[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games


View post   

File: 388 KB, 620x388, 1683172793029239.png [View same] [iqdb] [saucenao] [google]
9876434 No.9876434 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9869152

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/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.9876438
File: 909 KB, 1024x512, ongoingProjects.png [View same] [iqdb] [saucenao] [google]
9876438

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9803556/#9803715

=== NEWS ===
[5-4] Woof! 11.0 released with many new features
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.0.0

[5-2] Combined_Arms Gaiden has been updated to version 2.0
https://www.youtube.com/watch?v=ocXJAHKO4Wo

[5-2] DBP58: Immortal Warfare has released
https://www.dropbox.com/s/yuofyq7afblzuzv/DBP_58.zip

[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


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

>> No.9876448

Imp ass

>> No.9876450

>>9876438
>Slayer's Testament full release
Does that mean they can focus on Quake 1.5 now?

>> No.9876459
File: 398 KB, 458x459, 0mu6n9bqcex61.png [View same] [iqdb] [saucenao] [google]
9876459

What are yall's retro fps experiences on Linux?
>inb4 google
Yeah, I'll google all the relevant guides and shit but I want to hear if anyone has had any specific experiences with Linux and Retro fps games what games don't work, which have issues etc.

Mainly focusing on DOOM / Build Engine and Quake engine games.

>> No.9876465

>>9876459
i can get most of them to run. i'm on arch so nearly every source port ever made is on the AUR.

>> No.9876480

>>9876459
I just get most ports through the AUR.
Idk of any that do not run on linux in some form
I use raze and nblood for build
GZ and DSDA for DOOM
And ironwail (though i used to use VKquake) for quake.

>> No.9876486

>>9876459
>Doom
GZDoom and Woof are easy to compile and will cover pretty much all possible needs. The only port that's ever been a particular pain in the ass for me is Zandronum. It really doesn't like alt-tabbing and breaks at the drop of a hat.
>Build
Raze is good, nblood and eduke are also valid options. I used to run BuildGDX in Proton because despite being Java it wouldn't run in any JDK version I tried it with. Raze improved its Powerslave support so I don't need to do that anymore.
>Quake
Vkquake does everything I need it to. Quake Injector works, too, although I had to download a newer version of JDK than the one my distro ships.

>> No.9876509

Sunlust is pretty fucking impressive. And evil.

>> No.9876537

>>9876509
>Map07 revenant count skills 4-5: 49 revenants!!!
>same map skills 1-2: just 1
Is there a “best mapset” catered to so many difficulties? I’d imagine the “worst” would be anyone adjusting for only a single skill setting but I wouldn’t count those.

>> No.9876541

>>9876509
Yep, UV is insane.

>> No.9876601
File: 1.56 MB, 1440x1088, episode002-09913.png [View same] [iqdb] [saucenao] [google]
9876601

>>9876434
I know some of guys are capable of moonspeech, what's the current status of JPCP2? Are any of the previous mappers coming back, like Toasty or Burabojunior? I need something fresh and whimsical for my dooming.

>> No.9876620

>>9876509
All the evil maps were reserved for Italo Doom.

>> No.9876645
File: 99 KB, 250x250, 1661718645210378.png [View same] [iqdb] [saucenao] [google]
9876645

What wad has the most terrifying but also well crafted fights? And I'm not talking fights are frustrating, I mean fights that make you scream in terror the moment you encounter them.

>> No.9876648

>>9876448
WHERE

>> No.9876657

If you find a hidden switch because you saw the little indent in the map screen is that cheating? I feel like it's cheating.

>> No.9876658

>>9876657
either the mapper did that on purpose or it was their fault for not making the lines hidden in the automap

>> No.9876669

>>9876657
At this point, looking at switch itself would be cheating.

>> No.9876670

>>9876645
Possibly Going Down. Some maps are a bit more fun and cheeky but some situations it drops you into are terrifying. The use of narrow spaces, things escalating fast and the maps not providing you with an "obvious" safe way to handle things.

>> No.9876672

How is the Nightdive port of Quake? Is it a good way to play Quake for the first time? Or should I be using vkQuake?

>> No.9876687

>>9876648
You know where.

>> No.9876696

>>9876657
It's quite common to spot hidden entrances via white lines on the automap, no one bothers to mark these as one-sided walls.

>> No.9876719

>>9876672
It's adequate for vanilla Quake, but Ironwail and vkQuake are still leagues better.

>> No.9876723

>>9876672
It was my first playthrough of Quake, and I loved it. I wish other source ports let me walk-strafe while autorun is enabled. I also actually like the 50 health cap on Nightmare.

>> No.9876734

>>9876696
>no one bothers to mark these as one-sided walls.
Because most people don't use the map anyway

t. autistically tidying up the automap just to find out nobody looked at it

>> No.9876757

>>9876734
I use the map all the time.

>> No.9876758

has anyone made a good midi of dose by filter? need some good tunes for a deathmatch wad

>> No.9876779
File: 576 KB, 1080x1080, I can't beep.jpg [View same] [iqdb] [saucenao] [google]
9876779

>>9876672
>How is the Nightdive port of Quake?
It's alright.
>It is a good way to play Quake for the first time?
Yep. It's pretty much on the same position as DOOM re-releases from Nerve Software (the Unity ones). Easy to pick up and check out the vanilla stuff. Simple co-op, bots and console release are a few bonuses.
>Or should I be using vkQuake?
Source ports will be better in the long run. You should also look into Ironwail and many other options out there to pick what's best for you in case you wish to Quake for a long time.

>> No.9876785
File: 121 KB, 699x1024, 1574546044817m.jpg [View same] [iqdb] [saucenao] [google]
9876785

How come literally nobody gave a fuck that the Force Engine was completed?

Is Dark Forces forever going to be a black sheep of retro fps?

>> No.9876827

>>9876670
Mouldy said in a youtube comment on a pumpkinhead video that the job of the level/game designer is to make the player feel like you're trying to kill them when you're actually trying to keep them alive
case in point every mastermind in the wad warranted an "OH MY GOD" even when they weren't very threatening

>> No.9876834

>>9876785
because Dark Forces isn't that good.

>> No.9876856

>>9876757
i do that AND use marks

>> No.9876863

>>9876672
It’s fine now. It had some weird quirks on launch like how you could walk backwards instead of running backwards. Those things have been fixed, you can use the port and see what sort of addons they recommend.
If you get invested, Ironwail can be a good port for performance. VkQuake or Quakespasm-spiked have support for certain particle effects that don’t show up in other ports, unless that changed recently.

>> No.9876868
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
9876868

>>9876465
>>9876480
>>9876486

Alright, thanks for the info guys. Looking forward to setting up all of that. It's not primarily a gaming PC but I do want to have my retro shooters with me on every pc I own.

>> No.9876876

>>9876827
>the job of the level/game designer is to make the player feel like you're trying to kill them when you're actually trying to keep them alive
I guess that's fair for most scenarios but there's some wiggle room in different genres of maps. For example in a combat puzzle type scenario it's like you need to figure out a specific sequence of actions OR else you die. The intent isn't explicitly to keep the player alive but to push him to figure out a way to keep himself alive against the odds. No guarantees that such gameplay is more interesting than the regular type where you can just play with your instincts, trust in the benevolent level creator and enjoy the ride.

On the topic of instincts, that's one thing Mouldy does well in Going Down, he has a good grasp on how the player will think at any given event and does a few unexpected jabs to toy with you. You can spend a good time thinking "when I grab this, I bet X, Y or Z will happen" and your guesses can be pretty wrong.

Is singing the praises of Going Down overdone by now? I'm sorry.

>> No.9876883
File: 54 KB, 600x600, 1d5600422396ec97e8b7b1b1ae923050.jpg [View same] [iqdb] [saucenao] [google]
9876883

>>9876645
I think a lot of Plutonia-likes fall into that category. Plutonia itself for obvious reasons, but also 2048 Units of /vr/ and 512 Linedefs

>> No.9876916
File: 2.00 MB, 1114x1511, QV6wqfG.png [View same] [iqdb] [saucenao] [google]
9876916

>> No.9876932

>>9876883
nice looking samus.

>> No.9876946
File: 417 KB, 1150x1150, cloud.png [View same] [iqdb] [saucenao] [google]
9876946

>> No.9876970
File: 92 KB, 640x480, kyle katarn.png [View same] [iqdb] [saucenao] [google]
9876970

>>9876785
>How come literally nobody gave a fuck that the Force Engine was completed?
I don't know about other people, but with the abysmal state that the franchise is in I've a hard time playing older Star Wars games that I used to enjoy. It's not something I'm consciously thinking about while playing, but the enjoyment is just muted as if they've been retroactively gayed somehow, and I don't really feel compelled to continue my save the next time I sit down to play something. It's like playing a Tom Clancy game after coming to certain geopolitical realizations, or a Halo game knowing the state of the series post-Bungie.

So when I see a Dark Forces source port being completed I can recognize the significance of it, but inclination to download it and play through the game again - even though I used to love it - just isn't there. I'd imagine I'm not the only one.
Or maybe I'm just getting old.

>> No.9876990

>>9876970
>Or maybe I'm just getting old.
More like the magic and fun of the series is getting neutered and diluted bit by bit due to the unironic soullessness of modern Star Wars media + the knowledge that the originally good spinoff games of yore are both no longer canon and no longer feasible to see under Disney's management.

>> No.9877005

>>9876970
Disney killing Star Wars has literally no impact on the great games from the 90's - 00's.

Weird mindset.

>> No.9877008

>>9876946
>powerful lovecraft hdoom
oh no

>> No.9877020

>>9876785
Force Engine is really good but Dark Forces just isn't, I'm more looking forward to Outlaws support

>> No.9877028

>>9876785
cuz i had no idea desu
thats fucking sick. sourceport autists are fucking GOAT and the world needs more of them

its kinda to be expected tho, the muted response that is
the first game has its fair share of issues that make it less smooth to go back to than say doom or duke and some of the other classics.
imo 2 is where they really hit it out of the park. ascended from simply an attempted doom-killer with IP rights, to its own thing entirely
whoever it was doing the level designs in a lot of old lucas arts games was really fucking talented and forward thinking in their design philosophy in terms of what a FPS level could be

>> No.9877038
File: 205 KB, 590x443, 1cfae1cc4107a8175565cf30d8698b4c.jpg [View same] [iqdb] [saucenao] [google]
9877038

>>9876970
I'll spare my edgy contrarian takes about the franchise ever being any good, but I don't see why some modern fagginess would ruin something that was in the past. We all enjoy Doom/Quake despite Bethesda being part of the problem after all, yes?
Sidenote, I remember havin' a good time with Battlefront despite never enjoying the franchise. Sort of like Tribes or UT vehicle maps. Jeez, these 2004 titles nearing their 20 year old retro coronation...

>It's like playing a Tom Clancy game after coming to certain geopolitical realizations
This statement is a different beast and I agree with this one. MIC has all the interest to present serious topics such as war, espionage, terrorism within a certain lens and once you start noticing it's pretty disgusting, every piece of popular media touching those topics seems to lean to give credibility to certain narratives.

>>9877008
oh YES
hQuake and shambler r63 when

>> No.9877054

>>9876348
>>9876325
In a way Sandy's the one who consistently kept making games even after leaving id, dude has some impressive stuff under his belt between tabletop games and stuff like Age of Empires.

>> No.9877061

>>9876785
>Is Dark Forces forever going to be a black sheep of retro fps?
Nah that's Outlaws.

>> No.9877064

>>9876827
In a way it connects back to Doom's D&D roots where a decent DM is much more on the side of the players than trying to kill them at every turn.

Dude has some interesting opinions on mapping, like how he considers HMP to be the fun difficulty on his maps.

>> No.9877067

>>9876990
in all honesty, even as a kid, i kinda thought the old SW movies were fucking cheesy
then when i was still a kid they started the prequels, which were seemingly intentionally cheesy ep 1, fucking boring ep 2, or... idk if i even remember seeing the 3rd one so i dont have anything witty to say about it

my enjoyment of the franchise came almost solely from old skool lucas arts being a bunch of overachievers. they couldve easily just pushed out low-effort shovelware after shovelware games, and the IP alone wouldve sold it
but nah instead it seems they actually gave a shit about the series, and in a LOT of ways, elevated it beyond anything the movies ever did
ffs, kyle katarns entire character arc certainly isnt anything special or terribly unique from a narrative perspective, but compare it to the absolute basic bitch cookie-cutter generic hero story thats been run, what, like 3 times now across like 9 movies? no contest

>> No.9877116
File: 417 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
9877116

>> No.9877124

>>9877064
The HMP thing I wholeheartedly agree with. Doom's difficulty scaling is a bit stupid that it's just three tiers with a number of things enabled or disabled and it's up to the mapper's discretion to add and subtract. I think HMP ought to be the default testing and creation range and THEN adjustments for other difficulties. UV should be a ballbuster category for ballbusting enthusiasts and using UV as a baseline limits the ceiling for that purpose because after that there's mostly just fast monsters or lolnightmare. And from the UV baseline notion is derived the prevailing opinion that UV is the way to "officially" "beat" a level rather than it be a highest difficulty achievement.

>>9877067
>they couldve easily just pushed out low-effort shovelware after shovelware games, and the IP alone wouldve sold it
As if that didn't happen in, heh, spades. But I acknowledge that of course there's some good and high budget worksmanship put in, somewhere.
Agree on the cheesiness, to me it was always classic drama elements in some pretty bullshit worldbuilding and the latter people somehow took a lot more serious than it deserved.

>> No.9877141
File: 1.75 MB, 1920x1080, sin000.png [View same] [iqdb] [saucenao] [google]
9877141

Started playing some Sin, kind of an interesting game. Remember it had a ton of marking back in the day.

Kind of stuck on this stealth mission, u have to stop some chick from hitting a button but if u kill her alarm goes off and turrets and spider robots start killing u, if u dont she flips an alarm.

>> No.9877142

>>9877116
>fun almost in the center
thats how you know this shits quality. fucking 4chan vidya threads and one of the most used words is "fun"
when tf does that ever happen?

>>9877124
i realized that after i posted it lol, but i mean more their actual SW games. they were almost always pretty fucking great
they couldve phoned it in and just relied on the IP

>> No.9877165

>>9877141
If I remember right I think you can just knock her out with your fists.

>> No.9877175

I heard the BFG in the Marathon guy's arsenal from Samsara is based on a cut weapon from his games, but it's used in Oni
Does the weapon in Oni work similar to the one in Samsara?

>> No.9877237

kickable gibs in quack when

>> No.9877259
File: 160 KB, 1037x611, SpookyMap.png [View same] [iqdb] [saucenao] [google]
9877259

How do you guys playtest your own maps without getting extremely tired/bored?
I made the mistake of making a map that is somewhat long for me and is segmented into themed areas, so each time I die or exit to tweak something I need to restart the test from the beginning otherwise it isn't a fair test.
I'm close to finishing my combat tests for the final few areas but because of what I mentioned above, it takes an annoying amount of time to do any re-tests.

>> No.9877267

>>9877141
You can punch out most of the enemies in the level and you'll be fine as long as an alarm doesn't get flipped. This is harder to do in rooms that have a bunch of scientists. The level is kinda trial/error and there's a main sort of path you follow to properly 'stealth' the mission.

Sin is a pretty neat game, the snipers and lack of resources toward the end of the game gets pretty rough though.

>> No.9877282
File: 216 KB, 480x480, xk8f71v4a0481.png [View same] [iqdb] [saucenao] [google]
9877282

>>9877038
>63'ing the monsters and not Ranger
NGMI

>> No.9877321

https://www.youtube.com/watch?v=3Uy5qstp314

>> No.9877335

>>9877259
I would say replayability is an important thing to test, too. If it feels like a slog to play over and over, maybe you need some alternate routes or secret shortcuts at the very least.

>> No.9877353

>>9877335
something to keep in mind for the next map. With the way I designed the current one, there isn't really a good way to incorporate a shortcut without just outright skipping a section and that seems kind of shit to me. Obviously that's my fault but still.

>> No.9877356
File: 1.18 MB, 828x796, 2000sFacebookPost.png [View same] [iqdb] [saucenao] [google]
9877356

How do I avoid the suicidal thoughts that come with working on a Doom gameplay mod/TC for years with no end in sight

>> No.9877371

>>9877356
i dunno man. what mod

>> No.9877386

>>9877259
I did a map like that somewhat recently and I just stopped worrying about it so much.
You can run through the first area a few times and take notes on what you usually have by the end of it, then drop that stuff at the beginning of the next area... etc. But honestly, just idfa some weapons and only use the ones you'd have gotten in the previous areas. keep a mental note of how much ammo you have, and then do a full playtest later for balancing. You don't need to test the whole thing every time.

>> No.9877389

>>9877356
Don't work on only one mod, do smaller, more fun shit on the side to mix things up.

>> No.9877398
File: 274 KB, 1280x720, HexenII 2023-05-04 16-27-43.webm [View same] [iqdb] [saucenao] [google]
9877398

>>9876946
>>9877116
>enough hexen

NO

>> No.9877459

>>9877356
Learn to love every aspect of development. The nuances of gameplay, finetuning animations, making art, editing sounds, and savor every little coding victory you have over this dumb engine. I speak as someone who's worked on the same mod for ten years.

>> No.9877474
File: 196 KB, 680x445, kobold logic is the opposite of logic.png [View same] [iqdb] [saucenao] [google]
9877474

>>9877116
>big better sword
>enemies fists fine
>might keep attack probably
>Combined_Arms considering jeffery
>Supposed shield needs video
>source using 3D character
>real throw design
>GMOTA issue literally
>bullshit cannon wave

>> No.9877496
File: 2.94 MB, 640x360, gmowin.webm [View same] [iqdb] [saucenao] [google]
9877496

>all that Gmota talk last thread
I don't know if it's good or bad that I just want to go through AV with it again this time with the new version, it just works so well for me.

>> No.9877507
File: 125 KB, 408x400, 1487536604675.png [View same] [iqdb] [saucenao] [google]
9877507

I should probably let you boys know I decided I was way overthinking this bullshit and I'll just keep his sword on primary fire. It still makes sense in the grand scheme of things.

>> No.9877517

>>9877398
Lol

>> No.9877557

Get a friend and go to a bar to vent off/have a hug/distract yourself with something fun?

>> No.9877561

>>9877557
meant for
>>9877356

>> No.9877562

>>9877557
who are you talking to?

>> No.9877576

>>9877507
End of the day they're different characters so people tend to expect them to control a bit differently,

It's not like they're all Blaz with a different hat.

>> No.9877585

>>9877576
It's true. I was just thinking too rigidly with the inputs. If I treat them as a primary and secondary input like always, then it still works out fine for everyone seeing as the sword is Blaz's primary action and melee attacks are ultimately a secondary thing for the other guys.
Me overthinking shit is nothing new, some of you boys know that. I'm not going to choke up an entire thread with my bullshit either so I'll leave it there.

>> No.9877662

I'm talking to nobody. Don't mind me

>> No.9877667

ok

>> No.9877692
File: 20 KB, 297x300, 1674657914430444.jpg [View same] [iqdb] [saucenao] [google]
9877692

Was trying out Hexen 2 in FTEQW. I have some weird issue when I set always run, strafing speed is slow, but if I disable always run and use shift to sprint (or +speed in console) it seems to work fine, whats up with that?

>> No.9877734

>>9877692
That's a vanilla quake issue, a lot of ports fix it I think, but I guess FTE is more barebones when it comes to QoL fixes for players.

>> No.9877742
File: 3.91 MB, 1280x720, Hmm this looks -- extraordinarily bad.webm [View same] [iqdb] [saucenao] [google]
9877742

>> No.9877759

Haha, stuck!

>> No.9877772

>>9877734
so basically the fix is +speed instead of the toggle on the menu?

>> No.9877789

>>9877734
Its probably an obscure console command in FTE

>> No.9877907
File: 3.99 MB, 854x288, UT2004 - Intro [sound=https%3A%2F%2Ffiles.catbox.moe%2Fvmo805.ogg].webm [View same] [iqdb] [saucenao] [google]
9877907

>>9876434
it's impossible to have a ut2004 thread

>> No.9877909
File: 636 KB, 1920x1080, gzdoom 2023-05-04 20-42-51-07.jpg [View same] [iqdb] [saucenao] [google]
9877909

Anyone who's played Ashes 2063 Afterglow, which bunker do I need to clear out to in order to talk to the roamers? I've already cleared out the underground area and the nuclear plant to the west.

>> No.9877910

>>9876785
I finished the game when 1.0 came out

>> No.9877919

>>9876946
>bullshit cannon
That reminds me of a dream I had recently, where I was in moving train trying to fight some guys outside riding along on a hoverbike. I was wielding some sort of huge pneumatic cannon that I had to reload it by inserting a whole fire extinguisher into it like it's a rocket, then pull a lever to slot it in. Then the valve cap broke and cold gas started to jet out and freeze my fingers.
I have no idea why it was a fire extinguisher, or what launching one like a rocket would accomplish, but if I ever make a weapon mod I'm putting this one in.

>> No.9877964
File: 10 KB, 217x232, images[1].jpg [View same] [iqdb] [saucenao] [google]
9877964

>>9876946
>bfg feels

>> No.9877973

Anything wrong with using alliteration to name all your levels?

>> No.9877974

>>9877973
Not at all.

>> No.9877981

>>9876946
Didn't notice you posted yours already since I CTRL+F'd "Word cloud" and not just "cloud", my bad. Though it seems people don't mind having two so whatever.

>> No.9878000

I'm digging through pastebin tutorials currently but I wanted to ask: How difficult is it to learn how to mod Doom?
I want to mod Doom to be a fishing game, like how there's that mod about golfing, because I figure I could create something unique, and also because it's funny.

>> No.9878015

>>9878000
I've never really looked much into ZScript, but Decorate is very simple to understand.

>> No.9878018

>>9877692
>always run

Could never get use to this in Hexen 2, for melee is extremely difficult for me to hit anything while running.

>> No.9878035 [SPOILER] 
File: 551 KB, 818x784, wip.gif [View same] [iqdb] [saucenao] [google]
9878035

>>9878015
>ZScript
Sucks that was my main issue thus far has been coding, I consider myself a decent artist but I'm a terrible coder.

>> No.9878040

>>9878035
Decorate is really easy because it's just pointing actions to specific animation frames, but there's a lot you can do with it.

>> No.9878052

>>9878040
That's good to know. Though I actually asked a thread back or two; if there was any mod that allowed you see your legs, as I actually animated and drew leg sprites, but I couldn't figure it out.
Would you be able to do something like that with Decorate?

>> No.9878058

>>9878052
guncaster and some brutal dooms have first person legs, but something tells me they're both code nightmares

>> No.9878074

>>9878058
I can imagine, the game I was told to dig through was Amourverse DOOM: Yesenia, and digging through that felt like fever dream.
Thanks anon, I appreciate the pointers.

>> No.9878078

>>9878035
>>9878040
What anon said, Decorate's a lot easier to get the hang of, zscript can do a lot more but you don't have to use it.

Zscript also limits you to specific builds of one sourceport,

>> No.9878086

>>9877909
I think it might be the one that looks like a small shed but it's been a long time since I've played it so shit's a bit fuzzy.
>>9878074
>Amourverse DOOM: Yesenia
Oh, it's a product of the zdoom furfag club, yeah I don't envy you trying to reverse-engineer anything from one of those mods.

>> No.9878087

>>9877907
I bought a copy at a thrift store for 4 bucks the other day.
I should probably install it someday.

>> No.9878096

>>9876946
>switch combined_arms
Here is some cab fare.
>combined_arms feeling eldritch
>shells supposed shield
Shotgun shield.
>brutal kustam
>wife forces read
>three evil fist
>link bitch
>bj meter
>dedicated visual sex

>> No.9878128

>>9877067
>in all honesty, even as a kid, i kinda thought the old SW movies were fucking cheesy
off-topic, but that was entirely on purpose in the original trilogy. they're meant to be dumb, fun adventure serials.

>> No.9878141

What if I want to make a spin-off/continuation of a doom mod if I can't contact the original author anymore? Just do it?

>> No.9878148

>>9878141
What mod?

>> No.9878159

>One guy's forte is art
>my forte is coding
>We'll never collaborate because it's an anonymous image board
it feels bad bros.

>> No.9878161

>>9878148
There was a mod that used to be hosted on Zophar's domain called Quake Style (qstyle.wad). The premise is that it played more like if doom were made with quake's design philosophy, but it also had some interesting additions on top of that like Q2 style monster variants that could spawn. I kind of wanted to go off of that idea but AFAIK that guy vanished. I've been playing his wad for close to 15 years.

>> No.9878162
File: 328 KB, 1920x1080, Screenshot_Doom_20230504_223149.png [View same] [iqdb] [saucenao] [google]
9878162

>>9878086
It was by the west exit to the junkyard map. Now my problem is that this guy is supposed to have new dialog for me and he doesn't so my playthrough might be softlocked.

>> No.9878164

>>9878159
You sure, anon? Ignoring the fact if I really wanted I could just post my steamid here: I'm willing to work with you, hell I'll even dump my sprites here -- though I'll need to downscale them.

>> No.9878169

>>9878164
The problem is that I would probably want to code things for my dream wad and you would probably want to sprite things for your dream wad and I'm not sure the two line up.
What kinda sprites you making?

>> No.9878179

>>9878162
I don't think you actually need to do this guy's quest anyway but if all else fails you can just shoot your way through

>> No.9878197
File: 91 KB, 455x700, sprites.jpg [View same] [iqdb] [saucenao] [google]
9878197

>>9878169
>What kinda sprites you making?
So far these. I wanted to create a simple mod where it's just a pistol but you can dodge around. I can make a gif for you if you like, but it'll take a bit.
To be honest I was trying to mod demonsteele to just have one weapon, a melee attack that's just a knife, and have a reload system. Also you can look down and see your legs.
The fishing mod idea is separate, I figured that might be easier.

What's your idea, anon?
>>9878161
It's your call but I'd make it clear, very clear, that you're doing this out of respect and that if he requests such you'll remove it. It's very unlikely he'll request its removal.

>> No.9878217

>>9878141
It's generally considered fine as long as you make it clear what it is and what you've done to it, and don't minimize how much your version is based off the original.

Mind you it's a murky as fuck subject, bits of the community are all over the place with it, implementing rules to squash using assets from Ion Maiden while on the other hand being perfectly cool with hosting thirty different edits of BD.

>> No.9878221

>>9878035
Art's not bad but that animation is kinda lacking.

>> No.9878237

>>9878221
Yeah I agree, it lacks the impact. Since I'm drawing each of these sprites I'm trying to make sure they're fluid first.

>> No.9878247

>>9878237
Since we're doing animation critiques itt now, I would also say that the reload needs better silhouette. Angle the gun a little to show it's shape.
There are other principles to be applied to help with the impact feeling (squash mostly, something about the perspective as well), but overall it's a great start. Getting the animations nailed first is smart. It'll be easier to translate to a sprite when you have the "feel" down.

>> No.9878251

>>9878164
>>9878169
You could always have a go at something very basic together, not with the aim of even releasing something but just to see if that stuff works for you and to maybe pick up a few things from each other.

>> No.9878283

>>9878159
I worked on pic related with a coder once and it seemed like it was going well, but I think we were both in over our heads perhaps.
You need some above-average planning to make something like that work with a rando, regardless of skill. You both need to be on the same page - quite literally, with documentation.

>> No.9878287
File: 961 KB, 1280x720, dedgaem.png [View same] [iqdb] [saucenao] [google]
9878287

>>9878283
mfw i forgot pic
mfw the pic is mfw

>> No.9878292
File: 678 KB, 1920x1080, 20230503232804_1.jpg [View same] [iqdb] [saucenao] [google]
9878292

Help I can't escape the chamber of punishment. Door stuck.

>> No.9878294

>>9878292
>Door stuck.
/vote skip

>> No.9878297

https://www.youtube.com/watch?v=PppmqRvA_p8
This should've played during that level where they drop you in an arena.

>> No.9878304
File: 595 KB, 1000x706, fishing.jpg [View same] [iqdb] [saucenao] [google]
9878304

>>9878251
I'm always up for challenges and new experiences. So I think you make a great point.
>>9878247
Thank you.
>>9878283
>>9878287
Thanks for the advice, though I do have some experience with group collabs. I used to volunteer and take care and direct special-needs individuals as well.
Also don't worry I'm also quite dumb, I made quite a few typos and mistakes.

>> No.9878327
File: 6 KB, 80x160, struttin.gif [View same] [iqdb] [saucenao] [google]
9878327

>>9878304
>I'm also quite dumb
Hey, fuck you! I'm not dumb, I'm drunk!

>> No.9878426

Every change in copper looks good and gives mappers all sorts of new options. I still wish there was a slow-moving melee enemy, knights in particular are too quick with their stupid lunging attacks to be generically useful for mappers i think.

>> No.9878452

>>9877496
>Old blaz
Based

>> No.9878510
File: 799 KB, 1080x2002, Screenshot_2023-05-05-08-19-12-15_e4424258c8b8649f6e67d283a50a2cbc.jpg [View same] [iqdb] [saucenao] [google]
9878510

Only just now knew this existed. And only because a new update to my source port enabled it.

>> No.9878539

>>9876459
GZDoom literally has an installer for Ubuntu so that's easy as fuck.

>> No.9878541
File: 598 KB, 1600x900, Screenshot (220).png [View same] [iqdb] [saucenao] [google]
9878541

>>9878510
>Mil-spec

>> No.9878554
File: 413 KB, 1366x768, 1683271897854530.png [View same] [iqdb] [saucenao] [google]
9878554

pretty sure like one or two people in the thread will get this

>> No.9878581

>>9878554
is this a loss

>> No.9878634
File: 219 KB, 899x724, f bountyhunter.png [View same] [iqdb] [saucenao] [google]
9878634

forever in our hearts

>> No.9878637

>>9878634
He'll get better.

>> No.9878657

>>9878634
Hasn't been the first time. It's just a scratch, he'll be right back in action in no time.

>> No.9878670

>>9878634
He was a pillar of the community.

>> No.9878674
File: 47 KB, 570x252, FUUUUUUUUUUCCCCCKKKK.png [View same] [iqdb] [saucenao] [google]
9878674

How the fuck are you supposed to use the texture "ceil 3_2" and similiar looking ones, I swear to god I have never used this texture and I've made over 25 maps by now, it's the ugliest and most uneven ceiling texture in the game, it never fits into the grid, the colors never match the rest of the room, the form makes no sense, it looks bad combined with even a lamp texture, it's the most horrific abomination of original Doom and I hate it.

>> No.9878715

>>9878674
Lighting is everything anon. Don't trust the editor.

>> No.9878724

>>9878674
tweaking rooms so that the flats align better has got to be one of my most hated engine quirks that have no workarounds short of making a new duplicate texture that is aligned or oriented differently

>> No.9878735

>>9876438
Quofee Quake 2 released
https://www.quaddicted.com/reviews/quoffee2_final.html
132 completely vanilla Quake maps made in two hours each.

>> No.9878757

>>9878078
>Zscript also limits you to specific builds of one sourceport,
Yeah and Zandronum limits you to specific outdated versions of DECORATE.

>> No.9878760

>>9878078
That doesn't matter as much as you think it does. Babel is a GZDoom mod and nobody cares for instance.
>>9878015
Pick one and stick to it is ultimately what matters, but you should know ZScript is insanely powerful.

>> No.9878769

>>9878760
>That doesn't matter as much as you think it does. Babel is a GZDoom mod and nobody cares for instance.
Matters if you really care about multiplayer stuff.

>> No.9878829

The spread of SSG in quake is too big. It does the same amount of damage as normal shotgnun at the ranges you're expected to fight because half of the pellets will miss.

>> No.9878845

>The spread of SSG in quake is too big.
That’s a new concern. If you don’t like getting as close with it as the game expects you to then just use the regular shotgun until you’re confident enough for the super.

>> No.9878847

>>9877907
>it's impossible to have a ut2004 thread
i would so be down to play that with you guys, that and the first one

>> No.9878850

>>9878829
Get in the enemy's face.

>> No.9878852

>>9878847
2k4's a lot less hassle to get running right in modern OSes than 99 is, shit gets all kinds of framerate issues.

Also it'd probably be fun as fuck to get some games in at some point, doubly so if we can get our hands on the Chaos mods.

>> No.9878857

>>9878845
The game doesn't incentivize you going close to enemies like knights and hell knights. Especially when nailgun will deal better dps in every situation.

>> No.9878859

>>9878769
Tell that to anyone who plays Hideous Destructor co-op and see if they care. The main downsides of GZDoom multiplayer are the player limit and maybe drop-in joining. Nearly all other issues like desyncs are skill issues on the mod programmer's side at least 99% of the time. Plus you don't really need 20 players for a multiplayer mod to be fun if the mod was designed with fewer players in mind to begin with, which you can do perfectly fine with GZDoom. If the mod is fun, you'll find a userbase.
>inb4 t. Graf

>> No.9878860

>>9878857
The incentive is to see how well you can dance with them so you don't get hit before they die from both barrels of buckshot.
>nails
Yes, the nails should be your primary weapon if you have ammo for those weapons. You're so close to getting the rhythm of Quake. Just let your game brain do the work.

>> No.9878863

>>9878860
>dance with a bunch of knights
You don't.

>> No.9878864

>>9878863
I tend to forget most players are worse than me sorry anon.

>> No.9878865

>>9878863
You do. How are you playing otherwise? Are you backing off as far as possible and using the single barrel shotgun like some kinda moron?

>> No.9878869

>>9878864
Your "dance" is backpedaling away from them while firing the ssg and missing half the pellets.

>> No.9878870

>>9878852
dude, it's 99 the one that has modern patches

>> No.9878871

>>9878869
Post a webm of you playing dude I gotta see this. You sound terrible.

>> No.9878873

>>9878847
I have a server but I live in argentina

>> No.9878874

>>9878870
because it needs them to work, and there's some fucking around even then.

>> No.9878876
File: 1.00 MB, 320x320, breaketh it down.gif [View same] [iqdb] [saucenao] [google]
9878876

>>9878863
You're not interested in dancing with Knights? Don't play hard to get.

>> No.9878879

>>9878876
GMOTA rhythm game when?

>> No.9878883

>>9878871
Nah. Anyway, in maps you're never fighting them in a vacuum and always have other shit firing at you. The point still being that SSG is shit because it's high risk low reward. Or low risk low reward.

>> No.9878886

>>9878883
>Nah
Opinion discarded man. Players like you are why I never take map criticism seriously. Mostly just average or bad players who don't or in your case refuse to understand how to play a video game.

>> No.9878890

>>9878886
Your opinion doesn't really change anything about the SSG though.

>> No.9878889

>>9878879
It'd have to be a weird combat rhythm game, because Blaz can't dance, Samson would be okay. But Kustam would be a fucking beast on the dance floor.

https://streamable.com/o6gbbs

>> No.9878897
File: 3.82 MB, 1024x576, 2023-05-05_05-10-48.webm [View same] [iqdb] [saucenao] [google]
9878897

Ohhh man this dancing with hell knights is so hard I can't understand the super shotgun or how to play Quake aghhh fuck

>> No.9878901
File: 28 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google]
9878901

>>9878897

>> No.9878905

>>9878857
>The game doesn't incentivize you going close to enemies like knights and hell knights.
Knights don’t have a ranged attack, inherently encouraging you to get close. Hell knights trigger their ranged attacks when farther away, encouraging you to stick closer.
>Especially when nailgun will deal better dps in every situation.
Of course. In Doom you’re trying to take out what you can with shells before things get overwhelming and you need to use rockets or the plasma rifle/bfg.
The nail limit is also low, and the nail gun and super nailgun can go through it quickly. YMMV but I try to conserve nails for nasty “in your face” emergencies, I also like to start a lot of kills with a few grenades/rockets then finish them off with one or two SSG shots when I’m the closest.

>> No.9878909

>>9878897
Treat Shotguns in Quake like you treat the Chaingun and Pistol in Doom. Backup weapons.

>> No.9878912

>>9878897
That's literally backpedaling while firing.

>> No.9878913

>>9878912
He landed a fair amount of his pellets though. One of the claims from the argument earlier was missing a great deal of them, and more of an implication of a constant backpedal. This dude stops and blasts the deathknight before taking a few more steps back, hell he gibs the first dude.

>> No.9878915

>>9878913
Some close range shots in that webm miss half the pellets.

>> No.9878917
File: 107 KB, 1027x589, medicine.jpg [View same] [iqdb] [saucenao] [google]
9878917

>>9878915
I saw a scattering of some gray puffs on a wall during the video, though come to think of it, I actually don't know many pellets Quake's SSG fires.

>> No.9878919

>>9878897
Webm is from Quofee Quake 2 btw. Fun, bite sized maps.

>> No.9878924

>>9878917
14

>> No.9878934
File: 619 KB, 1288x720, Puffs.png [View same] [iqdb] [saucenao] [google]
9878934

>>9878924
Going over the gameplay again it looks like this is the biggest distance Anon fires the SSG at the Deathknights, and it looks like 3 pellets hit the wall, I did see a small splash of gray particles on the right wall during one of the earlier shots at like 3 seconds in. But I'd say this Anon did a pretty good job of landing well over half of his pellets with each shot.

Really at this point I'm just having fun watching the video and acting like some kinda Quake ballistics investigator, and that map is really pretty.

>> No.9878939

>>9876946
>christian thinking
Get right with God, while you still can.

>> No.9878946

>>9878889
Like Crypt of the Necrodancer or Hellsinger?

>> No.9878953
File: 97 KB, 1024x669, point n click.png [View same] [iqdb] [saucenao] [google]
9878953

>>9878946
Maybe, I admittedly have little knowledge of how those games play cus I'm abysmal at rhythm games. I usually stay in my lane of platformers and action RPGs, with the odd beat em up and FPS game too.
Point n clicks every so often, and I think a point n click with Blaz would be really fun.

>> No.9878960

>>9878953
Metal Hellsinger is a weird attempt to do a rhythm FPS, it's a very strange idea for a game.

>> No.9878997

>>9878292
did you try the other doors?

>> No.9879006

>>9878554
reminds me of that SMB bowser level where you needed take the correct path

>> No.9879007

So when is trenchbroom going to support idtech4 games? I'd use the doom 3 editor but it's too primitive for my monkey brain. Imagine having to change 3 2d perspectives just to make a set of brushes, how did these developers ever do anything?

>> No.9879013

Arti's chainsaw replacement in Gaiden 2.0 made my day.

>> No.9879024

>>9878915
He missed 10% of his pellets in one shot and even less in the other while fighting a somewhat skinny humanoid enemy. What more do you want? A scoped tactical slug launcher that can two-shot anything weaker than a shambler?

>> No.9879030

>>9879024
He's also not as aggressive as I would be. He does damage at 2 thirds the rate I would so if he is complaining about anything, just shoot more.

>> No.9879037

>>9878897
>>9879024
>ten ssg shots, two dead death knights
A slow but near optimal use of those shells.

>> No.9879108

>>9878960
Hadn't heard of that one but BPM: BULLETS PER MINUTE did the same concept two years prior with perhaps less budget and polish.

>> No.9879159

I have a question anons, if I add a resource wad via UDB into my map, do I also need to drag those textures/sprites/whatever into my wad with SLADE as well?
Had an issue with a map I was making where after finishing it found out none of the new textures were actually present in the WAD despite using them to map with.
Fixed it by dragging the resources into my wad with SLADE but that feels like a workaround, am I just misunderstanding how to use custom resources?

>> No.9879171

Why is there no "pistolstart" culture in quake?

>> No.9879186

>>9879159
When them in UDB, it will simply load two wads together. You'll need to add them to your wad proper before release.

>> No.9879196

>>9879171
There is. And it is just as dumb as it is in doom.

>> No.9879237

>>9879171
The base game doesn't even support it after Episode 1, so it doesn't have any precedent as some golden design rule like it does in Doom.

>> No.9879252

>>9879171
Because there's no pistol

>> No.9879269

>>9879237
It seems like they had more of an idea of the level progression with Quake, inevitably leading to a more solid progression with weapons and ammo.
There’s some irony here with the most popular Quake mappacks giving you near complete choice in level progression and forcing shotgun starts.

>> No.9879278

>>9879269
Ammo progression is all wonky with ogres dropping 2 rockets and enforcers 5 cells.

>> No.9879316

>>9879278
It isn't, especially given how enforcers are a rare enemy that appears in 3 maps.

>> No.9879356

>>9879278
>have enforcers drop the ammo for the best weapon
>put them only in three maps
>and only at the start of three episodes
Weird design choices for sure and still not perfect, and while still messy it seemed more mindful with its weapon and ammo compared to the first two Dooms particularly 2.

>> No.9879368

>>9879186
So when people make their map, is it better to stick to one resource wad to prevent file size bloat? It seems like it'd be really tedious to take out exactly which textures/extra bits you used as opposed to just adding the whole thing to your wad.

>> No.9879389

>>9879368
>It seems like it'd be really tedious to take out exactly which textures/extra bits you used
Oh yeah, I forgot captcha wouldn't let me post.
Learn to use SLADE 3. It does that for you automagically. You just wanna wait until your map is done, then go back and make sure you didn't lose your sky texture or anything not explicitly slapped onto a sidedef.

>> No.9879536
File: 14 KB, 64x64, blue justice.gif [View same] [iqdb] [saucenao] [google]
9879536

94 Protons never.

>> No.9879546 [SPOILER] 
File: 641 KB, 918x616, complete.gif [View same] [iqdb] [saucenao] [google]
9879546

>>9878327
>I'm drunk!
Shit, I'm sorry.
Here. You can see a more updated version.

>> No.9879556

>>9879536
94 what?

>> No.9879568

>>9879536
take your meds

>> No.9879591

>>9879368
Archive->Maitenance->Removed unused textures/flats/patches

Be on a lookout for animation frames, it doesn't seem to pick them as used, at least not always.

>> No.9879598

>>9879196
>dumb
>not enjoying the proper design of each individual map to the fullest

>> No.9879621

sup bros
just finished masters of doom, what are you guys up to

>> No.9879636

>>9879007
>how did these developers ever do anything?
They got paid to be there working for 8+ hours a day for years

>> No.9879648

>>9879621
Playing underdark overbright.

>> No.9879656

>>9879007
>how did these developers ever do anything?
Significant use of prefabs (which Shitbroom doesn't have) + making sections of maps in different files before combining them so the viewports don't get too cluttered.

>> No.9879664

>>9879636
>>9879656
That was a rhetorical question but thank you for the informative answers.

>> No.9879673

>>9878897
lmao the one in front gets gibbed after eating up all 5 fireballs from the one behind

>> No.9879890
File: 1.01 MB, 1280x720, 2023-05-05 22-24-07.webm [View same] [iqdb] [saucenao] [google]
9879890

You guys have no idea what it takes to keep those things on the ceiling, lol.

>> No.9879894

Any more good vanilla+ mods other than Babel and Burl Tumd?

>> No.9879908

>>9879621
I am playing heretic with a weapon mod. Lot more fun than I expected.

>> No.9879932

>>9879908
sounds cool, forgot about this thread for a minute and beat dn3d shrapnel city, gonna do the birth later

>> No.9879967

>>9879621
Playing through Doom with Mechdoomer as a kind of a joke to myself.

>> No.9879996

>>9879007
There's a TrenchBroom fork bundled with RBDOOM-3-BFG source port: https://github.com/RobertBeckebans/RBDOOM-3-BFG
Not sure how complete it is, but I did a simple squarey map with it, and it ran succesfully.

>> No.9880000

>>9879171
it's called "shotgun start"

>> No.9880036
File: 74 KB, 383x364, ShamScared.jpg [View same] [iqdb] [saucenao] [google]
9880036

>>9880000
Anon has spoked.

>> No.9880057

>>9879996
Thank you very much anon, that seems nice.

>> No.9880182

>>9879890
boogers

>> No.9880183

>>9880000
>Quads

>> No.9880190
File: 2.01 MB, 1920x1080, cool.png [View same] [iqdb] [saucenao] [google]
9880190

>>9879598
>enjoying the proper design of each map to the fullest
having a real blast here, anon

>> No.9880236
File: 66 KB, 525x613, 1676505143695.png [View same] [iqdb] [saucenao] [google]
9880236

>>9880190
Have fun or else

>> No.9880243

>>9880190
Best to play maps that give you no choice but to shotgun start.

>> No.9880297 [DELETED] 

>>9880236
Fuck off back to Zgroom or reddit.

>> No.9880307

>try to make a zombie that gets up after a few seconds
>add a distance check so they don't resurrect if the player is standing on top of them
>game crashes if you stand on their corpse
Well that's a dream that has died.

>> No.9880309
File: 121 KB, 691x800, 10195556-depth-dwellers-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
9880309

Name a worse doom clone

>> No.9880310

>>9880307
I suspect you looped the check with no delay, maybe don't do that?

>> No.9880317

>>9880309
Nerves of Steel.
https://www.youtube.com/watch?v=Ei_AemXWvdE

>> No.9880326

i want to make a map where the playable area is clear but the non-playable area rapidly descends into red fog. is this possible, and if so, with which sourceports and map formats?

>> No.9880331

>>9880326
Stacking translucent red midtextures would work for Boom, but it's stupid.
I'm sure UDMF for gzDoom would have something for this.

>> No.9880353

>>9880310
Is that what would cause it? I thought it had to do with the corpse not having a "target" anymore.

>> No.9880362
File: 268 KB, 735x528, file.png [View same] [iqdb] [saucenao] [google]
9880362

>This megawad is a classic bro, its won all the cacowards and is a mustplay!!11

>First level is a bunch of fucking retarded enemy spam, pick up a key and spawns 3 archviles in a sea of imps revenants and shotgun guys

Im fucking sick of the "difficult = good" meme in doom mapping. Shit is so fucking gay. Its harder to make a fun megawad thats balanced and slowly ramps up than le epic gigahard slaughtermaps

>> No.9880367

>>9880362
Lemme guess, started on UV?

>> No.9880369

>>9880353
Typically most things happen when the frame starts. If you wrote something like (Not sure what format you are using)
DontRaise:
POSS A 1 JumpIfDoomGuyClose(DontRaise)

It will back up infinite amount of actions and crash, most likely. Give it an extra frame to not check.

>> No.9880370
File: 697 KB, 1920x1080, 50monsters_map30.png [View same] [iqdb] [saucenao] [google]
9880370

>>9880000
I tried shotgun starting various original quake levels as an experiment but found many of them to be virtually unplayable. Try shotgun starting e3m7.
>>9880326
I've seen some very convincing fog done with custom textures. This example is vanilla compatible.

>> No.9880374

>>9880362
filtered

>> No.9880379

I've been replaying Blood and SW past few days, and I wonder what's /vr/'s opinion on which is harder and which is ultimately better.
For me Shadow Warrior is way harder, but it also doesn't nearly come together as well as Blood. Every weapon in Blood without exceptions is very useful (while SW has a lot of novelty ones) and overall it feels more polished and imho has better level deign and less dickish enemies.

>> No.9880402

>>9880362
What did you play?

>> No.9880404
File: 471 KB, 1920x1080, blud0008.png [View same] [iqdb] [saucenao] [google]
9880404

holy shit this is fucking great

>> No.9880405

>>9880317
Haha, holy fuck is that bad.
And some people dare say Hacx is the worst Doom clone when shit like this exists.

>> No.9880410

>>9880362
Combat Shock 2? Been a while since I played so might misremember if those details match.

>> No.9880412

>>9880405
Hacx is the worst 90s Doom Engine game, but that's just because the others are too good.

>> No.9880423

>>9880405
Hacx is technically a commercial Doom TC so not actually even a clone no more than Chex quest is.

and yeah, a lot of people really haven't seen the worst of what that post-Doom period had to offer, and that came out in 95 so the same year as Dark Forces, Descent, Hexen and stuff like that.

>> No.9880431
File: 8 KB, 438x257, file.png [View same] [iqdb] [saucenao] [google]
9880431

>>9880369
Swapping the RNG and distance checks seemed to have fixed it. The distance isn't perfect, but I don't know what else I can do on that front. This is in MBF21.

>> No.9880441
File: 281 KB, 1920x1080, blud0012.png [View same] [iqdb] [saucenao] [google]
9880441

come down and face me you fuck

>> No.9880442

>>9880379
I haven't played SW but if you think Blood has LESS dickish enemies and LESS niche weapons I dread SW now.

>> No.9880445

>>9880431
I'm not sure why put anything on POSS L 30
Why not just have it wait 30 tics?
This looks like it would get monsters stuck in a raising corpse though, don't know if there's any way to address that.

>> No.9880460
File: 257 KB, 1920x1080, $RSVUUJH.jpg [View same] [iqdb] [saucenao] [google]
9880460

where are these giant farmers at

>> No.9880461

>>9880379
I think Blood works better for people because Caleb is a cooler protagonist than Lo Wang. Shadow Warrior is almost a full on comedy game when you're playing it, even more so than Duke. There's also the fact that people just gravitate more towards zombies, ghosts, vampires, etc. than Chinese mysticism. And the cherry on top is the fact that cultists are fun to kill, VERY fun to kill.

That said, I think I enjoy SW more on a moment to moment basis. It's a hardcore shooter fan's hardcore shooter, the culmination of Duke and Blood with truly dangerous enemies. I hate fighting gargoyles in Blood. They're a very annoying, bordering on bad enemy and everyone ignores criticizing them because the weapons feel THAT good. I think the zombie beastiary could have used more types both aesthetically and in gameplay. You get what, a fat zombie with ranged attacks and a skinny zombie for close range? That's it? Lean more into the horror of it.

tl;dr Blood gets by on fantastic weapons and appealing atmosphere, but I think Shadow Warrior is the more consistent shooter.

>> No.9880471
File: 3.53 MB, 1280x720, dsda-doom 0.25.0 2023-05-05 19-00-13.webm [View same] [iqdb] [saucenao] [google]
9880471

>>9880445
>I'm not sure why put anything on POSS L 30
I thought an action would trigger after a frame is completed, not a the beginning. The intention is to have a randomized respawn timer.
>This looks like it would get monsters stuck in a raising corpse though, don't know if there's any way to address that.
That part actually worked.

>> No.9880472

>>9880379
I'd say SW is harder due to some of the bullshit it pulls with the enemies, while I wouldn't call Blood an easy game, it feels like it gives you the tools to deal with most of the shit it throws at you but in SW you're having to use nukes at certain points just to make some of the more cheating bastard types of ninjas fuck off.

>> No.9880476
File: 3.93 MB, 854x480, stab.webm [View same] [iqdb] [saucenao] [google]
9880476

>>9880379
Blood wins out for me, though it's certainly a contest because I find the original Build trio all equally fun but Blood I keep wanting to go back to the most. What I do not consider a contest is Blood being the hardest on Extra Crispy. More enemies, more accurate enemies, more damaging enemies, and they get fatter health pools. I do not like playing it on EC.
SW is also weird in that it feels like you need hitscan aim assist to actually kill things. I've seen someone post a video of the situation that >>9880472 mentioned: He couldn't hit those shadow fuckers to save his life so he launched a nuke.
>>9880404
>>9880441
It's a great time.
>>9880460
I'm trying this too, I've wanted a sword like this since Heretic.

>> No.9880480

>>9880471
>I thought an action would trigger after a frame is completed, not a the beginning. The intention is to have a randomized respawn timer.
You didn't really solve the problem with the crash, you just made it very unlikely. You should add a delay frame that just does nothing, followed by random jump, followed by distance check.

>> No.9880485

>>9880476
I play SW exclusively on No Pain No Gang haha! and no autoaim and you just need to be aware of when they're going to shoot and you'll live. That sounds patronizing but that's how it's done.

>> No.9880487

>>9880480
I removed the A_RandomJump from POSS L 30, and put it right after.

>> No.9880494

>>9880405
There was so much trash from the era. Hacx only ranks as "worst Doom clone" if the qualifying factor is that it's actually using the Doom engine, and even then Chex Quest is little more than a glorified advertisement with even less enemy variety than Doom 1 shareware. Hacx is still considerably more playable than most of Capstone's output just because it is Doom engine, and even Capstone had a leg up on some of the real shit that wasn't even based on any passable engine like Wolf3D or Build. The games that are regarded today as the worst ever managed to at least be notable enough that they're remembered at all.

>> No.9880495
File: 3.90 MB, 960x720, ninja_vanish.webm [View same] [iqdb] [saucenao] [google]
9880495

>>9880485
Shooting them works wonders too, just takes one click and four shells.

>> No.9880497

>>9880362
Play on a lower difficulty level?

>> No.9880505

>>9880495
Very based webm.

>> No.9880507
File: 278 KB, 1440x900, Screenshot_Chex_20230506_001836.png [View same] [iqdb] [saucenao] [google]
9880507

>>9880494
>and even then Chex Quest is little more than a glorified advertisement with even less enemy variety than Doom 1 shareware
Which is funny because it's an altered version of Ultimate Doom and has all the maps that it didn't replace still in there.

>> No.9880521

>>9878304
>I used to volunteer and take care and direct special-needs individuals as well.
Oh so you're perfect collabing with 4channers

>> No.9880523

>>9880521
Finally a tard handler for Cockblock.

>> No.9880524
File: 24 KB, 210x200, huehue.gif [View same] [iqdb] [saucenao] [google]
9880524

>>9880521

>> No.9880525

>>9880404
>bloatoid removed the jumpscare in that map in the new version
lame i actually liked tchernobog being a petty fuck

>> No.9880526

>>9878197
>breasts
you can't just post those and not post what they are

>> No.9880530

>>9878197
>So far these. I wanted to create a simple mod where it's just a pistol but you can dodge around. I can make a gif for you if you like, but it'll take a bit.
>To be honest I was trying to mod demonsteele to just have one weapon, a melee attack that's just a knife, and have a reload system. Also you can look down and see your legs.
Modding Demonsteele was actually what I was doing. Only I was changing the sword hitbox around and trying to make it where life tokens can be spent on abilities like old school beat-em-ups.

What are the odds, huh?

>> No.9880532

>>9880530
Please make a gigantic post when you release this I love Demonsteele and am curious to see what you change about it.

>> No.9880543

>>9880532
Sure, but I'm not really sure it justifies a release. I was kinda making it for myself because I wanted to be able to take on huge slaughtermaps

I kind of wanted it where the combo meter, which I felt kind of limiting because you almost never get enough to really use your skills to the fullest, could be replaced with the tokens on the life meter. Every move uses a token, but you can build up tokens from health pickups and also leech from killing enemies. Which will give a certain % of a token depending on the health taken. So you could use a skill in a crowded room and come out with full health.

I don't know, that part I'm not too keen on just yet because I enjoy feeling like a busted food processor when I play HolyHell. Others would probably call it casual mode. I was kind of making it for myself.

>> No.9880548

It's nice to see people still enjoying screwing around with Demonsteele.

I ended up doing my own edit of it but it was mostly just changing some weapon priority orders around to more easily access the melee ones I use more often.

>> No.9880549
File: 1.13 MB, 1280x1161, tumblr_nb33ntglJC1rb9b31o1_1280.png [View same] [iqdb] [saucenao] [google]
9880549

>> No.9880552

>>9880543
>I don't know, that part I'm not too keen on just yet because I enjoy feeling like a busted food processor when I play HolyHell. Others would probably call it casual mode. I was kind of making it for myself.
I think it's fine to have mods that are kinda broken power fantasy stuff, not everything has to be Hideous Destructor or Super Duper Fustercluck Legendary Mythical Complex Doom where you die if a monster so much as looks at you.

>> No.9880553
File: 131 KB, 1091x822, anime_girl_pov.png [View same] [iqdb] [saucenao] [google]
9880553

>>9880530
>What are the odds, huh?
Honestly not that surprising. term used to browse /vr/, don't know if he does still but hope the best to him, but fair enough: I'd be perfectly fine helping you in you dream mod.

>>9880526
Anon, I can explain.
I just like drawing, and staring, at boobs.

>> No.9880557

>>9880543
I dunno that seems fun. I think you should post it when it's done.

>> No.9880561
File: 278 KB, 626x468, integrity.png [View same] [iqdb] [saucenao] [google]
9880561

>>9880553

>> No.9880570

>>9880553
based
yeah sure, I'd love the extra spriting help, but let me actually produce something that I can share before I agree to anything long-term, I'm still not even sure if my ideas would be any fun
>>9880552
>>9880557
Well thanks, anons. I'll keep plugging away at it, just a little every night.

>> No.9880576
File: 254 KB, 620x877, Demonsteele.jpg [View same] [iqdb] [saucenao] [google]
9880576

>>9880552
>I think it's fine to have mods that are kinda broken power fantasy stuff
I completely agree, not every mod has to be overly challenging or realistic. Sometimes it's cool to just enjoy dumb things.

>> No.9880607
File: 563 KB, 918x616, knife.gif [View same] [iqdb] [saucenao] [google]
9880607

>>9880570
> but let me actually produce something that I can share before I agree to anything long-term
Perfectly fine, anon. Best of luck, but I believe in you.
In mean time I'm going to see if I can figure out how to make a fishing mod in doom.

>> No.9880609

>>9880460
That's for the golems to use silly

>> No.9880610

>>9880607
I actually like that animation a lot. I think the right hand needs a little movement, too

>> No.9880616

>>9880576
This, I was running Final Doomer with GunBonsai the other night and it was just the most dumbest, broken shit ever and it was fun.

>> No.9880621

>>9880472
Having points where youre encouraged to actually use your super powerful weapons/items instead of hording them is good

>> No.9880634

>>9880610
>I actually like that animation a lot.
I appreciate that anon.
But to explain why the right hand isn't moving that much. To cause an incredible amount of pain to any coder: The idea was to layer animations so that it can feel dynamic. Like if you melee your left-arm would actually make a slightly different pose, see the image where each swipe cycles the pose.
The idea was that rendering would be like: Legs <- Left-Arm(Melee) <- Right-Arm(Ranged) <- Breasts
But you know not rendering some layers if you're straight forward or up, or not rendering the left arm if you're reloading.
Thus why I assumed making the fishing mod would be easier.

>> No.9880654

>End of vkQuake development
>After deliberation and in light of other source ports gaining popularity I'm not willing to put in work into this project anymore. If someone else wants to take it over please let me know.
>Otherwise I will maybe merge PRs that people put up, otherwise I'm done.

https://github.com/Novum/vkQuake/discussions/691

>> No.9880665

>>9880654
Ah son of a bitch.

>> No.9880672

>>9880654
holy shit, ironwail really broke him LOL

>> No.9880685

>>9880654
lel

>> No.9880686

>>9880672
>>9880665
Now I feel bad about bitching about the keyboard controls being removed in a commit

>> No.9880696
File: 162 KB, 220x124, 1668485992957249.gif [View same] [iqdb] [saucenao] [google]
9880696

>>9880654

>> No.9880697

>>9880634
I could see how to do that in Zscript, but I guess the challenge is do it in Decorate?

>> No.9880705

>>9880697
The challenge is that I'm retarded; and I have no idea how to understand code.
Art is my skill, code is my bane.
If you can explain anything, please do.

>> No.9880718

>>9880362
For me, it's managing to make a map brutally difficult without relying on slaughter map quantities of enemies.

>> No.9880730

>>9880718
What even is difficult? Usually it's just:
>stingy ammo (mandatory time-consuming infighting and corralling)
>tight spaces (unfun to move around in)
>gorillion enemies (slaughter xd)

>> No.9880731

>>9876434
are there any good star wars wads? been a lifetime since I played a game like doom

>> No.9880734

>>9880705
Okay so from a naïve standpoint as someone who is trying to learn Zscript from ACS:

You have two ways of accomplishing this, the hacky one is to spawn an entity under the player with the correct sprite, have it stand slightly BEHIND the player, so even when you look straight down, the reticle is just in front of her feet, use trig to rotate it according to the player's current view vector (which I'm not sure is necessary, if it has one sprite, I believe the engine auto-rotates the sprite to face the player at all times like torches and barrels). It would, in fact, be a sprite situated directly on the floor which is following behind the player slowly. The boobs would be the same way, just another entity standing slightly in front of the feet as to appear to be 'covering' them, but still behind the player so the player can't shoot her own tits. How to make them overlay the hands is something I would have to think about.

The probably-more-proper version would be to use trig functions with Psprites. That I don't know too much about and would have to think about it

I'm sure someone far more practiced (read: not shit like I am) can make that first one work with Decorate or tell me I'm full of shit and i twould never work period.

>> No.9880737

>>9880731
Star Wars Chibi Rebellion was kinda entertaining.

>> No.9880738
File: 3 KB, 110x72, fuckinriflething.png [View same] [iqdb] [saucenao] [google]
9880738

do any of you guys have a good pickup sprite for the beta rifle?

>> No.9880747
File: 57 KB, 751x607, EXE_WeaponsUpdate.png [View same] [iqdb] [saucenao] [google]
9880747

>>9880738
One of these, perhaps?

>> No.9880748
File: 47 KB, 300x175, 1911-animation-923387944.gif [View same] [iqdb] [saucenao] [google]
9880748

If I may offer some technical feedback, the entire slide portion should reciprocate, since that's where the breech for practically all autoloading pistols is located.

>> No.9880760

>>9880747
those could work, and the hud sprites arent half bad either

>> No.9880762

>>9880748
meant for
>>9879546

>> No.9880771
File: 268 KB, 546x546, 1572456352217.gif [View same] [iqdb] [saucenao] [google]
9880771

I'm fucking around in kart, come on and join!
51.161.34.159

>> No.9880791
File: 3.29 MB, 1920x1080, shib1_drake_2023-05-05_18-13-17.png [View same] [iqdb] [saucenao] [google]
9880791

I suppose it's time to switch to Ironwail, but how do I make it look exactly like vkQuake? It's small things, but if you look at these screenshots, the shotgun is darker in Ironwail than in vkQuake.

>> No.9880795
File: 2.54 MB, 1920x1080, vkquake0014.png [View same] [iqdb] [saucenao] [google]
9880795

>>9880791

>> No.9880805

>>9880795
>>9880791
And I thought it was dynamic lights but turning that off in IW doesn't really change anything as far as I can tell.

>> No.9880818

>>9880362
sometimes i just want to shoot things too

>> No.9880824
File: 1.80 MB, 1920x1080, c48.png [View same] [iqdb] [saucenao] [google]
9880824

>>9880791
Does Ironwail give the dot crosshair and AD's particle effects? That's a few other things I'll miss.

>> No.9880826

>>9880824
Dot crosshair I dunno but it doesn't have AD particle effects.
https://github.com/andrei-drexler/ironwail/issues/185
I think I'll just stick to vkQuake. It does everything I need it to and doesn't make my weapons subtly but unnecessarily dark.

>> No.9880836

>>9880824
dot crosshair is crosshair 2 in console

>> No.9880862
File: 1.44 MB, 2560x1440, t311.jpg [View same] [iqdb] [saucenao] [google]
9880862

>>9880836
That's a comfort.
>>9880826
Yeah I'm fine with it for awhile.

>> No.9880882
File: 1.35 MB, 1920x1080, who needs view models.png [View same] [iqdb] [saucenao] [google]
9880882

>>9880791
>>9880795
>view models
>he doesnt play quake in spreadsheet mode

what a shame.

>> No.9880902
File: 3.86 MB, 854x480, the3rdmode.webm [View same] [iqdb] [saucenao] [google]
9880902

>>9880795
>>9880882

>> No.9880948
File: 2.78 MB, 426x240, 2023-05-06 05-53-18.webm [View same] [iqdb] [saucenao] [google]
9880948

Thought about mapping something for Hacx but first I had to remind myself what the monster replacement cast even does. What the fuck is this shit. I don't remember this continuous lunging shit.

>> No.9880990

>>9878859
t.gra- fuck

>> No.9881006
File: 2.56 MB, 426x240, 2023-05-06 06-16-00.webm [View same] [iqdb] [saucenao] [google]
9881006

>>9880948
Thought maybe it was just some GZDoom thing but they all keep lunging on Woof as well. Except now it's bouncy. I guess this is why you don't dehack the flying skull features, leads to shit like this. Similarly to Lost Soul goes back to sleep when colliding if no sound target.

>> No.9881035

>>9880791
Some engines seem to display lights on models differently. I probably don't know what I'm talking about. You know how if you noclip, fly, or observe scrags in air and they might suddenly turn really dark for no reason despite the lighting around them being bright? It must have something to do with that. The light level on the floor determines the light level of a model above it, even at great heights.

>> No.9881083

is doom 2s music actually better than doom 1 quality-wise? it sounds a bit better to alot of people and even me, but is that confirmation bias or does it actually use more channels or something?

>> No.9881113

>>9881083
i always thought 2 had a worse track selection and it sounds like some of them might've been leftovers from 1's development. "waiting for romero to play" used to be e1m3's song.

>> No.9881124

>>9880309
the OG awful slav shooter
https://www.youtube.com/watch?v=iOe4AysQbHE

>> No.9881129

>>9881113
not from a "how it sounds" point, like technical sound quality

>> No.9881131

>>9881129
that seems like you're saying the same thing. do you mean better as in better musical compositions?

>> No.9881134

>>9881131
i think he's talking about arrangements but i think doom 1 IS better in that department.

one thing i like about plutonia is that it grabs the best tracks from both.

>> No.9881158
File: 53 KB, 738x738, 1665093580399237.jpg [View same] [iqdb] [saucenao] [google]
9881158

>>9880771
ggs

>> No.9881170

>>9881131
dude no
its not the "this song has a better rhythm then this one" its "this song uses more samples" or "this song uses more channels" its not if a song sounds better, its if its technically higher quality

>> No.9881183

>>9881170
oh, then probably not. midi files are midi files.

>> No.9881184

>>9881170
No, I don't believe the MUS files got any more technically complex/advanced in Doom II. I think they're locked at 10 super-compessed channels, or something equivalent.

>> No.9881198

the FM patches are different between 1 and 2, though.

>> No.9881220

>>9881129
It's midi music so there's no difference from a technical sound quality point of view. Everything depends on what software/equipment you use to turn the midi instructions into sound.

>> No.9881226

I just want a Quake editor like Slade3. REEEEEE

>> No.9881231

Is there a vanilla quakec source somewhere but with common bugfixes already implemented like rotfish stuff etc?

>> No.9881236

>>9877459
Not that anon, but I'm trying man.

>> No.9881245

Fuck Shamblers
Fukken hate em
Gay ass faggot ass yeti lookin motherfuckers
Askin you to dance with them or else they go green mile on your ass
Fukken faggots. Fukken pussies. No fun allowed ass motherfuckers.

>> No.9881247
File: 686 KB, 500x500, quad.gif [View same] [iqdb] [saucenao] [google]
9881247

>>9880000
https://www.youtube.com/watch?v=TxzhpEbbnKk

>> No.9881252

>>9881245
The worst thing about shamblers is the laughable sound effect on their lightning attack.

>> No.9881262

>>9881245
aw shut up, shamblers are great and well balanced, lose their line of sight and you are safe.

now, you wanna talk about bullshit, let's talk about vores.

>> No.9881269

>>9881245
Made me lol. Don't play Quake on Nightmare unless it's the Remaster.

>> No.9881270
File: 47 KB, 435x571, 6c9.jpg [View same] [iqdb] [saucenao] [google]
9881270

>>9881252
Not exactly worst but in the same vein I find the lightning attack charging posture too funny.
I know it has no real similarity to pic related but it's still where my mind goes anyways.

>> No.9881287

HAVE FUN LITTLE WABBIT HAR HAR

>> No.9881307

>>9881231
https://github.com/Jason2Brownlee/CleanFixedQuakeC

>> No.9881381

>>9881307
Based

>> No.9881398
File: 656 KB, 1917x1080, woof0004.png [View same] [iqdb] [saucenao] [google]
9881398

I wasn't expecting Going Down to call me a nigger, but I'm having a good time in spite of it.

>> No.9881417

boobs?

>> No.9881421

>>9881398
wat

>> No.9881442

>>9881398
nigger

>> No.9881507

>>9881417
I see, you're a fan of Trespasser.

>> No.9881525
File: 267 KB, 820x874, hue.png [View same] [iqdb] [saucenao] [google]
9881525

>>9881417
sure

>> No.9881526
File: 1.96 MB, 498x498, rat.gif [View same] [iqdb] [saucenao] [google]
9881526

>>9876434
>check the link for iwads in the starter quide imgur link
>it doesnt work anymore
Are these thinhs included in the IWADS and more download link?

>> No.9881531
File: 262 KB, 699x950, SweaterImp_-_Charcola.png [View same] [iqdb] [saucenao] [google]
9881531

>>9881417
imp tan

>> No.9881536

>>9881526
The first mega link.

>> No.9881538

>>9881525
Dat Daina.

>> No.9881562

>>9881531
Cute!
>>9881525
Lewd.

>> No.9881570

What's different in the quake enhanced pak files compared to the 1996 files?

>> No.9881575

>>9881570
Annoyingly trivial thing to search up yourself. Not exactly some arcane information because it's bound to be in every marketing statement and review.

>> No.9881583

>>9881575
Pretty much all official marketing information concerns only the sourceport they distribute with the enhanced release and that has nothing to do with actual gameplay.

>> No.9881610

>>9881570
never tried, but should be possibile to extract and compare each pak's contenta

i guess that the maps have been edited to bake in lit/vis data
also, progs and models have probably been replaced/recompiled

>> No.9881638

>>9879894
Pls respond

>> No.9881639

>>9879546
Anon, i don't want to alarm you but the perspective is kind of ass.

>> No.9881642

>>9879894
>>9881638
Both of those with Universal Entropy.

>> No.9881701

+PUFFONACTORS seems to prevent extreme deaths. Why would that be?
I'm making a boltgun and need the smoke effects to appear when enemies are hit, but also don't want them to gib every single time, so I don't want to use +EXTREMEDEATH

>> No.9881721

Nightdive getting bought out by Atari is hilariously pathetic

>> No.9881729

>>9881721
Very fitting for them really given some of the shady shit Nightdive has done.

>> No.9881738
File: 12 KB, 1256x127, Mjolnir.png [View same] [iqdb] [saucenao] [google]
9881738

>May release for Mjolnir demo
AAAAAAAAAAAAAAAAAAAAAAAAAAAAA
For those who still don't know
https://www.youtube.com/watch?v=GXgBg2sEmqA

>> No.9881740

>>9881638
That’s mostly it from what I’ve ran into. Most people either seem to like “hardcore vanilla but maybe with some smoother animations and brightmaps”, or “SuperBrutalRussianTrailblazer, please”.
After that would be fun gameplay mods that seem crazy but also try to keep things balanced, or at least give some balance options. Things like High Noon Drifter, Nobody Told Me About Id, Combined Arms, and Gmoota come to mind.

>> No.9881742

>>9881740
>Gmoota
You fight like a dairy farmer.

>> No.9881743

>>9881742
how appropriate, you fight like a cow

>> No.9881745

>>9881740
what about stuff like scavver paradise, project malice...

>> No.9881746
File: 1.89 MB, 1920x1080, Screenshot_Doom_20230506_085642.png [View same] [iqdb] [saucenao] [google]
9881746

Anybody ever play Abysm 2? I wandered into some nightmare area that looked neat.

>> No.9881753

>>9881746
I've played a bit of it, developer has some really neat attention to detail.

The secret level has some great music https://www.youtube.com/watch?v=c__HFN-fFpY

>> No.9881760

>>9881740
>Nobody Told Me About Id
That one's pretty good yeah.
>>9881638
Final Doomer.

>> No.9881768
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9881768

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!
WHAT THE FUCK HAVE YOU BEEN WORKING ON!? Maps, mods, sprites? Now's a good time to post that shit!

>> No.9881773

>>9881742
>>9881743
>Gmoota
Oops. Yeah that’s staying in.
>>9881760
>Final Doomer
Seconded, totally neglected it and dunno how.

>> No.9881847

>>9881740
Dakka is somewhere along the lines of Combined Arms, though probably a little more overpowered, just not Pillowblaster tier OP.

>> No.9881857

>>9879894
>>9881638
supercharge

>> No.9881879

>>9881746
>>9881753
I'm liking it a lot more than I expected to. The game and the music that is.

>> No.9881882

>>9879894
Like with small changes to vanilla weapons function/damage or just reskins that function identically to vanilla weapons? Or both?

>> No.9881885

>>9881847
I need to try it with Babel monsters sometime. I tried the monsters with that Painkiller mod and was getting my ass kicked, rough fun.

>> No.9881897

>>9881885
Painslayer gets kind of absurd if you slot the card that gives 666 of all ammo at the start of every map.

Shit just goes to fuck ammo economy, rocket everything.

>> No.9881902
File: 3.12 MB, 1280x720, 2023-05-06 14-47-16.webm [View same] [iqdb] [saucenao] [google]
9881902

>>9881768
Still fiddling with BFG replacement to make it do the damage I want.

>> No.9881910
File: 150 KB, 720x951, 1630266349354.jpg [View same] [iqdb] [saucenao] [google]
9881910

>>9881245

>> No.9881917

>>9881902
Can't it just do similar damage as BFG? Even beta BFG will be better damage wise than how it is currently.

>> No.9881924
File: 512 KB, 1591x1206, Treasure Tech [sound=https%3A%2F%2Ffiles.catbox.moe%2Fqz4nd2.mp3].jpg [View same] [iqdb] [saucenao] [google]
9881924

>>9881638
>>9881740
Ashes Weapons
https://www.moddb.com/mods/ashes-2063/downloads/ashes-weapon-pack-v220

Naku-Naru
https://forum.zdoom.org/viewtopic.php?t=65276

Pvt. Stone
https://forum.zdoom.org/viewtopic.php?t=65276

Treasure Tech
https://forum.zdoom.org/viewtopic.php?t=66995

>> No.9881926

>>9881924
Whoops.

Stone
https://skelegant.itch.io/pvt-stone

>> No.9881929 [SPOILER] 
File: 155 KB, 816x768, quickdoodle.png [View same] [iqdb] [saucenao] [google]
9881929

>>9881639
>>9880748
진심으로 사과드립니다.
부끄러운 장면 수정하겠습니다.
Thank you both though, I appreciate the feedback and will try to put it to good use.

>>9879894
HDoom

>> No.9881934
File: 56 KB, 688x432, 1480092386228.png [View same] [iqdb] [saucenao] [google]
9881934

>>9881929

>> No.9881940

>>9881917
I think "tracers" do about the same right now, they are just distributed differently.

>> No.9882031

>>9881940
I think he's saying that at least Beta balls bounce forwards whereas your spinning thing sprays everywhere.

>> No.9882046
File: 519 KB, 1920x1080, Blood 3.jpg [View same] [iqdb] [saucenao] [google]
9882046

>>9880379
I like both Blood and Shadow Warrior but Blood's movement "physics" feel better. There's a strange feeling of "lagging" on Shadow Warrior whereas Blood's got a smoother game feel.

The weapon feedback, dynamite, and the multitude of death animations for different damage types made Blood really cathartic. You feel really "slick" in Blood whereas moving in Shadow Warrior feels a bit sluggish in comparison.

Both are still great games and I like Shadow Warrior's cheeky atmosphere / style and Lo Wang's lovely pervy attitude.

>> No.9882104
File: 942 KB, 1920x1080, kart0217.png [View same] [iqdb] [saucenao] [google]
9882104

>>9880771
I think it's about time we do something about these painting textures in Monster Monarch.
This is an open invitation to all anons to post whatever images you want unless it's something retarded like literal furry porn and I'll use them as replacements. I'll be adding them on a first come first serve basis. There's 57 textures to replace. Go crazy.

>> No.9882110
File: 78 KB, 613x638, 1678687734081.jpg [View same] [iqdb] [saucenao] [google]
9882110

>>9882104

>> No.9882116
File: 1.25 MB, 900x900, peznor.png [View same] [iqdb] [saucenao] [google]
9882116

>>9882104

>> No.9882117
File: 57 KB, 720x703, 1631369664199.jpg [View same] [iqdb] [saucenao] [google]
9882117

>>9882104

>> No.9882121

>>9882104
>>9881910

>> No.9882128

do you prefer supercharge or soulsphere

>> No.9882129
File: 96 KB, 615x593, 1635011037009.jpg [View same] [iqdb] [saucenao] [google]
9882129

>>9882104
A classic.

>> No.9882131
File: 860 KB, 1792x1308, lmao.jpg [View same] [iqdb] [saucenao] [google]
9882131

>>9882104

>>9882128
soulsphere

>> No.9882137
File: 83 KB, 1267x785, lättis.jpg [View same] [iqdb] [saucenao] [google]
9882137

>>9882104

>> No.9882140
File: 408 KB, 1920x1080, 1683024763010515.png [View same] [iqdb] [saucenao] [google]
9882140

>>9882104

>> No.9882145
File: 60 KB, 500x376, 1653799507632792.png [View same] [iqdb] [saucenao] [google]
9882145

>>9882104

>> No.9882146
File: 85 KB, 1200x1200, douk nouk kem.png [View same] [iqdb] [saucenao] [google]
9882146

>>9882104
>>9882110

>> No.9882147
File: 327 KB, 751x741, 1683387904246918.jpg [View same] [iqdb] [saucenao] [google]
9882147

>>9882104

>> No.9882156
File: 44 KB, 436x450, hacxguy.png [View same] [iqdb] [saucenao] [google]
9882156

>>9882104

>> No.9882160
File: 53 KB, 600x611, 1683052194205307.jpg [View same] [iqdb] [saucenao] [google]
9882160

>>9882104

>> No.9882161

>>9882031
It also homes for a bit, I can't really make it not misfire and produce the projectile.

>> No.9882167
File: 121 KB, 554x310, 1369428646523.gif [View same] [iqdb] [saucenao] [google]
9882167

>>9881417

>> No.9882169
File: 34 KB, 1760x1856, 1611012592925.png [View same] [iqdb] [saucenao] [google]
9882169

>>9882104

>> No.9882171
File: 8 KB, 313x510, 1656918407017.png [View same] [iqdb] [saucenao] [google]
9882171

>>9882104

>> No.9882176
File: 18 KB, 400x400, 1682483909440920.jpg [View same] [iqdb] [saucenao] [google]
9882176

>>9882104

>> No.9882183
File: 4 KB, 175x252, harm.png [View same] [iqdb] [saucenao] [google]
9882183

>>9882104

>> No.9882184
File: 37 KB, 402x452, 1675905508439424.jpg [View same] [iqdb] [saucenao] [google]
9882184

>>9882104

>> No.9882185
File: 36 KB, 640x360, 3rxh6kbok1b21.jpg [View same] [iqdb] [saucenao] [google]
9882185

>>9882104

>> No.9882187
File: 803 KB, 900x900, 1649213606920.png [View same] [iqdb] [saucenao] [google]
9882187

>>9882104

>> No.9882195
File: 816 KB, 958x591, 1665661607902640.png [View same] [iqdb] [saucenao] [google]
9882195

>>9882104

>> No.9882196
File: 193 KB, 945x856, 1682392874752248.jpg [View same] [iqdb] [saucenao] [google]
9882196

>>9882104

>> No.9882197
File: 552 KB, 2600x2484, Daina_gyate.png [View same] [iqdb] [saucenao] [google]
9882197

>>9882104

>> No.9882198
File: 246 KB, 570x668, 1378696252208.png [View same] [iqdb] [saucenao] [google]
9882198

>>9882104

>> No.9882202
File: 645 KB, 600x800, 1665590937232533.png [View same] [iqdb] [saucenao] [google]
9882202

>>9882104

>> No.9882209
File: 810 KB, 758x837, Screenshot 2023-05-07 023229.png [View same] [iqdb] [saucenao] [google]
9882209

>>9882104

>> No.9882225
File: 25 KB, 469x517, HUH.png [View same] [iqdb] [saucenao] [google]
9882225

>>9882104

>> No.9882246

>>9881721
>>9881729
Atari is currently being run by a new CEO which is also the same guy who bankrolled most of Nightdive's ventures. Little may end up changing for Nightdive, but a lot of the NFT shit Atari was up to is being ended or shelved as far as I know.

>> No.9882271
File: 1.45 MB, 2072x704, 1647949777248.png [View same] [iqdb] [saucenao] [google]
9882271

>>9882104

>> No.9882278

>>9882271
that is one long pussy

>> No.9882284
File: 126 KB, 355x369, file.png [View same] [iqdb] [saucenao] [google]
9882284

>>9882104

>> No.9882310
File: 279 KB, 514x666, 68265108_p0p.png [View same] [iqdb] [saucenao] [google]
9882310

>>9882104

>> No.9882325
File: 31 KB, 500x500, 1625423428740.jpg [View same] [iqdb] [saucenao] [google]
9882325

>>9882104
Feel free to double dip btw

>> No.9882348
File: 1.71 MB, 1000x714, 1661884478243.png [View same] [iqdb] [saucenao] [google]
9882348

>>9882104

>> No.9882351
File: 1.55 MB, 1144x1518, suck.jpg [View same] [iqdb] [saucenao] [google]
9882351

>>9882104

>> No.9882358
File: 12 KB, 183x184, 1681274507173184.jpg [View same] [iqdb] [saucenao] [google]
9882358

>>9882104

>> No.9882361

>>9882104
>>9881531

>> No.9882367
File: 9 KB, 272x216, SOMEMONG.png [View same] [iqdb] [saucenao] [google]
9882367

>>9882104

>> No.9882379

>>9876601
>what's the current status of JPCP2?
According to TatsurdCacocaco (He's leading the project), it's still under development.

>> No.9882396
File: 125 KB, 938x660, Halo Interrogation.jpg [View same] [iqdb] [saucenao] [google]
9882396

>>9882104

>> No.9882397
File: 75 KB, 952x907, 127.jpg [View same] [iqdb] [saucenao] [google]
9882397

>>9882104

>> No.9882404

>>9882367
The best one. Based terry trap enjoyer.

>> No.9882410

>>9882396
they all look like doom 2-era sandy peterson

>> No.9882420
File: 394 KB, 400x400, 1637031980635[sound=https%3A%2F%2Ffiles.catbox.moe%2F37yzwa.ogg].png [View same] [iqdb] [saucenao] [google]
9882420

>>9882104

>> No.9882427
File: 476 KB, 640x525, 1415061963220.png [View same] [iqdb] [saucenao] [google]
9882427

>>9882104

>> No.9882431
File: 93 KB, 901x1107, DH2Fuk5XoAEyQzA.jpg [View same] [iqdb] [saucenao] [google]
9882431

>>9882104
ok another one.

>> No.9882447
File: 13 KB, 250x250, 1490108104372.jpg [View same] [iqdb] [saucenao] [google]
9882447

>>9882104

>> No.9882451

>>9882031
What I'm saying is that beta balls do more damage overall than that projectile.

>> No.9882456
File: 210 KB, 800x277, death by filters.jpg [View same] [iqdb] [saucenao] [google]
9882456

>>9882104

>> No.9882459
File: 181 KB, 454x454, 6DfMuFy.png [View same] [iqdb] [saucenao] [google]
9882459

>>9882104

>> No.9882461
File: 67 KB, 256x256, PapiezTex.png [View same] [iqdb] [saucenao] [google]
9882461

>>9882104
Papież pedofil
Wykop pl

>> No.9882469
File: 191 KB, 640x480, Cytadela.png [View same] [iqdb] [saucenao] [google]
9882469

>>9881124
I was expecting to see Citadel behind that link, and honestly got a pleasant suprize to find something a whole class of even worse than it

>> No.9882482
File: 23 KB, 700x700, 1130taco[1123].gif [View same] [iqdb] [saucenao] [google]
9882482

>>9882104
I've got nothing. Here's a taco

>> No.9882498
File: 650 KB, 820x655, Moot_smiling_at_ROFLCon_II_2.jpg [View same] [iqdb] [saucenao] [google]
9882498

>>9882104

>> No.9882564

What was the wad that was basically Doom 2 but remapped to modern standards or something like that? Want to play Supercharge with it

>> No.9882571

>>9882564
this one? https://www.youtube.com/watch?v=C4yIxUOWrtw

>> No.9882574

>>9876434
well now, Raven Released some Quake 2 Skins
https://web.archive.org/web/20010711052308/http://www.planetquake.com/polycount/downloads/index.asp?model=206

>> No.9882579

>>9881847
I played Italo Doom with Dakka, it's pillowblaster OP once you have the RL and plasma and start alternaring left and right clicks to rack up points, it just scales down a little when you only have the shotguns and chaingun

>>9882564
There are a ton, you're probably thinking of doom 2 the way id did but I like doom 2 redux. There's also doom 2 in name only if you like tarnsman's brand of dickishness

>> No.9882582
File: 253 KB, 400x400, Brother.png [View same] [iqdb] [saucenao] [google]
9882582

>>9882104

>> No.9882584

>>9882574
Did they release it themselves personally? There’s a Demoness skin for Q2 out there as well, also while replacing all the guns with wands and staves.

>> No.9882587

>>9876785
Well LuciusXL accomplished what he promised
Best of all is that all he did was letting Daggerfall Unity come out

>> No.9882592

>>9882584
seeing that polycount has the names of the authors.
this is their doing

>> No.9882603 [SPOILER] 
File: 34 KB, 600x525, 76cd205a398db205d82ac76f78d51fef.jpg [View same] [iqdb] [saucenao] [google]
9882603

Any news about 94 Protons?

>> No.9882615

>>9882603
It got a new map with seemingly no acknowledgement from the lead. He's still jerking off in his /vip/ thread

>> No.9882624

>>9882603
June. Fists done, currently finishing up saw, SSG, and plasma.

>>9882615
New map? The fuck?

>> No.9882629

>>9882624
>>9869912

>> No.9882635

>>9882624
Post progress, nigga. It's even Screenshot Saturday.

>> No.9882639

>>9882579
Should've mentioned it's definitely not D2twid, I've already played that. Will check out the other two though, thanks.

>>9881847
Played Newgothic Movement 1/2 with this. Love Dakka but the RL replacement pretty much trivializes most fights. Needs a nerf and the chaingun needs a buff.

>> No.9882645

>>9882629
I'll have to take a look at that, but I can't really spend time on taking new submissions until I'm done with my bullshit.

If people really want to do that, it'll have to happen in June.

>>9882635
Not at home, lemme get to that.

>> No.9882650
File: 879 KB, 1920x1080, Screenshot_Hexen_20230506_151531.png [View same] [iqdb] [saucenao] [google]
9882650

I'll get through this fucking game this time.

>> No.9882658
File: 1.27 MB, 1929x1085, Screenshot_Doom_20230506_210753.png [View same] [iqdb] [saucenao] [google]
9882658

>>9882639
>>9882579
Looks like Doom 2 Redux was the one, thanks.

>> No.9882698
File: 88 KB, 400x384, hold the pfhuck up.jpg [View same] [iqdb] [saucenao] [google]
9882698

>>9882104

>> No.9882716

New project proposal:

126 Neutrons of /vr/ - Isotopic Boogaloo

>Limit removing doom2.wad
>More "inert" than Plutonia maps
>Not longer than 5 minutes
>Suggestions for texture sets appreciated

>> No.9882719

>>9882658
>teacupping
ewwwwwww

>> No.9882720

>>9882716
Make all of the Revenants wear helmets.

>> No.9882736
File: 22 KB, 184x184, Mr. PumpkinFuhrer, the mascot of Ad Mortem.jpg [View same] [iqdb] [saucenao] [google]
9882736

>>9882716
>More "inert" than Plutonia maps
what does this mean? And why 126 neutrons? No plutonium isotope has that amount.
Careful with adding "boogaloo" in the title as this may come out earlier than 94 protons of cockblockium
>Suggestions for texture sets appreciated
since most projects choose OTEX or some mainstream Afterglow texture pack maybe we should go balls to the wall and pick some odd pack from realm667 like MARS 3D textures or maybe steal from another wad like Epic 2

>> No.9882743

>>9882736
>Careful with adding "boogaloo" in the title as this may come out earlier than 94 protons of cockblockium
Not if anon pulls a 400 Minutes of /vr/ and gets the whole thing done in under a month. Which by the way, that WAD is nearing its 1 year anniversary. Hooray.

>> No.9882748

What are some general good rules for a retro fps game?

I was thinking:
>Few if any hitscan enemies, they just suck
>No mice/spiders or tiny creatures, annoying as fuck to shoot at your feet level or get nabbed by something hard to see
>Few cutscenes if any, and should be very short
>Stories and long text
>Protagonist shouldn't talk, but if they do, it should be short

Any more ideas?

>> No.9882763
File: 254 KB, 605x406, dxni.png [View same] [iqdb] [saucenao] [google]
9882763

>>9882104

>> No.9882771
File: 149 KB, 310x267, 1648345947417.png [View same] [iqdb] [saucenao] [google]
9882771

>>9882104
57 is a lot, maybe check http://vrdoom.booru.org/?page=post&s=list

>> No.9882772
File: 40 KB, 517x457, dxni2.jpg [View same] [iqdb] [saucenao] [google]
9882772

>>9882104
supreme immersive sim

>> No.9882782
File: 1.52 MB, 3200x2000, gun2-scan.jpg [View same] [iqdb] [saucenao] [google]
9882782

does anyone know what this sprite was going to be used for? always thought it looked like a flamethrower

>> No.9882785

The last section of the "The Ruins" level in Redneck Rampage is absolute Build KINO!

That's how you make a build map god dang

>> No.9882790

>>9882782
Might have been intended for the rocket launcher before they decided to draw that one by hand.

>> No.9882791
File: 262 KB, 549x437, 1637817719072.png [View same] [iqdb] [saucenao] [google]
9882791

>>9882104

>>9882771
We're already at 52 and I just bumped it to 53

>> No.9882793
File: 406 KB, 543x591, 1653021902950.png [View same] [iqdb] [saucenao] [google]
9882793

>>9882104

>> No.9882794

can we get more monsters or bots off quake 2's skins
https://web.archive.org/web/20000818152449/http://www.planetquake.com/polycount/games/1_byname.shtml
the terran marine skin would do great with CItizen Abel Part 3

>> No.9882796

Why the fuck isnt there a doom 1 gzdoom udmf map format option in udb? fucking bullshit

>> No.9882798

>>9882796
Because at this point none of this matters.

>> No.9882809
File: 4 KB, 440x420, 1659643449486412.png [View same] [iqdb] [saucenao] [google]
9882809

>>9882104

>> No.9882817
File: 27 KB, 427x426, 1659766602228468.jpg [View same] [iqdb] [saucenao] [google]
9882817

>>9882104

>> No.9882823

>>9882782
thumnail looks like a spooky skelly toes

>> No.9882825

id love to see someday, the older q1/2 deathmatch mods being incorporated into single player maps somehow, painkeep and aq2 for example. that painkeep 1.2 .demo still resonates

>> No.9882829
File: 78 KB, 486x486, 1676584145961115.jpg [View same] [iqdb] [saucenao] [google]
9882829

>>9882104

>> No.9882835

>>9882104
>>9882829
So that's 57. Don't worry if you missed your chance, we'll do another one of these down the line.

>> No.9882843

>>9882716
Just call it Isotopic boogaloo

>> No.9882898

>>9882639
>and the chaingun needs a buff.
Somebody hasn't figured how to use fuller auto on the chaingun.

>> No.9882907

>>9882829
we don't talk about those holes

>> No.9882910

>>9882907
DRR DRR

>> No.9883060
File: 591 KB, 852x480, HexenII.webm [View same] [iqdb] [saucenao] [google]
9883060

ded

>> No.9883071
File: 390 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google]
9883071

>> No.9883073

id software shooters ranked:
1. Quake 3
2. DOOM
3. Quake
4. Quake 2
5. DOOM 2
6. DOOM 3
7. Quake 4
8. Wolfengay 3D
fite me

>> No.9883076

>>9881929
She looks really fucking neat and not stupidly muscular like that chick from that one mod people lost their mods over for a while.

>> No.9883079

>>9881929
huge hitbox bitch
hitscanners delight

>> No.9883086
File: 433 KB, 500x767, 4ef499eeef8da88cd0dfac8a18553237fc00dc62.png [View same] [iqdb] [saucenao] [google]
9883086

>ranking Doom and Doom 2 but not Final Doom
And then Master Levels and Doom vs. Ultimate Doom make a bigger mess of things.

>> No.9883091

>>9883086
What about Chex Quest?

>> No.9883092

>>9883086
not made by id, doesn't count. if we were going that far, i'd have included DOOM 64 and put it at #2 over D1.

>> No.9883101

>>9883073
1. Quake
2. DOOM 2
3. DOOM
4. Wolfenstein 3D
5. Spear of Destiny
6. Quake 2
7. Quake 3
8. Quake 4
9. Doom 3

>> No.9883105

Anyone able to find the secret Sneed's Feed and Seed map in Violent Rumble yet?

>> No.9883123

>>9883073
>>9883101
Where's Orcs & Elves?

>> No.9883126

>>9883123
who cares lmao

>> No.9883130

>>9883101
1. doom
2. quake
3. quake 3
4. doom 2
5. quake 2
6. wolfenstein 3d
doom 3 and quake 4 are so shit they dont deserve a ranking

>> No.9883134

>>9883073
For me it's:
1. Doom 2
2. 3. Quake III
3. Ultimate Doom
4. Quake
5. Wolfenstein 3D
6. Catacomb 3-D
...
666. Quake Champions
Haven't played the rest.

>> No.9883143

>>9883073
Q3 is about the only one I'd never go back to.

>> No.9883151

>>9883134
>2. 3. Quake III
Oops fucked up the format because I switched 2-3 around. And now that I think about it, I DID play Quake 2 like one time at a friend's place or something but I don't recall much other than shootin' borgs, pewpew.

Quake Champions I was moderately excited about, thought it might be Quake 3 resurgence but just don't feel right. The class systems add an unwarranted layer to it that breaks the beauty that is having a symmetrical characters in deathmatch. And I'm too old and slow to REALLY get into it and internalize all the internal stopwatches and pacing again.

>> No.9883157

>>9883151
The netcode for Quack Champions was utter garbage for the longest time too.

Makes sense it was shit when you realize Tim Willits was in charge of it.

>> No.9883160
File: 616 KB, 337x342, output_WvdpZN.gif [View same] [iqdb] [saucenao] [google]
9883160

What if Cyberdemons were equipped with BFG900s instead of rocketlaunchers?

>> No.9883173

>>9883160
Play some CF to find out

>> No.9883175

>>9883160
There is that BFG marine model with dehacked behaviour already but for Cyberdemon actually kind of cool thought. Not sure about the charge time and whether it should be in volley of threes though, would need testing to see how it'd feel. And also need to design the arenas Archvile style to provide cover from the tracers imo.

Seeing an enemy use BFG does kinda break the magic of how the mechanics works, it wouldn't "really" seem like an explosive radiation or whatever it is supposed to be but that's fair enough, we all know how the ball and the tracers work by now.

>> No.9883191

>>9883160
There's mods that do it, usually the stupid ones that make you die in a single hit as some idea of difficulty crap.

>> No.9883193
File: 43 KB, 437x609, waifu (portrait03).png [View same] [iqdb] [saucenao] [google]
9883193

>>9883076
Thank you, anon.
I also agree, at least to me I've felt a lot heroines are made overly masculine which isn't for me. I understand the reasoning being realism, but honestly I always felt that reasoning was dumb: Let girls be pretty, it's not anymore realistic than a single guy slaughtering a thousand demons with his bare-hands.

>> No.9883198

>>9883193
>I've felt a lot heroines are made overly masculine which isn't for me
I just find it weird to design characters that are supposed to be strong fighter types and then make them look like bodybuilders.

It manages to be both not realistic or an interesting look.

>> No.9883208

>>9883198
>I just find it weird to design characters that are supposed to be strong fighter types and then make them look like bodybuilders.

A lot of that can stem from action movies of the 80s and 90s, your Arnold Schwarzeneggers and Sylvester Stallone types.

>> No.9883228

>>9883198
It's because how the public perceive media has produced an image where in order for a girl to seem strong she has to be total rejection of her femininity, but this only feels forced.
A lot popular heroine in anime are actually still girls at the end of the day: Lina Inverse, Kei, Rally Vincent, etc
And if I may reveal my waifufag-level for a second: When I was designing Jackie, the image I posted, I wanted to design a character that's a mom but also someone worn and tired.

>> No.9883232
File: 91 KB, 1920x800, MV5BMTkzYzY0NjQtMWVhNC00YjcxLWJkZjktMzliMzg1NmE0M2E4XkEyXkFqcGdeQXVyMTIwODk1NTQ@._V1_FMjpg_UX1920_.jpg [View same] [iqdb] [saucenao] [google]
9883232

>>9883228
>Spoiler
Sarah Connor?

>> No.9883241

>>9883232
>Sarah Connor?
Yeah, actually. Terminator 2 was great, and I'm glad it never got any sequels ever.

>> No.9883243

>>9883241
It would have been awful if it got a sequel that ruined it, just look at what happened to Robocop after it's second movie.

>> No.9883246
File: 688 KB, 460x628, 1677163177397304.png [View same] [iqdb] [saucenao] [google]
9883246

>GZDoom Y sensitivity is half of X because... it just is ok?!

>> No.9883254

>>9883246
>modern source ports are bad because... they just is ok?!

>> No.9883268

>>9883254
True, glad you agree with me.

>> No.9883281
File: 3.32 MB, 2400x1350, file.png [View same] [iqdb] [saucenao] [google]
9883281

This is kinda meh. Level design is boring and the enemies are annoying and the weapons arent fun to use

>> No.9883283
File: 43 KB, 680x680, 1559405202619.jpg [View same] [iqdb] [saucenao] [google]
9883283

>>9883281
Alright.

>> No.9883290
File: 403 KB, 667x556, ashley the terrible.png [View same] [iqdb] [saucenao] [google]
9883290

>>9881929
>>9883079
Hitbox not a problem, she's got a nice set of ballistics

>> No.9883294
File: 10 KB, 82x46, Allenlaugh.gif [View same] [iqdb] [saucenao] [google]
9883294

>>9882284
"Come on, boy!"

>> No.9883298

>>9882246
So that means Nightdive is going to remaster Atari from within?

>>9882584
>Demoness skin for Q2
This one? >>9882397

>> No.9883301

>>9883281
Havent played the game but I'll go with this opinion. Seems honest enough.

>> No.9883309

>>9883301
it reminds me of shadow warrior except slightly worse in every aspect and with way less soul

>> No.9883312
File: 61 KB, 493x1326, level design.png [View same] [iqdb] [saucenao] [google]
9883312

Alright someone please help me out here, I've gone back to halfway through April in past threads and I still can't find that image of a Revenant with a broken neck because Daina sat on his face. I -know- it was posted fairly recently but either I'm blind or it was even further back than I thought

>> No.9883338
File: 505 KB, 844x736, 1656063962734.png [View same] [iqdb] [saucenao] [google]
9883338

>>9883312
Is this what you're looking for?

>> No.9883350
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
9883350

>>9883338
That's it, thank you.
Checking the archive, looks like it was last posted on the 10th of April. Which means if I had just went one or two more threads back I would have found it.

Fuck me.

>> No.9883368

>>9883193
A super butch beast of a lady can still be beautiful in an androgynous way, face and hairstyle go a long way
I may or may not have a type.
>>9883198
For what it's worth pretty much every Id protag is repping the "dad bod" look all the way back to box art doomguy's tummy

>> No.9883394
File: 115 KB, 680x579, 1649476910076.jpg [View same] [iqdb] [saucenao] [google]
9883394

>>9882907
>>9882910
Th-this is my hole! It was made for me!

>>9883193
I think something like Fuuma Kotaro from Tenkaichi is a good balance.

>> No.9883418
File: 1.99 MB, 306x230, 1408067021205.gif [View same] [iqdb] [saucenao] [google]
9883418

>be making night time map
>its aight
>add blue tinted lighting to the outdoors
>suddenly its beautiful atmospheric kino
Literally that easy

>> No.9883420

>>9883418
Community Chest 2 map 7 reminded me that plain old Boom format has coloured lighting and I do plan to use that at some point

>> No.9883424

Does "Doom Launcher" let you save presets for configs / files? Seems pretty pointless if you can't.

>> No.9883425

>>9883418
Show us.

>> No.9883440
File: 1.18 MB, 1360x768, hexen54.png [View same] [iqdb] [saucenao] [google]
9883440

>>9883425
Actually many levels recently - this Hexen 2 map that was just released, a WIP Hexen 1 map, and my maps in Hands Of Necromancy.

>> No.9883459

>>9883281
The game is so very nearly perfect, but a thought occurs to me. Now that AI is so powerful at mimicking voices, I wonder if I can set about creating a mod that gives Shelly more fun lines. She's a fucking cop, she should have lines about being a brutal fucking cop.

>> No.9883485
File: 1.03 MB, 1332x728, Untitled.png [View same] [iqdb] [saucenao] [google]
9883485

Anyone want to play some webquake?
I got custom maps in legally by bashing librequake and openquark together, and then illegally threw in UT99 music (but I don't foresee epic caring much about that).
http://clovr.xyz/quake/client/index.htm
might have to delete cache (not history or stored logins or whatever) if you have joined before. Or at least refresh.

>> No.9883496

>>9883485
>Couldn't load gfx.wad

>> No.9883513

>>9883496
Try deleting cache.

>> No.9883593

>>9883485
Thanks for joining people. Was fun.

>> No.9883629

new thread whendu

>> No.9883632

I miss stimpack-tan.

>> No.9883636

>>9883593
Yeah was a blast, thanks again

>> No.9883802
File: 45 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]
9883802

Can't they just fucking cancel it already?

>> No.9883826
File: 8 KB, 485x435, G-On8c6YMnw.jpg [View same] [iqdb] [saucenao] [google]
9883826

>there are plenty of quake resources for doom
>none of them are suited for use in map editors - they are just shitty "replacements" using original doom things id's
I never though I would say this, but some part of the doom developer community is just borderline retarded and sociopathic.

>> No.9883838
File: 1.11 MB, 1600x900, spasm0043.png [View same] [iqdb] [saucenao] [google]
9883838

>>9878735
>Quoffe 2
But I haven't finnished the first one yet...

>> No.9883842

>>9883802
The team develops this on their own free time. Think it as some upcoming mod. Those things take years of time. Don't be such a bitch.

>> No.9883892

>>9883060
Does it bother anyone that this staff is slightly angled?

>> No.9883910

>>9883826
What do you want, man? Extra things haven't been easy to come by.

>> No.9883934

>>9883842
It's not free time if they're getting paid.

>> No.9883950

what is the best source port? not for any specific game just the best overall source port?
reimplementation counts as well

>> No.9883954

>>9883950
>doom
Chocolate Doom / Crispy Doom
Woof
DSDA-Doom (this has shitty input handling even though it's supposed to be the speedrunning port)
>quake
Ironwail

>> No.9883958

>>9883950
DOSDoom

>> No.9884029

>>9883950
Been loving Woof but overall for the influence it's had, I might say Boom.

>> No.9884034

>>9884029
>>9883954
just tried woof it seems to be based on prboom which i despise the very existence of

>> No.9884049

>>9884034
It's not. It's based on WinMBF. Not being a prboom fork is what makes the port so good. It behaves quite a bit like Crispydoom.

>> No.9884053

>>9884034
Woof is not prboom-cringed, that's DSDA-Doom. Woof is WinMBF-based and have been very heavily enhanced by Fabian who also made Crispy Doom(which is really freaking good too)

>> No.9884121

Making progress, marine?

>> No.9884131

NEW THREAD
>>9884124
>>9884124
>>9884124

See you there.

>> No.9884232

>>9883241
>I'm glad it never got any sequels ever
Me too, the original version of 2 (not the overexpositioned directors cut ending) really finishes the series at a perfect moment.
>>9883243
>look at what happened to Robocop after it's second movie
I'd argue that even robocop 2 was pretty bad, it had its bright moments but its nowhere near as good of a sequel as Judgement Day. And of course 3 is absolute dogshite
I'd like to try any retro fps games based on those franchises, the ones I found so far look nice
https://www.youtube.com/watch?v=_XoT38flG7A
the Skynet one even has a deathmatch mode where you can plays as fast, silent and low health humans or very slow, loud but resistant to damage terminators