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/vr/ - Retro Games


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9611263 No.9611263 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9593848

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.9611264
File: 792 KB, 768x768, 1674423269755735.png [View same] [iqdb] [saucenao] [google]
9611264

=== CURRENT PROJECT ===
VIOLENT RUMBLE 2
See picture for details

=== CURRENT RELEASE ===
UNRATTLED
https://www.doomworld.com/forum/topic/133103

=== NEWS ===
[1-25] Corruption Cards updated to 4.4
https://forum.zdoom.org/viewtopic.php?t=67939

[1-23] Temporal Tantrum released
https://www.doomworld.com/forum/topic/117972

[1-20] Wolfenstein 3D CGA released
https://github.com/jhhoward/WolfensteinCGA

[1-20] REKKR: Sunken Land available on GOG
https://twitter.com/RevaeRavus/status/1616495789697814529

[1-20] La Tailor Girl 1.88 is out
https://forum.zdoom.org/viewtopic.php?p=1235834

[1-16] New round of updates for InterDoom family of ports
https://www.doomworld.com/forum/post/2595839

[1-15] Temporal Tantrum RC1 is out
https://drive.google.com/file/d/1p4HFr8joLfmC-KkUWouUUjH5ub2PSomd

[1-15] GMOTA updated to 1.5.2
https://combine-kegan.itch.io/gmota

[1-13] DNF 98 map added to the restoration project
https://youtu.be/ZTixwglGll4

[1-12] THEME-GAWAD is out
https://www.doomworld.com/forum/topic/133436

[1-12] Various Valve assets leaked, around 60GB in total

[1-10] Duke Nukem Zero Hour decompiled
https://github.com/Gillou68310/DukeNukemZeroHour

[1-10] DNF 98 build assets leaked
https://rentry.org/x0r_jmp

[1-9] New Temporal Tantrum release
https://drive.google.com/file/d/1jIS6XpvRAA8FTRcPKPt65P2cOEpoDjw4

[1-8] Rough Waves v0.2 released
https://khodoque.itch.io/rough-waves

[1-8] DNF Q2 build release imminent
https://twitter.com/ScottApogee/status/1612134200169353218

[1-7] Scudhead released (Gifty's FDTWID maps)
https://www.doomworld.com/forum/topic/133367

[1-7] Hell On Earth Shareware released
https://www.doomworld.com/forum/topic/109227

[1-6] Painslayer updated to 1.3.0.
https://www.youtube.com/watch?v=W-pd5GfsEck

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9611269
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9611269

>> No.9611271
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9611271

IT'S ABOUT GODDAMN TIME BECAUSE IT'S STILL SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.

>> No.9611279
File: 60 KB, 1300x2400, Art by Kegan, mental age 10.png [View same] [iqdb] [saucenao] [google]
9611279

>>9611271
I'm still on break but I wanted to at least write down what I got planned for Blaz and try to do some art.
Emphasis on try.

>> No.9611282

call of dooty
https://www.youtube.com/watch?v=C4yIxUOWrtw
everyone seen this ? Probably. It's kinda old now. Are there any good wads that try to make doom like other games to this extent ? Deus Ex Doom would be good

>> No.9611285

>>9611279
By the way, how do you type this stuff? Is it an actual .ttf font that you apply an outline to?

>> No.9611289

>>9611285
It's a font a friend made for me, and yeah then I hit it with an outline.

>> No.9611290
File: 276 KB, 1440x900, duckie.png [View same] [iqdb] [saucenao] [google]
9611290

>>9611271
Nobody is going to play this anyway.

>> No.9611304
File: 1.02 MB, 1920x1080, kart0143.png [View same] [iqdb] [saucenao] [google]
9611304

>>9611271
Coming to an SNS near you.

>> No.9611315
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9611315

Here is a mirror so to say of the download for /vr/ Mondo Project for those who didn't download it originally.

https://archive.org/details/vrmondoproject

>> No.9611334

i just won

>> No.9611336

>>9611290
I will anon, especially for that sector rubber ducky.

>> No.9611337
File: 2.47 MB, 1920x1080, 1668259803531.png [View same] [iqdb] [saucenao] [google]
9611337

>>9610973
Another Serious Business Saturday over, unfortunate that the last map broke. Thanks to everyone who joined. I'll post the rules for the serious sam jam in a bit.

>> No.9611340

>>9611290
If you post it in the thread, it'll get played.

>> No.9611343
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9611343

>>9611271
my map with no plan continues to expand and now I am stuck coming up with ideas towards the finish line...

>> No.9611363
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9611363

>huge pack of pinkies/spectres
>no corner to back into

>> No.9611371

>>9611343
I like your little space courtyard in the middle anon

>> No.9611406
File: 524 KB, 512x512, 1670523385308.png [View same] [iqdb] [saucenao] [google]
9611406

>>9611264
Today I am officially starting /vr/'s first Serious Sam mapping project called "A Serious Case Of /vr/"
If you're new to mapping with SED1 then check out this quick start guide: https://rentry.org/vy4qr

A Serious Case of /vr/ Rules:
>Map must be made for Serious Sam The Second Encounter 1.07 version (this is the most up to date retail version on Steam/GOG)
>Usage of custom textures, sounds, and music is approved and encouraged
>Usage of custom entities or other mods is NOT allowed. Outside of textures, sounds, and music your map should be 100% vanilla with 1.07
>Please provide a readme listing your name (even if it's anonymous), map name, and sources for any custom content used
>Map must be beatable and have proper co-op support
>Do not make edits of existing maps
>Project host has the final say and can deny your entry if it is not up to /vr/ "standards" (please put some effort into your map)
>Rules are subject to change
>Deadline: TBD

Tips:
>Trigger a checkpoint whenever a new weapon is picked up to ensure everyone spawns with an up-to-date arsenal
>Make co-op portals for arenas that get closed off (and/or one-way doors so players don't get trapped)
>Aim to balance your map around Serious difficulty first, but don't be afraid to make support for other difficulties later
>Try to keep co-op in mind when balancing fights, drawn out reinforcement spawners are not fun to wait on
>Hot starts are not that common in Serious Sam, make a "lobby" for players to jump around in without risk of triggering anything (useful for co-op)
>A good fight is more enjoyable than a good looking room, don't stress yourself out over brushwork
>Use the official maps as references (I won't berate you for coping models, texture work, etc. from official maps) (You can have multiple maps open at the same time and switch between them on the fly in the editor)
>Don't forget to make a thumbnail for your level
>Ask questions if you need help
>Get creative with secrets!

>> No.9611426

The Doom mods are cool too

>> No.9611448
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9611448

>> No.9611453

>>9611304
Relinking in case you missed it, didn't realize we were so close to a new thread.
>>9610940

>> No.9611458

>>9611453
I saw. I'll see if I can get it to work in time for SNS.
Filename gave me a chuckle.

>> No.9611482
File: 141 KB, 591x619, BigSpace.png [View same] [iqdb] [saucenao] [google]
9611482

>>9611271
Making progress on my space map, starting to feel a bit more motivated now I got that abomination in the bottom left done(short of a teleporter that I'll do soon™)
Wonder if I might try make a portal now I'm in udmf, might not be the right name but I remember a tut about it where you could see through it into a different room and walk through it.
Also didn't occur to me until I finished big sector 2 that it looks like a uterus.
Struggling with figuring out how to populate my levels with enemies. I want to stick to former human/sergeant/chaingunner if I can but that's boring

>> No.9611559
File: 1.33 MB, 1280x960, EqX4qe.png [View same] [iqdb] [saucenao] [google]
9611559

Anyone here heard of Memoirs of Magic? I found out about it just now while looking for weird Doom mods.

It was obviously made by a gay furry into bara judging by the character designs but none of that seems to have made it into the story so I'm willing to overlook it, especially considering how much work seems to have gone into this (plus the Hexen and Zelda influences).

It has eight characters, RPG elements, giant maps and completely unique enemies and bosses done in a 5th console gen style.

It sounds too good to be true so what's the catch? Why do I not see people talking about it?

>> No.9611570
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9611570

>>9611453
Very nice.

>> No.9611580

>>9611559
Combat is a pain in the ass and the dungeons are very boring and formulaic. Cool art design honestly.

>> No.9611590

>>9611282
Diabolus Ex

>> No.9611634

>>9611269
>nuclear cacowards
oh shit

>> No.9611643

>>9611634
looks like doom's 30th anniversary is gonna be the bomb

>> No.9611645
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9611645

Buying a new PC lads
Finally I'll be able to play Doom they way intended by Carmack: 4k resolution, 240 hz, voxels instead of sprites, AI upscaled textures, smooth weapon animations, polygon maps, CD quality music, ray tracing light, in a dark room illuminated only by multiple strips of rainbow colored led lights covering every surface of my hardware

>> No.9611672 [DELETED] 
File: 1.00 MB, 924x1024, Kustam and Lord Blaz.png [View same] [iqdb] [saucenao] [google]
9611672

Here's my SRB2K characters, Lord Blaz and Arti. I'll have them added to the server tomorrow.
https://files.catbox.moe/k9ue8n.zip
I probably won't post these formally on the MB. I might not even be allowed to because I don't know if Doomguy is a reusable resource.

>> No.9611694

>>9611559
>Why do I not see people talking about it?
Because its gameplay is absolute dogshit. It's filled to the brim with bullshit enemies, instadeath gotcha's, you're constantly out of ammo and picking any character except the gay bara hawk is hamstringing yourself. It has amazing presentation, but holy fuck, I couldn't play it for more than an hour.

>> No.9611705

Playing through more DBP sets and wishing Duke3D got this level of wild thematic mappacks for it, they're so few and far between and the quality ones even more so
Damn Silverman and his broken engine mapping shit

>> No.9611709

>>9611705
Duke and other Build Engine games would get more love if it weren't for the fact that their map editors are complete dogshit.

>> No.9611725

>>9611406
I'm in.

>> No.9611729

Good evening /vr/ quakefags. Last week I bought Quake and nearly managed to get through the first 3 episodes. It's really fun, secrets are kinda tough to get to because of my lack of direction, hence why I found it a little easier to navigate in DOOM. I do have a small question: what are some mapsets you would recommend to a beginner? I've played a bit of Sinister 625 map jam and ngl it kinda kicked my ass a bit. Kinda hoping to play something a little bit easier if you guys can recommend any.

>> No.9611741

>>9611725
Are you serious?

>> No.9611751
File: 183 KB, 570x359, Sam.png [View same] [iqdb] [saucenao] [google]
9611751

>>9611741

>> No.9611752

>>9611645
>voxels
The only good thing you mentioned.
Smooth weapons would be okay, but the timing feels wrong.

>> No.9611754

>>9611709
It's the biggest travesty, and something I completely blame on Silverman and his dumb coding bullshit, should have just directly worked for 3D Realms

>> No.9611817

>>9611590
here it is
https://www.youtube.com/watch?v=2LFSgU65xh8

seeing that now, i think i've actually see it before, must have been a long time ago I guess i forgot. Looks like they put a lot of work into the art. Seems to only be what's in that video though, i don't think it's a full game. I was thinking of even more deus ex though, where the bad guys are terrorists from the original deus ex game and there's talking to people and things like that

>> No.9611967
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9611967

>>9611645

>> No.9612005

>>9611290
duck

>> No.9612016
File: 1.96 MB, 800x450, make love, not war.webm [View same] [iqdb] [saucenao] [google]
9612016

>>9611263

>> No.9612041
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9612041

>>9611645

>> No.9612042

>>9612016
>he's in love
>shoot him in the head!

>> No.9612048

>>9612016
>that Arachnotron in the background that blows up
lol

>> No.9612053

i replayed through quake ad and a bunch of maps but i wanna find something that really fits the same level of quality as ad and even alkaline which i also enjoyed
any recs?

>> No.9612102

>>9611645
>No Megatextures, Inverse square root shades, a 'Design is Law' poster on the wall behind your PC and a Ferrari-shaped bed behind you.
0/10
Not gonna make it.

>> No.9612103

>>9612053
Do not expect AD and Alkaline from other Quake maps, they're just on a whole different level due to a heavy emphasis on detail. You'll only be disappointed if you keep searching for an AD fix. With that in mind, most AD based maps are pretty good-great.
https://www.quaddicted.com/reviews/?filtered=Arcane+Dimensions
And I'll always recommend mapjam9
https://www.quaddicted.com/reviews/func_mapjam9_2.html

>> No.9612105
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9612105

>>9611269
>suppose jump five times

>> No.9612108
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9612108

>>9609783
Something I also forgot to mention about RASTR before going to other maps is that the "Gold Key Gauntlet" is a bit too easy with the randomizer enabled because the enemies teleport-in so fast they keep telefragging eachother - there really needs to be an another spawnpoint placed nearby (and make the monster wave spawn-rate a little slower overall) to alleviate this occurence

>> No.9612115
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9612115

>>9609783
I see that the scavenged weapons pickup prints still have no name for them (probably due to some technical limitations), is it possible to just give them a generic "a looted weapon" descriptor and call it a day?
>this spot in Miasma.bsp is such a red herring, I keep forgetting that nothing's down there, even a rotten Medkit just for teh trollz would suffice (thankfully the N-rune secret is still obtainable without a Biosuit if you had collected a MegaHealth and have at least a full YellowArmor on you)

>> No.9612121
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9612121

>>9612115
. . .not a big deal but not leaving the secret as intended still makes you stuck - maybe make the acid pool at bottom turn into a hidden teleport to the silver key door at the 'elevating bridge' section the whole level revolves around?

>> No.9612139

>>9611559
Because the dev made basically made every wrong decision and the resulting game is simply not fun to play:
1. He spent great deal of time crunching numbers to ensure balance - but forgot to make gameplay actually fun
2. Focused on co-op multiplayer too much - even though it's not a Zandronum game
3. Giant, boring levels that you constantly have to go through
4. Couldn't keep it in his pants. Usually people are willing to overlook one weird fetish, but not two at once. If it was just bara men, or just furries, it would've been fine, but bara furries is over the line. The point of fanservice is to attract potential players, not to alienate them.

This game is extremely educational, it should be studied by any fledgling game designer, you can write long essays on what went wrong with it.

>> No.9612173
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9612173

I spoke too soon about the "model-swap bug" being gone

>> No.9612206

any idea why my eduke installation won't recognize GRP's besides vanilla DUKE3D.GRP?

>> No.9612262

>>9612206
because eduke is shit.

>> No.9612269

>>9612103
i figured as much but thanks ill check out what you said. there is one pack that was pretty good called peril that i enjoyed. looks like there is a mod that lets you play quake in heretic maps too idk how good that would be but looks cool. anyway thanks again ill keep an eye out as usual.

>> No.9612337
File: 3.87 MB, 1280x960, 2023-01-29 16-39-35.webm [View same] [iqdb] [saucenao] [google]
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>> No.9612353 [DELETED] 

>>9612337
stop posting this tranny shit

>> No.9612354

>>9612353
Make me, fag.

>> No.9612362

>>9612042
Can you sign my book so I get points?

>> No.9612371

>>9612337
It might be a doom wad but it's not a fps, so go somewhere else
This is supposedly a retro fps thread

>> No.9612373

>>9612108
That big gun looks way better than Q2's big gun although it's way smaller.

>> No.9612379
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9612379

>>9612373
Even as a kid when I could be amazed with anything, goddamn what a disappointing map

>> No.9612423

>>9611559
>cute birdman
>is a faggot
Why does it *always* keep happening?

>> No.9612428

>>9612379
Citizen Abel 3 (or was it part 2?) has a neat re-imagining of that things external structure thankfully

>> No.9612437
File: 854 KB, 285x320, blood.gif [View same] [iqdb] [saucenao] [google]
9612437

Help me out /vr/chads. Best Blood user generated episodes and addons? I am currently playing Fleshed Out and I think it's better than Death Wish. Also any other game that is like Blood or Build holy trinity in general? I already played Ion Fury (liked it) and Cultic (didn't like it).

>> No.9612445

>>9612353
But that's not a waste of a mapjam slot made by Quasiotter...

>> No.9612450 [DELETED] 

>>9612354
i can't make you do anything, but calling anyone else a "fag" while posting a doom mario kart with transexual humanoid versions of sonic characters is pretty tone deaf. it's your dick to chop off, bro.

>> No.9612458

>>9612437
>I am currently playing Fleshed Out and I think it's better than Death Wish.
I haven't played either yet. What makes it better?

>> No.9612482

>>9612458
Death Wish is very good but relies on gimmicks and lol randummm fireballs of death HA HA HA HO HO too much, and also the thematics are recreations of Silent Hill and other pop culture. Fleshed Out is for the most part just standard Blood experience with great variety in its levels. Long halls, short halls, wide areas, verticals all mixed together well to keep a nice varied gameplay pace. It also has a train level that rivals the original train level. If you haven't played either I recommend both.

>> No.9612507
File: 1.22 MB, 1920x1080, fleshed hut.png [View same] [iqdb] [saucenao] [google]
9612507

>>9612458
I'd say Death Wish can feel like a more balanced experience if you've not played either. My standard recommendations are starting with DW, then Eviction, then 500ml of /vr/, and see where it goes from there. Things like French Meat are very classy, it's sequel is good too but it can be silly.

>> No.9612518

>it's a 20barons1ssg episode

>> No.9612537

>>9612518
t. Hell Revealed

>> No.9612583

>>9612108
>the enemies teleport-in so fast they keep telefragging eachother
They do that without it. Probably intentional.
>>9612115
>I see that the scavenged weapons pickup prints still have no name for them
On the list.
>>9612121
>not a big deal but not leaving the secret as intended still makes you stuck
I can probably hardcode a teleporter there, unless the author is around and feels like updating the map.
>>9612173
I still can't replicate this issue, even on QSS. Try either vkQuake or Ironwail and see if that helps.

>> No.9612623

>>9612583
I think this Model-swap fuckery happens just from playing too long without a reboot to free RAM, so it's not as big of a problem as i'm making it seems to be - 2bph I should've done this testing run immediately after X-mas
>Is my old random suggestion to introduce the AoP's Juggernaut mech into the VR bestiary as an '"Techbase Gug"' sort of enemy too late to repeat it with any hopes of getting implemmented?

>> No.9612652

>>9612623
>AoP's Juggernaut
Not likely. I still want to try to overhaul the shield powerups and add a couple new modifiers. Probably too late for anyone to really integrate a new monster into their maps anyways.

>> No.9612695

I just finished Operation Eisenfaust in Wolf3D

Damn this game is good, probably my second favorite boomer shooter behind Blood

Why can't more shooters be this hard.

>> No.9612770

E2M5 of Unrattled. Got filtered on the blind playthrough, and managed to accidentally cheese the final fight during the successful run.
https://www.youtube.com/watch?v=sLOAqa_FsXM

>> No.9612803
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9612803

>>9612652
Although I have disabled the DoomedRumble mutator to get rid of randomized damage rolls, something is still afoot with how the mod handles explosions - as normally the RL is supposed to be slightly stronger compared to GL thanks to having a marginally larger AoE, but can I confirm now that 2 direct rocket hits from RL are almost never enough anymore to reliably kill an Ogre (but by contrast grenades from GL can still do that as usual - and actually a near-miss from RL seems to cause more damage to Ogres than a direct hit does somehow, this behaviour kind of reminds me of the reported Prox "not nerf" issue from friday)

>> No.9612810

>>9612770
I think your voice got cut off from the after-practice attempt

>> No.9612815

>>9612810
Ah well. Not much of value was lost.

>> No.9612824

>>9612770
Maybe I should have put timed bars in front of the blue door after all

>> No.9612857

>>9611559
I recall hearing that the combat is supposed to be horribly designed and 300% obnoxious at all times.

>> No.9612858
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9612858

>>9612371
I decided to dig through the past few threads to get some numbers. Counting the amount of posts explicitly pertaining to SRB2K in each thread led me to these results
>25 posts of 527 last thread, about 4.7%
>20 posts of 588 before that, about 3.4%
>14 posts of 602 in the thread preceding that, about 2.3%
>Said posts are frequently about creating content (i.e. Sprites) for the game
>Said posts are also usually screenshots with little text content, doesn't take up much screen space
Going by the past three threads, SRB2K related content makes up less than 5% of posts in these threads. Said posts are so minimal that anyone not interested can easily scroll past them, even the long ones because 2000 characters is not a lot. That leaves the only argument being "it's not an FPS," but it is a mod of Doom, which is explicitly covered in the OP, reading
>Gameplay, WADs/Maps/Mods, Source Ports
(The game also has a first person view option, and you shoot people with various items, so there's that too)

In short, you're complaining about content that makes up a fraction of the threads, is easily avoidable, is infrequent to other games in comparison, harmless by 4chan standards, and is thread relevant.
Welcome to 4chan. If you don't like certain content, ignore it. If you think content is harmful, counteract it by posting content you like instead of complaining without substance.
tl;dr SRB2K is fun and on-topic, fuck off

>> No.9612895
File: 2.40 MB, 910x512, anonpls.webm [View same] [iqdb] [saucenao] [google]
9612895

>>9612803
Seems fine to me, anon. Also having checked the Quake wiki, the prox launcher is indeed meant to be a bit weaker than the grenade launcher, hence the extra hits required to kill.
Make sure you don't have the armored rumble modifier on.

>> No.9612926

>>9612858
>less than 5% of posts
That's equivalent to rolling a Nat 1 on a d20. I can see how some people would get butthurt about those odds, especially when it beats some unquestionably relevant series' representation, like Unreal, Heretic/Hexen, and even Serious Sam on an average day.
Of course, that can be blamed just as much on people not talking about those games as often as things like Doom, Quake, and even Blood or Duke3D (let alone SRB2K), but I still think it's valid to draw attention to SRB2K's possible overrepresentation.
Personally, I think that it being a Sonic fangame made in a retro Doom source port (assuming Doom Legacy is still the foundation of SRB2K; I wouldn't know to be honest) is reason enough to allow it. If SRB2 would be on-topic, SRB2K should be, too.

>> No.9612942

>>9611263
when we going to play Quake or Unreal Tournament together, bros?

>> No.9612978

>>9612895
Not all enemies have it visible, am I correct? I feel like an idiot now . .
One thing that I've also noticed just now, looks like the LavaNail ammo can now pierce thru enemies if killing multiple Knights beelining towards me wasn't an obvious enough indicator of it - probably as a trade-off for the overheat system I presume?
Too bad being underwater doesn't cooldown your Nailguns faster than waiting on land does, and frankly the normal Nails also being affected by overheating seems a bit too harsh of a punishment, is there any idea on your mind to circumvent this?
>I'd say halfing the RoF - with an optional accuracy deviation form the (S)NG's usual perfect aim (on par with the Shotty at its worst) - untill the barrel(s) get(s) cooled-down enough would suffice better than the current situation

>> No.9612992

>>9612978
>Not all enemies have it visible, am I correct?
No, it's not visible. I might be able to add an extra particle effect on hit to indicate armor, but we'll see.
>LavaNail ammo can now pierce thru enemies if killing multiple Knights beelining towards me wasn't an obvious enough indicator of it - probably as a trade-off for the overheat system I presume?
Yes.
>I'd say halfing the RoF - with an optional accuracy deviation form the (S)NG's usual perfect aim (on par with the Shotty at its worst) - untill the barrel(s) get(s) cooled-down enough would suffice better than the current situation
I don't want to do anything to accuracy as that is the main complaint people have with Copper's SNG. The rate of fire change upon overheat might work alright. Either way I need to get working on a visual effect for it.

>> No.9613003

>>9612337
Keep posting this based shit.

>> No.9613039

>>9612507
>then Eviction, then 500ml of /vr/
Are these episodic or just map packs?

>> No.9613067
File: 319 KB, 712x703, 1639407623621.png [View same] [iqdb] [saucenao] [google]
9613067

>>9612926
>Of course, that can be blamed just as much on people not talking about those games
I'm a strong advocate for "be the change you want to see," so if a user is displeased with the state of the thread and they do nothing to change it other than complaining, then I think they're at fault.

I would like to shoutout Serious Sam anon for being a perfect example of how to actually change things. Instead of saying "post more Serious Sam and stop posting [other game]" and doing nothing, he instead fosters Serious Sam content himself with weekly sessions, writing SED tutorials, and by hosting a community project. I don't even like Serious Sam all that much, but I can respect him for being a man of action and not of words, unlike most anons here.

>(assuming Doom Legacy is still the foundation of SRB2K)
It is if you're wondering.

>> No.9613104
File: 44 KB, 588x299, 9WeDdsF.jpg [View same] [iqdb] [saucenao] [google]
9613104

https://imgur.com/a/4gOoTNs
Once did this album to store images of the D64 unused Cybie design
>>9612858
I wonder if someone ever used that DE "classic" Rev for sprites
>>9611290
Is this a sauna?

>> No.9613109
File: 2.71 MB, 4608x3456, IMG_20230128_221143.jpg [View same] [iqdb] [saucenao] [google]
9613109

>>9611645
are you me?

>> No.9613112
File: 118 KB, 690x746, photo_2021-10-30_09-44-01b.jpg [View same] [iqdb] [saucenao] [google]
9613112

>> No.9613125

>>9613112
Bursted out laughing from nowhere, I must be going feeble

>> No.9613131

>>9613112
Literally me

>> No.9613136

>>9613112
Average Doom player.

>> No.9613142
File: 2.31 MB, 2560x1600, Daylight.png [View same] [iqdb] [saucenao] [google]
9613142

I had a Marathon Infinity dream the other day. It was the texture scheme of the daytime sewage textures, sorta oxidized copper patina paneling everywhere with industrial steel highlights/buttressing, a massive ancient alien castle surrounded by filthy water. I was wandering through the "chapel" of the structure when a juggernaut spotted me through the windows, but it was much more fun to fight because it could move while shooting and would alternate between a wide barrage of rockets and a spinning animation where it would fire three volleys of hitscan minigun hell, where each spin would be a bit more accurate and precise than the previous, basically giving the player 5 seconds to find cover before certain death. Was super intense.

>> No.9613149

>>9613142
Damn anon, did you read any new terminals worth of information?

>> No.9613157

>>9613149
No terminals I can remember. There was a lot more to the dream but I woke midway through sleep, so by the time I finally got out of bed I only remembered the castle/chapel part vividly. There was also one part with a massive blue/purple Pfhor staircase which had O2 dispenser-like switches on the floor, where the longer I'd use them the more the steps would change, sort of Colony Ship for Sale Cheap only with analog precision, and that was where I woke up.

>> No.9613171

>>9612695
You're in for a treat, episode 3 will be the peak of the game.

>> No.9613172
File: 419 KB, 857x740, image_2023-01-29_144443004.png [View same] [iqdb] [saucenao] [google]
9613172

>>9611271
map01 of a 3 level wad that i've been working on. i've fucked around in UDB before but for the longest time i've put off actually making a series of playable levels, least until now.

>> No.9613175

>>9613172
>tfw my dyslexic ass read screenshot saturday as screenshot sunday
fuck it im still posting screenshots of my wad, im proud of it

>> No.9613179
File: 450 KB, 1920x1080, image_2023-01-29_144711403.png [View same] [iqdb] [saucenao] [google]
9613179

>>9613175

>> No.9613181
File: 964 KB, 1920x1080, image_2023-01-29_144825170.png [View same] [iqdb] [saucenao] [google]
9613181

>>9613179

>> No.9613187
File: 218 KB, 800x600, screenshotsunday.jpg [View same] [iqdb] [saucenao] [google]
9613187

>>9613175

>> No.9613213
File: 283 KB, 1920x1080, 20230126200114_1.jpg [View same] [iqdb] [saucenao] [google]
9613213

Favorite Half Life levels? Or some favorite levels in these kinds of games in general?
For me, in Half Life in particular one of them is We've Got Hostiles. The game really kicks the action into gear with this one with it's dynamic combat sequences against the marines, it feels like the game is pushing you forward with it's setpieces, music and the environment is a great mix of industrial and military. You can also sense the dread and desperation in the NPCs as they're being cut down.

>> No.9613217

>>9612695
One day, we'll get new Wolf3D re-release from Nerve Software...
>>9612942
When you host a match or anons recall the existence of CLOVR (even though it runs just Unreal, not UT)... I think it runs Quake DM server now?
http://clovr.xyz/
>>9613104
>Imgur was a buggy mess for a while now. Couldn't look at pictures & albums there.
>Open this album and everything works great.
Hail Satan, I guess. lol
>>9613112
This thread always delivers.
>>9613142
>I had a Marathon Infinity dream the other day.
Dream, yeah...

>> No.9613221
File: 328 KB, 1920x1080, 20230126195923_1.jpg [View same] [iqdb] [saucenao] [google]
9613221

>> No.9613227

In violent rumble, how do I rebind the N key for seeing which runes I've already collected?

>> No.9613234

>>9613227
bind <KEY> "impulse 102"

>> No.9613236

>>9613227
>>9613234
Although, you may need to edit the binding in the quake.rc file in the vr folder instead. I think it will reset it every time you start the game.

>> No.9613241

>>9613213
Office Complex sticks out in my mind as a place that looks like it was super comfy before shit hit the fan, it's not my favorite gameplay-wise (that would be Questionable Ethics for the environmental interactivity and Tau Cannon), but it has my favorite aesthetic.

>> No.9613243

>>9613112
Literally my setup. Even the same keyboard.

>> No.9613249

>>9613213
Surface Tension for sure, On A Rail is my second favorite and I don't get why it gets so much hate, the level keeps you on your toes with constant traps and has a bunch of fun bigger fights against the soldiers and the vortigaunts. I'd also like to mention Crush Depth and especially Vicarious Reality from Opposing Force, they're all-around good levels but the unique environments made them the most memorable.

>> No.9613272

>>9612269
Peril? I don't see it on quaddicted. Where'd you find it?

>> No.9613285
File: 231 KB, 689x764, Caleb_Blood_II_cover_art_untitled.png [View same] [iqdb] [saucenao] [google]
9613285

I stole this from a /v/ thread
https://voca.ro/1dTQRldm8fLb

>> No.9613293

>>9613285
It's scary how bloody close it is.
It lacks some emotion though.

>> No.9613302

VRanon do ogres not have a Z-axis option for targeting players like AD or Drake?

>> No.9613307

>>9613213
Too many to list. I love me Half-Life. Gun to my head? Surface Tension.

>> No.9613318

>>9613302
No, mappers have to specifically use an 'Ogre Marksman' that can aim vertically.

>> No.9613321

>>9613318
So that's what that fucker is for. Thanks.

>> No.9613336
File: 15 KB, 377x207, VrMondoProject.gif [View same] [iqdb] [saucenao] [google]
9613336

>>9611263
Took the liberty to enrich /vr/ compendium a bit further, share your thoughts. https://rentry.org/8ca3061522e0

>>9611315
Punch might not like this new section, but it would've been nice to try running mondo annually. There should be a less hassling and self-sustained way; While project mentions could be done by the means of posters akin to thread baking, the problem is admitting submissions with unobvious solution worth figuring.
>>9611406
Not the right place to have up-to-date info on running projects, but it's there
>>9613217
>or anons recall the existence of
Put a subtle mention at the very bottom

>> No.9613395

>>9611263
94 Protons NEVER EVER!

>> No.9613451

>>9613234
please also make it temporarily override the PentagramOfProtection's "666 armor" if possible (unless you already done what Copper did and PoP no longer sheds the players armour once it expires)

>> No.9613464
File: 83 KB, 1920x1080, 20230129133850_1.jpg [View same] [iqdb] [saucenao] [google]
9613464

Is Thief normally glitchy with sleeping enemies? Making a little sound around them (like locking picking a chest next to them for example) has them stand up but they can't see you. Is this a problem with playing on modern platforms or was this originally in the games?

>> No.9613467

>>9613451
>(unless you already done what Copper did and PoP no longer sheds the players armour once it expires)
Armor not taking damage while the pentagram is on is already included via Progs Dump.

>> No.9613506

>>9613039
Just map packs, nothing crazy but may be just enough to satisfy for awhile. French Meat has two episodes, though.

>> No.9613516

>>9613217
Clovr runs ut every weekend. Random rotation, all game modes, but you can vote too.

>> No.9613521
File: 232 KB, 1280x800, 1388327490043.jpg [View same] [iqdb] [saucenao] [google]
9613521

>>9611263
what the fuck?! not one, but TWO shitty maps to play through??? and one is even 250 enemies?! it must be christmas morning!
as always, feedback is MUCH appreciated. MAP01, complevel 9 for both. boom format. tested with dsda doom. thanks in advance
https://files.catbox.moe/2ek0nd.wad
https://files.catbox.moe/3uo2j1.wad

>> No.9613531

>>9613336
>>or anons recall the existence of CLOVR
>Put a subtle mention at the very bottom
Or better yet, maybe I should make some punchy adware like banners and put them everywhere, decisions hmm...

>> No.9613535

>>9611645
too based for this board

>> No.9613543

>>9613285
Sounds AI generated. Very monotone flat inflection.

>> No.9613551
File: 1.85 MB, 1080x1335, Screenshot_20230129-165834~2.png [View same] [iqdb] [saucenao] [google]
9613551

How or why cant you change guns in this game ? Seems like there has to be some kind of combo on the controller that i am unaware of to change weapons.
It says mouse and keyboard work with this too . But i remember testing mine and it doesn't work. Maybe I should try again.

>> No.9613582

>>9613543
Or it's just a dude who didn't stick the landing. Do you also call people bots.

>> No.9613584

>>9613582
In his defense, I do love ice cream

>> No.9613585

>>9613584
Ice cream? I LOVE ice cream!

>> No.9613602

>>9613582
I am going to piggyback off this comment and say the dude would do great ai impressions. Upvoted.

>> No.9613636
File: 45 KB, 810x84, shitpost.png [View same] [iqdb] [saucenao] [google]
9613636

>>9613531
Allright, I'm not pro but here's a mock-up.
>>9613584
>>9613585
How about soul crushing thighs, love them? Adrian approved.

>> No.9613643
File: 906 KB, 1600x900, spasm0044.png [View same] [iqdb] [saucenao] [google]
9613643

NBABS.bsp my beloved...
I will continue this tomorrow, and will give some suggestions to some gameplay stuff if there's still time for consideration

>> No.9613651 [DELETED] 
File: 1.51 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_97_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9613651

SUNDAY NIGHT SHITSHOW TIME!! We're gonna be playing more Sonic Robo Blast 2 Kart. See these posts for details >>9602260 >>9594046

To connect, select multiplayer from the main menu and manually enter the IP below.
51.161.34.159
51.161.34.159
51.161.34.159

>> No.9613652
File: 292 KB, 961x759, 1655335427993.png [View same] [iqdb] [saucenao] [google]
9613652

>>9613521
Played the first map. It's pretty good, the fights are tough, the map looks good, and there are no bugs to speak of, aside from these bars being passable, which I assume isn't supposed to be the case. I will play the second map later, but don't be so hard on yourself, anon.

>> No.9613662

>>9613651
I seem to be stuck on connecting loop.

>> No.9613664

>>9613651
>>9613662
Same here.

>> No.9613665

>>9613651
>>9613662
Same.

>> No.9613668

>>9613664
>>9613665
jinx

>> No.9613672

>>9613651
Am I being filtered or something? I can't connect.

>> No.9613675

No SNS this week, it seems.

>> No.9613687

>>9613651
>Image
I guess Blaz crashed the server with his mechanical incompetence, and inability to reach the pedals.

>> No.9613690
File: 175 KB, 1706x974, fuckcars.jpg [View same] [iqdb] [saucenao] [google]
9613690

>>9613687
I feel bad, but I still laughed.

>> No.9613712

>>9613652
they are supposed to be passable. pretty ugly i know, but i wanted the cacos to come down and didn't want a wall there. I'll have to come up with something. thanks for playing anon. hope you enjoyed!

>> No.9613721

>>9613712
MBF21 has a line property that makes them only passable by flying enemies, you could also use a self-referencing sector, but then they'll block shots, too.

>> No.9613730

>>9613157
>There was a lot more to the dream but I woke midway through sleep, so by the time I finally got out of bed I only remembered the castle/chapel part vividly.
>but he can't quite remember
Received any green messages recently?

>> No.9613739

>>9613690
>not pictured:
>booster seat and pedal extensions

>> No.9613767

>>9613721
yeah i thought about self-referencing but i preferred not to. i think I'll just put a wall there and be done with it.
>MBF21 has a line property that makes them only passable by flying enemies
that sounds just like what i need but i don't know if I'm confident enough for MBF21. I'll see. appreciate the tip

>> No.9613793

>>9613767
MBF21 is basically boom.

>> No.9613816

>>9612042
Moon Master Doom when

>> No.9613827

>>9613675
Rip

>> No.9613834

>>9612992
The inaccuracy of the SNG in Copper is offset by killing things faster in close range while the normal nailgun is better for longer ranges. I don’t recall VR implementing this dynamic, but I could see why you might be hesitant on just cribbing that entire idea.

>> No.9613930
File: 1.67 MB, 985x1174, JC_Denton.png [View same] [iqdb] [saucenao] [google]
9613930

>>9613543
Because it is.
It was made using the original Caleb voice clips as base.
https://voca.ro/1ljBKD7AmBVp

>> No.9613963

>>9613930
Sounds like postal dude sometimes.

>> No.9613969
File: 43 KB, 630x1200, MV5BZDc0ZjcxYjgtNTRjNC00NWVmLTgxODYtMzFhM2M4YTdhOGFmXkEyXkFqcGdeQXVyNjQyNTg3MjI@._V1_UY1200_CR285,0,630,1200_AL_.jpg [View same] [iqdb] [saucenao] [google]
9613969

>>9613963
https://voca.ro/12HsQVyquMod

>> No.9614015

>>9613930
>>9613969
>>9613285
AI is going to kill art.

>> No.9614040

>>9614015
It's going to kill mediocre artists. Good artists will be able to use it to do more.

>> No.9614064

>>9614015
Most "art" is worthless anyway.

>> No.9614068
File: 252 KB, 600x450, 1656163170975.png [View same] [iqdb] [saucenao] [google]
9614068

>>9614015
>>9614040
i should have learned to code

>> No.9614110

>>9614015
>>9614064
not to be le art fag but art's been dead ever since people put a price tag on it, art dies the second it's more about the money than the actual art.

>> No.9614123
File: 591 KB, 756x811, 1655350823667.png [View same] [iqdb] [saucenao] [google]
9614123

>>9611645
Is ray tracing really so bad for Doom?

>> No.9614151

>>9613636
how much do 4chan ads cost

>> No.9614159
File: 2.73 MB, 1920x1080, q2_0041.jpg [View same] [iqdb] [saucenao] [google]
9614159

>>9612373
That is because the console ports got the entire cut unit and then you had citizen abel part 3 with the assfucking big gun map

>> No.9614262

>>9614015
what you SHOULD be worried about is an algorithm that can replicate something is an algorithm that can recognize something. Surveillance with facial recognition will become way easier
although that crumbles the moment some chucklehead holds up a printed photo of a politician's face he doesn't like in front of the security camera of every gentlemen's club in town
>>9614151
20 bucks for a day or something like that

>> No.9614327

>>9614015
No it won't. People said the same thing about TV, and later on, home video media like VHS and BETAmax and Laserdisc being the death of movie theaters.

>> No.9614347

>>9614110
I don't think making money off of art is an anti-artistic thing inherently. Art being commissioned as opposed to requests and making drawings/painings is nothing new at all.

>> No.9614372

>>9611729
Congrats on finally playing one of the greatest FPS ever.

The official addons, scourge of armagon and dissolution of eternity, are fun enough. I've heard Arcane Dimensions rawks.

>> No.9614383

>>9612437
Powerslave PC is Duke in Egypt and a fun enough playthrough.

"Eradicator" always seemed like it played similar to BUILD games to me. Also "Cybermage" and Terminator Future Shock & Skynet.

>> No.9614519
File: 84 KB, 852x531, kl-dog-advanced-graphics.jpg [View same] [iqdb] [saucenao] [google]
9614519

Ken's Labyrinth is so much better than Doom. Sandy Peterson is a fag for giving it only 2 out of 5 stars in his Eye of the Janitor column or whatever the shit he calls it. Ken's Labyrinth has slot machines too, right in the game, you can play them and everything. What's Doom got ? I'll tell you what it's got. It's got NOTHIN', that's what. You just wait, when Ken's Labyrinth 2 drops it's gonna blow your brains out with a double-barrel shotgun, except instead of a shotgun it's gonna be that big red ball thing that shoots out like in KL1, which is better anyway in my opinion

>> No.9614532

>>9614327
Don't compare media to automated content creation.

>> No.9614649

>>9614519
I am legit interested in KL2, but slot machines alone don't save KL.
It is very impressive for a kid in the 90s tho.

>> No.9614729

Does having both types of Bobs/Sentinels hit eachother cause them to infight, or do they ignore friendly fire as they're technically the same entity class?

>> No.9614735

>>9614159
How fast would an average PC from 1998 kill itself trying to render this in 1280x720 at a stable framerate though?

>> No.9614746

>>9614015
>AI is going to kill art.
Smart artists know that what AI offers is just more tools for them to use.

>> No.9614794

>>9613336
>Put a subtle mention at the very bottom
Cool.
>>9613516
That's nice. It was mentioning just Unreal, so I thought it wasn't about Tournament. But maybe I missed something.
>>9613636
Not bad, but there're no Quake 3 servers though.
>>9614519
What I like about Ken's Labyrinth the most is just how innocent it feels. Just an impressive game made by some 18 years old kid in 90s. For comparison, Project Warlock was also developed by 18 years old guy and that game is much more darker, I guess.

>> No.9614805

>>9611559
the hub levels are huge and sparse with nothing going on in them to justify the scale. the enemies only consist of nuisances that arent fun to fight. the music is generic. its a boring game.

>> No.9614810

>>9614110
>not to be le art fag but art's been dead ever since people put a price tag on it
Art's beend dead since feudalism?

>> No.9614840

>>9614794
>It was mentioning just Unreal, so I thought it wasn't about Tournament.
Nobody plays Unreal DM.

>> No.9614873
File: 1.38 MB, 1920x1080, spot doomguy.png [View same] [iqdb] [saucenao] [google]
9614873

Play my debut. (Vanilla Doom 2, MAP25)
https://files.catbox.moe/73gvi4.wad

>> No.9614991

>>9614873
I played your debut anon. Very cool looking map. Felt like I was playing doom 1. The health in the chaingunner room is a bit scarce. I guess it's intentional, but it's a really nasty first room. Then again being nasty is what your map is all about. the cacos are kind of pushovers. I'd use more arachnotrons in maps like these. Those fucks up high can really fuck you over, I enjoyed the ones you made teleport after the yellow key. all in all a very good map with cool secrets. the ssg one had me facepalming like a retard I could've used that sooner. I liked it!
https://files.catbox.moe/jgkdwt.lmp

>> No.9615049
File: 172 KB, 1196x1125, 6eb0490f1c9d3a5bf7903ee539c4e8b69ed2639a5ab48f1df9050b711953e60b.jpg [View same] [iqdb] [saucenao] [google]
9615049

>>9614110
More like
>art dies the minute it's most about meaning than both meaning AND talent
And that's where pretentious "modern art" comes from
>>9614015
If anything, AI art will expose how "professional" art styles were always corporate and not as interesting
Art is a personal thing, so you can always draw for fun and not give a fuck if someone draws better than you
Not everything has to be a commission piece that floods Gelbooru or concept art for the next generic AAA RPG
Even with shit like "here's what you can do that AI art can't", most people already have a basic knowledge of art and culture is limited as is
You can add as many thought out details, easter eggs, characters, poses etc to a piece or a really unique character design and most people already prefer shit like "What if Pokemon WAS REALISTIC AND FOR ADULTS?"
But i always thought modern artists on Twitter were looking for excuses to procrastinate and complain about their art careers anyway
Doom wad generation is still limited as is and people thinking most custom wads are just slaughter wads will not take away the more interesting and unique wads away
All of this will make more sense when you realize people have basic knowledge on shit (partially because of the "crowded bus" internet monoculture) and that's why most websites, 4chan included, have similar vocabolary and memes instead of there being distinct website cutlures that you could understand why "redditor" or "tumblrette" were even used as labels anymore
Basically, "real media literacy" being knowing mroe shit and not copypasting the same conclusions that you clearly didn't copy from someone else
Even Doom is like this, whether it's Brutal Doom overshadowing most of modding or more people nowadays putting attention towards Isabelle crossovers

>> No.9615101

>>9614519
Ok, i will give this post the benefit of doubt and assume that's not a bait.
>What's Doom got ? I'll tell you what it's got. It's got
Edgy visual theme and better level design. That's it, and nicely done edgy visuals are more important here. In the vidya world, edgy is a new sex, it sells.
That's why you don't laugh at Sanic's edgy phase: the theme didn't fit the character at all and the games were bad, but they still sold well and formed a community autistic enough to keep the franchise at least somewhat relevamt for decades.

>> No.9615151

>>9614735
CA part 3 is 1999/2000
Here is Brandon Chung's website, the guy is pretty active and made some good shit
https://blendogames.com/older.htm

>> No.9615228

>>9611264
Temporal Tantrum version 1.2: https://drive.google.com/file/d/1A4FZG9s6enKzFq7ggJwyLHt9l2his8FL

Fingers crossed for no more changes.

>> No.9615267

I took a year-long hiatus from Doom, and now I'm back. Did you guys finish 94 protons of /vr/? I don't see it in th OP

>> No.9615312

>>9614519
KL is more fun than Wolf3D
KL2 aka. Duke3D is more fun than Doom

>> No.9615707
File: 612 KB, 1920x1080, Screenshot_Doom_20230124_010943.png [View same] [iqdb] [saucenao] [google]
9615707

>>9611263
Any TC wad like Ashes 2063 or Hedon? With well written story, new visual and BuildEngine like level disign?

>> No.9615731

Serious question.
Why aren't there more sites exclusively about fps like Nofrag?
Imagine if there was a site only about retro fps.

>> No.9615738

>>9615731
Dedicated websites are a dying breed. Everything is owned by like 4 companies now.

>> No.9615737

>>9615731
Why would anyone need a generic site for retro fps?

>> No.9615741 [DELETED] 

>>9615737
Because rpgcodex and shmups11 exist

>> No.9615743
File: 75 KB, 945x922, my god.jpg [View same] [iqdb] [saucenao] [google]
9615743

are there any nu-doom themed mods that actually feel good to play? i swear, in every single one that i look at all the animations look incredibly stiff, and weapons have barely any feedback, combat feels like i`m punching a wall.

>> No.9615749
File: 1.96 MB, 1920x1080, gzdoom 2023-01-30 05-41-15.jpg [View same] [iqdb] [saucenao] [google]
9615749

>>9615151
Now i see that he also made a Doom Wad by the name of barista, it is standalone, but still it works on gzd

shit is quite lit and good for a 2004 wad

>> No.9615798

>>9615743
Johnny Doom isn't explicitly nudoom but it is probably the best glory kills mod without the feature bloat of modern BD or project brutality versions

>> No.9615817
File: 813 KB, 2560x1440, FireandIced.jpg [View same] [iqdb] [saucenao] [google]
9615817

This was alright, at least it was more sandboxy than some of the previous monster mash levels.

>> No.9615869
File: 2.22 MB, 1920x1080, gzdoom 2023-01-30 14-09-41.jpg [View same] [iqdb] [saucenao] [google]
9615869

>>9615749

>> No.9615873
File: 2.03 MB, 1920x1080, gzdoom 2023-01-30 14-10-55.jpg [View same] [iqdb] [saucenao] [google]
9615873

>>9615869
bay the way this is the shotgun sprite he used
the animation is lit

any idea of what was the original source?

>> No.9615880

>>9614015
No it isn't, have you seen how much AI struggles with fundamentals? It can't even depict a hand or foot without completely fucking it up.
>"But look, AI has finally fixed hands!"
>hands are still absolutely fucked, missing joints, uneven segments, fingernails missing or melding into fingertips somehow, only difference is that it doesn't look like something else if you squint
>also the framing and composition is always the same as all the other images

AI lacks basically all the fundamentals of a brain, there's so incredibly much that goes into even a middling or poor artist to interpret and create their art, which AI has absolutely no other way of approaching but applying manually written instruction sets against high speed number crunching, the computer's primary strength. This is like cooking a steak with a blowdryer, it's so fundamentally unsuited for the task that it isn't even funny, and the increasing optimizations don't so much amount to increased heat output, rather just slightly improved airflow and power consumption.

You're pitting a century old technology which isn't even infinitely scalable like people think it is, against millions of years of evolution. The complete void of imagination, instinct, and abstract interpretation or deconstruction cripples it as an artist, it doesn't even UNDERSTAND what it looks at. Cutesexyrobutts tracing other artists results in better works than prompting an AI.

>> No.9615889

>>9615869
mirrored sprites makes me ANGRY

>> No.9615906
File: 1.77 MB, 1920x1080, gzdoom 2023-01-30 14-29-37.jpg [View same] [iqdb] [saucenao] [google]
9615906

>>9615873
Akimbo mode, but you can dual wield permanently if you pick another shotgun.
and fuck the slug enemies, the sprites are goofy but holy shit they hit hard

>> No.9615918
File: 2.26 MB, 1920x1080, gzdoom 2023-01-30 14-33-54.jpg [View same] [iqdb] [saucenao] [google]
9615918

>>9615906
And is over, it isn't bad.
but i wish there it was more stuff

he made parts 2 and 3 in another game and part 3 in doom 3.
also there is ton of doom 3 tools there for mapping in general.

>> No.9616110

>>9615880
see
>>9614746
On its own, with no other input than the prompts and models the AI uses, I agree completely with you. It can't replace artists, merely ape them to a degree not previously thought possible.

However as a tool it is a game-changer. Artists who use it and take advantage of it, and learn to edit and work with its outputs, or trace and alter them, whatever, it will be a huge boon.

It will only get better as well.

>> No.9616116

>>9615880
>have you seen how much AI struggles with fundamentals? It can't even depict a hand or foot without completely fucking it up.
AI just don't seem to have been trained on anatomical references at all, just by browsing ArtStation etc.

>> No.9616476
File: 149 KB, 1529x1473, SHATWAR.jpg [View same] [iqdb] [saucenao] [google]
9616476

TekWar bros, where you at?
https://stealthoptional.com/news/william-shatner-wants-new-tekwar-game/

>> No.9616503

>>9616476
only if it's made with that "what the early 1990s thought that the year 2030 was going to be" design aesthetic. early-mid 1990s futurism makes me smile.

>> No.9616581
File: 388 KB, 1920x1080, And he&#039;s the sheriff.png [View same] [iqdb] [saucenao] [google]
9616581

Boy, am I glad he's frozen in there and we're out here.

>> No.9616661

>>9616476
The books are a fun stories, and there are greater implications to Tek that could make an amazing game. If done right.
>>9616503
The books feel more like bladerunner than 90s camp. Or somewhere between the two.

>> No.9616662

>>9616581
What wad?

>> No.9616709

When DOOM (1993), was it a heavy game? Did people have to 'upgrade' their PCs for it, did it have problems running in certain hardware? How smooth did it run on computers of that time?

>> No.9616710

>>9616662
AeonDM

>> No.9616714

>>9616709
when doom came out*
sorry, i'm retraded

>> No.9616769

>>9616709
>>9616714
It was fairly demanding, yeah, but you didn't have to spend $5000 on a machine to run it or anything. Mind, most people weren't even aiming to hit the peak 35fps at the time, a consistent ~20fps was considered very smooth, especially for a game like this (compare to Ultima Underworld, which ran FAR slower).
Depending on your hardware, and what you were fine with, you could knock down screen size a notch or two, or play on low detail mode, where the game still looked nuts by 1993 standards. If you were on the low end though, you could be in the situation where your computer simply didn't have the guts to run both Doom and drivers for your mouse at the same time, so it'd be keyboard only.

Hardware was also going down in price, as the market for PCs (partially driven by groundbreaking games such as Doom), developed at an insane pace in the 90s, so a pretty decent 486 computer which could get you an average 20fps with Doom 2 would be way down in price by the end of 1994, compared to how expensive it was the year before. Some older PCs could also be upgraded with new parts as well, including the processor, so you may not even need to shell out for a brand new machine to get better performance.

>> No.9616776

>>9616709
It was very heavy, my father had to buy a new processor to get a consistent 35FPS in it.

>> No.9616829

>>9614015
It's going to kill mediocre art and voice acting faggots.

>> No.9616837

>>9613285
>>9613969
It's goddamn impressive

>> No.9616861
File: 332 KB, 1117x678, IMG_3725.png [View same] [iqdb] [saucenao] [google]
9616861

Anyone have some funny DOOM pics like this?

>> No.9616968
File: 101 KB, 700x2000, 1658554450938.png [View same] [iqdb] [saucenao] [google]
9616968

>>9616861

>> No.9617023

>>9616968
Thank you. Love me some Cacodemon.

>> No.9617118
File: 100 KB, 860x697, Shadow-Warrior-Lo-Wang-Protagonist-Official-Artwork-1997.jpg [View same] [iqdb] [saucenao] [google]
9617118

>I like sword (that's a personal weapon).
>I like nuccular weapons.
>I like *big* weapons.
>I LOVE the shuriken!
>Everybody dead. I like that.

Simple as.

>> No.9617150
File: 7 KB, 183x198, 1646061889864.png [View same] [iqdb] [saucenao] [google]
9617150

>>9617023

>> No.9617163

>>9611269
PUT BETTER WADS

>> No.9617170

>>9611559
https://youtu.be/XSppMRl7JNc

>> No.9617172

https://www.youtube.com/watch?v=8MEM_FT0EA0
Man, it feels more scary than most modern horror games.

>> No.9617198

>>9616769 checked
good to know it was reasonable even for its time in requirements. I like light games.
>>9616776
interesting, but as the previous anon said, it would already run on your old processor if you lowered the graphics a bit, no?
Would you guys say this "doom on everything" thing people do just goes to show how incredibly advanced our computers have become since 93, which wasn't even long ago?

>> No.9617205
File: 631 KB, 1920x1080, floating buddies.jpg [View same] [iqdb] [saucenao] [google]
9617205

>>9617172
A good soundpack goes a long way

>> No.9617241

>>9617172
>that tiny imp at 1:08
You monster anon! That little guy was two days from retirement!!

>> No.9617263

has anyone ever tried to make a GTA game on the Doom engine? that would be awesome. I don't particularly like modern graphics, much rather Doom's. Imagine: huge open world, NPCs to shoot and get 5 stars on, cars, planes, boats, races, missions. One could even add more stuff to it, giving even more options since the engine itself is light, so it would run smoothly even on weak hardware.

>> No.9617267

>>9617263
https://www.doomworld.com/forum/topic/101652
Someone tried to straight up recreate Liberty City, but it hasn't seen much development recently.

>> No.9617379

>>9617267
Extremely cool

>> No.9617451

>>9617172
I like the little head shake after the second revenant.

>> No.9617485
File: 10 KB, 705x195, 1622841056443.png [View same] [iqdb] [saucenao] [google]
9617485

>>9613675
Here's a brief timeline of events
>Can't make announcement post myself, ask somebody else to do it
>He agrees
>Have to cancel SNS last minute. About 2 hours before we start, I simply say "SNS is cancelled" before fucking off
>Makes the post anyway
I guess this is a good lesson in wanting something done right.
WNW, FNF and SNS will proceed as planned this week.

>> No.9617498

>>9617172
>no marine landing an instant headshot between the 3 pixels of the player's helmet visor the picosecond a door is opened
staged footage, the revenants are paid actors

>> No.9617523
File: 387 KB, 444x704, N.png [View same] [iqdb] [saucenao] [google]
9617523

>> No.9617574

düm

>> No.9617591
File: 1.41 MB, 320x240, 1510377435317.gif [View same] [iqdb] [saucenao] [google]
9617591

>>9617574
no ü

>> No.9617624

>>9616661
You actually read the book?

>> No.9617627

>>9617485
I was wondering, I'm glad Wednesday is still on.

>> No.9617650

>>9617485
Understandable. I was wondering what had happened.

>> No.9617758

>>9617624
Yeah. It was solid. Not amazing, but the setting is pretty great and alludes to interesting things. And the concept of Tek as a drug is fun, and could lead to interesting gameplay.
2nd book wasn't as good, but was still fun. Didn't read any of the others.

>> No.9617796
File: 166 KB, 384x256, 1661751315474.gif [View same] [iqdb] [saucenao] [google]
9617796

>>9617591
>How did I get here?

>> No.9617824

>>9614068
ai is going to kill coders too

>> No.9617856

>>9612103
you should filter quaddicted by "ad", "Arcane Dimensions" doesn't show everything

>> No.9617991
File: 1.09 MB, 1600x900, spasm0041.png [View same] [iqdb] [saucenao] [google]
9617991

>>9613643
>CoffeeAchiever's maps are all awesome as usual (maybe aside from possibly implementing something for RASTR.bsp I once suggested @>>9317582 to make the Pro-Grappler secret a bit less dissapointing by teaching the player an important lesson)
I have an yet another late idea that only occured to me just now after witnessing the Gug killing a bunch of airborne monsters by a freak accident via its 'eathquake stomp attack' so I'd need to ask first how that attack works before this can seem doable (is the Gug-stomp an invisible explosion of somekind? that would explain why it still affects the player if they're underwater on mid-air):
-This AntigravBelt honestly sucks in most combat situations, any chance to make the Gug's tremor have no effect on the player while it's active? Alternatively remaking it into a "skimmed version" of the AD's Blast-belt would also be desirable (all damage from AoE explosions gets halved - but has no effect on direct hits otherwise, eating rockets should always be unhealthy without a PoP)
-Also would it make sense for the Biosuit to protect the player from his own lingering Fire-Shell flames to prevent an accidental self-immolation?
^HellScrags could use an extra something to be a bit more disttinct - maybe give their projectiles a small chance to also spawn a lasting flame with the same effect as Incindenary Shells?

>>9612652
>I still want to try to overhaul the shield powerups and add a couple new modifiers
Is making the PowerShield act like the Drakemod's Amulet of Deflection one of such possible ideas?

>> No.9618060

>>9617263
There was also a weird crossover between GTA 2 and DN3d made in Build engine with duke as protagonist if I remember correctly - it was definitely the city from gta 2 as the location and a lot of elements borrowed from that game(as a side note GTA2 is an amazing game - easily best retro installment of that series).
I can't remember what it was called but you can probably find it quickly on google

>> No.9618087

>>9615918
>he made parts 2 and 3 in another game and part 3 in doom 3.
Unfortunately they have very little connection to the first one - I liked Barista 1 too, not too complicated encounter and combat wise but all the terminals made it nicely immersive like Marathon.
Barista 2 is also pretty cool I guess, has its charm as a one off experiment (like most of this guy's work I guess)

>> No.9618096

>>9612652
VR has really shaped up to by its own quality Quake mapper's kit. I'm dreaming of you merging it with Drake because I like its selection of monsters, but man this is good stuff outside of my dream.

>> No.9618180

>>9617824
That's an hilarious phrase anon.
It will never happen in a million years:
Main reason:
You know how we as humans drink liquids, we piss?
That's what you are technically get from asking an AI to code something, it gives you piss, Sure you can drink it, it will be better than nothing but it will not replace water.

>> No.9618207

>>9611264
is this newsworthy?
>The Fortress of Dr. Radiaki is exclusive to ZOOM Platform!
https://www.youtube.com/watch?v=8yV-iZD_KJ0
>For $5.99 USD, you can get a digital version of the game that'll run on a modern machine and comes complete with "extras"

>> No.9618314

>>9618207
Sure, why it won't be?

>> No.9618545

DuWuM ?

>> No.9618568

>>9617991
>is the Gug-stomp an invisible explosion of somekind? that would explain why it still affects the player if they're underwater on mid-air
I think it just checks for radius and not much else, so effectively yes.
>any chance to make the Gug's tremor have no effect on the player while it's active?
Sure, that's easy enough.
>Also would it make sense for the Biosuit to protect the player from his own lingering Fire-Shell flames to prevent an accidental self-immolation?
Sure.
>HellScrags could use an extra something to be a bit more disttinct - maybe give their projectiles a small chance to also spawn a lasting flame with the same effect as Incindenary Shells?
Being a monster variant preset rather than a separate monster type, I don't want to hardcode anything like that for them. We'll see through, maybe I can make burning a generic effect that can be slapped on any monster by mappers.

>> No.9618575

>>9617824
>tell me you know nothing about coding without saying "I know nothing about coding".

>> No.9619168

>>9618575
>codmonkey in denial

>> No.9619203
File: 80 KB, 466x486, 14585547_2.png [View same] [iqdb] [saucenao] [google]
9619203

>>9618575
>>9619168

>> No.9619238
File: 1.09 MB, 1600x900, spasm0050.png [View same] [iqdb] [saucenao] [google]
9619238

>>9618568
>I have no idea where the rune from Miasma.bsp got relocated to - I played thru that map 3 times with different mutators to check if it was the issue but apparently nope
I had done some testing of the LaserRifle's secondary fire - and truth to be told it's almost always superior to the primary firemode (outside of some non-random scenario where a row of completely static enemies could get penetrated) also the alt-fire charging noise doesn't alert the monsters ATM
I would suggest that the max-charge laser shot be able to bounce after a miss (but maybe unlike the LC of SoA, the rebounding bolts won't harm the Player), with each riccochet lowering the "charge-power" twice as fast as multi-mob penetration to compensate a possible over-reliance on it
Also I would suggest giving the charged shots a Q2-styled particle trail to make them slightly more visually discernable (a Scrag-like trail for incomplete charges, and HellKnight-style dual trails for the fully-charged bolts)

Adititonally I am wondering if the Plasma Railgun should ignore armour of enemies like LavaNails do currently - as I've also discovered that it takes less ammo to kill a Shambler (and simillar top enemies) with a Plasma-Shaft compared to PlasmaRail although it's coded as an explosive and the hard-coded resistances should ensure it never be possible - is the residual lightning zap from a discharged plasmabolt explosion really that potent to make such difference?
>BTW are the Floating Polyps' code edited to take extra damage from other lightning-bolt sources besides the players LG like in original Quoth?

>> No.9619250

>>9618575
You don't even know the difference between "coding" and "software development" you arrogant pseudo-intellectual meme lord.
>tell me you have troubles communicating with other people without using a fucking sentence template

>> No.9619284

someone with AI tools needs to make Caleb say "Rub a dub dub...Calebs in the tub!"
I need this

>> No.9619323

>>9619238
>I have no idea where the rune from Miasma.bsp got relocated to
Should be on a ledge in the center room.
>truth to be told it's almost always superior to the primary firemode
Yeah, I've been feeling the same way about it. I'll probably cut each secondary laser's damage in half and fiddle with the ammo consumption.
>also the alt-fire charging noise doesn't alert the monsters ATM
Oh, whoops.
>I would suggest that the max-charge laser shot be able to bounce after a miss (but maybe unlike the LC of SoA, the rebounding bolts won't harm the Player), with each riccochet lowering the "charge-power" twice as fast as multi-mob penetration to compensate a possible over-reliance on it
Though that would certainly further the Jedi Knight bowcaster likeness, it would be a bit too redundant with the laser cannon. I might, however, give it some area of effect damage.
>Q2-styled particle trail to make them slightly more visually discernable
eh... might be doable... Q1 particles are a nightmare unless you're using some engine-specific particle system or the built-in, model flagged particles
The railgun blue sparks took forever to get working, though I suspect they'd rape a multiplayer server since they aren't truly particles and thus server-sided.
>Adititonally I am wondering if the Plasma Railgun should ignore armour of enemies like LavaNails do currently
Looks like I forgot to change the railgun's armor penetration to 90% when I buffed the plasma bolts. Right now it's at 75%.
>BTW are the Floating Polyps' code edited to take extra damage from other lightning-bolt sources besides the players LG like in original Quoth?
Probably not, I'll fix that.

>> No.9619390

>>9619284
The best I can do is this https://voca.ro/1ooEbsPISHjB but it lost some of the Douk charm.

>> No.9619438

I know this isn't retro, but after playing doom 2 for the first time this month I got really into the genre. I just finished Dusk and holy fuck was it good. Enjoyed the whole thing start to finish, especially episode 2 and 3 had some of the coolest map design I've seen in a shooter

I haven't played any build engine games yet, would it be good to start with Blood?

>> No.9619457
File: 890 KB, 1483x1915, 1579482172616.jpg [View same] [iqdb] [saucenao] [google]
9619457

>>9619438
>would it be good to start with Blood?
If you do, start with Lightly Broiled. Unlike other 90s shooters, Blood also tried having enemy health and accuracy scale with difficulty and can have a hard start. Duke 3D and SW are fine to start with as well.

>> No.9619476
File: 158 KB, 400x598, doom-cacodemon-concept-art.jpg [View same] [iqdb] [saucenao] [google]
9619476

https://retrogamer.biz/doom/doom-cacodemon-concept-art/

>> No.9619480

How many episodes Doom 1 has?
1? 3? 4? 5(Sigil)?
I'm confused.

>> No.9619482

>>9619480
3 for the original release, 4 with ultimate doom, and I'm not sure if sigil counts

>> No.9619505

>>9619476
Vacuum blowjobs?

>> No.9619528

>>9619482
>>9619480
Sigil is mostly a filler episode still.
Sigil 2 will also probably be filler.

>> No.9619539

>>9619528
TFC was filler too

>> No.9619546
File: 33 KB, 307x365, only war.jpg [View same] [iqdb] [saucenao] [google]
9619546

>>9619528
I wish more fillers had this level of quality.

>> No.9619797

>>9619528
Whole life is filler.

(Sigil is a good wad though.)

>> No.9619846

>>9619528
>Sigil 2 will also probably be filler.
Sad to see it'll be Doom 1 again. For some reason I thought that One Humanity map he released was a Sigil 2 map and it was going to be a Doom 2 set.

>> No.9619868

It's simple if the maps aren't in the iwad then it can't be the 5th episode.

>> No.9619925

>>9619528
Sigil didn't blow me away with fresh and novel ideas or anything, but it was very well put together and I really enjoyed the Buckethead.
Don't need to change the world to be good.

>> No.9619943
File: 59 KB, 1116x628, avunnamed-1481388886281_160w.jpg [View same] [iqdb] [saucenao] [google]
9619943

>>9619846
Actually that's a good thing. There are virtually gorillions of Doom 2 wads if I'd wanted to jerk off my SSG for another immeasurable amount of hours.

>> No.9619949

Sigil is one the best doom 1 wads

>> No.9619989

E2M6 of Unrattled. Blind.
https://www.youtube.com/watch?v=6nW6R7j31Jg

>> No.9619990

>>9619989
Just finished watching this and I got a notification here.
At the end of the video you say "we are done with Ad Mortem." Whoops.

>> No.9619991

>>9619925
Having the eyes and crystals as objects with consistent actions (shootable object and teleport) was quite novel idea actually.

>>9619949
This. I always include Sigil when replaying original episodes. It is the official episode 5 in my head canon.

>> No.9619996

>>9619990
>At the end of the video you say "we are done with Ad Mortem." Whoops.
Whoops indeed. We're never done with Ad Mortem.

>> No.9619997

>>9619846
The Doom 2 megawad was supposed to be Sigil 2. Romero changed his mind. Howerer this is win/win-situation, because more Romero maps is better.

>> No.9620069

>>9613109
i take it you like skulls anon

>> No.9620076
File: 15 KB, 77x90, 001.png [View same] [iqdb] [saucenao] [google]
9620076

>>9614123
>GO. TO. THE. BATHROOM

>> No.9620082
File: 227 KB, 800x600, SCREENSHOT SUNDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9620082

>>9613187
Another version for people.

>> No.9620087

>>9614519
i might finally get to try this game. i found a windows port on github(i don't like dosbox much)

>> No.9620096

>>9620087
forgot to paste the link
>https://github.com/sacredbanana/lab3d-sdl

>> No.9620124
File: 218 KB, 768x432, duke-nukem-zero-hour-goldeneye.png [View same] [iqdb] [saucenao] [google]
9620124

Duke Nukem Zero Hour is an excellent game, much better than the other 3rd person Dukes. It's the 2nd game I want a native PC port the most (Turok 3 is #1)

>> No.9620138

>>9619846
>>9619997
Wait Sigil 2 is Doom 1 again? What a gyp. He said on a stream a little over a year ago that it'd be Doom II.

>> No.9620158

>>9620124
not impossible since it's a Build game
i prefer Duke 3D but Zero Hour is close second...
it was such an "underrated" game for a long time i'm glad it's finally getting the praise it deserves.

>> No.9620206

>>9620138
I think he meant Doom stage 2

>> No.9620237

>>9620138
He's making separate Doom 2 megawad though.

>> No.9620264

>>9620237
A completely, totally separate Doom 2 megawad?

>> No.9620319
File: 1.71 MB, 960x720, 1675139939817.webm [View same] [iqdb] [saucenao] [google]
9620319

>>9619476

>> No.9620345

>>9620158
>it's a Build game
Wait, what?!
>https://www.youtube.com/watch?v=gP2DYfKGmFs
>https://www.youtube.com/watch?v=VqshnaJZMNA
Oh fuck, I didn't knew

>> No.9620427
File: 749 KB, 747x1553, NUKEMDAVE on Twitter.png [View same] [iqdb] [saucenao] [google]
9620427

>>9620345
also

>> No.9620548
File: 639 KB, 1024x768, hl 2023-02-01 00-41-11-90.png [View same] [iqdb] [saucenao] [google]
9620548

>> No.9620573

>>9619997
>Romero changed his mind.
Evidence?

>> No.9620990

>>9620345
Maybe x0r_jmp will leak the source code or some earlier build eventually since Miller is still digging through 3DR stuff for clout chasing. It is totally not related and nu-Apogee has nothing to do with these leaks surely, but timeline lined up before.

>> No.9621009

>>9620548
Im not sure why but horror Goldsrc stuff never fails to give me spooks, especially Afraid of Monsters with these twitching fuckers

>> No.9621019

Finally beat Plutonia on UV without mid-level saves. Wew, lad. Tough, but fair.
What should I play next? TNT, No Rest For The Living or Master Levels?

>> No.9621024

>>9621019
Both TNT and NRFTL are worth playing for sure. I'd go TNT if you don't mind having to suffer through a shitty level once in a while. It'll be easier but still harder than vanilla Doom 2.

>> No.9621027

>>9621024
>if you don't mind having to suffer through a shitty level once in a while
Yeah, I understand I just played through the peak of official classic DOOM, and I'm prepared for hitscanner hell.
Still need to finish off the official wads before I start tackling classic community-made wads.

>> No.9621036

THEME-GAWAD is starting to annoy me a little with its exits on some maps being door textures.
On one map, I could hear the last enemy, an arachnotron, and saw a door. So I figured there would be a corridor with it at the end or somewhere sneaky to fire at me.
Nope, exit. Had to reload undoing 10 minutes or so of gameplay. Not the end of the world, but a little trying.

Call me oldfashioned but exits should be buttons or Plutonia-tiles. Or have "Exit" above them.

>> No.9621051
File: 57 KB, 658x523, 1675201999443580.jpg [View same] [iqdb] [saucenao] [google]
9621051

i wish raze couldd play witch haven so i could have an all-in-one solution for build engine games

there's a special build but its buggy as fuck

it's not fair bros

>> No.9621057

>>9621036
If you can beat a level without learning it first, it's too easy.

>> No.9621063

>>9621057
True but its only level 13 I think.

>> No.9621064

>>9621036
>Call me oldfashioned but exits should be buttons or Plutonia-tiles. Or have "Exit" above them.
my OCD compels me to keep spheres and armors for when i exit the level so i can start the following one with round numbers. i would be pissed by surprise exits

>> No.9621068

>>9621063
If you can beat a level 1 without learning it first, it's too easy.

>> No.9621070

>>9621064
>my OCD compels me to keep spheres and armors for when i exit the level
Me too.

>> No.9621087
File: 361 KB, 1920x1080, 1663345564565.png [View same] [iqdb] [saucenao] [google]
9621087

>>9621064
Upon replying it I suppose it wasn't exactly a "surprise", but seeing a door with exit signs just makes me assume
>door opens
>small room with exit button
not
>exit is the door.

I also try and collect all health/armor before leaving.
Can't seem to find the last arachnotron, I wonder if it is bugged.

>> No.9621093

>>9621087
>nocliped
>it was derping in its monster box, not teleporting
Yep. Bugged.

>> No.9621095

>>9619323
>Q1 particles are a nightmare
How do the vanilla particle effects work if they aren't part of the .mdl?

>> No.9621110

>>9621051
play it on GDX retard.

>> No.9621119

>>9620345
>>9620427
I think it's not actually Build, but more along the lines of Ken's own Polymost system. Uses Build's map/resource format, but is an entirely different renderer.

>> No.9621146

>>9613213
I absolutely basically the entire segment from Questionable Ethics (picking up the Tau Cannon with the song kicking in) to the beginning of Forget about Freeman.
I actually just finished Field Intensity, and I'm pretty sure it's up there with Echoes for my favorite goldsrc mod. I really enjoyed how they gave you a chance to use pretty much the entire goldsrc HL arsenal. But they spaced it out so it wasn't overwhelming, taking advantage of the inventory reset in Recovery.

>> No.9621171

>>9621036
Why are you posting this here, Ofisil is not here.

>> No.9621191

>>9621171
To discuss weird exits in Doom levels. I don't know who that is, I am guessing the project head? Not registering with any forums just to talk about Doom.

>> No.9621198

>>9621087
Noob here. Name of this HUD mod?

>> No.9621214

>>9621198
Default HUD on GZDoom/Zandronum if I recall, just press " - ".

>> No.9621217

>>9621214
Alternate HUD* (enabled on options)

>> No.9621234

https://www.youtube.com/watch?v=T_5ZYJBgQyM
ZM needs to be stopped

>> No.9621243

>>9621217
>>9621214
Thanks, frens.

>> No.9621251

What's THE source port to play Doom on nowadays? I checked PrBoom+ and it seems like it's in maintenance mode.

>> No.9621260

>>9621251
Chocolate Doom if you want a trip back to the 90s. Crispy Doom if you just want to play Doom in a slightly modernized form. Eternity or GZDoom if you have a slightly more powerful rig and you want to get into modding. No hate plz, just my opinion.

>> No.9621261

>>9621251
Crispy Doom/DSDA-Doom/GZDoom, depending on how vanilla you want it and Odamex/Zandronum for multiplayer options.
DSDA would be your closest PrBoom+ replacement.

>> No.9621263

>>9621260
Samefag, but I wonder what's the best port for multiplayer?

>> No.9621269

>>9611264
https://forum.zdoom.org/viewtopic.php?p=1236481#p1236481
Doom Delta v2.5.0! (+ mapping starter kit!)

>> No.9621293

are there any notable maps centred around a coop experience?
i tried reel 2 coop but it doesnt run great

>> No.9621307

>>9621251
My autism prevents me from stomaching any source port that doesn't disable infinitely tall actors.

>> No.9621309

>>9621307
You didn't finish the wad.

>> No.9621310

>>9621309
That's unfortunate, but I'll live.

>> No.9621323

>>9621119
Yeah
I think they made their own poly solution to render the Duke 3D maps for Duke 64 then used it to make Duke ZH
Looks like they even intended to use poly enemies on Duke 64 but there was not enough time or resources

>> No.9621350

>>9619323
>it would be a bit too redundant with the laser cannon
I dunno if it's still a posibility to backport this feature but didn't Qtest grenades used to bounce at completely random directions compared to retail-release "realistic" trajectory patterns?
I am aware of the looming redundancy and think making the missed shots bounce unreliably at random would be better than nothing regardless - wasting about 9-12 cells just because the monsters attack pattern kicked-in a quarter-second too soon/late is really dissapointing
Ideally it should work in a way that a partial charge allows for only 1-2 riccochet(s) and the full charge would'nt be able to exceed 4-5 bounces (plus an optional AoE effect if the bolt gets stopped completely by a solid entity)

>> No.9621368

>>9621119
well at least i doubt it will take long to reverse-engineer

>> No.9621375

>>9620427
Can they make Zero Hero a good game?

>> No.9621381
File: 409 KB, 640x858, duke-nukem-zero-hour.jpg [View same] [iqdb] [saucenao] [google]
9621381

>>9621375
yes they just have to port it.

>> No.9621393
File: 14 KB, 401x373, charlie_sheehs.jpg [View same] [iqdb] [saucenao] [google]
9621393

>>9611263
This is probably gonna be a retarded, "just google it" question, but I don't know where else to ask.
If I wanted to make a TC, where would I look for tutorials? Also, would it be feasible to eventually convert it to a standalone game like Hedon?

>> No.9621396

>>9621393
You'd need to replace all the resources, which should be simple enough, just follow the layout. Not sure where up to date guides are. Maybe in gzDoom wiki.
You might need to find some kind of scripting guide, probably for zscript over there too.

>> No.9621402

>>9621393
If you want to make one based on GZDoom like Hedon, then I'd go to the ZDoom wiki for tutorials about DECORATE, ACS and ZScript. For mapping I'm not really sure, there's probably a bunch on Doomworld and Youtube. You'll most probably be using SLADE too, and they do have some tutorials on their site.

>> No.9621423

>>9621396
>>9621402
Thanks lads. I hope I can make something good with this.

>> No.9621426

>>9621393
You can also use Freedoom as the base of your resource set.

>> No.9621429
File: 638 KB, 600x737, intense intensity.png [View same] [iqdb] [saucenao] [google]
9621429

>mod`s intended difficulty uses fastmonsters
i guess it is to be expected from a mildly scuffed bd fork. still wonder if the creator ever consumes anything other than red bull and adderall.

>> No.9621549
File: 38 KB, 320x240, 1608564188655.jpg [View same] [iqdb] [saucenao] [google]
9621549

>still wonder if the creator ever consumes anything other than red bull and adderall.
Hard to gauge without knowing his saving habits, like the people that play with fast monster on UV while quicksaving every 15 seconds like I used to.

>> No.9621560
File: 58 KB, 513x510, 1444116248969.jpg [View same] [iqdb] [saucenao] [google]
9621560

>graf says gzdoom can't dynamic shadows
>me be sad
>me learn decorate code no look manuals are cryptic shitty
>me make dynamic shadows
>me be more sad because i'm too dumb to use zscript to make shadow more good
https://www.youtube.com/watch?v=ai2zrvZz-aE

>> No.9621615

>>9621095
You only get a few options:
>origin
>velocity vector
>color palette index
>number of particles
The particles last exactly 1 second, cannot collide, cannot have a change in velocity/direction over time, and the function has to be constantly called for something like a trail effect.

>> No.9621648

>>9617118
>Just rike Hiroshima!

>> No.9621652

>>9621560
Hey, that's cool as shit. Just for how hacky it is alone. Neat.

>> No.9621672

>>9621652
>Hey, that's cool as shit.
Thanks.
>Just for how hacky it is alone.
Actually it's pretty blunt and straightforward. I came with this idea when I was shooting SSG with freeze command turned on.
Here is the full explanation how this was acomplished:
https://www.doomworld.com/forum/topic/133764-faking-dynamic-shadows/
tldr: it's just an object that shoots 256 bullets every tic, but when bullet collides with something, it makes no damage, just spawns a pointlight.

>> No.9621681

>>9621560
Vladmir, the video quality is shit but this looks smooth as fuck.

>> No.9621696
File: 5 KB, 688x283, file.png [View same] [iqdb] [saucenao] [google]
9621696

>>9621672
well i checked your code and i have some questions already
>Why do you need Monster combo flag and instead just use, the combo flag will make the Dynamic light as a monster, that you can't shoot.
>The Spawn command can use the NODELAY before the A_Lookex

>> No.9621701

>>9621260
>Eternity... if you have a slightly more powerful rig and you want to get into modding
Does Eternity even have enough mods to warrant saying this?

>> No.9621743
File: 131 KB, 430x336, asss.png [View same] [iqdb] [saucenao] [google]
9621743

>>9611271
I randomly built this ... thing, guess i'll integrate it later into a map.

>> No.9621745

>>9621696
>well i checked your code and i have some questions already
Good. But I can't answer them, because...
>Why~
...because I have literally caveman level of zscript/decorate code comprehension.
I'm a bachelor in engineering, I have a master degree in computer science, but I have no damn idea how the syntax in this stuff works and I'm not paid enough to spend my precious time on studying it with some cryptic manuals not in my mother tongue that raise the question if I actually know English or just faked it till this moment. This whole mess make me feel like I'm dyslexic.
I have a general idea of how things should work. I know the math, I know that I can use vector calculations instead of shooting bullets to get pointlight spawn position coordinates and scale it appropriately just how it's made in "Flashlight+", but I don't know *how* to make it.
This whole thing is just a proof of concept, a visual aid to back up my claims. I slaped it from various ZDoom Wiki DECORATE examples and still it took twelve hours to make it work.
If you know how to make it better, more optimised, more visually stable, etc. - you are welcome to make changes because I'm too dumb to do so.

>> No.9621749

>>9620264
Yeah, the 32 map megawad that used to be called Sigil 2 before he changed his mind

>>9621251
Woof is all you need

>> No.9621809
File: 726 KB, 1280x720, hl 2023-02-01 01-53-44-58.png [View same] [iqdb] [saucenao] [google]
9621809

>>9621009
Yeah

>> No.9621823

Is there an addon for hdest to put any sight on any weapon? Or at least a way to make the hunter shotgun use no scope red dot from the night raid loadout's smg with minimal zscript knowledge?

>> No.9621917

>>9621809
>that painting
wow, pretty freaky

>> No.9621921

>>9621309
He reached the exits.

>> No.9621926

>>9621749
Unless you want to see what is actually happening on your screen. Or if your monitor is bigger than 24". Or both.

>> No.9621941
File: 467 KB, 596x1088, sigil 2.png [View same] [iqdb] [saucenao] [google]
9621941

>>9620573

>> No.9621953

>>9621941
Ah.
Thanks. Appreciate it.

>> No.9621954

>>9621701
Mods, no. Features/potential, yes.

>> No.9621965

>>9621745
You just need to spray the light bullets in a grid pattern and you can at least get some cool shadows-through-a-window effect

>> No.9621970

>>9621965
Disregard that I'm retarded. They already do.

>> No.9621974
File: 1.87 MB, 350x196, romani abducted.gif [View same] [iqdb] [saucenao] [google]
9621974

>>9621954
>potential
The most useless thing imaginable if no one is gonna use it. That's like reverse-engineering ALttP. Is it cool? Absolutely. Is it worth shit? Lmao.

>> No.9621996
File: 3 KB, 90x90, 516cf89e9e026c26148b1165b8c118e8.png [View same] [iqdb] [saucenao] [google]
9621996

>>9621974
Okay.

>> No.9622012
File: 105 KB, 788x537, mor2.jpg [View same] [iqdb] [saucenao] [google]
9622012

>>9621996
>only chicken would not like what I like
You can count the reasons to ever use Eternity with one hand. Even chicken's leg will do.

>> No.9622024

>>9622012
If Zandronum can catch up with a 3.1 update, why can't Eternity as well?

>> No.9622032

>>9621996
>>9622012
If GZDoom is Moorhuhn of source ports, then what is Sven Bomwollen?

>> No.9622045

>>9621251
Woof. It's basically Crispy with 100% boom compability including mbf21.

>> No.9622057

>>9621974
Heartland was cool. I use Woof on everything except on few Eternity, Zandronum or GZdoom wads. Heartland would not possible on any other source port than Eternity, just like the fun Quake 3-like sp campaign of Skulltag is not possible on elsewhere than Zandronum. Few wads that use different source ports and their features are fun occasionally.

>> No.9622068
File: 36 KB, 474x365, 1647185476194.jpg [View same] [iqdb] [saucenao] [google]
9622068

Doom 1 and 2 singleplayer is utterly shit. Quake is so much better it's fucking crazy. Amazing the difference designing proper level layouts and enemy encounters instead of cheap trial and error traps and wallhumping sections makes.

>> No.9622117

>>9621615
How is the DeathKnight's V-trail achieved within those parameters?

>> No.9622119

>>9611264
DBP56: Augustland Barrens is out now!
https://doomer.boards.net/thread/3101/augustland-barrens

>> No.9622159

>>9622117
It isn't. That's an engine-level built-in particle effect flagged onto the projectile's model.

>> No.9622162

>>9619457
Don't listen to this tard. Ran through the entire thing for the very first time a year ago on well done with only one save per level (at the very start) and it was an absolute blast. It's tough but fair, no bullshit instakill traps.

>> No.9622165
File: 850 KB, 1280x720, hl 2023-02-01 16-31-20-50.png [View same] [iqdb] [saucenao] [google]
9622165

>> No.9622194

I've been enjoying playing through maps with DRLA + Monsters. Thats the Doom Roguelike Arsenal and Roguelike Monsters. Although, sometimes bullshit unbeatable things happen. Going through Temporal Tantrum was fun, currently stuck in episode 5 (Future Fury). It spawns a "Nightmare Cyberdemon" which has a BFG and hitscan lightning railgun in addition to the rockets. Its bullshit.

>> No.9622225
File: 2.94 MB, 854x480, dw dynamite shenanigans.webm [View same] [iqdb] [saucenao] [google]
9622225

>>9619438
>>9622162 may be an asshole but is right and WD's difficulty could work fine for you. If it doesn't, just take the difficulty down a notch and don't bitch.
There's also difficulty customization through GDX, Not Blood, and Fresh Supply. GDX is the most barebones, FS has the most but is the least accurate port, Not Blood has the best of both worlds.

>> No.9622343

>>9622165
Why were HL's textures so awful quality? It literally hurts.

>> No.9622358
File: 711 KB, 640x480, ApprehensiveSphericalAnhinga.webm [View same] [iqdb] [saucenao] [google]
9622358

>>9622032
>then what is Sven Bomwollen?
Any multiplayer source port cause I had no friends to play with, ever.

>> No.9622373

>>9622343
too low-res to actually look good filtered + not palettized so the artists could be lazy with the contrast (i.e. not have any half the time)

>> No.9622379
File: 3 KB, 63x66, HEADA1.png [View same] [iqdb] [saucenao] [google]
9622379

>>9622119
Your Doom has contacted hepatitis

>> No.9622383

>>9622194
Rogue- games are rife with bullshit that's their thing anon.

>> No.9622389

>>9621393
https://forum.zdoom.org/viewtopic.php?t=68297
Ganbatte anon!!

>> No.9622464

>>9594005
Sorry pal but you're late
https://youtu.be/utrictiXpO4?t=54

>> No.9622469
File: 382 KB, 512x512, AI.png [View same] [iqdb] [saucenao] [google]
9622469

>>9622068
I agree with you but
>cheap trial and error traps
...are base Doom 1 and 2 killing you?

>> No.9622491
File: 469 KB, 512x512, 16639368795290.gif [View same] [iqdb] [saucenao] [google]
9622491

>>9594005
>>9622464

>> No.9622492

>>9622068
Trial and error are the essence of video games you retard.

>> No.9622498

>>9622469
>walk onto a trigger
>have 10 pinkies and a bunch of barrons spawn in a tight circle all around you, die in two seconds
>reload
>trigger same trap
>whip out BFG
>walk away from it like it was nothing
>rinse and repeat
Wow, such engaging gameplay

>> No.9622519
File: 153 KB, 1920x1080, Screenshot_Doom_20230202_004046.png [View same] [iqdb] [saucenao] [google]
9622519

>> No.9622520

>>9622498
Imagine being so bad at a game that you make up scenarios to justify being bad

>> No.9622539

>>9622162
I can confirm it's *possible* to play blood levels with one save and keeping guns and ammo (don't pistol start build games), but it was hard enough for me after planning out a route and knowing the levels well on LB
just play on lightly broiled the first time, make mistakes and get away with it, do some action hero bullshit, well done will always be there for a more careful replay with cheeky TNT throws around every corner

>> No.9622546

>>9622539
Do you play with or without autoaim on well done?

>> No.9622548
File: 219 KB, 449x401, 1427253088922.png [View same] [iqdb] [saucenao] [google]
9622548

>>9622498
>filtered by pinkies and big imps

>> No.9622551

>>9622520
>>9622548
Yeah I'm not going to take that seriously from a thread that recommends LB for Blood. Doom is a fucking joke.

>> No.9622567
File: 410 KB, 640x640, 1660532405545.png [View same] [iqdb] [saucenao] [google]
9622567

>>9622551

>> No.9622581
File: 30 KB, 1118x568, file.png [View same] [iqdb] [saucenao] [google]
9622581

Rentry anon, I don't think we're getting another Mondo Project given the state of the project lead. This section feels like a huge jump to a conclusion based on a whim.

>> No.9622583
File: 77 KB, 600x600, lain laugh.jpg [View same] [iqdb] [saucenao] [google]
9622583

>>9622498
holy shit

>> No.9622593
File: 7 KB, 280x330, how 2 play dooms.png [View same] [iqdb] [saucenao] [google]
9622593

>>9622551
you'll get past ep1 someday champ

>> No.9622602

>>9622593
If you think shit like courtyard's plasma gun ambush is quality encounter design you very clearly did your first playthrough on not too rough, meaning you never beat the game and are disqualified from ever being able to beat it.

>> No.9622623

>>9622602
have you tried being good at the game?

>> No.9622624

>>9622119
Is DBP series dying? Every month there's less submissions.

>> No.9622626

The best DOOM maps are the ones who absolutely rape the unprepared but are satisfyingly challenging, yet doable for those who learn them.

>> No.9622628
File: 2.22 MB, 512x384, 1666428241389.gif [View same] [iqdb] [saucenao] [google]
9622628

>>9622602
Its okay not to like Doom 1/2. This is just sad.

>> No.9622637

>>9622626
Absolutely based.
>>9622624
We've moved into an era of completely free engines and ai generators that can make video game textures so people will use Doom and the like as practice before trying their hands at something commercial.

>> No.9622648

>>9622626
>good action gameplay is memorisation
Yeah man. Simon Says, best game ever.
>>9622623
Have you tried actually formulating an argument? No, you finding a 500th playthrough easy in a game that is made trivial by map knowledge is not an argument.

>> No.9622652

>>9622648
>memorisation
a.k.a. gitting gud
git gud

>> No.9622656

>>9622648
>good action gameplay is memorisation
It has literally always been this way. Name an fps where this isn't the case. Hell, Mario is like this, Devil May Cry, literally any video game.

>> No.9622657
File: 3.29 MB, 319x215, autistic rattling.gif [View same] [iqdb] [saucenao] [google]
9622657

He's just bamboozling you dorks. Leave him be.

>> No.9622662

>>9622624
8 or 9 (a single episode of) maps sounds like par of course for dbp's.

>> No.9622665
File: 516 KB, 700x4352, sens.jpg [View same] [iqdb] [saucenao] [google]
9622665

>>9622602
>>9622648
>complains and gets filtered by a 30 year old game
>thinks memorization isn't an aspect of almost every game that has existed
Have some (You)s, on the house.

>> No.9622674

>>9622656
>Name an fps where this isn't the case
Blood

>> No.9622679

>>9622657
Yeah we could be playing this cool Doom mod called SRB2K instead, which has a /vr/ server going up in 25 minutes.

>> No.9622680

>>9622546
no autoaim, modern control scheme with bloodGDX. replaying levels on well done was about as hard and took about as long per level as doing them the first time on lightly broiled

>> No.9622690

>>9622674
Uhhhh

>> No.9622691

>Accidentally kill yourself during deathmatch in DF2 with the concussion launcher
>"PlayerName became more powerfull than you can possibly imagine"
top lulz

>> No.9622703

>>9622690
Literally every encounter in the game is either well telegraphed or gives you opportunities to fall back safely. Any encounter you die in first time playing is 100% you fault as opposed to something that you're supposed to remember for your retry. In other words it's how a game that isn't utter dogshit should be made.

>> No.9622707
File: 123 KB, 450x571, 1629807253412.jpg [View same] [iqdb] [saucenao] [google]
9622707

>>9622469
Those kinds of "Doom 1 and 2" posts always smell from the start.
>why just those two, and not Final Doom?
>have they not even played Final Doom?
>are they trying them all the first time on nightmare?
>would anyone honestly give a shit when there's a million other levels to play for these old id games?

>> No.9622709

>>9622674
Bullshit.

>> No.9622714

>>9622703
Playing doom any length of time beyond casual play allows you to become accustomed to what to expect and what to be aware of.
And sometimes the best fights are the ones where you are caught completely off guard but just about manage to pull through. Being dropped into the shit and winning is a thrill.

>> No.9622721
File: 2.75 MB, 960x540, 1664420566772.webm [View same] [iqdb] [saucenao] [google]
9622721

What happened to the /vr/ catalog anon? I'm willing to make that hub map now if you're still here. Just tell me what format to use.

>> No.9622724

>>9622709
Here comes another 0 skill shitter who starts seething when a shooter demands mechanical skill as opposed to him just roflstomping through maps after memorising where every enemy spawns.

>> No.9622735

>>9622707
>>are they trying them all the first time on nightmare?
Funny how this is a perfectly reasonable to playing Blood but not for Doom.

>> No.9622741

>>9622735
In what context? They're both challenging ways to play the game that I wouldn't recommend as a "first try".

>> No.9622750

>>9622741
>In what context?
>>9622703

>> No.9622768
File: 3 KB, 435x126, 1672873148612.png [View same] [iqdb] [saucenao] [google]
9622768

I'm putting up WNW early so everyone can download the new files, and to remedy rampant dumbposting. Here's the usual info.

Base game (1.3):
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Custom client:
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
https://gitlab.com/c3851/srb-2-k-cep
Mods list:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
Anon's PRO TIPS paste:
https://pastebin.com/GbfJGHFV

>JOINING THE GAME
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159

New files for returning players
>KL_CharDub_v1.3.lua
>KL_VR_Dubs_on_my_vr_v1.pk3
>KC_VR_RetroFPS_v4.pk3
>KL_VR_V2_FlameShield-V1.4.wad (It replaces grow now, rejoice)
>KRL_Cotopack_v7.3.pk3
>KRL_FrostBrush_RaceTracks-v1.1.pk3
>KRBL_PizzaTowerPack_V5.pk3

We also have a mumble server up to voice chat with your fellow anons
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>I heard this game supports proximity chat, are we using that?
No.

>> No.9622771

>>9622624
i feel like it is. the quality has dropped tremendously over the past year or so and i'm not even talking about visual quality/aesthetics. majority of the map design and encounters are very uninspired. i've skipped the past 5 because of this.

>> No.9622818
File: 585 KB, 752x717, 1671769901549.png [View same] [iqdb] [saucenao] [google]
9622818

>>9622768
>January Update
it's february

>> No.9622819

>>9622721
Is this just a webm or is this downloadable yet?

>> No.9622831

>>9622768
Updated tips:
https://pastebin.com/90aWy0EF

>> No.9622835

>>9622498
So you couldn't beat e1m8 without idfa? How the hell do you get past captcha with that skill level?

>> No.9622838

>>9622581
That's what it was >>9613336. If there is really no nested interest whatsoever in carrying on with Mondo, then I guess it's a cut for that section.
>given the state of the project lead
Nothing gnarly I hope.

>> No.9622845

>>9622602
That ambush is much easier than most Cultist fights in Blood anyway, and I'm not saying that Blood is super difficult either, just wondering how are you finding Doom 2 hard.

>> No.9622851
File: 994 KB, 500x341, hahahahaha.gif [View same] [iqdb] [saucenao] [google]
9622851

>>9622498

>> No.9622870

>>9622845
>That ambush is much easier than most Cultist fights in Blood
Either you're not talking about it in terms of first playthroughs on hard difficulty, or you're a retard and full of shit.
>just wondering how are you finding Doom 2 hard
Encounters that go from "almost guaranteed death" first time to "trivial beyond belief" second time around are not "difficult". It's tedium.

>> No.9622907
File: 39 KB, 1080x961, 1645482993023.jpg [View same] [iqdb] [saucenao] [google]
9622907

>>9622831
anybody using a gamepad? i got a dual shock-alike, what's a good button mapping so brake and accel are reachable?

>> No.9622931

>>9622581
>given the state of the project lead
I don't know anything about that, but somebody else could always take over. It seems to be mostly:
>Make an anchor post on the 1st of each month
>Regularly check threads for submissions (should be easy with the archive) and compile them
>Test submissions to make sure they work, and give feedback for anything broken or missing or whatever
>>9622721
>What happened to the /vr/ catalog anon?
I'm still here, I just put that project into deep freeze. I'd have to learn a bunch of new stuff to do all the customization options I'd envisioned (so you could have Ad Mortem's Item sprites and HFFM's enemy sprites with 2048's guns, for example.)
I also got a bunch of mapping projects I've been entrenched in, so I won't have the desired time to work on the Catalog until April at the earliest.
All that's to say, if you wanna' work on a hub map, I'd more than encourage it. I honestly started this project hoping somebody else would take the lead and run with it, so feel free to decide for yourself what format you want to use.
Since the project is theoretically bound to the ZDoom family, UDMF might work, but I'm not certain enough to even say that for sure.
>>9622819
I think I posted the link once, but I'll re-post it: https://mega.nz/folder/pslCBQ5K#GY7fgi-ECy7QG_gOmVW-qA

>> No.9622947
File: 42 KB, 722x725, 1660558480495.png [View same] [iqdb] [saucenao] [google]
9622947

>>9622464
Never seen this before. My implementation was WAY different, but it seems great minds truly do think alike.
>mfw the Cacos starts teleporting-in

>> No.9622960

>>9611263
Admit Doom 3 is a masterpiece already

>> No.9623017 [DELETED] 

>>9622960
DOOM 3 isnt so much a game as a satire of the FPS genre. the gameplay consists of walking through endless identical metal corridors, shooting a small variety of identical enemies, talking to identical NPCs (who all happen to be some derivation of a bald guy with green eyes or a half asian dude in a yellow jump suit with a Wally Cleaver hairdo), listening to some faggot on a radio tell you where to go next while you happen upon "audio logs" filled with meaningless purile dialogue that serve as a weak attempt to fill in backstory, and occasionally you'll be tasked with doing random dumb unfun shit like picking up toxic waste barrels with a claw machine like you're a fucking waste management technician. add to this the game's notoriously shit weapons, B movie monster closet jump scares (if you can even call a dead Howie Mandell lurching at you from around a corner "scary"), retarded enemy designs such as a flying bald woman's head with pirhana teeth, a fucking sprint meter, a flashlight that you had to toggle because the Xbox version couldn't handle gunfire and dynamic lighting at the same time so they gimped both versions (because, big surprise, DOOM 3 is a console shooter and a bad one at that), reddit-tier references and in-jokes like the heckin' wacky turkey puncher arcade machine, and of course, the "plot" which is akin to an especially bad vin diesel movie and -- despite a 5min+ long unskippable intro sequence and multiple cutscenes -- somehow manages to be less enthralling than the original game's story which barely existed at all. DOOM 3 is one of the biggest pieces of shit ever made.

>> No.9623037

>>9622907
I do, I just use A and B.

>> No.9623043
File: 1.52 MB, 1920x1080, d3_nicelights.png [View same] [iqdb] [saucenao] [google]
9623043

>>9622960
It's nice

>> No.9623046

>>9622931
>Regularly check threads for submissions
But what if the project lead gets lost halfway year in? It's a blank slate job scouring the archives then. I was thinking about some kind of public repository, maybe with mail-free accounts to tie uploads with, none that I know of. In such case, it'd be up to anyone to voluntarily compile it at the end.
Mondo is quite nice for sparking untapped interest in modding, but having at least one or two of successful community projects in long foreseeable future would also be pretty awesome. I'd be fine either way.

>> No.9623050

>>9623046
>It's a blank slate job scouring the archives then.
Not to mention they always could go down, all at the same time.

>> No.9623073
File: 398 KB, 782x812, Aqualung.jpg [View same] [iqdb] [saucenao] [google]
9623073

>>9622624
https://doomer.boards.net/post/48226/thread
>40oz shoulders were hunched forward, legs crouched, and head twitching sideways as if to itch his ear with his shoulder. I didn't recognize him, but I heard him muttering to himself which piqued my interest.
>"hmm hmmhuh UH YES the colors, hmmunuh this could be a map. hmmunuh And so COULD this!"
>He shoved his hand into his old rucksack. When he yanked his hand out of the bag, it was now dripping, covered in yellow mustard. He coated the other half of the styrofoam with the yellow mustard and danced in his filth.
>"NYEE HA HA YES! Red and Yellow! Red and Yellow it's never been done before! No one has played a red and yellow Doom map! Its my idea! its mine! all mine! HEE HOOHOO HA"
Everything is fine.

>> No.9623132

>>9622624
>I've skipped the past 5 because of this
It explains that you didn't play Steamy Bathhouse, Jolly Junkyard nor Deadly Ritual. But I'll agree that for the past stretch they can be very hit and miss.

>> No.9623148

>>9622624
In a way, I hope so. There's been what, 60 by now? I have a long life ahead of me but I don't think I am touching even half of those, ever.
This is both due to the overwhelming quantity of them, and the fact that their quality is very mixed. I can't help but imagine that this may be because they're released so fast. I'm not familiar with the development process but to me it looks like they're operating on a quantity over quality philosophy.
If there were slower releases with higher quality levels, I'd delve into them more. However, it seems like their strategy is to carpet bomb the community with releases so people go "wow, there are a LOT of DBPs".

>> No.9623156

>>9622907
Square for accel and X for brake.

>> No.9623186

>>9623148
DBP is a monthly mapping project, so maps are usually started at the beginning of the month and finished by the end. It's basically a step above speedmapping in terms of how much refinement they get, but still well below the amount of time most community projects take from start to finish.
The one notable exception I'm aware of is AUGER;ZENITH, which had some extra development time.
I dunno' if the DBP's are going to actually end any time soon, but if they turn into shorter WADs with only high-quality maps (like BiZ's and matador's), I think that would be a nice era for them to settle into.
Speaking of which,
>There's been what, 60 by now? I have a long life ahead of me but I don't think I am touching even half of those, ever.
It's probably more appropriate to trawl the maplists for mappers you like/are interested in, and pick-out those maps to play.

>> No.9623214

>>9623186
>t's probably more appropriate to trawl the maplists for mappers you like/are interested in, and pick-out those maps to play.
And the only way to find mappers you like is to play new maps by new mappers. Not only you gonna end up playing nothing but same-ish maps, you also never gonna find new mappers (You) might like.

>> No.9623227

>>9623186
>with only high-quality maps
>BiZ's
Not a fan of seeking text dumps instead of slaying demons. With that said, his latest map was a nice diversion.

>> No.9623252
File: 740 KB, 1280x720, hl 2023-02-01 20-26-52-96.png [View same] [iqdb] [saucenao] [google]
9623252

Zamn!

>> No.9623265
File: 36 KB, 1897x1133, doom 6.png [View same] [iqdb] [saucenao] [google]
9623265

>>9616709

>> No.9623279

>>9622960
I think it's fairly good and I like it, and it's overhated, but there's a lot of imperfections.

>> No.9623284

>>9622225
Not Blood has the most options. The difficulty sliders are most complex, also has enemy speed, weapon/item/enemy spawn seeds and other specifics like immunity after being hit or projectiles on hitscans.

That webm is pure beauty of superb gameplay and presentation. I can hear it. God I love Blood.

>> No.9623295

>>9619438
>I haven't played any build engine games yet, would it be good to start with Blood?
Best Build game imo (and best FPS for that matter). Get Not Blood (most accurate based on NBlood but has more options) and you can set custom sliders. I recommend setting enemy hitscans to projectiles, auto save on key pickup, autoaim off, and pitchfork start.

>> No.9623337

>>9623295
BloodGDX or bust faggot.
>Hitscan to projectiles
Jesus Christ how heretical.

>> No.9623359

>>9623214
>the only way to find mappers you like is to play new maps by new mappers
So? The point was that there are too many DBPs, and I suggested a method for curating them ahead of time.
If you want to find new mappers, there's plenty of contributors to the series. Just pick a name you DON'T recognize instead of one you DO, fucking duh.
Maybe start with a name you recognize and play their maps, and if you like that particular DBP's textures or whatever, play the rest of the maps from that set.
Just use your brain; there's plenty of different ways you can make a selection.

>> No.9623369

>>9623337
BloodGDX is less accurate and has less options. Can't even stomp rats. Not Blood also has GDX options for enemy and weapon behaviors. Why would I choose the inferior version?

>Jesus Christ how heretical.
Did you try it? It's pretty fun to set enemy numbers to max and go reckless.

>> No.9623373
File: 92 KB, 828x610, I_wish_i_was_in_hell_killing_demons_Doomguy.jpg [View same] [iqdb] [saucenao] [google]
9623373

>>9623227
>seeking text dumps instead of slaying demons
I'm not sure what you mean. The only time I can think of something like that is his DBP51 map, which had over 500 enemies.
Regardless, his maps are visually impressive, and the combat is fun and engaging. I would re-play his DBP54 map right this second if it didn't take me a half-hour to single-segment.

>> No.9623416
File: 195 KB, 1920x1076, Piercing Evil.png [View same] [iqdb] [saucenao] [google]
9623416

>>9622119
>Out of nowhere, here comes some newface and brings out absolute masterpiece of vanilla mapping, well deserving a place on top 100 most memorable maps type of lists.
I wonder, who could that be? Nonetheless, it made me lose interest in continuing, as it's obviously only a steep downhill in quality from here.

>> No.9623420
File: 410 KB, 1280x720, hl 2023-02-01 15-30-23-47.png [View same] [iqdb] [saucenao] [google]
9623420

>> No.9623446

I don't know where else to ask this, but does editing a ZDoom forum post bump whatever thread it's in?

>> No.9623485

>>9623446
Nope.

>> No.9623515
File: 671 KB, 1920x1080, kart0150.png [View same] [iqdb] [saucenao] [google]
9623515

>>9622768
>This entire match

>> No.9623571

Does anyone have the Dimension of the Machine texture wad? I've seen the file referred to as "mg1.wad" but I think it's only on the Quake mapping discord and I'm not joining just to get it.

>> No.9623589

>>9623571
here, this *should* directly download it without making you join dicksword:
https://cdn.discordapp.com/attachments/970772237877661756/970772797901140018/mg1.zip

>> No.9623604

>>9622838
Alright, project lead is alive, he joined WNW. I asked him if he would be interested in hosting another /vr/ mondo project and he said he might, seeing that it's a very low maintenance project to lead. Guess we'll see.

>> No.9623623

>>9623416
>steep downhill in quality from here
Or maybe I was full of shit. Still pretty damn funny witnessing transitions where bombardment with archviles from one author can turn into "streamer tailored experience" where single revenant is a threat enough, and then back to the bombardment coupled with half-castrated fights. It's schizophrenic, like they don't have enough playtesters.

>> No.9623627
File: 13 KB, 526x384, f1785c690133d4cf22ae2cdb4ab02232925898de[1].png [View same] [iqdb] [saucenao] [google]
9623627

>>9623589
Thanks brother.

>> No.9623678
File: 10 KB, 100x100, combinekeganpizzasona1.gif [View same] [iqdb] [saucenao] [google]
9623678

Oh shit I nearly forgot to post Arti's cameo sprites.

>> No.9623681
File: 24 KB, 100x100, combinekeganpizzasona2.gif [View same] [iqdb] [saucenao] [google]
9623681

>>9623678
These made my day.

>> No.9623830

>>9622225
that last shot man

>> No.9623837

>>9622818
I fart in your general direction

>> No.9623904
File: 37 KB, 640x512, kart2119.png [View same] [iqdb] [saucenao] [google]
9623904

>>9622768

>> No.9623908
File: 91 KB, 640x512, kart2126.png [View same] [iqdb] [saucenao] [google]
9623908

>>9623904

>> No.9623912
File: 182 KB, 640x512, kart2132.png [View same] [iqdb] [saucenao] [google]
9623912

>>9623908

>> No.9623913
File: 215 KB, 640x512, kart2195.png [View same] [iqdb] [saucenao] [google]
9623913

>>9623912

>> No.9623916
File: 91 KB, 640x512, kart2203.png [View same] [iqdb] [saucenao] [google]
9623916

>>9623913

>> No.9623985

>>9623623
I don't think they have more than a dozen active members on the whole site anymore, let alone playtesters.

>> No.9624048
File: 242 KB, 1280x960, kart0022.png [View same] [iqdb] [saucenao] [google]
9624048

>> No.9624097

>>9624048
We're going to want to hell Golf after one full game on it, but that full game will be hilarious.

>> No.9624117

>>9623369
I'm sorry anon I cannot be seen talking to homos. GDX is king, goodnight.

>> No.9624140

>>9622768
Replays: https://files.catbox.moe/q46io8.zip

>> No.9624208

>>9611264
For the news: Dwell episode 2 is out: https://youtu.be/dpTfgODVMHw
https://www.slipseer.com/index.php?resources%2Fdwell.21%2F

I guess it'll all be done by 2025.

>> No.9624251
File: 27 KB, 600x479, godhand.png [View same] [iqdb] [saucenao] [google]
9624251

>> No.9624252

>>9624117
>GDX is king
But why? Why do you prefer it over Not Blood?

>> No.9624253

>>9624208
I haven't even done episode 1 yet. God there aren't enough hours in the day.

>> No.9624259

>>9623830
That cultist throws one more TNT in the wrong direction out of spite because he knows he is fucked.

>> No.9624261

>>9624208
>when custom content and their trailers hit harder than commercial games and their trailers
interesting decade

>> No.9624318

>>9622119
But it's February!

>> No.9624323

>>9622960
I never played it, I can't.

>> No.9624327

>>9624261
I know, right? Yesterday a trailer dropped for a Smash 64 mod and it was the coolest shit.

>> No.9624332

>>9624261
Small passionate teams or single devs can really stir shit up

>> No.9624343

>>9622159
Bummer then, it would cool if attached to the HellScrag lavaballs and the Dragon's firebomb (and possibly the laser bolts of a max-charge Laser Rifle)

>> No.9624394

>>9624332
they have a more coherent vision i guess

>> No.9624420 [DELETED] 
File: 254 KB, 605x406, dx.png [View same] [iqdb] [saucenao] [google]
9624420

>>4943612
woah, based jc

>> No.9624423

>>9624420
Are you the same goddamn donut that replied to a 10 year old post in that jedi knight thread?

>> No.9624431
File: 254 KB, 605x406, dx.png [View same] [iqdb] [saucenao] [google]
9624431

>>9624423
no, Im just dum dum
>>>/wsg/4943612
Now we're talking

>> No.9624672

>>9624251
That's about right.

>> No.9624683

>>9624261
I still occasionally watch High Noon Drifter's first trailer.

>> No.9624735
File: 11 KB, 83x79, 1667658307983.gif [View same] [iqdb] [saucenao] [google]
9624735

>>9624208
>beheaded kamikazes in that first fight of the video
man they're just popping up everywhere now, you can't escape them

>> No.9624736
File: 2.23 MB, 1229x1920, Dark Emissary Concept Art or Some Shit.png [View same] [iqdb] [saucenao] [google]
9624736

Hey, a little question. Recently I got sick of the bloats that are Unity and Unreal and want to go back to retro. My ""super cool retro vidya"" could use being on a retro engine. As such, I would like to create a standalone game on one of the Quake 1 sourceports. Firstly though I would like to actually do some mods (maps, weapons etc.). I'm looking at multiple modern engine upgrades for this game however and don't know what to pick. And yes, I have enough experience working with pure code to know (more or less) what I'm getting into.
TL;DR: Looking for opinions on various sourceports to do some modding, with the end goal being a standalone game.

My current plan is to have some melee combat mixed with magical shootan.

>> No.9624754

>>9622960
i can at least say that bfg edition and other versions are worse, which is bad even for a game that's already divisive
>>9624208
was the first episode good?
i should try the 2 episodes on vkquake sometime
>>9624735
what are other examples of other fps enemies being added to quake?
are the iron lich or protector done too ambitious?

>> No.9624758

>>9624736
Only recent Quake engine game I know is Wrath: Aeon of Ruin and that one uses the Darkplaces sourceport. But on a quick search I've also seen opinions that FTE Quake would be a more robust choice nowadays.

>> No.9624776

>>9624208
Kamikazes and double axes. I haven't even got to play episode 2 yet, because revamped episode 1 is even more fun than before. Full 4 episode release of Dwell is going to mog AD completely in terms of content and quality.

>> No.9624785

>>9624261
When you start getting a dev team really huge, personal touches, ambition, and creativity all start fading somewhat.

It's easy to see with map design, especially, Doom had three and a half level designers with Sandy, Romero, Shawn, and then Tom, who got the boot but a lot of his WIP maps were finished up or recycled by Sandy. Once you learn who did what map, you can see their personalities shine through them.
Doom 2 and Ultimate Doom add on American and Tim, and they have their styles and personalities as well, and then you've even got one of the maps in Ultimate made by the late Dr. Sleep, and he's got his own style as well.

TNT has too many fucking authors to list, but for the most part you only had each guy work his own level, and then Ty Halderman would go in and do some tweaks on some. Drake O'Brien really has a style, and some can't stand it, then you've got Tom Mustaine, Jimmy Sieben, and the Casalis, all recognizable in their own ways.

Of course, then you have Plutonia, by Dario and Milo, and in spite of being tight knit brothers working in the same room leading to a strongly unified vision and cohesion, you still get a feel for how do their things differently.

You don't get that when the level designers number up to a hundred and they're mostly working with pre-crafted segments which greatly limit anyone's ability to freeform and improvise anything.

>> No.9624807

>>9624736
From what I know, either Dark Places or FTE are your best (and only, if you wanna go commercial?) bets for a standalone game.
I would also like to give you an obvious advice of starting small. Getting overly ambitious can really affect the development process, just look at aforementioned WRATH.

>> No.9624829

>>9624758
>>9624807
I think I'll take a look at FTE, thanks. As for starting small, yeah. I did read about Wrath and its development problems. At the moment I just want to do like a map or two and a custom weapon (or two). To get my feet wet.

>> No.9624872
File: 570 KB, 960x1280, 1644728382108.png [View same] [iqdb] [saucenao] [google]
9624872

>>9623373
Doomguy should have brought this Baroness, she'd mog the hell out of those skinny bitches

>> No.9624892

>>9624872
He wanted to bring samus but she is running from the feds.

>> No.9624908

>>9624892
god damn it doomguy did no one tell him not to try and dick down crazy?

>> No.9624913
File: 1.08 MB, 1280x960, 1648781170055.png [View same] [iqdb] [saucenao] [google]
9624913

>>9624872
I don't think they're on good terms after what happened the last time Doomguy went to her place.

>> No.9624926

>>9624913
Just needs to bring her an apology Pinky-Pasta and she'll be fine

>> No.9625018

>>9616581
and he's the sheriff

>> No.9625023

>>9624908
they both cuhrayzee anon

>> No.9625094
File: 1.27 MB, 1600x900, spasm0054.png [View same] [iqdb] [saucenao] [google]
9625094

>>9619323
>Should be on a ledge in the center room.
Somewhere in this place?

>> No.9625110
File: 416 KB, 3318x1874, miasmarune.jpg [View same] [iqdb] [saucenao] [google]
9625110

>>9625094

>> No.9625118

>>9624829
Godspeed, anon.
>>9624908
>>9625023
The real question is who is more crazy?

>> No.9625157
File: 159 KB, 954x1200, 1673643667137.jpg [View same] [iqdb] [saucenao] [google]
9625157

>>9625118
Doomguy.
Still think he'd be happier with the Baroness

>> No.9625180

>>9624829
FTE is by far the most robust engine, but I continually run into small problems with it I spend hours trying to fix.
There's something to be said for Ironwail literally just werking, I just wish it supported custom hud graphics and stuff like FTE.

>> No.9625208

>>9625180
>but I continually run into small problems with it I spend hours trying to fix
With actually making a mod/game or getting an existing mod to work?
FTE is very much Quake's GZDoom in that shit not specifically made for it is going to have a lot of little issues.

>> No.9625228

>>9625208
It's just little things like, I've bene playing DM4JAM. I have overbrights set to 2, but the game is so much darker than Ironwail.
The Death Knight projectiles are really dull for some reason.
The base game looks fine though.

>> No.9625238

>>9625110
Well it doesn't spawn there in QsS, time for jumping ship then. . .
the bug with suspended items not falling down after supports dissapear was getting annoying

>> No.9625284
File: 923 KB, 1280x720, chdeep30000.png [View same] [iqdb] [saucenao] [google]
9625284

>> No.9625339

Is it possible to change the graphics on quakespasms HUD?

>> No.9625360

>>9625339
If you mean directly replace the images, yes. They're stored in the gfx folder which is either in a pak file or loose depending on the given mod/game.
You can't do anything more than that because Quakespasm doesn't support CSQC.

>> No.9625410

>>9625360
If I open pak0/gfx its just full of lumps I don't think quakespasm lets you just drop new hud graphics in.

>> No.9625414

>>9625410
You have to convert them to lumps first.

>> No.9625429

>>9625414
Thanks, I'll scout for some info

>> No.9625469
File: 730 KB, 1280x720, chdeep13a0000.png [View same] [iqdb] [saucenao] [google]
9625469

>> No.9625513
File: 131 KB, 921x246, 1650233828473.png [View same] [iqdb] [saucenao] [google]
9625513

>>9625414
it was actually in gfx.wad and was easy enough to change

>> No.9625523

>>9625157
Well, I don't think there's anything bad in Samus entering more crazy.
Humans shouldn't hold hands with demons. Angels get a pass, who cares. That's how humans get born in some cases anyway.

>> No.9625650

Urgh I don't think the sbar supports alpha for weapons graphics

>> No.9625679
File: 701 KB, 719x771, inaudible screeching.png [View same] [iqdb] [saucenao] [google]
9625679

>download an update for a monster pack that i enjoy
>one of the enemies now leaves a large lingering gas cloud on death
way to ruin it. game design that blatantly wastes your time should be punishable by life imprisonment.

>> No.9625685

>>9625679
Don't be so mean, he couldn't hold it in any longer.

>> No.9625686

>>9625679
I don't think there's anything inherently wrong with that

>> No.9625714

>>9625686
having to stand there and wait for it to disappear for like 10-15 seconds so i can proceed through covered area without getting 1933`d is a bit of a problem in my opinion.

>> No.9625720

>>9625714
Maybe it should clear at the end of a fight but denying space is a good thing

>> No.9625723

>>9625679
Just edit the pack and take that out.

>> No.9625730

>>9624252
>Not Blood
Is that a /vr/ meme or actual port? I can't find ANY mentions of it, the only thing coming from any search is NBlood. I know what NBlood is, as well as GDX and Raze, i have used all of them, but not the thing that anons here call Not Blood.

>> No.9625741

>>9625679
You need to start providing names for these projects when you do these posts.

>>9625720
I can see a problem with this if it's the last guy in a fight, you kill his ass in a hallway, so now all that's left is to just stand and wait. That sucks. That REALLY sucks.

>> No.9625745

>>9625730
Actual port:
https://github.com/clipmove/NotBlood
At this point, I wonder if it being hard to find is on purpose. I already have trouble getting favorable results from "blood fps".

>> No.9625753

>>9625741
project malice. and yes, considering that it`s an imp replacement, fights with groups of those last less than the cloud lasts.

>> No.9625754

>>9625741
Yeah which is why I said it should clear if you exit combat and have nothing aggro

>> No.9625783

>>9625723
fair enough, shoulda thought about it first. fun is back on the menu.

>> No.9625795
File: 1.07 MB, 1920x1080, tekwarwallpaper5.png [View same] [iqdb] [saucenao] [google]
9625795

>> No.9625801

>>9625795
Wow, in this shot, it almost looks presentable.

>> No.9625831

>>9625795
>>9625801
A lot of TekWar looks weirdly good despite how otherwise janky the game is.

>> No.9625845

>>9625094
>>9625110
I think we ended up with two versions of the map in two different releases - one of them had the rune there, the other in a secret area.
Maybe the VRanon remembers something about it

>> No.9625873

I wonder, do you think people could retool AugZed to work with HacX? Cyberpunk mapset for the cyberpunk wad?

>> No.9625878

>>9625845
The version from the initial VR release had the rune hardcoded via progs into the underground secret area because the author hadn't yet included it in the map.
The version up on the Mega (at least in the loose files section, I don't remember if it's in the paks) is the version the author updated and has the rune on a platform in the main room. It's pretty hard to miss, at least relative to how confusing the map already is.

>> No.9625882

>>9625873
not a real answer but didn't hacx had a cancelled sequel meant to use the quake engine or any 3d engine in general?

>> No.9625896

>>9625882
Yeah, I feel like the dude just gave up or is too lazy to make a new game

>> No.9625950

>>9625714
I agree with the other anon, not only do I think it's not inherently bad, I think if used properly it could actually be great. Retro shooters are all about open spaces anyway, so an enemy that limits your movement based on where you kill them has two levels of strategy to it. "Do I kill them now and save health or wait for them to be in a less annoying position first and take some extra unnecessary hits" and then "how do I dodge these enemy attacks without hurting myself on the gas cloud".

In the right areas, with the right enemies and room layout I could see that adding a lot to a fight. If you kill it in a hallway and you have to wait, that's either bad level design (if you're forced to do that) or a dumb decision (if you waited until you were in a hallway to kill it).

>> No.9625961
File: 2 KB, 125x93, 1380017463682s.jpg [View same] [iqdb] [saucenao] [google]
9625961

>>9625950
In the case of adding a monster mod to any map, it's more a dumb choice on the mod maker to have a monster like that. I've found out the hard way many times over that when you're making monsters and weapons, it's often wise to design around as many scenarios as possible to avoid shit like that.
Which can be stifling and annoying at times, you can get around that by making custom levels to go with your custom weapons and custom monsters, but at that point you've gone too deep into the rabbit hole.

>> No.9626004

>unavoidable noxious gas
>puddle of goo you can jump over

>> No.9626017

>>9625753
PM is great though. I don't understand your complaints? Just play something else then if you hate it so much?

>> No.9626019

>>9626017
Lol are you the dev?

>> No.9626057

>>9626017
Oh man, how not to take feedback 101.
Take it from someone who was awful at this for years, "just play something else" is only an appropriate response if the complaint is about something core to the experience you're trying to make. In this case, the complaint of "this enemy's gas effect blocks doors and slows down gameplay" is almost certainly something you should fix. Some mechanics just don't jive with Doom's gameplay and level design.

>> No.9626162

>>9625018
What I wanna know is, where's the Zombieman?

>> No.9626178
File: 941 KB, 1174x872, 1632523870.2manyghosts_vile_meme.png [View same] [iqdb] [saucenao] [google]
9626178

Is there any SLADE guide around? i am trying to edit a wad that replaces the zombieman with variants A,B and C, yet i dont want C to ever spawn, is there any line of code or file i should look for? i tried deleting the actor itself but what it does is it leaves the space blank if that zombie was supposed to spawn instead of using A or B

>> No.9626183

should I play Heretic or Hexen first? and which class is the best on each one?

>> No.9626185

>>9626178
That's not SLADE issue. It would be something about DECORATE or zScript, I know nothing of either.

>> No.9626191

>>9625896
>too lazy
Given how HacX 2.0 died out, I guess this is common for the game.

>> No.9626207

>>9626183
Heretic doesn't have classes, it basically fantasy Doom, but you can store powerups for later.
Hexen's "best class" is a matter of combat playstyle:
Fighter is a fast close-quarters brawler with simple weapons.
Mage is generally slower, safer, more methodical, but his weapons are very powerful once you figure out their properties.
Cleric is somewhere in the middle, with a few unique quirks that you may prefer, like lifesteal and gas potions.
Either way, Hexen is mostly a series of multi-map switch hunts, Heretic is the better game.

>> No.9626227
File: 38 KB, 573x621, Fuck you pablo.png [View same] [iqdb] [saucenao] [google]
9626227

>>9626185
i think i found out,it was on the decorate file as you mentioned

>> No.9626231

>>9626225
>>9626225
>>9626225
>>9626225
New thread.

>> No.9626451

>>9625730
As the other anon posted it, it's the best port of Blood. It uses NBlood fork but has tons of options on top.