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/vr/ - Retro Games

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5057632 No.5057632 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5050843

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
+ Video: https://www.youtube.com/watch?v=ietb4JwaaXA
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
+ Video: https://www.youtube.com/watch?v=lwe0nwBkDyU
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1528/27/1528276019025.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1531/04/1531041667439.png
+ Fan missions: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series



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









>> No.5057634

=== ONGOING ===

-OP needs a hand with compression, near character limit
-Quaddicted still down for European users, still seeking help for GDPR compliance

=== NEWS ===

[09-16] Doom Delta 2.0 released

[09-15] Anon's quickstart map updated to support more Heretic, Hexen, and Strife IWADs

[09-14] RedneckGDX released (fixed link)

[09-13] SM187 for Quake released, 4 hour speedmaps

[09-11] id Tech 1 mapping tool 'Eureka Editor' updated

[09-10] Anon creates a 'quickstart' map, designed for grabbing items before warping into a map and difficulty of your choice

[09-10] John Anderson, author of Ultimate Doom's E4M7 and other maps, passed away back in April

[09-07] System Shock Enhanced Edition's source port update released, including official support for mods

[09-06] LOTX milestone 3, project put on hold

[09-02] DAKKA SSG revamp in latest alpha

[09-02] Audio level rework in new pre-release version of Babel

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply and anchor it to this post.

>> No.5057643


>> No.5057662
File: 630 KB, 500x714, AAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]

Zoomers don't value Daddy Sandy's contributions to the Doom games

>> No.5057670
File: 36 KB, 326x314, contributions.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5057671

more like
bad mapper hahaha

>> No.5057672
File: 244 KB, 1000x925, the pope.jpg [View same] [iqdb] [saucenao] [google] [report]

any good manuals or guides for PRBOOM+? I'm Interested in this port and want some maps to use it with that would crash other sourceports

>> No.5057675


>> No.5057676
File: 44 KB, 1300x696, 1514094816594 (1).png [View same] [iqdb] [saucenao] [google] [report]

Oh yeah that happened:

Sorry about the mess OP, I did not imagine the videos would make it to the header and fuck with the character limit, maybe If we keep piling on video guides made by me or other anons they could be hosted on the news post or relegated to their own pastebin, it would shrink my tiny e-weiner but thats just how things go.

>> No.5057678

In terms of the vanilla game itself, without taking into account moddability or anything like that - which experience do you prefer?

>DOOM 1/2
>QUAKE 1/2

>> No.5057683

Doom 1 and Quake 1.

>> No.5057684

sandy really did have some interesting ideas, despite how nutty they also could be. one thing i really like that he does is sort of make the map itself an enemy. really thematically works for a game like doom. it's like the world itself around you is built exclusively just to mess with you. plebs call it bad design but they're idiots

>> No.5057686

Doom 2>Doom1=Quake>Quake2

>> No.5057697


>> No.5057698

>no Soul of Evil
I feel like I'm the only one to blame for not suggesting it earlier, but still, that shit is one of the coolest Quake experiences out there. Cool levels, enemies, lore and kickass boss fights (especially the first one).

>> No.5057701

It kinda fits wit how Hell thematically looks

>> No.5057706

Hating Sandy's mapping is a stupid meme.
Yes, he had a bunch of stinkers in Doom 2, but that's him on a short schedule, picking up the slack of Romero, there were still a lot of good ones.
If you look at Quake, that's some of his finest work.

>> No.5057712
File: 24 KB, 500x372, sandy abstract hell.jpg [View same] [iqdb] [saucenao] [google] [report]

They see his bad maps in Doom 2 and ignore the fact that he made most of Doom 1's levels and many of Quake's
Very foolish!

>> No.5057713

It's so weird to see /doom/ do a 180 and suddenly praise him.

>> No.5057714
File: 459 KB, 548x552, T4FWUqdkM0daW-_eFgSFyqicJq3f8ccJ2ZbEybn6-T8.png [View same] [iqdb] [saucenao] [google] [report]

Good thing is Im not done with Quake, at some point I want to do a mapping highlights video as a followup
Thanks for the suggestion, Im up to my neck on cool shit that did not make the cut and still have so much to check out, truly Quake is the gift that keeps on giving

>> No.5057716

you're in a anonymous board, anon

>> No.5057718

It's just a matter of realizing his map repertoire is more than just the stuff he did for Doom 2.

>> No.5057719

>-OP needs a hand with compression, near character limit
you could remove the old quickstart map news item since theres a new link

>> No.5057723

Doesn't change the fact that trends exist in these generals and there's certain, very visible, consensus of opinions. Imagine if /doom/ suddenly said that Brutal Doom is the way to go and requested that all mods be compatible with it.

>> No.5057724
File: 89 KB, 711x443, I'm UAC.png [View same] [iqdb] [saucenao] [google] [report]

What (official) Doom 1/2 maps does the community usually consider 'bad'?

>> No.5057727

In Doom 2, pretty much everything not done by Romero.

>> No.5057728

By community I mean the popular opinions, but feel free to post your own

>> No.5057734

Military Base
The Chasm

>> No.5057736

because its (you) and some and a russian autist shit who keeps spamming that shit

Petersen maps in doom are meh, but his quake work is divine


>> No.5057737

I hate any of the "earth" levels that have you wandering around a "city" looking for the next switch.

>> No.5057738

haha he had to do it to em hahahahaha

>> No.5057739
File: 49 KB, 435x434, 1478923154424.jpg [View same] [iqdb] [saucenao] [google] [report]

I played Wolfenstein 3d and Spear of Destiny for the first time a couple of years ago and since then I've wanted to make my own Wolfenstein 3d clone.

I was wondering if you guys had any suggestions, gameplay-wise, for things to add in the game.

>> No.5057740

>because its (you) and some and a russian autist shit who keeps spamming that shit
I have never seen the russian guy say that Doom 2's maps were bad, it's always been the general consensus in /doom/ for years, to the point that people call it unplayable, especially after around map08.

>> No.5057741


>> No.5057745
File: 30 KB, 571x529, ascended.jpg [View same] [iqdb] [saucenao] [google] [report]

>superhot quake
It's bloody beautiful

>> No.5057746

Add draconic KKK members wielding hillbilly guns.

>> No.5057749

make comfy rooms with some good use of props i guess

>> No.5057758


Make the enemies a little more dynamic than Wolfensteins. in the original wolf games the enemies all just shoot at you or the dogs jump at you. I would add dark cultists that shoot plasma orbs, then a beefed up nazi that has two axes, for example. If you're going for a Wolfenstein feel, just add a shotgun. Don't make too many projectile weapons. I would definitely add a rocket launcher.

Anyway, that's what I would do. Do what feels right.

>> No.5057759

Doom 1 > Quake 1 > Quake 2 > Doom 2

Not lying.

>> No.5057775

I've never heard anyone complain about Military Base. It has simple architecture but nice action.

>> No.5057783
File: 25 KB, 300x300, 300px-monster_quake_vore.png [View same] [iqdb] [saucenao] [google] [report]

Vore death sound = down-pitched Hell Knight death sound

>> No.5057787


The utter state of Doom mapping.

>> No.5057795

Practically almost everything outside Romero maps and NRFTL.

The almost means I like Map 6-7, 27-28, E2M2 and a few more outside Romero, but the leveldesign is hideous in most of McGee/Hall/Petersen/Green.

I'm also not fond of TNT and Master Levels. Plutonia has nice ideas, but chaingunner/revenant spam is not fun, and Map11 is terrible.

>> No.5057801

boy, you're late for the party

>> No.5057802
File: 14 KB, 650x218, timeline.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5057824

Quake > Doom II > Ultimate Doom > Quake II

>> No.5057851

This, but switch Doom II and Ultimate Doom.

>> No.5057854

I thought NRFTL was good

>> No.5057867

Doom 2 and Quake 1

>> No.5057872

Yep, that's what I said. The only official episode that matched Romero.

>> No.5057893

E4M4, Unrully Evil. One of the most boring official maps.Every time I get to it, I try to finish as fast as I can, its just so brown and lame

>> No.5057919
File: 14 KB, 300x269, 1500684523979.png [View same] [iqdb] [saucenao] [google] [report]

Cheers, looking forward to it.

>> No.5057921
File: 21 KB, 642x503, trot.png [View same] [iqdb] [saucenao] [google] [report]

I've made my first TROT or whatever it's called in Mapster32. Because somebody ought to make a good Duke Nukem user map evetually. None exist to this day.

>> No.5057931

post it in the comments

>> No.5057938

Be sure to show us when you finish "the first good Duke Nukem usermap ever created" champ

>> No.5057940 [DELETED] 

>he's still going at it

Eat a bullet.

>> No.5057941 [DELETED] 

(((He))) certainly won't finish it, just like that SMW hack.

>> No.5057949
File: 184 KB, 800x600, bspvis.jpg [View same] [iqdb] [saucenao] [google] [report]

It's going to happen as soon as I get over my fixation with ID boxes. These ones are rather shy boxes, but they're there.

>> No.5057958

Is AvP 2000 considered a retro? I get it's 2000, but could it slide by like Deus Ex if it runs on 1999 hardware? I want to talk about it because I was about to get back into Serious Sam 1 after a 2 month hiatus but got entirely hooked on AvP instead.

>> No.5057959

>Because somebody ought to make a good Duke Nukem user map evetually. None exist to this day.
There are no good usermap for Moom as well. Just the two Romero KDITD remakes, but they aren't really user levels.

>> No.5057981

Do you even like classic Doom? Or do you just use it as a way to play Brutal Doom and other bullshit gameplay mods?

>> No.5057996

Not that guy but define bullshit gameplay mods, like Russian Overkill? Or like complex Doom?

>> No.5058005
File: 377 KB, 660x432, thats one shitty opinion you got there.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck off from /doom/

>> No.5058010
File: 445 KB, 1280x1024, Screenshot_Doom_20180916_054507.png [View same] [iqdb] [saucenao] [google] [report]

what are some wads where you play doom?

>> No.5058012

doom.wad, doom2.wad, doomu.wad, plutonia.wad, tnt.wad.

>> No.5058021
File: 716 KB, 512x512, 1445722225840.gif [View same] [iqdb] [saucenao] [google] [report]

you have beaten mr skeltal

>> No.5058028
File: 9 KB, 552x85, futa clit.png [View same] [iqdb] [saucenao] [google] [report]

I understand there might have been some deliberate design choices in both duke3d and blood to make them more challenging and that there might have been balancing issues pestering the two. but jesus footjob christ they really gave zero fucks about shadow warrior. they didnt come up with 'bullshit: the game' because they didnt name it that

>> No.5058035

freedoom1.wad and freedoom2.wad

>> No.5058062

A common opinion is that Doom 2 doesn't have as good maps as the first Doom, on average I'd say that's true. It's a mixed bag of quality, IMO.

Some blame Sandy for this, given that a lot of the mediocre and bad levels in Doom 2 are his, but they also forget that he made a lot of the good ones there too, and that he also made large parts of the original Doom.
Of the original two games, including Thy Flesh Consumed, Sandy made just about half of all the maps, and a lot of them are objectively good.

>> No.5058071

>but they also forget that he made a lot of the good ones there too
There's good ones?
>objectively good

>> No.5058072

Some people call it unplayable, but most wouldn't, just that the first third of the game, or so, is where Doom 2 is consistently the strongest.

Like common advise to people doing Doom 2, but being apprehensive, is "Play until Dead Simple", or "Finish Bagel Of Homicide", or "See how you like Downtown", that it's worth playing a decent chunk of the game, rather than just skipping it.

>> No.5058092
File: 59 KB, 802x623, mayhem17.png [View same] [iqdb] [saucenao] [google] [report]

But then again why would you want to play any of the original Doom maps when you can play this?

>> No.5058101
File: 872 KB, 1360x768, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

Damn it, I find a fun Quake gameplay mod and it crashes Quakespasm when loading saves. It's called "Flat Earth", replaces all the weapons and randomizes the enemies. It was fun while it lasted.

>> No.5058107

>doom legacy

>> No.5058113

Yes. Doom Legacy is great and unlike GZDoom it's actually playable. It also looks better than GZDoom because it has the SMMU-derived skylight effect enabled by default. It works like magic.
Skylight is a feature that is being discussed but not yet planned of implemented in GZDoom.

>> No.5058131

Mainly because Graf's autistic as all hell.

>> No.5058154

Hey video anon
You mention Track 24,26,27,31 but I haven't been able to find them under those names. I checked out the OST for the map packs and I didn't seem to find any songs that sounded similar to the one starting at 0:26.

>> No.5058158

Is it just me or is E1 the longest in Quake 1?
I kind of just flew by E2,E3, and E4. Were they easier or did I just get gudder?

Also, what's your favorite Episode in Quake? Could be aesthetically/atmospherically/gameplay wise

>> No.5058170

What do I do if I need to create an enemy sprite but I can't draw for shit? Is there someone I can just pay?

>> No.5058174

This is getting dangerously close to the kind of mentality that makes brool tood fanboys so annoying.

>> No.5058194
File: 274 KB, 1600x1200, 1525863249532.jpg [View same] [iqdb] [saucenao] [google] [report]

holy shit. after fucking around with the tesla gun in RTCW's later maps the moment of realization finally came to me, this gun kicks ass.

it might legitimately be the most underrated power weapon in fps history. it's like a BFG and a thunderbolt spliced into one. nothing tops the feeling of busting a door open with a swift kick and applying a long range 9000 volt burn to everyone in the vicinity without even needing to fix my aim first.

>> No.5058206


>> No.5058217

ill do your music for you. I can't map worth shit but i'm a musician and love making vidya music

>> No.5058218

I finish E3 slightly faster than E1. In terms of length: E3 < E1 < E2 < E4.

My episode preference: E4 > E3 > E2 > E1 (yup, gets better and better as it goes on for me, which is great). I like all of them, not a single bad episode, unlike Ultimate Doom, which is totally shit in both E2 and E3, and is pretty much a shitty dumb campaign in general, yet people always wail about >le city maps parroted meme in Doom 2.

>> No.5058225

What's with all the quack talk lately anyway?

>> No.5058227

Can you do creepy electronic ambient of sorts?

>> No.5058228

that's mainly what I do

>> No.5058237

quake champions is drumming up the name

>> No.5058240

Sweet. Would there be any way to hear a sample of your work?

>> No.5058249



Just little ideas that were kinda tossed to the side, not finished or anything.

>> No.5058251
File: 292 KB, 787x612, quaker oats.png [View same] [iqdb] [saucenao] [google] [report]

quack good

>> No.5058268

He's not just a random nobody.
Of course people talk about him here, he did 2 Doom mapping contests and still makes streams of the second one.

>> No.5058270

I like the first clip, but it's too...loud? I'm not good at describing music. I'm looking for something subtle. Here's a good example of my ideal. I'm trying to create a very psychedelic and eerie scenario.

>> No.5058275

I never really minded the map design in Doom 2. It's not as consistent as Doom 1, but the highs are higher and the lows are lower.

>> No.5058276

sure I can totally do something like this. This is ez pz. Sort of like a boards of canada thing

>> No.5058278

and yeah that track needs a compressor to bring the hot parts closer to the quieter parts.

>> No.5058280 [DELETED] 
File: 46 KB, 244x244, 1536967512371.gif [View same] [iqdb] [saucenao] [google] [report]

my bros.... i though it would be funny to troll /pol/, but it was the craziest shit ive seen since, /b/ circa 2005.... holy shit. thank the lordes i am back in my brethrens teets!!!!

>> No.5058294

I'm probably heading to bed but if you're willing to contribute music I am definitely interested

>> No.5058302

Damn, I wanted to make a total conversion for Quake 1 but QuakeC is really bad. Plus you can't change the HUD, which is even worse.
Wanted to start messing with any id tech engine prior to Quake but resources are too poor, scattered and something is always missing.
Like, for example, there doesn't seem to have much of a community around Doom 3. Or even Rage, the last open source id engine.

>> No.5058304 [DELETED] 
File: 14 KB, 333x279, toolong,solong.jpg [View same] [iqdb] [saucenao] [google] [report]

really , there was a "what if /b/ was still good thread and holy shit, i forgot how much of a wasteland 4chan was circa 2007-2010... so much freedom that has been lost. fuck the new 4chan. we are just a hollow shell of the evil we once encompassed!!!

>> No.5058312

Doom 3 / id tech 4 is a motherfucker to make maps for, and Rage / id tech 5 is even worse.

>> No.5058313
File: 287 KB, 540x718, 1485989612151.png [View same] [iqdb] [saucenao] [google] [report]

The fuck does this have to do with Doom

>> No.5058315

Do not engage.

>> No.5058319

quack is whack

>> No.5058320 [DELETED] 
File: 48 KB, 931x511, 91534726_DgZ_YjsVMAE_eKE.jpg [View same] [iqdb] [saucenao] [google] [report]

LOTX likely to be renamed "DSA (Darske Sendante Abberatis)"
and now a writefagging:

"Do they understand pain, as I do?
Do they know how it feels to constantly long for death?
Have they a comprehension of the agony caused by things you care for constantly being torn away and asunder?

Hmm. No. I thought not.

We have tried time and again to save this them from themselves, to have an end to this endless loop of suffering.

But what good is it when they not only don't want to be saved, but damn the very saviors trying to bring an end to the problem, to genuinely make the world a better place.

This is what I, We, have failed in. The entirety of my life a failure. A worthless wreck of what I should have been. A birthright denied.

There is nothing more that I can do. There is nothing more I can say. I have failed everyone, failed everything.

In my death, prehaps, may bring greater glory than my life, accomplishing something with my meager existence, to not be wiped from history and have everything be meaningless.

I guess this is why I created you, A clone of myself. My name and history wiped. For the best. But know one thing, Jack Daeviys.

You were created from my mind, my experiences, to succeed where I failed. By the time you've heard this audiolog, it will have been 6,000 years after my death.

It's your call. Save them from themselves. Ensure the UAC becomes the savior that humanity has always needed and deserved.

We cannot change. It's not within human nature to ever change. We follow our predetermined biological programming until our death.

And I have failed mine, scorned by those I loved and looked up to.

Don't be upset. Neither of us had a choice. Your path is at least going to be easier than mine ever did, because you know now what I wish I knew then.

There will be few truly loyal to you. And even that is fleeting. If you fail, if you cannot accomplish what I failed to do, then there is truly no hope.

Stay alive Jack. Reality must be eradicated"

>> No.5058323
File: 489 KB, 1280x1024, Screenshot_Doom_20180922_034554.png [View same] [iqdb] [saucenao] [google] [report]


wrong image anyway.

applicable music for post: https://www.youtube.com/watch?v=3ofMi3DaZlo

>> No.5058326

That is what I imagined.
Making my own source port seems less troublesome though.

>> No.5058327

what is this fanfiction

>> No.5058336 [DELETED] 

it's basically an in-universe message from the mod-maker to the primary antagonist.

it's meant to explain most of the crossover mods and the like; the TOG are trying to merge all realities into one so they can destroy it all in one single blow.

it's under the belief that we exist only to suffer- that suffering serving to benefit and fuel entities on higher planes than us, and intending to crash the whole system.

Basically, it's the attempt to ensure reality never exists in the first place ironically, they have to keep making new realities every time they 'jump' universes to destroy another. It's extremely counterproductive and just serves as torment; The antagonists just want to die, permanently, and the universe isn't letting them.

tl;dr: it's supposed to be a "midquel" to Doom 64 and doom's community content, and a precursor to Project Equinox

>> No.5058350

>it's basically an in-universe message from the mod-maker to the primary antagonist.
so you're still ranting on about irrelevant conspiracy bullshit, except this time in your mod

i mean, ok, i guess someone else aside from rv-007 had to go fucking crazy

>> No.5058357 [DELETED] 
File: 52 KB, 462x435, EM21.jpg [View same] [iqdb] [saucenao] [google] [report]

No, idiot. Imagine a Buddha reincarnation loop, but if it was more a sadistic form of torture to extract a form of power from the one suffering.

Basically consider it existential horror of a sort.

>> No.5058359

okay so people are torturing you for cosmic power or something


>> No.5058360
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

I just want to shoot some sprite based demons, man

>> No.5058364 [DELETED] 

You will.

Look, it's impossible to explain; imagine the gist of endless branching realities, depending on the illusion of false free will or choice. Usually realities branch based off a 'choice' in media, as do specific time loops.

Consider then, the horrors of quasi-dimensional entities and the higher levels of consciousness required to comprehend them.

>> No.5058365 [DELETED] 

If I had the right gifs, it would help explain, but consider the following: The precursor to the antagonist's death was a final "fuck you" to everyone as he died inside of a large hadron collider aka a Reality Distortion Array

>> No.5058367 [DELETED] 


You can't even grasp color theory, I think Nihilism 101 is a little above you.

>> No.5058369 [DELETED] 

Color theory is wrong though.

>> No.5058370 [DELETED] 

you have no idea what color theory is, considering the second link is talking about color WHEELS

>> No.5058374
File: 89 KB, 800x599, 1505757941860.jpg [View same] [iqdb] [saucenao] [google] [report]

How about we not go about this dumb bullshit again?

>> No.5058376 [DELETED] 

Look, what I'm trying to say is this;
The prospects of timeloops and the like.
The ideas of higher and lower planes of existence
The gist of mindwipes and the like.

There were some really weird SP_FACE similar animations that I can't seem to find.

Suffice to say, they'd be instrumental in explaining; one therein being a series of human heads in endless pillars as both the ceilings and floors with the brains being suns

>> No.5058382 [DELETED] 
File: 496 KB, 450x270, dEosurL.gif [View same] [iqdb] [saucenao] [google] [report]

I'd much like to discuss the retro video-games, yes.

What I'm trying to say is, look up examples of alex gray's work and you should get the sort of existential horror implied.

pic related

>> No.5058385
File: 816 KB, 1280x656, 1531253936257.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5058393
File: 34 KB, 540x558, 1533808187972.jpg [View same] [iqdb] [saucenao] [google] [report]

Yikes & Go away

>> No.5058395

This kinda reminds me of Madoka.

>> No.5058398 [DELETED] 

I don't really watch animus, but hey.
This has been a long time coming.
Perhaps when it is done, I can have my own permanent rest.

>> No.5058402 [DELETED] 

Really hoped this was some sort of autistic suicide note after a quick glance but I'm sure that would be too much of a kindness for you to be capable of.

>> No.5058408 [DELETED] 

>Perhaps when it is done, I can have my own permanent rest
If only.

>> No.5058438

Oh yes, since two bad Petersen imitations, two mediocre McGee imitations and proto-PerfectHatred are oh-such-a-just-a-dream-to-play. Honestly, Tenements is the only Romero's map from Doom2 I personally really like.

>> No.5058439
File: 582 KB, 1280x1024, Screenshot_Doom_20180916_054630.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5058440

>There's good ones?
Monster Condo, The Spirit World.

>> No.5058448
File: 434 KB, 200x198, 1528682703960.gif [View same] [iqdb] [saucenao] [google] [report]

>Plan to have four seprate archvile encounters
>All combat on the map doesn't even call for an archvile past the first one; albeit unintentionally as re-use of a single archvile was one of the main plans for the map


>> No.5058471
File: 141 KB, 570x692, Bez_nazvu.png [View same] [iqdb] [saucenao] [google] [report]

*smacks your ass*

>> No.5058504
File: 2.74 MB, 2997x2000, 1535679569772.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.5058540 [DELETED] 

>the general consensus in /doom/ for years, to the point that people call it unplayable, especially after around map08
yeah that's because you're all fucking retarded meme spouting parroting idiots

>> No.5058562

Ooh. Sorry, I guess I just assumed it was one of Quake's tracks. Good stuff m8, thanks

>> No.5058578

He's no match for me. I've beaten Plutonia a gazillion times.

>> No.5058579

You're not that guy that analyzes maps and tries to get the "real life backstory" behind them are you? The end of Romero's maps is when people say that Doom 2 becomes unplayable.
>perfect hatred
Nothing in Doom 2 comes even remotely close to anything in ep4. It's far too braindead simple to be compared to ep4.

>> No.5058585

>Nothing is Doom 2
Pistolstarted/UV "The Living End" is braindead simple when compared with ep4? What are you on?

>> No.5058631

Tricks & Traps
Refueling Base
Donut Of Decimation
Barrels Of Fun
The Chasm (this one is subjective, I suppose)
The Spirit World

>> No.5058679


I highly suggest playing Spear: End of Destiny as an example of the kind of elegant and fun level design that can be achieved with a simple engine like Wolf's.

As for design elements, def add more interactivity. Switches, simple stuff like grabbing stuff (ammo and health, etc) off racks, that kind of thing. With such a simple engine you won't be able to do really elegant shit like you could in something like Build, so you gotta make up for it with player interactivity

>> No.5058753
File: 1.20 MB, 440x404, 1537325606087.gif [View same] [iqdb] [saucenao] [google] [report]

Just finished Quake 1. Goddamn, what a ride. My favorite episode was definitely E4. I think my favorite level out of the whole game might have been E4M4. I wanna buy whoever made that map a beer. It was goddamn cool.

>> No.5058759

Almost all of E4 was made by Sandy Petersen.
It really is a cool episode and catches you off guard when playing it for the first time.

>> No.5058767

Sandy, there's no need to praise yourself.

>> No.5058772

Aw, damn. F.

I kind of wish the whole game had been in that style. While I liked the other episodes, E4 definitely raised the bar. Do the map packs do their own thing or are they kind of inspired/informed by any of the episodes in Quake?

Also, should I play Arcane Dimensions in a set order or just do the maps in whatever order? Is there some end-game when you complete all of them or is it just a buffet of maps, basically?

>> No.5058774


>> No.5058775
File: 92 KB, 660x509, uncle sam.jpg [View same] [iqdb] [saucenao] [google] [report]

Now go play Scourge of Armagon and Dissolution of Eternity.

And then play everything here until you dick falls off

>> No.5058787

Since you liked Petersen, I highly advise you to play this:
One caveat though, it looks best under WinQuake, but it's not fully WinQuake-compatible, you need raised limits. I advise you to use this WinQuake build from this package: http://web.comhem.se/bjp/glquakebjp.zip
It's, well, WinQuake-with-limits.

>> No.5058790

>"If you want straight Quake1 levels, don't try this. Levels are quite irrational, with no common sense way out, arised more by intuition than logical interpretation,and never intended to publish as an official pack"
Well now, I'm intrigued

>> No.5058794

what about Mark V?

>> No.5058795

Believe me, it fully delivers on that.

>> No.5058809

I don't really like GL look with this addon (even with texture filtering off), since it looks too neat, and it kind of doesn't fit EXTREMELY crude brushwork of this pack. Scrappy WinQuake look goes along with it much better. Moreover, as author states, the levels were made in Thred which was one of the first Quake editors (Aftershock was made using it) and, moreover, went to being discontinued by pretty much early 1997. So, again, 1996 software look would, in my opinion, be a better match.

>> No.5058819

Do people still pretend you can't make hardware Quake look almost indistinguishable from software Quake?

>> No.5058824

I know all the relevant autoexec lines, and it still looks very much distinguishable. Two crucial differences that spring to mind are palette coloring and affine texturing.

>> No.5058825

This is pure shit. That one essay writing retard thinks it's good and that's (again) really telling on what a dickhead he is. The maps are trash, and the gameplay is totally fucking brain dead boring on top of it.

>> No.5058830

Is it possible to play other maps with Arcane Dimensions' modded gameplay?

I really like the removal of hitscan shotguns, I think it'll be hard to come back to them when I finish AD.

>> No.5058837

Combat-wise, it's balanced for keyboard, since the author is a keyboarder himself. For added challenge you can always hit Nightmare difficulty - if you manage to get to the corresponding portal, that is (or just use console wizardry).
The main appeal is layouting though, and all the numerous ways in which the maps find the ways to surprise you, and to be not what you expect them to be.

>> No.5058839

Did bunny-hopping/strafe-jumping start with Quake 1? I'm assuming it was an unintended quirk of the id engine, right? But I suppose Carmack must have liked it since it lived on in the next games? Or what's the story behind that

>> No.5058842

>People played Quake with a keyboard only
Nani the fuck
I thought freelook was basically mandatory for that game

>> No.5058845

Did you notice the default value of auto-aim in this game? What (or rather who) do you think it's there for?

>> No.5058848

the same reason consoles have autoaim
it was a scary and difficult to grasp concept

>> No.5058850

Consoles have autoaim because it's a bitch to aim up and down in a console FPS with only one analog stick, or even no analog stick.

>> No.5058852

Well, same case for keyboard-only play, except it's fully discrete.

>> No.5058856

>For added challenge you can always hit Nightmare difficulty
Yeah I always do that, it's still piss easy and utterly fucking boring. Only a pretentious nimrod shitter like yourself could ever claim this mapset to be good. You are a total fucking idiot.

>> No.5058857

Can me tell you how you accessed it then?

>> No.5058859
File: 113 KB, 802x627, hairy_chainsaw.png [View same] [iqdb] [saucenao] [google] [report]

A couple of thread ago somebody asked about chainsaws in Quake. That's from:
"Access from European IPs blocked due to the legal danger of GDPR... :("
It's a rather odd mod but I recommend it, if for nothing else, to experience the hairy chainsaw.

>> No.5058861

Skill 3 in console retard, but I also managed stumble into the nightmare portal by accident.

>> No.5058865

See, problem is, it's pretty hard to stumble INTO it by accident. That must have been one really lucky accident.

>> No.5058871

>Two crucial differences that spring to mind are palette coloring and affine texturing
Those two are literally the only things no modern GL sourceport seems to feature. The palette based lighting is extremely subtle and only noticeable in still images.

>> No.5058879

Something i always wondered is if the Doom Wiki could benefit from having dedicated videos, much like the TF2 Wiki, even thought that one is rather official and not fanmade.
It could have been similar to the Classic Doom channel but with some differents
>The categories for the videos: Literal walkthroughs, simple level/enemy/weapon/item/character/whatever showcases, bugs, trivia etc
>The fact it would have to be about the entire series besides the classic games, making it a bit more difficult if you throw in ports and other shit too
>Maybe some text using the classic Doom font being used to give us some info and describe stuff
It would probably be a lot hard.

>> No.5058917

Indeed. It amuses me to think you've probably spent hours looking for it (knowing your 'tism) whereas I managed to find it while not knowing where the fuck I was. My attempts at finding the Nightmare portals are always so half-assed, too, usually I just say fuck it and use the console instead.

>> No.5058919

Doom has a large enough community that it would be plausible if everyone uses a template so the videos are uniform.

>> No.5058931

Do you think you would be capable of reproducing this random, miraculous I would say, occurrence?

>> No.5058934

Reproducing on purpose, that is.

>> No.5058951
File: 2.91 MB, 426x240, wew.webm [View same] [iqdb] [saucenao] [google] [report]


you are so shit lol

>> No.5058956

You really think Industrial zone or Circle of death are bad? What kind of imitations they are?

Also Abandoned mines is like Tenements 2, they should have been merged.

>> No.5058957

That's a bug with your engine.

>> No.5058958

If you were able to port every Doom 2 level into Shadow Warrior, what would you do with the levels?

>> No.5058959

Spirit World aside, these are all hideous hackworks.

>> No.5058961

k lol

>> No.5058963

I am serious. Do that again under WinQuake, then see what happens.

>> No.5058980

Ackchooooally, no. There is something strange with the scripting going on in that room. Brb.

>> No.5058994

Okay, it's ridiculously fucked up. I really don't feel like getting to the bottom of it.
Also, what I considered to be the proper way of accessing the fourth episode and the nightmare portal seems to be simpler than what I thought it was.
I thought that the button, on 1:04 in >>5058951, well, basically, I stood to the side of the button and strafed to it while pushing into wall. Then I landed at the lower lip with the portal to the fourth episode. However it seems like if you simplycontinue pushing straight head on into the button it ends up being enough so that you still end up on the lower lip with the portal to the fourth episode. So, that's a considerable simplification. Okay, live and learn I guess.

But yeah, if, after activating the button, you return to that room, the floor basically starts to open and close at random which I highly doubt was supposed to happen. If "supposed to happen" is even a thing in regard to this mod.

>> No.5059001

Okay, they (upper and lower floor) ARE on a timer. What for, fuck knows.

>> No.5059006

When I was a kid I beat Q2 and didn't beat Q1. Which skill level should I select for my Q1 playthrough?

>> No.5059007

It's the way it's meant o be played.

>> No.5059010

Does Q1 nightmare have the same mechanic as Doom nightmare? I kinda like clearing the maps and searching for all the secrets on my first playthrough.

>> No.5059013

you should see a doctor, dude.

>> No.5059019

1) you push a button
2) upper and lower floors open simultaneously
3) pause
4) lower floor closes
5) pause
6) upper floor closes
7) pause
8) goto 2) (upper and lower floors open simultaneously)
And then it just goes on and on and on all by itself.

>> No.5059021

You mean the respawning? No

>> No.5059025

No it wasn't. It's bugged anyway (well kinda)

Yes and no. It just makes enemies really freaking fast by removing all delay between their actions. To the point that when ogres see you, the just spamming grenades at you, without moving at all.
It doesn't do have enemy respawning. And pretty sure it doesn't increase the number of monsters on the map.

It's just a thing you can do for fun, you're not supposed to play it on your first playthrough. it IS hidden after all.

>> No.5059029

Oh, yeah, thanks, it all starts coming back to me now. I wish more games did skill level selections like Q1.

>> No.5059032
File: 14 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google] [report]

Fuck it, I'm re-editing the video, again, I'm not entirely satisfied with the end result.

It is unworthy, unfit to serve its purpose, IT MUST BE CLEANSED.

Im going to tinker around with the clips, figure out if I can make the editing air-tight.
Next is the selection: organize by date of release and separate mapsets from single levels.
The final section will get trimmed to 10 seconds per entry instead of 15, while keeping the establishing shots, use the extra space to add a bunch more maps.

Maybe relegate mapjams to their own section? would be interesting, but not guaranteed, I need to find a fitting track if we are going down that route.

Two things:
-Fuck fuckity FUCK, my podcast feed has nothing interesting today, I need something to listen to while I edit, for now Im blasting Nightfall in Middle Earth, AGAIN

-If any of you has any suggestions for the video say them NOW, this thing takes forever to render

>> No.5059034

Add some more gameplay mods? I know there aren't that many, but the number included is the most striking difference between Doom and Quake videos so far.

>> No.5059036

If I was doing it, I'd include very short clips from all the games made on Q1 engine in the intro. But that's probably too much work.

>> No.5059045

If I were you, I would either cut any mention of sourceports other than quakespasm, or just mention them very very briefly with bulletpoints as to what makes them different to quakespasm, instead of dedicating so long to each. It's supposed to be an intro video and 'being afraid of the console' really isn't a concern unless you're a complete brainlet, and I don't think complete brainlets would be looking to play old games anyway.

Put Superhot Quake as the first gameplay mod instead of that Thief one. It's the most impressive of the bunch IMO and makes for a good "wow" moment. Maybe do the same thing you did with your Doom video and do map mods, then gameplay mods, then more map mods, to keep it fresh and interesting.

If you hit all the similar beats of your Doom video I think you should be good to go

>> No.5059050

Disregard that bit about the "map mods, then gameplay mods, then more map mods"

I had a brainfart and didn't realize that's exactly what you did, lol

>> No.5059058

I'm sure everyone here has seen this video at least once before, but what do you think about it?

Is it boomer posting before boomer posting was a thing?

>> No.5059059
File: 46 KB, 435x571, wizard.jpg [View same] [iqdb] [saucenao] [google] [report]

the thing is that quake maps are a whole lot more interesting than the gameplay mods, at least thats the way I see it
often the maps have gameplay changes incorporated like new weapons and monsters thanks to drake or quoth

if you have any suggestions Im happy to hear them

the idea of the intro is to contrast the architecture of the original game with the shot of Grendel's Blade, maybe adding a clips for other games would dilute that

>If I were you, I would either cut any mention of sourceports other than quakespasm, or just mention them very very briefly with bulletpoints as to what makes them different to quakespasm, instead of dedicating so long to each. It's supposed to be an intro video and 'being afraid of the console' really isn't a concern unless you're a complete brainlet, and I don't think complete brainlets would be looking to play old games anyway.

fair point

>Put Superhot Quake as the first gameplay mod instead of that Thief one. It's the most impressive of the bunch IMO and makes for a good "wow" moment.

Yeah SH seems to make an impression on people, and its barely talked about to boot

>> No.5059063
File: 18 KB, 320x240, dken.jpg [View same] [iqdb] [saucenao] [google] [report]

>boomer posting

>> No.5059065

Are there any custom levels focusing on zombies? I love blowing them up.

>> No.5059067

I have to say, even though Doom modding is much more extensive, Quake mods have the most metal fucking names in the universe.

>> No.5059070

the skill at the end is impressive but I can barely see shit and all the rest is glossy and horrible
thank god for quakespasm

>> No.5059081

The video came out the same year this did, and the author was obviously inspired by it. A shitton of people were pissed about modern shooters and their dumbed down mechanics, so it's no surprise really.

>> No.5059094

>It was an ad Gearbox made for Bulletstorm

>> No.5059110

anon asked about mark v specifically because mark v includes a colormap-respecting software renderer

>> No.5059115
File: 235 KB, 1147x775, difficulty.png [View same] [iqdb] [saucenao] [google] [report]

>It's the way it's meant o be played.

>> No.5059116

did gaerbox made the original bulletstorm?
i thought they just did the rerelease

>> No.5059119

bulletstorm was people can fly and epic, gearbox only published the full clip edition

>> No.5059129

Ah, nevermind then, my mistake

>> No.5059132

Circle of Death is Romero, but I'd say Suburbs is pretty good as well.

>> No.5059147
File: 1.45 MB, 400x225, 1537079512079.gif [View same] [iqdb] [saucenao] [google] [report]

Is there an equivalent to this Doom Pro Tips guide but for Quake? https://youtu.be/HJcf0aOwmiA

As far as I can tell after beating the game the main strats were
>Shamblers are resistant to explosives
>Bait the ogre chainsaw attacks so they dont spam nades at you
>Bait death knights/scrags into hitting other enemies with their projectiles to cause infighting
>Sidestep them Fiends brah
>Hope you have some cover to cheese those Vores m8
>Hope you quicksaved before encountering that group of Spawns

Are there any more advanced tricks to the combat? Or are those basically it?

Also learned that like in Doom, you're supposed to use the pump shotgun for long range instead of double-barreled because the spray is tighter, right?

>> No.5059151

Something I never understood why Map17 and Map26 were separated into two different parts of the game? They are like Map02 to Map06 in terms of leveldesign, and should have followed Map11, before the city part arrived.

>> No.5059167

Didn't know that, took a look at it (mark_v_winquake.exe), looks fine (once you r_wateralpha 1).

>> No.5059176

If spawn is close and is jumping at you, do not under any circumstances attack it. If that would mean taking a hit, tank it. Attack it ONLY as and while it jumps back. It is incomparably better to tank a hit than to tank an explosion.

>> No.5059178

Is Hexen2 playable just with a .pak file for Quakespasm, like Hexen only needs a simple IWAD for a doom sourceport? Or do you need another source port for it entirely?

>> No.5059181

No. You need this:

>> No.5059186

the fuck is that on your gif

>> No.5059194
File: 721 KB, 2380x1080, abandon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059195

Is there a console command for Quake that disables switching to a new weapon when picked up? I can't seem to find it.

>> No.5059202

not in vanilla q1, unfortunately

>> No.5059203

And in quakespasm?

>> No.5059204


>> No.5059205


>> No.5059207

Funny thing I sort of noticed is that WinQuake seems to be somewhat darker gamma-wise when fullscreen, rather than windowed? So, like, in order to match fullscreen's gamma=1, while windowed you'll need like gamma=1.1 or maybe even gamma=1.15 or something? Is this a thing, or is it just something in my particular setup, maybe OS or driver related?

>> No.5059208

What FOV do you guys typically play old school shooters at?

>> No.5059214

106 for quake

>> No.5059218

Why 106 specifically? I've only heard of people going up in increments of 10.

>> No.5059220

I have no issues playing at 110. if the value is lower than 90 by default in any game I just increase it by 20. high FOV values screw with your aiming and it becomes a nasty habit to exclusively play shooters like that.

>> No.5059223



>> No.5059256

Drinking alcohol is against his religion, but I think he'd appreciate the gesture.

Kill yourself, then.

>> No.5059262

Grab the BSP you want to play and place it in arcane's maps subfolder. Then you can access the map, with vanilla assets replaced by AD's, with -game arcane -map mapname.

>> No.5059263
File: 1.02 MB, 600x338, doom supplice.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.5059264

Would this break the different ammo types in the official map packs, or would those be fine?

>> No.5059265

I would suggest removing the mention of "chunky animations" and associated console commands - I doubt anyone new to Quake would understand what you mean or want to disable animation interpolation since it's just an objective improvement.

>> No.5059273
File: 146 KB, 500x500, shambler chan.png [View same] [iqdb] [saucenao] [google] [report]

>Shambler dancing. Pretty much baiting a shambler to constantly do a melee attack by doing quick and precise forward/backward movement in front of him. Much more harder and trickier than baiting the ogres, because one wrong step and you're either zapped or gibbed by his big burly hands. Do it if there's no cover and the room you're in is small so you can't distance yourself from those big stupid carpet yetis.

>Bunnyhop if you want to outrun the vore balls and do quick turns around the corner so they explode near the wall.

Hope these helped in some way.

>> No.5059274

Apparently I can winquake ArcaneDimensions using it too?

>> No.5059280

> blue demon spitting plasma

>> No.5059290

What is the recommended way to learn how to bunnyhop/strafejump/circlejump properly in Quake and derivatives of Quake?

Are there any maps that teach you / in which it is easy to see if you're doing it right or not at a glance?

Is there a console command for showing the player's velocity, like there is in Quake 3/Quake Champions?

>> No.5059291

>>Bunnyhop if you want to outrun the vore balls
I think this is only required on Nightmare where their projectiles are much faster. Not sure though. I only play on Nightmare but I was watching some random Quake vids on YT the other day and I was shocked to see how slow those vore balls are on a lower difficulty. Idk what he was playing on, maybe Hard or Medium, unsure. I know projectiles are generally much faster on Nightmare however so I'm assuming the vore balls will be slower on Hard, too.

>> No.5059297

Yeah, you're right, they're only faster on Nightmare. I guess it's not needed for lower difficulties.
But i do that mostly to get rid of the balls as quickly as possible, especially if you have multiple vore balls on your tail.

>> No.5059301

You basically need to bhop/wallrun on Nightmare to avoid them since they go faster than the player's running speed.

>> No.5059312

Top 5 must play wads/conversions of all time?

>> No.5059318

there's different measurements for fov, based on whether you're measuring from the screen's left to its right, its top to its bottom, or based on its width if it was in 4:3 aspect ratio

in this case, 90 fov on a 4:3 monitor is the same as 106 fov on a 16:9 monitor

>> No.5059334
File: 48 KB, 792x45, file.png [View same] [iqdb] [saucenao] [google] [report]

What's wrong with my quakespasm, pls help

>> No.5059335
File: 2.95 MB, 1066x600, ujm.webm [View same] [iqdb] [saucenao] [google] [report]

Check out this video:

Elder god shrine is a good practice map.

>> No.5059338
File: 2.93 MB, 1066x600, hgkj.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5059340

What are some doom wads about rocket jumping?

>> No.5059348

Automated turretguns are so goddamn practical.
Is Supplice released?

>> No.5059357

>Is Supplice released?

>> No.5059358

*Btw note that the guy in video is using ez-quake/nquake and it's much easier to bunnyhop with multiplayer based engines.

Put +speed in console for vanilla based ports including quakespasm, it will help you maintain speed. Some runners play with autorun on or off, I think it depends on whether or not they power hop. Personally I have it off and I'm used to it this way.

>> No.5059359
File: 146 KB, 256x256, 1536607906743.gif [View same] [iqdb] [saucenao] [google] [report]

Would you guys saw Quake 2 is worth a playthrough for anyone that likes Doom and Quake?

Or would you recommend it only if the person don't mind generic sci-fi shooter stuff?

>> No.5059360

>Personally I have it off and I'm used to it this way
So you're used to just having a finger holding down Shift always?

>> No.5059364

I'd recommend it for the sake of it being an old school FPS

>> No.5059368

Compared to whic other sci-fi shooters of its time? Dark Forces? I'd recommend Q2 just because of its railgun.

>> No.5059369

No the +speed in console means I'm going fast. It's like an automatic shift, but apparently it's better than autorun.


>> No.5059370

Any news on Doom 64 Retribution by Nevander?

>> No.5059390

Great work, anon.

>> No.5059395

Interesting. Thanks for the tip anon

>> No.5059406


>> No.5059424
File: 368 KB, 1200x750, 1531254717427.png [View same] [iqdb] [saucenao] [google] [report]

So should we rename it Quake general or what

>> No.5059430

what does the very first sentence in the OP say

>> No.5059431

you ever wonder if bungie would try to bring back marathon?

>> No.5059435

Fucking hell this motherfucker in HL Echoes reached a new Quake\Thief\Doom level of greatness.
I felt fucking sad when I finished it, makes me want to boot the Thief or HL editor but damn they are so clunky.

>> No.5059440

Be thankful, we don't usually get a lot of Q1 discussion.

Replaying EP1 right now. It suddenly dawned on me that when I was a kid I played a pirated version without music. It really adds a lot to the oppressive atmosphere. Hell, imagine if they decided to make a survival horror game instead of a shooter for some stupid reason. I bet it would've sold more copies.

>> No.5059453

Holy shit, first episode is fucking short. Holy shit, the boss sucks.

>> No.5059456

>Also, with the addition of one anon's SO YOU WANT TO PLAY SOME mod videos the OP is getting fatter than the xenos in S'Aaris's vore collection, and we're very close to hitting the character limit. Needless to say a hand would be welcome in compression.
crushed some links, saved 300 characters

>> No.5059462
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059463

why dont you make webms instead? so much more fun. why not have a webm wednesday?

>> No.5059468

who said you cant?

>> No.5059469

Screenshot saturday applies to all forms of dev, not just doom though. Plus saturday is the end of the week so it serves as a good cap to showcase what you've been working on.
That and it's not just strictly screenshots, anon.

>> No.5059471

a webm is just a series of screenshots that automatically play in sequence, debate me

>> No.5059473 [DELETED] 

(no you-know-who allowed)

>> No.5059474 [DELETED] 

voldemort isn't going to post screenshots, anon

>> No.5059476 [DELETED] 

shut up and take your faggy drama to a non-anonymous forum

>> No.5059479 [DELETED] 

just report, its that simple

>> No.5059481 [DELETED] 

we'd all be better off if that was the case

it's not like i mentioned any names

>> No.5059487

who says I don't?

>> No.5059489

it's actually a series of screenshot *deltas* with occasional full screenshots just to be safe

>> No.5059490
File: 15 KB, 200x266, comor.jpg [View same] [iqdb] [saucenao] [google] [report]

I just played Soundless Mound, I don't think I liked a mod that much in years. It mixes DooM and Silent Hill which is my absolute fetish, and I absolutely loved it. But, something is... odd here.

Checking the ZDoom thread, the creator is from from Galicia, Spain. Many of the replies are from Spain too.

H-How many of you are spaniards? Where are you people?
There is a wad of Chiquito de la Calzada ffs, which is a rather obscure reference to Spain's culture.

Also, for the rest, have you ever encountered a hardcore fan of DooM IRL? because it seems to me that we are many, but we are like, in the shadows

>> No.5059492

>finally get to E2M1 in Arachnicide
>look forward to friendly Cacowasps
>go to plasma gun secret
>blast first blue scorpion, thinking that Cacowasp has my back against the black scorpions
>Get bum rushed by black scorpions AND Cacowasp
>kill everything thinking that I must've accidentally shot the wasp due to shotgun spread
>get to next spot where I know a Caco should be
>get attacked by Cacowasp despite killing everything before going into it's line of sight
I'm a little sad now that I realize that I have no friends in this spider and gnat infested hellhole

>> No.5059494
File: 225 KB, 816x636, 2007.09.13.04.png [View same] [iqdb] [saucenao] [google] [report]

>quake and derived engine collisions are just world-aligned boxes that don't rotate with the player/entity

I'd been trying to figure it out for my own game dev efforts to get that chunky solid satisfying feel, and was fucking surprised to learn this. I'd dismissed that as too simple, I thought "I'd know" because it'd handle non-90 degree edges and walls differently, etc. Now that I replay I think I can feel it, but all those years of Quake, HL, SoF...

have I ever truly lived, before today??

>> No.5059497


>> No.5059504

rjspace, rjsloth, rjvoidjump, rjumpextreme (zandronum)

>> No.5059506

What does that mean anyway?

>> No.5059508

I think I'll have to come back next week, once I have something more substantial to show.
I've done things, not just things which I can show in a screenshot.

>> No.5059513

>rjumpextreme (zandronum)
you mean skulltag, cause you gotta load up skulltag files as addons if you want to play it on other source ports.

>> No.5059525

Care to explain what that technobabble means so we could celebrate with you?

>> No.5059536

maybe tinyurl could be used for some of the other links?

>> No.5059537

skulltag is fuckin dead tho, and afaik zandronum is the only modern port that supports skulltag runes

>> No.5059543
File: 27 KB, 655x296, gzdoom_no_textures.png [View same] [iqdb] [saucenao] [google] [report]

>skulltag is fuckin dead tho
anon, you can still play skulltag and play the mods intended for it, it's not like discontinued support will magically make the existing program just disappear from your hard drive.

anyways if you load up rjumpextreme on zandronum you're met with these lovely icons indicating missing files, you gotta load up skulltag files alongside it.

>> No.5059545
File: 603 KB, 1919x1032, cutting room.png [View same] [iqdb] [saucenao] [google] [report]

busy cutting and reshuffling


Man I love Nightfall in Middle earth
Silmarillion Doom mod when?

>> No.5059546

How do I enable 32bit colors for Quakespasm? The option in the menu only seems to go up to 24.

>> No.5059553

What anon means is that collision hulls for players, enemies, etc. in Quake and Q1 engine-derived games are just big boxes that are always aligned with the map's x/y axes and don't actually rotate to match a player or enemy as they turn around. This shows up in games as recent as Valve's shooters like TF2 that still use Quake 1 code in places.

>> No.5059557

>firefox having things pop up in and out of existince in pages again
anyway, has anyone managed to make doom eternal based mods from the existing footage?

>> No.5059559

32bit is just 24 with alpha support, which the engine doesn't do other than edge cases like entities with an 'alpha' field added (a kludgy hack for sure that usually has all sorts of sorting issues depending on entity order).

>> No.5059560
File: 60 KB, 640x480, q1shw_2.jpg [View same] [iqdb] [saucenao] [google] [report]

For calculating collisions in the Quake engine, the player is just considered to be a man-sized box - one that never rotates. It's always aligned to the world's XYZ coordinate system, even when the player turns. Because of this collisions are inconsistent: if for example you face and walk off an edge that's not aligned to the XYZ, like the 45 degree edge in pic, you'll go a bit further off before dropping than normal, because of the corner of your unrotated box will stay on it. Same with walls, slopes, etc.

It's just the kind of thing I'd have expected to have noticed, I been playing and loving the feel of Quake-engine games for like 15 years. I'm impressed by its elegance, I think there's a real beauty to how such a simple method can be so effective and convincing. But maybe I'm just a rube.

>> No.5059567


Oh I see. Thief is actually funnier, the payer is composed of two hitboxes one on top of the other to simulate a more realistic head bobbing and leaning.

>> No.5059570

>3mb limit

>> No.5059571

Oh I see, thank you anon

Another question about Quakespasm - how can I make it so that weapon binds behind like in DOOM, where if I press the bind for the shotgun, it defaults to the supershotgun, but if I press it one more time, it goes to the normal shotgun?

I have my traditional QERF + side mouse buttons layout, but that could be much more streamlined if I could just crunch those hotkeys into the weapon subgroups like Doom does

>> No.5059574

*meant behave

>> No.5059576

z& IS skulltag

>> No.5059578
File: 982 KB, 1920x1080, dirk.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059583

You'll have to write up some aliases if you really want that, but Q1 has no conditional scripting, only straight commands, so you probably won't be able to get the result you want without some heavy duty kludgery and way more aliases than you need. Q1 has so few weapons you should be able to bind everything you want within reach of WASD anyway.
>1234: axe, shotgun, SSG, nailgun
>QERF: nade, shaft, rocket, SNG (or whatever gun you want on whatever key, really, pressing one key twice instead of one key once is just silly)

>> No.5059584

It's a "continuation", but it doesn't have the original files, and as such trying to play mods made for skulltag will bring up displays of missing files like this one >>5059543.

>> No.5059585

Yeah you're right I suppose, I guess I just got used too much to Doom's way of doing things

To match my Quake 3 binds I guess I'll go
>1: Axe
>2: Shotgun
>Mouse3: SSG
>3: Nailgun
>Q: Rocket Launcher
>E: Lightning Gun
>R: SNG (since I lack railgun)
>F: Nade

>> No.5059586
File: 314 KB, 1280x1000, etrn00.png [View same] [iqdb] [saucenao] [google] [report]

Vanilla mapping is fun, but man is it easy to hit visplane overflows when you like to make floor and ceiling detail, took this when I got it crash-free.

>> No.5059587

This goes backwards as well, doom does the same thing.

>> No.5059589
File: 57 KB, 892x96, file.png [View same] [iqdb] [saucenao] [google] [report]

Really, Nolan????

>> No.5059593

>visplane overflows
was that ever fixed?

>> No.5059605

Most source ports remove them, but I'm trying to map for vanilla, so I originally exceeded the visplane limit with my detailing. I ended up compromising and moved the torture beams to the central tower instead of putting them over the metal bars along the outer wall, where I had them cast shadows on the ground below.

>> No.5059606
File: 1.32 MB, 1920x1080, meat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059608
File: 586 KB, 1920x1080, vapor.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059609

is that a doom 64 tc you're making?

>> No.5059612
File: 104 KB, 604x865, 1535896936029.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I missing any important autoexec.cfg commands, or have I got them all for the Quack(TM) experience?


One funny thing I noticed is that deleting config.cfg and just starting with an autoexec.cfg from scratch, fullscreen and 1080p resolution won't be applied even if they are in autoexec.cfg. Had to launch Quakespasm passing the -f -width 1920 -height 1080 flags for it to register in config.cfg on first run. After that, running it normally without the flags works

>> No.5059613
File: 425 KB, 1920x1080, munch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059616

r_slimealpha "0.6"
r_telealpha "1"
r_oldwater "0"
r_waterquality "32"
r_sky_quality "32"
r_particles "2"

>> No.5059626

don't force wateralpha to anything but 1, id1 and some vanilla-oriented maps rely on water being opaque and map authors who want transparent water can force it in their map's worldspawn entity anyway

>> No.5059631

Is this something to do with D64 Retribution?

>> No.5059632

also, you don't need both fov_adapt and fov, assuming you want 106 horizontal fov as the end result at a 16:9 resolution, you leave fov at 90 and just turn adapt to 1 and it'll automatically set the real fov to 107ish

>> No.5059640

Huh. Then why did video anon mention >>5057676 @1:45 to set r_wateralpha 0 ?
Just a mistake?

>> No.5059642
File: 9 KB, 173x233, impnut.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5059650
File: 14 KB, 175x353, nutharder.png [View same] [iqdb] [saucenao] [google] [report]

even better

>> No.5059652
File: 312 KB, 503x519, caco's hawaiian vacation.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it possible to pass uniforms or CVARS to custom GZDoom shaders, or otherwise give the player a way to control shader variables?

>> No.5059656
File: 979 KB, 2091x2128, 1534612004135.png [View same] [iqdb] [saucenao] [google] [report]

yup, I fucked up there
I did cut that part entirely for the next version, I might add a "recommended commands" in the description to compensate along the links

>> No.5059657
File: 1.47 MB, 1920x1080, spasm0072.png [View same] [iqdb] [saucenao] [google] [report]

they're retarded and/or have other cvars already loaded
the thing about wateralpha in fitzquake and fq-derived engines like QS is that it's sort of a toggle cvar, you set it to anything but 1 and aside from changing water alpha, it also enables three other cvars:
whose values are only loaded if r_wateralpha is already set to anything other than 1. all three of those override the wateralpha value for their specified liquid types (sky textures are technically a solid-collision liquid volume by the engine), and the defaults for slime and lava are 0, making them totally invisible.

additionally, many older maps are NOT compiled to support transparent water and as such alpha-modified liquids will only show the grey void outside the map (or a hall of mirrors if gl_clear is disabled), not the actual geometry behind it, unless also using r_novis 1, which can bring older computers to a crawl as it disables vis calculation and renders the entire map at all times.

>> No.5059662

>not the actual geometry behind it, unless also using r_novis 1, which can bring older computers to a crawl as it disables vis calculation and renders the entire map at all times.
Huh? Aren't Quake maps vised before being released?

>> No.5059670
File: 1.12 MB, 960x1080, novis.png [View same] [iqdb] [saucenao] [google] [report]

what r_novis does is tell the game to ignore vis calculation, i.e. the bits of the .bsp that tell the game what the player can see when they're standing where and what parts of the map can see each other, and instead render the whole shebang at once at all times. this can be seen in action by using the
cvar, which when set to 1 will outline every polygon currently drawn by the engine, and
which will tell you how many polys exactly are being drawn. in pic related (start of e1m1), note that enabling novis means drawing almost twelve times more and it's constant instead of varying.

in older-styled and older compiled maps including id's own, the surface of water volumes is treated as solid by vis and so what's outside the water can't see in and vice versa. modern compiling tools including ericw's include vis info for transparent water by default so players can enable it without bugs, but older maps may not have that functionality and if you intend to actually play the 20 years of maps on quaddicted instead of making clickbait videos about them to chase the 'so you want to agigating skellington :DDDD' audience, you'll run into bugs like that often.

>> No.5059671
File: 728 KB, 1360x768, Screenshot_Doom_20180922_211732.jpg [View same] [iqdb] [saucenao] [google] [report]

Adding some gore decorations, Quake 3 kinda follows the Lovecraftian style of Quake 1 but being more "technogothic" rather than distorted.

>> No.5059675

It's funny how much QIII's texture set works so well in a 40K TC

>> No.5059678


>> No.5059684

those are some cool ass looking imps.

>> No.5059690

is opengl actually bad or is that a meme

>> No.5059692

Yes, those are the addon files I was talking about.

>> No.5059712

what a beautiful dwango.

>> No.5059713

and zandronum is skulltag but updated
therefore why should I use skulltag for anything

>> No.5059721

I didn't say you should use skulltag, I'm saying you could use it to play skulltag mods, but that you need skultag files to play on zandronum.

>> No.5059730

o k
I still definitely meant zandronum though

>> No.5059741

Don't forget Soul of Evil.

>> No.5059754

Not this shit again.

>> No.5059767


>> No.5059774
File: 18 KB, 379x208, FireShot Screen Capture #604 - 'CACO-BRO' - caco-bro_tumblr_com_post_123554566595_get-doomguy-laid-crash-course-issue-4.jpg [View same] [iqdb] [saucenao] [google] [report]


Quake 1 > Quake 3 > Doom 1 = 2 > Quake 2

>> No.5059780

I agree with your opinion but not your choice in porn.

>> No.5059784

To this day I'm still sour Quake 3 didn't have a solo campaign with monsters and a dumb story. It's the only quake I can't ever go back to for this reason.

>> No.5059789
File: 186 KB, 800x600, bspvis.jpg [View same] [iqdb] [saucenao] [google] [report]

But you have to admit that the Strogg are a little bit of a Pepsi Borg. Also colored lights were a mistake.

>> No.5059790

Subtly colored lights are great. Q2 just tends to vomit bright red and blues everyfuckingwhere because LOOK WHAT WE CAN DO NOW!

>> No.5059791
File: 167 KB, 1280x996, tumblr_ov64h4Omul1tkah1uo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Caco drawfriend is a good boi

>> No.5059794

I don't care, they took Crash's helmet off within like four pages and that's some goddamn bullshit.

>> No.5059795

True, but it's still a lot more tastefully done than fucking Daikatana. These future levels gave me colored lighting PTSD.

>> No.5059797
File: 215 KB, 804x511, ioeygfosgf.png [View same] [iqdb] [saucenao] [google] [report]

You can't give blow-jobs with your helment on tho

>> No.5059798

>But you have to admit that the Strogg are a little bit of a Pepsi Borg.
But that would be assuming the Borg are generic, which is a pretty big stretch. Besides, Borg + early id healthy doses of metal always seemed like a pretty cool combo for me.

>Also colored lights were a mistake.
They're fine on their own. As a replacement for muzzle flashes, though? Horrible idea.

>> No.5059802

Anon, I think I see the tip of something there.

>> No.5059803
File: 195 KB, 1256x1960, Da6lTtKWAAEWnGf.jpg orig.jpg [View same] [iqdb] [saucenao] [google] [report]

Who even needs a mouth with a body like that?

>> No.5059804
File: 52 KB, 680x510, 70d.jpg [View same] [iqdb] [saucenao] [google] [report]


you missed an opportunity there not going with something along the lines of "the hilarious huh huh memes audience"

In my defense (or lack thereof since its not really excusable) that command was a last minute addition and in my infinite wisdom I was too lazy to edit my own file and record new footage showing the changes
I should take my time with these things, Its not like I have a deadline

I have yet to play it but I have it noted down
anything else you would like to see featured? I have a couple more suggestions from here and from the wizards, besides more mapjams I was thinking of adding arwop and nesp9

>> No.5059807

He did Hexen Heresiarch rule 63, so all his sins are automatically forgiven.

>> No.5059809

There's nothing wrong with colored lights. The problem is Quake 2 has extremely boring lighting but tries to use the novelty of colored lights to compensate. Compare Q1 to Q2 - the former is mostly well-lit with dramatic shadows and dark corners, while the latter is uniformly dark with random small spots of colored light.

>> No.5059814
File: 2.30 MB, 640x360, 1 (10)_cut(1)2.webm [View same] [iqdb] [saucenao] [google] [report]


I loved the quake 1 and quake 2 surprisingly good ps1 campaing and when I booted the dreamcast version I thought they butchered so it could fit in a port or something and I was super mad. Then I tried the PC version and now I was dissapointed. Bu then I actually tried the multiplayer and made crash my waifu and came buckets and now I still play quake live and I lived happily ever after. the end.

>> No.5059817

his art skills being shit didn't tick you off at first?

>> No.5059818

>made crash my waifu
>not hunter
poor show

>> No.5059819

>not sorlag
bitch outta my ass

>> No.5059825
File: 915 KB, 1024x640, hunter_by_neexsethe-dbrz70u.png [View same] [iqdb] [saucenao] [google] [report]

>s*rgfags in my /doom/
day of the rope for lizers soon

>> No.5059826
File: 191 KB, 800x600, bspvis.jpg [View same] [iqdb] [saucenao] [google] [report]

The bright yellow and pink lights are the worst. I try to avoid them in the screenshots I'm posting but there a lot of those.
Everything is more tasteful than Daikatana.
They're definitely a mistake when you choose to put the bases on Mars and Mars's sky is red and so every outdoor scene is tinted. Poorly.

But I could say a lot more on how on top of that, they severely fudged the color formulas. You'll see stuff like if (reflectivity < 0.5) reflectivity *=2; // Because textures are so dim!
Quake 2 surely was the developing mess that led to Daikatana.

>> No.5059827

hows quake live?
I remember having an account back when it was free but I never used it that much
must be deleted by now

get a new waifu, furries seem to associate her with some nasty shit

>> No.5059828
File: 9 KB, 576x300, 1465105607666.png [View same] [iqdb] [saucenao] [google] [report]

Crash is objectively best waifu

>> No.5059831

Is Quake 3 with different UI and there is usually like 2 or 3 servers active with 10+ people so it's pretty alright.

>> No.5059832
File: 131 KB, 500x826, sudhfuisdhf.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5059841
File: 68 KB, 540x540, isubel.jpg [View same] [iqdb] [saucenao] [google] [report]

thats grounds for some dishonorary discharge soldier

>> No.5059846

>Quake 2 surely was the developing mess that led to Daikatana.
No. What the hell are you talking about?

>> No.5059853
File: 243 KB, 800x600, bspvis.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5059854

Call me a fag but I always appreciated Quake III's art direction as much as the actual gameplay. I was pissed when I found out they fucked with it in order to appease Germans for a T rating. Not to mention the strange game choices they added down the road.

Fritzkreig for QC when? He'd be a good BJ villian.

>> No.5059859
File: 33 KB, 648x595, e1096dc4da6d9afc32762438175a14cb9ecc1e07.png [View same] [iqdb] [saucenao] [google] [report]

Now I want to play quake 2 on ps1 but I don't have my controller.

>> No.5059861

Fuck off, explain your reasoning behind that claim.

>> No.5059864
File: 52 KB, 197x190, 8c347e5b9f49c52ed7598694af47d4c2dabb5ef6.png [View same] [iqdb] [saucenao] [google] [report]

Blowjob villain?

>> No.5059867


(((He))) won't.


>> No.5059871

yeah, blowjob blastowitz, famous allied stripper

>> No.5059872
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

Shit, I just looked at the screenshots and realized I was talking to that guy.

>> No.5059883

It has to do with some mistakes made in developing the radiosity sysatem which led to the questionable Quake 2 look, then more cruft was added and Daikatana was born, then they abandoned everything radiosity related in Quake 3. The detailed post-mortem explanation is way too long.
Bspvis is a clean re-write of the Quake 2 software rendering system that I've written in the course of the last year. I use it instead of the actual game to get screenshots so I can get clean pictures without monsters and weapons.

>> No.5059887
File: 29 KB, 225x220, dd78b8bd628d38ec9db428a6f609aa5cc1717553.png [View same] [iqdb] [saucenao] [google] [report]

>Install quake II starter
>cdm opens

Is my computer gonna explode?
I don't want to die trough hacking

>> No.5059898

And I know I'm late to the game because it's from 2 years ago, but this:
has to be the best video on Youtube, right?

>> No.5059901

You can't post TinyURLs on 4chan.

>> No.5059903

Use v.ht. It's the shortest URL shortener I know.

>> No.5059921

Any cosmetic mods for hexen?

>> No.5059940


btw, when you upload the new version, i recommend you don't delete this one, just unlist it and change the title to (new version available) or something like that

>> No.5059957

Will smooth doom screw shadows of the nightmare realm cuz of new monsters?

>> No.5059964

You can comment out the monster line and it will work.

>> No.5059974
File: 172 KB, 1014x788, 1456050076551.jpg [View same] [iqdb] [saucenao] [google] [report]

Why can't Korax just teleport to the 3 heroes and kill them right away?

>> No.5059981

It's fine.

>> No.5059984

Romero made Dai-Katana in the Quake 1 engine, during development, he saw Quake 2, his jaw dropped, and realized he needed to do those things (or, at least he thought that was the rational thing to do).
So what happens is that he finishes Dai-Katana in the Quake 1 engine, to then convert it to Quake 2, which he can't really do that well because shit's different.

In short, Dai-Katana is fucked up because of Romero's bad decisions, he should have finished the game in the Quake 1 engine as originally planned and then released it as such.

>> No.5059990

because korax is pussy shit that the mage can take out easily with his starter wand

>> No.5059991
File: 92 KB, 609x282, Stallmansama.png [View same] [iqdb] [saucenao] [google] [report]

Thank jesus for vulkan

>> No.5059994

i see carmack's salty vengeance in the middle of it too.

>> No.5059998
File: 132 KB, 800x675, hexen_heroes_by_neoworm.jpg [View same] [iqdb] [saucenao] [google] [report]

Because Korax is a weenie

>> No.5060002

Salty vengeance? He just did it over because that was what needed to be done to achieve his desired results.

>> No.5060005
File: 296 KB, 428x468, 1503455854669.png [View same] [iqdb] [saucenao] [google] [report]

How many of you would Carmack?

>> No.5060006
File: 145 KB, 1200x900, wc1-tc1_v3.png [View same] [iqdb] [saucenao] [google] [report]

well, this happened, i know that this is more related to wing commander, but there's no good place to post it
also its general interest, idk if this is newsworthy or not, but now we have another classic game to toy in with mods.

like a flying cacodralthi

>> No.5060013
File: 112 KB, 398x500, 1508454668446.jpg [View same] [iqdb] [saucenao] [google] [report]

>i lived to see Wing Commander and OriginFX engine games with mods
now, how long until someone makes a working source port + ripping tools for Ultima Underworld and Stonekeep?

>> No.5060015

Yes but the reason he wanted to switch to Quake 2 was the colored lighting with radiosity, which was poorly implemented.

>> No.5060016
File: 148 KB, 371x353, 955fb04c852c84e9f4f27a01032f175f68c97cc5409c9ce6e6b6ffa19d042294.png [View same] [iqdb] [saucenao] [google] [report]

So he ruined his game for the sake of pretty shiny objects?

>> No.5060021

also quake 2 engine suffered from jelly weighted vertices models, and texture bugs.
something that could be fixed YEARS later with md3 models and source ports

in fact most of quake 2 xpac and main game maps suffers from bad texture placement

>> No.5060025

what is wrong with quake 2's textures

>> No.5060046

I think he took a risk because radiosity in games was a novelty. Unfortunately somehow they didn't have the right formulas to make work in qrad3.
>jelly weighted vertices models
That's because the mdl and md2 formats compress the vertices into a 256x256x256 space. You can see similar distorsions in many PSX games.
>texture bugs
Not really. Maybe it's your sourceport. The textures work exactly the same as in Quake 1.
The big issue with Quake 2 textures is that they're first of all generally ugly and also they dimmed them down a lot to try to fix radiosity issues, which interacted badly with the palette and didn't really fix anything with the radiosity.

>> No.5060048
File: 195 KB, 568x600, 1b77b2f059578b63da08d06fada39407b60fbcde.jpg [View same] [iqdb] [saucenao] [google] [report]

>change player model inside Q2 to qt female because why not
>Id wizardy blows my mind by changing the grunts to female in game as well
>Also the first time I discovered the hurting moans of the female character got an erection

my dick is thankful

>> No.5060051
File: 351 KB, 446x379, dick kickem.png [View same] [iqdb] [saucenao] [google] [report]

Because Korax is actually Heresiarch's serpent who betrayed and usurped Heresiarch while he was looking for Corvus for killing his brother D'sparil. Since Korax is not a true serpent bro, he must draw his power directly from Heresiarch's chaos sphere, and straying away from it would weaken him.

>> No.5060058

Why don't you do it instead

>> No.5060062

Yea, we needed some lacklustre design and ugly 3D models for sure.

>> No.5060067

like I care?

>> No.5060068

If you understand C code go here:
Line 100. That will explain to you everything that's wrong with Quake 2. It's really sloppy and somehow I doubt Carmack did that. Unless he had to do it because the artists screwed up something, or maybe it was part of his revenge. We'll never know.

>> No.5060070
File: 38 KB, 423x77, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5060072
File: 64 KB, 640x295, cb8deef5-2211-4f95-b9da-3107c63a862b.jpg [View same] [iqdb] [saucenao] [google] [report]

so a close friend recently bought shadow warrior redux on steam for me.

can anybody please explain to me why is this game such a cunt?

>> No.5060090
File: 138 KB, 687x553, NergSweat.png [View same] [iqdb] [saucenao] [google] [report]

There's going to be some great WADs released on Doom's 25th anniversary, r-right?

>> No.5060095

Because hitscan. And because like in many retro FPS, the first level feels super difficult at first because your arsenal is tiny and you're learning how everything works.

>> No.5060096

Because unlike DOOM, enemies don't stop shooting you even if you fire at them.

>> No.5060101
File: 2.68 MB, 400x225, Implying.gif [View same] [iqdb] [saucenao] [google] [report]

I don't think anyone has put any serious thought in making something in advanced, we'll most likely just get a map or two from some of the original mappers, anything more will just be slapped together maps from whoever publishes that/those wads.

>> No.5060113
File: 96 KB, 600x507, 1471617594002.jpg [View same] [iqdb] [saucenao] [google] [report]

So what is the absolute best version of the Roland SC-55 soundfont out there? Or at least the one that sounds closer to having the real deal sitting next to your battlestation without shelling a hundred bucks?

I did a bunch of googling yesterday and found out a couple of soundfonts, but I genuinely have no idea which one's the best and most up-to-date.

I only recently found out about the beauty of the DOOM soundtrack recorded using the original hardware it was written for, and I'm definitely interested in more Roland goodness.

>> No.5060116

Just download the SC-55 music packs.

>> No.5060124


That's exactly what I did yesterday, and that's also why I want is to listen to all music from now on using the best Roland SC-55 soundfont.

I mean I understand that not every MIDI was composed with the Roland SC-55 in mind, but the sound is just too good for me to pass up.

>> No.5060132

I would, out of respect

>> No.5060134

oh I sure did learn about the silhouette faggots alright.

>> No.5060146

Look I know the maps are kinda shit but that sourceport ECWolf, does it let you play the Super Pack and the 3DO Levels? Wolfenstein 3D expansion pack info is kinda confusing

>> No.5060157

Use an explosive. Nuke Em!

>> No.5060192

>play quake 2
>every enemy is a grunt/enforcer archetype
>most of them are hitscan
>they do xbox huge damage
>unlike Q1, no matter how you move they'll still hit you
>sometimes they half-die and shoot me from the prone position but i can't actually shoot them back
wtf is this shit id

>> No.5060195

also strafejumping is fast as hell in this game but the guns and animations in general feel like SHIIIIIIIIT

>> No.5060202

id didn't make a good single-player game after quake until doom 2016

>> No.5060205

I think you can gib enemies when they're in the half-dead state to prevent them from shooting.

>> No.5060206

>id didn't make a good single-player game after quake
There. I've fixed it for you.

>> No.5060208

Computer updated.
Computer updated.
Computer updated.

>> No.5060216
File: 2.93 MB, 640x360, Q2d.webm [View same] [iqdb] [saucenao] [google] [report]

most Q2's hitscanners are dodgeable actually. It's only the basic grunts with shotguns/machine guns that aren't.

>> No.5060251

oh god please no I'm getting horrible flashbacks of being punished for not pressing F2

>> No.5060257


>> No.5060258
File: 61 KB, 800x600, 9[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Just beat Outlaws. Pretty damn good game besides the sometimes overly labyrinthine level design. The gameplay reminded me of Blood because of the glass cannon hitscan enemies and extensive use of sector-over-sector.

>> No.5060261
File: 44 KB, 658x662, 1494187935021.png [View same] [iqdb] [saucenao] [google] [report]

The rats keep killing me in blood

>> No.5060262

What if Stroggs just alternative reality humans who used slipgates and got all the lovecraftean tech, cybernizing themselves in the process?

>> No.5060265

The rats in Blood have a ridiculous range. Don't even try to pitchfork them - crouch and use the shotgun or tommygun. Or toss dynamite if they're below you (they can't climb stairs).

>> No.5060270

Yeah you can. You gib them fucking fast too.

>> No.5060276

You gotta mention the official addons for sure. Dissolution is okay, whatever, but definitely mention Scourge at least. 100% must-play.

>> No.5060284

Don't forget quake chess.

>> No.5060293

The final boss in Scourge of Armagon looks like a Strogg. Idk if that was intentional but there you go.

>> No.5060318
File: 228 KB, 450x450, 1517300204858.png [View same] [iqdb] [saucenao] [google] [report]

>finally get around to playing PowerSlave EX
>mouselook is completely fucked, unplayable
>apparently Windows 10 creators update it broke it

>> No.5060321
File: 7 KB, 179x282, descarga (12).jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5060331

This is why you should pirate Windows 7 and tell Windows 10 to go fuck itself.

>> No.5060334

So apparently running GZDoom has a very specific problem with GTX 650m cards on Mac devices. Some fucky OSX driver thing that causes frames to hundreds of milliseconds to render when you start a new game.
Anyway, only workaround it is use a mod that has a titlemap, somehow that gets around the issue. Anyone know of a mod that is JUST a fancy titlemap?

>> No.5060360

You should definitely buy a new computer. That's the best way to solve GZDoom issues.

>> No.5060369

he really isn't

>> No.5060370

Why do you play Blood, when you can play Doom? The same horror and demon theme, just much better.

>> No.5060371

He would if he actually drew more Doom stuff. but he's moved on from that now. such is the fate of porn artists.

>> No.5060379

why not?

>> No.5060382


>> No.5060391

never liked his art or infatuation with dickgirls

>> No.5060396

That's because you are a bad person

>> No.5060398


>> No.5060406
File: 6 KB, 201x251, 1506657674987.jpg [View same] [iqdb] [saucenao] [google] [report]

quakespasm unironically needs support from bloom and ssao
and maybe color grading and filmic tonemapper

I'm right here faggits

>> No.5060407

only if he invites me to dinner first

>> No.5060408


>> No.5060409

But there is no superior superior graphics with 3D OBJECTS (sometimes) in doom

>> No.5060423

>Q2 blood is just quares

>> No.5060424

>blood is just red water

>> No.5060426

They're circles unless you're an absolute madlad playing in software.

>> No.5060432

is there a colorful quake map?
>inb4 someone posts ter_shibboleth

>> No.5060438

There are plenty of blue maps. Both classic Id blue metal and IkBlue.

>> No.5060449

Proof that guys bitching about Quake 2 often have no fucking idea of what they're talking about.

Lack of muzzle flashes was a big mistake that no amounts of pretty colored lighting could compensate for. Other than that, guns like the SSG, chaingun and railgun feel great to use.

>> No.5060458

It's funny to think how even in his earlier years he was actually pretty swole under his nerd clothes.

>> No.5060459

Go on...

>> No.5060463

Frankly I wish they could find a way to bridge both universes together, rather than neglecting one or the other.

>> No.5060465

Pretty colored lighting in Quake 2? Where is it?

>> No.5060476

It's not even music though. It's just creepy boring ambience.
It makes Quake feel like a horror game and I don't want that at all.
Horror games are not fun.
But Quakes gameplay is fun, just like Dooms. But the "music" makes it less fun.

>> No.5060484
File: 38 KB, 534x401, 1388442454000-122913annoyed-boxer.jpg [View same] [iqdb] [saucenao] [google] [report]

Calm your autism, it's just an expression. But I'm pretty sure you already knew that.

>> No.5060496
File: 25 KB, 338x358, 4f8.jpg [View same] [iqdb] [saucenao] [google] [report]

>QUAKE (2020)
>Plot hook: Same as in Quake 1 manual, Ranger is the last man standing, and he must stop the slipgate invasion. He jumps into the slipgate before it gets roasted and finds himself in the bizarre realms beyond Earth
>Gameplay: Good old Quake. Bethesda can just take Q:Champions, crossbreed it with DOOM, add more verticality, cool levels, upgrades (DOOM did the whole upgrade system alright, just expand it and add more than 10 enemies per stage for fuck's sake), and that will be it.
>What should sell the game: Bizarre setting and atmosphere, dynamic skill-based action, hub level system (playing sub-levels in any order you like); story is not as important and could be done in the way DOOM did it (journals of the slipgate travelers/denizens of the outer realms).
>The last boss is not Nyarly, it's some other lesser cool mythos monster
>The main story twist would be that the game itself was just Ranger's shattered memories that he experienced in one single moment after telefragging Nyarly; All the Q1 levels and expansions are canon; All the QUAKE (2020) levels happened before, after, or in-between Q1 levels; Both Q1 and QUAKE (2020) culminate when Ranger kills Nyarly and finds a slipgate home.
>The after credits scene is Rangers returning to his (?) dimension, but discovering that slipgates are portals through both space and time. One of his comrades who betrayed Earth and served Nyarly created an entire race of cybernetically-augmented madmen on a distant planet, and they need human DNA to reproduce. Next game is QUAKE: Insert Sub-Title Here (2024), and it will be a better Q2 with a cool coop campaign or something.
Buy my game.

>> No.5060503


>> No.5060516

I'm using an old macbook to play on my lunch breaks. I'm not buying a new device just for GZDoom and I already have a desktop that works just fine.

>> No.5060518

Quit aiming at the fucking floor and relying on strafing to line up shots, you look like a damn noob.

>> No.5060520
File: 640 KB, 881x497, caco stare.png [View same] [iqdb] [saucenao] [google] [report]

I hated to kill this Caco on Baron's Banquet/NRFTL. He is just staring outside and thinking about the meaning of life.

>> No.5060525
File: 104 KB, 1024x941, voodoo_from_quake_2_by_excrem-d726qb8.jpg [View same] [iqdb] [saucenao] [google] [report]

Nothing. I would just hurt myself on purpose to hear the moans and get all excited down there.

>> No.5060528

>He WAS just staring outside and thinking about the cacowife and the cacochilds that he could have had if it were not because he was enlisted in the infernal army
fixed that for you

>> No.5060535

I was moving like that to dodge the hitscan you fruitcake, not to line up the shot lol.

>> No.5060539

Not the first and only person and not the last I'm sure

>> No.5060542

Switch to Linux, friend

>> No.5060543
File: 2.93 MB, 640x360, Q2.webm [View same] [iqdb] [saucenao] [google] [report]

aiming is so hard rite guiz

>> No.5060549

Bit offtopic but man it's amazing how nowdays we can cram a video that smooth and long into under three MB, imagine trying to do that in the Q2 era.

>> No.5060562

A cacofamily is the only thing that is more adorable than a polar bear family.

>> No.5060569

just finished map04 of chillax
archvilles in slaughtermaps are mistake

>> No.5060575
File: 3.00 MB, 352x208, [anon] One-Punch Man - 01 [720p] [nicovideo].webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5060576
File: 122 KB, 400x378, bone squad.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5060580

Ranger should teach Doomguy to gib corpses.

>> No.5060615

>Idk if that was intentional but there you go.
>Quake Mission Pack No. 1: Scourge of Armagon was the first official mission pack, released on February 28, 1997.
>Quake II is a first-person shooter video game released in December 1997.

>> No.5060650
File: 824 KB, 1920x1080, q2xp0002.jpg [View same] [iqdb] [saucenao] [google] [report]

NEAT!, also the guy who works on Rebel Galaxy series posted a new pack of sprites for use, its good to see ol WC receiving some love.

even if EA doesn't want no one using the source code, and they are doing it from scratch, now id be happy if someone manages to convert or port Privateer 1 to Unity or to Windowss, Dosbox is a slog to config.

I thought that only Daggerfall Workshop was using the same thing with Unity

>this pic
wait until Athena's Lore skin, its interesting that they used they also used the toy concept art on the mix
also you can change player models from Md2 to Md3 now in Q2XP and KMQ2 if my memory serves well

>> No.5060653

Yes, generic. Romero might have been a liability because of his low productivity, but the loss of his creative vision made the series less than it could have been, imo.

If Carmack and Co were so excited about the Strogg meme they should've stuck with making it a new series instead of confusing everyone that much, with going from cool gothic settings to brown military alien bases

>> No.5060659

Bad posts.

>> No.5060661

Because Blood goes for a much more gothic theme, and plays differently. It's kind of like the Vincent Price version of Duke Nukem 3D.
Also it's very challenging, which I personally think is good.

>> No.5060673

Daikatana is fucked up first and foremost because episode 1 is fucking unplayable, Perfect Hatred Pushed To 11 style, both during solo and pseudo-coop of its episodes. Moreover, episode 1 was the episode most heavily tinkered and rebalanced by Romero, so that the downfall that came with people massively dropping the game haven't been able to complete it, is entirely his own doing.

>> No.5060679

>slaughtermaps are mistake

>> No.5060684

If I want techbase/gothic/horror theme I play Doom. If I want space/cyberpunk/city theme, I play Duke. There is no room left for Blood.

>> No.5060692

don't be too harsh on them
slaughtermaps have the noble purpose of giving you maps to use overpowered weapons on

>> No.5060721

What about "Gothic/Horror_Parody/Black_Humor/A_shit_ton_of_Horror_references" theme?

>> No.5060727

he looks in the mirror :^)

>> No.5060740

I'm thinking of making a map that uses Metadoom, but I don't want to deal with the "progressive randomization" aspect, I want to use various individual monsters and weapons within it.

Is there a version of 5.1 out there that actually seperates all of the monster/weapon/items so you can place them on a map easier?

>> No.5060767

doesn't the doom 64 maps from consolation prize have specific spawns for metadoom?
although i think those are rather added in the mod, while those d64 maps just have some spawn keys the mod makes use of

>> No.5060774
File: 503 KB, 1024x768, Screenshot_Doom_20180923_102218.png [View same] [iqdb] [saucenao] [google] [report]

i'm a one trick pony with visual gimmicks

>> No.5060778

metadoom, much like samsara, has one of those "game mash up" concepts that i'm surprised there's barely any addons, off shoot edit mods or content made for it since the idea seems to be fun to explore

>> No.5060780
File: 376 KB, 700x394, 06D2nMe.gif [View same] [iqdb] [saucenao] [google] [report]

>Play doom 64 with me anon!

what do you say?

>> No.5060793

>Jungle level inspired by Plutonia, with a mayan pyramid from that cancelled D64 level screenshot and maybe TNT's Pharaoh references
>Warehouse level inspired by E2M2 with references to NRFTL, Doom 3 and the TNT truck
>Flesh level with references to that NuDoom multiplayer map
>City level with a reference to the cancelled Doom 4 and materal from Doom Eternal
>Phobos level with references to the Doom bible, maybe using that unused chair sprite, followed up by KDITD mixed with Eternal's Phobos and bit of D64
>Blue foggy level based on that secret D64 level (In The Void) and some stuff do to with the PS1 port
>Hell levels that mix the aesthetics of both classic Doom and Doom 64 and perhaps D3 and 4 as well
>References to D2's master levels maybe? (Bloodsea Keep from MS mixed with D64's art style and something based off the PS1 mansion level)
>Props and decorations from Doom 3/4/Eternal to make the level feel more "alive" but still mainly use classic Doom textures since those are more colorfull
>Some way to throw Doom RPG 1/2 in there
A MetaDoom mapset/mapping project has too much potential

>> No.5060796

I also think someone mentioned Mars City from Doom 3 mixed with Doom 2's second map
Then imagine that with something inspired by Plutonia's map 28
And Plut's map 29 mixed with Doom Eternal's stuff

>> No.5060801


>> No.5060808

There was also an idea for a Mars surface level aping the outdoor bits of 3 and the first level of 4

>> No.5060809

Nothing because drawings aren't alive.

>> No.5060813

Something i find interesting about the MetaDoom mapset potential is if it would have planned spawns for stuff, like inventory items showing up in locker rooms or the demon keys in specific and fancy areas
That and if it ends up being something on GZDoom (Obviously) maybe come up with enemies or boss that otherwise wouldn't fit in the main gameplay mod

>> No.5060815

You seem boring.

>> No.5060841

something i remember about metadoom spawns is that the trite can only show up in the first 5 levels and only if a spectre is in a darker area

>> No.5060924

I'm at the git, and judging by the monsters section in the actors folder it seems I could just remove the spawner txt files and seperate the meta things into their own seperate decorate files to get what i need, is that right?

Would I have to fuck with the zscript as well? Because I don't know a damn thing about zscript.

>> No.5060932

Its been like a week
As doom delta been on inmost dens blog yet?

>> No.5060938

It is a mod that uses the lastest GzDooms (but still works with 3.4.1 for me) so maybe yes
Unless there are ways to make enemies and weapons work witg different code, even if that seems harder and maybe worse

>> No.5060996

I'm currently compiling a list of metal songs that could be used for names of Doom maps, any songs that fit this criteria?

>> No.5060998

No visual progress in like 3 weeks.
I've been absurdly busy with life.

>> No.5061034
File: 638 KB, 800x800, ezgif-5-0d5685dc7b.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5061038
File: 19 KB, 320x240, BLOOD Beta 2.jpg [View same] [iqdb] [saucenao] [google] [report]

anyone have the leaked beta version of BLOOD?

>> No.5061045

You still didn't explain why it was so generic other than moaning about color pallettes, which the first game also wasn't too hot with either. Going by that logic, one could also easily talk about "generic castles" and/or a disjointed mess of aesthetics. Don't shit on one game's aspects while blindly fanboying over the parts from the other game that could be just as easily attacked, though frankly in both cases it seems forced as fuck.

>> No.5061064

Hand of Doom by Manowar.

>> No.5061110

I want to play Doom with my waifu instead.

>> No.5061116

That video is a must watch for everyone in this thread.

>> No.5061120

Try Mark V or Darkplaces

>> No.5061136
File: 564 KB, 500x281, tumblr_omvk6by9Ay1upe1ufo2_500.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5061160

I don't play multiplayer games with nearly anyone but my closest friends, and even then.
I mean she some kind of lesbian stranger, what'll I make of that?

>> No.5061163 [SPOILER] 
File: 381 KB, 1920x1017, 1537725173509.png [View same] [iqdb] [saucenao] [google] [report]

Nippon steel

>> No.5061180

The heck kind of shrine maiden outfit is that?

>> No.5061192 [SPOILER] 
File: 130 KB, 962x692, 1537726377910.png [View same] [iqdb] [saucenao] [google] [report]

Definitely doesn't look like a shrine maiden.

>> No.5061197

Why is this motherfucker so pretentious and acting like he's telling us about some dark evil satanic taboo or some shit when all he's doing is talking about a fucking video game aka a manchild's toy.

>> No.5061209
File: 30 KB, 426x466, dc9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5061212


So this is your first time watching a video from Ahoy, got it.

>> No.5061216

Your opinion is shit.

>> No.5061218

Q3's art direction is great. Honestly to me the game still looks damn good. Graphically to me it's an ageless game. When it came out it looked fucking incredible. Really impressive textures and I liked how vibrant it was, too.

>> No.5061223
File: 29 KB, 285x216, tempofield.png [View same] [iqdb] [saucenao] [google] [report]


oh lawd someone finally drew actual lewds of her?

>> No.5061226

Shit is probably gonna get extra confusing if an actual shrine maiden outfit does get added in

>> No.5061232

your face is shit

>> No.5061234

If you showed me something from Q3 even if I hadn’t played it in 20 years, I could probably guess where it was from. I can’t really put a finger on what makes it recognizable, maybe it’s the mechanical stuff.

>> No.5061254
File: 2.46 MB, 512x512, agitated.gif [View same] [iqdb] [saucenao] [google] [report]

were the quake 1 expansions included in the download above? I'm Not sure how to run it.

>> No.5061348
File: 1.20 MB, 1920x1080, shitleveldesign-fuckyousandy.png [View same] [iqdb] [saucenao] [google] [report]

How did Sandy get away with this?

>> No.5061357
File: 537 KB, 1280x1024, Screenshot_Doom_20180922_061019.png [View same] [iqdb] [saucenao] [google] [report]

probably the best use of the new caco.
thing's practically useless on it's own tho.

>> No.5061361
File: 43 KB, 800x200, doom delta.png [View same] [iqdb] [saucenao] [google] [report]

Who are you playing as in doom delta?

>> No.5061374

>the chaingun is held right
thank fuck

>> No.5061404

Because it's both fun and terrifying.

>> No.5061445

What are you playing today?

>> No.5061457

What is this?

>> No.5061486

Will La Tailor Girl have a Power Ranger/Super Sentai themed costume?
Or Kamen Rider? Would be great to have a "Kamen Rider Poppy" costume

>> No.5061538

What are you doing, anon? You are supposed to be lobbing grenades like crazy.

>> No.5061539

We got Doomslayer Chronicles but it was... Ehhh.

>> No.5061552
File: 287 KB, 830x535, unreal.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think about Unreal 1,/vr/?

>> No.5061563
File: 36 KB, 663x579, rlm_mike.jpg [View same] [iqdb] [saucenao] [google] [report]

>Play Quake II
>Choose OpenGL rendering, colors look like shit
>Choose Software rendering, particles look like shit

Why would the carmacks and the johns in Id greenlight this

>> No.5061569

it's cool

>> No.5061597

Seems like quaddicted is up again for yuros>>5057634

>> No.5061608

Planning to play Doom 2016 on ultra violence without doing glory kills nor using altfires and upgrades when I get home

>> No.5061630


>> No.5061638
File: 11 KB, 606x449, 1469226508361.png [View same] [iqdb] [saucenao] [google] [report]

There was only one John at id when Q2 was made.

>> No.5061661

Poor Adrian.

>> No.5061672
File: 820 KB, 1920x1080, q2xp0003.jpg [View same] [iqdb] [saucenao] [google] [report]

because of DLL bugs fixed only with source ports like yamagi, q2xp and such

this is how it should look like, not that blurry and blob shit

>> No.5061680

We need Adrian Romero

>> No.5061691

But he isn't, just imagine what would happen once those barrels start spinning.

>> No.5061693

Thi is best girl.

>> No.5061696

>no sign of Tom Hall
Well, I guess it just makes sense.

>> No.5061716

Who updates Inmost Dens?

>> No.5061718
File: 1.26 MB, 1920x1080, sm1 2018-09-23 19-14-16.png [View same] [iqdb] [saucenao] [google] [report]

well i must say, Its fucking impressive.

also, what happened to the doom wing commander mod that some anon at Zdoom cringe central was doing some time ago?

>> No.5061723
File: 194 KB, 802x623, quake2_sw.png [View same] [iqdb] [saucenao] [google] [report]

Quake 2 used to look like this is '97. Software rendered. Then OpenGL came. OpenGL is a bug and your low quality sourceports are bug-only.

>> No.5061728

>low quality and potato linux bait

>> No.5061743

At least my potato linux isn't smudged with vaseline and I can actually see stuff.

>> No.5061747

Since spooktober is right around the corner i'm just gonna go ahead and post this:

>> No.5061748

sometimes i wonder how plasma cell ammo works
like, how do you put that in the weapon

>> No.5061786

You probably just jam it into a slot, it's basically a battery.

>> No.5061797

It works the same way magnets work.

>> No.5061802


>> No.5061809 [SPOILER] 
File: 28 KB, 559x409, 1537744210215.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5061814

i require the full version and/or source for this

>> No.5061818

vadump on tumblr

>> No.5061850

A Doom we deserve: https://www.youtube.com/watch?v=6YXCSY0sgEw

>> No.5061853

But he is. It's supposed to be held like a rifle, not a minigun.

>> No.5061856

That doesn't make any sense though, the barrels spin, meaning they're gonna spin on his hand, it would need a foregrip or something below so the barrels can safely spin while he carries it.

>> No.5061857

That's exactly what I did after I sacrificed myself for this screenshot.

>Episode 4
yeah ok

>> No.5061861

>implying the wielder isn't spinning the barrels with their hand

>> No.5061863
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google] [report]

You win this round.

>> No.5061870

It does look better with crunchy and crystal clear pixels, but there's no reason you can't have OpenGL without the smear filter.
Further, Quake 2's grand flaw was the lack of muzzle flashes.

>> No.5061875

Yeah, just slap something like an M60 handguard under the barrel, like in Predator.

>> No.5061887

you can do that by using the dll patch and setting the filtering to nearest

>> No.5061894
File: 595 KB, 1280x1024, Screenshot_Doom_20180922_060902.png [View same] [iqdb] [saucenao] [google] [report]

he obviously moves his hand where it doesn't spin when it's shooting, dummy.

>> No.5061902
File: 130 KB, 642x503, quake2_gl.jpg [View same] [iqdb] [saucenao] [google] [report]

So, this is not a sourceport. This is the original OpenGL renderer minus three lines of code changed which enable 2x overbright.
It's just that sourceporters in general as so inept and it's irritating because with their bloom filters and high resolution packs, they're ruining the memory of a not so great game, but still a piece of history.

>> No.5061906

it didn't even looked like that, so for the love of god stop baiting

>> No.5061907

He's right though

>> No.5061908

So, are Quakespasm/vkQuake and nQuake the only ports I need?
Also, why does it feel sooo good to play on nQuake?

>> No.5061910

I'm not "baiting" I'm just showing you how Quake 2 is supposed to look like.

>> No.5061921
File: 132 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 2 looks like this in 2018. Forget what it looked like. Modders already improved all these old games. Why play old shit when there's great overhauls available.

>> No.5061927

And he reveals himself.

>> No.5061931

I still think the Inmost Dens blog on Tumblr could have used a search bar, to make it easier to browse.

>> No.5061934
File: 225 KB, 500x738, 3c4.png [View same] [iqdb] [saucenao] [google] [report]

i knew that the /g/ faux retro autism was familiar...

>> No.5061935
File: 242 KB, 526x503, 06ef616f55c7065fc35b2105bafd177f3428951982a65dfbc31045f30f6d91fd.png [View same] [iqdb] [saucenao] [google] [report]

Is it really vasayan again?

>> No.5061939

its some linux autist bitching about quake 2 graphics

>> No.5061943

Still, he was right up until he posted that shit fucking HD remake garbage
>that specular brightmap on everything when everything should look disgusting, grimy, dingy, dirty, rusty, like you'd get a billion infections from looking at it.
>that fucking jawline

>> No.5061946

Looks like your "great modders" can't match the lighting on the floor with the lighting on the walls.

>> No.5061949
File: 90 KB, 1920x1080, quake000.jpg [View same] [iqdb] [saucenao] [google] [report]

i'm pretty sure quake 2 is supposed to look like this

>> No.5061953
File: 6 KB, 272x185, quake 2 blaster.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of Quake 2, as terrible as the weapon is mechanically, I'm quite fond of how the Blaster looks.

>> No.5061957

I love the look of it too. I love just about everything in quake 2, which is why the Illathquar are basically just a Strogg rip.

>> No.5061958

why does it take so long to quick load saves on gzdoom?

>> No.5061964
File: 103 KB, 360x260, LfLhXK8.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to figure out how the weapon works looking at the shape of it though, like it looks like there's a magazine in front of the pistol grip there, but this is a self sufficient weapon. So maybe this was a case of the weapon model being designed first and the mechanics second.
Kinda sucks this thing has a big ass barrel and yet the projectiles do fuck all for damage.

>> No.5061965

I think it just might be a fuckhuge recharging energy battery and not an actual magazine.

>> No.5061967

It also might be a counterweight of sorts. Without it, the weapon would seem to be extremely light in the hand and potentially rip it from the weilder's hand from the force of the shot

>> No.5061972

and that drives me crazy too, the weapon has a massive kick and yet the projectile has hardly any velocity or any impact to it.
Sorry I'm just letting my weapon autism get to me.

>> No.5061982

It's cool dude. It's notoriously difficult to get fictional weapons to feel right.

>> No.5061994

Its BERSERKER quake 2, who in the ever living fuck plays that Source port besides russians and slavs?

also there's Yamagi, Q2E, KMQ2, R1Q2(MP) and Q2XP(quake expo)

its a energy cell battery

>> No.5062002

>the fucking everpresent bullshit shine

>> No.5062007

Good, who cares?

>> No.5062009

he does.

>> No.5062010

Him, obviously.

>> No.5062015

I do. It's fucking stupid. Nothing in or on quake 2/stroggos should fucking shine. It should all look like it's about to give you tetanus.

>> No.5062017
File: 549 KB, 1280x1024, Screenshot_Doom_20180923_205920.png [View same] [iqdb] [saucenao] [google] [report]

green shit somebody can nab if they want it for their maps and shit

>> No.5062023
File: 767 KB, 3440x1440, 15376270625030.jpg [View same] [iqdb] [saucenao] [google] [report]

Why russians like these silly HD packs?

>> No.5062030

Because they have shit taste.

>> No.5062036

We don't.

>> No.5062039

Vasyan does not represent Russia.

>> No.5062057

looks like shit

>> No.5062075


>> No.5062106

use a controller

>> No.5062146

I did end up using a controller. It's surprisingly easy, although it makes perfect sense considering it was originally balanced for console users with controllers.

>> No.5062154

I DOWNLOADED BloodGDX but i'm unable to find my screenshots.

Or Saves.

Where is it?!

>> No.5062164

Screenshots should be saved to the base folder as scree####, and saves in the same location as game####.

>> No.5062169

?:\Users\YOUR NAME\M210Projects\BloodGDX

>> No.5062173

The Quake 2 blaster is valuable for the legacy it had in future id starting weapons.

>> No.5062179

i.e Q4 and D4

>> No.5062180

The blaster bolts actually deal more damage than bullets, the problem is that it fires super slow.

>> No.5062184

I was never really a fan of Quake 2. It is pretty impressive to see it on the PS1 though. Might be the best looking PS1 game.

>> No.5062186

Why do the guys behind these HD packs give everything this weird radioactive shine? Things don't look like that in real life.

>> No.5062187

One of the better FPS games for it, too.

>> No.5062192

how else are you going to show off subtle effects if not by turning them up to unnecessary levels

>> No.5062197

no pls caco I just shot you a couple of times why are you flying backwards nonstop and into the horizon pls come back

>> No.5062229
File: 2.41 MB, 2698x2539, 1535142135083.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5062230

>Also, why does it feel sooo good to play on nQuake?
because it's super easy to bunnyhop on it because they made it easy. also it's got the best damn mouse feel ever, literally like 0 latency. the mouse is just an extension of your eyesight. iirc quakespasm gets like a constant 8ms of latency, while ezquake is 1ms. I've never played an fps with a better mouse than ezquake.

>> No.5062237 [DELETED] 

Go back to your weeb pedophile discord.

>> No.5062327

New thread.


>> No.5062341

man, you one salty bitch

>> No.5062349


>> No.5062476
File: 79 KB, 582x544, plutonia.jpg [View same] [iqdb] [saucenao] [google] [report]

>Plutonia has nice ideas, but chaingunner/revenant spam is not fun, and Map11 is terrible.
I hopped into MAP11 because I forgot what it was, and laughed really hard when I saw it was Hunted. It's a funny change of pace with plenty of almost survival-horror-like tension. And once you actually understand what's going on, it's pretty cool because it forces you to be aggressively charge and bait Archies because there's almost nowhere for you to hide. It does get a bit annoying when they're all dead and you're just trying to get out of the maze, but the sheer concept is top notch.

Plutonia is the best IWAD by far, btw.

>> No.5062493

Outlaws owns. In a way, it ended up predicting how modern psuedo-realistic shooters would go: weapons that have to be manually reloaded, relatively low TTK, bigger focus on cover and shooting from a distance (I'm pretty sure it's the first FPS to have a scoped rifle). But it's still an old school shooter through and through, so all the "realism" elements just make it the speedy combat feel tense. Like you said, it's got the lethality of Blood, but the weapons and enemies being more grounded gives it a different feel.

Your post is bait, but we should still be clear that Blood is the best retro shooter.

>> No.5062504

In a more just, verdant, and peaceful world, Unreal would have been the game that set the standard for all shooters to come instead of Half-Life, and we'd have had more atmospheric exploratory shooters instead of a series of cinematic setpieces.

>> No.5062550

deserves to be far more renowned than it is

>> No.5062618

Man that hud was something else.

>> No.5062681

top comf

>> No.5062802

Blood sacrifice from Dissolution of Eternity has been my favorite quake mission so far. Shit is straight up Indiana Jones.

>> No.5062830

>Map 11 is terrible

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