity Gun and OCWIA model without a scope were leaked along with some textures for humans and HQ textures of a combine soldier
>Apperantly some of those anons downloaded what they could before Valve cuts the access to the repo
>And so the Discord circlejerk begins
>Valve restricts repo access, meaning new people with licenses won't be able to leak anything new.
>What that means is whatever some people got from 2018 is what you get.
>Come 2020
>CS:GO, TF2 and Postal 3 Source Code Leaks.
>People get worried about bots.
>TF2 gets bots.
>Come 2023 January.
>A lotta leaks about HL2 Beta.


And to how?
I've seen it enough times. Leakers want to be the attention whores they are by dropping a crusty png screenshot and say shit like:
>Donate to my ko-fi.
/v/'s favourite Valve person had access to those leaks too.
This is what happend here. Some people got sick and tired and let the floodgates open. It only took 4 years.

>> No.9552568

>>9551795
They need to leak the WHOLE Sourcesafe repo
I really want the HL1 related content more than anything honestly

>> No.9552710
File: 206 KB, 1000x930, 7b8d6878-730e-11ed-a641-5254000973f7.jpg [View same] [iqdb] [saucenao] [google]
9552710

i can't front-right diagonal when crouched in Blood 2, only front-left, is it "normal"?

>> No.9552826

>>9539408
anyone know a good place to try and hunt down a halfway decent Pentium III Windows 98 computer, cause eBay is just nothing but ludicrously overpriced listings

>> No.9552907

>>9549158
just the medkits (because red cross) but outside of that it's basically $15 more for less content.

the megaton edition had the base game + the 3 expansions for $5 while the world tour edition just has the base game + a new episode (because randy has a million excuses for why he didn't want to include the expansions) that's about as long as episode 1 for $20. if you really want to play episode 5 i'd recommend either waiting for it to go on sale or pirating the files from someone.

>>9551728
i can't speak on a technical standpoint but the new weapon & monster they added in episode 5 might be the cause.

>> No.9552946

>>9552907
thanks. btw you can buy Duke 3D on Zoom Platform.
it includes:
>Duke Caribbean: Life's A Beach
>Duke It Out in D.C.
>Duke Nukem's Penthouse Paradise
>Duke! ZONE I
>Duke! ZONE II
>Duke: Nuclear Winter

https://www.zoom-platform.com/product/duke-nukem-3d-atomic-edition

>> No.9552979
File: 3.19 MB, 5160x2160, Screenshot_Doom_20230105_192739.png [View same] [iqdb] [saucenao] [google]
9552979

>>9552826
First there's a $300 hardware emulator of an NES that used an FPGA board (Analogue NT). Emulator isn't the right word, the FPGA is a programmable CPU, and it's made to behave hardware-perfect to an NES. After a few years of arms races Intel starts selling a ready-to-go FPGA board that absolutely dominate the market, then someone starts selling a conversion kit called MiSTer that lets it easily be re-jigged into thousands of arcade machines, or dozens of game consoles and home computers. Like snapping a Raspberry Pi into a kit, except the thing with an Intel FPGA they prefer is a 'DE10-Nano'.

https://www.youtube.com/watch?v=ButwRMclgv0
Here's how well it it can be a 486, running stuff including Doom and Hexen.

Within 5 years you should be able to build a new FPGA system for $300 or less that can pretend it's a P3 with an early graphics card. This isn't the answer you wanted, but, it will definitely undercut capricous valuators.

>> No.9553049

>>9552394
Damn, too bad I chose this year for a break from doom mapping (so far I've been in almost every /vr/ project) since this is a really nice and novel idea for a project

>> No.9553054

>>9553049
It might have a better turnout in a year where we don't make a half dozen wads.
I might make it start even sooner next time, to give people a lot of time to really cooperate.

>> No.9553101

>>9553054
I've only seen maybe a couple of passing mentions about it past month, so announcement came off somewhat unexpectedly. It's like much of the talk about it was segregated to chat groups and I don't visit those. Should check archives to verify how much of it is true before making claims though.

>> No.9553106
File: 664 KB, 1600x900, kmquake2_000.jpg [View same] [iqdb] [saucenao] [google]
9553106

>another /VR/ update
>idiot me spending a whole free week to download everything again
Maybe I should just quit WoT since it's obviously a dying game after the jewdevs gutted half of the old nations techtrees?

>> No.9553157
File: 143 KB, 1280x720, My_game.grp.jpg [View same] [iqdb] [saucenao] [google]
9553157

>> No.9553221
File: 511 KB, 1437x808, Screenshot_Doom_20230108_123202.png [View same] [iqdb] [saucenao] [google]
9553221

I hate chaingunners.

>> No.9553254

So did Quake at release have those sort of slideshow kind of movements like if you played the original Steam release without a modern engine?
If so why was it like that?

>> No.9553307

>>9553254
No interpolation on the 3D animation, it's only showing the keyframes of it. Later games would smooth between those points.

The quake ports call it lerping and there's quite a few fixed models out there, because the vertex animation on the super nailgun for instants zigzags back and forth constantly if you just blend it as is, if you see it rotate smoothly that's using a model that someone bugfixed later. The firepuff on the regular nailgun would also just zigzag back and forth between the barrels.

Skeletal animation has several advantages over vertex animation. The games with skeletal were much smoother, when you play Quake 2 at a high res you can see the geometry of the weapons swim and wiggle a little bit, sometimes models have little gaps in them.

>> No.9553326

https://www.youtube.com/watch?v=BgSNDqBQ78I
Zero Master Doom 2 Nightmare 20:46

15 seconds off of his previous, and Doom 2 Nightmare has broken the 21 minute milestone

>> No.9553362

>>9553307
I see, thanks anon.

>> No.9553402

>>9552263
Good luck
x0r is from 3drealms

>> No.9553421

>>9553307
ACKSTUALLY the advantage of skeletal animation is that it's hierarchical (allowing you to compose motions) and lower storage cost. The reason Q1/Q2 animations swim is vertex positions stored as a single byte, so there's only 256 possible coordinates in each axis. Q3 doesn't use skeletal animation yet doesn't have the silly compression artifacts of Q1.

>> No.9553423

>>9553402
It could be an ex-3DR member. Or even somebody from nu-Apogee, in theory.

>> No.9553427
File: 580 KB, 1600x900, kmquake2_023.jpg [View same] [iqdb] [saucenao] [google]
9553427

Yeah I am replaying this again for no reason at all . .

>> No.9553457

I'm baking the new bread

>> No.9553475

>>9553427
that's the best reason anon

>> No.9553476
File: 751 KB, 1600x900, kmquake2_017.jpg [View same] [iqdb] [saucenao] [google]
9553476

2BH this ain't that hard if you still have the secret items from previous maps - and that's why most Q2 content tends to have such a schizoid difficlty balance, unless it's a single map I would say

>> No.9553483

>>9553476
Map name?

>> No.9553493

>>9539408
>>9539409
Gentleman
https://twitter.com/ScottApogee/status/1612134200169353218

>> No.9553494

>>9553486
>>9553486
>>9553486

>> No.9553495

>>9553494
fuck
NEW THREAD
NEW THREAD
NEW THREAD
>>9553486
>>9553486
>>9553486

>> No.9553503
File: 750 KB, 1600x900, kmquake2_020.jpg [View same] [iqdb] [saucenao] [google]
9553503

>>9553483
World Without End - by Milous (level 3 - Brutal Assalut sic)

>> No.9553518
File: 894 KB, 1600x900, kmquake2_026.jpg [View same] [iqdb] [saucenao] [google]
9553518

I forgot what bullshit the Actors without v_weap models tend to be