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/vr/ - Retro Games


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10205873 No.10205873 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10196902
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

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

[NEW!]WAD DATABASE
http://clovr.xyz/wadsup/

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.10205884
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10205884

First for skellingtons

>> No.10205889
File: 81 KB, 640x480, 1693231771176054.png [View same] [iqdb] [saucenao] [google]
10205889

=== 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 ===
[8-31]Colourful Hell 1.00 has finally been released!
https://forum.zdoom.org/viewtopic.php?p=1244347#p1244347

[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

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

>> No.10205892
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10205892

>>10205884
You nincomboner, couldn't you have waited a little bit more? That's it, you're getting in the sack.

>> No.10205906
File: 37 KB, 500x728, wiff.jpg [View same] [iqdb] [saucenao] [google]
10205906

>>10205892

Wanna fite m8?

I mean AAAAA

>> No.10205927

Fuck Shamblers

>> No.10206014

>>10205927

Tell us all about your shambler issues, Anon. We are here to listen.

>> No.10206016

>>10206014
I'm horny

>> No.10206032

>>10205892
The chattering of teeth is also the rattling of bones. A skeleton sound escapes your mouth...

>> No.10206035

>>10206016

Wanna ERP? I'll be a dirty smelly shambler covered in dried blood and vore you

>> No.10206051

>>10206035
Oh yeah, aight. Aight, I put on my robe and wizard hat.

>> No.10206056

>>10205418
I'm technically doing my first UDMF map, so i figure i could research some stuff just in case.
But at least i figure out other things like jump pads and changing music and skyboxes.

>> No.10206072
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10206072

>>10205884
based

>> No.10206104

>>10206056
Ah udmf, never used it. But if your problems is making a switch that needs 3 keys to activate, that can be done with boom features

>> No.10206284
File: 3.90 MB, 640x360, 1692764192748209 2.webm [View same] [iqdb] [saucenao] [google]
10206284

>>10206014
>Tell us all about your shambler issues
There’s not much middle-ground for them. They’re either starting their attacks the moment they see you on nightmare, or they get danced to death like a dumbass. If you have a corner to hide behind on nightmare then they’re easily baited into doing that shambler groove.
It also feels like their explosive resistance should be lightning resist instead.

>> No.10206325
File: 18 KB, 548x344, keys.png [View same] [iqdb] [saucenao] [google]
10206325

>>10206056

Picrelated is all you need for 3 a key switch/door.

UDMF isn't complicated, it actually makes nearly everything much, much easier to do than other formats. It's just that it achieves this by having a billion specific line actions and sector properties that cover every possibility you can think of.

>> No.10206332

does anyone knows how ericw tools work for Q2, i used it in one maps and all objectives broke

>> No.10206357

>>10206332
all I know is to use the -q2bsp switch on qbsp.exe and the rest should be fine

>> No.10206363

>>10206357
https://www.youtube.com/watch?v=n9G6Wgur1xA see if iti works on defense measures

>> No.10206367
File: 3.05 MB, 640x360, Snakeman and Chemtrail Blazer.webm [View same] [iqdb] [saucenao] [google]
10206367

Ok, so this works, although I'm not sure the second guy's gimmick is actually usable.

>> No.10206390
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10206390

>> No.10206423
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10206423

>>10206367

>> No.10206439

>>10206390
>zdoom comes
we made it ZDBros

>> No.10206456

>>10205884
How can Newsfag EVER recover, folks?

>> No.10206457

>>10206390
>Civilization entirely terrible
We live in a society

>> No.10206470

>>10205927
would

>> No.10206474
File: 1.07 MB, 1600x900, q1bfg.webm [View same] [iqdb] [saucenao] [google]
10206474

>>10206390
>q1 bfg
Yes.

>> No.10206481
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10206481

>>10205873
OP sweetheart, I don't speak vatnik. . .

>> No.10206484

>>10205873
SO, it is possible to work on a Quake 2 the Way Id did https://www.reddit.com/r/quake/comments/165gcd3/quake_2_remaster_id_vault_maps_cool_finds/

>> No.10206491

>>10206474
Huh, I always thought it was just a weaker rocket launcher.

>> No.10206498
File: 515 KB, 1280x720, 2023-08-31 11-05-22.webm [View same] [iqdb] [saucenao] [google]
10206498

>>10206474
Kinda reminds me of the Q2 BFG.
Test area looks like the spawn room in Mock2 MAP30.

>> No.10206502

>>10206491
That's from the current dev version of Violent Rumble with the Doomed Rumble modifier on - which now makes it behave like the Quake 2 BFG.

Regular plasma lightning isn't anything to scoff at though. Total direct impact damage is slightly more than a rocket, and the lightning can spread out pretty far without damage falloff.
DoE levels don't really give it much of a chance to shine, admittedly.

>> No.10206503

>>10206481
You got all the time to learn.

>> No.10206507
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10206507

>>10206390
"Tethered Homunculus" is my most replayed non-iwad map

>> No.10206508

>>10206035
If you ever decide to not be a cringe vorefag, remember that we've establised last halloween that Shamblers are hung like gorillas.
Which means their dick is smaller than your pinky finger - kinda explains why they're so angery at all times
>>10206284
Magmambler needs to be backported into Q1 anytime soon.

>> No.10206514

>>10206481
There's nothing much there, it's just "Level Kills Secrets Time" and "Press any key to continue".

>> No.10206515 [SPOILER] 
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10206515

>>10206423
"There could be trouble..."

>> No.10206529

>>10206474
someone ordered a super giblet special

>> No.10206547
File: 196 KB, 634x294, 1608457294389.png [View same] [iqdb] [saucenao] [google]
10206547

Has anyone else really warmed up to Quake 1 as they gotten older? And by older I mean going from underageb& to 18 in my case. Like, Quake 1 feels a lot more artistically cohesive, a lot more well-designed, tight, expansive, and just overall wonderful compared to the Doom anthology. I legitimately want to play Quake through to the end. Doom? I just want to play E1M1, half of E1M2, get bored by E1M3 on a good day and then drop it for a week.

Like don't get me wrong, I loved Doom for a period of time. Hell, I wrote a fucking Doom launcher for Linux that runs exclusively in a terminal editor with <1000 lines of cooode, in fucking C. That's how much I loved Doom. But my love feels more in tune to Quake. Is this a phenomenon anyone else experienced?

>> No.10206560

>>10206547
I dunno I played Quake 1 a bit when it got its remaster, thought it was neat, and forgot about it.

>> No.10206569
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10206569

>>10206547
I warmed up to Quake 1 once I realised how fun the movement is.

>> No.10206578

>>10206547
>feels a lot more artistically cohesive, a lot more well-designed, tight, expansive, and just overall wonderful compared to the Doom anthology.
For me it's Heretic.
Quake 1 is whatever. I prefer the expansions to the base game.

>> No.10206582
File: 266 KB, 1366x709, 1521064602389-0.jpg [View same] [iqdb] [saucenao] [google]
10206582

I was sure that I've never made a map for Doom. But then I found this old screenshot. Fascinating.

>> No.10206586
File: 1.99 MB, 1920x1080, e2m6_2023-08-31_10-54-28.png [View same] [iqdb] [saucenao] [google]
10206586

He got stuck like this.

>> No.10206602

>>10206547
I first played Quake as a 30-year old, but it took me a while to warm-up to it.
I like E1M1 pretty well now (I fucking hate the first room before you get outside), but I didn't fall in love with Quake until a few maps in. From that point on, the game could do (almost) no wrong. (I still hate the long platform ride in E3 and the deathpit traps in E4; I forget the specific map numbers.)
Willits and Romero carried the fucking level design, except The Wind Tunnels, holy shit Timmy what was u thinking???

>> No.10206608
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10206608

>>10206547
I've played vanilla game a bunch of times, but my intro to custom maps happened to be jam1_skacky, where you have to single-shotgun five death knights at the start. mind you, that was also around the peak of brutal doom popularity, where you can one-shot barons. so naturally I bounced off and didn't touch anything quake for years. but yeah, I came around, eventually.

>> No.10206616

>>10206390
>4chan faggot

>> No.10206671

>>10206390
>Retard god
>Fucked dumb
>Ass full
>Thanks booru
>Software features coffee sounds

>> No.10206674

>>10206671
>new Doom Builder version makes coffee brewing noises

>> No.10206680

>>10206671
>Software features coffee sounds
Does this mean I can finally have a MIDI rendition of "Life" from the Quake soundtrack?

>> No.10206681

>>10206547
When my friend first showed it to me i was "eh why don't we play Duke instead", i mean the light effects looked nice but it didn't click. It was boring to me. Not colorful enough and still this quite abstract level design when Duke had things looking more like the real world and interactivity.
There was also no music on his PC and his room was lit like a photo studio, i didn't see much of it and my friend played with keyboard only so it didn't show its true potential.
I later bought it for N64 and i warmed up to it a bit but it was blurry and not ideal to control. I still liked it much more than the first time around especially after playing it in the dark with headphones. The atmosphere was nice but a bit different though.

Many years later i had an itch to scratch, fired up a source port and it just clicked.
It's a world to experience in the good conditions.
Artistically it's unique and the gameplay feels just right.
I agree that it artistically appeals to more mature audiences, there's a natural progression on that front from Wolf 3D to Doom and finally Quake. id always tried to do the most of the pixels they could display on a screen.

>> No.10206721

>>10206547

I always liked Quake, but for a long time it was a distant second to Doom, because I never got into the user-made stuff. I really got into it when shit like Arcane Dimensions got my attention, and I realised it had a lot of unfulfilled potential that the vanilla levels only really scratch the surface of. Then I went on trying Quoth, Copper, etc, and I developed a great respect for it.

At its height, I think Quake has the potential to be a better game overall. I definitely agree it has the more consistent aesthetics and atmosphere. I think I still prefer Doom, when push comes to shove, if only because it has a higher ratio of quality content available- For every AD-tier mapset Quake has, there's half a dozen comparable megawads for Doom. But the best stuff for Quake really does shine as some of the shootan vidya of all time.

>> No.10206726

>>10206547
I was only a child in '96 so I didn't grow to appreciate shooters like Quake until I was a teenager. I would watch my older relatives play GoldenEye and I thought they looked neat, but my family was super anal about age ratings and wouldn't let me touch them.
It's funny because now Doom is probably my favorite game, you never know where you'll end up when you're just a kid.

>> No.10206728
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10206728

>>10206547
>Is this a phenomenon anyone else experienced?
I'll always have a preference towards Doom but always enjoyed Quake as well.
It's Quake 2 that I first came to sort of like, then disregard, then appreciate, then fell madly in love with.

>> No.10206743

>>10206474
I came.

>> No.10206757

>>10206743
I saw.

>> No.10206776

>>10206757
I praise the lord.

>> No.10206791

>>10206547
Quite the reverse for me, I used to be a huge Quakefag since I was also underageb&, playan AD and deathmatching on netquake events and random Q3 servers. I don't know why, but I gravitated more towards Doom as the years passed. 6 years later, Quake has become that other Id game I used to play. Last time I touched it was to play DoTM, where I played a couple levels, decided "that's enough for today" and never started it up again. I didn't even bother with the Q2 remaster. I hear they wrote Shubby into Q2, I'm a little disappointed they didn't add my boy Nyarlathotep instead.

>> No.10206796

>>10206791
>underage
>AD
???

>> No.10206801

>>10206796
AD's initial release was 8 years ago anon

>> No.10206803

>>10205892
C L I C K E T Y
L
A
C
K

>> No.10206809

>>10206796

Why would youngfags not know about mods?

When I was underageb& in like 2003 I was playing Doom wads on Doomsday Engine with those shitty 3d models and bloom lighting and shit kek.

>> No.10206813

>>10206367
You fucking warlock, is that done in MBF21?

>> No.10206815

>>10206809
right, jDoom and Tenebrae installed off of magazine CDs

>> No.10206823

>>10206809
Kids lack curiosity nowadays. If it's not a button in a phone app, they won't know what to do.

>> No.10206827

>>10206813
Yes. It's not even that hard.

>> No.10206829

>>10206809
In my 30s now, but I remember when Zen Dynamics came around, and it blew my teenage mind away.

>> No.10206831

>>10206801
Holy fucking shit, time goes fast.

>> No.10206836

>>10206809
More like why would a zoomer give a shit about Quake. It's kinda random, especially at the time.

>> No.10206837

>>10206829
EVERY POSSE AND CREW OUT THERE

>> No.10206838
File: 158 KB, 1245x696, EIkAthiXkAEoTH1.jpg [View same] [iqdb] [saucenao] [google]
10206838

>>10206829
Big deal, Doom already had reloading back in 1994.
https://doomwiki.org/wiki/Reload_hack

>> No.10206848

>>10206815

That's the shit. Quake 2 Evolved with the Doom 3 HUD was the dopest fucking thing ever too

>> No.10206852
File: 2.43 MB, 1920x1080, e3m5_2023-08-31_19-28-55.png [View same] [iqdb] [saucenao] [google]
10206852

these things aren't very bright are they

>> No.10206860
File: 2.57 MB, 1920x1080, q2e_shbngrs.png [View same] [iqdb] [saucenao] [google]
10206860

>>10206791
>I hear they wrote Shubby into Q2, I'm a little disappointed they didn't add my boy Nyarlathotep instead.
It feels more like a cute nod than anything. Any big budget Q2 stuff would turn the Strug into blatant "totally not we swear" chaos space marines worshiping some nu-idsoft OC.

>> No.10206865

>>10206836
Why not? Young people can get into old stuff. Don't know about Quake, but Doom would probably be a wasteland if it was just the same oldheads from, say, 1993-2000 running the community.

>> No.10206902

>>10206865
Doom is more iconic. It's kinda like IBM PC's Mario.
Quake is more comparable to something like the first Medal of Honor as a big footnote in the genre history

>> No.10206937

I think I'm too weak to beat Plutonia! Might skip for now and come back to it when I'm more experienced. Took like two or so hours just to clear Abattoire.

>> No.10206938
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10206938

>>10206902
>Quake is more comparable to something like the first Medal of Honor as a big footnote in the genre history

Nigger you are talking about the first fully 3D FPS, a game engine that still has large chunks its DNA in current day games. It is anything but a footnote.

>> No.10206970
File: 3.68 MB, 3440x1440, shot153.png [View same] [iqdb] [saucenao] [google]
10206970

>>10205889
I've remastered Debase to benefit from the Quake 2 Remaster-upgrades, so it now has fog-support, misc_flares, and some rogue xatrix enemies (with some rebalancing). You can load it down from here:
https://quakeulf.suxos.org/3d/maps/dbase.zip

>> No.10206980

>>10206902
Quake was golden standard of multiplayer until Counter Strike era, not to mention it directly spawned it and most modern engines and fps. Quake 2 was more of modern FPS than Half Life, it had primitive levels and ai, cutscenes and constant radio chatter.

>> No.10207001

>>10206937
Try playing on HMP instead of UV, it tones down the traps and ambushes a good bit. Failing that, you've got HNTR, which tones things down overall.

>> No.10207023

>>10206937
abbatoire's last room is probably one of the hardest in the whole wad, inescapable pits in your combat area is a faux pas nowadays among mappers not named benjogami

>> No.10207028

>>10206980

Half Life was the first true example of a modern, story based, "realistic" FPS. Half Life is directly responsible for the shift in direction the genre took, relying heavily on scripted events and linear progression rather than open-ended level design.

Quake 2 can be seen as a prototype to that, having a mission/objective structure and slightly more story than before, but its core mechanics are still what you could consider "arcade" FPS, where the rules are purely rooted in gameplay rather than realism.

>> No.10207045

>>10207028
This is fundamentally incorrect, Half Life levels are designed the same way Duke Nukem 3d, Blood, Shadow Warrior were, where gameplay and looks go first iver realism. In Half Life you have to explore unknown levels by yourself and improvise. Quake 2 levels are go blow up that generator, cannon, storage, it has exact same mission objectives checkmarks as Call of Duty, Ramirez drop 20 and all of that.

>> No.10207065

>>10207045

Not really dude. Have you actually played any of these games or are you just shitposting?

Half Life is entirely based around set pieces, which lead into further set pieces, with periods of exploration (that ultimately have a single linear path) to break up the pace.

Duke, Blood, etc etc all still have the classic approach to progression, where the player finds switches or key items etc under their own initiative, broken up into distinct levels.

>> No.10207069

>>10206938
>>10206980
Thanks for confirming that you'd need to be interested in gaming archeology to get into Quake.
Normalfags don't care about what was first and what games might share pieces of source code. It's just a piece of trivia for them.
How many of you played the original Rogue? How many of you played Elite? Have you played Hovertank 3-D more than for 10 minutes?
It's kinda like that.

>> No.10207078

>>10206970
Awesome, cool to see something ported to the remaster.

>> No.10207096

What do you think the strogg do during their downtime?

>> No.10207103

>>10207069
>Normalfags don't care about what was first and what games might share pieces of source code.

Absolutely beyond retarded take. Games with high historical significance and influence get talked about by gaming websites and YouTubers and whatever all the time. Anyone ith an interest in games further than the annual Call of Duty, Madden or Sims release is likely to have checked them out at some point to see what the fuss is about.

Even then your original statement wasn't about normies, it was about young people. Young people are not automatically normies, plenty of them are neckbeard basement dweller virgin neets just like you.

>> No.10207138

>>10207103
Checking out and getting into are very different things. I question how someone born in 00s would get all excited about Q1 (including multiplayer) to go full "Yeah, Quake is my jam".

>> No.10207149

>>10207001
Mmm, I don't really wanna tone down from HMP, which I'm already playing on. I haven't really played any Doom on UV yet at all, still pretty new.

>>10207023
It took a lot of fucking around but I did eventually find a pretty safe strategy for it, a lot of my issue with these dangerous final rooms is that they usually have some kind of progression you need to figure out on top of all the enemy spam. Neat that inescapable pits have been phased out over the years, I think it's gonna be fun to see how stuff's changed over time as I play through Doom.

>> No.10207157

>>10206578
I played heretic very late and it aged well enough, corvus's arsenal is good, each individual weapon has more utility than doom 1/2 it just lacks a proper superweapon. Almost made me want to try a little map for it but holy shit the game has like 5 wall textures. Raven Soft were very creative at working with what they had

>>10207149
death pits are still popular in the ZDoom mapping scene actually
fucking Square

>> No.10207192
File: 1.95 MB, 1920x1080, Unreal Engine Gold 016.png [View same] [iqdb] [saucenao] [google]
10207192

>>10207045
Q2 and Unreal helped start the trend of those more "seamless" level transitions, connected areas, and levels. It was also interesting how Unreal introduced more interesting AI with both enemies like the skaarj and non hostiles like the nali. Half Life is good about having more believable NPC interactions, all by starting the game with a normal commute to work in the most believable setting in these fast arcadey shooters.

>> No.10207198

>>10207138

I was born in 1990. Do you think that means I am completely unaware of anything that happened before then?

Doom was released when I was 3 years old. Quake came out when I was 6. I was a literal child who had no idea what I was playing when they were new. And yet they are, today, among my favourite games. Going further, most of my favourite music was released 20-30 years before I was born. Most of my favourite movies were released before I was born.

I fail to see why you think zoomers are suddenly going to be totally unaware of the past. Most of them are retards, but so was most of my generation, and so was most of my parent's generation. Most people from YOUR generation have no clue what Quake is. You do not have a valid point.

>> No.10207204

>>10207149

The Ultra-Violence meme only really applies to the original Doom/Doom 2 IWADs honestly Anon, they're considerably less difficult than Plutonia and most fan-made stuff.

For everything beyond those, there's no shame playing on HMP or even HNTR for an average player. Most PWADs are balanced around a much higher baseline difficulty.

>> No.10207208
File: 778 KB, 220x256, selen shuffle.gif [View same] [iqdb] [saucenao] [google]
10207208

i bless the anon who recommended rampancy to go with guncaster

>> No.10207212

>>10207208
If you want a good level set, the rampancy monsters look great in BTSX E1

>> No.10207214
File: 243 KB, 1288x966, 1659642477077062[1].jpg [View same] [iqdb] [saucenao] [google]
10207214

Shambler?

Sham-bling.

>> No.10207220

>>10207149
>Mmm, I don't really wanna tone down from HMP, which I'm already playing on. I haven't really played any Doom on UV yet at all, still pretty new.
That's smart. Increases replay value as well with different enemy/item placements changing between settings.

>> No.10207221

>>10198249
>Eye del Cul is still alive
Holy shit. By the way, he's a Spaniard and the admin of Arcades3D, an old Spanish forum for old FPS (but people mostly focused on Doom, like in this general)

>> No.10207224

>>10206803
DOWN THE TRACK
IT'S...
LOTS AND LOTS OF REVS!

>> No.10207225

>>10207221
>Eye del Cul
This guy introduced me to Doom wads back in the early 2000's on his geocities website.

I fucking loved his map reviews.

>> No.10207226

>>10207225
Pretty much the same situation for me. Recently I tried to check them out but the website seems to be dead, which is a damn shame since he had reviews for a lot of really old WADs and I doubt anyone bothered to back them up.

>> No.10207231
File: 304 KB, 1104x622, 1693082269787257.jpg [View same] [iqdb] [saucenao] [google]
10207231

>>10207198
I think you're assuming a lot about that anon, but I think I agree with your underlying point.
I fucking love prog. rock, but it was way before my time. I think the bigger sticking point is the oversaturation of new vidya that young 'uns would be inundated with these days. Kinda' drowns out the classics until they get a revival per something like a remake or remaster or whatever the fuck.

>> No.10207235
File: 681 KB, 1000x722, 1000px-Npc_combine_s.png [View same] [iqdb] [saucenao] [google]
10207235

Is there any mod that adds the columbine from hl2 to any of the id games?

>> No.10207240

>>10207235
I, too, would love to shoot a bunch of Rebs and Vodkas.

>> No.10207248

>>10207212
doing exactly that desu, they really do

>> No.10207256

>>10207248
I used the Final Doomer weaponset with them, but Guncaster's a good choice too

>> No.10207260
File: 1.51 MB, 245x180, 1659737201211688.gif [View same] [iqdb] [saucenao] [google]
10207260

>>10207240
https://www.youtube.com/watch?v=6i8zwVIFxQg

>> No.10207325

>>10207235
Ngl if either of those turds told me to, quote, "pick up that can," I'd knock their fuckin' blocks off so fast before they could fire a single shot and show 'em who's boss before inviting them to my Quake 2 LAN party.

>> No.10207401

>>10207325
If I was on earth during the seven hour war, it wouldn't have went down like it did. There would have been a lot of combine blood around.

>> No.10207449
File: 2.06 MB, 1920x1080, e4m4_2023-09-01_00-03-30.pngI s.png [View same] [iqdb] [saucenao] [google]
10207449

I swear these guys keep getting stuck.

>> No.10207453
File: 2.26 MB, 1920x1080, e4m4_2023-09-01_00-09-30.png [View same] [iqdb] [saucenao] [google]
10207453

>>10207449
what in fuck
how did this even happen

>> No.10207459

>>10207449
>>10207453
Which sourceport?
Fiends were always kinda buggy, but I don't think I've seen two of them get stuck inside each other mid-air.

>> No.10207502

>>10207459
Ironwail; beyond playing in a source port I don't believe I've done anything else unusual to the game.

>> No.10207537

>>10207449
>>10207453
Fiends sometimes get stuck and act very glitchy when playing on high FPS https://www.youtube.com/watch?v=lMKjD-DGx24
https://www.youtube.com/watch?v=pKm3KqSMuBc
I forget if this happens on vanilla however.

>> No.10207636
File: 309 KB, 1429x1435, Mac Doom Source CD.jpg [View same] [iqdb] [saucenao] [google]
10207636

>This fully tested/working CD-ROM burned in 1996 seems to contain the entire source code for the Macintosh version of DOOM I/DOOM II/ULTIMATE DOOM.

>Since I own the only copy of this CD-ROM, I know this has never been released. The contents were burned onto this disc on February 15, 1996 straight from a Macintosh development system harddrive named "DDev HD".

>There are thousands of files on this disc. A full 536.9M of them. I have listed the contents at the end of the listing description. I have also included several screenshots of various file directories to give you an idea of the contents of this disc.

https://www.ebay.com/itm/204447008415

Unfortunately, they want no less than $999.95 for it.

>> No.10207683

>>10204530
After the antigrav belt wears off, falling from a height that deals damage will make a sound like you still have the belt on.

>> No.10207690

>>10207045
Half-Life is about as realistic as Duke 3D, but it's mostly linear. Well done linear which isn't just a dull glorified corridor, but linear nonetheless, Duke 3D has about 3 times the openess and exploration.

>>10207636
That's honestly not that much for what it is. There's probably a bit of code stuff there which isn't known, but I suspect that rather little differs from the Linux based source we got way back in 1997.
I figure there's probably no developmental assets in there as it's for a port, but hell, you never know.

I suppose it would have sound code which we don't have, but that part wasn't just missing from the Linux code because Doom's original sound code was licensed from Jason Blochowiak and they didn't own it, it was also kind of shitty and janky and would break every time they updated Doom, making updates take longer. Random sound pitches were original intended behavior, but it just fucking broke once and Carmack didn't want to bother fixing it ever since. Don't know if an adaption of that code would be on that disk, but who knows.

Would be cooler if someone managed to discover the lost Strife dev stuff.

>> No.10207705
File: 1.24 MB, 1200x1350, dark.png [View same] [iqdb] [saucenao] [google]
10207705

No offense, I really hope you can just turn these off. It could be because it's early in dev, but then why the hell would they show off unfinished art?

>> No.10207718

>>10207683
>>10204530
Also the timed jump boots let you jump infinitely. When picked up they're "super jump boots". Is that intentional?

>> No.10207724
File: 603 KB, 1920x1080, asmap09c_0000.jpg [View same] [iqdb] [saucenao] [google]
10207724

Life's End - excellent campaign despite age. Good and creative use of enemies, makes houndeyes work as they were intented in large packs, fun puzzles. Levels are short, detailed, and not confusing, good sense of humour that fits original. I especially liked Xen base. Must play if you like Half Life.

Azure Sheep - long campaign that equals official addon. The balance is very tight and keeps you on edge, it gives you HEV armor in midlate game. Mandatory NPC follower might be frustrating but its not as bad as Daikatana, though you might have to save often as scripts could be broken. Levels tend to be quite huge, and perhaps frustratingly so. Very impressive mod overall, considering it was made in 2001. Would not recommend as much as latter campaign.

>> No.10207727

>>10207705
It looks pretty awful. I wonder if Luke's face is different because they didn't wanna negotiate with Mark Hamil about it?

>> No.10207728

>>10207724
I don't recommend Azure Sheep as anything more than a historical novelty. It's quite boring having played it back in 2021 for the first time since 2008 or so. And the escort bits fucking suck, let's call a spade a spade. It's especially difficult to recommend in the face of 2018's Echoes which also follows a security guard.

>> No.10207739

>>10207728
I thought Echoes was about Alyx's scientist mother? Azure Sheep is not that bad, there are far worse like Heart of Evil, or more challenging like Hazardous Course 2.

>> No.10207742

>>10207739
No that's just what people think. It's most certainly about a male security guard. I don't think AS is bad that's why I still recommend it, but I'd recommend Heart of Evil over AS any day because Heart of Evil has no equivalent.

>> No.10207749

>>10207690
Only thing that would make it worth it is if it contained other unreleased assets. Art and such.
Otherwise it's not worth a lot imo.

>> No.10207753

>>10207149
If you're fresh, give Doom and Doom 2 a run on UV sometime, it's a step up from HMP, but it really doesn't go all that hard for the most part, and you'd really want that stepping stone for Plutonia, which was designed to be tough for someone who had already mastered the original games on UV and wanted something mightier.
To paint a picture, Plutonia on UV was designed to start out at a level of difficulty equivalent to Doom 2's endgame on UV for its first levels, then escalating upwards from there as it goes, getting tougher and tougher. Plutonia on HMP doesn't tone things down too much overall, it mainly reigns in the nasty traps and ambushes so they aren't as mean and unforgiving, but otherwise much of the gameplay is very similar to how it is on UV.

It's very tightly designed, and you should come back to it later, but you're doing the right thing backing off for now given your gap in experience.
Don't be scared to adjust difficulty for different level sets, I'd call myself moderately seasoned, and while I've run into .wads which weren't nearly as hard as they claimed they were, and I bumped it up, I've played some which I found were way too much for me on UV, and dropping them down to HMP were absolutely goldilocks for me.

>> No.10207759
File: 1.07 MB, 640x816, MadineHS-ROTJ.png [View same] [iqdb] [saucenao] [google]
10207759

>>10207727
think it's meant to be crix madine rather than luke
t. star wars autist as a child

>> No.10207775

>>10207759
yeah judging by Wookiepedia it is, Luke's never even mentioned in the game but Madine plays a plot role

>> No.10207829

>>10206547
I've instead grown quite a bit of ire for DOOM and Quake. Both of them start to fall apart in cohesion and tight level design hard around Episode 3, with Quake especially feeling incredibly half-baked, but Quake is the one I return to because it's more mechanically fun and DOOM 1's roster feels incomplete without 2's additions (although I'd complain about how Quake doesn't mesh in the techbase enemies with the rest).

I'd say it's partially exacerbated by hindsight, since community developers have had a chance to learn what works and what doesn't, but that doesn't change the fact that they still had the flaws there to learn from.

>> No.10207830

>>10207829
>Both of them start to fall apart in cohesion and tight level design hard around Episode 3, with Quake especially feeling incredibly half-baked
Filtered and I've never used that word before.

>> No.10207841

>>10207829
Quake has better art direction but more dark and unsettling visuals than cartoony Doom.

>> No.10207869

>>10206547
https://www.youtube.com/watch?v=Osqf4oIK0E8&t=126s

>> No.10207932
File: 1.20 MB, 440x404, 1622465515980.gif [View same] [iqdb] [saucenao] [google]
10207932

>doomlauncher finally got dark mode

>> No.10207946

>>10207829
Fuck no man, Doom is timeless art, Quake is a videogame.

>> No.10207953

>>10207946
Doom? More like dtupid

>> No.10207958
File: 28 KB, 500x500, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
10207958

>>10207953

>> No.10207985

>>10207260
God, trenchcoats are so fucking cool

>> No.10207994
File: 10 KB, 637x400, 1670810264562525.png [View same] [iqdb] [saucenao] [google]
10207994

>>10207953

>> No.10208004
File: 1.39 MB, 1600x900, spasm0030.png [View same] [iqdb] [saucenao] [google]
10208004

>>10206547
Basicly almost exactly this >>10206602 when I got bored to death during Covid around late 2019 - which is a really bizarre proggresion cause I gotten myself a copy of Quake2 on disk like 4 times over the span of past 20 years without even touching Q1 oustide of the shareware demo when I was like 11 back in 2001, and as for Q3 Arena - I once borrowed a pirated DVD from a school friend for a week once when I was 16 (that was just a bunch of burned ISO's compressed into a .rar archive with Q3, Team Arena and something called Sidrial - basicly an early walking sim), binge-played all of their offline SP campaigns in one sitting in the weekend and never went back to it ever again.
Honestly speaking Q1 is the best one of the trilogy even without the metric fuckton of mods made for it - and when you do account for those mods, it becomes the GOAT no contest.

>> No.10208006
File: 301 KB, 632x451, 1690276450389092.gif [View same] [iqdb] [saucenao] [google]
10208006

>It's a compile the map over and over since you're testing lighting episode

>> No.10208009

>>10208004
>when I was like 11 back in 2001
you're a literal toddler

>> No.10208023

i was 11 back in 1942, i had to escape the nazi gas stations
i wasnt jewish/gay/disabled/etc. they just didnt like me

>> No.10208027
File: 2.47 MB, 1280x720, 2023-09-01 14-38-00.webm [View same] [iqdb] [saucenao] [google]
10208027

>What did I miss?

>> No.10208028
File: 9 KB, 63x106, 1446586242744.gif [View same] [iqdb] [saucenao] [google]
10208028

>>10208027

>> No.10208029

>>10206809
>Doomsday Engine with those shitty 3d models and bloom lighting and shit
i completely forgot about this. good times tho

>> No.10208031

>>10207946
Doom is flawed as shit
Demonsteele fixes all of it by adding anime women

>> No.10208065

>>10207221
Not really the case, what you have instead is reinterpretation of his old '04 map by a totally different dude - and quite hectic one, I was health-starved for pretty much the whole duration. Not only that was a wad's highlight, I've initially stumbled upon it by searching Eye del Cul uploads.

Or maybe the dude did contact him, eventhough the readme states that refurbishing of the maps is free permitted
https://www.doomworld.com/idgames/levels/doom/megawads/niveles

>> No.10208081
File: 1.47 MB, 1600x900, spasm0042.png [View same] [iqdb] [saucenao] [google]
10208081

>>10208009
Anon-san. . .
1998 was 25 years ago

>> No.10208083
File: 811 KB, 1600x900, spasm0088.png [View same] [iqdb] [saucenao] [google]
10208083

>>10208023
>escape nazi gas stations
Did they tried to inject you with kerosene too?

>> No.10208113

30 years this game has been going, and you are telling me there's STILL no way to automatically import the additional textures/sprites you used into a wad?

>> No.10208116

Everyone always says that Evilution isn't that hard, but Map 4 Wormhole is one tough bitch to beat! Also Map 7 Prison has this nasty room you gotta teleport to.

>> No.10208117
File: 58 KB, 800x726, 800-90_61291bacd77c9.jpg [View same] [iqdb] [saucenao] [google]
10208117

>>10207724
Azure Sheep is pretty interesting mod. And that Ferrari riding Freeman was hilarious.
But that "escort" part wasn't polished enough. The only adequate strategy for the player would be left Kate behind, kill all the enemies there, get back for Kate, repeat till the end of the mod.
They should've made her regenerate health or something. Or at least gave her like 0.01 damage multiplier.

>> No.10208123

Just a quick reminder that Shadow Warrior is the best build engine game. That's all, continue scrolling.

>> No.10208127

>>10208123
Zilla sends his regards anon

>> No.10208129

>>10206547
The lower lethality of weapons would always wear me down eventually when playing Quake, I know why they did it but still, and nowadays I always play some wads and in that regard it's hard to beat DOOM or Death Wish for Blood. It's a shame too because I love Lovecraftian stuff and seeing >>10206860 in the remaster was great.

>> No.10208162

>>10208127
You rook rike a stupid!
>punches you to pieces

>> No.10208168

>>10208009
That means that he's about 35 years old, grandpa.

>> No.10208173

>>10208116
If you play TNT on Pistol Start, it gets a lot harder, and often makes the game flow like molasses in winter.

>> No.10208179

>>10208168
Don't call him grandpa. 50+ year old basement dwellers have feelings too.

>> No.10208192

>>10208004
What map? Looks like something out of AD, but I don't remember playing that.

>> No.10208196

>>10208192
something from the sewer jam

>> No.10208198

>>10208129
>The lower lethality of weapons would always wear me down eventually when playing Quake
Still a matter of perspective desu. The “lovecrafty” stuff is also diminished by the cuteness of shamblers. I also think Shub’s children are supposed to be much grosser and not the cute shamblies.

>> No.10208205

>>10208173
Yeah, I see that now. People just spoke about it like it would be a Doom 2 like breeze. I got more problems with it so far than with something like BTSX E1

>> No.10208210
File: 2.48 MB, 1920x1080, vrdm1_2023-09-01_06-43-00.png [View same] [iqdb] [saucenao] [google]
10208210

VRanon what if...alternate fire for the mission pack triple barrel laser gun uses plasma, and every shot is explosive.

>> No.10208236

>>10208168
>>10208179
toddlers still too young to get it. when you're 80+ you'll get it maybe

>> No.10208272
File: 30 KB, 680x907, 1666325491948945.jpg [View same] [iqdb] [saucenao] [google]
10208272

>Uninstall distracting vidya
>Making progress on my maps
Whoa....

>> No.10208303

>>10208210
Not him but I have thought of turning it into a Carved In Flesh's Positron-esque hitscan explosive of sorts, but that seems kinda redundant considering how the PlasmaShaft already exists and it would greatly overshadow it's fairly nonexistant niche (unless the eternally based VRanon one-upped himself lately and have made the PlasmaLG blasts not count as an explosive damage source just for the sake of ignoring the Shamblers innate explosion resistance)

>> No.10208307
File: 1.37 MB, 1600x900, spasm0039.png [View same] [iqdb] [saucenao] [google]
10208307

>>10208192
>>10208196
It is indeed a SewerJam1 map which I mistook for the Alkaline one from last year.

>> No.10208321
File: 1.24 MB, 1600x900, spasm0037.png [View same] [iqdb] [saucenao] [google]
10208321

>>10208307
>>10208004
"Hello From The Gutter" by AxeBeard
Its one of the better maps in SMJ1, as it utilizes the moving water gimmick from the 'ExtrasR5' mod provides in more than a single occasion also I like the new squid monster

>> No.10208352

In UDMF, how do you make a 3D floor non-solid/invisible at first and then press a switch to make it solid and visible?

>> No.10208353
File: 395 KB, 2560x1440, 6o5OPaG.jpg [View same] [iqdb] [saucenao] [google]
10208353

>>10205889
Insanity Edged released.
https://www.doomworld.com/forum/topic/132850

>> No.10208406

Anybody else experience the pain of not being able to play Q1 on release because they didn't have a floating point processor?

>> No.10208423

>>10207683
hmm... I'll have a look.
>>10207718
That's how I remember it working in the original jump boots mod. I'll check it again to be sure.
>>10208210
>>10208303
I still have plans for the plasma laser cannon. Just been putting it off because re-texturing and re-animating boneless vanilla Quake models with their shitty UV maps is always pretty annoying.
SOON.

>> No.10208439

Medic commanders are kinda OP

>> No.10208453

>>10208439
Fun to manage as long as my weapons are better than a grenade launcher and a super shotgun.

>> No.10208491
File: 180 KB, 1151x795, map.jpg [View same] [iqdb] [saucenao] [google]
10208491

Alright, any brave Anon want to play test?

https://file.io/xNlntEvkS7mj

Map 03 for Doom 2 iwad. Couldn't be fucked making a proper pwad, so just throw this zip in ZDL and it should work. Intended to be run in GZDoom, with dynamic lights turned on. Use palette tonemap for true chad visuals.

I wanted this map to start getting spicy, but I feel like ammo/health is just on the right side of forgiving. Let me know how it feels. Cheers bros.

>> No.10208496

>>10208439
Play the XXX levelset from Milous and experience the metaphorical lubeless assrape from having to deal with them without a BFG there also new Raigun and MG turrets in it, but those aren't that big of a deal since everybody already hates the GZ's killer wallboobs with a passion

>> No.10208506
File: 822 KB, 1600x900, spasm0091.png [View same] [iqdb] [saucenao] [google]
10208506

>>10208453
In Quake2 the SSG is one of the better weapons available though, at close distances at least.

>> No.10208515

>>10208506
>In Quake2 the SSG is one of the better weapons available though
For a medic commander and his adds though? Not as fun to manage. I think the super shotguns are in a good spot in Quake, Doom, and Quake 2: Nice middlespot roster champions with rapy weapons above.

>> No.10208525

>>10208162
Prefere to dual uzi everyone down.

>> No.10208568

What was with late 90s-early 2000s fps being all sci fi

>> No.10208589

>>10207636
Id will get in contact with the guy

>> No.10208596

>>10208568
Easier to get away with unrealistic environment proportions proportions that are more conducive to fun gameplay, and more opportunity to show off technical advancements like lighting, shaders, and physics. Also lots of sci-fi media coming out at the time to rip off.

>> No.10208616

>>10208596
Even it still seems overkill
Blood 2 Quake 2 and Turok 3 ditched their origins of gothic, lovecraft, and dinosaurs to become generic sci fi thrillers

>> No.10208620 [DELETED] 

>>10208496
fuck you https://discord.gg/N37M9Ny

>> No.10208625

>>10208568
The easy answer is probably The Matrix

>>10208596
>get away with unrealistic environment proportions
and making every gun a silver box

>> No.10208642

>>10208568

Because they were all heavily influenced by 80s action movies like Terminator, Aliens, Predator, Escape from New York, etc.

Also probably easier to sell games featuring heavy violence when they are at least somewhat removed from reality. Videogames in general were still emerging from the kid friendly image back then.

>> No.10208648

>>10208515
>I cannot into context as usual
Few guns can deal well with the MC if not empowered by a Quad/Double Damage to be honest, but suprizingly enough one of the better weapons that fares decently against a GZ Medic Commander is the Phalanx Particle Cannon from TR - at least it does work like a charm in The Citadel mod that combines both addons in one cool package, same deal with the ETF rifle being particularly good against the shielded BetaGladiators.

>> No.10208657
File: 560 KB, 1024x717, xxx_Milous.jpg [View same] [iqdb] [saucenao] [google]
10208657

>>10208620
I am not bullshitting you senpai, that's what its called for reals:

http://www.moddb.com/games/quake-2/addons/milous-missions

>> No.10208681
File: 901 KB, 1600x900, spasm0074.png [View same] [iqdb] [saucenao] [google]
10208681

Wait a sec, is this a... ?
moldman does it better

>> No.10208689 [SPOILER] 
File: 1.05 MB, 1600x900, spasm0014.png [View same] [iqdb] [saucenao] [google]
10208689

>>10208620
The fuck is AA2 ?

>> No.10208691
File: 2.40 MB, 1950x2600, 1670737410616.png [View same] [iqdb] [saucenao] [google]
10208691

>>10206390
>fucked dumb

>> No.10208696

>>10206547
I was a teenager when Quake came out and it changed my world. You can't imagine what that's like.

>> No.10208704

>>10208648
>>I cannot into context as usual
Like not realizing the power of Q2’s shotty? Or not realizing the context of medic commanders? Weird throwing shade either way.

>> No.10208726

What's the best NON-remake Q2 source port?
something that won't fuck up my desktop resolution and icon placement the first time I run it for christ's sake

>> No.10208775

>>10208726
Either Yamagi or KMQ2. There's not really a 'good' source port for Quake 2 (compared to Quake 1 or Doom), just different tiers of shit that different mods are exclusive to.
Remake will probably unironically be the best once mods start getting ported to it. Either that or FTE when it eventually copies all of its features.

>> No.10208790

>>10208726
>something that won't fuck up my desktop resolution and icon placement the first time I run it for christ's sake
That's normal though.
>>10208775
FTE is shit even for Quake 1. Quake 2 is way worse and Quake 3 is basically unplayable.

>> No.10208797

Fuck it, ima find the Q2 source, I've written engines before, it takes like 15 seconds to write borderless windowed as the default, fuckin lazy ass shits with their exclusive fullscreen dumbfuckery

>> No.10208805
File: 146 KB, 1280x720, gottakillemall.jpg [View same] [iqdb] [saucenao] [google]
10208805

>>10208689
Some weebshit virtual porn studio, why do you ask?

>> No.10208810

>>10208775
>Remake will probably unironically be the best once mods start getting ported to it.
It’s very conflicting with its gameplay changes. If they make all of them configurable than maybe, but I don’t see that happening.

>> No.10208827

>>10208704
I haven't played GZ in almost 11 years to be honest, and come to think of it I'm not even sure if I even finished it unlike The Reckoning - which is strange as I've completed every single version of the Citadel mod immediately after they got released, so it can't be the difficulty that filtered me back then.
It can't get any worse than Q2 Venus, can it?

>> No.10208842

For me it's Berserker@Quake2

>> No.10208845

>>10208842
For me, it's Gladiator.
WUHHDIEDA!

>> No.10208879

Half Life
Now on Kex

>> No.10208884
File: 773 KB, 1024x2222, ginadam0001.jpg [View same] [iqdb] [saucenao] [google]
10208884

Ok, let's make a mod right now. How about you're Freeman and you just stand on the dam with Gina wearing a lab coat?

>> No.10208897

>>10208879
but it would come with an official port of decay

>> No.10208902

>>10208897
you can only play decay with co-op

>> No.10208906

>>10208879
Official port of Decay and a new expansion. Yes, I want this now.

>> No.10208913
File: 134 KB, 301x517, gourden.png [View same] [iqdb] [saucenao] [google]
10208913

>>10208884

>> No.10208916

New decino video
https://youtu.be/uysh-K-HW6s

>> No.10208970

>>10208916
Is there a single youtuber who doesn't shill merch at this point? pretty good video otherwise.

>> No.10208972

>>10208970
Sponsorblock

>> No.10209065
File: 763 KB, 1920x1080, 1662849224224.jpg [View same] [iqdb] [saucenao] [google]
10209065

oh my god.... strogg are... LE NAZIS!!!!!

>> No.10209069

>>10209065
I WASN'T SURE IF THE METAL FLESH REAVERS WERE THE BAD GUYS AT FIRST BUT NOW THAT I KNOW THEY HAVE NAZI FLAGS I'M GLAD I PICKED THE RIGHT SIDE

>> No.10209073
File: 347 KB, 2459x1552, gigaberserker.jpg [View same] [iqdb] [saucenao] [google]
10209073

>>10209065
wtf I love the Strogg now

>> No.10209246

>>10208916
I though he was a successful guy with an actual job outside yt
why would he need to sell merch?

>> No.10209262

>>10209246
>why would someone want to diversify income if he can
Truly, a mystery for the ages.

>> No.10209275
File: 856 KB, 1600x900, spasm0092.png [View same] [iqdb] [saucenao] [google]
10209275

https://youtu.be/2MD61S5pzjM?si=hRAIca7qtY94mOs0&t=1

>> No.10209283

FNF going up. Vanilla gameplay, going back to the classic NeonDM
Password is SMUCKmyh2fVNMPIPAHU

>> No.10209341
File: 850 KB, 3840x2160, Alien Afterlife.jpg [View same] [iqdb] [saucenao] [google]
10209341

any avant-garde/weird Quake mods?

>> No.10209373
File: 76 KB, 620x465, CE4.jpg [View same] [iqdb] [saucenao] [google]
10209373

>>10209341
Moddb has a ton of obscure shit. Not Quake, but check THIS shit out.
https://www.moddb.com/mods/chemical-existence
I'm sure the Quake section has similar artifacts.

>> No.10209378
File: 3 KB, 78x97, CE4~2.jpg [View same] [iqdb] [saucenao] [google]
10209378

>>10209373

>> No.10209386
File: 913 KB, 1920x1080, primum.png [View same] [iqdb] [saucenao] [google]
10209386

>>10209341

>> No.10209397

>>10209341
I guess any map by Quasiotter, but those are more so just manifestations of homosexual schizophrenia than any artistic vision or talent.

>> No.10209419

>>10209373
Holy Gaben! I need to play this!

>> No.10209427
File: 525 KB, 851x737, curved dagger.jpg [View same] [iqdb] [saucenao] [google]
10209427

Finished up texturing the Quake/Heretic/Hexen curved dagger model I posted a while back.
Gritty enough?

>> No.10209434

>>10209427
Oh damn that's perfectly gritty. Is the golden brown color on the edges supposed to be rust or just gives the blade age? What I'm driving at is if you mean it to be sharp, it looks rusty and not sharp. If you don't give a fuck, then yeah man you nailed it.

>> No.10209442

>>10209434
Yeah it's supposed to look pretty rusty and old, like it's a ceremonial dagger just brought out to sacrifice people on an altar occasionally and not really cleaned. I figured a short, curved blade like that wouldn't be good for much else.

>> No.10209450
File: 36 KB, 138x132, 1676506817832838.gif [View same] [iqdb] [saucenao] [google]
10209450

>>10209442
Like I said then you fucking nailed it.

>> No.10209521
File: 733 KB, 640x344, pentaculo.gif [View same] [iqdb] [saucenao] [google]
10209521

>>10209427
looks nice, anon

>> No.10209537
File: 1.02 MB, 1920x1080, themagic.jpg [View same] [iqdb] [saucenao] [google]
10209537

>>10209341
Not to the same extent but Magic Lamber had some weird shit I liked.
>>10209427
Looks great man.

>> No.10209564

>>10209373
i forgot this existed, thanks for reminding me anon. i loved that shit.
>>10209386
>>10209397
>>10209537
thanks

>> No.10209576

>>10205873
Why is the Moon base mostly in Russian or Ukrainian Cyrillic? Or is it Serbian?

>> No.10209579

>>10206776
*of the sky

>> No.10209615
File: 431 KB, 1300x801, luna-2-soviet-first-spacecraft-to-reach-the-moon-1959-commemorative-czechoslovakia-postage-stamp-2EA5738.jpg [View same] [iqdb] [saucenao] [google]
10209615

>>10209576
Maybe something to do with this.

>> No.10209629
File: 148 KB, 1024x576, slide-0.jpg [View same] [iqdb] [saucenao] [google]
10209629

>>10209615
Beauty.

>> No.10209670

>>10208423
>SOON.
Based

>> No.10209672

>>10208884
With ambient noises and other Black Mesa stuff happening? Yes please.
>>10208913
lol

>> No.10209697
File: 1.57 MB, 1920x1004, jesus.png [View same] [iqdb] [saucenao] [google]
10209697

>Looking at a dm map of Serious Sam for inspiration
>The map is absolutely fucking enormous for no reason with the actual battle area making up maybe 1/64th of the map
What the fuck croteam. At least there's a trigger_hurt like 50 meters out.

>> No.10209704

>>10209697
Croteam's mappers were like
>Hurr what's a skybox

>> No.10209713

>>10209697
Wouldn't this take fucking forever to compile, or is lighting in Serious Sam somehow different from Quake or Unreal?

>> No.10209717

>>10209713
to my uneducated layman self im pretty sure .wlds (serious sam map format) are already "compiled" as you make them. when you make a serious sam map, once you save it, that's it. it's a map. no compiling necessary.

>> No.10209726

>>10209697
Now THAT is serious!

>> No.10209740

>>10209704
They're still like that.

>> No.10209819
File: 128 KB, 500x500, 1689536819726194.jpg [View same] [iqdb] [saucenao] [google]
10209819

>>10208272
>uninstall computer
>make progress irl

>> No.10209826

>>10209819
Soon(tm)

>> No.10209849

New Romero
https://www.youtube.com/watch?v=3CJ53IL9rQ0

>> No.10209864

>>10209849
Really? Another Cyberdemon maze?

>> No.10209879
File: 168 KB, 861x928, boomguy.jpg [View same] [iqdb] [saucenao] [google]
10209879

>>10209849
>new wall texture
pre-order cancelled

>> No.10209882

>>10209864
You will speedrun the Cyberdemon maze.

>> No.10209884

>>10209849
Dude really knocked out a map in 3 hours what the fuck am I doing.

>> No.10209887

>>10209882
you will live in the maze and eat the rockets and you will be happy

>> No.10209889

>>10207753
Yeah, I think I'm going to have to take a bow on this set. I made it to Speed (14 or so I think?) and it feels like I'm just gonna be smashing my head on it til I give up haha. I'll go back and try Doom 1 and 2 on UV, then, ty for the advice.

>> No.10209891

To anyone thinking of making a "Metroidvania" mod with lots of platforming;
>1. Don't
>2. The "genre" is terrible
>3. You should be beaten
that is all

>> No.10209897
File: 511 KB, 670x458, unknown (3).png [View same] [iqdb] [saucenao] [google]
10209897

>> No.10209901

>>10209891
I disagree but i won't play it neither because i don't play Doom for this kind of shit.
Do it for Quake instead.

>> No.10209903

>>10209897
>Master Chef instead of Lo Wang or Caleb
At least it's the Mark IV model.

>> No.10209908

>>10209891
Platforming can work fine in GZDoom. And it depends what you mean by this exactly, cus a Metroid-style TC could work with weapon and mobility upgrades, but if it leans more into the "-vania" part with RPG stats, levelling up and a bunch of different equipment, that sucks.

>> No.10209910

>>10209903
Lo Wang didn't get an early 3D FPS model.

>> No.10209918

>>10209910
Fair enough

>> No.10209927

>>10209849
He's streaming on Twitch now too.

>> No.10209936

>>10209897
>damn, these bastards are gonna pay for beyblading my beyblade

>> No.10209957

>>10209903
Some of the people who grew up playing Halo but are also into 90s FPS games like to lump Chief in with the rest of the classic heroes. I like Chief enough to not mind too much.

>> No.10209961

>>10209957
Tell that to the covenant

>> No.10209975
File: 703 KB, 2041x1396, Fbsb835WYAEeUB8.jpg [View same] [iqdb] [saucenao] [google]
10209975

>>10209897
fixed

>> No.10210026
File: 356 KB, 846x458, 1693598248135639.png [View same] [iqdb] [saucenao] [google]
10210026

>>10209713
Nah, .wld files are pretty robust when it comes to large areas. This is nothing for the engine. And like that other anon said they just work, makes testing them a breeze because you can do it instantly within the editor.
The only thing that the engine really struggles with is recalculating lighting in the editor, but fortunately the increased processing power we have today actually makes that process instantaneous.

>> No.10210054
File: 369 KB, 1920x1076, NUGG0002.png [View same] [iqdb] [saucenao] [google]
10210054

>>10205889
Episode 2 for Rise of the Triangles is finished : https://files.catbox.moe/5p3fd3.zip
It's boom compatible

I'm halfway through! The goal is to have 20 maps with a 100 linedefs each, and so far I've made 10.

>> No.10210130

>>10209849
>oh look its a collection of fite rooms joined by hallways
idk who this boomer is but he should take a lesson from the pros

>> No.10210137
File: 31 KB, 320x200, 1663861612409.gif [View same] [iqdb] [saucenao] [google]
10210137

>>10210054
Reminds me of Amulets & Armor

>> No.10210149

>>10210130
>Amulets & Armor
you haven't heard? this is Doom now
and be glad he's not adding platforming and collectibles

>> No.10210151

>>10210149
damn auto-paste

>> No.10210157
File: 2.79 MB, 1920x1080, 2023-09-01_19-11-17.webm [View same] [iqdb] [saucenao] [google]
10210157

Is HL2 allowed?

>> No.10210163

>>10210157
Yes.

>> No.10210197
File: 2.81 MB, 1920x1080, 2023-09-01_19-11-17_1.webm [View same] [iqdb] [saucenao] [google]
10210197

>>10210163
Neat!

>> No.10210251

Anyone remember the name of a Quake 1 map where the difficulty select level has a weirdly colored sun or eclipse for the skybox? The hub was also a platform suspended in the sky if I remember right too.

>> No.10210264

>>10210251
Epochs of Enmity.

>> No.10210278
File: 1.11 MB, 1600x900, spasm0000.png [View same] [iqdb] [saucenao] [google]
10210278

>>10210264
Awesome, thanks anon!

>> No.10210284

>>10210278
Yeah it's a good one. It got swept under the rug pretty fast since Dwell came out. I think there's plans for another EoE but Dwell shares some mappers and it seems like they like Dwell's setting more.

>> No.10210334
File: 2.53 MB, 1920x1080, q264_lamb2.png [View same] [iqdb] [saucenao] [google]
10210334

>>10210284
I hope they get weirder with the next episodes. Ep2 was nice but felt too "Ad tears" to me. At least that "Abyss" level was soulcrushing for better but also worse.

>> No.10210441
File: 195 KB, 1052x736, FUCKING AGITATED.png [View same] [iqdb] [saucenao] [google]
10210441

>> No.10210451

Why am I so trash at Blood? I'm decent at Doom and Quake, but the first level of Blood is filtering me. How am I supposed to play this game?

>> No.10210453

>>10210441
>MR BONES

>I WANT TO GET OFF YOUR WILD RIDE
https://www.youtube.com/watch?v=XFApef_PlU8

>> No.10210458

>>10210441
That'd be a cool enemy.

>> No.10210462
File: 2.36 MB, 5817x2039, blood-1997.jpg [View same] [iqdb] [saucenao] [google]
10210462

>>10210451
Start out on Lightly Broiled. If it's still too hard go down another notch. If you're playing on vanilla dosbox, the difficulty settings can also get bugged out when you reload a save so I'd recommend a port.

>> No.10210474
File: 220 KB, 273x364, Doom_II_-_Hell_on_Earth_Coverart.png [View same] [iqdb] [saucenao] [google]
10210474

I just finished Doom II in ultra violence, thanks to the anons that made me finish it. I'd probably dropped it if it weren't for you.
The only 2 maps by Sandy Petersen from the last third of the game that I didn't dislike were Nirvana and The spirit world. Icon of sin was a mess, that hitbox is so fucking small. Fucking Barrels o' fun man.
Where to now if I continue with classic Doom? In order of release after Doom 2 theres Episode 4 for Doom 1 (but I already finished that before Doom 2), the Master levels, Final Doom (Evilution + Plutonia) and then Doom 64. What can I expect from each of them? Would I miss nice maps if I skip straight to 64? What about No rest for the living from 2010 (a Doom 2 wad) and Sigil for Doom 1? What do you recommend?

>> No.10210498
File: 451 KB, 1920x760, 1683083171599103.jpg [View same] [iqdb] [saucenao] [google]
10210498

>>10210474
I would recommend trying episode 4 real quick even if it may be rough after playing with Doom 2's new enemies. I would certainly play all of Final Doom, especially for Plutonia. Sigil and No Rest for the Living are really good. I could never get far in the master levels.
Doom 64 will feel weird with the limitations it had to deal with, or can feel fun if you're able to appreciate what they pulled off.

>> No.10210503

>>10210451
hitstun isn't like an id game where a shotgunner can blast you in the middle of being chaingunned, cultists stop attacking for a full second when they're hit once by a stray shotgun pellet or tommy gun spam
unlike 99% of videogames the crouch button actually does something, it basically gives you partial invisibility so stay crouched when you don't need to be moving
of course you don't have a hitscan weapon in the first level so look for the doctor's bag and accept you're going to lose a lot of hp and spend it. Secrets are also very important in Blood so find them so you're always making "progress"

>> No.10210517

sciencultist

>> No.10210520

>>10210451
personally i think blood has severe inverse difficulty where the first episode is way harder than anything afterwards, so don't get discouraged

>> No.10210521

>>10210517
Strogger.

>> No.10210526

>>10210517
Sand
Sand
Rattle
Yholl

>> No.10210532
File: 2.22 MB, 2000x1000, d64shots.png [View same] [iqdb] [saucenao] [google]
10210532

>>10210474
>Icon of sin was a mess, that hitbox is so fucking small
It's less his hitbox, and more getting the shot off at the right height so that they can slip into his gray matter. Anyway, yeah, not the tightest boss fight design ever, but it's something, and you're at least looking at a new monster, a massive as fuck demon fucker, and he looks cool, so there's at least that.

For what's next, try out Doom 64. Gameplay is still basically Doom, but it has all new levels, graphics, music, and sounds, with a more advanced map format, as well as a few other new things. Made by some guys at Midway back in the day, initially it was gonna be just a port like Playstation Doom, and the regrettable Saturn Doom, but they felt they wanted to do something different, and asking iD, they got the go-ahead.
Has a distinct style of its own, and the devs really made the most they possibly could out of their limited cartridge space and the N64's memory constraints.

You can play it on PC or modern consoles with the new official port (which has some bonus levels I thought were good), as well as just good old Doom 64EX.

>> No.10210541

>>10210503
>unlike 99% of videogames the crouch button actually does something
I mean, it does in other games, getting down low behind cover and fitting into smaller spaces is something you can do in Duke Nukem 3D, Half-Life, and Goldeneye 64 Particularly vital in the former two.

>> No.10210546

>>10210541
Hence 99% not 100% anon.

>> No.10210561

>>10210451
Learn the dance to weave around the hitscanners, also learn that since it's a Build game that enemies will react the instant you are present within their sight.
Also unlike every FPS ever made the horizon line is not centered* meaning your aim will be off until you get the feel of it.
* Nblood/Notblood has the option to center it and it's always centered on Fucking Shite.

>> No.10210570

>>10210520
episode 1 can be cheesed by things like entering the funeral home through the window and the super secrets, episodes 4 and 5 are always hard

>> No.10210590
File: 103 KB, 320x180, DBP61.png [View same] [iqdb] [saucenao] [google]
10210590

>>10205889
DBP61: Tempest Enterprise is out now!
https://doomer.boards.net/thread/3330/tempest-enterprise

>> No.10210621
File: 952 KB, 3840x2160, PsyDoom.jpg [View same] [iqdb] [saucenao] [google]
10210621

PsyDoom is bae.
i don't have to fire up my old console+discs or resort to shoddy emulation ot TCs to enjoy PSX Doom anymore. modern controls are cool too.

>> No.10210637
File: 1.03 MB, 1920x1080, doom in q2 progetto genoma.jpg [View same] [iqdb] [saucenao] [google]
10210637

>>10210520
The first episode really throws the worst at you. Screamy wraiths aren't as evil as entering that train bar for the first time.

>> No.10210708

Speaking of Blood, how's the current state of non-Fresh Supply multiplayer, specifically co-op. I've got plans to test NBlood soon, but my hopes aren't too high for it or the other option of BloodGDX, namely due to the distance of the players and really anything multiplayer that's built on eduke32 (in the case of the former).

>> No.10210716

>>10210708
It works if all clients are using the same build. NBlood has had some interpolation improvements for 60+ fps recently. BloodGDX is still being worked on accord to the source bitbucket, but no updates for over a year.

>> No.10210727
File: 76 KB, 640x480, sidrial_screenshot_9f857629.jpg [View same] [iqdb] [saucenao] [google]
10210727

>>10208004
>Sidrial
Wasn't that mod co-developed by John Carmacks's wife or something?

>> No.10210748
File: 406 KB, 697x558, 1608457294355.png [View same] [iqdb] [saucenao] [google]
10210748

So like, is there any good "all-in-one" source port?

Like, something that generally runs quick, is vanilla, and has decent netquake compatibility? What would you all recommend?

>> No.10210757

>>10210748
FTEQW

>> No.10210764

>>10209427
Looks like the one from the Dawn of Darkness mod but even more detailed, what's this done for?

>> No.10210768
File: 212 KB, 800x600, 1693090303882643.png [View same] [iqdb] [saucenao] [google]
10210768

FUCK YOU MONTANA IT'S SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10210832
File: 2.59 MB, 1920x1080, vrdm1_2023-09-02_01-44-33.png [View same] [iqdb] [saucenao] [google]
10210832

>>10210768
I like Serious Sam textures. Now I sleep.

>> No.10210836
File: 69 KB, 668x518, arms WIP.png [View same] [iqdb] [saucenao] [google]
10210836

>>10210768
Slowly, ever so slowly recoloring these hands for GMOTA's Doomslayer. TypicalSF is a really good artist. I'm gonna have to get clever for some sprites I got planned, but I should be able to pull it off.

>> No.10210849

>>10210836
Looks a bit too cartoony/action figurey but I imagine that's what you're going for.

>> No.10210857
File: 146 KB, 1788x854, looking at these sprites upsets me.png [View same] [iqdb] [saucenao] [google]
10210857

>>10210849
yeah, remember that his current hands are this

>> No.10210858

>>10210621
Tried this because of your post. Cool port. It brings back memories.

>> No.10210864

>>10210857
https://www.youtube.com/watch?v=kEUS0j-drPs

>> No.10210873

>>10210864
I had someone mention they thought of Battletoads when they saw those old hands, and honestly that's not too far off either.
Also Kustam's gonna get some fresh hands too, to go along with his desperately needed overhauls.

I swear to Christ when I finish this mod in 2035 I'll be happy with it then.

>> No.10210875

>>10205889
New Nugget Doom update
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-2.1.0

>> No.10210880
File: 1.86 MB, 1600x900, spasm0011.png [View same] [iqdb] [saucenao] [google]
10210880

>>10209386
What's that thing, QUCK got finnished?

>> No.10210893

>>10210880
don't I wish
it's a non-combat map

>> No.10210902

>>10210498
>>10210532
Is it me or Doom 64 has some serious input lag for movement keys compared to the original Doom 1 and 2?

>> No.10210927

>>10210520
Learn to use the TNT and other explosives as a standard weapon for crowd control also remember that alt-firing the TNT makes it bounce instead of exploding on contact, use it to clear corners

>> No.10210946

>>10210284
>Dwell
I really hope they'd port-over the Chasm scorpions into Ep.1 to replace most of the dogs in its desert levels - and there's little to no excuse in doing that since MadFox already did a MDL-format model for it ages ago around RRP's initial release.

>> No.10210950

>>10210836
The knuckle guard kind of reminds me of the Marathon Security Officer's fists.

>> No.10210956
File: 537 KB, 1834x1250, TypicalSF - Slayer Hands 3.png [View same] [iqdb] [saucenao] [google]
10210956

>>10210950
I can see it. The pair of Caestus he uses? Here's TypicalSF's full sheet for anyone that's curious. I'll keep singing this guy's praises cus he's fucking good. I don't have any plans of using the wrist blade or the kick sprites, but it's all very impressive work.

>> No.10210963

>>10210875
good port but dsda feels better

>> No.10210967
File: 14 KB, 137x108, FATE_fist.png [View same] [iqdb] [saucenao] [google]
10210967

>>10210857
I almost wanted to tell you to stop ripping-off sprites from Shadow Warrior, but that fist at near-left is clearly traced-off from Fate

>> No.10210997
File: 55 KB, 1112x538, Hands.png [View same] [iqdb] [saucenao] [google]
10210997

>>10210967
I have no idea where it originated from as I just made use of the sprite in this big sheet here. It's funny how many different sources have been taken to make this sheet of hands.

>> No.10211078
File: 3.58 MB, 1024x768, gina.webm [View same] [iqdb] [saucenao] [google]
10211078

>>10209672
Yes, turbine noise, wind, crickets, scientists walking back and forth. Also need to add some animations for Gina.

>> No.10211123

>>10211078
Kino

>> No.10211183
File: 52 KB, 220x556, Q2berserkerslam.png [View same] [iqdb] [saucenao] [google]
10211183

>>10208842
Based and TRESSPASSER-pilled
>Q2kex shills I know you still lurk here, give him back the N64 ducking animation, and allow it to get chained into an uppercut/slam as a suprize for all cocky players thinking they're so clever trying to abuse their getting-up animation delay.

>> No.10211230
File: 121 KB, 1400x1402, 7VU9nKKfn4g.jpg [View same] [iqdb] [saucenao] [google]
10211230

>> No.10211238

>>10211078
SOVL-Life

>> No.10211249

>>10211230
What went wrong with you anon? Where did your life make a turn for the worse?

>> No.10211253

>>10211230
Lol based.

>> No.10211259

>>10210768

See

>>10208491

which apparently you fags are all too chicken to play D:<

>> No.10211284

>>10206547
Q1 levels are much better than Doom levels Sandy design works better in 3D than in 2D

>> No.10211334
File: 335 KB, 1600x900, quake67.jpg [View same] [iqdb] [saucenao] [google]
10211334

>>10208827
And just because of that I am doing it another attempt right now (using the QuakeUlf's anniversray mod just for the extra lulz)

>> No.10211352
File: 490 KB, 1600x900, quake68.jpg [View same] [iqdb] [saucenao] [google]
10211352

You'll quickly learn that GZ doesn't fuck around by it letting you obtain the SSG about 2 minutes into the game

>> No.10211362
File: 3.19 MB, 1920x1080, 1672781140981219.png [View same] [iqdb] [saucenao] [google]
10211362

>>10211334
>GZ through the Unit
"Extra lulz" more like "extra fun" I need to try that. Which port are you playing it through?

>> No.10211376
File: 455 KB, 1600x900, quake69.jpg [View same] [iqdb] [saucenao] [google]
10211376

>>10211362
The original Q2.exe with Knightmare's v3.24 patch for compatibility with my shitty toaster's custom resolution - Yamagi can go fuck itself for not allowing me to screencap
>extra fun
Well you get twice the ammo from every single pickup this way, so I am willing to try-out the Nightmare skill this time around to balance things out a bit...
I'm already being pounded raw by the precog aimbot-enabled Gunners

>> No.10211391

>>10210902
Check if Vertical Sync is on, and turn it off if you can.

>> No.10211394

>>10210857
Cowabunga!

>> No.10211406
File: 741 KB, 1920x1080, spog.jpg [View same] [iqdb] [saucenao] [google]
10211406

>>10211376
>Yamagi can go fuck itself for not allowing me to screencap
Me with Ironwail not allowing me to save clips. Any major enemies leading their attacks in these mods is terrifying btw.

>> No.10211421

Has anyone ever attempted to port the Mission Pack entities (like func_rotate) into Copper?

>> No.10211446

So why is Nehahra such a bitch to get running properly on modern engines? I think I've only ever gotten it function on Mark V. And even then there are some minor issues.

>> No.10211478
File: 332 KB, 1600x900, quake70.jpg [View same] [iqdb] [saucenao] [google]
10211478

Something is causing me to randomly crash to desktop when I'm even looking at this room with the moving gears after pulling the lever activates the mine tram when running Quake2 in fullscreen mode, and bizzarley enough it never occurs in windowed mode.
I remember how freak random crashes like that were the reason why I played this mod in YamagiQ2
>BTW no idea why, but all my user key/sound/graphic settings reset to the default ones (480x320 res in Software Renderer, no FreeLook) even if the game doesn't crash upon exit[/spoiler]

>> No.10211481
File: 141 KB, 640x480, doom76.png [View same] [iqdb] [saucenao] [google]
10211481

>>10210768
Technically I was still working on this in the monday.

>> No.10211527

>>10211481
What changes have you made?

>> No.10211536
File: 2.11 MB, 1862x935, file.png [View same] [iqdb] [saucenao] [google]
10211536

>>10210768
Cyberdemons

>> No.10211546

>>10211527
Merged last two waves so they arrive together and made monster-blocking lines so cacos don't frustrate you by floating into the horizon.

>> No.10211556
File: 273 KB, 1600x900, quake72.jpg [View same] [iqdb] [saucenao] [google]
10211556

>>10211421
IIRC the Progs_Dump v2/3 have it included, and since Copper itself is moddable (just like PD), I have no idea why nobody fused them together into one neat package yet.

>>10211478
>and to make things even more bizzarre, there's no CTD issue if I just use noclip to warp thru the map to get past that problematic area - the game only crashes when I'm walking past it, ohh the joys of running 25 years-old software in a modern OS...
somebody who made this setpiece forgot to make the exploding gemstone do more damage than the decorative marine corpse's Gib_Health value methinks

>> No.10211560

>>10211446
>And even then there are some minor issues.
Such as? I had no problems with running Nehara and the addon episode in Mk5

>> No.10211561

>>10211546
Cool. Have you added anything to that final stretch to the ending?

>> No.10211564

>>10211561
No, I think it's sufficient as is. The caco cloud is bigger now and comes from two directions, which is the main attraction. You can still cheese it, probably but now it's all about going for the switch and back for the key and then back for the door. Adding more guards to the exit felt unnecessary.

>> No.10211598

>>10211560
Just the skybox looks weird at times.

>> No.10211635
File: 236 KB, 1600x900, winquake_mark_v_0137.png [View same] [iqdb] [saucenao] [google]
10211635

>>10211598
You mean the custom skybox images not rendering at all and making everything black, or being replaced by the default Quake1 sky types?
Please remember how that mod is at least 24 years old at this point

>> No.10211641
File: 241 KB, 1600x900, quake75.jpg [View same] [iqdb] [saucenao] [google]
10211641

Now I have a Grenade Launcher, ho ho ho!

>> No.10211645

>>10211635
Yeah Nehahra's Den was an RGB static hell for me.

>> No.10211686

>>10211352
is that carnage from marvel?

>> No.10211707

>>10211352
Source?

>> No.10211714
File: 63 KB, 720x405, 416214427.jpg [View same] [iqdb] [saucenao] [google]
10211714

>>10211406
>>10211641
>>10211334

Holy shit, those screengrabs are extemely dark when viewed on a phone

>> No.10211723

>>10210836
Oh my. Those are fucking dope.

>> No.10211730
File: 9 KB, 285x177, riddick butcher bay.jpg [View same] [iqdb] [saucenao] [google]
10211730

>>10211391
I did. But it's the same since the desktop compositor was off anyways. I'm checking both Doom II on Chocolate Doom at the same time and Doom 64 (the Steam release that runs the KEX engine) and I can tell they changed the player movement in 64. It takes longer to change direction when strafing left to right and viceversa. I feel like inertia changed slightly. Thanks for the tip however. I'll try 64 and maybe I'll just stick to the Master Levels for Doom II if it doesn't suit me right now.

>>10211478
That screenshot is so freaking dark. It's not your phone >>10211714. How high is your display's brightness? Are you pic related anon?

>> No.10211737
File: 307 KB, 1920x1080, someD3dark.png [View same] [iqdb] [saucenao] [google]
10211737

>>10211730
>That screenshot is so freaking dark. It's not your phone
Looks fine on my PC over here but yeah real dark on the phone.

>> No.10211757
File: 138 KB, 1035x583, gamma hell.png [View same] [iqdb] [saucenao] [google]
10211757

>>10211737
This is what I can properly see. Everything looks perfectly fine but these screenshots. Idk if it's a color space thing or what. I wonder how high your gamma is. For me its absurd contrast.

>> No.10211769
File: 409 KB, 1920x1080, doom214.png [View same] [iqdb] [saucenao] [google]
10211769

>>10210768
I've already started working on the third episode for Rise of the Triangles.

>> No.10211776
File: 1.22 MB, 2560x1440, somemoreD3dark.png [View same] [iqdb] [saucenao] [google]
10211776

>>10211757
>This is what I can properly see.
Yeah, as you should. It's proper dark unlike >>10211478
That GZ screenshot is also brighter than some of the others, odd how it got the Riddick meme.

>> No.10211826

Wow, ground zero has an actually somewhat challenging boss.

>> No.10211914

>>10210137
Fuckin forgot about this game. Thanks.

>> No.10211930

>>10207753
>>10209889
And so, today I plowed through Doom 1 on UV. Other than the first few maps of Inferno, it wasn't too tough. I think playing through TNT Evilution prepped me for this, as that was pretty challenging for me even on hurt me plenty. I definitely expect Doom 2 UV to kick my ass though, the first time I played through that game was a struggle.

>> No.10211931

>>10210163
>HL2 is /vr/ now
I feel so old.

>> No.10211935

>>10211931
2004 should honestly be where the retro line IS DRAWN. That is, if its too much of a hassle to bring back the "Dreamcast is the limit and cutoff place" rule.

>> No.10211937

>>10211686
Nah that's just a chunk of those lava-coloured minerals the A-M bomb is made out of.

>>10211707
rmine1.bsp

>>10211714
>>10211757
>>10211776
>>10211737
I have no idea why those pics get so much darker than what's both viewed ingame and even after I convert those stupid PCX files into another format - this has been a problem with most of my screencaps ever since I started doing this - as it's something that not even upping the ingame brightness levels can help with, it's almost as if what you see on the screen is lit differently than what the game renders for itself or something in OGL rendering mode.

>> No.10211948
File: 262 KB, 1600x900, quake71.jpg [View same] [iqdb] [saucenao] [google]
10211948

>>10211937
>forgot my pic

>> No.10211962
File: 303 KB, 1600x900, quake79.jpg [View same] [iqdb] [saucenao] [google]
10211962

>>10211937
I did a silly thing just to prove my point - as I've maxed out the brigthtness ingamr and even darkened my monitor to the point i still see things clearly even at almost the lowest backlight level possible, try to confirm if this now looks any better on a phone.

>> No.10212031
File: 56 KB, 151x200, 349213-quakeguy.gif [View same] [iqdb] [saucenao] [google]
10212031

Quake bros, when we playing again?
There's plenty more old mods to try deathmatch on.

>> No.10212061

>>10211930
And one thing that really solidified for me just now that I've gotten a bit better at Doom in general is beating Tricks and Traps on my first try on UV. I remember spending a LONG time trying it over and over on HMP when I first played it. And sure some of that's definitely from just remembering how to do it but it still felt great.

>> No.10212074

>>10212031
Whenever it is, I hope it's not going to start at like 9 freaking PM and starts at a much more reasonable time, like 7.

>> No.10212080
File: 686 KB, 1520x825, Screenshot_Doom_20230902_214352.png [View same] [iqdb] [saucenao] [google]
10212080

>>10208352
Also >>10210768
The idea was to make this bridge invisible and non-solid at first and when a switch is pressed, it gets solid and visible.
Wanted to base it off those orange energy bridges from Eternal.

>> No.10212101
File: 1015 KB, 1600x1200, chainguncrew.png [View same] [iqdb] [saucenao] [google]
10212101

>>10211259
I'll get to it, having a bit of a binge on some other games
>>10212061
>>10211930
Nice, keep it up

>> No.10212141
File: 564 KB, 1600x900, quake89.jpg [View same] [iqdb] [saucenao] [google]
10212141

>>10211826
Imagine if the vanilla Makron fight also utilized the BWG's gimmick of copying your Quad/Invul

>> No.10212209

>>10210462
>playing on vanilla dosbox, the difficulty settings can also get bugged
That's been fixed now https://github.com/clipmove/DOSBlood

>> No.10212282
File: 366 KB, 1600x900, quake91.jpg [View same] [iqdb] [saucenao] [google]
10212282

Destabilization in proggress, also get out of here Stalker!

>> No.10212305

com-puter-up-dated

>> No.10212312

>>10211635
Does MarkV support Nehahra's dynamic music?

>> No.10212329

>>10212282
Remastered AI made them threatening as AVP xenomorphs, fuck them.

>> No.10212330

>>10212031
>>10212074
It's difficult to gauge since work, plus working on my violent rumble maps. Maybe tonight since I'm not doing anything. Travail would be good since it has dm maps + the campaign.

>> No.10212332
File: 3 KB, 168x134, cabbbbb.png [View same] [iqdb] [saucenao] [google]
10212332

>>10212209
You kick some serious ass for sharing that.
>>10212282
>plays dead
I love it. I wanna finish Small Gib Pile then I'll figure out what to play next.

>> No.10212361

>>10212282
The remaster was my first foray into the q2 expansions, and while the new weapons of GZ were lame, the new enemies were really something else. Fuck those shielded Icarus shits.

>> No.10212363

>>10211935
I think 2003 and maybe 2004 are fine as cutoff dates because they're pre-4chan and pre-/v/, respectively.

>> No.10212409
File: 119 KB, 1366x768, F5DnELtXIAAC6TF.jpg [View same] [iqdb] [saucenao] [google]
10212409

>>10205873

>> No.10212414

>>10212409
Kama Sutra 2's looking great

>> No.10212646

Is it possible to fix the jello models in Quake 2?

>> No.10212648

>>10212409
Where does this spawn from? Is there a meme about Caco's butthole or something?

>> No.10212670

>>10212648
I can't talk about those holes.

>> No.10212672

So I just got GZDoom and the Doom iwad and I want to play some some doom. How do I run it on a higher resolution? Can I make the HUD smaller?

>> No.10212678
File: 86 KB, 640x480, 1673966936010819.jpg [View same] [iqdb] [saucenao] [google]
10212678

>>10212648
take a close look at the rear facing sprite

>> No.10212690

For some time in my younger days, I thought the Quake 2 Strogg had bases of at least some kind on Mars or something. Furthermore, when I first heard of the Descent game series, I thought at least a few early levels of the first entry took place under the Earth, after which the player actually does go into space.
Ah well...

>> No.10212696

>>10212670
>>10212678
So that's his exhaust. For the hell wind magic he uses to proper himself while floating on the air. The more you know.

>> No.10212698

>>10212646
that is due to vertex, hope md5 model replacement is ported

>> No.10212704
File: 411 KB, 1600x900, quake94.jpg [View same] [iqdb] [saucenao] [google]
10212704

I am going for the completely useless Chainfist in the secret level, no way to prove this on my end, but you cannot convince me that it wasn't originally intended to contain the cut Disruptor.

>> No.10212784
File: 336 KB, 1280x720, Screenshot_Doom_20230902_214824.png [View same] [iqdb] [saucenao] [google]
10212784

Worst part about anonymous mappers is you can't search their name to find more maps they've made. Lost Cause anon, if you're still around I hope you never stop making maps this cool.

>> No.10212892

>>10211230
based and stonepilled

>> No.10212906

>>10212409
>>10212648
that's not a butthole that's where cacos come from

>> No.10212957

>>10207932
nice

>> No.10213061
File: 103 KB, 1000x1000, 1683284541129371.jpg [View same] [iqdb] [saucenao] [google]
10213061

>>10212906

>> No.10213064

what if the BFG worked like the frozen orb spell from diablo 2 instead of using tracers

>> No.10213084
File: 34 KB, 490x200, 1666470771588614.jpg [View same] [iqdb] [saucenao] [google]
10213084

>>10212906
CACOOM

>> No.10213105

>>10213061
>>10213084
yeah the butthole is above it

>> No.10213183

>>10212672
go to the options and search for "hud" and "display" or "video".
You should try solving something once before asking randos on the internet.

>> No.10213204

>>10213183
I did all that and it was some weird stuff with the resolution and hud scaling not working if you set them to a certain value.
Thanks for nothing.

>> No.10213247

>>10213204
When you change the resolution via preset or whatever method just hit apply changes. for the hud it's in hud scaling. or his - or + if that's your issue.

>> No.10213569

>>10209341
That one non-euclidian map

>> No.10213574
File: 138 KB, 1275x955, pd_pel.jpg [View same] [iqdb] [saucenao] [google]
10213574

The soureport is really revitalizing my interest for Perfect Dark.
I couldn't even remember that you get to visit more/different parts of the levels on different difficulties. Like this thing that you only see in the cutscene on Agent is a place where you are actually going on Special Agent and beyond.

>> No.10213584

>>10213574
same here
The port is also progressing fast as a lot of the visual bugs I saw before have been fixed and they are doing QoL fixes that aren't possible on 1964 like keeping the hud in proper aspect regardless of resolution.

>> No.10213591

>>10213574
Off the top of my head, it happens a few times in some of its other ilk. A fair deal of levels in TimeSplitters 2 go for significantly longer on Normal/Hard than on Easy and not just because of additional objectives. Isn't Thief also somewhat like this too? Kind of miss that this isn't much of a thing anymore, but I also suppose this style of handling difficulty might be gone due to how many people may not even realize it if they play on the easiest setting.

>> No.10213612
File: 313 KB, 1920x1299, 1682966426055884.jpg [View same] [iqdb] [saucenao] [google]
10213612

>>10206547
I liked Quake back in the day (played the full version in mid-00s) decently, but thought (like many seem to) that the weapons are underpowered compared to Doom and that it just lacks that same charm for a lack of better description. Nowadays though, I understand that the weapons feeling less powerful is due to the lack of feedback compared to the really really satisfying doom death sprites for monsters.

I gave the remaster a whirl and playing it with rules of not saving mid-level (unless the level is balls hard) on Hard felt really really satisfying and I gained a new appreciation of it, especially Scourge of Armagon which combined the scifi tech aspects with fleshy horror but retained core Quake gameplay. Except that one bit with the rock tumbler, that was bad.

>Quake 1 feels more artistically cohesive
Not invalidating how you felt about it personally but after reading Masters of Doom this is funny because Quake 1 development was really directionless due to internal issues at Id and they had to haphazardly scrap the melee combat system and just went "fuck it, let's put guns and rocket launchers in it" to get something released.

But yeah, right now I'm at "Quake is great and I wish I learned to appreciate it sooner but Doom is still my special game" .

>> No.10213629
File: 54 KB, 600x600, 1687595577313508.jpg [View same] [iqdb] [saucenao] [google]
10213629

>>10210474
>What can I expect from each of them?
For Plutonia :
Really well crafted nasty maps that are compact, but utilize the Doom 2 enemy roster to it's full potential. Combat encounters are usually not that large, but they use nasty traps and clever combinations of enemies to full effect. I would personally recommend challenging yourself to only saving at the start of each level (playing continuous still, pistol starting in hell) even if you have to put the difficulty down to HMP.

The levels are really well crafted challenges, I like to use the term "combat puzzle" when describing Doom combat but Plutonia really embodies that design. It's rough, but it is also very satisfying when you learn the tricks to each level.

>Doom 64
Very atmospheric classic Doom experience. Play in the dark with headphones on, maybe even a controller for authenticity. I would also recommend only saving between levels. The levels are fairly compact, probably due to the N64 hardware limits but unlike Plutonia, Doom 64 sometimes just spams enemies. It's gameplay wise somewhere between Doom 1 and 2, both in terms of gameplay design and also including some choice maps from both but most of it's maps are unique to D64. Most of the monster menagerie is present except for some D2 monsters. I'll let you find out which ones.

>> No.10213656
File: 387 KB, 500x375, 1690683096580487.png [View same] [iqdb] [saucenao] [google]
10213656

On topic of Quake, how are people enjoying the Q2 Remaster?

I was surprised that my steam copy of old Quake 2 was updated to the Remaster, gave it a whirl and so far.... So far (played up to the Mines) it's solid except for a few things :

The menus look like... Quake 4? This is kind of a minor complaint since the menus are relatively small part of the game but it's kind of stylistically speaking annoying because it doesn't have the same sovl.

The hit direction indicators from enemy fire are annoying and I don't seem to find a setting to turn those off (there seems to be an option to put hit markers on enemies *vom in mouth* though)

However, I AM liking the new enemy behavior, the berserkers are actually threatening instead of a joke that is only dangerous to enemies because of their infighting potential. I am also noticing the light guards dropping to prone position and duck-shooting which I do not remember them doing when I played through the base game in June-ish ? Overall, the combat feels more involved and can't forget the muzzle flashes finally being in the game which is nice!

What are the rest of you thinking about it and can you still use sourceports with the original game files?

>> No.10213667
File: 583 KB, 1600x900, quake96.jpg [View same] [iqdb] [saucenao] [google]
10213667

I think that I should just not take any screencap without a dynamic lightsource present, there's really no other way to make those unlit areas look better without using the Blaster as a flashlight otherwise

>> No.10213674
File: 393 KB, 1600x900, quake97.jpg [View same] [iqdb] [saucenao] [google]
10213674

>turns out the skill setting wasn't Nightmare afterall somehow
I am thinking of wiping the inventory upon entering the next unit with only the weapons carrying-over, all those extra ammo per pickup have nowhere to get used on the way it works for this modded addon.

>> No.10213684

>>10213656
>I am also noticing the light guards dropping to prone position and duck-shooting which I do not remember them doing when I played through the base game in June-ish?
They always were able to do that, but when was the last time you wasted a rocket on a Guard to witness that honestly?
The ShottyGuards are particularly nasty with their inexplicable double-tap when ducking and shooting simultaneously.

>> No.10213692

>>10213684
Yea, I remember them doing that for rockets but I don't even have the rocket launcher and I was surprised when they did that in the first level. Good thing I can go to the OG game to check how the enemy behavior works even though I did play through most of it in June.

>> No.10213702

>>10213656
waiting for the patches to fix the lightmaps

>> No.10213706

>>10213656
>can you still use sourceports with the original game files
What do you mean? The original files are unchanged, the remaster shit's all off in its own containment folder. I'm not aware of any sourceport that supports the remaster, IIRC Yamagi's said it's a goal for YQ2 but they wouldn't be able to drag and drop the game_x64 dll for the same reason Q2R can't comprehend gamex86.dll.

>> No.10213710
File: 444 KB, 1600x900, quake98.jpg [View same] [iqdb] [saucenao] [google]
10213710

This is probably the place where I dropped the GZ and instead completed The Reckoning in one weekend all those years ago, those turrets really ruined my day back then...

>> No.10213739
File: 448 KB, 1600x900, quake01.jpg [View same] [iqdb] [saucenao] [google]
10213739

>>10213710
>Error: cannot create more screenshots
I keep forgetting how inferior Quake2 was compared to Q1. . .
This laser turret (which you need to snipe thru a hole in the wall while tip-toeing across an electrified monorail mind you) isn't even the worst thing about this room.

>> No.10213804
File: 299 KB, 1600x900, quake00.jpg [View same] [iqdb] [saucenao] [google]
10213804

>>10213739
>I am perticularly stupid today
The upgraded Hover in that pic appears after you walk into this place, along with Berserker jumping down to ledge to shove you into the lasers blocking your access to a PowerCube, and there's also a Stalker on the ceiling watching you monster-bait

>> No.10213813
File: 542 KB, 1600x900, quake07.jpg [View same] [iqdb] [saucenao] [google]
10213813

Ahhh, the joys of dealing with 2 different turret types at once - you can just tell from the way Rogue made those pesky wallboobs able to survive 2 rockets / SSG blasts at point-blanks at all times how it was fully intentional trolling on their end I think their KexRemaster nerf was a tad too severs, they should buff them to about 105HP (just for the sake of needing 6 HB hits to get rid of them)

>> No.10213829
File: 617 KB, 640x360, 1693740699635077.webm [View same] [iqdb] [saucenao] [google]
10213829

MARANAX INFIRMUX
AAAAAAAAAAAAAAAAAAA

>> No.10213852

>>10213829
>rare recording of an Oscurido monk hazing a recently-promoted Triad Erforcer

>> No.10213860
File: 289 KB, 1600x900, quake12.jpg [View same] [iqdb] [saucenao] [google]
10213860

Getting the BFG this early on is really relling me something about GZ

>> No.10213884

>>10213829

Lol made my day.

>> No.10213930
File: 394 KB, 1600x900, quake13.jpg [View same] [iqdb] [saucenao] [google]
10213930

I have problems with finishing this level because the game keeps crashing every time something spawns offscreen if I am too close to notice it happening, might swap to Yamagi and ditch these stupidly dimmed-out screencaps, just like I did with to finish the Venus mod last time.

>> No.10214002
File: 50 KB, 512x358, 1684378648226125.jpg [View same] [iqdb] [saucenao] [google]
10214002

>>10213706
>the remaster shit's all off in its own containment folder.
Well that's really good

>> No.10214012
File: 14 KB, 372x301, 1637221241985.jpg [View same] [iqdb] [saucenao] [google]
10214012

Damn you Spooktober Map Pack; why do you seemingly only work on GZDoom and thus force me into replaying Ad Mortem for Halloween co-op this year. I want my spooky maps to be made by actual child molesters, not the local attempted child molesters.

>> No.10214073

Is SNS still a thing here?

>> No.10214119

>>10214012
>Ad Mortem for Halloween
Reminds me, maybe this year I'll get to see some more playthroughs of the Phase 2 maps like "Under a Bloated Fungoid Moon" and "Tears from God" and such.

>> No.10214127

>>10214119
I hope it finally gets a proper release so we can get out of an eternal beta phase.

>> No.10214203

>>10209849
did he ever mention doing something for quake?

>> No.10214219
File: 675 KB, 1280x720, PARADOX.WAD.jpg [View same] [iqdb] [saucenao] [google]
10214219

>>10213629
Thanks anon. For now I'll be playing the Master Levels for Doom II. Some anon made me curious about PsyDoom and tried it. I remember playing it a lot on my PS1 back in the day so now I wanted to explore the proper uncut maps instead of the PS1 toned down levels for Final Doom.
I'm not used to start every map with the pistol on ultra violence so it's a challenge. I really liked Paradox.

>> No.10214261
File: 3.94 MB, 640x360, q2e_lol3zerk.webm [View same] [iqdb] [saucenao] [google]
10214261

>>10213656
>How are people enjoying the Q2 Remaster?
I liked it and the new AI is indeed a big improvement over basegame. Then again so were the expansions and mods took things further so I'm not blown away here. I also have to remind myself who this port is mostly geared towards and how those players won't have similar options, let alone any other way to play Quake 2.
Some of the weird choices include the new berserker slam: It rarely hurt me and rarely put me into a weird position besides those cramped 64 levels. I can at least see it being annoying I found it funny and I've heard it's getting changed. What I love most about the berserker now is the 25Unit-like ability of punishing dance offers with that running hit.
I love medic commander gangbangs so I enjoyed the new levels on hard+ by a shitload. There was good variety to them all around.
I'm also likely the minority here in missing the original weapon trajectories. It's been one of the reasons I'm back to trying out old Q2 stuff and not playing old stuff through the new port.

>> No.10214338
File: 372 KB, 1600x900, quake16.jpg [View same] [iqdb] [saucenao] [google]
10214338

>>10214261
They honestly should tone-down those leaps a notch, or at least make them delayed ala how the Q1 Fiend does their jumps, it looks so jarring at the moment
>reap in piss, Scarfunkle - you were *almost* useless

>> No.10214359

>>10213829
Kein Gott! Kein Staat! Nur der Mönch von Lützerath!

>> No.10214362
File: 439 KB, 1600x900, quake19.jpg [View same] [iqdb] [saucenao] [google]
10214362

>>10213656
>>10213702
Any idea if they buffed the HeatBeam so that it isn't completlety mogged my both the HB and the IonRipper for the remake?
>BTW I just found out that you eternally based mad lads have fixed the LMCTF Plasma Rifle into actually being fun to use but the TR boomerang thrower is still better cause it can't accidentally kill you on a bad bounce

>> No.10214389
File: 385 KB, 1600x900, quake24.jpg [View same] [iqdb] [saucenao] [google]
10214389

I must admit that this is my first time seeing this happen - normally flying enemies never try to infight with any land-based ones and vice-versa, they usualy shoud only get aggro'd by other fliers accidentally hitting one another, was this something that Rogue fixed while making the new enemy AI extra assholey?

>> No.10214412
File: 88 KB, 300x250, Angery_Skellington.png [View same] [iqdb] [saucenao] [google]
10214412

All this gay-ass Quake 2 talk and imagedump is making me kind of really agitated...
It wasn't even that much fun to play back then, and still isn't even with the Kexshit remaster of it.

>> No.10214454

>>10213591
>due to how many people may not even realize it if they play on the easiest setting.
I mean at least in PD you actually choose the difficulty at the start of the level and can't choose the next higher difficulty before you haven't beaten the level at the lower one, but I know what you mean. I find it a pretty cool concept though.
I haven't yet done anything like that for Doom (like putting a voodoo doll only in a certain skill level to open parts of the level that wouldn't be accessible in lower skill levels), but what I usually do is changing up monster and item makeup, like putting a knight instead of a baron somewhere (instead of just putting more/less of everything), generally less health on higher difficulties and such.

>> No.10214463
File: 3.82 MB, 640x360, q264_commanderbully.webm [View same] [iqdb] [saucenao] [google]
10214463

>>10214338
It got revealed several threads back that it can hit you and indeed take off some health but it's a real small aoe. I'd hope that's something they're taking into consideration.
>>10214454
It's always fun when I go back to Hexen and the first weapon is in the Guardian of Ice. When I was a kid I'd always find it in the Seven Portals courtyard on the easier settings.

>> No.10214539
File: 1.94 MB, 1920x1080, 1692172730132044.png [View same] [iqdb] [saucenao] [google]
10214539

>>10214412
I understand that not being the centre of attention is something quite alien to you Doombros but please understand, this is like the first time in at least a decade when somebody remembered that Quake2 exists for anything but a zoomer-oriented clickbait review material
>>10214463
The AoE damage effect and knockback is mostly fine by me, it's only their absurd leap distance is what's truly bothering me, only the Mutants should be able to jump this far with no preparation.

>> No.10214552

>>10214539
>I understand that not being the centre of attention is something quite alien to you Doombros
>wAAH WAAH I NEED MY BOTTLE
lol

>> No.10214570

>>10214412
Then post something that's related to some other retro fps. Fuck man, just let the people discuss on-topic.

>> No.10214571

>>10206582
>epona has seen hell
you probably made this in a fever dream

>> No.10214613
File: 513 KB, 640x360, revenant-smoking-doom.webm [View same] [iqdb] [saucenao] [google]
10214613

>> No.10214617

Quick, everyone post their favorite wads.

>> No.10214619

>>10211230
Turok-heka...

>> No.10214629
File: 122 KB, 800x600, q3map_q2player.jpg [View same] [iqdb] [saucenao] [google]
10214629

>>10214552
Bittermen
Lives
Matter
Ya Niggur'ath

>> No.10214630

>>10206582
Kinda looks like a slavjank knockoff of Daggerfall.

>> No.10214684
File: 1.48 MB, 1280x720, strogg_dommit.png [View same] [iqdb] [saucenao] [google]
10214684

>>10214539
They’re just fun right now as they bop and fling me around, I struggle to recall the times they’ve dealt more than five damage. Changing this attack around and adding more custom gameplay cvars would be welcome but I’m not holding my breath.
This is also probably my favorite of the new maps.

>> No.10214694 [DELETED] 

>>10214539
i think the reason why this is goofy is because of how in real life, the military tries to be progressive when working for them means literal death
so they're trying to "diversify" real life cannon fodder and new victims, specially when fighting countries that have a history of outlawing lgbt
>"dude, it's just a game about fightning polygonal robot aliens, you're reading too much into it"
these people do something similar, considering the topic of "media literacy" and shit like that

>> No.10214812

>>10214613
Damn that revenant design looks fantastic. Where is it from?

>> No.10214823
File: 1.73 MB, 1005x1913, file.png [View same] [iqdb] [saucenao] [google]
10214823

>>10214812
Eternal. It was a multiplayer skin.

>> No.10214827

>>10214823
the only good looking revenant skin in that game

>> No.10214831

>>10214261
I really like that the Brains are an actual threat now. And the Gunner captain is interesting enemy also

>> No.10214834

>>10214823
Looks better than the one in singleplayer

>> No.10214846

>>10214834
it was a downgrade from 2016's desu

>> No.10214853
File: 2.85 MB, 2560x1440, Sonic Mayhem Dishtesting.png [View same] [iqdb] [saucenao] [google]
10214853

>>10214831
I wouldn't mind seeing that captain more often. Brains being a threat all across the board is good to see as well. They received huge buffs in the Reckoning that GZ didn't include.

>> No.10214854
File: 235 KB, 357x327, skeletron.gif [View same] [iqdb] [saucenao] [google]
10214854

>>10214846
I didn't like 2016's design either. Not that it's a bad design, but I prefer my skeletons to be bony instead of fleshy.

>> No.10214861
File: 45 KB, 345x405, 1691356404137161.gif [View same] [iqdb] [saucenao] [google]
10214861

>>10214853
is there a randomizer for Quake 2?
>>10214854
yeah true, maybe they thought a skeleton couldn't fight without flesh but i don't like it when they rationalize monsters too much.
where's the fun in that.

>> No.10214892

>>10214861
>is there a randomizer for Quake 2?
Nothing that I've heard of. For Quake 1 there's a "chaos" mode in Arcane Dimensions that's compatible with older vanilla maps.

>> No.10214897

>>10214892
>For Quake 1 there's a "chaos" mode in Arcane Dimensions that's compatible with older vanilla maps.
yeah that's a great bonus to an already good pack.

>> No.10214914 [SPOILER]  [DELETED] 
File: 32 KB, 668x374, 94e75cb653739e1351d85a49c37b2ecd.jpg [View same] [iqdb] [saucenao] [google]
10214914

>>10214694
>TFW "t.r.a.h.r." will unironically become a real battlecry the ZOGbot army someday
That's it senpaitachi, I'm letting those fascist cyborg zombies win and turn all humans into activated almonds-flavoured stroy lattes.

>> No.10214925

>>10214854
They were always fleshy.

>> No.10214935
File: 2.81 MB, 500x500, 1664394555064779.gif [View same] [iqdb] [saucenao] [google]
10214935

>>10214412
>Quake 2 got a sequel and prequel

>> No.10214940
File: 514 KB, 1260x3840, revenant aaaaaacademy.jpg [View same] [iqdb] [saucenao] [google]
10214940

>>10214925
True, but they were low-res enough to not make out the finer details like how their eyeballs and intestines are still intact.

>> No.10214943 [DELETED] 

>>10214861
>is there a randomizer for Quake 2?
Isles Of Space is the only one I know of, but it has a stupid gimmick of replacing all the health items with either extra ammo of just nothing at all, also it thinks that replacing Guards with Tanks on a bad shuffle is totally fair.

>> No.10214956

>>10214073
Yes but the host doesn't really post images or advertise it much.
>>10214203
Yes on a stream in 2021. The plan is Sigil 2>Doom wad based on Doom 2>Quake project.

>> No.10214957

>>10214861
>is there a randomizer for Quake 2?
Isles Of Space (AKA Strogg Base Mod) is the only one I know of, but it has a stupid gimmick of replacing all the health items with either extra ammo or just nothing at all, also it thinks that replacing Guards with Tanks on a bad shuffle is totally fair.

>> No.10214960
File: 5 KB, 112x182, Revenant_sprite.png [View same] [iqdb] [saucenao] [google]
10214960

>>10214925
it was more skin than flesh tho. a bit like a very very dry mummy. the skin literally fills the joints

>> No.10214985

>>10214956
It's a different host btw, the old one quit

>> No.10214996

>>10214957
thanks i'm saving this.

>> No.10215116

>>10214002
That's how they did it with Doom and Quake as well. The originals are there, bundled with DOSBox for convenience, and you can always pull the files out and use them with whatever you want.

>> No.10215120

>>10214539
What's the name of the file I need to replace.

>> No.10215128 [DELETED] 

Codex is seething again
https://rpgcodex.net/forums/threads/honest-opinion-on-half-life-2.148156/page-4

>> No.10215136
File: 370 KB, 1600x900, quake27.jpg [View same] [iqdb] [saucenao] [google]
10215136

Good thing that I still have the Loki's Escape .zip from last time I did a play-thru of it here a few years ago, also I seriously cannot believe that you crazy fuckers made this shit possible...

>> No.10215142
File: 425 KB, 1600x900, quake30.jpg [View same] [iqdb] [saucenao] [google]
10215142

*Pfyoom~pfyoom!*
>Finally this awesome-looking gun is no longer shit
I am happy

>> No.10215145
File: 774 KB, 1920x1080, oldq202.jpg [View same] [iqdb] [saucenao] [google]
10215145

>>10215136
That was one of the first custom maps I ran into when I starting diving for them a few years back. Classy. Still playing things through the 25th Unit?

>> No.10215149 [DELETED] 

>>10215128
I wish I hadn't read any of that. These people are retarded and have no idea what they're talking about.

>> No.10215150 [DELETED] 

>>10215149
They are behind the hl hate on this site

>> No.10215152

>>10210590
Dziękuję pan doktor.

>> No.10215213
File: 294 KB, 1600x900, quake32.jpg [View same] [iqdb] [saucenao] [google]
10215213

>>10215145
Yeah, that thing just keeps on giving to be honest (at least if it doesn't crash every 5 minutes for reasons I will never understand, I'll just blame it on the scripting triggers cleverly spawning monsters only when you're in the next room, so that grenade/tesla flushing won't do shit way too often, they really though of everything when making GZ)

>>10215152
Siemanko ;^)

>> No.10215217 [DELETED] 
File: 3.91 MB, 640x360, Sonic Mayhem Zerkroomtest.webm [View same] [iqdb] [saucenao] [google]
10215217

>>10215149
That link had "dead dove" written all over it.
>>10215213
>Yeah, that thing just keeps on giving to be honest
That's all I could have gotten for Quake 2 this year and I would've been satisfied. Crazy to get dropped this new Kex thing as well.

>> No.10215242
File: 1.37 MB, 300x233, 63b.gif [View same] [iqdb] [saucenao] [google]
10215242

>>>/vg/444905267
someone didn't get the memo

>> No.10215243
File: 1.03 MB, 1366x768, 1522604192835.png [View same] [iqdb] [saucenao] [google]
10215243

>>10214571
Nah, I just felt lonely.
>>10214630
I've tried to add those Doom mountains, but failed miserably and couldn't raise those sectors. So had to leave it flat.

>> No.10215251
File: 3.89 MB, 640x360, LCDstride_cloudy.webm [View same] [iqdb] [saucenao] [google]
10215251

>>10215242
Granted this is more of a "retro Doom general" for all the releases before 2007, he may be bummed if he wants to talk about the newest ones.

>> No.10215254

>>10215251
There's not much to discuss with those games though, especially in comparison to the retro ones with near infinite custom content to play. I'm still fucking mad Dark Souls style
invasion wasn't added

>> No.10215265

Wait, where is SNS?

>> No.10215271

>>10215265
It's over.

>> No.10215284
File: 3.91 MB, 640x360, Sonic Mayhem Zerkroomtest1.webm [View same] [iqdb] [saucenao] [google]
10215284

>>10215213
>Yeah, that thing just keeps on giving to be honest
As you may have seen yeah it's great. It and this new "official" Quake 2 content coming out this same year is crazy.
Sonic Mayhem plays well with the new port so far and this berserker trap room was very tricky. I think I'd still prefer finishing it through a different port, and I still want to see if I can get the 25U working through KMQ2.

>> No.10215314
File: 1.15 MB, 1920x1210, vrdoom3.png [View same] [iqdb] [saucenao] [google]
10215314

>>10215271
rip

>> No.10215328

>>10215265
As in just ended? There wasn't even a post for it wtf

>> No.10215332

>>10215328
Actually I was just joking. It never started.

>> No.10215349

Now I wonder: How much of the planned sequel to DOOM 3 was actually done before concerns over the final product ending up as a "COD clone" made it shutdown?

>> No.10215358
File: 1.70 MB, 415x405, maksimituska.gif [View same] [iqdb] [saucenao] [google]
10215358

>>10215271
>>10215314
I guess Ill make that SNS´server myself next sunday

>> No.10215360

>>10215358
Oh shit nice, got any more details? TSPG or self-hosted? Are you bringing back the bumpers too?

>> No.10215362

>>10215328
the old server host with the jack frost images quit the doom community, it's up to whoever feels like hosting a server with their own resources when the day comes up

>> No.10215365

>>10215349
Doom 2016’s SSG came directly from it, and so did Eternal’s fleshy eyeball city aesthetic. Some of the enemies like the prowler, harvester and summoner were made during that era, with different looks. There were a few character designs and portraits made too.
If you mean actual gameplay, I can’t remember but I don’t think there was much, most of the in-game footage I remember seeing were just the proto-glory kills against zombie civilians, and some mock-ups of what some demons would do.

>> No.10215371

>>10215360
TSPG sadly. And I'll try to bumpers back.

>> No.10215379

>>10215371
Shweet, hope to be there

>> No.10215410 [DELETED] 
File: 75 KB, 945x922, my god.jpg [View same] [iqdb] [saucenao] [google]
10215410

if gmod originally dropped in 2006, is it /vr/?
i have a pretty lengthy question to ask, but so far can`t find a general for it anywhere.
>inb4 >>>/v/
janny sama pls

>> No.10215481
File: 53 KB, 738x738, 1679949745894995.jpg [View same] [iqdb] [saucenao] [google]
10215481

>>10215371

>> No.10215536

Why did DNF do wrong unlike nu Doom, nu Wolfenstein and nu Shadow Warrior?

>> No.10215547

>>10215536
It became a run of the mill modern video game on a dated engine than something new.

>> No.10215549

>>10215536
The gameplay, level design and everything else are absolute dogshit. The only even remotely good part of the game is when it references the ventrilo harassment video

>> No.10215551
File: 326 KB, 784x494, 1693789763842400.png [View same] [iqdb] [saucenao] [google]
10215551

>> No.10215586

Playing Turok 3 for the first time after the remaster announcement and nobody told me it was a horror game? Enemies spawn out of nowhere and shit happens for no reason; It's almost a fever nightmare in video game form.

>> No.10215591

>>10215586
>"No John, you ARE Turok!"
>And then, John was a Native American.

>> No.10215606

>>10215586
the game wasn't finished. A remaster is nice, but unless they go and fix up the game itself, I don't have high hopes for this one.

>> No.10215608

Making dm maps is super fun. I think I'll do another one for Violent Rumble 2 if there's enough time after my sp map.
https://youtu.be/wyBUIS0J1MM
Makes me want to do something Unreal Tournament inspired. Gunmetal grey.

>> No.10215610

Anyone know where the most recent idgames backup is? I don't want to FTP it atm.

>> No.10215652

>>10215606
I thought I was going crazy but the game does feel underwhelming compared with 2

>> No.10215703

>>10215551
Marathon, particularly Infinity and it's intro level have been haunting my thoughts a lot for the past year for some reason.

>> No.10215725

>>10215254
Campaign Versus is something that should be done more in general. Would be pretty cool to have a mod that enabled a sort of L4D2-styled versus for Doom. Probably wouldn't be hard to do either, since the only thing you'd have to do is set up the spawning system.

>> No.10215785
File: 16 KB, 250x343, 1693800910149.jpg [View same] [iqdb] [saucenao] [google]
10215785

>>10215536
DNF is more of a game than SW13 is.
That shitheap takes meaningless health bloat to such an extreme and has such poor weapon balance it has to be a piss take. 99% of the enemy roster doesn't even have a chance of killing you either so it's just tedium without tension.

>> No.10215794

>>10214940
>loli revenant
Cute.

>> No.10215809

>>10215794
>loli
she has noticeable boobs, doesn't count

>> No.10215810

>>10215794
would bone

>> No.10215838
File: 20 KB, 672x277, 13305fe937d708ed4cf654b40e1334d67fdc7197.png [View same] [iqdb] [saucenao] [google]
10215838

>>10214454
>I mean at least in PD you actually choose the difficulty at the start of the level and can't choose the next higher difficulty before you haven't beaten the level at the lower one, but I know what you mean

I'm pretty sure that in Goldeneye and its successors, you can start the first mission at any difficulty, but go lower than the 'Hard' equivalent and the next mission is unlocked only up to the highest difficulty the last was beat on. So somebody beating the first level on 'Normal' can play the next on that and so on if they don't lower to 'Easy'.

>>10215536
DNF takes after too many games of its time to be a mostly unoriginal and boring game complete with multiple driving, turret, and not-Valve puzzle sections complete with a weapon limit and regenerating health while there's hardly any original quirks to the gameplay beyond 'ego' health increases, its only relatively unique moments are those where you just fuck around with stuff that plays off Duke's celebrity status and other odd silliness like shrinking sections. Plus it also makes his personality more mean-spirited out of nowhere at times. So you just get a game that's not really appealing to either Douk fans or regular people. Spending over a decade in development just to produce an unremarkable game is only the icing on top.

>>10215549
That's the DLC too, even. Which is probably slightly better than the main game in itself, but it's not saying a lot.

>> No.10215850

>>10215549
I didn't hate it, aside from load times, but it drags in too many places. Some weapons are kinda fun.
Someone really ought to make a better one to end on a high note.

>> No.10215870
File: 27 KB, 636x671, 1670742748035530.png [View same] [iqdb] [saucenao] [google]
10215870

>>10215536
>it's been 12 years since DNF released

>> No.10215909

>>10215243
stop horsing around

>> No.10215962
File: 29 KB, 740x736, Untitled.png [View same] [iqdb] [saucenao] [google]
10215962

easier to upload wads. don't need to mess with the media manager at all. just type the name and use some file upload fields and they all slot into the right place. ez pz

>> No.10215969

>>10215962
>upload wads
i mean add wads. downloads still need to be external.
though i did just upgrade my servers drive.

>> No.10215973

>the only sexual thing Douk ever did that was shown in-game was shoving a bomb up the Alien Queen's monster spawner hole
Okay, so what *did* Randall Pitchford III meant by *that*?

>> No.10215997
File: 97 KB, 1400x700, 3259036119.jpg [View same] [iqdb] [saucenao] [google]
10215997

>>10215973
>how about a magic trick?
>i'm going to make this pipebomb disappear

>> No.10216026

>>10215997
*leaves a pendrive full of underage hooker photos at your country fair*
are all Randys so highly cultured?

>> No.10216190

>>10215962
Nice Caco.

>> No.10216212
File: 3.55 MB, 640x400, rotating.gif [View same] [iqdb] [saucenao] [google]
10216212

>>10214362
I take that spoiler back, even with the self-harm danger in mind, the LMCTF PlasmaRifle is a ton of fun to play with, as the pass-thru feature of the "bounce-mode" can sometimes let you kill stuff in just a single lucky shot for the low cost of only 2 cells, and it's wonderful at clearing suspicious corners (as long as there's something actually lurking in there, so that the strayed plasma orb won't rebound back into your face if there's nothing to kill)
>going to work ATM, will try to continue once that stupid playthru of mine once I'm home again

>> No.10216219

>>10216212
Cool weapon worldmodel, wheres that from?

>> No.10216224

Hello. I am a big fan of half life. Can we discuss half life here? Thank you

>> No.10216251

>>10216224
Gordon doesn't need to discuss half life he's a highly trained professional.

>> No.10216253

>>10216224

We can, but there's not much left to say. General consensus is it's a great game but it pushed the genre in arguably a bad direction by accident. It's a shame it doesn't have more good mod content that stays true to the original, it has some of the most legendary mods of all time but they are all conversions, so the original title doesn't have as much replayability.

Half Life / 10

>> No.10216271

>>10216253
>It's a shame it doesn't have more good mod content that stays true to the original
Shirley you can't be serious.
>Point of View
>Sweet Half-Life
>Someplace Else
>Peaces Like Us
>INVASION

>> No.10216338

>>10216253
I have played dozens of half life one single player mods that are very true to the original. Some are a bit funky and odd, but slot would pass for extra levels in the original

>> No.10216341
File: 143 KB, 1024x768, 20190715131153_1.jpg [View same] [iqdb] [saucenao] [google]
10216341

>>10216271
Based.

Played all of these and are they very good. Is sweet half life the really odd one pic related I think

>> No.10216346

>>10216341
Sweet Half-Life is odd in small doses. Top tier HL1 singleplayer gaming.

>> No.10216348

>>10216346
Yeah it's good. I have played so many of these mods I have lost count. I must come back here and post a list of them.

>> No.10216361

>>10216219
Some neat Doom-styled PlasmaGun mod on ModDB that I stole that gif from because GIS doesn't have any pics of the LMCF's PlasmaRifle anymore after PlanetQuake died (and they no longer allow for downloading images without GoogleLens installed on your phone it seems).

>> No.10216382

>>10216026
They weren't underaged.

>> No.10216417

>>10216253
>General consensus is it's a great game but it pushed the genre in arguably a bad direction by accident.
The “general consensus” varies from here wildly and is a more arguable point than HL’s impact.
Early to mid 2000s is where the trends really started to “stick” for shooters as they blew up on consoles. The trend from HL that stuck around, and something that was more popular in HL2, were the “stand and listen to npc” moments.

>> No.10216424
File: 193 KB, 945x856, 1687522670026109.jpg [View same] [iqdb] [saucenao] [google]
10216424

Next op image

>> No.10216428

>>10216424
With what caption?

>> No.10216445

>>10216428
>After fragging, every man should have a cigar

>> No.10216458

I hate learning new things, especially since I went through the pain of learning something that's the same but different enough not long ago. Fuck Radiant

>> No.10216461

>>10216458
>Radiant
It's really impressive to me how GTKRad managed to design an interface that's so much worse than the traditional four-port quartered view. Genuinely, I'd rather use Hammer/Worldcraft.

>> No.10216468

>>10216458
>>10216461
Take the NetRaidantCustompill.
https://github.com/Garux/netradiant-custom

>> No.10216472

NEW THREAD
>>10216464
>>10216464
>>10216464

>> No.10216476

>>10216428
>you think i'm the real Douq?

>> No.10216492

>>10216468
Well, that seems nice on a first look.

>> No.10216501 [SPOILER] 
File: 1.27 MB, 1440x819, 20973 - SoyBooru.png [View same] [iqdb] [saucenao] [google]
10216501

Any idea what level is pictured here?

>> No.10216507

>>10216501
That looks like Mensis Keep by Breezeep

>> No.10216576
File: 114 KB, 500x247, aaaaaaa.gif [View same] [iqdb] [saucenao] [google]
10216576

>>10214940
>let's bring in Instructor AAAAdam for a joint demonstration