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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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10189071 No.10189071 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10179181
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/vrbin (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.10189075
File: 81 KB, 640x480, 1692234821834215.png [View same] [iqdb] [saucenao] [google]
10189075

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

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

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

=== NEVER EVER ===
94 Protons Of /vr/ Weapons Demo >>10155281 >>10144443

=== NEWS ===

[8-24]Quake Combat+ a modification of Quake 1.5 is out.
https://www.moddb.com/mods/quake-combat

[8-23]Nightdive also announces Star Wars: Dark Forces Remastered
https://www.youtube.com/watch?v=4b9TTurkH4c

[8-23]Nightdive announces Turok 3: Shadow of Oblivion Remastered. Comes out November 15.
https://www.youtube.com/watch?v=SdCaj5ZRp-A

[8-22]Release Candidate of UT99 newest patch is out
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469d-rc2

[8-20] Ashes Hard Reset Announced! A prequel to Ashes 2063
https://www.moddb.com/mods/ashes-2063/news/announcing-ashes-hard-reset

[8-19]How to create new maps on Quake 2 Remastered, first video is out.
https://www.youtube.com/watch?v=jDyfpSgnjDc

[8-19]Lost Civilization 2 for Doom 2 is out
https://www.doomworld.com/forum/topic/139300-lost-civilization-2-the-desolation/

[8-19] Digital Foundry's analysis on Quake 2 Remake is out
https://www.youtube.com/watch?v=ck3pqrTAphs

[8-19] 100 lines limitation mapset, anon would like a feedback
>>10158610

[8-12] WIP Perfect Dark Port For PC Released
https://github.com/fgsfdsfgs/perfect_dark

[8-10] Quake II Kex-based remaster released
https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii

[8-10] Quake II 25th Aniversary Collaborative Unit - v1.0 released
https://quakeulf.suxos.org/3d/maps/Quake225ACU.zip

[8-10] Q-Type DM (Q1 Themed DM Pack for Doom 2)
https://www.doomworld.com/forum/topic/139030

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

>> No.10189090

>ryzen 5 3600
>rtx 3060 12gb
>gen4 ssd
>a fucking doom wad gets choppy when you look in certain directions
my desktop isn't some next-level shit but it runs most modern games on ultra at stable 60, why the fuck is ancient-ass doom worse? is it gzdoom being a total clownshow performance-wise?

>> No.10189104

>>10189090
>isn't some next level shit
Anon, most of us play on a toaster with a good port like dsda, nugget or woof. Not GZ doom.

>> No.10189132

>>10189075
News anon forgot the 5 level release of BTSX Episode 3? Okay.

>> No.10189140

>>10189090
GZDoom runs like shit.

>> No.10189157
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10189157

>>10189132
it's old enough that it got bumped off
>>10189090
depends on the wad. some wads are slower on software-only ports.

>> No.10189162
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10189162

>> No.10189176

>>10189162
>Nightdive bullshit gameplay features
>mapping basically retarded

>> No.10189179

>>10189162
>remaster makes many man shitty
Wise words, Lo Wang.

>> No.10189185
File: 89 KB, 700x763, E5D1CB66-4954-48FA-8690-EC265D238EC5.jpg [View same] [iqdb] [saucenao] [google]
10189185

>>10189162
>mapping basically retarded
>Turok stuff
>Duke free format
>Half Life monsters enjoyed textures

heh

>> No.10189201
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10189201

>>10189162
>things nice

>> No.10189229

>>10189162
>great lighting
>popular force
>vanilla guy

>> No.10189268

>>10189090
try running comatose.wad on gzdoom to truly test your PC's limits

>> No.10189276

>>10189162
>trash bfg
>getting brutal
>needs expansion release

>> No.10189280
File: 1.07 MB, 828x1687, BUILT FOR NERFED RAILGUN SHOTS.jpg [View same] [iqdb] [saucenao] [google]
10189280

>>10186948
BIGGER
https://mega.nz/file/2YNATSZY#v4NGRC_9rpE0_AIJpoSUnUdqFQ4AyzKuJddRyZsPAD4

>> No.10189287

>>10189162
>kex worse
>nightdive bullshit gameplay features fuckers
>without blood original source mean shitty
>rott trash

It knows.

>> No.10189315
File: 1.15 MB, 1920x2160, comatose.png [View same] [iqdb] [saucenao] [google]
10189315

>>10189268
same fps in GZ as DSDA in software mode (so same as Woof & Nugget)

>> No.10189346
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10189346

>>10189315
>

>> No.10189350

any mods to turn off head bob in vanilla Doom? need something that will work with a variety of source ports

>> No.10189352
File: 77 KB, 1269x939, pd.jpg [View same] [iqdb] [saucenao] [google]
10189352

So, how are you guys enjoying the Perfect Dark sourceport?
Does anybody else have sound problems?

>> No.10189356

>>10189350
Most source ports let you disable that normally.

>> No.10189359
File: 8 KB, 64x128, BANR_SW.png [View same] [iqdb] [saucenao] [google]
10189359

>>10189346
don't ask me, that's from Comatose

>> No.10189361

>>10186948
>>10189280
upload those at nexus

>> No.10189363

>>10189280

B( • )( • )BA

>> No.10189372

>>10189268
what the hell, why is it so choppy?

>> No.10189374

>>10189352
Probably not going to care about it until someone makes a mod to rebalance it for mouse and keyboard. Same with something like Goldeneye, or any other 'great' console shooter.
There are plenty of braindead shooters already natively on PC that I could play instead.

>> No.10189380

>>10189071

Doom for the 32X has been updated again, going to test it myself when I get home

https://www.romhacking.net/hacks/6269/

>> No.10189389

>>10189374
dont both GE and PD have custom difficulty you can scale up tho? I remember both being challenging using that feature with the KBM hacks.

>> No.10189414

the only console-to-pc port i will ever want is next encounter

>> No.10189440

>>10189140

Question is why DOES GZDoom run like such shit? How is a hardware renderer slower than every software renderer, including the original ZDoom its based on?

>> No.10189459
File: 1.53 MB, 3840x2160, sunder map19.jpg [View same] [iqdb] [saucenao] [google]
10189459

>>10189440
answer is: it doesn't
people talk shit about performance without backing their claims up
GZ runs at 70fps where software-only ports run at 35
and that's like 0.01% of maps that aren't any fun to play anyway

>> No.10189460
File: 211 KB, 677x937, 01.jpg [View same] [iqdb] [saucenao] [google]
10189460

>>10189071
>CALL OF THE MACHINE
More like call of nature lol.

>> No.10189465
File: 3 KB, 159x159, shrakt.jpg [View same] [iqdb] [saucenao] [google]
10189465

>>10189460
rekt

>> No.10189472
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10189472

>>10189361
Nah, just made those for fun. If anyone else wants to upload them somewhere they can though.

>> No.10189480

>>10189472
Based anonymous poster

>> No.10189481

>>10189459
>software-only ports run at 35
Which? Chocolate?

>> No.10189484
File: 15 KB, 614x48, Screenshot 2023-08-25 220538.jpg [View same] [iqdb] [saucenao] [google]
10189484

https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/furrysex

Read the oldest comment, LMAO

>> No.10189491
File: 189 KB, 1200x1718, sxpra.jpg [View same] [iqdb] [saucenao] [google]
10189491

Can I talk about Prey (2006) in here?

>> No.10189493

>>10189481
Chocolate won't run any of these maps to begin with, why is that even a question.
top-right was DSDA in software mode, and PRBoom+ was 5fps slower than that.
you'd have to compare to Woof/Nugget at the same resolution, which is too finicky for me to bother with.

>> No.10189496

Should I play both Powerslave and Powerslave Exhumed? Or do they have same maps?

>> No.10189507

>>10189496
build powerslave is an average sprite based fps
console powerslave / exhumed is the worst pile of shit ever made
they have different campaigns

>> No.10189510

>>10189493
Nugget runs it at the same framerate as GZDoom does, which is way higher than 35.

>> No.10189516

>>10189510
at 4x? 8x? either way it's not 1080p

>> No.10189524

>>10189090
GzDoom can be performance intensive in some contexts, the ones which are the hardest to solve are basically bottlenecks on software end due to how GzDoom retains the same single threading as the original Doom for game logic. GzDoom uses multithreading for a lot of the fancy stuff, but there's just no easy or simple way to rework the game logic itself, wouldn't be impossible, but you'd looking at a huge fucking project.

There are some solutions for performance, turning down settings or turning off some stuff is one, another is trying the different renderers, Vulkan and GLES may give you a lot ot improvements depending on what hardware you have.

There's also a mod for GzDoom which is specifically for reducing performance loads for slaughter maps, it changes the behavior of all monsters so that they slow down and do far less calculating when far enough away. This could have certain theoretical compatibility issues in some circumstances, but that's the tradeoff.

>> No.10189535
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10189535

>> No.10189543

>>10189524
>>10189459
>just software limitations
Why does GZDoom lag to shit on trying to display models or voxels on vanilla maps then? Stuff like accessories to murder or voxel doom which are simple sprite-to-voxel replacements.

>> No.10189546

>>10189535
plot twist: it's el oscuro dressed as a cyberdemon

>> No.10189558

>>10189543
>simple sprite-to-voxel replacements
maybe loading a new model for every frame of every animation isn't "simple"?

>> No.10189568

>>10189491
Yeah due to the “PC platform” technicality. If it was exclusive to the 360 then probably not.
>composer: Jeremy Soule
nice I didn’t know that
>>10189496
They have different campaigns. There’s also differences between the console versions but the Exhumed version from ND combines them and adds a new difficulty setting with new enemy placements.
>>10189535
This is a doctored Zdoom capture that’s fooled everyone

>> No.10189581

>>10189558
On static objects? Like say, a Shellbox?
That just sounds outright malicious.

>> No.10189589

>>10189581
I said animation, so, monsters, barrels etc. but idk what's under the hood, I just don't see what's so simple about voxels.

>> No.10189597 [SPOILER] 
File: 3.77 MB, 500x500, a very special message.gif [View same] [iqdb] [saucenao] [google]
10189597

>>10188808
>cheap difficulty

>> No.10189602

>>10189543
IIRC GzDoom doesn't actually have true voxel support, it just draws little cube models for each voxel which unsurprisingly is a black hole for RAM, and is why you'd instead want to implement fake voxel models for mods.

>> No.10189604

>>10189460
then you admit that quake 2 is good and Q1 is the bloody shit people takes it with chipotle?

>> No.10189605

>>10189604
Take your pills.

>> No.10189606

>>10189472
GYAT DAYUM

>> No.10189608
File: 756 KB, 1348x1624, aaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
10189608

>>10189491
>TAKE ME HOOOOOOOOOOOOOOME
>I WANNA GOOOOOOOOOOOOOOOOOOO

>> No.10189610

playing warp spasm in an attempt to find a quake episode that's like zerstorer. Bile Plant is probably the most atmospheric quake map ive played, why dont other maps attempt to make as much use of ambient sound effects?

>> No.10189617

>>10189491
unofficial Turok 4 desu

>> No.10189620

>>10189602
Wow, that's just disappointing and even somewhat disgusting to know.

>> No.10189647

>>10189610
warpb is the goat and it's all downhill from there
https://www.youtube.com/watch?v=NzoVSBSVwFU

>> No.10189651
File: 53 KB, 1280x720, 1578250070375.jpg [View same] [iqdb] [saucenao] [google]
10189651

>>10189647
>warpb is the goat and it's all downhill from there
oh, really? i was having fun :(

>> No.10189656

>>10189651
it's all downhill from Warp Spasm too
carpe diem, anon

>> No.10189669

>>10189568
>>10189597
>>10189617

I just wanted to say that I really like Prey (2006).

>> No.10189670

>>10189669
based.

>> No.10189672

>>10189656
>it's all downhill from Warp Spasm too
how so? i liked alkaline. thing is i could never get into arcane dimensions or any of those super high-detail large maps with high body counts. i dont think quake was made with horde combat in mind. but it seems thats the style people wanna imitate now.

>> No.10189673
File: 89 KB, 449x449, LOVE ME NIGGURMAN.jpg [View same] [iqdb] [saucenao] [google]
10189673

>compass for Quake 1, except it's H.P. Lovecraft's cat

>> No.10189676

>>10189491
I really liked it, but it was over right after it began.

>> No.10189682

>>10189610
I would have preferred if the ambient noises replaced the musical tracks.
The only part of warpspasm that “dragged” was the second to last level. Still fun fights but felt the most repetitive compared to the others.

>> No.10189685

If you add coloured lighting and better animation to Quake 1, what's the actual difference between it and Quake 2? In technical terms, I mean. It seems to me most of the actual differences/improvements between Q1 and Q2 were eliminated by sourceports. Is there still a meaningful distinction under the hood?

Just curious really. Because I have been playing Q1 maps all day and boy some of them are prettier than anything I've seen in Q2.

For that map in VR with the giant dm_healpod plasma tower jumping puzzle in the middle, was I supposed to have the grappling hook? Or was it supposed to be complete cock and ball torture?

>> No.10189695 [DELETED] 
File: 2.43 MB, 470x200, my nigga.gif [View same] [iqdb] [saucenao] [google]
10189695

>>10189670

>> No.10189697

>>10189672
Warp Spasm doesn't really have hordes, it's precision encounters on a massive oppressive scale.
I can only name one map that came sort of close (Mazu's "Unhola" from SMEJ1), but even there more as a general feeling.
to some degree it's subjective of course. there isn't a single map for any game where I remember as many individual rooms and encounters.

>> No.10189706

>>10189162
I've been absent from this general for months, Quake is big word again, what did I miss?

>> No.10189707
File: 2.43 MB, 470x200, my nigga.gif [View same] [iqdb] [saucenao] [google]
10189707

>>10189669

>> No.10189725

>>10189706
Q2 remaster

>> No.10189727

>>10189706
quakechads keep winning

>> No.10189728
File: 762 KB, 640x360, EverybodyGetUpIsTimeToSLAM!Now.webm [View same] [iqdb] [saucenao] [google]
10189728

>>10189706
Quake 2 remaster happened, and everyone is eating their words dry now that Quake 2 is really damn good now.

>> No.10189732

>>10189685
>coloured lighting
Only difference is it has to be in a seperate .lit file. Lightmaps in the actual .bsp are still greyscale.
>better animation
Depends on what you mean. You can do higher framerates with regular .mdl but you have to change QuakeC to match because everything is coded frame by frame. If you mean model types (md2, md3, etc.) that very much depends on the source port.
>that map in VR with the giant dm_healpod plasma tower jumping puzzle in the middle, was I supposed to have the grappling hook?
I'm not really sure which map you're talking about. If you mean Miasma District, you don't need a grapple but the map is a bit confusing.

>> No.10189734

>>10189685
>Is there still a meaningful distinction under the hood?
can't crouch in Q1. or more generally, actor sizes are very restrictive. monsters can't get bigger than shambler/gug or smaller than a grunt.
I guess you can technically do more with game logic in Q2 because it isn't limited to a toy-language. not sure it really matters in practice.
you can do interconnected maps in Q2, I guess? though with modern (lack of) limits you might as well merge entire units together.
Q2 compilers were lagging behind until recently.
no hook in nbabs, but surely you can do three jumps, I believe in you

>> No.10189754
File: 222 KB, 400x324, neat.png [View same] [iqdb] [saucenao] [google]
10189754

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

>> No.10189770

>>10189491
Best idtech4 game.
https://www.youtube.com/watch?v=XJMgveYdO-M
https://www.youtube.com/watch?v=Dy4HA3vUv2c

>> No.10189786

>>10189491
>game doesn't have a failstate
why

>> No.10189802

>>10189770
i have zero clue why few games license Don't Fear The Reaper, its perfect car chase music. True Crime NYC's licensed soundtrack had it, its also the most eclectic soundtracks in an open world game.

>> No.10189815

>>10189484
>idgames comments looking like 4chan posts
Truly, we are God's chosen Doom niggas.

>> No.10189818

>>10189802
it's memetically overplayed. more overplayed than anything by Sabbath or Priest, and on the level of Stairway to Heaven

>> No.10189826
File: 54 KB, 439x376, PS20.png [View same] [iqdb] [saucenao] [google]
10189826

>pistol does a flat 500 damage
>but it explodes after 1 shot
>zombiemen have a 100% pistol drop rate
i have solved pistol

>> No.10189831

>>10189826
sounds like a recipe for running into swarms of hitscanners

>> No.10189837

>>10189818
ohhhhhh. i get that its a popular song but i never heard it anywhere currently. i could go for Veteran of the Psychic Wars and 7 Screaming Diz-Busters instead.

>> No.10189838

>>10189831
yep
maybe if you run along the zombieman corpse freeway you can pick up extra pistols before switching weapons
circumstancial boomboom funtime

>> No.10189839

>>10189728
This shit is so stupid, their jump range is absurd without any windup to justify it

>> No.10189875

>>10189802
>Don't Fear The Reaper
>perfect car chase music
What the fuck am I reading

>> No.10189892

No remaster can fix Turok 3 being rushed garbage

>> No.10189905
File: 907 KB, 3840x2160, 20230825214121_1.jpg [View same] [iqdb] [saucenao] [google]
10189905

Sonic Mayhem + KexQ2 brightmaps

>> No.10189929

I really like the zz denis sound font. What's your favorite sound font?
https://archive.org/details/sc-55-roland-25-gm-soundfonts

>> No.10189939

>>10189905
NICE

>> No.10189947
File: 3.91 MB, 640x360, q2e_uglydumbspider.webm [View same] [iqdb] [saucenao] [google]
10189947

>>10189839
>>10189728
>reposting the webm where I show them dealing next to no damage
Don't know if that's the biggest sell but it is fun to fly around. Unless there's lasers or lava.
>>10189905
Glowing yogurt explosion.
Does everyone spawn correctly in this now?

>> No.10189950

>>10189837
>>10189818
>>10189802

Blue Oyster Cult are one of those bands with a ton of legit classic rock and proto-metal bangers throughout their impressively varied career, but people only know the radio hits in a way that it's almost comical.

Shit like Cities On Flame, Godzilla, Last Days of May, know what I mean? Fuckin riffs for days that will worm into your grey matter and chew through it til you don't remember your own name. Band is underrated as fuck.

>> No.10189994

>>10189947
that ps1 enemy needs a md5 model and a remade skin asap

>> No.10190024

>>10189947
>Does everyone spawn correctly in this now?
Everyone spawned correctly in it before, I just forgot that you have to look under the elevator for the laser disable button rather than immediately moving to kill the Guardian.

>> No.10190029
File: 155 KB, 800x797, 222370-abyss-of-pandemonium-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
10190029

Running some errands, but in an hour or so I'm going to host Quake co-op for Abyss of Pandemonium, which also has some dm maps within it:
https://www.quaddicted.com/reviews/aopfm_v2.html
If I have time or people are up for it, we could run through Travail too:
https://www.quaddicted.com/reviews/travail.html
>Why these?
I like them both, but these two in particular because they both fall under the realm of "unofficial mission pack" material. Abyss moreso since it was a commercial product just not supported by id. Using the latest vkQuake:
https://github.com/Novum/vkQuake/releases/tag/1.30.1
because it's the most stable sourceport we got for multiplayer as per last week's session that went on for like four hours with minimal issues.

Couple things: Make a folder called impel in your Quake directory, extract everything from aopfm_v2 to it. Make a folder labeled music within impel. Now for some reason, Abyss of Pandemonium has two versions of its ost. I don't know why, but I think that's neat. One you can hear on youtube
https://www.youtube.com/watch?v=pW0Yuq30rpQ
And the other you can't. They're exactly the same in terms of composition and track order, but the sound and mixing is different enough for each track that I'm pointing it out. It doesn't matter which one you use for your game. Here are the links for each:
https://www.quaddicted.com/files/music/impel_music.zip
^youtube version
https://mega.nz/file/YJIXgQiQ#K-k9YPahOoHQTlkGecqm3Tqpw4c-ZRZYiNxYClSDbqs
^I don't remember where I got this version but it's the one I use. The youtube version is one I think most people would like more.
>>10189071
Man that's a sick image.

>> No.10190035
File: 187 KB, 308x311, IMMAD.png [View same] [iqdb] [saucenao] [google]
10190035

>> No.10190039

>>10189950
they're not underrated, just oddly removed from the genre where they had the most impact. albums like Seasons in the Abyss, or even the Ghost stuff couldn't exist without BOC.

>> No.10190040
File: 3.34 MB, 2560x1440, someq1stuff01.jpg [View same] [iqdb] [saucenao] [google]
10190040

>>10189994
Did his AI or anything get updated? I never played the psx version so I have no reference.
>>10190024
Oh shit I'm going to try it then.

>> No.10190041
File: 983 KB, 498x479, 1597423605746.gif [View same] [iqdb] [saucenao] [google]
10190041

>>10189950
>but people only know the radio hits in a way that it's almost comical
another victim of this is Devo. Whip It is their only hit but its incredibly mid by their standards. their first four album are filled with great new wave.
https://www.youtube.com/watch?v=6WhmyJ1Ywqo
https://www.youtube.com/watch?v=AhK5A71nIos
https://www.youtube.com/watch?v=-jkOknWmMh4
https://www.youtube.com/watch?v=rds2uJqJaAY (this is my fav song by them)

>> No.10190043

>>10190040
>Oh shit I'm going to try it then.
You'll need to relight the maps with arghrad202 with -lightwarp, otherwise the forcefields and liquid surfaces won't light properly. Also there's a big triangle that doesn't render proper in the floor of the trap hallway in tech4 (Flesh Temple), but I'm pretty sure that was a problem when I ran it under KMQ2, and the map looks fine in Trenchbroom so I don't know what's causing it.

>> No.10190067
File: 232 KB, 680x453, eda9f3938eeebc722754ce310e0498aa.png [View same] [iqdb] [saucenao] [google]
10190067

>Download a cool mod
>It's great
>See what others think about it on the internet
>It's all drama about the creator
Why are online communities like this

>> No.10190069

>>10190029
it's the same soundtrack, just the one you use is 30kbps(horribly low compression) so the sound is all distorted.
someone went overboard with drive space autism or maybe it was ripped around Jesus' time

>> No.10190086

>>10189947
I found that guy, but where's the tank mech enemy?

>> No.10190090

>>10189706
bethesda turd worlders shitting up the general mostly, they'll move on to something else soon enough

>> No.10190091
File: 1.36 MB, 1281x759, 1675205786304681.png [View same] [iqdb] [saucenao] [google]
10190091

>>10190029
vkQuake keeps crashing for me every time I boot it up. I have all the files needed for it to run and in the right place. Do you know what the problem might be?

>> No.10190093

>>10190029
The abyss music you linked I don't think is mixed differently, it's just really compressed, also on moddb there's a patch that fixes some bugs and comes with the uncompressed soundtrack working without the need to mess with folders

>> No.10190124

>>10190029
This patch adds 2 more official dm maps: https://www.moddb.com/mods/abyss-of-pandemonium/downloads/patch-for-abyss-of-pandemonium-v20

>> No.10190145
File: 66 KB, 899x204, 3late5me.png [View same] [iqdb] [saucenao] [google]
10190145

>>10190067
come on anon, online communities are all about common enemies

>> No.10190158

https://www.youtube.com/watch?v=4qKO_VJTL5U

>> No.10190163
File: 23 KB, 656x465, least_rare_pepe.jpg [View same] [iqdb] [saucenao] [google]
10190163

Most overplayed / annoying mapping conventions?
I'll start:
Player starts in the middle of a hot zone with all monsters facing the opposite way.

>> No.10190172

>>10190163
starting out in front of a bunch of archviles that teleport away. also archvile/cybie fakeouts

>> No.10190215

>>10190124
Oh cool thanks. We will be using this! Setting up now, 10-20 minutes to start.
>>10190069
>>10190093
Oh is that all? Neat. I still like it since I've played AOP twice with it.
>>10190091
Hmm lemme add in the patch and see if I crash too actually. If the patch causes vkQuake to malfunction we'll have to forego it.

>> No.10190218

>>10190215
>>10190124
>-Added more ammo boxes to aop1m5.bsp map (The Dark Palace)
Aw that's really fucking gay. Map 5 is really memorable for how scarce it is of ammo. Unironically having second thoughts.

>> No.10190237
File: 2.37 MB, 1920x1080, vkquake0004.png [View same] [iqdb] [saucenao] [google]
10190237

>>10190029
>>10190124
Abyss of Pandemonium co-op is LIVE mother fuckers. Let's take on the forces of Quake. Do be sure to download the moddb patch.
ip: 47.147.66.48
port: 11100
2/16 right now. On the start map, gonna hang around.
>>10190091
Anon you might not have a video card that supports Vulkan. This is the most I've found on your specific issue:
https://www.quaddicted.com/forum/viewtopic.php?id=1345

>> No.10190245

>>10190237
i'd join but my ping is usually just awful which means one second long input lag

>> No.10190251

>>10190237
3/16
>>10190245
Damn sorry anon.

>> No.10190267

>>10190237
4/16

>> No.10190276

Wolp where you at

>> No.10190285

>>10190276
Host_Error: Model progs/g_prox.mdl not found

>> No.10190287

>>10190285
Did you get the patch?
>>10190237
Restarted.

>> No.10190292

>>10190287
I did, but its "Pak5" is capitalized, I'll see if changing it to lowercase works.

>> No.10190294

>>10190292
Man that's too weird. I did warp to a dm map so maybe that fucked you up. We're doing the campaign, cmon in quickly.

>> No.10190296

>>10190237
5/16

>> No.10190298

>>10190237
>Anon you might not have a video card that supports Vulkan
That's a shame. I would have loved to join some /vr/ Quake sessions.

>> No.10190364

>>10189491
Man I don't think there is any FPS hero who gets it harder then Tommy, he lost everything even his ghost pet.

>> No.10190474
File: 2.43 MB, 1920x1080, vkquake0044.png [View same] [iqdb] [saucenao] [google]
10190474

>>10190237
Legond is defeated! Doing Abyss of Pandemonium dm right now.

>> No.10190478

>>10190237
>>10190474
4/16

>> No.10190479

>>10190237
>>10190474
5/16

>> No.10190497
File: 2.86 MB, 1920x1080, vkquake0048.png [View same] [iqdb] [saucenao] [google]
10190497

>>10190237
>>10190474
Get in homos

>> No.10190583
File: 129 KB, 758x1050, 6paj0CM.jpg [View same] [iqdb] [saucenao] [google]
10190583

Anyone ever used one of these?

>> No.10190586

>>10189162
>holy software
finally porting DOOM to TempleOS, eh?

>> No.10190594

gg nomad if you're out. We're down to 4/16 still dming
>>10190237
>>10190474

>> No.10190598

>>10190237
>>10190474
5/16

>> No.10190604

>>10190586
It already has been.

>> No.10190642
File: 1.81 MB, 1920x1080, vkquake0057.png [View same] [iqdb] [saucenao] [google]
10190642

>>10190237
>>10190474
Oh shit I crashed. Well as good a time as any, I have work in the morning. Thanks to those who joined. Dang we forgot a group screenshot.

>> No.10190643
File: 300 KB, 481x418, Shub-Tiggurath.png [View same] [iqdb] [saucenao] [google]
10190643

>>10190237
>>10190642
GGs

>> No.10190647
File: 426 KB, 220x213, 1691500503102171.gif [View same] [iqdb] [saucenao] [google]
10190647

>>10190642
ggs all

>> No.10190649

>>10190642
Thanks again. I also wanted a kill with the impaler but I could hardly even get it.

>> No.10190660

>>10189162
>maybe need doom engine

>> No.10190681
File: 3 KB, 300x96, Capture.png [View same] [iqdb] [saucenao] [google]
10190681

>>10190237
>>10190642
will you have a set schedule for these or just do them whenever?

>> No.10190687

>>10190681
Well I'm starting work back up again and my shift is fri-mon so I need to figure something out. Last sunday did the best with 7 players. Gotta get me a regular mon-fri job.
tl;dr I'm not sure yet sorry. I can consistently do weekdays but everybody is busy during weekdays.

>> No.10190709
File: 214 KB, 1000x600, Untitled.png [View same] [iqdb] [saucenao] [google]
10190709

played aroudn with this a little more tonight. tags, comments section, idunno
clovr.xyz/wadsup

again, just testing things out. might not go anywhere with it. but I was just sitting here watching big hero 6 anyway so I had some time.
no forums feature or anything, it's just wiki. not sure how many features of the original concept could be included.
DL links just go to idgames too.

>> No.10190736

>>10190709
Hi matthew

>> No.10190745

>>10190736
WTF ARE YOU A HACKER

>> No.10190767
File: 55 KB, 640x400, onions.png [View same] [iqdb] [saucenao] [google]
10190767

>>10190709
>tag: dm arenas
>sigil

>> No.10190770
File: 3.89 MB, 251x300, 1684047902718167.gif [View same] [iqdb] [saucenao] [google]
10190770

>>10190709
absolute madman

>> No.10190789
File: 811 KB, 1280x720, 2023-08-25 18-31-13.webm [View same] [iqdb] [saucenao] [google]
10190789

>>10189826
you'd have to give the zombiemen the same power and monsters certainly dont care about needing ammo.

>> No.10190795

>>10190767
I don't think doomwiki had a dm arenas page until some time after sigil.
Dunno what spurred it, but it's a fun list that sorta illustrates the origins and legacy of the concept.

>> No.10190796

>>10189826
>>10190789
I think it works if you just make it so that zombiemen don't do 500 damage to you. It's just for you, but all pistols only get one round.

>> No.10190927

>>10190163
I like this, walking around darkwave maps and figuring out what the fuck to do so you don't get instantly incinerated as soon as you fire the first shot is fun.

>> No.10190928

>>10190709
might be best to have a tag per comp level too maybe.
or make it standard to include it in the description.

>> No.10190973
File: 197 KB, 2560x1440, 20230826024434_1.jpg [View same] [iqdb] [saucenao] [google]
10190973

>it says this every time you try to crouch in Quake II 64
I have no idea why, but this is really funny. Like, they could've kept in crouching as a pointless thing you can do (pointless compared to any other campaign in the remaster where there's level design built around crouching every once in a while), but no they went the extra mile to take it out for authenticity and TO SPECIFICALLY write a message about it for the player. Honestly hilarious.

>> No.10190993

>>10190973
>every time
It only says it once a game.

>> No.10191016

>>10190973
I use crouching to dodge fireballs. Jumping too if they aim the fireball low.

>> No.10191074

does rise of the triad get any better after the hunt begins

>> No.10191119

>>10191074
It gets worse

>> No.10191120

>>10191074
>He doesn't know

>> No.10191132
File: 150 KB, 610x347, romero.jpg [View same] [iqdb] [saucenao] [google]
10191132

I wonder how Romero would handle a Quake 2 or Half-Life expansion.

>> No.10191136

>>10191132
swords and dragons maybe

>> No.10191141
File: 698 KB, 1280x720, 1693038076713.png [View same] [iqdb] [saucenao] [google]
10191141

>>10191074
Hunt Begins - Good
Dark War - Good except for Deathmonk levels
Extreme RoTT - Complete masterwork of level design if you aren't a bitch
Return of the Triad - Okay, suffers from being on GZDoom, doesn't feel like RoTT
RoTT 2013 - Good
Hunt Continues - Great

>> No.10191152

>>10189491
Yup.
I have no idea why gravity flipping, wall-walking & portals haven't been combined yet into their own game.

>> No.10191154

>>10189617
Hey Turok Evolution was alright anon.

>> No.10191157
File: 165 KB, 610x591, 1613458881145.png [View same] [iqdb] [saucenao] [google]
10191157

>>10190973
why did they drop crouching in quake 2 64? does crouching really eat up a lot fo space or memory or whatever?

>> No.10191158

>>10191157
n64 is a system for kids, they probably didnt want to stress them out by adding puzzles that required crouching

>> No.10191171

>>10191157
N64 was too potato for the Q2 engine, it's actually Q1 dressed up.

>> No.10191190
File: 11 KB, 97x102, Tresspassah.gif [View same] [iqdb] [saucenao] [google]
10191190

>>10189947
They really should've made 2 varieties of this new jumping attack (maybe even lock one of them behind a Hard-only flag, just like how it works for the power-screened MedicCommander):
one that's a short-ranged version of a flatter trajectory but sudden (non-telegraphed) and without the shockwave - but with a (skill-determined) percentile chance for the Berserker to do a follow-up uppercut attack (which also was cut in 1998), and a longer-ranged one thats just the current one nerfed with a Q1 Fiend-style windup (this one would might also be combo-chained with the 'shortened' leap attack if the ground-slam shockwave blasts you too far)

>> No.10191198
File: 365 KB, 1756x1394, SHREKKR.jpg [View same] [iqdb] [saucenao] [google]
10191198

>>10190709
Nice to see CLOVR growing.
>REKKR not used as an example
Very humble, are you?
>>10190973
It was funny the first time around. Seeing some cringe attempts to turn it into a meme quickly killed this joke for me.

>> No.10191202

>>10190709
are you taking suggestions for tags?
how about "death_exit"?

>> No.10191216

>>10191154
it was but Prey felt more like what some of us wanted.
what i liked about Evolution was that it felt like i was back in Turok 1's jungle with more stuff in it and some breathtaking moments.
it felt more like a spinoff i guess.

>> No.10191225

>>10191216
That's fair. I'm just partial to Tal'Set I guess. Dude's great and I'm sad his story's over. Though I'm sure many people feel that way about Tommy.

>> No.10191229

>>10191225
well, same here. Tal'Set is best Turok.

>> No.10191304

>>10191141
>suffers from being on GZDoom
you say this like being on bastardized wolf3d is somehow preferable
return of the triad lacks some polish but that's not gzdoom's fault

>> No.10191343

>>10191304
it's a matter of feel, the way the textures are rendered, the way sound channels are handled, the way projectiles fire, the way weapon targeting works, the physics, how some explosive mechanics aren't 1:1 translatable, how enemies can target you from much further away due to doom's hitscan ai, the application of doom's RNG damage, etc.
i'm also 99% sure Return is super easy on the trap spam because GZDoom genuinely cannot handle all those moving parts at once without shitting itself so yes the upgraded wolf3d engine is preferable beyond a shadow of a doubt
the best thing Return did was make the excalibat 1shot guards, and make overpatrol/stike team fire rapidly. beyond that, it's inferior.

>> No.10191346

>>10190709
well il be damned, A wadbooru having a possibility to happen....
if i can throw some feedback, having an ALL list to see just how many appear would be neat, and potentially also a hover to see the thumbnail(which in this case is the titlepic)
Lastly, if i can add some tag recommendations i would add:
PRBooM CL.9/BooM 2.02, PRBooM CL.11/MBF, MBF21, UDMF (Which version specific can be used along with the following 4 tags), Zdoom, Zandronum, GZdoom, Eternity and Non standard format (for when a mod has to use a hyper specific sourceport, Like 3DGE)

>> No.10191348

>>10191343
oh also the new black-robed monks with staves are cool
complete bullshit if you're a slow character, but cool, and definitely would've made monk levels in real RoTT more interesting if used sparingly

>> No.10191460

>>10189268
>>10189440
>>10189524

the funny thing is that comatose.wad in GZDoom is perfectly playable when using the software renderer
this contrasts with the common knowledge I had that GZDoom suffers on densely populated wads because of how it had to re-implement the playsim logic to enable all the modding capabilities it offers

desu i'm on a intel i7 1260p, but the performances at 800p/960p on this machine are pretty on par (tested with the latest devbuilds for bot gzdoom and nugget)

I guess the high level of details in the map lead to pretty intense overdraws

>> No.10191462

>>10191132
CARRIERS
CARRRIERS EVERYWHERE!

by the way has he even played Q2R yet?

>> No.10191465

>>10191460
for me, what really improves framerate is setting a lower resolution scale, rather than the software renderer. I like the pixely look anyways.

>> No.10191519
File: 84 KB, 1920x1080, Screenshot_Doom_20230826_090539.png [View same] [iqdb] [saucenao] [google]
10191519

>>10191460
~300 monsters isn't nearly enough to hit GZDoom's limits. It's the fact that the map is almost all double-sided lines. The framerate is just fine in areas that have even one or two of the buildings that actually use single-sided lines.
>make absurdly unoptimized map
>it's chicken man's fault that it runs like shit

>> No.10191521

>>10191171
>N64 was too potato for the Q2 engine, it's actually Q1 dressed up.

N64 was too potato for the Q1 engine, it's actually Powerslave/Exhumed dressed up

If I remember right anyway.

>> No.10191527
File: 545 KB, 1920x1080, Screenshot_Doom_20230826_091315.png [View same] [iqdb] [saucenao] [google]
10191527

>>10191519
And yes, the framerate is just as shit in software rendering. Even Woof gets framedrops in that spot, and that's got the benefit of rendering at only 640x480 instead of 1920x1080. Cull your damn geometry.

>> No.10191531

>>10191519
pretty sure it's the 9999 grass sprites

>> No.10191545

>>10191521
That's Saturn. N64 is legit Q1 which is also why it tends to lag. Speaking of Saturn, that same engine also powers SAT Duke Nukem 3D.

>> No.10191548
File: 95 KB, 1920x1080, Screenshot_Doom_20230820_153524.png [View same] [iqdb] [saucenao] [google]
10191548

>>10191531
Drawing a sprite is cheap, rendering thousands of sectors constantly even if they're way out of sight isn't. This is the second map of Lost Civilization 2, again all double-sided linedefs. This map at least lets you climb to high places and look out over the whole thing, but even still there are bits of forest and buildings you can't get on top of where it would be fine to have a single-sided linedef and so many frames could be recovered.

>> No.10191554
File: 272 KB, 454x501, glad.png [View same] [iqdb] [saucenao] [google]
10191554

POTATO!!!

>> No.10191558
File: 754 KB, 1225x805, gravy.png [View same] [iqdb] [saucenao] [google]
10191558

>>10191519
>It's the fact that the map is almost all double-sided lines

Why does that make it run bad Anon? I don't know how it all works really.

Every time I get bored I take a break and treat myself to a little graveyeard :3

>> No.10191567
File: 855 KB, 1920x1080, gz.png [View same] [iqdb] [saucenao] [google]
10191567

>>10191548
I mean, it's easy enough to test: just "select similar" and delete the grass. it's 20k sprites, actually. I'm getting 90fps in GZ after that and 60 in DSDA-sw, though in DSDA the visuals get fucky (HoMs, might affect framerate), and I don't know enough about nodebuilders

>> No.10191570

>>10191558
Single-sided lines are what culls geometry. If you make a super-detailed indoor space that you can't see into from the outside, but it's all double-sided linedefs, all those sectors have to be rendered even if you're thousands of units away. This is what absolutely murders performance and almost always the culprit when people bitch about GZDoom being badly optimized. There's no port-side optimization that can fix lazy-ass mapping.

>> No.10191578

>>10191570

There's no real way to avoid that though most of the time though, is there? Like, if you want any geometry that isn't a solid, occluding wall, it has to be doublesided, right? So I'm not sure how you'd optimise that other than "don't build an overly detailed map lol".

>> No.10191584

>>10191157
The N64 had a max of 8 buttons available to the player at any time without forcing them to change their grip on the controller.

>> No.10191589

>>10191578
Well, for example, most of the rooftops in this screenshot >>10191567 could be single-sided and it wouldn't change anything except make the map not run like such shit. There's no point in the map where you're on top of these buildings, there's no point where you're looking over them. Some of them have detail, that's fine. Others are just flat rectangles and all they're doing is letting everything behind them be rendered for no reason.

>> No.10191602

>>10191554
IMO the KexQ2 team nerfed the BetaGlads way too much

>> No.10191605

>>10191570
could this be why "The Given" also runs like shit in gz?

>> No.10191627
File: 117 KB, 1920x1080, Screenshot_Doom_20230826_095328.png [View same] [iqdb] [saucenao] [google]
10191627

>>10191605
Yeah. The map is all double-sided linedefs, so this whole beauty is being rendered any time you're looking at it. Some of these lines look single-sided in the automap, but that's a lie - they look that way because they're tagged as Secret.

>> No.10191630
File: 1.47 MB, 1048x812, Screenshot from 2023-08-26 10-05-22.png [View same] [iqdb] [saucenao] [google]
10191630

>>10191627
There's also way more geometry here than the automap suggests, a lot of it has been tagged to not show on the map for easier reading. This is what that cluster of buildings on the upper left actually looks like.

>> No.10191671
File: 2.01 MB, 1920x1080, Screenshot_Doom_20230826_102925.png [View same] [iqdb] [saucenao] [google]
10191671

>>10191630
Basically, GZDoom (software renderers too, those just have more room for bruteforcing) chokes up on scenes like this because it's rendering the entire thing as if you were right in front of every part of it at once. This is where "broooo gzdoom less optimized than modern game engines lmao" comes from - modern game engines cull shit you can't see, or render at low detail if you can see but it's too far away to be important. Doom affords no such luxury, it's all or nothing. It's not a matter of (renderer-side) optimizing, because sectors made of doublesided lines can change dynamically - a wall can come down, or an elevator can raise you up above your surroundings, and these things can happen instantaneously. You need to always render everything placed behind doublesided lines, even if the player can't see it at the moment. Doom was designed for tight indoor spaces with limited outdoor capability. Ports lifted the limits on the vanilla renderer, but they didn't make it any better at handling things it was never designed to do.

>> No.10191676

Can anyone explain why Arcane Dimensions' level design gets brough up so much? Whenever there's a thread about the new crop of fast past indie shooters there's always guys saying
>Doom and Quake mods BTFO zoomer shooter map design
But none of them ever explain what those mods do better.

>> No.10191697

>>10191589
>there's no point where you're looking over them. Some of them have detail, that's fine. Others are just flat rectangles and all they're doing is letting everything behind them be rendered for no reason.

In cases like that it's usually because if you don't let everything behind get rendered, there are points where you will see the geometry disappear. It's fine to say that from one specific position where you took your screenshot, but I bet if you did it with single sided lines like you are saying, there would be a ton of places in the map where you see tall buildings getting cut off behind shorter ones etc.

This is the main headache when you try to do outdoor areas in Doom, it takes a lot of lateral thinking.

>> No.10191785

>>10191676
They dig the optional exploration element present in most AD maps I would hazard a guess?

>> No.10191801

>>10191346
>A wadbooru having a possibility to happen....
We'll see. It might just be more work than I'm willing to put forth. It would have to be open for contribution, right now it's not. That's easy to do but I'd want to set some standards first with a template or something.
Idunno

>> No.10191863

Sorry to ask here but I am desperate.

Does anyone know where I could download Project: Snowblind? Can't find a working torrent.

>> No.10191868

>>10191863
if you are desperate just buy it on steam sale or grab a cdkey, its like less than a dollar anyway
i'd just sent you a scs link for games files instead but all their mirrors just went down so you're unfrotunately out of luck sorreh

>> No.10191896

>>10191676
Strictly speaking on level design, there's more focus on exploration and old adventure game "find the unfitting object that reveals a secret." Not everything is required for progression, and not everything optional is small. In Doom 1's case, there are multiple, large areas throughout the techbase episode that can be completely avoided, and in Arcane Dimension's case, multiple maps have hidden encounters that are usually harder than whatever else was thrown the player's way.

>> No.10191909
File: 97 KB, 1024x902, 1692386643835844.jpg [View same] [iqdb] [saucenao] [google]
10191909

>try to play modern game
>get bored 30 mins - 2 hours into it
>inevitably end up playing doom 2 or quake for the entire night
i don't know how doom has still never been surpased as the perfect fps.
I've genuinely tried playing around 20+ modern games this year and nothing has stuck with me, i just keep running back into the sweaty flabby arms of the 5 or so /vr/ classics I've been playing for years.
i just love me some doom, it makes me goon !

>> No.10192019

>>10191676

It's something that's hard exactly to put your finger on and quantify, but these mods just showcase a deep understanding of what makes good FLOW, y'know? You move from one encounter to the next without getting stuck running around looking for the switch or keycard you missed. You always feel challenged but not over-stretched. The fights always feel meaningful, you're never just shooting a corridor full of bad guys to pad out the play time.

To compare it to music they are like those rare albums that you can call "all killer, no filler"; there's very little unnecessary downtime or dead air. These mappers have had enough experience over the years that they know how to get that balance just right.

IMO vanilla Quake level design holds up a lot better than Doom, whereas Doom survives on community content. The only bad levels in vanilla Quake are the techbases, which are for some reason just uniformly bland. Stuff like E1M5, E2M2 always stick in my mind as great uses of space. You loop around them several times in a single run, and each time a new area opens up or there's a new monster to fight, unfolding in layers. I think that is what makes for an inherently satisfying map, not just running around blasting things.

This is by contrast what Doom 2016 and Eternal get wrong. The fundamental mechanics are great, but the levels are essentially interchangeable. The space itself is rarely used in any meaningful, consequential way, it's just a series of arenas broken up by periods of exploration; one of them is in hell, one of them is in a space station, whatever. The environment itself never contributes directly to the gameplay.

>> No.10192095
File: 1.78 MB, 1920x1080, ad_azad.png [View same] [iqdb] [saucenao] [google]
10192095

>>10191676
it's because on one hand, AD makes it obvious that it is: big, detailed, varied, non-linear, old-school. especially at the time it came out it was like a declaration of war against AAA trends.
and on the other hand, it is normie-friendly. very polished, all rough edges filed off, evenly lit, with barely any more fiends in the entire mapset than just E4M4 in the vanilla game. high-profile enough that it got picked up by journos.
both of these taken together make it easy to bring up AD in whatever context, compared to trying to explain why some obscure difficult wad is something other people should care about. plus the wow factor, of course: "Quake ONE can do THIS?!"
>>10192019
>rare albums that you can call "all killer, no filler"
that's because AD is more like a greatest hits compilation of maps across 5 or so years, with a bunch of covers on the B-side

>> No.10192096

>>10191671
is this something endemic of any gl-powered port?
how does dsda perform in hw renderer mode?

>> No.10192190

>>10189350
Remove head bob? Blasphemy

>> No.10192193

>>10189460
What does the bidet squirt?

>> No.10192205

>>10189484
Furry? Damn i though you doom niggas werent homosexuals

>> No.10192210

>>10190789
Reminds me of that realistic mod where everything could kill you in 1 shot if they scored a headshot (and so did you).

>> No.10192218

>>10192205
There's a ton of straight furshit though, too bad all furi Doom mods are made by gay barafaggots for some reason...

>> No.10192246
File: 394 KB, 1024x768, cc.png [View same] [iqdb] [saucenao] [google]
10192246

>>10189075
Corruption Cards updated to 5.1.
https://forum.zdoom.org/viewtopic.php?p=1244168#p1244168

>> No.10192254

What are some good midi resources?

>> No.10192259

>>10192246
Cutmanmike your mod is better than sex. Just wanted to let you know.

>> No.10192276

>>10192259
How can it be better than something that you've never had before?

>> No.10192280

wait so Sigil II won't be a Doom II episode?
what the fuck Romero?

>> No.10192285

>>10192280
Nope, more Doom 1. The Doom 2 project is separate.

>> No.10192298
File: 75 KB, 817x960, witcheruhavinagiggle.jpg [View same] [iqdb] [saucenao] [google]
10192298

>>10192276

>> No.10192327
File: 1.94 MB, 1173x824, 1676854663447200.png [View same] [iqdb] [saucenao] [google]
10192327

>>10192280
Based Romero making Doom as Romero intended. Levels and atmosphere first, monsters and action later.

>> No.10192339

>>10191157
You have to store additional hull info. So technically it eats up space.

>> No.10192351

which version do you use SIGIL with? I'm new to this

>> No.10192352

>>10192351
Version? You can run it with Crispy Doom, Woof, DSDA, GzDoom, it'll run in all of those.

>>10192280
Source? I'm pretty sure it was supposed to a 32 level Doom 2 megawad, or at least that's what Romero said he was working on.

>> No.10192358

>>10192218
I mean if you're gonna be gay, you should do it right and be manly, bara makes sense in that way.

>> No.10192360
File: 367 KB, 401x599, impgains.png [View same] [iqdb] [saucenao] [google]
10192360

>>10189815
True double Gs know.

>> No.10192363

>>10192352
https://doomwiki.org/wiki/SIGIL_II

>> No.10192364

>>10192352
what the fuck there are so many

>> No.10192365

>>10192364
Different use cases

>> No.10192371

>>10191863
old-games.ru has English DVD.

>> No.10192376
File: 734 KB, 1957x1515, bowie.jpg [View same] [iqdb] [saucenao] [google]
10192376

>>10192254
depends. for game/wad soundtracks, there were a couple of anon-made compilations:
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
(second one is a re-upload, original mediafire link got stale)
for 90s radio-popular songs and misc classics, you can try the 2009 geocities midi archive: https://archive.org/details/archiveteam-geocities-midi-collection-2009
for relatively modern rock, you can grab guitarpro tabs from ultimate-guitar.com and convert them to midi (with varying degrees of success)
there used to be a bunch of midi cover sites just a year or two ago, but all seem down now (midimelody.ru, midistock.ru). they had a big overlap in content (a lot of 00s alt rock), there might be a torrent with an archive somewhere.
midi.ru was another, but that one was community-driven. had a bunch of unique stuff. there's a full site archive of it: https://archive.org/details/midiru-archive-2022-02-25.7z

>> No.10192378

>>10192364
Oh, you mean ports? If you wanna play Doom with perspective correct 3D, no color limits, and full mouselook, as well as all kinds of fancy graphical options and a million different mods, then use GzDoom. If you really just wanna play good old Doom, but you want to be able to play most of the maps people make, you can use Woof.

For handling files, I suggest getting a program like DoomLauncher. Point that program to Woof or/and GzDoom, point it to your iwads (doom.wad, doom2.wad, tnt.wad, plutonia.wad), and then you just add any kind of .wad with levels or any mod you want to play.
Woof and GzDoom have autload features which you can use to always run stuff like the Spritefix Project (highly recommended even for oldschool purists).

>> No.10192381

>>10192363
Oh what the fuck Romero, I already know you can do good Doom 1 maps, I want to see you do more Doom 2 ones, Circle Of Death and The Living End were great and I'd love to see extensive use of Doom 2's full bestiary.

>> No.10192382

>>10191863
Always check archive.org
https://archive.org/details/Eidos_Project_Snowblind_Win2000_2005_Eng_Fre_Ger_Ita_Spa
https://archive.org/details/projectsnowblind-pc-redump

>> No.10192391

>>10191909
I hope you try out mods and maps people make, that's a huge part of what makes Doom and Quake so immortal, a rock solid foundation which can be easily built upon.

>> No.10192437
File: 222 KB, 800x690, 1692230034.fleatrollus_cacobedsquint.jpg [View same] [iqdb] [saucenao] [google]
10192437

>> No.10192498

>>10192437
Eyyy. p good.

>> No.10192508

>>10192437
he looks like he woke up in his own foreskin

>> No.10192521

>>10192437
I was going to paint over this but GIMP crashed so i gave up.

>> No.10192529

Just finished Dissolution of Eternity. I can say that overall it and SoA are better than the main game in terms of the complexity of the levels but the flipside of this is that the levels are exhausting to go through. I probably wouldn't play this again, although the new powerups and weapons are really good as well.

>> No.10192541
File: 660 KB, 800x690, Andy Warhole.jpg [View same] [iqdb] [saucenao] [google]
10192541

>>10192521
gotchu senpai i am a professional

>> No.10192546

>>10192529
I like Dissolution's weapons more than Scourge's ammo types, but Scourge had way better maps. It also had the gremlins.

>> No.10192551

>>10191132
Does anyone have a real conclusion about this guy?
>Masters of Doom
Tells us a story about Carmack being a total asshole. There are also stories about Romero just fucking around.
>The Doom Guy (by Romero)
Tells us a story about Carmack being a total asshole. There are stories about Romero doing tons of work.
What gives?

>> No.10192559

>>10192529
dissolution is fun cause u can delete everything with quad rockets
and cause you can pretend there's a reason to use the single nailgun now that it does 30% more damage and has a separate ammo pool
lava nailgun should just be how the stock nailgun works at a baser level desu senpai

>> No.10192561

>>10192541
beautioful

>> No.10192564

>>10192561
tanks

>> No.10192572

>>10192559
The super nailgun can use lava nails too.

>> No.10192575

>>10192551
>There are stories about Romero doing tons of work.
Romero was focused on building the company instead of building wicked sick games. Working with other devs on Doom engine games in a production role, etc.
Carmack wanted all hands on deck for Quake to make it the dopest shit, SON. Romero says there was nothing to do until the engine was completed. That sounds more like a pipeline issue to me, so the truth is probably somewhere in the middle.

There are things about the Daikatana days that are straight omitted from Doom Guy, and I'm assuming that's because 3rd parties probably didn't want it mentioned in the book, or they paint Romero in too bad of a light to be endearing to the reader (when reall you should just realize that people are human and make shit decisions sometimes, especially when they have the absurd windfall that Doom became).

>> No.10192594

Is alien vendetta super hard? I'm looking for something to mindlessly play while listening to shit. I don't mind grinding

>> No.10192613

>>10192594
It's really hard on UV, while on HMP it's basically on the same level as Plutonia on UV.

>> No.10192616

>>10192575
Makes sense. I haven't actually finished the Doom Guy yet. I'm also curious who was that 'Robin' guy who was supposed to do the original Doom SNES port.
I'm sure I can find it out just by googling though.
Love the id Software lore. They were incredibly lucky but also tried very damn hard.

>> No.10192620

>>10192594
It gets awfully hard at the third episode, like Scythe II.
Make sure to bump the difficulty down when you get there.

>> No.10192645

>>10192572
yes i know
but it's better if you pretend it doesn't

>> No.10192646

would you rather

>Shotgun 1 (One) Baron
>Rocket 2 (Two) Shamblers
>MP40 3 (Three) Enforcers

>> No.10192648

>>10192646
Barons' attacks are really easy to dodge.

>> No.10192652

>>10192648
that's why it sucks shotgunning them

>> No.10192658

actually the mp40 fires 1/3rd slower than i thought so we can lower 3 enforcers to 2

>> No.10192663

>>10192646
better than fighting 2+ fiends/spawns in an enclosed space and you only have the grenade launcher

>> No.10192676

>>10192663
this is about which is more of a slog to kill not about the enemies being awesome at their jobs

>> No.10192680

>>10192652
I'd rather fight a big Imp that takes a while to go down than two hitscanners that take a while to go down.

>> No.10192723
File: 140 KB, 573x415, punch lenny.jpg [View same] [iqdb] [saucenao] [google]
10192723

>still no Saturday screenshots post

>> No.10192737
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10192737

I HAD SLEPT IN AND NEARLY FORGOT ABOUT IT. BUT IT'S STILL SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10192747
File: 569 KB, 1854x827, assssssssssssss.png [View same] [iqdb] [saucenao] [google]
10192747

>>10192737
BEHOLD ... 2 months of work for 18 minutes of gameplay. Just 9 more fucking maps to finish the megaWAD. Urghhhh.

>> No.10192750
File: 263 KB, 859x831, Untitled.png [View same] [iqdb] [saucenao] [google]
10192750

>>10192737
Still messing with the feasibility of this thing. Using btsx as a template atm.

I guess the sidebar could be organized by type of tag like:
Compatibility
Author
uh General?

I dunno. I'm also not sure yet if I can make the sidebar change to show tags relevant to the selected topic, or if thats even worth doing since the tags for the selected item show up on at the bottom of the page anyway. But it'd end up being a pretty big list of tags on the sidebar if authors etc are included.
maybe I can get it to display as a cloud to conserve space.

Anyway, yeah. Still just playing with it. Lemme know if there are any suggestions. I know it's not the animu style booru people were praying for, but I figured I'd plug away at it a bit for kicks. See what happens.

>> No.10192761
File: 1.01 MB, 1920x1080, doom213.png [View same] [iqdb] [saucenao] [google]
10192761

>>10192737
Progress on the second episode of my 100 lines project is going steady 8 maps in.

>> No.10192765

Best snowy wads?

>> No.10192771

>>10192750
I think using a screenshot of a map would be better to have as a thumbnail instead of the title screen.

>> No.10192787

>>10192771
might make sense, since a lot of maps don't have custom title screens.

>> No.10192795
File: 1.58 MB, 1920x1080, snoweviter.png [View same] [iqdb] [saucenao] [google]
10192795

>>10192559
The regular nailgun has it's place as a bitchboy stepping stone: I like starting the level or episode with one before grabbing the supernail halfway through.
Still the weirdest perk to Quake's weapon balance, and that weapon roster itself is strange with how nicely balanced it ended up being.
>gap between shotguns narrowed
>"bigdick superweapon" gets its own ammo pool
>grenade launcher fires faster than rocket launcher
>>10192771
Eviternity map15 was my favorite but it has a few.

>> No.10192797

>>10192761
I like the absolute gall you have to try a natural themed map with 100 lines.
God speed.

>> No.10192804
File: 492 KB, 1920x1080, 1667565481442327.jpg [View same] [iqdb] [saucenao] [google]
10192804

>>10192737
relearning Trenchbroom and fucking around with makkon textures

>> No.10192807
File: 4 KB, 93x121, 1365984544509.png [View same] [iqdb] [saucenao] [google]
10192807

>>10192613
>>10192620
So far so good I look forward progressing to the later maps

>> No.10192826

>>10192804
i wish for makkon's textures in Q2R

>> No.10192836
File: 2.95 MB, 1920x1080, 1693072723822159.webm [View same] [iqdb] [saucenao] [google]
10192836

I am astonished, but at the same time I believe that a CRT-filter should be mandatory for doing this shit

>> No.10192846

>>10192826
aren't there truecolor sources? he used to provide them back in 2019-2020 at least

>> No.10192849

>>10192846
they work on Q2R

>> No.10192854

>>10192849
is that a question
no idea. I think fullbrights are external tgas, so why wouldn't they

>> No.10192905
File: 27 KB, 210x360, SJ.jpg [View same] [iqdb] [saucenao] [google]
10192905

I can't play Doom without my buddy superfly

>> No.10192913
File: 4 KB, 222x62, rfMidHe_d~2.jpg [View same] [iqdb] [saucenao] [google]
10192913

>>10192663
>not single-barrel Shotgunning 2 Fiends to death in an enclosed space
Step it up, fampai.

>> No.10192936
File: 2.05 MB, 2560x1440, idk wtf im making.png [View same] [iqdb] [saucenao] [google]
10192936

>>10192737
>>10192804
Baste and techbase pilled.

>> No.10192939
File: 27 KB, 1080x342, Screenshot_20230826-172553~2.png [View same] [iqdb] [saucenao] [google]
10192939

>>10192750
might have to remove the comments section
Captcha plugin is broken so it lets in any old riff raff

>> No.10192942

>>10192854
they messed up with wal i think it doesnt need colormap anymore outside legacy

>> No.10192947

>>10189071
>>10189075
Timo put a updated pack for GTKRadiant4 that supports Q2R
https://github.com/TTimo/Q2RePack/

>> No.10192964
File: 270 KB, 1366x768, Screenshot_Doom_20230825_113651.png [View same] [iqdb] [saucenao] [google]
10192964

>>10192737
Making menus is tough. But it'll be worth it.

>> No.10192965

>>10192826
Wally will export shit to .wal.

>>10192854
Fullbrights are .pngs, but same difference. Trenchbroom won't detect things in texture collections unless they're .wals when set to Q2 mode though, even if you're using the Q2R .fgd.

>> No.10192970

>>10192965
Radiant was updated to support Q2R >>10192947
It will take another century until dumptruck updates trenchbroom for Q2R

>> No.10192979

>All the sound engineers who unwittingly contributed music for the pack; Dotkraz, Idle Sunder, Turmoil, Legion, Damballah (album name, unknown artist) and Zero Degree. The unconverted mp3's can be found athttp://www.archive.org/index.php
there's some really good ambient loops in Warp Spasm but unfortunately no track list that shows where loops for each level were sourced. darn.

>> No.10192980
File: 332 KB, 640x346, wha.webm [View same] [iqdb] [saucenao] [google]
10192980

>>10192970
>dumptruck updates trenchbroom

>> No.10192985

>>10192980
did fairweather ousted him off the dev team too?

>> No.10193004

>>10192979
oh, nice. i found a readme file in pak0 that gave me the sources. neat!
>Damballah / Ether
ive been wanting to listen to martial industrial\neoclassical darkwave that doesnt sound super cheesy so i'll need to check these guys out.

>> No.10193009
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
10193009

>>10192985
I can't tell if you unironically think Dumptruck developed Trenchbroom or if you're just trying to generate autism.

>> No.10193014

>>10193009
i always thought he made it, unless i woke up in another timeline.

>> No.10193023

>>10192964
What is this? Is that Megaman?

>> No.10193028
File: 22 KB, 960x720, zer.png [View same] [iqdb] [saucenao] [google]
10193028

>>10192979
got ya covered, m8
https://mega.nz/folder/Yb4yGJyI#dC7EHqr78fiGN5HTVL2RRQ

>> No.10193036
File: 1.20 MB, 500x280, 1587932006789.gif [View same] [iqdb] [saucenao] [google]
10193036

>>10193028
that fuckin rules anon. i found the track list in the files but im glad you put everything together conveniently. based pic too. i want those edgelord vibes back in quake mapping.

>> No.10193062

>>10193023
It's BYOC

>> No.10193070

>>10191141
Didn't they remake Return for the new RoTT release or does it still run on a Doom source port.
>>10191157
They couldn't fit in all of Doom 2's monsters into 64 so maybe.
>>10192551
Romero was an asshole who got humbled by his failure with Daikatana, Carmack is so fucking smart he probably has trouble understanding normal people.

>> No.10193080
File: 28 KB, 333x500, 1693099705202.jpg [View same] [iqdb] [saucenao] [google]
10193080

>>10192575
Ommissions are pretty common in these memoir style books.

>> No.10193086

>>10193080
i really like sid meier's games, is that book as mid as everyone says? i heard it doesnt have the same level of drama as Masters of Doom or Wanted.

>> No.10193097

>>10193086
It's just... Nothing really. There's small bits about his sibling who died of disease, a little bit of ownership dispute, one chapter about trans rights, and for each game a little bit of time travel to get you in the time period, but everything is surface level. You really won't learn much. I'm okay with it not being drama filled, but I was hoping to have a deeper dive into Sid's... Anything really.

>> No.10193103

>>10193097
>one chapter about trans rights
But why.

>> No.10193121

>>10193036
Sauce of that gif?

>> No.10193124

>>10193103
>Sid Meier's Pandering!

>> No.10193137
File: 27 KB, 318x450, 8037.jpg [View same] [iqdb] [saucenao] [google]
10193137

>>10193097
that sounds disappointing. when i mean "drama" i dont mean petty interpersonal arguments but conflict in game development in general. there's this one tidbit on kingpin's development i find fascinating
>It was originally intended to be an alternate universe science fiction game similar in style to the movie Blade Runner. Several months into development, Drew signed Cypress Hill to do the music, and then changed the theme to be more "gangsta" because the game didn't "match the music style."
>I have no idea where Drew is. It's been many years since anyone has heard from him. I've not personally spoken to him since Kingpin shipped. There may be some interviews out there where I mention this incident, but I've never directly attributed it to Kingpin. But the story of how I was directed to change our levels to better match the music is one that I've told before as an example of crazy things I've seen in this business.
https://kingpin.info/?p=alex-mayberry
i was reading a manga called 16bit Sensation that has this issue with there being a lack of interesting conflict. its about a college girl who is pulled into the hentai game industry, but beyond talking a bit about the cultural background and the technical side on how VNs are developed it offers zilch. one dimensional characters, opportunities for conflict arent used (one chapter hints at an employee leaving but it doesnt happen), references to period media and events are limited. despite there being mentions of censorship and violent pornography it doesnt use either subject to depict turmoil and ethical dilemmas. its surprisingly boring stuff despite the cool premise. better idea: let pic related loose in Akihabara and hand him a mango artist.

>> No.10193141

>>10193121
https://www.youtube.com/watch?v=aDaOgu2CQtI

>> No.10193149

What are some Doom mods that require very good precision in aiming and shooting but arent slow like HD?

>> No.10193158

>>10192771
What about three screenshots and then a title screen?

>> No.10193161

>>10193103
Don't know, but it's really weird and out of left field. The person in question doesn't contribute to the overall narrative, just Sid congratulating himself for congratulating someone else on transitioning. It's actually pretty tame, but its just there for no reason.

>> No.10193171

>>10193161
That's even weirder.

>>10192939
Gross Glutton seems on the level.

>> No.10193176

>>10193103
>>10193161
if i were to guess its to make up for his faith, that and the content of Colonization and Gettysburg! are something that would catch controversy now. personally i dont mind it.

>> No.10193184
File: 55 KB, 739x415, 1693102588431.jpg [View same] [iqdb] [saucenao] [google]
10193184

>>10193176
His Gettysburg section was actually a highlight. He got the idea based on some old books that had illustrations of the battles from a isometric perspective.

>> No.10193197

>>10193184
>He got the idea based on some old books that had illustrations of the battles from a isometric perspective.
thats really cool. i need to play his civil war games sometime.

>> No.10193208 [SPOILER] 
File: 1.46 MB, 1798x1678, Bombshell_Conceptsv1b.png [View same] [iqdb] [saucenao] [google]
10193208

>>10189075
Dunno if this counts as news, but the DNF Restoration dudes posted concept art of Shelly AKA Bombshell.
Now I'm gonna warn you guys right now, this one is kinda based and is reeking of soul.

>> No.10193209

>>10193208
>Still the robo arm shit off mad max

>> No.10193214

>>10193184
See, that's the sort of thing I would want to read about. I've been looking for old history books for inspiration myself. I asked /his/ for some advice on history education but they are a bunch of sad sacks of shit over there. I have no idea what led to that, because the board used to be fairly interesting, but it's like talking to a bunch of AI's that are trained to be depressing.

>> No.10193224

>>10193208
fuck man, that's pretty great gotta say

>> No.10193229
File: 794 KB, 780x579, 8F05A0CE-E3FB-4BD1-925E-624BD9D6A4D4.png [View same] [iqdb] [saucenao] [google]
10193229

>>10193214
>looking for old history books for inspiration
inspiration for what, anon? im interested.

>> No.10193242

>>10193214
It is a pretty short book, despite how mid most of it is, if you can get it on sale or free there are some nuggets of intrigue. It's just not desne with it.

>> No.10193257

>>10193208
>Bombshell
More like bimboshell

>> No.10193282 [SPOILER] 
File: 164 KB, 1143x900, 902f5980-aa06-11eb-9df3-df255aba7ad0-102531077.jpg [View same] [iqdb] [saucenao] [google]
10193282

>>10193208
Barbwire and Aliens influences i see

>> No.10193313
File: 43 KB, 410x623, impressive.jpg [View same] [iqdb] [saucenao] [google]
10193313

>>10193208
>the one on the left

>> No.10193314

Whats the best CRT filter for GZdoom?

>> No.10193323

>>10193229
anything really. indutrialrevltion era inventions and so on up to the 50/60s. sci fi style tech avenues that were abandoned. that sort of thing.
for a sci fi thing.
But also just general war strats and lore from medieval times and on.

>> No.10193326

>>10193229
Oh. and it wasn't for anything in particular at the time. just had a few isolated ideas kicking around.

>> No.10193360

>>10193323
>>10193326
the idea of anachronistic\sci-fi tech in a cold war-era setting reminds me of red alert. underrated aesthetic.

>> No.10193404

>>10193208
Give the barb wire style design the bandana and camo pants and she's perfect.

>> No.10193448

>>10193208
Gotta say, I really like the Combat Bimbo on the left, I'd loved to have seen a game where to play as her, blowing shit up left and right.

>> No.10193467
File: 638 KB, 1920x770, 1693109764511.png [View same] [iqdb] [saucenao] [google]
10193467

>>10193208
It's a shame the modern strong woman isn't allowed to be bimbo anymore. This shaved head and pixie hairstyle needs to fucking go away.

>> No.10193482 [SPOILER] 
File: 153 KB, 891x1060, e676771b884df6203649b558127729b9.jpg [View same] [iqdb] [saucenao] [google]
10193482

>>10193467
agreed

>> No.10193498
File: 136 KB, 420x385, crak.png [View same] [iqdb] [saucenao] [google]
10193498

>>10193448
Makes me want to dig up some fun Q2 skins again

>> No.10193619

>>10192750
>>10191346
>PRBooM CL.9/BooM 2.02, PRBooM CL.11/MBF, MBF21, UDMF

So if anyone is curious, organizing the tags by type seems to possible, but organizing like "engine" might not be a good idea as it could require re-tagging every wad when a new engine comes out. Might be best to stick to gameplay features and year. Things that cannot change or be added to.
So something like UDMF or "Doom format" or whatever should be fine. Complevel... But if you wanted an exhaustive list of compatible engines, that could eventually be found to be lacking information.

>> No.10193651

>>10192964
It's such a shame it's Zandronum only. I would love to play this on GZDoom with Corruption Cards.

>> No.10193676

>>10193619
I think organizing by feature set is thr best option. Could even be scraped from wads as many features are pretty obvious.

>> No.10193704
File: 295 KB, 600x497, Bathroom Royalty.gif [View same] [iqdb] [saucenao] [google]
10193704

>>10193070
>Didn't they remake Return for the new RoTT release or does it still run on a Doom source port.
Additional GZDoom package, apparently.
>>10193208
Well, number four is tne better of the two. Still not close to Ion Fury's Shelly though.

>> No.10193706
File: 292 KB, 800x600, 1678413361894282.png [View same] [iqdb] [saucenao] [google]
10193706

HAIL TO THE KING BABY!!!

>> No.10193716
File: 141 KB, 640x480, doom76.png [View same] [iqdb] [saucenao] [google]
10193716

>>10192737
I didn't have time to populate the map, but should be able to do it this weekend or next week.

>> No.10193756
File: 651 KB, 344x484, Untitled.png [View same] [iqdb] [saucenao] [google]
10193756

>>10193706

>> No.10193759

hail to the prince baby

>> No.10193763

>>10192663
The key to winning here would be letting one Fiend kill the other and then just start grenading the survivor from relative safety

>> No.10193765

>>10193070
Still GZDoom, thrown into the Steam/GOG folder if you buy the game.
Have to launch it separately, but funnily enough, the version they included doesn't come with a dedicated "Return of the Triad Launcher", with its own icon you can add to the Steam library if you want, only a less fancy non-compiled GZDoom app. Makes me think it's missing other things too, so I'd download it from elsewhere.
There's a community update for it that adds the new alternate actor sprites and fixes some stuff, which really, REALLY should be applied to the one that comes with Ludicrous Edition, if they're gonna be listing it on the store page as another incentive to buy.

>> No.10193778
File: 304 KB, 480x480, quadropic02_3.png [View same] [iqdb] [saucenao] [google]
10193778

>>10192804
Reminds me of Oblivion and Travail that used the same textures for techbase levels - courtesy of John Fitzgibbons (AKA metlslime from func_msgboard)

>> No.10193786

>>10192964
>Rayman
>Morshu
>Trollface
???

>> No.10193794

>>10193786
BYOC has a varied cast of freaks and weirdos. There's also Tony Soprano, Nico Oneshot, and a big titty fox youkai.

>> No.10193827

>>10193786
It's yours my friend.

>> No.10193860

>>10192795
12 damage nailgun would give it a permanent place in the weapon roster which would be a lot cooler than having a second starting weapon

Nailgun (Forma De La Buffo)
>12 Damage / 1 Nail Consumed
>Less accurate of the two
Super Nailgun
>18 Damage / 2 Nails Consumed
>Perfectly accurate
it'd be wonderful and nice to see the cooler nailgun model more often

>> No.10193871
File: 5 KB, 180x180, 1693126732430.jpg [View same] [iqdb] [saucenao] [google]
10193871

>Nailgun is described as a "dingus"
>Super Nailgun is called the "Perforator"
>Rocket Launcher looks like a phallus
>Lightning Gun is nicknamed "Shaft"

>> No.10193874

>>10193871
A lot of weapons in general are phallic. Swords, spears, lances, clubs.

>> No.10193881

>>10193874
now now, not everything's a penis
you can't be neurotically looking for these things where they ain't, nobody got a sword for a pecker
but hot DAMN quake is obsessed with likening its weapons to reproductives good LORD id

>> No.10193882

>>10193498
>official player model for an all-female Q2 clan
Those were legit different times

>> No.10193886
File: 175 KB, 980x991, 233575_980.jpg [View same] [iqdb] [saucenao] [google]
10193886

>>10193871
>>10193874
>>10193881
by playing this game you have to handle John's multiple penises.
it's over John made you his bitch.
see ya on Sigil II

>> No.10193890
File: 2.89 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10193890

>> No.10193889

>>10193860
Make the SNG projectiles bounce in a completely random direction a'la Qtest grenades, and i can see it having some niche uses

>> No.10193893

>>10193651
With a little effort you can make almost any of the characters standalone for your own use.

>> No.10193894

>>10193881
>>10193871
>get killed in multiplayer by a diect hit from a RL
>Player_X rides Player_Y's rocket
Well you don't say?

>> No.10193896

>>10193894
>Play a game made by someone called "Id Software"
>Surprised when it's full of Freudian imagery.

>> No.10193902
File: 5 KB, 419x249, wIwhjsk.png [View same] [iqdb] [saucenao] [google]
10193902

>> No.10193903

>>10193902
XDDDD

>> No.10193904

>>10193902
fug :DDD

>> No.10193917

>play Juggernaut on Q2R
>Medics can now revive each other
>Juggernaut loves Medics
>throws four of them at you in the opening room of the penultimate level (Engineering)
>Juggernaut also loves to undersupply ammo
pain

>> No.10193939 [DELETED] 

I am a femlala
hardqueueing for the nier raids
:)

>> No.10193953
File: 2.90 MB, 720x1280, 1625223812240.md5-9a5c3a1c5e417d75c4268aff2c079bf0.webm [View same] [iqdb] [saucenao] [google]
10193953

>>10192382
>>10192371

Thank you, anons.

>> No.10193970

How do I turn off autosaves in Ironwail?

>> No.10193996

>>10193893
If it's supposedly that easy, then why is it Zandronum only in the first place?

>> No.10194009

>>10193996
If memory serves right, some characters use Zandro exclusive functions. I know there's some other special options and shit tied to the mod itself that're Zandro only too.

>> No.10194047
File: 285 KB, 640x480, Screenshot_Doom_20230530_073158.png [View same] [iqdb] [saucenao] [google]
10194047

>>10193996
>>10194009
That, and the sheer amount of characters that I don't think GZDoom has support for choosing between. But it is super easy, it just takes a bit of time. OAH

>> No.10194067

>>10192646
Enforcers? From Marathon Infinity? Yes, definitely third one

>> No.10194084 [SPOILER] 
File: 142 KB, 469x330, boom woooooow.png [View same] [iqdb] [saucenao] [google]
10194084

>>10193871

>> No.10194091

>>10194084
lol this should be a texture for the model. dsp is based

>> No.10194112
File: 795 KB, 898x1140, coop.png [View same] [iqdb] [saucenao] [google]
10194112

>>10193871
grab your trusty nine inch nails and plunge into a slipgate.
are you a grisly grotto kind of man, or will you risk sticking your head into the wind tunnels?

>> No.10194120

>>10194112
Based Doomguy with his uncircumcised rocket launcher.

>> No.10194124

>>10193970
sv_autosave 0
you can now type words into console and it will auto-search cvars without the need for a find command.

>> No.10194129

>>10194112
Who is the guy on the right?

>> No.10194138

>>10194129
Soldier from tf2

>> No.10194150
File: 739 KB, 960x540, tf2.webm [View same] [iqdb] [saucenao] [google]
10194150

>>10194129
a guy from that retro game that outlived overwatch

>> No.10194156

>>10194150
>tf2 is now retro
I'm getting too old. Fuck.

>> No.10194169

>>10194047
>That, and the sheer amount of characters that I don't think GZDoom has support for choosing between
What does amount of characters have to do with GZDoom not supporting them? If ZDoom 2.7.0 can do this, then GZDoom is obviously capable of doing it.

>> No.10194195

>>10193498
Q2R doesn't download new skins because Fuck Nintendo

>> No.10194196
File: 30 KB, 464x661, images (1).jpg [View same] [iqdb] [saucenao] [google]
10194196

>games that deserve a remake
Dual wielding shotguns is cool but this game needs more enemy variety

>> No.10194198

>>10193953
Cute ducks

>> No.10194218

>>10194169
Nothing I guess. I didn't know that.

>> No.10194220

>>10193860
>buff NG’s damage but nerf accuracy
Are they still the sharing the same ammo pool?
>>10194195
It also doesn’t have third person support.

>> No.10194224
File: 3.91 MB, 640x360, quak2bab.webm [View same] [iqdb] [saucenao] [google]
10194224

>>10194220
>>10194195

>> No.10194231

>>10193860
How inaccurate are you talking?

>> No.10194234

>>10194224
kmq2 is a thing we know, and knightmare said he wont support Q2R entirely because it collides with his plans for KMQ2
On which he will die and it will never come out since there is no solid update til now

>> No.10194237

>Replace doom chaingun with machinegun that does 6*1d6 damage but takes 50% longer to fire
Would it improve it significantly? I want to boost the guns that are typically overshadowed for a project but not sure what numbers are good.

>> No.10194238

Been trying to remember. Which Quake map starts off in a hub area that has a black or at least weirdly colored sun for the skybox?
>>10189673
I wish we had more pictures of Lovecraft with cats. I wish 14 year old Lovecraft had a picture taken of Niggerman before he ran off.

>> No.10194239

>>10194237
The chaingun is already good.

>> No.10194242

Fucking mayonnaise yeah

>> No.10194245

>>10194234
Yeup rip whatever. It’s always there when I want to turn Q2 into a TPS.
>>10194237
Are you replacing all the guns or just the ones that don’t see much use?

>> No.10194248

>>10194245
https://leray.proboards.com/post/31909

>> No.10194251

>>10194245
Probably not the shotguns. I'm considering upping the damage and accuracy for pistol and maybe make plasmagun shoot multiple projectiles.
I was experimenting with making a BFG that is closer to how it works in Q2, but I probably won't do that, it didn't work too well.

>> No.10194264 [SPOILER] 
File: 58 KB, 690x517, O2UrXnr.jpg [View same] [iqdb] [saucenao] [google]
10194264

>>10193896
exactly my point

>> No.10194271

>>10194220
nailgun has slight projectile offsets by default, nothing is nerfed
yes, if they had separate ammo pools with adequate drops NG damage wouldn't need buffs to fill a niche

>> No.10194272

>>10194248
It’s not that I didn’t believe you anon, and I’ve already browsed there previously to see if he did have plans. Whatever these crazy Q1 and Q2 crackers want to do is whatever.
>>10194251
Wanna give the shotgun a few more pellets, or maybe narrow its spread? It already loses out to both the ssg and vanilla chaingun.

>> No.10194275

>>10194271
>if they had separate ammo pools with adequate drops NG damage wouldn't need buffs to fill a niche
That's true for any of id's games prior to Quake 3.

>> No.10194280

>>10194272
NTA, but the shotgun having 9 or 10 pellets with ever-so-slightly higher damage to more consistently kill chaingunners with 1 hit and stun enemies better would be a good change.

>> No.10194295

>>10194271
>nailgun has slight projectile offsets by default, nothing is nerfed
Intriguing. I’d still likely bench it because I like killing things with explosives then shells, and saving nails and lightning for shamblers because lolexplosiveresist.
>>10194280
I do not like imp’s surviving a hit from all 7 pellets. Cacos surviving two SSG blasts is fine but it just makes the shotgun sad when it can’t guarantee an imp kill.

>> No.10194296
File: 76 KB, 800x600, juggernaut-the-new-story-for-quake-ii_1.jpg [View same] [iqdb] [saucenao] [google]
10194296

>>10193917
I know its all just wishful thinking on my end, but the Blade Gun is simply beging to become a reskin for the ETF Rifle, no real idea what the EMP Cannon should be turned into a reskin of at the moment, maybe once Zaero gets ported-over just nick that one wierd gun which shot invisible explosions (or something like that, I can only remember how it almost always killed when using it)

>> No.10194304
File: 30 KB, 680x363, D_2chPXWsAApebF.jpg [View same] [iqdb] [saucenao] [google]
10194304

>>10194264
i wish ritual made their expansion

>> No.10194313

>>10194272
>Wanna give the shotgun a few more pellets, or maybe narrow its spread? It already loses out to both the ssg and vanilla chaingun.
Maybe. I see people still choosing shotgun over chaingun, because it front-loads the damage. Maybe its reload animation could be shortened. Or maybe indeed more pellets.

>> No.10194332
File: 380 KB, 1200x511, 1674949870409019.jpg [View same] [iqdb] [saucenao] [google]
10194332

>>10194304
It could have been the funniest Quake expansion with designs like this. I also found 4 even worse than D3 so I'm not too upset but to each their own.
>>10194313
The frontloaded damage is both a boon against a bunch of shotgunners while being an annoying backfire when something is left with just a few hitpoints.

>> No.10194362

>>10194332
is this achievable natty

>> No.10194375

>>10194362
No, they're demons, they're supernatty by definition

>> No.10194394
File: 349 KB, 630x630, 1551040387251.jpg [View same] [iqdb] [saucenao] [google]
10194394

>>10194362
>>10194362
>demons
That's just a tit-covered cyborg from a cancelled Quake 4 expansion.

>> No.10194402

>>10194296
didn't someone remade juggernault, where is the source code of it

>> No.10194432

Anyone remember the name of the Quake campaign that ends with you fighting an evil Ranger who turns into a dragon on top of a tower in a hellscape? All else I can remember is that all the maps had pretty big enemy counts.

>> No.10194437
File: 1.45 MB, 1920x1080, soe.png [View same] [iqdb] [saucenao] [google]
10194437

>>10194432
well it's gotta be Soul of Evil or Indian Summer, but I think you've got some memories merged together

>> No.10194442
File: 2.41 MB, 1920x1080, unf3.png [View same] [iqdb] [saucenao] [google]
10194442

>>10194432
or Unforgiven, that's probably it

>> No.10194459

HUH

>> No.10194475
File: 826 KB, 1680x1050, 1613585472187.jpg [View same] [iqdb] [saucenao] [google]
10194475

>>10194402
You probably mean the same fellow who made those tough as shit Doom TC mods for Quake2

>> No.10194482

>>10194394
>>10194332
For me its that ''"female'" tripod-cyborg that's just 3 decapitated women sewn-together at their vajayjays

>> No.10194496
File: 129 KB, 640x480, doom77.png [View same] [iqdb] [saucenao] [google]
10194496

I've finished my map, that I've been posting about this week. It is MAP21 for Hell Frontier and it's called Beatrice Beachhead.
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=255630
It's for Doom 2, tested in DSDA-Doom on complevel 2, it has difficulties.

Also Hell Frontier development thread:
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-development-thread-episode-3-progress-1/

>> No.10194501

>>10194496
Oh, and it's MAP21. The wad contains only it for now.

>> No.10194510
File: 166 KB, 313x313, happy dk.png [View same] [iqdb] [saucenao] [google]
10194510

>>10194442
Yep, that's the one. Thanks anon.

>> No.10194529
File: 1.39 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
10194529

>Turok 3 remaster screenshots have the early HUD that doesn't look like garbage.
>Details cut from betas of the game are present in the trailer such as the additional rooms during the elevator ride.
>The open mech in the city is present possibly indicting they restored the cut section where you pilot one.
It's fairly obvious they combed through the many prototypes that have made their way online to restore cut content like Quake 2. Anything to fix this super rushed game would help.

>> No.10194537

>>10194496
https://files.catbox.moe/m4pbu4.lmp
Took me a few attempts, didn't find the secret.
Not a massive fan of it, honestly. You just spam Hell Knights and Cacos, and give no real way to kill them. Even when the map is over there was a cloud of Cacos I wasn't able to take care of.

>> No.10194546

>>10194332
>I also found 4 even worse than D3 so I'm not too upset but to each their own.
i dont like Q4 either but i think ritual couldve made something more fun out of a mediocre base.

>> No.10194549

>>10194537
Watched your demo, I see where you are coming from. During testing I didn't have problems with ammo supply, personally, but I can see how this can be an issue. I will see how people fare and adjust accordingly.

>> No.10194562

>>10194549
Aesthetically the map is really good, I'm just not sold on the encounter design of it.
I don't mind the ammo starvation and lack of weapon choices when you're trying to push through that long hallway in the middle, but it becomes tedious when you get the blue key and all that's left to do is backtrack to the blue door and not get boxed in by tomatoes. Even just a chaingun with a bunch of bullets in the room that lowers the blue key would be nice to have, because the map is practically done by that point anyway. And some bit of resistance in the exit room would probably be good too. Like a Baron or Mancubus, so you can't run straight in and end the level; maybe then the remaining Cacos would pose a threat.

>> No.10194570

>>10194562
I was considering making you walk some more instead of ending the map where it currently is. But couldn't think of anything. perhaps merging the two final waves would make them more relevant, so they'd arrive while you are trying to reach the blue key.

>> No.10194572

>>10194570
I was expecting enemies to spawn when I grabbed the blue key, which is why I hesitated for a little while.

>> No.10194579

>>10194529
Also danielle looks hot as fuck
IF anything they could honor turokdoom anon and restore the adon model from the comic

>> No.10194591

>>10194546
“Expansion content more interesting than basegame” is at least consistent with the previous two Quakes and with 4 there would be nowhere to go but up.

>> No.10194610
File: 98 KB, 594x347, 1685341055645009.png [View same] [iqdb] [saucenao] [google]
10194610

>>10194496
this demo will run with DSDA Doom only, i used -dsdademo to save/load while recording.
https://litter.catbox.moe/345uqd.lmp

i dont do vanilla mapping so this might be a limitation on that end but a lot of the arenas felt a bit too barren. especially in the 2nd arena i think some cover could be nice but thats just me.
also as the other anon mentioned, too many meatballs at the end.

>> No.10194620
File: 186 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
10194620

I'm using dsda doom but I've no idea how to get rid of the statusbar and have a fullscreen hud with health/armor in one corner and ammo in the other.

In the keybindings there's an entry called hud but that just gets me pic related. Increasing the viewsize does the same or just outright hides the hud including the statusbar. Am I supposed to fiddle around with config files or something?

>> No.10194627

duke without the roids
sam without the shades
caleb without the hat
wang without the accent
doom with intact stomach armor
ranger but he can't say huh

>> No.10194631
File: 134 KB, 1920x1080, 1665688531547459.png [View same] [iqdb] [saucenao] [google]
10194631

>>10194620
so you want the GZDoom hud basically? as far as i know, its not possible. maybe try nugget since it supports custom huds and also has complevels like DSDA

>> No.10194634

>>10194627
>doom with intact stomach armor
90% of people wouldn't even notice this one.

>> No.10194636

>>10194631
Yeah. Alright I'll check out nugget then, thanks

>> No.10194637
File: 535 KB, 1921x1080, file.png [View same] [iqdb] [saucenao] [google]
10194637

>>10194620
I think you can do custom huds with DSDA now. They got rid of the old Boom HUDs for God knows what reason.

>> No.10194650

>>10193651
Yeah, we use a bunch of Zandronum exclusive ACS functions & decorate flags, but not all characters rely on them.

Maybe we can trick graf zahl's into adding them so it's compatible now :)

>> No.10194657

>>10194650
Is there really no equivalent available for these functions that still work on Zandronum and also work on GZDoom? Mod doesn't appear to be that much more advanced than Kegan's own mods and those work fine not just on Zandronum, but on GZDoom as well.

>> No.10194660

>>10194620
sane human HUDs got broken in v0.25. use 0.24.3

>> No.10194663

>>10194047
Nah. We know gzdoom can take having many characters.

We just prefer putting time into adding more stuff rather than juggling between
supporting a zandronum & gzdoom version of the same mod, cause it's just 1 guy adding most features.

>> No.10194668

>>10194657
Some characters (like kegan's) have no special zandronum code so they could run fine.

But there are some, like stupid rat, where they depend on checking how much damage a hit took, and that's a special zandronum acs event. It'd require a hefty code rework. Best copout would be to remove characters like this for a gzdoom version to me anyways.

>> No.10194671

>>10194668
Huh, shouldn't GZDoom support something like this too? Or is it ZScript stuff?

>> No.10194680

>>10194671
Yep, it doesnt support most zandronum exclusive functions, as they've branched out seperately.

Zandronum doesnt support Zscript.

>> No.10194694

>>10194680
I don't think you have understood my post correctly.

>> No.10194696

>>10194694
I dont know what else to tell you

>> No.10194697
File: 253 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
10194697

>>10194660
That was it, thanks a lot!

>> No.10194704

>>10194696
Thanks, bye! And don't accidentally wander off edge and land into lava or acid or whatever damaging floor you may end up on.

>> No.10194712

>>10194704
Yeah alright. Atleast they cann't say I didnt give this general a fair shot.

>> No.10194715

Why doesn't DSDA-Doom have compiled binaries on the github release page? Why does he have them in some random Google drive folder?

>> No.10194725
File: 14 KB, 255x200, 1693096428401645.jpg [View same] [iqdb] [saucenao] [google]
10194725

>>10194459
>playing Quake for the first time
>"Holy shit this HUH is annoying"
>by the end of E1M2 I'm completely deaf to it
>mfw it's the Quake equivalent of a smoke detector chirping

>> No.10194728

>>10194725
I think the HUH is pretty funny. Why he do that every time?

>> No.10194731
File: 70 KB, 314x360, Doom3Maggot.png [View same] [iqdb] [saucenao] [google]
10194731

>>10192905
"used to be a maggot but now i'm just superfly" johnson

>> No.10194732

>>10194694
To be fair, his answer made sense to me.
Consider taking your meds, or try clarifying your point instead of responding like a haughty little bitch.

>> No.10194735

>>10194732
>haughty
I'm not an animu noble girl, I can't be haughty.

>> No.10194738

>>10194725
i almost envy people deaf enough to high pitches that a smoke detector chirping doesn't activate every single fight or flight reflex in their body
but i'm also glad i'm not fucking retarded enough to ignore it
why god made me have the hearing range of a literal dog i will never know

>> No.10194756

>>10194725
https://www.youtube.com/watch?v=vjd5qjk-w0c

>> No.10194764
File: 217 KB, 534x750, 1663332355796037.jpg [View same] [iqdb] [saucenao] [google]
10194764

>>10193208
>Restoration
There's already plenty of official 3DR concept art available.
https://steamcommunity.com/games/562860/announcements/detail/1676902239539040353

>> No.10194769

>>10194725
>delete/replace HUH’s in Q1 and Q2 with silent noise effect just to try it
>jumping is now silent
Not fun but it is an easy wav replacement

>> No.10194773

>>10194715
i was wondering the same thing too, it's retarded, it always takes 3-4 tries to get it working

>> No.10194774

>>10194769
is there a randomize sound function in quake engine, like you can do in source engine?
like, can you hypothetically replace the "HUH" with a random excerpt from loud nigra every jump?

>> No.10194775

>>10194725
Whenever I play Quake 3, I pick the character with the most obnoxious noises so that every virgin in the area knows death is coming their way

>> No.10194778

>>10194775
this but also in any game with voice commands i append them to my movement keys

>> No.10194802

>>10194773
It's really sketchy, is what it is.

>> No.10194806
File: 350 KB, 683x900, 1690919732689920.jpg [View same] [iqdb] [saucenao] [google]
10194806

>>10194775
Me too, but because I think he's the coolest character.

>> No.10194815
File: 46 KB, 474x615, 1670519913962980.jpg [View same] [iqdb] [saucenao] [google]
10194815

>>10194332
Looks like a McFarlane Toys' Tortured Souls figure.

>> No.10194872
File: 2.91 MB, 3440x1440, shot141.png [View same] [iqdb] [saucenao] [google]
10194872

>you're about to find out

>> No.10194904
File: 3.74 MB, 3440x1440, shot132.png [View same] [iqdb] [saucenao] [google]
10194904

>>10194738
>why god made me have the hearing range of a literal dog i will never know
My wife can barely hear most of the shit I can hear and it's only now I am figuring out that something might be different with how I pickup things.
It is especially annoying at night because for some reason that's when my hearing will be at its peak and I can literally zone in on neighbours' conversations across the street.
I even bought hearing protection lol

>> No.10194912

>>10194872
all i want is a SMG model that uses the ground SMG model

>> No.10194923

>>10194912
I'm surprised the viewmodel is still missing its right half.

>> No.10194924

>>10189075
Little old at this point, but thought it was cool: "Doom Infinite" is out, a roguelike mod

>> No.10194925

>>10194923
Md5 models can be full models now

>> No.10194927

>>10194764
What do think those pockets are for?

>> No.10194940
File: 283 KB, 562x500, len.png [View same] [iqdb] [saucenao] [google]
10194940

>discovering the damage sliders made guncaster this much more enjoyable
having to repeatedly clobber pinkies with radioactive explosive slugs to kill them is a bit of a struggle to believe, but i`ll take it
>inb4 get a load of this dude trying to balance an intentionally busted mod

>> No.10194991

>>10194610
I tried to feed it to DSDA-Doom, and it didn't take it. I'll figure it out eventually.
Appreciate your input, as for cover, I don't think it's necessary, but I might have gone overboard with revenants there.

>> No.10195043
File: 3.55 MB, 3440x1440, shot144.png [View same] [iqdb] [saucenao] [google]
10195043

I almost got the automagic entity-creation scripture to work (mostly to place misc_flares near emitting light-textures), but somehow the entities are created with an offset-position(?), however I can just drag them into place upon creation.

>> No.10195078

>>10194991
>I tried to feed it to DSDA-Doom, and it didn't take it. I'll figure it out eventually.
weird, i downloaded it (after deleting the original) and it works without any extra parameters (just the usual -iwad, -file, -playdemo)
might be a version thing, i recorded it on v0.26.2

>> No.10195085

>>10195078
Yeah, probably. I should upgrade.

>> No.10195093

>>10195085
The ability to use saves in demos is very new to DSDA.

>> No.10195096

doom but it's karaoke and you have to sing in 6 octaves to kill the cyberdemon

>> No.10195196
File: 135 KB, 558x800, 3901549-serious-sam-xbox-front-cover.jpg [View same] [iqdb] [saucenao] [google]
10195196

>>10194627
>sam without the shades
This wouldn't bother me, because in my eyes peak Sam design is pic related.

>> No.10195203

>>10194815
That’s real on point. Enemy design was starting to get real monstrous with those designs, like some demonic shit was bleeding into the setting.

>> No.10195264

>>10195196
are you serious?

>> No.10195268

>>10194224
cool hair motion
>>10194529
can't wait

>> No.10195271
File: 136 KB, 1024x576, serious-sam-2-generacion-xbox-1024x576.jpg [View same] [iqdb] [saucenao] [google]
10195271

>>10195264
I'm sure as hell not mental.

>> No.10195274
File: 1.61 MB, 923x1152, 1669616044951639.jpg [View same] [iqdb] [saucenao] [google]
10195274

>>10195264
super serious

>> No.10195280
File: 385 KB, 850x1100, 1688042509222544.jpg [View same] [iqdb] [saucenao] [google]
10195280

>>10195271
I still need to get around to hosting SS2 for us sometime, but life has been throwing curveballs at me left and right recently.

>> No.10195282

>>10194224
>webm
Makes me wish Heavy Metal FAKK 2 was faster paced and you weren't fighting bugs half the time...
Actually I probably shouldn't think about that game, or I'll just get depressed again about how much of a missed opportunity it was.

>> No.10195284

*ahem*

>> No.10195289
File: 44 KB, 800x600, Serious-Sam-The-First-Encounter-4-L9I1PHFOU7-800x600.jpg [View same] [iqdb] [saucenao] [google]
10195289

>> No.10195294

>>10195280
Shit happens, Anon. I've been dealing with shit for the past few years that throw a monkey wrench into my projects, people will understand.

>> No.10195329

SNS is going up, password is MrnunightIHATE
Community chest 3 with ISur, btw.

>> No.10195330

>>10195329
You really gotta get an image to go with these announcements man, even if it's just the same one each time.

>> No.10195338

>>10193619
nevermind. namespace tagging seems to be broken, or im just stupid maybe.
any separated tag lists have to be done by hand, so if a new author were added that hadn't been tagged before they would need to be added to the tag list page manually.

separating a tag list out for "year" was easy anyway.

>> No.10195347
File: 303 KB, 1920x1040, sns.png [View same] [iqdb] [saucenao] [google]
10195347

>>10195329

>> No.10195384

MAN... TNT Evilution's maps are getting to the point where I need to play doom to take a break from playing doom wads... Every now and then there's such a "where the fuck do I go" kind of level.

>> No.10195389

>>10195384
I think best of wad patches that cut the fluff would be a great idea.

>> No.10195390

>>10192836

Looks like the models have better detail than Voxel DOOM but at the same time the frame-rate seems lower or have some lag. Needs some refinement but i'm impressed nonetheless.

>> No.10195395
File: 868 KB, 1920x1080, Screenshot_Doom_20230827_171055.png [View same] [iqdb] [saucenao] [google]
10195395

>>10195384
forgot my pic lol

>> No.10195402

>>10195390
I think resolutions higher than 480p or sometimes 240p ruin the overall look.

>> No.10195438

>>10195282
I know the pain
>Apocalyptica
>awesome Sister of Battle styled chicks
>flaming longswords
And the game is dickballs. Third person Q2 and things like Drakan have saved the day for me.
>>10195390
The voxel’d models have better detail because the sprites in Duke3D are a higher resolution than Doom’s.

>> No.10195463
File: 34 KB, 312x123, tnt evilution.jpg [View same] [iqdb] [saucenao] [google]
10195463

>>10195384
That's the quintessential TNT experience.
>very early days of Doom mapping, one of the very first Doom 2 megawads
>lots of concepts and ideas which we take for granted today aren't maybe established very hard, if at all
>lots of different people of all kinds of different talent
>some pretty good talents who make some pretty damn good levels
>some pretty bad talents who make some pretty damn bad levels
>quality can vary level to level, some maps aren't even good or bad, just completely forgettable and unremarkable
>overall weak cohesion and direction, yet somehow manages to sort of have a style to it

I like TNT, but it's also flawed and there's parts of it which I think are very shit. It's a bit harder to stomach if didn't play it back when it was newer and you've got many years of later maps under your belt. Also flows like caulk if you don't carry over stuff between levels, frequently a horrible chore to pistol start, don't.
I'm basically picking out the little pieces which don't have (too much) visible mold on them and telling you they're good, but really, the nicer parts are good.

>> No.10195486
File: 337 KB, 1400x875, 1579142797224.png [View same] [iqdb] [saucenao] [google]
10195486

>>10195463
are there any good megawads that try to replicate Evilution's (atmosphere, creative level themes) style? ive been playing a lot of quake maps and im gravitating towards stuff thats darker and edgier stylistically, and i wonder if people tried to attempt a similar focus with a PWAD.

>> No.10195502

>>10195389
>>10195463
I still don't really have much Doom experience (Only finished Doom 1 and 2) so maybe it's meant for better/more experienced players. But then, I guess Final Doom was also the next release after 2, so who knows lol. I am enjoying it and it's very satisfying to clear stuff finally, but man sometimes I have these "I seriously had to stand here on this platform and shoot that decal on the wall to make it rise? C'mon..." kind of moments.

>> No.10195524

>>10195486
I mean, there are sequels called Revilution and Devilution

>> No.10195539
File: 13 KB, 227x225, its boney.jpg [View same] [iqdb] [saucenao] [google]
10195539

>>10189280
Many thanks, anon, very nice

>> No.10195541

>>10195486
Yeah, there's TNT Revilution, and Devilution, the latter spawned out of creative differences during the former. In that sense it's very authentic to the original TNT in how Plutonia was in large part driven by Dario and Milo Casali being displeased with the direction of Evilution and feeling they could do something much better and more focused on their own (except Revilution and Devilution are both really good).

I believe there was also talks about a third project styled after TNT which was based on Revilution and Devilution's leftovers, so for fans of TNT the eating has been getting a lot better over the years, used to be that only really Plutonia got loved and imitated so much. Granted, there's a lot of aspects of Evilution which aren't replicated but typically for the better.
Think of it like remaking movies, there's usually little creative reason to remake a classic movie which was really good and really worked, but an old movie which had a very good premise which it failed to fully deliver on, that'd be really worth giving another shot and doing it better, so the TNT fan sequels are kind of like that.

>> No.10195561

>>10195486
It's worth finishing off TNT while you're still at it, there's some pretty good levels left after the halfway point, and it's worth as just a point of reference. For one it'll give you a very tangible perception of what bad Doom levels can be, for another it'll instill in you either "I will never make a Doom level like this." optionally "I could make this level but good."

It'll also make you appreciate good Dooming much more afterwards.

>> No.10195620
File: 34 KB, 1760x1856, 1625258350010.png [View same] [iqdb] [saucenao] [google]
10195620

>>10194940
there wouldn't be sliders if the author didn't want you to tweak the experience, so play the way you want to anon

>> No.10195645

>>10195463
You forgot the part where it was made to be freely released online until Id scooped it up to bundle with Plutonia

>>10194940
Rampancy has guncaster-specific drops and element weaknesses set for every enemy because Yholl is a fucking madman, could probably get some serious challenge out of that by scaling enemy damage up since it's normally balanced around enemies dealing chip damage
Vindicated also exists, it's a real mixed bag but it has some changes I genuinely like, like nerfing the shop so you can't infinitely refill your hp and armor, reworking the shotgun's fire modes so full auto is the unlockable one, and buffing the SSG so it actually consistently oneshots enemies that should die in 8 shells

>> No.10195658

>>10195645
Plutonia was worth paying for, so I think that's fine.

>> No.10195663
File: 1.36 MB, 300x281, what are you fucking gay.gif [View same] [iqdb] [saucenao] [google]
10195663

>>10195620
i always carried the philosophy of "just balance your mod better lol", but this (and RO`s difficulty settings) is really giving me a new outlook.
>>10195645
currently running drla mobs, but still, sounds exciting, will be sure to give it a whirl. i remember seeing that rampancy is apparently also compatible with hdest. i am yet to test it, but if it is true, then it`s really bonkers.
i did quite like vindicated and how more grounded it felt, though i can`t be bothered to have several gzdoom versions installed and it don`t work on current ones no more. it`s been real while it lasted.

>> No.10195672

>>10195329
>>10195330
SNS feels like it has depression now

>> No.10195692
File: 2.97 MB, 1920x1080, 1649677623277.png [View same] [iqdb] [saucenao] [google]
10195692

>>10189071

>> No.10195696

>>10195692
this is for the next op

>> No.10195723

>tnt evilution administration center
AHHHHHHHHHHHHH
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

>> No.10195731
File: 513 KB, 1366x768, 1687656616169894.png [View same] [iqdb] [saucenao] [google]
10195731

>>10195329
>>10195347
You all look beautiful.

>> No.10195737

>>10195672
He just like me, fr

>> No.10195738
File: 728 KB, 1920x1080, TNTabelAC.jpg [View same] [iqdb] [saucenao] [google]
10195738

>>10195723
Ahhh, that good ole "huge fuckoff TNT map" kino

>> No.10195753

>>10195738
Clear it just now was such an adrenaline rush that I'm really starting to understand, I think, what people love about Doom so much. I went down one of the hallways at the giant final room and when I turned back, the cyberdemon had cornered me and I barely managed to escape with my life and find the exit. Good lord this game is wacky.

>> No.10195761

>>10195753
Clearing*. I can't even type right after that.

>> No.10195763

Is Daikatana worth playing? I watched some footage but somehow it feels pretty amateurish compared to Quake even.

>> No.10195771

>>10192836
>Da-Da-Damn, we-we-we're loo-loo-looking goo-goo-good!
>SKREEEEEEEEEEEEEEEE

>> No.10195774
File: 969 KB, 1440x810, habbening.png [View same] [iqdb] [saucenao] [google]
10195774

>>10195753
And it's just going to get better from there. TNT is a favorite and Plutonia is fantastic.
That being said, the level right after Admin Center may either feel like a nice break or a huge "what".

>> No.10195778

>>10195763
The first chapter (Neo-Japan) is complete dogshit, but if you're willing to get past it, you get an okay game, made slightly more tolerable with the 1.4 fan patch.

>> No.10195780

>>10195763
It's decent. Everything after the first era is a significant improvement (for some reason they decided to lead with the wackiest weaponry), and the 1.3 patch is basically mandatory for unfucking the companion AI.

>> No.10195782

>>10195771
>WHO ARE YOU? MY EVIL TWINS?
>WE'RE YOU GENIUS

>> No.10195791

>>10195763
It's a hidden gem, something that some people would call a "sleeper hit." It was largely overlooked when it came out, but it has better ideas than quite a few games of that era, and even our era. Four episodes with unique weapons and enemies for each, and a cast of memorable characters. Stay on the lookout for a guy named "Superfly."

>> No.10195797

>>10195763
the problem with daikatana is you can bunnyhop past literally everything effortlessly if you fix companions dying, cause only the first episode has remotely dangerous hitscanners, and you're incentivized to, cause there's no point in shooting so many weak braindead retards
zero (0) encounter design outside of the indoor sections of the first episode and late parts of the fourth episode
still better than quake 2

>> No.10195798
File: 153 KB, 900x1075, nonsense.jpg [View same] [iqdb] [saucenao] [google]
10195798

>>10191141
>RoTT 2013
>Good

>> No.10195803

>>10195798
if you don't suck complete ass at life yeah it's fun learning the encounters on ludicrous difficulty

>> No.10195807

>>10195774
It certainly was something lmao. I had to play really careful as my autosave started me at 1% health and no armor after the run-in with the cyberdemon on the previous level, so I managed to clear it pretty easily. Funny level.

>> No.10195809
File: 18 KB, 407x489, 01.jpg [View same] [iqdb] [saucenao] [google]
10195809

>>10195798
shit i bought it yesterday. haven't played yet

>> No.10195829

>>10195723
>>10195738
I really like and dislike that map for various reasons. The fuzzy progression is on one hand obnoxious bullshit, but on the other hand it's kind of cool in how it's like doing a secret ritual to access the outside.
The big map and all the trekking and exploring is kind of neat in a way, even though much of that exploring isn't actually too good.

>>10195763
Some say hidden gem, but I'd say rough gem, in that it really is a valuable little gem, but it wasn't cut and polished quite properly and the value suffers for it. Once you patch the bugs and delete the AI companions, it can be pretty enjoyable, it has its fine points (the deathmatch especially), but it still leaves things to be desired.

>> No.10195836

>>10195829
By the time I'd died and restarted it several times and figured out all the progression flags, it started to feel pretty fun (though I could do without the really long corridors of the hub, but I understand why they're like that so o well). Really silly stuff.

>> No.10195839

>>10189071
Why do people somehow preferred UT99 over 2k4?

>> No.10195843 [SPOILER] 
File: 1.49 MB, 1368x2528, Baron's Den, in case of, break glass.png [View same] [iqdb] [saucenao] [google]
10195843

>>10195836
TNT has that kind of thing going, once you know some of bullshit so you don't have to figure it out, it's more fun. Doesn't make Metal, Habitat, or Baron's Den any more fun, because they stink, but you can save a lot of the chore by knowing ahead of time what you're supposed to goddamn do.

Speaking of Baron's Den, it's gonna throw a very retarded curveball at you, once you get there, there's a pretty good chance you'll be stuck and have no idea where the hell to go, so when that happens, come back and unspoiler this image to learn what's up.

>> No.10195856
File: 46 KB, 480x480, 0qahsb6f0an31.jpg [View same] [iqdb] [saucenao] [google]
10195856

>>10195798
Man, I remember when it first came out. The heat seeker's camera thing (which was totally useless/cool) would tank the framerate to hell like the flashlight in Counter Strike Source, and it was so fucking broken in MP. Pick that sum' bitch up and you pretty much won the match cus it turned into a sort of point and click game where all you could do was "Use 'Broken Weapon' on 'Poor Sum' Bitches.'" Hard to believe it more or less kicked off the retro FPS resurgence along with Serious Sam 3 and Duke Nukem Forever two years prior, SS3 more so.

>> No.10195859 [SPOILER] 
File: 375 KB, 1280x720, Minecraft_with_Gadget_by_Mike_Matei_2-27_screenshot.png [View same] [iqdb] [saucenao] [google]
10195859

>>10195839
I tried to play the latter many years ago when I got the Unreal pack back when it existed, and I basically got this vibe that the movement was slower and a bit clunky, but that being said I only ever played Deathmatch servers, which only ever had that one map with the brown bricks or something I forget.

>> No.10195860

>>10195856
I think the immense disappointment in DNF is why it prompted people to want better.

>> No.10195868
File: 759 KB, 1920x1080, 21.jpg [View same] [iqdb] [saucenao] [google]
10195868

>>10195829
It's simple but I always liked that large sense of scale when leaving the "center" and getting to that courtyard. Pharoh is great about this as well and might be my favorite level in the whole iwad.

>> No.10195870
File: 1.81 MB, 960x1200, 1678198913109596.png [View same] [iqdb] [saucenao] [google]
10195870

>>10195731
gg
>>10195329
thanks for hosting

>> No.10195871

>>10195868
Yeah. Unsurprising that some of the best levels were by the Casalis.

>> No.10196014

>>10195763
It's better than Blood 2: The Chosen so it has the award of not being the worst retro FPS.

>> No.10196018

>>10195839
aesthetics mostly, I'd guess. grounded, grungy environments, weighty satisfying weapons, tough looking characters (vs cartoon game show), awesome memorable music. the balance is wacky, but that's part of the fun.
>>10195763
no idea where "enjoyable once patched" is coming from. no, it is still mostly terrible after that. play basically anything else before you play Daikatana. not even talking classics, I mean jank like Chaser, Blood 2 or Mortyr.

>> No.10196019

>>10196014
I finished Blood 2 I didn't finish daikatana.

>> No.10196041

>wolfenstein 3D mod built on gzdoom
>makes no effort to feel or look or sound like wolfenstein 3D
>literally just doom with a nazi coat of paint
many such cases, sad

>> No.10196048

So how do I get started with editing Doom colour palettes? I've got Slade, but it's not exactly the most intuitive tool for this job.

>> No.10196059

>>10196048
never done it, but seems very intuitive actually. right click, palette > tweak. select row, hue shift. right-click, palette > generate colormaps. done?

>> No.10196113

>>10195778
>>10195780
>>10195791
>>10195797
>>10195829
>>10196014
>>10196018
People here feel very deeply for this game. Well, maybe I'll download it after all. I never touched it when it came, only read couple of reviews and moved on to something else.

>> No.10196136

>>10196113
most of those posts are romero samefagging

>> No.10196158

>>10196041
what the fuck are you talking about

>> No.10196162

>>10196136
How about we hop on Storm Sector 7 and I make you my bitch?

>> No.10196175

>>10196136
Romero wouldn't samefag to promote Diakatana.

>> No.10196176

>>10196175
this. if anything he's rather have it forgotten unless he can sell a signed copy of it

>> No.10196186

>>10196175
go to bed, John

>> No.10196190

>>10189162
>boom! rocket cheap

>> No.10196193

>>10189201
kek

>> No.10196196

>>10190040
what are theeese

>> No.10196203
File: 125 KB, 1280x720, 1662391657783.jpg [View same] [iqdb] [saucenao] [google]
10196203

>>10191863
"Snowblind" will always remind me of the Tribes map...

>> No.10196207 [DELETED] 
File: 630 KB, 1920x1080, 1675986887242.png [View same] [iqdb] [saucenao] [google]
10196207

>>10192737
I don't know what people look for in a screenshot. Is this just for developers? I just like things that glow.

>> No.10196213
File: 531 KB, 1920x1080, 1677214997569.png [View same] [iqdb] [saucenao] [google]
10196213

>>10192737
I don't know what people look for in a screenshot. Is this just for developers? I just like things that glow.

>> No.10196214

>>10196213
It's for people working on shit and wanna share their progress with the thread.

>> No.10196216

>>10192193
QUAD DAMAGE

>> No.10196307

>>10194047
What dis

>> No.10196309

>>10196307
BYOC.

>> No.10196312

>>10196309
Ty

>> No.10196326
File: 360 KB, 1188x797, impel.png [View same] [iqdb] [saucenao] [google]
10196326

Impel.wad, Abyss of Pandemonium textures rip.
https://mega.nz/file/FMA3zKTB#73_UvNIeUP4oV7lC0RpGvUyQFp2fCZZJwxvPhoxyLZ8
There really isn't that much when you get down to it, but these slight modifications of some wiz walls, some metal floors, and these faces of course are pretty cool.

>> No.10196331

>>10195043
>>10194872
>TFW you arduously learn that jumping into a BFGladiator's plasma orb as soon as it launches is the best strategy to mitigate the most of its damage (when your'e out in the open and avoiding it is impossible)
I am quite suprized that their melee knockback wasn't upped to make them even more annoying.

>> No.10196342

Prepare for a few minutes in caco heaven

>> No.10196343

>>10196326
best part are those warm orange buttons

>> No.10196349

>>10196326
love it. have any map ever been made for Abyss?

>> No.10196353

>>10196343
Good taste.
>>10196349
I don't think so. Unlike Scourge and Dissolution, Abyss' sourcecode has never been released. Using FTE's r_showfields command you could write down what entities are what like the flying gremlins, or Blud, or Legond, and put them in a map, but nobody has done that.

>> No.10196358

>>10196353
sad. it has pretty cool stuff in it.

>> No.10196361

I want to be a full time Quake map designer.

>> No.10196362

>>10196361
You can do that right now but you won't make any money.

>> No.10196365

>>10196362
I don't know, maybe Romero will hire me.

>> No.10196371

>>10196365
Implying Romero's gas station money will pay much

>> No.10196376
File: 2.15 MB, 1920x1080, aopend_2023-08-28_00-38-53.png [View same] [iqdb] [saucenao] [google]
10196376

>>10196358
I really like the idea of Legond though admittedly she only works because of what came before. Shub-niggurath, Armagon, and the dragon from Dissolution are bestial, or literally an animal in the dragon's case. Legond is a human or at least she appears to be. How did a humanoid, let alone a woman, become one of Quake's generals? What must she have gone through? Cool to think about. I even like her fight. Plus she's got great tits.

>> No.10196439
File: 434 KB, 1920x1080, 1670073049831530.jpg [View same] [iqdb] [saucenao] [google]
10196439

I can't believe Duck Nukem is fucking dead....

>> No.10196448

>>10196376
maybe it's just a host body and Legond is possessing this big booba'd cyborg

>> No.10196454

>>10196439
>nobody stills our CHICKS, and lives

>> No.10196498

I tried voxel doom and while it kind of looks great from the distance it's retarded up close.
If I had any interest I would make a new sprite set out of these voxelized models. (i.e. a smooth 360 turnarounds etc).

>> No.10196508

>>10196376
Ahe would make a nice modelswap for those ancient MangaBabes in every mod that used them

>> No.10196526
File: 1.40 MB, 3440x1440, shot145.png [View same] [iqdb] [saucenao] [google]
10196526

>>10196331
>>TFW you arduously learn that jumping into a BFGladiator's plasma orb as soon as it launches is the best strategy to mitigate the most of its damage
Such is life on Stroggos.
I hope that we can get it ported to the Remaster soon.

>> No.10196529

>>10196526
BFG gladiators? That sounds cool. What mod is that?

>> No.10196686
File: 7 KB, 220x229, duck nukem.jpg [View same] [iqdb] [saucenao] [google]
10196686

>>10196439
Damn bro, and he was looking so good.

>> No.10196820
File: 3.41 MB, 1720x2880, shoote.png [View same] [iqdb] [saucenao] [google]
10196820

>>10196529
The Quake 2 25th Anniversary Collaborative UNIT. You can see a Twitter-post here:
https://twitter.com/Colonthreee/status/1689375802939310080
Also load it down directly from here:
>>10189075

>> No.10196823

>>10196686
>>10196439
>Goose Noosem

>> No.10196848

>>10196823
>Noosem
These alien bast -ACK

>> No.10196891

Anyone who can make a new op?
3 times in a row already for fucks sake and this anon made >>10195692 for the next someone do the next one.

>> No.10196905

>>10196902
>>10196902
>>10196902
Someone do the next op 4 times in a row at fucking page 10

>> No.10197207

>>10196361
stream on twitch wearing a skimpy outfit in a bathtub full of slime