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/vr/ - Retro Games


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9765228 No.9765228 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9753990

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.9765230
File: 524 KB, 512x512, 1679262225862845.png [View same] [iqdb] [saucenao] [google]
9765230

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

VIOLENT RUMBLE 2
Still kicking
Deadline: May 31st

=== NEWS ===
[3-23] Temporal Tantrum is out on Idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/temp_tantrum

[3-23] TrenchBroom 2023.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2023.1

[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

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

>> No.9765237

Sonic OC Cyberdemon needs his own game

>> No.9765242
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9765242

>> No.9765249

>>9765242
first time I see quake overtaking doom, very nice.

>> No.9765260

>>9765242
Quakebros...we won

>> No.9765382
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9765382

>> No.9765401
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9765401

>>9765242

>> No.9765419
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9765419

>>9765401

>> No.9765435
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9765435

i can't for the life of me finish the joystick calibration for Cybermage, the lower-right corner refuses to register.
i'm running it through dosbox on linux, and using a CH Flightstick Pro

>> No.9765439

>>9765435
furthermore, i can't even get out of the calibration. I can restart it by pressing esc but i can't cancel it. so i'm practically stuck.

>> No.9765579
File: 4 KB, 152x49, 1M_DOOM.png [View same] [iqdb] [saucenao] [google]
9765579

I'm late to the news of my own project getting onto idgames, but yes, Temporal Tantrum is now on idgames.

I want to give big thank yous to:
>EnragedEggplant and LunchLunch for contributing a bunch of maps each, testing all maps, going in new thematic directions I could springboard off, and equally using the directions I'd gone in. The fact we started with no cohesive direction on map theme and ended up with cohesive episodes is impressive.
>Brxyz for ignoring the directive to make small maps in the best possible way and creating an absolute blast of a map
>Bartekmil for joining late in the project when enthusiasm was flagging and rebooting my motivation with your map and your testing of other maps
>ChopBlock for the tweaked graphic sets and your willingness to let me pinch 94Protons sprites ahead of the 94Protons release (you won't see this kind of sharing spirit from the BTSX crew)

>> No.9765606

>>9765579
>ahead of the 94Protons release
Every bit of recorded human history will happen before that.

>> No.9765646

>>9765242
>alkaline nice fun
Damn right

>> No.9765698
File: 2.86 MB, 960x540, 2023-03-24 00-20-50.webm [View same] [iqdb] [saucenao] [google]
9765698

Decided to see if I could shit out another Rumble map before the deadline. Two months should be enough, but then again I told myself that the last time. But then again again, coming off the heels of a previous map has gotten me more into the flow of designing these things, and there's now a stronger vision and focus of what I want to achieve.
If you want to try your hand at making a level for the project, here's the link for the entire repository with both VR1 and the VR2 development folder, because I'm not seeing it anywhere in the OPs https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
I'm sure the lead will appreciate anything you end up producing, as the turnout for this has been almost nil and most of the stuff that'll be presented and played will have been made by him.

Anyways, I accidently stumbled on this horrific sight.

>> No.9765728
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9765728

>>9765698

>> No.9765784
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9765784

>>9765698
Thanks anon, and godspeed.
>Anyways, I accidently stumbled on this horrific sight.
I... I somehow never considered weather the buzzsaws could kill zombies or not. I guess they never showed up in the same place in DOE? Probably the same with pendulums.
Regardless, a new progs.dat is up that fixes that. Might be some debug text popups on random things, just ignore them.

>> No.9765931

>>9765242
>bullshit backrooms
Amen, so tired of this meme.

>> No.9765953

>>9765242
>mistake remaster
uh, kexbros.. ?

>> No.9765954

>>9765606
proton decay you say?

>> No.9765956

>>9765698
that's a nice blood shower hack

>> No.9765980
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9765980

QUAKE chads rise up!

>> No.9766004

>>9765698
>Dats gotta hurt!

>> No.9766006

>>9765579
Thanks for linking this awesome project so we can download it bro.

>> No.9766013

>>9765698
It still has 2 months? Maybe i should revisit the abandoned concept i had for the first VR. I wanted to make an Egyptian map with a blue/grey color scheme and the Rogue mission pack enemies.

>> No.9766072

>you will live to see a new era of AI enhanced DOOM wads
Seriously though, most DOOM wads are made by one dude, now it can be one dude + AI

>> No.9766121

>>9766072
https://www.doomworld.com/forum/topic/133843

>> No.9766126

>>9766121
Man it's scary to think all my programming studying was for nothing. At a total loss at what to do next.

>> No.9766127

>>9766121
>https://www.doomworld.com/forum/topic/133843
This is so sick and I honestly would never have thought of this idea

>> No.9766128

>>9766126
I know how you feel bro, as an artist and graphic designer.

At the same time though, I've been using AI augment my own art and creations.

>> No.9766215

>>9766006
It's in the news post, but here you go https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/temp_tantrum

>> No.9766251

>>9766126
I wouldn't worry about it, AI is fucking retarded, human input, expertise, and decision making, are always going to remain vital.

>> No.9766256
File: 1.81 MB, 1920x1080, 1677081956377074.png [View same] [iqdb] [saucenao] [google]
9766256

ok, played this infamous map, both arenas are cancer, my tip is saving every single rocket for the last one

>> No.9766259

>>9765980
Are Shamblers dicklets just like gorilas?

>> No.9766263

>>9766256
btw, isn't this in the sewer jam 2?
it was also easier I guess, this map IS revised

>> No.9766271

>>9765242
>Blood maps cool
I can't even name one that's genuinely bad - but then again I haven't played it in almost 18 years at least

>> No.9766272

>>9765242
>Quake won for once
Nice. All it took were several high profile releases at once.
Also
>Popular novum saw ass
>Updates except vkquake
Kek.

>> No.9766281

>>9765249
>>9766272
is not the first time
>>/vr/thread/S8060092#p8061128

>> No.9766301

>>9765228
what happened to quake 2 25th anniversary?

>> No.9766337

>>9766301
IIRC 1 usermap turned out to be completely unplayable outside of its creators own hardware config or something

>> No.9766367
File: 488 KB, 570x399, 1629681355978.png [View same] [iqdb] [saucenao] [google]
9766367

>>9766281
>makes Quake look great
>must download

>> No.9766368

>>9766301
Nothing. People briefly returned to it for a replay, everyone remembered that it was impressive on a technical level but kind of boring to play and left it at that.
It was lovely using its railgun again for the first time in decades, but I'll stick to the crazy lightning gun and hurling high velocity nine inch nails at monsters in the original.

>> No.9766410

>>9766301
>>9766337
Yeah that seemed to really mess things up, been replaying a few of Wulf’s maps inbetween this little recent Q1 fad while I wait.

>> No.9766437

>>9766367
I hate this shit. You get kids raving about some horrible shiny mod for Doom that pulls this exact garbage on youtube too.
How the hell does someone look at that and think "Hmm... yes! This looks just like the original but better!"

>> No.9766468

>>9766410
>this little recent Q1 fad
I actually think my tastes are changing, because if anything the last week has taught me that I might like Quake more than Doom. The added verticality and oddly low tech weapons are more fun than I remembered, the only thing Quake lacks is the gorier, satisfying death animations for monsters. Just having an enemy groan and fall over like they've had enough and want a nap is nowhere near as fun to see, and even Alkaline's added pain skins for nearly dead monsters don't sell the sheer destruction you're meant to be causing to me.
Quake's gibbing is better though. I love the cartoony, chunky explosion of meat and blood over Doom's weird and dull "opening like a bloody flower" effect.

>> No.9766472

What's the maximum amount of damage the BFG tracers can do? Just the tracers, not counting the projectile.

>> No.9766589

>>9766472
Wiki says each tracer will at most do 87 damage due to RNG table, which would add to 3480. However because of Doom's RNG it will be less.
If RNG wasn't pre-determined, each tracer could do up to 120 adding to 4800 repetedly, but that would be 1 in 8^600 which is probably not going to happen.

>> No.9766595

>>9766589
So nobody's ever done the math with Doom's PRNG table? They have with the shotguns.

>> No.9766631

>>9766472
All I know is from this ancient weapon DPS table:
https://www.doom2.net/single/weaponfaq.html#weapont
Old but still provides some interesting insights, like how there’s a big fucking powergap between the shotgun/chaingun and plasma/launcher showing why they made the super shotgun.

>> No.9766694

>>9766437
And usually accompanied by a claim it's a banned remake that makes id's panties collectively tremble knowing they couldn't possibly match this.

>> No.9766747

>>9766694
Which is silly, because Eternal looks far better. And I say this as someone who doesn't care for the newer games direction.

>> No.9766751

>>9766595
I'm pretty sure decino did in his BFG video.

>> No.9766756

>>9766751
Nah, he only mentions the total damage including the ball. No mention in his video on all the weapons either.

>> No.9766807

>>9766756
He did in the weapons video if you scroll down to the pinned comment. Its 3559 damage. He even linked a site to the simulation model used.

>> No.9766814

>>9766807
2759 without the BFG ball, apparently.

>> No.9766818
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9766818

What's the UV equivalent for Return to Castle Wolfenstein? The intended difficulty that offers a fair challenge for a first-time playthrough, but doesn't turn enemies into bullet sponges and will have you scrambling for ammo. HMP?

>> No.9766823

>>9766818
>will have you scrambling for ammo
I meant won't

>> No.9766830

>>9766818
>HMP
I meant bring'em on!

>> No.9766834

>>9766818
The only thing difficulties in RtCW change is how much you get from ammo and health pickups. Middle difficulty should be good for a first time playthrough.

>> No.9766871

>>9766367
This, but unironically.
Also NTMAI for GZDoom.

>> No.9766893

>>9766834
thanks

>> No.9767067

>>9766251
If/when AI gets good enough to make doom maps, i wonder if it will be relegated to the same tier as slige/obsidian generated maps. IE, something that can be fun for the creator to dick around in, but not something that should be released to the community.

>> No.9767131
File: 1.24 MB, 1366x768, spasm0095.png [View same] [iqdb] [saucenao] [google]
9767131

I wasn't expecting yet another map to leave 50 circuitboards scattered around for me to find, but at least this time the best prize available was for 42 and it didn't seem to offer anything for all 50.
One more map to go, I left Dancing in the Golden Sun for last because I remember it being really good in the first version. I'm going to miss Alkaline, it's the most fun I've had with a game in a long time.

>> No.9767132

>>9767067
>take NOMO pictures of a ton of locales and vistas in doom maps
>"doom arena by skillsaw"
>"doom temple by danne"
>???

>> No.9767171

>>9767131
Sounds like a truly epic hitchhiker's guide reference

>> No.9767239

>>9767171
I thought so, but unless there's a bit about it giving Arthur a laser gun and rocket launcher that I forgot about then probably not.
The atmosphere was far more serious than the other map to do this, feeling more like a mini Dead Space with you having to go around "repairing" things.

>> No.9767245

>>9765242
>literally amazing anywhere bossbrain

>> No.9767338

>>9765242
>completely lovecraftian gzdoom kamikazes

>> No.9767370

Reminder to watch these old videos if you want to know which fps to play
https://www.youtube.com/@Balgorg

>> No.9767386
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9767386

It's over. What a ride!
There are a few things the Alkaline team could improve on in the future, like maybe featuring the jump boots more often or the cluster grenade launcher appearing in more maps. I'm still satisfied by what I played, though. It never fully reached the highs of Arcane Dimensions but outside of that one final fight that's been mentioned before there weren't many real lows either.
Guess it's onto either Dwell Episode 2 or Underdark Overbright...

>> No.9767391

>>9767386
I'd like a proper final level/boss.
I know the whole point is just to play some cool maps, but the fact they bothered to congratulate you for 100% completion but put no effort into it feels like a missed opportunity.

>> No.9767441
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9767441

post your fps waifu

>> No.9767450
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9767450

>>9767441
>Star Trek Elite Force III never ever

>> No.9767457
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9767457

>>9767441
It's been a while, but most likely one of the Timesplitters girls.
Man that was a time to grow up in, half the female cast had tits the size of their head or some amazing hips/ass.
Imagine them trying to make a character in an FPS like this now.

>> No.9767462
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9767462

>> No.9767501
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9767501

>>9767441

>> No.9767535
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9767535

>>9767441
Probably Mara, but I never really thought about that. When I think about retro waifus TPS, RPG and Adventure games were way ahead.
Assassin from Hexen 2, Crash from Quake 3 and various UT girls are the only other good FPS picks that I can think of.
Oh, and Ophelia.

>> No.9767551
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9767551

>>9767441
dont judge me.

>> No.9767589

>>9767551
I won't, but God and Doomguy absolutely will.

>> No.9767594

>>9767441
The only western game character i can recall that stood out as beautiful was Elizabeth from Bioshock. Most of the time they look just ugly or like retarded bimbos.

>> No.9767613

>>9766468
I think Quake 1 is better than Doom 1, but Doom II is better than Quake with the expanded enemy roster. Quake 1 seriously needed something like that, but thankfully mods picked up the slack and this is just a nonissue for me now.

>> No.9767639

>>9766301
it's quake 2 26 anniversary now

>> No.9767652
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9767652

>>9767441
>was: Joanna Angel, Q3 girls
>now: HD lass
>>9766468
One thing I wasn't expecting was how much I'd come around to loving Quake 2, especially since I used to shit on it in these and other threads a few years back.

>> No.9767669

>>9767551
Nah that's respectable.

>> No.9767683
File: 558 KB, 767x1160, TS1 Lt Malone.png [View same] [iqdb] [saucenao] [google]
9767683

>>9767457
That's just an insult to the real Lt. Malone.

>> No.9767686

>>9767683
Damn did she always look that bad? My memories of TS on the PS2 look way better.

>> No.9767696
File: 167 KB, 400x252, 1612733343923.png [View same] [iqdb] [saucenao] [google]
9767696

>>9767683
That's a nice classy look

>> No.9767702

>>9767686
Probably because you were running it with blurry-ass composite video on a 20" CRT, and that screenshot will be taken either out of an emulator or by video capture from a much clearer component output.

>> No.9767703
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9767703

>>9767441

>> No.9767734

working on my mod's campaign map a lil bit, finally making the lobby of the player's apartment complex they live in
https://streamable.com/ta2ege

>> No.9767740

>>9767696
>REKKRsion.png

>> No.9767754
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9767754

Friday Night Firefight is up, running bourgdm.wad this time with vrsounds and litespree. Use Zandronum 3.1 to connect.
51.161.34.159:10666

>> No.9767764

MOH or COD?

>> No.9767793

>>9767764
Never played any of them, but Medal of Honor of course.

>> No.9767797

>>9767764
Soldier of Fortune.

>> No.9767812

>>9766251
I scored higher on my AP World History exam in High School than GPT-4 did

>> No.9767831
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9767831

>>9765228
Do I fundamentally misunderstand Blood: Fresh Supply or is the game simply not for me?
I love Doom (I, II, 64), I love Wolfenstein 3D, I love Quake, Duke Nukem 3D, Shadow Warrior... I've played a shit ton of WADs, I've played a boat load of new boomer shooters but Blood... I don't get that game man. And not even in the way that you'd think like me saying that I beat the first Episode and I don't know if I should continue - I get so utterly bored of the game when I open the castle/whatever with the Skeleton Key that I'm starting to think that the issue lies within me... I don't know if it's the fact that the first three robed retards I see are all hitscanners, I don't know if it's the fact that Zombies do like 20% of my Health in one hit, or just that the Pitchfork and Flare Gun suck mondo ass but I can't be bothered to play for more than 5 minutes... Am I approaching the game wrong? Does anyone here have a dislike for it?

>> No.9767841

>>9767831
Blood is more akin to games like the original Castlevania or even F-Zero. A lot of the appeal comes from being BTFO and then remembering how and why you got BTFO. You'll need to take a moment to remember the enemy placement, the map layout, etc.

It does feel different than Doom under the surface of them both being 90s FPS games. It's harder than Doom for sure.

>> No.9767853

>>9767831
Maybe you just don't like the theme or aesthetics of the game, I love it but I wouldn't say it's perfect either. I like how safisfying most weapons feel (except the pitchfork, but I only really use it for zombies when I don't have explosives), especially the dynamite and the rocket launcher. I enjoy fighting the turbo hitscan cultists, but the problem is there aren't challenging enemies other than them, which is especially visible in some of the levels in Episode 2 not having many cultists leading to the levels feeling much easier than the rest. I don't like the bullet sponge minibosses, but at least it can be remedied by saving electric ammo and voodoo dolls just for them. Feels weird you wouldn't like it since you enjoy Shadow Warrior, which I personally find to be the most similar game to it. Although I guess a major factor in that would be the fact that hitscan attacks aren't as much of a threat in this game.

>> No.9767857

>>9767831
What Doom/Quake/build games don't do is scale enemy health to the difficulty, and they don't spike their accuracy and damage like Blood does with its enemies. But you're playing it through Fresh Supply where you can customize it to your liking, might just not be for you like people who don't like Raimi but love Carpenter.

>> No.9767863
File: 1.37 MB, 1480x970, RangerTexture.png [View same] [iqdb] [saucenao] [google]
9767863

Im playing ironwail but im not sure what the setting gun distortion does. Is that just like the gun viewmodel or something?

>> No.9767905

Are there any Vanilla Compatible Doom ports that allow freelook, but keep the limitations of Vanilla Doom auto aim? That is to say, the freelook is aesthetic only, and does not alter game-play. There are times it would be useful.

>> No.9767941

Using a prompt from /v/'s recommended games wiki, I used chat GPT to create a foundation for a 90s FPS "AIRLOCK"

https://pastebin.com/hDyMiVfs

>> No.9767970
File: 171 KB, 1668x1041, Screenshot_2023-03-24-23-41-51-79_f9ee0578fe1cc94de7482bd41accb329_1.jpg [View same] [iqdb] [saucenao] [google]
9767970

Literally what the fuck happened this. Is has a fucking Romero map

>> No.9767996

>>9767703
Looks like Marvel's Rouge from the X-men.

>> No.9768038

>>9767734
Props to the janitor for making the mirror shine.

>> No.9768051

>>9767831
Let me guess, you're playin on well done mode (hard).
The game basically starts like a survival horror where you need to think tactically and conserve ammo as much as possible. It only starts playing more like a normal shooter halfway through the first episode. Well done exacerbates this because the enemies have faster reaction times and more health - you basically need to know the enemy positions beforehand to get by. Play on normal or even easy mode for your first playthrough.

>> No.9768058

>>9767831
Blood's not a run 'n' gun, you need to have a plan before peeking around a corner, use crouch to hide behind benches (it also gives a hidden hitscan evasion bonus), and learn to hit flares and TNT and use weapon alt fires
Lightly broiled should be beatable casually, i.e. having a general idea where thigns are from practice but without an exact plan, especially with quicksaves

>> No.9768064

>>9767970
>Is has a fucking Romero map
When was that announced?

>> No.9768074
File: 17 KB, 85x175, walkgirl2.gif [View same] [iqdb] [saucenao] [google]
9768074

>>9767441

>> No.9768084
File: 1.21 MB, 1915x1077, N6HJe01xmj4.png [View same] [iqdb] [saucenao] [google]
9768084

https://www.youtube.com/watch?v=N6HJe01xmj4

>> No.9768113

>>9765228
Okay, so I finally pushed my wad "Zero Brightness" from Beta to 1.0.
Changes:
-Bug fixes.
-All levels were reworked and rebalanced towards the survival horror playstyle.
-Fifth and eighth levels were remade from scratch and now are actual full-scale maps, rather than slaughter arenas they were initially.
-Two extra secret levels were added into the mod, making it 11 levels long if you manage to find all secret maps.
-Additional soundtracks and graphics.
https://www.doomworld.com/forum/topic/132422-zero-brightness-10/

>> No.9768145
File: 1.72 MB, 1915x1077, doom-blood wallpaper no logos.png [View same] [iqdb] [saucenao] [google]
9768145

>>9768084
Improved your image brah

>> No.9768151

>>9767970
>Literally what the fuck happened this
I'd bet my year's salary it's being integrated into the Remaster.

>> No.9768154
File: 1.68 MB, 1915x1077, doom-blood wallpaper.png [View same] [iqdb] [saucenao] [google]
9768154

>>9768145
With logos

>> No.9768259
File: 165 KB, 661x623, 1594971547863.png [View same] [iqdb] [saucenao] [google]
9768259

>>9766818
Here's the differences in each difficulty for RTCW:

>Don't Hurt Me:
High enemy pain chance. Low enemy accuracy. Slow enemy wind-ups. High health and ammo from pickups.
>Bring Em' On:
Low enemy pain chance. Low enemy accuracy. Slow enemy wind-ups. Low health and ammo from pickups.
>I am Death Incarnate
Low enemy pain chance. High enemy accuracy. Fast enemy wind-ups. Low health and ammo from pickups.

All the changes listed above are subtle, but they do affect the feel of the combat in a noticeable way. There are no changes to enemy counts or their tankiness. Those are the same across the board. If you want a recommendation, play on Don't Hurt Me. It'll be the most enjoyable for a first-time playthrough. RTCW is already a challenging game even on the easiest difficulty.
If you ever want to change the difficulty mid-playthrough, you can type into the in-game console "/g_gameskill 1" for Don't Hurt Me, "g_gameskill 2" for Bring Em' On, or "g_gameskill 3" for I am Death Incarnate. Follow that command up with "/vid_restart" to confirm the difficulty change.

>> No.9768281
File: 1.28 MB, 1437x712, 1674835786108912.png [View same] [iqdb] [saucenao] [google]
9768281

>>9767441
sorry faggots, I'm taking the car too

>> No.9768348
File: 765 KB, 800x480, gzdoom 2016-07-28 22-09-54-19.webm [View same] [iqdb] [saucenao] [google]
9768348

>>9767441

>> No.9768380

alk_pillars is kicking my ass, are the rest of the maps this platforming heavy?

>> No.9768384

>>9767863
The extent to which fov affects the weapon model.
Basically a slider of cringe to based.

>> No.9768387

>>9768380
Breakdown, 17cm Fromitz Board, and Overengineering Mania are the only other ones I recall having any significant amount of platforming.

>> No.9768518
File: 1.23 MB, 1980x1113, 1679705871193926.png [View same] [iqdb] [saucenao] [google]
9768518

>>9768154

>> No.9768523
File: 179 KB, 1691x565, Lardbutt.jpg [View same] [iqdb] [saucenao] [google]
9768523

>>9767441

>> No.9768535
File: 828 KB, 1920x1080, Screenshot_Doom_20230325_062120.png [View same] [iqdb] [saucenao] [google]
9768535

https://files.catbox.moe/5pbzds.zip
I think I'm done with my shitty mod that I'm not sure I myself will play after next week. But it was fun putting it together.

>> No.9768547
File: 20 KB, 200x321, Bloodletter_Daemon.jpg [View same] [iqdb] [saucenao] [google]
9768547

any doom mods or other classics that can be modded into a fast paced melee oriented hack and slash gameplay?

Guns arent cool and i dont care for them at all

>> No.9768549
File: 10 KB, 470x454, 6346324623.png [View same] [iqdb] [saucenao] [google]
9768549

>>9768535
>shotgun is autofire but gets a bonus when you stop firing to pump it
That's not a bad idea.

>> No.9768550
File: 15 KB, 325x325, gamma.jpg [View same] [iqdb] [saucenao] [google]
9768550

>>9765228
I know very well how here and even on DW and Doomer Boards that DoomGuy is better off not being refferred to as "Flynn Taggart", but what is the general view of calling the protagonist of Doom 3 John Kane?

>> No.9768553

>>9768547
Go back and play Arena or Daggerfall, or Morrowind, then.

>> No.9768556

>>9768553
rpg games are all a slog though

I've played brutal doom axe only w/ demon strength (whenever i can get it) and I want to replicate that experience, but without the bullet hell. I want enemies that are just as melee oriented as me

>> No.9768563

>>9768556
If everything else is melee focused, it'd get boring fast.

>> No.9768565

>>9768518
>.gba

>> No.9768569

>>9768547
They all can. Zscript lets you do literally anything.
>>9768563
Let him figure that out on his own.

>> No.9768570

>>9768563
then I'd get angry at the demons for not entertaining me and beat their heads in twice as hard

I can have fun reminiscing on it later

>> No.9768571

>>9768523
chunky creamy vomit ass

>> No.9768575

>>9768570
GMOTA. Play as Blaz.
https://combine-kegan.itch.io/gmota

>> No.9768579

>>9768575
I don't think that's going to be to his taste.

>> No.9768585

>>9768550
>John Kane, brother of Matthew Kane

>> No.9768587

https://www.youtube.com/watch?v=_CJ0UNq4Zhc

>> No.9768594

Is there a good Castlevania wad

>> No.9768595

>>9768594
Simon's Destiny

>> No.9768602

>>9768553
Thats a completely different style of game.
Not retro, but if anything he should play Elderborn. To me that game had the best implementation of first-person melee ever.

>> No.9768608

>>9767594
Didn't they do repeated passes on her specifically to make her uglier?

>> No.9768613
File: 431 KB, 1334x1250, doomguys.jpg [View same] [iqdb] [saucenao] [google]
9768613

>>9768550
I just call them all Doomguy

>> No.9768628

>>9768595
thanks bro

>> No.9768679

>>9768613
But Doomguy, you're William J. Blazkowicz III.

>> No.9768691

anyone tried this Retroquad meme
seems pretty autistic
also lol half the featurse are locked behind a patreon paywall? for an 8-bit quake client?

>> No.9768697

>>9768691
The dude behind it is very passionate about it but man I don't know why.

>> No.9768765

>>9767441
*you're

>> No.9768768

>>9768608
iirc they only reduced her bust size, to make her less sexualized so it wouldn't conflict with the daughter theme they were going for her

>> No.9768793

>>9765784
Another small progs.dat update is up fixing a crash on Ironwail related to breakables, and a bug that was causing enemies to become alerted to the player faster than they should.
Also, the gauntlet now stuns enemies properly rather than looping their pain function. Stun chance is dependant on the enemy in question, and is less likely at higher difficulties.

>> No.9768814

>>9768691
>And finally, the last main reason why Retroquad exists. Software rendering is the only tech that will surely not suffer from hardware & drivers deprecation, the only tech you can count on to keep developing something ambitious and take your time to battle with all the roadblocks in your personal life, knowing that when you come back to it, it will still be working. Retroquad is intended to be an engine for people struggling in life, an engine that even if life slows you down and you take decades to create a game, it will still work as intended. With software rendering you can say goodbye to planned obsolescense, and never have to worry about being able to keep up with hardware and software upgrades.

I'm not sure what to think about an engine that has "nervous breakdown" baked into the mission statement.

>> No.9768853

>>9768814
He's always been transparent about his life. Dude went bankrupt 4 or so years ago and struggles to support his wife and child. I think he's doing better but that blurb is to say when your life goes to shit, you can always return to that software project of yours.

>> No.9768872

>>9768348
Has anyone ever made a DOOM spinfusor?
Because DOOM needs a spinfusor.

>> No.9768882
File: 273 KB, 842x322, Untitled.png [View same] [iqdb] [saucenao] [google]
9768882

Playing with Anon's heretic AI expansion. Trying to make it crisper, and the details make sense/match with the OG art in some capacity.
Might keep working on it if I can get to my computer time to time.

>> No.9768883

>>9768882
His back is obviously all destroyed, as far as detail goes. Just need a clean base to add some anatomy. The only things I spent time on were the face and helmet strap, so far.

>> No.9768885

>>9768853
Alright but I'm still trying to figure out why this exists, besides the developer needing something to do

>> No.9768887

>>9768885
I used it once for 15 minutes, but I think as a programmer having written your own engine being in your portfolio probably looks pretty good for other jobs. Maybe he just likes 8-bit stuff. Drop him a line, he's a nice dude.

>> No.9768895

>>9768872
If you've got the sprites I can make the code.

>> No.9768898

Pondering some dehacked monster ideas for Doom, wondering if these are possible without Zscript advanced fuckery that I'm ignorant of.
Is there a way to frankenstein together following features of states:
-imp/knight/baron melee state behaviour where they fire a range projectile when melee range check fails
-mancubus/cybie volley state
-hitscanner random aim offset behaviour

The end result I want is a fast enemy that gets close for a melee state and then unleashes a rapid but inaccurate flamethrower-like spray attack.

Another:
-mancubus/cybie volley state
-mancubus predefined missile aim offset behaviour
-revenant faux 50/50 chance missile type behaviour

The end result I seek is that monster fires a fan of projectiles, for example starting at 40% offset, then 30%, 20%, 10%, 0%. Revenant behaviour to have them alternate the same volley attack from left and right. The intended effect being that they can pressure and punish circlestrafing by firing a "predictive" fan of projectiles to corral the player to change strafing direction.

>> No.9768906

>>9768898
What kind of dehacked you are looking for? Because MBF21 is quite a lot more flexible compared to vanilla.

>> No.9768907

>>9768898
SHAKE IT CYBIE

>> No.9768908

>>9768872
>>9768895
How would you differentiate it from RL? Projectiles inherit your velocity?

>> No.9768910

>>9768906
MBF21, yes. Sorry.

>> No.9768915

>>9768908
For one, it'd let you "rocket jump" without damaging yourself as much as with a rocket.
So maybe less splash damage than a rocket but greater direct hit damage.

>> No.9768917

>>9768908
Yes, and less self damage but more self impulse. Obviously made to be used with mouselook.

>> No.9768918

>>9768898
>imp/knight/baron melee state behaviour where they fire a range projectile when melee range check fails
no
>hitscanner random aim offset behaviour
no
>The end result I want is a fast enemy that gets close for a melee state and then unleashes a rapid but inaccurate flamethrower-like spray attack.
You could have them fire the flame spray every time, but not contingent on a melee fail. It will only be as inaccurate as a manc is normally.

>revenant faux 50/50 chance missile type behaviour
yes. you could make a manc projectile have a chance of heat seeking.

>> No.9768919

>>9768259
Thanks, actually having a good time on the middle difficulty so far, the flamethrower skeletons have a lot of HP, but everything else dies to a good headshot or two, or a well-timed grenade
You just hitscan the hitscanners before they hitscan you, I don't even see their pain states because I aim for the head

>> No.9768920

>>9768910
MBF21 lets you change melee attack range and it also will let you create custom projectile and stack whatever set of attacks you want, inaccurate if necessary.

>> No.9768924
File: 245 KB, 441x613, aint gonna forgive.png [View same] [iqdb] [saucenao] [google]
9768924

>>9768281
AIN'T GONNA FORGIVE WARNER BROTHERS

>> No.9768926

A DOOM mod/wad with a jetpack and all of the Tribes weapons and levels designed for the jetpack could possibly not suck.

>> No.9768927

>>9768926
>muh slopes

>> No.9768929

>>9768926
>taking out 20-30 imps/zombiemen with a single mortar
I can only get so hard.

>> No.9768930

>>9768918
oops, missed this >>9768910

Then idunnolol

>> No.9768935

>>9768927
I wouldn't expect skiing out of it, but if someone pulled that off that would be incredible and Cacoward-worthy.

>> No.9768938

>>9768281
my
NIGGA
look at that modelling and texture work.
modern games are gay

>> No.9768942

>>9767831
The game is actually insanely hard on higher difficulties, anything beyond lightly broiled is actually a meme.
The UV equivalent is actually lightly broiled, but customized with max enemy count. This way you get a very fair difficulty, and a lot of enemies.
You also need to learn how to and throw a lot of dynamite. The whole game is balanced around that, basically, you throw in a stick of dynamite after opening a door, without even looking, it will kill something 80% of the time
You peek around a corner, see some hitscanning fuckers, quickly throw some dynamite and go back into the corner, and after it explodes, you kill the remaining ones
It's basically a hitscanning competition, just shoot them quickly before they shoot you
The flare is great for robed cultists and zombies

>> No.9768948

>>9767831
I have many issues with the game as well but holy fuck the feel and feedback of dynamite tossing is divine.

>> No.9768950

>>9767441
wtf is this
isn't that an NPC from RtCW? why is she in quake

>> No.9768956

>>9768950
Raven Keep minisode/mod built using Arcane Dimensions as a base.
https://www.quaddicted.com/reviews/ravenkeep.html
It was pretty big on release but I'm not sure why it hasn't achieved classic Quake status.

>> No.9768959

am I the only one that thinks the quaddicted logo looks gay and fetishy and weird? like hookery and slutty, the neon doesn't help

>> No.9768962

>>9768959
That's kinda the point yeah. Quake straight into your veins.

>> No.9768965

>>9768956
>I'm not sure why it hasn't achieved classic Quake status.
Because it's not that great.
>t. played through it today

>> No.9768967

>>9768965
I haven't played it since release but I remember enjoying my time with it. Maybe I'll see later.

>> No.9768972

>>9768956
I see, thanks

>> No.9768984

>>9768691
for some reason it doesn't work in my i7 920 and also
>2 gb

>> No.9768986

>>9768938
the facial animation is also excellent

>> No.9768994

>>9768956
>I'm not sure why it hasn't achieved classic Quake status
I remember it ran like absolute shit when it came out

>> No.9768998

>>9768898
I am still confused about your description, but from what I can discern you might be interested in
>MeeleeRange parameter to force monster jump to meelee state at arbitrary distance
>A_JumpIfTargetCloser will jump to somewhere if target is closer
>A_MonsterProjectile which lets you launch an arbitrary thing and specify angles and offsets

>> No.9769006
File: 247 KB, 1280x1024, dQ4r8Z.jpg [View same] [iqdb] [saucenao] [google]
9769006

>>9768919
Yeah, those flamethrower zombies are total bullet sponges. It's a shame the grenades do piss all in the damage and blast radius department (something every mod ever made for the game buffs), but at least they're not totally useless since you can hold down the fire button to cook them, timing the explosion by letting it go after the 3rd or 4th click. If you haven't figured it out already, you can stay scoped in with your rifle while moving if you hold down caps lock to walk. Should help a lot with some of the levels coming up.

>> No.9769007

>>9767734
Looks nice.
>>9767831
>Am I approaching the game wrong? Does anyone here have a dislike for it?
Like some other anons before here, I would assume you just picked higher difficulty for your first playthrough. Blood is great, but can be pretty hard if you're not prepared for what's to come.
>>9768691
Seems interesting, but never got around to trying it.
>>9768814
>>9768853
Yeah, Retroquad's author had it pretty rough.
>>9768885
>besides the developer needing something to do
As if that's not a good enough reason on itself.
>>9768887
>Maybe he just likes 8-bit stuff.
Well, he clearly does.

>> No.9769012

>>9769007
>As if that's not a good enough reason on itself.
Ok, now tell me why I should *pay money* to play some guy's 8-bit Quake client (that apparently installs to 9gb)

>> No.9769014

Kinda feeling an existential quandary fellas. I have ideas for retro fps type games I'd like to get to within the next few years, first some other goals in the way, but it occurs to me: The inundation of classic style shooters today, what are the chances something like Ultrakill is going to be remembered as fondly as Quake, or Half-Life, or the other games we revere as classics? I don't just want to make "another" classic style shooter. Gives me conniptions.

What are some contemporary shooters you'd consider even marginally close to being a classic we'll remember?

>> No.9769025

>>9769014
I'm convinced people buy retro fps games just to be noticed, their ratings are also biased as fuck
it's like the arena fps croud that never shows up when an actual arena shooter is released

>> No.9769117

>>9769006
Yeah, I walk by default

>> No.9769125

now you remember the quake awards

>> No.9769129 [DELETED] 

>>9768917
>mouselook.
Go back.

>> No.9769141

>>9767652
Isn't that Elizabeth from Bishock Infinite, particularly from stealth dlc?

>> No.9769148

>>9769012
You don't have to waste your money on it. I'm pretty sure there're some public releases if you want to check it out... That's the thing though. If you want to.
It seems like you just don't care about Retroquad (nothing wrong with that) and simply want to have an excuse to complain, so why bother? I'm sure you must have something better to do with your free time, in case you really need someone to tell you what to do next.
Anyhow, just in case:
https://www.moddb.com/engines/retroquad/downloads
>>9769014
>what are the chances something like Ultrakill is going to be remembered
To me, it seems like that Ultrakill got largely popular due to memes and that's probably how it will be remembered.
>I don't just want to make "another" classic style shooter. Gives me conniptions.
Look at what's out there. Pick types of FPS you personally enjoy and roll with whatever you like. Going into this with the mindset of "I want to be the big popular thing" doesn't seem quite right: you might be able to pull this off, but would this be fun?
You definitely need to go outside of "DOOM & Quake" zone. Look for something more niche in comparison.
>What are some contemporary shooters you'd consider even marginally close to being a classic we'll remember?
I would say Ion Fury will be somewhere up there for sure. Maybe Dusk and WRATH (once it gets full release) too. HROT might be more on a niche side.

>> No.9769192

>>9769148
>It seems like you just don't care about Retroquad
WHY AM I SUPPOSED TO??
Jesus. Can you just explain that? WTF is so good about it? Why would anyone want to download it? What's the point?
>the guy has emotional problems therefore ... profit??? please like and subscribe!

>> No.9769193 [DELETED] 

>>9769129
How else are you gonna rocket jump instead of rocket backstep.
DUMPASS

>> No.9769198

>>9768380
Pillars is the only one where the platforming is actually hard.
Just savescum. Most of Alkaline is gigantic anyway and the final fight of that map isn't even remotely fair in its current state.

>> No.9769207

>>9765228
https://twitter.com/Darsycho/status/1639579625578692609

>> No.9769231
File: 845 KB, 1366x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
9769231

I thought I'd be done with Quake after Alkaline, but now I'm trying out as many high-rated maps on Quaddicted as possible and still having a good time.

>> No.9769243

>>9768281
Where is this from?

>> No.9769254

>>9769243
no one lives forever

>> No.9769304 [DELETED] 

>>8061128

>> No.9769367

>>9768556
Action Doom 2: Urban Brawl
also, not retro but play Dark Messiah of Might & Magic

>> No.9769368

>>9769014
One major difference I find annoying with the new blooming "boomer shooter" genre as opposed to retro shooters is just how fucking over the top twitchy fast the new games are. Quake and the likes are fast-paced sure, but not ten different movement dash, rocketjump, grappling hook, bounce off walls while doing backflips abilities fast like the new ones.
https://www.youtube.com/watch?v=zoPd2v_EPvY

>> No.9769390
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9769390

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

>> No.9769414

>>9769390
I've been expanding and revising my MBF21 bestiary this week. Recorded a video of try each of them in sequence.
https://www.youtube.com/watch?v=X5iEAg3rsu8

>> No.9769436
File: 1.47 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
9769436

Damn that was fun. I'm actually starting to be okay with Copper. It might have issues with ammo shortages, but some of the monster changes are neat.
This map also had the only useful Ring of Shadows secret I've ever encountered.

>> No.9769470

>>9769390
>>9768535

>> No.9769473

>>9768547
It's not exactly fast paced, but you might enjoy Dark Messiah for good melee fps combat, if you haven't played it already that is. There's also the Demon Steele mod for Doom which you might enjoy even more.

>> No.9769481
File: 929 KB, 1053x642, General Blake.png [View same] [iqdb] [saucenao] [google]
9769481

DAYUMN...WE'RE GONNA NEED SOME NEW LAB TECHNICIANS!

Seal of Nehahra is way better than any right it should be, and it's very charming. How is the game itself?

>> No.9769493
File: 834 KB, 1862x849, file.png [View same] [iqdb] [saucenao] [google]
9769493

>>9769390
Also working on my own MBF21 monster, just some small tweaks to him now along with a short boss map to introduce him.
https://streamable.com/nqaw5q

>> No.9769646

>>9768898
You can do everything you asked for with mbf21. Check out Ad Mortem for an example of how to make a custom melee/projectile combo attack. Read the documentation.
https://github.com/kraflab/mbf21/blob/master/docs/spec.md
>>9768959
I agree completely. The first time I went to quaddicted I thought I was on the wrong site because of how pink and sparkly it was. If I were their graphic designer I would've rejected it just for clarity's sake.

>> No.9769669

>>9769192
Relax, anon. Go for a walk or something.
>WHY AM I SUPPOSED TO??
You're not supposed to. Nobody forces you to download or like some random Quake source port. I don't know why you are having a mental breakdown over it, unless that's just a bait...
>Why it exists?
>Because developer wanted to create it.
>Why should I pay for it?
>You don't have to, there're free releases and you don't need to download them if you don't want to.
>Why should I like it?
Yeah, that's just a bait.

>> No.9769674

>>9768959
There's a reason I link people interested in Quake mods to Slipseer, and it's not Slipseer's awful politics. They have to actively look at the rules or the forum to see the cancer infesting that place, but one look at the Quaddicted banner will be enough to scare many people off. The first time I saw it I honestly thought it was either a joke, the site had been hacked or they were doing some kind of gay pride thing.

>> No.9769851

>>9769674
>Slipseer's awful politics
What's up with Slipseer exactly? I still use quaddicted, so I know nothing about it.

>> No.9769881

>>9769851
I'll keep it brief since drama is rightfully frown upon and modded here, but it's basically a site created by some newbies who made up some weird accusations against Quaddicted's owner and made their own Quaddicted with blackjack and hookers.
No clue what their beef with him was, but it came across as a power grab/cancellation so it left a bad taste in my mouth.

>> No.9769903

>>9767441
>when your .MDL has as much polys as an avereage 2001-era .MD3

>> No.9769928 [DELETED] 

>>9769674
yeah, looks weird and pozzed, trashy, like a tramp stamp, or the sissy hypnosis videos retards make
it looks like the logo has hiv or something
maybe the guy that made it has an unironic fucking quake fetish

>> No.9769932 [DELETED] 

>>9769928
With a name like Quaddicted it's most likely >>9768962, stop finding things to overanalyze and get upset about.

>> No.9769941 [DELETED] 

>>9769932
I'm not upset about it, it just looks gross and sleazy

>> No.9769946

>>9769851
For me it's their hatred of Quake 2.

>> No.9769994

>>9769207
looks cool
what are the placeholders besides the obvious red sign?

>> No.9770017

>>9769941
This. I'm used to it now, but at a first glance it looks like the sort of thing you'd see in a site for gay drug addicts. It just doesn't suit Quake, even though it becomes obvious with time that it's supposed to visualise the Quake Injector program.
Speaking of which, does anyone use that? I find it simple enough to just unzip the files, shove them in my Quake folder and set up the Quaddicted shortcut.

>> No.9770029

>>9770017
*Quakespasm shortcut.

>> No.9770049

>>9770017
>Speaking of which, does anyone use that? I find it simple enough to just unzip the files, shove them in my Quake folder and set up the Quaddicted shortcut.
nope and same, shortcuts seem more practical to me.

>> No.9770121
File: 165 KB, 400x252, 1612128697349.png [View same] [iqdb] [saucenao] [google]
9770121

>>9767740

>> No.9770135
File: 40 KB, 200x200, inject-icon-2.png [View same] [iqdb] [saucenao] [google]
9770135

>>9770017
>>9769928
>>9769674
I agree that their website should finally update their logo (I remember seeing it first around 2008-9, so maybe it's high-time to do so already?), but trying to bait jannies into deleting your complaints might be counter-intuitive, especially when Spirit himself have admited to be lurking here - this graphic honestly should've been retooled as the new Quaddicted back when the QuakeInjector was just brand new

>> No.9770137

>>9770135
I wasn't trying to bait anyone, I was just saying how awful and unfitting the banner looked.
I'd still use Quaddicted over the other site that was clearly made out of spite any day.

>> No.9770152

>>9768959
>am I the only one that thinks the quaddicted logo looks gay and fetishy and weird?
No and I love it

>> No.9770165

>>9768550
I have no problem with Flynn "Fly" Taggart as a name.

>> No.9770191
File: 686 KB, 1583x2048, 1650055248767.jpg [View same] [iqdb] [saucenao] [google]
9770191

Redpill me on Heretic and Hexen. Just started playing, having an absolute fucking blast, but I don't know if there's anything I SHOULD be knowing before going further in.
For example, I seemed to fare much better when Melee attacking everything with my cane (or the butt end of the staff?) than with the Necromancer Gloves that are for whatever reason dubbed a secret. Also, I seem to be retarded as I don't quite understand what the blue vials do. Finally, what determines the trajectory of my staff attacks?

>> No.9770195

>>9770191
Heretic is just Doom with magic instead of bullets.

>> No.9770201

>>9770195
Well aware of that fact, but at the very least melee seems to be way more useful here than in Doom

>> No.9770209

>>9770191
>but I don't know if there's anything I SHOULD be knowing before going further in.
To start, how much do you know about Hexen? That could be the more polarizing one.

>> No.9770216

>>9770201
I thought it would have been identical, but it has a high damage floor than Doom's fists. However, the max damage is the same.

>> No.9770217

>>9770191
One tip for Heretic is that you only keep one of every item when going to the next level, so better make use of those spare books. Episodes 4 and 5 will be much harder than the rest of the game. Unlike Doom the hardest difficulty levels in Heretic and Hexen aren't as gimmicky, in case of Heretic I know it's basically fast monsters + double ammo. Hexen is more about exploration and switch hunting rather than combat so you might enjoy Heretic but Hexen not so much.

>> No.9770219

>>9770191
>heretic
the second best 1994 fps after marathon
>hexen
the second best 1995 fps after dark forces

>> No.9770220

>>9770216
Gauntlets are also more useful than chainsaw because with a tome they basically make you invincible due to absurd health stealing rate.

>> No.9770223

>>9769436
What's this? Reminded me of Q3DM6 for a second.

>> No.9770229

>>9770209
Besides it collecting dust in my Steam library for well over a year or two now and it being "Doom but magic", I know nothing of the game.

>>9770217
Spare books?

>>9770219
Never heard of either, will probably play both after beating the trilogy several times.

>> No.9770276

>>9770223
Purifier.
Supposedly it was someone's first map, and it's pretty good. It's not some gigantic AD style thing, but it's still fun and feels fresher than the original maps or anything Machine Games has produced so far.

>> No.9770281

>>9770223
Forgot the link.
https://www.quaddicted.com/reviews/purifier.html

>> No.9770289

>>9770191
>Heretic
Just an ok Doom clone. In certain aspects too similar to Doom for it's own good. Like things you mentioned:
>I seemed to fare much better when Melee attacking everything with my cane (or the butt end of the staff?) than with the Necromancer Gloves
That's because, just like chainsaw, gauntles work weirdly, plus they don't have enough power to reliably stunlock enemies. They're great with Tome of Power though (book with a skull in your inventory), try it.
>I don't quite understand what the blue vials do
Those restore 10 points of health.
>what determines the trajectory of my staff attacks?
You're talking about starter weapon, right? It acts EXACTLY like Doom's pistol, which means your shots get a random spread if you hold down a fire button. If you release button for a moment between each shot, then it should be 100% accurate.
>Hexen
You should be REALLY into exploration to like Hexen. Combat is very lackluster compared to Heretic, and if you don't like searching every nook and cranny for several switches to progress, then it's not for you. The first hub is one of the harder ones (in terms of puzzles, not enemies), so at least you'll learn soon whether you like this or not.

>> No.9770351

>>9770229
>Besides it collecting dust in my Steam library for well over a year or two now and it being "Doom but magic", I know nothing of the game.
If Heretic is “Doom but magic”, Hexen is “Heretic but Gauntlet” with an emphasis on traveling back and forth through levels and hubs. It’s also separated into three classes each with four weapons, it really shines in coop.
Hexen will either feel fresh after Doom and Heretic or contrived and irritating. >>9770289 is right on the nose about it.

>> No.9770391 [DELETED] 

>>9768959
>>9769674
Jesus christ dude. Its obviously ironic you fucking autist. The joke is the heart contrasts with the completely grim style of quake. If you see that and get offended and start thinking about gay fetish sex, thats your problem.

>> No.9770402

>>9770191
You like the staff? The gauntlets do more damage per second and can stunlock some enemies.
The only problem could be that they attract you toward the enemy like doom's chainsaw. You can counteract this by lightly tapping backwards while using it to make sure you dont end up getting a facefull of counterattack.

>Also, I seem to be retarded as I don't quite understand what the blue vials do
Health.

>> No.9770424 [DELETED] 

>>9770391
no one here's offended, retard, I just pointed out it looks sleazy and weird, which it does, not even calling out fags specifically, but that also springs to mind now that you mention it

>> No.9770430 [DELETED] 

>>9770424
You don't want to think of it as being offended because thats what sjw's are, but you guys are clearly offended at having to see a pink heart.

>> No.9770452 [DELETED] 

>>9770430
what the fuck are you talking about retard
what do pink hearts have to do with being "offended"? are you sure "we" are the ones getting "offended"? what do sjws have to do with anything being discussed here?
what do you mean by "we", anyway, entities that live in your head rent free?
all I said was that it looked weird and you're still seething about it, are you the guy that designed the logo or something? It looks sleazy and tasteless as shit

>> No.9770467

>>9768959
yeah, quaddicted is secretly a gay dating site, sorry you had to find out this way

>> No.9770473
File: 60 KB, 466x492, 1673241895336293.png [View same] [iqdb] [saucenao] [google]
9770473

>> No.9770482 [DELETED] 

>>9770452
I'm seething? I was annoyed because you guys were having a whole conversation seething about gay sex and prostitutes surrounding a fucking ironic pink logo. I didnt start the conversation, and i probably wouldnt have even replied if there was just one post about it.
>what do you mean by "we", anyway, entities that live in your head rent free?
...What? Who would i be referring to? Obviously you or the poster brought all this up. I cant refer to anyone by name since it's an anonymous website - pretty simple concept. You dont seem to be able to easily connect any related concepts in a conversation.

>> No.9770505
File: 176 KB, 264x392, speed.gif [View same] [iqdb] [saucenao] [google]
9770505

shut up

>> No.9770507

after playing a few large quake maps I'm starting to appreciate the original quake maps more, maybe is the lack of enemy variety but short and sweet is the way to go for me.

>> No.9770530

>>9770289
>The first hub is one of the harder ones (in terms of puzzles, not enemies)
I never got why people say that Seven Portals is hard, when it's the most braindead hub. You go into relatively small levels and stuff just happens, so even if you're a meathead, you can just brute force it. Guardian of Steel is slightly confusing, I guess.

>> No.9770609

>>9770530
The problem is probably that players dont understand the game's design that early on. If they get farther, then they start to understand what to expect and what to do.
Also some of the later hubs have those helpful icons showing you which levels are finished and which still have stuff to do.

>> No.9770623
File: 971 KB, 1407x811, ass.png [View same] [iqdb] [saucenao] [google]
9770623

>>9769390
Just another sewer map in the making

>> No.9770637

>>9770467
The banner is actually fitting, then.

>> No.9770639

>>9769493
Is it still catching projectiles when invisible?

>> No.9770657

>>9769414
Did you make all these yourself anon? Look great.

>> No.9770659

>>9769481
>How is the game itself?
I assume it runs fine if you launch it using the version of Darkplaces it comes with. Running it on later ones causes the lights to fuck up, and Ironwail crashes immediately because of sprite versioning issues.

>> No.9770661

>>9768113
I played and loved Total Chaos so this is a welcome experiment, to make the player dependent on light sources while still being doom. The blue key pit in map 5 is the highlight to me, quintessential survival horror situation of "see that shitty dark pit? yeah you gotta go in there". A less charitable mapper would have definitely put 3 archviles in there
Map 6 is where it becomes unbeatable in hideous destructor to all but the most autistic micromanaging explosives and turrets but that's only to be expected. A complete lack of hp bonuses and soul spheres also makes the hell knight population a bit painful. I used a cheated supply of Ugly As Sin flares to see and made a point not to start with a flashlight and to find one in a map but it wasn't as OP as I thought it would be

>> No.9770662
File: 543 KB, 752x623, Punching the Ettin.png [View same] [iqdb] [saucenao] [google]
9770662

>>9770191
>Hexen
Pick the class based on your interest. Since you seemingly really enjoy melee combat, Fighter is probably going to be your first choice. There's a good reason to pick different class in next playthrough (if you would want to go for it) as maps will have different emeny placement based on your character + some items behave differently for each class.
>>9770530
>I never got why people say that Seven Portals is hard
I had no issue with Seven Portals on my first playthrough... except some broken script(?) that didn't open the final gate after completing everything (besides secret map). Played on DOSBox, that was likely an issue. Didn't had that problem on my recent-ish second playthrough where I used a source port.

>> No.9770672

>>9770657
I didn't do sprites, only their behaviour.

>> No.9770748

>>9770191
me on the right but nogf

>> No.9770750
File: 50 KB, 300x360, crude-plasma-test-02.gif [View same] [iqdb] [saucenao] [google]
9770750

>>9769390
Rough animation test, just making sure the 'fans' on the flash align and don't look like total shit. Gonna clean it up and add a blue sheen over the gun and the hands, maybe copy some blue arcs of lightning from the original plasma or something.

>> No.9770760

>>9770507
BSP2 maps without shortcuts/teleports are such a pain in the dick to comb-thru for leftover secrets - half of SMEJ and most of TerShib is a prime example of that problem

>> No.9770767

>>9770750
Looks like it's made of rubber, maybe offsets will help, but right now it just looks jiggly.

>> No.9770771

>>9770767
Yeah, I noticed, I'll be redoing the recoil frames, those were just some quick warping.

>> No.9770783
File: 277 KB, 656x498, 1652827362622529.png [View same] [iqdb] [saucenao] [google]
9770783

In about 20 minutes (5pm us central) I'll be hosting Serious Business Saturday again. We'll be playing a map called The Dark Side of Sirius, if you want to download it early grab it here: https://maska322.itch.io/the-darkside-of-sirius

>> No.9770817
File: 589 KB, 1366x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
9770817

>Played through Dimension of the Past because I remembered I never got around to it
Well that was... underwhelming. Some tough levels, but god the music was annoying. One of the final maps made me feel like I was developing schizophrenia for how fucked up and weird the music was.
Found Dopefish in the second to last level though, that was cool.

>> No.9770820

>>9770750
neat

>> No.9770830

>>9770639
No, it's actually not even solid.

>> No.9770859

>>9770817
DotP had a custom soundtrack?

>> No.9770861
File: 634 KB, 800x641, 1661780242811169.png [View same] [iqdb] [saucenao] [google]
9770861

>>9770783
Ladies and gentlemen, it's time for some Serious Business Saturday! Pack your bags because we'll be traveling to the dark side of Sirius today. It's going to be a long trip, maybe. Grab the map here: https://maska322.itch.io/the-darkside-of-sirius
Also, the classics patch just got an update that adds more HUD customization features. It's not required to join but some of its new features might tickle your fancy.
>IP (join via specify server): 45.79.57.115
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch and after installing launch the game with "SeriousSam_Custom.exe"
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. Then when connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. If you encounter any problems with this setting then try changing it to a higher number up to around 10.

>> No.9770869

>>9770859
Yes and it's horrible. The base sections are fine, the get generic metal sounding stuff, but fuck me the dark lovecraftian world gets awful unfitting music that sounds more like someone experimenting because they knew it wouldn't sound anywhere near as good as Trent Reznor.

>> No.9770892
File: 5 KB, 196x261, 2023-03-25-games-menu.png [View same] [iqdb] [saucenao] [google]
9770892

Drawing more 16x16 pixel art for my Doom games.
SIGIL's looks shitty; but I have no idea what to draw there.
Here's my games menu. There are way more games installed, but I'm filling in the menu as I draw more icons.

>> No.9770905

>>9770869
Have you ever used SonicMayhem's Methods of Destruction as an alternate soundtrack?
How does it fare compared to NIN?

>> No.9770920

>>9770892
What is this in?

>> No.9770951

>>9770905
Perhaps I should have, dopa's custom soundtrack ranged from tolerable to awful.

>> No.9771027
File: 2.55 MB, 1920x1080, 1670855528976631.png [View same] [iqdb] [saucenao] [google]
9771027

>>9770861
A short and sweet map pack, just how we like it. Thanks to everyone who joined!
I messed up again and didn't save the group photo, so have this minecraft secret instead.

>> No.9771115
File: 19 KB, 320x320, quake2_palette.jpg [View same] [iqdb] [saucenao] [google]
9771115

Quake bros, I'm having a retard moment.
Does Quake 2 not use fullbrights like Quake 1 does? How do light textures work, brightmaps?

>> No.9771141 [DELETED] 
File: 3.00 MB, 1697x1125, average doom fan.png [View same] [iqdb] [saucenao] [google]
9771141

>> No.9771210

>he didn't play the Die Hard fps games
ngmi

>> No.9771215
File: 216 KB, 269x336, 1650193246817119.png [View same] [iqdb] [saucenao] [google]
9771215

>>9768145
QUACK!

>> No.9771272
File: 1.79 MB, 275x275, 1656500747782100.gif [View same] [iqdb] [saucenao] [google]
9771272

happy birthday to me, lads

>> No.9771278
File: 896 KB, 1000x1015, 1615590666990.png [View same] [iqdb] [saucenao] [google]
9771278

>>9771272
happy birthday anon

>> No.9771286
File: 441 KB, 673x525, 1649364979745.png [View same] [iqdb] [saucenao] [google]
9771286

>>9771272

>> No.9771296
File: 138 KB, 533x552, 46fe199e7ff084579e6257ed3e62233cd96b214765f0e9b59dbd192f55bb8048.jpg [View same] [iqdb] [saucenao] [google]
9771296

>>9771278
Semi unrelated, but how come there's something of a Doom scene in Japan when FPS games in general aren't as big over there?

It's rather uncanny, fellows.

>> No.9771302

>>9771296
Same reason there's Touhou stuff coming out of the west. It's a niche subject that appeals to certain Japanese people.

>> No.9771307

whenever I play quake I get cravings for chocolate based products.

>> No.9771313
File: 441 KB, 512x512, 1556217519844.png [View same] [iqdb] [saucenao] [google]
9771313

>>9771307
Nesquake?

>> No.9771316 [SPOILER] 
File: 442 KB, 1165x1137, 1669045935671173.png [View same] [iqdb] [saucenao] [google]
9771316

>>9771272

>> No.9771318

>>9771296
Play Jumping Flash, it's basically a japanese-made FPS series

>> No.9771342
File: 4 KB, 120x120, ranger.jpg [View same] [iqdb] [saucenao] [google]
9771342

>>9765980
>fur

>> No.9771352
File: 537 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google]
9771352

>>9771272
Happy birthday, Anon

>> No.9771358
File: 145 KB, 875x908, D91XILrX4AAIxF0[1].jpg [View same] [iqdb] [saucenao] [google]
9771358

>>9771272
happy birthday, motherfucker.

>> No.9771368

>>9771272
Happy birthday you cool motherfucker.

>> No.9771384
File: 141 KB, 352x375, oeRbv6z.png [View same] [iqdb] [saucenao] [google]
9771384

>Like weapon set
>its stuck in shitty total conversions like moonman and grezzo
i swear i will learn slade so i can just extract the weapons from wads and use them standalone

>> No.9771387

>>9771384
No time like the present.

>> No.9771389
File: 823 KB, 785x757, 1657709154167009.gif [View same] [iqdb] [saucenao] [google]
9771389

>>9771272
count 'em

>> No.9771391
File: 17 KB, 479x353, Literally the first page.png [View same] [iqdb] [saucenao] [google]
9771391

>>9771384
Most of the weapons in both mods are taken from realm667 or outright stolen from other mods. You can find a good chunk of those weapons in isolated WADs here. https://www.realm667.com/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349

>> No.9771394

>>9771272
happy bday dude

>> No.9771424

>>9771384
Go ahead. The tools are super convenient.

>> No.9771439
File: 3.85 MB, 960x540, merited fear of hitscanners in the dark.webm [View same] [iqdb] [saucenao] [google]
9771439

>>9768113
This is pretty sick.

>> No.9771449

>>9770817
Machine Games have said they wanted to do a Quake reboot, and id has been dropping some rather unsubtle hints that they acknowledge the fan desire for the series to come back in it’s original, more serious, dark fantasy atmosphere. I can’t know which company will develop it, or if it’ll be some joint venture, but any hopes I have are firmly buried in a crypt. Doom Eternal’s backstory and weapon balancing went off the rails by the end of the second expansion, and the later Wolfenstein games became flaming landfills whose titles I can’t even remember. Even if they tried staying true to, and expanding upon, the things that were present in the original, the two Dimension episodes MG made show me they don’t understand what makes Quake’s combat fun, or how to use the bestiary properly, and if they translated it to a modern game, it’d probably be a consolized compromise that cribs from nudoom while having some gimmicks to set it apart.
One of those levels in DotM involved walking through repeat corridors while blasting lone enforcers with the double shotgun, and occasionally fighting lone shamblers that would hide behind doors.

>> No.9771452

Anybody know how to disable tiltbob in AVP2000?

>> No.9771464

>>9771439
i wonder what it would look like to have /vr/ play hideous destructor

>> No.9771469

just curious, how many /vr/ group mapping sessions have crashed and burned?

also what is 94 protons.

>> No.9771471

>>9771464
bear in mind it's not for zandronum like a lot of SNS mods are, GZDoom has almost non-existent multiplayer functionality if you're not on a LAN

>> No.9771486

>>9771449
Yeah, the more I think about my time with DotP the less enjoyable it was.
>Death Knights, Death Knights everywhere
>a few bullshit instakill traps with no way to know one is around, encouraging contant saving
>Moments where you're force switched to an explosive weapon the moment you get into close combat situations
>So many cramped corridors with armies of the aforementioned Death Knights filling them
>Low ammo. The final fight involved shotgunning two Shamblers because I had nothing left.
>The terrible music
It's still Quake, but there are much less bland and annoying mapsets to play than this.
I can't play Dimension of the Machine because I don't have the remaster, but I do hear it's better for the most part.

>> No.9771512

>>9771464
>>/vr/thread/S9153901#p9154074
Fumbling with GZD's arcane networking and trying to get everyone on the same page in a quick amount of time through an imageboard that has a 1-minute post cooldown and a period of time before new posts are shown. It did end up working however, and it was very fun.

>> No.9771519

>>9771486
All the levels I can remember from Past felt like they were churned out by someone working under a tight deadline, or by someone who was a professional level designer but had no deeper understanding of Quake's intricacies. Large, sparse, plain areas with small groups of the same enemy scattered around. And I certainly do remember running out of ammo near the end. Maybe they intended for the player to melee bait everything and use the axe.

>> No.9771543
File: 763 KB, 1920x1080, you can lead a horse to water.png [View same] [iqdb] [saucenao] [google]
9771543

>>9771464
It wasn't the worst, but not having voice comms is rough.

>> No.9771550
File: 63 KB, 591x680, shellygunkiss.jpg [View same] [iqdb] [saucenao] [google]
9771550

>>9771272
Happy birthday anon! May your birthday be joyous and hope you have a good time celebrating with family and friends.

>> No.9771552

>>9771550
why is that controller smoking?

>> No.9771553

i kinda want to start a shadow warrior group mapping project now...

>> No.9771560
File: 487 KB, 1920x1080, 20220730215743_1.jpg [View same] [iqdb] [saucenao] [google]
9771560

>>9771552
Very intense playing.
Friction from rubbing it.. ?

>> No.9771561

>>9771560
when is this game gonna get multiplayer?

>> No.9771570
File: 1.91 MB, 1280x720, Replay 2023-03-23 01-48-27.webm [View same] [iqdb] [saucenao] [google]
9771570

>>9769390
Nothing flashy with this crude beam whip yet, but I have big dreams

>> No.9771575

>>9771570
is there a good way to showcase melee range in an FPS?

>> No.9771586

>>9771575
Probably gonna get a feel for it soon enough while playing.

>> No.9771592

>>9771575
I'll probably have some sprite based hit indicators to help with that at some point. Probably a short projectile too.

>> No.9771646

How do I make my own Doom-like game?

>> No.9771650
File: 83 KB, 845x1024, CJBaunyUsAAOGh8[1].jpg [View same] [iqdb] [saucenao] [google]
9771650

currenty playing Sigil, can't say I'm enjoying myself but I'll finish it eventually.

>> No.9771658

>>9771646
dont. it'll be bad, unless its a proper callback to retro fps, then do it in crispy doom, and i mean the source code.

>> No.9771671

>>9771646
If you're someone freshly getting into this, "Doom-like" could mean a bunch of things, it's been kind of pointless label to describe any sort of shooter game across the years and not all of which have much to do with Doom per se.
There's lots of resources about Doom and Doom mods in the OP to get you oriented, then you can go ahead and consider whether it is Doom that you want or something more modern.

>> No.9771721

>>9771650
he's making you his bitch?

>> No.9771725

>>9771650
>Too much damaging floor
>Narrow and annoying spaces and platforming
>Unintuitive and poorly signaled flow that leads to some frustrations, backtracking and doublechecking
>The visuals are pretty uniform in it's edgy hell visuals, I can't remember a single recognizable landmark
It's probably not "bad" by any metric but just didn't click for me either. By 90s standards it'd probably be in all sorts of greatest of all time lists but I feel mapping has matured a lot and maybe I just had expectations too high.

>> No.9771731

>>9771646
there is a unity fps tutorial in freecodecamp, at least the fullstack tutorials I've read were easy to understand

>> No.9771774

>>9771646
just build it off of GZDoom
this is a serious suggestion

>> No.9771780

>>9771725
I hated most of it, but the cyberdemon maze was pretty cool.

>> No.9771802

>>9771780
Was easy just to kill the Cyberdemon from above where his shots hit the wall in front of him.

>> No.9771842
File: 35 KB, 631x512, kim.jpg [View same] [iqdb] [saucenao] [google]
9771842

i swear each time i update halodoom it performs worse and worse. gonna hope it gets optimized for the next official release or something.

>> No.9771902

>>9771842
Yeah, it's a damned shame because it's real fun. I slap on Babel monsters and the balance is great, little on the easy side.

>> No.9771924
File: 54 KB, 779x657, kanye katsuragi.jpg [View same] [iqdb] [saucenao] [google]
9771924

>>9771902
true, true. been running it with rampancy on btsx1 myself. the former actually turned me off before because of the lack of gore, but happened to be surprisingly fun. shoulda been more open-minded i guess.

>> No.9771949

>>9771924
Yeah Rampancy is pretty neato. I'm surprised there aren't more robot enemy mods now that ZS is a thing because there's a lot that could be done with the concept.

>> No.9771951
File: 433 KB, 2548x918, kTHrU2.jpg [View same] [iqdb] [saucenao] [google]
9771951

>>9771842
>Don't know what Halodoom is
>Google it expecting some kind of gameplay mod
>I'm hit with an entire fucking TC
>On Zandronum
>With online multiplayer support in development
Holy SHIT, how am I only hearing about this now?!
>>9771924
>Halodoom + Rampancy
Sounds like a better Halo 4 than the real Halo 4.

>> No.9771957

>>9771951
It's really more of a gameplay mod honestly. That being said, it's a pretty good one, and very in-depth. Unlike most crossover mods, it's actually fun to play and doesn't look like total shit.

>> No.9771961

>>9771957
I guess it is without a campaign of its own and only bots to play with, but when multiplayer drops, I'm betting it'll be something like MM8BDM and QC:DE where it forms its own little satellite community, and I fucking yearn for that day.

>> No.9771965

>>9771951
>zandronum
>fully 3d modeled
shit like this never ceases to amaze me. whenever it looks good, at least.
i was talking about halodoom evolved, but this really is wild.
>better Halo 4 than the real Halo 4.
it is.

>> No.9771967

>>9770817
>One of the final maps made me feel like I was developing schizophrenia for how fucked up and weird the music was
Doesn't DOPA use Quake's ost?

>> No.9771970

>>9771570

What's with the Blake Stone sprites and textures?

>> No.9771971

>>9771449
>>9771486
Lol wut DOPA is Quake for super players. A really challenging episode that was sparse with ammo but knew how to use enemies. Get on my level you faggots I played it on nightmare.

>> No.9771973

>>9771519
DOPA was headed by JF Gustafsson who is one of the ground zero Quake mappers. Jesus some absolutely shitty opinions this thread.

>> No.9771979

>>9771486
>not killing almost everything with the DBS and abusing the anti-frustration quirk of starting every new level with 25 free shells
IIRC when playing DotP a few years back on Hard I plobably had collected 100 cells by map4 that I only used whenever a map tossed multiple Shamblers at me due to the abundance of Enforcers in the first 2 maps and getting all the secrets

>> No.9771980
File: 445 KB, 1280x720, Screenshot_Doom_20230326_031300.png [View same] [iqdb] [saucenao] [google]
9771980

>>9771965
Well, this is gonna take some getting used to seeing how there's like 6 configurations and 4 classes. Thanks for pointing this out to me.

>> No.9771990

>>9771980
fyi, the dev branch on github has a couple more configurations, the last of which allows to haul 4 guns at a time, if you don`t wanna deal with the unlimited arsenal jank. but it`s also intentionally busted.

>> No.9772040
File: 109 KB, 1920x1080, FsEZlDGXgAMVa8G.jpg [View same] [iqdb] [saucenao] [google]
9772040

>>9765228

>> No.9772042
File: 150 KB, 1920x1080, FsEZlDGXgAQ8b6I.jpg [View same] [iqdb] [saucenao] [google]
9772042

>>9772040

>> No.9772043
File: 138 KB, 1920x1080, FsEZlDGWwAAFSIo.jpg [View same] [iqdb] [saucenao] [google]
9772043

>>9772042

>> No.9772045
File: 344 KB, 139x140, RangerDance.gif [View same] [iqdb] [saucenao] [google]
9772045

>>9770869
>Yes and it's horrible.
Wait, since when? Because DOPA didn't really had a proper soundtrack. I would've asked if they suddenly patched something in for re-release version, but I doubt you played that one (I don't there's much differences from the original release anyway).
Are you talking about Methods of Destruction?...
>>9770905
>>9770951
Oh. I know that some folks (including me) used it as unofficial OST for Dimension of the Past. Full playlist here:
https://www.youtube.com/playlist?list=PL9798EB41087127AF

...and some personal picks. I think it's alright.
https://youtu.be/Qxrf0mF7J78
https://youtu.be/Bd35lw-6Z-0

>>9770892
Looking cute. What are you using to draw them?
>>9771272
Happy Birthday, anon! Have fun lurking/posting here since you probably don't have anything better to do. Go play some Quake or Marathon now.
>>9771449
My bet is that Quake would be handed over to Roundhouse Studios (new company that's made of Human Head Studios team after Rune 2's release) with Machine Games acting as a support studio. Don't know why, just a hunch.
>>9771561
Most likely never. To be fair, there's really no reason to work on multiplayer when you know it will be forgotten in a few days or a week at best.

>> No.9772054

>>9771439
>maran-ACK!

>> No.9772064
File: 1022 KB, 3840x2160, e6403a53fb9715009f03ca9c9891bde0e812fe713b8e7131.jpg [View same] [iqdb] [saucenao] [google]
9772064

That do you guys think about Warhammer 40k Boltgun?

>> No.9772070

>>9771951
>>9771980
it's funny because the two HaloDoom projects (HaloDoom and Halo: Doom Evolved) are actually entirely separate
one's an MP-focused Zandro mod and the other's an SP-focused GZDoom mod

>> No.9772108

>>9772045
>when you know it will be forgotten
i don't care if it is or isn't forgotten desu.

and neither should you.

>> No.9772112

>>9772064
i think its gonna be bad, since its clearly aping doom eternal, and i didn't really like doom eternal.

>> No.9772135

>>9772108
>and neither should you.
Fair. I'm not against that. It would've been great to have some kind of multiplayer, especially with bots for lazy idiots with no friend.
Was just being cynical here after getting reminded of Quake's re-release and Dusk multiplayer.

>> No.9772150
File: 1.33 MB, 1920x1080, Screenshot_Doom_20230326_055809.png [View same] [iqdb] [saucenao] [google]
9772150

>>9772135
>Dusk multiplayer
was remembered enough to get a map in QC:DE at least.

>> No.9772165

>>9772040
>>9772042
>>9772043
This looks great, tell me more.
>>9772064
Shotgun looks chunky and satisfying. It otherwise looks like it will be a “fine” 7/10, doesn’t seem like it would stand out much without the 40k IP, and I don’t know if it’s running on a thread-relevant engine.

>> No.9772209
File: 3.29 MB, 319x215, 1653434867344700.gif [View same] [iqdb] [saucenao] [google]
9772209

>Check out Cacowards 2022
>first place is The Magenta Spire
>try it out
>hard as balls even on Hurt Me Plenty
>constant lack of ammo
>dying all the time
Was I always bad at this bad at DOOM

>> No.9772212

>>9771296
not that it has anything to do with doom, but they're starting to play a lot of apex for some reason

>> No.9772213

>>9772209
I look like this and I do this

>> No.9772221

>>9771967
Then I have no fucking clue why I got weird music with mine.
>>9771971
Haha what a story, Mark!
>>9771979
Honestly, I probably disliked DotP mainly because I've been playing a ton of modern maps and it felt basic and mediocre as a result. I made a mistake not playing it first, it seems.

>> No.9772225

>>9772045
It's not that music either.
I can't even remember where I downloaded it. Turns out my biggest issue with the mapset isn't even a real thing for most people. Weird.

>> No.9772229

>>9771973
Wasn't Ground Zero seen as really annoying at the time for all the traps?
I might be wrong of course.

>> No.9772301

>>9771973
>It was headed by a guy who helped make an irritating turret-filled expansion to a mediocre game 20+ years ago
I see

>> No.9772356
File: 210 KB, 1920x1080, 20230325183925_1.jpg [View same] [iqdb] [saucenao] [google]
9772356

Getting the hang of Heretic, really enjoying this so far. I just don't know what the yellow square in the middle of the HUD represents - at one point the square below it was glowing green and I've no idea what triggered it and what's it supposed to do.

>> No.9772364
File: 156 KB, 640x640, 1611723881814.jpg [View same] [iqdb] [saucenao] [google]
9772364

>>9772356

>> No.9772367

>>9772356
Those squares are keys

>> No.9772397

>>9772301
>>9771973
B-b-bu-but muh 1964
No really, its so damn cool

>> No.9772404

>>9772364
smooth textures and high resolutions have been industry standards since forever, if Carmack had the raw power to make the Doom engine look like that back in the day he would have. But to each his own.

>> No.9772405

Why doesn't GZDoom have a borderless windowed option?

>> No.9772412

>>9772404
no he wouldn't have you retard.
it looks like shit. he wouldn't even need romero to tell him that.

>> No.9772414
File: 3.78 MB, 2150x1177, heretic.png [View same] [iqdb] [saucenao] [google]
9772414

>>9772367
Lmao, makes sense. Thanks.
Now, where the fuck is the secret in this level, I think I've checked every nook and cranny and unghed every wall in existence but to no avail...

>> No.9772419

>>9772225
>I can't even remember where I downloaded it.
It's almost intriguing, actually. Just what kind of music is that and how terrible it can be. lol

>> No.9772424

>>9772405
Its fullscreen is borderless windowed. Exclusive fullscreen got removed years ago.

>> No.9772425
File: 66 KB, 640x480, glquake.jpg [View same] [iqdb] [saucenao] [google]
9772425

>>9772412

>> No.9772428

>>9772425
that looks atrocious.

>> No.9772430
File: 129 KB, 702x445, quake-voodoo-2.jpg [View same] [iqdb] [saucenao] [google]
9772430

>>9772428
Send your feedback to johncarmack@idsoftware.com

>> No.9772432

>>9772419
>>9772225
Was it the freeware edit of NIN's "Ghosts I-IV" (released as a replacement for the Q1 OST) by any chance?
https://www.youtube.com/watch?v=EojUUSNjhRg

>> No.9772436

>>9772430
shut up.

>> No.9772442
File: 2.96 MB, 2560x1440, 1621611300291.png [View same] [iqdb] [saucenao] [google]
9772442

>>9772404
>But to each his own.
That's the important part, the Carmack stuff is whatever. 'Filtered' vs 'non filtered' has all been personal preference to me. Only thing I don't like the look of is "high resolution" packs that go too far with too little, like any upscaled texture pack for Doom and Quake 1/2. That shit grosses me out, but not when it comes to adjust Doom 3 and Quake 4 packs.

>> No.9772449
File: 1.09 MB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
9772449

Dissolution of Eternity is a lot more fun to me than Dimension of the Past was.
Ammo is plentiful, there are a lot of cool traps to avoid, new enemy types, it's just great all around.
Love the multi missiles and the plasma rifle. I'm shocked Arcane Dimensions and Alkaline didn't just straight up rip this version of the plasma, it's really cool.

>> No.9772456

>>9772432
Oh, well this is embarrassing. Yeah, it was that.
Wow, I don't care for Ghosts at all, it just doesn't fit with the non-techbase levels to me. I'm honestly surprised that it IS by Nine in Nails after the stuff I was saying about it.

>> No.9772461
File: 61 KB, 841x629, 1658039957827072.jpg [View same] [iqdb] [saucenao] [google]
9772461

>>9771272
Have a good one bro

>> No.9772469

>>9771272
https://youtu.be/f1RYIZQYmhY

>> No.9772492

>>9772469
it's insane how it's a 2003 game, looks amazing, the eyes add so much, the facial animations are something else
why did everything else look like shit in comparison?

>> No.9772521

>>9772405
if you are playing a game that instant switch to desktop it is using borderless widescreen by default, developers are silently removing exclusive fullscreen since some time ago

>> No.9772524
File: 9 KB, 369x300, 1678222302923182.png [View same] [iqdb] [saucenao] [google]
9772524

>>9772521
*windowed

>> No.9772530

>>9772521
>silently removing exclusive fullscreen since some time ago
quick rundown? this is news to me.

>> No.9772538
File: 51 KB, 197x190, comfy doomguy.png [View same] [iqdb] [saucenao] [google]
9772538

>>9767551
Judge you for what, your excellent taste?

>> No.9772551

>>9767551
>In the Making of Doom 3 book, the equation "Sexy + Gross = Creepy" was used to describe the driving concept behind the vagary.

Jokes on them it just equals very sexy

>> No.9772558

>>9772530
>quick rundown?
Probably for e-celebs who need to quickly access OBS to stream and shill the games.

>> No.9772574

>>9771973
Not entirely related, but as an amateur level designer and playtester, one of the most important things ive realized is that what the player FEELS is more important than the objective reality. Because youre designing it for them to have a fun experience, right? So if they miss something you think is obvious or think something works differently than it does or feel like the map is the product of a newb, thats still valuable to know because you know your work is creating that impression. Dont just correct them and leave things the same.

>> No.9772608
File: 1.13 MB, 1280x720, heard_you_like_rabbits.png [View same] [iqdb] [saucenao] [google]
9772608

>>9767441

>> No.9772652

>>9771973
I'm playing through Ground Zero for the first time now, and it's way better than DOPA was.
>Plenty of ammo
>Fun encounters
>Reasonable number of Death Knights instead of clusters of them
Just because this guy was a big deal doesn't mean he can't fuck up now and then.

>> No.9772678

>>9769493
amazing
also, is that the 2048 pistol?

>> No.9772704

>>9772652
>I'm playing through Ground Zero for the first time now, and it's way better than DOPA was.
>Reasonable number of Death Knights instead of clusters of them
Are one of these things mixed up? Ground Zero is a Q2 expansion.

>> No.9772705
File: 845 KB, 437x520, c3fluster.gif [View same] [iqdb] [saucenao] [google]
9772705

How do I stop custom Quake 2 enemy sounds from looping eternally?

PLEASE HELP THIS IS THE ONLY THING PREVENTING THE 25TH ANNIVERSARY COLLABORATIVE UNIT FROM RELEASING

>> No.9772739

>>9772705
Have you tried looking at how expansion packs make their custom enemies work?
t. someone who never modded q2

>> No.9772743

>>9772678
Yup. I wanted to use something that would give off the appearance of dealing more damage, and it already had reload frames.

>> No.9772747

>>9767905
please help :(

>> No.9772757

redpill me on quake champions

>> No.9772761
File: 161 KB, 1114x935, jobethandmarybeth.jpg [View same] [iqdb] [saucenao] [google]
9772761

>>9767441
>>9767457
Many a fap was had to Timesplitters girls. I remember cranking it quite a lot to both Jo Beth Casey and Mary-Beth Casey. Later on developed a darker damsel in distress fantasy about them being hanged on the TS1 Mansion gallows, though I did not like myself having those thoughts..

Nowadays I'm quite fond of Bombshell in her Ion Fury appearance, but more the idea of the character than how she appears in-game aside from the main menu artwork, and maybe a combination of her in-game model and the dynamic portrait. Some of drawn concepts for her potential DNF appearance before the cut were really good too but I'm going by what's actually in the game.

>> No.9772763

>>9772757
shit + not retro
Play Quake 3 instead.

>> No.9772765

>>9772704
Yeah, I fucked up. For some reason I was thinking of Dissolution of Eternity. Which I stand by being very good.

>> No.9772776

>>9772739
It was fixed by replacing the custom .pak-file which was broken with a working one.

>> No.9772781

>>9772432
>>9772456
Well, now the mystery is solved. I didn't even know Ghosts I-IV is a thing.
>>9772449
Both mission packs are awesome.
>>9772757
Just check it out yourself or look for a thread on /vm/. I couldn't really give it a try due to potato setup, so there's nothing I can tell besides lore stuff and nobody cares about that.
All you will get here is most likely "muh, not retro" messages that are more appropriate this time.

>> No.9772804

>>9772776
Good to know, the solution turned out to be pretty simple.

>> No.9772805

>>9772804
It was a clusterfuck regardless.

>> No.9772824
File: 1.63 MB, 1600x900, spasm0243.png [View same] [iqdb] [saucenao] [google]
9772824

>Q1 toaster anon, why did you stopped shilling Dwell?
I didn't like the AD_sepulcher map and I doubt this one somehow won't be just as tedious to 100% as that one was and trying to complete the previous level already spoiled my mood yesterday

>> No.9772834

>>9771272
happy happy, fren

>> No.9772837
File: 3.77 MB, 2560x1440, entryway.png [View same] [iqdb] [saucenao] [google]
9772837

>>9772824
haha I just looked at the stats myself not too long ago, I don't do that often so it came as a shock. I'm buckling in.

>> No.9772868

>>9772824
Also a toaster anon keeping Dwell on hold.
I like the map design (for the most part) but I honestly don't enjoy it as much as other Quake content. So far the only thing I've played that I came close to hating was DotP, but I can't deny some mods and maps can be a little obnoxious so I avoid those when possible.

>> No.9772906

>>9767905
>>9772747
Dsda-doom and prboom+ both allow this. I have toggle freelook bound to a key specifically for the rare instance it's useful.

>> No.9772942
File: 106 KB, 1280x720, 1623524941383.jpg [View same] [iqdb] [saucenao] [google]
9772942

>> No.9772954

>>9772942
Best character in OpFor.
Fuck it, the best character in Half-Life.
I hate how we get him as a companion for two minutes and then he can't follow us anymore. The cheeky fuck casually blew that surprise headcrab out of the air when I went up the lift that seprates you in my first playthrough and then yelled up at me: "YOU THINK IT'S ALL ABOUT YOU!"
I fucking love you, Otis. Best side character ever.

>> No.9772964

>>9765419
I HUH THE SHUBNIGGURATH!
I HUH THE SHUBNIGGURATH!

>> No.9772967
File: 159 KB, 512x512, C0a0_gus02.jpg [View same] [iqdb] [saucenao] [google]
9772967

>>9772954
>I hate how we get him as a companion for two minutes and then he can't follow us anymore
That describes most NPC companions in Half Life games, well, aside from sections where you can get them again after you unlock the way for them from another side, like in Office Complex where you can take the security guard almost all the way to the end.

>The cheeky fuck casually blew that surprise headcrab out of the air
The cheeky breeki shot ME trying to get that headcrab on my last playthrough lmao

>best character in half life
Isn't there someone you're forgetting...

>> No.9772969
File: 886 KB, 1280x720, w90002.png [View same] [iqdb] [saucenao] [google]
9772969

>> No.9772973

>>9772964
weve got you surrounded! come implant your violenceboner electrode!

>> No.9773004

>>9772967
I hope Gus got out alive and ran over some headcrabs in his forklift too.

>> No.9773005

>>9772064
Added to my Wishlist. Cannot be any worse than Fire Warrior. 40K setting is a great fit for boomer shooters.

>> No.9773009

>>9772430
>>9772425
I prefer the unfiltered look but there's nothing wrong with the filters as long as they aren't being added after the fact. CRT Shader + VGA graphics >>>>>

>> No.9773019

>>9770281
>Purifier
bloody nice map, but I felt the final area was a bit on the easy side, which is a let down because that arquitecture is impressive, deserved a bit more carnage.

>> No.9773025

>>9772064
From what little I've seen it looks like a style over substance game.
Which can be fine too, 40k Dawn of War is kind of silly and flawed as an RTS but it rocks.

>> No.9773081
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9773081

>>9772064
Faux "throwback" shooter that wanst to cash in on the "boomer shooter" trend.
Not a retro game, not a classic fps and not on a retro engine.

However, that doesn't mean I couldn't enjoy it if the game itself ends up being competent. The spritework and the designs for the WH40K shit look good, but the animations look really really choppy.

Other than that, I'll judge the rest when non-cherrypicked gameplay is out.

>> No.9773105
File: 404 KB, 1920x1080, 20230326213528_1.jpg [View same] [iqdb] [saucenao] [google]
9773105

Pretty fun episode, but kind of a luckluster ending, you get a shit ton of invincibility rings, tomes of power and wings so breezing through the end was pretty much a given. Hoping for some fun boss encounters in the following episodes

>> No.9773193

>>9773105
Okay, kind of getting tired of Heretic's music. Anyone have any good mods or something good to play in the background instead?

>> No.9773220

>>9773193
There's Raven MIDI pack that replaces duplicate tracks with originals.

>> No.9773225
File: 1.42 MB, 1600x900, spasm0255.png [View same] [iqdb] [saucenao] [google]
9773225

>>9772837
>they knew that you'll mess up the platforming section at least 15 times and actually tied a secret to that failure condition
Ebin . . .

>> No.9773276

>>9773220
I've downloaded it, but I don't know how to install it/where to unpack it

>> No.9773296

>>9773276
I falsely assumed it'd be as simple as Doom music track replacements but doomwiki indicates Heretic has got some differences in how music lump is handled so you need a mapinfo lump that instructs on which tracks to play, but I dunno how ¯\_(ツ)_/¯

>> No.9773297
File: 3.92 MB, 640x360, vkquake3262.webm [View same] [iqdb] [saucenao] [google]
9773297

There's some wacky fun traps here.
>>9773225
I wish I had saved it when I finally made it through, I had the timing all wrong initially.

>> No.9773359

>>9772906
>prboom+
Thank you. I'll have to look through the settings again.

>> No.9773367
File: 1.04 MB, 900x600, SUNDAY NIGHT SHITSHOW 104 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9773367

Today we put the "Shit" into "Sunday Night Shitshow" as we play through one of the worst fucking things ever made for Doom - Doomer Boards Project #48: Aliens vs. Predator vs. Terminator vs. Jason vs. Hell vs. Steven Seagal, a true testament to the experimental and avant-garde shit characteristics that ZDoom maps are known for.
The password is "MoreLikeTumorBoardsHahaGottem"
Hold on to your sphincters and connect with Zandronum 3.1
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9773372

>>9773367
goddamn, it's been almost a full year already

>> No.9773385

>>9773367
Holy fuck

>> No.9773438

https://www.youtube.com/watch?v=1tg6e1I4Iz8

He's moving onto the tests for the plasma gun now. Yay. (?)

>> No.9773449

>>9773438
All of these have looked consistently fucking terrible but it's funny to see all the yes-men and the VR zoomers in the comments creaming their pants at the sight of these. No idea why he's bothering with this bullshit instead of touching up the other two mods he's already got underway.

>> No.9773471

>>9773449
>No idea why he's bothering with this bullshit instead of touching up the other two mods he's already got underway.
some spic lent him the code to make it possible apparently

>> No.9773484

>>9773438
I do like how the voxels look from a distance when you rotate around a target and see all of the rotations smoothly without seeing the sprite change at every 45 degrees. Up close the voxels are pretty jarring and distracting, especially the monster corpses when seen from all directions.

>> No.9773490
File: 79 KB, 653x653, 1670766363069453.jpg [View same] [iqdb] [saucenao] [google]
9773490

>>9773367

>> No.9773496
File: 1.12 MB, 1920x1080, Screenshot_Doom_20230326_183725.png [View same] [iqdb] [saucenao] [google]
9773496

>>9773367
Jesus fucking Christ. No group photo today, this WAD doesn't deserve one.

I put up SRB2Kart if you have nothing else to do, at 51.161.34.159. Might want to grab the updated mods here before joining: https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g

>> No.9773504

>>9773484
>>9773438
They look fine on the monsters for obvious reasons, I personally think they look fine up close also even if the dead bodies can have weird proportions. Think that jank adds to the charm somewhat.
Weapons however are a terrible idea. I was hesitant at first and he seemed reluctant when asked early on, but with each consecutive test run, the more convinced I am this is a waste of effort.

>> No.9773508 [DELETED] 

I only played Star Fox 64. What happened in Titania?

>> No.9773514

>>9773449
The weapons look bad imo, but the monsters look good. And the textures are neat so far, but when they get clipped off it's ugly.
The weapons look bad because it either needs to be rendered on a separate camera with different perspective from the rest of the game, or you have to fake the perspective in the voxel model.
He's also upped the apparent resolution of them for the same reason, so the whole thing looks too smooth to compensate for the depth.

If he went with the faked perspective, he should do is have the model done in three chunks with varying voxel densities.
So the layer furthest away would be 1:3, next layer would be 1:2, then 1:1.
That is, three voxels per pixel of the original sprite, then 2 to 1, then 1 to 1.
That way it somewhat maintains the pixel density on screen.

>> No.9773517

>>9773514
>with varying voxel densities
Or voxel scales if that's possible. Don't see why it wouldn't be.

>> No.9773529
File: 215 KB, 1920x1080, zerob.png [View same] [iqdb] [saucenao] [google]
9773529

>>9768113
Very cool so far. I couldn't resist trying it with brightmaps.

>> No.9773559

>>9773514
Yup. He's gonna be guessing at it for a while until he realizes he can't render the weapons the same way everything else in the game is, especially if he's aiming for VR which is what he and his community seem to be fixed upon. The weapons are 95% hand-drawn and won't make sense in a 3D environment unless he employs perspective tricks or cuts a lot of corners.
At any rate, that would way more complicated than it would need to be, ironically require way more effort than anything else he's tackled so far, and the end result wouldn't be very appealing to look at.

>> No.9773564

>>9773367
https://youtu.be/Zj9pJiYXAMg?t=16

>> No.9773572
File: 265 KB, 685x705, cacowideopen.png [View same] [iqdb] [saucenao] [google]
9773572

Random graphics and perspective complaints reminded me that I've always had a problem with Caco side sprites. In front view of Caco the mouth looks absolutely massive and the predominant feature but in the sideview it's a tiny silly little opening.

A 30 second demonstration to show what I mean, I just think the mouth ought to be deeper and wider when viewed from the side. I always think of Caco as a floating mouth, not a floating tomato with a mouth.
When they couldn't ripoff the graphic like they did with the front sprite, adapting it to different perspectives wasn't their strong suit.

>> No.9773596
File: 12 KB, 79x97, ezgif.com-gif-maker(26).gif [View same] [iqdb] [saucenao] [google]
9773596

Gonna write code for disappearing arch-vile tomorrow, see how it actually looks in game. Hopefully it won't be visible how lazy the transformation is if I speed it enough.

>> No.9773617

>>9773596
That looks sick, is he meant reappear near you like a blink spell?

>> No.9773619

>>9768547
Check out ONSLAUGHT
https://youtu.be/Df-Fnoy6Uq0

>> No.9773627

>>9773617
No, he's going to to turn into invincible energy ball and float around, then turn back into his physical form when he decides to attack or resurrect. So you'll kinda have to catch him in the act to kill him.

>> No.9773630

>>9773627
That sounds like a fun twist on the regular Archvile. Should be easy enough to implement as well.

>> No.9773645
File: 617 KB, 1920x1080, kart0192.png [View same] [iqdb] [saucenao] [google]
9773645

>>9773367
Water's fine, kids, jump on in

>> No.9773648
File: 379 KB, 500x374, bloodbloodbloodblood.gif [View same] [iqdb] [saucenao] [google]
9773648

Invincible archies reminded me of a cruel dehacked gimmick idea I had one time. An invincible (or just unreasonably high health) archvile that has no attacks, has the "friendly" MBF21 setting so it seeks out enemies and resurrects corpses as enemies. So it just follows you around and resurrects everything you try to kill. Kind of nightmare-lite scenario that you need to be aware of where your archie is and whats he up to.

>> No.9773650

>>9773648
You can make him invisible and intangible for good measure too.

>> No.9773651

>>9773650
Being invisible goes against the idea that you HATE that guy.

>> No.9773656

>>9773648
One of the new Ad Mortem maps used a friendly Archvile, didn't it?

>> No.9773667

>>9773656
I don't know. The idea was inspired from this video but instead of being a behind a scenes bundle of jank it'd be the central challenge that'd follow you throughout the map(s).
https://www.youtube.com/watch?v=Fouy1v1DVs0

>> No.9773674

>>9773667
The one I was thinking of was on map07, but it's not friendly.
Still, would be very easy to implement. You could even make it non-solid so it can't get boxed in by enemies.

>> No.9773680

>play Quake for 30 minutes
>stop playing because lack of enemy variety and samey level design
>30 minutes pass
>start up Quake again.

:DDD

>> No.9773686

>>9773680
HUP HUP HUP

>> No.9773692

>>9773680
>try playing one of the expansions on nightmare in the remaster
>no ammo, no health
>tons of enemies
Then I turn it off until I forget why I dropped my playthrough.

>> No.9773731

>>9773692
I'm assuming that was DotP/DotM? The actual expansions give you tons of ammo.

>> No.9773741

>>9772045
>My bet is that Quake would be handed over to Roundhouse Studios (new company that's made of Human Head Studios team after Rune 2's release)
Rune 2 was a fucking dogshit insult though, i would think they would give it to someone trustworthy

>> No.9773743
File: 360 KB, 1920x1080, kart0196.png [View same] [iqdb] [saucenao] [google]
9773743

>>9773367
>Kegan on suicide watch

>> No.9773753

>>9772530
it's not documented and everybody does it differently, it's easier and faster to make a borderless window
I don't care, I alt+tab a lot and have thousand of frames in doom and quake but in graphic intensive games the input delay is there

>> No.9773754
File: 2.89 MB, 1259x947, free.png [View same] [iqdb] [saucenao] [google]
9773754

>>9773496
Kart just refuses work on my computer now. Guess I am finally free.

>> No.9773758
File: 381 KB, 640x501, 1521277889335.png [View same] [iqdb] [saucenao] [google]
9773758

>>9768547
GMOTA's iconic Blazkwicz arsenal consists of his sword, a gauntlet that fires paralyzing shots and multiple sub-weapons.
Hexen has a melee dedicated character, Baratus. There are multiple mods that bring ideas and gameplay from Hexen into Doom, I recommend Walpurgis and HexArcana.
Memoirs of Magic is a cartoonish total conversion, it has multiple melee-oriented classes iirc.

>> No.9773763
File: 2.98 MB, 2560x1440, dwe12d.png [View same] [iqdb] [saucenao] [google]
9773763

Dwell's second episode is done and a great time was had. I liked how sprawly some of the later levels got with their progression, even though the eighth map can be hard to digest.

>> No.9773776
File: 49 KB, 747x247, file.png [View same] [iqdb] [saucenao] [google]
9773776

>>9773754
resd in bease :DDDDD

>> No.9773785

>>9773731
Yeah, it was The Forgotten Castle from Dimensions of the Past. I've beaten it before on Hard, but that was years ago and I don't remember how.

>> No.9773806

>>9773763
i liked the ocean side map the best, it had the most cohesive and impressively interconnected design
some of the later maps start using teleports a lot and it feels more disjointed
the foggy swamp map with bridges was very good but that section felt like a whole different level than the first section

>> No.9773810

>>9773496
isn't ironic this general play more racing than /vr/oom?

>> No.9773824
File: 100 KB, 1920x1080, 20230326205640_1.jpg [View same] [iqdb] [saucenao] [google]
9773824

>> No.9773841

>>9773785
Yeah, I found that a few days ago.
Try some mods like Arcane Dimensions and Alkaline, they're much better than the official content.

>> No.9773854
File: 159 KB, 1920x1080, Screenshot_Doom_20230308_030000.png [View same] [iqdb] [saucenao] [google]
9773854

>>9771970
Blake's my favorite Wolf engine game and I wanted more of that art style and color scheme, but in the Doom engine.

>> No.9773872 [SPOILER] 
File: 34 KB, 600x600, 1462298651871.jpg [View same] [iqdb] [saucenao] [google]
9773872

>>9773810
To be fair, /vr/oom doesn't exist anymore. They crashed and burned

>> No.9773890

>>9773841
I'm just playing through for Steam achievements honestly. I hate how the port forces Nightmare to be at 50 health instead of doubling enemy speed.

>> No.9773950
File: 2.84 MB, 1756x925, 1660430511904177.png [View same] [iqdb] [saucenao] [google]
9773950

A Serious Case Of /vr/ progress report. Haven't posted in a while because progress on this room was pretty slow. The lighting still isn't perfect and I doubt I'll be able to make it so due to some weird engine quirks, but I think things being brighter that normal will be better than if it was too dark.
Now that the brushwork is done I can get to work on enemy spawns and setting up triggers next. You guys are going to love (see: hate) this room.

>> No.9773953
File: 2.93 MB, 2560x1440, dwe2nwt.jpg [View same] [iqdb] [saucenao] [google]
9773953

>>9773806
I think I liked map 7 the most, very comfortable 'nali temple' vibes, big fights, and a lot to find without feeling overwhelming.
>the foggy swamp map with bridges was very good but that section felt like a whole different level than the first section
I kind of liked that transition, from cramped-to-large. Same kind of style with the fog and water ceiling, it at least felt thematically the same to me.
>>9773950
That looks really good.

>> No.9773957
File: 2.11 MB, 627x704, 1676921562001116.gif [View same] [iqdb] [saucenao] [google]
9773957

>>9773953
>That looks really good.
Thanks! I hope I can make it play as well as it looks.

>> No.9773969

>new HL1 Field Intensity update is out
>they're eliminating more keycards
huh it looks like they actually read my criticisms

>> No.9773971

>>9773367
We're done here

>> No.9773976
File: 406 KB, 1920x1080, kart0037.png [View same] [iqdb] [saucenao] [google]
9773976

>>9773367
This wasn't the skip, I don't even know if the skip still works.
Replays: https://files.catbox.moe/0sshbd.zip

>> No.9774039

>>9773950
>>9773953
I haven't been keeping up with the Sam project, how many maps are being worked on?

>> No.9774076

>>9774039
Sadly, I've been the only one vocal about it. Others have said they wanted to make one but I haven't seen anyone else post progress or updates about their maps.

>> No.9774086

>>9774076
Must've gotten spooked by the editor and are too ashamed to say anything.

>> No.9774135

>>9774086
>are too ashamed to say anything
c'mon, serious sam is not that bad

>> No.9774157

>>9774135
No SS is among my favortite games of all time but the editor is fucking clunky as hell compared to the latest Doom editors or Trenchbroom or JACK.

>> No.9774176

>>9774157
you just gotta
get serious about it

>> No.9774182

>>9774135
I never said anything about Sam being bad, I said the people who said they would make a map ended up not being able to get an understanding of the editor and quit without saying anything.

>> No.9774192

>>9773559
>VR
I haven't been following his community, but that's kinda retarded. I would only worry about that after making it look good in 2D. And I like VR.
I think it would look fine if he "animated to the camera", but yeh. He seems to be sticking to this route. For worse imo.

All that said: I really do like the monster voxels, and think he did a crazy good job. It's not 100% perfect imo, but it's still damn good. The workload alone is admirable and the results are ace.

>> No.9774217

>>9774192
>It's not 100% perfect imo, but it's still damn good.
It cannot be 100% perfect. At the end of the day, it's his rendition of how it'd look like with lots of small choices. There needs to be data about depth added in order to translate the sprites to models and that's subject to, well, subjectivity.

>> No.9774271

>>9774217
>It cannot be 100% perfect
ofc, I meant to me personally.
Mostly just side silhouettes.

>> No.9774345
File: 1.79 MB, 600x338, act up.gif [View same] [iqdb] [saucenao] [google]
9774345

>the nazis in the lovecraft monster pack are replaced with walking assholes that shoot literal feces at you
idk if this is some sort of commentary or an actual lovecraft reference but the vibes went from 100 to 0 in half a tic

>> No.9774402

>>9773741
>Rune 2 was a fucking dogshit insult though
To be fair, Human Head Studios gone to shit after Prey 2 situation. Which makes the story with Rune 2 all the sad and bizarre.
>i would think they would give it to someone trustworthy
Well, there's no one at Zenimax/Bethesda crowd who is really trustworthy? I just have doubts that id Software or Machine Games would end up getting directly involved with Quake. DOOM is more popular and it would make more sense for id to milk that cow. As for Machine Games, they still need to finish that Wolfenstein trilogy + there's that Indiana Jones thing.
>>9773890
At the very least, they could've added both original and this new variation of Nightmare. I would say I didn't really care about 50 health thing, it just felt like a change for the sake of change. Besides, I think that re-releases and remaster should put much more effort into proving the original expeience to the players instead of switching things aronud. Run a marathon to get all achievements personally (cheesing them as much as I can). Godspeed, anon.

>> No.9774425

>[3-14] Half-Life MMOD released
It's a buggy shit that edits the levels for no reason other that adding more barnacles, because that's what HL1 encounters needed. Also adds HOMs in places, and an OpFor gun at the very end that got changed to function like Quake 2's BFG, and has basically no places to use it left.

The "great AI changes" consist mostly of enemies running away much less and preferring to stand in place and take it like champs.

New VFX and more barney/scientist variety are nice though.

>> No.9774451

I remember some anon compiling a decent database of handpicked wads on the base of DoomLauncher with screenshots and shit
Anybody has a link? Because I can't find it in the news, desuarchive search or any other way.

>> No.9774462

>>9774425
yeah i remember liking 2's MMOD but this one is kinda bad

marines keep surviving the fucking grenade launcher

>> No.9774475

>>9773004
He had a hardhat, no bitch ass headcrab was getting my boy Gus's head

>> No.9774478
File: 14 KB, 484x697, 1657874369251630.png [View same] [iqdb] [saucenao] [google]
9774478

>>9773854
I am really looking forward to the end result of your work, friend. That aesthetic rocks.
Plus she cute, blunt bangs rule.

>> No.9774482
File: 1.63 MB, 1178x671, file.png [View same] [iqdb] [saucenao] [google]
9774482

What are the maps on these shots, can anyone tell me?

>> No.9774501

>>9774482
Top is Ter Shibboleth (Drake Redux) map 8

>> No.9774505

>>9774501
Where do I get Drake Redux itself these days? All I can find is an ancient drake beta or as part of a different mods

>> No.9774515

>>9774505
quaddicted?
>>9774482
bottom one is tears of the false of from arcane dimensions

>> No.9774516
File: 796 KB, 320x240, 4c32181b21c5d3c912f743eaa0860ddceb217193.gif [View same] [iqdb] [saucenao] [google]
9774516

>playing black tower
>get excited after finding a kite to finish off the cyberdemon at the top
>sounds clear
>start scavenging around to see if I missed anything
>there's a lone arachnotron left
>he spooks me and I fumble as he lasers my last 30hp
this is what I play for

>> No.9774517
File: 100 KB, 805x540, 1663070813231843.gif [View same] [iqdb] [saucenao] [google]
9774517

seeing this pattern where everyone chooses the harder difficulty in quake for a map they never played before
I personally think it's fair to die in nightmare several times
how many times do you think it's acceptable to die before starting to think the map is actually unbalanced?

>> No.9774526

>>9771973
I liked DOPA.

>> No.9774527

>>9774517
>how many times do you think it's acceptable to die before starting to think the map is actually unbalanced?
I always assume that I'm just bad at the game in given moment.

>> No.9774532

>>9773438
I'm impressed that when translating a flat 2D sprite into a 3D object with actual volume, he's managed to make it somehow look a lot flatter. Can barely tell the projectiles are voxelized.
Looked nice with the props, and sort of with the monsters, but with the current approach, the weapon he's working on looks bad.

>> No.9774591

>>9774135
i chuckled, anon

>> No.9774661

>>9768919
Nice. As a tip, you can get instant increased accuracy on your automatics by ducking, which will help you with lining up those headshots at a distance. If you stay crouched, you can hold down the trigger and still get near-pinpoint accuracy at medium range, and it will also immediately eliminate any accuracy penalties caused by waving your gun around.

>> No.9774686

>>9774532
The weapon sprite is always at a static angle on your screen, there's absolutely no need for it to be voxelized too.

>> No.9774692

Man, something is hideously wrong with Violent Rumble 1.02 (the Dec 6 2021 release) on Ironwail 0.7. NBABS and Clocktower have both had all the pickup models shuffled (not even consistently shuffled between maps, IIRC), although Miasma District seemed to be OK, and all three have steadfastly refused to spawn nailguns, instead giving the Prox Launcher and Laser Gun.

>> No.9774724

>>9774692
Are you sure you do not have the Randomized Rumble modifier enabled? You can try impulse 33 to toggle it.

>> No.9774730
File: 274 KB, 1024x768, quck_demo2.jpg [View same] [iqdb] [saucenao] [google]
9774730

>>9774517
I never played any map on easy that wasn't Bolts.bsp and QUCK maps - and only because my laptop crashed on the harder difficulties due to those maps having +1000 kills caused QsS to run out of free edicts

>> No.9774741

>>9774724
Thanks, it was on. Not entirely sure why it was on, I don't think I turned it on when I started. Maybe I've just forgotten.

>> No.9774803

>>9774517
It's the same as Doom. UV is the accepted difficulty to play at, and Quake was the same for its hard mode.
Honestly, I think Quake is generally easier than Doom due to the high mobility and the fact that the powerful rocket launcher basically becomes the workhorse weapon from mid to late game.
I don't play nightmare, because the last time I did all the Ogres stood still hurling grenades that had no chance of hitting me.

>> No.9774805

>>9774803
>because the last time I did all the Ogres stood still hurling grenades that had no chance of hitting me
that's why the re-release took the copper way and nightmare is hard with health capped at 50hp
quake on nightmare is not like the doom one, nightmare doom is a meme

>> No.9774846

>>9774482
No idea what the top one is, but bottom is Tears of the False God, a map by Bal and easily one of Arcane Dimensions' best maps.

>> No.9774849

>>9774475
The Combine wear military grade armour and alien tech but they can get crabbed all the same.

>> No.9774851

>>9774849
i doubt the combine would give them advanced armor.

its probably just kevlar.

>> No.9774852

>>9774482
with the knowledge that these are quake maps, these look grotesque.

>> No.9774861

>>9774852
How so? Or are you a purist who needs all Quake maps to be brown and grey castles (Nothing wrong with that, but it gets boring after a while).

>> No.9774867

>>9774849
Gus's headgear is yellow. It spooks the crabs.

>> No.9774868

>>9774861
no, its too smooth.
i like my arches to show their polygons, i think pixels are the shit, and the lighting is too smooth for me.

it looks like there will be this art dissonance, with all the chunky enemies roaming about these high quality places. it feels off.

>> No.9774873

>>9774451
Anyone?

>> No.9774879
File: 1.33 MB, 1366x768, spasm0062.png [View same] [iqdb] [saucenao] [google]
9774879

>>9774868
I can't speak for the other map but Tears looks fine when you're playing it and close to the textures.

>> No.9774886

>>9774879
that looks fine desu.
i should probably play ad.

>> No.9774890

>>9774868
I get that feeling with Dwell. For instance, in the early maps you're in these ornate, highly decorated and detailed Egyptian tombs with realistic murals on the walls and statues of gods everywhere.
And then you've got blocky Shamblers staggering around the place in their glorious seven polygons.

>> No.9774892
File: 1.23 MB, 1366x768, spasm0007.png [View same] [iqdb] [saucenao] [google]
9774892

>>9774886
You should, its the mod that made me realise that Quake doesn't have to be a bunch of small castles and in fact can be bloody amazing.

>> No.9774893

>>9774892
thats a small castle though...

>> No.9774897

>>9774425
Not a big fan of how the detail textures ended up looking, forcing gl_overbright should disable it

>> No.9774901

>>9774893
Actually it's a big fortress/town. That map is massive, but I chose a shit image to go with the post, fair enough.
Yeah, AD still has plenty of castles, but they make the base games levels look like small tutorial areas.

>> No.9774912
File: 3.39 MB, 2560x1440, ironwail swampy bottom.jpg [View same] [iqdb] [saucenao] [google]
9774912

>>9774517
>how many times do you think it's acceptable to die before starting to think the map is actually unbalanced?
This is so hard to nail and it's going to vary from person to person. Speaking for myself I enjoy two extremes:
I love when a level's difficulty is "just right" to where I can complete it with minimal to no deaths.
I also love when a level is so difficult but also fun that each death leads to me discovering different ways of approaching it.
If I'm not having fun I'll probably just quicksave a bunch throughout the level, but I might not care about even finishing it at that point. I'm also a bad test case because I have a high tolerance to nonsense and death counts.
>>9774868
>it looks like there will be this art dissonance, with all the chunky enemies roaming about these high quality places. it feels off.
I sympathized with this pre-KexQuake and before all those decent remastered models came out, now with more ports supporting them. Some mods provide their own higher quality variants, like AD's own shambler that I'm starting to prefer over the official remaster.

>> No.9774915

>>9774912
>I'm starting to prefer over the official remaster.
For some reason the remaster models pale in comparison to the AD ones. I don't get how an official funded studio could release work inferior to unpaid hobbyists, but here we are.

>> No.9774917

>>9774912
When it comes to Quake, most modern levels are so big you might as well save whenever the hell you feel like it anyway. It's not like Doom where dying only loses you ten minutes at most.

>> No.9774918
File: 96 KB, 1280x720, they have niggur dentists.jpg [View same] [iqdb] [saucenao] [google]
9774918

>>9774912
>like AD's own shambler that I'm starting to prefer over the official remaster
Still can't get over the modeled teeth. Hideous.

>> No.9774921

>>9774918
AD's version looks basically how you remember the Shambler did, before you look it up and realise it originally looked worse than that.
The remaster one looks like it's voiced by Brian Blessed.

>> No.9774925
File: 76 KB, 818x764, ironwailed knight.png [View same] [iqdb] [saucenao] [google]
9774925

>>9774915
>For some reason the remaster models pale in comparison to the AD ones.
Lol I do not agree, especially not AD's knights.
>>9774917
A lot of big Quake levels have been getting autosave support - something a lot of those fuckhuge custom Doom levels sure could warrant. Fairly moot with an autosave mod or decent saving habits.
>>9774918
It looks fine, but also cute. That's not what I want my shambler to convey.

>> No.9774929

How would you actually make a good retro FPS boss fight? Especially the final boss.
Every retro boss is a pushover. Spider Mastermind, Heinrich I, Zilla, the duke nukem guy, Chernobog, they're criminally easy to kill. Quake bosses just plain suck. They all suck, but the quake bosses are absolute ass, the fight against Quake is so stupid.

>> No.9774931

>>9774929
Implement weak points and phases, while giving them attacks that are actually dangerous.

>> No.9774941

>>9774929
I guess one obvious way of going about it is to basically just have the boss be a hyperactive multiplayer bot with some special abilities piled on.
Otherwise, I think it's best when a boss can use aspects of the level or other enemies to his advantage - i.e. able to break cover the player is hiding behind, climbing on walls, empowering nearby allies, draining an underling's health to restore his own, etc.

Jedi Outcast and Academy have decent bosses (until you learn the saber wiggle trick), but I guess those barely count as shooters.

>> No.9774942

>>9774929
make him act like a deathmatch player, and dont make his arena an arena.

>> No.9774946

>>9774929
I think Raven had my favorite “90s fps” fights, at least compared to the rest. Judgement is still out on Hexen 2’s bosses as I never got far in that one.

>> No.9774950

>>9774941
>>9774942
This, and in fact, I've always been intrigued at having a single-player FPS campaign where all the enemies acted like multiplayer bots.

>> No.9774962

>>9774942
>make him act like a deathmatch player
Dusk did this for the second to last boss and it was really cool. It really felt like Jacob was your equal.

>> No.9774969

>>9774950
>single-player FPS campaign where all the enemies acted like multiplayer bots.
Quake 3 Arena basically? I know that the singleplayer is only like a tutorial to the multiplayer but the campaign had four tiers of fighters and maps to climb through and all the different fighters have their own weapons preferences, reaction times and some other strategical quirks.

>> No.9774971

>>9774950
>having a single-player FPS campaign where all the enemies acted like multiplayer bots
You would cripple your enemy roster doing that (unless you REALLY just want a Quake 3 clone), but you could certainly have a recurring enemy with bot behavior. Them having special interactions with more basic enemies could be really interesting.

>> No.9774975

>>9774969
UT 2k4 had a fun campaign, there’s even a half decent coop mod for it.

>> No.9774989 [SPOILER] 
File: 403 KB, 800x940, Big_John.png [View same] [iqdb] [saucenao] [google]
9774989

>>9774962
You're forgetting someone else from that game who acts like the player.

>> No.9775015

>>9774962
>>9774989
no, those bosses fucked up by giving me an empty arena.

>> No.9775076

>>9774929
Make it anything other than a 1v1 shootout. The super archvile in Valiant is cool since most of the fight is spent sorting out waves of mid-tiers while keeping the boss occupied with infighting and resurrecting stuff. He's like a randomizing element in a siege defense map, which is refreshing.

>> No.9775080

>>9774929
>How would you actually make a good retro FPS boss fight?
By not doing them. I can only think of 2 games that got them right and they're not even retro.

>> No.9775082

What good mappacks were released for Quake in the last 2 years? I've only played Alkaline. I know about the jams but they use to be a mixed bag, not a fan.

>> No.9775083

>>9775082
arcade dimensions?

>> No.9775084

>>9775076
Even Sandy understood the importance of random smaller enemies drawing the player's attention from the boss.

>> No.9775085

>>9775083
I've played the last update. Talking about AD, what is sock doing these days? Wasn't he making a game?

>> No.9775103

>>9775084
It's not enough to make a boss fight good though. It's just the bare minimum for a Doom boss since there's only so much you can do with 1 enemy's attack variety.

>> No.9775104

>>9775082
Dwell. I'm not a fan of it, but people seem to like it.
Otherwise, outside of the occasional standalone map there isn't much.

>> No.9775106

>>9775103
Just in general, it's good to have distractions during the fight because a plain 1v1 is just boring.
Even a 1v1 in multiplayer has other things going on that don't have to do with the person you're playing against.

>> No.9775107

>>9774929
Make the arena part of the boss fight.

>> No.9775108
File: 95 KB, 388x458, simple-options-off.png [View same] [iqdb] [saucenao] [google]
9775108

>> No.9775109

new thread when, I need to post what I'm playing.

>> No.9775113

>>9775109
Working on it

>> No.9775128
File: 35 KB, 498x274, gore01_498x274.jpg [View same] [iqdb] [saucenao] [google]
9775128

>>9774971
>>9774950
?

>> No.9775129

>>9774989
HAHA! BIG JOHN!
He died so fast I didn't know he was supposed to be acting like a player.

>> No.9775134

NEW THREAD
>>9775131
>>9775131
>>9775131

>> No.9775228
File: 1.63 MB, 1600x900, spasm0257.png [View same] [iqdb] [saucenao] [google]
9775228

The smugness of this area is driving me crazy...

>> No.9775258

>>9775015
Agreed. But it was a neat change of pace considering the AI of all the other enemies.

>> No.9775337
File: 1.37 MB, 1600x900, spasm0261.png [View same] [iqdb] [saucenao] [google]
9775337

>>9775228
this convoluted shit is legitimately a product of an insane mind

>> No.9775371
File: 1.16 MB, 1600x900, spasm0262.png [View same] [iqdb] [saucenao] [google]
9775371

AND ITS A RED HERRING!

>> No.9775507
File: 43 KB, 414x422, 1666127501152870.jpg [View same] [iqdb] [saucenao] [google]
9775507

>>9773438
There's a reason people told him the guns wouldn't work. He's 5 'tests' in clearly trying to find something presentable, and so far in only the pistol's been semi-complete (which you'd think would be easiest since it's a straight photo scan from a real thing), but even that manages to look shit. I'm waiting for him to get to the chainsaw before he realizes he's fucked up.

>> No.9775721

>>9774852
>quake
>grotesque
so, fitting?

>> No.9775725

>>9774929
turok did it well