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/vr/ - Retro Games


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9737921 No.9737921 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9721935

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.9737923
File: 524 KB, 512x512, 1678210934364223.png [View same] [iqdb] [saucenao] [google]
9737923

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

VIOLENT RUMBLE 2
Submissions closed

=== NEWS ===
[3-10] MM8BDM updated
https://cutstuff.net/forum/index.php?topic=11983.0

[3-8] New GZDoom shooter, Captain Wayne - Vacation Desperation demo released
https://ciaran-games.itch.io/wayne

[3-7] Duke 2008 model leaked
https://rentry.org/x0r_jmp

[3-4] Alkaline 1.2 released
https://www.slipseer.com/index.php?resources/alkaline.62/

[3-1] DBP57: Shatter Realm is out
https://doomer.boards.net/thread/3116/

[2-28] LunchLunch releases a new map
https://doomer.boards.net/thread/3115/

[2-28] DNF Restoration status update
https://www.moddb.com/mods/dnf2001-restoration-project/news/february-2023-development-update

[2-27] New build of Half-Life for Dreamcast leaked
https://twitter.com/CombyLaurent1/status/1630108636931301376

[2-27] Version 1.3 of Temporal Tantrum released
https://drive.google.com/file/d/1qwlqXqy_1eJdq9jTVCpbunVA2lEujwVW

[2-26] Doom 64-style map for GZDoom
https://www.doomworld.com/forum/topic/134184

[2-23] Operation Pegasus released for macenwolf
https://www.moddb.com/mods/macenwolf/news/peg-horse

[2-23] 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

[2-22] Half-Life RTX Released
https://www.youtube.com/watch?v=LQCZTxzW6A0

[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

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

>> No.9737951
File: 595 KB, 1000x624, John Ramboro.png [View same] [iqdb] [saucenao] [google]
9737951

FIRST

>> No.9737956
File: 392 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9737956

>> No.9737971

>>9737956
>retarded lift saturday
pretty fitting for your usual Serious Business Saturday

>> No.9737973
File: 110 KB, 682x800, dsfsdfsdf.jpg [View same] [iqdb] [saucenao] [google]
9737973

What's your take on Return to Na Pali? I feel a little burned out after finishing Unreal and I'm not really sure whether to play it or not.

>> No.9737982

>>9737956
Monsters called, extremely coming
I didn't know I clicked on the monster girl general by mistake

>> No.9737987

>>9737971
>Retarded Lift
That's pretty much every other lift in most Doom and Quake mods.

>> No.9738009

>>9737987
I keep noclip bound to a key because life's too short to spend at the bottom of elevators

>> No.9738010

>>9737987
>You now remember the giant unpegged lift texture in MAP29 of 400 Minutes of /vr/

>> No.9738018
File: 814 KB, 640x360, DIDSOMEONEORDERBOLOGNESE.webm [View same] [iqdb] [saucenao] [google]
9738018

>>9737827
One of the maps in the Nyarlathotep set (Though I may be mistaken, I played it a long time ago)
https://www.quaddicted.com/reviews/nyarlathotep.html
Not the one in space or the one where you climb up very long - I remember the one with the archshambler starts in a large pool of blood with a lot of action right away, the enemy looks just like the shambler but with black fur and yellow flame effects

>> No.9738031
File: 2.11 MB, 1238x948, 1634351059916.png [View same] [iqdb] [saucenao] [google]
9738031

>>9737921
>reveal the character faces but make them handsome as hell, especially Daedolon
110% okay with this. Is this the same artist as pic related? I love their work.
>>9737973
I thought it was fine but it's been awhile. The new weapon and enemies were weird and the male player voice is way worse than the female one.
>I feel a little burned out after finishing Unreal and I'm not really sure whether to play it or not.
I'd take a break, even if the expac is amazing. There's enough old shooter content where you can find something you really want to play that won't make you feel burnt.

>> No.9738070

>>9738018
Is there anything more satisfying than gibbing a crowd of enemies in Quake? Shame it's so rare.

>> No.9738119
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9738119

>>9735679
I will now coom to your game.
tfw Paul Steed published a book about how to model low poly sexy shit https://ricardocasarino.files.wordpress.com/2008/05/paul-steed-wordware-modeling-character-in-3ds-max-2002.pdf

>> No.9738123

Why is Catacomb 3D forgotten unlike Wolf 3D?

>> No.9738132

So how is the Ironwail source port?
I've been having a few issues with newer Quake maps chugging a little with Quakespasm here and there, but from what I hear Ironwail somehow optimizes things.

>> No.9738147

>>9738123
Wolf 3D is more catchy in its graphics and sound design and maybe some people thought it was an RPG and just avoided it

>> No.9738152

>>9738119
>tfw Paul Steed published a book about how to model low poly sexy shit
Unironically it's a great book and is still largely applicable to Blender. Granted, you should familiarize yourself with Blender first so you aren't accidentally doing something manually that Blender can just do for you.
>>9738132
Ironwail is extremely optimized and updated with CSQC and other modern stuff, though if you have a weaker CPU but a relatively modern video card, you may want to try vkQuake instead. Either is significantly, objectively superior to Quakespasm, and I'm kinda baffled that people are still using it.

>> No.9738171

did TNT and Plutonia have infinite explosion height still?

>> No.9738172

>>9738171
yes

>> No.9738173

>>9738172
ty fren

>> No.9738212

>>9738152
Well, looks like I'm sticking to Quakespasm anyway since Ironwail gives some error about a vertex shader failing to compile and won't run.
I admitted play on a toaster so that could be the problem I guess.

>> No.9738226

>>9738212
You need to have Opengl 4.3 to get Ironwail to run

>> No.9738237

Finished Shadow Warrior, excellent game overall that does a lot of thing better then both Duke and Blood but falls short in others, I do wish Wang wasn't so jokey but he's still cool and it's insane what they did with the Build engine.
>>9737921
I always found it weird they both had horned helms.

>> No.9738287

You guys have Return to Castle Wolfenstein in the archives?
I have to reinstall RtCW but if the port just needs the pak files I didn't want to go through the trouble of reinstalling the game again.
Anyone got that image of Blaz holding a beer stein?

>> No.9738291

>>9738287
It's on gog, isn't it?

>> No.9738302
File: 458 KB, 629x571, 1676824732533.png [View same] [iqdb] [saucenao] [google]
9738302

>>9738287
The links in the OP don't have RtCW, but as >>9738291 said, you can find it on gog. Here you go.

>> No.9738307

Just give wolfenstein back to id already

>> No.9738309

>>9738291
I downloaded some isos from archive.org, fiddled around with the settings with the port and I ended botching something up.
Have to mess with the registry and reinstall, was hoping you guys had it on hand in the archives and I just overlooked it.

>> No.9738313

>>9738302
Thanks, man.

>> No.9738332

>>9737973
I love unreal, but I don't care for return to na pali.
It doesn't do anything better than the original campaign, and the only memorable fight is against the humans.

>> No.9738338

Would anyone find use for a DSDA wad that randomly mirrors corpses?

>> No.9738360

Sigil 2 when
Untitled Romero's Quake episode when?
Untitled Romero's new FPS when?

>> No.9738376
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9738376

https://www.youtube.com/shorts/msVqcE6y7aY
i wonder if this could inspire a wad, like having to switch to the chainsaw so a body doesn't slide and get close enough to an archvile
>>9738031
the artist also draws doom weapons as anime girls
he should do the holy water pistol some day
>>9738171
final doom had the exact same mechanic and features as typical doom
i thought one new features was "key locked switches" or something
>>9738360
blackroom 2

>> No.9738386

>>9738360
Kekkr 3

>> No.9738408

What could have been
https://legacy.3drealms.com/rott/originalspec.html

>> No.9738450

>>9737973
Half of it's just reused beta levels cleaned up a bit. Shame they didn't reuse the Cryox.

>> No.9738458

>>9737923
The Psydoom version update isn't news?

>> No.9738463

>>9738458
>Psydoom
more like psydumb lmao

>> No.9738472
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9738472

>>9738458
>2-4
No

>> No.9738517

redpill me on Timothy Brown

>> No.9738521

>>9738517
Timothy Brown (alias MArt1And00m3r11339, formerly Martian Doomer) is a Doom level designer who released a huge number of standalone mods and also contributed to a few community projects.

>> No.9738736

Holy kino
https://www.youtube.com/watch?v=u4CkWoQ3U10

>> No.9738835

>>9737973
It reintroduces the arsenal and bestiary much faster than the base game, and better utilizes some of the enemies that didn't get much of a chance to shine the first time. There are three new enemies, two of which are annoying fodder and one of which is criminally underused. Likewise, there are three new weapons, with two of them being good at bypassing enemies who dodge from every other projectile, and one of which is underwhelming. The final boss fight is a joke and can be skipped by simply walking away.

>> No.9738841
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9738841

>>9738736
wait a minute, is doom guys hud face from one of the wolfenstein bosses?

>> No.9738864

>>9738841
No, Wolfmac's new sprites came out after Doom.

>> No.9738869

>>9738864
oh ok lol. i must stop masterbating ahahhahahah

>> No.9738902

>>9738152
>Ironwail is extremely optimized and updated with CSQC
>updated with CSQC
Doesn't seem like it judging by how it lacks custom HUD support that Spiked or vkQuake have. Or is it a separate feature that's not a part of CSQC?

>> No.9739182

>>9737891
>>9737929
Jokes on you, I love Hexen. So I'm taking this as a win.

>> No.9739208
File: 1.02 MB, 1920x1080, Screenshot from 2023-03-14 01-05-04.jpg [View same] [iqdb] [saucenao] [google]
9739208

What did Drake O'Brien mean by this level length?
The 2% armor loss from nukage surrounding the megaarmor bothers my 'tism.

>> No.9739216

>>9739208
Worst level in TNT

>> No.9739506
File: 1.35 MB, 1600x900, spasm0045.png [View same] [iqdb] [saucenao] [google]
9739506

Finnishing up this slog so I can check out either Alkaline v1.2 or the new Dwell episode 2 (with a revamp of the 1st one included) at last . . .

>> No.9739574

>>9738070
yeah, low res, unfiltered textures, blood effects - it all gives a nice charm to it
>Shame it's so rare
One more reason to give Tronyn's mapsets a try: lot of monster hordes with plenty of rocket ammo so you can blast away and gib to your heart's contents

>> No.9739686

>>9737923
yholl released the 2.0 update for Rampancy
https://forum.zdoom.org/viewtopic.php?t=67193

>> No.9739702
File: 2.92 MB, 864x486, Fistful[sound=files.catbox.moe%2Ft1f4gn.opus].webm [View same] [iqdb] [saucenao] [google]
9739702

>> No.9739704
File: 2.83 MB, 864x486, Fistful2[sound=files.catbox.moe%2Fqsnyfq.opus].webm [View same] [iqdb] [saucenao] [google]
9739704

>> No.9739706
File: 2.80 MB, 1024x576, Fistful3[sound=files.catbox.moe%2Fkuuov3.opus].webm [View same] [iqdb] [saucenao] [google]
9739706

>> No.9739726

>>9737973
this is better
https://unrealarchives.com/operation-na-pali/

>> No.9739740
File: 846 KB, 1280x720, theyhunger.png [View same] [iqdb] [saucenao] [google]
9739740

>> No.9739751

>>9739706
>HD with super cute and quaint voxels
Huggable Destructor

>> No.9739803

>>9739706
Nice to see more love for lever-action guns in Doom these days.

>> No.9739818

>>9738521
Wow, this anon has a truly encyclopedic knowledge of doom modders.

>> No.9739824

>>9739506
I just finally played Dwell E1 for the first time. I dont know if its intentional, but the buildup is fucking genius. The first couple levels I was like, oh, this is all it is? Pretty plain and honestly not very good level design. Then it gradually ramps up until the last couple levels with all this crazy stuff and hundreds of monsters.

>> No.9739827

>>9739706
what is it? proto-red orchestra?

>>9739751
>voxels
lmao i didn't even notice with 3rd webm

>> No.9739889
File: 1.02 MB, 1600x900, spasm0046.png [View same] [iqdb] [saucenao] [google]
9739889

>>9739824
I found it a bit lacking personally despite being so professionally crafted - mainly due to not including any "Scorpion monsters" for the later Egypt-themed levels (either Centroids, the AD ones nicked from Hexen2 - or even MadFox's Chasm-exported Scorpion enemy), but it was still on par with something like DOPA (also most of the last level's secrets were a bit too cryptic to get used on time, IIRC the remade ep1 features a different final level - I'll see if that somehow solves this personal problem of mine)

>> No.9739893
File: 3.77 MB, 1280x720, Superior sim-shooter.webm [View same] [iqdb] [saucenao] [google]
9739893

>>9739827

>> No.9739902
File: 1.49 MB, 1600x900, spasm0048.png [View same] [iqdb] [saucenao] [google]
9739902

>>9739889
How many times do you need to kill this chucklefuck for him to stay dead?
I already finished the game, so I know that he's kind of a pushover

>> No.9739906
File: 15 KB, 320x336, captcha.png [View same] [iqdb] [saucenao] [google]
9739906

>>9739893
This made me experience a whole new emotion.

>> No.9739982

Played Ashes and Ashes Afterglow and really enjoyed them. Just started DN3D Alien Apocalypse and I find it just dreadful to play. Do people actually like it or was it just some shilling campaign?

>> No.9740012

>>9739982
I’ve only tried Alien Armageddon. It was kind of fun but also felt real bloated so I only played a few levels. I’ve never heard of Alien Apocalypse.

>> No.9740016

>>9740012
Oh shit, yeah: Armageddon, not Apocalypse. I don't like the level design either and the RPG elements are honestly kinda annoying.

>> No.9740021

>>9739982
It's probably "liked" in the same way those shitty kitchen sink mods on GZDoom/Zandronum are. The people who play it just want to see "more, more!" regardless of quality.

>> No.9740024

>>9740021
Those things plague every modding scene.

>> No.9740042
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9740042

>"more, more!" regardless of quality.

>> No.9740079
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9740079

>>9738360
>untitled Romero's new FPS when?
Is he developing one?
Would be really cool if true.

>> No.9740089
File: 798 KB, 1600x900, spasm0050.png [View same] [iqdb] [saucenao] [google]
9740089

>>9739506
It may look like nothing special here onscreen, but this flamer trap actually waves its spray and it's actually a neat effect that should have been utilized more than just once in this entire mod

>> No.9740092

I think I prefer the first Golden Souls to the 2nd. The long levels are just wearing me down.

>> No.9740096

>>9740092
I don't remember levels being that much longer. 80% of these levels consisting of instakill pits can fuck right off.

>> No.9740098

>>9740096
That's probably why it feels longer. The platforming was worse in the first game but there was far less of it.

>> No.9740101
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9740101

>>9739902
>You cannot even kill Mr.Sinister unlike how you could get rid of the titular Apocalypse
And him offering even less challenge than the previous boss encounter (mostly due to enviromental hazards) makes this fight pretty underwhelming - and kinda tedious if you decide to use the rocket laucher during it, as he teleports-away right before your missiles can reach him

>> No.9740112
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9740112

>>9740089
>>9740101
Using the flamethrower somehow makes this final fight end in seconds without even going half-empty from a full tank (I'm gonna pretend that instead of escaping via teleport BS - Mr.Sinister died here burnt into a crisp, unless if that wasn't his clone at least)

>> No.9740125

>>9739827
It's Hideous Destructor, I wouldn't care compare it to RO at all. It's its own thing

>> No.9740158
File: 1.17 MB, 1600x900, spasm0054.png [View same] [iqdb] [saucenao] [google]
9740158

>>9740112
And after all that's done you come back to the Xavier mansion, but I still have no idea how to unlock the Nightmare difficulty skill ( and yeah I know the command for it but it's just not the same)

>> No.9740172

>Want more Quake
>See everyone sucking off Dwell on Quaddicted
>Try it out
>It's okay I guess
Maybe I'm spoilt by some of the bigger projects, but it doesn't seem to be as stellar as everyone claims it is.

>> No.9740184

>>9740042
Good example, that's the poster child of quantity over quality.

>> No.9740212

>>9737923
vkQuake 1.30.0
https://github.com/Novum/vkQuake/releases
• Support for remastered models (Needs data from remastered Quake)
• Support for dynamic lightmap shadows (requires a ray tracing capable GPU)
• Reworked all option menus
• Support for modern HUD style
• Transparency sorting (thanks @temx)
• Dynamic lights are now computed in world instead of texel space for more consistent light sizes
• New GPU memory allocator
• Improved level load times

>> No.9740216

>>9740158
I remember some kind of hidden switch in the mansion to unlock Nightmare, but then again, i haven't played that in years.

>> No.9740232

ok fags tell me the best wolf 3d in doom mods and viceversa

>> No.9740309

>>9737923
Half-Life MMOD has just released
https://store.steampowered.com/app/1761270/HalfLife_MMod/

>> No.9740434

>>9739706
glorious

>> No.9740474

>>9738123
Probably because Wolfenstein 3D saw far wider publication. I've never played Catacomb 3D, so I have no idea what it's like, but one of the appeals of Wolfenstein 3D is that's pretty damn fast paced, it also has more colors.

>> No.9740487

>>9740172
Quake maps are usually great because of their ability to use architecture in ways Doom can only dream of, and produce interesting scenarios and fights.
Dwell has great looking maps, but then it just throws its hands up and copies the standard Doom megawad thing of locking you in a room with hundreds of monsters rushing you.
I don't doubt for a second that's how id would do it these days, but it doesn't make it good.

>> No.9740492

>>9740474
https://www.youtube.com/watch?v=_hynUBhvXhY

>> No.9740495

>>9740487
>but then it just throws its hands up and copies the standard Doom megawad thing of locking you in a room with hundreds of monsters rushing you
For those with slaughter themed maps, perhaps.

>> No.9740620
File: 267 KB, 1409x682, Capture.png [View same] [iqdb] [saucenao] [google]
9740620

need some help anons, making progress with my spooky map and am currently working on a mausoleum "maze" type area.
The problem is I've decided to try using sector colours for each area but I can't quite nail a colour pair (actual colour and fade colour) for the mausoleum.
Picrel is what I'm trying rn; left is lightish teal with dark blue fade, right is a pale purple and dark red fade.
Got any colouring tips?

>> No.9740948
File: 180 KB, 1400x700, 1678484013984840.jpg [View same] [iqdb] [saucenao] [google]
9740948

>>9737956
>shield throw

>> No.9740959

So now that we have all the missing Doom 64 monsters modeled, is there a mod to put it all together to play with full D64 monsters and weapons in Doom 2?

>> No.9740964

>>9740309
Whoever thought it was smart to add more headcrabs, often in a way that they can't be avoided, needs to be kicked in the dick

>> No.9741102
File: 171 KB, 2000x1153, plasma revenant.jpg [View same] [iqdb] [saucenao] [google]
9741102

wonder when someone will make an enemy out of this skin
either in a "de in classic doom" style mod or slayer's testaments
>>9740959
i guess there are some mods based on what assets exist
>drpyspy's revenant and arch-vile
>either the metadoom smm or a resized arachnotron
>maybe some of the edits by craneo
meanwhile, the new unused designs are the ones that i don't think anyone else made or is making outside of the gec team
>>9740158
if this xmen mod for quake is that bad, is there any other quake xmen mod that at lies tries to be good?
like an attempt to avenge the assets or make up for their source of origin's quality
>>9740042
i wonder if dbt and his team ever thought of doing something with original ideas instead of other games
i know term and some others said this back in that intermission podcast

>> No.9741140
File: 18 KB, 286x323, d86.jpg [View same] [iqdb] [saucenao] [google]
9741140

Nobody told me GMOTA doomguy weapons felt so fucking good

>> No.9741142

>>9741140
Well hopefully they'll stay that way after I revamp them.

>> No.9741148

>>9738287
>>9738309
Check the DOSPACK + Win98 games link. It's in there. Pretty sure it already has the ioRTCW source port configured for it as well.
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

>> No.9741156

>>9739982
>>9740021
Do you mean Alien Armageddon?
I played the first episode when it first released and was amazed by how good the level design was. There wasnt that many custom enemies. Maybe they changed it since then?

>> No.9741157

>>9741148
Not that anon,does RtCw have map packs? if so, are any good/recommended?

>> No.9741170
File: 96 KB, 350x350, 1453573030685.jpg [View same] [iqdb] [saucenao] [google]
9741170

>Custom enemy reacts so fast that i cant grab the invul sphere in "tricks & traps" before it kills me from full health
haha what?

>> No.9741181
File: 375 KB, 1280x1024, gmq8IXgtae_-jRi0wZJkcq7veCB2OPkT[1].jpg [View same] [iqdb] [saucenao] [google]
9741181

>>9741157
As big of a fan of RTCW I am, I never played many of the map packs even though I've meant to. They all strike me as pretty mediocre at best. I have played some of them through the CO-OP mod before like Devil's Manor or Operation Vorsichtig, which makes it a lot of fun, but I doubt there's anything noteworthy just playing them on your own. Time Gate seems to be the most popular one, though, so I'd say that one maybe.

>> No.9741184

>>9741102
>wonder when someone will make an enemy out of this skin
It would be tough to properly render it at Doom's resolution.
Changing its shoulder cannons to a railgun would be neat.

>> No.9741193

>>9741181
Have you tried RealRTCW? currently downloading it to test it out,i admit i only played the game once and it was on the highest difficulty because i am a fucking masochist, just seeing if there is any replay value

>> No.9741201
File: 114 KB, 500x247, 1660896937047581.gif [View same] [iqdb] [saucenao] [google]
9741201

>>9740959
There is like 4 of those,pick your poison,i could link or bundle them all in one file
>BrutalDoom64
>Corefier
>DoomVanilla
>Doom Project VOID

>> No.9741225
File: 873 KB, 1599x899, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
9741225

>>9741193
Yes, and if you want a suggestion on that, I would suggest playing on an easier difficulty like Don't Hurt Me and then maybe choosing the option to add in more enemies per level through the in-game options so it's more action packed (pic related). RTCW doesn't add more enemies on higher difficulties like Wolf 3D or Doom, but the RealRTCW mod gives you an option to add more in the game options.
Other than that, RealRTCW is essentially the same as RTCW gameplay-wise but with better graphics, new weapons, and some minor balance changes like increased accuracy of your automatics across the board. The hardest difficulties can be brutal unless you have a basic recollection of how each enemy encounter goes, so I'd say they're reserved for the nerds who've already played through the regular game dozens of times like myself. It's a very faithful and well done remaster mod while offering tons of modern customizations that the base game doesn't have. Definitely worth checking out.

>> No.9741227
File: 130 KB, 737x960, 1659394846399922.jpg [View same] [iqdb] [saucenao] [google]
9741227

>>9740959
>Brutaldoom64 (Only need BD64game)
https://mega.nz/folder/AtsgQL7K#uqIcrVz6KXT5w5dW8DSlww
>Doom64Vanilla
https://tpu540059.itch.io/d64revanilla
>UltimateDoom64fier (Need core,monsters and weapons,randomspawner if you also want neat D64 custom enemies)
https://drive.google.com/drive/folders/1RgkTiCZn-Z5fZNKKWRa8C6asVszYqZ8X
>Doom 64 Retribution project Void (Has good and bad custom D64 weapons/enemies so might not be for everyone,i edited my own copy to take the meme monsters/weapons out)
https://www.moddb.com/mods/doom-64-retribution/addons/doom-64-retribution-project-void-v101

All of these are compatible with doom 1/2

>> No.9741238
File: 536 KB, 1280x720, gxkk4go.png [View same] [iqdb] [saucenao] [google]
9741238

>>9741227
To add
>BrutalDoom64 and Ultimate Doom64fier update almost daily fixing small things and stuff
>Project void has finished and wont get updates i believe
>Doom64Vanilla gets updates every few weeks
there is also this unreleased mod,looking forward for it

https://forum.zdoom.org/viewtopic.php?t=77270

>> No.9741250

>>9741225
My only gripes with the game were the nazi bitches camping the second floor stairs forcing you to take damage if you wanted to progress and those enemies with the electric hips, might give it a new run soon with the mod to see how it goes, thank you for the response anon

>> No.9741272
File: 133 KB, 1024x1384, return_to_castle_wolfenstein_by_ardathlilitu_df8pn4y-fullview.jpg [View same] [iqdb] [saucenao] [google]
9741272

>>9741250
Yeah definitely, especially the electrical bastards they're pretty unfair. Flamethrower is great against them even though it doesn't deal direct damage (it does in RealRTCW btw). You can just tick them with a plume of a flamethrower fuel and then run away to safety while they burn to death.

>> No.9741343
File: 2.66 MB, 946x620, 1667549646164.webm [View same] [iqdb] [saucenao] [google]
9741343

Is the anon who made webm related around? I wanted to know how it works.

>> No.9741350

Why is the wolf 3d pistol so much better than the Doom pistol?

>> No.9741352

>>9741350
Because it's not a high bar to surpass. The only pistol that's worse than Doom's pistol is the revolver in Redneck Rampage.

>> No.9741376

>>9741184
There's a railgun revenant that's been around forever. I don't remember who it was made by or what it was intended for, and the only thing I can recall that uses it is Zdoom Wars.

>> No.9741380

>>9741376
A Shambler Revenant would be neat as well.

>> No.9741409

>>9741376
What if the railgun rev used bits of its bone as the slugs rounds?

>> No.9741414

>>9741350
Wolf3D's weapons do more damage up close and enemies are fragile. You also don't have to worry about accuracy.

>> No.9741426

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

>> No.9741435

>>9741350
doom pistol was made for fighting zombiemen, imps, and 1 shotgunner, maybe 2 if the map wanted to really amp up the difficulty.
and then you would pick up the shotgunner's shotgun and carry on

>> No.9741440

>>9741376
https://www.realm667.com/en/downloads/beastiary/788-beam-revenant
Here it is, made by Captain Ventris specifically for ZDoom Wars. I was figuring that it was something Eriance would've made early on for Demon Eclipse.

>> No.9741449
File: 33 KB, 196x197, 1528292844477.png [View same] [iqdb] [saucenao] [google]
9741449

>>9741426
>the player nodding his head with NPC dialogue
Never gets old, not one iota.

>> No.9741468

>>9741435
The crueler maps make you kill demons with it.

>> No.9741593

>>9740212
should this look like kex or what?, I don't see any change in the shadows

>> No.9741627

>>9741426
more like a vhs filter

>> No.9741657

>>9741227
>i edited my own copy to take the meme monsters/weapons out
Mind sharing it? What did you take out specifically?

>> No.9741746
File: 12 KB, 470x127, agi.jpg [View same] [iqdb] [saucenao] [google]
9741746

exciting

>> No.9741758

>>9741746
Finally Wolf '09 is getting some love.

>> No.9741762
File: 10 KB, 300x224, Sleepy-Macaw-300x224_large.jpg [View same] [iqdb] [saucenao] [google]
9741762

>>9741657
Most of the enemies that i found "Ugly" or clashed too hard with the normal D64 enemies and the weapons i deemed 'unnecessary'

You might not like it, i am a picky person, load 1-64DR first and load 2-no meme monsters second in any loader like ZDL

You can see the entire enemy roster on the icon of sin credits, i think i made around half of it not spawn because it triggered me, same with the weapons if you use idkfa

https://www.mediafire.com/file/wb9d27kd6kd4nf8/Project_Void_personal.rar/file

>> No.9741765
File: 643 KB, 1920x1080, smol.png [View same] [iqdb] [saucenao] [google]
9741765

>>9741657
>>9741762
Oh and replaced the ugly imp archviles with flying mini purple mother demon archviles

>> No.9741818

>>9741343
Yes, I'm here.
It works in MBF21 by adding and removing SHOOTABLE flag.

>> No.9741850
File: 3.84 MB, 640x360, E4M2_1 [sound=files.catbox.moe%2Fd8ahpi.opus].webm [View same] [iqdb] [saucenao] [google]
9741850

>> No.9741851
File: 3.90 MB, 640x360, E4M2_2 [sound=files.catbox.moe%2Fcab8qu.opus].webm [View same] [iqdb] [saucenao] [google]
9741851

>>9741850

>> No.9741853
File: 3.88 MB, 1104x621, E4M2_3 [sound=files.catbox.moe%2Fe4qygx.opus].webm [View same] [iqdb] [saucenao] [google]
9741853

>>9741851

>> No.9742079

>>9740959
I think we need outright a new Doom 64 campaign to add the new enemies into.

>> No.9742110

>>9741818
I didn't even know you could add or remove flags in runtime with MBF21. I assume you used DECOHACK for this?

>> No.9742118

>>9742110
Yeah. Here, have some decohack code
https://pastebin.com/H4LRmHUs

>> No.9742129
File: 3.89 MB, 800x1080, doom_spine.webm [View same] [iqdb] [saucenao] [google]
9742129

today i went on the internet and found this
source is @Maurilustrador

>> No.9742132

>>9737921
>>9738031
I really like the art too, but they don't look like how I imagine them to look so 8/10

>> No.9742139

>>9742129
What's that demon behind him up to, looking a little touchy feely there

>> No.9742142

>>9742129
That’s pretty badass!

>> No.9742184

>>9742118
I'm trying to prototype a Marauder using the Revenant as a base, but it's not attacking. Can you tell me what's going wrong?
And is there no other way to stop hitscan damage than to remove the shootable flag?
https://pastebin.com/b2b3Jm4G

>> No.9742190

>>9742184
I think SHOOTABLE is the only thing there is to control this kind of things.
I don't really have experience with partially copying/altering states like you seem to do, so I can't help you with that. I always had to write the whole thing from scratch.

>> No.9742202

>>9742190
It not attacking must have been due to my test map bugging out, because it's working after I made the box a little bigger.
I'll have to think of some other solution than using his shield, probably just make him an outline like the stealth enemies in Ancient Aliens. If I can't stop hitscan damage against him.

>> No.9742206

>>9742202
Oh yes, if you have just one sector, monsters can't see you, can be this.
SHOOTABLE is what separates monsters and barrels from everything else, it should prevent any attack from connecting (Unfortunately it might let shots through, not quite sure)

>> No.9742209

>>9742206
Yeah, shots pass through him and he doesn't react. But like I said, I'll just have to get more creative than a big red shield.

>> No.9742271

>>9740620
anyone?

>> No.9742282

>>9742209
You can add SHADOW or TRANSLUCENT flags to indicate their spectral status. The latter even fits the Heretic logic.

>> No.9742301
File: 419 KB, 1920x1080, doom124.png [View same] [iqdb] [saucenao] [google]
9742301

>>9742282
Shadow wouldn't make sense because you can shoot Spectres. Translucent sorta works, but it's not that big a change from the regular monster. Unless that's just my settings being bad.

>> No.9742304

>>9742282
wouldn't it be better to add some kind of coloured outline or change their projectile colour if they have one?

>> No.9742368
File: 24 KB, 320x240, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9742368

I find my playthrough much focused and slower paced than with its iwad progenitor which also seemed to have a tad shorter maps, but who knows, maybe that's how i used to play plutonia back in the day.

Would be a serious shame to leave out "Go 2 It" mashed from a bunch of vr maps for a final release, given admittedly sluggish production.

>> No.9742375

>>9742368
Make one out of your own map if you must.

>> No.9742389

>>9742368
I think that'd be a cool thing to do, maybe that's something we could quilt together after I've gotten all of this together, but that's something that'll have to currently remain a hypothetical.
Sorry again for much silence.

>> No.9742541 [DELETED] 

Linguica is a tranny chaser

>> No.9742549
File: 585 KB, 672x1920, family guy joke.png [View same] [iqdb] [saucenao] [google]
9742549

>>9741762
>>9741765
Thanks anon, pretty good changes.

>> No.9742562
File: 654 KB, 1280x720, they430000.png [View same] [iqdb] [saucenao] [google]
9742562

>> No.9742584 [DELETED] 

>>9742541
Like the transmission to his car? He driving some weird old model or something and needs a replacement part?

>> No.9742675

>>9742549
aw you

>> No.9742715 [DELETED] 

>>9742541
is that you Nightmare2989?

>> No.9742734
File: 43 KB, 880x518, gsgs.jpg [View same] [iqdb] [saucenao] [google]
9742734

WTF

>> No.9742753

>>9741102
>>9741184
I had some ideas of how a Plasma Revenant could work.
You know how the new games' take on soldiers have them shoot plasma and that one orb that stops in mid hair an explodes?
I imagine a Plasma Rev could shoot homing but slow projectiles that "drop" some energy orbs that stay in the air for a while and then explode.
Like a homing missile that drops exploding mines on the air, even if it's a bit slower than a regular homing missile.
And i guess other attacks are just generic Plasma balls being shot and if you kill it, it drops cell ammo.
I think some mod for Eternal even makes it an enemy but it just reuses the acid puddle mechanic from the Cybermanc.
Maybe if someone managed to make good looking sprites out of this skin, it could be a look for that blue rev in Colorfull Hell.

>> No.9742785

>>9737923
>Duke Nukem Forever Director's Cut
Sorry for being retarded, but what's the difference between this and the Restoration Project?

>> No.9742876

As great as all the features in Alkaline 1.2 are, my favourite change has to be the one small thing that nobody has brought up yet:
The slipgates change colour to show where you've been so far. It's great, I wish Arcane Dimensions did this, so it would be easier to tell at a glance.

>> No.9742885

>>9738226
Wait, does that mean as a toaster owner I can't use Ironwail? That sucks.
I keep getting a minor, annoying glitch with flying shadows in some maps and I bet it's entirely on Quakespasm being outdated.

>> No.9743080

>>9742129
There's something oddly sexual about it.

>> No.9743108
File: 426 KB, 1920x1080, 20230203223356_1.jpg [View same] [iqdb] [saucenao] [google]
9743108

>>9742549
That lip bite and the body on that female imp gets me kinda aroused. Even though it's not the main focus, it's really nice detail on the lip bite and the very feminine figure of the Imp... mmm...

>> No.9743113 [DELETED] 

>>9742541
Well he's a goon innit?
Least surprising "news"

>> No.9743115
File: 409 KB, 1920x1080, 20230212201947_1.jpg [View same] [iqdb] [saucenao] [google]
9743115

>> No.9743150
File: 294 KB, 630x500, golden.png [View same] [iqdb] [saucenao] [google]
9743150

is there anything else like it? i beat the one before and the demo of three. in the mood for a collectathon shooter

>> No.9743170
File: 2.89 MB, 640x360, hangin.webm [View same] [iqdb] [saucenao] [google]
9743170

>>9741853
>HD player
I'm more of an HD clown myself, getting herps caught on ledges and such

>> No.9743201

>>9742785
This. I'd also like to know.

>> No.9743235

>>9743108
For me its Baronesses.

>> No.9743296
File: 3 KB, 435x126, 1672873148612.png [View same] [iqdb] [saucenao] [google]
9743296

WNW is up. Here's the usual info.
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 are located in the Update 3-15-2023 folder. The new music pack is complete!

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.9743380

Which is the biggest step up?
going from wolfenstein to doom? or doom to quake?

>> No.9743387

>>9743380
Probably Quake because 3D. But both were obviously major innovations.

>> No.9743586

>>9743380
Wolf to Doom, the added complexity of its comparatively unrestrained levels and more complex enemies and weapons was a gigantic change.

>> No.9743649

>>9740487
I mostly hate Dwell because it uses Copper.
Copper is such a piece of shit, almost all of the "fixes" are no fun allowed trash that harms the enjoyment of any mapset that uses it.

>> No.9743672

>>9743649
>Copper is such a piece of shit, almost all of the "fixes" are no fun allowed trash that harms the enjoyment of any mapset that uses it.

I'm going though my yearly Quake playthough now using copper and I dont feel any fuckign difference. Except the laser guys but I dont mind those.

>> No.9743684

>>9743649
I just hate the 50HP Nightmare that the Night Dive port adopted.

>> No.9743693

>>9737921
I think it's time.

After all these years shitposting in these threads. It's time for me to do my first playthrough of Doom.

Wish me luck.

>> No.9743696
File: 306 KB, 1000x1354, 1526425648671.jpg [View same] [iqdb] [saucenao] [google]
9743696

>>9743649
Looking at the changes list all of them seem very reasonable and restrained. Care to name some of the ones you don't like?

>> No.9743704
File: 31 KB, 600x350, zSc4haDSaxo7woh8ZDYYpc[1].jpg [View same] [iqdb] [saucenao] [google]
9743704

>>9743696
nice pic of the juggernaut, bitch.

>> No.9743756

>>9741426
https://www.youtube.com/watch?v=1Wq6o1s6lPc

>> No.9743764

>>9742562
>flesh creatures

>> No.9743779

>>9743696
Stuff like it making ammo packs stingier, some enemies don't even drop ammo now, the Enforcers are now turrets on all difficulties for some idiotic reason, the super nailgun is nerfed for no reason, infighting has been nerfed for reasons only the modder could tell you, the Shambler dance has been fucked with purely because the modder didn't like it so now you either kill a Shambler within two swings or suffer a health tax.
It's just shit all around and the absolute worst way to play Quake. Dwell makes this even worse by highlighting the mods flaws even harder, since most maps and encounters seem bent on rubbing all the downgrades in your face.

>> No.9743793

IMAGINE
https://www.youtube.com/watch?v=l9n_TkFIttk

>> No.9743827
File: 2.81 MB, 960x540, 2023-03-15 22-14-49.webm [View same] [iqdb] [saucenao] [google]
9743827

>>9743779
>Stuff like it making ammo packs stingier, some enemies don't even drop ammo now,
A complete non-issue if you're playing a mapset that was designed for the mod
>the Enforcers are now turrets on all difficulties for some idiotic reason
They're actual threats now instead of firing one salvo and dying
>the super nailgun is nerfed for no reason
It becomes even better at close range while the normal nailgun is better at long range, giving it an actual purpose when the player has both
>infighting has been nerfed for reasons only the modder could tell you
This is the only questionable change so far and the only one Lunaran didn't actually bother explaining
>the Shambler dance has been fucked with purely because the modder didn't like it so now you either kill a Shambler within two swings or suffer a health tax.
webm related
>It's just shit all around and the absolute worst way to play Quake.
I've seen you complain about it before in these threads and didn't think much of it, but after playing it myself and actually seeing the changes first hand, I think your issues stem from either you sucking or not bothering to read the mostly-comprehensive changelog on the website that hosts it

>> No.9743861

>>9743827
Not that anon, but the real issue is that Copper is advertized as a "vanilla+" "improvement" over base Quake. Fixing undisputable bugs, adding mapping features, and making co-op a less painful experience is all great in that context. Changing how weapons work, how AI behaves, and how an entire difficulty mode plays is not.

>> No.9743885
File: 3.96 MB, 960x540, i've heard of getting a byte to eat but this is taking it too far.webm [View same] [iqdb] [saucenao] [google]
9743885

>>9743170
The first rule of HD is to have fun.

>> No.9743898

>>9743170
I dont know why but playing with mouselook in doom makes me dizzy, thats why i tend to avoid mods that add weapon recoil (pressing end to center aim again is not fun) or maps that need aimlook

>> No.9743909

>>9743898
>playing with mouselook in doom makes me dizzy
Are you playing with software mode or with hardware mode? Because free mouselook in software mode is not perspective correct and it can get pretty fucking screwy to look at.

>> No.9743982

>>9743885
What the fuck even are Babuins? What are they made of? How is Babuin formed?

>> No.9744024

>>9743696
Not him but making ogres drop just 1 rocket is really lame. It reeks of "but what if the player gets too many rockets, i better step in and fix this since id didn't". God forbid the player have too much fun and feel powerful.

Dwell E2 is amazing though.

>> No.9744138

I find it strange that the Quake community seems to have a much lower standard of giving credit than Doom modders. They often use textures from all sorts of sources without any credit.

>> No.9744181
File: 2.05 MB, 1280x720, Brazzers.webm [View same] [iqdb] [saucenao] [google]
9744181

>>9743170
I fall into the "clown" category. And the rest of my squad is the circus

>> No.9744301

>>9743885
Babuins are built different

>> No.9744361

>>9741238
>https://forum.zdoom.org/viewtopic.php?t=77270

Wow - the models do look awesome relative to the game's established style.

>> No.9744370

>>9743296
replays:
https://files.catbox.moe/h19udb.zip

>> No.9744386

>>9743861
You would have a point if vanilla NM didn't turn all monsters into easily exploitable turrets. I'd much rather have 50 HP cap with normal monsters. I guess the only improvement that could be done at this point is to try to make monsters more aggressive, but not to the point they become turrets.

>> No.9744540

>>9743649
I almost like Copper (especially how the RoS works in it) but the "NO ammo gain from Enforcers instead of just reducing it to 2cells" is pure retardation done only to make the reworked Shaft feel even more precious via severely limited ammo availability

>> No.9744628

>>9737921
so what about the map that has taken doomworld by storm?
did any of you guys played it?
it's a bit mazey for my taste, but I understand its merits
https://www.doomworld.com/forum/topic/134292

it's the .pk3 from here
https://drive.google.com/drive/folders/1IdH20R6bPg_Sp2Htu0Z-u_wP2AbKoaBz

>> No.9744629

>>9743704
the costume maker had to be a quakefag

>> No.9744665

>>9743827
Not that anon, I have mixed feelings about the changes, but acting like Copper is a complete upgrade is nonsense.
Arcane Dimensions and Alkaline made some really neat changes to how some enemies and weapons work, meanwhile Copper does some great stuff one moment and then decides to put in something inexplicable and worse the next. It's not completely horrible and unplayable, but so far it's my least favourite way to play the game.

>> No.9744686

>>9744628
>It's just an old myhouse.wad from years back
>It's literally called myhouse.wad
Is there some hidden brilliance in here, or something? The backstory is touching, but people calling for this to be a Cacoward winner is a bit much.
That said, some absolute stinkers focused purely on being obnoxious for the sake of it get Cacos these days, so maybe a cute tribute map to a long gone friend might be a nice thing to see in the awards.

>> No.9744696

>>9744686
>Is there some hidden brilliance in here, or something?
There’s something about mirrors and multiple endings or it could just be everyone in on a joke, I’ll try it later this evening

>> No.9744702

>>9744686
be advised that the author provided 2 files:
the .wad allegedly is the map made by his passed-away friend
the .pk3 is the real deal, it starts with the house and lead you to a rabbit hole made of alternate realities, item hunting, custom monsters and so on..

>> No.9744705

>>9743827
>I've seen you complain about it before in these threads
Actually, this is the first time I've said anything about disliking the mod on these threads.
It just goes to show that I'm not alone in disliking Copper and all its unnecessary bullshit.
>>9744540
Okay I'll admit the Ring of Shadows change was pretty good. It turned a useless powerup into a better version of Doom's blursphere.

>> No.9744719

>>9743672
I wasn’t too disappointed or excited about its changes. I liked the shotgun hitscans not getting stopped by dead bodies though, and felt the super nail gun’s change was more stylistic than anything. Underdark Overbright was also fun.
It’s dislike here is impressive. Ranting against it and drama cliques are the most notable Quake discussions I’ve seen around here the past few months, aside from VR-anon helping people out and showing progress.

>> No.9744721

>>9744628
>The journal you download the map from
This is some really neat 4th wall ARG shit for some creepypasta "evil map".

>> No.9744790

>>9743827
Nerfing the Super Nailgun alone is a criminal act.

>> No.9744893
File: 28 KB, 720x232, cope.png [View same] [iqdb] [saucenao] [google]
9744893

>>9744024
But now they also drop that rocket even if you gib them, so that gives you more ammo than vanilla. At this point it reeks of change for the sake of change.
>>9743696
I think changes should be extremely important to be justified, Copper's mostly just throw the player off (and they're aware of this - the readme says if you use it for a mod please keep all the changes to avoid more confusion, the hypocrisy, and pic related reads like this is a gift from the Gods fixing id's idiocy).
The enemies that have changed significantly (enforcers, perhaps ogres) should be different versions with different skins.
I don't like anything that messes with the combat. The infighting changes are bullshit, now if two retarded monsters fail to hit each other for 15 seconds will turn against you without warning (why don't they disengage ME when they can't hit me for 15 seconds?)
Nightmare skill, coop changes, the ring of shadows are all OK.
If you have a problem with something being too easy, you fix that through level design, not by messing with core mechanics.

>> No.9744897

>>9744893
More like COPE-er? Am I right?
But yeah, it's not the worst thing ever but I'm not a fan of it either.

>> No.9744979

>>9744386
>all monsters into easily exploitable turrets
How 'exploitable' they are is extremely dependant on the map and their positioning. The sheer number of ogres bottlenecking narrow hallways makes the difficulty change a net positive, and that's before accounting for things like fiends becoming absolute wrecking balls with no cooldown between jumps.
Regardless, something akin to fast monsters (actual monster think rate, not just firing cooldown) would be a much better nightmare change than gimping player health.

>> No.9744994
File: 3.86 MB, 864x486, unwelcome_surprise [sound=files.catbox.moe%2Fu4yh74.opus].webm [View same] [iqdb] [saucenao] [google]
9744994

>>9743885
Agreed

>> No.9744996
File: 3.86 MB, 960x540, dealt_with [sound=files.catbox.moe%2Fif9ze3.opus].webm [View same] [iqdb] [saucenao] [google]
9744996

>>9744994

>> No.9745046

>>9744893
He's not wrong. Quake's development was not the smoothest thing, and was cobbled together and them falling back on what they knew and did with Wolf 3D and Doom.

>> No.9745053

>>9741238
>the terraformer
>not the sixtyfourmer
one job

>> No.9745114

>>9745046
Isn't it amazing how well it turned out, considering?
It's easily less popular than Doom, but there are still great fan projects out there. Shame the mapping community seems to have been taken over by a bunch of egotistical kids, but good stuff is still released.

>> No.9745148

>>9745114
Oh yeah it is amazing that Quake 1 turned out as well as it did. But it (and to a lesser degree Quake 2) broke id.

>> No.9745158

>>9744994
>these panicking imps

>> No.9745183

>>9741238
I'm looking forward to that project. I'd tell him that on the forum thee but my account was locked and I don't feel like jumping through hoops to get it back.
>>9745053
B...but the map name...

>> No.9745320

>>9745053
we prefer the terrorformer

>> No.9745347
File: 48 KB, 622x622, respectfully looking.jpg [View same] [iqdb] [saucenao] [google]
9745347

>>9744994
>>9744996
>them SSGs
mind telling what`s the sprite pack, anon? i`ve been using the RLA pack, but the bronthornis in it is really scuffed, and it`s rare to find packs that use foreskin gloves to go with addons.
god i miss potetobloke`s guns already.

>> No.9745382

>>9745347
That SSG and pickup sprite is from Seperated Arms, I think I’ve also seen it from the DRLA pack since it has a billion of them

>> No.9745386

>>9745382
i see, thanks anon.

>> No.9745423

>>9745382
>>9745386
Also I didn’t mean to say “DRLA pack”, just DRLA. I frequently use that mod as a resource for sprite swaps.

>> No.9745445
File: 437 KB, 1437x808, Screenshot_Doom_20230316_155900.png [View same] [iqdb] [saucenao] [google]
9745445

PANIC

>> No.9745446

>>9745445
WAD?

>> No.9745454
File: 3.92 MB, 640x360, fucked_up_helldogs [sound=files.catbox.moe%2Fb0uy66.opus].webm [View same] [iqdb] [saucenao] [google]
9745454

>>9745347
>spoiler
I was gonna say it's back, but Poteto's last update is from September, and it doesn't load with current HD sadly. I don't know if anyone's patched it.

The other anon is right, it's Separated Arms.

>> No.9745457

>>9745446
myhouse.pk3

>> No.9745461

>>9745457
Well shit, this screenshot just convinced me to play it. Thanks.

>> No.9745520

>>9745347
>>9745454
https://cdn.discordapp.com/attachments/462331550768431104/1069141922616180796/PB-Mohl_HDAddon_WeaponPack_4.8.2a_RC2a_Bootleg.pk3
did some digging through the discord to find this, launches fine with latest HD main

>> No.9745528 [DELETED] 

>>9745520
>Try this before making my post
>It didn't work, thus I said "doesn't load"
>Try this after your post
>It works but with warnings

?????????????????????????????????
What are computers

>> No.9745530

>>9745528
Oh nevermind, it's a bootleg of the one I downloaded first. Thank god I'm not crazy

>> No.9745534

Thanks btw

>> No.9745557
File: 8 KB, 218x250, violence has escalated.jpg [View same] [iqdb] [saucenao] [google]
9745557

>>9745520
holy shit it actually works. you are a damn lifesaver, anon.
life just ain`t the same without a devincenzia in the spawn pool.

>> No.9745594

I got a fancy new computer for the first time ever and the first thing I did was run Doom 2 on it. Deus vult

>> No.9745601
File: 118 KB, 557x605, 1653751377494409.png [View same] [iqdb] [saucenao] [google]
9745601

>>9745594
Nice, which source port?

>> No.9745602

>>9745520
Been away for a good year or so, we have a discord now? Fuckin sick
>also these captchas are unreadable wtf

>> No.9745618

>>9745557
>googling devincenzia reveals that it and brontornis are extinct birds
That’s cool

>> No.9745635

>>9745601
Just gzDoom while I'm looking at other ports. Chocolate Doom any good? The closer to vanilla the better for me, especially if there's an option for pistolstarts.

>> No.9745663
File: 2.14 MB, 270x480, 1660823552295817.webm [View same] [iqdb] [saucenao] [google]
9745663

>>9743885

>> No.9745685
File: 1.17 MB, 1366x768, spasm0010.png [View same] [iqdb] [saucenao] [google]
9745685

All this talk about Dwell and Copper got me to try it out in between playing Alkaline
I don't see the issue with Copper, it seems to change very little. Dwell itself is probably too hard for me though, at least in Episode 1. My fault for being arrogant and choosing hard mode though, I just assumed the mapset would have the usual Quake difficulty of challenging but (compared to Doom) pretty easy in general.
Supposedly Episode 2 is even better, so i'l have to see how that goes.

>> No.9745780

>>9745602
The HD community has a discord. /doom/ does not, or at least not any general purpose one.

>> No.9745789

>>9743885
Never really got into HD, is it viable to make dedicated maps for it? Or for any other gameplay mod for that sake

>> No.9745802
File: 2.90 MB, 854x480, flyvile.webm [View same] [iqdb] [saucenao] [google]
9745802

>>9743885
"Fun" processed and launched

>> No.9745808 [SPOILER] 
File: 476 KB, 1920x1080, Screenshot_Doom_20230316_172148.png [View same] [iqdb] [saucenao] [google]
9745808

>>9745457
Yep, this is cacoward material for sure.

>> No.9745809

>>9745789
It's viable in that a few people have done it and support exists in HD to do so (big list of doomednums for placing specific items, including stuff like pre-deployed ladders and tripwire traps). So far though, the maps made specifically for HD haven't been especially great and the best maps to play are just good Doom maps. It's probably a better idea to just make a Doom map and take HD into consideration as you go. You can do some neat stuff like hiding HD items in cubbies that can't be opened via any linedef, but could be broken into in HD, or having alternate paths that are only accessible with HD's vertical mobility options such as playing dead to crawl through a space too small for crouching, mantling or using a ladder to ascend, or even the jetpack.

>> No.9745850 [DELETED] 

>>9737921
Is it even possible to make an account on the zdoom forums anymore. I keep filling out everything but getting a "solution isn't correct" even though there's nothing else left on the page.
The only thing I can find relating to this funnily enough is an unironic tranny admin shooting down anyone critiquing that fact. Even bashing Kinsie of all people who wasn't even instigating anything.

>> No.9745903
File: 2.85 MB, 1920x1080, Screenshot_Doom_20230314_095217.png [View same] [iqdb] [saucenao] [google]
9745903

Making a Doom map using Quake textures, I think it looks great. Wish I could get a 2 layered scrolling sky like Quake. I am using Gzdoom UDMF.

>> No.9745909
File: 3.15 MB, 1920x1080, Screenshot_Doom_20230314_095254.png [View same] [iqdb] [saucenao] [google]
9745909

>> No.9745913

>>9745903
>Wish I could get a 2 layered scrolling sky like Quake
Maybe through the udmf 3d skybox mode? The one that makes a seperate dummy sector/room into a 3d skybox like in the source engine games.
But that would utilize a lot of fuckery and seperate textures for the two layers

>> No.9745920
File: 125 KB, 314x313, turn off texture filtering you fucking midwit.png [View same] [iqdb] [saucenao] [google]
9745920

>>9745903
>>9745909

>> No.9745936
File: 78 KB, 640x894, art_PerfectDarkJapaneeRelease.jpg [View same] [iqdb] [saucenao] [google]
9745936

>perfect dark decompiled like 4 months ago
>No source port yet
>Not even anything announced to actually even being worked on

>> No.9745942
File: 1.59 MB, 1920x1080, Screenshot_Doom_20230317_091822.png [View same] [iqdb] [saucenao] [google]
9745942

>>9745913
I got it to work. I made a 3d floor inside the skybox room and it works. Maybe I will add a stars texture above the scrolling clouds.

>> No.9745946
File: 1.11 MB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
9745946

https://ufile.io/73k07h8c
Another revision of cqb, or rather cqr as it'll end up being, as I couldn't think of any better names.

-All of the map's lights that are represented as coming from a light texture have been changed to colored lighting. It's a subtle, sickly blue that I think goes well with the texturing and visibility levels.
-Removed the melee shambler in the arena fight on the right-side path, as I've finally decided that it's too overkill even with the power shield.
-The recent arguments about Copper here made me realize that people don't like when an enemy looks the same but acts different, so the few instances of Z-aware ogres have been replaced with their flak-firing replacements. Their black apron fits a bit better with the runic theme and they still mostly fill the role I want them to.
-More detailing. At this point I'm just filling in any barren spaces that were previously comprised of metal05_7, I've ran out of ideas for what to do with what's left, but I suppose not everything needs to look fancy.

Unless some major error is discovered, this'll probably be the last version. It certainly feels like finishing a map of this scope took much longer than it should have, and if VR2 is being put on some indefinite hiatus for more polishing and potential submission, I don't know if I'd be able to squeeze in another. If you're underageb&, here's some advice: Enjoy your time while you've got it, because the hours I'm able to set aside for mapping is scarce.

>> No.9745948

>>9743150
Treasure Tech

>> No.9746018

>>9745903
Look at Dimension Of The Boomed, he got a lot of cool effects and visuals in Doom without even using gzdoom

>> No.9746021

>>9745936
might be that everyone is content with 1964 and see no need for a sourceport

>> No.9746023

>>9745936
Yes, shockingly, the pool of people that have the coding knowledge necessary to create a source port, interest in that game high enough, and enough free time is quite small.

>> No.9746026

I'm really digging the level design of maps in Marathon, especially when they start using 5D space.

>> No.9746052

>>9745789
Oblige (or Obsidian since that's where all the active development is now) with settings that would be baby difficulty by doom standards can make ok maps for HD gameplay, iirc there are a couple settings that make oblige maps jump+crouch friendly
>Or for any other gameplay mod
There are a couple maps for supercharge. Like any zdoom maps their quality has ups and downs but Mapwich is good

>> No.9746083

Am at Blast Pit in HL1... Does it get better?
>Enemies just stand around doing the same attack over and over
>Levels are completely linear with uninteresting puzzles
>Ammo is scarce enough that you barely have any choice
>Human enemies might be interesting but are always in terrible arenas with no choice
Is it just a story game with mediocre 90s influenced fights?

>> No.9746086

>>9746083
yawn

>> No.9746092

>>9745808
That's the bad ending.

>> No.9746095 [DELETED] 
File: 496 KB, 1437x808, Screenshot_Doom_20230316_203118.png [View same] [iqdb] [saucenao] [google]
9746095

>> No.9746106

>>9746086
??

>> No.9746108

>>9746106
don't care about bait

>> No.9746120 [SPOILER] 
File: 303 KB, 1920x1080, Screenshot_Doom_20230316_194116.png [View same] [iqdb] [saucenao] [google]
9746120

>>9746092
I'm on my third playthrough now.

>> No.9746134 [SPOILER] 
File: 1.37 MB, 1437x808, Screenshot_Doom_20230316_205043.png [View same] [iqdb] [saucenao] [google]
9746134

>>9745445

>> No.9746149

>>9746108
>theres simply no way anybody on the retro shooter general could dislike linear theme park ride level design

>> No.9746159

>>9746149
are you the same faggot that made this thread?
https://desuarchive.org/vr/thread/9737631/#9737631
let it go dude, this obsession is not healthy

>> No.9746225

>>9742129
I hate it. It's like one of lazy flash-like porn animations.

>> No.9746227
File: 1.87 MB, 379x423, JIGGLE ME BONES.gif [View same] [iqdb] [saucenao] [google]
9746227

>>9746225
I didn't want to say it, but I see it too.

>> No.9746234

>>9746023
Yet there's ANOTHER new Quake source port released. And I'm sure another 4 Dook source ports will be released this year. Because 20 isn't enough.

>> No.9746295

>>9746225
It's called tweening. I don't know why it triggers such a primal revulsion, but it does

>> No.9746296

>>9746225
>>9742129
this, feels like someone is gonna pull out a cock any second.

>> No.9746316 [SPOILER] 
File: 1.11 MB, 1920x1080, Screenshot_Doom_20230316_211250.png [View same] [iqdb] [saucenao] [google]
9746316

>>9746120
I don't know what to say except damn.

>> No.9746350

>>9746316
Die at any point in the map and wait. After about a minute, you'll respawn in the Hospital. Find the Room Key here, then access the room with the flatlined patient. An emergency switch on the wall will spawn you in the location you died in, with refilled health.

>> No.9746356
File: 77 KB, 640x960, 1403308897583.jpg [View same] [iqdb] [saucenao] [google]
9746356

>>9746350
Wow.
What a terrible day for me to be a save-scummer.

>> No.9746375

>>9746350
Stepping on the exit teleporter behind the blue-locked gate will take you to Underhalls. Exiting Underhalls will then take you back to My House. The super shotgun is intended to be found in Underhalls and then brought back.

If the exit teleporter behind the garden gate is ever taken while in the mirror reality, you will end up in sllahrednU, a mirrored version of Underhalls.

>> No.9746409 [SPOILER] 
File: 697 KB, 1920x1080, Screenshot_Doom_20230316_221107.png [View same] [iqdb] [saucenao] [google]
9746409

OH N-

>> No.9746442

>>9746409
How do you end up in that room?

>> No.9746445

>>9746442
Try noclipping around. This works in sllahrednU, too.

>> No.9746471

>>9746409
>>9746445
I'm newfag which mod 2 play

>> No.9746475

>>9746471
https://www.doomworld.com/forum/topic/134292-myhousewad/
Go in blind.

>> No.9746683

>>9746234
I think they are decompiling all perfect dark roms first
at least goldeneye-x revived

>> No.9746807
File: 612 KB, 768x1024, Fqjgnc0agAEHCGq.jpg [View same] [iqdb] [saucenao] [google]
9746807

>>9745635
gr8 port if you don't mind 320x200 35fps gameplay and the occasional visplane overflow. for pistol starts just idclev. i use chocolate and dsda doom for software rendering styled opengl

>> No.9746817

>>9745635
Most popular maps aren't strictly vanilla, they're boom. Chocolate and crispy doom will have game breaking softlocks if you try to run boom maps so use prBoom if you want something minimalist or DSDADoom for better menu and quality of life

>> No.9746883

Speaking of source ports, Is there any actual meaningful, user-facing difference between woof and DSDA doom besides woof being locked to 640x400 software rendering, and DSDA-doom having speedrunning shit built in?

>> No.9746893
File: 218 KB, 480x360, 1666148057681154.gif [View same] [iqdb] [saucenao] [google]
9746893

>>9746225
i happened across it while studying how to make lazy porn animation

>> No.9746950

>>9746883
dsda has health bars over enemies and a more customizable fullscreen hud
woof has brightmaps, swirly fluids, an optional fix for the blockmap bug and a neat system for replacing GRNROCK in non-widescreen statusbars
nugget extends woof by adding qol options like fov, decoupled bobbing settings and you can even disable "infinitely tall" monsters (if that's your thing)

>> No.9746953

>>9746950
Nugget also displays at a higher resolution than Woof.

>> No.9746984

>>9746953
hmm.. no?
right now it supports 320x200 and 640x400
in the future they might add 1280x800 support (taken from inter-doom)

>> No.9747043

>>9744893
I also like that drowning in Copper no longer damages your armour unlike vanillaQ1

>> No.9747048

>>9742129
>jigglebones
. . . should I be scared?

>> No.9747067

>>9745685
what is this exactly, quake 1 spasm mod? i am a bit new.

>> No.9747089

>>9747067
Seems good for Quakespasm, Vkquake, and Ironwail.

>> No.9747095

>>9746893
Well if you are going to use it, at least make some more keyframes for the tweens to head change into so it can standout a little, tweening with just one frame gets boring after a while.

>> No.9747127 [DELETED] 

>someone got accused of being a pedo
what what what?

>> No.9747135 [DELETED] 

>>9747127
off-topic,.If you really must, ask/dig around doomer boards
>>9745942
Nice anon, good luck with the map. I wish there was a demo compatible level format with features being a middle ground between udmf and mbf21 so you wouldn't be forced to gzdoom for tricks like this

>> No.9747140

>>9747089
those are source-ports and that is a wad map?

>> No.9747237
File: 3.66 MB, 2560x1440, u.png [View same] [iqdb] [saucenao] [google]
9747237

>>9747140
Pretty much yeah.

>> No.9747270 [DELETED] 

>>9747127
Are you talking about Marisa? I can't say I'm surprised. Still, that was pretty sudden.

>> No.9747413 [DELETED] 

>>9747270
The full situation is too complex for a one-line ban reason to describe. I think some communities saw an easy way to be rid of a troublesome person and took it. I don't disagree with her removal, but I wish the defamation could've been avoided.

>> No.9747467

>>9747237
what is this awesome map i am seeing?!

>> No.9747514
File: 1.07 MB, 1366x768, spasm0005.png [View same] [iqdb] [saucenao] [google]
9747514

>>9747089
>>9747140
As someone playing Dwell with Quakespasm, I'd recommend against using Quakespasm.
I'm getting a bunch of minor but annoying visual glitches involving floating shadows and weird lighting. If my machine was better I'd be using Ironwail, but I'm currently stuck with a cheap laptop so I'm just using what I can. Quake is Quake.

>> No.9747519 [DELETED] 

>>9747270
Huh. That's a real shame, they seemed nice whenever I spoke to them.

>> No.9747540

>>9747140
Quakespasm, vkquake and Ironwail are source ports.
The image you asked about is a level in the mod "Dwell", which is basically a fanmade series of extra Episodes for Quake.
If you want to start using mods for Quake, I'd recommend getting one of the above sourceports and trying out Arcane Dimensions. AD is widely regarded as the best of the best when it comes to Quake mods, and if you're hungry for more after beating all those maps you can check out projects like Alkaline, Dwell and all the various mapping Jams the community do.

>> No.9747576

>>9747467
That's from Alkaline, and it's up there in the news post:
https://www.slipseer.com/index.php?resources/alkaline.62/

>> No.9747593

>>9745457
the journal in the google drive folder makes me think that House of Leaves was a heavy inspiration for whatever this is

>> No.9747594

>>9743150
Hocus Pocus Doom

>> No.9747596

>>9747593
yeah i'm dumb, i just saw >>9745808

>> No.9747645
File: 1.18 MB, 1366x768, spasm0008.png [View same] [iqdb] [saucenao] [google]
9747645

>>9747576
God I love Alkaline.
I seriously think it's second only to Arcane Dimensions. With a tiny bit more polish and a few more high quality maps it might even reach the same level, given a few more years of updates.
Too many Quake maps these days are utter slogs to get through, and you get the impression the mapper would rather be working on Doom instead from the sheer number of enemies getting spat out at all times. Alkaline for the most part doesn't do that, or if it does throws tons of the weaker enemies that are more fun to kill your way.
It's just some seriously good food.

>> No.9747679
File: 2.73 MB, 480x476, jamiroquaisatsu.gif [View same] [iqdb] [saucenao] [google]
9747679

do shihong`s stances have any sort of passive effects when chosen? i swear i read somewhere at some point that they do, but whoever wrote it may have misinterpreted the mechanics.
>inb4 minmaxing in a doom mod

>> No.9747775

Quake should have made Doom obsolete

>> No.9747790

>>9747775
Except it is inferior to Doom.

>> No.9747798

>>9747790
nope

>> No.9747819

>>9747798
Not him, but it kind of is.
If I want to play Quake I need to use Arcane Dimensions or maybe Alkaline to really have a good time with it.
Doom on the other hand doesn't really need any mods to be great.

>> No.9747831

>>9747775
It did for some years, then the MP for Quake died and people remembered how fun the gameplay of Doom was and how easy it is to make 2.5D levels.

>> No.9747840

>>9747819
vanilla doom was never good

>> No.9747845

>>9747775
Should have, but didn't.
In another timeline, when Quake wasn't a bizarre mash of a failed RPG, Sandy Petersen's Lovecraft obsession and a basic FPS it probably would have.
It's still much better than it has any right to be considering how every game in the franchise is basically cursed to always be a shadow of what it could have been and massive dev fuck ups.

>> No.9747846

>>9747775
quake is ugly as fuck compared to doom.
then again, quake is ugly as fuck compared to most things in the world.

>> No.9747848

>>9747775
People didn't care about SP Quake until very recently, back then Duke Nukem 3D mogged Quake for people who were into SP FPS campaigns

>> No.9747851

>>9747846
Vanilla Quake? Sure. It's all grey and brown castles with graphics barely any better than Super Mario 64, which makes sense because they released at the same time.
Mods have proven that it can look pretty fucking amazing with some effort though, while retaining that pleasing chunky look to it.

>> No.9747858

>>9747848
yeah people were plebs with no taste or skill

>> No.9747875

>>9747848
I used to love Duke 3D.
But for some reason I can't stand the build engine these days. Hitscanners somehow feel extra unfair in them and the combat just never feels that satisfying. If I ever play Duke I just quit after a single level at this point.
On the other hand, I've grown to love Doom and Quake even more as time has passed.

>> No.9747903
File: 752 KB, 1600x900, spasm0109.png [View same] [iqdb] [saucenao] [google]
9747903

No idea if this was mentioned before but AD seems to mess up lighting in custom maps made before it (this is from Terra6 and it defo wasn't supposed to be totally pitch-black as seen here)

>> No.9747984

>>9747775
In parts that mattered it did.
It's just that its reign was short thanks to Quake 2 and Unreal.

>> No.9748001 [DELETED] 

play indie fps

>> No.9748002

What's a good Doom wad for someone who doesn't like Doom?

>> No.9748018 [DELETED] 

>>9748001
>>9748002
Back to /v/ with you.

>> No.9748034

>>9747679
Melee attacks are slightly stronger in the melee one, same for gun attacks in the gun stance. Movement is more floaty in the purple one.

>> No.9748036
File: 2.94 MB, 852x480, britemaps with smooth weapons.webm [View same] [iqdb] [saucenao] [google]
9748036

>>9745635
I want to suggest Woof!, it's overall close to Vanilla by default, but can also play a lot of the cool level sets made in Boom and MBF21.

It also allows for a few little optional niceties, like recoloring the blood splatters for the knight, baron, and caco, or faux "Brightmaps", which make certain parts of some textures and sprites to glow in the dark, which honestly looks sick as fuck even with the original screen resolution and rendering.
.webm related shows it in action, together with an optional mod which makes weapon animations smoother.

However you feel, a worthwhile mod to put in autoload even for a purist would be the Spritefix one, which fixes a few stray pixels on some frames, adds the missing rotations for the zombies, and adjusts a few of the sloppy sprite offsets so the animations are lined up as originally intended, and so on.

>> No.9748039 [DELETED] 

>>9748018
NOOOOOOO YOU HAVE TO PLAY AAA SLOP LIKE DOOM AND QUAKE

>> No.9748045

>>9748001
Waiting for Midnight Guns to come out.
>>9748002
Nimrod, RTC-3057, Space Station Omega
Sitters' Risen3D maps

>> No.9748048 [DELETED] 

>>9748039
Back to /v/ with you.

>> No.9748071

https://www.youtube.com/watch?v=9MO3GxoNm8o
https://github.com/andrei-drexler/ironwail
New Ironwail just dropped

>> No.9748073

>>9747840
GTFO then, if you think that.

>> No.9748075

Quake still is superior

>> No.9748086

>>9748036
Brightmaps are so cool, but it's a shame that texture packs hardly ever support them.

>> No.9748091

>>9748075
*Quakeworld

>> No.9748117

>>9748071
holy shit, it finally happen! New Ironwhale!

>> No.9748124

>>9748071
This all sounds amazing. Shame I'm on a shitty old computer and and stuck with good ol' Quakespasm.

>> No.9748167

>>9748124
does your pc by any chance have an AMD card?

>> No.9748174

>>9748167
Yeah, and a no longer supported one at that.

>> No.9748179

>>9748034
oh damn, and i figured it was just placebo, but i guess it makes sense. thanks.

>> No.9748190

>>9748174
if it's An amd Radeon HD from 7500/7600 they just did an test build to fix a bug, it will probably come out soon, to see if it works.

>> No.9748195

>>9748124
How old is it? If it's from around 2010-2011 you should be able to run Ironwail.

>> No.9748224 [DELETED] 

>>9747127
Someone was 'e-dating' a guy who was allegedly 17 while they themselves were 26. Pretty fucking seedy, but not quite the crime some people would want you to imagine. Said 17 year old also is apparently incredibly shady and creepy, 'boasting' with CP and shit at the time, so I'm willing to bet that relation wasn't just a one-way street.

>>9747413
Y'know, Marisa is sometimes really socially awkward in an almost annoying sense, but I also agree with you in part, they obviously were looking for a convenient excuse, like with Impie. There's genuinely worse shit than this, many of the guys at the top of these cliques are unbelievably two-faced, some are guilty of comparable or even more severe shit (and with a fraction of the modding talent, to boot). As far as shameful crimes go, this one's bad, but not one I'd call unforgivable either.

>>9748075
Subjective, yet very reasonable opinion.

>> No.9748239

>>9748195
It's a budget laptop from around 2015 with (as far as I can tell) fucked up graphics drivers.
I'm planning on getting a new machine soon so it won't be an issue, but I won't risk installing the most recent OpenGL (which I need because Ironwail refuses to run without it) because it might fuck things up. I already have no idea how this piece of shit is still running.

>> No.9748314

What's the best way to remove unmodified iwad resources from a WAD? Is it possible to modify the source of a patch in Slade's texture editor from the pwad to the iwad, or do I have to fiddle with the pixels on each patch until they're different enough?

>> No.9748328

>>9748314
>What's the best way to remove unmodified iwad resources from a WAD?
Anchive->Maintenance->Remove resources duplicated from IWAD

>> No.9748357

>>9747043
Not only it does not damage armor, you get most of your health back when you resurface. That's cool. But in typical Copper fashion, there's an overcomplicated mechanic where if you don't stay enough time above water (how long? who knows!) you'll choke faster and harder.

>> No.9748379

>>9747645
I which they would tone down the remade and updated maps and instead added new ones. It's very good but the updates feel somewhat disappointing when I recognize most of the "added" maps. Also I know "base" is the gimmick of the mod but the roboscargs and robovore always get me.

>> No.9748403

do the gzdoom/zdoom conversions improve wolf 3d and rott?

>> No.9748425 [DELETED] 

>>9748224
>17
Oh, so its nothing.
Still, that marisa person (no clue what their gender is) was very happy to play PC police harassing people and encouraging mods to ban them, so im not sad to see them get shunned themselves.

>> No.9748467 [DELETED] 

>>9748224
>Marisa is sometimes really socially awkward in an almost annoying sense
More than that, her inability to control herself makes her a plain hazard in communities with underage users. That she wasn't kicked out of places prior to hard actionable evidence is basically entirely owed to her prestige and output as a modder.

>>9748403
Wolf3D TC I suppose is the only way to play the game in multiplayer, none of the source ports have netcode that I know of. The levels in the ROTT TC are really nice, but being able to carry all the guns at the same time makes it a very different gameplay experience from the original, and it has some quirks with the characters other than Taradino and Ian. It could really use some touching up, but I'm led to believe that the guys who made it have actual game dev jobs now.

>> No.9748473 [DELETED] 

>>9748425
>no clue what their gender is
Don't worry, he doesn't know either. Still, a tranny pedophile? Perish the thought. I'm sure there's absolutely no grooming going on in any doom related discord servers, no siree. I'm sure none of the administrative in moderation staff for these websites and discords have done anything like this in private before, they are all paragons of virtue.

Clean it up Jannies.

>> No.9748512
File: 1.95 MB, 1920x1080, Screenshot_Doom_20230318_081410.png [View same] [iqdb] [saucenao] [google]
9748512

>> No.9748516
File: 1.58 MB, 1920x1080, Screenshot_Doom_20230318_082555.png [View same] [iqdb] [saucenao] [google]
9748516

>>9748512

>> No.9748517
File: 2.45 MB, 1920x1080, Screenshot_Doom_20230318_085128.png [View same] [iqdb] [saucenao] [google]
9748517

>> No.9748520
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9748520

Friday Night Firefight #108 is up, bringing you more EonDM, not to be confused with AeonDM. Vrsounds and litespree are loaded, we'll be using Zandronum 3.1 as usual.
51.161.34.159:10666

>> No.9748551

>>9748379
I will say I hate the fiend reskin.
I mean, they put effort into making a robot Scrag (looks awesome) and robot Vore (Less awesome, but an effort was made) but the Fiend still looks like an alien. Why not make it into the Boston Dynamics Big Dog from hell? It'd fit in with the theme far better. I get they want to imply it's some experiment/biological weapon, but all I see is a Fiend wearing a wig.
I hope Alkaline gets more updates down the line and becomes the sci fi Arcane Dimensions it deserves to be, though. It's annoyingly close as is.

>> No.9748580

>>9748071
>>9737923
Tagging news

>> No.9748584

>>9748314
>>9748328
I know about that, but if I'm removing patches that breaks textures, animations, switches etc.

>> No.9748590

>>9748584
patches will be pulled from IWAD. Textures will not be affected (Since they are packed in a single lump). I guess the only problem you might have is creating sequence of animated frames that includes ones from IWAD. In this case it would probably be acceptable to rename the copy (I copied flats from IWAD and called them whatever the flat that is used for borders are and this was acceptable)

>> No.9748691
File: 2.21 MB, 504x493, The Endless has arrived [sound=https%3A%2F%2Ffiles.catbox.moe%2Fflizwh.mp3].gif [View same] [iqdb] [saucenao] [google]
9748691

>>9748520
Killed. Thanks for playing.

>> No.9748749
File: 976 KB, 1159x1125, 3txjbc.jpg [View same] [iqdb] [saucenao] [google]
9748749

>Custom enemies wad for doom
>cacodemons replaced by NON flying enemies
why,its like you wanna break half the mapsets

>> No.9748750

>>9748590
Does that apply for texturex as well? Because I tried the automatic method (admittedly without changing animations or switches) and dsdadoom said 77 texture errors (or some number like that)

>> No.9748753

>>9737921
Baroque Obama

>> No.9748757

>>9748750
PNAMES, TEXTURE1 and TEXTURE2 won't be affected, unless you didn't actually change them.
You sure both SLADE and whatever you are testing with are using the same IWAD?

>> No.9748771

>>9739216
Deepest reaches and the quarry were the worst

>> No.9748786

>>9740042
aeons of death is kino ripfest. Just tweak around with the theme settings and it's infinite replay.

>> No.9748789

>>9748786
Although I don't really dig the newest realise. 5 was good but the rest were absolute unplayable

>> No.9748809

>>9748749
>Custom enemies wad for doom
>enemy is replaced by something that's just pure death in the context those enemies are commonly used in

>> No.9748926
File: 316 KB, 1920x1080, 20230203222023_1.jpg [View same] [iqdb] [saucenao] [google]
9748926

>> No.9749014

If a wad loads replacements for vanilla sounds or textures, are the originals unloaded from memory or are they still there somewhere?

>> No.9749041

>>9749014
Is that a philosophical question? Why would you care? In the source ports I know about, and the original Doom, no they are not.

>> No.9749123
File: 400 KB, 1920x1080, 20230212202008_1.jpg [View same] [iqdb] [saucenao] [google]
9749123

>> No.9749148

>>9749123
>>9748926
pics are nice but what about webums?

>> No.9749185
File: 1.27 MB, 1858x1057, Screenshot_Doom_20230317_232034.png [View same] [iqdb] [saucenao] [google]
9749185

>>9748809
りんごんりんごん~

>> No.9749379
File: 954 KB, 1280x720, trap_6a0001.png [View same] [iqdb] [saucenao] [google]
9749379

>> No.9749383

>>9749379
what's this from?

>> No.9749394

>>9749383
Half Life: The Trap

>> No.9749431

so uhhh, I hope you /vr/ doom faggots don't mind me asking: what ever happened to 94 protons of /vr/? I haven't kept up on news here in this board, been busy lately.

>> No.9749432

>>9741227
God I love High Noon Drifter. Shame about TerminusEst13 is not doing doom mods no more, it was nice while it lasted.

>> No.9749434

>>9749431
94 Protons has been in development hell with the project leader wanting to add unnecessary stuff.

>> No.9749440

Has anyone seen an old quake weapons mod? It had a super powerful double-barrel shotgun called the Orc shotgun and sometimes it gave you nuke grenades. One of the weapons was so powerful it could one-shot Chton. But I can not find it anymore.

>> No.9749458

>>9749431
>HFFM
>400 minutes
>512 linedefs
>unrattled
all made while waiting for 94 protons to finish
play 400 minutes, it's pretty good

>> No.9749519

I didn't think Habitat was as bad as everyone says. The previous two levels were worse and just terribly long slogs.

>> No.9749541

>>9749519
It is shit but I agree, although I thought Administration Center was actually not that bad, but Central Processing feels huge yet empty.

>>9747875
I had the reverse, all the Build games I've tried at first filtered me or I just thought they're not that fun at all, but as I played them more they've become my favorites.

>> No.9749569

>>9749431
>>9749434
So... When it'll be renamed to "94 Protons of /vr/ Forever" or you're holding onto it for the sequel?

>> No.9749640
File: 792 KB, 1600x900, spasm0110.png [View same] [iqdb] [saucenao] [google]
9749640

>>>9747903
>imagine watching a walkthru just to not play a map completely blindly after the lighting died
what a shitty way to end this final level - but at least now I am psyched to replay Dwell

>> No.9749658
File: 3.01 MB, 1919x1080, alk_corrupt_2023-03-18_22-30-32-squished.png [View same] [iqdb] [saucenao] [google]
9749658

Aesthetically, this feels like a UT (or maybe UT3) level.

>> No.9749663

>>9749658
I get that a lot with Alkaline maps.
Some people hate it, but I think they look fantastic. Dancing in the Golden Sun is the best example of this.

>> No.9749682

>>9749458
HFFM came before the current lead started "work" on 94p. Ad Mortem phase 2 was also started and finished while waiting for the project however so that's still 4 projects.

>> No.9749691

Happy 10 year anniversary, /vr/.

>> No.9749692
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
9749692

>>9749691
Jesus Christ I've spent ten years of my life with you assholes.
But I wouldn't trade it for the world, these threads have brought out some of the best changes in my life.

>> No.9749723

>>9749691
Means nothing to me, I've been flitting in and out of this place for months at a time.
I'm always glad you dickheads are here though. A place where you can consistently have a relatively civil conversation on a subject is rare on 4chan. The /v/ Doom and Quake threads typically just get raided by trolls and jackasses and this place always has some cool new wads or mods to recommend.
So thanks, guys.

>> No.9749819

>>9749691
Fun. I think it was the second half of 2013 when I first was in here and anons were trying to figure out the plural of “mancubus”.

>> No.9749823

>>9749819
>the plural of “mancubus”
I'm partial to "mancubutts" and "fat fucks"

>> No.9749828

>>9749819
mancubusload

>> No.9749837

>>9749819
I was certain it was Mancubi. At least that's what I've been doing for 30 years.

>> No.9749838

>>9749819
Mancupodes. But "fat fucks" is really good.

>> No.9749868

oh they were gay

>> No.9749885

>>9746296
Doomguy did.

>> No.9749902
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9749902

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.
ALSO HAPPY 10th ANNIVERSARY /vr/

>> No.9749941
File: 51 KB, 197x190, Comfy DoomGuy.png [View same] [iqdb] [saucenao] [google]
9749941

>>9749691
These threads usually manage to make my day slightly better. Thanks to all anons and lurkers out here.

>> No.9749962

I remember some anon compiling some pack of hand picked wads with screenshots and shit under the DoomLauncher, but can't find it anywhere. Anyone got a link?

>> No.9749968

Would you open these sealed CDs with an original copy of Wolf3D, or would you leave it sealed?
https://twitter.com/ScottApogee/status/1636826935757029410?s=20

>> No.9749971

>>9749968
Open it, of course. What if the box is empty?

>> No.9750097
File: 3.95 MB, 1280x720, imaidenfury.webm [View same] [iqdb] [saucenao] [google]
9750097

>>9749148
I have a couple.
>>9749658
One of my favorites so far.

>> No.9750107

>>9750097
ion fury has a caterpiller enemy?
i feel like that's underrated even in doom and quake mods
like doom's version of maro's wiggler

>> No.9750119

>>9750097
>Keep meaning to finish Ion Fury
>Remember all those annoying head enemies
>Oh yeah, that's why I stopped

>> No.9750132
File: 2.36 MB, 1280x1440, original vs randy.png [View same] [iqdb] [saucenao] [google]
9750132

>>9750107
>i feel like that's underrated even in doom and quake mods
Seems tricky to implement in either of those engines, so it's surprising to see it there in build. IMaiden has a decent roster overall, considering its circumstances.

>> No.9750157

>>9750132
>so it's surprising to see it there in build
Build Powerslave has one for its final boss. It even explodes each segment in sequence when you kill it.

>> No.9750268
File: 3.98 MB, 1280x720, pexhumed3.webm [View same] [iqdb] [saucenao] [google]
9750268

>>9750157
Sounds fun, I'll have to finish that someday. When it came time to choosing which one to play through the first time I went with the newer one that uses Saturn and PS1 levels.

>> No.9750309
File: 269 KB, 2496x1920, HereticCreditWideInfo.png [View same] [iqdb] [saucenao] [google]
9750309

>>9749902
(this isn't a screenshot)Several months ago I was working on making a widescreen version of the Heretic titlepic but neglected finishing it due to mulling over the many awkward details in the original. I felt conflicted whether to modify what I saw as issues or to maintain speculative accuracy about what it should "really" look like. The more I look at the original the less it makes sense (Corvus and his wand are in the foreground but the bolt and the dude he's shooting are in the background. The other guys are in front despite not directly interacting with the others and being less important to the composition. Many details from the painting are needlessly lost. Corvus himself seems to be significantly redrawn. Between the 1.0 and 1.3 updates they forgot to add shadows under the new credit text and there's some visible copy/paste errors from shifting it around.). I finally decided the best way would to make a separate "purist" and "enhanced" version. Please use and distribute these however you like.
https://files.catbox.moe/buu3ix.zip

>> No.9750332

>>9750268
Build Powerslave doesn't have the same novelty as the console versions, but I think it's the mechanically superior game. The enemy roster is much more tightly designed and interesting to fight, and you can tell they played Heretic because the mana system for inventory items prevents you from just stacking invulnerability and weapon powerups or spamming healing items when things get tough.

>> No.9750390

>>9750309
Cool. I like the added skelingtons on the right version, makes it more interesting than just extending the void. The only bad thing is that Corvus' magic blocks the title. It would be perfect if that was removed, or maybe if there was a way it could look translucent over the text.

>> No.9750421
File: 1.60 MB, 1600x900, spasm0062.png [View same] [iqdb] [saucenao] [google]
9750421

I only just now realized that Copper '"fixed'" the less-known 'feature' of Q1 which was "give the player at least 50hp and 25 shells if he barely made thru the previous level" that some folks might miss

>> No.9750425

Sorry for probably noob question, I already went through a bunch of resources but couldn't find exactly what I'm after, as basic as it may be.
Getting into deh extra and for a test I made a copy of a zombieman's thing, states and pointers, brought the dehacked file into a wad, opened the wad in doom builder but the thing ID of the test zombieman doesn't bring up anything. How is this supposed to work exactly? Opened the map in doom builder in MBF21 format which should be right.

>> No.9750437

>>9749968
Open, obviously. I'm not some hoarder who would leave this type of shit sealed for profit and/or ego boosting.

>> No.9750439

>>9750425
It needs ednum and it will be under user defined if you did everything right.

>> No.9750453
File: 167 KB, 1024x1024, QuakeYes.jpg [View same] [iqdb] [saucenao] [google]
9750453

>>9750421
Just axe-start each level bro. It's clearly what Id intended, just look at Doom.

>> No.9750687

Started Hexen 2 via Hammer of Thyrion, about 2 years after my first failed attempt with FTE. 1st hub done in about an hour. It's good when you have a vague memory of where to go or what to do. Let's see how it goes next, no memory to help anymore...

>>9748071
Fucking finally. I really hope it supports MD5s from Remastered now.

>> No.9750719

>>9737923
La tailor girl updated to v 1.89

https://forum.zdoom.org/viewtopic.php?p=1238204#p1238204

>> No.9750724
File: 37 KB, 470x378, escargolon.png [View same] [iqdb] [saucenao] [google]
9750724

>>9750687
Theres not much puzzling in hub 2, you pretty much just collect macguffins. And you get the 3rd weapon (and 4th depending on difficulty IIRC). But there's a certain tile puzzle in hub 3 that seems bugged and frustrated myself and many others for years (even the official strategy guide doesnt help), but i just saw an article that explained it correctly. When you get there read the last few paragraphs of this to avoid frustration.

https://videogame-tales.livejournal.com/15488.html

>> No.9750740
File: 1.81 MB, 1600x900, spasm0075.png [View same] [iqdb] [saucenao] [google]
9750740

>>9750453
not needed tho - there's enough ammo and health at each mapstart to alleviate that problem, I'm only wondering what's the solution to this secret teleport (it wasn't there in the last years version)
Do I need to jump down the pitfalls?

>> No.9750742

>>9750740
Arabic script in Egypt? Kind of detracts from the ancient mystique.

>> No.9750746
File: 3.94 MB, 1280x720, old.webm [View same] [iqdb] [saucenao] [google]
9750746

>>9750332
I had a lot of fun with the pharaoh-setting fights from the newest release, I'm hoping the build version will be as fun. I've never played the console versions for the best comparison, I may try one of them much later after this. If the fights aren't as fun, I'm hoping it'll still have interesting level progression and overall design.
It's been alright so far. I'm also coming off of some Redneck Rampage, the revolver here is much more satisfying. Forgot it only has one difficulty setting though, unless I'm missing something.
>>9750740
Is this Dwell?

>> No.9750747
File: 1.61 MB, 1600x900, spasm0077.png [View same] [iqdb] [saucenao] [google]
9750747

>>9750740
>Technically I didn't need to drop down, but that's how I found the secret button...
Also I can now confirm that there's no new scorpion enemies sadly (as hopefully expected beforehand)

>> No.9750761

>>9750740
Do you mean the secret level exit? I found an extra gold key but could never work out what it unlocked. I guess it was for the secret level but I couldn't find it.

>> No.9750808

>>9750687
Was just thinking about going back to my Hexen 2 playthrough... I think I'm in Septimus? Don't remember, it's been more than a year since I played it (what?).

>> No.9750832
File: 562 KB, 900x900, 872[1].png [View same] [iqdb] [saucenao] [google]
9750832

>> No.9750834
File: 1.50 MB, 1600x900, spasm0052.png [View same] [iqdb] [saucenao] [google]
9750834

>>9750746
Yeah the new installment with remade ep1 - 2BH the remix of first level is kinda inferior to the original in my opinion (aside from fixing one bugged secret), also putting Enforcers underwater with Copper AI is literally evil

>> No.9750865
File: 1.19 MB, 1600x900, spasm0080.png [View same] [iqdb] [saucenao] [google]
9750865

>>9750761
Nah that was just a minor secret actually - the secret level entrance was in Map4
>just found the chain-shotgun, and honestly it's kind of something too gimmicky and that only works well with a Quad (but then again everything else does so)

>> No.9750878

>>9750865
It's like they tried to combine the Zerstörer super shotgun and the AD Widowmaker in the worst way possible.

>> No.9750891

>>9750865
I really liked using the shotgun upgrade on knights and scrags because it takes them down reliably in one volley. I think the pellets might actually do more damage, or it fires more pellets, because the knights actually go down in 3 shots in close range. Whereas they never die from 3 direct single-barrel shots.

>> No.9750898
File: 3.23 MB, 2560x1440, 34923.jpg [View same] [iqdb] [saucenao] [google]
9750898

>>9750834
>>9750865
Looks cool. I'm wrapping up my Alk replay then I'll check this out.

>> No.9750908
File: 123 KB, 560x600, titletransparent.png [View same] [iqdb] [saucenao] [google]
9750908

>>9750390
I made the magic bolt cover the text since the wand was already partially obscuring it and it displays the full title as soon as the player presses Esc anyway. I don't think any variety of transparency looks good but here's a test at intervals of 25% if you're interested.

>> No.9750963
File: 1.70 MB, 300x168, heavy-weapons-guy-thumbsup.gif [View same] [iqdb] [saucenao] [google]
9750963

>try out colorful hell to see why everyone here hates it
>monsters have bloated hp
>instant kills
>some can even noclip like the orange revenant
alright

>> No.9750972
File: 1004 KB, 1600x900, spasm0083.png [View same] [iqdb] [saucenao] [google]
9750972

>>9750878
Riot-controller is still pure sex tho, the only way to improve it further is to make it full-auto like in Neharha

>>9750891
It works very reliably in that role I must say - also trying to pain-juggle bigger foes also functions okayish
the ceiling in this spot holds entry to 2 secrets IIRC - one of it is the secret level portal

>> No.9750975

>>9750963
It's all about perspective. The hp isn't bloated when your pillowblaster weapon mod's SSG does 1000 damage, or you have an infinitely recharging DRLA plasma gun

>> No.9750994

>>9750865
Oh, so I'm not going crazy.
One of the reasons why I had so much trouble with Episode 1 (other than selecting hard when I should have gone for normal) was that I insisted on using the rotary shotgun, assuming it was "better" somehow. But it's not, like you said, it only really does anything with Quad and is a liability for the most part.

I've gone back to Alkaline and intend to finish that before trying episode 2. Firstly, I just prefer it, and secondly it's easier and more fun. A couple of Alk's levels could have done with a more interesting layout (Derelict Freighter is clearly meant to be a ship, why do we never see outside?) but for the most part it's great.

>> No.9751018

>>9750724
I heard one of the later hubs having some retarded puzzle, so here it is. Thanks for the heads-up!
Meanwhile I'm walking through hub 2. So far it really is straightforward, even compared to the first one.
The only somewhat annoying thing is those cheetahmen enemies. They're invincible during roar animation, right? Learned this when I tried to him them with hammer and heard metallic noise. Should've used some shield animation, not this.

>> No.9751019
File: 1.43 MB, 1600x900, spasm0088.png [View same] [iqdb] [saucenao] [google]
9751019

>>9750994
It certainly is as strong per-shot as the DBS but with a spread pattern of a normal Shotty (vide the Riot-controller reminscence as mentioned earlier), but it's not like the ammo for it is everywhere - also some key areas have infinite Nails if you *DO* manage to run out of shells by accident or purposefully. . .
>I forgot that the secret level was kinda fucked in QsS (the part with "gathering blood" was certainly borked from my experience), wondering if that problem got fixed now hopefully

>> No.9751041

>>9751018
>I heard one of the later hubs having some retarded puzzle
Do you mean the egyptian area with a puzzle that is legit coded incorrectly?

>> No.9751047

>Come across a Lieutenant in Alkaline
>Quickly duck around a corner to avoid the super nailgun spray
>Chuck a grenade into his face and duck back as he notices I'm there
>Hear him say "YOU!"
>I smirk slightly because in my retarded and 4chan addled mind it was like some pissed off anon responding with >(you) for a low effort shitpost
I need to spend less time here.

>> No.9751052

>>9750963
you're supposed to mix it with trailblazer and champions, legendoom lite and corruption cards

>> No.9751062

>>9751041
I guess? Check anon's post I replied to, there's a link.
It is from Egyptian hub, true. Haven't got there myself yet.

>> No.9751065

>>9751047
I wish they used the Half Life Grunt voices more often. I'm not a fan of Quake's Grunt voices since they sound so bored and non-threatening, but the ones ripped from HL and other sources sound menacing and they make me like the enemies that use them more.

>> No.9751075

Serious Business Saturday is still planned for today but it might be a little later than usual. I've been really busy all day.

>> No.9751109
File: 1.54 MB, 1600x900, spasm0094.png [View same] [iqdb] [saucenao] [google]
9751109

>>9751019
And then there's also this pecculiar secret I have no idea how to access without cheats

>> No.9751125
File: 992 KB, 1280x720, zoology50000.png [View same] [iqdb] [saucenao] [google]
9751125

>> No.9751135
File: 30 KB, 300x355, hexen 2 pestilence.gif [View same] [iqdb] [saucenao] [google]
9751135

>>9751041
According to the post, the problem is that, at normal speed, you will walk into the fail condition teleporter before you walk into the trigger that checks if your puzzle solution is correct and either resets the puzzle or allows you to pass. Which then glitches the puzzle solution since it doesn't get reset properly. So to avoid this you need to turn off autorun and inch forward. I tested it and that way you can solve it consistently.

>> No.9751143

>>9751019
>Same strength per shot as super shotty but with the spread of the regular one
It sounds like it mixes the strengths of both, why are the other anons saying it's bad then?

>> No.9751170
File: 817 KB, 1507x814, Assets aren't anything new, though.png [View same] [iqdb] [saucenao] [google]
9751170

So I have this gameplay mod called "beyond-doom.v3a.pk3" but I forgot where I got it from. I wanted to check if there was a more up to date version and I simply can't find it anywhere.
mediafire.com/file/2zata4943p29fom/beyond-doom.v3a.pk3/file
I'll upload it to see if some of the more savvy anons recognize it. It's pretty fun too, has buncha enemy variants, neat new weapons and bullet modifiers for your guns (Such as turning bullets into nails, or shells into dragon's breath).

>> No.9751181
File: 798 KB, 1600x900, spasm0097.png [View same] [iqdb] [saucenao] [google]
9751181

Bizarrely enough (or thanks to the retouching of Ep1), when I've killed the heart inside the "sunken keep-temple area" first unlike previously, this secret door decided to act as it should this time around (I think that grabbing the silver key before killing either hearts messes up the doors scripting)

>> No.9751204
File: 1.40 MB, 1071x1094, 1651595886341618.png [View same] [iqdb] [saucenao] [google]
9751204

>>9751075
Will start in about 30 minutes (5:30pm US Central), if you want to download the map early grab it here: https://maska322.itch.io/journey-to-hell-2-to-hell-and-back

>> No.9751213
File: 2.18 MB, 1920x1080, Kegan mod spoilers.png [View same] [iqdb] [saucenao] [google]
9751213

>> No.9751239
File: 407 KB, 1086x771, Screenie 2.png [View same] [iqdb] [saucenao] [google]
9751239

>>9751170

>> No.9751253
File: 804 KB, 1600x900, spasm0100.png [View same] [iqdb] [saucenao] [google]
9751253

>>9751143
Because it fires in 4-shot volleys and makes an awkward pause before refiring again, so you either need to keep shooting and potentially waste ammo or swap to another gun to finish the job more efficiently

>> No.9751262

>>9751052
and
Colourful Hell + Demon CounterStrike + Dynamic Enemy Reinforcements + Universal Entropy

>> No.9751278
File: 759 KB, 1280x720, zoology120000.png [View same] [iqdb] [saucenao] [google]
9751278

>>9751125

>> No.9751284
File: 1.48 MB, 1280x888, 1671272146426132.png [View same] [iqdb] [saucenao] [google]
9751284

>>9751204
It's time for some Serious Business Saturday! We'll be returning back to hell (I think) with the sequel of last week's Journey to Hell mapset: Journey to Hell 2 - To Hell And Back. Grab it here: https://maska322.itch.io/journey-to-hell-2-to-hell-and-back
Follow these steps or you'll be forced to pick up some unsuspecting pills:
>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 and after installing launch the game with "SeriousSam_Custom.exe"
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. Then 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. If you encounter any problems with this setting then try changing it to a higher number up to around 10.

>> No.9751317

>>9751052
counterpoint:corruption cards is a bad pick for mods that add several tiers of the same monster,as the cards will only affect that particular tier of enemy

unless you edit colorful hell options to just spawn a particular color

>> No.9751554
File: 2.92 MB, 1920x1080, 1669723759799918.png [View same] [iqdb] [saucenao] [google]
9751554

>>9751284
And that's a wrap. We went to hell last week and now I guess we left it this week.

>> No.9751562
File: 1.33 MB, 1280x1024, 2 Going to Zaebis_shot0002.png [View same] [iqdb] [saucenao] [google]
9751562

>>9751284

>> No.9751567

>>9751562
there ain't no kill like overkill

>> No.9751579
File: 2.02 MB, 800x450, Solar pistol go BRRRRRRRRTTTT.webm [View same] [iqdb] [saucenao] [google]
9751579

>>9751213
That's not a spoiler you dweebenheimer. I've shown off the new Solar Pistols.

>> No.9751621

>>9751579
Release when?

>> No.9751625
File: 1.06 MB, 1600x450, Dead meme.png [View same] [iqdb] [saucenao] [google]
9751625

>>9751579

>> No.9751632

>>9751621
I'm dragging my feet working on the art for the trailer because I'm an anal perfectionist. It's seriously the last hurdle for me to get this out. I need to get my ass in gear.

>>9751625
lol

>> No.9751642
File: 6 KB, 114x114, 1602985521218.png [View same] [iqdb] [saucenao] [google]
9751642

>>9751625
>combined arms and combine arms
it hurts ow

>> No.9751646

>>9751579
holy SHIT i didnt expect kegan of all people to post here, i need to stick around more

>> No.9751654

>>9751646
I'm not sure if you're serious or not, but these threads are my home. I spend the most time here than anywhere else. Fuck, GMOTA and Combined_Arms started here on /vr/

>> No.9751663

>>9751654
i'm about as fresh as veal, sadly

>> No.9751680

>>9751646
I imagine a lot of "names" from the doom community post here. I bet dew even came back after his ban was lifted.
It's a fun place.

>> No.9751719
File: 1.05 MB, 1920x1080, rampancy.png [View same] [iqdb] [saucenao] [google]
9751719

this model alone probably takes 1/3 of the size of the monster wad itself (180 MB)

>> No.9751782
File: 3.91 MB, 640x360, rotarytesting.webm [View same] [iqdb] [saucenao] [google]
9751782

>>9751143
Feels like Shadow Warrior's riot gun, it eats the ammo but also feels nuts. I like it a lot. It'll be tricky adjusting to it being the default slot 3 weapon.

>> No.9751823

>>9751579
I like the lifty thing you made it do to demons.

>> No.9751906

>>9751125
payback time

>> No.9751924

what's the oldest fps you can stand playing?

>> No.9751945

>>9751924
wolf3d is pretty good, but I remember getting bored of it.

I actually finished spear of destiny but only played it once, dont know why found it more fun than wolf.

>> No.9751948
File: 222 KB, 1280x1024, MOHAA.jpg [View same] [iqdb] [saucenao] [google]
9751948

Doom and Doom engine games have engines that can run all of them. For example, ZDoom runs Doom, Heretic, Strife, Chex, etc... Is there something like this for Quake 3 and Quake 3 Engine games? A ZQuake3 if you will. Some thing that could run Medal of Honor: Allied Assault, for instance? I know the MoHAA source was never released, and minor changes were made to engine for MOHAA, but has anyone reversed engineered, or made it just werk with a more modern Q3 port?

>> No.9752009

>>9751948
Nope. Developers of Quake 3 engine games typically modified a lot of stuff at engine-level to meet their needs, and most of them haven't released source code.

>> No.9752172

>>9752009
I mean, so did devs for Doom engine games. The real difference is theres not enough devoted fans of Q3 games to make a port.

>> No.9752223

>>9752009
Last I heard there is still quake 3 code in modern CoD games. However minor.
I don't know at what point you stop calling it a quake 3 engine game.

I'd settle for an engine that runs quake 3 games up to Elite Force 2.

>> No.9752350

>>9750309
Incredible stuff anon, awesome to see you finished it!
>>9749902
Happy 10th /vr/!

>> No.9752367

>>9751782
How did you offset your viewmodel like that? Looks cool.

>> No.9752384

doomboi

>> No.9752412

>>9750994
>>9750865
The rotary shotgun wasnt originally in episode 1. It was introduced in episode 2 and then backported into 1. I havent played the updated episode 1 so i dont know how its implemented, but it might not be as well balanced as in 2.

>> No.9752415

>>9750309
Nice. I was wondering when this would be done. Looks great.
How is it in high res? I remember some details of the AI painting be a bit muddled, but not insurmountable for fixing.

>> No.9752502
File: 323 KB, 500x375, skoal.png [View same] [iqdb] [saucenao] [google]
9752502

>>9749691
>/vr/ is now old enough to drink
how time flies...

>> No.9752503

>>9749819
one mancubus, two mancubi, three mancubic
and so on

>> No.9752636

>>9748757
This was actually the problem (I think). Slade had defaulted to using the Doom 2 IWAD from my Steam folder instead of the one I normally use. They must be different somehow. All fixed now. Thanks anon - I wouldn't have thought of something so simple.

>> No.9752809

>>9752502
Where do you live where 10 year olds are allowed to drink?

>> No.9752860
File: 1.01 MB, 1920x907, assssssss.png [View same] [iqdb] [saucenao] [google]
9752860

>>9749902
I just finished the 16th map of my megawad. 3 in production, 10 more to go. I have complete confidence that nobody will play this once it's released.

>> No.9752868

>>9751924
>>9751945
Wolf of Destiny for me, but I need a map to help me because I can no longer be bothered with navigating the mazes.

>> No.9752870

I want to try doom on my phone. Is delta touch the best option?

>> No.9752873

>>9752860
I'll play it.

>> No.9752915
File: 1.25 MB, 1600x900, spasm0108.png [View same] [iqdb] [saucenao] [google]
9752915

>>9752412
Yeah I played it sometime recently when ep2 was just announced - some of the changes to the level dynamics are kinda hit or miss it seems (Kamikaze dudes will rape you at least once, even if you are expecting them)

>> No.9752940

>>9752915
I laughed when I first saw them, because it was an Egyptian themed map with a huge outside desert area and assumed it was a Serious Sam reference/joke
But then they get overused for the rest of the mod and it just gets annoying. They're not meant to be used in cramped conditions, they're designed to rush you in big arenas.

>> No.9752949
File: 1.14 MB, 1366x768, spasm0038.png [View same] [iqdb] [saucenao] [google]
9752949

Cool level. I enjoyed the multiple ways to breach the base at the start and the reactor core boss fight. The circuit board "puzzle" to get the plasma rifle was also really neat and made me glad I was keeping a close eye out for secrets.

>> No.9753015

>>9752860
Oh woe is you.

>> No.9753028
File: 1.02 MB, 1600x900, spasm0113.png [View same] [iqdb] [saucenao] [google]
9753028

>>9751719
GitS Doom mod WHEN?!?

>>9751253
>designate a secret area
>forget to put anything in it
Acutally there should be a QuadDamage here if I am not mistaken, no idea why its gone this time around

>>9752940
I found that the RotoSG is a decent weapon against them if the map geometry is favourable

>> No.9753045

>>9753028
>The image
At the time I thought the level was cool, but now its done I never want to play it again.
It just felt like a weird giant gimmick and there were so many teleporters I got lost and never really knew if I'd visited certain areas early or not.
I still got 100% kills, but god knows how.

>> No.9753068
File: 3.03 MB, 2560x1440, 2313082.jpg [View same] [iqdb] [saucenao] [google]
9753068

>wrap up Alk1.2 replay
>"let's try this 'Dwell' thing"
>e1m1 is kind of underwhelming, keep trucking on
>keeps picking up and up and up
>end up finishing it in one sitting
I'm very surprised and satisfied, and it provided a great contrast after going through a ton of techbases. I'll try E2 later today if not soon.
>>9752412
This has been my first time playing through any of this Dwell content. It has me regarding their new shotgun favorably. You get your bank for your buck and it's a hair ahead of the ssg in how it eats through shells.
>>9752367
Try and mess with the following console commands and their values:
>scr_ofsx
>scr_ofsy
>scr_ofsz
It basically changes the position of the camera by tiny increments, so all your projectiles still feed from your weapon appropriately. Mess around until you find an angle you like.

>> No.9753078
File: 1.37 MB, 1600x900, spasm0116.png [View same] [iqdb] [saucenao] [google]
9753078

>>9753045
I have no idea what is the deal with that place - I backtracked for the yellow armour and after re-entering that secret by mistake - the invisible teleporter point_entity has gracefully given me a Quad before teleporting me outside this time around (despite the fact now everything is dead so whatever)
>so many Dwell anons ITT today

>> No.9753109
File: 2.87 MB, 854x480, friskyvorestep.webm [View same] [iqdb] [saucenao] [google]
9753109

>>9753078
That and Alki, seems like a bunch are on a Quake binge.
I loved this place, the big obelisks in space sort of reminded me of Facing Worlds going back to what >>9749658 brought up. It's a different mapset but I still got a minor "UT feel".

>> No.9753112
File: 2.69 MB, 944x614, 2023-03-19 18-07-03.webm [View same] [iqdb] [saucenao] [google]
9753112

>>9749902
"Can I copy your projectile?"
"Sure, just change a few things so nobody would notice"

>> No.9753113
File: 1.55 MB, 1600x900, spasm0117.png [View same] [iqdb] [saucenao] [google]
9753113

I'll try making all the 24 secrets hidden here have actual impact by listening to >>9750453 and redo the final map with no weapons and ammo from prior levels. . .
Wish me luck please >8^)

>> No.9753132

>>9752870
Yes, it's basically a collection of Android versions of existing Doom sourceports, it has GZDoom, Chocolate, Prboom, Zandronum and Doom Retro.

>> No.9753162

>>9753109
>seems like a bunch are on a Quake binge.
Firstly, two huge Quake mods got updated recently, and secondly it's nice to have a change from Doom every now and then.
I think Quake is slightly inferior for the most part but I can't deny loving the chunky early 3D graphics and secret hunting in a true 3D space is actually more fun due to the possibilities involved. There's nothing like rocket jumping onto a ledge only to see the mapper thought of that and left a reward for trying it.

>> No.9753163

>>9753109
>but I still got a minor "UT feel".
I got a Ziggurat Vertigo feel from it for some reason. Yeah the gravity is normal but it feels like it shouldn't be.

>> No.9753169

>>9753113
You'll need luck, that level is a pain even with the autosave checkpoints. I just gave up and started save scumming while giving zero fucks. Maybe it's not so bad on the lower difficulties but on hard certain fights tore open my anus, especially that final fight that I assume is a reference to something. I mean it references you shooting up that arena before, so unless it's meta commentary on replaying the level I've got nothing.

>> No.9753181

>>9753113
I try to pistol start Doom on principle, but Quake never felt like it was meant for shotgun starts outside of hub-focused projects like Arcane Dimensions and the various Christmas Jams.

>> No.9753191
File: 556 KB, 1916x844, lazarus ex machina.png [View same] [iqdb] [saucenao] [google]
9753191

Finished the Tycho ending in Rubicon X. Damn, this hits harder than I thought it would. Really loving the Rubicon so far, just need to get the Pfhor ending now.

>> No.9753249
File: 861 KB, 1600x900, spasm0119.png [View same] [iqdb] [saucenao] [google]
9753249

>>9753109
Vore-pods gradually losing their homing ability after the owners death is such a comfy improvement that almost redeems Copper I must say

>> No.9753259

>>9741350
Wolf3D has a much smaller range of enemies, and most of them would be on the lower end of the power scale by Doom's standards. If you were to assign them to their closest Doom counterparts it'd be something like:
>guard = zombieman
>SS = chaingunner
>mutant = revenant
>officer = pinky
The only enemy out of those that would be especially difficult to fight in Doom with its pistol would be the revenant, and the same is true of Wolf3D. If you're fighting mutants and all you have is the pistol, you're going to be making trades constantly because it can't fire fast enough to stunlock them. But if the map gives you an SS first, you can stunlock him with the pistol, take his machine gun, and that's good enough for mutants, just as it would be good enough to have a chaingun to fight revenants in Doom. The higher-tier enemies in Doom are closer to the boss enemies of Wolf3D, and using the pistol on them is roughly as miserable as it would be to try to kill an archvile with Doom's pistol.

>> No.9753279

>>9753249
Oh, I was wondering why that was happening. That's really neat. Shame Copper in general seems allergic to the player having a decent supply of ammo, but at least it has a few redeeming qualities.

>> No.9753349
File: 2.39 MB, 1984x1536, HereticTitleWideBig.png [View same] [iqdb] [saucenao] [google]
9753349

>>9752415
For a while I tried making a separate high-res version but I found that even when scaling it to just twice the default size the new elements still didn't look right. I also found that many tweaks had to be made after scaling to keep it roughly consistent with Raven's own which made the process of trying to keep a high and low resolution version congruous difficult and ultimately led to me abandoning that idea. As a result the most complete high-res version remains very different from any other and generally unsuitable for a titlepic. The cropping of the painting on Raven's part and my strictly game oriented intentions also clearly preclude it from really working well as a discreet artwork. Still, if anyone else wants it, these are latest unscaled elements I have. If you look closely you can deduce a lot about my extremely unsophisticated methods and organization.

>> No.9753416
File: 1.27 MB, 1600x900, spasm0127.png [View same] [iqdb] [saucenao] [google]
9753416

>>9753169
This level is not really that bad once you know what script does what exactly - in fact the only way you can get fucked over is by avoiding all secrets intentionally I'd say...

>> No.9753439
File: 1.54 MB, 1600x900, spasm0129.png [View same] [iqdb] [saucenao] [google]
9753439

>>9753169
>I mean it references you shooting up that arena before, so unless it's meta commentary on replaying the level I've got nothing.
Seems to be exactly that methinks

>> No.9753516
File: 1.37 MB, 1600x900, spasm0130.png [View same] [iqdb] [saucenao] [google]
9753516

Okay I get it now - the final *FINAL* challenge is now a seperate level up next, but maybe I should wait for a new bread to get baked beforehand?
I'll try to make it quick

>> No.9753521
File: 869 KB, 1600x900, spasm0131.png [View same] [iqdb] [saucenao] [google]
9753521

Seems like an Army of Dead refference. . .

>> No.9753551
File: 1.33 MB, 1600x900, spasm0132.png [View same] [iqdb] [saucenao] [google]
9753551

>>9753521
Oh this is gonna be real fun for the rest of day, and the night too probably

>> No.9753567
File: 2.13 MB, 2560x1440, dw1end.png [View same] [iqdb] [saucenao] [google]
9753567

>>9753551
You can do it!

>> No.9753578

>>9753068
>It basically changes the position of the camera by tiny increments
it's like your eyes are over your left shoulder

>> No.9753602

>>9753551
He's not too bad, the annoying part is the second room you get sent to.

>> No.9753610
File: 743 KB, 1280x720, corridore0000.png [View same] [iqdb] [saucenao] [google]
9753610

>> No.9753616
File: 1.29 MB, 1600x900, spasm0136.png [View same] [iqdb] [saucenao] [google]
9753616

>>9753567
>>9753602
They are really intending to make you hate the headless kamikazes with every fibre of ones being I see...

>> No.9753637

>>9749431
Haven't managed it the best, vastly overestimated my abilities as a lead and hit some kind of breaking point for my brain a while back. It's in a beta state still, but I've killed/reduced some of the scope creep.
Was gonna reply this yesterday, but after spending an hour digging out a path in the snow for the car, and then the car just not starting, I just kind of gave up, went inside, and passed out.

>>9749569
>sequel
Christ, I don't even wanna think about that.

>>9749691
It's been this long, huh? Happy birthday, I wouldn't want life without you fucks, you've all made life a lot better for me.

>> No.9753640

>Realm 667's plasma zombie doesn't palette correctly
Pain. Seems like the only one to give me any trouble, despite most of sprites being in PNG

>> No.9753643

>>9752009
Ah, that's unfortunate. I figured that would be the case. It's really a shame the source for these games has never been GPL'd or released.

>> No.9753652
File: 1.74 MB, 1600x900, spasm0135.png [View same] [iqdb] [saucenao] [google]
9753652

>>9753616
This cool new powerup should've been put somewhere in the prior maps - like it was done with the Berzerk powerup in the 3rd map to get a hang of utilizing it

>> No.9753659

>>9753640
Was that the guy with the pale blue armor? Should be pretty quick and easy to recolor that into a range which fits on Doom's palette.

>> No.9753674

>>9753616
>They are really intending to make you hate the headless kamikazes with every fibre of ones being I see...
It's so bad even Fairweather mentioned they kind of fucked up there on one of the site review sections. I would have kept it in as a single joke/reference in that huge desert section on map 3, but otherwise left them out.
I see Dwell as a series of incredible maps let down but some seriously amatuer monster placement.

>> No.9753676

>>9753659
I don't actually know how to do that, and if actually converted into palette he goes grey.

>> No.9753686
File: 1.43 MB, 1600x900, spasm0139.png [View same] [iqdb] [saucenao] [google]
9753686

>>9753652
Also making the last warp segment completely doable without the Quad was a very big mistake, Mr. NOT-Nyarlahotep. . .

>> No.9753710
File: 1.15 MB, 1600x900, spasm0140.png [View same] [iqdb] [saucenao] [google]
9753710

>And that's how you solve any problems with otherwordly abominable beings that want to enslave your body, mind and soul - you just blow the shit out of them while running in circles (and pray that a nearby Fiend isn't preparing to jump in your face while it happens)

>>9753674
I haven't played any SS yet so please spoonfeed me - how many coach-gun shells do the Kamikazes need to go down in it?

>> No.9753713

>>9753686
Sometimes I think they should use Nyalthotep as the main villain for a Quake mod because he's be a fantastic choice, but then I remember that's literally the plot to Dusk.

>> No.9753724

>>9753710
I found the boss could sometimes nuke me even if I was circle strafing. It was inconsistent though.

>> No.9753745
File: 3.91 MB, 854x480, 1.webm [View same] [iqdb] [saucenao] [google]
9753745

>>9753616
This spawn trap got me more than any headless did, those guys properly announce their presence and are much more easily bullied

>> No.9753760

>>9753745
I just toss a rocket in there to oneshot them all now.
Also, I really play Quake wrong. Everyone jerks and jumps around like crazy while I just treat it like Lovecraft Doom and rarely ever jump. I just don't think there's enough air control to warrant it and it can leave you in a bad situation.

>> No.9753767

>>9753713
It's all about presentation. Fighting Nyarlathotep as giant tentacle monster in a pit at the center of the world, that Dusk/Rats in the Walls stuff.

Fighting against the machinations of the High-Priest-Not-To-Be-Mentioned/Nephren-Ka the Black Pharaoh/or Nyarlathotep the swarthy, lean, and cryptically proud harbinger of the apocalypse, you could do something with that.
Man, I hope the next Quake games goes all in on the Lovecraft.

>> No.9753772
File: 34 KB, 1760x1856, chaingunnxkr4twer.png [View same] [iqdb] [saucenao] [google]
9753772

Oh fug id's a jaingunnar :DDD look out he's gonna snibe u :DDD

>> No.9753776
File: 134 KB, 640x480, 1675183308736.png [View same] [iqdb] [saucenao] [google]
9753776

>>9753772
*blocks your path*

>> No.9753779

>play as Crusader in Hexen 2, get to Eidolon
>spend literally all ammo available on arena via tomed Lightbringer, boss still alive
>try Meteor Staff, red bastard dies pretty quickly
Throughout the game Lightbringer felt rather janky, and here it was the worst.
Thus main campaign finished. Overall I liked Hexen 2, gonna try the expansion next time.

>>9753745
Whar scr_ofsy value is on webm? -4?

>> No.9753803

>>9753772
shidd :DDD
he's oud ob my autoaim range :::DD

>> No.9753806
File: 113 KB, 2200x2200, 1662545358284891.gif [View same] [iqdb] [saucenao] [google]
9753806

>>9753772

>> No.9753819

>>9753779
Should be -2.5

>> No.9753862
File: 1.33 MB, 1600x900, spasm0143.png [View same] [iqdb] [saucenao] [google]
9753862

Entering unfamilliar territory

>> No.9753869

John Romero is going to make you the Wojak.

>> No.9753883

>>9753862
I'm yet to try Episode 2 past the first level, but I hear it's a huge improvement over episode 1. Have fun.

>> No.9753892

new thread when, it's page 8 we are gonna die.

>> No.9753906

>>9753637
>I don't even wanna think about that.
Sorry for forcing you to do just that.
>>9753767
>Man, I hope the next Quake games goes all in on the Lovecraft.
How can Strogg portion work with the Lovecraft angle, especially since they kind of tried to connect the two via Strogg & Peeker Lore Scrolls in Champions? If Quake gets a new title, you just know these two will interconnect in some way.

>> No.9753932

fucking around with explosives
https://streamable.com/fs3ytr

>> No.9753940
File: 1.03 MB, 1366x768, spasm0009.png [View same] [iqdb] [saucenao] [google]
9753940

>>9753906
>How can Strogg portion work with the Lovecraft angle, especially since they kind of tried to connect the two via Strogg & Peeker Lore Scrolls in Champions? If Quake gets a new title, you just know these two will interconnect in some way.
Easy, have the first half of the game be against Strogg and you finding out about a secret superweapon project. You eventually find out the Strogg were messing with interdimensional travel but they had no idea what they were messing with. All hell breaks loose and now there's a three way fight between you, the Strogg, and the forces of Shub-Niggurath. Eventually you have to go through the main portal to her dimension, where it turns full on Quake 1.
I'd argue that the More Mountains of Insanity secret map in Alkaline does this concept very well in a single level.

>> No.9753954

>>9737923
>>9750309
News tag.

>> No.9753965
File: 283 KB, 130x60, DOOM-6.gif [View same] [iqdb] [saucenao] [google]
9753965

>>9749691
Happy birthday /doom/
For some reason I thought /vr/s birthday was farther into the year...

>> No.9753967

https://youtu.be/DKDqFs9AkDI

>> No.9753974

Baking bread, stand by.

>> No.9753979
File: 13 KB, 616x456, 1648440552666.png [View same] [iqdb] [saucenao] [google]
9753979

>>9753112
You're a big pain elemental

>> No.9753981

>>9753906
>If Quake gets a new title, you just know these two will interconnect in some way.
It’ll be super easy if they just reboot the setting, remake and rebrand the Strogg as some “eldritch virus” and just mirror the movie Virus or System Shock.

>> No.9753985

>>9753981
Or even mix the Strogg with the Quake 1 abominations and just say they're what the Outer God does with captured humans, implying it's Nyarlthotep behind everything.

>> No.9753987

>>9753906
I wish they would just forget the Strogg stuff ever existed. It wasnt even supposed to be called "Quake" and its not related at all and its fucking boring (to me at least). But i know if they do a reboot theyll figure out a way to shoehorn some EPIC LORE about how theyre connected to the lovecraftian stuff.

>> No.9753994

>>9753967
lol I actually played this shitty map when exploring quakeinjector. Looks so weird and out there with those spookface like textures and crappy models probably lifted from some assets CD
those women whistling at me, telling me to die and shooting at me kinda turned me on, sometimes I'd let them land a few more hits

>> No.9753995

NEW THREAD
>>9753990
>>9753990
>>9753990

>> No.9754150

>>9753772
why da fug am I losing health? :DDDD