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/vr/ - Retro Games

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6423953 No.6423953 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6418667

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

Launchers for Build Engine games



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








>> No.6423956

=== NEWS ===

[5-12] Anon shows off their remake of an old wad called School Doom

[5-12] Outpost N, a Quake 2 singleplayer map has been released

[5-10] Endless Madness, an alleged 'jokewad/slaughterwad/power fantasy' for Doom 2

[5-7] Turok 3 mouse injector + more for Mupen64Plus

[5-8] PR/GLBoom+ now defaults to showing armor color based on what you're wearing

[5-7] You can now create bots in Zandronum

[5-7] More new content for Barely Breathing shown off

[5-6] Live Though Doom updated, added crafting and weapon replacements

[5-6] Anon shares a new map, Bridge World

[5-6] New version of Nobody Told me About ID, a Doom mod inspired by Build Engine games

[5-5] New update for Barely Breathing, a horror-themed mod

[5-4] Doom mod that lets you deform any Doom map

[5-2] Anon shares his newfag-friendly pack of Doom mods

[5-2] ZCode, a language intended to replace Decorate (?)

[5-2] "ClusterBloom is a compendium of rare maps with the craziest ideas you'll see in your whole life"

=== PREVIOUS ===



>> No.6423967
File: 157 KB, 1798x1935, 66020.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6423970

wand starts are cool

>> No.6423985

Thanks to whoever was talking about Sonic Mayhem’s Quake 1 tracks, I forgot about them and dug around my hard drive for a listen

>> No.6424036
File: 729 KB, 1365x768, Screenshot_Doom_20200513_071346.png [View same] [iqdb] [saucenao] [google] [report]

I'm using lots of pipes in my levels, and I wonder if there's a better texture for them.

>> No.6424047

e e ya a a a a

e e ya a a a a


>> No.6424049

What the fuck is th-

>> No.6424053

They look suitably rusty and metallic
I’ve never seen a HUD font like that, is it your own?

>> No.6424079



>> No.6424083

Yep, made it myself.

>> No.6424225

Aw man i miss these fuckers

>> No.6424302

>Decide to start savescumming in Shadow Warrior so I can beat the second level
>Die once
>Can't actually load any of the saves I made anymore
>Not even the one I started at the beginning of the level
So, uh... I guess I'll be going back to Sigil.

>> No.6424303
File: 27 KB, 126x743, wad_authors_updated.png [View same] [iqdb] [saucenao] [google] [report]

Since last thread I've been compiling a list of prominent WAD authors (mappers, not so much gameplay-mods) to keep an eye on, and these are the names I came up with. Already had some feedback last thread

Any suggestions to add to this list?

>> No.6424314


>> No.6424318

But anotak doesn't really map, he just did lilith.pk3 and like one other thing. Like I said, I was thinking of people that have a good number of maps under their belt instead of a one-off

>> No.6424327

me ;)

>> No.6424335

I want to say floatRand because I love Disjunction, but I'm not sure if he's done other noteworthy mapsets beyond that one.

>> No.6424353

I've heard some people here and there praise Disjunction, I haven't played it yet. What do you like about it?

>> No.6424360
File: 37 KB, 562x600, 1446595593249.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6424372

ok anon i added you
can you link some of your wads pls

>> No.6424376


>> No.6424380

i can't click on your link anon, it does nothing

>> No.6424403 [DELETED] 

The seething is palpable.

>> No.6424418

Maybe it's my memory being mistaken but isn't Doomguy supposed to make an evil laugh when he picks up certain weapons and items? Like a "heh hehhhh" sound. I played Doom I and II recently plus some wads and then I remembered that sound being present in previous runs. I'm playing on GZ Doom if that makes any difference.

>> No.6424424

no, that's heretic that does that

>> No.6424426

That's probably from a mod of some sort.

>> No.6424427
File: 7 KB, 224x224, Doomguy_happy_face.jpg [View same] [iqdb] [saucenao] [google] [report]

Not that I'm aware? All he does is this evil grin when he picks up weapons.

>> No.6424430

Lemme guess, using some ancient unfinished port? Just play on dosbox or SW Classic Redux.

>> No.6424438

Dannebubinga. He was the co-author of Sunlust and Italo Doom with Ribbiks, and also made the Combat Shock wads.
Darkwave0000. Co-authored Speed of Doom with joshy. Guest mapped for joshy's Resurgence.

>> No.6424439

There's a taunt from zandronum / skulltag that sounds like that. Always thought it sounded really stupid.

>> No.6424452
File: 82 KB, 685x960, 1536454525336.jpg [View same] [iqdb] [saucenao] [google] [report]

Was it like in a Doom mod or some other thing? Even if that wasn't the case, I somehow remember the evil chuckle sound effect from somewhere. And I don't mean Heretic because I'm aware of that one, it was something with Doom aesthetics.

>> No.6424458

Oh, it was probably because I was using Zandronum a long time ago, but now I'm using GZDoom.

>> No.6424459

You're probably thinking of an old taunt sound from Skulltag/Zandronum, as posted here >>6424439
Though I disagree with that other anon, I think it's one of the best sounds to come from this dumb community. That and the old freedoom gib sound

>> No.6424460

Thought this was an ass from the thumbnail.

>> No.6424463

Sound thing reminds me back a couple decades ago when I'd play Doom on one my the fire station's computers at dad's work. One day he brings in D! Zone and one of the maps replaced enemy grunts with spoken lines like "I can see you." This scared the shit out of me because it loaded those sound files for the entire wad list you made and I had no idea what was going on while dozens of sergeants and zombiemen shouted they could see me and were coming for me.

Thank you for reading my blog

>> No.6424490
File: 87 KB, 960x952, 89761184_1188441444821476_8808457739131944960_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6424498

I remember an old 90's wad where the zombies would scream "MY NUTS" when they died.

>> No.6424505

>old freedoom gib sound
Do you have a link for that? I'd like to hear it.

>> No.6424509

I do.

>> No.6424514

I'm going to masturbate to this.

>> No.6424515

Oh my god why did they change it? This is great

>> No.6424556
File: 404 KB, 1920x1080, freedoom_e1m1.png [View same] [iqdb] [saucenao] [google] [report]

This is the opening shot of id's E1M1: Hangar when loaded with the Freedoom IWAD. Say something nice about it!

>> No.6424563
File: 569 KB, 1920x1080, freedoom_map01.png [View same] [iqdb] [saucenao] [google] [report]

And this is the opening shot of id's MAP01 when loaded with the Freedoom2 IWAD.

>> No.6424564

I like the pistol?

>> No.6424567

Honestly not as bad as expected. Except the monster sprites which are much worse.

>> No.6424596

How would I go about making a music pack with midi format?

>> No.6424601

Download a midi sequencer like rosegarden or something and then make music in it.

>> No.6424605
File: 48 KB, 1920x1080, miniwad_e1m1.png [View same] [iqdb] [saucenao] [google] [report]

This is the opening shot of id's E1M1: Hangar when loaded with miniwad. Say something nice about it!

>> No.6424607

How do I make it into a wad?

>> No.6424609
File: 45 KB, 1920x1080, miniwad_map01.png [View same] [iqdb] [saucenao] [google] [report]

And this is the opening shot of id's MAP01 when loaded with miniwad.

>> No.6424614

You drop them into a wad with something like SLADE.

>> No.6424617
File: 382 KB, 1920x1080, doom_e1m1.png [View same] [iqdb] [saucenao] [google] [report]

For side-by-side comparison, this is the opening shot of id's E1M1: Hangar when loaded with the Doom IWAD.

>> No.6424619
File: 486 KB, 1920x1080, doom2_map01.png [View same] [iqdb] [saucenao] [google] [report]

And for side-by-side comparison, this is the opening shot of id's MAP01 when loaded with the Doom2 IWAD.

>> No.6424720

Has he improved over the years? I remember he used to be infamous for shitting out maps everyday for any open project he could find.

>> No.6424745

What is the difference between "Episode 1 ILs" and "Episode 1" in DSDA when looking at Ultimate Doom demos? It seems like it would be the same thing, but they show different lists.

There's also "D2All" and "Movie" for Doom2 stuff. They seem to be synonyms though, since they show the same list.

>> No.6424751

Episode 1 is the entire episode, episode 1 ILs are (i)ndividual (l)evels from episode 1.

>> No.6424757

Oh, so like just on a per map basis, pistol starting? Why even have that category then? Why not just go to the category for each individual map you want to see and download its demo? Is it so that people can download demo packs from one person to analyze for the collection of maps?

>> No.6424760 [DELETED] 

It's a meta-category. "Episode 1" contains all the demos in E1M1, E1M2, ... E1M9.

>> No.6424765

It's just if you'd prefer to see all the demos for an episode rather than go to an individual page for each one. Possibly to make scraping more convenient for people doing that. There's no real difference between going to Episode 1 and downloading and E1M1 demo than just going to the E1M1 page and downloading that demo from there.

>> No.6424787

Is DSDA the "archive of record" for lack of a better term, or is that compte-n or cndoom?

>> No.6424884

Idi nahuj to you too.

>> No.6424901
File: 811 KB, 989x1029, 1589051763524.png [View same] [iqdb] [saucenao] [google] [report]

>Open up FreeDoom and FreeDoom2 in SLADE
>Delete all of the monster sprites and sounds
>Delete the ugly status bar, font, and mugshot
>Basically only leave the maps and the textures untouched

Huh. It's actually...playable now. I feel like I can now enjoy these maps on their own merits and not have the view tarnished by...well...everything else. Now it's like just another PWAD.

>> No.6424983

Is the bottom one from the reboot from a few years ago?

>> No.6425009
File: 56 KB, 371x540, Bleeding Ear.jpg [View same] [iqdb] [saucenao] [google] [report]

going back in time to delete the doom 64 chainsaw sound

>> No.6425017
File: 152 KB, 816x639, platform.png [View same] [iqdb] [saucenao] [google] [report]

Would it be better to reveal the monsters while this platform is like this or when you come back and floor raised by 64 units?

Seems like the first option offers an interesting choice between clearing them now or later when they are free-roaming, but I'm not sure.

>> No.6425038

Yes. It looks like garbage.

>> No.6425064

Is unreal gold an inferior version of the game?

>> No.6425067

Why is mouse sensitivity do weird in the doom 64 port? It either feels too fast or too slow regardless of what I do, I'm never comfortable with it.

>> No.6425080

No as far as I'm aware, why would you think that? Either way you should apply the oldunreal patch after installation https://www.oldunreal.com/downloads.html

>> No.6425081

>interesting choice
What's so interesting about it? How is it even a choice? What possible benefit is there to not clearing them as soon as you see them?

>> No.6425085

Well, maybe not that interesting, but you might want to have them spread out or go collect more ammo in a different room.

>> No.6425090

Ok thanks. A lot of 20 plus year old games have steam versions with missing music tracks etc

>> No.6425113

Having enemies spread out is literally never a good idea. Ammo depends on whether you are ammo starved at that point or not and don't know when/where is the next ammo pickup, but that only applies to first runs.

>> No.6425116

Yes, I'm probably overthinking it. It makes much more sense for monster to raise from the pit right next to you when you are all on the same level.

>> No.6425162

If monsters are trapped on an isolated raised platform then there is no benefit to killing them unless they are in a position to constantly barrage you. The revenants in doom2 map12 are a good example because they're easy to ignore for the majority of the map.

>> No.6425192
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google] [report]

Greetings, everyone.

>> No.6425203

>because they're easy to ignore for the majority of the map
Yes but since anon has already explained the gist of how his map works we know that this is not the case with his map, ergo there's no point in letting them live if they're just gonna be a bigger nuisance down the road.

>> No.6425204

I'm just gonna say it. Fuck jannies, and FUCK refueling base.

>> No.6425225

Freedoomguy is a pretty swell character.

Finally a mod to rival 4x4 Minecraft texture packs in playability over remote desktop!

>> No.6425234

But that's the best map in Doom 2 anon, what the hell

>> No.6425241

I use Freedoom as IWAD in my project. I like its textures, and all the enemies and weapons will be custom anyway (though I will use serpentipede and flesh worm, which are the only two monsters with good sprites in the game).

>> No.6425262

Is that a hard requirement or will it work "good enough" with an iD WAD (and therefore imps and pinkies) as well?

>> No.6425271

Not him but the whole point of freedoom is being drop-in compatible with vanilla doom iwads, so you should be able to swap back and forth.

>> No.6425289

Hard requirement, unfortunately (it is even automatically selected by GAMEINFO lump). Freedoom has many extra textures (Plutonia and TNT ones, I was told, but I'm pretty sure there are more than that). Imps and pinkies would not fit with the theme anyway.

>> No.6425291
File: 308 KB, 1280x960, 1584396017879.png [View same] [iqdb] [saucenao] [google] [report]

Do you like the gothic texture set?

>> No.6425293

A bit too brown for my taste, but the pic looks nice.

>> No.6425294

It's difficult to see when it is all brown.

>> No.6425295

That's the Mallard Effect.

>> No.6425309

I did this once, just to find out I can't save changes to IWADs. I should have just copy-pasted my end result into a new WAD file to save it. I copy-pasted the whole IWAD into a new WAD file and I'm going through and doing it again

>> No.6425312

>Ion Fury is 30fps on switch
Im seething right now

>> No.6425314

...why? Is eduke32 that much of a mess?

>> No.6425318
File: 39 KB, 896x431, 1378631603467.png [View same] [iqdb] [saucenao] [google] [report]

Serves you right for playing first-person shooter on a console.

>> No.6425324

*On a handheld

>> No.6425337
File: 5 KB, 160x132, FATTA2A8.png [View same] [iqdb] [saucenao] [google] [report]

>the mancubus sprite from freedoom

>> No.6425338

Is the Switch cursed as fuck or something? I never hear good things about its ports, whether they're actually games that should be there or not. Capcom especially has a terrible track record outside of like 2-3 games on it.

>> No.6425339

Like many other things in the project - great idea, shit execution. Raymoohawk was working on cleaning it up, but he disappeared from the project some time ago, and without him or some other good sprite artist the project is fucked.

>> No.6425340

It has some pretty impressive ports. It's just that a lot of them are pretty lazy.

>> No.6425343

The Turok games are 60.

>> No.6425345

Its a combination of eduke being shit and the devs/porting house being lazy.

>> No.6425349

I've heard it improved, but Ion Fury was really poorly-optimized when it released.

>> No.6425357

>physical costs more than every other version
>probably no motion controls

>> No.6425360

45-60. The FPS is a rollercoaster in those ports. AND they stripped the multiplayer.

>> No.6425362

They did confirm gyro for it. But at 30fps in build engine? Fuck that.

>> No.6425363

I wonder if it hits a steady 60 with the overclock.
The lack of multiplayer in 2 was a major disappointment.

>> No.6425367
File: 3 KB, 144x252, SSWVA1.png [View same] [iqdb] [saucenao] [google] [report]

*blocks your path*

>> No.6425371

Why does "In the Dark" sound so fucking bad on OPL2/3? Like they couldn't have made better patches for whatever midi instrument is being played there?

>> No.6425375
File: 10 KB, 128x128, WOLF4.png [View same] [iqdb] [saucenao] [google] [report]

I mean, who are they even supposed to be?

>> No.6425385

Because all of Doom's music sounds bad with OPL.

>> No.6425387

First off, that's just like your opinion man. Secondly, the lead instrument in "In the Dark" sounds particularly bad.

>> No.6425392
File: 2.22 MB, 512x384, 1586497569724.gif [View same] [iqdb] [saucenao] [google] [report]

>this can't be real
>search for "wolf4"
>it's real

>> No.6425428
File: 8 KB, 128x96, WALL25_1.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of SP_FACE1

>> No.6425436 [DELETED] 
File: 82 KB, 534x713, 1589235034101-1.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh fuck, the absolute madman posted a clip of an episode for his 200k special and it's Daikatana

He's at 196k

>> No.6425440 [DELETED] 

Imagine if he will never get 200k

>> No.6425442 [DELETED] 

That would be hilarious but he says hes making it in advance this time instead of waiting till he gets them like with DNF at 100k

>> No.6425443 [DELETED] 

Maybe if the world was just.

>> No.6425447

can you rip textures from other games? Morrowind might have something good, with the dwemer ruins.

>> No.6425456

yes, I like it. I wonder about other colors. Like a charcoal gray.

>> No.6425473

That pic can only go with the Final Doomer chainsaw.

>> No.6425474

Care to share?

>> No.6425482

Ehh, I'm trying to keep imported textures to a bare minimum if I can.

>> No.6425484
File: 14 KB, 128x64, mt_p_v4.png [View same] [iqdb] [saucenao] [google] [report]

pic related, from kingpin
probably a bitch to align tho

>> No.6425494

Probably not. Anything mechanical in that game is mostly made of shapes, and uses plain textures. He'd be better off plundering some from Quake or Blood.

>> No.6425504

Is the dude who was trying to play Marathon still around? Any luck with 1.3b3?

>> No.6425526

I don't know about 3d development mister, but I know that there are separate files for textures and meshes (at least in mods, don't know how/if you can unpack the .esm).

Might provide some helpful inspiration.

>> No.6425530

we need more quakewulfs

Also it would be a neat idea to make a /vr/ Q2 unit on trenchbroom

>> No.6425543
File: 28 KB, 500x365, 1589279275081.jpg [View same] [iqdb] [saucenao] [google] [report]

Anons, what happened to that Freedoom replacement that Doomworld shat themselves over? Please tell me it's still going, I want it to be completed purely out of spite for those jackasses.

>> No.6425547

Well there's not a lot of textures showing rows of pipes or sets of gear and stuff like that, they made the pipes and gears and that stuff out of 3D shapes, using a limited set of rusty metal textures.
There's a little bit of stuff you could use maybe, but not a lot which would look particularly at home in a sci-fi industrial setting.

>> No.6425550 [DELETED] 

Ok Civvie

>> No.6425558

Alright, Cancer Mouse

>> No.6425561 [DELETED] 
File: 3.52 MB, 1920x1080, quakespasm 2019-12-27 19-04-38.png [View same] [iqdb] [saucenao] [google] [report]

Wen Q1 mission packs civvie

>> No.6425574

Did the No rest for the wicked team create another wad? I loved that mapset.

>> No.6425585

I assume you mean No Rest for the Living. One of the two(?) devs made a level targetting brutal doom a couple years ago but that's it.

>> No.6425586

Damn son how'd you get shaders in quakespasm?

>> No.6425598


>> No.6425603

Ah alright, for a moment there I thought there was a way to do it natively. Would be cool if there was a software rendered shader.

>> No.6425604
File: 952 KB, 1920x1080, quakespasm 2019-12-27 19-04-31.png [View same] [iqdb] [saucenao] [google] [report]

that is composite CRT dithering

>> No.6425606

also it wont happen because it would hurt the func msgboard feelings

>> No.6425623

What do they have against it?

>> No.6425632

The one with all the stupid looking ms paint sprites? I don't know if the guy actually made it yet

>> No.6425636
File: 2.47 MB, 1887x5906, Satanic Infestation.png [View same] [iqdb] [saucenao] [google] [report]

search for satanic infestation on doomworld, he is still very much working on it. the mods had to go in and delete posts and give people warnings because they were shitting on him so hard

>> No.6425641

>I can't save changes to IWADs
The "not saving changes to iwads" is a preference option in SLADE that you can turn off.

I just copy pasted the IWAD (as to keep an original copy), renamed one of them, and then edited/deleted stuff from that one.

>> No.6425643 [DELETED] 

Fucking based, been wondering when he would cover it

>> No.6425663

Sure. Keep in mind I haven't tested every single map so I don't know if anything is borked, but it should be fine.


>> No.6425697

new stuff from Barely Breathing creator

>> No.6425706
File: 608 KB, 1920x1080, impossibru.png [View same] [iqdb] [saucenao] [google] [report]

I'm having a problem which I was hoping someone could help with.

So I recently learned how to SR50, but I'm noticing that I'm still having trouble with certain specific jumps. For example, I know that you can complete E1M4 quickly by going over this gap instead of raising the bridge. But even if I execute the SR50 from the other room to gather enough momentum, I still can't cross the gap. I thought that SR50's were a binary thing, either you were doing them or you weren't. But it seems there's variation in them? How do I make sure I'm executing an SR50 at the top possible speed?

I'm using the middle mouse button to turn Strafe On, C and CTRL for TurnRight/Left respectively, and WASD for normal movement. Am I supposed to be moving the mouse while holding the Strafe On key as well?

>> No.6425740

Adam Windsor maybe? He made Demonfear and is constantly contributing maps to community projects, he made a pretty good Doom 1 episode recently too (called Spectrum).

>> No.6425742
File: 1.29 MB, 800x450, physics.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6425752

>egypt styled

>> No.6425756
File: 9 KB, 331x492, doom-names12a.png [View same] [iqdb] [saucenao] [google] [report]

Why is talktotransformer occasionally so good at coming up with map names?

>> No.6425761


>> No.6425763
File: 266 KB, 1368x795, Безымянный.png [View same] [iqdb] [saucenao] [google] [report]

So if I'm getting this right, GZDoom still cannot into this.

>> No.6425779

Ugh, Map27 in Doom2 is so dark, I can't even fucking see anything. Had to pop my invuln sphere to act like nvg to find the exit to the area where you get the yellow, and then the other to find the yellow key door. I've cranked my brightness and gamma all of the way up, and it's still hard to see.

>> No.6425781

that particular jump is just tricky regardless

>> No.6425786

But what is the trick

>> No.6425787
File: 37 KB, 170x267, d2croji-ed2ff1b9-2bab-46d7-b76c-0046ce7c860e.gif [View same] [iqdb] [saucenao] [google] [report]

>͍̟̗̬̦̟̰̯̣͈̞̣̌͛̏̓̍̐̎̈́̉C͖̩̫̥̥̉̉̿̉̽O͎̫̥̝̱̞͓͋̀̎̾͒̄́N͙͔̝͐̏̐̈̽̍́̐ͅŜ͚͎̞͙̝̱͌͂̒͒̐I̯̠̱̦̮̳̞̮̝̫̾̾̒͆͂͛̾̉̑̉̔͆D͓͕͍̙͓̭͕̗͇͕̍̾͊̒͗͛̃͐͊͆Ḙ͓̙̦̀̇̉̑̓̋̾̑̂̔͋R̩̯̱̱͈͔̯̖̊͗̈́́̈́ M̮͍͖͓͕͕͔̯͚̿̎͌͌͂̓Y̱̘̱͈̥̣̙̱͖͎̦͂̏̉̂̀̍͌̎͒͆̉ P͕̫̫̰̞͖͚̙͇͎͐͗̓̈́̏̊̍͂̚O͚̣̠̐͋̋̽W̬̣̰̞͙͎̤͕͙̫̗̾̎̑̔̎͒͌̀̀̈̊E̞͖͈̝̮̥̳͊͑̀̇͋̍̏̔̇̉́̓R̥̩̩̖̤̰̠̜̤̖̟̬̎̑͂̏̓̉̚̚.̥̳̭̳̫̘̤͎̤̗̝͋͐͒̾̈.̟̩͙͇̬̠̽͌͐̀́͐́̒͗̔.̩͖͚͎̟́͂̂͊̉̑̃̀̚ͅ Ȋ̯̣̞̘̬̙͂̐̚Ń͈̘̜͔̩̰͋̏̆͂͆ A̯̰̫̞̝͈̫̭̣̠̟͐͋̆̊̿̃̓̍̐ H͈̰̟͚͉͉̿̏̀̆̆͌ͅÖ͖̳̠͖͍̦̝̣́̈̉́͆̂̚Ľ̮͍͉͍̆̀̉̚Ľ͖̥̦͙͙̥̦͇̭͓̦̫́̽̇͐̇̒͂̔Ỏ̩̦͚̦̏̄̇͑̓̊W͖͍̪̞̊̔͊̈́́̐̀͑͐͛̚ Ǧ̞̬̯͍̖͊͆̀̂͌̀R̞̱̟͍͇͖͚͈̯̗̄̾͛̇͋́̒̇͗Ậ̱̯̤̰̄̑̒V̭̙̦̯̱̍̈̽͂Ḙ͈̘̗͔͔̣̰̈̈́͌̋͋͂̑͛̓̏ͅ

>> No.6425796

What source port are you playing on, anon? Is it GZDoom?

>> No.6425803

Yeah, gzdoom 3.4.1-arm as I'm running it on a raspberry pi.

>> No.6425810

Rotate objects?


>> No.6425814

You probably have sector lighting mode set to "Dark". You want it on "Vanilla" or "Standard".

>> No.6425816
File: 112 KB, 800x800, sbmpasd.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425817

Rotating objects you can stand on.

>> No.6425818

It can't? I'm pretty sure it can have spinning polyobjects, in fact Hexen had that.

>> No.6425819

>Level is called "Gotcha!"
>Nobody has gotten me

>> No.6425824


>> No.6425825
File: 172 KB, 800x968, q3a.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 3 Arena is still alive and you should play if you're interested in being challenged and gitting gud. Keep in mind player counts fluctuate through the day.


>> No.6425826

They can spin, but they can't have texture on top or bottom. They're mostly good for doors (as long as they aren't in place where you can look at them from above), but you can't do picrelated.

>> No.6425831
File: 107 KB, 507x848, caleb.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425832

What does CROM mean? And why is there an Adults Only server? You seriously think kids these days are going to play Q3?

Also don't people mostly play CPMA?

>> No.6425835
File: 1.18 MB, 928x1444, ddnd40p-a13352c4-f86e-4b48-8c2f-190588c5c40f.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425840

Ffuuuuuuuuuck. Thank you. I can see everything forever now.

>> No.6425842
File: 218 KB, 900x1152, caleb___blood.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425849
File: 159 KB, 900x738, i_live_again.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425850

>Level is called Dead Simple
>It's actually pretty hard

>Level is called Circle of Death
>I surivived

>Level is called Tricks and Traps
>No traps turning in tricks anywhere

>Level is called Nirvana
>You still have desire to kill demons

>Level is called Spirit World
>I am still sober

>> No.6425852
File: 66 KB, 1009x792, bloodcal.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425854

I don't know. Probably the clan.
I don't know. Probably an old server.
I don't know. Probably but I am not talking about that.

>> No.6425857

i thought Blue is more of a Babylonia thing (... fucking Age of Empires...)

>> No.6425861
File: 7 KB, 513x184, 1572213450228.png [View same] [iqdb] [saucenao] [google] [report]

It's just one of those default settings that I have no idea why Graf thought to put in GZD.

Why Graf, why would players want to not be able to see shit and not even have Doomguy emit light (Dark sector lighting)
Why Graf, why would players want to see blurred-ass textures (Texture filtering on Trillinear)
Why Graf, why would you have players have a super duper sensitive mouse (Prescaled mouse movement set to on)

There's probably more but I'm forgetting them right now.

>> No.6425864

It's working much better. I got to the crusher trap on map 4 and took a break

>> No.6425872
File: 97 KB, 1080x1125, Screenshot_20200513-183223__01.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mfw playing Sigil on GZdoom default settings

>> No.6425880
File: 208 KB, 568x339, Dr Cortex Obama.png [View same] [iqdb] [saucenao] [google] [report]

To this day,I want to know who the hell thought that reskin the Ninjas in Shadow Warrior Wanton Destruction and make them repeat those gibberish chinese lines was a good idea.
It was funny at first but then it becomes obnoxious.

>> No.6425882
File: 73 KB, 470x650, Caleb.jpg [View same] [iqdb] [saucenao] [google] [report]

>not posting the best art

>> No.6425889

I'm assuming someone wrote a physics engine in ZScript.

>> No.6425891

Where is this from

>> No.6425892

That one is quite based indeed

>> No.6425896
File: 24 KB, 159x323, Wanton_destruction_01.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6425897

Serious Sam

>> No.6425913
File: 1 KB, 116x152, 1584220103355.png [View same] [iqdb] [saucenao] [google] [report]

I put all the Freedoom monster sounds in a separate WAD and the end result is amazing
> https://youtu.be/N6S4Wmxu_v8

Download link for the WAD so you don't have to go through the trouble of making it yourself
> https://doomshack.org/uploads/freedoom_monster_sfx.wad

>> No.6425950

>Making level where you have to climb all the way up to line up a shot at icon of sin, only to teleport you away and revel icon was fake.
Is this a good joke for an ending? Well, by ending I mean MAP06, because it's right before intermission.

>> No.6425959

Im kinda surprised when this mod was first announced a few threads back, no one really starting calling out "shillfag" on it cus the post went something along the lines of "check out this mod my friends working on."

Not that it should've happened ofc, but it almost seemed like it could've been read as wanting attention or something. Kinda like what's been going on with that MSPaint Doom project that got slammed on the Doomworld forums vs how /doom/'s been approaching it.

>> No.6425960
File: 166 KB, 1017x786, 1589389271909 (1).jpg [View same] [iqdb] [saucenao] [google] [report]

Corvus VS Caleb VS Ranger VS Doomguy VS Duke Nukem VS BJ Blazkowicz VS Lo Wang

Who wins?

>> No.6425963

Also, >RTCW Nazi burning screams
puritan taste


>> No.6425968

He's not a sanctioned combatant

>> No.6425976

You can do a hack with portals and polyobjects, but it's pretty tricky and I've never done it successfully.

>> No.6425986
File: 520 KB, 559x414, 1588548388795.png [View same] [iqdb] [saucenao] [google] [report]

The best map in Doom II is Downtown.

>> No.6425987

Yes. Although that looks like a straightup Quake pack, I dont recall the Gothic pack having arches.

>> No.6425991

>The map with the huge arrow telling you where to go
Sandy pls
I love you but pls.

>> No.6425993

The arrow was an intergral part of the design from the begininng.

>> No.6425994

It was a bad idea

>> No.6425995


>> No.6425998
File: 30 KB, 360x450, Petersen.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6426000
File: 120 KB, 554x541, 842x63ned0w11.png [View same] [iqdb] [saucenao] [google] [report]

Do anyone know some Resident Evil style wads,like set in a mansion or a police department.

>> No.6426001

Sandy I love your other stuff, but here it was a bad idea

>> No.6426005

Maps 01 and 07 of Hell Ground

>> No.6426006
File: 133 KB, 1280x720, Sandy-Petersen.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow, you just don't get it pal. Romero told me the high design concepts might be too deep for the average player in maps like Downtown and The Chasm. I guess he was right.

>> No.6426007

always bet on duke

>> No.6426009

Sounds like a gay orgy.

>> No.6426010

Technically you could probably replicate it with a model (for the visuals) and an invisible rotating polyobject (for collision).

>> No.6426014

I remember that level had a muddy area with 20 cacos and some hell knights with a few ammo left. That part was clearly broken if you don't play bru'l. And I don't play bru'l ever again.

>> No.6426017
File: 106 KB, 900x515, by albabg.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6426024


>> No.6426025

Whew. Finally beat doom2. I think it's my second time, the last time was about a decade ago. Playing it with Doom 4 Vanilla was pretty fun. Pinkies were actually scary, and charging barons and hellknights certainly changed some gameplay dynamics.

>> No.6426030
File: 13 KB, 101x137, temp5.png [View same] [iqdb] [saucenao] [google] [report]

Been frankenstein spriting the brown cybie variant for colourful hell
shake his hand

>> No.6426040

> chainsaws barrel
> doesn't get hit by the explosion
damn son

>> No.6426061

That's actually supposed to be the Dusk protagonist.

>> No.6426063

Wheres the pitchfork in dusk?

>> No.6426068
File: 789 KB, 1200x976, 1565997946769.png [View same] [iqdb] [saucenao] [google] [report]

For any GLBoom+ users out there, hear me out.

The default value for
in your prboom-plus.cfg is 0, which is the standard GLBoom sector light mode. This gets the job done (although you definitely need to crank up the gamma correction to level 2/3/4, level 0/1 are too damn dark) - however this setting also makes lighting super flat and boring in maps.

gl_lightmode 1 is a mode that tries to emulate GZDoom's sector lighting, but looks kinda lame too.

If you edit that sucker to be gl_lightmode 2, you'll get Fog Based sector lighting, which is trying to approximate software rendering lighting (and doomguy emits light) but is still generally too damn dark and the gamma settings don't do anything.

But here's the gold. When you edit that value to be gl_lightmode 3, you'll get Shaders sector lighting. This is the best approximation of software rendering lighting (and doomguy also emits light), and you can actually see shit in darker maps. The reason I say you should edit it directly in the CFG instead of in-game is that when I tried to select Shaders in-game it would auto switch off of them for some reason. But editing the CFG outside of the game works fine.

>But why even use hardware rendering if you want to approximate software rendering look hurr durr
Because hardware rendering has big advantages for performance and can achieve certain things software rendering can't, so this way you're marrying the best of both worlds.

>> No.6426069

wow he's just like me.......

>> No.6426071

Lunar Reactor is the best Duke Nukem 3D map ever made!


>> No.6426073
File: 139 KB, 360x450, Caleb-moon.png [View same] [iqdb] [saucenao] [google] [report]

My favorite caleb pic. Is there a higher res version?

>> No.6426074

Not sure I agree with that, though the music is definitely the best in the game.

>> No.6426075

>>The map with the huge arrow telling you where to go
People always whinge about this when I've seen the exact same thing in Plutonia and Scythe maps.

>> No.6426079

And the arrows were bad there too, I'm consistent in my criticism.
If you need a big arrow to tell the player where to go, you've failed as a level designer.

>> No.6426084

As soon as I heard this song it became my favourite in Duke3D. I said "this feels familiar" to my surprise it was made by Bobby Prince.
Still a great track though.

>> No.6426090
File: 523 KB, 1023x576, Screenshot_Doom_20200508_234852.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6426094

I wouldn't say that an arrow damns those maps in their entirety, but I do think that if you're making a map, and your solution for conveying progression to the player is to use an arrow, you need to back up a few steps and think over that part of the map.

I think an arrow is ok for pointing at a secret, say if the arrow is sneakily hidden and basically only obvious on the automap, like in E3M2, or if the arrow only becomes visible after finding a certain secret area.

>> No.6426097

I'm fairly sure there were some wallpapers of this picture on the blood 2 cd... (I no longer own it though)

Still low res for today's standards, but I'm sure you could run it through some kind of AI upscaler and get decent results.

>> No.6426106

Fucking ace, I like it

>> No.6426108
File: 12 KB, 160x320, romero.png [View same] [iqdb] [saucenao] [google] [report]

what about lots of small arrows anon

>> No.6426112 [DELETED] 

No it isn't

>> No.6426115

There was one in map15 and it was pretty stupid.
The arrows in Quake were also unnecessary but I can see where they come from. Quake's action is supposed to be much faster and explosive than Doom's, and the levels are not big and explorative like Doom's either.

>> No.6426123

Quake being true 3D game, which was still pretty new at the time, I think they were concerned with lots of newbies not thinking about all their movement options.

>> No.6426126

Does Doom 4 Vanilla work in multiplayer?
Could I play it in Odamex, or would it probably be better on Zand?

>> No.6426134

You can complete the map without ever even looking at the arrow or the building that it points to.

>> No.6426135

So why put it there

>> No.6426137

To the anon who posted this archive to replace the music in Quake 1 with the 1996 alternate game soundtrack by Sonic Mayhem: I have the GOG version, will it work with that? I have a folder in the games directory called MUSIC but there are no files in it at all.

>> No.6426145
File: 73 KB, 700x394, Sandy-Petersen.jpg [View same] [iqdb] [saucenao] [google] [report]

>"Why put the arro..." Clearly if you even have to ask that question, then you wouldn't understand.

>> No.6426147

Try me, Sandy

>> No.6426148

How do I turn a mp3 song into midi without it being all pianos? It's really bothering me that I can't find anything on this.

>> No.6426150
File: 24 KB, 200x274, 200px-Sandy_Petersen_in_May_2004.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sorry, no time PLEBS.

>> No.6426162

Think about this for a second. How do you turn a digital photo of a toy shotgun or a dinosaur into a Doom sprite? If you can answer this question, you can logically deduce an answer to your question as well.

>> No.6426163

You will probably have to use a source port, I suggest Quakespasm Spiked. Though it doesn't hurt to try putting the files in the that music folder and see if it works. If not, just got with a source port.

>> No.6426168

>Quake's action is supposed to be much faster and explosive than Doom's
You've never played the game, have you?

>> No.6426178

The single player doesn't call for very high speed, but the multiplayer is absolutely nuts.

>> No.6426182

> now we're cooking with ASS

>> No.6426183

I'm retarded, I can't figure it out

>> No.6426186

You write a midi track by hand using whatever editor that you use to make midis, you blithering idiot.

>> No.6426192

Suggested weapon progression. You get berserk and a shotgun if you follow the arrow. But you're free to get the weapons in any order you like.

>> No.6426193
File: 38 KB, 673x519, 14210399448080.jpg [View same] [iqdb] [saucenao] [google] [report]

From the ethical point of view, is it considered immoral to quicksave in a game that has instakill traps?

>> No.6426201

Just play the game.

>> No.6426202

Quakespasm Spiked you say? Do I need any additional game files for it to work or should I have everything already?

>> No.6426205


Haven't seen that face in a long time

>> No.6426206

That's for nerds.

>> No.6426209

And I guess normie-tier "philosophy" questions isn't. Fair point.

>> No.6426218

If you have the game files you should be good to go. There is a video in the OP about setting up Quake that you should really watch.

>> No.6426240

So you're putting a giant fucking arrow on the floor only to suggest that I get a zerk and a shotgun?

Oh I guess we might as well put a big fucking arrow in MAP02: Underhalls to tell the players to go get that SSG.

>> No.6426246

There is also progression in that direction, but it's not the only path you can take to get that progression. I don't know what your problem is.

>> No.6426249

Maybe I should put a big fucking arrow to show you the way to my problem

>> No.6426251

And what does Quake MP have to do with arrows telling you where to go in SP?

>> No.6426256

Mods are the reason why Doom is ruined
Just think:
>mcdonalds releases the big Mac and everyone loves it
>fag goes "hey this is great, im inspired to make my own burgers"
>makes own burgers and becomes a chef
>mcdonalds releases the big Mac and everyone loves it
>fag goes "hey this is great, but you know what would be cooler? If I made my OWN big mac!!!"
>buys big Macs from McDonald's, puts copious amounts of mustard in each of them, and gives them out for free on the street
>McDonald's lawyer immediately goes to his stand
>"I'm sorry sir but this is copyright infringement, you are not allowed to give away our product for free."
>"No sir that's not how copyright works, now get down on the ground"
>gets grabbed by police
>"Yes and there's a reason we are successful and Burger King is not"
>tries to grab cops gun
>Fails horribly and gets shot

Which one seems like the most logical choice?

>> No.6426258

i like pizza

>> No.6426275

More accurately it would be:
I like this burger. I'd like to create my own sauce for it. I create the sauce and let people know it tastes good on the burger. Go get your own burger and I'll give you the sauce for free

>> No.6426276

1. i'm sure you've been told this before, by real people in your life, but you aren't funny.
2. the original big mac can still be enjoyed, it does not cease to exist, it has not been ruined.

>> No.6426278

I think that you sound like a faggot.

>> No.6426297
File: 346 KB, 1024x576, Screenshot_Doom_20200502_000213.png [View same] [iqdb] [saucenao] [google] [report]

What's your favourite enemies in a Doom mod or standalone enemy mods?

>> No.6426326

VDP is comfy
Like a CH lite

>> No.6426381

Elementalism map05

>> No.6426398

To 6426256 (who does not deserve (You), I'm giving it to you instead)
>"I'm sorry sir but this is copyright infringement, you are not allowed to give away our product for free."
Literally what? Carmack was always supportive of modern community, even back during Wolf3D days, and Doom was specifically designed to make modding as easy as possible, hence the WAD files. They even hired some of the modders to produce Final Doom for them.

>> No.6426412

Pretty much everyone knows that fecal analogies are patrician tier and shit all over food analogies.

>> No.6426429

Playthrough videos of map03 and map04 of 200 minutes of /vr/ are up.

>> No.6426437 [DELETED] 

Anti HL nigger and the discord group is trying to role another fuckfest here on /vr/ and /v/.

>> No.6426459

No one gives a shit. Stop giving him the attention he so desperately craves.

>> No.6426463

Report him for spamming, like usual, because that's what he's actually doing.

>> No.6426464
File: 1.19 MB, 1280x749, index(2).png [View same] [iqdb] [saucenao] [google] [report]

>> No.6426502
File: 47 KB, 800x450, 1124r3q5161361376 - Copy.jpg [View same] [iqdb] [saucenao] [google] [report]

>using RDND

>> No.6426516

What are some good Invasion wads for Zandronum?

>> No.6426517

Not gonna lie,whenever you think you're pathetic,remember someone spends so much time and effort in anonymus boards hating on a 20+ game and is stopped just for the bans.
I'm saying this as someone who doesn't even like HL that much.

>> No.6426536 [DELETED] 

He should review Rogue Warrior when he hits 300k

>> No.6426553

Fortunately the jannies deleted the damn thing.

someone needs hd upscale Marathon's weapons and sprites, its still eerie how damn well map textures are for its time compared to other FPS games from that time.

>> No.6426563 [DELETED] 

step 1: a knife to the throat
step 2: ...a knife to the throat

>> No.6426574

>falling or a moldy /v/ pasta

>> No.6426582

Once per key. Any more and you're a homo

>> No.6426593

what is RDND

>> No.6426602

Did you seriously find this question important enough to make a thread for it and also ask here?

>> No.6426603 [DELETED] 

Literally all I know about that game is the unironically great (imo) credits

>> No.6426628

does srb2kart have any doom tracks or other tracks besides sonic stuff?
this mod/game has potential of being the ultimate game crossover racer

>> No.6426650


Anyway, there was a Doom Cart mod in a works few years ago, but it did not take off.

>> No.6426662
File: 206 KB, 404x377, Pavise Guard.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6426691
File: 16 KB, 225x225, 1524191361409.jpg [View same] [iqdb] [saucenao] [google] [report]

Bumping this

>> No.6426697

GMOTA's. Those bone bags are really fun to smack around.

>> No.6426698

A 3d model, anon. I bet that it'll always do the same animation every time it's destroyed

>> No.6426740

I don't go to /v/, why the fuck would I know their faggot pastas?

>> No.6426780

They have that. They came with the XBLA version of marathon 2, i personally dont like them

>> No.6426829

Since the Quake 2 HD texture pack is using upscaling and redrawing on the top of it, i noticed one interesting thing.
Q2 literally has a few Reused Q1 textures in it, with the biggest sore thumb of it being the infamous Warehouse power block ones, that really looks out of place and it isn't even on the Texture WAL or TGA list.

>> No.6426846
File: 38 KB, 383x280, dfdfgdg.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6426873

does odamex even have 250 different people playing it

>> No.6426874

my god the torches are alive
truly demonic

>> No.6426928 [DELETED] 

imagine shlling and losing onions for some fatass playing a grandpa game no one likes or cares about.

>> No.6426932

Imagine being so fat you look
at doom and see food

>> No.6426935
File: 26 KB, 251x414, 1327010971205.jpg [View same] [iqdb] [saucenao] [google] [report]


Playing DOOM in UV with fast monsters is fun

>> No.6426940
File: 49 KB, 546x291, 2363660970498.jpg [View same] [iqdb] [saucenao] [google] [report]




>> No.6426965


Who's your pick?

>> No.6426972


time to binge, boyz

>> No.6426982

An absolute classic. Their Sven co-op stuff is great too

>> No.6427016

Thanks man, I appreciate all the help. Never been a huge fan of the first Quake 1, even when it was new. I liked the gameplay but the ambient soundtrack was boring to me and that combined with a lot of similar visuals in the levels made it feel like a slog. I am hoping giving it a fresh chance damn near 25 years later with this alternate Methods of Destruction soundtrack will show me how dumb I was to sleep on it back in the day. Always loved the Quake 2 soundtrack so to find out he made one for Q1 was a nice surprise.

>> No.6427040 [DELETED] 
File: 3.65 MB, 368x368, 1589067552962.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6427047

Have you? And what did you think of it?

You can easily beat Doom 1 just by having a casual walk. Projectiles and enemies are comparatively much slower.
Enemies, projectiles, guns, switching, are much faster than Doom's. You suffer less splash damage from your explosions, you're provided rockets as much as shells, the game incentives tanking (as is the purpose with the ticking-down overhealth), levels are shorter and contain less enemies but they're much more dangerous than Doom's. This is all to incentive a fast play-style. It's the reason Quake speedrunning took off more popularly than Doom's.

>> No.6427049
File: 8 KB, 292x373, fiend.jpg [View same] [iqdb] [saucenao] [google] [report]

Go ahead. Bullshit maps don't deserve intended gameplay.

>> No.6427050

GZDoom-exclusive UDMF format level

>> No.6427084


>> No.6427087
File: 27 KB, 386x530, 2451215542044.jpg [View same] [iqdb] [saucenao] [google] [report]




Every time

>> No.6427095

god i forgot that they put a gravity gun rip off in the expansion

>> No.6427102
File: 264 KB, 1622x819, MAP03 (edit area) at 2019.03.13 21-36-13.544 [R3045].jpg [View same] [iqdb] [saucenao] [google] [report]

How do I make interesting maps?

I know the technicalities and some of the interesting tricks you can pull with vanilla or the cool stuff in ZDoom, but my stuff just ends up being tech demos.

Some maps I play, they flow like water. I know there's lots on level design out there, but it seem very generalised and I struggle to implement it in Doom.

>> No.6427113

iD claims they had that idea lying around for a while, but Half-Life 2 was the first to do it. Plausible, desu, because it's kind of an easy idea to arrive at when you have physics for items and clutter just lying around your game; what if you could throw it at people, what if you could SHOOT it at people?

>> No.6427118 [DELETED] 

play maps you like, figure out why you do, then take notes and implement it into your own maps
excuse me but how the FUCK did they get him to do that???

>> No.6427140

Imagine being at Doom

>> No.6427143

Oh, looks good!

>> No.6427151


>> No.6427185
File: 302 KB, 1023x576, Screenshot_Doom_20200514_025452.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6427197

Are there any good weapon replacement mods for zandronum that work with multiplayer? Just looking for something to spice things up when playing with others, nothing too complex.

>> No.6427201


>> No.6427210
File: 1.22 MB, 1884x831, map.png [View same] [iqdb] [saucenao] [google] [report]

maybe you shouldn't rely on zdoom tricks? I'm building a giant map that only uses default doom tricks, but I do use custom textures. Then again nobody so far said that my map is "interesting", i'm just building shit because i'm bored beyond help.

>> No.6427239

fun, memorable maps have variety, choices, & satisfaction. more specifically a variety of different types of encounters (different enemy combinations, monsters at different heights, different hazards), meaningful gameplay choices (allowing the player different ways to approach these encounters), and satisfaction at conquering an area (through combat or exploration)

>> No.6427241

How many people play Quake 3 on a given day?

>> No.6427251

What wad/mod?

>> No.6427252 [DELETED] 


>> No.6427258 [DELETED] 

What made sarais snap?

>> No.6427335

Last I checked, there weren’t many people. Sorting by players only gave 7 or so populated servers, and most of them only had 1-3 bots in them. CROM was the only one that didn’t seem dead, so I guess that’s why he’s telling people to join it.

Then again, I don’t know if the Steam or BethNet versions have different servers or something, and I’m sure most of the community sticks with CPMA or Live.

>> No.6427384 [DELETED] 

/vr/ - youtube ecelebrities

>> No.6427392 [DELETED] 

>someone makes one post about someone talking about retro shooters
>hours later, LONG after people stopped discussing it

>> No.6427398 [DELETED] 

shill somewhere else
no one likes your trash content

>> No.6427405 [DELETED] 

Seems some do like his content, judging by the reply to the post.

>> No.6427424

> I have a folder in the games directory called MUSIC but there are no files in it at all.
For some reason, when you buy Quake now it doesn't come with the music. You can download Quake from the OP and copy-paste the music from the id1 folder into whatever source port you're using. You probably won't need the rest of the files since you already got the game

>> No.6427450 [DELETED] 

>someone makes a post about some youtube ecelebrity teasing their new video
>7 replies talking about said celebrity in one way or another
>No we aren't talking about ecelebs at all we are completely on topic
Daikatana isn't the subject of that post, a youtube celebrity's tweet was. Even in the tweet Civvie isn't talking about Daikatana, he is talking about his new video. This is about as tertiary as you can get and is off topic.

>Get blocked for 15 minutes for "Off-Topic, Not retro"
>That literal twitter advertisement isn't off topic non retro
I see all I have to do is name drop a retro game to not be off topic in the /vr/ - youtube ecelebrity board. DOOM, QUAKE, WOLFENSTEIN, DAIKATANA, HUNT THE WUMPUS. I've played those games before. There. Now this is an on topic post according to the standard shown in this thread.

>> No.6427458 [DELETED] 

Please stay on topic, this is a thread about retro games.

>> No.6427459

>For some reason, when you buy Quake now it doesn't come with the music.
I still wonder why that's the case. Some legal issue with Reznor?

>> No.6427464
File: 2.25 MB, 1920x1080, Screenshot_Doom_20200318_120758.png [View same] [iqdb] [saucenao] [google] [report]

the cybruiser from eviternity

>> No.6427472

Well, those sprites are quite older than Eviternity. Or do you particularly like how that mapset implemented them as an enemy?

>> No.6427509

Just beat Quake 2 for the first time. What's the deal with the button in the tunnels under Makron? I didn't notice it do anything, and it resets itself after a couple seconds.

>> No.6427515

It leads to a little something

>> No.6427523

How to enable fast monsters?

>> No.6427526

Press it again after kicking Makron's ass.

>> No.6427532

Ah. Neat. I think the doors to it closed after I killed him.

>> No.6427538


>> No.6427540

Random deaths and decorations mod
It gives demons new death animations, and makes them bleed to the right colors too, for zandorum or gzdoom
it also adds in new decorations for trees and corpses

>> No.6427543
File: 190 KB, 1920x1080, Screenshot_Doom_20200513_232000.png [View same] [iqdb] [saucenao] [google] [report]


In the GAMEPLAY OPTIONS you can change that

You can use some commands but I don't know how lmao

>> No.6427549

-fast parameter

>> No.6427563

I don't know if this is the place to ask, but which soundfont would you guys recommend for System Shock?

>> No.6427570

What are some wads?

>> No.6427575

Eviternity, you've probably never heard of this one before

>> No.6427576

you should stop spamming this every thread.

>> No.6427578


>> No.6427580

One thing I did in GZDoom is set my brightness to 0.10, and contrast to 1.1, and it made it easier to see in darker maps.

>> No.6427585

Wads of wads

>> No.6427590

I don't think you know what spam is.

>> No.6427593

So what would you call repeating the exact same thing every thread?

>> No.6427594

An underrated gem with the file name of 2000hell.zip

>> No.6427597

Remember that Tom (is the King) is the best mapper from doom and sandy is his sidekick.

>> No.6427604

Not him, but Eviternity's version has both rockets and a chaingun. Most other wads with it are usually the rocket only version.

>> No.6427605
File: 232 KB, 2048x1132, EXhJgL6U8AEnjzY.jpg [View same] [iqdb] [saucenao] [google] [report]

It always brings me joy to see someone talented that likes Marathon make stuff like this.

>> No.6427609

>Eviternity's version has both rockets and a chaingun
Which is quite evil, by the way.

>> No.6427612

Tom Hall, more like Tom Hallway, because that’s all he makes!
Sandy Peterson, more like Brandy Peterson, because he must’ve been drunk when he designed THOSE levels!

>> No.6427623

>How dare you ask a question more than once literally days apart

>> No.6427631

Drunk on the words of the Lord, maybe.

>> No.6427640
File: 34 KB, 233x423, an look at my wad.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6427720


I forgot about this its a full remake of Marathon 1 but as a Unreal Tournament mod. Will def have to play this. Maybe this will interest some of you.

>> No.6427745
File: 406 KB, 1358x1378, our GOD.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6427898

So I just played TNT's MAP20 for the first time.

Please tell me this is the lowest point. Please tell me there aren't any maps that are worse than this in the WAD. Please. I don't know if I can take it.

>> No.6427906

maps 21 and 27 are by the same author.
maps 22 and 25 are pretty bad.

>> No.6427913

Don't tell me you mean this shit.

>> No.6427914

Dude what the hell happened
How did they okay this

>> No.6427921

Can you guys give me some tips for pistol start Perfect Hatred? I've gotten as far as that dark area with the cliff that has specters and barons below.

>> No.6427924

If you can't beat it, lower the difficulty until you can. Stop bashing your head against UV because you think it's the only way to play.
If you really must continue being that stubborn, then get hit less and watch a UV max run of it or something.

>> No.6427927

You have to remember that TNT was among the earliest examples of a community megawad. While Final Doom didn't release until mid-1996, TNT was developed in 1995, and even almost released in that year before id software picked them up.
Level editors were a lot more cumbersome to use (and completely lacked 3D mode!), and people were still in the process of figuring out what works and what doesn't back in those days.

>> No.6427949

>If you can't beat it, lower the difficulty until you can
Why would I just give up? I asked for tips because I don't want to watch a video and know the whole level beforehand. I just want some tips. I'm trying to beat the game on UV pistol start, not the whole game minus one level.

>> No.6427958

>Playing the level first on a lower difficulty is "giving up"

>> No.6427964

Yes, it's giving up on beating it on UV. Just fuck off if you don't have any better advice than "don't get hit" retard.

>> No.6427968

Shoot them before they shoot you

>> No.6427976

I think you're not understanding. The idea is that you play a level you're having trouble with on an easier difficulty to get to know the map, and then after you're done and you know where everything is and how it works, you play it again on UV with that knowledge. This is basically the same thing as watching a run of it or asking people for tips. You can just do it on your own by getting to know the map with your own two eyes.

>> No.6427978

Lowering the difficulty =/= giving up
If you really don't want to lower the difficulty, then use the save feature.

>> No.6427979

Is this general just filled with casuals or something?

>> No.6427989

Then get good, faggot. There's nothing else you can do.

>> No.6427990

huh, so you've gotten to the part where the map becomes easy and weren't able to finish it
if you're not getting the radsuit and soulsphere in the lava, get those. if you're having trouble getting them, keep in mind that your shots will knock the cacodemons back, and if they're not on the ground they won't be able to counteract the momentum from it, basically stopping them dead in their tracks or forcing them backwards
also, if you don't step on the platform leading to the blue pillar-door; that way, the enemies in that green room after the yellow key room won't wake up until you enter the room
that should hopefully be enough to get it done

>> No.6427992

Theres a big difference between saving and savescumming.

>> No.6427995

>also, if you don't step on the platform leading to the blue pillar-door, the enemies in that green room after the yellow key room won't wake up until you enter the room

>> No.6428002

>that way, the enemies in that green room after the yellow key room won't wake up until you enter the room
Thanks, I actually figured that out myself after a while. What kills me going down to where you say it becomes easy is I have no more rounds for the plasma rifle and only rockets and shotgun shells left. If I try to fire a rocket, they end up clipping the cliff or something instead of hitting barons. Going down, I just get cornered and raped. I'll keep going at it.

>> No.6428003

That's cool, I got

E6M1: Hell's Road
E6M2: Shadowfell
E6M3: Disintegration of the Self
E6M4: Black Crest
E6M5: Brand of Chaos
E6M6: Praxis of Madness

>> No.6428007

save some enemies for later, then, since you get loaded up with tons of ammo in the second half of the map

>> No.6428029

the author asked me if i could post it. so i did. maybe i should tell him to post something when there are more bigger updates, instead of little ones.

> Kinda like what's been going on with that MSPaint Doom project that got slammed on the Doomworld forums vs how /doom/'s been approaching it.

what project? are you referring to this one? https://www.youtube.com/watch?v=B_cNKaVTShk
or it's another one?

>> No.6428031

He's probably talking about Satanic Infestation.

>> No.6428062

Fuck, valiant is kicking my ass. My need to drop down from HMP. The monster closets and teleport-in-shocktroopers are devastating, and there is no where to hide.

>> No.6428069

IF memory serves right (I could just be misremembering) Valiant often punishes you for trying to run away and hide. You gotta stay in there in the thick of it and fight it out.

>> No.6428074

Maybe I'll try that, but I imagine the hitscans are going to take me down.

>> No.6428084

Alien Guardian from Ancient Aliens.

>> No.6428115


>> No.6428124

>10 fucking seconds of nothing to start the video
>filtered sprites

>> No.6428126

>dissing on tatsurdcacocaco

>> No.6428148

ZDoom based 2d fighting game

>> No.6428149

ZDoom based suicide chambers. Mandatory to use for anyone who uses ZDoom or derived engines.

>> No.6428193

Was done by the usual suspect https://www.youtube.com/watch?v=hqGZovAkWSA

>> No.6428195

wouldn't Doomguy be antagonistic towards Caleb?
I mean, Caleb is basically just a demon/demigod, Doomguy has killed lesser.

>> No.6428210

He might see him as a brother in arms in a fight against the demons. But at the same time Caleb doesn't shy away from gunning down innocent people for fun.

>> No.6428213

Quick question about pistol starts. Is it safe to say that most wads, if not at all, are balanced around them?

>> No.6428214
File: 84 KB, 320x276, 1581649382671.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm here to donate some blood... somebody else's...

>> No.6428235

Most of the good ones are at the very least.

>> No.6428236

Fearrific textures + Darkdoom

>> No.6428249

A majority of them are, usually the better ones. If you’re unsure, then check the readme and see if it says anything. If it doesn’t, then do continuous.

>> No.6428252

I will never understand this attitude. Being challenged is what makes video games fun, why would you avoid it?

>> No.6428287

Being challenged reasonably.

>> No.6428295

I hardly think e4m2 on uv is unreasonable.

>> No.6428301

What's with the HMP apologists as of recent? Doom is supposed to be played on UV, and it supposed to be challenging. Here, I found a mod just for them:

>> No.6428305
File: 56 KB, 820x820, i-wanna-be-the-guy-i-wanna-be-the-four-elements-m-u-g-e-n-video-game-minecraft-png-favpng-icbtsF6Q2uE7zR7vQn72mrKfP.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6428306

That's highly subjective and depends on personal skill. If anon who started this chain of comments has been hitting a wall and can't overcome it to the point of asking for tips, it is unreasonable for him.
For the record, I don't think it's unreasonable either.

>> No.6428307

If you can pistol start every map before e4m2 on uv, e4m2 isn't unreasonable.

>> No.6428308
File: 40 KB, 239x283, 1403288553992.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm usually the last person to say "git gud", but GIT FUCKING GUD.

>> No.6428326

Continuous Only wads are extremely rare. A big part of why this is the case, is because it takes a lot more work balancing a map around gear obtained in previous levels (especially if its a community effort), compared to just simply playtesting the map by itself.
So yeah, most wads are pistol start friendly as a result. A lot of wads still try to account for for continuous play as well, though. But usually through simple things like making backpacks and the BFG a rare find until later in the wad when things get harder, and not being too generous with ammo overall. Sometimes even resorting to death exits at certain points, so that continuous players aren't always fully stacked.

>> No.6428357

Some people have their limits, though. If the challenge on UV is to a point where they are no longer having fun, then there's no point trying to force themself to keep playing UV. Sometimes they just gotta swallow their pride and lower the skill setting.

>> No.6428359

But the original anon never said anything about not having fun.

>> No.6428365

That's true. But my point still stands.

>> No.6428369

Are there any notable levelsets balanced for continuous? I’d like to see how people approach it. I’d imagine that if you make a map that requires a weapon from a previous level that the player didn’t grab, there’d be issues.

>> No.6428370

Sure but it's not even really relevant to the conversation.

>> No.6428375

>but it's not even really relevant to the conversation.
Some people in this conversation already brought up lowering skill levels. I'd hardly call it not relevant.

>> No.6428386

>Are there any notable levelsets balanced for continuous?
Dimensions of Time

>> No.6428393

I think its amazing that MTrop made that when he was 13. Especially considering its a 90's wad. It's not the best thing ever, but does have a few pretty fun levels.

>> No.6428397

Quake has significantly less enemies and they have significantly more HP. This just leads to more instances of slowly chunking away at someone while sidestepping or corner peeking. The reason quake speedrunning took of is bunnyhopping and rocket jumping allowing you to blaze through levels at mach 5, nobody speedruns by actually fighting the enemies and speedrunning is never representative of regular gameplay.

>> No.6428409

make them smaller than that

>> No.6428436

American McGee is a good level designer. Sandy Petersen is a bad level designer. Learn the difference, it could save your game.

>> No.6428446

American McGee was just decent, IMO. The best thing about his maps was the lighting and architecture. Gameplay-wise, Romero was much stronger. Even Sandy Petersen has a few levels that were more fun than any of American McGee's.

>> No.6428470

For vanilla mapsets yeah. Gameplay mods or total conversions might expect you to do continuous though.

>> No.6428475

>Gameplay mods
I thought those didn't come with maps?

>> No.6428493

Mods like DoomRLA and Lithium would simply not work properly with pistol starts.

>> No.6428503

They don’t, but some of them are RPG styled and tend to come with monster variants who “level up” along with the player, and trying to pistol start with whatever dinky starter guns you get against 20 teleporting imps is insanity

>> No.6428504
File: 565 KB, 1023x576, Screenshot_Doom_20200514_133606.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6428524
File: 61 KB, 1352x685, IMG_20200514_220043.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck yes

>> No.6428531

If I draw a line across a narrow passage, say 40 units wide, and split it in half with 2 walk-on actions, one teleporting and another floor-rising, would it ensure that player will teleport onto a floor that is moving up at this very moment?

>> No.6428539

I know this is technically not retro but I just found out about Open Fortress. Damn this is great stuff. Really wish more games had their source code released out in the wild. Video games would be better for it as a whole.

>> No.6428553

>Open Fortress is a free and open-source passion project, lovingly crafted by nearly a hundred members of the Team Fortress community with an ideal of fun gameplay as well as maximum customizability.
I like how this sentence from their website explains absolutely nothing about what Open Fortress actually is. Is it FOSS TF2?

>> No.6428559

Not him but I'm looking at it now and it seems more like a TF2-themed Quake DM game than anything else. You play as a mercenary with weapons picked up over the map and there are no teams.

>> No.6428560

I tried it out a week ago, expecting something like TF2 Classic but with more gamemodes, maps, and mod support
Instead, I got a bootleg arena shooter with constant Doom/Quake worshipping

The Mercenary character they added is a unique concept, but having his gameplay alongside the established cast seems like a bad idea, and he’s also a blank nobody who uses assault rifles, two things which go against TF2’s design

>> No.6428571

>The Mercenary character they added is a unique concept, but having his gameplay alongside the established cast seems like a bad idea, and he’s also a blank nobody who uses assault rifles, two things which go against TF2’s design
Seems like they stole his concept from that Chinese TF2 rip-off. It too had assault-rifle wielding Counter-Strike dude.

>> No.6428572

>TF2 Classic
I really want to try that game but every time I look at it it has literally zero players online. I'm hoping Open Fortress, due to the apparent hype, will have at least one server up when I try it out.

>> No.6428574

>two things which go against TF2’s design
It's not supposed to follow TF2's design. It's just an arena fps with tf2's skin.

>> No.6428576

That said, I’m glad that it exists for the people who like it, and to tie this into retro FPS, I wish Team Fortress Classic and the various unofficial versions of it for Quake/Unreal were more popular. It’d be nice to see how each one differs from each other, and I’d get to experience something “new.”

>> No.6428578

It would be cool if the DM was just Quake-lite with TF2 weapons as pickups, while other modes are just regular Team Fortress gameplay.

>> No.6428579

Looks like a fallout ghoul.

>> No.6428581

I suppose. I guess I don’t see the appeal in playing Quake but with reloading when you could just play actual Quakes, DMClassic, Warfork, Warsaw, Reflex, Xonotic etc.
Maybe it’s an ease of access thing? Or maybe the TF2 artstyle is the appeal.

>> No.6428584

Do you have a recommend map(set) for testing out gameplay mods?

>> No.6428591

Scythe 2 is normally good for that.

>> No.6428592
File: 385 KB, 1920x1080, descent.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been playing Descent 1 and just finished the 15th level and it said I completed the game, but I heard there are 27 levels +3 secret levels, what gives /vr/?

>> No.6428608

Honestly I'm just glad something is being done with this game and I always like to see some well made open source projects in general. From what I can figure, Open Fortress is still in alpha so there's more to come, we'll see.
Yeah the page does a poor job at explaining well what it is. At the moment it's pretty much what other anons described.

>> No.6428612

Alfonzone is a safe bet, there's a lot of variety packed in there and the encounters can get tough

>> No.6428634



A lot of ports look great while running at 30fps
For a console that's basically a tablet, that's pretty good.

>> No.6428637

It's not 'pretty good' for a build game. It's pretty embarrassing, if anything.

>> No.6428639

Alien Vendetta

>> No.6428698
File: 236 KB, 1077x667, wwwrks.png [View same] [iqdb] [saucenao] [google] [report]

I haven't made a set, but hey, some few maps here and there. I have two or so that I haven't released plus two or so that are for projects that are still under wraps.

I apparently have wiki page now so there's list there https://doomwiki.org/wiki/FloatRand

>> No.6428721
File: 52 KB, 228x225, suspicious mario.png [View same] [iqdb] [saucenao] [google] [report]

>in UT

>> No.6428751

Hey i cant hate. Maybe some of you who cant stand Aleph One can give it a shot. Seems like a lot if effort went into it.

>> No.6428753 [DELETED] 

This. In fact he really didn't seem to much give a shit if people infringed on their IPs in the process as long as they weren't making money but also made it clear that as IP holders they are obligated to protect said IPs when he was first emailed about the legality of the Freedoom project:
>You can't re-create anything that is clearly our work.

>You can make a completely different game using the code with our blessing,
but if it has imps, cyber demons, BFGs, etc, then you are treading on thin ice.

>I hate to be the one to tell people this, but the reality of the business
is that we are obligated to defend our trademarks and copyrights, so we
can't just let things like that happen, even if they aren't perceived as a

>You could make and release a new DOOM wad that replaced everything with
similary looking original art, but it would still be bound by the
restrictions we place on community derivative work, so it wouldn't be
"free" in the sense that the GPL'd codebase is.
-John Carmack, 2001

>> No.6428757 [DELETED] 

This. In fact he really didn't seem to much give a shit if people infringed on their IPs in the process as long as they weren't making money but also made it clear that as IP holders they are obligated to protect said IPs when he was first emailed about the legality of the Freedoom project:
>You can't re-create anything that is clearly our work.

>You can make a completely different game using the code with our blessing, but if it has imps, cyber demons, BFGs, etc, then you are treading on thin ice.

>I hate to be the one to tell people this, but the reality of the business is that we are obligated to defend our trademarks and copyrights, so we can't just let things like that happen, even if they aren't perceived as a "threat".

>You could make and release a new DOOM wad that replaced everything with similary looking original art, but it would still be bound by the restrictions we place on community derivative work, so it wouldn't be "free" in the sense that the GPL'd codebase is.
-John Carmack, 2001

>> No.6428758

There's literally nothing illegal about buying big macs and giving them away for free.

>> No.6428762

This. In fact he really didn't seem to much give a shit if people infringed on their IPs in the process as long as they weren't making money but also made it clear that as IP holders they are obligated to protect said IPs when he was first emailed about the legality of the Freedoom project:
>You can't re-create anything that is clearly our work.

>You can make a completely different game using the code with our blessing, but if it has imps, cyber demons, BFGs, etc, then you are treading on thin ice.

>I hate to be the one to tell people this, but the reality of the business is that we are obligated to defend our trademarks and copyrights, so we can't just let things like that happen, even if they aren't perceived as a "threat".

>You could make and release a new DOOM wad that replaced everything with similary looking original art, but it would still be bound by the restrictions we place on community derivative work, so it wouldn't be "free" in the sense that the GPL'd codebase is.
-John Carmack, 2001

>> No.6428767

What did I just read?

>> No.6428769

Some faggot being a fucking faggot

>> No.6428783

Tatsurdcacocaco is great, but I'd have to agree, I do wish he'd not use the smear filter.

>> No.6428798
File: 369 KB, 1200x1855, white dad™.jpg [View same] [iqdb] [saucenao] [google] [report]

yo anyone know how to get the bank check for the construction men in golden souls 2?
just finished all the levels i could and beat the cyberdemon and satan. aftere the credits it dropped me back onto the map and im missing 3 coins for the rainbow and i dont know how many golden spiders for the caco lady but i have no idea how to get the bank check for the guys at doomguys house.

>> No.6428816

Deathless now a curated mapset.

>> No.6428819

It goes deeper. id has reused since the days of Doom. You will also find textures from Quake 2 in Quake 3.

>> No.6428821

More importantly why that image.

>> No.6428823

A faggot of the highest order.

Some even go back to Wolfenstein 3D.

>> No.6428826

The dialogue in that "comic" reads like someone had a stroke.

>> No.6428830

Why are they only doing Ultimate Doom mapsets?

>> No.6428832

"some toe-curlin" i want to die

>> No.6428840

Doom 2 even has a few textures from Wolf3D (besides the obvious secret level only ones), like ROCK4.

>> No.6428843

I will never forgive bungie for the downgrade to the alien rifle from Marathon 1 to Marathon 2

>> No.6428870

Because it is penultimate Doom.

>> No.6428871

Doom 1 mapsets are more likely to be minimal on copyrighted resources, and more often vanilla and limit removing compatible. A lot of them also tend to be one-man or small team projects, too, making it easier for id to contact everyone involved.

>> No.6428880

That's pretty lame. I'm getting sick of having to chaingun down Cacos after 2 episodes and a megawad.
Not that it matters because DevMenu on Switch is kill so I can't inject the new map packs anymore on CFW.

>> No.6428882
File: 2.87 MB, 1024x576, v makes an analogy.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6428897

I would love for BTSX to get added in, as it generally ticks most of the boxes. Too bad it has a very large amount of people involved, which could be a nightmare for id to contact everyone.

>> No.6428907
File: 213 KB, 1280x720, 2020031112461500-EA525566BC202E51840BCC68D0E37FC9.jpg [View same] [iqdb] [saucenao] [google] [report]

It's possible to port your own wads, but the process is a chore. It also can't be done on the most recent Switch firmware.

>> No.6428918

New Golden Souls 3 collectable: Trophies! https://www.youtube.com/watch?v=NY8yI2vV484

>> No.6428921

>It's possible to port your own wads
I'm well aware. But at that point, I'd rather use a source port.

>> No.6428932

Not only that, a lot of the classic vanilla wads were designed by.
>people who are currently working somewhere else besides id (which means that they'd have to get permission from their employer to put their wad in the game)
>people who just moved on to other games 20 years ago
>people who are just straight up dead.

>> No.6428935

>Some even go back to Wolfenstein 3D
Really? Know which ones?

>> No.6428939
File: 398 KB, 572x476, shodan.gif [View same] [iqdb] [saucenao] [google] [report]

Can someone please explain?

>> No.6428940

I like how the official port controls over the homebrew ones.

>> No.6428942

Doom 2 MAP31 and 32.

>> No.6428945

>H-Doom trophy
How long until Batandy gets cancelled?

>> No.6428947

How fucking dead must be that SS3 project?

Fucking hacks.

>> No.6428951

Romero new episode when?

>> No.6428959
File: 310 KB, 600x531, 1307747542001.png [View same] [iqdb] [saucenao] [google] [report]

Consume feces and expire.

>> No.6428964

Why would he get cancelled over that?

>> No.6428972

If I have a big sector that I can't really split due to it being a huge lift, is it better to use simple flats or complex ones?

>> No.6428974

Apparently things went pretty fucking bad lately.
The publisher shut down and several people were fired.
We won't get that game anytime soon.

It's been 5 fucking years for crying out loud

>> No.6428980

There's this brown rock texture which you see in Wolfenstein 3D, it's reused in Doom, and then used as a basis for another texture in Quake, made a darker brown and made rougher. Don't remember if that same texture got reused in Quake 2, but possibly.

>> No.6428982

I am glad, the people they had on it were garbage ,and they would shit all over it and make prey look like a masterpiece.

>> No.6428991

When you fund Blackroom bro.

>> No.6428995

Ok, so who was the fucktoy during the doom development days? Tom Hall?

>> No.6428997

If Tom Hall's Prey would have happened it would have been a masterpiece

>> No.6429000
File: 5 KB, 259x194, Sandy Petersen.jpg [View same] [iqdb] [saucenao] [google] [report]

>Ok, so who was the fucktoy during the doom development days? Tom Hall?

>> No.6429001

Prey was a very decent game nevertheless and better than any bioshit while trying to look like bioshit.

What I never understood about Arkane is how the fuck do you even think these are triple A material games. They always felt to me they wanted to make the best looking glass type games ever but sold themselves cheap and burned themselves in the fires of industry.

>> No.6429002

maybe it was intended or they lurk here, but they updated their moddb page showing the comparison progress.

i didn't liked the barrels but it seems placeholder.

>> No.6429007

I wouldn't say they were garbage,they didn't have a good direction. It's like DNF all over again.
They clearly listened to the feedback(like changing Shodan) but the game took too long.

Which one? Prey 2006 or 2017?

>> No.6429019

2017 Prey.

It's a very competent game. But like dishonored, there is something off them.

>> No.6429020

Absolutely based.

>> No.6429023

I'd happily contribute to Romero's kickstarter once he stops working on his shitty xcom clone.

>> No.6429029

Maybe that's just me but I'm getting sick tired of Hdoom.I don't hate it,I'm not even against lewds is just became so overexposed that now feels mandatory to reference it to the point of becoming obnoxious.
Hell,not even the creator is working on it anymore.

Yeah,the OST is great and so was the DLC but nothing that I would call memorable.
The only thing it shares with the original is just the title.

It's a pretty divisive game.

>> No.6429035

It became an epic meme

>> No.6429036

I think people want decent lewd games, and there are zero outside skyrim modding.

Hdoom is not even that good. Just funny for a short period.

>> No.6429046
File: 57 KB, 827x424, Безымянный.png [View same] [iqdb] [saucenao] [google] [report]

Didn't need one, they had a milf on premises.

>> No.6429050

>Hdoom is not even that good.
I like the art but my main problem with it is it's way too easy to trigger a sex scene which makes them lose value.

>> No.6429054

I dont think the scenes look that good. But fair enough.

>> No.6429062

That's because HDoom at it's core is a parody of Brutal Doom, with jokes about sex and hentai instead of completely straight-faced violence.
HDoomGuy is also known as Mike12, who was the main sprite artist for Brutal Doom until he quit after finding out Mark wasn't crediting other people properly for various sprites.

>> No.6429074

>John Romero
>John Carmack
>Adrian Carmack

What happen with Adrian Romero?

>> No.6429089

We don't talk about him.

>> No.6429090

John Carmack is just a fusion dance of John Romero and Adrian Carmack. That's why Romero was unable to work more on Doom 2 levels - because he was busy working on engine. All that stuff about playing deathmatch all day long and producing Heretic is just a cover-up story. That's also why Daikatana was delayed so much - "John Carmack" was working on idtech 2 engine at the time. You hear almost nothing about Carmack these days, all while Romero is being active - another proof.

>> No.6429092
File: 17 KB, 491x181, cee.jpg [View same] [iqdb] [saucenao] [google] [report]

One of the most normie memes of the fanbase in recent years. And I hate using that word.

The problem is that there are good games which despite the lewd content they're still worth playing for the gameplay. Hdoom is hold up on such a high regard for his pornographic content and "shock value" of demon girls getting fucked.

Which to me is the equivalent of modern Mortal Kombat Fatalities. They were pretty impressive or fun to watch at first but then they become more boring after a while and realize they're trying too hard.

That's fair,I honestly feel that as a mod I appreciate the effort for the animations and jokes but all around it's not that big of a deal. The issue are those who bring it up so many damn times by internet funnymen going "I've seen enough hentai to see where this is going" or "Rule 34 artists:it's free real estate" or shit like that.
They're just anime girls cosplaying as Doom monsters and nothing else,plus more monstrous Doom porn just sucks in general because the artists try so hard to sexualize the enemies and shove their kinks as well.

Except the Cookie Demon that one ain't that bad

>> No.6429108

>The problem is that there are good games which despite the lewd content

What games? Jap shit full of cgs? Wegs full of daz abominations?

There is nothing out there. Doom has the name to make your regular run of mill normie to start chanting the unconscious ritual meme " fuck I wish there were more, kidding I am cool gay who needs no porn"

Yeah Hdoom is not a big deal, I dont even see it mention that often but I am not big on social media.

>> No.6429114

Not just that.
I'm talking about the likes of BloodRayne and other western stuff from early 2000s.

>> No.6429123

>I'm talking about the likes of BloodRayne and other western stuff from early 2000s.

Dead and buried and forgotten and honestly some of them lame like FAKK2. Although I have soft spot for Sin Elexis.

I was not counting that as lewd games. I meant actual lewd games. Hdoom sortta weirdly counts, it has gameplay, solid foundation really its fucking doom, and it has sex.

The industry will run circles around it in the current political climate, until someone racks in all the cash with the first high definition porn shit and it will be hilarious to watch.

>> No.6429125

Watching those decino vids on Doom code makes me want to learn C.

>> No.6429140

Do it anon, C is a pretty simple language. It has some weird edge cases and it makes it really easy to fuck up, but the actual core of the language is quite simple, especially if you're more worried about reading C than writing it.

>> No.6429142
File: 291 KB, 360x450, Thala-siren-DK.png [View same] [iqdb] [saucenao] [google] [report]

I feel Dragon Crown fits that,considering the artist didn't hide it he likes tits and asses.
But in the end only the japanese seem more open to this stuff.
Back then you could make a slutty outfit for a character and no one would question it like those SS officers in Return to Castle Wolfenstein,with nude mod as well it wasn't a big deal.
Nowadays it's an outrage for an accidental panty shot.

>until someone racks in all the cash with the first high definition porn shit and it will be hilarious to watch
That won't happen,knowing them they will tease said project only to never deliver it.

Until then the closest thing to big tits with a good budget on it in recent years is this......thing.

>> No.6429152

I am perfectly fine if your game wants or needs believability or realism.

But when you start removing it from fucking shitty campy stuff that should be all about blood and violence. You start to fail.

Its fucking sad.

>> No.6429153

>nobody speedruns by actually fighting the enemies
There's tons of Hard/Nightmare 100% kills/secrets speedruns. Are you daft? http://quake.speeddemosarchive.com/quake/

If you corner-peeked all that often you probably just suck at the game.

>> No.6429169

I savescum when dealing with bullshit environment traps in Quake and feel absolutely zero shame about it.

>> No.6429170

Yeah he sure showed him by making another dumb mod that only did disservice to the community and probably created another cancerous fanbase similarly to what happened with BD. The very idea behind "tehehe what if doomguy had sex with demons and they were anime girls!" is bottom of the barrel tier.

If he really wanted to take a piss at BD he could've done something actually funny and silly like making all the enemies into monster shaped cookies that sprayed bunch of jam when shot. Yeah that might sound lame to some, but it would've done a better job of poking fun at BD. But what he actually did, and what might have been his true intention, was to use the mod as a way to draw attention to himself so he could rake in some dosh on the patreon. No better than what Mark did in the end.

>> No.6429185
File: 185 KB, 1439x1588, ninja shotgun.jpg [View same] [iqdb] [saucenao] [google] [report]

ninja shotgun

>> No.6429196
File: 35 KB, 640x1024, snakecodec.jpg [View same] [iqdb] [saucenao] [google] [report]

Ninja shotgun?

>> No.6429208

Cookiedemon is far too precious for me to want to lewd her.

>> No.6429213
File: 416 KB, 474x746, 1581117371199.png [View same] [iqdb] [saucenao] [google] [report]

Lewd stuff is not mandatory but always welcome when your content is campy and over the top.

Slasher movies are filled with sexual content but a prime example of that in FPS games is Turok 2.
A game where you play as a native american warrior fighting aliens of all kinds across dimensions wielding the most absurd weapons ever and your guide is:
A 6'6 feet tall muscular woman with a soft voice with big tits and ass.
It doesn't feel out of place given the premise,it works.

I don't feel it was much of a mockery either. It was nothing more than "Doomguy has sex" which wasn't that touched as a subject before.
The issue is that he wants to focus on other stuff and knows that will always be overshadowed by that one mod he will never finish. Hence he keeps that name "Hdoomguy".

I feel other mods mocked the concept of BD better like Burl Tumd,it was just an excuse to gain more attention to that mod.

>> No.6429219

>tfw suspended in dusk will never get added, because espi is dead.

>> No.6429220

Psycho Mantis?

Shadow Moses?

>> No.6429221 [DELETED] 

You're taking this far too seriously, HDoom hasn't caused a Doom community apocalypse or anything like that.

>> No.6429223 [DELETED] 

>Lewd stuff is not mandatory

Yes that is what I meant I phrased it poorly. We are all dancing around the real issue here. Its politics.

>> No.6429226 [DELETED] 

Im losing my patience with retroarch fanboys trying to force their garbage stuff into quake and doom.

>> No.6429229

Yeah I dont get his point either. He should see what lurks in the depths of sims modding scene.

>> No.6429231
File: 61 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

New Decino video just went up lads, it's on the Mystery of the Revenant Missle, figuring out what determines if a Revenant fires a guided or unguided missile


>> No.6429237

Always glad to see more love towards the boney boys.

>> No.6429239


>> No.6429243

Isn't it literally just if the game frame is even its homing and odd its not (or the reverse)? Is that really enough to make an entire video about?

>> No.6429254

I thought the same until I watched the rest of the video. He ran an experiment and in both cases the game had a bias -- 75% of total missiles would be guided and 25% would be unguided, and in another test, it was a vice-versa result.

>> No.6429259


>> No.6429267

Metal Gear Solid mod when?

>> No.6429272

Check out the video, boyo, not all home in on the player

>> No.6429274
File: 72 KB, 202x345, nastasha romanenko.png [View same] [iqdb] [saucenao] [google] [report]

>A true double-barrel sawn-off, using two shells to tear the face off all nearby monsters. It's useful when faced with hordes of monsters but takes an age to reload which can be dangerous when you're being swamped.

>> No.6429285

>Isn't it literally just if the game frame is even its homing and odd its not (or the reverse)?
No, there is a preference for one or the other usually with the percentage varying

>> No.6429289 [DELETED] 

Admittedly I may have overblown the fanbase thing and that's why I said "probably". Though I'm sure it served to strengthen the furry degeneracy within the community. I just hate it when low hanging fruit like this gets attention. Especially when a bunch of other well made mods don't get nearly as much.
>depths of sims modding scene
Oh unfortunately I am aware and sure enough that can't compare to a singular mod.

>> No.6429294 [DELETED] 

>Though I'm sure it served to strengthen the furry degeneracy within the community
I'm pretty sure those are two different fields.

>> No.6429297

>for a build game
You say that as if it naturally should run great since it's an older engine. If anything it's the opposite. The engine was designed before hardware acceleration even existed, and without modern optimizations for open & detailed geometry.

>> No.6429301 [DELETED] 

What attention? Nobody is seriously going around telling people to play HDoom. I don't think you know why you're so angry about it, other than your subjective perception that it's popular.

>> No.6429302 [DELETED] 

>Though I'm sure it served to strengthen the furry degeneracy within the community
What the fuck are you even talking about you fucking schizo?

>> No.6429303

please dont bring the people in your head as an argument for something. Also what is this 2010 still crying about furries?

>> No.6429305

Rewrite the engine from scratch, then. It's what nightdive has been doing and it worked out great for them. It's absolute no excuse.

>> No.6429309

Not that anon or even involved in the conversation but I have been involved with the DOOM scene and playing custom wads since the late 90s and I have never played HDoom nor do I personally know anyone who has. I and they are aware of it, of course, but I just see it as a silly novelty and it's not my thing.

I have never gotten the impression it was wildly popular.

>> No.6429312

>It's what nightdive has been doing and it worked out great for them.
Like with Blood: Fresh Supply?

>> No.6429315

Lol. "Voidpoint" doesnt have the time & budget to do that for a port, its a small team of modders with day jobs that were able to get together to create a full game.

>> No.6429319

I thought they hired another company to do the port?

>> No.6429330 [DELETED] 

Monster girls teeter on being furry, especially in this case where characters have hooves and tails. It's all the same brand of degeneracy
Are we now pretending that the mod didn't get a hefty amount of attention simply due to what it is and does? I'm not talking about it just being played. Hell even us discussing about it serves as a proof of it.
>I don't think you know why you're so angry about it
I said exactly what I don't like about it in previous posts.
Oh I better not tell you then how many furries there are in the doom community.
Spotted the furry.

>> No.6429335 [DELETED] 

>Monster girls teeter on being furry, especially in this case where characters have hooves and tails. It's all the same brand of degeneracy
Oh. You're one of those guys.

>> No.6429337 [DELETED] 

>plays video games for teenagers well into his adult years
>cries about degeneracy

>> No.6429338 [DELETED] 

Rent free.

>> No.6429342 [DELETED] 

I feel sorry for all the women(?) who had and will have sex with you.

>> No.6429348

>but takes an age to reload which can be dangerous when you're being swamped.
thats a fucking lie and a half

>> No.6429349 [DELETED] 
File: 4 KB, 243x141, i love me some frogs.png [View same] [iqdb] [saucenao] [google] [report]

>It's all the same brand of degeneracy

They're still quite different audiences, on 4chan especially where one is very likely going to go calling out the other on sight. Just something as simple as the snout will make or break a piece of for one camp, and invoke the opposite reaction for the other.

t. /mhg/

>> No.6429351

I genuinely wonder what provoked that writer or editor to call it "Ninja Shotgun"

>> No.6429364

Hey bros, does anyone have a link to Spear of Destiny and the Wolf3D mission packs? I have Episodes 1-6 of Wolf 3D but I don't have Spear

>> No.6429374

Fuck, spawning vats It's so fucking good, that atmosphere, that design, that music, that size of the map, that usage of textures...
Thanks TOM and SANDY
Hail to the king, baby.

>> No.6429380 [DELETED] 

You know it can be true in this case.
What you're saying doesn't even make sense.
Nice ad-hominem, now go back to rping in some discord chat. And before you claim you're not, why would you then try to defend them?
Like I said, there's tails hooves and furs. Demon girls furries, futas it all winds up being the same in the end. But this is getting stupid now and off topic.
Look at the first mega.nz link in the OP, there's a Wolfenstein 3D folder and you can find Spear of Destiny there.

>> No.6429385 [DELETED] 

>But this is getting stupid now and off topic.
You brought it up, deal with it.

>> No.6429392 [DELETED] 

I'm not trying to defend your imaginary boogeyman I'm making fun of you for being a retard.

>> No.6429401 [DELETED] 

I'm going to write scooby doo vore fanfic with you as the prey

>> No.6429409 [DELETED] 

>imaginary boogeyman
Heh alright, keep being deluded.

>> No.6429415

he doesn't make profit from his mod, so never

>> No.6429423 [DELETED] 

Anyone who participates in playing video games is a degenerate.

>> No.6429424 [DELETED] 
File: 67 KB, 1024x803, 1575460125647.jpg [View same] [iqdb] [saucenao] [google] [report]

This fucking guy.

>> No.6429442 [DELETED] 

Still doesn't make sense. Playing video games doesn't even compare to indulging in messed up sexual fetishes.
I'm sure you're having a laugh, but furies permeate this community like a bad odor.

>> No.6429446

Bologna update

>> No.6429447 [DELETED] 


>> No.6429456

Enough to always play a match. Weird hours might be just a few, but it reaches 16+ through the day in the CROM server. Just because there aren't hundreds or playing doesn't mean you can't find a game.

>> No.6429463

I wonder why /doom/ or /vr/ in general hasn't bothered to make an official server for Quake 3?

>> No.6429475

Why does Hell Revealed get sassed out so often?

>> No.6429478
File: 424 KB, 320x288, 1454634097689.webm [View same] [iqdb] [saucenao] [google] [report]

Good stuff. Wasn't even aware some of the missiles are completely non guided.

>> No.6429515
File: 25 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google] [report]

Can somebody post a single-segment UV-Max demo of them completing Map 03 of Syringe?
> https://www.doomworld.com/forum/topic/110956-syringe-v10-6-reality-bending-lim-rem-maps/
I beat it on skill 2 and skill 3 easily enough, but I've spent like 8 hours over the past two days trying to record a UV-Max demo of this map and I am drained. I feel map 02 was right on the cusp of being to difficult for me, but map 03 is just slightly too difficult for me to beat without saves.

>> No.6429523

They should ask his next of kin. Suspended In Dusk is fantastic, and even console plebs should have a chance to experience it.

>> No.6429530

Could we get enough players? It might be worth considering. CROM is pretty good though and full of regulars that come and go throughout the day. Player count usually tops out around 12-16. The skill level is all over the place so you won't always get destroyed. I started playing seriously in 2018, and I'm still shit, but I can win games now.

>> No.6429563

I knew that there was that thing about even or odd tic, but I didn't know that basically random bias, that's pretty fascinating.
I basically operate on the premise that the rocket will home on me, and act accordingly, and only alter my plan/actions if I see that it's not, so this won't change how I approach boners, but it's very interesting nonetheless.

>> No.6429569

Huh, I thought they always homed in on you.

>> No.6429585

How do so many people not know that rockets do not always home in on you? Have you never tried dodging a rocket and seeing what it does? Do you just facetank rockets?

>> No.6429593

I usually run to the nearest door screaming profanities.

>> No.6429598

I just dodge it. I dont think to observe it after i dodge it. Also i always worked under the assumption that they track me.

>> No.6429619

I just thought some rockets tracked less than others, not that they didn't track at all.

>> No.6429623

I'm aware they don't always home, but I always employ an evasive maneuver (like using cover or another monster to try to lead the rocket into, or sidestepping enough and at the right time that it would miss, at least the first turn, if it was homing), just because it never really hurts to do so anyway.

>> No.6429647
File: 467 KB, 900x675, 1589357818002.jpg [View same] [iqdb] [saucenao] [google] [report]

Spider MasterThomas

>> No.6429660

Now this is a devil spawn if I ever saw one.

>> No.6429698

Has there ever been a berserk/tyson only map?

>> No.6429708 [DELETED] 

You would do better to direct that anger to futa idiocy in Hedon than an honest mod like HDoom. Chill out.

>> No.6429710
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google] [report]

I've been thinking, with the advent of console controllers getting optional paddles for extra buttons, could they be used to make movement in fps games more in depth but also more accessible compared to a regular controller? Because one of the main reasons for not being able to pull off, say, bhops or strafejumps on consoles is that you can't control the camera and jump at the same time cus of how controllers are designed.

If it is feasible, I think it'd be a neat concept (in theory at least) to try to make arena fps games more accessible/possibly mainstream again by having one with console ports, and bundling copies of said ports with the controller paddles to be used for jumping. Plus I'd figure movement in fps games that aren't PC exclusives could make it so it's not gimped for the sake of accessibility.

>> No.6429717

Don't even get me started on that mess.

>> No.6429719


Say Shelly could have benefited from being a bit more sexy.
Game is missing something.

>> No.6429720
File: 945 KB, 2560x2880, compare2.png [View same] [iqdb] [saucenao] [google] [report]

How "faithful" do you try to make your Doom look?

>> No.6429726 [DELETED] 

And those anons are right there is no fucking furry in HDoom. Take a step back when you first became pissed.

You are not angry at Hdoom.

>> No.6429750

There are already fast paced console shooters with jumping and zipping around and such. You already got the shoulder buttons to map, don't need paddles.

>> No.6429753 [DELETED] 

>You are not angry at Hdoom.
You're not the boss of me
What I said is that hdoom inevitably helped attract more depravity to community even if in small part, but that wasn't even the main point it just went off in that direction because I dared express my distaste towards that kind of stuff. I don't like the mod due to its shallow nature and how it gets undeserved attention because of parts that have nothing to do with the gameplay. And for some reason it gets featured in other things, like the Golden Souls trailer, as if that was supposed to be something good.

>> No.6429760
File: 315 KB, 423x384, 1577642485826.png [View same] [iqdb] [saucenao] [google] [report]

I play in gzdoom with ambient occlusion, dynamic lighting, shadowmaps, brightmaps, and voxels. And freelook. And a crosshair. The purism police can choke on it.

>> No.6429761 [DELETED] 

Oh, shut up already.

>> No.6429764

To the point it looks just like Vanilla Essence, only with higher resolution, without limited palette, with dynamic lighting and with AO. Also with a modded fullscreen HUD that looks just like the vanilla status bar, just without ugly green shit. Well, and I use freelook, although I try not to abuse it much.

>> No.6429770
File: 473 KB, 1280x720, Screenshot_Doom_20190531_121719.png [View same] [iqdb] [saucenao] [google] [report]

Not all too much. I don't use any bilinear filtering, because I think it looks ugly, but I do play in OpenGL mode, I use anisotropic filtering, as I do like the crisp and clean pixels, but I also like making the picture clearer at a distance.
I use SpriteFixes, SBrightmaps (removed some of the ones I felt didn't fit), dynamic lights, along with bloom, which at least in the older version of GZD that I'm using, has only an on and off option, and seems to only be faint, (which is how bloom should be), the bloom is basically only noticeably against very bright objects and stark contrasts (such as a bright red raging furnace in a dark room). I think it can roll very well with stark contrasts like pic related.

I'm not all that attached to the software renderer as in the original, but I am VERY fond of the sprites and textures in Doom (and Quake, for that matter), I think the graphics that Adrian and Kevin made for the game are very beautiful (crude in just a few places, but still beautifully done), I like them both just for their aesthetics as they are, but as someone who loves oldschool propmaking and practical effects, the way they accomplished them rubs me the EXACT right way. OpenGL and a high resolution lets me see these graphics very cleanly and at a distance, with minimal distortion and no color bleeding. These things have charm to some, and I see it, but personally I love it this way. I also like being able to look up and down freely, without stretching and distorting my perspective, mostly because this feels more natural to me.

Beyond that, I play either with vanilla gameplay (not even with SmoothDoom), or with a favored gameplay mod. However, sometimes I'll sit down and play a random console port just for the hell of it, and even with the shitty ones, I still think the game holds up amazingly.

>> No.6429772

As long as theres no crazy modern shit like motion blur, bloom and other things its fine for me

>> No.6429787 [DELETED] 

I'd shut up about it if people didn't feel the need to constantly bring it up. It's not me who started the hdoom discussion in the first place and just now I replied to someone else due to their reply to me. I was ready to put it to rest, but someone wanted to continue it. It's not like I started talking about it unprompted, simmer down.

>> No.6429792 [DELETED] 
File: 254 KB, 500x665, 1528253398339.png [View same] [iqdb] [saucenao] [google] [report]

Dunno if this is old news if at all, but


>> No.6429793 [DELETED] 

Just shut up already.

>> No.6429801 [DELETED] 

Not retro

>> No.6429810
File: 393 KB, 1920x1017, Screenshot_Doom_20200515_000435.png [View same] [iqdb] [saucenao] [google] [report]

so Im remaking the hud a little for tailor girl

>> No.6429812

What about the possibility of air control? It'd be neat if the use of it to gain speed or at least more mobility was more common.

>> No.6429818

I found Spear in the OP links but I didn't see the other mission packs (I have episodes 4-6 which is the Noctural Missions or whatever right?)

Anyone got those?

>> No.6429820

You're the one getting upset over someone having a somewhat unpopular opinion on an anonymous image board. Maybe you should cool off a bit.

>> No.6429823 [DELETED] 

I seriously cannot find the will to play this.
Its so fucking soulless.

I wish they did at least a Hexen game with this type of assets but I know they wont.

>> No.6429824

Playthrough video of map05 of 200 minutes or /vr/ is up.

>> No.6429831
File: 54 KB, 760x427, dr_evil.jpg [View same] [iqdb] [saucenao] [google] [report]

Zip it

>> No.6429832 [SPOILER] 
File: 2.68 MB, 640x360, 1589491437418.webm [View same] [iqdb] [saucenao] [google] [report]

Depends on what I'm in the mood for. Sometimes I'll play vanilla maps in chocolate or crispy, but on another occasion I might op for something like >>6429760 what said

>> No.6429841 [DELETED] 
File: 161 KB, 1280x720, maxresdefault (4).jpg [View same] [iqdb] [saucenao] [google] [report]

It's not soulless, in fact soul is what it has in abundance. It's a love letter to Doom II, with even many of the enemies being straight 3D high def versions of the 1994 sprites. Stop being a new bad old good elitist and just play it, it's great.

>> No.6429843 [DELETED] 

Or better yet: not retro

>> No.6429848 [DELETED] 

Not retro

>> No.6429850


It looks like darksiders.

>> No.6429857 [DELETED] 

>Stop being a new bad old good elitist
you really think hes going to?
spoiler: he isn't
hes just going to sit here and shitpost about anything remotely related to it
bet he doesnt even like what he claims to

>> No.6429859
File: 428 KB, 549x382, 1563250938175.png [View same] [iqdb] [saucenao] [google] [report]

You trying to get a last response or something tough guy?

>> No.6429860 [DELETED] 

why are nudoom fans so defensive about guys not liking those games?

>> No.6429870 [DELETED] 

I know he will but I can try

>> No.6429871 [DELETED] 

This is why you don't post non-retro games here. Janny where are thou?

>> No.6429873
File: 5 KB, 225x225, evil.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6429878 [DELETED] 

Because you fags didn't even play Eternal, you watched a gameplay video and concluded its shit

>> No.6429881 [DELETED] 

Considering an argument about furries and shit went by untouched, probably on their coffee break.

>> No.6429883 [DELETED] 

Oh that's why? Because you might play something that is popular and like it?

>> No.6429885 [DELETED] 

I played 2016 that was enough. They are tame commercially fearful games.

It was fun seeing speedrunners ruin Hugo piece of crap game.

>> No.6429887 [DELETED] 

That's good and all but ___________not retro______________

>> No.6429893 [DELETED] 

Some of those did get deleted though. Funnily he left the responses for some reason. Not looking good here janny.

>> No.6429895 [DELETED] 

Not retro, jannies do your job and ban this fag. Hes been going at it for like 3 threads now

>> No.6429897 [DELETED] 

Man I promise you that Eternal is different, it damn near feels like an unrelated game except for the carry over mechanics. And its not so focused on arenas because they got alot of complaints about that for 2016.

I'll shut up about it now but I respect the fuck out of the little community of anon Doomers we have in these threads and I just want you guys to experience it too.

>> No.6429901 [DELETED] 
File: 84 KB, 957x1300, 1588169443513.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6429903

Austin Powers mod when?

>> No.6429906 [DELETED] 

>Some of those did get deleted though. Funnily he left the responses for some reason. Not looking good here janny.

>> No.6429910

Damn that has potential. Has there never been an Austin Power themed wad? You figure they'd have one with him shooting other spys or somethibg and throwing out lines from the movie, maybe viagra or "mojo" power ups

>> No.6429913 [DELETED] 


>> No.6429915 [DELETED] 


>> No.6429917 [DELETED] 

It's because they aren't bothering to read the thread, they are just removing reported posts, the responses didn't get reported. They do it that way on most boards, active moderation is virtually nonexistent on most boards and we've never had a strong "report culture" here so that's why you see blantant rule violating posts stay up or take hours to come down, they aren't getting reported or they are sitting in a report queue waiting for the NEET janny to get out of bed and go through them

>> No.6429925

>motion blur
I will never understand why people actively want to make their game look more shit by adding things like this or chromatic aberration
why do you do this

>> No.6429928 [DELETED] 


>> No.6429929 [DELETED] 

You didn't even play the new one

>> No.6429934 [DELETED] 


>> No.6429937

Same, I do and always have turn that shit off immediately when it's an option in any game i play, I can't stand that shit. Same with the stupid film grain filter some games have.

>> No.6429949 [DELETED] 

I honestly do it just for the novelty of it. And motion blur can admittedly look nice at high framerates especially when you have control over the shader like the mod provides. I don't play with motion blur normally. Sometimes it's just fun to turn on all the bells and whistles to see how it looks.

>> No.6429962

Is there anyway to play Pathways into Darkness? Does it have some sourceport like Marathon does?

>> No.6429971

Bungie ported it to Aleph One engine


>> No.6429979
File: 573 KB, 640x356, 1568799133168.webm [View same] [iqdb] [saucenao] [google] [report]

Right after we get seagal.wad

>> No.6429981

It can be nice to look at in videos if it's done well, but it's never good when you're actually playing something with it on. Plus, and it could just be me, but it feels like the game is running at a lower framerate than whatever it actually is when its turned on and you look around.

>> No.6429985

Neat, thanks.

>> No.6430018
File: 9 KB, 261x159, 1507100538558.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Doom with freelook
you're making the game easier by not dealing with the autoaim when using projectile weapons (for example you can't lead with autoaim and sometimes shoot the edge of doors or get your aim fucked by floating cacos), but more importantly you're breaking encounters by shooting enemies beyond autoaim range
>playing doom with crosshairs
you never realize how ugly the thing looks until you try playing without it. also you suck at aiming since you rely on it

>> No.6430028
File: 1017 KB, 202x152, whatafag.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6430052

>purism police can choke on it

Makes me wonder, are there any cool features or bugs that work in faithful Doom ports but not in GZDoom, so you could use that to make maps unbeatable for people playing on GZDoom?

>> No.6430057

Anything that makes its poor optimization choke.

>> No.6430075 [DELETED] 

People like you take the meaning of the word pathetic to a new level.

>> No.6430079 [DELETED] 

seethe graf

>> No.6430080

Certain renderer tricks and dehacked patches can be problematic. In the wad Osiris, corpses will endlessly spawn clips in GZDoom for some reason. But I've never encountered anything that straightup blocks map completion in ZDoom.

>> No.6430083
File: 10 KB, 1209x118, autism.png [View same] [iqdb] [saucenao] [google] [report]

Was it autism?

>> No.6430089

An ACS script that spawns infinite actors in the map in zero tic interval. Sourceports that does not support ACS will simply ignore it.

>> No.6430091

Yes, anon, you are autistic. My condolences.

>> No.6430097

You'd have to be an unbelievably petty person to do that, more, nothing would stop the player from just stripping that script out of the .wad

>> No.6430106 [DELETED] 

>"How can I go out of my way to fuck with people for not playing it exactly like I want them to?"
>That's pathetic
You're not just throwing rocks in glass houses, you're chucking them with a siege mangonel.

>> No.6430129 [DELETED] 
File: 23 KB, 237x191, Trebuchet.jpg [View same] [iqdb] [saucenao] [google] [report]

*destroys your castle*

>> No.6430135

Does anyone have that animated gif of the archile dancing like a dog? Its very wholesome

>> No.6430175

The Wolf3D mission packs are fucking godawful man, you don't want to play them... there is one that has all the sprites changed to a horrible blue color and they're all even more mazey than the base game.

>> No.6430179
File: 364 KB, 450x405, d7mun25-05af5b97-5f51-48dd-88d9-d370108ad9e1.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6430182
File: 140 KB, 816x639, spine cube.png [View same] [iqdb] [saucenao] [google] [report]

Are you bad enough dude to exit the level through a spine cube?

>> No.6430186

They're pretty garbage, but they kinda oughta be there for completion.

>> No.6430197

I like how it looks when I turn around real fast, reminds me of how it looks IRL

>are there any cool features or bugs that work in faithful Doom ports but not in GZDoom
The ghost monster bug: https://doomwiki.org/wiki/Ghost_monster
> so you could use that to make maps unbeatable for people playing on GZDoom?
I dunno about this. Ghost monsters simply will not happen in GZDoom, and there's no way not having ghost monsters will make a level unwinnable; if anything, it's the ghost monsters that make levels unwinnable

>> No.6430205
File: 91 KB, 640x480, 1589038676844.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6430212
File: 16 KB, 447x444, 1570333198814.jpg [View same] [iqdb] [saucenao] [google] [report]

He didn't even have to make a map and you're already mad.

>> No.6430213

Didn’t Sgt. Mark do exactly this when people tried running EDay with Project Brutality?

>> No.6430217 [DELETED] 

Doesn't GzDoom have a number of defined exceptions which will facilitate Ghost Monsters for known maps? Like I'm 99% sure that they get enabled when you play that one map in Icarus.

He did something worse actually, he exploited a (since removed) security flaw which would attempt to BSOD your computer.

>everyone thinks it's really stupid and petty

>> No.6430225

trying to mess with peoples stuff because they want to play your shit how they want is not a good look to have

>> No.6430231 [DELETED] 

But it's only you. The rest are actually giving him tips on how to do it. And making a screencap like that shows you did get riled up over nothing.

>> No.6430234

>He did something worse actually, he exploited a (since removed) security flaw which would attempt to BSOD your computer.
Which is apparently fine and dandy, but God forbid if some modders make skeletons appear if you run BD with their mod!

>> No.6430237

t b h some got mad, others just told methods for doing it and didn't really care either way

>> No.6430242

Are the Nightdive HD remasters of Turok 1 and 2 worth the 19.99 they're asking for them? If you had to pick one of the two only, which would it be?

>> No.6430250

I’m pretty sure Terminus is the only modder to do that, and he only did it because his mod and BD shared the same gore system, so having players report silly skeletons would tell him what went wrong instead of “my game fucked up and I don’t know why”

>> No.6430254

Make it more round.

>> No.6430258

I got both together for $11 once on a sale. I'd say just wait.

>> No.6430262

>he only did it because his mod and BD shared the same gore system
He did it because loading two mods that both replace all aspects of gameplay would never work and compatibility was never an option to begin with. Easier to outright break things than deal with bug reports from idiots that have no idea how Doom modding works.

>> No.6430263

That's not just funny, it's entirely apt, because fuck people who are so stupid as to try to load two complete gameplay mods together and just expecting them to work, akin to putting two discs in one drive and hoping it will magically turn two different games into one super game.

>> No.6430264


>> No.6430281

I probably should, but it's much harder to align something round. I'll get back to it later, I just thought it looks funny.

>> No.6430292

dude cmon, you just cut a little from top view and then press A while viewing in visual mode, barely takes a minute ...

>> No.6430298

That will only work as long as I can make perimeter divisible by 128. Othweise there will be misaligned seam.

>> No.6430307

Yeah, I'll wait for a sale. I have bought pretty much every remaster and rerelease of classic FPS but that early 3D of the N64 has not aged well for me personally - even at the time all the fucking fog was annoying as fuck in the Turok games. I know the remasters don't have that but I just never had the connection to those games like I do other shooters so it's not something I have to have right now.

>> No.6430321

Which version of Blood is the best lads? GOG version through DOSBox or Fresh Supply? I heard all the source ports are shit? I know Fresh Supply was in rough shape when it first came out but that it is better now.

>> No.6430325


>> No.6430327

do people really still load conflicting gameplay mods together?
and i'm not talking about monsters+weapons seperately, but entire roster and arsenal replacements at the same time

>> No.6430331

Is it superior to Fresh Supply? For some reason I seem to remember people shitting on NBlood

>> No.6430332

Yes it is. I think youre getting it confused with bloodGDX

>> No.6430334
File: 802 KB, 671x866, it's dangerous to go alone.png [View same] [iqdb] [saucenao] [google] [report]

Got a dev diary showing off all of the shit I've been doing for the past month or so again.


Then after I finish up the default set, I'm going back and unfucking the crate weapons, those suck.

>> No.6430337

Fresh Supply is permafucked.

>> No.6430340

Evidently, yes.

>> No.6430356

NBlood or BuildGDX seem to be the best unofficial ports, but they both have issues that the other one doesn’t. DOSbox would be the best if it weren’t for the fact that running Blood through it is intensive.
Don’t bother with Fresh Supply, the problems it has are never going to be fixed.

>> No.6430363

False it runs great, I played it recently and there aren't any problems

>> No.6430365

they fixed it though?

>> No.6430369

combinekegan and his mods are overrated

>> No.6430375

I don't see anyone else with a Golden Boner to their name.

>> No.6430384

I feel like most people sleep on my mods, honestly.

>> No.6430403
File: 1.92 MB, 449x266, bomb jump.gif [View same] [iqdb] [saucenao] [google] [report]

Kek, nice addition.

>> No.6430406

What a weird gif.

>> No.6430407

That gif is the whole reason why I did that.

>> No.6430408

Doom 32x or Doom snes, who's the best of the worst?
The answer: 3DOom

>> No.6430412

There's lots of things which aren't behaving with particularly good accuracy. It'll never be fixed either, because AtariGrames owns the rights and they don't think it's worth spending a bit more money and letting Nightdive get the port as close as they can.

They fixed a bunch of bugs which were present at launch, but they never got the opportunity to really finish the port properly.

never actually played them desu

>> No.6430420

Fat butchers still don't light up properly in FS (at least compared to GDX). Really noticable in some levels where you get a lot of aerosol/flare ammo and the game likes to throw them at you.

>> No.6430421

Is that all one mapset?

>> No.6430423

Even then, it still decent and doesn't have any glaring issues. It's no SW classic redux

>> No.6430429

Yeah, all of that except for that castle arena thing in the second part. It's Mayhem 17, I really love how the WAD looks, but some of the levels are fucking cruel.


>> No.6430449

There's that, it's better than ZBlood, for instance.

>> No.6430478

I wonder how many people who made maps for this still browse here.

>> No.6430491

I didn't make maps, but I gave some suggestions here and there. I said that rather than plain reuse the titlepic for the intermission screen, to instead grayscale it, to make for slightly less visual repetition, and to give a better contrast and readability given the red color of Doom's regular numerals and letters.

That's right, *I* did that!

>> No.6430516

Nice. Any plans on making Zelda themed monster sprites? No need to change the behavior, just new sprites and sounds. For example, check out the imps from DBP20, they are like evil archers instead. You could probably use the sprites too as long as you give them credit

>> No.6430551

>Any plans on making Zelda themed monster sprites
Not him, but every time someone asks modder "can you make monster sprites", god kills a catgirl. Do you realize how much work it is to edit even a single monster?

>> No.6430579

There should be a list for vanilla/boom friendly mods.

>> No.6430662

I just play crispy or eternity

>> No.6430676

Faithful christian

>> No.6430679

> reminds me of how it looks IRL

You might wanna get your eyes checked anon

>> No.6430689

>You might wanna get your eyes checked anon
Your eyes literally have motion blur. Unless you're blacking out every time you have an eye movement. In which case you should probably have your brain checked.

>> No.6430705

Sounds easier than programming all that stuff

>> No.6430707

Retinal persistence is about 1/100 of what you see in game effects, it looks off-putting. It is also affected by color contrast and intensity changes between points you refocus on, as well as the process of eye refocus itself.

Rotation motion blur on the other hand Is constant and universal which contributes to its unnaturality. It works same way it does on camera.
It's a "cinematic" effect, not "realistic" one. Don't try to justify it with "muh realism"

>> No.6430709

Yeah, things like Motion Blur or Depth of Field in games generally just makes me think I'm playing a short sighted person on drugs.
You're eyes are already doing the work they're supposed to be simulating, you don't need the game to add an extra layer of it.
And I'm honestly convinced that Chromatic Aberration effects are legitimately bad for your eyes.

>> No.6430715

Programming is not as hard as you might think. And the point is not that it is hard or not, it's that there are around 50 sprites for each monster, redrawing them all is a fucking chore.

>> No.6430725

>Your eyes literally have motion blur.
Which is precisely why you don't need a game to do it for you.

>> No.6430791

It doesn't work that way. Objects on a screen aren't producing motion blur due to pulsing images out in full instead of a constant stream of photons hitting your eyes all the time.
>Retinal persistence is about 1/100 of what you see in game effects
I don't think you could prove that to me with math. Like you said the effect in real life varies so much with your environment.
I agree though that it's overdone (couldn't quantify it though), and a stylistic choice, but that doesn't mean it's not somewhat based in reality.
You do see motion blur, and the only reason you don't notice it, except when looking for it or it's so apparent you can't miss it, is because your brain attempts to mask the effect. It is a cinematic effect, but not completely unrealistic either. Metro 2033 had motion blur applied to individual movement, but also rotational blur. Wonder if you could have one without the other. Not sure how the effect works.
And I wasn't justifying the use of it (I'm not the anon your were talking to originally), I was just saying that you do see motion blur irl.
Wonder if games will ever get it to look natural. I don't see that it would be that hard if they weren't trying to mimic cinematography and instead tried to mimic the real world a bit more. Detecting average the brightness of the frame, making the effect less opaque, only blurring brighter parts of the movement.

>> No.6430801
File: 167 KB, 308x260, Toss2.gif [View same] [iqdb] [saucenao] [google] [report]

Nope. Combined_Arms is a bit of a mish mash of weapons and stuff so a Zelda themed monster set isn't planned. That other guy is right, programming the monster behavior is INFINITELY easier and faster to do than editing 50+ frames.
This guy took me quite awhile to do for GMOTA.

>> No.6430816

>Objects on a screen aren't producing motion blur due to pulsing images out in full instead of a constant stream of photons hitting your eyes all the time.
Exactly. A game doing it for you will always look unnatural because of this.

>> No.6430828

Does anyone have a copy of this mod? Link's dead.

>> No.6430910

These are the only good ones I know of. There's also Doom 4 Vanilla which is completely vanilla-compatible.
Vanilla Doom Smooth Weapons
Per Kristian's Hi-Res Doom Sound Effects
Doom Minor Sprite Fixing Project
Freedoom's Monster Sound Effects - https://youtu.be/N6S4Wmxu_v8 - https://doomshack.org/uploads/freedoom_monster_sfx.wad

>> No.6430917

when I wave my hand in front of my face it goes blurrrr haha

>> No.6430924

what's the normal difficulty in doom 64? this is bothering me more than it should

>> No.6430931

its literally the same as normal doom except they shaved off nightmare

>> No.6430943
File: 4 KB, 100x100, 75.png [View same] [iqdb] [saucenao] [google] [report]

delet this

>> No.6430964

>Vanilla? That's no concern of mine. It's not what ZDoom is trying to be.
>W-what? You made a map that only works in software mode? How dare you, we want something that works across the board here!

What the fuck is his problem?

>> No.6431052

I actually recently made a folder exclusively for Limit-removing/Boom-compatible WADs, and isolated the maps+mods that only work in (G)ZDoom in their own folder. It's really comfy because I extract the zips here and have the corresponding text file hanging out with the wad, demo files right next to the relevant wads, and even deh lumps in the rare cases were those weren't already in the wad. It's really quite nice to be able to go "yeah I wanna play *that* today" and not even have to worry about "fuck, but will it room outside of ZDoom?"

Be careful with the vanilla smooth weapons mod, because while it works on many scenarios, it will break if the WAD you're playing with also uses Dehacked stuff, custom weapons or whatnot. Weird stuff happens if you load it with Valiant for example.

>> No.6431061

Oh, and to add to this, you can also load the DSSECRET sound from (G)ZDoom as a WAD just fine if you want. I don't know if you'd count it as a mod. You can also just use whatever the fuck you want as your secret finding sound of course.

>> No.6431075

I know it's a meme to dunk on Graf, but just FYI he is currently working on the only active fork of PRBoom/GLBoom+ at the moment alongside with the CrispyDoom guy (Fabian) and many others. And yes, it aims to remain vanilla accurate and fully demo compatible.


>> No.6431078

Sounds like you were playing Destination Saturn

>> No.6431113

Watch Me Die! is basically Ultra-Violence, if that helps.

>> No.6431115

To be fair, Graf would prefer someone else to permanently take over that, as he's too busy with GZDoom.

>> No.6431117

I just want a pure vanilla port that can do HD without any additional bullshit.
Crispy, but actually crispy.

>> No.6431120

So...PRBoom/GLBoom+ running on -complevel 2 ?

>> No.6431126

Definitely not GL, and I don't recall PRBoom being satisfactory.

>> No.6431129

By what standards do you not find PRBoom satisfactory

>> No.6431136

For the record, glboom-plus.exe does have a software renderer option, and is actually the more preferable .exe to use.

>> No.6431137

I vaguely remember some gamma issues, though I could be confusing it with something else.
I also don't remember it as the HD vanilla port that I was searching for.
Crispydoom almost was that, if it could actually do more than 640x480.

>> No.6431138

...so, why don't you just go try it now and see if it's up to your standards

>> No.6431150

>gamma issues
You can literally change gamma correction values with F11.
>I also don't remember it as the HD vanilla port that I was searching for.
You can set PrBoom+ to your native resolution, and use complevels 2-4 for vanilla accurate behaviour. What more do you really want?

>> No.6431163

Alright, res seems to work fine. I guess I couldn't make it work back when I tried it.

>> No.6431189


>This feature is often requested by speedrunners as pr+'s original mouse code will simply discard the mouse input if it is too low to perform a TL1 or TR1. This makes it very difficult to get consistent 1 tic turns for things like facing a wall perpendicular for guideless glides, ZeroPresses etc.

What is TL1/TR1? TurnLeft1/TurnRight1? And does this just mean in practice that turning this option on will make PRBoom accept softer mouse movements as valid to move the camera?

>> No.6431194
File: 886 KB, 981x2006, bethesdas doom 3.png [View same] [iqdb] [saucenao] [google] [report]

PrBoom+ has an issue for me where it will randomly get extremely choppy. I still use it for maps that need boom-compat but I'd honestly probably use it for everything instead of Crispy if that didn't happen.

>> No.6431219

>barrels o' fun
>it's not fun
>barrels are filled with some sort of explosive substance
What did Sandy mean by this?

>> No.6431272

Don't you just have to use a high DPI and decrease the mouse sensitivity?
How is angle granularity in vanilla Doom anyway? In Quake, it's based on FP32, so you get weird artifacts at low sensitivities when you reach the wrapping point.

>> No.6431274
File: 203 KB, 1920x1080, Screenshot_Doom_20200514_214456.png [View same] [iqdb] [saucenao] [google] [report]

Damn, I was having a fun time going thru a Corruption Cards survival server online and got stuck in Gotcha! The platform didn't lower so I got stuck there. Shoulda known better than to try and speedrun it, rip

>> No.6431398

What is best in life?

>> No.6431414

New thread when

>> No.6431425

even simpler steamrolled me so I'll call it a night, but I'm really enjoying doom 64 so far, good level design and art direction. feels like a real part of the doom series that can hold its own instead of a supplemental game like final doom.

>> No.6431436


Make sure to play the lost levels too, they're excellent

>> No.6431447

Make sure you're using glboom-plus.exe and not prboom-plus.exe.

>> No.6431451

I play on Linux and I don't think that distinction even exists on that platform, I'm pretty sure all binaries are glboom binaries.

>> No.6431452

It gets even better at Even Simpler and afterwards, glad you're enjoying the game.

>> No.6431465
File: 454 KB, 600x536, 043.png [View same] [iqdb] [saucenao] [google] [report]

>this will need to wait until the engine gets updated to match GZDoom's capabilities

>> No.6431470

I'll never understand the appeal of this kind of shit. It's just ugly effects that lower your visibility, why would you want this?

>> No.6431478
File: 37 KB, 828x557, EYCuElFXkAAzRrk.jpg [View same] [iqdb] [saucenao] [google] [report]


I might not like brutal doom but i can at least understand the appeal of it from a satisfying audio/visual feedback perspective

This looks clunky as shit and not satisfying to play at all

>> No.6431497

I'm not sure then.

>> No.6431520
File: 5 KB, 86x118, 1437282733162.jpg [View same] [iqdb] [saucenao] [google] [report]

muh Zandronum

>> No.6431521

I like Zandronum, I still dev for it.
I regret it at times, but at least my shit works on all manner of sourceports and it's easy to setup co-op

>> No.6431531 [DELETED] 
File: 101 KB, 1360x468, nice.png [View same] [iqdb] [saucenao] [google] [report]

>talk about a mod for a retro game
>get warned
What did janny mean by this? The offtopic furry stuff was minimal and inconsequential don't tell me it upset you too janny? How about you remove non retro faster next time instead. Nice job hot-pocket muncher.

>> No.6431551

Nice, best gore mod ever.

>> No.6431559 [DELETED] 
File: 14 KB, 548x57, if only they were always this fast.png [View same] [iqdb] [saucenao] [google] [report]

>ban request
Oh wow you did actually get upset, probably a furry yourself. Alright I'll stop, but you gotta admit this is pretty pathetic and petty even for your kind.

>> No.6431563

Why does Mark even bother when it looks like shit compared to universal gibs and nashgore?

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