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/vr/ - Retro Games

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8072198 No.8072198 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8065676

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
Half-Life WON version
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.8072202
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]

Hard Fast Faggot Maps
Version 4.0 >>8054781

Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8059171

VRSKINS 3.9 (delayed)
Submissions closed

=== NEWS ===
[8-23] Tastyspleen and jehar to interview Philnemba tomorrow

[8-23] WRATH is confirmed delayed

[8-22] Doom Master Wadazine now has a website

[8-21] Bratwurst: Recooked released

[8-20] Quake Speedmap pack 213 is out, themed around low gravity

[8-20] Killer5 makes some MBF21 maps

[8-19] From Doom With Love (dsda-doom fork) has now gone public.

[8-19] Quake gets a modern port and update!

[8-16] Two new powerslave maps released

[8-14] Age of Hell Demo released

[8-12] Quake Enhanced Edition TBA

[8-12] DOOM Retro updated to 4.2

=== PREVIOUS ===


>> No.8072217
File: 426 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]

>> No.8072235
File: 1.25 MB, 1660x1562, doom_2_logo_numeral.png [View same] [iqdb] [saucenao] [google]

saved from the last one. ty autist anon.

>> No.8072250
File: 190 KB, 340x340, d2_logo_texture_matchup.gif [View same] [iqdb] [saucenao] [google]

this one >>8071973

>> No.8072259
File: 28 KB, 442x120, Untitled.png [View same] [iqdb] [saucenao] [google]

post them, boys.
Wips, ideas, ressources...

>> No.8072264

Frank Drebin could solo all of Hell without even trying, in his usual oblivious manner.

>> No.8072353

A sniper rifle with a guaranteed single ricochet.

>> No.8072393

A freeze ray that makes destroyed enemies explode into shrapnel, but they thaw quickly.

>> No.8072398


>> No.8072415

a trained hawk that damages enemies and locks them in to a pain animation for a few seconds while you can switch to another weapon and keep killing

>> No.8072416

I think some anon posted a marine with a pumpkin in the head, can someone send me those sprites? I would need them for the Halloween project.

>> No.8072431

a dog that hurts the feelings of your enemies

>> No.8072434
File: 1.34 MB, 1920x1080, 1604990261814.png [View same] [iqdb] [saucenao] [google]

can someone confirm there is a missing monster in this map?

>> No.8072439

>The only downside to AD is finishing it and there not being more.
the only logical step is trenchbroom

>> No.8072442
File: 17 KB, 500x467, 1601648579092.png [View same] [iqdb] [saucenao] [google]

>playing doomrpg+doomrl arsenal+doomrl monsters
>generate random map pack with obsidian
>midway through
>flying teeth testicles (or teethticles as I like to call them) start showing up
>status effects up the ass at the slightest, but they die with the breeze
>"gee wilikers that was annoying I sure hope these fellas won't start spawning in the LITERAL HUNDREDS over the next few maps haha!"
any of you frens ever played around with these mods?
how can I deal with the absurd hordes of these nigglets the game keeps throwing at me at later levels?
should I just invest in energy+regen and spam pink aura, then tank and fire away?
god damn they went too far in a few places with them shits

>> No.8072443

baby mice gun

>> No.8072454

DoomRPG fucking sucks, throw it out.

>> No.8072478

I'm gonna second what that other Anon said: trash DoomRPG, as it's a fucking balancing nightmare where power creep comes in hard. So everything has a gorillion hitpoints but you do a gorillion damage, so you're either blitzkrieging everything or a stiff breeze kills you instantly.

>> No.8072481

i only have experience with them in regular doomRL, they're bad but as long as you don't panic and get them before they get you (corner explosives or high firerate weapons) you're good.

>> No.8072514
File: 60 KB, 550x366, 1607052534426.jpg [View same] [iqdb] [saucenao] [google]

>leslie nielsen died 11 years ago

>> No.8072516
File: 442 KB, 1280x720, Deus Ex WHAT IS THIS SUPPOSED TO BE DEMONSTRATING.webm [View same] [iqdb] [saucenao] [google]

>> No.8072530

Two words: New York City

>> No.8072540

oh, I now remember the quake dark ages from 1996 to 2010

>> No.8072580

>No Zerstorer Jam
>No Tronyn maps at all
It's a good list but that is a great shame.

>> No.8072637
File: 976 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]


>> No.8072652
File: 17 KB, 480x360, roy.jpg [View same] [iqdb] [saucenao] [google]

Not today, sorry. I'm hunting for animators at the moment, which is somehow more fucking frustrating than playing shitwads. Maybe tomorrow m8.

>> No.8072656

Hell will fear the fury of Enrico Palazzo.

>> No.8072694

New KMQ2 test build

Changes since last build:
Added r_mode_desktop cvar to force borderless window mode to desktop resolution
Added new graphics for text field, text box, and slider menu controls
Improved mouse interaction for slider menu control
New network protocol version to fix an old bug (this is not final, changes may still be made, so don't go recording demos or setting up a KMQ2 server)
Improvements, bug fixes, and new skin for Tactician Gunner in missionpack DLL
Added ContactGrenade (32) spawnflag to Gunner to set contact grenades in default Lazaurus and missionpack DLLs
Added powerarmortype entity field to default Lazaus DLL (setting to 1 sets power screen instead of power shield)
Added support for blood_type value of 4 to default Lazaurus and missionpack DLLs
Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL
Added resettargets developer command to default Lazarus and missionpack DLLs
Added hint_test developer command to missionpack DLL
Fixed crash vulnerability in hint_test developer command in default Lazarus DLL
Fixed freeze developer command in default Lazarus and missionpack DLLs so it can be used more than once
Fixed firing player weapon while using spycam/remote turret in default Lazarus and missionpack DLLs
Tweaks to Zaero pushable crates and exploding barrels in missionpack DLL
Fixed pain skins not showing for soldiers at half health in Zaero DLL

>> No.8072706

So what's the best Quake 2 source port for singleplayer and co-op? I've recently been using vkQuake 2, but I've heard it's actually pretty shit.

>> No.8072718

I just use Yamagi

>> No.8072727
File: 61 KB, 416x431, 1250390400535.jpg [View same] [iqdb] [saucenao] [google]

It should be obvious the author of that RPS article has never played any of those custom maps. The QM discord basically told him what to write for the list. In this case, all the ones that THEY worked on.

>> No.8072747
File: 2.37 MB, 960x540, Deus Ex HOW THE FUCK IS HE DOING THIS.webm [View same] [iqdb] [saucenao] [google]

>> No.8072749

The hell is with the right-stick deadzone in this Quake remaster. Did anyone actually try playing the thing with a gamepad before they ported it to every console?

>> No.8072752

Well, to be fair......

>using a controller for Quake

>> No.8072775

am I a retard for liking quake 2 more than 1

>> No.8072848

This is partly why i started dabbling with trenchbroom, but im still yet to gitgud and i haven't had much time to put toward it lately.

>> No.8072854
File: 5 KB, 225x225, catup.jpg [View same] [iqdb] [saucenao] [google]

As >>8072032 said, quoth and zerstorer would be good recs. Also ter shibboleth.

The problem with their AD recs is that they're showing off the peak, and while the rest of AD is great too, i feel like starting off at the latest and best map may make the rest feel like one is chasing that high?

I'd have thrown in an 'explore jam' and something rocketjump/speedrun focused for a bit of an alternative showcase but overall a pretty good intro list.

Maybe. Quake2 is fine, but it's pretty one-track imo, both thematically and gameplay wise.

>> No.8072858

The speed map packs prior to 2010 get pretty flakey and crap, it's really a drastic average quality increase after 2010-2012

>> No.8072868

jam1 is a bizarre rec, a literal brown sewer theme with half the maps unfinished and some having you plink at ogres and deathknights with single sg.
but yeah, no quoth, no warpspasm, no than maps, no tronyn maps...

>> No.8072891

>using a mouse for doom

>> No.8072902
File: 1.40 MB, 720x360, you&#039;re a nerd.webm [View same] [iqdb] [saucenao] [google]


>> No.8072905

Romero did that.

>> No.8072919
File: 51 KB, 400x323, 1629763395443.jpg [View same] [iqdb] [saucenao] [google]

Paul Romero plays Doom?

>> No.8072929

Nah, George A. Romero did.

>> No.8072940

Nothing too substantial for a remaster. I guess I shouldn't be surprised that people still have problems understanding which one is which, even if developers themselves state that it's a re-release.
To be fair, same developers also often don't get the terminology right. So yeah.

>> No.8072949

So you agree BFG Edition is the worst?

>> No.8072954

it's a stupid trend, and these are stupid terms, but they did literally remaster sounds and maps from sources. a re-release is when they just plop out the original version with dosbox strapped onto it.
shock1 classic is a re-release, shock1 enhanced is a remaster, shock1 remake is, well, a remake.

>> No.8073024

What ammo do you use for animators?

>> No.8073030
File: 1.09 MB, 640x640, anger-angry.webm [View same] [iqdb] [saucenao] [google]

So no Wrath?

>> No.8073045

Burgerbuck shot

>> No.8073059
File: 42 KB, 640x480, 123205-Defiance.jpg [View same] [iqdb] [saucenao] [google]

>just remembered this shit exists
Anybody else here remember this thing? I remember playing the shit out of the tutorial level when I had it on a PC Gamer demo disc.

>> No.8073067


>> No.8073083
File: 35 KB, 1003x66, This thing is your friend.png [View same] [iqdb] [saucenao] [google]

You don't need to carry everything. But if you really want to, just turn the encumbrance multiplier down to 0 in the HD options menu.

>> No.8073089

Even the trash enemies can't ruin the incredible experience of Ion Fury

>> No.8073090

Haven't played it (or original DOOM 3), but yeah. I've seem that there're many issues with its version of classic DOOM games, not to mention "the main thing". 2019 version is likely even worse due to lack of multiplayer.
>it's a stupid trend, and these are stupid terms, but they did literally remaster sounds and maps from sources.
Yeah. To me, main defining feature of remaster is "significant" graphics update to the original game. It might be put in a wrapper or different engine, but I don't think latter is a good justification for calling it a "remake" as (for the most part) remaster is still the same old game. So I would put Enhanced Editions of both System Shock and Quake in "re-release" category.
Remakes are kind of a stupid trend though. The more I think about it, the more they come off as lazy reboots: why not just make a full-on new title instead? You're not far off from that either way. But whatever, who cares as long as there's a clear understanding of the fact that remakes are not these old games. For example, if you want to play Half-Life, the answer should be Half-Life. Not Black Mesa as its a different game and implies to all remakes.

>> No.8073098
File: 139 KB, 1039x619, Untitled.jpg [View same] [iqdb] [saucenao] [google]


>> No.8073107

I dont think I've ever heard of this one.

>> No.8073142
File: 36 KB, 320x240, 572958-defiance-windows-screenshot-firing-a-rocket-at-a-small-robot.png [View same] [iqdb] [saucenao] [google]

Yes Anon, I actually thought that I broke something in my computer as a child when the Players craft started spinning to the left uncontrollably in the demos training section...

>> No.8073151

So if I want to upload an updated file to idgames, do I just upload it the regular way with the same filenames and all that and it will be overwritten or do I have to email them?

>> No.8073152

Probably better to e-mail them just in case. They will e-mail you anyway asking for confirmation, so mailing them ahead would speed it up a bit either way.

>> No.8073265
File: 280 KB, 220x220, who.gif [View same] [iqdb] [saucenao] [google]

literally who

>> No.8073274

Fuck you too buddy :^)

>> No.8073286

What's with it? The game took a long time to develop, over two years. Small team underestimating how difficult game making actually is.

>> No.8073293


The best track on the Ion Fury OST

>> No.8073310

Thanks, will do

>> No.8073312

>doesn't want to launch the main menu on Win10, cuts to desktop after the post-intro Loading screen

>> No.8073317

Yeah, we know

>> No.8073320

use VM

>> No.8073324

what are some wallpaper worthy wads

>> No.8073337
File: 297 KB, 814x688, 3119387-doom64.jpg [View same] [iqdb] [saucenao] [google]

Doom 64 steam port is preddy gud
any other shooters that work well with a gamepad? I kinda like playing in bed on my laptop

>> No.8073343

Yes, they're called other fucking genres

>> No.8073348

>subjective opinions

>> No.8073353

shadow warrior

>> No.8073360 [DELETED] 

thanks I heard good things about that one

>> No.8073363

wait a second isn't that one really hard? you trying to trick me?

>> No.8073365

Nu-SW maybe

>> No.8073368
File: 1.01 MB, 1366x768, spasm0004.png [View same] [iqdb] [saucenao] [google]

>the music
>the whole temple deal
>permanent upgrades (including double jump), pots with ammo\health
Man, that's some comfy shit.

>> No.8073371

The last thing that comes to my mind when playing Quake

>> No.8073373


>> No.8073374
File: 2.04 MB, 960x540, friendo.webm [View same] [iqdb] [saucenao] [google]

this guy comes and slaps your girlfriend on her ass
what are you gonna do about it?

>> No.8073375

what's the first thing that comes to your mind?

>> No.8073379

jesus this model looks horrible

>> No.8073385

And the map's pretty different from my other experiences with Quake. There's also way too much ammo on the top level, so you just blast anything that's not Shambler.

>> No.8073386

please don't tell me you're scared

>> No.8073403

pick up her pieces

>> No.8073405

she's toast, I straferun out of there and go looking for a lightning gun

>> No.8073406

Is there a way of increasing keyboard turn speed in Crispy? Or at least turn off that annoying acceleration?

>> No.8073435

Not a weapon but an enchanted sniper scope attachment that does the following
>increase weapon damage, range, and accuracy
>reduces fire rate to a quarter
>turns any projectile weapon into a hitscan (including weapons like Rocket Launchers)

>> No.8073436

>turns any projectile weapon into a hitscan (including weapons like Rocket Launchers)

>> No.8073449

some people say xinput works great in gzdoom and raze

idk don't have a gamepad to confirm

>> No.8073456

which unreal tournament has the least small playerbase? (excluding ut4 because I play on a toaster)

>> No.8073458

Why is the shambler in pyjamas? Isn't fur enough?

>> No.8073465


>> No.8073470

sounds doable using the tome of power as a base

>> No.8073505


>> No.8073595

Ask him why does light come out of his crotch.

>> No.8073603


>> No.8073606

"Banco Santander, S.A, presents RetroQuad"

>> No.8073618

Clint, stop ruinning from reviewing Battlezone 98.
ok that the red odyssey is soul crushingly hard and the late NSDF and Soviet missions are rage inducing shitshows.
and you can put that on Dumptruck

>> No.8073628

It is? I finished Battlezone in '98.

>> No.8073634

Red Odyssey is hard as fuck as normal mode and stupidly fuck you in hard.
All because of "Chink Snipers"

>> No.8073639

The expansion, got it. Never played that one.

>> No.8073641

the steam release nerfed the difficulty of that one.

>> No.8073672

Serious Sam 2 allowed?
Croteam patched the game in March after a 15 year hiatus. Optional additions like the x11 enemy spawn multiplier, dual wielding, sprinting and rocket jumping break the game in hilarious ways

>> No.8073693

i'm pretty sure he's gonna hang himself someday.

>> No.8073698

How does dual wielding work?

>> No.8073701

>dual wielding, sprinting
Finally finished game on Serious thanks to those two. Dual wielding helps to deal with retarded 25% health increase. Sprint is nice considering how fucking slow Sam is by default. Seriously, his walk speed feels slower than any other game in the series.

>> No.8073743


Someone needs to tell this guy about IVAs and debt relief orders and shit, fuck. Even the USA has shit like that.

Most the time bailiff threats are just there to scare you into coughing up what you can, on the assumption that you can pay but simply refuse; when you're genuinely broke it's literally not worth their time to go after you that hard for a measly $4000.

t. was in over £10,000 worth of debt at one point but the only thing the banks ever got out of me was £5 a month and a middle finger.

>> No.8073753

I've had bailiffs come to by home for less than £100. For someone who used to live there.

A rocket cluster bomb launcher. It shoots a projectile that bounces off of a surface into the air, then that shoots out rockets in all directions surrounding it.

>> No.8073754

You press a button and pull out another gun.

>> No.8073768


There's bailiffs, and then there's "bailiffs".

Most of them are the latter and they have about as much real jurisdiction as TV license inspectors, i.e fucking none.

>> No.8073772

A vacuum cleaner you can use to suck in corpses (intact and gibbed).
With altfire you can then reverse and shoot gibs at your enemies.

>> No.8073774

Explains why they're called "zombiemen" instead of possessed soldiers I guess

>> No.8073790

Eh-h-h... He tried something before, but wasn't successful. Not sure if he tries something again, even though you can't be sure about person in situations like these.
Honestly, maybe I could've look into that. My family is also in ~$7000 debt and they're not getting much from us either. Recently they did cut off electricity for us (stuck like that for 11 days) and will keep doing so if we wouldn't pay even just 100₽/$1.
But I'm stupid 20y/o with clear mental issues that can't even force himself to see doctors, so it's more likely for me to lurk here and spending time on a blog that nobody reads.

>> No.8073793
File: 536 KB, 381x512, fuck.gif [View same] [iqdb] [saucenao] [google]


>> No.8073849

>Dimension of the Machine
>Sandy's Room
>find all secrets, all enemies but two dead
>can't find them, assume they just failed to teleport in and walk over to the exit
>exit portal suddenly shoots back down a hall while I'm chasing it like an idiot
>it finally stops
>drops two spawns on my head

>> No.8073870

Hes a conjured minion summoned by the horn power-up, dear Anon.
Too bad you need to kill him for a perfect killcount...

>> No.8073928
File: 353 KB, 1080x1376, Screenshot_20210826-174114.jpg [View same] [iqdb] [saucenao] [google]


>> No.8073930

International Red Cross doesn't like genericisation of their protected symbol.

>> No.8073951

>their protected symbol
They can fuck right off t b h. Trying to trademark a symbol that isn't even originally theirs. That shit never worked in Europe until the US forced this copyright nonsense on us.

>> No.8073960

It's not like they're trying to create a brand for a product. The Red Cross has a legitimate purpose, and it's for the best that any random fuck can't just use it.

>> No.8073967

Sure let's stick hearts on every health container then

>> No.8073971

I like the inverted red cross, personally.

>> No.8073983
File: 5 KB, 210x120, temp3.jpg [View same] [iqdb] [saucenao] [google]

Same. I would just go with this.
I get why the red cross clamps down on it, but it's not like anyone is going to throw video games at people in an emergency situation.
They're protecting a copyright in an industry that it can't even be used in an official capacity in.

>> No.8073984

i used to think they were gonna remove the jesus imagery in quake, just so a bunch of idiots would justify the censorship saying they're canonically tying the games to the doom universe and how jesus has to be removed because he contradicts the maykrs from doom eternal

>> No.8073987

Being lax with it leads to a slippery slope.

>> No.8074003

>Trying to trademark a symbol that isn't even originally theirs
This. They should use the Red Star of David symbol instead. It's not like the organization is Christian or Muslim anyway

>> No.8074015
File: 823 B, 56x38, medkit.png [View same] [iqdb] [saucenao] [google]

>here's your Nu-Doom medkit bro

>> No.8074021

They're bastards in Shut Up And Bleed, where they replace Lost Souls, and can on Pain decide to charge you, exploding violently on impact. I loved it once I understood it.

>> No.8074025

>DoomRPG fucking sucks
pls no I find it fun
but yeah it's a balance nightmare, those little shits can inflict most status effects while using doomrpg, and they spawn GORILLION on the latter levels, shit becomes unplayable if you're not immune to status effects somehow when they show up, and they mostly always show up
I wonder if this blessed mess could be balanced or properly tuned somehow, or maybe I can git gud instead

man these fuckers are annoying everywhere

>> No.8074029

I don't see the problem with this personally. I'll never understand pills however.

>> No.8074039
File: 1 KB, 42x66, TILES000_55(DN3D_steroids).png [View same] [iqdb] [saucenao] [google]

Many painkillers come as pills. Also Rx.

>> No.8074048

For me it's Swiss cross

>> No.8074053

This or green crosses are the best compromise.

>> No.8074057

Best option is to not fall for this and use the red cross.

>> No.8074061

I just perused through the Geneva convention, and it's updates, and as far as I can tell the international treaty only protects it's use on naval ships...
I could've missed something, but I keep seeing it said that it protects it's use unilaterally, but I don't see that anywhere in the chapters about distinguishing emblems (red cross, crescent, and lion).

>> No.8074067

Fractal Doom did this, I think

>> No.8074068

Rx means "prescription".

>> No.8074072

I will, thanks.

>> No.8074076

are there any software rendered quake sourceports that playback the cd music
all of them hardware accelerated graphics instead and flat

>> No.8074079
File: 198 KB, 1174x1300, nTnwyKXfXaMYLQ-mP_NJrEJAemlKO-HhY_jYyZLz2vI.jpg [View same] [iqdb] [saucenao] [google]

Guys, have anyone dumped this yet?

>> No.8074084

its been dumped a longass time ago, and is a shit wolf-3d like than duke

>> No.8074085

Yeah, Steroids can be prescribed. What's the issue?

>> No.8074086

I meant this particular re-release, with some changes and other stuff.

>> No.8074087
File: 1.24 MB, 1366x768, spasm0010.png [View same] [iqdb] [saucenao] [google]

I'm saving Tears until almost last because I don't want to be spoiled by a 2020 map when I'm playing all these 2013-15 ones. But I continue to be impressed with basically every level I jump into, the Necromancer's Keep was amazing and could double up as a fun Halloween level.
>Climbing out of your grave like Caleb in the beginning
>All the monsters being there makes sense because they could be summoned/employed by the necromancer
>All those cool traps and areas of the mansion
>The final fight up a towering enchanted library where you have a boss fight against the necromancer and he ends up taking multple forms
Hell, I even somewhat enjoyed Obsessive Brick Disorder by the end, even if it was an eyesore to look at. Does AD even have bad maps? Most Doom projects usually have at least a couple dragging them down a bit.

>> No.8074095

>literally all post-2010
>majority post-2016
Come on. They should have more respect for the history of modding, not just recent Trenchbroom maps.

>> No.8074096

I like red medkits with white crosses on them.

>> No.8074098 [DELETED] 
File: 142 B, 14x17, red cross.png [View same] [iqdb] [saucenao] [google]


>> No.8074101
File: 263 B, 56x68, red cross.png [View same] [iqdb] [saucenao] [google]


>> No.8074105 [SPOILER] 
File: 3 KB, 224x152, 1630000777942.png [View same] [iqdb] [saucenao] [google]


>> No.8074108


>> No.8074125
File: 2.61 MB, 370x480, 1443783788323.webm [View same] [iqdb] [saucenao] [google]

Cool shit

>> No.8074130

rip doomdude

>> No.8074131

>Sandy's Room
>drops two spawns on my head
Ha, that's actually a good joke/trap.

>> No.8074152
File: 21 KB, 320x199, TITLEPIC.png [View same] [iqdb] [saucenao] [google]

Can anyone reccomend me some weird Russian wads? I have gotten a craving for them.

I have played through A.L.T. and Whitemare 1 - 2 already.

>> No.8074161

Doxylamine Moon : Overdose
Also most anything else by Lainos

>> No.8074180
File: 2.27 MB, 1920x1080, vkquake0000.png [View same] [iqdb] [saucenao] [google]

uh vkbros... why am i stuck in the ground?

>> No.8074192

Bloody Steel

>> No.8074201
File: 1.99 MB, 318x241, 1263865845484.gif [View same] [iqdb] [saucenao] [google]


Again, the author Robert Yang does not play Quake or has extremely limited knowledge of it. He literally went to the QM discord and asked the admins what maps to put on the list, which as you can imagine most entries were all of their own. That list is not Robert's own opinion, its QM's.

>> No.8074205
File: 771 KB, 640x360, Spooky boi run.webm [View same] [iqdb] [saucenao] [google]

>> No.8074208


>> No.8074210
File: 137 KB, 350x263, Hipdm1.png [View same] [iqdb] [saucenao] [google]

The Edge of Oblivion in Scourge of Armagon has very much a Q3A vibe, with the "floating platforms in space" theme and the layout and all.

Was this the first map of this kind or am I missing something? Did Scourge of Armagon influence the main series?

>> No.8074217

Unironically very neato

>> No.8074218
File: 2.72 MB, 1920x1080, spasm0035.png [View same] [iqdb] [saucenao] [google]

Pandemonium is another one that felt very Q3A to me

>> No.8074220

Holy fuck, that's a fat fucking sperm.

>> No.8074221

this goblin looks like he's recording a rap music video

>> No.8074246

Quake Mapping discord

>> No.8074317

I hated that level.
Ziggurat Vertigo minus the fun.

>> No.8074379

Everything made by Alexander S. Epic 1&2, remain 1&3, and the horror collection.

>> No.8074384

winquake mark v

>> No.8074396
File: 100 KB, 805x540, 1558496551548.gif [View same] [iqdb] [saucenao] [google]

Is there a way to disable retarded screen shake in Dissolution of Eternity? This shit is infuriating. I though it would be one time gimmick but then ANOTHER FUCKING MINES LEVEL.

>> No.8074421

Because you're... filtered. Ugh.

>> No.8074429

Yeah it was the first and no surprise Levellord designed it, also like a lot of Duke's secret levels it's just a DM map with enemies.

>> No.8074440

here you go

>> No.8074467
File: 2.61 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]

How the fuck does he still look like he's 25?

>> No.8074470

I love you, anon! Thank you!

>> No.8074474


>> No.8074479

He injects the quake source code into his dna daily to become immortal and never age

>> No.8074481

you made me feel something mate, i'm not sure if that was good

>> No.8074482
File: 76 KB, 1016x759, Capture.png [View same] [iqdb] [saucenao] [google]

what am I missing

>> No.8074492

a girlfriend

>> No.8074493


>> No.8074494

i'm gay

>> No.8074497

From Doom With Love

>> No.8074498

Hacx 1.0
The superior version.

>> No.8074507

You made be spit out my tea.

>> No.8074510

Third barrel is gimmick.
Fourth barrel is for tryhards.
Grappling hook attachment? Spare me from this cringe.
Give me that old-time double-barrel,
Give me that old-time double-barrel
Give me that old-time double-barrel
It's good enough for me

>> No.8074527

get you some dick then, whatever.

>> No.8074542

Had some fun with a demo of this - never found a physical copy of it in any games store way back then...

>> No.8074550
File: 1.57 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]

>have to hit a switch directly above me
>can't as the Steam version can't aim directly up
Nice one.

>> No.8074552

meme tech t b h

>> No.8074554

He's probably already in a robot body he made himself.

>> No.8074558
File: 6 KB, 223x226, Nock_gun.jpg [View same] [iqdb] [saucenao] [google]

But what about, ten barrels???

>> No.8074570
File: 60 KB, 1024x574, loverboy.jpg [View same] [iqdb] [saucenao] [google]

Bombshell/Ion Fury had a good implementation of multi barrel nonsense

>> No.8074574

>but real players aim for 100%
Yikes, problematic.

>> No.8074591

truth has to be spoken

>> No.8074593

No smoking, no drinking, no stress.

>> No.8074617

No drugs, good food, physical activity

>> No.8074651

Walk backwards fag.

>> No.8074678

>walk backwards
>my cursor is now pointing at the switch
>the metal rim of the manhole is in the way though lol

>> No.8074734
File: 120 KB, 600x450, 600px-Sw_riot_gun_equipped.jpg [View same] [iqdb] [saucenao] [google]

Nothing wrong with four barrel you chicken shit.

>> No.8074750 [DELETED] 

It's all on the reflexes

>> No.8074761

Hello worst shotgun from Build trilogy.

>> No.8074816

I thought you were intending that Rx could be a replacement for the +.
By the way, Johnson & Johnson can use the red cross since they've used it since before the Geneva convention. Whole thing is shot to putt before the articles were even signed.

>> No.8074818

That's not Duke shotgun.
Shit meme.

>> No.8074826

He doesn't really. He's aged well, but that pic is a little old, and has some generous lighting. But he is in good health.

>> No.8074831


>> No.8074857

>That's not Duke shotgun
Duke shotgun is a honest, reliable, hard-working weapon, not unlike Doom shotgun. Riot gun just throws the pellets all over the place, pretty much Doom 3 shotgun but with burst-fire mode.

>> No.8074879

what's the difference with zandronum?
isn't that a compiled exe?
isn't it basically prboom+ with tweaks?

>> No.8074908

Check the Steam community page. Officially pushed back to 2022.

>> No.8074915

...You ARE using the burst fire mode, right?

>> No.8074931

playing duke doom shadow warrior and blood with a remote
Jk but i use to play alot of console ports of games wasn't a PC gamer until kinda recently and idk if i could ever go back to playing any old school FPS with a remote.

>> No.8074932

I mean, it's the only way to make this piece of junk at least marginally useful. It's no surprise shotguns sucked in reboots as well, it's not like the original set a good precedent.

>> No.8074936

Most versatile I'd say. Single fire is for fucking up smaller enemies at mid range and burst is for annihilating anything that stands directly in front of you.

>> No.8074937

Eternity Engine obviously

>> No.8074939

>what's the difference with zandronum?
Zdaemon and Odamex are their own communities, they're worth installing and setting up if you like vanilla doom multiplayer. Zandronum's community is generally more focused on mods and multiplayer TCs.

>> No.8074940

I dunno what to tell you man. They drown you in shotgun shells, and it's fun to fuck up enemies just holding down M1 and knowing you're filling them with tons of pellets.

>> No.8074941

you are entitled to you opinion even when it's shit

>> No.8074942

that dude doomkid has a pretty good video on setting up multiplayer for all the multiplayer source ports at one time good video.

>> No.8074949

Not that anon, but burst fire is indeed what makes the weapon usable (arguibly enough to make it solid,) but ONLY the burst fire. It overlaps a niche with other weapons because of it, when shotguns are generally supposed to fill the "ducking out of cover just long enough to snap one shot" niche. SW's weapons are pretty unconventional and I love em, but their unconventional nature can be a massive negative for some people. By comparison, Duke and Shelly's shotguns fit the stop and go niche perfectly, and Caleb's would if it weren't for cultist's instant reflexes.

>> No.8074952

one thing that irks me about the secrets in this game is when one officially "ends" an area and not just walking through a loading zone.
It has a big message on the screen
>You only found X/30 secrets. Are you sure you'd like to continue?
First few times i saw that. I literally went back and wall humped for an hour to find like one or two more secrets.
While cool didn't really add anything. Idk

>> No.8074953

>Single fire is for missing smaller enemies at range and burst is melee weapon that takes ammo

>> No.8074959

Like, why would you need to duck out of cover in SW when you have a fucking grenade launcher?

>> No.8074962

trash opinion, git gud

>> No.8074967

The TNT shotgun in Final Doomer is basically what the Riot gun should have been. Faster reload, less spread, fire modes handled by holding instead of toggling, and a lot more ammo capacity. Half the reason to use the riot gun is to burst shit down asap, but also because you get an absurd amount more than you can carry in any given area

>> No.8074970

>Riot gun just throws the pellets all over the place, pretty much Doom 3 shotgun
Never had a problem with both.
Probably because the games are fast enough to allow you to use them nearly point blank.

>> No.8074979

Not for me and I'm playing SW since release.

>> No.8074981

>Half the reason to use the riot gun is to burst shit down asap, but also because you get an absurd amount more than you can carry in any given area
Yeah and it's fun! C'mon dude.

>> No.8074983

I said I like it, you mong. I can just understand why people dislike it, especially since it does a shit job at "actually being a shotgun."

>> No.8074991

git gud scrub

>> No.8074993

>install FTE
>use the preset for advanced graphics
>it doesn't tell you that you need to download Afterquake visplanes for the transparent water to look correctly

>> No.8074998

I like Riot Gun - that's a personal weapon

>> No.8075001
File: 52 KB, 600x598, 1304938223524.jpg [View same] [iqdb] [saucenao] [google]


>> No.8075008
File: 55 KB, 300x300, xM5NXJJK.png [View same] [iqdb] [saucenao] [google]

>Where are the Imps?
I sawed those demon
>Where are the Cacodemons?
I sawed those demon
>Where did all the Barons of Hell go?
*chainsaw revving*
I saw Jon, it's what I do

>> No.8075009

an exclusive diet of medium pepperoni pizza and diet coke

>> No.8075012

The engine isn't magic, anon. Maps still need to have adequate data for graphics to work correctly.

>> No.8075015

>It overlaps a niche with other weapons because of it, when shotguns are generally supposed to fill the "ducking out of cover just long enough to snap one shot" niche.
This, the whole point of shotguns is front-loaded damage. Wang's shotty requires you to both get close and keep it on target. Shredding through enemies at point blank range is satisfying but seeing some shitty ninja surviving supposedly lethal volley just because you were couple steps too far is such a boner killer.

>> No.8075036

It's dsda doom with tweaks which means it also has support for all the new formats coming out recently.

>> No.8075041

allegedly wherever he orders his pizza from charges him the price from 1994 or something
>Ah yes. that'll be 6 dollars
dude must eat insane amounts of pizza
its not even really that bad for a person considering what it is
>pork and beef
>lil bit of olive oil

>> No.8075051
File: 2.95 MB, 640x480, riotgunned.webm [View same] [iqdb] [saucenao] [google]

It's a lot of fun. Also found out that a few uzi pellets followed with a shotgun burst takes out the female ninjas, the guardians, and most of the non-standard evil ninjas. Hell, even a full to-the-face burst is enough to even take out a shadow ninja.

>> No.8075053 [DELETED] 

Vtuber playing Doom 2.
She's using GZDoom.

>> No.8075057 [DELETED] 

I've been waiting for that old reaper hag to play real doom forever. I'll take whatever I can get.

>> No.8075059

what's with the anime character talking when she does?

>> No.8075061

>doesn't provide it with the port
>doesn't give you a warning that something is missing or disables the option
>the thing that makes it work is under a mod section
I don't exactly mind it, but it's unintuitive as fuck.

>> No.8075069

That's her

>> No.8075075 [DELETED] 
File: 56 KB, 600x450, 45971-1.jpg [View same] [iqdb] [saucenao] [google]

>eceleb is playing videogame
Nobody cares.

>> No.8075076

that only raises further questions

>> No.8075082 [DELETED] 
File: 38 KB, 500x500, 1629995413247.png [View same] [iqdb] [saucenao] [google]

the way it's supposed to be

>> No.8075095
File: 2.95 MB, 958x720, simplyshottan.webm [View same] [iqdb] [saucenao] [google]

>non-burst riotgunning
I decided to dick around and try it for a bit.
I'm not sure how I feel about it still, but I will say that it's nowhere near as bad as I thought it was going to be.

>> No.8075103 [DELETED] 
File: 18 KB, 141x141, images.jpg [View same] [iqdb] [saucenao] [google]

Fucking zoomers

>> No.8075105

I found FTE impossible to set up to my liking
good luck

>> No.8075106

Holy BASED webm maker shutting faggots down

>> No.8075108

worst thing about it for me is the weightlessness of the weapons when firing.

>> No.8075110

The boy looks like he's using a book to summon something but instead, a bunch of backpacks fly at him.

>> No.8075114 [DELETED] 

Added to my watch later thanks anon.

>> No.8075117
File: 542 KB, 1920x1080, 20210825181434_1.jpg [View same] [iqdb] [saucenao] [google]

I was having fun until scourge of armagon
should I drop it and move on

>> No.8075125

Move on to what? Just in general?

>> No.8075128

>until scourge of armagon
That's literally peak official Quake.

>> No.8075129

Scourge is generally the favorite piece of official Quake content so if you don't like it, it's probably best to move on to Arcane Dimensions.

>> No.8075132

I can see why. Not that it's going to stop me just yet. I still haven't even tried to go through the config file.

>> No.8075136

deleting everything and downloading quake

>> No.8075138

I already have winquake

>> No.8075140

spikemines die from a single nail. other than those I think SoA is on par with E1-E4, while DoE is much worse. DOPA gets spammy with enemies, you'll like it if you liked E2.

>> No.8075143

DoE has a great opening level, but the first episode is indeed pretty weak. Second episode is definitely on par with Scourge though. DoE gets too much flak and I will die on this hill.

>> No.8075179

how do i fix the flickering textures in quake, happens in both quakespasm and vkquake?

>> No.8075183

Whereabouts in what map?

>> No.8075190

Are these iwads archived anywhere?


>> No.8075197

Then official Quake is overrated

>> No.8075203


>> No.8075204

is freedoom archived? probably? Idk where to find em all those tbqh. I know one version of "freedoom" comes with Brutal Doom The Starter Pack.

>> No.8075205

They're most likely just older versions of Freedoom, though pinpointing which one would be useful information alongside each release.

>> No.8075207

Ive played the Bastards TC before, its alright.

>> No.8075210

Just like official Doom past the shareware.

>> No.8075214

>Unlike the Doomsday games, MoaLab's releases rely on the Oblige level generator to generate new levels, which are then put up for release on the app store.
That sounds even more shit than FreeDoom is already.

>> No.8075220

There's no need for posts like these.

>> No.8075221

If it clicks, it clicks. If it don't, it happens. I still suggest Arcane Dimensions and other quake mods and maps.

>> No.8075232
File: 2.83 MB, 1280x720, vkquake.webm [View same] [iqdb] [saucenao] [google]

happens in several places and all sorts of textures - i think it's always on the walls

>> No.8075246

Could be an issue with the original map. Run the same area in FTE. If it isn't present in FTE, that's a genuine bug the vkQuake author should know about.

>> No.8075252

it's a map problem, try gl_zfix 1 in quakespasm

>> No.8075254

Its just z-fighting because two brushes occupy the same coordinates. In the software renderer, the world (non-moving) geometry would always take precedence and hide the moving geometry. Source port hardware renderers dont account for this.

>> No.8075256

I wasn't a huge fan of Scourge of Armagon but the end boss redeems it somewhat by being the first actual boss fight in Quake.

>> No.8075267

ok yeah i've heard that before. is there anything i can do to fix it? it's not a big deal anyway

>> No.8075301

It also happened to the Duke3D anniversary edition or whatever the fuck Randy "I'm a hack" Pitchford called it.

And now I have flashbacks of Randy "I'm a failure" Pitchford being a failure... like whhen he removed the Megaton edition off Steam to sell the "new and improved" version with a Jon StJon on Thorazine:
And then the 20th anniversary edition was temporarily removed from Steam due to DMCA claims.
But then it came back and Bobby Prince sued Pitchford...

What a miserable sack of shit.

>> No.8075309

Tears might be the most visually impressive, but I feel like other levels (at least those in the main hub and not homages to existing levels) stand up to it quite well in terms of level design.

>> No.8075315

Scourge of Armagon is trash, rife with bullshit difficulty such as spawning enemies behind your back at every occasion, refilling rooms with mobs and spamming vores and shamblers. Dissolution of Eternity is much better, proper level design and all.

>> No.8075330

>Does AD even have bad maps?
Not a one.

>> No.8075337

Obviously Shrak is the best commercial Quake expansion.

>> No.8075370
File: 2.92 MB, 640x480, flexed_monsters.webm [View same] [iqdb] [saucenao] [google]

>run into invincible monster bug in Eternal
>run into invincible monster bug in Eternity

>> No.8075414

>Does AD even have bad maps?
Nope. They are all between great and the best of quake.

>> No.8075425

Pretty safe to assume ad will be in the official addon list eventually right?

>> No.8075432

I wouldn't think so, it currently uses a lot of Hexen 2 assets.

>> No.8075440

They worked with one wad to remove or change some graphics. How deep does it go? Just textures or models?

>> No.8075448

This makes a lot more sense than random blog writers being into quake enough to give that list as a personal opinion.

>> No.8075458

Models, textures and sounds, loads of assets would need original replacements.

>> No.8075485

Grappling hook is better as a dedicated weapon for mobility and spearing idiots anyway. You only need a two barrel shotgun

>> No.8075493

since the summer is almost over. what wads did you guys play this summer? any stand out moments where you almost got filtered?
anything fun and interesting?

>> No.8075513

Halloween Resource Pack when?

>> No.8075515
File: 1.78 MB, 350x255, impressive.gif [View same] [iqdb] [saucenao] [google]

Pretty good. It reminded me i haven't listened to The Dark Side of Phobos in a while.

>> No.8075548

When someone else teach me how to add new states for the fucking new monsters in DehExtra.

Tomorrow I guess.

>> No.8075589

What are you using, WhackEd4? The new states start at 1089 and go to 3999.

>> No.8075601

Is it that big of a problem, when id got publishing rights for Hexen 2?

>> No.8075612

Yeah there's a guy who worked on the Qex port and he visited the Quake mapping discord.

>don't expect AD any time soon and not in it's current form (way too thorny due to use of H2 and other assets, team size and see #1 re: legal) you are free to load it in the engine as an add-on but expect issues if and until some tweaks are made to the engine

Rest of the post implies/states they're going to look at more recent, vanillaish Quake mods/mappacks to add to the Qex port.

>> No.8075650
File: 34 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]

Someone mentioned Eternal, maker of Epic, which reminded me of Hell Ground. Play Hell Ground first.

>> No.8075663
File: 1.72 MB, 200x151, 1595710241779.gif [View same] [iqdb] [saucenao] [google]

>unity port still doesn't have fast monsters

>> No.8075669

Bretty gud. Coincidentally has a lot of my favorites

>> No.8075670
File: 100 KB, 1227x685, fuck.png [View same] [iqdb] [saucenao] [google]

I'm using WhackEd4 and yeah I know that, but how you're able to fill those states like this (pic related, from SoD's custom monsters showcase).. that's the part I don't understand jack shit.

Anyway, I can upload the resources tomorrow without them atm.. I can update the halloween assets anytime (except textures and flats ofc).

>> No.8075672

Todd didn't like them, sorry

>> No.8075674

I want to make parameters an optional menu option personally.

>> No.8075729

What is that monster showcase?

WhackEd4 (and Doom in general) is very straight-forward and self-explanatory. I don't know what you are having problems with but I can try to help.

First of all, this video tutorial should help: https://www.youtube.com/watch?v=PTn-oK8m2KU

Second, to access the new sprites in DEHEXTRA (for example, in your picture, you have SP03), you need to name your new sprites SP00 and SP01 and so on.

Third, to learn how to create your own monster, open two instances of WhackEd4: one simply to use the original Doom2 iwad as a reference, and another new window for your project (make sure to select DEHEXTRA format). Then just copy the frames; I don't think you can copy/paste so you have to do it by hand which is tedious. There is a more advanced program I read skillsaw post about but you need to compile it yourself and I am a techlet

>> No.8075737

I don't think that's possible in "regular" Doom. GZDoom already has this though

>> No.8075785

Not sure where you're hung up so I'll just explain how DeHackEd works a bit. The left circle is the first frame of a monster's states. Look at Walk for example, it starts at 1342, goes until 1349 with a new sprite on each state, and then loops back to 1342 to repeat the walk state (look at the column Next to see what state a given state goes to when finished). There are 5 values that you can set in each state: the sprite used, that sprite's animation frame (ABCD etc.), the next state to go to, the duration of the state in game tics (1/35th of a second), and the codepointer (labeled Action, this is what a monster does during that state).
This page shows what numbers to use for new things/sprites/sounds you add: https://doomwiki.org/wiki/DEHEXTRA.. Note that sprites need to be named SP00, SP01, SP02, etc. to be recognized by extended DeHackEd (SP00 will be sprite number 145). Likewise, sounds need to be named DSFRE000, DSFRE001, etc. (DSFREE000 will be sound number 500).

Only saw this post after refreshing while typing mine. Hopefully both of these helped a little. The other tool this post is referring to is DecoHack. I've been learning it recently and it's great for extended DeHackEd, although a bit hard to use unless you've used ZDoom Decorate. If you want I could run you through it some other time.

>> No.8075865

>radius 0.0
WhackEd4 does this sometimes. If you save changes to this wad and leave that at 0, then the monster will be unshootable. I think 19 is a good radius - a little smaller than the imp but still big enough to be easily punchable
>no raise state
You will have to create one manually. It's just the death state in reverse order, leading back into the walking state. Make each raise state frame last 5 duration, which is what most or all monsters use.

>> No.8075867

>Bro here's all this Plasma, it should really help
>No of course there's no Plasma Rifle, I hope you weren't expecting it
>What do yo mean the map feels ammo starved?

>> No.8075875

they didn't optimize that one too much for pistol start did they? lol

>> No.8075884

Lol, no. It's doable, but it's a bit tedious and frustrating, honestly.

>> No.8075895

That long-range shootout looked painful, and you still ended up using GL.

>> No.8075901

this copyright shir exists due to one fucking company and their horned rat that should had been public for years

>> No.8075906

personally don't pistol start things often but when you mentioned it. I just remembered that dean of doom dude mentioning it in his video.
maybe i should try it more often but i feel like it would require a level of memorization. I wouldn't do.
Cause now when i beat something I hardly ever go back to it and if i do. Its like a year or two later. And i'm slightly horrible at finding secrets in combat scenarios. I do end up usually finding most of them after everyone is dead
I always try to leave a level with 200/200

>> No.8075913

Hexen 2 assets can be replace with Quoth

>> No.8075916

Yeup. I decided to dick around with it. It's not ideal, nor as bad as I thought it was going to be. I'll still be using the single shot situationally, not unlike Doom 1's shotgun when you get the super.

>> No.8075924

Wouldn't be as satisfying though. Think of Necromancer's Keep, or that one where you climb out of a grave. Quoth has no skull wizard equivalents.

>> No.8075983

If anyone is curious about GZDooms hardware requirements, I just ran it fine on a Microsoft Surface 3. It took a while to load, but once it did it was fine.
But it seems to be the bare minimum. Anything lesser would dip into the unreasonable.

So that's:
Intel Atom x7-z8700 1.60GHz
2 gigs of ram
Windows 8.1 64 bit
and whatever the fuck it uses for graphics.

>> No.8075986

>game allows you to carry power-ups in inventory, Q2-style
>they carry over between levels
>final boss takes away any powerups you have and uses them himself during the final battle

>> No.8075987

Its not that simple. For one thing, the makers of Quoth would have to agree. For another thing, Quoth doesnt necessarily have suitable replacements for every AD monster. And for yet another thing, if it did, they would have to either re-animate the monster to match the AD animation, or re-code it to match the Quoth animation. Since Quake monster scripting is very animation-dependant.

>> No.8076012

which Md5 fixed it

>> No.8076028

i played undoomed before, it's really not much but it is fun for 5 mins (and doesn't want to work anymore for some reason)

>> No.8076041

I get why they have to change it, but why the fuck to a square? Thats not exactly a symbol people associate with healing. New players might think they're explosive or something.

>> No.8076090

I'm not sure this matters. AD will still be known as among the best quake content, and it will just push people that get into quake toward the quality community managed source ports.

>> No.8076095

They might, especially because the explosives have glowing red markers on them.
But to be fair they haven't used them anyway, they're just sitting there "in case". Hey, maybe someone who worked on it is reading this thread:
Don't fuck it up.

>> No.8076115
File: 2.00 MB, 1920x1080, vkquake0016.png [View same] [iqdb] [saucenao] [google]

Yeah, true. AD - and before the year is out, Mjolnir - will be the beacons that guide new Quake players to mods outside of the ones that get ported to the new Quake port.

>> No.8076130

Thats honestly the reason why I hated the half-life transitions for an entire zone.
Every single point of no return with an "are you sure? you're missing x secrets" should have been a clearly marked exit with a tally screen.

>> No.8076148

>down a few potions in Hideous Destructor
>medkits become obsolete for the next 5 hours
Why is this allowed?

>> No.8076150
File: 163 KB, 480x270, fuck you.png [View same] [iqdb] [saucenao] [google]

>open hand SSG reload

>> No.8076168

Dunno why it bothers you. It's clearly a frame to add impact to him slapping the shells in there.
Looks good.

>> No.8076205

Medkits work a lot faster for treating burns, and stimpacks are really good and you can't use them to any effect if you're huffing blues. That's not even getting into what the blursphere can do.

>> No.8076209
File: 67 KB, 1200x1429, 1200px-Caduceus.svg.png [View same] [iqdb] [saucenao] [google]

What are some good alternatives to putting crosses on your healing items? Maybe this thing?

>> No.8076212

It's not going to change. The red cross specifically dislikes the red symbol on a white background.

>> No.8076229

Apparently that's the wrong rod. That one was mistakenly put on some military equipment like 100 years ago, and no one noticed or cared.
You want the rod of Asclepius. One snake, no wings.

>> No.8076238

The caduceus would actually fit pretty well in Quake. The problem is that Quake 1's textures aren't high-res enough to tell wtf that is if you try to put it on a health box.

>> No.8076296
File: 585 KB, 600x516, 1558945175939.png [View same] [iqdb] [saucenao] [google]

Welp... I killed the dragon then everything started shaking and I fell into lava and had to replay this fight a couple more time. Fuck DoE.

>> No.8076338

The one thing that irks me with FTE is that after several minutes of playing framerate decreases to the point it becomes very choppy. Going into the options and doing "apply settings", without changing anything, fixes it. Tried various settings and nothing helped.

>> No.8076339
File: 203 KB, 640x955, 16260023511163339.jpg [View same] [iqdb] [saucenao] [google]


>> No.8076349

Thanks for contributing nothing, Faggot.

>> No.8076352

Not the only time TeamTNT tried to have a map late into a megawad that starves the player. Map28 from Icarus was pretty notorious for this (and apparently was even worse during development).

>> No.8076364

Jesus, what a horrible font. I can't read any of that.

>> No.8076385


>> No.8076406

i see the APK for freaklabs and gloomy dungeons but i have no idea how to possibly get the wads from these.

>> No.8076425
File: 997 KB, 1366x768, spasm0011.png [View same] [iqdb] [saucenao] [google]

>You're free to explore the city
>big doors with runes and bars are still closed
Lame, should've been less conspicuous doors for map walls.

>> No.8076440

Decorative doors are a mistake. Mappers will never learn.

>> No.8076462

I like the feeling they give, that the world is bigger than just the map. Though >>8076425 is conspicuous enough to be a let-down.

>> No.8076465

>I like the feeling they give, that the world is bigger than just the map.

That's what mappers think they're doing. In reality it's just bringing confusion and the feeling of being locked with areas you can't access. They also think that players can tell the difference between a decorative door, a door that will unlock later on, and a door that opens from the other side, just because they can.

>> No.8076472

>They also think that players can tell the difference between a decorative door, a door that will unlock later on, and a door that opens from the other side, just because they can.
That one's easy to circumvent, just put an obviously immobile lump up against it, like some boxes or a pile of dirt.

>> No.8076478
File: 36 KB, 720x720, 1521861633471.gif [View same] [iqdb] [saucenao] [google]

Is this sort of subversion really a problem? I mean you have flat pieces of wall that are secret doors. I can't think of any time i was frustrated by some decorative door - quite the opposite - on the rare occasion Ive been tricked into thinking a big centerpiece door would open, only to realize at the end it was a red herring, i've enjoyed having my expectation subverted.

I like a lot of the more surreal maps people have created, and uncanny cities (in general) play to that strength of quake.

>> No.8076502

imho, a door is a door, and must open one way or another at some point.
if it's not supposed to open, break or barricade it, make it clear that it PHYSICALLY can't open.

>> No.8076505

A simple "Locked" message when you approach the door should be enough as a tip.
And this >>8076472 for doors meant to stay closed.

>> No.8076579

Unfortunately too complex for the low resolutions we're dealing with. Could work on some wall and prop textures.

>> No.8076581

Luckily you have no saying in what's good or bad

>> No.8076586

Not the mappers' fault you're a retard.

>> No.8076604
File: 6 KB, 28x32, 7612.gif [View same] [iqdb] [saucenao] [google]

how do you beat these games? I'm used to the 1cc standard of arcade games (i.e can't use continues).

using save files and quicksave takes all the challenge out of shooters, they're fine for practice or your first run to learn the maps and secrets, but I wouldn't say you ''beat'' the shooter if you used save files beyond the initial stage check point.

I guess it doesn't work for modern shooters that have 10 hours of bloat via story and exploration though...

>> No.8076608

You practice. I like doing ironman runs on levels where if I die I just do the whole thing over again.
Unless it's a map with like 400+ monsters and some fucking aggravating backtracking and finger fucking switches, at which point I give myself checkpoints at keys.
Normally I just play wads with smaller, denser maps though.

>> No.8076635

>using save files and quicksave takes all the challenge out of shooters
this way of thinking is essentially saying you want an external controller to moderate the difficulty for you - which is what arcades did to make money. instead, set your own difficulty based on your enjoyment of the game rather than this anachronistic idea. if a game is designed with saving/quicksaving, it's a hint that regular players will need that to complete it.

>> No.8076637


Sticking any sort of fullbright on an unopenable door i's poor map design because you're drawing attention to it instead of having subtle clues about where the player should actually be going.

Especially in Quake where the majority of the levels show you an unlockable door before you find the key so you know where you need to return to later on.

>> No.8076647

>if a game is designed with saving/quicksaving, it's a hint that regular players will need that to complete it.
Like I said it's fine your first time through or to practice, but it feels totally artificial to me if I'm allowed to savescum mindlessly through every encounter and stage, which means your mistakes have no consequences and skill doesn't matter.

> instead, set your own difficulty based on your enjoyment of the game rather than this anachronistic idea. if a game is designed with saving/quicksaving, it's a hint that regular players will need that to complete it.

It would be cool if it was internal to the game, like the harder difficulties block savescumming.
I was wondering how other people do it, or if there's a consensus like arcade players have 1 credit clear idea.

I could see going for deathless runs of each stage, then eventually deathless the whole campaign if the game isn't too long? Not sure.

>> No.8076660
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google]

Don't worry so much about it. Play Doom as you see fit. Some people just use autosaves at the start of a level and try to make it through in one go, some do it classic DOS style which means they lose all their shit and pistol start on death, and others savescum their brains out.

This all hinges on the player, not the game. The fact you're spending this much time worrying over it is a misstep, honestly. Go shoot the demons, get some keycards, hump walls.

>> No.8076676

It's a good thing then that in AD the doors you can never unlock actually make a different sound and clearly say they're locked.

>> No.8076679

I'm just asking because I'm not familiar with the norms of the genre and what kind of challenges skilled players do. For example, when I got into arcade games I didn't know about the 1cc goal, but after it was explained it totally changed my approach and increased my enjoyment of arcade games.
Previously I thought arcade games had little replay value because players just credit fed them mindlessly (because they *let* you do that) but actually credit feeding is more of a tool to practice and a way to test the game to see if you want to beat it for real via 1cc. Arcade games have a few tricks to encourage a 1cc, but they aren't obvious to new players.

>> No.8076681

What about the starting point doors of Doom? They also never open.

>> No.8076684

That's my favorite place to put a secret.

>> No.8076702

cleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeean livin'

>> No.8076708
File: 238 KB, 1366x768, doom52.png [View same] [iqdb] [saucenao] [google]

I already posted a map here the other day and got feedback on it but I'm gonna be greedy and see if anyone wants to give feedback on another map

>> No.8076710

complevel 9

>> No.8076714

This is not how it works, sorry. Both games or IRL.

>> No.8076728


>> No.8076730
File: 19 KB, 413x395, lolclassy.jpg [View same] [iqdb] [saucenao] [google]

>not how it works [...] IRL
I can fully picture an autistic anon beating down some girls door because she "didn't barricade it, so it should open".

>> No.8076746

With Doom I’d say it’s a natural next step and is a fun way to test your familiarity of the game mechanics. I wouldn’t say you should go straight into Doom with no-save-pistol-starts as a newcomer but it’s something that’ll come up after awhile, it makes it exciting.

>> No.8076751
File: 54 KB, 747x161, file.png [View same] [iqdb] [saucenao] [google]

Also, the party pack crashes in Doom 2 on prboom+. Doom 1 works, strangely.

>> No.8076756

Hardfunv4 apparently works.

>> No.8076767

Pretty cool map. The room with the hundred or so zombiemen got a smile out of me.

>> No.8076770
File: 2 KB, 278x128, file.png [View same] [iqdb] [saucenao] [google]

I'm using the most recent release of the umapinfo fork. Neither 3.0 nor 4.0 work.

>> No.8076772

>bungie paying tribute to marathon.
need Marathon. Need more of it, need stuff like it.

>> No.8076774
File: 48 KB, 128x128, door2_4-M.png [View same] [iqdb] [saucenao] [google]

I'm putting either padlocks or deadbolts on all my deco doors from now on, complete with rattling/rumbling sounds when you touch them. Just for you anon.

>> No.8076791
File: 150 KB, 1280x1024, Chocolate-doom-caca.png [View same] [iqdb] [saucenao] [google]

I am wondering, would there be any interest in a mapping project for vanilla? By that I mean straight vanilla, no limit-removing, maybe with new stuff through Dehacked, because it might be my shitty memory, but I don't think /vr/ has ever done a Doom 1 mapping project, let alone a non-limit-removing one.
It could be called something like "Choc Diamonds".

I am not talking about something like Doom the way id did, but something new.
Stipulations could be something like no more than ten rooms (i.e. separated by doors) or have at least five barons in the map or something like that.

Also, I don't want to oust the halloween project or anything, just trying to see if there is any general interest, so we could start planning early and tackle the project in a relaxed fashion.

>> No.8076797

Those are an exception because the player knows that's where he's supposed to be coming from.

Also they have a padlock.

Anyway I knew this was a sensible subject but I knew people mappers won't change their minds about this. Even if they saw players go check the door repeaditly and get confused they'd still keep putting those in. Decorative doors are lazy ways to detail a map for people with no imagination, they're just copying what they saw in other maps without stopping to think about it, and the circle continues. 90% of all decorative doors could be deleted, and even with nothing but straight walls in their place, it would make the maps better.

>> No.8076805

Never heard about this one before. Found the trailer: https://www.youtube.com/watch?v=GXgBg2sEmqA
Maps look incredible (and the fact there's gonna be 75 of them is unbelievably cool), but I don't like those new weapons. Some weird magic shit made out of Hexen 2 assets, and they aren't even centered. That Flak Cannon model looks nice though.

>> No.8076806

I forgot about this, and I like it.

>> No.8076813

I was replying to your image.

>> No.8076816

>but I don't like those new weapons
I’ve not been a fan of this so far in Quake map packs, I’ve tried Ter Shibboleth and they also toss you some gross looking weapons. At least they’re centered.

>> No.8076820

I'm game
I actually proposed some (I thought) creative limitations to build around a few months ago. Map starts at -666 height and ends at 666, or 66 sectors, 66 enemies etc. But people seemed to not like it. Anyway I'm down with "hard vanilla" style or whatever too.

>> No.8076821

Had a lot of hot fun with the boys in HFFM.

>> No.8076828

Yeah, latest release of TerShib uses Drake mod, which is indeed a gross mish-mash of stuff. And again, most of assets come from Hexen 2.
Good thing you can play first 5 maps vanilla: https://www.quaddicted.com/reviews/ter_shibboleth.html

>> No.8076831

lmao the one that's just a snake tied to the side of the rod

>> No.8076837

I think if you signal clearly that they'll never open, it's ok. It's not like people playing Doom for the first time just plain turned around and got stuck.

>> No.8076840

Are you a Valve playtester

>> No.8076848

With such approach Silent Hill games must be hell for you.

>> No.8076852

I think because there's some truecolor frames in there, like the source graphics for some things before being palettized or altered for the palette.

>> No.8076858

Add a soundbyte that says loudly exclaims "THIS DOOR IS LOCKED, AND WILL NOT OPEN, I BETTER LOOK FOR ANOTHER PATH."
just for consideration for AAA playtesters.

>> No.8076871

Didn't they make it so the main character looks at openable doors after the first game?

>> No.8076875

Are you also running into tunnels painted on walls?

>> No.8076887

Gross looking weapons? Which ones? The laser blaster isn't the prettiest.

>> No.8076892

That map's worst sin is the secret room that just ambushes you with a bunch of monsters and provides zero reward. I hate UV-Max side quests.

>> No.8076906

Doom 1 is boring.

>> No.8076907


>> No.8076943

The chainsaw was pretty unsightly. It also doesn’t help that I went into it with updated models from AD and the rerelease.

>> No.8076947

doom enemy idea: body proportions of catdog

>> No.8076952

Would it do different attacks depending on which side is facing you?

>> No.8076953

doom 2 is the boring one

>> No.8076954


>> No.8076956

maybe it could split into two if it lost enough health

>> No.8076958

> new toys makes up for shit level design and awful texture work
Based retard.

>> No.8076959


>> No.8076969

Don't you have to pistol start something?

>> No.8076970

>I can update the halloween assets anytime (except textures and flats ofc).
Why do you think you can't do this?

>> No.8076972

Silent Hill at least tells you the lock is broken, which means it will never open and marks it with a X in the map. There's no telling if a wall disguised as a door would open later with a switch or something in Doom

>> No.8076975

>There's no telling if a wall disguised as a door would open later with a switch or something in Doom
It's almost as if they were two completely different games with completely different mechanics.

>> No.8076978

Yes, say that to >>8076848

>> No.8076982 [DELETED] 


>> No.8076983

Why? Doesn't make the approach of the "door is door" guy less retarded.

>> No.8076984

>t. Decino

>> No.8076997

>Why do you think you can't do this?
Because it's too much and i'll probably fuck up a lot of things.

>> No.8077006

>wad, bsp, and map files instead of paks
Do I have to use the older version of Quakespasm with this?

>> No.8077015

Good one, anon.

>> No.8077020

Nevermind, I put on my bigboy pants and read the readme.

>> No.8077032

Jesus, is that how long ago it was? Fucking hell, feels like it was 5 years ago at most.

>> No.8077042

>a big fuckoff red square
>not making it a green or white cross instead

>> No.8077046

They don't have to use it anyway. The background isn't white.

>> No.8077047

>Steam version can't aim directly up

Holy shit, for real? Glad I didn't spend money.

>> No.8077074


>> No.8077092

can't aim directly up in vanilla either.
though in kex you also can't aim directly down for whatever reason.

>> No.8077120
File: 1.67 MB, 1920x1080, tershibborath.png [View same] [iqdb] [saucenao] [google]

...and it's alright. Looks amazing but I don't know how much I enjoy playing it.

>> No.8077151

whoever was playing tried so hard to make this look "cool", but it just comes accross as geriatric and dull

>> No.8077152

By all means make your own maps and show everyone how much imagination you have and how much better you are than 90% of them. We're watching.

>> No.8077180

I always wondered what it'd be like if there was a linedef action that did absolutely nothing except give you a message when attempting to use it.
>This door does not open, and never will

>> No.8077183

Knee Deep in the Dead is actually the best map set there is

>> No.8077187

elaborate on that

>> No.8077192

> no chaingunnners or pain elementals to ruin the flow
My least favorite thing about Doom 1 is how fun it is.

>> No.8077202
File: 593 KB, 1920x1080, sad.png [View same] [iqdb] [saucenao] [google]

The famous BFG-spitter in Sunlust map24 doesn't work unless you specify -complevel 9, and even then, you can't load a savegame from a wrong complevel and change it to 9 and get it to work :(

>> No.8077205
File: 149 KB, 400x225, no.png [View same] [iqdb] [saucenao] [google]


>> No.8077206

thank you for not disappointing me, anon

>> No.8077210

Your fault for playing a mapset on the wrong complevel to begin with

You really should have that shit automated, anon

>> No.8077214

knee deep in zdoom*

>> No.8077215
File: 23 KB, 500x375, D E V I L I S H.jpg [View same] [iqdb] [saucenao] [google]

>out of order, please use other door
>other door has arch-viles

>> No.8077217

I don't think it is boring. But I do think it is overrated.

>> No.8077223
File: 79 KB, 260x195, 260px-Twrbuild.gif [View same] [iqdb] [saucenao] [google]

I may consider it the best, but Shores of Hell is my favorite.
>'hellbase' theme
>Containment Area
>Tower of Babel getting built

>> No.8077229

I'm playing in DSDA's default level which is 21 for all the bug fixes, but I forgot things getting knocked off ledges was changed in 21 or 17 or 11 I dunno

>> No.8077237

Yeah, its one of the rare cases where objects falling off ledges is desired behaviour. Micro Slaughter map15 also relies on this behaviour for getting the SSG.

>> No.8077243

21 changed the default back to vanilla behaviour, due to boom behaviour being mostly undesirable. OPTIONS lumps allows for mappers to reinstate the boom behaviour if they want, though.

>> No.8077256

>not playing a WAD on the complevel it was designed for
baka my head famalam

>> No.8077273

To be fair, outside of differences with objects falling off ledges behaviour (which is extremely rare for maps to actually rely on such behavior in order to function properly), cl21 generally plays cl9 and cl11 maps perfectly fine.

>> No.8077278

>kraflab caved in and added -pistolstart to dsda

>> No.8077280
File: 9 KB, 200x176, 735.jpg [View same] [iqdb] [saucenao] [google]

I absolutely loved that level end

>> No.8077358


>> No.8077373

E1 and E4 > All sandy maps from Doom 1 and 2.

>> No.8077482
File: 104 KB, 1024x768, kmquake2_029.jpg [View same] [iqdb] [saucenao] [google]

>Willingly forgetting about GayKisses.bsp
I know you dont wanna get banned, but come the fuck on - stop bending reality like a schizoid dickchopper...

>> No.8077489

>You really should have that shit automated, anon
How can you automate it for a fuckton of wads?

>> No.8077492

>trying to make a retro fps of my own
>get far along with assets, guns, art, etc
>start making levels
>realize i hate making levels in addition to having no idea what makes a level good
bros... how could i have been so shortsighted, to overlook one of the two most important things that makes retro fps good...

>> No.8077496

People will buy that new wave crap regardless of level design.

>> No.8077498

You can write a script that has the WADs in your collection already categorized into the correct complevel. You could further automate this by making the script check doomwiki or the TXT files from idgames for the correct complevel as well, but I didn't go that far.

>> No.8077520

What project?

>> No.8077537
File: 119 KB, 1440x1080, DOOM0000.png [View same] [iqdb] [saucenao] [google]

>Also they have a padlock.

>> No.8077541

Theres a difference between official AD maps and maps made for use with AD.

>> No.8077620
File: 1.89 MB, 960x491, cult_of_damaskus04.webm [View same] [iqdb] [saucenao] [google]

Here's hoping.

>> No.8077632

Playing Scourge of Armagon for the first time, it's pretty good. Much more fun than the vanilla game

>> No.8077637

You should have those frames less evenly timed. Like
But otherwise looks decent for a simple project.

>> No.8077657

Thanks for the feedback, I'll change the animation soon.

>> No.8077703

Pay me and I will make you a level.

>> No.8077745

Sure, what are your credentials and how much do you charge?

>> No.8077765

I feel like my level design skills have somehow regressed. Looking at my wads from a couple years ago, they had lots of unique ideas and interesting layouts. Now everything I make feels soulless and uncreative. Feels very frustrating.

>> No.8077817

>Creation ""Club"" shit for idtech 1-3

>> No.8077873

It's probably time to move one. Similar boat, but with level design. Take a break and work on something else perhaps.

>> No.8077874
File: 422 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_30_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]


>> No.8077903
File: 47 KB, 230x230, 1623873844791.png [View same] [iqdb] [saucenao] [google]

>take a look at the HFFM idgames link in the news post
>have a mini heartattack because the link doesn't work
luckily the link is wrong, it should be
the original link is gone and doesn't lead anywhere

>> No.8077985

At least Doomworld is generally not as bad a Zdoom forums nor Neogaf.

>> No.8078001

The /idgames archive is maintained separately from Doomworld itself.

>> No.8078003

I'll get that next OP. vrskins should also be finished by the end of the day, so that's something else to look forward to.

>> No.8078012
File: 78 KB, 1000x1000, fsfgfdgfd.jpg [View same] [iqdb] [saucenao] [google]

how do i get better quake
i keep running out of ammo even with secrets and savescumming

>> No.8078057

Ammo is plentiful
just learn to aim lol

>> No.8078059

dont use explosives on shamblers
dont use the ssg at range, switch to the sg

>> No.8078063
File: 2.74 MB, 1737x1362, e22.png [View same] [iqdb] [saucenao] [google]

The Drake Redux polishes up the first five maps from their vanilla counterparts, visually and in gameplay. Yeah its Drake but besides the laser blaster you won't be using any of the new weapons too much.

>> No.8078118
File: 1.12 MB, 1366x768, spasm0018.png [View same] [iqdb] [saucenao] [google]

Eh, I guess Crucial Error was a bit weak, The flying robots are annoying and the different grunts are meh to fight. Tech bases in Quake are almost never any good though.

>> No.8078130
File: 290 KB, 480x480, 1469700017455.png [View same] [iqdb] [saucenao] [google]

what the fuck how have I never noticed this
I feel like when I did when I thought the gibbed players were caterpillars

>> No.8078285

Looking for more wads that have an "IWAD" feel to them, like dtwid and d2twid. Any reccs?

>> No.8078295

Suggest it for MBF21, I think being able to define custom messages and sounds for some linedef actions could be really nifty for all sorts of things.

>> No.8078309
File: 137 KB, 942x226, ejjhfefh.png [View same] [iqdb] [saucenao] [google]

I didn't even notice the new port had achievements

>> No.8078313

If you settle for procedurally generated levels, I will find you and cane you in the taint until you learn.

Analyze levels you really like in retro FPS, try to break down why you love them; the fighting, the exploring, the progression, the aesthetics and atmosphere.

>> No.8078354

I'd sooner abandon the project than settle on procgen levels.

>> No.8078362

Never felt that looked a padlock, it's way long for that.

>> No.8078367 [DELETED] 

What are the differences in the new Quake port level design?

>> No.8078369

That's the right spirit. Honestly, just cut your teeth with making some Doom levels or something, studying how Doom levels are enjoyable will give you a lot of fundamental ideas for how games like these work.

>> No.8078383

None of the levels were changed.

>> No.8078385
File: 77 KB, 531x228, cap.jpg [View same] [iqdb] [saucenao] [google]

Ask Romero on twitter about it. Chances are good he will answer and pull some baloney out of his ass just for the sake of posting.

>> No.8078394

cut e2m6 intro is back

>> No.8078442

Any community project to join?

>> No.8078472

Dude is a fucking stoner through and through

>> No.8078483
File: 5 KB, 45x48, Caco.png [View same] [iqdb] [saucenao] [google]

Alright, in a few hours I'll be posting the announcement and the Halloween resources, probably in midnight because I need to check out if I'm not missing something. I really apologize for the delay and that shit.

>> No.8078504

No worries, anon. I'll get vrskins out of the way just for you, too.

>> No.8078521

If you can crank out a Quake map in a month, there's Violent Rumble.

>> No.8078550

Shores of Hell has the best architecture of the first three episodes. It's a great combination of human and demon architecture.

>> No.8078563
File: 215 KB, 1280x1745, 7a0.jpg [View same] [iqdb] [saucenao] [google]

>Sandy Jankersen maps

>> No.8078569 [DELETED] 


>> No.8078576
File: 83 KB, 300x300, 1617482024454.png [View same] [iqdb] [saucenao] [google]


>> No.8078583

His Doom 2 maps are mostly shit but his Doom 1 maps are great.

>> No.8078603
File: 681 KB, 752x681, 16146418202.jpg [View same] [iqdb] [saucenao] [google]

>Sandy and Tommy maps

>> No.8078663


>> No.8078668 [DELETED] 


>> No.8078674

brainlet here how do complevels work? i've been using dsda doom for a little bit now and have never put this in or tried to change this setting?

what would it work like ? in the ZDL command line section write ?
> -complevel9
? or something?

>> No.8078717

Only after playing Doom 2.

>> No.8078728

Does cl21 have normal infighting or whatever crap that makes cl11 suck?

>> No.8078740

I agree, I love the aesthetics of hell creeping into the disused space base. Nihility goes hard on that and I love it.

Low testosterone posters.

>> No.8078746

Yes, nobody likes MBF infighting so they made sure to avoid that.

>> No.8078820

yeah man that sounds kind of fun. I'd love to contribute a map. I'd probably have to keep mine fairly small in scope though, as I'm pretty busy ATM. Maybe something E1M3-sized.

>> No.8078831

Put a space between -complevel and 9. But yeah.

>> No.8078848

alright cool thanks

>> No.8078874


>> No.8078938

Wait for the next thread

>> No.8078973

what's the worst doom 2 map?

>> No.8078979

Lol wut. AD doesn't have the gay map. That was some christmas jam shit. Retard.

>> No.8078986


>> No.8079000

That'd do it. I only really dislike how phallic the blasters are, but they get the job done. I've played innumerable Half-Life mods with all kinds of quality weapons, so it's just part of the charm for me.

>> No.8079018
File: 7 KB, 256x128, hit_pist_1.png [View same] [iqdb] [saucenao] [google]

update: no wads (it's a custom engine that's more like wolf than doom, even if you can look up and down a little in the sequel), but it turns out you can open APKs like ZIPs and there's some kind of cool stuff in there, sadly the monsters lack rotation but the weapons models (and gloves) look cool and i guess some textures might be usable as alts.
pic related: pistol from freaklabs 2, the model is used in GD2 and freaklabs 1 too, with slightly different gloves
(i have no idea if it's lifted from something else)

>> No.8079025

icon of sin

>> No.8079048

He's going to bed, I can just repost it next thread

>> No.8079114

>[8-20] Killer5 makes some MBF21 maps

whoa i had missed this, will try these right now.

i'm curious what mbf21 features he used. maybe just insta-kill floors?

i like his maps overall =)

>> No.8079234

Is the Megahealth supposed respawn in Quake 1 singleplayer, because it's doing that in the new remaster.

>> No.8079248

I think that's a bug.

>> No.8079297
File: 1.47 MB, 800x450, The PS3 library shows appreciation for this revolver.webm [View same] [iqdb] [saucenao] [google]

Man, doing frames for the revolver in HDest kinda sucks.

>> No.8079325

that's pretty cool, are there plans for custom loads?

>> No.8079332
File: 1.54 MB, 800x450, pissed-tool.webm [View same] [iqdb] [saucenao] [google]

Nah, I'm just doing a set of handless gun sprites for the default Hideous Destructor weapons. Though I have a hunch a lot of people will be happy to have something like this.

>> No.8079361
File: 14 KB, 500x500, padlock.jpg [View same] [iqdb] [saucenao] [google]

Long padlocks exist

>> No.8079367
File: 32 KB, 315x201, ThirdReloadingFrame.png [View same] [iqdb] [saucenao] [google]

>doing frames for the revolver in HDest kinda sucks.
Oh yeah it does.

>> No.8079368
File: 76 KB, 1511x820, Matt&#039;s a fucking madman.png [View same] [iqdb] [saucenao] [google]

That's exactly what I was using as a reference, those images made this possible. Matt's nuts for making the revolver this in-depth.

>> No.8079378

Is that Aseprite? Also, I am convinced Matt is a /k/ommando, nobody else would give a fuck about loading a revolver like that.

>> No.8079379

It is Aseprite, it's my tool of choice for doing all of this shit.
I think Matt just likes getting really granular with his gameplay stuff. Like how melee attacks work.

>> No.8079406
File: 158 KB, 1600x900, kmquake2_031.jpg [View same] [iqdb] [saucenao] [google]

>A map made with features dependant of the latest AD resouces isnt really an AD map if its not a part of the default mapset...
I dont get your reasoning, maybe its because Im a dumb ESL plauging this board or something, so whatever...

>> No.8079482

It's not that you're ESL, it's that you jump to stupid conclusions. Why would you think the above posters were saying nobody could possible make a bad map using the ad_ mod base? Of course they were referring to AD the release.

>> No.8079514

You only have one testicle and people think you walk funny.

>> No.8079525
File: 1.52 MB, 1920x1080, magnus.png [View same] [iqdb] [saucenao] [google]

what's everyone's favorite ribbiks map?

>> No.8079562

I have never used a stimpack in my life and I never have burns on me because they wear off so fast from all the blues I'm huffing.
What do burns even do mechanically, other than contributing to the reach 100% and you die thing?

>> No.8079569

Console shitter from week/days ago, reporting in:
Bullet points:
Yes, i said it, lol jk, both are amazing but despite most levels being tech, it feels more cohesive better pacing/puzzles in 1
But BTSX2 has singular better maps
I understand the significance behind TNT:Evilution, but hasnt aged well at all
Plutonia still is king of what a megawad should be imo
Fuck you Romero motherfucker, soundtrack is dope shit tho.
>Doom Zero:
Actually cool ngl, mostly played it on autopilot, but fun.
Gotta be honest, turned it off 1/2 hour in, made my eyes hurt
>Master levels

But happened what i feared, the Doom itch took over me
Valiant/Sunlust/Eviternity are tempting me, but currently dont have a pc good enough, only a MacBook air, and idk how the Mac and sourceports work together anyway
I'd try some tutorials but i'm dumb.

>> No.8079575

Forgot to add
also got Doom64 like for $1 in xbox store
Breetty good i'd say
The chaingun feels and sounds like a beast
Loved it

>> No.8079580
File: 2.14 MB, 800x450, Shotgnu.webm [View same] [iqdb] [saucenao] [google]

That's another handless gun down, and seeing as we have no new thread yet, I'm counting on one of you boys to post the screenshot saturday prompt.
Don't disappoint me.

>> No.8079597
File: 3.94 MB, 4032x3024, 0FFE676B-AF32-4814-92AC-DA00384CB3A3.jpg [View same] [iqdb] [saucenao] [google]

Does anyone Khow how to fix this error crap in turok

>> No.8079598

Ugh fuck the image upside down

>> No.8079603

make a color picker in the settings
mind blowing and ass blowing

>> No.8079606

Sorry m8, no oidea, betta put a shrimp on the barbie cunt

>> No.8079608


>> No.8079623

the longer time goes on, and with less time i have to game in general, the more i appreciate marathon and what it tried to do. far from perfect games, but the trilogy sticks in my mind like nothing else

>> No.8079629

everything from trick and traps onwards

>> No.8079637

I posted it here >>8058403
I think nobody is playing it
also answer this please >>8072434

>> No.8079645

hang from the ceiling

>> No.8079654

Turok but he Australian

>> No.8079656

I wish there was something like Hideous Destructor, but for Half-Life. I would be fucking glued to the monitor for days.

>> No.8079659

Also trademarked.

>> No.8079660

T&T doesn't make much sense as an actual location but I like its gameplay

>> No.8079672

HD reminds me my favourite shit in games is when you have a clear semi simulation tactical bent to it but you are not afraid to have some fantasy\fantastical elements in the game as well.

>> No.8079687

Who wants to play baker?

>> No.8079735

You grab the unused states and you connect to the ones that are used by monsters or decorations.

>> No.8079783

Does your hardware supports DirectX11? I don't know for sure, but that could be an issue or... You know, how about you actually search that error on Internet first?
I did just that and the first result on Google immediatly led me to this topic on Steam:

TL;DR: Either update to DirectX11 or launch the game through OpenGL.

>> No.8079816

the one with muted texturework and bright contrasting highlights, that features hordes of monsters

>> No.8079912

update gpu drivers
update directx
update os

>> No.8079923
File: 85 KB, 1122x390, Et5DUEy.png [View same] [iqdb] [saucenao] [google]

>What are some good alternatives to putting crosses on your healing items?

well, a cross. just not red but green or blue. bethesda already figured it a year ago with their doom unity port, so idk why they act retarded all of a sudden. maybe it's just nightdive's fault

>> No.8079926

that looks terrible, bright green blends in with white on the thumbnail/at a distance.
also Q1 has red fullbrights, but no green ones.

>> No.8079936

you're free to implement pixelated caduceus then, it surely going to look much better in a distance

>> No.8079942

why the fuck would I do that when I'm just fine with a red cross?

>> No.8079952
File: 163 KB, 420x420, 14427536165731.png [View same] [iqdb] [saucenao] [google]

>What are some good alternatives to putting crosses on your healing items?
Windmill of friendship

>> No.8079958

why the fuck do you care then if the red cross is still there?

>> No.8079964

you said bethesda figured it out, then posted an ugly downgrade

>> No.8079967
File: 141 KB, 1100x619, soc06-1100x619.jpg [View same] [iqdb] [saucenao] [google]

do you guys think it would be possible to add Stalker style realistic bullet physics to doom

(i.e. Bullet drop, bullet fracturing around corners, bullet ricochet)

I think it would be cool as fuck in the right mod, especially with the chaingun and shotguns

>> No.8079976

this is not an upgrade or downgrade, this is a replacement for a copyrighted sign

>> No.8080006


>> No.8080008

Have you tried Hideous Destructor?

>> No.8080014
File: 87 KB, 1920x1080, doom79.png [View same] [iqdb] [saucenao] [google]

What a bitch of a level. I thought it was really funny in the courtyard when the massive walls went down there was just a lone zombieman. As soon as you shoot him tons of cacos come out of the wall. Very clever.

>> No.8080015

one, it's a terrible replacement
two, it's not a copyrighted sign on the berserk (ianal)
three, I think they should tell red cross to fuck off. you don't see people copyrighting the radiation sign or whatever.

>> No.8080035

one, didn't ask
second, it is
three, grow up

>> No.8080050

>Copywriting a colour-flipped Swiss flag is fine
Somebody should firebomb every single patent office and each Disney's subsidiaries legal divison workplace along with their HQ

>> No.8080059


why not do it yourself if you're so upset?

>> No.8080070
File: 185 KB, 1600x900, kmquake2_026.jpg [View same] [iqdb] [saucenao] [google]

Forgot to ask anyone whos into TLoZ about this - was there ever an instance in the N64 games of Link becoming a winged serpent? I know that he turns into a werewolf in the Wii game (the one with that hair-limb chick, which got a shitload of lewds made of), but never really played attention to the rest of this series non-NES game sequels...

>> No.8080076

I am not American and unfit for a visa sadly

>> No.8080081
File: 406 KB, 1920x1080, 20210828121105_1.jpg [View same] [iqdb] [saucenao] [google]

The further I get into this new episode the less I like it.
The new textures and their usage are alright, but the level design itself feels like it's following the philosophy of completely different game. I was wowed by all the fancy brushwork and intricate setpieces at first, but everything is so linear and the encounters are repetitive. I know Quake doesn't have the most varied and sizable bestiary, but I've played usermaps that have made clever use of them.
DOMA spams enforcers like there's no tomorrow, and the majority of shambler encounters play out the same way. I'll power through the rest of the levels to see what MG has made, but I doubt I'll return to it anytime soon, if at all.

This Kex port is also my introduction to DOPA and I didn't care too much for it either. It has similar beats and progression styles as Machine, but feels a bit more Quakey because they didn't go overboard with detail.

>> No.8080090

I'm waiting for a patch before I play dotm.
but as I understand it, dopa was just one guy, while dotm is several (probably the devs behind du1/du2 which were both uneven in quality). are there credits for each map's authors somewhere?

>> No.8080096

I'm at a polish demoscene party rn and there's the guy who made the amiga doom port here(codename: Dread), talented guy

>> No.8080097 [DELETED] 

What's the ETA on him trooning out? Did he grew his hair long already?

>> No.8080098

Is that where he's from?

>> No.8080109
File: 94 KB, 640x480, doom40.png [View same] [iqdb] [saucenao] [google]

>You populate an area just right but now you can't beat it.
I keeps happening.

>> No.8080112

There's a credit list for the Kex devs in the menu, but nothing for the episodes. Looking through the various .paks and seeing nothing there.

>> No.8080115

I apologize for not getting those textures in, life sidelined me really hard. :(

>> No.8080126

page 10 retards

>> No.8080128

pls make brass less bright yellow
pls depress the ejector rod for ejecting brass

>> No.8080130
File: 1.47 MB, 1567x798, tb.png [View same] [iqdb] [saucenao] [google]

Rumble anon, I don't think my map will be done by Sunday

>> No.8080135

Playing Quake 64 addon for remaster made me realise how much I dislike Aubrey Hodges' music. It's definition of 'just make some random sounds 10x slower' boring ambient. I can easily recognise any of PC Quake or, say, Fallout 1-2 tracks, but not those ones.
Main theme for PSX/64 Doom is great though, he should do more like this.

>> No.8080142

Those are more for like bikes and maybe fence gates, would look weird on a regular door where you don't need a really long shackle like that.

>> No.8080151 [DELETED] 

He looks like a regular joe, beard and short hair, Poland is pretty conservative so no chance I guess

>> No.8080156


>> No.8080157

Finally tried tdbots. It's alright. They really hate jumping off of ledges and in coop they won't stop trying to shoot the player.

>> No.8080159

Anon... Sunday, October 3rd...

>> No.8080163 [DELETED] 

>Poland is pretty conservative so no chance I guess
Do not underestimate the power of Doom, we already have precedent of member of Russian community doing so, and Poland is even closer to Satanic Union.

>> No.8080169

>what is environmental ambience

>> No.8080172

>I have never used a stimpack in my life
You should, the health regen spares you from a lot of waiting around at low HP and will save your life in a fight
>I never have burns on me because they wear off so fast from all the blues I'm huffing.
More likely you just also have spiritual armor which prevents wounding entirely. Or you aren't fighting enough Hell Knights and Barons. Blues only heal at a rate of 1 burn every 12 heartbeats, if you suffer a serious amount it's going to take a long time to fix without medkits.
>What do burns even do mechanically
Like any wound, they cut into your max HP. This is the other reason I'll argue against using blues: they obscure the mechanics of the game from you. They're a noob trap of the most heinous sort, not screwing you over in gameplay directly but instead keeping you ignorant of how the game works so you screw yourself over with bad habits. You can't learn the distinction between a shot that got past your armor and one that didn't when the wound is healed before you even have a chance to see it.

Also, again, the blursphere is ridiculous and exclusive from blues. It's the more direct kind of noob trap in that your first time using it will probably end up with you stuck on the floor with <1 max HP, but with proper management it's one of the most powerful items in the game.

>> No.8080176 [DELETED] 

God I hope not - the project seems really nice
Makes me wonder, what makes communities like Doom so attractive to troons? All the vindictive tranny jannies and other types - where do they come from?

>> No.8080179 [DELETED] 


>> No.8080180 [DELETED] 

Trannies were fucking Doom over since the earliest days. Remember McGee's backstory or Burger Becky.

>> No.8080181
File: 47 KB, 800x600, 41056681.jpg [View same] [iqdb] [saucenao] [google]

It's a good thing I'm retarded, this imaginary deadline was making me kick it into overdrive

>> No.8080182
File: 13 KB, 300x250, 1621216449361.jpg [View same] [iqdb] [saucenao] [google]

did I draw a circular cylinder ratchet/extractor star next to the properly oval chambers?

>> No.8080202

Is Reznor's OST for Quake an environmental ambience?

>> No.8080203

I think he has some good tracks here and there. But he lacks in variety most of the time.

>> No.8080209
File: 544 KB, 1024x1024, zelda_wallpaper18.jpg [View same] [iqdb] [saucenao] [google]

I just browsed thru the textures folder to get a better look of that pic at full resolution, sadly that was just some autists MLP crossover bullshit...

>> No.8080212


>> No.8080216

Hello VR anon?
Ogre test map broke
Have a good day

>> No.8080217

I'd argue quake's ost is more https://en.wikipedia.org/wiki/Dark_ambient

>> No.8080237

The latter does not apply to music. These are sounds of wind, torches, computers, etc. Aubrey's OST does not have any of that, just droning noises.

>> No.8080249

okay, and what does it change?

aubrey's ost isn't music, it's a soundscape for maps

>> No.8080274

testevasive? I'm aware. Ogre Marksmen are still crashing the game. Still looking for a fix.

>> No.8080315

>>A map made with features dependant of the latest AD resouces isnt really an AD map if its not a part of the default mapset...
Yes, thats right. The maps that come with AD are the "official" maps of the mod. Its like the difference between Id's Quake maps and the fans' Quake maps.

>> No.8080329

I like his music but find his Quake 64 soundtrack weak compared to the Doom 64 soundtrack.

>> No.8080357

>okay, and what does it change?
Dark Ambient music is Ambient music, but sounds different to regular Ambient music.

>> No.8080385

>Gotta be honest, turned it off 1/2 hour in, made my eyes hurt
I should learn how to generate a color lookup table for people like you. Actually, it would be good to have a colorblind mode as well.

>> No.8080389

>aubrey's ost isn't music, it's a soundscape for maps
Even as that, I think it fails pretty badly.

>> No.8080443

doom 64's soundtrack is pretty cool on first playthrough but replaying it, it would be nice to have some actual music tracks to liven things up a bit

>> No.8080450

Still doesn't change the fact they exist

>> No.8080458

it doesn't fail at creating eerie atmosphere, the sole purpose it was written for

so what?

>> No.8080479

need new thread

>> No.8080495
File: 1.19 MB, 1366x768, spasm0025.png [View same] [iqdb] [saucenao] [google]

>Have fun finding all the runes
>The secret level is cool looking but is also just the dev room with a few spiders to shoot
That sucks a bit.
I'm also unsure if its intentional, but finding the AD runes opens the final boss for the original maps too.

>> No.8080498

This is the last thread. Goodbye everyone