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/vr/ - Retro Games


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8919280 No.8919280 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8912485

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
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):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series:
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.8919287
File: 12 KB, 366x441, 94P NEVER.png [View same] [iqdb] [saucenao] [google]
8919287

=== CURRENT RELEASES ===
400 MINUTES OF /vr/
RC2: https://www.doomworld.com/forum/topic/129139

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

=== NEWS ===
[05-17] Cancelled 40k FPS game released
https://swordandtorchinn.blogspot.com/p/download-links.html

[05-16] TrenchBroom updated to 2022.1-RC1
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2022.1-RC1

[05-13] John Romero is publishing an autobiography.
https://romero.com/shop/p/doomguy

[05-09] DNF2001 leak is released
>>>/v/598471840 Duke is finally free!

[05-04] The Force Engine 0.9 release imminent
https://github.com/luciusDXL/TheForceEngine

[05-04] Fartyguns 1.0 released
https://www.moddb.com/mods/poop-fartyguns

[05-01] DBP47: Dreamcatcher Apparatus is out now!
https://doomer.boards.net/thread/2603/

[04-27] Ad Mortem updated to 4.2
https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg

[04-26] Wolfenstein: Enemy Territory free on steam
https://twitter.com/Wario64/status/1519002548891312129

[04-26] Anon releases his Doom engine game!
https://redead-ita.itch.io/sorrow

[04-26] Anon shares a guide on voxels for Doom
https://youtu.be/Bcd3JXKG9Ro

[04-22] Violent Rumble got updated

[04-20] Kex Quake's QC source got released, which includes DotM as well as the other expansions
https://github.com/id-Software/quake-rerelease-qc

[04-17] Doom 2 UV-Speed TAS completed in 9:42
https://youtu.be/MzuJCMV4sK8

[04-15] Reelism 2 v1.0 is released.
https://forum.zdoom.org/viewtopic.php?p=1217383#p1217383

[04-13] Anon shares a WIP Quake texture pack
https://drive.google.com/file/d/1RWhHOpsiEmgzWeb6CQOunImcvdTD1J91/view?usp=sharing

[04-12] Arrival was added to the Unity port.
https://twitter.com/bethesda/status/1513913950957711365

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8919291
File: 142 KB, 473x551, knock knock.png [View same] [iqdb] [saucenao] [google]
8919291

OH SHIT! 512 Linedefs of /vr/ might be happening! Pick a texture pack!
https://strawpoll.com/polls/bVg86NJ33yY
https://doomworld.com/afterglow/textures/

>> No.8919294
File: 2.17 MB, 1270x844, cacaodemon.png [View same] [iqdb] [saucenao] [google]
8919294

cacaodemon

>> No.8919297

>>8919294
Start streaming again dumb aussie

>> No.8919301
File: 2.31 MB, 1280x2048, newface_off.png [View same] [iqdb] [saucenao] [google]
8919301

>>8919297
no

>> No.8919323

I'm starting to think HFFM might be referencing gay porn?

>> No.8919327

>>8919323
Don't be silly, it's referencing wholesome activities for manly men.

>> No.8919384

>>8919237
That might be neat, I'm kind of tempted to see if I can get it to spit out walls made of eyes or bees or something weird or creepy looking.

>> No.8919397

>>8919327
>manly men.
Look, old woman. If your boy wants to learn how to make Doom maps, we'll teach him.

>> No.8919428

>>8919327
>>8919397
HFFM Duke edition set on the Island of Beautiful Men when
https://www.youtube.com/watch?v=7Yzg9Wh4afY

>> No.8919434
File: 225 KB, 540x421, 1579607936532.png [View same] [iqdb] [saucenao] [google]
8919434

I'm disappointed nobody noticed the interpic clock in 400 Minutes moves its hands every level you complete.
It also displeases my autism that X minutes of /vr/ is no longer a trilogy.

>> No.8919436

>>8919434
>It also displeases my autism that X minutes of /vr/ is no longer a trilogy
Hard shrug.

>> No.8919440

>>8919434
>nobody noticed
Fuck you, I noticed.

>> No.8919450

>>8919434
I noticed, but only because I peeked inside the wad and saw all the variants.

>> No.8919458
File: 110 KB, 256x256, temp.png [View same] [iqdb] [saucenao] [google]
8919458

>>8919384
sorta. i'm sure you can get better results

>> No.8919523

>>8919287
The Force Engine 0.9 released
https://theforceengine.github.io/2022/05/17/iMuseAndSoundRelease.html

>> No.8919717
File: 216 KB, 796x873, Screenshot 2022-05-18 003622.jpg [View same] [iqdb] [saucenao] [google]
8919717

>>8919054

>> No.8919748

playing old WADs off the idgames archive, I do enjoy how enthusiastic these guys were in their text files. lots of 90's attitude in there.

modern megawads just seem to be compiled by a bunch of sad sacks in comparison.

>> No.8919761

>>8919523
It's fully reverse engineered but only in software renderer. He hasn't even started the hardware renderer yet which is what most people will be looking for.

>> No.8919785

>>8919280
is there a mod that allows me to make teams of quake monsters (and quoth if possible) fight eachother without the player being a factor?

>> No.8919796

>>8919785
100b4_ww has a voreling that attacks an ogre near the start, not sure about the exact mechanism. that's in Quoth. plus the deathcrew in Quoth never infight.
and I think AD has some "starts angry at X" fields.

>> No.8919798

>>8919785
Violent Rumble of course has the colloseum map and infight flags for incoming and outgoing attacks

>> No.8919803

>>8919796
yes, well, technical information is good and all but kinda wasted on me, sorry

>> No.8919804

>>8919798
ok a colloseum sounds promising i'll have to see what it is
>infight flags
i would not know in what file to find these flag things or what to do with one if it stared me in the face

>> No.8919805

>>8919803
so the question was about making them infight in the existing levels, without making a new map? the answer is "no" then, pretty sure. and you can't combine mods in Quake, so for Quoth it's an absolute definite 100% "no".
>>8919804
>i would not know in what file to find these flag things
these are just in entity properties, exposed to you in trenchbroom (through VR fgd). add a monster, scroll through its available fields.

>> No.8919813

>>8919805
the question was about having an empty level (such as a deathmatch one) and then bringing in whatever monsters i want with some sort of spawn command and making them fight eachother.
a mod that does that, it does not exist?

>> No.8919818

>>8919813
well I'm not aware of anything like that

>> No.8919819

>>8919818
it should really be the first idea that ever crosses the mind of a modder or maybe i'm just really weird

>> No.8919836

>>8919819
The problem is you can't make custom console commands in Quake 1 (outside of FTE, I'd assume). You'd have to make a seperate impulse command for each monster, make some means of selecting the monster, and have more impulse commands for assigning them to a team or otherwise having them target each other. It's convoluted at best.

>> No.8919860

>>8919836
not that i would know what i'm talking about and i believe you but how does the horn of summoning work?

>> No.8919868

>>8919434
Wow, that's cool

>> No.8919870

>>8919860
The horn is linked to one or more spawnpoint entities that precache the model and sounds of a monster. To select that monster, either the mapper assigns a specific monster according to its classname (i.e. 'monster_ogre') or the spawn point randomly selects one from a list.

>> No.8919925

https://www.doomworld.com/vb/source-ports/6926-my-java-1-4-doom-engine/
Is he ever gonna finish his sourceport?

>> No.8919935

GOD FUCKING DAMMIT YETI KEEP THE INV YOU ARIZONAN FAGGOT

>> No.8919953

>>8919301
I want to stick my dick in the garglory hole.

>> No.8919969
File: 1.74 MB, 1675x895, trusthteplan.png [View same] [iqdb] [saucenao] [google]
8919969

Q predicted this.

>> No.8920059

>>8919761
why are you so gay?

>> No.8920080

>>8919969
there are more cars there than in cp77

>> No.8920130

>>8919717
bottom right is pretty much perfect... except it should float probably

>> No.8920305

>>8919748
Yea yea, old good, new bad.

>> No.8920338

>>8919748
>I do enjoy how enthusiastic these guys were in their text files. lots of 90's attitude in there.
Because it was something completely new at the time. If you were around in the 90s you know what I'm talking about. Everything around computers was buzzing with enthusiasm and novelty.

>> No.8920361

>>8919291
>afterglow
that's a real nice compilation of tex wads, thanks for that

>> No.8920393
File: 488 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8920393

>> No.8920409

>>8920080
And more detailed too

>> No.8920432

>>8920393
>anon made project wad
Good for you, anon!

>> No.8920458

>>8919294
Is that safe to eat?

>> No.8920574
File: 91 KB, 1000x563, cocoademon.jpg [View same] [iqdb] [saucenao] [google]
8920574

>>8919294
cocoademon

>> No.8920579

>>8920393
>duke lost
bros?

>> No.8920691
File: 171 KB, 1920x1017, Screenshot_Doom_20220518_203636.png [View same] [iqdb] [saucenao] [google]
8920691

WOOL

>> No.8920692

>>8920432
I'm not finished yet, I need to replace the Wolfenstein SS sounds to enhance the Plutonia experience!

>> No.8920716
File: 3 KB, 1024x256, sky3.png [View same] [iqdb] [saucenao] [google]
8920716

Adjusted the sunset a bit. Left is before, right is the new version.
Not sure which one I like better; both could also be different stages of sunset, though I think at least the transition between orange and blue is in the new version a bit better. The Doom palette doesn't give much leeway here though.

>> No.8920724

Thoughts on Prodeus?

>> No.8920728

>>8920724
Its boring, IF is boring, selaco is shaping to be boring. Dusk had some cool moments. But its also mostly boring.

>> No.8920749

>>8920724
Doesn’t look appealing, might also not be retro or thread relevant.

>> No.8920763

>>8920724
I really like the gameplay, but it's ruined by some weird details like the vignette you cannot turn off, not sure if adding reloading was a good idea either. The optimisation is shit too.

>> No.8920787

>>8920763
>The optimisation is shit too.
Welcome to 2022, where games look like shit AND run like shit too.

>> No.8920791

>>8920716
The new one is better. Stronger contrast

>> No.8920804

are there any good fan levels for Unreal?

>> No.8920816
File: 1.06 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]
8920816

>>8919287
--- 512 LINEDEFS OF /vr/ ---
>Maps must have no more than 512 linedefs, including non-playable areas. Using less is okay.
>The Doom 2 IWAD will be used
>UAC Ultra Textures will also be used https://www.doomworld.com/idgames/graphics/ultratex
>No custom resources outside of what is listed above, custom MIDIs however are both allowed and encouraged
>Your map must have an exit
>Add the name you want to be credited by in your post, otherwise you'll be credited as "anonymous"
>Tag this post or the news post with your map submissions, and please specify if it is for the project
>Deadline for submissions is on Wednesday, June 1st, 11:59 PM EST
Let's see if we can get another WAD out before 94P.

>> No.8920828

>>8920816
>Let's see if we can get another WAD out before 94P.
That's a pretty low bar to set, m8.
I'm on it.

>> No.8920829

>>8920816
>UAC Ultra pulled ahead of Jimmytex
Well, damn.

>> No.8920831

>>8920691
I swear if the melee ends up being a wool ball spindash...

>> No.8920836

>>8920816
I forgot to mention we're doing Boom format (complevel 9) again because it won the vote.
Happy mapping.

>> No.8920837

>>8920787
90s
>We must make this code as efficient as possible. Precalculate as much as memory will allow to speed up performance.
00s
>Wow this 3D stuff is really great. So fast these days. Let's hand-make level of detail models so we can maximize the power of our rendering engine, while minimizing performance requirements.
10s
>You know, computers are getting pretty fast these days... maybe we don't have to obsessively optimize things as much anymore. Unreal and Unity can just take care of that right?
20s
>LOD, back-face culling, BSP trees? What are those? No, I've never even heard of a segmentation fault, lol.

>> No.8920841

>>8920724
Generic with a bunch of filters and shit to make it look worse so it's "retro".
>>8920728
Everything I've seen of Selaco just puts me off because of inconsistent animation rates, especially the reload animations seem much choppier than everything else.

>> No.8920847

>>8920841
The devs seems a bit assholish desu. I dont like the purple blood but other than that it kinda looks okay?

The main character looks like even more badly drawn Shelly. I dont understand.

>> No.8920854

>>8920847
They're making out they have F.E.A.R tier AI (which is fakery even in that game but still) in a Doom-based game, which is balls but the media and the usual names are eating that shit up.

>> No.8920863

>>8920854
Now they just gotta claim they're using blast processing and an emotion engine.

>> No.8920949

Post stuff you listen to while you map. Playlists welcome.
https://www.youtube.com/watch?v=AeDCvBEWfVw&list=PL5C726760701AC68E&index=24
I'm not making anything SW related. I just love RS OST

>> No.8921012

>>8920949
https://www.youtube.com/watch?v=QCN3l8wc_-Y&list=PL64kMrk4Rdoxb0FawLLqNGH2CSfJYqp98&index=1

Most of this soundtrack has the right balance of both energy and chill for me to map to.

>> No.8921030

>>8920816
>UAC won
>again no railings
COME THE FUCK ON

Then again, my idea that would have warranted having railings probably would have been over the 512 lines limit anyway.
Now I have to come up with something new.

>> No.8921045

It turns out Valve Worked on a good Quake 2 mod during HL development, and the models were obviously repurposed later for HL
https://dondeq2.com/2020/05/06/gunman-total-conversion-mod-for-quake-2-by-valve-software

>> No.8921046

>>8921030
We have big fences and 64x64 windows, at least. You could always sink them into the ground and change the light level on one side of them by 1.

>> No.8921049

>>8919428
This

>> No.8921053
File: 3 KB, 256x128, sky2.png [View same] [iqdb] [saucenao] [google]
8921053

Because I still have no idea to to make the dusk/night transition I added some sunshine from below to the clouds during sunset. Dithering is not finished yet, although I am not sure if just having this light edge alone looks better.

>> No.8921056

>>8921045
Now i wish to see those Assets and skyboxes used in Q1
the horse is neat.

>> No.8921058

>>8921045
Gunman was going to be full quake 2?

Interesting, lots of stuff went to the source game later I see.
Its a decent game, nice length and good sci fi western vibe.

And as a twist you make a waifu of the evil ai which is based.

There is some really good atmosphere on some gunman levels. My only beef is much like HL its a bit linear.

>> No.8921063

>>8921045
>Valve Worked
Published at most, that's an early build of Rewolf's Gunman Chronicles.

>> No.8921081

>>8919428
No thanks.

>> No.8921110

>>8921063
The fact that they were using Q2 engine as testbed for all of GoldSRC and Future Source 1 improvements shows how good idtech 2 was.
Thankfully they used this to improve GC.
https://www.youtube.com/watch?v=5kIsCwddf8Y
in any case, the models and tileset can be used now for other projects if they still exists.
Since Rich Whitehouse worked on it, he may have info of where it is, the guy on the video above had the Q2 build.

>> No.8921114
File: 1.39 MB, 2560x1440, sel.png [View same] [iqdb] [saucenao] [google]
8921114

I heard you guys talking shit 'bout selaco, why don't you get the leaked patreon build and find out?
https://files.catbox.moe/btx92h.7z
Engine source: https://files.catbox.moe/rn1013.zip (doesn't run on current Gzdoom due to some steam bullshit)
shit's better than I expected, the f.e.a.r AI meme does work

>> No.8921117

>>8921110
btw forgot link
https://valvearchive.com/archive/3rd%20Party%20Developers/Rewolf%20Software/Gunman%20Chronicles/Playable%20Builds/

>> No.8921151

>>8919935
I’ve decided it’s more fun to keep the invulnerable in, in addition to minor ammo and enemy tweaking

Southwest Frag v2.0001 crybabby edit (final)
Rc3v2
HTTPS://files.catbox.moe/fmxc3v.wad

Not sure if I’ll do 512 yet but it looks fun.

>> No.8921154

>>8920816
New to making maps so I doubt I'll submit one to this, but how do you see how many linedefs you got in Doom Builder?

>> No.8921158

>>8921154
You can drag with the linedef selector over the entire map and it will tell how many you have selected.

>> No.8921161

>>8920724
Gameplay is just doom (the monsters are unapologetically copies, they have zombiemans, hwds, imps, cacodemons, pain elementals who toss lost souls)
The included map editor is ludo, and since they paid bounties there are a fuckton of rather decent levels already (largest potential of the game imo)
As other people have said the presentation is kinda ass (tasteless), but I like it just like I like burgers.

>> No.8921164

>>8921154
If you're on UDB you can open a panel that shows you all the stats. It's under View -> Expanded Info Panel

>> No.8921173
File: 13 KB, 716x196, file.png [View same] [iqdb] [saucenao] [google]
8921173

>>8919280
HELP
>defined in SNDSEQ and SNDINFO

>> No.8921178

>>8921173
Did you try to define an ACS function in SNDSEQ/SNDINFO?

>> No.8921180

>>8921178
No, that script is in the UDB script editor

>> No.8921185

>>8921180
Yes, obviously, but it says it can't find the function.
Did you forget to

#include "zcommon.acs"

?

>> No.8921193

>>8921185
That worked, thanks

>> No.8921197

>>8921193
You should really check on the basics if you want to jump into scripting right ahead.

https://zdoom.org/wiki/A_quick_beginner's_guide_to_ACS

In general, for all kinds of programming you have to import libraries that contain the functions you want to use, unless you're actually making shit from the very scratch.

>> No.8921198

>>8921158
>>8921164
I still don't see the total linedefs. Might just try UDB instead.

>> No.8921203

>>8921198
If you do the selection method it should display in the bottom left

>> No.8921207

>>8920847
>The main character looks like even more badly drawn Shelly. I dont understand.
I remember how Selaco dev on 3D Realms Discord server was like "no, those are different characters" and shit like that. Even though it's obvious what they're going for.
Perhaps Shelly in Ion Fury could've been better, but she's still more interesting than other brunette female character in retro FPS. Or pretty much any female character from these games, I actually have don't remember how many of them there's. Just that anons here tended to talk about it here at some point.
>>8920854
>the media and the usual names are eating that shit up.
Of course they will. I'm just waiting for it to be another fatal blow to this whole trend. HROT & Wizordum are much more interesting anyway.
>>8921114
Nah, the best I can do is this: see Civvie mention the demo in some new video and finalize by negative view of the game while he praises it.

>> No.8921209

>>8921114

Holy shit it is even worse than I thought.

>> No.8921213
File: 481 KB, 1752x1060, lines.jpg [View same] [iqdb] [saucenao] [google]
8921213

>>8921198
Oh wait, you're on Doom Builder 2 or what? I don't know if it had that function, but here is it on UDB.

>> No.8921217
File: 28 KB, 551x425, file.png [View same] [iqdb] [saucenao] [google]
8921217

>>8921197
Now the issue is no sound plays when the linedef is used

>> No.8921224

>>8921053
Fuck i am coooooming over this skybox like you wouldn't believe, you should make more skyboxes for the community, you got the talent and the vision.

>> No.8921227

I just discovered today that there is a open source reversed engineered that allows you to play Dark Forces and Outlaws:
https://theforceengine.github.io/

>> No.8921231

>>8921217
Then you most likely haven't properly defined the sound or missed the tag on the actor. No idea what that function actually does, but you can also look it up on the ZDoom wiki.

>> No.8921238

>>8919301
Sauce?

>> No.8921240

>>8921231
The sound is defined properly and checked via `playsound world/BELL1` which works

>> No.8921248

>>8921240
Does the actor you want to play the sound at have the tag "1"?

>> No.8921252

>>8921248
yes, I also tested it with just regular SoundSequence and nothing happens

>> No.8921257

>>8921224
Thank you :3
I have done some shitty work in the past; but getting the 400min status bar off the ground really inspired me. I hope I can make this look good enough so it can be used in the sleepytime comfy project.

>> No.8921259

>>8921252
>>8921240
Thinking about it, the playsound command just plays the sound as defined in SNDINFO, doesn't it? Maybe your SNDSEQ entry is faulty.

>> No.8921260

>>8921213
Yeah I'm on DB2. Doesn't have that. I'll just switch to UDB, was thinking about it anyway but got lazy.

>> No.8921269

>>8921207
HROT is pretty cool. I want to like Hedon but its too much gay green orcs for me.
Dusk and Ion Fury were good but I dont ever want to replay them again. I measure fps and other games like that do I really want another run?

In the end the only game I am really hyped as fuck is Gloomwood Dillon is an artists, and after the demo everything I see of the game is top fucking notch. Probably gonna sell like shit like Thief but hey. I have yet 80% of thief fan made missions of outstanding quality to go through.

>> No.8921279

>>8921269
>I measure fps and other games like that do I really want another run?
I sort of do that but also in a "am I enjoying this as much as running modded Doom" and often it just isn't as enjoyable for one reason or another.

>> No.8921280
File: 2.94 MB, 640x360, secco.webm [View same] [iqdb] [saucenao] [google]
8921280

>>8921114
I kind of like it, the 'take cover' note at low health is kind of gay and it's running chunky

>> No.8921286

>>8921279
I guess it depends on the game and person tastes. I think some games are so well blaanced they are always fresh when you play them again. Doom is definitely one. Recently curiously there have been others.

>> No.8921291

>>8921280
>aiming down sights
>reloading
>health regen
This indie FPS fad has gone full-circle and is now copying shitty console mechanics.

>> No.8921292

>>8921114
>selaco
The environment looks great but I just hate the 2D enemies in a beautiful 3D space. The same goes for Prodeus. I know it's probably much more easier to make than creating and animating 3D enemies but I'd be okay even with enemies that look like from Quake 1.

>> No.8921298

>>8921292
Prodeus has 3D enemies. And a few options for how to display them, one being a dynamic spritesheet.

>> No.8921304
File: 2.83 MB, 900x506, hax.webm [View same] [iqdb] [saucenao] [google]
8921304

*deletes your drone*
*noclips my saber*
*deletes your head*

>> No.8921309

>>8921280
I didn't like it, its not for me. The music is "I hear you like synthwave kids" chromatic aberration and filters everywhere and everytime something happens you screen gets smeared with shit. Granted these cant be turned off. I think the art is as bad as Hedon, I dont like the purple blood as well. I think its even worse than doom eternal. I just have this overall bad taste and the devs being faggots in its design. Get better fucking artists god damn.


Things I like? It looks like SS2 in places. The enemy banter is cool I wish I was playing as them instead of bootleg Shelly. Some cool original assets.

>> No.8921314
File: 1.99 MB, 1765x949, sucbath.png [View same] [iqdb] [saucenao] [google]
8921314

>>8921279
If something looks worse than some of the standards set by modern custom Quake and Doom content it's hard for me to get interested. For this in particular I'm a bit more interested than I was previously.

>> No.8921319

>>8921291
zooming isn't ADS and has a place.
reloading can work too but idk the purpose of having it in Selaco.

The hitmarkers and 15 FPS gun animations look pretty bad though

>> No.8921326

>>8921286
>I think some games are so well blaanced they are always fresh when you play them again. Doom is definitely one.
Something I've noticed is a lot of these new games aren't learning the lessons from what Doom got right.

Especially in terms of monster design, Doom absolutely nailed having identifiable silhouettes which you can instantly react to, while a lot of these new ones you're having to think about shit even after you've learned the enemies because a lot of them are samey as fuck.

>> No.8921327

>>8921291
Too bad the full circle does not include sexy female designs instead we have shit.

>> No.8921335

>>8921280
Gives me the feeling they smooshed Project MSX with BD and called it a day at that.

>> No.8921348

>>8921335
The grunts have been more engaging than BD and Project Brutality's zombies. The rest of the roster and overall level design will be my biggest concerns with it right now.

>> No.8921362

>>8921291
zooming is not ADS as the other guy said
reloading is fine as long as it flows well (like its fine in ion fury and HL,but it feels like garbage in prodeus,like the game punishes you for having fun)
and the regen barely matters (35% regen is totally different to it all regenerating like a console shooter)

and all of this stuff is inherited from FEAR. (the other main shooter selaco take inspiration from)

though to me stuff like movement and enemy roster matter alot more,so it may just be a difference in perspective,idk.

>> No.8921378

>>8921362
Reloading is fine in a game where its more about stop and think like RE4, and its more about fast tactical gameplay, especially using traps. I think HL is much more fun game when you use the enviroment against you enemy. Which they really tried to go for in 2.
Its more about trip mines, those silly aliens that explode and nades, double shotgun blast always felt like last resort with those bullet spong enemies.

In fear it didn't really matter cause you have bullet time. I never really liked fear, never revisited it much, it lacked the soul of max payne.

>> No.8921409

>>8921378
to me its more about if it all comes together well,if reloading,reloading to me is only a concern when it goes against having the game flow (i know flow i vague,but i hope you get me) and be fun in the game.

and i love FEAR (beat it around christmas time last year),so some bias will always apply.

>> No.8921412

Map12 in 400 Minutes is such bullshit. Some of these traps are purely luck-based, hoping the enemies either flinch or don't attack while you deal with everything else.

>> No.8921415

>>8921378
I liked F.E.A.R but I liked for what it was, not what they tried to present it as.

Selaco is definitely gunning for the smoke and mirrors crap except they only really have the ability to have the enemy call out what they're doing or supposed to be doing, they just can't get the level of scripting map interactivity that F.E.A.R did and it's going to show.

>> No.8921417

>>8921409
I think Term had it best with the idea that if you treat it right, reloading is a reward to your players and not a punishment.

>> No.8921423

>>8921409
>>8921415

Dont get me wrong I liked Fear back then, but I much more fondly remember other fps or games. But its setup and attitude is so meh. Gameplay wise it was great.

But again I still replay max payne, but dont give shit about fear, its a balance sometimes. Unless the gameplay is unbelievably good.

Sometimes its the other way, I think SHOGO is a fucking perfect setup for a game, western style 90s animu bullshit and silly jokes but the gameplay.. fuck that game never going to touch it again.

>> No.8921437

>>8921423
>Shogo
Now I have to link this.
https://www.youtube.com/watch?v=fY3vcv45kCs

Rip Monolith, can't made Fear, can't made Blood, can't make Shogo, can't even make Captain Claw, all they can do is make shitty WB and Lord of the Rings games.

>> No.8921443

>>8921437
I still remember the pussy joke.

Well shit has to end eventually.

>> No.8921453
File: 6 KB, 1536x256, sky3.png [View same] [iqdb] [saucenao] [google]
8921453

Right, last attempt for tonight. I think I am getting closer to what it's supposed to look like, though I don't know how I could do the dithering from two different directions when the dark and bright sky meet.
Anyway, that's enough for today, I'll go to bed now.
Maybe someone has an idea.

>> No.8921478

>>8921453
I suggest looking at dark foces skyboxes, mainly map 2.

>> No.8921512
File: 2.82 MB, 640x360, High level AI.webm [View same] [iqdb] [saucenao] [google]
8921512

>>8921417
A lot of it seems to rely on what you can accomplish with that mag before the reload happens.

>> No.8921521

>>8921412
>hasn't gotten gud
many such cases

>> No.8921565

>>8919280
hey anons does that download include the Quake Mission Packs?

>> No.8921584

>>8919280
what wad is this illustration depicting?

>> No.8921585

>>8921584
JPCP, the artist usually marks the wad in the lower right

>> No.8921605

I've played plutonia more times than I can count but never actually beat it, I used to lose motivation around the archvile maze. Now I'm going through it in gzdoom, on UV, I'm at map20 or so and think I might actually get it done this time.

what should I play next? I want something vanilla-esque, I played scythe2 a while back and loved it until it suddenly became a slaughter fest. Considering giving Eviternity a go as I've heard it's very good.

>> No.8921612

>>8921605
No Rest For The Living is great, wish it were longer

>> No.8921615

>>8921605
Scythe 1. There's 2 (two) slaughtermaps and is easier than Scythe 2 overall.

>> No.8921618

>>8921605
the Archie maze is one of the most fun parts

>> No.8921621

>>8921238
From my own total conversion.

>> No.8921638

>>8921621
looks good, do you have a place where you store your art

>> No.8921646

Does anyone knows where to get the files of this mod?
https://dondeq2.com/2020/03/22/quake-2-total-conversion-entron-freedoms-edge-by-endor-productions/
https://web.archive.org/web/20020604171400/http://www.endorproductions.com/entron/downloadsa.html
this shit like the Gunman assets would be great for other stuff, mainly the tilesets

>> No.8921656
File: 1.23 MB, 1918x1040, file.png [View same] [iqdb] [saucenao] [google]
8921656

I've never messed with ZDoom mapping features and now I don't know if I could ever go back

>> No.8921671

Damn, Doom 3 is pretty spooky. Made me panic and literally jerk the camera in fear four times now.

>> No.8921672

>>8921671
The fan made VR version on the Quest 2 is a genuinely amazing experience

>> No.8921680

where can I play the quake 1 mission packs?

>> No.8921683

>>8921680
At home, on your computer.

>> No.8921685

>>8921671
You get used to it pretty quick.

>> No.8921686

>>8921683
none of the megas on the OP have the mission packs

>> No.8921687

>>8921686
Yeah they do, that's where I got mine from.

>> No.8921709
File: 498 KB, 3840x2160, Eceleb bait.jpg [View same] [iqdb] [saucenao] [google]
8921709

>>8921114
Started playing through this and it really comes across as an autist's reimagining of Ion Fury. The environments are so overly-detailed that sprites look out of place. The effects and HUD popups are absurd and off-putting. The 'tee-hee so quirky XD' tone of a lot of the artwork and environmental clutter (posters and whatnot) just doesn't fit the tension they were trying to generate with the opening section.
I'm also really not seeing this 'FEAR AI' meme they keep pushing outside of enemies yelling cliche modern shooter dialogue at each other. I've heard enemies yell "I'M MOVING IN" and just stand there shooting at the hospital card I'm crouching behind.
I don't think much is going to come from this game beyond inane characterfagging over not-Shelly and overhyped gimmick mechanics. Go play Ashes if you want a good JizzDoom engine game. It's free.

>> No.8921717

>>8919301
is that... albatross?

>> No.8921745

>>8921114
whatever people think of the game, thank mr. leakbro
smuggling shit past the paywall is invariably based

>> No.8921747

>>8921672
I'll probably die if I try that
Thought I was hard, turns out horror games get me
I only play at night with noise-canceling headphones, shit's terrifying
>>8921685
You do, but the immunity resets the next day

>> No.8921759

>>8921709

Alien Eradication is also awesome. It has some great level design. I miss avp 1999.

>> No.8921780

>>8921709
It kinda makes me look at Ion Fury references and levels in another way. IF is a better retro fps. First Hedon now this , disappointing.

>> No.8921795

>>8921709
A meh version of Ion Fury seems accurate desu.
It does the basics right (like out-strafing attacks) but then there's nothing special.
The weapons are the safe usuals like AR and pistol, and the level design is unremarkable.
Then the weapon and camera animations (even with everything that can be disabled turned off) are awful slideshow "retro" and the particles block your vision while enemies can still attack you.

I can see playing it if you're the type of person to play EVERY game in a given genre I guess but I don't see anything special.

>> No.8921834
File: 701 KB, 514x685, ooh pretty lights.png [View same] [iqdb] [saucenao] [google]
8921834

I see "slaughter" come up when discussing Doom maps a lot, both inside these threads and other satellite Doom communities, usually to differentiate it from "normal" maps, and also usually with negative connotation. I think a slaughter map requires a different set of skills than a traditional map, and most of these skills were not really emphasized on in the IWADs, things like infighting, misdirection, streaming, and efficient BFG usage. That's where I believe the negative reputation comes from. When a slaughter map comes out of nowhere in a WAD that was full of otherwise traditional maps, it can throw a player off, because on the surface it does look like mindless monster spam to kill the player, but it actually just requires the player to take a different approach, utilizing skills that the IWADs didn't teach. It's kind of like SHMUPs and the bullet hell subgenre. A bullet hell shooter looks like mindless bullet spam at first when in reality it just requires a different set of skills.
Just rambling here.

>> No.8921863

>>8921709
It makes me appreciate the level design of Diablous Ex more with how that wasn't obnoxious with it's stuff.

>> No.8921869

>>8921834
The age old argument is mostly based on it's difficult for people not experienced with them to tell good ones from shit ones.
>When a slaughter map comes out of nowhere in a WAD that was full of otherwise traditional maps, it can throw a player off, because on the surface it does look like mindless monster spam to kill the player
Often the case towards the end of a megawad where it's almost guaranteed to give the impression the mapper stopped giving a fuck.

>> No.8921905
File: 66 KB, 427x599, gomer_pyle.jpg [View same] [iqdb] [saucenao] [google]
8921905

>>8921869
>Often the case towards the end of a megawad where it's almost guaranteed to give the impression the mapper stopped giving a fuck.
ALMED
L
M
E
D

>> No.8921920

>>8921905
>https://www.linkedin.com/in/erik-alm-3b286548?original_referer=https%3A%2F%2Fdoomwiki.org%2F
>was getting a PhD in analytical chemistry while developing Scythe
I kneel

>> No.8921924

Best way to doom on linux? I like to use rocketlaucher as a frontend. Lint mint to be specific

>> No.8921935

is it possible to play doom on mobile?

>> No.8921939

>>8921935
No. It's impossible. Scientists have been trying for years and they have not found any way so far.

>> No.8921942

>>8921834
I agree with you, I just prefer the vanilla map style.
Partially because I'm not very good at slaughtermaps, but even when I'm doing well at one, it still isn't as fun to me as a tough traditional map with well-paced encounter design.

>> No.8921946

>>8921924
I use Crispy for vanilla, prboom-plus for boom. I just use the terminal to launch. You can do almost anything you need with the -iwad -file and -warp parameters.

>> No.8921949

>>8921939
scientists are red dit soi bois. i am sure mad lads have found a way and will share a link

>> No.8921968

>>8921869
>Often the case towards the end of a megawad where it's almost guaranteed to give the impression the mapper stopped giving a fuck.
Sometimes. I won't deny there are terrible slaughter maps, especially for megawad finales, but I find myself enjoying them more frequently than finding them awful spam-fests Fuck HR2.
>>8921942
>I just prefer the vanilla map style.
That's fair. I find myself enjoying traditional maps more, but a good slaughter map is always a good time.
What I find silly is people dismissing maps as "slaughtershit" as if there isn't any actual thought or design put into them. Even sillier is when they dismiss entire WADs for having a few slaughter maps in them but are normal sets otherwise (Sunlust.) More often than not, there is a way to move through a slaughter map. It's almost like a logic puzzle, but with guns.

>> No.8921972
File: 60 KB, 512x256, aidoomtextures.png [View same] [iqdb] [saucenao] [google]
8921972

To the anon that was talking about doing an AI-generated texture wad, are you going to go through with it? I'd love to contribute some textures. I already have several cleaned-up, slightly edited, and Doom-paletteized. Would be more than happy to contribute with either editing or making more. Pic rel are a couple I've done so far.

(In the event any anon here wants to use these for a map, go for it. I'm just going to say these are public domain.)

>> No.8921989

>>8921924
>Best way
Why are you concerned with this, just play the game anon
I have a launcher script I use that covers my use case just fine

>> No.8921993

>>8921972
those are awesome, I'd really be down for an AI generated texture wad

>> No.8921996

GOD DAMMIT SPIRIT!
https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake2/q2doors.shtml
WHY U KEEP THIS TYPE OF GOOD STUFF HIDDEN?
it can be used in any game that supports it

>> No.8922014

I think it's really cool how many community projects this thread cranks out. Lots of creative people ITT

>> No.8922027
File: 17 KB, 213x196, rottunnel.jpg [View same] [iqdb] [saucenao] [google]
8922027

>>8921996
>they also have prefab rooms
i am starting to feel that the many memes about Q2 mapping were a lie and there were ton of assets made for worldcraft and such for years that are still somewhere around the internet.
possibly with CD Roms with mapping assets for Worldcraft and the old HL Editor.

>> No.8922041

>>8922027
It also has working turret prefabs
https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake2/q2machine.shtml

It also has Q1 stuff if /vr/ anon is interested, that even includes a jump platform and some unique door designs.
https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake/tech.shtml
https://www.quaddicted.com/webarchive/prefab.planetquake.gamespy.com/quake/stairs.shtml

>> No.8922084

>>8921935
Delta Touch. If you don't want to shell out money to play Doom on your phone, there's also that GZDoom port that comes with Freedoom.

>> No.8922126

I think i've found one of Randy's Dark Secrets
http://www.quake2.com/q2wfaq/

>> No.8922129
File: 35 KB, 128x128, temp.png [View same] [iqdb] [saucenao] [google]
8922129

>>8921972
>are you going to go through with it?
Dunno yet. I've been saving images I think are worth cleaning up, but that's as far as I've gone just yet.

Those are pretty good. I got something similar to the one on the left by looking up "locker doom texture" or some such, but it was too blobby to be aesthetically pleasing to me.

>> No.8922130

>>8921968
Some of the lower end slaughter stuff can be pretty great even for people who aren't super into or experienced with them.
https://www.youtube.com/watch?v=WrtlTlFeHU8

>> No.8922184

>>8921968
I'm a shitter; I'll make fun of slaughter mappers for wasting their talents on dogshit gameplay. But honestly, there really are really well-crafted slaughter maps. I just don't forgive a motherfucker who makes you hot-start in the middle of a clusterfuck, no matter how good his fucking detailing may be.

>> No.8922213
File: 1.51 MB, 1920x1080, q2_0102.jpg [View same] [iqdb] [saucenao] [google]
8922213

So, i've found a map from 1998 with stuff that i think Quake 1 mapping started to have as soon as nehahra came out
The name of the map is strogg particle laser.

>> No.8922216
File: 2.38 MB, 1920x1080, q2_0104.jpg [View same] [iqdb] [saucenao] [google]
8922216

>>8922213

>> No.8922241
File: 1.49 MB, 1920x1080, q2_0107.jpg [View same] [iqdb] [saucenao] [google]
8922241

>>8922216
also there is some basic stuff but for a map that came right after the release, the quality is good.

>> No.8922262
File: 3.77 MB, 1920x1080, unreel.png [View same] [iqdb] [saucenao] [google]
8922262

unreal gold is so darn good man. I can't believe I initially dropped it.

>> No.8922271

>>8922262
it is a solid game anon.

>> No.8922276
File: 310 KB, 2526x1598, I hate triangles so damn much.jpg [View same] [iqdb] [saucenao] [google]
8922276

>>8922041
>It also has Q1 stuff if /vr/ anon is interested
Doesn't look like anything that can't be Trenchbroomed in a few seconds, but I'll put the links in the VR mega folder along with the other mapping resources.

>> No.8922282
File: 2.90 MB, 1000x562, YOU use the other door.webm [View same] [iqdb] [saucenao] [google]
8922282

>> No.8922291

>>8921993
>aigen wad
>comfy sleepy wad
if this keeps up I might have to figure out how to chip in

>> No.8922304

>>8922291
Download Ultimate Doom Builder and start placing Pinkies nigga

>> No.8922313

>>8922276
yes, but it can be useful for future stuff if TB decides to finally do a Worldcraft asset support for good.
Donde's archive is literally a goldmine of lost stuff.

also it turns out that the ftp cdrom maps for both Q1 and Q2 aren't lost at all, they all were hosted at quaddicted FTP for years with no one noticing it unless you google the zip name, this almost makes me want to update the Quake Pastebin with this small detail

>> No.8922341
File: 481 KB, 716x706, city.png [View same] [iqdb] [saucenao] [google]
8922341

>>8922129
I was also screwing about a bit with trying to find some neat textures and instead of a urban city texture it gives me this.

>> No.8922351
File: 779 KB, 1920x1080, 20220515213627_1.jpg [View same] [iqdb] [saucenao] [google]
8922351

So how are we liking Nightmare Reaper so far?

I'm about 11 hours in and I'm loving the fuck out of it, mostly the creepy horror atmosphere combined with the theme of dreams vs reality. The sound design in this game is so good, the weapons have so much punch and weight to them.

>> No.8922368
File: 90 KB, 256x256, download (18).png [View same] [iqdb] [saucenao] [google]
8922368

>>8922341
Pretty great.
I don't even remember what I search for this one, but I like it.
I saved like 30 images from this thing.

>> No.8922374

>>8922351
Not retro.

>> No.8922403

>>8922351
This game is so ugly I can't believe it's getting any traction after its full release.

>> No.8922419

>>8922351
Isn't this some gimmicky "roguelike" zoomer-shooter?

>> No.8922427

>>8922351
Don't like it.
>>8922403
It at least doesn't look as bad as Viscerafest but it doesn't look good, the same old Youtube types went on a shillfest for it though.

>> No.8922436

>>8922351
It's fun, but it becomes pretty reliant on the weapon generator giving you a good drop later on. The weapon quality boosts aren't really big enough to cover for it.

>> No.8922445
File: 2.79 MB, 950x534, luke.webm [View same] [iqdb] [saucenao] [google]
8922445

"Hey kiddo! How goes it? That guy's gotta keep it together! Ha-ha"

>> No.8922469

>>8922351
i like roguelites but this game works like shit on my potato pc while looking like an exemplary case of shitty pseudo retro artstyle

>> No.8922470

>>8922213
>>8922216
>>8922241
Nice find, fren. Is there an equivalent of /idgames where I can find old Q2 maps like these?

>> No.8922490

>>8921924
basically all the ports work on linux.
but id say a good mix is DSDA,GZDOOM,and crispy DOOM.
maybe eternity if you need it (but i really dislike the port,too slow for the modding it provides)

>> No.8922541

>>8921924
>>8922490
Personally, I use DoomRunner as my frontend, and regularly use DSDA-Doom, GZDoom, Zandronum, and Chocolate Doom.

>> No.8922583

>>8919291
How am I suppose to know what some of these look like?

>> No.8922593

>>8922583
Voting is already over, but the link to download the texture packs is also in that post.

>> No.8922601

>>8920836
Fuck boom format for real fuck.

>> No.8922608

Playing Doom 64 for the first time, beat Hectic but I don't see the features menu anywhere. Does it not show up until I beat the game or something?

>> No.8922621
File: 185 KB, 1024x628, 1211271340_395741b5cd_b.jpg [View same] [iqdb] [saucenao] [google]
8922621

Sorry if I missed it but do you guys talk about or play Unreal/UT at all?
I've been playing matches in UT every so often from the steam release but I forget if I downloaded any optimization stuff or anything to improve the experience. I've played some matches here and there despite the very few populated servers that are most likely just bots, that's said it's all good fun and I've been more familiar with Quake 3 so this has been a new experience for me.
In any case I was curious if there are any recommendations for mods or any essential downloads for an improved experience. Judging from my searches it seems UT is the definitive game for multiplayer and singler player mod content, I downloaded some stuff randomly from Moddb but haven't had the opportunity to install anything yet.

>> No.8922650

>>8921656
Good for you for actually seeing beyond your own nose.

>> No.8922661

>>8921942
>it still isn't as fun to me as a tough traditional map with well-paced encounter design.
Same here. I don't even find them particularly "difficult", once you have the route down, it's just tedious.
It's like people listening to nothing but gabber.

>> No.8922669

>>8921269
HROT is really cool. Don't really care about Hedon too because of the visuals and pretty much the entire setting. I'm all in for fantasy shit, but this one just doesn't click with me at all.
And Wizordum's demo might come out this year. The level editor seems kind of neat. I like Emberheart's tradition to add them starting with remasters of 3D Realms' platformers under new Apogee.
>Dusk and Ion Fury were good but I dont ever want to replay them again.
I really liked both of them and probably wouldn't mind replay them at some point, but I totally get it. Hell, my first playthrough of IF was on Maximum Fury for all achievements. That shit was pretty fun (despite some tricky places due to my toaster and stupidity), but even then I had a vague sense of the game dragging on. But I wouldn't blame it on the game since at the time with savescamming habit was pretty bad.
At the same time, I would like to stick to the variety and play games in different genres. Enjoying the freedom of choice and all that.
>In the end the only game I am really hyped as fuck is Gloomwood
Oh yeah, absolutely. Gloomwood is fantastic and I'm waiting for it too. I'm also waiting for most of 3D Realms stuff to come out despite their infamous bad luck. Exophobia is also kind of curious, I would say. Liked some music from it.
>>8921280
>the 'take cover' note at low health is kind of gay
It is really as "modern console title" as it seems or worse? I mean, with UI and all notification stuff. Remember seeing some early footage on YouTube and that's the vibe I got from it.
>>8921709
>that pic
Yikes.
>>8921745
Good point, actually. It wasn't worth Leakbro's money, but that was for the right cause in this case.

>> No.8922684
File: 226 KB, 1920x1080, 2SDdR0Q.jpg [View same] [iqdb] [saucenao] [google]
8922684

It's pretty fun.

>> No.8922698

>>8921834
im bad at slaughter. are there any WADs that will kind of "teach" me how to play slaughter effectively?

>> No.8922704

>>8922698
Rush

>> No.8922723
File: 27 KB, 335x923, 400.png [View same] [iqdb] [saucenao] [google]
8922723

You guys did a good job on 400mins. Says a lot that I didn't get burnt out on it.

>>8922684
>>8920724
>Can't wait for either of them

>> No.8922787

>>8922621
UT is discussed here and there. I remember some discussion on it a few weeks back.
Don't have any recommendations for you though, I haven't played UT for a long time.

>> No.8922882

>>8922621
I dunno about essential, but the packs I've got are:
Assault Bonus Pack 418
Chaos UT
Community Tribute Classic
Console Bonus Pack
DM-Gen][
DM-Skaun][
Eavy Darkmatch III
Jailbreak
Marathon Resurrection 2
Rocket Arena 1.6
UT Bonus Pack 4
The X of Time series (Flags, Fates, Forts, Frags, Fusion)
Infiltration 2.9

UTBP4 and Console BP are official maps, and IIRC CUT, RA, and JB were all included on the original version of GotY.

>> No.8922987
File: 1.13 MB, 1920x1080, Screenshot_Doom_20220519_114822.png [View same] [iqdb] [saucenao] [google]
8922987

Everybody dead. I like that.

>> No.8923039
File: 207 KB, 1920x1080, 20220519010317_1.jpg [View same] [iqdb] [saucenao] [google]
8923039

Carts for everybody! Got the janitor cart, and both the water and fuel tank carts done (and the fuel cart even explodes like it should, I have some ideas for creative ways to use them)
also a light fixture, wall intercom and air monitor

>> No.8923117

>>8922698
Microslaughter community project is pretty good too with getting the hang of things, be warned that map 14 is a little... dicey in comparison to the rest of the (relatively easy) mapset, so be warned.

>> No.8923120

Are brightmaps exclusive to gzdoom?

>> No.8923128

>>8923120
I know Crispy Doom supports them, I don't know if there's any difference in formatting or such.

>> No.8923132

>>8923120
https://www.doomworld.com/forum/topic/120819-brightmaps-like-lighting-for-vanilla-doom/

>> No.8923173

>>8922351
It's fun but the graphics are so terrible that it actively hurts my eyes to look at so I can't play it

>> No.8923174

>>8922669
>It is really as "modern console title" as it seems or worse?
It’s actually been slightly better than I thought. That notification stopped appearing after that section, and the player speed is not slowed down to that “mid 2000s console standard” although it does have the “modern dash and slides” shooting standard from these days. If the health regenerating up to 35 is also only on the standard game setting, the hardcore mode gets rid of it (and checkpoints/quicksaving too).

>> No.8923182

>>8923120
https://www.doomworld.com/forum/topic/120934-softfx-or-bigger-and-badder-software-lighting-fx/

>> No.8923217
File: 114 KB, 699x534, shovelzooka.jpg [View same] [iqdb] [saucenao] [google]
8923217

>>8922987
>ro
man, discovering the wonders of doom modding through combining it with holyhell was a magical experience. back when poweroverwhelming used pictures of this 3d model of a double gatling gun. does anyone know what it was from btw? i was always curious.

>> No.8923219

Keeping it a bit more retro related, when I see Nightmare Reaper I’m reminded of Doom with RTX: Lots of fancy graphical features shoved down the throat of a sprite-based FPS. I don’t know if it works or clicks with me, but I’ll admit to being curious with how a “Doom 64 RTX” would look.

>> No.8923242

>>8923219
Since doom 64 monsters were based on 3d models, bump mapping would likely be just as effective in selling thr illusion of 3D.

>> No.8923258

>>8921291
Reloading goes back to 90s games, don't be fucking gay.

>> No.8923259

FPS but with the aesthetic of early/mid 90's CGI FMVs

>> No.8923270

>>8923259
Those were fucking hideous, I don't know why people look back on those so fondly, CG cinematic sequences didn't start to look good until Starcraft (1998), and to a large degree that's because they shrouded shit in darkness so you'd seldom get a good look at how crude the models actually were.

I far more prefer the Quake and Quake 2 look, and by that I mean the actual look, not Dusk's pig disgusting interpretation of it.

>> No.8923272

>>8921327
Where's the loli FPS protagonist?

>> No.8923278

>>8923242
That’s an interesting point of view, especially considering most of the Doom 1 and 2 enemies were based on real models.

>> No.8923313

>>8920816
>no more than 512 linedefs, including non-playable areas
Damn, this is going to be super rough, considering that the other projects of this kind only counted playable areas.

>> No.8923329

>>8922470
the best way is the ftp archives at quaddicted and the ones at the quake pastebin.
also moddb and the playground.ru website

>> No.8923337 [DELETED] 
File: 32 KB, 487x630, images.png [View same] [iqdb] [saucenao] [google]
8923337

>>8923313
>you WILL NOT make teleporter traps
>you WILL NOT make control sectors
>you WILL NOT use voodoo dolls
>you WILL NOT make outside decoration

>> No.8923371

>>8923259 >>8923270
How about Crusader: No Regret and No Remorse? They kind of have a bit of that look mixed with pixel art and cheesy Cold War era sci fi. Especially the explosions.

>> No.8923382

>>8922723
try 2048 units of /vr/

>> No.8923384

How the hell do you fit two completely totally separate maps in 512 lines?

>> No.8923386

>>8923278
While this is true, remember that they were flattened and cartoonified a bit from their original models. Either way they still come off as 3D with the raytracing, so I think 64's might look even better since depth is built in even more to their sprite.

>> No.8923392
File: 240 KB, 955x1153, dukeanimals.jpg [View same] [iqdb] [saucenao] [google]
8923392

i just remembered a clip of duke 2001 where the rocket launcher had a nuke alt fire
duke nukem deserves a nuke ability since it fits his name
>I'm the Duke and i'm gonna NUKE 'EM
Missed opportunity.

>> No.8923393

>>8923384
make two maps that only have 256 lines each :)

>> No.8923396

>>8923384
Think of something else :^)

>> No.8923404

>>8923384
Eversion Pt. 2?

>> No.8923406
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google]
8923406

>>8923337

>> No.8923413
File: 850 KB, 1920x1080, q2_0007.jpg [View same] [iqdb] [saucenao] [google]
8923413

The homage map pack is something, because putting parasites at the megahealth secret when the entire area is full of machinegunners and medics while all you have is a chaingun and ssg is a satanic trap

>> No.8923419
File: 1.31 MB, 1920x1080, q2_0005.jpg [View same] [iqdb] [saucenao] [google]
8923419

>>8923413
Also the maps has some nice touches with the lightning

>> No.8923423

>>8919287
>>8919523
already a bugfix
https://theforceengine.github.io/downloads.html

>> No.8923434
File: 86 KB, 1920x1080, etrn30.png.b1bd84c3040053e57d271424e6c95644.png [View same] [iqdb] [saucenao] [google]
8923434

>>8923132
>>8923182
Thanks, looks nice.

>> No.8923503

>>8921269
Hedon feels like a full conversion wad with an absolute bottom tier artstyle.
It switches up the enemies and doesn’t do anything crazy wrong but it’s unremarkable and the visuals only dissuade you from wanting to play

>> No.8923535

>>8923371
There have been several attempts to TC those into Doom but they never get finished.

>> No.8923536

What is with all these Nu-FPS indie games looking like trash anyways? Say what you will about Prodeus but at least it has competent art direction

>> No.8923547

>>8923536
It's the retarded idea that retro games look bad.
>Say what you will about Prodeus but at least it has competent art direction
Still looks like trash, all those added effects and shit just to make it look worse.

>> No.8923548

>>8923434
It does. I think it could have a bit more shade in the bright tones, but otherwise p great

>> No.8923552

>>8923547
I dunno man, those bump maps are sexy as hell tbqh

>> No.8923558
File: 132 KB, 640x480, bridge.jpg [View same] [iqdb] [saucenao] [google]
8923558

>>8921058
>Gunman was going to be full quake 2?
Yep, IIRC the original mod name was Gunmanship 101

>> No.8923563

>>8923503
Hedon is okay but as far as “newer Doom fantasy shooters” go, I absolutely love Rekkr.
>>8923536
>What is with all these Nu-FPS indie games looking like trash anyways?
Same school of logic for people making trash looking “retro-styled” games in general, it’s easier and people eat it up.

>> No.8923581

>>8923536
>>8923547
I'm ambivalent about prodeus. I want to like it, and the art is coherent, but for some reason i feel a bit nauseous playing it.

>> No.8923590

>>8923434
>>8923548
My favorite visual improvement that also impedes the least on the original style. Something like “smooth animations” are fun but feel much more out of place.

>> No.8923594

>>8923581
Some games are like that for me too. Something about their lighting makes it hard to look at and it feels "wrong" to play. The not retro Nu-Fromsoft games are like that

>> No.8923595

>>8922126
Literally how new are you?
>TFW its the only place left explaining how the Q2 'energy weapon' damage calculation works

>> No.8923596

>>8923503
Hedon would be great if the designer just did the environmental shit and somebody else did the monster design.

Instead it's a one man band by somebody who is always having to give characters huge ass loincloths so he doesn't invalidate the porn he makes of his own game.

>> No.8923614

Sprite-based retro fps market is oversaturated now, PS1-esque low poly aesthetic based retro fps is the new hotness. Stuff like Derelikt looks pretty neat.

>> No.8923628

>one room
>23 linedefs already
Jesus fucking christ, this is gonna be hard.

>> No.8923629

>>8921298
Well, that's cool then. I didn't know about that.

>> No.8923630

>>8923614
>Sprite-based retro fps market is oversaturated now
So is the low-res poly style. They’ve both been equally popular since things like Dusk got people thinking they could get as lucky. Only a few of them are actually relevant to the thread, though.

>> No.8923635

>>8923628
my only room has 80 linedefs already

>> No.8923638

>>8923635
I hope it's all action lines.

>> No.8923647

>>8923595
Anon, i thought that link was dead, the fact that it is still working is hilarious but also sad.

>> No.8923665

>>8921114
Beyond based, played the first level and I'm enjoying it so far but it's too visually noisy in my opinion as well as other little nitpicks. Gonna give this a good run over the weekend after I finish Slaughterfest2012.

>> No.8923669
File: 45 KB, 540x464, tumblr_2a92a44ef1850ecaf8cd1144d968985f_306ef2d8_540.gif [View same] [iqdb] [saucenao] [google]
8923669

>>8923590
Yeah, I tried smooth doom and vsmooth and both look like picrelated.
And don't even get me started on gorillions of "enhanced" weapons/enemies sprites, it was the most repulsive part of Doom modding I've ever witnessed, only linear textures filtering is worse.
But these subtle brightmaps are really nice.
I wish other source ports had something similar to gzdoom's bloom effect

>> No.8923684

>>8923669
>And don't even get me started on gorillions of "enhanced" weapons/enemies sprites, it was the most repulsive part of Doom modding I've ever witnessed, only linear textures filtering is worse.
I thought those early 2000s “Doom 3D” attempts were pretty awkward, can’t say if they were more or less sacrilegious than sprite upscales but they were certainly offensive
>spoiler
I’ve actually taken a break from using it, pinky’s and cacos were too bloomed up even though I like what it does for everything else.

>> No.8923707

>>8923684
That fucking Vasyn mod.
https://www.youtube.com/watch?v=6r_-ZJjtmKo

>> No.8923719

>>8923581
for me it's the black vignette, makes me feel like i have glaucoma

>> No.8923746

>>8923707
Yes that’s quite offensive.
I’ll only mention how the shotgun animation reminds me of the one from Sam’s.

>> No.8923803

>>8923563
Hedon is a real pity, it has some neat level design and music.

But then I look at that disgusting art style and fan art female green orcs just makes me want to puke.

>> No.8923804

>>8923536
>Nu-FPS indie games looking like trash
at least in part a reaction to a decade-long trend of degenerating speed and level size in favor of realistic graphics. if you want level designers back in control of their levels without taking twenty years to release a game, this is the price.
that's the idealistic view anyway, substance over style. shit like the ps1 texture distortion definitely wraps back around to style and marketing. but I'll still take that over re-RoTT looks any day.
>Prodeus ... has competent art direction
yeah idk. it looks like an ugly-ass hd texture mod on steroids, and its "art direction" is just ripping off nuDoom. high effort though, not disputing that.

>> No.8923809

>>8923804
I think that why games should have a competent lead designer. With a vision.
The average faggot will do something soulless shit like Selaco and think its amazing.

>> No.8923829

>>8923272
sob.wad?

>> No.8923841

>>8923272
I have an idea, but I've got enough projects already.

>> No.8923843

>>8923803
>Hedon is a real pity
It’s fine, got a sequel and has somewhat of a base. Just not for me, and it’s at least thread relevant.

>> No.8923849

>>8923843
Oh absolutely anon, look I dont mind, I find the game unapproachable for me but its a great fucking game, I can admit that. There is tons of other stuff for me.

Forgive me, pity is really the cheapest of human emotions.

>> No.8923852

>>8921314
>Uwyn

Is that a reference somehow to ogay?

>> No.8923858

>>8923849
Cringe and pathetic.
>>8923852
Similar style for sure.

>> No.8923862

>>8921437
I would not mind a LOTR fps game. With good melee. But its even 2022 monolith the same people?

>>8923858
>Cringe and pathetic.

Hedon looks like fucking trash anon. My God I really tried.

>> No.8923875

>>8923862
>Hedon looks like fucking trash anon
I don't care for the sprite work (some is decent). But the textures are pretty good to great. Level design is so so.
A lot of people really like it tho.

>> No.8923878

>>8923875
That’s enough for me, even though it’s not my style. More power to him.

>> No.8923894

>>8921709
Yet another "OMGSORETROBOOMERSHOOTER" that focuses on obnoxious aesthetics and marketing instead of actually paying attention to what matters; the level design. I sure do love interconnected rectangular rooms!

>> No.8923896

>>8923875
What I don't like about it is it doesn't use sector lightning at all, and therefore looks completely flat (except for a few torches that get dlights). I guess it must be intentional but a very strange choice for sure.
I don't care about the sprites too much, but I've seen worse too. They don't bother me at least.

>> No.8923913

>>8923841
What kind of ideas?

>> No.8923919

>>8923272
I want a dinosaur lizardman protagonist that hunts humans. Hunter can be a boss.

>> No.8923924

>>8923434
I love Brightmaps so much.

>> No.8923926

>>8923919
But I don't want a loli lizard, I want a cute loli, one that's funny.

>> No.8923927
File: 251 KB, 900x1313, 9503cc67bde97a4d36e5d7c0a8238e67.jpg [View same] [iqdb] [saucenao] [google]
8923927

>>8921291
>reloading
>shitty console mechanic
This post reeks of trying too hard to fit in to an era you were never a part of or at best you were a baby shitting in your diapers.
If it's something I hate in any vidya community it's faggots who only join to whinge and throw around buzzwords.

>>8921709
>Eceleb bait
It's not that bad but kinda clever actually. We also don't know if Gman was contributing to the crowdfunding etc so it's like a tribute etc..
But I think it's pretty cringe in some games that go too hard out of their to wink wink nudge nudge at Civvie 11 etc..

>> No.8923935

>>8923919
Funny enough, this describes the first Turok fairly well

>> No.8923938

>>8923927
Dusk is the biggest offender with the shitty references to other games. It's a constant presence, and none of the references make any sense unless you know the source material

>> No.8923939
File: 329 KB, 800x600, 1652488677280.png [View same] [iqdb] [saucenao] [google]
8923939

>>8923272
There's that weird D-Rady's mod. There's also an anon who wants to make 2hu FPS.

>> No.8923949

I honestly would love more games in the style of over detailed retro gzdoom stuff. But Selaco just looks gay.

It's not like something like Cultic is better, just bootleg Blood. And Turbo Overkill puts me to sleep. Zero fucking ideas.

Of the retro boomer fps stuff, I think in terms of being distinct Ion Fury made build look amazing, Amid Evil is really cool looking. These devs just dont seem to have good setups for their games.

>>8923938
Yes I noticed that too. But it has some cool ideas. It feels honestly more like a prototype for the dev. I love the shit he is pulling in Gloomwood.

>> No.8923953
File: 327 KB, 860x867, 1620893143627.jpg [View same] [iqdb] [saucenao] [google]
8923953

>>8923938
Well the game is specifically aimed at fans of those games obv.
I like cheeky call outs sometimes like "that's one doomed space marine" or that shackled lara croft in Shadow Warrior,.

>>8922351
I looked at the gameplay footage from either GmanLives or Civvie and aside from the imo obnoxious graphics the main takeaway was that retro shooters kinda live and die with their map design, both aesthetics, "feel" and enemy placements and the "flow" play into it a lot. And what I saw of NR's proc genned nonsense did not make me want to play it.

>> No.8923957

>>8923039
looks really cool anon

>> No.8923959

>>8923949
>I honestly would love more games in the style of over detailed retro gzdoom stuff.
Selaco, Supplice, and Age of Hell will be your only upcoming options in that regard.

>> No.8923963
File: 592 KB, 1280x872, shippingmap.png [View same] [iqdb] [saucenao] [google]
8923963

>>8923953
Level design is king.

Whenever I think of fps, hell other genres level design and game flow comes to mind first.

>> No.8923965
File: 497 KB, 916x274, jnmdf.png [View same] [iqdb] [saucenao] [google]
8923965

Oh so we're allowed to talk about modern 'retro' shooters now?

>>8922351
Had a lot of fun with this one, but I agree that the sprites are kinda garbage most of the time. Sound design is topnotch though.

I wish a good amount of the upgrades weren't locked behind a wave shooter gamemode though. That mode will never be fun for me.

>> No.8923968

>>8923963
>Level design is king.
It is for me, not for things like Ultrakill or new Doom fans. There’s a growing list of people who just want a straightforward series of encounters.

>> No.8923969

>>8923669
Nothing wrong about visual improvements. Don't like it, don't use it but I see no reason why games should look ancient forever.

>>8923684
https://www.youtube.com/watch?v=V2Ddl4CM4ao

>> No.8923974

>>8923965
>Oh so we're allowed to talk about modern 'retro' shooters now?
At least up until a suspected purge of posts.

>> No.8923981

>>8923829
>sob.wad
???

>> No.8923982

>>8923939
Isn't C-Kid a shota?

>> No.8923992
File: 1.05 MB, 1920x1080, Screenshot_Doom_20220519_104453.png [View same] [iqdb] [saucenao] [google]
8923992

>>8923974
I think it's silly to purge those posts because the games are very pertinent to the retro fps landscape at the moment, and good luck getting a decent thread about modern retro fps games on /v/.

It's not like it overshadows any other topics anyway and it was Dusk and Amid Evil that got me into Doom in the first place.

>> No.8923993

>>8922621
The 4 Bonus Packs are a must. Jailbreak and Monsterhunt are also first picks. Chaos UT too if it isn't already installed.

As for other popular mods and general improvements:
Advanced Model Support v110 - Is a required base used by many custom playermodels
Oldskool Amp'd - ports over Unreal assets, letting you play its campaign with UT weapons
http://kentie.net/article/d3d10drv/ - Direct3D drivers if you need them

https://liandri.beyondunreal.com/
There's a good list of info here for the whole series, with links to any fixes you might need, and here
https://unrealarchive.org/
is a good start for finding mods. There are more mod sites, but I can't remember the names.

>> No.8923998

>>8923684
For some reason the old Attempts hated using the quake 2 assets made for Generations mod and the old Quake doom mod, which were better than the ones used early by rizen3d, vavoom and Doomsday jdoom assets.
Even the Cyberdemon 2000 model was good.

Also Sprite upscaling isn't bad, the issue is that people does it and call it a day, instead of applying post treatment edits
many of the neural upscale sprites for weapons and tilesets aren't bad at all, they all are good, but monsters and the doomguy face hud are in need for treatment, which they didn't even cared to add proper edits to fix the details
even pypsy's doom 64 revenant looks better than the neural upscale.

in fact, even doom 64 sprites looks better in neural upscale than classic doom, and because they have better details and size to work with.

>> No.8924001
File: 598 KB, 1920x1080, Douk.jpg [View same] [iqdb] [saucenao] [google]
8924001

>>8921280
Someone PLS make a mod to turn the blood red instead of this faggy pink puff shit.

>>8921362
>regenerating like a console shooter
Health regen in the "bloody screen so real" way was mostly during the later 00s because of Modern Warfare clones, and PC shooters were equally guilty of that shit.
But tourists always want to push that anti-console angle even when consoles had a bunch of real classic FPS games.

>> No.8924005

What's your favorite /doom/ ASMR?

For me, it's going to have to be the Doom II SSG reload.
>click cluhk click

>> No.8924008
File: 36 KB, 623x456, image.png [View same] [iqdb] [saucenao] [google]
8924008

>>8923939
Heh.

>> No.8924010

>>8923992

I came because of Thief fan missions and Half Life mods and kid you notbrutal doom. I loved build games and knew about Nuts but had zero idea Doom had so much stuff done for it.

>> No.8924012

>>8920816
How to submit map, just post it in thread? Where to upload?

>> No.8924014
File: 1.41 MB, 1964x1098, image.png [View same] [iqdb] [saucenao] [google]
8924014

>>8923969
>>>>>>>>>>>>>>>>>>>>>improvements

>> No.8924015

>>8924001
I dont mind some regen, but Selaco is fucking insane with the screen clutter. If a leave falls you get you screen smeared with shit. I guess the game has the option to turn it off, in fact the game has tons of retardo options, no doubt because of gzdoom and the way it works.

>> No.8924016

>>8923981
ToT.pk3

>> No.8924018
File: 258 KB, 590x497, 1589878036228.gif [View same] [iqdb] [saucenao] [google]
8924018

>>8924016

>> No.8924019
File: 56 KB, 1805x287, 1633654734180.png [View same] [iqdb] [saucenao] [google]
8924019

>>8924012
Just make a post quoting the news post with a link to your map, your name (optional), your map name, and the music used for your map.

>> No.8924020

>>8923993
Has anyone ever made better player models for U1?
I want my Regina with ut99 curves

>> No.8924024

>>8923949
>Zero fucking ideas
Biggest issue ATM. Everyone wants to make indie doom eternal "but what if you could run faster, jump higher, shoot bullets from your knees".
I don't give a fuck. I'm bored of high energy shit.
Honestly looking forward to gloomwood. Even if it does seem a bit on the nose for a thief clone they're at least doing interesting interaction and level design stuff.

>> No.8924025
File: 294 KB, 1437x1079, 20210614154220_1.jpg [View same] [iqdb] [saucenao] [google]
8924025

>>8924005
>specifically doom or do other retro FPS games count too ?
For me, I think it's when you gib an enemy like an imp / zomboman with the berserk pack and you hear that combination of the fist's "thud" directly to that wet sound when an enemy is gibbed.

or Hell Knight's death sound.

>> No.8924026

>>8923992
>It's not like it overshadows any other topics anyway and it was Dusk and Amid Evil that got me into Doom in the first place.
Idk about that, considering how much the thread has been flooded in discussing them. It’s also a slippery slope permitting other “not retro but retro styled” games to be discussed on /vr/ so I get it.
>>8923998
>many of the neural upscale sprites for weapons and tilesets aren't bad at all, they all are good
I haven’t seen one that I’ve liked so far, similar feel I get with “too smooth” mods.

>> No.8924027

>>8924005
for me it's killing an arachnotron with a ssg shot, the combo of the ssg sound and the arachnotron popping like a bubble

>> No.8924029

>>8924008
lmao
Based slant-eyed autists making weird and cool Doom mods

>> No.8924031

>>8923120
>>8923128
The implementation of brightmaps in crispy doom & woof is completely different from gzdoom. Trying to load gzdoom brightmaps in those two ports won't work.

>> No.8924035

>>8924024

If you see the latest stuff, they are starting to take advantage of modern engines and put some TECHNOLOGY in the game, like guards unlocking doors, breaking them down if you steal the key.

I dont want to be hyped but I am hyped. The devs are genuine about it, I am always afraid of what the setup is going to be, but if the missions themselves are good I am good.

>> No.8924037
File: 494 KB, 1022x578, 1641053062926.png [View same] [iqdb] [saucenao] [google]
8924037

>>8924008
>Look out, he's got autism!
>You idiots, we all have autism!

>> No.8924040

>>8924005
>>8924025
>fist's "thud" directly to that wet sound when an enemy is gibbed
Undeniable truth. Any retro FPS is fine.

Honorary mention: Shambler death sound
>urrrrrnhhg

>> No.8924042

The only soundscape form fps that always comes to me in dreams is either Thief\SS2 or Quake.

I think every single sound in quake 1 is perfect. All of them.

>> No.8924043

>>8924005
>What's your favorite /doom/ ASMR?
The SSG reload sounds just barely cutting off the firing sound.

>> No.8924047
File: 2.41 MB, 1920x1080, gzdoom 2022-05-18 00-10-28.jpg [View same] [iqdb] [saucenao] [google]
8924047

>>8924026
Smoothness isn't bad as long as it is made right and with the original mold in mind.
i can even point the issues the weapons sprites there has, mainly the SSG which has obvious issues with its barrel.

all upscale projects at dumbworld looks more or less because they feel rushed and without post polishing treatment, some look good off the box, others looks really bad without the edits to remove artifacts and add the missing derail.

>> No.8924056

>>8924047
This isn’t an example of something I’d like, I hope? That filtering on the left wall there is disgusting.

>> No.8924060

>>8924005
obligatory https://www.youtube.com/watch?v=ws0Zt7LXGJg

>> No.8924062

>>8924005
https://www.youtube.com/watch?v=ws0Zt7LXGJg

>> No.8924064

>>8923894
That's because it isn't made by experienced mapper. This is why Supplice will succeed, it has Mechadon, Jimmy and Xaser doing the maps.

>> No.8924067

>>8924064
That demo was great. I hope Age of Hell gets properly optimized for release, as its demo ran much worse.

>> No.8924068

Is there any particular niche of retro FPS that hasn't gotten an indie revival yet? We got ones based on Doom and Quake and Build games up the ass, are there ones that dig any deeper in terms of influence?

>> No.8924069 [DELETED] 

>>8924005
Do I have the video for you.
https://www.youtube.com/watch?v=ws0Zt7LXGJg

>> No.8924071

>>8924060
>>8924062
>>8924069
Term strikes again.

>> No.8924073

>>8924068
Have we got a System Shock 1 based game? Not counting the remake

>> No.8924075

>>8924056
yes, because the original source already had issues, lava wall and floor textures in doom 2 are rushed and completely off.
they fixed that with Final Doom or Quake if i remember well.
in fact this has to be the map with the biggest texture issues in doom 2, even the rock walls feels off

>> No.8924082

>>8924073
closest thing would be a series of strange German blobbers.

Everything that wants to be System Shock-alike wants to immitate SS2 instead of SS1.

>> No.8924085

>>8923965
We are allowed to talk retroshooters as long they use retro engines (such as gzdoom or eduke). This is how it's always been. It makes sense, because line between total conversion mod for 90s shooter and commercial game with same engine as the 90s shooter is blurry (example REKKR and REKKR Sunken Land). Selaco started basically as gzdoom mod, that became commercial, so it's allowed.

>> No.8924091

>>8924073
Indie immersive sim revival is nearly a whole different scene, albeit one thats way less successful in terms of delivering finished products. Peripeteia looks cool though.

>> No.8924095

another shameless quake clone
https://www.youtube.com/watch?v=YLxo8LEEsY0

>> No.8924109

>>8924085
This. If it runs on a retro engine like REKKR then it can be argued it's a mod. Nightmare Reaper and most of these new games are not retro and do not run on retro engines so they don't belong here.

>> No.8924114

>>8924067
I doubt that, since Bridgeburner isn't known for optimizing his projects. Releasing very unoptimized gzdoom game would summon angry Graf though.

>> No.8924116

>>8924109
>it can be argued it's a mod. Nightmare Reaper and most of these new games are not retro and do not run on retro engines so they don't belong here.
This, they're mostly Unity games and the Doom Unity port isn't an excuse for that shit either.

>> No.8924123
File: 218 KB, 1439x1073, Coom Life.jpg [View same] [iqdb] [saucenao] [google]
8924123

>>8924068
I want quasi-military style fps similar to first soldier of fortune where it flirts with realism in thematic and "vibe" and has (mostly) real world guns etc but it can be played like a retro shooter and can also include things that are not 100% realism. Kinda like return toe castle wolfenstein, soldier of fortune 1, Half Life, Blood 2 (inb4 Blood 2 shit, it has it's problems I know) etc.

>> No.8924126

>>8924008
Why are the ZDoom Forums users so soft? It never used to be that way in its early days. For me, /vr/ feels like a continuation of the Good Ol' Days.

>> No.8924127

>>8924114
>Releasing very unoptimized gzdoom game would summon angry Graf though.
Nah he'd just destress by removing another legacy feature from GZDoom.

>> No.8924128

>>8924095
>free
kinda cool I guess, like a standalone mod

>> No.8924134
File: 107 KB, 1158x606, Image27.jpg [View same] [iqdb] [saucenao] [google]
8924134

>>8924126
Lot of them thinking they're professionals and have to maintain a welcoming atmosphere of professionality and rainbows.

Bit of a joke when Graf and Rachael and running the show.

>> No.8924135
File: 161 KB, 666x813, 1517296283_18 gommunist.jpg [View same] [iqdb] [saucenao] [google]
8924135

>>8924109
>Nightmare reaper and most of these new games are not retro
Different guy, I get the argument for like, extended discussion about the game itself, but I personally think discussion like "oh hey this game X is styling itself as a retro shooter, what does /vr/ think ?" kinda way since our other choice is either e-celebs who are more paid shills or /v/ that reflexively shits on everything.

>> No.8924136

>>8924126
>Why are the ZDoom Forums users so soft?
>implying it's just the ZDoom forums

>> No.8924137

>>8924114
Oh well. Worst case scenario I’ll dig through it and look at it myself.

>> No.8924146

>>8924123
With badass sounding soldiers like HECU doing badass stuff like attacking a secret missile factory under a butchery in Sudan? Sounds fucking perfect.

I guess there is that build engine game being made? I always forget the name.

Quasi mythic modern soldier figures like Metal gear is a wellspring of good shit, but nobody takes advantage of it. In the west it was almost 15 years of Crysys 2\3 type shit were you jsut play as a bald fucking asshole.

>> No.8924147

>>8924005
For me it's the Plasma Riffle, there's just something so psychologically satisfying about that electronic BREE-BREE-BREE sound, it sounds as powerful as you expect white hot balls of plasma would be. They keep trying to reinvent the wheel with the Plasma Riffle in subsequent games and I have no idea why when the original in I and II was perfection.

And the Aracnotron's death sound is always satisfying to hear.

>> No.8924148
File: 1.35 MB, 2952x2748, 1652720003030.png [View same] [iqdb] [saucenao] [google]
8924148

>> No.8924158

>>8924148
>we keep mars safe for you
That wasn’t needed until Doom 3, right? The original was all about security duty for waste facilities on Mars’ moons.

>> No.8924161

>>8923272
Citadel.

>> No.8924163

>>8924158
Dunno about 3 but 2016 has "weaponizing demons for a brighter tomorrow" and that's hilarious to me.

>> No.8924167

>>8924068
SP tactical shooters are lacking - nothing really replaces Ghost Recon 1 other than crappier later GR and Arma which is way different. Nothing really replaces old Rainbow Six either (just incomplete early access stuff that may or may not have all its features).

A good SP FPS with destructible environments (not that RF1 was great but a good version would be cool)

Unreal 1 type shooter where there’s fewer AI but each enemy puts up more of a fight and that reacts to what you do (nothing wrong with Quake/Doom AI but UE has more behaviours).

Tactical SP mech shooter that simulates your cockpit like Terra Nova.

Dinosaur fps.

Time travel / excuse for different settings like Timesplitters.

>> No.8924170

>>8924158
Martian moons were research labs. I have no idea if anything was supposed to be happening on Mars proper.
They moved action on Mars proper probably because they realized how tiny Phobos and Deimos are.

>> No.8924174
File: 275 KB, 1280x696, Commando_989.jpg [View same] [iqdb] [saucenao] [google]
8924174

>>8924146
>that build engine game
I believe I know of it, I think someone here mentioned it once yeah.
Pic related is kinda the vibe I want, Arnold Schwarzenegger in Commando 1985, aesthetics combining like 1980s / 1990s U.S military gear with optional sci-fi (that's kinda how Colonial Marines from Aliens were styled after iirc) .
Kinda funny, John Mullins who was modeled into Soldier of Fortune 1 & 2 was a real life green beret and did secret missions in laos etc during the vietnam war.

I think Rogue Warrior kinda attempted something like that but that game sorta burned and IIRC it was also a victim to "bloody screen so real" mechanic as well as feeling more like CoD than anything proper satisfying.

Army of Two on consoles was a tps and not an fps and a bit of a mediocre game in general but they had some of the thematic down pat, like unashamed badassery pizza and beer movie plot, tons of bad guys to kill etc.

>> No.8924176

>>8924158
Yep, Doom was never on Mars, it was Phobos then Deimos then hell and Doom 2 was on Earth.

>> No.8924178

>>8923913
Nothing explicit, just a little redhead self-made witch of the woods fighting to get back her artifact that was "repossessed" by a nearby high-and-mighty magic school. It's just an idea at this point, but I'll probably make it as a small-scale ZDoom or MBF21 TC at some point.

>> No.8924182

>>8924161
Less loli, more “Aeon Flux”.
>>8924163
3 actually takes place on the Mars surface proper, and has “ancient alien ruins” into the plot now.

>> No.8924185

>>8923852
>>Uwyn
That's a G, anon. Gwyn is a megacorp, they run vending machines that sell you medkits and shit.

>> No.8924187

UAC R&D here, hear me out:
Supressed lever-action double-barrels

>> No.8924189

>>8923272
Doesn't Pomu Rainpuff have a mod? Does she count as loli? I honestly wouldn't know.

>> No.8924191

>>8924185
gwyn tea
kawfy

>> No.8924192

>>8924170
The mars moons were radioactive waste facilities hiding research labs, or at least one of them was.

>> No.8924196

>>8924192
Who the fuck refines toxins anyway?

>> No.8924201

>>8924192
vidya has ruined me, I can’t drive past a warehouse or power station without thinking of the cool underground base the Canadian government it hiding under it

>> No.8924202

>>8924163
So we made a full circle and finally returned to Aliens origins.
holy shit nu-doom is such a disgrace

>> No.8924203

>>8924134
Lol amazing.

>> No.8924205

>>8924192
>or at least one of them was.
>>The UAC is a multi-planetary conglomerate with radioactive
waste facilities on Mars and its two moons, Phobos and
Deimos.
Nevermind, they both do.
>>8924196
I don’t know if they’re “refining” it, just managing it all in a wonderful, terribly low-tech fashion: Not a single one of those waste barrels has a lid.

>> No.8924212

>>8924196
>he doesn't want his retirement grease

>> No.8924218

>>8924123
I like your thinking, realistic (enough) guns and setting, but then go wild with the gameplay.

>> No.8924231

>>8924202
2016 marks when things were getting cheesy but was far more subdued compared to its sequel. It also states how the UAC does work on mancubi and cyberdemons.

>> No.8924234
File: 385 KB, 1920x1080, notshelly.jpg [View same] [iqdb] [saucenao] [google]
8924234

Choker Shelly appears to have depression.

>> No.8924237

>>8924174
SOF1 is pretty much Commando vibe. Hence why I mentioned that level. Yeah higher than life military stuff can be cool but COD kinda ruined it.

>> No.8924247

>>8924196
I don't know, ask your mom.

>> No.8924251

>>8924234
Also appears to be a hypochondriac.

>> No.8924256
File: 165 KB, 353x565, 1622083736702.png [View same] [iqdb] [saucenao] [google]
8924256

>>8924068
Serious Sam clones.

>> No.8924259
File: 5 KB, 1536x256, sky3.png [View same] [iqdb] [saucenao] [google]
8924259

I have the feeling I am getting closer. I think the top portion looks almost acceptable (I also started dithering there). Now I just have to find a way to make the light disappear under the darkness. When that is done, I can finally make an actual skybox out of this.

>> No.8924267

>>8924123
Considering your pic I hope the protagonist is inspired by girls with guns type shit.

>> No.8924274

>>8924134
Graf is a big sperg who occasionally has retarded ideas, but for being a key dev in Doom modding he can be surprisingly rational. Remember that he shot down that crazy trannoid who insisted on GzDoom adding nupronouns. He said he didn't want to tie his work to politics or social issues, ergo "[No.]" and to just add it as a mod themselves, so thus the trannoid became enraged and started ALLCAPSing like a lunatic, calling Graf a murderous fascist or something, to the point they got banned.

I take issue with a lot of Graf's shit, but he's also the reason GzDoom can do all the shit that it can today (no advanced modding for Doom, no Reelism or Hideous Destructor), and he was actually swayed from dropping legacy hardware support altogether to instead adding a compat mode for low end machines.
I also really appreciate him railroading other ports to UMAPINFO (which made dew seethe for some reason), because that's a feature all ports should have had since the 1990s.

It's Rachael who's an asshole and dirty backstabber, never forget that he was the one who hijacked Skulltag from Brad Carney back in the day. Graf should watch his back, he shouldn't think Rachael wouldn't try doing that to him if he thought he could get away with it, many people can attest that he's a two-faced snake.

>> No.8924278

>>8924259
hez zouy pictures lokk great can zou mke walpaper styled?

>> No.8924281

>>8924278
What did he mean by this?

>> No.8924287

Is gib pronounced /dʒJb/ or /ɡJb/?

>> No.8924292

>>8924167
Red Faction was really cool, but also not that good, no. Geomod was a kickass gimmick, but like an hour in the devs realize "FUCK! The player can just ignore our level design, stop him!" and then your ability to carve tunnels around the map starts getting nerfed.

>> No.8924293

>>8924287
Yes

>> No.8924304

>>8924201
As long as you don't show up with a shotgun, it's okay.

>> No.8924317

>>8924001
but by that time,shooters where designed for mainly a console audience,this is why valve never really went in on modern mechanics like sprint,health regen, and ADS. (it doesn't even give any aim assist on controller,which is fairly rare nowadays,making controllers a total handicap until gyro aim).
more classic style shooters existed for console,but to most console players,always lost out.
even with the modern revival,it's still more popular on PC,it's just the nature of the genre,this isn't to insult console players,shooters basically made in a way that can work very poorly for controllers is just going to have less appeal,even with my love of gyro aim,i play most ""boomershooters"" with a mouse and keyboard,though that could just be me being lazy.

>> No.8924323

>>8924234
>not autistic or schizoid
Dropped

>> No.8924325

>>8924317
please put a space after your commas thank you

>> No.8924332

>>8924325
Put punctuation marks in your posts and also begin them with a capital letter, thank you.

>> No.8924342

>>8924317
Not worth much but they did pursue “sprinting” with HL2, notably after gutting Gordon’s movespeed - another big standardization due to gamepads - from HL1 to HL2.

>> No.8924353

>>8924196
Maybe it's some sort of evironmental/economical regulation where they have reduce emissions and their effects, and maybe reclaim certain substances from the sludge?

Though one industry's waste can be another industry's asset, I know the steel industry sells their liquid waste to chemical industries which can make use of it.

>> No.8924354

>>8924234
>taking (((meds)))
In b4 she went all schizo and started shooting all the base while tripped out which would explain the purple blood

>> No.8924356

>>8924325
Ok, i really should, but sometimes it doesn't look right so i forget.
Thank you.
>>8924342
I get what you mean, but in the case of HL2, the sprinting in that game is far different than what most people refer to as sprint when talking about it as a modern mechanic, with it letting to strafe, shoot, backpedal, and reload.
but that's probably why you said it was not worth much.

>> No.8924364
File: 263 KB, 582x375, SMB 4-12 Frames++.gif [View same] [iqdb] [saucenao] [google]
8924364

>>8923669
Okay, I just have to post this one.
>>8923684
>I thought those early 2000s “Doom 3D” attempts were pretty awkward
I would say that all of them don't work and they look horrible, but some part of me wants to try and understand not only why someone would actually go for a project like that, but only genuinely enjoy shit like it.
That's not related to just DOOM, Heretic & Hexen, but also Quake and I would assume Wolf3D has something going for it probably. What kind of appeal is there for these people?
>>8924024
>I don't give a fuck. I'm bored of high energy shit.
Kind of same. That's one of the key reasons I'm excited for Wizordum & HROT: I think we just need more projects like that. Those that go against that trend of "Oh, let's do another Ultrakill" or "It's GZDoom time", but instead go for something simpler, more limiter and damn cozy.
However, I'm slightly curious about Exophobia, so I might actually be a hypocrite?
>>8924068
We need a Soldier of Fortune-esque shooter that wouldn't shy away from being "offensive". In a proper way, not the one that tries so be "for cool kids" or some other shit like that.
>>8924123
Okay, my idea isn't original. I actually also thought of Return of Castle Wolfenstein due to its stealth elements. I think SoF 2 had those too, maybe just not as good. But yeah, mix of these two and Opposing Force (M249 is neat) would be cool. Or go for a mix of SoF and Rainbow Six... Not sure how that would work (or if it can), but just got that idea in my head while typing this.
Also, more gimmicky weapons. Most retro FPS titles play it save and we need more chaos in there.

>> No.8924369

>>8924356
Pretty much, just piping up when someone saying a game doesn’t have a sprint mechanic does, in fact, have a sprint mechanic.

>> No.8924379
File: 2.09 MB, 452x439, SMB3 3-24 Frames.gif [View same] [iqdb] [saucenao] [google]
8924379

>>8924364
Fuck, missclicked. I actually thought I had "proper version" saved. Sorry.

>> No.8924384

>>8924356 >>8924342
God I hate early 2000s sprint mechanics in like HL2 and Far Cry 1.
>Sprint is slower than infinite sprint in games like Quake
>Sprint is limited to 2 second bursts
>Can’t use sprint for any coherent function like dodging, other than maybe making a few jumps
>No reason you can’t go fast other than muh realism

>> No.8924392

>>8924384
>>No reason you can’t go fast other than muh realism
That was always an excuse. Slower movement means more time for people to say “wow” at setpieces, it gives the game more time to load said setpieces, and the slower you move with the left analog stick the easier aiming with the right will be.

>> No.8924393

>>8924392
>That was always an excuse.
Unless it was Rainbow Six in the 90s crossing into “military simulation” territory.

>> No.8924401

>>8924354
That would be a cool twist. She seems to much snowflake for that.

I like how much system shock 2 the game looks, could see a survival horror game look like this and work well. But I guess SS2 exists and still looks amazing.

>> No.8924402

>>8924274
Rachael is graf's wingman, enabler and trollshield all bundled up into one.

Rachael gets him into situations like the Lilith one, winds him up further and uses that as reasoning to come down on everybody else for clearly antagonizing him into going ballistic.

>> No.8924406

>>8924384
Yeah, i do with it lasted longer in HL2,i tend to be able to dodge and go in with it,but it's a very finite resource.
>>8924393
tbf, most people tend to excuse mil-sims when it comes to modern mechanics, due to realism being more important than player empowerment.

>> No.8924408

>>8924402
Which is why I'm thinking his absence would let Graf make saner decisions.

>> No.8924418
File: 496 KB, 1920x1080, random art for reference.jpg [View same] [iqdb] [saucenao] [google]
8924418

Fellas, suppose I wanted to make a single somewhat futuristic/cyberpunk looking arena map for doom1/2, what would be the best texture set for that? Something like BTSX? Anachronox textures from realm667? Or maybe assets from auger zenith?(if auger zenith, what would be the best way to add them in without using all assets of that wad, just rip the textures in slade?)
I want something flashy, like some arena filled with tv screens of advertisements and such - generally a cyberpunk feeling

>> No.8924419

>>8924364
>We need a Soldier of Fortune-esque shooter that wouldn't shy away from being "offensive".
in terms of stuff like gibs, games seem to have gone backwards since those games.

It's kind of sad.

>> No.8924428

>>8924418
DEX_Textures might work, depends on what you're going for, for what fits best.

>> No.8924434

>>8924428
Wanted to suggest that. Very underrated set imo, love it. It's a bit limited in its scope, but that's ok imo.

>> No.8924447

Good slaughter maps?

>> No.8924453
File: 275 KB, 488x542, ArtiDanceSmooth.gif [View same] [iqdb] [saucenao] [google]
8924453

>>8924364
>Also, more gimmicky weapons. Most retro FPS titles play it save and we need more chaos in there.

>> No.8924467

>>8924393
For sure, though even that’s was pretty heavy-handed. Old RS and GR emphasize staying still when you shoot or using a SMG, meanwhile newer tactical shooters let you move relatively quick and still hit stuff close by

>> No.8924481

>>8924418
What they used for Augur;Zenith

>> No.8924483

>>8923992
What gun is that?

>> No.8924484

>>8923272
What about the /ss/ FPS game?
Cash in on the muscle girl crazy by making it about a muscular girl and her cute shota sidekick

>> No.8924489
File: 69 KB, 800x600, unreal-tournament-game-of-the-year-edition_6.jpg [View same] [iqdb] [saucenao] [google]
8924489

>>8924364
>we need more chaos in there.

>> No.8924490

>>8924419
I guess there’s some console games like RDR2 and TLOU2 that are pretty gory, but it’s not fun gore like gibbin lads with your bouncyball launcher.

nuDoom has cool gibs but it’s hidden under terrible cutscene animations and glowing lights

>> No.8924502

>>8924418
Auger Zenith has great midtextures for creating real environments. Get that Build engine vibe.

>> No.8924513
File: 1.73 MB, 1920x1080, az.png [View same] [iqdb] [saucenao] [google]
8924513

>>8924406
>tbf, most people tend to excuse mil-sims when it comes to modern mechanics
Yeah that's a given, didn't mean to give the impression that only old Tom Clancy games can simulate realistic game mechanics.
>>8924418
Going to mirror everyone's AZ reply.

>> No.8924524

>>8924502
>>8924513
both AZ and DEX sound cool, though DEX probably wouldnt fit an arena that well
Can I just drag textures from AZ in slade to my wad for it to work? I'll give credit on release of course and so on

>> No.8924528

>>8924524
>Can I just drag textures from AZ in slade to my wad for it to work?
You also need to update TEXTURES and PNAMES and make sure they're between the proper markers.

>> No.8924531

>>8924163
erm akshually, doom 2's manual and some textures make it clear that hack created the techno demons on their own
no need to get help from human nerds to make your army of half machine half demons because you're heck
duhhhh, game developers, get it together
lore youtubers fucking exposed

>> No.8924543

>Add bomb launcher that shoots in an arch and or bounces
>Game instantly become 20x even more fun

>> No.8924563

I love Rise of the Woolball. It feels like a game that could have come out 20 years ago. Very nostalgic (the Rayman 2 sounds help).

>> No.8924571

>>8924287
adrian says its jib like turkey jiblets so im going with jib, but instagib does sound better than instajib

>> No.8924583

What are some good realistic/tactical retro shooters? I've never really explored that section of the genre before

>> No.8924589

>>8924035
>If you see the latest stuff, they are starting to take advantage of modern engines and put some TECHNOLOGY in the game, like guards unlocking doors, breaking them down if you steal the key.
>
>I dont want to be hyped but I am hyped.
Same on both counts. Hype is why I go into movies blind now. If I hear from someone "hey you might like x" i go, "fuckit, ill watch it". I don't watch trailers nearly at all anymore. Hype is the fun killer.
But in Gloomwood's case I played the demo and got a bit hyped. Even what they had there in limited form was fun. Here's hoping.

>> No.8924613

>>8924524
>though DEX probably wouldnt fit an arena that well
There's the cyberspace textures and the one it uses for the roof that might work.

>> No.8924620
File: 262 KB, 2560x1440, screenshot_DSDA-Doom v0.24.3_DOOM.png [View same] [iqdb] [saucenao] [google]
8924620

I wish people stopped being autistic purists for the sake of being autistic purists and finally added brightmaps support so non-autistic non-purists could use anything but gzdoom.
>>8923182 looks sick, but the implementation is so tricky and unreliable.
It's not like some bulbs will ruin speedrunner's experience.

>> No.8924628
File: 539 KB, 1433x781, Eviteyes.png [View same] [iqdb] [saucenao] [google]
8924628

>> No.8924629

>>8924620
Crispy has brightmaps.

>> No.8924630

>>8924620
Fork it and add your own.

>> No.8924637

>>8924174
"And then I jumped down the elevator shaft and shot through five yakuza hitmen with my microwave laser cannon, exploding them all into chunks of meat"
- Memoirs of John Mullins

>> No.8924671

>sprite improvement bad
>zdoom RNG behaviour change good
what did autists mean by this?

>> No.8924675

>>8924671
Who are you quoting?

>> No.8924686
File: 304 KB, 1800x1200, 1457868248801.jpg [View same] [iqdb] [saucenao] [google]
8924686

>Boot up one of those typical Quake-inspired shooters made in the past decade
>Most of the items are hidden inside breakable items like vases and tombs instead of just laying around the stage
>Get tired of it 20 minutes into a stage because of OCD spree after every fight

>> No.8924696

>>8924613
I'll have to take a look, thanks for the recommendations again.
Retro fps general is a real gem among /vr/ threads, so glad to have taken part in our mapping projects - love this community

>> No.8924712

>>8924686
I don't know if that's better or worse than all dropped items expire after like 20 seconds shit.

I hate that crap so much.

>> No.8924716

a meeting of minds
http://www.quake2.com/scenes/frames.html

>> No.8924727

>>8924589
The demo was barebones and felt amazing, down to the horror part being even more tense than Thief. Since in Thief the tension kind goes a bit away after you know wast to do to kill hammer haunts with flash bombs or abuse the ai with ladders or mantling. Its not Thief fault, fuck its a pioneering game from the 90s.

I dont doubt this might be the game I have been waiting for for decades now, sorry dishonored.

>> No.8924732
File: 1.49 MB, 1065x902, 1641683391344.png [View same] [iqdb] [saucenao] [google]
8924732

>>8924716

>> No.8924748

>played Operation Body Count for the first time
>it's actually not that bad
Where did the "Capstone is terrible" meme start from?

>> No.8924754
File: 1.51 MB, 1366x768, please have mercy.png [View same] [iqdb] [saucenao] [google]
8924754

Doom 2 has been thoroughly uncomfy on UV so far.
A lot of levels are fun, but then I run into one full of traps or monster closets with little to no resources.
Soon the nightmare will be over. And I'll be on to Plutonia.

>> No.8924758

>>8924754
you can run low on ammo in Doom 2?

>> No.8924765

>>8924758
I'm not very good and I'm compelled to kill every demon I see or hear.

>> No.8924776

Am I hallucinating or Doom always had shutdown sound? Chocolate has it, GZDoom has it, but Crispy and PrBoom+/DSDA doesn't. Am i missing some option or was this feature removed for some retarded reason?

>> No.8924784
File: 1.46 MB, 2711x4093, E2F2iRLXMAY1GhF.jpg [View same] [iqdb] [saucenao] [google]
8924784

Why do so many people play on survival servers with those meme mods with instant-kill monsters? Is sitting around doing nothing because you got killed early on really that engaging?
I like the rediculousness of Complex Doom Clusterfuck, but it's really hard to enjoy when you're spectating most of the time.

>> No.8924787

>>8924776
It was probably removed from PRB+/DSDA for being annoying.
Fun fact, Strife had fully voice acted quit messages that ZDoom ports remove and replace with text strings.

>> No.8924790

>>8924748
Guess the youtuber.

>> No.8924801

>>8924784
It's the weird obsession that it's somehow skillful to play mods that require you to spend most of the time hiding round corners.

>> No.8924803

>>8924732
the website link has some shenanigans
http://www.quake2.com/scenes/Pictures/Gallery/q2-vs-q1.jpg
also is interesting how Q1 and Q2 also helped with the creation of SFM with the scene editor.

>> No.8924806

>>8924784
The same group of people going through the same maps over and over for years makes everything a mindless cakewalk, cranking up the bullshit to 500% and giving everyone 1 life is the natural progression. It’s like those Sven co-op servers that make everyone die in one hit and add checkpoint zones so people don’t fly through the levels in 20 seconds.

>> No.8924809

>>8924790
It doesn't take a youtuber for people to determine capstone games are fucking dogshit or at the very least inferior to anything else on the market. What do Witchaven or fucking Tekwar have on the Build trinity? What do Operation Bodycount and Corridor 7 have to offer that Doom or even Wolfenstein 3D don't?

>> No.8924819

>>8924787
>for being annoying
The fuck? Is this the same reason why ENDOOM support is completely removed from DSDA as well? What happened to muh authentic experience?

>ZDoom ports remove and replace with text strings
No, seriously, what the actual fuck is happening here, why would you do that if GZDoom already supports quit messages?

>> No.8924829

>>8924819
both can be turned back on, calm down

>> No.8924832

>>8924819
>What happened to muh authentic experience?
PrBoom+ and DSDA still do that for gameplay, they still play demos across multiple versions flawlessly. Speeding up the quit process doesn't affect the gameplay or demo playback. If you want a 1:1 experience down to every last detail and bug, then Chocolate Doom fulfills that niche.
>why would you do that
Because Strife's quit messages were obnoxious and took up even more time than Doom playing a soundbyte before closing. Also, ZDoom has accuracy as a bottom priority.

>> No.8924835
File: 65 KB, 1200x1200, 29f.jpg [View same] [iqdb] [saucenao] [google]
8924835

Big dumb gay Doom 2 map (MBF21 format / -complevel 21):
https://mega.nz/file/1pVgibhT#nWJi3R78FvZXgw8JCO_JJNJoKXuTAWOiUeUAQVmPNow
Saving is highly encouraged (it takes me about 20 minutes on average to clear the secret exit on UV.)
Feedback welcome and greatly appreciated.
I hope you enjoy, and thanks for your time.
There's two exits and barely any enemy or weapon variety becuz plans.

>> No.8924843

https://twitter.com/RainerWiener/status/1527431625377824788
Daggerfall Unity is really becoming a nest for good ideas

>> No.8924879

>>8924832
I don't want
>a 1:1 experience down to every last detail and bug
stop exaggerating, I wanted a neat little feature that was removed for what? To help speedrunning poopsockers to restart their speedruns 0.5s faster, and there's no point in that anyway since DSDA allows restarting the map since v0.8.0 which is aeons old. I was just playing Army of Darkness and was robbed of iconic sounds author put in his TC.

>> No.8924882

>>8924879
>I wanted a neat little feature
Then turn it back on

>> No.8924883
File: 80 KB, 278x386, 1625529082163.png [View same] [iqdb] [saucenao] [google]
8924883

It's honestly amazing how such miniscule details cause people to flip their shit lol

>> No.8924889
File: 134 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8924889

>>8924879

>> No.8924903

>>8924882
That's the problem, I can't find it anywhere, searched quit/exit/message/sound in .cfg, checked (I guess) every options page in game, nothing.

>>8924889
Thanks, but I wasn't looking for ENDOOM, I was looking for the sound playing when you quit the game. Also the option on you screenshot is missing from DSDA menu (it's still in config file, but kraflab is going to remove this screen completely in next version anyway).

>> No.8924909

>>8924903
I'm on version 0.20, it plays sounds but I haven't kept up with newer versions so I don't know if its changed

>> No.8924910

>>8924790
IGSRJ?
>>8924809
>What do Witchaven or fucking Tekwar have on the Build trinity?
Witchaven got medieval fantasy setting and weapons. There are hardly any other games like that.
Tekwar got interesting stuff going on with having actual objectives, briefings by Shatner, etc. It's a earlier made game than so called Build trinity too.
>What do Operation Bodycount and Corridor 7 have to offer that Doom or even Wolfenstein 3D don't?
Doom is frankly a different type of game. But if I had to choose something, it would be presentation. Both Doom and Corridor 7 technically feature aliens in space as enemies, but C7 can get legit unsettling and the setting is presented better.
Both are easily better than Wolf 3D. Worse than Blake Stone though.
Either way, the argument is retarded in the first place. It's like saying that Doom sucks, just because Dark Forces and Duke 3D are better in every way.

>> No.8924936

Any ninja-esque mods for doom? Something to really make me feel like Ryu or Hotsuma.

Already tried Doom Shinobi (shit) and DemonSteele, so don't mention those

>> No.8924937

>>8924843
Makes me kinda want a Quake mod where levels have been turned into 'dungeons' that are connected by an eldritch overworld. Obviously not one nearly as big as Daggerfall, but intricate enough to give the player different ways of preparing for each level (i.e. fight through a camp of ogres to get a rocket launcher VS going through an acid swamp and saving ammo but having to platform across logs and shit).
I guess it would be sorta bare-bones without RPG mechanics, but it would still be cool.

>> No.8924948

>>8924936
>Doom Shinobi (shit)
What's bad about it? From the trailer it looks like there's almost no variety.

>> No.8924952
File: 265 KB, 978x597, 90073.png [View same] [iqdb] [saucenao] [google]
8924952

>>8924910
>Witchaven got medieval fantasy setting and weapons. There are hardly any other games like that.
Hexen was out a month after and it's better, even with the worst part of its switch hunts. Prior to that was Heretic and the Ultima Underworld games, all arguably better than Witchaven. Elder Scrolls Arena was out before as well.
Are you just comparing to the build games or some such?

>> No.8924953

>>8924948
Not him but my problem with Doom Shinobi and pretty much all of the mods that guy makes is he has this heavy emphasis on melee combat but you still need a 4 hit combo to cut through a fucking zombieman, plus you stand still to perform these attacks so the flow of utter dogshit.

>> No.8924959

>>8924948
There is no variety. You spam light and heavy attack on enemies while occasionally doing a special attack that kills a bunch of them. It controls like ass and is generic as fuck.
You can literally do an Izuna Drop by pressing a single button, come on man

>> No.8924970

>>8924948
Killing a single zombieman requires the player to stop and spend 2 seconds doing so, now imagine doing longer for everything else in the level

>> No.8924979

>>8924952
Hexen as a Fighter is kinda close, I guess, but not really.
Heretic, UU and Arena are quite different.
The one comparing it to the other Build games wasn't me, but the guy whom I replied to.

>> No.8924994
File: 194 KB, 750x730, 12.png [View same] [iqdb] [saucenao] [google]
8924994

>>8924979
>Hexen as a Fighter is kinda close, I guess, but not really.
He's at least far more fun to play with less but more interesting weapons, better levels to go through, and more fun enemies to fight. He makes the centaurs the most bearable on top of it all.
Witchaven has some neat ideas and sprites, and is certainly playable through modern things like GDX. Everything it tries to do is just better in other games.

>> No.8925000

>>8924909
Checked old PrBoom+ 2.5.17 build from 2019 and there was no exit sound as well. Guess I'm sticking with GZDoom for now, anyway new DSDA version with fixed OpenGL resolutions is not released yet.

>> No.8925008

>>8924994
>He makes the centaurs the most bearable on top of it all.
What about cleric's gas Flechettes or mage's Arc of Death? I think the fighter actually has it the worst against centaurs, he gets good damage between block cycles early on, but no way to circumvent them entirely.

>> No.8925035

>>8924712
I like breaking boxes in Unreal, kind of satisfying desu

>> No.8925036

>>8925008
>I think the fighter actually has it the worst against centaurs
You can literally just fist them to death. At worst it takes patience.

>> No.8925040

>>8924953
Doom Fighters is kinda neat but the Doomguy model is dopey.

>> No.8925058

>>8925036
I had enough patience to beat them with mace.
Non-shooting centaurs are a joke no matter who you play as.

>> No.8925068
File: 2.94 MB, 900x506, poop wars.webm [View same] [iqdb] [saucenao] [google]
8925068

>>8924936
I've been craving ninja stuff lately and am in the same boat.
All I want is a ninja game with swords as good as JK2.
I'd play Ninja Gaiden but it's expensive and I can't get it to emulate and Japanese games are usually dogshit

>> No.8925070

>>8924354
>which would explain the purple blood
The purple blood is pretty obviously something to do with nanomachines, there's a note about mysterious "death by surgical complication" in nanomachine surgery and the hospital higher staff running about trying to find things to tell people.

>> No.8925073

>>8925068
Just play Heretic 2.

>> No.8925081

>>8924994
I wouldn't say that my playthrough on Titan was particularly fun, but I'll take your word for it.

>> No.8925082

>>8924583
The usual ones are Ghost Recon, Rainbow Six, and Delta Force.

>> No.8925092

>>8924727
>in Thief the tension kind goes a bit away after you know was to do to kill hammer haunts with flash bombs
Yeah, but that wasn't known by the vast majority of players on first playthrough.
But yeah, I simply got good with the sword and movement and could tank most levels. It's always more fun to play as sneakily as possible in thief though. Thief 2 was better at the higher difficulty requirements. Limiting the amount of kills and knockouts and such.

>> No.8925102
File: 2.94 MB, 640x360, Wormitaur.webm [View same] [iqdb] [saucenao] [google]
8925102

>>8925081
I'd at least rank it over my playthrough of Witchaven's hardest.

>> No.8925118
File: 170 KB, 1280x1280, 1649052071146.jpg [View same] [iqdb] [saucenao] [google]
8925118

For those of you mapping for 512 Linedefs, I would suggest looking at pcorf's Zone 300/400 megawads for inspiration. They're fairly impressive for the limitation and have even less linedefs than our own project.

>> No.8925121

>>8925068
You know you can sneak around that section and blow most of those enemies out into space, right?

>> No.8925138

>>8925082
>Delta Force
I don't hear that one recommended often. Is it good?

>> No.8925141

>>8925121
No I didn't know kek

>> No.8925154

>>8925073
I only wanna play if I can cut ppls arms off

>> No.8925230

>Wrath Aeon of Ruin is still not done

>> No.8925284

>>8925230
The original creator supposedly had some issue with 3D Realms, sold the whole thing to them, and fucked off. It's not looking good.

>> No.8925390
File: 1.14 MB, 986x1056, crabbattle.png [View same] [iqdb] [saucenao] [google]
8925390

I tried to use that AI image generator to generate some terrible titlemap art for a stupid idea I had.

It kind of failed, and kind of didn't fail.

>> No.8925394

>>8925284
Got a source for that other than your ass?

>> No.8925416
File: 35 KB, 732x614, killedpixel.jpg [View same] [iqdb] [saucenao] [google]
8925416

>>8925394
The issues with 3D Realms part is admittedly rumor, as far as I know, but the game's creator is definitely gone.
https://www.doomworld.com/forum/topic/123315-where-are-my-retro-shooters/?tab=comments#comment-2359473

>> No.8925423

>>8925416
Well, I can only assume the worst, Looks like I'll be refunding it whenever it comes out of early access.

>> No.8925427

>>8925416
It's never a good sign when this happens, and it would explain the constant delays between crumbs of information but lack of updates.

>> No.8925442
File: 2.78 MB, 1920x1080, .png [View same] [iqdb] [saucenao] [google]
8925442

it was fun

>> No.8925472

Enemies hiding right around doorways is not good game design.

>> No.8925478

>>8925390
This is cool as fuck.

>> No.8925506
File: 145 KB, 1920x1080, 20220519012712_1.jpg [View same] [iqdb] [saucenao] [google]
8925506

some kinky stuff fr fr

>> No.8925507

>>8923536
Maybe the art direction is good, but you can barely tell under all the AIDS post-processing effects.
>>8925154
I dont remember arms specifically, but the death animations are pretty varied and elaborate.

>> No.8925509

>>8923536
Most FPS games in the 90s looked like trash too. Some of the recent indie FPS look amazing, like Amid Evil. People just forget about the absolute bottom of the barrel Doom clones, while the new games are fresh in our minds.

>> No.8925512 [DELETED] 
File: 32 KB, 349x318, wew.jpg [View same] [iqdb] [saucenao] [google]
8925512

I think I'm going to throw up.

>> No.8925517 [DELETED] 

>>8925512
I don't care what cunts on youtube are doing. Post about doom.

>> No.8925520
File: 2.85 MB, 1280x720, negotiations are over.webm [View same] [iqdb] [saucenao] [google]
8925520

>>8925472
I like it
It's like those movie games that go slow motion when you open a door, except not slow motion and you have to figure out how to wreck these lads who have the drop on you.

>> No.8925524 [DELETED] 

>>8925512
I forgot that dude existed after StreamMe shut down. I am saddened to see that he still does.

>> No.8925525

>>8924123
Soldier Of Fortune is the absolute best a game has ever replicated the feeling of an action movie. Thats the tone.

>> No.8925529

>>8923536
>Prodeus
The low FPS weapon animations are pretty abhorrent desu
>>8925509
>Most FPS games in the 90s looked like trash
See Outlaws
fun game but holy shit it looks like garbage

>> No.8925535

>>8925525
https://asecretarea.com/2021/10/20/mods-and-maps-soldier-of-fortune-inc-quake/
the mods are still avaliable and the Q1 version works on the remaster

>> No.8925556

>>8925509
>People just forget about the absolute bottom of the barrel Doom clones
I still remember games like Quiver and Nerves of Steel.
https://www.youtube.com/watch?v=m3xU0msUF30

>> No.8925589

>>8921114
>level design gives me KDIZD ptsd. Confusing clutter and eye hurting designs. Why they took the work to add security cameras when every room looks EXACTLY the same?
>Inconsistent graphics. Weapons made out of screencaped 3D models, enemies seems hand drawn Hedon-style, people on walls looks like anime. Computers have HD textures. Walls are made with pixel art. Seems like each part of the game were given to different artists and each one did whatever they wanted with no art director to guide them. I have not seen a mess of art styles this bad since "Project something Falling" (that Russian Hotline Miami John Wick FPS thing on Steam I forgot the actual name).
>30 minutes of game, and still only two enemies and a boss. Dude with machinegun. Dude with shotgun. Boss is dude with machinegun, Doom 2016 Hellknight leap attack, bigger and more health.
>The "FEAR AI" things it outright false advertisement. Enemies are able to camp at some spots, but everything mostly seems to just plain A_Chase since they can all commit the same mistakes of regular Doom AI. This is most noticeable when you hide next a door, you can just wait for them to hug the wall and cheese them with the melee attacks.

I had big hopes for this game. Now they are shattered.

>> No.8925616

>>8925589
Why judge the game on a completely unfinished leaked build? No game is amazing throughout the entire development process. In fact a lot of them suck dick until near the end when they actually balance it and refine the gameplay to be satisfying.

>> No.8925626

>>8925589
> KDIZD ptsd.
Why did you have to remind me of that awful fucking mess?
>>8925616
>leaked build
It's the build they're using to sell patreon subscriptions, so it's obviously representing it enough for them to be using it as a selling point.

>> No.8925636

>>8925138
A family friend swears by it, I think his clan started there. I've never played it personally though, my copy of Task Force Dagger never wanted to install and I'm dogshit at those types of games so I never tried to hard to make it

>> No.8925645

>>8925589
>two enemies and a boss
I don't remember the boss before the third enemy in Storage Room on 1-3, the jetpack guys. Fuck them and their explosions, I baited one into point blank shotgunning range and he blew me up.

They do get more powers as you go, it gives the basic guys an energy shield dropping ability in the Labs before you hit Storage for the Blue Key.

>> No.8925658

>>8925589
>>The "FEAR AI" things it outright false advertisement. Enemies are able to camp at some spots, but everything mostly seems to just plain A_Chase since they can all commit the same mistakes of regular Doom AI. This is most noticeable when you hide next a door, you can just wait for them to hug the wall and cheese them with the melee attacks.
I'd say I don't know why they ran with the F.E.A.R AI (which is bullshit even in it's own game) thing but it did most of the marketing for them, outlets and crap like that E1M1 magazine fawned over the promise of it.

>> No.8925694

NEW THREAD
>>8925685
>>8925685
>>8925685

>> No.8926113

>>8924748
Some unfunny retrofag criple allegedly held hostage by rogue robots

>> No.8926123

>>8923434
I wish I could do this in Goldsrc without needing to cheat and take the pixels I want lit up, isolate them onto a pure black background, and then apply them to a func_illusionary over what I want lit up
The game had it at one point but they took that feature out (or it only works in software mode)

>> No.8926161

>>8926123
HL1 ditched support for overbright/fullbright textures from the very start?

>> No.8926252

>>8925416
This was always my least favourite of the new wave of 'retro' shooters. Got a key for it for free from my mate a couple of months ago. Glad I didn't drop money on this.

>> No.8926256

>>8925423
>Looks like I'll be refunding it whenever it comes out of early access.
You can do that?

>> No.8926476
File: 2.18 MB, 1920x1080, Screenshot (496).png [View same] [iqdb] [saucenao] [google]
8926476

>>8925068
Which one were you trying to emulate? Xemu and Xenia can be a bit fucky about that sort of stuff, but you have to set it up right. With Xenia, you might have to even try a myriad of different versions of the Canary release. Try following a few videos on the topic.
Then again, it is possible that your toaster computer just can't run Xenia or Xemu, which isn't a problem that can be easily fixed.

>> No.8926875

>>8924910
>and the setting is presented better
I can see someone having the other opinions, but this is nuts.