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/vr/ - Retro Games


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10132796 No.10132796 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10122309
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
https://rentry.org/6ntm9 (NEW!)

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/DhOjleMqwdQ
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/fFj8euau

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

>> No.10132798
File: 24 KB, 320x200, 1691042795747428.png [View same] [iqdb] [saucenao] [google]
10132798

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

=== FINISH LINE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

FORE/VR/ ALONE (Submissions closed)
Link to BETA3: https://files.catbox.moe/u9smv4.zip

=== NEWS ===
[8-04] Quake 2 remaster leaked, won't be RTX shit!
https://twitter.com/billbil_kun/status/1687115225445879813

[8-02] Peril, Quake mod based on Arcane Dimensions, releases after 3 years in development
https://www.slipseer.com/index.php?resources/peril3-0.253/

[8-02] DBP60: Eldritch Voyage is out now
https://doomer.boards.net/thread/3301/eldritch-voyage

[7-31] Rise of the Triad: Ludicrous Edition released
https://youtu.be/3A8X2tqQuGY [Embed]

[7-22] Voxel Doom II release trailer
https://www.youtube.com/watch?v=IQK8m41daAk [Embed]

[7-20] Episode 2 demo of Doom Refired out
https://www.doomworld.com/forum/topic/128420-doom-refired-doom-ii-vanilla-project-episode-2-demo-out/?page=2&tab=comments#comment-2675768

[7-18] Vulkan only GZdoom fork for indie games released
https://github.com/dpjudas/VkDoom/releases

[7-17] Blood Fresh Supply getting a new update.
https://twitter.com/VinciusMedeiro6/status/1681041705699606528 (embed)

[7-17] "OCTATE", lost kin dedicates a map to the late Dr. Sleep
https://www.doomworld.com/forum/topic/137638

[7-15] Babel mod gets tweaks n' fixes with new update
https://datanon.itch.io/babel/devlog/561033/july-2023-update

[7-14] Nugget Doom receives 2.0 release, new rendering resolutions
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-2.0.0

[7-13] Contract Revoked added to Quake's re-release
https://twitter.com/Quake/status/1679510869443592199 (embed)

[7-12] BuildGDX fork "NuBuildGDX" released by the coder behind Doom64EX-Plus.
https://github.com/atsb/NuBuildGDX/releases


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

>> No.10132806
File: 2.16 MB, 500x375, berserkpacks.gif [View same] [iqdb] [saucenao] [google]
10132806

>> No.10132831

>Quake
more like quack lmao

>> No.10132849

I like playing gzdoom with the Freedoom IWADs. It's actually pretty decent these days and it's compatible with almost everything.
I'm a little surprised that moonman doom wasn't claimed as one of 4chan's wads, though.

>> No.10132858

>>10132849
There's moonman doom? Gib

>> No.10132859

>>10132849
>moonman doom
Man, that brings me back. I heard it was still being worked on, but I can't find a download link anywhere. Can you help a negro out?

>> No.10132863

>>10132859
Gotchu senpai
https://www.bitchute.com/video/OWIbDDBEZGmR/

>> No.10132864

>>10132831
Wasn't there some parody FPS called Quack? It may have been on build engine, but it was before I knew much about retro FPS. Trying different search terms I find absolutely nothing about it. I swear Vinesauce Vinny or Joel played it like a decade ago but no information there either.

>> No.10132891

>>10132863
Link ain't working.
>CAPTCHA: SKR4S8

>> No.10132925

>>10132796
FAQ/PASTEBIN
https://rentry.org/6ntm9 (NEW!)
OP has the wrong FAQ again, use https://rentry.org/vrbin next time

>> No.10133012

FUNC_VEHICLE IS A RIGHT

>> No.10133043
File: 114 KB, 1280x720, seems cool.jpg [View same] [iqdb] [saucenao] [google]
10133043

Just found out Quake Mjolnir finally released. How is it? It looks cool but the complexity of the maps has me worried about level design. *cough* [/spoiler]mazu[/spoiler] *cough*

>> No.10133049

>>10132925
Ngl I got mixed feelings about Deathstrider being listed there. I don't necessarily like it, but up to you if you want to keep it; I'm not gonna try and be a faggot about it. Also accensi is just the Gitlab group's name. Still technically correct I guess.

>> No.10133118
File: 13 KB, 526x384, RangerThumbsUp.png [View same] [iqdb] [saucenao] [google]
10133118

>>10132775
Oh, that's better than I thought! Thanks for the laugh, anon.

>> No.10133186

>>10132864
interesting. sounds vaguely familiar.
bump

>> No.10133187
File: 2.70 MB, 424x498, quack.gif [View same] [iqdb] [saucenao] [google]
10133187

>>10133043
A patch is coming in the next couple of days to fix a lot of the errors it had on release. Wait for that to drop.
And the larger non-linear maps aren't confusing so long as you memorize visual landmarks, and there are plenty of them.

>> No.10133204

>>10133043
yeah that looks busy we'll see. waiting for the patch

>> No.10133212
File: 404 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10133212

>> No.10133219
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10133219

>>10133212

>> No.10133226

>>10133043
I’m about to finish the first episode. Very nice and straightforward levels but weapon balance is weird: Lots of fun options yet the blood mace has this crazy good sustain with decent damage. I’m hoping for better balance in the second episode and I’m looking forward to some big and non-linear Quake maps.
>>10133049
The mod has been very appealing to me and to at least one other persistant anon here. I don’t know if that’s enough to make it a “vr mod” but I certainly think Babel is, yet I didn’t see it in >>10132925 unless I missed it.

>> No.10133234
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10133234

oh no

>> No.10133252
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10133252

>>10133212

>> No.10133262
File: 2 KB, 162x25, Screenshot 2023-08-07 182258.jpg [View same] [iqdb] [saucenao] [google]
10133262

>>10133212

>> No.10133272

>>10132806
Yum!

>> No.10133286

>>10133262
Holy shit ahaha

>> No.10133336

>>10132849
>moonman doom wasn't claimed as one of 4chan's wads
That's because it was developed by 8gag. You can even see their logo for one of the replaced door textures.
>>10132859
Here you go. Not too sure about it still being worked on, but this is the most updated version I could find.
https://gitgud.io/moon-men/moonman-doom

>> No.10133453

okay so i want to play a wad for doom
i havent done this in years, playing a wad
do i download doom and put it in a folder or...

>> No.10133525

>>10133453
well anon, it's your lucky day, somebody posted a really nice link in this very thread like this one: https://rentry.org/vrbin#how-to-play-doom
and you can use it to play your doom wad today!

>> No.10133568

>>10133525
I have gz doom downloaded
If I have a wad what do I do?

>> No.10133587

>>10133568
Well, Anon, if scroll down a little on the guide page like this: https://rentry.org/vrbin#how-to-run-the-game
you would've already read how to easily run it by
>Click and drag your IWAD (and mods: PWADs, PK3s, PK7s, etc) onto the source port EXE.
Hope that helps!

>> No.10133590
File: 3.62 MB, 1280x720, sick ride bro.webm [View same] [iqdb] [saucenao] [google]
10133590

Soon.

>> No.10133603

>>10133590
nice
multiplayer hoverdeathblade when

>> No.10133609
File: 418 KB, 499x337, soready.gif [View same] [iqdb] [saucenao] [google]
10133609

>>10133590

>> No.10133610

What would be a good way to telegraph a switch opening up something from across the map? Should I just use a key instead? I wanted to avoid that because the way to this switch is already behind a key door, it seems redundant.

>> No.10133613

>>10133587
so i have the wads downloaded and zdl
i assume i dont just copy the wads over into zdl
do i place the wad into...????

>> No.10133625

somebody posted about this 'take the crown' tourney on esreality. i guess it's some shitty indie doom tourney that's going to be run in byoc at quakecon 2023. https://esreality.com/post/2969421/take-the-crown-vesperdm-ffa-event-live-quakecon-2023/

>> No.10133656

>>10133587
>>10133613
So, I tried to bring the wad to zdl but im missing a source port
what does this mean?
i assume it means im missing doom or something

>> No.10133662

>>10133656
gzdoom is a source port.
configure zdl to designate gzdoom's location on your computer

>> No.10133668

>>10133656
you have doom right?

>> No.10133680

>>10133656
A source port is a program that allows you to play Doom without issues on a modern computer. It also allows Doom to play much more complex levels compared to back in the day, with all sorts of mods on top that just don't work without a source port. You can look for gzdoom as a start.

>> No.10133683

>>10133662
Okay, i got that done but i have to select an iwad... but i was under the assumption that one of these was an iwad
so, i have gzdoom and zdl downloaded but neither are iwads...????????

>> No.10133686

>>10133668
I do not have doom because i assumed it was shareware and would be included in the stuff i wad downloading

>> No.10133696

I contacted Bethesda about getting those Doom 3 sounds I wanted to use. It feels like they didn't even really read my email, but I guess I got a valid enough answer.

>> No.10133703

>>10133603
There probably should be a multiplayer test at some point. I discovered that third-person player animations were completely fucked when I went to record that webm the first time, so there's bound to be other things that need fixing.

Having a monthly Violent Rumble deathmatch or something might be fun too.

>> No.10133704

>>10133686
to play custom wads you need the full version of Doom and more often Doom 2.
you could also use Freedoom but it's not the real thing

>> No.10133715

>>10133703
nice

>> No.10133717

>>10133212
>personal jesus
Lift up the receiver, I'll make you a believer.

>> No.10133723

>>10133703
Is there multiplayer support on any of the current maps? (I also mean the first rumble)

>> No.10133747

>>10133723
A few existing maps have at least the minimum co-op support of multiple spawnpoints. Not sure if any support deathmatch, though it might be better to make the deathmatch maps seperate anyway.

>> No.10133753

>>10133717
God bless all the universe

>> No.10133767

Do you guys discuss counter strike on this general? It’s 90’s if we count the betas.

>> No.10133771

>>10133747
I'll add coop spawns and an info_intermission (I realized today that I forgot) to sorrow factory tomorrow, I hope you don't mind another small update.

>> No.10133773

>>10133767
No. Nothing's stopping you from starting discussion though.

>> No.10133785

>>10133767
It has no single player, and playing again pod-bot or against cheaters has been the only real option for the last 15 years IIRC, so there isn't much to discuss. RIP CS, the sequels never felt as crisp and satisfying.

>> No.10133787

>>10133771
Yeah man go ahead.

>> No.10133913

>>10133785
>It has no single player
That's called Condition Zero.

>> No.10133996

>>10133785
>playing again pod-bot or against cheaters has been the only real option for the last 15 years IIRC
No, CS is still very much alive
https://steamcharts.com/app/10
the problem isn't cheaters or bots so much as it is that 90% of servers are running custom game modes or at least a ton of plugins
it's hard to find vanilla CS

>> No.10134057

>>10133696
You wanted them to give you assets? They're never gonna bother doing that, just go get the sounds from Sound Resource, they have full rips.

>> No.10134078

>>10133767
Very seldom comes up, as they say, but it's classic multiplayer FPS, and it's a damn good time.

>> No.10134103

>>10132796
>>10132798
https://www.youtube.com/watch?v=qIyhuEjqD2Q
GENTLEMAN THE 2012 QUAKECON KEYNOTE WAS RESTORED!

IT IS HAPPENING!

>> No.10134113

>>10133696
Were you actually expecting any sort of response? From Bethesda? From an asshat mega corp?

>> No.10134123

>AN UNHOLY ALTAR
>SHOOT IT REPEATEDLY

>> No.10134140

DNF 2001 > Duke 3D

>> No.10134145

>>10133683
iwad = internal wad, it has most of the important stuff for the game in it. There's also pwads, 'patch wads' these are for additional things you can add to the game.

>> No.10134163

>>10133683
Brother, just look up any tutorial on "how to play doom" or read the OP. If you have further questions then pop back in. Not that this is a busy thread or too on high horse to help but as like basic etiquette, there are things you could do to help yourself.

>> No.10134164

Well, "finished" a.l.t. The wad falls apart so hard in the second half.

>> No.10134186

>>10134164
How's it like in general? I tried to get into it but the first couple of maps or so felt like a real chore, I really like Lainos's mapping but he didn't do A.L.T solo.

>> No.10134197

>>10134186
If you thought the start was bad, then don't bother, it only gets worse. Acidjazz is one of the most unfun "puzzle" stages I played and the last leg of the wad is just bad maps in general.

>> No.10134213

>>10133610
Make the door very visibly noticeable when the player first sees it. And give a similar visual cue to the switch.

Depending on the distance between the switch and the door, you could even use monster to herd the player into the space you’d want them in to notice the door opening.

>> No.10134229

I want to replay some WolfenDoom but it seems broken in recent GZDoom releases

what's the best zdoom-classic derived/inspired port, in your opinion?

> zdoom32
> rzdoom
> zzdoom
> others?

>> No.10134230

>>10133683
read the doomwiki dude, like we all did

>> No.10134232

>>10134229
https://www.afadoomer.com/wolf3d

>> No.10134256

>>10134232
yeah i know about it
if I were interested in faithfullness, that would be the next best thing besides ecwolf

but I'm looking to relive wolfendoom, for that extra bit of nostalgia

>> No.10134259
File: 27 KB, 600x630, dt23czrsqzl51.jpg [View same] [iqdb] [saucenao] [google]
10134259

>>10132798
Hey fore/vr/ alone anon
I'm sorry for such frequent releases, but I have a new version of the Chiaki map:

https://files.catbox.moe/flxxw6.wad

The gameplay remains the same, I just slightly modified some map geometry for ...reasons.

>> No.10134261

>>10134232
>>10134256
also, wolf3d TC does not includes all the other campaigns like astrostein, rheingold, arctic wolf...

>> No.10134273

>>10134261
copy the original files from wolf3d in the same directory of the pk3

>> No.10134294

>>10134259
booba?

>> No.10134297

>>10134261
nevermind, i see what you mean https://wl6.fandom.com/wiki/Category:ECWolf_mods
yeah, just use ecwolf i guess

>> No.10134371
File: 2.99 MB, 1720x2160, debase.png [View same] [iqdb] [saucenao] [google]
10134371

Debase, an old and unreleased map I used for parts in a lot of other maps, has now been completed and updated to work with the 25th Anniversary Collaborative UNIT for Quake 2. It's a standalone map so not part of the UNIT. I will release it as part of the v1.0 for QuakeCon later this week.

>> No.10134383
File: 264 KB, 250x250, 1431280946629.gif [View same] [iqdb] [saucenao] [google]
10134383

>>10134371
Well fuck, what I meant to write was that it is made with the new gameplay-additions in mind, but is not one of the levels of the UNIT that you have to play through the HUB.
It is far too late, I am tired, and I should be sleeping, but I am making maps instead.

>> No.10134402
File: 383 KB, 900x582, 1690857825015939.jpg [View same] [iqdb] [saucenao] [google]
10134402

>>10134383
>>10134371
Very cool

>> No.10134421

Is there any good way to get the first couple of Unreal now? Seems like Epic are cucks. I'd like to avoid torrents. Is there any way to get them now?

>> No.10134437

There is a Quake 2 remaster thread at /v/ right now with some early info

>> No.10134441

>>10134213
The destination is an optional area prior to its unlocking, but I did manage to squeeze a teleporter in next to the switch. Just had to manually align the flat with scrolling on map start.

>> No.10134445

>>10134437
>>Quake 2 64 included as add-on
Pretty cool. Hope it has splitscreen and bots like the Quake 1 remaster.

>> No.10134447

>>10134421
There's Unreal Gold on one or two MEGAs from the OP
gog-games.to should have latest versions of what was on GOG before.
old-games.ru got disk images of every pre-UT3 PC Unreal game and some "pre-installed" rips.
There's always also archive.org, but the download speed there sucks, unless you use included torrent.

>> No.10134497
File: 53 KB, 685x517, F29foeNW8AAsgMF.png [View same] [iqdb] [saucenao] [google]
10134497

>>10132798
Doom Roguelike Arsenal Extended 1.1 released, with new classes and unlockables.

>> No.10134498

>>10134447
Dud, how'd I miss the mega.

Thanks for the help y'all!

>> No.10134501

>>10134497
oops
https://forum.zdoom.org/viewtopic.php?p=1243536#p1243536

>> No.10134506

Counter strike memory : running over most of my team in the start area then plunging off a nearby cliff to try snd squash more (cs beta)

>> No.10134512

>>10134103
NO FUCKING WAY
what's happening?

>> No.10134516

>>10134512
A new Carmack tech talk, maybe?

>> No.10134518

Quake 2 memory - abusing a bug on q2dm5 where you could turn invisible. On FFA servers, people would crouch in front of the red armour while invisible, and block players from collecting it and sending them falling into a slime pit

>> No.10134583
File: 209 KB, 1325x992, obj error.jpg [View same] [iqdb] [saucenao] [google]
10134583

>>10131179
Got this fixed so that it will print a standard object error like pic related instead of crashing the game.
Update probably tomorrow, need to test a few more things.

>> No.10134626

>>10133590
https://youtu.be/5lX3YG9p-_A

>> No.10134671

>>10134447
archive.org files download much faster with Jdownloader 2, idk why

>> No.10134676

>>10134371
Thanks gugg

>> No.10134869

>>10134113
I got an answer, my issue is that it feels like it was written by a pr a.i. that didn't actually figure out what I wanted from them and hit me with a generic no answer. I think I could have asked them if I can buy bread and I would have gotten the exact same email in response.

>> No.10134880

>>10134229
whats the difference from vanilla Wolfenstein? You might wanna check the Wolf TC for Quake, it feels fucking great to shoot the mp40

>> No.10134950

>>10134869
I don't know what else you were expecting.

>> No.10134962

>>10134950
Well I had contact with id in the past and it was different. I guess bethesda isn't id and old id id gone.
I didn't even find a way to contact id itself or maybe I did not look hard enough.

>> No.10134972

>>10132796
Okay I'm going to stream blind run of Fore/vr/ Alone Beta 3 on twitch in 10 minutes.
Link: https://www.twitch.tv/guywithteacup
I'm playing in GZDoom continiusly because I like it. Video will be on demand for some time and link for Youtube recording will be provided later.
t.GuyWithTeaCup

>> No.10135389

>>10134880
iirc Wolfendoom is Doom mapping architecture but with Wolfenstein inspired and reused assets.
not my jam, i'd rather have proper Wolf3D or proper Doom

>> No.10135420

>>10134057
The problem is not the assets I can get those easy. I asked them for permission to use them.

>> No.10135439

Iwant to play fucking doom

>> No.10135440

>>10135439
get doom.wad
get one of the many good source ports
play

>> No.10135514

Sorry about asking this again but is the anon that said he is going to make a melee map for violent rumble here?

>> No.10135529

>>10133787
https://files.catbox.moe/wqiagt.rar

I have also deleted a light that was giving me a warning (I think it was always like that I just did not notice the warning before) and added 2 more enemies, 1 of them for hard only.

>> No.10135576

Did you enjoy DooM II the first time you played it?

>> No.10135581

>>10135576
Yeah

>> No.10135591

>>10135576
Paralyzed? Dumbstruck?

>> No.10135594

>>10135576
I thought it was cool until Nirvana, then it got kinda boring until the second to last level.

>> No.10135608

>>10134437
Can you link the thread?

>> No.10135616

>>10135576
yep. not as much as the first, but on par with the final doom, which I also enjoyed.
I don't hate many of the maps as much as everyone seems to; maybe that's just my retarded first impression, but I enjoyed them for what they are worth at the least.

>> No.10135647

>>10135576
I really don't remember much other than getting stuck on map 2 for a while because I did not know you could run and really enjoying map 11 for some reason. Also I was playing with cheats so meh.

>> No.10135656

>>10135576
I played Doom 2 for the first time on the 360, and I thought NRFTL was just episode 2 like in the original Doom.

>> No.10135704

>>10135576
Yeah, and even when I got into Final Doom first. Doom2 is where I learned that I enjoyed running them through the original exes rather than Doom95.
This made it hard to get into the original Doom at the time. I wouldn’t appreciate it until many years later.

>> No.10135765
File: 45 KB, 200x200, bobben.gif [View same] [iqdb] [saucenao] [google]
10135765

>>10135576
Yes. I was just a kid and had to play with IDDQD and IDKFA but it was a real blast.
Before I hadn't played that many videogames in my life so probably also why it felt so neat.

>> No.10135801

lol that was so long ago and I was so young I don't really remember much from that period anymore.

the memories I do have from the time is the nostalgia I felt when I rediscovered Doom back in the early 2000s after I picked up the collector's edition. I remember being confused by the changes v1.2 and on did to KDiTD. Also I used to get Hangar and Entryway mixed up for some reason.

>> No.10135803

>>10135801
whoops meant for
>>10135576

>> No.10135875

>>10135576
Kind of, but I already saw better games like Blood and Hexen at that point.

>> No.10136048

>>10135576
I was sad that sound effects didn't play, but I did enjoy exploring it.

>> No.10136050

>>10135591 What do you mean?

>> No.10136053

>>10136048
No music + PC speaker is the ultimate way to play Doom as the horror game it was intended to be.

>> No.10136065

>>10135576 I remember enjoying the smaller maps, like Gantlet, Crusher and especially Tenements. I guess that's why I really enjoyed Thy Flesh Consumed when I played it. Except for Courtyard, I hated most of the larger maps.

>> No.10136082
File: 941 KB, 3024x4032, 1609825258824.jpg [View same] [iqdb] [saucenao] [google]
10136082

Already asked it, but will try once again.
Among the gorillions of Brutal forks, is there at least a single one that has volume balance fixed? By balance I mean shooting any 2+ barrel shotgun won't rip your eardrums out of your ear.

>> No.10136121

>>10135576
>Super Shotgun
Yes.

>> No.10136141

>>10136121
I love and hete the ssg. i've heard other people say it spoiled the multiplayer a bit but doom was one of the games i remember that had a perfectly good shotgun that wasn't op or easy to miss. 7 pellets in a horizontal line was good enough for me. ssg is just too much of a treat and i noticed people always use it when the chaingun or shotgun would of sufficed, It's too fun and the firing and the reloading sound is kino.

>> No.10136158

>>10136141
It’s in a great spot: Better than the shotgun and chaingun for close encounters, still not a room clearer like the rocket launcher. The new Doom 2 monsters plugged some similar holes in the roster as there’s otherwise no health pools between a cacodemon and baron of hell.

>> No.10136172

>>10134583
Oh man sick! Thanks a lot.

>> No.10136185

>>10136158
sry i meant i see people use it from a distance instead of switching to dick chainygun or shotgun but like i said how could one not resist the choosing the ssg over the plasma rifle to take down the arch viles and mancubi. sometimes i imagine if it wasn't in the game or only available near the end, would it take the appeal away?

>> No.10136226

someone should port TekWar's maps to ROTT

>> No.10136234

>>10136226
or add ROTT's gameplay to TekWar because i realize ROTT's engine is primitive

>> No.10136240

>>10134972
Thanks for streaming, and good job on your map.

>> No.10136276

>>10135514
Yes

>> No.10136296

>>10136226
>>10136234
Why? And how do you expect it to work without jump pads and platforms in Tekwar maps, not to mention radically different level design philosophy.
You'd be better of picking UnrealEd and remaking TekWar in Deus Ex.

>> No.10136316

>>10136296
>>10136296
>Why?
why not?
>And how do you expect it to work without jump pads and platforms in Tekwar maps
you could implement some and to be honest you can do without.
The gunplay and enemies would alone would work in any kind of level design.
The aesthetic would fit too.

>> No.10136327

>>10136276
Can I have your scraps please? I am still working on my own things, but if I don't get burned out when I'm done, I can try to finish the map. Or if it is too ambitious for me, maybe make something easier inspired by it.
I liked the idea and I'd like to see it in VR2 somehow.

>> No.10136384

>>10136316
>why not?
You'd be better off ripping TekWar enemies and textures and making custom levels with them. Either for the Rise of the Triad itself, or, if you want more options, for Return of the Triad (ZDoom).
I mean, ROTT gunplay isn't that fun on it's own and TekWar maps would fit an adventure game more than arcade styled one.

>> No.10136407

>>10136384
>ROTT gunplay isn't that fun on it's own
:(
>TekWar maps would fit an adventure game more than arcade styled one
Pretty sure i've seen similar in Doom/Build games

>> No.10136441

>>10136053
I usually like Bobby prince's music but MIDI "metal" really doesn't fit the rest of the picture.
Ps1 version did the right thing to be desu
https://www.youtube.com/watch?v=C0q68FwPVWY

>> No.10136471

>>10136441
You forget that there are also a lot of tracks like Dark Halls, Suspense and Sign of Evil.
Now drop the midi shit and pick up the noisier OPL versions like the real man.
Or just switch it off, as if you're playing without a soundcard at all (or on Atari's cat console).

>> No.10136476
File: 49 KB, 654x643, 1690363068915952.jpg [View same] [iqdb] [saucenao] [google]
10136476

>Whispers of Satan UV + Smooth doom

Dont let the first couple of maps fool you, this mappack can and will get challenging as you go through them. not sure if you can call this balanced, since it can give you the idea that you will cruise through the maps from the impression of the first levels. The creators seem confident enough, Mentioning in the text that they "perfected" the difficulty but whatever.

Anyways, its a good 30 maps are so. mid challenge but really comfy. not a lot of surprise traps, you can get the since when to expect a bunch of demons to appear since they always appear near the same kind of locations (keys, switches)

Best thing about it by far is the music. Very calm and melancholy. never loses that feeling through the megawad.
Map21 Crysleep, had a "in loving memory of Linda"signed on the map. with the music and the slow gameplay, it genuinely got me pretty depressed.

now I don't know who Linda is but we all lost someone. and I just kept thinking about the people I've lost throughout my life, and how I will always miss them. I'm still here, playing doom same as always. But yeah I was really sad going through that map.
But If I'm being honest I think im just sad cuz I botched another job interview

Good megawad 8/10

>> No.10136491

>>10136407
I mean, I love ROTT, but for platforming and traps. At the core, gunplay is just there.
>Pretty sure i've seen similar in Doom/Build games
Technically can be done, but the games themselves don't lean into those styles.

>> No.10136493

>>10136441
>You forget that there are also a lot of tracks like Dark Halls, Suspense and Sign of Evil.
i didn't forget, hence why i'm talking about MIDI metal specifically
>Now drop the midi shit and pick up the noisier OPL versions like the real man.
Already better but not as good as dark ambient.
>Or just switch it off, as if you're playing without a soundcard at all (or on Atari's cat console).
You don't scare me i grew up on the Jag and it was my main Doom(also played at a pl's place he had a PC)

>> No.10136537

>>10136493
Forgot to add, my pal played without music despite having a sound card because he found the music to be goofy...

>> No.10136543

>>10136471
meant
>>10136493
sorry i misquoted i need some sleep

>> No.10136621

>>10136185
>but like i said how could one not resist the choosing the ssg over the plasma rifle to take down the arch viles and mancubi
Seems like a simple choice: If you’re presented an encounter you want to clear as quickly as possible, you’re going to whip out the most effective guns to kill things as quickly as possible. Right?
If you’re not thinking that, it’s possible you quickly gauged the encounter and thought “…yeah, I can manage this with the super shotgun” so as to save the powerful ammo for an encounter that will truly need it.
If you find yourself doing this a lot throughout a megawad and you’re succeeding, it’s time to bump up the difficulty or play a harder wad. If you’re not succeeding then you’ve got too much of an SSG bias.

>> No.10136680

>>10136493
Sweet.
Personally, I'm just not that big of a fan of Aubrey Hodges OSTs. It might be tense, but not that enjoyable and makes regular sounds less scary.

>> No.10136764
File: 1.47 MB, 1366x768, TheAnomaly.png [View same] [iqdb] [saucenao] [google]
10136764

>> No.10136819

Why do some of the Doom 2 Master Levels give you weapons or megaspheres right at the end if you can't carry them over to later levels?

>> No.10136826

>>10136819
Because they were built by, and for, masters.

>> No.10136841

>>10136764
Yeah, techbases are the best part of Q1.

>> No.10136848

How can someone consider Doom SP better than Quake or Duke?

>> No.10136860

>>10136848
>better than Quake
By not being a speedrunner.
>or Duke
By prefering more abstract levels to semi-realistic ones.

>> No.10136872

>>10136848
Duke is 100% style over substance. The enemies and arsenal are not tightly balanced the way Doom's counterparts are.

>> No.10136874

>>10136848
I only enjoy Doom with pwads to be quite desu.

>> No.10136875

>>10136848
By “Doom SP” is that just the first three episodes or just the concept of singleplayer Doom?

>> No.10136892

>>10136874
This, but only ones that lean into Doomcute, don't waste much time on the so called "combat puzzles" and preferably work with NTMAI.

>> No.10136901

>>10136819
I dunno, but when I played through "The Master Levels" I did it with a wad that combined them all into one continuous episode.

>> No.10136936
File: 1.08 MB, 1366x768, mexx10.png [View same] [iqdb] [saucenao] [google]
10136936

>> No.10136941

>>10136936
That doesn't look like Alkaline. What a cool fucking dude, hope he died as cool as he looks.

>> No.10136954

>>10136848
Doom has the best enemy roster out of any FPS of the time.

>> No.10136962

>>10136941
https://www.quaddicted.com/reviews/mexx10.html

>> No.10136970

>>10136962
Intradesting. Thanks you.

>> No.10136978

>>10136954
Doom’s roster is alright. Doom 2 is where it shines. Quake also has a decent roster that wasn’t fully realized or utilized due to weird theming choices and being more wary of toaster performance.

>> No.10136981

>>10136954
I do declare that title belongs to Serious Sam TFE

>> No.10136982

>>10136978
Don't get me wrong, Quake and Duke still have some cool enemies, but they don't have the variety of Doom 2.
>>10136981
Sam's roster is pretty good too.

>> No.10136998

>>10132798
>https://www.slipseer.com/index.php?resources/rotting-jam.254/
The Rotting Jam for quake is out.
I haven't played it yet but it seems a lot smaller than prior jams organized in the same way. The deadline didn't leave much time for people to even get started.

>> No.10137037

>>10136981
Are you serious?

>> No.10137039

>>10136981
Are you Sam?

>> No.10137045
File: 1.13 MB, 1412x747, sam.png [View same] [iqdb] [saucenao] [google]
10137045

>>10137037
>>10137039

>> No.10137132
File: 338 KB, 808x2152, problem, doomguy.png [View same] [iqdb] [saucenao] [google]
10137132

>>10136981
Mulling it over and I can only come up with a few pretty minor complaints to the otherwise well rounded roster. For one I'd prefer the harpies to be bigger targets. They're the only flying enemy you have to look to the skies for which is enough of change from the standard gameplay that I'd prefer them not to be tediously small when far away. With smaller ground targets you can spray away at them and potentially hit something else standing in a group but when they're in the sky a miss is a miss.
And maybe there's one too many beheaded soldier enemy.

>> No.10137315

any wad recommendations?

>> No.10137321

>>10137315
Requiem

>> No.10137352

>>10137315
Moonblood

>> No.10137354

>>10137315
HFFM

>> No.10137413

>>10132796
Fore/vr/ Alone Project Beta 3 UV Blind Walkthrough Broadcast:
https://www.youtube.com/watch?v=s6pMUZ2qpS4
Right now it's available only at 360p as a HD stream is still in process, but I think after a day it will be over.

>> No.10137417

>>10137315
Autophagy (megawad with bite-sized levels that replicate doom 2 and a few highly acclaimed megawads over the years)
Sekhemti (6 map wad with egypt as the main aesthetic, very pretty but a bit easy)

>> No.10137418

>>10137413
Wait did you post this on the thread? I completely missed it

>> No.10137505

>>10137418
He posted it here >>10134972
Luckily I thought to follow him on Twitch a couple days ago in anticipation. #BossBrain

>> No.10137506

>>10137418
Meant to watch it live, but I busy.
my map is kinda ruined by continuous play tho

>> No.10137508

>>10137315
impencse

>> No.10137521
File: 2.64 MB, 320x240, 14492491833110.gif [View same] [iqdb] [saucenao] [google]
10137521

>>10137506
>map is kinda ruined
Most maps of Fore/vr/ Alone are slaughter-houses with hours of strafe-running and shotgunning some fat ugly bastards to no end. In that sense bringing some extra heat from the previous levels is more like fixing the problem rather than being one.

>> No.10137539

>>10137506
>>10137521
I feel some of the specifics of the map design on mine are a bit lost on continuous, but that's probably true of any map. I wouldn't consider it a problem because anyone who really cares can pistol start it if they want, and anyone playing on continuous either doesn't care or prefers it as an easier option.

>> No.10137547

>>10137539
There's just a bit of dead zone in mine when you have extra ammo that would normally be a bit of ammo starvation.
I should probably spruce it up but it's kinda late for that.
o well o well

>> No.10137557
File: 26 KB, 636x384, ROLL ROLL ROLL YOUR WAD.png [View same] [iqdb] [saucenao] [google]
10137557

>>10132796
So, to spruce up my doom diet palette and world conception, I've spent this evening taking chances at idgames junkyard clicking teh random button. Mixed-in within a collection of dead infant mice and leaked batteries, I've found quite a few savory delicacies, which I'll begin to list:

https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/vmap40
>Description: sucking cock while mapping I guess.
I liked his maps better when he was transparent about his faggotry, weren't so casual (5m playtime)
https://www.doomworld.com/idgames/levels/doom2/d-f/e-theatr
Despite the blunder of Robotech mistaken for some lame thing called Macross, this map sports a sharp edge of geekiness over entire A;Z and Struggle. Not quite up there with JPCP levels of merrymapmaking though, as the author is still just a mere culture peasant wapanese (Playtime up to your investment)
https://www.doomworld.com/idgames/levels/doom2/d-f/embrace
All in all, it's a wholly accomplished doom map with tasteful preference for METAL texture, painstaking aligment was fully deserved (10m playtime)
https://www.doomworld.com/idgames/levels/doom2/v-z/wicked_9
Decent romp with good layout, might be a bit drudgy by today's standards (15m playtime)
https://www.doomworld.com/idgames/levels/doom2/a-c/alsdoom
Unsung hero of slaughter who spent months honeing his maps with primitive dos editors, never to return for doom mapping renaissance. Second map is even a bigger treat of clever design (20m playtime)
https://www.doomworld.com/idgames/levels/doom/a-c/arrokoth
Progressively gets stale and finally loses its steam by the end, author seems to have struggled with his setups but didn't let up on visuals. Why did id make their game so bright and vibrant in general? Darkness is well utilized here and it's not like it was a novel idea for the 90s, look system shock and ultima underground (40m playtime)

>> No.10137559

>>10137557
With total sum of 11 pickings, I'd say t'was a damn lucky turnover, my belly is satiated. At least one mapper found his way into my notes for further investigation, shame alsdoom dude didn't do anything afterwards.

>> No.10137569

>>10137315
WHITEMARE

>> No.10137573

>>10137557
>Roll roll roll your wad, gentry down the stream
>Oooh, I think my thingy hanging out!

>> No.10137581
File: 37 KB, 1600x837, jpcp.png [View same] [iqdb] [saucenao] [google]
10137581

holy mother of sovl..........

>> No.10137584

>>10137581
That's incredible.

>> No.10137686

>>10133696
lmfao, use PK4Scape to rip the assets from the PAK__.pk4 files. You don't need anything from Bethesda.

Hell you can probably find the sound rips on some other site as well

>> No.10137692

>>10133696
You're a good egg but it's a custom user made map not making any money they don't give a fuck what you do with the sounds.

>> No.10137760
File: 186 KB, 1528x879, gorillarevamp (edit area) at 2023.08.08 23-46-16.028 [R4082].jpg [View same] [iqdb] [saucenao] [google]
10137760

>>10132798
waifu map 10 last version maybe. all visual changes to activate monke pattern recognition
-progression switches are on top of door-themed metal, I really can't spell it out more than that
-secret hint because it's a shame for people to miss the one (uno) secret in a 7 minute map and several demos are too creative for their own good
-big room ceilings are more plain and higher contrast to make the logo more obvious
-fixed going down map11 style elevator for roaming monsters that had its tag changed
https://files(.)catbox.moe/fto4rd.wad

>> No.10137819
File: 46 KB, 294x294, barfdoken.jpg [View same] [iqdb] [saucenao] [google]
10137819

>>10136471
>>10136053
>OPL
>PC Speaker

>> No.10137820

>>10137557
I've genuinely stumbled upon some good stuff with the roulette.

>> No.10137824

>>10136819
I don't recall which levels did that, but I know that Sverre Kvernmo submitted I think all of his maps of his Cabal series, a few which got in, so those couple of maps are basically out of a megawad project.

>> No.10137846
File: 1.02 MB, 1366x768, arwop.png [View same] [iqdb] [saucenao] [google]
10137846

>> No.10137850

>>10137846
LOST IN A ROMAN WILDERNESS OF PAIN
AND AAAALLL THE CHILDREN
AAAAAARE INSANE
Enjoy getting fucked by the final map arena.

>> No.10137854

>>10137846
the texture is from one of Zerstorer's FULLY, TOTALLY DIFFERENT deathmatch maps

>> No.10137859

Inspiration just struck me for my Quake map but I have to INGEST FOOD fuck.

>> No.10137865

>>10137846
Is there a way to modify an existing sourceport to make it so, when co-op Quaking, dead players will respawn on top of the currently alive players instead of back at spawn? I think that would make for some very enjoyable co-op /vr/ sessions. Any codefags around?

>> No.10137870
File: 2.81 MB, 2560x1440, mjoltest_2023-08-09_01-14-22.png [View same] [iqdb] [saucenao] [google]
10137870

VIOLENT RUMBLE DEVKIT UPDATE:

vehicle_magplat: >>10133590
>usable version of Centurion hover platform
>can be entered and exited with the quickgrapple key (default E) while standing on it
>slower than running, but can boost in the direction you're moving every 2.5 seconds by pressing jump
>vertical movement depends on looking pitch and only kicks in when moving straight forward or back (thank vanilla QuakeC, but it's not *too* awkward)
>if you park too high you can shoot the platform to lower it (it won't die, don't worry)
>new visual and sound effects that are also applied to Centurions
>not much in the way of settings for mappers, so let me know what would be useful
>doesn't like water

func_resurrect: >>10122510
>trigger that can bring monsters back to life by targetname, within a radius, or both
>doesn't work on gibbed or incinerated monsters
>spawnflag 1 makes radius cylindrical
>spawnflag 2 makes resed enemies turn to ash if they die
>spawnflag 4 does a line of sight check
>impulse 42 can be used by the player to resurrect the nearest monster at a whim for testing or whatever
>may be used more later...

misc:
>flame shell incineration has a proper particle effect now
>flames that have already bounced once will just do one damage tick to players instead of lighting them on fire
>the gauntlet can gib corpses (hit detection needs work though)
>you can 'overkill' enemies in the brief period between when they die and when they become non-solid to instantly gib them
>fixed a few bounding boxes in the FGD to match collision
>dog hitbox is now shorter to better match the model... idk it just annoyed me
>fixed various bugs
>included several 'null_' models that are invisible but are tagged with Quake's few built-in particle effects (some people might be able to get creative with these)

The VR Mega folder can be found here: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Remember to sort by date so you aren't redownloading everything. Yell at me if shit broke.

>> No.10137881

>>10137870
>vehicle_magplat
swim binds support (+moveup/+movedown)?

>> No.10137882

>>10137870
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>flames that have already bounced once will just do one damage tick to players instead of lighting them on fire
Love you man. Awesome devkit of a mod.

>> No.10137889
File: 426 KB, 220x213, quaking.gif [View same] [iqdb] [saucenao] [google]
10137889

>>10136841
for me, it's boggy castles and dungeons.

>> No.10137891

>>10137865
Player respawning is mainly handled in QuakeC, so I'm not sure if there's much you can do at the engine level to adjust it.
You could absolutely do that via QuakeC though, if you can find a good method of detecting any empty enough space for a player to spawn.

>>10137881
I can't access moveup/movedown in QuakeC, just the jump key. Swimming is actually handled entirely by the engine (except for jumping out of water) as far as I can tell.

>> No.10137901
File: 1.55 MB, 1366x768, spasm0003.png [View same] [iqdb] [saucenao] [google]
10137901

>>10137850
That's was fucking insane.

>> No.10137903

>>10137891
>You could absolutely do that via QuakeC though, if you can find a good method of detecting any empty enough space for a player to spawn.
How would that be distributed or used exactly? I imagine it would need to be a pak file that all involved players stick at the end of the folder that will be co-opped i.e. Arcane Dimensions, or arwop, etc. I can't see it working any other way.
>>10137901
Now tell me how you did it. Did you cheese or fight like a man gone insane from eons of traveling the spaces between dimensions.

>> No.10137907
File: 1.14 MB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
10137907

>>10137903
>fight like a man
Not really.

>> No.10137915

>>10137903
>How would that be distributed or used exactly?
You'd need to edit the spawn system for ever mod you're going to play - in which case every player would need the updated progs.dats in paks numbered to load after the other paks in the mods.
Supposedly FTE can do modular mod loading akin to GZDoom that could negate the need for that (just have a seperate .dat file that overwrites the putclientinserver function or something), but idk how that works.

>> No.10137919

>>10137903
>at the end of the folder that will be co-opped i.e. Arcane Dimensions, or arwop, etc
you can't combine mods in Quake, so this would only work for vanilla maps.
I think technically it should be possible to simply change the current coop spawn points' coordinates engine-side, but idk how you'd go about ensuring protocols and game state are all synced up. though it might be enough for only the host to have the modified engine.

>> No.10137927

>>10137915
>in which case every player would need the updated progs.dats in paks numbered to load after the other paks in the mods.
That doesn't sound so bad. The bad part is getting the code done @_@
>>10137919
Fuck me more than one way to skin a cat. I'll start looking around. I think this is a really good idea. You nary see Quake co-op because it fucking sucks.

>> No.10137945
File: 24 KB, 596x448, 1691027081111867.gif [View same] [iqdb] [saucenao] [google]
10137945

>>10137846
>>10137901
>>10137907
i really hate masochistic stuff but this castle looks super neat so i have no choice. rip

>> No.10137950

>>10137907
I don't blame you. I did it similarly. I am thoroughly convinced Tronyn did not test that final fight one time. I hope it's remade for Mjolnir.

>> No.10137996
File: 101 KB, 717x360, beetlejuice2.jpg [View same] [iqdb] [saucenao] [google]
10137996

>>10137846

>> No.10138080

>>10137950
I won that fight once also by cheesing the big guy and then running away to the exit. I saved right after I killed the big guy, so later I decided to go back and kill all the enemies instead of running away. I was very surprised that not only was I unable to kill everything despite going back in the map for a few supplies, but I wasn't even able to make it to exit anymore.

>> No.10138084

>>10138080
I'm fairly certain you can kill the Icon of Sin cube spawner. I'll check later.

>> No.10138095

>>10137919
>you can't combine mods in Quake
You can, but they'll probably break. Most engines will only support selecting one mod at a time, but you can force it by loading -game "X" -game "Y". Y will take precedence, but if the files don't fight then they'll coexist.
Rubicon 2 and AD will coexist, for example, but mexx10 and AD causes mexx10 to overwrite AD's weapon changes with its own, and running something lice Malice + AD results in no enemies spawning because AD doesn't have them defined.

>> No.10138098

>>10138095
Yoo can I get Travail's shotgun into Quake's campaign that way? Brb checking.

>> No.10138104

>>10138098
You don't need that for base Quake, just go "map e1m1" followed by "skill x" in console. Technically Quake is always running -game id1.

>> No.10138105

>>10138095
>if the files don't fight then they'll coexist
well the point is that the entirety of game logic is a sigle progs.dat, so the files always fight.
unless we're talking FTE, I guess.
>>10138098
Travail's shotgun is from Zerstorer as well. but yeah, you can play anything with anything as long as there are no classname conflicts.

>> No.10138108

>>10138105
>>10138104
It didn't work :( I still saw the double barrel.

>> No.10138112
File: 2.55 MB, 1920x1080, e1m1_2023-08-09_00-38-46.png [View same] [iqdb] [saucenao] [google]
10138112

>>10138108
WAIT IT WORKED FOR ZERSTORER. And the chaingun too! Gonna replay so many custom id1 maps with zer now.

>> No.10138119
File: 2.57 MB, 1920x1080, rgfire_2023-08-09_00-40-45.png [View same] [iqdb] [saucenao] [google]
10138119

>>10138112
Fucking wicked.

>> No.10138121

>>10138108
That's likely because travail still has the normal double shitgun in the first episode.

>> No.10138135

>>10137915
This seems to still have the prev version of uac, just checking but did you see this?
>>10135529

>> No.10138137

>>10138135
I meant to reply to the update post...

>> No.10138157

>>10137996
Is this joke used by anyone other than civvie11?

>> No.10138160

>>10138157
i don't know i don't watch his videos past the intro. who wants to be spoiled from the best games?

>> No.10138164

>>10138157
and i didn't even know he did to be honest. i kinda wish retroyoutubers weren't a thing.

>> No.10138198
File: 120 KB, 1024x1024, c3tryyne.jpg [View same] [iqdb] [saucenao] [google]
10138198

>>10136764
>>10136841
This guy gets it.

>> No.10138327

>>10137870
dude this is the only mega repository on the planet that has consistently given me less than 100kbps dl speed in the entire lifespan mega has been online (not counting megaupload). does mega use your country of origin? are you in fucking borneo or new guinea?

>> No.10138341

>>10137996
I prefer this over the newer model
>>10138164
lol

>> No.10138354

I'm in love with ROTT

any good custom campaigns?

>> No.10138373
File: 29 KB, 339x400, frog0175.jpg [View same] [iqdb] [saucenao] [google]
10138373

I'm leading a private archive project (the only member is myself). Is there any wad source/website that I should know of? I already hoarded everything from trannidgames and some disk compilations and I can't help but think there might be more out there.

>> No.10138382

waifu lead, how's the map going?

>> No.10138450

>>10138373
https://archive.org/details/wadarchive

dont forget to share your work with the classroom once youre done.

>> No.10138453

>>10138373
>everything from trannidgames
How many TBs?

>> No.10138532
File: 78 KB, 1325x595, arvtrejksvtjhfdiubvtuesvjkfgsnhk.png [View same] [iqdb] [saucenao] [google]
10138532

>>10138450
Damn that's a big trove. I've been doing the same thing with map names and their vertex counts! Why!
Dont know if im gona share tohugh its 100% stolen content
>>10138453
I downloaded only levels before 2006 so it's just a 2.5 gigabytes, but poongames is not that big, it woulzd take around 30GB if i downloaded all of the levels.

>> No.10138534

>>10138532
>Dont know if im gona share tohugh its 100% stolen content
oh well, at least let us (me) know if you find any cool resources aside from idgames, wad-archive, and the regular iwad stuff.

>> No.10138698
File: 2.63 MB, 540x403, archville mimic.gif [View same] [iqdb] [saucenao] [google]
10138698

Do you always pistol start?

>> No.10138710

>>10138698
For Doom always unless the author strictly states otherwise.
For Quake I don’t shotgun start the first time through episodes that permit it, and most of the mapsets I’ve played lately are “choose your order” level hubs that force a shotgun start regardless.

>> No.10138713
File: 106 KB, 500x500, img_5844.jpg [View same] [iqdb] [saucenao] [google]
10138713

>>10132796
Gentleman, it was updated
https://steamdb.info/app/2320/depots/

>> No.10138717

>>10138698
i didnt use to, but because nugget has the option for it, thats how ive been doing it unless its stated otherwise.
not for gzdoom maps though, i think the assumed default for those is usually continuous.

>> No.10138774
File: 683 KB, 500x227, 1259101811.gif [View same] [iqdb] [saucenao] [google]
10138774

>>10138341

>> No.10138857

>>10137927
>The bad part is getting the code done
I don't know the quake code, but a half baked implementation could ignore Z/height and not try to find a position intelligently, just offset + test collisions.

> 1. sort live players by some distance metric from the deceased players last coords
> 2. grab the closest player coords & BB displace by padding offset (16 units?). to keep it simple, could just try the 4 cardinal directions around the player - either world axis aligned or not depending on what's easier.
> 3. perform collision check against geometry, entities. if collision, try next position.
> 4. if all fail, grab the next closest player and repeat 2. and 3.
> 5. if no space found, give up and wait ~10 ticks and retry

I can imagine better ways of intelligentlly finding a spot near a player, but in my head this is 99% good enough.

>> No.10138868

>>10137996
https://youtu.be/h_aTURM8n9g

>> No.10138880

Is there any sort of brightness-testing WAD? GZDoom feels a bit too dark to me.

>> No.10138887

>>10138880
F11

>> No.10138906
File: 8 KB, 511x82, 1669202248325774.png [View same] [iqdb] [saucenao] [google]
10138906

>>10138880
play with the gamma settings, and also the "sector lighting" setting

>> No.10138921
File: 10 KB, 316x186, 1684320517268682.png [View same] [iqdb] [saucenao] [google]
10138921

>doomcute is now known as "my house style map"
its over cutebros

>> No.10138930

i wish quakecon anon was here to spill out what is happening
it seems that there will also be a quake 4 tournament too at quakecon grounds

>> No.10138942

>>10138868
kek should have posted this

>> No.10138996

>>10138906
>the "sector lighting" setting
that was it, it defaults to "dark" for some retarded reason

>> No.10138998

>>10138713
If this remaster is anything like Quake 1's (after a few updates) I'll be happy. I bought both games on Steam many years ago just to have a way of accessing them if my other installs were lost, so in a way these remasters are free, and I get to replay a familiar game over a few nights with fancy new shit. Wonder if they'll be updating the models.

>> No.10139007

>>10134497
Slightly unrelated, but is the original DRLA supposed to spit out a million of warnings when launched through latest GZDoom? It triggers my 'tism.

>> No.10139008

>>10138996
In case it's not obvious with those fucktraded names (it isn't), the "intended" vanilla lighting is "Software".

>> No.10139014

>>10138998
Well the leaks said
>slightly updated models and lightning like in q1 remaster
>new campaign
>quake 2 64 included
>zaero and oblivion to be added as curated mods
I can't say if any of this is actually true. We shall see soon.

>> No.10139072

>>10139014
>zaero and oblivion to be added as curated mods
That sounds unbelievable

>> No.10139078
File: 1.70 MB, 1200x800, quad jihad.jpg [View same] [iqdb] [saucenao] [google]
10139078

>>10138135
oh, whoops...
>>10138327
>does mega use your country of origin? are you in fucking borneo or new guinea?
From my humble cave in Afghanistan I am waging Jihad on the Quake community one line of QuakeC at a time. Inshallah my niggur.
It's probably getting throttled because I'm not paying for Mega and people are being lazy and just redownloading everything instead of just the new shit.

>> No.10139091
File: 552 KB, 1366x768, floyd.png [View same] [iqdb] [saucenao] [google]
10139091

>> No.10139094
File: 1.15 MB, 1920x1080, 1689028190467116.png [View same] [iqdb] [saucenao] [google]
10139094

>>10139078

>> No.10139097

>>10139091
And all he got, is a HUH.

>> No.10139103
File: 1.20 MB, 1366x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
10139103

>>10139091

>> No.10139115

Raging Bull is pretty cool

>> No.10139137

>>10138698
Unless stated otherwise yeah. Breaks balance otherwise.

>> No.10139153
File: 1.76 MB, 1366x768, rotj.png [View same] [iqdb] [saucenao] [google]
10139153

>> No.10139158

fuck Icarus Map 28
that shit is agonizing
i've even watched the UV-max demo and i still can't figure out how to beat it

>> No.10139207

Any wads inside planes or related to them such as the twin towers? Maybe wads set in famous places like the french metal tower or the american lady statue

>> No.10139214

>>10132798
Tribute Quilt is finalized and uploaded to idgames
https://www.doomworld.com/idgames/levels/doom/Ports/s-u/tributequilt

>> No.10139235
File: 60 KB, 720x693, cool guys don't look at explosions.jpg [View same] [iqdb] [saucenao] [google]
10139235

>>10139207
you crash a plane at the start of A.L.T.
you crash a UFO in Ancient Aliens
you climb the Eiffel Tower in TerShib2 (Q1)

>> No.10139310

>>10139078
Dude the fact you whipped up that shop of Ranger in a turban for one reply is fucking amazing. I’m so glad people like you still effortpost here

>> No.10139337
File: 238 KB, 3840x2160, rub2m3.jpg [View same] [iqdb] [saucenao] [google]
10139337

>>10139103
i tried to reason with one but he exploded into my face
>inb4 that's what she said

>> No.10139408

Dwell episode 2 has some serious Unreal vibes

>> No.10139414

>>10139408
you mean unreal Serious vibes of course

>> No.10139454
File: 11 KB, 83x79, 1665252529557893.gif [View same] [iqdb] [saucenao] [google]
10139454

>>10139414

>> No.10139480

>>10139454
>his bombs are not Quake nads
needs to be updated for Dwell 3

>> No.10139521
File: 3.42 MB, 1720x2880, quake225.png [View same] [iqdb] [saucenao] [google]
10139521

>>10132798
Just in time for THE CON OF THE QUAKE comes the QUAKE 2 25TH ANNIVERSARY COLLABORATIVE UNIT VERSION 1.0 (thanks Guggenheim for finally finishing your stuff)!
Load it down here if you dare:
https://quakeulf.suxos.org/3d/maps/Quake225ACU.zip

New additions:
- Guggenheim's maps
- Upgraded HUB
- Debase (standalone map)
- More multiplayer maps by grieve
- Some minor fixes here and also there

>> No.10139547
File: 3.41 MB, 1720x2880, shoote.png [View same] [iqdb] [saucenao] [google]
10139547

>>10139521
Picture related.

>> No.10139557

>>10139521
>>10139547
looks nice. i remember seeing a few preview pics

>> No.10139697
File: 61 KB, 508x386, 25thUnitQ2projectlead.jpg [View same] [iqdb] [saucenao] [google]
10139697

>>10139521
>continuous hub-based level progression
>various and numerous gameplay fixes and changes
>doubles as a goddamned kickass gameplay mod for vanilla maps
Fucking kino and sets the bar for the supposed 'enhanced' edition

>> No.10139739
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10139739

It's Wednesday, come kart if you wanna.
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau

(Minor) changes since last time:
Gnome Forest plays its title card theme
Map Helled Hysterical Trinket and Lon Lon Ranch

>> No.10139741

>>10139521
This and the remaster (presumably with whole new expansion and Quake 2 64) this week. Quake 2 bros, we eatin' good.

>> No.10139767

Any comprehensive list of changes/improvements/additions/complete fuckups/bugs for the new RoTT port?
I don't like how the babby mode options that reduce monk health and self damage are enabled by default, as a great deal of ERoTT encounters are balanced around fat monks boxing you in, fire monks staying around as a prolonged nuisance while you deal with hitscanners, and making the player fuck themselves over with poor explosive usage.
At least you can change that back, but did they nerf anything else behind the scenes that you can't change back?
It feels like I can clip enemies around corners easier than before with the MP40. Are hitboxes wider/off axis compared to other ports, or is this poor memory on my part?

>> No.10139785

I've been making a weapon pack, nothing too crazy, just a standard set of weapons
They have reloading mechanics but I made it super fast like GoldenEye reloading
Haven't made any custom sprites, mostly just using sprites from older versions of Brutal Doom and other stuff I found on Doomworld
Here's a small little showcase of the weapons I have mostly completed: dual pistols, shotgun, super shotgun, tested with bd21monstersonlyfix.pk3 and all BD monster settings set to vanilla
Dual Pistols: https://files.catbox.moe/iqiir6.webm
Shotgun: https://files.catbox.moe/tr9l20.webm
Super Shotgun: https://files.catbox.moe/sd9m2r.webm

>> No.10139882

Do you think it's poor design to give a player a large number of options, but have a more "correct" approach? Like, letting a player miss the rocket launcher and wander into an area with a lot of tanky monsters.

>> No.10139932

>>10139882
I don't because I don't mind a challenge but most players would indeed call that poor design.

>> No.10139934

>>10139882
It's not optimal, especially since most players would be overwhelmed by number ofaps available and won't stick to something that doesn't work. But if you label your map as exploration focused, it might be ok.

>> No.10139940

>>10139882
either make all potential options bearable with semi-competent performance on the player's part, or make it VERY clear that the player missed something and needs it, and have every single map in the mapset stick to the same philisophy, so people know what they're getting into from the getgo
it /is/ bad design if most maps are the first way and then there's a curveball that forces you to minmax and find secrets

>> No.10139941

>>10138921
I never liked the wording "Doomcute" to begin with.

>> No.10139946

>>10139785
I feel like if you give a weapon goldeneye reloads you may as well cut out the middleman and do away with reloading entirely. Mechanically reloads are usually used to temper a weapon's strengths like damage or firerate, but if the act of reloading is the same for the pistols as it is the shotgun, then all the player is going to lose is a second before resuming firing.

>> No.10139952
File: 3.11 MB, 1920x1080, myquakehousestylekek.png [View same] [iqdb] [saucenao] [google]
10139952

>>10139882
It would have to depend on what weapons I came across instead. If I entered that fight without a rocket launcher but instead a super shotgun, lots of shells, a plasma rifle, and around 40 cells? That might be interesting.
If I came into that fight with just the single barrel shotgun? That might suck cockass.
>>10139941
>>10138921
Does "my house style" refer to the level of detail now? I'm okay with that or whatever.

>> No.10139967

>>10139952
What if you aren't locked into an area and can carefully dodge the enemies even while ill-equipped?

>> No.10139970

>>10139739
How many BITCHES you got racing in tonight?

>> No.10139973

>>10139970
4. Care to make it 5?

>> No.10139978

>>10139973
I'll look to do it in a bit. Got some floating options for games, but it'd be tits to play some SRB2K

>> No.10139993
File: 341 KB, 432x436, 1688204717482342.gif [View same] [iqdb] [saucenao] [google]
10139993

>>10139970

>> No.10139994

>>10139967
>What if you aren't locked into an area and can carefully dodge the enemies even while ill-equipped?
If I wasn't "locked in" I would just leave and look for better weapons. I'd rather do that than have to use the single-shotgun against a few barons in a field.

>> No.10140012

>>10138921
Is there a list anywhere of 'my house' like or inspired wads?

>> No.10140052

>>10140012
I can't imagine there's many yet, myhouse is pretty elaborate and even convoluted by design, trying to ape it would require a lot of effort and time. That said, there's probably a bunch of those works in progress.

>> No.10140080

>>10139946
I am going to give different weapons differing reload speeds, maybe even give the shotgun the "load one shell at a time" style reload

>> No.10140146

>>10139739
Could we get one more nigga in for team races?

>> No.10140296
File: 909 KB, 1600x1200, q2_0000.png [View same] [iqdb] [saucenao] [google]
10140296

>>10139521
maybe im retarded, but im using yquake2 and VK render, I put the pak files in for rogue and xatrix, and in the Fuel Dump map im seeing an enemy not load, just a blank polygon thing representing something called a "sentien"

>> No.10140345

>>10136476
I've always felt WoS was meh in the first half, but gets fun in the second half.

>> No.10140354

>>10135576
Yes.
Sandy's levels are a bit all over the place in quality, but they are still interesting most of the time. I'd certainly take Doom 2's weakest levels over TNT's weakest levels anyday.

>> No.10140389

SRB2K racing was fun. God I love being a racist.

>> No.10140436
File: 3.61 MB, 1280x720, shield snatch.webm [View same] [iqdb] [saucenao] [google]
10140436

>>10139739
Nice shield, nigga.

>> No.10140660

>>10140296
Sentiens are from Zaero, but I can't remember whether that needs to be pulled in or if bits should be included.

>> No.10140676

>>10132798
Prolly already brought up since it's kinda old news but Titan 1.0 has be released; a sprite rip of Doom 2016's weapons (including the Snapmaps ones): https://www.youtube.com/watch?v=jXjNuFytqYI

>> No.10140730

Duke Nukem D Day leak when?

>> No.10140785

>>10139785
>>10139946
>>10140080
I have made the shotgun's reload a little more like the modern/realistic "load one shell at a time" kind of reload while still keeping the GoldenEye-style quickness
https://files.catbox.moe/f6ftn6.webm

>> No.10140810

What is the most minimal change you could do to the default Doom pistol to give it some legitimate use case scenario over the chaingun besides shooting switches? I'm not talking "make it a proper part of the weapon roster", just "make it still have a reason to be in your inventory".

>Flat 10 damage instead of 5-15?
>Draws and holsters twice as fast?
>No bullet deviation even if you hold fire?
>Give it a flashlight?

>> No.10140816
File: 1.85 MB, 1200x779, Doom pistol.png [View same] [iqdb] [saucenao] [google]
10140816

>>10140810
I feel like the only way to make it worth keeping in your inventory IS to make it a proper weapon. Because otherwise the Chaingun will always replace it, because even if you gave the pistol ALL of those perks, you'd just quickly draw it and slowly plink at things in a really unsatisfying way.
Fucking horrid weapon.

>> No.10140821

>>10140810
Even with all those changes at once the pistol is useless after acquiring the chaingun

>> No.10140826

>>10140810
>>No bullet deviation even if you hold fire?
Easily this but it would still need all of the other perks to be useful once you get the chaingun, as the chaingun can be used in a similar way as the vanilla pistol to plink at stuff from a distance but it can do it much better AND has the benefit of rapid-fire up close

>> No.10140879

>>10140810
Those aren't any good. Here's a better idea:
>pistol has a separate ammo pool from chaingun
>has more than twice its original fire rate
>but every 15 rounds it needs to do a really quick reload
>chaingun doesn't need to reload ever and can fire away as much as you want, also fires 2 tics faster

>> No.10140927

>>10140810
First shot being accurate is only reason to use it

>> No.10140937

>>10140810
has a berserk-like permanent per-level powerup that consumes 15x ammo per shot for 10x damage

>> No.10140939

>>10140810
>Give the player dual pistols that fire twice as fast
>Make the chaingun a bit faster and give it a cooldown after it stops firing

Buff both the pistol and chaingun, but give the chaingun a small downside.

>> No.10140945

>>10140810
2 and 3 and also would extend faster holsters for fist and regular shotgun

>> No.10140947

>>10140810
nvm figured it out
>All that shit +
>1.5x damage modifier vs shotgunners, chaingunners, and imps
>2.0x damage modifier vs lost souls and barrels
wa la, pistol fixed while still being the starter weapon and fitting stock doom

>> No.10140954

>>10140947
opens a whole can of worms for other damage modifiers and resistances so I don't like it, even if those changes are sensible as is

>> No.10140958

>>10140810
>>10140947
>>10140954
The can of worms is applying modern sensibilities regarding gameplay (all weapons should be viable) to old sensibilities where nobody gave a second thought to the pistol after acquiring the chaingun. When you're playing Serious Sam, you're not using the revolvers in the later levels of the game because you'll die. However the modern sensibility of
>Hmmm I'd like to be able to use the revolvers this late in the game
is the can of worms.

>> No.10140971

>>10140730
When Scott Miller starts digging in his hoarder cave again... I mean, when leakers find it somewhere.

>> No.10140978

>>10140958
I agree in some sense, though my association with modern design is more along the lines of "we've spent dev time and money on this so we must FORCE the player to use it", e.g. the autoshotty imps in nuDoom DLC.
I don't think there's anything bad in making starting weapons satisfying. if Sam had revolvers from EYE, I'd be fine with it. or compare the shitty peashooter in Bioshock 1 vs rivet gun in BS2. yeah-yeah, not retro, but you get the idea.

>> No.10140981

>>10140978
How about I wear your face like a fucking moron party mask

>> No.10140982
File: 194 KB, 521x521, rimanah.png [View same] [iqdb] [saucenao] [google]
10140982

>>10140981
sure man

>> No.10140984

>>10140982
My legs are ok

>> No.10141005

>>10140296
Uh-oh. I had hoped everything was tested for those maps as I have had very little time to test beyond ensuring that they even run and have functioning textures and I can complete the goal...

>> No.10141018

>>10140810
Make it take different ammo. And maybe make Berserk packs influence its behavior in some way. Be it increasing damage, fire rate, or both.

>> No.10141036
File: 8 KB, 218x250, violence has escalated.jpg [View same] [iqdb] [saucenao] [google]
10141036

>>10141018
>strongly increasing fire rate but decreasing accuracy because you get twitchy

>> No.10141045

>>10141036
That would be a good to balance it against the chaingun if it was also somehow able to fire faster. Then you have the perfectly accurate tap shot of the CG with the high DPS pistol that is useless at range.
I also like the idea of the pistol having a higher per-bullet damage range than the chaingun, with the explanation being that you can aim it better to hit critical areas more easily.

>> No.10141097

>>10141005
>have functioning textures
Well actually...
I get missing texture reports for textures/guggenheim/sky_blu.wal and /blank.wal in Fuel Dump.
I can also confirm that dropping Zaero's pak0 in as pak2 makes all the Sentiens appear with full sound and model and shit.

>> No.10141119

>>10140810
Remove guaranteed 100% accuracy from chaingun first shots. Gee that was hard.

>> No.10141121

>>10141119
If you have to make changes to other things in order for something to stand out, you're making the wrong changes.

>> No.10141127

>>10141119
>make the weapon shit and unenjoyable on purpose to 'fix the problem'
No thanks.

>> No.10141132

>>10141121
Because why? Indirect nerfs/buffs have been a thing since the video games creation, it's the natural flow of things, it's inevitable.

>>10141127
There's really nothing enjoyable in masturbating M1 button, and on minigun of all damn things, that's like the worst, the least enjoyable thing one could do with a six-barrel high fire rate weapon.

>> No.10141134

>>10141132
>Because why?
Because the game already functions perfectly fine as-is, it's the pistol lagging behind. You're not developing something from scratch.

>> No.10141141

remember the goal wasn't to necessarily make it a viable weapon, just to give you literally any reason to swap to it beyond shooting switches
gotta keep the OG design philosophy of "it's meant to be shit" intact

>> No.10141143

>>10141141
Separate ammo pool. It literally does not matter what you do to it, I will not use it if I have ammo in my shotgun and ammo in my chaingun.

>> No.10141147

>>10141143
Separate ammo is exactly what every non-id game does, it's the simplest idea. But not if you're working for anything with Boom compatibility.

>> No.10141153

Remove pistol, fists and super shotgun. Make shotgun stronger and make chaingun the starting weapon. Add a railgun.

>> No.10141162
File: 61 KB, 1242x702, 1409140795296.gif [View same] [iqdb] [saucenao] [google]
10141162

>>10141134
>the game already functions
Exactly. You can't just buff pistol. By buffing the pistol you will obviously make it better at some scenarios, thus making those scenarios easier, thus making the whole game easier. No way around it. Some part of the game WILL be nerfed.

I would probably try to turn into some kind of bolt rifle, like some kind of very slow fire rate high accuracy medium damage weapon, with accuracy penalty on movement, something that can't be used to kill enemies point blank, but can be used to kill annoying chaingunner turrets IF there's no other enemies around.
Basically something to clear annoying leftovers once you're done with the encounter, but not something that can be used at the start (or even in the middle) of encounter to trivialize it. Not really sure how to force that except literal accuracy penalty forced if there's an enemy within X meters of you. Or ~3 seconds wind up time. Or even not being able to shot it with enemies nearby at all, still more useful than the pistol.

>> No.10141163

>>10141153
>Remove super shotgun
Congratulations, now every person on DW, /vr/ and wherever hates you. You just can't touch the holy cow no matter how overpowered it is.

>> No.10141170

>>10141162
Having the slot 2 gun being something that draws quicker than anything else would be convenient for when an Imp decides to survive a shotgun blast.
Even without touching its stats, you could just slap a suppressor on the pistol and make it no longer alert enemies when fired.

>> No.10141172

>>10141153
That's not Doom anymore anon. Keep the idea but for your own mod/game.

>> No.10141173

>>10141163
Well I'm not a modder so they only theoretically hate me.
>>10141172
Don't tell me what to do.

>> No.10141176

>>10141173
Disobedience huh? That's a mistake.

>> No.10141249

>>10141127
The chaingun is already shit

>> No.10141267
File: 1.09 MB, 498x498, Caco be gone.gif [View same] [iqdb] [saucenao] [google]
10141267

>>10141249
You take that back.

>> No.10141293

>>10141153
>>10141163
>remove SSG
>add railgun
That’s trading one “overpowered cow” for the other. It could basically function as a super duper shotgun because now the spread is gone and its penetrating numerous enemies.

>> No.10141309

>>10140676
what is that horrible ear-violating music?

>> No.10141313

>>10141293
The railgun doesn't have to penetrate, or maybe it can penetrate a limited number of enemies. The point wasn't really to make a weaker weapon, but to have one that is good at long range.

>> No.10141321

Turn pistol into sniper rifle that's always accurate. And/or, just have better weapons replacing the shitty ones, like how chainsaw replaces fist & double barrel shotgun replaces single barrel

>> No.10141325

My idea for a weapon mod is to gradually upgrade the shotgun, from 1 barrel up to 8

>> No.10141327

>>10141325
would it be called barrels of fun?

>> No.10141334
File: 197 KB, 1435x805, F3KyzSWWEAAzldF.png [View same] [iqdb] [saucenao] [google]
10141334

>>10132798
Back to Saturn X Episode 3 demo released.
https://www.doomworld.com/forum/topic/104557-back-to-saturn-x-episode-3-wip-5-map-preview-build-on-page-11/?page=11&tab=comments#comment-2684218

>> No.10141335

>>10141325
You're thinking too small. Every map progression adds one barrel to your shotgun, but all enemy counts are multiplied by how many barrels you have. Map28? 28 barrels, 28x enemies.

>> No.10141339

>>10141334
I should probably play EP1 already.

>> No.10141341

>>10141335
>final map
>most of the screen is covered by a giant pipe organ shotgun
>spends 30 shells per shot
>the cloud of ejected casings kills enemies

>> No.10141347
File: 115 KB, 583x350, sleepy.png [View same] [iqdb] [saucenao] [google]
10141347

>>10141339
sweet dreams, anon

>> No.10141349

>>10141339
I’ve played it a few times. It’s episode 2 I need to dig into.

>> No.10141369

>>10141334
Great, now give me a complete Scythe X and my Doom dreams have come true.

>> No.10141372

>>10141341
Isn't there a Combined Arms gun that uses spent shell casings or something to damage enemies?

>> No.10141391

Is there anyone more overrated that ribbiks?

>> No.10141395

>>10141391
n00b

>> No.10141396

>>10141391
Doubt.

>> No.10141443

>>10141391
Is doomkid highly regarded? Because of the 3 projects he headed I played, two were not good.

>> No.10141445

>>10141391
Me

>> No.10141473

>>10141391
You

>> No.10141475

Reminder to watch the stream on steam
https://store.steampowered.com/news/group/33028765/view/3687932599975160360

>> No.10141481

So what are the odds that a Doom 2016-style Quake 1 reboot gets announced? On the one hand I think Quake deserves a modern AAA game, on the other all I want is an extended Quake 1 campaign with interconnected maps and a proper story, similar to Dusk. Also there's a high likelihood that a hypothetical reboot is shit.

>> No.10141485

>>10141473
Agreed by myself.

I used to enjoy sunlust, but since magonia I think he's full of shit.

>> No.10141489

>So what are the odds that a Doom 2016-style Quake 1 reboot gets announced?
Doubtful. The sequel to 2016 already incorporated some of Quake’s ideas and “DOOM” is so much more marketable. But this is all new vidya talk.

>> No.10141493

>>10141475
That's not for a couple of hours.

>> No.10141496

>>10141481
I think 0.1% so not zero, but not likely at all. Quake doesn't have the name power Doom does.
> Also there's a high likelihood that a hypothetical reboot is shit.
D2016M and Eternal were good, even great video games. Just not great representations of classic Doom. If there is a Quake reboot/remake announced, that would be very nice.

>> No.10141498

>>10141493
3 hours goes fast.

>> No.10141502
File: 56 KB, 151x200, 349213-quakeguy.gif [View same] [iqdb] [saucenao] [google]
10141502

>>10141489
Anon if a Quake reboot is announced we're gonna talk about it and I'm not sorry.

>> No.10141514

>>10141489
>>10141502
some said it will probably some kind of "Doom: world of Quake" scenario.
i will probably not play it anyway

>> No.10141515

>>10141502
I mean I just talked about the newer Dooms, which is also fair game for deletion. If you want to discuss it without being modded there will be plenty of /v/ threads.

>> No.10141521
File: 49 KB, 443x680, 0b3.jpg [View same] [iqdb] [saucenao] [google]
10141521

>>10141502
They need to find a new voice actor for ranger since Jim Ward is dying and retired after QC.

>> No.10141527

>>10141489
>>10141496
I just want more Lovecraftian style dark fantasy. Fan maps scratch that itch a little, but the quality varies so much and almost none of them have even a vague campaign going on. (Dwell sort of gets there, but again, dependent on quality of the mapper). Doom 2016 had a weird Hell/Heaven thing going on, but I want my Dream Quest through strange and unknown realms game.

>> No.10141537

>>10141527
Spiritworld scratched that itch like few others. I don’t trust nu-id to handle it as subtly or as well.

>> No.10141539

>>10141521
ranger needs no voice other than grunts

>> No.10141543

>>10141527
Warpspasm has a very unique and cool story readme you should check out. I'm not saying this to disprove you, you're correct. 99% of maps and episodes, even if good representations of Quake's unique flair, have no story to make them shine. Travail has a neat little backstory in its readme to set the mood, not as long as Warpspasm's however.

>> No.10141546
File: 1.94 MB, 715x1079, 1502308818979.png [View same] [iqdb] [saucenao] [google]
10141546

>>10141537
if they put sandy on board and the fact that carmack is back and got VIP pass by microsoft, then all of the bad blood were due to zenimax lawyers who were booted off once the merge was done and Timmy "the rattlesnake" Willits.

>>10141539
nah

>> No.10141548

>>10141546
>nah
i really despise Quake Champions

>> No.10141578

>>10141543
Even if the readme has more quality than what idsoft themselves have attempted in the last few years, the levels themselves aren’t as weird as I’d like. Warpspasm’s emphasis to me has always been the encounter progression.
>>10141546
>>10141548
Yeah this shit sucks. Also I don’t see them getting anything but brownie points in getting Sandy involved.

>> No.10141580

In my mod I'm making bullet pickups more powerful than shells because fuck it, any wads of skillsaw difficulty or higher consider SSG+shells the de facto pistol so may as well make the token bullet box placed to be cute actually useful

>>10141372
Russian Overkill counts spent shells as an ammo type and the drum shotgun that fires 10 shells has an altfire that spends 200 casings to make them bounce around the whole map
Not a shotgun but you're thinking of blasmaster's chaingun that has damaging brass at high heat

>> No.10141586

>>10141481
I doubt it. With the failure of QC and the relative success of Quake Remastered, they'll likely stick to classic content that's cheap to produce and easy to port to the Switch. It doesn't help that Quake has mostly stayed in memory for most of the wider audience. Hell, somedays it feels Blood has somehow stuck around more, what with all the Cultist-speak memes.

Quake can and does have huge as fuck mod releases and all kinds of active development, but it's got way less curb appeal than a little nigga going CRUDUX CRUO while shuffling

>> No.10141591

>>10141496
Personally, I thought Doom '16 was too boring to play or otherwise had issues and dropped it after the first half, but I guess I can't entirely hold it against the game, as I'd probably do the same for the original Doom if Inferno and Thy Flesh Consumed were frontloaded

>> No.10141598

>>10141591
I've finished both, but at no point past that have I ever felt the desire to revisit them, and that's something even doom 3 managed to do. Hell, I didn't even bother playing eternal DLCs

>> No.10141651
File: 4 KB, 140x190, 1392972946953.gif [View same] [iqdb] [saucenao] [google]
10141651

>>10141341
Would be a lot funnier if:
>the cloud of ejected casings kills consoles

>> No.10141662

>>10141580
To be fair Skillsaw’s Valiant had him buff the chaingun like crazy. Pistol also got a slight boost I think he even increases the max bullet cap. It was all very fun.
>>10141598
There’s not many but the few mods out there for 3 have made it very replayable.

>> No.10141701

>>10141391
Insane_Gazebo

>> No.10141754
File: 248 KB, 1094x315, i am so fucking mad.png [View same] [iqdb] [saucenao] [google]
10141754

Kill babuins. Behead babuins. Roundhouse kick a babuin into the concrete. Slam dunk a babuin baby into the trashcan. Crucify filthy babuins. Defecate in a babuins food. Launch babuins into the sun. Stir fry babuins in a wok. Toss babuins into active volcanoes. Urinate into a babuins gas tank. Judo throw babuins into a wood chipper. Twist babuins heads off. Report babuins to the IRS. Karate chop babuins in half. Curb stomp pregnant black babuins. Trap babuins in quicksand. Crush babuins in the trash compactor. Liquefy babuins in a vat of acid. Eat babuins. Dissect babuins. Exterminate babuins in the gas chamber. Stomp babuin skulls with steel toed boots. Cremate babuins in the oven. Lobotomize babuins. Mandatory abortions for babuins. Grind babuin fetuses in the garbage disposal. Drown babuins in fried chicken grease. Vaporize babuins with a ray gun. Kick old babuins down the stairs. Feed babuins to alligators. Slice babuins with a katana.

>> No.10141795
File: 45 KB, 800x450, 1691684560797.jpg [View same] [iqdb] [saucenao] [google]
10141795

Quake 2 remaster is out on switch
https://www.nintendo.com/en-us/store/products/quake-ii-switch/

>> No.10141798

>>10141502
>we're gonna talk about it
Not on /vr/ you're not.

>> No.10141808 [SPOILER] 
File: 66 KB, 700x394, 8e6fe09ac2c6c4212b1f3c6e8b4358062c2335c008bf3b47c3a86d2a3b28d655.jpg [View same] [iqdb] [saucenao] [google]
10141808

>>10141795
MUZZLE
FLASHES

>> No.10141825

>>10132798
https://www.youtube.com/watch?v=gHxH61UshHk

>> No.10141827

>>10141795
>showing off a fixed BFG viewmodel in widescreen
This is already looking great. Some of the enemy models look good too.
Next concern will be current custom content compatibility.

>> No.10141831
File: 2.94 MB, 654x480, 1684530703521627.webm [View same] [iqdb] [saucenao] [google]
10141831

>>10141795
More like demaster. The definitive version of Quake II was already released two decades ago.

>> No.10141836

>>10141825
ew.

>> No.10141837
File: 139 KB, 564x631, file.png [View same] [iqdb] [saucenao] [google]
10141837

>>10132798
Deathmatch Dimensions added to Quake's re-release

>> No.10141841
File: 51 KB, 197x190, 1652212070438.png [View same] [iqdb] [saucenao] [google]
10141841

>>10141825
Still the best soundtrack of all id games.
Still the coolest enemies of all id games.
Still the coolest weapon design.
Still the most kino intro.

>> No.10141843

>>10141313
>but to have one that is good at long range
we already have that, it's the regular shotgun

>> No.10141857
File: 3.58 MB, 498x498, 1690663079499940.gif [View same] [iqdb] [saucenao] [google]
10141857

https://youtu.be/gHxH61UshHk

>> No.10141860

>>10141843
Define the "long range". May I remind you that the maximum range something can be away from you in Doom is 32767 map units.

>> No.10141863 [SPOILER] 
File: 55 KB, 914x237, 1691685992681.jpg [View same] [iqdb] [saucenao] [google]
10141863

>> No.10141864

>>10141857
Makes me wonder what all the effect options are. There's the dynamic lights/shadows and oversaturated bloom, I might turn the bloom off, but enemies also have weird circle shadows beneath them for some reason? Muzzleflashes. Meanwhile with all the content on offer, I can finally retire my 360 copy hopefully.

>> No.10141867
File: 15 KB, 299x299, 1565541634349.jpg [View same] [iqdb] [saucenao] [google]
10141867

>>10141841
There's always contrarians who have to like the shittiest game in a series. It's like the people who defend Dark Souls 2.

>> No.10141869

>>10141863
I can't wait to do a SSG dance with the Q2 SSG.

>> No.10141872

>>10141867
I never said I liked Quake 2.

>> No.10141873

>>10141867
Quake 2 is perfectly fine. Boring to go through because of the visual monotony and combat pacing, but you act like it killed the series when it certainly didn't.

>> No.10141874

>It only took two decades for Quake 2 to et muzzleflashes so the guns don't feel like toys anymore
I'll take it all the same.

>> No.10141878

>>10141857
>In the year 2065 Earth was attacked by the Strogg
>Milliions were killed
Our response, bros?

>> No.10141880

>>10141867
Quake 1 is boring as fuck. The shittiest enemy and weapon roster of all classic fps.

>> No.10141881 [DELETED] 

Quake was never good

>> No.10141885

>New expansion
>Quake 2 64
>Multiplayer
>Fucking muzzle flashes
I am a happy man

>> No.10141889

>>10141878
BILLIONS MUST QUAKE

>> No.10141890

>>10141808
Yeah, I hope you can turn it on only for shotguns and chaingun, because this kinda looks like shit.

>> No.10141893
File: 174 KB, 903x781, quakeii.png [View same] [iqdb] [saucenao] [google]
10141893

IT'S UP
>IT'S UP
IT'S UP
>IT'S UP

>> No.10141894
File: 236 KB, 1863x250, file.png [View same] [iqdb] [saucenao] [google]
10141894

It's up

>> No.10141897
File: 55 KB, 353x500, it also had long ass loading times.jpg [View same] [iqdb] [saucenao] [google]
10141897

Gets me thinking, wonder if they'll ever do a Quake 3 remaster that has the PS2 port's unique campaign included. Though the game's MP focus and Quake Live also being a thing doesn't help.

>> No.10141898

>>10141867
For better and worse it’s definitely the DS2 of id’s 90’s shooters. Also no one “has to like” anything.
>>10141874
Sound design and other effects can easily offset that.

>> No.10141906

>>10141885
Confirmed they fixed the fucked ai. Maybe the Trespasser bois will actually be a threat!! Im so excited bros

>> No.10141918

>>10141906
>Confirmed they fixed the fucked ai
Holy shit really? Never even considered that as a possibility

>> No.10141923
File: 2.08 MB, 1920x1080, 2320_20230810130218_1.png [View same] [iqdb] [saucenao] [google]
10141923

There's hitmarkers.

>> No.10141930
File: 1.07 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10141930

Video settings.

>> No.10141931

>>10141897
They should just combine Quake 3 Arena and Quake Live, really.
Quake Live being a separate thing only made sense back when it launched as a F2P browser game. Now when it is sold for money at Steam, they should just bring bot campaign from Q3, Team Arena stuff and mod support back.

>> No.10141935 [SPOILER] 
File: 2.30 MB, 1891x955, file.png [View same] [iqdb] [saucenao] [google]
10141935

>> No.10141937

>>10141930
Soul less.

>> No.10141942

I don't care about muzzle flashes. I did not even notice they were missing until you guys pointed it out.

>> No.10141945
File: 430 KB, 1920x1080, 2320_20230810131203_1.png [View same] [iqdb] [saucenao] [google]
10141945

>>10141937
>>10141930
I fucked up the screenshot.

>> No.10141947

No GoG update yet? I deleted my steam and don't want to buy the game again

>> No.10141953
File: 1.15 MB, 974x554, 9d0.png [View same] [iqdb] [saucenao] [google]
10141953

>>10141931
Yeah hopefully Q3 gets a tidy-up at least, these re-releases of late have been doing an otherwise decent job of cleaning up id's legacy catalog on Steam.

>> No.10141954
File: 292 KB, 1920x1080, 2320_20230810131609_1.png [View same] [iqdb] [saucenao] [google]
10141954

>> No.10141957

>Soulsfags comparing their meme series to one of the most important 90's games
Kek

>> No.10141959
File: 1.66 MB, 2560x1440, 2320_20230810121239_1.jpg [View same] [iqdb] [saucenao] [google]
10141959

So there's an entire extra courtyard area opposite the normal outdoor one in the very first map, and there's lots of updated geometry and details added all across the maps in general.

>> No.10141960

>>10141945

Does it have based linear filtering options? I don't want to see pixels like you virgins.

>> No.10141970

GoG updated the store page, any way someone could download it on GoG and upload the installer to Mega?

>> No.10141969
File: 107 KB, 435x329, 1688694181337551.png [View same] [iqdb] [saucenao] [google]
10141969

>> No.10141971

The weapon swapping seems a lot faster.

>> No.10141973

>>10141960
Yeah, if you want to wear your glasses while playing.

>> No.10141975

Model warping is gone! It's over!

>> No.10141978

>>10141334
Looks like E3 is going to be the most varied and experimental episode of the three, judging from this demo. Really liking it.
I remember seeing screenshots of Mechadon's map many years ago, so pretty fun seeing it in action finally.

>> No.10141980

This isn't going to run on a potato PC, is it? The Quake 1 "update" certainly didn't very well.

>> No.10141981

>>10141975
This port literally fixed so many of my issues with Quake 2. Even down to Shamblers no longer appearing.

>> No.10141985

>>10141975
>models no longer warble like jelly
absolutely ruined, guess I'll go play Kingpin:LoC for the warbly jiggly goodness then

>> No.10141987

>>10141971
cool
is anything else less clunky
does this port open up room for more modding support that'll finally make quake 2 responsive and shoot my damn weapons when i click

>> No.10141989

https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii

Great read of lots of changes and additions. Man, they went all out.

>> No.10141994

>>10141987
An anon from /v/ claims the machine gun has no more recoil. I'm playing the new episode, so I haven't come across one yet.
idk enemy names, but the chaingun guys can strafe while shooting now.

>> No.10142004

>>10141957
>most memed on soulshit with the most memed on 90s idsoft game
Like pottery it limes
>>10141971
>faster weapon switches
That’s an interesting move. Are there are documented difficulty buffs to help offset that?

>> No.10142005
File: 551 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10142005

>> No.10142007

Parasites fucking NERFED hahahaha you can dodge their laser shit now and they can get stuck on walls!

Berserkers now LEAP AT YOU!

>> No.10142015

>>10142007
>Enforcers can immediately start shooting and do it on the run
>Grunts can straight up just spam shots at you in rapid succession, strafe dodge your projectiles, and are far faster on the draw
>PS1 enemies have been added into the game's roster
I'm just in the opening levels, too

>> No.10142017
File: 95 KB, 1024x768, yoba_comfy.jpg [View same] [iqdb] [saucenao] [google]
10142017

>>10141989
>brightmaps
Sold.

>> No.10142020

>>10141443
Not particularly.

>>10141808
REAL SHIT?

>> No.10142025

>>10142007
both of these are cool on paper (especially berzerkers maybe not being useless) but i'm sure there's some instances you're /meant/ to take unavoidable damage from parasites to wittle down health kits or soften you up before an encounter
hmm

>> No.10142028

>>10141831
Looks good.

>>10141795
I already got it on Steam but it won't start.

>> No.10142037
File: 100 KB, 1080x417, Screenshot_2023-08-10-18-38-42-15_0b2fce7a16bf2b728d6ffa28c8d60efb.jpg [View same] [iqdb] [saucenao] [google]
10142037

AGHHHHHHHH

>> No.10142041

>Muzzeflash on Blaster Pistol, Hyperblaster, Super Shotgun, Rocket Launcher
Looks cool.

>Muzzleflash on MG and Minigun
Looks very fucking wonky and dinky, really doesn't fit at all, and in fact looks awkwardly offset. Unironically just using the same flash as the shotguns or blasters would look a lot better for these guns.

Anyway, nice to see the old console stuff provided.

>> No.10142050
File: 8 KB, 240x72, image.png [View same] [iqdb] [saucenao] [google]
10142050

>>10142037
GoldenEye confirmed

>> No.10142049

>>10142041
The machine gun having a dinky muzzle flash makes sense, because it's not a particularly powerful gun.

>> No.10142051 [DELETED] 

Q1 fags lost

>> No.10142052

>>10142037
Oblivion, Loki's Missions and Zaerobros?

>> No.10142053
File: 153 KB, 640x640, c3patter.gif [View same] [iqdb] [saucenao] [google]
10142053

>>10141989
>Arghrad

>> No.10142058

Quad2dicted when?

>> No.10142074
File: 3 KB, 159x159, shraa.jpg [View same] [iqdb] [saucenao] [google]
10142074

>>10142051
for maybe a week?
after that people will come back to Q1

>> No.10142075

Now that it's out, when will Q2 64 and new campaign run in source ports?
I'll even take FTE.

>> No.10142078

quake 2 but it's quake 4

>> No.10142080

>>10142075
It's not just those, the base campaign also got new additions and alterations. Lots of changed geometry, new areas, and PS1 enemies

>> No.10142082

>>10142075
Probably a lot longer than it took for Quake 1's new shit. There seems to be far more changes under the hood this time.

>> No.10142090

>>10142074
>after that people will come back to Doom 2
ftfy
Die hard Q1fags wouldn't leave Q1 in the first place, especially after shitting on it for 26 years now (but even more so in the last decade when Q2 presense lessened outside of slav countries, while Q1 presense grew).

>> No.10142095

I'm in for the new Episode and Quake 2 64
>>10142075
Quake 2's community is a lot smaller then Q1 so it could be a while.

>> No.10142101

>machine gun has no recoil
>Bots are rocket jumping

>> No.10142103 [DELETED] 

Quakefags are the most bitter fps community lmao
Like the rpgcodex of fps games.

>> No.10142110 [DELETED] 

>>10142103
ya Quakefags are miserable, no other 90s fps games draws so many faggots.

>> No.10142112
File: 104 KB, 840x517, 1691168578934485.png [View same] [iqdb] [saucenao] [google]
10142112

>>10142103
what's the best console port of Quake 1? N64 or Saturn?

>> No.10142114

I can't believe they will announce a KISS Psycho Circus remaster over the weekend.

>> No.10142115

>>10142112
n64, its just the pc game but slightly trimmed.

>> No.10142117

>>10142049
It looks dinky in a weird way. It's outright the X shaped flash from the MG in Quake 3, which fits that one a lot better, and it doesn't spin around a whole bunch each time there, instead mostly sticking to, or near its orientation, which just looks a lot better with star shapes like these.

https://youtu.be/EQAdyG-bIKA?t=20

>> No.10142118

>>10142114
U WOT M8

>> No.10142120
File: 64 KB, 708x492, 1685563466326096.jpg [View same] [iqdb] [saucenao] [google]
10142120

>>10142103
I don't really leave this general, but that does seem to be the case here. Shit-talking every other game in existence older and newer isn't enough, they also have to bring down other games in the same series.

>> No.10142121

>>10141867
Agreed, plenty of contrarians like the first Quake.

>> No.10142124

Is Kevin Cloud still at id? They got him for the Quake 2 stream.

>> No.10142126

>>10142101
Machine gun not having recoil in MP isn't new. The multiplayer weapon balance is generally different.
Same goes for Doom 3 where MP Shotgun works like Q3 Shotgun and not a melee weapon like in SP.

>> No.10142136

>>10142120
>Shit-talking every other game in existence
That's buildfags. You'd know that if they actually had a presence here.

>> No.10142137

Did Quake 2 have backpacks? I found one in a secret level of the new episode.

>> No.10142140

>>10142137
Yes, as an ammo powerup like in Doom.

>> No.10142141

>>10142140
Don't remember finding one in the base game. Was it in the expansions?

>> No.10142142

>>10142137
yes

>> No.10142147

>>10142124
yes

>> No.10142153
File: 25 KB, 893x178, queeg2.png [View same] [iqdb] [saucenao] [google]
10142153

>The Quake 2 25th Anniversary Collaborative UNIT had an impact on the Remaster

>> No.10142154

>>10142141
No, it's in the base game. You just played it forever ago.

>> No.10142158

>>10141481
>So what are the odds that a Doom 2016-style Quake 1 reboot gets announced?
No announcements on this QuakeCon. It's about the return of actual real-life event this time around.
>>10141502
Eventually, yeah.
>>10141947
>>10141970
It takes time for games to get uploaded on GOG Games. Just wait for a bit.
>>10141954
What the fuck, I like Quake 2 now.

>> No.10142161

>>10141959
They explained that now, it was originally cut from the map, Fucking Sync Error turned on Radiant and put it all back, and he didn't fucked up up.

>> No.10142163

>>10142153
our /vr/ boy fixed quake 2
WE ARE GROWING!

>> No.10142171

>>10141954
Stroggified Shamblers when?

>> No.10142174

>>10142112
N64 version has better controls and visuals, more faithful levels for the most part. Doesn't have the NIN soundtrack but Aubrey Hodges' OST is pretty cool.

>> No.10142178

We won

>> No.10142182
File: 227 KB, 1824x1316, plasmashambler.jpg [View same] [iqdb] [saucenao] [google]
10142182

>>10142171

>> No.10142186

>>10142136
Hello there.
Biggest Buildfag here, love every single Build game, including Kenbuild, with mixed feelings on the trash that is Extreme Paintbrawl (it's complicated).
I only really shit talk Wolf 3-D, Doom 1 past shareware episode, Doom 2 and Quake 1 single-player. Not that they are bad, especally as the modding bases, but they are definitely overrated.

>> No.10142196 [SPOILER] 
File: 1.11 MB, 1920x1080, 2320_20230810141955_1.png [View same] [iqdb] [saucenao] [google]
10142196

>> No.10142198

>>10142186
Funnily enough, the only boomer shooters I really truly like are Wolf3D and Blood, they're the only boomshoot games that feel "tactical" to me, take that as you will

Oh also ROTT, after trying the remaster I decided it gets added to the list

>> No.10142207

>>10142196
>nightdive and the folks they worked with get to finally shitpost

>> No.10142218

happy for you Q2fags
lack of air control still sucks, but most of my other gripes seem to have been addressed (they finally synced up the shotgun sounds/animation! wasn't very hard, was it?).
in a sense, this doubles as an "I told you so", obviously now that these things got fixed it's hard to argue that the game wasn't affected by them before. and I'll probably continue to shit on the levels. but you got a pretty good deal, not gonna lie.

>> No.10142219
File: 509 KB, 1920x1080, 2320_20230810142350_1.png [View same] [iqdb] [saucenao] [google]
10142219

You get stats for each individual map at the end of each hub, it seems.

>> No.10142220

Can I play 25th anniversary unit in the remaster?

>> No.10142221

The only lame Quake is 4

>> No.10142223

Bro holy fuck these cutscenes are insane

>> No.10142224

>>10142126
no recoil in SP now

>> No.10142226

>>10142198
I feel like every other Wolf engine game does "tactical" feeling better thanks to the inclusion of map/radar, which almost acts as the main playfield.
Yes, including Operation Bodycount.

>> No.10142227
File: 402 KB, 469x498, returnofthemack.png [View same] [iqdb] [saucenao] [google]
10142227

>>10142196
>>10142207
This reads like one of the twitter-shitposts I see all the time.

>> No.10142229

>>10142198
Have you ever fought a Hexen centaur?

>> No.10142230

>>10142218
The way things are going every single boomer shooter will get this treatment, I realized once Chasm got remastered that this won't stop until every single one is done. Even literal unreleased games like DNF 2001 got this treatment so.

Can't wait to see what they do with 'Nam

>> No.10142231

>>10141954
STROGG NIGGUR WHEN

>> No.10142234

>>10142114
thanks for reminding me that shit exists, really intrigued by what i saw of it a few months ago
>>10142221
play on general and learn to bhop and it's sick

>> No.10142236

>>10142220
Paril is taking questions on Discord btw.
I forward'd it to him.

>> No.10142239

>>10132798
Q-Type DM - ***NEW 10 Map Quake 1 Themed DM Pack for Doom 2***
https://www.doomworld.com/forum/topic/139030-q-type-dm-new-10-map-quake-1-themed-dm-pack-for-doom-2/

>> No.10142240

>>10141954
they LOOOVE the furry vs non-furry shambler non-controversy

>> No.10142243

I'm liking this trend of remasters having new campaigns, a shame Turok didn't get one, also whoever did the new models for Q1 & 2 should get a raise.

>> No.10142249
File: 293 KB, 3840x2160, niggur.jpg [View same] [iqdb] [saucenao] [google]
10142249

>>10142240
I mean, what else are they gonna do when they can't say NIGGUR.

>> No.10142250

>>10142240
I love it too

>> No.10142251

>>10142218
Shit on the levels? Which ones?

>> No.10142252

>>10142226
It's the high damage, low health thing, enemies die quick and kill quick, pair that with low ammo and it's a totally different feel to low damage high health games like all the Doom clones
>>10142229
I don't think I ever got far enough into Hexen to have done so, no, why?

>> No.10142253

>>10142221
Crouchslide alone puts it above Q3.

>> No.10142256

>>10142251
all of em. orange boxes and trapezoid corridors for weeks. don't wanna ruin the mood and piss on your parade tho, go have fun.

>> No.10142262

>>10142252
They fist appear in guardian of steel iirc.
They are a somewhat tactical enemy.

>> No.10142265

>>10142262
Makes sense. Tactical to me often just means "making the game deadly enough that you have to plan things out in advance" like the first Rainbow Six or Ghost Recon. any game with instakill hitscanners and the player being able to do the same ends up fitting the bill at least in feel.

>> No.10142269

>>10142253
how do you even consistently crouchslide in SP and have it accomplish anything normal bhops don't
shit is super clunky

>> No.10142274

>>10142256
whenever i try quake 2 i inevitably stop at Jail

>> No.10142276

>>10142229
Just melee or flechette them bro.
Unless it's tactically placed slaughtaurs, kill them with WRAITHVERGE.

>> No.10142285
File: 1.52 MB, 1167x1500, beljan.jpg [View same] [iqdb] [saucenao] [google]
10142285

>>10142256
>>10142274
You should play some of my custom maps, or the 25th Anniversary Collaborative UNIT.

>> No.10142293

>>10141954
bios and codex entries are the worst kind of world building

>> No.10142302

>>10142285
I mean, I might. might record it too. fix missing models or whatever first though.

>> No.10142304

>>10142004
>Are there are documented difficulty buffs to help offset that?
Enemy pathfinding and behaviors are much better. They can move and attack at the same time.

>> No.10142317

>>10142293
Better than outsourced multimedia that future games have to cuck too. Also less annoying than autism logs.

>> No.10142318

>>10142182
someone will port that to Q2R

>> No.10142321

>>10142265
Well, Hexen has no hitscanners. But maybe try the official expansion pack, it ups the difficulty quite a bit.

>> No.10142328

>>10142317
to me it's just autism logs in a menu.
mystery is half of the fun and less is more

>> No.10142332

>>10142318
I give my blessing fwiw and can provide sources. I even posted them once I think?

>> No.10142334

>>10142328
Except this Shambler log we see here doesn't even tell anything you don't already know.

>> No.10142340

>>10142334
i didn't "know" if it had fur or skin and who gives a shit anyway...

>> No.10142346

>>10142256
>all of em
Blegh
But people have been shitting on the game forever so np
>>10142304
Very tasty
>>10142285
Are you going to work on making the Unit compatible with this new port Wolfie?

>> No.10142347

>>10142340
You're a badass

>> No.10142350

NO CRAKHOR

CENSORED!!!

>> No.10142357

>>10142347
you're genius

>> No.10142362

>>10142317
>Also less annoying than autism logs.
Those are only annoying when you want a code as its always left near the end. You can otherwise play while listening to them which has been the case with SS1 in 94.
>>10142328
>mystery is half of the fun and less is more
If only everyone else felt the same because the opposite (huge ass lore logs) is more popular. It even used to or still is a lootbox rewarded for that newest Quake thing.

>> No.10142367

>>10142350
Crackhor was NEVER avaliable on baseq2
paul released that at the old polycount website

Also, hays anyone sorted out which .pak format Q2R uses?

>> No.10142371

>>10142367
>which .pak format Q2R uses?
the ancient Pak Explorer opens it as is

>> No.10142391

The complete lack of recoil on the machinegun makes it almost overpowered now. On anything below nightmare you can just stunlock anything to death.
Fucking love the new enemy attacks though, that NBA All Stars bullshit Berserkers like to do now took me by surprise the first time I saw it, and it's still an oh shit moment for me whenever they do it.

>> No.10142402

>>10142391
>The complete lack of recoil on the machinegun makes it almost overpowered now
no
>On anything below nightmare you can just stunlock anything to death.
that's how it's always worked, hence "difficulties" below nightmare in quake 2 don't exist

>> No.10142401

>>10142367
What about Doomgal? She's not in this either.

>> No.10142406

>>10142391
Was it always as inaccurate though? I'm playing through and I'm second guessing if things were always there. Like the wobbly water caustics and if shooting water made splashes. I can't remember!!!

>> No.10142409

>>10142391
The recoil on the machine gun leveled out before long, so it's not that hard to focus with it even in the original game.

>> No.10142410

> bought q2 on gog for 1.69eur this morning
> get the remaster for free only a couple hours later

feels good

>> No.10142414

>>10142391
>On anything below nightmare you can just stunlock anything to death.
You could do that before unless you’re also suggesting it’s damage and ability to stun was buffed as well. It’s very easy to control that recoil and it was only a few moments before you reached the “peak” of the recoil anyways.
I think it’s a gamepad consideration above all else. I wouldn’t mind an option to change it back.

>> No.10142419

>>10142410
nice

>> No.10142420

new thread?

>> No.10142426

>>10142015
>>10142007
You forgor about gunners now being able to really use their grenade launchers to their fullest. These guys can easily instakill you now.

>> No.10142431

>>10142025
I don't think any point in Quake 2 was designed around unavoidable damage beyond ankle-cracking falls. And fuck parasites anyway.

>> No.10142434
File: 273 KB, 828x817, uwuthink.png [View same] [iqdb] [saucenao] [google]
10142434

>>10142302
That would be nice.

>>10142346
Apparently the maps already work but we need to compile a new DLL for it to be compatible gameplay-wise.

>> No.10142436

do rockets go toward the center of the screen now?

>> No.10142443

>>10142362
>It even used to or still is a lootbox rewarded for that newest Quake thing.
oh well it doesn't exist to me then...

>> No.10142445
File: 911 KB, 1920x1080, 1594349985462.png [View same] [iqdb] [saucenao] [google]
10142445

>>10133590
>I wish that I could find that one Xcom fanart pic with your squaddie riding a Cyberdisc right now
Do these things come with custom sounds when riding one?

>> No.10142467 [DELETED] 

>Gman HATES the new expansion
its over, for real

>> No.10142469 [DELETED] 

>>10142467
That just means it's good.

>> No.10142472 [DELETED] 

>>10142467
Gordon likes it tho

>> No.10142491 [DELETED] 

>>10142467
He hates it bcause PS1 enemies and the new AI filters his ass HARD
He is malding over the restored Berserkers the same way as the Q4 ones.

>> No.10142501

>>10142445
>Do these things come with custom sounds when riding one?
Yes, a sound for hovering and another for the boost. Centurions also get the hover sound (and the particle effect).

>> No.10142502

i'll be waiting for eventual bug fixes and stuff

>> No.10142506 [DELETED] 

>>10142467
what do those who aren't vortessence impaired think

>> No.10142508 [DELETED] 

>>10142467
Gayman hates all good things.

>> No.10142515

>>10142198
Playing Strife for the first time it felt a little more like a Build game than a doom conversion, with the falling damage (which never really mattered except for THAT room), highly exploitable jump button, unorthadox weapon set that's more about countering specific enemies, and very deadly enemy roster
part of that might be me being too lazy to backtrack and buy a stock of grey vests sitting on 2k gold

>> No.10142528

So about texture packs, the old pack is a no go for now, they need to be adapted into the new code
it supports TGA and PNG, but texture sizes are all over the place.

As for guns and Enemies, they really took notes of my Upscales and did some clean up.
But i will be lazy enough to port the faces on top of it.

>> No.10142532 [DELETED] 
File: 137 KB, 600x488, eh.png [View same] [iqdb] [saucenao] [google]
10142532

>>10142467
>>10142469
>>10142491
>>10142508
>>10142506
he spent 2 minutes whining about how unfairly the game was treated 26 years ago

>> No.10142536 [DELETED] 

>>10142467
Literally WHO?

>> No.10142537 [DELETED] 

>>10142532
And now that the game came out as it should had been, he is malding that is hard.

>> No.10142538 [DELETED] 

>>10142536
the guy from Half-Life

>> No.10142539 [DELETED] 

>>10142467
He's a fucking shilled faggot

>> No.10142542 [DELETED] 

>>10142538
I thought he was from Half-Life 2.

>> No.10142551 [DELETED] 

>>10142537
eh, i'm sure it'll grow on him. it's one of the best remasters of the genre

>> No.10142552 [DELETED] 

>>10142542
It's Ricochet 2.

>> No.10142553

>fog makes the giant empty levels look KINO

Turok chads were right AGAIN! History proves them right!

>> No.10142554

>>10142532
i've spent 26 consecutive years whining about how shit the game is
my pedantry >>> all

>> No.10142556

>>10142005
Interesting
I'm glad they went for the chaingun

>> No.10142561

>>10142554
b-b-based

>> No.10142562

>>10132798
For the next thread
https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii
Tech talk for quake 2

And SOURCE CODE for QUake 2 Re-Release
https://github.com/id-Software/quake2-rerelease-dll

>> No.10142572

>>10141897
Most probably they'll do it

>> No.10142573

>>10142153
What server is this from?

>> No.10142575

>>10142515
I played Strife for the first time a year or two ago, and I was honestly super underwhelmed by it. The maps, outside of the connectivity thing, were mostly dull, the enemy roster wasn't memorable outside that trashy super robot that you need to cheese and none of the weapons felt good to use.

>> No.10142580

>>10141163
I fuck with the SSG all the time in my mods. I often either remove it or replace it with some weird passive thing or utility.

>> No.10142584

>>10141153
>remove fists
What do you intend to fight the demons with when you are out of ammo? The chainsaw?

>> No.10142586

>/vr/ is giving proper opinions on the remaster and what can be improved
>Meanwhile /v/tards are taking each other their eyes off and shitposting to no end about the remaster

>> No.10142590

>>10142586
Are those the ones who seethe over Q2?

>> No.10142594

my least favorite meme of all time is "SSG is too good and ruined doom"
please stop exposing me to such bad memes
i don't care if it's one guy he is very vocal

>> No.10142595

>>10142467
I hated DOPA so maybe he has a point.
Or maybe not, I am not watching his videos or playing the remaster any time soon.

>> No.10142596

>>10142590
mostly just accusing any and everyone that dares like the remaster as nightdive/bethesda shills or telling people to kill themselves for liking remasters, the usual

>> No.10142601

>>10142584
If you run out of ammo like a pleb that's your problem (or maybe the map's), but yes, there should be a chainsaw around waiting to be found.

>> No.10142609

>>10142554
you should kill yourself

>> No.10142608

>>10142586
does /v/ even play vidya?

>> No.10142610

Im starting to think this is a raid

>> No.10142614

>>10142554
Which former id employee that left the company before 97 are you?

>> No.10142617

>>10142608
They enjoy shitposting about vidya more than actually playing them, this has been known for a long time.

>> No.10142619

>>10142595
You sound like you have shit taste.

>> No.10142630

>>10142236
Did he get back to you?

>> No.10142639

>>10142619
>like Machine Dimension when it was out and hated DOPA
>got good after a few years, now Machine puts me to sleep
You get a lightning gun in the first level and I forgot I had it by the time they took it away.

>> No.10142642

>>10142619
>you don't like repetitive, unimaginative level design and bland texture use so you have shit taste
ok
DOPA has no excuse to be as bad as it is. Beyond Belief is better and it was released in 1997.

>> No.10142643

>>10142619
dopa is boring tho

>> No.10142652

>>10142642
>monster closets, texture misalignments and poor lighting is better
Sure thing

>> No.10142664

This sounds less like a remaster or remake, and more of an upgraded director’s cut. Restoring cut level detail? Re-implementing unfinished/unused enemy behaviors? Where was this gusto for the first Quake? The most they did there was adding the removed intro to E2M6.

>> No.10142673

>>10142664
remaster is kind of synonymous with director's cut for boomer shooters, I mean look at Rise of the Triad

>> No.10142674

Am I just super rusty with Quake 2 or did they totally fuck up the air control?

>> No.10142676

>>10142664
The first game was probably less personal of a project, and more going through some of the motions. They had done Doom 64 which had new content and tried very thinly to connect to Doom 2016, and Quake 1 did have a labor of love put into it, but it feels like they got really ambitious for Q2 and whoever's left at Id basically opened the vault to them.

>> No.10142679

>>10142664
>Where was this gusto for the first Quake?
I think most of what was cut from Quake was from when it was still going to be a RPG, and therefore not very conducive to the shooter that it became.

>> No.10142694

>>10142221
Only the Console version.

>> No.10142696

>>10142664
>This sounds less like a remaster or remake, and more of an upgraded director’s cut.
Well, it is a re-release. Terminology of these things are all over the place now as each player and company has their own view on what re-release, remaster, remake/reboot is.

>> No.10142706

>>10142674
Oh, I see now. The aircontrol change is something that happened back in 1997. The physical Quake 2 copy I've played on the most is version 3.15, the "original" build on Steam is 3.20. I can strafejump easily on 3.15, I get a whole lot of nothing on 3.20 or the remaster. Surprised they didn't think to add an option for that with all the other changes they made.

>> No.10142710

As cool as the changes are, I do hope a later patch does let you revert the behaviors, if only for preservation's sake. But boy is it more frantic than the vanilla game ever was.

>> No.10142725

>>10142221
Quake 4 is perfectly serviceable, it's just incredibly mediocre, and despite that I actually liked the tank section, I found it fun to sanic around in it.
One simple thing that would have elevated the gameplay a lot is making the normal movement speed as fast as strogg Kane and make Strogg Kane super fast

>> No.10142727

>>10142710
i didn't play the game back then, would it have been better received in this form?

>> No.10142729

>>10142515
>with the falling damage
Hexen had it too.

>> No.10142736
File: 224 KB, 1920x1080, 20230810110429_1.jpg [View same] [iqdb] [saucenao] [google]
10142736

>>10142710
Jumped in and played coop for a bit. Good fun, and there's a ton of QoL options (limited lives, respawning near others, instanced pickups, friendly fire, player noblock. It just took me awhile to find the remaster folder and throw all my old model/skins in there.

>> No.10142768

>>10142727
It's not like the game completely and utterly changes entirely, but it would've probably been a little better received at least. As the tech overview of the remaster states, a major scripting change late in development resulted in dumbing down the AI significantly. Almost every single enemy I can think of would stop in place to shoot, and had big telegraphs for it by which point you'd be able to get out of dodge or fill their faces with gunshot. A large part of Quake 2 being thought of as boring even by myself was that the enemies were super lethargic and easy to bait and bully besides very specific exceptions.

Here, they'll just shoot you in the face mid-sprint and try to strafe your rockets.

>> No.10142769

>>10142736
Yo, if you've played the co-op, is there an option to keep your ammo and weapons even when you die/let ammo stay even when picked up? My buddies had ammo problems with Quake 1.

>> No.10142778

>>10142725
A huge thing that would’ve helped was to give the Strogg the same kind of accuracy as Doom 3’s zsec. It’s laughable to have this slide and increased Strogg movement speed when marine Kane can avoid nearly all attacks by just strafing.
I think it would’ve been better if it wasn’t limited to being in the same engine as Doom 3.

>> No.10142780

>>10142768
>Here, they'll just shoot you in the face mid-sprint and try to strafe your rockets.
nice

>> No.10142791
File: 2.93 MB, 1228x1080, 2023-08-10 17-18-55.webm [View same] [iqdb] [saucenao] [google]
10142791

The "id vault" section is a complete treasure trove. They've got concept art, renders, and animation showcases of older designs and iterations of a bunch of stuff. Here's a red mutant who walks upright.

>> No.10142794

Can you still use the console to bind several weapons to the same key, Doom-style?

>> No.10142797

>>10142791
Freakyyyyyyy
There's even a cut Strogg unit called the Shocker and a new alien animal too, this stuff is awesome

>> No.10142805

>>10142586
Alt-tabbing out of the game is really fucking buggy. Sometimes I'll do it and Windows thinks I have the windows key held down until I ctrl+alt+del.

>> No.10142807
File: 60 KB, 1920x1080, 20230810172638_1.jpg [View same] [iqdb] [saucenao] [google]
10142807

>the chaingun could've actually looked cool at one point
bros...

>> No.10142808

>>10142807
Have no fear, modders will most likely use this immediately to replace the original model. Give it time, it'll happen.

>> No.10142810

>>10142769
It seems like the inventory system is tweaked so it doesnt reset to whatever you had on level start. In addition if you join coop in the City segment (which spawns zero weapons) you join in fully equipped with weapons and some ammo.

There are also settings that spawns a copy of each pickup per player, infinite ammo and even
a wild grappling hook enable(!) so if you can use some of these settings.

>> No.10142815

>>10142810
Fuckin sweet, gonna dig in with 3 other homies and stomp some Strogg tonight.

>> No.10142818
File: 1.78 MB, 3840x2160, 20230810172926_1.jpg [View same] [iqdb] [saucenao] [google]
10142818

Am I crazy, or were outdoor areas not flatly lit like this in the original?
I get that it's outside and therefore diffused sky lighting and whatnot... but it just doesn't look good here.

>> No.10142821

>>10142818
They say they're using more modern lighting techniques and stuff that should be "more accurate" but it does feel like the outdoor areas are a bit bleached or something.

>> No.10142824

are there any plans for the ps1 quake 2 version or is its content also in the quake 64 release for quake 2 remaster?

>> No.10142826

>>10142596
it was exposed a long time ago, that those in question are people from Quake 1 mapping discord and fairweather's butt gang.
You can guess who they are by the way they post.


>>10142639
J.F. Gustafson needs map editor and a few hours to make good shit when he isn't working as CEO.
The man never lost his touch, Q2R possibly made him go nuts since there is stuff there that looks better than 1964 or most of his maps.

>> No.10142829

>>10142824
It's additional content is integrated to main campaign.

>> No.10142831

>>10142808
Did they include the model?

>> No.10142834

>>10142791
I hope id release them as community resource
or are they included too?

>> No.10142852

>>10142834
They're 3D models you can spin around and cycle through their animations, so even if they aren't officially "released" I'm sure it wouldn't be overly hard to rip them out.

>> No.10142856

>>10142652
DOPA uses 5 textures per level, all its fights are the same and has less thought put into level design than I put into having lunch today (I don't even remember what I ate).
To be fair to it, the first 2 levels (the techbase ones) are decent, it's only the medieval ones that have these problems. If it was all made by one guy I can at least understand he got bored after a while.

>> No.10142858

>>10142810
Okay, weird question here, but do the FMV cutscenes work? That would be the cherry on top with all of this.

>> No.10142865

>>10142858
Yes.

>> No.10142869

>>10142865
Like, in co-op? I forgot to add that lol

>> No.10142884

Nice. They actually nerfed the turrets big time. ETF rifle has also received damage buff. They actually made Ground Zero fun.

>> No.10142887 [DELETED] 

>the entire /v/ thread is fairweather, spirit and his dildos shitting everything related to it while shilling copper and non modded q1.
i hate this shit, seriously.

>>10142884
yes, also disruptor is avaliable now as a normal weapon

>> No.10142895

imgur (DAWT) com/viyXRZ5
Noticed this extended area in the first level of the remaster. Threw me off at first but really cool. Any other levels with extra areas like this? I only got up to the SSG level, and the only other new thing I know is there's now a guardrail on the bridge in the sewer level. Which is also neat cus in the original Q2 there wasn't anything there so the fact that you can't make the jump and skip reactivating the bridge made less sense since there was only an invisible wall.

Sorry for posting this to the political toxic hellhole that is modern imgur by the way, file's too big to post here onisan ugu

>> No.10142902 [DELETED] 

>>10142887
>fairweather, spirit
Last time I heard, they were divided over Slipgate vs Quaddicted thing. Did they become buttbuddies over Q2 getting good treatment now?

>> No.10142903

When can we see some /vr/ hosted QII remastered deathmatches?

>> No.10142904

>>10142895
Apparently it's the only major extension anyone's talking about because it was SUPPOSED to be there in the original level data, but something fucked up with Radiant back in the day or the like and axed it out entirely. Anything else is additional details and geometry added throughout the game but nothing as extensive apparently.
Nightdive and Id added a new secret dev room of their own to the Makron map, separate of the original one.

>> No.10142910 [DELETED] 

>Ships didn't received the remaster treatment
bummer, still the pak has all of the vault stuff included, i hope someone makes use of it

>>10142902
it turns out they are in cahoots and he came here to defend him and for almost taking down quaddicted, check the archives later.

>> No.10142915

>>10142594
>SSG is too good
This is true
>and ruined doom
This is only indirectly true, it's mappers forcing the players to overuse it by consistently putting in too many medium to high hp enemies and shells, and not enough rockets and cells.

>> No.10142925

>>10142895
What the hell, they actually changed the vanilla levels?

>> No.10142926
File: 480 KB, 1366x768, rotj.png [View same] [iqdb] [saucenao] [google]
10142926

>> No.10142931

>>10142903
Can we get regular QII deathmatches? Surely remastered should be able to join regular servers. At least from the console command.

>> No.10142934 [DELETED] 

>>10142887
>the quake mapping discord's news room doesn't even mention the announcement of the remaster
Imagine not even acknowledging it, what the fuck's wrong with them

>> No.10142936

>>10142931
That's the idea. Same as Quake Remastered. I'm about to go run errands but when I get back it mite b cool.

>> No.10142938

>>10142925
The first level has two courtyards instead of one, it's apparently an older version of the map before it got downsized for performance. There's not much in the area besides a shell pickup and some green armor.

>> No.10142939

>>10142915
>This is true
It’s right where it needs to be: Better than the worst three guns, not near the rocket launcher in power, not as effective as the plasma rifle. It’s also fun to use.

>> No.10142941

>>10142939
Based

>> No.10142948
File: 267 KB, 1920x1200, 20230811001452_1.jpg [View same] [iqdb] [saucenao] [google]
10142948

>>10142895
>Any other levels with extra areas like this?
There's this new area in Upper Mines, it's near the RL spawn

>> No.10142951

WHOAA they remastered the fucking CG intro that's rad.

>> No.10142952

>>10142824
Isn't Quake 2 PS1 a mostly faithful port with some things cut?

>> No.10142956

Would it be possible to join online with the gog version of Q2? The game is pretty cheap but i would like to test it before buying

>> No.10142960

>>10142951
Anyone know if it was done with AI, if they remade it from scratch or if they had the original 3D render and rerendered it?

>> No.10142967

>>10142960
Remade from scratch, using some of the original assets.

>> No.10142968

How does one procure the remaster if they're short on funds? There's no links anywhere

>> No.10142970

What the fuck did they do to the shotgun's fire rate??
>>10142967
Awesome.
>>10142968
Coughhttps://gog-games.to/

>> No.10142971

>>10142970
Does the GOG version have multiplayer? Would be cool to host for SNS.

>> No.10142972

can't believe they managed to remove all the little shitty papercuts Q2 had that made it a terrible game

>> No.10142973

>>10142970
Oh would you look at that, I found a fiver and can suddenly afford the game. Thanks
Also I'd totally be down for a deathmatch.

>> No.10142976

>>10142970
>What the fuck did they do to the shotgun's fire rate??
Did they speed it up to balance it out or is it slower than it used to be? I'm about to dive in for the first time.

>> No.10142978

>>10142972
The game was never terrible, no matter what your favorite YouTuber tells you to think.

>> No.10142979
File: 576 KB, 1153x823, 1674366612521528.jpg [View same] [iqdb] [saucenao] [google]
10142979

>>10141546
>*snrf*

>> No.10142980

Does anyone know how to restore the dogtag aesthetics?
>>10142976
SLOOOWER. Annoyingly so. I'm seriously baffled by this change.
>>10142972
Q2 isn't a terrible game, it's actually good. It just doesn't capture my imagination like Q1 does. The OST, the hyperblaster, the enemy variety, Q2 is my jam.

>> No.10142981

>>10142978
>>10142980
i hated quake 2 before it was cool

>> No.10142982

>Just started playing Quake 2 RTX
>Now this
Damn. I hope that I can get the new campaign to work in RTX as I can't get enough of those shiny reflections.

>> No.10142984

>>10142973
>>10142971
One way to find out. Just get that gog version and host.

>> No.10142990

>>10141978
I'm already liking it more than E2.

>> No.10142994

>>10142980
>SLOOOWER. Annoyingly so. I'm seriously baffled by this change.
Feels like it's just the sound timing that's different so far. I'll work on some comparisons for the next thread.

>> No.10142995

>>10142994
The sound is actually synced up.

>> No.10143005

>>10142970
I think they tweaked when the sounds play, so it might be an audial trick. I don't know if they changed any weapons besides the machine gun. What I do know is that I'm getting my ass handed to me by Enforcers because they can now shoot while moving.

>> No.10143006
File: 971 KB, 1920x1080, quake2ex_steam 2023-08-10 15-42-32-261.png [View same] [iqdb] [saucenao] [google]
10143006

FUCKING 16 PLAYER GAME 2023 QUAKE 2 DEATHMATCH

QUAKE 2 IS BACK BABY

>> No.10143007

>>10143006
FUCK ME I HAVE TO GO RUN ERRANDS AAAA

>> No.10143010
File: 199 KB, 1920x1080, quake357.jpg [View same] [iqdb] [saucenao] [google]
10143010

>>10143007
gotta go to the dentist today. so yeah, rip

>> No.10143013

>the grenade launcher grenades actually bounce

>> No.10143014

>>10143006
I think it's time for a base64, sewer64 or city64 match.

>> No.10143016

>>10143006
the cynic in me tells me it wont last as far as pub games so enjoy it

>> No.10143018

>>10143006
What's the player limit for co-op?

>> No.10143019

>>10143006
How do we get 16 player dm for zandronum ;_;

>> No.10143020

>>10143016
Of course it won't. That's why it's important for any Q2 fan to take some time to play the game this week before it dies.

>> No.10143021

>>10143016
Q1 stayed active for about two-three months, it was great.

>> No.10143023

>>10143018
ive seen a coop server withh a max of 8 but i dunno if that work in practice.

>> No.10143024

>>10143019
Play Mega Man 8 bit deathmatch.

>> No.10143026

>>10143023
Coop with more than 4 people just leads to friendly fire all the time, 2-3 is ideal

>> No.10143027

>>10143024
Zandronumbros...it's over...

>> No.10143028

>>10143023
The menus seem to suggest 16-player co-op is doable.

>> No.10143036

Piratefags, multiplayer confirmed? Oh probably not since you need a bethesda account

>> No.10143043
File: 28 KB, 307x233, img.jpg [View same] [iqdb] [saucenao] [google]
10143043

>>10143036
>since you need a bethesda account
Fucking why. Just let us type in an IP in the console and join like the good old days.

>> No.10143046

>>10143036
I don't think you need it this time.

>> No.10143048

>>10143046
>>10143043
Well confirm it ya filthy stroggs

>> No.10143052

>>10143048
Mine's still downloading. Quake 2 is nearly 4 GB now.

>> No.10143057

>>10142970
>What the fuck did they do to the shotgun's fire rate??
You too? I thought I was going crazy, but the shotgun punishes you hard for missing a shot now.
The chaingun has no wind up, either. I swear it used to.

>> No.10143061

>>10142791
>>10142834
>>10142807
If they are in game 3d models, then they can be ripped off

>> No.10143073

Why did they have to drop this on a Thursday ffs. Friday would've been perfect

>> No.10143075
File: 2.17 MB, 1720x720, shot006.png [View same] [iqdb] [saucenao] [google]
10143075

So apparently in the Remaster they added some cheeky things like minigolf, like this on the first Hangar-map.

>> No.10143079

>>10143048
nah, i like spreading fake news

>> No.10143082

>>10143075
Tim Willits is rolling in his grave.

>> No.10143084

>>10143082
Good. Fuck him.

>> No.10143085

>>10143026
There are options to allow no block, per player item pickup and friendly fire disable so things are way less janky. Probably way to easy that way but less frustrating.

>> No.10143087

>>10143075
I hereby coin a new term: qua-kute

>> No.10143089

>>10143075
Very Croteam.

>> No.10143090
File: 102 KB, 1338x869, 1634148606616.jpg [View same] [iqdb] [saucenao] [google]
10143090

>>10132798
Fore/vr/ Alone MAP17 (Amataya Inquisition) update.
https://litter.catbox.moe/k8k4o0.wad

I really did it to finally add Boom sector light transfering for the window light effect, but I also wanted to make some tweaks in response to the demo and stream.
Ammo in the flood room is a bit more spread out because it can get tight on a pistol start if you don't rush to get the blue key and pillar.
I also locked off the maze in a way I hope draws even more attention to the exit first. I really wanted to emphasize that it's optional.

>> No.10143092

Does it has the soundtrack?
It's still fucking awesome and one of the best soundtracks of any game.

>> No.10143095

>>10143092
Yeah

>> No.10143102

>>10143092
Yes. And that includes the expansions having no original music so they just use the same songs, and even start with the same song as eachother.
Q2 64 campaign gets the Aubrey Hodges music, though they use its title theme for the new Tutorial level and the main menu when there's not an attract sequence.

>> No.10143110

oi cunts answer me inquiry
>>10142436
did they change the player's projectile orientation when firing weapons to be more standardized and go toward the center quicker, like every other FPS ever made?
i ain't played the remaster yet, but i saw a video and it sorta looked like the blaster and rockets did so, while the rail didn't clip on edges as hard.

>> No.10143112

>>10143102
> And that includes the expansions having no original music so they just use the same songs, and even start with the same song as eachother.
Wait, I might not be understanding, but the expansions also have songs, and some of them are the best ones

>> No.10143116

They even added a tutorial. I don't think old FPS games really need a tutorial but they went the extra mile for some reason.
Also for some reason crouch is shift by default, horrendous binding.

>> No.10143117
File: 3.76 MB, 640x360, shotgun compare speeds.webm [View same] [iqdb] [saucenao] [google]
10143117

>>10143057
>>10142994
>>10142980
I think we're all wrong.
I don't know a better way to immediately gauge this so I just counted the "frames" used by webm for retards: The time it took to refire the Q2 shotgun in Yamagi was 74 frames. The time it took to refire the one in KexQ2 was jittery but went from 70-72 frames in the instances I counted.
So I think it's actually very slightly buffed and sound design just has that much of an effect on our perception of the weapon's performance. Please compare as well to confirm or deny, I'll try other ports when I'm not having fun with this new port.
>>10143102
>>10143112
The "rerelease" folder has all the ogg music files so it looks like it should be easy to switch all the tracks.

>> No.10143126

>>10143116
Crouch is shift and walk is ctrl, yeah you can rebind them but you'd think it'd be the other way around

>> No.10143128 [SPOILER] 
File: 272 KB, 1920x1080, 2320_20230810202510_1.png [View same] [iqdb] [saucenao] [google]
10143128

>>10142931
Q2R got a server browser, also is crossplay.
And one thing i noticed is that the new episode borrowed from citizen abel 3 the drop pod sequence.
which is great because Citizen Abel series is the shit, and i hope the guy goes back for Ep5 with this.

also in other news
Custom paks works AS a quick photshop and i must say this made the faces look more alien that what originally was since maidens got working mouths and the textures makes it look like lips on top of it and giving a 80's zombieish look

>> No.10143131
File: 269 KB, 1920x1080, 2320_20230810203216_1.png [View same] [iqdb] [saucenao] [google]
10143131

>>10143128

>> No.10143132
File: 10 KB, 200x200, q2sg.png [View same] [iqdb] [saucenao] [google]
10143132

Have they been nerfed? I chose nightmare difficulty and I'm noticing they only deal 5-10 damage. Shotgun guards could whittle your health down really fast in the original if you didn't immediately kill them.

>> No.10143136

Fast weapon switching is in. However, I could do without the Q3A sound effect for weapon switching, that should be its own thing.

>> No.10143140

>>10143117
Found the folder. Tracks 2 to 21 are all the original songs including the expansions. Suprisingly, the names then skips to track64 onwards, which are the N64 tracks (oh I see what they did there).
The first song in the folder is a slowed down Doom/Doom 2 song, I can't remember which one is tho.

>> No.10143143

Adrenaline is a consumable now, it doesn't instantly heal you up when picked up.

>> No.10143149
File: 137 KB, 1920x1080, file.jpg [View same] [iqdb] [saucenao] [google]
10143149

>>10143036
>>10143048
>accounts
It's over.

>> No.10143151

>>10143143
This makes no sense. I just use it immediately for the extra permanent stim boost

>> No.10143157

>>10143116
>Also for some reason crouch is shift by default, horrendous binding.
While I think it's a dev error on behalf of Quake, I liked using shift in TF2 as it was quite convenient for grenade/rocket jumping. Even C as a toggleable bind is more preferable in general, easily reachable without hampering Shift usage. You also can always set toggleable speed modifier on Caps instead and leave Shift for something else.

>> No.10143159

>>10143143
sounds questionable. it's trivial enough with a portable quad. also for new players, "adrenaline" isn't very descriptive, high chance of them not ever bothering trying to use it. I still don't know what the hell silencer does.

>> No.10143167

>Brutal Doom v21 Monsters Only
>Make monsters "vanilla" so I can have everything act the way it's supposed to but with added gore and cruelty bonuses from killing enemies who are bleeding out
>Some of them still have BD-exclusive features like Pain Elementals having a rocket launcher-tier explosion that hurts you on-death and Chaingunners doing the "falling dead while shooting and bullets go spraying everywhere" thing
Is there any way to have Brutal Doom gore/gibbing with finishing off wounded enemies and headshots, but with completely vanilla enemies?

>> No.10143168

>>10143132
Some enemies have been nerfed, some buffed. Enemy dmg in general seems to be nerfed as well. I hope they add the original damage value option in a patch.

But I don't think that nerfs are bad. Stalkers and turrets getting big nerfs makes Ground Zero playable now.

>> No.10143173

>Hugo Martin is playing Q2 and it's as awful as you'd imagine

>> No.10143176

>>10143116
They've also added a compass inventory item, which drops a trail of arrows directly to the end of the level while beeping loudly. Pretty dumb, but keep in mind that this re-release is going on consoles too, so they likely want accessibility for people who aren't used to the genre.

>> No.10143178

>>10143173
https://steamcommunity.com/broadcast/watch/76561199029183645

>> No.10143181

>>10143116
>>10143176
>the absolute state of zoomer brain

>> No.10143182

>>10143159
It makes enemies not get alerted by the noise your weapon makes. The silencer was also changed in Q2R, I think it's time based now and the timer only goes down when you're firing your weapon.

>> No.10143191

>>10143173
>>10143178
Why is half the chat Russian?

>> No.10143193

>>10143191
Quake 2 has a cult following in Russia

>> No.10143202

>>10143132
>>10143168
>>10143176
Why the ever loving FUCK would ANYONE make Quake 2 EASIER?
I'm gonna beat Nightdive's ass.

>> No.10143207

>>10143132
I don't think they were nerfed. They're as deadly as ever.

>> No.10143208

>>10143173
>>10143178
How does the guy who turned Doom into a complete sweatfest with Eternal suck so badly?

>> No.10143215

>>10143202
It's definitely harder now, I'm just noticing that shotgun guards are not as deadly anymore. It probably makes sense since they're supposed to be fodder but their hitscan shots in the original made them more threatening than tougher Strogg you could just circlestrafe around.

>> No.10143219

>>10143136
The sound to change it is in pak0/sound/weapons/change.wav though I'm unsure what to change it to.
>>10143202
You know also that switching is quicker, right?
>g_quick_weapon_switch
>g_damage_scale
Seems there's at least some options in there to customize some of the settings. The damage scale could also be for everyone. There's also other enemy buffs in general.
>>10143207
They nearly killed me in Lost Station not too long ago.

>> No.10143221

>>10143215
But that was good. That should've been preserved. Glass cannon enemies encourage usage of rapid fire weapons or explosives (when in groups) instead of sticking to shotguns. Why can't we just have enemy buffs without meaningless nerfs?

>> No.10143226

There’s a feature that takes the point emote and makes it into a ping beacon. Also has pointers that hover over coop friends locations. If you want a pure vanilla experience this will be quite off putting but I’d you’re not a purist I think most people can adapt.

>> No.10143229

>>10143219
what's the cvar to turn off attack direction indicator?

>> No.10143234

>>10143208
i don't think he has anything to do with game design.
the guy has more to do with art direction

>> No.10143238

>>10143202
It's not exactly easier, but more balanced and has less irritating stuff (like the original turrets). It's also faster. Closer to Q1.

>> No.10143240

>>10143167
You'd have to edit the Pain Elemental death yourself. Try going to where it says

TNT1 A 0 A_Explode (50,220)

in the Death: section and put // in front of that. Or just delete it.

For the Chaingunner, go to Death: and do the same for
TNT1 A 0 A_JumpIfInventory("IsFiring", 1, "Death.Rare")
and
TNT1 A 0 A_Jump(96,"Death.Rare")

>> No.10143242

>>10143238
Making any part easier is a bad thing. Don't rearrange stats, just add them.
You could put some turret alterations in the options as an accessibility feature, if people want that, but none of the normal enemies need any tinkering that makes any part of them worse, and no such nerfs should be forced.

>> No.10143245

>>10143219
>I'm unsure what to change it to.
Thanks, I'll probably just remove it. The game doesn't need that sound effect, Q3A is flashier and MP-only so it fits there but not here

>> No.10143246
File: 245 KB, 1920x1080, 2320_20230810211423_1.png [View same] [iqdb] [saucenao] [google]
10143246

I did a quick test using 512x size
and it works

>> No.10143253

>>10143246
BIGGER!

>> No.10143256

>>10143234
Hugo Martin is the creative director of Doom Eternal, that's not the same as art direction

>> No.10143259

>>10143253
512x unfiltered looks the sweetest spot ever

>> No.10143260

>>10142710
>if only for preservation's sake
Does it not leave the original in place like the Doom/Q2 releases did?

>> No.10143272

>>10143260
I’m pretty sure all the old files should be there, the remaster makes a whole separate directory in quake2 folder that has its own baseq2 folder and everything

>> No.10143274
File: 723 KB, 845x950, morefoglessspook.png [View same] [iqdb] [saucenao] [google]
10143274

>>10143229
Haven't figured it out yet. Haven't found the cvar to change the handedness either.
I found r_enablefog for easy fog switching like when it ruins this level here.

>> No.10143280

>>10143208
if i ever made a shooter, i'd make it so difficult that i myself could barely beat it after repeated tries, even though i know how everything works (and i am the best fps player ever made)
hugo did the same, but he sucks ahrd, so it averaged out into a game still bearable for the general populace
this rationale explains why he plays poorly

>> No.10143281

>>10143274
handedness is in the gui though. damage direction isn't

>> No.10143282

>>10143242
Please suggest this to Nightdive.

>> No.10143285

>>10143128
>Custom paks works
Just vanilla-compatible, or can it actually load mods?

>> No.10143290

>>10143285
i am literally testing my retextures here on it, but only on the md5 models, i haven't tested on the pcx models yet

>> No.10143294

>>10143281
>handedness is in the gui though.
I want to be able to change it on the fly
>>10143242
>>10143282
Original campaign compared to vanilla base Q2 has been an overall improvement so far. I wouldn't mind more options because I miss the machinegun recoil.

>> No.10143295

>>10143282
u do it idk how to contact people unless they read my shit on here

>> No.10143297

>>10143242
So new release is a bad starting point for a newbie to get into? I mean, I'll try it out anyway, but..

>> No.10143304

>>10143256
yeah but he doesn't design the gameplay himself. he comes from an artistic background

>> No.10143308

Only Q1 fans hate this game.

>> No.10143309

>>10143274
i've removed the fog in the options it looks better without it

>> No.10143310

>>10143297
If you’re interested, try it. If you like it, keep playing. If you don’t you can always not play it.

>> No.10143312

>>10143297
>So new release is a bad starting point for a newbie to get into?
The new releases are always a bad starting point if you're looking for pure authenticity. Are you looking for unaffected challenge?

>> No.10143320

>>10143294
>I want to be able to change it on the fly
bind f "toggle hand_0"

>> No.10143328

Post your favorite sequels

>> No.10143331

Leak: PSX campaign is getting added to the Q2 remaster later.

>> No.10143332
File: 1.20 MB, 600x900, 1666006634353218.png [View same] [iqdb] [saucenao] [google]
10143332

>>10143328

>> No.10143335

>>10143308
I love Q1 and Q2.

>> No.10143336

They really fucked the grenade launcher, It arcs so high above the crosshair now.

>> No.10143341

>>10143310
>>10143312
It's common knowledge by now that original was gimped on release, so I have little qualms about someone's "reimagination" of it. I'll lurk for a while for enough testing feed and a list of possibly needed tweaks, alternative is to keep it "purist" and enhance the aftertaste with gameplay mods as I've already meant to do before.

>> No.10143342

>>10143240
Aah, sweet, thanks Anon

>> No.10143348
File: 716 KB, 960x540, JDPD64.png [View same] [iqdb] [saucenao] [google]
10143348

>>10143320
Kickass, thank you
>>10143328
Well it's technically a spiritual sequel

>> No.10143407

>>10143328
Doom 2 (duh)
RoTT (if you treat it as a Wolf3D sequel, which honestly at this point is a bit stupid, but I love this retarded fucking game so I'm listing it anyway)
RTCW is pretty cool for what it is.
Doom 3, if you play on Nightmare, or Veteran with Nightmare enemy damage modifier. Otherwise it's as pointlessly easy and shit as Quake 2.
Painkiller Overdose & Redemption, simply for trying to be tricky/challenging on Trauma difficulty, something Black failed to do.
Serious Sam TSE, 3, 4, & SM. 2 is unfortunately not properly playtested on Serious for some levels — possible but not fun. It'd be a favorite too with some better encounter designs and audio cues and normal enemy health pools on Serious.
RoTT '13
I*n F*rry (if you treat it as Duke 3D 2, which it is, as far as I'm concerned)

>> No.10143430
File: 1.29 MB, 643x1024, SOD.png [View same] [iqdb] [saucenao] [google]
10143430

>>10143328
well it's technically a prequel but Spear of Destiny

>> No.10143437

remastered pic for the next op?

>> No.10143442

>>10143328
not an FPS but close enough, Thief 2

>> No.10143462

Anyone want to play Quake 2 co-op?

>> No.10143535

2000s FPS are ALL TRASH. Growing up being blown away by the games of the 90s on PC & console, including the many great FPS, I was a hopeful seeker of new experiences thoroughly addicted, which led to a road of suffering through all the shite of the 2000s. All the time spent playing retard-tier 2000s FPS is one of my biggest gaming shames & regrets. The people championing them in this thread I assume either don't know better or are simply retarded.

Something I find fascinating is there is not a single FPS in the 2000s that meets 90s gameplay standards. Just endless linear, repetitive, braindead shit. You'd think there would be one exception, but no, all the glory completely abandoned. There is but one exception that came close, and that is the Stalker games, though they're still not quite my ideal. Yet they're the only ones I consider remotely monocled of that decade, and worthy of a gaming historian's time.

90s FPS glory:

-Genuine Challenge
-Resource management (health, armor, ammo for 10+ guns, often minor inventory)
-Non-linear level design that requires a little brainpower to navigate, as well as allows for multiple approaches.
-Environmental hazards and puzzle elements
-Platforming and climbing
-projectile-based combat. 2000s on the other hand all hitscan hell.
-Notable degree of environmental interactivity.
-Huge enemy rosters with diverse behaviors, not just all human enemies and maybe a few extras if you're lucky.
-Sometimes even entire optional/secret levels.
-Swimming, or even freeform flying.

(this is of course without going into the other side of the monocle coin with 90s realism-based tactical shooters, like System Shock, Deus Ex, Rainbow 6 or whatever).

>> No.10143541

>>10143535
Each 90s game had a twist on this formula, either small or a big twist, but retained the core standards defined by the mighty doom (for the most part).
Quite the design formula that made FPS a great genre. Prestigious. Actually demanded something from the player, moderately deep gameplay. FUN in abundance. All turned into linear shooting galleries with zero substance, graphics & realism emphasis over gameplay, laughable attempts to tell a story. To enjoy this shit you have to have a simple mind.

Certain ignorant people love to blame consoles for the decline, but that's horseshit when PC devs were largely the trend setters of the genre (Valve, id & Ion Storm were basically considered the kings), 90s console FPS were largely great too (NOT Goldeneye though it was ok at best), and there's not a single 2000s PC FPS that retained old gold standards, whether multiplatform or designed specifically for the PC. Doom 3, Half-Life 2, Unreal 2, Call of Duty, Quake 4, Bioshock, just endless SHIT.

Outside of Stalker, I cannot happily recommend a single 2000s FPS among all the trash I played. I could recommend a select few in the 7-8/10 (at best) range, but why bother when there's many better games to play?

And yes, Deus Ex is technically a 2000s game, but fuck off that game is 90s through an through, pretty much the culmination of a particular breed of 90s design standards, spent the majority of its dev time in the 90s. It's the ultimate end-game 90s game to top off the golden decade.

>> No.10143550

>>10143541
The decline was so bad that the 2000s was Third Person Shooters's decade. There are many legit good TPS in the 2000s by comparison, before Epic games ruined it all towards the end of the decade with Gears of War. I consider them far more worthy to talk about:

Duke Nukem: Zero Hour
The Punisher
GUN
Dead Space
Max Payne
Max Payne 2
Resident Evil 4
Resident Evil 5
The Saboteur
Destroy All Humans 2
Grand Theft Auto: San Andreas
Grand Theft Auto: Vice City
Shadowgrounds
Mercenaries: Playground of Destruction
Red Dead Revolver
FF7: Dirge of Cerberus
The Suffering
The Suffering 2
Syphon Filter 2
Mafia
Mafia 2

Even the fucking 50 Cent game was more interesting than the majority of 2000s garbage FPS.

Sure some of these are rather mediocre too but 2000s TPS > 2000s FPS. FACT.

>> No.10143551

>>10143328
Hexen: Beyond Heretic
Hexen 2
Heretic 2
Dark Forces 2
Quake 2
Duke Nukem 64 2: Zero Hour
Redneck Rampage Rises Again
NOLF 2
Sam 2

>> No.10143556
File: 1.25 MB, 900x900, 1682240161948197.png [View same] [iqdb] [saucenao] [google]
10143556

>>10143535
>2000s FPS are ALL TRASH
that's why this is a 90's shooter thread

>> No.10143571

>>10143550
Make playing the following 90s greats

Duke 3D
Shadow Warrior
Blood
Quake
Doom 1/2
System Shock 2
Deus Ex

An absolute priority for peak first person gaming, then branch out from there once you have more acquired taste & understanding (Arx Fatalis, Unreal, Half-Life, Turok 1 & 2, Doom 64, Quake 2, Heretic, Descent, Ashes 2063, System Shock 1 and on and on).

Half-Life would be in the required playing list but it has a habit of making people retarded, resulting in them desiring realism, graphics, set pieces & storytelling over monocled engaging deep gameplay (this is relevant because gameplay is ~95% of most game's running time, therefore if it is shit and you enjoy it you should be questioning your life choices or reevaluating your intelligence). It is required playing because it did those things very well while still offering a *decent* gameplay experience, but not required before experiencing the real deal and gaining perspective.

>> No.10143575

>>10143535
>90s FPS glory:
I finished both unmodded Chernobyl with Clear Sky and they had none of that. Setting isn't anything intricate either with inane plot, although visual design was pretty enticing, even if you walk through wastelands most of the time - so I'll commend for that, it's an inspired walking simulator.

>> No.10143576

>>10143117
I like the old shotgun better. Simple as.

>> No.10143581

The new xpac for the Q2 remaster is so fucking good. I thought Dimension of the Machine (Q1's new xpac) was very rusty and more in line with Q2. I was right.

>> No.10143585
File: 1.95 MB, 1920x1080, blueroom.png [View same] [iqdb] [saucenao] [google]
10143585

>>10143576
>enhanced models off
>muzzle flash on
>>10143581
I was working on that and Mojlnir before this Q2 thing dropped. The first few levels I ran into were big on "castle being industrialized".

>> No.10143587
File: 805 KB, 1005x708, robutt.png [View same] [iqdb] [saucenao] [google]
10143587

>>10132798
>Fore/vr/ Alone
Easy map

>> No.10143593

>>10143280
>this rationale explains why he plays poorly
but he plays poorly at Quake 2

>> No.10143594

>>10143575
>Clear Sky
Speaking of, didn't they drop the ball hard with this one by emphasizing weakest parts of the game with endless shooting skirmishes. I guess they had to dip on money some more after their previous success by catering your common west consumer? No confirmation on that.

>> No.10143597

>>10143581
The difficulty curve for the Q2 expansion feels off. Some units are just so much easier than others.

>> No.10143603

>>10143535
Yeah, no, you're a faggot and most 90s FPS were trash as well. I'd rather go replay Star Trek Elite Force or F.E.A.R. than go back to shit like Depth Dwellers and Quiver.
What, couldn't handle portals of Prey or hordes of Sam?
Even console gamers were getting some neat FPS games, like Darkwatch.

>> No.10143606

>>10143585
No I meant the old sound sync with the animation being slightly faster. This new shotgun shit feels very wrong. I hear the chaingun was changed too.

>> No.10143618
File: 2.09 MB, 1920x1080, greenstuff.png [View same] [iqdb] [saucenao] [google]
10143618

>>10143606
>This new shotgun shit feels very wrong.
Oh I see that it still keeps the same sound and animation. That kind of sucks. Shit "feeling very wrong" is a bit hyperbolic though.
>I hear the chaingun was changed too.
You "hear it was changed"? Have you not yet picked up the chaingun? It's feeling smoother to shoot either way.

>> No.10143624
File: 3.16 MB, 1920x1080, quake2ex_steam 2023-08-10 19-33-42-543.png [View same] [iqdb] [saucenao] [google]
10143624

>>10143618
I just finished Unit 1. This cleaner map UI I do not like.

>> No.10143630

>>10143618
>Shit "feeling very wrong" is a bit hyperbolic though.
And no it isn't. 20 years of Quake 2,
>Boomchkchnk
Now it's
>Boom. Chk chnk.

>> No.10143641

>>10143624
Yeah meh I would have wanted something grittier.
>>10143630
My god how "very wrong".
I hope you weren't as concerned when Venus had a different shotgun animation.

>> No.10143672

>>10143593
...that's what i heavily implied
he sucks at all video games, so his idea of a challenging one is still not anything to write home about, and he could very well have minmaxed his own game while having no idea how any others work

>> No.10143673

>everyone knows where the railgun is on the edge
>everyone fights for it
heh
>>10143641
>My god how "very wrong".
yes niggur

>> No.10143681
File: 216 KB, 480x480, 16832377435896.png [View same] [iqdb] [saucenao] [google]
10143681

>>10143673
>custom md2 spaz attack
Not my niggur

>> No.10143683

>>10143672
his favorite games are bloodborne and mario. now you know why Doom Eternal is like it is...

>> No.10143685
File: 10 KB, 338x389, HD-wallpaper-gigachad-thumbnail.jpg [View same] [iqdb] [saucenao] [google]
10143685

>>10143683
>his favorite games are bloodborne and mario

>> No.10143691

>>10143685
his favorite game is not Doom, i even suspect he never liked Doom

>> No.10143693

>>10143691
anon my favorite game isn't doom.

>> No.10143704
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10143704

>>10143693
nudoom is shit hugo

>> No.10143721

>>10143624
>i don't like new thing

>> No.10143727

>>10143721
>i don't like opinion

>> No.10143738
File: 1.51 MB, 1377x854, q2-model-difference.png [View same] [iqdb] [saucenao] [google]
10143738

The new model differences are subtle but are done really well.

https://youtu.be/UVKxhoA77Vo

>> No.10143751

>>10143738
yeah like the Q1 new models(except the enforcers they look too stubbyfat)

>> No.10143765
File: 2.98 MB, 200x150, fit.gif [View same] [iqdb] [saucenao] [google]
10143765

>>10143727
It was a shit opinion. Now knowing this I can say all opinions from you both past and present are shit and should forever be ignored. I also believe your opinion is so bad and shit that you should be forever banned from this board.

Pic is related. Its me.

>> No.10143769
File: 229 KB, 1920x1080, 2320_20230810224948_1.png [View same] [iqdb] [saucenao] [google]
10143769

>>10143751
they still use the old faces, which i will look at it tomorrow.

>> No.10143773

>>10143738
>the updated enforcer “shoulder cables” look nice and not awkward
A feat by itself. I’ve loved seeing brightmaps on these guys ever since KMQ2 and its mods got me hooked onto them.

>> No.10143793
File: 16 KB, 320x320, 2206801708.jpg [View same] [iqdb] [saucenao] [google]
10143793

>>10143765
it wasn't even my opinion. i was just reminding you of your own hypocrisy.
you will forever be remembered as a premature ejaculator.
i will forever laugh at you
pic related is (You)

>> No.10143795
File: 30 KB, 809x349, LOL LMAO EVEN.png [View same] [iqdb] [saucenao] [google]
10143795

>>10143793
>>10143765
here is my proof

>> No.10143804

Quake 1
Now forgotten

>> No.10143813

>>10143804
>nooo not like this Quake 1 bros
anyway, back to my game of Ter Shibboleth, only for Quake™ 1

>> No.10143828

Finally got to try it just now

I like it, they did everything they should have done, and they made a nice base for people to mod it and do stuff, can't wait to see what they do with Quake III

Hopefully Trenchbroom gets updated to support all this new stuff, and then the source ports get updated to support this stuff as well

>> No.10143838

>>10143804
It's true.
I'm literally learning C++ now just to port Violent Rumble to Quake 2: Kek Edition.
Quake 1 has never been more ogre.

>> No.10143843

>>10143813
The nonlinear levels were a lot of fun but I think I still enjoyed the setpieces and backdrops above all else.
>>10143828
It’s been nice. It’s a lot of what I liked from the 25th Anniversary Unit but extended to the expansions as well as some new levels.

>> No.10143848

>>10143828
>can't wait to see what they do with Quake III
yeah that's the one i really want.
maybe we could have an actual campaign for it, just imagine/

https://www.youtube.com/watch?v=Rgps2D3LptY

every time i watch this intro i'm sad Sarge didn't get his own campaign...

>> No.10143854
File: 117 KB, 1274x909, 1490948109610.jpg [View same] [iqdb] [saucenao] [google]
10143854

In your opinion, what is worse: Quake 1's Axe, or Quake 2's Blaster?
I'm leaning more towards the Blaster if only because it's an unsatisfying peashooter, but Quake 1's axe is also pretty bad with its low damage and limp animations.

>> No.10143858

>>10143804
you can say this after Q2 gets airstrafe and a REAL nightmare mode and a nade launcher that doesn't suck ass

>> No.10143859

>>10142968
https://cs.rin.ru/forum/viewtopic.php?p=2876924#p2876924

Kinda sad the weapons now shoot from the center, now I can't corner shoot enemies and overall feels a bit more boring

>> No.10143861

>>10143843
>enjoyed the setpieces and backdrops above all else
yeah they're vertiginous

>> No.10143863

>>10143854
I like the axe because it's fun to style on enemies with it. The blaster is just a peashooter and it isn't fun to style on enemies with it.

>> No.10143869
File: 12 KB, 212x202, MFW.png [View same] [iqdb] [saucenao] [google]
10143869

>>10143854
i just suck too much at both to even have a preference...

>> No.10143871

>>10143854
Blaster, easy

Axe is fun to finish enemies off with or even just hit the wall with, blaster feels weak, is a projectile, and has a peashooter sound effect, kinda like Mega Man 7's buster

>> No.10143872

>>10143854
They both have their utility. The blaster becomes more useful with quicker switchspeeds.
>>10143859
It’s oddly inconsistent. The hyperblaster and rocket launcher thankfully still come from an angle. I hope it becomes an option for all of them.

>> No.10143881

>>10143854
Blaster is worse, unless you have quad.
Would trade both for Q3 gauntlet in a heartbeat.

>> No.10143884

>>10143854
The blaster gets the excuse of having a low enough energy output to not run out whatever kind of self-recharging battery it must have.
The axe is just shit for no reason. Ranger is a dimension-jumping gigachad with arms as big as most people's torsos. It shouldn't hit like a pillow that has razor blades taped to it.

>> No.10143890

>>10143872
The problem is, I like to play without crosshair, and when the firing was off center it was easier to aim just from looking at the weapon and where it's pointing, but now it just feels a bit random

Hopefully, like you said, they patch it and it becomes an option for all of them

Speaking of patches I hope they patch an option in ROTT for seeing the amount of lives and coins in the automap, so I can use the new HUDs without giving up crucial information, the new HUDs also don't show powerups and some don't even show keys, baka, I think I'm gonna write a strongly worded email

>> No.10143896

>>10143859
cool my hunch was right
hope it isn't literally shooting from the face but normalizing it to start from the right and quickly reach the center (like in tf2) is a change for the better if they did that

>> No.10143905

>>10143890
I use a crosshair but still grew accustomed to where the damage came from. It was something I enjoyed even with Doom 3’s weird vanilla shotgun: Putting the viewmodel in an imps’ face and oneshotting them.
Still not as bad as not running backwards when the Q1 remaster as released.

>> No.10143910
File: 133 KB, 408x335, quack.png [View same] [iqdb] [saucenao] [google]
10143910

>>10143854
Okay boys. FOLLOW UP QUESTION TO THIS. Because I love talking shop with weapon design:

What would you do to fix the Blaster? What would you do to fix the Axe?

>> No.10143917

>>10143624
As a first dipper I did actually too. With a preface of me mostly playing doom and with a bit of experience with the first quake, I've liked what I saw even if it was somewhat more of the same. Interconnected levels sprawling into one big stage, gritty visuals, gunplay and movement (crouching is a bit wonky), resilent inhuman enemies with whom I take extra caution to properly gun down and who otherwise would've been just a fodder, visible bullet injuries, clever secrets and looping layouts.

Enforcers can be a bull though with how unfased they are when hit - considering how common they're, they had me discard the shotgun and mostly rely on SMG to quickly dispatch them. Grenades take time to wind up and I'm not sure how I would've dealt with gunners if I haven't found super shoty at the secret level previously. I'm also conflicted about the purpose of the strogg dogs and their excess pressure to back me behind the corner, not sure if I would've prefered them frail and as nimble melee attackers more.

>> No.10143928

>>10143910
I'm a minimalist, make the blaster stronger, or hitscan, and have it use machinegun ammo, (like Doom's pistol), so it can be used as a sniper, or remove it

With the axe, give it hitstun on every hit, or make it more powerful, or if that's too powerful, remove it

Alternatively give me an option to throw the axe like a cross in Castlevania, it can go through enemies and it'll return back to me

>> No.10143929

>>10143917
With that said, it got me fairly excited about custom content and what's to come. I should check the original pc release for changes, with this one I turned most of the graphic enhancements off except colormaps and muzzle flashes.

>> No.10143934

>>10143910
implement basic hurtzones and make blaster able to headshot humanoids for triple damage, and make its fire rate double for every consecutive hit, resetting entirely on a single environment collision
make axe able to backstab in a 120° angle for an instant kill on anything but shamblers (too tall to reach back) and vores (too hard to reach back due to legs), and have this include zombies (under the rationale that their regenerative element is located in the spine)
i'm sure the latter is gonna be fucky, but what the hell, bhop trickstabs would be both dope and stupidly risky since alerted enemies basically always face you

>> No.10143935

>>10143910
>What would you do to fix the Blaster?
More damage, but it can overheat if you shoot too much. Maybe some kind of charged shot that instantly overheats it but really slaps.
>What would you do to fix the Axe?
Double damage at bare minimum. Probably also extra damage from behind and/or with the Ring of Shadows. A high damage overhead attack that takes a second to prepare would be cool too.

>> No.10143957

>>10143917
>they had me discard the shotgun
For the entire stage run I mean, played on nightmare

>> No.10143971
File: 60 KB, 811x662, sick shades.jpg [View same] [iqdb] [saucenao] [google]
10143971

>newer version of eday has lowered gravity on mars levels
neato. i`ll prefer the older one regardless, partially because of nostalgia, but still.

>> No.10143987

How do I fix the broken text strings when running Dimension of the Machine in Ironwail?

>> No.10143991

>>10143987
copy QuakeEX.kpf over next to exe

>> No.10143995

>>10143991
Love you. The movement and mouse movement of the remaster feels like molasses.

>> No.10144015

>>10143995
the remaster has fucked up motion interpolation or something at high framerates, just use 60 if you aren't already.

>> No.10144019
File: 104 KB, 640x480, 1241316205056.jpg [View same] [iqdb] [saucenao] [google]
10144019

>>10144015
I already uninstalled it. Machinegames have my money, I'll enjoy their work (and it's really challenging just like DOPA) on Ironwail. Not trying to start anything, but going from the Q2 remaster to Q1 makes me wish Quake's shotgun had a little more oomf. Drake had the right idea.

>> No.10144029

if u stretch shub niggurath rlly long vertically, it becomes shub nigiraffe
lol

>> No.10144036

>>10144029
fuck you for making me laugh at this

>> No.10144041
File: 23 KB, 500x375, 915532.jpg [View same] [iqdb] [saucenao] [google]
10144041

>>10144019

>> No.10144042

>>10143290
>retextures
Real gamex86.dll-modifying mods, not mere asset replacements :^)

>>10144019
>going from the Q2 remaster to Q1 makes me wish Quake's shotgun had a little more oomf
Q2's shotties have wonderful A/V, I homed in on those bad boys for QC as soon as I could.
Can't wait to try the Q1 for Q2 maps in remaster, hopefully they won't shit themselves like they did in KMQ2.

>> No.10144043
File: 57 KB, 1022x547, 757.jpg [View same] [iqdb] [saucenao] [google]
10144043

>>10144029

>> No.10144128
File: 109 KB, 1280x720, Screenshot_Doom_20230811_070324.png [View same] [iqdb] [saucenao] [google]
10144128

morning lads
time for a comfy day

>> No.10144138

Quake fanbase is fragmented

>> No.10144149
File: 172 KB, 600x826, they-dont-think-it-be-like-it-is-but-it-do.jpg [View same] [iqdb] [saucenao] [google]
10144149

>>10144138
Always was.

>> No.10144254
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10144254

>>10143535
ok calm down buddy

>> No.10144257
File: 392 KB, 1280x720, Screenshot_Doom_20230811_070536.png [View same] [iqdb] [saucenao] [google]
10144257

>> No.10144267
File: 694 KB, 1280x720, Screenshot_Doom_20230811_073950.png [View same] [iqdb] [saucenao] [google]
10144267

>>10144257

>> No.10144295
File: 738 KB, 1280x720, Screenshot_Doom_20230811_074205.png [View same] [iqdb] [saucenao] [google]
10144295

>>10144267

>> No.10144329

>>10141334
It doesn't seem to have a coherent theme like 1 and 2. It has a sci-fi city, then suddenly a tropic palace, and a house in the woods.

>> No.10144334

Does mapjam3 not have a start map? It just takes me to Zerstorer's start map with no way to access the jam maps.

>> No.10144337
File: 519 KB, 1280x720, Screenshot_Doom_20230811_080048.png [View same] [iqdb] [saucenao] [google]
10144337

>>10144295

>> No.10144338
File: 8 KB, 311x162, 2Q==.jpg [View same] [iqdb] [saucenao] [google]
10144338

>>10144337

>> No.10144365

>>10144334
Older jams have no start maps. Warp.

>> No.10144374

NEW THREAD
>>10144370
>>10144370
>>10144370

>> No.10144426

>>10144337
That's so ugly, WTF are you doing

>> No.10144427

>>10144329
There's just 5 maps so far

>> No.10144450
File: 28 KB, 400x267, eyestrain.jpg [View same] [iqdb] [saucenao] [google]
10144450

>>10144337

>> No.10144512

>>10132798
>>10143090

>> No.10144695

>>10144329
1 and 2 become stale towards the later maps because it uses a single theme for over 20 maps.
3 having this much variety is much more preferable.

>> No.10144775
File: 170 KB, 860x626, funhouse.png [View same] [iqdb] [saucenao] [google]
10144775

https://www.linkedin.com/in/adrian-carmack-43822492/
The classic Cyberdemon's face is based off Wayne Doba in the movie Funhouse

>> No.10144857

>>10144695
Doesn't that defeat the point of calling it BTSX3? Might as well call it The Peepee Poopoo Adventure.