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/vr/ - Retro Games


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File: 575 KB, 1157x868, YouHaveHugeFeddie.png [View same] [iqdb] [saucenao] [google]
9869152 No.9869152 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9862047

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

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/ZMjJyQE5

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.9869153
File: 524 KB, 512x512, 1681748850235723.png [View same] [iqdb] [saucenao] [google]
9869153

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

VIOLENT RUMBLE 2
https://desu-usergeneratedcontent.xyz/vr/image/1681/53/1681537308586.png

=== NEWS ===
[5-1] DNF Restoration goes open-source
https://gitlab.com/team-restoration/duke4-public

[4-28] Eternity Engine goes Multithreaded (beta)
https://www.doomworld.com/forum/topic/135380

[4-25] Duke Nukem 3D mod Legacy Edition 2.0 release on May 19th
https://www.youtube.com/watch?v=sOgYz34AvD0

[4-19] What Lies Beneath, 11-maps episode for MBF21 RC1 revealed.
https://www.doomworld.com/forum/topic/135165

[4-15] Unreal mod "Steele Dawn" V2 has been released
https://www.unrealsp.org/index.php/articles/reviews/steele-dawn

[4-15] Coincident achieves first ever non-TAS single segment run of Okuplok (ITYTD)
https://youtu.be/4PP6iqrgIM8

[4-12] Re: Mobilize Quake mod announced
https://youtu.be/KZOgpGb6YM0

[4-11] Doomer Boards projects compiled (01-57) (04-11-2023) (With latest fixes to Shatter Realm)
https://www.mediafire.com/folder/n9j77ptkec5md

[4-10] A 7-map demo of "Of Myth Relinquished" for Heretic is out
https://www.doomworld.com/forum/topic/134628

[4-9] Slayers Testaments for Quake trailer released
https://youtu.be/RkrXeQdQLCs

[4-9] Descent is getting a DXX-based raytraced build
https://youtu.be/Q970jljMTNkembed))

[4-9] The Quake 2 25th Anniversary Collaborative Unit is here!
https://quakeulf.suxos.org/3d/maps/Quake225ACU.zip

[4-6] New E4 inspired episode for Quake
https://www.slipseer.com/index.php?resources/the-spiritworld.208/

[4-3] Wad Scorecard v1.6 released
https://www.doomworld.com/forum/topic/133645

[4-2] Anon shares a map about finding the lost 94 Protons release build
https://drive.google.com/file/d/1Vww5Y1FKFayLAN3mDGuOdbTg5WMIjZf

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

>> No.9869158

doom is kewl

>> No.9869163
File: 350 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
9869163

>> No.9869164

>>9869152
ceci n'est pas un démones, garçon.

>> No.9869168

any gundam mods for doom?

>> No.9869169

>>9869163
>guess engine anon
I am a source port that fails to run a 30 year old game at a stable frame rate, what am I?

>> No.9869170

>>9869152
Okay, are there any Gundam WADs?

>> No.9869173

>>9869169
>I am a source port that fails to run a 30 year old game at a stable frame rate, what am I?

quakespasm running ad_tears

>> No.9869175

>>9869168
>>9869170
Just the very old one that has SD gundams for a few enemy types.

>> No.9869176

>>9869163
q2 bad music wad
base plutonia

>> No.9869181
File: 23 KB, 545x473, 1 revenant 1 health bonus.jpg [View same] [iqdb] [saucenao] [google]
9869181

>>9869152
10/10 OP pic, GGWP

>> No.9869182
File: 2.48 MB, 1920x1080, Screenshot_Doom_20221222_230933.png [View same] [iqdb] [saucenao] [google]
9869182

I really like techbase content in the wads I play.

>> No.9869189
File: 2.67 MB, 1920x1080, VCCC.png [View same] [iqdb] [saucenao] [google]
9869189

>>9869182
Playing Hellrider on MAYhem 2048. Really enjoying it so far and I'm a big fan of the bitesize levels.

>> No.9869190
File: 272 KB, 1920x1080, [EG]Gundam_G_no_Reconguista_Movie_I_[1080p_HEVC_Opus].mkv-#12.jpg [View same] [iqdb] [saucenao] [google]
9869190

>>9869164
>>9869168
>>9869170
>>9869175
Damn nerds

>> No.9869191

>>9869189
meant for >>9867779

I'm also learning how to record gameplay. Want to make a video

>> No.9869196
File: 178 KB, 1920x1080, Screenshot_Doom_20220815_210901.png [View same] [iqdb] [saucenao] [google]
9869196

>>9869189
2048 units was a really nice wad, I enjoyed that and 512 Linedefs a lot!

>> No.9869220

>>9869158
NO IT ISN'T

>> No.9869221

>>9869196
confinement 256, congestion 1024 and claustrophobia 1024 and 1024 2 are great too.

>> No.9869227

>>9869152
any recommended Blood fan-made mapset, other than Death Wish and 500ml?

>> No.9869286

>>9869227
Eviction, French Meat 1 for serious business, French Meat 2 for funny business, Way of Ira, Trauma Therapy.

>> No.9869304

How come Shadow Warrior can't get cool mod stuff like Douk, or a quality map pack experience like Death Wish?

>> No.9869314

>>9869163
>business sourceports takes worst hdoom

>> No.9869317

>>9869304
It's not a very popular game.

>> No.9869331

>>9869190
Posting in a mecha Doom thread.
https://www.youtube.com/watch?v=v6GBRE0WxfE

>> No.9869338
File: 1.34 MB, 852x480, hop like an egyptian.webm [View same] [iqdb] [saucenao] [google]
9869338

>>9867779
I'm engrossed with Hexen 2 at the moment.

>> No.9869348

>>9869304
>>9869317
It’s just not as popular as the other two, and I’m biased with Blood anyways and can’t recall as many custom Duke mappacks.

>> No.9869350

>get in the gundam, Doomguy

>> No.9869356

>>9869348
The other two are probably more well rounded for community mapping stuff too.

At least it's not Redneck Rampage though, which hilariously one source port developer thinks is the best Build game.

>> No.9869361

>>9869338
If you use the disc of repulsion, you can blast those flame trails right back at them.

>> No.9869382

>>9869361
It's a shame just how ignored the discs get in Hexen games, fuckers are useful.

>> No.9869402

>>9869163
>nailgun direction retarded

>> No.9869413

>>9869163
>vile bfg art

owo

>> No.9869420

>>9869163
>need fun enemy

what are some fun enemies

>> No.9869424

>>9869220
>t.asspained Wolfenstein fanatic

>> No.9869436
File: 507 KB, 651x960, Kleer_SS1.png [View same] [iqdb] [saucenao] [google]
9869436

>>9869420

>> No.9869437

>>9869420
archviles

>> No.9869445

>>9869436
give me a doom mod that turns all pinkies into kleers

>> No.9869449
File: 366 KB, 455x348, Fiend_1.png [View same] [iqdb] [saucenao] [google]
9869449

>>9869445
Here you go. This advanced mod also supports jumping, freelook and more!

>> No.9869451

Any chance you guys know of a usable sprite for Doom which is a dude made out of fire? I suppose I can dig up Blood's burning man, but I'm not sure it would fit doom's aesthetic. A pretty fun concept still.

>> No.9869454

>>9869424
do those even exist

>> No.9869461

>>9869451
There's a fair few 'fiery' demon enemies in realm667 if you haven't looked already but can't think of exactly just a guy made of fire. The Blood burning guy lacks attack and other sprites if you want a full fledged enemy out of it.

>> No.9869462

>>9869454
Yes.
Dunno why, Catacomb 3-D is better.

>> No.9869463

>>9866510
https://files.catbox.moe/cl90od.zip

>> No.9869469

>>9869461
I've scripted a fire that runs on the ground, thought it might be interesting to have a monster that does nothing but runs around spawning it. So I won't really need attack frames.
My second idea is to give someone a projectile that spawns a flame trail. That would work for pretty much any sufficiently imposing looking fireballer.

>> No.9869472

>>9869163
>imagine ranged maidens
>retarded suggestion

>> No.9869480

>>9869454
Yes, for one there's the Blade of Agony developer.

>> No.9869491

I've noticed that in BuildGDX, Redneck Rampage cd tracks play in a different order than DOS and I don't have shuffle enabled, whats up with that

>> No.9869492

>>9869152
That is no zaku, guy!

>> No.9869496

>>9869480
I still remember that Auschwitz level from episode 3, wew lad

>> No.9869501

>>9869496
BoA devs did nothing wrong.

>> No.9869527

>>9869182
Any tech base heavy wads to recommend?

>> No.9869530

>>9869527
base ganymede

>> No.9869536

>>9868474
I like it a lot. Feels like a Build Engine Doom but with the gore turned up. The huge variety of enemies on offer is super fun to me. Feels like you're fighting a real Hell's army. The centaur baron of hell is awesome, cyber hell knights, it's all good stuff.

>> No.9869549

>>9868474
Current builds of it are far too bloated for me, I prefer 2.03 when I do feel like playng PB.

It suffers from being a kitchen sink amalgamation of other mods instead of having a clear focus for stuff.

>> No.9869551
File: 1.60 MB, 1366x768, DOTM.png [View same] [iqdb] [saucenao] [google]
9869551

>> No.9869553

>>9869501
THIS
Its just a fucking Doom WAd level set, nothing more.

>> No.9869559
File: 972 KB, 2560x1440, notblood.exe lobby tt baby.png [View same] [iqdb] [saucenao] [google]
9869559

>>9869356
>which hilariously one source port developer thinks is the best Build game.
If it's who we're thinking of, they also think the level design is "so good" that it doesn't warrant colored or larger keys. So the irony is despite it being his favorite Build game, I'm recommending every other port for RR besides his and that's all I'll say about this funny dev.
>>9869449
Fiends don't die as quickly to the shotguns as a kleer does, so I vote for spawns.
>>9869551
I don't miss it but I do like seeing that crooked-nosed shotgun every now and then.

>> No.9869562
File: 165 KB, 620x349, Neon Genesis EVADOOM.png [View same] [iqdb] [saucenao] [google]
9869562

>>9869168
How about an Evangelion mod instead
https://www.youtube.com/watch?v=uupuBiJqOUQ

>> No.9869568

>>9869551
I fucking remember that cathedral from an scene demo from the 90's. Forget what it was called but it was really popular. Something with .dot .names or whatever.

>> No.9869569
File: 22 KB, 312x216, 1568569013875.jpg [View same] [iqdb] [saucenao] [google]
9869569

When decino is going to play my house?
When decino is going to visit my house?

>> No.9869570

>>9869569
When you make it fun to visit.

>> No.9869576

>>9869569
Why does it matter if he plays a wad?

>> No.9869581

Why won't Decino play OG DOOM 3 and the Ressurection of Evil Expansion? Is he THAT turned off by the Retail build's Shotgun?

>> No.9869583

>>9869576
What a facetious question. He's big and consequently big outreach. Just a fact.
Nibbas were ready to overhaul the way they design maps and secrets over his 'tism.

>> No.9869587

>>9869583
>Nibbas were ready to overhaul the way they design maps and secrets over his 'tism.
Which is stupid in itself.

>> No.9869598
File: 441 KB, 550x563, 1598372379370.png [View same] [iqdb] [saucenao] [google]
9869598

>>9869454
present

>> No.9869601

>>9869583
his new blind run format blows

>> No.9869608

>>9869583
So big his fans don't recognize his own midis or even know the actual names of the wads they've watched him play.

>> No.9869619
File: 165 KB, 107x231, BS-creature-Fire_Daedra_02.gif [View same] [iqdb] [saucenao] [google]
9869619

>>9869451
Like the Fire Daedra of Battlespire?
>>9869469
You could probably rip that attack from Hexen's Maulotaurs

>> No.9869620

>>9869619
One does not simply rip codepointers.

>> No.9869624

>>9869598
Huh. Neat.
I think the game's decent enough considering how old it is. The samey maze levels burned me out before I could finish the Nocturnal Missions, but I stuck around long enough to beat Mecha Hitler. That was fun.

>> No.9869629
File: 3.16 MB, 2560x1440, D3lm.png [View same] [iqdb] [saucenao] [google]
9869629

>>9869581
>Is he THAT turned off by the Retail build's Shotgun?
He said that? That's ironic with how often it works when you put it in their face, so it's as effective as the double barrel is against Serious Sam's Kleers. I just don't see it being exciting for him or his audience especially.

>> No.9869632
File: 16 KB, 108x118, Turns out they were in Daggerfall too.gif [View same] [iqdb] [saucenao] [google]
9869632

>>9869620
Bummer.
At least you'll have the sprites.

>> No.9869648
File: 589 KB, 1920x1080, BrightWaste.png [View same] [iqdb] [saucenao] [google]
9869648

Does anyone know of some brightmaps addon thing that does what is pictured here? The waste has a nice glow to it but it is within in a version of brutal doom. I want to be able to add the additional glowing to when I use other mods instead of brutal doom. I don't hate brutal doom but I also don't want to HAVE to use to take advantage of some fancier effects.

>> No.9869649
File: 102 KB, 320x180, Screenshot-Doom-20230501-175859a.png [View same] [iqdb] [saucenao] [google]
9869649

>>9869153
DBP58: Immortal Warfare is out now!
https://doomer.boards.net/thread/3169/immortal-warfare

>> No.9869652
File: 1.36 MB, 852x480, im-puzzle-ble.webm [View same] [iqdb] [saucenao] [google]
9869652

OH N-

I read somewhere that if you do it slowly it doesnt glitch.

>> No.9869653

VRanon you removed the inventory property from monsters I think with the latest fgd/progs.dat

>> No.9869667

>>9869648
I just googled "doom dynamic lights mod" a few days ago and More Lights adds coloured glow to doom textures and some pwads like BTSX and OTEX water
there's another small wad I found called subtle lights that gives some textures zdoom coloured sector lighting instead of dynamic lights, although both of these mods fuck with what's commonly used as blue carpet

>> No.9869672

>>9869648
Brutal Doom? Not making fun I just always like their shotgun.

>> No.9869684

>>9869648
There's some mod on the ZDoom forum that's just that stuff extracted out and run as it's own thing.

>> No.9869693

>>9869649
Proper Dropbox link because 40oz is some kind of moneygrubbing faggot running it through hilariously unsafe advertising services such as Viglink.
https://www.dropbox.com/s/yuofyq7afblzuzv/DBP_58.zip

>> No.9869709

>>9869672
It's one of the many versions of Brutal Doom. I was testing shit out that's been sitting in some folders and noticed the glow from the waste. Brutal Doom is fine. It just has a gorillion custom versions floating around, some are bloated to hell and back. I do like the base shotgun in it too.

>>9869667
I had only googled brightmaps and mostly got stuff for monsters like their eyes or super natural glowing for custom enemies. I don't know enough about Doom modding to know if a glow like that is done through lighting or just a texture thing or even something else.

>>9869684
I'll have to search it for that specific bit then.

>> No.9869728

>>9869709
it's incorrect to call the glowing nukage a brightmap, a brightmap is certain pixels glowing in the dark but casting no light on anything else, dynamic lights are lights in the world, and coloured lighting is applying a uniform tint to one sector of the map

>> No.9869734

>>9869649
radical

>> No.9869747

>>9869693
You always see those people claiming this shit is for security/safety with link protection, and it just fucking isn't.

>> No.9869832

https://www.youtube.com/watch?v=3GGwlZfXmdc

>> No.9869889

>>9869832
awesome

>> No.9869912
File: 69 KB, 666x666, go188it.png [View same] [iqdb] [saucenao] [google]
9869912

New submission for 94 Protons of /vr/: "Go 188 it". Expectedly, this is a dense map that combines architecture from the first maps of the 100/200/300 minutes of vr series. The level design deviates from Go2it intentionally to make it longer, harder and more cramped. Any feedback is highly appreciated. It needs to be loaded with the latest 94beta or resources.
https://files.catbox.moe/i55g5x.wad
The midi is track 04 from Demonstar. I also added a new "crorange" translation table for the menu font since I don't think Chopblock realizes that a new one is needed.

>> No.9869926
File: 1.20 MB, 2560x1440, dx23.png [View same] [iqdb] [saucenao] [google]
9869926

>>9869832
Yeah this kicks ass
>>9869912
Looks fun, any word from that Chop fellow lately?

>> No.9869928

>>9869912
>Camera cuts to Chopblock fruitlessly trying to add another map to the current 94P build over a span of 3 months, with the end result being him exporting a Hexen map by accident.

>> No.9869934

>>9869928
He's probably busy trying to add the beta BFG or some shit to it.

>> No.9869935
File: 164 KB, 1920x1080, hexen01.tga.jpg [View same] [iqdb] [saucenao] [google]
9869935

aw yiss

motha fuckin block textures.

>> No.9869952

>>9869926
>any word from that Chop fellow lately?
I only communicate with him through the medium of new doom maps, you know as much as I do.

>> No.9869992

>>9869926
>Looks fun, any word from that Chop fellow lately?
Cockblock or somebody claiming to be him showed up in a thread last week or something, claimed if he keeps fucking stuff up he'll do a release in early June or something.

I'll believe it when I see it.

>> No.9870013
File: 349 KB, 1920x1080, doom128.png [View same] [iqdb] [saucenao] [google]
9870013

>>9869912
You could probably stand to raise the floor in the final section a little bit. You can cheese it so easily just by standing here.
The whole map in general has a lot of fights that are really easy to cheese just by backing through the door you came out of.

>> No.9870037

>>9869152
>vkQuake removes keyboardlook controls
What the fuck? Why?

>> No.9870040

>>9870037
Probably a bug. Report worthy.

>> No.9870047

>>9870040
It's not.
> Remove all sorts of 90s control options that no one uses anymore
https://github.com/Novum/vkQuake/commit/239c11154f179d0e1b556cd585c38d705963b9bb

>> No.9870056

Do you think GZDoom needs to be optimized the way Ironwail is?

>> No.9870057

>>9870013
It's partially intentional since I consider the original go2it to be a very grindy and cheesable map but I'll try to tone it down in an update. I also forgot to mention that, again for authenticity, there are no skill settings. I'll add them though if anyone has suggestions.

>> No.9870058
File: 690 KB, 2500x1475, F-16-simulator-cockpit-replica-B.jpg [View same] [iqdb] [saucenao] [google]
9870058

Anyone tried running doom on an F-16 cockpit?

>> No.9870063

>>9870047
>> Remove all sorts of 90s control options that no one uses anymore
Classic, the "absolutely no one uses it, so it has to be removed" shit hits here too.

>> No.9870065

>>9870047
Huh. Look at that.
>>9870063
I dunno I don't think it's worthy of anything more than a "that's kind of lame" thought. There's always Ironwail. Quake was always made with mouselook in mind.

>> No.9870072

>>9870063
The thing is, obviously a good amount of people *do* use it. I dunno what kind of bubble the dev is in. It's been in the game since launch, so yeah, there's people who still want to use it.
>>9870065
I heard he freaked out when dumptruck made the video on Ironwail (dunno if its true) and I felt bad considering I do prefer Vulkan, but if I ever have to upgrade I'm switching to fucking Ironwail if the guy behind that doesn't start removing shit arbitrarily.
>Quake was always made with mouselook in mind.
So was Doom. I don't see any source ports removing keyboard controls though.

>> No.9870078
File: 3.94 MB, 854x480, sworld_dkcircus.webm [View same] [iqdb] [saucenao] [google]
9870078

>>9870065
Did endoom ever sneak back into DSDA? That still hurts my soul.

>> No.9870079

>>9870047
>>9870063
It's Graf-tier logic, they probably want to strip shit out and the first choice is the "old" stuff because they can easily claim nobody uses it anymore and they're making it more modern that way.

>> No.9870090

>>9870079
Considering there are no issues about this on the page's github it's probably safe to say this is the first time anybody has ever checked since the change was made, so yeah. Nobody really uses it anymore. Again, if it matters enough, switch ports. It's really not that big a deal.
>>9870072
>So was Doom. I don't see any source ports
removing keyboard controls though.
The equivalent would be a port that removes the option for autoaim.

>> No.9870113

>>9870090
>Considering there are no issues about this on the page's github it's probably safe to say this is the first time anybody has ever checked since the change was made, so yeah. Nobody really uses it anymore
Not everyone updates immediately. The release isn't that old yet for something most people probably only update every few years when a mod requires it.
>The equivalent would be a port that removes the option for autoaim.
Isn't autoaim in Doom pretty much necessary the weapons to function right even with freelook?
Also, vkQuake still has autoaim settings despite it being tied to the thing which "no one uses anymore". I'm not sure I understand that.

>> No.9870121
File: 2.54 MB, 1920x1080, vkquake0000.png [View same] [iqdb] [saucenao] [google]
9870121

>>9870113
I'm the wrong guy to have this conversation with man. Make an issue on the github page. I don't care about this at all, just enough to reply to you and point you in the right directions:
https://github.com/Novum/vkQuake/issues
or
https://github.com/andrei-drexler/ironwail/releases/tag/v0.7.0

>> No.9870126

>>9870078
Sort of, it still exists as ASCII-Endoom, but it must be enabled from inside the configuration file.

>> No.9870164

>>9870121
ah hip2m2, one of my favorite classic quake levels. exquisite brick alignment if I recall correctly.

>> No.9870257

>>9870056
GZDoom is optimized? I thought it was the base case example for how to unoptimize the simplest game to the point you can't run it without a decent videocard.

>> No.9870260

Why is it that mappers rarely use the hitscan army dudes in their maps for quake? They’re maybe the most important enemy type in terms of providing good gameplay.

>> No.9870273

>>9870260
The human dudes are usually reserved for the tech bases of Quake, and Quake is at its best when you're thrown into some fucked up castle and tangling with eldritch spawn.

>> No.9870280
File: 135 KB, 900x1200, E4guoaqWUAcGCy9[1].jpg [View same] [iqdb] [saucenao] [google]
9870280

>>9870260
because shamblers are better.

>> No.9870283

>>9870257
Optimized in the same way a bathtub is an optimized car.

>> No.9870284

>>9870273
That’s a pretty big compromise just to provide slightly better thematic coherence. I wonder if retexturing the shotgunner to some sort of a gory peasant farmer would help being more in line with the ”eldritch” vibes of most of the enemies.

>> No.9870290

>>9870257
>GZDoom is optimized?
No anon, he's asking if it needs to be optimized.

>> No.9870292
File: 3.23 MB, 640x620, quake-grunt.webm [View same] [iqdb] [saucenao] [google]
9870292

>> No.9870293

>>9870290
It ought to be but no chance of getting that by the lead whose idea of optimization is "fuck you, buy a better system".

>> No.9870295

>>9870284
I feel like you can easily justify using army guys in maps by just splashing techbase elements into parts of the map, especially near the entrance/exit.
I personally think it's because the Army dudes are just too weak. They can go down in just one or two Shotgun shots at mid range, and a lot of the fun of Quake seems to come from giving the player strong weapons and throwing the beefier enemies at them to compensate.
Personally, I think you could get away with a good "Rocket Launcher vs horde of wimps" encounter here or there, and I have seen them, but maybe not a lot of mapper skew that way.

>> No.9870298
File: 888 KB, 498x498, quake-ranger.webm [View same] [iqdb] [saucenao] [google]
9870298

>> No.9870301

>>9870284
Also as much as I see the value of hitscanners. I don't think the strongest portion of Quake's combat is from hitscanners. Doom often has you fighting groups of monsters from the outside, or a map will spawn a wave of monsters from one side, and even then your best way of avoiding damage is to get the hell out of there and corral them.

Quake's combat on the other hand feels more boxed in and they'll drop a handful of particularly powerful monsters all around you with you needing to weave through gaps that show themselves when a Fiend lunges, or one that you make yourself. Getting boxed in with hitscanners or even having a single hitscanner in a fight like that would actually be detrimental I feel.
Maybe it's just me but I feel like the human foes with the shotguns and lasers would mix like oil and water with the eldritch monsters, mechanically speaking.

>> No.9870309

>>9870260
>Why is it that mappers rarely use the hitscan army dudes in their maps for quake?
because they're boring, simple as.

both arcane and alkaline fixed this by giving them nailguns and rocket launchers, they're just as weak but become top priority whenever they show up because of this.

>> No.9870323

>>9870295
They need to be used like in doom, as distant turrets while harassing the player with big fat dudes. Shotgunners alone are not a real encounter unless of course in sheer numbers.

>> No.9870325

>>9870260
It's not Doom for one, the balance is different and aimed at smaller amounts of enemies due to the limitations of the time.

>> No.9870328

>>9870325
The balance is different but the concept of target priority is exactly the same.

>> No.9870340

>>9870260
I never find them fun to fight like doom's hitscanners are. Not sure why, maybe because they have more HP.

>> No.9870345

>>9870340
It's certainly an aspect of it, Doom's hitscanners were mostly cannon fodder, dangerous cannon fodder in certain numbers and encounters but cannon fodder all the same.

Everything in Quake is spongier to account for the lower maximum monster count.

>> No.9870392

>>9870345
>>9870340
Isn't it less that they're sponges and more that they don't miss as often as Doom's shitscanners do? They have a much faster, subtler animation that is less telegraphed as well and their shots don't have as much feedback in terms of sound compared to even zombiemen.

>> No.9870408

>>9870260
They both only appear in the first levels of each episode, so I guess anyone wanting to stay “true” to Quake does the same.

But the real answer is probably because of how they function. They aren’t like Doom’s hitscanner zombies who come in three flavors and fire in a random spread of varying damage that forces the player into cover, they’re a single unit type that fires a perfectly accurate shot of consistently low damage, and can be avoided outright by simply strafing. Granted, these mechanics have uses of their own, but with how easily the grunts can be nullified by the player without them even being aware of their presence, they aren’t really able to apply pressure in an open space. They’re more suited to attacking at specific angles while the player is occupied with other enemies, but the issue there is that the other enemies can fill that role too.

People complain about the concept of hitscan and how it’s “unfair” and that everything needs to be a projectile of varying speeds, but removing it leaves a gap in what level designers can do.

>> No.9870470

>>9869454
There used to be a community of actual WW2 vets making brutally hard Ws3D mapsets, but they almost all died-out in a literal manner

>> No.9870471

>>9869619
>You could probably rip that attack from Hexen's Maulotaurs
The problem is that not even MBF21 thought of floorhugger mechanics, so it has to run around using monster logic, but that's not the problem. I guess this kind of sprite might work for me.

>> No.9870475

>>9869551
>shotgunning Shamblers
Also what map?

>> No.9870480
File: 1.02 MB, 768x768, 1681537308586.png [View same] [iqdb] [saucenao] [google]
9870480

IT'S THE FINAL HOURS FOLKS. 29 days until Violent Rumble 2 is over. I am not VRanon, the guy running it, I just wanted to make a post detailing some of the features of Violent Rumble 2 and beseech some anons who maybe want to throw some maps together.
https://desuarchive.org/vr/thread/9803556/#9803715
-VR turns the Power Shield from Scourge of Armagon into an actual shield, details in the above archived post
-VR includes a plethora of additions to Quake's roster of enemies, including everything from both Mission Packs, some additions form other mods, and original enemies such as the Rambler - melee only shambler - and mini Chthons
-New weapons like the railgun, the gauntlet which is like Quake's answer to Doom's chainsaw, and it brings flame nails and flame shells for the nailguns and shotguns respectively
-Lots more shit!
Still time to get something in if you're the least bit interested.

>> No.9870490

>>9870280
They alongside and Vores are the only vanilla Q1 enemies providing a modicum of challenge, a crowd of H.Knights also work as a serious challenge if the player doesn't have explosive weapons yet

>> No.9870498

>>9870490
Anon that's how video games work. The fodder enemies distract you while you deal with the more dangerous ones, but the fodder enemies are difficult in large numbers.

>> No.9870509

>>9870047
>>9870063
>>9870065
>>9870072
>>9870090
>>9870113
>>9870121
https://github.com/Novum/vkQuake/commit/2c0ba673107df7a1a28da70dca8da2971bd1ed1d
I don't even use vkQuake, but are you dudes blind?

>> No.9870518

>>9870345
>Everything in Quake is spongier to account for the lower maximum monster count.
Most of Doom’s beefy enemies take three or four rockets to kill, sometimes two. Quake’s nearly the same, though only vores take four rockets. Super nail gun melts health like the plasma does, and can take a shambler out in like six seconds or so.
The idea of Quake having a “tankier roster” is from the lack of those softies in most of the original levels and in how the shotguns work: They don’t hit as hard but are much faster, and people don’t tend to think in terms of “time to kill” but rather “hits to kill”. I also find grunts and enforcers can work in all levels just with the idea of “oh no quake/lovecraft took over their brains”.

>> No.9870534
File: 2.44 MB, 1600x1200, 40KAoD_Battlefields Platform.png [View same] [iqdb] [saucenao] [google]
9870534

>>9867112
Responding to an old post.
>There's a few downloads of it floating around but they're all in Polish.
The download links may be, but the game is all in English.
>I think VRanon was somehow able to extract them, but I have no clue how.
It's on the same engine as Mortyr, so if the .hal has been cracked then it should be wide open.
>I couldn't even get it to boot in any compatibility modes or with any wrappers.
Try setting compatibility mode to XP SP2. I got DDraw errors that DGVoodoo2 couldn't help with until I did that. You also need the version with the cracked exe, otherwise it will kick you out because your trial has ended.

Based on fooling around, I have determined the following:
The Ork and Stormtrooper are probably the best characters, since you can leap around like a maniac.
The map Orka Shelter doesn't work at all and just crashes the game.
Attempting to change player model at any time other than before starting your very first game of the session will brick the program, since it doesn't appear to be able to properly terminate a running game.
Never press the Zoom key, it's a pain in the ass of holding it to get it to zoom in, then holding it and praying it zooms out again.
The inbuilt screenshot feature outputs to PCX, but it seems corrupt and neither GIMP nor Paint.Net (with a plugin) can make sense of the output. Use the Print Screen key instead.
If you die you can't respawn (at least in local games).

>> No.9870537

>>9870498
HK is a mid-tier enemy I'd say, but they quickly turn into a pushover once you get the RL and can now gib them by the dozens if there's enough room to spare - also they just love to garner infighting targets with their fireball showers

>> No.9870538

>>9870534
Oh, and also it will occasionally brick itself all on its own. Did it once while I was just running around Tormiens, I didn't try the map again since unbricking it forces me to sign in and out and I wasn't wanting to do that any more times than needed.

>> No.9870548

>>9869912
lel
I was considering making more 94 Protons maps since I've been itching to make a Doom map lately, and we're still missing most of the Plutonia signature maps (Hunted, Cyberden, Odyssey of Noises, maybe Tombstone). But so far I haven't since I didn't want to give Chopblock even more work.
I'll probably give feedback later today.

>> No.9870552

>>9870518
Quake1 shotguns can't be exactly compared to doom(2)'s for the most part, because the Q1's slot #2 Shotty is mechanically the Doom's pistol that somehow fires shotgun shells - and the DBS is more like Doom normal Shotgun but with the SSG's spread pattern applied to it.
Quake2 in contrast goes back to the Doom(2)-alike weapon damage scaling, so the SSG is now once again treated damage-wise as "a point-blank RockerLauncher but without the splash damage"
^take note that only the Shotties are the weapons which deviate in such manner - as in all of these games the RL does about 110dmg on a direct hit (maybe more in case of Doom since its heavily RNG-dependant for both the RL's initial direct hit and the subsequent explosion damage rolls being calculated seperately)

>> No.9870558
File: 202 KB, 1280x960, E42d9u8VEAI6Ad0.jpg [View same] [iqdb] [saucenao] [google]
9870558

https://www.youtube.com/watch?v=iYAxvGSVpzc
Venom Codename Outbreak, t underrated 2000s tactical FPS from creators of Stalker, stylistically very similar to it, especially earliest builds.

>> No.9870560

>>9870480
>Power Shield from Scourge of Armagon
That's the Empathy Shield, Power shield is the glowy one from DoE - which I have just beat by the way.

>> No.9870564

>>9870560
https://youtu.be/DHawudR4yRE?t=12

>> No.9870570

>>9869653
You seem to be correct, but I'm not sure how I managed that. I'll try to have it fixed soon.

>>9870480
I appreciate the enthusiasm anon, but a few corrections:
>shields changes are forth both SOA's Empathy Shield and DOE's Power Shield
>Haephestus/Lava Men are from DOE, not new
>Lava Nails are from DOE
But yes, at end of the month I'd like to finally start closing this thing out. Thanks for the participation!

>> No.9870573

>>9870570
https://youtu.be/DHawudR4yRE?t=12

>> No.9870587
File: 2.81 MB, 853x480, 1653572269086.webm [View same] [iqdb] [saucenao] [google]
9870587

>>9870552
>Quake1 shotguns can't be exactly compared to doom(2)'s for the most part, because the Q1's slot #2 Shotty is mechanically the Doom's pistol that somehow fires shotgun shells
No it’s a shotgun. Just because it’s on “slot two” doesn’t mean it’s a “pistol.” It’s better to regard the game as getting rid of the pistol entirely.

>> No.9870592

>>9870587
He said mechanically it's the pistol. Which makes sense as it's your weak starting weapon. The difference being the standard shotgun in Quake 1 isn't hot trash like Doom 1's pistol. But they both serve the same role: Giving the player a starting weapon and leave them wanting something better in a hurry.

>> No.9870594
File: 426 KB, 640x480, HUUUUUH.png [View same] [iqdb] [saucenao] [google]
9870594

>>9870573

>> No.9870597

>>9869152
Anyone here got a copy of Shrak For Quake that's patched and ready to play in a source port?

>> No.9870617

Which version of Doom 64 is the best to play?

>> No.9870626

>>9869653
Actually nevermind, the inventory field is set on items, not monsters. It's still shows fine as far as I can tell.
Forgetting how my own code works in barely a month... Jesus.

>> No.9870631

>>9870592
>But they both serve the same role: Giving the player a starting weapon and leave them wanting something better in a hurry.
It’s actually kind of fun going through Quake’s e1m1 with that thing: Everything dies in two hits and there’s little spread so it’s got a nice range to it. Then you grab the quad and it’s even more fun.
You don’t want to keep using Doom’s pistol in it’s first level, and it’s quickly replaced with a shotgun.
How does a pistol hit in Doom compare to a rocket hit? In Quake the explosives about about four times as strong as a shotgun blast with all pellets.

>> No.9870636

>>9870631
Yeah, I'd rank Quake's shotgun pretty high up there in the tier list of starting weaponry. Blood's flare gun is also a particularly good one, and Unreal's dispersion pistol. Down towards the bottom we have Doom's pistol, Quake 2's blaster, and Redneck Rampage's revolver is at the absolute bottom. That gun is fucking miserable

>> No.9870661
File: 637 KB, 500x500, tumblr_n16wgeEEiQ1qd1gobo1_500.gif [View same] [iqdb] [saucenao] [google]
9870661

>>9870636
>Blood's flare gun is also a particularly good one
It's a good weapon but I really kind of hate it as a starter weapon. The flares do such high damage that you really don't like spamming and missing which makes it a kind of tedious precision weapon. It's a great weapon but it's profile really doesn't feel like that of a starter weapon. I feel like they started off with a revolver in the slot but decided that it's a bit lame and every other game has done it as well so they changed it out. While it is more interesting than a revolver and I'm glad it exists, I wish either the shotgun or thompson's normal fire was tweaked to be the "weak pew pew" option with the alt fire being formidable and reliable, if more ammo hungry, workhorse hitscan.

Also the fucking remote bomb is like the dynamite but less fun. Maybe nitpicky because the weapon lineup is good but a bit unorthodox.

>> No.9870673

>>9870636
>>9870587
>>9870592
You lads should check out Reliquary sometime.
https://youtu.be/OqmMGiip0Fk?t=135
https://www.quaddicted.com/reviews/reliqv1.html

>> No.9870675

>>9870558
IIRC it's main feature was yout partner AI not being a briandead retard and it has the debatable Hard Reset gimmick of "your only gun is all the weapons just using different ammo" not evetyone likes

>> No.9870705
File: 31 KB, 569x523, big Arti.png [View same] [iqdb] [saucenao] [google]
9870705

Combined_Arms Gaiden 2.0 update soon, fellow Stalker!

>> No.9870708

>>9870705
Oh really? When?

>> No.9870710
File: 231 KB, 457x1384, eyes on you.png [View same] [iqdb] [saucenao] [google]
9870710

>>9870708
NOW.

https://www.youtube.com/watch?v=ocXJAHKO4Wo

https://combine-kegan.itch.io/combined-arms-gaiden

>> No.9870712

>>9870710
:O!!!!

>> No.9870714
File: 470 KB, 249x249, CopperGolem.gif [View same] [iqdb] [saucenao] [google]
9870714

>>9870673
I tried it back in 2021 - the slimy techbase level is retardedly hard if you don't know where the secrets are beforehand, and also
>Copper

>> No.9870716

>>9870710
Awww shit, here we go! This calls for demiguts splatter special for this Sunday!
What wads go great with CA and gayden? Want to give it a mighty charge shot.

>> No.9870718

>>9870716
I was having a great time with 2048 units and 400 minutes of /vr/

>> No.9870719

>>9870716
Colorful Hell

>> No.9870720

>>9870470
wow that's cool as fuck
reminds me of that one doom 2 map that was for a training sim

>> No.9870723

>>9870673
Cool, I’ll check it out once I’m done with Spiritworld.
>Copper-based mod
Does that mean nightmare vores will be fun as well? I hope so.
>>9870710
Oh SHIT

>> No.9870730 [SPOILER] 
File: 408 KB, 1920x1080, Screenshot from 2023-05-02 06-50-41.png [View same] [iqdb] [saucenao] [google]
9870730

>>9870710
I just want you to know that this was well worth the effort, I was grinning like an idiot for the rest of the trailer.

>> No.9870732

>>9870617
Re-release is pretty good.
https://gog-games.to/game/doom_64

>> No.9870734
File: 35 KB, 545x641, Super Arti-o bros.png [View same] [iqdb] [saucenao] [google]
9870734

>>9870730
Glad you liked that, a friend of mine gave me the idea to use that line. It was too good to pass up.

>> No.9870735
File: 23 KB, 199x156, notices_your_MegaSphere.gif [View same] [iqdb] [saucenao] [google]
9870735

>>9870710
>1:23
Sexo avec tourelle?

>> No.9870750

>>9870735
Do not lewd the cat gun.

>> No.9870754
File: 999 KB, 553x700, 1679832582402589.png [View same] [iqdb] [saucenao] [google]
9870754

>>9869152
Is there any DOOM mod or wad be it online or offline with a 'siege' mode like Paladins? Or something like Paladins. I like the gameplay a lot but Paladins is becoming increasingly gay, and it's one of those modern 'you will own nothing' games with a (((season pass))), lootboxes, with gay flags and, of course, online only.

>> No.9870757
File: 2.98 MB, 1280x720, Arrow to the face.webm [View same] [iqdb] [saucenao] [google]
9870757

A few threads ago I posted an archer monster and someone asked me if I'm going to make it pierce through the targets.
It seems the answer is no.

>> No.9870761

>>9870661
Blood's Flaregun is a tad too strong for a starting weapon once you learn about the alt-fire modes existing - the only thing limiting its OP'ness is the tiny ammo pool forcing you to rely on the Sawn-off & TommyGun as more conventional weapons, and the Dynamite\#bombs & Napalm Launcher for explosives

>> No.9870771

>>9869153
Combined_Arms Gaiden has been updated to version 2.0 >>9870710

>> No.9870812

>>9870730
He actually did it, the absolute madman.

>> No.9870824

>>9870710
looks sick as fuck

>> No.9870864

Someone also made a monster mod for C_AG.
https://forum.zdoom.org/viewtopic.php?f=43&t=69449

>> No.9870891

>>9869152
Is a month enough time to learn TrenchBroom and shit out a decent enough map for Violent Rumble? Note that I have ADHD and can't finish a project without a hard deadline.

>> No.9870959
File: 80 KB, 1200x675, thatfuckingcat.jpg [View same] [iqdb] [saucenao] [google]
9870959

Sup fags, here's some footage of prime American McGee presenting Alice on German Television in 2000.

https://youtu.be/6C1WTUzft8w?t=469

He appears several times with his game, you gotta skip through.

>> No.9870961

I feel like Augur Zenith could do with some brightmaps for GZDoom, in addition to its lights.
So, where would I start if I want to learn to make my own brightmaps for wads and mods that I like?

>> No.9870984

>>9870757
Oh, I had a thought. If you wanted to make the spiral appear more spiral-y, it might help to make one of the spiral's colors different. Then you would see a spiral pattern. Can't do that if it's all one color.

>> No.9870990

>>9870984
An emitter orbiting the projectile in a circle perpendicular to the projectile's direction would create a spiral effect. No idea if that's doable in your engine.

>> No.9870989

>>9870961
I found some quick page on Doomworld for it, I’ll use that while cross-referencing some mods that already have some brightmaps.

>> No.9871015
File: 380 KB, 455x380, THAT ACCURSED FELINE.png [View same] [iqdb] [saucenao] [google]
9871015

>>9870959

>> No.9871036

Any other good 6DOF shooters like the Descent trilogy with decent level design: retro, modded, or otherwise? I've already played through Forsaken Remastered and Overload, and beyond a few "rougelike" indies on Steam I can't find much else.

>> No.9871050

>>9871036
I’ve been meaning to try Aquanox, next closest thing. There’s sadly not many of these.

>> No.9871067

>>9871050
I always though the Aquanox titles were closer to Wing Commander or Terminal Velocity with the fixed forward acceleration and little-to-no horizontal and vertical sliding. Maybe I need to give them a closer look.

>> No.9871070

>>9871036
Doom
https://www.youtube.com/watch?v=vPMWlRyJ1Fk

>> No.9871081

>>9871070
I've always felt like a Doom mod that gave you extra lives like Descent and made you drop all your equipment on death could be a lot of fun. Might break a lot of maps if you have to respawn at map start, but it would be a lot more interesting for casual play than having to rely on quick saves or starting the map over every time you died.

>> No.9871083
File: 3.24 MB, 972x634, 2023-05-02 17-26-25.webm [View same] [iqdb] [saucenao] [google]
9871083

BFG is fun and all, but I don't quite like its impact on the balance. So I've been trying to make a fun replacement. Which works, unless blockmap comes in the way.

>>9870990
Orbiting emitters would not be possible.

>> No.9871090

>>9871067
You could be right, haven’t looked into it much to avoid spoiling. Also looks much more open than Descent/Forsaken level design. Damn.

>> No.9871092
File: 175 KB, 540x657, grunt.gif [View same] [iqdb] [saucenao] [google]
9871092

>>9870284
>>9870273
Reforged had a skin that can fit both themes.
That being said, how do i use Reforged and QRP with ironwail?

>> No.9871102

>>9871083
It's interesting. Looks like it could fill the BFG's purpose of drilling you out of surround without being too busted on the single target damage? Or actually, what do you seek it's purpose to be?

>> No.9871115

>>9871102
It's converting 10 cells into 16 hitscan tracers, each dealing 20-100 damage. I'm mostly envision it as a skill gun to take down more powerful enemies cheaper.

I'm considering trying alternate ideas, like a stack of projectiles that can re-acquire targets.

>> No.9871116

>>9871083
So it's a railgun?

>> No.9871118

>>9871116
Pretty much.

>> No.9871136

>>9869728
thanks. knowing the right terminology will make it easier to search.

>> No.9871139

>>9870284
>I wonder if retexturing the shotgunner to some sort of a gory peasant farmer would help being more in line with the ”eldritch” vibes of most of the enemies.
I can see them hanging around as is, modern counterparts to the knights and death knights who already exist as thralls to these “spooky eldritch overloads”. I also don’t find them too jarring when these chainsaw wielding, grenade launching ogres are everywhere.

>> No.9871141

>>9870058
Of course. That's the way the developers intended everyone to play it. Not keyboard only or m+kb or this controller nonsense. A real gamer's cockpit.

>> No.9871148

>>9871081
I think you can set up something similar by playing Zandronum and making your own Survival session; there's a lives setting in that mode.

>> No.9871161

>>9871036
try House of the Dying Sun, is on sale now

>> No.9871170

What's a good weapon set to pair with Eviternity? Feel like going through it again

>> No.9871179

So is the quakec source code used for the 2021 re-release version of quake any use for modders of the original quake release?

>> No.9871185

>>9869583
>Nibbas were ready to overhaul the way they design maps and secrets over his 'tism.
I don't watch decino, cept when he deathmatched romero, how does he think secrets should be?

>> No.9871192

>>9869583
The popularity of decino is weird. Why do normies watch that guy?

>> No.9871198

>>9869583
the reason he changed how he does blind runs was specifically so that people wouldn't modify their maps due to how he used to play, he doesn't want people changing their maps just because he personally had a few problems caused by obsessing over the kill/secret count

>> No.9871236
File: 509 KB, 1920x1080, 20221208211312_1.jpg [View same] [iqdb] [saucenao] [google]
9871236

>>9870284
>>9870260

This is why I really liked Scourge of Armagon expansion, a lot of the shotgunners, laser troopers and they also showed that you CAN mix the techbase elements and cyborg shit with the eldritch elements and it works fine.

Gibbing them with the grenade launcher is also really fun and cathartic.

>> No.9871237
File: 2.88 MB, 1280x720, 2023-05-02 19-10-07.webm [View same] [iqdb] [saucenao] [google]
9871237

Unsatisfied with railgun fuckery, I'm attempting something else.

>> No.9871274
File: 3.06 MB, 640x360, 2023-05-02 19-33-27.webm [View same] [iqdb] [saucenao] [google]
9871274

A little better demonstration.

>> No.9871280

>>9871198
It's a good move really, back when I had the time to map I got some fucking weird feedback that a chainsaw encounter setup was something he wouldn't like, and I'm still not sure what the fuck I'm meant to do with that information or why I got it out of the blue on some server that had nothing to do with the dude.

>> No.9871281

>>9871274
This just seems more cumbersome than the regular BFG.

>> No.9871282

>>9871281
I don't like how much damage can BFG do at point blank, so I'm looking into making something that follows more sensible logic. It's work in progress.

>> No.9871287

>>9871282
What if you tried to make it like the Quake 2 BFG where it deals damage as it passes by?

>> No.9871292

>>9871287
The recursive projectile isn't as functioning as I thought. But I have some ideas.

>> No.9871306
File: 169 KB, 1024x768, 304797-firestarter-wallpaper.jpg [View same] [iqdb] [saucenao] [google]
9871306

>>9870558
Firestarter, basically Painkiller with Quake 3 graphics and visuals. Wave based FPS that has a lot of unused assets like weapons and player models from early builds of Stalker. Might be actually what was left of original idea of Stalker as space sci-fi game.

https://www.youtube.com/watch?v=PnG6uY0eS4o

>> No.9871307
File: 90 KB, 552x900, 1666567364805723345657.jpg [View same] [iqdb] [saucenao] [google]
9871307

What are the best retro FPS games for some nice eye candy t&a coupled with good gameplay. Already played Duke Nukem (and the Build Classic trilogy ?

The booba doesn't have to be the main focus (usually isn't) but as long as it's present, I'm happy.

>> No.9871350

>>9871282
Something I had always thought of was how much potential damage you can do with X ammo. For example, the damage that the plasma gun can potentially do with 40 cells is much less than an average BFG shot. However, dealing the most damage with a BFG is situational. If you fired a BFG ball at an imp it would be a waste of cells. But the most threatening situations to be in are also where the BFG is at its best and the plasma gun is at its worst. I've never fallen into an ambush with tons of high level enemies and thought, "Oh I'll switch to my plasma gun, that will save me"

Sorry if I'm schizo rambling.

>> No.9871378

>>9870475
Dimension of the machine E2

>> No.9871379

Why the FUCK do shotguns miss scrags so much?

>> No.9871383
File: 3.08 MB, 1280x720, getbigorgetfucking.webm [View same] [iqdb] [saucenao] [google]
9871383

>>9871287
This is offensive to the ears and to the CPU too, probably.

>> No.9871406

>>9871236
They’re basically “zombies but threatening”. The only hard thing about zombies is needing to be killed by explosives.
>>9871379
With or without AD pellets?

>> No.9871415

>>9871406
>With or without AD pellets?
Vanilla.

>> No.9871431

>>9871379
skill issue

>> No.9871443
File: 601 KB, 680x675, white boy.png [View same] [iqdb] [saucenao] [google]
9871443

Everyone gets burned out from time to time, what's the last WAD that reignited your love for doom?

>> No.9871448

https://www.youtube.com/watch?v=ay6aZA4bI68
fuck i love the alien ship from marathon

>> No.9871451

>>9871443
Lost civ and struggle really helped.

>> No.9871460

>>9871443
Sigil.wad

>> No.9871505

>>9871443
Auger Zenith.

>> No.9871514

>>9871443
Chainworm Kommando

>> No.9871518
File: 9 KB, 400x400, 1658434174583498.gif [View same] [iqdb] [saucenao] [google]
9871518

>>9870710
YEEEEEEEAAAAAAAAAAHHHHHH
I was originally playing Icarus: AV with NTMAi, but now I have to restart that with this you fucker.

>> No.9871525

>>9871514
This is such a fucking nice little wad.

It's a shame the sequel got scrapped, all we got is the one demo one anon preserved

>> No.9871562
File: 296 KB, 550x377, aaaaaa.png [View same] [iqdb] [saucenao] [google]
9871562

>>9871525
>sequel canned
NOOOOOOooooo that's awful
I want the demo. Where can I find it?

>> No.9871593

>>9869163
>assets mean wait

Most famous vaporware wads?

>> No.9871596

>>9871443
Base Ganymede

>> No.9871601 [SPOILER] 
File: 253 KB, 375x173, 94.png [View same] [iqdb] [saucenao] [google]
9871601

>>9871593

>> No.9871635

>>9871415
Dang, dunno what to tell you then besides those two lame words. They’re kind of erratic at times, much more than caco or other flying Doom dudes

>> No.9871637

>>9871383
BFG Frozen Orb style

>> No.9871656

>>9871635
It just feels like they behave differently from other enemies even when you point blank them with the ssg. Often like half of the shots miss and simply produce gray puffs on the wall behind them instead of spilling blood. It usually takes way more shots with the ssg to kill a scrag than one would expect based on their health value.

>> No.9871712
File: 26 KB, 640x480, 2022_A_Doom_Odyssey_title.png [View same] [iqdb] [saucenao] [google]
9871712

Is this worth playing? Would like to play vanilla style wad

>> No.9871726

>>9871712
You could have downloaded the wad and started playing in the time it took you to post this.

>> No.9871761

>>9870891
It's enough to do a small map, sure.

>> No.9871765

>>9870587
This webm fucked me up

>> No.9871787

>>9871765
There was a guy who did a bunch, including some comparisons between killing a Q1 shambler compared to a tank commander but not compared to a regular tank, sadly.

>> No.9871813

>>9871656
I can only recommend to try not getting too close for those shotgun blasts, though that’s something you could be doing already. They’re cheeky while also being somewhat deceptively skinny, I sometimes will pelt them with the single shotty as opposed to the double.

>> No.9871853
File: 1.80 MB, 720x540, rswip003.webm [View same] [iqdb] [saucenao] [google]
9871853

>>9870891
That's what I'm trying to do. Altho after working at it for a couple days, I'm intimidated by the prospect of making even a small map that meets the standards of VR.

>> No.9871862

Can someone get their hands on this wad?
https://www.doomworld.com/forum/topic/99958-synthdoom-by-black-metal-chainsaw/

>> No.9871869

>>9871853
Is that your map? Looks cool so far, i assume you're going to light it next. Try to make it more enticing to enter that room, you dont want the player's only viable strategy to be retreating to the hallway. Like you could add a water pool in the arena, and wait to spawn some of the enemies until theyre farther in or have already killed some other enemies.

https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/

>> No.9871887
File: 2.86 MB, 720x540, rswip004.webm [View same] [iqdb] [saucenao] [google]
9871887

>>9871869
Yep, it's my WIP. Thanks for the compliments and advice! I actually need to widen the base of that fountain so that the player can step into it, but that encounter also looks awkward because I took an alternate route to raise a bridge/release the Shambler early. WEBM related is on the other side of the barred door in that courtyard.
>i assume you're going to light it next
lol
lmao
Eventually, but I don't even have the layout finished yet. I still gotta' do like 3 or 4 "rooms" (re-using the upper layers from a couple existing rooms, as well as making a couple new rooms). Then I gotta' tweak walls, add ceilings, tweak ceilings, detailing pass, and finally lighting.
I'm pretty much creating encounters and secrets as I build the layout, so hopefully the encounter-building will be done alongside the layout.

>> No.9871924

So when mapping, do you guys come up with interesting architecture first then modify it to support combat, or do you start with thinking about fun encounters and then design the map around them?

>> No.9871941
File: 1.57 MB, 852x480, eyes are up here, mister.webm [View same] [iqdb] [saucenao] [google]
9871941

>>9871307
>What are the best retro FPS games for some nice eye candy t&a coupled with good gameplay.

I dont think what you are asking for even exists. Hedon comes to mind but that's not retro.

>> No.9871943

>>9871924
I'm thinking of both at the same time. Usually I find some things that don't work and adjust them accordingly.

>> No.9871949

>>9871924
The former (albeit poorly), but I'm trying to do more of the latter.

>> No.9871959

>>9871924
Depends. I have a big text file with bunch of traps, gimmicks, fights, concepts and sometimes apply those to a map I'm making. So I make the fight and then make some bullshit room to house it and then decorate it.

Sometimes though I just sit in MS Paint doodling away rooms and layouts, when using those I first make the architecture and then the monsters. But even then both go kinda hand in hand, if I'm mapping out my sketch and feel like some place could use a ledge with a few imps, I change it a bit to accommodate.

>> No.9871975
File: 2.03 MB, 2169x3819, doyouwanttoplaysome.png [View same] [iqdb] [saucenao] [google]
9871975

Most recent iteration is quite timid compared to this

>> No.9871979

>>9871307
Sin with addon and Sin Episode 1 Emergence.

>> No.9871981

>>9871448
>Gets to 1:00.
>Start singing nonsense outloud, following the tune.
Every. Single. Time. And I haven't even played Marathon!

>> No.9871985

>>9871975
>f-word
jannies in shambles

>> No.9871998
File: 949 KB, 1008x567, hare_sketch001.png [View same] [iqdb] [saucenao] [google]
9871998

>>9871924
Depends on how hard I'm effortfagging. This post >>9871959 more-or-less sums up my approach, though I use a different medium (pic related.)
I still use text files for things like map name ideas, or for brainstorming broad concepts for larger projects.
I need to create a document for cataloging Quake maps that have things I want to reference or outright rip-off. I can not for the life of me find a vanilla map that uses "This door opens from the other side..." for the fucking life of me, if there even is one.
>>9871985
>f-word
... Jew?

>> No.9872023

>>9870509
The commit I linked earlier is part of the latest release.

>> No.9872043

hey guys, question about doom mapping.
so ive been into mapping for a while, and its alot of fun.
issue is i have trouble making new maps. why? because i can never finish the first fucking room.
the original doom 1 maps are built mostly by making strange shapes and detailing them. this is how tutorials say i should do it, and i think it looks nice.
issue is, i cant. my brain physically cant make good looking randomly shaped rooms.
whenever i make less drunk looking maps they end up being boring hallways connected by doors and nothing else.
i really try and make more free-form maps and i just cant. usually i start, try my best to make a weird looking polygon, it looks like shit, retry 60 times, and then give up.
i dont fucking understand how people do this.
can one of you guys tell me what type of autism i have that would cause this?

>> No.9872058

>>9872043
Sometimes it helps me to try and think of the place when I start a map- what it is and what purpose it serves in the world. Then I work from there. It also helps to think of a couple of gimmicks or fights and try to work them into the structure.

>> No.9872067

>>9872043
https://www.youtube.com/watch?v=a9IgdZtajAA
Maybe you simply weren't meant to be, anon

>> No.9872071

>>9872043
What if, hear me out, you just didn't put corridor between two rooms?

>> No.9872072
File: 15 KB, 96x96, 1660040178854763.png [View same] [iqdb] [saucenao] [google]
9872072

>>9872043
if a room is too bland for me I just start adding pillars to the corners and arches/trim to the entryways

>> No.9872092

>>9872071
but i dont.
i avoid that shit like the plauge, and that causes me to make shitty god-awful look rooms.
its either painfully boring or vomit-inducingly ugly

>> No.9872101
File: 652 KB, 4001x4096, 5603c5260b7745da241bf5e74b22fafd.jpg [View same] [iqdb] [saucenao] [google]
9872101

why are there so few doom sex mods


Personally I dont want to play through hdoom, I just want to have a hdoom summonable imp girl to fuck when I feel like it after clearing the level or the room like as an addon to one of the various gameplay mods

>> No.9872108

>>9872101
i'd so fuck her like a dog behind a bush after watching her crawl around like a dog

>> No.9872113
File: 23 KB, 388x468, Zvs4jpW_d.jpg [View same] [iqdb] [saucenao] [google]
9872113

guncaster female shopkeeper and female
shopkeeper sex when?

i'll let the snake in my pants attack her hot demon crotch slit if you get what Im saying

>> No.9872114

>>9872101
Because it's hard as hell to make Doom sprites that actually look good and fit the visual style. Some people only do one monster, most of them are just recolors of existing ones with some additions. Then there's also the fact that the Doom community trooned out and is infested with people that will backstab you at any moment, so not only can you not make money with this hard work, you can advertise it on the common Doom forums because they're infested with children & groomers and in the end you're also at risk of dealing with people who could potentially dox you out of spite. Fun times we live in.

>> No.9872120

>>9872101
personally I think the map that comes with hdoom sucks

It should be more like a sex dungeon

its not fair that imps spawn inside the hot tub. They have the most animations

>> No.9872127

>>9872043
when I made my 2048 map i was replaying dark souls 2 for a bit and took inspiration from the verticality and design of the ruined buildings. Sometimes its good to just go outside look at cool buildings or play other games that have areas or arenas that you like. Same with WADs too, if there are maps that really catch your eye try to make something similar.

it helps to know that natural stone and cliffs and shit are all irregular and not uniform in shape and that there's no reason you have to stick to straight lines and symmetry when working with buildings.

>> No.9872128
File: 293 KB, 938x260, fuck_yeah_bitch_banner.png [View same] [iqdb] [saucenao] [google]
9872128

>>9872043
>start, try my best to make a weird looking polygon, it looks like shit, retry 60 times
Holy shit bitch, calm the fuck down. You need to reiterate on something to refine it, not trash it and start over if it's not perfect the first time. Just apply the basics of detailing and you'll be fine with pretty much any "drunk looking" geometry. I think the bigger issue is that you lack the confidence in your creative process to go farther than the first few steps. Try studying YouTube videos on mapping, maybe watch some mapping streams or speedmapping videos. Seeing how other create their layouts may help you understand that it's not about slapping down random shapes and it "just werks"; you have to keep working on something until it looks good.
If you keep starting over, then you're literally never going to get anywhere. I don't see how that's not obvious from the words in the sentence.

>> No.9872135

>>9872114
i cant believe wanting sex minigames my favorite video games is a utopian fantasy

this dystopian reality is worse than what is imagined in fiction

>> No.9872139
File: 760 KB, 1200x1200, ezgif.com-gif-maker.gif [View same] [iqdb] [saucenao] [google]
9872139

>>9872043
There's nothing wrong with having a square room, you'll chop the chunks out of it later. I think the best idea I've got is to plot a progression that would loop so every wall connects to something different.

>> No.9872151 [SPOILER] 
File: 153 KB, 214x341, 1666131730621.png [View same] [iqdb] [saucenao] [google]
9872151

>>9872101
>there are other images from the same artist showing her kneeling after being defeated and getting fucked while knocked up
To answer your question, like >>9872114 said, it's hard to make an erotic sprite that still fits the style of Doom, and there are other games better fit for adding a million porn models of your choosing.

>> No.9872159
File: 7 KB, 184x184, aafdb43ddce45709c5f0aad2c7a3d24a1ce24591_full.jpg [View same] [iqdb] [saucenao] [google]
9872159

>>9872101
summonable submissive imp gf hot total sex

imptan looking around and being immensely turned seeing her demon kin laying mangled and torn and in bloody pools of gore all along the floor

fucking imptan in all of her holes with my BFP-9000 ontop of a pile of demon corpses

>> No.9872162

>>9871941
>has no arms but still got booba
Coomers will be the first to perish

>> No.9872181
File: 4 KB, 250x250, 1657782683609369.jpg [View same] [iqdb] [saucenao] [google]
9872181

>>9872113

>> No.9872187

>>9872181
for me i wanna see her face (i think its hot)

>> No.9872189

>>9872043
I talked about an approachable community noob mapper project some days ago, been playing with some ideas and my current one is such:
One room. That's it.
But there have to be some alterations to the layout, lowering walls, raising bridges, whatever. Use of voodoo closets and dummy sectors is recommended so you can at least try to do one or few advanced things.

The idea was somewhat inspired by going through Going Down's MAP26 and making sense of the wonder and awe. But that's not the intended bar that is set of course, my first map for the project was just a hurrdurr here's a hexagon and then just subdividing it into bits that raise or lower.

I think this concept would limit some of the stress of creating a whole interconnected complex while also being interesting enough challenge to fit multiple little fights and objectives into one space. So if that sounds interesting, keep that in mind. I'll make a better and more proper pitch when I have at least a few maps to show for it.

>> No.9872205

>>9872101
go back to /v/

>> No.9872253

>>9872101
impudent stubborn impgirl needs rape correction

>> No.9872257

>>9870047
>>9870040
come home to quakespasm, lads

>> No.9872273

>>9870047
That's retarded. I use keyboard look for my laptop when I don't feel like bringing a mouse. Up down left right arrows and fire with ctrl (usually).

>> No.9872307

>>9871562
Here you go, one demo, it's kind of weird but it's interesting.
https://files.catbox.moe/at96fr.7z

>> No.9872309

do I move faster when I hop in Blood or is it just an illuisionament?

>> No.9872315

>>9871593
Mordeth, Space Pirate

>> No.9872325

>>9870710
based

>> No.9872372

>>9872257
having ironwail, why would anyone use quakespasm?

>> No.9872375

>>9871170
I was thinking about going through it with Spawn.
https://forum.zdoom.org/viewtopic.php?t=69893

>> No.9872398

>>9872372
My toaster refuses to run both IW & vQuake

>> No.9872414
File: 693 KB, 852x480, headless boobas.webm [View same] [iqdb] [saucenao] [google]
9872414

>>9872162
>has no arms but still got booba
no head STILL got booba :DDD

>> No.9872428

>>9871596
BASED Ganymede

>> No.9872432

>>9872257
lol. lmao.

>> No.9872461
File: 485 KB, 597x533, drexler.png [View same] [iqdb] [saucenao] [google]
9872461

>>9870072
>I heard he freaked out when dumptruck made the video on Ironwail

As well he fucking should. If you think about it, we are living in the future. Humanity is supposed to run vanilla Quake at 4-digit frame rates. God bless Andrei Drexler, how I wish there were more people like him.

>> No.9872470

Aw fuck, in looking up what the Chainworm Kommando mapper has been up to, it turns out there was a third wad being worked on that was more like the first but it got lost or something. Also he did a map for Nova 3 and some screwing about in non-retro FPS engines.

http://chainworm.de/

>> No.9872486

is there a way to make a doom monster passive but try to kill you when you attack it first?

>> No.9872487

>>9872461
Ironwail is definitely the de facto sourceport outside of Remastered but there are very very subtle visual differences between vkQuake and Ironwail that make me prefer the former.

>> No.9872494

>>9872486
You can do literally anything with zscript for GZDoom. It's a very robust engine.

>> No.9872515

>>9872486
Loads of ways, everything from mapping tricks to any number of the scripting stuff can have a monster that only goes hostile once you've attacked it.

>> No.9872526

>>9872494
shouldve added "with decorate" to my first post

>> No.9872528

>>9872526
Ask the Combined Arms/GMOTA guy. He's a decorate maniac.

>> No.9872556

>>9872526
Probably would be able to use something to remove the friendly flag when it takes damage from you.

>> No.9872654

>>9872470
Amazing find. I wonder if he's doing ok.

>> No.9872717

>>9872654
I hope he is, looking down his Twitter is like seeing moments of feeling like his stuff doesn't get any real attention,

It's a shame cause most people who I've known who played Chainworm Kommando liked it, it's just not gonna get the attention something like Heartland got so stuff like it's Doomworld thread has always been a ghost town.

>> No.9872753

>>9872717
That's most creative types. It's why you keep making and keep making things.

>> No.9872767

>>9872753
True, though the way the community is these days, you've practically got to market and network your arse off to get stuff to be noticed.

Stuff like Chainworm Kommando and Dakka are almost like they're from an earlier time where their creators don't much, and what popularity they got is from word of mouth in isolated corners of the community.

>> No.9872796
File: 576 KB, 1800x1303, 1f8b.jpg [View same] [iqdb] [saucenao] [google]
9872796

I am tired anons, so much organizing my folders of maps and mods, just to not play anything in the end because i am tired of organizing itself

>> No.9872821
File: 1.23 MB, 2560x1440, squadhell.png [View same] [iqdb] [saucenao] [google]
9872821

>>9872796
Have a good rest anon

>> No.9872837

>>9870864
Neat, I'd opted to just scrape out the incompatible parts of Space Hunter and use that as a monster mod for Combined_Arms Gaiden.

>> No.9872847

Quick question for you guys:
If there was a game like ssb but for retro fps, what characters would you like to see playable?

>> No.9872853

>>9872847
I wouldn't, I played Samsara, I know it's a mistake to do that shit.

>> No.9872856

>>9872853
Samsara is fine. It was everything else other people tacked onto it that was shit.

>> No.9872867

>>9872853
Ok one rule: You can only have up to 12 characters

>> No.9872871
File: 149 KB, 1200x900, samsara extra heroes.jpg [View same] [iqdb] [saucenao] [google]
9872871

>>9872853
I think QC:DE did a better job at an FPS smash bros. The secret ingredient was giving every character the same weapons, making it much more balanced than trying to have every character play almost identically as they did in their own games. Base Samsara follows this principle and it is already pretty unbalanced with only 8 characters, and the addons made it even worse.

>> No.9872880

>>9872871
>>9872853
Base Samsara attempts quite a lot to balance weaponry while maintaining character identity, and it is quite good at this considering how diverse the cast is in terms of playstyles and tools.
"add"ons and their Ilk just throw everything through the window and make it a kitchensink mod-- Everything goes in, no matter how stupid or broken it may be. Zero QC. Just exactly like your average Mugen repack.

It's not really the concept what's wrong, it's the execution.

>> No.9872882

Wait a minute why don't we have a QC:DE night sometime? or a minigame server those were fun years and years ago ;_;

>> No.9872889

>>9872882
I miss stupidLMS and other minigame mods being played back to back in old Zandy/Skulltag days.

>> No.9872896

alr lemme clarify how this would work:
each character would function the same, just looking different and having different voice lines (or none at all)
by default all characters have a pistol and a unique melee (so caleb would have a pitchfork, lo wang would have a katana, etc)
but they all technically work the same

>> No.9872904

>>9872847
BJ Blazkowicz, the Doom Marine, Taradino, Corvus, the Hexen trio (one character, three "skins"), Strifeguy (AKA the Mercenary), Duke, Caleb, Lo Wang, Cletus, and either the Eternal Champion from Arena or the Avatar from Ultima Underworld.

>> No.9872912
File: 514 KB, 1798x1232, 6D6BE655-5B20-4EFB-8108-46F21C5065A8.jpg [View same] [iqdb] [saucenao] [google]
9872912

>>9872867
>>9872904
Oh, since that's 11, I'll add JC Denton.

>> No.9872913

>>9872904
>>9872912
>Having Blaz and Doomguy but not ranger
Honestly fucking respectable.

>> No.9872917

>>9872913
It was a close call for that twelfth pick, between Denton, Ranger, and someone from Zero Tolerance for the SEGA Genesis (I would've had to Google that one because the only thing I remember about Zero Tolerance is that I fucking hated it as a kid.)

>> No.9872960

>>9872912
>>9872904
based

also heres mine:
bj blazkowicz
doomguy
strifeguy
taradino cassatt
duke nukem
lo wang
caleb
leonard
ranger
no idea what the last 3 would be

>> No.9872989
File: 3.89 MB, 852x480, eidolon.webm [View same] [iqdb] [saucenao] [google]
9872989

loved Hexen 2, very cute game.

>> No.9873015
File: 768 KB, 1280x720, 61.jpg [View same] [iqdb] [saucenao] [google]
9873015

>>9870673
>"pistol"
>uses shells
>still has the pellets
>says "shotgun" when picked up
It's just a faster shotgun, which is nice because this shit's nuts so far. I didn't like the model so I just switched it.

>> No.9873023

>>9872372
>A fork of the popular GLQuake descendant QuakeSpasm with a focus on high performance instead of maximum compatibility,
That's why.

>> No.9873030

>>9873015
It's beta but yeah I really like the rhythm of its weapons. Stronger axe, stronger everything really. Hopefully he adds monsters next version, but I'm sure he's busy helping map for Mjolnir.
>>9873023
Everything QS does IW does.

>> No.9873031
File: 1.08 MB, 1024x1024, dfbgw3q-08fed312-cc26-4065-a0a0-0d1952fa5171.png [View same] [iqdb] [saucenao] [google]
9873031

>>9872432
i WILL NOT use the new ports
i WILL NOT play the dogshit m*chinegames episode
i WILL NOT support bethesda
i WILL NOT support new-3DR or its 'employees'
i WILL NOT browse slipseer
i WILL NOT eat the spawns
i WILL NOT live in the func_pod

>> No.9873034

I like calling big groups of Spawns a Wad.

>> No.9873036

>>9873031
Literally me except vkQuake. I've been waiting to post to the newspost that Quofee 2 is out, but it's only out on Slipseer so far since quaddicted is slower to publish things.

>> No.9873039

>>9873030
IW doesn’t work on 3rd world toasters beause it dropped support for old graphics libraries thus their old and shit gpus can’t run it. That’s a good thing.

>> No.9873041

>>9873030
>Everything QS does IW does.
It's new, I don't like it, and my laptop with no dedicated graphics processor won't like it.

>> No.9873042

>>9873039
That IS a good thing. Like those fags who hold on to W7.

>> No.9873047

>>9873039
>literally "and that's a good thing" posting
oh golly, i can't wait to play the next map pack "two drops of rain on a stale wheat cake" by scrimbo_bimblo (she/they) that plays like a mid 2000s scourge of armagon remake but needs a 3080 and ironwail to run because every single brick is its own detail brush that also splits apart into separate crumbs if you shoot it twice, turn 360 degrees, and join the discord to get the secret code word (it's 'aarddolph')

>> No.9873049
File: 1.61 MB, 1920x1080, vkquake0052.png [View same] [iqdb] [saucenao] [google]
9873049

>>9873047
Find better things to do than make up things to be upset about.

>> No.9873050

>>9873049
not until the shilling ceases

>> No.9873065

>>9873039
>>9873042
Come on graf stop shitposting.

>> No.9873070
File: 7 KB, 251x205, 1363753536191.jpg [View same] [iqdb] [saucenao] [google]
9873070

>>9873042
>Like those fags who hold on to W7.

>> No.9873074
File: 3.92 MB, 854x480, knightsavesnight.webm [View same] [iqdb] [saucenao] [google]
9873074

>>9873030
It's interesting, even if I tend to enjoy double barrel replacements that are still quick to shoot like what's in Trevail/Zerstorer and Dwell. This is triple shotgun is much more fun and chunkier than AD's though, and I get a faster regular shotgun.

>> No.9873075

>>9873047
scrimblo bimblo is an auteur you pleb

>> No.9873085
File: 147 KB, 800x600, 1670192897371626.jpg [View same] [iqdb] [saucenao] [google]
9873085

>>9873047
>"two drops of rain on a stale wheat cake" by scrimbo_bimblo (she/they)
O im laffin

>> No.9873118

>>9873050
Talking about a port for Quake that objectively has the best performance possible isn't any more shilling than talking about a wad or mod you enjoy. I hope you're only a part time retard.

>> No.9873237

>>9871975
The more recent one is an improvement compared to this tryhard edgy shit.

>> No.9873253
File: 1 KB, 65x123, temp7.png [View same] [iqdb] [saucenao] [google]
9873253

>>9872101
does it count that I'm making a mod where you can strip down a big tiddy goth girl and she doesnt bother to cover making you able to see her pixel nipples

>> No.9873289

>>9872461
Do you have any info on the freakout? I want to read it if it's available.
>>9872487
>the de facto sourceport outside of Remastered
Nightdive's "Remastered" version of Quake should be at the absolute bottom of the list, outside of fucking DOSBox.

>> No.9873296
File: 940 KB, 2048x2048, 20230503_082806.jpg [View same] [iqdb] [saucenao] [google]
9873296

They/thems and DeviantArtists are seething that they used AI ironically to generate an image of an Evil AI in System Shock

>> No.9873302
File: 828 KB, 850x884, 1659936969996627.png [View same] [iqdb] [saucenao] [google]
9873302

>>9873042
enjoy your botnet

>> No.9873304
File: 841 KB, 200x114, 1666917584669172.gif [View same] [iqdb] [saucenao] [google]
9873304

>>9873253

>> No.9873312
File: 188 KB, 1076x576, Screenshot_Doom_20201029_183247.png [View same] [iqdb] [saucenao] [google]
9873312

I love fuck ugly 3d doom mods

>> No.9873330

>>9873253
what about sex doe

>> No.9873335

>>9873289
I've read extensively on the matter if you really want to know but it's not worth talking about unless you say you really want to know.

>> No.9873347

>>9870597
don't bother, imho it's not that great...

anyway: first, you'll have to extract the pak files from one of the cd rips you can find online

then you'll need to add the pak from here:
https://www.moddb.com/mods/shrak-for-quake-patched-v2-with-texture-fix-and-soundtrack/downloads/patch-for-shrak-for-quake-v21

>> No.9873354

>>9873330
It's a maybe if I go with my plan to make it its own game with tentacle monsters

>> No.9873358
File: 23 KB, 249x232, penguin_graham_crackers_bitch.png [View same] [iqdb] [saucenao] [google]
9873358

>>9871869
Finally gave that link a read. Thanks for sharing!
I really like the way he breaks down game mechanics into logical systems. The node tree graphic is especially enlightening for illustrating how players perceive the value of space per visual feedback.
But what's more, I really appreciate this as a reference for ways to spice-up encounter intrigue. Here's a vid of my WIP map from the "intended" route, more or less trying to stick to door combat to see where I can tighten things up: https://youtu.be/zDxsW3s6NBo
That blogpost already gave me some great ideas for how to improve this layout in multiple ways. The one I'm especially interested in is the progressive cover; it's one-a those things I think I just overlook until somebody reminds me of it.

>> No.9873367

>>9873358
Not that anon but I think after a certain point you just have to trust players aren't going to be assholes who poke holes in design and won't retreat to the nearest door of safety.

>> No.9873375

>>9873367
Haha if you want players like me to fight from a less-than-safe location you're going to have to force us to. Teleport us into a room with doors that don't open until all the monsters are dead. Close the door behind us and don't open it until all the monsters are dead. Etc.
I WILL find the optimum way of approaching every fight which gives me the optimum chance of survival or even taking no damage at all. It is my nature. I feel compelled to.

>> No.9873379

>>9873375
This is what I mean. And then there are guys worse than you who bitch about being locked in a room feeling video gamey or teleporting monsters feeling video gamey. After a certain point I genuinely do not care what you people want. If it's fun to me, if I achieved what I set out to do with my map, then it's a success.

>> No.9873380

>>9869175
Link / wad name ?

>> No.9873384

>>9873379
People bitch about video games feeling video gamey? lol

>> No.9873385

>>9873384
Ever released a map? You see some absolutely stupid feedback now and then. My favorite is always
>Hard is too hard!
So play on normal
>But >:(

>> No.9873389
File: 37 KB, 1024x604, sun_tzu_001.jpg [View same] [iqdb] [saucenao] [google]
9873389

>>9873367
>you just have to trust players aren't going to be assholes who poke holes in design
I agree. There's stuff with glaring flaws like "standing upstairs gimps Ogres", but generally I find that as long as an encounter has a lot of moving parts, it can be rewarding for both cautious and aggressive players, regardless of if/how you can cheese it.
Altho I'm realizing that I rely a lot on forcing the player to progress for resources (unless they find secrets, in which case they end-up lousy with it.) It's nice to have more methods of layout design than just that and perched enemies everywhere.
>>9873375
>I WILL find the optimum way of approaching every fight which gives me the optimum chance of survival or even taking no damage at all.
Sincerely blessed strategist.

>> No.9873393

>>9873384
>People bitch about video games feeling video gamey
Yep. Reminds me of a article i read years ago about how in Mass Effect 3, there was going to be a final boss, but the devs decided not to because it felt too video gamey.

>> No.9873409

Coming back to doom after I got zdl installed and working. Been playing tf2, and holy shit, I'm already having way more fun.

Any good weapon mods for flamethrowers or archery? Those are the only real things that I feel like I'm missing.

>> No.9873417

>>9871092
>HURR-DURR, lets turn reanimated humans into gorillaz LMAO!

>> No.9873419

>>9872414
ForceCube makes me remember about Eradicator, same thing with Q2:GZ's DefenderSphere

>> No.9873427

>>9873409
>flamethrowers
Heretic, Obituary, Heartland
>archery
REKKR, Final Doomer

>> No.9873432

>>9873015
Kinda reminds me of the final Citizen Abel episode with the Deagle using shotgun shells for bullets

>> No.9873434

>>9873253
As always, you are a gentleman and a scholar.

>> No.9873445

>>9873409
>archery
High Noon Drifter and Wrath of Cronos.

>> No.9873460

>>9873409
Combined_Arms has a flamethrower with the Blastmaster set, and there's a bow in the Past Linked set.

>> No.9873469

I made a small compilation mod that adds all the Skulltag weapons to Gzdoom (except the minigun), and also adds a Sniper Rifle, Flamethrower and Dual Pistols. It's all mods by other people, of course, but I thought it would be a neat way to spice up the weapon roster in a way that doesn't feel too invasive.

https://drive.google.com/file/d/1Qs2kqPYJ4jWpznmrAzzUNvKqOXuTLI3N/view?usp=share_link

What do you guys think? Any weapons you think should be added/removed? Any changes you'd make? I can't figure out how to get the machine gun to be a lower priority than the chaingun and it's pissing me off. Any advice on how to do that would be helpful.

>> No.9873478

>>9872871
I prefer how Samsara tries to get the "feel" of the characters down to small unnoticeable details (Like Parias' secret notifications being written like some of Hexen's progress texts) and even some of the differences like Chex guy not being a Doomguy reskin anymore.
QCDE is fine but it being based on an existing game and sticking to its rules also means characters aren't "explored enough".
You got to play as Caleb but it's a very small portion of the character.
There's also weird things like the Marathon rep not being Mjolnir 54 himself but Durandal and how every character needs voice lines that even Gordon Freeman has G-Man talking.
Meanwhile, original QC made Doomguy being silent a feature of him.
Perhaps the concern of Samsara was being made too soon because of the tech at the time.
Add-ons also ignore the rules set by the base mod, like how pickups are supposed to be abstract looking because they relate to "equivalents" to what a character gets.
Videogame crossovers in general have this issue of "representation for the sake of it" vs "balance/uniqueness/etc" because even if the ladder is more important, you also end up partially admitting that being a crossover isn't the main point anymore.
But there's also the irony of "we're celebrating videogames but fucking up the gameplay a bit, the most important element of the medium".
>>9871306
It's neat to look at these obscure, less known games because even if they're copycats they also come off as exploring certain aesthetics and mechanics that you wonder if some stuff could have been in the games they're imitating.
They can also serve as bases of inspirations for stuff like mods.

>> No.9873491

>>9873289
>Do you have any info on the freakout?
tl;dr he got mad because dumptruck made a video about iw like if he were the face of quake or something

>> No.9873492

>>9873469
>I can't figure out how to get the machine gun to be a lower priority than the chaingun and it's pissing me off. Any advice on how to do that would be helpful.

Depends on how you're doing it, if in decorate or something it's Weapon.SlotPriority with the higher number having the higher priority or if you're doing your slot stuff in keyconf you just switch the order.

>> No.9873496

>>9873492
Like I know, but I don't know what the priority of the vanilla chaingun is and its annoying me.

>> No.9873505

>>9873496
Probably doesn't have one or it's 1 or something, easiest thing may be to just set up a new one inherited from the vanilla one and give it a slot priority value.

>> No.9873506

>>9873445
Walpurgis also has the Druid with her ultimate.

>> No.9873508

>>9873505
So I just like, recreate the vanilla Chaingun in decorate and give it a higher priority number?

>> No.9873509

>>9871712
I know nothing about Zone wads, but author seems to have hit his stride with it compared to Whispers of Satan and anything he's done before. Episodes take design cues from original Doom ones with substantially bigger playtime and monster count clocking in hundreds, you may play it continuously in one stretch for a literal odyssey experience. Besides a couple of duds like very much dull E1M8 homage, I'd say it's consistent in quality it has to offer, competent mapping is followed by equally competent original soundtrack. With second episode it starts to cut loose off Romero's techbases, and the third is especially long and gloomy take on Inferno. Don't stack up on those cells and rockets.

>>9873237
It's tone-deaf with its humor, but you're overanalyzing the amount of effort it took to be made.

>> No.9873520
File: 8 KB, 370x124, bitchass chaingun.jpg [View same] [iqdb] [saucenao] [google]
9873520

>>9873508
Yep, something like this should work, I think.

>> No.9873524

>>9873520
Yep, that worked! And I'm doing the same thing to make the Grenade Launcher have a lower priority than the Rocket Launcher. Very cool.

>> No.9873530

>>9872853
I guess you could make it by putting a bit of Samsara into QC:DE : Keep the QC weapons with a single one being replaced by a unique weapon for each character, like the SSG for Doomguy, Minigun for Sam, etc.
I think another mod/game already does that, but I can't remember which one.

>> No.9873531

>>9873524
>>9873469
Now, for a little more polish, I wanna try giving the dual pistols a unique pickup sprite (layering two pistols on top of each other should do fine) and maybe even one for the fists so they all look good together in my weapon wheel mod.

>> No.9873537
File: 1.37 MB, 1600x900, spasm0005.png [View same] [iqdb] [saucenao] [google]
9873537

>>9873393
>Reminds me of a article i read years ago about how in Mass Effect 3, there was going to be a final boss, but the devs decided not to because it felt too video gamey.
Don't even remind me about that interactive shitstain. . .
I stole every internet-capable mobile device and computer in my household to manually spoof votes for nominating EA the worst company in America, and I'm not even a burgerclapper

>> No.9873552
File: 578 KB, 1920x1017, Screenshot_Doom_20230503_123917.png [View same] [iqdb] [saucenao] [google]
9873552

>>9870710
I'm having loads of fun with it.

>> No.9873563
File: 51 KB, 403x400, KnifeSven.png [View same] [iqdb] [saucenao] [google]
9873563

>>9873552
Glad you're enjoying it. This update definitely made me step up my art game.

>> No.9873568

>>9873563
Between this and the standard Combined_Arms you really seem to have been finding your own sort of artistic niche in the last handful of years.

>> No.9873572

>>9873568
I'm hoping to have it show in GMOTA as well, I think it's more noticeable with Blaz's HUD.

>> No.9873578
File: 1000 B, 28x17, SFISZ0.png [View same] [iqdb] [saucenao] [google]
9873578

I wanna set this to be the "pickup sprite" for Doom Guy's fists. Any tips on how?

>> No.9873581

>>9873578
in decorate, of course

>> No.9873586

>>9873578
>>9873581
as an example, check the spawn section here.

https://zdoom.org/wiki/Classes:Chainsaw

>> No.9873592

>>9872821
whats this from?

>> No.9873606
File: 327 KB, 714x880, 1578583340504.jpg [View same] [iqdb] [saucenao] [google]
9873606

>be spiritual guy after being atheist for decades
>always enjoyed lots of retro fps since I was a kid in the 90's with liberal for the time parents
>wife reconnected with her mainstream faith
>constantly bothers me about it now
>throws away my beautiful red doom cover t-shirt because it was inviting evil into our home

>> No.9873614

>>9873606
I wish you well in your coming divorce.

>> No.9873615

>>9873606
why would she throw away something that doesn't belong to her?
I truly don't understand american culture, sounds like a living nightmare

>> No.9873618

>>9873606
>Upset by his wife for doing the right thing
See? She was actually right, it did bring evil

>> No.9873619
File: 293 KB, 532x312, manual sam.gif [View same] [iqdb] [saucenao] [google]
9873619

>> No.9873628
File: 128 KB, 640x400, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9873628

This thread needs moar Super 3D Noah's Ark.

>> No.9873645

>>9873606
I've been trying my best, but when I try to mess with the stock fists, things go crazy. I'm not gonna edit the main player class just to get an icon.

>>9873628
The sound this picture makes:
https://www.youtube.com/watch?v=HzdjMLKKdgk

>> No.9873694

>>9873619
groovy

>> No.9873706
File: 508 KB, 1024x768, IMG_20230503_103224299.jpg [View same] [iqdb] [saucenao] [google]
9873706

>>9873614
>>9873615
>>9873618
Turns out she hasn't thrown it away she just hid it where I would forget it exists
Crysis averted

>> No.9873712

>>9873706
what a cuck

>> No.9873716
File: 1.67 MB, 2560x1440, squadheck.png [View same] [iqdb] [saucenao] [google]
9873716

>>9873592
AMC Squad's second level is a giant loveletter to Doom.

>> No.9873720

>>9873706
She was getting ready to throw it away without you knowing.

>> No.9873726

>>9873706
Tell her DOOMguy is a christian family man who literally only kills demons.

>> No.9873730

>>9873706
now fullblast la tailor girl in the living room

>> No.9873737

>>9873712
You'd allow these shenanigans too if yours were the stay at home, raise kids, make me sandwiches, bring me beer while I watch sports on tv kind of wife.
>>9873726
Yeah I always use that argument
"But I'm the good guy, saving humanity from the forces of hell"

>> No.9873742

>>9873606
shoot your wife in the back of the head while shes sleeping

>> No.9873748

>>9873730
This, and he has to play the demonic chick.

>> No.9873752

>>9873742
most sane zdoom user

>> No.9873759

>>9869286
>>9869227
I'd also add Fleshed Out to that list, I think the actual map design and impression is better than Death Wish, or at least on par

>> No.9873762

>>9873752
but i use zandronum and map with boom formats

>> No.9873769

>>9873762
>i use zandronum
this doesn't help your case

>> No.9873840

>>9873737
tell her about sandy peterson working in doom and being ok because "they're cartoons plus you kill them"
or doom 2 rpg's holy water pistol
or the fact that thinking demons are real in general is considered heresy because jesus supposedly killed them all

>> No.9873873

>>9873840
Sandy's an unusual case all round though since he's largely the one person responsible for the massive resurgence in interest in Lovecraft's writings.

>> No.9873882

>>9873840
I thought demons were the fallen angel followers of satan who were cast into hell with him? I never heard anything about Jesus killing them all. Is that a mormon thing?

>> No.9873892

>>9873882
no, anon. You are the demons.

>> No.9873896

>>9871306
Best MoozE work by far, I wish he did more music in that style, could never find any band playing similar breakbeat on steroids.
https://www.youtube.com/watch?v=nVNDm2w3-K0
https://www.youtube.com/watch?v=RtqJyAjEzt0

>> No.9873897

>>9873882
Yea that’s definitely not a Catholic, or at the very least Protestant thing since it’s pretty clear that the ruler of the world is the prince of power of the air.

>> No.9873913

What if the Mancubus had a 50% chance for its attack pattern to be mirrored?

>> No.9873925

>>9873706
Well, enjoy the evil you're inviting then. Maybe set up another PC and have a doom lan party with it.

>> No.9873952
File: 876 KB, 1920x1080, 2023-05-03-173513_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9873952

>>9869912
Fun map, actually doesn't seem harder than Go 2 It to me, but it's been a while since I played that.
Most of my deaths were from the cramped cyberdemon encounters. The yellow skull key and red card key fights both killed me a few times as well.
- The secrets aren't particularly secret. The tunnel leading to the outdoor grassy room seems to be required to get the red skull key anyway. The other "secrets" are hard to miss.
- In the North outdoor grassy room, I died a few times getting stuck on the trees which was pretty annoying. The same goes for the blocks in the adjacent room which become stepping stones between the two yellow doors, which are hard to see between all the mancubus corpses
- Kind of wish there was a teleporter back from the Southwestern room (with Cyber and two revenants), it's kind of a weird dead-end otherwise and an awkward position to get stuck in during some other fights in the area. Actually, it looks like there are teleporter lines there (without GATE texture) but it doesn't work for me for some reason.
- For the final fight the only sensible thing to do seems to be to BFG through the pinkies and escape the arena, which is a bit anticlimactic.

>> No.9873962

>>9872796
It's a pain in the ass, but I did it myself recently and I have to say it is quite nice to have everything where it belongs. You'll also stumble onto old stuff you forgot to play while cleaning and then you'll have a little list of things to play when you are done organizing.

>> No.9873964

>>9872796
I find what helps is to have some mod/map combination that I want to play but haven't got round to it wacked into ZDL for when I'm done sorting shit.

>> No.9873986

>>9873706
Nice t-shirt. Seems kind of too big, but I guess that's just the angle.

>> No.9874001

>>9871443
E1M8b

>> No.9874002
File: 251 KB, 1573x733, image.png [View same] [iqdb] [saucenao] [google]
9874002

>>9872796
Anon, your DoomLauncher?

>> No.9874052

>>9873925
>>9873706
>>9873606
Can a Doom t-shirt really invite evil into your house? Asking because I'm about to buy 5

>> No.9874086
File: 111 KB, 1024x1007, 31B5F89A-35F0-4052-856A-DACEFDC6EC79.jpg [View same] [iqdb] [saucenao] [google]
9874086

>>9873726
>DOOMguy is a christian
The Blazcowicz family are fucking JEWS.
Doomguy is a FUCKING JEW.

>> No.9874091
File: 2.11 MB, 1858x1057, Screenshot_Doom_20230503_125905.png [View same] [iqdb] [saucenao] [google]
9874091

>>9873409
Nightshift has a flamethrower that can kill a baron in under 2 seconds and a cyberdemon in not too much longer if you can get it distracted
However you move slower than doomguy's strolling speed and it takes 5 full seconds to refill

>> No.9874103

>>9874086
Anon posts on twitter 25 years later dont count as actual game lore

>> No.9874105

>>9874086
Which also means Commander Keen is as well.

>> No.9874118

>>9874086
Even if this decades late shitpost were canon and regardless of believing in the jewish faith or being an atheist I assume one would turn into a christian if they died and went to christian hell with upside down crosses and came back to life to tell their story and reality were being invaded by literal demons from christian hell.

>> No.9874123
File: 696 KB, 697x651, 1669126924014526.png [View same] [iqdb] [saucenao] [google]
9874123

>>9874052
It all begun when we hired a pentecostal evangelical maid and she reported seeing a tall man with the head of a dog in our bedroom.
I wish I was making this up.

>> No.9874130
File: 497 KB, 1080x1071, mmo_twitter_cunts.jpg [View same] [iqdb] [saucenao] [google]
9874130

>>9874103
>>9874118
BJ versus the pre-cyber Demon was in like 2006. that's longer ago from now than Doom's release was from the Wolfenstein RPG.
>>9874105
Moar liek Commander Kike

>> No.9874137
File: 171 KB, 750x739, 1535310977931.jpg [View same] [iqdb] [saucenao] [google]
9874137

>>9874130
He's also part black and part hawaiian
As seen in the Doom movie

>> No.9874139

>>9874123
bro... get out of that house

myhouse2.pk3

>> No.9874150

>>9874137
>He's also part black and part hawaiian
>BJ BLEACHED stanky islander puss
B-b-based?!?

>> No.9874191
File: 165 KB, 620x620, 696220-rrra.jpg [View same] [iqdb] [saucenao] [google]
9874191

>>9872904
>Cletus
You mean Leonard, am I right?

>> No.9874197

>>9874150
>>9874137
But Dwayne Johnson was NOT the Doomguy in the movie, only his boss and the final monster Reaper killed after becoming superhuman

>> No.9874208

>>9874197
I'm still disappointed to this day that the Rock didn't go full Saboath

>> No.9874227
File: 28 KB, 640x400, PowerSlave_PC_03.png [View same] [iqdb] [saucenao] [google]
9874227

>>9874123
Was he ripped as fuck and wearing only a loincloth and a shitload of bling by chance?

>>9874086
According to the Talmud your family line stops being jewish if your mother isn't a devout jewess or your wife doesn't convert to judaism herself but you are - because apparently "jewishness" itself is strictly matrilineal like mRNA

>> No.9874230

>>9874227
which Talmud? Babylonian or Jerusalem Talmud?

>> No.9874302
File: 1.63 MB, 1076x1501, 1658769947178024.png [View same] [iqdb] [saucenao] [google]
9874302

Also, BJ Blazcowicz personally witnessed the supernatural power of the Spear of Destiny (The weapon that pierced Jesus during the crucifixion) decades before his grandson went to literal Hell. He also witnesses the connection between germanic paganism and hell.
The id multiverse is a christian one and all protagonists are painfully aware.

>> No.9874306

>>9874302
How about ranger?

>> No.9874313

>>9874086
Setting aside both religions being Abrahamic, that's the words of A), a guy who got fired and had virtually all of his lore and writing for Doom thrown out, and B), supported by said guy's friend, who's a widely known attention whore.

As far as I'm concerned, there's no bloodline between Doomguy and B.J, they're barely characters and Doomguy even less so.

>> No.9874314

>>9874306
>How about ranger?
hardcore mennonite

>> No.9874318

>>9874306
Lovecraftian alternate universe. Ranger is never affirmed to be a member of the family.
Which means Niggerman the cat is canon.

>> No.9874348

Quake mapping question: how can I get monsters to walk on a clip brush? Or is there an equivalent alternative that I need to use?
I have a "rickety bridge" made of multiple planks, and I have a clip brush encompassing it to make walking along it smooth for the player and monsters, but monsters won't even step onto it. If I retexture it to a metal texture or something, monsters walk on it fine.

>> No.9874353

>>9873952
Thank you for the feedback.
>The secrets aren't particularly secret
The secrets occupy the same position as in the parent maps in a similar way go2it treated map01. I anticipated this might be confusing though so I'll probably just unflag them.
>it looks like there are teleporter lines there (without GATE texture) but it doesn't work for me for some reason.
The teleporter there only works in deathmatch to hopefully to improve flow, but I wanted it to be one-way in singleplayer so you can't just grab the megasphere and leave.
>the final fight
I'll probably rework the final area considerably since you're the second one to comment on it. Everything else mentioned should be easy to fix.
>>9874348
"Skip" texture, I think.

>> No.9874360

>>9874348
I think you can use a func_wall or some other brush entity to create a walkable path. Might have to use the skip texture on it, not sure.

>> No.9874369
File: 2.78 MB, 640x480, 1662635261595.gif [View same] [iqdb] [saucenao] [google]
9874369

>>9874353
>"Skip" texture
It worked. Bless you, friendo.
Tho I do have to cull the shape, because it seems to also skip textures on connecting brush faces...
>>9874360
>use a func_wall
Nevermind, this fixed that. And also reminded me to do this anyway so I can attach the targetname to that invisible bounding box.
Thanks a ton for the help, anons!

>> No.9874384

you guys dont care but ill tell it anyway, i backported the revenant to doom 1 :D

>> No.9874391

>>9874384
I think revenant code was backported to Ultimate Doom, there just weren't any sprites.

>> No.9874419

>>9874391
oh
ok

>> No.9874468

https://twitter.com/DrPyspy/status/1653835203171983360
another metadoom map probably

>> No.9874487
File: 5 KB, 158x200, Archvile_sprite.png [View same] [iqdb] [saucenao] [google]
9874487

>seeking out various doom newfags looking for wad recommendations and telling them myhouse

>> No.9874496

>>9874487
Why? Most just get the burned house ending and think that's it.

>> No.9874497

>>9870534
LOOKS NEAT, DO YOU HAVE A DOWNLOAD LINK FOR IT?

>> No.9874536

>>9873491
Yeah, but where is this spergout?
>>9873335
Okay, I *really* want to know. I'm a sucker for retarded drama revolving around the things I like.

>> No.9874596

>>9874497
https://drive.google.com/file/d/1rmAGTrmVYTameSn1etdXoMEH4GUotnuq/view
Here, and have an Apothecary check your loss of hearing.

>> No.9874597

I've updated some files on the kart server, you can find them from the usual place.
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g

>> No.9874669

>>9874536
>Okay, I *really* want to know. I'm a sucker for retarded drama revolving around the things I like.
me too, I wanna know about developer drama, masters of doom was not enough for me.

>> No.9874736

How does GZDoom still have absolutely fucking TRASH mouselook.

>> No.9874741

>>9874487
Should recommend Yume Nikki newfags My House instead.

>> No.9874745

>>9874736
Damn
Graf claims another victim.

>> No.9874750

>>9874745
How hard can it be? eduke32 got there in the end

>> No.9874754

>>9874736
look man we get it, you dont like modern sourceports
you can shut up about it now

>> No.9874759

>>9874750
It's not about difficulty or even willingness, but intentional design.
Reminder that trilinear filtering is enabled by default.

>> No.9874764

>>9874759
then turn it off

>> No.9874774
File: 148 KB, 815x801, 1673552074715285.jpg [View same] [iqdb] [saucenao] [google]
9874774

>>9874754
>eduke32 got there in the end
>you dont like modern sourceports
I don't have any problem with modern source ports. What I have a problem with is objectively bad controls.

>> No.9874781

>>9874536
>Yeah, but where is this spergout?
the discord mapping, is way back in time now
the thing is that the vkquake developer thought everyone would jump ship to iw because dumptruck said so, it's retarded developer autism

>> No.9874785

>>9874754
In fact, double fu, I play all my non-gz wads using Doom Retro

>> No.9874786

>>9874774
my brother in christ
i have used crispy doom, boom, doom retro, marines best friend, prboom+, odamex, zandronum, and gzdoom, and every single one controls exactly the same
either your mouse is fucked or you have some issues

>> No.9874873

>>9874786
>every single one controls exactly the same
Yeah, trash.

>> No.9874883

>>9874873
well then just how the fuck am i supposed to play doom
give me one fucking port with "good mouse controls"

>> No.9874892

>>9874786
The complaint is so vague it doesn't even make sense what he's complaining about, be it autoaim or mouse turning or sensitivity or how shit looks when looking up and down.

>> No.9874936
File: 307 KB, 1600x900, Screenshot_Doom_20230504_011823.png [View same] [iqdb] [saucenao] [google]
9874936

I'd forgotten how fun Demonsteele is, even if it was never really finished.

>> No.9874963

>>9874936
Shi-Hong's energy sword is particularly satisfying to wield.

>> No.9874971

>>9874487
Nowadays, there are times in which looking at an Archvile makes me think of a Fire Daedra from Daggerfall.

>> No.9875004

>>9874736
Works great for me.

>> No.9875089

>>9874963
Yeah it's really fun, in some ways it feels like it's Term's stab at the sort of sword that Blaz has in GMOTA except it also feels heftier in a way.

>> No.9875095

>>9875089
Oh yeah it's absolutely way heftier. There's been days I've considered taking notes from that Shi-Hong's sword and apply it to Blaz's, but I know that ultimately wouldn't work too well seeing how quick I want Blaz to cut through enemies.
That's fine though after all these years I finally stole the two fisted sword/gun thing Demonsteele has and applied it to Blaz.
Even if he's not here actively devving stuff, I'm still learning from him.

>> No.9875127

>>9875095
It's the sort of thing you'd probably have to build a character around since it's more of a slower, methodical way to slice monsters up.
>Even if he's not here actively devving stuff, I'm still learning from him.
Dude really has a knack for finding the cool/fun/interesting aspect of something and just running with it, which sure shows through in a lot of his stuff.

Sucks that he's out of the community but it's understandable, at least he's still keeping busy making his own games and things.

>> No.9875139

>>9875127
Yeah, slower and harder hitting I think. It also helps Demonsteele lets you cut dudes in half. I also really like the meaty as fuck punches Hae-Lin throws when in the power armor. I'm gonna be taking notes for that for Doomslayer's new fist when I get back to GMOTA.

>at least he's still keeping busy making his own games and things.
This world would be a far darker one if he had totally given up on his creative endeavors.

>> No.9875140

>>9870292
based

>> No.9875175

>>9875139
>I also really like the meaty as fuck punches Hae-Lin throws when in the power armor.
They rate pretty high up there for me with punching melee stuff, almost on par with Dakka's kinda fucking absurd fists.
>This world would be a far darker one if he had totally given up on his creative endeavors.
It really would have been fucking awful, not just for the people who like his stuff but also for him with how much he enjoys making stuff.

>> No.9875182
File: 35 KB, 640x480, Marshall James Anderson.jpg [View same] [iqdb] [saucenao] [google]
9875182

>>9872904
>>9872917
>>9872960
Does no one remember him?

>> No.9875187

>>9875182
literally who the fuck
also i wouldve added serious sam to that list

>> No.9875194

>>9875182
Sadly not, at most people remember the theme music and the HUD but not much of the game itself, let alone the dude.

>> No.9875196
File: 25 KB, 464x500, logitech_trackman_marble_wheel_optical_trackball_1999_box.jpg [View same] [iqdb] [saucenao] [google]
9875196

Ever played on a trackball mouse, /vr/?

>> No.9875240
File: 341 KB, 1000x1334, Outlaws.jpg [View same] [iqdb] [saucenao] [google]
9875240

>>9875187
Marshall James Anderson of Outlaws (LucasArts, 1997)
>>9875194
What about the intro?
https://www.youtube.com/watch?v=mCMh-88a2DI

>> No.9875241

>>9875139
You're gonna give him back his punches?

>> No.9875242

YER A FOOL, MARSHAL!

>> No.9875243

>>9875240
>lucas arts
No wonder nobody remembers. Didn't they do nothing but shovelware back in the day?

>> No.9875245
File: 3.87 MB, 640x480, preach.wad 2311.webm [View same] [iqdb] [saucenao] [google]
9875245

>>9875196
I'm actually playing with the Steam controller and it's trackpad right now, very cozy for vanilla gameplay. I bought a trackball not long ago to try it out, it'll take some getting used to and I still prefer my controller.

>> No.9875250
File: 13 KB, 460x460, 1301965.jpg [View same] [iqdb] [saucenao] [google]
9875250

>>9875196
I still do whenever I use a laptop, never a thumb ball though.

>> No.9875253
File: 17 KB, 600x600, bait.jpg [View same] [iqdb] [saucenao] [google]
9875253

>>9875243

>> No.9875258

>>9875245
I never got on with my steam controller for FPSes, just feels more natural to keyboard and mouse it, found it surprisingly good for Descent though.

>> No.9875271

>>9875258
>I never got on with my steam controller for FPSes
Neither did I, just for Doom. The trackpad without worrying about vertical aim puts it second to mouse aiming for me, and far better than keyboard or analog stick turning.
The worst part is it will be fucking expensive to replace it when it dies out, I might just get Deck if it comes to that and how the pad is as nice.

>> No.9875273

>>9875243
It seems they got better through the 90s when they started releasing things like Grim Fandango and Star Wars: Dark Forces (whose Jedi Engine is used by Outlaws).
I guess if Dark Forces is already cult, Outlaws is cult squared

>> No.9875286
File: 3.65 MB, 1280x720, HOMs.webm [View same] [iqdb] [saucenao] [google]
9875286

wasn't expecting HOMs in a commercial release. It's been a while since I last saw them.

>> No.9875289
File: 489 KB, 960x480, 1665139673511195.jpg [View same] [iqdb] [saucenao] [google]
9875289

i always wondered if this was a nod to wolf3d

>>9873312
it would actually be interesting to see a doom tc that uses custom 3D models

>> No.9875290

>>9875271
I suppose if you take freelook out of the equation, it's less of an issue, yeah.
>The worst part is it will be fucking expensive to replace it when it dies out
I hate that they just ditched them and ran, everything is an afterthought now, even the bullshit of them backporting the halfarsed deck control setup shit over the top of the controller stuff.

>> No.9875292

doom on the deck is very nice. for any other FPS with vertical aim, gyro aiming is mandatory.

>> No.9875293
File: 245 KB, 537x599, 1677898175818474.png [View same] [iqdb] [saucenao] [google]
9875293

>>9875273
>Dark Forces
Holy shit how could I fuck up THIS BADLY
>>9872904
--Blazcowicz
--Hexen trio
++Sam from Serious Sam 2
++Kyle motherfucking Katarn

>> No.9875295

>>9875289
>it would actually be interesting to see a doom tc that uses custom 3D models
So something like Total Chaos?
https://www.youtube.com/watch?v=Y_faIycnKGU

>> No.9875304
File: 287 KB, 620x349, duke forces.png [View same] [iqdb] [saucenao] [google]
9875304

>>9875293
Just in time for May the 4th.
Also, I found the perfect pic in case we bake a new bread today.
https://www.moddb.com/mods/duke-forces

>> No.9875314

>>9874786
Some doom ports have laggy mouse and it’s not subjective or placebo. Ironically gzdoom is one of the better ports when it comes to input lag.

>> No.9875315

>>9875314
turning off vsync fixes it in most ports

>> No.9875316
File: 60 KB, 732x627, blazball_champion.png [View same] [iqdb] [saucenao] [google]
9875316

>>9875241
I am. His new arsenal is gonna have some notable tweaks, like two mana pools and recovering from directly meleeing enemies rather than landing killing blows. The setup is gonna be like this:

Slot 1) Fist, hits hard, lots of knockback. Probably going to make it combo into the sword altfire
Slot 2) Bolt pistol, slow and accurate, also hits hard. (Uses Mana pool 1)
Slot 3) Mourning star (Mana pool 1)
Slot 3a) Thunderbuss (Mana pool 2)
Slot 4) Iron Storm chaingun (Mana pool 1)
Slot 5) Wrath caster (Mana pool 2)
Slot 6) Lava gun, I'm gonna make this thing fire a stream of heavy magma and rocks that'll travel in an arc (Mana pool 2)

The sword will stay on altfire as always, same thing with the Sunder saw gauntlet.

I've mentioned this before but I'm really unhappy with his current system of only having killing blows with melee strikes give him ammo. So I'm opting to reduce his resources and have it charge from landing melee attacks like how Blaz works.
I also like the idea of the Thunderbuss using the second mana pool as it means doing the wombo combo shit by holding fire and tapping three demands both resource pools, kinda like Hexen's super weapons. Also because I'm a cheeky piece of shit, that first mana pool is gonna be called Mettle because all of the weapons that use it fire big metal projectiles.

>> No.9875323

>>9875315
Sure, it removes any lag caused by vsync, but doesn’t otherwise fix it.

>> No.9875332
File: 290 KB, 2000x2000, 1680489545001728.jpg [View same] [iqdb] [saucenao] [google]
9875332

>>9875196
ya

>> No.9875337
File: 388 KB, 620x388, DUKE FORCES.png [View same] [iqdb] [saucenao] [google]
9875337

>>9875304
Nevermind, this one is better

>> No.9875339

>>9875316
>Slot 6) Lava gun, I'm gonna make this thing fire a stream of heavy magma and rocks that'll travel in an arc (Mana pool 2)
I'm preemptively calling it the Orange Juicer.

>> No.9875348

>>9875314
PrBoom+ mouse used to feel horrible, thankfully they finally fixed it like a couple years ago and all the newfangled ports should have good mouse input

>> No.9875361

Is plutonia 2 as cunty with chaingunners as plutonia?

>> No.9875378

>>9875361
Plutonia 2 is pretty cunty, and whenever it references the first it ups the difficulty, like map 03's reference to plutonia map 03's blue key room having less room for cheese
For the most part it doesn't feel very plutonia and more hell revealed, except compressed into small maps less than 3000 map units wide, but to its credit the encounter design is more thoughtful and deliberate than HR.
Gusta made most of the maps and he went on to make Kama Sutra which is not even hiding that it's Hell Revealed compressed into the size of a clown car

>> No.9875382

>>9875378
Huh, I thought Kama Sutra came first and PL2 after it.

>> No.9875386

>>9875378
Also it's archvile maze map is fucking idiotic.

>> No.9875390

>>9875361
>>9875378
Good to know then. I'm skipping it as I don't feel like getting chaingun'd in the balls.

>> No.9875430

Does anyone have a download for Quake Rally 1.2?

>> No.9875495

>>9869153
woof 11.0 released, with a truckload of new features
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.0.0

>> No.9875506

>>9875430
nvm, found it.
almost works. needs tweaking
http://clovr.xyz/quakeRally/client/index.htm?-game%20rally%20-exec%20rally.cfg

>> No.9875516

>>9875506
>-exec%20rally.cfg
that part needs to be executed in the game console
-exec rally.cfg

>> No.9875537

whats a good thinking mans shooter

>> No.9875562

>>9875537
Chex Quest

>> No.9875575

>>9875390
Filtered

>> No.9875592

>>9875537
Marathon if you want to think about it for far too long.

>> No.9875631

>>9875537
Hexen

>> No.9875639

>>9875537
Custom maps of your favorite shooter. They're usually some manner of degrees harder than the base game.

>> No.9875643

>>9875495
>Make mouse settings exactly the same as in Crispy Doom.
Based saint Fabian

>> No.9875648

>>9875304
I hope you killed the strippers, anon.

>> No.9875663
File: 4 KB, 25x24, SPINBK.gif [View same] [iqdb] [saucenao] [google]
9875663

>> No.9875667

>>9875537
hdoom

>> No.9875679
File: 447 KB, 2374x4096, 3416e5bab264e8c0f61b825ca6d5e5ef.jpg [View same] [iqdb] [saucenao] [google]
9875679

angry imp anal whore
I'd stretch her out real nice

>> No.9875683

>>9873409
FLAMMENWERFER
It's just fun to say out loud. Give it a try.

>> No.9875713

>>9875316
I like the sound of all of that. By bolt pistol, do you mean it shoots lightning?

And a new chaingun-tier weapon sounds good. I can't really say I liked the Hydra all that much. I'm curious though, I saw in Slade that it had a mode where it shot rockets. What was up with that?

>> No.9875719
File: 518 KB, 689x944, kustam_eat.jpg [View same] [iqdb] [saucenao] [google]
9875719

>>9875713
No I mean it's going to shoot a fairly sizable big metal spike. I might just take those darts from the traps in Doom 64 and repurpose them as projectiles here. I definitely want to take some visual cues from the Stomper pistol too, that thing looks cool.
And yeah when I was first working on the Doomslayer, the Mourning Star had a grenade alt fire, and the Hydra Repeater had a mini rocket mode like from Doom 4. Both of those attacks ultimately felt like shit so I scrapped them. Though the reload sequence and sounds for the Mourning Star altfire was recycled into the reload animation for the Particle Smasher in Combined_Arms, and the missiles from the Hydra Repeater got repurposed into the Icarus Launcher, also in Combined_Arms.

Really at this point I have a pretty confident design plan for all of the boys, except for poor Kustam. I'm gonna need to really pull my head out of my ass to make him as good as he should be.

>> No.9875726

>>9875719
>No I mean it's going to shoot a fairly sizable big metal spike.
That sounds fucking cool.

>> No.9875736

>>9875726
Yeah that's what I said. I'm also going to go back and remove the daggers and give Doomslayer his bombs again, those are easier to aim than the daggers and should provide a more reliable means of life steal. The current Sapphire Beretta pistol is gonna go away and be replaced with a shoulder cannon that pops out and fires before folding away again. Mechanically it'll be the same thing, it's just it won't interfere with weapon animations. Same thing is gonna be used for launching bombs.

>> No.9875738

>>9874883
There aren't any. Your only option is to play Doom with no mouse look. Any doom mods with mouse look are inherently shit.

>> No.9875747

Anyone have a link to a GZDoom compatible HUD that just has the bare minimum? Armor, health, ammo and Doomguy's face.

>> No.9875756

>>9875719
>>9875736
It makes me picture some kind of magitech industrial tool that's been yoinked and adapted for shooting monsters.

>> No.9875760

>>9875756
I'd like to think Doomslayer's arsenal is a result of a combined effort of his broken vanilla weapons from Doom 1/2/64, some magic bullshit, and aspects of his own willpower being put forth into them.
Originally I pictured it was some kinda demon that helped kit him out for GMOTA's outing but nowadays I'm not so sure, maybe it was someone else who lent him a hand.

>> No.9875769

Alright fine I'll try the latest GMOTA I've been putting it off since I heard the Blaz changes suck

>> No.9875771

>>9873706
Lucky you I "lost" my gwar shirt

>> No.9875773
File: 62 KB, 1300x2400, Planned Blaz changes.png [View same] [iqdb] [saucenao] [google]
9875773

>>9875769
I still think a lot of people are just bellyaching because I took away the spell cubes and the sword techniques. Though I do agree that using reload to power the sword up feels very cumbersome now. As does the sword throw. Which is why I'm planning on fixing that bullshit soon, pic related.

>> No.9875786
File: 3.72 MB, 1280x558, 4end.webm [View same] [iqdb] [saucenao] [google]
9875786

fug

>> No.9875791

>>9875747
There's NightFright's Fullscreen HUD.
https://forum.zdoom.org/viewtopic.php?t=63863&sid=d775bb3cfbdcfdcaa87c4a74d7c66d38

>> No.9875793

>>9875773
hello how do i dare a power strike :DD

>> No.9875797

>>9875793
In the current playable version? Hit reload and power the sword up.

>> No.9875809

What would be your opinion on a pistol replacement that fires multiple bullets at once with perfect accuracy but with slower fire rate? Like 5 bullets at once with twice the reload time?
I think it would be able to get its own niche there.

>> No.9875831
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9875831

>>9875773

>> No.9875834

>>9875430
>>9875506
>Quake Rally
Neat.

>> No.9875835

>>9875797
Oh that's it? Huh. Well my quick and dirty feedback:
-Mourning Star Shotgun is still more fun than the SSG replacement. I've been feeling that way since 1.4. Otherwise Doomslayer still feels awesome and is probably your strongest candidate for an indie game if you ever go down that route
-All of Blaz's actions were more impactful in 1.4. Subweapons, his blaster that crystallized foes, his fists, his strikes. I don't know what subtle changes you've made in those years, but Blaz straight up feels more fun to play in 1.4.1 than 1.5.2. Thank goodness allfearthesentinel archived that version because itch.io wouldn't let me grab it.

Blaz is fine, fun even on a moment to moment basis. But wow I enjoy punching things more in 1.4.1. I loooove the Wave Buster which seems absent in 1.5.2, or maybe I should play longer. I think the representation of the power strike as gems in 1.4.1 was more interesting than just a bar of lines here in the latest. It's totally possible I just don't like change.

Lastly the endscreen from 1.4 is leaps and bounds better than the latest dude. Maybe have rotating endscreens? The three protagonists in a dark tunnel with loads of red eyes just SCREAMS adventure in the most fantastic way.

>> No.9875840

>>9875835
Oh I forgot the 1.5.2 throwing of the sword to stun enemies is fun. It's almost a shame it gets replaced too fast with the throw buff.

>> No.9875845

>>9873706
>>9875771
How do you people end up married to somebody who doesn't respect you or your stuff?

>> No.9875847

>>9875831
You pretty much just read all of the bullshit I got planned. Though right now I'm taking things slow for a moment and keeping my word to Yholl: I'm making some visual additions for Legendoom, like making blue plasma skeleton fists for the Agitating plasma gun, and some color muzzleflashes for Optional, Nuclear, and Illegal weapons.
I'm gonna make the Illegal muzzleflashes FIREBLU

>>9875835
Wave Buster and a lot of those extra things are been stripped out. Because the guy that's supposed to be very melee focused had a LOT of ranged attacks and didn't even really go towards using melee, other than the arm cannon's stun bullets. The crystal stun was a pretty shitty mechanic in hindsight because you had a stun effect from some attacks like the boomerang, but then a more stunny stun that made enemies immune to stun afterwards, that's pretty fucking abysmal in my eyes and falls into the kitchen sink approach to design. Which I'm doing everything in my power to move away from.

>> No.9875849
File: 2.83 MB, 1280x720, 2023-05-04 12-23-49.webm [View same] [iqdb] [saucenao] [google]
9875849

I'm fairly satisfied with this, it's offering a respectable damage output per cell. I don't know if I'll actually use it though.

>> No.9875850

>>9875840
Also this is the thing that confuses me. I don't recall making throwing the sword stun enemies.

>> No.9875852
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
9875852

>>9875847
>are been
I meant have been. Sleep deprivation and multitasking make for shitty typing habits.

>> No.9875856

>>9875850
Yeah I guess something else was stunning them, just tested.
>>9875847
That's fair re: wanting Blaz to be more melee focused. Maybe the Wave Buster and Hyper Mode weapons can find their home in another character someday. Cheers.

>> No.9875863
File: 16 KB, 320x240, Intermission2.png [View same] [iqdb] [saucenao] [google]
9875863

>>9875835
Oh fuck, right and regarding the intermission screen, that's all of a result of this update being a painful one in a lot of ways. I went into a hard crunch to keep my promise and release a GMOTA update before the year had ended. Which meant removing Kustam while I did my best to fix everything else I could. A sensible man would have broken that promise for the sake of making the update better, and a wiser man wouldn't have made the promise to begin with. But I'm too dumb, prideful and honest, so this is where GMOTA is right now.

The final update is gonna have a cozier intermission screen, with the boys huddled around a blue fire, having a moment of rest with this music https://www.youtube.com/watch?v=_U6c1FlOjBA

>>9875856
>Maybe the Wave Buster and Hyper Mode weapons can find their home in another character someday
I'm not sure at this point, but I'll always keep that code around. I plan on packing up all of the older versions of GMOTA into a single folder and upload that in the future. Also with the upcoming overhauls I got planned, I'll set about making Blaz's fists feel a little better to use as you beat the shit out of things. Though I still think his current uppercut is fine as is.

>> No.9875875

>>9875863
Did some more playing. I don't have a problem with the uppercut per se, it's more that hammering away at enemies with your fists in 1.4.1 doesn't result in knocking bigger enemies across the room like the latest version necessitating me to pursue. I can just beat the shit out of a guy right in front of me and he'll stay. I'm sure a lot of people probably like the hitting someone across the room however so that's preference, but in 1.4.1 I can also hold down M1 and do that spinning fist, clearing out enemies around me. THAT'S super satisfying while I'm beating on a big guy. I'm also not a fan of tapping M1 in 1.5.2 and Blaz does an auto 3 hit combo. Also the sword icon being a bar of lines is worse than the sword icon in the top right filling with light. Goodnight I have a headache.

>> No.9875885
File: 2 KB, 140x141, WARNING.png [View same] [iqdb] [saucenao] [google]
9875885

>>9875852
Beans might be useful in GMOTA.

>> No.9875887

>>9875875
yeah the lariat is gone and not coming back, I'll be keeping the automatic 3 hit combo too. It's just instead you'll just hold the fire button and constantly throw punches, then releasing the button will end with the uppercut.
I also ultimately prefer the more utilitarian HUD for Blaz I've created. Though in the future I'd probably give Blaz's resource meters more flair again, at least in a future standalone game. For here in the Doom engine, the bars are here to stay.

>>9875885
PAUL!
UNATCO hurt my weenie.

>> No.9875894

>>9875875
Oh fuck and I should point that because holding the fire button will have Blaz endlessly throw punches and only the uppercut will blast things away, it means you'll be able to constantly beat the shit out of targets without chasing them.

>> No.9875901
File: 14 KB, 600x479, GMOTA Godhand Edit.png [View same] [iqdb] [saucenao] [google]
9875901

>>9875894
>Blaz endlessly throw punches

>> No.9875924

>>9875495
>no colored blood
>no randomly-mirrored corpses
>no SSG gibs
I'm sticking with Nugget.

>> No.9875935

>>9875791
Ty very much anon.

>> No.9875939

>>9875863
>>9875887
Gotta add some of my feedback as well.
-Transition between the sword states feels off, and your proposed new system seems better for flow.
-Fists feel underwhelming, feels less powerful and while the uppercut is a great stunner and "get off me" move, it feels limp. Either way I don't think there's much point to the existence of the fists except for the uppercut. No clue how much dps it does compared to sword.
-I think the power sword cleave should cover a bit more area, isn't great when you get cornered.
-Sword throw bounce is annoying, especially when you just want to uppercut. The bounce just locks you into a sword drawing animation. Using it feels like ass and makes me not want to use fists. Good that it's getting a hotkey.
-Blaz feels weak for CC, the Blazter nerf was warranted, but I'm not so sure about the lariat (RIP), his axes can pick up some of the slack but I struggle to deal with big crowds unless I camp a door.
-The shield is fucking amazing, great changes.
-The hammer feels weak due to the long cooldown and its aoe being tiny.
-The knives are n(ice) weapons with great utility and the lance is a great sniping weapon. No complaints here.
-The grappling hook feels pretty risky to use. Maybe adding a flinch for the first hook and giving resistance after could be good, but not sure if that would work with the new hooking system.
-Enemies in faraway cages counter Blaz, who has to use his precious ammo to kill them for no reward. Hooking is no help. Lances are the only way.
-I'm gonna get RSI.

-Doomslayer is still great, and he feels great to play. The new pistol shot feels more like a game-changer than the old pistol spam, which opens up another way to get into close combat.
-Grenades are probably the way to go since they're less aim-intensive, so good call there.
-RIP funny ghost swarm

-Spectre enemy changes is good!

Like the other anon, I still enjoy 1.4.1 Blaz more. Blaz struggles with larger crowds in my experience.

>> No.9875950

>>9875849
Nah, this looks like a shitty weapon. For 40 cells per shot and with that name I expect way, way more damage. BFG9000 is still superior and will remain the superior weapon.

>> No.9875951

>>9875939
I'm gonna need to really bust my ass to strike a balance for Blaz's melee because I want him to be good but not braindead babby mode either. I can buff the hammer's damage output to offset the long duration though. The fists are probably going to be have better DPS in the future, though the normal sword should still be better at this. Because if the fists are better than the sword, than why ever bother with it? Fists right now give Blazter ammo and the uppercut has a forced stun effect. Though soon they'll also build up sword energy as well.
There's a part of me that wonders if I should even the playing field and make both sword and fists give Blazter energy AND sword energy, but that might make shit too easy again.

I can definitely increase the radius of the cleave a little, though with the upcoming changes you're gonna be able to swing it infinitely as long as you have meter.

I've toyed with the idea of bringing back the forced flinch for the chain but again that runs of the risk of braindead babby mode if you have an infinite use forced flinch attack, and I feel like giving them an immunity runs the risk of "Why the fuck did it make them flinch that one time but not the other time and then I ate shit for it?" Consistency is another huge goal with GMOTA before I consider it truly done.
Also regarding the chain, I'm going to make it so hooking enemies lets them pass through monster blocking linedefs. Though if it's a truly impassable linedef, I'm not sure if I can do much there. Trying to design a gameplay mod around theoretically every doom map ever can be a real bitch.
Also with the RSI thing, that's one of the reasons why I'm making it so he just automatically attacks while holding the button, because I don't think mashing adds much here.

>> No.9875959

>>9875950
I do want to nerf BFG for a bit, 40 cells isn't actually a lot.

>> No.9875960
File: 164 KB, 428x524, tumblr_p7a3mf4qBu1vvpteao1_500.png [View same] [iqdb] [saucenao] [google]
9875960

>>9875951
nta and in the least shitting on you needlessly way possible, i don't think 1.4.1 blaz was brainless or babby mode, especially on lord mode. in fact i think it was a stroke of genius to make it so you can't use wave buster/hyper mode with the sword in 1.4.1 because you had to charge those weapons and let yourself be vulnerable before dishing out the massive damage.
tl;dr i genuinely think 1.4.1 blaz was perfect and i don't understand why you thought changing him was necessary if the genesis of that process was making sure he wasn't babby mode because he wasn't. at this point you're in too deep so good luck with it ig. doomslayer is still A+.

>> No.9875967

>>9875773
>Sword and fist power up automatically at max MP
>Meter drains constantly
>METER DRAINS CONSTANTLY
>CONSTANTLY
Oh shit nigger what are you doing
I seriously hope you will change your mind, because this is asking for constantly wasted MP. What you should do is to make meter drain on hit only or on pressing one of the attack buttons. Also, keep some of the current controls, please. Left button is always for primary weapon, which is what Blaz' sword is. Only dumb assholes make right button fire the primary weapon and deserve to get into The Box for that.
>>9875863
>I plan on packing up all of the older versions of GMOTA into a single folder and upload that in the future.
Hell yeah, this would be sick! It's been ages since I last played old Blaz-only GMOTA.
>>9875959
I really, really hope BFG isn't going to become as useless as the new weapon.

>> No.9875969

>>9875960
Well look at it from my perspective:
Here I have a character I claim to be melee focused but he has a bottomless supply of supercharged ranged attacks with no penalty other than having to wait, which means a player can just back off and twiddle their thumbs before going right back to using said supercharged ranged attacks. Sure you can just go back to using melee attacks or the completely lopsided spinning lariat attack that was essentially an explosion around you that you can chain back to back up to 8 times. He also had up to 50 bullets that could stun anything but with an inconsistent duration seeing as it was based off monster HP, and also absurdly powerful subweapons for that arm cannon.

Between all that and the massively inflated monster HP pools, I hate what GMOTA had become. Same thing with Kustam, he's a goddamn mess before I had commented him out, and really if Doomslayer is this good as people say, then I have definitely failed as a designer, as he's just copying Doomguy from Doom 1 and 4.
I can only hope I don't suffer from this shit when I break off this engine.

>>9875967
I'm not backing down from those plans, not until I put them through the meat grinder myself with a lot of rigorous playtesting.. The MP decay is going to be only after the meter fills and triggers the boosted attack and life drain effects. I want to push people into constantly going from fight to fight, as things are right now you can hoarde MP and back off from encounters if you really wanted to. Also by shifting the sword over onto RMB, it keeps things lined up with the weapon positions in his hands, and further unifies all the characters with RMB being a dedicated melee key. And no I'm not going to put the sword in his left hand either.

>> No.9875975

>>9875969
But what am I going to do, if my MP hits max as soon as the fight ends and there's a rather sizable gap between another fight? I guarantee that this is what the players will be running on very, very often. That's why the meter mustn't drain automatically after it fills. That and I still insist you don't do a very, very stupid mistake of putting the main weapon attack on the right button, unless the sword isn't supposed to be Blaz' main weapon. Isn't going all in for melee supposed to be his shtick? Why can't the controls reflect that too?

>> No.9875978

>>9875975
The meter will drain and fill up quickly. If there's a big gap between fights then you'll just have to start from zero and build that momentum again. I'm still not backing down from the RMB for a dedicated main focus melee. Doomslayer has his sword, Kustam will have his kick, Samson will have his whip, and Blaz will have his sword permanently bound to RMB. You're not going to need to mash the button either, so I fail to see a problem.

>> No.9875979

>>9875969
lariat was balanced because you could still get hit while doing it. it wasn't press m1 to win, it was press m1 to do a spinning fist and it was awesome. hmmm well good luck man. my criticism comes from a place of love. many hours spent with blaz on 1.4.1. gonna go play some more of it in fact.

>> No.9875985

>>9875978
The problem is that you are binding main weapon attack on the wrong button. Point to me several good games that use mouse controls that bind main weapon attack to the right button. I'd be impressed if you manage to find even a single game that does that and is still regarded as good.
>The meter will drain and fill up quickly.
At least that might be the sole good news.

>> No.9875986

>>9875985
>Point to me several good games that use mouse controls that bind main weapon attack to the right button. I'd be impressed if you manage to find even a single game that does that and is still regarded as good.
Painkiller.

>> No.9875991

>>9875986
The game where the first thing practically everybody does is swap the rocket launcher/chaingun firebuttons around?

>> No.9875992

>>9875986
Good point. Also reminds me that I really should give it a honest shot.

>> No.9875995

>>9875986
I rebound those.

>> No.9875996

>>9875985
Zelda 1. We're so used to the B button being attack for damn near every other NES game, and A is your attack button there. If we're going by FPS games, than none spring to mind immediately, but how many FPS games have a two fisted system for weapons? Because what bugs the shit out of me is when a character has a two fisted weapon system but left click controls the right hand and right click controls the right. Which is funny because often with games like this have a console port, the right trigger controls the right hand and the left controls the left.

>>9875986
He asked for a good game.

>> No.9875997

>>9875995
Even Painslayer has switched them around for it's default
https://github.com/jekyllgrim/Painslayer/releases/tag/1.4.0
>The Minigun is now set as primary fire mode and the Rocket Launcher as secondary for the slot 4 weapon by default. While this goes against how it was defined in Painkiller, it feels a lot more natural judging by player reports.

>> No.9876001

>>9875996
>but how many FPS games have a two fisted system for weapons

A bunch have it for their dual wielding stuff, as far as asymmetrical dual wielding? There are a few like E.Y.E Divine Cybermancy kicking around with it.

>> No.9876002

>>9875978
Also, almost forgot to point something else out: for Doomslayer, Kustam and eventually Samson those are their secondaries. For Blaz, his secondary would be the Blazter, right? So why the hell would his secondary attack button be the sword of all things? If you really want to be consistent, then switch around the secondary button for every other character as well to make it use the primary weapon.

>> No.9876004

Kegan I think you should duck out and just make your changes privately instead of arguing them.

>> No.9876009

>>9876004
And then the shitstorm will ensue later and probably get worse. Some changes are better off never being made.

>> No.9876012

>>9876001
Solider of Fortune II had this, but it was so weird, I doubt anyone used it.

>> No.9876017
File: 194 KB, 1000x1500, 1451667570191.jpg [View same] [iqdb] [saucenao] [google]
9876017

>>9876001
Good point, and EYE actually has proper handed dual wielding there. So when you have a gun in your right hand, RMB controls that weapon. Fuck I even spend a lot of time playing EYE and I forgot about this. Though in my defense I spend 90% of my game time using the S6000 and Triangle Gating my teammates.

>>9876002
I'm making RMB a dedicated melee attack key, not a seconadry key. Doomslayer, Kustam, and eventually Samson will all have a melee attack permanently bound to RMB. This gets a little fuzzy seeing as Doomslayer can also switch to his fist, and Kustam his staff, but the key thing here is RMB = melee.
Now if I keep LMB for Blaz's sword, then he's the one breaking this rule I've set up.

>>9876004
You're probably right but I'd sooner argue with you boys than potentially have yesmen constantly agree with what I have to say. Though I don't like hogging the thread either, so I'll leave it at this for you all:

Just give me a chance with this, if it doesn't work. Then I'll set about fixing it. You know the lengths I'm willing to go fix shit. But this is something I feel compelled to at least try, like how I took it upon myself to add a brand new character in Gaiden and go effectively radio silent on the damn mod for months on end while put everything else together.

>> No.9876019

>>9876017
>Just give me a chance with this, if it doesn't work. Then I'll set about fixing it. You know the lengths I'm willing to go fix shit. But this is something I feel compelled to at least try, like how I took it upon myself to add a brand new character in Gaiden and go effectively radio silent on the damn mod for months on end while put everything else together.
you got two months, if you dont find her body, im setting a task force on this one. here's your badge. and your other badge.

>> No.9876023

>>9876019
Thanks Chief. I'll make this right in the end, come hell or high water.

>> No.9876029

>>9876017
Absolutely not. You're just being a dumb and stubborn baka. But, hey, if you can't help but make a very, very stupid and easily preventable mistake, go ahead. If Blaz' sword wasn't the primary weapon then I wouldn't be complaining... not really, I'd be complaining because you are committing a grave sin of fucking up muscle memory of literally every player just to have some """consistency""".

>> No.9876031

>>9876029
>Now if I keep LMB for Blaz's sword, then he's the one breaking this rule I've set up.
forgor to copypaste, that's how upset I am.

>> No.9876065

>>9875845
>>9873737

>> No.9876079

Isn't the biggest issue with Blaz the clunkiness of the code?
Just clean how his transition to powered state works so you don't have to wait half a year for Reload to trigger it after a swing and make his powered slashes do splash damage on Hit with a powerup, like how 5th swing used to be unlocked, but otherwise keep the main mechanics on how it builds power and spends it the same. That's all he really needs to crowd control. I'd also make empty swings not drain MP but the fact that they do makes you take the switch into powered sword seriously with some restraint as you can't just spam it until you hit, which is good and incentivizes precision.

Keep sword as a main, altfire can be whatever you want. Make it autocombo by holding the button with the sword so players don't get carpal tunnel but allow the fists to keep their spammy behaviour for a DPS increase and defense/ranged ammo/uppercut stun.
Make axes take skill too, maybe.

>> No.9876140

>>9875495
Suddenly the best doom sourceport currently available.

>> No.9876215

>>9875495
fuckin based I thought he abandoned it

>> No.9876246 [DELETED] 
File: 21 KB, 307x157, Bronies, this is your mindset.png [View same] [iqdb] [saucenao] [google]
9876246

>>9869569
kys
https://derpibooru.org/699384

>> No.9876271

>he's largely the one person responsible for the massive resurgence in interest in Lovecraft's writings
Shutcho goofy ass up nigga, filmmakers been milking Lovecraft's IP's since the 70's or 80's. John Carpenter's "In the Mouth of Madness" even came out before Quake.
Sandy Petersen ain't done shit for the scene except make maps. And I say this as a fan of his maps.

>> No.9876275

>>9876271
The Elder World was my “flawed but favorite” Quake episode and the Spiritworld is starting to feel like my favorite new mappack.
No clue what Sandy’s done outside of Id stuff besides work on an Age of Empires game I think

>> No.9876278

>>9874487
For me, I recommend them Hideous Destructor.

>> No.9876286

>>9876275
I actually do quite like Quake E4 as well. Most of the maps were pretty interesting and had very memorable parts, tho none of them have the great layouts of E2's castle maps. The layouts are still good tho, they're just usually what I'd expect from the guy who make Tricks and Traps.
Also, it doesn't feel like Sandy was inspired by any nightmares in his Quake maps. Maybe the annoying stained glass that keeps spawning Scrags?

>> No.9876290

>>9876271
https://en.m.wikipedia.org/wiki/Call_of_Cthulhu_(role-playing_game)

>> No.9876325
File: 7 KB, 208x199, ▄█▀ █▬█ █ ▀█▀.jpg [View same] [iqdb] [saucenao] [google]
9876325

>>9876290
I've fucking played the Call of Cthulhu role-playing game, and I had no idea Sandy designed it.
I fucking kneel, Sandy-sama. Even the infamous "Herbert West - Reanimator" film came out after the CoC game.
I con-sneed.

>> No.9876327

>>9876271
>Sandy Petersen ain't done shit for the scene except make maps
Clueless. He made the second most popular RPG on planet earth.

>> No.9876329

>>9876327
>the second most popular RPG on planet earth
...Pathfinder?

>> No.9876332

>>9876329
No one plays PF.

>> No.9876334

>>9875924
Theres this cool sourceport called gzdoom that lets you add all that stuff and nearly anything else you can imagine

>> No.9876335

>>9876334
>no demo recording
It's shit.

>> No.9876340

>>9876332
>No one plays PF.
I've been to GenCon, so I know that's not true.

>> No.9876345

Woof 11.0 really feels and looks great, mouse is very snappy, etc. Finally there's a good source port that adds sharp bilinear filtering to make pixel scaling not look ugly and uneven. Also this supports all the relevant map formats (boom, mbf, mbf21). It's pretty much the only sourceport I'll ever need now.

>> No.9876346

>>9873563
Does his power-pack accept D-cell batteries?
asking for a friend

>> No.9876348

>>9876325
He still designs tabletop games. I'm not big into them myself, but I think it's dope that he's still doing what he loves, and that his game design skills scale from physical games to digital to level design (though I know his level design is controversial, they're my favorite maps... most of them).

>> No.9876353

>>9876346
From my experience, no, only blood.

>> No.9876357

>>9876325
Also Reanimator is a great movie and it's 87% because of Jeffery Combs. He's great in every star trek episode he's in and also Frighteners.

>> No.9876365

>>9876348
Actually, as soon as I found out Sandy made CoC (ie. minutes ago), it started to "click" for me why his maps in Doom II seems so "experimental". I'm guessing he's had a lot of experience making encounters that are outside the scope of a typical "game engine", hence why he's willing to push the limits of what you can do with a game's mechanics. I'd even say a good example is the E4 secret exit in Quake, where you actually have to hold onto a key for like the first time in the whole game.
>>9876357
I hate Jeffery Combs is a great actor. I love Shran so much it's ridiculous. I could take or leave Liquidator Brunt.

>> No.9876369

>>9876290
>Sandy Petersen introduced the concept of the Onion Skin: Interlocking layers of information and nested clues that lead the player characters from seemingly minor investigations into a missing person to discovering mind-numbingly awful, global conspiracies to destroy the world.
Beautiful. Been reading some Delta Green stuff as well and the above still seems very important. Lots of fun inspiration going on for some Doom stuff.

>> No.9876371

>>9875845
A lot of people are so terrified of being alone that they'll take whatever they can get when they should be more like our shooter protagonists, killing everything bad and saving ladies for the rescue-sex before moving on to more killing and rescue-sex.. No stripper will ever throw out Duke's shirts or try to get him to go to church.

>> No.9876379

new thread whendo

>> No.9876394

>>9876365
>I hate Jeffery Combs is a great actor.
Err

>> No.9876398

>>9876325
Call of Cthulhu is also the main reason Japan knows anything at all about Lovecraft, so you can thank Sandy for Bloodborne and Nyaruko too.

>> No.9876402

>>9876394
I assume it was meant that they hate Reanimator.

>> No.9876413

>>9875845
Relationships come with trade offs for both partners. You'd know if you had been in one.

>>9876371
>No stripper will ever throw out Duke's shirts or try to get him to go to church.
Well he's fictional.

>> No.9876415
File: 698 KB, 650x657, 1638060901906.png [View same] [iqdb] [saucenao] [google]
9876415

>>9876394
Sorry, I originally was gonna' say "I hate Jeffery Combs as a person, but he's a great actor." Then I tried to rollback the negativity, unsuccessfully it seems.
>>9876398
>Bloodborne
Yesss
>Nyaruko
Nahhh

>> No.9876426

>>9876379
Baking

>> No.9876427

>>9876415
>I hate Jeffery Combs as a person
I don't know anything about him as a person, but I try not to care about that sort of thing. Or I'd hate near every actor.

>> No.9876440

NEW THREAD
>>9876434
>>9876434
>>9876434

There, see you

>> No.9876583

>>9875495
>Fixes monsters infight in 100krevs.wad.
LMAO

>> No.9876615

>>9876398
>>9876415
Agreed, Chiyo-nee is better.

>> No.9876816 [DELETED] 
File: 21 KB, 307x157, Bronies, this is your mindset.png [View same] [iqdb] [saucenao] [google]
9876816

>>9869569
kys
https://derpibooru.org/699384