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/vr/ - Retro Games


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10196902 No.10196902 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10189071
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.10196903
File: 81 KB, 640x480, 1692234821834215.png [View same] [iqdb] [saucenao] [google]
10196903

=== 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 ===

[8-27]A little old but Doom Infinite: A roguelike mod is out
https://www.moddb.com/mods/doom-infinite

[8-26]Timo released a updated pack GTKRadiant4 pack for Q2R support
https://github.com/TTimo/Q2RePack/

[8-26]Corruption Cards updated to 5.1
https://forum.zdoom.org/viewtopic.php?p=1244168#p1244168

[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

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

>> No.10196909
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10196909

Seriously, someone do the next op, 4 times at fucking page 10

>> No.10196915
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10196915

>>10189162
Thanks for taking over for me while I was gone.

>> No.10196960

Did any mods/wads ever make use of the vehicles in brutal doom? Its such an amazing feature bur I've never been in a campaign and suddenly found a mech or chopper. What a waste, sad!

>> No.10196976

>>10196909
>132 posters count in the last thread only
noone gives a shit lololol

>> No.10196986

>>10196915
>might play doom
>maybe quake

>> No.10196987

>>10196909
There's nothing wrong with waiting for page 10.

>> No.10197000 [DELETED] 

>>10196976
i don' know bro, maybe we should all migrate to discord group
you can post images and videos there with ease, also nicknames
think of what we're losing, captchas?

>> No.10197001 [DELETED] 

>>10197000
>think of what we're losing
Our genitals.

>> No.10197025

>>10196976
so that's what, 10% up year on year, anyone keeping count?
Q2 tourists? refugees?

>> No.10197029 [DELETED] 

>>10197001
https://www.youtube.com/watch?v=u2FnMk44sAg
OH MY JANITOR

>> No.10197115

>>10196915
Sam comes, suffers completely
;'(

>> No.10197136
File: 6 KB, 410x86, H_DOOM.png [View same] [iqdb] [saucenao] [google]
10197136

>>10196307
>>10196309
Specifially Ash made standalone and running on Ad Mortem with Project Malice.

>> No.10197163

>>10196915
>big patch rott wanted
>enemies seems talking
>believe vanilla enough always
>play doom anon
>many bfg levels
>anon best find turok

>> No.10197168
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10197168

>>10194112
fixed

>> No.10197205

How come no-secret runs aren't more common? Would that theoretically be the hardest way to beat a map?

>> No.10197216

Which shooters/WADs have the best soundtracks?
Looking for anything similar to ROTT Ludicrous Edition or Sigil, not MIDIs but CD quality stuff.

>> No.10197221

Was D°°M D°°Med to D°°M?

>> No.10197236

Where can I download the Q1 N64 nailgun firing sound to check if its really completely different compared to the PC one?

>> No.10197273

>>10197168
based

>> No.10197360
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10197360

>MFW the human food is right next to a random inconvinient pool of lava

>> No.10197368
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10197368

>>10197360
>lunges at you from across the map
>"TRESSPASSAH!"
>dies

>> No.10197374

>>10197221
I think your Os are dehydrated.

>> No.10197392

>>10197205
Secrets tend to fuck the balance of a map. But, they can contain monsters which might mean that you are skimping out on some of the challenge.

The way I think about it, UVMax runs are about the efficiency by which you kill and traverse the map. Secrets being detours from the progression of the map add another layer of finesse to account for.

>> No.10197396
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10197396

>>10197368
cant wait for them in Q4R

>> No.10197428

>>10196976
I'm not posting, I'm getting anal ravaged by job and study, I don't think this will change soon
barely played the first 4 levels of the quake 64 remaster

>> No.10197527

Downloaded doom ce. I used some other ps1 mod a while back but this is great and the full maps can be played with the ps1 aesthetic and music. Very cool stuff.

>> No.10197594
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10197594

That one anon who plays all his custom Q2 SP levels with the N64 mod should try-out Mark Shan's Magic Lamber mapset and its sequel, and this cool old project from Andrea Rosa called Operation: Deus ex Machina (itself an early Lazarus mod, but since KMQ2 that's required to run the N64 mod is already based on Lazarus, I don't think there should be any serious issues trying to splice them)

>> No.10197607

>>10197368
>lunges at you
>lands in lava
HWOOOOOH/HWEEEH

>> No.10197616

>>10197594
Oh hey what’s up? I think I remember trying some of Shan’s stuff and enjoying every second of it all, and I know Rosa spearheaded Citadel which is another get set of levels that doubles as another great gameplay mod. Thanks for putting some eyes on this stuff for me, anon.

>> No.10197771

>>10197594
>KMQ2 that's required to run the N64 mod is already based on Lazarus, I don't think there should be any serious issues trying to splice them
Citadel isn't properly compatible with modern KMQ2, so I'd fully expect Op DeM to break too.

>> No.10197784

>>10197771
I want citadel remade into Q2R wnd with a intro and ending now that it supports ogv STR videos

>> No.10197794

>>10197771
M64 doesn’t work with the newest KMQ2 versions either, but the mod’s zip at least comes bundled with the proper version.

>> No.10197806

>ground zero has secrets that become unobtainable if you destroy some random stage hazard
Fuck this shit, that's terrible design

>> No.10197836
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10197836

>>10197806
oh yeah?

>> No.10197873

>>10197836
I remember this bullshit. Who even came up with this?

>> No.10197882

>>10197836
That one always bothered me. Just lock the door up there if you don't want the player going that way. That armor doesn't make a big difference at the point you'd normally get it anyway.

>> No.10197902

>>10197806
>that one huge toxic waste container with an Invulnerability hidden inside of it (that locks-up forever with you inside if you won't exit in in in time) - also the entirety of gaining access to Mine Engineering

>> No.10197910 [DELETED] 

>>10197000
Please stop. Every and any discord always becomes a clique with some people being "better" than others - i.e. it evolves into a circle jerk...
Years ago one /mhg/ user became a janitor and at the same time they had (maybe they still do) a discord server etc not going into more details but you can guess the rest.
It's better to stay anonymous and here no matter what happens honestly.

>> No.10197915
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10197915

>>10197836
Hey, I thought invisible walls was a Nintendo-thing.

>> No.10197917 [DELETED] 

>>10197000
Sounds great, go ahead, we'll follow in a couple

>> No.10197949

>>10197836
It's weird, The Reckoning has all these nonsense invisible walls when it comes to regular level progress but so many of its secrets are designed around rocket jumping and other tricky movements to get to places you shouldn't be able to.

>> No.10197951 [DELETED] 

>>10197000
Yes, we're losing captchas in Discord; the less retards; the better.

>> No.10197958

>>10197915
There's one in the 2nd level too, where you're supposed to go lower the bridge. They put a gate there in the remaster to make it make sense that you can't bunny hop across.
Always bothered me as a kid, but I get why they did it.

>> No.10197960 [DELETED] 

>>10197000
Stupid idea.

>> No.10197962

Finally cleared Baron's Den in TNT Evilution. I actually didn't really get lost, but I did die two times at the very end with the little jail cell full of Barons, and even then it was only because I got exploded by some barrels that they'd hit near me, forgot about that happening, and then it happened AGAIN lol

>> No.10197964

>>10197910

Agreed.

Besides, anonymity is the fundamental reason people who come here are drawn to it instead of any of the other communities for /vr/ shooters. What we have here works because nobody can get autistic and start drama about each other. We have /pol/tards collaborating with furfags, but neither of them care, and only cool maps matter.

That wouldn't hold up for five minutes if we moved to something like discord.

>> No.10197978

I lurk a lot and I would greatly miss these threads. I will try to post more but I don’t play as much as you guys. Currently enjoying the Scientist and Ashes. Is the rougelike mod worth checking out?

>> No.10197979

so whats up with fore/vr/ alone? when is da release

>> No.10197980
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10197980

>>10197910
>Years ago one /mhg/ user became a janitor and at the same time they had (maybe they still do) a discord server etc not going into more details but you can guess the rest.
Sounds like to me that themonster-hunters overtime became monster-fuckers, how close to truth am I?

>> No.10197987
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10197987

Obviously there's no point in having a Discord server for this thread, but what about something like Mumble or Matrix for projects? It's unlikely anyone is already using them for something else, so it's easy enough to just use a different name from what you have elsewhere. It also cuts down on the autistic back-and-forth hand holding posts that you generally see when noobs get involved in something (especially with the Quake mapping it seems). General progress updates and whatnot would still ideally be posted to the thread though.
As long as the expectation of anonymity can be maintained, I don't see the issue.

>> No.10197996

>>10197987
I don't like the idea of ANY sort of separate chat room group, regardless of the program. Discord isn't the problem, it's having a potentially isolated cool kids club separate from the threads that's the problem. Names get to be known, cliques form, circlejerks start. This happened on Skype, it has happened on Discord, it will happen on whatever the next mainstream chat program is. Doesn't matter.
/vr/ stuff should stay on /vr/. Sometimes it's a pain in the ass but those problems are so fucking miniscule compared to what happens in circlejerk chat rooms it's not even funny.

>> No.10198005

recommend some fun old school FPSing with balls out running and shooting and fucking things up without looking for goddamn keys. Fuck Doom and fuck you in the ass.

>> No.10198024

>>10198005

Doom but you type IDKFA

>> No.10198035

>>10198005
Doom, but make some simple combat maps in Obsidian, so no key hunting or any bullshit like that.

>> No.10198047
File: 385 KB, 850x1100, sam.jpg [View same] [iqdb] [saucenao] [google]
10198047

>>10198005
Hexen and Hexen 2

>> No.10198050

>>10198005
pretty much anything not connected to Id/Apogee and former employees thereof
haven't played much Sam but it probably fits the bill

>> No.10198053

>>10197987
>no point in having a Discord server for this thread
How about Telegram, Viber, Hexchat, if not mibbit IRC channel, qtox, or Signal server instead? Or how about Mumble?

>> No.10198059
File: 3.91 MB, 640x360, dissution of dargon.webm [View same] [iqdb] [saucenao] [google]
10198059

>>10197396
>still get stunned on the hardest difficulty
This game's Kexover will need one big overhaul and many changes
>>10197980
that is one dumb dargon fight

>> No.10198080

>>10198059
Q4 if it ever gets a remaster it will be more of a full fledged remake since many cut stuff will be added again, and maybe the ritual expansion that was cut.

>> No.10198084

>>10198053
for the newfriends: there already is/was some sekrit klub with MP regulars. Mac Mozza Babby Chop etc. maybe the map collab guys too idk, those could be over DW.
I'm not even sure if it's still on IRC or Discord or what, but it's completely opaque to the thread. when SNS stopped post-ZDF shitshow, the only thing /vr/ could do was guess/infer/gossip.

>> No.10198089

>the different characters in RoTT have different health values
wtf i thought they just had varying degrees of resistance to explosives and fire and traps

>> No.10198109 [DELETED] 

>>10197000
an off-site containment server isn't such a bad idea now that I think about it. have fun.

>> No.10198110
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10198110

>>10198080
This thing is in more need of a "gameplay overhaul" than Q2 ever was, and even Doom 3 has a few mods that do a good job in fixing it. There's this "Quake 4 Reborn" thing I might try some day but it's still such a chore to sit through and play.

>> No.10198125

>>10198110
Anon even the shaders and models needs a update
i am still surprised of how flat this scene is when there is obviously normalmaps there.

>> No.10198181

>>10198059
the difference is they instagib you in Q4 instead of doing 10 damage
>>10198110
no it fucking isn't
Q4 on general is an actual game
Q2 on nightmare is a joke
literally just give the player strogg movespeed by default and it's fine

>> No.10198182

>>10198125
I mean, Doom 3 has the same problem, it's just less obvious there because that game is even darker.
The complete removal of baked lightmaps combined with how relatively few dynamic lights they could have in a scene kinda fucked things up. Add more dynamic lights, or add supplemental baked lights (with something like deluxe mapping to make the normal maps pop) and it would look a lot better without needing to remake the assets.

>> No.10198184

>>10198110

It's amazing how badly Doom 3/Quake 4 have aged graphically. I got a decent PC as a reward for good grades when I was like 16, and I remember just spending hours being amazed at the sheer GRAFFIX when I could turn it up to ultra on my 7600GT. But looking back at it now it looks like total ass. Like, horrible, not just dated but actively ugly.

Feels bad man. I have fond memories of Quake 4 for that reason but I don't dare play it again because it'll ruin the nostalgia.

>> No.10198195

>>10198184
they still look good you blind baiting fool

>> No.10198196

>>10198184
Doom 3 still looks great imo. Quake 4 doesn't have the same artistry out into it imo. Or it sorta felt like they were fighting the engine instead of working with it.
Prey looks good tho.

>> No.10198204
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10198204

>>10198181
>literally just give the player strogg movespeed by default and it's fine
It's fine, you can avoid everything on the hardest with the standard speed anyways. And yes base game Quake 2 is embarrassing but we've moved past that with expansions and mods. Even Doom 3 has some good fixes out there.
>>10198184
>It's amazing how badly Doom 3/Quake 4 have aged graphically.
Give 3 a nice texture pack and I like it. There might be something similar you can get going for Q4 and Prey. From what I've seen of the Riddick games they still look nice and I need to try them sometime.

>> No.10198219

>>10196915
>huds evil

>> No.10198223 [DELETED] 

>>10197001
It's true. I'm going to steal everyone's genitals.

>> No.10198226

Can I get suggestions on a drop-in replacement for arachnotrons? I'm trying to make a more gothic, medieval themed set of maps and so they don't really fit the aesthetic, but it's a shame to just waste a whole enemy type.

>> No.10198231

>>10198226
Ancient Aliens' replacement for them.

>> No.10198249
File: 50 KB, 640x480, viaje.png [View same] [iqdb] [saucenao] [google]
10198249

https://www.doomworld.com/idgames/levels/doom2/v-z/viaje
Doom in Spain Only, but it's ¿Chillie? and is good.

>> No.10198259

>>10198184
Crysis and Previously Oblivion broke the norm, then Mirror's edge happened
the sad part is that the console ports is what became the Graphix norm
When all 3 on PC were beautiful at the time
Oblivion really pushed parallax occlusion mapping, where crysis improved it even more as mirror's edge perfected it.
Then PS3 happened and POM doesn't work on it

>> No.10198260
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10198260

>>10198249
Oh fuck, it's actually called "Chile"

>> No.10198281

list of 3D fps games with graphics biologically immune to aging
>XIII
>Doom 3
>Unreal Tournament 2004 (and by extension, Killing Floor)
>Painkiller
>Team Fortress 2
that's it

>> No.10198372

>>10198281
why would you include Doom 3 but not FEAR? they utilise similar strong-contrast lighting aesthetics to make things look good.

>> No.10198383
File: 968 KB, 1763x480, threeuglyguns.png [View same] [iqdb] [saucenao] [google]
10198383

>>10198372
>why would you include Doom 3 but not FEAR?
Not him but I'd have the weapons in mind. These barely held up then and have aged horribly compared to HL2, something that came out almost a year before it and certainly qualifies for that silly anon's "list".

>> No.10198390

>>10198372
might be eligible
>>10198383
hl2's environment textures look notably aged, so no, it doesn't qualify. too ambitious with the outdoor environments for the technical limitations at hand without developing a unique style to offset them.

>> No.10198405

>>10198383
>aged horribly compared to HL2
elaborate, these don't look any worse than HL2's viewmodels. FEAR's weapons actually have variation and some individuality to each gun, not to mention weight. I love HL2 but the gunplay is not a strong point, thank god you could clear half of the game with the grav gun.

>> No.10198414
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10198414

>textures look notably aged
That's Doom 3 without a newer texture pack, and those FEAR weapon textures are a lot worse than Half Life 2's.

>> No.10198418

>>10198414
the green rifle is beautiful
doom 3's environmental textures work for its setting, no foliage or anything resembling earth is attempted

>> No.10198427

>>10198184
Q4 has a problem where it will force all graphics settings to minimum on modern cards because it can't comprehend the amount of VRAM, so it tends to make things look worse for itself.

>> No.10198428
File: 810 KB, 1920x1080, fear pull.png [View same] [iqdb] [saucenao] [google]
10198428

>the green rifle is beautiful
It is not and that's okay. The weapons don't look so great and that's something that persisted into Condemned. They're still nice looking games otherwise.

>> No.10198432

>>10198084
Interesting. As a former member of the sekrit klub, ask me anything.

>> No.10198435

>>10198432
As another, I can't really think of anything to say about it which is actually interesting.

>> No.10198440

quote me when you express your objectively wrong opinion mr. pretty green rifle hater

>> No.10198445

>>10198226
There exists a reskin of it which has a sort of skeletal looking walker body. I forgot what the exact name of the original mod was, but a bunch of people have used it over the years, might even be on Realm667

>> No.10198449

>>10198047
Ultima Underworld and System Shock too

>> No.10198461

>>10198432
are we having another project lead leapfrog situation, like with HFFM / AM2? last update in the thread was like a month ago. some updated map links have gone stale already.

>> No.10198464

>>10198281
Doom

>> No.10198467

>>10198461
You mean for the waifu stuff? Dunno, I left before that project started, the leader might not even be in the server.

>> No.10198483

>>10197987
>but what about something like Mumble or Matrix for projects?
you may as well just have a discord

>> No.10198484

>>10198467
yeah the waifu stuff. see, there's no real way to know from this side of things.
anyways, I have updates for maps 10,11,12,17, just in case. I think the link to 17 went stale last I checked.

>> No.10198490

>>10198084
Reminder that we had an insider itt about the ZDF stuff. Before cardboard marty made his video, someone made posts explaining the whole thing with details. Post number was 9822885

>> No.10198510

>>10198484
Well that's not exclusive to discords, some people just aren't very transparent. Or maybe he got caught in some serious shit and had to split before he could tell us about it, shit happens. I think if you don't hear anything from him it'll be alright to compile a new version yourself.

>> No.10198515

>>10198464
Doom's mishmash of styles to create graphics makes it look sort of like 80s horror films, which makes for a classic aesthetic that ages well. This also makes the game relatively permissive for putting new graphics into, as many styles fit reasonably well, or don't stand out all that bad considering the experimental mixture that is the default.

>> No.10198526

>>10198249
I played it a few weeks ago; highly recommended mapset, gringo

>> No.10198557

>>10198510
not exclusive, but there's a difference between knowing that it's been radio silence, and the same radio silence plus the possibility of the guy chatting away behind the scenes as we speak.
just checking. if he isn't, no pressure, I get it.

>> No.10198607

can i be in the sekret club
do i having to pass a background cheque?
i am a american patriot, from springfield. I would never do any spying.

>> No.10198621
File: 1.17 MB, 1920x1017, Screenshot_Doom_20230829_115358.png [View same] [iqdb] [saucenao] [google]
10198621

>>10196048
dunno where i'm going with this, but i guess it looks pretty neat

>> No.10198672

>>10198414
those models are in need of a tesselation, reanimation, new rigging and a new remap, they were great for 2003, but now they look terrible.

>> No.10198681

>>10198515

I think Doom gets a free pass on graphics purely because it is the OG, it's iconic and everyone is so familiar with it, it doesn't really matter how it looks.

Stepping back a bit and taking off my fanboy glasses though, I think the vanilla textures and sprites in Doom are kind of a mixed bag. It has a very naive kind of charm to it, it kinda veers between goofy and cartoonish and then at the same time it has all this Giger and medieval hellscape influenced stuff. But it doesn't have enough of a strong, cohesive aesthetic to truly say it aged well.

Doom CAN look amazing, but when it does it comes down to mappers who pick a nice texture set and use it tastefully. Plutonia was boring and brown the whole way, but it was probably the first Doom megawad to have a uniform and consistent aesthetic.

>> No.10198685
File: 2.97 MB, 1920x1080, storming the magic.png [View same] [iqdb] [saucenao] [google]
10198685

>>10197594
This is kick ass. Nice Strogg palace aesthetics and lots to shoot.

>> No.10198690
File: 231 KB, 939x965, MOOOOM.jpg [View same] [iqdb] [saucenao] [google]
10198690

But MOOOOM! I wanna fight the demons!

>> No.10198710

>Not a single person bothered to port a mod to the remaster
remaster bros it's over...

>> No.10198729

>>10198710
if you are a genius who can create a AI that reverse engineers the source code, share it.

>> No.10198732

>>10198690
Looks like the other marine caught up.

>> No.10198756
File: 2.41 MB, 262x256, gibbing.gif [View same] [iqdb] [saucenao] [google]
10198756

>> No.10198758

>>10198729
but Zaero and slight mechanical destruction...

>> No.10198781

>>10198758
it is happening, now fuck back to /v/ with your "bros" shit

>> No.10198784
File: 137 KB, 500x550, 1665852552115494.gif [View same] [iqdb] [saucenao] [google]
10198784

>>10198756

>> No.10198791

>>10198756
now make it turn into id logo
https://www.youtube.com/watch?v=CGgh07ahdDY

>> No.10198856

>>10198756
>mfw doomguy moves behind a corner

>> No.10198953

EVERY single thing, not just the map itself, is now one single color/texture! Pick your poison;
>A) Cyan
>B) Yellow
>C) Magenta
>D) Fireblu
>F) Rainbow
>G) Invisiblessed
>H) TV Static
>I) BFG Tracers

>> No.10198962

>>10198953
C of course

>> No.10198980

>>10198953
I am pretty fuckin' sure I already played a map made entirely of fireblu. Monsters and all.

>> No.10198989

>>10196909
The lone archvile always gets me.

>> No.10198991

>>10197962
Oh, to be this inexperienced again.

>> No.10199014

>>10198953
B exists, it's Diabolus Ex
as far as I know no one's bothered to use its custom textures for more maps. I don't yet have the mapping chops to do them justice myself

>>10198980
Gate to Shangri-La, the guy's first map and he just made that meme 1 hp wad

>> No.10199046

>>10196909
Nothing wrong with Page 10 on the dot, this isn't /vg/.

>> No.10199076
File: 76 KB, 1050x717, Untitled.png [View same] [iqdb] [saucenao] [google]
10199076

it's pretty bare bones, but it's possible to add wad pages now.
http://clovr.xyz/wadsup/

It's not yet perfect. Throws errors on page creation, but that seems to be the only place, and it seems to function anyway. I'll look into fixing that. My guess is that it's some formatting plugin I have installed.
Only has a few entries still. Just been playing with setting it up.
We'll see how it goes.

Ideally I would have a form page with fields like:
TITLE
DESCRIPTION
MAIN IMAGE
SCREENSHOTS
DOWNLOAD LINK
TAGS
But right now it's just a template.

>> No.10199094

There are two many games to play. I got Doom 1/2 and Quake 1/2. I also have Duke Nukem 3D, Blood, and Shadow Warrior. Are these good or is there something I should definitely add/drop/replace?

>> No.10199098

>>10199094
Quake 2 is poo

>> No.10199105

Nice rocket launcher bro

>> No.10199106

>>10199094
These are all acclaimed part of FPS and game history. Q2 is good and part of it too.

>> No.10199107

>>10199094
Forgot, perhaps add Wolfenstein 3d and Marathon (but this was always a gay niche game).

>> No.10199109

>>10199094
How is that too many games? Quake (without expansions) can be finished in under 4 hours.

>> No.10199114

>>10199098
your face is poo

>> No.10199115

What's the best version of Blood to get?

>> No.10199116

>>10199114
Quake 2 had zero impact on genre, it even stole railgun from Shadow Warrior.

>> No.10199120

>>10198059
>the falling chunks of meat can still harm and even kill you if the Dragon dies in a wrong spot too near you and starts exploding
Neat I guess?

>> No.10199121

>>10199115
nBlood is a pretty good port from what I last saw.

>> No.10199125

>>10199116
It's part of the progression. Without Q2 there wouldn't be Q3 after which all licensing hell broke loose.
You sound like some retarded console war fanboy

>> No.10199137

console Duke Nukem 3D is unplayable

>> No.10199167

>>10198204
Base Quake SP is also embarrassing when compared to Doom 1 & 2. It seems like SP peaked with Doom for id Software.

>> No.10199171

>>10199116
>>10199098
mental illness

>> No.10199173

ZDoom or GZDoom? I don't understand any of this

>> No.10199178

>>10199173
Out of the two I'd say GZDoom, although GZDoom wouldn't be my first choice unless you are trying to play a gameplay mod or a scripted wad.

>> No.10199179

>>10199173
GZDoom is still updated.

>> No.10199193

>>10199173
You should play Doom with it's original client and resolution. Otherwise it's blasphemy.

>> No.10199194
File: 467 KB, 661x623, MIGHTY FOOT ENGAGED.png [View same] [iqdb] [saucenao] [google]
10199194

>>10199173
Source ports make Doom playable with modern hardware. Different source ports have different mods and features. ZDoom is ancient at this point, but it's compatible with older mods and might run better on older hardware. GZDoom is a modern iteration of ZDoom and it's compatible with newer mods.

GZDoom is good enough if you want to play vanilla Doom wads, but it's known to have some performance issues and doesn't necessarily provide an accurate vanilla Doom experience. There are other source ports which do, however.

>> No.10199196

I'm not sure I enjoy the Quake 64 OST. It's kind of boring. I appreciate what it is and why people like it but wow I just zone out. Maybe one day it'll click.

>> No.10199204

>>10198080
given the aesthetic of the game, if they shoehorned a redone shambler in there i wouldn't be mad...

>> No.10199212

>>10198414
best use of bump mapping ever

>> No.10199215

>>10199173
GZdoom. there is a software rendering mode in it anyway if that's what you like

>> No.10199216

>>10199115
>>10199121
NotBlood is better Nblood
BuildGDX is fine

>>10199173
ZDoom at the time was Doom with new RNG tables, minutely different physics (basically what people call demo compatibility) and more advanced scripting with DECORATE
GZDoom is a game engine that happens to be able to run doom. It is backwards compatible with 99% of things that target ZDoom so there is very little reason to play ZD, the difference between them does not matter enough unless you're a developer or play multiplayer

>> No.10199220

>>10199196
Nvm Growls of the Lost is really great.

>> No.10199225
File: 1.15 MB, 1920x1080, aa.png [View same] [iqdb] [saucenao] [google]
10199225

>>10198953
A for Azure

>> No.10199227 [SPOILER] 
File: 826 KB, 1280x720, sp.png [View same] [iqdb] [saucenao] [google]
10199227

>>10199225
bazed.

>> No.10199228

>>10199225
wtf was their problem?

>> No.10199239

>>10198080
The Ritual Expansion has some of the best designs. Shame it wasn't in the game.

>> No.10199275

are we allowed to talk about neo-retro shooters in here? Any fellow HROT and Dusk enjoyers?

>> No.10199287

>>10199275
Ion Fury and REKKR are elaborate mods for retro FPS so they count
anything NOT literally built in a retro engine is bannable so watch out

>> No.10199292

>>10199287
REKKR? More like FUKKR. Don't forget Sigil did it first

>> No.10199294

>>10199292
more like REKKT lmao

>> No.10199309
File: 56 KB, 800x600, 11_1.jpg [View same] [iqdb] [saucenao] [google]
10199309

Do you think these dudes should get an Enforcer-style death spasm if their headless flailing animation gets played?

>> No.10199313
File: 40 KB, 640x480, szq2dm1ishlg.jpg [View same] [iqdb] [saucenao] [google]
10199313

>>10199171
"Metal Illness" does sound
like a good name for a map thoughever - especially if you'd go full Assburger and remake it in all popular old/classic FPS games with as little differences to its overall layout as possible (aside from different textures and pick-ups & enemies used when porting it) just because you want to do so to prove something only you care about…

>> No.10199329

>>10199098
it's not my favorite id game but it's still a high quality product

>> No.10199361

>Q2kex Remaster nerfs the BetaGladiator projectiles from 100dmg to just 35dmg
Reducing their HP to a non-bullshit level is perfectly understandable - but come the fuck on, let those zoomies git gud once in a while - or just make it scale with the difficulty level at least…

>> No.10199362
File: 57 KB, 640x480, ksutra.png [View same] [iqdb] [saucenao] [google]
10199362

alright, I'm on map 5 of Kama Sutra and I'm kind of angry at myself that I didn't play it earlier. so fun and refreshing after the slog that was KDIKDIZD.

>> No.10199371

>>10198080
>Q4 if it ever gets a remaster it will be more of a full fledged remake since many cut stuff will be added again
If Quake 4 will be re-released (which I still doubt), it will be re-released. Not remastered, used as a base for a reboot or anything like that. If anything, it would get as much work as latest DOOM 3 re-release got... with cut multiplayer and whatnot.
>>10198281
You forgot at least original Quake and Half-Life. Ricochet is a given.
>>10199275
>are we allowed to talk about neo-retro shooters in here?
Sometimes. It depends on whenever there're any anons with raging hate boner against those games lurking in the thread at the moment.
>>10199287
>Ion Fury
>elaborate mod
I understand referring to REKKR in that sense (even though it still a bit of a stretch), but this is just lmao.

>> No.10199465
File: 845 KB, 437x520, rat.gif [View same] [iqdb] [saucenao] [google]
10199465

Is there a dadbod.wad for doomguy?

>> No.10199506

>>10199362
I was not impressed with the first two maps, so I quit early on and kinda forgot about it; eventhough the concept of duo authored megawad appeals to me.

>> No.10199508

>>10199167
>Base Quake SP is also embarrassing when compared to Doom 1 & 2.
Why are you comparing “Doom and what amounts to its expansions” to “base game Quake”? Keep it fair and consider expansions for all games or for none of them.
>>10199287
>>10199371
>IF elaborate mod
Yeah thing works straight through eduke. The best and worst things about it are how limited it is in Build. There’s also nothing in the board rules about “retro game engines” for what it’s worth.

>> No.10199521
File: 578 KB, 1920x1080, doom.jpg [View same] [iqdb] [saucenao] [google]
10199521

When I was young I once beat up my mother for trying to stop me playing Doom.

>> No.10199528
File: 378 KB, 1920x1080, doom2.jpg [View same] [iqdb] [saucenao] [google]
10199528

I know real CRTs weren't like this but... it's kind of fun from time to time. Lottes crt variant.
What I remember all my PC crt monitors were always crystal clear.

>> No.10199534
File: 99 KB, 448x537, fd66b0917e26fe7734606251d2cad9f4.jpg [View same] [iqdb] [saucenao] [google]
10199534

>>10197979
Right now, the only thing preventing a release is my own personal issues. Throwing aside the fact that my map is still unfinished even now at the end of August, there's issues that I still need to fix and test in a 4th beta before thinking about a release :
- The missing midis, and the looping and volume issues that plague some of them.
- Complete intermission screens texts, as dumb as it might sound.
- Checking that the sky fits on every map, accounting for U/ZMAPINFO and linedef transfers.
- A pistol-start and a continuous playthrough to see if some maps really stick out as being too difficult relative to their position in the wad.
- Getting any news on the Gob map. Not really an issue to fix, but I do feel bad about forgetting about it in my original notes.
- Something like triple-checking the credits even if I think it should be ok apart from the lack of name for the Daina map.

I'm sorry that this silly project has seen so many delays, and I will focus more on getting this out rather than finishing my map. I won't promise any deadline, as I should have known better and work around what I could anticipate. Except being hit by a car after getting the Madoka update to try and get a 4th beta ready. No amount of SR50 and HUH could have prepared me for that. That's why the "beta next week" didn't happen.
I might still finish this damn map, but it'll wait until the wad is ready. Maybe for another time.

Also sorry to Serious Anon, I was one of those who said that they would give your mapping tutorial a try for A Serious Case of /vr/, but those plans melted away quickly.

>> No.10199538
File: 334 KB, 1440x1080, Screenshot_Doom_20230829_132133.png [View same] [iqdb] [saucenao] [google]
10199538

>>10199173

Basically you want to use use GZDoom, not because it's the "best", but because it has the widest compatibility. It will play basically any wad you throw at it which means you spend less time being autistic, and more time playing.

That said, there are a lot of options to configure, and the default settings give it a pretty drastically different feel to vanilla Doom. Look up what they do and adjust to your preference. At a minimum I'd encourage you to disable texture filtering, and set the scaling so things like the HUD and menu aren't stretched or squashed, for a more authentic experience.

With the a little time tweaking, it's possible to get GZDoom running at a perfect middle ground between vanilla authenticity, and modern enhancements.

Also looks fantastic if you use vanilla tonemap combined with dynamic lights tbdesu

>> No.10199540
File: 34 KB, 1028x675, 1690785910685210.jpg [View same] [iqdb] [saucenao] [google]
10199540

>>10199506
>duo authored
>tfw remembering First Dates of /vr/
Hopefully it'll start back up in January (to aim for a Valentine's Day release.)

>> No.10199541

I know it's not retro but I played doom eternal after binging on classic doom and jesus christ it's fucking dogshit

>> No.10199543

>>10199540
Late November or December would probably be better, I think. Might help that we've only had 1 project so far this year. 2022 was really busy for this thread.

>> No.10199556

>>10199534
>dat fukken spoiler
Fugg. At least you seem to have a good sense of humor about it. Still, I don't think any reasonable anons mind too much if life gets in the way. Some are probably just concerned about another 94P shituation (hence the badgering.)
Take it sleazy fampai.

>> No.10199560

>>10199543
>Late November
Good point. The earlier the better, I reckon, especially with how the pairing would've worked from what I recall.

>> No.10199565

>>10199560
I might have to find a better way to do it than email. I'd really rather avoid discord.

>> No.10199568

>>10199173
Nugget Doom for basic mappacks and wads.
GZDoom for more complex modern WADs.

>> No.10199578
File: 515 KB, 1440x1080, monkey.png [View same] [iqdb] [saucenao] [google]
10199578

to the anon gushing about KISS a couple threads ago: how thorough were you secret-wise?
I was getting 100% naturally so far, but now suddenly I finish Freakshow#1 at 1/6. restarted, scoured the whole thing, still missing two. I've found: tall booth (empty?), scroller room, maze dead end, monkey on a bike. there were also two wagons that looked like secrets but didn't count.

>> No.10199586

>>10199578
wasn't looking for them at all
clicked on a painting here and a tombstone there or platformed to something in sight and found a few incidentally but that's it

>> No.10199587

>>10199565
Return of the IRC™

>> No.10199592
File: 2.98 MB, 372x252, 1692399700064112.webm [View same] [iqdb] [saucenao] [google]
10199592

>>10199587
Yes, yes please?

>> No.10199601

>>10199587
IRC wouldn't really work either, because the two parties would obviously need to communicate somehow. And while I encourage the use of throwaway email accounts, I still wouldn't want to post everything in public.

>> No.10199602
File: 163 KB, 462x488, 455405e37546fb4f557ead1c13bd4848.jpg [View same] [iqdb] [saucenao] [google]
10199602

>>10199556
I'm taking it lightly because it wasn't anything life altering (for now at least) and because the circumstances made it look like a fucking sitcom gag. And I get the 94p comparisons, thankfully the next Fore/vr/ Alone beta should be close enough to a RC that people here can just dust it off and call it done if they are tired of waiting for me.
>>10199560
I might have an idea that could solve the communication and pairing issues, but it goes against the "working together on a map" aspect of this project. However I'd rather not curse someone else's project right now.

>> No.10199607

>>10199602
Post the idea anyway. I'm all ears.

>> No.10199620
File: 391 KB, 1440x1080, ballbuster.png [View same] [iqdb] [saucenao] [google]
10199620

>>10199586
that's how it's been working out so far, which is why I thought I might be missing something big.
anyway, found the remaining two. one under red tent entrance, another triggered by breaking planks in a big spawner.

>> No.10199634
File: 37 KB, 412x425, map_limits.jpg [View same] [iqdb] [saucenao] [google]
10199634

>>10199607
As a restriction, separate the mapping area into 4 areas that each mappers will share, with the progression of the map going back and forth between the two mappers areas.
A heart mapping area (for exemple) could have player going through zones in numerical order, with one mapper taking odd zones and the other taking even zones.
You can then pair up the halves that match the best in term of progression with documentation from the mappers (ammo/weapons used, easy/harder map, etc).
That goes against your idea to pair two persons that help each other and make a map together with both mappers pitching their ideas tho.

>> No.10199636
File: 13 KB, 474x201, 3615074242.jpg [View same] [iqdb] [saucenao] [google]
10199636

>>10199565
>I'd really rather avoid discord.

>> No.10199643

Is there a way I can make a single line work like a door? IE if I have a transparent impassable midtex for a metal gate, can I make it lower or otherwise move and become passable when a player hits a switch?

Mapping in UDMF if that helps, though I'm not using the scripting and shit like that

>> No.10199657

>>10199098
just report this retard, he is a /v/ shitposter

>> No.10199662

>>10199634
So like a quilt? I think I'll pass on that.
I think instead I can make a Google form and have people just fill in a name & email, then manually email each pair.

>> No.10199668
File: 159 KB, 874x916, 733555067.jpg [View same] [iqdb] [saucenao] [google]
10199668

>>10199657

>> No.10199676
File: 1.06 MB, 939x939, ad_tfuma_2023-08-28_16-04-57.png [View same] [iqdb] [saucenao] [google]
10199676

Post Quake brush vehicles.

>> No.10199678

>>10199634
Do you remember Romero's 10 rules of map making?

>> No.10199682

>>10199643
Was asking the same question in one of the less populated chat groups and didn't get any answer besides some unrelated vapid buzzing, egocentric suckers.

I think MAP03 of STRAIN has the thing you're looking for, and it should be basically self-referencing sector hack. Maybe some of the iwads did the same thing too, or there is a more elegant approach with udmf/decorate. I don't know.

DBP39 also instant lowering laser grid in its first map.

>> No.10199684

>>10199643

Figured it out, walkable midtex attached in the middle of a super thin sector that raises/lowers. Just in case anyone was wondering.

>> No.10199686

>>10199668
Nah my patience with non ironic shitposters after the Q2R threads there is near zero

>>10199678
all which are terrible

>> No.10199701

>>10199662
one way to make it work without even emails is to first ask anons to submit a "codename" and a personal password (through strawpoll or whatever)
the lead sets up an anon-editable doc for each pair (not sure what the current situation on these services is. does Google still allow anon edits? does Etherpad still exist?)
then the lead posts "valentine envelopes" - a bunch of passworded zips, one for each codename, containing a link to the paired doc
the lead gets to monitor everyone's progress. but if a pair of anons are willing to exchange emails, they could move over there if that's a concern for some reason.

>> No.10199726

>>10199682

Yeah, I found a bunch of those tricks googling around, but those are all concerned with older/more vanilla mapping formats. Luckily turns out it's piss easy in UDMF using >>10199684

Just makes me laugh how when I was starting out people told me to stick to vanilla/boom because it's "less complicated", but nearly every issue I've ever had ends up being something that requires a ton of brain-hurting fake sector trickery in a vanilla port, but in zdoom is literally just ticking a box.

>> No.10199748
File: 148 KB, 961x720, doom 2 map 15 industrial zone.png [View same] [iqdb] [saucenao] [google]
10199748

I started playing Doom 2 and made it to The suburbs, map 16 on ultra violence difficulty. This game is trying to filter me badly starting from map 12, and 10 was quite hard already (but fun to figure out). Give me cells and blessings Doom anons. I can't make it alone.
I think I like the design of tighter smaller maps more than the urban areas map design the game is pushing now.

>> No.10199761

>>10199565
>>10199601
session doesn't require an e-mail and some matrix protocol instances don't need one. the official client for matrix is called element, but some people like schildichat the most. the other alternative would be irc i guess?
https://getsession.org/
https://element.io/

>> No.10199765

>>10197996
Yeah, the minor inconvenience keeps kinda helps keep the ego-trippers from showing up and trying to control everything. It's worked alright thus far.

>> No.10199776

>>10199528
PC monitors tended to have better picture quality than TVs; most shaders are meant for emulating consoles - but if you enjoy how this looks then by all means, have fun, I like shaders too.

>> No.10199779

>>10199676
Looks sick. Does it do anything?

>> No.10199789

>>10199748
So a tip for fighting in open spaces! The first shot of the chaingun is always accurate, so by tapping fire instead of holding it you can slowly pick off enemies from any distance; this is VERY helpful against hitscan enemies because you can beat them at their own game.

>> No.10199790

>>10199776
Yeah usually it's just a curiosity though. Somehow the crt shaders are pretty tiring even if they are 'good' (my pictures are not an example of this).

>> No.10199801

>>10199761
I'll look into these. Forcing people to download something for a single project doesn't sound ideal. I can run a strawpoll when I'm more ready to start talking about the project again.
Maybe it's too ambitious of a project given 4chan's limitations.

>> No.10199828
File: 2.08 MB, 2560x1440, ad_tfuma_2023-08-29_10-48-19.png [View same] [iqdb] [saucenao] [google]
10199828

>>10199779
Just flies in a circle and occasionally lands on the roof.

>> No.10199846
File: 2.13 MB, 1920x1080, hwjam2_kayne.png [View same] [iqdb] [saucenao] [google]
10199846

>>10199676

>> No.10199867

>>10199846
for some reason this reminded me of the original RE4

>> No.10199873

>>10199789
I've been using that lately. I learnt about it in this video. Amazing tip.
Doom's RNG by decino @ 9:00
https://youtu.be/pq3x1Jy8pYM?t=540

>>10199801
Element is a web app with a Electron build for running as a desktop app. You don't need to install it if you don't want to, just like you can use Discord from your browser.
I was thinking and another alternative would be to create your own board in some image board that is not 4chan (there's plenty) or have your own general thread if that's ok with 4chan's rules. That way contributors wouldn't need to install anything. But it'd be open to public and you'd have to moderate it yourself. Element allows creation of rooms and spaces (somewhat similar to Discord channels and guilds) that can be public or invite only. Session allows group chats but I think you cannot group different chats.
https://element.io/blog/spaces-the-next-frontier/

>> No.10199916
File: 121 KB, 607x792, John_Romero_-_Jason_Scott_interview.jpg [View same] [iqdb] [saucenao] [google]
10199916

How are you liking my book anon. You did buy it right?

>> No.10199936

>>10199916
Of course Mr. Romero. I liked how you got married and made kids multiple times with reckless abandon, then just divorced because it didn't "work". But I guess you are lucky in this sense you're well off and can provide financially.

>> No.10199943

>>10199309
Looks familiar. Who is that?

>> No.10199953

>>10199936
people are meant to reproduce to the full extent they can fund

>> No.10199981
File: 166 KB, 736x994, RnT.jpg [View same] [iqdb] [saucenao] [google]
10199981

>>10199748

Know thy enemy- Don't waste shells or rockets on anything that takes less to kill. Use the chaingun to stun enemies like Revenants or Mancubi if you can't take cover. Tap fire the chaingun to snipe. Always keep moving- You don't have to kill everything as soon as you see it, often it's better to sprint around ignoring enemies looking for health, armour and ammo first, and then come back to mop up when you have more supplies. Exploit infighting- It's a thoroughly intended mechanic, especially on higher difficulties. Large groups are often way less threatening than they appear if you let them thin out their own ranks.

You can do it Anon. I remember playing through 1+2 on UV was when Doom really clicked for me. It was a revelation. Before then I just thought it was a novelty old game from my childhood, but finishing UV made me realise it's truly the GOAT.

>> No.10199985
File: 28 KB, 640x295, 1671549544829253.jpg [View same] [iqdb] [saucenao] [google]
10199985

>>10199953
there's this french guy who made hundreds of babies in Africa, i wonder what his game would have been like if had developed one

>> No.10199986
File: 1.01 MB, 1624x1458, Screenshot.png [View same] [iqdb] [saucenao] [google]
10199986

>>10199076
cool

>> No.10199989

>>10199076
Woah, we finally have a wadbooru.

>> No.10199993 [DELETED] 

>>10199916
nice black stepkid, good job marrying a coal burning blonde whore

>> No.10199995

>>10199076
Will there be a gallery view of some sort that shows all the uploads on pages you can scroll through?

>> No.10199996

>>10199985
people are also meant to be selective with their mates to ensure their offspring is better than them (of course sticking around to raise/funding the new existences is still part of the equation)
unless he had ties to royalty in the region, i reckon he'd probably shit out 70 shovelware games, 10 expansion packs for existing games that suck, 5 expansion packs for existing games that're good, and 15 servicable to great games

>> No.10200006

>>10199953
You are absolutely right. This is the reason why this planet has 8+ billion people and we are soon traveling to the stars. The spiritual enlightenment is finally here. The future is very bright!

>> No.10200007

>>10199996
kek sounds accurate

>> No.10200008

>>10198005
Old schools shooters all have the exploration as a fundamental part of them. What you are describing is Call Of Duty or Halo.

>> No.10200009

>>10198005
>most intellectual zoomer

>> No.10200034

>>10200008
Yeah Halo was the first big push for this "storytelling" and started the console normalization. Maybe I'm wrong but don't think so?
There is a concise history to be perceived through these games.

>> No.10200041

>>10198005
Quake 3

>> No.10200053
File: 639 KB, 1080x1920, Screenshot_20230829-092756.png [View same] [iqdb] [saucenao] [google]
10200053

>>10199076
eyyy nice.

>> No.10200059

>>10199995
I dunno yet. I'll have to figure that out. At the moment there just the text view and the all tag.

>> No.10200075

>>10200034
>Yeah Halo was the first big push for this "storytelling" and started the console normalization.
Maybe it started the “console normalization” but FPS storytelling was big in System Shock 1 and Bungie’s previous Marathon games.

>> No.10200120

>>10200053
I've got to simplify the templates formatting too since it didn't seem to want to play nice with the slashes in "/VR/" live n learn

>> No.10200151

>>10200075
SS1 and Marathon games represent the original FPS though - with exploration and interesting locations. Marathon trilogy was especially difficult in terms of navigation I think ( I never played them and never will because... just don't like it).
Maybe after Q3 things started to go south so to speak.

>> No.10200158
File: 511 KB, 1858x1057, Screenshot_Heretic_20230819_201718.png [View same] [iqdb] [saucenao] [google]
10200158

>>10199538
palettized dynamic lights are very neat. I also like banding but not the perfectly circular fog around doomguy in software renderer

>> No.10200162

i have nothing against the idea of having Parallax into doom

>> No.10200169

>>10200151
>>10200075

Those games were what you might call FPS by accident, their real influence and inspiration was far more from adventure and dungeon crawler games. They had first person perspective and guns, but the devs weren't focussed on shooting as the primary aspect of gameplay, compared to Wolf and Doom.

>> No.10200174

>>10198005
UT99, Q3(T)A, Hired Team, Gore:Ultimate Soldier, Firestarter, Nerf Arena Blast, CS:CZ, the Tribes trilogy

>> No.10200186

>>10200169
Yeah I see. I have a limited view.
I see id Software as a starting point from which places like Rogue (which is now Activision's Call of Duty bitch) started and many industry staples.

>> No.10200189
File: 151 KB, 703x526, unseen1.jpg [View same] [iqdb] [saucenao] [google]
10200189

Did you know McVicker interviewed Brett Johnson half a year ago? And the guy showed a couple of previously unseen screenshots. He also stated that will never publicly release all the screenshot and the alpha/beta maps he has.
McVicker also shows some new unseen Absolute Zero maps which based on THAT Johnson's TikTok stream which now apparently lost, cause Anonfiles FUCKING DIED and I was too late to save it maybe anon by any luck have this steam saved?!
https://www.youtube.com/watch?v=RsUPquP-kNE

>> No.10200191

>>10200186
Sorry not Rogue but *Raven* I'm drunk.

>> No.10200195

https://files.catbox.moe/v2n0md.rar

I made a small testament of the destroyer map. Ammo is somewhat limited, the player is encouraged to make brave use of the chainsaw.

>> No.10200207

>>10200151
>SS1 and Marathon games represent the original FPS though
Are you asking for a certain “type of storytelling” popularized by Halo, then?
>>10200169
>Those games were what you might call FPS by accident
Not Marathon. That was all about going through levels and shooting things, and then connecting with other players and shooting them.

>> No.10200231

I fail to see the appeal of the lost civilization wad

>> No.10200234

>>10200207
Yeah it's my bad English - I am referring to this - Halo popularized this. Mind you - Halo 1 was almost as complex as Doom itself but less granulated in it's design as it had open areas too and the AI itself was groundbreaking.
But I think Halo was the first title other companies tried to copy.
Maybe I'm still talking shit.
Would be cool to read a book about history of FPS vidya. There are multiple timelines which all come from couple of sources.

>> No.10200242

>>10200231
Form over function wad. It has peak “doomcute/lived-in” aesthetics in some big and frequently non-linear maps, but if you don’t care about the looks you’ll want to play other wads.

>> No.10200250

>>10196902
Doom, Doom2, Heretic, Hexen, or Hexen 2 but you are in Atlantis or Mu.

>> No.10200301

>>10200231
It's about exploration and adventure, and has the best looking forests and cities of any boom-compatible wad. Lost Civilization 2 is just author's suicide note in a form of wad and not really related to the first one.

>> No.10200303

>>10200301
>author's suicide note in a form of wad
wait what

>> No.10200324

>>10200301
>Lost Civilization 2 is just author's suicide note in a form of wad

Fuck man why does everyone beat me to my best ideas

>> No.10200392

>>10199686
Strogg are shit and hell or Lovecraftian monsters are superior.

>> No.10200450

>>10200392
Agreed, so just make more Doom and Quake 1 stuff and leave the asshole warborgs alone for the few that do enjoy them.

>> No.10200456

>>10200301
explain this shit, author is fine and dandy at doomworld.


>>10200392
>>10200450
i kinda wish to know what you gain from derailing these and the /v/ threads with obvious consolewars zoomer kun

>> No.10200458 [DELETED] 

>>10200392
Quake is just shitty doom. Lovecraft niggers are insufferable

>> No.10200487

>>10200458
>Quake is just shitty doom
t. can't into movement

>> No.10200507
File: 2.78 MB, 640x480, 1654796765647.webm [View same] [iqdb] [saucenao] [google]
10200507

>>10200456
>i kinda wish to know what you gain from derailing these and the /v/ threads with obvious consolewars zoomer kun
You’re asking one person why they’re shitposting on 4channer (“water wet - why?”) and responding to another that basically says leave Q2 alone. What’s the deal?

>> No.10200516

Quake is an acquired taste that grows on you as you mature, like a good beer or strong whiskey. At first you think "ugh the enemies are bullet sponges, the monster count is lower, it's nasty primitive 3D instead of sovlfvl sprites" etc etc. But slowly, you realise it's not Quake that was wrong, it was you..

For guitarfags, my analogy is that Doom is a Strat, and Quake is a Tele. It filters posers and casuals, but true connoisseurs respect its simplistic perfection.

>> No.10200532

>>10200507
To be fair this general is one of the few places on 4chan that's not infested with shitposters. Probably more than half here don't even browse the rest of the 4chan anymore as the quality of the discussion is just not what it used to be. But in these threads the spirit of the old good times still exists. In the end most of us are just oldfags that like old shooters.

>> No.10200540

>>10200458
Facts:
Quake is Quake. Doom is Doom. Both are good.

>> No.10200557

>>10200532
Like any place that has a shitposters, just pay them no mind, don’t (you) them, and hide the posts.
This place is also going to suck horrible ass soon with the 3DRealms thing coming up.
>>10200516
“Sponge” complaints start to slip away with expansions and user content. 96 toasters aren’t a concern these days, and grunts enforcers and doggos are fun to explode.

>> No.10200563

>>10200557
We survived the release of Q2R. Realms Deep will attract less /v/tards.

>> No.10200570

>>10200557
Reporting works on this board, too.

>> No.10200592

>>10200557
And Q2R fixed a lot of Quake 2's own issues, and old maps became a no fuck around zone because of that.
Fortunately is it confirmed now that people are reverse engineering and updating the old maps and mission packs.
Even the circlejerk is on said groups seeing how it will be.

I haven't had courage to play Angron series yet but if were to guess it, its a prologue of Quake 2 Earth in how fucking hard it is now

>> No.10200593

>>10199076
what about a "random" button?

>> No.10200598

>>10200593
Sounds doable.
Like yer mum

>> No.10200606

>>10200563
Q2R didn’t attract such a crowd that required the nuking of several comments, just some britpol namefag.
>>10200592
>And Q2R fixed a lot of Quake 2's own issues, and old maps became a no fuck around zone because of that.
Q2’s expansions fixed a lot of the issues as well, and the KexQ2 changes are their own mixed bag see: beta glads.

>> No.10200619

>>10200507
>My name is Sergeant Frank Drebin, Detective Lieutenant, Police Squad...

>> No.10200629

So I settled on going through Doom 1 and 2, Quake, Duke Nukem 3D, Blood and Shadow Warrior. Is this a decent set? I don't want to get too crazy with the massive amount of games in OP.

>> No.10200634

>>10200629
>Is this a decent set
Yes
But once you're done with those, start looking into quake map packs (like arcane dimensions) and doom wads
the base games are only a fraction of the content available there

>> No.10200636

>>10200606
Beta Glads as much i wanted them op, they needed a nerf.
Now they should had buffed maidens to be Q2 Revenants

>> No.10200639
File: 126 KB, 329x228, 1608457294414.png [View same] [iqdb] [saucenao] [google]
10200639

Very controversial take, but I think that ZDoom, and subsequently-to-especially GZDoom, has ruined le retro fps modding.

Because of how all-encompassing GZDoom is with its features, from OpenGL rendering to easy scripting to Room-over-Room gameplay and polyobjects and shit, GZDoom as an engine has essentially bloated itself into overtaking the purpose of modding something like Duke Nukem 3D or Quake. Why would you want to branch out and learn an entirely different set of tools and an entirely different engine when there's absolutely no benefit?

>> No.10200654

>>10200639
Build has a completely different feel to it, so you're already wrong there.
The main factor here is the easy of modding, because modding and mapping for Build makes me want to kill babies.

>> No.10200656

>>10200639
There's certainly still plenty of reason to mod Quake, but I can see how Build games suffer. (G)ZDoom already do pretty much everything those engines can.

>> No.10200657

>>10200639
It happens over the time and it is kind of the purpose when id released the source.
I understand your preservist idea but then again there are decades of modders working on the games.
Why would you say this?

>> No.10200658

>>10200639
yeah
it totally has nothing to do with the fact that eduke (and by extension, build as a whole) is clunky, buggy, overcomplicated and updates break backwards compatibility to the point where some mods just bundle with specific versions
also no idea where you got that gzdoom replaced quake, even with how feature-rich gzdoom UDMF is, it still doesn't hold a candle to eternity's format, let alone an actual 3d map format

>> No.10200676

>>10199643
I use a vanilla-compatible technique for this effect a lot, but it's a pain in the ass to explain. Glad it looks like you found a solution.

>> No.10200681

>>10200658
>it still doesn't hold a candle to eternity's format,
ppffffthahahahahahahahaha

>> No.10200692

>>10200639
GZ DOOM is not applicable to Quake or Quake 2.

>> No.10200702
File: 136 KB, 641x462, olddark dromed.jpg [View same] [iqdb] [saucenao] [google]
10200702

>>10200639
3D benefits are just not worth it.
When it comes to custom maps, the most popular games are by faaaar Doom 1/2 and Warcraft 3. No other games in history of humanity came even close, ever. And no one ever will. All because they have non-existent entry floor level while the ceiling is still high enough.
GZDoom allows to create 3D levels without actually working with 3D. Kinda. And that's a good thing. It's noob friendly. Most of those new boomer shooters would never existed in the first place if the only option was Quake engine.

>> No.10200704

>>10200654
>>10200656
>>10200657
>>10200658
The thing is though that the release of GZDoom basically kicked off a self-fulfilling prophecy for the downfall of especially Build.
>Why would I want to mod Build? GZDoom does what it does, but less buggy.
>Why would I want to improve Build and its modding tools? GZDoom already does that.
Repeat ad infinitum.

>> No.10200716

>>10200704
Of course 'modding community' repeats itself and the most repeated branches are the ones who are most popular (and those who are most popular follow the biggest mods).
But I don't know, with games like Doom and some others, they are 30 years old now.
Just let it go.
When I was 14 years old and I only had Amiga but my friend's father was a cop he bought him a 386 (which was very expensive back then) and I saw Doom on the screen it was incredible.
When I was 18 I worked at the docks and bought my own PC which cost 8000 marks ~ 2000 euros. Pentium 133 overclocked to 166.

>> No.10200721

>>10200704
build has always had terrible modding tools, even long before the advent of gzdoom
people don't want to contribute to build modding not because gzdoom exists, but because build is such an ungodly pain in the rectum (fucking thanks ken) that most people simply do not want to deal with

>> No.10200728

Quake 2 Earth works on Q2R
I will be passing the maps through arghrad to fix it the transparency and water

>> No.10200732

>>10200639

Not just controversial but kinda retarded Anon.

Even if we accept your premise, for the sake of argument, it's the editing tools you would want to direct the blame at, not a specific engine port. Quake is its own separate scene but you can see the parallel there- Quake mapping was slow for a long time because the editors were harder to use. It's no coincidence Quake had a renaissance once it had a real time visual editor equivalent to DoomBuilder.

Accessibility is directly linked to the health of a game's modding scene. Doom and Quake will alaways be the most popular /vr/ games to mod for, because they have the biggest scene and the most accessible tools. It has nothing to do with specific engine ports, having more features is only a good thing that extends the game's lifespan.

Also games like Duke were always just b-tier imitations anyway let's be honest lmao

>> No.10200750

>>10199801
>spoiler
If we REALLY wanted to stick to the chan, tripcodes exist for a reason (and it's not for attention-seeking, despite how fagnotrons may act.)

>> No.10200754

>>10200750
Tripcodes do serve a valuable purpose outside of attention whoring, but the thread being filled with anons posting iterations back and forth doesn't sound like a good idea.

>> No.10200758

>>10200732
I am not an expert but the original QuakeEd did not run very well especially the BSP tree builder. Back in the day on Pentium.

>> No.10200761
File: 757 KB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]
10200761

Sewer Jam is neat so far, but should this level actualy look like this?
Its name is "Dearly Departed" and it seems to have an ambient sound file missing, but there's no reports of any missing texture upon loading the map...

>> No.10200764

>>10200516
>At first you think "ugh the enemies are bullet sponges, the monster count is lower, it's nasty primitive 3D instead of sovlfvl sprites"
I literally never thought these things.
For me, it was
>why techbases scattered across episodes?
>that "HUH" is annoying
>FUCKING FIENDS AND SHRAMBLERS
But then I fell madly in love with rocket jumping, Red Armor, and E2.
I do not understand the complaint about bullet sponges, with the exception of maybe Vores, but that's just because I like making them Kermit sewer-slide.

>> No.10200779

>>10200636
>needed a nerf
I agree. They just went overboard and are now less threatening, less interesting, and less challenging to fight than the gladiator they’re supposed to surpass. It’s a strange choice.

>> No.10200780

>>10200761
its using the prototype textures wad

>> No.10200781

>>10200761
It's apparently a hot new trend to use 'prototype' textures in a final map unironically. Welcome to custom Quake content in the 2020s.

>> No.10200787

>>10199361
Upping the Fixbot blaster damage from 2 to 15 in an attempt to make up for the BG nerfs is such a bizarre change, but I kinda understand it if it's supposed to be made for increasing the chances of suffer the ultimate humiliation (getting killed by a non-combat oriented entity like an idiot, as if the careless mid-resurrection telefrag wasn't enough)

>>10200728
>that one "gotcha" ambush in a dark house with new upgraded Brains
God please no

>> No.10200790

>>10200761
>>10200780
>>10200781
you guys gives me reasons to hate Q1 mapping post 2016


>>10200787
yeah...

>> No.10200792

>>10200764

To most people it's just inherently less satisfying because the ratio of enemies you can kill with a single shot is much lower. Even with a quad damage most Quake enemies can survive a SSG blast, and many can even survive direct rocket/grenade hits. Even the basic chaff enemies take multiple shots.

Personally I like both for different reasons, but there's also a reason all the best Quake maps/mods add stuff like the triple barrel and give you quads pretty liberally. Meanwhile SmoothDoom making the SSG gib things is just the icing on the cake for Doom's gameplay.

>> No.10200807

>>10200790
>you guys gives me reasons to hate Q1 mapping post 2016
It seems just a bit too complicated to fix compared to how easily custom Doom shit can get plopped out. As such a bunch of Quackfags here resort to whining in the hopes of steering towards content they want, but it’s all mixed.
>>10200792
It’s all a matter of perspective, though I will not deny that “slower yet more damage” weapons are easier to use.

>> No.10200821

>>10200780
>>10200781
It might be my amateurishness speaking, but I've never really grasped these prototype textures that keep popping up.
If someone is going to be using placeholder textures while developing a level, why not use any other existing texture set? If there's a stretch of land and the mapper doesn't know what it should look like, why not stick in ground from base.wad? Even if they forget to update it for the final release, it'd likely blend in far better than some 64*64 green grid. And when I've compiled an unfinished level with no textures at all, I can still navigate the fullbright mess with Quakespasm's default salmon/black placeholder, as unwelcoming to the eyes as it is.

>> No.10200826
File: 600 KB, 1920x1080, whatthefuckisthis amateurshit.png [View same] [iqdb] [saucenao] [google]
10200826

>>10199602
As the author of the Purgatori map I noticed some texture errors with one of the boxes in the chaingunner area, and I still haven't touched on how to make the custom textures appear properly. If needed, I can try to do some tweaks real fast, just let me know.

>> No.10200827

I'm sitting here slurping a large mug of coffee... what should I play tonight?

>> No.10200829
File: 139 KB, 1184x1051, NOOOOO YOU NEED A SOLID COLOR GRID NOOOOOOOOOOOOOOOOOOOOOOOOO.jpg [View same] [iqdb] [saucenao] [google]
10200829

>>10200821
It's the kind of thing that would make sense if you're making a new game from scratch and don't have textures assets to work with, but want some way of gauging scale. Anyone doing it with a 25+ year old game is basically just larping - especially given that Quake has several grid-like textures available already.

>> No.10200831

>>10200827
Wolf3D Coffee Break or the Quake Coffee jams. It it includes “coffee”, do it.

>> No.10200842
File: 762 KB, 1364x768, 1692041777148.png [View same] [iqdb] [saucenao] [google]
10200842

>>10199943
>using stolen screencaps from the web because Yamagi hates my toaster and won't let me take screenshots
It's the Sentien dude from Zareo, playing too much Citadel last year gave me an impression that they're between a Gladiator and the Tank health-wise, but it turns out that in the original release they were around between a Tank and the TankCommander in comparative toughness.
If the KexRemaster ever comes to supporting Zaero, I'm wonderining if they should either tone their health down a bit or that "monster's health value depending on skill" thingy which boss enemies have - Zaero is a tad stingy with ammo in some places once they start appearing more often that can shy newcomers into quitting too soon.
Zaero turrets are exactly what the GZ ones should've been

>> No.10200843

>>10200827
Have you read through the .plan files? Carmack posted them much more, Romero only couple of times I think.

>> No.10200849

>>10200781
I had seen it used once as a "holodeck simulation malfunction joke secret" that actually made some sense before, so that's why I'm not always sure when it's done intentionally or not.

>> No.10200857

>>10200781
Maps like this have existed in source games like TF2, CSS, and DoD:S for over a decade, but the problem with the Quake screenshot is its supposed to be part of a "sewer jam" and it just looks out of place.

>> No.10200860
File: 705 KB, 1920x1080, 2320_20230829190149_1.png [View same] [iqdb] [saucenao] [google]
10200860

using arghrad for earth maps made them darker

>> No.10200948
File: 632 KB, 1546x1080, MGSVR.png [View same] [iqdb] [saucenao] [google]
10200948

>>10200761

If you're gonna do something like this, at least have the decency to make it part of some VR missions shtick or something.

>> No.10200978

>>10200831
Doom has Coffee Break too. It's a fun little wad.

>> No.10201008

>>10200593
added
just 4 u

>> No.10201063

>>10196902
I feel that the Duke Nukem guide is very out of date, it's hard as balls to find it now.

>> No.10201084

>>10199528
How are you applying shaders? Are you playing Doom in retroarch?

>> No.10201110

>>10201084

I think there's standalone shader overlays now.

>> No.10201193

What are some WADs that have big open spaces / long sightlines?

Ideally ones that won't run like shit, but those count too I guess

>> No.10201198

>>10201193
Also preferably ones that aren't packed with monsters, otherwise Sunlust could easily qualify

>> No.10201253
File: 878 KB, 1920x1080, Screenshot_Doom_20230829_193650.png [View same] [iqdb] [saucenao] [google]
10201253

JESUS CHRIST, I FINALLY finished this fucking level. What a nightmare. It's the first level in any of the Doom I've played that made me say "okay fuck this I'm just gonna make a save and retry til I clear this last room." Fuuuck.

>> No.10201274
File: 15 KB, 125x125, 1670243284750628.jpg [View same] [iqdb] [saucenao] [google]
10201274

>>10200827

>> No.10201283

Can you guys rec any good Doom/Quake youtube contents to watch while I'm mapping? Helps get me in the comfy vibe.

I've watched pretty much all of Duhseeno and I dunno where else to turn for people who actually give knowledgeable commentary etc

>> No.10201297

>>10201283
Have you watched Evolution of the WAD?

>> No.10201310

>>10200781
Yikes.
In a secret why not, in the middle of the map? Bleh

>> No.10201324

>>10201297
>Evolution of the WAD

I have not, but that's exactly the kind of thing I wanted. It's surprising there isn't more stuff on the history of the Doom scene, or at least it isn't easy to find. Thanks Anon.

>> No.10201360

>>10201193
there are few wads as grandiose as Equinox
don't pistol start it
if you're asking for hideous destructor stop at map 7

>> No.10201396

>>10201324
Doomkid has a ton of longform videos, but I kind of hate listening to him speak.

>> No.10201403

>>10201396

Lots of DoomTubers have the same issue, good content but they have the classic monotone nasal congestion nerd voice.

>> No.10201413

>>10196902
https://i.4cdn.org/wsg/1693310069447705.webm

>> No.10201425

>>10201403
>look up walkthrough for old game
>uploaded at least a decade ago
>game is being played in DOSbox and recorded in 240p through fraps or bandicam
>is being narrated by an autist who either speaks with a mushmouth or that signature autist inflection of drawing out the last word of a sentence
>may even make attempts at humor, and its either half-baked observations or attempts at being Channel Awesome
these are objectively the best form of gaming video

>> No.10201427
File: 58 KB, 512x512, [N I C E U].jpg [View same] [iqdb] [saucenao] [google]
10201427

>>10201253
Well, it IS called "Mount Pain" for a reason

>> No.10201429
File: 2.61 MB, 1920x1080, e1m8_2023-08-29_21-21-11.png [View same] [iqdb] [saucenao] [google]
10201429

I can't believe Jesus is fucking dead.

>> No.10201445

>>10201429
>Jesus is canon in the new idverse

>> No.10201447

>>10200732
I wouldn't call duke b tier. I do think it's level design suffers just a tad in some stretches, and it's monster vakance is just a skosh off. But if doom is A+ duke is A-. I wouldn't drop it further than that.

>> No.10201465

>>10201447
this

>> No.10201478

>>10201429
i didn't even know he was sick!

>> No.10201486

>>10201445
What would Jesus' jump sound like, IE his "HUH?"

>> No.10201502

>>10201486
>Jesus
>jumping
he would just noclip through the map desu
look at>>10201429 he's flying through the wall

>> No.10201512

>>10201502
>he's flying through the wall
He's headed straight towards me!

>> No.10201516

What do yous think of the Descent games?

>> No.10201518

>>10201516
look decent

>> No.10201523 [SPOILER] 
File: 16 KB, 210x240, C A R L O S.jpg [View same] [iqdb] [saucenao] [google]
10201523

>>10201518
Don't you mean they look descent?

>> No.10201526

>>10201523
that's the joke

>> No.10201547

>>10201516

Only played the PS1 versions as a kid and thought they were cool because you got a cockpit type HUD, and any game where you are sat in a cockpit rather than just like, a floating camera is automatically cool.

The status bar in Doom is Doomguy's cockpit

>> No.10201548

>>10198610
>Most of the game was made in 2.5 months.
How the fuck did they do it? Even games like Blood 2 weren't that much on time crunch.

>> No.10201549

>>10196903
Paging news >>10199076
Also, it might be a good idea to put this in the OP, maybe replacing the old image booru that isn't even used.

>> No.10201554
File: 21 KB, 320x200, Doom_alpha_0.png [View same] [iqdb] [saucenao] [google]
10201554

>>10201547
>The status bar in Doom is Doomguy's cockpit
If only.

>> No.10201559
File: 75 KB, 640x480, Doom_Delta_Title[1].png [View same] [iqdb] [saucenao] [google]
10201559

>>10201547
>>10201554
>https://doomwiki.org/wiki/Doom_Delta
This is a very fun time

>> No.10201560

>>10201549
let the next op do that

>> No.10201585

>>10201429
>>10201478
Don't worry, He got better.

>> No.10201591

>>10201554

>doomguyguy
>the guy who pilots doomguy

the real MVP

>> No.10201601

>>10201591
doomdoomguy's perspective has a gun protruding out of his cockpit. a cockpitcock.
he then proceeds to cock his shotgun in between rounds.
cockpitcockcocking

>> No.10201621

what old school fps had the best console ports

>> No.10201624

>>10201621
Doom PS1 is pretty great

>> No.10201627

>>10201591
https://youtu.be/cva0PhxjGqs

>> No.10201632

>>10201621
Best single port is probably
>>10201624
but going by average quality of all ports, probably Quake at 2/2 decent console adaptations.

>> No.10201634

>>10201621

Exhumed (which is a better name than Powerslave even if it is an Iron Maiden reference)

I can't remember what the story behind it is but the PC and console versions are radically different, and the console one is actually way more interesting.

>> No.10201636

>>10201621
RTCW, just for the Egypt prelude chapter... that still hasn't been ported to PC 22 years later.

>> No.10201638

>>10201634
at this point it's not a port anymore but a remake though

>> No.10201657

>>10201624

It's wild how Doom on PS1 was a straight up horror game, that was the one I played first and the PC version actually felt really goofy to me when I eventually got it.

Makes you wonder, were iD intending to make a scary game in the first place? Doom 3 suggests they pictured it as horror from the start. It's just hard to take seriously when you're chaingunning cunts to Metallica midis yknow.

>> No.10201664

>>10201657
Doom 64 used the same composer and sounds than Doom and Final Doom for PS1 but idk if the idea came from id or Nintendo.
i discovered Doom on Atari Jaguar and the absence of music in levels really set a different mood. the port was also darker
i perceived it as horror at the time and still do because of it.

>> No.10201665

>>10201664
also fun fact, most PS1 tracks are MIDI and i suppose N64 too.
console synths are very capable

>> No.10201681

>>10201657
>Makes you wonder, were iD intending to make a scary game in the first place?
Yeah. It was going to be Aliens themed. It’s the same kind of style where it starts out from “oo-rah” badass marines to “game over man” and they get fucked/torn up. Predator’s the same way. The original Doom soundtrack just by itself follows the same thing, and just with the first episode: Starts out thrashy and awesome, and by Phobos Anomaly it’s a sad march into your grave.

>> No.10201691

>>10201549
>replacing the old image booru
I dunno about that. This atn is more like wad tagging than an image booru.

>> No.10201694

>>10201636
I didn't know that was a thing.

>> No.10201710

>>10201681
>The original Doom soundtrack just by itself follows the same thing, and just with the first episode: Starts out thrashy and awesome, and by Phobos Anomaly it’s a sad march into your grave.

I like this way of looking at it, never thought of it that way. Follows with how the level architecture gets gradually more abstract and twisted as the hell dimension takes over.

I mean, it's kind of a stretch, but I can't criticise when I'm the kind of guy who firmly believes the "Quake 1's Earth is actually pre-cyborg Stroggos" theory purely because of one crate texture.

>> No.10201713

>>10200702
>No other games in history of humanity came even close, ever.
If Gmod and/or CS don't have more than WCIII they're at least close.

>> No.10201731

>>10201713

It's pretty weird that HL2 didn't spawn a lot of single player content tho. Actually even HL1 has way less than you'd expect considering it's probably the second most influential shooter of all time

>> No.10201791

>>10200860
Arghrad seems to make lighting much more intense in general.

>> No.10201843 [SPOILER] 
File: 669 KB, 1920x1080, 1693346632897585.png [View same] [iqdb] [saucenao] [google]
10201843

>>10200860

>> No.10201849

Thinking about playing Daikatana (with the fan patch of course). What should I expect?

>> No.10201853

>>10201849
Bad Episode 1, great episodes 2 and 3, episode 4 that starts out strong but nosedives in quality.

>> No.10201863

>>10201843
nailed it

>> No.10201873

>>10201413
no give ME the gepgun

>> No.10201878

>>10201429
It's hilarious to me that the texture is named, depending on the game
>uh_bad
or
>muh_bad

>> No.10201886
File: 92 KB, 1024x1024, doomguy 4k real no fake.jpg [View same] [iqdb] [saucenao] [google]
10201886

>>10199981
I made it to map 21 dude. Nice tips. I checked how the arch-vile and bfg works. Quite cool.
I remember getting to map 5 as a kid and shitting my pants and never playing it again.
I'm happy that I continued it and didn't drop it.

>> No.10201907
File: 963 KB, 1600x900, spasm0029.png [View same] [iqdb] [saucenao] [google]
10201907

>>10200780
It would have been a quite nice level if properly textured and about 50% longer tho, I can imagine that big empty area with the pool filled with harming water (not slime) as a hub area of sorts.

>> No.10201943

>>10201429
>that one SoA level with a lightning trap triggered by shooting Jesus in the face
I use it to kill the Shambler that spawns after grabbing a key

>> No.10201948

>>10201429
>>10201943
Quake's monsters are christian and you're the bad guy.

>> No.10201957

>>10201863
i see what you did there

>> No.10201979

>>10201943
it even prompts a message like
>don't defile God
or something

>> No.10201982
File: 1.30 MB, 1600x900, spasm0020.png [View same] [iqdb] [saucenao] [google]
10201982

I like the r4/r5 mod for introducing the Q2 moving liquids to Quake1 (as in raise/lower-able fluid levels) and and allowing for gibbing of already killed enemies

>> No.10201987

>>10201982
I fucking love the Egypt setting for Quake so much. What map is that?

>> No.10201998
File: 91 KB, 189x219, 32523532.png [View same] [iqdb] [saucenao] [google]
10201998

>>10200732
I gotta defend myself and I'm pretty drunk but I'll try.

The fact of the matter is that there is a 1:1:1 ratio between the player count of a game, its modding tools, and its mod quality... at least in these retro FPS games.

You can see that now because obviously the order of current day players, the quality of the mods (As in, production quality especially), and the quality of the mod tools are directly correlated. Doom has modern-day sites even, like Doomworld. Or even active Subreddits and Discords. Quake has a few of those, but less total. It also has less mods, and decent but still slightly intuitive to use tools for modding. Duke has even less of all these things. Then trickle down to Shadow Warrior, Blood, or even go up to Quake 2 and 3 and Live.

Doom had that initial spike of players. It came out first, but it also had a decently dedicated modding scene. So already, good tools, good mods, and a good healthy playerbase to play these mods. Quake had them too, but to a lesser extent. Everything else had less and fell in the dirt.

As such, Doom got the most talent to make the best tools first, then they made better mods, which brought in more players who were subsequently inspired to make more mods. Repeat onwards. As the tools got better, they proceeded to eat up features of other games, taking away even more modding talent. First came Duke, with ZDoom and GZDoom emulating their special features but with a Doom twist. Then came Quake with a combination of semi-easy reprogramming of the game (QuakeC and Decorate/ZScript). Shadow Warrior, Blood, and Redneck Rampage were all fucked from the start. Quake 2 tailed Quake 1 in this matter.

That's why Duke is completely busted. EDuke devs had to do the bare minimum. Just slight improvements to rendering and porting to other OSes. Duke is effectively stuck in the 1994 to 1998 or so of Doom modding because there's nobody to work on it.

>> No.10202008

>>10201998
Raze should in theory be fixing this, but Build's spaghetti code isn't helping progress with modding.

>> No.10202016

>>10198383
Honestly FEAR's gameplay holds up so well, I just wish there was a sort of texture/asset clean up and maybe some reanimation so things didn't look so jerky for the guns. A presentation boost of sorts without even having to touch the actual effects.

>> No.10202023

>>10201998
Code quality has something in part to do with it. Build engine is almost notoriously difficult to work with given that the internals were written by one person (Ken) and largely uncommented (see https://fabiensanglard.net/duke3d/ and GEORGE.TXT). It was also open sourced in 2003 - which by then Doom had a mature fruitful modding scene.
Because of ID's open source ideology, it allowed the community to pick up the mantle and continue supporting it unlike other engines from that era. Not even HL1/Unreal is completely open source.
>>10202008
Their goal is to eventually rewrite the game logic into scripts so modders won't need to learn C++. Maybe by then someone will have written a build engine map editor that is compatible to DoomBuilder.

>> No.10202065

>>10201849(me)
Playing this was a mistake.

>> No.10202074

>>10198249
Good mapset, but I'd argue its nothing like D2ISO, outside of the spanish.

>> No.10202109
File: 1.18 MB, 1600x900, spasm0024.png [View same] [iqdb] [saucenao] [google]
10202109

>>10201982
>wrong image
Whatever though, kinda funny how you don't even need to find the gate-opening button to exit this map due to the level_exit trigger being too large, such is the charm of speedmapping I guess?

>> No.10202112

>>10202109
>>10201987
:(

>> No.10202119
File: 1.57 MB, 1600x900, spasm0013.png [View same] [iqdb] [saucenao] [google]
10202119

>>10201987
Royal Flush by Pinchy from the Sewer Map Jam - it starts off as an yet another base level, only to inexplicably transition into some sort of a "reverse excavation" site that unearths an ancient maze from the bottom of it

>> No.10202126

>>10202119
Thank you very much anon

>> No.10202171
File: 1.76 MB, 400x225, 1512667763021.gif [View same] [iqdb] [saucenao] [google]
10202171

Can anyone suggest some good Quake mapsets to play?
Outside of Arcane Dimensions, already played that.

>> No.10202205
File: 68 KB, 640x480, Screenshot_Doom_20230830_125151.png [View same] [iqdb] [saucenao] [google]
10202205

I fucking hate this battle and whoever created it with all my heart. This is entirely luck based and you can't convince me otherwise.

https://youtu.be/8-ormcw6cYI?si=OIhhuX5prM5T7yCt&t=524

>> No.10202216

VRanon picking up the gauntlet says "You got the axe".
>>10202171
Unused Jam for some classic Quake goodness.

>> No.10202280

>>10202171
Some guys here have a hate boner against copper, but you should try some copper mapsets to judge it yourself. They are very high quality imo.
>Underdark Overbright
>Punishment Due
>SMEJ 1: Realm Of The Lost
>SMEJ 2: Torrent Of Impurities
>Dwell
>Spiritworld

>> No.10202306
File: 516 KB, 1200x1920, 907xNn0.jpg [View same] [iqdb] [saucenao] [google]
10202306

https://www.youtube.com/watch?v=20Lq4yS5050
>"Qyaria" is an indie game consisting of elements of turn-based strategy and first person action, featuring dialogue-heavy mechanics and card-based system to control the main character's physics, abilities and surrounding environment. It is an experimental project meant to be played in vertical widescreen with gameplay features crafted for this mode. Horizontal screen support, however, is also included. The game is developed on a classic Doom source port GZDoom, and is graphically inspired by the late 90's low-q visual aesthetics.

Looks great, but
>turn-based strategy
>dialogue-heavy mechanics
>card-based
Hard pass

>> No.10202325
File: 1.89 MB, 3841x1080, vrdm1_2023-08-30_05-01-34.jpg [View same] [iqdb] [saucenao] [google]
10202325

Stairs or no stairs. Ehh I reckon stairs. I wanted this to be a ramp but it doesn't look as good + players slide off. Stairs then.

>> No.10202334

>>10202325
the stairs look pretty neat desu.
the ridge looks almost scaly

>> No.10202339

Why do people hate monster closets? Would they prefer everything just teleport in?

>> No.10202340

>>10202334
Well now players slide off these angled stairs so shit guess I'll tinker around.

>> No.10202346

>>10202339
pussies.
it's often the answer.
but sometimes it becomes too predictable

>> No.10202350

>>10202339
It's best not to worry about what players like or dislike, just worry about bringing your vision to life.

If you're speaking in a general sense and not about mapping, people like to win, and monster closets are unexpected and might kill them so then the player thinks it's "cheap", as if dying in video games isn't something that happens.

>> No.10202354

>>10202339
People hate BAD monster closets.

>> No.10202373

>>10202339
Teleports offers more flexibility, but I never actually seen hate for monster closets. Both are good for different situations.

>> No.10202379

>>10202339
monster closets and teleports are fuctionally the same. people see both as unnatural and would prefer the levels populated from the get-go. of course, that doesn't have the same flexibility.

>> No.10202385
File: 1.82 MB, 3840x2160, qmaps.jpg [View same] [iqdb] [saucenao] [google]
10202385

>>10202171
Contract Revoked, Underdark Overbright, Rubicon 2, Rubicon Rumble Pack, Marcher Fortress, Masque of Red Death, Something Wicked, Jam 9, DM4 Jam.

>> No.10202407
File: 288 KB, 603x408, kanem.png [View same] [iqdb] [saucenao] [google]
10202407

>>10200807
>Quackfags here resort to whining in the hopes of steering towards content they want,
You get the content you create.

>> No.10202415

>>10202407
A man like Kane could get us killed...

>> No.10202424
File: 41 KB, 550x512, jfk.jpg [View same] [iqdb] [saucenao] [google]
10202424

>>10200392
mental illness

>> No.10202430
File: 1.96 MB, 1532x1243, weener.png [View same] [iqdb] [saucenao] [google]
10202430

>>10200619
>only got 6 episodes
>still better than any show produced after 2007

>>10200507
Is this the only PoliceSquad.wad in existence?

>> No.10202453

>>10202385
that map with the purple shit would do great with Q2R
if converting from Q1 to Q2 still works

>> No.10202459

>>10202339
I like when I can tell there's a monster closet while playing HDest or Deathstrider so I can set up countermeasures accordingly.

>> No.10202467
File: 872 KB, 1920x1080, Screenshot_Doom_20230830_083809.png [View same] [iqdb] [saucenao] [google]
10202467

Welp, I cleared it. Pretty fun final level, really does a good job letting you fight through a huge gauntlet of enemies with full gear until I died to the boss a few times and realized it'd be really easy to just run past everything lol. Really found it a bit distressing that the boss had to be killed by shooting slightly below the spot you'd be shooting it in Doom 2's finale. Wasted way too much time figuring that out...
I guess next I'll play through Plutonia? I hear that one's pretty hard though lol

>> No.10202482

>>10202205
>square arena with all level design being thrown out of the window after being wiped with
>bunch of bulle... cellsponges teleported in front of you
>spam BFG using conveniently placed gorillions of cell ammo until all the sponges absorbed all the cells
>use whatever to kill leftovers
>proceed to the next square arena
Yep, it's slaughershit alright

>> No.10202487

>>10201998
>Doom got the most talent to make the best tools first, then they made better mods, which brought in more players who were subsequently inspired to make more mods. Repeat onwards.

Yeah, that's basically it.

I mean what you have to consider is that by this point, in the year of our Lord 2023, Doom is not merely a game that serves as a platform for modding. Doom is, essentially, and open source game engine for creating retro style FPS and adventure games. From this position it's like arguing Unreal Engine is killing Unity development. Really, the only thing that matters most is the quality of content that it enables people to make.

It makes more sense for people to form a community around a common toolset and knowledge base, and that toolset is GZDoom, UDB and Slade.

>> No.10202535
File: 14 KB, 474x313, th-552246702.jpg [View same] [iqdb] [saucenao] [google]
10202535

>>10201886

Great work Anon. I knew you could do it.

Steel yourself though, Anon- beyond that point of the game, you are entering the realm of the most terrifying demon demon of all.

>> No.10202569

>>10202112
>Mind you that I am a retard for not realizing sooner this was not the Alkaline SJ2, I'll come back home in an hour - please be patient.

>> No.10202632

>>10202407
>>You get the content you create.
>but it HARD anon, and the time spent creating things I’d like could be better spent complaining about content I hate!
This has been a little ongoing thing in here for awhile now.
>>10202459
I like when they happen in Deathstrider and I don’t know they’re coming because I stand more of chance.

>> No.10202634

>>10201253
Part of the pleasure of Doom is the pain you endure.

>> No.10202684
File: 299 KB, 959x540, nugg0033.png [View same] [iqdb] [saucenao] [google]
10202684

>>10200826
A texture pass is always a good thing. Your custom textures seem fine to me and show up correctly, but nocliping there reminded me of this misaligned teleporter near the BFG.

>> No.10202716

>>10202339
I like closets that open out of site like E1M7, bonus points if it opens up to something more interesting than a plain square containing the monsters

>>10202379
Teleports are NOT the same because unless you use Boom conveyers to move a deaf monster over the teleport line, the monster is already aggro so its reaction time has been bypassed. Just a pet peeve of mine because I don't like shotgunners teleporting in and attacking on the same frame

>> No.10202750
File: 1.87 MB, 400x163, 3823606203.gif [View same] [iqdb] [saucenao] [google]
10202750

>>10202634
there is no pain if you unplug the pain brain.
just become a frag machine.
each death makes you stronger

>> No.10202832
File: 1.15 MB, 955x1500, x7.png [View same] [iqdb] [saucenao] [google]
10202832

>>10202467
>Caughtyard
What the FUCK is going on in this game

>> No.10202848

Is there anything exceptional about the Unreal games?

>> No.10202893

>>10202848
I never liked early unreal stuff. Levels feel like rugged cardboard sets.

Quake engine alwasy felt yummy to me.

>> No.10202936
File: 1.66 MB, 1600x900, spasm0017.png [View same] [iqdb] [saucenao] [google]
10202936

>>10202112
>>10202119
Proof that I wasn't kidding

>> No.10202950
File: 1007 KB, 1600x900, spasm0066.png [View same] [iqdb] [saucenao] [google]
10202950

>>10202126
>>10202569
This is what I get for not refreshing the page before posting...

>> No.10202953

>>10202848
the music.
https://www.youtube.com/watch?v=glnpnifV4Fk
weapons have alt fires, enemies dodge your shit.
varied environments: nature, mines, human scifi, alien scifi, villages, temples, castles.
feeling of being an explorer on an adventure.

>> No.10202962

>>10202848
Grapically one-upping Quake2 and Q3A, and then little to nothing else?

>> No.10203040

>>10202848
>Is there anything exceptional about the Unreal games?
The enemy AI, depending on how you approach the game and what you want out of these older shooters.

>> No.10203094
File: 98 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
10203094

>>10201731
It's all because of the maps complexity. In Doom you raise a couple of walls place some textures and you get a decent map. In Quake you have to build complex 3D geomtery which should look interesting. In Half-Life you build complex realistic and very detalized geometry, also using models and making lots of scripted_sequences. In Half-Life 2 you must make a VERY DETALIZED realistic geometry, use some tricky stuff like cubemaps, 3d skyboxes, materials, bumpmaps, shaders, etc. And almost ALL your details must be made with models.
So, no wonder people stick for the simplest thing Doom is.

>> No.10203156
File: 1.52 MB, 1360x768, generation_Aug2023.png [View same] [iqdb] [saucenao] [google]
10203156

Working on a custom Stable Diffusion AI model that can generate fake Doom screenshots.

>> No.10203178

>>10203156
Project where you build a map based on AI Doom screenshots would be kino.

>> No.10203201

>>10203156
>inb4 someone uses this to pretend to leak 94 Protons

>> No.10203250

Remind me what Q1 map had the Q2 Enforcers in it?
All I can remember is that they used somekind of a plasma cannon instead of their usual hitscan chainguns

>> No.10203275

>>10203250
bastion

>> No.10203286

>>10203156
Any plans to release this? This is incredible.

>> No.10203347

>>10203201
94 Protons has had its maps for about a year now. We're just waiting on weapon sprites.

>> No.10203372

Anyone knows a good ai to generate morre"pixelized" images? Stuff generated with photoshop is just too blurry

>>10203156
This is so cool.

>> No.10203416

>>10203156
if we do a "mappack based on AI generated images" im in

>> No.10203427

>>10201657
>It's wild how Doom on PS1 was a straight up horror game
As a kid, this is prolly why Doom scared me so much that I only played Duke instead. Need to revisit PS1 Doom nyaow.

>> No.10203447

>look up a video of doom ps1
>chaingunner on the first map
Truly an horror game

>> No.10203456

>>10203447
>Doom 2 enemies are added to Doom 1 maps on UV
>The Super Shotgun isn't
Color me spooked.

>> No.10203458

>>10203447
>chaingunners, revenants, pelementals
Oh christ
>are never too numerous with their placements, easily stunlocked like fucking retards with the chaingun
Lmao

>> No.10203470
File: 1.48 MB, 1600x900, spasm0086.png [View same] [iqdb] [saucenao] [google]
10203470

>>10202950
No idea why but this photo just refused to upload for several hours
>Captcha = N0TND
Okay frens, no Total Niggurath Death for now I guess

>> No.10203486

>>10203372
>>10203286
Don't encourage him, we have enough problems with creatively bankrupt spearheads

>> No.10203489

Any news on Death Wish being updated? It's about that time to start my yearly playthrough of Blood/Death Wish

>> No.10203492

>>10203458
There are a good number of Mancs added to Tower of Babel but you obviously have a rocket launcher, and if anything they make the map easier by letting you soften the Cyberdemon with infighting.

>> No.10203503

>>10203489
Not coming out this year, but still being worked on. https://nitter.net/BloodDeathWish/with_replies

>> No.10203514
File: 76 KB, 1026x770, Untitled.png [View same] [iqdb] [saucenao] [google]
10203514

Has a proper form to fill out now, so you don't have to piss around with a template.
If you don't upload screenshots or a main/title image it'll use a stand-in.
Pretty quick to add wads now.

>> No.10203516

Fartyguns 1.1 coming soon: https://www.youtube.com/watch?v=iIRCJ88R3zA

>> No.10203535
File: 32 KB, 476x476, i hired this cat to stare at you.jpg [View same] [iqdb] [saucenao] [google]
10203535

>>10202634
>part of the pleasure is the lack of pleasure
>the only joy is in the victory screen

>> No.10203541
File: 27 KB, 514x536, tiresome levels.jpg [View same] [iqdb] [saucenao] [google]
10203541

>>10203516
God, i fucking despise toilet humour, and the fact that this is so well made is not making my life any easier.

>> No.10203545

>>10203516
They should have played at least one wet fart sound a few seconds after the dubstep faded out in the end. Now I am really disappointed I watched that. but there is also a remedy:
https://www.youtube.com/watch?v=_GGmVFCMboQ

>> No.10203547

>>10203541
idgi there wasn't a single bit of toilet humor in the video. it just looks like a good gameplay mod.

>> No.10203549

>>10202848
True volumetric fog. Coronas. Reflections. Music.
The rest is so-so.

>> No.10203550

>>10203547
I have been following this mod for a while now, there is plenty of footage. A masochistic experience it is for me.

>> No.10203563

>>10203541

I don't think it's toilet humour anon.

My internet travels have taught me many things, one of them is that when hyper talented autistic savants who make mods for games that are older than they are have suspiciously fetishistic content in their work, it's not just for the lolz. It is because it's their fetish.

Also they're usually some combination of weeb, tranny, furry, adult baby degenerate faggot

>> No.10203576

>>10203156
Oh cool that looks vaguely like a recurring nightmare I used to have.

>> No.10203578

>>10201110
is there one like the ones used by the Quake remasters? those got the low res look and aspect right.

>> No.10203584
File: 38 KB, 269x211, akashi.png [View same] [iqdb] [saucenao] [google]
10203584

>>10203563
Tbqh i respect that. I am just salty that someone dared to spend time and energy on something i am not into, the audacity.

>> No.10203587
File: 548 KB, 564x1197, 1596563953248.png [View same] [iqdb] [saucenao] [google]
10203587

https://youtu.be/D-wDnKd5pKc?si=6mymIAskPuWMG1ww

>> No.10203589

>>10203584
The answer to that is to make something yourself.

>> No.10203590

>>10203587
I love this guy and his animations

>> No.10203597

>>10202109
Is that the pool from Austin Powers?

>> No.10203598

>>10203589
That is true, i’m getting there.
t. procrastinating faggot

>> No.10203603
File: 148 KB, 236x248, doesn't get it at all.gif [View same] [iqdb] [saucenao] [google]
10203603

>>10203587
>thumbnail

>> No.10203605
File: 118 KB, 316x387, can't suicide - already dead.png [View same] [iqdb] [saucenao] [google]
10203605

just found out deluge was canned...
damn.................

>> No.10203606

>>10202339
If game players were in charge of game development, every game would be fucking awful.

There are things players say they "don't like" that are responsible for making them like the game more than they know. Like grinding in RPGs

>> No.10203615

>>10203589

He probably can't, his fetishes aren't degenerate enough.

>> No.10203616

>>10203587
Nice

>> No.10203618

>>10203605
The Torrent program?

>> No.10203623

>>10203615
Well I meant just making a gameplay mod, preferably without the fetish content.

>> No.10203626

>>10203618
the tc
https://www.youtube.com/watch?v=uHo_fvmvjDk

>> No.10203629 [DELETED] 

>>10201886
>doomternal tries to make a big deal of "tHe sLaYeR" being some epic master chief man of mystery who never takes his helmet off (maybe he's black! or a girl!)
>when we all know he looks like this chad

>> No.10203636 [DELETED] 

>>10203629
>doomternal tries to make a big deal of "tHe sLaYeR" being some epic master chief man of mystery who never takes his helmet off (maybe he's black! or a girl!)
wat. did you mean d2016m? ternal shows his face a lot.

>> No.10203671
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10203671

Wednesday Kart Thing
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau

Changes since last time:
DoshPack is back, that means Diddy Kong Racing tracks! Yes, especially that one.
Harmony Villa has been sent to map hell.
The hellmap command's map list has been updated. It's not complete, but it at least includes everything I've helled myself.
Map record times have been reset.

>> No.10203713
File: 55 KB, 110x100, 1662831177828245.gif [View same] [iqdb] [saucenao] [google]
10203713

>>10203671
omw

>> No.10203782

>>10203671
Who are the guys on the left and the bottom

>> No.10203785
File: 2.39 MB, 1400x1700, billboard.png [View same] [iqdb] [saucenao] [google]
10203785

For hardware accelerated rendering, do you prefer billboarding on just the y axis or both?

>> No.10203789

>>10203782
nostalgia critic (the skin for FNF/SNS was stitched together from an existing skin for SRB2Kart IIRC) and arti

>>10203785
need billboarding so that cacos in the sky and shit camping the bottom of ledges isn't invisible but wish I could turn it off for props

>> No.10203790
File: 92 KB, 568x595, Towel_Arti.png [View same] [iqdb] [saucenao] [google]
10203790

>>10203782
Doug Walker on the left, Arti from Combined_Arms at the bottom of the sign.

>> No.10203794
File: 148 KB, 480x487, notilt.jpg [View same] [iqdb] [saucenao] [google]
10203794

>>10203789
>but wish I could turn it off for props
Yes please. I also wish I could have a flat sky through hardware rendering.

>> No.10203802
File: 1018 KB, 1024x640, casino.png [View same] [iqdb] [saucenao] [google]
10203802

>>10203286
yes, but first I want to improve it as much as possible. this is the first time I'm making a custom model for anything, so I'm learning as I go, heh

>> No.10203810

>>10203785

Doesn't matter because you shouldn't be enabling freelook, nigger.

>> No.10203816

>>10203802
Pretty cool casino.

>> No.10203883

Anyone have better desktop icons for original Doom games?

>> No.10203906

>>10203883
Rip and scale the in-game sprites for the cacodemon and Doomguy's mug (or pain elemental)

>> No.10203923

I heard Lo Wang tries it on with his neighbour's wife

>> No.10204072
File: 66 KB, 441x330, 1681021393795901.jpg [View same] [iqdb] [saucenao] [google]
10204072

AAAAAA

>> No.10204074

HA
So the connection going to shit and me fucking up a major turn wasn't my fault this time

>> No.10204075

>>10203671
>>10204072
>>10204074
It's back up now

>> No.10204109

>>10203802
>Ion Furyever

>> No.10204114

>>10204109
Lion furryever

>> No.10204145

What's the best Sourceports to play the original DOOM wads to as close as the intended experience without the controls clunkiness or low-res UI/visuals?

>> No.10204150

>>10204145
>controls clunkiness
what do you mean?

>> No.10204152

>>10204145
DSDA or Nugget

>> No.10204176

>>10202535
>you are entering the realm of the most terrifying demon demon of all.
>Made my way to Barrels o' fun
>fun
What the fuck was his problem?

>> No.10204181

>>10204176
more like Bent Over Barrels n' Fucked

>> No.10204205

Retarded question, but does anyone know if Chocolate Doom/Crispy Doom use the original indexed rng values from vanilla Doom or if they use the Boom method?

>> No.10204220

>>10204205
I don't know and I searched the wiki and it seems that there's no mention of changes to the random number table.
Only mention of RNG is for Crispy only
https://www.chocolate-doom.org/wiki/index.php/Crispy_Doom/Changelog
There's no mention of such thing in the FAQ
https://www.chocolate-doom.org/wiki/index.php/FAQ

>> No.10204248

>>10203810
Dangerously based.

>> No.10204287

>>10200195
I played this map, but I don't have much feedback. I would have beat it first try if not for the two shamblers fight.
>>10204205
Those ports wouldn't be able to run vanilla demos or savegames if they didn't use a functionally identical method for generating RNG, right? I'm assuiming any demo accurate port would do the same under complevel 2, like woof, dsda.

>> No.10204296

Duke Nukem was a guy who lived large back in the day right

>> No.10204297

>>10204205
I imagine Chocolate would use the vanilla values, on the count of the fact that Chocolate intends to be as accurate to vanilla as possible.

>> No.10204310

>>10204296
Douque Nouquem steals our chiques and leaves

>> No.10204314
File: 992 KB, 1920x1080, 000.jpg [View same] [iqdb] [saucenao] [google]
10204314

>I'm in danger

>> No.10204324

>>10204314
Wonder how long it's gonna take for people to make higher quality MD5s of these old custom models for the remaster.
And how long it will take to get a third-person mod...

>> No.10204343

>>10202339
monster closets are an inevitability of design where you can't just teleport stuff in, a limitation Doom had to deal with when they weren't making one-inch wide holes in walls to make monsters teleport-tile to you by sound, but they're a necessity in the right design. it's just when they're super signposted, really repetitively used and boring that it's a real problem, like Doom 3 opening designated "blank spaces" in the walls for zombie and imp ambushes over and over.

>> No.10204356

>>10204343
>like Doom 3 opening designated "blank spaces" in the walls for zombie and imp ambushes over and over.
Worst part is that the wall segments are literally just despawned 99% of the time since the player is conveniently around a corner. No opening secret door, no smashing through the wall, or anything else that would be remotely cool.

>> No.10204357
File: 3.89 MB, 640x360, webm000.webm [View same] [iqdb] [saucenao] [google]
10204357

>>10204324
I'd be blown away if anyone else besides us two and maybe someone at the KMQ2 forums cared to play this in third-person. I'm pretty happy to be back playing older Q2 mods so I'd look into "downgrading" Q3 models first before remaster stuff.

>> No.10204358

>>10204324
>And how long it will take to get a third-person mod
That reminds me of how you can actually point and flip people off in the remaster now (I think you can taunt too but I forget what key that is). Is that a cut feature that was brought back in the remake?

>> No.10204363

>Tiny enemies that blend in the environment.
>Extreme darkness.
>Enemies that can poison you.
>Useless starting weapon.
>Poor level navigation.
Daikatana's first episode has every single sin you can commit when making an FPS game. It's honestly incredible.

>> No.10204393

>>10203514
Firstly, I'd like to commend your efforts. Secondly, I'd like to raise some concerns.
I think filling this website out will be much more effort than it's worth. The majority of the information it could possibly provide is already present on the doomwiki with a bit of searching. I understand thoroughly tagging things this way will provide some advantage, but I don't think anyone is willing to do that.
As an estimate for the number of wads worth describing, the doomwiki lists 1562 wads for Doom/2/final. The only way I see this number being achieved on the booru is by somehow automatically copying from the doomwiki's list, ideally scraping as much info as possible, since they already provide a description, author, port, iwad, year, link, cacowards won, and titlepic . Even after that, providing useful tags would be quite the undertaking.
Also, while I was making the page for "TNT: Evilution" I noticed it didn't work right when I put a colon in the title. I just left it out for now, but that limitation would probably cause more issues down the line.

>> No.10204436

A port that supports modern gameplay mods without the graphics bloat bullshit from gzdoom

Please,i beg you

>> No.10204458

>>10204436
all these are optional though. once it's set you don't have to go through it.
you even have true color software mode.
basically reducing options so you can have a simple thing will deprive others from choice.

>> No.10204475
File: 2.30 MB, 300x300, 1660603283637923.gif [View same] [iqdb] [saucenao] [google]
10204475

>>10203671
GGs

>> No.10204482

>>10204458
Is there a way to limit GZDoom to 30 fps? I couldn't find any.

>> No.10204490

>>10204482
You can cap to 35 with cl_capfps, or any number with vid_maxfps in console

>> No.10204530
File: 356 KB, 1600x900, slap happy.webm [View same] [iqdb] [saucenao] [google]
10204530

VIOLENT RUMBLE DEVKIT UPDATE:

Gauntlet:
>now slaps (forreal forreal no cap ong bussin bussin)
>slap damages and knockbacks enemies in a narrow cone, with double damage done to a single enemy directly in front
>slap can fling impaled enemies off of your empathy shield (webm related)
>slight animation adjustments
Bandolier:
>model scaled up to increase visibility
>now stacks up to 4 times, increasing max of all ammo types by 50 per stack
>gives a small number of shells and nails upon pickup
Axeman's Rumble modifier replaced with Gladiator's Rumble:
>start maps with a gauntlet, yellow armor, and 1000 health empathy shield (may be subject to nerf later)
>no starting shotgun
>pickup only a quarter of normal ammo from ammo boxes
>still activated with impulse 35
New modifier: Resurrected Rumble
>enemies will resurrect after a random period of time
>only affects enemies who aren't gibbed, despawned by some means (void), or stuck (which is very, VERY broad in Quake 1 terms)
>activated with impulse 37
Misc:
>Doomed Rumble plasma BFG changed to behave like Quake 2's BFG
>charmed flying monsters will attempt to match you altitude if you move far away (this took fucking retardedly long to figure out)
>new item_artifact_random entity that does exactly what the name implies
>fixed most (all?) of the bugs reported over the last couple weeks
>some FGD improvements
>various code groundwork things that nobody cares about

Violent Rumble Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Yell at me if shit broke.

>> No.10204553

>>10204530
The first use of the term "violent rumble" for this project was 2 years, 4 months and 19 days ago. The first dev beta was a couple weeks after. Feels weird.
>>7623342

>> No.10204567
File: 223 KB, 3090x1485, rangerbed.jpg [View same] [iqdb] [saucenao] [google]
10204567

>>10204553
It really doesn't feel like 2 years, which is kinda horrifying.
I really need to do something with my life...

>> No.10204602

>>10204436
If you have an old machine, try running in GLES.

>> No.10204607

>>10204393
>Firstly, I'd like to commend your efforts
Thanks. I was just playing with wiki software and thought this might be a fun way to use it.

>but I don't think anyone is willing to do that.
yeah, I kinda agree, as far as tagging every wad goes. the general appeal of a tagging system for me was so when people go "i quite like this x_the_revenging.wad" they can easily find things similar. not necessarily everything similar
>scraping
man, that would be nice, but I'm not in a knowledgeable position to do that. I just don't have the wherewithal atm.

I have no expectations for this, it's kinda been "just for fun" on my end. My home server is kinda a toy, and this is a project. If anyone feels like slapping their favorite wad up there, and tagging what makes them like it... that's kinda the idea I guess. If it takes off in any capacity that's great. I don't expect every (or any, really) wad to end up there.
Worst case scenario is I learn some shit and reuse the wiki software for something else.

Thanks for letting me know about the colon thing. I know it won't work in the url or tags (not much I can do about that atm) but you should be able to manually place it in the page title. I think.

If someone else can scrape the data automatically and set up a proper booru with all the fixin's that everyone wants, my feelers won't be hurt in the least. ;-)

>> No.10204617

>>10204393
Here's an idea, instead of making it a booru for ALL THE WADS, why don't we just make entries for what we personally find notable here on /doom/, things which may not have much notability to DoomWiki, but which is good enough to be noted down?

>> No.10204624

>>10204530
Hey can you add grindrails to Quake
I just want grindrails in Quake

>> No.10204626

>>10204530
Absolutely BASED. Getting on my shit.
>Doomed Rumble plasma BFG changed to behave like Quake 2's BFG
Fucking rad. How is Doomed Rumble activated for dm? If it doesn't work at all don't pay it too much mind I'm not sure many people will be playing dm.

>> No.10204635
File: 39 KB, 665x503, 1684715178801989.jpg [View same] [iqdb] [saucenao] [google]
10204635

Another year, another impending spooky season, another lack of maps tagged Horror/Spooky/Halloween on Quaddicted aside from the Halloween Jams

>> No.10204663

>>10204617
i like the star trek tng wad. i hope it gets finished before i die.

>> No.10204802

>>10204363
you forgot "garish colored lighting" and "critical progression bugs"

>> No.10204808
File: 1.30 MB, 1600x900, quake67.jpg [View same] [iqdb] [saucenao] [google]
10204808

>>10200787
>>10200790
>just like in my Japanese Annie-Mays

>> No.10204818

>>10204363
>>10204802
>hey lets make the first gun you get behave like the Q1's TB when fired underwater, also lets make the first section you visit a swamp that leads into a hydo-electric dam - and have the second gun you find a proximity mine-launcher, so that the player will never run out of opportunities to kill themselves

>> No.10204826

>>10204530
>You can now go full Phantom Blood and kill mooks with other mooks' dead bodies
Bueno...

>> No.10204857

>>10204530
>new item_artifact_random entity that does exactly what the name implies
Absolute madman. Nice. But I think respawndelay is broken. I assume it works in seconds, so I set it to 30 just to test, and it won't respawn. Just to test it's saw to all the runes so randomflags set to 7, respawndelay 30, and count is 999. It'll randomize when the map resets but fails to respawn after being taken.

>> No.10204858

>>10204857
Disregard that I'm a faggot. ritem was set to 0.

>> No.10204863

>>10204363
>Extreme darkness.
>"garish colored lighting"
Hey i like those

>> No.10204875
File: 24 KB, 467x341, file.png [View same] [iqdb] [saucenao] [google]
10204875

>>10200169
Totally false, Marathon was the most FPSy FPS of its time, no others had mouselook + real aiming + mic support in multiplayer + all those well-established FPS moves like Marathon did in late 1994

>> No.10204885
File: 55 KB, 640x480, psychosis~gore-fateddie-large.jpg [View same] [iqdb] [saucenao] [google]
10204885

>>10200174
>Gore:Ultimate Soldier
>YOUR ASS IS MINE
>AAAAAAAAAAAAAAAA

>> No.10204892
File: 34 KB, 500x365, 1692913040752838.jpg [View same] [iqdb] [saucenao] [google]
10204892

>>10203671
ggs

>> No.10204902
File: 495 KB, 478x457, herrtyk.png [View same] [iqdb] [saucenao] [google]
10204902

>>10204324
>And how long it will take to get a third-person mod...
Anon, I...

>> No.10204969

>>10204902
>The fishmen were the good guys afterall
Lovecraftbros, not like this. . .

>> No.10204970

>>10204818
>and have the second gun you find a proximity mine-launcher, so that the player will never run out of opportunities to kill themselves
Hey, don't shit on the C4 Launcher. It and the Shotcycler are dumb but fun.

>> No.10205124

>>10204970
I feel like most Daikatana guns are generally ruined by not having a secondary fire modes - imagine if you could fire single shots with the ShotSycler like it was possible in the beta, or at least make the IonBlaster not bounce-back in your face with somekind of a charged shot (and have that be the firing mode which kills you underwater instead)

>> No.10205150
File: 222 KB, 303x501, image.png [View same] [iqdb] [saucenao] [google]
10205150

Faggot demon feeder slaves buy me abunch of soulspheres from E1M2 and blur spheres from E1M3 and I slaughter then all with invul inside 2 monster closets, Im such a mancubus, BURRRPPP!!

>> No.10205201

>>10205150
IDDT that one! Dayum

>> No.10205203
File: 1.86 MB, 1600x900, spasm0055.png [View same] [iqdb] [saucenao] [google]
10205203

>>10205150
Sir, please don't take another shit in our employee bathroom again, we still haven't managed to wash the [everything, inculding the ceiling] after your last time yet...

>> No.10205210

>>10205203
that's a big toilet. you can sit three rangers at once here.
efficiency, lad

>> No.10205221

>>10204343

The interesting part is how the really good Doom mappers use monster closets as a positive aspect of the design. If integrated well into level architecture, it's not just a lame ambush trap, it can made to be feel much more organic than a teleport. When done really well it's part of the progression, or at very least it leads to a reward for beating the fight, etc. It's pretty much integral to the rhythm of Doom and that's why it's still so common nowadays, even when modern mapping formats allow you to just script monsters to spawning in anywhere and however you want.

I'm still figuring out how to really do that well myself, but it's probably the defining factor that makes Skillsaw wads the biggest fanboy bait of the Doom scene.

>> No.10205257

Alright bois I am gonna finish this map I've been working on today no matter what.

Give me motivation. Will poast for playtesting when I'm done.

>> No.10205263
File: 987 KB, 1600x900, spasm0062.png [View same] [iqdb] [saucenao] [google]
10205263

>>10205210
You need to break it to go on a magical adventure to retrieve the key in order to exit that bathroom unfortunately.

>> No.10205292

>>10205263
it feels like there's an unconscious freudian statement of sorts with this

>> No.10205324
File: 34 KB, 1760x1856, 1611012592925.png [View same] [iqdb] [saucenao] [google]
10205324

>>10196903
Colourful Hell updated to 1.00

https://forum.zdoom.org/viewtopic.php?p=1244347#p1244347

>> No.10205337
File: 19 KB, 357x482, pottyplatta.jpg [View same] [iqdb] [saucenao] [google]
10205337

>>10202424
>Four-uh...
>suppeh...
>I, er-uh...
>want...
>a...
>STROGG
>PLATTA

>> No.10205338

>>10204624
Uhh... for skating? This is Quake, not Tony Hawk.
>>10204626
>How is Doomed Rumble activated for dm?
I'd guess you'd still use impulse 30, but that raises the question of whether everyone in the match can toggle modifiers at a whim. Disabling modifier impulses in deathmatch would be easy enough though.
Modifiers are stored in the 'scratch4' cvar as flags to be retained between levels. Doomed Rumble uses flag 32, so if you set that manually before using changelevel it *should* work.

>> No.10205371
File: 2.89 MB, 720x480, tony huhwk.webm [View same] [iqdb] [saucenao] [google]
10205371

>>10205338
>This is Quake, not Tony Hawk.

>> No.10205374
File: 44 KB, 573x641, teleport area.png [View same] [iqdb] [saucenao] [google]
10205374

Need to return to the MetaDoom map I wanted to make.
I feel like I need do the castle and boss area first before doing the 3 worlds where you get the keys.
Ideally, I want to make the player use the 3 keys to activate a thing like a bridge and then enter the castle, facing some enemies and stuff before the actual boss.
Might have to learn some script stuff is action tag stuff isn't enough

>> No.10205376

>>10205371
Well, you got me there.

>> No.10205386
File: 884 KB, 1600x900, spasm0065.png [View same] [iqdb] [saucenao] [google]
10205386

>>10205292
>play a sewer-themed mapjam
>be suprized there's shit-filled cesspools everywhere
Or were you talking about that advertisment?
>>10205371
Activision fucked up when putting Doomguy in THPS3 - Ranger is the better sk8r

>> No.10205395
File: 446 KB, 1440x1080, a word of advice.png [View same] [iqdb] [saucenao] [google]
10205395

>>10205386

>> No.10205418

>>10205374
Why would you need scripts for that?

>> No.10205452

>>10205257
>Give me motivation
Ganbare, anon! You can do it!!
Go! Map! Win!

>> No.10205582
File: 1.04 MB, 1600x900, spasm0081.png [View same] [iqdb] [saucenao] [google]
10205582

>>10205386
I did flood that place though (and had to cheat because the Biosuit doesn't respawn)

>> No.10205720
File: 50 KB, 640x480, Kickflip Quake.jpg [View same] [iqdb] [saucenao] [google]
10205720

>>10205338
>for skating? This is Quake, not Tony Hawk
That hasn't stopped people before

But nah, it'd be pretty sick. It's a decently-proven concept, jumping to a rail and then blast people as you grind it to the next part of the map or just to keep the action flowing, but it's more relegated to third-person shooters because platforming in first-person is always considered a bit of a no-no.

>> No.10205771

c'mon thread
archive so I can complain about shamblers

>> No.10205781
File: 143 KB, 1024x768, 20190715131153_1.jpg [View same] [iqdb] [saucenao] [google]
10205781

>> No.10205786

>>10196903
[8-31]Colourful Hell 1.0 is finally out!
https://www.dropbox.com/scl/fi/emzevsetak2pcumf74n7p/ColourfulHell_1_00.pk3?rlkey=dnhzkmnoinsm17ubp6338ou26&dl=0

>> No.10205789

>>10205786
good, now make the next thread before some retard floods /vr/ or it gets autosaged

>> No.10205791

>>10205789
Might as well

>> No.10205795

>>10205789
It's not autosaging when you're at the bump limit.

>> No.10205801

>>10205795
i dot not trust this website of late, safety 1st.

>> No.10205819

Any way to easily find doom 2 maps that only use stock textures?

>> No.10205826
File: 1.18 MB, 1600x900, spasm0048.png [View same] [iqdb] [saucenao] [google]
10205826

>>10205771
You can compain about [photo of a plastic funnel] anytime you want to

>> No.10205885

>>10205795
isnt that what autosaging is

>> No.10205898

NEW THREAD DANGE
>>10205873
>>10205873
>>10205873
NEW THREAD ALART

>> No.10206007

>>10203535
It's masochism. It don't gotta make sense.