[ 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: 106 KB, 450x520, 1676773510683409.png [View same] [iqdb] [saucenao] [google]
9684801 No.9684801 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9665624

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.9684803
File: 792 KB, 768x768, 1676518961903770.png [View same] [iqdb] [saucenao] [google]
9684803

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263#p9611406

VIOLENT RUMBLE 2
See picture for details

=== NEWS ===
[2-21] Anon shares his VR2 map
https://tempfile.io/en/vMX5B7F6esHQpVv/file

[2-20] Stickguy in Doom Redux released
https://forum.zdoom.org/viewtopic.php?t=77301

[2-18] LitDoom updated to 0.595a
https://forum.zdoom.org/viewtopic.php?t=68573

[2-17] Update on Duke Nukem Forever Director's Cut
https://www.moddb.com/mods/dnfdx/news/dnfdx-valentines-day-2023-update

[2-16] Nail and Crescent, a Quake 1-inspired total conversion mod of Q2RTX, getting some dev update screenshots
https://twitter.com/nail_crescent

[2-14] Doom 64 Arch-Vile released
https://forum.zdoom.org/viewtopic.php?p=1236969#p1236969

[2-14] PUSS XXIV is out
https://www.doomworld.com/forum/topic/133959

[2-12] Marathon's Eternal X v1.3.0 Preview 5 released
http://eternal.bungie.org/development

[2-9] Anon released a Quake map.
https://a.uguu.se/aradmQyF.bsp

[2-9] N64 emulator that runs Quake 2 without complication
https://github.com/Rosalie241/RMG/releases

[2-8] Russian fan dub of Ion Fury released
https://youtu.be/EEvZi74W8j0

[2-7] Laz rojas (Wolfendoom guy) has made a gofundme after being fucked over.
https://www.doomworld.com/forum/topic/133861

[2-5] Quake Revitilation Project archived on moddb
https://www.moddb.com/games/quake/addons/quake-revitalization-project-archive

[2-5] Quake Champions Oscillator for Quake 1 archived on moddb
https://www.moddb.com/games/quake/addons/quake-champions-oscillator-nailgun-for-quake-1

[2-2] Machete is now on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/machetefinal

[2-2] Dwell episode 2 is out
https://youtu.be/dpTfgODVMHw
https://www.slipseer.com/index.php?resources%2Fdwell.21%2F

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9684804
File: 401 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9684804

>> No.9684818
File: 403 KB, 1366x768, scr-e1m5[cwhhrot.ini]-0011.png [View same] [iqdb] [saucenao] [google]
9684818

ow

>> No.9684834
File: 1.26 MB, 432x498, pepehammer.gif [View same] [iqdb] [saucenao] [google]
9684834

>>9684818

>> No.9684874
File: 3.94 MB, 1280x960, iowolfstabkungfu.webm [View same] [iqdb] [saucenao] [google]
9684874

>> No.9684904

>>9684804
>gun bad

>> No.9684964

>>9684874
Games with dedicated melee buttons AND separate melee weapons need to make a comeback.

>> No.9685031

>>9684874
>kick + knife
Did RTCW ripped-off fucking Mortyr?

>> No.9685057

>doom
More like dumb lmao

>> No.9685065

>duke 3d
More like puke 3p

>> No.9685116

>quake
More like quack lolol

>> No.9685127

>blood
More like crud xD

>> No.9685130

>>9682910
>>9683151
Looking good, anon. I like the use of the anti-grav belt. Textures are a bit rough, but I think you already know that.
Health *might* be sparse is some places, but that's probably just me being shit.
>VR2 (which will reach its deadline in a week and I've seen no other submissions)
My Rekkr map is up for testing, and my re-working of Shub's Wager is about on course for meeting the deadline (not really testable at the moment, as I can't bring myself to do maps in 'pases'). I think another anon said he was about done with his map.

Given the turnout, I'll probably end up leaving map submissions open and delay release until we've got 5 or so new maps in total for a proper release. I've got a couple scrapped maps I can try to finish up, and I need to do some code things anyway.
Not ideal, I know. Not sure what else to do.

>> No.9685173
File: 50 KB, 657x527, 0AB5179A-CB24-4660-A4B6-02FD261F4433.png [View same] [iqdb] [saucenao] [google]
9685173

I used to play doom online around 2012 or so, what program and stuff do people use today? I think I used zandorum but I’m not sure. what are the popular mods and game modes people do now? I remember there being some kind of co op save based stuff back then that was popular

>> No.9685359
File: 1.67 MB, 1543x6892, Hx8VpW6.png [View same] [iqdb] [saucenao] [google]
9685359

>>9685173
all of those questions are answered here

>> No.9685437

>serious sam
More like serious shit rofl

>> No.9685451
File: 165 KB, 353x565, seriously sad.png [View same] [iqdb] [saucenao] [google]
9685451

>>9685437

>> No.9685486

>>9685359
v9 when?

>> No.9685491

>>9685116
I'd play a mod like this

>> No.9685513

>shadow worrior

More like sat down corridor

>> No.9685516
File: 716 KB, 1280x720, pv_asl010000.png [View same] [iqdb] [saucenao] [google]
9685516

>> No.9685518
File: 1.35 MB, 448x352, 1607217441491 (1).gif [View same] [iqdb] [saucenao] [google]
9685518

>>9685513
>>9685437
Please STFU, you boneheaded cunt.

>> No.9685552

>>9685516
what game?

>> No.9685557

>>9685552
Half Life Poke646: Vendetta

>> No.9685607
File: 549 KB, 868x587, quack hampions.png [View same] [iqdb] [saucenao] [google]
9685607

>>9685491

>> No.9685732

>>9685486
When I learn to stop starting new projects while I already have 10 other active ones

>> No.9685762

>>9684803
https://www.youtube.com/watch?v=LQCZTxzW6A0
Sultim-t, the modder behind Q1, Doom and Serious Sam RT, released Half Life RT

>> No.9685818

>>9682167
A second rocket weapon would be nice. Grenade launcher is the obvious answer but I don't think it'd be too fun without the ability to aim and lob it. My idea is a spread gun that fires five or so mini-rockets over a large horizontal area. Wider than the shotgun.
Sort of a similar use-case to the BFG now that I think about it, but more appropriate for large crowds of small enemies.

>> No.9685860 [DELETED] 
File: 572 KB, 616x353, .png [View same] [iqdb] [saucenao] [google]
9685860

Can anyone recommend me a WAD for the video game DOOM where you overcome corruption against all odds?

>> No.9685996

explain a retard how to play vr2 quake maps, cant find shit on the pastebins/screencapa

>> No.9686001
File: 3 KB, 435x126, 1672873148612.png [View same] [iqdb] [saucenao] [google]
9686001

WNW is up, here's the usual info if you want to join.
Base game (1.3):
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 PRO TIPS paste:
https://pastebin.com/90aWy0EF

>JOINING THE GAME
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159

New files for returning players are located in the Update 2-22-2023 folder

We also have a mumble server up to voice chat with your fellow anons
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>I heard this game supports proximity chat, are we using that?
No.

>> No.9686003

>>9685486
it should be v20 by now

>> No.9686092

>>9685486
>>9686003
Besides just a bit outdated source ports section I see nothing wrong.

>> No.9686112

>>9686001
We got sigsegv'd. Rejoin.

>> No.9686113
File: 170 KB, 640x512, kart0082.png [View same] [iqdb] [saucenao] [google]
9686113

>>9686001

>> No.9686290

more like unfun snorenement

>> No.9686302

>>9686290
You are that guy who keeps adding to a joke until it's not funny anymore

>> No.9686389
File: 1 KB, 122x21, ss.png [View same] [iqdb] [saucenao] [google]
9686389

>>9684804

>> No.9686476

>>9685996
Ask the lead to post the MEGA link to the project. I don’t think there’s a public build yet, just the larger indev build that gets updated.

>> No.9686481
File: 2.74 MB, 1920x1080, Screenshot_Doom_20230223_133239.png [View same] [iqdb] [saucenao] [google]
9686481

>> No.9686487

>>9684804
>though

>> No.9686490

smooth

>> No.9686491
File: 36 KB, 319x263, 1656852694156.png [View same] [iqdb] [saucenao] [google]
9686491

>>9686001
>Vote passed!
It's back up btw

>> No.9686495
File: 189 KB, 640x512, kart0093.png [View same] [iqdb] [saucenao] [google]
9686495

>>9686001

>> No.9686496
File: 89 KB, 640x512, kart0095.png [View same] [iqdb] [saucenao] [google]
9686496

>>9686495

>> No.9686498
File: 88 KB, 640x512, kart0110.png [View same] [iqdb] [saucenao] [google]
9686498

>>9686496

>> No.9686503
File: 144 KB, 640x512, kart0112.png [View same] [iqdb] [saucenao] [google]
9686503

>>9686498

>> No.9686581
File: 19 KB, 474x252, SRB2K.png [View same] [iqdb] [saucenao] [google]
9686581

>>9686001

>> No.9686585

>turok 2
more like sucks cocks (2 of them)

>> No.9686621
File: 6 KB, 474x252, DOOM.png [View same] [iqdb] [saucenao] [google]
9686621

>>9686581

>> No.9686789

https://www.vogons.org/viewtopic.php?f=31&t=16974&sid=87522fde7836234e449e5e777c323e7f
Does anyone have the preconfigured Gravis Ultrasound folder linked here?
The link has been dead for quite a while, and I'm too retarded to install it myself.

>> No.9686848
File: 3.92 MB, 640x480, 2023-02-23 08-35-18.webm [View same] [iqdb] [saucenao] [google]
9686848

>>9686113

>> No.9686851

>>9686789
Not that exact file but:
https://files.catbox.moe/hhmno3.zip
See if this work. Honestly it's been a while since I used this.

>> No.9686867

>>9685762
i love these, loved the quake one
will play through hl1 again like this

>> No.9687057
File: 282 KB, 461x732, dtgsa.png [View same] [iqdb] [saucenao] [google]
9687057

How do you pronounce .wad?

I've always pronounced it rhyming with rod or cod but I've now met two different people who rhyme it with mad or fad.

>> No.9687062

>>9684804
tag urself I'm id1 retard

>> No.9687106

>>9687057
former

>> No.9687131
File: 224 KB, 1920x1080, 20230223020835_1.jpg [View same] [iqdb] [saucenao] [google]
9687131

i'm playing chalice of souls and apparently this is the way to get up. is this mental?
https://youtu.be/jVZnUl5Wpi8?t=1370

>> No.9687135

>>9684803
obsidian v20 stable released, adding support for Wolf3d/SoD/Chex/Hacx/Hexen/Strife
https://github.com/obsidian-level-maker/Obsidian/releases/tag/Obsidian-v20-20230223

>> No.9687161

>>9687057
>I've now met two different people who rhyme it with mad or fad.
Wad is a real word, those people are idiots.
https://en.wiktionary.org/wiki/wad#English

>> No.9687173

>>9684874
going medieval on their medieval asses

>> No.9687191

>>9685996
>>9686476
If you mean the current WIP project go to this Mega and download the 'vr' folder. Install it like you would any other mod, just not over an existing VR installation.
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
For updating, sort by date within the 'vr' folder and sub-folders to see what you need so you're not re-downloading everything.

If you mean the release version from last year, just get it from Moddb here:
https://www.moddb.com/mods/violent-rumble

>> No.9687202

>>9684874
>dumb gimmick enemy can be completely circumvented by utilizing a dumb gimmick
i love this shit lol

>> No.9687204

>>9687131
Apparently he is abusing mantling fix for a hacky way in just so he could trim his video length. This mission doesn't quite lend itself in terms of openness and free passage variety, moreover - plenty of it was hidden behind well-concealed back doors iirc. What's really mental, is the second brothel mission with very busy corridors and marble everywhere, for hard masochismo connoisseurs and luckiest improvisers only... although, it should be more interesting to explore than previous one with secret hatches interconnectivity, but don't take my word for it.

>> No.9687245

>>9687131
>>9687204
On second thought, it may as well be intended by the author way for those goofballs wishing to cut their time, support wooden beam and open window are too neatly placed.

>> No.9687272

>>9687202
>knife
>dumb gimmick
Based retard.

>> No.9687348
File: 92 KB, 1710x900, draven.jpg [View same] [iqdb] [saucenao] [google]
9687348

>>9685057

>> No.9687349

So I've decided to give the marathon trilogy a go. Assuming I only need aleph one to run it, anything else that would be good to know?

>> No.9687389

Can I play doom online with a game pad? I know mouse and keyboard may be better but I just wanted to know if I could use a game pad like a 360 controller or Xbox one or something. Because most of the time there isn’t a Y axis does it not really matter as much?

>> No.9687436

>>9687349
>Assuming I only need aleph one to run it
A1's just the engine, you do need the data as well.

The terminals will contain important information, don't just hammer through them.
The levels can get pretty rat warren-y, especially M1's.
Remember that it is a series designed for vertical look, not just horizontal like Doom.

For some game-specific ones:
M1: Don't get too eager with secret-hunting in The Rose, or you'll find yourself taking a crash course in creative grenade jumping.
M1: The central pillar on Colony Ship for Sale, Cheap! is actually a lift. Look around for the button.
Infinity: You can actually send yourself into a loop through parts of the game, pay attention in Electric Sheep and the secret levels. In the worst-case scenario, this will send you through three vacuum levels in a row.

>> No.9687564

>>9684803
Operation Pegasus released for macenwolf
https://www.moddb.com/mods/macenwolf/news/peg-horse

>> No.9687569

>>9687389
I'm pretty sure Zandronum has gamepad support.

>> No.9687871

>>9687191
thanks, I was asking because some people publish their stuff here and I wanna play all the maps you faggots make. Starting with quake maps because I'm really getting into this game lately.

>> No.9687880

>>9687057
Wad- where's all the data
Going by that it should rhyme with rod. Its not .wäd

>> No.9687902
File: 346 KB, 734x693, 1675564528703197.jpg [View same] [iqdb] [saucenao] [google]
9687902

>>9687057
My pronounciation is closer to "mad" but overall it doesn't matter. If someone gets what I'm talking about that's close enough.

>> No.9687915

>>9687057
wah-d

>> No.9687926
File: 699 KB, 1920x1075, Untitled.png [View same] [iqdb] [saucenao] [google]
9687926

Half-Life Raytraced is out, not too bad

Messing around with it: https://youtu.be/I_rTdWtPD-U

Grab it here, just put it in half-life directory and launch with rt_bin/xash3d.exe

>> No.9687927

>>9687926
Forgot link: https://github.com/sultim-t/xash-rt/releases

>> No.9688009

>>9687880
I rhyme it with rod like >>9687057 but what an abbreviation stands for has nothing to do with how its pronounced.
Otherwise words like scuba and laser would be pronounced very differently.

>> No.9688015

>>9687057
dotWAHD

>> No.9688048
File: 2.94 MB, 853x480, 1659897753629.webm [View same] [iqdb] [saucenao] [google]
9688048

>>9687926
damn. is it cool? yeah. webm related.

>> No.9688057
File: 2.88 MB, 853x480, 1649159936415.webm [View same] [iqdb] [saucenao] [google]
9688057

>>9687926
>>9688048
but also, i can never get over shit like this (again webm related). the denoising/TAA kills raytracing for me, even if the performance hit wasn't there (which is also a big deal for me, though HL runs really well, much better than prboom raytracing)

i wish raytracing was never set as a target for hardware companies so game devs kept having to come up with better looking but less faithful alternatives.

i'll say raytracing worked really well on doom eternal though.

>> No.9688061
File: 517 KB, 873x467, 1654271182050.png [View same] [iqdb] [saucenao] [google]
9688061

>>9688048
>>9688057
both these taken at 1080p with no dlss/ffx

>> No.9688226
File: 8 KB, 473x454, 1676936584893.png [View same] [iqdb] [saucenao] [google]
9688226

is there a doom map editor with a tool that will let me draw a spline/bezier curve as a guide, then place x amount of Things evenly spaced along that curve?
google pointed me to doom_lua bezier.lua, but the description sounds like the reverse of what i'm trying to do.

>> No.9688337

>Binge watch decino and Bigmacdavis while ill
>Man, pistol start/no saves looks FUN
>Try doing it myself
>Get utterly fucked within a few maps
Wow I suck at Doom, even gen z guys are better than me at this thing now.

>> No.9688338
File: 654 KB, 1280x720, echoes09a0001.png [View same] [iqdb] [saucenao] [google]
9688338

>> No.9688353

>>9687436
>For some game-specific ones
Anon forgot something relevant:
Marathon: "Never Burn Money" level is very important. Look for the third terminal.

>> No.9688386

>>9688337
They've had a lot of practice and failed takes that ended on the cutting room floor.

>> No.9688406

>>9688386
I didn't say I've given up.
I'm trying this on Ancient Aliens and I'm dreading some of the stuff I'll be dealing with later on.

>> No.9688409
File: 414 KB, 488x519, 9f5.gif [View same] [iqdb] [saucenao] [google]
9688409

>Spend hours upon hours over a several day period making a porn gallery map that looks like a movie theater
>Meticulously re-size my favorite images and make different rooms for different quality pictures i.e. one room for 512x512, another for 1024x512, another for 256x256, etc
>Make buttons that raise and lower the sector the image is pasted on to show/hide it
>Fap
>Post-nut regret
>Scrap it entirely
I do this at least 4 times a year. What the fuck is wrong with me?

>> No.9688414

>>9688409
This is some kino autism unless the porn is futa or some other faggot meme shit

>> No.9688428

>>9688414
There is indeed some futa but I make clever little names for different sections of the theater that correspond to different categories

>> No.9688431

>>9688409
Wtf, that could be a kino (literally) Duke 3d level.

>> No.9688436

>>9688431
>>9688414
I still have the one I made, I'll show some (censored) pictures give me a second

>> No.9688459

>>9688409
If it's normal porn post it here

>> No.9688460

>>9687057
"dot - double-u- ayyy- dee"

>> No.9688470
File: 156 KB, 1077x826, theater.png [View same] [iqdb] [saucenao] [google]
9688470

This is the layout of the map (still in progress)
My favorite part is the lobby since it looks pretty nice. I'm actually learning a ton about mapmaking from this too

>> No.9688472
File: 754 KB, 397x298, 1669441584646.gif [View same] [iqdb] [saucenao] [google]
9688472

>>9688460

>> No.9688484
File: 347 KB, 1920x1020, theater5 at 2023.02.23 14-54-10.339 [R4036].jpg [View same] [iqdb] [saucenao] [google]
9688484

>>9688470
This is the lobby. Thought about importing some of the monsters from Hdoom to be lobby girls and give some coomer dialogue but for now it's empty. Those split-up wall sections with the trim are the ones that come down to reveal the 128x64 textures. They're kinda like movie posters

>> No.9688486

>>9688406
That’ll be a big ball buster if you’re new to pistol starts, especially if you’re making yourself go through AA on UV.

>> No.9688490
File: 424 KB, 1920x1020, theater5 at 2023.02.23 14-54-29.826 [R4036].jpg [View same] [iqdb] [saucenao] [google]
9688490

This is the big theater room. I put the 512x512s here. WIP. I have a rising sector that you walk over to get you at the perfect height to view. You can see the dummy sectors right by them.

>> No.9688491
File: 292 KB, 1920x1020, theater5 at 2023.02.23 14-53-28.910 [R4036].jpg [View same] [iqdb] [saucenao] [google]
9688491

Here's a room I put 256x256's in. It's like an art gallery.
I hope this inspires my fellow coomers

>> No.9688502

>>9688470
This kind of stuff was low-effort in the 90s and your WAD isn't any different, I can grab any interchangeable map from the x-rated section on Idgames for the same experience. This doesn't even have any reason to exist in the era of HD streaming. Get a grip.

>> No.9688505

>>9688226
>Use UDB
>Make linedef
>Use the curve tool
>Place desired amount of things over every vertice, every other vertice, whatever you want
>???
>Profit

>> No.9688512
File: 295 KB, 783x594, Harry Enfield.png [View same] [iqdb] [saucenao] [google]
9688512

>>9687057
wad, as in wad of bills

>> No.9688514

>>9688502
What? Holy autism dude this is just a little hobby project. Of course it's low effort, nigger. Calm down.

>> No.9688517

>>9688486
Any advice on where to start? The original Doom is too easy pistol starting.

>> No.9688520
File: 492 KB, 500x695, 1646369140076.png [View same] [iqdb] [saucenao] [google]
9688520

>>9688502
not the porn anon but jesus you're the one that should take a grip, >>9688484 doesn't really look bad on screenshots, you sound just like those microaggresive cunts from dw - this is just a funny shitpost project

>> No.9688521

>>9688512
SHUT YOUR MOUTH AND LOOK AT MY .WAD!

>> No.9688550

>>9688406
>>9688517
I dipped my toes into doing it with Scythe on UV a couple of years back (though in hindsight, I also tortured myself by not doing what the readme said and switching to HMP for the last 10 levels since I'm a noob), then Plutonia, and was around 2/3rds through Valiant UV before I kind of burned myself out on it.
A lot of maps are too long for my liking to go for the challenge that often IMO, especially when you're hit with a trickier/more random encounter when you're 15-20 minutes into a level and lose everything from a moment's inattention, so if you're just making yourself frustrated and not having fun with the process, try to sparingly use hard-saves for said encounters for practice and come back to the whole thing later like you're playing a song. Speedrunners in other games do this all the time too just because it's more efficient for mastering a certain section so it's not that much of a 'skill issue' thing.
People also recommend to knock the difficulty down from UV to HMP or even HMP to HNTR, but depending on who made the map it can change the way you approach a room entirely (or not at all) so it's probably more helpful if you can't find any of the secrets on a secret-heavy map.
Also keep in mind that decino plays some older WADs with the -fast modifier, which can actually can be helpful for the player by making the enemies infight easier even though it's much harder for you to dodge.

>> No.9688571

>>9688550
A fair point. I might just allow myself limited checkpoint saves for levels (or just give no fucks and save whenever I want but pistol start anyway)

>> No.9688597

What's the best way to play Blood now? I played on DOSbox a few years ago but I wanna try out one of the modern source ports and play Death Wish.

>> No.9688612

>>9688597
NotBlood, BuildGDX, and Raze are all good ways to play Blood nowadays. Fresh Supply is alright if you don't want to set anything up.

>> No.9688631

>>9688612
Thanks. Any significant differences between them, or are they all much the same?

>> No.9688637

>>9688631
NotBlood has the most customization, Raze works similarly to GZDoom, and Fresh Supply's physics are a little wonky compared to the original game.

>> No.9688647

>>9688637
Guess I'll experiment with em for a bit. Thanks anon and maranax infirmux.

>> No.9688753

>>9688597
I'd shill for NotBlood it gives you the option to fix a few bugs and also has good customization like the other anon said. Check the github for most of the features.

>> No.9688761

>>9688753
There's only one thing that still bugs me with NotBlood/Nblood it's the vsync has to be re-applied at each session. Is this fixable?

>> No.9688824

>>9688761
Never used vsync. You could try playing around with Nvidia 3D settings if the manual fps cap in game isnt enough.

>> No.9688830

>>9688824
it worked on Nvidia but but i have an AMD gpu now and no luck it doesn't work.
the screen tearing is too distracting for me.

>> No.9688878

Anons, what's the most recommended gameplay mods if I want enemies to have hitboxes? ie not like vanilla where you can aim at the sky and still hit them

>> No.9688884

>>9688878
Just disable autoaim, you dork.

>> No.9688918

What's /vr/ opinion on jump wads like this one: https://www.doomworld.com/idgames/levels/doom2/megawads/avj

>> No.9688943

i was playing some DOOM today and i got to thinking: was having an in-game options menu for controlling mouse sensitivity, screen size, etc., all that common in the DOS days? obviously you had to configure some aspects of the game outside of the options menu (e.g. key remappings), but i can't think of many DOS games before DOOM which were as modern in terms of letting you control settings in-game and the general streamlining of features like saving or joining multiplayer games. it makes me wonder if this was one of the contributing factors to DOOM's success; it felt frenetic and arcadey, but had enough polish and attention to detail to feel almost like a high quality console game in some ways.

>> No.9688946
File: 821 KB, 498x278, raw-704978868.gif [View same] [iqdb] [saucenao] [google]
9688946

>>9688918
For one moment my brain thought it would be about jumping archviles

>> No.9688996
File: 2.94 MB, 853x480, 1665000003155.webm [View same] [iqdb] [saucenao] [google]
9688996

>>9688918
I like this one. Pretty cool MBF21 jump map.
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/4pfl
Old webm attached. It's a pretty bad webm, hard to see what's happening. But basically every archvile flame you see = 1 failed trial. Up until 0:36 when I finally did it. Way harder than it looks.

>> No.9689016

>>9688884
What do you mean? I'm talking about the infinite vertical hitbox that monsters have.

>> No.9689052 [DELETED] 
File: 1.49 MB, 852x462, 1671444010330.webm [View same] [iqdb] [saucenao] [google]
9689052

>>9689021
They don't have infinitely high hitboxes. They have indefinitely high collision boxes. Rockets and hitscan will go above them.
As >>9688884 said you just need a port which can disable autoaim (autoaim is why you can't shoot above monsters most of the time)

>> No.9689054
File: 1.49 MB, 852x462, 1674482664974.webm [View same] [iqdb] [saucenao] [google]
9689054

>>9689016
They don't have infinitely high hitboxes. They have indefinitely high collision boxes. Rockets and hitscan will go above them.
As >>9688884# said you just need a port which can disable autoaim (autoaim is why you can't shoot above monsters most of the time)

>> No.9689061

>>9689054
infinitely* high collision boxes

>> No.9689078
File: 29 KB, 344x296, 1663749696198.jpg [View same] [iqdb] [saucenao] [google]
9689078

>>9687057

>> No.9689096

>>9688521
This is a journey into mapping.
Loads of mapping.

>> No.9689167

>>9689096
So the final score
94 Protons from /vr/, nil.
Loadsawads united, Loads.

>> No.9689174

>>9684801
Hey frens, recommend me some Quake 1 mods for tomorrow after work.
>inb4 arcane dimensions
Played the most recent version. Anything based off of AD is welcome. TY! xoxo xoxo <3

>> No.9689205

>>9689174
Play Hideous Destructor instead!
Recommended mapsets: D2ISO, glaive, haste, syringe

>> No.9689250

>>9684818
>Former fireman junkie and doom guy at the beach bar on a rainy day
Duke is there some where.

>> No.9689295
File: 716 KB, 598x1073, 1677153586562.png [View same] [iqdb] [saucenao] [google]
9689295

rekkrsys, it's over

>> No.9689302
File: 50 KB, 108x178, 768.png [View same] [iqdb] [saucenao] [google]
9689302

>> No.9689303

>>9689174
Malice.

>> No.9689309

>>9689295
is this hair achievable natty?

>> No.9689319

>>9688048
>>9688057
I don't see anything here that can't be replicated with the doom 3 engine

>> No.9689338

>>9689309
no, hair always curls to some extent. you have to consciously go out of your way to make it that shit by ironing it, unless native americans are built different.

on a related note he should totally replace the romero head sprite with how he looks now for sigil 2 as an easter egg.

>> No.9689346

>>9689302
Romerodanoff

>> No.9689554

>>9689302
>REKKR... is not in our future

>> No.9689601

>>9688009
Are you ready? (Yeah!)
Right, let's shit up Doomworld.
Bash bash, 'zerk 'zerk wallop, maps
Whop your .WAD onto /idgames

>> No.9689603
File: 40 KB, 307x284, trisssh it&#039;s about time.jpg [View same] [iqdb] [saucenao] [google]
9689603

>>9687135
>Obsidian Strife maps

>> No.9689612

>>9689302
Clearly his evil twin, Ron Jomero.

>> No.9689634

>>9688918
I like doom platforming in small amounts where the focus is to move between small pillars or thin walkways, like how it's often used to divide sections in combat focused maps. I don't really like it when it requires you damage boost with archvile/rocket jumps since the punishment for failure usually leaves no room for error and doing the former with precision feels fundamentally unreliable (often when getting av-jumped rather than simply applying an upward force it will annoyingly throw you to the side a bit too). That with the first person perspective and complete lack of in air movement control ruin any extensive design around it for me, though I suspect these awkward parts are why some people really like it.
But even when using everything available It feels like there's just not a lot of depth or variety to doom platforming. I thought jumpwad.wad was interesting in it's use of new objects and such and a focus on exploration but none of it's as intuitively interesting as just shooting demons. It also got me thinking that the people interested in making dedicated jumpwads with minimal combat may be better off just making vanilla Hexen maps since that game supports proper jumping natively and has additional engine features that could better flesh out that kind of design (polyobjects, asc, 3d bridge things). But maybe Hexen maps already do that extensively and no one noticed, or maybe that dissolves the novelty of doom's unique constraints to much.

>> No.9689640

>>9689634
self-sacrificing gameplay really poor choice imo unless it's to reach a secret or something.

Imagine teleporting to die being reported in the news irl. You'd never use the damn things or at least have devices that send signals back to a quantumly entangled receiver to indicate the teleporter is safe for travel. Nobody likes to be spaghettified.

>> No.9689758

>>9689295
he finally made the world drink his knob

>> No.9689782

https://archive.org/details/vrmondoproject

>> No.9689791

has /vr/ ever had deathmatches in build engine games?

>> No.9689797

>>9689791
I don't think so. Although if they want to, there are a few applications that can be used to do so.

>> No.9689810

>>9689791
duke 3d has the best deathmatch out of these types

>> No.9689875
File: 14 KB, 213x320, q2irisdoor.jpg [View same] [iqdb] [saucenao] [google]
9689875

Where I can borrow some Q1 prefabs in A.D. 2023?

>> No.9689887

>>9689797
i'd imagine the hard part is setting up a modern server, where people can just jump in at any time.
>>9689810
how so?

>> No.9689891

>>9689887
>i'd imagine the hard part is setting up a modern server, where people can just jump in at any time
The hard part is creating a port that is actually capable of doing that. At most you can make a lobby where you can drop in before the game starts.

>> No.9689906

>>9689295
Looking like Bob from Twin Peaks here John, also where is Sigil 2, your Quake project and your new FPS also make a new Dangerous Dave.
>>9688761
You could use Raze since it uses NBlood as it's base.

>> No.9689921

>>9689891
thats what i meant desu. eduke apparently has that feature, but its still in alpha.

>> No.9689924

>>9689921
NetDuke32 supposedly will have that feature in the future too.

>> No.9689941
File: 1015 KB, 1366x768, spasm0040.png [View same] [iqdb] [saucenao] [google]
9689941

>>9689174
>Quake 1
Alkaline. It's basically AD for sci fi techbases. I find it much harder for some reason, but it's also very good.

>> No.9689961

>>9687057
It’s pronounced wade after one of the employees who passed away before the first game launched

>> No.9689970

>>9689941
i dont like this image.

>> No.9689982

Anyone got the image from that journal wherein the writer states the scariest part of the game he's reviewing is how you have to use the mouse and keyboard together? I'm forgetting the game and can't find that picture

>> No.9690003

>>9689906
Sigil 2 releases this december.

>> No.9690058

>>9689970
Why? Because of my crappy laptop resulting in low res shite for screenshots, or because you dislike the map (which is possibly the best in the mod)?

>> No.9690062

>>9689295
>Creates the most famous FPS series in the world
>Ends up looking like he should be an FPS protagonist
How does he do it?

>> No.9690086

>>9690062
>FPS protagonist
More like antagonist.

>> No.9690110

I've seen people talk about how toxic floors could have a set of standards to be expected from most people (How much does it hurt, which floors cause damage etc) but i wonder if anyone thought of something similar for switches.
Not "pressable" vs "shootable" but moreso their effects (Timed, binary and permanent) because Pacman World had a switch system like that.
>Permanent
Could be levers like the basic ones from the UAC and those giant skull computers.
>Binary
Could be the red/green slider switch and skull switches.
>Timed
Could be the green square switch and eye switches.
But depending on thematic/visual limitations, you can be creative and create "floor buttons" which could be uniquely textured/drawn square sectors where you simply stand on top of them and they go down as if pressed by Doomguy's weight.

>> No.9690124

>>9690062
>creates the most famous FPS
LMAO
he created a few fucking tutorial levels for DOOM 1, that was his contribution. he didn't create the engine, he didn't create the graphics, he didn't create the music, he didn't create the gameplay. he did not create the game, even remotely. also lmao @ this picture, this dude is a living cringe factory

>> No.9690126

>>9690110
Thinking about the maps I've made, I use them all pretty interchangeably. I use the red/green buttons and lever most of all. The former has good visual contrast so the player is far less likely to miss it. I like using the single green button as a shoot switch.

>> No.9690127 [DELETED] 

What was the most Floigan moment in retro shooty-shoot?

>> No.9690137 [DELETED] 

Is Metroid Prime a floig-person shooter or a floig-person adventure game with RPG shooty-shoot elements?

>> No.9690146

>>9689295
>>9689302
>KNEEL

>> No.9690154

>>9690058
it looks too much like its from another game,it lacks the grunge.

it kinda looks like doom 2016, which i don't like

>> No.9690160

>>9690124
Trying a little too hard there, my man.

>> No.9690163

>9690124
he did make the level editor, and he did make deathmatch

>> No.9690186

>>9690154
>it looks too much like its from another game,it lacks the grunge.
That's Makkon's texture sets in a nutshell, unfortunately. They're impressive, but don't remotely fit Quake beyond using the color palette.

>> No.9690212

>>9689875
https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake/tech.shtml
dunno if this works really but someone posted it here a long time ago

>> No.9690252

>>9690186
The brutalist wad certainly fits.

>> No.9690267

>>9684801
Deus Ex
Bros, apparently Paul can die if you leave him behind
I cleared out the hotel, but he disappears when you look away. Does that still count as saving him?
That's pretty stupid, probably a tech limitation or a bug, right? He wouldn't just leave you after you stayed to help.

>> No.9690268
File: 1.43 MB, 1600x900, spasm0012.png [View same] [iqdb] [saucenao] [google]
9690268

>>9687191
>>9685130
Chthon/Haphestus-cast fireballs being capable of immolation - Y/N ?

>> No.9690278

>>9690252
I guess as far as grit goes, sure. Concrete doesn't really feel right in Quake though... Tech bases are wall-to-wall metal with wires and pipes sticking out.
It does play a bit better to the often monolithic nature of Quake's architecture than his other texture sets certainly.

>> No.9690296

>>9690268
Mappers can set them (or any other enemy) to cause a burning effect by using the 'burn' entity field. I'm hesitant to put that on them by default as it will change how vanilla maps played through VR (for the modifier experience) will work, but if nobody cares I guess I could just do it.

>> No.9690374

>>9690154
>it lacks the grunge
That’s kind of the point with it and Tears from AD. Especially considering what many want out of Quake, it’s understandable if it’s not appealing. Many of Alkaline’s other levels are much more grungy, as are the previous mapsets.

>> No.9690383

>>9690267
If you leave through the window in his room he dies even if you killed all the enemies. If you clear out the MiBs and leave through the front door instead he should be saved.

>> No.9690385

>>9690383
thanks, it's just weird how he disappears the moment you look away
If you keep him in your field of vision, he doesn't go anywhere, but it's hard to do with so many fuckers shooting at you

>> No.9690397

>>9688406
>>9688571

If you're new to pistol start/no saves,
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
this guide has been posted in these threads before.
Obviously its a guide, not to be followed religiously, but I found it useful and fun.

>> No.9690427

>>9684801
shihong is cooler anyway

>> No.9690501

>>9690397
>https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
I'm arrogantly plugging away at Ancient Aliens for the time being and have somehow made it to map 7 with 100% in all previous maps despite being a shitter. I'll probably follow the guide anyway because there's no way I can beat the whole wad this way.

>> No.9690502

I can't wait for AI MIDI transcription.

>> No.9690515

>>9684803
Rest assured. We won't introduce any new characters that have no basis in existing 3DR concepts and ideas. We are trying our hardest to capture 3DR's feel, intent, tone, and spirit with this mod when it comes to everything, whether it's enemy encounters, writing, or gameplay.

didn't realize there was a genuine concern for that. did the restoration project do something that people didn't like?

>> No.9690521

Quake?

more like Doom done right.

>> No.9690529

since doom and quake had mods that bring each other's content to one another, i wonder if anyone did that with fan/mod content
like realm667 monsters recreated in quake and even using edited versions of those doom models from your path of destruction
or arcane dimension monsters recreated in a gzdoom mod
>>9684407
another one: chainsaw enemy
d3 has the sawyer and d2rpg has the sawcubi

>> No.9690534

>>9690501
Respect your dedication there, by all means continue Ancient Aliens as long as you feel able, if anything, it must be doing your skills good. Anything less would feel like e-z mode afterwards

>> No.9690537

>>9690515
What are you quoting?
If it's Duke Nukem Forever 2001 Restoration Project I think a lot of people were pre-emptively panicking that they'll make Duke a huge SJW because of the discord ranny boogeyman. Not that it's an idle concern but a lot of the panic was overshot and pre-emptive.

>> No.9690646

>>9690529
>like realm667 monsters recreated in quake and even using edited versions of those doom models from your path of destruction
Not likely, considering Quake mdl creation and manipulation has been absolute AIDS until relatively recently.
Also, the Your Path of Destruction models have been memed on for being hideous since that mod came out. Frankly, Doom monsters will probably have to be partially redesigned to look good in Quake's color palette and low-poly full 3D.

>> No.9690704

>>9690646
There was this gif from twitter posted here forever ago of a hell knight redesigned for Quake and it looked fairly good, but I have no idea what the account name was or what project it could've been for

>> No.9690753

>>9690704
https://twitter.com/DanielWienerson/status/1078766799754153984
same guy behind the doom voxel project

>> No.9690872
File: 618 KB, 900x900, 1672864069202065.png [View same] [iqdb] [saucenao] [google]
9690872

>>9689906
Raze is great but it's not NotBlood great
Nblood is for tourists

>> No.9690968

>>9690534
Thanks, but I remember how nasty map 8 gets and I doubt I'll be able to push through that saveless.
It's a fantastic megawad either way. I savescummed through 75% of it last year and loved it.

>> No.9690974

>>9690968
I honestly don't see much of a difference between bashing your head against a map until you win saveless and just saving every now and then. Surely all your doing in the former is memorising where everything is and repeating yourself until you finally break through.

>> No.9691034
File: 1 KB, 136x88, fortune cookie.png [View same] [iqdb] [saucenao] [google]
9691034

Man who drop watch in toilet. have shitty time

>> No.9691098

>>9690974
>I honestly don't see much of a difference between bashing your head against a map until you win saveless and just saving every now and then.
They might enjoy replaying the content that led up to the death, allowing them to optimize or try different routes through the levels and fights.

>> No.9691101

>>9690974
It feels more rewarding to do it all in one go. Each save cheapens the experience. And if you overuse them, you are literally guaranteed to finish a map.

>> No.9691156

>>9690872
But it's the same code, Raze's Blood is a fork of NBlood.

>> No.9691157

>>9690267
>>9690383
>>9690385
Yup, its one of the jankiest things in this game, but as long as you leave through the front door and never ever through the back window you should be clear. Paul is my favorite character honestly, he's got a lot of good dialogue with the player

>> No.9691187
File: 427 KB, 600x900, 1677108884596133.png [View same] [iqdb] [saucenao] [google]
9691187

>>9691034
https://www.youtube.com/watch?v=QOVDxAJFiY8

>> No.9691227

>>9691156
but Raze is not NotBlood
Notblood=/=Nblood

>> No.9691412
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9691412

Friday Night Firefight is up, we'll be playing Lover's Quarrel. Having trouble with WADseeker? Grab the WADs here
http://51.161.34.159/repo/

Server address is the same as always
51.161.34.159:10666

>> No.9691627

What is a game (retro fps or related, obviously) you'd consider to be amazing and also a complete piece of shit at the same time?
Not in a way where it evens out and become average, either. Also not looking for "yeah it's shit but I have nostalgia for it" answers.
Objectively fun, but also objectively terrible, in every breath that it breathes, and every step that it takes, throughout the entirety of the campaign. Cool ideas always interwined with horrific flaws, but somehow the absurdity of those flaws elevates the experience. Hopefully you get what I mean. Mods count too.

>> No.9691631

>>9691627
I was going to dismiss your posting thinking you are a gigantic faggot but then I thought...fuck me, it's Turok 2.

you're still a faggot, though.

>> No.9691640

>>9691631
...?
Do you just have the word faggot echoing in your head 24/7, waiting for some oppotunity to autistically blurt it out even when it doesn't pertain to anything at hand?

>> No.9691646

>>9691640
>Do you just have the word faggot echoing in your head 24/7
Nope, just 9 minutes ago.

>> No.9691729
File: 1.79 MB, 1920x1080, GREEN.png [View same] [iqdb] [saucenao] [google]
9691729

>>9691627
>Objectively fun, but also objectively terrible
How do you gauge that? Like Redneck Rampage, a very detailed and standard build shooter with lots of weird design decisions? Maybe Postal 2, janky but amazing.
I can't comment on Daikatana, I get too bored before I get far even though I like the weird starting gun after some upgrades.

>> No.9691750

>>9691627
Wolfenstein. At least all of duty games had more truth in em. Jews starved when Germans starved so it'd be impossible for BJ to be strong enough to one man army an army. At least in the Call of Duty games there are scenes where they try to recreate history which is why the older call of duty games will always be better than the ones running a narrative.

>> No.9691751

>>9691729
>I can't comment on Daikatana, I get too bored before I get far even though I like the weird starting gun after some upgrades.
nta but i never managed to go further than the first level
i really like the aesthetic tho so maybe i'll try once more

>> No.9691752

>>9691729
I guess I'm speaking to a very particular vibe.
Not "so bad it's good" but "so good it's good" existing in tandem with "so bad it's bad" and the two cannot be separated without effectively killing everything that makes the game in question tick. Postal 2 fits the criteria I'd say.
My personal pick is the game Painkiller's devs made 7 years after Painkiller. Not that one, the other one, with the robots.

>> No.9691758

>>9691729
>>9691751
Daikatana is weird in the fact that your ai companions are quite literally the only thing preventing you from bunnyhopping past every single combat encounter.
If you enable them, the game is shit because you have to babysit them and actually fight stuff.
If you disable them, the game is shit because you don't have to fight stuff.
You can't win with Daikatana.

>> No.9691764

>>9691750
And yes, I played the nazis online.

>> No.9691801

>>9691752
>My personal pick is the game Painkiller's devs made 7 years after Painkiller. Not that one, the other one, with the robots.
Hard Reset or Bulletstorm? Those are both 7 years after Painkiller but I don't remember Bulletstorm having many ribbits and those are two different devs.

>> No.9691806

>>9691801
I thought Flying Wild Hog was halfway comprised of People Can Fly devs.
Who knows. Hard to find accurate info on google or wikipedia.

>> No.9691818
File: 412 KB, 1028x1280, 16108611693.jpg [View same] [iqdb] [saucenao] [google]
9691818

>>9691806
>both based in Warsaw
>both making the same arena styled shooters
>"people can FLYing wild hog
This is weird

>> No.9691836

ass

>> No.9691858

>>9691836
hmm... tell me more

>> No.9691869

>>9691758
If you install the 1.3 patch they get smart enough to not be too obnoxious.

>> No.9691984

>>9691869
Yeah but when they can't die you still have nothing tethering you to combat.
The game is 100% built around babysitting them and when you take that away the fighting is meaningless cause most enemies are dumb and weak after the initial episode's hitscanners.

>> No.9691997

>>9691984
Even with infinite health, you still need to tard wrangle your partners to the exit.

>> No.9692228

Anyone else ever get the "texture uninited" (sic) error in BloodGDX on launch?
Apparently it has something to do with certain controller drivers installed, but I'm too lazy to uninstall them to check.

>> No.9692323

>>9692228
just use NotBlood it's better in my opinion and more customizable.
it supports controllers and rumble too:
>https://github.com/clipmove/NotBlood/releases
the author is a local anon too

>> No.9692354

>>9689554
He can never unmake it.

>> No.9692519

>>9692323
I play FPS with KBM
thanks, only had 1 more chapter to finish

>> No.9692531

>>9689302
>REKKR? more like CUMMR
what did he mean by this

>> No.9692549
File: 146 KB, 864x825, douk2.jpg [View same] [iqdb] [saucenao] [google]
9692549

>My ass
>Your ass
>What's the difference?
-Dick Fuckem

>> No.9692586
File: 47 KB, 300x300, dick-suckem-me-irl-43248522-2897151194.png [View same] [iqdb] [saucenao] [google]
9692586

>>9692549
>i'll rip your ass off and kick down your gum

>> No.9692627
File: 31 KB, 400x400, Dick Kickem.jpg [View same] [iqdb] [saucenao] [google]
9692627

"Yeah, shake the baby"
-Dank Jenkem

>> No.9692678

>>9691836
Damn, those alien bastards shit my ass.

>> No.9692680

>>9692549
>I'll spread your buttcheeks and shit in your ass
Dirk Jerkem

>> No.9692690
File: 56 KB, 130x176, Untitled.png [View same] [iqdb] [saucenao] [google]
9692690

>It's time to pickup my IBS medication and change my adult diaper
>BRAAAAAAAAP
>And I'm all outta diapers
-Pants Shittem

>> No.9692717
File: 1.77 MB, 1010x1272, dude daddem.png [View same] [iqdb] [saucenao] [google]
9692717

>Somebody's gonna freaking pay for my paid leave!
Dude Daddem

>> No.9692741

>>9692323
thanks, works great
based local anon

>> No.9692757

the very best exquisite top of the line quality maps are the ones where you find every single secret but can't figure out how the fuck to progress

>> No.9692763

>>9692757
the real exit was the secrets we discovered along the way

>> No.9692809
File: 399 KB, 1200x675, dickcover.jpg [View same] [iqdb] [saucenao] [google]
9692809

>"This is the worst I've seen yet... This man... HAS NO DICK TO KICK!"
- Dick Kickem

>> No.9692817
File: 163 KB, 640x480, doom209.png [View same] [iqdb] [saucenao] [google]
9692817

I should probably go look for where to rip off Shadow Warrior sprites, because this looks like ass. But it works.

>> No.9692831

What are some comfy wads for Hexen? I've already played shadows of Cronos and Cyrgoth manor, Cyrgoth revenge and afterlands trylogy.

>> No.9692948

After realizing how much i despised duke nukem's CON language, i've been trying to wrack my brain around a scripting language best suited for the game.

Right now, i'm stuck on a forth-like implementation, can someone tell me if this is the wrong way to go about things.

>> No.9692959

>>9691627
Unreal, the game did a lot of things amazingly well (visuals, atmosphere, music, cool weapons) and the level design is pretty good too, but the combat in this game sucks. Almost all enemies feel like they have more HP than they should have, which also leads to the weapons not being satisfying to use. Skaarj dodging your projectiles and those mercenaries with temporary invincibility don't help that feeling either, but I don't think those mechanics are a bad idea alone, it's the high HP counts that makes it an annoyance.

>> No.9692960

>>9692831
Check out Lost Luxury and Penumbra.

>> No.9692961

>>9690124
lmao lmao lmao lmao lmao lmao lmao lmao

>> No.9693116
File: 960 KB, 2560x1440, Screenshot_Doom_20230224_140035.png [View same] [iqdb] [saucenao] [google]
9693116

>> No.9693197
File: 341 KB, 1445x1087, Doom-1.png [View same] [iqdb] [saucenao] [google]
9693197

>>9684801
Hey. I'm late at the party but I've finally finished something call chocolate-doom and it was fun.
I guess it was something of a demo since it ends at the beginning of "the shores of hell".

I'm not too keen on the whole demon stuff ambiance but I really liked the level design. Couldn't find so many secrets until the later levels, still don't know how to get the last orbs before the boss fight.

Anyway I'll try to find episode 2, all the mods are a little confusing for a starter. And I wanna know how it starts, didn't even get I was on a moon base !
Also, is there a way to take screenshot of in-game ?

>> No.9693257
File: 744 KB, 1600x720, Screenshot_20230225-213056.jpg [View same] [iqdb] [saucenao] [google]
9693257

Still kinda new to community wads
How do I deal with shit like this?
>DBP20 Dungeons and Demons map 07, sucketh a wet nurse
Fucking wish I had some rockets, but none were found in level. Arachnotrons often deal a shit ton of damage to me, but I can't shoot them down through all of the other monsters cluttering the field. I'll try a few more times before just saying fuck it and IDDQDing it.

>> No.9693293

>>9693257
You pretty much just have to bait all of the enemies into infighting.

>> No.9693298

how do i do screenshots on vkquake or set a way to do it?

>> No.9693319
File: 764 KB, 1600x720, Screenshot_20230225-215813.jpg [View same] [iqdb] [saucenao] [google]
9693319

>>9693293
Finally managed it, focusing down an arachnotron or two at the start, then weaving, peppering, and culling the ground obstacles.

I'm fucking glad I'm almost finished with this wad. I got stuck in this room and also at the beginning with the voodoo doll switches for 20 minutes. There's a switch or two in this room, somewhere, and I literally never would have gotten it without the help of some dudd who posted his run on youtube. The wad is fun and the style is great, but it's so easy to get lost or not know what to do next.

>> No.9693367

Pain Elemental that spawns Doom 64 Lost Souls, or map-placed Lost Souls that are just generally more aggressive?

>> No.9693371

how hard is it to beat every episode of ultimate doom in one sitting on UV without dying?

>> No.9693373

>>9693371
impossible cant be done

>> No.9693374

>>9693298
I think it should be F12 by default.
Otherwise you can put this into console:
>bind <key> screenshot

>> No.9693375

>>9693371
A fool's errand.

>> No.9693383

>>9693371
I don't even know if UV can be beaten, even with freely saving and reloading. I thought it was supposed to be a joke difficulty

>> No.9693387

>>9693373
>>9693374
>>9693383
you realize UV isn't nightmare, right?

>> No.9693398

>>9693371
Isn't that called D2ALL or something? It's achievable but ridiculously so and the average player most definitely could never.

>> No.9693459

>>9693398
i dont think it'd be that hard, i can blow through e1 and 2 on one life in an hour or two and im not even "good". if you practice and memorize enough it's definitely doable

>> No.9693469

>>9693459
>if you practice and memorize enough it's definitely doable
You've got your head in the clouds, anon!

>> No.9693470
File: 349 KB, 1200x1284, medal-of-honor1.jpg [View same] [iqdb] [saucenao] [google]
9693470

>>9693459
Here King, you dropped this while you were wading knee deep in the dead

>> No.9693473

>>9693367
No Pain Elementals, no Revenants, no Archviles. Just one hundred chaingunners.

>> No.9693479

>>9693469
>>9693470
can't tell if joking or the average doomgen autist is literally bad enough at video games to think D1 on UV is hard

>> No.9693507

>>9693479
It's not just hard, it is literally impossible.

>> No.9693529

>>9693374
thanks, i can do it now

>> No.9693536

A lot of partial conversions turn the hitscanners into Death: Destroyer of Worlds and make Blood look like a casual run'n'gun while imps and other demons are still countered by holding A for half a second. Makes me wonder what kind of maps these modders typically play

>> No.9693553

>>9693507
t. shitter

>> No.9693562

>>9693371
what you are saying is so hard I dont think even the orignal devs can do it.

>> No.9693707
File: 1.50 MB, 1600x900, spasm0068.png [View same] [iqdb] [saucenao] [google]
9693707

>swapping mods to Alkaline without a restart made the annoying camera sway from 'A New Evil' persist interresingly enough
seems interesting how it was possible to happen at all

>> No.9693732
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9693732

Looks like somebody forgot to mention that it is SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, LET'S SEE IT!

>> No.9693734

>>9693707
I really want to like Alkaline but it can be such a pain in the ass sometimes.
Any news on a new version? The current version has a shit ton of deactivated slipgates in the second hub room, implying more maps.

>> No.9693763
File: 2.44 MB, 1920x1080, vkquake0046.png [View same] [iqdb] [saucenao] [google]
9693763

>>9693732
>broke: blocking out your map into a playable state before detailing
>woke: detailing as you go
>bespoke: derailing your mapping process to spend entirely too long on a brush tree

>> No.9693771

>>9693116
thank god he's in there and we're out frozen out here

>> No.9693841
File: 603 KB, 1080x1362, selah.jpg [View same] [iqdb] [saucenao] [google]
9693841

>>9693197
Everything is explained in the OP you quoted but didn't read
Read the "so you want to play some fucking doom" infographic and download the "IWADs and more" package with the full games

>> No.9693843

>>9693562
you realize im talking about UV and not nightmare right?

>> No.9693862
File: 50 KB, 240x240, Sprite-0002.gif [View same] [iqdb] [saucenao] [google]
9693862

>>9693732
Spin to win.

>> No.9693913

I've been playing some DOOM 1 episode replacements and I'm surprised how much I enjoy them. It's been so long I played anything DOOM 1 I forgot how much I like those slightly labyrinthine tech bases and the feeling of slowly churning through enemies, the SSG really makes you feel like a badass.
Any recommendtions? Played Nihility, Mapgame and Singularity Complex so far

>> No.9693926

>>9693913
Eviltech is a Doom 2 wad, but its first 10 maps only use Doom 1 weapons and enemies.

>> No.9693927

>>9693913
Unrattled

>> No.9694020

>>9693913
>the SSG really makes you feel like a badass
That’s the real magic it has going for it, it’s fun to use and you feel awesome for using it and this enchants far too many. The gun otherwise fills the power gap between the chaingun/shotgun and plasma rifle/rocket launcher.

>> No.9694054

>>9693371
First three episodes are easy enough, provided its not your literal first time playing through. Episode 4 will definitely be an obstacle though.

>> No.9694060
File: 3.05 MB, 1758x923, 1647573010304.png [View same] [iqdb] [saucenao] [google]
9694060

>>9693732
I am serious about finishing my Serious Sam map for A Serious Case Of /vr/.

>> No.9694069
File: 142 KB, 512x512, 1677352756302066[1].gif [View same] [iqdb] [saucenao] [google]
9694069

>> No.9694082

How many episodes Doom has again?

>> No.9694086

>>9694082
how did you even find this place?

>> No.9694092

>>9694082
Knee Deep in the Dead
Shores of Hell
Inferno
Thy Flesh Consumed
Sigil

>> No.9694093

>>9694086
Maybe he's wondering whether people consider SIGIL as being the 5th episode.

>> No.9694095

>>9694069
swiggity swooty

>> No.9694102

>>9694069
where did you get this animated gif of my wife

>> No.9694127

>>9694093
yeah that

>> No.9694145
File: 25 KB, 368x157, Screenshot 2023-02-25 155829.png [View same] [iqdb] [saucenao] [google]
9694145

>>9691729
anybody else got the same type of brainworms as me? no? okay nevermind.

>> No.9694149
File: 2.89 MB, 262x300, 1670115391390.gif [View same] [iqdb] [saucenao] [google]
9694149

>>9694145

>> No.9694150

>>9693862
Now if only her mod could be completed. Demonsteele is my favourite gameplay mod and it sucks that it was never fully finished.

>> No.9694170

>>9693734
Well there are few stand-alone maps made for it, maybe they will be included someday in an update - like it was the case with AD?

>> No.9694172

what are some unique power up ideas that mods barely try?
i know high noon drifter had a "vampiric" berserk where it healed the player whenever you hurt enemies (was it only with the whip or did other weapons work too? i forgot)
i also recall blood and a quake expansion having something that reflects enemy attacks back to them when they hurt the player (in quake's case, the empathy shield doesn't prevent the player from still taking damage)
a weird idea i had is a "regeneration" power up that applies to both health and ammo (one reason being so the player can still interact with pickups that affect scripted level things)

>> No.9694253

>>9694172
you'll find a lot of that in tf2 surf maps which i always thought could be worked into a linear fps with a good physics engine
>hilariously increased air control, where strafe jumping essentially gives you a jetpack
>additional/unlimited airjumps
>knockback immunity with some damage resist
>knockback vulnerability that lets you ride damage to fly backward
>shrinking yourself but taking additional damage if something manages to hit you, so hitscan enemies can't do shit but explosive/flame enemies instagib you
>instakill goomba stomps
>slamming into enemies at high momentum deals damage to them, and if they die from impact, you keep continuing forward
>temporary intangibility so you can walk through enemies
real fun nuanced skill based shit

>> No.9694297

>>9694145
bro how often do you need to see the guys asshole to be conditioned like this?

>> No.9694352

>>9693197
Chocolate Doom is the source port. The wad file is the game. You played shareware version of Doom 1 with Chocolate Doom. Full version of wad has 4 episodes. I'd recommend Crispy over Chocolate as it has many quality of life updates and also fixes few bugs (most notably the visplane overload bug). Chocolate is vanilla as it is, with same bugs and all.

First get the full iwads from links and use them with crispy doom. Play Doom 1, Doom 2 and Plutonia at least. If you want some custom map packs, those are called pwads and one way to play is to drag them to source port exe file. If you want to play more complex new pwads (like Eviternity or Ancient Aliens), get Woof instead of Crispy. GzDoom is for gameplay mods, and those won't work with Crispy or Woof. GzDoom is also very much heavier for your computer.

>> No.9694380
File: 2.15 MB, 1920x1080, hot.webm [View same] [iqdb] [saucenao] [google]
9694380

get in /vr/os, water's great

>> No.9694401

>>9693553
Technically you must die at the end of episode 1, so I suppose that’s the joke

>> No.9694427

>>9694401
Actually, you can't die while in a "-20% and exit level" sector. Even if you aren't touching the floor.

>> No.9694437
File: 1.68 MB, 1024x1024, 1674330084453.png [View same] [iqdb] [saucenao] [google]
9694437

Hey, Serious Business Saturday will be happening in about fifteen minutes from now. We're just going to do some simple deathmatch today, no custom maps or anything.

A Serious Case Of /vr/ is still open for anyone to partake in. I've been making good progress on my map recently, so don't feel afraid to join! Check the news post for the rules and a link to the beginner's guide if you're interested. Working with SED is quite easy once you get used to its controls.

>> No.9694445

Doom, Duke, Quake all had four episodes in 1996.

>> No.9694456

>>9694380
>said Trent Reznor, in between his yelps and screams.

>> No.9694457

>>9694437
do i need to download the classics or revolution or can i use hd or fusion
spoonfeed me how to join

>> No.9694461
File: 2 KB, 190x98, undeniable canon episodes.png [View same] [iqdb] [saucenao] [google]
9694461

>>9694445
shut the fuck up.

>> No.9694462

>>9694457
Classic version, not revolution and not HD/Fusion.
The announcement post will tell you what to do to have a better connection.

>> No.9694465

>>9694462
tfe or tse

>> No.9694471
File: 1.16 MB, 1200x676, 1661636096373.png [View same] [iqdb] [saucenao] [google]
9694471

>>9694437
It's time, gentlemen. Today we fight not Mental's horde but rather amongst ourselves. Today is Deathmatch day for Serious Business Saturday. Boot up your copy of The Second Encounter and let the games begin!
>Follow these instructions or we'll throw you into the werebulls' den.
>IP (join via specify server): 45.79.57.115
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try changing it to 5 or 6.
>>9694465
TSE, sorry I forgot to specify.

>> No.9694486

>>9694461
Those aren't episodes. Those are expansions. Doom and Duke had their own expansions too.

>> No.9694487

>>9694092
>Sigil

>> No.9694503

>>9694471
i don't think it's working
it asks me to set a number of players and their controls and the load time is infinite

>> No.9694514
File: 1.51 MB, 1483x867, 1672627989556.png [View same] [iqdb] [saucenao] [google]
9694514

>>9694503
Try again, the server was down for a moment because something messed up but should be good now. Also, all this screen is asking for is if you want to have split screen players or not. Just click start when you get here.

>> No.9694549

Is making a Doom 1 level with Doom 2 resources retarded?

>> No.9694556

>>9694549
What makes it a Doom 1 level then?

>> No.9694574

>>9694556
Well imagine a techbase with some revenants or knights instead of barons
basically no ssg

>> No.9694619
File: 2.97 MB, 1920x1080, 1666775198225.png [View same] [iqdb] [saucenao] [google]
9694619

>>9694471
Ending it there. Sorry about the weird reconnecting issues, but thanks for joining! We might do some new DM maps next week or play regular co-op, not sure.

>> No.9694625

>>9694619
ggs

>> No.9694627

>>9694619
damn i spent the entire time fiddling with config files
do you know which parameter exactly controls the screen flashing

>> No.9694630
File: 2.60 MB, 1920x1080, 1649446748781.png [View same] [iqdb] [saucenao] [google]
9694630

>>9694627
Sorry about that, but I don't think you can change the red flashing without the patch. If you have it installed then it should be here under Options > Classics Patch > Plugin settings. And you can tell if the patch is installed by looking in the bottom right corner on the main menu.

>> No.9694645

>>9694630
i dragged the files in there like it told me to
it lets me set custom resolutions via config files, but there straight up aren't any additional menu options or anything indicating the patch is mounted
i used the 1.07 patch cause the GOG version of tse from the OP says 1.07. should i try 1.05 instead?

>> No.9694648

>>9694645
No, you should be using the TSE1.07 version. That's strange that it isn't showing those options for you.

>> No.9694685

replaying doom 2 and holy freaking heelll the city levels have aged like milk.
I sure love having 20 barely visible chaingunners hitting me from miles away and spending twenty minutes looking for the single teleporter to transport me to the next area I need to get to.
its like the game goes from a 8/10 experience to a 2 for the city levels and then back to a 8 and the whiplash in level design has thrown me through a loop.
I get that it was revolutionary and impressive for the time but I don't understand how people can sometimes rank them better than the more compact and fun mars and hell levels.

>> No.9694687 [SPOILER] 
File: 52 KB, 384x288, sandy-grin[1].jpg [View same] [iqdb] [saucenao] [google]
9694687

>>9694685
did you rike it?

>> No.9694697

>>9694687
no I didn't sandy.
now go back to your suburbs and think about how you've offended my gamer palette.

>> No.9694727

>>9692809
>>9692717
>>9692690
>>9692627
>>9692586
>>9692549
liztards are mad

>> No.9694737
File: 96 KB, 1280x1199, 1659744305138605.jpg [View same] [iqdb] [saucenao] [google]
9694737

>>9694685
Yeah, DOOM 2 levels seem to be generally considered inconsistent in quality and for a reason.

I can see what Sandy was wanting to do like hey, this is Earth under siege from the demons etc etc but after the novelty wears out you're left with a level with a dogshit gameplay loop.

>> No.9694740

>>9694737
Did you play them from pistol start? That really made me appreciate the city levels more, they're like puzzles.

>> No.9694747
File: 44 KB, 680x680, 1677187432492780.jpg [View same] [iqdb] [saucenao] [google]
9694747

>>9684801
some time ago i came here and asked what you guys thought about the GBA DOOM port. I remember you guys saying it's bad and stuff.
i'm here now to tell you that no, it isn't bad. it's great. i love it and it was the first doom i played. and the snes doom is worse.

>> No.9694749

>>9694737
yeah, honestly the city levels are why I haven't finished a replay of D2 in some time
I just get to them and stop having fun

>> No.9694814

I'm playing through Doom 2 for the first time. I actually like the city levels since I enjoy the exploration and puzzle elements but holy shit the pain elementals. Lost souls have way too much health. Even switching from super shotgun to chain/plasma/bfg feels bad since it will likely spawn two lost souls in the time for me to make the switch.

Found the Wolfenstein and Commander Keen secret levels. I had to look up the exit for Map 16 Suburbs. I knew where I needed to go I just couldn't figure out how to get there.

>> No.9694829

>>9694645
Oh one thing I should make sure is if you're launching the game with the new patched exe. After extracting the files it should add a new exe called "SeriousSam_Custom.exe", make sure you launch the game with that exe.

>> No.9694841

>>9694687
didn't romero make a lot of the 10-20 maps? At least for sure he made industrial zone

>> No.9694842

>>9694814
If you're able to, get in a Pain Elemental's face. It will block the Lost Soul spawns.

>> No.9694845
File: 4 KB, 223x166, file.png [View same] [iqdb] [saucenao] [google]
9694845

>>9694841

>> No.9694850

>>9694685
>listening to that Evening with Nirvana podcast where he interviewed Sandy
>Sandy claims that most of the houses on suburbs were based around his friends and familes houses
Really?

>> No.9694853

>>9689295
this dude has talent, but not the talent people think he does. he isn't a game developer, he's a marketer, and the product he's marketing is himself. he made arguably the least impactful contributions to DOOM 1 and 2, barely helped with Quake, and spent the rest of his time at id pretending to be a rock star. based carmack BTFO'd him by installing a script on his computer to track his hours worked and found out he was working an average of 1 hour per week and justifiably fired him. the minute he was on his own, without people with actual skills to back him up, he made the laughing stock of the FPS genre and then did absolutely nothing of merit until Sigil which is literally a paid wad for a 30 year old game in a sea of free wads of drastically higher quality, meanwhile basedmack created Quake 3, DOOM 3, made tech for dozens of games, made his own shit like DOOM RPG and worked in VR and astrophysics. then, they actually have the gaul to give this faggot a lifetime achievement award. what were his achievements? trailing on the coattails of smarter people while keeping himself relevating by opining about the good old days on streams and doing meaningless interviews. this dude is in his 50s and still paints his fingernails black and lives in a suburban home collecting gas station paraphenalia and taking care of his jewish wife's son from another man; and here he is, on full display, hands down on a table like he's bending over and about to be dicked by a pinky... and to top it all off, he got facial injections so he could complete his plastic life. what a sad, pathetic human being.

>> No.9694859
File: 1.47 MB, 1280x720, 1658017884364.png [View same] [iqdb] [saucenao] [google]
9694859

>> No.9694863
File: 2 KB, 166x210, 1670300328732584.png [View same] [iqdb] [saucenao] [google]
9694863

>>9694859
Using this for the next OP

>> No.9694894
File: 1.24 MB, 3034x4096, 62d7e17e4c35dde373ce9f4e83cb9573d7926423.jpg [View same] [iqdb] [saucenao] [google]
9694894

>>9694853
>the least impactful contributions to DOOM 1
From what I read in Masters of Doom he seemed to have worked quite a lot for DOOM 1 and then his head was permanently stuck up his butt because of the insane success of Doom and him taking on the role of the head of the company.

It's true though, Carmack was the more responsible one and it's sad that the power duo broke up as relatively early that they did because Romero didn't want to do any work. But for all intense purposes, I think Romero still is literally John Doomguy and I feel like Carmack wouldn't even want the award.

>> No.9694901

>>9694894
weird, i've always felt like carmack was the face of the company. true he probably want it though, he moved on.

>> No.9694907

>>9694894
he made DOOM 1's shareware episode and contributed some very minor programming and level design strategies. the other 2/3 of the levels were designed by other people, the graphics and music were made by other people, and carmack created the engine upon which everything was built. he really didn't do fuck all. even sandy made more contributions to the game design and aesthetics, particularly in Quake 1.

>> No.9694912

>>9694380
what mod do you have?

>> No.9694914

>>9684801
what is the best wad that only uses original assets?

>> No.9694919

>>9694907
Sandy's the reason Doom has a shotgun, which is arguably the most iconic weapon in the game, inarguably in the top 3 most iconic weapons of the game.

>> No.9694924

>>9694914
When you say original assets are we talking about all new assets made from scratch or stock doom 1/2 assets?

>> No.9694929

>>9694924
stock doom 1/2 assets

>> No.9694931

>>9694919
if anything it's one of the most iconic weapons in any game ever

>> No.9694974

Reminder: Any wad that cannot be beaten with a pistol start or requires jumping is trash

>> No.9694975
File: 125 KB, 1920x1080, dsda-doom 0.25.6.png [View same] [iqdb] [saucenao] [google]
9694975

Old Still Life kind of reminds me of 10x10 earliest maps with its texture usage, button secrets and claustrophobic interiors - only lived-in and realistic, less puzzley but ambush frequent fights.

>> No.9694982

>>9694974
agreed

>> No.9695000

>>9694727
big mad

>> No.9695002

>>9695000
Dogs barking mad

>> No.9695083

>>9694975
how cramped are we talking here?

>> No.9695105

>>9694150
What was meant to finish? I know cyborg girl is very unfinished, but the other one felt like a complete package.

>> No.9695112

>>9695105
It was pretty much Shihong that needed finishing. Though if memory serves right with the last version Term put out, her BFG transformation causes a VM abort, a very easily fixed one, but it's not like Term could have anticipated some weird Zscript shit like 6 years after making the character

>> No.9695114

>>9695105
There was talks of a third character but that obviously never came to be.

>> No.9695126

>>9689791
I remember playing some rounds when either BloodGDX or NBlood first supported multiplayer. Fun game but unstable.

>> No.9695140

>>9695114
Actually wait, this was mostly a joke after term decided two characters was enough effort. The most "development" she got was the idea that she must have ginormous breasts to compensate for the other two characters being flat.

>> No.9695141

>>9694975
Aaand then the MAP02 manages to turn into a time-waster with its cryptic progression, and that's only within 2048 units playable space, or even 1024 - size of the first, actual box of a room which might question your intelligence for not trying out that switch for half an hour of running around, and where most of the action takes place via repeated and blandest setup imaginable.
Impression of the very first newbie map isn't betrayed til the end where you get to deal with a cyberdemon and 3 pain elementals inside tight courtyard armed with rocket launcher. Discard material which made it in, at least MAP03 seems to get it back on track.

>>9694975
96 units or so wide corridors with twice the size rooms spread in-between for the first map, 150+ monsters. Description notwithstanding, I'd say it was well designed for the most part, with some ingenious tidbits to see even. First and foremost it's quite immersive.

>> No.9695150
File: 936 KB, 831x978, InfoboxImage2.png [View same] [iqdb] [saucenao] [google]
9695150

Ashes was kino, but I will literally never play this shit, based on presentation alone. What am I missing?

>> No.9695160

>>9694172
>i know high noon drifter had a "vampiric" berserk where it healed the player whenever you hurt enemies (was it only with the whip or did other weapons work too? i forgot)

That's not how it worked. It just regenerates your health very strongly up to 100, then 1 per second as long as it's active, and empowers your whip for the rest of the level, making it stronger, giving it more knockback, and allowing it to reflect projectiles.

>> No.9695167

>>9692831
Chuxen (90s but good, similar to the original hubs)
Scourge Of Viscerus
either A New World or Tower Of Chaos, i always forget which is which because the author and style is the same, but the newer one has better level design

>> No.9695168

>>9695150
i'll be honest, its kinda disappointing.

> maps are duke nukem esque, but instead of cool shit its just boring fetch quests
> hexen like level design, but even though the maps look like places, they also looks like contrived places (which is probably better than hexen)
> weapons are boring, magitek is wasted potential

then again, i had replayed the first game long before it was out on steam.

>> No.9695175

>>9692948
I imagine anyone that mods duke is too set in their ways at this point to learn a new scripting language. Like how any time someone suggests a new map editor, all the oldheads say you're just lazy if you dont like using that archaic jerryrigged piece of shit Mapster.

>> No.9695180

>>9695175
i dont care what they say, i just cant stop thinking about a forth like implementation for scripting

>> No.9695190

>>9694974
No shit. Those are basic rules of vanilla/boom mapping. If mappers fail in those basics, it's as big error as having no exit switch (or sector etc).

>> No.9695207

>>9694912
https://www.nexusmods.com/quake/mods/5?tab=files

>> No.9695208

>>9694829
ah
thanks

>> No.9695223
File: 191 KB, 722x671, 1674750887348.png [View same] [iqdb] [saucenao] [google]
9695223

>>9695208
It's always the simplest solution.

>> No.9695259

I thought the biggest problem was that outside of Sandy Peterson and Carmack - the rest of id got completely addicted to multiplayer fps. They were deathmatching 24/7 in the offices and interacting with the community 24/7 post release since they enjoyed it immensely. Romero clearly had the worst addiction. Prior to Doom it seemed like they all worked well together rather well and were able to do shit like port SMB3 to pc in a single night and then messaged Nintendo about the possibly of a PC release.

It makes sense since they accidentally created the video game equivalent to crack cocaine and then tested it without knowing what the side effects might be.

>> No.9695258

>>9695175
i feel like this is a bad idea...

( : BARREL ENTITY EXAMPLE )

( : FUNCTIONS )

: BARREL-SHOOT ( ENTITY -- ) @ POSITION 0 4096 RANDOM 0 0 1 100 RANDOM DMG-HITSCAN ;


( : VARIABLES THAT POINT TO PARTS OF THE FRAME LIST)

BARREL_IDLE NEW_STATE BARREL_IDLE 3
NEW-FRAME BARREL_1 3 0
NEW-FRAME BARREL_2 3 0
NEW-FRAME BARREL_3 3 0

BARREL_PAIN NEW-STATE BARREL_IDLE 2
NEW-FRAME BARREL_5 3 BARREL-SHOOT
NEW-FRAME BARREL_6 2 0

BARREL ENEMY 100 0 16 14 0 BARREL_IDLE

( : FORCE BARREL INTO BARREL_PAIN STATE )
BARREL ON-EVENT ON-HIT : @ STATE BARREL_PAIN ! ;


(: FUNCTION STRUCTURES )

NEW-STATE ( next-state frame-count frames... )
NEW-FRAME ( picnum tics action )
ENEMY ( health mass width height flags starting-state )
ON-EVENT ( event-type function )

>> No.9695267

>>9695259
i thought carmack was the one who made the port?

really it was more to do with the fact that romero wanted to make more expansive games, and carmack thought that that was pointless, it was why they split up after quake

>> No.9695276

>>9695267
I don't remember the details exact. Read the book like 12 years ago. But I just remember the whole company started going into the shitter post doom's release and my take was multiplayer FPS both made id a fortune and killed it internally because everyone got addicted to their own product outside of like two people.

>> No.9695281

>>9695276
Sandy knew that networked multiplayer would be big.

>> No.9695289

>>9695281
Yeah they knew they were sitting on a gold mine. Even the single player alone was gonna change everything.

>> No.9695291
File: 2 KB, 480x572, 1462131038390.png [View same] [iqdb] [saucenao] [google]
9695291

>>9695259
>they accidentally created the video game equivalent to crack cocaine
>>9686621 that's what it is huh, hopefully I won't get all deep locomoco from imminent rehab and withdrawals...

>> No.9695305

>>9688057
Raytracing makes everything look worse

>> No.9695351

>>9695305
raytracing works best with voxel shit.

>> No.9695354

>>9695291
i'm sorry anon, theres no hope for you.

go back to playing doom. now.

>> No.9695492

>>9694574
Then it's a DOOM 2 level with no SSG.

>> No.9695496

>>9694975
So, it was going smoothly till four archvilles fried my ass.. that was hell of a unfair ambush by all measures. Then I learned according to txt file, that UV difficulty is more of a NG+ mode and I was supposed to be starting out on HMP or lower. Maybe another time, losing progress made me feel drained.

>>9695083
>>9695141

>> No.9695530

>>9693862
Don't know what she's originally from, but looks keen anon.
>>9693763
Well you came out with a great tree.
>>9694060
Nice anon, like the Grecian style.

>> No.9695648
File: 41 KB, 592x333, Doom-1-Screenshots-2.jpg [View same] [iqdb] [saucenao] [google]
9695648

>>9693841
The infographic says, if you want to play the original experience, "Okay I played Doom Now I want to play some fucking mods".
Litteraly states to download chocolate-doom and play doom. Which I did. It never mentions chocolate-doom is a demo, it never precises how to get the real original experience. It just jumps straight to the modded experience

Sure it then speaks about a shit ton of IWAD, says it contains Doom 2.
But I just want to play doom and not install a giant library of stuff I won't load. Not too much new user friendly, are you ?

>>9694352
Thx, I was going to search for some extension of chocolate doom as I don't mind the bugs but I get it doesn't exist anymore. Except if you physically own the game and have an old computer to run it.

>> No.9695669 [DELETED] 
File: 393 KB, 1600x740, 7c1db288a4d8fdc30a67716e4317e1e62e84b3a0f8593d2cc4335402856c6b8a.jpg [View same] [iqdb] [saucenao] [google]
9695669

Why the FUCK does this thing need a GTX960 and a 3.80GHz processor?!

>> No.9695691

>>9694814
Pain Elementals won't spawn Lost Souls unless they can see what they're attacking. Hide from their view then switch guns. If you can't get in their face to block the spawns, play peek a boo with them.

>> No.9695714 [DELETED] 

>>9695669
Because it runs on Unity and is an Early Access game so hasn't been optimized into the ground.

>> No.9695739 [DELETED] 

>>9695714
why the FUCK does it run on unity? isn't it like ROTT?

>> No.9695741

>>9684803
https://www.doomworld.com/forum/topic/134184-doom-64-artherbound-demo/
new doom 64 project

>> No.9695751 [DELETED] 

>>9695739
Because it was made by one guy who learned to program with Unity.

>> No.9695824

>>9695691
>>9694842
Thanks. Nearing the end of Doom 2. The maps in the final levels feel more experimental/innovative. Just got past the exploding barrel map.

>> No.9695973

>Continuing with trying to pistol start no save UV max Ancient Aliens
>Get to the intermission
>It's the standard Doom 2 one because I'm using DSDA
Fuck. That's a little annoying.

>> No.9695981
File: 352 KB, 800x600, vkquake0000.png [View same] [iqdb] [saucenao] [google]
9695981

Thanks for saving my fall.

>> No.9695982

i just beat quake 1 and its two official mission packs on nightmare after months of playing nothing else and upping the difficulty every playthrough and I want more. I am a complete noob when it comes to the quake scene so got any good map packs to reccomend? I don't care about hd texture faggotry, i just want stuff like scourge of armagon and dissolution of eternity that change small things but keep the overall gameplay, feel and aesthetic of quake 1.

>> No.9695987

>>9695982
play episode 5
https://www.rockpapershotgun.com/free-quake

>> No.9696201
File: 1016 KB, 960x725, 1656486314240.webm [View same] [iqdb] [saucenao] [google]
9696201

>> No.9696207

>>9696201
shake it baby, you wanna dance? shake it baby, sha-shake it bab-you wanna dance? shake it baby.

ooh, childhood memories.

>> No.9696217

>>9690296
anon, does your progs have a jetpack?

>> No.9696221

>>9694859
kek

>> No.9696245

>>9696217
No, and I suspect that would be extremely redundant with a grapple gun and double-jump boots.

>> No.9696249

>>9696245
lol, I started doing gall spaceport from shadows of the empire until it hit me... wait a minute

>> No.9696324

So I tried out Scythe as part of my "gettan gud at pistol start/no savan Doom" training, and wow this guy likes randomly awarding you secrets for no reason. It's also easier than Doom 2 so far, but I know the final maps take the gloves off and become MUCH harder out of nowhere.

>> No.9696429

>>9696324
at map 21 the gloves come off and most maps will not have a single green armor, but before map 30 it still won't be as hard as modern "hollywood" wads with gimmick archviles and revenants on boom elevators
bear in mind scythe maps were almost all made in 6 hours or less so don't overthink their design

>> No.9696438

>>9694747
I remember hearing GBA Doom 2 was one of the best console ports, and there's also a Prboom port for GBA that should be even better.

>> No.9696446

>>9696324
Each episode is harder than the last.

>> No.9696606

>>9696324
I swear Eric Alm is allergic to the super shotgun after playing Scythe. I get that it's almost bullshit in its power, but there's nothing like blasting it into a crowd of weak demons and watching them all fall like a mini BFG.

>> No.9696626
File: 459 KB, 1280x720, rl02l20000.png [View same] [iqdb] [saucenao] [google]
9696626

>> No.9696635

>>9696626
Mod?

>> No.9696638

>>9696635
HUD looks like Residual Point or Residual Life. I highly recommend both.

>> No.9696692
File: 1.40 MB, 1280x720, hl-2023-02-26-16-06-52-28.webm [View same] [iqdb] [saucenao] [google]
9696692

>>9696626
Residual Life

>> No.9696701

>>9695987
>https://www.rockpapershotgun.com/free-quake
thanks wonderful anon, I wasn't even aware this existed

>> No.9696721
File: 942 KB, 1920x1080, scythe_.jpg [View same] [iqdb] [saucenao] [google]
9696721

>>9696606
>I swear Eric Alm is allergic to the super shotgun after playing Scythe
I didn't realize this until halfway in, it was great. But it was a biased playthrough with Babel.
>almost bullshit in its power
It's a lot weaker than those 5-7 slot weapons.

>> No.9696904

>>9696721
Seriously, the first time he gives you an SSG is map 15. It's not a problem because the maps until that point are beginner level anyway but it if wasn't for the Doom 2 enemies I'd have thought I was playing an Ultimate Doom wad. I was genuinely surprised when I found one in map 15's secret area.

>> No.9696923
File: 2.58 MB, 1755x924, 1672291251069.png [View same] [iqdb] [saucenao] [google]
9696923

>>9694060
>>9695530
Thanks, have a small update with a more detailed ceiling.

>> No.9696924

>>9696721
What weapon set is that?

>> No.9696950
File: 977 KB, 1920x1080, scythe_2.jpg [View same] [iqdb] [saucenao] [google]
9696950

>>9696924
That's Babel's

>> No.9696953

>>9696950
I haven't used Babel before. Are the guns good? Overpowered? I typically just play vanilla these days, but if a mod is interesting I'll try it.

>> No.9696954
File: 296 KB, 1366x768, doom12.png [View same] [iqdb] [saucenao] [google]
9696954

Man this level is cute.
>Base has now power
>The doors, even keycard ones only work if you activate the generator
>This helipad outside of the base
Great stuff. I regret not playing Scythe before.

>> No.9696957

>>9696953
It bumps up the weapons and enemies both, the anon has a page for it:
https://datanon.itch.io/babel

>> No.9696959
File: 28 KB, 122x221, 1660803831573125.png [View same] [iqdb] [saucenao] [google]
9696959

>>9696692
>mfw no aggressive headcrab zombie latex gf
why even live bros?

>> No.9696970

>>9695150
>What am I missing?
Huge penises.

>> No.9697010
File: 620 KB, 1920x1080, Screenshot_Doom_20230226_170740.jpg [View same] [iqdb] [saucenao] [google]
9697010

>> No.9697016
File: 609 KB, 1920x1080, Screenshot_Doom_20230227_081106.jpg [View same] [iqdb] [saucenao] [google]
9697016

>> No.9697024

>>9697010
reminds me of the 2010's full BD servers...

>> No.9697042

>>9697016
What mod is this to make things glow? It looks cool.

>> No.9697071

>>9697010
Should of used the bfg. Could have avoided a lot of fire that way.

>> No.9697075

>>9697071
I tossed a grenade around the corner, bouncing it off a wall. This is the aftermath.

>> No.9697079

>>9697075
Why is your health so low?

>> No.9697086

Does anyone have a config for Zdoom to make the health bonuses inventory items you can store and use like Hexen powerups?

>> No.9697137

>>9696701
yeah it's pretty neat, be sure to check out copper too. It's a QoL overhaul but they also made an episode for it: http://lunaran.com/copper/download/

>> No.9697163

>>9696249
Respawnable Anti-grav belt + Jump-boots + Grapple = groovy

>> No.9697262
File: 1.05 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_100_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9697262

SUNDAY NIGHT SHITSHOW TIME! Tonight we bring you only the finest in Zandronum jank, Caco Invasion! As the name suggests, it's invasion with nothing but cacodemons. Vrsounds and vrskins don't work with this unfortunately, so we'll be experiencing unfiltered jank.

The password is "MeatballsMmmm"
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

We also have a mumble server for voice chat
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom

>> No.9697267

>>9697262
100!

>> No.9697268

>>9697267
It's actually 101, we forgot to number the 400 Minutes of /vr/ session and nobody noticed

>> No.9697275
File: 79 KB, 653x653, 1668768830579.jpg [View same] [iqdb] [saucenao] [google]
9697275

>64 MB of cacodemons

>> No.9697318
File: 1.09 MB, 1920x1080, Screenshot_Doom_20230226_182323.png [View same] [iqdb] [saucenao] [google]
9697318

So this is the power of ZDoom

>> No.9697357

>>9697318
what am i looking at? the first coat of paint? is that how cacodemons are born?

>> No.9697394

I almost never enjoy the later/final levels of most shooters. I'll play one level then turn the game off.

>> No.9697429

>>9697394
It's by design. The first levels are usually the best ones to attract normies, it all goes downhill from there.

>> No.9697495
File: 356 KB, 1920x1080, Screenshot_Doom_20230227_033527.png [View same] [iqdb] [saucenao] [google]
9697495

>> No.9697498
File: 527 KB, 1600x900, Screenshot_Doom_20230226_173358.png [View same] [iqdb] [saucenao] [google]
9697498

>> No.9697501

>>9697357
Lost souls eat enough and eventually become cacodemons. They have to put on meat so to speak.

>> No.9697504

>>9697318
That one was an adolescent during a transitioning period. Something like puberty.

>> No.9697517

how do i play doom 3 with nightmare tier enemy damage but without the health drain and why isn't veteran like that by default

>> No.9697520

>>9697517
>why isn't veteran like that by default
Different team under the skin.

>> No.9697528

>>9697501
gnarly

>> No.9697537

>>9697517
Are you playing the BFG edition? If not there’s probably some config file related to difficulty you could edit. I think the health management tied only to health stations and cube use is exciting.

>> No.9697539

>tried to leave

>> No.9697548
File: 872 KB, 1920x1080, Screenshot_Doom_20230226_195816.png [View same] [iqdb] [saucenao] [google]
9697548

>> No.9697549

>>9697537
no im doing normal doom 3
bfg supposedly fucks up the difficulty further by giving too much ammo so i didnt wanna bother

>> No.9697579
File: 876 KB, 1600x900, Screenshot_Doom_20230226_181536.png [View same] [iqdb] [saucenao] [google]
9697579

I took a quick screenshot too

>> No.9697581
File: 902 KB, 1920x1080, Screenshot_Doom_20230226_201528.png [View same] [iqdb] [saucenao] [google]
9697581

poop

>> No.9697597

>>9697581
Cacodemons? More like Cacademons, haha!

>> No.9697606
File: 113 KB, 1280x960, Screenshot_Doom_20230226_213720.png [View same] [iqdb] [saucenao] [google]
9697606

>>9697262
>>9697495

>> No.9697618

>>9697501
This is true too and you know it because they both hiss like cats.

>> No.9697623

Here's the SNS schedule for next month.
5th: Heretic survival
12th: Sonic Robo Blast 2 (not the kart racer)
19th: Lost Civilization
26th: The shitwad special

>> No.9697720

>>9697262
Server killed. Meh.

>> No.9697915

>>9697597
you thinks these are just jokes but one day youll go to far and misstep and when you fall no one will be there to pick you back up so maybe think twice before you make a remark like this again

>> No.9697918
File: 1.38 MB, 550x550, cacoseethe.gif [View same] [iqdb] [saucenao] [google]
9697918

>>9697915
>you thinks these are just jokes but one day youll go to far and misstep and when you fall no one will be there to pick you back up so maybe think twice before you make a remark like this again

>> No.9698048

mascot tier
>cacodemon
pokemon tier
>doom 64 cacodemon
mashallah i shall genocide your vile kind tier
>octabrain
i love this screeching retard tier
>kalopsy
i feel nothing for this ugly retard tier
>scrag
smelly dumb robot scum tier
>icarus
>technician

>> No.9698063

>>9696954
Be sure to play Scythe 2 and Speed Of Doom (most Scythe influenced wad). They are even better.

>> No.9698094
File: 137 KB, 1280x960, credits for trailer.png [View same] [iqdb] [saucenao] [google]
9698094

>>9684803
Version 1.3 of Temporal Tantrum released!

Adds par times and makes minor gameplay changes to several maps based on feedback, as well as fixing a couple of remaining bugs and a whole host of minor niceties (e.g. merging sectors to reduce sector movement noise).

https://drive.google.com/file/d/1qwlqXqy_1eJdq9jTVCpbunVA2lEujwVW

>> No.9698119
File: 316 KB, 240x184, 1658528865630.gif [View same] [iqdb] [saucenao] [google]
9698119

>>9684964
THIS

>> No.9698236
File: 40 KB, 239x103, file.png [View same] [iqdb] [saucenao] [google]
9698236

I started playing Need for Speed Porsche 2000 today. Some of these AI racer names look familiar. (Duke is also there.)

>> No.9698331

>>9694853
Love that after listing Doom 3 you have to simply list vague contributions as we all know he hasn't done fucking shit since then.

Rage and Kikebook VR? Wow. Amazing.

>> No.9698415

>>9696207
>you wanna dance?
Sad thing is Duke is asking for a real dance and they just shake it.

>> No.9698516

Deus Ex
I'm at VersaLife labs in Hong Kong, sent by Tracer Tong to download the file for the Dragon's Tooth. Before going there, I got an email from Daedalus about going there and destroying something they're using to create gray death. Is this a secret objective, or something I'll get to do later?
I've explored the labs, and only got the 525 code for the thing's self-destruction sequence, but that's it. I found a door there with a code lock in the tube thing, but no info about the code anywhere.

>> No.9698524

>>9698415
>duke visits strip clubs because he is severely autistic and has a complex about wanting to "fix" the strippers
>he offers to take one out for a dance
>she just keeps stripping
>he throws cash at her and offers to pay for her college tuition
>she just keeps stripping
>he recites a love poem he wrote on the spot professing his admiration for her beauty
>she signals for the bouncers to escort him off the premises
>pig cops and troopers bust in and blow the place up
>"damn, those alien bastards killed my future wife"

>> No.9698584
File: 10 KB, 116x73, 1657999258122.gif [View same] [iqdb] [saucenao] [google]
9698584

>>9698119

>> No.9698592

>>9698063
Those will be a little out of my skill level for now, but I already have them downloaded for when I feel ready.

>> No.9698595

Doom reeks

>> No.9698638

>>9690086
>>9690521
These ones are bad.

>>9692531
>>9697597
These ones are good.

>> No.9698653

>>9698516
You'll be wrecking universal constructor one way or another, but I don't remember the exact sequence of events. Hong Kong is a blur.

>> No.9698668

Was Ashes laggy for anyone else until you switched from Freedoom using the batch file to gzdoom with the pk3 file?

>> No.9698691
File: 87 KB, 800x600, mmspock.jpg [View same] [iqdb] [saucenao] [google]
9698691

>>9698524
That's like the Mirror Universe version of Duke.

>> No.9699086

>>9698331
He was fairly integral to modern VR in general, and Metatextures were dope as shit from a development standpoint and many of the subsequent editor features idtech5 had havent been implemented in any other engine.
You can list your contributions to the world now, if you like.

>> No.9699098

>>9694907
>very minor programming
As I recall he did all the dev tools, which isn't minor.
He also was a designer, which is important, but less impactful on the technology side. More has to work within the technology side.

>> No.9699189

>>9698516
>>9698653
Yeah, it's the next objective. I must say, it's pretty stupid of Tracer Tong to not give you the code immediately, could've done it in one mission. Oh well, more deus ex, can't complain.

>> No.9699234
File: 40 KB, 543x370, 412.jpg [View same] [iqdb] [saucenao] [google]
9699234

Damn, bros, Blood is so good. Incredible, soulful levels, fun weapons and enemies. The visuals are amazing and oddly comfy. Easily my favorite out of Build games, and definitely all-time top 10-20 out of any games. Finished it a while ago, but didn't play Cryptic Passage, playing it now, and man, I got a bit rusty, can't throw dynamite properly.
Speaking of dynamite and weapons in general, you do have the keys for weapons past 5 re-binded, right? One of the best gaming decisions I've made. Since you use it so much, I have dynamite on M5, doll on V (v for voodoo), C for life leech and F for tesla gun. My setup for other retro games is roughly the same. V is usually occupied by BFG-like big weapons

>> No.9699273

>>9699234
Enemies are probably its weakest point. Spiders, Phantasms, Hell hands and the lovely Gill beasts

>> No.9699301

1 = melee (if melee fucking sucks it goes on mouse4, and 1 becomes a bonus slot for splitting up a weaker shotgun or weaker autogun from the good one, or if there's some meme weapon that doesn't fit any archetype it goes here, or maybe i just decide fuck it and roll everything on number keys back a slot)
2 = pistol
3 = shotgun
4 = autogun
5 = explosives (if RL and GL are separate i put GL on Q)
6 = damage hose (E if no use button)
T = precision burst (R if no reloading)
F = superweapon
G = hand thrown explosives
X = landmines
V = healing

all other bindings are wrong

>> No.9699316

>>9684803
Ray traced build of Xash3D for Half-Life is out, made by Sultim Tsyrendashiev.
https://www.youtube.com/watch?v=LQCZTxzW6A0
https://github.com/sultim-t/xash-rt/releases/tag/1.0.5

>> No.9699358

BoAs enemies are so fucking annoying. I'd be fine with just their insane reflexes, but the additional shit they added to them puts it just over the edge for me. Their roll makes them invincible and I have enough to deal with juggling the 4 machine gunners directly in front of the elevator alcove without them zipping all over the place.

Then there's the call of duty last stand shit some of them do where any already cleared room can become a threat, or more likely a nuisance to your aim at the enemies in the next room, because one of them got up and started shooting a pistol. There's no tell for this either or at least not one I could see: I thought for a bit that they wouldn't have a blood pool under them when you killed them the first time, but lo and behold one of them who does gets up and grants me a second pool when I kill him again.

Also I have to roll my eyes a little bit when the devs say this game about occult nazi magic has a 1 second sprint and flinching from getting hit because it's more "realistic."

>> No.9699443
File: 35 KB, 910x800, mr yuk.png [View same] [iqdb] [saucenao] [google]
9699443

>>9699086
>Metatextures
ffs...

>> No.9699482

>>9694863
Name it "BIG IRON ON HIS HIP"

>> No.9699489

>>9694863
>>9696221
>>9699482
https://twitter.com/revenatn/status/1583908078378176512

>> No.9699532

>>9699358
Which game?

>> No.9699539

>>9699532
I think he's talking about Blade of Agony, which is a Wolfenstein-styled mod for GZDoom.

>> No.9699720

>>9699316
Anyone know if Xash3D supports Gunman Chronicles fully?

>> No.9699765
File: 3.11 MB, 1920x1080, vkquake0048.png [View same] [iqdb] [saucenao] [google]
9699765

>>9684803
I'll go ahead and make this announcement now since I'm not really expecting a half-dozen maps to show up tomorrow:
Violent Rumble 2 map submissions will remain open, and release will be delayed until either there is a total of 5 wholly new maps (currently 1 + anon's WIP), or until the end of May.
In the interim, I will finish up my overhault to the secret level, try to cobble together some of the maps I've abandoned into something playable, and do some code things I hadn't had time to get to (shield overhaul, modifier stuff, plasma cannon, etc.).

This outcome is largely my fault. The last year has been pretty rough for me and I shouldn't have committed to a project like this. I will not do so again.
News post anon can lose the VR2 info pic next thread. I guess put up info for the Serious Sam project (good luck to you guys btw).

>> No.9699797
File: 2.83 MB, 1442x1896, 1671081373607.png [View same] [iqdb] [saucenao] [google]
9699797

>>9699765
>I guess put up info for the Serious Sam project (good luck to you guys btw)
Thanks, and I hope you get more submission for your project sometime soon.
To be honest, I don't even know if anyone else is working on a map for the sam project at the moment. But I don't plan on shutting it down either, there could be some that are just quiet about their entry right now.
Either case, neither of us should give up with our projects. Even if a few maps come out of it that's okay. A handful of maps getting released is better than none.

>> No.9699851

>>9684803
another build of the Dreamcast port of HL1 got leaked; this new one is the most recent one we have
https://twitter.com/CombyLaurent1/status/1630108636931301376?ref_src=twsrc%5Etfw

>> No.9699889

>>9699301
>doesn’t utilize mouse3 or mwheelup and down as three separate binds
Could be worse i.e. gamepad but no I’m just fucking with you.
>pistol, shotgun and “autogun” on number keys
The weapons I end up using the most are what I’ll make most accessible. I also have a mouse with extra buttons for maximum comfy.
You can also tell HL and similar games to fuck themselves by binding single weapons to single keys, that way you don’t have to cycle through each category. Sadly haven’t found a way to force this on the Serious Sam games yet.

>> No.9699909
File: 293 KB, 1366x768, doom20.png [View same] [iqdb] [saucenao] [google]
9699909

FUCK Scythe map 32.
It's this room. Even with all the goodies they give you and targeting the weaker demons with the plasma to give you room your survival chances seem to be mostly luck based. Still, at least I eventually pulled it off, and I didn't give in to the temptation of mid level saves even after ten or so attempts. The final chapter is going to wreck me, isn't it?

>> No.9699920
File: 1.58 MB, 1600x900, 1648239137117.png [View same] [iqdb] [saucenao] [google]
9699920

>>9699765
>>9699797
Damn I admire your persistence anons, making the custom progs for quake, a mapping tutorial for Sam, keeping the projects up. I mapped a lot for doom but when I tried quake mapping it was too hard for me to wrap my head around and needed way more time investment - I imagine Sam is similar. Good luck to you both

>> No.9699926

>>9699909
>The final chapter is going to wreck me, isn't it?
Fire and Ice will either drop your balls or cut 'em off. Can't wait to see which camp you'll fall in.

>> No.9699948

>>9699920
We're so serious it'll make you quake in your boots.

>> No.9699996
File: 229 KB, 1917x1016, toxiq.jpg [View same] [iqdb] [saucenao] [google]
9699996

>>9699889
the only games i've felt the need to bind mwheelup and mwheeldown to actions are e.y.e., due to the sheer number of abilities, and **** *******, due to the flamethrower simply not intuitively fitting anywhere on my keyboard
mouse3 is good for tetriarty fires or alt-fires if it's more intuitive to bind mouse2 to something else (in painkiller i have the melee weapon quickuse on m2 cause it lets you spam it to great effect)
mouse5 is a bitch to reach without completely shifting my grip so it rarely sees use outside of completely unnecessary functions

>> No.9700001

>>9699926
Yeah, I just saw a video on that. Absolutely above my skill level, it looks like pure pain.
Still, I'll see how far into the third chapter I can get.

>> No.9700347
File: 204 KB, 680x671, PARAMATIZER THE CYBERDEMEN.png [View same] [iqdb] [saucenao] [google]
9700347

>> No.9700576

>>9700347
He sounds like a cool dude!

>> No.9700583

>>9700576
I bet eh kils doomgyus and doesnt afraid of anything

>> No.9700793
File: 3.58 MB, 1757x924, 1669919807934.png [View same] [iqdb] [saucenao] [google]
9700793

>>9699948
Speaking of serious, more progress! Although not really anything "new" new. It's just another hallway with the same style as the last one but bigger.

>> No.9700801

Are there any music randomizer wads that work with PRBoom+ or DSDA? I hate some of the music in some megawads and being able to have a random playlist in game would be great.

>> No.9700814

>>9700801
Wouldn't lowering the game volume and running some MIDI player in the background do the trick? There are no players that I know of though.

>> No.9700826

>>9684803
>[2-9] Anon released a Quake map.
>https://a.uguu.se/aradmQyF.bsp
link's dead, was the map any good?

>> No.9700867

>>9700347
Didn't 400 mins of /vr/ have Judas Priest in it? He must be pretty conflicted.

>> No.9700923

>>9699273
>Phantasms
I hate them so much, not because they are annoying or unfair it's their fucking scream, Stone Gargoyles are the worst and if you couldn't cheese em would fuck up a lot of levels.
>>9700793
This looks good anon.

>> No.9700973
File: 683 KB, 948x740, 1650159902985.png [View same] [iqdb] [saucenao] [google]
9700973

>>9700923
thank you

>> No.9701063
File: 3.87 MB, 3440x1440, spasm0000.png [View same] [iqdb] [saucenao] [google]
9701063

>> No.9701065
File: 3.97 MB, 3440x1440, spasm0001.png [View same] [iqdb] [saucenao] [google]
9701065

>> No.9701067
File: 3.36 MB, 3440x1440, spasm0004.png [View same] [iqdb] [saucenao] [google]
9701067

>> No.9701093
File: 10 KB, 532x456, Caco ascended.png [View same] [iqdb] [saucenao] [google]
9701093

Total Pain Elemental Death.
Kill Pain Elementals. Remove a Pain Elementals' arms with a chainsaw. Run a Pain Elemental over with a Cyberdemon. Slam dunk a Pain Elementals' Lost Soul baby into the trash can. Fry a Pain Elemental with a Plasma Gun. Defecate into Pain Elementals' food. Launch Pain Elementals into space. Stir-fry Pain Elementals in a wok. Toss Pain Elementals into a nuclear reactor. Spawn Kill Pain Elementals. Judo throw Pain Elementals into The Chasm. Twist Pain Elementals' arms off. Report Pain Elementals to the Khan Maykr. Curb stomp pregnant Pain Elementals. Liquefy Pain Elementals in a vat of acid. Eat Pain Elementals. Glory Kill a Pain Elemental in half. Throw Pain Elementals into an Illusio-Pit. Trap Pain Elementals in Urdak. Crush Pain Elementals with a Mancubus. Stampede Pain Elementals under a herd of Pinkies. Exterminate Pain Elementals with a BFG blast. Ventilate a Pain Elemental with a Chaingun. Mandatory Skull Baby abortions for Pain Elementals. Grind Pain Elemental Lost Souls in the garbage disposal. Drown Pain Elementals in NUKAGE1. Vaporize Pain Elementals with an Unmaker. Kick old Pain Elementals down the stairs. Slice Pain Elementals with a Crucible. Feed Pain Elementals to Mancubi. Send Pain Elementals to the FIREBLU dimension. Execute Pain Elementals with a Chaingunner firing squad. Squish Pain Elementals in a crushing sector.

>> No.9701146
File: 502 KB, 772x442, R.png [View same] [iqdb] [saucenao] [google]
9701146

>>9701093
2023's best mixtape already dropped i see
beat:
https://www.youtube.com/watch?v=NuElyE_64N0

>> No.9701157
File: 753 KB, 3440x1440, spasm0003.jpg [View same] [iqdb] [saucenao] [google]
9701157

>> No.9701164

>>9701157
>stamp sized status bar
anon what's the size of your screen?

>> No.9701182

>>9699273
>>9700923
>phantasms
A bit annoying, but manageable
>spiders
same as phantasms
>hounds
evade and tesla them
>stone gargoyles
easy prey, just save voodoo dolls for them
enemies in blood are easy, the fucking jumping goo things from quake as well ass brains and kamikaze bots from duke are worse

>> No.9701187

>>9701157
oh man, quake looks great in motion, but when you take a screenshot like this in high res, it's pretty rough

>> No.9701192

>>9701182
stone gargoyle is like the bloated, just crouch

>> No.9701194

>>9701192
>just crouch
that's cringe, I never crouch in blood, just kill cultists before they react

>> No.9701198
File: 18 KB, 386x128, R.png [View same] [iqdb] [saucenao] [google]
9701198

>>9701157
first time i nootice how similar this texture is to this one

>> No.9701232

>>9701187
It looks rough when someone sets textures to vaseline mode like a mongoloid.

>> No.9701290

>change doom 3 shotgun spread from 22 to 11
>still wide as fuck so it can't oneshot past 6 feet but it actually works now
>game automatically becomes good
i know i'm late to the party, but wow, it really was that easy

on a related note more games should let you manually click on touchscreens/computer terminals instead of having a use key because it feels nice

>> No.9701301

Recommend gameplay mods for Heretic and Hexen. Except Walpurgis.

>> No.9701447
File: 655 KB, 1663x1848, painface.png [View same] [iqdb] [saucenao] [google]
9701447

>>9701093

>> No.9701452

>>9701063
>>9701065
>>9701067
for the love of christ scale your hud

>> No.9701521
File: 104 KB, 1280x720, 1677583223727.jpg [View same] [iqdb] [saucenao] [google]
9701521

what were they thinking with map12

>> No.9701524
File: 76 KB, 701x701, d4ec42a7d40aa312b0c7450946922811.jpg [View same] [iqdb] [saucenao] [google]
9701524

>>9701521
>2001-2017

>> No.9701559

>>9701198
id got a lot of mileage out of it. It's in Wolfenstein too.

>> No.9701561

>>9701521
Why wouldn't they just pull from an existing megawad?

>> No.9701567

>>9701521
What's wrong with Railroads?

>> No.9701581

>>9701559
yeah the one i took was from the Mac/Jag port

>> No.9701637

>>9701567
i cant even see the chaingunners that shoot me, game turns into some shitty milsim where you have to peek whenever you take a small step, hitscanners are everywhere and they WILL kill you

>> No.9701853
File: 139 KB, 1366x768, doom34.png [View same] [iqdb] [saucenao] [google]
9701853

I'm not sure why he isn't aggro'd after all the shooting, but it's cute how he's trying to be sneaky while fist pumping out of cover constantly.

>> No.9701976

>>9701853
has an ambush flag

>> No.9701985

>play freedoom iwad with popular doom pwad
>ends up looking the same as if I used commercial doom iwad because of custom enemies that are just regular doom enemies with slight changes
lol

>> No.9702220
File: 30 KB, 582x170, temp7.png [View same] [iqdb] [saucenao] [google]
9702220

Soon the plain black upgrade will be done

>> No.9702329

new thread whendo

>> No.9702361

>>9702329
We're not even on page 10 yet.

>> No.9702369
File: 3.87 MB, 320x319, hello world.gif [View same] [iqdb] [saucenao] [google]
9702369

hey lads
wasn`t there a some sort of compatibility patch or something for hdest and ashes sterilized? i remember seeing mentions of it some time ago idk where, but i forgot the name

>> No.9702375

>>9701985
that is the whole point, i am pretty sure.
if you are too lazy to yoink a doom2.wad from literally the first page of google, that is.

>> No.9702420

Gonna try Wolfenstein Blade of Agony 3.0 and see if that is less laggy as this one video suggested. 3.1 played like ass.

>> No.9702510

>>9701301
HexArcana is my go-to for playing the Hexen classes in Doom maps

>> No.9702578

>>9694853
>he made arguably the least impactful contributions to DOOM 1 and 2,
He made some of the best levels, and he had extensive creative input on the game's design and style, it was him who lead Doom from Tom Hall's concept into the fast paced action game it would become, and already pioneered the level design which made the game what it is before Sandy Petersen (who made half of all iD Software Doom levels, and who provided significant creative input himself), even worked there.

Then there's the programming part, obviously he was nowhere near Carmack, but he had many years of software and game development on his own before he worked with any of the other guys, he wrote software such as DoomEd and what not, which was used for building the game's levels.
John Romero certainly has an ego to him, no doubt about that, he's good at marketing himself, but that's because, even past exaggerations and indulging in the flattery of fanboys, he actually DOES have a good product to sell with his talents, he knows compelling game design and he's genuinely a good level designer.

He's not the best level designer ever, the kind of autistic focus dedicated fans have put into refining that into a science for Doom alone surpasses him there, but those kinds of people surpass everyone else too because that's what happens when it's a hobby of passion, rather than a job.
But looking at just Sigil, even if that innovates nothing and doesn't do anything new, it's VERY well designed, there's extremely few people in the AAA industry who can compare.

>> No.9702697

>>9702361
what about now

>> No.9702726

>>9695741
the map is decent, but some custom textures are not suitable for a doom 64-esque vanilla ones, also the lack of gradient lighting for most sectors makes the map a bit "flat"
3 stars of 5

>> No.9702736

>>9702697
NEW THREAD NOW *POUND POUND POUND*
NEW THREAD NOW!

>> No.9702769
File: 1.08 MB, 600x609, 1660351367836912.gif [View same] [iqdb] [saucenao] [google]
9702769

>>9702736

>> No.9702789

>>9702780
>>9702780
>>9702780