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/vr/ - Retro Games


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File: 906 KB, 1000x1355, __doomguy_kenshiro_gordon_freeman_duke_nukem_and_asuka_hokuto_no_ken_and_3_more_drawn_by_substance20__43c558221de4d24a3d0223ac34729714.jpg [View same] [iqdb] [saucenao] [google]
9490420 No.9490420 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9479505

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/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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://rentry.org/8ca3061522e0

>> No.9490425
File: 36 KB, 663x227, its still called unrattled.png [View same] [iqdb] [saucenao] [google]
9490425

=== CURRENT PROJECT ===
UNRATTLED
Deadline Extended: December 15th
Rules: See picture
Texture Pack: https://files.catbox.moe/qsve0x.zip

=== CURRENT RELEASES ===
AD MORTEM PHASE 2
https://www.doomworld.com/forum/topic/125461

=== CACOAWARDS 2022 ARE OUT! ====
https://www.doomworld.com/cacowards/2022/index/

=== NEWS ===
[12-10] DoomRPG is out
https://github.com/anarkavre/drpge

[12-10] AcmeCTF discord confirms that Worm/Yowza the legendary host of all CTF servers, has passed away.
https://www.legacy.com/us/obituaries/name/paul-adams-obituary?id=38323149

[12-9] Quake 2 ported to Digital Paintball 2 Q2engine
https://digitalpaint.org/

[12-9] Tastyspleen is running a multiplayer special for Q2's birthday
https://twitter.com/tastyspleentv/status/1601304106391330817

[12-9] Yamagi Quake II was updated to the 25th Anniversary update Edition, fast cycleweap is included!
https://www.yamagi.org/quake2/

[12-8] Sigil 2 next year
https://twitter.com/romero/status/1600982842452119552

[12-4] GZDoom 4.10.0 released
https://forum.zdoom.org/viewtopic.php?t=76913

[12-3] DBP54: Steamy Bathhouse is out
https://doomer.boards.net/thread/3022

[12-2] New vkQuake release
https://github.com/Novum/vkQuake/releases/tag/1.22.0

[12-1] Decino is taking submissions again
https://youtu.be/bGqw8OYrmUw

[11-25] DF Retro about path traced Quake is out
https://youtu.be/IhhLcZQ2zD0

[11-24] 200 Line Massacre released
https://youtu.be/8wMEsuEDAxo

[11-23] The Force Engine updated to 0.93
https://twitter.com/DF21net/status/1595577521629716483

[11-21] The Macwolf port has a working Editor
https://www.moddb.com/mods/macenwolf

[11-20] MW-3000 a weapon's reskin pack for Quake 2 is out
https://www.moddb.com/mods/mw-3000/news/mw-3000-release

[11-11] Anon releases Stellar Sarcophagus
https://mega.nz/file/4mYygYSK#P9vpKwOK9QY6QHplQXCsiK3RPWp3qiPMv_V01Nnezpo

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9490471

>doom
more like dumb lmao

>> No.9490486
File: 1001 KB, 3816x2264, 000.jpg [View same] [iqdb] [saucenao] [google]
9490486

Recommend me Blood mods and custom episodes.

>> No.9490497

>>9490486
Eviction, French Meat, 500ml of vr
i assume you already know about (and played) Death Wish

>> No.9490523

>>9490497
Not him, but are these Raze compatible?

>> No.9490526
File: 561 KB, 1000x2700, FhoIJDoXwAA2gsN.png [View same] [iqdb] [saucenao] [google]
9490526

>> No.9490541

>>9490526
Reflected glory.

>> No.9490547

>>9490523
Eviction might be picky with its custom enemies. If it use use Nblood directly, or Not Blood.

>> No.9490551

>>9490523
They work fine with NotBlood so they should work with Raze aswell. I remember that randomly generated passwords in Eviction didn't show up in Raze 1.5 making some secrets impossible to get, didn't test it in 1.6 tho.

>> No.9490569

>>9490497
Yeah I played Death Wish. I think it's great but slightly overrated because of how scripted and linear a lot of it is.

>> No.9490659
File: 242 KB, 1920x1080, media_FS6ogzXXEAMrDSb.jpg [View same] [iqdb] [saucenao] [google]
9490659

Half-Life 2 for GZDoom lmao
https://nitter.net/ChiefSmokey1/status/1526343826847277056
https://drive.google.com/file/d/1DQipiuNiXjT8MTbhrkk9_32LEgJljKPR/view

>> No.9490671

>>9490659
damn.
>the next elder scroll isn't going to be running on GZ
ngmi

>> No.9490698

You ever look back on how long you've played doom, and wonder where time went? I've been playing Doom since I was 8 years old, now it's been 14 years.

>> No.9490706
File: 15 KB, 243x250, 1403573404955.jpg [View same] [iqdb] [saucenao] [google]
9490706

>>9490698
>I've been playing Doom since I was 8 years old, now I'm 14 years old

>> No.9490713
File: 264 KB, 400x378, file.png [View same] [iqdb] [saucenao] [google]
9490713

>>9490706
Fuck

>> No.9490731

>>9490698
I started in 2020, so I don’t have to think about how this game makes me feel old yet.

>> No.9490738

>>9490731
Same, I was born the year Doom came out but I never played it until 2019

>> No.9490752

>>9490425
Shitty news to finish up the year and start the next one even shittier
Epic is FINALLY killing its unreal legacy by shutting down all the servers and making the games unavailable
https://twitter.com/Wario64/status/1603061869396209664

>> No.9490767

>>9490752
Piracy can help keep ths games alive, and aren't there means of hosting servers?

>> No.9490769

>>9490752
Surely unlisting the games means we'll get an enhanced remastered version right?
Right?

>> No.9490782

>>9490752
You can play Quake 3, but not UT99. We really are living in cursed times.

>> No.9490786

>>9490752
This doesn't matter much, it's just the server browser that will stop working, and the fact that you can't buy them legally. A nothingburger I'd say. It wouldn't affect for example a /vr/ night at all. I'm glad I bought them all in a pack for like $1 so I can keep downloading them from Steam

>> No.9490801

I don't get what's so difficult about keeping a stupid server running, not even that, a service out of the 9000 modern games need. Making the announcement and delisting the games probably cost more than 50 years of upkeep, considering about 7 people in total play these.

>> No.9490809

>>9490752
Epic also shutting down the latest Unreal Tournament that they never bothered to finish. And they're trying to be sneaky about it by releasing a new version of Unreal Tournament 3 on Steam, GOG and their dumpster.
Unreal games are seemingly still up on GOG, but probably not for long.

>> No.9490834

>>9490809
So UT3>UT2004?

>> No.9490845

>>9490809
You know what's weird? UT3 stuff. What was the point of all these behind the scenes updates if they aren't going to remaster it?

>> No.9490856

>>9490420
Pictures crossover sovl

>> No.9490919

>>9490845
According to docs from the apple/epic trial they were planning on making a f2p version of UT3, but it didn't get very far.
>>9490769
The best outcome in this timeline are "remastered" UTs with completely locked down servers and full blown microtransaction aids. Also doing a ctrl+f on the store page for "esports" will get 20 hits.

>> No.9490938

>>9490752
So if you want to play them online at all, you'll have to p2p?

>> No.9490958

>>9490801
>I don't get what's so difficult about keeping a stupid server running
Security probably worked out it was a hole into the organisation and went to management for money for a project to work out how the 2X-year-old code works and fix it, and got told "no budget, just turn it off lmao".

>> No.9490980

I'm still butthurt they abandoned the new UT. It was shaping up real good.
I wish they'd release the assets for free like they did with their failed MOBA.

>> No.9490983

>>9490919
https://store.steampowered.com/app/13210/Unreal_Tournament_3_X/
>No microtransactions and no strings attached

>> No.9491110

>>9490983
Are Epic asshurt about Digital Extremes making the Unreal games people like?

>> No.9491124

>>9491110
>Digital Extremes
They are really
REALLY anal about warframe til this day

>> No.9491228

>>9490801
It's just a master server list too. It's not like they're hosting games. Would cost less than running an LED.

>> No.9491360

What are the more obscure 90s FPSs you've been playing /vr/os?
Been playing through Realm of the Hauntings. Kind of interesting playing with the default controls. Shit almost makes it feel like a first person Resident Evil. So far it's good for the most part. The entire Raquia section really fucking sucked though, especially the precision platforming parts.

>> No.9491368

We're playing SRB2Kart today at 6 PM EST.

Get the base game here
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Then grab the custom client here
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it here
https://gitlab.com/c3851/srb-2-k-cep
Then grab the mod list here
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
New files: K_VR_retrovidyastuff_v0.6.pk3

>> No.9491413
File: 2.87 MB, 1280x800, BOINGBOINGBOINGBOINGBOINGBOING.webm [View same] [iqdb] [saucenao] [google]
9491413

>> No.9491420

>>9491413
What a drag.

>> No.9491423
File: 444 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9491423

>> No.9491425

>>9491423
>cacowards unrattled
The word cloud has spoken

>> No.9491446

>>9490526
The catch is that if you go through a dark place ingame and see your reflection, the Doom 3 "jumpscare" with the zoom in one of the mirrors happens to you.

>> No.9491543
File: 3 KB, 182x37, image.png [View same] [iqdb] [saucenao] [google]
9491543

>>9491423
pottery

>> No.9491586

I am in dire need of more mapsets like Sunder and Abandon. Watershed from DOTW scratched the itch for a bit, but the grand-scale maps with that cosmic tinge to them have infected my psyche and I can't stop thinking about them. Please help.

>> No.9491593
File: 2 KB, 83x35, image.png [View same] [iqdb] [saucenao] [google]
9491593

>>9491423

>> No.9491604

>>9490497
I see only map 3 and 4, is that all?

>> No.9491620

>>9491586
Try Haste. It has the mappers from both wads (+Nirvana and Ribbiks). Most maps are shorter like in Micro Slaughter, but there are few longer that would fit right into Sunder or Abandon.

Also Bemused from Abandon made 6 map slaughter set Occula with Tourniquet few months ago. It's very fun.

There's also Fractured Worlds from last year. It has more Sunlust influence than Abandon, but it's one of best wads of the last year imo. Also has guest secret maps by Scotty and Insane_Gazebo.

Also Grain Of Salt releases his own slaughter/slaughter lite megawad Undo next March.

>> No.9491632

>>9491586
And almost forgot Bridgeburner's stuff. If you have enough power on your pc to play them, you might enjoy them. Slaughter Spectrum starts easier than Abandon/Sunder, but Bastion Of Chaos makes them both feel easy. It's only single map, but holy shit it burned me out.

>> No.9491645
File: 24 KB, 320x200, map20a.jpg [View same] [iqdb] [saucenao] [google]
9491645

will it ever be topped?

>> No.9491649 [DELETED] 
File: 50 KB, 499x636, cacoreact.jpg [View same] [iqdb] [saucenao] [google]
9491649

why do so many users have furry avatars on doomworld?

>> No.9491651 [DELETED] 

>>9491649
Who cares?

>> No.9491654
File: 326 KB, 2556x1440, screenshot_Woof v10.1.0_av.png [View same] [iqdb] [saucenao] [google]
9491654

>>9491645
Not even the best AV map.

>> No.9491658

>>9491368
We're up. IP is 51.161.34.159 as usual

>> No.9491659

>>9491620
Love Haste, and Fractured Worlds is on another level. That secret area in the epilogue level that needs a continuous playthrough BFG to access, and whatever the fuck was going on in the level beforehand to get there was the perfect distillation of what tickles my brain about those kind of mapsets.

Playing Occula right now and it's perfect, thanks anon. I'll keep an eye on Grain of Salt. If I'm remembering correctly his Wormwood maps were pretty good.

>>9491632
I'll give Bridgeburner's stuff a shot, but it actually looks too detailed for me. GZDoom visual features always look ugly to me.

>> No.9491686
File: 804 KB, 768x768, vr2 info2.png [View same] [iqdb] [saucenao] [google]
9491686

VIOLENT RUMBLE 2 ANCHOR POST

VR Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.

LAST UPDATE: >>9437718

Secret level mini-map idea is scrapped. A new progs.dat is up for the anon who wanted editable preset monsters (untested, so let me know if it works). I'll probably have a map up for testing within a week.
As usual, yell at me if anything is broken.

>> No.9491702
File: 33 KB, 640x480, I_came_here_to_laugh_at_you.jpg [View same] [iqdb] [saucenao] [google]
9491702

>>9491658
You forgot your attention grabbing image.

>> No.9491703

>>9491702
WNW doesn't have any

>> No.9491710

>>9491654
for me, it's beast island

>> No.9491737

What's the best Unreal Tournament game?

>> No.9491757

GMOTA update when?

>> No.9491773
File: 2.25 MB, 800x450, BFUG nearly done.webm [View same] [iqdb] [saucenao] [google]
9491773

>>9491757
Working on it, I posted Doomslayer's new BFG last thread. This weapon's nearly done, and after this I just need to playtest until my eyes bleed and get this out. No Samson and no Kustam for the first part of this update but there's a fuckload of massive changes and improvements.

>> No.9491780
File: 160 KB, 1280x720, 1671061371104.jpg [View same] [iqdb] [saucenao] [google]
9491780

>>9490471

>> No.9491786

>>9491737
99

>> No.9491806

>>9491737
2004

>> No.9491820

>>9491737
You can't go wrong with either UT99 or UT2k4. I prefer the latter myself cuz of Onslaught and the walljumps though

>> No.9491856

>>9491423
>fps gonna play game hell yeah
What game gives you this feel?
For me, Q3A SP on Nightmare

>> No.9491886

Is there a Q2 mod that adds Q1 physics? I like to go fast

>> No.9491905
File: 600 KB, 1920x1080, kart0066.png [View same] [iqdb] [saucenao] [google]
9491905

>> No.9491909

>>9491886
There might be some way of forcing FTE to use netquake physics on Quake 2, but good luck swimming through config soup to figure that out.

>> No.9491913 [DELETED] 
File: 37 KB, 549x454, 1607386617308.jpg [View same] [iqdb] [saucenao] [google]
9491913

>>9491649
There's more to a person's personality and what they like and such than just their profile pic. Going to their account bio, on the other hand...

>> No.9491942

>>9491886
Reminds me of https://www.youtube.com/watch?v=EonIcfM9-hk
Guess Quake was not the only franchise where the 2nd part "fixed" (fucked up) the physics.
>tfw Quake 3 almost got rid of strafejumping

>> No.9491943

>>9491773
The unmakyr effect is a little unimpressive because there's no kind of sprite impact on the enemies the same way the BFG does. Any way to do that?

>> No.9491948

>>9491943
Could add a hitspark, that's piss easy. Just hesitant to do so cus it could make for a visual clusterfuck if you're dumping all 5 beams at once in a single target.

>> No.9491969

>>9491942
>tfw Quake 3 almost got rid of strafejumping
A game with Quake 1's air control and Quake 3's hops would the peak of gameplay... though I have no idea how you would design levels for them.

>> No.9492008
File: 378 KB, 1164x1279, 1616546109662.png [View same] [iqdb] [saucenao] [google]
9492008

>>9491969
Isn't that what CPMA is?

>> No.9492026
File: 109 KB, 1215x848, plan.png [View same] [iqdb] [saucenao] [google]
9492026

It was not actually getting rid of strafejumping, rather adding a 250ms delay between landing and jumping again. Imagine what a disaster that would have been.

>> No.9492069

>>9492026
It’s like combos in street fighter, a complete accident that completely changed the course of a whole slew of games

>> No.9492095

>>9492026
>Carmack mad he can't strafejump
He's like /v/ except smart.

>> No.9492098

>>9491909
huh i've never heard of FTE before. Is there ever any reason to use it?
>>9491969
Basically just cpm. It came with it's own map pack which included some redesigns of Q3 maps and there was some QW ports of ZTN and DM4 too.
>inb4 that autist that spergs out (incorrectly) about omnidirectional strafing every time cpm is mentioned

>> No.9492103

>>9492026
and that's why artist authority does not matter

>> No.9492106
File: 412 KB, 1920x1080, kart0068.png [View same] [iqdb] [saucenao] [google]
9492106

What are some retro FPS games where the bad guys win?

>> No.9492119

>>9492098
>Is there ever any reason to use it?
It's the most moddable Q1 engine if you want to make a standalone video game or a really customized Q1 mod.

>> No.9492121

>>9492098
>huh i've never heard of FTE before. Is there ever any reason to use it?
Moddability, mostly. It's basically the GZDoom of Quake, albeit without any mods really taking advantage of its features.

>> No.9492141

>>9492121
There's that commercial wastelands-style game made in FTE, and ports of HL1, Team Fortress Classic, and Counter Strike 1.5 in various states of completion all done by the same guy including the commercial game.
But yeah Quake modders generally stick to the absolute minimum. I guess this is because Quake does have "official" gameplay modding support unlike vanilla Doom which is more limited. Oh, and there's Slayers Testament which already kinda worked well in QSS only and its next version is being done for FTE.

>> No.9492169

>>9492141
I think it's more that people already like Quake's mood and setting enough not to bother modifying so much. Fuck Copper though.

>> No.9492192

>>9491423
>shitshow nu-doom
I like the new ones but lmao

>> No.9492193

>>9491423
>speed kart powerlap

>> No.9492201
File: 409 KB, 768x768, 1584610583224.png [View same] [iqdb] [saucenao] [google]
9492201

>>9491658
So what do we think of Powerlap? Everyone seems pretty unenthused, but I could be wrong, so cast your votes.
https://strawpoll.com/polls/GPgV3NJMzZa
I would also suggest looking at this while we're on the topic of game modes
https://mb.srb2.org/addons/chaos-drives.3059/

>> No.9492215

>>9492201
Having played more of Powerlap, I guess it's nice to have a second item slot, but I feel like it barely does anything in the races.

>> No.9492251

>>9492201
Very insubstantial, basically doubled health bonuses. I just beat you on your stomping grounds, because of powerlap item, though. So, if it stays, it probably should stay at all times, like those gates.

>> No.9492267

>>9491820
>You can't go wrong with either UT99 or UT2k4.
Honestly, you can't go wrong with any of the UTs except maybe 2k3 since it's just inferior 2k4.

Is there any Unreal game with bad MP? Even Unreal 2 has U2XMP which is fun stuff.

>>9492169
Everybody's got trauma from Darkplaces.

>> No.9492268

>>9490786
this.

theres the dedicated server tools, theres people mantaining the games like the Oldunreal dudes, and i doubt dling the games its even gonna be hard.

>> No.9492279

>>9491423
>eventually tweaking shitshow
>finishing standards
>gone hector space unit
>toggle monster gmota
>monsters completely understand

>> No.9492283

>>9492268
Doesn't help that there won't be a master server for ut2k4 to help find games

>> No.9492290

>>9492169
Are you also not the biggest fan of the enforcer/vore changes?

>> No.9492291

>>9492283
Autists set up a new master server for Wheel of Time, a game that basically nobody cared about. I'd be very surprised if one doesn't pop up.

>> No.9492330

>>9492290
No I just think it's boring and Quoth should be the standard for its expanded enemy roster. It's the Doom II Quake never got. AD is cool too and so is Drake and Alkaline just so tired of really great maps being wasted on Quake's vanilla roster.

>> No.9492336

FUNKY
FRESH
CRASHES

>> No.9492337

Fucking timout

>> No.9492339

>>9491368
>crash on shuffle square
GOD DAMN IT

>> No.9492340

Welp, guess we should stop now.

>> No.9492345
File: 198 KB, 960x960, 1668134863970317.jpg [View same] [iqdb] [saucenao] [google]
9492345

>>9491368
>>9492340
GGs, then.

>> No.9492346
File: 3.29 MB, 319x215, *autistic rattling*.gif [View same] [iqdb] [saucenao] [google]
9492346

It's back up now
>>9492339
But fuck man. That kind of agitates me.

>> No.9492376
File: 1.81 MB, 320x400, 1659446182896.gif [View same] [iqdb] [saucenao] [google]
9492376

>>9492279
>eventually tweaking shitshow
topical

>> No.9492384

>>9492376
I'm not even joking when I say SRB2Kart was one of the primary motivators to keep SNS and the others going. It's just that fun.

>> No.9492408
File: 181 KB, 640x512, kart1562.png [View same] [iqdb] [saucenao] [google]
9492408

>>9491658

>> No.9492409
File: 100 KB, 640x512, kart1568.png [View same] [iqdb] [saucenao] [google]
9492409

>>9492408

>> No.9492410
File: 93 KB, 640x512, kart1586.png [View same] [iqdb] [saucenao] [google]
9492410

>>9492409

>> No.9492412
File: 126 KB, 640x512, kart1589.png [View same] [iqdb] [saucenao] [google]
9492412

>>9492410

>> No.9492413
File: 100 KB, 640x512, kart1591.png [View same] [iqdb] [saucenao] [google]
9492413

>>9492412

>> No.9492414
File: 229 KB, 640x512, kart1598.png [View same] [iqdb] [saucenao] [google]
9492414

>>9492413

>> No.9492437
File: 3.00 MB, 1280x800, bonk.webm [View same] [iqdb] [saucenao] [google]
9492437

something went wrong with the frame rate when capturing this

>> No.9492445

>>9491368
Do I need the whole mod list? Shit is taking forever to download.

>> No.9492453

>>9492445
You're not downloading this ingame, are you? And yeah, you need the whole gigabyte of this.

>> No.9492454
File: 375 KB, 640x480, doom06.png [View same] [iqdb] [saucenao] [google]
9492454

>>9490425
UNRATTLED submission:
Demon Summoning by Anonymous
https://files.catbox.moe/ilddpn.wad
MIDI: Escaping the Darkness - Myrgharok
Boom format, Playtested with PrBoom+, DSDA-Doom, Woof!, and GZDoom.
Just some short, '90s-era map. I don't know what episode of Doom we're making, so I made an Episode 1 boss map.
This map replaces E1M8

>> No.9492456

>>9492437
For some reason it says that the file is corrupt, but I can watch if if I save it.

>> No.9492458

>>9492445
Try telling it to "download as zip".

>> No.9492459

>>9492445
Yep. All of 'em. Throw them all in a folder called DOWNLOAD in your SRB2Kart directory.
The mods list does get updated pretty frequently, but they're small updates so don't get used to long downloads.

>> No.9492460

>>9492454
Hey, this is perfect anon, we have exactly 8 maps now, and this is a good way to cap the episode off.

>> No.9492461
File: 2.95 MB, 1280x800, bonkyuv420p.webm [View same] [iqdb] [saucenao] [google]
9492461

>>9492445
are you downloading through the browser and getting garbage download speed? if mega does what i think its doing and it should not be doing that this might be faster https://litter.catbox.moe/y5g7rk.zip
>>9492456 >>9492437
last time i had this issue the browser didnt like the pixel format. maybe this will work for you

>> No.9492463

>>9492456
Might be a problem on your end, runs fine in browser for me. Desktop Chrome in W11.

>> No.9492465

>>9492461
Record it with outside program, like OBS or something?

>> No.9492468

>>9492461
Your link is faster than mega for now, thanks anon.

>> No.9492487
File: 2 KB, 278x256, 1670822520763.jpg [View same] [iqdb] [saucenao] [google]
9492487

>>9490983
the worst one
holy shit, I know it's just the master servers gone but I'm mad anyway

>> No.9492495
File: 2.86 MB, 1280x720, 2022-12-15 02-00-18.webm [View same] [iqdb] [saucenao] [google]
9492495

>I must go, my planet needs me

>> No.9492512 [DELETED] 
File: 2.87 MB, 1280x800, bonk-remastered-redux-6.webm [View same] [iqdb] [saucenao] [google]
9492512

>>9492465 >>9492437
>setting the screenshot compression level makes the framerate wonky
i hate software i hate software i hate software i hate software i hate software i hate software i hate software

>> No.9492515
File: 2.87 MB, 1280x800, bonk-remastered-redux-6.webm [View same] [iqdb] [saucenao] [google]
9492515

>>9492465 >>9492437 (You)
>lowering the screenshot compression level makes the framerate wonky
i hate software i hate software i hate software i hate software i hate software i hate software i hate software i hate software

>> No.9492552
File: 3.00 MB, 1280x800, ice_capped.webm [View same] [iqdb] [saucenao] [google]
9492552

>> No.9492563
File: 15 KB, 314x317, captcha.png [View same] [iqdb] [saucenao] [google]
9492563

>>9492552
>that quality
Fucking sorcery.

>> No.9492623

>>9489386
Missed this,
I don't. I only made what is in the game. I didn't make those ones with a 3d model either, so no t-pose there either.
Curious to see what you're up to though.

>> No.9492658

>>9492330
The Gug is a fantastic enemy.

>> No.9492728
File: 87 KB, 548x690, Screenshot_20221215-041809_YouTube.jpg [View same] [iqdb] [saucenao] [google]
9492728

>>9491360
That game sounds righteous. Does the gunplay hold up?

For the curious: I took the time recently to beat Bad Toys 3D (a Czech Wolfenstein 3D clone for early Windows). By my count, the horny bastards at Tibo Software placed this image of a naked chick at 28 separate locations. The game itself was alright, but had the standard Wolf3d clone issue that it dragged by the end.

>> No.9492804
File: 201 KB, 1280x800, BustHillary3D.png [View same] [iqdb] [saucenao] [google]
9492804

>>9491360
This absolute gem from 1996. Every screenshot was like a little masterpiece so I had to make a collage. The more things change, the more they stay the same.

>>9492728
>That game sounds righteous. Does the gunplay hold up?
If you are curious, Ross had reviewed it.

>> No.9492808

>>9492804
You could tell me this shit was made post 2016 and I'd believe you

>> No.9492818

>>9492808
Maybe Fukuyama was right about his end of history thing, but not in the way he intended.

>> No.9492819
File: 592 KB, 1130x900, 1649400973173.png [View same] [iqdb] [saucenao] [google]
9492819

>>9492106
doom

>> No.9492898

>>9490523
I used Raze to play Death Wish

>> No.9492928

I haven't updated Ultimate Doom Builder in a couple of months. Is there any way I can get rid of the popup every time I turn the gravity on in the 3D editor?

>> No.9492929
File: 11 KB, 417x140, file.png [View same] [iqdb] [saucenao] [google]
9492929

>>9492928
Pic related. These menus are in dire need of a search function.

>> No.9492946

What's the best Blood source port for Linux?

>> No.9492993
File: 301 KB, 1366x768, q2_0049.jpg [View same] [iqdb] [saucenao] [google]
9492993

Now I'm nearing the end of the game Quake 2 isn't that bad. It's actually fun once you have all the weapons and the game isn't just throwing guards and enforcers your way.
I remember it being so much worse than this back on release. It's also somehow easier than I remember too, even on hard.

>> No.9493000

>>9492993
>It's also somehow easier than I remember
that's exactly the issue most people have with Quake 2. Endlessly mowing down enemies that don't pose a threat makes the game boring and same-y

>> No.9493006

>>9492993
I always liked how most of the objectives to destroy Stroggos' infrastructure just amounted to pressing some buttons or flipping a switch.
Couldn't the Strogg just... turn the machinery back on again? It's rare that Bitterman actually blew up objectives.

>> No.9493036

>>9492993
The vanilla campaign can indeed feel too easy, especially if you’re coming into it after Quake and Plutonia. Hard+ gives an appropriate difficulty boost, and some of the most notable additions from the expansions is how they change and improve the base campaign enemies.

>> No.9493101

>>9490425
Quake Enchanced by NightDive has been released on GOG
it has been added for free to all owners of the old package

>> No.9493110
File: 1.09 MB, 2066x1104, Cromsferatu Chaingunner.jpg [View same] [iqdb] [saucenao] [google]
9493110

The Doomslayer in GMOTA is interesting because it's probably the first time a mod adresses the Sentinel from nuDoom and "expands" on them (because they barely had material at the time before Eternal)
Mostly because a lot of 2016 inspired mods are essentially "backporting" things that exist (even if not 100% faithfully) and GMOTA as a mod has a specific concept in mind, so the nuDoom/Slayer stuff (and the made up stuff for it) is a minor part
But between how limited Doom Eternal's modding is and some drawings people made of "original demon designs inspired by DE", i wonder if it'd take some "new Doom in old Doom" mod or Slayer's Testaments to "expand" the aesthetic/mechanisms of the new games
Like, imagine if someone did a small wad inspired by Urdak and made up a bunch of enemies based off the Maykrs, with a few based off actual concept art
And this is if a "classic take" on Urdak and Sentinel doesn't get creative, since the UAC/Hell are also portrayed differently in these new games
I remember Wad overdose on Doomworld doing "sprite" versions of someone's made up Eternal designs
I actually wonder about D3 having "original demons" too because stuff like the Arachnotron is based off official concept art and you had a PE and Baron that looked like modified Caco's and Barons
Pic related aged thanks to TAG2 but i also think the purple goo attack could suit a different demon design

>> No.9493124

>>9493110
>The notes actually mention Under the Mayo's suggestions
Ugh. I can't believe they actually put this much stock into that egotistical kid's opinions. You know he even throws a shitfit if the game he's playing isn't like Eternal? What an idiot.

>> No.9493134
File: 168 KB, 1366x768, Makron Strip Club.jpg [View same] [iqdb] [saucenao] [google]
9493134

>>9492993
Alright, just finished it. That final boss was a joke. I activated Quad Damage and minced him with the chaingun, both forms. Then I felt like I'd cheated so I reloaded and did the fight properly, and it was still a joke. Knocking him on his ass with the railgun never got old though.
I'm glad I replayed Quake 2 for the anniversary but that's enough for another few years. I wonder if Nightdive will really bother remastering this one?

>> No.9493136

>>9492993
Yeah everything Post mines or at least post-Big Gun is much better than the first chunk

>> No.9493140

>>9493124
That's a fan design. The real chaingunners are far less interesting.

>> No.9493142

>>9493134
>Alright, just finished it. That final boss was a joke. I activated Quad Damage and minced him with the chaingun, both forms. Then I felt like I'd cheated so I reloaded and did the fight properly, and it was still a joke. Knocking him on his ass with the railgun never got old though.
Same exact thoughts. I didn’t think much of 2 when I played it, even on 1.2 timescale.
Then I tried the expansions, found out you can play the base game through the expansions, found out you can play the campaign and custom levels through the expansions AND mods, now I like it as much as classic Doom and Q1.

>> No.9493143
File: 1.49 MB, 1885x1826, get doom motherfucker.jpg [View same] [iqdb] [saucenao] [google]
9493143

>>9493110
I just like the idea of Doomguy suiting up in more gothic armor and fighting shit with a sword. Always have.
Though really at this point I've taken my own spin on the mechanics from Doom 4/5, nothing passively regenerates now. It all recharges from fighting monsters, and I made the melee attack not useless, and of course spawning ammo on hit with the chainsaw thing regardless if you kill the target.

>> No.9493170

Doom 2 but remade in a Quake 1 mod

>> No.9493171

>>9493142
>You can use the improved expansion AI for the main game
Interesting, I'll need to look this up. As hilarious as it was seeing berserkers sprinting down the wrong corridor as they came for me, it'd be nice to fight these cool enemy designs when they're not acting retarded.

>> No.9493175

>>9493136
Post-Big Gun is the last handful of levels though. I'd say the game gets good just after the mines. You finally have almost every weapon and the game starts throwing the nastier Strogg at you in bigger numbers.

>> No.9493178

>>9493110
>pic
Isn't that from that guy who worked on Cortex Command and has serious fetish for low-leg panties?

>> No.9493180

>>9493170
So Quake but colorful?

>> No.9493201
File: 2.40 MB, 1920x1080, thumb-1920-1078376.png [View same] [iqdb] [saucenao] [google]
9493201

Ion Fury is surprisingly good and not cringe like I expected. I just wish Shelly wore her helm. The helm could make up her hud and crack at low hp, wasted kino opportunity.

There is something about Build games that makes my heart tingle. I love the specific look it has.

>> No.9493215
File: 20 KB, 100x100, r1645484306412.gif [View same] [iqdb] [saucenao] [google]
9493215

>>9490713
Gotta appreciate that one Arch vile

>> No.9493223

>>9493180
Quake gets quite colorful when you bump up that saturation, I recall the Kex port adjusting it slightly but I could also just be crazy.

>> No.9493226
File: 37 KB, 640x480, D18B63DD-367F-4543-A7D8-A373E652E751.png [View same] [iqdb] [saucenao] [google]
9493226

>>9493180
no

>> No.9493240

>>9493223
Also the is usually so damn purple anyway.

>> No.9493242

>>9493201
The look and the feel. This also applies to Doom, there's something about movement in these games that was incredibly right. Maybe it's just the speed.

>> No.9493248

>>9493201
>There is something about Build games that makes my heart tingle. I love the specific look it has.
2.5D and palettized, but generally higher-res than Doom and with more environmental detail. A bizarre yet beautiful stepping stone to full 3D.

>> No.9493261
File: 281 KB, 1920x1080, 20220720211657_1.jpg [View same] [iqdb] [saucenao] [google]
9493261

>>9493201
I like seeing her face instead of the helmet. Shelly cute.
And yeah, Ion Fury is amazing. It's the peak of the throwback shooters imho. Feels like a genuine article instead of a cheap imitation. God tier level design with a ton of great easter eggs and secrets. The endgame started to fatigue me quite a lot and I prefer the more "lived in" environments of the early to mid game but it's a quality experience either way.

>> No.9493331

>>9490420
I think that there is no excuse to backport all of the weapons back to said games anymore
https://quake.bethesda.net/en/news/4WoSzMTUSTFMrwjqHhyRIa
Now all quake games have their respective weapons remade, besides the BFG, The Phalanx, ETF Rifle and the DMG

>> No.9493332

>>9493170
It exists for quake 2 but is inhumanly hard

>> No.9493371

>>9493124
>>9493140
i think he meant how the artist did various concepts, then had a youtuber suggesting stuff and he did a revision based on that
mostly a retake based off someone else being an "ideas guy" i guess
i also remember peter lawrence saying 2 things:
>he'd give the purple goo to a different design
>he'd make the chaingunner blacker

>> No.9493381

>>9493201
I'm tempted to get back into Ion Fury, I really liked it outside of the spider head things being annoying and the weird Quake 2 Icarus looking things with rocket launchers.
The only issue is my shitty laptop being unable to deal with all the explosions the helicopter boss causes for some reason. I'm not even sure how a build engine game causes such fuckery.

>> No.9493407

>>9493240
Yeah especially with that purple sky. It can also help make some others realize how decently contrasted the game is, not just with lighting but hues as well.
Going from what >>9493248 mentioned regarding the palette, that’s something a lot of these devs were steering towards: Slightly to severely less saturated color palettes. You’re not likely to find a “blue” in the build trio that’s as vibrant as what you can find in Doom, Heretic, and Hexen.
>A bizarre yet beautiful stepping stone to full 3D.
Not really related to much, but I find the transition of Blood to Blood II morbidly fascinating: They went from having some of my favorite sprites out of any 90s shooter to one of the most unpleasant looking early 3D shooters I’ve seen.

>> No.9493409

>>9492460
Im releasing my map today or tomorrow too, so hold your horses please - Im sorry but Im always late or day of deadline on all /vr/ projects

>> No.9493415

>>9493142
I tried playing through the Strogg Gone Mad mod over the last two days, and I'd like it way better than the expansion AI if it didn't eventually corrupt save games on every source port I tried (you probably have to use some ancient version of Yamagi or something) and they didn't give Iron Maidens a secondary effect bfg effect on their rockets that inflicts vomit vision that makes it impossible to aim for 30 seconds.
It's such a psychotic change. They're supposed to stand around moaning so that 14 year olds can scope some Strogg titties, it's not hard!

>> No.9493419
File: 111 KB, 1056x832, toaststoasttoast.png [View same] [iqdb] [saucenao] [google]
9493419

>>9492928
>>9492929
In the preferences menu, the toast tab - this feature is supposed to help new mappers if you accidentaly press buttons like toggle gravity or highlight mode off and are confused what happened, luckily you can turn these off

>> No.9493421

>>9493419
Thanks. This menu still needs a search box.

>> No.9493434

>>9493415
You can post that at yamagi github and they will check it out, i remember that SGM has their src included https://github.com/yquake2/yquake2/issues

Also i think kmq2 has no issues with it

>> No.9493439

Anyone know of a way to convert GZDoom sensitivity to BOOM derivates?
I have 1.7 in GZ, and 15 in DSDA is close, but something feels fucked.

>> No.9493443

>>9493415
The maidens get particularly douchy starting with Reckoning, that’s where they start to lead their rocket shots. It’s lots of fun, and some of my favorite mods stick with it as well.

>> No.9493461

>>9493415
>There supposed to stand around moaning so that 14 year olds can scope some Strogg titties
My first teenage encounter with them was just confusion. The manual states that they're as strong as Gunners and yet I found them to be less threatening than the hitscan guards. Took me for a ride though when they started firing homing rockets in one of the expansions.

>> No.9493489

>>9493461
there is the fact that maidens have a different left arm and textures in the manual

which i hope someone fixes the left arm mesh someday

>> No.9493546
File: 666 KB, 2048x2048, stroggangrymaiden.jpg [View same] [iqdb] [saucenao] [google]
9493546

>>9493461
When I was dumb and young, Q2 really messed me up. I either couldn’t get the music to work or I lost the CD after installing it, so instead of the “jamming Sonic Mayhem” tone I was supposed to get it instead felt oppressive and unsettling all throughout.
Using torture to mindbreak marines to make them completely helpless, finding out they become processed at the factory, all fun and new stuff to introduce to 9 year old me. All the “fanservicey” bits of the maidens was entirely lost on me, after everything else they just creeped me out.

>> No.9493610
File: 77 KB, 640x947, DPBmCKYX0AAipZF.jpg [View same] [iqdb] [saucenao] [google]
9493610

>>9493178
no

but arnes cool
http://androidarts.com/kawaiik/kawaiik.htm

>> No.9493681

does anyone have cacodemon on antialising reaction image? i really need it right now

>> No.9493720
File: 2.21 MB, 480x270, 42927935f43c0499800a906dffb182ca95267d0a.gif [View same] [iqdb] [saucenao] [google]
9493720

>>9493261
I definitely like the skyscrapers more too but even the sewers are designed competently. Reminds me of Ashes 2063 before the apocalypse.

Also I don't know what it is but when you wave a card to open the door the animation and sound is just so satisfying. I love it when I pick a new card, yellow the most for some reason. Duke 3D also has satisfying card opening.

>> No.9493725

>>9493546
Would.

>> No.9493734

>>9493409
Alright, I can wait a little. But if you're going full chopblock, don't be surprised if I just release it as-is.

>> No.9493848

>>9493546
>you didn't notice my new haircut..!

>> No.9493850
File: 122 KB, 1280x720, 20220917170349_1.jpg [View same] [iqdb] [saucenao] [google]
9493850

>>9493720
I've love to have a card like that, god damn. And yes, the card swiping animation is pretty satisfying.

>> No.9493853

will the doomslayer in gmota still have that berserk punch attack but as part of a berserk pickup, while the bfg is the bfug?

>> No.9493872

>>9493853
Nope, I completely trashed the berserk punches. The might ring just makes his sword attacks explosive and do triple damage.
Ironically the berserk power up in GMOTA of all things has been nerfed quite a bit, Blaz only fires sword waves at the end of his combo.

>> No.9493904
File: 154 KB, 1400x1050, woof0008.png [View same] [iqdb] [saucenao] [google]
9493904

>>9490425
>>9493734
UNRATTLED submission:
"Escape from Tei Tenga" by Bartekmil
https://files.catbox.moe/qovvgq.zip
MIDI: Brinstar Underground Depths from Super Metroid
Sky: Doom 1 episode 1 mountains sky texture
Limit removing format - I wanted to make a map that can play on crispy doom - the only advanced linedefs this map uses are sky transfer and translucent middle texture which are purely cosmetic.
Although you can finish the map its still a work in progress for me as I want to add another section between blue key and exit - I'll get on it ASAP and if not this version is acceptable I think - its a bit slower atmospheric map inspired by doom bible and doom alpha and beta versions. I took the liberty of copying two rooms from my previous map as a continuation of sorts

>> No.9493952
File: 427 KB, 1207x820, file.png [View same] [iqdb] [saucenao] [google]
9493952

Trying making maps for doom 2 for the first time ever and I shit this out. Its not done but it is quite challenging in its current state...

>> No.9493974
File: 302 KB, 1920x1080, doom105.png [View same] [iqdb] [saucenao] [google]
9493974

>>9490425
UNRATTLED submission:
"Lurking Terror" by Sitri
https://files.catbox.moe/3dwma0.zip
MIDI: Hallowed Grounds from Blood
I started this map like 8 hours ago. It's unlikely to be as polished as the rest of the set, but I wanted to get something out. Put it in a secret slot if it sucks.
And since there's still some time, tell me what's wrong with it so I can fix it.

>> No.9493986

>>9493974
I forgot to add difficulties. I'll do that in the next version.

>> No.9494008
File: 2.13 MB, 1590x1590, f6972cf31e5009a3ed375b12296d8e8d.png [View same] [iqdb] [saucenao] [google]
9494008

>>9493904
>Escape from Tei Tenga

>> No.9494009

SRB2Kart stuff: Cotopack has been updated to V7, I've also added BoostFX to the server, you can grab them from the usual place.
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
BoostFX lets you customize the color of your flames, trails, and speed lines. The commands are bfx_flamecolor *, bfx_trailcolor * and bfx_linecolor * respectively, with * being the name or number of your desired color. You can view the color table here.
https://pastebin.com/VN4knQWe
If you want your color assigned automatically, edit boostfx.cfg in your luafiles/ directory.
The server's up at 51.161.34.159 if you want to play around with it.

>> No.9494016

>>9494009
I'll hop on in 30 minutes or so if it's still up.

>> No.9494027
File: 55 KB, 48x60, Conejo.gif [View same] [iqdb] [saucenao] [google]
9494027

>>9494008
bnuuy

>> No.9494028
File: 152 KB, 640x512, kart1630.png [View same] [iqdb] [saucenao] [google]
9494028

>>9491658
Most replays:
https://files.catbox.moe/1nswiz.7z

>> No.9494036
File: 743 KB, 1920x1080, Cleard.jpg [View same] [iqdb] [saucenao] [google]
9494036

>>9493872
>Ironically the berserk power up in GMOTA of all things has been nerfed quite a bit, Blaz only fires sword waves at the end of his combo.
That's cool to hear. The difference between playing one of these later maps with and without the berserk powerup has been huge, Blaz got super stronk.

>> No.9494039

>>9494036
>38 hammers
I am so glad I got rid of Sub Refresh gems and the backpack things. Christ alive.
Also Blaz is still pretty stronk, especially with the cleave upgrade.

>> No.9494045

>>9494039
Reposting this old gem
https://youtube.com/watch?v=GSVpY9f_WjM

>> No.9494051

>>9494045
You have no idea how happy I was to truly remove the darts and the other Blazter subweapons. Past me was a fucking moron. In the past few weeks I've genuinely asked myself "How in the name of christ did people like the old versions?"

>> No.9494052 [SPOILER] 
File: 439 KB, 990x678, sneed & knuckles.png [View same] [iqdb] [saucenao] [google]
9494052

So THIS is where the new players in our server came from
Didn't know /vr/etards played on our shit kek

>> No.9494059
File: 1.33 MB, 1853x831, Screenshot 2022-12-15 192823.png [View same] [iqdb] [saucenao] [google]
9494059

>>9493734
Not that anon, but could you post a one-hour warning before you're cutting-off submissions? I started something last night/this mroing, and I'm trying to get the detailing and encounters as close to "finished" as possible before posting.

>> No.9494067

>>9494059
I'll make an exception just for you and give you an extra day. You now have until December 16th, 11:59 PM EST.
>>9494052
Hi sneed, I never actually played your server but I won't lie when I say I stole lots of shit from it, jej

>> No.9494068

>>9494059
>tekgreen
That's a doom 2 texture you heathen
but I used two for my map for small details so I can't complain

>> No.9494076
File: 19 KB, 190x240, i-love-to-sneeda.jpg [View same] [iqdb] [saucenao] [google]
9494076

>>9494067
you should
much faster than your current one and has more active players (around 22 on a good day)

>> No.9494079
File: 22 KB, 423x498, Screenshot 2022-12-15 193415.png [View same] [iqdb] [saucenao] [google]
9494079

>>9494067
>EST
I forgot we share a time zone.
I'll try to at least post a version by tonight with all the basic detailing and encounters. The layout and progression are pretty much done, and there is an exit switch. But after posting that version, I'll try to use my extra time to refine the final product. Thank you.
>>9494068
>That's a doom 2 texture you heathen
I'm only using what God gave me.
Just like Harry Truman.

>> No.9494089
File: 525 KB, 854x480, 1653888039644.png [View same] [iqdb] [saucenao] [google]
9494089

>>9494076
I just prefer to play with my /vr/ mates honestly.
I'll give you guys credit where it's due though, you've done more for the game than Kunt Krew has been for the past year.

>> No.9494090

>>9494052
Chuck is better.

>> No.9494101
File: 24 KB, 550x487, 1637513880083.jpg [View same] [iqdb] [saucenao] [google]
9494101

Speaking of the /vm/ karting serb, the /v/eekend is coming up and it'd be neat to see some of the guys from here attend for fun. Threads should be active around 5pm EST and the server can accompany around 32-odd players with some issues, so there shouldn't be too much hassle crossing over.

>> No.9494102

>>9494076
not server host guy but playing with people who never crash into walls is completely different from a casual session with people who don't play daily

>> No.9494109
File: 47 KB, 300x272, nitro mode.png [View same] [iqdb] [saucenao] [google]
9494109

>>9494089
>I just prefer to play with my /vr/ mates honestly.
actually fine by me but if you guys need help with any server shit just hop onto the /vm/ thread and ask
>you've done more for the game than Kunt Krew has been for the past year.
wew thanks kek
v2 NEVER EVER AHHAHAHAHAHAHHA
>>9494102
yeah we have fucking YEARS of playing experience but it shouldn't take that long to get the hang of the controls

>> No.9494110

>>9494089
the KrapKrew is destroying their own game, for a "wider" audience aka normalretards NPCs

>> No.9494112
File: 508 KB, 310x310, INITIATING RECOVERY MODE.gif [View same] [iqdb] [saucenao] [google]
9494112

>>9494109
>but it shouldn't take that long to get the hang of the controls
Some people are just shit at racing vidya.
Some people just insist on using a hard to control character because they love him, even if he handles like a brick.

>> No.9494134

>>9494112
Just restat bro
GUN Fleet Edge is a good map btw

>> No.9494136

>>9494134
>Just restat bro
THAT IS THE COWARD'S WAY OUT. I'd sooner slam into every wall and go careening off every ledge and keep the stats the way they are.
This is one of the reasons why I am bad at racing games.

>> No.9494153

>>9494134
>GUN Fleet Edge is a good map btw
I just wish that one fucking invisible part with no walls was either not invisible or had walls. Everything else in the track is fine until you get there.

>> No.9494165

>>9494153
The cloud section? There ARE textures for the path you drive on but they blend in with the textures below it and are also transparent so it's a given they're gonna be a bit of a pain.
Could always bring up the complaint to the map maker himself, since he's part of the /vm/ thread and all.

>> No.9494182
File: 2.79 MB, 1859x921, 1669509548392.png [View same] [iqdb] [saucenao] [google]
9494182

By the way, we might be doing a /vr/ SRB2K project down the line. I'll be sure to run it by the /vm/ thread if it ever comes to fruition.

>> No.9494214

>>9490938
there are dedicated servers

>> No.9494268
File: 18 KB, 66x56, metalslug.gif [View same] [iqdb] [saucenao] [google]
9494268

>>9494112
>Some people just insist on using a hard to control character because they love him, even if he handles like a brick.
I have no idea what you're talking about whatsoever

>> No.9494321
File: 29 KB, 523x387, Lurking Terror v2.wad_E1M1.png [View same] [iqdb] [saucenao] [google]
9494321

>>9493974
Update time, because I missed combining a couple of sectors which made the blue key unobtainable. I also added difficulty settings, messed with the automap display, and added very halfassed co-op support.
https://files.catbox.moe/498ugo.zip

>> No.9494376

>>9494045
What was Mage Fist?

>> No.9494445

>>9494182
Elaborate

>> No.9494450

>>9494445
You know how we did community projects for Doom, Quake, Blood, and soon-to-be Serious Sam? I plan to host one for SRB2Kart in the future, but not for a while, I want to give the Sam project some room to breathe.

>> No.9494456

>>9494450
you better explain this on the /vm/ thread to give some insight people outside the loop, also if you can make some tutorials for map making for srb2k if you want help, because zone builder is fucking hell

>> No.9494517
File: 1.12 MB, 1920x1080, hl 2022-11-18 00-06-47-145.png [View same] [iqdb] [saucenao] [google]
9494517

HL1 shit tonight mother fuckers. Using bootleg free version since more players can join.
https://www.dropbox.com/sh/ewic46bwg4tk8er/AACNjiGIHu7S1TtciR8iruNXa?dl=0
^Link to repository of bootleg HL1, some mods, and the custom maps (valve_downloads) I use. Tonight we're doing Syndicate Black Ops for co-op/dm shenanigans. It went over well with you guys last time. yndicate.zip in the link. Looking to switch to Team Fortress Classic (tfc.zip) if we get enough people.

Simply unzip syndicate and tfc to the HL1 directory>hit hl.exe>change game>Syndicate Black ops. Open the console, type connect and paste the ip.

ip: 162.248.93.194:27015

>> No.9494528
File: 4 KB, 408x132, Screenshot from 2022-12-15 23-10-58.png [View same] [iqdb] [saucenao] [google]
9494528

>>9494009
AAAAAAAH

>> No.9494532
File: 618 KB, 1920x1080, kart0071.png [View same] [iqdb] [saucenao] [google]
9494532

Server just fucking crashed, but it could not have ended on a higher note.

>> No.9494535

>>9494532
You insulted my computer, you deserved it.

>> No.9494540

>>9494456
I don't think I'll have to write too much myself, there's a good amount of tutorial content already existing, so I can point people to those when the time comes. Plus, I find Doom mapping skills to be very transferable here, and most of us have experience in that field.
As for /vm/, I was just thinking of having them test any maps we make, since it takes good players to tell whether a map is good or not, but there's nothing for them to test yet. I'll holler once we got something substantial made.
>>9494535
Suck it down, bunny fucker. I won.

>> No.9494541

>>9494532
I'm crawling in my skin right now.

>> No.9494546

>>9494532
I was ready to go for at LEAST 10 more laps but the segments couldn't hold out. Can I get the replay for that?

>> No.9494547

>>9494540
The problem with the tutorials for SRB2K is that most are all otudated or some of them dont even apply or exist for the custom version of zone builder we use, the big majority of map makers reverse engineer each other just to do basic shit like animations,etc

>> No.9494548

>>9494517
2/32

>> No.9494549

>>9494009
>>9494532
Most of the replays, included are some nitro flogging sessions from people who are actually good at this game.
https://files.catbox.moe/m2gg2i.zip
>>9494540
I still place the blame on the dumbass who's idea that was in the first place.
>>9494546
I crashed too, so that one's not included here.

>> No.9494550

>>9494517
3/32

>> No.9494553

>>9494547
Well, if I have to write some stuff up, then I'll do it. Because I want more fucking SRB2Kart maps.
>custom version of zone builder we use
Mind sending that my way?

>> No.9494558

>>9494517
5/32

>> No.9494561

>>9494549
Those guys completely dabbing on us was funny and depressing at the same time. Just a reminder of how far we are from being actually good at this shit.

>> No.9494567

>>9494561
We should invite them to play deathmatch with us tomorrow to keep things even.

>> No.9494569

>>9494517
CRASHED BUT BACK

>> No.9494579

>>9494553
This thing

https://mb.srb2.org/addons/setting-up-zone-builder-for-srb2kart-1-x.2441/

>> No.9494582

>>9494579
Oh, I'm already using that. I thought you had a custom fork or something.
Well, I'll keep you guys posted. Hopefully we can make some cool shit.

>> No.9494586

GODDAMMIT HLDS is being a bitch.

>> No.9494589

>>9494517
BACK UP with dming.

>> No.9494592

>>9494589
my game crashed and will not start again

>> No.9494595

>>9494592
Bootleg?

>> No.9494596

>>9494595
yes. i didnt evne try with steam but i might as well

>> No.9494601

>>9494596
That's bizarre. Sorry anon for some reason I've been plagued with issues since starting this.

>> No.9494603

>>9494601
You'll get used to it.
t. SNS anon

>> No.9494605 [DELETED] 

>>9494601
i cant start the game on steam now either

>> No.9494609

>>9494601
ok it launched from steam but i got the same userid error from last time

>> No.9494614

>>9494609
Completely strange. I've run this bootleg version years ago and never had this many problems with it.

>> No.9494621

>>9494517
4/32. If we can get to six I'd like to switch to TFC.

>> No.9494624

>>9490425
Submission for Unrattled: https://mega.nz/file/hxdwnS4I#0f9vCk3WC2xXTmKT--UQxSppa_5Vx7jnCidA6OqdTao
Title: "KYSF"
Author: affableMisanthrope
MIDI: "Fake Your Death" by My Chemical Romance

>> No.9494632
File: 310 KB, 2170x1312, rekkrguy replacer.jpg [View same] [iqdb] [saucenao] [google]
9494632

>>9492623
Just making a Rekkr Guy replacer for the Death Knight. I'm pretty shit at texturing characters, so I was hoping for some EZ-mode front/back pics.
I think I can cobble together something with some tactical AI upscaling of the existing sprites.

>> No.9494634

>>9494614
>years ago
Probably means an OS update broke something.

>> No.9494649
File: 1.84 MB, 1855x830, Screenshot 2022-12-16 000235.png [View same] [iqdb] [saucenao] [google]
9494649

>>9494624
God dammit I was still a minute late. Oh well.
It's extremely unpolished and untested. Probably needs more Health and Armor resources, which I'll add as I balance for the difficulties. (There should almost certainly be a Blue Armor right before the switch to raise the bridge, and probably a Soulsphere in the final arena.)
Hopefully there's at least enough in this version ammo. I'm terrible at balancing around the Rocket Launcher, which is this map's main gimmick.

>> No.9494660

>>9494517
o shit i was afk downloading now

>> No.9494661

>>9494614
even after reinstalling its not working wtf

>> No.9494662

>>9494624
I assume that name's an acronym for something.
>God dammit I was still a minute late. Oh well.
No big deal, I gave you an extension anyway.
It's now time for the polishing phase. I'll try and get a beta out tomorrow and we'll work from there.

>> No.9494695

>>9494517
>Using bootleg free version
what do you mean? Xash or what

>> No.9494703

>>9494695
Nah it's some cracked Steam version.
>>9494661
I wish I knew. For the record it doesn't fuck up your Steam installation. Just restart Steam to use Steam HL1 again.

>> No.9494706
File: 39 KB, 1081x177, file.png [View same] [iqdb] [saucenao] [google]
9494706

94 PROTONS NEWS
>94 PROTONS NEWS
94 PROTONS NEWS
>94 PROTONS NEWS
>>>/vip/120927
Something is so, so terribly wrong with this guy.

>> No.9494707

>>9494517
5/32

>> No.9494720

>>9490547
>Not Blood
I keep hearing this here, but can't find it on the internet because google is shit and does not give me answer
Is this some new source port? Can't find it.

Also what's the last Raze version without GRAFed physics and where can I get it?

>> No.9494726

>>9494720
Here's a link to the github of NotBlood.
https://github.com/clipmove/NotBlood

>> No.9494730

>>9494720
>GRAFed physics
What happened? Is Raze fucked up now?

>> No.9494742

>>9494730
>>9487841
Basically, they use floating point which is more objectively accurate, but it feels very different to what it should play like. Try out using TNTs with enemies and compare with DOS/BloodGDX/nBlood.

>> No.9494748

>>9494706
More like 94 protons of /vip/

>> No.9494751

>>9494706
why is this posted in /vip/

>> No.9494764
File: 1.62 MB, 1520x826, raze 1.6.0 vs nblood.webm [View same] [iqdb] [saucenao] [google]
9494764

>>9494742
Here's a video of E6M1, and throwing a single TNT at the box at the starting position. This is comparing Raze 1.6.0 to nBlood.

Any Raze version under 1.6.0 should be still using the original integer logic.

>> No.9494779

>>9494751
because Chop seemingly cannot prevent himself from pointing a chaingun at his foot and holding down the trigger

>> No.9494782

>>9494764
Oof. That's quite a fuckup, Graf.

>> No.9494803
File: 20 KB, 598x264, ss.png [View same] [iqdb] [saucenao] [google]
9494803

>>9494517
no luck, windows 8.1 enterprise
compatibility modes didn't help. don't see any readable logs either, just these random string .dat files

>> No.9494834

>>9494803
Ah dang, I've only ever done this on W7 and W10. Glad you tried though man.

>> No.9494852

>>9494742
>>9494764
KFC dodger strikes again.

>> No.9494854 [SPOILER] 
File: 2.10 MB, 1280x720, PTRD-41.webm [View same] [iqdb] [saucenao] [google]
9494854

>>9494706
Found real life leaked footage of Chopblock in action

>> No.9494862

>>9494517
4/32

>> No.9494884 [SPOILER] 
File: 191 KB, 1239x389, 1652176639001.png [View same] [iqdb] [saucenao] [google]
9494884

>>9494854
This is what he's actually been doing

>> No.9494889
File: 1.70 MB, 1920x1080, hl 2022-12-15 23-15-47-156.png [View same] [iqdb] [saucenao] [google]
9494889

>>9494517
Fuck. Crashed, closed. Thanks to all who joined. As much as I want to continue I got work in the morning. Good shit.

>> No.9494896
File: 1.41 MB, 1280x800, bunnyhop.gif [View same] [iqdb] [saucenao] [google]
9494896

"Excuse me..."

>> No.9494905
File: 599 KB, 1333x2000, russia-marine-sentence-615.jpg [View same] [iqdb] [saucenao] [google]
9494905

>>9494884
There are no stops for this guy.

>> No.9494945

>>9494896
So that's the power of screenshot movie mode.

>> No.9494949
File: 994 KB, 1920x1080, kart0072.png [View same] [iqdb] [saucenao] [google]
9494949

Since one of you was asking about highlights at the end of each race earlier - well, here you go.

>> No.9494964

I want to apologize for the additional silence. I ended up doing some work favors for a friend who was in a bind, hopefully he'll return them some day.

>>9494751
Because I'm a sperg who uses the thread as a general blog, with some devblogging for Doom projects I work on. /vip/ is a ghost town with no rules, and I vastly prefer the 4chan posting format to any actual proper blogs.

The mention wasn't intended as a glib remark or anything, I fully get why people take issue with the idea of updates of what's supposed to be a /vr/ community project but not on /vr/, hence why I didn't actually post them or ask for input there. Since 94P is the one project I'm focused on, there'll just not be any devblogging on there until I'm done.

For the one guy asking about the fate of the Immoral Conduct thing, I'll be posting about that there when I have the time for it again. I do have the itch for the project, back in like, April or May or so, I gave it a run for about 8 minutes when comparing and troubleshooting a piece of code I copied from there to 94P, and was reminded that it was really fun (to me anyway).

>>9494884
A quick passing mention of an opportunity I stumbled on is indeed the only thing I've posted there in weeks.

>>9494854
I would like a PTRD-41, but I don't have the space to store something like it, it's huge.

>> No.9494995

>>9494964
for what's it worth, I'm looking forward to 94 Protons. You've put a lot of work into it. I wish I could see the intended end result that wasn't kneecapped by impatient fagaloons.

>> No.9494997

>>9494964
Man, I don't even mind waiting but you've got nothing to lose by keeping us updated. The silence hurts the hype

>> No.9495000

>>9494964
What do you still need to do and maybe we can help with that?

>> No.9495027

>>9494764
How does fresh supply handle it?

>> No.9495032
File: 1.03 MB, 1600x900, fs is a remake.webm [View same] [iqdb] [saucenao] [google]
9495032

>>9495027
Closer to DOS than Raze as of 1.6.0

>> No.9495038
File: 22 KB, 355x360, 1528d353688d92d43ebee0ffade5b700.jpg [View same] [iqdb] [saucenao] [google]
9495038

>>9494995
I'll make some sort of "semi-definite" build, but I'll aim to build upon it afterwards to try to realize the best (viable) ideas I had for it. Possibly I will just skip my own opening map (because the one we already have is very good), or skip doing the additional, substantial graphical alterations to the big boss I planned.
I will put that guy in the level at the end though.

>>9494997
Yeah, I'm sorry about that, but there really hasn't been much more done until the last couple of days. Doing a bunch of barely paid manual labor which tires me out for days on end kind of put me off of anything and everything.

>>9495000
There's some which I'd need some help with. MIDI stuff for one (mainly small stuff). I never got any takers here, nor did I manage to find any help elsewhere, but I can always ask again.
I'll get into it with the update.

>> No.9495074
File: 2.86 MB, 960x720, isaac [sound=https%3A%2F%2Ffiles.catbox.moe%2F4iqkfv.mp3].webm [View same] [iqdb] [saucenao] [google]
9495074

>>9490420

>> No.9495102

>>9490420
>Q2 tweaking from last thread was neat, shame that I missed it
Question to someone who can into coding - is it possible to add a 'statement' to the gamex64.DLL for all enemies to just never flinch anymore once their painskin appears without rewriting the whole games logic?
That way it would be possible/easier to make the Nightmare skill more of it's own thing without it being too crazy and just a repead of Q1's Nightmare (something like making post-mortem last shots always happen and enemies causing double their normal damage - or the same ammount as player weapons whenever applicable)
Also the vanilla Berserker will always be a complete pushover without retaining the cut animations, only the Brains is a more worthless enemy (unless you'd also count the Flipper as a real unique enemy and not a Rotfish clone but even less dangerous)

>> No.9495126

>>9495102
I cant even imagine what they were thinking the brain enemy. It cant do anything and they made it tanking on top of that. I think it was one of the mission packs where you walk into a narrow hallway and then they sandwich you between 2 of them. The only remotely interesting thing that can be done with those enemies.
Tho I think they over corrected them in the reckoning expansion.

>> No.9495214

>>9495074
Dogma balls.

>> No.9495243 [DELETED] 

>doom_txt fucking off because of elon
Faggot.

>> No.9495265

>>9494764
Lmao razeggers on suicide watch. Why would you even play raze when you have notblood which is using the most accurate nblood fork?

>> No.9495295

>>9494764
damn

>> No.9495302

>>9494764
Well build engine games always felt a bit off. I think Graf is doing a great job fixing those games. Blood devs didn't exactly know what they were doing. That's why the game gets easier more you progress.

>> No.9495303

>>9495302
t. Graf

>> No.9495304
File: 11 KB, 100x125, caleb-alpha.png [View same] [iqdb] [saucenao] [google]
9495304

>When you afanabola, tell them I sent you. You will get a group discount

>> No.9495308

>>9495126
A lot of Q2’s enemies feel like they were designed to be shit. It would be a challenge to fix them while still keeping them feeling like theirselves.

>> No.9495309
File: 311 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9495309

>>9493904
If you do any kind of update for this, I'd suggest making this switch a button so it stands out more. It's really easy to lose it among the rest of the grey walls, I had to open the map up in Doombuilder to figure out how to progress.

>> No.9495310

>>9495303
>hates and has little respect for Blood
>respects Redneck Rampage so much his port doesn’t even have a colored key option
Sounds like Graaaf

>> No.9495318

>>9495308
That’s exactly what the expansions work towards. A few examples: Guards get dodgy and strafey, enforcers attack sooner, tanks get much more baity with their rockets, gunner grenade lobs become less braindead. Citadel mod is a fun culmination of these changes and then some.

>> No.9495361

>>9495309
Or just make the lever be lit up

>> No.9495364

>>9495361
That might also help, or both. That wall is already so visually busy that some color would help the switch stand out more.

>> No.9495372

>>9491686
preset editing works ty

>> No.9495376

>>9495310
I didn't play Redneck Rampage, before Raze I hated all the build engine games because of how they felt. Even as a kid. Thankfully I can play them thanks to glorious Raze.

>> No.9495385

>>9495376
GDX lets you enable color keys, so I’d still recommend that for people trying to get into RR.

>> No.9495421

>>9495309
>I had to open the map up in Doombuilder to figure out how to progress.
holy shit how do even manage to find the keyhole to your apartment?

>> No.9495426

>>9495421
The switches on that map were all over the place. None of the doors opened elsewhere, with the switches tied to them being in random other rooms.

>> No.9495432

>>9495426
Well that is uncool. I thought it was a matter of peopel zipping through levels like adhd retards and wondering why they get lost.

>> No.9495436
File: 401 KB, 1921x1080, file.png [View same] [iqdb] [saucenao] [google]
9495436

>>9495432
Maybe it is some ADHD as well, there's a sector spaceship outside a window opposite, which drew my eye. And there's already a bunch of detailing on that wall that it was easy to miss the switch. Just giving it a different texture and/or a light would do a lot in its readability. Or putting it on the console by the window. That's what I tried first.

>> No.9495441

>>9495309
Yeah, don't worry anon, I have a bucket list of stuff to fix in it and making switches clearer is definitely there, thamks for feedback

>> No.9495443

>>9494764
more knockback = based
flying into the air = based
I really don't see the problem, honestly I hope it doesn't get "fixed".

>> No.9495447

>>9495443
>I really don't see the problem
It should be optional, like how GZDoom gives you the option to turn off autosaves or if you prefer to enable the original hitscan calculations.

>> No.9495458

>>9495102
Quake2Cafe reuploaded the long lost Quake 2 Evolved 1.0 build with the doom 3 lightning that was deemed lost

>> No.9495463

>>9495443
uhh how about no?
>>9495447
this
more choice = based

>> No.9495503

>>9495443
It should be a choice. TNT is a core mechanic of Blood, it better works like Blood. If you are some tranny dev you are not making it better, you are fucking it up. Either way I don't even use Raze and I wonder why should I ever use Raze if something as central to the Blood experience as TNT doesn't work like TNT?

>> No.9495506

>>9495308
The anon who hates Tim Willits for lobotomizing the Q2 monster AI behaviour and cutting all the unused animations would explain it in better detail, but this vid is all you need to know what a hackjob the vanilla Q2's bestiary AI is out of the box compared to even Q1's - imagine what a headache the fixed Berserkers might cause or what an utter PITA a Gunner capable of lobing grenades on the move could've been:
https://youtu.be/7aBJ0fw-43s?t=162

>> No.9495625

>>9495506
What was there for Tim to gain from this, making the game less interesting? Did he think everyone who would play it was a retard, or was he just a sociopath?

>> No.9495628

>>9495625
He had a beef with the AI programmer or something.

>> No.9495641

>>9495506
>Tim Willits
I thought that was Carmack ditching QuakeC late in the project and throwing the advanced AI out with it.
It was also a big fucking mistake that we're still paying for today, like the 10 hz game tic.

>> No.9495645

>>9495625
The way I heard him described by some iD veterans is that if he does something, it's primarily to advance his own position, if that means manipulating another dev to make bad contributions simply so his own look better by comparison, or by trying to paint someone else efforts as bad and that he has the solutions for correcting them, that's what he'll do.

>> No.9495653

Fuck it, I've never played the Quake 2 expansions before, let's try this shit.

>> No.9495676

>>9495645
That sounds a bit like what was happening between him and Sabre when they were still pretending to give a shit about Quake Champions. Between all this hearsay, that incident with McGee, and his appearance at the PC Games Show where he bullshitted about Doom and 40k, it's a wonder how anybody looks at him at sees him as trustworthy.

>> No.9495704

>>9495653
How do I get the expansions running through a shortcut? I tried making one with a target ending in +set game xatrix and it refuses to work. Must I really fuck with the console every time I want to play?

>> No.9495738

>>9494632
Why do you want to kill him so badly?
j/k
Post the texture when you're done plox.

>> No.9495742
File: 66 KB, 893x529, file.png [View same] [iqdb] [saucenao] [google]
9495742

>>9495704
+set game xatrix should work. Is it starting in the right directory?

>> No.9495759

>>9495506
The Stroggs Gone Mad mod from the last thread restores a lot of those. It's a goofy mod since the guy clearly got sick of doing ai improvements and started adding random shit (location based hit damage, an alternate infinite ammo rocket launcher, giving enemies annoying bfg grenade attacks) but it adds a lot of character to the enemies and makes them actual threats. The Strogg go from completely ineffectual to zero self preservation psychos who run over their own grenades and trip over themselves to try and murder you. Well zero preservation except for the hyper blaster, which is very scary and forces them to duck in the middle of empty rooms because of Strogg PTSD.
You'll probably die to Berserkers in that mod a couple times, unlike in vq2 where if they even touch you you should uninstall.

>> No.9495762

>>9495742
Should be. I'm using Yamagi and not Steam though.
At any rate, the Strogg are actually dangerous in this expansions and it's pretty neat to see. I'm actually having to display some skill on hard mode against them this time.

>> No.9495828

>>9495759
>Well zero preservation except for the hyper blaster, which is very scary and forces them to duck in the middle of empty rooms because of Strogg PTSD.
I always laughed at that in base game. They give no fucks if you fire any gun at them, including the BFG, but even the most elite Strogg will hit the deck if you full auto the hyper blaster.
>if they even touch you you should uninstall.
To my extreme shame I actually got slapped by a couple in my first run in alomst two decades. In my defense, the game isn't very memorable outside of a couple of sections and I had no idea one would show up behind me. Funny thing is, it's like he waited for me to turn around before slapping me in the face. It was pretty funny at the time.

>> No.9495958
File: 783 KB, 1854x832, Screenshot 2022-12-16 132336.png [View same] [iqdb] [saucenao] [google]
9495958

>>9490425
>>9494624
Update for "KYSF" (v2): https://mega.nz/file/J5kVUQLD#CCr1tzeo9jDXuINsUWBoLOGX89NKMQzPHbQ-0aCJ0lE
Implemented difficulties and added co-op starts.
Also added some extra resources per my previous note. Any further balancing changes will be dependent on getting feedback. But depending on how much time is allotted, I might be able to do a bit more visual touch-ups/detailing.
>>9494662
>It's now time for the polishing phase.
How long is that going to last?

>> No.9495965

>>9495653
Enjoy the fucking turrets.

>> No.9495970

>>9493419
This looks like a good idea, especially for newcomers, but even when you're sorta experienced and accidentally execute something you had no idea about. Maybe some small note about the messages being possible to disable in the settings would be nice, though.
>>9493407
Most of the earlier true 3D games just don't look good. Texture filtering being slapped on doesn't help. I prefer Quake and Hexen 2 without filtering, and it looks nice. But some other games from the era, especially N64 stuff? It just looks really unappealing to me.
But yeah, Blood 2 had issues all around. It came out the same year as Half-Life 1, and that is a game that's pleasant to look at.

>> No.9495973
File: 170 KB, 1280x1280, 1623478223021.jpg [View same] [iqdb] [saucenao] [google]
9495973

A doom mod I want to try requires messing with the "command line" (aka not a console command).

Can someone spoonfeed a retard and tell me how that works?

>> No.9495978 [SPOILER] 
File: 1003 KB, 1280x800, Winter veekend for v.png [View same] [iqdb] [saucenao] [google]
9495978

hey /vr/ fags
we have a /v/eekend up for srb2k if you guys want to experience it kek
>>>/v/621380926

>> No.9495980

>>9495973
What mod? What source port (if any)?

>> No.9495981

>>9495973
I think the easiest way to do it if you don't know what a command line is, is to create a shortcut for the exectable, then edit it by adding whatever mod asks you in the end.

>> No.9495986

>>9495447
A toggle sounds perfectly fine with me.
But we're talking about Graf, so I'm expecting the answer is [NO]

>> No.9495992

>>9495958
>How long is that going to last?
Until climax ;)

>> No.9496032

>>9495676
He's not. And all his lack of trustworthiness isn't through mistake, it's 100% a game to him. He might not be a sociopath but he's definitely not above lying and manipulating to further his position.

>> No.9496040

>>9495965
Which expansion are they on? I'm doing the first one so far and the sheer number of hitscan enemies have actually managed to kill me once so far, which is still a big improvement over the base game.
I like the improved AI, although the enforcers having zero wind up for their chainguns is bullshit. Fucking Barret Wallace cosplayers.

>> No.9496041

>>9495980
>what mod?
CRT filter
>what source port
GZDoom.

>> No.9496051

>>9495762
"\yquake2.exe +set game xatrix" should also work for Yamagi as a shortcut target.

>> No.9496061

>>9496051
For some reason it tries making a shortcut to my Quake 1 folder. I'm not sure why, but I do have the expansions for that too. It actually let me use the shortcut method for them.

>> No.9496069

>>9496040
Turrets are in the second expansion but get shit on by rockets, and you get the weapons much quicker in GZ. For the Reckoning, beware the brains. Medics and gladiators become rude as well.
>I like the improved AI, although the enforcers having zero wind up for their chainguns is bullshit.
Yeah, it’s tricky but it encourages you to start strafing to the side once you suspect they’re around. Q2 is when they started experiment more with “avoidable” hitscan.

>> No.9496108
File: 2.88 MB, 1920x1080, Screenshot_Doom_20221216_224732.png [View same] [iqdb] [saucenao] [google]
9496108

>>9495980
>>9495981

Thanks! I got it working now

>> No.9496182

>>9491686
i was wondering what happened with this, what happened with the secret level

>> No.9496195

>>9492008
slash is CUTE

>> No.9496210

>>9495310
Redneck Rampage deserves all the respect, just like the rest of Xatrix/Gray Matter games and addons and colored keys are for fags.
That said, Graf is a faggot as well, so I'm not sure why he never added them.
>>9495376
Personally, playing DOS versions for all of them, without mouse fix.

>> No.9496217
File: 11 KB, 210x260, 1545905506258.png [View same] [iqdb] [saucenao] [google]
9496217

Oh hell there's been a lot of updates to VR2 plus it runs on progs_dump that I never learned. I guess two months might be enough time to learn what's new and take a second crack at mapping.

>> No.9496230
File: 2.93 MB, 852x480, redneck riding.webm [View same] [iqdb] [saucenao] [google]
9496230

>>9496210
>Redneck Rampage deserves all the respect, just like the rest of Xatrix/Gray Matter games and addons
Absolutely, and even if someone hates the RR games the devs had a beautiful redemption arc leading up to RTCW before they got devoured.
>and colored keys are for fags
Absolutely not, it's pretty important knowing which key goes where. This is especially true when the game has some of the most elaborate and winded level design compared to the other buildbros.

>> No.9496249

Is there a secrets guide to HFFM? I'm shit at finding them and would like to look up some of the ones I missed.

>> No.9496250

>>9496230
>it's pretty important knowing which key goes where
Does it change the text of "key" "another key" and "yet another key" or what?
Personally, I never had a problem with just trying every door until you get the right one. In the first place, wasn't the issue that people had with RR keys is how you can easily miss them?

>> No.9496273

>>9496230
>leading up to RTCW before they got devoured.
Hey, CoDUO was pretty good too.

>> No.9496295

>>9496182
The secret level still exists, I've just extended the upper area a bit and tweaked the boss fight (Romero can destroy most objects in the arena by walking into them, making him harder to cheese). The mini-maps are scrapped due to lack of overall participation in VR2.
Some of the extended areas are still just crude blockouts, so I'd like to flesh them out a bit before putting it up for testing.
>>9496217
Never too late to HUH.

>> No.9496319
File: 312 KB, 870x682, 123santabubba.png [View same] [iqdb] [saucenao] [google]
9496319

>>9496250
>Personally, I never had a problem with just trying every door until you get the right one
It can be fair to pan huge maps that have switches that give no clue or direction towards what they do, and this is the key equivalent of that. The game also doesn't start with something small like Cradle to Grave or Hollywood Holocaust, Taylor Town is huge in comparison. The start of the game can just be really offputting and complicated, which sucks because it gets better and the small keys don't help.
I also stumbled across this site and I can't tell if it's a joke or genuine: https://bob2x.tripod.com/redneck.html
>(Sewers) This level really bites. Has nothing but turd minions and is a giant maze. If you stay in this level for more than one week you'll be more closterfobic than my neibors dog who lives in a small cage. I could tell you how to beat it..but then i'd have to kill you.

>> No.9496331

>>9496319
>pop moonshine
>pop moonshine in real life
>get to door location in no time
No problem.
>Sewers
Isn't it funny how you can finish the level in like one minute when you know where to go?

>> No.9496334

>>9496295
>scrapped due to lack of overall participation in VR2.
Damn, I had a feeling something similar would happen. I noticed it's not in the news post anymore either. Haven't checked in a few months, admittedly, so all the new stuff in the kit is wholly new to me.
>Never too late to HUH.
I hope not, haha. Hopefully this time I won't start feeling like dogshit every time I have a day free to map.

>> No.9496351
File: 846 KB, 1920x1080, cokeden.jpg [View same] [iqdb] [saucenao] [google]
9496351

>>9496331
>No problem.
Exactly, but most aren't willing to put up with all those hoops and expect something snappy like Duke3D's start. It pushes more people away from getting into the game than it should. There's quirky progression throughout the series, and it can feel borderline comical if you engage/are willing to put up with it.
>Isn't it funny how you can finish the level in like one minute when you know where to go?
They're also neatly designed and elaborate sewers in general, another thing people weren't ready for in what they assumed would just be a "silly ole redneck" fps.

>> No.9496380

>>9496108
new pixie?

>> No.9496448 [DELETED] 

>>9495243
[Citation needed]

>> No.9496482 [DELETED] 

>>9496448
https://twitter.com/doom_txt/status/1603608451082768384

>> No.9496489
File: 2.96 MB, 1920x1080, Screenshot_Doom_20221216_224736.png [View same] [iqdb] [saucenao] [google]
9496489

>>9496380
New...what?
I just wanted to test this out and it looks oddly cool, like those playstation / nintendo magazine screenshots. I actually really really want to play DOOM 64 with crt filter... it would be top atmosphere..

>> No.9496505 [DELETED] 

>>9495243
>>9496482
What about elon and instability?

>> No.9496531

>>9496489
Good luck seeing literally anything. Might as well add an afternoon sun glare on the screen while you're at it, Doom 64 was dark as shit even at max brightness.

>> No.9496551

>>9496249
https://youtube.com/watch?v=3zVDjttoxNw

>> No.9496561
File: 268 KB, 401x431, 1590602759213.png [View same] [iqdb] [saucenao] [google]
9496561

Hey kids, I know I said I'd have that Unrattled beta out today, but that might be delayed while I try to figure out how to fit 11 maps into 1 episode, as well as figuring out a map order.
Don't worry though, I'm not pulling another 512 Linedefs on you, or a 94 Protons, God forbid. I'm shooting for an RC before Christmas weekend.

>> No.9496564

ggs

>> No.9496568

>>9496564
Sorry to kill the server early, but I finally got backup to fill in for me when I'm not here. Gonna be briefing them on how to into Linux and put up games and stuff.

>> No.9496591
File: 1.28 MB, 3840x2160, ironwail0006.jpg [View same] [iqdb] [saucenao] [google]
9496591

I just started Arcane Dimensions and did Foggy Bogbottom. Evidently missing a ton.

>> No.9496601 [DELETED] 

>>9495243
>>9496482
why do people do this shit? twitter has always been a dumpster fire, only nerds use that shit for anything serious. also I thought doom_txt used to be a meme account, but most of the tweets are just some guy voicing his opinions and talking about birthdays being depressing. good riddance

>> No.9496603 [DELETED] 

>>9496601
Virtue signaling

>> No.9496606 [DELETED] 
File: 9 KB, 575x110, file.png [View same] [iqdb] [saucenao] [google]
9496606

>>9496601
>also I thought doom_txt used to be a meme account, but most of the tweets are just some guy voicing his opinions and talking about birthdays being depressing
You're not a very bright boy, are you?

>> No.9497051

>>9492946
>What's the best Blood source port for Linux?
Don't they all support Linux? I play Blood on Linux using Raze, whose Blood support comes from NBlood which therefore presumably supports Linux as well, and it looks like BuildGDX supports Linux too. Meanwhile, so does DOSBox. So, as far as I can tell, the only Linux-incompatible way to play Blood is the Fresh Supply release.

>> No.9497130
File: 673 KB, 1920x1080, Screenshot_Doom_20221216_233836.png [View same] [iqdb] [saucenao] [google]
9497130

This jumpwad from the cacowards is OK but all it really makes me to do is play an actual rocket jumping map. Any recommendations?

>> No.9497151
File: 619 KB, 1680x1050, Unpfhorgiven_0006.png [View same] [iqdb] [saucenao] [google]
9497151

How did you get in there?

>> No.9497180

>>9497151
Not every area of floor is accessible to the player.

>> No.9497181
File: 438 KB, 1680x1050, Unpfhorgiven_0007.png [View same] [iqdb] [saucenao] [google]
9497181

>>9497151
Figured out how he got in there.

>> No.9497468

>>9495625
Classic case of "We gotta shit out the game before x-mas by any means neccessary, it's gonna sell craploads anyways!"
I tolerated no muzzleflash in the demo, but the full release lacking it is absurd

>> No.9497475

>>9491686
Can the crucifyed Zombies get scripted to drop to the ground and act as regular Zombies afterwards in this mod? I swear this happened in at least one Tronyn mod and that's where my idea spawned from
>also kinda funny how the AD mod also features a heatheeker Bob yet you made .qc for the VR one from scratch instead of just "borrowing" their code for it

>> No.9497484

>>9495759
Actualy its sometimes beneficial to get hooked by a 'zerk once, if the tradeoff is head-surfing over a crowd of them with no retaliation - if you know when exactly to jump once their attack animation starts that is

>> No.9497501
File: 75 KB, 640x480, cybermage_12.png [View same] [iqdb] [saucenao] [google]
9497501

Imagine if Doom had good art design on top of just having a decent gameplay.

>> No.9497508

>>9497501
Doom was actually pretty pleasing visually when it came out
it was about the contrast/lighting of the environments a bit of an architectural minimalism that gave it its own atmosphere.
iirc some dude even wrote an essay about this kek

>> No.9497514

>>9497508
and Doom 2016 somewhat got the idea in places but both of these games have to be played with proper brightness/gamma settings to be appreciated

>> No.9497532

>>9497508
I can call Doom cute, but asset-wise it's a mess.
I mean, it's impressive what level design pulled off with them... in Shareware episode at least.

>> No.9497543
File: 31 KB, 184x184, trrah8qaydo41.jpg [View same] [iqdb] [saucenao] [google]
9497543

>>9497532
i personally love Adrian Carmack and Kevin Cloud's work.
granted there were mistakes in judgement like fireblu that Jag/Psx dropped and these ports are more visually cohesive.
as for fireblue itself it seems it's already left some kind of legacy

>> No.9497545
File: 62 KB, 1280x721, agony_unrated.jpg [View same] [iqdb] [saucenao] [google]
9497545

>>9497543
it may have inspired more recent depictions of hell

>> No.9497549

>>9497501
Doom has good art design, it's heavy metal album covers mixed with gory horror movies and lived in, gritty sci-fi.

>> No.9497574
File: 112 KB, 900x768, whoyougonnaAAAAA.png [View same] [iqdb] [saucenao] [google]
9497574

Speaking of art, here's a little something I drew for the title screen of Unrattled

>> No.9497586

>>9497574
spoopy °0°

>> No.9497604
File: 1.04 MB, 1920x1080, kmquake2_0020.jpg [View same] [iqdb] [saucenao] [google]
9497604

>>9496489
That shader anon, it looks like CRT new pixie

>> No.9497625

>>9497574
That's amazing.

>> No.9497645

>>9497604
i used to play some PC games on my TV in the early 2000's(bigger screen with more contrast) with a VGA>SCART converter and it looked somewhat similar.
later on i had a graphics card with an S-Video out but S-Video being what it is and not knowing at the time how important the cable was quality-wise i didn't use quite as much except for playing DVDs

>> No.9497663

>>9497475
>Can the crucifyed Zombies get scripted to drop to the ground and act as regular Zombies afterwards in this mod?
I could try to code that, but it would probably be easier for mapper to just trigger-spawn 'real' zombies in front of the crucified ones while simultaneously killtargeting them. Otherwise there might be collision issues.
>also kinda funny how the AD mod also features a heatheeker Bob yet you made .qc for the VR one from scratch instead of just "borrowing" their code for it
Another anon added the Bob (along with most of the other AD/Quoth monsters) so idk how directly the code was taken.

>> No.9497679

>>9497604
looks weird 2bh, kinda like a polaroid taken of a paused game on a CRT

>> No.9497702

>>9497679
Looks like it has some DoF going on in the back there too, something well beyond what a 64 would be capable of.

>> No.9497737

The Strogg in The Reckoning were doing some serious damage to me until I found a powershield.
I did appreciate the slightly improved AI, but I'm certain the real reason why the expansions are harder is the higher number of machinegun type hitscanners and the new enemies.

>> No.9497757

>>9497737
>I did appreciate the slightly improved AI, but I'm certain the real reason why the expansions are harder is the higher number of machinegun type hitscanners and the new enemies.
That’s fine. Enforcer buffs already got mentioned and yeah they’re a hitscanner. I honestly had the most trouble with the tanks in that one hallway and those bouncy disc guards.
Run into the improved medic yet?

>> No.9497789

>>9497574
Sick

>> No.9497887

>>9497508
You got a link to the essay anon? Sounds like it would be a fun read

>> No.9497898

>>9496561
Might as well split into two episodes and make an exit map like in hffm, since we're aiming for wide compatibilty
with limit removing/boom levels I don't think we should use any umapinfo tricks

>> No.9497920

>>9497898
There's already two maps using special boss actions so that's a no-go if we want to fit them all in.

>> No.9497923

>>9497757
Not yet. I just got a railgun so combined with the powershield I'm assuming it's gg from here.

>> No.9497936

>>9497757
Oh, I did meet the new Brains though and it's incredible how they made the most useless enemy from the main game into a huge threat for the expansion. Fuck me their stupid laser eyes hurt.

>> No.9498031
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9498031

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!
WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.

>> No.9498106
File: 2.21 MB, 800x450, that last bit of polishing.webm [View same] [iqdb] [saucenao] [google]
9498106

>>9498031
After playtesting and getting some feedback. I've changed up Doomslayer's pistol a little more to be a shotgun blast of the stun pellets instead of just one, it also now passively recharges instead of needing to be charged by attacking. This was done cus it was WAY too easy to combo back and forth between the Thunderbuss and the stun pistol and just lock anything down forever.

I also changed up the True Flight dagger a little, originally it just flew forward forever with no drop off, now it does that and it's capable of redirecting itself when it bounces off walls, it's really goddamn funny throwing this thing down a hallway and hearing something get hit a few moments later. The Greed knife no longer spawns ammo on hit, instead you now just throw three at once for big health regen.
Finally you can't really see it here but the Thunderbuss doesn't respond to reload or zoom inputs if you can't use those tools. No more holding the button and just cancelling out for free. Blaz is pretty much good to go at this point, so it's Doomslayer needing those last few tweaks to make him feel good to use and still be reasonably balance.

Fuck the filesize limit again. The first webm I made was too big so I had to re-re-record and process another one. Christ.

>> No.9498118
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9498118

>>9498106

>> No.9498130
File: 274 KB, 1177x772, sale.png [View same] [iqdb] [saucenao] [google]
9498130

>>9498118
Soon, hopefully. I'm still doing playtesting to make sure I didn't miss anything serious, as well as fix some shit that sucks. Like how Skuttles could get you in a corner and headbutt you to death in seconds, and removing the spreadgun knife throw from the thieves seeing as that attack could just instantly kill you. I also removed that tower of arrows attack the Edgelords could do because while it looked cool, it was in that sweet spot between "Not threatening" and "Honestly fucking annoying having to wait for it to stop"

I'm gonna be giving the monsters some better polish next year

>> No.9498143
File: 15 KB, 800x160, notaleprechaun.png [View same] [iqdb] [saucenao] [google]
9498143

>>9498031
Got back to work on this guy, set him up for two-tone player palettes and, after a bunch of doodling and tweaking, drew a side view I'm happy with (no profile reference exists, so I basically had to make shit up.)

>> No.9498156

>>9497887
i sadly don't, it's been years

>> No.9498175

Have they ever made a doom mod inspired by Dante's Inferno. You could do all nine layers of hell with different demon bosses like Beelzebub representing gluttony and minions inspired by the theme of the level. Lust would obviously have succubus.

>> No.9498243

would be pretty neat

>> No.9498286

>>9498106
Great to see your updates kegan :)

>> No.9498319

>There's a section in The Reckoning where a fucking animal steals the airstrike beacon you need and runs off for two levels
What is this goofy shit? I was on board until the silly filler cargo cult thing happened and forces you to kill 80 of those annoying green bastards. I'm here to kill Strogg, not mess around with the wildlife. At least that's over now.

>> No.9498346

>>9497663
>it would probably be easier for mapper to just trigger-spawn 'real' zombies in front of the crucified ones while simultaneously killtargeting them. Otherwise there might be collision issues.
I only know that it shound NOT be done the way Rouge's DoE addon did their Mummy miniboss encounter (which is unintentionally skippable via a well-timed telefrag), ever since I've noticed how most hi-quality fanmaps/mods place the crucial monster spawning teleports way above the height of the players model, I wonder if that's exactly where from had their authors learnt from to avoid such mistakes (either from that one setpiece or the E2M6's final elevator sequence)

>> No.9498351
File: 41 KB, 150x306, X_laserguard.jpg [View same] [iqdb] [saucenao] [google]
9498351

>>9497737
>Got tired of me yet, humie?

>> No.9498363

>>9498319
I like how the Gekks are the sole existing entity in all of Q2 that makes use of the multi-skin functionality (yes their 'wounded' and 'dead' textures differ slightly - most noticable when they're killed in water so they won't do that self-gibbing dance they'll sometimes perform on land)

>> No.9498371

>>9497574
neato

>> No.9498380

>>9498319
Anon
The wildlife is also Strogg, They extract neurocytes from them

>> No.9498384

Is there anything like quake injector but for slipseer? Or even something that covers both that and quaddicted in one tool.

>> No.9498414

>>9497574
rad

>> No.9498418

>>9498351
I was surprised when they showed up. They actually made the Quake 2 guards Doom 2 chaingunner level threats? Holy fuck. I'm actually prioritising them in fights over literally anything else the Strogg have.

>> No.9498430

>>9498351
I wish these guys have showed up more. They were pretty fun to fight.

>> No.9498458

>>9498380
Random tangent: I like the Jorg suit in 2, seemed a bit more fitting than all the fleshy stuff in 4.

>> No.9498472

While we're discussing Quake 2 expansions, how the fuck is Makron alive in the first DLC? Unless this is a prequel it makes zero sense, but then it can't be a prequel because Stroggos couldn't be invaded with Big Gun still functioning. Bitterman only survives because some retard clips his pod and forces manual control, and even then it just crashes anyway.

>> No.9498492

>>9498472
>spoiler
Probably just another warlord or something.
>for years thought the intro dialog was: Damn it! They got a freaky MP down there!”
>it’s actually “Damn it! They've got a low-freq EMP down there!”
I was confused by the early dialog of Bitterman confirming that the Big Gun wasn’t used, his whole platooned got disabled. Love it, gotta keep that meat fresh.

>> No.9498496

I've scrapped most of the images from half a decade old doomworld texture and sprite threads, someone might find this useful. It's not perfect as barely anything was done manually, so you'll see that: folders have avatar pictures in them, there is some uncurated low-effort crap in places, image links tend to get lost in time, I've omitted archives from file hoster links, presence of dups. You'll also have to look authors' names by yourself for a credit, everything was sorted out by pages for ease of search however. Enjoy.

https://www.mediafire.com/file/g8fg9w1manakmvn
https://www.mediafire.com/file/667lcn3n49x76ka

>> No.9498508

>>9498496
>>9490425
Might be helpful to bring it to the news:
"Doomworld textures/sprites dump by anon"

>> No.9498521
File: 690 KB, 1211x1467, 1666415513959489.png [View same] [iqdb] [saucenao] [google]
9498521

>>9497604
Looks pretty good m8.

>> No.9498548

>>9498521
i wish kmquake2 supported vulkan and compatibility with 3.20 and lower stuff

>> No.9498578
File: 42 KB, 674x697, 1640942371817.png [View same] [iqdb] [saucenao] [google]
9498578

>>9490752
>>9490425
well, after reading 20 thousand comments about this shit (80% were insults against tim) I can make a little resume of the current situation:
>every single source code was leaked years ago, even the unreal championship 2 one, ut4 one it's still on github
>unreal gold & ut99
are safe as oldunreal has the source code and the permission to make patches, also these games already have a community master server
>unreal 2
for some reason this game also have a community master server for its xmp multiplayer but no permission to do anything with its source code so no patches
>ut2003
lol
>ut2004
at least ONE GUY HAS AN ACTUAL COMPILATION OF THIS GAME RUNNING ON A MODERN API (didn't specify which one), but epic didn't even reply to the guy
also no master server but there are people working on reverse engineering it right now and in the mean time openspy can be used by changing a line in an .ini (you now remember ut2004 used gamespy once)
also no permission to do anything with its source code so no patches
>ut3
it will be re released as ut3x, f2p + epic online service integration
if you have ut3 in your steam account I WOULD MAKE A BACK UP OF IT RIGHT NOW because I don't trust epic in not replacing it with its modern shit instead of adding a new entry as right now ut3x is using the same store page
also there's a great chance you could not mod it because the eos integration means every retarded shit you make is epic's responsibility
no community master server, no patches and no one working on it for the time being
>ut4
buttfucked to death
if you have it installed I'd back it up too because I don't trust epic in not removing it in its entirety, it was already removed from the store
you can play offline with bots using ut4uu
the ut4uu guy is working on reverse engineering the master server but he also has to reverse engineer or remove the eos integration

>> No.9498581
File: 1.95 MB, 310x280, 1667398439777.gif [View same] [iqdb] [saucenao] [google]
9498581

>>9497574

>> No.9498584

>>9498578
>if you have ut3 in your steam account I WOULD MAKE A BACK UP OF IT RIGHT NOW
I don't particularly like UT3, but I'll do this anyway.

>> No.9498598
File: 116 KB, 355x236, 1661564235741.png [View same] [iqdb] [saucenao] [google]
9498598

>>9498578
>epic didn't even reply to the guy
I hate epic so much it's... unreal

>> No.9498616
File: 33 KB, 112x112, 1648073623091.gif [View same] [iqdb] [saucenao] [google]
9498616

Hey, Serious Business Saturday will be a go in about an hour-ish from now. If you want to download the map early grab it here:
>Bastion of Darkness: https://files.catbox.moe/pzw8jk.gro

>> No.9498631
File: 123 KB, 368x537, 1657928324315.png [View same] [iqdb] [saucenao] [google]
9498631

>>9498578
kek, it's over

>> No.9498645

>>9498578
>I only give a shit about the original UT
>I also only play with bots
It sucks Epic are pretending UT never existed but I'm not affected by this.

>> No.9498659

>>9498631
>people make ut4 maps
I'm actually surprised

>> No.9498672
File: 77 KB, 800x600, unreal-ii-the-awakening-windows-screenshot-the-coolest-pilot.jpg [View same] [iqdb] [saucenao] [google]
9498672

i know Unreal 2 isn't the best "sequel" but the ship is still super comfy

>> No.9498687
File: 363 KB, 1920x1080, 1656741674129.jpg [View same] [iqdb] [saucenao] [google]
9498687

>>9498672
quite the comfy ship indeed

>> No.9498713
File: 90 KB, 270x270, 1499730_full-2756578868.png [View same] [iqdb] [saucenao] [google]
9498713

>>9498687
needless to say i wanted to be that snake

>> No.9498716

>>9498616
First or second encounter?

>> No.9498723
File: 793 KB, 1200x800, 1658837710353.png [View same] [iqdb] [saucenao] [google]
9498723

Gentlemen, it's time for some Serious Business Saturday. Today we'll be playing through a custom map called Bastion of Darkness. Grab it here: >>9498616 if you haven't already.
>ip: 45.79.57.115 (join via specify server)
>Please remember to wait for others and don't rush ahead too far.
>>9498716
Always Second Encounter unless specified otherwise.

>> No.9498789
File: 406 KB, 3840x2160, notblood004.png [View same] [iqdb] [saucenao] [google]
9498789

just a heads up for NotBlood anon, not really a problem
the option menu's transparent mask is a bit too short for higher resolutions

>> No.9498807

>>9498789
I had thought it scaled upwards regardless of resolution. I'll tweak and find what the maximum build sprite scale is - thanks for the report anon.

>> No.9498827

>>9498807
np, thanks for NotBlood

>> No.9498849
File: 2.11 MB, 1280x720, 1641476843764.webm [View same] [iqdb] [saucenao] [google]
9498849

>>9498723
And the jank is over. Thanks for coming again even if only one map out of three worked properly.
No group photo this time, instead have this crusty video showing off a whole lot of beef.

>> No.9498863

>>9498672
It was all but cut out of the XBox release. Tried it out the other day and it just slideshows you from dialogue to dialogue.

>> No.9498905

>>9498118
I don't know what this means and at this point I'm too afraid to ask

>> No.9498912
File: 459 KB, 1080x956, 1661466389953811.jpg [View same] [iqdb] [saucenao] [google]
9498912

>>9498807
>enemy speed modifier option
Oh god you did it, I'm so happy thank you

>> No.9498917

>>9498863
oh that's sad, but i guess maybe people complained about it and they decided to get rid of it

>> No.9498923

>>9498912
kek that pic

>> No.9498937

>>9498827
>>9498912
Np anons, thanks for feedback

>> No.9498975

>>9497574
this should be the /vr/ spoiler tag.

>> No.9499036

>>9498917
Yeah. Not sure why they did it. They have the dialogue system in the game elsewhere. And there was plenty of space on the DVD.
Iirc they were trying to streamline it sonitbwas more of an action game or something. I don't think anyone complained originally tho. Maybe testing groups. Who knows.

>> No.9499084

>>9499036
>Not sure why they did it
halo

>> No.9499098

>>9498598
kek

>> No.9499107

>>9499084
what do you mean? like trying to make it more similar?

>> No.9499108

>>9499107
yep

>> No.9499170
File: 52 KB, 255x183, Title screen heroes 3.gif [View same] [iqdb] [saucenao] [google]
9499170

>>9498031
Also I'm confident enough in the time I have to work with that I'd like to change up the title screen a little, put together some sprites for that.

>> No.9499193

>>9491446
Sound more like a feature.

>> No.9499226
File: 524 KB, 792x856, owwww.png [View same] [iqdb] [saucenao] [google]
9499226

What is the best guide to using DECORATE?

>> No.9499228 [SPOILER] 
File: 40 KB, 454x381, Blue_d5eec2_745643.jpg [View same] [iqdb] [saucenao] [google]
9499228

bfma

>> No.9499236
File: 94 KB, 381x381, 1541114132272.jpg [View same] [iqdb] [saucenao] [google]
9499236

>>9490425
DNF Restoration First Slice Trailer came out, comes out this Wednesday. Also, a guy did about an hour and 45 mins of gameplay on Twitch earlier tonight

https://www.youtube.com/watch?v=d3nSSCNDFds
https://www.twitch.tv/videos/1682034390

Always Bet On Duke.

>> No.9499240

SNS: Mountain of Grunch 2 isn't out yet. We'll play one of the Whitemares tomorrow, haven't decided which one.

>> No.9499245

>>9499236
Forgot to mention, and it goes without saying, but the stream has spoilers out the ass

>> No.9499267

>>9499228
Blue waffol?? Doom Waffol?

>> No.9499287

>>9498106
There's a python script called restricted-webm that you can use to automatically shrink your webms down under the limit.

>> No.9499289

>>9499287
I might need to look into that. I just use webm for bakas and try my damnedest to keep that shit under the limit.

>> No.9499298

>>9499289
I use straight CLI ffmpeg, so my webms are inevitably pretty sloppy in terms of filesize, but restricted-webm can shrink it while losing barely any quality. I'm surprised webm for bakas doesn't have that sort of thing as an option.
https://github.com/HelpSeeker/Restricted-WebM
Just take that .py file, drag it onto your webm, and bam, that bitch's ready to upload.

>> No.9499324

>>9499236
Ayy, lookin cool

>> No.9499334

>>9499298
I don't think simply drag and dropping is gonna work for my setup. and I'm too much of a sleepy asshole to figure this out at the moment. I'll try to figure this out later.

>> No.9499362

>>9498106
>>9498143
>>9499170
These all look incredible anons. Well done!

>> No.9499381
File: 114 KB, 500x247, duel of the AAAAAAAAAAAAAAAs.gif [View same] [iqdb] [saucenao] [google]
9499381

>>9490425
UNRATTLED BETA 1
https://files.catbox.moe/a6g75q.zip
This is a very, VERY barebones build of Unrattled. Here's what we have left to do
>Pick MIDIs for the title screen, intermission, and first text crawl
>Make graphics for the title screen, intermission, credits, M_DOOM, and if we feel like it, the endgame pic (Captain Mozzarella is doing the titlepic)
>Make a ZMAPINFO lump
>Just general testing I guess

>> No.9499386

>>9499236
I can't wait

>> No.9499452

>>9499381
>>Make a ZMAPINFO lump
You should probably make UMAPINFO as well/instead.

>> No.9499456

>>9499452
It already has one. Zandronum and ZDoom 2.8.1 don't support UMAPINFO so I always implement an additional ZMAPINFO lump to accommodate for those ports.

>> No.9499479
File: 262 KB, 600x399, Doom Bar.jpg [View same] [iqdb] [saucenao] [google]
9499479

>>9499381
Errr rentry anon, I think it's time to update the projects list again.
Are you still looking for additional maintainers?

>> No.9499515 [DELETED] 
File: 814 KB, 1018x1213, 1661436079856.png [View same] [iqdb] [saucenao] [google]
9499515

uh, gogglebros?

>> No.9499553
File: 206 KB, 1920x1080, nosferatushadow.jpg [View same] [iqdb] [saucenao] [google]
9499553

>>9499479
I think I'll wait for a titlepic for now.
>Are you still looking
Nope, I do not partake in multiplayer sessions or elsewhere, and even if, I still wouldn't consider sharing the task. Could be an excessive reasoning, but I wouldn't want multiple people aping in with surplus of edits, one man is enough. Wouldn't refuse a good description for Unrattled though.
There is a backup plan in case I disappear for a long time so no one has to worry, there also was promise of someone doing dedicated website as rentry replacement. Sorry for update delays.

>> No.9499561

>>9499553
>there also was promise of someone doing dedicated website as rentry replacement
That was me, but it was just a maybe, not a promise.

>> No.9499565

>>9499381
map order is good, and damn I didn't think people would make their maps so hard for this

>> No.9499576

>>9490659
How much of HL2 is this?

>> No.9499580

>>9499576
It's not even actual HL2, it's ye olde beta HL2

>> No.9499595

>>9499245
k, i will rather wait then.

>> No.9499629

>>9499576
Just the city.

>> No.9499631

>>9499553
>In a world where there are no skeletons to shatter, no apparitions to agitate, no bones to bamboozle, all shall remain... unrattled.

>> No.9499678

>>9499170
This pic goes so fucking hard, can I save it?

>> No.9499685

>>9499678
Imagine a whole Doom prequel on medieval ages with Doomguys a la Athurian round table fighting demons, and its actually a Doom game.

>> No.9499716

>>9499580
But can I get my free TVs there?

>> No.9499762

Playing Last Reaction and Water Bases for the first time. Last Reaction is a mess, there are some nicely looking rooms, but in general it is huge empy areas, no ammo and ridiculous puzzles (7 switches lol). Water Bases levels are genuinely good though, clearly inspired by E2, but NOT a rehash, has consistent greenish theme and intetesting layouts. Some scripting is broken in Raze (mini robots, and some other do not move), but that is not a big deal.

>> No.9499790

>>9499576
From after the trainstation escape to the Kleiner's Lab teleportation.

>> No.9499810

I'm burned out playing Doom RPG with Doom, are there any big conversion mods it's compatible with?

>> No.9499858

>>9499236
what happened to the /vr/ project?

>> No.9499879

>>9499381
You can't idclev to maps 10 or 11. Could you add duplicates of those maps to E2 just for level select purposes? The wad doesn't have an episode select anyway.

>> No.9499935

>>9499879
It wasn't made with pistol starting in mind, you have to play continuously.

>> No.9499940

>>9499935
you mean levels from e1m9 to e1m11 or all levels of unrattled? I didn't make mine with continuous runs in mind

>> No.9499941

>>9499940
Nobody does. That anon was clearly having a laugh.

>> No.9499952

>>9499381
>>9499879
Maybe it could be split in 2 episodes of 5-6 maps each

>> No.9499956

>>9499952
It's meant to be one continuous episode, and there isn't any sort of episode select. You just go right into it after picking a difficulty. I'm only asking this for level select purposes.

>> No.9500035

>>9499381
E1M4 is broken. Whatever chucklehead made it forgot to tag his lines and sectors, so the chaingun and rocket launcher are inaccessible, as is the detonator for the titular dynamite..

>> No.9500049

>>9499858
Exactly what happens to 90% of /vr/ projects. It died, and the only reason it even existed was because people took trollbait for truth and thought the restoration project was doomed when it wasn't.

>> No.9500070
File: 543 KB, 1053x826, asssssssss.png [View same] [iqdb] [saucenao] [google]
9500070

>>9498031
I just finished another map for my megawad.

>> No.9500151

>>9499381
>Mildly Dangerous Day
Map looks quite unconventional texture and shape wise, but not bad.
Final fight was surprisingly nasty and took me several attempts. Maybe I'm just bad at punching barons.

>Living Too Late
Solid map with lots of doomcute. Not much else to say about it.

>Lurking Terror
Fairly ammo/weapon starved map that seems to be more about evasion. I didn't even notice you could open the bars to the chaingun/rocket launcher but that didn't really diminish my enjoyment.
The barons which appear after grabbing the red key just stayed in their closet during my playthrough. Same goes for the teleporting caco's which mostly just float around in a corner in the Western area. I wonder if it would be nice to add a few extra passageways which open up at some point, just so the monsters can get around easier.
The spider mastermind teleporter closet will break if a monster blocks the destination. It might be better to get rid of the conveyor belt there.

>> No.9500153

https://rentry.org/x0r_jmp
DUKE ENDANGERED SPECIES IS REAAAAAAAAAL!!!
https://rentry.org/x0r_jmp

>> No.9500169

>>9500153
>>9490425
Holy fuck.

>> No.9500190

>>9500151
>>Lurking Terror
For that map, I was originally going to copy the layout for the police station in Resident Evil 2, which is why you're better off just walking around most of the enemies until you're able to arm yourself with better guns.

>> No.9500205
File: 32 KB, 647x1179, 1671364484108833.png [View same] [iqdb] [saucenao] [google]
9500205

>>9500153
Interesting.

>> No.9500237

As much shit as Quake 2 (rightfully) gets, replaying it for the anniversary has reminded me that it has some 10/10 guns.
>The super shotgun is beefy as fuck and feels great to fire
>The chaingun is a meat grinder and is the thing boners are made of
>The hyperblaster is a lovely plasma rifle and seeing Strogg panic and try to duck its fire never gets old
>The railgun is one of the best guns in an FPS and that corkscrew trail it leaves behind is a thing of beauty
Why no muzzle flash though? It makes some guns feel like toys, and the BFG is the worst version of the gun yet, looking and feeling weak as all hell.

>> No.9500276
File: 281 KB, 1920x1080, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
9500276

ahem

>> No.9500295

damn i brought bad luck to the team just as i post this they took one...

>> No.9500301

Do you guys know any sprites that are like demon with a machinegun? There's terminator on Realm 667 but he also has another gun.

>> No.9500338
File: 883 KB, 3440x1440, 1634601007681.jpg [View same] [iqdb] [saucenao] [google]
9500338

>>9500237
>Why no muzzle flash though?
Probably one of many cut corners for the initial December release like >>9497468 mentioned, and a lot of the guns have particle effects for their projectiles anyways. What I don't get is why muzzle flashes are still absent with the official RTX port.

>> No.9500350

>>9499381
Update for Lurking Terror.
>Added some more ways for monsters to get around the map.
>Fixed the Mastermind not spawning in if the teleport exit is blocked.
>Fixed a couple of misaligned textures.
https://files.catbox.moe/f391lh.wad

>> No.9500351

>>9499858
>>9500049
It wasn't a /vr/ project. It was a bunch of /v/tards setting up shop here, no wonder it failed.

>> No.9500360

>>9500049
/vr/'s gotten a lot done in the past couple years in this general alone.

>> No.9500390

>>9499879
Sure. I thought about making it replace E1M1-E1M5 then E2M1-E2M6, but that's just a personal thing and I don't know if anyone else would like that.
>>9500035
Sounds like a classic ZDoomism. If pengu0 doesn't show up then I'll clean it up myself.
>>9500350
Got it

>> No.9500394

>>9500390
What if there were 3 episode selections. 1-5, 6-11, and all of the maps in one go?

>> No.9500414

>>9500338
the textures are there for the SMG
which by the way is a interesting case of the 1st person model not looking like the g_ model

>> No.9500421

>>9500035
>>9500390
god fucking dammit i was stuck on that map for half an hour trying to find out what i was supposed to do, thinking i must be retarded. turns out it's broken and works perfectly fine in gzdoom
fucking hell

>> No.9500430

>>9500394
I don't see the point. If someone wants to play all maps in one go, they'll start from episode 1 and it will send them straight to episode 2 when they beat it.

>> No.9500439

>>9500338
I'm hoping a potential Nightdive remaster will fix the muzzle flash issue. It really is silly how the guns lack the feature and the end result is every gun looking weaker than they should. Imagine that chaingun with muzzle flash, it'd be the most satisfying gun in any FPS.

>> No.9500478

>>9500439
Nightdive will NEVER remaster quake 2, for Quake remastered flopped, all thanks to them using netquake over quakeworld, which all sourceports these days uses for movement

>> No.9500480

>>9499381
Alright time to share my feedback in this:
>Midly Dangerous Day (It's my map so it's eh)
>Living too late:
Really cozy but the secret with the rockets somehow can't be counted.
>Lurking Terror
I actually like it a lot, very fancy but not too long, the spider mastermind felt slightly too much but i don't think it was too bad
>Dynamite
as i've read, it needs to have his linedef shite fixed.
>Demon Summoning
Fun fact, this map makes the game end if you play this on nugget doom, other than that it's really barebones of a map, i'd say maybe expand it upon a little if you can, because a small arena with 2 (cheesable) barons and a rocket launcher isn't what i'd say aa recipe for success.
>Escape from Tei Tenga
Jesus christ this ammount of barons makes me wonder if my map has set the foreshadowing.
>KYSF
Well i have to say, most bombastic map by far.
It feels very unorthodox but it definitelly feels unique

>> No.9500483

>>9500480
>the secret with the rockets somehow can't be counted
using the panel on the right raises it, so it can be counted
also good job on Mildly Dangerous Day, i really liked it

>> No.9500492

>>9500480
>>9500483
When I tested I assumed the pickups aren't collectable without the container raised, and they weren't in PrBoom
I never actually checked whether the secret registers, I just figured it must because the floor is touchable

>> No.9500493
File: 2.95 MB, 854x480, Gunnersurprise.webm [View same] [iqdb] [saucenao] [google]
9500493

>>9500439
>I'm hoping a potential Nightdive remaster will fix the muzzle flash issue.
I didn't have much hope of a remaster happening in the first place, and there's even less hope now. I'm fine with tracers for the time being, plus I'm more focused on how enemies operate.

>> No.9500495

>>9498807
You are a very based man. Blessed be your heart for NotBlood.

>> No.9500503

>>9500480
>Nukage Rig:
Ok this one feels new mapper wise, but i can definitelly see a good start, main issue with this map is that it feels Long in some corridors, and each room feels like they have set piece follow to the next so they feel somewhat blatant, that being said the background is gorgeous, there is some areas that i would improve it would be the frontal door in the center room after the Dark corridor at the start, instead of it being another door with texture you make it so it is blocked, and the key just unlocks it, i feel it would make more sense that way.
also Exit skips the intermission.

>> No.9500504
File: 18 KB, 338x314, naked revenant.jpg [View same] [iqdb] [saucenao] [google]
9500504

>>9497574
Make it so that the final map is an endurance round against an army of naked Revenants who are angry at being left out and having their rocket launchers stolen.

>> No.9500505

>>9498827
NotBlood vs NBlood: what's the big difference anyway?

>> No.9500508
File: 1.27 MB, 269x195, 1670739890382670.gif [View same] [iqdb] [saucenao] [google]
9500508

>>9500480
>>9500483
>Mildly Dangerous Day
>Living Too Late
Played both of these for the first time in the beta compilation. Loved both, and they serve as a good opening for the WAD. Thank you both so much for sharing them!
>>9500390
Just split it into two 5/6-map episodes. It's the cleanest solution at the moment, and it'll let you get a little creative naming the eps.

>> No.9500509

>>9500503
>so they feel somewhat blatant
I meant to say Bland
>>9500483
Ahh, i see then, it's weird though becuase i could have easily accessed from the counter, maybe make the secret too far up to be get and using the panel will lower it down.

>> No.9500516
File: 1.75 MB, 1280x720, 1671365785835969.png [View same] [iqdb] [saucenao] [google]
9500516

>>>/v/621549904

>> No.9500520

>>9500508
>>9500483
>>Living Too Late
>Thank you both so much for sharing them!
I can only wish i was the one who made that map lmao

>> No.9500525

>>9500505
NotBlood gives you custom difficulty, enemy randomizer, projectile replacement for hitscans enemies, autoaim options for small critters...
it's also ahead of Nblood when it comes to other stuff, like it has controller rumble and mobile crosshair that shows where's the autoaim.
best is to try it and fumble around:
>https://github.com/clipmove/NotBlood/releases

>> No.9500526

>>9500508
Cheers anon
>>9500503
>>9500509
>Processing Plant
Ok... this one is slightly messy but in a good way.
Using Keybars as lights feels unorthodox but i'd say it isn't something i wouldn't welcome,
Not fond of the lift from the starting secret doesn't use the same texture as the others though, and lastly the secret chainsaw and chaingun, while not bad could use a teleporter than to me just going back to be honest, other than that, it feels like an early zdoom map which i don't mind!

>> No.9500538

>>9500508
It was by no means a speedmap, I started messing around in UDB the same thread the project was thought up so I respect the hell out of all the submissions that were done in just a week or two

>> No.9500543

>>9500526
>Dork facility
Not very fond of the shootable switch that looks like an usuable switch but other than that, i dig the map a lot, really what it needs to be changed is just the texture
also Last cause has no Sky set.

>> No.9500547

>>9495653
The Reckoning was pretty cool, even if they just had to reuse the Makron for some reason. The best bit was smuggling yourself onto a Strogg spaceship through a packing crate and taking the ship over through the inside. It felt vaguely silly, but it was a neat section.
On to Ground Zero I guess. lets see why everyone said this one is bullshit.

>> No.9500564

>>9499381
Since Dynamite is apparently broken I'll skip it for now.

>Demon Summoning
Fairly short E1M8 re-imagining, complete with secret soulsphere next to a staircase. I actually managed to get killed by the spectres on my first try.
You get a rocket launcher this time around, but the final fight against the two barons is pretty cramped so you'll have to be careful to not blow yourself up. You can also cheese the fight by just leaving via the elevator.
There's some misaligned/mistextured linedefs in the small starting room. Also I noticed there are two player 2 starts and no player 3 start.
As soon as you step through the red door into a featureless outdoor area you get surprise-teleported to a E1M8-esque death exit, which seems a bit cheap (the surprise teleport that is, not the E1M8 style exit). Maybe it'd be nicer if there was some atmosphere building here (or at least a nicer looking outdoors). The original E1M8 had the slow-rising staircase to a teleporter for example.

>Escape from Tei Tenga
Some pretty cool events going on here. I particularly like the spaceship with the marine having left once you get back to the exit. Also some pretty fun fights.
The switch next to the exit door is a bit hard to see, maybe add light strips on the sides or something to make it stand out more.
The secret where you run through the hologram was also pretty obscure, I needed to use the map editor to find it.

>KYSF
Pretty fun map where you're armed with nothing but a rocket launcher during most of it.
Trickiest fight is the one with the horde of barons teleporting in on two sides, although if you're fast enough you can just run past them and leave before they can properly block you.

>> No.9500568

>>9500543
>Lost Cause:
Aside from the not functional sky, it's really good, i'd say get that fixed as quickly as possible.

So far i'd say that this mapset feels more low quality than the others but i can also see it as a good start for new Mappers also, that being said the usage of the texture pack for me seemd akward for some, but i say that overall it's robust enough, it just needs to iron out the issues and we can get ourselves a pretty good mappack out of it!

>> No.9500607

I stopped being a baby and compiled Ironwail from source.
Not really compiled before, but there's a load of objects that get compiled with it.
How do I get it to spit out what's needed (binaries and dll's basically)

>> No.9500609

>>9500070
>those packed monster closets
Lookin' pretty spicy, anon.

>> No.9500625

>>9500607
nvm figured it out, you build then clean

>> No.9500636

>>9500625
nope, cleaning deletes the binaries

>> No.9500651

>>9500525
Notblood's source and assembly code ought to also be available on bitbucket, Rentry.org, or gitlab.

>> No.9500676

>>9500547
I'd like the Reckoning more if it didn't decide it wasn't bullshit enough and make half of the enemies in the final level beta Gladiators. They're the tankiest bastards in the whole game and aren't fun to deal with. On top of that the Moonbase is flooded with them. They drain so much ammo I had to resort to the Quad power up to kill the random Makron reappearance right at the end, because they give him no fanfare and you no time to stock up.
I'm almost afraid to play the next expansion because Rogue made that and if the Quake 1 add on is anything to go by they love unfair bullshit.

>> No.9500796

What should I play after Arcane Dimonsions? The only other map packs I've played are the official expansions and dimension of the machine.

>> No.9500806

>>9500796
Alkaline, unless you hate techbases.

>> No.9500827
File: 319 KB, 1920x1080, tfe_screenshot_Sun-Dec-18-16_27_28-2022_0.jpg [View same] [iqdb] [saucenao] [google]
9500827

>>9490425
The Mines Level Contest by DF-21.net for Star Wars Dark Forces had 4 submissions. Come see what wacky nonsense the authors came up with!

https://df-21.net/downloads/contests.php

>> No.9500830
File: 246 KB, 1920x1080, was_this_really_necessary.png [View same] [iqdb] [saucenao] [google]
9500830

>>9500151
>Nukage Rig
Another mostly evasion focused map. There's not a lot of ammo and plenty of caco's and barons so you'll be mostly running away from them. The map has lot of open space so it's not particularly challenging for the most part.
A major issue here is that the map never actually seems to give you enough ammo to deal with all the monsters, even at the end, so UVmax-ing it seems nigh impossible. Even with the secret area and the yellow key stash I ran out of ammo with 14 barons left to kill (all of them being turrets stuck on ledges/pillars, do you really need to use barons for that?).
The secret was pretty hard to find too. The room with the adorable miniature railroad seems like a better spot for it, maybe you can open it by pressing the little button. Some of the ceiling sectors in those bedrooms seem to have the wrong texture, by the way.
There are also 4 pinkies in the final room that are stuck inside each other.

>> No.9500831

>>9500505
https://github.com/clipmove/NotBlood#readme
Click new features for NotBlood. On first start, the settings should be equal to that of NBlood.
>>9500651
I don't like github myself, but I don't see any reason to move away considering NBlood is hosted on github as well.

>> No.9500838

>>9500830
>Processing Plant
Lots of minor-ish issues with this one. The map is fun but seems pretty rushed:
- Light up the shotgun so it's not so easily missed.
- The switch raising the steps to the red key looks like it requires the red key.
- Most of the monsters in the chainsaw secret are stuck inside each other. You can easily walk around the trigger opening their closet, too.
- Two shotgunners in the final room are stuck inside each other, partly because the barrel prevents them from moving.
- In the starting room, there's blue door markings in various places for seemingly no reason.
- Why does it have to be 20 damaging floor? Especially if you have to wade through it several times, plus standing around in it waiting for elevators.
- The exit is kind of poorly marked, partly because you're going upstairs and can't see the white teleporter texture until it's too late. Add an extra "exit" sign, and maybe put the white teleporter texture (visibly) on the ceiling as well so you can see it from below.
- Tag 2 lowers the bridge in the first area, but it seems you accidentally tagged almost every sector in the next room with that tag as well. This doesn't seem to break anything but you do hear a ton of elevator noises when you trigger it.
- Same with tag 17 in the exit room, seems every sector in that little area is marked with it.
- I'm not sure what the tell is for the secret containing the rocket boxes, I only found it because it was displayed as door on the automap. Same goes for the radsuit secret.
- You can skip several trigger lines by not going over the bridge in the lava room.

>Lost Cause
Solid map. I managed to completely miss the area with the rocket launcher though so I killed pretty much everything with the shotgun (well, I mostly ran from everything initially) until I noticed I was missing like 40 monsters.

>> No.9500840

NEW THREAD
>>9500837
>>9500837
>>9500837

>> No.9500861

>>9500796
warpspasm

>> No.9500895

>>9500806
Not him, but Alkaline annoyed me.
It's just a metric ton of distant hitscan at all times. The levels look amazing, especially Dancing in the Golden Sun, but it's hard to enjoy youtself when you're constantly losing health just by being on the map.

>> No.9500941

>>9500895
>It's just a metric ton of distant hitscan at all times.
That sounds fairly opposite to my experience last I went through it.

>> No.9501521

https://www.youtube.com/watch?v=M5ZDYSnbAdE

>> No.9501650

>>9500796
AD is good, like REALLY good, but there are classics outside of it. Alkaline as was already mentioned,
Quoth - mapjam9, Warpspasm
https://www.quaddicted.com/reviews/func_mapjam9_2.html
https://www.quaddicted.com/reviews/warpspasm.html
Zerstorer - Zerstorer, mapjam3
https://www.quaddicted.com/reviews/func_mapjam3.html
https://www.quaddicted.com/reviews/zer.html
Rubicon - Rubicon Rumble Pack, Rubicon 2
https://www.quaddicted.com/reviews/rrp.html
https://www.quaddicted.com/reviews/rubicon2.html
Drake - Ter_Shibboleth_Drake_Redux, Unforgiven
https://www.quaddicted.com/reviews/ter_shibboleth_drake_redux.html
https://www.quaddicted.com/reviews/unforgiven.html
Arcanum
https://www.quaddicted.com/reviews/arcanum.html
And that's not mentioning others like Soul of Evil, Beyond Belief, etc.

>> No.9501970
File: 712 KB, 965x628, file.png [View same] [iqdb] [saucenao] [google]
9501970

>>9490983