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

/vr/ - Retro Games


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10304868 No.10304868 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10291040

Doom/Quake/Duke/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, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

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

>> No.10304870
File: 733 KB, 1000x740, 1686001939579695.webm [View same] [iqdb] [saucenao] [google]
10304870

=== CURRENT PROJECTS ===
AD MORTEM FINAL CUT
See https://desuarchive.org/vr/thread/10230372/#10235841

WAD BOORU (open for submissions)
http://clovr.xyz/wadsup/

FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

=== WHEN IT'S DONE ===
A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#9941720

=== NEWS ===
[10-6] First Quake 2 Remaster Deathmatch Jam is out
https://www.moddb.com/games/quake-2/addons/quake-2-remaster-deathmatch-map-jam-2023

[10-3]Quake 2 Remaster updated (check Steam)

[10-1] DBP62: Haunting Hollow is out now!
https://doomer.boards.net/thread/3364/haunting-hollow

[9-30] Ion Fury: Aftershock release announced for October 2, 2023
https://www.youtube.com/watch?v=c49Zj6E_u98

[9-30] Kingpin: Reloaded release announced for December 5, 2023
https://www.youtube.com/watch?v=SP9U_0znTCQ

[9-30] Wrath: Aeon of Ruin release announced for February 27, 2024
https://www.youtube.com/watch?v=CLMKbLI-nRA

[9-30] MARROW, a fan-made Blood episode, released
https://www.moddb.com/mods/marrow

[9-28] The Force Engine 1.09.5 released, featuring new graphical features
https://www.youtube.com/watch?v=xh5O53fM-pk

[9-27] Venturous, an Indiana Jones-style partial conversion released
https://forum.zdoom.org/viewtopic.php?t=78218

[9-25] GZDoom 4.11 released, supporting DSDHacked and new ZSCript features
https://forum.zdoom.org/viewtopic.php?p=1245363#p1245363

[9-21] Naku-Naru 2 released
https://joblez.itch.io/naku-naru-2-yoru-no-sei

[9-20] GZChaos 1.0 released
https://kevansevans.itch.io/gzchaos

[9-18] Doom Mac sourcecode
https://archive.org/details/doom-mac-source

[9-15] Doom Retro 5.0 released
https://github.com/bradharding/doomretro/releases/tag/v5.0

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

>> No.10304873

AD MORTEM UPDATES (see newspost webm as well as these posts):
https://desuarchive.org/vr/thread/10291040/#10296407
https://desuarchive.org/vr/thread/10291040/#10293182

>> No.10304876

What's the best soundfont to play the original IWADs in?

>> No.10304883

>>10304876
Take your pick
https://www.youtube.com/watch?v=LFWBqUK4G_Q

>> No.10304890

>>10304876
I'm a big fan of 1MGM.SF2.
People might prefer a Roland soundfont for Doom, but since I played Heretic and Hexen before Doom and I had a SB card in the early 00's, I use this one almost exclusively.

>> No.10304892
File: 63 KB, 682x1112, so you wanna play blood.png [View same] [iqdb] [saucenao] [google]
10304892

>>10304829
Most anons will be fine using Raze now that they fixed the physics issue with explosions.
>>10304861
Added this to the chart and tweaked a bit of the layout.
>>10304872
Blood is starved of good mods, but the big four would be Death Wish, Eviction, 500ml of /vr/, and Marrow.

>> No.10304893

>>10304861
I couldn't get NBGDX to run.

>> No.10304895

>>10304893
It needs to be used with a newer version of JDK. If any anons know more about it beyond being an alterative to BuildGDX I'll revise.

>> No.10304916

>>10304895
I stuck it in the JDK-21 bin folder and it won't run. Am brainlet.

>> No.10304917

>>10304892
>Death Wish, Eviction, 500ml of /vr/, and Marrow.
French Meat 2 is also pretty good.

>> No.10304920

>>10304917
Forgot about that one, it's great.
>>10304916
I'll swap the order in the chart then to imply BuildGDX preferred over NuBuildGDX.

>> No.10304935
File: 76 KB, 682x1116, so you wanna play blood.png [View same] [iqdb] [saucenao] [google]
10304935

>>10304920
Added a must play mod list, all of them should work on all of the ports listed (except for Eviction).

>> No.10304963

>>10304876
RLNDGM.SF2

>> No.10304993
File: 1.43 MB, 1600x900, spasm0074.png [View same] [iqdb] [saucenao] [google]
10304993

Somehow I unintentionally managed to cheese this section by exiting it quickly via the way I came from before the scripted doors trapped me inside, the ammounts of monsters spawning inside this chamber dipped the game down to single-digit FPS if I dared to look at their general direction.
I wanted to use all of my leftover Multi-Grenades for mopping up everything that didn't autogib itself when the monsters ran out of teleporting space, but the TomeOfPower-boosted MGs appatently create a custom particle effect that doesn't exist yet - causing a CTD whenever they do explode immediately on impact with mobs and don't get allowed to scatter into bomblets.

>> No.10305135
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>> No.10305137
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>> No.10305146

>>10304727
>>10304740
You'll see more of that: Atari, Apogee, Black Isle Studios... Despite all odds, brands hold as much (if not more) nostalgic value as games themselves. Legal technicality, current reputation and employees matter only when it's convenient for the conversation. Like how people still grieve over Raven and fall for Apogee's gaslighting,
Would've mentioned Interplay too, but I believe it's still the same legal entity from way back in a day unlike aforementioned examples of new or different parties who bought the brand.
Perhaps one day, people will stop falling for "authentic company" meme.

>> No.10305195
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10305195

GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit! Or maybe later because I always post this shit too early in the morning because I'll be damned if I let someone else post this while I sleep.

>> No.10305203
File: 59 KB, 1149x877, Back on my 3D modeling bullshit.png [View same] [iqdb] [saucenao] [google]
10305203

>>10305195
Been working on making some models for the shoulder cannons I got planned. I still don't have much idea on what the hell I'm doing with 3D modeling though.

>> No.10305204

>>10305203
>I still don't have much idea on what the hell I'm doing with 3D modeling though.
You're doing soulful low poly models.

>> No.10305210

>>10305204
Sometimes my topology gets fucked up really bad though, and I have no idea about how to make any of this efficiently.
It doesn't matter too much right now seeing as I just pose them and paint over them to make sprites, but it's still something I'd like to get better at.

>> No.10305215
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10305215

kek

>> No.10305218
File: 3.52 MB, 640x480, Doom didnt read.gif [View same] [iqdb] [saucenao] [google]
10305218

>> No.10305220
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10305220

>>10305135
>>10305137
Ngl, those guns looks very good to be made by AI.

>> No.10305230
File: 446 KB, 1280x1481, SO YOU WANT TO PLAY SOME FUCKING BLOOD WIP.png [View same] [iqdb] [saucenao] [google]
10305230

>>10304935
Haven't added the mods section yet, won't have tim to for the next week or so and by then I'll already have forgotten this even exists, so if someone else wants to add one, go ahead.

>> No.10305232
File: 558 KB, 1280x1806, so you want to play some fucking srb2k.png [View same] [iqdb] [saucenao] [google]
10305232

>>10305230
>>10298519
And here's something for my kart bros. This isn't intended to be added to the OP, it's just a how 2 play guide that's fancier than a text post.

>> No.10305234

>>10305230
Neat, glad to have helped out. The mod list is pretty much what every anon repeats when a visitor comes in to ask about what mod to play that isn't DW.

>> No.10305238
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10305238

Gonna try to get Whodunit going tonight. Like mentioned last bread, it'll be around 8PM EST. Not much to say except for video games.

>> No.10305239

>>10304958
Cute K⟡†

>> No.10305256
File: 132 KB, 640x480, doom110.png [View same] [iqdb] [saucenao] [google]
10305256

>>10305195
This week I've been finishing up a map. I wanted to start an Ad Mortem map, but feel burnt out.

>> No.10305276

>Blood in OP
>500ml of /vr/
>still no shadow warrior /vr/ project

You rook rike stupids anons! Shadow Warrior is still the best build game. Duke Nukem doesn't even nuke shit, Caleb is a ripoff gunslinger with neighter horse nor six shooter. Meanwhile Lo Wang has everything you expect from an asian badass and then some!

Play with your wang and maybe consider a Shadow Warrior project!

>> No.10305289

>>10305137
>UFO2-styled retro-FPS never ever
(π_π)

>> No.10305301
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10305301

>>10305276
>ro ro ro your boat, gentle down the stream
>the sword is a personal weapon
>you no mess with lo wang
>banzai!
Fucking love Shadow Warrior! Sadly never got the mapping love it deserved, as is the problem with basicly every Build game because the engine is one giant piece of shit, stitched together with spit and ducktape.

>> No.10305305

>>10305301
> Sadly never got the mapping love it deserved, as is the problem with basicly every Build game because the engine is one giant piece of shit, stitched together with spit and ducktape.

Filtered

>> No.10305306

>>10304958
>mod with fast crawling insane marines
Same mod yeah. I then tried running it through the 25th Unit and it was revealed that they’re actually wounded berzerkers.

>> No.10305319
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10305319

>>10305238
Oh yeah, and for anyone that cares, any preferred flavor of WhoDunIt? I've actually never really got the chance to try the original, and I know there's updated versions like WDI: Reloaded, WDI: Max, and a bunch of other patched versions in the TSPG downloads, so if anyone wants anything other than vanilla, lemme know.

>> No.10305332

Replaying the ultimate doom and doom 2 and realizing how superior the levels in the former are. I could count the good ones from doom 2 on the fingers of one hand

>> No.10305335

>>10305305
By an engine? Sorry anon, build ain't as easy as drawing some lines in Doombuilder. Try it ones and you'll understand.

Still it's fascinating how many build games there were back in the day.

>> No.10305339

>>10305305
The shit they’re pulling off in AMC Squad melts my mind and I haven’t even finished the first episode.

>> No.10305349

>>10305332
Underhalls, The Gantlet, Dead Simple, The Inmost Dens, The Chasm.
Gave you enough for a hand.

>> No.10305357

>>10305339
I always hoped for something that impressive for Shadow Warrior. Like a Shanghai Shootout in the spirit of a Woo movie.

>> No.10305367

>>10305349
It's interesting how much Romero likes the levels everyone else considers to be terrible. Chasm is one of his favorites, and Downtown directly inspired Industrial Zone.

>> No.10305371
File: 631 KB, 2048x1486, 1afgVu3_UdA.jpg [View same] [iqdb] [saucenao] [google]
10305371

>>10305276
And still no Half-Life /vr/!

>> No.10305379

>>10305367
I'm not a fan of Downtown, but I will die on the hill to defend Chasm. It's so fucking memorable exactly because of the reasons people bring up against it. It might not be everyone's cup of tea, but I certainly enjoy it every time.

Then again, I think Sandy is underrated as a mapper and a person anyway. Man doesn't deserve all the shit people give him. He was very much creative in his design and we can thank him for bringing Cthulu to the mainstream (in a good way). Good guy, love him.

>> No.10305380

>>10305367
Downtown is just Containment Zone with verticality and everyone loves Containment Zone. People have dumb opinions.

>> No.10305398

>>10305371
I think the problem with a Half-Life project would be that the game's strongest piece isn't it's combat. The thing that makes Half-Life so good is the enviroment, the atmosphere and the setpieces.
Sure, you remember surface tension for it's action, but also for it's setpiece. Same with On a rail or even Xen. I don't know if we would get a cohesive project together. That's why most Half-Life mods are done by a smaller group or single person, so everyone knows the full picture of what you wish to achieve.

>> No.10305406

>>10305367
All of these are good because they have unique challenges. If there were no levels like these in Doom II there would be little more to it than new monsters

>> No.10305421

>>10305406
Think about it. Maybe then we would view Doom 2 no more favorable than Spear of Destiny. What a world that would be.

>> No.10305462

>>10305305
If an engine filters out the majority of mappers, then it's no good engine.

>> No.10305510

>>10305301
The problem is not that the engine sucks, it's that IT IS TWO THOUSAND TWENTY THREE OF OUR LORD AND SAVIOUR JESUS CHRIST AND THERE IS STILL NOTHING EVEN REMOTELY DOOM BUILDER LIKE IN TERMS OF MAP EDITORS!!!

>> No.10305529

>>10305510
There will never be a "Doom builder like" for Build games, it's just not how Build games work. Litterally get good.
But at least it filters out the shitters, imagine if doomers knew they would have to shade every and each surface manually and manually do texture sizing and panning, they'd flip out!

>> No.10305537
File: 301 KB, 912x1180, 1543156967176.jpg [View same] [iqdb] [saucenao] [google]
10305537

>playing through DBP62
>get to map02
>"oh fuck, Cathode Ray Sunshine by Dark Tranquillity?? I love Cathode Ray Sunshine by Dark Tranquillity"
>"what other tracks does this wad have?"
>checks readme.txt
>music lists:
>>MAP02: MAP13 (D_DOOM2) from onsl3_.wad

>> No.10305557

>>10305537
>2023
>listening to Dark Tranquillity

>> No.10305595

>>10305557
Lol for the trend chaser. I listened DT on 2003 and I still listen DT on 2023.

>> No.10305618
File: 435 KB, 2560x1440, tower2_mrfloyd0002.jpg [View same] [iqdb] [saucenao] [google]
10305618

>>10305398
Yes, but TWHL Tower proves that you still can stitch together a bunch of absolutely different maps and it would be cool (that Half-Life "abridged" map was awesome).

>> No.10305637

>>10305595
I also listened to DT in 03, but eventually I couldn't stand the keyboard anymore.
Other Gothenburg band know how to tone it down instead of making it the most prominent instrument.
DT is in fact one of the very, very few bands I actually stopped listening to. Weird.

>> No.10305796

>Half Life 25th anniversary
You will do something, right?

>> No.10305802

>>10305796
I'll ride the tramway in my city in celebration

>> No.10305814
File: 1.54 MB, 1600x900, spasm0081.png [View same] [iqdb] [saucenao] [google]
10305814

>>10300931
Okay he does one thing more than taking 1 more rocket to die - upon dying there's a chance that he'll turn into a Lost Soul, not unlike how the Skull Wizards in the DrakeMod almost always turned into a pair of spiders when killed without being gibbed.

>> No.10305828
File: 414 KB, 1920x1080, cAq1HyCDi1E.jpg [View same] [iqdb] [saucenao] [google]
10305828

>>10305796
Big date! Gonna finish the Horse Bestiality mod for it!

>> No.10305832

>>10305796
no

>> No.10305837

>>10305537
I still don't know wtf "sd.wad" is that they credit for DBP29's slowed down Gryphon track from Tyrian

>> No.10305901
File: 833 KB, 1920x1080, quake 2 earf truck.jpg [View same] [iqdb] [saucenao] [google]
10305901

>>10305796
I’m probably just going to play more Q2. I might check out my latest HL save and make some webms if something vaguely interesting happens.

>> No.10306137

>>10305837
DBP needs to take notes from /vr/ projects when it comes to crediting. I know you post here, matador. Get this message to your fuckbuddies.

>> No.10306170

>>10305796
Might play some Aftershock or other games in case I don't pick up the expansion.

>> No.10306193

>>10304868
Which sourceports can run Marrow?

>> No.10306218

>>10305901
Don't shoot the fuel tanks inside the ISS

>> No.10306261
File: 52 KB, 511x517, 1333132544620.png [View same] [iqdb] [saucenao] [google]
10306261

Does anyone have the complete Serious Sam kill count picture? With all entries and DLCs included

>> No.10306346
File: 828 KB, 2298x1464, 1691043889879307.png [View same] [iqdb] [saucenao] [google]
10306346

>>10306261
Here you go. I don't think this takes Siberian Mayhem into consideration.

>> No.10306395

>>10305828
please stop

>> No.10306398

>>10305529
>it's just not how Build games work
He obviously doesn't mean the same exact tools, he means the same level of utility. That is something that you can do regardless of the engine.

>> No.10306526
File: 3.89 MB, 640x370, Q2earthboom.webm [View same] [iqdb] [saucenao] [google]
10306526

>>10306218
This? Sorry but it was always too late my poor ears what the fuck

>> No.10306528

>>10305529
>imagine if doomers knew they would have to shade every and each surface manually and manually do texture sizing and panning, they'd flip out!
you can do every single one of theses things in doom with udmf you dense fuck

>> No.10306592
File: 2.30 MB, 1915x1437, The Gillbeast Reflects.png [View same] [iqdb] [saucenao] [google]
10306592

>>10305276
I'd be down for a shadow
warrior project, it's a shame there are no custom campaigns for it. If a few other anons are interested we should make it happen. Just need to come up with a snazzy title.

>>10305301
Quite a few anons picked up Build for the first time during 500ml, mapedit / mapster is a bit harder than db, but anyone familiar with doom mapping should be able to learn it.

>> No.10306597
File: 839 KB, 256x255, 1679093093048016.gif [View same] [iqdb] [saucenao] [google]
10306597

WhoDunIt server is up, using the old vanilla WAD
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/whodunit
IP: 164.152.111.147:10666
Password: penis
Name: Booty Lickers Incorporated

>> No.10306614
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10306614

>>10306193
I think they all can or at least the big ones can: FS, Nblood, GDX, Raze. It worked fine with the latest version of Notblood.

>> No.10306640
File: 21 KB, 619x521, again.png [View same] [iqdb] [saucenao] [google]
10306640

>>10306597

>> No.10306728

>>10306592
You don't "just need to come up with a snazzy title," there needs to be someone willing to commit to leading the project, organizing everything, compiling people's maps into a complete package, playtesting, offering advice with the editor, and actually knowing his way around the engine. Naturally, it should be the people who suggest these things in the first place like this dumbshit >>10305276 who decided to prance in here and start lamenting everyone for making maps that aren't for his favowite game, but as always, he won't do anything because his mapping resume consists of jack and shit and he has zero leadership skills to speak of. That doesn't even get into how niche of an interest Shadow Warrior has as a game, how small of a turnout a project like that would even get. Need I remind you that 500ml of /vr/ is 6 maps and 4 of them are by the project lead? That's 3 unique contributors. (Technically, there was a 4th contributor, but what matters is results, and because his map got canned, it may as well not exist.)
/vr/ isn't a project dispenser. You can't just say "there should be a Quake project, and it should be called Violent Rumble!" and then have everyone posting simultaneously stop what they're doing to make one. You get the ball rolling by being a leader and putting in actual, substantial WORK - which none of you have done. I'm not AGAINST the idea of a Shadow Warrior project, don't get me wrong - I'm only letting you know that you people constantly saying "there should be an X project" are just a bunch of pussies who do nothing and want other people to make your wishes come true for you, and until you change this part of who you are, there will be none of these projects - especially not Shadow Warrior.

>> No.10306745
File: 35 KB, 304x375, 1666359164150245.jpg [View same] [iqdb] [saucenao] [google]
10306745

>>10306597
Had a good run of WhoDunIt, relatively. Now switched over to regular co-op, with Preacher loaded
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/preacher

>> No.10306747

got the smoke and knife binds mixed up

>> No.10306750

94p never

>> No.10306758

AVP Classic Gold's marine campaign was really interesting. It went away from the arena based levels and even removed weapons coming with you between levels for a more intense and action experience. I saved ammo like a derp a lot of the time, when it costed me a lot of valuable time in retries. The way that enemies just come out of nowhere and you have to use your motion sensors to find them also adds to the tension and unique experience: there's only two real "arenas" to fight enemies in, the rest are narrow halls and you gotta be careful with your aim and detection.
It can get bullshit but that really does further the tension of the campaign. This isn't SH level of horror of "it's scary on an aesthetic/informational level but the gameplay itself is fine", but rather actually scary because you fear getting jumped by a face hugger or an alien.
Critique: it could have used some more varied environments. The plants were cool. I saw the predator had jungles and the alien had ruins, I would have loved to see that as the Marine. The pulse rifle is way too good and I never needed to use other guns, I think the later aliens should have come earlier to force me to use my weapons. Your speed should have been lowered: I often dodge aliens, which is kinda ridiculous in both story and tone, because you're clearly not meant to bunny hop from them. Your walk should be your run, but give you more ways to deal with enemies approaching you.
Other than that, it's pretty fun, and if I have time I wanna make some levels for the Marine.

>> No.10306763

>>10306728
>You don't just need to come up with a snazzy title
Yeah, you also need to be able to make a title graphic, but then that's it. That's all you need to do.

>> No.10306770

>>10306728
I was the project lead for 500ml and I'm willing to do the same for a shadow warrior project. The 4th mapper you spoke of was lunchlunch but his hdd died and lost the map unfortunately. I know the turnout for 500ml was small but people seemed to like the end product.

>> No.10306786

So there is lot of good news
Phoenix is at nightdive discord and he said there it never was a beef inbetween him paril or even Q2 community in general over the old weapon ports from Generations Arena, plus all the models will be open source for backport once 1.0 is out, which wont take too long.

Also Q3A models can be backported to Q2 now you still need md2 tools for it alongside a bones to vertex conversion

>> No.10306798

>>10306770
Now THAT is what I like to hear. I was watching 500ml closely in the discord, so I'm pretty well versed in the details, and I can tell you're more of a leader than the average joe here, so if you say you're willing to lead a Shadow Warrior project, then we might just be getting one after all.

>> No.10306806

>>10306798
Glad to hear that people wanting to do a mapping project has finally met your standard of approval. It's what people want most in life, right after you dragging your fat hairy nuts across their nans' faces. Both are an absolute blessing to be strove for.

>> No.10306807
File: 770 KB, 1386x1041, Screenshot 2023-10-08 151122.png [View same] [iqdb] [saucenao] [google]
10306807

>>10305195
Let's see if I can get this off-project waifu map finished before the project technically completes.

>> No.10306837

>>10306806
>People wanting to do a mapping project
People wanting other people to do a mapping project for them*
>Your standard of approval
Literally anything at all.
>Both are an absolute blessing to be strove for.
I know.

>> No.10306879
File: 398 KB, 998x2550, 1668912421652553.jpg [View same] [iqdb] [saucenao] [google]
10306879

>>10306750

>> No.10306882
File: 412 KB, 1028x1280, 1674793179797541.jpg [View same] [iqdb] [saucenao] [google]
10306882

>>10306597
>>10306745
And closed. Thanks again for those that showed up. WhoDunIt was interesting, although I think I'd definitely try the fan continuations in the future if I were to touch it again, and Preacher was just good all around. The more occult/religious theming of Hell works well for October, and those Cyberdemons got at least one good spook outta me, and everyone's entitled to one good scare for Halloween.

Plus the default skin being the cultist has really got me in the mood for some Blood. Might do some ZBloody Hell in the near future, unless anyone's got WADs like those pegged for actual Halloween sessions.

>> No.10306896

>>10304873
>AD MORTEM
more like FAG MORTEM lol

>> No.10306908
File: 1.21 MB, 1920x1080, Screenshot_Doom_20231007_230250.png [View same] [iqdb] [saucenao] [google]
10306908

>>10305195
I am working on making this map more Hideous Destructor compliant. Right now, you only almost die from a super fun water slide ride.

>> No.10306932

>>10306837
>People wanting other people to do a mapping project for them*
See, that's why we rely on you, anon. Others would just see the multiple people voicing interest in a mapping project, with the one you replied to even being interested enough to say they're ready to get things going as soon as they decide on a name, and they'd probably just wish them luck, but you on the other hand were wise enough to take offense to that.

We at the /vr/™ discussion and mapping conglomerate have extremely limited resources, with tight margins for each year, and something as irresponsible as voicing interest in a mapping project without submitting a design doc with attached project lead is a waste of our very limited /vr/™ post reservoir. That creates a hole that threatens to destroy our entire quarterly report, and forces other /vr/™ anons to either cover the slack or leave it unfulfilled and risk a devastating blow to both our fiscal establishment and public reputation.

God speed, anon, and god bless the nuts you drag over everything. We just couldn't do it without (You)

>> No.10306980

>>10306770
I've been thinking of making my own maps for some time but I'm a bit of a brainlet. The editor looks arcane and I wouldn't know what makes a map good if it slapped me in the face.
Any chance you have a list of resources for using the build engine map editor and single player map design?

>> No.10306987
File: 539 KB, 1170x1073, IMG_5418.jpg [View same] [iqdb] [saucenao] [google]
10306987

>> No.10307016
File: 42 KB, 640x400, 1617211364686.png [View same] [iqdb] [saucenao] [google]
10307016

>> No.10307023

>>10306980
It depends on what game you want to map for, Xmapedit for Blood and Mapster32 for Duke, SW and IF. The hotkeys between editors are basically the same but Blood uses a unique (and better) scripting system for sector actions and whatnot. Here are the keybinds, keep in mind you pan the 2d grid with right mouse.
http://www.baitd.bloodgame.ru/files/bme_ilmhb/subpages/MAPEDIT_KEYS.htm

and some tutorials, check out davox designs video on IF mapping as well, very helpful.

https://blood-wiki.org/index.php?title=MapEdit

https://youtu.be/NZzVRKzNWGc?si=5hJHnqgZEgPF0QEu

>> No.10307046

>>10307023
Forgot to mention I printed / wrote down the keybinds while learning the editor, it really helped me out.

>> No.10307075
File: 1.98 MB, 288x288, weebay.gif [View same] [iqdb] [saucenao] [google]
10307075

>>10306987

>> No.10307080

So is 94 protons still getting cockblocked or what?

>> No.10307090
File: 3 KB, 86x102, 1676843495486316.jpg [View same] [iqdb] [saucenao] [google]
10307090

>>10307080
I assure you anon, I'm still working on the unnecessary sprite edit for the plasma rifle. Please wait warmly.

>> No.10307095

>>10304993
You should probably report that to Qmaster, the head of Mjolnir, anon.

>> No.10307101
File: 1.40 MB, 1553x902, 1665535774738222.png [View same] [iqdb] [saucenao] [google]
10307101

>>10305195
I started a speedmap for VR2 but work has been cockblocking me like never before. Just got off an 11 hour shift and my body is begging me to sleep so I'll do that.

>> No.10307117
File: 479 KB, 141x141, 1676954620406766.gif [View same] [iqdb] [saucenao] [google]
10307117

>>10306882

>> No.10307125

oh i get it. it's like because he walks into funeral service, he says open for business because that place is about to have a lot of new clients
ha..ha.. that's so funny, haaaaaaaaaaaa!!!!!!!!!

>> No.10307126
File: 22 KB, 680x421, 1688168450973430.jpg [View same] [iqdb] [saucenao] [google]
10307126

>>10307125

>> No.10307191
File: 25 KB, 264x269, 1693987453739159.png [View same] [iqdb] [saucenao] [google]
10307191

>>10307125
Congratulations, Anon! You finally got a sense of humor.

>> No.10307195

>>10307125
In my first playthrough i though Caleb was gravekeeper and first level is his house

>> No.10307201
File: 113 KB, 2200x2200, 1681249119741180.gif [View same] [iqdb] [saucenao] [google]
10307201

>>10307125
I'm proud of you, anon.

>> No.10307203
File: 617 KB, 640x360, 1675781340272382.webm [View same] [iqdb] [saucenao] [google]
10307203

>>10307125

>> No.10307274
File: 397 KB, 163x663, testwalkB.gif [View same] [iqdb] [saucenao] [google]
10307274

>>10305195
Ingore vertex wobble clipping.

>> No.10307279
File: 387 KB, 163x663, testwalkA.gif [View same] [iqdb] [saucenao] [google]
10307279

>>10305195
>>10307274
Other skin.

>> No.10307290

>>10306346
yep i found that one on goggle, but it's missing all DLCs and spinoffs

>> No.10307291
File: 55 KB, 497x525, garbage.jpg [View same] [iqdb] [saucenao] [google]
10307291

>>10305195
Tried to make a doom font

>> No.10307308

>>10307291
Try changing text color within notepad?

>> No.10307327

>>10307291
Have you tried changing text color?

>> No.10307358

>>10307016
Be the change you want to see.

>> No.10307359
File: 424 KB, 500x500, 1665717846509340.png [View same] [iqdb] [saucenao] [google]
10307359

>spend a good 20+ minutes trying to find out why my teleport closet isn't working
>double check the IDs on the linedefs and sectors
>verify sound propagation both in-editor and in-game
>triple check it's not because of where the walk trigger for the floor is
>readjust all the sectors over and over to see if they're too big/close to walk out
And then it turns out I gave them IDs but forgot to give them the teleport trigger

God I hate being retarded

>> No.10307396
File: 27 KB, 291x241, fug.jpg [View same] [iqdb] [saucenao] [google]
10307396

>>10307308
>>10307327
Yeah, but seems like all font colors just breaks it

>> No.10307397

>>10306193
>>10306614
i guess that FS should be the easier to setup, since the mapset is packaged specifically for it
the other source ports all have their quirks with how the ini should be loaded and where the ogg files should be placed

>> No.10307472
File: 1.49 MB, 1794x1354, Screenshot 2023-10-08 225842.png [View same] [iqdb] [saucenao] [google]
10307472

>>10306807
Doodle completed, now to spend 500 years thinking about how to add gameplay.

>> No.10307497
File: 1.78 MB, 350x255, 1575981041253.gif [View same] [iqdb] [saucenao] [google]
10307497

>>10307472

>> No.10307517

>>10307291
Huh, interesting. Never thought of doing something like this. Might be a good excuse for doing something worthwhile by doing the same for Quake since I'm too lazy to get into pixel art or mapping/modding.

>> No.10307554
File: 2.51 MB, 1600x900, spasm0085.png [View same] [iqdb] [saucenao] [google]
10307554

>>10306526
If your computer was an ancient piece of shit (and it wasn't the KexQ2 port you're using) this would just result in a GZ_getspace_oferflow error if not a plain CTD
>Loki's cat kept meowing at a secret I already obtained, but since I was in the wrong spot when the glass wall shattered it didn't registered as discorevered - no clue what else could I miss there for the other one I had omitted...
I think that these giant levels of Ep.4 are supposed to be ran via ShotgunStart - I already did so with the secret level to make it acually challenging

>> No.10307676

>doom slaughterfest
more like dumb slog-cringefest lol

>> No.10307701

>>10307274
>>10307279
>play Quake
>turn corner and see this
>my PP explode
>????
>die
wtf anon, how is this fair?

>> No.10307734

>>10305135
>>10305137
Both of these visual themes look really cool

>> No.10307875

>>10307274
>bouncing breasts
Ted Backman is proud of you, anon.

>> No.10307991
File: 1.44 MB, 1600x900, spasm0088.png [View same] [iqdb] [saucenao] [google]
10307991

>implying that even so with much shit plastered onto it, I'd ever NOT recognize the Quake2's Upper Palace doors from a mile away

>> No.10307996

>>10307274
>>10307279
This somehow reminded me that MadFox made an Alexis Sincaire model for his Freeport City Dam last year, but she's missing a custom head gib - so please don't do the same mistake

>> No.10308065
File: 142 KB, 145x555, stand1.gif [View same] [iqdb] [saucenao] [google]
10308065

>>10307701
Skill issue.
>>10307875
Thanks, though I'll likely have to tone it down a bit since MDL wobble makes them clip through the dress, and it's only going to get worse as I add more animations that increase the largest bounding box (and thus vertex grid size). No way to preview that in Blender unfortunately.
Also I was very much inspired by Paul Steed (rest in tits) and a recommend anyone getting into early-3D game modeling read his book, which is still very applicable to Blender and game modeling in general: https://ricardocasarino.files.wordpress.com/2008/05/paul-steed-wordware-modeling-character-in-3ds-max-2002.pdf
>>10307996
A gibbed head will probably be the last thing I get to, but I'll make sure to do it. I'll probably forgo the typical Quake 1 thing of the gibbed head having more detail than the normal model though, since I'm already pushing well beyond a typical Quake 1 level of detail.

>> No.10308087

HL2 beta was leaked 20 years ago

>> No.10308226

Anyone know what's the best way of playing Quake on Win2000? I'm thinking GLQuake, but I don't have any music with it.

>> No.10308245

>>10308226
Quakespasm.

>> No.10308317

>>10308087
GET YOUR FREE TVS!

>> No.10308358

>>10308226
>GLQuake
Ewww... Why not just good-old WinQuake with Daemon Tools 3.47 for music?

>> No.10308369

>>10307875
Not to talk about Paul Steed.

>> No.10308371

>>10308226
Quakespasm, then go and copy the musix tracks into the music folder in the id1 folder.

>> No.10308389
File: 2.80 MB, 1920x1080, unit25brutalbase.png [View same] [iqdb] [saucenao] [google]
10308389

>>10307279
>>10307274
Lovely work. After messing around with mdl.exe I think it's time to try Blender myself.
>>10307991
I plan on going back to this. The third episode was good and I was loving e4m1. I'm still having fun tinkering with all this Q2 stuff.

>> No.10308405
File: 217 KB, 1366x768, F78IVAlWEAAbj5t.jpg [View same] [iqdb] [saucenao] [google]
10308405

>>10304870
The All-Ghosts Forest released, a vanilla-compatible horror wad.
https://www.doomworld.com/forum/topic/140641-the-all-ghosts-forest-rc1-a-vanilla-compatible-horror-map/

>> No.10308408

>>10308405
Is it actual horror or ghoul forest "horror"?

>> No.10308409

>>10308405
What is this? A flashlight? A fleshlight?

>> No.10308412

>>10308408
>inspired by the Ghoul's Forest serie and other popular spooky wads
not looking good

>> No.10308481

Which console shooters are worth playing?

>> No.10308498

>>10308481
Powerslave (Saturn), Medal of Honor and Underground, 3D0 version of Wolfenstein 3D, Turok 1/2/3

>> No.10308526

>>10308498
Seconding both MoH.
Also I really love The World Is Not Enough on PS1 but most people prefer N64 version and even more people prefer GoldenEye.

>> No.10308535

>>10308498
Alien Trilogy PSX

>> No.10308537

>>10308535
Oh yeah I forgot that one

>> No.10308538
File: 1.26 MB, 1366x768, Monumental_Misery.png [View same] [iqdb] [saucenao] [google]
10308538

>> No.10308570

>>10308538
Is the .dll for this just what's used for the Reckoning or does it do something new?

>> No.10308594
File: 2.62 MB, 1600x900, spasm0113.png [View same] [iqdb] [saucenao] [google]
10308594

>>10308389
I am having bad performance problems in E4M4 that forces me to beat a map bigger than TerShib2 without reloading, because trying to load a save on that level always results in an SZ_getspace_index_overflow error sooner or later, additionaly corrupting all other saves done on that map
>no wonder these maps lag so badly when looking at open spaces, not only they have the place where you're going to fully modelled on the level as eyecandy, but they also show you a to-scale mockup of the prior 2 levels you went through beforehand to boot...
no wonder this project took a whole decade to get done

>> No.10308607
File: 8 KB, 607x112, MM.png [View same] [iqdb] [saucenao] [google]
10308607

>>10308570
I don't know.

>> No.10308716

>>10308412
That can be a little bit of fun for a short bit. GvH was kind of cool, too.

>>10308481
Goldeneye 007
Doom 64
Duke Nukem 64
Powerslave
Zero Tolerance (if just for a bit)

>> No.10308740
File: 2.55 MB, 1920x1080, unit25brutalbase2.png [View same] [iqdb] [saucenao] [google]
10308740

>>10308594
E4M1 crashes VKQuake for me on any load attempt. I'm using Ironwail for now but it acts wacky so I might look into testing other ports.
>>10308607
Cool. It might be compatible with the 25th Unit then.
>"Twin Towers" map
>all released on April 22 2001
It's cursed too? Nice.
>>10308481
>>10308716
It's not first person but Duke Nukem Zero Hour is really good.

>> No.10308793
File: 396 KB, 1024x768, awfulsns04.png [View same] [iqdb] [saucenao] [google]
10308793

It's SUNDAY NIGHT SHITSHOW time once again!
Fast monster Mayhem18 Purple version this time.

Name: "[TSPG] Sunday Night Shitshow 04: Purple time!"
Password: "paleofwater"

This session was supposed to be Preacher, but I just noticed that it was already played.

>> No.10308805

>>10308793
You could play it again, it was played way too late last time

>> No.10308917 [SPOILER] 
File: 1.90 MB, 1600x900, spasm0137.png [View same] [iqdb] [saucenao] [google]
10308917

>>10308740
Try forcing it to run in sv_protocol 666 instead of 999, be advised that entire chunks of the map might fail to render properly (as seen here)

>> No.10308947

>>10308716
you forgot Perfect Dark

>> No.10308997

>>10308594
What project is this? That looks insane

>> No.10309036
File: 3.61 MB, 2560x1440, vkquake0000.png [View same] [iqdb] [saucenao] [google]
10309036

I started playing Peril, the first few maps were pretty fun mostly for novelty/exploration but the amount of wide open space is starting to drag (just played the one with the tech towers and the pirate ship), how does the rest of it hold up? It's crazy that this mod has like 40 levels

>> No.10309074
File: 241 KB, 1920x1080, duke0020.png [View same] [iqdb] [saucenao] [google]
10309074

duke nukem is so fucking good, i'm glad i gave it a second chance after not liking it the first time i played through it. might have to do with the fact that i'm playing on eduke this time, instead of the 20th anniversary edition (might just be me being retarded but for some reason the movement feels perfect on eduke while i remember it being shitty on 20th anniversary edition), dunno if any anon has experienced the same thing

>> No.10309083

>>10308997
Mjolnir

>> No.10309085

>>10308740
>Ironwail
Did the main build of Ironwail ever fix the crash from mj4m4 (IIRC) having an oversized model, or do you still have to use the version it ships with?

>> No.10309091

>>10309036
>how does the rest of it hold up?
Pretty much the same. Gargantuan maps, lots of dead space, cool set pieces scattered around. Really seems like it needed an editor to come through and hack 2/3 of it out to just leave the good bits. Also no plot payoff in the end, it just restarts.

>> No.10309139

So after yesterday's discussion, whou would be up for a Shadow Warrior mapping project? I guess I have to work myself into mapster32 first, but I'm surely not the only one.
2 questions, please don't be mad at me. First, any recommended resources besides what the other anon linked?
Second, does mapster 32 support Linux?

>> No.10309149

>>10309139
Title suggestion: "Wang and Bang with /vr/" or "Who /vr/ant some wang".

>> No.10309156

>>10309149
>Wang and Bang with /vr/
Might send the wrong message considering SW's deathmatch mode is called "Wangbang"

>> No.10309157

https://youtu.be/hkTpJb1QOPk

>> No.10309174

I am completely clueless when it comes to 6DoF shooters and flight games, what does the "Release Pitch Lock" option mean in D1X-Rebirth?

>> No.10309186
File: 1.23 MB, 1366x768, Emerald_Mountain_Wipeout.png [View same] [iqdb] [saucenao] [google]
10309186

>> No.10309191

>>10309149
/vr/ goes to shanghai
/vr/ipper paradise

>> No.10309197
File: 133 KB, 1024x768, sns04_thequestforwater.png [View same] [iqdb] [saucenao] [google]
10309197

GGs, that last map was pure ASS.
>>10308805
Guess I'll host that next sunday then.

>> No.10309203

>>10309149
We could try get it out by Christmas and call it something like "/vr/s chinese christmas" or "/vr/ wishes a wangy christmas"

>> No.10309242

https://www.youtube.com/watch?v=2gQ4mfaw-qo

>> No.10309249

>>10304892
What exactly does accuracy means here?
For comparison, is GZDOOM considered accurate for Doom?

>> No.10309250

>Quake 2 remaster finally fixes the iconic Kex jitter if you enable VSync
holy shit lads

>> No.10309281

Is there any 40K themed total conversion wad?

>> No.10309295
File: 31 KB, 320x240, 1673086169188973.jpg [View same] [iqdb] [saucenao] [google]
10309295

>>10309197
ggs

>> No.10309324

>>10309091
That's too bad, I've really liked some of the setpieces and exploration, especially on the first map, I kept thinking "younger me would've played the shit out of this for ages", but it worked better with that highly vertical futuristic city and all the flying transports than it does with a samey multistory cave. I guess I'll keep the rest of the playthrough super casual but man it'd be cool to see some of these more fleshed out and detailed.

>> No.10309360

>>10309281
Boltgun

>> No.10309368

>>10309360
That's more of an arena shooter, it's really what I expected.

>> No.10309369
File: 3.19 MB, 1920x1080, 1612429250816.png [View same] [iqdb] [saucenao] [google]
10309369

Is there any map pack that works with the re release of Quake 2? Beause I finished all the campaigns

>> No.10309376
File: 826 KB, 1920x1080, forces of evil 25th1.jpg [View same] [iqdb] [saucenao] [google]
10309376

>>10308607
Yeah it seems to work fine. I want to play this first though.
>>10309281
There's some "Death Korps vs Cultists" themes with Trenchfoot. It's not Doom but there's a 40k themed level in Violent Rumble that's amazing.

>> No.10309381

>>10309376
>Trenchfoot
I've been waiting for so very long...

>> No.10309418

>>10309376
I've seen that mod looks good. Looks like it has been inspired by the Siege of Vraks

>> No.10309442
File: 35 KB, 208x308, 1679357156057339.png [View same] [iqdb] [saucenao] [google]
10309442

>>10308793
>This session was supposed to be Preacher
whoops

>> No.10309443
File: 521 KB, 640x480, 1695900234453787.gif [View same] [iqdb] [saucenao] [google]
10309443

>>10309249
/vr/ doesn't even know. They use it as flimsy excuse to bitch about any emulator or port they didn't use when they were 12

>> No.10309459

>>10309149
Bich Nga

>> No.10309463
File: 98 KB, 750x894, b5qp6calbwv51.jpg [View same] [iqdb] [saucenao] [google]
10309463

>>10309459
Forgot pic. There are more funny names like this. Remember Captain Sum Ting Wong?

>> No.10309487

>>10308405
>Vanilla Compatible
>doesn't work with Zandronum
How?

>> No.10309494

>>10309487
>doesn't work with Zandronum
>works with skulltag (with "minor bugs")
That's a real headscratcher

>> No.10309519

>>10309443
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/

>> No.10309531

>>10309249
>>10309443
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/
I’m not sure exactly what >>10304892 means by “accuracy” but this is a big list of differences between vanilla. I don’t recall it being updated since then.

>> No.10309587

>>10309249
Accuracy is a short term meaning for anything that would differ from the original game logic. Kex uses floating point throughout it's internal logic, such as collision, hitscanning, sector movements, etc. One example that greatly differs is the spray can damage - the weapon relies on the fixed point inaccuracy for clipmove(). It's also why it doesn't support original demo playback as that would require faithfully recreating the gameloop logic down to random seed entropy and use of fixed point math.
Ranking accuracy would be as following for all blood ports.
NotBlood/BuildGDX/NBlood>Raze>Fresh Supply
NotBlood allows the ability to play in vanilla mode, which is game tick accurate to the original 1.21 release. BuildGDX offers the same vanilla mode feature as well, while NBlood locks this mode to demo playback only. Raze did have demo playback support but they dropped it when they revamped the input system across all of their supported build games, but it still is based on NBlood.
>How do you know if NotBlood is even demo accurate?
Run NotBlood with the argument -validate and it'll process 11 hours of demos, and compare the random seed, health and position of player with results extracted from 1.21 DOS binary. I use this to confirm upstream commits and test if they've broken demo compatibility (it has happened a few times).

>> No.10309592
File: 463 KB, 480x360, 1666719488456929.gif [View same] [iqdb] [saucenao] [google]
10309592

>>10309463
on to something here

>> No.10309620

>>10309369
This: https://www.moddb.com/games/quake-2/addons/defensive-measures1
And a map by quakewulf called debase
I'm not aware of anything else.

>> No.10309621

>>10309592
NTA but maybe Sum Ting /vr/y Wong

>> No.10309624

>>10309621
I love this one.

>> No.10309645

>>10309369
Anything that is entirely vanilla (i.e., no custom gamex86.dll) will run fine, and just require the lighting recompiled with something that supports lit warps (latest Arghrad is best, ericw's tools tend to make things really bright).
Model replacements can get a bit fucky, since Q2R fiddles with them on its own. Juggernaut, for example, has issues with its replacements.

>> No.10309668

>>10309621
can't be topped

>> No.10309680

>>10309645
So I'm guessing that Zaero doesn't work

>> No.10309682
File: 79 KB, 1049x816, so you wanna play some blood v2.png [View same] [iqdb] [saucenao] [google]
10309682

>>10309249
Clarified accuracy and custom mod support as both were vague terms anyway.

>> No.10309683
File: 63 KB, 600x790, 4ufzg4czxm951.jpg [View same] [iqdb] [saucenao] [google]
10309683

>>10308481
Duke Nukem Advance
Doom 64
Doom PSX

Of course, I used emulation and source ports with upscaled graphics and custom controls so that might not count, but they were better that way.

>> No.10309684

>>10309249
>is GZDOOM considered accurate for Doom?
Nah it's not, especially not at it's default values for shit.

>> No.10309686
File: 375 KB, 866x666, wang and tear.png [View same] [iqdb] [saucenao] [google]
10309686

>>10309624
>>10309668
glad to be of service, anons

>> No.10309687

>>10309680
No, because it's got a custom gamex86 so would need to be rebuilt on the re-release's source code. In theory it's not too hard since it's mostly just C->C++, but it does require effort put in.
At least the Zaero source is still available.

>> No.10309689
File: 365 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10309689

>> No.10309696

>>10309682
So if i want to play with Blood mods, i go with NotBlood?

>> No.10309704

Just re-replyan
>>10294036
>>10298538

>> No.10309705

>>10309696
Yes. DESU any of the ports listed will be fine unless you're playing Eviction (the only mod to use custom scripting atm)

>> No.10309713

>>10309139
Mapster 32 actually has quite a few different keybinds compared to mapedit, I erroneously assumed they would be near identical.

https://wiki.eduke32.com/wiki/Build/Mapster32_Keyboard_Commands

along with that, here's some documentation for the ST1 sprite scripting and mapster32 SW script set, since swmapster apparently has problems.

http://www.jonhunt.com/redneck/sw/spritags.html#Hitag%2092

https://swforum05.proboards.com/thread/153/sw-mapping-mapster32

this site also has some good information and user maps / campaigns

http://swcentral.weebly.com/build-editor-information.html

I'm pretty sure you can run mapster in wine but I haven't tried it. Planning on making a mapping kit zip by tommorow as well. There's also a shit ton of empty tiles for sprite and texture sets, just zip them up and put it on catbox or something.

>>10309621
>Sum Ting /vr/y Wong

Outstanding title

>> No.10309717
File: 7 KB, 262x192, 1661359563202739.jpg [View same] [iqdb] [saucenao] [google]
10309717

>>10309705
Very well. Thank you, anon.

>> No.10309795
File: 427 KB, 1280x1764, SO YOU WANT TO PLAY SOME FUCKING BLOOD.png [View same] [iqdb] [saucenao] [google]
10309795

>>10305230
NTA but I added a mod list and updated the tree. If any anons have more mod suggestions I'll add them.

>> No.10309796

>>10305796
I'll make a hl map for quake

>> No.10309801

>>10305796
Maybe host some Sven.

>> No.10309803

>>10309796
How's that gonna work?

>> No.10309806

>>10309803
a normal map called some stupid scientific shit

>> No.10309823

Have you guys tried this mod?

https://www.moddb.com/games/quake-2/addons/md5-arachnid-for-quake-2-remastered

>> No.10309872

>>10309074
Duke E1 is a "lightning in the bottle" thing, imagine playing it in 95 straight after Doom2 and Heretic.

>> No.10309878

>>10309443
You act as if it's difficult.

GzDoom isn't strictly 100% accurate, as it doesn't run demos, and it uses true RNG instead of the pRNG, but in terms of actually playing, the difference RNG and pRNG is impossibly subtle, GzDoom approximates all the values and monster behavior very well.

The main differences is that by default, GzDoom has freelook on, and uses full monster-player collision (as in monsters and players can move above and below each other freely when the room is there, like in Heretic), and that GzDoom uses a more precise hit detection. The better hit detection means that player melee works MUCH better, like your fist and saw actually connecting properly to big monster hitboxes, instead of like vanilla where it won't, and only kind of barely works on fatsos, arachnos, cybers, and spiders, if you wiggle your mouse left and right. The better hit detection also gives you slightly better BFG functionality in limited circumstances, like being able to oneshot the spider (though very rarely).

There's also some vanilla mapping tricks which won't work properly in GzDoom, but not that many, and they're not used that often.

>> No.10309883

>>10309878
Oh right, the better hit detection means that mancubus fireballs won't occasionally slip through solid walls, as they sometimes do in vanilla.

>>10309459
>>10309463
I like this.

>> No.10309884

>>10309621
Ok, that's even better than Bich Nga. Maybe Bich Nga could be a level?

>> No.10309938

>>10308481
>>10308716
>Doom 64
Quake 2 64 is surprisingly solid too.

>> No.10309962

>>10309186
I love seeing neat-looking custom Infantry-manned rocket turrets like this one

>> No.10309973

>>10309174
been a while since I played it, but it had the option to softly stick you to the nearest surface, that's probably it. it tries to keep the view direction parallel to the "ground", kinda like how Quake behaves on slopes without mouselook.

>> No.10309976

>>10309823
>guns are no longer God-knows what but actual Railguns
Neat stuff by itself, but now you realize that the old janky model could now be hypothetically repurposed as a custom Arachnid variant using either an Akimbo Phlanax or a dual-RL's by the next wannabe Milous/A.soldier_of_light

>> No.10310014
File: 69 KB, 478x424, 1672074175169651.jpg [View same] [iqdb] [saucenao] [google]
10310014

>>10304868
>playing blood for the first time in a decade
>finally get to the end of level 2
>hah i better make sure i get all the secrets
>decide to run down the train tracks
>this is a really fucking long tunnel
>what the fuck? its circling the whole map
>TRAIN WHISTLE

>> No.10310056
File: 48 KB, 700x744, PALLEX.png [View same] [iqdb] [saucenao] [google]
10310056

>>10310014
classic prank

>> No.10310138

what are the best doom/retro fps irc channels?

>> No.10310173

>>10309036
Is the animu portrait part of that mod, or were you feeling extra weeby today?

>> No.10310210

>>10310173
That's part of it.

>> No.10310213

>>10309795
who tf cares about demo playback in blod?

>> No.10310217
File: 12 KB, 200x200, doom_cacodemon_sprite_by_ness71-d39wccf.gif [View same] [iqdb] [saucenao] [google]
10310217

Shotgun or Machine-Gun?

>> No.10310220

>>10310213
Then Raze is for you anon!

>> No.10310221

>>10310217
I like the chaingun's flexibility and DPS, but the shotgun is also a safe bet, as shells are usually more common.

>> No.10310228

>>10310217
You mean for Cacos specifically? For me it's the chain gun. I've always found shotgunning them annoying

>> No.10310229

>>10310228
Yeah, Cacos specifically

>> No.10310235

Isn't it fucked up and unfair that Heretic is a good game with good levels and yet it gets almost no attention?

>> No.10310237

What are some Metroidvania-like WADs?

>> No.10310245

How many of you have played hundreds of WADs but never completed the original IWADs?

>> No.10310265

>>10310210
Does she talk/yell in japanese when getting harmed?

>> No.10310269

>>10310235
Equally just as wierd in how only Hexen and Withchaven aside from it are the only games I know of that can count as "fantasy FPS"

>> No.10310329

My House
https://youtu.be/zp4G6fd3aJ0?si=eJ-0erv9IoHXv6xq

>> No.10310342

>>10310329
Gone Homo did it better

>> No.10310345

>>10310269
quake 1 is pretty much a fantasy fps most of the time

>> No.10310353

>>10309074
>dunno if any anon has experienced the same thing
I know what you mean. The mouse control in the World Tour edition feels bad, and I never finished the levels as a result, but I played original as a kid and already tested out source ports. It's weird to me that they totally fucked up the controls and that the fan-made ports, which are years older and free, are better. Fot example, aside from the shitty mouse control, if you decide to turn off vertical mouse look to play the game how it originally came, you can turn off mouse-look.. but there is no toggle for slope-tilting, leaving you blind on slopes!

>> No.10310361
File: 878 KB, 1920x1080, forces of evil 25th2.jpg [View same] [iqdb] [saucenao] [google]
10310361

>>10309962
This has a real cute one in it. This set is starting to become a favorite and I only pulled it from a list in this “Quake 2 Superpack” I grabbed, feels great.
>>10310217
If I’m messing around the original episodes and he’s getting in my face, I’ll bully him with a chaingun stunlock. Otherwise yeah, I’ll save ammo for everything else and feed him shells.
>>10309689
>>10310235
>heretic needed
It’s great with some solid improvements to the formula. It at least feels more relevant than poor old Descent.

>> No.10310398
File: 42 KB, 300x300, 1581708695220.gif [View same] [iqdb] [saucenao] [google]
10310398

Did you guys know that Lost Souls only have 105 tics of memory?

>> No.10310407

>>10310398
I forgot from decino's monster behavior video, is that different from the other monsters?

>> No.10310413

How many of you have played hundreds of WADs but never completed the original IWADs?

>> No.10310420

>>10310245
>>10310413
Is this the same post?
I’ve completed all the iwads but never the Master Levels fwiw

>> No.10310502

>>10310413
I only have a handful of PWADs in which I've actually completed each map. I've never played E4 of Ultimate Doom, and I haven't beaten the last couple maps of Doom II, let alone most of TNT or Plutonia.
I have a problem completing shit... Except Quake, I fucking love that game so God damn much. I replay a different episode like once a week at least.

>> No.10310514

>>10310413
I finished Plutonia this year

>> No.10310526

>>10310413
Anyone who is like this needs to get off his high horse and check his priorities and taste.

>> No.10310536

>>10310413
I didn't grow up with Final Doom, so I've never finished TNT and I only did a full playthrough of Plutonia last year with Hideous Destructor.

>> No.10310615

>>10310413
Still never finished TNT.
>>10309795
Nice. Later this week I'll try adding some pictures akin to the doom infographic with some short descriptions.

>> No.10310623
File: 1.32 MB, 1600x900, spasm0009.png [View same] [iqdb] [saucenao] [google]
10310623

>>10310345
Maybe if you run it thru AD or Drake or /vr/

>>10308065
Are those ladies pure eyecandy, or will they try to kill you?

>>10308087
Still feels like yesterday...

>> No.10310625

>>10309281
There's one for Doom but it's late 90s stuff and not very good.

>> No.10310638

>>10308412
>and other popular spooky wads
i'm already so tired of it.

>> No.10310646

>>10310217
My go to is
>Rockets when they are bunched up
>SSG when I need to clear out some for space or kill them quickly
>Chaingun when fighting 2+ that are lined up. This stuns the front Caco and uses him as a shield for the other attacks

>> No.10310653

>>10310413
TNT is bad

>> No.10310664

>>10310413
I can't finish doom 2, it blows

>> No.10310670

>>10310526
I literally cannot play any Doom(2) mod/WAD that doesn't allow you to jump - I blame Hexen for that since it was my first game using iDtech1

>> No.10310682

>>10310670
you don't need to jump

>> No.10310715

>>10310670
So like, all of them?

>> No.10310738
File: 668 KB, 1024x768, coder8200.jpg [View same] [iqdb] [saucenao] [google]
10310738

>>10302846
I have little if any lingering memories of playing CoS, Q2 maps utilizing the vanilla content felt strangely bland to me compared to simmillar fare with Q1 for some reason
>this guy was looking much better when he had that sky-blue paintjob, despite how you could almost taste those stretched pixels

>> No.10310754

>>10310682
I know but I just want to, and it honestly should've been a thing by default so that people wouldn't brush-off Doom2 as a "mission pack sequel"
>>10310715
All but Zrift and that Quake2 TC

>> No.10310785
File: 5 KB, 64x96, gramps-pal.png [View same] [iqdb] [saucenao] [google]
10310785

>>10304870
I might make a map later if I have time, would it be OK for me to add a texture?

>> No.10310790

>>10310615
Np - one last thing I forgot was to swap links [7] and [8].

>> No.10310803

>>10310623
>Maybe if you run it thru AD or Drake or /vr/
Friendship ended with Drake now Keep is my best friend. Seriously though I’m going to say it again like a broken record: Playing Tronyn’s other work before Mjolnir was perfect. That guy loves the “fantasy Quake”.
>Sinclair WITHOUT ugly mug and is pretty
That’s also a big relief. I was expecting the worst from the thumbnail.
>>10310738
It might try it after Forces of Evil. 1964 and Earth were very good and memorable. Pure vanilla maps are ripe for testing through expansion changes and gameplay mods.
>>10310754
>brush-off 2 as a "mission pack sequel"
There’s no “brushing off” how influential 2’s additions were otherwise.

>> No.10310810

Just beat Thy Flesh Consumed for the first time. Always used to think this was some ultra hardcore trial of endurance but it's actually really tame. Some of the best maps of the series though for sure

>> No.10310813

Do you play WADs with mouselook and jumping?

>> No.10310817

>>10310810
It's just the first two maps that are a nasty surprise if you're coming in on UV fresh out of Inferno.

>> No.10310820

What are some essentials WADs for someone who's new to DOOM mods?

>> No.10310823

>>10310813
Define what you mean by “mouselook”: Full mouselook for both x and y, or just horizontal mouselook with the y-axis as movement?

>> No.10310830

>>10310820
Go to Doomworld and look at the Cacowards pages and choose what you like. There's also that recommendation chart that people used to post

>> No.10310872

>>10310820
Custom WADs are pretty diverse, as a good examples of completely different directions I can suggest Extermination Day, REKKR and Ancient Aliens.

>> No.10310879

>>10310820
For me, Going Down and Pirate Doom is what got me into Doom mdos

>> No.10310901

>>10310813
I don't jump but I don't disable it either. freelook.
I wish GZ and Eternity had the option to allow freelook while forcing autoaim, like DSDA or Nugget.

>> No.10310907

>>10310265
No, she uses the Q2 female SFX.

>> No.10310912

>>10310901
You can play with the autoaim enabled while full mouselooking in Gzdoom. Do Nugget and DSDA have even stricter freelook+autoaim options?

>> No.10310926

>>10310813
Used to play with freelook but stopped, jump if the wad requires it.

>> No.10310930

>>10310912
>Do Nugget and DSDA have even stricter freelook+autoaim options?
yeah. if there are no targets in the autoaim range, the weapons shoot forward. as they should - to avoid breaking shootable switch secrets, icon of sin fights, and the (admittedly rare) "snipers with high ground" encounters

>> No.10310936

>>10310912
It just tilts the camera in those ports, the bullets don't go upward because you are looking up.

>> No.10310947

>>10310623
>Are those ladies pure eyecandy, or will they try to kill you?
They will very much try to kill you with their daggers if close enough, and probably have a kick attack as well.
The goth one will summon enemies, teleport behind the player for sneaky stabbing, and drain health (potentially of other monsters) to heal herself.
The blonde one will toss flames at the player, resurrect dead enemies, and occasionally run at blinding speed in a circle around the player - leaving a trail of flames that start small enough to jump over but grow very tall after couple seconds.

>> No.10310951

>>10310930
>>10310936
That sounds like the best “freelook autoaim” feature for Doom I’ve ever heard of. I’m glad I got into Nugget recently.

>> No.10310994
File: 1002 KB, 1366x768, Back at the Front.png [View same] [iqdb] [saucenao] [google]
10310994

>> No.10311015
File: 655 KB, 1024x768, coder8300.jpg [View same] [iqdb] [saucenao] [google]
10311015

Sorting thru the contents of the various model files of CodeRed made me realize something about an innate feature the Quake(2) engine barely used to any serious extent - you can theoreticly make entities composed of multiple models stitched together (Armagon most famously), and then just force them to jettison with a mid-animation skin change to simulate realistic gibbing a'la how LithTech does it, or "strategic dismemberment" simillar to Chasm's biggest selling point (also I'm pretty sure that's exactly how does the SiN's SMG recoiling slide works in order to not make the v_weap model turn into a jittery mess at lower resolutions), so why does anyone need to use UE4 for their retro FPS project again?
(other than not being autistic enough to use GZdoom for everything?)

>>10310813
Mouselook is a must even if it's a pure placebo, also I wish that more games allowed you to aim your gun independently from what you're looking at (like it is possible in CyClones and Tresspasser)

>>10310803
>There’s no “brushing off” how influential 2’s additions were otherwise.
I only played both Dooms to completion back-to-back on the GBA (in adittion to that one GBA Duke Nukem game and some 2 other FPS games made for it I don't remember the names of) over the span of one lazy summer about 20 years ago, so there's a big chance I have no idea how much Doom2 has expanded upon D1
Whoah, you gave me so many (you)s by relpying to all of my posts

>> No.10311064
File: 966 KB, 1920x1080, forces of evil 25th3.jpg [View same] [iqdb] [saucenao] [google]
10311064

>>10310994
>Back at the Front
Another one added to the “play” list.
I hope you aren’t getting irritated at me doing this but you keep showing off fun looking maps…
>>10311015
>also I wish that more games allowed you to aim your gun independently from what you're looking at (like it is possible in CyClones and Tresspasser)
This has been making some kind of comeback with some of the more “realistic” modern shooters. I first was aware of it being a comeback trend when I played Underhell: In a span of 15 minutes I went from hating to loving it.
System Shock was the first to do this, wasn’t it? It would really suit HD and HD-likes.
>so there's a big chance I have no idea how much Doom2 has expanded upon D1
I like to think it plugged all the holes. In Doom there was no enemy between a caco and baron of hell: Hellknights, archviles, mancubi, arachnotrons, all these guys are great and then you have the boner bros and chaingunners. It also added the super shotgun so there wasn’t a giant gap of effectiveness between the chaingun and rocket launcher.
>spoiler
Noice here’s another.

>> No.10311075
File: 1.41 MB, 1600x900, spasm0097.png [View same] [iqdb] [saucenao] [google]
10311075

>>10310947
>resurrect dead enemies
I am having flashbacks to The Altar of Storms and I am happy that the Mjolnir's Fallen Angels can't do that yet (but they totally should as all they do ATM is just be ammo sponges - or in the case of the transparent ones, be the Quoth's Nightgaunt on steroids once in a while)

>> No.10311176

>>10311015
>so why does anyone need to use UE4 for their retro FPS project again?
The average Joe hasn't enough intelligence to learn how to use any other tool that Unreal or Unity.
Doing maps for both Doom and Quake is now a walk in the park when using the adequate editor

>> No.10311185

>>10310413
never played plutonia before, i just pretend that I did.

>> No.10311208
File: 234 KB, 1920x1080, aliens-doom-mods-wads-total-conversions-copy.jpg [View same] [iqdb] [saucenao] [google]
10311208

>>10310820
Aliens: Eradication TC. It fucking rules. I'm a bit biased because I'm a massive fan of Alien/Aliens, but the gameplay is legitimately gud. My very favorite Doom mod.
Also, Ashes 2063

>> No.10311254

>>10311208
Is that one 'THE' Aliens mod which was infamously canned by 20th Century Fox?

>> No.10311284

>>10311015
>so why does anyone need to use UE4 for their retro FPS project again?
>(other than not being autistic enough to use GZdoom for everything?)
You just work with the tools you're most familiar with, it's that simple.
Even if you're a complete newbie who is learning his ways in game development, you're more likely to look in the direction of Unreal Engine/Unity/Godot/etc because it would be more practical for person's (dare I say it) career in the long run.

>> No.10311313
File: 112 KB, 440x290, 1692747485384463.png [View same] [iqdb] [saucenao] [google]
10311313

>>10310947
I've got a great idea for you! You could make that Tank/Iron Maidens easter egg reference in your mod: those pretty women hugging a Shambler!

>> No.10311330

>>10311254
That was Aliens TC for Quake

>> No.10311339

>>10311313
I actually want to do something like that, I'm just worried about running out of animation frames because I have multiple extra idle options (sitting, lying seductively, praying, etc.) and their transitions to running. 256 frames is max for MDL.

>> No.10311375

>>10310813
Sure, I don't usually use jumping unless it's intended by the map or TC or I've got the bullshit like the softlock in Nirvana but I don't get caught up over that crap.

Often the people who obsess over mouselook are playing with shit like infinite monster height disabled and that can be as big a change to how a map was intended to be played, especially for vanilla ones.

>> No.10311470
File: 1.74 MB, 1920x1080, doom243.png [View same] [iqdb] [saucenao] [google]
10311470

>>10304870
I finished my map for Ad Mortem : https://files.catbox.moe/x52f5l.zip

Title : Keranen Barracks
Music : Silence
Author : joe-ilya

>> No.10311489

>>10311375
I don't even think there's an option to disable infinite height in DSDA (unlike jumping).
with things like free-aim or zdoom invisibility, there are actual obvious changes to how the encounters play out, and it's very easy to establish intent.
what's useful about infinite height? getting exploded by cyb rockets fired at off-screen caco clouds? getting softlocked by unreachable enemies below a ledge?

>> No.10311503

>>10311489
>I don't even think there's an option to disable infinite height in DSDA (unlike jumping).
Not a surprise since it's intended for speedrunning.
>what's useful about infinite height? getting exploded by cyb rockets fired at off-screen caco clouds? getting softlocked by unreachable enemies below a ledge?
Prior to source ports and crap, maps were designed with it as a fact of mapping, suddenly it becomes easy to skip encounters by just jumping over some mobs or running under a caco horde.

>> No.10311542

>>10310664
DOOM 2 really is a slog compared to DOOM, a lot of Sandy levels, Archviles, Revenants and Pain Elementals are annoying. The Super Shotgun carries DOOM 2

>> No.10311582

>>10311542
Doom was a lot of Sandy levels after E1 too.

>> No.10311619

>>10310413
I finished vanilla DOOM 1, 2 and No Rest for The Living before attempting to mod anything. No way in hell I'm gonna do that for Heretic but sometime I'll get around to TNT and Plutonia, I just need to find the time.
>>10311542
DOOM 2 is much less of a slog than 1, mostly because of the super shotgun that makes pain elementals so much less annoying and the higher enemy variety, even if one of those new enemies is the fucking pain elements. I hate them.

>> No.10311629

>>10310813
Yes.

>> No.10311635
File: 1.40 MB, 720x360, you're a nerd.webm [View same] [iqdb] [saucenao] [google]
10311635

>>10310813

>> No.10311656

>>10310813
never jumps or crouches, sometimes freelook depending on the wad

>> No.10311670

>>10309036
>recolored Nagatoro

Why.

>>10310813
Yes and I open WADs in SLADE and re-enable crouching and jumping if they're disabled. But I don't sequence break with them.

>> No.10311679

>>10311670
I re-enable them in them in slade and then I edit the maps to require jumping and ducking to progress.

>> No.10311724

>>10311670
>re-enable crouching and jumping if they're disabled
in GZ you can simply put sv_freelook 2; sv_jump 2; sv_crouch 2 into your autoexec
unless we're talking some advanced zscript fuckery or something

>> No.10311736
File: 390 KB, 776x1198, knee deep in the bullying.jpg [View same] [iqdb] [saucenao] [google]
10311736

>>10311670

>> No.10311746

>>10310413
I can replay every other IWAD from start to finish any day of the week, but by the time I reach Stronghold in TNT, I drop that shit faster than a ticking bomb and don't pick it up until I conveniently forget why I hated it.

>> No.10311773
File: 805 KB, 1366x768, Castles of Stroggos.png [View same] [iqdb] [saucenao] [google]
10311773

>> No.10311929

You are on a ship!
"Marine.........hey......." The voices are back but ignore them,
concentrate.........A ship.
You remember planetfall upon Stroggos.........the fire fight....
screams and burning skin. A base, huge gates....Tanks.

Oh yeah, Tanks.....loads of the mothers. Huge stomping hydraulic
feet, organic fright masks ripped from the bodys of the fallen.
And then a ship........You were captured.....
You are in a holding cell.....You may be mad.....

>> No.10311936

>>10311619
>DOOM 2 is much less of a slog than 1, mostly because of the super shotgun that makes pain elementals so much less annoying
Yeah I hated fighting the pain elementals in doom 1

>> No.10311940

>>10311936
KEK
I meant the lost souls. My bad.

>> No.10311958
File: 541 KB, 1280x720, foe3 voredoor.png [View same] [iqdb] [saucenao] [google]
10311958

>>10311929
Which readme is this from?
>>10311936
>PSX Doom has a chaingunner and pelemental in map01
Brutal

>> No.10312175

>>10311958
Map pack name?

>> No.10312210
File: 987 KB, 1366x768, grinspq3.png [View same] [iqdb] [saucenao] [google]
10312210

>>10311958
Castles of Stroggos 3

>> No.10312215
File: 474 KB, 1366x768, grinspq3b.png [View same] [iqdb] [saucenao] [google]
10312215

>>10312210

>> No.10312248
File: 262 KB, 640x960, MDKhallfeels.png [View same] [iqdb] [saucenao] [google]
10312248

>>10312175
Forces of Evil, the third one in particular. All three maps were good.
>>10311773
>>10312210
This is pretty fun. First level is strong at the start.
I always think of MDK when running through halls like this.

>> No.10312290

>>10310235
Hexen II from what little I played is also a great game, I just don't have the time to finish it among all the other shit I want to do, but the point stands that I nary hear a thing about it.

>> No.10312321

>>10310803
I love Tronyn's Drake works. I'm saddened they didn't give players the option for the Keep devkit to have the shotguns function as they do in Drake, but otherwise I just really REALLY hope Tronyn redoes all his maps for id1 and otherwise for Keep with the next Mjolnir update(s).

>> No.10312327

>>10311542
Reninder that Sandy Petersen's first DOOM map was E2M6, and that Sandy's first DOOM map had a fake exit

>> No.10312332
File: 1.01 MB, 1366x768, Love Story of Prince of Stroggos.png [View same] [iqdb] [saucenao] [google]
10312332

>> No.10312334

>>10312327
>Reninder that Sandy Petersen's first DOOM map was E2M6
Man that's wild. Here I am worrying sick about adding detail to my maps.

>> No.10312336
File: 1.16 MB, 1366x768, Love Story of Prince of Stroggos_b.png [View same] [iqdb] [saucenao] [google]
10312336

>>10312332

>> No.10312339
File: 981 KB, 1366x768, Love Story of Prince of Stroggos_c.png [View same] [iqdb] [saucenao] [google]
10312339

>>10312336

>> No.10312345
File: 161 KB, 979x448, derp.png [View same] [iqdb] [saucenao] [google]
10312345

Looks like Blood: Dead on Arrival got purged from Moddb, I wonder what happened.

>> No.10312359

How active is the Quake modding scene compared to Doom's?

>> No.10312367

>>10312359
Smaller but still more content than you can play in your life

>> No.10312374

>>10312359
Not very, and most of the mods being made don't really stretch vanilla QuakeC limitations. Imagine Doom modding minus anything made specifically for GZDoom, except maybe even more sparse.
Everyone just wants to map for vanilla (or Copper) I guess.

>> No.10312378

>>10312345
moddb has files from like 2005 so I imagine it was a developer thing

>> No.10312381

>>10312359
Both mapping and modding are smaller, it's patently ridiculous to compare Quake's to Doom's.

>> No.10312434

>>10312378
Yeah the only other time something has vanished was with that Spongebob wad.

>> No.10312437

>>10312327
I'm replaying Ultimate Doom, and after just finishing E2, I get the Sandy hate a lot more now. It's pretty fukken rough, and I can only imagine the disappointment if I had played it for the first time after buying Doom because of how solid E1 is.
Why the FUCK does he love Pinkies so much???
I still like a lot of his Doom 2 and Quake maps tho.

>> No.10312463

>>10312437
>Why the FUCK does he love Pinkies so much???
Lack of any other non-flying meaty mob without resorting to barons.

>> No.10312537

>>10312437
Shores of Hell is the best episode.

>> No.10312562
File: 168 KB, 1920x1080, Screenshot_Doom_20231010_025245.png [View same] [iqdb] [saucenao] [google]
10312562

sus

>> No.10312585

>>10311339
Why not just make a duplicate model with the same skins just for the easter egg animations, maybe even also give them wine cups optionally?

>>10312339
>>10312336
>>10312332
Yuri Davidov's Q2 maps are the epitome of "short but sweet"
Be wary to also play his Space Odysseys mapset in one sitting

>> No.10312695

has any of the blood source ports adopted the oakisland cheat or is it still exclusive to fresh supply?

>> No.10312792
File: 1.20 MB, 1521x869, my first doom map.png [View same] [iqdb] [saucenao] [google]
10312792

Spent the last 2 days making my first ever doom map.
It's a lot of fun :)

>> No.10312841
File: 1.67 MB, 1920x1080, 2320_20231003213649_1.png [View same] [iqdb] [saucenao] [google]
10312841

>>10309620
i simply did a quick arghrad on that one, it has some lightning issues but just open console and add flashlight

>> No.10312850
File: 779 KB, 1920x1080, 2320_20230828112332_1.png [View same] [iqdb] [saucenao] [google]
10312850

>>10312210
This one and the second chapter needs to be ported ASAP for Q2R

Can someone please decompile the DLL file and rebuild the code from scratch

>> No.10312886

>>10312437
>I can only imagine the disappointment if I had played it for the first time after buying Doom
I think you missed the part where Doom is one of the most successful games of all time. Having played the game as a deeply impressionable child, Sandy levels like e2m2 are the ones I remember the most vividly, aside from Romero's

>> No.10312893
File: 1.09 MB, 1280x720, Sum Ting vry Wong Project.png [View same] [iqdb] [saucenao] [google]
10312893

Sum Ting /vr/y Wong, a /vr/ Shadow Warrior Project!
Let's be better than 92 Protons of never!

>>10309713
Gave some ressources for Mapster32!

Replies to this for people who would be willing to map.

>> No.10312904

>>10312893
>Let's be better than 92 Protons of never!
2023 has been a rough year for /vr/ mapping.

>> No.10312905

>>10312893
>>10309713
In case you use mapster32, note that even with the scripts the scale of the view is still off. Shadow Warrior uses a scale that is about 40% bigger than Duke Nukem 3D, so if you use mapster32 for it the scale in 3D mode is off. Remember that and make sure you test your map when starting it to get the right feel from the start.

>> No.10312918

>>10312905
Are there even alternatives if it comes to Shadow Warrior mapping?
>>10312904
It sure has.

>> No.10312943

>>10312904
and a strong warning about the dangers of scope creep.

>> No.10313009

>>10312792
Is it done? If so, post it! If not, keep at it, and let us know when you finish!

>> No.10313071

>>10312893
Anon, leave that after the Quake 2 Remastered project
Its time mainly now that the remaster is out and to show everyone that /vr/ can pull Violent Rumble quality even on Q2R

>> No.10313082
File: 11 KB, 259x194, download.jpg [View same] [iqdb] [saucenao] [google]
10313082

>>10309463
https://youtu.be/CaOkTKfxu44?si=ztGYEdFRsNus0Rso

>> No.10313090 [SPOILER] 
File: 670 KB, 750x515, 1MzqQm_K3sdO8RFibufJJBA.png [View same] [iqdb] [saucenao] [google]
10313090

>>10312904
Yeah, we went from having one of the best years for /vr/ mapping to one of the worst. A certain horsefucker replacing captain mozzarella doesn't help.

>> No.10313103

>>10312904
Been a mediocre year for mapping in general. Across /vr/, doom in general, and personally.
Some of that is probably just my outlook.

>> No.10313105

>>10313103
I haven't been participating in any community projects because I have my own wad to work on.

>> No.10313106

>>10313090
You know shit's bad when we're getting landed with the Doomer Board rejects.

>> No.10313108

>>10313071
Im in to play a /vr/ Quake 2 project if the anons here does it, in fact it is possible to export Doom wad into .map or obj thanks to GZDoom builder

>> No.10313113

>>10312943
No custom enemies, no new weapons, just some enjoyable maps made by /vr/.
>>10313071
Not everyone here even cares about Q2 or Q2R. For years Q2 got treated with the same level of "ehh" that Doom 3 gets.

>> No.10313116

>>10313105
That's reasonable. I participated in one but it was a struggle to make anything playable. All my other projects are non-doom related. 2022 was a pretty good year though.
I'll just take a break from Doom mapping for a bit.

>> No.10313117
File: 762 KB, 640x360, EverybodyGetUpIsTimeToSLAM!Now.webm [View same] [iqdb] [saucenao] [google]
10313117

>>10313113
>no one cares for Q2
Q2R killed that false meme

>> No.10313123

>>10313113
>Not everyone here even cares about Q2 or Q2R. For years Q2 got treated with the same level of "ehh" that Doom 3 gets.
It really isn't that good of a game, some people are just so starved for something to play that they got onto that bandwagon.

>> No.10313128

>>10313113
Both games are pleb filters

>> No.10313130

>>10313117
Never said no one. Stop whining Q2 fanboy. It's a simple fact that Q1 is way more popular around here. And even Q1 isn't even at half the popularity of Doom. So yes, me stating that not everyone here cares for Q2 and Q2R is even generous.

>> No.10313134

>>10313113
>Not everyone here even cares about Q2 or Q2R.
To be fair we are comparing a Q2 project to a Shadow Warrior one, probably the least popular of the three big Build games. That being said, some of the 500ml people were peaking around in here a few days ago and did express some interest in working on one. I think all the people interested in Q2 mapping are in some discord. There’s also a couple here still working on their Violent Rumble content.
>>10313117
This is now avoidable if you’re off the ground when they’re doing it.

>> No.10313139

>>10313134
Dunno why we aren't making a redneck rampage map set desu

>> No.10313143

>>10313123
No one was starved to play and this meme was always perpetrated by certain individuals at Quake 1 Community who lives on console war mentality, who got too much power in less than a few years and started to dictate the rules.
Said people even went on to shit on Dusk, PD and Build engine games for years.

And now the Q2R engine and toolset eclipses Q1 as it is of now.
It is ridiculous that due to a few people, an entire community is still divided bickering over X games because they want it.
On which i praise the Doom Community for that and keeping the house united even with source port bickering thanks to Graf.

>>10313130
One of these people being (you)

>>10313139
I would install Redneck Rides Again if that happens, as long as there is a motorcycle only map.

>> No.10313145 [DELETED] 

>nooooo stop talking about Q2

>> No.10313185

Sigil 2 is coming

>> No.10313228

>>10313139
At least compared to the other three: It has my least favorite weapons and enemies. It’s probably better than Tekwar but I’ve never played that so I can’t say.

>> No.10313237

>>10313185
Thst secret level looks amazing he showed on his Twitch site.

>> No.10313238

>>10313139
because it's shit.

>> No.10313268
File: 52 KB, 640x400, william-shatners-tekwar_5.gif [View same] [iqdb] [saucenao] [google]
10313268

>>10313228
Tekwar at least gives you a decent illusion that it might get good at some point if you just keep going - even though that's absolutely false. Redneck Rampage is presents itself as the slogfest that is truly is very early on.

>> No.10313303

>>10313143
Again, never said that Q2 was shit, nor did I say no one cares. But it is a fact that it is not everyone's favorite around here. Feel free to enjoy it all you want, but it might prove difficult to get a full project together. I for one never touched trenchbroom or it's q2 equivalent.
>>10313134
>probably the least popular of the three big Build games
It's funny how things have shifted in the last 6 or so years. Before that, Blood was the fondly remembered but often forgotten one among the three. Today, everyone's all about blood and shitting on Duke 3D. Shadow Warrior is stable in it's "mid" reputation. And for some (like me), it has always been the best because it captures this "Big Trouble in Little China" meets John Woo feeling perfectly.

>> No.10313309

>>10313237
HAHAHAHAHAHA RIIIIIIIIIIGHT...

>> No.10313313

>>10313303
>t's funny how things have shifted in the last 6 or so years. Before that, Blood was the fondly remembered but often forgotten one among the three. Today, everyone's all about blood and shitting on Duke 3D
Some people get their opinions from youtubers.

>> No.10313315

>>10313185
So what?

>> No.10313317

>>10313237
Watching Romero motivated me to make maps at higher pace. And also hurt me because he doesn't use advanced tools.

>> No.10313323
File: 1.08 MB, 540x540, Surprise message door.gif [View same] [iqdb] [saucenao] [google]
10313323

>>10313238
Oh anon...
I DISAGREE!

>> No.10313325

>>10313309
meant for >>10313185

>> No.10313329

You will make a HL map on November and you will like it.

>> No.10313338

>>10313313
Sad times we live in. Thinking for yourself takes to much effort.

>> No.10313345

>>10313329
I'll make a Half Life map when Trenchbroom gets primitives, prefabs, vertex rotation and scaling, and rotation randomizing. I'm too spoiled by the 3D workspace to go back to JACK, even with its niche features that making detail work much easier.

>> No.10313356

>>10313117
>Quake2 is decent when you un-fuck it up from the state it was originally shat out the door by Timmy Wallets for a rushed holiday release
I knew that for a fact when I discovered the Lazarus mod on PlanetQuake 20 years ago, I was expecting this to be common knowledge here?

>>10313130
>And even Q1 isn't even at half the popularity of Doom.
NTA but this mentality is a one-way path to accept CoD and Halo as the best FPS games in existance (and we all know how incorrect such a bold statement is)

>> No.10313357
File: 954 KB, 1366x768, Space Odysseys 2.png [View same] [iqdb] [saucenao] [google]
10313357

I LOVE QUAKE 2!!

>> No.10313369

>>10313345
>rotation randomizing
what does that do?

>> No.10313376

>>10313369
Like copy/pasting foliage and clutter around but having them turned in random directions so it seems more organic.

>> No.10313443 [DELETED] 

This is why no one likes the quake fanbase

>> No.10313467

>>10313356
>NTA but this mentality is a one-way path to accept CoD and Halo as the best FPS games in existance (and we all know how incorrect such a bold statement is)
Was speaking only in regards to a mapping project. And 90 percent of this thread are Doom releated (numbers pulled out of my ass).
>Halo
I will die on a hill to defend Halo CE as one of the best. Rest of the series not so much. But Halo CE definitly would be in a "Top 10 FPS" for me.
>CoD
I wonder how many people played the first one. I just finished it last year and was decently surprised.

>> No.10313485

>>10313467
>Halo CE
Maybe if you never played FPS before that. I enjoyed it at the time, but looking back, the only reason I did was the seamless integration of vehicles into the gameplay.
>CoD
The first CoD campaign absolutely dominates my list of my most replayed FPS campaigns. It's legitimately fun and actually super hard even with savescumming at master level. And then CoD 2 started with the "bloody screen so real" faggotry and it all went down hill.

>> No.10313487

>>10313329
I bet Valve won't even make a token effort at patching any of HL1 (for overbrighting), HL: S (for way too much shit), or HL2 (for the Nova Prospect ambushes). A 90% off deal for the HL franchise, repeated next year for HL2's 20th, will be the most I expect.
It'd be nice if they dredged some beta shit out of the depths of file storage or reprinted Raising the Bar, but that's even less likely than them showing off HL3 gameplay.

>> No.10313495

>>10313487
I expect they giving HL1 for free

>> No.10313547

>>10313485
Halo also did a fair bit of enemy interaction that goes beyond infighting. And the behavior of the Elites was fairly advanced for the time. Like a better version of Half Life's grunts.

>CoD
Yeah, I didn't really get into the second one, even though you hear many praises that it's the best in the series. I enjoyed the first one.

>> No.10313585
File: 429 KB, 1920x1080, 2023-10-10-205223_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10313585

>>10304870
Update for my Ad Mortem map Rest in Pieces (v2):
https://files.catbox.moe/7ooy4a.wad
Fixed a bunch of minor issues; added a secret; made the RK fight slightly easier by making the chaingunners teleport away after a while

>> No.10313617

>>10313547
COD 2, 3, and Big Red One, and Finest have have their respective caveats and upsides, but unlike 1 they don't have that weir poop-crouch stance.

>> No.10313639 [DELETED] 
File: 73 KB, 512x384, OIP.jpg [View same] [iqdb] [saucenao] [google]
10313639

>>10313443
Okay Doomer

>> No.10313683
File: 1.15 MB, 1920x1210, 1693784437104.png [View same] [iqdb] [saucenao] [google]
10313683

Just another peaceful day in /vrdoom/

>> No.10313782

>>10313345
Wait so what do you use if not TB or JACK?

>> No.10313817
File: 1.09 MB, 1600x900, spasm0034.png [View same] [iqdb] [saucenao] [google]
10313817

>>10309036
>1.8GB
Jeezus fukc!

>> No.10313828
File: 183 KB, 1525x1180, thumbnail.png [View same] [iqdb] [saucenao] [google]
10313828

>>10304870
>>10312893
The Shadow Warrior mapping kit has been uploaded, check it out.

https://archive.org/details/shadow-warrior-mapping-kit

>>10312905
Yeah, I noticed that when walking around in 3d mode, it's manlet simulator.

Also read that some anons like
>>10313071 are planning on a Quake 2 project, which would be neat. The SW project can run congruently with all other /vr/ projects since Build mapping takes an eternity. I plan to "officially" start Sum Ting /vr/y Wong once Ad Mortem finishes up to give anons some time to mess around in mapster.

>> No.10313841

>>10312943
>>10313103
In my own defense it's not about scope creep for my Quake maps, it's just no time. Life really got busy this year for me and it's frustrating every moment I'm not knocking out my goals i.e. mapping and otherwise.

>> No.10313963

>>10311470
Pretty good. Not too difficult, combat was fairly breezy and I managed to beat it first try without dying.
Some notes:
- When you're on top of the collapsing building with the blue skull key, you can see textures sticking out of the top of the nearby trees.
- The map seems to be going for an atmospheric thing, and that mostly works. Still I feel like some areas would benefit from being a bit darker (or stronger contrast between light and dark). Particularly the prison cell area and most of the sewers, which both felt too brightly lit. The weird green ceiling flat in the sewers probably doesn't help.
- I somehow didn't notice the SSG until after the sewers, but that wasn't really a problem since there were plenty of rockets to deal with the heavies.
- Found all secrets without too much effort, except for the BFG one.
- I was missing a monster at the end, which was an imp in the dark room in the sewer section who didn't wake up because I never peeked around the corner there.

>> No.10313983

>>10313828
That gives me time to work myself into the matter of Mapster32. Thank you a lot for everything anon, I will be part of this!

>> No.10314016

Something that's been on my mind is a lot of the Q2 map stuff I've been seeing always uses base vanilla textures and stroggos designs and you don't see much custom or alternate aesthetics, like a more sci-fi look or maybe contemporary urban or even just like jungle or such. Quake 1 and Doom maps have spoiled me with their wild theme variety and yet Quake2 always feels like "the same old shit"

>> No.10314041

>>10313103
I wouldn't say mediocre, I'd say it's been a quiet year, just seems like people have been busy.
At least I finished one of my mods and I'm happily plugging away at the final update for another.

>> No.10314047
File: 753 KB, 112x112, 1681716080177172.gif [View same] [iqdb] [saucenao] [google]
10314047

>>10313983
Glad to hear it man

>> No.10314058
File: 1.28 MB, 1366x768, coconut1.png [View same] [iqdb] [saucenao] [google]
10314058

>> No.10314106

>>10314058
Is Neil Manke still alive?

>> No.10314108

>>10313841
At least you can not have the time for shit and still be doing better on that front than Cockblock is.

>> No.10314112

>>10314108
That's not really a challenge, is it?

>> No.10314116

>>10314112
Not really, it's a low as fuck bar but it sure is one that exists.

>> No.10314123

>>10314112
>>10314116
A wise anon said chop is /vr/'s Anthony Burch, no matter how bad things get you can take solace in knowing at least you're not chopblock. Or joe ilya.

>> No.10314132

>>10314123
That's not very wise, because Chop has fucked up. But he is nowhere NEAR the levels of fuck-uppery as Burch. Shame on that anon and anyone else who agrees with him.
He still needs to pull his head out of his ass, but I don't like kicking people when they're down.

>> No.10314139

>>10314123
Even chop can still say "At least I'm not Anthony Burch". There's only Anthony Burch that can't say that.
>>10314132
I think that anon made a joke, anon. After delay and delay and delay, plus giving updates to everyone but us, he kinda deserves being the butt of jokes.

>> No.10314143

>>10314139
I still think that's going nuclear on the guy, like damn.

>> No.10314147

>>10314123
It's sat for well over a year at this point where it's complete apart from his bullshit, he deserves all the shit that gets flung at him.

>> No.10314150

>>10314139
Reputation is a bubble that bursts when you blow it for yourself.

>> No.10314153
File: 1.32 MB, 1600x900, start_2023-10-11_00-41-50.png [View same] [iqdb] [saucenao] [google]
10314153

I'll see later if Mjolnir works better on IW as it's been said that it might, the latest version has the benefit of actualy running on my setup at native resolution, so thing can only get better from here aside from the RE2 clown-fart music I am hearing

>> No.10314159
File: 228 KB, 1024x1024, _6364ba1c-08c8-429b-8c99-14430a1b6147.jpg [View same] [iqdb] [saucenao] [google]
10314159

>>10305135
What was your prompts. I wanna toy with this too but bing doesn't seem to get the FPS intent of my prompts.

>> No.10314168

>>10314150
That's deep. Did you come up with that or is that a quote of some kind? I like it!

>> No.10314170
File: 2.08 MB, 2560x1440, Spiritworld Family Tree.png [View same] [iqdb] [saucenao] [google]
10314170

>>10313303
>It's funny how things have shifted in the last 6 or so years. Before that, Blood was the fondly remembered but often forgotten one among the three.
Makes sense, perfect sense: GDX first started getting big in 2017 and NBlood in 2018. There was no other way to play Blood outside of DOS and its weird save/load glitch prior to those two big boys.
>>10314016
Variety is nice, but I also love Doom and Quake the most when they're doing what they do best.

>> No.10314175

Duke 3D is bad
Blood is good

>> No.10314178

>>10314168
It's a Doomworld meme of the old. Some guy was bragging about how he had a girlfriend and even posted pictures of himself with her, but then somebody figured out that they were actually someone elses' photos entirely, and the OP got smacked with that quote as his custom title.

>> No.10314182

>>10314159
>Shopping cart above the computer terminal
>Dude in the right bottom corner weird and small
>Skinsuit behind pipes on the left

A.I. art never not looks weird to me. But the gun and hand would make a beautiful sprite.

>> No.10314192 [DELETED] 

>>10314175
Hello youtube viewer! Do you need some more oppinions to really give it those guys in the comment section?
>TNT Evilution baaad and boring
>Halo ruined FPS
>Quake 2 no soul
>Brutal Doom bad and NuDoom gud

Now go little Dopefish-Funny-meme.

>> No.10314194

>>10314192
TNT IS fucking boring though.

>> No.10314197 [DELETED] 

>>10314192
Remember to ding the sewer button.

>> No.10314205
File: 361 KB, 1024x1024, 171767.jpg [View same] [iqdb] [saucenao] [google]
10314205

>>10314182
It is weird. Especially when you try to emulate retro style graphics. I'm probably missing a proper method of prompting though. That is a nice gun though.

>> No.10314223 [DELETED] 

>>10314197
Civvie's the bane of the FPS community. Nothing against him but man is his humor draining sanity out of my brain. He's the Rick and Morty of youtube creators. Maybe funny in the beginning until people reference it every time and it just becomes sad.
>>10314194
There's some decent stuff in there. Here's a news for you: Not every level of Plutonia is this great masterpiece eighter.

>> No.10314225

>>10309795
Alright, I'm adding the mods section to this. If anyone can do some writeups, that would be nice. I haven't played anything except Deathwish and 500ml.

>> No.10314227

>>10314223
Oh yeah for sure, but at least Plutonia's maps are brief. My problem with TNT is besides being boring, a lot of those maps overstay their damn welcome.

>> No.10314229

>>10314175
doom? poom
duke? a fluke
quack? wack
blood? no gud
chasm the rift? asleep i drift
rise of the triad? reeks and is bad
shadow warrior? is so boringer
retro fps? wish there were less
game? lame

>> No.10314235 [DELETED] 

>>10314223
>Civvie's the bane of the FPS community. Nothing against him but man is his humor draining sanity out of my brain.
I don't even mind him as much as his fans who hang off his every fucking word like it's word of god even when he gets shit completely wrong or ass backwards.

>> No.10314247 [DELETED] 

>>10314235
>Sewer Count
>Pickle Rick
See no difference.

>> No.10314257

i do not heed anyone's opinion on a game unless they experienced it on the highest difficulty
completely meaningless to "review" anything without doing so because you can't tell if the combat encounters are good if you steamroll through them on lower difficulties

>> No.10314264

>>10314257
So you can't form a review of Blood if you haven't beat it on Extra Crispy?

>> No.10314268

>>10314257
Doing it only on a single difficulty isn't really a complete review, it's just a playthrough.

Some games end up with it being easier or at least more expedient on the harder difficulties. Applies to a lot of wads too.

>> No.10314273
File: 760 KB, 1920x1080, AMC best reference.jpg [View same] [iqdb] [saucenao] [google]
10314273

>>10314264
>So you can't form a review of Blood if you haven't beat it on Extra Crispy?
You can't judge Plutonia without beating it pistol start on nightmare dontcha know.
I may be joking but I think that's exactly the serious answer you'll be getting.

>> No.10314290

>>10314257
sounds like cope. insecure Q2 cope, to be exact.

>> No.10314307

>>10314273
>pic
What wad?

>> No.10314315

>>10314307
judging from the filename, I'd say it's AMC Squad, which is a standalone Duke Nukem 3D TC.
It has powerful autism but it's used for good.

>> No.10314340
File: 9 KB, 64x64, nice.png [View same] [iqdb] [saucenao] [google]
10314340

>>10313963
Thanks for the feedback! Good point about the brightness.

>>10313090
>>10313106
>>10314123
heh

>> No.10314350

>>10314315
I liked it better before they redid all the sprites.

>> No.10314364
File: 932 KB, 1920x1080, AMC lib.jpg [View same] [iqdb] [saucenao] [google]
10314364

>>10314315
>It has powerful autism but it's used for good.
Perfect summary.
I also love all the sprites they did. I like when people put in effort dress up their sprite mishmashes like the Ashes guy.

>> No.10314510

>>10314229
>>>/out/ please.

>> No.10314516

>>10314273
This looks like the inside of a lit white room meant for mentally tormenting people on purpose.

>> No.10314551

>>10314516
I thought that's what ribbiks wads are made for?
Inb4 "filtered" comments, it's a joke.

>> No.10314602

>>10314350
Pretty much how I feel about Ashes, the redone version's sprites feel too cleaned up while the old ones felt like they fit the theme better by being more like the old Fallouts.

>> No.10314619

>>10314175
Blood, more like Chud

>> No.10314626

>>10314364
I liked the original sprites in AMC because it was fun trying to remember where i recognized stuff from and also seeking out the source of stuff I didn't. This ended up leading me to learn about some other cool games and mods I never played before.

>> No.10314708
File: 55 KB, 275x399, TILES032_66.jpg [View same] [iqdb] [saucenao] [google]
10314708

>>10314626
They've made some real good stuff in here. I encourage the hell out of that. A more extreme case would be a 'beta Rekkr' that never made it beyond basic sprite edits instead of all those beautiful original assets.

>> No.10314712

>>10314708
That's a fucking cool enemy. I haven't been following the conversation, what is this from?

>> No.10314725
File: 59 KB, 358x611, AMC bruiser.png [View same] [iqdb] [saucenao] [google]
10314725

>>10314712
AMC Squad. They made a great looking bruiser.

>> No.10314730

>>10314264
...Yes? That's the difficulty where you're forced to play carefully, and it makes the game genuinely interesting. Lower enemy reaction times/accuracy/health at all, and you're completely missing what makes Blood good. The game is practically worthless when you don't have to tiptoe around the cultists.

>> No.10314736

>>10314730
Don't be retarded. Well Done has been the accepted "You beat Blood" consensus for years.

>> No.10314745

>>10314736
I don't care about consensus. Why would I care about consensus? Nobody actually assesses what matters, or likes things for the right reason. That's... the entire sentiment of my previous post.
>Don't be retarded.
Ditto.

>> No.10314749 [DELETED] 
File: 616 KB, 736x547, 1694746393662856.png [View same] [iqdb] [saucenao] [google]
10314749

>>10314745
Lost me with that second sentence. Why should anyone care what you have to say? Silly ass conversation.

>> No.10314758 [DELETED] 

>>10314749
>The man with borderline automated bot-tier posts about Blood every single thread freely admits he doesn't think for himself.
Poetic.

>> No.10314762

>>10304892
>>10304917
Bloatoid did 2 other level packs back in 1999 and 2001, "Hostile Takeover" and "Inherit the Earth". I would strongly recommend both of them. I think they're overlooked because Death Wish is better, but they're still top notch.

>> No.10314791

>>10304892
>>10304917
I wouldn’t want to overlook French Meat 1. It’s got some cool visuals and a solid set of levels. It also makes FM2 that much better when you’re not aware of how fun and silly it is.

>> No.10314806

>>10310813
Freelook yes. It's nice.

Jumping def no since it mostly leads to sequence breaks

>> No.10314839

>>10304892
Trauma Therapy, Out for Blood, Fleshed Out, Somewhere Under the Sea, The Way of IRA and Bloody Pulp Fiction are all great mods.

>> No.10314858
File: 525 KB, 600x656, 1645106404094.png [View same] [iqdb] [saucenao] [google]
10314858

>>10314745
>Nobody actually assesses what matters, or likes things for the right reason.

>> No.10315072

>>10314225
I'd suggest these anon's mod recommendations as well. >>10314762 >>10314791 >>10314839
Some short writeups on the mods I've played.
Eviction: A 5 level mod that showcases the new xmapedit scripting functionality, such as elaborate level set pieces and custom enemies. Newer versions will only work on NBlood and NotBlood.
Fleshed Out: 36 maps of varied settings with great enemy placement. Locations range from the wild west, a airboat and train and even a casino. Vanilla compatible (no new assets/work with every Blood port).
Marrow: The latest released mod for Blood. Features 10 levels with that classic non-linear structure. Vanilla compatible (no new assets/work with every Blood port).

>> No.10315130
File: 795 KB, 1024x1024, 1693550347194175.png [View same] [iqdb] [saucenao] [google]
10315130

Repostan these. I was looking through my bookmarks for Quake skyboxes and found these two generators:
https://tools.wwwtyro.net/space-3d/index.html#animationSpeed=1.9679712676194931&fov=89&nebulae=true&pointStars=false&resolution=1024&seed=4on54hvi6ho0&stars=false&sun=false
https://xaloez.com/skybox/index.html
The first one is instantaneous and really nice, the second one takes a looong fucking time and can glitch out if you switch tabs, but the results are really great. Pic related. However I neglected to check "render below horizon so now I have a bunch of negative space brb rendering it again.

>> No.10315142
File: 1.67 MB, 1600x900, smsp01_bal_2023-10-11_01-21-42.png [View same] [iqdb] [saucenao] [google]
10315142

>>10314153
Already off to a good start after getting killed by an explodiing turd, just like in that one CounterStrike map

>> No.10315158

>>10314153
>>10315142
>Bal
>Mjolnir
???????

>> No.10315160
File: 1.79 MB, 1600x900, smsp02_cholden_2023-10-11_01-35-31.png [View same] [iqdb] [saucenao] [google]
10315160

>>10315158
Mj4M4 borks-up on reloading saves in QuakeSpasmSpiked and there's no way I'd ever beat that map in one sitting, I need a distraction and something to get accustomed to IW's uncapped framerate (I dislike how wierdly smooth <60 FPS makes everything look in motion)

>> No.10315161
File: 1.41 MB, 1024x1024, 1675910078872259.png [View same] [iqdb] [saucenao] [google]
10315161

>>10315130
Honestly that ocean bit replacing the horizon kind of looks weird and I don't like it. What does +X and +Y and +Z and their negative equivalents mean in terms of top, down, front, back etc. that Quake requires for skyboxes? Asking smartanons.

>> No.10315162

>>10315160
Did you mean >60fps?

>> No.10315174
File: 86 KB, 640x640, dream_6ef7HxP8VihgnPVKZl8cXZf9_GqxkRi8A8m8fA9qqcigX_image_0.jpg [View same] [iqdb] [saucenao] [google]
10315174

>>10315130
AIslop can get suprisingly soulfull at times, I could swear that I've already killed a horde of aliens and monsters in this place not so long ago…

>> No.10315175

>>10315174
Very Blame! like.

>> No.10315205

What are some good multiplayer mods that are partial or total conversions, like QC:DE, MM8BDM, or WhoDunIt? Stuff that feels like it's entirely new games but you can still run on your typical ZDoom derivatives

>> No.10315214

>>10315205
Project Brutality springs to mind.

>> No.10315215

>>10315205
Hellshots Golf

>> No.10315218

>>10315215
Not that anon but I am very happy this exists and that other people remember Hotshots Golf.

>> No.10315237

>>10315218
It's so fucking much fun to play with friends.

It's a shame it's technically incomplete but we still got what we got.

>> No.10315249

>>10315214
Project Brutality has a multiplayer element? I've admittedly never looked much into Brutal DOOM/Brutality
>>10315215
Now that's the spice

>> No.10315293

>>10315249
>Project Brutality has a multiplayer element? I've admittedly never looked much into Brutal DOOM/Brutality
Well yes and no if you run the mod it'll replace the deathmatch spawns with its own weapons. I've never played PB multiplayer myself but it seems fun.

>> No.10315332

>>10315161
>+X and +Y and +Z
usually down to trial and error, there is no standard.

>> No.10315348
File: 86 KB, 1280x720, file.jpg [View same] [iqdb] [saucenao] [google]
10315348

This is gonna sound very strange, but where would I get enemy sprites for Tarkus?

>> No.10315349

>>10314178
Bragging about a girlfriend? Was he 14 or what?

>> No.10315461
File: 592 KB, 2682x4093, 1692014780408743.jpg [View same] [iqdb] [saucenao] [google]
10315461

Retard here. I'm trying to make a variant of func_door in trenchbroom with some additional default properties. How do I go about doing that? I know that I can add new properties on a per-entity basis, but I'm looking specifically at adding new default properties, if that makes sense..

>> No.10315467

>>10315174
Neat

>> No.10315476

>>10315461
you'd need a custom definition file. the default ones are at path\to\trenchbroom\games\Quake.
you can either directly change the default fgd, or point TB to your custom one from the bottom of the entity tab.

>> No.10315480

>>10315461
Nevermind, I figured it out. FGD files are plaintext and are easily edited, in case anybody else has the same question.

>> No.10315481

>>10315348
Blessed desire, but you'll prolly hafta spritebash it from an existing tank enemy. Can't imagine there's a decent armadillo sprite set out there tho.

>> No.10315489

>>10315476
clarifying a bit: these would be the default *for trenchbroom*. you'd need to at least select them and press enter to make them stick. to change the defaults *in game* you'd need custom game logic (progs.dat)

>> No.10315567

>>10315348
love me some ELP, I got decent midi of karnevil 1st and 2nd impression if you want

>> No.10315608

How does one midify a music track? Is it just musically educated individuals who write out the notes into a program and that's how there's, say, Metallica Kill 'Em All as a midi?
https://www.youtube.com/watch?v=iL50zL6FJoo
If that's the case then fuck.

>> No.10315614

>>10315348
Ancient Aliens has a tarkus sprite in the wad file, but it's not exactly an enemy sprite, just a midtexture.

>> No.10315661

>>10307023
Out of curiosity, do you know how many maps can be put into a single episode and how many episodes per add-on?
I'm curious what's the maximum theoretical amount of content you can put into a single add-on.

>> No.10315710

>>10314205
Is this out of SD or dalle

>> No.10315715

>>10315661
16 maps * 6 episodes.

>> No.10315732

>>10315608
Fwiw there is a zdoom mod called "Now That's What I Call MIDI" with 800 midis, mostly MIDI-fied metal songs

>> No.10315768

>>10314175
>flat levels
>fucked up fart colours
>gay monks with annoying weapons
>good

>> No.10315771

>>10315715
So 96 max total?
Does that include secret levels?

>> No.10315772

>>10314229
A true poetry. Tearjerked.

>> No.10315776

>>10315732
There's also a sequel to Now That's What I Call MIDI with like 1000 more midi tracks.

>> No.10315803

>>10315771
Yes.

>> No.10315813

>>10305529
yeah it would be so awesome if there was 1/100th the amount of doom wads because not enough people would be willing to waste their time on an outdated inefficient editor, epically filtered xD

>> No.10315820

>>10306728
>>10306592
if an SW project ever materializes, oasiz (eduke / ion fury guy) made an addon for mapster32 that makes it compatible with SW, i started a map but didnt finish it but it was a pretty smooth experience with the addon

he made it for their project to finish the unreleased SW expansion... hopefully they actually do that now that theyre done with the ion fury expansion

>> No.10315827

>>10308481
darkwatch

>> No.10315864

>>10315820
>>10313828
my bad didnt read the thread to see that was already compiled lel

if you want to consider extra tiles, i had gathered a small tile set with stuff from the SW beta, expansions, and other games, some city nature and temple stuff

https://mega.nz/file/tWBTibxR#EmN4cy7UxTtFeqeWvqvmnZYITkmL41B6x_18ZQAhdhA

>> No.10315882
File: 1.69 MB, 1600x900, smsp01_bal_2023-10-11_01-00-31.png [View same] [iqdb] [saucenao] [google]
10315882

>>10315162
Yes I dun goof'd, and sorry for posting such a shitty screencap, I wanted to post a different one only to find out that I mistaken the screenshot button for the sniper zoom macro and didn't actualy taken one when I wanted to (also it seems that those shade-darkened areas are almost pitch-black for phoneposters)

>> No.10315901
File: 3.89 MB, 640x360, avaricetorment 2muchswitch.webm [View same] [iqdb] [saucenao] [google]
10315901

>>10313356
>I was expecting this to be common knowledge here?
I’m not even sure how many anons around here even made it past the original Quake 2 campaign prior to the new port.
>>10315882
>also it seems that those shade-darkened areas are almost pitch-black for phoneposters
They’ve been fine, it’s my MDK compare screen here >>10312248 that’s too dark even with brightness up.
I’m also getting too used to the 25th Unit’s swap cancelling.

>> No.10315950

>>10314619
Ok buddy retard.

>> No.10315957

>>10315768
If you think that, fine. Go back to playing Wofl3D, Doom1, Doom2, Corridor 7, Heretic, and Hexen, then.

>> No.10315979

>>10315901
>swap canceling
?

>> No.10315994
File: 1.60 MB, 1600x900, smsp05_burnham_2023-10-11_19-21-53.png [View same] [iqdb] [saucenao] [google]
10315994

>>10314619
>not even Clot
NGMI

>> No.10315996

Dark Passenger has been updated to version 1.3.
https://forum.zdoom.org/viewtopic.php?p=1246044#p1246044

>> No.10315997

>>10315979
The Q2 25th Unit not only increases the weapon swap speed, you can do so immediately after firing barely before the “reload” animation starts. It’s the most noticeable with the railgun: You can switch to the rocket launcher and fire one off in the time it takes to load another slug.

>> No.10316023
File: 681 KB, 2555x1113, textures.png [View same] [iqdb] [saucenao] [google]
10316023

>>10315864
Noice, thanks for the extra tiles man. I couldn't view them in BAFED for whatever reason but they show up in mapster fine. I plan on perusing around for some more custom assets as well, SW has some particularly awful liquid textures.

>> No.10316042

Did we like Boltgun?

>> No.10316103

Quake 2 is just really kind of shit innit

>> No.10316125
File: 1.63 MB, 1366x768, DRYGULCH.png [View same] [iqdb] [saucenao] [google]
10316125

>> No.10316160

>>10316103
Tbh the remaster made it playable for me. I'll probably finish it now.

>> No.10316235

EasyQuake still a good port for actual online deathmatch? Or is there a better one now?

>> No.10316237
File: 975 KB, 1920x1080, 1666440400472.png [View same] [iqdb] [saucenao] [google]
10316237

>>10315882
I like this a lot. I love skylight/open ceiling designs.

>> No.10316272

>>10305135
>ywn walk along that boardwalk
sheeeit

>> No.10316295

new thread
>>10316287
>>10316287
>>10316287

>> No.10316316
File: 1.94 MB, 1600x900, smsp04_heita_2023-10-11_10-12-09.png [View same] [iqdb] [saucenao] [google]
10316316

>>10315997
Cool, never noticed that - had too much fun killing everything (including myself) with the buffed LMCTF bouncy PlasmaRifle shots from behind several rooms away to try any more tricky tactics like weapon juggling

>>10316125
>that bandito Gunner's death animation is so stupidly funny I'd never get tired of seeing it

>>10315882
Yeah, it's quite well done for a memey speedmapping project, just like the Quoffee mapjams were
>IW automaticly muffles all sound effects when you get submerged in fluids (including the menu sounds)
Had a smol chuckle when I noticed that

>> No.10316365
File: 1.70 MB, 1600x900, smsp06_greenwood_2023-10-11_20-00-11.png [View same] [iqdb] [saucenao] [google]
10316365

>>10316295
We aren't sinking to page 11 just yet

>> No.10316369

>>10316316
>Cool, never noticed that - had too much fun killing everything (including myself) with the buffed LMCTF bouncy PlasmaRifle shots from behind several rooms away to try any more tricky tactics like weapon juggling
It’s fun but not necessary and is much more balanced with all the other weapons. It can also lead to a waste of ammo: Unlike some of the “modern” shooters with similar juggling/swap mechanics, the ammo drops in Q2 are finite.

>> No.10316761

Why did the thread get janny'd?

>> No.10316764

>>10316761
Either OP managed to delete his thread, or maybe OP was a rampant shitposter and got wiped. We've had that problem in the past.

>> No.10316767

Doombros.......

>> No.10316770
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10316770

Might as well post this here in the meantime
Wednesday Kart Whatever!

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with these and other useful links and info: https://pastebin.com/fFj8euau

Recent Changes:
Ring drop on bump has been capped to 1, the default 4 just robs people of most of their starting rings, even without many players.
Suika Ibuki and Patchouli Knowledge added, Remilia Scarlet has been replaced with a better skin, minor updates to several other 2hus.
New song for "no contest" intermission

>> No.10316778

>Foreskin Remastered completely unplayable due to Kex Jitter
AAAA GO BACK AND PATCH IT NIGHT DIRVE

>> No.10316930

Next thread OP needs some Wang

>> No.10316967

>>10316761
cause the janny is bich nga

>> No.10316975

What do the difficulty settings in SW do? Do they alter enemy stats like in Blood?

>> No.10316989

>>10316975
Enemy health and accuracy being scaled to the skill setting is unique to Blood. It's otherwise like Duke but the hardest setting doesn't respawn enemies, so more enemy spawns and maybe damage received.

>> No.10317113

>>10316764
I'm not but thanks for your trust anon. More likely >>10316967
Maybe the thread title was "too offensive"

>> No.10317193

>>10317113
Nah, we've had way worse in the past. I think janny just answered people's complaints. Maybe he's giving you a second chance.

>> No.10317213
File: 92 KB, 680x962, baabhabhiat.jpg [View same] [iqdb] [saucenao] [google]
10317213

>>10316770
ggs

>> No.10317256
File: 115 KB, 1024x730, 1227151675_94af05d96e_b.jpg [View same] [iqdb] [saucenao] [google]
10317256

>>10309463
>>10309884
Cafe Bich Nga could be a level, as well as Hung Dong Food Market

>> No.10317349

>>10316042
Surprise- it's shit.
Weird, half-assed implementation of tabletop mechanics for the weapons, which boils down to "use stronger gun on tougher guy"
Chainsword functions like nudoom's chainsaw except it gives you slowmo and the ability to airdash, and can be spammed constantly for near invincibility
First few levels are designed like watered down doom 2016 levels, as in linear paths with a few miniscule detours for powerups
Later levels drop the pretense of having thought put into them and opt for wave arenas filled to the brim with resources
Spritework and art direction is the typical Unity "retro" fare of random pixel resolutions caked with modern effects, with enemies being stiff and probably being cobbled together from pictures of minis on GW's website
Enemies themselves are ineffectual, basic archetypes that are content to stand in one spot and wait to die, and if there's anything truly unique then I refunded before I saw it

>> No.10317387
File: 2.41 MB, 1920x1080, Screenshot_Doom_20231012_163924.png [View same] [iqdb] [saucenao] [google]
10317387

How can I fill up this massive area?

>> No.10317462
File: 29 KB, 1040x1040, STFOUCH4.png [View same] [iqdb] [saucenao] [google]
10317462

>doom
more like poop lmao

>> No.10317508

>>10317387
With imps.

>> No.10317623

>>10316369
>the ammo drops in Q2 are finite
Technically you could make an slaughtemap-style infinite ammo/health spawns in Quake2, but for some reason camping on the spot where an item respawns instagibs you when it replenishes and IIRC you can't circumvent this 'feature' just by making it fall from the sky cause that also crushes you into paste.

>> No.10317691

>>10317387
You'd better give me a fast travel cannon or something for rooms that big.

>> No.10317698 [SPOILER] 
File: 1003 KB, 1280x800, 1696093564428.png [View same] [iqdb] [saucenao] [google]
10317698

Please give me a DL link for him

>> No.10317745
File: 2.77 MB, 1515x1719, my first map for vr.png [View same] [iqdb] [saucenao] [google]
10317745

>>10313009
It's probably a little bit raw some places.

Things of note
>GZDOOM
>All weapons can be found in the level
>No hitscanners
>Secrets!
>Still my first doom level :)

https://files.catbox.moe/fcugp2.zip

Considering posting it on a doom mapping forum when I got an episode of maps done, to get some feedback or recorded blind first playthroughs.

>> No.10317759
File: 60 KB, 442x492, temp6.png [View same] [iqdb] [saucenao] [google]
10317759

I kinda wanna make a Daina character kart for the robo blast game
Anyone got a base sprite sheet for karts?

>> No.10317809

>>10317759
https://mb.srb2.org/addons/kartmaker-sprites-to-wad-in-record-time.2417/

>> No.10317821
File: 1.08 MB, 1196x2481, SRB2 spriting style 1.png [View same] [iqdb] [saucenao] [google]
10317821

We're on a dead thread so I'll post these too

>> No.10317823
File: 271 KB, 1196x2225, SRB2 spriting style 2.png [View same] [iqdb] [saucenao] [google]
10317823

>> No.10317824
File: 247 KB, 1196x2546, SRB2 spriting style 3.png [View same] [iqdb] [saucenao] [google]
10317824

fin

>> No.10317882

>>10310413
like that other guy, i actually can't bring myself to finish doom 2. map 13 and map 15 are such mazes, god.

>> No.10317883

>>10306807
i wonder if the lead is alive...