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/vr/ - Retro Games


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9753990 No.9753990 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9737921

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.9753993
File: 524 KB, 512x512, 1678741367859178.png [View same] [iqdb] [saucenao] [google]
9753993

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

VIOLENT RUMBLE 2
Submissions closed

=== NEWS ===
[3-18] Anon shares his widescreen Heretic graphics
https://files.catbox.moe/buu3ix.zip

[3-18] La Tailor Girl updated to v1.89
https://forum.zdoom.org/viewtopic.php?p=1238204#p1238204

[3-17] New Ironwail just dropped
https://github.com/andrei-drexler/ironwail

[3-14] Half-Life MMOD released
https://store.steampowered.com/app/1761270/HalfLife_MMod/

[3-14] vkQuake updated to 1.30.0
https://github.com/Novum/vkQuake/releases

[3-14] Rampancy 2.0 released
https://forum.zdoom.org/viewtopic.php?t=67193

[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

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

>> No.9753998

>doom
More like dumb lol

>> No.9754006
File: 36 KB, 502x610, latest[1].png [View same] [iqdb] [saucenao] [google]
9754006

my housemaid

>> No.9754007

>>9753994
I remember playing it when going through quaddicted. Pretty janky but the teeth models are cool. I think it might be the same author that made another soulful map in an RV park.

>> No.9754012

>>9753990
As much as I despise that stupid Gen Z meme on "scary" empty rooms, I have to say this is a cool easter egg for noclipping.

>> No.9754020
File: 1.31 MB, 1280x720, SUNDAY NIGHT SHITSHOW 103 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9754020

SUNDAY NIGHT SHITSHOW TIME! Tonight we keep things simple with a good old fashioned romp through Lost Civilization with Malefactors.
The password is "AvocadoSpread"
Not much else to it, just connect with Zandronum 3.1 and let's get to it!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9754030

>>9754020
It's like one of my mining video games

>> No.9754039

>>9754006
sex

>> No.9754045

>>9754006
Manuals calls it he, you are gay.

>> No.9754053

>>9754006
What is their problem?

>> No.9754072

>>9753990
>backrooms wad
Any good? I'm not huge on the backrooms but DOOM seems like it'd work pretty well

>> No.9754075
File: 3.26 MB, 2560x1440, ent.jpg [View same] [iqdb] [saucenao] [google]
9754075

>>9753862
Loved what I've ran into myself so far.

>> No.9754085

>>9754072
If you want to give it a shot, here.
https://www.doomworld.com/forum/topic/134292
Don't read past the OP. The less you know, the better.

>> No.9754135
File: 384 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9754135

>> No.9754142

>>9754135
>may duke kill stuff
Polite of him to ask, but you'd have to ask Randy.

>> No.9754143
File: 191 KB, 800x850, 1664228359236997.png [View same] [iqdb] [saucenao] [google]
9754143

>>9754085
>read all the stuff
>start wad
>expect it to be an exploration with no combat type wad
>get genuinely jumpscared by vanilla DOOM monster

>> No.9754147

>>9754012
the poolrooms are ok, all the other retarded shit invented around it is braindead as fuck

>> No.9754160
File: 150 KB, 525x700, 1623429064776.jpg [View same] [iqdb] [saucenao] [google]
9754160

>>9754012
>>9754147
I like all of those liminal room pictures, but only for the aesthetic and architectural value - all the horror stuff or those shitty videos like "why are empty gmod darkrp maps so scary?" are fucking retarded
Well maybe vids like a slideshow of liminal space rooms with hl2beta ambient sounds are nice to watch but that's it - don't insert fucking horror into it, if you are scared of an empty room just kys and stop littering this nice theme/aesthetic

>> No.9754162
File: 409 KB, 768x768, 1586819584492.png [View same] [iqdb] [saucenao] [google]
9754162

Is there a mod that adds unique sound effects for enemies and item pick ups? Feels lame more than half the monsters has the same pain grunt or that the 'bigger' pick ups don't have any satisfying feedback when nabbing them.

>> No.9754182
File: 24 KB, 587x390, latest[1].jpg [View same] [iqdb] [saucenao] [google]
9754182

>>9754162
No. Now get out of here.

>> No.9754193
File: 3.82 MB, 1280x720, flare_exploration [sound=files.catbox.moe%2Fbe5b6d.opus].webm [View same] [iqdb] [saucenao] [google]
9754193

a little indulgent, but I thought it was cool

>> No.9754195

>>9754162
I don’t know of standalone stuff, but Babel at least provides unique monster pain noises and otherwise. There’s a similar addon for Hideous Destructor.

>> No.9754204

>>9754162
sound caulking
i dont think it has different pickup sounds, just monster sounds

>> No.9754207

>>9754160
i think it's because of dreams that take place in locations reminding you of familiar ones but still different enough to feel mysterious or even goofy at times
so they're like parallel universes that resemble our own in some ways but not others
and videogames are a good medium for this because you can make locations resemble "real" places or concepts but still make architecture still abide by videogame laws or mentallity
like how build engine games have locations with "context" compared to doom engine maps but are still unrealistic and "gamey"

>> No.9754214

>>9754162
I think Doom PSX had unique sound effects for enemies, same ones as 64.
>>9754160
If you are scared of an empty room simply go in it, then it is no longer empty.

>> No.9754218

>>9754012
>>9754147
for real, the original 4chan post made it a neat little spooky idea but for some reason people had to invent some kind of an elaborate scp ripoff lore for this which ruins any sense of mystery or imagination involved in this

>> No.9754221

>>9754214
The console ports replaced sounds, but didn't provide exclusive pain sounds or active sounds, many are still shared in the same way.

>> No.9754227

>>9754218
Worth noting that the good SCP stories generally tell you a decent bit, but then typically leaves many or even all the questions with just vague notions, or outright zero answers at all, making you ponder and try to fill in the blanks yourself.

>> No.9754228
File: 99 KB, 1200x904, misfortune.jpg [View same] [iqdb] [saucenao] [google]
9754228

>>9754221
Well then it looks like it's up to you to make a soundpack.

>> No.9754247

>>9754218
unironically blame children

>> No.9754249

>>9754228
I'm not him, but maybe I will do that some day.

>> No.9754256

>>9754227
Generally, SCP does have a lot of pretentious articles that are trying way too hard to be the next big thing, or outright poorly written ones, but I think there's still plenty of good and creative ones being produced. Just gotta look for the diamonds in the rough.
To keep things thread relevant, here's a Doom mod SCP. https://scp-wiki.wikidot.com/scp-4914

>> No.9754270

>>9754135
>quakespasm without gameplay
Wow, kinda harsh. I know Doom is better but that's just rude.
>retarded shield added
So we're doing Halo as well?
>Bloated egyptian software
So those ancient aliens weren't hot shit after all.
>shame features awesome fights
Yeah, shitting on a mod is a great way to cause a big argument

>> No.9754283

>>9754135
>half life bad
it's over

>> No.9754301

>>9754006
>master~! it's time for your 4:00 dick flattening!

>> No.9754327

The changes in the latest ironwail are nice. Especially being able to see at a glance what maps I have for a given mod.

>> No.9754335

>>9754006
literal dick blowing

>> No.9754340

>>9754327
>no ssao
one job

>> No.9754343

Of COURSE somebody made a Backdooms level

>> No.9754356

>>9754343
The real question is, why hasn't anybody turned Plutonia's Map 11 into the backrooms

>> No.9754362

>>9754256
>thing gets popular
>turns to shit
such many cases

>> No.9754415

Guys I want to get back into DOOM again, what OS should I use? Is it better on older hardware or newer hardware? What about OS?

>> No.9754425

>>9754340
SSAO looks retarded to begin with, but doesn't even work correctly without dynamic lighting.
Also, almost every modern Quake map is compiled with dirtmapping anyway.

>> No.9754437

>>9754162
Here's a small mod that just gives the health/armor/backpack pickups Quake 3 sfx.
https://files.catbox.moe/y34mxf.pk3

>> No.9754447

Idea guy time:

Doom liminal spaces wad but the gimmick is that in every level you have to find your way to a switch that activates an countdown escape sequence and causes all the enemies to spawn. So you have to remember how you got to the switch and then fight/flight your way back out.

>> No.9754449

>>9754447
timesplitters?

>> No.9754451

>>9754449
I've never played it.

>> No.9754464

>>9754447
I think there's already a Pizza Tower mod in development

>> No.9754471

https://files.catbox.moe/frn7gy.wad
cool zdoom gameplay wad check it out

>> No.9754487

>>9754471
>inb4 dolphin porn

>> No.9754490

>>9754471
thanks for the dolphin porn bro i was getting sick of my collection

>> No.9754491
File: 843 KB, 1600x900, Screenshot_Doom_20230319_191821.png [View same] [iqdb] [saucenao] [google]
9754491

>>9754020
Good one, boys

>> No.9754493
File: 802 KB, 1920x1080, Screenshot_Doom_20230319_211755.png [View same] [iqdb] [saucenao] [google]
9754493

>>9754491
Mine's bigger

>> No.9754494
File: 887 KB, 1600x900, Screenshot_Doom_20230319_191806.png [View same] [iqdb] [saucenao] [google]
9754494

>>9754491

>> No.9754504
File: 227 KB, 1366x768, Screenshot_Doom.png [View same] [iqdb] [saucenao] [google]
9754504

>>9754490
>>9754487
its really a good mod with human enemis, robots, ludicrous gib and awesome guns, i dont knnow who made it but its great a you WILL play it

>> No.9754508
File: 230 KB, 1366x768, 2.png [View same] [iqdb] [saucenao] [google]
9754508

>>9754504
wrong screenshot

>> No.9754524

Just finished reading masters of doom, what were your thoughts on it? Did it influence your opinions on any of the id guys? It kind of has a tragic, resigned nature to the whole story.

>> No.9754537

If I've never played Doom all the way through, which version (which wad) should I run with gzdoom? I found an archive page but it has like 100 versions of just Doom 1

>> No.9754540

>>9754537
Look at the mega in the OP.

>> No.9754542

>>9754524
>what were your thoughts on it?
it's an entertaining read but it feels a little bit too dramatized which makes me question the veracity of the events described.

>> No.9754547

>>9754542
The speech definitely comes across as dramatized. It also doesn't sound like stuff human beings say half the time.

>> No.9754556

dw has a thread about the 180 key

what a bunch of absolute retards. shit has been accepted for age. they also don't seem to realize how much many aspects of modern source ports are way more doing borderline cheating; things like crosshairs (especially ones that indicate autoaim), different specter visuals, resolutions, framerates; all of this is allowed in source ports and helps more than the 180 key. the thread is just a bunch of feelings and semi-broken memories, fucking stupid

>> No.9754559

>>9754524
>>9754542
nirvana's interview with sandy also has some interesting stuff (e.g., the guy he called "the snake")

>> No.9754569

>>9754556
Tell them that then.

>> No.9754570

>>9754556
The 180 key is something to do with the DOS days, similar to novert, right?

>> No.9754586

>>9754569
the thread is already fucking stupid and people are starting to pull rank (i.e., whether you were involved in compet-n or not, whether you've recorded demos, etc.).

>>9754570
yes, it's been around forever, it's in many (accepted) demos on dsdarchive. i think it has become a big issue again because it has been popularized by a sensational player, kineticbeverage, which is causing a new generation of players to use it. kineticbeverage too my knowledge doesn't use it in a way that actually affects his runs, he uses it only for switches (though he did make his own map where there is a particular fight that is easier with it).

>> No.9754614

>>9754559
Obviously Tim Willits.

>> No.9754636

>>9754256
>Doom mod SCP
Rootpain, hitlerkk and okuplok already exist though

>> No.9754704

>>9754636
>hitlerkk
wat

>> No.9754710

>>9754537
latest version of doom 1
the only doom 2 version you should play is 1.666

>> No.9754784

>>9754415
I think the major sourceports work on Windows and Mac.

>> No.9754789

>>9754537
You're fine with the 1.9 versions of both doom.wad and doom2.wad

>> No.9754795

>>9754327
>Especially being able to see at a glance what maps I have for a given mod.
>level menu shows up in Alkaline & AD
>doesn't appear in AlkJam
Something unnatural is afoot.

>> No.9754809

myhouse.wad is a masterpiece.

>> No.9754820

>>9754085
Fuck, I haven't played a new DOOM wad in years and this was insane.

>> No.9754824

>>9754809
Honestly, yeah. Not only is the WAD high effort as fuck, but the journal, the sketches, and the OP's registration date and decade long absence from Doomworld all contribute to making one of my favorite WADs of all time.
>>9754820
I marathon'd this thing to find all of the endings. I love it so much.

>> No.9754825

The key to a soulful Doom map is having a bunch of completely optional areas that loop around back into the main path. All the best UDoom maps do this.

>> No.9754837

>>9754824
I've got to redo it. I got the sold house ending, didn't find all the artifacts and I triggered the house burning down early because I thought that was natural progression.

>> No.9754838

>>9754837
Use every cheat code you know to find clues. Those messages aren't just flavor text.

>> No.9754875

>>9754837
I'd recommend doing an early exit anyways and getting the super shotgun and megaarmor from underhalls before going for the good ending, there are some challenging fights later on

>> No.9755001

>>9754437
Neat! Thank you.

>> No.9755024

a few times when i was playing marathon the level was too dark for me to see anything and the game has no dedicated flashlight so i had to use my gun as a flashlight and i think thats kind of neat

>> No.9755098

>>9755024
MIGHT MAKES LIGHT
AND I FEEL MIGHTY

>> No.9755121
File: 2.51 MB, 944x618, 2023-03-20 11-59-57.webm [View same] [iqdb] [saucenao] [google]
9755121

I love random jumps more than I probably should, but I don't love doom palette.

>> No.9755169

>>9754006
she cute

>> No.9755189

>>9754356
>taking an existing map and making it much larger with "backroom" areas
>or even an entire wad, exploiting modern systems abilities to run larger maps
Would be sick

>> No.9755204

>>9754162
>>9754437
>>9755001
Updated the Q3 pickup sfx mod with sounds for medikits and stimpacks
https://files.catbox.moe/06owu5.pk3

>> No.9755236

I can't remember if it's a Doom WAD or if I'm getting it mixed up with some other game

But can can anons here remember a WAD which contained basically a "retro version" of the following song:

https://youtu.be/xYGnxNMOnGQ

Specifically the part at 1:15

>> No.9755254
File: 253 KB, 400x400, Brother.png [View same] [iqdb] [saucenao] [google]
9755254

>>9753940
>>9753981
>>9753987
These are valid suggestions with potential, but you forget something...
>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.
They already did. Kind of. That's how it appears.
All this Gilman stuff, Visor's design and Makron talking about runes and magic in Quake Champions' lore texts, id Software already started it.
>>9754006
>>9754045 is right. It is "he" in Quake's manual.

>> No.9755274
File: 151 KB, 544x544, tumblr_379088939d4f2d3619d0abedfbc05e08_64ea0e74_640.jpg [View same] [iqdb] [saucenao] [google]
9755274

Reposing Doom64 Wads again in case anyone is interested
>PROJECT void,clean(Run D64RTR and D64RTRWF)
https://www.moddb.com/mods/doom-64-retribution/addons/doom-64-retribution-project-void-v101
>PROJECT void,personal copy to remove meme monsters/weapons
https://www.mediafire.com/file/wb9d27kd6kd4nf8/Project_Void_personal.rar/file
>Brutal Doom 64 (Updates almost daily,Run BD64Game all else is optional)
https://mega.nz/folder/AtsgQL7K#uqIcrVz6KXT5w5dW8DSlww
>Doom 64 corefier (Updates almost daily,Run core,weapons,monsters,randomizer is optional)
https://drive.google.com/drive/folders/1RgkTiCZn-Z5fZNKKWRa8C6asVszYqZ8X
>Doom 64 Vanilla (Updates every few days)
https://tpu540059.itch.io/d64revanilla
>Unseen evil [UNRELEASED]
https://forum.zdoom.org/viewtopic.php?t=77270

>> No.9755292

>>9755254
>All this Gilman stuff, Visor's design and Makron talking about runes and magic in Quake Champions' lore texts, id Software already started it.
Perhaps, but you saw what id did with Eternal. I hope they won't go that cringe and retarded with the plot, but the precedent has been set.

>> No.9755294
File: 32 KB, 767x333, neurodyne_vore quake_cens.jpg [View same] [iqdb] [saucenao] [google]
9755294

>>9754006
Excellent choice, she doubles as home defense

>> No.9755341

>>9755254
>They already did. Kind of. That's how it appears.
An attempt was made but I regard QC’s story bitties the same way I regard Smash Brothers worldbuilding. That and even Id themselves seem to be forgetting about Willits’ attempt at cashing in on the short lived “hero shooter” fad, especially with it not reaching consoles.
I also think I’m too cynical of an asshole for these kinds of discussions, as I can easily imagine them taking any new Quake ideas and repurposing them for Doom. But I do like to reminisce about Q2-era Strogg.

>> No.9755352

>>9755341
I'm in two minds about it.
On one hand, it'd be neat to see a return to Lovecraftian Quake with some big new single player game.
On the other, Eternal did a ton of stuff horribly and I'm kind of glad Quake isn't getting massacred in the same way. We'll always have stuff like Arcane Dimensions and Dwell for high quality Quake content that no official team could ever come close to replicating.

>> No.9755360

>>9755341
I liked the lore stuff in Quake Champions and the voice acting was all around great, it need more lore stuff if anything and more maps.

>> No.9755369
File: 191 KB, 640x480, rIEirSV.png [View same] [iqdb] [saucenao] [google]
9755369

>>9754704

>> No.9755379
File: 324 KB, 728x546, 1664841173357561.png [View same] [iqdb] [saucenao] [google]
9755379

Has there ever been a project to improve Redneck Rampage, like colouring the keys, fixing the out of of control damage RNG and maybe tightening up some of the maps.

>> No.9755423

>>9755379
No, because you can't polish a turd.

>> No.9755431

hey, somebody posted the 2048 guns Dehacked edition WAD a couple threads ago

I was using it wilth Plutonia (and no other pwad) and noticed right away in MAP01 that the Spawn Cube sprites got replaced by a green fireball
Turns out that both the dehacked and the decorate versions of the weapons-only wad contain replacement sprites for FIRE* and BSOF*

Was this intended?
Can I safely remove them? Are they used anywhere else?

>> No.9755442

>>9755431
>BSOF*

I meant BOSF*
PS: the "clean" version for 2048vr does not replace FIRE* - only BOSF*

>> No.9755450

>>9755352
That’s the basic underlying comfort with Doom as well, “we’ll always have the prequel/original” is more of a lolcope otherwise.
>>9755379
>>9755423
I imagine anyone who tried realize they could just play and mod the other build games. Why spend time trying to make the dynamite feel as good as Blood’s when you can just play Blood?
I’d be more interested in remaking or porting Redneck’s levels into any of the other better build games, making adjustments and fixes to their progression in the process.

>> No.9755453
File: 174 KB, 720x960, 1345565254435.jpg [View same] [iqdb] [saucenao] [google]
9755453

I cannot do it. Fire and ice. I just cannot do it
I have no idea where the fuck to go or what the fuck to do
I cannot do it

>> No.9755454

>>9755453
Look up the speedrun strat.

>> No.9755469

>>9755453
Oh no, is that you, “first time Scythe”-anon? If so at least you tried.
What difficulty by the way, any self-imposed save rules?

>> No.9755480

>>9755450
>“we’ll always have the prequel/original” is more of a lolcope otherwise.
Yeah, but in Doom and Quake's case people will always be making new content for them, so if a new game utterly sucks and kills the general public's interest in them we will still be eating well regardless.

>> No.9755482

>>9755469
Nope, that's not me. I knew my limits, didn't try and moved onto playing some Quake mods for a break.
I feel for the other guy, he's got guts but I know that despair.

>> No.9755483

>>9755454
No I want to beat it myself

>>9755469
I'm not, although it's funny you mention it because scythe was literally my first megaWAD like 2 years ago. Playing on UV, did everything saveless until map 25 but I really have no fucking clue how to approach this map, any progress I made feels random

>> No.9755504
File: 3.90 MB, 640x360, gzdb f and i.webm [View same] [iqdb] [saucenao] [google]
9755504

>>9755480
Exactly, I didn't get that point across from my post as well as you just did. It also makes me even more accepting of any direction they feel they "need" to take with the newer ones.
>>9755482
Lol nice which Quake mods? Are you all aboard this AlkiDwell train from this weekend?
>>9755483
On a replay it was both difficult and sandboxy, making it one hell of a combo to digest if it's not to your palette.
Checking it's thing count, it sadly doesn't seem to change the enemy comps too much besides one big thing: The vile count is 13 when you're playing below UV, otherwise it's more than double at 28 holy fuck. While enemy counts don't change much, I'm seeing way more mega and invuln spheres as you lower the difficulty so that's nice.

>> No.9755520
File: 686 KB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
9755520

>>9755504
>Are you all aboard this AlkiDwell train from this weekend?
Yep.
Dwell is cool but the Serious Sam kamikazes are overused and in situations they weren't designed for.
Alkaline is the best Quake content I've enjoyed since Arcane Dimensions and from what I've read they're working on giving it another big update someday. Pic related is a cameo of a new boss enemy they're going to feature from what Greenwood said on the trailer's youtube comments.

>> No.9755540

>>9755431
You saw those in Plutonia's MAP01? I'm confident there's no bossbrain in that one.

It PROBABLY shouldn't affect anything (functionally) if you deleted those frames, as this was before MBF21 and all that other extended DeHacked stuff, as those are all replacing existing frames. I'm not sure what exactly those green fire sprites are actually replacing though, I wrote the Decorate code and guys like Bartekmil, Eggplant, and Brxyz translated it to DeHacked. Possibly something relating to the older MBF, so I have no earthly idea what you'll then see instead of the green fire when it's calling those frames. MBF's (Wolf3D's) dog sprites maybe? I guess they could also try to call frames which aren't in the iwad at all, like the frames for the cut treasure items from the Doom beta, which we might have been using (they exist in a sort of semi dummied out state you can exploit with DeHacked), in which case it might crash, or engage in other undefined behavior.

I'm not at home right now, so I can't do much more at the moment. I guess try deleting the frames and see what happens, if it crashes, try replacing the green flame frames with duplicates of the original yellow flame ones.

>>9755442
There's some slop there, yes, though I think the green energy ball for the bossbrain was left in because it's 100% cosmetic and just there to make it visually match the green fire and fireballs for the boss, so that one in particular I don't see a problem with. There's a couple of small things I wanna fix with 2048 once I'm done with all this other stuff though, because I'm 99% sure it shouldn't affect any demos. Don't even care if that update gets on iDgames or not, I'd be doing it for me primarily.

>> No.9755542
File: 2.97 MB, 2560x1440, a12 finished and fun.jpg [View same] [iqdb] [saucenao] [google]
9755542

>>9755520
It was wonderful. I might wish that some of it's maps were more open ended, but in the end I think I was satisfied with the balance it struck.
>Dwell is cool but the Serious Sam kamikazes are overused and in situations they weren't designed for.
You think so? I just went through episode 1 and am struggling to recall when they showed up, just that they were fun to shoot. It's also fair to admit that I've plugged at least 50 hours into the new Sam games the last couple of weeks.

>> No.9755548

>>9755542
I liked how you can use the new jump boots to get on the roof of the complex now. The outside world looks creepy and dead, it makes me wish the mod had a storyline. You can headcanon that AD is just Ranger aimlessly wandering the multiverse after killing Shubby, but Alkaline could be about anything.

>> No.9755561

>>9755548
I could do with more games only giving you details through the environment, or that at least stay minimalist in general. That's just me though, I tend to find talking about what could be happening to be more interesting than something I can get an answer to through a fandom page.

>> No.9755563

>>9755542
>pic
Are you sure it's finished? There are more levels on the first floor, plus a few secret levels here and there.

>> No.9755567
File: 2.59 MB, 390x294, 1616899951551.gif [View same] [iqdb] [saucenao] [google]
9755567

>>9755563
>jump down and bump into "aux room" door
Oh shit

>> No.9755568

>>9755567
I wasn't going to say anything, but yeah. I guess it's not very clearly marked.

>> No.9755581

>>9755567
They really need to signpost that better. Unless you wander around the hub you won't find it, and in its current state the Aux room is really small anyway.
Check out the toilets for a surprise.

>> No.9755587

>>9755567
Yeah, there are actually 20 levels in Alkaline.
10 in the main room
6 in the aux room
4 hidden around the hub

>> No.9755590

>>9755581
>>9755568
>>9755587
Well, at least it's more content I'm looking forward to playing. I finished AD's first hub with Tears and felt exhausted by that point.

>> No.9755593

>>9755590
AD is pretty huge, the only Quake mod to make me feel as exhausted on full completion as I normally am with Doom megawads.

>> No.9755621

Reminder that officially all the grunts in Quake have been made to feel pleasure from killing.
So you're fighting an army of perverts in tech base maps.

>> No.9755625

>>9754824
Gimme through it once now, and got the sold house ending like the other anon. Loved it tho. Going to install it on my phone so I can more idly explore it.

>> No.9755629

>>9755625
Gone*

>> No.9755646
File: 72 KB, 724x590, Screenshot 2023-03-20 162758.png [View same] [iqdb] [saucenao] [google]
9755646

>>9755540

>You saw those in Plutonia's MAP01? I'm confident there's no bossbrain in that one.
picrel: A-BROWN4 is used on the doors you need to open to access the stairways leading to the shotgunner and the backpack/armor/shells "secret"

>I wrote the Decorate code
since you're here.. in 2048GUNS.WAD there are still decorate replacements for BossBrain/SpawnShot/SpawnFire, Barons. HellKnights. CyberDemon, Cacos
If I want to turn the wad into a "real" weapon-only mod I can remove them safely, I guess..

Even "CyberRocket" which replaces "Rocket" should be safely removable, since the player's RocketLauncher spawns custom "2048Rockets" actors

>> No.9755701

Apologies if this is frowned upon here but just wanted to say I bought Ion Fury recently and I am having a lot of fun an hour in. Fantastic environments so far.

>> No.9755719

>>9755701
It's not retro, but yeah it's a really good game. Maybe a bit long for it's own good, but otherwise it's the best build engine game.

>> No.9755720

>>9755646
Oh, I didn't even know vanilla Doom let you use sprites as patches at all. I don't think any of us tested the DeHacked mod in Plutonia at all, someone wanted it as a standalone, and I don't remember anyone complaining about Plutonia at the time, so I guess nobody else did either.
May or may not be able to find a solution for that one, I don't know if there's any free frames left. I'd be reluctant to change the complevel, but this is for the standalone mod so I don't think there's any demos to mind, unlike with the level sets.

>If I want to turn the wad into a "real" weapon-only mod I can remove them safely, I guess..
Yeah, it's all cosmetic tweaks and stuff. Caco, Knight and Baron have their blood colors tweaked, Knight is scaled slightly smaller while Baron is scaled slightly larger. Cyberdemon is scaled slightly larger too, and given his own rocket, which functions the same as normal, just looks different.
Bossbrain adds the green flashy ball visual for the spawn cubes, and he does a quake on his pain state and death state.

You can strip out all the enemy stuff if you wanna make compat for some enemy mod, that should be fine. Feel free to tinker, Decorate at that level is easy.

>> No.9755760
File: 3.91 MB, 854x480, ledukeawo.webm [View same] [iqdb] [saucenao] [google]
9755760

>>9755701
It's on the fence of being relevant to the thread as it's basically a big standalone Duke 3D total conversion with a price tag. It is also very very good.

>> No.9755770

>>9755379
IIRC one of the source ports automatically colors keys and makes them bigger (theyre tiny normally). That came out after i played the game and ive had zero desire to replay it though.

>> No.9755812

idk if this is something you guys would give a fuck about but a while ago i picked up a q2 mod pack called berserk q2 from somewhere i don't remember, and i started playing q2 again recently and thought i would look for an update for it but it seems it's dead
i still have the folder for the mod, is it worth uploading it somewhere for this general?

>> No.9755831

>>9755812
nvm its still available on moddb lol

>> No.9755878
File: 33 KB, 318x159, 1667788571273184.png [View same] [iqdb] [saucenao] [google]
9755878

how did he do it bros?

>> No.9755893

>>9755812
Are Quake 2 mods as plentiful as Doom? I forgot I had quake 2 until last night and I’m looking forward to exploring the mod scene.

>> No.9755914

>>9755878
Utilizing a GPU.

>> No.9755971

>>9755812
Upload at Moddb and here.

>> No.9756028
File: 557 KB, 1600x837, Screenshot_Doom_20230321_011258.png [View same] [iqdb] [saucenao] [google]
9756028

fucking god each and every time i lay my eyes on this hook i just wanna shove my head into a toaster

>> No.9756030

>>9755369
>>9754704
It's just a shitty map, how is it an SCP?

>> No.9756048
File: 480 KB, 400x800, Quaking.png [View same] [iqdb] [saucenao] [google]
9756048

>>9755292
>you saw what id did with Eternal.
Fair enough. Don't mind Eternal myself, but the direction they took with its lore (especially in TAS) is just "meh" to put it lightly.
Hoping for the best too since I just don't want to be negative when I can. This shit is simply too tiresome.
>>9755341
>Smash Brothers worldbuilding
Wait, it's a thing?... I guess that's the point. lol
>even Id themselves seem to be forgetting about Willits’ attempt at cashing in on the short lived “hero shooter” fad
New patch came out literally a few days ago though, but I can what you're saying. Its current position reminds me of HotS, except Champions gets more love.
>I also think I’m too cynical of an asshole for these kinds of discussions
To be fair, it's hard NOT to be cynical when it comes to such topics.
>>9755352
>it'd be neat to see a return to Lovecraftian Quake with some big new single player game.
I expect Roundhouse Studios to handle Quake if that would ever happen.
>>9755480
>>9755504
I would also add that new title regardless of its quality would bring new blood to older games one way or the other, which could lead to some new modders & mappers entering the scene with some good shit.

>> No.9756059

>>9756028
They look like that because it's meant to be a reference to the Doom alpha bayonet blades on those old rifle sprites
How it works is the real issue because of how limited it is
I feel like if MetaDoom was a TC instead of a gameplay mod, it could have had a bit more freedom in how some things are implemented

>> No.9756062

>>9755621
>So you're fighting an army of perverts in tech base maps.
This sounds like a description of multiplayer, but I have no idea how accurate this assumption is.
>>9755701
It's not that big of a deal, but some anons can be overreacting. Glad you enjoy it. Have fun.

>> No.9756124

>>9754508
>>9754504
nice WAD. What map?
I noticed the nades reset to 1 every level. Do medkits too?

>> No.9756151

>>9754504
i dont remember, i played this mod a long ago i just found it again and decided to share, the Megawad is doom 2 reloaded i think this is map 12-15 of the wad

>> No.9756179

>>9754072
Now for Quake and Blood 1997 backrooms-based custom maps.

>> No.9756409

>>9755878
it's insane how novum ass blasted off because dumptruck video
I love vkquake btw, novum, if you read this, stop being a fucking retard

>> No.9756410

>>9755878
and there's me thinking everyone was already using this optimizations from the get go, goddammit.

>> No.9756429
File: 115 KB, 988x441, E5w8Uv2X0AQd__5.jpg [View same] [iqdb] [saucenao] [google]
9756429

>>9755294
Salsa?

>> No.9756468

https://www.youtube.com/watch?v=Bivh07eb1VY

>> No.9756515

dose doom have QPUs?

>> No.9756569
File: 1.33 MB, 1366x768, spasm0051.png [View same] [iqdb] [saucenao] [google]
9756569

>>9756409
Uh, what? More drama in the Quake community?
Anyway, I just got finished with Tellus Terminus. Holy shit what a level! Some of the traps were far too mean, but the amazing level design and fantastic secrets made up for it. I worked out how to get onto the very top of the station and the view was worth it.
Also, I have no idea how they made gravity different inside and outside the station but it was a really neat little touch.

>> No.9756572
File: 964 KB, 1600x900, spasm0150.png [View same] [iqdb] [saucenao] [google]
9756572

>>9755520
>Dwell is cool but the Serious Sam kamikazes are overused and in situations they weren't designed for
I wanted to doubt that statement as mere over-exaggeration at first - but then this 'gotcha!' shit happened,,,

>> No.9756578

>>9756572
I wasn't lying when I said they were overused in cramped spaces.
It doesn't mean around every corner, but it's still often enough to be annoying.

>> No.9756597
File: 163 KB, 366x378, krompir.png [View same] [iqdb] [saucenao] [google]
9756597

I did it. I finally fucking did it. Sythe map 30, Fire and Ice. After like 3 hours I did it. 8 saves, pistolstart, all kills and secrets I think tonight I'll have nightmares about those FUCKING cyberrockets surprise fisting me, go fuck yourself Erik

>> No.9756608

swedish piece of shit fuck you

>> No.9756619
File: 1.56 MB, 1920x1388, 1658893302468936.png [View same] [iqdb] [saucenao] [google]
9756619

>>9756597
Fucking nice bro, be proud

>> No.9756625

>>9756608
I too have a strong dislike for chopblock

>> No.9756668

>>9756597
>saving

>> No.9756670
File: 1.69 MB, 1600x900, spasm0154.png [View same] [iqdb] [saucenao] [google]
9756670

>>9756578
I think that they might be resistant to explosives like the Shambler is to some extent, as they rarely seem to do the funny daisy-chain of explosions unless a bunch of them get killed by grenades (speaking about the tan trouser-clad ones, these tad punier fellows here are they only variety that should've existed honestly)

>> No.9756687

>>9755423
>>9755450
I guess you're right I just the like the aesthetic of RRR and wish it was in better games.

>> No.9756701

>>9756597
Based Scythe defeater.

>>9756608
I'm sorry, I'll try to be better.

>>9756625
FIRST of all: ___________________________________________________________________________________________________________________________________________________________ ;_;

>> No.9756706
File: 1015 KB, 1600x900, spasm0156.png [View same] [iqdb] [saucenao] [google]
9756706

>>9756670
>those might be the same dudes stat-wise actually, now that I fought some without QD
I have no idea whats with them, maybe they are Quad-resistant or something - as I remember that in E1M8 they just refused to die from a single NG shot, yet even without a Quad just 3 nails is enough to kill them

>> No.9756709

>>9756701
>I'm sorry, I'll try to be better.
A good first step would be to communicate with people HERE more often, and to get your ass in gear and finish up stuff that needs to be finished.
Or hell, save some of the more perfectionist shit for later and get the project OUT. You might find getting that stuff out and off your shoulders can do wonders for motivation.

>> No.9756718

>>9756597
>8 saves
This is why Scythe is a bad wad and all of its imitators are even worse.

>> No.9756732

>>9756718
what do you mean?

>> No.9756738

>>9754147
i like kane pixels

>> No.9756743

>>9756738
I was talking about the backrooms fandom, it's like one scp stretched into oblivion
not like scp is good nowadays

>> No.9756760
File: 24 KB, 210x200, 1675466976873730.gif [View same] [iqdb] [saucenao] [google]
9756760

>>9756028
>these lens flares on torches

>> No.9756882
File: 214 KB, 854x480, leather quake.jpg [View same] [iqdb] [saucenao] [google]
9756882

>>9756429
Artist is named Neurodyne, I don't remember what site I found it on, sorry

>> No.9757034

>>9756468
I hate that "crt" filter so much it's unreal, looks like some cheap vhs imitation

>> No.9757041
File: 986 KB, 512x768, chad quake.png [View same] [iqdb] [saucenao] [google]
9757041

>try to get Stable Diffusion to depict Quake Guy
>get this
HUH

>> No.9757048

>>9757041
>Instagibs you

>> No.9757059

>>9757041
oh no he's hot

>> No.9757074

>>9757041
john cena?

>> No.9757076
File: 28 KB, 256x256, 1669960105101968.jpg [View same] [iqdb] [saucenao] [google]
9757076

I have pain in my ears (not my eardrums) from using my headphones
this never happened before

>> No.9757082

>>9757074
Nah, I don't see it.

>> No.9757083

>>9757076
>I have pain in my ears
in both?

>> No.9757090
File: 20 KB, 635x477, hansen.jpg [View same] [iqdb] [saucenao] [google]
9757090

>>9757041
That look.

>> No.9757091

>>9757041
Looks like a portrait from a mobile game where you have heroes who can get injured and have to spend 8 real hours to recover unless you spend 20 gems to instantly restore their health

>> No.9757094

>>9757083
yeah, it's like I used them like 48 hours straight, I can't withstand the pressure anymore
they are shitty earphones anyway but it's a first

>> No.9757096
File: 170 KB, 512x287, 1658209675725457.png [View same] [iqdb] [saucenao] [google]
9757096

>>9757094
*headphones

>> No.9757104

>>9757094
What kind are they?

>> No.9757108

>>9757104
http://genius-me.com/product/?i=hs-230u
I'm broke, I'm not buying anything else soon

>> No.9757115

Do the big punchy robots in Alkaline have locational damage, or do their arms blow off at random?

>> No.9757116
File: 447 KB, 1280x720, hl-2023-03-20-23-11-42-12.webm [View same] [iqdb] [saucenao] [google]
9757116

>> No.9757117

>>9757108
mate thats not headphones, that's a headset
you're better off just buying some cheap JBL earphones than using that

>> No.9757127

>>9757117
whatever, the thing is that aren't new, I'm using them since years

>> No.9757134

>>9757127
then just replace the foam pads

>> No.9757156

>>9756718
Scythe is bad because a player that doesn't play like a god needed to use multiple saves for the final level?

>> No.9757160

https://nanolooker.com/nanoquakejs/
>/biz/ quake
Should I laugh or cry?

>> No.9757190

>>9757074
and the rock had a baby

>> No.9757214
File: 2.52 MB, 1920x1080, 1659794158614662.png [View same] [iqdb] [saucenao] [google]
9757214

I can't describe with words how I hate these wave arenas that all modern maps have

>> No.9757289

Dang AVP 2000 is pretty good

>> No.9757328

>>9757041
I love Quake Effect, the Enforcer romance was surprisingly well done for a mere fodder enemy.

>> No.9757334

>>9757214
Better not play Tell Me It's Raining from AlkJam.
Which map was this?

>>9757289
Something about AvPC2K never clicked for me, I always preferred AvP2. Shame the screen-inverting effects break. Such is the price of LithTech.

>> No.9757337

>>9757334
don't know, the first one to the right of the skill selection on 1.2

>> No.9757353
File: 2.98 MB, 1280x720, 1669703717242452.webm [View same] [iqdb] [saucenao] [google]
9757353

>> No.9757357
File: 601 KB, 512x768, chud doom.png [View same] [iqdb] [saucenao] [google]
9757357

>>9757041
>Doomguy
Well, could be worse.
Better than nu-Doom.

>> No.9757358

>>9757041
looks like john cena and paul walker mix

>> No.9757367

>>9757353
>paper triggers laser
You have to wonder if this sort of thing was intentional or just a circumstance of how different systems within the game happened to interact.
Either way that's a great little detail that I'd never expect to see in a modern game.

>> No.9757373
File: 3.93 MB, 1920x1080, 2023-03-13 02-09-26b.webm [View same] [iqdb] [saucenao] [google]
9757373

>> No.9757380 [SPOILER] 
File: 568 KB, 1280x720, Coomer.png [View same] [iqdb] [saucenao] [google]
9757380

>> No.9757385
File: 770 KB, 1080x2340, Screenshot_20230321_005731_One UI Home.jpg [View same] [iqdb] [saucenao] [google]
9757385

>>9757353
Holy crap, I just saw this post, went on my phone to relax, and saw this in my newsfeed

>> No.9757393

>>9757385
how deep is the simulation you live in?

>> No.9757396
File: 15 KB, 346x362, 1647565207789.jpg [View same] [iqdb] [saucenao] [google]
9757396

>>9757393

>> No.9757407

>>9757373
I'm glad someone captured this, it was funny as hell.

>> No.9757423

>>9757353
fucking kek

>> No.9757427

>>9757357
>filename
BILLIONS MUST DEATHMATCH

>> No.9757448

>>9757156
Yes, wads that you need to be rain man to beat without saves are memes.

>> No.9757507
File: 374 KB, 1920x1080, Still the doom engine btw.png [View same] [iqdb] [saucenao] [google]
9757507

>> No.9757510

>>9757385
>game handles trashbag "gibs" as physical entities instead of sprites
>gib entities set off lasers like any other physical entity would
>>waow such deep simulation
Nobody tell these guys you can step on roaches in Half-Life.
Game journalism was a mistake.

>> No.9757558

Mt. Pain wasn't as bad as everyone says. Beat it on first try on UV without saves (after learning it using saves), finished with 100/200 and full ammo. Definitely not as shitty of a map as O'Brien's other two TNT levels.
The lost souls aren't a big deal if you just take your time, wait for them to come to you and super shotgun them in the face. The level gives you more than enough shells. I can see how they'd be annoying for those who don't like to play patiently/cautiously.

>> No.9757561

Solider of Fortune is metal as fuck, I thought it was a Rainbow Six clone for some reason which is fine but it's insane. RIP Raven

>> No.9757583
File: 1.02 MB, 1600x900, spasm0144.png [View same] [iqdb] [saucenao] [google]
9757583

>>9756706
>sleep deprivation probably made me mistake SNG nails for the normal NG ones or something (but Copper changed that to a pair of regular nails so WTF was I blabbering about?) - all I want to say is that overkilling Kamikazes is completely justifiable on all accounts
>no footage of E2M1 posted earlier because it was pretty meh aside from the Rubicon-homage terminal infodumps

>> No.9757682

>>9757074
are you sure about that?

>> No.9757685

>>9757507
wut is this

>> No.9757796

>>9757393
balls deep

>> No.9757815

>>9757115
It seems to happen more often with explosives/energy weapons.
I think it is random, though. I hope future Alkaline updates give everything pain skins, because it'd be cool to have the robot enemies smoking and sparking as you fight them.

>> No.9757819
File: 31 KB, 480x320, 1666441749450183.png [View same] [iqdb] [saucenao] [google]
9757819

>>9753990
anyone got the gbab doom64 port rom? I can't find it anymore, only had a screenshot saved

>> No.9757827

>>9757819
>gbab
gba*

>> No.9757836

>>9757214
Pipe Powered Pillars is the worst map in the mod. I hate how Quake seems to have a small group of mappers who think it needs to be just like modern Doom wads with annoying armies of monsters and a highly specific way to beat the odds.

>> No.9757842

>>9757214
I'd argue Head Reattachment Trauma is worse.
There's a reason why nobody uses Spawns anymore, because even id knows they were a mistake.
If only someone told Trashbang.

>> No.9757873

>>9757815
>It seems to happen more often with explosives/energy weapons.
The RRP version would only lose limbs to explosives/Thunderbolt, which is the source of that behaviour.

>>9757842
They should've stolen the Shoggoth from RRP, that's so much more fun than the Spawn.

>> No.9757880

we should play Quake together

>> No.9757896

>>9757836
>annoying armies of monsters and a highly specific way to beat the odds
That I can be okay with in itself, but in combination with a largely linear level it can be boring. Purple Pipes was not a favorite map due to the latter.

>> No.9757956

Alkaline has an issue with bullshit traps in general.
That giant space station map is really cool for instance, but you're expected to survive some massive and generally unfair ambushes with two small health kits at best on standby.
It's like they want you to save scum, and with the inclusion of the new resurrect command (advertised heavily in the new release too) I'd say I'm not even exaggerating.

>> No.9758015

>>9757214
Waves are fine for finales if the rest of the map leading up to it has actual level design and the player is being built up for it. Too many maps nowadays just have them shoved in the middle, often with the player not having anything better than a nailgun.
I'd guess nu-Doom and its copycats are largely to blame.
>>9757842
>If only someone told Trashbang.
Spawns are the least of his problems.
>>9757880
I'd suggest a Quake deathmatch mapping project, but considering how VR2 turned out...

>> No.9758031

>>9757956
My biggest concern is the difficulty progression. It’s hard already balancing around four difficulties and varying player skill levels, but it’s also near impossible to keep in check a sense of progression difficulty when it’s a “choose your order” mapset. It’s hard recalling another end encounter from the set that was as difficult as Powered Pipes, which isn’t a concern by itself but it was the first third of maps I played in the pack.

>> No.9758032

>>9757819
>>9757827
or Chex Quest

>> No.9758147

>>9758015
>Spawns are the least of his problems.
Yeah, it's the weakest map in the mod and I don't think its a coincidence you find it in a stinking clogged toilet. The guy in charge of the hub KNEW.

>> No.9758151

>>9757558
I recently did it not having played it in a while. Not a fan but I did manage to get by decently with saves. Not sure if it's better or worse than O'Brien's other maps but the end of Central Processing makes me want to eat a bullet so I guess that's the low point.

>> No.9758208

>>9758015
I wanted to participate on vr2 but real life is fucking my ass with sand as lube

>> No.9758216

>>9757836
I just tried that map.
What an utter waste of my time. It was just some asshole mapper rubbing his hands with glee over the utter bullshit final fight with no health an a massive army of monsters with parts of the floor dropping down into acid constantly.
It's not fun, it's just shit design. Why is Quake mapping plagued by this nonsense? Arcane Dimensions didn't do this.

>> No.9758229
File: 11 KB, 83x79, 1653648220672647.gif [View same] [iqdb] [saucenao] [google]
9758229

Serious Sam The First Encounter is 22 years old today.
Happy birthday, Sam.

>> No.9758240

>>9758229
AAAAAAAAAAAAAAAAAAAAAA

>> No.9758280

>>9757842
It is absolutely not worse. I think that >>9757956
is onto something, and after playtesting the project lead realized that the command was pretty much needed for some levels. Its a shame because the majority of Alkaline is really good, but fuck me some parts of it are just there to piss players off while the mapper assumes they did a good job.

>> No.9758365

>>9757076
working on your gamer dent

>> No.9758367

>>9758015
>Too many maps nowadays just have them shoved in the middle, often with the player not having anything better than a nailgun.
>I'd guess nu-Doom and its copycats are largely to blame.
Are they to blame for providing “too little resources”, or the fact that each fight can provide infinite resources?
>>9758216
>>9758280
I probably wouldn’t have found that map to be so frustrating at the end if I realized that the falling platforms sink in rotation. With all the crazy getting thrown at you, it was real hard to notice.

>> No.9758375

>>9757091
>PUZZLES & PORTALS: MATCH-3 IDLE QUAKE RPG

>> No.9758423

>>9758367
>I probably wouldn’t have found that map to be so frustrating at the end if I realized that the falling platforms sink in rotation. With all the crazy getting thrown at you, it was real hard to notice.
Ah, that would have made it slightly easier.
Honestly, all the fight really needs is for the mapper to choose one of these options:
>One less wave
>More health
>STOP DUNKING THE FLOOR INTO LAVA
This was some Ancient Gods level bullshit and it sours an otherwise fantastic mod.

>> No.9758430

>>9758367
>each fight can provide infinite resources?
It's been a while, but I'm certain Arcane Dimensions also had this in places.
Naturally it had more thought put into it, but I know it was there.

>> No.9758440
File: 1.26 MB, 1920x1080, .webm [View same] [iqdb] [saucenao] [google]
9758440

>> No.9758441

>>9757561
How's the AI and combat?

>> No.9758462
File: 2.56 MB, 1440x1080, 94 protons development.webm [View same] [iqdb] [saucenao] [google]
9758462

>>9756709
>A good first step would be to communicate with people HERE more often
At best you're gonna get a half-hearted "I'm sorry guise" post every week or so, and then it's back to complete radio silence, evident by this thread.

>> No.9758530
File: 137 KB, 1138x717, image.jpg [View same] [iqdb] [saucenao] [google]
9758530

are the versions of Serious Sam in the mega the HD versions?

>> No.9758537

>>9758530
Mega. The HD versions aren't DRM-free.

>> No.9758564

>>9756409
what are you referring to here?

>> No.9758587

>>9758430
There’s respawning crates throughout the AD levels I’ve played, it wasn’t every one of them but was common enough. The maps and encounters were enjoyable regardless but I still wish they figured something out with proper ammo distribution.

>> No.9758614

>>9757510
Theyre so used to modern games where none of the props are interactable that it seems incredible.
Its weird, for awhile from like the mid 90s / early 00s there was more and more focus on interactable environments, but devs eventually gave up on it in favor of extreme detail / resolution.

>>9758441
Not that anon, but the best way to describe Soldier Of Fortune is that they perfectly channeled the feel of a balls to the wall 80s action movie into a game.

>>9758440
Comfy.

>> No.9758617

>>9758587
I hate infinitely respawning ammo, its one of the worst trends in modern Quake mapping. They also did that in Dwell E1 but not really in E2.
It just screams "i the mapper do not trust my own balancing" and takes me out of the game.

>> No.9758698

>>9758617
After seeing it in so much in AD and Alk it’s turning into a necessary evil for me. To give them the tiniest amount of credit, one thing I’d do in large Doom maps is to mark ammo and health pickups I didn’t need at the time. I don’t have a map to do that with in Quake, and besides that there were some labyrinthine Arcane D maps I couldn’t backtrack through without getting lost.

>> No.9758706

>>9758617
What baffles me is how ammo often respawns but not health. So you'll give me infinite ammunition to deal with your bullshit 5+ waves but for health you get one large medkit.
Thanks, you shouldn't have...

>> No.9758716

Play Catacomb 3D

>> No.9758720

>>9758716
based

>> No.9758760
File: 311 KB, 1280x720, 1663852336632566.jpg [View same] [iqdb] [saucenao] [google]
9758760

>>9758530
No, they are the classic versions which arguably play better than the HD versions. HD/Fusion added so many new bugs and issues that aren't present in the original while also removing some content. The classic versions still run completely fine on modern systems.

>> No.9758809

>>9758706
>ammo respawns but health doesn’t
That I at least get: There’s a chance that you might end a large fight taking minimal to no damage. Meanwhile, there’s no chance at getting through a hard fight without spending a hefty sum of ammo.
I do run into respawning medkits on occasion, for what it’s worth.

>> No.9758845

>>9758423
>>More health
Don't all the pickups in the arena respawn, or is that on lower difficulties?

>>9758614
>Its weird
I wouldn't say it's weird, the novelty of having everything be movable/run on a full physics engine like Havok wore off, and devs realised that the average customer didn't give a fuck that they could move bottles on tables, whereas they did care about how pretty things looked. Plus it requires extra playtseting to proof the level against prop stacking.

>> No.9758882

>>9758440
>rounded particles

>> No.9758885

>>9758882
Fine by me.
>>9758845
I can confirm to respawning medpacks on NM, although I kept accidentally dipping into the water in attempting to get them my first few tries at the fight.

>> No.9758913

>>9758845
On hard they don't respawn. It's either a bug or maybe it's intentional?

>> No.9759012

Damn, downsized spider masterminds are scary.

>> No.9759014
File: 54 KB, 640x447, ap0p07.jpg [View same] [iqdb] [saucenao] [google]
9759014

I kind of want to play quake horde mode and see what the deal is with nightdive remaster. Would you buy it from GOG? Also, where does a not gud player like myself play online without having my shit pushed in by ancient veterans.

>> No.9759020

>>9759014
>I kind of want to play quake horde mode and see what the deal is with nightdive remaster.
It's pretty much the most generic horde mode you could imagine. Doesn't even use mission pack enemies.
>Would you buy it from GOG?
I'd pirate it from gog-games.
>where does a not gud player like myself play online without having my shit pushed in by ancient veterans.
Re-release with crossplay on. Consolefags are literally retarded and handicapped by dogshit input and capped FPS.
If you can't beat them you should seriously consider sudoku.

>> No.9759026

>>9759020
Solid advice. Thanks anon.

>> No.9759053

Hexen 2 expansion done. Can't believe I liked this game so much while hating the first one.
As FPS it still is very meh with puny 4 weapons per class, 2 ammo types, few enemy types.
But exploration and puzzles are mostly great. Turns out if you put actual thought into design of those, not just litter 5-10 switches around the map, then player might even get interested instead of falling asleep. Quake's no-use-button approach helped too, I guess.

>>9758229
Happy birthday, Sam. I wish your parents'd get their shit together in the future. Or let fans do the job again.

>> No.9759056

Should i play pre wolf 3d fps?

>> No.9759060
File: 96 KB, 667x900, shelly.jpg [View same] [iqdb] [saucenao] [google]
9759060

>>9755701
It's a really good game for sure. One of the incredibly few games that do "soulful" easter eggs and secrets, similar to the Build trio's pop culture reference easter eggs with a lot of effort put into a bunch of them.

Not without it's own bad sides though, like the enemy roster could use more variety and specifically more difficult enemies, the game should have more "big cannons" to unlock towards the end half of the game, more varied and more useful support items and while it would be a lot of work, more enemy death animations akin to Blood etc...

The music should imho be more "Verhoeven film", or more aggressive, putting more emphasis on either the oppressive dystopian cyberpunk mood or get blood pumping for the action. As it is, it sounds a lot of time like... something people listen to while doing homework. Not incompetent but tonally a bit off.

Shelly's voicelines could use more variety even though there are a good number of unique voicelines for specific things / points in the game like object interaction for a bit of a gag sometimes.

But, all in all, really good game and looking forward to the expansion Aftershock!

Ion Fury and Aftershock are on an actual classic engine (Build Engine) so they're on-topic, but the sequel to Ion Fury (Phantom Fury) is not a retro fps and is off topic.

>> No.9759062

>>9759020
>Consolefags are literally retarded by Dogshit input
How would you know this to be true for all consoles equally?
>t.has never held a PS2, PS3, PS4, OG Xbox, nor Switch or Xbox One controller.
>Capped FRAMES PER SECOND!
Frames are important, but they aren't the only thing.

>> No.9759065

>>9755719
Fun game, but wish there were more enemy types.

>> No.9759070
File: 159 KB, 512x512, C0a0_gus02.jpg [View same] [iqdb] [saucenao] [google]
9759070

>>9759062
It's the classic pc masturd race neckbeard, who's also ironically advocating pirating and actively damaging our gaming platform when GoG offers a good game through a convenient service at a reasonable pricepoint usually. Can't expect a lot of intelligence from that kind of creature.

As much as I like playing on PC and obviously through mods and source ports and shit PC is the best platform for Classic fps, consoles and console games have a lot of cool stuff too and I hate all the empty "rah rah console bad" bellyaching.

>> No.9759076

>>9759053
>As FPS it still is very meh with puny 4 weapons per class, 2 ammo types, few enemy types.
To be fair, you get the tome of power, so there's 8 attack modes per class. Plus the glyph.
The problem is most people save the tomes only for boss fights, but the game gives you so many that those players end up with a dozen unused tomes by the end of the game.
It is unfortunate that they made the same mistake as Quake and Hexen 1 - restricting certain enemies to certain areas due to their theme.

>> No.9759081

>>9755701
Going to list flaws i found - lack of scope on sniping weapon, lack of rocket launcher, lack of room cleaner like BFG, Devastator, Blood teslagun, SW nuke.

>> No.9759083
File: 427 KB, 1920x1080, EvB6hky.png [View same] [iqdb] [saucenao] [google]
9759083

>>9759056
see>>9758716
there's a source port for these
no idea how stable this is though

>https://www.doomworld.com/forum/topic/102331-catacombgl-source-port-for-the-catacomb-3d-games/

>> No.9759087

>>9759056
If you have a desire to play specific FPS, you should just go for it. What title(s) do you have in mind?
>>9759076
>The problem is most people save the tomes only for boss fights
Wait, players aren't hoarding every items? I can't be the only one, anon.

>> No.9759135

>>9759062
>How would you know this to be true for all consoles equally?
Not him but anything with gyro/motion support certainly beats out anyone using "stick-only" aiming, as that basically amounts to "3D tank controls".

>> No.9759136

>>9759070
Indeed, so.
It would also help if Steam acted even less like a subscription service (though still not like those games as a service titles and Epic Store) . The "license is what you buy, not the game itself" should only apply to MMOs and other games that require one to play. The others should be actually in your computer and accessible when you wish it to be, regardless if you got banned from the Forums.

>> No.9759149

>>9759070
>pirating a remaster of quake 1, in which none of the developers and all of the scumbag suit publishers will get your money
>[piracy] is and has been actively damaging PC as a gaming platform
Agreed with consoles being shit on for no real reason except to be an online silly billy but I think you're being disingenuous to the several other factors that have really damaged PC gaming since the glory years (monetization, GaaS, streamer culture, lack of modability due to fears of DLC not selling, cost/benefit overriding any novelty of adding new things, etc. etc.). There have been so many attempts by both consumers and creators to 'pirate shame' people in the past and they've all fell through because why buy something when you can get it (sometimes easier) for free and with no consequence?

>> No.9759152

>>9758462
That's still better than 100% radio silence and posting about this shit elsewhere.

>> No.9759165

>>9759083
They work perfectly with dosbox anyway.
It's a neat game. I like it's style batter than wolf in some ways. Not all.

>> No.9759170
File: 146 KB, 1280x720, [SubsPlease] Urasekai Picnic - 04 (720p) [2F4E9235].mkv_snapshot_08.01_[2021.01.25_13.00.32].jpg [View same] [iqdb] [saucenao] [google]
9759170

>1/4 of the year is gone
Any cool wads yet?

>> No.9759178

>>9757353
Holy shit

>> No.9759223
File: 3.91 MB, 800x450, lol.webm [View same] [iqdb] [saucenao] [google]
9759223

>I'm actually too dumb to play HalfLife
dammit

>> No.9759225

>>9759223
That section always struck me as odd. Were physics different in the launch version and actually properly flung you onto the table, or was it always this janky?

>> No.9759226

Adventures of Square ep3 when?

>> No.9759308

>>9759223
press backwards when you are falling

>> No.9759319

Did Doom kill traditional dungeon crawlers?

>> No.9759340

>>9759319
no, diablo did

>> No.9759343

>listening to random midi playlist
>MAP 29 GO FUCK YOURSELF
>heart starts beating faster
>huge wave of stress washes over me

>> No.9759345

>>9759170
I'm working on a short episode. I have 4 maps done, but I haven't mapped in a couple of weeks.

>> No.9759349

>>9758015
https://youtu.be/j__FnI5nEG0?t=577
I still have ptsd about this one

>> No.9759373

>>9754075
is this ad?

>> No.9759374

>>9759349
Utterly retarded. Is it by the same guy? I've noticed a certain mapper loves pulling the unfair giant ambush thing in each project.

>> No.9759376

>>9757836
>Pipe Powered Pillars
It's actually great, except for the end.
The concept of fighting waves of enemies on the moving platforms is fun, but in practice it's difficult to keep track of where you can move and what needs to be prioritised. Adding some cover to the middle would have made it feel less overtuned.
Also the art direction is top notch.

>> No.9759379

>>9759373
No, nowhere near as good.
It's Dwell. Absolutely worth a look, but don't expect AD quality here.

>> No.9759382

>>9759376
I'll be honest, the end was the only but I hated, but it was so annoying it soured me on the whole map at the time. Looking back, it's a good level but SZE needs to look at that final fight and tweak it to be less of a piss take.

>> No.9759383

>>9759223
If you hold forward the entire time you land on the table as intended, if you hold back right as it starts you'll slide down the pipe and take less damage that way too, but if you're low on health it might just end up being impossible. It's shit design all around and they knew it because the PS2 port decreases the height of the fall and fills the room with water.

>> No.9759409

>>9759383
at least there was the bigger box that I could trial and error land on
but yeah crappy design where most of the time you'll take damage

>> No.9759426 [SPOILER] 
File: 510 B, 108x64, 4720281780519999.png [View same] [iqdb] [saucenao] [google]
9759426

>>9758882
What's wrong with cutting some corners?

>> No.9759438
File: 3.15 MB, 2560x1440, 319615.jpg [View same] [iqdb] [saucenao] [google]
9759438

>>9759373
That's from Dwell chapter 2, it and chapter 1 have been pretty good. This is from Alkaline which is also pretty good, so is Underdark Overbright, many Rubicon sets, and this thread's own Violent Rumble.

>> No.9759474
File: 3.91 MB, 1280x720, squish1.webm [View same] [iqdb] [saucenao] [google]
9759474

ha

>> No.9759476
File: 3.89 MB, 1280x720, squish2.webm [View same] [iqdb] [saucenao] [google]
9759476

>>9759474
ah karma

>> No.9759484

>>9759382
>the end was the only but I hated
I ended up just giving myself some rockets for it. Otherwise I never had enough ammo to deal with the chaingunner type enemies near the end (which you can't avoid because there isn't any cover).

>> No.9759496

>>9759484
I savescummed to an insane degree, and if I ever replay it I'm doing that one fight with godmode on because if the mapper can't be bothered to playtest it then why should I fight fair?

>> No.9759531

>>9754218
what's funny is that this is exactly what happened with SCP. started out as a single /x/ post, grew into the star wars extended universe we know today

>> No.9759535
File: 15 KB, 400x400, 1658664862128153.png [View same] [iqdb] [saucenao] [google]
9759535

>>9759223

>> No.9759543
File: 1.97 MB, 1280x720, 2023-03-22 02-52-44.webm [View same] [iqdb] [saucenao] [google]
9759543

Mini-mastermind gets rekt by anger mechanics

>> No.9759549
File: 605 KB, 1280x720, 321.jpg [View same] [iqdb] [saucenao] [google]
9759549

>>9755563
Now I'm pretty sure, even got that open ended level progression I was wishing for.

>> No.9759553

>>9759543
So the robot guys start shooting red projectiles when they get hit?

>> No.9759558

>>9759553
When they go into pain state specifically.

>> No.9759609

Any decent Doom 64 wads worth trying?

>> No.9759615

>>9759609
Plutonia 64

>> No.9759634
File: 991 KB, 1024x768, 16292301015991.png [View same] [iqdb] [saucenao] [google]
9759634

>>9759609
Ethereal Breakdown and Unmaking

>> No.9759638

>>9759615
Wouldn't be able to give a brotha a link? Is it this one:
https://www.doomworld.com/forum/topic/71932-plutonia-64-doom-64-ex/

>> No.9759658

>>9759543
>anger mechanics
neat
is this a released mod?

>> No.9759663

>>9759658
No, still building up. But it's getting pretty close to what I want it to be.

>> No.9759683

>>9759438
>Underdark Overbright
I hear this is really good, so I'm downloading it.
A massive shame you need to use Copper to run it, because on top of the modder being up his own ass the changes range from okay to WHY. Still, if the levels are intended for it I see no real issue. Hopefully.

>> No.9759693

>>9756151
>>9756124
Thanks. It really changes up the gameplay. That being said I haven't played a lot of different wads.

>> No.9759724

>>9759615
>>9759634
Thanks for the recommendations, lads.

>> No.9759732

>>9759663
gl, it's looking good

>> No.9759750

>>9759558
Forever? Or do they calm down eventually?

>> No.9759767

>>9759750
Forever. I might try adding calming down if they fall back into passive state, see how that works.

>> No.9759785

>>9759767
You could add a random check to their pissed-off state that will put them back to normal.

>> No.9759791

>>9756429
>>9756882
https://www.furaffinity.net/view/43558747/
Would have posted an E621 link because that site has an actually good tagging system (so you can reliably blacklist content - FA doesn't even have a blacklist), but no one reuploaded this pic there.

>> No.9759792
File: 3.92 MB, 854x480, udob202102.webm [View same] [iqdb] [saucenao] [google]
9759792

>>9759683
I had a good time with it, good themes and wasn't too hard for how I liked to play. Near the end it even has a "sinking area" fight that's not as frustrating as what's been referenced to earlier in the thread.
>copper reeeee
lol oh man

>> No.9759807

>>9759792
>lol oh man
Oh I don't hate it that much. I'm not the guy who loathes it, I just feel it can have a weird aversion to the player having ammo sometimes and some of the enemy AI changes are questionable.
It'll be interesting to see a non-frustrating sinking arena, because I like the concept but have to admit I hated that section of Alkaline too. Hopefully they'll tweak that part for the next update, but if they dont it's fine I guess.

>> No.9759809

>>9758441
Playing on normal they seem dumb, it really does feel like playing a Cannon action flick, like the second level you're just on a train for no reason and the gunplay is almost FEAR levels of good in the way it feels because enemies just come apart in brutal ways like a guy had his intestines hanging out. If you check it out you do turn Always Run on in the options.

>> No.9759827

>>9759531
It's happened with a lot of things.
I don't really want to name the other stuff because the fact I'm even aware of them embarrasses me.

Nothing becomes a gold-plated turd without passing through 4chan, it seems.

>captcha unrelated: GM0T4

>> No.9759829

>>9759827
*turd-plated gold

>> No.9759837

The screen melt on Doom 64 once you complete a level or die makes my funny bone jingle

>> No.9759968
File: 5 KB, 117x79, c3.gif [View same] [iqdb] [saucenao] [google]
9759968

>>9759837

>> No.9760082
File: 3.89 MB, 854x480, 320122.webm [View same] [iqdb] [saucenao] [google]
9760082

>>9759807
>I just feel it can have a weird aversion to the player having ammo sometimes and some of the enemy AI changes are questionable.
The "fun" ones for me are the weapon changes. The super nail gun nerf doesn't make sense since it hasn't impacted how I played at all, those particles are still hitting and turning red at the farther ranges I'm comfortable with. Meanwhile, the shotgun "penetrations" changes are fun and great, complimenting this new thing nicely. AI changes I'm 50/50 with, ammo changes have been okay with these levels made with them in mind.

>> No.9760115

>>9754636
>>9754704
>>9755369
>>9756030
>hitlerkk.wad
links because this wad is basically unheard of:
https://www.doomworld.com/forum/topic/87891-my-first-wad/
https://www.mediafire.com/file/6i7o4m6vm61en62/hitlerkk.wad/file

i have no idea who gives a shit about this wad but might as well source it for posterity, and you're right, these having nothing to do with SCP

>> No.9760116

What happened to this guy?
https://www.youtube.com/@Balgorg/videos

>> No.9760197

>>9754710
>the only doom 2 version you should play is 1.666
Whats so good about 1.666?

>> No.9760296

>no backpack until last level of No Rest for the Living
What did Nerve Software mean by this?

>> No.9760420

>Violent Rumble submissions closed
Wtf I thought he extended it to May.

>> No.9760454
File: 216 KB, 800x600, Clipboard.png [View same] [iqdb] [saucenao] [google]
9760454

Target:
https://mega.nz/folder/BGBH1aAS#hoGkVmoFMqdNJO3eWKoygA

Gameplay:
https://www.youtube.com/watch?v=UYwh1GuKlLk

>> No.9760484

>>9754327
>Doesn't play the explosion sound during the Quake demos
Sticking to vkQuake kthx.

>> No.9760490
File: 416 KB, 1920x1080, 1604627429932.png [View same] [iqdb] [saucenao] [google]
9760490

Does anyone have a version of nashgore where you can shoot corpses?

>> No.9760516

finished myhouse, anything else like it out there? usually I don't try wads that aren't specifically about combat, but that was really impressive

>> No.9760529

>>9760082
What weapon mod is that?

>> No.9760561

>>9760484
Sounds like something's wrong with your system, I hear the grenades explode just fine.

>> No.9760586

can you teleport keys using the boom format?

>> No.9760590

>>9760082
>levels made with them in mind.
And that's the problem. It's fine for Dwell and Underdark, but negatively affects the base game or anything else not made with Copper in mind.

>> No.9760612

>>9760561
Ah shit that's disappointing because I really liked having all the maps neatly laid out the way Ironwail's latest does. Oh well.

>> No.9760617

>>9760586
You mean like teleporting only when you have key? No.

>> No.9760680

>>9754193
yeah that's how i walk
UP DOWN UP DOWN UP DOWN

>> No.9760685

>>9760680
I move my arms in a small U shape as I walk.

>> No.9760718

>>9754193
>projectile barely light up the wall it
Looks pretty, otherwise.

>> No.9760741

Is there any horde mod for Quake that uses custom enemies and weapons or a Quake equivalent to Reelism?

>> No.9760763

>>9760420
I did. What a strange thing for the news post to say...

>> No.9760767

>>9760529
It’s the newer shotgun from Dwell, not a specific weapon mod sadly.
>>9760590
Base game is kind of all over the place for me anyways, and I don’t have to use that mod if I want to replay it. Even then, it was still sort of fun playing through it for the super Shubniggur fight.

>> No.9760775
File: 1.22 MB, 1920x1080, 1657233979633.png [View same] [iqdb] [saucenao] [google]
9760775

Hehe

>> No.9760790
File: 1.14 MB, 1920x1080, 1667168553416.webm [View same] [iqdb] [saucenao] [google]
9760790

I fucking love downscaling and I will not--WILL NOT--pretend that I don't.

>> No.9760832

>>9760790
I love how underdark starts in a ruined old version of Quake's first level. It reminds me of the start of Portal 2 where you go through the first games levels only it's hundreds of years later and they're overgrown.

>> No.9760861

>>9760516
It reminded me a lot of "The Thing you can't defeat"

https://www.doomworld.com/forum/topic/130478-the-thing-you-can%E2%80%99t-defeat-ultimate-doom-wad-for-gzdoom-8-maps/

>> No.9760907
File: 92 KB, 1920x1080, eduke32 2021-05-09 03-00-17-70.png [View same] [iqdb] [saucenao] [google]
9760907

>> No.9760908

>>9760832
Yeah it's neat, I like all the little ventilation ducts and passages they added, it all fits together pretty well.

>> No.9761012

>A_KeenDie can be triggered by a monster while it's still alive
There are some cool applications that can come of this when combined with other actions.

>> No.9761034
File: 1.25 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
9761034

>>9760908
The only thing it could have done better is have old bones where the original enemies were.
Cool mapset either way, I'm glad anons have been mentioning all these fun Quake mods lately. Thanks to them I've played Alkaline, Dwell, Underdark Overbright and I'm currently checking out this really nice forest map called Waldsterben.

>> No.9761063

>>9760586
If you mean teleporting the key itself, absolutely. Just make sure it can clear the line fully, and if you're supposed to be teleporting it from out of a little box outside the map, you should set it up so that it's on a looping setup, so if it fails to teleport to the intended destination (which can occasionally happen), it's put back at the start of the conveyor so that it can attempt again.

In fact:
>1. Box outside map with scrolling floor.
>2. Key.
>3. Tagged barrier which gets lowered whenever X or Y linedef tells it to.
>4. Empty space.
>5. Three teleport linedefs to the intended location in the level.
>6. Three teleport linedefs which puts it at the start of the sequence.
This way, you should be very well insulated against even the most freak odds. The key could manage to fail to teleport five times in a fucking row, be that for a bug or for someone or something managing to be in the way of the destination three times in a row.
You could do this for monster teleporting boxes as well. For flying monsters, they can't be shoved by a conveyor, BUT, they can be shoved if you use wind instead, or if you make it underwater.

For VooDoo doll setups, you can't use difficulty flags for the Player Pawn himself, he'll spawn regardless, however, you can apply those flags on objects like trees and pillars, and then put those on that conveyor, this way, you can make a VooDoo script where on Easy and Medium, this script is blocked from executing, so that the action only happens on Hard. There's no end to how you can play with this.

>>9761012
Indeed. In fact I wish there was a generic function for this new DeHacked which let you define 1, the tag number, 2, the action, and 3, variants of the action.

>> No.9761065

>>9761063
>In fact I wish there was a generic function for this new DeHacked which let you define 1, the tag number, 2, the action, and 3, variants of the action.
You have UMAPINFO for the first two of those.

>> No.9761071

>>9761065
Wasn't that just for A_KeenDie itself, and it only does the normal thing where it opens sector 666 as a door?

>> No.9761072

>>9760590
Considering how Quake mods work in the first place, I can’t imagine anyone attempting levels that weren’t explicitly designed for it

>> No.9761083

>>9761063
holy fucking shit, thank you man. Extremely high quality post. I've been tinkering with scrolling floors and they're amazing. first time trying it with a key though. I usually do exactly what you wrote, except i don't put the teleporter lines to reset the keys' position. didn't work the first time so i figured it was a format or compatibility issue. thanks a bunch my absolute fucking nigga.

>> No.9761086

>>9761071
No, you can define the monster, tag, and action. I believe you'd be limited to only 1 unique action for each monster (A_BossDeath) and A_KeenDie that could be used if one monster needed 2 actions.
I also don't know if this has ever been fixed in other ports, but you're also limited to only the vanilla Doom 2 roster for checks, but that's plenty if you get creative about it.

>> No.9761113

>>9761012
>A_KeenDie can be triggered by a monster while it's still alive
While that's true I don't think it's very useful since it also makes the calling object nonblocking like A_Fall. Outside of mbf21 there's no way to reset those flags.
> I wish there was a generic function for this new DeHacked which let you define 1, the tag number, 2, the action, and 3, variants of the action.
This was added by mbf in 1998. See A_LineEffect
https://soulsphere.org/projects/boomref/mbfedit.html#sec5

>> No.9761134

>>9761113
>it also makes the calling object nonblocking like A_Fall
Not in my use case, but it's a monster that is only tangible during certain attacks.

>> No.9761143

>>9759609
Unmaking has lots of "puzzle" maps, so be aware

>> No.9761146

>>9761113
>>9761063
Meant to quote.
>>9761134
If you're using mbf21 there's no reason you couldn't conceivably use KeenDie or LineEffect so long as you manage your flags, but that's not an option with the older ports standards.

>> No.9761205
File: 1.38 MB, 1600x900, spasm0157.png [View same] [iqdb] [saucenao] [google]
9761205

>>9761072
It still baffles me how AD and even VR somehow manage to break some old maps made for VanillaQ1 from literal decades prior

BTW found any nice noclip secrets lately?

>> No.9761208

>>9761205
Cute. What map?

>> No.9761225

>>9761205
Mods usually aren't made with maphacks in mind, so they often end up breaking because functions that they rely on have been changed - often giving a more convenient alternative for mappers.

Unless you mean in terms of balance, in which case yeah... that kinda happens with anything that makes gameplay changes.

>> No.9761231
File: 1.44 MB, 1600x900, spasm0160.png [View same] [iqdb] [saucenao] [google]
9761231

>>9761208
An easter-egg from Dwell E2M2 - I like this kind of stuff very much, especially when it's accessible without cheats

>> No.9761263

>>9761231
Yeah, it's neat when you stumble on super secrets that are just digital mausoleums for the mapper's loved ones.
They can even theoretically last longer than a real memorial will, so people years later can stumble onto them.

>> No.9761281
File: 1.20 MB, 1600x900, spasm0161.png [View same] [iqdb] [saucenao] [google]
9761281

Thank Lord for the Half-Life drowning mechanics making this sort of levels being remotely tolerable...

>> No.9761296
File: 54 KB, 474x358, game.jpg [View same] [iqdb] [saucenao] [google]
9761296

we still down for some Quake today?!

>> No.9761314

>>9761281
It's been said before, but the kids who took the reins of Quake mapping from the old guard have some terrible ideas.
Don't get me wrong, they have some good ideas too sometimes, but they often think they can reinvent the wheel and have no clue how silly and arrogant that is.

>> No.9761334
File: 837 KB, 1600x900, spasm0164.png [View same] [iqdb] [saucenao] [google]
9761334

>>9761314
I will be the judge of how that works out once I'll count the number of Vores placed underwater with no way to evade them - not making the Scuba Gear into a "gimped reskin" of the SoA's Wetsuit was a seriously missed opportunity for this whole episode
>You know what the Frogmen from the Malice TC (and Alkaline mod) have been missing? Exploding projectiles to make underwater corridor fights a PITA!
And they also self-destruct when killed for extra saltyness

>> No.9761337
File: 708 KB, 1366x768, spasm0103.png [View same] [iqdb] [saucenao] [google]
9761337

>>9761231
I love obscure and hard to find secret areas.
A couple of months back I finally found the purple key in Foggy Bogbottom and all it really gives you is a Dopefish joke.

>> No.9761343

>>9761337
>all
A Dopefish joke is always worth it.

>> No.9761378
File: 1.39 MB, 1600x900, spasm0165.png [View same] [iqdb] [saucenao] [google]
9761378

>>9761334
Okay it's even worse than I expected - these soulless crystaline abominations become a homing bomb when depleted of health (and they don't seem to be reliably killable by anything but explosives to stop it from happening in time)

>> No.9761414

>>9761314
It seems like that is the case with every game. It's a wonder Doom didn't succumb to such a fate.

>> No.9761432

Q2>Q1

>> No.9761441

>>9761432
I understand, but respectfully disagree. Have a nice day.

>> No.9761447
File: 1.48 MB, 1280x720, 1000.png [View same] [iqdb] [saucenao] [google]
9761447

>>9761432
I do love me some Q2

>> No.9761448

>>9760454
The text looks like its either Polish, Czech, or Slovak.

>> No.9761451
File: 254 KB, 1366x768, q2_0011.jpg [View same] [iqdb] [saucenao] [google]
9761451

>>9761432
I played Quake 2 back in December for the anniversary and gave the expansions a go for the first time.
It was fun, but I like Quake 1's style and weird weapons more.

>> No.9761470

>>9761432
If you’re talking about multiplayer then yes

>> No.9761492
File: 1.56 MB, 1600x900, spasm0166.png [View same] [iqdb] [saucenao] [google]
9761492

>>9761448
>>9760454
It is an old polish FPS - can confirm it as a siemka
>the strongest playable char (Komandos) and the only one who can use the Bazooka is female
Remember times when such mere concidence wasn't a political statement?

>> No.9761509

>>9761470
The railgun and its consequences to pvp FPS have been disastrous.

>> No.9761510

>>9761492
That's because it was a time when most nerds liked the idea of a sexy, powerful female warrior and it wasn't just used to make the male characters look useless or foolish.
At least Japan can still do that, but I can't wait until we return to being able to make characters like that again once things inevitably change back.

>> No.9761535

>>9759060
The problem is that you can tell the team had great level designers, artists, gameplay designers, and programmers, yet nobody who wanted to tell a story or bring a world to life. Which makes sense since theyre modders, theyre used to creating maps that inherit the context of Duke 3D and only need window dressing story (if any). I wouldn't say the story in Blood was amazing, but it was interesting enough and came up multiple times throughout the campaign. The story and world in Ion Fury feel as generic and bare-bones as possible. And all of the detail in the maps feels like detail for its own sake (to show off), not to add any atmosphere. Like they have a Blade Runner reference, but the world does not feel gritty and cool like Blade Runner at all.

I still think its a good game, its just that lack of atmosphere and plot that makes it less memorable than the original Build trilogy.

>> No.9761536

>indie fps
lol

>> No.9761540

>>9761225
AD is intended to be able to replay old vanilla maps. They added a chaos mode to make them more exciting.

However, the problem is probably map hacks. If you dont know what that is, it's an entity placed in the map thats not a normal entity like a monster, but one that exploits the entity system to run arbitrary functions. Like a triggered explosion or something thats not possible normally. So if AD changed or doesnt have those vanilla Quake functions under the hood, it will break the intended behavior.

>> No.9761548
File: 817 KB, 1600x900, spasm0169.png [View same] [iqdb] [saucenao] [google]
9761548

>>9761334
This is the second time I had caught myself spouting shit from my bunghole like an idiot - apparently the ScubaGear actually *does* give you a speed boost when submerged - as that's exactly how you obtain the secret SNG

>> No.9761573
File: 2.79 MB, 1920x1080, Stoneduke.png [View same] [iqdb] [saucenao] [google]
9761573

>>9761535
>yet nobody who wanted to tell a story or bring a world to life
All I need is a basic framework to have levels that are fun to explore in. The level designers did a great job in making a world I liked seeing all the details for, even replaying on occasion with some decent level design and good gameplay. I went in with low expectations and was thoroughly impressed. That 90's magic ain't coming back but they still came damn close.
Expac is supposed to revamp the main campaign somewhat, it'll be fun to see what they managed but I also doubt it's coming out.

>> No.9761579 [DELETED] 
File: 992 KB, 1600x900, spasm0168.png [View same] [iqdb] [saucenao] [google]
9761579

>this one's not quite a secret, but still something neat (also I recoginze this mailbox from AD_tears)
>>9761509
Shadow Warrior made one first though - too bad neither had an ability to penetrate solid walls untill Red Faction (and nobody dared to ape it since then)
>>9761510
are you the golemslop poster by chance?

>> No.9761581
File: 61 KB, 1629x713, plasmaconceptfuckpalettes.png [View same] [iqdb] [saucenao] [google]
9761581

Rough proof of concept, I hate working inside palette limitations so fucking much. This shit will look horrible doing just a quick green sheen on the gun, and dithering won't make the sharp divide between the white and green of the muzzleflash look much better (and takes a lot of time fiddling). A custom palette is out of the question, and not really an easy solution either, at this stage that would mean an extensive GFX overhaul, I'll just have to cope.

Should I make it like orange-yellow energy, add some little electric arcs on the flash? Doom's palette is far more forgiving for those colors so it's much quicker and easier to do. I've already put together a nice raygun sound effect and all.

>>9756709
That post was playing on the first anon's joke, because I'm obviously not Erik Alm.

>A good first step would be to communicate with people HERE more often, and to get your ass in gear and finish up stuff that needs to be finished.
I know, I know. I'm hopefully having a bunch of extra free time soon. I'm actually communicating with a lot less people in general right now, about everything, so it's not just you guys. I haven't played any videogame at all in months and months tbhfam.

>Or hell, save some of the more perfectionist shit for later and get the project OUT. You might find getting that stuff out and off your shoulders can do wonders for motivation.
I'm doing that. I want to do something like a plasma light machinegun for the plasma rifle, there's a very vivid image in my head and I've got a bunch of the 'parts' for it already, but I've got nobody who knows 3D modelling to help me with that, so that's what the assault rifle thing here is for. I also have ideas for the Fist, Chainsaw, and BFG, but I'll put in some previous ones as placeholders for now.
That big boss I wanted to do is also vastly simplified from the original idea, like, by fucking shitloads, even with a 3D modeler helping, the idea I wanted for that would take fucking ages to do.

>> No.9761584 [DELETED] 

>>9761579
>are you the golemslop poster by chance?
Nope, and I don't known what that is. Likely an annoying /v/ thing from the sounds of it. They love calling everything "slop" these days. It's the new word of the month I guess.

>> No.9761593

>>9761432
Hmm, no.

>> No.9761634 [DELETED] 
File: 1.31 MB, 1600x900, spasm0171.png [View same] [iqdb] [saucenao] [google]
9761634

>>9761584
Well it's not only a /v/ thing and it certainly is more than 1 dude who keeps calling any modern mainstream media "goyslop" and their consumers "golems" for the past couple of years (and they're probably correct about that - I haven't kept track of barely anything made after 2014 by most big studios to confirm it tho)

>> No.9761639 [DELETED] 

>>9761634
Let's not bring /v/'s retarded dialect here.

>> No.9761649
File: 907 KB, 1600x900, spasm0172.png [View same] [iqdb] [saucenao] [google]
9761649

>>9761447
Being a part of such oppressed minority feels kinda sad sometimes. . .
this depressing mustic isn't helping to not feel bad

>> No.9761652

>playing Rubicon Rumble Pack
>Telefragged keeps crashing with an infinite loop error when crossing a trigger line in the main hall next to the gold key door
Is this an Ironwail bug, or a wider issue?

>> No.9761668 [SPOILER]  [DELETED] 
File: 108 KB, 1280x720, y5gt5y.jpg [View same] [iqdb] [saucenao] [google]
9761668

>>9761579
Don't need to be a 12 year old /v/irgin groyper to be tired of the performative (or sometimes outright fucking pozzed) nature of much of modern media.
There's some pretty women in modern(ish) western games still, but I can't wait for the meme of "minority representation (where we design/redesign the characters to be as ugly and shallow as possible for some reason)" to finally end. I also think we should bring back gatekeeping, but I'll stop here.

>> No.9761678 [DELETED] 

>>9761668
You need to be a total faggot to earnestly use those meme buzzwords.

>> No.9761704 [SPOILER] 
File: 1.45 MB, 1600x900, spasm0174.png [View same] [iqdb] [saucenao] [google]
9761704

>>9761652
Nothing like that wasn't a problem when I ran it in both Mk5 and QsS - newer source ports refuse to run on my toaster

>>9761639
Shur 'ting boss

>> No.9761705 [DELETED] 

>>9761668
Why the fuck do game companies think the skrillex haircut is still cool

>> No.9761771
File: 1.18 MB, 1366x768, spasm0071.png [View same] [iqdb] [saucenao] [google]
9761771

>>9761704
>newer source ports refuse to run on my toaster
I feel your pain. I hate how badly some bigger maps run on my crappy machine, but it's Quakespasm or nothing on this thing.
At least Doom doesn't have this issue unless you use GZDoom, but then it rarely matters how good your machine is when it comes to that thing chugging on certain maps.

>> No.9761849
File: 1.03 MB, 1280x720, etc0b0000.png [View same] [iqdb] [saucenao] [google]
9761849

>> No.9761864 [DELETED] 

>>9761705
it's safe

>> No.9761870

>>9760454
>the FRAPS framerate counter goes up with the loading bar at the beginning
It seems like there's an increasing framerate cap that goes up with each increment of the loading bar. If that's actually what's going on and not FRAPS being weird, that is some charming slav/eurojank

>> No.9761879

Recorded myself testing the bestiary, figured I should share it here to, better than spamming webms.
Pay no attention to the imp trying to throw a hell knight at me.

https://www.youtube.com/watch?v=X5iEAg3rsu8

>> No.9761880
File: 1.39 MB, 1600x900, spasm0178.png [View same] [iqdb] [saucenao] [google]
9761880

>spend ages trying to access the Quad I see placed below the floor
>turns out it's not a secret at all but a crutch that would spawn in one of the arenas if I were playing on Easy
Also these gnarly fellows are such an utter pain in the butt once they'll get above you

>> No.9761914
File: 1.13 MB, 1600x900, spasm0187.png [View same] [iqdb] [saucenao] [google]
9761914

So this is gonna be a recurring thing, isn't it?
I also found the secret exit before it even activated, no idea what's the deal with it being a script-locked thing instead of key-operated as the textures of surrounding area would suggest

>> No.9761931

>>9761914
Why does Bal always hide a random postbox on his maps?
Dancing in the Golden Sun had one, and I bet Tears of the False God had one if I looked hard enough.

>> No.9761935
File: 1.32 MB, 1600x900, spasm0180.png [View same] [iqdb] [saucenao] [google]
9761935

>>9761914
And the neat pointy thing I am out of meatbags to test it on is this awesome-looking "totally not a Railgun"

>> No.9761967

>>9761573
>All I need is a basic framework to have levels that are fun to explore in.
You say that, yet you attached a screenshot of a Duke World Tour level that intentionally creates a memorable unique atmosphere.

>> No.9762002

>>9761343
Swim, swim, hungry.

>> No.9762004
File: 1.54 MB, 1600x900, spasm0188.png [View same] [iqdb] [saucenao] [google]
9762004

>>9761931
>>9761579
It was hidden behind the teleport leading to the 'non-secret final arena with the fake exit' (the one with floating columns and a ghost of the fishing Ogre), yes you can enter those giant triangle vortex teleporters from the other side to reach different secret arenas in order to unlock the "true final battle and different exit"
>good god my framerate is dipping down to single-digits here

>> No.9762008 [DELETED] 

>>9761678
If you want less forced buzzwords, you should gatekeep more, most of those are prevalent because we let up too much, and I virtually never use most of them.

>>9761705
That's not the Skrillex cut, he's got a long fucking bang on one side of his ugly middle aged man face. A buzzed side executed like thw image (maybe minus the green dye), I think looks good in a punk kind of way. Naturally, it will look like a disaster in a CalArts cartoon or when the girl is intentionally made ugly.

>> No.9762009

>>9760516
https://www.doomworld.com/forum/topic/134555
Don't expect anything near MyHouse's level of depth, but the "every copy is personalized" aspect makes this interesting. If you don't have a DW account you're fugged though.

>> No.9762032

>>9762004
Yeah, he did that in Tears as well.

>> No.9762036
File: 1.49 MB, 1600x900, spasm0189.png [View same] [iqdb] [saucenao] [google]
9762036

Don't even think of saying it. . .

>> No.9762035

>>9755701
It's horribly unoptimized.

>> No.9762041
File: 1.35 MB, 1440x810, Mansionfury.png [View same] [iqdb] [saucenao] [google]
9762041

>>9761967
Yeah and it's still the same simple straightforward aliens invasion plot because whatever. It's cool that there's a bit in Blood about Ophelia and it's cool how Death Wish calls back to it, but I'm booting it up for the story. Basic framework setting, memorable levels.

>> No.9762042

>>9762035
True. Good luck playing past the second boss on a toaster.

>> No.9762051

>>9762036
EEKUM BOKUM

>> No.9762053
File: 143 KB, 1400x1032, 1649211635787049.jpg [View same] [iqdb] [saucenao] [google]
9762053

>>9761879
i like the proportions of the plasma trooper

>> No.9762063
File: 1.32 MB, 1600x900, spasm0191.png [View same] [iqdb] [saucenao] [google]
9762063

>>9762036
>A bunch of giant stone heads - courtesy of Olmec culture mixed into a Mayan architecture-derived level?
Seems kinda problematic you know...

>>9762051
He didn't do nuthin!

>> No.9762069

>>9762063
Is this a secret level?

>> No.9762073

>>9762063
Nice to see that even Eldritch horrors from beyond space and time still have murals of St.George.

>> No.9762081

Holy soul
https://www.youtube.com/watch?v=8MtNUrlcyVc
https://www.youtube.com/watch?v=e1mrl5m8x-M
https://www.youtube.com/watch?v=PSzcoG7k2FI
https://www.youtube.com/watch?v=PnO0ShP56aA
https://www.youtube.com/watch?v=bVvh0Gr15t4

>> No.9762096
File: 1.21 MB, 1600x900, spasm0194.png [View same] [iqdb] [saucenao] [google]
9762096

>>9762069
yes it is

>> No.9762105
File: 1.36 MB, 1600x900, spasm0197.png [View same] [iqdb] [saucenao] [google]
9762105

>>9762073
You mean the legendary dragon-slayer of course?

>I love getting my noggin krump'd by an Ogryn

>> No.9762142
File: 3 KB, 435x126, 1672873148612.png [View same] [iqdb] [saucenao] [google]
9762142

WNW is up. Posting the usual pasta.
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 3-22-2023 folder. Featuring more stolen code from /vm/ including the random gametype feature and the new version of combi. Also removed some unfunny team names

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.9762145

>>9761705
goth related aesthetics were already ruined a while ago, either by people or corporations
>>9761704
is that an ogre? looks cool
>>9761879
i was expect that one wizard enemy with the red bouncing projectiles

>> No.9762162

>>9761581
Why don't you just go with blue like the regular Plasma Gun?

>> No.9762179
File: 1.79 MB, 1600x900, spasm0198.png [View same] [iqdb] [saucenao] [google]
9762179

>>9762145
I think it is the DoW Ogryn unit model somehow ripped and converted into a .mdl - I'd recognize that gormless mug that not even a mum could love from anywhere (because I loved to play Winter Assault on my ancient desktop beck then)

>> No.9762184
File: 43 KB, 226x176, 1663472331914365.gif [View same] [iqdb] [saucenao] [google]
9762184

>>9762073

>> No.9762191
File: 1.41 MB, 1600x900, spasm0199.png [View same] [iqdb] [saucenao] [google]
9762191

>>9762179
And now we're back at the original schedule as you can see by how blue everything is again

>> No.9762220
File: 3.90 MB, 1280x720, dsda-doom_0.25.0_2023-03-22_14-21-46.webm [View same] [iqdb] [saucenao] [google]
9762220

I made something intended to be a boss monster. I'm likely going to touch up his sprite a bit, but the attacks are just about where I want them. He can only be damaged when he's charging up the green rapid-fire attack. At 1/4 health he starts doing a second volley with 4 of the purple projectiles and activates A_KeenDie. I'll probably end up using that to either reveal some Lost Souls or to remove some cover pillars.

>> No.9762228
File: 1.12 MB, 1600x900, spasm0200.png [View same] [iqdb] [saucenao] [google]
9762228

I love this trident thingy and how it kills everything so easily

>> No.9762247

>>9761879
The Wizard guy about 4 minutes in would look better if his projectiles' origin was higher.

>> No.9762282
File: 1.00 MB, 1600x900, spasm0202.png [View same] [iqdb] [saucenao] [google]
9762282

>>9762191
This one was fairly quick but it certainly was a decent challenge to get thru - will try to wrap it up tomorrow

>> No.9762345

>>9762096
Heretic 2 textures are so pretty.

>> No.9762418
File: 2.60 MB, 4032x3024, 20230320_152216.jpg [View same] [iqdb] [saucenao] [google]
9762418

Is it possible to have analog (mouse-like) movement in Doom/Strife/Hexen using picrel?
Enabling the joystick in the chocolate doom configurator for Strife and im getting keyboard-like movement, where the charater does nothing as i start moving the stick, then suddenly starts moving at speed. Makes aiming a bitch.

>> No.9762421

>>9762418
Anon get off the ceiling.

>> No.9762436

>>9761704
>newer source ports refuse to run on my toaster
Ironwail objectively has the best performance for Quake on toasters. It's a miracle what's been done with it.
>>9761652
Report it to the github.

>> No.9762439

>>9762418
Watch out for that spider, aussie anon!

>> No.9762443

>>9762436
>Ironwail objectively has the best performance for Quake on toasters
Not if you have an old or shit graphics card. The latest OpenGL won't work on that.

>> No.9762471

>>9762063
they ripped that from Serious Sam TSE!

>> No.9762484

>>9762142
Game's back up boyos

>> No.9762491

all this Quake stuff makes me wish Hexen 2 could get as much level quality love, it's got some good points just needs levels to show it off

>> No.9762514

>>9762491
when we get a sourceport as good as quakespasm, fuck hammer of thyrion

>> No.9762537
File: 855 KB, 1360x768, hexen52.png [View same] [iqdb] [saucenao] [google]
9762537

>>9762491
I have a new map that's finished, will be dropping soon. Just need to finish another project and then iron out some stuff in my mod's code first.

>> No.9762540

>>9762537
nice, looking forward

>> No.9762547
File: 12 KB, 544x192, file.png [View same] [iqdb] [saucenao] [google]
9762547

Are there any alternative places to get the doom IWADs? The mega is insanely slow. What should have taken a few seconds seems like it's gonna take hours, if not days, it's just sitting at 1%.

>> No.9762576

>>9762547
Erm... don't think that's possible since that is technically distributing files illegally. Google should help though!

>> No.9762589
File: 14 KB, 376x369, 1663555851057984.jpg [View same] [iqdb] [saucenao] [google]
9762589

>>9762547
https://gog-games.com/search/doom
Always check on this site first when you want something for free

>> No.9762594

https://www.youtube.com/watch?v=3lYZml-LFJw

>> No.9762608

What happened to the FPS documentary?

>> No.9762707

>>9760832
same i was hearing "it's been a looong time" in my head while watching this weubeum

>> No.9762715

Finished myhouse.wad, played through it twice trying to get everything then consulted a guide to see the rest. Kinda wish I didn't, but I also doubt I would've figured a lot of this shit out. Really cool map.

>> No.9762871

>>9762142
We're done

>> No.9762896 [DELETED] 
File: 2 KB, 140x140, Too much frontrun.png [View same] [iqdb] [saucenao] [google]
9762896

>>9762142
>>9762871
I like Frontrun, but god damn.

>> No.9762909
File: 2 KB, 140x140, Too much frontrun.png [View same] [iqdb] [saucenao] [google]
9762909

>>9762142
>>9762871
I like Frontrun, but god damn.
Replays: https://files.catbox.moe/s0etqf.zip

>> No.9762927

https://finance.yahoo.com/news/atari-enters-agreement-acquire-night-220300554.html

Uh.... guys... its not looking good for nightdive...

>> No.9762931

>>9762540
Thanks.
BTW, it looks dark as hell in the screenshot, but in-game its not lit so dark.

>> No.9762942

>>9762909
I'll see if I can add weather to the rotation. I also brought up chaos drives (https://mb.srb2.org/addons/chaos-drives.3059/)) but it doesn't look like it can be toggled on/off like the rest of our mods.

>> No.9762946
File: 10 KB, 565x128, I HAVE GAY.png [View same] [iqdb] [saucenao] [google]
9762946

>>9762942
NEVERMIND LOL

>> No.9762957

I can't go back after this Quakebros I'm sorry if this makes me a heretic
https://www.nexusmods.com/quake/mods/5
They're very pleasing to the eye.

>> No.9762958

>>9753993
Newsposter Violent Rumble 2 is not over:
>>9760763
>>9760420

>> No.9762972

>>9762958
Noted. I've been very out of the loop with Quake happenings. So what's the exact date?

>> No.9762973

>>9762957
The thunderbolt doesn't have much of a reason to be rounded, and the hand looks like a flesh mitten, but fine otherwise

>> No.9762975

>>9762973
The hand looks nice eat doodoo.

>> No.9762987
File: 21 KB, 1048x51, lastreplays.png [View same] [iqdb] [saucenao] [google]
9762987

>>9762142
Looks like some mods are missing from mega

>> No.9762989

>>9762927
there they go the chances of turok 3 on pc

>> No.9762991

>>9762972
>So what's the exact date?
May 31st, I suppose.
Not so much a deadline as a the end of life support period before I get around to pulling the plug shoving it out the door - in whatever state it may be in.

>> No.9762995

>>9762987
You're right, we were missing the character packs for some reason, I've just added them back. As for gametype voting V4, that was updated mid-session to V4.1 to fix a crucial error. You can grab that here for the sake of viewing replays: https://cdn.discordapp.com/attachments/727328864489046110/1088326934443855932/KL_VR_Gametype_Voting_v4.pk3
>>9762991
Got it, thanks. Paging the news post so I don't forget >>9753993

>> No.9763004

>>9756429
>dat Cacoussy
HHHNNNNNGGG

This thread made me play through vanilla Doom and Doom 2 again.

>> No.9763010

>>9763004
>Cacoussy
>not Cacussy
ngmi

>> No.9763065
File: 451 KB, 1600x837, Screenshot_Doom_20230323_132628.png [View same] [iqdb] [saucenao] [google]
9763065

there he is
my baby

>> No.9763086

>>9762145
>i was expect that one wizard enemy with the red bouncing projectiles
He's not in this pack, he's a part of a different project.

>> No.9763130

John Romero got the lifetime achievement award at GDC.
Maybe not news worthy but there you have it.

>> No.9763154
File: 1.51 MB, 500x281, 1677521999152250.gif [View same] [iqdb] [saucenao] [google]
9763154

>>9762871
ggs

>>9762909
hadn't realized frontrun buffs everybody other than the leader, that was fun

>> No.9763264

>>9753993
TrenchBroom 2023.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2023.1

>> No.9763327
File: 90 KB, 320x320, 1987626-eidolon2.png [View same] [iqdb] [saucenao] [google]
9763327

>>9759791
>Esix is spam-filtered on /v/ but not on /vr/
This says alot about society

>> No.9763436

>>9753990
Temporal Tantrum is out on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/temp_tantrum

>> No.9763448

>>9754045
Even if they're a guy, who said their relationship is anything other than a purely business one? They didn't say they were fucking it

>> No.9763475

i just finished the main course of Alkaine, Holy moly i really love it!

>> No.9763575

>>9762547
the joke is my max internet speed is the one you complain about being limited to

>> No.9763604
File: 1.28 MB, 1366x768, spasm0074.png [View same] [iqdb] [saucenao] [google]
9763604

>>9763475
I'm taking my time with it, but I've only got four maps to go.
I've done the secret levels and all 10 main room maps, so I'm working my way through the aux room.
I'm going to miss this, with the exception of that one map that ended with the silly lowering platform fight this has been the best FPS experience I've had since I tried Arcane Dimensions.
Also, pic related reminded me of Portal and it was kind of cool.

>> No.9763606

>>9763436
>>9753993
News to me - thanks for linking!

This is also a new version (1.31) - if you have 1.3 I recommend redownloading to fix two broken secrets in one of the maps.

>> No.9763608
File: 539 KB, 543x576, RAGE.png [View same] [iqdb] [saucenao] [google]
9763608

>>9763604
>that one map that ended with the silly lowering platform fight
AAAAAAAAAAAAAAAAAA THIS MAP THIS MAP FUCK THIS MAP SO HARD HOLY SHIT WHAT A PIECE OF SHIT FIGHT THAT FREAKING ARENA MORE AREEEEEEEEEEEEEEENA!!! I hate the end of that map so, so much. At least every other map so far had no fights anywhere as bad.

>> No.9763613

>>9763608
Considering how everyone hates it, I can see them softening the fight a bit in later updates. I get they want a high skill frantic end battle, but it's overtuned to hell and back. If they don't fix it them I'm just god moding it from now on, because there's challenge and then there's bad design.

>> No.9763626

>>9763613
>a bit
It needs a lot of softening up and some overhauling. The idea is cool, but it goes for too long and you end up having no space and not enough health/supplies by the end. I think redesigning the platforms and shortening the fight would do a lot of good.

>> No.9763630

>>9762989
As if there were any. I think Kaiser was never interested in 3 or Rage Wars.
They only did the first two because Kaiser worked on TurokEX before getting chummy with Nightdive. Same with Powerslave.

>> No.9763638

>>9763626
The mapper has a habit of making these end fights that go on for far, far too long. It's normally fine, but in this instance he's completely taking the piss, and I'm surprised that more people outside of this thread haven't mentioned just how bad it is.

>> No.9763653

>>9761931
In the early 2000's a certain French Canadian who could barely speak English was a meme in the Quake mapping community and since Bal was the best-known if not even the only other French speaker there, some people started talking about him and the Canadian thought that it stood for something like "Buex Au Lettres" and he was being called a mailbox...

>> No.9763720

>>9762927
This will be interesting, especially how “cool” they were with letting Nightdive properly update their Blood port.

>> No.9763753

>>9763475
I would very much like the Alkaline mod team to make the PlasmaGun work exactly like it did in OUM - i.e. allowing you to gib Zombies with it by showering them in sparkles from a close enough distance that the damage from multiple shots stack up beyond their health value - is there any map that would cause a balance issue if that happened?

>> No.9763776

>>9763753
>is there any map that would cause a balance issue if that happened?
I just played through the mod and can’t recall where it even places zombies, not even which map used them. It had to have been a very minor encounter.

>> No.9763820
File: 1.06 MB, 1366x768, spasm0081.png [View same] [iqdb] [saucenao] [google]
9763820

>Painstakingly find every last fromiz board in The Early Bird Gets the 17cm Fromiz Board
>This is the reward for doing so.
God dammit. Amazing map though, more levels needed the double jump boots.

>> No.9763827

>>9763776
Mountains of More Insanity has a cool moment where you discover the ancient Lovecraftian ruins below the base and an army of fast zombies rush you.
I haven't finished the mod, but I'm close and it needed more moments like that.

>> No.9763857

>>9762220
Looks pretty cool man

>> No.9763950

>>9763720
Maybe they'll get to do that now.

>> No.9763958
File: 949 KB, 1600x900, spasm0224.png [View same] [iqdb] [saucenao] [google]
9763958

Cheating to get some ammo from a past secret made the screen go dim after I used a teleport leading there to exit the area legitimately - how can I fix this without restarting the level?

>> No.9763971

>>9763958
You probably skipped a fog trigger that would fade it out. I guess go back through the secret properly?
or use the fog cvar

>> No.9764007
File: 1.30 MB, 1600x900, spasm0209.png [View same] [iqdb] [saucenao] [google]
9764007

>>9763971
the wall leading to it seals up once you get there at first time unfortunately

>> No.9764020

>>9763827
>fast zombies
The ones from Necros' the Altar of Storms?

>> No.9764027
File: 3.99 MB, 1280x720, sovl.webm [View same] [iqdb] [saucenao] [google]
9764027

imagine needing custom textures
lmaoing@your lyfes

>> No.9764059

I can't tell if Doom 2 is "grander" than Doom or just bloated map wise

>> No.9764062

>>9764020
Yeah. They only show up in the one bonus map and only for a single tiny section.

>> No.9764070

>>9763950
That would be nice even though I’ll still likely prefer NotBlood, but GT Interactive/Atari haven’t been too kind to the franchise since Blood 2.

>> No.9764072

>>9764059
the maps are bigger and actually have verticality, get over it

>> No.9764094
File: 1.31 MB, 1600x900, spasm0221.png [View same] [iqdb] [saucenao] [google]
9764094

>>9763971
Please tell me how to disable fog, do it for C O C O N U T

>> No.9764108

>>9764094
literally use the 'fog' cvar in your console, anon

>> No.9764158
File: 1.50 MB, 1600x900, spasm0225.png [View same] [iqdb] [saucenao] [google]
9764158

>>9764108
Fog problem is solved now, but the lighting is still kinda borked

>> No.9764173
File: 64 KB, 620x473, Untitled.jpg [View same] [iqdb] [saucenao] [google]
9764173

Without spoilers, can I get some hints for finding more of what's hidden in MyHouse.wad? I got the house sold, and discovered a few of the lines when using old cheats, as well as what happens if you try to cheat (op).

Any hints towards where I might not have looked?

>> No.9764191

>>9764173
The attic

>> No.9764202

>>9762162
Bec- You're right, I should just go with the blue instead for simplicity. If I can ever get that Stoner thing done, maybe I'll have that thing belch red and yellow fire or something.

>> No.9764205

>>9763776
Head Reattachment Trauma Redux has a couple, deliberately placed before you get any explosives to kill them.

>> No.9764213

>>9764205
There's a reason why that level is literally in a clogged toilet.

>> No.9764216
File: 1.80 MB, 1600x900, spasm0227.png [View same] [iqdb] [saucenao] [google]
9764216

>>9764158
Entering that teleport again have partially fixed the issue but I don't feel like showcasting this map for the moment - looking for leftover secrets is such a slog

>> No.9764221

>>9764070
Atari/Infogrames is run by different people now.
We'll see.

>> No.9764225

>>9764173
Get the keys in order, search mirrors. Jump in pits. I dunno man.

>> No.9764251

>>9764205
Just two instances for some zombies then, makes sense that I couldn’t recall them.
>>9764213
>gotta wait to gib the zombies
I can dig it, I also got lucky with the spawns: They got caught in that front hallway area and didn’t mess with me much.
Luck with tarbabies aside, this map wasn’t as bad as I thought the people here were making it out to be.

>> No.9764264

>>9764213
If there is I don't know what it is, I didn't mind it at all. The green-and-silver scheme was also a nice change from Techbase Brown.
Maybe it's because I don't play on Nightmare, because I didn't experience any significant suffering at the end of PPP either.

>> No.9764271

>>9757076
Looks like emil from robocop.

>> No.9764286
File: 111 KB, 960x960, 1618190458164.jpg [View same] [iqdb] [saucenao] [google]
9764286

>>9757116
Is he okay?

>> No.9764292
File: 1.19 MB, 1366x768, spasm0089.png [View same] [iqdb] [saucenao] [google]
9764292

>>9764251
>this map wasn’t as bad as I thought the people here were making it out to be.
They're all really good maps. Even the one with the shitty end fight is amazing up until that point.
I didn't exaggerate when I said it's close to the quality of Arcane Dimensions. All it needs now is an unlockable final level for completing all the others, and a little bit of extra polish here and there. They don't use the jump boots anywhere near enough, and some enemy types are only used in a single map. I think there are only three of those Quake 2 Gladiator style guys and the underwater divers in the entire mod.

>> No.9764309

>>9764173
Nearly everything in the journal happens in the map, complete with clues as to how to trigger the events you read.

>> No.9764332

>>9764027
bro givin' em the "why i outta-" with that fighting stance

>> No.9764341

>>9764292
I think there's a couple more (Frogmen, at least) in the AlkJam maps that didn't make the cut for Alkaline proper.

>> No.9764349
File: 158 KB, 768x768, download.jpg [View same] [iqdb] [saucenao] [google]
9764349

>>9757357
I ""tried"" to make Caleb.

>> No.9764354

>>9759791
>https://www.furaffinity.net/view/43558747/
Could you just catbox it for us?

>> No.9764395

>>9764349
This is 100% what Caleb would look like in a Shadow Warrior-esque reboot of Blood.

>> No.9764402

>>9764264
>a nice change from Techbase Brown.
Very few levels could be described as that, though.
As someone who utterly loathes Quake techbase levels to the point where I even hated the ones in AD I was shocked to see how good Alkaline is.

>> No.9764424

I have the steam version of Return to Castle Wolfenstein installed, works fine on 1440p Windows 10 with the widescreen patch, no crashes. Are source ports better, or is this fine?

>> No.9764451
File: 36 KB, 1128x285, bard.png [View same] [iqdb] [saucenao] [google]
9764451

Dukecels, turn away!

>> No.9764463

I had a dream last night that I was in Blood. Except I had taken the form of one of the crawling hand enemies. And also you could climb along ropes, and there was a funny animation of the hand shimmying along and swinging on the rope acrobatically. After that it devolved into a bunch of unrelated dream nonsense.

>> No.9764469

>>9764463
Basically an Evil Dead version of Glover? Must have been fun.

>> No.9764475

>>9764451
>it’s atmosphere was atmospheric
damn… bloodgods, I kneel

>> No.9764479

>>9764251
>Just two instances for some zombies then,
Oh, wait.
There are a bunch of them on Dismal Signal Reforged, too. The most you see in the mod, where one of the final arenas has tons of them sniping you.

>> No.9764483

>>9764451
Recency bias. Blood was, for a long time, not as well remembered as Duke. It was popular, but not nearly as popular. Then it was awarded #1 status by a few internet names and gained newfound popularity, while Dukes named was tarnished by DNF and the rights fiasco.
It's not fair to call it a doom killer when, in the era of OG Doom, Duke was closest to that title. And nothing *really* topped it in popularity and buzz til Half Life/Counter Strike anyway.

>> No.9764487

>>9763436
>MAP05: Smite of Disrespect

Heh.

>> No.9764538

>>9756409
I don't think he's acting like a retard at all. In fact I'm just as confused as him as to why IW got so big so fast while nobody gave a shit about vkQuake. He's obviously frustrated that the years of work he put into vkQ haven't really been for anything when the Quake remaster went with KEX despite Novum already having worked on vkQ at id for years and now IW gets a big fancy showcase video? He's rightfully upset and I wouldn't blame him for dropping support.

>> No.9764546

>>9764469
>an Evil Dead version of Glover
kek

>> No.9764567

>>9764483
Monolith must have done decently enough with it at the time since they went on to do Blood 2, some other shooters, then took off with FEAR. It’s also the build game I’m revisiting the most, that could just say more about me or the “magic” they struck with Blood at the time.
The same year Blood came out, Shadow Warrior was released and sold like ass and shit. I’m still having a hard time finding Blood’s sales figures.

>> No.9764587
File: 3.82 MB, 960x600, clash of the autists.webm [View same] [iqdb] [saucenao] [google]
9764587

>>9762142

>> No.9764596

>>9764538
Novum might have put a lot of work into vkquake and is officially hired at id software, but when you start falling behind on lots of important features and speed that just can't be matched, people are going to flock toward ironwail.

>> No.9764630

>>9764538
>and now IW gets a big fancy showcase video
Thats one guy voicing his opinion on his current favorite port. How is that offensive. This is some babyish shit.

>> No.9764632

>>9756409
>source port developers have crippling autism
This is news?

>> No.9764647

>>9764630
Yeah, dumptruck doesn't even do big videos on most Quake mods and even only gave Alkaline a two minute showcase where he played like someones grandmother.
He just makes videos on whatever he feels like really, so it's silly to throw a fit over that.

>> No.9764649

>>9764596
The problem is lack of recognition and again, I don't think he's acting like a retard at all. Just super upset for understandable reasons. Ultimately he'll either keep up or vkQuake will die.
>>9764630
The one guy is one of the premier Quake people. I explained why it could be seen as slighting, I dunno about offensive.
>>9764632
Lol wut since when is it autistic to feel slighted that your years of work aren't recognized.

>> No.9764650
File: 1.24 MB, 1600x900, spasm0228.png [View same] [iqdb] [saucenao] [google]
9764650

>>9764216
Fuck it lads, I'm leaving this without map all secrets found - if the GreenArmour on a legde wan't tagged as a secret by mistake I have no idea what did I missed here. . .
That's the second JCR tomb I stumbled upon, is he alright?

>> No.9764656

>>9764424
>Are source ports better, or is this fine?
If it works, then just enjoy the game. Source ports are still probably better overall, but there's nothing wrong with sticking to the original version when it works just fine as is. With widescreen patch (which is optional thing, I would say), but still.

>> No.9764667
File: 1.02 MB, 1600x900, spasm0219.png [View same] [iqdb] [saucenao] [google]
9764667

>thread is sinking BTW, and I totally forgot to shill this rail-lance and how awesome it is to rail these dumb crystal golems by the numbers in a row and make them expode in eachothers path

>> No.9764668

>>9764656
Thanks, I'm only using the widescreen patch because of the higher resolution, the game (understandably) doesn't have vertical 1440p, so it looks like a vaseline smear at 1600x1200, I'd rather play it at 4:3, but what can you do
Apparently, the widescreen is native, since the game seems to have a widescreen mode for 800x something

>> No.9764678

>>9764667
Mod?

>> No.9764680
File: 1.82 MB, 1600x900, spasm0223.png [View same] [iqdb] [saucenao] [google]
9764680

Time to go, this one took way too long to comb thru everything

>> No.9764682
File: 2.01 MB, 1920x1440, iowolfsp.jpg [View same] [iqdb] [saucenao] [google]
9764682

>>9764668
>I'd rather play it at 4:3, but what can you do
Look into ioRTCW, since it made me fall in love with this resolution and ratio and I want you to enjoy it too?
https://github.com/iortcw/iortcw
>>9764678
Chapter 2 of Dwell it seems.

>> No.9764698

>>9764682
>Chapter 2 of Dwell it seems
Wow that's rad. Guess I'll move it up my backlog.

>> No.9764701

>>9764483
>And nothing *really* topped it in popularity and buzz
Quake, Goldeneye

>> No.9764706

>>9764354
Here you go. Sinner.
https://files.catbox.moe/k5y8g2.png
Personally, I'm more partial to Doom porn, Baron(esse)s of Hell especially.

>> No.9764708

>>9764698
Dwell looks good, but has a bunch of annoying decisions regarding new enemy types and situations.

>> No.9764717

>>9764538
>I don't think he's acting like a retard at all
I didn't say that, I understand him but a lot of people uses vkquake and acknowledge his work

>> No.9764720

>>9764682
>ioRTCW
oh shit, thanks
widescreen can drastically improve some games, but it doesn't seem to be the case for this one 4:3 is comfier

>> No.9764723

>>9764596
Ironwail also has incredible optimization. I understand he's upset but when the competition does basically everything better than your own product of course people are going to jump ship.

>> No.9764724

>>9764717
btw vkquake still has fte particles over iw

>> No.9764732

>>9764708
I disagree with this anon. I thought the fights and new enemies were extremely tightly designed. There were many moments where i tried to run cheese the fight like you often can in Quake, only to be perfectly countered by enemies spawning in, jumping off ledges, etc.
I did play on normal mode though, maybe its more frustrating on hard.

>> No.9764736
File: 3.96 MB, 522x640, 1666451560565178.gif [View same] [iqdb] [saucenao] [google]
9764736

>>9764717
well, I did say that actually

>> No.9764738

>>9764708
No offense anon but I've learned never to trust criticisms of enemy rosters after what I've seen people say about Drake and Serious Sam.
>>9764732
Yeah that sounds more right. 99% of the time enemies are criticized it's primarily a lack of understanding of intent or just fundamental disagreement of game design.

>> No.9764748

>>9764587
lol

>> No.9764749

>>9764732
>maybe its more frustrating on hard.
Its probably the reason I found it annoying. I normally play Quake on hard and have a relatively simple time with it, but this time hard actually means hard.

>> No.9764780
File: 3.13 MB, 2560x1440, egypthulu.png [View same] [iqdb] [saucenao] [google]
9764780

>>9764720
>oh shit, thanks
I gotchu. The widescreen still looks great of course, but yeah this got me into 4:3 1440p.
>>9764698
>>9764708
I was going to add onto that, the new kamikaze's seem sort of polarizing. I like them a lot and I've enjoyed chapter 1 so much I've replayed it twice in the last five days, all on NM.

>> No.9764843

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

>> No.9764905

>>9753990
Quake 1 but the weapons can be upgraded and some of them can be reloaded.

>> No.9764963
File: 3.15 MB, 2400x1350, RTCW.jpg [View same] [iqdb] [saucenao] [google]
9764963

>>9764682
>>9764720
Just wanted to jump in and say that while ioRTCW is great, the one problem is that the lipsyncing is way worse in it, and you'll notice it right away. To fix this, open up the in-game console with the tilde (`) key, and enter the commands "/s_useopenal 0" and then "/snd_restart". The lip syncing of the in-game characters will now be normal again.

>> No.9764989

>>9764706
>Here you go. Sinner.
Yeah, thanks.
>Personally, I'm more partial to Doom porn
I'm used to Doom stuff, most of the Quake stuff I see shows off the shambler meanwhile there's a large absence of R63 Duke Nukem and Build Engine enemies in general.

>> No.9765051

>>9764905
I'll put that in my never ending mods idea folder

>> No.9765075

What do we think of Goldeneye/Perfect Dark/Timesplitters and other console shooters?

>> No.9765083

>>9765075
I like all of them. Goldeneye is still pretty solid, and the stock sounds make it charming as fuck, great soundtrack too. Perfect Dark has a cool setting and really cool weapons.Timesplitters 2 and Future Perfect are fantastic.

>> No.9765117
File: 1.00 MB, 1440x810, ppp.png [View same] [iqdb] [saucenao] [google]
9765117

>>9765075
I can't speak for anyone, but they're fun. They also translate well to mouse aiming with emulation.

>> No.9765130

>>9765075
I didn't have a PC as a teenager, so outside of seeing games like Doom and Quake on a friend's PC I had a Playstation.
So TimeSplitters was awesome. Even that friend came around to play it sometimes, the various deathmatch modes in TS2 were perfect.
The fucking fish was banned though. That shithead was cheaper than Oddjob was in Goldeneye.

>> No.9765192

>>9765075
Turok 1 & 2 fucking rock.

>> No.9765210

new thread, now.

>> No.9765212

>>9765210
Ok
I'm gonna procrastinate on it a bit but I'll do it.

>> No.9765217
File: 533 KB, 381x512, fb7[1].gif [View same] [iqdb] [saucenao] [google]
9765217

>>9765212

>> No.9765231

NEW THREAD
>>9765228
>>9765228
>>9765228

>> No.9765332
File: 1.96 MB, 1600x900, spasm0206.png [View same] [iqdb] [saucenao] [google]
9765332

>>9764678
>>9764698
Yes its Dwell Ep.2

>> No.9766009
File: 1.37 MB, 1600x900, spasm0212.png [View same] [iqdb] [saucenao] [google]
9766009

Goodbye thread, you were a good friend

>> No.9766098

>>9764963
thamks