[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]

/vr/ - Retro Games


View post   

File: 290 KB, 480x480, cyberass.png [View same] [iqdb] [saucenao] [google]
10991934 No.10991934 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10979676

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/GENERAL GUIDE
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

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

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

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

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

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

MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SRB2Kart: https://pastebin.com/gPdytB18

OUR WADS/MODS
https://rentry.org/vrdepot

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/

>> No.10991939
File: 546 KB, 720x1280, 1714412071305999.jpg [View same] [iqdb] [saucenao] [google]
10991939

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

Fraggot (Deathmatch session is scheduled for June 2)
IWAD : Doom 2 | Format : UDMF
RC1: https://files.catbox.moe/3nq7bg.zip

=== NEWS ===
[6-3] Release trailer for Ashes: Hard Reset scheduled for June 10th
https://www.youtube.com/watch?v=HFf65H8q1lg

[6-2] CutStuff.net is now https://mm8bdm.net/forum..

[5-30] Rise of the Triangles is on IDGames
https://www.doomworld.com/idgames/?id=21188

[5-30] Little Italo, tribute to the Italo Doom
https://doomer.boards.net/thread/3549

[5-27] Zandronum-compatible Colorful Hell released
https://forum.zdoom.org/viewtopic.php?p=1252561#p1252561

[5-26] AMC Squad v4.5 released
https://www.moddb.com/games/the-amc-tc/news/amc-squad-45-interim-edition-released

[5-25] MBF64, D64 gameplay mod for MBF21 is released
https://www.doomworld.com/forum/topic/143161/

[5-23] Extinction Warrior Typhon released
https://skelegant.itch.io/extinction-warrior-typhon

[5-23] Voices of the Nether, a 14-map episode for Doom 64 has been released
https://www.doomworld.com/forum/topic/145337

[5-21] Polish Doom Community Project 1.0 released
https://www.doomworld.com/forum/topic/141953

[5-21] VanillaPSX, Playstation aesthetic for vanilla Doom
https://www.doomworld.com/forum/topic/144075

[5-20] Corruption Cards updated to 6.0
https://forum.zdoom.org/viewtopic.php?p=1252393#p1252393

[5-20] Malice Jam is released
https://www.slipseer.com/index.php?resources/malice-jam.358/

[5-18] Tomb of Thunder, a Quake mod since very long development is finally released
https://www.slipseer.com/index.php?resources/tomb-of-thunder.357/

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

>> No.10991942

Mapping music.
https://www.youtube.com/watch?v=-3PcHg1_Ilw

>> No.10991953
File: 263 KB, 1280x930, e2m6 end.jpg [View same] [iqdb] [saucenao] [google]
10991953

>> No.10991962

>>10991953
https://www.youtube.com/watch?v=B968JxfmTOc

>> No.10991989

>Message for the Archvile starts playing
What's your reaction?

>> No.10991991
File: 309 KB, 1000x1000, word cloud.png [View same] [iqdb] [saucenao] [google]
10991991

>> No.10991997

>>10991989
https://www.youtube.com/watch?v=D-wDnKd5pKc

>> No.10992001
File: 708 KB, 220x147, 1708612661037922.gif [View same] [iqdb] [saucenao] [google]
10992001

>>10991989

>> No.10992019

Does any /vr/iggers know of any Doom mods that give all the enemies that in Doom 2 that give all the enemies a unique wandering & death noise? The only one i can think of that does that is the SoundCaulking mod, but i feel like a lot of those don't really fit Doom's enemy noises.

>> No.10992027

>>10991758
I wouldn't even call Dakka hidden, it's just that Ijon never played the weird marketing/PR game that's built up around modding these days.

>> No.10992034

>>10992027
I'd call it hidden. It seems like the only people who know or talk about it are people here.
And that's bullshit.

>> No.10992051

femdoom.wad

>> No.10992053

>>10992051
I'm listening.

>> No.10992076

>RTCW
>COD: UO
WW2 kino brought by Xatrix Entertaiment/Gray Matter

>> No.10992084

>>10992027
>the weird marketing/PR game that's built up around modding these days.
How's that? I haven't been very invested in the Doom scene for some years now, I assumed it was still the usual "post maps to DW and mods to ZDF" and then go from there.

>> No.10992124

>>10991743
I made my church in Unreal as deathmatch map.
I don't think I have the file anymore though.

>> No.10992126

>>10992124
That's a shame.

>> No.10992146

>duke
more like duck lmao

>> No.10992152

>>10992034
I've seen it get talked about in plenty of places, just not on the two big forums.

>> No.10992163

>>10992084
There's that but also doing stuff like trailers, release dates, posting it all the fuck over social media, some people seem to spend as much time hyping their mod up as they do working on it.

I respect the fuck out of the people who don't bother with that nonsense and still closer to the old ways of "here I made a thing, try it if you like".

>> No.10992164
File: 2.35 MB, 1457x1080, Screenshot_20240604-183309.png [View same] [iqdb] [saucenao] [google]
10992164

>SUCKER
>SUCKER
>SUCKER
>GROOVY
>GROOVY
>GROOVY
>GROOVY
>GROOVY
>SUCKER
>SUCKER
>FIND THIS IN THE SPORTING GOODS DEPARTMENT

>> No.10992169
File: 77 KB, 1024x576, download (5).jpg [View same] [iqdb] [saucenao] [google]
10992169

>>10992146

>> No.10992174

>>10992164
I don't remember that ghost in my Doom.

>> No.10992180

>>10989778
Sup, again I played on Admiral so I'll give my input.
>The handcannon/cricket I have a problem with too. Ammo is too scarce for it to be something you can use willy nilly
Funny enough I barely ever used the cricket, it was handy sometimes but I usually stuck with the light-machine gun, the one that can shoot a ranged stun.
>you should always be saving it for engineers,
I used the shotgun always for the engineers, and depending on how many there were I'd play keep away.
> but the weapon swap is slow enough that on Admiral you'll get shot a LOT by an engineer by the time you switch to the cricket.
Don't weapon swap without cover, you ideally switch when you would normally reload.

Here's a few tips I know. You can slide then jump to get further distance, and side dash. Try to keep distance from engineers. I'll record some gameplay footage on my end so you can see how I play.

>> No.10992186
File: 242 KB, 654x527, 1689133210597618.png [View same] [iqdb] [saucenao] [google]
10992186

>>10992164
miss me daewoo

>> No.10992212

>>10992163
I still look back fondly on Terminus' trailer he did for Demonsteele. It was just footage of him in various wads showing off the cool stuff the player could do with the backing of metal he liked.

>> No.10992231

>>10992212
I think Term really wanted to show the gameplay in his stuff above everything else, like in this you get golfing from the start, with a spot of multiplayer people beating the shit out of each other.
https://www.youtube.com/watch?v=7qEHK4iBiXc

>> No.10992232

Doomguy was based on me.

>> No.10992257

>>10992180
>I'll record some gameplay footage on my end so you can see how I play.
https://litter.catbox.moe/aypqqe.webm
Just remember to check your corners, unlike me.

>> No.10992262
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
10992262

>Malice jam
>4 maps
>meme jam with literally no gameplay
>24 maps
Things are only going to get worse, aren't they?

https://www.slipseer.com/index.php?resources/liminal-spaces-jam.359/

>> No.10992263

>>10992180
>>10992257
I appreciate these responses. I don't really understand what happens at the 9 seconds mark. How do you not take damage from being shot there? Every single time, without fail, I'm caught by riflemen I lose 60+ hp. It's just not that fun. The other thing is on a base level I don't enjoy the slide kick as an offensive maneuver and would have preferred something like a shoulder charge. But apparently there are upgrades, like the aforementioned ranged stun? I hope to get those soon.

>> No.10992267

>>10992231
isn't this literally the exact same premise as the
ATHF golf game?

>> No.10992269
File: 2.92 MB, 464x580, 1687533484990897.gif [View same] [iqdb] [saucenao] [google]
10992269

>>10992262
If you give a fuck, you'll make a Malice map. Malice was never big.
>meme jam with no gameplay
>24 maps
I don't understand, what's wrong with that? Did you play Speedmapping Pack 226? Or Empire of Disorder? Did you finish Peril? What about Tomb Of Thunder?
https://www.slipseer.com/index.php?resources%2Ftomb-of-thunder.357%2F

There's plenty of Quake to go around. You made a genuinely awful post, I want you to know that.

>> No.10992279

>>10992262
>Malice jam
nobody likes malice anon, if you want people to join then do something happy like cute jam or xD jam

>> No.10992291

>>10992263
>I don't really understand what happens at the 9 seconds mark. How do you not take damage from being shot there?
So the Rifleman was actually in hitstun, I believe, and the engineer's shotgun blast wasn't close enough to hit. Then I immediately went into cover because I needed to reload. I don't believe there's anything in this game that's a hitscan, even though it feels like it sometimes, so as long as you have relative distance you can usually avoid most projectiles as long as you're strafing.
>But apparently there are upgrades, like the aforementioned ranged stun? I hope to get those soon.
Yeah, there are upgrades. None for your physical character but gun upgrades, and even different firing modes. Some of them I'll admit I think are horrible, but maybe you'll like them.
I don't like using the assault rifle because in my experience you have to tap repeatedly instead of holding down fire. But I'm pretty sure you get the SMG in the next level, the level after the hospital. It doesn't get the ranged stun immediately, that's a upgrade you have to find via a secret, but it does get a melee strike that will stun multiple people.

>> No.10992329
File: 399 KB, 1257x1783, guar.jpg [View same] [iqdb] [saucenao] [google]
10992329

>>10992263
Oh and I nearly forgot to mention this.
On Admiral you're going to lose, so don't feel bad if you die a lot. Again I recommend playing Captain, or lower, because otherwise it's like playing Nightmare on Doom. You're going to lose till you understand each fight.
I like that feeling, I like losing a hundred times as if I'm seeing a hundred attempts flash before my eyes to figure out what exactly I need to do to beat each encounter.
But more than that.
> I don't enjoy the slide kick as an offensive maneuver
Then don't use it as one. Play defensively, play like a rat if you enjoy that. Hide behind corners and walls be THAT player if that's fun for you.
>>10992257
Also. You'll notice I was checking corners still even after the fight, because I learned to always expect a fight because if you noticed: My health was 70, with 10 armor, and within a second it went down to 5 because I forgot for one second to check my corner.

>> No.10992342

What WADs should I play next and in what order following this?

>The Ultimate Doom
>Doom II
>Master Levels
>TNT Evilution
>The Plutonia Experiment
>Perdition's Gate
>No Rest for the Living
>Doom 64

>> No.10992347
File: 28 KB, 512x512, honk bonkem.png [View same] [iqdb] [saucenao] [google]
10992347

>>10992146

>> No.10992370
File: 2.67 MB, 1920x1080, lim_haikids_2024-06-03_11-15-21.png [View same] [iqdb] [saucenao] [google]
10992370

HOLY CRINGE!

>> No.10992372

perchance.wad

>> No.10992373

>>10992370
What?

>> No.10992375

>>10992373
I think it's Liminal Space Jam.

>> No.10992378

>>10992375
Space Jam wasn't a very liminal movie.

>> No.10992379

https://www.youtube.com/watch?v=Jt4bjCm1gzc
Pretty neat.

>> No.10992380

>>10992372
Doomguy the idea vs Doomguy the man.

>> No.10992402

>>10992370
>split shadows because they forgot to make the steps a func_detail_wall
That actually is pretty cringe.

>> No.10992419
File: 397 KB, 640x480, nice of the princess to invite us into the backrooms, eh luigi.png [View same] [iqdb] [saucenao] [google]
10992419

>>10992375
Oh, well no shit people were gonna recreate those places for something literally named for it, it contains exactly what's on the label.
The whole liminal space meme has been running on fumes for many years now, most of what little creative potential it had was milked a long time ago, and you're just looking at all the simple and derivative detritus now.

There's only so many ways to slice it when the theme is "oddly empty and desolate locations which may or may not be haunted or something," and you can't exactly tack on very sophisticated or nuanced horror with Quake's base gameplay either, so this is all gonna be fighting ogres and shamblers inside dank and weird bathhouses and vacated stores.

>> No.10992431

>>10992419
>fighting
If only...

>> No.10992436
File: 98 KB, 720x1159, 63675874.jpg [View same] [iqdb] [saucenao] [google]
10992436

>>10992419
>The whole liminal space meme has been running on fumes for many years now, most of what little creative potential it had was milked a long time ago, and you're just looking at all the simple and derivative detritus now.
It's weird seeing the people still obsessing over it and scraping the bottom of the barrel by acting like an empty car park at night is the spookiest shit ever.

That said it's always something like that, there were people acting like Lilith.pk3 was pure spooky scary horror.

>> No.10992443
File: 212 KB, 750x549, walloutlet.jpg [View same] [iqdb] [saucenao] [google]
10992443

>>10992431
Oh, so they're going to make it COMPLETELY boring and just do the average empty walking simulators everyone has already done, but in Quake?

There's all kinds of things you can say about myhouse.wad.pk3, but it had actual gameplay to engage with, it had a story to follow, with multiple endings. The recreations of liminal spaces isn't the height of creativity but the author didn't just leave them empty and pointless.

>> No.10992446
File: 37 KB, 1920x1080, lim_haikids_2024-06-03_11-15-21.jpg [View same] [iqdb] [saucenao] [google]
10992446

>>10992370
That's a blockout area full of placeholders. Don't give poeple the wrong impression by posting alpha screenshots please, here's a finalized instead:

>> No.10992457
File: 96 KB, 905x942, spooked.jpg [View same] [iqdb] [saucenao] [google]
10992457

>>10992446

>> No.10992462

>>10992443
It's just Explore Jam: Spooky Edition

>> No.10992470

>>10992443
The thing about MyHouse is it draws inspiration from tasteful sources (i.e. House of Leaves, Yume Nikki) as well as the author's own life experiences. This is just an overdone internet aesthetic with no twists added to keep it interesting, and I doubt any of the mappers have a life story to tell lmao.

>> No.10992480
File: 2.41 MB, 1920x1080, 1692194229925629.png [View same] [iqdb] [saucenao] [google]
10992480

Are you sure you lads aren't writing things off a bit too hastily for the purposes of hate for no reason? This is pretty cool.

>> No.10992483

>>10992470
Myhouse also plays on some Doom community stuff, like it's straight up doing the trend of when people would map out their own house/workplace/school/church/commute before it went mostly out of fashion.

>> No.10992490

>>10992483
Oh yeah that too, tons of references to other mods too (i.e. the Urban Brawl music in the gas station,) it's like a celebration of Doom WADs.

>> No.10992494

>>10992436
a car park at night is pretty fucking spooky, not for some metaphorical reasons, but because a methhead can and will pop out of the shrubs to stab you for vodka money

>> No.10992519

>>10992480
>This is pretty cool.
LMAO

>> No.10992521

>>10992480
the genre only works with photorealistic hard surface rendering, not whatever is in that screenshot

>> No.10992523
File: 1.61 MB, 1920x1080, 1686307102809622.png [View same] [iqdb] [saucenao] [google]
10992523

>>10992519
And funny too.
>>10992521
What only works exactly? What isn't working in the screenshot you're replying to?

>> No.10992527

>>10992523
>What only works exactly? What isn't working in the screenshot you're replying to?
you seriously don't get the genre, huh?

>> No.10992530
File: 9 KB, 82x106, untitled.png [View same] [iqdb] [saucenao] [google]
10992530

>> No.10992531
File: 1.60 MB, 1920x1080, 1697350593845077.png [View same] [iqdb] [saucenao] [google]
10992531

>>10992527
The genre called liminal spaces? I've only exposed myself to a little of it, but I'm more concerned with your inability to answer straight questions at the moment.

>> No.10992538

>>10992480
I don't get what I'm supposed to be seeing here that is interesting. This is just some weird, Minecraft-tier brutalism except everything is covered in moldy wallpaper.
Maybe it would be cool to fight things in that room, but that obviously isn't something you get to do.

>> No.10992539

>>10992436
It's an interesting experience for me to see some of the zoomers now automatically associate VHS recordings as "horror," when frequently I'm made to think "It didn't quite look like that." when it's imitated, and "I remember when home copies of films had really shitty quality and would wear out from use."
Analog horror has it's application as an aesthetic, but it's often a cheap kind of shortcut these days, like imagine if we as kids automatically associated Super 8 films or old silent films as something spooky and disturbing, and everyone rushed to imitate the visuals of that. It'd be silly, right?

>>10992480
That looks quite good, but I don't see much of a point if there's no story or gameplay to interact with.
Even if it's just something simple and basic like the player being chased by some medium speed oogabooga monster he can't truly kill, while gathering some scraps of apocalyptic logs here and there.

>> No.10992548
File: 1.89 MB, 1920x1080, 1687854655830341.png [View same] [iqdb] [saucenao] [google]
10992548

>>10992538
>I don't get what I'm supposed to be seeing here that is interesting
Something that hasn't been done in Quake before brought to life. Someone had an idea, mapped it out, and put it out there. I find the final product very interesting to look at. It's like walking in a painting almost. It also reminds me of a later level of the Half-Life 2: Episode Two mod Korsakovia. There's also things like how you don't usually see settlements indoors like this, like everything's in a gigantic industrial container. It's really neat to just walk around in, no music.
>>10992539
>but I don't see much of a point if there's no story or gameplay to interact with.
You never played Azure Sheep? There's a mode in there where you just walk around the Black Mesa facility. There are no stakes, no meaningful interactions with any NPCs. It's nice.
>Even if it's just something simple and basic like the player being chased by some medium speed oogabooga monster he can't truly kill, while gathering some scraps of apocalyptic logs here and there.
That sounds a little too generic don't you think? I wouldn't have minded, but I think for what this it's super cool.

>> No.10992550

>>10992539
It is very strange, like with the glitch stuff you see in something like Lilith.pk3 I associate with ejecting a spectrum game when it's half-loaded and getting weird almost procgen levels in some games from it going tits up.
>It'd be silly, right?
It would be, it's just going "this is old and thus scary", imagine if people were slapping TV scanline filters onto Doom because they thought it was old and scary as opposed to thinking it's retro.

>> No.10992565

>>10992548
>That sounds a little too generic don't you think?
It woulda been, but it would have been something to do, Arcane Dimensions looked stupidly beautiful but half the reason I played through it all was because it had fun Quake combat and exploration.

>> No.10992575
File: 1.12 MB, 1920x1080, 1692342410163276.png [View same] [iqdb] [saucenao] [google]
10992575

>>10992565
Don't you think the principle difference there is that AD markets itself as a bespoke Quake mod that contains the type of gameplay you'd expect from Quake? As far as I know, Liminal Spaces Jam doesn't have any pretensions on what it is, so to say you wanted or would have wanted a chasing enemy or logs to collect just sounds like missing the forest for the trees. There are also some neat spoopy moments so far I won't spoil, but considering your posts, don't play this. It'll bore you to tears.

>> No.10992578
File: 65 KB, 702x1000, 51X5D8F936L._AC_UF894,1000_QL80_.jpg [View same] [iqdb] [saucenao] [google]
10992578

Hey bro FUCK this episode

>> No.10992581

>>10992578
It's only the first two maps. After them it's smooth sailing.

>> No.10992590

>>10992581
Yeah I just finished Perfect Hatred but got pissed when I died on the next map to some bullshit

>> No.10992596
File: 1.01 MB, 1920x1080, 1707397624698621.png [View same] [iqdb] [saucenao] [google]
10992596

Oh hey, some logs and some kind of story thread to follow.

>> No.10992604

>>10992578
Is that Carmack?

>> No.10992621
File: 2.38 MB, 1920x1080, 1697568712827666.png [View same] [iqdb] [saucenao] [google]
10992621

>>10992596
Oh wow there's even LORE and branching paths. Nothing substantial, but that old saying of don't judge a book by its cover still holds true. Done for now.

>> No.10992623

>>10992531
confirmed you just don't get it

>> No.10992626
File: 1.12 MB, 1920x1080, 1691603554975811.png [View same] [iqdb] [saucenao] [google]
10992626

>>10992623
I'll manage I think. But thank you.

>> No.10992631
File: 2.86 MB, 5361x2505, Quake Weapon Models.jpg [View same] [iqdb] [saucenao] [google]
10992631

Made a table of the different Quake weapon models across some mods.

>> No.10992638

>>10992631
Last one is ToT?

>> No.10992651

>>10991934
5th gen id Software console games ranked:
>1) Quake 2 64
>2) DOOM 64
>3) Quake 2 PSX
>4) Hexen 64
>5) DOOM PSX
>6) Quake 64
>7) Saturn Quake
>8) Saturn Hexen
>9) PS1 Hexen
>10) Diarrhea
>11) Saturn DOOM

>> No.10992665

>>10992638
Those are the models made for Nightdive's KexQuake. I like that AD's are slight touchups of the original id models. It also seems across AD, Alkaline, and Dwell that people don't like "naked" super nail guns.

>> No.10992678

>>10992665
Man I sometimes forget Quake Remastered exists. That said, I actually really like how their SNG looks.

>> No.10992714

>>10992651
You must value original campaigns quite highly to put Quake 2 and Doom 64 at the tip-top.
I think Quake 2's PC campaign, even truncated and chopped up with loading screens as present in Q2PSX, is better than Quake 2 64's.
I would rate Doom PSX higher for sheer girth, being practically all of Ultimate Doom and most of Doom 2.
I'd also rank Saturn Quake higher, those exclusive secret levels are pretty good, though nothing can replace Ziggurat Vertigo.

>> No.10992720

>>10992631
I like how pointy the RL and the Thunderbolt look in the original. I wish someone made an hd version that takes those edges as part of the actual design.

>> No.10992779
File: 56 KB, 187x178, 1712502365171230.png [View same] [iqdb] [saucenao] [google]
10992779

>>10992631
haha benis :DD

>> No.10992796

>>10992720
Yeah the smoothed ones look weird, like it's the stick out of Heretic with a different end to it.

>> No.10993067

>>10992163
I don't mind it. Even if it's superfluous and sometimes pretentious I understand that if a team works hard on a mod project they also want to make a bit of a show of it and increase exposure. Maybe get the name out there in case they want to work in the industry and get picked up by a team as many of them do.

What I find almost inexcusable though when a mod is only available through the team's own pisscord like fuck off with that shit unless you get banned from Doomworld and even then it's not the only solution you should imo have.

>> No.10993069

>>10992262
Be the change you want to see, you lazy cunt.
>>10992651
>id Software
I'm pretty much that the vast majority (if not all of them) were ported/developed by other developers though. Like, Midway Games made DOOM 64 (which is a totally new thing) and ported Quake to Nintendo 64.

>> No.10993073

>>10992779
Finally, someone said it

>> No.10993074
File: 5 KB, 419x249, wIwhjsk.png [View same] [iqdb] [saucenao] [google]
10993074

>>10992779

>> No.10993078

>>10992651
Swap places of 1 and 2 and also 3 and 4 on the list and I agree. Doom 64 is actually something a lot of people on pc were pretty happy to finally get to play while Quake 64 was... It was okay through the Quake 2 Remaster. Too many gladiators...out of ten.

>> No.10993116

>>10992779
It's really the only bad new weapon model in remaster. Even RL is bearable, but this one looks like straight out of molded water guns section. High polygons count was a mistake.

>> No.10993121
File: 1.89 MB, 1920x1080, preview3.png [View same] [iqdb] [saucenao] [google]
10993121

>>10992631
Alkaline should've come with the QC Oscillator remodel for the Nailgun included by default IMHO.

>> No.10993124

>>10993121
nah dawg, that looks really dumb and out of place

>> No.10993153
File: 842 KB, 3840x2160, testlight_2024-06-05_04-08-48.png [View same] [iqdb] [saucenao] [google]
10993153

>Malice mapping mentioned
No cohesive plan for this one, but I figured I'd try an urban setting that stays more in line with vanilla Malice since the jam maps went off into some weird attempt at a Bladerunner aesthetic. I'm still not sure if that was an intentional thematic choice on their part or if they actually think Malice is meant to look like that.

Also still working on Malice Refined with some good progress on a second beta. Decided to take my time with some code cleanup since I didn't really get any feedback on beta 1. CSQC HUD with magazine ammo, a few toggleable settings, Big Ass Gun usable in singleplayer, and some more mapping features should make it worthwhile.

>> No.10993159

https://github.com/Youda008/DoomRunner
Is this the best launcher currently? I used ZDL years ago.

>> No.10993161

>>10993159
I use it, and I think it's breddy good.

>> No.10993163

>>10993159
There's this one too
https://github.com/popcar2/CleanDoom

>> No.10993193

>>10993067
>Discord-only mods
That shit can fuck right off, I've come across it twice in the last week with Terraria modding and it's fucking infuriating, especially when they've got years worth of people making promotional crap for them.

>> No.10993196

>>10993159
Depends on what you're after, there's a rework of ZDL with a few more features in it that plays nice with stuff like DSDA.
https://github.com/lcferrum/qzdl/releases/tag/3-1.1

>> No.10993213

>>10992578
Yeah that episode is really evil. That cover art is sick tho'.
But it was probably the logical response to gamers complaining that the original DOOM was too easy even on ultra-violencia.

>> No.10993223

>>10993213
It was a response to Doom 2 being harder and (obviously) more advanced than Doom 1, so Ultimate had to be somewhat on par with 2.
Not 1 being easy on its own, I highly doubt anyone complained about it in 1993.

>> No.10993251
File: 1.72 MB, 1675x1077, selaco.jpg [View same] [iqdb] [saucenao] [google]
10993251

>what seems to be the final boss drops from the ceiling
>cut to black
idk what the fuck i was expecting, playing an early access title. didn't even get to use my railgun.
so... what was the story again? did they take carmack's words a bit too close to heart, or am i just stupid?
or is it one of those games where the story is conveyed through dramatic youtube videos made by people who compile in-game text in a more digestible manner for a living?

>> No.10993270

>>10992578
That was a drastic shift in pace, but I struggled through it anyway on choco doom with the classic keyboard controls. Settled in on the mouse further into doom 2 though.

>> No.10993274

>>10993251
I ain't reading the spoilers since I'm still playing but the story is told through data logs:
>SOMETHING happened to Earth and nearly everyone is dead. There are expeditions sent now and then to find survivors, Dawn has participated in these efforts and actively wanted to continue but was denied
>Selaco is a utopian colony ship that may have been constructed as part of a grand scheme involving said catastrophe on Earth
>Before the events of the game and fairly recently, Selaco was beset by some kind of plague. The worst is over by the time the game starts
>The commandos are described by data logs as seemingly inhuman, perhaps clones ala FEAR. Nobody has any idea where they could possibly have come from or what their goal is
>Dawn was injured right before the start of the game, which is why you wake up in a hospital wing. For some reason she's worried she has genetic markers for weak bones, and insisted the medical staff test her for these. She was found negative, but has resolved to get tested once a year for this

The last part is really interesting to me and seems like a heavy bit of foreshadowing that she might know more about what's going on than the player.

>> No.10993278

>>10993251
Was it true that this spaceship model is actually just one of the PulseRifle mockups with random junk glued onto it?

>> No.10993279

>>10993278
It worked for the Pillar of Autumn.

>> No.10993287

>>10993274
so basically what MC is doing, where she's going and who she's fighting is unknown, besides maybe trying to survive. bummer, that was the thing i was curious about. cuz, you know, core of the story.
neat details though, thanks for the spoonfeeding anon.

>> No.10993296
File: 263 KB, 2048x1536, 1688433753380781.jpg [View same] [iqdb] [saucenao] [google]
10993296

>>10993287
Again I'm not done, but episode 1 seems to be sowing a lot of seeds. If episodes 2 and 3 also have a fuckload of maps, then they probably have a pretty big story planned akin to Marathon. Whether it's good or not we'll have to see.

>> No.10993370

>>10993223
Dunno the timeline but the Nightmare difficulty was added post-release too because people complained that even UV was too easy.

>> No.10993398

>>10993193
Which Terraria mods were they?

>> No.10993448

>>10992329
At least you can still do saves and quicksaves if you're not on Hardcore. With Hardcore you really have to be on top of your game at basically all times because save stations can be quite far apart like it's the case with very first level where you need to survive quite a few encounters across about a coule of sublevels before your first proper save.

>> No.10993456
File: 45 KB, 901x216, retroachieve.png [View same] [iqdb] [saucenao] [google]
10993456

I just got into this. It is pretty fun. Post your score.

>> No.10993480

>>10993456
no. also
>playing 10+ different video games a day

>> No.10993486

>>10993398
I think they were Shadows of Abaddon and Maelstrom.

>> No.10993606

>>10992578
This was also a post-Doom 2 episode to help sell Ultimate Doom in stores while they were focused on other games. Prior to Ultimate, you could only get Doom 1 through mail.

>> No.10993705
File: 130 KB, 826x1000, 61ABHRWdjeL._AC_UF1000,1000_QL80_.jpg [View same] [iqdb] [saucenao] [google]
10993705

>>10993606
>Prior to Ultimate, you could only get Doom 1 through mail.

>> No.10993845

>>10992714
D64 and Q264 are the only games with original campaigns and features, where the other games are mostly just chopped up versions of the PC releases. Q2 PSX has a decent campaign, but it has a ton of problems, e.g. gimped movement and jumping, gimped BFG, severely simplified graphics (no moving liquids or scenery, sky is literally polygons with hit detection, etc.). The gunplay feels a little better than the N64 version, it is admittedly fun, but it's a much lower quality product with far less longevity. Q2 64 has a better multiplayer and levels with more/better secrets and some cool alternate paths and sequence breaks that will keep you coming back, while PSX is a one and done.

DOOM PSX is packed with levels, granted, but you're forgetting that a ton of those later levels devolve into slideshows. If DOOM PSX had 58 levels that ran as smoothly as DOOM 64's 32 then I might place it higher on the list, but some border on unplayable. Combined with the compressed graphics, gaudy implementation of colored lighting and stiff dpad-only controls, I think it deserves a middle-range spot on the list.

Saturn Quake is basically the same story. Yeah, it has a few nifty features, but it runs like fucking shit. Slideshow framerates here are the rule rather than the exception. The graphics took a major hit too, with levels being smaller and less complex. Enemy models were brutally ravaged and weapons are sprites. It's just not quake. Meanwhile Q64, aside from a few difference in terma of textures and slight architectural changes, is basically the PC game in all its glory (minus a few levels). The minimalist hud, colored lighting, rumble support and far better skyboxes are nice too.

>> No.10993981

>>10993845
Q2PSX has BFG? I thought it didn't have it.

>> No.10993982

How much can Doomguy bench?

>> No.10993994

>>10993982
about tree fiddy

>> No.10994019

>>10993982
9000

>> No.10994046
File: 523 KB, 1512x1033, badass_jpegs_1.jpg [View same] [iqdb] [saucenao] [google]
10994046

'Stein 'D on the 'BA

>> No.10994057

>>10992578
Hell Beneath and Perfect Hatred are a bitch but it relaxes after that. I'd argue Stronghold in TNT and Abattoire and The Twilight in Plutonia are much harder overall too.

>> No.10994082
File: 3.76 MB, 640x518, working out.gif [View same] [iqdb] [saucenao] [google]
10994082

>>10993982
Could probably be calculated, but it's a shitload.
>one steel knuckle
>one chainsaw
>one pistol
>two shotguns
>one really overgrown automatic weapon which shoots pistol ammo
>a rocket launcher
>a big raygun
>an even bigger go fuck yourself raygun
>400rds of pistol ammo (presumably in magazines for at least the pistol, theoretically)
>100 shotgun shells
>100 rockets (these should also be the heaviest considering how massive they are)
>some unclear amount of large batteries for holding up to 600 shots for the raygun
>a computer area map which looks like it's a big CRT screen
>some sort of body armor and helmet
>three fat keycards, three colored skulls which are also keys
All that with presumably some really fat cock and balls, and still he can haul ass faster than a Kenyan.

>> No.10994085

>>10994082
I think there was a mythbusters episode on that
They got that gay retard that joe rogan hangs out with to play doomguy

>> No.10994149

>>10993163
>Currently, CleanDoom only focuses on supporting GZDoom

Does it seriously not work with other sourceports? Guess it can't really qualify if not.

>> No.10994241
File: 1.63 MB, 1600x900, tot4c_2024-06-03_18-21-08.png [View same] [iqdb] [saucenao] [google]
10994241

>>10993124
It won't seem so jarring on Alkaline's custom HUD methinks, will see how much it clashes aestheticly (or not) later this week.
I'd never expect to play a danmaku sequence in a first person shooter before wrapping-up ToT just a moment before today

>> No.10994251
File: 25 KB, 550x315, 1520215988915.jpg [View same] [iqdb] [saucenao] [google]
10994251

>You wake up empty handed in jail with little info on what's going on.

>> No.10994286

>>10994251
Good a way as any to start a .wad

>> No.10994315

>>10994082
Also don't forget
>bulky-ass light amplification goggles
>a hazmat suit
>a backpack

ok, that didn't really add much

>> No.10994331

>>10994286
Would be nice to get all the weapons and power-ups right at a map01 of a megawad


...Only to lose everything because of a death exit in the same map >:)

>> No.10994341

This has probably already been talked about to death. Is Obsidian/Oblige/Whatever actually a good way to play Doom?

>> No.10994395

>>10994341
It's like junk food (not the slaughterwad)
It's fine if you need/want some maps in a hurry, great for testing or trying out gameplay mods since you can quickly generate episodes to order and see what kind of opposition the mod is balanced for.

>> No.10994415

>>10994315
The backpack itself feels like calculating whatever his pants weigh, and like there's little significance next to the 50 rockets it manages to hold on to.
The hazmat suit and light amps would only count temporarily.

>> No.10994418

>>10993981
It does, just heavily gimped. It does like half as much damage and shoots a lame blue orb with almost no splash damage and particles. Meanwhile N64 has arguably the coolest BFG, with a green glow on the gun that matches the actual projectile, and it's extremely powerful -- you can even BFG jump with it.

Also forgot to mention, N64 is the only version muzzle flash for the guns (not even PC has this and I've never even seen a mod for it). N64 Q2 kicks ass.

>> No.10994460

>>10994418
>It does
Wait, really? Where can you find it? Is it MP only? I don't think it's anywhere in SP.

>> No.10994468

>>10994418
>N64 is the only version muzzle flash for the guns
Q2 Remastered has muzzle flashes.

>> No.10994528
File: 446 KB, 1023x767, DeathRow.jpg [View same] [iqdb] [saucenao] [google]
10994528

>>10994251
>not starting the level by aborting your own execution
NGMI

>> No.10994535

>>10994251
>little info on what's going on
fuck yeah

>> No.10994626

>>10994460
It's in the SP, believe me. You can only find it one place in the entire game, towards the latter half, and it's locked behind a multi-tier secret.

>> No.10994628

>>10994468
Q2R is not real Q2 and it came out 25 years after the fact.

>> No.10994664

>>10994082
>>a computer area map which looks like it's a big CRT screen
Eh, for this one at least I can excuse as Doomguy having a photographic memory which absolutely fucking suits him.

>> No.10994715
File: 176 KB, 625x790, vn3pcvc7g9231.jpg [View same] [iqdb] [saucenao] [google]
10994715

>>10994528
>aborting your own execution
>aborting

>> No.10994741

>>10994628
>Q2R is not real Q2
Neither is Q264. 25 years late or not, people now getting into Q2 can enjoy it with muzzleflashes and consistent enemy AI but also with varying weapon projectile origins.

>> No.10994753
File: 67 KB, 840x481, grunts.png [View same] [iqdb] [saucenao] [google]
10994753

>>10992631
That's funny, I had the same idea a while back but for the enemies. I got exactly this far before realizing that it would be a tremendous amount of effort for something that no one (besides maybe myself) would ever need to know or care about.

>> No.10994771

>>10994741
Q264 is every bit 'Quake 2' in the sense that it was a contemporary version of the game using most of the same assets and adhering to 99% of the same game mechanics, while also using a branch of the actual idTech engine. Q2 remastered uses an entirely different engine, changes gameplay mechanics and uses different assets. Moreover, Q2R only has muzzle flash because the N64 version added it in the first place, not to mention Q2R literally includes the N64 campaign. You can stop splitting hairs and being retarded now.

>> No.10994783

>>10994528
It's gotta be stuff like this level and certain comic books and westerns that are to blame [or thank] for me developing an execution fetish. If they had a scene like this but for [a bit more bimboified] Shelly ''Bombshell'' I would spurt cum so hard my nut would pierce denim. Ahem [adjusts tie in a GoldSRCian animation]. Moving on [in halflife scientist voice]

>>10993705
Let's not forget that internet of the time [if you were lucky to have it] was dial-up and downloads were agonizing slow. So if none of your friends had it you're almost better off just buying the game than dealing with the hassle. Plus when you buy a legit copy you can just easily re-install instead of having to obtain the game from dodgy websites.

>> No.10994787
File: 78 KB, 560x658, all quakes.jpg [View same] [iqdb] [saucenao] [google]
10994787

>>10994753

>> No.10994812
File: 74 KB, 1280x720, doom08.png [View same] [iqdb] [saucenao] [google]
10994812

Thoughts on Valiant's custom enemy roster? I love these dudes

>> No.10994825

>>10994251
>you wake up in a grave/mortuary
Why the hell is that not a more common start to videogames?

>> No.10994847

>>10994812
The baron replacements are great, the attacks are fun to dodge around and cause a lot of infighting, I also like their turn to ash death animation
I appreciate when megawads replace Barons or hellknights, it's a nice change of pace to have that instead of just having a bigger and angrier imp

>> No.10994851

>>10994783
Hey anon your post is very shitty and it reminds me that I have a drowning in shit fetish, I literally fantasize about people drowning in giant vats filled to the brink of liquid shit and I cum with such high pressure that it dents my walls, I have a bunch of dents in my wall underneath my desk, it looks like it got shot at by an airsoft machine gun also I played Speed of Doom today.

>> No.10994889
File: 99 KB, 566x698, 549.jpg [View same] [iqdb] [saucenao] [google]
10994889

>>10994825
>you wake up in your bed
>you go back to sleep because you have crippling depression

>> No.10994894
File: 1.19 MB, 1280x2204, so you want to play some fucking srb2k v3.png [View same] [iqdb] [saucenao] [google]
10994894

Wednesday night Whatever, come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/d68gALrb#xgsVOihAIsKqKowjf1-uzeeBbKcJ0R0C0VKCFMQdih8
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
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 (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use (Windows): https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.1
Or compile it (Linux or anything else): https://github.com/NepDisk/srb2k-neptune
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)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

Recent Changes:
Added 3 characters: Kaeru (Kero Blaster), Dynamite Anton, Dynamite Annie
Updated Peppino's sounds

>> No.10994912
File: 33 KB, 570x386, qcnailgun.jpg [View same] [iqdb] [saucenao] [google]
10994912

>>10994241
I'm actually messing with this right now.
>newest Alkaline version has additional 40fps animations for weapons
...That might make things weird, we'll see.
>>10994771
I wouldn't call it 'hairsplitting' listing the strengths, circumstances, and differences between these releases if you appreciate both. KexQ2 comes with enemy, lightning, and gameplay differences but level progression and encounter design plays nearly 1:1 from the original PC releases, and you can use the original assets.
Q264 comes with its own nuances in gameplay feel, and not entirely out of necessity in using the Q164 engine: Unlike the previous port, Midway wanted a campaign that felt a lot more different from the original idsoft levels. It's a letdown if you wanted more 'untouched' idsoft progression while blasting Sonic Mayhem, and great if you wanted something new or different, especially with the music made under Aubrey's alias.

>> No.10994920

>>10994825
I LIVE... AGAIN...

>> No.10994931
File: 293 KB, 798x783, WIP.png [View same] [iqdb] [saucenao] [google]
10994931

Nothing to do with Fore/vr/ Alone, I just felt like doing this.

>> No.10994945
File: 206 KB, 1920x1080, d1x-rebirth_CloNbwfGTD.png [View same] [iqdb] [saucenao] [google]
10994945

This is pretty fun. Controls take time to get used to, but I wouldn't say they are clunky or unrensponsive. Traversing narrow spaces can be disorienting and I'm not always able to redirect the camera the way I want it to. I'm using mouse for turning, keyboard for banking and sliding like in your typical fps. Don't quite understand the benefits of the flightsim mouse control setting.

>> No.10994963

>>10994851
Alright man I understand. I'm picking up what you're putting down. I was being a sillybilly and I apologize.

>>10994945
Remember playing this back in the day but I got heavily disoriented and I couldn't play through the entirety of it I hope Civvie makes a vid on Tunnel B1 one day, that game was a joy

>> No.10994967

>>10994912
Thanks for the analysis professor faggot, put the point is that the N64 version is the only contemporary version of Q2 with muzzle flash. If we're going to include remasters that aren't retro and don't even run on the same engine or use the same assets, then there's really no point in even discussing the differences between the original versions to begin with... you know, the thing we were doing.

>> No.10994974

>>10994945
>Don't quite understand the benefits of the flightsim mouse control setting.
It's more comfortable for some people, you gotta remember back in the day this was the game a lot of people decided you had to play it with two joysticks to get it to feel right, the idea of appropriate controls are all over the place.

>> No.10995000

>>10994912
quake 2 64 wasn't even made by midway dude

>> No.10995030
File: 207 KB, 1328x526, oscilator textures.jpg [View same] [iqdb] [saucenao] [google]
10995030

>>10994241
It seems more fitting with a lower texture resolution but it still looks really busy compared to the other weapons. And yeah, the animations are kind of goofy but not as bad as I thought.
>>10995000
>Raster Productions was a game development studio based in Bellevue, Washington (USA). The studio worked on bringing id Software technology based titles to consoles. Its first project was Quake II, an adaptation of the original PC game, for the Nintendo 64, released in 1999.
Oof. Humbled hard, truthful post.

>> No.10995038
File: 153 KB, 1920x1080, d1x-rebirth_seMpEb8e5r.png [View same] [iqdb] [saucenao] [google]
10995038

>>10994945
Aand I lost, that last area on level 3 was quite obnoxious and got me impatient. About time to rewrite the memories of this game's sole importance being a mere music pack for doom wads.

>>10994963
>>10994974
I'm far from smooth as this guy https://www.youtube.com/watch?v=GBITsRu4Itg but feeling that I'm getting best of times just dipping my toes, however awkwardly.

>> No.10995107
File: 27 KB, 640x400, twb08x8.png [View same] [iqdb] [saucenao] [google]
10995107

I thought doc promised us some btsx at the end of the past year with *most importantly* the full texture package, what happened to it?

>> No.10995130

>>10995030
i really like the look of this gun

>> No.10995134
File: 103 KB, 570x530, authentic weapons for quake gl.jpg [View same] [iqdb] [saucenao] [google]
10995134

>>10992779
>>10993116
I like this one the most. It's by the same guy who did that remastered/Alkaline rocket launcher.
>>10994753
What's the best Q1 model viewer without texture filters?

>> No.10995175

>>10994825
Shadowrun on the SNES did that.

>> No.10995190

>get to the end of chapter 1
>railgun ammo strewn around everywhere
>no railgun to be found
really Selaco?
also what is the point of the DMR suppressor upgrade when enemies aggro by just seeing a pixel of your pinkie toe from across the map and through 100 glass panes

>> No.10995206

Are the Strogg the worst jobbers in FPS? Who else compares?

>> No.10995239

>>10995134
I used QME for those renders. I've got two versions in the directory, one dated 2011 and one 1997. I don't remember what the differences are besides the layout, but I'm fairly certain they both lack any capability for filtering.

>> No.10995250

>>10992631
Personal favorites:
>Axe
Remaster
>Shotgun
Remaster
>DBS
AD
>Nailgun
AD/Alkaline (I think alk has a more detailed worldmodel
>SNG
Alkaline
>GL
AD/Alkaline
>RL
Remaster
>LG
AD (better worldmodel IIRC)

>> No.10995269
File: 81 KB, 337x572, worsector sauce.png [View same] [iqdb] [saucenao] [google]
10995269

>>10994931
All sector art is cool.

>> No.10995270

>1992
>Terry Davis joins the DOOM dev team
what changes

>> No.10995280
File: 15 KB, 640x944, 1710224574677117.png [View same] [iqdb] [saucenao] [google]
10995280

>>10995270
A lot less colors and a lot more elephants.

>> No.10995282

>>10995270
He would have been normal back then. He did some drug that completely fucked him up for life & caused him to move back in with his parents - prior to that he was a programmer at some company.

>> No.10995289

>>10995282
Terry was always normal, it was the world that went insane

>> No.10995301

>>10992631
AD axe sexy af

>> No.10995302

>>10995289
He just finally lost his filter when he got tourettes so we got to see the true unbridled genius underneath.

>> No.10995309

>>10994825
planescape: torment wad when?

>> No.10995334
File: 62 KB, 800x1000, doomguy.jpg [View same] [iqdb] [saucenao] [google]
10995334

>Select random wad from idgames
>Bobby's rendition of Crooked Cross starts blasting
Yup, it's dooming time

>> No.10995346

>>10995282
This, don't fuck with phycodelics guys

>> No.10995364 [SPOILER] 
File: 90 KB, 1024x576, 1717621873015263.jpg [View same] [iqdb] [saucenao] [google]
10995364

Is Thief allowed in these threads? was wondering if you guys had any recs for city-based FMs..

>> No.10995367
File: 109 KB, 938x707, carmack bebop at his computer.jpg [View same] [iqdb] [saucenao] [google]
10995367

>>10995280
Like the other guy said, he wasn't schizo yet and was actually a rather successful and talented programmer. He wouldn't be doing any of the art stuff either, and I'm not entirely sure what he'd contribute to the project.
Carmack did the rendering and much of the physics and game logic, Romero did additional coding and did a lot of the work on making and updating DoomEd, the inhouse level editing software, then they hired Dave Taylor to "fill in the gaps" so to say, ergo coding the automap and status bar, the menu, the cheats, etc.

Was Davis good at netcode? That could maybe be a contribution, because that was the one part which Carmack fucked up at first, he had never written netcode before and the deadline was getting closer, so he just went "Here we go, mm." and the results were not great. Version 1.0 netcode functioned, but what they didn't catch in testing is that playing Doom on a network would quickly swamp it with garbage data packets and slow it the down a LOT, akin to the network getting DDoS'd, which made thousands of sysops around the world go fucking ape and ban people from playing it on college and office campuses.
This was fixed in an update.

Optionally, maybe he could help with some of the console ports of Doom.

>> No.10995379
File: 1.28 MB, 1400x4537, 1706341048080794.jpg [View same] [iqdb] [saucenao] [google]
10995379

>>10995364
I wouldn't consider it much of a "first person shooter" but I'm fine with it. Sometimes a thread for it floats up on the board and they've often been decent, I grabbed this from one of the recent ones.

>> No.10995380

>>10995301
It's a lot better too, because you can get basically like a Berserk style powerup for it, as long as the level lasts the axe does more damage (not as much as a rocket, but still pretty good), and it can also be used to chop up and permakill zombies. Actually, the axe in Arcane Dimensions may be able to chop up zombies even without the powerup, maybe it just takes longer.

>> No.10995387

>>10995364
I don't see why not, playing through the series now actually
Any personal recs from anyone for FMs after I beat 2 (already saved >>10995379)? And if I may stretch the FPS definition further, is Deadly Shadows worth a play?

>> No.10995409

>>10995364
>>10995379
well you do shoot a lot of arrows in them, from first-person

>> No.10995413

>>10995364
We have Thief guides in the OP, it's cool

>> No.10995478
File: 1.60 MB, 500x500, lunar apocalypse.gif [View same] [iqdb] [saucenao] [google]
10995478

>> No.10995527
File: 677 KB, 1920x1080, WG Space 05271.jpg [View same] [iqdb] [saucenao] [google]
10995527

>>10995387
>and it can also be used to chop up and permakill zombies
I like to clear up scenes of bodies for "clean" screenshots of the levels.
>>10995478
>Duke3D space bases
My favorite.

>> No.10995568

>>10991934
I like Doom 64 the most.

>> No.10995580
File: 171 KB, 1200x675, 1704779280032669.jpg [View same] [iqdb] [saucenao] [google]
10995580

Nightdive is about to announce a Killing Time remaster soon.

Also even though it's not retro FPS related, they're also teasing a The Thing remaster

>> No.10995612
File: 3.84 MB, 640x360, AA savin babes.webm [View same] [iqdb] [saucenao] [google]
10995612

>>10995580
If it had to be one or the other, I'd bet they pretty-up the 3DO version right after doing it for PO'ed. But it would be nice to have higher resolution scenes for the PC release.

>> No.10995621

>>10994753
I'd appreciate it anon.

>> No.10995623

>>10995190
There is a 2 hour long secret level that gives a railgun. Pay attention retard

>> No.10995760
File: 3.80 MB, 1920x1080, 1703788861410771.webm [View same] [iqdb] [saucenao] [google]
10995760

A while ago I made mention of the fact that bsnooch.com, the home of all things Half-Life 2 SMOD, died, but very fortunately some kind soul backed up everything on the site before it went down:
https://mega.nz/folder/mkF1mAIb#qXCmNu4BmfKkA-9tMKJKGQ

Well I had a scary thought two days ago or so, what if the user just decided to delete this archive? So! I downloaded it, and am currently sticking it on a USB and will upload it somewhere else so that I know for sure it will never ever be gone.

I strongly urge anyone who hasn't played SMOD to give it a shot for their next HL2 playthrough, specifically SMOD Redux FINAL (webm related is ReduxV5, which is just a personal favorite of mine as an enthusiast of SMOD since 2005. FINAL should be the go-to for anybody looking to try it out).
https://mega.nz/file/GcFlxAoI#VPp58yULy6ZalRdP3RQC-7eV7gJVlv1pzE4B_ohKZjE

>How the fuck does this shit work?
Thank fuck for the internet wayback machine which has a tutorial on precisely how to install SMOD:
https://web.archive.org/web/20230218171426/http://bsnooch.com/forums/index.php?topic=1360.0

These mods are really some of the most fun you could have with HL2. They revamp the campaign, add oodles of weapons, add oodles of enemies. It's my favorite way to reexperience HL2. MMOD is great for a sprucing up of vanilla HL2, but SMOD is really something else. A lot of love went into these things over a decade and change.

>> No.10995794
File: 3.71 MB, 1920x1080, 1688371476060594.webm [View same] [iqdb] [saucenao] [google]
10995794

>>10995760
One more for the road.

>> No.10995821

>>10995760
The ones I remember playing were SMOD Remastered Redux 6, SMOD CSS Sci-Fi Hardwired, and SMOD Tactical.
They're pretty neat.

>> No.10995835
File: 3.86 MB, 640x360, smodscfi08.webm [View same] [iqdb] [saucenao] [google]
10995835

>>10995760
Super cool mod. I’ve been using it to play CS:S Scifi, CS:S maps smoothly repurposed into HL2 singleplayer levels.

>> No.10995851

>>10994715
Why is he grabbing the doc's ass in panel 3?

>> No.10995915

>>10995851
see: thread title

>> No.10995938
File: 150 KB, 370x300, 1702461392265362.gif [View same] [iqdb] [saucenao] [google]
10995938

>>10994894
>extreme speed nitro
needed a fucking handbrake!
ggs

>> No.10995939

>>10994931
Did that wad get past beta 3? I remembered it a while back and looked for updates but I couldn't find anything.

>> No.10995963

>>10995939
Head honcho got injured very badly in a car wreck. I think if anyone wants to complete it they're free to.

>> No.10995970
File: 735 KB, 431x247, 1713698416386264.gif [View same] [iqdb] [saucenao] [google]
10995970

>>10994894
ggs

>> No.10995979

>>10995835
I remember playing this well over a decade ago, without having ever touched anything SMOD otherwise. Interesting use of repurposed multiplayer maps, which I don't see too often.

>> No.10995982

>>10995760
Basedbasedbased. I played and loved SMOD Tactical with Counter Stroke Source weapons and enemies but couldn't find it anywhere when I went googling last year. Is this kimda the same thing? I think I can even counter strike source so I could play assmod tactical.

>> No.10996000

>>10995309
The pickup sound would be UPDATED MY JOURNAL

>> No.10996005
File: 3.96 MB, 640x480, 2024-06-06 08-45-03.webm [View same] [iqdb] [saucenao] [google]
10996005

Bonus tokens!
Bonus tokens!

>> No.10996007
File: 25 KB, 340x321, 1474779861354.png [View same] [iqdb] [saucenao] [google]
10996007

>>10996005
>look at the minimap
>can hear the music manually

>> No.10996008
File: 3.91 MB, 640x480, 2024-06-06 08-31-16.webm [View same] [iqdb] [saucenao] [google]
10996008

>> No.10996017
File: 432 KB, 594x697, Arijigoku_Mecha.png [View same] [iqdb] [saucenao] [google]
10996017

>>10996008
wew

>> No.10996020
File: 2.87 MB, 2086x1304, 1717656910182.png [View same] [iqdb] [saucenao] [google]
10996020

>Ass Deep in the Chair

>> No.10996027

>>10995939
I'm wondering the same about vertex relocation. Both leads just up and left the maps in the dust.
There's very little else needed for the projects, Fore/vr/ only needs some maps to be updated and to replace the placeholder joke music, Relocation just needs map names in the intermission.
Would it be ok to do it myself on their behalf? It's been a long time since the deadline.

>> No.10996036

>>10995963
>>10996027
All I know is that the Waifu lead had a Puyo Puyo witch map to submit.
If someone else finished his map and did the other things missing, maybe that could be good enough.

>> No.10996039

>>10995963
Life seems to have gone to shit for the poor dude after that too, so I can't blame him for it dropping off the map for him.

Situation is very different from something like 94 Protons.

>> No.10996054

>>10996039
And yet curiously similar...
Hmm...
Anyway. What needs to be done? Just one map?

>> No.10996105

>>10996007
https://www.youtube.com/watch?v=BXbLfptZhP4

>> No.10996129

>>10994894
>>10995938
>>10995970
GGsdamn i fell a sleep on the floor again

>> No.10996158

>>10996020
>"Nope. Ain't gettin' outta me chair."

>> No.10996176
File: 540 KB, 1170x627, IMG_0956.jpg [View same] [iqdb] [saucenao] [google]
10996176

>>10991934
Any gun nut ITT?
I know it’s generic future shit slap together, but what the closest gun IRL this thing resembles? in your opinion.
Sig 556? Scar?
Can’t be AR cuz the tube.

>> No.10996186

>>10996176
yuge uzi
some sort of AK derivative since sky's the limit for bubba-ing those

>> No.10996190

>>10996176
With how impossibly low the barrel is, it almost looks like it should be a grenade launcher with an undermounted rifle akin to the XM29 OICW.
That's being creative though. This gun is pure bullshit anatomically.

>> No.10996195
File: 155 KB, 1200x1157, 1717403774596630.jpg [View same] [iqdb] [saucenao] [google]
10996195

>>10996129
there are no beds in hell

>> No.10996206

>>10996176
Is that the HMG from Quake Live?

>> No.10996221

>>10996206
Yes yes it is.
I think looks cooler than any other HMG

>> No.10996253

>>10996206
No, it's a yellow Beluga.

>> No.10996268

>>10996176
It looks like a knight's armament mk 23 pistol but then it was artificially extended and like someone else pointed out, an XM8 handguard on it.

If the Pulse Rifle from Aliens is the way how to use old / existing guns as a base for scifi guns, that one right there is the warning example of how NOT to do it.

>> No.10996280

>>10996176
>>10996190

Someone Bullpup it,
I think would make more sense if was a bullpup. Barrel placement, forward charging/cocking tube mainly.

>> No.10996321
File: 154 KB, 1080x1078, floor_mongol.jpg [View same] [iqdb] [saucenao] [google]
10996321

>>10996195
Honestly i kinda find it pretty funny that i managed to do that again

>> No.10996423

>>10994894
Oh, I have a hat request: a generic witch's hat but in large mc huge size, I'm talking Yukari's parasol huge.

>> No.10996427
File: 184 KB, 635x1014, 1711305328638231.jpg [View same] [iqdb] [saucenao] [google]
10996427

Shill me some WADs without Doom 2 enemies

>> No.10996436

>>10996427
The History of Fruit

>> No.10996456

>>10996020
Is there a series of these?

>> No.10996502
File: 476 KB, 2083x1853, 1706403433522672.png [View same] [iqdb] [saucenao] [google]
10996502

Dawn a cute.

>> No.10996504

>>10996502
Dawn a blank.

>> No.10996514

>>10996502
>so uninspired people confuse her with shelly
Imagine that. Oh wait, you don't have to.

>> No.10996515

>>10995821
>>10995979
>>10995835
SMOD Tactical and CSS SCI FI were huuuge, at some point both even eclipsed SMOD and SMOD Redux in popularity, but the former for some reason died far sooner than the latter. Still classics, especially CSS SCI FI. Hmm, this is actually missing from that mega archive, but my own copy of CSS SCI FI seems to be missing the map de_venice. I'll have to dig in some old harddrives.
>>10995982
Google SMOD Tactical moddb. There were a lot of branches of Tactical, as said it was really fucking popular.

>> No.10996518
File: 433 KB, 1920x1080, selacobar.jpg [View same] [iqdb] [saucenao] [google]
10996518

>>10994468
>Q2 Remastered has muzzle flashes.
Grab the remastered pak and Q2Pro can have them as well.
>>10996502
This chunky little shotty has been the cutest.

>> No.10996542
File: 465 KB, 1920x1080, Screenshot_Doom_20240606_161710.png [View same] [iqdb] [saucenao] [google]
10996542

>> No.10996558
File: 3.89 MB, 1920x1080, 1708180533658503.webm [View same] [iqdb] [saucenao] [google]
10996558

>>10995760
I'll make an addendum actually: If one is historically interested, SMOD40a is worth playing. Not many people know this anymore, but the original SMOD up to 40a was created by a Japanese player way back in 2005 called The_Author. He disappeared from the internet after 40a was released unfortunately. SMOD Redux is by Onemanshow, and is indeed the definitive SMOD, but Redux only exists because of The_Author, who came up with the brilliant mapadd system that allows would be players/mappers/modders to take an HL2 or CSS based bsp, create a .cfg text file and add objects, NPCs, triggers, scripted sequences all without decompiling said bsp.

>> No.10996568

>>10996558
>by a Japanese player
Call me racist but I thought Japanese don't play FPS

>> No.10996571

>>10996568
A lot of them do
Japs love Apex in particular

>> No.10996602

>>10996568
They have, but it's been somewhat niche. They've had FPS games in arcades.

>> No.10996607
File: 1.31 MB, 1920x1080, 1698143101219568.png [View same] [iqdb] [saucenao] [google]
10996607

>>10996568
It's been known to happen. The classic mods Sweet Half-Life
https://www.youtube.com/watch?v=GNpH-AJkoMs
and Mistake of Pythagoras
https://www.youtube.com/watch?v=Tm4WmDyX5y4
were spearheaded by Koumei Satou.

>> No.10996662

>>10996502
Dawn syndrome

>> No.10996672

>>10996502
as annoying as shelly's personality was, it's at the very least a personality

>> No.10996683
File: 922 KB, 1920x1080, Lady Killer WGAA 61.jpg [View same] [iqdb] [saucenao] [google]
10996683

>The colors, Duke, the colors!

>> No.10996682

>>10996672
Shelly's face portrait does a better job conveying personality than any of her lines.

>> No.10996703

since when do you guys care about retro FPS protagonists having personalities?

>> No.10996704

>>10996703
Since vast majority of them actually have it. lol

>> No.10996712

>>10996704
Ehh Doomguy and Ranger get by without em.

>> No.10996715

>>10996607
man mistake of pythagoras was a trip

>> No.10996765

>>10996712
No, but there isn't much of a story there either for the personality to even matter.

>> No.10996772

>>10996765
It works for Gordon Freeman.

>> No.10996774
File: 384 KB, 2500x2000, il_fullxfull.3792467362_m4o2.jpg [View same] [iqdb] [saucenao] [google]
10996774

>>10996703
I don't, but Dawn is a flat line in terms of iconic/pleasing visual design. She is a part of some elite unit that's looked up to by the populace, sliding around at mach speed, slamming enemies into walls, tearing up hundreds of goons, and she looks like a janitor.

>> No.10996782
File: 2.24 MB, 1920x1080, 1692671674632000.png [View same] [iqdb] [saucenao] [google]
10996782

>>10996774
I actually really like the white on black uniform. Her skinny arms are aesthetically appealing too.

>> No.10996790

>>10996782
Shelly has a fat ass and cuter face so she's better than this ugly moaning bitch

>> No.10996795
File: 2.25 MB, 1600x900, tot4c_2024-06-03_21-49-54.png [View same] [iqdb] [saucenao] [google]
10996795

>>10994628
All I want is for some based autsist to reverse-engineer the new AI tweaks of KexQ2's Enforcers, Parasites and SuperTank boss, maybe also reduce the GZ Turrets' health by about 40-50% so that a single Railgun shot would always kill them.

>>10994912
>>10995030
Wow, all I wanted to try-out was just dumping the new model into the Alkaline mod directory and call it a day, no idea they also redid the model animation logic completely to make them seem smoother moving.
>something you should know about the ShotCycler if you didn't noticed it yet, the re-fire rate is a bit faster than the full reload animation (you can swap weapons or shoot it again the moment once the ammo chamber closes, before the *ke-click* sound ends playing)

>>10995134
I like how the MultiProx Launcher got a brand new model in Alkaline by someone going an extra mile and de-making the Q3arena Grenade Launcher to roughly fit into Q1's graphical fidelity limitations.

>> No.10996803

virus.wad.exe

>> No.10996816

>>10996790
Dawn's pretty cute but I ain't seen her ass yet.

>> No.10996876
File: 1.80 MB, 1649x1649, 1717347662783.png [View same] [iqdb] [saucenao] [google]
10996876

>> No.10996883

>>10996876
Meanwhile in reality all the demons were summoned by some coomer trying to gacha himself a succubus.

>> No.10996903

>>10996883
an imp is fine too

>> No.10996925

>>10996883
That's all that goes on, on /x/.

>> No.10996926
File: 2.35 MB, 640x426, oscilator compared.webm [View same] [iqdb] [saucenao] [google]
10996926

>>10996515
For what it’s worth, there’s a patch for CSS Sci Fi I couldn’t find that fixes the Dust, Dust2, and maybe Inferno missions. They otherwise crash on load attempt, sadly.
>>10996795
The animation isn’t so bad when there’s sound as well, and the gun already has a fast fire rate.
I may also finish ToT later today if I don’t get too distracted by other vidya, that’s a cool tip I’ll use for the cycler.

>> No.10997010
File: 607 KB, 1274x1400, ccbeb94540ff3f842992d68732a4bf70.png [View same] [iqdb] [saucenao] [google]
10997010

>>10996883

>> No.10997071

>>10991939
Well this is some random shit thought forgotten even by its source code but Nightdive and Zigurat found and are now remastering it alongside Poed
https://store.steampowered.com/app/1733170/Killing_Time_Resurrected

>> No.10997082

>>10993296
the small thumbnail make It look like a giant turd

>> No.10997092
File: 1.80 MB, 1920x1080, 301650_20240605211811_1.png [View same] [iqdb] [saucenao] [google]
10997092

i wish it was possible to hack battlezone's sniper into doom
Also is redux with the classic models mod and elite corps port

>> No.10997116

>>10996876
this would be a funny premise for a wad

>> No.10997152
File: 7 KB, 640x480, VirusTC.png [View same] [iqdb] [saucenao] [google]
10997152

>>10996803
You called?

>> No.10997180

>>10997092
I just want the rave gun.

>> No.10997246

>>10997152
https://www.youtube.com/watch?v=Md73akQ9238

this thing looks like a fake vidya from a 90's movie

>> No.10997259

>>10997246
Why? When this is a real game from the 90s.

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

>> No.10997270

>>10997259
the game looks quite different

>> No.10997279

>>10997259
>Descent-like that generates levels based on your computer's file system
Neat.

>> No.10997337

>>10997259
What Engine was used to make ? Build? Lithtech 1, Id tech 2, or Other?

>> No.10997395

>>10997337
Haywire.

>> No.10997421
File: 92 KB, 726x591, file.png [View same] [iqdb] [saucenao] [google]
10997421

>>10996883
One just wasnt enough you see

>> No.10997445

>>10996782
Is it just overloaded by references? The few screenshots I saw here and there make that impression & that seems like "woah, we're relatable" type of annoyance.

>> No.10997446
File: 63 KB, 760x608, 6C8550766-john-530-big.jpg [View same] [iqdb] [saucenao] [google]
10997446

>no one could possibly want to look up or down, people already got their hands full with shooting
>but johnnyboy how would people shoot enemies above or below them
>autoaim of course
>fast forwards a few years
>everyone got themselves one of those fancy "mouse" gadget
>generations of people still have to suffer his shitty autoaim algorithm
What was this psychopath thinking? Does he even think?

>> No.10997474

>>10997395
Haywire Engine, oh alright. Wonder if its the same as or similar to the engines for, say, Marathon 2, ZPC, Marathon Infinity, Quake 1, Malice, Slave Zero, is a proto-Gamebryo, or is what was used for Descent 1 and 2, or none of the above.

>> No.10997501

>>10997446
The Lost Soul screeching at you as it flies in your direction as you launch rockets is a bigger concern than any auto-aim issue.
And he gambled that and won!

>> No.10997532
File: 132 KB, 1213x750, 1496334686576.jpg [View same] [iqdb] [saucenao] [google]
10997532

>>10997446
>>Add some rendering features -- transparency, look up / down, slopes
>>Add some game features -- weapons, jumping, ducking, flying, etc.
>>Create a packet server based internet game
>>Create a client / server based internet game
>>Do a 3D accelerated version
Some notes he wrote about 'project ideas' when he released the source code https://www.doomworld.com/idgames/idstuff/source/doomsrc

>> No.10997536

>>10997446
I attribute occasional autoaim wonkiness and blockmap bugginess to what's basically an unlucky dice roll in dungeon crawling experience, Doomguy has his hands full and his inhuman aim seldom slips. There are perfected ZDoom ports which fixed the issue since eons ago, made exclusively for you anon. Personally, I'm fine with it as an accidental feature to spice the game.

>> No.10997545

>>10997446
you don't need to look up and down when it's a 2d map in the first place...

>> No.10997561 [DELETED] 

Is he right?
https://rpgcodex.net/forums/members/masterofthunder.34130/

>> No.10997563 [DELETED] 

>>10997561
Meant https://rpgcodex.net/forums/threads/the-mistake-a-lot-of-modern-boomer-shooters-make.149727/post-9015441

>> No.10997568

>>10997445
Pretty much. Game's pretty fun otherwise, but it's slathered in references to old games and Youtubers and fuck knows what else. I almost cringed to death when the game was hyping up the first miniboss and he started talking and went

>I'll take POINT, MAN. No need to FEAR.

And of course it was fucking Gianni.

>> No.10997572

>>10997545
It's not 2D.
Enemies have defined height that can block them from entering low doorway. Players can walk under projectiles. Projectiles can get caught by corners (like at a ledge). Floor gaps can be crossed with enough speed.
The only "2D" element is that collisions between players, enemies, items and explosions are considered to have infinite height.

>> No.10997573

>>10997572
>items
don't have infinite height, you can put a pickup at the bottom of a ledge or in a hole, run over it and not pick it up. You might be thinking of decoration objects, like lamps and torches.

>> No.10997575

>>10997572
anon the level is a projection of a 2d map therefore there is no confusion what your target is when you fire straight ahead

>> No.10997576

>>10996502
Dawn and Shelly are fine and complaints about 'genericness' got Supplice to raceswap their protag to a generic desexed black womyn. So it could always be worse I guess.

>> No.10997579

>>10997575
it is not, the vertical autoaim can fail if you're too far or too close to the target

>> No.10997587
File: 662 KB, 1920x1080, 1603581566986.png [View same] [iqdb] [saucenao] [google]
10997587

>> No.10997590
File: 602 KB, 188x128, my actual genuine honest reaction.gif [View same] [iqdb] [saucenao] [google]
10997590

>>10997568
>fucking Gianni
huh, and i thought they got steve blum. that conclusion is probably a result of all the hype the game was getting, not sure if it makes much sense now that i think about it again.

>> No.10997592

>>10996712
>>10996772
These are all (relatively) everymen with Doomguy essentially being Ash Williams in space/hell, Ranger less so but is essentially a common grunt, and Gordon is a lab rat at a secret research facility. None of them are propped up within the games narratives as tier one operators with superpowers and enthralling backstories.

>> No.10997603

>>10997592
Prior to Doom1 Doomguy was sent to Mars because he refused to fire on civilians and after Doom 2 he seems to be fucking crazy as seen in Doom 64 and his cut voice lines from Quake 3.

>> No.10997612

>>10997590
He does do a Steve Blum impression so there's that.
I don't personally mind him, though it has gotten to the point where I can go "oh it's Gianni" because he's in everything (also like Steve Blum)

>> No.10997614

>>10996790
>Shelly has a fat ass
I really really like that picture of her on the motorbike looking back. One of the reasons I'm currently learning drawfagging is to create art of her.

>> No.10997618 [DELETED] 

>playing fps after the 90's
Yikes

>> No.10997627

>>10997446
>>10997532
how do I attain this level of smugness??, bros..

>> No.10997628

>>10997627
Have the talent to back it up

>> No.10997637

>>10997627
Be born with certain genetic traits that make you lack empathy.

>> No.10997650
File: 64 KB, 600x446, 600px-Carmack-romero.jpg [View same] [iqdb] [saucenao] [google]
10997650

>>10997446
>>10997532
unfathomably based

>> No.10997658

>>10997446
Mouses didn't really take off until optical mice started becoming more mainstream in early 00s. Yeah, Half Life was best played with a mouse but keyboard only or joystick which a lot of gamers had and Romero himself endorsed in an advertisement was a pretty common way to play Doom.

A lot of ''le peesea master race'' people who on and on about the 1990s being the golden era of gaming expose themselves as complete frauds because playing with a ball mouse was not very fun. Certainly preferable to a trackball or other such torture device but a lot of the 'golden 1990s gaming' memories are from people who played 1990s games in mid to late 2000s with systems that could btfo all the requirements but with OS that was not advanced beyond the compatibility and with the improved gaming peripherals of the 00s.

>> No.10997668 [DELETED] 

Kill 00's fags

>> No.10997669

>>10993159
I'm no expert, but I prefer it to the other options I've tried so far.

>> No.10997673
File: 18 KB, 640x480, AncientAliens-Title.png [View same] [iqdb] [saucenao] [google]
10997673

Do Doom WADs get more SOVLful than this?

>> No.10997684
File: 64 KB, 301x543, 1715843450736508.jpg [View same] [iqdb] [saucenao] [google]
10997684

>>10996027
>Would it be ok to do it myself on their behalf? It's been a long time since the deadline.
Do it, anon. End the long, dark winter of our discount tent.

>> No.10997686

>>10997668
Do it yourself, nog. This isn't your personal army fuckwad.

>> No.10997693

>>10997686
Decline enabler

>> No.10997698

>>10997693
Just because you're committed to a bit doesn't mean it's a good bit.

>> No.10997707 [DELETED] 

Goldeneye, Counter Strike, Halo, Timesplitters, Serious Sam, FEAR, Half Life?
Popamole garbage

>> No.10997723

>>10994251
>>10994286
Fragport: https://www.doomworld.com/idgames/levels/doom2/megawads/fragport

Don't forget the midi pack: https://www.doomworld.com/vb/thread/125116

>> No.10997735

>>10994812
Love them, and its a shame there isn't a "half-vaxxed" version of the wad with the vanilla Chaingun and Pistol; because they'd be really fun to fight against with other weapon mods.

>> No.10997741

>>10997010
I should replay High Noon Drifter

>> No.10997793
File: 1.61 MB, 220x220, R.gif [View same] [iqdb] [saucenao] [google]
10997793

>>10997658
>Mouses didn't really take off until optical mice started becoming more mainstream in early 00s
What are you on about? Mouse is the definitive intuitive normalfag device, every Podunk third world office computer had one as soon as Windows became the standard.
>playing with a ball mouse was not very fun
it was perfectly functional default, and the only game in town if you aren't going for expensive specialized accessories.

>> No.10997794

>>10997793 Just had to pop the ball open and q-tip or scratch the gunk off the rollers once in awhile. Wait, you never did that? Well no wonder you thought ball mice were not fun.

>> No.10997817

However for 90's FPS there are like 15 good ones and 15 great ones in the decade. While the 2000s has like 8 good ones and ZERO great ones.

>> No.10997835

FPS' reign belongs to the glorious 90s. I put many hours into 2000s-era shooters when I was younger and regret that quite a lot, but if nothing else it taught me what garbage game design is.

>> No.10997839

>>10997658
>Certainly preferable to a trackball or other such torture device
Hey, I had an absolute blast playing Duke 3D with a trackball when I was six.

>> No.10997874
File: 453 KB, 600x600, 1675891287943585.png [View same] [iqdb] [saucenao] [google]
10997874

>>10997693
>decline enabler
Fuck no, groid.
>>10997707
GO BACK faglord elitist fuckwad dipshit

>> No.10997890
File: 78 KB, 632x1200, z2150.jpg [View same] [iqdb] [saucenao] [google]
10997890

>>10997684
https://desuarchive.org/vr/thread/10586762/#q10594187
As a basis for the missing M_DOOM, it would be nice to give "/vr/tex tipp-ex" some form of acknowledgement. And even nicer would be to finish all remaining slots, which admittedly may come at the expense of mediocre filler maps.

I guess full black backround with the title and credits neatly written with doom text generator are also fine, after all this time and all things considered.

>> No.10997893
File: 696 KB, 270x270, 1676682286847475 (1).gif [View same] [iqdb] [saucenao] [google]
10997893

>>10997817
>>10997835
>time of release alone indicates the overall quality of games
Nope. Though its obvious what happened to COD, then Battlefield, then Halo over time. Learn to differentiate between opinion and fact, cuntoid goon.

>> No.10997918

Honestly, Doom was the beginning of the end. Did we really need any more or less than 90 degree corners? Name one thing that benefited from textured floors or ceilings.

>> No.10997946

>>10997735
That's five minutes in Slade tops.

>> No.10997960

A community megawad where you're only allowed to use zombiemen as enemies and each map has to make an earnest attempt to be difficult.

>> No.10997965

whod win in a deathmatch doomguy or godzilla

>> No.10997969

>>10997960
Lots of barrels.

>> No.10997970

>>10997618
i guess i'm just a big yikes

>> No.10997972

>>10997965
doomguy would crawl up his ass and fire the BFG

>> No.10997987

>>10997970
Not a single good game

>> No.10998002

>>10997972
>Thanus 2: Asshojira

>> No.10998009

>>10997960
I honestly can't see how besides spam.

>> No.10998019

>>10997960
Oops all chaingunners

>> No.10998020

>>10998009
invisible walls

>> No.10998028
File: 3.30 MB, 1416x1420, built for BFG.png [View same] [iqdb] [saucenao] [google]
10998028

>>10998002

>> No.10998048
File: 133 KB, 1280x852, moon.jpg [View same] [iqdb] [saucenao] [google]
10998048

PRBoom or GZDoom?

>> No.10998056

>>10998048
Nugget Doom

>> No.10998057
File: 105 KB, 256x312, 1711944826781898.gif [View same] [iqdb] [saucenao] [google]
10998057

>>10998048
Nugget for vanilla or crispy wads, GZDoom for GZDoom stuff.

>> No.10998080

>>10997568
>but it's slathered in references to old games and Youtubers and fuck knows what else.
As opposed to Duke, Blood, and Shadow Warrior being slathered in references to old films and pop culture and fuck knows what else?

>> No.10998081
File: 143 KB, 472x533, 8c2b80d9a83cf935356f7971e217ac3d_puyo.jpg [View same] [iqdb] [saucenao] [google]
10998081

>>10995939
>>10996027
>>10997684
Glad to know that this project still has some popularity, given that my personal troubles made it over a YEAR late (goddamn.) while everybody else finished their maps in time.

https://files.catbox.moe/hqmxt7.zip
This is the latest version I have, which still has some issues (visible items through the ground in MAP01, a green armor that can be grabbed through the starting room wall in MAP06 and maybe some that escaped my testing), but it has every custom graphics and texts, plus the midi fixes that another anon provided me after the 3rd beta.
I never posted nor finished my map, I think pic related is the most that was shown. I remember what I wanted to do with it, but I don't have enough free time to do it (and ngl, my heart isn't in mapping right now).

I don't read those threads as often as I used to, sorry if I missed any anon asking about the wad. And please don't give up on board projects because some leads don't cross the finish line, I'm pretty sure none of them wanted to let them unfinished.

>>10994931
>>10995269
Truly beautiful.

>> No.10998083

>>10997658
>until optical mice started becoming more mainstream in early 00s
No, anon.

>> No.10998084

>>10997592
>None of them are propped up within the games narratives as tier one operators with superpowers and enthralling backstories.
Half-Life 2 Gordon Freeman.

>> No.10998085

>>10998081
HE LIVES

>> No.10998092

>>10996027
I did map13 of vertex relocation, and forgot to pick music out for it. I kept the theme of "city map" so if anyone has any ideas I'm all for it. I wanted to find a good midi version of detroit rock city but they all sounded like shit. Or brighton rock, but same issue (and not really a good fit for a doom map).
Other option is to fall back on some tried and true doom community music. i dunno

>> No.10998095
File: 72 KB, 1440x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
10998095

>>10997890
Not the best calling for my gimp-ed scribbles

>> No.10998096
File: 676 KB, 1920x1080, Fleshed Out - Ruined.png [View same] [iqdb] [saucenao] [google]
10998096

>> No.10998113
File: 568 KB, 1920x1080, Fleshed Out - Ruined 2.png [View same] [iqdb] [saucenao] [google]
10998113

>>10998096

>> No.10998114

>>10998095
Font is toxigenesis btw, pretty good resemblance with the original

>> No.10998127
File: 1.20 MB, 1586x1670, hotelhellent.png [View same] [iqdb] [saucenao] [google]
10998127

>it's not saturday
Forgive my faux pas, but I wanted to post what I've been working on today. I haven't finished a map before, I usually scrap them. But I think I'm on to something with this one.

>> No.10998128

>>10997446
Because Doom's method of rendering 3D did not have any perspective correction, thus you don't so much get true up and down looking as much as it's just raising and lowering the player's viewpoint in the rendering. You can see this in sourceports, and in games like Duke Nukem 3D, and it's fairly ugly and distorted, even if it's kind of functional.

Carmack thought this was really fucking ugly, so he opted to not have it, as he was always adamant that his rendering should be clean and stable. It's not really necessary for the base game either, so it's not a big sacrifice for what they were going for.

>>10998048
GzDoom for GzD mods.
Nugget for other things.

>> No.10998129

>>10998095
Looks clean and nice.

>> No.10998156

>>10998081
Oh cool!

>> No.10998174
File: 23 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google]
10998174

Some progress.
>>10998081
Did you still thought of posting your otherwise unfinished map?
Also, I wanted my name "EyeBallTank" to be given to the Eto map.

>> No.10998208
File: 94 KB, 721x540, nugg0036.png [View same] [iqdb] [saucenao] [google]
10998208

>>10998174
I believe the credit is correct, unless you meant you wanted the map itself to be named "EyeBallTank" ?

>> No.10998225

>>10998208
I meant the mapper name under the map's name, should've specified.

>> No.10998260

>>10998129
Wished it was more sleek, but that would leave me pounding head half-a-day inside the editor. I'm not to do it if there's any implication, leave it to someone efficient.

>> No.10998285
File: 153 KB, 1920x1080, 1710528765009524.jpg [View same] [iqdb] [saucenao] [google]
10998285

guydoom

>> No.10998302

>>10998080
I don't find Selaco too bothersome, but it's one or two links down the chain of regurgitation.
It's one thing to make an amalgam of action/horror/martial arts adventures and place it in a different medium, which means making prison escapes, haunted mansions, submarines, factories, mortuaries into playable places from the ground up, and then putting some easter eggs inside. It's another to put the arachnotron sprite on every vending machine for no discernible reason. And youtubers are feeding off the tit of retro shooters, making the whole thing feel like a circlejerk.

>> No.10998315

Blade of Agony for all it's production values and giant big name team is kinda aids. Even stuff 'you completed an objective' popup get in the way of me being able to see the two dipshits about to shoot me at bottom of stairs on the first mission. And it lags conveniently right then too cause of the popup. Then I go to the next mission and it's two hundred enemies just from looking at objectives. I can get scientists to surrender but it's random whether they decide to or not so I'm incentivized to just shoot them all since they will dick around and shoot me in the back otherwise if they don't throw down their gun quickly.

You have this hub between missions but nobody has anything interesting to say other than explain game mechanic you already know and look you can buy stock doom items.

After playing Ashes and AMC Squad I am extremely disappointed in this. Despite the cringe in AMC Squad I go through two missions and everyone you can talk to is suddenly talking about giant demon invasion across the solar system & I have a bunch of stuff to research/invest in or I can purchase weapons/upgrades. I have a reason to talk to these people again.

>> No.10998320
File: 1.59 MB, 1920x1080, 1713947785157584.png [View same] [iqdb] [saucenao] [google]
10998320

>>10998302
>It's another to put the arachnotron sprite on every vending machine for no discernible reason
I hadn't even noticed, but that sounds really harmless don't you think? Especially when the game has its own flavors of map decoration like pic related, or the portrait of the couple whose data log you read vis-a-vis having a child, expanding on the lore of the game, etc.
>And youtubers are feeding off the tit of retro shooters, making the whole thing feel like a circlejerk.
The only one that really bothered me was the Gmanlives weather man static advert, but it's hard to fault considering he likely brought a lot of traffic to Selaco, and it's seen really early on.

>> No.10998351
File: 1.50 MB, 1920x1080, 1619842307890.png [View same] [iqdb] [saucenao] [google]
10998351

Oh man, my aim ain't what it used to be

>> No.10998362
File: 1.89 MB, 2560x1440, Screenshot_BoA_20240605_194438.png [View same] [iqdb] [saucenao] [google]
10998362

>>10998351
Oh shit I'm sorry.

>> No.10998372
File: 220 KB, 1920x1080, Fleshed Out - Land Of Insects.png [View same] [iqdb] [saucenao] [google]
10998372

>> No.10998390

>>10998260
I could maybe add some polish to it if you want, depending on what kind of visual you would like it to have.

>> No.10998407

no toilets in hell

does that mean doomguy... poops on the floor?

>> No.10998425
File: 1.69 MB, 1920x1080, 1712627575589490.png [View same] [iqdb] [saucenao] [google]
10998425

I wish my toilet had a fucking leaning back backrest.
>>10998407
He recycles the nutrients endlessly since he's on humanity 1.1

>> No.10998429

>>10996926
>For what it’s worth, there’s a patch for CSS Sci Fi I couldn’t find that fixes the Dust, Dust2, and maybe Inferno missions. They otherwise crash on load attempt, sadly.
Do you happen to have that on hand?

>> No.10998446
File: 26 KB, 480x360, lahey.jpg [View same] [iqdb] [saucenao] [google]
10998446

>>10998407
shitgun ammo

>> No.10998451

>>10998407
He uses empty ammo boxes.

>> No.10998467
File: 208 KB, 426x585, it's over.png [View same] [iqdb] [saucenao] [google]
10998467

>>10998451
imagine being the next guy finding only shitboxes to defend against demons

>> No.10998478

>>10998467
Imagine being doom guy and you are walking back through hell after defeating Icon of Sin and you see an ammo box to refill your gat only to find out you refilled your gat with shitgun shells.

>> No.10998479

>>10998478
huhuh, what a mess

>> No.10998486

>>10997918
>Name one thing that benefited from textured floors or ceilings

Those of us who are into immersion are happy it happened

>> No.10998492

On the topic of taking a shit, what's the name of that Duke 3D mod where you need to find a toilet every couple seconds?

>> No.10998494

>>10998467
>reach in for the final rocket you need to save humanity
>it's squishy

>> No.10998506
File: 94 KB, 640x480, pc_cp.png [View same] [iqdb] [saucenao] [google]
10998506

>>10998390
>depending on what kind of visual you would like it to have
That's a part of the problem, I don't know. Maybe some sort of modest visual play with correction fluid, tipp-ex bottle and brush, linedefs scheme -- anything theme relevant, or just plain and readable design unless anon comes up with a clearer wit. It's not like every single project of past and present had impressive titlepics, although 400 minutes and 2048 units raise their standards. Even unrattled feels distinguished. As for this >>10998095, I just threw things up hoping something would stick and lead me somewhere.

>> No.10998525

>>10998506
What about some gradient to the red and blue, and then maybe a grid pattern or something?
Is this using a custom palette? That blue looks different than stock.

>> No.10998535
File: 2.43 MB, 1920x1080, 1707170973586286.png [View same] [iqdb] [saucenao] [google]
10998535

There's something really appealing about the software look. Pic related is Mjolnir map 4. Comparison picture next.

>> No.10998538
File: 3.51 MB, 1920x1080, 1695360749482679.png [View same] [iqdb] [saucenao] [google]
10998538

>>10998535
I think colored lighting is great, but sometimes less can be more. The post I'm replying to, the way the snow color is, it reminds me of Max Payne's levels. For the sake of the mappers' hard work however I think I'll finish with software emulation off.

>> No.10998545

>>10998535
looks even better in motion with dynamic lights

>> No.10998550
File: 34 KB, 720x405, 1699820182405934.jpg [View same] [iqdb] [saucenao] [google]
10998550

>>10998545
Agreed. You know for how much flak DarkPlaces gets, I really wish Ironwail supported stencil shadows. I think stencil shadows are pure sex. The only games I can think that use them are Doom 3, FEAR, and well DarkPlaces when enabled.

>> No.10998559

>>10998550
yeah stencil shadows go well with Quake monsters and how they move

>> No.10998562

>>10998525
>gradient to the red and blue
Already sounds better, I would've had problems doing gradients on account of the limited palette. Perhaps capital V and R letters could do with just some faint distinction. Can't envision the shift into a grid pattern
>Is this using a custom palette?
None, vanilla

>> No.10998564

>>10998506
Man that's a sick cover (splash screen?)

>> No.10998578

>>10998564
Yeah, the thing you're greeted by. Anything is better than a stock doom background desu.
https://doomwiki.org/wiki/Doom_2_Unleashed

>> No.10998686
File: 1.20 MB, 1280x720, 1693638734664838.png [View same] [iqdb] [saucenao] [google]
10998686

is there a WAD conversion of this? seems everywhere I look its just the Genesis rom or a steam port

>> No.10998691

>>10998686
It's amazing how these colors were likely just the result of a guy doing his job but they're so mesmerizing to me, the silly enduser layman.

>> No.10998698

>>10998080
It was tired back then as well, Blood and Shadow Warrior weren't smashing successes.

>> No.10998704

>>10998686
Possibly it could be recreated in GzDoom or something, but I don't see a reason to, just emulate the game. I'm sure with enough ZScript magic you could emulate nifty features such as enemies who are part of the sky texture[spoiler/] but it'd be a lot of effort, and for what? Freelook or 3D rendering?

>> No.10998705
File: 59 KB, 768x1024, 1655695766081.jpg [View same] [iqdb] [saucenao] [google]
10998705

Crispy Doom or DSDA-Doom?

>> No.10998709

>>10998698
I dunno man I just enjoy it. It's harmless. It's only egregious in certain instances like again the Gmanlives plug, which doesn't even name him anyway so in ten years when nobody knows who he is and somebody purchases Selaco for 1.99 in a future Steam sale, it'll just be a silly looking texture.

Although thinking about Serious Sam, I actually appreciate how that game has zero pop culture references whatsoever. Sam's one liners are just totally straight, or weirdly aggressive.
>I'M OVER HERE! YOU STUPID HEADLESS FREAKS!
Long live Sam. So there's definitely something to be said about ixnaying them entirely. Trouble is that requires effort and people aren't too hot on that.

>> No.10998712

>>10998704
Id much rather have mouselook or a bigger FOV. the hud being crunched like that doesnt do it any favors

>> No.10998718

>>10998709
Sam's one liners got stupid in 3 when they made him say fuck all the time and it felt like a teenager rewrote the character to be "cool"

>> No.10998739
File: 97 KB, 792x1016, 5a1e2f245e82aaf19d5c6a55919147af.jpg [View same] [iqdb] [saucenao] [google]
10998739

>>10998705
1st if you ever didn't play doom
2nd if you're doing tas runs or wish to play hexen/heretic

>> No.10998749
File: 813 KB, 604x604, 1693046060118965.png [View same] [iqdb] [saucenao] [google]
10998749

>>10998709
IIRC, all the voice lines for TFE were ad-libbed by the voice actor.

>> No.10998760

>>10998709
>zero pop culture references whatsoever
>SAM I AM
lol
it does have much less references than the others, I'll give you that.

>> No.10998772

>>10998718
Naaah I've replayed 3 recently via Fusion. It's probably the best Sam game after TFE in terms of combat (besides those really boring first levels), but the more serious tone really lends Sam's personality a heroic gravitas he doesn't have in TFE, TSE, or 2. It's very pleasing and I'll always maintain it as one of the great underrated shooters both in gameplay and tone/story. Not that it's Shakespeare, but when you reach The Last Man On Earth? You are unironically the last guy on Earth; it's just you, and Mental, and his horde. The stakes are high, the music is good, the guns are sweet.

But back to your contention, consider these:
>[After killing the first Bride of Achriman] You can be as crazy as you wanna be, but if you try to kill me, I'm gonna stop calling
That's fucking great. Or when fighting a returning transport ship in a much later level,
>Quinn: Sam it's too big, you can't just-
>Sam: It's okay, we're old pals
Simple, but very effective. The same kind of simplicity that allowed
>C'MON YOU UGLY FREAKS
from TFE/TSE to exist, and it doesn't have fuck or shit or whatever.

What am I saying? Sam 3 is better than everybody thinks, and the one liners besides the lame ones
>BOO YA MOTHER FUCKER TELL ME HOW MY PLANET TASTES
are just as good as classic.
>>10998749
You can find an interview with John J Dick on youtube yeah, where he and Croteam were just fucking around with the early games, but it's with 3 and 4 they hired professional writers.
>>10998760
MUCH less, and very subtle. In fact I'd forgotten Sam I Am was a Dr. Seuss thing at all until I read your post.
https://tvtropes.org/pmwiki/pmwiki.php/ShoutOut/SeriousSam

>> No.10998776
File: 490 KB, 1920x1080, 1606078760507.png [View same] [iqdb] [saucenao] [google]
10998776

>> No.10998845

>>10998772
>It's probably the best Sam game after TFE in terms of combat
While it is one of my favorite Serious Sam games I am gonna have to disagree with you there. While 4 was a mess the combat in that game was fucking excellent and Siberian Mayhem is in my book the best game in the series after TSE.

>> No.10998857

>>10998538
>sometimes less can be more
Exactly. Why is it so blue? The snow is white, not fucking blue. Just because you can't use your fancypancy .lit's without adding some new colors, like all the cool kids who hate these boomer ancient games and would rather make maps for some popular modern shooter with active mapping community lmao, rofl even, doesn't mean you have to use them. Was it really hard to NOT use excessive blue everywhere?

>> No.10998862
File: 1.76 MB, 412x229, 1708768924347150.gif [View same] [iqdb] [saucenao] [google]
10998862

>>10998857
>Why is it so blue?
There are blue flowers in the level, and all of the light sources that aren't flames are blue. It's just a stylistic choice anon, and blue being associated with cold is not a new invention.

>> No.10998874

>>10998081
Well make an announcement if you or any other anon wants to push out a v4. I have an updated version of my map that has just been sitting on my laptop for a year.

>> No.10998878

>>10998862
I know blue=cold, but it's way too aggressive especially considering there are no(?) blue light sources on the outside there. Imagine how cool pun intended and atmospheric it would be if the outsides of the cave were actually cold-white, while the insides of the cave were colored by the blue lighting. Instead it's all steady blue like it's lit pun unintended everywhere equally by something.

>> No.10998883
File: 2.82 MB, 1448x2048, TTLERSET.jpg [View same] [iqdb] [saucenao] [google]
10998883

Ashes Hard Reset's OST is out on Bandcamp:
https://johnsweekley.bandcamp.com/album/ashes-hard-reset-original-game-soundtrack

>> No.10998892
File: 3.44 MB, 1920x1080, 1701083131608098.png [View same] [iqdb] [saucenao] [google]
10998892

>>10998878
The blue light sources are all these light textures (circled in blue). I like your idea, and don't mistake me, I think it looks really nice in software emulation mode (sans blue lighting), but I'm gonna keep trying to see what the mapper sees before laying final judgement.

>> No.10998894
File: 18 KB, 508x264, roadmap.png [View same] [iqdb] [saucenao] [google]
10998894

>>10998883

>> No.10998895

>>10998845
NTA but sam4 easily has the best gameplay/gunplay in the series, every weapon is very satisfying, and some of the later fights are just intense even for a ss game.

>> No.10998925

>>10998892
Okay, that actually makes sense then, thanks. Still I'd tone down it a lot, so you could actually see these blue things as light sources (instead of circling them like you did), while some ports of the level are still partially dark and/or white.
Basically my problem is >>10998538 looks like it just has a blue filter applied all over it, not the actual "realistic" lighting from light sources if that was ever an intention

>> No.10998928

>>10998925
>ports
parts*

>> No.10998958
File: 633 KB, 1920x1080, Screenshot_Doom_20210806_161301.png [View same] [iqdb] [saucenao] [google]
10998958

>> No.10998980

>>10998958
Has a new version of this been publicly released? Last time I played it the HUD was still olive green.

>> No.10998992

What's this Hard Reset? New Ashes game coming out?

>> No.10998996

>>10998857
>Why is it so blue? The snow is white, not fucking blue
Anything that's coming across as pure white is considered an ambient light source, due to how the Q1 engine handles it's palette data from the ColorMap.pcx

>> No.10999021

>>10998992
Yep new Ashes game is coming out:
>Hard Reset (HR) is the prequel expansion for Afterglow and will be a linear campaign in the style of 2063. Take the role of the veteran scav Walker as he guides a team of elite soldiers into The City. As events spiral out of control Walker finds out that a long forgotten foe has caught up with him... and that not all injuries are of the flesh.

>Planned features include:
>7 new weapons, including the stealthy suppressed Police Pistol and Xbow, the stylish Lever Action Shotgun and the highly versatile Modular Rifle.
>9 new enemies: trade fire with the Black Water Bandits and their immortal chief, flee in terror from the Cannibal Gladiator, and learn that even your own eyes can't be trusted when encountering the Possessor Worms.
>12 maps, including entirely new locations and some that might be familiar to you, from the backwater town of Junction, into the irradiated concrete and glass canyons of The City.
>New ammo, new items, new music, new voices, and more.

Release Trailer is gonna drop in 3 days. Then the game should come out shortly after:

https://www.youtube.com/watch?v=HFf65H8q1lg

>> No.10999034

>>10998845
I think 4 has a LOT of balance issues I won't get into here and now, but I will say I enjoy it as a great skeleton to a great game. The pope vehicle sections are too fucking annoying, along with a litany of other things. Siberian Mayhem is tighter, but still has similar issues. I will say I enjoy the story and tone of 4, not quite as a followup to 3 since it's more light hearted, but the writers did a good job making Sam seem like a classic FPS hero you could actually believe in. He has these aspects in Siberian Mayhem as well. I think it's so fucking cool how Sam survived the 2000s into the current day as a genuinely cool protagonist.

>> No.10999039
File: 1.40 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10999039

>>10998958

>> No.10999040

>>10999039
NIGGA'S GOT 10000 HEALTH????

>> No.10999059
File: 261 KB, 1280x960, file.png [View same] [iqdb] [saucenao] [google]
10999059

>>10999040
If its a coop mod there will be plenty of cases where 10,000 is not nearly enough to be a threat

>> No.10999063

>>10999059
GOOD GRIEF HE'S NAKED

>> No.10999074

>>10999059
y-you can see her buttcheeks

>> No.10999208

>>10997568
>Pretty much.
Well, good thing I couldn't be bothered with giving it a try. Short looks at the gameplay was more than enough, but that would definitely not help with investment in game's universe and such.
>And of course it was fucking Gianni.
I don't blame him for taking the jobs and grinding the gig. Developers and publishers should be giving spotlight to other voice actors instead.

>> No.10999296
File: 1.02 MB, 1920x1080, shot100.png [View same] [iqdb] [saucenao] [google]
10999296

>>10998096
>>10998113
awesome mod. i actually found it more ambitious and wilder than Death Wish, even though DW is tighter and probably has better gameplay.

>> No.10999387
File: 5 KB, 288x146, zerzer.png [View same] [iqdb] [saucenao] [google]
10999387

tried to play mjolnir, and the opening difficulty select level works fine but it crashes as soon as i begin to lead the next map. anyone know how i can fix this?

>> No.10999402

>>10991991
>>10991991
>engineers rampage
>nukem half-life original guy
>based fps start
>shareware design
>shooter ports harder
>shadow save doomguy

>> No.10999413

>>10998698
>Blood and Shadow Warrior weren't smashing successes.
I know how poorly Shadow Warrior performed, but I haven’t found anything concrete about Blood. I can’t tell if Blood did better or if Monolith simply stayed away from Everquest and were less crazy.

>> No.10999587

>>10999387
Add -heapsize 2048576 to your command line. Many mjolnir maps need a lot of memory to run. When I say a lot I mean like 2 gigs.

>> No.10999612
File: 10 KB, 400x237, cup.jpg [View same] [iqdb] [saucenao] [google]
10999612

>>10998894
oh cool. so good news, porcelain expansion isn't completely dead. bad news, it's gonna take 10-15 years to get there, with it being so close to the bottom of the list, and in that time it might just die.

>> No.10999704

>>10999612
Does it matter? You get more ashes either way.

>> No.10999893
File: 2.83 MB, 1328x1644, IMG_2419.jpg [View same] [iqdb] [saucenao] [google]
10999893

>94p started two years ago
Shid!

>> No.10999914

Is Selaco good?
What are the worth playing nu retro fps?

>> No.10999949

>>10999914
>Is Selaco good?
Meh. To each their own.
>What are the worth playing nu retro fps?
Asking this question here is a coin toss, so I would suggest you to unironically go to /v/ to avoid getting ratted out for 'off-topic'.

>> No.10999967

>>10999914
>Is Selaco good?
No.
>What are the worth playing nu retro fps?
No.

>> No.11000029
File: 283 KB, 1135x630, Dakka - Space Pirate.png [View same] [iqdb] [saucenao] [google]
11000029

>> No.11000034

>>10999074
and not many people know this, but you can put your weed in there

>> No.11000036
File: 49 KB, 433x580, b5fa56cd37f1a7bb6735a3a1ca3f356c.jpg [View same] [iqdb] [saucenao] [google]
11000036

>>10991939
>>10998081
>>10998874
Let's do this then. Maybe we'll finally finish Fore/vr/ Alone.
I will take some time this Saturday and next week to try and fix the last few bugs that remain in the version I posted in my previous post.
If any anon wants to update their map, reply to the news and I'll add your modification to the wad. I'll update the rentry later today to add the correct link to the current beta (as well as anything I can find, the buglist is outdated right now).
https://rentry.org/forevralone

If anyone wants to play the wad and report any bug you find, you are more than welcome to.

>> No.11000039

>>10999914
There’s a demo, try that out, see how you feel. This understandably becomes a weird place for recs once money is involved.

>> No.11000047

>>11000036
i hope the cia guy that reviewed hffm reviews this wad too

>> No.11000061

>>11000029
How is there still not a normal-Doom-playable version.

>> No.11000126

>>10999914
I'm enjoying it, although it's been somewhat exhausting with how aggro the enemies are. No time to enjoy the spectacle or feel like a badass/smartass. The campaign seems substantial and polished, I don't get why they went EA.
Cultic is getting warm reception, but I'm waiting for the whole thing myself.

>> No.11000214
File: 1.42 MB, 1600x900, tot4c_2024-06-04_11-54-02.png [View same] [iqdb] [saucenao] [google]
11000214

>>10996926
The need for Alkaline's SNG to re-align the barrels after you're done shooting it gives me a bit of Quake2 HyperBlaster vibes, but it's a way better balancing factor than just making it inaccurate a'la Copper IMO
>have I mentioned earlier that ToT has a Wrath reskin who launches a volley of what's basicly the Q2 Makron's BFG plasmaballs?
No more shitty photos from me, go play this one yourself, maybe even try doing a map for it or something.
I had wasted too much time on getting past the "Quake4 in Quake2" mod and forgot to try-out QBMJ2 before it in the proccess
>>10997817
F.E.A.R.1 was pretty awesome tho, even better than HL2 in some aspects.

>> No.11000248

>>11000214
>but it's a way better balancing factor than just making it inaccurate a'la Copper IMO
I’ll have to test it later but I think its similar to Dwell’s in thag it may also be purely cosmetic…I don’t recall the “cooldown” animation being mandatory like Q2’s hyperblaster, or whoa Doom’s plasma rifle, but it’s not a bad idea.
>>have I mentioned earlier that ToT has a Wrath reskin who launches a volley of what's basicly the Q2 Makron's BFG plasmaballs?
This, the “flak gladiators”, voreball behavior, hitscan grunts, I’m impressed how much it doesn’t fuck around.
>dropped ammo from enemies can go over the max amount
This has done wonders for my ammo management.

>> No.11000271

>>11000036
can't wait to try your map too, waifu lead

>> No.11000272
File: 83 KB, 946x1000, 1479609070325.jpg [View same] [iqdb] [saucenao] [google]
11000272

>>11000036
>>10991939
I updated the Filia map a little bit:
https://www.dropbox.com/scl/fi/bu8alezymf2402d2hq751/Filiamap.wad
-Fixed one ceiling that I missed
-Made it more merciful with ammo and health

>> No.11000292

>>11000214
>00's slop with slow movement, lack of enemies and weapons and muh realism.
No

>> No.11000364
File: 271 KB, 1920x1080, doom282.png [View same] [iqdb] [saucenao] [google]
11000364

>>11000036
What do you think about a custom palette to fit the kawaii anime waifu aesthetic? I suggest the more soft and vibrant one from UDM3.wad

>> No.11000432

>>11000364
Seems kinda weird to implement this after mappers already made their maps around the vanilla palette. Same reason we gave chop shit for wanting to change weapon stats in Ad Mortem after the maps were already made

>> No.11000465
File: 153 KB, 426x542, 61f1766cda52fe334272cf0c1fc3ef1c.jpg [View same] [iqdb] [saucenao] [google]
11000465

>>11000271
As I've said before, I won't finish my map for this project now. I might someday, and even then I'll just link it there for a couple of anon to look at and won't add it to the wad.

>>11000364
We have custom textures, OTEX, and all maps are done bar some small improvements. I'm not putting a new palette a year after the work has been done.

>>11000272
I've requested access to the file, since dropbox seems to think this is some top secret data that need an account.

>> No.11000523

>>11000465
>As I've said before, I won't finish my map for this project now. I might someday, and even then I'll just link it there for a couple of anon to look at and won't add it to the wad.
i thought fore/vr/ alone had a custom titlepic with all the represented characters
wont that mean removing the witch from it?

>> No.11000542

>>11000523
Put a humorous extra map inaccessible in like map33 or whatever and just have it be a blank box with text that says "There was a map here. It's gone now"

>> No.11000563

>>10991991
man brutal engineers rampage

>> No.11000579
File: 407 KB, 780x438, akari11-1.png [View same] [iqdb] [saucenao] [google]
11000579

>>11000542
Wrong character

>> No.11000601

>>10999914
Ion Fury and Aftershock, Ashes 2063 and Cultic are excellent.

I need to give Selaco demo a go as well.

>> No.11000615

>>11000579
what do you mean, it's just referring to the fact that there was gonna be an extra map as represented by the title screen, but now there isn't

>> No.11000631

I have made a wad every day since 1993. Today, I ran out of ideas.

>> No.11000634

>>11000631
post link

>> No.11000635

>>11000126
>but I'm waiting for the whole thing myself
me but with gloomwood, selaco, and cultic.
I don't like playing 80% of a game. I just want the whole game.
Though I did already buy Gloomwood, just waiting for the full release

>> No.11000674
File: 22 KB, 474x266, th-1901711638.jpg [View same] [iqdb] [saucenao] [google]
11000674

>>11000631
futurama

>> No.11000787
File: 28 KB, 278x358, peakfps.jpg [View same] [iqdb] [saucenao] [google]
11000787

Area 51 was better and more important than Doom. Debate me.

>> No.11000789

mom said we have blood at home
https://www.youtube.com/watch?v=tI1wEOz7ocg

>> No.11000867

>>10999914

Cream of the crop of nu retro fps:
Selaco (basically not even a "retro" FPS, it's one of the most technical PvE FPS ever made, period)
Cultic (eventually just becomes a boring horde slaughter game where you have functionally infinite ammo in a supposedly "survival horror" inspired game but otherwise is tuned to perfection as a shooter and has cool setpieces. better than Dusk at least)
Ion Fury (probably the best mapping of all time in FPS, unfortunately saddled with typical build engine root canal combat)
Amid Evil (basically Arcane Dimensions/Wrath but better)
Relentless Frontier Demo (demo alone is great, it's "open world" Doom meets AvP meets Metroid. End of the demo has one of the best boss fights ever in an FPS)

>> No.11000898

>>11000867

Oh I forgot the demo for Coven, I almost want to say it's shaping up to be better than Cultic, since it's a gothic horror inspired FPS with actual survival horror ammo scarcity, a stamina + mana + super bar, and good melee combat that you need to mix with your ranged weapons to survive. Boring level design though.

>> No.11000903

>>11000631
Do a TC that's either based on the Bosnian War, WW1, Terminator, Lord of the Rings, or Roadside Picnic.

>> No.11000904

>>11000867
>Amid Evil (basically Arcane Dimensions/Wrath but better)
I thought it was meant to be like Hexen II

>> No.11000963
File: 1.99 MB, 800x450, broke ass gun.webm [View same] [iqdb] [saucenao] [google]
11000963

I think I broke something...

>> No.11001079

>>11000963
Get fucked Painkiller.

>> No.11001351
File: 919 KB, 480x360, 1717754037232983.gif [View same] [iqdb] [saucenao] [google]
11001351

>>11000963

>> No.11001396
File: 406 KB, 1920x1080, Screenshot_Doom_20210531_152002.png [View same] [iqdb] [saucenao] [google]
11001396

>> No.11001404 [DELETED] 

>>11001396
>tranny shit
dropped!

>> No.11001452
File: 42 KB, 947x598, I DID IT LIKE THIS.png [View same] [iqdb] [saucenao] [google]
11001452

>> No.11001469
File: 224 KB, 1024x524, 1676583160477706.png [View same] [iqdb] [saucenao] [google]
11001469

>> No.11001489 [DELETED] 

>>11001404
What?

>> No.11001493 [DELETED] 

>>11001489
I think anon saw the rainbow part of the hud and is jumping at shadows.

>> No.11001521

>>10998048
Nugget Doom for anything that doesn't need GZDoom

>> No.11001523 [DELETED] 

>>11001493
the shadow of a transexual, yes

>> No.11001546
File: 914 KB, 1920x2160, vkquake_tot3243.jpg [View same] [iqdb] [saucenao] [google]
11001546

>>10998535
I’m missing the blue hues from the second pic. Mjolnir has been some I’ve enjoyed less when it’s desaturated, though that’s still a cool look.

>> No.11001582

>>10998048
Unless I specifically want vanilla gameplay, I like using Zandronum whenever I can. Otherwise, whichever port works.

>> No.11001647
File: 24 KB, 1009x1015, 1714178683764886.png [View same] [iqdb] [saucenao] [google]
11001647

>> No.11001704
File: 944 KB, 497x280, gone.gif [View same] [iqdb] [saucenao] [google]
11001704

The balance between fights and replenishing resources is way too wonky in Selaco, at least on the first playthrough. You spend 30 seconds fighting, then several minutes checking out the room, then 30 minutes finishing out the upgrade hunt across the whole cleared level, and the level is always unambiguously cleared at that point.
Oh you've found an armor? Too bad you didn't react within 3 frames of the drone crashing through the ceiling.
Oh, you've hoovered up every bit of soda and leftovers across 5 break rooms, lounges and restaurants? Did you know drones can fire rockets? Back to 35 HP you go.
It's like nuDoom damage volatility without the bounce back mechanics. I'd rather the game relied on carried medkits for maintenance and emergencies, like in FEAR, with occasional supercharge in a secret.

>> No.11001789

>>11001704
>I'd rather the game relied on carried medkits for maintenance and emergencies, like in FEAR, with occasional supercharge in a secret.
At least it's GzDoom so that's fixable but at that point you're paying for a game to fix it up.

>> No.11001795

>>11000465
https://www.dropbox.com/scl/fi/bu8alezymf2402d2hq751/Filiamap.wad?rlkey=oslk5snmc1ecjvtn9tsxabg54&st=dnpe8qee&dl=0

Does it work with this link that has all the gibberish in it?

>> No.11001802
File: 125 KB, 567x731, WarehouseAd(big).jpg [View same] [iqdb] [saucenao] [google]
11001802

>>10997446
One of many reasons why Marachads stay winning

>> No.11001815

>>10999893
94 Protons Forever

>> No.11001832

>>11001802
Yeah you guys have a new game in the way too!

>> No.11001854

How do I run usermaps with Copper? Do I load Copper first and then load in the mapset?

>> No.11001875

>>11001704
>It's like nuDoom damage volatility without the bounce back mechanics
Or FEAR without bullet time.
>>10999914
Yes but don't play on Admiral for your first playthrough.

>> No.11001880

>>10999387
Mjolnir with the latest patch comes with a specific fork of Ironwail meant to be able to run it.
>>11001854
id1 maps? If you're using Ironwail, just go to, from Copper, singleplayer>levels>you should see every id1 map you have in your id1 maps folder. Or you could just drag id1 maps to Copper's maps folder.

>> No.11001884

>>11001880
I mean more like running Copper on id1 maps downloaded from Mods section.

>> No.11001885

>>11001884
My advice remains the same anon.

>> No.11001894

>>10998425
no you don't
it gets splattered with piss and shit, like everything in, over and around the toilet
clean it with a piece of toilet paper soaked in bleach and pay attention to the color it takes, brown and yellow

>> No.11001896

>>10998407
he poops down the neck of some cyberdemon

>> No.11001989

>>11001875
I've played FEAR without bullet time plenty of times. Replicas aren't nearly as hyperactive, the levels are often donuts, rather than grids with sightlines everywhere, and you have the option to lean out of cover.

>> No.11001995

>>11001875
>Or FEAR without bullet time.
Slap this in there and you got it too.
https://www.moddb.com/games/doom-ii/addons/bullet-time-x

>> No.11001998
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
11001998

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

>> No.11002001
File: 611 KB, 1920x1080, css_scifi_nukestart.jpg [View same] [iqdb] [saucenao] [google]
11002001

>>10998429
Yeah I found them:
https://files.catbox.moe/dynr36.7z
https://files.catbox.moe/owlmi7.7z
Just tested it after patching and dust is still crashing, so my shit might just be fucked up. The first patch fixes cobble and aztec.

>> No.11002042
File: 743 KB, 1299x605, madmaxdoom.png [View same] [iqdb] [saucenao] [google]
11002042

>>11001998
Working on putting together some mad max stuff

>> No.11002050

>>11002042
It's good to see those HFFM sprites have been getting such good mileage.

>> No.11002087

>>11002042
Nice.

>> No.11002149
File: 147 KB, 640x480, doom279.png [View same] [iqdb] [saucenao] [google]
11002149

>>11001998
A segment for Tribute Quilt II, guess based on which map.

>> No.11002358

>>11001998
Well shit, I think GZDoom has not been saving screenshots due to a blank cvar setting. Fantastic, maybe later anon.

>> No.11002361

Early preview of Ashes trailer should be streamed here - don't know when it will air:
https://www.youtube.com/watch?v=8tG-jv3BGYA

>> No.11002380
File: 160 KB, 1297x677, DerpDirectory.png [View same] [iqdb] [saucenao] [google]
11002380

>>11002358
Found them,

>> No.11002425

>>11002358
With nothing in the screenshot_dir or save_dir it defaults them to wherever the default is for if it's running portable or not.

>> No.11002437

>>11002361
I'm so tired of Gianni, guy gets around like the clap

>> No.11002442

>>11002361
all of this looks like utter shit

>> No.11002449

>>11002437
It's an ez way to know the game is just some dumb reference thing.

>>11002437
Same. I actually hate the majority of 'boomer shooter' stuff. Only here to see Ashes. Bring on the new Half Like era pls.

>> No.11002513
File: 179 KB, 1920x1017, Screenshot_Doom_20240608_194304.png [View same] [iqdb] [saucenao] [google]
11002513

mysterious shadow effects

>> No.11002524

>>11002513
That looks pretty fucking cool.

>> No.11002572

>>11002361
Ashes trailer is a go

>> No.11002575

>>11002361
uh oh, cringe VO

>> No.11002585

>>11002575
It's ok, it's a Doom mod, we can just volume 0 it all in sndinfo.

>> No.11002597

Trenchfoot trailer after Ashes. I'd thought that was never gonna get updated again.

>> No.11002606

https://x.com/RandalLinden/status/1799488800399253821
Complete Doom SNES source code. Iirc it was already released once, but this looks to be more complete.

>> No.11002628

>>11002361
I can't stick this anymore, bailing.

Ashes looked ok, more of the same but that's what everybody wants, short of Trenchfoot, the other Doom mods after it all looked pretty bad.

>> No.11002643

>>11002628
I had two issues with the Ashes trailer - the main voice actor's accent made it hard to make out what he was saying at one point & the second - I think the environments looked a little plain by Ashes standard - but I'm also used to previous trailers showing off the environments/atmosphere more than the combat/voice acting. I did like seeing new enemies though.

>> No.11002647

>>11001795
It worked, thanks.

>> No.11002659

>>11000904
It’s closest to Heretic. No classes, no items, mostly linear progression.
>>11002449
>HL era
Which one, HL1 or 2?

>> No.11002662

>>11002659
Both? I think most of the modern shooters sucked at ripping off HL2.

>> No.11002683

>>11002662
HL1 is better about the agency leading to more immersive gameplay and pacing. HL2 sits you down much more, and now you’re the hero.
I’m hoping you want the HL1 angle.

>> No.11002696

>>11002683
I'm a sucker for hovercrafts.

>> No.11002727

>>11002696
Even ones full of eels?

>> No.11002972
File: 180 KB, 850x1216, 1102.jpg [View same] [iqdb] [saucenao] [google]
11002972

I'm trying to get better at designing levels. I often don't have any themes or locations in mind when I'm making levels, which seems to make things much harder. Do you guys have any tips for creating levels with no themes in mind, or any other useful advice?

>> No.11002990
File: 330 KB, 505x814, so far.png [View same] [iqdb] [saucenao] [google]
11002990

>>11001998
The map so far.
You'll get to play some day.
>>11002513
Is this for Colorfull Hell?

>> No.11003009

>>11002972
Use verticality to make some visual interest and maybe some areas for secret exploration.

Try adding some new techniques or tricks that you might have seen in other wads. Barred windows enemies can shoot through, illusion walls, or advanced stuff like conveyors.

Get some inspiration from real world locales or video game places that you find interesting. Doesn't even have to be explorable, just a neat outcropping with trees or garden area to replicate.

Even if you have a consistant theme you want to stick with (techbase, city, hell) having areas that contrast with the theme gives a bit of visual interest and can be quite helpful as a landmark, especially if the map is large.

>> No.11003206

>>11002990
nortubel?

>> No.11003248
File: 6 KB, 474x355, th-3140213324.jpg [View same] [iqdb] [saucenao] [google]
11003248

Is it possible to set up Quake with KBM controls in Retroarch? I tried using the tyrequake core but my mouse movements weren't registering and my keybinds were all messed up?

>> No.11003330

New thread NOW!

>> No.11003341

>>11002972
Even when making continuous walls and structures, use pylons and bracing supports etc to break up visual monotony and sametexture syndrome. Plutonia did this pretty well in my opinion and conversely Doom 2 did it pretty poorly.

Think about somewhere from 3 to 5 'combat puzzles' aka situations with enemies you want the player to fight through, make them on the map separately and then connect them with hallways and shit and you can create smaller fights along the way.

I am a full on Plutonioid so take from this what you will but when you don't have a lot of ideas, make a small, focused but a tough map. While there's a whole conversation to be had about pistol starting etc, if you're making your first wad, designing them to be pistol startable makes it so you don't have to keep ramping up the difficulty based on what you believe the player has left from the previous area.