[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

View post   

File: 70 KB, 480x530, 1397422082601.jpg [View same] [iqdb] [saucenao] [google]
7385795 No.7385795 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7375298

Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~


(or Quake, Duke, Marathon, Thief, Deus Ex)

Same thing, in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware
Fileplanet archives
Doom RPG series
4CHAN DOSPACK + Win98 games (pre-configured):


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.7385796

500ml of /vr/ RELEASED

=== NEWS ===
[2-4]Upscale Anon Releases faithful 2x upscaled textures of Quake 2 Oblivion

[2-3] Wolfenstein themed Doom II mod Todesfaust released

[2-2] 500 Milliliters of /vr/ updated to version 2, multiple bug fixes on map 2 and an alternate midi track

[2-1] John Romero confirms no new unreleased Doom content due to objections by iD/Bethesda

[2-1] Benzo compilated Quake 2 AI bots for DM use, skin friendly

[2-1] Community project 500 Millileters of /vr/ released

[2-1] HAPPY BIRTHDAY iD SOFTWARE! iD turns 30 years old

[1-30] New version of Odamex is coming soon

[1-30] Mansion got updated to 1.1

[1-29] JMAA posts demo of 32-map megawad on /doom/

[1-28] TrenchBroom 2021.1-RC2 released

[1-28] Quake SM211 released

[1-27] Eternity Engine 4.02.00 released

[1-27] MIDI pack for the Master Levels for Doom II has been released

=== PREVIOUS ===


>> No.7385801
File: 240 KB, 1000x952, heybuddy.jpg [View same] [iqdb] [saucenao] [google]

>> No.7385803 [DELETED] 

Thanks anti-semite chuds for getting the last thread deleted

>> No.7385804
File: 163 KB, 480x270, fuck you.png [View same] [iqdb] [saucenao] [google]


>> No.7385805

I want Doom 1 levels updated into Doom 2 with its wider monster selection, higher enemy count and super shotgun. Does this exist?

>> No.7385807
File: 31 KB, 711x400, buildlighting.jpg [View same] [iqdb] [saucenao] [google]

Any mods that look good on the "build" lighting setting in GZDoom? Can't see a thing indoors on conventionally lit Doom maps.

>> No.7385813
File: 181 KB, 462x372, 1611867733354.png [View same] [iqdb] [saucenao] [google]

The fuck?

>> No.7385814
File: 1.18 MB, 1862x839, NMN3test2 - Copy.png [View same] [iqdb] [saucenao] [google]

Do I really have to get all the shit together again?

NMN1+2 texture pack link, reply here with texture requests, I'll get it done when I can. Currently mapping out a proof of concept with the pack, hopefully it's hard fast and faggy enough.

yes, there's a randomizer wad that adds more shit into it. Forgot the name though.

>> No.7385815

The Playstation version of Doom does add some Doom 2 monsters here and there on UV, a Pain Elemental here on there, usually hidden in a secret area, then a Revenant here or there, but not many, and of course' there's no Arch-Vile, and you can only get the Super Shotgun on a secret level right before the last E4 level, which ruins much of the fun of that.

I'm not sure, but I think someone may have made a ZScript mod which adds the Doom 2 monsters into the Doom 1 levels.

>> No.7385821

Don't you mean DSBRSSIT?

>> No.7385827

You WILL delete this image.

>> No.7385968

Apparently, you cannot place multiple different Player 1 Starts and tag them for each difficulty, because they'll all spawn as VooDoo dolls in any difficulty.

>> No.7385975
File: 48 KB, 555x562, cat-i-haz-question.jpg [View same] [iqdb] [saucenao] [google]

Are Crispy Heretic/Hexen/Strife share the same crispiness options that Crispy Doom have? I feel like they either don't or i am retarded for not finding a way to properly compile the binaries.

>> No.7385978


>> No.7385991
File: 322 KB, 960x540, Screenshot_Doom_20210206_095936.png [View same] [iqdb] [saucenao] [google]

Alright, getting some HARD work done.

>> No.7386017

This kills the wheelchair-11

>> No.7386018
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]


>> No.7386020

Whats inside the bowl??

>> No.7386029
File: 17 KB, 679x396, You should probably watch where you point that thing.png [View same] [iqdb] [saucenao] [google]

I made one of my shotguns better.


>> No.7386043
File: 2.09 MB, 1280x720, Gzdoom_latest 2021.02.06 - [View same] [iqdb] [saucenao] [google]


>> No.7386057

yay you're alive

>> No.7386081


It's done. One hard fast faggot map with NMN3 hopefully working fine. Play this and tell me if it sucks shit or not, if you hate the level structure, aesthetics, monster placement, etc; or if you think it'd be worth more to focus on a different style of gameplay, if it's not hard, fast or faggy enough. Obviously we're all bringing something different to the table, but the spirit should be there.
Bear in mind I made it in less than 24 hours and beat it in sub 3 minutes.

>> No.7386083
File: 2.55 MB, 720x480, Tease Them A Little.webm [View same] [iqdb] [saucenao] [google]

That's some good use of the texture set. I especially like the city sidewalks you made using the gray concrete tiles
Currently getting some HARD mapping done myself

>> No.7386085

No flame effect upon the enemies?

>> No.7386103

Ryona mod?

>> No.7386105

Not hard or faggy enough. Plutonia throws two archviles at you in the first map, and 12 chaingunners.

>> No.7386107

Like >>7386105 said, not that hard. I think giving us the SSG is too merciful, so consider replacing that. I did like the first revenant fight and the teleporting revenants upon collecting the SSG, and the level itself looked pretty good

>> No.7386118

>why are you hitting yourself? stop hitting yourself!

>> No.7386120

Are those your hands?

>> No.7386135
File: 74 KB, 960x960, 1611829848965.jpg [View same] [iqdb] [saucenao] [google]


>> No.7386276

Any suggestions how to complete Ram Ranch in 500ml? Got the key, cleared attic (the place where portal leads to). I have all the kills on the level. Still no idea what to do next. Tried to use car, doesn't work. Do I have some BuildGDX bug or just not trying hard enough?

>> No.7386293

tried to play doom cooperative yesterday but people only want to play newschool garbage

>> No.7386329
File: 14 KB, 284x282, 1609699379509.jpg [View same] [iqdb] [saucenao] [google]

HOW are you hitting yourself anon?

>> No.7386340

Crippling addiction to voodoo dolls

>> No.7386343
File: 570 KB, 1850x1013, wdpt.png [View same] [iqdb] [saucenao] [google]

Workin on my first map for Doom 2. It's fun and Slade editor is actually much better than I expected.

>> No.7386345

Does Serious Sam have any good custom content?

>> No.7386354
File: 123 KB, 640x480, doom64.png [View same] [iqdb] [saucenao] [google]

I was making a speedmap this week (I took a break, still have 3 hours left). It was supposed to be based on Perfect Hatred, but I don't remember what Perfect Hatred is like and can't quite bother to play it.

>> No.7386360

Who the fuck nuked the previous thread?

>> No.7386390
File: 3.94 MB, 320x240, fuck this.gif [View same] [iqdb] [saucenao] [google]

Man I really like Naku-Naru but the way the weapons are angled/offset really messes with my perception. I wish they were more centred/pointed towards the centre.

>> No.7386395

no but the russian doom ports are more up to date

>> No.7386402
File: 90 KB, 800x1041, trgt.jpg [View same] [iqdb] [saucenao] [google]


>> No.7386514
File: 2.83 MB, 1920x6480, 1592027096947.jpg [View same] [iqdb] [saucenao] [google]


>> No.7386518
File: 3.32 MB, 1920x5400, 1598268903275.jpg [View same] [iqdb] [saucenao] [google]


>> No.7386520

Hey, need a hand finding an old wad I played a long time ago please. Had a city map being invaded by waves of demons, you had a red button radio kind of item that teleported in ai reinforcements. I think one of the guns was an autogun from 40K, I also remember the AI having strange audio lines when they took damage.

>> No.7386526

At the start of the level there’s a quick text saying “I need gas and tools”; there’s gasoline in the top of the barn, and one of them doggos in the attic should have dropped some tools/toolbox on death.

>> No.7386534

Target is based

>> No.7386539

Same that has in the ass. "tacks a lot of tacks"

>> No.7386542

Did you forget to update OP? Why does it link to the thread before last? Where is last thread with the shitstorm about BJ Blazkowicz being half Jewish?

>> No.7386545
File: 99 KB, 401x349, not ashamed.jpg [View same] [iqdb] [saucenao] [google]

An inspired plot

>> No.7386551

I refuse to believe it even if its true :-\

>> No.7386556

Lol those gloves.

>> No.7386557
File: 713 KB, 2400x1350, 01.png [View same] [iqdb] [saucenao] [google]

>> No.7386558

Vanilla Q1 or modded?

>> No.7386561

Seems epic but crashes fucking constantly

>> No.7386562
File: 2.55 MB, 2400x1342, 03.png [View same] [iqdb] [saucenao] [google]


>> No.7386567

Runs perfect on my win7 machine.

>> No.7386573

Plutonia Revisited 2 announced. Is an open community project

>> No.7386582

ad, I don't have enough army guys variety
I also need to control the truck and gate behavior and other shit like breakables

>> No.7386583

Set it to Windows 98 compat mode

>> No.7386625

I think the closest you can get for a fire effect would be using DRLA monsters.

>> No.7386627

Does the AD mod have rocket Grunts or Enforcers?

>> No.7386634

Slade has an editor? Since when? Worth abandoning Doom Builder X over?

>> No.7386639

AD has rocket grunts, shotgun enforcers, grenade launcher grunts, plasma enforcers, the whole kitten caboodle.

>> No.7386643
File: 807 KB, 1920x1080, 1589771262690.png [View same] [iqdb] [saucenao] [google]

vanilla, grenade, rocket, plasma army
vanilla, centurion, eliminator, fumigator, pyro enforcer
vanilla dog, vanilla fish, eel
floyd, jim, seeker

>> No.7386649

forgot the defender and deflector enforcers

>> No.7386652

don't forget the mandatory fishing ogre

>> No.7386654
File: 345 KB, 1094x1620, GMO.jpg [View same] [iqdb] [saucenao] [google]


>> No.7386659

Fuck you, ogre.

>> No.7386665

Idk I just started few days ago, never used Doom Builder. I'm on Linux, so it's much harder to get that one running comparing to Slade and Eureka. I like how convenient it is to work with lines and vertices once I got used to workflow. But again, Doom Builder may be even better. Oh yes, there is one thing which totally would be cool to have but it seems it's not possible in Slade: copypasting intricate pieces of geometry built from multiple lines and sectors. Stuff like pillars with ornaments and so on.

>> No.7386671

Yeah, sorry mate, ogres are mega ugly and I would never thank them for anything. ALMOST as bad as Cacodemons, but not quite.

>> No.7386673

Ogres at least have interesting attack, but fuck cacos, they're just flying hellknights.

>> No.7386679

As the great mind behind a shitty weapon/monster replacer that nobody cared about Project_ILE, I'm going to be starting work on a new project here soon, inspired by Witchaven, of all things.

>> No.7386680

What's up with Doomguy's forehead?

>> No.7386682

Good morning, ogre! Are you an Arx Fatalis reference?

>> No.7386687

At least Hell Knights actually have a physique. Cacos are just fat floating balls of red covered in disgusting lumps.

>> No.7386696

How do you git gud at Doom?
I tried playing Ancient Aliens at HMP, and in the first seven maps I practically ran away from most fighting to stand a chance.

>> No.7386703

Don't run away because you're likely to trigger more traps, which will only cause more monsters to flood in. Just take your time and kill most of the monsters in an area before moving on to the next.
Also this is mandatory viewing:

>> No.7386707

Reminder that according to Sir Adrian Carmack, Shamblers do NOT have fur.

Imps however, ARE covered in brown fur, also per Adrian.

>> No.7386708
File: 2.03 MB, 480x360, giphy.webm [View same] [iqdb] [saucenao] [google]


>> No.7386713
File: 98 KB, 640x853, pfh8k56vmhj41.jpg [View same] [iqdb] [saucenao] [google]


>> No.7386716

It had a pretty good editor actually. I prefer doombuilder, but Slade is decent. Can do all the usual stuff.
If you're used to doombuilder, the interface takes a bit to get used.

>> No.7386718

Gee, I guess with how we didn't choose a Plutonia style map set (at least aesthetically), we aren't doing the exact same thing. Not that I don't also want to do one of those too.

By that said, if we don't have 32 Fast Hard Faggot Maps after a month, do we extend for a bit?

>> No.7386723

Agony in Pink

>> No.7386728

>Oh yes, there is one thing which totally would be cool to have but it seems it's not possible in Slade: copypasting intricate pieces of geometry built from multiple lines and sectors. Stuff like pillars with ornaments and so on.
Doombuilder & Co can do that.

>> No.7386730
File: 343 KB, 960x540, Screenshot_Doom_20210206_161435.png [View same] [iqdb] [saucenao] [google]

This room isn't nearly as cool when shortened down so much for PSX limitations, nor without the Mastermind to mash.

>> No.7386731

No, we don't need to have 32 maps. Not everything has to be a megawad.

>> No.7386734

He is half dunmer

>> No.7386735

It doesn't have to, but if we're just a couple of maps short, we could just as well fill those slots in, right? I mean, these maps are mainly going to be short and fast, right?

>> No.7386746

Thanks man, I know that video.
Still, I find myself short on ammo and losing lots of HP from a single enemy shot.

>> No.7386749

good morning, ogre!

>> No.7386753


Witchhaven in the right hands could be awesome though, GL anon

>> No.7386759
File: 200 KB, 564x335, Splash.png [View same] [iqdb] [saucenao] [google]


>> No.7386763
File: 482 KB, 463x662, screen093.png [View same] [iqdb] [saucenao] [google]

RRP Centurions >>> AD Centurions

>> No.7386767

what's the difference?

>> No.7386771


>> No.7386774

Nehahra's skillet-wielding Ogre is way better...

>> No.7386775
File: 449 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]

Actual last thread: >>7383197

>> No.7386780

Yeah but then I'd have to play Nehahra and I don't do 13 minute cutscenes at a time.

>> No.7386818

does quake support 4 players coop?

>> No.7386821
File: 134 KB, 640x960, doom73.png [View same] [iqdb] [saucenao] [google]

Top or bottom? Should I keep the hedge wall behind the the white one?

>> No.7386827



>> No.7386835

A Arx Fatalis game in quake style would be dope.

>> No.7386836

keep it, otherwise the white wall just clips off unexpectedly. meanwhile the hedgewall adds some depth to the hallway and obscures the skybox transition

>> No.7386843

might as well do this holy fuck >>7385796

>> No.7386864

Thanks, sorted out. Toolbox for some reason wouldn't pick up until I start messing with it like hitting it and jumping on top of it.

>> No.7386865

If we get at least 25 we might as well otherwise nah, we'll be waiting six months for some faggot to finish

>> No.7386906
File: 2.02 MB, 498x280, lmao.gif [View same] [iqdb] [saucenao] [google]

Holy kek.

>> No.7386934

Wrong previous thread link lmao >>7383197

>> No.7386940
File: 1 KB, 139x30, faggot_single_finish.png [View same] [iqdb] [saucenao] [google]

Alright, I completed a HFFM map. It's really hard, at least it was a ballbuster to me. Took me 8 minutes, although that doesn't count the amount of times I died. Difficulty levels implemented, although I'm honestly not sure UV fast is possible. Tested on Ultra Violence. There's four secrets.
I want some feedback on the level, I think there might be too much monsters or not enough resources(at least on UV), although it is definately possible to finish. After all hard and/or faggy maps is literally the name of the project. Also I just realized right before posting that I forgot to merge the NMN textures in with the .wad so you'll have to use your own

>> No.7386945

The 3/4 portrait in the corner is nice and the titbounce is a good bonus, but holy shit whatsup with that slutface lmao

>> No.7386970
File: 813 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]

Think I'm stuck in this room. The door where I came in doesn't open from this side and the lift seems to require a yellow key that I don't have.

>> No.7386979

The button in that room also opens the way out. The yellow key is in a seperate part of the map.

>> No.7387000
File: 159 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]

Ah, okay. Well now that I have the yellow key I can't interact with these bars for some reason. Before it showed me the "you must have the yellow card" message but now it does nothing when I interact. I'm in DSDA-Doom -complevel 9

>> No.7387025
File: 97 KB, 1415x678, confusion.png [View same] [iqdb] [saucenao] [google]

It might be because I'm using some boom actions. Does your port support boom? That door uses a generalized action (really a leftover from a previous version of that warehouse room), but than again it was showing you the yellow card message, right? The port I'm using is gzdoom (yeah I know). For the next version, I'll fix that door to use the vanilla action.

>> No.7387042
File: 311 KB, 1319x574, boss of this wad.png [View same] [iqdb] [saucenao] [google]

Repost because I just woke up but I'll have some more done by tonight.

>> No.7387057

I just realized that not only is ddsa doom a fork of prboom so boom actions should work, but I forgot to tag those sectors. I think that's why it's not working. Again, I replaced those doors with a vanilla action so it should work properly now

>> No.7387063
File: 446 KB, 1920x1080, e3m2.png [View same] [iqdb] [saucenao] [google]

Are the shadows in Quake 1 maps made by the map author, similar to Doom engine and Build engine sector shadows? or are they generated by the engine?

>> No.7387076

it's a lightmap, a black and white texture that covers the entire map, it's automatic

>> No.7387084
File: 1.54 MB, 1920x1080, 1611939226692.png [View same] [iqdb] [saucenao] [google]

Lightmap scaling. Like anon says, it's automatic, but the mapper can change the scale to achieve some groovy stuff. Pic related I saw just a few threads ago with a _lightmap scale of 2.

>> No.7387104

Can I get all the parameters and the timelimit for submitting a map to Hard Fast Faggots? I've never made a Doom map, but I'm pretty sure I could whip up something satisfying with 30~ enemies with all my years of FPS playing.

>> No.7387121

Why do Goldeneye, Perfect Dark and Timesplitters make you seethe so much?

>> No.7387134
File: 520 KB, 559x414, 1612577777973.png [View same] [iqdb] [saucenao] [google]

Reminder that Sandy Petersen named all the monsters, came up with all their damage, health and speed values, named all the levels and decided their orders in both Doom and Doom 2. He is also the reason we got the Icon of Sin at the end of Doom II, as they weren't going to put any new end boss monster at all. He convinced them they had to do SOMETHING, so the Icon of Sin was born. He also is the only reason we got the story we did in Quake, Shub-Niggurath and the Lovecraftian theme was all the Sandman.

Sandy is based as fuck, haters gonna hate, and Downtown & The Chasm are peak level design.

>> No.7387137
File: 1.15 MB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]

I noclipped through that and continued the map. As for bugs, The hellknight in the first screen I posted (doom01.png) at the top is stuck in place and the hellknight dead center of this screen was stuck as well. Maybe more up top in this room that I didn't notice.
As for my opinion on the map, obviously this room is the main attraction. I really liked figuring out a strategy and the cyberdemon and archvile sniping you at the same time really put your spacial awareness skills to the test. I feel like the hellknights around the perimeter above you don't really need to be there. Their projectiles are a non-issue since the cyber and vile are way more threatening and are already forcing you to move constantly, the real threat they pose is blocking you while running to the teleporter. I think imps or pinkies would do this same job well enough while making it so you don't need to spend as much time cleaning them up after most of the real threats have been dealt with. The rest of the map was fairly easy outside of the cyber at the very end, I feel like he has too much of an opportunity to get a cheap shot on you as you're teleporting back. Maybe spawn him in after the player gets there.
Good map overall, felt short enough that even with the big room being a bottleneck it should still be possible in one saveless run, and it had a good use of a compact space and a good use of a fairly low monster count.

>> No.7387139

If you're asking me, I really don't have an opinion way. I had Goldeneye in high school on my N64, multiplayer was fun. Never got into or owned Perfect Dark. Rented Timesplitters once on PS2 and my and my friend beat it over a weekend. It was fun.

>> No.7387145

*either way

>> No.7387149
File: 266 KB, 1920x1080, Screenshot_Doom_20210206_040005.png [View same] [iqdb] [saucenao] [google]

Yea, dusted this off finally, I got sidetracked with Blender stuff and other art projects again.
Naw, just haven't animated anyone else's painstates yet.
The mrs's. I'm probably going to filter the shit out of them and maybe draw some parts out. The differences in art style is a bit jarring.

>> No.7387151
File: 5 KB, 253x48, hard fast faggot maps.png [View same] [iqdb] [saucenao] [google]

has to be boom compatible, use the NMN texture pack, and be hard and fast. someone is compiling NMN texture packs 1 and 2 into one wad IIRC. just map and add the new texture pack once it's ready

>> No.7387152

>Quake was a super high level DM played NPC created by Carmack for their D&D campaign, original inspiration for the game Quake before it was changed to the FPS we know
>The Daikatana was a super powerful demonic artifact sword in the campaign, later a magical sword and the name are used for Romero's Daikatana
>Romero's character in the campaign fucks over the entire world to obtain the Daikatana and demons invade the entire planet, ending their game. A massive demonic invasion is later used as the premise for DOOM
It's amazing how all this shit came out of the early D&D campaign. Imagine if Sandy had been around then to play with them. He was a veteran tabletop RPG guy so I figure there would've been less 90s edgelord shit and as a result we may not gotten the games we did. On the flipside, maybe they would've been better. We'll never know but it's interesting to think about.

>> No.7387160

Was she actually wearing the silver spandex gloves? The color on those looks realistic as fuck, very nice.

>> No.7387162
File: 24 KB, 684x737, 1358204836220.png [View same] [iqdb] [saucenao] [google]

>Want to make a contribution
>503 forbidden

>> No.7387163

they don't

>> No.7387169
File: 154 KB, 360x450, 1608582794228.png [View same] [iqdb] [saucenao] [google]

>The Daikatana? The "Big Sword"? That is what you came up with John? Surely you jest. Move over, I'm DMing.

>> No.7387170

Ty anon. No complevel things to worry about?

>> No.7387171

Afterburn stuff wasn't really the goal with this weaponset. If I added that I'd have to scale the damage way down to keep things balanced, and I'd sooner just shoot the monsters and kill them rather than shooting them and waiting

>> No.7387174

complevel 9 means boom compatibility

>> No.7387179

>and I'd sooner just shoot the monsters and kill them rather than shooting them and waiting
That's the thing though. You might think this a weird think to focus in on, but why have a fire weapon if it doesn't burn? Then it's just a shotgun. What about a purely cosmetic fire effect?

>> No.7387181

I agree but it has nothing to do with the faggotry you commit in my name. You actively work to destroy these threads, I want them to thrive while also personally shitting on Half-Life when applicable. The threads that got nuked a few months was due to retarded jannies purging all posts instead of defending the offending ones and I was OP, same as I have been for several of the last few threads. It wasn't intentional and I apologized to you all.

>> No.7387189

That's how you know I've never mapped. Ty anon. I'll make up for my stupidity with a good map.

>> No.7387194

Thanks for the feedback. I fixed the yellow-key room and added some more room for those poor stuck hell knights, plus moved the cyber teleport to after you take the teleporter to avoid getting cheesed unavoidably.
I'm torn on removing the hell knights from the perimeter. I agree that they're mostly just there as filler, but I also like having the ones near the archville to give it some bodyguards, if it makes sense. It's also worth noting that jumping down a difficulty level turns most of the hellknights in this level into simple imps.
What's the strategy you came up with for the cyber-archie room? When I was testing, I just rocket launchered the hitscanners immediately for ammo, then took out the archie in the blood pool and started targeting the archie on the ledge above. Only after that was done did I start chaingunning any spectres left over

>> No.7387196
File: 787 KB, 1169x643, GOD.png [View same] [iqdb] [saucenao] [google]

btw whom can we blame for the broken icon texture?

>> No.7387197

Cosmetic fire would be confusing. Plus no one ever complained about fire weapons just doing raw damage in other games over the years.
If I added afterburn, I'd need to keep things consistent and apply it to the other fire attacks in this set, and like I said before, I'd have to scale the damage way down.
Plus it'd feel awful to have all that feedback I added for firing the shotgun and have it fail to kill a monster that'd normally die from a SSG blast.

>> No.7387201
File: 71 KB, 500x486, TITLEPIC.jpg [View same] [iqdb] [saucenao] [google]

Here is the link to the NMN textures


Someone is combining them into one wad I think. I haven't tried loading them in the editor yet so I dunno if they conflict. If they do, all you gotta do is change the texture lump names to 2 and 3 (at least for the purposes of getting it running in the editor)?

>> No.7387203

>Plus no one ever complained about fire weapons just doing raw damage in other games over the years
*raises paw*

>> No.7387207

Doomworld broke again.

>> No.7387214

Yea. Leftover costume stuff. Gun is my drill too.

>> No.7387216
File: 149 KB, 592x592, 1584482981185.jpg [View same] [iqdb] [saucenao] [google]

>metal slug tier shoutgun in the last level

>> No.7387217

I noticed your post contains a slur. Please be careful to keep the conversation in this thread civil.

>> No.7387220
File: 2.95 MB, 600x338, 1611606116116.gif [View same] [iqdb] [saucenao] [google]

Nice try all lower case schizo Alf LARPer

>> No.7387221

Too bad.

>> No.7387227

For the hellknights, you get plenty of rockets so the cleanup isn't that bad. If they change on a lower skill then feel free to leave them on UV.
My strategy was like this: take out the vile at the ground level first, then go HAM on everything else on the first floor with the rocket launcher, then chaingun snipe the upper archvile, then rocket the spectres on the second floor, and lastly rocket the hellknights. Seems like we have mostly the same strategy except for the first step so I guess that means the room is pretty consistent.

>> No.7387229

we've had the lumped file pack for a while already here >>7385814

>> No.7387232

>Plus no one ever complained about fire weapons just doing raw damage in other games over the years.
Look dude, if you don't want to add fire effects, cosmetic or actual, just stop replying. Your justifications are mad weak.
>I'd need to keep things consistent and apply it to the other fire attacks in this set
You have to be consistent? What a travesty of a concept, eh?
>Plus it'd feel awful to have all that feedback I added for firing the shotgun and have it fail to kill a monster that'd normally die from a SSG blast.
I'm not gonna feel awful not using a flame shotgun when I can use the one that loads five shells at once.

>> No.7387237

The hedge wall diminishes the silhouette of the metal structure. If the metal thing is important the game play (like advancing a puzzle), I'd suggest making a break in the hedge wall so there's a gap for the silhouette of the metal structure. Otherwise, keep it as it is in the bottom picture.

>> No.7387239

Ty for linking that post anon.

>> No.7387240


>> No.7387242

Eat a dick faggot. Kegan's done more for modding than you ever have or will.

>> No.7387248

Adrian, he did the textures after having the Icon described to him by Sandy

>> No.7387253

Prime example of why autistics like that moddb fag from a few threads ago are completely justified in ignoring user feedback.

>> No.7387264

Yeah Sandy was a general designer for the game not just level designer, even many doom fans don't know that

>> No.7387267
File: 17 KB, 400x300, I seriously hope you knaves don't do this.jpg [View same] [iqdb] [saucenao] [google]

I fail to see how that's a weak justification. I just don't want afterburn because waiting to kill monsters from afterburn sucks, and adding lingering cosmetic flames is confusing if it's not actually doing damage. I COULD however just add a few brief "FWOOSH" of flames on hit, but again, I'd need to add that to the other fire attacks which might get really noisy with the flamethrower.
I don't think that second remark was necessary, I've been making my gameplay shit focus on consistency more and more over the years.

Defending me doesn't really accomplish anything, anons. Feedback like this, regardless of how nasty it can be, is the reason why I've improved as a modder over the years.
Besides that post pales in comparison to the Kustam feedback I got last year, my ass is still sore from it, but it was all justified.

>> No.7387279

Are new mods still using acs/decorate or have we all moved into zscript by now? I don't know if I should stick to what I know or bang my head on the table trying to figure out this new crap. I just ain't much of a coder.

>> No.7387285

The person above ur post is still using that, yeah.

>> No.7387286

Work with what you're comfortable with, anon. I still use ACS and DECORATE for all my stuff.

>> No.7387291

>Defending me
Don't make a mistake about that Kegan. I'm not defending you, I'm saying his feedback is retarded and he's basically doing the "modder by proxy" bullshit that I've seen and experienced a thousand times. I'd be shitting on him regardless of who he was talking to.

>> No.7387292

Bumping this sorry, would really like to find it.

>> No.7387301

Fair enough, my bad. People are still entitled to give feedback to shit posted publicly, and I usually give it a listen. I don't always do as they say, but I still listen.

>> No.7387328

I only know how to bang rocks together in Decorate, so that'll be it.

>> No.7387345
File: 141 KB, 1520x825, in_the_closet.png [View same] [iqdb] [saucenao] [google]

Again, thanks for the feedback. This version should be all fixed. I've been mapping all day so I'll go back to this wad tommorow if there's any major issues.

>> No.7387348

in particular we have sandy to thank for the arch vile and all its details

the arch vile may single-handedly cause doom to be my favorite game, certainly i thank it for the constant complexity and diversity of encounters, still 30 years later

>> No.7387430

>tfw no hand model wife ok with my doom modding hobbies

>> No.7387443

Doom question. Any ideas how to make a button raise the floor for some time, then automatically get it back down?
I've tried Floor_RaiseByValue, but it only goes up and stays there forever. I want to achieve something similar to Door_Raise but for floors.

>> No.7387459
File: 6 KB, 196x38, 2021-02-06-163242_196x38_scrot.png [View same] [iqdb] [saucenao] [google]

probably available in zdoom doom in hexen format at the very least, if not that, acs/zscript will do

>> No.7387474

you will have to combine these inside a script to do what you want
https://zdoom.org/wiki/ACS_Execute (on the line where the button will be)
the rest are functions you will use to create the script, i could write one but im too lazy

>> No.7387496

>Any ideas how to make a button raise the floor for some time, then automatically get it back down?
...An elevator?

>> No.7387498
File: 2.77 MB, 1280x720, Remember shellposting. Me too.webm [View same] [iqdb] [saucenao] [google]

Assuming you're making a singleplayer mod this entirely depends on how good at programming you are and how willing to tough your way through ZScript you are. ZS is absolutely the more powerful tool here with massively more flexibility and potential for creativity as well as optimization, but Deco/ACS runs the range from grug-tier to deliberately-making-a-problem-harder-instead-of-using-zscript in terms of difficulty.
If you are making a zandy mod obviously you can't use ZS.

>> No.7387501

Source code of the DOS and Windows 95 versions when.
Fuck Linux.

>> No.7387506

mouselook = sitewide ban

>> No.7387512

Get new bait.

>> No.7387514

Not based.

>> No.7387515
File: 61 KB, 540x442, 6AZAo1r2cxcy_540.jpg [View same] [iqdb] [saucenao] [google]

>that webm

>> No.7387519

Better bait, keep trying.

>> No.7387528

Well designwise the AD ones is just a 'Qtest Scrag on steroids / airborne Eliminator' mechanically speaking, when the ones from R2P are more unique cause theyre armed with
a LavaNailgun (but their damage system was like with Q2 energy weapons i.e. no added protection from grey armour and lower absoption from yellow and red ones - instead of RogueMP's original behaviour); IMO the AD project crew unnecessarily forced extra sameness into the mod just to show-off their custom PlasmaGun effects that totally arent "inspired" by the same weapon from the Qoth mod (even if half of the team did make that one too), I wish they could try bringing the old Centurion variant as alternative just for variety's sake alone anytime soon...

>> No.7387532
File: 51 KB, 395x401, topkek.png [View same] [iqdb] [saucenao] [google]

i often doubt there are more than 2 users of this forum, but in this case you're wrong

>> No.7387539

>inspect element

>> No.7387543

>sprites faces camera

>> No.7387548

I still have no idea how inspect element helps here.

>> No.7387549

What happened to SimonOC? his twitter account is gone and the website is down.
is Arcane Dimensions done????

>> No.7387551

wasn't the keep mod created to merge together all this crap?

>> No.7387557

AD 1.81 is on quaddicted and moddb.

>> No.7387562

Have the doors ever eaten items in front of you? I was playing doom last week and the door closed on a pistol clip and it disappeared

>> No.7387565

Keep is still WIP. It's all held together by one guy. The centurions in Keep are based upon AD's. Maybe I'll drop him a line and suggest adding in Rubicon centurions since lava nails are already in Keep's QC.

>> No.7387573


>> No.7387581

That's an engine thing, dropped items can be crushed by doors and crushers.

>> No.7387587

>site goes back

>> No.7387591

Would still support them to be honest

>> No.7387595

>is Arcane Dimensions done????
I wouldn't be surprised. Even 1.70 was pretty perfect. 1.81 is even better with the new Baron enemy. But Keep is coming along, and progs_dump 2.0 just got released for mappers more interested in vanilla+. Dude left his mark and oughta do something to get paid now.

>> No.7387610

Lift raise, wait, lower should be an option right?
If not, a clever voodoo doll setup in BOOM would work

>> No.7387613

Vanilla+ is a stupid way to say "repeated formula with no gimmicks and full of monsters in a fuckhueg pharaonic map"

>> No.7387618

No I mean some new enemies, but nothing out there like AD. Rotating entities from the mission packs, options to add stunning for nightmare enemies; tons of stuff.

>> No.7387623

if someone uses it to make ter shib 1.5 the starship boogaloo, i would play it.

>> No.7387627

>in a fuckhueg pharaonic map
hahaha someone just released an ad based map exactly like this and it's pretty great actually but damn, right on the money.

>> No.7387646

when is AD getting an arch vile

>> No.7387647
File: 64 KB, 886x444, yeye.jpg [View same] [iqdb] [saucenao] [google]

>ruins your Sandy maps
Nothing personal, PCfags.

>> No.7387651

Source code of what?

>> No.7387654


>> No.7387660
File: 43 KB, 1015x221, yup_this_is_nice.png [View same] [iqdb] [saucenao] [google]

Thanks, this works like a charm.
Any ideas how to achieve this using lifts/elevators?
ACS solution is cool, but if I don't need any other custom behavior I'd rather make the wad vanilla-compatible.

>> No.7387662

So much of the DOOM enemy roster is redundant "Imp but tougher". "Imp but it flies" "Imp but it shoots 2 fireballs" "Imp but it shoots 2 big fireballs". The few enemies that deviate from this unfortunately do so in a way that makes them more annoying than fun to fight. I would much rather have an enemy roster that is much smaller but also has more actual variety instead just MORE IMP.

>> No.7387664

>basically vanilla
>modern retarded
>character faggot
>literally id race story
>anon best
>hard fun
>erotica results guys
>ii based
The fuck happened in the last thread?

>> No.7387668

it could be worse
imagine if the cacodemon and zombiemen could have a barrage of projectiles like the arachnotron of if the pain elemental's lost souls were projecitles instead of actual lost souls

>> No.7387669
File: 553 KB, 1920x1080, TOFG.jpg [View same] [iqdb] [saucenao] [google]

>What if we made a quake level that wasn't deep green/brown
My Quake isn't supposed to look THIS cute!

>> No.7387671


>> No.7387678

Is there a video demonstrating every single Quake Arcane Dimensions enemy?
Like, showcases of how they work and all?

>> No.7387679

that is an exception because it has gimmicks in it, which is good.

>> No.7387684

>because it has gimmicks in it, which is good.
I don't know about that one Tim.

>> No.7387685
File: 56 KB, 600x450, quake shambler action figure.jpg [View same] [iqdb] [saucenao] [google]

I give no shits. Shamblers will always be giant fuzzy yetis with lightning powers to me.

>> No.7387686

Naw always singleplayer stuff for me. Is there any one coding language I can sit down and learn that would be the closest equivalent? I used to know a little c and c++

>> No.7387693
File: 55 KB, 450x600, quake shambler action figure3.jpg [View same] [iqdb] [saucenao] [google]


>> No.7387694

Don't think it's doable in vanilla, definitely doable in Boom with scrolling voodoo dolls. Vanilla lifts only wait at the bottom. Best I can perhaps suggest is a floor that constantly moves up and down?

>> No.7387695
File: 53 KB, 450x600, quake shambler action figure2.jpg [View same] [iqdb] [saucenao] [google]

lol the axe? Really? Ranger is totally fucked.

>> No.7387702

This doesn't feel right.

>> No.7387705

I really like the white and blue maps

>> No.7387706
File: 351 KB, 415x268, spongebobsoiledit.gif [View same] [iqdb] [saucenao] [google]


>> No.7387707

C# is probably closest, but there are a lot of differences.

>> No.7387708
File: 565 KB, 1920x1080, TOFG2.jpg [View same] [iqdb] [saucenao] [google]

This level is super pretty

>> No.7387718

His DOOM 2 maps kick the everloving shit out of anything I could do with modern mapping tools in the time frame he was given.

>> No.7387729
File: 2.72 MB, 1280x720, 2021-02-06 13-07-40.webm [View same] [iqdb] [saucenao] [google]

Probably never. Drake has a shambler variant with archvile characteristics. Namely the bursting flame beneath the player. It's deadly as hell, overmatched only by the cyberdemon

>> No.7387731

that is cool

but for arch file i need my walk speed, low pain chance, and resurrection

also weird noises

>> No.7387735

>because it has gimmicks in it, which is good.
A Sandy Peterson over Romero map fan I take it?

>> No.7387736

Nothing more obnoxious than complete retards whining to have more unique elements of maps removed because they're to stupid to figure them out in favor of more mindless shooting.

>> No.7387750
File: 29 KB, 500x645, savage.jpg [View same] [iqdb] [saucenao] [google]

So what the hell happened to make /vr/ way more interested in Quake? I'm so fucking happy right now seeing all these posts compared to how it used to be.

>> No.7387753

His texture work though seems almost deliberately bad. Is this some kind of post-modernist statement?

>> No.7387757

I respect Doom, although I liked Duke more, but my main first fps love was quake. There is something about its dark tone that stays with my younger self.

So I found these threads.

>> No.7387792

Somewhat Wrath, but also Harry Potter...

>> No.7387798

A Dark messiah type game done in this aesthetic would be fucking amazing.

Graven looks like vomit.

>> No.7387819
File: 312 KB, 1920x1080, duke0001_251728979876200.png [View same] [iqdb] [saucenao] [google]

I have been playing eduke32 with polymer renderer, and sometimes the floors glitch out like pic related? Anyone know why? And how to fix?

>> No.7387826
File: 4 KB, 256x128, sandymapface.jpg [View same] [iqdb] [saucenao] [google]


>> No.7387868

Absolutely based. Doom 2 as a whole is great because a lot of maps were gimmicky as hell, almost as if Sandy was leading the charge. It's really hard for me to believe there are faggots who hate his maps.

>> No.7387961
File: 485 KB, 1306x648, 1595038582472.png [View same] [iqdb] [saucenao] [google]

>They say these mirrors show your true self or something idk you should really wash your face.

>> No.7387962

They lobotomized him.

>> No.7387976

why are toilets made of flesh?

>> No.7387978

It happens when you reload the save and I didn't find anyway to fix it apart from switching to polymost renderer

>> No.7387980


>> No.7387987

Looking great.
Others have talked about the combat but the only other thing that stood out to me is that the first few parts of the map are symmetrical and all the rooms are square. You could remove one of the hallways and nothing would be lost.
I like the aesthetic, you used NMN well, and "running from evil" is a classic track, so that's good.
Good morning, Ogre!

>> No.7387990

it's cheaper and more efficient!
downside is every time you sit down it always feels warm..

>> No.7387991
File: 571 KB, 322x242, 2021-02-07 01-47-27.webm [View same] [iqdb] [saucenao] [google]

Testing a stupid gimmick door in Doom format, after discovering I can actually make it work.
Need to figure out the right dimensions for the cross.

>> No.7387993

I kind of dig it. Hell is strictly the absence of god, but Doom and popular culture's Hell is a place where sinners are punished and demons and evils roam. A sinner's body being contorted into the form of a toilet while still conscious and feeling every sensation because that's exactly how a devil would punish a human feels right at home.

>> No.7387994

That's a downside? Nothing worse than planting your ass on an ice cold toilet seat.

>> No.7388010

Cool. Short, hard, and faggy. This works, we can work with this.
It's a little linear though, just as a side criticism. Rockets might be a little on the generous side.

>> No.7388049

Since HFFM is Plutonia themed can I use Plutonia textures?

>> No.7388057

Texture wad was voted upon: >>7385814

>> No.7388062

What's the cutoff for submissions?

>> No.7388070

About a month, March 1-4th unless we need more time for shit.

>> No.7388072

Thanks, anon. The ammo was balanced for the player to go straight to the yellow key room first, so I may have overcompensated a little.

>> No.7388073

Perfect. Just gonna bang one out, hard and fast.

>> No.7388076

I don't think it's specifically plutonia themed, especially since we're using a different texture set. Mostly just focus on making it hard and fast (which could mean if you made a plutonia themed map it would fit).

>> No.7388078
File: 1.59 MB, 2126x1517, The_Triumph_of_Death_by_Pieter_Bruegel_the_Elder.jpg [View same] [iqdb] [saucenao] [google]

>Hell is strictly the absence of god
We are in it aren't we?

>> No.7388102

Babylon A.D. 2021

>> No.7388109

A doom game with this apocalyptic aesthetic, more horror, fighting off the end of the world revenant army would be pretty interesting.

>> No.7388110
File: 1.11 MB, 2560x1440, logo.png [View same] [iqdb] [saucenao] [google]

We're playing some 500ml Bloodbath tonight, get in here!


>> No.7388158


I know a couple of people that would get a boner from that instead.

>> No.7388159

gonna pull a hallway out and make it harder, plus add in a red key and some more open areas.

>> No.7388196

>find alf maps

>> No.7388204

I can't remember, can Zandronum even use ZScript yet? DECORATE and ACS are still used for Zandro mods if I remember right.

>> No.7388207

As far as I know it can't. If they ever get it working it'll probably kill DECORATE dead though.

>> No.7388209
File: 29 KB, 623x546, vintage pain.jpg [View same] [iqdb] [saucenao] [google]

>have a ZDoom marine following me around because I'm bored and lonely
>he dies
>door closes and gibs him
>now he's super dead

>> No.7388210
File: 321 KB, 569x1252, d8pipkx.jpg [View same] [iqdb] [saucenao] [google]

For many years I only cared about Doom. The thing is, I loved it for the atmosphere, feeling of odds stacked against you. But now franchise took completely different direction, which I didn't like and gradually lost interest.
Thus I decided to finally try Quake. Damn I regret not doing this earlier. Gameplay's a bit weaker, but oh my, that atmosphere. Being stuck in those hostile dimensions alone. Exactly up my alley.
Going through Scourge of Armagon now. OST is weaker compared to Reznor's stuff in original, but levels themselves are awesome.

>> No.7388214

combined arms marine origin story

>> No.7388217

It felt even better in the 90s. Everything in Quake 1 is great, the gurgling zombies, the secrets, the amazing ambient ost.

Funny its such a half finished game but it really stroke a chord with me. Only Thief would surpass it in terms of immersing me.

>> No.7388220
File: 700 KB, 1201x504, the doom guys 2.png [View same] [iqdb] [saucenao] [google]

It's probably more interesting than his actual origins.

>> No.7388223

It has great sound design. Something of a lost art these days.

>> No.7388226

I love it as a it is. But I think the original rpg concept would also have been amazing. The ambition was too big in the 90s.

>> No.7388229
File: 21 KB, 664x148, [DOOM] Sandy Petersen's Level Design.jpg [View same] [iqdb] [saucenao] [google]

They're utilitarian. Pic related.
He really gets no respect, it's sad. Halls of the Damned is one of my favorite levels. I think people see Chasm, Barrels o' Fun, and Downtown and get put off by them, and don't realize he made half of Doom 2 and a lion's share of Doom 1 (as well as the enemies).
There's probably a few haters out there who, if they haven't looked it up, probably also have one of his maps as their favorite and don't know it.

>> No.7388235

>Aquarius199 still makes videos in the exact same way he did years ago.
I just think it's kind of funny/endearing.

>> No.7388245

I like the aesthetics and structure. As for something to improve, it's not a big deal, but some doors are opened by button, then you can 180 and open them with bare hands and the opening speed will be different. Trapezoidal shadows near big doors look little bit weird to me. Also, could be a little bit harder. Maybe some secrets, but they are not necessary for this format I guess.
Enjoyed this one as well. Looks good, maybe little bit too dark sometimes. Probably hard enough, but I was able to cheese everything in cyber-arch room by hiding behind the lower lift most of the time. Not tried too hard yet, but was able to find only 1 secret out of 4 displayed in stats.

>> No.7388246

>that skeleboner grabbing some tiddy by the table

>> No.7388251

Yeah the biggest flaw with the expansions aside from the useless new weapons is that the music doesn't fit at all compared to the original OST. Also the robo scorpion is retarded but it's fun to shoot at it with the nailgun to watch it tweek the fuck out. Check out the DOPA map pack after your done, it's created by one of the designers of the expansions and is considered an unofficial episode 5.

>> No.7388254

As a kid I had to play shareware Doom with music off because otherwise game slowed down to a crawl for some reason. Demon's growls behind walls scared the shit outta me. I can imagine this effect being 10x times cooler in Quake, given it's more advanced sound design.
Reznor's OST is incredible. Especially loving "The Reaction", because of those faint grenade bounce sounds.

>> No.7388258


>> No.7388261

Be sure to do Dissolution of Eternity right after. Same composer, so you'll be disappointed. The mission pack OSTs aren't bad in any way, but it's very weird to hear this cinematic music coupled with boxy Quake levels. Like anon said, check out Dimension of the Past too. It's bretty good if you really liked Quake 1.

>> No.7388263
File: 216 KB, 715x1118, af5329f2edefe8b16da17bf78d1f3671.jpg [View same] [iqdb] [saucenao] [google]

Ironically I think that discussion complaining about the Quake community created a realization of "fine, I'll do it my self".

>> No.7388269

It took me many years to realize just how much I like Quake. It hits such a sweet spot of somber mood and arcadey goodness. The ogres are straight out of any House of the Dead game, but they're right at home with Quake. Mapping for it is a lot fun too.

>> No.7388313
File: 13 KB, 585x635, HUUUUUH.png [View same] [iqdb] [saucenao] [google]

>So what the hell happened to make /vr/ way more interested in Quake?


>> No.7388324

What if Metadoom has the Spirit from Eternal?

>> No.7388332
File: 84 KB, 147x170, 1603890454751.gif [View same] [iqdb] [saucenao] [google]

You know what would be fun if we could get some people behind it? /vr/ monster design pack. You take a set of sprites (or make them if you want) and take a monster template (imp, caco, whatever) and make a new monster for that type. Then we compile them all into either a replacer wad or a randomizer if there are too many and turn it into a mod.
Could be a good way to encourage people to learn Decorate/ACS/ZS. Too bad I'm shit at hosting/organizing these kinds of things.

>> No.7388337

monster dedicated mods in general seem underrated, either as simply gameplay mods or even just resources

>> No.7388340

Yeah exactly, you can get individual monsters somewhat easily but full bestiary replacers with actual new AI and design are kinda rare. Even if the results of this are shit it might encourage people to try something new.

>> No.7388341

I've always wanted to learn how to sprite, I'd want to do a shitty solo mod first before committing to a group project.
Maybe I have time to (partially) learn now if it's the project after HFFM.

>> No.7388343

The primary goal wouldn't necessarily be learning to sprite but to code up a monster. Spriting would be fine though so long as it didn't take a billion years or whatever.

>> No.7388349

That's why I don't want to make any promises, I'm still at the noob "how hard could it be?" stage.

>> No.7388351

Well I mean people promise maps and drop out all the time in projects so it's no big deal as long as the time limit isn't tight. Plus you could just grab a premade set as backup if it didn't work.

>> No.7388392

I wish I could've been there. I bet it was awesome. That's when they all lived together and were making Keen games.

>> No.7388413
File: 8 KB, 496x492, vggucsrfxwa41.png [View same] [iqdb] [saucenao] [google]

This is what I really want to see in our community projects. Custom sprites, be it monsters or weapons. I know mapping is much easier to learn for anons to get together and make but I would love to see what could be done with spriting if enough people could learn. Kegan is awesome at it and the coomer anon making sprites of his wife dressed as a space lady is also amazingly talented. I don't know if they're too busy to help people learn or contribute at all but there are people here that know a fuckload about it, not sure if that translates into having the ability to do it though.

>> No.7388420

Hey, I've got an idea. Why don't you start :)

>> No.7388421

I'd like to. Maybe I will. How do I learn though, what resources teach someone who hasn't really done it?

>> No.7388424


>> No.7388428

Sonic Mayhem's alternate Quake 1 OST is superior to Reznor's.

>> No.7388430

The Gladiator?
Isn't he a complicated boss with too many moves?

>> No.7388434

Elder scrolls came about the same way. Probably a few other series as well.
TFW I can't wrangle my friends into a multi-session D&D game.

>> No.7388435

The ambient stuff off that OST is great for sure. The rockier tracks don't fit Quake 1 at all.

>> No.7388443

It'd be better with one like that ala Quake 2. It should've had a soundtrack like Doom.

>> No.7388456
File: 135 KB, 680x537, 2e9.png [View same] [iqdb] [saucenao] [google]

>the sentry guns in HROT bleed

>> No.7388459
File: 2.92 MB, 1280x720, 2021-01-03 19-21-21_1.webm [View same] [iqdb] [saucenao] [google]

You say that, but half of Sonic Mayhem's music submissions for Quake are ambient just like how they went with in the end. And those tracks are really good considering how Quake ended up: This solemn mix of old school shooter antics. You can say shoulda woulda coulda all you want, but Quake 1's legacy is inseparable from the sounds Trent, and even Sonic Mayhem, came up with.
"Ultimate Rage" by Sonic Mayhem for Quake 1. Whispers are dead ringers for what Trent used on Hall of Souls.

>> No.7388464

>Sonic Mayhem's music is superior to Trent's
>L i t e r a l l y the same thing
What did he mean by this?

>> No.7388474

>Half jewish romero
>black jew engine
>official leggings
>Samefagging children amazing
>problem mad judaism
>ancestor fucked multiple
>faggot problems
>implying retro
>Race story change jews
>Made game man
>Acting adult
>shooters killing mormon
So did someone go full /pol/ last thread or what?

>> No.7388476
File: 2.33 MB, 3808x3040, Quake Lore.jpg [View same] [iqdb] [saucenao] [google]

Do the Elder Gods of Quake (Azathoth, Cthalla, Goroth, Ithagal, etc) exist in Doomguy's universe?

>> No.7388481

Strogg were using Slipgate technology and harvesting people from dimensions for years
And the Strogg Higher ups were in cahoots with them to the point of dotting the cities with magic runes

and Slipgates exists in doom

>> No.7388483

Just read the last thread and don't bring it up, we don't need this thread fucked up too.

>> No.7388484

Yes there was a huge shitstorm when some faggot started insisting Doomguy was Jewish because Tom Hall said he wrote BJ Blazkowicz from Wolfenstein 3D as having a Jewish mother and also that Commander Keen is BJ's grandson and Doomguy is Keen's son, meaning Doomguy at best had a half Jewish great grandfather and is thus not Jewish. That didn't stop them from fighting about it for like 100 posts.

It didn't get nuked, retard OP just didn't update it.

>> No.7388491

it would be better if Q2, Q4 and ETQW got retconned as separate series, call it Makron or some shit and be done with it

>> No.7388492

>It didn't get nuked
I was in the thread, I could have sworn it got pruned, can that be temporary?

>> No.7388494

That map really jarred because it seems like the textures are higher res than the rest of AD. It seemed noticeably newer.

>> No.7388495

>Ranger now wears a yellow vest for armor

>> No.7388496

>call it Makron or some shit and be done with it
You know that's a pretty rad name for Quake II. I dig it a lot. Makes me wanna fire up Quake 4.

>> No.7388501

ITS OVER Douk's rights now rightfully belongs to THQ Nordic reminder that they are also in good graces of 3drealms
Randy will meet a shotgun to the face from the feds very soon!

Fuck back to discord for fucks sake

Eat a dick, all quake games are canon to each other.
So thank the strogg for giving Ogres those grenade launchers, or Grunts and enforcers getting Neuracyte chips in their heads.

>> No.7388502
File: 8 KB, 205x201, i1H9mKP.jpg [View same] [iqdb] [saucenao] [google]

I really didn't like where they took wolfenstein and doom with these new games thematically, but visually and technically they are pretty competent. Although WF is a bit too linear.

I hope they dont fuck up quake if the rumours are true. The tone from Eternal does not work there.

>> No.7388503

Where do slipgates exist? You mean the teleportation technology they were experimenting with that caused the invasion from Hell? Operation Counterstrike (the mission they were supposed to be carrying out before it went wrong in Quake 1) happened in 2008. Doom 1 is set in 2012. Did Doomguy ever visit anywhere else but Hell through the experimental teleporters that opened a portal to Hell? I thought it said in Quake that the slipgates could visit many different dimensions. But it wouldn't make sense for the tech to be less advanced in Doom, since they didn't even have teleportation yet and were trying to develop it when the events of the first games happened.

>> No.7388504


>> No.7388509

>Eat a dick, all quake games are canon to each other.
About as canon as Doomguy being BJ's grandson AKA who gives a fuck you nerd.

>> No.7388510

Possibly, they may have purged all of someone's posts and realized they got the OP again. But I am the only person I know of that have done that to (Me) and they didn't restore the OP. Maybe they realized it from those couple of times and restored it. No clue.

>> No.7388514

Do you have a source for that? I haven't been able to find confirmation that Duke was even included in the purchase.

>> No.7388520
File: 100 KB, 500x668, BJKeenDoomguy.jpg [View same] [iqdb] [saucenao] [google]

Their creator literally said it was canon.

>> No.7388521

the only real "complicated" part is the laser tunnel thing it makes, once, for 3 seconds.

>> No.7388523

>[2-1] John Romero confirms no new unreleased Doom content due to objections by iD/Bethesda
not enough people are talking about this, are they?

>> No.7388527

Some mentions about it a few threads ago. What can you say besides "huh, that sucks"?

>> No.7388531

We have already a bit, I mean what is there to say? It's a huge soulless company now and they're obligated to protect their IPs, so of course they are going to stop some guy who used to work there from releasing internal shit that they didn't use.

>> No.7388538

Doom Eternal has Samuel Hayden namedrop slipgates. Setting the groundwork for a possible Quake reboot. I'd love to be in those meeting rooms where they pitch Quake reboot ideas back and forth.

>> No.7388541

The sources of it all being
>A Wolf 3D guide stating Keen was his grandson
>The RPG games as a whole
>The (otherwise unintentional and later changed) Doom textures in that one Spear of destiny level pack
I wish people sourced all of this
This is partially why people though always_run was a vanilla feature and that somehow Doomguy doesn't know what sex is
Doomkid should make another video about Doom rumors and shit
I know D4T or D4V, which one, gave the Cyberdemon the ability to summon rocks to simulate that one attack
That or i assume Colorfull Hell has something close to that, knowing how super developed it is
I remember DrPySpy posting a video of some metal wall shield being built and said it was some addon for HD, so i assume he knows some stuff

>> No.7388546

How about in pre-nuDoom canon?

>> No.7388549


>> No.7388553

Sandy Petersen has been doing consulting work for them, assumedly for Cthulu lore for the Quake reboot they're planning

>> No.7388554

no "lore" thats not in the actual game is real

>> No.7388557

Yeah? Sauce me baby. I dearly want to believe this.

>> No.7388558
File: 648 KB, 917x720, doomkid.png [View same] [iqdb] [saucenao] [google]

I can smell Doomkid's unwashed fat guy stench through the screen

>> No.7388560

No, the new maps were too confusing so they had him put arrows on the floor.

>> No.7388561

Yes, all of the teleporting tech, even in Doom 3 were Ancient Slipgate technology for dimensional and advanced traveling.

Its literally Transformers Transwarp Space Bridge technology, old shit created by divine beings to travel through time, space and dimensions.
The Scientists in Q1 learned that from the old gods, The strogg revered them as their creators.
the Q symbol that carries the entire franchise is literally the Rune shape that Symbolizes Slipgates.

Q1 earth had to use Slipgate tech in 1996 when the scientists involved learned them from the old gods
ETQW, Q2 and Q4 earth came to reverse engineer and use Slipgate Technology when the Strogg brought their Slipgates to earth to serve as space bridges from Earth to their ships orbiting the planet, And later the giant Gate orbiting the planet who they used to Invade Stroggos in Q2 and Q4.
There is also the fact that Q4 Scientists says that the Strogg are possibly the next Step on human evolution.
Which brings the idea that Stroggos may be Q1 Earth after the events of Quake 1 and Mankind became the Strogg in the Future, mainly due to how similar humans and og stroggs are, since Q2 Strogg are Greiss.

>> No.7388564

>I'd love to be in those meeting rooms where they pitch Quake reboot ideas back and forth.
I have a strong feeling they keep rolling the idea ball around and it keeps landing at "Make Doom Eternal again". Personally I'd like to see them create some kind of absolute 3d space mindfuckery like Prey 2006. Go balls out with slipgates and gravity shifting, make the player realize there is no "floor" and traditional linear space is no longer real.

>> No.7388567

So yeah it doesn't make sense to me that they have dimensonal slipgates in 2008 but didn't even have teleportation that didn't fucking allow demons to flood in 2012.

However, I do think they're connected, or can be, through the dimension hopping in Quake. Ranger could easily end up in Doomguy's reality.

>> No.7388569

I hope we get a new quake game with a singleplayer that's super dark, gritty, and foreboding. I love how Ranger acts in Quake Champions and I hope we get more of that.
Make it the antithesis of nuDoom.

>> No.7388570

yeah okay now where is this stuff in-game faggot i don't give no fucks about a trailer

>> No.7388572

Does it say explicitly in Doom 1 and 2's original lore that the teleporters were found and not built? Genuinely asking, I can't remember.

>> No.7388576

>Slipgates in 2008 cause interdimensional invasion
>UAC says fuck that bullshit, we want a tech that doesn't result in interdimensional invasion
>Invents teleporters
>Interdimensional invasion by different dimension from last time
If slipgates fucked up earth in 2008 I don't know why you think four years of work on a different technology would be any better. Look at airplane development, in the course of WW1 you went from biplanes to biplanes with guns that could shoot through the propeller. And that's dealing with regular physics, not multi-dimensional teleporting bullshit.

>> No.7388575
File: 100 KB, 1002x1212, 1610677969483.jpg [View same] [iqdb] [saucenao] [google]

>Make Doom Eternal again

>> No.7388580

Q1 is in 2008, not 1996

>> No.7388585

Teleportation to different space in the same universe seems like it would be easier than jumping to a different reality but the scientists in Quake 1 were able to do it to try to stop Shub-Niggurath from continuing to attack their dimension

>> No.7388586

I think its weird that he still makes videos about terrywads.

>> No.7388593

I didn't mean him specifically, I just meant custom sprite work in general. I would love to see what /doom/ could do if motivated to that.

>> No.7388597

How did Kegan and Coomer anon learn how to do sprite art so good?

>> No.7388601


>> No.7388604

The scientists in Q1 couldn't stop Shub-Niggys forces from using the slipgates to invade earth. Why would the UAC have any idea how to stop demons from coming in through teleporters?

>> No.7388608

Because he's pulling shit out of his ass.

>> No.7388609
File: 335 KB, 1313x2533, 2019.png [View same] [iqdb] [saucenao] [google]

I don't think I'm that good, but the skills I've learned over the years have come from practicing, failing, and trying again. I've also copied other art styles and tried to mimic them to get a feel for this shit. I've also had some friends to give me feedback and advice.
The greatest thing is persistence.

>> No.7388612

I meant they built a device to send soldiers directly to a specific different dimension to attempt to stop her from attacking.

>> No.7388613

kegan stole from his best friend, ultra64

>> No.7388617


>> No.7388620
File: 387 KB, 949x800, 1388435416822.jpg [View same] [iqdb] [saucenao] [google]

Does it bother any of you when you're unable to go pacifist on any user made maps? Pistol starting I get since idtech designed the levels that way and so did the fans who made megawads but the pacifist thing I felt like asking, especially with the multitude of slaughter maps in existance.

>> No.7388621

Yes, and how would being able to do that help the UAC scientists filter out what came through their teleporters? Being able to teleport someone somewhere doesn't mean you can prevent someone on the other end from teleporting back to you.

>> No.7388624
File: 45 KB, 680x770, 1612121893203.jpg [View same] [iqdb] [saucenao] [google]

That progression is amazing.

>> No.7388625

>Does it bother any of you not being able to go pacifist in a game about shooting demons

>> No.7388628

anyone else feel a bit underwhelmed by The Gate d3d mod? so far this thing is like a 5/10 for me, the button/door gameplay is really fucked on lots of these maps many of which are just an ugly mess fundamentally, plus there are basic mapping errors in lots of them like the Build equivalent of void leaks or whatever causes that weird double mirror visual effect

>> No.7388629

It is entirely plausible that it could be the same tech in Doom as in Quake and they are a shared universe, though you would think they would have learned their lesson in 2008. They obviously couldn't teleport things from one place to another yet in 2008 per the manual but they were able to send Ranger to a different dimension on demand with a device

>You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly.

>"An enemy codenamed Quake, [sic] is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap.

>"The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is.

>"You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable."

>> No.7388631

I think it's really boring, hence I stopped watching.

>> No.7388632

Considering vanilla had death flags, absolutely not, the game was never designed for it.
>if only you could talk to the demons

>> No.7388635

I just told you I didn't mean that they built a device to physically stop them entering their dimension, they built a device to send soldiers through to attempt to stop her from attacking them anymore, i.e. take the attack to her and end the threat, the goal of Operation Counterstrike.

>> No.7388637

He's fat and unwashed, but he's observant and well researched. About Doom, anyway.

>> No.7388645
File: 98 KB, 800x600, Defender.png [View same] [iqdb] [saucenao] [google]

Nah. I've mimiced how he's drawn guns, and he showed me how he shades metal stuff using a transparent pen and white/black, but otherwise I've been doing more and more shit myself.
Some colors will forever be my greatest enemy.

Let me take you a little further back too, this was made in 2018.

>> No.7388646

I enjoy his videos. I think he is highly overrated as a mapper and that he is really only known because Doomworld simps for their local regulars, especially youtubers.

>> No.7388654
File: 11 KB, 159x334, gdxmenu.png [View same] [iqdb] [saucenao] [google]

>love Build Engine games
>there are only 3 good ones
Are any of these worth playing at all besides the holy trinity?

>> No.7388659

RR1 gets highish mixed reviews.

>> No.7388660

Powerslave DOS is boring. RR is ok. Never tried NAM or Seven Paladins. Avoid the Capstone shit.

>> No.7388663

You're the GMOTA guy? Is it just you making it? That was my favorite thing to play for two summers. Good stuff.

>> No.7388669

All you need is the holy trinity.
>I live...again...
>Damn, those alien bastards are gonna pay for shooting up my ride
>Zilla sends his regards, Lo Wang.

>> No.7388672

Pacifist is a personalized challenge at best in a game like doom. You're barking up the wrong tree if you are legitimately bothered by maps where this is impossible, as it was never the point.

>> No.7388679
File: 323 KB, 1283x947, witchaven2bootyboss.jpg [View same] [iqdb] [saucenao] [google]

Play Witchaven :^)

>> No.7388681
File: 236 KB, 1600x900, EEXUrIPWsAEBCSa.jpg [View same] [iqdb] [saucenao] [google]

>tfw no Liquidator 3D
It's the best Build Engine game.

>> No.7388683

That's me. I'm mostly solo but I've had advice and help for a few coding things in the past, and I had Dr Pyspy make Kustam's player sprites, but otherwise it's just me.
It shows with some of the game design things, GMOTA's a sloppy mod, it was my first real project and it shows.

>> No.7388690

Kegan is a /doom/ oldfag who has been around since the beginning in 2013. Revae, the guy who made REKKR also lurks and posts here.

>> No.7388693

>GMOTA's a sloppy mod
If you say so man. If you took away all the Doom stuff and slapped it on Steam you'd make a pretty penny. It's that good. Good luck in your shit man.

>> No.7388697

The source code for Doom has been out for over 20 years. Also Doom 95 was a complete fucking shitbiscuit, why the hell would you want its source code?

Just get DSDA and Doom Launcher, and you can have everything which Doom 95 did, and not just more, but with far more accurate and authentic gameplay.

>> No.7388698

It should be Holy Quaternity:
Shadow Warrior
Duke Nukem 3D

RR is shit.

>> No.7388703

Powerslave and Seven Paladins.

>> No.7388710

Whatever happened to fractal doom?

>> No.7388712

Who's Coomer Anon?

Not a lot of oldfags left, that Immoral guy has been here a long time too, but he died a while back and all.

>> No.7388714
File: 262 KB, 979x1305, Al and Phil.jpg [View same] [iqdb] [saucenao] [google]

Maybe, though that'd be a massive undertaking, so my plan is to finish GMOTA and keep it free. Finish Combined_Arms and then move on to make standalone games starring the characters I've made over the years, plus a few others.
I'd love to revisit GMOTA and turn it into an overhead action game like Gauntlet one day. Though the first game I wanna make is gonna be a Donkey Kong style game with these two construction worker brothers that are definitely not ripoffs of Mario and Luigi.
I got all kinds of cool shit planned. These two are also in Combined_Arms gaiden as a small cameo

>> No.7388719

Powerslave, though arguably the console version is better.

>playing Witchaven
It's a trick, get an axe.

>> No.7388724

>Who's Coomer Anon?
Guy who made HDoom.
Anyone know if he's still working on it?

>> No.7388730

I remember seeing him years ago, and I was kind of upset that he was really bad at the game, almost never making any effort to dodge projectiles. What maps does he make?

>> No.7388735

That's Mike12. He has a long habit of losing focus and interest in projects, leaving them unfinished.

>> No.7388752

I'd love to see a "final doomer monster" pack, themed monsters for each game variant

>> No.7388753

Wait, I thought we were talking about Aquarius. Nah, Doomkid isn't fantastic at playing the game, but he's not as incredibly shitty as Aquarius, he actually makes the effort to avoid getting hurt, usually.

>> No.7388758
File: 20 KB, 224x208, 8PYvqEr.gif [View same] [iqdb] [saucenao] [google]

This is a good question since we are talking Build games: What would be your rankings for best voice lines in Build games and why?

Here is mine:
1. Blood (Caleb has some of the best delivery of all time, it's perfect and the showtunes just make it even better)

2. Shadow Warrior (John Galt is fucking amazing and hilarious, so good and he improved most of those lines)

3. Duke Nukem 3D (Definitely the most memorable one liners of the bunch, but that's because they're all stolen from movies. To be fair many of Caleb's are as well. It doesn't matter though, the way they Duke does them is better than the delivery in the original film in many cases)

4. Powerslave (The Hero doesn't have a ton of lines but they're descent. I particularly like the delivery of the pained "ARRGH-SON OF A BITCH" when you take damage and some of the lines that trigger when you're fighting and killing a lot of enemies like "COME ON!". Some however are shitty like the corny sounding "SEE YA!" when you kill an enemy or the "EAT IT!" that happens when you fire continuously that sounds like the guy had a mouthful of marbles)

5. Redneck Rampage/Rides Again (The voice lines sound like a believable redneck and some are funny. Not a huge fan of this series though)

6. Ion Fury (Shelly's lines are not good and way too few. I usually turn them off. Some are OK but it's a pale comparison to the glory days)

Haven't played the others yet, do they have voice lines?

Not a Build Engine game per se but:

**. Ken's Labyrinth (Absolute cornball shit done by Ken himself, game design itself was not his strong suit, it was the engine design that he was skilled at)

>> No.7388762

Spritenoob, not Mike12 like >>7388724 said
You guys are getting mixed up.

>> No.7388764

Doomkid is mostly know for his Rowdy Rudy wads

>> No.7388771

No, Coomer Anon is the guy who made this:

>> No.7388776
File: 75 KB, 720x720, 1603641422929.jpg [View same] [iqdb] [saucenao] [google]

>play scythe over plutonia because I'm worried plutonia will be too hard
>mid way through the hell portion of the game two cyberdemons pop out of a closet and I begin to realize I may have made the wrong choice for an "easier" .wad

>> No.7388779

*he improvised most of those lines
They just gave him a general point or idea and he came up with the rest

>> No.7388781
File: 890 KB, 900x900, 1573242224258.png [View same] [iqdb] [saucenao] [google]

I like them all but for me it's Caleb=Wang>Everyone else

>> No.7388783

Where are his mods? Don't see them on Tumblr or Newgrounds.
I think it says something that somebody says CoomerAnon and nobody can tell for certain who it is referring to.

>> No.7388784

>they gave him a general point or idea
so basically
>alright John; ching chong bing bong penis, GO

>> No.7388786
File: 95 KB, 363x334, Based Lo Wang.png [View same] [iqdb] [saucenao] [google]

It was very difficult for me to choose Blood or Shadow Warrior over the other. Ultimately I love Blood more than any other FPS but it's just slightly above SW.

>> No.7388787

Does playing without saves help you improve your skills faster?

>> No.7388798

Extremely good shit

>> No.7388804 [SPOILER] 
File: 42 KB, 680x826, 1612667033593.jpg [View same] [iqdb] [saucenao] [google]

>be me, working a shitty wagie job in addition to my regular job a couple of nights a week
>its at one of those "everything is a dollar" stores
>recently get in this warming lubricant sex jelly shit, called Warm Embrace for Intimate Encounters or something
>Old boomer with a pedo stache and slicked back hair comes up to my register with a few different things and 9 goddamn boxes of this fucking lube
>ring up all his stuff and hand him his bag
>"Man, I just got the COVID shot yesterday. My arm is so fucking sore I can barely lift it"
>think to self "That's not why your arm is sore and we both know it"

>> No.7388808

No, practice does.

>> No.7388809

In Doom, the scientists discovered red dust on the surface of the Martian moons. The red dust had special properties that allowed teleportation, possibly when arranged in geometric patterns e.g. pentagrams

>> No.7388813

Basically "Say some stuff about the katana, John. Say some stuff about Shurikens. Give us some surprised lines, etc. Say something about Hiroshima or Nagasaki for the nuke" and he would just spit stuff out and they kept the takes they wanted

>> No.7388819

Also Lee Jackson, who did the soundtrack for several classic shooters including the excellent soundtrack for Rise of the Triad was the one directing him

>> No.7388820

That wasn't Mars, that was Tei Tenga, which was nixed pretty early on in development.

>> No.7388845

Whatever the red dust is still in Doom

>> No.7388870

Yes but first you pick a level you really like, don't just do it for every level. Try to beat it saveless. If you like a set of levels, like Doom episode 1, you could beat the whole thing deathless, but first practice each individual level first.

>> No.7388883
File: 659 KB, 1024x1260, Screenshot_Doom_20210206_194807.png [View same] [iqdb] [saucenao] [google]


>> No.7388901

Literally did not happen.

>> No.7388903
File: 719 KB, 1920x1080, Zandronum Screenshot 2021.02.06 - [View same] [iqdb] [saucenao] [google]

D4T and AA

>> No.7388904


>> No.7388908
File: 75 KB, 800x600, Lee Jackson interview John Galt as Lo Wang.jpg [View same] [iqdb] [saucenao] [google]

Based John and Lee

>> No.7388913
File: 709 KB, 1920x1080, Zandronum Screenshot 2021.02.06 - [View same] [iqdb] [saucenao] [google]


>> No.7388936
File: 252 KB, 333x769, CandyKong64.png [View same] [iqdb] [saucenao] [google]

All I see is Candy Kong from DK64.

>> No.7388974
File: 92 KB, 1541x866, 20-years-ago-john-romeros-daikatana-nearly-destroyed-dooms-l_r561.jpg [View same] [iqdb] [saucenao] [google]

Speaking of Revae and REKKR, you guys remember that "totally innocuous" moment when he shit on REKKR and acted like he couldn't remember the name? That wasn't the only time. He has since shit on REKKR in a written interview on Shacknews this last summer, May 2020:
>“When REKKR came out, I was reading reviews on Doom World, and they were like, ‘Wow, so, here's something new.’ And I was like, ‘Goddammit! I came up with that idea, but they came out with it first!’” he recalled, laughing. (An overview of REKKR posted on Doom World in September 2016 indicates the mod’s designers came up with the idea well before the game’s full release in July 2018.)


At least he didn't pretend he didn't know the name this time despite having an editic near-photographic memory and it making him rage it "stole" his idea.

How are you going to call out Tim Willits for lying about inventing DM only maps and then claim you came up with an idea someone else used way before you and be salty as fuck about it?

>> No.7388976

This. Not every pwad is feasible to do saveless without practicing the encounters.

>> No.7388979

No it's not, there's zero mention of this in the game or in the manuals, nor in promotional material.

The only time this was ever mentioned was in Tom Hall's design document, and the firedust was along with Tei Tenga, scrapped, just like +80% of this document.
There's no magic dust in Doom or Doom 2, it's all teleportation experiments bringing hell's attention.

>> No.7388983

How long are you gonna force this?

>> No.7388990

Wow why does he cares so much? Sigil got way more exposure and play than Rekkr. Is it because the hardcore fanbase were impressed by it for the reasons he wanted to?

>> No.7388995

>You know what our videogame targeted at kids need? A sexy blonde bimbo monkey!
Thanks, Rare, very cool!

>> No.7389001

How long will you make excuses for him claiming he came up with something first when he didn't to multiple outlets? He has a unique and highly idolized place in the Doom fanbase, he shouldn't behave like that to people who are just making stuff out of love for the game, as in the fans.

>> No.7389052

The combat in DOS Powerslave is fairly mediocre, but the level design is amazing. More consistently high-quality than the other Build games or even Doom.

>> No.7389063

John Galt also voiced the old Japanese guy in Daikatana's intro cutscene. It pretty much sounds like Lo Wang but more serious.

>> No.7389069
File: 87 KB, 516x648, 1605879767737.jpg [View same] [iqdb] [saucenao] [google]

>Powerslave (The Hero doesn't have a ton of lines but they're descent. I particularly like the delivery of the pained "ARRGH-SON OF A BITCH" when you take damage and some of the lines that trigger when you're fighting and killing a lot of enemies like "COME ON!".
I like those lines too because theyre delivered like what people actually say when they get hurt. Sounds realistic.

>> No.7389084
File: 1.09 MB, 500x288, 5686d5586eef93ee225132b668bf4a8590da9dcfeaaaf6d85b5040791b0e9b31-min.gif [View same] [iqdb] [saucenao] [google]

Based Boomer Coomer

>> No.7389121

How do I get the enthusiasm to start mapping? I can picture how the level looks in my head, but as soon as I start drawing it out in Doom Builder it looks like crap, the scaling is wrong, and I have to fight with the sector placement to get the detail I want.

>> No.7389146
File: 155 KB, 1024x1204, exhumed__powerslave_commission_by_ardathlilitu_dcb84dv-fullview.jpg [View same] [iqdb] [saucenao] [google]

Yeah the Son of a Bitch line in particular rings very true for me, it just sounds totally believable. Very good delivery.

>> No.7389156

The scaling issue can be fixed with lots of testing and you shouldn't worry about detailing too much until you have the map's basic layout complete.

>> No.7389189
File: 237 KB, 800x600, scr-map3-0017.png [View same] [iqdb] [saucenao] [google]

Yeah the levels are fun and the sprite art is absolutely superb in my opinion. It is also as far as I know the only Build engine game besides maybe Ion Fury that is actually viable to play in third-person view mode and was designed to be that way.

>> No.7389193

What an asshole

>> No.7389215

Are the Duke expansions worth playing? I just finished the Main game for first time.

I heard they were short so was gonna try to blast through them in a couple hour

>> No.7389216

I wish Adrian had made unqiue firing sprites for Doomguy like this.

>> No.7389219

Nuclear Winter is unironically the best one, if you only play one, its NW. Don't believe the Civvie memes, he got filtered like the wheelchair bound newfag he is.

>> No.7389229

I should make a terry wad with low res jpgs of Alf the puppet for all the textures

>> No.7389240

>spritenoob returns

Hey hey

>> No.7389246
File: 98 KB, 512x376, EAT SHIT AND DIE.jpg [View same] [iqdb] [saucenao] [google]

>putting anything above THE KING, BABY
Correct list:
Duke Nukem 3D
Shadow Warrior
Redneck Rampage
Everything else i don't give a fuck about
Ion Fury

>> No.7389267

Scaling you learn through practice, you start being able to figure how large a space you need for what kind of encounter + basic map features like doors, lifts, alcoves, etc etc. by making a bunch of them and remembering what works.

>> No.7389275

I'm playing Blood, and the aiming feels a little weird and imprecise in a way that's hard to pinpoint. I had noticed the same thing with Duke earlier. Maybe there's mouse acceleration or something? I reduced aim sensitivity, and that helped, but not completely. Does anyone know what I'm talking about, or how to make it feel better?

>> No.7389276

I agree with this list, though I would maybe put Blood over Shadow Warrior.

>> No.7389292

I've got a friend who's never played doom, never played any fps games really and he wanted to try out doom with me. so what's the best way to do mulitplayer cooperative these days? He also wants to keep it pretty standard, so mouselook left/right is fine, but no up/down or jumping or any of that other new shit

>> No.7389310

Chocolate Doom or Odamex, most likely. Vanilla Doom isn't off the table though.

>> No.7389315
File: 1.80 MB, 1920x1080, Screenshot_Doom_20210207_003429.png [View same] [iqdb] [saucenao] [google]

a little late but eh its still saturday in some places

>> No.7389341

I use BuildGDX to play Blood and don't have the problem you are describing, try playing it with that.

>> No.7389358
File: 127 KB, 612x733, temp2.png [View same] [iqdb] [saucenao] [google]

buncha sprites
almost done.
then some tweaking dehacked stuff
then back to mapping

>> No.7389409

As much as I love Scythe, I do think it suffers heavily from having way too big of a difficulty spike that goes against what was established in the megawad before it. The early/mid levels are no harder than Doom 1&2 (some levels even arguably easier), but then Episode 3 comes around with its suddenly much harder gameplay, that it alienates players who got comfortable with the easy-going nature of the early/mid levels.

>> No.7389421

Judging by a few threads back, a lot of people got tired of literal trannies and lesser faggots pumping out over-designed and unfun maps in an attempt to grift clout off the 'le boomer shooter' meme while also shitting up established communities (Quaddicted for instance). A few anons appeared to have jumped into trenchbroom for the first time, and one or two people have been posting their map progress here.

Overall things are looking up for Quake I think.

>> No.7389424

One Whole Unit Blood doesn't have this problem nor does Fresh Supply. Build GDX did for me and it took a lot of tweaking in the settings to make it suitable.

>> No.7389504

Updated my level to now be harder + faggier + longer (but not that long)

>> No.7389560
File: 2.36 MB, 1280x720, Gzdoom_latest 2021.02.07 - [View same] [iqdb] [saucenao] [google]

>derp around with filters to get the arms looking closer to the artwork
>copy over some old code to make the animation smoother
>do a little touching up on laser pistol too
>check thread
>my name slowly turns from spritenoob to coomer anon


I've never posted my mods outside of 4chan since they're all unfinished jank


>> No.7389570

Everything about Lifes a Beach is fantastic. Just pure goofy carefree fun. It never fails to put me in a great mood.

>> No.7389590

HUD sprite looks awesome as always, hands look Witchaven-tier. The pure white should be a less extreme shade. And remap the wonky colors like the brown splotch (which was probably a golden highlight in the photo).

>> No.7389605

Bumping again, please read original post. Someone might still have this old wad on their hard drive.

>> No.7389623

yup... it lagged for VKQuake. something that i had never experienced before

>> No.7389626

This sounds like the FPS-RTS-like gameplay mod that was all the rage on Skulltag and Zandronum for a long while, yet the name escapes me. Sound similar?

>> No.7389641
File: 649 KB, 900x948, Ed-msp2X0AA0DE_.png [View same] [iqdb] [saucenao] [google]

You're going for an extremely cool looking style. keep up the good work

>> No.7389646

No it never got pruned, mods just archived the thread

>> No.7389674

You said this last year, and you didn't source it then either, you just said it.

>> No.7389678

>baron of hell death sound
name a better sound effect

>> No.7389681

the CLACK sound when shells are loaded in the SSG

>> No.7389686

Life's A Beach is perfect. Nuclear Winter was disposable garbage before YouTube existed, and it remains as such now, the level design is extremely shit.
Duke It Out In D.C is ok.

>> No.7389696
File: 279 KB, 1600x900, 5ebddf87a30ad.jpg [View same] [iqdb] [saucenao] [google]

>> No.7389707


>> No.7389714

What's up with SLADE3 sometimes changing to a windowed view when I load up a .wad or .pk3, and sometimes shifting the view to like, putting the current opened archive on the side or the bottom? Why does it do that?

>> No.7389719

I don't know if it's the colors as much as the resolution, the bright white on the gloves wouldn't look as static if it was lower res, it still looks like a photo as is, which clashes with the rest of the art style.
The sprites are great, which is probably why nobody calls you spritenoob anymore, you don't draw like a noob.
LMAO she looks bored after she knocks him out.

>> No.7389731
File: 57 KB, 500x495, D06FF06E-BDB6-4C8E-B6C6-70F754BB963C-500x495.jpg [View same] [iqdb] [saucenao] [google]


>> No.7389742
File: 4 KB, 144x154, silky_saves_santa.png [View same] [iqdb] [saucenao] [google]

I thought about maybe less contrast, but it ruins the chrome look that the white color gives off. Part of me just wants to keep it, ESPECIALLY if they are witchaven looking. I kinda like the idea of it looking like a lost bargain bin doomclone in some respects.

Or I might just redraw the arms again later...

>> No.7389749

>Part of me just wants to keep it, ESPECIALLY if they are witchaven looking.
Based, don't let us push you around.
...you could get rid of the stray pixels on the left knuckles though.

>> No.7389763

how to be better at playing doom

>> No.7389769

Pls don't crucify me, but the one thing I don't like in Quake is the soundtrack.
It gets waay too samey. Any replacements?

>> No.7389772

how can someone possibly be terrible at doom. it is the most fundemental fps.
How the fuck do you constantly find secrets though? I always find one or two in the beginning of an episode/pack then suddenly stop finding any altogether. this really hurts my enjoyment. how do I get better at this???

>> No.7389776
File: 444 KB, 750x750, soldier2.png [View same] [iqdb] [saucenao] [google]

wait there's that many fucking Build games?!

>> No.7389781

Have you watched these?

Mind also, it's ok to take cover sometimes, because breaking line of sight between ranged enemies, PARTICULARLY putting an obstacle between you and their fireball or gunbarrel, even if just for a second, or half a second, helps a lot.
Not saying you have to camp, but breaking line of sight frequently is good, also, moving a lot is good, standing still is often a death sentence, so basically run from cover to cover sometimes. The less time you're out in the open in front of a shotgun baldy or chaingun goon, the less opportunity they have to increase your body weight with lead.

Baiting monster infighting is also good, which is why it can sometimes be worth it to deliberately exposing yourself to a baldy by putting another monster between you and him, because he'll probably hit the other guy, setting off a hilarious clusterfuck that saves you ammo and health. Barons can take LOTS of abuse, and they hit real hard, so they're prime candidates for tricking into fighting other monsters, they can do a lot of heavy lifting for you, and then the other monsters help take care of their whopping 1000hp pool.

>> No.7389782

I think you're thinking of Shotgun Frenzy (Players in AUS never ever). It was pretty basic and quite old but really fun. Just the one map as I remember.

>> No.7389784

Listing for doors and elevators tripping nearby when you don't intentionally set one off, pay attention to inconsistencies and things which stand out against the rest of the room or map, they could be hidden switches or doors.

>> No.7389792

Replying to myself with NMN3_V5, now featuring
>three freshly defined switches I missed
>one pure black flat
>pure black texture
>basic PSX firesky guest starring 99 whole frames
I'm hesitant to add the others at the moment because that's 500 whole new textures and I happen to be dumb and don't know how to not make that show up and completely WRECK the texture viewer in DB, but reply here for custom skies/texture requests + any issues.

>> No.7389796

some more door textures would be nice as we got too many sideways-moving ones and thats an issue since boom doesnt support polyobjects

>> No.7389810

That's supposed to be 100 whole frames for a full animation, check that you didn't miss any (and that there aren't any duplicates), I made that mistake once, and it makes for skips which ruins the smoothness.
I think we can hold off on the colored variants for now, until someone absolutely begs for the green fire or something.

>> No.7389813
File: 394 KB, 960x540, Screenshot_Doom_20210207_102527.png [View same] [iqdb] [saucenao] [google]

I think I'll call it "Jawbreaker"

>> No.7389815
File: 339 KB, 960x540, Screenshot_Doom_20210207_102723.png [View same] [iqdb] [saucenao] [google]

Milliseconds before getting napalm bukkake in my face.

>> No.7389816

Oh, I'm retarded and forgot to count up from 0. It's 100 frames. Notice I counted the other 500 correctly.

I'll scrounge around, any style/aesthetics preferred here?

>> No.7389817
File: 418 KB, 960x540, Screenshot_Doom_20210207_102837.png [View same] [iqdb] [saucenao] [google]

>> No.7389821

Some shutters and blast doors maybe? Duke has a few. Maybe some more crate textures too? Ones with included flats as well, I think the Cage texture pack has textures and flats for cardboard boxes, which would add some visual variety.

>> No.7389856
File: 8 KB, 637x132, dls.png [View same] [iqdb] [saucenao] [google]

I'll get leafing through some of these packs tomorrow/next thread and post what looks nice.

>> No.7389861
File: 238 KB, 1520x825, psyched.png [View same] [iqdb] [saucenao] [google]

This one is better than the first version. I really loved/hated the two archville encounters, and I enjoyed the mancubus pop-ups as well. I couldn't find any of the two secrets because I'm an imbecile when it comes to that stuff, which probably would've helped with having to shotgun/chaingun the mancubuses to death.
Aethestic-wise, it looked good to me. You made good use of the techbase textures, and the ruins you go through look pretty and detailed enough. My only "complaint" is I think the ceiling is too low on the red key ledge. I personally would raise it a little bit so it doesn't look square and wolfensteiny for lack of a better word. But that's really subjective and nitpicky.

>> No.7389884

>black mesa manages to make nu-Xen drag on even fucking longer than the original
I like the original levels, and the new monsters are cool, but this is stretching my nostalgia fueled patience really thin

>> No.7389897

Kek, I'm listening to the OST right now.
The fact that the normal OST and the Xen OST are almost the same length says it all.
L O N G.

>> No.7389898

It's hilarious how RoTT and Half-Life, two most hated boomer shooters in this thread, are incidentally the only ones that got good remakes.

>> No.7389902

>most hated
>only ones that got good remakes
Doom 2016 isn't perfect but it's good.

>> No.7389915

>Doom 2016 isn't perfect but it's good.
No it isn't.

>> No.7389917

Doom 2016 is a remake?

>> No.7389918 [DELETED] 


>> No.7389920
File: 89 KB, 739x739, 1612576736910.jpg [View same] [iqdb] [saucenao] [google]


>> No.7389929


>> No.7389930

Doom is so boring now. I wish people made mods like these, but for build engine.

>> No.7389934

But Gzdoom does most of what build does anyway. Execpt moving sectors. Fuck I wish gzdoom did moving sectors.

>> No.7389943

Wrong, fag. My meds are little white pills and I took them twenty minutes ago right after my breakfast.

>> No.7389947

At this point I am wondering how hard it would be to make a Quake TC.

>> No.7389949

>there are only 3 good ones
Redneck Rampage and Powerslave are great, and then there are expansions to both them and big three. NAM, TekWar and Witchavens are bearable if you are that into engine.

>> No.7389953

That's not all of them anon. Build was the most commercially successeful 2D engine, when it comes to licensing.

>> No.7389954

How terrible, holy fuckin' shit

>> No.7389957

I've thought about that myself. If anything, I'd at least love to see a quake style vertical level to really push that 3D floor action.

>> No.7389958

>no it's not

It is tho. It's all over episode 1.

>> No.7389959

Build's level editors are old clunky pieces of fucking shit, which is why it took half a year for these guys to make just six levels (six good levels), while for Doom, just in basic Boom format, we banged out 36 levels in three months time, and they're pretty much ironed out after three or four months more work. The ratio of production is a lot higher.

I love Duke and Blood, but the Build engine is a hacktastic piece of shit (thus are a lot of its tools and ports), and the fabled trinity is good to a large part *in spite of* the Build engine and Ken Silverman, 3D Realms made DN3D a masterpiece out of love and dedication, and they would have done it with or without Build.
Sure, GzDoom is pretty janky in its own ways, and every now and then I want to smack Graf in the back of the head for something, but you can do a lot with it without a bunch of crude hacks, and it remains very stable, all while making levels for it is VERY easy.

Now, I'm not saying to not make levels for Build games, in fact I will insist the opposite, that you do make levels for it, and because you really love those games, but fact is that it's just not a fun environment to work in due to its difficulties, which is why you will see limited signups to these things.

>> No.7389960

Repetitive debate in five, four...

>> No.7389964

>the presence of red dirt implies the janky lore explanation for the red
Fuck it this is clearly bait.

>> No.7389967

For GzDoom? Doable, but why would you want to when you have good Quake sourceports?
At least when some dude made ZBlood, it was because Blood had no sourceports at all.

>> No.7389970

I clearly meant making a TC for Quake, you dimwit.

>> No.7389974

Well, ok, like recreating Blood or Duke in Quake? I guess you could give that a try, though you probably wouldn't have all that fine sprite detail, like being able to just put a bunch of little props on a table and blast them away.

>> No.7389975

It's an understandable mistake, he was talking about the merits of the GZDoom engine and you bring up Quake TC.

>> No.7389979

Post a screenshot or go fuck yourself.

>> No.7390005
File: 242 KB, 1920x1080, Blood.png [View same] [iqdb] [saucenao] [google]

messing with the color settings does give blood a cool look

>> No.7390010

The Judas Priest song?

>> No.7390017

ZDoom free floating cubes in '02 (DO NOT RESEARCH)

>> No.7390035
File: 142 KB, 508x499, 1611979486704.png [View same] [iqdb] [saucenao] [google]

Based fellow /x/chad

>> No.7390042

No, he was talking about failings of GZDoom engine.

>> No.7390048
File: 2.60 MB, 540x304, trying to not laugh.gif [View same] [iqdb] [saucenao] [google]

>One of my favorite songs on the album is “Jawbreaker,” which is of course about blowjobs. Do you think fans realized that at the time?
>[Laughs] I kind of alluded to that, yeah. Maybe that was part of my subconscious, subliminal gay agenda going on there. Because if you think about a large penis while you’re listening to that song, it does fit the mold. [Laughs] But it’s also about this fictional character, this Jawbreaker guy, who has this kind of Rambo-esque kind of attitude about him. Or her. But yeah, I like to play around with the lyrics. You take it as you wish with the interpretation. Fucking great song, though.

>> No.7390074

Is that Serious Duke mod any good?

>> No.7390078

Judas Priest defo fits HFFM theme, we need some midis for this project when its done

>> No.7390086

This is genuinely one of my fears, cashiers judging/making fun of me for the things I buy. That's why I have problems buying toilet paper.

>> No.7390094

>This dude is actually gonna make sure his asshole is CLEAN? What a sick fuck!
Yeah, basic personal hygiene is definitely an embarrassing and very taboo concept to normalfags.
It'd be much more weird if they never ever saw you buy toilet paper, they probably wouldn't think of it much, but someone might notice it, and they could wonder if you're just walking around with a crusty butthole all the time.

I used to be nervous about stuff like that, but then I decided to just buy the packet of large condoms and put it down at the register, and the cashier can make whatever conclusions they want.

>> No.7390102

The three also have some good expansions and then fan made content. After that I'd play Powerslave and Redneck Rampage

>> No.7390125

What about teleporting launched projectiles thru portals?

>> No.7390129

I have never played around with portals, but it's easy to make projectiles teleport, you just give them a flag which enables it.

>> No.7390135

>Hello good Sir/Madam, I'd like to buy some Monster Condoms for my Magnum Dong...

>> No.7390136

Players and monsters can go through appropriate portals, and I have a vague memory of bombing and shooting cultists through portals like that in ZBlood many years ago (don't play ZBlood, you have much better options today).

>> No.7390172
File: 139 KB, 1038x1030, 1611574833356.jpg [View same] [iqdb] [saucenao] [google]

Explain? I'm confused. Do you mean, teleporting a fired projectile? yes. A projectile through a portal? yes. A projectile, entering a portal after leaving the other end of a teleporter? Or do you mean a projectile, fired into a teleporter, that has the end teleporter destination inside a portal? What if the teleport destination inside the portal was pointing back towards the other end, it would leave the teleport, exit through the portal then teleport back that inside the portal... Boom, infinite money

>> No.7390274
File: 5 KB, 300x300, tumblr_pajc73H8DX1xveb6fo2_400.png [View same] [iqdb] [saucenao] [google]

Gotten really tired of SC-55
what are some cool non-realistic (no fatboy/arachno) soundfonts to try out?

>> No.7390275

What the fuck is your problem with him. He seems like likable guy and makes good content. You are girl with your opinion:
>he isn't sexy so i don't like him

>> No.7390291

I've always liked most Duke It Out In DC.

>> No.7390364
File: 370 KB, 960x540, Screenshot_Doom_20210207_145201.png [View same] [iqdb] [saucenao] [google]

Hooray for recurring sleep problems and bouts of angst. I should be doing more important things with my time, but that requires being smart.

>> No.7390393
File: 1.89 MB, 1024x1024, Hero screenshot.png [View same] [iqdb] [saucenao] [google]

>> No.7390428

Try them in alien armageddon.

>> No.7390438
File: 50 KB, 639x361, 1612504112713.jpg [View same] [iqdb] [saucenao] [google]

I think in another universe witchhaven is a masterpiece classic sword and sorcery fps.

There is something about it.

>> No.7390450

Another macwolf mod released for the macenwolf port
also it has some unique textures

>> No.7390463

I really like those buildings, anon. I especially like the brown tech-base trims on top and the shutter doors.
Also nice skybox, did you make it yourself or did you get it from a texture pack?

>> No.7390560

Very good, I enjoyed this. Died few times at different places until figured out better tactics. Found both secrets, somehow missed few mobs. The only real issue I stumbled upon is that first archvile doesn't spawn consistently. Few times I was only able to make him spawn by pushing myself hard into the walls and corners of the small room. Also there is a minor annoyance that the first secret lift goes back really fast and is not repeatable.

>> No.7390571
File: 336 KB, 960x540, Screenshot_Doom_20210207_160909.png [View same] [iqdb] [saucenao] [google]

I took it from somewhere (32 in 24, maybe?). I also made these stupid textures because I couldn't cope with using that white rock/gravel flat and the white/green jagged rock cliff face, made from Duke Nukem 3D textures and a Doom flat. Use them if you want to, don't ask me to make too many graphical assets because then I'll never stop.

>> No.7390572
File: 1.36 MB, 1828x705, moondust.png [View same] [iqdb] [saucenao] [google]

>> No.7390587
File: 350 KB, 1600x1600, Mr_Brains_6pk_Faggots_38475.jpg [View same] [iqdb] [saucenao] [google]

Whoever is working on HFFM - remember to put as many pain elementals into your maps as possible.

>> No.7390595

Oh man, that looks amazing, I can't believe big meatballs made out of pork mince isn't a thing where I live. Pork Faggots, what a time to be alive.

I'll maybe put some more in, but my map is rocketlauncher centric, and I don't want to be TOO obnoxious.

>> No.7390597
File: 10 KB, 64x64, moon3.png [View same] [iqdb] [saucenao] [google]

MOONSAND flat (use this filename if you import it, or the map won't work)

>> No.7390603

lost souls go hand in hand with pissing off players using rocket launcher

>> No.7390607
File: 10 KB, 64x128, moon1.png [View same] [iqdb] [saucenao] [google]


>> No.7390608
File: 9 KB, 64x64, moon2.png [View same] [iqdb] [saucenao] [google]


This is just the same texture compressed vertically 50%, but it works for a height variant.

>> No.7390614
File: 37 KB, 1024x240, SPACESKY.png [View same] [iqdb] [saucenao] [google]


>> No.7390617

I'll make a new thread before I leave to do some gory errands.

>> No.7390631




>> No.7390641

Have you even tried making Build levels or are you mostly going by hearsay?

>> No.7390648

Build is in the middle when it comes to its 3D abillities. While more difficult to work with in most areas, its more capable than idtech 1, but inferior to Idtech 2 and Unreal Engines.

>> No.7390672

Lmao fuck that nail polish wearing tranny lover.

>> No.7390745

so their tongues licks your ass crack clean

>> No.7390753

>most hated boomer shooters in this thread
one faggot doesn't represent the whole general

>> No.7390760

Rise of the Triad is fucking based and is only hated by the schizo poster who samefags to make it appear there is a thread consensus.

On the flipside, I am pretty sure I'm the only guy who hates Half-Life.

>> No.7390767

>filtered by doom 3

>> No.7390923

Might be time to upgrade, pally. No FPS drops on my machine.

>> No.7391980

I know this might be hard for you to accept, but more than one person can dislike a video game.

>> No.7392226

Are there any good weapon/gameplay mods for Blood?

>> No.7392231

Half life was always trash. It started the cinematic video games trend. You couldn't even skip the cutscenes. The gameplay itself was trash too if you played on hard thanks to bullet sponges.
Even the second one is trash now, since the physics gimmick is no longer impressive.

>> No.7392263

take your meds,
>It started the cinematic video games trend
you mean MGS
>The gameplay itself was trash too if you played on hard thanks to bullet sponges.
git gud

>> No.7392297

dont worry, I can complete half life easily. But bullet sponges just make it unsatisfying to shoot enemies.