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6102017 No.6102017 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6096867

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


(or Quake, Duke, Marathon, 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 Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware

Doom RPG series



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








>> No.6102019

=== NEWS ===

[12-29]Wastewater Station, a new Quake 2 map, is finally released!
variableone.com/maps/newcrash.zip (1.5mb)

[12-28]Doomsday Engine 2.2.0 released(Stable build) also its 20 years old birthday release (Dec 18 2000)

[12-27]Quakewulf is working on the sequel of Sonic Mayhem for Quake 2

[12-27]Doom Shinobi announced for spring 2020.

[12-26]Unit released for Q2RTX only

[12-25]Samsara gets a new release with Ian Paul Freeley

[12-24]Syringe, a 6 map limit-removing* mapset from Pavera, Tarnsman, Marcaek, & Xaser

[12-23]Heretical Doom 1.4 and HDMonsters 0.4 have been released:

[12-23]Quake 2 beta PBR Textures released

[12-19] Quake Christmas Jam 2019 Released

[12-17] Clusterfuck 4.0 released.

[12-16] Someone is working on a FreeDoom equivalent for Quake called LibreQuake

[12-16] Bury My Heart Knee Deep completed.

[12-15] DBP18 RC2 Released

[12-13] Someone working on a Quake 2 Upscaled pack

=== PREVIOUS ===



>> No.6102028
File: 2.43 MB, 1024x768, hideous plutonia.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6102029

MetaDoom should have made the nightmare Spectre SLOWER instead of faster than a Spectre because in PS1 they didn't have speed as an advantage and it can create a reverse parallel to the Hellhounds (Faster but lower health)
Sawcubi already have the advantage of a chainsaw over biting animations, so lowering their health a bit just states they're chainsaw Imps.
Not sure if cooldowns could fix the potential overuse of alt fires or even give them seperate ammo.

>> No.6102040

Also, the mod may have the same issue new Doom itself has which is "giving a lot more to the player than enemies".
There's probably some abilities enemies could have and then you have a Baron's fireball splitting into 4.
>Cybermancubus projectile exploding creates toxic slime on the floor that can be washed off by HWP and resisted by radsuits
>Summoners could summon specific enemy types from certain slots based on what enemy corpse they encounter (Standing next to the 64 Caco can lead to the 2016 one showing up, for example, so he's switching through slots and won't spawn a Pinky on top of a Baron)
>Maybe give the Spiborgs that possessed soldier projectile that freezes in mid air and explodes after a short delay
>Cybermanc's projectiles working differently could allow a possible enemy in the future shoot grenades on their own
Even Eternal shows some ways to make the Carcass work, so MetaDoom could make that one guy drop a shield wall pick up or Plasma ammo.

>> No.6102078

What if the next Quake game is made with either the Frostbite or Unreal Engine?

>> No.6102079

QC was made on Saber tech because Tim Willits is a fucking whore. If ID tries making a new quake, they will use ID tech 6 at the very least.

>> No.6102090
File: 82 KB, 480x480, faceapp-Quake-Champions-Ranger-1.jpg [View same] [iqdb] [saucenao] [google] [report]

And possibly with a single player campaign centered around the Lovecraftian setting.

>> No.6102091
File: 4 KB, 100x100, no chicken.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6102093

I hope they make updates to the engine they use to support non-euclidean geometry. That would be insane.

>> No.6102095

It does though, you just have to be clever with it

>> No.6102105
File: 32 KB, 360x626, IMG_20190302_190712.jpg [View same] [iqdb] [saucenao] [google] [report]

The 2010s was such an odd year for old FPS IPs
Comebacks only to die later on:
>Duke Nukem Forever comes out and is disappointing as hell possibly the biggest one of the decade
>Wolfenstein brings New Order and Old Blood just to die because New Colossus and Youngblood
>Quake Champions comes out but the devs had no idea what they were doing

The Turok remasters were great on the other hand,that odd game that we got this year was....something but it's a 50/50 situation for the franchise,I only hope the Switch releases we got recently create more awareness.

Despite all games published by Bethesda were flops so far I still have some faith for Eternal.If it follows the streak of losses,then I'm done with any revival of FPS IPs.

Still looking forward for the modding scene,this decade was a blast.

>> No.6102106

They should also maintain the aesthetic and soundtrack.
Don't know if they would bring back Trent for it.
Mick Gordon is good but he lacks the gritty tone that NIN has.

>> No.6102107

>non-euclidean geometry
that reminds me, is prey (the one bethesda is trying to erase) the closest to a first person gravity rush?
quake could be perfect to explore that unless they add it in doom eternal

>> No.6102123

I fucking hate shotgunners

>> No.6102124

The first Prey game had that and was made with Doom 3-tech.

>> No.6102137

7th gen in general was bad
>brown/grey being a traditional color scheme
>the rise of a lot of shitty tactics and monetization
>game design becoming second to GRAPHIX and bland stories
>lot of bad entries in popular franchises: sonic 06, metroid other m, dnf, dmc:dmc
>ps3 having a nightmare architecture and the wii being focus on a specific idea, while xbox 360 had the red ring of death
>valve slowly falling from grace
>lots of bigger budgets and wide appeal
>japanese games suffering, causing capcom's dark age (thanks conman)

>> No.6102147

as an unreal engine evangelist, this sounds utterly retarded

>> No.6102154

But why though?

>> No.6102160
File: 108 KB, 960x960, doom_thread.jpg [View same] [iqdb] [saucenao] [google] [report]

Good riddance, 2019.

>> No.6102168
File: 433 KB, 532x582, 176.png [View same] [iqdb] [saucenao] [google] [report]

>Replaying Project MSfiX'd after a while
>Didn't like it years ago because it felt too modern
>Now it's among my favourites

Seriously things like health and shield packs and regenerating health were the things I disliked the most but now I feel they make much more sense given how difficult the enemy encounters can get.
Plus the weapons feel great,same with the animations.

I wish it wasn't discontinued but bless that anon for fixing the major problems.

>> No.6102171

All of this and previous 2 gen faults were all sony's fault
PS2 was made using PowertVR and 3dfx chipset, which was inferior to everything and couldn't even support dynamic textures and light.

PS2 RE4 is graphically inferior to GC port, PC port is a Port of the PS2 Port.
Carmack was even ready to port Doom 3 to GC, but the media limit took a heavy hit.

>> No.6102176 [DELETED] 

>stuck on the first area
is it that I'm retarded or what

>> No.6102179

you're a retard

>> No.6102181

Why the fuck would that happen? They have their in house engines, they'll use the last iDTech engine like they've been doing for Doom 4 and Eternal, they're bound to be very familiar with it at this point.

>> No.6102191

Darkplaces was wrong in many fronts, Q2XP manages to be faithful to Q2's lightning and DP cant, worse is that it even fucks over custom maps.

Zenimax & Jewtman being assholes, remember that id used to release their source codes when they were with activision, ever since zenimax took over they became more recluse.

BGS and id are at mercy of the suits and its investors, which is Providence Equity.

>> No.6102192

ended up being compatibility settings not raising the 2nd floor

>> No.6102193

You could do that with most modern 3D engines, as long as you do it right. It'd be cool to see some levels with that as a gimmick though.

I mean they really should try to get him. Maybe Gordon and Reznor could collab on some parts, or do parts each, like Prince and Jackson did with Duke Nukem 3D.
If anything to just do Ranger's voice and pain sounds.

>> No.6102208

For some reason all recent games on UE4 use absolutely retarded implementation of TAA as their antialiasing solution, which was not great to begin with.
It blurs image to shit, but for some reason they made several more optimisation effects rely on it. 2 of those are useage dithering whenever blending/transparency was needed, and retarded optimisation of bloom where it rendered at 1/4 of the screen resolution. Dithering and low bloom res are dealt with via TAA blur that blends nearest pixels together resulting in overall blurry image.
If you decide to disable TAA because you hate blur, things like hair and shadow edges start looking like dithered shit, and you get blinking lights due to bloom implementation. And if you disable bloom the whole image darkens and becomes blander since it relies on bloom being enabled to look right.

tl;dr: series of stupid decisions on both Epic and UE4 users side make 99% of recent games on UE4 look like vaselined shit.

>> No.6102276

>[12-27]Doom Shinobi announced for spring 2020. https://www.youtube.com/watch?v=Ntc-DrD4LNY

Did I hear Goemon Impact's theme amid the screams of slain demons?

>> No.6102289

Modern devs are retarded, they can't code for shit, hence the vaseline look.

>> No.6102310

What's the best way to play Redneck Rampage?

>> No.6102408

You play a better game.
BuildGDX or RedNukem

>> No.6102493

You should give the Shinobi Doomguy's colors.

>> No.6102596


>> No.6102607
File: 91 KB, 287x389, gordontherapper.png [View same] [iqdb] [saucenao] [google] [report]

Which retro-FPS has the best maymehs?

>> No.6102676

what do you mean?

>> No.6102691


>> No.6102716

is it possible to add jump pads in doom?
i assume the trick is specific textures/floors that perform the archvile jump trick without damage or just really fast moving floors

>> No.6102721

the one that doesen't have you playing it since you're the worst meme that automatically drags every other meme down to your lame ass level

>> No.6102730

With GzDoom you could probably do them.
With Boom, I figure a fast enough conveyor up a set of stairs could give you a decent boost to cross a gap.
Vanilla? No real way I can think of. Perhaps with some DeHacked trickery.

>> No.6102782

>(which means it competes with complex)
I mean, one is known for its bloat focused addons that break the game beyond human comprehension and the other is slightly less bloaty and more "structered"(?)
Complex also seems harder in comparison that you can even shoot mines that you set up

>> No.6102790

Eviternity did it in one of the last maps. Although there was no vertical movement, it was just really sudden & fast horizontal acceleration.

>> No.6102797

They're both randomizers. They compete for audience. Randomizers live or die by the content and specifically by just how extreme the content can get while still providing the player with a feeling that they can win. MetaDoom is safe as fuck and has no extremes, thus why would anyone play it over a non-randomizer with more coherent content? The niche it fills barely exists, and plays to every weakness of its genre and none of its strengths.

>> No.6102938

because is an insult to id and its fanbase (as is sabre right now)

>> No.6102942

this is not a problem of the engine, is the retardation of the devs, you can implement the pipeline as you like

>> No.6102948

UE is okay. In fact even Unity is getting okay. Decent, or any, lighting really makes a difference from the flat 3d days.

Could be worse, I dislike the previous Unreal engine greasy gears of war, condemned era look more.

>> No.6102950

Wasn't it recently revealed ps2 could handle ray tracing lighting?

>> No.6102953

the idtech engine is more than enough, it looks goods and it can run in the fucking switch

>> No.6102959


>> No.6102962

its bullshit of the highest caliber as all of the "features" that the ps2 had and invented by mad ken.
Sony itself and its fanboys would smell their own farts and lie to be relevant.

>> No.6102970

Im not making it up you spastic. Heres a vid of it using only its Vector Units for ray tracing

>> No.6102979


>> No.6102991

Is the amount that you're thrust upwards by an arch vile blast determined by the damage it does? Could you do a damage-less blast in dehacked anyway?

>> No.6102997

Im just saying it exists

>> No.6103004

New Order and Old Blood were shit. They had the SJW aspects, just not quite as over the top in your face as the later entries, the pretentious BJ mumbling to himself bullshit, the hour long cutscenes and the bog standard modern FPS gameplay.

>> No.6103010

They opened the idea that BJ or someone fucked the timelines in Youngblood, even he doesn't like his fucking family and his kids.

He saw the OG timeline where he has billy and his old body intact.

>> No.6103025

Yes, if you are considering GZDoom, such thing can be easily done with few lines of code with >>6102959 being the principal one.

>> No.6103029

When you die do you usually reload the last save with your weapons full or do you suck it up and press continue?

>> No.6103031

Latter. Don't be a pussy.

>> No.6103034

I enjoyed BJ mumbling about his past a bit but actually showing it through shitty cutscenes put me off. Also all the games goes out of their way to try to undermine the Nazis and not make them seem like a large/smart/imposing force with retarded stuff like 'stolen jewish technology lmfao'

>> No.6103035

I never understood that weird paradox where they want to portray nazis as being super evil monsters that you should fear, but they are also incompetent retards that can't do anything right.

>> No.6103037

They're SJW pussies that are too afraid of making them look cool and have the player like them

>> No.6103040

i swear machinegames said they wanted the nazis to be serious and tnc threw that away

>> No.6103042

Comic book nazis, skeletor types were always like that.

>> No.6103050

And that's not real time.

>> No.6103053
File: 350 KB, 1273x1800, 1577713572668.jpg [View same] [iqdb] [saucenao] [google] [report]

It first seemed like it and theres some parts of the newer game to support it, but we're probably afraid making them look too evil would make them look badass

>> No.6103064
File: 220 KB, 1920x1080, nblood 2019-12-30 19-24-50-78.jpg [View same] [iqdb] [saucenao] [google] [report]

Hmm yes today I will beat the first level of Blood on Well Done

>> No.6103065

>all that heavy plated armor

>still dies in 2-3 rifle shots anywhere
>still dies from a single silenced pistol shot to the heavily reinforced helmet
>still dies from being stabbed in the side

>> No.6103076
File: 264 KB, 1920x1080, nblood 2019-12-30 19-28-44-68.jpg [View same] [iqdb] [saucenao] [google] [report]

not going so well

>> No.6103079

The nazi designs and weapons are really cool. Shame the series is garbage.

>> No.6103097
File: 189 KB, 1920x1080, nblood 2019-12-30 19-38-25-26.jpg [View same] [iqdb] [saucenao] [google] [report]

Couldn't do it

>> No.6103101

you'll either have bullet sponges or ditch the armor if you want realism in it

>> No.6103108


>> No.6103117
File: 104 KB, 666x616, 1577726762870.jpg [View same] [iqdb] [saucenao] [google] [report]

Really makes you think...

>> No.6103123 [SPOILER] 
File: 49 KB, 579x303, 1577753121191.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6103135
File: 2.80 MB, 640x480, berserker hurdles.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6103148

Do burned enemies, like from the flare gun, drop life essence in Blood? It seems like they don't.

>> No.6103151

Remember to use the dynamite and the flare gun's secondary fire to deal with tough crowds.

>> No.6103152

Old Blood had barely any story to it, though.

>> No.6103157

still had some sections of climbing and trying to activate some doors for a while

>> No.6103171

Old blood was unironically the best of the newer games and felt like a homage to the older titles

>> No.6103176

I think, in the stock game at least, that certain enemies in the maps will always drop certain items. I don't know if they still drop anything if they get fried. You could go through E1M2 on Well Done a few times and test it. I think a cultist outside the train station always drops a heart.

>> No.6103181
File: 2.85 MB, 250x250, 1557227695451.gif [View same] [iqdb] [saucenao] [google] [report]

I'm trying to run a quake mod but the screen turns black when I start a new game.
I can walk and shoot but I can't see shit.
The console gives me this message:
PNG_LoadImage: warning: iCCP: known incorrect sRGB profile

pls help

>> No.6103187

if you dot hat on Q2xp or yamagi, they will fuck you over

>> No.6103191

which mod is it and which sourceport are you running?

>> No.6103231


>> No.6103263

Gave up. Playing on medium now and havin a real good time, especially on the train level. The cultists are still real ball busters even with all the doctor bags and life seeds I'm finding after the 2nd or 3rd try on levels. First time ever making it past the first level cuz I never lowered the difficulty before.

>> No.6103268

quake 1.5

>> No.6103281

Combo of not wanting them to look cool and the desire to simultaneously be fellated for overcoming adversity but not having the adversity be in any way challenging.

>> No.6103293

Don’t you remember Machinegames saying they want to make the new Quake?

>> No.6103306

I did hear that. Depending on which dev team does it, it could be either a blessing or a catastrophe.

>> No.6103326
File: 188 KB, 1920x1080, nblood 2019-12-30 21-54-18-10.jpg [View same] [iqdb] [saucenao] [google] [report]

Still having a blast. Glad I got over myself and played on a lower difficulty. Circus level is even better than the train level. The 3 tommy gunners on the docks that beg for the secondary flare fire just to jump into the water and fuck you over when you jump down is a nice touch.

>> No.6103331

I wish source ports would have "pistol start only" as an actual mode.
I know there are mods for it, but I feel like it has a place being an actual source port feature.

>> No.6103337

Can't you just kill yourself at the start of each level and restart the level that way? I know it's tedious but it'd do the same thing you want.

>> No.6103345

Some source ports do have a bind that lets you restart the level from scratch at a click of a key.

>> No.6103350

I wish gzdoom had -fliplevels function from crispy doom. I love how it fucks with my brain.

>> No.6103351

Lol playing blood on anything but well done. Why bother?

>> No.6103352

In BJ's defense what would you do if your kids turn out to be the female version of beavis and butthead

>> No.6103358


Man modern entertainment is full of this mirror shit with women, but those two felt so fucking fake.

What type of absolute faggot is writing these videogames.

>> No.6103359

his daughters acting dumb at least feels like a contrast to any other current "strong" female protag wanting you to know they're smart and never wrong
they still weren't that good of characters but still

>> No.6103363

there's jump pads in the old Skulltag maps so yeah

>> No.6103364

at least you're having fun

>> No.6103372

Not really, it was just another spin on the smart and never wrong.

>> No.6103374

They do this in every franchise pozzed by the sjw. It feels me with apathy
>oh my, could Rey defeat Kylo for the third time
Who fucking cares

>> No.6103378

Their egos care.

>> No.6103382

Quake Champions was a shit game, made by a shit dev, on a shit engine. How could the make it worse?

>> No.6103392
File: 230 KB, 1920x1080, nblood 2019-12-30 22-31-07-82.jpg [View same] [iqdb] [saucenao] [google] [report]

Cuz I can't beat the first level any more consistently than 1 out of 15 tries, without constantly saving. I try to only ever save midway through levels if I have to stop playing. After I beat the first episode on lightly broiled or whatever the middle difficulty is I'll probably go back and try it on well done.

>> No.6103445

Much, much worse.

>> No.6103459
File: 6 KB, 239x72, John_Romero.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6103465

The game itself is fine. The problem is the stupid hero character meme they adopted from MOBAs and Overwatch. Instead of all characters behaving the same and having the same hitboxes, they all have different hitboxes and unique abilities, some that are total shit and some that are so good even mediocre players can top charts because of it. It's been a long time since I played but Anarki comes to mind; his ability instantly heals for 50 hp, gives him a move speed buff, cancels out any DoT effects, and I'm pretty sure it increases his max HP. It's on a cooldown shorter than a minute, so anyone even semi competent at Quake can abuse this to extreme effect.

As if that wasn't enough, he's faster in the air than other characters and has more maneuverability in the air as well.

I mean the game is kinda cute with some of its characters, doom guy iirc can double jump, quake ranger has a telegun which can telefrag people, but some characters are just so far above and beyond the capabilities of everyone else it's totally broken. If you got rid of all of this shit it'd be no big deal. Personally I'd be totally fine with some characters having slightly larger health pools while some have smaller health pools but quirky memes like a double jump, but as it is it's totally unbalanced and broken.

>> No.6103476
File: 56 KB, 1068x601, gigachad.jpg [View same] [iqdb] [saucenao] [google] [report]

The Shores of Hell is the best episode. Change my mind.

>> No.6103489

I donno, maybe. Sell me on it, it's been a few years since I last played Doom. It doesn't start out with E3M1 so it's probably a contender at least. Pistoling 2 cacodemons is fucking ridiculous.

>> No.6103495
File: 17 KB, 564x325, 1547711947087.jpg [View same] [iqdb] [saucenao] [google] [report]

Gotta start somewhere. Better someone ease into it through a lower difficulty than not at all, all the classic shooters here give you that option.

>> No.6103510
File: 41 KB, 709x595, 4d3be423.jpg [View same] [iqdb] [saucenao] [google] [report]

holy fucking shit
I just played my first Arcande Dimensions map
e2m7 the underneath
and oh my god
this is peak quake
This is like, everything I've ever wanted to do in my hypothetical indie throwback boomer shooter
I love this, why isn't AD hyped more? I thought it was just another 20 year later expansion pack like Sigil or something, but this is seriously orgasmic.
literally cooming in my pants rn

pic is mfw because I literally literally (for real) finished the level with exactly 1 HP

>> No.6103513

Knee Deep in the Dead has better music

>> No.6103526
File: 235 KB, 1920x1080, nblood 2019-12-30 23-37-49-29.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm just not used to it. Doom/2 is almost easy most of the time on UV. Blood is violently difficult on the UV parallel. I think it's probably the serious lack of ammo in the first level, plus how important dynamite is. Every flare counts and you can't fuck up a single dynamite throw. I'm sure it gets more manageable cuz in the 2nd and 3rd levels on lightly broiled I had lots of shells and bullets, and somewhere along the 3rd or 4th level I came into an assload of flares. I think it just truly expects you to be at the top of your game and fully aware of how enemies and your weapons and movement work before you get into well done. Doom on UV in comparison is very, very forgiving outside of very certain and unique circumstances.

>> No.6103536
File: 427 KB, 1090x1184, Maps.jpg [View same] [iqdb] [saucenao] [google] [report]

Are these decent or should I stop using Slade for the rest of my life?

>> No.6103537

Much like Thief fan missions, fans can take games to serious crazy heights.

>> No.6103539

I like it.
wut game tho

>> No.6103545

Some maps I made inspired on Plutonia 2 but they're not nearly as hard.

>> No.6103549

Are the white dots enemy locations? That's what I figured and I think it looks pretty cool from that. I don't know a lot about map making. Could you draw a couple arrows and lines to give a general player progression? I really like the giant blob in the courtyard of 2, and the rhombus in 3 looks really cool, too.

>> No.6103571

why do you choose to make maps in slade when GZDoomBuilder exists?

>> No.6103574
File: 166 KB, 384x256, 1567748439614.gif [View same] [iqdb] [saucenao] [google] [report]

>slade mapping
why do you torment yourself like so?

>> No.6103580

no man TSOH has better music. waaaaaay more atmospheric

>> No.6103603

Thanks, I tried drawing the player progression but it's all over the place, so might as well post the maps. Here they are if anyone wants to give them a try: https://mega.nz/#!m8QjhCjR!qmRb94mMIEeOFgSYRYdPWE7g2ZTZKa-cbYBzU9mWbh0
they need a little polish but hopefully are fun, any advice is welcome.

I use DoomBuilder for maps but I'm trying to add some textures through Slade.

>> No.6103604

Strange, but ok. They look decent. Post em and I'll play through em tomorrow if you want.

>> No.6103607

Letting B.J. go guns akimbo is insanely strong too.

>> No.6103612

This looks good.

>> No.6103617
File: 69 KB, 668x244, gibs.gif [View same] [iqdb] [saucenao] [google] [report]

>almost 2020
>people are STILL bitching about Blood's hitscan

>> No.6103621

Which is funny because the player's hitscan shits on the cultists just as hard.

>> No.6103632
File: 32 KB, 128x192, SCDOOM.png [View same] [iqdb] [saucenao] [google] [report]

The ones in Shadow Warrior felt more annoying just on account of the enemies that take cover. At least the cultists stand.
Otherwise, yeah. I think way too many players just suck against hitscanners in general, standing in the open with super shotguns.

>> No.6103642

The First Order in general is far worse than Kylo, though I can't speak for the last ep. The fact we've had literal decades of material outlining what an Imperial splinter state on the backfoot should be like and they still fell back on "duhhhhh what if neo-nazis with an even biggererer deff stur" makes my piss boil.

>> No.6103647
File: 118 KB, 500x581, Master_Levels_Box.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok so I gave the master levels a try and so far I gotta say. I'm digging some of Dr.Sleepers levels.

>> No.6103650

>Never, NEVER ask how it could get worse, the downward spiral has no end

I kinda have an idea how nuQuake could be, but speculation will end in disapointment

>> No.6103652

Why would you choose to make maps in GZDoomBuilder when Ultimate Doom Builder is now a thing.

>> No.6103661
File: 944 KB, 320x320, OptimisticFlashyBumblebee-max-1mb.gif [View same] [iqdb] [saucenao] [google] [report]

>decide I'm gonna try my damndest to finish the first wad a random search gets me
>~550 monsters on the first level alone

>> No.6103665

What is the purpose of this image? Isnt that bottom right texture from shadowcaster?

>> No.6103668

shit game, shit enemies, shit webm

>> No.6103679

Shadow Warrior also got a reboot which was decent

>> No.6103684

>the underneath
t. illiterate anon with no relevant memory of OG Q1

>> No.6103687

When it comes to game design. QC it just adding bullshit until you can't take no more
>Quake 3
>but it's the legacy mod where every character moves like in the game they come from
>but ranger and death knight can't bhop
>diferent stats
>diferent hitboxes
>some are items of previous games, some are one shot "fuck you I win" bottons
All made by the people who brought you jewels like RIPD:the game

>> No.6103689

>What is the purpose of this image?
Right, that's what the bottom left image used in Doom is. Just in case you're someone trying to make sense of it.

>> No.6103695

>The Downward Spiral

>> No.6103697
File: 144 KB, 100x100, 1557755134544.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6103698
File: 260 KB, 793x871, arena gang.jpg [View same] [iqdb] [saucenao] [google] [report]

>all this QC discussion

>> No.6103704

sorlag big

>> No.6103713
File: 4 KB, 1135x18, tombfetustest.png [View same] [iqdb] [saucenao] [google] [report]

you guys know anything about this? who is testing?

>> No.6103718

Didn't know this was a thing.

>> No.6103719

been on reduced fap for a couple weeks now. ("reduced" because i masturbated yesterday, fat nut). i was able to enjoy playing blood for a good 20 minutes today. making progress

>> No.6103720

I was just asking for a generic MS paint arrow over the map yuo posted giving a general idea of where the player goes. It doesn't have to be specific, including back tracking, side areas, and secrets. Just an idea of how the player would typical move throughout the level.

Pic related is my general idea before I started halfassing it and getting bored, and without any knowledge of door triggers needed keys. I'm assuming green dots are teleports and the player start in area 1.

>> No.6103723

Reminder that flipping your favorite hentai pictures in mspaint almost makes them brand new to your brain.

>> No.6103724

I wish Ultimate Doombuilder came with zokumbsp out of the box. Not that it's hard to switch out the nodebuilder, but there really no reason not to include it... DoombuilderX does iirc.

>> No.6103735
File: 170 KB, 1920x1080, nblood 2019-12-31 02-03-26-78.jpg [View same] [iqdb] [saucenao] [google] [report]

what am I missing

>> No.6103739

so on the doomer side, what have I missed here the past 3 months? Not a coma just some bollocks

>> No.6103742

like wot good wads from vr I mean

>> No.6103745
File: 273 KB, 1090x1184, wut.png [View same] [iqdb] [saucenao] [google] [report]

didn't even send the pic cuz I'm retarded. It's not even good, don't look at it and decide to change anything about the map, it's just my autistic thoughts about the map without having actually played it.-

>> No.6103747
File: 56 KB, 540x960, 1514682535099.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6103749


>> No.6103753

don't fuck with me, I've been running around the map for upwards of 20 min altogether now and I can't figure out what I gotta do and I'm about to noclip just because I can't figure it out.

I even looked up a couple guides and they all make it sound like this door is suppose to open but it doesn't.

>> No.6103761

did you go for a swim
you'll know what to do when the time comes

>> No.6103763

You know, when I was drawing this out, it made sense to me. Now looking at it after it's all done, it's total nonsense.

Mapper guy, just ignore my input. I don't know what I'm talking about. But the big blob of dudes in 2 and the diamond in 3 are still cool.

>> No.6103764

I went for a swim. I found a life seed or a medpack or something, I don't remember. I flipped a switch I think. It was only a few minutes ago but I already forgot.

>> No.6103768

why cant I make maps
It's like, I have NO creativity when I sit down with Doom Builder.
I can, like, maybe have a half baked idea for a center piece, but then everything around that would just be hallway->arena->hallway

>> No.6103771
File: 188 KB, 1920x1080, nblood 2019-12-31 02-26-03-72.jpg [View same] [iqdb] [saucenao] [google] [report]

Look I'm a fucking moron. J

ust grant me mercy or whatever, dark gods, please, just, come on. Everything I've seen is dead. Even the stupid optional gargoyles that aren't a challenge.

I can't even find the pool again. I just wanna get past this stupid ass level and I can't because I'm a retard even though I killed everything moving.

>> No.6103773
File: 261 KB, 1920x1080, scr-e1m5[blood.ini]-0003.png [View same] [iqdb] [saucenao] [google] [report]

just did a quick speedrun on still kicking and basically you're fucking stupid
underwater switch opens a door with some zombies and pic related
it's in the room you pick up the napalm launcher in

>> No.6103778

Break up hallways with small rooms of varying size and design. Entice the player with weapons/armor/health. Place enemies in a way that will piss him off.

>> No.6103780

I did that and interacted with that thing and it moved around like a weird gear engine puzzle but I couldn't figure out what to do after that. The caged area was still locked off for me.

>> No.6103781

It would be nice yeah.

>> No.6103782

I tested it and if you skip that room the bars block your path
after I went and stared at it the bars were magically lowered
t. bloodGDX patrician

>> No.6103783

I had the best time with Old Blood. I loved just straight up killing Nazis. Felt the most faithful to the original games.

>> No.6103796

I'm just gonna noclip the bars. I'm a retard and I've been drinking for the last 6 hours. I just wanna get past this shit.

>> No.6103797

don't forget
>retards at Epic Megagames royally fuck the then shaping up quite nicely Unreal Tournament 4 (2014) and quietly stop development

>> No.6103808

you must have done a sick linedef skip somewhere, consider doom speedrunning

>> No.6103817

I doubt it but maybe, I had jump boots and was using them a lot. I just thought the area was bugged cuz I had afaik all the keys in the level at that point.

>> No.6103827

>closed source
patrician my ass

>> No.6103828

Draw it on paper first.
This is a lifesaver for me. Just noodling in the editor gets me nowhere. But if i have the whole progression on paper already, then i can make it into a reality really easily.

>> No.6103831
File: 69 KB, 576x382, GNU car.jpg [View same] [iqdb] [saucenao] [google] [report]


seethe, linuxoid

>> No.6103839
File: 1.92 MB, 2042x2080, Progress final.jpg [View same] [iqdb] [saucenao] [google] [report]

I was too lazy too lazy to make it then desu... But here it is anyway.

>> No.6103854

This seems a lot more coherent than what I thought it was when I made my shitty green arrow mspaint. I assume larger red arrows are stronger enemies, with the biggest one at the exit being a cyberdemon? And right in front of it I'm assuming a spidermastermind. Again I don't know much about mapping. There's a few spots that have backtracking and I think maybe a monster closet opening up would help, if only to keep the pacing going. Backtracking to me is dead time, something the player gets to do for a breather that lets them grab items they wouldn't have noticed or didn't need in the first pass, but considering it's doom it should throw something at you just to keep the player on his toes.

Without playing it, I think it looks really cool. Maybe it's ugly when you're running through it, but it looks like a good proper late game doom 2 level to me.

>> No.6103869


>> No.6103875

now make it start in the exit

>> No.6103919
File: 450 KB, 1920x1200, Base Profile Screenshot 2019.12.31 - [View same] [iqdb] [saucenao] [google] [report]

Does anybody know how to fix this? Just loaded lights.pk3 and choosed render mode - hardware accelerated.

>> No.6103982

How come when I try to use zokumbsp, it crashes?

>> No.6103985

Why is his computer monitor backwards?

>> No.6103992

Inferno's better

>> No.6104025

Portals seems to get more and more expensive as graphical fidelity increases, but I'd love to so it.
Maybe have it work with scale, have those 'house recreated in Quake but 10 times the size' multiplayer maps become a reality

>> No.6104065

anarki is actually balanced now friend, id try the game again if i was you

I like being able to pick characters with different movement styles. Really love Clutch even tho I hate Unreal dodges for some reason.

>> No.6104067

Actually, nevermind. If I have two or more sectors, it works fine. But sometimes crashes if theres only one. Interesting.

>> No.6104068

Some of it comes from the reality of things, the Nazis frequently being portrayed as this super efficient well oiled machine (in part this comes from their own propaganda), when in reality they were grossly inefficient at many things. Insignificant fuel production meant that the Wehrmacht relied *heavily* on horse and carriage for transporting goods (this is something you never see in games and movies, because its one of those things which immediately starts tearing away at the whole efficienct supervillain image), compare to America and Russia who had plenty of fuel.
That insignificant fuel production was why the Allies bombing Romanian fuel refineries was a catastrophic loss to Germany, and why they decided to set their sights on invading Russia (who had the largest production and reserves of oil in the world), a dangerous gamble they did not win, though not for a lack of trying, the eastern front saw some of the most intense and serious warfare in human history.
You also had the constant ammunition shortage following them through the war, getting worse and worse, manpower shortages, a ridiculous dependance on substitute standards and captured equipment for anything and everything.

You'll see a lot of Wehraboos clamor to the notion that Hitler was holding Germany back, and while some of his eccentrities didn't help (among some productive ones), in reality Nazi Germany was sort of a mess in most areas. As goddamn hard as they fought given their circumstances, there's no realistic scenario where they survive to 1950.

I like The New Order, but it's more of a fantasy than any of the previous Wolfenstein games have ever been.

>> No.6104070

i wish sorlag was my mommy

>> No.6104071

you could start with the cacowards lol

>> No.6104096

What are some horror wads that add new monsters and weapons? I tried shut up and bleed but the monster death plop sounds like something someone made with their mouth, break absolutely my immersion..

>> No.6104108

Thank you! This is just what I wanted!

>> No.6104109

Ghoul Forest.

>> No.6104112

>Ghoul Forest
looks liek shit sorry
bow and arrow against reeeeing zombies lmao

>> No.6104135
File: 1.76 MB, 2866x4096, EMkyJIRXYAAcQrT.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6104153

How do you create a map that feels like a coherent, real area rather than setpiece into setpiece into setpiece?

>> No.6104182

By designing a map for something like Thief and not a shooty game

>> No.6104209

> no ilkka keränen
or is he no longer making maps, or did he only do doom maps?
(he made maps for OG gothic dm btw and then some)

>> No.6104226

I always felt that Doom level design works best when simply following a basic theme rather than trying to resemble real life.

There are maps that do indeed include little details that make them somewhat resemble a real place, but they're usually no more real than a Duke 3D level (ie, it looks the part, but doesn't quite feel the part)

>> No.6104237

He did make some maps for Quake when it was new, but pretty sure he's been busy working in the games industry for the last 20-ish years.

>> No.6104250
File: 94 KB, 1920x1080, 1577079513888.jpg [View same] [iqdb] [saucenao] [google] [report]

>Pistoling 2 cacodemons is fucking ridiculous.
let the cacos fight with the imps and get the shotgun dumbass

>> No.6104252
File: 253 KB, 1904x1034, ENHSfBuXkAAOCp5.jpg:orig.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6104272

Those visuals are really not my thing.

>> No.6104284

Pic is the bonafide example of never stick your dick in crazy

>> No.6104303
File: 705 KB, 1920x1200, Dwdg8py.png [View same] [iqdb] [saucenao] [google] [report]

I wish this would come out already.

>> No.6104307
File: 83 KB, 1200x661, ENHwq7hXsAE-9iq.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6104314
File: 106 KB, 1200x661, ENHwq8GXsAQojjO.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6104323
File: 91 KB, 1200x661, ENHwq75WoAEfM5v.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6104354


>> No.6104356

buttsex episode 3?

>> No.6104361

This looks so dope,it's like mix between Heretic and Quake.

>> No.6104370

Only >>6104303 is BTSX E3.
Rest are something else entirely, and I don't think they're vanilla, either.

>> No.6104391

sure, but that's the default one. Even AAA devs build up upon it, but don't change its basis, which is the problem.

they are "serious" in a modern post-ironic way.

more like
>takes 200 shots because you are below required level
>takes 1 shot anywhere because you 3 levels above it

RPG elements should not affect enemy health in any FPS

hitscan arent a problem
hitscan that literally never misses or have 0 reaction time are a problem

>> No.6104395

what are the rest from then?

>> No.6104397

Age of hell id say

>> No.6104412

Looks like it's related to a bug with dynamic light settings that I've reported more than half a year ago.
If you disable light from affecting sprites and particles they begin reacting strange
Here's the forum post: https://forum.zdoom.org/viewtopic.php?f=2&t=63703

Fiddle with the following settings:

see if the last two both set to true/false affect anything

>> No.6104418

I don't know, as I wasn't the one who posted them.

>> No.6104421

how does that look in motion?

>> No.6104437

Is blood fresh supply good?

>> No.6104465

Are there any monster packs that feature silent hill or deadspace esque monsters? Something biohorror, otherworldly or surreal?

>> No.6104491
File: 81 KB, 732x589, 1567733815429.jpg [View same] [iqdb] [saucenao] [google] [report]

>hitscan arent a problem
>hitscan that literally never misses or have 0 reaction time are a problem
And the 'worst offenders' for this tend to only be in Shadow Warrior and Blood. In Doom it's just the spider mastermind being the odd one out. All the zombies die real easily, the archvile doesn't but has a big 'wind up' to his attack - these guys are all otherwise perfect.

>> No.6104497
File: 147 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

Dead.air has some really cool cacos, imps and pinkies. These are mainly sprite replacements, though.

>> No.6104527


>> No.6104536

I have the same creative restrictions on paper though.
All I can do is make hallways connecting arenas, or maybe something really gimmicky like the hallways forming a circle.

>> No.6104539

why ins't this thread on /vg/

>> No.6104541


>> No.6104554

I just finished the steam version of Hedon. Frankly, I had more fun with it than with Dusk, gonna try the melee mode on a new playthrough

>> No.6104556

thanks for the suggestion

>> No.6104574

Have you considered aplying for a job at ID, they love the anal bean design

>> No.6104575

The kinda can be done with portals and such.
The first Prey did it and it was cool.
Serious Sam TSE (not the HD version) has some stuff like that too.

>> No.6104581
File: 343 KB, 866x1239, ENFTesvX0AEcn3k.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6104586

One day I'll learn how to mod Q2 and speed up the enemies. They're too slow

>> No.6104587

For the sake of the joke anon

>> No.6104589

I have this mod with ogg soundfiles.
I want to cut something out of said files. Can I use any program, cut it out, safe the file and paste it under the same name in the directory replacing the old file and it will work or do i need something else?

>> No.6104591

You make a map for Duke.

>> No.6104592

because it's an ERA hugbox

>> No.6104602

I didn't know the shotgun could just decide to straight up dodge the enemy completely at point blank range. I knew about luck being a factor in doom like the amount of pistol shots required to kill a zombie but that takes the cake.

>> No.6104635

you can't call people faggots there, faggot

>> No.6104642

I can't!

>> No.6104662
File: 623 KB, 800x600, spasm0033.png [View same] [iqdb] [saucenao] [google] [report]

It's pretty fucking good.
Don't care much for the shotguns not being hitscans, but I love the plasma gun, the blood axe, and the new enemies.
It's of course also ridiculously goddamn beautiful.

>> No.6104715

Looks ok at a glance, but I can't tell much from just looking at the linedefs.

>> No.6104787
File: 72 KB, 467x487, huh.png [View same] [iqdb] [saucenao] [google] [report]

Hey fellas,it's been a while since I posted anything here.
I'm currently working on some Quake fanarts.
Here's a preview of Ranger,still in WIP.

>> No.6104801

You know you can just run past them to grab the shotgun and 20 shells, and then you can kill them easy, right?

>> No.6104805

Look like boring empty rooms/hallways. Not the best screenshots since those areas don't look like they can have any interesting gameplay

It's a bad sign when you think it's possible to judge a level from how it looks on the automap

>> No.6104808


>> No.6104878
File: 462 KB, 500x500, 1530562955862.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6104879
File: 144 KB, 399x624, 1555175045981.png [View same] [iqdb] [saucenao] [google] [report]

>anal bean design

>> No.6104902

If you haven't tried ashes 2063 I recommend that mod. It's very well done. I've been looking for a similar mod, or game and haven't found anything.

>> No.6104914

new to quake
what is it supposed to look like in higher res?
using quakespasm because its recommended but ive never been a fan of removing the status bar from retro fpses.
no matter how i tweak it, its not showing enough of the player weapon like normal res

>> No.6104915

>Look like boring empty rooms/hallways.
Woah just like all Doom maps when you turn off enemies. It's in development, dipshit.

>> No.6104917
File: 87 KB, 533x800, 1413604437026.jpg [View same] [iqdb] [saucenao] [google] [report]

>popular speedrunning YouTuber makes Doom video
>hoards of retards show up who can't even bother to google how to setup their source port

>> No.6104927

Not empty in enemies but empty in everything else. Doesn't look interesting to move around. Nothing interesting about the screenshots.

>> No.6104936
File: 648 KB, 1366x768, 1546769363838.png [View same] [iqdb] [saucenao] [google] [report]

Like this? Increase the fov maybe, higher fov increases how much of the weapon you see.

>> No.6104956

What's a good video converter I can use to make WEBMs for this site?

>> No.6104960

"webm for retards"

>> No.6104967

and even then, the spidermastermind can be fucked up with its pain chances

>> No.6104989

>that one guy in the collab wad that refuses to make anything but hallways full of low-level mooks no matter how much it kills the flow of the levels

>> No.6105034
File: 259 KB, 1500x1043, TNT_MAP22_map.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6105037
File: 167 KB, 560x620, 1558921730494.png [View same] [iqdb] [saucenao] [google] [report]

That looks fucking dope! Keep up the good work, anon!

>> No.6105060

maybe metadoom could have been a tc
it feels like it has fangame potential in it rather than a gameplay mod

>> No.6105062


It's not as good as it should be but its good enough. Its more accurate to DOS Blood than GZDoom is to DOS Doom

>> No.6105064
File: 1.36 MB, 1920x1080, quake2xp 2019-12-31 16-47-26.jpg [View same] [iqdb] [saucenao] [google] [report]

What are you guys playing until midnight

>> No.6105068

Can someone tell me what the difference between Quakespasm, Mark V, and VKquake are and the pros and cons of them? I've mainly stuck with Quakespasm but am curious.

>> No.6105078
File: 254 KB, 680x680, 186243da4e3f5572abc6dedf77b48ae29ee0e536.png [View same] [iqdb] [saucenao] [google] [report]

Gonna treat myself and start playing through the cacoward winners.

>> No.6105079

people paid money for this map

>> No.6105108

I'm gonna be working on a dumb clip show like I made last year.

>> No.6105118

its impressive how one mad russian made something better and more accurate to Q2 lightning and lightmaps than Fucking NVIDIA.

>> No.6105137

help me out frens

>> No.6105141

i want to bring up colorfull hell and vdp but i assume only a few enemies in the sea of hundreds of enemies fit that description

>> No.6105146

Lasting Light I guess. Maybe sorta almost Shut Up And Bleed

>> No.6105167

shut up and bleed is kinda all over the place in the monster department and last light is kinda standalone. thanks for the suggestions tho
I will try vdp again and mess with the options. So unfortunate that there arent smaller, quality monster packs

>> No.6105179


>> No.6105181

looks fucking horrible

>> No.6105186

Theres a console command (look it up) that makes the shotguns hitscans again.
Mark V has a software renderer unlike QS. VKQuake has a Vulkan renderer.

>> No.6105189

>finally get around to playing Ultimate DtWiD
Jesus, this is gonna be a ride, isn't it?

>> No.6105198

Im playing it right now but it doesnt replace monsters does it?

>> No.6105209

Nvidia is a diversity hire only company. As long as you are not white you can apply. Skills not needed.

>> No.6105236


>> No.6105237

thanks mate

>> No.6105257
File: 76 KB, 174x329, 1503441213884.png [View same] [iqdb] [saucenao] [google] [report]

Gonna kill myself after I finish E1M8

>> No.6105264

Hope you're joking anon.

>> No.6105267

Livestream it, faggot.

>> No.6105280
File: 1.82 MB, 1280x960, TurokDoom3d.png [View same] [iqdb] [saucenao] [google] [report]

Not exactly Screenshot Saturday today, but I've gotten back on this project and have been grinding on this over the last few days
>btw no download as it's NOWHERE near finished

>> No.6105289

what about all of those upcomg wads and mods?
you don't wanna miss btsx3 or the rest of hell forged, do you?

>> No.6105303

Just installed AD on my laptop while visiting people for the holidays and for some reason running it through the most recent QSS for the extra weather effects doesn't load the introduction map when I start a new game, just sits on the console. It worked just fine when I set it up on a different machine a few weeks ago, which makes it somewhat baffling. I can get into it by using the MAP command, but it's still annoying.

>> No.6105307

what anon said also quake adjusts fov for aspect ratio so thats why it might look different for you

>> No.6105312

which one is most visually faithful to quake then? Mark V? What about gameplay faithful?

>> No.6105319

How to block the game from giving me vanilla doom weapons instead of the ones from a weapon pack? I end up with just the standard weapons instead of new ones

>> No.6105336
File: 1.14 MB, 1920x1080, quake2xp 2019-12-29 12-11-28.jpg [View same] [iqdb] [saucenao] [google] [report]

and this is because im using reshade to accentuate a bit, but the difference is enormous.
>Map is Crash Site

>> No.6105343

you also might want to add
>r_viewmodel_quake "1"
to your config.cfg as well as messing with aspect ratios.
It restores the software quake weapon model that changes position and pitch of the weapon a little as you look up or down, rather than the glquake style where it's in a fixed position with respect to the viewport.

>> No.6105349
File: 1.54 MB, 1920x1080, quake2xp 2019-12-31 16-35-39.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6105364

>comes in through a slipgate
>turns around and goes back to the realm he came

>> No.6105368

>It restores the software quake weapon model that changes position and pitch of the weapon a little as you look up or down
nice, this was bothering me
thanks guys, its time for a first play

>> No.6105376
File: 298 KB, 455x355, 1565117626847.png [View same] [iqdb] [saucenao] [google] [report]

Aaaaaaaaaaaaaaaaaaaand Booster is OUT
hell yeah

>> No.6105384

You are not allowed to kill yourself until Mordred is released.

>> No.6105398

Have fun dude
iirc the only thing preventing an idealized software quake experience in quakespasm is that jump doesn't work the same as moveup when you're in water, and you can't get the software style underwater warping effect.

>> No.6105408

Why Q2xp and Yamagi got everything about Q2's Lightning and shadows Right, and fucking DorkPlaces and FTE didn't for Q1?
Dusk got the concepts of Q1 and did it right with its lightning and shadow effects.

>> No.6105419

> term doesn't even post here
get-a-load-of-this-guy cam

>> No.6105450

>Pistoling 2 cacodemons is fucking ridiculous.
shut up Civvie

>> No.6105460

IIRC someone here posted an alias that combined the two comands

>> No.6105472

I think that doesn't work in quakespasm; I'm aware of that solution in another sourceport but several variations I tried either vanished immediately or ended up producing a broken effect, and I'm using the latest version of QS.

>> No.6105474

Happy new year from Spain fagets

>> No.6105494

Happy new year Anon, even if there's still an hour to go here in bongland

>> No.6105514

Happy New Year from Italy/Pastaland.

>> No.6105524

play a good port like quakespasm lol

>> No.6105525

You know that Q1RTX will use quakespasm code, also FTE and Quakespasm shares the same code

>> No.6105592

Happy new year from Portugal.
Doom all around the world.

>> No.6105612

Terminus releases his Booster mod

>> No.6105640

why is he not posting it here himself

>> No.6105662 [DELETED] 

A crackling ball of lightning caught Taylor's shoulder as he took a rolling dive across the ground in front of the tall pillars that stood guard in front of the compound that looked for all the world like a human skull. The structure was impossibly large, embedded into the volcanic surface of Hell. The all-too-familiar bloated red gasballs that floated across the bloodied battlefield drew a curse, and he put away the shotgun and grasped the chaingun that had become his trusted ally against the quickly approaching airborne menace. They moved faster than they looked capable of; that he had learned, and there would not be much time left before he would have to engage them in closer quarters.

He stood up, snarling wordlessly. The chaingun slung under an arm spat controlled fire. He had to deflate as many of the incoming fiends as he possibly could, while dodging or trying to absorb the vicious waves of charged projectiles. It was going to be close, he saw, because he was starting to run low on ammo, while the wave of cacodemons still looked close to endless. At last his chaingun spun empty, and he threw the useless weapon to the ground and drew the chainsaw, darting in to a turned floating head and daring to hold the chainsaw to the demon as it ripped through the thick hide that held the demons' coherence. In, and out ... in, and out, and the dead cacodemons piled up around him until at last, some minutes later that might as well have been hours later, he stood alone and unchallenged amongst the strewn bodies of his enemies.

>> No.6105672

didnt read lol

>> No.6105674 [DELETED] 

Then he staggered, uncertain, and had to clutch one of the tall pillars that rose claw-like to the sky to keep himself from collapsing to the ground. He knew that he had taken serious injuries: his hand came away bloody as he wiped sweat from his forehead, and a sharp insistent pain in his midsection told him that he had used up all of his luck.

He looked to the backpack he had shrugged loose to the ground before he began this fight, and half-crawled, half-walked to it, seeking out that one package of last resort. The supply officer had issued him, and every one of the other marines, a dire warning on the use of the berserker pack. The ampoules contained within had the power, when combined, to start triggering all sorts of physiological effects, both desired and adverse. He had become well familiar with the red haze that would fall over his vision, that rush of strength and sense of power it imparted, and the insanely fast healing that would take place as the medicine coursed through his body. He would need all of it now, he thought, as he stared at the imposing building in front of him.

>> No.6105683
File: 108 KB, 1348x1172, whisper.jpg [View same] [iqdb] [saucenao] [google] [report]

grosse's theme starts out with the morse code for "SOS".

>> No.6105728 [DELETED] 

Taylor flung open the top of the pack and pulled out handfuls of ampoules, spreading them out on the ground. He glanced at the labels on the vials as he removed the hypodermic syringe from its pouch in the lid. Lidocaine. Benzedrine. Psylocin. Morphedenol. One by one he inserted them into the syringe, guiding with trembling hands the targeting probe over the pulsing vein below his bicep. As the clear liquids drained into his bloodstream he felt his muscles tightening, his sinews becoming taut. His heart beat furiously, and a strange sense of peace momently flooded through Taylor's body, before he felt the berserk beginning to kick in. It started at the tips of his fingers and toes, the tingling hypersensitivity of awakened nerve endings spreading up through his limbs, up his chest, until he could almost feel it welling up inside his brain, as the throes of the sudden fury rose like mercury to the top of his skull, almost as if it was ready to pop like a thermometer pushed beyond its limits. There was no more pain now, or perhaps there was nothing but pain -- there was no difference. He wasn't a human, he wasn't a mortal frail being broken and bleeding, he was a god, an angel of death, an unstoppable force against whom even the Devil himself would soon cower.

>> No.6105736

P sure it's . . . . - - - . . . .
Not . . . - - - . . .
But I could be misremembering.

>> No.6105749 [DELETED] 

Rising to his feet, first unsteadily, but then with growing skill and ease, Taylor took a quick survey of his numerous injuries. Turning his bloodshot eyes towards the enormous deaths-head before him, then began to limp, then walk, then run, then sprint, into its gaping maw. He had left his provisions behind. He didn't need them; an empty chaingun and a near-broken chainsaw were worthless now. His vision warped and blurred as he leaped over the enormous statue's teeth, racing down into its gullet. Imps! Twenty, no, twenty-four of them, were perched inside, waiting for him, beckoning for his approach. With magical gestures, clouds of flame began springing forth from their outstretched hands, but Taylor was too quick for them, jumping and diving and weaving through the balls of fire, like an unstoppable juggernaut. His clenched fist, made of tempered steel, weighing a thousand pounds but light as a feather, hung back as he raced to meet the first of the creatures, before whipping forward, driving right through the ugly beast's head, blood and brain exploding from the imp's face as it flew back ten feet. More fire, more flame. The imps cackled and screamed, Taylor spun like a whirling dervish, the inertia of his fists never subsiding, connecting with jaws and eye sockets and horns, cracking and ripping and shattering the demon's vile forms, the rakes of their claws mere tickles. The two dozen imps quickly were reduced to piles on the floor, and for the first time in what seemed like hours Taylor inhaled, the red haze in his vision diminishing a shade, as the amorphous forms around him congealed into definite shapes, and he saw one last imp before him, cowering behind a pillar.

>> No.6105787
File: 7 KB, 60x102, Nme_95.png [View same] [iqdb] [saucenao] [google] [report]

after an hour i finally beat this piece of shit fuck those homing rockets

>> No.6105789 [DELETED] 

Momentarily confused, he stood there and stared through the bloody haze that clouded his vision at the lone imp that hid, crouching, behind the pillar that held at its tip a still-beating heart, and wondering why he had not killed it already, with the rest. Suddenly his breath caught, and he realized with his heightened sense of smell that the horned creature there was female, seeing also for the first time, at the same time, the small rounded breasts tipped not by wickedly sharp bone but by rounded nubs of calcified deposits, that all the angles of the male imp form softened into a feminine shape, and he was so gloriously aware that it was female. He realized that the magnificent creature that was attempting to hide from his fury was frightened of him, and hot blood coursed through his body, arousing him. Hardly believing what he was doing, he stepped towards the imp, which looked to be of an age that he thought no more than just into full adulthood. In shock, responding purely to his instinctual hormonal desires, he pulled the imp to her clawed feet and, as she stoodhere trembling, his rovingungry gaze crawled up one side of her leathery body and down the other, drinking in what his eyes beheld.

>> No.6105796

Spray is a real nasty asshole. ERoTT makes you fight two of him at once, can you imagine?

>> No.6105804 [DELETED] 

Tightly grasping the she-imp by the shoulders, he spun her around, flinging her against the uneven wall. Through the rough, cobbled surface of her skin, he could feel the spiked protrusions scraping against the wall as the imp struggled slightly against his mighty grip. His glance darted between the imp's eight spiderlike eyes, pure black, reminding him of pools of still water. The imp stared back at him, panting heavily, jerking unsuccessfully against the iron grip of the marine, seeming to wonder why she was not yet dead. Taylor could tell that the imp was scared. It was a expression he'd seen countless times from the dim eyes of every demon or zombie he'd slaughtered, the haze lifting a split second before they expired, when the grim realization of their impending death momentarily vaulted their conciousness out of the fog of their decaying brains. But this one was different.

>> No.6105808
File: 3 KB, 125x101, 1571715370337s.jpg [View same] [iqdb] [saucenao] [google] [report]

2 of them is not going to convince me to not play ERoTT as horrible as that sounds

>> No.6105810

Civvie didn't convince to pick up Rise again. Its a fucking shitty game.

>> No.6105812 [DELETED] 

His vision pumped red with every heartbeat. For endless months he'd battled the spawns of Hell, with no more human contact than the occasional corpse. For months he had been alone, desperately alone; it was not the thought of death which filled his mind with terror in the quiet hours, for he'd long expected to die. Instead it was the thought that he would never again connect with another human being, another sentient creature. For what seemed like forever he'd only communed with the demons of Hell, and even their vain attempts to destroy him could have held solace if he'd detected a note of real intelligence behind their actions instead of the puppetry of a distant power, animating their flesh with the merest semblance of order needed for action. But in this imp that he held here, he detected -- he thought he detected -- a gleam of real intelligence, if not of a soul then whatever passed for such a thing down here in Hell. Could he connect with this imp? With this- female? His fingers dug into the thick hide of the creature, which snarled with anewed fear and rage. Taylor relished the moment. Here was another real living thing, not just an avatar, but something that he could almost feel thinking, neuronal impulses somehow sparking inside that demon head of hers.
He couldn't pass the opportunity. How long had it been now? Months? Years? He faintly recalled the last time, the quick breathing, flesh pressing together, grunts and moans. He'd never quite resigned himself to the thought that he'd never experience it again, but here was a c -- a woman? -- that seemed real to him. Or, at least, real. Moving one hand over her throat, he began shrugging off the outer layer of his combat armor.

>> No.6105814
File: 49 KB, 500x406, Nothing is wrong..jpg [View same] [iqdb] [saucenao] [google] [report]

Good thumbnail.

>> No.6105815 [DELETED] 

Yet, in the back of his mind, the last remaining small shred of rationality told him that his steady stream of thoughts were nothing but small justification for what he was about to do. He was about to enjoy what he had not for so long, as the chemicals and hormones coursing through his body have left him no choice but to do. He could not stop now, no more than he could have stopped killing the group of imps just moments earlier that now lay dead at his feet. That his intended victim wasn't even human was nothing more than a vague passing concern as his sanity's last gasp fled in the face of the chemical-induced berserk state and he pressed himself against the imp.

She sensed his intent, and redoubled her attempts to struggle against Taylor's hot body. Her claws flicked in and out of their sheaths at her fingertips as she fought him with renewed vigor. But under the influence of the berserker pack, he was too strong, too fast, too determined to let her push him away. His arms suffered numerous scores, all of which were ignored as he pressed the imp's arms out to either side and held them down. She snarled and bit at him but he held his face away from her jaw. He bent his head towards the swell of her breasts and started licking at her pebbled skin. It was not soft like the skin of the women he'd been with before, in what seemed like a past life now, but at this moment he did not care--indeed, at this point her skin might well have been the smoothest silk.

>> No.6105819

he's pissing on an ogres body isn't he

>> No.6105820 [DELETED] 

Straightening up again, he began unbuckling his belt, the berserker drugs doing nothing to stop the trembling in his fingers, trembling not born of pain or injury but of excitement and lust. He fumbled with the zipper and soon his combat-issue pants were around his ankles. He stood there, a grotesque spectacle, pressing the imp against the rock with one hand, his own marine flag standing at full salute. He grabbed the imp's wrist and pressed it above her head, her struggles not as resolute as before, and slid his tongue around and around what passed for her right nipple. He felt the imp shudder slightly, and flung her down onto the warm stone floor, straddling her as he took in her full form.

He bent over her momentarily stunned form and quickly slid his erect cock into the imp's cunt. The walls of her pussy were tight, but he soon achieved a rhythmic pounding motion. The ineffectual struggling the imp put up soon began to stop, and she began responding to his sexual assaereflection of his carnal desire their depths. The claws in her fingertips retracted as he released his hold on her arms, and she seemed to smile up at him, forcing a rictus grin on to her face that it was never built to hold. She grasped him with her hands, supporting his torso on either side, and then holding them behind his back to push him in her harder. He lost himself even further in the violent pangs of animal passion.

>> No.6105828
File: 114 KB, 612x413, 8220887fc667679e12040414d5e73151f1b617d0.png [View same] [iqdb] [saucenao] [google] [report]

i can't wait for the gameplay mods based off doom eternal and the game itself if it's good enough for me
i was watching someome playing hacx and the left shoulder gun in that iwad almost reminded me of the similar feature in eternal

>> No.6105829

Jeez mods. I kinda enjoyed reading that.

>> No.6105830

He can try again on /trash/ or elsewhere, blue board here.

>> No.6105834

Why hello fellow Portubro. Where the fuck are you in real life?

We are few but good I feel. (for now)

>> No.6105836

He could get into the ensemble for Ancient Aliens 2 and nearly every megawad of notoriety these days. But that'd be more a rectal hysterectomy than anything else.

>> No.6105847 [DELETED] 

>newfag janny
The couple adjusted their positions, rolling Taylor to the ground as the imp sat astride him. She propped up her body by splaying her arms to the sides as she started sliding herself up and down Taylor's slick shaft. As he felt himself coming closer and closer to the edge, he grabbed the imp's waist and started adding his own thrusting and pumping to her own efforts.

With one final thrust Taylor felt himself reach the brink, and as climax bore down on him the red haze returned. The contractions rippled through his body and he thought of what brought him here, the billions dead, the fierce battles that raged around him day after day, the blood and pus and bile that had soaked his clothes for months as he battled an endless army in the most horrible place imaginable. This creature was one of them, this imp that he had been drawn in by, and as he looked up at her once more, no longer did he see a fellow living being, but another cog in the enormous demonic machine that was responsible for all the evil in the world. As the final spasms washed through him, his lust was displaced by a incredible disgust and hatred, hatred towards this... thing on top of him, as well as for what he was doing. The creature looked down at him, not understanding, and with deliberate speed he reached up and wrenched its head a full 180 degrees, a sickening series of crunches affirming that the creature was now dead. He pushed the beat off of him and gasped for air. He needed to pull himself together. He needed to keep moving. He had a long way to go.

>> No.6105864


high way accelerated booster is out

>> No.6105868

Are you seriously suggesting that Ancient Aliens is nothing but hallways and arenas?

>> No.6105873

I'm getting massive cloudbuilt vibes from this.

>> No.6105879

Most maps have big arenas or large areas that enemies just spawn in. I'm on MAP27 now.

>> No.6105901

That's pretty much nearly all doom maps ever made. The ones that aren't are gimmick maps like the Rocketjump series.

>> No.6105913

If you put it like that, even in the iwads are nothing hallways and arenas.

>> No.6105915
File: 43 KB, 703x572, 1471486083163.png [View same] [iqdb] [saucenao] [google] [report]

Happy new Year /doom/ may this decade be awesome for the ol doomguy and may ranger and the Raven Ip's gets some love too

>> No.6105917

supposed Final Doom commercial. Any VA experts here? I swear to god it sounds just like Tom Kenny's brodude voice when he was on Mr Show. Probably isnt him but I just dont know where else to ask

>> No.6105920

BuildGDX is up to v1.06

>> No.6105931


>> No.6105936

If we're at the point where any form of ambush in a non-cramped room is considered an "arena" then it might as well be.

>> No.6105947

Where's the ambush element in having broad open spaces to maneuver in?

>> No.6105954

>32 completely new levels
But PSX Final Doom only had 30 levels

>> No.6105960

Daft question, but is Exhumed/Powerslave worth playing?

>> No.6105961

Except most AA maps aren't wide open arenas. I don't doubt that there are some in a couple maps, but absolutely not in most.
If you want wide open arenas, play newgothic movement 2.

>> No.6105970

that's a big couple, then.

>> No.6105984

There's really two games under the moniker. Powerslave for PC (DOS), and Powerslave for console (PS1 & Saturn). The former is a pretty solid 2.5d FPS - the shooting is just okay but there's some great level design. The latter is 3D and has Metroidvania-style progression. However, the levels are more simplistic compared to the PC version's. They're both worth playing despite some flaws.

>> No.6105995

I have a .pk3 for Doom Classic Complete which has The Ultimate Doom, Sigil (with Buckethead soundtrack), Doom II, No Rest for the Living, The Master Levels and Final Doom as well as the Doom 3 Xbox-exclusive secret levels Sewer (E1M10) and Betray (MAP33).

This is the most complete version of the Wadsmooshed .pk3.

Fire me up and I'll put it up on Mega for newfags.
If you want, I might even put up a version with the MIDI soundtrack for Sigil.

>> No.6106030

Get the cacos to infight the imps, while you run for the shotgun.

>> No.6106035
File: 167 KB, 735x920, 1576210285349.gif [View same] [iqdb] [saucenao] [google] [report]

Completely finished Shadow Warrior in time for new years. Last game of the decade, I guess.

>> No.6106041
File: 717 KB, 900x900, IMG_20191231_232607.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6106362

Turns out another mod has overwritten some of the weapons. fixed it by removing the mod

>> No.6106397

whats a good relatively easy wad to play in-between sessions of Sunlust?

>> No.6106414

sup fabino

>> No.6106419

Its getting close to a year since this thread came out

>> No.6106420


>> No.6106427

If Doomguy cleaned floors he'd be Broomguy

>> No.6106429

What are your favorite monster replacers?

>> No.6106430
File: 2.24 MB, 1920x1080, nsoe.png [View same] [iqdb] [saucenao] [google] [report]

l8 but w/e
it's underearth, not underneath
and a remake, naturally

>> No.6106443
File: 2.29 MB, 1920x1080, travail.png [View same] [iqdb] [saucenao] [google] [report]

mostly similar

QS has no underwater screen warp
MarkV doesn't allow anisotropy with nearest filtering. also has garbage default config. has QMB particles if you're into that.
vkQuake has mipmapped water with anisotropy. it was lacking some options last time I checked (e.g. overbright models) but mostly it's just QS on vulkan

I think all 3 have nquake physics, meaning 72fps limit, face/wall friction and all that.

>> No.6106476

Is there a 32 level megawad that is as short, if not shorter than Scythe 1 and Demonfear?

>> No.6106498

Anyone else not feeling Hocus Doom?
I love the textures and levels and can appreciate the huge amount of work that went into them, but the "gun"play does nothing for me. I hate how often enemies teleport in right in your face and how you need to get carpal tunnel to kill anything in a reasonable time because the standard autofire is pathetic.

>> No.6106505

>why isn't AD hyped more
AD is literally the most hyped Quake map pack ever. Even got feutured on numerous mainstream gaming sites/channels

>> No.6106559

A big family reunion.
And Ranger.

>> No.6106571

AD isn't peak quake. It's peak modded to the bolts quake

>> No.6106585

Happy new year from South Korea. Fuck all of you!

>> No.6106604

I replayed the first hub recently. Made some sound webms :^)


I like AD so much I'm thinking about making a youtube longplay. From the first hub crucial error and obsessive brick disorder are my favourite maps. I especially love OBD, it's always amazing, peak Quake gameplay for me.

>> No.6106605
File: 586 KB, 1366x768, 1570373731313.png [View same] [iqdb] [saucenao] [google] [report]

I hate this

>> No.6106619

The first level is the most important map of a mapset (or episode within a mapset). It's going to be the players first impression, so a great first level isn't just good in its own right, but also helps set the tone of what to expect in later maps.

For example, Doom 2 itself only uses zombiemen and imps on the first level. This implies that enemy types will be slowly introduced overtime, and the difficulty curve will start off fairly easy.
Plutonia as another example, includes Revenants, Mancubi, and even Arch-viles on its first level. This clues the player in that higher tier monsters will already be used early on and more frequently, and that difficulty will be high.

>> No.6106620

I just played that map today. Took me a couple tries, but I got through it in the end.

>> No.6106623

too bad doom 2 shits the bed with level design, enemy variety and enemy placement and continues to be shit throughout the entire game. It has nothing on doom 1

>> No.6106628

and Ancient Aliens throws you into a cyberdemon at 88 mph and lets you telefrag it.

>> No.6106630

I do prefer Doom 1, but I still think Doom 2 is decent, and that its later levels are a tad overhated.

>> No.6106643

>Ancient Aliens map 1
It actually made me laugh out loud when I saw the cyberdemon, the arena and how the gameplay went from 0 to 100 in record time.

>> No.6106645

Doom is only decent for modding, everytime i start up the first map to test my mods I want to puke

>> No.6106649


>> No.6106651

You're forgetting Ancient Aliens makes you smoke a pipe and take a vision quest to be thrown into said cyberdemon

>> No.6106658

I play through the entirety of the first DOOM all the time, but I can't stand DOOM II, the levels are so fucking boring I just stop playing once I reach MAP09. To this day, I only managed to beat it twice.

>> No.6106667

> 74 rockets
shoot more

>> No.6106672

Am I the only one who hates Quake's weapon bob + camera tilting and disables it outright? It feels less distracting, somehow.

>> No.6106683

no, i actually went and hacked my half-life dll to re-enable strafe tilting because quake got me so used to it that it feels bizarre to play a game without it

>> No.6106694

t. havent played any noteworthy wads but still acts elitist

>> No.6106697


>> No.6106719

oh sorry meant to write that you are a faggot

>> No.6106728


>> No.6106734
File: 32 KB, 600x300, steve-austin-raw.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6106737

okay faggot.

>> No.6106746


>> No.6106751

stop spamming mr gay

>> No.6106759


>> No.6106763

Isn't blood uv tuned for co-op mode?

>> No.6106769

>peak modded to the bolts quake
It's not modded to the bolts
There's what, like 2 new guns and 5 new enemies?
It doesen't give player any new abilities
The gameplay is the same. You could recreate experience with vanilla Quake with minimal sacrifices.
Stop spewing bullshit.

On the other hand Slayer's Testament is modded to the bolts Quake.

>> No.6106771

Extra Crispy is. Well Done is doable solo, it's just a lot harder than Doom's UV.

>> No.6106775


>> No.6106847

What's the music mod?

>> No.6106883

It's not too late to not play ERoTT.

>> No.6106895

What fucking baboon thought of making lifts in Doom take a full 3 seconds to go down or up like that doesn't hurt the pace of the game. Hold on lemme get my overweight blubbery body on the platform before it goes up. What is this a Walmart on mars?

>> No.6106897
File: 1.20 MB, 1920x1080, Screenshot_Doom_20200101_183511.png [View same] [iqdb] [saucenao] [google] [report]

Which doom 2 mappack/single map does descending into the unknown good?

>> No.6106928

what's that weapon set?

>> No.6106935
File: 289 KB, 1920x1080, naku naru.png [View same] [iqdb] [saucenao] [google] [report]

naku naru

>> No.6106938

Sounds like he's listening to Nine Inch Nails in some of them, others sound like they're using that recut pack made from the Ghost album (thus also Nine Inch Nails).

>> No.6106939
File: 23 KB, 345x287, 1566438530921.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks m8

>> No.6106940

u welcome

>> No.6106978
File: 460 KB, 1280x720, Screenshot_Doom_20190201_155752.png [View same] [iqdb] [saucenao] [google] [report]

That one little .wad of scraps one guy released almost a year ago, uh, like in February.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4 (you'll need to load the CC4 textures to play)

First two maps are a bit weak, but it really picks up after that, offering two branching paths (so there's good reason to play this twice), one of the best set levels I played in all of 2019. No idea who made it. Ignore the mod in the screenshot.

>> No.6107012

Thank you for your suggestion i will give it a try after i finish unloved

>> No.6107036

Played a bit and was hard but fun for the most part. Does the branch occur when you have to pick either a red or blue key early on?

>> No.6107042

Yes. It's not particularly long, two levels on each branch, and then one level after them.

>> No.6107050

how hard would it be to make a single wad that includes tnt, plutonia and perdition's gate?

>> No.6107060

>decino the bob ross of doom

>> No.6107114

The thing is, I think it's remixed in a way that it somewhat resembles original quake track, but more metal. And I want to know what that is and where I can get it, so that it is arranged in a similar way.

>> No.6107124

All but two of them literally have the NIN track name in the name of the webm and are just direct from the album, no edits or anything:

Slipping Away (in there twice) (The Fragile)
On We March (social network OST)
Just Like You Imagined (The Fragile)

Can't place the two unnamed ones because I'm tired and lazy, but I think they're just straight off some albums again, no remixes or anything.

>> No.6107130

Yeah i played a few levels and kept expecting to get a better gun at some point, but it seems the shitty starting pistol is what you're stuck with. Unfortunate. I mean maybe that's how the original sidescroller functioned, but this is an FPS, some liberties should be taken to make it as fun as possible.
The basic AI has been reworked (eg. monsters can guard specific areas rather than always running for the player), there's a ton of new enemies that are very prominently featured, the shotgun shoots projectiles by default, there's new level design possibilities like breakable brushes, there's a lot of differences.

>> No.6107165
File: 506 KB, 450x540, trent ranger.png [View same] [iqdb] [saucenao] [google] [report]

The other ones are straight off of Ghosts, just recut to loop for the game.

Some guy shared this pack with me once, it has the original music files for Quake, as well as for the Dissolution Of Eternity and Scourge Of Armagon expansions, which is good because the music is often missing in many of the digital re-releases of Quake.
It also has a version of Ghosts, an experimental freeware album Trent Reznor made with the intention of letting just whoever use it as they see fit, it's listed as used for Scourge Of Armagon, but you can use it however, I used it for Dimensions Of The Past and Arcane Dimensions, they fit nicely, as Trent Reznor did the music and sound design for Quake.

>> No.6107169
File: 2.84 MB, 800x450, prime_mbcamera.webm [View same] [iqdb] [saucenao] [google] [report]

Cool stuff going on in the Dreadnought discord.

>> No.6107183
File: 562 KB, 1774x1021, huh.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6107187
File: 342 KB, 1774x1021, heh.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6107198

I'm pretty sure the quake files in the OP have .ogg versions of the soundtracks named and in folders to work with pretty much any sourceport, though these days I usually use .flac copies I have from the original discs with quakespasm at least. Neither of the two mission packs used stuff from NIN music wise, it's some South Korean composer who did both of them iirc, but Trent's still there in the HUHs we know and love I guess. Without a music folder of their own, DOPA and AD both use the tracks in id1 under quakespasm at least, and I presume that's the "canon" soundtrack.

I've never spent a lot of time listening to Ghosts, which is probably why I couldn't place those two videos, but yeah that album sounds more tonally similar to the quake ost than the average NIN stuff; no surprise given both were approached as ambient projects.

>> No.6107258

If I saw that car tearing ass down the freeway at 90mph, I'd remember it for the rest of my days. I don't give teshits a second glance.

>> No.6107262
File: 10 KB, 200x268, 191586.jpg [View same] [iqdb] [saucenao] [google] [report]

I've stuck my dick in worse.

>> No.6107270

>PS2 was made using PowertVR and 3dfx chipset

This is incredibly wrong. Dreamcast had a PowerVR GPU and at the start of its development a Voodoo chip instead was considered. The PS2 had its Graphics Synthesizer which was a bespoke in-house Sony design.

>> No.6107279

Looks like Everquest or something. Like the earliest of the "soft" feeling 3D games.

>> No.6107358

It's not a mod, I have a custom NIN playlist (mostly instrumental) I like to use with Quake that I play in the background when playing user maps. The songs in the webms are:
>On We March (Social Network OST)
>Magnetic (SN OST)
>14 Ghosts II (this and the above song sound similar to each other so go well back to back. One is a remix of the other)
>Just Like You Imagined
>Slipping Away (this song is a remix of Into The Void)

>Some guy shared this pack with me once, it has the original music files for Quake, as well as for the Dissolution Of Eternity and Scourge Of Armagon expansions, which is good because the music is often missing in many of the digital re-releases of Quake. It also has a version of Ghosts, an experimental freeware album Trent Reznor made with the intention of letting just whoever use it as they see fit, it's listed as used for Scourge Of Armagon

That was me :D. I handpicked that selection in .ogg and used it for my Scourge playthrough. Somebody asked for it and I made those exact folders in the above drive link and uploaded them. I didn't upload them to /vr/ though. Recently after formatting my system I was re-downloading a bunch of stuff from the /vr/ FPS archive as linked in the OP and I saw those same music folders there. Was p cool to see that; wonder how many anons use that track selection when quacking.

Quake is NIN: The FPS.

>> No.6107371

Hey, you're that guy I talked to on /wsg/ ways back. I've been occasionally sharing that pack with people ever since.

>> No.6107389

Lightly Broiled is for first timers. Well Done is for people who have played through Lightly Broiled two or more times, and want a real hefty challenge.

Extra Crispy is for co-op or masochistic Decino types, who want to have their balls stepped on by high heels and shit.

>> No.6107404

speaking of ghosts there's a mod that adds all 36 tracks to all of quake

>> No.6107430
File: 12 KB, 560x300, thumbs-up-sign_1f44d.png [View same] [iqdb] [saucenao] [google] [report]

Yes indeed I remember that thread. Cool man, glad you enjoy the tracks.

>> No.6107435

Is Duke 20th Anniversary worth it for the new episode? I wouldn't touch it at full price given I have the Megaton edition already, but it's 80% off right now.

>> No.6107441
File: 260 KB, 98x90, yes.gif [View same] [iqdb] [saucenao] [google] [report]

The fifth episode is fine, at least until the end, but the 20th Anniversary version of DN3D is not worth a purchase, especially since it removes all of the official expansions that the Megaton version had.

>> No.6107449

So the fifth episode isn't worth even the heavily reduced price, or is it more a matter of I should refuse to support them being shits and removing the megaton edition from sale?

>> No.6107450

Mostly the latter.

>> No.6107453

Has anyone broken off the 5th ep yet? It seemed pretty fun.

>> No.6107463

GUYS, here its Quake 2 PSX guardian boss ripped using Noesis, its a fucking mess because it didn't extracted the textures well
If someone here wants to try and unfuck it to be used for mapping, be my guest.


>> No.6107487

Didn't the dev stopped working on that?

>> No.6107492

Is there any way I can have an archvile stand on a tall platform without him spazzing out? I have an idea for my map where there are a bunch of archviles in tall towers where you constantly have to look for cover

>> No.6107513

I mean I feel you that they're a bunch of cunts, but I'm not sure if it works even as a token gesture given the money Gearbox makes off Borderlands. Is their exclusion really just Gearbox being shitbags, or is it partly a matter of licensing issues given they were 3rd party and IP lawyers are really good at fucking up rights transfers?

>> No.6107528

Doom 2016 fucking sucked and eternal is going to suck harder

>> No.6107532

Pirate it. Greasy Bastard didn't even negotiate royalties with Bobby Prince, so I imagine only the people who worked directly on it (like Blum and Levellord) got paid a one time sum on it, so you're likely not stiffing any person out of money besides him.

Levels are a mixed bag, but the set is worth playing as some of them are actually super good.

>> No.6107536


>> No.6107542

What are the odds Randy will wind up in legal trouble again but not be able to settle out of court? I mean, it's nice to dream, and it feels like there's good people at Gearbox who deserve a better leader

That sure is an opinion you got there Anon

>> No.6107549 [DELETED] 

zoom zoom

>> No.6107563
File: 1.98 MB, 1920x1080, Screenshot_Doom_20191218_221145.png [View same] [iqdb] [saucenao] [google] [report]

A guy named R4L started a new offshoot called Metroid Dreadnought Overhaul. It started as a bugfix, but he's been adding new features as he goes along.

>> No.6107569

Pity he's essentially an ideas guy. I don't see this project going anywhere.

>> No.6107573
File: 9 KB, 93x121, Scott's Mystical Head, Anno 1994.png [View same] [iqdb] [saucenao] [google] [report]

3DRealms didn't (fully) own the Sunstorm expansions, Duke It Out In D.C, Nuclear Winter, and the fabled Life's A Beach, which is something Scott Miller forgot about when he told Devolver they could put them in the port, thus that wasn't strictly legal. Since Randy owns Duke Nukem and Duke Nukem 3D, but not those expansions, he isn't including them, and he likely doesn't give a fuck about negotiating rights on those.
Nothing ever came about that, but Randy probably wanted to cover himself (yet forgot about Bobby Prince).

Whoever actually owns those have to find out that they actually do, and also care, since mergers and acquisitions often result in companies gaining ownership of intellectual properties they aren't even aware of, perhaps buying a company that bought a company, whomst've bought Wizardworks' assets (which would include Sunstorm) at their bankruptcy sale, probably looking for something else (it could be owned by some insurance company or oil conglomerate for we know). They could still refuse or demand some ridiculous sum, if they knew, of course.

Who knows, he seems to be a man of extremely loose morals, wouldn't be surprised if he was up to some scummy shit that we weren't aware of. It would be nice to see different leadership at Gearbox, because I know Randy treats his employees and coworkers like garbage.


>> No.6107593

Tracking the rights probably isn't that tough for a company if you just looked up the sale records, but I agree Randy just wouldn't give a fuck about chasing it up.

The only thing I'm aware of where the rights really are in a black hole is NOLF, where we know full well which companies MUST have the rights split between them, but each insists they don't have them.

>> No.6107595

its shit

>> No.6107606

NOLF was Monolith, right? Atari (actually Infogrames wearing its sliced off face as a mask) has the rights to Blood, which is why it took forever for Fresh Supply to happen, and why Nightdive wasn't given all that much room for actually properly completing that port, hence why it's 'Pink On The Inside' to cite the game itself.

>> No.6107636

Yeah, and it's a fucking mess.
Nightdive spent a long time on the rights for NOLF, and I believe actually have the source code for NOLF 1+2 as well as all the bugfixes/optimisations/steam achievement stuff worked out if not already completed, but it's in a state where Warner Bros. probably own most if not all of the games along with their ownership of Monolith, but Fox (the original publisher) and possibly Activision (via their acquisition of Vivendi, who had bought Fox Interactive) may-or-may-not own some chunks of the rights, so basically you're left with chasing down second hand copies or resorting to piracy and community patch work for modern systems.
Nightdive did produce a pretty nice poster for NOLF though.

>> No.6107664

Wonder if GT Interactive was involved there? They did some publishing for Monolith.

>> No.6107669

No, GT had no hand in the mess for NOLF apparently.

>> No.6107692

What do you mean by spazzing out?

>> No.6107754

monsters will always try to move, no matter how small the space
and when they can't move forward, they turn and try another direction
hence, they spazz out

>> No.6107769

You're gonna have to make a custom actor if you don't want him to run in place.

>> No.6107787

why the fuck am I playing plutonia 2 I didn't even like plutonia 1

>> No.6107790

You got beef, my man?

>> No.6107793

I just don't like people who pick up other's work in a halfassed manner.

>> No.6107795

that's very optimistic of you

>> No.6107801

More like you are jealous and envious of him HLfag

>> No.6107802

You couldn't be farther from the mark if you tried, fool.

>> No.6107804

Its doesnt matter you are anal, butthurt and jealous of the guy

>> No.6107813

How do I do that?

>> No.6107825 [DELETED] 
File: 94 KB, 421x258, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>recent reviews: mostly positive
Don't tell me Lost Planet 2 works now?

>> No.6107848
File: 42 KB, 938x724, 1568636503333.jpg [View same] [iqdb] [saucenao] [google] [report]

Call it a hunch, but I don't think that's the case. Its becoming increasingly common for dead projects to get necro'd into something the original fans and creators aren't happy with. Asset creation isn't everyone's forte, sure, but still. More often than not, people would rather a good project stay dead than be revived as shit.

>> No.6107852

Samsara extra heroes is a good example of this, though that was less reviving a project and more killing it while it was still alive.

>> No.6107868

>open slade
>new entry
>edit as text
>paste the following
actor staticarchie : archvile replaces archvile
speed 0

you now have an archvile replacement that doesn't move
side effects may include attacking much more frequently

>> No.6107896

You may want to maybe alter his idle and chase states so that it doesn't show the movement animations.

>> No.6107902

How do I do that?

>> No.6107914

Alright, I did everything you said but the archvile does not attack

>> No.6107919

archviles have a max range from where they will start an attack
this range doesn't limit how far they can actually do their attack once they start
i don't know the exact numbers, but somewhere between 1000 - 2000 map units

>> No.6107920

Is there any way to make the range unlimited?

>> No.6107923

Hey guys im making a boss level and I want there to be constant waves of enemies spawning in, any way I can go about it?

>> No.6107925

I would say there's a lot that could be improved upon in Breadnut's case. Namely, the ugly-ass HUD and the awful-looking particle effects.

>> No.6107936

How can have it be so a platform lowers when an enemy dies?

>> No.6107942

Is Sunlust the greatest megawad of all time?

>> No.6107989

with vanilla doom/boom your possibilities are limited. the enemy needs to be a commander keen. when it dies all doors tagged 666 will open. you could use dehacked to change the commander keen actor into the enemy you want while still being a keen to the game.
for a UDMF format map, just open the enemy's properties and assign them the action you want.
or, if you're using a different map format but still require zdoom, you could use mapinfo to assign the monster a special: https://zdoom.org/wiki/MAPINFO/Map_definition

>> No.6107993

Problem with the keendie flag, is that it only works as a door. You won't be able to get a platform lowering effect with it.

>> No.6108002

by rehauling a_vileattack

>> No.6108036

well you could put a switch for the platform behind a door.
thats how its done for keys too since keys can only be used for doors.

>> No.6108090

>IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM

what the fuck is even in this and why isn't it just a few hundred megs tops with a link to idgames

>> No.6108095

How do you guys handle saving when playing through a wad for the first time?

Personally I save once every time I pick up a key.

>> No.6108096
File: 46 KB, 818x590, file.png [View same] [iqdb] [saucenao] [google] [report]

this is the gist of it

>> No.6108097

I tend to save way too much and usually after every big fight. I'm afraid of putting too much time in something that might be wasted because of dying to the unknown.

>> No.6108104
File: 109 KB, 775x558, Screenshot_3.png [View same] [iqdb] [saucenao] [google] [report]

I am using UDMF format, what am I doing wrong here?

>> No.6108105


>> No.6108120


>> No.6108130

I used to savescum all the time, until I noticed it and purged the habit. Problem is, the purge worked too well, and now I forget to save during a level even if it's a 30 minute monster with tons of difficult fights.

>> No.6108132


>> No.6108136

Any way to have an infinite amount of enemies spawning? I wanna have a boss level for my wad

>> No.6108142

Doom 2 > Doom 1

You literally cannot prove me wrong

>> No.6108143

Sandy Peterson's levels suck and those make up 90% of the game

>> No.6108150

not retro, but has anyone been able to run Doom VR on an Oculus Go?

everytime I boot up he just starts spinning

>> No.6108162

While I don't think Doom 2's Sandy Petersen levels are nearly as bad as some make them out to be, I will say that I prefer Doom 1 more for its consistency.
I like Plutonia more than both, though.

>> No.6108164

iwad? Plutonia
pwad? BTSX E2 or Ancient Aliens

>> No.6108189

i like the ice floor, but the skull pillars are kind of cheesy

>> No.6108190

I'm not a fan of scoped guns in classic FPS, but I'm thinking of making one just to learn from the experience. What do you think a good, enjoyable or cool scoped gun should have, other than the ability to zoom? I'm thinking, maybe:
>outline enemies when looking through the scope so that they are more visible. maybe in different colors to indicate their % of health, or how dangerous they are. this might include, or not, stealthy ones
>charging the shot adds something, like more damage or the ability to go through and damage enemies behind (might have some drawback, like giant self-knockback or something).
>enemies hit become "marked", meaning you can still see them behind walls afterwards (until they die). Given it's not very useful, maybe it should affect all enemies surrounding the area where the shot landed.

>> No.6108192

Make the scope a range finder and fire different projectiles depending on range.

>> No.6108196

dvii, there needs to be more map packs based on pop culture but also difficult

>> No.6108217

Ability to charge fire in a wide range of power levels, using more ammo to guarantee enemy elimination.
Like Tenloss Disruptor rifle from Jedi Outcast/Academy

>> No.6108235

was just playing the push gamemode on zandronum with a random. pretty fun but needs more weapons or something after a little bit

>> No.6108236

I think the weapons are in a fine spot, but it could do with more levels. Though development on that project is done.

>> No.6108241
File: 6 KB, 612x612, gate.png [View same] [iqdb] [saucenao] [google] [report]

basically ^
default attack is a shotgun, but when zoomed in it's a hunting rifle.
another idea is to let the player fire a microchip into the skull of an enemy while zoomed in. the chip would trigger that enemy to fight other enemies near it. would be useful for stealth missions, and with a green outline around the targeted enemy to indicate the shot's potential success. default shot could be whatever. probably a rifle
speaking of stealth missions... are there any good ones i can try?

>> No.6108254

why the fuck don't cutscenes play in nblood

>> No.6108275

Plutonia 3 ofc

>> No.6108282
File: 157 KB, 1920x1080, nblood 2020-01-02 04-54-36-77.jpg [View same] [iqdb] [saucenao] [google] [report]

why are they just lookin at me

>> No.6108285

Seems many build games have this problem where the AI gets confused if you're half submerged.

>> No.6108289

the compiler halfassed the build engine analogue of the rejection table

>> No.6108292
File: 80 KB, 600x751, f41.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6108312
File: 247 KB, 1920x1080, nblood 2020-01-02 05-40-43-04.jpg [View same] [iqdb] [saucenao] [google] [report]

E2M2, wasn't very hard though I did get lost for a long time, partly because I didn't realize I picked up the moon key but it's the first time I got all kills and all secrets in Blood.

>> No.6108364
File: 203 KB, 1920x1080, nblood 2020-01-02 07-09-46-57.jpg [View same] [iqdb] [saucenao] [google] [report]

Can you kill a gargoyle when it's still a statue? It bleeds, but I've been stabbing it for a while now so I'm not sure.

>> No.6108373

enemies respawn option under gameplay

>> No.6108387

Also OG dreadnought was unfinished, even TERM can come up here and say that

>> No.6108395

It may be an NBlood bug.
Try GDX.

>> No.6108407


Chainsaw beam is a bug and its also canon

>> No.6108420

how the fuck dare there be a large collection

>> No.6108447

what the fuck were they thinking

>> No.6108452

>tfw my wad collection of more than the twice the size of that
>I've never once used that torrent

>> No.6108510
File: 190 KB, 1920x1080, DUSK 2020-01-02 09-33-18-68.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys think I'm worthy?

>> No.6108512

Why is unloved so god damn hard?!

>> No.6108519
File: 249 KB, 1920x1080, DUSK 2020-01-02 09-07-28-34.jpg [View same] [iqdb] [saucenao] [google] [report]

nvm I'm totally worthy.

Should I restart on Cero Miedo? I've never died in the first 6 levels, and I've only been dropped down below 100 health twice, maybe 3 times.

>> No.6108527

it woul be better if someone could do a 1st person RE Mod using the original FPS concept

>> No.6108535

Which re? The first one aka the only good one?

>> No.6108546

Went through level select and replayed the 6th level on CM. Basically had to pistol start, and I had a rough time with the bosses, but still managed to beat the level without dying. Probably because I knew what to expect, but I think CM is more what I'm looking for. I needed to backtrack a couple times for health and ammo. When I was playing on I Can Take It I only did that just to top off my armor and ammo, not that I needed to.

>> No.6108554

if you straight ported 1 and just threw in the super shotgun and replaced about half of the cacodemons with random shit from 2 there'd be no reason to ever play 2

>> No.6108557

I agree. 2 is cool just because of the SSG and new monsters. After about a third of the way through the game the levels become really abstract and bizarre, and a lot of them kind of suck total ass. There's a lot of dud levels in 1 but much of that is because it expects you to just shotgun a dozen cacodemons or something.

>> No.6108559

>ps1 doom

>> No.6108573

Pure Kino

>> No.6108574

You could probably plop in some Chaingunners, Hell Knights, Revenants, and Arch-viles and it would work fine. Pain Elementals too with some adjustments to the lost soul spawns (a few levels have more than 21). But most Doom 1 maps are a bit too claustrophobic to really make use out of Arachnotrons or Mancubi.

>> No.6108597

Give the player the super shotty, stick one or two arachnos or mancubi in a small room with a door, and force the player to learn how to door fight. Or, better yet, stick a couple of either monster in an expanded monster closet and make the player learn how to force painstates on tougher monsters while dodging enemy fire. All of Doom is basically a tutorial for 2 and Thy Flesh Consumed, and ultimately Plutonia and other player made WADs, so you might as well throw a couple turds at them when they're comfy to get them ready for the bullshit they'll have to put up with when they're older.

>> No.6108613
File: 346 KB, 800x563, At Bill's Gates.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6108621
File: 17 KB, 1308x1348, spiral staircase map.png [View same] [iqdb] [saucenao] [google] [report]

Are there any custom maps that take place in a spiral staircase (which gets narrower as you descend so as avoid vertically overlapping surfaces)?
I was thinking of doing something like that but maybe it has already been done before.

>> No.6108630
File: 137 KB, 500x494, look-in-closet-35720421.png [View same] [iqdb] [saucenao] [google] [report]

>when you approach the exit tele before checking the remaining enemies

>> No.6108635

>You are missing 25% of the kills, but are near the end of the map.
>You anticipate the showdown, and head towars an exit.
>You step through the portal and that's it.
>turns out most of those enemies are in the secret encounter you've missed.

The Sepulcher experience.

>> No.6108636

wouldn't it devolve into staying in one spot shooting everything dead before climbing up/down?
since it's a cone shape, you can everything at all times, and without vertical overlap you can't add any side rooms anywhere except the very outer rim or the center

>> No.6108657
File: 45 KB, 1390x1008, spiral staircase map 2.png [View same] [iqdb] [saucenao] [google] [report]

>and without vertical overlap you can't add any side rooms anywhere except the very outer rim or the center
That could be avoided by using teleporters and a staircase that had some leeway between the floors. See: pic related.

>wouldn't it devolve into staying in one spot shooting everything
Only thing I can think off is not having enemies appear until you have progressed far enough. So you'd have a good view of the basic level layout from the start but enemies wouldn't be there. Maybe enemies would also come out of side rooms, placed similarly to teleporters. Kinda shitty but can't think of anything else.

Another problem I see is the level would be pretty linear.

>> No.6108658
File: 1.25 MB, 600x751, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6108663

I understand it was the 90s
I really, truly understand what Bill was going for
but why is he dressed like Obi Wan Kenobi?

>> No.6108671

I would just use portals instead of teleporters to keep it seamless.

>> No.6108681

Resurgence map31 ends with a spiral staircase.

>> No.6108682

Oh, darn. I'll check it out.

>> No.6108694

Plebe taste.

I might have seen that, but not very often. I'd love to see it done more.

Nothing wrong with a level that's linear, if you do it well.
I mean if the other maps in the .wad aren't as linear, that could set the spiral map apart.

>> No.6108709

How the hell does he fire that shotgun holding it the way he does?

>> No.6108713
File: 229 KB, 1691x845, double spiral.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess it depends on the context, yeah. It could be made into a fun map by a good mapper... not the case, but I'll try.
That's a nice idea.

I had this idea where, if the spiral is not tight, it could actually have another spiral run in the opposite direction. One could go up while the other goes down. I did a quick sketch in blender and it look way too chaotic, I think.


>> No.6108719

I bet you though remake 2 is a good game to you faggot

>> No.6108720
File: 397 KB, 2247x1197, double spiral2.jpg [View same] [iqdb] [saucenao] [google] [report]

With slim platforms it might be easier to see.
Too weird?

>> No.6108739

I fucked your dad.

That'd be ambitious, I'd love to see it.

>> No.6108776

you dont fuck anything you virgin

>> No.6108792

he want to appeal to the edgier crowd

>> No.6108797

How is Obi Wan edgy?

>> No.6108798

what are some wads

>> No.6108809


What are some dark and gritty texture packs? Like real rust and blood type of shit one would see in silent hill

>> No.6108829


>> No.6108857

Yeah, but how can I make the map do something like that without the player needing to turn on an option?

>> No.6108894

just look at what wads it used

>> No.6108943

its gothictx.wad , bloorpb1.wad and q1tex.wad but they all dont work on their own..

>> No.6108947

you probably should. dusk is pretty easy.

i wished they hurry up on getting the mod tools out.

>> No.6108982

I'm here to donate some blood... someone else's!

>> No.6108991

Why do modern retroshooters have to look so much uglier than the decades old games they're emulating?

>> No.6109010

i still can't figure out what i started doing right in Blood. i used to play at Still Pink On The Inside but i have to savescum a lot and kept getting killed by cultists. but then i noticed i was getting killed less and less by cultists, so i started playing on Well Done. Now i can face a room of cultists on Well Done without taking too much damage but i feel like i'm still using the same playstyle, but i just don't die as much. and i don't know why

does anyone have any idea what could have "clicked" in my head to make me get good? because i sure don't

>> No.6109014

Did you like it?

>> No.6109025

You are probably just crouching more and stunlocking them.

reminder they have no stunlock animation but dont fire back.

>> No.6109026

Also Blood is a balls to the wall game, where it has a curious type of speed, its fluid fast but then you have to stop and think in some sections, you think.

Thats why the game gives you 50 dynamite, you throw it EVERYWHERE, in every corner.

>> No.6109056

What's the best (least shitty) way to play Doom on Android smartphone? Got a gamepad thingie as a gift.

>> No.6109062

delta touch

>> No.6109063

Thanks champ.

>> No.6109064

Voxels > polygons

>> No.6109108



that (or some variation thereof) would also be a great title for the next thread

>> No.6109109

>200 armor
okay but that's bullshit
Because unless he took no damage from the outdoor area of e1m1, and only picked up a single health bonus, that's just stupid
also the ammo count doesn't change
fucking raw

>> No.6109117

at least two people did

>> No.6109118


>> No.6109138
File: 143 KB, 640x733, g9iot6vkwv031.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm playing quake for the first time.
Is there a mod that makes the weapons/enemies look a little better?
Also, how do I turn the blurry textures into crispy textures?

>> No.6109140

What sourceport are you using?

>> No.6109141

>how do I turn the blurry textures into crispy textures?
gl_texturemode gl_nearest

>> No.6109143


>> No.6109145

look up chillo's quake models

>> No.6109151

Will Arcane Dimensions ever be eclipsed?

>> No.6109158

ty bros

>> No.6109180

Try Quakespasm-Spiked
The whole point of DP is to provide modding and graphical bling, it also uses rewritten, uniformed (and thus slightly off) movement code. Not really noticable to someone playing first time obviously, but it's there.

Also best texture mode is
gl_texture_anisotropy 16
this will provide crisp and clear textures up close without shimmer in the distance.

>> No.6109192

Doesn't that new 3D Realms game use Darkplaces, and disables all/most the graphical bling by default?
When I watched civvie's video about it, it looked basically like Quake.

>> No.6109193

I realized I do a game missing after finishing drakhan and FAKK2.

Fucking American McGee's Alice, and requiem I was forgetting both.

Then I think I will stop the demo I played but not the full game list.

>> No.6109215

Maybe if they'll do an Arcane Dimensions 2 : Eldritch Boogaloo

>> No.6109227

Darkplaces allows much wider and easier modification (which is its whole purpose as engine), also they weren't aiming for a total recreation of Quake experience or its movement, and in fact prevent bunnyhopping, in favour of their own brand of speed tricks with the game's 1 weapon.

>> No.6109346

Looking to get back into arena shooters, which has the largest playerbase (dont say champions)?
Also does Quake Live work pirated or no

>> No.6109359
File: 3.32 MB, 1920x1080, Screenshot_Doom_20200103_114136.png [View same] [iqdb] [saucenao] [google] [report]

Trying to make a HUD that looks like Doomguy helmet. Maybe I should make the mask HUD less translucent?

>> No.6109374

What's the difference between Odamex and Zandronum?

>> No.6109385

Odamex is based on a much older ZDoom version. It doesn't support much in the way of modding at all. It does have some interesting niche features like a very high playerlimit and on-the-fly WAD switching, but it's kind of a moot point since nobody plays it except what's left of the competitive scene after they all got banned from ZDaemon.

>> No.6109416


>> No.6109686

I could swear you could in DOS. As in, the regular gargoyles wouldn't spawn either with the trigger or by pressing the use key against them

>> No.6109716

He's wearing a trench coat over his normal clothes, it's supposed to be silly.

>> No.6109784

less translucent yeah, i fuckin love helmet huds

>> No.6109997

slaughtershit is not fun

>> No.6110121

>not gl_nearest_mipmap_linear
retarded cuck slit your throat on your jagged fucking faraway textures

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