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5738172 No.5738172 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5732968

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


Doom, Quake, Duke, Marathon, or Thief:
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series

Launchers for Build Engine games



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.5738173

=== ONGOING ===

H.U.H. - /vr/ Quake Mapping Project
-Deadline: July 24th 23:00 GMT
-Final deadline extension
-All details and a FAQ can be found in the following pastebin to help get you started

=== NEWS ===

[7-12] Ion Maiden deflowered into Ion Fury

[7-8] New beta release for La Tailor Girl

[7-4] Alien Bastards! a new Doomer Boards mapset inspired by Alien Carnage

[7-3] Quake Speedmapping Pack 198: 768 ^ 2

[7-1] Anon updates 'Demon CounterStrike' to fix Rocket Launcher spawns

[6-29] Anon map release: TESTINGGROUND.wad

[6-28] Masters of Doom to get a dramatized TV adaptation

[6-27] 'Vanilla Doom Plus', a monster variant randomizer balanced closer to vanilla

[6-22] /vr/ is hosting it's own Quake mapping project! GET IN HERE FAGETS

[6-20] Copper for Quake released: a vanilla+ mod (includes optional map pack)

[6-17] Coffee Quake released, 76 speedmaps in 4 episodes
https://www.youtube.com/watch?v=Yu_p8iwL2Vw&feature=youtu.be [Embed]

[6-15] Guncaster 3.3 released
https://www.youtube.com/watch?v=xcUHPmb76do [Embed]

[6-15] Doom the Golden Souls 3 announced
https://www.youtube.com/watch?v=rivZEQ2mNFg [Embed]

=== PREVIOUS ===


== PROTIP ==

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

>> No.5738253

I want to give a partial answer to the question I asked in an earlier Build thread in regard to a DN3D custom map, called "WGCity" by William Gee. Said map can, in short, be described, as a lecture course on jumping puzzles, where by doing progressive more difficult jumps, you gradually begin to discern possibilities in the form of insane sequences of jumps you haven't initially registered as being the thing at all. In other words the way you interpret map's layout changes before your eyes due to experience of your playing said map.

I have played the majority of solo single-player maps by William Gee, and this one stuck like a sore thumb. It had no precursors in his space maps, and no ties, whatsoever, concept-wise, to either any of the official Duke3D maps or any of the Roch maps which were, from what I gather, a very big deal in Duke 3D community in the first half of 2000s. Moreover, the scale, intricacy and finesse of implementation in said map suggested amounts of r&d completely unreasonable for a single map. Which, among other considerations, set me on course of trying to check out whether this map was created partly in accordance with some sort of external blueprint in the form of some other, previously released, DN3D custom map.

In the aforementioned earlier Build thread someone directed me to the custom map "Operation: Get Bike Back" co-authored by, again, William Gee, Merlijn van Oostrum and Maarten van Oostrum, and released two years prior to WGCity. I have previously played Red 1 and 2 by Merlijn (seemed to have nothing to do with WGCity, concept-wise) as well as one and a half maps by Maarten (his earliest map, The Big City - as well as the start of his next canyon map; I got frustrated by the seemingly random invisible wall placement there, and didn't follow up on him until yesterday). Maarten's maps, from what I remembered of them, somehow struck me as being closer to WGCity than Merlijn's ones, and as something to check out.(cont)

>> No.5738263
File: 118 KB, 485x500, 1465766544964.png [View same] [iqdb] [saucenao] [google] [report]

Why did Zandronum CTF die?

>> No.5738292

All other shooters pale in comparison to the perfect masterpiece of human achievement that is Half Life 1, developed by Valve.

>> No.5738298

Moreover, MSDN review explicitly mentioned "Operation: Get Bike Back" as being similar to Maarten's map "ToxiCity", his third map, which I haven't played. The first question, however, was whether OGBB really was, played out, as a precursor to WGCity in its whole concept or at least some significant aspects of it.

At first, I didn't recognize it as such. Yes, you started the map pretty attacked from several directions and capable of subsequently exploring the city block in several different directions, but it played essentially flat.
The jumping sequence, involving a truck and a billboard, leading to steroids, however, quickly led me to reconsider. After discovering it, I managed to discover other jumping sequences I could do, and thus, and by following with map's progression, quickly became convinced that it was indeed a precursor to WGCity. There were three crucial differences, however, in the manner of implementation of jumping puzzles. The first difference was, they were unevident, well hidden, they required the insight, eureka moment. The aspect of gradual learning in regard to them, present in WGCity was entirely missing here. Second, there were evidently precisely set up jumping possibilities, leading right into invisible walls, spots containing nothing, or to inaccessible places later accessed by means of normal map progression (not in the least due to explosions, accompanying significant progression-related events, gradually disfiguring parts of the level (this last motif is also very prominently featured in WGCity as well). You were basically "noneofyourbusiness"-ed, in contrast with WGCity, in which the overwhelming majority of possible jumps was accounted for by means of some sort of reward.
The third difference was that in WGCity you had to do an unevident, well hidden sequence of jumps (more like one and a half, really), you had first to recognize as possibility, over the course of its main progression.(cont)

>> No.5738329

In OGBB, nothing of the sort struck me. In other words, in OGBB trickjumping seemed to me to be an option (despite by and large not counting as secrets), in WGCity - a feature.
The apex to all the aforementioned was this secret room you could access with a jumping sequence. That room had a balcony, and far off, against that balcony, was a billboard with it, with a hole in its middle, closed off with a forcefield. Behind it was an angled room presumably leading further. By using aforementioned steroids (situated nearby, on an angled roof and accessed through the jumping sequence) and boosting yourself on the run off the balcony's railing (essentially doublejump) you could just plummed into said forcefield. The level also has a similar looking forcefield elsewhere, and you had to turn it off over the course of the intended map's progression. After finishing the map, I realized I haven't discovered the way to turn the billboard forcefield off, and by subsequently noclipping to the roof behind it I discovered there was nothing all along. I realized then however that despite not leading to new places, items or resources, meaning, ingame rewards for the character of the game, Duke, those deadend jumping sequences still reward the player by means of these "aha" moments, conveying interesting ideas and information about Duke's mechanics to him. In other words, those jumps are seemingly supposed to be a reward in itself. By accounting for the majority of jumps through in-level rewards, WGCity actually considerably dials that motif down.

Anyway, with OGBB being largely over and done with, I checked ToxiCity next. And yep, all the aforementioned from OGBB (trickjump sequences leading nowhere, gradual disfigurement of the layout over the course of map progression, directly affecting some of the previously encountered deadends) seems to essentially originate from the outdoor parts of it.(cont)

>> No.5738330

this is worse than thesaurus guy ever was

>> No.5738336

So, long story short. The point of origin of some of the layouting techniques, exhibited in "WGCity" DN3D custom map by William Gee seems to be, essentially, "ToxiCity" DN3D custom map by Maarten van Oostrum (and MtvO's early mappings in general). However, that doesn't account for the motif of gradual learning by means of feedback from the level, comprisong the experience of playing it, which is also prominently featured in "WGCity". IF external, this motif has likely come from somewhere else entirely, and has nothing whatsoever to do with MtvO. Where that "somewhere" might be, I have currently no idea.

>> No.5738348

CTF is one of the most rage inducing game modes for some reason.

>> No.5738376

Didn't at least CTF community lock out the public?

>> No.5738464

i replay opposing force every now and then and the ending still feels like it comes out of nowhere

>> No.5738512

P.S. The reason I currently care about WGCity this much is because it (or specifically the part of it comprising of everything reachable before you start opening keycard locks, and tge explosions begin to gradually change and simplify the initial layout of the level) is essentially structured like a Metroidvania, where your abilities are the types of jumps you KNOW tou can pull off. An actually genuinely good Metroidvania (despite all the "character upgrading" taking place more or less in your head), as opposed to semblance of Metroidvania, as in Duketroid. It is the question of origins of this aspect specifically (meaning possible precursors among preceding Duke3D custom maps), which interests me the most.

>> No.5738516

Actually writing this just gave me an idea.
If someone explicitly adapted Metroid to a Duke map back then, into a sort of "cerebral Metroidvania", it was probably alien-themed.

And come to think of it, Maarten van Oostrum did have that Alien Planet map I haven't played and which reviewers seemed to like a whole lot Wouldn't hurt to check it out.

>> No.5738535
File: 9 KB, 606x449, doom devs.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5738561

With the eldritch abomination commonly known as "based Sandy" looking at that picture through your (yes, yours, reader, whoever you are) eyes.

You are Based Sandy.
We are Based Sandy.
Everything is Based Sandy.
Ylla ylla chth'prongolobrp ai ai Yog-Soggoth.

>> No.5738654

anybody still have that retro FPS pack which was made and posted here some odd years ago?

>> No.5738656
File: 91 KB, 200x200, 1335738704001.png [View same] [iqdb] [saucenao] [google] [report]

>dat American McGee somewhere in the corner

>> No.5738715
File: 56 KB, 503x509, numbers.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5738757
File: 482 KB, 1030x772, shit2do.png [View same] [iqdb] [saucenao] [google] [report]

my first map, hard and fast? some 'platforming', you'll need all 6 keys to exist
single boom map (only tested in zdoom so far) nearly finished, jumping crouching and mouselook not intended
only HMP is implemented so far, feedback and bugs appreciated, also demos/videos (uv-speed especially) or just par times, thanks


>> No.5738761
File: 79 KB, 720x600, rob bobs.jpg [View same] [iqdb] [saucenao] [google] [report]

why did I put the 24th in the pastebin
probably because I type with the numpad and 4 is right above the 1 key, must have slipped and I didn't notice because this laptop keyboard is retarded and I'm retarded as well

well I guess that stays

>> No.5738768

Sooo, how's "4chan X-mas PAK" for a title?

>> No.5738790
File: 369 KB, 1178x790, 1559961649663.png [View same] [iqdb] [saucenao] [google] [report]

You shall not pass!
How do you disable jumping in a map with GZDoombuilder?

>> No.5738795


I saw a post on doomworld not too long ago by i think anotak that had something to do with this perhaps?

>> No.5738798


>> No.5738817
File: 141 KB, 578x398, file.png [View same] [iqdb] [saucenao] [google] [report]

I should consider using trenchbroom as tool for art honestly, becuase it's great!
along with making maps for quake ofcourse

>> No.5738931

Your handle isn't centered.

>> No.5738938

Can we end the quake mapping?....

So we can make some Duke maps next :)

>> No.5738946
File: 64 KB, 300x300, 27d.png [View same] [iqdb] [saucenao] [google] [report]

next is Thief
I want all of you fucks to learn DromED so we call all submit maps to the Thief 2 20th anniversary contest

and this time the deadline is a YEAR from now
jokes aside that is actually the deadline they have
I guess that makes sense

>> No.5739012

Duke3D usermaps are full of shit. These guys know nothing about intuitive, storytelling, adventurous, or even arcadey leveldesign. All their work is just mixing up all graphics and making unnecessary micromanagement with ugly spritework, but the layouts in these maps are basic key-to-key tedium at best.

>> No.5739151

Just make the lines unpassable.

>> No.5739183

are there rocket launchers in thief 2

>> No.5739185

no but the children of Karras can launch cartoon bombs at you

>> No.5739206
File: 1.28 MB, 1280x1024, spasm0004.png [View same] [iqdb] [saucenao] [google] [report]

Since the deadline has BEEN EXTENDED EVEN FURTHER I am currently doing stuff on my space station. Added a meeting room of some sorts. Still have no idea what to do on these cramped corridors.

>> No.5739207

Lazy, and useless given that it's so easy to achieve with mapinfo. With this you also have the advantage of making places traversable in only one direction, by one part of a level being lower than another. This shit is so well documented in the mapinfo page on zdoom wiki, why make an ugly hack?

>> No.5739208

I bet you can't even run fast in Theif fuckin gayyyyyyyyyyyyyy

>> No.5739216
File: 36 KB, 552x552, download (2).jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5739220

You can bunnyhop so fast you take damage by slamming into a wall. Happened to me in The Sword once. Thing is, you can, but should not go fast. Take your ritalin.

>> No.5739221

I remember hating escape! so much I just brute forced it by bunnyhopping
protip: don't do that on Expert, either beat it legit or go Hard or lower

>> No.5739228

>Still waiting for Chocolate SW, Chocolate Blood, and Chocolate WW2GI

>> No.5739229

>texture filtering

>> No.5739241
File: 10 KB, 268x284, 240npl.jpg [View same] [iqdb] [saucenao] [google] [report]

>TES, Fallout, Half-Life, and even Minecraft get graphics + sound overhaul mods
almost nobody screams or bitches
>Somebody does the same for 3D games such as Duke3D, Blood, SW, Quake 1, Quake 2, and Q3A

>> No.5739367

This is unnecessary and absurd. Just add a line in mapinfo and jumping is disabled unless someone specifically goes into the options menu to reenable it.

>> No.5739385

yep, fire arrows

>> No.5739403
File: 1.49 MB, 1498x841, hangar.jpg [View same] [iqdb] [saucenao] [google] [report]

So, anyone's current map drafts reviewable?
I am trying to get a second map done since it's still so long. Currently listening to Einstürzende Neubauten and building a shitty space taxi thing.

>> No.5739429

Why don't improve your original map? As Sock, says, ITINERATION!

>> No.5739442

I don't feel like working on it anymore. I posted it several times and basically incorporated all the feedback I got. Submitted it already on wednesday after some late night sessions. Time for something else.

>> No.5739460

That's because most of them look like ass.

>> No.5739482

final QCDE champion bois


it's Daniel from Painkiller

>> No.5739485

damn, he really pumped out new champions.

>> No.5739486

good, now we can stop hearing about it

>> No.5739493

jumping is fun

isn't that already tall enough that you can't jump over it

>> No.5739497

You can still jump over it.

>> No.5739501

Jumping in ZDoom is not fun because you have nearly zero air control.

>> No.5739521

imagine not wanting mods to continue

>> No.5739525

Also I need some suggestions but, using doom 2's texture set, how could I make some okay looking flatbed trucks for carrying crates?

>> No.5739542

it needs a "snap to vertex"

>> No.5739547

raccoon bab

>> No.5739569
File: 244 KB, 1045x858, blend.png [View same] [iqdb] [saucenao] [google] [report]

More than likely an offtopic question that belongs on /3/, but does anyone have or know of a site that has a ripped doomguy model? I tried converting a SFM rip into Blender but I'm a bit of a brainlet and have probably fucked up.

>> No.5739572

How bad is the "brush has non-integer vertices" issue? You almost have it by default if you are not working with 90º angles.

>> No.5739576

I just want a fast way to connect vertices from two different brushes

>> No.5739581
File: 228 KB, 1920x1080, 1561483530368.jpg [View same] [iqdb] [saucenao] [google] [report]

I had to redo this shit
it also needs a circle tool, it needs basic brushes
I can see tons of basic improvements

>> No.5739589

never used trechbroom before but can you import models from max/maya/blender?

>> No.5739596

Did you have actual issues or are you just autistic?

>> No.5739604

Does QCDE have actual Bhopping/strafejumping implemented? Last I played it was just vanilla Doom movement.

>> No.5739605
File: 644 KB, 1920x1080, 1535356784424.jpg [View same] [iqdb] [saucenao] [google] [report]

it took me one full minute to do this shit in unrealed

>> No.5739612

there is an obj2map exporter that exports the brushes with the vertices misaligned
yes anon, I'm having issues, that wall is fucking huge
maybe I'm not catching the trenchbroom workflow

>> No.5739614

now that's a name i haven't heard in a long time. Shame I lost the shit I did for it, it would be nice to revisit that old stuff

>> No.5739615

It means literally nothing, your compiler (assuming it's modern) can handle it just fine.

Shift-click two faces and hit the 'join faces' button, check your keybinds.

Yes, obj2map is a thing and some Quakedads use it regularly.

It already has snap to integer and snap to grid. You're supposed to take your weird free-floating verts and attach them to one of those.

Other editors like JACK have 'basic shape' brush prefab makers. If you have other 'basic improvements,' I'm sure Sleepwalkr has either already set them in progress or there's an active issue for them on the github.

No, it does not.

>> No.5739616

>WARNING 10: Reached occupant at (1456 -304 -16), no filling performed.
Is this a leak?
I thought if your map has a leak it wont compile at all and you can't even play it.

>> No.5739624
File: 332 KB, 1920x1080, 1544747324553.jpg [View same] [iqdb] [saucenao] [google] [report]

>It already has snap to integer and snap to grid. You're supposed to take your weird free-floating verts and attach them to one of those
yes anon, I know, the problem is when the two vertices from the two different brushes snaps 16 units far from each other, imagine when this happens with 4 brushes (I had to resort to obj2map), which one of the 4 vertices is in the right place?

>> No.5739625

Nah, you can play your map with a single brush in the void. Afaik leaks and vertices on grid and that stuff were only important when compiling took minutes to hours.

>> No.5739626

Yes, that's a leak. A map will compile with a leak but vis won't run on the compiled map- vis is what figures out what parts of the play area can see other parts, and a map with a leak has no defined play area so everything ends up drawn at once. On a tiny map this won't matter much; on larger ones you'll see framerate hits and some gigantic maps like Ter Shibboleth that are un-vis'd can bring even a modern system to a crawl. Fix your leaks, it's bad practice to leave them open and can lead to other bugs as well- in particular ericw's light tool tends to get a bit messy sometimes if a map isn't sealed, even after his fixes for the issue.

>> No.5739627

this happened to me when I reached the 4096 units

>> No.5739628

I'm a mapping newfag so I barely even know what leaks do, I think it has something to do with how the level is optimized and rendered. I just know to cover them up.

>> No.5739631

Can't you just make the grid smaller? It goes down to .125 and I don't think you can have vertices between those.

>> No.5739654
File: 389 KB, 1920x1080, 1538012538999.jpg [View same] [iqdb] [saucenao] [google] [report]

yes, but I'm autistic
also, I said that with obj2map the brushes where misaligned from the start, I don't know why

>> No.5739658


>> No.5739686

I'm used to it, it feels ok to me.

>> No.5739691

What does it mean when vis calculation takes a long time?
Normally its almost instant, but the map im working on now takes 20 seconds to fully vis

>> No.5739694

No, Zandro's code is too old for that.


>> No.5739697

Lots of little stuff that's not a detail brush? Leaks? Did you put everything in a huge skybox?

>> No.5739727

Is there anything like "HontE Remastered" for Doom1's maps?

>> No.5739729

Any time a mod lets enemies do continuous damage through some attack (poison, fire etc), that mod should do that TF2 thing where you can stop that type of attack by picking up health or even self healing.
I'm having fun with The Edge Of Time but this one part annoys me.
That and how it has reloading but the Marathon kind where you don't reload when you feel like it.
>More than likely an offtopic question that belongs on /3/, but does anyone have or know of a site that has a ripped doomguy model? I tried converting a SFM rip into Blender but I'm a bit of a brainlet and have probably fucked up.
I thought i saw something on SFM workshop.

>> No.5739732

>I thought i saw something on SFM workshop.
OH i read your post poorly oops.

>> No.5739735

add -leaktest to QBSP so it just aborts if theres a leak

>> No.5739747
File: 250 KB, 500x500, 1511758111622.png [View same] [iqdb] [saucenao] [google] [report]

>that part where Ranger tells Keel that when he turns the Campgrounds into a quad ethnogate, he'll remember he was "one of the good ones"
Jesus Christ, Carmack.

>> No.5739750
File: 565 KB, 1024x576, Screenshot_Doom_20190715_233220.png [View same] [iqdb] [saucenao] [google] [report]

Tried Stylish Hell. It's a cute mod,the enemies are surprisingl tougher than vanilla Doom,

>> No.5739754 [SPOILER] 
File: 400 KB, 1024x576, 1563226642015.png [View same] [iqdb] [saucenao] [google] [report]

Btw this is the replacement of the Icon of Sin

>> No.5739758
File: 15 KB, 188x89, bitterman.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5739762

somebody has been playing Hedon

>> No.5739767

ZDL suddenly don't want to launch anymore, what is this shit? "Please select a source port", I checked everything already

>> No.5739768

am in disbelief

>> No.5739770

green machine lookin motherfucker like joe rogan and an asari had a butt baby

>> No.5739780

The new version of Nashgore is out.

>> No.5739782

had to reinstall everything.

>> No.5739803

hey, shout outs to the guys from last thread who showed off the Hardcore Miniatures, just blew 90 freedombux on these guys

>> No.5739809
File: 69 KB, 960x560, expendables.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5739816

>the last one on the right

>> No.5739818

what the fuck
these are exquisite

>> No.5739819
File: 12 KB, 480x360, 1559032735096.jpg [View same] [iqdb] [saucenao] [google] [report]

I imagine this was already aligned
Looks good anon, it's so big nobody will notice a vertex being one unit away
Keep pushing through, I have fate on you, you are gonna make it

>> No.5739826

Is that supposed to be another Ranger?

>> No.5739827

What is the conversion for Doom units to rl units? 32u = 1m? That looks a bit too short for me, though, but 64 is too much. I want to make a car and I want it to look at least approximately right.

>> No.5739828
File: 633 KB, 541x540, bfg.png [View same] [iqdb] [saucenao] [google] [report]

Goddammit D4T with Dusk movement is so fucking good

>> No.5739834

>Sam but no Caleb

>> No.5739836

Why did they give Ranger the Q3A RL instead of the Q1 RL or even the nailgun?

>> No.5739837
File: 301 KB, 1500x1009, 1026428701.jpg [View same] [iqdb] [saucenao] [google] [report]

The Ranger models are listed as "Gladiator type A" and "Gladiator type B." Type B is his obvious Q3A appearance, but I don't know what type A is supposed to represent. His raider skin in QC? I thought it looked cool so I threw it in.
There's also a Type B Doomguy holding a chainsaw, got that too.

>> No.5739845


>> No.5739846

Which site is that? Is it not klukva miniatures? Because I can't find QUakeguy there, just the original Doom cover Doomguy and lots of Overwatch stuff.

>> No.5739849

Got a better shot of Ranger Type A? That weapon isn't ringing any bells.

>> No.5739858

nvm found it

>> No.5739929

>big chin Sam

>> No.5739945
File: 1.35 MB, 1366x768, Screenshot (70).png [View same] [iqdb] [saucenao] [google] [report]

>Unzip Eduke32 into my D drive
>copy DUKE3D file into the folder Eduke32 is in
>make a shortcut for it on my desktop
>load Duke 3D
>Great sounds and mouselook
>suddenly while opening a door in the movie theater, everything goes black, even the HUD.
Pic related.

>> No.5739949

Oh and furthermore, I couldn't close the program no matter how I tried until I restarted my computer.

>> No.5739954
File: 344 KB, 1920x1080, 1554118062804.jpg [View same] [iqdb] [saucenao] [google] [report]

can you do a functional ladder in vanilla quake?

>> No.5739976
File: 281 KB, 371x532, 200% nice.png [View same] [iqdb] [saucenao] [google] [report]

That looks tight as FUCK. What level wads would go well with this?

>> No.5739986
File: 989 KB, 2160x2160, 1076753018.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry, dipped out for an hour. here's the site link, it's got a gallery of 360 shots.
The description says it's a "chaingun." It's too different from the Q3A machine gun or HMG to be those, and it certainly isn't anything in Champions. Maybe it's just a generic gun?
yeah, klukva does the "truescale" versions of DG and nuDG, HM does "heroic" scale.

>> No.5740000

Not a /tg/ guy, but I know they dabble in these little dudes. What’s truscale and heroic?

>> No.5740002

It's gotta be a generic mishmash. The tri-fluted and apparently rotating front end brings to mind the Q3A machien gun, but the rest is all different; there's a chaingun in Q3 Team Arena, but it looks nothing like that. Not sure about the mini itself either, that helmet's an original because Q1 and Q3A use the same brown square helmet and Q:C's helmets are just a two-tone version of those, sharing the same vents on the sides and the 'ear' vents as the original HUD face.

>> No.5740006

not really, the best you can do is a bunch of really thin and tall brushes together so the player gets shot upwards really quick

>> No.5740087
File: 1.18 MB, 1146x687, thing.png [View same] [iqdb] [saucenao] [google] [report]

I've never really explained this before, nor am a big expert, but I'll try. So like, truescale is just an object scaled down to a certain mm range. Heroic is, I think, Games Workshop's 28mm range with exaggerated features to make them stand out more.
I'll use these to stay on topic.
You're likely right, I can't pin down any specific inspiration. But if it looks cool, I can't complain.

>> No.5740092
File: 310 KB, 1114x768, 1553995432886.jpg [View same] [iqdb] [saucenao] [google] [report]

bsod'd my entire computer

>> No.5740109

Heroic Scale is also easier to cast/mold (the figures are more structurally strong) and easier to paint.
With modern injection molds and materials though, it's not quite as difficult to make more fine and precise looking figures with actual true proportions.

>> No.5740162


>> No.5740181
File: 55 KB, 680x510, innocent ranger.jpg [View same] [iqdb] [saucenao] [google] [report]

My second map for HUH is ocming along nicely.
Should hopefully be putting out a demo in 2 days or so.

>> No.5740195

So the uploader said he's making a mod which adds more enemies to the game, but I'm a bit confused on the naked part.

>> No.5740243

Does Zandronum even get updated still?
It seems like its codebase is extremely old compared to GZDoom.

>> No.5740262
File: 422 KB, 418x493, 1526067396174.png [View same] [iqdb] [saucenao] [google] [report]

I hope NuDoom "modding" can get to the point where the audio balancing for some of the weapons and the movement speed can be changed cus that'd be interesting. Maybe reintegrate that one strafejumping code the MP beta had way back.

That and not tie the goddamn crosshairs to the FOV, the HAR's is practically invisible when it's cranked up to 120-130. Or have FOV's higher than 130 reset to 90 at every goddamn save point.

>> No.5740287

Wait, that's a thing? I thought it was just my machine. The fucking HAR reticle becomes miniscule on certain resolutions.

>> No.5740296

No you're not alone. I haven't heard anyone else mention it but there's no way it's a hardware thing. Played NuDoom on two different rigs and it happened on both of them. It's honestly weird and kinda shitty.

>> No.5740413

I'm pretty sure that Zandronum is still based off of one the GZ 2 versions. If Graf cares enough to actually put proper netcode into GZ, Zandronum would die within hours.

>> No.5740428

I completely forgot how boring the Baron berserk glory kill was in 2016, shit looks like child wrestling.

>> No.5740451
File: 86 KB, 688x1024, 1563239856630.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5740469


>> No.5740484

This makes me think, if Machine Games ever goes through making a SP Quake game, there's a lot of potential to work this existential dread into Ranger's character.

As long as the gameplay is good, that is.

>> No.5740507

What would a modern reboot of Quake be like? It would have to be something different from nudoom, but original in its own right.
I'm thinking:
>desolate yet fantastical dimensions, each being varied
>large, handcrafted maps that entice the players to explore around
>hallucination effect, seeing shadows of things that aren't really there
>camera is ever so slightly shifting objects in the distance like in Q1
>rocketjumping at the cost of gained health/armor like in Q1
>some sort of movement mechanics, could be bhopping, strafejumping, or any combination
>secrets that are quite hard to get to, award players who've mastered the movement mechanics, only extra resources instead of collectibles await them
>overall sense of depression and death

>> No.5740510

Poor Ranger. He’s never going to see his wife, his daughter, or his son ever again.

>> No.5740513

d44m with a somewhat new coat of paint and axe replacing chainsaw
hire me bethesda, this one's free

>> No.5740521

don't forget the start map with a hidden nightmare difficulty
I love quake-style start maps so much

>> No.5740532

I'm already preordering the special edition for $90

>> No.5740572
File: 1.92 MB, 449x266, lonk plays quake.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.5740574
File: 249 KB, 700x400, 415E8A06-B92B-435F-AC37-7A36B9A13FD2.png [View same] [iqdb] [saucenao] [google] [report]

That could work, but they’d need to bring back Trent Reznor to voice Ranger again. And use and updated version of the Gladiator skin from Champions.

>> No.5740583

>And use and updated version of the Gladiator skin from Champions.
Gladiator strays too far from the original design. Ideally you'd want something between the two, like most of the normal skin's armor with the Gladiator helmet.

>> No.5740587

It's cool, but it's a bit far away from his original design. I'm not the biggest fan of his default QC look, maybe they could merge the two somehow.

>> No.5740612

his default skin looks the closest to his og design already. the helmet being two-toned is kinda shit, basically the same 'we need to carry over the standout color of the outfit to the helmet so it's INSTANTLY RECOGNIZABLE!!' shit from doom 4's praetor design with the fucking 100% green helmet.

aside from that just bring over the notches across the breastplate and you're good to go.

>> No.5740616

I just download Powerslave EX and camera controls with the mouse aren't working. Its like I can move it slightly but I cant turn around at all. Anyone know how to fix?

>> No.5740619


>> No.5740621

I really don't like the helmet, I guess that's it. The two tone plus the weird bumps that look like cat ears.

>> No.5740624

I like how the new helmet invokes the old one while being a bit more recognizable
thats why all the edits have it, you instantly know, "oh thats Ranger"

>> No.5740626

It's really weird to me that they recreated so much of the original armor in the default design including the silly bright red camo pants, and then forgot the two straps on the chestplate that are just about the only damn detail it has in Q1 and are present on both types of idbase enemies as well.

>> No.5740635
File: 2.21 MB, 1325x1043, file.png [View same] [iqdb] [saucenao] [google] [report]

ranger's helmet always had cat ears, QC is just the first time they're actually modeled instead of a flat texture

>> No.5740646

thank you my friend

>> No.5740648

What the hell, I never noticed. I guess I just like the flat dome.

>> No.5740650

I guess it's heresy but Quake 1 "setting" was heads and shoulders above Doom one for me. Fighting Lovecraftian monsters and death knights is million times more interesting than fighting demons from hell. Imagine the possibilites of creative monster and level designs. I would preorder it in a heartbeat.

>> No.5740656

>I guess it's heresy
no, that's a different game series

>> No.5740686

what the best duke nukem expac?

>> No.5740692

I've spent like a week trying to figure out which mod to play wads with and its beginning to get to me.

Guncaster is interesting and I love the ability to play on the highest difficulty setting consistently, making me feel like Im seeing all the content, but it feels so unsatisfying BECAUSE its so OP.

Project Brutality feels more satisfying because of the difficulty (and some of the gore, its fucking great to see a demon who killed you 6 times grimace and fall in half) but I have to play on lower difficulties, meaning that I feel like Im not seeing all of the content.

Which am I being more of a pussy about?

>> No.5740695

>praetor design with the FUCKING GREEN HELMET
What color are Sonics arms?

>> No.5740697

Play with Babel instead

>> No.5740702

I'd say its a decently popular opinion, the issue is that Quake's tone is dour and grim while Doom's is loud and brash, so people tend to enjoy Doom's setting more than Quake's even if Quake's is better.

>> No.5740704

Downloading now, does it work with 4.1.3 GZ or should I try and grab an older GZ

>> No.5740708

Beautiful/smooth/deadmarine doom with babel monsters and legendoom lite

>> No.5740713

makes him look like master chief.

>> No.5740716

I enjoy Quake's setting more in theory but in practice all Quakes setting amounted to was a bunch of brown castles for an entire game. Doom had a more varied color palette and I felt like I was actually going somewhere.

Space station
Space station being corrupted by hell

Brown Castle
Brown Castle
Brown Castle
Brown Castle

>> No.5740719

Stop talking shit, Karl.

>> No.5740737

This. I am not a fantasy kind of person, so space stations are much more interesting to me than castles with knights. I'd have wished for more eldritch horrors.

>> No.5740741

What are some really good and really obscure 90s shooters.

For me, I can heartily recommend these three PC/DOS games:
Cybermage (awesome campaign direction)
Eradicator (awesome mechanics)
Powerslave PC/BUILD (awesome level layouting).

These are just my three "... dude" games.

Two more I feel I should mention are
Pathways into Darkness (main game for 68k Macs and Demo2.0 for PowerPC Macs)
Alien Breed 3D II: The Killing Grounds, WHDLoad-patched (didn't play it long, but thought it was pretty damn ballsy and atmospheric as fuck).

Any other that would fit the bill?

>> No.5740750

Also, I guess I could mention Realms of the Haunting, but the parts of it that are actually good, are more or less entirely related to its movie-like qualities (moreover, as a movie, it very much jumps the shark in the last third of the game), dungeon layouting sucks in general, combat is ridiculously cheesable, and that fucking dungeon with brains and aliens is just a flat-out insult to the player. So, I dunno. It has good stuff, but I think it's a better youtube watch, than it is a game - while the 5 games I mebtioned previously, are actually games full-on.

>> No.5740757

Episode 4 (along with beta3's end.bsp)? Hello?
Also, Wind Tunnels and all 4 techbase levels, if you just happen to fancy sci-fi or something?

>> No.5740773

That game really inflamed my THICC Orc fetish for a week.

>> No.5740786

Really all it could use is some color.
Even if they're all castles, they could still be castles in different settings with different colors.
One castle could be surrounded with lava, in a dark mountainous region. Another could be covered in thick greenery, with grass and bushes growing all over the place.

>> No.5740791

The game is dominantly brown, but it's wrong to say EVERY episode is all brown.
>e3 is grey/blue metal themed
>every episode starts with a techbase map
>azure agony

>> No.5740794

> azure agony
daba diba da dai

>> No.5740830

How is Ep4 NOT fantasy? It looks like a slightly hellified version of the other medieval levels and still has knights n shiet.

>> No.5740835

How do I "doomify" a sprite? I mean, what is the difference between processing a picture to match the palette and it actually looking doom-ey? I just don't get it.

>> No.5740836

>every episode starts with a techbase map
Thats actually part of the problem for me. I don't feel like I'm going anywhere when I play Quake. I don't feel like I'm taking a journey to hell like when I play Doom. Having every episode start the same way makes them feel even more samey.

>> No.5740837

There's a way to make the automap show keys, right? I keep getting lost/stuck in D64D2. Just wanna speed things up. Please help me, anons.

>> No.5740839

What about episode 3? Except for the first level it's all runic.

>> No.5740841

So? Apart from the keys it's the same as all the others.

>> No.5740842

>brown castles

>> No.5740876
File: 50 KB, 750x1334, gwopfk7o9i331.jpg [View same] [iqdb] [saucenao] [google] [report]

HL1 fans always bitch about graphics mods. Wtf you on about?

>> No.5740882

Don't enable

>> No.5740905 [DELETED] 
File: 315 KB, 1920x1080, Screenshot_Doom_20190716_122304.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5740932

Gothic atmosphere overall with a section that's really dark, ala Episode 4.
Emphasis on lots of movement and maneuvering.
Individual monsters are very serious threats.
Trent Reznor soundtrack and HUHs.
A powerful feeling rocketlauncher you can carry a lot of shots for, and a powerful feeling supernailgun.
A non-linear level progression, a good kind.

>> No.5740934
File: 315 KB, 1920x1080, Screenshot_Doom_20190716_122304.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5740936

I can see where you're coming from, because even though Doom is my favorite, I really, REALLY adore Quake 1, and part of that is for its setting.

>> No.5740937

Does Babel work with any gameplay mod?

>> No.5740938

Spawns make me feel blue.

>> No.5740946
File: 238 KB, 1024x672, 1560256546360.jpg [View same] [iqdb] [saucenao] [google] [report]

Hard question to answer, because Doom used a wide mix of styles to make its graphics:
>graphics painted by hand on a computer
>graphics drawn with pencil and scanned in then processed
>graphics digitized from photos, clay sculpts, latex models, toys, random stuff they had just lying around, Kevin Cloud scraping his knee on his way to work in the morning, etc
>graphics from resource libraries (textures)

Pre-rendered 3D was about the one thing they weren't doing to make sprites.
Just make sure the shading and lighting is consistent and good.

>> No.5740947

Each individual level's essential blockout and item/enemy placements are singlehandedly handled by that level's sole designated designer, who also has the penultimate (barring game director) say in regard to the level props, lighting and artistry, and also handles any external playtesting feedback however he sees fit (yielding, again, only to game director).
Only that way it will truly be Quake, as opposed to Half-Life: Quake Edition.

>> No.5740949

I guess that's true. Sandy and American did some of their best levels for iD at that time, and it kinda feels like they were just doing what they thought would be good.

>> No.5740951

Why do you take intuitiveness for granted, to begin with? Because it's a product? It's literally not, it's goodwill, those people, at the end of the day, don't owe you anything. You don't owe them anything either. If ALL their work is that to you, which you state, then I am at a loss as to why you choose to continue exposing yourself to said work, instead of spending your time on more constructive or pleasant venues.

>> No.5740970

P.P.S. Alien Planet X64-2 (I think that's how it's called) has nothing to do with what I am looking for, it's a spin on Xen and Half-Life 1 in general (although it also contains at least one Unreal 1 reference).

>> No.5741005

Should I play Final DOOM? Do you recommend?

>> No.5741018

Yeah, but play TNT first, Plutonia second.

>> No.5741045

Gimme All your Blood OC!
pretty please!

>> No.5741062

Vacation >>>> DC >>>> Eating warm shit >>>> Nuclear Winter

>> No.5741089
File: 1.18 MB, 1182x1500, bhop and straferun.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5741090
File: 1.36 MB, 291x163, plutonia_level_32.gif [View same] [iqdb] [saucenao] [google] [report]

It's good. You can play them in any order, but TNT was developed first and is easier.

TNT is kind of an atmospheric deal, I want to say most of the maps are good, and the weak ones kind of gather in the end third. If you come to the level Habitat or Baron's Den, and think to yourself "My god, what the fuck is this shit?", I don't think many people would hold it against you if you cheated to leave those maps as soon as possible or used a guide.
Overall though, it's definitely worth playing, the first and second thirds have a bunch of fun and atmospheric maps, the music is top notch.

Plutonia goes for a different style, and is designed around the premise to that it would be really challenging on Ultra-Violence.
If the authors (Dario and Milo Casali) felt the map wasn't giving them enough of a hard time, they would go back and alter the maps to make sure it would still be difficult.
If this sounds like a lot to chew, it can still be played on Hurt Me Plenty, and it'll be more forgiving and less dickish, some may call Plutonia slaughter, but it really isn't, only map 32 fits that description at all.
The quality of the maps are pretty good, they're largely a bunch of homages to Doom 1 and Doom 2 maps, but with a spin on them.
Plutonia was made by just these two brothers in like 8 weeks (an amazingly tiny frame of time, if you consider how tight the maps are), and it's still remembered as a milestone in Doom mapping, Dario Casali would go on to work at Valve, making levels for the Half-Life games, to mention some.

>> No.5741092
File: 982 KB, 850x850, 1562655287471.png [View same] [iqdb] [saucenao] [google] [report]

All this talking about a Quake 1 reboot made me realize how much Doom Eternal is similiar to it.
-Think about it,the grappling hook,similiar to the one from Quake multiplayer.
-The way you move in different places,with a cannon or spaceship,like the slipgates.
-Some of the power ups are there like Quad Damage(Doom 4 also had them but still)
-The arm blade and Crucible are like the axe and Mjolnir
-The grunts are heavier and more similiar to Ranger grunts

Some of these are a bit of a stretch I know but I kinda fear this might be the closest thing to a new SP Quake game nowadays
I'm still hyped about it but that doesn't stop me from wanting a new Lovecraftian Quake.

>> No.5741097

Also jump pads

>> No.5741106

whats the best way to play the first two episodes of chex?

>> No.5741161

>-The way you move in different places,with a cannon or spaceship,like the slipgates.
They are literally called slipgates in game.

>> No.5741169
File: 178 KB, 780x656, heretic.jpg [View same] [iqdb] [saucenao] [google] [report]

I think doom eternal is trying to reference all the id software games in general, even for the ones they don't have rights too.

>> No.5741172

I guess the "carcass" enemy is supposed to be reference to the Strogg

>> No.5741232

David Kushner on Quake 1's sales:
>sales were good — with 250,000 units shipped — but not a phenomenon like Doom II
Was Q1 a really demanding game on 1996 PCs? Could your usual Packard Bells and Compaqs play it or was it too heavy for them?

>> No.5741242

Mapwich RC1 released.

>> No.5741274
File: 58 KB, 347x415, 1562644900559.jpg [View same] [iqdb] [saucenao] [google] [report]

>Replayed Doom Incarnate
>I used to have so much fun playing it
>I don't like it anymore

Yes,it added more features,weapons but it feels way too cluttered,sometimes I actually feel weaker than Vanilla Doom,you're like a glass cannon

>> No.5741309

so i've had this idea spinning in my head for a couple of days now
> ori and the blind forest
> all the combat revolves around movement
> all your attacks are some kind of mobility ability

> doom mod where your movement is your defence and offence
> the combat is the movement, and the movement is the combat
maybe a bit of metroid/prime thrown in for good measure
because i like the idea of replacing a wide arsenal with fewer weapons that each do more things alone and maybe even together

>> No.5741315

Jeesus, it looks dope af

>> No.5741339

> not pairing up ad_79 and breezeep

>> No.5741358

Damn, I remember this place but not the wad it comes from. Revilution maybe?

>> No.5741445

how do i even get this icon?

>> No.5741457

To anyone who's messed with the Dusk Movement mod, what are some good settings for movement/acceleration? The default settings feel a bit floaty and it feels kind of hard to turn.

>> No.5741467

seems like something out of 80s/early90s 2000AD

>> No.5741479


>> No.5741513
File: 220 KB, 1024x576, hedon.jpg [View same] [iqdb] [saucenao] [google] [report]

This would be more accurate for it

>> No.5741581

HDoom mod when?

>> No.5741589

That sounds interesting, but how would you exactly go on about it? Like, ramming enemies or jumping into them or what? Or wouldn't it be basically some kind of martial arts combat?

>> No.5741612

The Hipnotic Quake expansion is so fucking good. Hard as balls. And they so many interesting little things with the engine. How did they do those jump pads?

>> No.5741665

Anybody know what went wrong with Eduke32 like in
I've never experienced This in DOSBOX.

>> No.5741672

Oh shit, that's a pretty neat detail, I didn't notice they were from anything. Would be scary if a shambler came running at us at some point in the game.

>> No.5741691

Psshhhh.... *teleports around column* nothing personnel, git

>> No.5741695

All of a sudden, the music has completely disappeared while playing Duke 3D through eduke32. I have no idea what happened, it's just not working anymore. I checked it was enabled in the settings and everything too. Anyone know what's going on?

>> No.5741734
File: 211 KB, 1440x900, D_jL3VrXUAAAxnX.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5741737

For me the music works, but all visuals suddenly stopped working completely when I opened a door in the movie theater in E1M1: Hollywood Holocuast. Everything Went black, as shown in this screenshot of mine >>5739945

>> No.5741738

guess not even 64 is safe from the chaingunner menace

>> No.5741770

I don't like that he mimicked the originals' postures and color palettes. should've gone for something different.

>> No.5741779

64 could have been perfect if they hadn't used pain elementals and used arch-viles or revenants instead.

>> No.5741789

The hell kind of logic is this?

>> No.5741798

the doom 64 one where they took liberties with the designs for the most part.

>> No.5741806

Not really, those 4 monsters fit perfectly with the rest of the cast. Also the only d64 monster that really stands out from the original doom monsters is maybe the pain elemental, beacuse the cacodemon is literally just an OG pain elemental that they decided to name cacodemon. The rest is pretty much just an artstyle thing, much like the 4 new monsters who also aren't exact copies of the originals (eg: the revenant's odd looking cannons and shackles).

>> No.5741809

some designs in the game are meant to be loosely based on the originals, small details like arm position and a more subdued color scheme help them stand out from their 1993 counterparts at a glance. these custom models are too accurate to the outlines of vanilla doom's for comfort, it's like he didn't want to stray too far away.

they don't look... bad? I just expected something different.

>> No.5741816

precisely what I was thinking. the modellers would've come up with something infinitely more fucked up and crazy for the missing enemies. something you could go back to and say to yourself 'man they really did go all out'. I can still appreciate his work big time though.

>> No.5741857
File: 159 KB, 960x3418, Doomrl Knife Only.png [View same] [iqdb] [saucenao] [google] [report]

Back to DOOMRL, 'cause I was missing shotguns... Somehow ended up trying to get the melee badges. After a few tries, I beat a pussy game with Combat Knives only. Couldn't beat the Angel Of Berserk challenge though. Really needed to assemble a Piercing Blade to survive early and mid game. Getting Whizkid earlier to make higher raw damage knives did not help. Also probably should have made grappling boots instead of tactical boots. Knockback from multiple shotguns and rockets can be a killer.

>> No.5741865

It could have been interesting if there had been one whole episode of techbase, leading up to a slipgate to Quake. One of the mission packs did that. But I imagine they wanted the game to distinguish its setting from Doom, so they just relegated the techbases to quick intro levels.

>> No.5741880

These aren't Pyspy's are they? That doesn't look like his revenant.

>> No.5741895


>> No.5741938

> do melee build
> find a unique that doesn't fit that build

i know this pain too well
both in DRL and DRLA
> find uniques that are garbo outside of their specialst classes
> on map02

>> No.5741950

Try the Rogue one too. The expansions are seriously good stuff.

>> No.5741951

I won AoB using only the chainsaw for most of the game, it really carries you when you go vampire and then get the lance of Longinus

>> No.5741960

They're only single frames, I'm assuming he'll post the proper ones as complete sets later.

>> No.5741980

i think the issue can be what you can apply to the levels in terms of "material"
because doom hell had fireblu, flesh, metal, faces, rocks, etc
quake's settings need something on pair

>> No.5741994

i wonder what was it like to design the praetor suit the way it is
because you also have the retail cover art and the multiplayer and the studio that worked on it
like, there's no other way to explain it
imagine showing that design back in 2011 or something

>> No.5742013

Quake could use some FIREBLU, so we can wreck some encoding for people.

>> No.5742020

So what are those bottom 4? Fan mod? I like them.

>> No.5742043

how do you mean?

>> No.5742061

those are the questions i'm trying to figure out
also there's ofcourse the light orb that shoots at nearby enemies that you can also make explode that acts as your somewhat-ranged attack
also just thinking of cool multi purpose movement mechanics in general

>> No.5742075

quake also has flesh, metal, faces, rocks, dirt and bone
try turning filtering off

>> No.5742096
File: 1.92 MB, 1348x1121, shitpost.png [View same] [iqdb] [saucenao] [google] [report]

so I was thinking of making this terrible meme map

>> No.5742105

>terrible """"""""meme"""""""" map
Thats where you've done wrong. Now redo everything and report back once you've done

>> No.5742107

if you can beat it yourself we might make it into a secret level

>> No.5742120

These are awesome

>> No.5742130
File: 1.68 MB, 1308x750, cathedral.png [View same] [iqdb] [saucenao] [google] [report]

Ogre Plutonia has a nice ring to it, doesn't it. It came to my mind while I was testing my first one. I might or might not actually make it, right now I'm working on this one more seriously, that is if I manage to finish it quickly enough.
I recall someone already made a cathedral, didn't they?

>> No.5742148

Ogres on ledges? Gimme enough shells and I can do that.

>> No.5742150

Can't have enough Cathedrals, man.

>> No.5742161

This is how 40k starts.

>> No.5742162

guess my memory is just shit, so just color it is
like whether or not they would think anyone would compare the praetor suit to master chief
and by 2011 i meant where there was no modern doom game and it being a time when death battle made that video
just to imagine the reaction of doom fans then
gerardo194 is the author

>> No.5742179

unused renders of the sprites

>> No.5742181
File: 605 KB, 500x739, 688fe256-8df2-47ef-ac1a-cf8a48626ed7.png [View same] [iqdb] [saucenao] [google] [report]

Who are in your opinion the Top 5 fastest FPSs characters ever?
And explain your choice.

>> No.5742190

Not him but if I ever got into Doom mapping, I've always wanted to do a fakeout room in a level like anon's but with chaingunners and they're in their own holes in the wall with pillars that fall on and kill them instantly the moment you walk in there.

>> No.5742192

custom models.

>> No.5742197

holy mackerel anon that looks neat

>> No.5742251


>> No.5742254

this could mean if whiplish (that's his name) ever gets sprites, we know who to use as a base

>> No.5742258

im not going to list 5
but top spot is bitterman
go do some strafejumps in quake 2
your potential top speed is limitless, and strafejumping accelerates you constantly if you do it right

>> No.5742260

id fucked up by selling the shareware version with the full version being unlockable with an additional payment. Problem was that people quickly figured out how to unlock the full version on their own pretty quickly.

>> No.5742294


>> No.5742338


>> No.5742410

Is there like a size limit to how big a level can be in quake?
I'm testing my level and I'm just walking along a path but it teleports me out of bounds in the void on the opposite side of my map.

>> No.5742418

Without using a different protocol, 4096 units in each direction from 0,0,0, making a cube 8192 units on each side. Ctrl+A and center your map more towards where the axes meet; if you're still hitting the limits after that on a first map, you're falling for the Doom trap and building too far horizontally without making use of enough verticality.

>> No.5742428

Yes, TNT first, Plutonia second. TNT gets slow in the last third and Plutonia's difficulty might put you off a little

>> No.5742432
File: 38 KB, 583x572, 1532287956677.jpg [View same] [iqdb] [saucenao] [google] [report]

>American McGee
I think that he means that American McGee is the universe of discourse. He is everything and anything.

>> No.5742473

Hair looks wrong.

>> No.5742509

Remember Sigil?

>> No.5742520

Had a good chuckle at that.
Quake is all about gothic aesthetics though, to the point that trying to recreate/imitate the Notre Dame in Trenchbroom is actually entirely appropriate.

>> No.5742524

Yeah, I was listening to the Buckethead tracks while putting up my goods at the register at the store earlier, and I was thinking "Goddamn, this guitar is absolutely lit!" and also "Man, I never did play through Sigil on UV, nor did I find the secret level, I need to do that."

So I think I'll go and do that.

>> No.5742534
File: 19 KB, 320x200, 40ktermz.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5742536

Copper Quake updated to 1.05

>> No.5742542

How do Quake 1 skins even work? I don’t recall the game ever supporting it.

>> No.5742547
File: 35 KB, 421x427, no..jpg [View same] [iqdb] [saucenao] [google] [report]

What a fucking great game that Doom I and II are.

At what point did all went to shit? Gaming noways sucks fucking balls.
At what point did we go from gameplay focused games to the shit that it's mainstream nowadays?

Fuck modern gaming and fuck you. inb4 contrarians.

>> No.5742552

Sounds like a personal problem to me.

>> No.5742556
File: 510 KB, 734x613, foghorn butthurt.png [View same] [iqdb] [saucenao] [google] [report]

How about you go back to /v/ if you're gonna bitch about modern gaming then. If you act cancerous then you'll be considered cancerous.

>> No.5742558

Even back in the 1990s-early 2000s there were games with gameplay that was neither about getting to the flag at the end of the level nor offing as many enemies as you can.

>> No.5742560
File: 283 KB, 500x312, cranky's advice.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5742563
File: 1.70 MB, 1920x1080, rCkjKbC.png [View same] [iqdb] [saucenao] [google] [report]

Guy who made Quake 1.5 made Doom 2016 in Quake

>> No.5742564
File: 2.02 MB, 1920x1080, ECKvpYP.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5742565
File: 1.03 MB, 1920x1080, oYY1pzF.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5742568
File: 103 KB, 242x274, westinghouseface.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5742571
File: 1.87 MB, 1920x1080, z27CSbt.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5742572

What to heck

>> No.5742580

based cynical loser who thinks they have great taste in gaming

>> No.5742581
File: 63 KB, 515x499, d58a2e1d-1a92-420d-83d3-aed1041815ce.jpg [View same] [iqdb] [saucenao] [google] [report]

what the fuck

>> No.5742589

It's just a beta release with a single demo map but its got all the weapons, gore nests, enemies and glory kill kind of equivalent

>> No.5742602
File: 167 KB, 1154x896, file.png [View same] [iqdb] [saucenao] [google] [report]

Fairly new to wadding, using the good ol drag'n'drop method on GZDoom, dragged and dropped Memento Mori's MM and MMUS.wad but for whatever reason when i reached map 7 it reverted back to Doom II, am i missing something here?

>> No.5742603

It's still impressive and looks pretty good.

>> No.5742606
File: 744 KB, 245x300, 1517705926508.gif [View same] [iqdb] [saucenao] [google] [report]

fucking timing

>> No.5742608

Man I wish every enemy and gun was remade with the prerender style. Thats the problem with old prerendered games, all the 3D models are lost to time

>> No.5742624
File: 48 KB, 499x499, 1556504541782.jpg [View same] [iqdb] [saucenao] [google] [report]

>17 hours spent detailing what I now realize is exactly ten seconds of average-speed walking

>> No.5742642
File: 31 KB, 411x310, 1537757332586.jpg [View same] [iqdb] [saucenao] [google] [report]

fucking based

>> No.5742660

I haven't played it, so I can't make a full judgement of course, but he visuals are pretty spot on, and it's impressive to look at.

>> No.5742664
File: 57 KB, 1024x860, IMG_20190531_115055.jpg [View same] [iqdb] [saucenao] [google] [report]

>first doom 2016 gets a mod that adds more enemies
>now someone demasters it in the quake engine
ain't no mod tools, but should be fun. off to have a good time.

>> No.5742670

It's a start. Supposedly iD wants to eventually deliver on real mod tools for Doom Eternal, so maybe we'll see more elaborate stuff in the future.

>> No.5742680

Tried it a bit and this guy is a fucking wizard.
Quake 1.5. sure was impressive but this,I can't wait to play it.
But where did you get this info?

>> No.5742706

why do shamblers look like this in the reboot?

>> No.5742707

he is probably a discord leaker

>> No.5742735
File: 2.86 MB, 960x540, test.webm [View same] [iqdb] [saucenao] [google] [report]

My viewmodels are absolutely fucked up, but it's what I'm assuming to be a very early release, so it's fine. I probably installed everything wrong. Shit's neat so far.

>> No.5742736

Does anybody know where I can find a map compilation for Quake 1 that contains early Quake maps with fixes?

>> No.5742757

to match ranger's cat ears of course

>> No.5742765

he should've meowed since 1996.

>> No.5742767
File: 398 KB, 500x366, shambler ambles.gif [View same] [iqdb] [saucenao] [google] [report]

Someone either shoop away the ears on that cat, or put kawaii uguu catears on a Shambler, I need one of these to happen.

>> No.5742783
File: 351 KB, 1200x900, 1490741205689.jpg [View same] [iqdb] [saucenao] [google] [report]

>d'sparil on black plague
>spams so many disciples at me that the game starts to lag and the whole map is just purple projectiles
i'm not convinced this is possible

>> No.5742796

I missed this image so much.

>> No.5742805

He's gotta deliver some important lab results.

>> No.5742812

>lab results

>> No.5742819
File: 341 KB, 596x746, cyberchad.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.5742826
File: 746 KB, 426x590, bullofhell.webm [View same] [iqdb] [saucenao] [google] [report]

he's gonna fuck your bitch

>> No.5742835

wonder what the ears would look like on the shambler

>> No.5742839
File: 585 KB, 1008x780, Screenshot_Doom_20190716_222739.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5742848
File: 61 KB, 174x370, Capture.png [View same] [iqdb] [saucenao] [google] [report]

>old player model was apparently just the Q3A doomguy but with nudoom textures
If it wasn't in the jello format of Q1, it might not look so bad

>> No.5742935
File: 18 KB, 552x524, 1562974192199 (1).jpg [View same] [iqdb] [saucenao] [google] [report]

Recently played one of the console versions of nuDoom 1. WOW, YOU SHOULD HAVE TOLD ME WEAPONS CAN BE UPGRADED WITH CURRENCY IN-GAME!

>> No.5742940

I'm pretty sure they do? Like they tell you to go after those bots carrying upgrades, and to do challenges and objectives to get points.

>> No.5742947
File: 76 KB, 600x470, f7c.jpg [View same] [iqdb] [saucenao] [google] [report]

>10k on the Doom video
That's just weird man

>> No.5743013

>playing Quake for the first time today
>trash at it despite being on the easiest difficulty and going through levels with all the grace of a drunk and not finding much, if any, secrets
I like it though!

>> No.5743021

You'll get used to it. I find that the game was the most fun on Medium and Hard, you might move up there with some practice and experience.

>> No.5743084
File: 88 KB, 1599x925, file.png [View same] [iqdb] [saucenao] [google] [report]

>Mod_LoadTexinfo: 11 texture(s) missing from BSP file

I get this when trying to load the demo_map in the Slayer mod. I tried the other maps, and they give me the same error, but with different numbers. I tried on vkquake and quakespasm

>> No.5743089

The map author forgot to apply textures to some brushes somewhere. It shouldn't normally stop a map from loading.

>> No.5743091

I wonder why it's fucking me up then? I should mention that the program just closes about a second after giving me that message

>> No.5743095

looking again. I'm also getting
>Segmentation fault (core dumped)

>> No.5743103

How long is System Shock 2? My time is limited and I want to know if I'll have time to play it.

>> No.5743135

I dunno liek 12 hours or maybe 16?

>> No.5743136

I have absolutely no idea what would be causing that error. Normally segfault is something memory related in your OS itself; you're getting that message in Quake? What OS, Quake setup, etc.?

>> No.5743139

using Arch linux with vkquake from the AUR. I've only had this problem with this new Slayer mod. I've played the normal campaign, the mission packs, and Arcane dimensions without any problems

>> No.5743140

Cool. Sounds short. I'll definitely play it then since it looks cool.

>> No.5743143

Well there's your problem. Really though, /g/ memes aside (as I'm guilty of running it myself on a laptop), that sounds like the mod's fucking something up itself. Got a link to the download? I can't find one anywhere. Might be able to peruse it and see what's up. The mod itself is loading fine or else you couldn't get to the console, and the map STARTS loading fine, else it wouldn't spit out the missing texture error, but apparently something goes fucky at that point.

>> No.5743148

I just got the download from here in this thread >>5742563

>> No.5743149

Do you Chocolate Heretic?
Also yes, that fight is possible, but you have to get the puzzle behind it, its principle. Haven't blackplague-wandstarted it though.

>> No.5743158

Well, the mod works on Windows, even if they accidentally didn't comment out one line in the default config properly. Will throw Quake on the laptop now and see if it runs there.

>> No.5743165

keep in mind that this mod is probably not even supposed to be released to the public yet, any problems you might have could potentially be rectified in the future.

>> No.5743173

In E4M2, how exactly do you open the hidden door that leads to a bunch of shotgun guys, a baron, some imps, and a teleporter? Whether or not I can get it to open seems kind of random to me.

>> No.5743193

Alright, can't get a screenshot offhand but it's not just you, the mod immediately crashes on my system as well. Had to take a few minutes aside because for some reason there's a Microsoft partition on my drive now despite Windows having never touched this system and searching for similar cases is totally useless.

>> No.5743196
File: 344 KB, 1362x792, file.png [View same] [iqdb] [saucenao] [google] [report]

Well, the mods seems to work in darkplaces, but the text is absolutely fucked

>> No.5743203

Thanks for checking for me, hopefully this will be fixed in later versions

>> No.5743209
File: 50 KB, 1319x390, file.png [View same] [iqdb] [saucenao] [google] [report]

No problem. No idea what would be causing it, honestly- maybe the author did something really fucky in the QuakeC somewhere. As it is he used camelCase for the mod name which is not only a no-no for Quake itself given how finicky it can be with file paths but a pain for those of us who are novices that barely use Loonix and forget everything there is case-sensitive.

>> No.5743283

Yeah, it's no 30-40 hour rpg, with side quests and shit. You can breeze through pretty readily if you aren't fucking off too much. Though I spent an unhealthy amount of time in overworld on the gamepig.

>> No.5743346

Is there a better source port of Quake than ProQuake when it comes to LAN MP? Looking for a great solution to be able to host this or next weekend.

>> No.5743351

for LAN you can use literally anything, the old netquake protocol works just fine over LAN
it's only when you have significant ping (i.e. playing online) that it starts to feel like shit and quakeworld takes precedence

>> No.5743370

REEEEEEEEEEE why is Blender so hard to learn? I just want to make a fish. I wish Sketchup hadn't been sold, it was fucking easy to just make some shitty low poly shapes.

>> No.5743373

fuck blender. get max or maya, get on cgpeers, and torrent some good paid tutorials.

>> No.5743386
File: 170 KB, 1894x1356, IMG_20190310_204014.jpg [View same] [iqdb] [saucenao] [google] [report]

>Checks out the latest version of Project Brutality
>It's a clusterfuck of sounds and particle effects
>It's full of useless features and weapons
Wtf, I knew that this mod was a "Brutal Doom X10" but come on this is a mess

>> No.5743394

Welcome to the one of the biggest pitfalls of doom mods: Feature creep and an overabundance of STUFF. Just as much STUFF as they can humanly cram into a single mod. I kinda hate it.

>> No.5743406
File: 569 KB, 1920x1080, 1404658268_maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a thing I dislike too. It's cool to have more mechanics and different ways to play but there's a point you should stop.
It's impressive to watch but when you play them it's not that much fun.

I think one of the few ones that managed to pull it right is Guncaster. It essentially replaces the basic Doom weaponry and adds some new ones. It has a shop and inventory but they're easy to navigate.
My main issue are the particle effects which tend to slow it down.

At least it has a clever idea of what it wants to do.
Project Brutality is basically "let's throw as much stuff as we can, steal it if necessary".

>> No.5743419
File: 1.06 MB, 1774x1021, QSPASM.png [View same] [iqdb] [saucenao] [google] [report]

Question about Quakespasm - is there any way to edit the crosshair?
I'm used to playing with a simple green 2x2 pixel dot. Is there any way to change Quakespasm's crosshair to that?

>> No.5743427

>tfw unable to enjoy games that have linear/bilinear/trilinear texture filtering
>some great games from the late 90s and early 00s have this enabled and it's impossible to disable them

>> No.5743451

Yeah. Use the console. Should be something like "crosshair x" where x is the number crosshair you want. Look up the exact command if it isn't that but you can edit it.

>> No.5743462

nope, crosshair stays the same. Looks like that variable is only 1 or 0 and there are no other types of crosshair unless you mod it in.
So the next question is: how do I mod crosshair for Quakespasm?

>> No.5743468

Custom pak files

>> No.5743470

but what exactly do i put in those files? are there crosshair mods already that i can alter?

>> No.5743534

No. The crosshair in QS- and in vanilla Quake, and all ports that inherit that behavior, so basically everything but Darkplaces and its weird red-X or the Quakeworld ports- isn't actually a specific crosshair, but a plus sign from the ingame font displayed in the center of the screen.

That's a DP thing. In vanilla, the crosshair command controls -scaling- of the crosshair, as it doesn't auto-scale up with the HUD and console.

>> No.5743537

Rather, crosshair itself is just 0/1 (off/on) with scr_crosshairscale controlling the size. If you make it big enough you can actually see the grey drop-shadow effect that the font has.

>> No.5743554
File: 23 KB, 521x20, Quake has filter options too.png [View same] [iqdb] [saucenao] [google] [report]

C'mon man

>> No.5743572

I want to play some multiplayer Quake. Which game currently has the most active multiplayer scene? I'm pretty new but love how fast the game is.

Also did Champions ever find an audience or has it kinda died out?

>> No.5743579

The only people playing are people who are unbelievably god like veterens.

I think "Quakeworld" is the main hub for the like, 10 servers that are active.

>> No.5743582

That's a shame. Any similar games that might be better for someone new to older FPS? I have UT and UT2004 in my GOG library it seems.

>> No.5743594

Quake Live seriously isn't that bad for multiplayer Quake. And it has people actually playing it.

>> No.5743609

Doom? can disable
Quake? can disable
Thief? can disable
HL? can disable

>> No.5743613

I figured out how to disable it for Turok and Turok 2, even though it requires a mod, but Oni won't let me disable and I can't find a mod that does it.
(I realize Oni isn't technically retro but it's still frustrating.)

>> No.5743656

Yeah, yeah, understood, I already changed it. Sorry not sorry.

>> No.5743685
File: 284 KB, 2048x1152, IMG_20190717_101648.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.5743689

Could someone PLEASE find the screenshots of the long lost Space Hulk 40k mod for Q1?

>> No.5743712

Can you alter it so it uses "." instead of "+"?
And maybe change its color?

>> No.5743720

Holy shit this is some of the most beautiful texture design I've ever seen in the Quake engine

>> No.5743749
File: 46 KB, 213x300, spacemarine.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5743751

Just shove this directly in Quakespasm and it works beautifully. If he finishes making all the levels this might be the best Quake mod ever made, and I've played Arcane Dimensions.

>> No.5743758

Been playing Wolf3D lately and just got to the second episode. Been having fun so far. Should I look forward to Spear of Destiny and Mission 2/3?

>> No.5743770

After the Quake mapping fun is there any chance we could all jump on the Turok train?

Nightdive out out a pretty cool looking level editor they made from scratch a few years ago and from the looks of it like half a dozen people only ever bothered to use it. Most aren't even aware it's a thing.


>> No.5743774
File: 73 KB, 266x176, download.gif [View same] [iqdb] [saucenao] [google] [report]

never played Turok but that sounds like fun
but one at the time please

also I'm still adamant of Thief

>> No.5743780

Turok at it's best is just Quake with dinosaurs though. At its worst it's a Nintendo 64 platformer with confusing level design.
Why do you like it? I have all the Turok games available for PC but the arcadey 3-lives thing and level design just aren't that fun to me.

>> No.5743784

I wish more FPS had lives systems. I prefer them to quicksaves.

>> No.5743785

Did I dream or there used to be a thief general on /vr/?

>> No.5743789

Didn't you say the deadline for Thief submissions for some other project thing was a year from now? Lol

We should have a strawpoll to vote for Thief/Duke3D/Quake 2/Turok

We should do one a month (if HUH isn't a shitshow). A month to make a full map is enough for people that want to spend a lot of time or people who wanna just slap together something in their spare time.

>> No.5743794

How about a RR mapping contest? That could be interesting.

>> No.5743795

oh yeah for some reason the guys in ttlg wanted to hit the ground running for the 20th anniversary
not that I'm complaining

have you tried editing for Build? how much of a pain in the ass is it?

>> No.5743802

I actually think Outlaws would be a great game to map for and it doesn't have many good single player maps.

>> No.5743808

we can throw in Unreal too, just for the hell of it

though Outlaws was a great game, wouldn't mind giving it some love, assuming the mapping tools are not too arcane

>> No.5743810

>having this shit of an opinion
Not sure if you're trolling, but as much as I like Quake, Turok 2 btfo's it any day of the week even without makeup.

>> No.5743812

Sigil when?

>> No.5743846

>Unreal Tournament 1999 is dead
>Counter-Strike 1.6 is dead
>Team Fortress Classic is dead
where the fuck do I play multiplayer now?

>> No.5743849

its still downloadable or its lost to history?

i remember that there was even 1st person storm bolter models

>> No.5743859
File: 2.15 MB, 3944x6088, doomcomic.jpg [View same] [iqdb] [saucenao] [google] [report]

the doom comic page was silently updated with a new better scan https://www.doomworld.com/10years/doomcomic/comic.php?page=0

>> No.5743864

Based Slowpoke

>> No.5743887

play teftu
its got rocketjumping

>> No.5743895

OP Mega's got a better scan

>> No.5743915
File: 756 KB, 664x960, 1561417453449.png [View same] [iqdb] [saucenao] [google] [report]

It's funny, the crosshair's so small and nonconventional (it just being a plus sign from the font) but despite that I can easily aim just fine and land good amount of hits 90%+ of the time. Goes to show how controlling Quake with the right settings/sourceport still feels great after over 20 years.

>> No.5743918

Blender isnt any harder than Maya. Especially now.
Anyone telling you to avoid it in favor of Maya is an idiot.

>> No.5743931

>OP Mega's got a better scan

you could not possibly be more wrong

* the old doomworld scan was literally that exact scan, just resampled smaller for web view

* that exact scan was originally given to doomworld through back channels and then the CBZ was ORIGINALLY COMPILED AND RELEASED ON THE DOOM COMIC PAGE

*the new scan is higher resolution and has more saturated colors with better accuracy

>> No.5743964

How's blender better than maya? Other than it being free.

>> No.5744015

is staring at that tight derriere considered heresy?

>> No.5744016
File: 808 KB, 627x538, cleanup.png [View same] [iqdb] [saucenao] [google] [report]

More than just a resample I think. I'm not so sure it's the same print, anon.

>> No.5744018
File: 1.04 MB, 1379x825, ship.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to continue with space station map
>have no motivation to continue because I still have to add rooms in a semi-meaningful manner, place lights, decorations and enemies
>considering doing a CTF episode with just techbase enemies who try to take over the station
>escape shuttle still looks like shit

>> No.5744176

it looks ok to me

>> No.5744192

This looks fine to me. Don't lose yourself in this. It's just meant for fun. Don't be expecting or pushing yourself for massive quality.

>> No.5744237

that shit looks neat man

>> No.5744241
File: 769 KB, 2101x729, pixels.jpg [View same] [iqdb] [saucenao] [google] [report]

>More than just a resample I think. I'm not so sure it's the same print, anon.

same scan, I can tell by the pixels,

>> No.5744309

What programs were used to make the textures for 3D games like Quake and Half Life?

>> No.5744310


>> No.5744312

Anyone know a mod like this that works for every mods?

>> No.5744315

Really? I always thought Paint was just a basic pre-installed program. I didn't think you could do all that with it. Then again, those guys were professional artists.

>> No.5744318

What tricks do you use in /vr/ games?

>> No.5744319

It does

>> No.5744320

But what happened to the screentones?

>> No.5744336

Bhop in pretty much any Quake map/mod.

>> No.5744356

Not for me unfortunately. Some but not all.

>> No.5744430

How is Mark V for Quake?

>> No.5744435

has a couple more options, a level selector and doesnt lag on maps that are surrounded by a skybox

>> No.5744436
File: 15 KB, 320x368, temp.png [View same] [iqdb] [saucenao] [google] [report]

Colors aren't final. More or less a finished sprite otherwise. Just need to do about 1/2 of his rotations and an explodey death.

>> No.5744442
File: 560 KB, 747x402, Безымянный.png [View same] [iqdb] [saucenao] [google] [report]

It's good. My laptop couldn't run Quakespasm properly (some lag and a brightness issue) because of troubled OpenGL support, I downloaded Mark V instead and it worked like a charm. Beat the expansions and a couple of Arcane Dimensions maps. I think it's supposed to be one of predecessors to Quakespasm with some slightly different features.

>> No.5744443
File: 29 KB, 1053x1006, Roteinfriedung.png [View same] [iqdb] [saucenao] [google] [report]

Really well done anon, what project is this for?

also i might want to post my attempt at making a monster, i got the sprites done along with the movement and everything but making him do an attack that doesn't fucking kill him is hard

>> No.5744460

Thanks. It's for an expansion to rekkr that's slowly going forward.

What's killing him? projectile explosion damage, or wut?

>> No.5744479

I had a similiar issue.
It's really sweet. And yeah it's like Quakespasm but you don't have to disable the vaseline.

Rekkr? I thought it was a robot.
But it looks cool anyway anon,keep it up

>> No.5744483

how do I merge brushes?

>> No.5744490

>I thought it was a robot
skeleton arms and a mask.
It's not a demon monster per se though. It's for this whole... thing.

>> No.5744521
File: 490 KB, 708x774, hvywpnman.png [View same] [iqdb] [saucenao] [google] [report]

Browsing around the HL wiki and learning more about the SDK leads me to believe that they made very high quality paintings of the textures, and then they downsized them for the game. Neat!

>> No.5744523

ctrl+J, but it only works convex

>> No.5744540
File: 102 KB, 1024x601, download.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom has satanic imagery,bible references etc
Basic stuff for a depiction of hell

>Quake has crucified zombies and a Jesus texture
>There's a Jesus statue in Quake 3 too

>> No.5744549

well the attack i was coding for him, it's essentially a grapple bomb that he explodes on top of him which releases small ones around him to damage his enemies.

>> No.5744561
File: 2.11 MB, 2976x3968, IMG_20190626_203853.jpg [View same] [iqdb] [saucenao] [google] [report]

I've seen discussions regarding a Doomgal(we even have a mod for that) and I was thinking:which genderbend version of a FPS character would you like to see? And why?

>> No.5744574

Turok, for the scissoring with Adon.

>> No.5744587

How much room does the fucking RL need for it to spawn? I put it in a 64x64 box with 4u room on each side and it STILL won't spawn. Why do the fucking boxes not indicate the actual size of the entity? Same with the dumb fucking demon, can't place it in cages or too close to walls or it will get stuck.

>> No.5744598
File: 198 KB, 1357x1038, Quake_Live_-_Crash_Avatar.jpg [View same] [iqdb] [saucenao] [google] [report]

why bother genderbending when you've already got everything you need

>> No.5744606

Crash is cool and all but she would be excellent if she was more swole.

>> No.5744616

She still has toned arms and tight abs. If she were more swole it'd take away attention from her huge fucking tits. IMO she works great as a design even given how little there is to go on- instead of Doomguy's silent, hulking machismo, Crash is a chatterbox of a (comparatively) pint-sized powerhouse who still taught Doom at least half of everything he knows and she remains the strongest competitor in the Arenas Eternal.

>> No.5744620

Make sure the ceiling isn't touching, not just the walls.

>> No.5744627

using gzdoom, is there anyway to enable autosave on picking up a keycard? I did search the options, but if there isn't some obvious way I could always do it myself.

also, how crowded is your save menu? is there a way to have a different folder for saves for each zdl config?

>> No.5744629

Neither ceiling nor floor was touching. I just tried it with a box next to the other one. Now it works, for all weapons. What the actual fuck. Could it have something to do that one of the walls of the first box was an outside wall?

>> No.5744631
File: 30 KB, 639x536, hmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

That's fair. To each their own.I think the one who should be more buff should be Hunter,she's an amazon after all.

But about Crash,I was surprised when I found out she was Doomguy's instructor. I wish Id Software brings her back for Quake Champions or hell maybe in a DLC for Eternal,she has so much potential.
But it's not gonna happen

>> No.5744646

Hunter is already pretty wide in-game, they just got sort of lazy with the texture work even if you can see a bit of abs and defined back muscles. Presumably they couldn't go all out modeling because Steed put 80% of her polygon budget to her tits and ass. Maybe she'll be properly shredded if id ever stops being dumb and adds her to QC.

In terns of visible muscle definition, I'd say it's probably something like:
>Hunter > Major > Crash > Slash > Lucy

>> No.5744649

>>also, how crowded is your save menu? is there a way to have a different folder for saves for each zdl config?
Seconding this, I doubt there is a way though.

>> No.5744668

Hm. Wish I could help with that. I only know dehacked fuckery.

>> No.5744697

Has anyone else played Arcane Dimensions test maps? #3 is broken to the point it can't be finished.

>> No.5744763
File: 182 KB, 1000x900, ayy.png [View same] [iqdb] [saucenao] [google] [report]

wait a second
her boots are different!

>> No.5744765

is that you marphy

>> No.5744773

hehe boobie bones

>> No.5744778

you're not about to tell me that Revenant100 did a video specifically on a HL character's breasts

>> No.5744785
File: 549 KB, 1280x2738, Elephantman penetrates JonCarmack.png [View same] [iqdb] [saucenao] [google] [report]

Whacking NOT-John Carmack with a shotgun was harder than I thought. Needed some BFG support to clear those Revenants. Combat shotgun was no good even with piercing damage from AotD skill.

>> No.5744789

Did you place it directly on the floor? It may have fell through. Turn on "developer 1" in the console and it'll tell you if so.

>> No.5744870

noticed this from kinsie's twitter and according to this update that came a while ago, aleph one may have better mouse support
i wonder how long until marathon also has manual reloading and dedicated hotkeys for the weapons instead of just simply scrolling through them

>> No.5744875

how do you get to Carmack?

>> No.5744908

Getting some Pathways Into Darkness vibes from this fella, very nice.

>> No.5744961

Fuck yeah i thought that was your work, the blue too. Looks cool.

>> No.5744968
File: 141 KB, 1366x768, shit2doo.png [View same] [iqdb] [saucenao] [google] [report]

updated this here https://files.catbox.moe/71x0i6.wad

really needs infinite height off

>> No.5745063

anyone noticed the newest GZdoom crashes when finding a secret?

>> No.5745071

fuck off and kys you miserable shit

>> No.5745079


>> No.5745086

fellas what is your favorite doom wad

>> No.5745089


>> No.5745092

does anyone have any tutorials for making a mod for doom
even something so small seems intimidating to me because I don't know where to start

>> No.5745095


>> No.5745098

I don't mean a new map or something I mean by messing around with the source code
sorry Im a pleb

>> No.5745101


knock yourself out

>> No.5745147

Why are people obsessed with demaking Doom 2016 in these games? Instead of copying 2016 why not make something new?

>> No.5745150

Seriously man I just want a nice set of levels with decent challenge that doesn't devolve into slaughter-shit. Just give me a fuckin map pack please im desperate.

>> No.5745151

You need to find a randomly generated nuclear bomb(or a much rarer nuclear rifle/ nuclear BFG/ AngelArm), then set it off during final stage AND survive the nuke with invincibility. Strangely I found a nuke for the 2 times I did a shotgun run. Getting invincibility is slightly easier because there's a lava stage ,with a lava monster, that drops an item that gives limited invincibility for 10 turns.

Of course, you'll need to carry an environmental suit with you to walk across that lava stage.(Could also create lava boots for that purpose but that requires a rare modpack.)

>> No.5745152
File: 3.17 MB, 1920x1080, runegar1.png [View same] [iqdb] [saucenao] [google] [report]

my second HUH map

>> No.5745169

It's easier to copy existing map designs? And nostalgia I guess?

>> No.5745185

mashups exist because people like things and it's natural that the human brain wants to bring them together and see what they look like

'new' is overrated. what is new? why something new? is this not new?

>> No.5745192

What would a doom flavored chocolate bar be like?
>Spicy from jalapenos
>Has FIREBLU poprocks in it
>Gooey center

>> No.5745193
File: 625 KB, 1008x780, Screenshot_Doom_20190716_212605.png [View same] [iqdb] [saucenao] [google] [report]

>> No.5745225

is it just me or do Quake's weapons feel kinda poopy

>> No.5745230

it's just you and your subpar, super-shotgun-molesting, thinks-two-cycled-photographs-is-animation brain

>> No.5745231

lol k

>> No.5745236
File: 163 KB, 322x267, Durf Vadder.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5745253
File: 685 KB, 1160x768, file.png [View same] [iqdb] [saucenao] [google] [report]

Outlining fiddly ceiling bits. Feels vaguely like building castle walls and cannons in Rampart. Does anyone even remember that game?

>> No.5745279

The grenade launcher is the most satisfying weapon to have ever been in an FPS.

>> No.5745285

It's just that enemies have more HP on average because there could be less of them on-screen at any given time.
I love how it's basically a rocket launcher that requires more skill. It makes for some more interesting gameplay.

>> No.5745290

>enemies have more HP on average
Only because Quake's "one shot kill" walking paper mache mooks are only really found in idbase levels (Grunts and Rotties) so once an episode. Quake also doesn't have anything near as spongey as Barons and similar big baddies; Shamblers go down quick to anything from the double barrel shotgun up, given the player can dance the dance.

>> No.5745321

Has anyone made a brutal quake mod yet?

>> No.5745332



>> No.5745356

Quake 1.5

>> No.5745380


>> No.5745396

Heres how my working Caribbean expansion is set up
>grp and con files in root eduke32 folder
>shortcut to eduke32 with the arguments -g VACATION.grp -x VACATION.CON

>> No.5745452

Sometimes it's fun to do stupid shit like this.
I mean, this looks leagues ahead of garbage like Doomslayer Chronicles, so the fact that it doesn't suck means it still has value.

Maybe they want to mod and make maps for Doom 4, but Doom 4 doesn't really have any support for that, so he figures "Well, I'll just make my own Doom 4 to toy with."

>> No.5745484

that fight was absolute bullshit. good thing I found that invulsphere so I could rj back up and cheese him out.

>> No.5745486

>that fight was absolute bullshit
Are you fucking retarded?

>> No.5745506

Kinda looks like something out of the Killing Floor mod.

>> No.5745517

>75% of the fight consists of getting thrown around the arena because he won't stop ground stomping
>followed by a volley of rockets, one of which is most likely to hit you
>the rock formations are destructible so there comes a point you're just an easy target
>a trillion fucking health points
yeah, it's shit.

>> No.5745519

It's trash retard.

>> No.5745523

It's just you. You could say it lacks a true BFG weapon, but Quake doesn't really put you in situations where that's extremely necessary, and Quad Damage soups up all your weapons for whatever you might need anyway, and they're fairly generous with handing them out.

Quake's Super Shotgun isn't as much of a pounder as Doom's normally, but with Quad you still get four times the damage on all of those pellets, to the point that this otherwise kind of middling weapon is workable Shambler medicine.
Naturally, the Rocket Launcher or Thunderbolt are absolute devastators with said powerup, allowing you to decimate large groups of enemies in a pretty expedient manner.

>> No.5745527

Is this what happens when all you play is old school FPS? A boss comes along where simply running around in a circle like a retard isn't enough to take no damage and you just call it shit? Its somewhat tough but its easily manageable if you aren't completely braindead.

>> No.5745546

yeah no. perhaps make an effort to point out what about it is supposedly good and well designed instead of blindly spewing shit to the people who criticize it. it's a fucking gimmick and it sucks. stay mad.

>> No.5745547
File: 1.36 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google] [report]

just finished SoA on nightmare
whoever made hip3m3 can get castrated

>> No.5745552
File: 22 KB, 414x600, nuclear butthurt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.5745553

yeah no retort as I'd figured kek. try harder next time.

>> No.5745554
File: 25 KB, 960x489, 1480773448005.png [View same] [iqdb] [saucenao] [google] [report]


Apply conservatively.

>> No.5745561

That'd be Tom Mustaine. He's done some good maps, and some which are maybe not so good.

>> No.5745564

Nigger I'm just shocked that anyone here would consider a boss like that "bullshit" to the point where they have to cheese it. You would have to, and I mean this sincerely, be absolutely terrible at videogames to consider a boss like that above moderate difficulty.

>> No.5745571

Stop sucking at videogames.

>> No.5745572

yeah good job I definitely cannot tell it's you again lol.

>> No.5745584

how are you supposed to fight him anyways? or at least hold on long enough for him to die before he gets you. I swear he loves that ground pound because it's the only attack he ever uses. it gets you in the air as well so there's no way to avoid him getting with splash damage.

>> No.5745597

I haven't played it in a while, but I remember not dying and not finding powerups.
Just git gud I guess.

>> No.5745603

just grab the invulnerability sphere that sits below the arena and feed him a steady stream of plasma. you should be golden with just that, but if it starts running out, it could come in handy to rj back up to the starting area and pick at him with your other weapons. truth is he is way durable so the fight is more boring, contrived and frustrating than it is actually tough. hindering player movement every fraction of a second isn't a very good idea.

>> No.5745604

I just did what I did in nudoom: strafe his rocket barrage as they fly mere cm from your face

>> No.5745606

rocketjump out of the arena. pay no mind to the retarded samefag

>> No.5745615

About how long is this beta build? Was planning on playing something else tonight but I need to fucking try this

>> No.5745617

you start off falling into that blue room, then you go into an arena, and then you teleport to a hell arena. it's rough, but i think it was a leaked build. it's about 20 minutes if you don't die.

>> No.5745620

after a couple attempts trying to do it normally i gave up and did exactly that. then i just punched him in the nose a trillion times until it died because i ran out of ammo and made it out with like 10 shells.

>> No.5745649

Got through it, it's pretty fucking great. Can't wait for a full campaign to come from this.

>> No.5745659

I actually want to see how Crash would react to seeing Doom Slayer now.

>> No.5745663

you could try getting through the vanilla quake campaign with it. it's fun although enemies won't stay put and jump all over the place oftentimes out of their stationary platforms. you gotta try ziggurat vertigo with it. it's like a bouncy castle with hell knights. made my day for sure.

>> No.5745667


They did, check Chuck Jone's portfolio at Artstation, every render he made shows the models using high res textures.

>> No.5745671

this works but feels just as cheap. honestly not seeing how the fight is supposed to be 'tough but doable' if it's just getting bounced all over the place like a rubber ball and getting caught with splash damage. it could be great if he didn't do those ground stomps, they add nothing to the fight except be annoying. whatever, I still managed to do it in like my sixth attempt, no mid-level saves.

>> No.5745673

holy shit

>> No.5745674

Which is better Duke it out in D.C. or Life is a Beach?

>> No.5745676


>> No.5745684

what a shame.

>> No.5745690

Life's A Beach by far.
Duke It Out In D.C isn't bad, but opinions on the maps are divided, some like them, some don't.

D.C has a huge map called Smithsonian Terror, taking place in the Smithsonian, it's big and cool, but it's also drawn out and a chore in other ways. Depending on who you ask, you will hear someone say it was the best map of the episode, while another will lament how much they disliked it, there seems to be little middleground.
It's worth checking it out, who knows, maybe you'll be one of the people who really like it.

>> No.5745702

Regarding Doom, do y'all prefer the original 8bit look with colour banding or Truecolour/OpenGL?

>> No.5745708

Not that poster, but I suffered through that shitheap once when I rolled it in Attrition.

Never again.

I don't really mind either way (I think I've been playing in GL for longer than I did software based ports) but the oldschool crunchy rendering hits different.

This did give me an excuse to bring up this mod tho: https://forum.zdoom.org/viewtopic.php?f=103&t=58762

Apparently it's supposed to recreate how the High Color option in the Alphas would've looked if it were fully implemented.

>> No.5745718

NRFTL, it's an episode long and it's great

>> No.5745827
File: 86 KB, 757x1024, download (1).jpg [View same] [iqdb] [saucenao] [google] [report]

Playing Deathwish for Blood and I'm really impressed how much love and care was put into it.
The level design,the new music and it even has cutscenes(that are not a slideshow like in Cryptic Passage).
Fucking love this

>> No.5745868

Does Caleb have long or short hair?

>> No.5745871

>Not enjoying shooting Super-Nailgun, Grenade Launcher and Rocket Launcher

>> No.5745872


>> No.5745875

I think the regular NG looks way cooler than the SNG and that the RL is fucking ugly. I strongly prefer the Q3 version.

>> No.5745901


>> No.5745905


>> No.5745936

> color banding
> not enabling dithering

>> No.5745940

What are some good Doom1 E2/E3 replacement wads?

>> No.5745942

Doom's color palette is 8bit

>> No.5745946
File: 260 KB, 1152x2048, download.jpg [View same] [iqdb] [saucenao] [google] [report]

Finally finished it and yes It's awesome. I dare to say is on the same level of the base game.
Wish it had more attention

>> No.5745951

I once tried to collect megawads that don't devolve into slaughter, but unfortunately it didn't went really far. You can thank Hell Revealed for this trend. As for stuff that plays fine, I can recommend final doom sequels (plutonia 2, prcp, tnt revilution, TNT2 DEVILUTION WHEN), Eviternity & Valiant.

>> No.5745975

deathwish goes fucking bonkers and i love it

>> No.5745976

Now you post webms

>> No.5745983
File: 109 KB, 262x240, doupefeesh.png [View same] [iqdb] [saucenao] [google] [report]


>> No.5745989
File: 243 KB, 400x426, 1529677473777.png [View same] [iqdb] [saucenao] [google] [report]

a mod that is based around the use of a single weapon
what is that weapon and how would it work?

>> No.5745993

1 hit, 1 kill. Action Doom.

>> No.5745994

I made a Lawgiver Mk II mod. My idea was to make several small SWAT-style levels you had to solve as a judge with a set amount of ammo. I suck at mapping, so it never happened.

>> No.5746031

Isn't Instagib pretty much that? Otherwise I assume significantly different firing modes on one gun wouldn't count since it would just be multiple guns in one and defeat the purpose. Ammo type swapping could work like a revolver that shoots buckshot or explosives or whatever the fuck, but it's similar. A singular weapon alone with no hard gimmicks would have to be something overpowered and/or work with new mechanics that would need to make you approach Doom maps differently, but reliably. The mod becomes the gimmick than the weapon.

It won't be easy to find a middle ground to say the least, given Doom's variety in weaponry and especially monsters, especially with how mappers control the two as well.

>> No.5746056
File: 1.29 MB, 1920x1080, layout.png [View same] [iqdb] [saucenao] [google] [report]

trying to come out with map layouts for gameplay first is not as satisfying as making trippy landscapes and worrying about the rest later

also this looks like something you could do in Doom, Romero would slap me for this

>> No.5746075

Make a bridge structure or something over the lava, maybe with some secret under the bridge you reach by RJ or something like that.

>> No.5746093

I have the following problem in Quake:

I have a door I want to make regularly passable UNTIL it's blocked by a shutter. However, installing the shutter I found out that the door will now not open anymore. I assume that is because of the shutter brush completely enclosing the door. Is there a way to make the door passable or am I fucked?

>> No.5746125
File: 6 KB, 168x300, images~03.jpg [View same] [iqdb] [saucenao] [google] [report]

>Episode 2 is called Scar Trek
>"It's problably just a pun I don't you actually go in space in this one"
>It actually does

>> No.5746134

Tim Willits leaving id software.

>> No.5746136
File: 932 KB, 1024x728, keel.png [View same] [iqdb] [saucenao] [google] [report]

Well there goes /arena/'s Tim memes.

>> No.5746137


>> No.5746151

Thank fucking christ.

>> No.5746153

inspiration always comes from somewhere
also, doom 4 lacks proper modding and some people like some of its ideas but not others (arena lockdowns, the art style, mp etc)

>> No.5746154

What an absolute Gaylord Texan

>> No.5746156

About 24 years too late.

>> No.5746192

i'm out of the loop
give me the short version

>> No.5746247
File: 288 KB, 1920x1080, evilmastermind.jpg [View same] [iqdb] [saucenao] [google] [report]

For some reason, people are happy that the guy who invented both mutliplayer and Quake is leaving id software.

>> No.5746256
File: 3.77 MB, 900x1800, 1561501774459.png [View same] [iqdb] [saucenao] [google] [report]

>invented multiplayer

>> No.5746261
File: 319 KB, 1904x1057, timmy.png [View same] [iqdb] [saucenao] [google] [report]

>Timmy Wimmy claims to have invented deathmatch or something so Bethesda can use it as a marketing phrase for Champions
>both Romero and McGee go on Twitter and call him out for being full of shit

>> No.5746279

New thread.


>> No.5746403

so now it's just kevin cloud as the "old blood" of id and maybe that assistant lady
what about memento mori and requiem?
there's also moonblood and 300 minutes of /vr/
is it the secret notifier?

>> No.5746430

Better like that. Now it's only Kevin Cloud, right?

>> No.5746457
File: 330 KB, 600x400, 1535849031384.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuck, I haven't seen that one for a while

>> No.5746461

is tim willits the keiji inafune of id?

>> No.5747570

To me the alarm in DOOM 2016 sounds slightly like Chewbacca when he talks.

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