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/vr/ - Retro Games


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10782123 No.10782123 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10772054

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/gPdytB18

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

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10782124
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=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
https://desuarchive.org/vr/post/10592017


=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[3-16]Doom 2 in City Only Released
https://www.doomworld.com/forum/topic/143936-doom-2-in-city-only-rc1

[3-16]Wrath entitites file has finally released. Mapfags can now make new levels.
https://github.com/Official3DRealms/wrath-mapping

[3-15]Chex Quest 3: Vanilla Edition makes CQ3 playable without ZDoom
https://www.doomworld.com/forum/topic/143907/

[3-14]Quakespasm Spiked updated, now a dozen times faster. Can play any map at 60+ fps.
https://fte.triptohell.info/moodles/qss/

[3-14]The Github repos and download links for DeusDoom Weapons and Augmentations were deleted
>>10776480

[3-14]Nightmare Logic III - WW2-themed weapon set released:
https://forum.zdoom.org/viewtopic.php?t=78827

[3-14]Daniel's Simple Weapons - Vanilla+ weapon set released:
https://www.doomworld.com/forum/topic/143858-daniels-simple-weapons/

[3-14]APHRODITE - a cyberpunk-themed Doom reskin, replacing all weapons/hud/player elements without altering the core gameplay has released:
https://skelegant.itch.io/aphrodite

[13-3] BuildLauncher - a Build Engine games frontend that can maps and mods for BE games and run them with any port released.
https://github.com/fgsfds/BuildLauncher

[3-12] Wrath updated, harder
https://store.steampowered.com/news/app/1000410/view/4141694364930729681?l=english

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [dd-mm] date bracket)

>> No.10782128
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>> No.10782134
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>> No.10782135
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>> No.10782140
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10782140

No One Lives Forever is pretty swag so far. I've seen a lot of people complain that there's no way to stay sneaky, but I'm finding it pretty easy to do for now - even if the stealth routes can be kinda linear.
Are the sequel and the spinoff game any good?

>> No.10782141
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>> No.10782145
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>> No.10782156

*sniff sniff*
I smell some serious firepower around here.

>> No.10782165
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10782165

Screenshot Saturday? I've made so many goddamn sprites this week.

>> No.10782172

Bakerfags do your fucking job! We don't pay you for nothing

>> No.10782187
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>> No.10782197

>>10782172
i only made this thread because no one else did, and i was dealing with the retard at the ss thread making larp over nightdive and reusing the same Q2 pasta that was fixed a long time ago.
I wish the hot pockets were more proactive on whacking for larp and misinformation, them than whacking my posts.

imma watch truggs turnleft now

>> No.10782252
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10782252

A wad file with textures ripped from cruelty squad and converted to doom's palette.
https://files.catbox.moe/krdaix.wad

>> No.10782258
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10782258

GUESS WHAT MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10782265

>>10782165
I had to wait because we were on page 10 for a long ass time. Nice work so far.

>> No.10782270

>>10782165
Actually wait, now that I'm rewatching this, the backsight on the pistol is fucky as it doesn't properly kick back as the gun is fired, and those punch animations aren't so hot.
I like the thrown knives from the imps a lot though.

>> No.10782274

>>10782165
did you intend to make this video a near-perfect loop or did it just work out that way?

>> No.10782278

GZDOOM question
is there a way to bind a weapon select but SPECIFIC to the super shotgun? i remember i had done something years ago but i forgot. i think i had changed the weapon slots themselves but that seems a bit of a hack

>> No.10782283
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10782283

>>10782258
I'm putting together a dev diary summarizing everything I've done for Doomslayer thus far. Still not 100% happy with the chaingun, but everything else is good I think.
I'm also working on updating Kustam's HUD: I'm removing the stim charge and heat gauges that'd pop up on top of the main screens and I'm condensing everything onto his right screen. I'm also going to massively reduce how much ammo that guy can carry because it was fucking outrageous. There's still some other things I need to add to the right screen, and I'm gonna need to be really careful about keeping things legible.

>> No.10782289

>>10782124
https://store.steampowered.com/app/2398450/Classic_Marathon/ THE MARATHON! THE MARATHON IS REAL!!!

>> No.10782290 [SPOILER]  [DELETED] 
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>>10782258

>> No.10782293

>>10782252
I'm surprised how usable some of these look, I don't remember anything in that game appearing even remotely normal.
I guess color mapping contributed a lot towards that.

>> No.10782305

>>10782278
bind x "use supershotgun"
though you'd need to correct the class name if you play mods that change the weapons

>> No.10782307

>>10782270
The pistol sprite is something I made over a decade ago, so it's long overdue for an overhaul revision. The punches are what I've been working on recently, is it just not "punchy" enough of a motion or is it the artwork itself?

Throwing knives I made yesterday, it's a shame I can't do webm sound on this board.

>>10782274
Silly coincidence

>> No.10782310

>>10782305
thanks. now the question is: is there a way to have multiple binds? imagine i have ssg1 and ssg2. can i do bind ssg1, ssg2, or something similar? so it just cycles (which it never will, it's just to ensure i don't have to change names if i ever use some mods)

>> No.10782315

>>10782307
Well they don't extend out very far for starters, it seems like it's she's got little T-rex arms and is throwing delicate little hooks. It also feels like the duration of each frame is the same, which doesn't work so well for a melee attack

>> No.10782323

>>10782310
you could do something like
>bind x "use supershotgun; use supershotgun2; use supershotgun3"
where supershotgun2 and 3 are the class names for the mod weapons
as long as the mod doesn't somehow still keep the vanilla SSG it should be fine

>> No.10782338

>>10782323
thanks anon i wish you find a girlfriend and wife who plays retro fps

>> No.10782339

>>10782252
I need to see a few examples of these in use.

>> No.10782352

>>10782315
Thank you, I'm gonna tweak some shit tonight

>> No.10782357

Whats best way to play Blood 1?

>> No.10782369

>>10782357
NotBlood

>> No.10782436

>>10782123
Got any good comfy wads?

>> No.10782438

>>10782140
One of the neatest things is that shooting a gun doesn't always alert the entire level.

>> No.10782443

>>10782140
I'll admit that I have masturbated to similar pictures before

>> No.10782449

>>10782123
43.05717703810737,-87.88688725803856

Height of the arch.
Randomly found this while goofing around in maps.

>> No.10782465

>>10782134
quake
mapsmap
doom

>> No.10782480

>>10782443
>doom
more like coom lmao

>> No.10782495
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>>10782315
Before I go revising the shit out of the artwork, what do you think of this motion and length?

>> No.10782505

>>10782495
Feels like the arm is out for too long at the end. Almost like the loop needs to be reversed? More time for the wind-up, then the extension with a quick withdraw.

>> No.10782510

Does anyone has the command line for eric-w tools to update Q2 Maps light parameters?

>> No.10782513

>>10782495
I do find it a little odd how much vertical climb her fist has from the initial wind up frames. It's also odd how fist drops straight down after throwing the punch rather than carrying forward in an arc. Cus the best way to make sure you throw a strong punch is you're aiming THROUGH your target and not stopping at the target itself, if that makes sense.

>> No.10782516
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10782516

>>10782165
huh, funny coincidence
not long ago i remembered your character and made an HD skin out of her
looks like you've touched up her art in a lot of places though

>> No.10782609

>>10782124
9 days ago but someone did NIN's The Downward Spiral entirely in Doom
https://www.youtube.com/watch?v=KWqDe7I5T98

>> No.10782635

>>10782323
>>10782338
I just tried this and it doesn't work. It only grabs the last command. Even tried setting up an alias

>> No.10782653

>>10782635
add a wait between each use command
>bind x "use supershotgun; wait; use supershotgun2"
some delay will be introduced as it goes down the list though

>> No.10782663

>>10782134
>faggot place
it knows

>> No.10782667

>>10782653
what do you mean some delay? i just checked it and it works (tried with default doom and final doomer). i'm never going to use the same key for two weapons in a single playthrough. i noticed no delay.
i just didn't want to have different config files to swap around.
seems to work fine, thanks a lot

>> No.10782668

>>10782667
each wait delays the next command by 1 tic
if you had 35 weapons in the list, it would take a full second to get to the last weapon in the list

>> No.10782674

>>10782668
this is great info.
considering final doomer's switch speed is already improved, and i only play vanilla doom other than that, is it wise to put "use Shotgun" (and all other vanilla weapons) at the start? or the list is rendered in reverse?
each command is going to have 10 weapons in total (9 FD + 1 vanilla)

>> No.10782679

god doom 1s maps are WAY more enjoyable than doom 2s

>> No.10782682

>>10782679
based and doom1pilled

>> No.10782691

>>10782682
i also enjoy the abstractness of them. like the E1 secret level has a bunch of imps behind diagonal bars and thats supposed to be a jail for them but you really gotta stretch your imagination for it.

>> No.10782692
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10782692

>>10782258
Just began right now a third dm map for VR2. If all goes well I should have at least two good singleplayer maps or 3 decent ones and three dm maps by August.

>> No.10782695
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>>10782692
Also if anyone knows any good grimy Quake texture wads please tell me. I want to give this a bit of a KF1-Bioticslab look and so far socktech.wad comes closest.

>> No.10782701

>>10782124
Speedmappack 228 for Quake released
https://www.slipseer.com/index.php?resources/sm228-vanilla.335/
18 maps all using vanilla gameplay and textures, no Copper whatsoever

>> No.10782704
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10782704

>>10782283
Just a reminder to you boys: If you're gonna add some custom font shit, make sure all of the characters are the exact same size, otherwise you get shit like this 1 here. I fixed it by just making the canvas of the 1 one pixel wider so it matches the rest, but it still upset me greatly looking at that.

>> No.10782708
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10782708

>>10782443
Only real chads goonmaxxx to retro shooter babes.

>> No.10782716

>>10782165
ay, sprite noob! how's your wife?

>>10782436
unironically x.wad, or any 90s/early 2000s bullshit.

>> No.10782723

>>10782140
Yeah, the sequel is good. Can't speak for J.A.C.K.
NOLF1 is great though. I wouldn't consider it a stealth game most of the time.

>> No.10782724
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10782724

Finished pic related, it was good, but it feels like it ran out of steam a bit in episode 3, episode 1 was the most fun one one overall for me.

>> No.10782763
File: 903 KB, 2560x1351, gzdoom_5CSbqxBhoa.png [View same] [iqdb] [saucenao] [google]
10782763

Why did doom 2 get rid of the unique intermission screens? SOULLESS GARBAGE.

>> No.10782765

>>10782763
Art department was working on Quake. Man come to think of it it'd be neat if someone did map intermission screen for Doom 2.

>> No.10782791

>Hell on Earth
Where's Pinhead?

>> No.10782807

>>10782791
>>Hell on Earth
LOL

>> No.10782854
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10782854

>>10782258
I finished another map, now I'm just missing 3 in the main progression.

>> No.10782870

>rewatched Big Trouble in Little China
Anybody got any Hong Kong Action style of wads/paks/etc.? Other than Shadow Warrior, of course.

>> No.10782874

>>10782763
https://www.doomworld.com/forum/topic/129057-doom-2-intermission-maps-complete/

>> No.10782924

>>10782854
Based

>> No.10782926

>>10782874
Whaaaaaaaaat. That's fucking cool. Gives me an excuse to replay Doom 2.

>> No.10782946
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10782946

>>10782516
Oh shit that's cool as fuck! I'm glad people liked her enough to save her and remember her! I've mostly redid her sprites and hud stuff. I still have back corner and crouch sprites to do and a few more mug revisions.

>>10782716
Pretty great! Man, you have a good memory!

>> No.10782951

Kinda on topic, but did you guys know there was a 0.13 release of Freedoom recently?
https://freedoom.github.io/
Honestly, at this point it's starting to look better than real Doom

>> No.10782958

>>10782946
What do I have to do to have this as a mugshot?

>> No.10782975

>>10782951
I don't like the art style that much
Will the maps ripped from both freedoom's iwads work out of the box as a pwad for doom1/doom2?

>> No.10782979

>>10782124
nugget 3.0 released:
- all features from woof 14.3
- rewinding a-la dsda-doom
- improved move over/under things feature

https://www.doomworld.com/forum/post/2779971
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-3.0.0

>> No.10782985

>>10782975
>Will the maps ripped from both freedoom's iwads work out of the box as a pwad for doom1/doom2?
They do, though it depends on how much of the assets you want to clean out for how much of a hassle it is.

>> No.10782989

>>10782951
Freedoom getting an actual release probably should be belatedly shoved in the news. >>10782124

>> No.10783001
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10783001

>>10782663
Of course it does.

>> No.10783017

I got into doom wads for the first time recently so I have nothing to add other than I’m really enjoying trying different ones. For lack of a better analogy (food analogy) it’s like a canvas, and when you play different wads from the same person you can see their evolution as a mapper and what their influences were on different ones. I’m trying to think of another modded game that’s even like that, maybe rct2.

>> No.10783024

>>10783017
You would see it with Quake and Half-Life, they have had some VERY strong modding and mapping scenes throughout the years, Team Fortress outright started as a mod for Quake, and you can find early Quake work by the guys who would later create Counter-Strike.
Half-Life in particular was quite a flexible engine to work with, speaking strictly of FPS, so a very wide variety of mods were made over the years.

The golden ages of Quake and GoldSrc modding have passed, but they were long and prolific, and diehards still stay around and make some stuff. There's countless authors with their own styles and prolific bodies of work.

>> No.10783050

>>10783024
On the gameplay end this makes me think of Chaotic Dreams where they started trying shit out in Quake 2 and ended up moving to UT99 and 2k3/2k4 and you saw a notable improvement in their stuff each time.

>> No.10783125

>>10782701
Nice, I'm gonna try it through Reliquary which is based on Copper

>> No.10783159

>>10782134
>kill woof dev

>> No.10783169
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10783169

>>10783159
You can't kill an "object"
https://github.com/fabiangreffrath/woof/issues/1092

>> No.10783174
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10783174

so do you remember the widescreen status bar pack with all the wads? a lot of them don't have an ultrawide version.
if your favourite wad doesn't have a wide version, let me know i'll make one real quick it's pretty easy and i want to do something useful or helpful (even a retard could do this)

>> No.10783179

>>10782305
Thank you anon so much, this is what i needed. Frustrating to cycle between chainsaw to berserked fist or the shotguns

>> No.10783186

>>10782975
>Will the maps ripped from both freedoom's iwads work out of the box as a pwad for doom1/doom2?
Leave the textures intact and they will. Freedoom uses more textures than id, and they aren't all exactly 1:1 equivalents.

>> No.10783190

>>10780823
AD_tears fells like it would be amazing to replay in Mjolnir with as little of the classic weaponry as possible at your disposal, forcing one to use the gimmicky mana weapons instead.

>> No.10783226
File: 148 KB, 1280x720, Q2_Unseen.jpg [View same] [iqdb] [saucenao] [google]
10783226

>>10773235
Because the remaining Q2 fans were beyond desperate for almost 26 years to finally get a version of the game that's supposed to come out in 1997, if only Paril would somehow ressurrect his once-aborted idea from Lazarus to allow modders to make on-the-fly custom monsters ingame, then KexQ2 will officially have infinite replay value akin to GZDoom and modded Quake1 already have.

>> No.10783232
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>> No.10783245

>>10783001
>both HFFM & /VR/ were made 3 years ago
I lost track of whether the Summer Fun WAD was also completed back then

>> No.10783254

>>10783001
HFFM: Second Cumming when?

>> No.10783260
File: 54 KB, 480x360, H!zone.jpg [View same] [iqdb] [saucenao] [google]
10783260

>>10782134
>original mod enemy

>> No.10783279

I've always decided not to play Sunlust because I remember people talking about huge arenas and fights where you have to spam circlestrafe + heavy weaps. Well, after a dozen maps I can already see why I've never played this wad.
Which is a shame, because the first maps were incredible from gunplay and an aesthetic point of view. Then it starts to become just RNG, infighting puzzles and spamspamspam.
Do people here like this map at all?

>> No.10783289

>>10783279
I liked the first half but the latter half is way too slaughter-mappy for my taste
I was going to finish it out of obligation but I completely gave up on map28
>200 close range imps with sniping mancubi vs 100 hellnigs sniped with archies and cyberdemons, rocket launcher and SS only
I would rather hammer nails into my forehead

>> No.10783292

>>10783226
Pester him to add it to Q2Pro, he and the Pro Remaster team keeps updating stuff missing on Q2R thanks to sponge and fucking id having no money to update the fuckin game
Plus there is the fact that Q2R is in desperate need of a DLL decompiler and recompiler for mods and old maps using the old 3.20 code and Remaster to translate to each other, on which a AI trained on C+ and Q2 Source code could REALLY be helpful.

>> No.10783295

>>10783289
As in, the map gives you the option of doing one or the other, and neither path is particularly fun, it's just work

>> No.10783302
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10783302

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters
rules and stuff: https://pastebin.com/CrVTqGvr

BETA V1: https://files.catbox.moe/nu06rj.wad

Changelog:
>normalized audio. It sounds fine for my untrained ears but please do check if i didn't fuck up your midi
>checked enemy placement:
>map03: moved pinky in the courtyard (thing 43) 32 units to the left
>map04: moved pinky in toxic pit (thing 9) 32 units to the left
>map13 moved 2 imps in the bottom right (things 50 and 56) 16 units down

Other stuff:
>Is map08 ready to be added to this release? If so, please remove the self facial
>Was map14 submitted? I saw in another thread that someone claimed it but I didn't see a submission

>> No.10783314

>>10783232
>entering Doomworld network
That sounds awful.

>> No.10783334

>>10783302
>Is map08 ready to be added to this release? If so, please remove the self facial
self-censorship? in a 4chan project?

>> No.10783341
File: 151 KB, 1337x682, MapGraph.png [View same] [iqdb] [saucenao] [google]
10783341

>>10782258
MUST. FINISH. MAP ENTITIES CONNECTIONS GRAPH VISUALIZER!
I guess it could be pretty useful. It also runs on vb.net!

>> No.10783342

>>10783232
hae-lin is a little confused about what "computer hacking" entails

>> No.10783351

Man the switch hunting in Hexen really gets tedious. I am replaying it after having dropped it twice after the second hub area and I can see why I did that both times

>> No.10783354

>>10783351
in every hub after the first one, there's a room with illuminated wall textures indicating which levels still have switches to find

>> No.10783359

Hey, does anyone have the 2048 weapons WAD?

>> No.10783375

>>10783169
I think he's using "object" in the 'programming language' sense here

>> No.10783379

>>10783375
no anon, you're supposed to get vaguely angry that a game with no gender selection doesn't assume gender in obituary messages

>> No.10783405
File: 34 KB, 640x480, access.png [View same] [iqdb] [saucenao] [google]
10783405

>>10783232
Reminds me of the beginning of Cave Story.

>>10783342
lmao

>> No.10783410

>>10783379
That's way too much effort.

>> No.10783429
File: 3.92 MB, 960x540, Replay_2024-02-11_15-45-12.mkv[sound=files.catbox.moe%2Fsud26x.opus].webm [View same] [iqdb] [saucenao] [google]
10783429

>>10782946
i was wanting to ask you for permission to release the skin, didn't expect you'd actually be around and actively working on her

>> No.10783439

You need a high IQ to appreciate Mt Erebus

>> No.10783451

30 Years With Doom is very good actually, would recommend to anyone looking for something which has some classic Doom 1 feel, but in Doom 2 and using a bit of Boom-ery.

>> No.10783472

>>10783379
It's grammatically incorrect!
RRRRRRREEEEEEEEEEEEEEEEEEEEEEEE

I just prefer if they keep it like the original doom messages, personally.

>> No.10783474

>>10783375
>I think he's using "object" in the 'programming language' sense here
In which case it'd be only correct to call such object an 'it'. I do believe he didn't put much thought into it, severing a route of feedback from a pinned doomworld thread is too much of a gamble. Safer to appease local plural denominatives.

>> No.10783478

>>10783472
original doom didn't have obituaries (and there is an option to turn them off)

>> No.10783481
File: 637 KB, 800x1215, choose1-1.jpg [View same] [iqdb] [saucenao] [google]
10783481

choose wisely

>> No.10783485

>>10782979
>Support for optional health-based player pain sounds
How is this handled? Is it something you drop into the wad?

>> No.10783493

>>10783481
Can I play wads that work with the original game? If so I’d probably pick that

>> No.10783497

>>10783493
purist?
yes, but no emulations.

>> No.10783504

>>10783485
https://github.com/MrAlaux/Nugget-Doom/commit/8c7989ca59ed8d08c732ef3c35aa98b7dc6a79b2
>Health-based player pain sounds: `DSPPAI25`, `DSPPAI50`, `DSPPAI75`, `DSPPA100` [i.b. ZDoom].
Replacing grunts with voicelines might get tiring to hear after a short while. There are bunch of other optional sound namings inside the commit too.

>> No.10783508

>>10783481
Easy choice
Modded run

There's plenty TCs to go around, and original games using the Doom engine.

>> No.10783512

>>10782123
>Gnorta
?

>> No.10783517

>>10783292
I'd sooner get Win11 than use Discord or Xitter

>> No.10783519
File: 64 KB, 811x394, gnortabio.jpg [View same] [iqdb] [saucenao] [google]
10783519

>>10783512
Looks like more weird Stroggos fauna

>> No.10783529

>>10783519
Looks and sounds like a Metroid Prime enemy.

>> No.10783584

>>10783519
Gnorta seems to have been remade into Ground Zero asshole spiders.

>> No.10783673

Anyone got the DeusDoom mods on hand? I was meaning to finally try it out but the fuck who made it had a modder moment and decided to DFE.

>> No.10783756

>>10783478
Did it not in deathmatch?
Hm.

>> No.10783763

>>10783497
Yeah then I’d take purist, seems like it would have the most variety of content

>> No.10783781

>>10783673
They're about ten months out of date but they're at least something to be going on till somebody else uploads better ones.
https://files.catbox.moe/9xugi4.7z

>> No.10783791

>>10783781
Better than nothing. Cheers.

>> No.10783796
File: 1.44 MB, 2560x1440, mge2m1_2024-03-17_03-54-34.jpg [View same] [iqdb] [saucenao] [google]
10783796

How do my fellow OCD bros deal with secrets hunt on complex 3D maps? Never thought I would want to visit a psychiatrist to fix this shit.

>> No.10783810

>>10783226
>his once-aborted idea from Lazarus to allow modders to make on-the-fly custom monsters ingame
???

>> No.10783826
File: 3.88 MB, 640x480, 2024-03-17 18-48-00.webm [View same] [iqdb] [saucenao] [google]
10783826

>> No.10783829
File: 3.91 MB, 640x480, 2024-03-14 06-46-41.webm [View same] [iqdb] [saucenao] [google]
10783829

>> No.10783838
File: 3.91 MB, 640x480, 2024-03-14 06-50-57.webm [View same] [iqdb] [saucenao] [google]
10783838

>> No.10783852
File: 3.90 MB, 640x480, 2024-03-14 07-02-32.webm [View same] [iqdb] [saucenao] [google]
10783852

>> No.10783861

>>10782958
I unno, either rip the gif and plop em into slade or wait for me to release something

>>10783429
Oh you always have my permission and I encourage people to use or repurpose my crap. That looks incredible too, probably better weapons than I'd come up with. Someone used her as a Heretic time traveling enemy in their mod, I loved that too.

>> No.10783886
File: 203 KB, 1280x960, kart0064.png [View same] [iqdb] [saucenao] [google]
10783886

>> No.10783927

>>10783861
groovy, she's live now
https://gitlab.com/hdiscord-saltmines/hd-saltshaker/-/commit/2b45d255d742c78eac57ce2fdbdbca6c6815923a
let me know if that's not sufficient crediting

>> No.10783970

>>10783886
is that a ghostbuster?

>> No.10783995
File: 16 KB, 278x289, harold-ramis-egon-spengler.jpg [View same] [iqdb] [saucenao] [google]
10783995

>>10783970
Yeah.

>> No.10784017

>>10783796
the cure for ocd is to eat 80% meat with the remaining 20% being nuts and calorically dense fruit
most plantstuff (especially grain beans and starch) feeds your gut bacteria in a way that makes the mind race/worsens intrusive thoughts/makes you fall back on familiar behaviors rather than branch out, and this is worse in some people than others
t. individual with actual ocd that wasn't able to do literally anything until he discovered certain foods made him think and feel like shit
i had to give myself free will through trial and error
don't bother with psych shit the pills just make you fat and complacent with your demise rather than fixing anything + you can't game as well on them

>> No.10784021

wads that are on the easy side? even when playing hurt me plenty stuff like ancient aliens kicks my ass (and i don't want to heavily savescum)

>> No.10784027

>>10784021
>wads that are on the easy side? even when playing hurt me plenty stuff like ancient aliens kicks my ass (and i don't want to heavily savescum)
Just use 'god2' mode. It's a singleplayer game. Who cares if you cheat?

>> No.10784032
File: 120 KB, 483x405, image.png [View same] [iqdb] [saucenao] [google]
10784032

>>10784021
Fava Beans!

>> No.10784039

>>10784017
Gotta agree with this anon. Not sure how much it will help with playing games specifically, but changing your diet to be overwhelmingly meat helps massively with general concentration.

>> No.10784073
File: 992 KB, 2560x1440, mge2m2_2024-03-17_19-34-09.jpg [View same] [iqdb] [saucenao] [google]
10784073

>>10784017
>>10784039
that's not what I asked but thanks guys, I will eat more meat
Offtop aside, what's the overall consensus on secrets in anything that came out after ""2D"" Doom? Games that are still old-school and expected to have secrets, but also with architecture getting more and more complex, so the players are not expected to actually find them (all). And it just feels disrespectful to skip these this tiny neatly hidden bits of the map author clearly put efforts into. But it also feels impossible to actually find everything.
At least in Doom you can always open the wad in UDB and check what you're missing.

>> No.10784078

>>10784021
Augur Zenith
Chainworm Kommando
Lunatic

>> No.10784096
File: 205 KB, 1920x1080, kmquake2_007.jpg [View same] [iqdb] [saucenao] [google]
10784096

Man, the Quake II 25th pack just keeps crashing or messing up on respawn/level changes. Using Q2Pro and KMQuake II. Evevn tried updating, same thing. Am I just an idiot or something

>> No.10784115

>>10784073
I've really grown a distaste for secrets ever since I put in a Wolf3D run where I willfully ignored as many secrets as possible and found it to be a much more enjoyable experience. It's way easier and more common for mappers to make them too hard to find, too important, or both than it is for them to make them reasonable and satisfying to figure out and worth finding but neither trivializing nor essential to the combat. Usually they just kill the pace and make you either open the map in an editor or waste half an hour wandering around trying to figure out what esoteric bullshit the mapper wants you to do.

>> No.10784146

>>10784115
i just ignore the secrets. sometimes i wall hump if i need ammo/health or i take a look around.
the best secrets are the ones that are not hard to find, but not so obvious. and of course, secrets should *not* be required to finish the map.
retards who can't enjoy without 100%ing everything are a cancer

>> No.10784150

>>10783481
Purist, I suppose.

>> No.10784162

Someone Spoonfeed me and I will deliver ALL of the Aubrey Hodges music as a playlist for Doom 2. I am having troubles.

I have legally acquired all of Aubrey Hodges works for ID (Doom/Final Doom PSX, Doom 64, Quake 64 and Quake 2). I want to put them all into a neat mod like the modern Jukebox mods, the issue I am having is that I cannot for the live of me figure out how to get the specific number of tracks to load into the game. For instance the mod I downloaded and am mimicking goes up to 11, but anything past that it just loses focus. I assume I need into the ACS, but when I try to open the uncompiled version in Slade it just leads to dead ends with ACC.

Halp.

>> No.10784205

>>10784021
ichinichi

>> No.10784213

>>10784073
Clearly they didn’t eat enough meat because they couldn’t finish paying attention halfway through your post lmao

>> No.10784289

>>10783174
It would be pretty neat if source ports could just mirror the textures at the ends to get the length required

>> No.10784314
File: 222 KB, 720x720, 1697011909391185.jpg [View same] [iqdb] [saucenao] [google]
10784314

>>10784213

>> No.10784318
File: 836 KB, 1920x1080, smp22802.jpg [View same] [iqdb] [saucenao] [google]
10784318

>>10784073
When you get desperate to find them in Quake, you can turn on noclip, godmode, and edit the host_timescale so you zoom around combing for encounters and secret notifications. You can follow someone else's 100% walkthrough unless its obscure or new.
I've only felt the need to do this a few times, like finding the runes in Violent Rumble or AD. There's also a couple mappacks I've hunted everything for just because I like them so much.
>And it just feels disrespectful to skip these this tiny neatly hidden bits of the map author clearly put efforts into. But it also feels impossible to actually find everything.
If it's something the author did not want you to "miss", I doubt they would have made it a secret. Sometimes its just a powerup in a closet, and sometimes found well after everything is dead. Missed secrets also add an excuse to revisit good levels.

>> No.10784337

>>10783379
>game with no gender selection
Next time you launch doom look at center bottom of the screen, there's a little face there - you may not know it but it belongs to the player character. Not a gender expert but I believe it's a man

>> No.10784342

>>10783379
I agree with the other guy, Doom has a gender selection, and the available option is Doom Guy. Mods let you do anything though.

>> No.10784349

>>10783451
Ok, I'm at MAP08 and I'm having slightly less fun. Looking in UDB, it appears like lift to the exit can triggered once and is missable, which I feel isn't acceptable design for stock Doom 2 gameplay.

>> No.10784364

>>10783481
Sacrifice.

>> No.10784368

>>10784318
If you're really desperate to find all the secrets, you can also do
>r_showbboxes_filter secret

>> No.10784375

>>10784349
That's the one by Silverminer isn't it?

>> No.10784395

>>10784073
Playing through the "official addons" in the Q1 remaster, I liked the trend of hinting at secrets with cobwebs. I don't mind secrets as long as they're hinted at well, but I'm no fan of stuff I've seen in Quake 2 like tiny shootable buttons 30 feet in the air behind a large pillar.

>> No.10784429

>>10782123
Is that supposed to be a Strogg dropship?

>> No.10784432

>>10784429
Yes, if someone picks the stuff and textures them and animate them.

>> No.10784435

Just thought I'd recommend a couple of interesting Doom wads. It's especially trippy playing them with Freedoom.
Ultimate Doom The Way We Remember It: https://www.doomworld.com/vb/thread/123289
Doom 2 The Way We Remember It: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/d2twwri

Both of them are "close enough" to serve as free replacements for the original Doom 1/2 maps if you aren't especially keen on the Freedoom 1/2 maps.

>> No.10784449

>>10784435
Also fun is using the Death Foretold mod: https://www.moddb.com/mods/death-foretold/downloads/death-foretold-d4t-25
It's like if you took the Brutal Doom mod, converted it into Doom 2016/Eternal, and then backported it to Doom 1 and 2.

>> No.10784456

>>10784435
I played through Sigil with Freedoom, it made it a lot less nostalgia bait.

>> No.10784468

Fuck the ghost SS in Requiem. Casali you fuck.

>> No.10784480

>>10784456
>I played through Sigil with Freedoom, it made it a lot less nostalgia bait.
Did you know that there is a Sigil 2?
https://www.doomworld.com/idgames/levels/doom/Ports/s-u/sigil_ii_v1_0

>> No.10784482
File: 343 KB, 1830x660, shootcubefaggotry.png [View same] [iqdb] [saucenao] [google]
10784482

>>10784349
WHAT THE FUCK IS THIS SHIT?

Each side of this cube is a shootable switch, but hey, how am I supposed to shoot the sides I can't face? The generalized action isn't tagged for monsters, so I guess I'm NOT supposed to hope that the Cacos accidentally shoot the button here, but that brings the question WHO IS gonna shoot these buttons? It's not gonna be me, because there exists no reachable space which lets me get around to see and shoot them.

The fun has abruptly nosedived for me here, MAP08 has an easily softlockable bullshit ending, and MAP09 is just not fun at all, with an ending which is completely broken best I can tell.

>>10784375
Why's his name sound familiar?

>> No.10784489

>>10784021
Zone 300 is pretty chill

>> No.10784496

>>10783796
I make a point to just get half of them and call it a day. If I find any past that, excellent, but I hate sticking around in empty levels humping walls.

>> No.10784498

>>10784482
>Why's his name sound familiar?
Jumpstarted the whole fatuous outrage thing over credibility of fake sequels
https://doomwiki.org/wiki/Plutonia_3

>> No.10784501

>>10783995
I thought it was the AVGN

>> No.10784521

>>10783279
Play on HMP. You will enjoy it more. It's less infighting and more like a Skillsaw wad then.

>> No.10784529

>>10783481
Purist. Plenty of good 90s wads, and I've already done that before (I'm old).

>> No.10784535

>>10784521
I did play it on HMP. It is the default difficulty. I only play on HMP

>> No.10784541

>>10783302
nepnep here, map04 midi sounds fine to me

>> No.10784558

What are the best quake 2 (single player) maps and map sets?

>> No.10784575
File: 52 KB, 640x480, 768678.jpg [View same] [iqdb] [saucenao] [google]
10784575

>>10784558
Deaf, Dumb and Blind (Geraint Wynne-Davies)
What the End Is for (Carson Utz)
The Widening Gyre (Carson Utz)
Dark Undergrowth (Christian Cummings)
Saturation Point (Jim Hughes)
Chemical Plant (Matt Barnett)
The Blockade (Michael Shand)
The Powersphere Quest (Cedar Kraus)
Forces of Evil (I-IV) (Chris Spain)
Coconut Monkey 2: Dry Gulch (Neil Manke)
Space Odysseys 3: Lost in Universe (Yuri Davidov)
Love Story of Prince of Stroggos (Yuri Davidov)
Castles of Stroggos 2: Stroggship (Brian Griffith)
Castles of Stroggos 3: The Final Objective (Brian Griffith)
Back at the Front (Rick Troppman)
Emerald Mountain Wipeout (Tore H. Johansen)
Monumental Misery (Tore H. Johansen)
Citizen Abel 3: The Civic Redemption (Brendon Chung)
Citizen Abel 4: Malfunction Junction (Brendon Chung)
Light (Jed Kirchner)
Operation Scorched Earth [I-III] (Steve Clarke)
Dawn of Darkness - Episode One (Ward Six Entertainment) [TC]
Deus Ex Machina (Andrea Rosa)
Citadel [v2 - but v3 was made available later] (Andrea Rosa)
Sonic Mayhem
Quake 2 25th Anniversary Collaborative UNIT v1.0
Quake II Mission Pack: The Reckoning
Quake II Mission Pack: Ground Zero
Call of the Machine

>> No.10784585

>>10784575
does anyone has the command line for ericw's tools to update these maps?

>> No.10784631

>>10782123
I bought the DOOM collection last steam sale. I am going to be stuck with a i5 8th gen laptop for the next year so i might as well start start to chip away my retro vidya backlog.
Is this release too shitty to be worthy of me playing it?
What does /vr/ recommend me to do with my current access to the OG doom WADS?
Did i waste my money and should've pirated them like everyone else?
What's the "Best" way to experience them in 2024 on a W10 machine?

>> No.10784646

>>10784575
holy shit thanks

>> No.10784648

>>10783927
Oh shit fucking cool. I need to mess with this, I've never actually tried HD.

>> No.10784687
File: 1.43 MB, 1920x1200, spogsp1.png [View same] [iqdb] [saucenao] [google]
10784687

>>10784585
If you want to fix the fullbright water issue on old maps all you have to do is run light.exe on the .bsp file and it'll re-do all the lights in the map.

>> No.10784751

No gzdoom posters this thread? Give me some good stuff come on

>> No.10784787

>>10784751
Somewhere in Hell if you're fan of Madness Combat

>> No.10784829

>>10784631
https://www.youtube.com/watch?v=ietb4JwaaXA

>> No.10784834
File: 1.30 MB, 2560x1440, Screenshot_Doom_20240317_204424.png [View same] [iqdb] [saucenao] [google]
10784834

>>10784162
Update. I figured it out like a big boy.

Here is the mod. Get it while it is hot.

It contains almost ALL of the Doom/Final Doom PSX, Quake 1+2 64, and Doom 64 OSTs. It works just like the other Jukebox Mods, you bind a key to switch songs and the tracks repeat on a map until changed manually.

Every. Single. Track. Was edited to have its proper name and album so I/We can appreciate the artwork Aubrey made.

I don't expect this to stay up forever as it is basically a bunch of zipped MP3s which I paid for so I figure Daddy Bethesda will knock sooner or later.

>Pic as proof it isn't gay porn

>> No.10784835

>>10784834
what's the palette

>> No.10784838

>>10784834
>Forgot the link like a dumbass
https://www.mediafire.com/file/ny71s90nqo1v0eb/The_Aubrey_Hodges_Mod.pk3/file

>> No.10784842

>>10784835
It comes bundled with
>https://www.moddb.com/mods/brutal-doom-64/addons/patch64-v1-texturepack

There is a nearly identical one in the Cryonaut's Colors Palette Bundle called Doom64 I believe if you aren't man enough to play Spooky Doom.

>https://www.moddb.com/mods/the-code-based-visual-fx-suite-for-gzdoom-aka-codefx/addons/cryonauts-colors-the-ultimate-color-palette-collection-for-doom

>> No.10784846
File: 2.38 MB, 1920x1080, Duke Nukem Forever Screenshot 2024.03.17 - 19.56.44.64.png [View same] [iqdb] [saucenao] [google]
10784846

This scratched an ich that I had

>> No.10784857

>>10784834
>>10784835
This is great and all but how can we mix it with Keygen Church and Floppy Disk Full of MIDIs? We need a big ass merge of these three. Thanks anon

>> No.10784871
File: 2.36 MB, 960x540, Replay_2024-02-05_07-37-27.mkv.webm [View same] [iqdb] [saucenao] [google]
10784871

>>10784648
HD is quite a beast to approach, definitely give the manual a look and/or watch knox's video
https://www.youtube.com/watch?v=QSssmjAE7xI
it's a bit dated but still good enough to get you started
start on easier maps you're already comfortable with, knee deep in the dead is fine for adjusting to the weapons and movement without overwhelming you with the full enemy roster
kuchitsu, diabolus ex, and chainworm kommando are some good doom 2 maps to progress towards

>> No.10784887

>>10784871
I wanna see someone beat Scythe 2: Map 26: Death with HD then I may consider playing it.

Easily doable. Easily.

I cannot even beat it without mods on HMP. Help.

>> No.10784893
File: 1.97 MB, 1920x1080, Duke Nukem Forever Screenshot 2024.03.17 - 20.03.07.38.png [View same] [iqdb] [saucenao] [google]
10784893

>>10784846
Low-poly models and somewhat detailed and realistic textures are a nice combo.
Why aren't indie developers doing this?
It can look damn good, and there's no need for the textures to be pixelated shit that isn't distinguishable or ultra high resolution textures that looks way out of place

>> No.10784945
File: 2.02 MB, 256x247, 1683027747961312.gif [View same] [iqdb] [saucenao] [google]
10784945

>>10784501
same

>> No.10784954

>>10784871
Where do I find that kill-cam mod?

>> No.10785006

>>10780823
Ehhh I think that's a little reductive and limiting.

>> No.10785010

>>10784575
Is that pic related from a real mod/map?

>> No.10785023

Am I going crazy, or do I remember a "how to make doom levels" book from the 90s? I swear I've seen one before. It'd be really cool to find a scan or pdf upload of it.

>> No.10785061

>>10784585
Use ArghRad instead, EricW Tools has some fuckery with light scaling values being different between Q2 and Q2 that causes the lights to go all wrong.
You'll need to run -litwarp to make sure the forcefield/liquid lighting works properly.

>> No.10785069

>>10785061
>Q2 and Q2
Q1 and Q2. IIRC it's that one uses a 0~100 scale and the other uses a 0~1 scale.

>> No.10785092

>>10784954
https://forum.zdoom.org/viewtopic.php?t=77306

>> No.10785104

I would kill another human if someone just made smooth weapons enhanced AND added shell casings to them

>> No.10785112
File: 10 KB, 739x128, Screenshot from 2024-03-18 00-34-50.png [View same] [iqdb] [saucenao] [google]
10785112

>>10784887
your motherfucking life ends 49 minutes from now

>> No.10785120

>>10785092
Thanks

>> No.10785130

>>10784887
>>10785112
https://www.youtube.com/watch?v=HlV7FKGDv64
a deal's a deal anon, i'll see you at bootcamp

>> No.10785141
File: 3.80 MB, 281x405, 1693519525304338.gif [View same] [iqdb] [saucenao] [google]
10785141

>>10785112

>> No.10785145

>>10785130
>3:12
>mmmmmMMMMMMmmmmm....
my sides

>> No.10785154
File: 106 KB, 861x865, 1697820911358642.jpg [View same] [iqdb] [saucenao] [google]
10785154

>Steam sale
>Just wanna play Quake mods and such

>> No.10785168
File: 35 KB, 750x898, uwu.jpg [View same] [iqdb] [saucenao] [google]
10785168

does anyone here by chance have a copy of grey skies? it's an unfinished doom weapon mod from last december, the link on the page is dead.

>> No.10785218

>>10782724
Yeah I like Valiant more, partly because it's all made by skillsaw. The guest maps in Ancient Aliens make it a bit inconsistent in style and quality.

>> No.10785289

https://youtube.com/watch?v=Txqpp6Z7tOc
I was gonna ask "why is duke nukem assocaited with shit" and immediately remembered the episode 2 ending.

>> No.10785349

>>10784498
Is this the one from which the Ad Mortem pumpkinman laugh originates?

>> No.10785359

COOM https://rentry.org/doomstuff

Tell me what to change/errors etc.

>> No.10785361

>>10784575
You forgot Zaero and Oblivion.

>> No.10785416
File: 1.53 MB, 1920x1080, 1699163467651353.png [View same] [iqdb] [saucenao] [google]
10785416

Anon who played mapjam9, I'm 100% sure you neglected to load both Quoth and jam9 when you played and that's why some map entities were broken. I was gonna play a map or two after remembering your posts and I couldn't access nightmare, then it hit me that I hadn't loaded Quoth in.

>> No.10785424
File: 1.41 MB, 1920x1080, 1693511058009544.png [View same] [iqdb] [saucenao] [google]
10785424

>>10785416
And yeah so far no way man, this is 10/10 Quakin. I'll get to the rest but goddamn that explains why you weren't seeing Quoth enemies.

>> No.10785520

>>10785359
I find listing nugget and woof as "gles/d3d capable" misleading
You should probably be more specific, using something like:
- SW Renderer (blitting: DirectDraw)
- SW Renderer (blitting: Direct3D)
- SW Renderer (blitting: OpenGL)
- SW Renderer (blitting: OpenGLES)
- HW Renderer (backend: Direct3D)
- HW Renderer (backend: OpenGL)
- HW Renderer (backend: OpenGLES)
- HW Renderer (backend: Vulkan)

>> No.10785534

>>10785359
you should also disambiguate the "walk over/under things" feature, since only gzdoom and nugget has it fully implemented

woof does not have it, it merely implements the old "comperr_hangsolid" from prboom
https://github.com/fabiangreffrath/woof/pull/786

dsda is the same as woof, unless the pwad provides a MAPINFO lump which includes the "passover" keyword and MAPINFO support is explicitly enabled by the user/pwad
https://github.com/kraflab/dsda-doom/blob/master/docs/mapinfo.md

>> No.10785536

>>10785359
one last thing: dsda ogg support is limited to music, while gzdoom and woof/nugget can use the format for sfx too
(i haven't checked if this is the same for opus, mp3, flac)

>> No.10785556 [SPOILER]  [DELETED] 
File: 1.32 MB, 1421x721, 1972347618741896249812b.png [View same] [iqdb] [saucenao] [google]
10785556

>>10784787

>> No.10785559 [DELETED] 

>>10785556
Okay that amuses me

>> No.10785567

i'm a tech retard, but does gzdoom uses my GPU at all? i tried a test run on various huge ass maps and sometimes it lags a little bit.
1920x1080, vulkan, software lights. no mods at all, sometimes corruption cards.

>> No.10785569 [DELETED] 
File: 241 KB, 1275x1089, 912487272222299008.png [View same] [iqdb] [saucenao] [google]
10785569

>>10785559

>> No.10785580

>>10785567
GZDoom is heavily CPU bound. A graphic card does improve performance but it largely depends on your CPU and I think RAM as well matters.

>> No.10785593

>>10785567
>>10785580
GZDoom also has a lot of bullshit that makes no sense and may as well just base it's issues on the cycles of the moon.

>> No.10785597

>>10785580
>>10785593
well you see, if only i could lower the resolution without fucking up the menu fonts or other stuff, that'd be great. but i haven't found a way yet. i used to play on 800x600 on my old machine years ago.
thanks

>> No.10785598 [DELETED] 

>>10785556
cute midna

>> No.10785601

>>10785520
>>10785534
>>10785536
Thank you! I'll check and adjust everything tomorrow.

>> No.10785609 [DELETED] 

>>10785556
>>10785569
> Furry
> Fat
> Vore
> Scat
Slippery slope is supposed to be a fallacy not a fact

>> No.10785616

>>10782124
>>10783302
Finished detailing for MAP33's /vertex relocation/ https://doomshack.org/uploads/anon_becomes_siamese_v1.wad

>> No.10785619

>>10785520
I'm not actually entirely sure which port supports what that precise, editing now, let's see.

>> No.10785623

>>10785534
oh you're right, got confused with nugget and crispy i guess, both have it.

>> No.10785657

>>10784631
>Is this release too shitty to be worthy of me playing it?
It's fine option if this is your first time or you really-really couldn't be bothered with setting up DOSBox or source port.

>> No.10785658

>>10783519
Looks like a prototype Gekk, kinda makes me want to see it as a reskin of Zaero's Hellhound with fluorescent gibs or a modelswap of the Fiend if ported-over to Quake 1

>> No.10785795

>>10785597
>if only i could lower the resolution without fucking up the menu fonts or other stuff, that'd be great. but i haven't found a way yet
There should be a "disable menu clean scaling" or something like that if you wack it into the search option.

>> No.10785802

>>10785061
>>10785069
I think eric fixed that in the recent builds
Check github later

>> No.10785807

>>10783279
>>10784521
I burnt myself out on it by doing a very silly thing: Playing a level on HMP and then on UV. I was interested in how much encounters could change with so little but only made it to the tenth map.
I think I’ll just finish my HMP playthrough and take notes. I’ll eventually try it through UV sometime again.

>> No.10785809

>>10785795
thanks, i've just tried it but it affects absolutely nothing. if I use a SCALE FACTOR of 1.5 then the menu and the HUD is fine, but am I not simply upscaling/faking a higher resolution in that case?
i'm using 1280x720 in this case

>> No.10785817

>>10783451
I'm 3 maps in, and this wad loves to give you keys before you find their associated doors.

>> No.10785827

>>10784631
The new official ports are overall pretty solid. They were shameful dogshit at launch, but they fixed them up real good.

For just playing the base games and expansions, they're 100% adequate, it's just that on PC, sourceports offer more and better (as in features and custom content), so they're a bigger deal on console where you don't have those options.

>> No.10785830

>>10785809
vid_scalefactor 0.5 will render the scene as half your native resolution and will not fuck up the menus

>> No.10785842

>>10785619
desu I think you can get away with just:
- SW Renderer: Paletted (present in all 4 ports)
- SW Renderer: Truecolor (gzdoom only)
- HW Renderer: Vulkan (gzdoom only)
- HW Renderer: GLES (gzdoom only)
- HW Renderer: OpenGL (gzdoom & dsda)

there's no need to specify whether the sw renderer is performing hw-accellerated using which API - that is implemented by the SDL library abstraction layer and could vary on a system basis

>> No.10785845

>>10785842
>is performing hw-accellerated
hw-accellerated blitting

>> No.10785846
File: 281 KB, 1193x570, font.png [View same] [iqdb] [saucenao] [google]
10785846

>>10785830
Just tried it, menus are affected; even the fonts from mods are affected.

>> No.10785847

>>10785623
you added the "MAPINFO" note to the WOOF column, it should be in the DSDA one instead

>> No.10785852
File: 128 KB, 1920x1017, Screenshot_Doom_20240318_151203.png [View same] [iqdb] [saucenao] [google]
10785852

Making dual guns is pain

>> No.10785854
File: 11 KB, 1186x977, Garble.png [View same] [iqdb] [saucenao] [google]
10785854

>>10785830
>>10785846
Gzdoom scaling slider is all borked, pic related is "lowest possible" on 1080p monitor.

>> No.10785861

>>10782134
>try feel years
>instead kill woof dev

>> No.10785890
File: 159 KB, 2560x1440, 1702830039212.png [View same] [iqdb] [saucenao] [google]
10785890

>>10785854
Yeah, don't use scaling in GZDoom. Set everything to 1 or default or whatever, then go and input the desired resolution manually. For 16:9 you need
>856x480
>1284x720
>1712x960
I got these numbers from Nugget Doom and they work almost flawlessly in GZDoom, pic related.

Keep in mind that the latest Nugget 3.0.0 release shows completely different numbers since it merged Woof changes with arbitrary resolutions and stuff. So now for 16:9 it shows number like
>852x400
>1278x600
>1704x800
I have no damn idea the hell is this ratio.

>> No.10785906
File: 113 KB, 1920x1031, Aspect_ratio_comparison_cyberdemon.jpg [View same] [iqdb] [saucenao] [google]
10785906

>>10785890
>I have no damn idea the hell is this ratio.
https://www.youtube.com/watch?v=YvckyWxHAIw
It's the reason why cacodemon doesn't appear round in wad files and mugshot face is squished with improper settings on some source ports. I believe you should use the first, ratio corrected, list of resolutions in GZDoom.

>> No.10785913

>>10785854
>>10785890

yeah I suggested 0.5 but forgot to mention that results may vary - the native resolution plays a crucial role here
my laptop has a 1920x1200 panel, so half resolution correspond to 960x600 which is an ideal vanilla-3x integer-scaled resolution
I'd suggest also trying these via autoexec.cfg:
// BEGIN
con_scale 0
con_scaletext 0
hud_althudscale 0
hud_aspectscale true
hud_oldscale true
hud_scale 0
m_cleanscale false
st_scale 0
vid_scalemode 0
vid_scale_linear true
vid_scaletoheight 960
uiscale 4
// END

I'd recommend to set vid_scaletoheight to the largest multiple of 320 which will not exceed your native vertical resolution
uiscale should be set to the multiplier used to get the value for the scaletoheight command (4=960/320)

>> No.10785941
File: 1.50 MB, 1960x2312, c8o8fxqwcf921.png [View same] [iqdb] [saucenao] [google]
10785941

>>10785906
So now the resolution Nugget shows
>852x400
is a squished internal resolution that gets un-squished vertically by 20% by the source port.
So multiplying vertical dimension by 20% gives you 400*1.2=480, so now it's 852x480 which is ~exactly what GZDoom needs.

>> No.10785947

>>10785807
At the risk of sounding conceited, I didn't even consider not playing it on UV
I'm gonna do the maps I haven't finished on HMP

>> No.10785991
File: 1.55 MB, 2560x1351, gzdoom_iJmn7h03GA.png [View same] [iqdb] [saucenao] [google]
10785991

AN UNDERWHELMING FINAL BOSS

>> No.10786036

>>10785847
>instead
dsda is the same as woof, unless the pwad provides a MAPINFO lump which includes the "passover" keyword and MAPINFO support is explicitly enabled by the user/pwad
https://github.com/kraflab/dsda-doom/blob/master/docs/mapinfo.md

I was too tired, missed DSDA, should be in both correct?

>> No.10786050

>>10786036
walk over/under (all monsters and decorations):
gzdoom & nugget: yes
dsda: mapinfo
woof: no

comperr_hangsolid (walk under specific decorations only)
gzdoom, nugget, dsda, woof: yes

>> No.10786067

>>10785817
It's pretty good, but MAP08 is a fucking whiplash. Feel free to skip it.

>> No.10786086
File: 692 KB, 1892x1200, d5mmfim-b22ff45e-40fa-4141-ade7-3c0dbfa963b4.jpg [View same] [iqdb] [saucenao] [google]
10786086

I wonder if D3 is responsible for this dichotomy in the fanbase where there's 2 extremes of "exploring" Doom.
On one hand, there's redesigns that deviate even further from traditional looks than D3, as a way to "push the envelope" of what else Doom can look like.
Almost as if a D3 follow up could've been more experimental.
But on another, you have attempts at exploring the "true, genuine Doom aesthetic": Be it assets in some mods/out of Realm667, some projects, fanart, "remastered" assets and all that.
Like a timeline where Doom never got any alternate art style and everything was made to fit what could be the Doom art style.
I feel like the new games took this away, partially because of how better received they are than D3, but specially this "the one franchise reboot that actually returns to the roots" mentallity that refuses to acknowledge various differences between these games and the originals.
Even though there's something fun out of exploring "what if" scenarios in a series that never took its setting seriously.
The fact that people deslike the story in TAG and Eternal a bit should've only pushed their imaginations further and think of how else things could go.

>> No.10786087

>>10786050
fixed, thank you.

>> No.10786093

Any sickos planning a 25 years of Columbine moral panic clickbait WAD?

>> No.10786101

>>10786093
No, but that would be funny.

>> No.10786176

>>10786093
There was an anon warning up the edgy Columbine was from some years ago. Don't know if he finished it.
We could collectively do a school.wad where we all try to make our respective high schools.

>> No.10786178

Heretic > Doom

>> No.10786182

>>10786176
>We could collectively do a school.wad where we all try to make our respective high schools.
That's a far more interesting idea.

>> No.10786226

>>10786178
Heretic has the edge on Doom in some ways, especially in boss complexity and some stuff it does with mapping.

On the other hand the general monsters are lacking a little, and while most of the weapons are a really cool idea, some don't have the best execution like the Firemace.

>> No.10786234

>>10786176
There was another anon doing it some months back, like the last one he's also vanished.

>> No.10786236

>>10786050
i just added Woof, not sure i'll keep it, don't care too much for that port and i don't really use it

>> No.10786237

>>10786093
always found it funny in that "so you want to play some fucking doom" meme pic how the guy is seething over eric harris

>> No.10786258

>>10786093
>Any sickos planning a 25 years of Columbine moral panic clickbait WAD?
It's already been done.
https://www.moddb.com/mods/grezzo-2-dlc/downloads/grezzo-2-final-version
Your welcome

>> No.10786268
File: 247 KB, 1280x800, CjW3IDyUUAAST0O.jpg [View same] [iqdb] [saucenao] [google]
10786268

>>10786176
>>10786237
>>10786093
>imagine the kino WADs this actual schizo would make in the long run if his parents cared enough to force him to take his meds

>> No.10786281

>>10786268
His maps were shit.

>> No.10786314

>>10786281
Maybe at first, but imagine if he'd try to git gud instead of leveling up.
I can't remember what was the name that one faux-clueless review YT vid of his maps ATM

>> No.10786323

>>10782874
I have ultimate doom, but I was wondering if there is a way to rip out the intermission screens from it so I can use them with freedoom1?
I don't really care if they don't really match up with the actual levels. The freedoom intermission screens are super boring (and yes, I'm aware that Doom 2 didn't even have intermission screens).

>> No.10786327

>>10786314
Midnight?

>> No.10786463

>>10783481
Fava beans. Nugget Doom Vanilla plus settings all the way.

>> No.10786513

>>10786176
Shame mine has an incredibly boring layout

>> No.10786537

Any FPS games or mods that have very interesting and original weapons?

>> No.10786538

>>10786537
Painkiller?

>> No.10786543

>>10786537
there was a game called psycho circus or something that had weird weapons, let me find it.
yes, KISS: Psycho Circus.
Blood has probably the best weapons though thanks to the dynamite and the voodoo doll.

>> No.10786604

Is there any way to play the original Turok 2 PC release in this day and age or should I stick to the KEX engine rerelease? Is it substantially different from the original game beyond quality of life shit?

>> No.10786612
File: 3.33 MB, 498x381, Untitled.gif [View same] [iqdb] [saucenao] [google]
10786612

>>10786176
>Anon's desire to make a Columbine WAD when he turned 15

>> No.10786680 [DELETED] 

>>10786178
Why would you say such ||heresy|| anon?

>> No.10786689

>>10786537
>>10786543
The Life Leech is basically a redeployable sentry. Perfect Dark is another interesting game that tried to get creative with its altfires, even has another gun that can turn into a turret.

>> No.10786704

>>10785846
to close the discussion about resolution: at the end I decided to give up and play at native resolution 1920x1080. it's literally impossible to make all fonts, menus and everything else work at a different resolution

>> No.10786720

>>10784648
>>10784871
for a newcomer to HD I'd recommend including Ugly As Sin and setting frag spawns to 0 somewhere in the UaS options unless you like the idea of literally any dead hitscanner in the level being able to stand up and instakill you within a 1 second window at all times
with that, a non-skillsaw mapset being played on HNTR, and some quicksaving it's not that hard to get the hang of

>> No.10786726
File: 943 KB, 1920x1080, 2320_20240318175130_1.png [View same] [iqdb] [saucenao] [google]
10786726

So, not only the latest version of ericw tools is working with the remaster, but also it got its stuff too.

>> No.10786729

can any big brain math nerds clarify if this fov calculator is accurate?

https://themetalmuncher.github.io/fov-calc/

>> No.10786765

>>10786720
>unless you like the idea of literally any dead hitscanner in the level being able to stand up and instakill you within a 1 second window at all times
Does anyone like this when playing HD solo?
>>10786726
CoS2 is looking real good there. I’m gonna mess with this “erictools” myself, see how some of these oldies look through Q2Pro.

>> No.10786791
File: 1.26 MB, 1920x1080, 2320_20240318181754_1.png [View same] [iqdb] [saucenao] [google]
10786791

>>10786765

>> No.10786792

>>10786729
Seems legit.

>> No.10786806

>>10786765
>Does anyone like this when playing HD solo?
I don't mind frag. "at all times" in that post is an exaggeration. It's not too hard to piece cause and effect together when you see the green sparks.
However, I don't take issue with the suggestion to turn it off when you're just starting out. A new player has enough to learn, ease into it.

>> No.10786852

>>10786765
>>10786720
Frag and constant revives is a counterable mechanic and actually fair in most situations as it usually just means a ton of extra ammo if played correctly.
The biggest issue with it, honestly, is GZD sometimes omitting sounds because of channel overlapping and it ending with you getting killed because something respawned behind you. If you don't want to get onetapped, wear fresh armor and just gib dangereous corpses (like those of marines or armoured jackboots, hellknights, the works) and make sure to use your DERP or any other gear for that purpose, like IEDs.

>> No.10786882 [SPOILER] 
File: 37 KB, 252x270, frage.png [View same] [iqdb] [saucenao] [google]
10786882

>>10786720
>>10786852
Frag can be on the obnoxious side, but it's not entirely unfair either. I would start with a low value though, because it's a mechanic to get used to.

What you'll want to do is to manage corpses, if you can shove a dead body down into a pit where it can't get up if it should revive, well, you solved that problem, and if you can find any low spaces where a dead body can be made to fit inside, you can shove them into there and then they won't have the vertical space to be resurrected in.
You can also do stuff like crush bodies under doors and crushers, or mangle them with a chainsaw, which makes them require more "oomph" from resurrection magic to actually get up proper.

>> No.10786898

>>10786176
>>10786182
>Recreate your high school.
>Use Nazis as the only enemy there.
lol

>> No.10786924
File: 115 KB, 282x396, Brute.png [View same] [iqdb] [saucenao] [google]
10786924

I just finished Unreal and Return to Na Pali; it was interesting, the expansion a little less so. I started off playing it hard, but I turned it down to medium difficulty after getting to The Sunspire and restarted the campaign. I ran it with OldUnreal 227j with the classic balance checked. I also downloaded Unreal Gold Fix, but it was labeled as a mutator and I forgot to enable it before playing.

>> No.10786956

>>10786898
>Recreate your high school.
>>Use Nazis as the only enemy there.
>lol
Might as well use moonman doom for enemies with school.wad

>> No.10786958

>>10786604
>Some sounds are different, or missing entirely
>Turrets in Hive Of the Mantids have aggressive AI due to extended draw distance
>New ledge climb mechanic can cause sequence breaking
Almost every QoL addition is worth it however, the original game is unplayable once you remove the nostalgia goggles.

>> No.10786989

>>10786327
>nvm found it
https://www.youtube.com/watch?v=EK161I9Xy54

>> No.10786992

>>10782252
It's TIME.

>> No.10786995

>>10786281
This. They were genuine dogshit.

I ran through one with hideous destructor for the lols.

>> No.10787005
File: 43 KB, 119x141, doom rabbit.png [View same] [iqdb] [saucenao] [google]
10787005

youtube keeps spamming me this channel it knows I want to fuck the rabbit it doesn't care how much I click "not interested" they keep waggling it in front of me

>> No.10787009

>>10787005
It's ok he's a huge furfag as well so you'll do well together.

>> No.10787019

>>10787005
What channel even is this?

I get loads of shit but not this one.

>> No.10787028

>>10787005
I only log in to youtube to join live chats, but due to some setting I changed a while ago, my front page is blank.
For me, it's Dwars. DavidN's avatar reminds me too much of the GBA Jazz Jackrabbit where they tried to make him look like Han Solo.

>> No.10787031

>>10787019
He played 2048vr when it was new and also lead RAMP. Guess his channel is just general Doom stuff.
>>10787028
I tried watching Dwars years ago but the dude talks like he perpetually has a cock in his mouth.

>> No.10787076

>>10787019
I don't get many of these. Some months back, I got recommendations for some troon basically camming their legs in 'programming socks' in front of their screen while playing Doom, and he had like not even 100 views on anything on his channel.
I told YouTube to stop recommending me that shit and I haven't seen it since. I think "Don't recommend." only really works on small channels and they continue to be pushy and obnoxious with bigger ones.

>> No.10787078

>>10782123
>SHIP NEEDS WORK
can you make a 4X space game with the DOOM engine?

>> No.10787102

>>10787019
It's David Newton's channel.
>>10787031
He also did that Brutal Doom lite edition thing and got real touchy about it.

>> No.10787137

>people in this general watch videos of people playing games
no wonder this general is horseshit sometimes

>> No.10787142

>>10787137
Only if it's people playing my maps, it's sometimes useful feedback.

>> No.10787145

>>10787142
For me, it's seeing people die to my traps.

>> No.10787151

>>10787145
That's always a bonus, especially if they think they're being clever and avoiding a trap when they go facefirst into the actual trap.

>> No.10787165

>>10787137
I don't tend to get all that much out of just watching gameplay. I may put on some vtuber as background noise while working if they're charming or fun. Or certain games, I find some I don't mind having people talking in the background, while for others it's too distracting and I can't take in both at the same time.

>> No.10787187

>>10787165
>I may put on some vtuber as background noise while working if they're charming or fun
who's your oshii, anon

>> No.10787212

>>10787137
I prefer to play the maps, watch the people talk about the maps. I can use doom gameplay as something to sleep to but I'll never understand just watching raw doom gameplay in my free time.

>> No.10787245

wads that have a medieval/gothic/magic feel to them? besides rekkr which is also a conversion.

>> No.10787248

>>10787245
Army of Darkness TC
MOTHERFUCKING ETERNAL

>> No.10787251

>>10787248
No tc if possible, thanks

>> No.10787264

I wonder if its possible to make a physical CD of Unreal GOLD, Unreal Tournament 1999, Quake 2, and Quake 3 Arena work properly on a 2010s Lenovo computer? I recently got copies of the former, and a 1999 version of Q3A along with an Interact brand dual analog controller with parallel port pin-out connected to a female parallel-to-USB adapter, and another controller that has a male parallel port along with a setup floppy disk recommended for WIN 95 and 98 PCs. This was thanks in no small part to an Uncle of mine.
Oh, and the Q3A copy I have is a Linux version.

>> No.10787270

>>10787245
Wrath of Cronos?

>> No.10787363
File: 84 KB, 267x400, file.jpg [View same] [iqdb] [saucenao] [google]
10787363

>>10782123
This is the best fucking Doom WAD i've ever played. Can you name anything better?

>> No.10787387

>>10787363
When was this made?

>> No.10787396
File: 799 KB, 168x199, 1695286765111035.gif [View same] [iqdb] [saucenao] [google]
10787396

>subscribe to a neat little youtube channel about playing doom because the guy has a nice voice to listen to
>weeks later he instantly drops off the face of the earth
>the cycle repeats as I subscribe to a new doom youtube channel

>> No.10787398

>>10787363
Pirate Doom.

>> No.10787406

>>10787387
April 20th, 2022. Play it. Now.

>> No.10787415

>>10787396
ive been thinking about uploading some gameplay but im not a native english speaker. i wouldnt talk much anyway, besides dont have that much free time

>> No.10787638

>>10786086
>I feel like the new games took this away
Absolutely, and you see this in every single franchise ever; the notion that the franchise in question can ONLY be this thing. Hell, ITT or in the previous we had an anon replying to the notion that the Tears of the False God map in Arcane Dimensions strayed too far from Quake.
>>10786924
Well what'd you think ya fuck!
>>10787137
People have watched other people do things since the dawn of time. Sorry you're just finding out now.

>> No.10787686

>>10787270
Wrath Of Chrons

>> No.10787691

>>10787248
AoDD is very much a product of its time as far as TCs go (ergo, not very complex), but some of its level design is surprisingly solid.

>> No.10787696

>>10787245
Walpurgis is good. You're better off playing Quake mappacks however.

>> No.10787702

>>10787396
>>10787415
Remodeling my room but I hope to stream after work this year with a focus on exploring old wads and Quake maps. Should be a good time.

>> No.10787936
File: 24 KB, 264x172, skin1.jpg [View same] [iqdb] [saucenao] [google]
10787936

>>10783810
I can't explain it coherently after so long time has passed, but shortly before IGN deleted all of PlanetQuake's project hosting subsites around 2012 there was once an attempt by Paril to further improve the Lazarus mod with further extra options after the original creators have long abandonned it without bringing everything they promised to their mod - like letting misc_actor entities use the Q2 addon weapons, drivable models, variable-girth hazard lasers and 'negative value hurt triggers' that healed you like in HL1 Xen healing pools - but one of the most interresting features IMO that never got anywhere in time (there's not even any snapshots on WBM announcing that future update preserved before the plug was pulled on PQ, that's how recent it was) by him was allegedly an ability to define custom monster entities in the mapping editor itself without any need to compile their behaviour into any propiretary mod .DLLs that would be impossible to reverse-engineer without their authors approoval (as long as they were based on the vanilla Q2 bestiary though).
I keep wondering if anybody else that browses this place even cares enough to even remember this kind of old irrellevant shit thar went nowhere, just to prove I am not rambling like a lunatic about this...

>random autistic timewaster trivia: did you know that there is exactly 1 machinegun turret in the entirety of GZ, but the devs forgot to toggle it's Style spawnflag to the proper value - so it behaves like an ordinary blaster turret instead?

>> No.10787938

>>10787363
>Can you name anything better?
Reelism.

>> No.10787941

Playing Dark Forces user maps on the Remaster and there's some really cool inventive ideas in them.

And then I check the readme and see these maps are from 1996/97 and it blows my mind. I can't imagine how much time and effort it would have taken on the primitive tools making these maps. And most of them have their own custom 3D models like Xwings and Tie Bombers and AT-ATs and shit.

>> No.10787943
File: 2.03 MB, 1600x900, anonmap3.jpg [View same] [iqdb] [saucenao] [google]
10787943

Quake waterfall map anon, I didn't get as much done as I was hoping, but here's what I've got so you can get back to blocking out: https://files.catbox.moe/y9kzb1.zip

Both waterfalls are in place and there's ground under the base (which I think I forgot to unhide in the .map, so you'll need to view/show all). Cliffs are also fleshed out a lot more, but I didn't fully enclose them around the base because I wasn't entirely sure how you wanted it. I'll get the rope on the next pass.

>> No.10787958
File: 464 KB, 629x358, 1693883563103733.png [View same] [iqdb] [saucenao] [google]
10787958

>>10787943
>Right as I'm about to pass out.
Fuuuuuuuck. I'll take a proper look first thing when I wake up man. Thanks for keeping on.

>> No.10787969

>>10786093
>Make it overtly complex
>First level is just going to school normally
>Can be replayed as many times as you want
>Random classes
>Boring
>Second level is choosing equipment
>Third setting it up without no one noticing, classes are known before starting
>Fourth is the day

>> No.10787972

>>10787936
>did you know that there is exactly 1 machinegun turret in the entirety of GZ, but the devs forgot to toggle it's Style spawnflag to the proper value - so it behaves like an ordinary blaster turret instead?
Weird, when I played the GZ campaign last year, the only Turret that appeared just once was an unique one with a Railgun (encountered around the start of the Waste Disposal level IIRC).

>> No.10787979

>>10787936
>an ability to define custom monster entities in the mapping editor itself without any need to compile their behaviour into any propiretary mod
Serious Editor 1 allows for this, but you need to know C++ and fuck that.

>> No.10788141

>>10787264
Just burn some CD-RW!

>> No.10788267

>>10787972
Have you been using the Q2cafe's 25th anniversary mod for that?
I remember the same extra suprise also happening to me because of that.

>> No.10788304

>>10786086
The most “un-Doom” thing about Doom 3 came about wrangling all those monster counts with all that graphux. A lot of the designs otherwise felt like a natural progression from original Doom designs, and there was still an attempt to put the player through a variety of encounters. Modding the game was also way friendlier compared to most of the Quakes at the time: No need to compile anything, just a text editor is all you need to edit things like shotgun spread or enemy corpse despawn timers.

It seems absolutely reviled by both the current “boom shooting” crowd that hates anything resembling a reload mechanic, and the “new good old bad” fans of the newest Doom title.

>> No.10788309

>>10788304
Doom 3 is ten times better than new dooms
I don't dislike reloading mechanics. the problem with old doom and the modding is that a lot of mods are completely unbalanced.
mods should include at least a map pack, or some resources.
for example, i've always wanted extra episodes for rekkr or user made levels. there's no point in using rekkr weapons with doom1/ultimate doom wads.

>> No.10788373

>>10788304
>It seems absolutely reviled by both the current “boom shooting” crowd that hates anything resembling a reload mechanic, and the “new good old bad” fans of the newest Doom title.
The game's been panned since release. Having newer, even more divisive games come along doesn't automatically make it some hidden gem.

>> No.10788390

>>10788373
> The game's been panned since release.
It was well received at the time for several years afterwards. Later into the 360/PS3 generation is when it started to get panned hard.

>> No.10788398

If you buff Veteran's damage modifier from 1.7x to 3.5x and reduce shotgun spread from 22 to 11 (which still makes it a melee weapon, but less retarded) then Doom 3 is not only a fantastic game but the best Doom game by a wide margin (not counting user content).
Crazy what a 2 minute value edit can do for an experience.
Pathetic how a "horror" title is only somewhat scary on the gimmick difficulty (Nightmare) that paradoxically isn't scary since you get a free heal constantly.
Also RoE is a fucking joke because of the Artifact. Dunno how to save it.

>> No.10788438

>>10788398
>Pathetic how a "horror" title is only somewhat scary on the gimmick difficulty (Nightmare) that paradoxically isn't scary since you get a free heal constantly.
Still better at being a “horror” title than any 90’s Doom, which still isn’t saying anything because these are all first person shooters. Getting health buffs from kills is also very fun and should’ve been introduced closer to the start of the game.

>> No.10788443
File: 34 KB, 800x450, 800px-HL_AutomaticTurret04.jpg [View same] [iqdb] [saucenao] [google]
10788443

>>10787936
Wouldn't that be similar to monster modifiers introduced in progs_dump 3?
https://www.youtube.com/watch?v=VnEW-cswLWM

Also:
>random autistic timewaster trivia: did you know that there is exactly 1 machinegun turret in the entirety of Half-Life, found in the chapter "Forget About Freeman!" (map c3a1), and all other ceiling turrets in the game are miniturrets?

>> No.10788474
File: 1.75 MB, 1920x1080, 2320_20240319122835_1.png [View same] [iqdb] [saucenao] [google]
10788474

Well fuck you too
>Recompiling and testing On Sacred Ground
>gets to the Parasite alley
>SS one of them into the acid pit
>Suddenly he jumps back from it and almost rapes me sideways
>Hard difficulty btw

>> No.10788568

>>10783481
modded only cause id be the most tolerable.

>> No.10788581
File: 833 KB, 620x921, sewer_jam_poster.png [View same] [iqdb] [saucenao] [google]
10788581

>>10782124
Gentleman, Q2R sewer jam is out
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-sewer-jam-volume-1

>> No.10788618

We should do a weed based wad for 4/20 and have the secret maps be the default ones from doom 2 but change the name too "Oops! Wrong Celebration"

>> No.10788619

>>10788618
DBP already did that

>> No.10788621

>>10788618
The Icon of Sin textures could be replaced with a gigantic iPod.

>> No.10788625

>>10788304
Doon3 should've featured somekind of enemy spawner monster/entity to compensate for its lack of Archvile/PE equivalents akin to the one seen in Quake4

>> No.10788639

How big should an intermission pic be?

>> No.10788646

>>10788639
Open Doom 2 and check for yourself.
BTW it is 320x200, but ZDoom supports all sizes.

>> No.10788673

>>10788621
>not replacing the Icon of Sin with Snoop

>> No.10788715
File: 1.50 MB, 1920x1080, 2320_20240319142947_1.png [View same] [iqdb] [saucenao] [google]
10788715

fuck me, i am impressed

>> No.10788724

>>10788715
and now i admit that Q2 has reached a level on which Q1 maps had for years, and now is achievable for both sides thanks to remaster.

>> No.10788736

>>10788715
As someone who loves sewer levels, I hate the cliché of "oh everyone hates sewer levels so prove yourselves and make a good one now"
Don't get me wrong, I very much appreciate this jam, but sewer level hate feels like a meme someone once said and everyone endlessly repeats

>> No.10788743

>>10788736
Blame civvie for this shit

>> No.10788746

>>10788736
>sewer level hate feels like a meme someone once said and everyone endlessly repeats
E-celebs and their consequences have been a disaster for the human race.

>> No.10788747

>>10788743
Spoony was the progenitor

>> No.10788751

>>10788743
even civvie broke and confessed in the latest video thart he doesn't care about it, it was just a low effort long-running gag

>> No.10788753 [DELETED] 

>>10788746
It really is astounding how much damage e-celebs and video "essayists" have done to online discourse and certain hobbies

>> No.10788754

>>10787638
But i think Doom is a specific case because it's a series that doesn't have that much material or entries compared to some others while also having some games being different from each other except blatant cases like D2 and Final Doom.
Plus, the fact that "Doomguy" is treated like an official term that people forget was actually fanmade.
I dunno, i always felt Doom is a series that's easily associated with fan stuff even if you're selective about it.
>>10788309
It'd be much work to make a mappack for a mod you're making, specially for people that wouldn't want to try said mod in any other mappack.
Some mods do have mapping tool/support but nobody ever makes maps for them except maybe Brutal Doom but there's been something for D4V and Supercharge.
>>10788625
Wasn't the Archvile there technically a summoner?

>> No.10788758

>>10788673
Ahh, the Icon of Gin & Juice.

>> No.10788759

>>10788581
Can you use this in other Q2 source ports? I play on a modded switch and can't run user maps on the Q2 remaster. But I have Yamagi

>> No.10788765

>>10788747
Spoony was big on hating sewers, Resident Evil, and the newer Final Fantasy games. Zero Punctuation/Yahtzee loved to complain about all the brown in Quake.
>>10788754
>Wasn't the Archvile there technically a summoner?
Doom 3’s vile and Quake 4’s teleporter dropper are both variants of Q2’s Medic Commander from Ground Zero.

>> No.10788776

>>10788765
Thank God that he was punished by marrying as demon.

>>10788759
It works on Q2Pro Remaster

>> No.10788782
File: 4 KB, 259x194, download.jpg [View same] [iqdb] [saucenao] [google]
10788782

>>10788765
>Zero Punctuation/Yahtzee loved to complain about all the brown in Quake.
Meanwhile e3m5 is one of my favorite levels in the game since there's nothing like it in the campaign, it's such an outlier

>> No.10788786
File: 613 KB, 1359x832, map08.png [View same] [iqdb] [saucenao] [google]
10788786

>>10783302
it's not a self facial, it's pee. but I removed it anyway, it was a bit much. also fixed a potential softlock around the arms
added a bunch more detail in the cyberdemon room, including blood dripping from the corpse hanging by the lift. probably few players will notice my autistic 1x1 detailing there but it was fun to do. also fixed being able to rocket jump up to the invulnerability secret
https://files.catbox.moe/si7f8y.wad
the accompanying paper (would be nice if it were included in the release somehow):
https://files.catbox.moe/j7sprw.pdf
Name: Combination Lock
Author: tms
as always, feedback welcome

>> No.10788792
File: 1.24 MB, 1920x1080, 2320_20240319143951_1.png [View same] [iqdb] [saucenao] [google]
10788792

>> No.10788803

>>10788751
It's really Youtuber fans who hang off their every word like it's gospel and don't have thoughts of their own.

I've had fucking useless feedback for my maps to the tune of "[Youtuber] wouldn't like this, change it".

>> No.10788823

>>10788736
>I hate the cliché of "oh everyone hates sewer levels so prove yourselves and make a good one now"
Damn, I didn't know wanting to making maps good was a cliche

>> No.10788860
File: 440 KB, 2560x1440, mge3m2_2024-03-19_01-19-07.jpg [View same] [iqdb] [saucenao] [google]
10788860

Speaking of sewers, playing Dimension of the Machine right now and HOLY SHIT it's so good.
They way the levels are kinda linear yet still heavily interconnected to the point they feel non-linear and almost open-world, the way it uses lighting to accentuate the points of interest or just to liven up the empty rooms, the way it places small tips to lead you to the secret, the way it places small tips to lead you into the trap, the way it places new enemies to lead you trough previously explored areas to the previously locked door you just got key for. And the overall atmosphere, I'm really digging the fog effect and the colored lighting WHEN the level was made with them in mind.
It just really damn tightly designed, so many small things you might not even notice. These mappers are alright.

>> No.10788870

what are some wads I can use to play on vanilla doom (doom.exe)? I know most of the wads nowadays are made for gzdoom but I want something for DOS.

>> No.10788873

is there a weapon pack that would go well with tnt/plutonia? I'm thinking of accessories to murder for now

I just finished doom 2 vanilla (if you can consider a modern sourceport with freeaim vanilla) and it was mega fun, but I don't think I have the patience to go through the wad packs with vanilla weapons

>> No.10788875

>>10788873
Final doomer

>> No.10788884
File: 2 KB, 211x45, image.png [View same] [iqdb] [saucenao] [google]
10788884

>>10788870
Quite a lot actually. One of the most "wtf I can actually play it in DOS?" is probably REKKR.
https://doomwiki.org/wiki/Category:Vanilla_WADs
Also you are wrong, most (almost all) of the mods nowadays are made for gzdoom, not wads.

>> No.10788907

>>10788875
ty

>> No.10788925 [SPOILER] 
File: 64 KB, 1013x1200, internets-memes-dont-let-your-child-become-an-hero.jpg [View same] [iqdb] [saucenao] [google]
10788925

>>10788673
That doesn't honor anyone.

>> No.10788934

>>10788873
Depending on how easy a ride you want; Dakka, Trailblazer, Final Doomer, Combined_Arms.

>> No.10788938

>>10788754
Please forgive me for being a total retarf, I only played the demo of D3

>> No.10788948

>>10788934
ty, I decided on final doomer for now but all of these seem worth playing on future occasion

>> No.10788951

>>10788776
>Thank God that he was punished by marrying as demon.
Poor Yahtzee, torn away from his heterosexual life partner relationship with Gabe.

>> No.10788956

Are the weaponsets for Final Doomer actually tuned for the wads they're themed around if that makes sense?

>> No.10788960

>>10788956
Kind of? Some feel more like they've got intent behind them while others just feel like it's running with a theme.

>> No.10788983

>>10788860
It’s great. I came around to enjoying DOPA recently as well.
>>10788956
Some sets seemed a bit more overpowered than others.

>> No.10788991

>>10788983
Dopa felt kinda really basic to me, even more basic than the original campaign and MPs made ~20 years before it. The secrets are not hidden at all, almost every combat encounter is the same, the levels are okay but nothing special, imo it's the weakest of all official campaigns.
Might replay Enhanced version later, maybe the colored lighting make it more memorable, plus it has an extra secret level.

>> No.10788996

>>10788983
>Some sets seemed a bit more overpowered than others.
Yeah I'd say the BTSX pack and the Japanese one seem really powerful compared to like the Whitemare one and some of the more vanillaish ones.

>> No.10789004

>>10788956
>>10788983
>>10788996
I wish there was Final Doomer Lite that is just a thematic reskin of vanilla weapons.

>> No.10789014

>>10788991
Yeah it’s nothing crazy. I hated it when I first tried it a few years back. It was very rewarding to go through this time around, the anons here telling me about the “pity shells” were a big help.
>>10789004
Maybe something like “Final Smooth Doomer”. When I’m in the mood I just replace the default sprites with what I think looks cool or suits the wad. I also prefer my ‘classic-like Doom’ to be without vertical mouselook, something I don’t think Final Doomer supports.

>> No.10789028

>>10788870
There are lots of vanilla-compatible wads still being made. Doom the Way id Did series and BTSX for example, though they are 10 years old already. Some recent well-known ones would be Tetanus and TNT:Devilution. Alien Vendetta and Scythe if you want some older classics.

>> No.10789029
File: 485 KB, 1920x1017, Screenshot_Chex_20240319_200653.png [View same] [iqdb] [saucenao] [google]
10789029

Final Doomer is clearly missing out on having a Chex set.

>> No.10789032

>>10789014
final doomer weapons work with autoaim. only a few of them have some problems, quickly resolved by turning it on temporarily.
>>10789004
>>10789014
i was thinking about doing a final doomer "lite", as you say, with only reskins of the weapons. is it possible that no one has ever done that before? seems weird.

>> No.10789034
File: 1.21 MB, 1920x1080, 2320_20240319170925_1.png [View same] [iqdb] [saucenao] [google]
10789034

i can feel my butthole twitching over this map

>> No.10789036
File: 378 KB, 1920x1080, 2320_20240319170932_1.png [View same] [iqdb] [saucenao] [google]
10789036

>>10789034
nice intro

>> No.10789037

>>10789029
I imagined a set of 'Trek-y lasers and phasers.
Like Voyager: Elite Force, but set to zorch.

>> No.10789045

>>10789032
>is it possible that no one has ever done that before? seems weird.
Most people realize with shit like that, that they may as well just make their own mod instead of burning all of that effort fucking about with taking an exe to somebody else's mod.

>> No.10789047
File: 566 KB, 1920x1080, 2320_20240319171453_1.png [View same] [iqdb] [saucenao] [google]
10789047

>>10789036
and the map is making full use of Q2R's updated lightning.
it makes me wonder how the updated Doom 2 into Q2 would look like under this.

>> No.10789057

>>10789045
You're not axing anybody's mod. in fact, it seems more like an appreciation. i for one like a lot the graphics they did for the weapons, and i'd gladly download a skin only pack with selection, or even different wads, even easier to implement. could someone into the social circles message the authors about it, or someone with expertise start making a vanilla skin pack?

>> No.10789076

how bad is the quake remaster bros?

>> No.10789080

>>10789076
Not as bad as it used to, and it endorses some pretty good mods. You’ll always always get more milage out of a source port but yeah it’s alright.

>> No.10789086

>>10789076
It's Michael Jackson Bad.

>> No.10789161

>>10788443
>there is exactly 1 machinegun
There are more in the Office Complex.

>> No.10789171

>>10787137
I watch videos of people playing my maps just to stroke my ego.

>> No.10789182

>>10789076
Souce ports are better, but the new expansion is kino.

>> No.10789256
File: 106 KB, 712x540, 1693489813634552.jpg [View same] [iqdb] [saucenao] [google]
10789256

>>10787137

>> No.10789343

>>10789057
>it seems more like an appreciation
Yeah I'm sure a lot of mod developers would feel immensely appreciated if you took their mod, scraped half of it out, reuploaded it and went "look! I improved it!".

>> No.10789346

>>10789343
no one is saying to improve it, you buffoon. we just want a lite version

>> No.10789434

Jesus christ, fuck remaster flyers in these new maps.
They are worse than Lost Souls.

>> No.10789479
File: 138 KB, 800x450, Screenshot_Doom_20240319_162611.png [View same] [iqdb] [saucenao] [google]
10789479

>>10788309
>there's no point in using rekkr weapons with doom1/ultimate doom wads
damnit

>> No.10789487
File: 252 KB, 1536x2048, Anon's Stroggified Shambler (2016).jpg [View same] [iqdb] [saucenao] [google]
10789487

Is there a recommended port for playing Quake II for the first time?
Something sort of akin to Crispy Doom, I guess.

>> No.10789498
File: 96 KB, 595x626, 9102e184138101956b.jpg [View same] [iqdb] [saucenao] [google]
10789498

>>10789487
Yamagi might suit you. There's also the unofficial 3.24 patch. The new port is real neat but also not close to the "Crispy Quake 2" you might be looking for.

>> No.10789506

>>10789076
Adequate.

>> No.10789515
File: 109 KB, 311x515, know the difference.png [View same] [iqdb] [saucenao] [google]
10789515

>>10789161
Those are miniturrets, the one in c3a1 is the only big turret in the entire game (including all three expansions).

>As an additional bit of trivia, all turrets both big and small have an "orientation" flag that decides whether they are floor-mounted or ceiling mounted, which defaults to floor-mounted. In spite of this, there is not a single turret in all of Half-Life + expansions that isn't ceiling-mounted.

>> No.10789536
File: 11 KB, 95x96, huh.jpg [View same] [iqdb] [saucenao] [google]
10789536

>>10789498
I'll give the unofficial patch a try, replaying the original Quake right now but I've curious about II lately.

>> No.10789541

>>10784073
I'm pretty sure no-one has ever found the brush toilet hidden in my HUH map
I was pretty bummed out back when it released but what can you do

>> No.10789601

>>10789541
It's the problem with actually hiding stuff, people don't try to find it unless it's staring them in the face, and even then they often get it wrong.

I always hide a unofficial secret in my maps, half of them I've never had any sign somebody found them, but that makes it fun when they do.

>> No.10789623

>>10783481
Ffffava beans?

>> No.10789651

>>10785168
ya
https://drive.google.com/file/d/18olE4E2mwfccSO6uwjl8UH5IxyWS9rvM/view

>> No.10789656

>>10789515
>>10788443
As a fiend for Half-Life, very neat anon!

>> No.10789669
File: 148 KB, 1500x773, 1500px-Doom_from_Arenas.jpg [View same] [iqdb] [saucenao] [google]
10789669

>>10782123
Trying to set up a LAN server to play Quake 3 with my dad but when I dedicate it to LAN it kicks me out, it takes me out of the player list and crashes my game on startup. How do I fix this?

>> No.10789670

>>10789669
Which Quake 3.

>> No.10789691

>>10789670
The one from the Mega, its the GOG preinstall

>> No.10789720

Installed Blood for first time died multiple times before i even got my first weapon, which did nothing anyway (flares?) how do people play this shit wtf

>> No.10789734

>>10789720
skill issue

>> No.10789740

>>10789720
Starting out in Blood can be rough. Stick flares on targets and either fall back to let the afterburn kill them, or stick them with the pitchfork to help speed the process up. It starts getting easier once you get yours mitts on a shotgun and tommygun.

>> No.10789770

>>10789734
Any legitimate responses?

>> No.10789771

>>10789670
>>10789669
It seems that dedicated to internet doesnt work either. its very strange

>> No.10789779

>>10789720
To further add to what I said before, note that you DO stunlock cultists when you start shooting with them with the Tommygun, but rather than vocalizing or going into their pain frame, they get stuck trying to sidestep out of your line of fire.
Also the Tommygun's altfire does more damage for some reason, use that in close quarters to tear shit up. Dynamite is your friend.

>> No.10789801

>>10789623
and a nice chianti

>> No.10789803

>>10789720
finding secrets is very important in blood

>> No.10789804

>>10789720
Blood has a reverse difficulty curve where it gets easier as it goes on. And I'm just gonna say outright that build engine gameplay is kinda ass for as much as they get everything else right.

>> No.10789808

>>10789720
Blood is kinda an unusual case where the first episode is actually the hardest.

>> No.10789814

>>10789498
Using unofficial 3.24, is there a command or edit I can make to the cfg file to scale the hud up some?
Monitor's 1920x1080.

>> No.10789850

>>10789720
Hop around and try and find alternative routes and solutions to situations. Treat it less like Doom at the start and more like tactical shooter but you're fighting undead and cultists and they have cornerpeek reaction times of the usual monolith kind.

Crouching helps too, it makes their aim go to shit, they also can't turn quite that well despite their accuracy. Beware of traps, everywhere. Dynamite is your friend.

>> No.10789865
File: 1.21 MB, 1920x1080, 2320_20240319234227_1.png [View same] [iqdb] [saucenao] [google]
10789865

Kudos to the man who made this map because Holy Shit, it was fun.

>> No.10789889

Is there any sourceport where you can view wads in the games ui, and can pick which one you want to play? Like where you just boot up doom2, enter the custom wad menu, pick a wad and play. Would be nice and more comfy to use over an external launcher

>> No.10789894

>>10789889
??? use a launcher??

>> No.10789896

>>10789894
>Would be nice and more comfy to use over an external launcher

>> No.10789927

>>10789896
I use Doom Runner or whatever that's called. Incredibly comfy, preset creation, readme integrated for wads, mods, etc.
There's also a launcher where you can assign pictures to wads.
Making it in game (properly) would be a nightmare.

>> No.10789948

>>10789669
I figured it out. For some reason GOG cant host dedicated servers, probably cause they're dead? Gotta buy dedicated servers even LAN ones for some reason
BUT you can do SUPER LAN by creating a non dedicated game and using the host's IP address to connect. :)

>> No.10790036

>>10789515
There's some similar oddities with the Zaero turrets. There are three weapons (MG, blaster, and rocket) and two orientations (floor and ceiling), with floor machine guns being forbidden. However, the vast majority of these are completely unused.

>> No.10790049
File: 1.14 MB, 1920x1080, 1688225995743654.png [View same] [iqdb] [saucenao] [google]
10790049

Just got the relic for the Twilight Altars in Wrath. I'm going to assume the enemy count is a glitch because this is indeed the end of the level.

>> No.10790061

>>10790049
Might be like that one map from Valiant where half the enemies are in a secret.

>> No.10790078

>>10790061
Oh true. Fuck, I already left the map. Oh well.

>> No.10790101

>>10790078
You can revisit maps freely until you enter the boss level for the hub.

>> No.10790201 [DELETED] 

>>10782124
Ion Fury second expansion announced
https://www.youtube.com/watch?v=LluoLlCSkCo

>> No.10790217 [DELETED] 

>>10790201
That's not an expansion dummy, it's a sequel on UE4.
Hopefully they've improved it since last October, the demo was pretty mediocre.

>> No.10790220 [DELETED] 

>>10790217
Oh. Jani delete pls

>> No.10790228

>>10789076
It's good, the new models and levels are ace and hoard mode is fun, the Quake 2 Remaster is actually the best way to play Quake 2.

>> No.10790256

are there any mappers that have made great shit across multiple different games?

>> No.10790261
File: 2.04 MB, 800x450, this is cool.webm [View same] [iqdb] [saucenao] [google]
10790261

This came out pretty well, I still plan on getting some updated sprites for Kustam, but this'll work in the mean time

>> No.10790263

>>10790261
The shells fading like that is very clever.

>> No.10790271

>>10790263
I need to make them gray when ejected soon, because I still want to try an upgrade where ejected shells linger longer and bounce up and down, letting you kick them as an additional attack. Because that's fucking cool.

>> No.10790315

gog-games.to will be going private on March 23rd.
https://gog-games.to/
Shame.

>> No.10790343

https://youtube.com/watch?v=OnV7S5ecqNE
>The videos of the last few SNS sessions got privated
What happened? Did we say too many N words?

>> No.10790357

>>10790343
Hah what a gay. If you're that worried about your reputation make a dummy account and upload them there.

>> No.10790361

>>10790357
You sure are quick to jump to conclusions when the rest of the dude's catalog is like 50% /vr/ servers. I'll wait for a response from the man himself.

>> No.10790362

>>10790361
>You sure are quick to jump to conclusions
I was number 1 at the high bar jump in high school so you got me.

>> No.10790364
File: 93 KB, 626x759, 1700349110315080.jpg [View same] [iqdb] [saucenao] [google]
10790364

>>10790343
didn't even know that existed
i'd have yt-dlp'd them

>> No.10790394

>>10790315
Probably decided the money's not worth the hassle.

>> No.10790397

>>10790394
After what happened to that Nintendo emulation team I'm not surprised.

>> No.10790418

anyone remember the throwback shooter where when you set the palette preset to quake it also changed the jump sound to "HUH"?

>> No.10790427

>>10790418
Hrot maybe?

>> No.10790464 [DELETED] 
File: 935 KB, 1920x1076, nugg0002.png [View same] [iqdb] [saucenao] [google]
10790464

>>10782951
>>10782979
I'm eating good tonight. Thanks for the news.

>>10788753
All e-celebs should spend an eternity in picrel

>> No.10790474 [DELETED] 

>>10788753
They've done a lot of good too. Certainly far more than magazine reviews from the 90s and 2000s.

>> No.10790486
File: 1.57 MB, 1920x1080, 1693844720621333.png [View same] [iqdb] [saucenao] [google]
10790486

Playing some more mapjam9, I'm reminded when I play these maps or mapjam6 how much I fucking love the Quake aesthetic. There's nothing like it. I wish I knew why it speaks to me so, maybe someday I'll be able to articulate it.
>>10790101
I'll go give it a looksie in the morning then.

>> No.10790490

>>10790486
pretty cool looking level

>> No.10790497

Holy shit, Doom 2 In City Only is the magnum opiest community project ever. Holy shit

>> No.10790508

>>10790497
It is pretty awesome, if a bit crowded from the beginning.

>> No.10790516

good texture sets for magical or ancient times? castles, etc. i don't want to use heretic's

>> No.10790520

>>10790516
There's a Hexen 2 set somewhere.

>> No.10790610

>>10788474
I kinda wish their nerfed attack (partially) ignored your armor as compensation for it now being avoidable

>> No.10790614

>>10790315
OH NO!

>> No.10790640

>>10790036
>with floor machine guns being forbidden
But why is that though?

>>10787638
>>10783190
I wonder how would a TotFG port\remake play-out in Wrath

>> No.10790652

>>10790640
>I wonder how would a TotFG port\remake play-out in Wrath
Worse considering less enemy types.

>> No.10790689
File: 492 KB, 1602x940, Capture.png [View same] [iqdb] [saucenao] [google]
10790689

>>10783302
What is the deal with this secret in map05? How are you supposed to know you have to shoot a switch in the middle of nowhere hidden by full darkness?

>> No.10790693
File: 1.43 MB, 1222x683, 1709115982464143.png [View same] [iqdb] [saucenao] [google]
10790693

>>10787943
Got this going a few hours ago btw. Man you're really good. Blocking out some good stuff, I made one fairly large addition but it isn't scope creep I assure you. You'll now it when you see it. I intend for the enemy count to be quite low (30-43 enemies). I want to have a large portion of the main structures laid out before I send it back your way.

>> No.10790727
File: 1.73 MB, 1280x888, the_great_zm66_vs._liberator_debate.webm [View same] [iqdb] [saucenao] [google]
10790727

>> No.10790730

>>10790727
I miss your wife too HEYOOOOOOOOOOOOOO

>> No.10790735

>>10790727
miss my wife
won't miss next time

>> No.10790772

>>10790652
That one map Quake1 our local mapanon made for both Quoth, Drake and /vr/ worked the best in Quoth IMHO, so simplicity is not always that much bad to me...

>> No.10790821

>>10790315
'Going private' as in what? Shutting down? You have to have an account? That's pretty vague.

>> No.10790825
File: 9 KB, 128x128, 670.png [View same] [iqdb] [saucenao] [google]
10790825

>> No.10790834

>>10790315
They are going into tor, now someone needs to leak the stuff again.
Fuck Yuzu and nintendo, seriously.

>> No.10790956

>>10790315
>try to download a game
>get shady as fuck filehosts asking me to pay for a subscription
>many have the file absent
>find one which has a game
>1gb
>estimated download time of 10hr
Was GOGgames always this shit?

>> No.10790958

>>10790956
Yes. It was all over when GoodOldDownloads went away.

>> No.10790961

>>10790958
fuck IGG for killing them

>> No.10790962

>>10790958
I guess this is no loss then. Or the loss already happened.

>> No.10791062

ZDL wont show anything under the source port tab, any idea what I'm doing wrong?

>> No.10791074

>>10791062
Have you configured your source ports?

>> No.10791083

>>10791074
no idea what configuration is needed unless you mean the initial startup? then yea I've been playing with it for a while

>> No.10791093

>>10791074
>>10791083
LOL nvm I'm 'tarded

>> No.10791098
File: 260 KB, 294x451, file.png [View same] [iqdb] [saucenao] [google]
10791098

>tfw had this over quake as a kid

>> No.10791128

New to DOOM. I read the FAQ and stuff but I still have a question. I own a copy of DOOM and DOOM 2 on steam. Is there a way to just add mods to it as it is with no GZDoom or other sourceport?

>> No.10791134

>>10791128
The official ports are rather limited because they're vanilla-only.

>> No.10791135
File: 3.89 MB, 854x480, q2pro 005mp4.webm [View same] [iqdb] [saucenao] [google]
10791135

>can get a poor man’s angled camera through Q2pro’s thirdperson and ch_x cvars
More fun than I thought, and the off-center crosshair bothers me less than what Halo started doing.
>>10789865
That’s the same guy who made the Mario 64 level from the Q264 jam. It’s nice to see some returning names.

>> No.10791148

>>10791128
There is this thread https://www.doomworld.com/forum/topic/131825
But as anon said >>10791134
>official ports are rather limited
Try using some popular community port, maybe it will detect your bought game and you could go from there. ZDL launcher let's you manage mods easily.

>> No.10791213

Ok. Here is the secret question. Whomstve more goated with the sauce?

>Final Doomer + EVP Monsters
OR
>Final Doomer + DoomRLA Monsters

>> No.10791215

>>10791213
Final Doomer + Babel Monsters

>> No.10791264

>>10791128
you can run GZdoom or ZDL through steam if that's what you're wondering

>> No.10791329 [SPOILER] 
File: 120 KB, 1489x1058, face.png [View same] [iqdb] [saucenao] [google]
10791329

>>10790689
>gzdoom

>> No.10791338
File: 628 KB, 1067x600, oddly cozy.jpg [View same] [iqdb] [saucenao] [google]
10791338

>>10790486
I suspect that the reason I'm so fond of old architecture and weird monsters is the fact I was first exposed to shareware Quake as early as 3 or 4 years of age, and would replay it often. Now, I see places like the lamp-lit castle hallways in Amnesia: The Dark Descent and think "huh, that's kinda cozy".

>>10791135
That clip reminded me of Messiah, of all things: https://www.youtube.com/watch?v=PRY3Ze7xv6A

>> No.10791361
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10791361

>>10791329

>> No.10791365
File: 252 KB, 2556x2880, nugg0019-20.png [View same] [iqdb] [saucenao] [google]
10791365

>>10791329
Nugget has zoom button as well. It helped me when I played Erkattanne. Fuck those secret, seriously just fuck them all, whole wad full of bullshit secrets trying to outbullshit each other, cacowads my ass.

>> No.10791372

>>10791365
>cacowads my ass
Only if you buy me dinner first.

>> No.10791373

>>10791365
nicolas monti secrets are not for the faint of heart

>> No.10791382

>>10791361
You act like a bot who's programmed to post this in response to key phrases regardless of context

>> No.10791391

why are people still recommending ZDL? for fucks sake stop trolling and use a proper Launcher. next what? use Command line? stop it ffs there are genuine newbies who might want to get into the game

>> No.10791398

>>10791329
It's a bad secret to be fair.

>> No.10791401 [SPOILER] 
File: 23 KB, 199x156, 1663826661697362.gif [View same] [iqdb] [saucenao] [google]
10791401

>>10790261
I still don't feel the need to apologize for being wired this way

>> No.10791420

>>10791398
Is it though? That's a really creative use of stock textures and lighting. The secret exit in 512 Linedefs of /vr/ is what a real bad secret looks like.

>> No.10791461

>>10791382
The GzDoom kneejerking also comes off as a botted response by this point, so it's kind of a wash.

>> No.10791480

>>10791391
Bro, just because you've got ADHD and need pretty pictures in your launchers doesn't mean everybody needs that shit.

>> No.10791483

>>10791401
LMAO 2CAT

>> No.10791489 [SPOILER] 
File: 793 KB, 821x713, 1581226140097.gif [View same] [iqdb] [saucenao] [google]
10791489

>>10791483

>> No.10791529

>>10791480
Unironically based.

>> No.10791584

>>10791391
ZDL just works. What's wrong with it?

>> No.10791607

>>10791480
Following your idiotic reasons we would be playing the game on DOS

>> No.10791629
File: 527 KB, 1024x600, Tozpw0n.png [View same] [iqdb] [saucenao] [google]
10791629

>>10791584
It's all function no form, why torture your eyes with basic windows shit when you can look at this beautiful launcher?

>> No.10791634

>>10791629
SOVL

>> No.10791643

>>10791391
ZDL is fine.
>next what? use Command line?
that's all launchers do, they assemble a command line and run it. Besides one anon does maintain a command line setup that uses .bat files.
>>10791607
Makes no sense, you wouldn't need a launcher in dos.

>> No.10791648

>>10791391
>stop trolling and use a proper Launcher
Name one and maybe I'll drop dragging and dropping onto the exe.

>> No.10791659

>>10791648
doom runner

>> No.10791693

>>10789651
about to nut rn, ty sm anon

>> No.10791727
File: 44 KB, 1024x723, gangster edition.jpg [View same] [iqdb] [saucenao] [google]
10791727

>>10791391
>launching and running an entire separate program when you can just set up a shortcut file
this notion still eludes me

>> No.10791741
File: 61 KB, 762x792, Doom_Runner_main_screen.png [View same] [iqdb] [saucenao] [google]
10791741

>>10791659
What the fuck is this mess?

>> No.10791764

>>10791741
>can select from multiple configs
>can create a preset of configs and mods
Kind of like a cooler Doom95, pretty neat.

>> No.10791793

>>10782124
In i hope it last news
/arena/ was resurrected at /vm/ >>>/vm/1214803

>> No.10791798 [DELETED] 
File: 186 KB, 789x535, 1531494267270.jpg [View same] [iqdb] [saucenao] [google]
10791798

>FPS threads on /v/ still have no staying power, even if not wanting to play modern goyslop is now unironicly considered terrorism by Biden's DoD

>> No.10791809 [DELETED] 

>>10791741
what is this bullshit?
just let me play some fucking doom, no questions asked
what's with trannies and their obsession with ""customization""?

>> No.10791815

>>10790821
They already have a paid CDN, so they're likely going to junk everything beyond that. A shame too, since MyAbandonWare has been slow to reintroduce de-listed re-abandoned games, but if someone scrapes all the links, then those will survive for a while.

Not that it matters too much for this thread. I think most are saved in the mega for posterity aside from Unreal Tournament

>> No.10791880
File: 3.76 MB, 2560x1440, q2sewer jammin.png [View same] [iqdb] [saucenao] [google]
10791880

>>10791338
>That clip reminded me of Messiah, of all things
Wow, that’s a fucking cool feeling to trigger. Ross is also a swell guy.

>> No.10791902

i'll do a new thread at page 10

>> No.10791916

>>10791902
Good luck anon, we're all counting on you.

>> No.10791917
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10791917

Wednesday Kart Whatever, come play some SRB2Kart!

How to join (Easy, Windows only):
Download the All-in-one repack: https://mega.nz/file/AzkXSTJK#cxoQ3FD2K-Vg9bKwsvQNkWKxT8LGiCjJEfmPCwXi-eU
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2K-CEP (Connect to vrkart).bat"
Wait for any missing files to download in-game

If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

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

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

Recent Changes:
Updated Chronoshift and Doshpak map packs (Includes new maps: Tower of Heaven and Crust Cove)
Tricks mode has returned oremornhoj emllik tsumuoy emageht niwot

>> No.10791972
File: 2.34 MB, 1920x1080, 2320_20240320194703_1.png [View same] [iqdb] [saucenao] [google]
10791972

I am having "O" of Destruction vibes from this map

>> No.10791984
File: 1.11 MB, 1920x1080, 2320_20240320195307_1.png [View same] [iqdb] [saucenao] [google]
10791984

>>10791972
ah you motherfucker

>> No.10792008
File: 1.30 MB, 1366x768, running.png [View same] [iqdb] [saucenao] [google]
10792008

>> No.10792012

>>10790343
It's back up, check the comments for the others

>> No.10792023

>>10790956
>>try to download a game
>>get shady as fuck filehosts asking me to pay for a subscription
>>many have the file absent
>>find one which has a game
>>1gb
>>estimated download time of 10hr
tf? this never happened to me
at worst the filehosts I used asked me to wait a while before downloading another file

>> No.10792027
File: 10 KB, 217x232, 1352582721617.jpg [View same] [iqdb] [saucenao] [google]
10792027

>playing Going Down
>every single map is more of a murderfest than the last
on MAP20 at the moment which is thoroughly kicking my ass

>> No.10792032
File: 208 KB, 1920x1080, 3203.png [View same] [iqdb] [saucenao] [google]
10792032

>>10792008
This looks familiar, what is this?
>>10792027
I'm not too far in.

>> No.10792038

>>10792032
He is playing oblivion

>> No.10792045

I can't believe Call of the Machine is making me enjoy slaughter style maps, in Quake 2 no less

>> No.10792046

>>10790772
It's not so much simplicity as Wrath has three functional identical enemy types. I made a big post about this some other thread.

And hey, my favorite variation of that anon's map was Drake!

>> No.10792052

>>10792008
I fucking love this expansion. New weapons are fun, new maps are really good and the new music is sex. Computer controlled allies are interesting addition. Sadly the expansion is often forgotten, and has that one crashing map near the end, that nobody has ever patched.

>> No.10792059

>>10792045
play milous series of maps for KMQ2

>> No.10792060

>>10792032
just beat it. figured out you should shoot the eye then jump into the mouth of the thing. next map is a pistol start with 100 hp...

>> No.10792084

>>10791917
how was it?

>> No.10792085

>>10792008
>The Hellfury is such a dissapointingly shit weapon for how cool it feels and how much it was hyped in the Oblivion readme file
Also would you folks preffer those pesky Spider cyborgs ever get fixed someday and obtain their missing laser blasters they're supposed to wield instead of the dual rocket lauchers?

>> No.10792090

>>10792084
Still going, we're jerking each other off with bungee cords now.

>> No.10792097
File: 900 KB, 1024x768, ReCO7iRx8a2yPbc2u_gEnw.jpg [View same] [iqdb] [saucenao] [google]
10792097

>>10792059
And after you get schooled by the Q2 slaughterfest mods from MarkShan and Milous, go play anything made by the Playground.ru's "A soldier of Light" and watch you get suddenly dropped from 2000hp to nothing about 6 levels into his zany humiliation rituals

>> No.10792129
File: 1.06 MB, 1920x1080, pgbbbb.jpg [View same] [iqdb] [saucenao] [google]
10792129

>>10792097
Shan's stuff was fun. I realized I have a Milous pack downloaded, I'll mess with it once I'm done with this sewer jam.

>> No.10792132

TSPG is dead wtf
zandronum is healing

>> No.10792153

My dad died Monday night. He taught me how to map for Doom, and got me into games/3d modeling and such. He mapped for a few games for years. REKKR wouldn't have existed of he didn't foster an interest for this sort of thing in me.
Just wanted to let the world know in some way I guess.

>> No.10792158

>>10792153
My deepest condolences.

>> No.10792175

Wtf is up with doomseeker right now? It feels like the only co-op servers are shitty Choose A Class servers with terrible mapsets.

Bring back fun co-op

>> No.10792179

>>10792132
Works for me, must be your net that's fucked.

>> No.10792186
File: 280 KB, 1240x700, d5.jpg [View same] [iqdb] [saucenao] [google]
10792186

>>10792153

>> No.10792194

>>10792153
Damn, man…
You’ve got mine as well. I’m truly sorry for your loss.

>> No.10792203

>>10792153
He is in a good place now Revae, with the best of the best.

>> No.10792216

>>10792203
>>10792194
>>10792186
>>10792158
Thanks guys.

>> No.10792221

>>10791629
>all function no form
It's essentially a mod manager, you're going to be loading and unloading hundreds of files with ambiguous names through it and having "pwetty picture!!!" is not gonna change that. It's simplicity helps with readability and scales really well if you organize your stuff properly.

Imagine having to scroll through a list of 500+ map wads with images that are triple the size of a box art, with only tiny text to go with it. I'd rather not sit that for hours just because its prettier.

>> No.10792230

>>10792153
love rekkr but for fuck's sake one of the weapons is really funny looking, the thing with hands/bones that shoots projectiles. sad for your dad

>> No.10792293

>>10791741
I prefer Doom Launcher, but this works too.

>>10791764
I am glad that we live in a time where we can have a frontend a bit like Doom95, except good.

>> No.10792336

>>10791917
the chat voice mod
https://mb.srb2.org/addons/chat-voice-effects.6124/

>> No.10792387

>>10791984
At least now you know the answer to the question of life, the universe, and everything.

>> No.10792391

>>10792336
Aw hell yeah vrsounds is back bitches

>> No.10792393

Any recommendations getting Quake III Arena up and running, good sauce ports or anything like that?
t. only played Quake and Quake II

>> No.10792394
File: 1.41 MB, 1920x1080, 2320_20240320194538_1.png [View same] [iqdb] [saucenao] [google]
10792394

>>10792387
frankly, i am loving this jam.

>> No.10792437

>>10792393
ioquake3 and Quake3e are both pretty good.

>> No.10792481
File: 1.01 MB, 2000x3000, D4noactresses.jpg [View same] [iqdb] [saucenao] [google]
10792481

>>10782140
be careful man. I've personally known 2 people who have trooned out from this game. I am convinced it has sissy hypno powers.

>> No.10792530

>>10792481
How do you know the game is why they got the condition known as GID, even?

>> No.10792560

>>10792530
They told me

>> No.10792575

>>10792560
pillow talk?

>> No.10792601
File: 13 KB, 224x140, cacojawz.gif [View same] [iqdb] [saucenao] [google]
10792601

>>10791917
Quick and dirty edit

>> No.10792603

>>10792591
>>10792591
>>10792591
Migrate

>> No.10792621

>>10792560
You sure? Personal experience is not a tell-all. 2 people is a small number.

>> No.10792632

>>10792153
condolences

>> No.10792662
File: 63 KB, 685x756, imagine the smell in that suit.jpg [View same] [iqdb] [saucenao] [google]
10792662

>>10792481
Thanks for the concern anon, but if anything the game just gives me an overwhelming desire to bang big titty Scottish bimbos in catsuits while I'm wearing a kilt and playing bagpipes, so I think I'll be fine.

>> No.10792667

>>10791361
>soldier scares hideo kojima.jpg

>> No.10792692

>>10791917
in Soviet Russia, map vandalizes you

>> No.10792727

>>10792662
Same lol. Dunno what he's on about troons.
I wanna fuck the scotty.

>> No.10792850 [DELETED] 

>>10788753
>noo my niche hipster hobby is now popular!! its so fvcking over..
always fun to see how gatekeeping /vr/ oldfaggots get mad at strong, hopeful, potent, virile young men full of energy and potential

>> No.10793024

>>10792129
I feel like his Magic Lamber duology would've been a great testing area for the KexQ2 team to fine-tune the validity of a randomized enemy placement mutator, so that old usermaps had a chance to feature enemies and tools from the official addons, not unlike how in Q1 the AD & /vr/ mods' randomizers work.

>>10792153
Total bummer laddie, we're all sorry for your loss. . .

>> No.10793025
File: 33 KB, 334x158, WhatDidFrankHerbertMeanByThis.jpg [View same] [iqdb] [saucenao] [google]
10793025

>>10792481
Thanks for reminding me that I probably never posted this crop when I made it almost a whole year prior.