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/vr/ - Retro Games


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File: 201 KB, 675x1109, reper_olde.jpg [View same] [iqdb] [saucenao] [google]
10335319 No.10335319 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10317908

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.10335321
File: 733 KB, 1000x740, am3.webm [View same] [iqdb] [saucenao] [google]
10335321

=== 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 ===
[10-14] Pina Colada (75 monsters limit) - RC2
https://www.doomworld.com/forum/topic/140427

[10-14] 32-map Plutonia megawad Obzen released.
https://www.doomworld.com/forum/topic/140713

[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
https://steamcommunity.com/games/2320/announcements/detail/3748740708262999112

[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

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

>> No.10335329
File: 894 KB, 1920x1080, 1666746777527847.jpg [View same] [iqdb] [saucenao] [google]
10335329

Huh I don't remember where I got this.

>> No.10335346

>>10335310
Not exactly what you might have on mind - chunky pixels stop looking remotely decent at anything hi-res above 1024x768 - especially when you see invidual pixels the size of desktop icons - almost all filtering is a shitty hackjob and I know it, but no better solution still existing is the real problem here (hence the mention of OpenRA style pixel-doubling, but with a way to blend colours at the pixel edges that won't turn the textures into a blurry mess)

>> No.10335347

Waifuwad nunca
94p jamás

>> No.10335348
File: 1.51 MB, 1600x900, spasm0138.png [View same] [iqdb] [saucenao] [google]
10335348

>>10335329
Are all those locations playable maps?

>> No.10335350
File: 43 KB, 512x511, filian2.jpg [View same] [iqdb] [saucenao] [google]
10335350

hello evry1 reading my blog today i found out about phantasms the hard way

>> No.10335359

>>10335348
Maybe an early version of the map we see that unfolds between Mjolnir maps? I kind of prefer this version, the one in the mod is bright and tacky.

>> No.10335373

>>10335329
>trying to map Quake’s dimensions
Should be as simple and totally not mind breaking as mapping the Warp, ez
>>10335359
That Mjolnir map is charming and cute

>> No.10335426
File: 724 KB, 900x1200, phantasm chan.jpg [View same] [iqdb] [saucenao] [google]
10335426

>>10335350

>> No.10335464

>>10335346
>Not exactly what you might have on mind
As someone who enjoys their unfiltered and chunky 1993-97 pixels in a big 1440p resolution, it’s looking to be exactly what I have in mind. I’m thinking it’s worse than BD bickering because with that there are at least actual gameplay changes to discuss.

>> No.10335497

>>10335350
>phantasms
Phantasms? From Blood?

>> No.10335567
File: 1.55 MB, 1600x900, spasm0139.png [View same] [iqdb] [saucenao] [google]
10335567

>>10335373
It's great but you need a decent machine to appreciate it fully - I had to cheat past the final door as getting the blessing from divine shrines out of the intended order apparently caused the scripting fail to make it open, not a great loss as you get stripped naked for the final level anyways

>> No.10335572
File: 212 KB, 680x680, 194db.png [View same] [iqdb] [saucenao] [google]
10335572

>>10335497

>> No.10335690

>wormwood
more like buttworm lol

>> No.10335709

>>10335690
have you ever played a terry wad after drinking 1/2 ounce of pure wormwood tincture
you should
it'll be fun
trust me dude

>> No.10335720

>>10335319
anyone make a battlefield conquest bot mode for gzdoom ever? Ive seen bot team deathmatch and helicopters & mechs, even sonic, but no way to play offline battlefield that wasnt ravenfield or bf1942 & 2.

>> No.10335849

>>10335347
this year is literally /vr/'s dark era of mapping

>> No.10335853
File: 124 KB, 640x480, doom112.png [View same] [iqdb] [saucenao] [google]
10335853

I finally got around making a new Ad Mortem map. Hopefully, I'll finish it in time. It will be small and rectangular though, because I've been sick all month.

>> No.10335870

>>10335346
Chunky pixels look perfectly fine at high resolutions.

>> No.10335885

>>10335853
That purple sky is so pretty.

>> No.10335897

id get Arthurian on their asses :)

>> No.10336072
File: 427 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10336072

>> No.10336076

>>10335042
bilineal and related are for hundred pixels large textures, even larger.

For shit like 4x4 pixels, you don't need a fucking texture filter, you need a crt screen filter.

>> No.10336080

>>10335567
what turok mod is htis

>> No.10336103
File: 30 KB, 513x200, GGDSG_22.jpg [View same] [iqdb] [saucenao] [google]
10336103

>>10335870
But they could've looked better if technology to make them not look shit when smoothened did exist, or at least could get backported to old vidyas.

>> No.10336117
File: 1.61 MB, 1600x900, spasm0149.png [View same] [iqdb] [saucenao] [google]
10336117

>>10336080
Turok was an idTech1 game?
Mjolnir's E4M4

>> No.10336129

>>10336117
https://www.youtube.com/watch?v=dR4KC7PbATI The game wouldn't be running like this if it was idTech1

>> No.10336135

>>10336103
i never seen something like left. how do you even get that?

>>10335464
>>10335346
>>10335870
I say it again: If you want pixels but think they look ugly, you don't have a texture filtering problem, you have an aesthetics problem. The best solution is to get a retro screen filter going and customize it to your liking

>> No.10336136

>>10336117
Ogle spotted. Love those scrote-faced little shits.

>> No.10336140

>>10336117
is this the quake mod equivalent to those autistic 2000s zdoom maps

>> No.10336149

>>10335347
>Waifuwad nunca
hdoom never ever

>> No.10336161

what are the best settings for obsidian (procedural generated doom client or something)

and how do I get it to work with ZDL

>> No.10336179

>>10336161
i got confused looking at a video that flashed a gajillion settings and slider bar values and decided instead to read the megawad wiki for a recommendation of megawads to go through

>> No.10336182

>>10336161
Obsidian makes wads, you just load the wads it makes, it's not a client, you don't "get it to work with ZDL"

>> No.10336195

what are so wiki's full of heretic/hexen megawads or something


I wanna stomp my custom doom character's hooves (part of a gameplay pk3 mod) through something medieval sometimes and like not see enemies wield guns all the time

>> No.10336198

>>10336182
that sucks

>> No.10336227

i've encountered a difficulty spike since installing "shades" (purely cosmetic mod) that changes these fastmonsters

they're like hard to see sometimes or just unfamiliar

>> No.10336257
File: 1.55 MB, 1600x900, spasm0158.png [View same] [iqdb] [saucenao] [google]
10336257

>>10336136
Ogles are precious and very important I love how happy they get after murdering shit

>>10336140
It's certainly not TheSkyMayBe if that's what you are asking about...

>> No.10336261

>>10336257
>TheSkyMayBe
>zdoom
Nigga what?

>> No.10336267

>>10336261
nta but if you discovered the community in the early 2000s you used zdoom for absolutely everything. prboom doesn't pick up till much years later.

>> No.10336375

The entirety of aftershock's second chapter is shit. The vehicle section sucks.

>> No.10336462

Is the audio supposed to be kind of weirdly occluded in Quake 2 remaster/KEX?
Separate rooms' audio doesn't usually render in the next room if you're not looking towards it.

Sounds like early 2000s style not-rendering-other-rooms like STALKER does with textures but idk

>> No.10336768

>>10336072
>Weird Mapping Wang
Shadow Warrior /vr/ map pack when?

>> No.10336830

>>10336129
no, it would be slower, you should recheck quake 64

>> No.10336892

some music in the xbox 360 arcade/BFG edition port of doom is bugged. most noticeably "hiding the secrets" (e1m9,e3m9,e4m9) has some erroneous drum instruments like whistles, agogos, congos and shit later in the song
https://www.youtube.com/watch?v=TgOLB2-imCw?t=95

not that i searched around very much, but the only place i found that acknowledges this bug is doomwiki
>Some drum instruments are not correct, for example in E1M9 some drum sounds are replaced by whistles and agogos
in the edit history of the page, the wiki user that added this stated
>Another bug, most likely a MUS to MID conversion error.

i have been investigating it and i believe that this bug is specifically caused by the midi files being converted BACK into mus for playback by vanilla doom's internal midi2mus, which i learned about from doomwiki
>Support for standard MIDI files in vanilla Doom was added in version 1.5, which meant WAD authors no longer needed to convert MIDI files to MUS. However, since this was achieved by the game running MIDI2MUS internally when needed, authors looking for vanilla compatibility should make sure that the MIDI file they include can be successfully converted.

the xbla/BFG port notably plays its music using gus patches and a set of midi files stored outside the wad rather than the mus files already inside it. there's already a known problem with all these midis being four beats too slow (i saw people call them "bad conversions" and hence why the wiki guy would think the mus to mid conversion was the cause), so the first thing i did looking into this was extract the midi for e1m9 and check the drum track to see if the bad instruments were simply part of the midi file. they were not, but i did find there is a violin track whose notes line up with the bad instruments in the drum track. obviously this meant the violin track was somehow being merged into the drum track, and it didn't take me long to realize it was probably the midi2mus conversion.

>> No.10336894

>>10336892
i believe the specific problem is that the violin track is set to channel 16 in the midi, and midi2mus always merges channel 16 into the drum track. i tested this by downloading the standalone midi2mus from https://www.doomworld.com/idgames/utils/sound_edit/midi2mus and running it in dosbox to convert the e1m9 midi from the xbox files, and sure enough it had the violin merged into the drums with everything else seemingly correct just like in the actual game. i read that doom's mus files only use 9 channels (0-8 for instruments and 9 for drums) so at first i thought any track set to a channel above 10 would get merged, but some of the other midis have tracks on channel 11 that play correctly in game.

knowing this, i found there are three other songs among the xbox midis that have instruments set to channel 16 and are therefore affected by this bug. "demons on the prey" (e1m7,e2m5,e3m5,e4m8) uses 2 guitar fret noise tracks to do a sound effect type thing. one of them is mapped to channel 16, but unlike the violin in "hiding the secrets", the note pitches/values don't fall within the range used for drum instruments (35-81) so i believe they just get dropped from the song when converted to mus instead of becoming extra drum instruments. you can hear it here; the notes are supposed to slide up and then alternate speakers, but since one track is missing you only hear it in one speaker after the sliding up
https://www.youtube.com/watch?v=g715CJ6DUj8?t=107
compare with
https://www.youtube.com/watch?v=OnNs-b6SRss?t=98

D_BUNNY from the ending screen has the right panned bird tweet channel set to 16 and has notes in the drum range, so it gets converted into extra drums
https://www.youtube.com/watch?v=zlSC0zThRSI
this is an example of one of the xbox midis with instruments on a channel above 10 (11 in this case) that does not get merged into the drums - in this case the left panned bird tweet noises.

>> No.10336898

>>10336894
the last song is D_INTRO, the short couple bursts of notes that play on the startup screen. there's a vibraphone track on channel 16 with notes set below the drum range that should be getting dropped, but since it's buried under so many other simultaneous notes i can barely hear it normally let alone try to compare how it sounds when it's missing.

one problem i've run into with my theory is that the xbox midis for "sign of evil" (e1m8,e3m4,e4m1) exceed the 64kb limit when converting with midi2mus in dosbox. if i put them into a wad, however, and run that in vanilla doom 1.9ud in dosbox, the music plays just fine. i don't know why that is. i tested it to see if dos doom is actually converting it to mus, and it is, so it's not like it just loads the midi as is if it can't convert it or something like that.

the doom 2 xbla/BFG port doesn't seem to have the bug. i don't know if that's due to changes to the code from doom 1 or something in the way the 360 port works. it's midis are also stored outside the wad/four beats slow just like the doom 1 port and some have tracks set to 16, but they all seem play correctly.

last thing i'll say is that just from looking around at gameplay footage on youtube, i don't think the version of doom1/doom2 affects any of this whether its the original xbla releases or the updated bfg edition versions. can't be 100% since i don't know if/when there were patches for them and what they could have changed. also the whole reason i got into this is because i wanted to recreate the 360's music in pc source ports and had to figure out what was causing this instrument bug.

>> No.10336928

>>10336768
Once Ad Mortem finishes up we'll get started. If you didn't catch the last few threads the projects going to be called "Some Ting /vr/y Wong". You should give mapster32 a shot anon, I can repost some resources to get started.

>> No.10337040
File: 68 KB, 512x430, 385464D30F168141CB7638C6AC2D8FA89FA5F3F5.jpg [View same] [iqdb] [saucenao] [google]
10337040

>>10335319

>> No.10337083
File: 46 KB, 371x500, Asia Carrera posing with frosted tips edition Cliffy B in front of the Warcraft III booth at E3 2000-ish.jpg [View same] [iqdb] [saucenao] [google]
10337083

>>10335319
>>10337040
That's nothing.

>> No.10337114

>>10337040
>>10337083
Either one of these should be the OP pic for the next thread. The second one is funnier, so that's probably the obvious choice.

>> No.10337143

>>10337083
>WHO SAID SUGAR GAY?!

>> No.10337261

>Looking at other retro FPSs to play
>None of them have the atmosphere of id1 Quake, or the myriad custom maps for Quake
>Quake's shotguns aren't as exciting as other game's shotguns
>Quake's vanilla enemy roster is somewhat limited
Fuuuuuuuuuuuuuuuck is this what makes people turn to mapping and video game mapping and modding? Not being satisfied with what's available?

>> No.10337264

>>10337261
Fuck I meant to say video game making.

>> No.10337293

>>10337261
>>10337264
Yes. There's also a double edged sword to creating your own stuff too: You start to notice flaws and bullshit more often. Some would argue the magic is lost, but I don't think so. But I sure as hell notice when a single pixel is out of place on a HUD and it stands out to me so hard now. I hate it.

>> No.10337515
File: 3.17 MB, 484x314, 2023-10-20 12-56-55.webm [View same] [iqdb] [saucenao] [google]
10337515

I have invested way too much effort into something I don't think most normal players would be able to appreciate, as they would be busy fighting through this sequence. But it'll also probably help after the fact to indicate what happened.

>> No.10337520

>>10337515
Been there anon I promise

>> No.10337561

>>10337515
people will, that's art. beautifully done.

>> No.10337562
File: 203 KB, 480x173, approving boner.png [View same] [iqdb] [saucenao] [google]
10337562

>>10337515
this shit made my eyebrows raise up and audibly say "Holy shit"
This is dope.

>> No.10337564

>>10336072
>Chainsaw guns

>> No.10337573
File: 2.56 MB, 720x360, spiderman is a fucking nerd, real men climb with chainsaws.webm [View same] [iqdb] [saucenao] [google]
10337573

>>10337564

>> No.10337579
File: 1.93 MB, 1600x900, spasm0147.png [View same] [iqdb] [saucenao] [google]
10337579

The Sidewinder is such a godsend against those pesky dragons and their strafing bullshit

>> No.10337585

>>10337515
Dude, that is tubular. Fuck the normal players, this is well worth it.

>> No.10337682

>>10336892
>>10336894
>>10336898
thanks detective anon.

>> No.10337693
File: 202 KB, 800x600, Doom_RPG_Mod_Title.png [View same] [iqdb] [saucenao] [google]
10337693

>>10335319
I'm playing Doom RPG (the mod, not the official game). Is there a keybind to activate and deactivate augs? Could've sworn there was one last time I played it years ago. There's one that says "reactivate disabled augs" but it does nothing.

>> No.10337748

>>10337579
this shit is confuse

>> No.10337757

>>10337261
Because quake 1 in its core is boring, and all people cloning it makes it even worse, it is literally the equivalent of people copying WoW to make MMO's
No matter how many times people tries to improve quake 1 even with that mjolnir shit, it is boring.

Even Half Life, Unreal and Q2 succeeded in reimagining the formula, and it worked perfectly.

>> No.10337770

>>10336072
>three ass types

>> No.10337886

>>10337585
>Fuck the normal players
???

>> No.10337945

>>10336768
Like >>10336928 said, we're planning to do one. Just waiting for grandpa Ad Mortem to move along.

>> No.10337954

>>10337757
Quake 1 is fun, lrn2quaddamage properly and not to waste kaboom on Shamblers.

>> No.10337963

>>10337954
Q1 is fun but also a flawed masterpiece, a product of the hardware limitations of it's time. At least in regards to the base game.

>> No.10337982

>>10336768
>Shadow Warrior /vr/ map pack when?
who the fuck plays shadow warrior these days

>> No.10338026

>>10337963
I think it's easy, conceptually, to give the formula a bit more pep. It's good but there's also some room for improvement.

Add a Berserk powerup like in Doom, so as to make the Axe not completely useless. Arcane Dimensions does exactly this and also lets you use the Axe for chopping downed zombies, which I found made me use it quite a lot, just because it's fun.
Another is to add a Cyberdemon tier monster, a big, fast, and tough heavy hitter who can oppress you at long range and be a total menace in close quarters. Ostensibly Armagon could fill this role, but an Anon here learned that the reason nobody uses him that way is because he's crudely cobbled together bullshit which basically does not work outside of the kind of arena you actually fight him in (he's two separate actors glued together, basically).
You could lift a few things from the expansions, but not this one.

Making the SNG suck like in Copper though is unacceptable.

>> No.10338030

>>10337982
Wrong board, wrong thread, anon. Leave.

>> No.10338037

>>10338030
I agree, Sum Ting Wong with anon, Sum Ting /vr/y Wong.

>> No.10338065

>>10335321
The guy behind Q-Zandronum is trying to resurrect Quake Champions - Doom Edition.

https://www.moddb.com/mods/quake-champions-doom-edition/downloads

>> No.10338073

>>10338026
Basically compare to how Doom is good as is, but Doom 2 added some VERY good new stuff which vastly expanded the versatility of the gameplay and upgraded the map maker's toolbox by magnitudes.

Quake 1 doesn't quite have that, the expansions have cool shit but people don't always use that, while Doom 2's upgraded gameplay is standard to this day.

>> No.10338117

>>10338026
I think a fun way to balance the Nailgun with its Super counterpart is to make the regular Nailgun ramp up the longer you fire it. So at its max rate, you'll have higher DPS. You won't be able to take advantage of it right away because you generally won't have the nails to sustain it early in a map or episode, and the Super will be better for anything smaller because you won't have to worry about focusing fire for as long.

>> No.10338172

>>10337963
I don’t think Q1 needed as much help as Doom and Q2 received. It just needed to have the squishiest enemies more present in the levels. This is an easy fix for modern maps.
>>10338026
>Making the SNG suck like in Copper though is unacceptable.
Both the SNG nerf and NG buff are pointless. “Ranged projectiles” with a travel time from a more automatic weapon is an awful thing to snipe with.

>> No.10338213
File: 2.04 MB, 1600x900, spasm0142.png [View same] [iqdb] [saucenao] [google]
10338213

>>10337748
Well it certainly is, this map might be taller than both Nyarlahotep's part 1 and the Dwell's Abyss of the Troglodytes combined if that's even possible.

>> No.10338472
File: 129 KB, 1344x591, Q2N64 SP Map Jam.jpg [View same] [iqdb] [saucenao] [google]
10338472

>>10335319
>>10335321
Here it is, the first Quake 2 SP Map Jam using the Q2n64 assets
More info on >Pic
If anyone wants to join in

>> No.10338479 [DELETED] 

>>10338472
they also released it on /r/quake
https://www.reddit.com/r/quake/comments/17cf9kc/quake_2_remaster_n64_jam_announcement/

>> No.10338534

>>10338172
>SNG nerf and NG buff
Jesus, who the fuck would ever want that? Does the author just fucking hate the Super Nailgun and want to make it as weak as he can get away with?

This would be like nerfing Doom's Chaingun and then boosting the Pistol. Actually, it's more like nerfing the Plasma Rifle while boosting the Chaingun, really not understanding why anyone would want this or how this can be construed as an improvement.
This is a Brutal Doom tier design decision and I understand why that one anon had such a hateboner for Copper.

>> No.10338664 [DELETED] 

>>10338479
Go back to r*ddit (and stay there)

>> No.10338676

>>10338472
>first singleplayer Quake 2 re-release map jam is 64
Odd choice. I would have figured people would be jumping at the opportunity to expand on the (weak and awkward) Quake 1 connection set up by the new expansion.

>> No.10338687

>>10338534
>This is a Brutal Doom tier design decision and I understand why that one anon had such a hateboner for Copper.
Brutal Doom does things like make it so the super shotgun can oneshot a cyberdemon. This attempt at balancing the two nailguns is not that.
Sadly, if it’s who I’m thinking of, ”that one anon” also whiffed at making game design comparisons. They may also have an unhealthy obsession with the endorphins provided by backpack pickups.

>> No.10338695

every time i see anyone mention brutal doom, i get reminded that real living human beings with a pulse unironically find doom unplayable without brutal doom

>> No.10338712 [DELETED] 
File: 21 KB, 500x361, 1501797677638.jpg [View same] [iqdb] [saucenao] [google]
10338712

>>10338479
>direct link to reddit

>> No.10338742
File: 1.03 MB, 1280x720, AF.gif [View same] [iqdb] [saucenao] [google]
10338742

>>10336135
>i never seen something like left. how do you even get that?
Not that Anon but that's how any game looks like if you use bilinear filtering instead of anisotropic. I'd be surprised if you genuinely have never seen this before, it's a common graphics setting in a lot of games

>> No.10338794 [DELETED] 

>>10338664
>>10338712
Not him, but if the shit gets released only there, anon has all rights to link it here, you filthy trolls.

>> No.10338835
File: 35 KB, 1267x247, God dammit sponge.png [View same] [iqdb] [saucenao] [google]
10338835

>>10338472
By the way here is a bonus from Sponge himself because idk how he is still at id...
The idea isn't bad either even for a future map jam

>>10338676
see >pic he is literally throwing a suggestion for the map jam while being an asshole about it.
On which by the way, DBP tilesets could do great here.


>>10338794
Ignore the tourists who learned of /vr/ yesterday.
they are desperate for (you)

>> No.10338869

>>10337954
Shamblers should learn to not be so fucking gay.

>> No.10339072
File: 334 KB, 720x720, 1683769687664989.webm [View same] [iqdb] [saucenao] [google]
10339072

>>10338869

>> No.10339096

is strife good?

>> No.10339140

>>10339096
I didn't like it.

>> No.10339149
File: 1.64 MB, 1920x1080, Q2_grinspq301.png [View same] [iqdb] [saucenao] [google]
10339149

>>10338676
How do you figure?
>>10338742
Anisotropic filtering feels like a very different ballpark than the "in your face" filtering as seen in >>10331156

>> No.10339164

>>10339149
>How do you figure?
idk, people (especially in the nu-mapping community) seemed hyped about what the new expansion was trying to do while Quake 2 64 just got a shrug

>> No.10339173

anyone ever do a alice in wonderland inspired map or mapset? really enjoy void and rainbow on a second note, is there anything else like that? tried golden souls.

>> No.10339239

>>10339173
Been thinking of something like that for a couple days, myself.

>> No.10339262

>>10337515
Ice Age-ass sequence
This better make a whole building collapse

>> No.10339269

>>10339262
Doom isn't very conductive to collapsing buildings. It just drops the key pillar.
It was originally going to lower the wall in the end, but it was an exit and I felt like it would be too easy to walk past.

>> No.10339314

>>10337757
Literally what are you talking about Quake 1 is great fun I just wish the shotguns had more oomf and there were more enemies. Multiple mods remedy this.
>Mjolnir
>Improve
Lol wut that's not what they're going for this post was completely made out of your ass.

>> No.10339332

>>10339314
I read this in copium language.

>> No.10339350
File: 7 KB, 360x225, 1696842472475200.png [View same] [iqdb] [saucenao] [google]
10339350

>>10339332
Whatever, mortal.

>> No.10339359

>>10339350
what a waste of 60gb

>> No.10339373
File: 228 KB, 500x630, 1687698096688732.png [View same] [iqdb] [saucenao] [google]
10339373

>>10339359

>> No.10339469

>>10337757
m8 quake is fucking great, all it needs is a few more enemy types, a lightning gun upgrade, bosses, and a less boring ost

>> No.10339525
File: 72 KB, 346x334, 1691673633459864.png [View same] [iqdb] [saucenao] [google]
10339525

>>10339469
i was with you until the last one

>> No.10339528

>>10339525
never said it was bad, but ambience gets tiring fast

>> No.10339551

>>10339469
What enemy types do you think could fit with Quake's existing roster and fill a role it doesn't have? I always felt that there needed to be an archvile equivalent.

>> No.10339590

>>10339528
You could try replacing it with one of the mission pack OSTs, or a mix. As a lifelong Quake fan, I wonder if anybody's tried to take a dark rock approach to a fan OST for replacement purposes. I'd use it if it was excellent.
>>10339469
>a few more enemy types
It boggles my mind that the 2021 expansion (god it's been two years) didn't use any mission pack enemies.
>>10339551
The mission pack enemies are a good start, but I've always maintained that the Quoth mod enemy roster was exactly what the doctor ordered without veering far off into the territories Drake and Arcane Dimensions occupy, as much as I love those (particularly Drake's roster). Violent Rumble actually has a good mix with its own Ramblers (melee shamblers) and Plasma Shamblers (shambies with plasma guns for hands) as well as mission pack enemies + some Quoth ones which rounds out to a pretty great roster without pilfering from Hexen II.

>> No.10339591

>>10339551
maybe a more lovecraftian take on that old dragon concept?
or maybe a lighter ogre type guy with a nailgun?
and yeah, an archvile type monster would be nice, also a pain elemental style guy could add some variety

>> No.10339621

>>10339590
>I wonder if anybody's tried to take a dark rock approach to a fan OST for replacement purposes. I'd use it if it was excellent.
You know what fuck it time to dive into bandcamp and youtube to find atmospheric dark rock. I don't really want to use metal because some of that shit is far up its ass.

>> No.10339626
File: 264 KB, 1027x807, 1693149059043578.png [View same] [iqdb] [saucenao] [google]
10339626

>>10335321
Submission for Ad Mortem
Title: The 64th Dimension
Author: donk_konk
MIDI: Retribution Dawns - Doom PSX (MIDI by Jay Reichard)
https://files.catbox.moe/swt69v.wad
Tested on DSDA-Doom v0.24.3 and Woof! v11.0.0

A few notes:
>Difficulty settings aren't added in yet
>Multiplayer starts are in, but no MP-only monsters (not planning on adding that)
>Cave area might be too dark
>Final area is unfinished, so at the moment, there's a pointless secret at the end of the map
>Layout for the main area is mostly done, you can go from start to finish, only submitting now because I want to adjust based on feedback

Also, if possible, requesting the removal of MAP11 (Keelhaul Handball) from Ad Mortem. I personally find that map too low quality for this project, and I don't see a few adjustments fixing it.

>> No.10339782

Is there any way I can return a crusher back to its original position after stopping it?

>> No.10339803

>>10339528
I disagree. I have yet to grow tired of Q1 music, and allow me to explain why. Have you ever played Fallout 3? Just in case you have not, the games take place in a 1950's-retro-futurist world where civilization ended in nuclear war, and so you explore an eerie irradiated wasteland, and there are radio stations playing Golden Oldies like Frank Sinatra and Dean Martin. But there is also a propaganda station that plays American marches in between monologues:
https://youtu.be/2H7JZII3lIU?si=eVN0b-MoQxJP3gla

Now do me a favor, and load up a Quake level with the music playing, any level, and play this monologue in the background: https://archive.org/details/William-Pierce-Archive/Pierce-20000812+-+The+Significance+of+the+Holocaust.mp3

Pretty much any level will match any one of these radio broadcasts: haunting warnings from a world long-gone, warnings that ring truer now than when broadcast due how all his warnings came true.

>> No.10339832

>>10339803
i tried it, the aggressive to a comical degree levels of antisemitism makes it hard to take anything seriously

>> No.10340012

What would you say is the first great non-commercial megawad? I'd say Alien Vendetta. Its not quite as polished and refined as your average 2010's-present megawad, but it still mostly holds up well enough to be enjoyed today, and you can still find wads that take clear influence from it.

>> No.10340013

>>10335321
what does WHEN IT'S DONE mean?

>> No.10340159
File: 753 KB, 1395x801, 1696223851586324.png [View same] [iqdb] [saucenao] [google]
10340159

business idea:
make an FPS like chex quest, but with the milk guns from Ernest scared stupid

>> No.10340205

>>10338472
Tell me how to make maps for a game I'll never own (Win11 is the work of the AntiChrist and I'm tired of pretending that it's not)

>> No.10340210
File: 1.40 MB, 1600x900, spasm0151.png [View same] [iqdb] [saucenao] [google]
10340210

>>10339551
A flying melee-only enemy and a techbase Shambler-equivalent (funny how Abyss of Pandemonium had both, but the Krenling only appears in 2 levels total)

>> No.10340221

>>10339803
>Now do me a favor, and load up a Quake level with the music playing, any level, and play this monologue in the background:
>Pretty much any level will match any one of these radio broadcasts: haunting warnings from a world long-gone, warnings that ring truer now than when broadcast due how all his warnings came true.
That's a really weird way to measure how good Quake's music is.
>Quake 1's ost is good because it matches with old radio broadcasts
I'm glad it works for you but that's not something I ever expected to read in my life.

>> No.10340227
File: 33 KB, 640x480, Mutiny_title.png [View same] [iqdb] [saucenao] [google]
10340227

>>10335319
Which custom content you like to replay in full whenever there is an itch, poor reception or any other consesus notwithstanding? Any shooter is applicable to the question.

>> No.10340243

>>10339590
A mod that brings together the monsters from both official addons, AoP and Quoth (with minimal tweaks like the AD's neat feature of making Statues random deflect nails shot at them) would be more than enough for me, even if the only new gun would be the Qoth's Plasma Cannon and Hammer (maybe also add the Travail's Riot Controller modified into an auto-shotgun)

>>10339832
Antisemistism is not a valid argument for your derison of WLP, unless you consider Palestinians to also be semites (and they certainly are on a genetic level)

>> No.10340252

>>10339528
I don't really understand how ambience of all things can get tiring.

>> No.10340258

>>10340243
>unless you consider Palestinians to also be semites (and they certainly are on a genetic level)
You can't pronounce Palestine without stein in it after all

>> No.10340259

>>10336140
I don't think anything could reach 2000's zdoom level of autism

>> No.10340261

>>10340243
Keep mod/Mjolnir, but no AoP enemies. The only mod that has any AoP content is Travail which ports the mech thing wholesale.

>> No.10340285

>>10340205
>Win11
OS hypochondria aside, Q2R does not require W11, only W10.

>> No.10340287
File: 1.95 MB, 1600x900, spasm0166.png [View same] [iqdb] [saucenao] [google]
10340287

>>10340261
I want the Krenling in Mjolnir/Keep just for the sole purpose of not having the Hexen2 Imps be roughly 1/3 of the total monster population on any given map, but the Juggernaut can stay unimplemmented as they already turned the RRP/Alkaline Hunter robot into a functional clone of it - the only other 'classic old mod' thing I could wish for to get brought-back to this mega-mod are the Q!zone's Headless jsut with improved model textures and custom soundbytes.

>> No.10340317

>>10340287
what the fuck is this, it looks like a Ai generated shitshow.

>> No.10340332
File: 2.92 MB, 1920x1080, 1686888593404949.png [View same] [iqdb] [saucenao] [google]
10340332

>>10340317
Makes sense in context.

>> No.10340396

>>10340012
Memento Mori was 6 years before AV. Younger guys do not remember, but Memento Mori used to be one of the most revered wads, if not the most revered of the time. When it was released many players felt that it had a quality of an official expansion. Greater even as the maps felt better than the base Doom 2 maps.

I still love the wad and it's sequel.

>> No.10340398
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10340398

It's a little early to post this BUT IT'S STILL SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.

>> No.10340404
File: 1.77 MB, 1551x868, 1676378346397174.png [View same] [iqdb] [saucenao] [google]
10340404

>>10340398

>> No.10340408
File: 25 KB, 768x250, Casters.png [View same] [iqdb] [saucenao] [google]
10340408

>>10340398
Finished up these sprites, did a bit of blending and then reduced their colors with some dithering to help it, annoyingly the Doom palette didn't turn out so hot, so I said fuck it and made a reduced palette with the colors on the original sprites.

>> No.10340414
File: 126 KB, 238x236, train whistle.gif [View same] [iqdb] [saucenao] [google]
10340414

>>10340408
Also been working on the firing animations. Though all I have right now for this one is AFTER the main "BLOOP" as it shoots a grenade. I'll need to either draw a smokey flash myself or bash something together from other sprites. The stun caster will be easier at least.
And because I'll be using TEXTUREs, I can just use some scaling there for the recoil, love that shit.

>> No.10340461

>>10340414
That's some nice smoke.

>> No.10340463
File: 173 KB, 453x270, Ripple laser fire.gif [View same] [iqdb] [saucenao] [google]
10340463

>>10340461
I definitely cannot take credit for that. I stole that from Mega Man 5, I actually recycled this particular edit of it from the Lord British animation I made here

>> No.10340552
File: 245 KB, 256x256, bj_1_orig.gif [View same] [iqdb] [saucenao] [google]
10340552

>>10339803
>https://archive.org/details/William-Pierce-Archive/Pierce-20000812+-+The+Significance+of+the+Holocaust.mp3
What is this alt-right garbag…
>Katyń
Nvm this man was beyond based.

>> No.10340557

>>10339803
uhhhhhh what the fuck are you talking about

>> No.10340575

>>10339803
...what?

>> No.10340603

>>10339803
literally what

>> No.10340607

>>10339803
https://www.facebook.com

>> No.10340610
File: 17 KB, 337x441, thinkingtherefore.jpg [View same] [iqdb] [saucenao] [google]
10340610

>>10339803
What did he mean by this?

>> No.10340616

>>10340396
Memento Mori was actually the first ever megawad I downloaded when I was little. I have so much nostalgia for it, and its best levels do hold up for me.
But that said, I can easily see why the megawad as a whole has fallen out of favour as time's gone by. Plenty of maps are lacking in polish, and often feature fairly unexciting gameplay.
Having coop design as its main gimmick is cool, but some maps (map29 most notably) end up having the single player version be an inferior experience, which doesnt do it any favours
MM2 is definitely more polished, and overall holds up more, but it still generally features 90's community gameplay quirks which aren't for everyone at this point.
The music and the textures hold up incredibly well, though. They definitely gave them that iwad-esque feel.

>> No.10340625 [SPOILER] 
File: 1.11 MB, 1527x816, pictureofaghostship.png [View same] [iqdb] [saucenao] [google]
10340625

>>10340398
Trying to rush my entry for Ad Mortem

>> No.10340635
File: 1.34 MB, 1920x1080, vlcsnap-2023-10-21-17h37m23s713.png [View same] [iqdb] [saucenao] [google]
10340635

>watch FPS: Forst Person Shooter doc
>lookin_good.jpg in the opening credits
Credibility status: ruined.

>> No.10340667

>>10340635
Is there a link for it yet?

>> No.10340675

>>10340012
I consider it Mars Wars, it's such good quality, much better than both Memento Moris, and still holds up today.

>> No.10340690

>>10340667
Rutracker has it.

>> No.10340732
File: 3.90 MB, 1280x720, wat.webm [View same] [iqdb] [saucenao] [google]
10340732

Just beat Quake 64 KEX lads
The second last level felt like it was from an unfinished pak (picrel) but was a cool idea. Felt like a Jedi Knight 2 level.
The last level was actually great. Good touch that ammo pickups are in a different direction than the boss battle.. I don't usually enjoy boss fights that much but this one was a banger

>> No.10340738
File: 691 KB, 927x683, map.png [View same] [iqdb] [saucenao] [google]
10340738

>>10335321
Ad Mortem Submission
Title: Tarnished Sanctuary
Author: Your Mother
MIDI: Overpass - Runescape (Ian Taylor)
WAD: https://files.catbox.moe/od0rwz.wad
(Lemme know if I used Slade incorrectly for this)

Still gonna dick around with it a little bit before the final deadline, just wanted to get a version I'd still be happy with in before the submission date tomorrow. I'd also really appreciate any feedback, as this is the first time I've done any mapping.

>> No.10340835
File: 2.76 MB, 1080x1920, smug gorilla.webm [View same] [iqdb] [saucenao] [google]
10340835

>>10335321
>WAD BOORU (open for submissions)
>http://clovr.xyz/wadsup/
Is it dead in waking? Wouldn't have expected anything less from you fags after hyping it up so much and then dumping it all on Israeli dbp refugee, he might be the only weight behind site's necessity. Where is he btw, come leave a sign.

>> No.10340837

>>10340835
>Is it dead in waking?
Why? I made some pages for our wads, what's wrong with it? It's online

>> No.10340841

>>10340835
literally what are you talking about anyone can submit so submit if you give a fuck. absolute crabs in a bucket fucking post you loser.

>> No.10340842

>>10340837
Week of complete stagnation is too long, please understand.

>> No.10340878
File: 314 KB, 1917x1080, file.png [View same] [iqdb] [saucenao] [google]
10340878

>>10340738
Pretty cool map, took me a few attempts. I have no idea how that second secret is triggered.
Played in Nugget.
https://files.catbox.moe/trmwba.zip

>> No.10340902
File: 36 KB, 540x262, Damn i'm tired.jpg [View same] [iqdb] [saucenao] [google]
10340902

>>10340878
Ah shit, gotta remember for later to fix those textures and such. I guess my sleepy head forgot that you can't just lower the texture below solid ground and have it be cut off, which is silly because it was one of the first things I had to find out
>I have no idea how that second secret is trigger
Just to be certain, out of the 3 secrets
1) Shooting the window in the attic reveals a hidden room
2) Pushing on the wall inbetween the two skeletons in the ruined room right outside the chapel opens up the pillars
3) In the graveyard, shooting the walls with decoration on them in the first half will lower the platform with to the blue armor. Ammo clips are placed in front of the walls as well, cuz they're guns in this resource pack

>> No.10341108
File: 376 KB, 960x600, Screenshot_Doom_20231021_194212.png [View same] [iqdb] [saucenao] [google]
10341108

>>10335321
Ad Mortem Submission
Title: Skeleton Crew
Author: Bartekmil
MIDI: Picture of a Ghost Ship from Castlevania: Dracula X/Rondo of Blood
link: https://files.catbox.moe/5yexaf.zip
Tested almost exclusively in Woof

I don't feel my map is finished, since there's a lot space between yellow key and level exit for new encounters, I can add them later - just wanted to get the map out for testing. There's also a lot of visual polish to be made - the second half of map was done in much less time than the first and it shows
I would greatly appreciate if any anon decided to give it a test run and post feedback here

>> No.10341138
File: 127 KB, 640x480, doom117.png [View same] [iqdb] [saucenao] [google]
10341138

>>10340398
I'm also making a small Ad Mortem map. Now with lighting and decorations.
I noclipped to an innaccesible place to show as much as possible.
Also see video: >>10337515

>> No.10341168

>>10335321
>>10341108
https://files.catbox.moe/r4y3id.wad
Fucking hell I shifted one teleporter landing so an encounter broke, this version will be okay

>> No.10341276
File: 44 KB, 680x680, uh.jpg [View same] [iqdb] [saucenao] [google]
10341276

>apparently the latest version of qcde requires its own fucking port
wow. it's already a niche within a niche, and they're killing its accessibility even further?

>> No.10341289

>>10340287
"Level design is my passion"

>> No.10341550
File: 1.55 MB, 1600x900, spasm0148.png [View same] [iqdb] [saucenao] [google]
10341550

>>10340732
You sure that rail-ring thingy shouldn't be solid?

>> No.10341564
File: 1.64 MB, 1600x900, spasm0153.png [View same] [iqdb] [saucenao] [google]
10341564

>>10341289
Okay senpai, so how is a Norse-myth magical realm besieged by eldritch horrors from another dimension supposed to look according to you then?

>> No.10341602

>>10340835
>spoiler
I'm still here, mostly resorted to lurking because I don't have much time to contribute ATM.

>> No.10341608
File: 236 KB, 885x752, Going back to it.png [View same] [iqdb] [saucenao] [google]
10341608

>>10340398
I should go back to the MetaDoom map now that I released an update of my Godot game.
My main concern is how to export it to a PK3 file that has the right files and only needs the mod as an additional file.
Because I'm also not using every song from Jay Reichard's prjdoom wad or texture from OTEX.

>> No.10341616

>>10341564
Not that guy, but Mjolnir would really benefit from using a consistent set of textures and assets that actually fit together instead of the awkward hodgepodge that it is. Lighting is also extremely flat throughout the larger maps (especially interiors), and the frequent textures that are just stretched to fuck across a huge surface like it's Half Life are pretty unsightly in Quake. Some of the MDL props could also stand to be brush objects for proper collision and shading, but that's more of a nitpick.

>> No.10341620

>>10340287
I think it looks cool, like a Thai temple mixed with Cthulu and death metal

>> No.10341853
File: 30 KB, 747x260, 20231021_111720.png [View same] [iqdb] [saucenao] [google]
10341853

Soon

>> No.10341978

in-case I'm potentially wasting my time by starting off on the wrong foot:
GZDoom, UDB and SLADE3 are all I need, right? just looking to dip my toe in and make some maps, throwing in some custom textures along the way

>> No.10341983

>>10341978
Yeah

>> No.10341984

>>10341978
Only testing your maps in GZDoom can have severe repercussions if they're supposed to be compatible with other ports.
You want a more accurate port like Woof or DSDADoom for testing, unless you're making maps specifically for GZDoom.

>> No.10341989

>>10341978
There are a LOT of poorfags in the Doom community who do not use GZDoom because it brings their machine to its knees, so it's up to you if you want to keep something like DSDA as the main port you test with.

>> No.10342001

>>10341978
Do not make maps for GZDoom unless you plan to use it's features fully (aka making something that is far from vanilla gameplay).

>> No.10342003
File: 445 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10342003

Tried Blood Fresh Supply.
It's nice, but hard.

>> No.10342007
File: 578 KB, 3840x2160, 1654465920851.jpg [View same] [iqdb] [saucenao] [google]
10342007

>>10341984
>>10341989
noted, thanks

>>10342001
right now I just want the easiest tool for making maps, since I'm a beginner
eventually I plan on making some TimeSplitters 2 arcade type stuff where you're smashing windows and doing zombie survival waves; not sure if that'd be outside the scope of a more basic non-GZDoom tool

>> No.10342060

>>10335319
I've been trying to run old wads from the id archive on Zandronum but it failsbto launch them. Why?
Old wads as in from the top 100 wadsvof all time like Crossing Acheron

>> No.10342067

>>10340841
>crabs in a bucket
I don't know what this means and every usage I see brings me no closer to divining the answer. I refuse to look it up.

But I agree, anyone can add what they want. It's week long stagnation isn't a huge issue. I still haven't made a proper landing page, but I added a section for tutorials. Idea is that when someone in the thread asks "how do I do x" the answer could be added there for east reference. I need to finish my example "first room" tutorial, and I might make a basic dehacked tutorial since it's the only thing I know (not really, but it's the only doom scripting I'm intimately familiar with).

>> No.10342110

>>10342060
Are you trying to play multi player or just being clueless and using Zandro for single player?

>> No.10342130
File: 3.84 MB, 1280x720, YA.webm [View same] [iqdb] [saucenao] [google]
10342130

re: can you doublejump in Quake 2 KEX
answer: yah

>> No.10342131

>>10342110
hello sir, i am not able to play using GZdoom on my current hardware so i use Zandro instead

>> No.10342151
File: 99 KB, 1024x768, sbareditmess.png [View same] [iqdb] [saucenao] [google]
10342151

>>10340398
Tried to make a balance patch for Combined Arms 1.0

>> No.10342154

>>10342151
Good luck with that. That old set is atrocious.

>> No.10342192

>>10342154
yeah the balance is all over the place and still is with the patch but i have soft spot for the old version.

>> No.10342196

>>10342192
There's a reason why I stripped out so much of that shit out and started fresh with the set. In a way I feel bad cus the original point of Combined_Arms was a collaborative sorta idea, getting weapon ideas from different people.

>> No.10342267

>>10342196
Yeah had same thought about revamping some weapons completely, but I figured I shouldn't start to make my own version on ca 2.0 also kinda defeats point of balance patch

>> No.10342269

>>10342267
At that point you should just do what I do: Make your own weapon set, it means you have total control over all that shit.

>> No.10342638

>>10342067
He's using the expression 'crabs in a bucket' completely wrong, if anything he's slightly closer to exhibiting the mentality himself, ironically.

The metaphor is derived from anecdotal claims about the behavior of crabs when they are trapped in a bucket: while any one crab can easily start to climb out, it will nonetheless be pulled back in by the others, ensuring the group's collective demise.

The analogous theory in human behavior is that members of a group will attempt to reduce the self-confidence of any member who achieves success beyond the others, out of envy, jealousy, resentment, spite, conspiracy, or competitive feelings, to halt their progress.

>> No.10342740
File: 948 KB, 1600x900, spasm0181.png [View same] [iqdb] [saucenao] [google]
10342740

>>10341620
>Thai temple
You aren't wrong I guess?

>> No.10342785

>>10342638
>The analogous theory in human behavior is that members of a group will attempt to reduce the self-confidence of any member who achieves success beyond the others, out of envy, jealousy, resentment, spite, conspiracy, or competitive feelings, to halt their progress.
Though that does fit big chunks of the community perfectly, it says a lot when /vr/ is one of the more positive parts of it.

>> No.10342801

>>10339626
If you're divorcing yourself of the map, I'll go ahead and do some more changes to the gameplay while I'm at it.

>> No.10342810

>>10335321
>>10235841
My submission for Ad Mortem:
Map name: Memorial Island
MIDI: Halls of Wandering Spirits by Myrgharok
Link: https://files.catbox.moe/8xw187.wad
I think the default sky works fine for it. Perhaps it's better off without mountains, I'm not sure.

I broke my voodoo scroller during last revision and I don't have time to re-test the map with monsters. So I'm not sure how the last encounter will play out. But it should at least work.

>> No.10342817
File: 110 KB, 640x480, doom118.png [View same] [iqdb] [saucenao] [google]
10342817

>>10342810
[A random enticing screenshot]

>> No.10342828

>>10342817
I am enticed. Ad Mortem has such beautiful colors, the blue tinted stonework and the stark violet night sky crowned with black mountain silhouettes is dreamlike and enchanting.

>> No.10342865

>>10342817
Very purdy

>> No.10342948

>>10342131
If you play vanilla/boom wads just use woof or nugget. Never use zandro for sp (unless you want to play skulltag's sp campaign or skulldash).

>> No.10342973

>>10342948
Naw I used to use Zandro for sp wads all the time years back since I liked the UI.
>>10342131
It's actually somewhat unclear. Early versions of Acheron replace e1m3, later versions replace map03. Acheron22, the latest version, replaces map03. So Zandro>Doom 2>Acheron22.wad>warp to map03. Have fun anon!

>> No.10343021

>>10342948
>>10342973
Has Zandro even updated to be compatible with MBF21, UMAPINFO, and the new Dehacked stuffery?

>> No.10343034

>>10343021
No

>> No.10343041

>>10343034
I kinda get not trying to keep up with GzDoom's blistering pace, but goddamn, Zandybam's crew are completely lazy.

>> No.10343043

>>10343041
Hard to say how much of it laziness. I think the Zandy team is extremely small nowadays, and when your userbase is primarily amoeba creatures that just play MM8BDM Saxton hale/Hotel and Complex Doom Clusterfuck 1 life survival, it's gotta be pretty fucking demoralizing.

>> No.10343047

>>10343043
Because there's so much you can't play. Imagine if Zandybam let you play all these cool MBF21 mapsets people have made, that would be KICK ASS.

>> No.10343051

>>10343047
There's also so much you CAN play. Over 20 years of wads. That probably adds to the lack of motivation. If it matters aught, ask around and donate 1000 bucks.

>> No.10343053
File: 18 KB, 274x228, 2312121412.jpg [View same] [iqdb] [saucenao] [google]
10343053

>>10343047
I'd love to see more features for Zandronum, if only just a little. I just can't shit on a team that does all this and doesn't ask for anything return.
God. All I want are anonymous functions and a few more flags for A_RadiusGive.

>> No.10343061

>>10343043
>and Complex Doom Clusterfuck 1 life survival
Especially depressing to see the one still clinging to that shit like throwing mountains of duct tape on Complex Doom makes it good, somehow.

Meanwhile Dakka works fine in Zandronum and nobody plays it.

>> No.10343062

>>10343061
>Meanwhile Dakka works fine in Zandronum and nobody plays it.
https://allfearthesentinel.com/
Be the change you want to see.

>> No.10343116

>>10335321
Godless Night, new gzdoom episode by Tango released
https://www.doomworld.com/forum/topic/141009-godless-night-gzdoom-episode-beta1b-10222023/

>> No.10343154

>>10343116
>Tango
Who?.. Oh nvm, looks pretty nice.

>> No.10343197

>>10343154
The guy who made Mayan Mishap, Paradise and Supercharge mod.

>> No.10343224
File: 632 KB, 1920x1080, kexq264scene.jpg [View same] [iqdb] [saucenao] [google]
10343224

>>10339164
The new expac mainly introduced a variety of levels. The callbacks to Q1 were just a small part.
I too am curious what sold them on a Q2 64 theme. The chunky colors should be nice.

>> No.10343295

>>10343051
Honestly, I'd run a lot more myself if I just knew it existed or how to find it. I'm not really in the Doom community, so I don't really know how to search for mods beyond slumming it through forum categories or checking the Multiplayer WADs section on the Doom wiki. I hope people continue to add stuff to Wadsup, since a tag-based search function similar to Quaddicted is something I'd certainly like to see.

>> No.10343305

>>10343295
Knew what existed exactly?

>> No.10343339

>>10343295
Start with cacowards. You find a lot of good wads that way.

>> No.10343456 [SPOILER] 
File: 478 KB, 1917x1080, woof0065.png [View same] [iqdb] [saucenao] [google]
10343456

>>10342801
>>10339626
You wanted it axed, but I honestly found a lot of charm in it (the MIDI alone does a lot for this level's theme), so I wanted to save it. Little rough in looks, and the gameplay is very harsh, especially the start, but I hope that you'll like what I did to it, once the release candidate is out.

>> No.10343463

>>10339626
>>10343456
I honestly found the map quite charming. Definitely harsh in terms of difficulty, but the visuals and aesthetic were mostly pretty good. The layout of the little village area and surroundings made me think of an SNES RPG. And I agree that the MIDI probably helped sell the whole "vibe", as the kids say.

>> No.10343469

>>10339626
Map 11 is fine aside from the co-op softlock.

>> No.10343471

>>10343469
I might have fixed that already. Do you mean the door into the warehouse with the caves?

>> No.10343485

>>10343471
Yeah

>> No.10343494

>>10343305
Well of course it'd be Zandronum-compatible WADs, namely those especially focused on multiplayer and push the envelope in gameplay mechanics. If you just want Doom-y DOOM, then yeah you can just piggy-back off the lists that people have made for DOOM in general, but it feels like, when you exit that and start going to the ones that really start to twist the gameplay and do so in a way that works (both from a functional and quality standpoint) with other people, the amount that's indexed in a way that can be well-searched drops off super hard.
>>10343339
Yeah but that's more just if you're looking for good maps of more typical gameplay, just playing them in co-op instead. Most of the gameplay awards are still GZDoom-only and the Multiplayer Awards is generally more just the Deathmatch Awards with occasional cool side stuff

>> No.10343496

>>10343494
>Well of course it'd be Zandronum-compatible WADs, namely those especially focused on multiplayer and push the envelope in gameplay mechanics
>Yeah but that's more just if you're looking for good maps of more typical gameplay, just playing them in co-op instead
You really aren't going to find a lot of that anywhere. I do believe Zandy has an enemy multiplier per player setting however.

>> No.10343502

>>10343494
Most multiplayer stuff that is mapped for multiplayer ends up being something like Invasion Unleashed, which I'm pretty sure a version or versions of it have been played around these parts before.

>> No.10343508
File: 51 KB, 197x190, 1652212070438.png [View same] [iqdb] [saucenao] [google]
10343508

>>10343116
>gameplay mod built in
>Castlevania inspiration
>plenty of secrets to find
Finally some good shit.

>> No.10343516

>>10335321
Update to Keränen Barracks : https://doomshack.org/uploads/keranen_barracks_v2.zip

-Made some areas have stronger light contrast
-The trees around the purple skull key have the textures hidden from the top
-Put the RL and SSG on light pedestals for clarity
-One imp got its ambush flag unticked to make 100% kills less annoying
-The soulsphere secret got an extra hint

>> No.10343519

>>10343496
>there's not a lot of that anywhere
If there aint much then it should be easier to find. There's been at least some rad gameplay mods and addons/continuations for older mods that I've only been able to find out about because I just so happened to be trawling forums or heard about it in a video, and it just makes me wonder what else is out there that I could play if it was at least in a consolidated list. Heck, I know it'd work better, as there's been a few things I've been able to grab just because they were similarly-named or a continuation of other mods I was looking for in TSPG's wad directory, and of course that meant I knew they'd work in Zandronum, but then that too makes me wonder what else I'm missing, as I don't know a thing about them in that list other than their filenames.

>> No.10343524

>>10342810
>>10335321
Revision to Memorial Island, now that I came home and was able to properly test it.
>Added difficulty settings
>Some monster composition changes
>Removed some superflous powerups
>Cleaned automap a bit (But who cares?)

https://files.catbox.moe/g55azm.wad

>> No.10343582

>>10337579
Which map is this?

>> No.10343619

I'm playing Deathstrider. A floating cube appeared before me. I punched it. It's now sitting in my inventory and refuses to leave. What now?

>> No.10343630

>>10343619
Read the event log carefully. Use the Cycle Misc Menus button until the right menu shows up. You'll know it when you see it.
Direct answer: If this is the latest master branch, stay on the move and shoot the enemies that get up. Watch out for deep purple rifts. Remember: purple, not pink. The moment one appears, stand in the middle of it until it goes boom. And then haul ass back to cover because things are going to start getting up.

>> No.10343654

>>10337954
Id bosses being immune to splash damage is dumb and stupid and dumb
when you find a rocket launcher in pretty much any other game in or out of the FPS genre you'd think it would fuck up a boss or vehicle good but it's the opposite in doom and quake, and that's meta knowledge you just kind of have to have told to you

>> No.10343701

back to saturn x 3 fucking WHEN

>> No.10343705

>>10343701
There's a demo out.

>> No.10343726

>>10343701
2024

>> No.10343775

>>10343654
It makes sense for the cyberdemon so that he doesn't kill himself by shooting into walls or triggering other cyberdemons into fighting with him, and I think the spiderdemon just inherited that feature by being given the boss tag, but it makes zero sense for the shambler. At least the manual tells you explosions are ineffective so you can go in with the knowledge, but if anything, it would make more sense for shamblers to be immune to the thunderbolt.

>> No.10343776
File: 21 KB, 362x248, imatired.png [View same] [iqdb] [saucenao] [google]
10343776

>>10335321
Today I will receive the lastest submissions/wips of the maps, I'll wait until tomorrow (12:00 AM - GMT-4). If you already submitted your map you still have time to update it until 25th

Surprisingly we got new 6 maps. which it's pretty good, far beyond on what I expected. lol

For those who wanna playtest, you can check out all the maps delivered list in the doc. let me know if i'm not missing something: https://docs.google.com/document/d/1HQQimjtZ4wS1GFHcZl4TCvRX9bVgRAX18ciAdLpg_MY/edit?usp=sharing

>>10339626
>requesting the removal of MAP11 (Keelhaul Handball) from Ad Mortem.
Someone was working on your map doing some little changes, the map layout is fine but enemy encounters were just too excessive.

>> No.10343782

>>10343776
>Anonymous
well, shit. whatever.

>> No.10343825

>>10343776
>>10343524
>>10342810

Just realized I didn't identify who I was on Memorial Island submission.
I am ViolentBeetle.

>> No.10343865

>>10343776
>Someone was working on your map doing some little changes, the map layout is fine but enemy encounters were just too excessive.
I see. I don't want to erase someone else's work on my map, so I'll let it stay.
>>10343825
I had a feeling that map had your touch.

>> No.10343867

>>10343776
>>10343782
Check your inbox.

>> No.10343871
File: 779 KB, 1920x1080, doom08.png [View same] [iqdb] [saucenao] [google]
10343871

>>10343776
some anon posted a map last thread but didn't have enough confidence to tag the news or even name the thing >>10330206
not sure if it's one of the later submissions

also, I'm working on a map, but might have to submit a rushed version and polish later. only started yesterday since it seemed we might not hit 32. glad to have been wrong though.

>> No.10343907
File: 190 KB, 1680x943, snug smug.jpg [View same] [iqdb] [saucenao] [google]
10343907

>>10343871
I love the colorful sky textures in Ad Mortem.

>> No.10343919
File: 76 KB, 1920x1440, spooky_river.jpg [View same] [iqdb] [saucenao] [google]
10343919

>>10343907
Same. Exploration-oriented Eternal-inspired spin-off "Ad Vitam" when?

>> No.10343956

>>10335321
Return to Hadron episode 4 released
https://www.doomworld.com/forum/topic/141023-return-to-hadron-episode-4-colour-me-damned-rc1-limit-removing/

>> No.10343967
File: 17 KB, 549x478, face.jpg [View same] [iqdb] [saucenao] [google]
10343967

Hot take: The Quad-Barrel Shotgun in Quake mods is just a stopgap for having properly balanced enemies and most mods have a bloated enemy roster.

>> No.10344069
File: 974 KB, 750x600, 1666483568562948.gif [View same] [iqdb] [saucenao] [google]
10344069

These ESL fail map descriptions in Speed of Doom are killing me.

>> No.10344089

>>10344069
What?

>> No.10344125

>>10343865
>I had a feeling that map had your touch.
People actually recognize me now LMAO.

Are you going to make an updated wad right after submissions is closed for ease of testing, or are you planning to wait until the final-final deadline?

>> No.10344135

>>10343967
I don't know about the first part, because explosives and nails are usually plentiful, and I don't think every FPS in existence needs to have some obscene close-range buckshot thrower, but I do agree that some mods, with AD being the biggest offender, have way too many enemies and variants that do too little differently to justify being there.

>> No.10344143
File: 90 KB, 1024x749, 1670039389407905.jpg [View same] [iqdb] [saucenao] [google]
10344143

>>10343701
two weeks

>> No.10344146

>>10344125
I'll try to upload an updated wad after submissions are closed.

>> No.10344170

Makes me sad there's not enough midis from Devilish/Bad omen or DeCap attack, could be a nice fit for an Ad mortem map

>> No.10344176

Is it a good idea to create an imp variant that does mancubus pattern, except not all 3 at once, instead it remembers what was his last attack and cycles accordingly?
I always wanted to make a Mancubus Jr. and finally I figured out a way, but now I'm having a second thought.

>> No.10344202
File: 80 KB, 798x596, Arenas2_doom2_1.jpg [View same] [iqdb] [saucenao] [google]
10344202

>>10344069
Which wad is the map in this image from?

>> No.10344225

>>10344202
it's literally in the filename, anon...

>> No.10344231

>>10344225
Well I searched Idgames and it wasn't there, now I see it has it's own dedicated website which I was not expecting.

>> No.10344236
File: 269 KB, 1024x768, sns06nots.png [View same] [iqdb] [saucenao] [google]
10344236

SUNDAY NIGHT SHITSHOW time!
Beyond Reality + Combined arms 1.0 this time. What could go wrong this time?

Name: "[TSPG] Sunday Night Shitshow 06: Beyond this Reality"
Password: "fatmansjourney"

Also no vrsounds sadly. Beyond Reality breaks it.

>> No.10344263

kegan what editing software do you use for your videos like this?
https://www.youtube.com/watch?v=KwdvuzCsms4

>> No.10344268

>>10344263
That one and pretty much everything before it I used Sony Vegas, and the most recent dev diary I used Kdenlive as I'm no longer on Windows.

>> No.10344273
File: 34 KB, 237x180, clever.png [View same] [iqdb] [saucenao] [google]
10344273

>>10344263
Wait no. No I'm stupid.
I used Kdenlive for that too. I've lost track of time and I've been on Mint since June, and my stupid ass thought you posted an older dev diary.

>> No.10344285

Can I get a blue railgun texture in Quake2KEX?

>> No.10344296

>>10344285
I think I saw a addon like in moddb

>> No.10344326

>>10343871
>since it seemed we might not hit 32
Doesn't really matter if we do or not with UMAPINFO. If anything, we could have extra secret levels just because we feel like it.

>> No.10344337

>>10344326
It's been a while, isn't there like a chain of secret levels already?
Also how about episodes?

>> No.10344463

>You can disable enhanced textures in Q2KEX
we're back vertex wobble gentelmen

>> No.10344474

>>10343871
>some anon posted a map last thread but didn't have enough confidence to tag the news or even name the thing
It just wasn't finished, lol. Posted it to see if I could get any feedback or anything at the time. Submitted it here >>10340738

>> No.10344503

Someone pls put a Light Amp in at least one level somewhere in Ad Mortem.

>> No.10344515

>>10344503
There is one, I think it was added in a phase 2 map.

>> No.10344516 [SPOILER] 
File: 44 KB, 252x436, Enchanted-Illuminator.gif [View same] [iqdb] [saucenao] [google]
10344516

>>10344515
Oh thank god.

>> No.10344538

>>10344516
That's certainly more colorful. I'm glad my basic design didn't go to waste.

>> No.10344550
File: 103 KB, 752x500, black-verdigris-01.jpg [View same] [iqdb] [saucenao] [google]
10344550

>>10344538
I thought a skull lantern was really cool, then I thought, "... but what if it was an enchanted lantern, which runs on magic lamp oil that burns in different colors, and which is made out of copper, which is covered in green verdigris?"

>> No.10344570

>>10344516
sweet, very Castlevania

>> No.10344594
File: 366 KB, 1024x576, Screenshot_Doom_20231023_022952.png [View same] [iqdb] [saucenao] [google]
10344594

It's uh, a little bit huge actually. I could perhaps shrink it a few pixels vertically, but that'd only do so much.

>> No.10344605

>>10344594
How does it compare next to objects like the cleaver or crystal ball?

>> No.10344624

>>10344594
That just gives it extra SOVL.

>> No.10344628
File: 6 KB, 500x432, lantlet.png [View same] [iqdb] [saucenao] [google]
10344628

>>10344605
Pretty huge. I can shrink it a little, but it's massive anyway, might as well keep it as is to give it better lines.
I guess put it on a pedestal like it's an artifact, rather than a regular utility lantern?

>> No.10344654
File: 419 KB, 1024x768, sns06fatbastardgetsbullied.png [View same] [iqdb] [saucenao] [google]
10344654

GGs, hopefully those guns were still usable even after the nerf.

>> No.10344671

>>10344628
I just wouldn't put that much thought into how big the pickups are. Regular light amp goggles are as wide as Doomguy's shoulders and the backpack goes up to his ribcage.

>> No.10344743
File: 239 KB, 1080x923, 1697759562839934.png [View same] [iqdb] [saucenao] [google]
10344743

>>10344654
ggs

>> No.10344887

I just started Base Ganymede today and I'm not even thru the first episode but I want to say that this wad is excellent and the fact that I've never heard of it until recently is all I need to say that it is severely underrated. That E1M5 level was great fun.

>> No.10344910

>>10344887
BASED Ganymede

>> No.10344983

Is it common for wad files to be used outside of gaming?

The place I work at installed a cad like program for designing pressed metal parts and the installation listed bunch of wad files.

>> No.10344989

>>10344516
>>10344594
>>10344628
>>10344671
What is this, a lantern for Cyberdemons?

>> No.10345016

>>10344989
Yes

>> No.10345029
File: 778 KB, 1920x1080, doom10.png [View same] [iqdb] [saucenao] [google]
10345029

>>10335321 >>10343776
alright, here's a statement of intent type thing: https://files.catbox.moe/167op9.zip
pre alpha wip, need another day until it's playable. layout 90%, combat 20%, detailing 60%.

>> No.10345090

https://www.youtube.com/watch?v=pz0VDjPiZck
New wads showcase.

>> No.10345112

>>10344983
It's just a file extension, there's no guarantee that anything not made by ID uses the same internal structure.

>> No.10345113

>>10344983
Sure it's the exact same format?

>> No.10345153

>>10343701
Same year golden souls 3 comes out...never

>> No.10345173

>>10345112
>>10345113
Yeah I figured it'd probably be a coincidence.

I'll try to take a few files home and pull them apart

>> No.10345289
File: 29 KB, 960x384, shotgun animation.png [View same] [iqdb] [saucenao] [google]
10345289

Can I use the assets on Realm667's repo for commercial projects? Assuming of course I credit the original author. I will be modifying the sprites, see pic for an example.

>> No.10345329

>>10345289
Check the credits or readme of the asset you downloaded and are modifying.

>> No.10345332

What are some good easy wads?

>> No.10345335

>>10345332
All of them on HMP.

>> No.10345364

>>10345329
I did, it's just usernames, no usage info.

>> No.10345383

>>10345364
Did some digging, you're outta luck pardner.
https://www.realm667.com/en/kunena/let-us-know/1088-copyright-on-assets-on-this-site#6822
>The resources we have on the site are for non-commercial use only. If you're going to profit from the game you're making, then you shouldn't be using them.

>> No.10345385

>>10345383
>>10345364
Although there's nothing stopping you from drawing something from scratch in the image of whatever you'd like to emulate from realm667. And to be quite fucking desu, id software used toy guns and modified them for use in-game for the original Doom and I don't see any literature forbidding you from doing what you said you were gonna do. Play ball man.

>> No.10345386

>>10345383
Thanks homie.

Any spots with 100% free to use assets? One man army dev, you know how it goes

>> No.10345390

>>10345289
No, always assume anything from on there is a spritebash so it's professional suicide to use them or trace from them.

>> No.10345531

>>10345289
No, I think almost nothing on there isn't at least partially based on existing copyrighted work, you'd be opening yourself up for trouble if you used that commercially.
There are sites which offer stuff like models for free use, you could do captures of 3D models of guns to get all new and free gun sprites for instance.

>> No.10345573

>>10345531
yeah I just wanted to use one in particular so it's no huge loss.

also protip: doom weapon animations can very easily be reused in RPG Maker, just need to double the frame count (ie have frames play twice, 12 frames instead of 6)

>> No.10345660

why is render resolution such a rare option in source ports? and specific resolution render options pretty much non existent?

>> No.10346157

Where I can find complete sprite sheets of Doom sprites, I'm so fucking tired of picking up sprites one by one from slade

>> No.10346204

>>10346157
The internet enjoy your Imps with removed claws

>> No.10346235

>>10346204
(you)

>> No.10346306
File: 809 KB, 1280x720, dstrider potentially hurting anons.png [View same] [iqdb] [saucenao] [google]
10346306

>>10343619
>>10343630
>Each level gets a money pool generated by the estimated worth of the vanilla items that would normally be present on the map.
>Killing enemies with a melee attack (Harbinger and Executioner slashes count towards that) will reward a percentage of that money.
This creams the pants, feels thoroughly rewarding, and is a kingly design decision. Will this also scale appropriately with Project Malice's countless fodder enemies so the economy doesn't get blasted?
Now to try it through a mapset and port that I shouldn't.

>> No.10346331

>>10346306
>Will this also scale appropriately with Project Malice's countless fodder enemies so the economy doesn't get blasted?
Sorta kinda yes. The more enemies there are on the map, the less money each enemy rewards, although in order to prevent rewards of the 0.00001 cents variety, there's a minimum, so at some point adding more enemies won't really make things any worse. I might mess around with the numbers again cause I'm not a fan of how it is currently. Glad you like that mechanic, though.

>> No.10346338
File: 1.78 MB, 1600x900, spasm0189.png [View same] [iqdb] [saucenao] [google]
10346338

>>10341620
>>10342740
Well actually scratch that, all deities are here in the secret dance-off area hidden behind the endgame portal

>> No.10346360

>>10341853
Zero Hour is BUILD, so it wont take too long

>> No.10346391
File: 946 KB, 1860x836, spook.png [View same] [iqdb] [saucenao] [google]
10346391

>>10335321
>>10341108
Version 2 of Skeleton Crew since I fucked up the hotfix too
https://files.catbox.moe/dl8f5d.zip

>> No.10346401

>>10341853
Feel like shit for missing this. This will be great having more of my favorite shooters no longer being tied to the N64, and this is also one of the best third-person shooters.
>>10346331
>I might mess around with the numbers again cause I'm not a fan of how it is currently.
I look forward to that. I’d feel funny praising a new feature just to find out it made me way too fatfuck rich. I can also see it being tricky to balance with how strong even suitless F&Sers are with being able to punchout a baron with no damage taken.
These new tokens, different merchant progression, rift changes…I feel like I chose a good time to take a break and come back.

>> No.10346641

>>10341853
We'd already have a PC release of these games if Randy/Gearbox weren't a bunch of faggots.

>> No.10346646

>>10346401
> I’d feel funny praising a new feature just to find out it made me way too fatfuck rich.
Having the player not end a mapset looking like the monopoly man was kind of the whole reason for the change in the first place, along with tokens and the item/weapon progression. Artifacts are very much still there to give an extra money boost, but are only found as secrets.
>with how strong even suitless F&Sers are with being able to punchout a baron with no damage taken.
No longer the case. Punching stuff builds up fatigue. More damage = more fatigue. Reason being so you can't stunlock a cyberdemon forever. Melee is powerful, but it was a little too powerful...

>> No.10346764
File: 178 KB, 1024x1024, 42345.jpg [View same] [iqdb] [saucenao] [google]
10346764

How's your Ad mortem map going?

>> No.10346839

>>10346764
This will be Ad Mortem graphics in 2015

>> No.10346870
File: 1.06 MB, 1280x720, dstriding through the ADmansion.png [View same] [iqdb] [saucenao] [google]
10346870

>>10346646
I felt like melee needed some sort of “holdback”/nerf when I was last playing so this is just more nice news.
Damn man I’m not used to things lining up this nicely. Is there some bad news somewhere kek?

>> No.10346934

>>10346870
Only bad news is most addons are temporarily fucked lol. Reason being magic got torn out, reworked, rewritten, and put back in, along with some minor codebase improvements here and there. I'm hands-off on this one so it'll be a couple of days until things get fixed by the respective devs. At least it's actually fun playing a spellcaster for once. What's next on the surgery table is the Hammerhead and Spicy Air. Former is maybe getting an indirect nerf through a "new" mechanic, latter is getting conceptually reworked to be an event because it sucks ass in its present state. Details are hazy as I'm still brainstorming both ideas.

>> No.10347023

>>10346934
Primo. All cool stuff. I’m obviously real into the F&S/Wraith playstyle, but when I was playing Exomoon with Solomon it was a great surprise finding out my spell preferences were all good aligned.
Way down the road I might look into making my own custom character specializing on those spell schools. Right now I’m very happy with how things are, and just have some basic babby sprite edits for personal preferences.

>> No.10347095

>>10339803
f3 soundtrack is a sad parody of f1/f2, literally tod tier garbage. funny you enjoy q1 actually

>> No.10347105

>>10335319
>I MUST SLAYS THE DRAGONS
I didn't realize medieval knights spoke in Ebonics.

Also,
>Johnathan
>not Jonathan

>> No.10347246
File: 1.36 MB, 800x745, 145345345.png [View same] [iqdb] [saucenao] [google]
10347246

Yes Venturous is the best Doom mod ever created.

>> No.10347250

>>10345335
>HMP
>Easiest difficulty
Nah. That would be "I'm too young to die" and just above that, "Not too rough okay?".

>> No.10347283

>>10347250
Shut up please

>> No.10347304

>>10347283
Nah.

>> No.10347314

>>10347246
I love the lever-action shotgun animation

>> No.10347594

>get sudden inspiration for Ad Mortem map
>look at date
>submissions closed yesterday
sucks but it's not a huge deal, I've been pretty burnt out on mapping since 512 Linedefs so I probably wouldn't have finished it anyways

>> No.10347637

HFFM and Ad Mortem crossover titled Hard Fast Fag Mortem

>> No.10347646
File: 253 KB, 1027x807, 1693855501361138.png [View same] [iqdb] [saucenao] [google]
10347646

>>10335321
>>10339626
An update for The 64th Dimension.
https://litter.catbox.moe/q9p4lp.wad
Difficulty settings have been added, and a few parts of the map have been tinkered with. I don't think I will be able to make the final area in time, so a secret has been removed.

>> No.10347737
File: 276 KB, 500x539, 1655274963221.png [View same] [iqdb] [saucenao] [google]
10347737

Playan some DOOM
IP: 164.152.111.147
Pass: penis
Name: Booty Lickers Incorporated
WAD: DBP49 -- https://www.doomworld.com/vb/thread/130049

>> No.10347760

>>10347737
Note, it looks like the DBP_49 wad that's fetched by wadseeker is borked. Tried loading it compared to the one grabbed off Doomworld and it dies

>> No.10347821
File: 764 KB, 2048x1148, F9Hi99iaUAAOeXS.jpg [View same] [iqdb] [saucenao] [google]
10347821

I've spent a lot more time on Shanghai Gold. Managed to show it at a convention and got a lot of people to play it. Feedback seemed really positive. You could see through their gameplay that they were enjoying it a lot. Had people come back to play multiple times, ask when it would be available etc. I'll post this new demo soon.

>> No.10347836

>>10347821
nice to hear it, anon

>> No.10347843

>>10347836
Thank you, and i love you. Can i eat your balls?

>> No.10347852

>>10337083
this is so '90s my dick started to work again

>> No.10347864

>>10347246
are those 3d models or clay models?

>> No.10347885
File: 1.51 MB, 2400x3200, 20231021_091503.jpg [View same] [iqdb] [saucenao] [google]
10347885

>>10347836
Real dev here. Thanks.

>> No.10347921

>>10347737
And closed. Was ok. Visually it was pretty nice, but the level design left something to be desired, and maps could've used a wider variety of art assets. GGz again to those who joined in

>> No.10347925

>>10347637
669 linefags of /vr/ and 69 protroons of /vr/ project when?

>> No.10347980
File: 1.07 MB, 828x821, 1696866603955823.png [View same] [iqdb] [saucenao] [google]
10347980

>>10347925
>69 Sextors of /vr/

>> No.10348191

>>10346764
Dalle? Beautiful.

>> No.10348232

>>10345335
Nah, HMP balance isn't consistent among community wads. Many wads do in fact make it easy mode (with ITYTD/HNTR being easier mode), while many others more just make it a slightly more forgiving version of what UV offers, meaning it can still be quite a difficult challenge for it is.
And then theres the fact that most wads tend to raise the bar for difficulty compared to the iwads (even plutonia at times), so even if HMP is easy mode compared to UV, it can still potentially be much harder than UV in the iwads.

>> No.10348351

>>10347885
What was that 'balls' thing?

>> No.10348379

>>10346934
>magic got torn out, reworked, rewritten, and put back in
>At least it's actually fun playing a spellcaster for once

Huh. I haven't played in months, what's different?

>> No.10348438

>>10347885
>barefoot Sanic OC
Oh no. . .

>> No.10348445
File: 47 KB, 435x571, What The Fuck Am I Casting.jpg [View same] [iqdb] [saucenao] [google]
10348445

>>10348379
>Got rid of runes and made all spells insta-cast a la Diablo for a faster-paced combat. No more clicking or fumbling with menus. The main downside is that hotbar usage is mandatory for (painless) spellcasting. Here's one of those bad news the other anon asked about.
>A lot of sigils got a facelift visually because the aforementioned change removed all creative limitations I previously had.
>Spells have cooldowns to compensate the fact that mana regenerates differently now.
>Stuff like Shield, Revit, Guardian Irb, etc. is now toggled and the alignment shift happens "per-action", with those "active" spells having a maintenance cost.
>Having more good-aligned active spells would constantly shift you towards good, but will also tank your regen rate due to said costs.
>Claymore is now literally a "clay" spell in that you can slot in any offensive spell, including Voidstorm, that will trigger upon activation. Should have stayed in the fucking closet.
>The refactor itself decoupled magic from the player entirely and moved it to an Arcanum component, allowing any actor to become a spellcaster and have their own set of spells, mana reserves, regen speed, etc. Yes, this means spellcasting followers are essentially on the table now more than ever. I'll likely (legally) experiment on Balthazar at some point in the future.
>Bonus: to test spell addons, but mainly for the fuck of it, I added Testicular Torsion. Yes, uses the same sigil as the meme. Mostly.

There's probably more I'm forgetting. All in all, it changed a lot of the gameplay dynamics. If you want to stay neutral, you are encouraged to drop a fireball or twenty, in contrast to the previous version where staying neutral or becoming good was annoyingly impossible as you had to stop and re-cast good-aligned spells all the damn time just for the sake of the alignment gain. Moreso when all the fun shit was locked behind Destruction and Damnation. Now you can actively use those without screwing yourself over.

>> No.10348449
File: 143 KB, 292x296, 1490075631407.png [View same] [iqdb] [saucenao] [google]
10348449

>>10348445
>I added Testicular Torsion. Yes, uses the same sigil as the meme. Mostly.
So what does it do? Force pain and inflicts massive damage on a single target?

>> No.10348452

>>10348449
Stunlocks X number of enemies for 10 seconds. No damage, but nothing stops you from walking up to a zombieman and decking him in the face in the mean time.

>> No.10348458

>>10348452
>AOE testicular torsion
Fucking wizards, man.

>> No.10348535

>>10348445
>Claymore is now literally a "clay" spell in that you can slot in any offensive spell, including Voidstorm, that will trigger upon activation. Should have stayed in the fucking closet.
Fucking diabolical. Does Claymore still have its original function if you want it?

>Testicular Torsion spell
My first thought is that the Black Death uses this spell, absolutely.
>reads description
Yup.

I've been keeping up with some of the changes on the Git, and it seems like she has her own room now?

>> No.10348545

>>10348445
What fucking mod is this

>> No.10348557

>>10348535
>Does Claymore still have its original function if you want it?
The shotgun spray? No. I never liked its performance being a cancer to balance. Sure you can't mine Tiberium with it anymore, but there's a good chance you'll have a couple of explosive charge tokens by the time you get meteored. To compensate, I increased the C4 damage multiplier vs crystals.

>and it seems like she has her own room now?
She's had it for a long, long time. That was initially supposed to be Solomon's room back when I did the big flagship redesign, but I felt he was beginning to freeload a bit too much on her back, so moved him to his own place. Kept the room as a secret. It's not immediately apparent whose room it is until you actually unlock the lore, though. You are also the first person to mention it since then. I spent a concerning amount of time on minor and completely meaningless details with her portrait usage, some of which can only be seen in mixed multiplayer as Wraith does not get an Executioner in SP.

>>10348545
Deathstrider.

>> No.10348602
File: 137 KB, 640x480, Screenshot_Doom_20230723_030622.png [View same] [iqdb] [saucenao] [google]
10348602

>>10348557
Last time I played, Solomon's room got upgraded to a big purple room, so the smaller one was hers? I liked that one. Was cozy. I think I saw some of those lines, and Wraith's Executioner bits on the Git.

>> No.10348606

>>10347925
>>10347980
desu I'd love to have some limit (linedefs, minutes) for our next project so I don't end up spending 3 weeks on a map for once.

>> No.10348643

>>10343654
>dumb
more like doom lmao

>> No.10348645

>>10348643
Doombros....

>> No.10348738

>>10348602
>so the smaller one was hers?
Depends on which one you're talking about. If it's the original starting room, that one was Solomon's crib entirely and it got removed completely.

>> No.10348760

>>10347885
>sonichu
Chris-chan, is that you?

>> No.10348803

>>10348738
I see. How long has her room been in as a secret? If it's been there the whole time, I've actually never seen it. Do you get at it with a hidden space on the portal terminal?

>> No.10348815

>>10348803
>How long has her room been in as a secret?
Since the redesign, so about a couple of months. And there are no portal shenanigans. It's not even obscure! It's behind the bookshelf next to the teleporter. I'm surprised nobody noticed that in a room full of green neon lights, one light is red. Everyone I've seen just walks past it. It's actually hilarious.

>> No.10348892

>>10348815
Oh fuck. That's cool. I can't say whether I'd have found it eventually. I did go around checking things in that room, including the books on the tables, but somehow that wasn't one of them.

>> No.10348894
File: 3 KB, 78x57, TESTpal.png [View same] [iqdb] [saucenao] [google]
10348894

just drew my new OC, pain elemental long lost borther, his name is 'The Phantom Pain'. he's like a dark, fucked up version of the pain elemental haha. just a glimpse into my dark reality. a full stare into my twisted perspective would make most simply go insane. lmao

>> No.10348914

does anyone remember the player BAZOOKA from ZDaemon? he was always ranked 1st on the overall leaderboards for years, I remember deliberately joining his matches just to say I killed him

just looked and he's still 4th despite not logging in for 5 years, what a champ

>> No.10348920
File: 489 KB, 525x648, 200% Radical.png [View same] [iqdb] [saucenao] [google]
10348920

>>10348892
Glad you like it. Oh, since you're a returning player, I dunno if you saw the new Executioner mechanics. Completely redid the attack a couple weeks ago to be far more satisfying than the old lame stab. Altfire is also no longer busted sometimes, plus it gives a higher degree of freedom. MGR:R music recommended.

>> No.10348921

>>10347821
looks good anon, cant wait to give the demo a try

>> No.10348929

>>10347885
whats the 'v' stuff anon, american artificially flavored cornslop water?

>> No.10348942

>>10348920
Oh I haven't updated yet, I don't have the portrait. Speaking of, who puts a portrait of themselves in their own room? A complete dork, that's who. It's gonna be a bit before I come back to Doom. Though I did see the changes when I was browsing commits. I'm looking forward to that when I do play again.

>> No.10348959

>>10348942
Fair enough. You'd probably have even more new stuff to play with by the time you get to it.
>spoiler
You're most definitely not wrong lmao. It seemed rather fitting, too. But it could also be wholesome if we assume it was Solomon who drew it. I don't think anyone else would be physically capable of doing that.

>> No.10349162

>>10348959
I was also thinking he could've been the one to put it there. But it's funnier if he didn't. Although yeah, it's hard to imagine who else would've drawn it. Not her, surely. The only thing more dorky than putting your own portrait in your room is having made it yourself.

>> No.10349258
File: 51 KB, 506x690, mimay.png [View same] [iqdb] [saucenao] [google]
10349258

I just finished my first playthrough of Deathstrider, going through Plutonia. Pairing it with a monster mod I've never touched before (Project Malice) may not have been the wisest idea, but that seems to be the favorite combo of people I've seen play the mod.

Progression started out at a snail's pace, with my monetary savings tugging back and forth from picking up gems and buying ammo, but eventually there were a few lucky maps along with some random event where radioactive crystals (that ignored my hazmat suit) could be mined, and money for the rest of the playthrough stopped being an issue almost entirely.

Magicwise, I never figured out what the pentagram does, I never lost any spiritual armor, and negative mana regeneration seemed to just happen over long periods of time. I went with the "good" alignment and became nigh untouchable with all of the damage negating spells. The weird red cube I picked up never came into play, and just sat ominously in my inventory even after MAP30 was beaten and I was taken back to the spaceship. Though I suspect that it was behind the consistent summoning and resurrection of enemies that occurred in every map after I grabbed it.

Enemy shields were a pain in the ass and the weapons I had didn't do too good of a job breaking them.
<----- But I did figure out one destruction spell that wouldn't make me evil. Here is a depiction of my main offensive strategy against anything that didn't die to guns.

Pretty good mod. At first I wasn't sold because it seemed a bit like a weird marriage between Hideous Destructor and something Pillowblaster would have made, but eventually I got the flow. Coincidentally, you're all talking about it and how it'll be updated to be more streamlined. I guess looking at the ground and frantically clicking away in the middle of a fight will be a thing of the past.

>> No.10349336

>>10349258
I'd give advice but I have no idea which version of the mod you played. So many things have changed in the past month that virtually anything I say has a good chance of being obsolete. I suppose one could start with Zhs2's guide, which is only outdated on the mana rework:
>https://tireiron.us/dsstrats.txt?reader

>I guess looking at the ground and frantically clicking away in the middle of a fight will be a thing of the past.
Already is. The changes we were talking about were implemented very recently.

The radioactive crystals don't ignore the suit; they damage it. Staying too long near tiberium isn't healthy. As for shields, weapons don't matter in this case. Ammunition does. Shield breaker starter pack is shotgun slugs and 7.62 (you're likely to roll a Raptor in early game; can be upgraded to .50 BMG later). Since I assume you also played with Solomon, crouch sliding backwards and holding sprint activates a leg beam that can pretty much shatter any non-boss shields. Takes a bit to master.

And when all else fails, Pillowblaster makes addons for this and they're every bit bullshit OP as you might expect.
>https://accensi.gitlab.io/acecorpengineering/ds-addons.html

>> No.10349514

>>10348929
I'll have you know it's New Zealand sugar water.
https://en.wikipedia.org/wiki/V_(drink)

>> No.10349564

I've been away playing other things for the last few months. Are any nice new Halloween projects out yet? I'm hoping for a new Quake Halloween Jam at least (even if the chances of it being yet another Copper release are almost certain. I don't HATE Copper but holy fuck there are other mods guys)

>> No.10349606

>>10349564
>new Quake Halloween Jam
They're probably going to do the spooky Christmas thing again instead of proper Halloween and Christmas jams.

>> No.10349615
File: 870 KB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]
10349615

>>10349606
Shame. The last Christmas/Halloween combo basically forgot about the Halloween part anyway. At least there are a couple of nice Halloween mods already out there, but just in case I'm missing some fun ones are there any you guys could recommend?
My usual Halloween night is spent playing the better maps of Spooktober.wad and some of Quake's Halloween Jam 2. The highlights of these maps capture that comfy and cheesy atmosphere you want for this occasion.

>> No.10349623
File: 90 KB, 1024x740, would.jpg [View same] [iqdb] [saucenao] [google]
10349623

>>10335426

>> No.10349656

>>10349623
Get in line.

>> No.10349709

>>10349656
Ok I'm behind you, and i'm super horny btw

>> No.10349717

>>10349514
just joshing you senpai, not my kind of thing personally

>> No.10349721

>>10349709
On second thought, you take point chief.

>> No.10350004

Is there any way at all to work with the blockmap grid from ZScript? I want to reproduce the bloackmap bug with projectiles.

>> No.10350057

In case Waifu lead doesn't make it, will someone take over his role?
The one thing he needs to deliver is his own map, but can other anons fix what's missing?

>> No.10350203
File: 210 KB, 505x537, Last Sentinel room.png [View same] [iqdb] [saucenao] [google]
10350203

>>10341608
Finished the Sentinel area.
I think the map, even if bloated, could be considered finished.
But how to make it a PK3, I don't know how.
Because the goal is to make it a PK3 where the only additional thing needed is the mod.

>> No.10350227
File: 822 KB, 1920x1080, thepurpler.jpg [View same] [iqdb] [saucenao] [google]
10350227

>>10349258
I first played it through TNT with vanilla monsters, but to "mix it up" it was The Way We Remember It. It was a fun choice with a lot of dick moves, like those three revenants popping up across the yellow key card in map03.

>> No.10350408
File: 458 KB, 629x571, 1678749804110335.png [View same] [iqdb] [saucenao] [google]
10350408

there's occasionally some doom and quake servers posted here, why not Wolfenstein: Enemy Territory? free, open-source class-based Quake 3 engine shooter that's basically the Assault mode from Unreal Tournament. https://www.etlegacy.com/

>> No.10350534

>>10348894
That's pretty cool. You oughta make it an enemy and put it on realm667

>> No.10350546

>>10350534
this

>> No.10350594
File: 178 KB, 480x270, femstein.png [View same] [iqdb] [saucenao] [google]
10350594

Nobody ever talks about the no fucks given mentality in the wolf 3D modding scene like 50% of all mods are outrageous even by 90's standards

>> No.10350710

>>10350408
Seems that, co-op aside, the further a game gets from Doom the less inclined /DOOM/ is to play the multiplayer of it. That being said, you can try anouncing a date and time with an eye-catching image if you really want to play some ET with anons.

>> No.10350873

>>10350203
Dunno if this helps but this series helps for making maps into pk3s
Be warned though, the many needs to be on x2 speed to be tolerable
https://www.youtube.com/watch?v=0n0NLWCrL1Q

>> No.10351139
File: 2.48 MB, 1920x1080, 1672266631888521.png [View same] [iqdb] [saucenao] [google]
10351139

Did an id1 replacement soundtrack using Slipgate by BouncyTEM as a base.
https://bouncytem.bandcamp.com/album/slipgate-a-quake-tribute-album
https://mega.nz/file/ANJCmSLI#WpDsXgkZY1lg-aBHR3u5wGX5L4CSZx3ciQHNj9vkC7Q
Very carefully considered, quite satisfied with it. It's not a whole new experience playing Quake or its custom maps of course, but it's refreshing for me. Just place them in your id1 music folder. Be sure to back up Trent's OST in there.

Replacing It Is Raped was by far the hardest part since that's a damn fine track. All tracks are .wav, most tracks had their volume amplified in Audacity since Quake can be very loud. Fluidity [Intermission] is kind of a shame since its first 30 seconds are very quiet compared to Trent's Aftermath, but I couldn't do much about that.

Also included is a potential replacement track05, Frontier of the Dead. It uses a little too many non-diegetic sounds for my tastes (chains, animal noises) but the actual music itself is perfect and I would have used it instead of Precipice of Anguish as track05 if not for those non-diegetic sounds.

Pic related is map Citadel of Fire.
https://www.quaddicted.com/reviews/rgfire.html

>> No.10351216

>>10350057
It's a car crash, not cancer. If he's still alive, he'll make it. And we know he's still alive.

>> No.10351270

Repostan asking if anyone knows what the album is in Mjolnir's track12.

>> No.10351325

>>10335321
>>10340738
Updated:
-Fixed the clipping of the blood textures in the backyard
-Aligned some textures
-Added/Adjusted some decoration
-Sprinkled in some extra pickups
https://files.catbox.moe/baick1.wad

If possible, I'd also like it to be called "Steeple of Skeles" instead, cuz even though it doesn't have a steeple, "Tarnished Sanctuary" just sounds edgy

>> No.10351374

>>10351270
It's not one album, it's a bunch of shit spliced together. All the track details are on page 20 of the manual.

>> No.10351376

>>10351374
What manual?

>> No.10351379

>>10351376
The Mjolnir manual.
In the Mjolnir folder.
Called mjolnir.1.0.manual.pdf.

>> No.10351381
File: 4 KB, 922x482, 1670718834958732.png [View same] [iqdb] [saucenao] [google]
10351381

>>10351379

>> No.10351382
File: 158 KB, 1875x989, Screenshot 2023-10-25 231815.png [View same] [iqdb] [saucenao] [google]
10351382

>>10351381
Your download's fucked.

>> No.10351385

>>10351382
Dangit.

>> No.10351392
File: 13 KB, 348x133, 1694282030700160.png [View same] [iqdb] [saucenao] [google]
10351392

>>10351382
>>10351385
Haha there it is! Thanks for pointing out I didn't have a manual.

>> No.10351409

https://www.youtube.com/watch?v=_BVc5H842qo

>> No.10351474

>Brutalist Jam 2
>Copper
zzzzzzzz

>> No.10351517

>>10351139
>Slipgate BouncyTEM
Alcazar Atrophy is a favorite if you chose that track.
>>10351474
That was what the first Brutalist Jam used.

>> No.10351525

I'm unable to download plutonia from the quickstart torrent. Anyone any other links to a download?

>> No.10351557

>>10351517
>Alcazar Atrophy is a favorite if you chose that track.
Good taste. You bet your ass it's in there.

>> No.10351564

Thou art a Smitemeister is the most amazing difficulty name
I love how old games do silly shit and have fun, or call the player a pussy

>> No.10351614

i'm having a blast with Ad Mortem right now, is there any way to find the sources of the midis used for the maps?

>> No.10351615
File: 4 KB, 276x72, wadsup.png [View same] [iqdb] [saucenao] [google]
10351615

>>10335319
>Some madlad actually started adding whole dbp catalog
It shouldn't be really considered a free advertisement if you don't get enough sleep Matador, please save the effort for your own sake.

>> No.10351624

>>10351614
https://doomwiki.org/wiki/AD_MORTEM

>> No.10351654

>>10351624
danke

>> No.10351660
File: 1 KB, 118x125, 1691767085707657.jpg [View same] [iqdb] [saucenao] [google]
10351660

>>10351615
Mata's on vacation, so I doubt it's him.

>> No.10351670

>>10351660
what is this, a cultist for ants?

>> No.10351716

>>10335321
>>10313585
>>10340738
>>10343516
>>10343524
>>10346391
>>10347646

I recorded demos of the (currently playable) Phase 3 submissions and wrote some feedback and thoughts in a text file. The demos need dsda-doom to play since I used -dsdademo for saving/loading support. Map revisions vary, check the exact wad filenames in the .txt.
https://files.catbox.moe/jtdm5z.zip

>> No.10351809

>>10351716
Hey, catbox doesn't work on my end anymore (it did work a week ago), can you please upload the zip file here? :
https://doomshack.org/upload.php

>> No.10351812

>>10351474
Yeah, I'm getting pretty tired of checking the new content for Quake and just seeing an endless list of Copper. I get it, a bunch of kids have taken over and their idol made some shitty mod so they feel obligated to run it into the ground, but why not use something else for a change? Half of Copper's changes are questionable anyway like any other mod, so what would the harm be?

>> No.10351826

>>10351812
I don't think Copper is shitty at all nor do I care about the age demographic of the people who make maps for it. I just don't care for its limited enemy roster.

>> No.10351828

>>10351809
Sure, https://doomshack.org/uploads/amp3demos.zip

>> No.10351830

>>10351809
Oh you have issues with catbox too? I think either my ISP blocked it or catbox itself blocked my country, but you can use a proxy site to access it. I use https://hide.me/en/proxy and it works.

>> No.10351834

>>10351812
The almost exclusive use of Copper is only one of the many problems plaguing the Quake community right now. I'm more concerned over the circlejerk that means criticism isn't allowed or listened to so certain mappers make the same mistakes over and over, like Mazu clearly wanting to be seen as the next big thing and making every single map an attempt at being the Forgotten Sepulcher while having no idea what made it such a good level.

>> No.10351839

>>10351826
I’m in the same boat but I’ve seen at least one mod add new enemies to it. I also admit to liking the more relaxed vore ball steering.

>> No.10351843

>>10351826
But that's the thing, Copper is just regular Quake with a few values fucked about with.
No interesting new enemies or weapons like with Arcane Dimensions or Quoth, just shit like messing with nailgun damage, making dodging Shamblers unreliable in tight spaces and giving an actual use to the Ring of Shadows.
It certainly doesn't do anything interesting enough to justify the amount of use it gets.

>> No.10351851
File: 1.04 MB, 1920x1080, 1682349462295984.png [View same] [iqdb] [saucenao] [google]
10351851

>>10351843
>It certainly doesn't do anything interesting enough to justify the amount of use it gets.
100% with you there, I just didn't agree that it was shitty. I was actually just thinking while working on my VR2 map that it's strange there's no pure mod that adds just mission pack content with some features from progs_dump 3 like ladders and such for the ultimate vanilla mapper's kit. I guess it doesn't matter now with Keep out.
>>10351839
Well anons it's time to make some maps for VR2 like I am.

>> No.10351858

>>10351843
AD is frequently picked on here for being bloated and getting everyone to love nerfed shotguns. It’s not the best comparison. Quoth is neat though.
I think the best route at this point is funneling your distaste at what other people want to create and make the content you’d like to see, even if it’s not as straightforward as Doom mapping.

>> No.10351871

>>10351834
>Mazu
I just skip his maps these days. He's not a bad mapper but he has the most terminal case of "magnum opus" syndrome I've ever seen in the retro FPS communities. He's a lot better when he works with someone else who can wrangle him in a little though.

>> No.10351874
File: 33 KB, 720x720, 1621646760220.jpg [View same] [iqdb] [saucenao] [google]
10351874

>>10351716
>nothing seemed to hint at having to shoot the window
A couple people have told me this
I thought it worked because the texture looks like a crosshair

>> No.10351938

>>10351851
>I guess it doesn't matter now with Keep out.
Also in case you read this VRanon, I think VR2 has some really nifty and cool as fuck features that Keep doesn't so VR2 is definitely worth using for more than just VR2 if that makes sense.

>> No.10351949
File: 33 KB, 701x545, oh fuck.png [View same] [iqdb] [saucenao] [google]
10351949

>>10350873
The map I'm making uses a lot of custom textures and things, I feel like I should have something acknowleding them when looking at these videos and even seeing DrPySpy's map.
I really fucked up this time.
I don't even have a ZCS file acknowledging the mod's things.
My punishment, I guess.

>> No.10351987
File: 1.42 MB, 1600x900, spasm0187.png [View same] [iqdb] [saucenao] [google]
10351987

>>10349564
I wish that both AD and Alkaline had revamped their Ring Of Shadows to work like it does in Copper - that's honestly the only reason I tolerate that mods existance and one of the few things it done good (not auto-switching your gun to The Shaft once you run dry on the SNG if you're in the water is also a noteworthy improvement)

>> No.10352015
File: 2.10 MB, 1600x900, s3m2_hcm_2023-10-13_11-11-27.png [View same] [iqdb] [saucenao] [google]
10352015

>>10351409
>Manrissa actualy reposting Discord groomer memes unironicly
This is a new low even for him. . .
>>10351871
>>10351834
For some reason I did the level he made for the Sinister256 project (especially that bit which was a Q1 remake of the Phobos Anomaly), and this map for the SnackMapJam2 is also nice, but it honestly would've been much better if it contained non-vanilla content for extra variety - anything from either AD or Alkaline mods would be just perfect for that (at times it really feels like he's doing something that the vanilla Q1 toolset and bestiary simply cannot handle carrying from start to finish when he does this stuff - the map he did for the first SMJ was cosily compact compared to his newer levels).

>> No.10352051

>>10352015
The guy has skill, but he just needs to understand that giant levels with 50+ secrets need to be rare and have some variety so the player doesn't get bored. The fanfare over stuff like Sepulcher and Foggy Bogbottom was not a call for making every new map rival them in size.

>> No.10352089

any anons use Linux as their environment to play Quake 2? I want to play Yamagi through Ubungo, I've been playing on Windows until now.
I have the quake2 source from the yamagi github, do I just run "make" and drop it into the quake2 folder?

>> No.10352094

>>10352089
i dont know anything about linux. soz.
could you tell me what client or software i need in order to run quake 2 remastered? thanks in advance

>> No.10352097

>>10352094
>could you tell me what client or software i need in order to run quake 2 remastered? thanks in advance
wouldn't q2 remastered come with the executable?
yamagi should work though

>> No.10352109

>>10352097
thanks ill give it a shot. i didnt see an executable file with q2r.
have you ever played open arena? if you have opinion?

>> No.10352117

>>10352109
open arena felt kinda trashy but i guess it would work if you really don't want to pirate
just fucking pirate though lol

>> No.10352140

>>10352117
i didnt think about that lol i have a tab with deluge download open. haha
i agree its a meh game imo

>> No.10352156
File: 1.45 MB, 1920x1080, castle of stroggos 3 02.png [View same] [iqdb] [saucenao] [google]
10352156

>>10352051
>Bogbottom
>Forgotten Sepulcher
These left more of an impression than ad_tears did? I thought they were okay, not anywhere as fun or as loaded as some Tronyn stuff I played. They at least felt consistent and “Quakey” while Tears feels like wandering into another mod.

>> No.10352162

>>10352156
But my point was that those were good maps. The guy I was talking about has an issue where he's clearly trying to make something on par with them while not understanding WHY Bogbottom and Sepulcher are such good maps. He just seems to think
>big map + lots of secrets = masterpiece

>> No.10352175

>>10352162
I’ve only tried his Dwell stuff: d2m8 needed to give me a warning, but d1m8 was quite good. I want to check more of his stuff out but still Q2addicted.

>> No.10352179

>>10352109
Elite Force holomatch has a free standalone download with a bunch of custom maps and stuff. P fun.

>> No.10352208

>>10352179
>Elite Force holomatch
ill check it out oa doesnt work for some reason

>> No.10352226

>halloween sale
>horrors up to -90%
>classics up to -90%
>blood: fresh supply still sold for full price
gog i am dissapoint.

If I buy it on steam will I be able to extract data files to play in BuildGDX?

>> No.10352242

thepiratebay isnt working what do?
it just keeps redirecting me to a page

>> No.10352245

>>10352226
>still asking for full price while being buggier than the free alternatives
That offends me. Shop for that at gog-games. Pirated or otherwise it should include the original files to be played through GDX, Nblood, NotBlood, or Raze.

>> No.10352283

>>10335321
Minor update to Memorial Island:
https://files.catbox.moe/66d1wn.wad

- Added more delay to the cracking sequence
- Replaced King Boner with 3 revenants, because King Boner infought too much

>> No.10352324

>>10352283
Can you sue a self-referencing sector for the graves with rockets in them? It's annoying to try and grab them because you'll just walk right over their pickups.

>> No.10352330

>>10352324
>>10352283
That's not how the self-referencing sectors work, but it's probably a good idea to make them a little more shallow
https://files.catbox.moe/ywm1e7.wad

>> No.10352336

>>10352330
They would create an invisible floor, but just making them more shallow works as well.

>> No.10352338

>>10352336
Yeah, having them hover mid-air would make no sense.

>> No.10352341

>>10352338
It's Halloween, you don't gotta explain shit.

>> No.10352439

>>10352242
Use rutracker.org

>> No.10352554

>>10352156
ad_tears is only an awesome map if you already know where all the secrets (and the jetboots needed to access them) are located at
especially the secret horde fights

>> No.10352574

>>10352242
The current Piratebay is an FBI honeypot. Do rutracker.org, 1337x .to or Torlock. Or maybe even Kickastorrents.to, limetorrents, or rustorka...

>> No.10352617
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10352617

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)

Recent (Minor) Changes:
Eurobeat Highway is now 4 laps, and I figured out how to reset records on a per-map basis
Balloon Panic can go to hell (it was already on the list for the hellmap command, but wasn't actually helled)

>> No.10352749

>>10352242
https://gog-games.to/

>> No.10352762

>>10352617
3/16, where the racists at?

>> No.10352767

>>10352762
Jackin' it

>> No.10352773

>>10352767
Bust your crank and then get the fuck in here.

>> No.10352787

Gonna try to work on the Drake randomizer again wish me luck

>> No.10352792

>>10352245
>>10352749
>Magnet links hidden behind a paywall with malicious adware as free alternative
I'd rather get my ass fucked by a rabid rhino with leper zebra on top than go there, reconsider your life choices

>> No.10352795

>>10352792
>Magnet links hidden behind a paywall with malicious adware as free alternative
What are you talking about? gog-games links direct downloads.

>> No.10352803

>>10352795
I see none, just filecrypt links with various loops and cock enlargement social program redirects to get around. Couldn't be bothered for dear life with that.

>> No.10352816

>>10352803
What game are you trying to get? I will make you a clip showing you how silly you're being.

>> No.10352881
File: 2.27 MB, 360x200, 1679019120967248.gif [View same] [iqdb] [saucenao] [google]
10352881

>>10350408
downloaded this and played with the bots for a bit, had forgotten i used to play this a lot back in the day
i'm in if you organize a game like the other anon said

>> No.10352885
File: 557 KB, 540x540, 1693083065464610.gif [View same] [iqdb] [saucenao] [google]
10352885

>>10352762
omw

>> No.10353058

Fresh supply or blood GDX?

>> No.10353065

>>10353058
NotBlood has gained a lot of traction around here. It's also maintained by a local /vr/ anon.
https://github.com/clipmove/NotBlood
I enjoy BuildGDX a lot but I'm pretty sure at this point NotBlood has it beat in a few departments I'm too lazy to remember.

>> No.10353076
File: 1.25 MB, 900x3525, Phantasmcute.jpg [View same] [iqdb] [saucenao] [google]
10353076

>>10353065
>>10353058
GDX has the difficulty setting customization. It's otherwise a more accurate and less buggy way to play Blood over Fresh Supply. It's actually my preferred port for weird shit like Witchaven and Redneck Rampage.
Not Blood is the best though and has the most options next to FS.

>> No.10353082

Can't believe I never tried Nugget until now. Its like everything I like about Woof but better!

>> No.10353160

>>10351949
I'm a poor practitioner myself but try to make it a habit to collect credits for stuff you download, it's just polite and good practice.
Also It'll help later when you come back to the map months later and wonder where the fuck you got x texture from.

>> No.10353390
File: 3.92 MB, 800x600, 2023-10-26 07-02-50.webm [View same] [iqdb] [saucenao] [google]
10353390

>> No.10353396
File: 145 KB, 1069x1069, 1697109381600678.jpg [View same] [iqdb] [saucenao] [google]
10353396

>>10352617
ggs
Replays: https://files.catbox.moe/gd074d.zip

>> No.10353401

>>10353396
thx ggs

>> No.10353408

How expensive would it be to get a life-size cardboard cutout of a Revenant sprite as a Halloween decoration

>> No.10353418

>>10353390
Sick gnarsty.

>> No.10353594
File: 350 KB, 420x420, fuzz.png [View same] [iqdb] [saucenao] [google]
10353594

>>10335321
still 25th in Honolulu, right? submission for Ad Mortem: https://files.catbox.moe/xe2yl7.zip
"Chthonic Phthisis" by Coffee Achiever
music: "Ravenous" by Buzz-Works

also included a small update to "Fungoid Moon" - no changes to the actual map, just the midi. had a chance to listen to it on a physical SoundCanvas, and decided that the fuzz could use a tweak or two. or three.

>> No.10353598

>>10353594
>by Coffee Achiever
Kino guaranteed.

>> No.10353615

>>10335321 >>10353594
uh, hotfix for Chthonic Phthisis: https://files.catbox.moe/li2q7o.zip
forgot the skills, duh.

>> No.10353636

Sorry for interrupting here, But does anyone have the link of a collection of the mayority of the doom community midi?. I like some midi's from that folder, Plus I'm trying to find a game that was on that midi pack called "Glubber" or something like that, I don't remember correctly, that's why I'm asking... Please

>> No.10353657

>>10353636
>Glubber
probably Gubble

>> No.10353669
File: 795 B, 73x84, KIWIA1.png [View same] [iqdb] [saucenao] [google]
10353669

>>10353657
That's the one, Thank you so much for reminding me anon, Have a single sprite for my next skin mod

>> No.10353956
File: 1.47 MB, 3840x2160, lustprovokingimage.jpg [View same] [iqdb] [saucenao] [google]
10353956

Heya. After showing my game Shanghai Gold off at a convention and fixing some remaining bugs, I hope some of you might enjoy it. It's come a long way and its got a lot further to go. Was quite a rush to get it looking presentable in the week prior, from no textures to getting some slapped on. As always, I'm keen to hear criticism, especially if it's in an objective way, like some of you provided before. (I know it's kinda ugly, that will hopefully change once I find a style that works)

https://mega.nz/file/f2QyFDyQ#QcqMNru8YyACr9QFxReF-P0rgalGQrNY4Ho8EMjvj2Y

>> No.10354006

>still no copper quake release
>co-op has been broken over a year
what the fuck are they doing????

>> No.10354045

>>10353956
Downloading dolphin porn now. Will play it soon

>> No.10354074

>>10353956
>Luger and Thompson SMG (probably both chambered in 7.62×25mm Tokarev)
Gotta love the chinks for going full maximum-compatibilty schizotech with all the guns they could get

>> No.10354086

>>10354045
>STILL parroting ancient 2008 memes in an attempt to fit in
Does the newest torrent finally contains the leaked BF-exlusive vid of some fat chick actually getting fucked by a dolphin?

>> No.10354128
File: 2.23 MB, 800x450, Bomb Caster.webm [View same] [iqdb] [saucenao] [google]
10354128

Finished up the new projectile sprites for the bomb caster here. Though I need to add a proper drain visual effect and fuck with the explosion of the flash bomb so it deals damage, has the lifesteal, AND the AOE stun.
Debating if I want to give the smoke trail to the flash bomb too, but otherwise I think this is coming along well.

>> No.10354159

>>10353669
bitch looks like an fnf character

>> No.10354172
File: 5 KB, 45x54, MRglance.png [View same] [iqdb] [saucenao] [google]
10354172

>>10351828
Thank you very much, a bit of a shame I can't update my map because of the deadline, I would really like to address your feedback to my map.

>>10351830
Bookmarked!

>> No.10354181

>>10354086
Shut up you cringe idiot and play the damn game.

>> No.10354328
File: 77 KB, 500x500, artworks-000414245706-i6fgjn-t500x500.jpg [View same] [iqdb] [saucenao] [google]
10354328

>>10353082
>Woof but better!

>> No.10354330

>>10354181
I did it already, shit was a bit meh but the overall aesthetic is already comfy so whatever, keep it up sheepfucker ;^)
Also will there be a hospital shootout level?

>> No.10354331

>>10354328
It has everything Woof does, but with a bunch of visual QOL options.

>> No.10354338

Aftershock is on GOG

>> No.10354354

>>10354338
>only cheaper from steam because it's 10% off
and even then, it's like 20 cent difference.

>> No.10354469
File: 27 KB, 844x318, at least theres credits.png [View same] [iqdb] [saucenao] [google]
10354469

>>10353160
I ended up adding a TXT file with credits and some info, even if again, not done in the traditional format.
So far, I try to export the folder to PK3 using 7z but whenever I load it from ZDL, it just leads me to vanilla map 01.

>> No.10354486
File: 224 KB, 850x636, the professional.jpg [View same] [iqdb] [saucenao] [google]
10354486

Playan Half-Life, via Sven Co-op
IP: 164.152.111.147:10666
Password: penis
Name: Booty Lickers Incorporated

I don't think the public FastDL server I'm using has any assets other than .bsp files, and I'm too dingus to set one up on my end right now, so here's the things map files I'm running right now just in case:
http://scmapdb.wikidot.com/map:deluge
http://scmapdb.wikidot.com/map:mystic-radar
http://scmapdb.wikidot.com/map:io
http://scmapdb.wikidot.com/map:source-of-life

>> No.10354534
File: 1.04 MB, 1851x833, skeletoncrew3.png [View same] [iqdb] [saucenao] [google]
10354534

>>10335321
>>10346391
Version 3 of Skeleton Crew
https://files.catbox.moe/7u02b3.zip
Only a single kind anon tested this map so far, so I'm not sure if the gameplay is good. From now on I'll only change the visuals

>> No.10354571

>>10354534
I played it. Gave up on the platforming section because all I had was an SSG and I'm not fighting super Revenants on small platforms with no cover.

>> No.10354574

>>10354571
Oh, all more arguments to scrap that section - what I intended is for players to not fight them at all and just evade missiles and go to the next fight, at the end of the next section there's a switch to crush all super revenants.
I could just remove the turrets and make it a simple and calm platforming section

>> No.10354579

>>10354574
>what I intended is for players to not fight them at all and just evade missiles and go to the next fight
That's what I tried to do, but their missiles always track and you can get hit while waiting for the platform to go back up. Maybe Revenants could work in their place to give a sense of urgency, their missiles are easier to dodge and don't always track.

>> No.10354595

>>10354486
Closed for now. Gotta figure out why it'd go from just fine to super chunky monkey, and I'll see about setting up a FastDL server so people don't have to extract manually.

The map, Deluge, was pretty cool though. More polished and detailed than what I usually expect from Sven Co-op compatible maps. The same guy made Io, which was really fukken neat too from what little I tried of it.

>> No.10354743
File: 19 KB, 244x285, sploosh.jpg [View same] [iqdb] [saucenao] [google]
10354743

>>10354159
I mean... It is... And before you say anything, this is yet another character that I like that I want to make a skin of it

>> No.10354765

>>10354743
>decides to make an fnf doom mod
>after 3 years of fnf's existance
A little late for the party, don'tcha think?

>> No.10354773

>>10354006
>Still no Copper Quake release
Are you kidding, every fucking release for Quake uses Copper these days.

>> No.10354781

>>10354773
>reading comprehension
He clearly means that Copper itself hasn't been updated.

>> No.10354786

>>10354781
Hey, I had an opportunity to throw shade at at overrated mod. I'm going to take it.

>> No.10354795

>>10354765
yes, I am super late here, But I honestly want to be slow and steady, Plus, if you ask, there are two doom mods for fnf
https://www.youtube.com/watch?v=Oc_K0iTfVs8
https://www.youtube.com/watch?v=8lE5LynHtnk

>> No.10354801

new bread?

>> No.10354803

>>10354773
>Copper coop bugs
>QC still in “EA”
At least the Kexq1 port lets you run backwards now, and the Kexq2 launch wasn’t as rough.

>> No.10354808

>>10354795
Well I wish you the best of luck in making your mod. Hopefully it'll turn out better than these
https://youtu.be/hYz68_G4L1E?feature=shared
https://youtu.be/VONT8uPnmjU?feature=shared

>> No.10354834

>>10354808
Thank you, And just remember, I am just making a simple skin mod for zdoom, Nothing else

>> No.10354839

>>10354834
>simple skin mod for zdoom
cool with me. i'm just glad there's finally gonna be some fnf stuff in doom

>> No.10354895
File: 82 KB, 582x420, 165908728351.jpg [View same] [iqdb] [saucenao] [google]
10354895

you will NOT defeat the demonmaster spider cybermind. Just FYI

>> No.10354912
File: 72 KB, 1047x389, humphreyidea.png [View same] [iqdb] [saucenao] [google]
10354912

>>10354839
Now that you say it, Here's my first skin mod for doom.
https://mega.nz/file/73ZUkAYS#fJ6XLM_7SOdFdAarq40Z5NVSRJD42y7FGRn7RtDNFPI
I honestly don't know if you hate D&B, But if you do, He hates it too

>> No.10354927

>>10354074
Chinese guns of that particular period is an interesting balderdash. I think that's supposed to be the 'Warlord Era,' so it'd probably be 7.63mm Mauser rather than 7.62mm Tokarev, while .45 was used specifically because that's what Tommyguns were available in.
I've seen a Thompson converted to 7.62mm Tokarev, which was probably done by the PLA as they were also converting Canadian Sten guns to that cartridge, but I would not be surprised if one of the arsenals made modified Thompson clones in 7.63mm Mauser before that (and which may or may not tolerate shooting Tokarev ammo).

>> No.10354961

>>10354912
i remember downloading this one off /funkg/ a while back.
it's pretty good for your first skin. really accurate to the D&B style.

>> No.10354982

>>10354961
Thank you, It was a genuine pain in the ass making the sprites in Paint 3D, But it was worth it in the end

>> No.10354987

>>10353636
anons' midi collections from a couple years back:
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://files.catbox.moe/2hul76.zip

>> No.10355041

>>10351809
>>10351830
Try opening catbox main page, then the link. Problem is that you'll have to do that every other time you want to open a catbox link, so proxy site might be a better option, lmao.

>> No.10355385
File: 301 B, 33x30, KWYOUCH1.png [View same] [iqdb] [saucenao] [google]
10355385

>>10354987
Sorry for answering late, But genuely thank you, Here's another sprite

>> No.10355534

>>10335321
over time, but here's another small update for Chthonic Phthisis: https://files.catbox.moe/33b5jd.zip
mostly addresses port-specific issues: holes in the ground under opened gates in gz-hardware and unreliable sky transfers in dsda-hardware. also fixed the un-climbable shortcut at PEs.

>> No.10355537

>>10355534
>Chthonic Phthisis
That's a nice wordplay

>> No.10355550
File: 1.17 MB, 2560x1440, Screenshot_Doom_20231026_234308.png [View same] [iqdb] [saucenao] [google]
10355550

Trying out VKDoom. Performance improvement is pretty significant and while the default settings are mostly saner than GZDoom's, I have no idea how to turn off this text that tells you what weapon you just switched to. I can't find anything in the options. Does anyone happen to know what setting I have to change here?

>> No.10355619

what's the hardest Quake 2 expansion?
also The Reckoning has no chill
>3 tongue guys in a door
>3 more behind them in the secret room

>> No.10355621

>>10352574
1337 is spreading bitcoin miners

>> No.10355630

progress so far in the ay lmao cleansing https://youtu.be/Q0SviX0fclw?si=9nHZLnsO11IGpoZt

>> No.10355632
File: 868 KB, 1920x1080, reckonbloops.jpg [View same] [iqdb] [saucenao] [google]
10355632

>>10355619
>what's the hardest Quake 2 expansion?
The Reckoning has some evil brains and parasites, but vanilla Ground Zero turrets will fuck your shit up if you're not used to any degree of "leading" enemy projectiles.

>> No.10355645

>>10355621
Hmmm... how do you know this for sure. If so, then how does it work?

>> No.10355893
File: 291 KB, 1920x1080, meat c u b e.jpg [View same] [iqdb] [saucenao] [google]
10355893

>>10355632
Leading like in Unreal 1 where the enemies preshot you around corners? cool.

>> No.10355985

>>10354330
Possibly. What do you find appealing about a hospital shootout compared to any other area? And what suggestions would you have to get from "meh" to the next stage?

>> No.10355990

>>10355985
I enjoy making those who help and occupy the house of the "sick" suffer under my hand.

>> No.10356016
File: 612 KB, 1718x1193, F9YEI0cWcAAWqv0.jpg [View same] [iqdb] [saucenao] [google]
10356016

I didn't knew that Shadow Warrior had novels

>> No.10356037

>>10356016
I wonder if they go off on really fucking weird tangents like the Doom novels

>> No.10356046

I started playing Blood as a way to get into the Halloween spirit and now I am hooked. I am on level 2 of Cryptic Passage and so far I think they are better than the base game levels including episode 6, mainly because you are not so ammo starved if you do pitchfork starts. I can play CP with custom difficulty and max out the enemy spawns and still have enough ammo to crush. I got tired of the MIDIs and CD music so I started playing to dungeon synth and Burzum and I am in so much bliss I had to post this here.

>> No.10356059

>>10352226
Why do you insist on paying for Blood? Did you read the OP?

>> No.10356086

>>10354128
Looking pretty cool. Is it gonna have an arm-thing connecting it?

>>10355893
I would not pick that up even if I were at 1 health.

>> No.10356139

>>10356046
That's interesting since most people dislike Cryptic Passage

>> No.10356197

>>10356016
>based on the cd-rom game
I mean, they're not wrong, but man is it weird to see it referred to it as a....... CD-ROM GAME.

>> No.10356221

I'm gonna bake a thread if we're in danger of dropping off (so don't panic), but threads have been slow lately and the next one might stay up through Halloween. I'll wait some time in case Vaeros wants to drop a beta for the newspost or make the thread himself.

>> No.10356292

>>10335319
>All other 90s FPS welcome
I'm gonna post about UT2k4
And nobody can stop me

>> No.10356298
File: 28 KB, 320x200, credits1.png [View same] [iqdb] [saucenao] [google]
10356298

Well, since I was waiting for the next thread i'll do it here anyways.

I want to announce that i'm gonna delay the release wad date for a few days more (30-31th october) Unfortunately I'll be out of town tomorrow/today until saturday at night.

for those who wants to do some little changes on their map or whatever, you have the chance to do it now til saturday

>> No.10356335

NEW THREAD
>>10356330
>>10356330
>>10356330

>> No.10356548
File: 5 KB, 172x142, caveman drawing.png [View same] [iqdb] [saucenao] [google]
10356548

>>10356086
Originally I was going to have an arm connecting it to Doomslayer's shoulder. But I realized with the big Varia Suit pauldrons I gave him that it'd look weird, so the new idea here is they're free floating guns like Funnels from Gundam