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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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9649139 No.9649139 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9626225

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.9649140
File: 792 KB, 768x768, 1675382074785672.png [View same] [iqdb] [saucenao] [google]
9649140

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: >>9611406

VIOLENT RUMBLE 2
See picture for details

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

=== NEWS ===
[2-9] Anon released a Quake map.
https://a.uguu.se/aradmQyF.bsp

[2-9] N64 emulator that runs Quake 2 without complication
https://github.com/Rosalie241/RMG/releases

[2-8] Russian fan dub of Ion Fury released
https://youtu.be/EEvZi74W8j0

[2-7] Laz rojas (Wolfendoom guy) has made a gofundme after being fucked over.
https://www.doomworld.com/forum/topic/133861-laz-rojas-an-old-doomer-in-trouble/

[2-5] Quake Revitilation Project archived on moddb
https://www.moddb.com/games/quake/addons/quake-revitalization-project-archive

[2-5] Quake Champions Oscillator for Quake 1 archived on moddb
https://www.moddb.com/games/quake/addons/quake-champions-oscillator-nailgun-for-quake-1

[2-2] Machete is now on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/machetefinal

[2-2] Dwell episode 2 is out
https://youtu.be/dpTfgODVMHw
https://www.slipseer.com/index.php?resources%2Fdwell.21%2F

[2-1] DBP56: Augustland Barrens is out now!
https://doomer.boards.net/thread/3101/augustland-barrens

[2-1] Doom Delta v2.5.0
https://forum.zdoom.org/viewtopic.php?p=1236481#p1236481

[1-31] The Fortress of Dr. Radiaki available for purchase on ZOOM Platform
https://www.youtube.com/watch?v=8yV-iZD_KJ0

[1-30] Temporal Tantrum version 1.2
https://drive.google.com/file/d/1A4FZG9s6enKzFq7ggJwyLHt9l2his8FL

[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

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

>> No.9649147

>Doom
more like dumb lmao

>> No.9649150
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9649150

>>9649147

>> No.9649162
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9649162

>>9649147

>> No.9649169
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9649169

>>9649147

>> No.9649174
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9649174

>Sleep paralysis demon looks like caleb

>> No.9649190

>>9649174
>sleep paralysis demon looks like nuke going off

>> No.9649369

So, idea for a quickie /vr/ quilt.
Everyone makes a 1024x1024 enclosed space with doors in the middle of each edge - as many as possible. And post it here.
Then I'll glue them together.
This way we won't depend on 100% turnout, although it would require certain number of participants to be fun.
How many of you would participate?

>> No.9649445

>>9649162
based Keeping Up Appearances enjoyer

>> No.9649448

>>9649369
I'm assuming you know we recently attempted a patchwork project which was cancelled due to low participation. I think there were fewer than 8 submissions.
>>8307479
I'd contribute again if there's interest but I'm not sure why there'd be more than last time. I think "1024 units of /vr/" or "50 monsters of /vr/" would probably go better since people seem to prefer the creative freedom of solo maps.

>> No.9649486

>ask for tips on what NOT to do on your wads
>90% of replies are "do whatever you want, theres a market for everything"
its so over for new mappers
they would rather have you die in mediocrity than to give real advice

>> No.9649501
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9649501

>> No.9649531
File: 193 KB, 682x380, Vegeta_Must_Pay.jpg [View same] [iqdb] [saucenao] [google]
9649531

>>9649139

>> No.9649541

>>9649486
You should play wads with good maps and good combat and then imitate until you start to develop your own style.

>> No.9649580

>>9649369
Sounds interesting. The project manager would probably need to take on a more active role here, not just putting all the squares together but also doing so in a sensible way, possibly making minor changes, maybe placing keys, and removing unnecessary doors.
Might be a bit tricky regarding feedback too, since a contributor can no longer easily change their square once it has been put in the map, so that responsibility would probably also end up with the project manager.

People should probably be encouraged to make multiple submissions rather than trying to cram everything in a single 1024x1024 space.

Do monster teleporter rooms need to fit in the 1024x1024 space? Should you claim a range of tags beforehand or is that easily changeable later?

>> No.9649584

>>9649146
Much appreciated.

>> No.9649587

>>9649486
>>9649541
Same with any art form. To make something good you need to develop your taste, and you do that by looking at what other people do and thinking about what you like or don't like about it.

You do things that you think are cool, you don't do things that you think suck, but you have to know what you think is cool or what you think sucks first. You have no idea what other people like even when they tell you, but you can know exactly what you like.

They actually were giving good advice, they just didn't explain why.

>> No.9649593

>>9649501
Damn, GZDoom looks like that?

>> No.9649606

Thank you Doom thread for introducing me to Duke Nukem 3D. This game would have never been on my radar if it had not been for lurking here.

>> No.9649614

>>9649606
for real? i can't tell anymore

>> No.9649665

>>9649140
>[2-7] Laz rojas (Wolfendoom guy) has made a gofundme after being fucked over.
>https://www.doomworld.com/forum/topic/133861-laz-rojas-an-old-doomer-in-trouble/
Thats really fucked. His situation was already unfortunate and now he's being absolutely destroyed by the system. Hopefully it's only uphill from here.

>> No.9649687

>>9649580
Yeah, adjustments and bug fixes can be done.
Not so sure about monster closets, since they are pain to copypaste. Probably best to not do extensive teleport closets at all.

>> No.9649709

ALT is pretty kino tbhfam

>> No.9649756

>>9649139
Pay for what, though?

>> No.9649758

Are there any hardcore maps for Quake? Do Quake mechanics even support hardcore gameplay at all? Whenever I play it I always feel like it's just way too easy in comparison to Doom.

>> No.9649760
File: 148 KB, 1429x1058, 1674853595851.png [View same] [iqdb] [saucenao] [google]
9649760

>>9649665
https://www.doomworld.com/forum/post/2604881
Reading his reply was very uplifting. Guy got me tearing up.

>> No.9649764

>>9649756
The usual. Acts of excessive manslaugher.

Not much else to add there.

Some of this stuff looks kind of interesting, may look at it one day.

>> No.9649794
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9649794

>>9649756
He has to pay for the soup he busted

>> No.9649819
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9649819

>>9649794
>Enough to know that if you don't wipe it out, there won't be much for you to come home to.

>> No.9649834

>>9649819
https://www.youtube.com/watch?v=g7V45Yh7bag

>> No.9649862
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9649862

How do I load the OG Redneck Rampage into rednukem? I played RRRR last and now I can only play Redneck Rampage Rides Again for some reason, not the base game.

>> No.9649893
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9649893

>> No.9649927

>>9649140
https://forum.zdoom.org/viewtopic.php?t=77270
>[WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
drpyspy mod that is like that d64 inator project

>> No.9649935
File: 364 KB, 999x448, sad heroes by substance20.png [View same] [iqdb] [saucenao] [google]
9649935

>>9649665

>> No.9649957

>>9649893
what dis

>> No.9649985

>>9649760
Damn. Stuff like this reminds you that there's something good in this world.

>> No.9650009
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9650009

>>9649760
>"either the detective or the emergency room doctor or both concocted the total falsehood that my mother's head was bashed in and I was arrested on that basis"

Bruh.
I think I'm trusting the doctor and the police on this one. People who are donating to this very likely murderer are wasting their money.
Man people are really naive believing this guy.

>> No.9650013 [DELETED] 
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9650013

Whyaren't more doom modders like this?

>> No.9650017
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9650017

>> No.9650051

>>9649665
>>9649760
jesus

>> No.9650054 [DELETED] 
File: 97 KB, 616x353, 40012690c34bb1e871247482e41685e6789b_1920xt1080_Q100.jpg [View same] [iqdb] [saucenao] [google]
9650054

The niggerfaggot game is actually kinda fun.

>> No.9650064

>>9650009
Waow I'm so cool and contrarian!

>> No.9650073

>>9649957
Heart of Evil

>> No.9650082

>>9650064
That or he didn’t read the first post in that thread where the autopsy results proved his innocence. Retarded post either way.

>> No.9650086
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9650086

>>9650064
There's nothing for me to gain ego wise from being a contrarian on an anonymous imageboard. But I'm saying he's lying, guilty and seems to care more about the money than what happened to his mother...
I can't verify he's guilty but everything in the post seems sketchy as hell. Very likely killed his mom.

>> No.9650108

Is it possible for both bullets from the chaingun to do max damage?

>> No.9650130

>>9650086
Except they dropped the charges and the judge dismissed the case.

>> No.9650135

>>9650130
Eh, who knows. Maybe he did it and they released a guilty person.
But I'm also not invested in it.

>> No.9650164

>>9650073
thnx

>> No.9650206
File: 443 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9650206

>> No.9650262

>>9649756
dinner

>> No.9650265

>>9650206
>obnoxious phantom

>> No.9650268

>>9650265
what enemy fits that description?
i'm thinking of that one thing from shadow warrior that shows up after that guy goes kamikaze

>> No.9650270

>>9650268
Spectres also somewhat fit it, not as obnoxious as the shadow warrior enemy though

>> No.9650271

>>9650265
>>9650268
There's an enemy in Blood that fits the bill.

>> No.9650323
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9650323

Friday Night Firefight is up. We're playing 32in24-11 with Samsara and vrsounds. I had plans for something else but that ended up not happening. Next week, hopefully.

51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9650327

>>9650271
the screaming grim reaper was the first thing I thought of

>> No.9650332

>>9649614
Yes, for real. I was a toddler when it came out, and it wasn't on my radar for years. Just started playing it last night.

>> No.9650340

>>9650332
I was born the same year Doom came out, I feel you. It's kind of nice watching a game and its community grow up in real time with me.

>> No.9650387
File: 3.85 MB, 1280x720, [ghastly screeching].webm [View same] [iqdb] [saucenao] [google]
9650387

>>9650265
>>9650270
>>9650271
It becomes a big bother to deal with them after a short while, they were designed as such

>> No.9650447

>>9650086
Got tired of caring for his mother put her out of her misery. Many such cases.

>> No.9650451

>>9650086
Then again it is L.A.

>> No.9650453
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9650453

>>9650447
The Asmongold syndrome

>> No.9650602
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9650602

Played a few levels today and I'm surprised at how fun it is.

>> No.9650629

>>9649665
It's incredibly how hard that guy was fucked by life for all this time, shit just kept coming and coming for him. Feels bad knowing he went through all that, I remember when I was a kid browsing the web for Doom stuff back in the early 2000s, discovering WolfenDoom and all that cool Wolfenstein 3D shit he did, just reading all that stuff alone with D_WONDER.mid playing in the background got me so fucking engaged. I basically didn't know anything about Wolfenstein 3D back then, so that stuff was fascinating for little me at the time.

>> No.9650637
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9650637

>>9650323
And killed. As a reminder, you're going to need Q-Zandronum 1.3.4 for Sunday Night Shitshow.
https://qzandronum.com/

>> No.9650714

>>9650637
woah when the hell did QZandronum happen
this sounds great

>> No.9650717

>>9650714
IIRC it was made specifically for QC:DE when that mod wanted to do things that didn't work in stock Zandro.

>> No.9650730

>>9650602
I wish it got a proper pc port.

>> No.9650740
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9650740

What the hell?

>> No.9650758

>>9650740
Rare vanilla bug on that map that can become more likely with modern source ports.

>> No.9650957
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9650957

>> No.9650961
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9650961

>>9650206
>guess always duke

>> No.9650963
File: 73 KB, 1920x1200, GOG version in Raze.png [View same] [iqdb] [saucenao] [google]
9650963

The GOG version of PowerSlave is actually Exhumed. (Yes, I know they're the same game, but that's the version it is. This isn't surprising, considering GOG is a European company and Exhumed was the European title. It's funny that the store page calls it PowerSlave though.)
Is the Steam version the American release?
Also, are there any notable differences beyond the title screen?
I'm wondering if there's any reason to have both versions, besides autism.

>> No.9651107
File: 3.29 MB, 1920x1080, Screenshot_Doom_20230131_004114_a.png [View same] [iqdb] [saucenao] [google]
9651107

Hi, can anyone identify this WAD?

>> No.9651339

>>9650332
well nice then

>> No.9651345

>Epic got so salty about people using OpenSpy, OldUnreal, and UT4UU to bypass their shutdown of the Unreal franchise that they went through and removed all the depots from the Steam versions in a futile attempt to prevent people getting them
It's an actual corporation-scale tantrum.

>> No.9651350

>>9651345
Does Timmy just loathe UT or something? I don't even think Fortnite has a single character from the franchise as a skin.

>> No.9651354

>>9649758
Anyone?

>> No.9651358

>>9651350
I mean, you can't be accused of going downhill as a company if nobody knows that you used to be further up the hill.

>> No.9651416

>>9651350
>I don't even think Fortnite has a single character from the franchise as a skin.
You'll get a Nali in May for U1's 25th anniversary and you'll be thankful.

>> No.9651648

>>9650265
Is it a Minecraft thread now?
>>9651345
Oh, they actually did it. I guess Epic just wants to reach that bottom. In a way I actually respected that Unreal decision instead of going for obnoxious nostalgia bait, but that's just embarrassing.
https://steamdb.info/app/13250/history/?changeid=17101452

>> No.9651665

>>9650268
>what enemy fits that description?
https://youtu.be/VqB1uoDTdKM

>> No.9651667
File: 98 KB, 768x576, 1326916370786.jpg [View same] [iqdb] [saucenao] [google]
9651667

>>9651665

>> No.9651670

>>9649764
It's not manslaughter, HECU explicitly sought to murder everyone at Black Mesa, including Gordon.

>> No.9651690
File: 536 KB, 1280x720, gxkk4go.png [View same] [iqdb] [saucenao] [google]
9651690

https://forum.zdoom.org/viewtopic.php?t=77270

>> No.9651712

>>9651350
Maybe there's a remake in the works, same thing happened to the prepare to die edition of ds1. Maybe they took notice of doom/eternal's success.

>> No.9651728
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9651728

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

>> No.9651730

>>9651712
That was also pretty shitty and the remaster was at least still through Steam, unlike any potential Unreal remake being glued to the Epic store.

>> No.9651775
File: 606 KB, 1850x936, dbp57-lb02 (edit area) [R4030]_yO7ufMtFgG.png [View same] [iqdb] [saucenao] [google]
9651775

>>9651728
Can't say if it will go anywhere far enough.

>> No.9651778
File: 540 KB, 1850x936, dbp57-lb02 (edit area) [R4030]_WDtpLBJXL3.png [View same] [iqdb] [saucenao] [google]
9651778

>>9651775

>> No.9651781
File: 753 KB, 1850x936, dbp57-lb01 (edit area) [R4030]_bwgqcvi5tq.png [View same] [iqdb] [saucenao] [google]
9651781

>>9651778

>> No.9651789

>>9649139
I'm looking for an old duke3d mod. it had multiple characters,several ocs and some animu ones and had a shop system along with banking atm ingame. Does any of that sound familiar? I've been looking for it for some time now but I think the creator took it off moddb.

>> No.9651832

>>9651712
At the same time they announced shit going offline, details of some free continuation of UT3 was also announced. For some fucking reason.

>> No.9651834

>>9649665
Utterly fucked up. Makes me wonder how often that kind of shit happens to people who don't have an audience.

>> No.9651891

Does NetQuake break if a connection is made from the same IP?

>> No.9651897

>>9651775
>>9651778
>>9651781
That texture set contrasting with the skybox, all the little details. Looks great. I really like the texture you're using as the roof trim in the first screenshot.

>> No.9651929

>>9650957
Build engine really is insane

>> No.9651956
File: 1.05 MB, 1456x787, file.png [View same] [iqdb] [saucenao] [google]
9651956

>>9651728
Started on a multi-level wad yesterday. Map01 is a short little Tyson map to get the player acquainted with my weapon changes.
The pistol does base 10 damage and is perfectly accurate, at the cost of a slightly slower fire rate and needing to reload every 10 shots. The chainsaw attacks slightly faster.

>> No.9652060

>>9651665
It's always good.
>>9651712
>Maybe there's a remake in the works
>Maybe they took notice of doom/eternal's success
You give Epic Games too much credit, anon.
>>9651832
>free continuation of UT3 was also announced.
Perhaps they thought this was a free bone that would shut up the loud crowd. In which case, Epic overreacted as they could've got away with it without doing this.

>> No.9652103

>>9652060
Honestly I'm not even sure why they bothered with reinstating UT3 in particular other than maybe for ease of technical reasons, especially when 1999 and 2004 had more of a following. 2007-era graphics aren't really going to sell the game much better and if it's essentially just pulling another Quake Live what with old tech, either of the aforementioned games would've been more convincing.

>> No.9652139

>>9649758
try Tronyn maps

>> No.9652187

can someone post the .gif/webm of the shadow warrior mirror door?

>> No.9652192 [SPOILER] 
File: 76 KB, 829x558, alt.jpg [View same] [iqdb] [saucenao] [google]
9652192

I have finished ALT and it feels like I had a religious experience and not in a good sense of that word. A dozen of good maps tops, everything else was unbearable. In some levels you just don't know if you are looking at the wall, a door, a usable switch or a shootable switch. Other maps have platforming, tightrope walking in the seizure rooms, self-telefragging mazes, switches which seemingly do nothing but open some nook on the other side of a giant map, switches which can softlock some maps if you pressed them in the wrong time (map 13, fuck you).
The last level was genuinely disappointing. Map 28 had you scaling the giant flesh tumor thing while avoiding cyberdemons' rockets so you can telefrag its eye (?) and in map 29 you scale the imploded remains of the same tumor so you can jump inside of it to go into the shadow zone of the crashed plane on the second level with ghost soldiers. Now, map 30 has you walking through the flesh texture plains avoiding revenants and chaingunners, going into the maze full of lost souls and pain elementals where the automap doesn't do shit, so you can get into the arena and just non stop fire a BFG under invulnerabilty into the fenced monsters. waiting for teleporter to appear.
I love it and hate this wad so much. 8/10! Don't play this thing!

>> No.9652196
File: 2.86 MB, 1280x720, 1651187495492.webm [View same] [iqdb] [saucenao] [google]
9652196

>>9652187
This one?

>> No.9652203
File: 2.84 MB, 852x480, 1666642180452.webm [View same] [iqdb] [saucenao] [google]
9652203

>>9652196
yeah, thanks

>> No.9652206
File: 2.87 MB, 854x480, 4K PRO SW.webm [View same] [iqdb] [saucenao] [google]
9652206

>>9652203
Anytime

>> No.9652212

>>9652203
this one always get me

>> No.9652216

>>9652206
I could recognize this settings screen anywhere...
Chicken is making a build engine sourceport?

>> No.9652218

>>9652216
Raze has been around for a while. You can find it on the ZDoom website.

>> No.9652223
File: 2.69 MB, 1600x1200, grunt of luck.png [View same] [iqdb] [saucenao] [google]
9652223

>>9652216
>>9652218
Yeah I've been using it for Duke and SW. I still prefer GDX for Redneck (lol) and Not Blood for, well, Blood.

>> No.9652305
File: 33 KB, 750x747, 1657967806181.jpg [View same] [iqdb] [saucenao] [google]
9652305

I die in the catacombs area of countrycide, I run out of ammo and melee feels like playing kingpin

>> No.9652316

>>9651345
Why, why do they care at all when they got Fortnite money.

>> No.9652323

>>9652316
>it costs money to host servers
>it doesn't bring money with merch and microtransactions
>executive man who knows nothing about video games says to axe it all

>> No.9652335

>>9652323
Cutting off the servers I can understand even though it's fucking stupid but UT games supported fan servers and Unreal was a single player game, why not just give them away for free on the Epic store why this scourged earth way of things, is someone suing Epic for the rights to Unreal?

>> No.9652343

i'm still mad Quake 3 had no campain.
i would have loved a mix of Q1 and Q2 worlds on this engine...

>> No.9652356

>>9651789
Sounds like Naferias Reign.
https://www.moddb.com/mods/naferias-reign-the-dark-mistress

>> No.9652374

Trying out doom with fast monsters enabled made me realize just how trivially easy normal UV is.

>> No.9652384

>>9652103
I like UT3, but it's style is shit compared to the other games. Everything is grey. That was during their Gears of War era tho so ofc it was.

>> No.9652401

>>9652335
iirc the source code is tied up in some 3rd party agreement and they haven't gutted the 3rd party code, so no open source. they could just give them away, the master server list has been down for ut99 for years. the current one is a fan master.
that's what i recall from someone asking sweeney like 8 years ago or some such.

>> No.9652405

>>9652103
there are several people with updated ut2004 builds (code leaked years ago) but epic doesn't allow to release it

>> No.9652415
File: 2.13 MB, 1920x1080, 1651034640162.png [View same] [iqdb] [saucenao] [google]
9652415

>>9652335
epic removed the games because they lost that trial with the ftv, as part of the punishment, the ftc forced epic to put parental controls in their games as a "mature" rating doesn't prevent kids from playing them
and there you have it, you don't have to put parental controls into something that's not being sold

>> No.9652416

>>9652401
I know open source it not an option since so many games used Unreal 1 but I just meant give every Unreal game away on their store and GoG like they did with Jill of the Jungle.

>> No.9652428

>>9652415
anon? what are you doing with a pic of my wife?

>> No.9652472

>>9652428
Sending a message

>> No.9652529

>>9652428
>>9652472
Jokes on both of you she's one of the most unlikable characters in any game.

>> No.9652541

>>9652529
how tf you talkin bout /our/wife

>> No.9652605
File: 2.94 MB, 854x480, trauma_therapy ghosts.webm [View same] [iqdb] [saucenao] [google]
9652605

>>9650387
They're boring by themselves, they're fine when there's a bunch of other stuff chasing you. Especially if it's hellhounds.

>> No.9652627

>>9652605
>filename
Imagine those grim reaper fuckers trying to talk therapy to Caleb like "NOW TELL US ABOUT YOUR CHILDHOOOOOOOOOOOOOD, WHERE DID CHERNOBOG TOUCH YOU ON THIS DOOOOOOOOOOLL?!?!?!"

>> No.9652678

>>9652415
>inspection

>> No.9652682

>>9652103
>I'm not even sure why they bothered with reinstating UT3 in particular
It seems they already had a test build of EGS-integrated UT3 years ago (IIRC slated for release in 2021) called Elver, so they're just pulling that out of the archive.
UT3's also the only one that runs on account, so maybe it's easier to handle EOS integration that way than either having to jam a login system into the older games or mess with EOS to accept connections without attached accounts.

>> No.9652686

>>9649369
I'd be interested in contributing but you would also have to post specifications for the door size and height for each map portion so that you dont end up with wide doors with a floor height of 128 matching with a narrow door at floor height -64. All inter-block doors should be 128 units wide with a floor height of zero and ceiling height of 128, ect.

As far as participation goes just keep posting it until you get enough contributions. There was at least 1 person who couldnt cobtribute to mondo project because he couldnt make the deadline.

>> No.9652693

>>9651891
No, but it may depend on the client. I've connected two vkQuakes on the same computer before.

>> No.9652696

>>9652103
>I'm not even sure why they bothered with reinstating UT3 in particular other than maybe for ease of technical reasons
I think the combination of technical reasons and "it's the newest one, therefore the best" mentality is what made it happen.
I know about that latest Early Access Unreal Tournament game. Epic don't. And once they were reminded about it, they shut it down.
>>9652323
>>9652335
>>executive man who knows nothing about video games says to axe it all
Well, I guess Tim is executive man.
https://twitter.com/TimSweeneyEpic/status/1602824915300020224
>>9652415
>the ftc forced epic
This sounded like a bullshit made up excuse before and it still does.

>> No.9652707

>>9652696
>FTC forcing Epic is a bullshit made up excuse and nothing more.
How, exactly? They did indeed get in trouble for SOMETHING at gov't level

>> No.9652749
File: 192 KB, 1709x1496, rekme.jpg [View same] [iqdb] [saucenao] [google]
9652749

>>9651728
>say map is going to be done SOON
>add entire new area
wtf is wrong with me
look forward to a secret ending I guess

>> No.9652762

>>9652415
based fashion tv enjoyer

>> No.9652773

https://store.steampowered.com/app/1840610/Apocalyptic_Vibes/
is this a cheap (paid) copy of ashes?

>> No.9652774

>>9652686
Yeah, pre-defined door width, position and height was implied. In a pinch, segment can be rotated 90 degrees.

>> No.9652780

>>9652693
What you're saying isn't the same scenario as me. I have a VPS with Quakespasm on it for co-op games. It's fine if I connect and a friend (different house) connects, the game works fine.
But if 2 machines from my house connect (same external IP), the first one gets removed. I can VPN on one machine to get around it but that solution sucks.

>> No.9652809

ok, quakespasm isn't happy about 2 clients connecting from the same IP. FTEQW is working fine.

>> No.9652921
File: 524 KB, 512x512, 1669854998143.png [View same] [iqdb] [saucenao] [google]
9652921

Ah crap I got too busy and forgot to post the preliminary SBS post. We're going to continue where we left off last week and finish the maps from this pack (if possible): https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack
We'll start in about 20 minutes from now.
Also reminder that "A Serious Case Of /vr/" is still going on. Look in the news post for a link to the rules as well as a handy beginner's guide for SED if you're interested. There's still plenty of time to create a map (mainly because I'm not sure when the deadline will be).

>> No.9652932

>>9652605
Every Blood fan here should play Trauma Therapy Episode 2. The effects and atmosphere he pulled off are mental, and the urban art deco theme is just awesome.

>> No.9652971
File: 179 KB, 1170x807, WIP.png [View same] [iqdb] [saucenao] [google]
9652971

>>9651728
Want to finish this map soon enough.
I expect it to be weak and odd, but i learned some things either by looking up info, help from someone here once and even by myself.
Finally i get to release a finished Doom map and hopefully, the next one is better.

>> No.9652973
File: 727 KB, 1024x555, 1661531815752.png [View same] [iqdb] [saucenao] [google]
9652973

>>9652921
Get your plate and grab an extra serving, because it's time for some Serious Business Saturday! We will continue our journey through this map pack: https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack by finishing off the Abandoned Empire set followed by The Leviathan's Prison levels.
>IP (join via specify server): 45.79.57.115
>Follow these steps or Mental will turn your house into a werebull farm:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try changing it to 5 or 6.
Remember to always wait for others and have fun!

>> No.9653074

>>9649139
Doom1, DOOM2, Heretic, Hexen, Duke 3D, Blood or Half-Life1 but its been modded to have characters, themes and music based on embed related https://youtu.be/yCPL3DJ72tM
With the rest of the themes being of Double Switch.

>> No.9653087

So what happened to Double Aught? They were supposed to make a game after Marathon Infinity's story but they just up and vanished.

>> No.9653108
File: 858 KB, 3840x2160, 20230209221234_1.jpg [View same] [iqdb] [saucenao] [google]
9653108

I just finished F.E.A.R. It was alright.
Lots of people have said the AI is amazing, but I don't think so. Most of the callouts they would shout would be just plain wrong. The way they split into cover and tried to get behind the player was nothing groundbreaking either. No more complex than what elites did in Halo.
The shotgun was certainly fun to use, but little of that was in the gun itself - all the feedback is in how the enemies gib. Which is excellent to see in slow motion.
The rest of the roster of guns was plain, so I found myself using the shotgun most of the time, with the particle rife for tougher enemies.
Speaking of those - there wasn't nearly enough variety. Occasionally you'd get one of those heavily armored troopers. Or a bunch of drones together. But I think the combat would have been better served by mixing between things more often. Instead, it was just room after room of guys who are ready to be gibbed by the shotgun, posing no threat.

How do the sequels shape up compared to it?

>> No.9653140

>>9649190
>nuke going off
What fear mongering

>> No.9653146

>>9653108
>How do the sequels shape up compared to it?
All downhill from the first game. One of the expansions for the first game is pretty good, the other one is really bad.

>> No.9653147

>>9652605
>game about fighting junkies, hoodies, and cultists using home tools because they're too poor to afford a gun
Checks out

>> No.9653154
File: 57 KB, 624x529, Ai equals America+Israel.jpg [View same] [iqdb] [saucenao] [google]
9653154

>>9653108
>pic
Christ killed him after that screenshot.

>> No.9653223
File: 106 KB, 1023x1024, 1623952347236.jpg [View same] [iqdb] [saucenao] [google]
9653223

>>9653108
The A.I is overrated but the enemy behavior, callouts, animations and the combat environments come together to form an illusion of smart enemies. And that's what matters in the end, giving you a good experience while your suspension of disbelief lasts.

And the gunfights have a very satisfying feel to them after you and the enemies have fought in whatever environment, the bullet impacts on enemies and environment sound and look "right", a lot of sparks, dust flying, blood and ragdolls make the combat feel neat and the arenas in the end will look really thick with dust and gun smoke

>> No.9653254
File: 132 KB, 640x480, Moai Doom.png [View same] [iqdb] [saucenao] [google]
9653254

>>9652971
https://gofile.io/d/mbzfGh
Gonna need some feedback but it arrived.

>> No.9653268

>>9653108
>How do the sequels shape up compared to it?
FEAR 2 is fine, FEAR 3 kinda sucks.

>> No.9653279
File: 2.24 MB, 854x480, sadextraction.webm [View same] [iqdb] [saucenao] [google]
9653279

>>9653108
Similar sentiments, most of the fun in FEAR's campaign was how much a room was transformed after a fight. Despite a silly story, the tone throughout helps hold it up as well. The multiplayer was a lot of fun at the time, fists-only players could be scarier than anything in singleplayer.
>How do the sequels shape up compared to it?
First expansion is alright, more of the same. Second expansion is meh.
FEAR 2 is okay but felt even easier than the first. FEAR 3 doesn't feel like the same series anymore.

>> No.9653312

>>9653279
If only shotguns were that effective in real life against high quality armor. I can shoot lying down.

>> No.9653317

>>9653312
Considering it was aimed right at the head, I'd reckon there's a decent chance the kinetic force alone would kill the guy.

>> No.9653334

>>9653317
Whiplash is a thing and the people into these things always give advice about shooting center mass where armor companies make armor for chiefly. Either way, nothing beats armor better than an automatic and that's a fact even if it held up because the kinetic forces imparted to the man behind the armor might be more than he can tank.

>> No.9653391
File: 2.61 MB, 1920x1080, 1667253818790.png [View same] [iqdb] [saucenao] [google]
9653391

>>9652973
Thanks to everyone who joined! We'll finish this map set next week. Also hope to see some progress on your maps soon.

>> No.9653392
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9653392

>>9653279
The expansions have a pretty common bug where roughly halfway through Extraction Point the game will start crashing during loading the next level. But the new weapons are very satisfying to use at least.

I got around the issue by setting all graphics settings to the lowest and putting them back to full after successfully loading into the next level.

>>9653108
The lack in enemy / sequence variety is my biggest gripe, followed by the extremely slow jogging speed of the main character. One of the reasons why I love Half Life 1 so much is because it switched up it's setpieces and gameplay dynamics around a lot. One moment you're jumping over moving industrial machinery, then you're fighting grunts in literal trenches and machine gun positions, powering up railroad tracks so you can drive a cargo locomotive through the transportation system.

The base game FEAR also does a decent job of pacing the experience with NPC dialogue and meeting up with your team so even if the gameplay remains samey, there are some things to direct your interest other than just the shooting. Some parts of the expansions are better than others, like the parts of XP where you team up with a Delta Force guy are better than the sections where you go through long stretches alone without even the comlink guy talking to you. But each to their own.

>> No.9653398

>>9653391
How many people are making maps? Last post had me a little worried.

>> No.9653407
File: 11 KB, 83x79, 1650688707253.gif [View same] [iqdb] [saucenao] [google]
9653407

>>9653398
I'm not sure, but I still plan on finishing my map even if nobody else joins. If we only get two or three maps out of it then I'll still call that a win.

>> No.9653461

my name is
Dook
Nookum

>> No.9653476

>>9653392
>roughly halfway through Extraction Point the game will start crashing during loading the next level.
>I got around the issue by setting all graphics settings to the lowest and putting them back to full after successfully loading into the next level.
I vaguely recall the exact issue being something to do with the resolution being above 1280x720.

>> No.9653482
File: 103 KB, 922x2978, 1407523440490.gif [View same] [iqdb] [saucenao] [google]
9653482

>>9653461

>> No.9653505

>>9653482
Fuck year

>> No.9653509

>>9653505
"Bring it in!"
-Doug Huggem

>> No.9653536

>>9653509
"Suddenly I feel bricks up my ass"
- Nick Shittem

>> No.9653541

>>9653108
i played the first game + expansions on PC & console and i had similar sentiments as you and >>9653279 everything is impressive until you realize how everything works.

>How do the sequels shape up compared to it?
the expansions are okay, never played 2 but i enjoyed 3 as a couch co-op game with my bro.

the bonus missions on the console ports of the first game and the expansions were pretty fun as well. they were basically like spec ops mode from modern warfare 2

>> No.9653603
File: 824 KB, 1280x720, namf00000.png [View same] [iqdb] [saucenao] [google]
9653603

>> No.9653740

>>9651107
Seconding

>> No.9653753

>>9649531
>no wad where you're vegeta just cleaning up planets up until Namek

>> No.9653779

zac siegel is a fag

>> No.9653919

>>9652749
Is it pop some hops?
This looks rad as hell btw. Looking forward to it.

>> No.9654058

>>9653108
>But I think the combat would have been better served by mixing between things more often.
Then give Extraction Point a go. It's very combat heavy and is much more generous with various weapons and equipment than the original game. Encounters are harder, you will have to deal with bigger crowds of stronger enemies, it's pretty short though, so you shouldn't get bored.

Stay away from Perseus Mandate, though, it's complete trash.

>> No.9654069

>>9652707
They got in trouble for Fortnite tricking kids into paying microtransactions and violating their privacy.
>"As our complaints note, Epic used privacy-invasive default settings and deceptive interfaces that tricked Fortnite users, including teenagers and children," said FTC Chair Lina M. Khan. "Protecting the public, and especially children, from online privacy invasions and dark patterns is a top priority for the Commission, and these enforcement actions make clear to businesses that the FTC is cracking down on these unlawful practices.”
https://www.ftc.gov/news-events/news/press-releases/2022/12/fortnite-video-game-maker-epic-games-pay-more-half-billion-dollars-over-ftc-allegations

Unreal series has nothing to do with it. There's no official mention on both fronts that would state otherwise. This "FTC forced Epic" thing came from fucking GOG forum post. If it indeed was FTC's doing, we would've heard that either from Epic themselves and/or all media sites covering the story.
>"Well, maybe Epic can't publically admit it?"
Even if that is the case somehow, it sure as hell would've been leaked instead.

>> No.9654112

>>9653087
>So what happened to Double Aught?
They just closed down some time after Infinity's release? Maybe there's something on Marathon's Story about it in "Double Aught related" segment of "Blasts from the Past" page, but a quick look around got me nothing.
https://marathon.bungie.org/story/blastfromthepast.html

All I got was this quote from "Duality.net" page:
>"My big takeaway twenty years later from DA was that
we should have just shipped ANYTHING. At a few different
points along that journey we had some really awesome
and groundbreaking stuff, and we just had to take a
leap of faith and put it out"
https://marathon.bungie.org/story/duality_net.html

So it does sound like the case of ambitious developers working on ambitious project until a point where they couldn't continue and didn't get close enough to shipping it.

>> No.9654263
File: 14 KB, 107x103, i see what you did there.png [View same] [iqdb] [saucenao] [google]
9654263

>>9653391

>> No.9654284
File: 29 KB, 528x543, 1665568399966.jpg [View same] [iqdb] [saucenao] [google]
9654284

>>9654263

>> No.9654416
File: 2.48 MB, 1920x1080, vkquake0021.png [View same] [iqdb] [saucenao] [google]
9654416

>>9653919
>Is it pop some hops?
Maybe...

>> No.9654678

>>9654112
Kind of sad, since I would've liked to have seen what they would've done with the Marathon engine. The portal-based aspect for Marathon was really cool, and I would've liked to have seen more experimentation with it.

>> No.9654735

Is there a "Quake The Way id Did"?

>> No.9655127

>>9654678
I thought they were using different 3D engine for Duality, but I know next to nothing about the game. It is sad either way.

>> No.9655205

>>9653108
FEAR definitely has issues. Most notably the repetitiveness... you can play the first few levels and that's about all the game's got to offer for a maximum of 7 or so hours.
You're fighting in impossible office spaces and sewers, and that's about it. They're very blocky (fine, accomodates the AI) and not very interesting to look at.
The Shotgun is about the only gun you need. Having a powerful shotgun is great, but many games get the Doom 2 syndrome, where the main powerhorse is so powerful and versatile, that there is very little incentive to use other weapons.
Doom pwads (not much Doom 2 itself lol) such as Plutonia will require the player to switch up weapons to fit drastically different scenarios, to avoid this issue and generate variety. FEAR never really does that. The other 2 weapon choices only exist in case you run out of shotgun ammo.
Not a game I care to replay, but a good experience and one of the best of the generic FPS at the time.
Also, Halo Elites really were peak AI. One of the most fun enemies to fight in vidya, period. I'm surprised people love to mention FEAR's but never Halo's, which was even more impressive, and made years earlier.

>> No.9655209

>>9654735
Tremor, and it's not done yet.

>> No.9655217

>>9655209
Which will come first? Tremor, or 94 Protons?

>> No.9655225

I'm building a DOS machine running FreeDOS. Do the Blood FMVs work in DOS mode? Whenever I play the game with the CD in the drive it attempts to play the FMVs and it hard locks my machine. If I play with no CD it doesn't attempt to play the FMVs so it works, but then I can't play the music back.


>inb4 sourceport
I've already played Blood that way. I want to build a DOS machine for muh nostalgia.

>> No.9655228
File: 254 KB, 1280x1391, Lo Wang.jpg [View same] [iqdb] [saucenao] [google]
9655228

I finished Shadow Warrior, are there any mods for it and what would guys recommend?

>> No.9655234

>>9655217
Neither.

>> No.9655249
File: 612 KB, 1920x1080, 103512.png [View same] [iqdb] [saucenao] [google]
9655249

>>9652932
Seconding this so far, it's pretty good. The vents trolled me good.
>>9655205
>Also, Halo Elites really were peak AI. One of the most fun enemies to fight in vidya, period. I'm surprised people love to mention FEAR's but never Halo's, which was even more impressive, and made years earlier.
That and the Skaarj from Unreal, they're both fun to fight.

>> No.9655330

>>9653108
FEAR's AI was not all that special under the hood, but Monolith designed the whole game around its strengths and made enemies more agressive than your average shooter at the time had. Together with some neat features like it being able to hop through windows, and great sound design (combat communications of the clones and their lines changing to nervous and panicking when they lose more than half of the squad), it made them stand out. In one of the expansions, i think it was Perseus Mandate, third party devs tried to make fights in open areas with AI companion, and it looked awful: just bots standing and shooting other bots because they didn't have paths to go anymore.
>I found myself using the shotgun most of the time, with the particle rife for tougher enemies.
Same here, except i held to dual pistols for as long as i could find ammo for them and heavies weren't so common. Great for headshots.
>How do the sequels shape up compared to it?
Everyone is saying 2 is better than 3 but i just can't play it after the first game. Guns have no feedback, enemies are lit like a Christmas tree with some stupid looking neon appliances, they go in waves like in CoD, control scheme is weird with limited remapping options and with goddamn mouse acceleration (leftovers from it being a console first title, thank God there is a fix for mouse on PC)... Oh, and there are lots of text messages that you need to read from menu instead of audio logs, and it is not like they are all that interesting to read. I just don't know, i didn't play it more than a couple of hours because of how bland it seems.
I didn't even touch 3, but seen some videos on it lately, and it honestly seems more interesting than 2, especially with the option to play as Paxton, hopping between posessed enemies. The coop mode when you needed to outrun the wall of darkness seemed interesting too, but i guess it is long dead.

>> No.9655363
File: 841 KB, 1600x1200, polymer.jpg [View same] [iqdb] [saucenao] [google]
9655363

Hey fags, long time no see!
My friend and I are attempting to run a mod created on eDuke32, called "Yume Nikki 3D". We both want to play it in multiplayer, but have several issues trying to run it. Keep in mind I have no idea how to set up a server, so take some of this with a grain of salt if I'm just retarded.
YN3D came out around 2012 and runs on an older version. Doing the -server command in CMD gives an error, so the next thing I figured to do was to move the directory to a newer version of eDuke32 that would work. Upon trying to load the game in this newer version, without a server, I get an error stating "failed to compile CON files", which to me seems as though the application itself for YN3D was changed to accomodate the new files.
Is there any way I can fix this and help my friend run a server to experience comfy?

>> No.9655383

>>9653108
I'll be honest, I played FEAR 2 and 3 because I like to mine "modern era" shooters for inspiration for my tabletop games, usually Delta Green. There was a fa/tg/uy who statted out Point Man for that system, and he's frankly terrifying.

>> No.9655390

>>9654416
Those bunnies are fucking ugly!

>> No.9655395

>>9654416
Gremlins should be used more often. Maps become hilarious if you let them get out of control.

>> No.9655434
File: 134 KB, 1024x729, 1676222132801406m.jpg [View same] [iqdb] [saucenao] [google]
9655434

>> No.9655484

>>9655228
https://youtu.be/6ssSYhh_3qs

>> No.9655649

>>9653108
Yeah the biggest problem with FEAR is the lack of variety in both enemies and locations. Having a shootout in an office building and seeing it get trashed is super fun at first but when you spend like half the game there it gets fairly dull. I'm also not a big fan of how slow you move. Seems counterintuitive to having these cool melee kung-fu moves when your top movement speed is a light jog. It's why Trepang2 is probably the indie shooter I'm most interested in, it doesn't even try to pretend its not a ripoff but a game that's just FEAR with better movement options and more diverse locales sounds like a pure upgrade on paper.

>> No.9655702
File: 5 KB, 251x41, file.png [View same] [iqdb] [saucenao] [google]
9655702

>>9650637
If you haven't installed Q-Zandronum for SNS already, you should do that now. Being a distinct fork of Zandronum, you'll also have to rebind your keys.

The server will broadcasted to the master.qzandronum.com:15300 master server, so your doomseeker should be configured to fetch servers from there. The doomseeker that came installed with Q-Zandronum should be pre-configured for this, so you can just use that. I noticed that having the server set to favorites will erroneously display it as a Zandronum 3.1 server instead of a Q-Zandronum one. If you get this error, just remove the server from your favorites, close doomseeker, wait a minute, then re-open doomseeker. That should be everything.

>> No.9655707

>>9649140
Since there's still stuff from the 8th in the news, have another: Marathon's Eternal X v1.3.0 Preview 5 released.
http://eternal.bungie.org/development

>> No.9655715
File: 973 KB, 1920x1080, 2023-02-12-194032_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9655715

wew

>> No.9655831
File: 715 KB, 1600x1125, uac_confused.jpg [View same] [iqdb] [saucenao] [google]
9655831

>>9655434
SHUT IT DOWN
/DOOM/ KNOW

>> No.9655834
File: 957 KB, 1600x900, spasm0001.png [View same] [iqdb] [saucenao] [google]
9655834

Is it me just being a stupid esl or is QUCK supposed to be a playable shitpost akin to "bolts.bsp" ?

>> No.9655846
File: 1.71 MB, 934x864, hldm.png [View same] [iqdb] [saucenao] [google]
9655846

>>9653223
So that's what that pic was traced from.
Speaking of HL, are there any rumors ore news on Dark Matter mod?

>> No.9655875

>doom
more like dumb lol

>> No.9655930

>>9655649
>Trepang2
Holy shit, thanks for telling me about this.

>> No.9655969
File: 74 KB, 350x760, Hlof_assassin.png [View same] [iqdb] [saucenao] [google]
9655969

>>9655846
>Making a Black Ops mod for Half-Life.
>Player character is not female.
You had one job.

>> No.9655984

What are the best 2000 fps?

>> No.9655997
File: 320 KB, 991x689, 010.png [View same] [iqdb] [saucenao] [google]
9655997

>>9655984
Just 2000 specifically or what?

>> No.9656007

>>9655984
Deus Ex

>> No.9656017
File: 197 KB, 1440x1080, Quake II (USA)-230212-154359.png [View same] [iqdb] [saucenao] [google]
9656017

>>9649140
>[2-9] N64 emulator that runs Quake 2 without complication
>https://github.com/Rosalie241/RMG/releases
What's the point of having this in the OP? This is just a regular N64 emulator. And nothing in the recent changelogs indicates that there was a Quake II related change. All of these mupen-based emulators are built around the same plugins, so Quake 2 was probably already emulatable for years now. Pic related, me playing it on a different mupen fork.

>> No.9656119
File: 2.24 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
9656119

Had a great time with Supplice's demo
https://store.steampowered.com/app/1693280/Supplice/
Satisfying weapons, cool levels, good art direction, and is actually fairly challenging.

>> No.9656126

>>9656119
that's GZ right?

>> No.9656173

>>9655984
>No One Lives Forever
>Deus Ex
>Perfect Dark
>Timesplitters
>Turok 3
Huh, 2000 had a pretty good output. Between these, I'll have to go with Deus Ex.

>> No.9656183

>>9655984
also, Soldier of Fortune

>> No.9656190

>>9656183
damn forgot Return to Castle Wolfenstein

>> No.9656195

>>9656119
wishlisted

>> No.9656204

>>9655984
wait you mean the decade or the year?

>> No.9656207

Man, Halo 1 still has really good presentation. Just wish the gameplay itself wasn't like playing through molasses.

>> No.9656227

>>9656207
i loved Halo 1, then i played through 2 with a friend but it didn't really click. that's where i dropped the series.
but yeah 1 must feel pretty antiquated movement-wise

>> No.9656235
File: 958 KB, 1280x720, Sup4.jpg [View same] [iqdb] [saucenao] [google]
9656235

>>9656119
This was fun. I've enjoyed all of these newer GZdoom game demos so far.

>> No.9656243

>>9656119
That weapon sprite totally clashes with the enemy sprites and textures.

>> No.9656245
File: 2.33 MB, 640x640, Master Chief goes to AGDQ.webm [View same] [iqdb] [saucenao] [google]
9656245

>>9656207
I played through the trilogy this month and I think Halo hit its stride with the 2nd game. It helps that the levels were smaller so the slow movement speed wasn't as annoying, and the fact that half of them weren't just earlier levels in reverse. Plus, lots of fun weapons were added to that game that the first one was sorely lacking, including the BR, Carbine, Energy Sword, Beam Rifle, and Fuel Rod Cannon.
3's not retro but I'll mention the Gravity Hammer anyway.

>> No.9656252

>>9656227
Any reason as to why 2 didn't click? My memory of is it that I really liked ambition behind it in terms of story, seeing the Covenant politicking, the Gravemind, and such. I was actually disappointed with 3. I never played ODST, but I do like Reach better than 3 since I am sucker for doomed last stand kind of stories. Didn't touch 4 or anything after.

>> No.9656259

>>9656245
The scale of Halo 1 is cool until you realize you have to slog through it. You're supposed to be a cybernetic and physiologically augmented peak of humanity in power armor, but you don't really feel it.

>> No.9656261

>>9656252
maybe i preferred the more mysterious atmosphere and simple presentation of the first,
hard to really remember it's been 20 years...

>> No.9656269

>>9656252
>I really liked ambition behind it in terms of story
Never understood why people don't like the mysterious and terrifying aliens to remain terrifying and mysterious instead of becoming dumb human archetypes that you're supposed to relate to on some superficial level. It's been done to death.

>> No.9656286
File: 20 KB, 350x78, 350px-HCE-M90Shotgun.png [View same] [iqdb] [saucenao] [google]
9656286

>>9656259
The Library might be the worst offender of this, 4 floors of gigantic metal corridors littered with nothing but Flood and you don't even have a vehicle to speed through them. On the bright side, CE has one of my favorite FPS shotguns so it was nice to have tons of them scattered about in the map.

>> No.9656289

>>9656190
I thought RtCW was 2001.

>> No.9656292

>>9656289
yeah i misread as 2000's

>> No.9656354

>>9656269
The Covenant were never that mysterious since their goals were pretty much stated from the first game to "We're religious fanatics and we think your species' existence is an affront to our gods." It also just happens that every aspect of their religion is at best misunderstood, or flat out a lie. The whole mysterious and terrifying aliens aspect better belongs to the Forerunners and the Flood.

>> No.9656365

>>9656269
I like the aspect of the covenant rebelling against their own gods to preserve their religion better than them just being evil aliens with no explanation, it has much more depth to it. It's not like Halo is devoid of any mysterious alien race anyway, the flood fill that role just fine, and much better than the covenant ever did. They can be outright disturbing at times.
https://youtube.com/watch?v=7KInqNZOZSI

>> No.9656440
File: 136 KB, 480x848, SUNDAY NIGHT SHITSHOW 98 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9656440

SUNDAY NIGHT SHITSHOW TIME! We're gonna be playing the ambitious Quake Champions: Doom Edition! We'll kick it off with some Vanguard survival, and then we'll play deathmatch, with plenty of maps prepared for you to frag on! To top it all off, we have invasion mode prepared for when we get bored of deathmatch to end the session.

You'll need Q-Zandronum to play, so read these posts if you haven't already
>>9650637
>>9655702
Getting packet loss? Check the misc QCDE options in the menu.

The password today? None! Everyone is free to join the session! Now let's start it up!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9656454

>>9656440
We also have a mumble server that I forgot about kek
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom

>> No.9656460

>>9656173
>Turok 3
>good
Nigga what?

>> No.9656470

>>9650963
Exhumed best title. I'm sad the Nightdive remaster doesn't use this as main screen.
what are your thoughts on the remaster?
i know it combines all versions but i never played the originals aside from a bit of the PS1 one.

>> No.9656474
File: 981 KB, 1280x720, 5464.png [View same] [iqdb] [saucenao] [google]
9656474

>> No.9656479

>>9656474
what dis

>> No.9656504

>>9656474
Makes me think of the SCP foundation.

>> No.9656707
File: 1.23 MB, 1600x900, Screenshot_Doom_20230212_192854.png [View same] [iqdb] [saucenao] [google]
9656707

jannies btfo

>> No.9656721

>>9656707
considering advertising, isp fees and energy prices, they actually pay for it

>> No.9656889
File: 2.42 MB, 720x720, janny_mad[sound=files.catbox.moe%2Fng8eut.ogg].webm [View same] [iqdb] [saucenao] [google]
9656889

>>9656707

>> No.9656905

>>9656479
Life's End

>> No.9656947

>>9656905
thnx

>> No.9656967
File: 772 KB, 1920x1080, Screenshot_Doom_20230212_203847.png [View same] [iqdb] [saucenao] [google]
9656967

>>9656440
Hold still you damn orangutans.
Server's still up if you want to deathmatch

>> No.9657053

>>9656967
FROG BLAST THAT VENT CORE, DURANDALBRO

>> No.9657120
File: 1.18 MB, 2560x1440, tanksAZ.png [View same] [iqdb] [saucenao] [google]
9657120

What are some wads you've been replaying over the past few years? Iwads count too.

>> No.9657150
File: 2 KB, 437x26, file.png [View same] [iqdb] [saucenao] [google]
9657150

>>9656440
>Anon accidentally speaks the Primordial Lexicon while typing

>> No.9657186
File: 558 KB, 1024x768, Screenshot_Doom_20230212_223638.png [View same] [iqdb] [saucenao] [google]
9657186

>>9656440
Remember to take a bag when you walk your robot...

>> No.9657217

>>9656207
A problem with Halo is that a lot of levels have to make space for vehicles to move in. A level carefully designed around a vehicle isn't such a terrible idea but you mostly just get these giant open areas with empty space between the occasional enemy camp you have to enter on foot. They get better at this in the sequels but a lot of the first game feels barren.

>> No.9657223

>>9656440
we the Quake Bowl now boys

>> No.9657283

>>9656440
ggs

>> No.9657302

>>9656245
>and Fuel Rod Cannon.
FRC's in 1 if you count the GBX PC port.

>>9656252
>Any reason as to why 2 didn't click?
NTA but for me it was having the crosshair lower than centre on the screen, it just feels all kinds of off. It was great whenever I managed to forget about it though.

>> No.9657307

>>9657302
Not in singleplayer.

>> No.9657324

>>9656440
And we're done.

Transparency post: I'll keep things brief here, but Sunday Night Shitshow (and FNF, and WNW) will very likely be killed off at the end of this year, so I want to fit in crazier, more outlandish sessions before that time comes. If we're on a sinking ship, I want to make these last sessions the most memorable ones. To make room for more variety in our servers, I am heavily considering confining SRB2K to WNW to free up more sessions for other content.
As for why I'm killing off the server, I just want to dedicate time to other things now. If I do continue hosting things for /vr/, it will likely be much lower maintenance projects such as a /vr/ WAD repository, or a 24/7 SRB2K server.

With that out of the way, what do you want to play for future Sunday Night Shitshow sessions? As long as it runs on Zandronum, anything goes.

>> No.9657329

>>9657302
I played on the MCC on PC with the original graphics, the FRCs just exploded when dropped on that version.

>> No.9657331 [DELETED] 

Pastebin.com/svsfjW1s

Woof woof woof

>> No.9657332

>>9657324
TNT3. We did Plutonia7. It's time for the generals next masterpiece.

>> No.9657343

>>9657329
It's only usable in multiplayer, like the Flamethrower. I think Timberland has both weapons present.

>> No.9657348

>>9657343
CE had a flamethrower too? Huh, didn't know that.
I still stand by what I said about the other weapons though.

>> No.9657356

>>9657348
Yeah, it was very close to making it into the final game. A build from August 2001 leaked a couple years ago and had it on some of the Flood levels.

>> No.9657357

>>9657348
According to Halo Alpha it was even supposed to appear in the Library, which would have made the level much more fun.

>> No.9657362
File: 169 KB, 230x248, 1639001829055.png [View same] [iqdb] [saucenao] [google]
9657362

>>9657356
Ah, you're talking about a beta build. When it comes to Halo, I kind of just got here, so that's news to me.
>>9657357
That actually sounds kind of awesome. I'm glad the idea was finally realized in Halo 3.

>> No.9657363

>>9657362
Halo 2 had one planned as a Covenant weapon, but it was also canned.

>> No.9657372

>>9657362
>Ah, you're talking about a beta build.
It's in the beta build and the PC port's multiplayer, Gearbox must have found it in the code and reinstated it.

>> No.9657426

>>9657372
Yeah I think I remember the PC port's game manual having the flamethrower as a multiplayer weapon. I just finished the the mod that added it, the FRC, sword and sentinel beam into the campaign. It was pretty fun and helped with the weapon variety.

>> No.9657429

>>9657324
Something Heretic.

>> No.9657432
File: 855 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9657432

I can't believe Jesus is fucking dead.

>> No.9657456

Does anyone got that image of Ranger sitting down at a computer, opening up a can of Monster, and then playing Quake with the fov so high it makes the rocket launcher look like a cock? Been trying to find it off-and-on for a couple years now.

>> No.9657548

>>9657324
Okuplok

>> No.9657565

>>9657432
i didn't even know he was sick

>> No.9657573
File: 132 KB, 984x888, sips quad.png [View same] [iqdb] [saucenao] [google]
9657573

>>9657456

>> No.9657621
File: 191 KB, 722x671, 1673988592536304.png [View same] [iqdb] [saucenao] [google]
9657621

I love F.E.A.R. and Max Payne.

>> No.9657652
File: 1.65 MB, 715x1761, revenent.png [View same] [iqdb] [saucenao] [google]
9657652

Mod that allows you to yeet revenants around when?

>> No.9657658

Serious Sam is Serious garbage.

Fuck that trial and error nonsense. Dude what if we spawned 6 skeleton horses behind you when you pick up some shotgun shells LMAOOOO

Throw that crap in the trial and error memorisation trash heap with Blood

>> No.9657660

>>9657658
Serious Sam 1 doesn't really pull that shit. You didn't see that until the second encounter and onwards

>> No.9657664

>>9657658
Those difficulty settings don't lie, my guy. It's not like Doom where you can jump into the second hardest difficulty unscathed. When the description for hard mode says "for experienced Serious Sam players," it means it. Now go try again on normal. Or maybe easy.

>> No.9657665

>>9657664
Being experienced literally means "I've learned the traps by memory".

I could beat the first level just fine now I've been fucking ambushed 20 times and know the bullshit that's going to happen. That's not good design.

>> No.9657668

>>9657665
>Being experienced literally means "I've learned the traps by memory".
And you haven't, therefore you should not be playing on hard mode. It's your own fault.

>> No.9657678

>>9651834
California is a crooked fucking place, this kind of shit isn't very rare. District Attorneys and prosecutors are also notoriously predatory as is.

Rojas doesn't even really have an audience either, is the thing. He was mostly active modding Wolf and Doom in the 1990s and early 2000s, and he left his mark with that stuff, but it was never the highest profile. He moved on to other things, also, trying to pursue acting and writing, where he didn't have very good luck.
For the majority of these fandom's time, he's mainly remembered by older users one of the early pioneers who moved on, he's not one of those guys who stuck around all this time and remained a prolific contributor, or one of those who came around to check things for a while every few years.

The most exposure he's had in a long while was all the way back in 2016 where he had an interview with Vice which paints him as struggling and unsuccessful, not touching much on his videogame stuff, telling of recent misfortune, which then snowballs the fuck out of control.
It feels rude to say, but he's a has-been in these communities, and he's not famous for anything else, faint threads to old times is essentially the one ship he could signal to when lost out at sea with no other rescue, so to say.

Not gonna lie, there's a niggling worry in the back of my mind that this could be a con, either just Laz himself, or possibly he died in prison while awaiting his trial, and someone is assuming his identity, maybe exploiting an otherwise true story. He's had his identity stolen before, got basically robbed back in 2017, and with rotten luck like his, I can see it happening to him even after death, the guy's been rolling snake eyes for a decade.

I only tossed him some pocket change, so I don't have much at stake, but so far, it's all believable.
As I said about Cali, the place is rotten and the criminal justice system is a massive farce, so far I'm not sensing any rank odour of bullshit from this story.

>> No.9657679
File: 512 KB, 1591x1206, Treasure Tech [sound=https%3A%2F%2Ffiles.catbox.moe%2Fqz4nd2.mp3].jpg [View same] [iqdb] [saucenao] [google]
9657679

>>9657652
Treasure Tech. You can throw almost every enemy if you upgrade your gloves.

>> No.9657718
File: 488 KB, 250x212, wariosmash.gif [View same] [iqdb] [saucenao] [google]
9657718

>>9657679
I need more Wario in my life. The Warioware games don't cut it.

>> No.9657724

>>9657679
>>9657718
I like Treasure Tech, but unlike other Wario clones like Peppino and Anton, Armin doesn't really have any twists that make him stand on his own. In his current state he's Wario in a Doomguy suit. I hope he develops some more personality when Treasure Tech Land drops.

>> No.9657731

>>9657724
For me, the exaggerated and wacky guns steal the show. Kuma and Hornet especially.

>> No.9657737
File: 1.72 MB, 306x334, 123989998131.gif [View same] [iqdb] [saucenao] [google]
9657737

>>9657731
Maybe Armin could be a /k/ommando then

>> No.9657752

>>9657724
The guns are definitely his big thing, though I know Ultra64's working on showing more of his character in TTL.
Also he has a fucking incredible pompadour under that helmet.

>> No.9657759
File: 299 KB, 1600x900, techbase n shieeeeet.png [View same] [iqdb] [saucenao] [google]
9657759

>>9651728
I want to visually improve the very first room of my Megawad, for first impressions obviously. Any ideas what else I can add here?

>> No.9657763

>>9657759
I would add tech ceiling to connect the two tech inlets and maybe lower the ceiling on the doorway at the end, but otherwise, it's probably fine.

>> No.9657782

>>9657324
Deathmatch?

>> No.9657790
File: 633 KB, 384x216, kart0008.gif [View same] [iqdb] [saucenao] [google]
9657790

Greetings, mortal. Are you ready to drive?

>> No.9657796
File: 636 KB, 546x624, Greetings mortal, are you ready to drive?.png [View same] [iqdb] [saucenao] [google]
9657796

>>9657790
Nice.

>> No.9657821

>>9657759
Gonna second the other guy.

A full one-man megawad can be quite daunting though, a lot of people set out to do that early in their mapping career, but then find that they don't have the steam to go through with it. If you find yourself losing your drive halfway through, or like the levels feel like obligations, then consider if you can just plain wrap it up. Consider also that there are many levelsets which aren't even 10 maps long yet are classics still getting enthusiastic recommendations, and that with UMAPINFO, so much of the game's structure is on your terms, a set of maps which end at 10 don't need to unceremoniously spit the player out into O' Of Destruction.

Not saying don't, there's some good one-man megawads out there, it can be worth it, just that you shouldn't feel like you have to force yourself.

>> No.9657842
File: 910 KB, 2560x1440, duke0058.png [View same] [iqdb] [saucenao] [google]
9657842

Blast radius is pretty great so far, on map 2 and enemy count keeps going up.

>> No.9657921

>>9657842
Looks kinda barren.

>> No.9657958
File: 22 KB, 184x184, 6690ebb783259193ef530061474724664e3a86fc_full.jpg [View same] [iqdb] [saucenao] [google]
9657958

December pls...

>> No.9657963

>>9657842
damn need to try this

>> No.9657968
File: 1.59 MB, 2560x1440, duke0059.png [View same] [iqdb] [saucenao] [google]
9657968

>>9657921
The maps keep spawning in new enemies and stuff everytime you push a button or a keycard.

>> No.9657998

>>9657968
thats a horrible waste of exploration.

>> No.9658045

https://github.com/kraflab/dsda-doom/blob/master/docs/udmf.md
Eternity is close to be left in dust once again...

>> No.9658049

>>9655834
>Time Willits made this
???

>> No.9658052

>>9657432
Death's Dominion?

>> No.9658062

>>9658045
DSDA doesn't even have to fully support Eternity features, it can just slap some godawful hacks so it could run Heartland and that would be enough for people to forget about Eternity engine forever.
Virtually not a single person on this planet gives a single tinniest fuck about it outside of Heartland despite all the CRAZY INSANE REVOLUTIONARY features it has.

>> No.9658070

>>9658052
Zerstorer

>> No.9658082

>>9657324
Tarakannik, this one is quite a sadistic shitwad.

>> No.9658104
File: 331 KB, 868x1228, 1633769252110.jpg [View same] [iqdb] [saucenao] [google]
9658104

>>9658045
What's the point in supporting "some" zdoom features? It's not like wads magically start working, and it's not like you can reliably differentiate between zdoom-only wads and wads that only require this specific set of zdoom features you implemented. Or am I missing something?

>> No.9658112

>>9658104
I think the idea is to just support more features for mappers without holding them to using ZDoom, like MBF21. Being able to define the coordinates of a flat would be so nice even if I don't want to use the other UDMF features.

>> No.9658115

>>9658112
Well yeah, that makes sense, but now your wad is being locked to DSDA instead of being locked to ZDoom.

>> No.9658116

>>9658062
>CRAZY INSANE REVOLUTIONARY features it has
Doesn't it still use silent teleporters to simulate room over room like any other modern format?

>> No.9658117

>>9658115
Well it's being locked to DSDA and ZDoom.

>> No.9658120

>>9652192
That was all in your brain. Canonically, whole wad is your predeath delusion, before you die from the accident on the plane

>> No.9658121

Besides MetaDoom and Supercharge, what other mods have mapping features?
I know Doom Delta recently had an update around that.

>> No.9658123
File: 2.31 MB, 1697x955, file.png [View same] [iqdb] [saucenao] [google]
9658123

Cursed teleporter

>> No.9658183

>>9657660
>Serious Sam 1 doesn't really pull that shit
You clearly haven't played TFE. The biggest trap I remember is when you pick up the grenade launcher for the first time in Oasis. It spawns a biomech major right in your face two seconds later.
TSE tones it down on the traps though. But I agree with the other anon that if you're having too much trouble with the current difficulty then you should turn it down.

>> No.9658192
File: 2.45 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9658192

oh FUCK

>> No.9658243

>>9658192
>Doom (2023) by New Blood Interactive

>> No.9658254

>>9658045
Not sure what the appeal is of this, if I wanted to make outright ZDoom maps, I'd do that instead.

>> No.9658274
File: 865 KB, 812x614, 1560025981144.png [View same] [iqdb] [saucenao] [google]
9658274

>>9658254
Because zdoom is so eeew and yikes and chicken, all the cool kids and true™ doom fans are using dsda-doom.

>> No.9658316

>>9658254
No super rewind button in Zdoom at least, though I’m sure how sought after that feature is overall.

>> No.9658449

>>9658316
It makes a lot of sense for practicing moves and shit for speedrunning.

>> No.9658559

With MBF21 and UMAPINFO, could I theoretically give every single monster a boss death state and have each type trigger their own actions without any conflicts?

>> No.9658563

>>9658559
Yes.

>> No.9658564

>>9658123
>>9658192
Reminds me of this https://youtube.com/watch?v=dLWEjvTgOOQ

>> No.9658569

>>9658563
Cool. I was curious if the game even had a real distinction between all of the different boss flags.

>> No.9658581

>>9652343
I would have liked less characters and abilities like in champions. And more game modes

>> No.9658631

>>9652343
don't let your dreams be dreams
https://github.com/TheEnginesOfCreation/EntityPlus

>> No.9658648

>>9657998
Eh, its not that easy to populate a big open area like that without using a lot of teleports/spawns. And I dont know if you can limit enemies to a particular area in Duke, thats really necessary to make sure they dont all swarm you from every direction.

>> No.9658657

>>9658631
too lazy

>> No.9658741

wtf Quake starts off with a shotgun?!

>> No.9658746

>>9658741
Pretend it's a pistol, it's not a very good shotgun. You'll get more mileage out of the grenade launcher.

>> No.9658747

>>9658741
The shotgun is comparable to Doom's pistol.

>> No.9658781

>>9658741
Yeah. Quake’s shotgun and double barrel deal about half the damage of Doom’s shotguns but they reload at least twice as fast. It can feel weird initially, especially with how more aggressive Quake’s enemies can get.

>> No.9658828
File: 579 KB, 1280x720, le130002.png [View same] [iqdb] [saucenao] [google]
9658828

>>9656474

>> No.9659032

Is there a zandronum or doomseeker equivalent for quake?

>> No.9659192
File: 5 KB, 184x184, Douk Nouk kem 3D.jpg [View same] [iqdb] [saucenao] [google]
9659192

>>9653482
REMEMBER: Wen u shit wipe yuor shit

>> No.9659216

>>9659192
OH SHIT
ES DOOKIE NOOKIE
BE CARE

>> No.9659243
File: 1.90 MB, 1600x900, spasm0008.png [View same] [iqdb] [saucenao] [google]
9659243

>>9658049
Well its kinda wierd and crazy (and VERY purple) - also my computer almost shat itself trying to calculate 500+ moving entities onscreen so I had to cheat on the final level

>> No.9659283

>>9658741
>>9658746
there's an old mod that turns it into an automatic pistol, but it also comes with bunch of crazy shit - it's called Overdose

>> No.9659475

Is there a good Quake sourceport that has bots for multiplayer? I'd like to try the deathmatch mode but I have nobody to play with.

>> No.9659479
File: 141 KB, 541x708, painposting.jpg [View same] [iqdb] [saucenao] [google]
9659479

I asked a few threads ago but I'll try again: anyone know of a Doom sourceport that will run in classic Mac OS? Legacy seems to only run in OS X.

>> No.9659493

>>9659479
I'm having trouble finding an up-to-date port but I believe there's some ancient versions of ZDoom and similar old ports for it. There's also a native retail port for Macintosh.

>> No.9659529
File: 1.08 MB, 1280x720, traumaT.png [View same] [iqdb] [saucenao] [google]
9659529

I'm enjoying Blood's Trauma Therapy, but it's making me realize the importance of fun lighting. Despite some interesting levels a lot of the lightning has been, for lack of a better term, "flat".

>> No.9659534

>>9659216
https://www.youtube.com/watch?v=UzTpCb3TjX8

>> No.9659546

>>9659475
Ironically the re-release is probably your best option, though there are plenty of older bot mods if you look around that aren't really tired to any source ports.

>> No.9659589

>>9658648
you shouldn't be using such massive open areas in the first place then

>> No.9659624

>>9657573
Much appreciated, anon!

>> No.9659628
File: 290 KB, 813x954, M-RANAX.png [View same] [iqdb] [saucenao] [google]
9659628

>>9659529
nice TTs but a bit flat looking desu

>> No.9659637

>>9659534
kek
a brazilian themed douk map pack would be fun

>> No.9659642

just finished Going Down megawad. It was great. Any others just as good?

>> No.9659645

>>9659637
I got an idea
remake the brazilian megadrive duke maps with proper build engine fidelity

>> No.9659648

>>9659642
Running Late 2

>> No.9659652

>>9659648
i noticed it says 'The levels were designed around pistol start balance. ' on the doom wiki. so i'm not supposed to just keep playing through the levels i need to restart at the start of each level?

>> No.9659653

>>9659637
Someone has already made a level with a Brazilian favela for DN3D.

>>9659645
Why not make good levels instead?

>> No.9659656
File: 15 KB, 314x325, 1547711947087.jpg [View same] [iqdb] [saucenao] [google]
9659656

>>9659628
oh u

>> No.9659660

>>9659645
honestly i'm surprised it hasn't already been done

>> No.9659662

>>9659652
Most maps are designed like that as the intended way to play, because standard Doom behavior is to restart the level with 100 hp, a pistol and 50 bullets if you die.

>> No.9659672

>>9659652
I remember playing it continuously, you should be fine most of the time. Personally, I reserve pistol starting for multi-author mappacks, like community projects.

>> No.9659674

>>9659652
>>9659662
I feel like the ZDoom ports having autosaving on by default has confused everyone and nobody remembers how the game used to handle the player dying.

>> No.9659712
File: 1.02 MB, 1600x900, Screenshot_Doom_20230213_202057.png [View same] [iqdb] [saucenao] [google]
9659712

it was good bros. if there was a secret level. i didnt find it. i'll play it again at some point without project brutality

>> No.9659719

>>9659712
>i'll play it again at some point without project brutality
Get out of that uh... jabroni outfit.

>> No.9659728

>>9659712
>if there was a secret level.
there wasn't
>pic
if you fags update hffm again i want you to replace the music in that map. i picked that song because i thought it was a gay anthem and it turns out it isn't

>> No.9659778
File: 482 KB, 1920x1080, doom119.png [View same] [iqdb] [saucenao] [google]
9659778

Can I get some feedback? I want to know what other anons think about the length of this map. It feels to me like it abruptly ends, but I don't know what else I'd do after opening up the staircase to top the red key fight.
It's an MBF21 map.
https://litter.catbox.moe/kwpwbi.wad

>> No.9659815

In QZandronum I seem to run faster while crouching. Is that normal?

>> No.9659850

>>9659778
Just played through the map, and yes, it does feel like it ends abruptly. I let out an audible "That's it?" when the map ended after raising the staircases and expected at least one more fight.

>> No.9659856

>>9659850
Okay, I'll work out more for the ending. I was planning on giving the player an SSG at the top of the stairs.
Did you like what's there?

>> No.9659858

>>9659778
Not a bad map, short and sweet shotgun shuffle. Beginning part is a little lacking in texture variety, not a big deal though. You're right about the end. I was expecting some kind of final fight outside but instead it's just over. There's a bunch of shit you could do out there in a more wide open space. Maybe add a bit of cover and do a couple of arch-viles with more fodder or revs? A secret switch that raises more cover before heading outside? Or something else entirely.

>> No.9659868

>>9659856
>Did you like what's there?
Your map is the equivalent of getting sucker punched around every corner.

>> No.9659879

>>9659858
>Beginning part is a little lacking in texture variety
With the vines?

>> No.9659895

>>9657958
what's in december? another quake christmas jam?

I do like those but if it's something else I'm curious

>> No.9659928

>>9659895
>another quake christmas jam?
wishful thinking at this point...

>> No.9660013

>>9659879
Yeah. Maybe I just don't like that texture though. Like I said, not a big deal. Keep it up though, what you got is good. Just need to expand on it.

>> No.9660124
File: 221 KB, 1917x1080, success.png [View same] [iqdb] [saucenao] [google]
9660124

I did it, kind of. Ugly but at least operational.
https://litter.catbox.moe/8j6f2t.wad

>> No.9660161
File: 505 KB, 1280x720, le250000.png [View same] [iqdb] [saucenao] [google]
9660161

>>9658828

>> No.9660173

>>9660161
(MAY HAVE LOST 20 YEARS AND 50 POUNDS TOO)

>> No.9660371

>>9660173
has any anons in this thread ever worked together to publish a tc or their own "retro FPS"?

Because i kinda wanna make one, in build.

>> No.9660406

>>9656967
what gun mod is that?

>> No.9660407

>>9660406
Quake Champions Doom Edition

>> No.9660434

>>9660371
>build
Woah buddy. That's a pretty tall order.
What's the state of Build 2 these days? The level editor is neat, but that's about all I know of it.

>> No.9660529

Prey 06 is pretty cool with it's tech and it's scripted set pieces but it's like 80% cool scripted shit and puzzles and like 20% actual fps gameplay.

Why is every fps game from 2000-2006 like this?

>> No.9660560

>Marathon official netmaps
>Marathon 1: 10
>Marathon 2: 13
>Marathon Infinity: 24
>Coriolis Loop (MI DLC): 15 (+ 3 alternate versions for weaker machines)
>Total: 62 (65) (maybe a couple of dupes between M1~MI
Who the fuck has ever played all of these?

>> No.9660569

>>9657842
I'm not really digging it. From the fourth level onward it has a bad habit of not giving you enough ammo to deal with all the minibosses. The fourth level is more about avoiding enemies and fighting only when you need to. The sixth level takes away all of your weapons. The levels are huge and technically impressive, but I'm not enjoying them.

>> No.9660746

>>9655702
What the difference between zandronum and Q-zabdronum.

>> No.9660809

>>9660434
no ones done anything with it yet.

>> No.9660815

>>9660371
They've tried, but it was canned in development.

>> No.9660824

>>9660815
oh, any info?

>> No.9660827

Can we discuss Jedi Academy in this thread? I'm playing it right now and it's fun.

>> No.9660835

>>9660827
It's retro and can be played in first person as a shooter, so yes.
Jedi Outcast is better though.

>> No.9660838

>>9660824
Lack of funding.

>> No.9660849

>>9660838
thats it?

>> No.9660881

>>9650265
>imagine boom
>trying bullshit happening

>> No.9660905

>>9660529
>Why is every fps game from 2000-2006 like this?
That stuff was new for a lot of people at the time. Especially with the Duty games and it all being first person it was “like you’re THERE bro”. Modern Warfare would be praised for its nuke and stealth setpieces, all while the gameplay is just shooting numerous respawning mooks with the assault rifle your character was assigned while avoiding grenade notifications.
Not everyone was about this. You still had the Sam games doing their thing, Halo was still going somewhere, and Sony tried something cool with Resistance. Even then, I think most just wanted to queue online for CoD to shoot people with their preferred loadout.

>> No.9660961

>>9660529
>>9660905
same reason the Last of Us is this way. it's what's-in.

>> No.9661085

>>9659895
Sigil 2 and btsx 3 at least.

>> No.9661098

>>9660815
Was that the futa one or something different

>> No.9661126
File: 58 KB, 1080x1080, 1676388640127.jpg [View same] [iqdb] [saucenao] [google]
9661126

if you
>didn't play on the highest (non-meme) difficulty
>didn't play with fastmonsters enabled (if applicable)
>didn't enable co-op enemies or buff the enemy count modifier
>ever touched an invulnerability pickup
>ever touched a damage boost pickup
>ever used a serious bomb
>ever used dual wielding or gadgets
>ever upgraded your weapons
>ever used inventory items at all outside of those absolutely necessary for progression or secret finding
>ever saved mid-fight
>ever knowingly skipped fights
>didn't pick up the chainsaw
then you didn't beat the game fairly

>> No.9661145

>>9661098
No, it was a porn wad.

>> No.9661175

>>9660124
>the hall of mirrors
that's not supposed to happen
by the way, something people skip over when talking about fake 3d bridges is that the nodebuilder you use matters. I've had more luck with glbsp and bsp-w32, both normal.

>> No.9661186

>>9661145
The porn mod was the one with futa, you're thinking about Hedon.

>> No.9661221

How do you "load" the regular Redneck Rampage on Rednukem ? It only shows for me the Redneck Rampage Rides Again .

>> No.9661302

>>9661221
You can always create a shortcut and add the following command lines:
-j (directory where the game files are) -gamegrp redneck.grp

>> No.9661318
File: 679 KB, 1920x1080, roasted butt.jpg [View same] [iqdb] [saucenao] [google]
9661318

>>9661302
Thanks, I'll give that a try!

>> No.9661329

>>9661175
Yeah, tried rebuilding with different ones to no avail, sometimes without being able to raise the platform even. These self-ref shenanigans are pretty finicky to pull off, gotta retrace the steps and thinker with it more for a more consistent process. I'm drawing inspiration from DBP56 MAP01 bridges, most pristine I've ever seen.

>> No.9661364

>>9661329
Speaking of, this guy apparently had full 9 years of trouble with these bridges, thread self-bumping galore
https://www.doomworld.com/forum/topic/66443

>> No.9661383

>>9660905
CoD campaigns are far closer to on-rails lightgun games like Time Crisis and House of the Dead than they are to traditional FPS games. If you think of them as the successor to the arcade rail shooter then they start to make sense.

>> No.9661393

>>9661383
Never thought about it like that, but you've got a point. The cover systems, the elaborate setpieces, the simplistic (yet fun IMO) gameplay loop of kill enemies then push forward.

I'd consider it to be more of a hybrid of both genres than a pure successor to just on-rails shooters. But that's a really interesting way to think about it.

>> No.9661402

>>9661393
Yeah, I actually like the CoD games and other on-rails FPS games, but they scratch a different itch than, say, Doom.
I wish that gamers were as autistic as metalheads so we could have a bunch of super-specific subgenre names for FPS games.

>> No.9661418

>>9661383
>CoD campaigns are far closer to on-rails lightgun games like Time Crisis and House of the Dead than they are to traditional FPS games.
I recall RE4 being compared to House of the Dead as well, either from the devs themselves at the time or from the GMR article I was reading about it in the early 2000’s.

>> No.9661436

>>9661402
Yeah definitely, I've never understood why the two ways of doing things can't coexist. Why can't we have open ended, exploration with a strong focus on mob control and movement, and also have set piece laden cinematic style linear FPS games.

I think one of the reasons this happens is that genre names focus on really weird shit in games.

First person shooter, describes the camera and what you do in the game. But doesn't really explain the tone. The closest you'll get is a horror FPS. I doubt this will change any time soon, but I think genres should probably try to explain the experience it is trying to achieve rather than the gameplay mechanics. It's like if we had film genres called like "dutch angle bank salesman" or something.

>> No.9661446

>>9661436
>Yeah definitely, I've never understood why the two ways of doing things can't coexist.
I can’t recall anyone here suggesting otherwise in the longest time, except maybe for Alf trolls.

>> No.9661453

>>9661446
I was thinking more from the industry side of things. Since developers are so trend focused the entire genre changes together instead of different games trying different things. Things are changing now. NuDoom obviously, and the indie retro FPS scene. But AAA exploration style FPS basically don't exist anymore.

>> No.9661515

>>9661453
>But AAA exploration style FPS basically don't exist anymore.
Oh shit I see what you mean.
I think the only modern games with any sort of similar exploration or that are similarly open-ended (without being fully open-world) are stealth titles, maybe some RPGs. I think people wanting that sort of level progression in a AAA shooter is far too niche these days.

>> No.9661593

I can't be alone in thinking that the way Quake's remaster and Copper mod alter Nightmare from making enemies fast to giving you half health is retarded, right?
Having half health doesn't matter if the enemies are too stupid to hit you in the first place. It makes the game way too easy (especially if you find health buffing secrets) while at the same time fucking over your potential to safely rocket jump in certain spots.

>> No.9661602

>>9661593
>I can't be alone in thinking that the way Quake's remaster and Copper mod alter Nightmare from making enemies fast to giving you half health is retarded, right?
Can’t comment on the new Quake port, fairly indifferent to playing the original campaigns through UO/Copper until I ran into episode 4’s spawns.

>> No.9661647

is it ok to play doom64 as it is on the gamepass or are there some must have mods/different engines or whatever i should get?

>> No.9661657

>>9661647
Health pickups will have light blue crosses, but other than that, it should be fine. The creator of the best way to play D64 on PC prior basically continued his work for the official release.

>> No.9661660

>>9661647
That should be fine if you want to play through it for the first time, and it should have a new episode.

>> No.9661839

>>9661126
You should be sorry for filtered text. This is why Devil doesn't love you.

>> No.9661891

What is the highest you can set the enemy count modifier in each Serious Sam game on Serious before things get Seriously™ stupid?
Assume solo play and no more than 2x ammo.

>> No.9661908
File: 165 KB, 283x322, 1676195021132.png [View same] [iqdb] [saucenao] [google]
9661908

>>9661891
you can't change stuff like that in the classic versions without mods, it became a vanilla feature in 2 and the HD remakes

>> No.9661931

>>9661145
Do you not know what futa means

>> No.9662014

>>9661593
The idea is that Nightmare should be an extension of Hard, giving players less room to make health-costing mistakes while still letting them use the muscle memories and techniques acquired from lower difficulties against enemies who still function as the player is used to.

But I also think it's a dumb change. Nightmare should be Nightmarish. It shouldn't need to be a glorified Hard+, it's a secret skill level that's accessed by exploring the starting hub and makes enemies act almost exactly like they do in the Doom skill of the same name. It also allows mappers to make levels that are designed specifically for these psycho turret enemies and can remix existing levels by forcing the player to progress through them entirely different.

I don't know why this Copper change in specific was implemented in the rerelease. Maybe they thought console players would find it impossible.

>> No.9662056

>>9662014
fuck them console players

>> No.9662103

>>9649140
https://www.doomworld.com/forum/topic/133959-puss-xxiv-lovers-quarrel-rc1-released/
>PUSS XXIV: Lover's Quarrel - RC1 released!
https://forum.zdoom.org/viewtopic.php?p=1236969#p1236969
>D64 Archie released

>> No.9662108

Do you think lost souls would be more interesting if they violently exploded if shot while charging?

>> No.9662129

>Serious
>Sirius
It took me until my fifth Serious Sam game 2 before I got the joke

>> No.9662267

>>9661908
Had no idea. Only ever played the HD versions, don't wanna buy the normal ones since it's roughly the same game spare a few fuckups AFAIK.

My current run of the newest Sam has given me 2x ammo, 4x enemies, and 30% faster enemies, and I feel it's just now getting sorta fun if I abstain from player/weapon upgrades and bullshit encounter-skipping items.

Is 4x enemy count throughout the entire campaign in TFE/TSE feasible for a casual playthrough, or would some areas get bonkers?

>> No.9662282

>>9662108
Maybe, I think the point of them is that they're annoying fodder that you either have to waste ammo on or just avoid. But your idea would make them both more dangerous and also easier to kill with an interesting risk reward element to it too. Which changes their role a fair bit I would say.

On its own, I think it's a cool idea for an enemy, but in the context of Doom's enemy roster I think it could also be detrimental to the overall experience unless new maps were designed with that in mind.

I think this is a case of just giving it a try and seeing what happens.

>> No.9662310

>>9662108
I think I'll just say there's a reason the Spawn is the most hated enemy in Quake and leave it at that.

>> No.9662319

>>9662310
I don't like Spawns because they move so erratically. People love headless Kamikazes.

>> No.9662321

>>9662282
What if hand-placed Lost Souls exploded, but ones spawned by Pain Elementals didn't?

>> No.9662353

>>9662267
I think things will definitely get bonkers at that point. Also if you own the HD versions on steam I think you should already have the classics version on your account as well. Or just nab them from the op.

>> No.9662372

>>9661402
Probably because it's hard to come up with a catchy name that encapsulates the totality of the genre. You listen to Doom Metal, you know you're gonna get early Black Sabbath that's heavier and slower. Neoclassical, you know you're going to be listening to Beethoven on coke playing guitar solos. Power metal, expect speed metal with fantasy lyrics.

>> No.9662378
File: 41 KB, 640x360, 1645275046663.jpg [View same] [iqdb] [saucenao] [google]
9662378

>>9661931

>> No.9662381

>>9661931
I thought he was referring to Hedon as the futa one.

>> No.9662413

Pinkies shrugging off four consequential berserk punches, shotgunner facing the mud only on second? More likely than you think! I wish not to think about how some of you take on barons, total wackos you.

>> No.9662441
File: 219 KB, 449x401, laughing whores.png [View same] [iqdb] [saucenao] [google]
9662441

>>9662413
>Group of imps laughing at your pitiful, jittery-sweaty, attempts at saving ammo and losing half hp in the process

>> No.9662443

>>9662321
I think that would probably be an effective way to balance the original behaviour and your idea in a way that doesn't change the dynamic the current enemies have as a whole too drastically.

If it was the other way round, that would potentially trivialise pain elementals since the lost souls they spawn would most likely die as soon as they spawn (since they're usually already charging right?) and do splash damage to the pain elemental too.

I think you would probably have to do it that way in the end anyway because of how the change might affect pain elementals.

I dont know Doom well enough to think of any specific examples of how that would affect the gameplay in context. But I'm making a map atm and in one section there is a monster closest with probably about 20 lost souls and two pain elementals, and I think that change would make that trap significantly less intimidating.

It's in an open area and I like how the lost souls force you to focus on them, but the pain elementals are replenishing them so you really want to try to get them first. It's like being swarmed by flies while fighting someone. It forces you to dance around.

But with the change you're suggesting that might make it so you can one shot a single lost soul and start a chain reaction that would kill all of them in just one shot.

I mean this is my own map I'm talking about so take that with a hefty pinch of salt. But that's one situation I can think of where that behaviour change would probably remove all the danger from a fight that normally has the potential to overwhelm the player.

I don't think that's a problem with the idea itself, just how it effects that example of level design with the original behaviour in mind.

What about if they only explode when they're a certain distance from the player? So same idea, if you shoot them while charging they explode, but that only happens when they are within 256 units or so.

>> No.9662451

>>9662443
I was a different anon, I've just been thinking about how seldom Lost Souls are placed on maps.

>> No.9662460

>>9662443
>>9662451
I should also mention that I'd just make it so that Lost Souls explode like barrels on death. Just shooting them while they're charging kind of removes their unique trait of having a 100% flinch rate.

>> No.9662463

>>9662451
Yeah I don't play enough WADs or the original games to think of any examples of major lost soul traps. That example comes to mind because it would directly affect my own map.

But I might be having trouble thinking if examples because you're right, placed lost souls are pretty rare.

Maybe people won't like that fight in my map then lol, but I do so fuck it, it stays.

>> No.9662473

>>9662460
Yeah I think youre right, that would probably be a better change. Maybe still within a certain distance from the player so you can't kill a lost soul on the other side of the room and kill enemies you aren't even fighting.

And maybe reduce the damage so they don't have the potential to destroy a mob of weak enemies. Although that could be quite rewarding to time your chain gun shots on a lost soul to use them as like an improvised barrel.

Tbh, it's probably better for that other anon to just try it out and see how it affects things. It's hard to conceptualise all the different ways gameplay changes like that would change the way you fight enemies and navigate the level.

>> No.9662490

>>9659652
my $0.02 is that WADs with a single story campaign are usually fine to play with saves and keeping guns, especially if they're broken into episodes because then they really restrict what guns you have when anyway.
But if it's something like community chest, JPCP or the /vr/ projects you really should treat them as individual levels in a vacuum, unless you're running a difficulty ramping mod

>> No.9662604

are there any RTCW slaughter maps and if not why

>> No.9662624

>>9662604
There's probably some slavjank from before 2005 that fit the definition of 'slaughter map', but the game isn't very conducive to it outside of maybe having hordes of zombies to flamethrower and dynamite.

>> No.9662948

>>9662108
They already plain explode on death in Doom 64, and I think it makes them a better enemy.

>> No.9662974

Somebody post the the Rekkr 2: Assault on John Romero's Castle meme.

>> No.9663060

We all know fast monsters makes the game harder. They move faster and shoot faster duh but what if instead, an alternate difficulty mode was the monsters move and shoot the same speed, but are now more tankier.
Imagine a zombieman not dying to one shotgun shot. Or worse pinkies surviving a PB ssg. How about upper tier demons surviving BFG shots?
How would this change the game? Would it be more or less difficult than fast monsters?

>> No.9663104

>>9663060
hp bloat is retarded if it breaks satisfying kill thresholds and is only acceptable in games where both enemy health and enemy numbers are laughably low by default, like in blood
doom enemies are already decently tanky for their roles

on this topic i thought it'd be cool if select enemies in quake's nightmare mode got different buffs befitting their behaviors
>ogres lose the fastmonsters buff but straight up shoot two grenades at once with slightly different angles/arcs/origination points that are internally consistent but may trip you up
>death knights now deal double damage per pellet, and fling out two sets of projectiles at once, the second set having wider dispersion and being face-level, so you can't jump over their attacks effortlessly and are forced to play touhou every time the enemy appears
>normal knights also get double damage on their swings and a proper movespeed buff
>techbase grunts now act like deathmatch bots

>> No.9663176

DBP57 is not looking too great, 15 days left and only three pages and no life sign of 40oz, most of the updates coming from one guy working on his map.

>> No.9663183

>>9663176
How many maps?

>> No.9663190

>>9663183
maybe 4?

>> No.9663240

https://www.youtube.com/watch?v=PY9h7JFiflI
https://www.youtube.com/watch?v=EEvZi74W8j0
>Ion Fury gets Russian dub

>> No.9663290

>>9661931
>>9662381
which one has both 'tools' - futanari or newhalf?

>> No.9663291
File: 226 KB, 2048x1536, AME.jpg [View same] [iqdb] [saucenao] [google]
9663291

>try to fix the earrape wall hump sound in slayer`s rampage
>can`t save the file because of multiple duplicate lumps
how the FUCK do you even do that

>> No.9663292

>>9663291
A lot of people who make Doom mods shouldn't make mods.

>> No.9663315

>>9663291
use an older version of slade

>> No.9663338

>>9661931
maybe the poor anon just never saw a black woman in his life
>>9662108
exploding enemies are only fun if they can hurt other enemies too
>>9663291
is that the one with overly detailed arenas where you have to find rounds of enemies and the engine lags at keeping up with the details of the levels?

>> No.9663339

>>9663290
The former, newhalf is just Japanese for shemale.

>>9663190
Is there any point at keeping the series going at that stage?

>> No.9663393

>>9663339
>Is there any point at keeping the series going at that stage?
Every DBP comes with the note that it would be "released" even if nobody submitted any maps. I haven't checked but I'm guessing the latest one has the same stock notice.
Whether or not that would actually happen, I dunno. But it's not like single map WADs aren't heckin valid, and worst case scenario there might be such a DBP.

>> No.9663394
File: 1.85 MB, 252x381, ameameameameame.gif [View same] [iqdb] [saucenao] [google]
9663394

>>9663291
>is that the one
no, it`s the eternal-ish but-not-too-much gameplay mod. though i am glad to not have discovered whatever you are talking about
>>9663315
i just opened the archive and yeeted the file manually

>> No.9663397

>>9663394
meant for
>>9663338
i am retarded (real)

>> No.9663428

>>9663338
Doom doesn't really discriminate on explosions, so this is given.

>> No.9663437

>>9663060
It’s at least providing the thing that fast monsters lacks: Enemies making their way towards you and limiting your movement. It would also mean a bigger emphasis on using the rocket launcher launcher, and maybe having ammo pickups be double what they currently are to compensate.
I’m not sure how more “fun” it would be and I still think fast monsters would be harder just due to how nasty it makes hitscanners. There’s also a mod that does the opposite of what you suggest: Degrinder. You could mess with that so the health values are double and see how it plays.

>> No.9663571

How do you play with coop monsters on dsda doom?

>> No.9663584

>>9663571
Start with the -solo-net launch argument.

>> No.9663691
File: 3.99 MB, 640x480, Moai.webm [View same] [iqdb] [saucenao] [google]
9663691

>>9653254
It's an extremely basic map. I found no bugs but I'll try and point out numerous weird looking or nonsensical parts. The moai face itself doesn't really look anything like a moai since the proportions are wrong, it's very jagged and beige for some reason. The spaceship thing looks more detailed but It makes me question what the theme is supposed to be. The geometry is too simple and devoid of lighting everywhere else. The wood ceiling that's completely flush with the sky by the red key area looks wrong since it implies the ceiling is ridiculously thin. The blood pools that rise when you enter them serve no mechanical purpose at all. The extensive use of sound blocking lines is weird and makes the monsters look especially dumb. If you want to divide up areas it's generally better to use distinct rooms separated by doors/lifts etc. and to give monsters the ambush flag while positioning them in a way where they won't immediately see the player. The optional plasmagun area feels pointless since there's another plasmagun nearby. The teleporter in the lava pool is pointless since the surrounding floor is short enough to walk back up. In general it feels like there's an excess of ammo and health for what you're up against. Whenever releasing a map for playtesting it's a good idea to specify what port it was designed for and tested in. It's also advisable to add new midi music. In the future I'd say you should look more closely at some other people's maps which you like and try to emulate their design and aesthetics.

>> No.9663717

>>9663691
I should try and sketch map ideas on paper or something before mapping them out.
>The moai face itself doesn't really look anything like a moai since the proportions are wrong, it's very jagged and beige for some reason
It's a recreation of one i did in a lost map where it used better rock textures because i was using Plutonia textures.
>The spaceship thing looks more detailed but It makes me question what the theme is supposed to be
Just did it for the sake of it
>The geometry is too simple and devoid of lighting everywhere else
>The wood ceiling that's completely flush with the sky by the red key area looks wrong since it implies the ceiling is ridiculously thin
Also done randomly
>The blood pools that rise when you enter them serve no mechanical purpose at all
Originally, i wanted some pits of the stairs to be elevators in case the player fell into the puddles, because i was trying to recreate a real building
>The extensive use of sound blocking lines is weird and makes the monsters look especially dumb
>If you want to divide up areas it's generally better to use distinct rooms separated by doors/lifts etc
I somehow struggled at doors, which is why one area has a teleporter.
>and to give monsters the ambush flag while positioning them in a way where they won't immediately see the player
>optional plasmagun area feels pointless since there's another plasmagun nearby
>teleporter in the lava pool is pointless since the surrounding floor is short enough to walk back up
>In general it feels like there's an excess of ammo and health for what you're up against
>it's a good idea to specify what port it was designed for and tested in
>It's also advisable to add new midi music
I wanted to be almost pure vanilla and save new Midi/textures, custom name, mappack etc for later.
But thanks for the info.

>> No.9663732

To futureAnon searching in the archives, adding
cl_autorun "1"
to nblood_cvars.cfg will enable autorun by default in Nblood

>> No.9663746
File: 2 KB, 94x128, manuel_crapshoot.png [View same] [iqdb] [saucenao] [google]
9663746

O_O

>> No.9663904
File: 3.97 MB, 640x480, ShittlecockV1Pacifist.webm [View same] [iqdb] [saucenao] [google]
9663904

>webms can now be 4MB

>> No.9663931

>>9663904
>Shittlecock
ah, the true /vr/ classic

>> No.9663959

>>9663060
I think it would literally be game breaking because people are programmed after years of playing to expect certain behaviors such as demons dying after one or however many shots. If this gets changed, entire mindsets get affected and this will fuck with players a lot more than just monsters being faster. We have our set expectations, when this changes, chaos reigns.

>> No.9664029
File: 403 KB, 1366x768, scr-e1m5[cwhhrot.ini]-0011.png [View same] [iqdb] [saucenao] [google]
9664029

>>9649139
any mods came out/were updated for blood in the past 2 years?

>> No.9664140

>>9663904
It should have been allowed.

>> No.9664145

>>9663959
I agree, a better way to achieve what that anon wants might be to reduce player health or increase enemy damage instead.

Tanky enemies can be really annoying IMO, and Doom's enemies are already fairly tanky at times (it's the right balance IMO, take just enough shots to be intimidating, but also not so many that they become boring to fight, and its only for the tougher enemies). So even without considering how it might affect player expectations, I still think it would be a bad move.

>> No.9664182
File: 150 KB, 377x600, 81LaN1y[1].png [View same] [iqdb] [saucenao] [google]
9664182

What upcoming WADs are you most looking forward to?

>> No.9664206
File: 991 KB, 680x897, 15912608026371.png [View same] [iqdb] [saucenao] [google]
9664206

>>9664182
Trench Foot
Half The Way: Russian Civil War
JCP2
Mordeth

>> No.9664252
File: 25 KB, 491x550, 1670837373213.jpg [View same] [iqdb] [saucenao] [google]
9664252

>>9664206
>Mordeth

>> No.9664257

Are there any duplicate or unused colors in Doom's palette?

>> No.9664269

>>9664257
Considering custom wads, no.

>> No.9664275

>>9664257
Don't think so, but there are patches of color I'm not sure are necessary.

>> No.9664280

>>9664257
Right away I can tell you there are several redundant instances of #FFFFFF white in the palette. There's also several colors that are very close, but not outright duplicates.

>> No.9664282

>>9664280
Where are the shades of magenta used?

>> No.9664287

>>9664282
On cacodemon projectile and that's it, I think.

>> No.9664289

>>9664282
Caco Balls and Blursphere if I recall correctly.

>> No.9664315

>>9663959
Just thinking now it sounds terrifying to think that if I shoot a pinky point blank with an SSG and it won't die. This could be like a mindfuck mod to alter monsters HP to be double.

>> No.9664318

>>9664289
Seems like the caco ball only uses one magenta color. I know another is used by the automap to denote secrets.

>> No.9664329

>>9664280
They probably have different colormap translation, but I don't know how much it matters in practice.

>> No.9664343

>>9663959
>We have our set expectations, when this changes, chaos reigns.
I ran into this even when it was a health debuff for Eviternity’s lost souls, I didn’t realize until a couple episodes in. At least with Heartland they were given a different graphic to signal that something was different about them.
If someone wanted a level set with these doubled health buffs I think they could ease the expectations graphically and with disclaimers. I think the hardest part would be justifying the buffs.

>> No.9664346
File: 8 KB, 1024x1024, doompalduplicates.png [View same] [iqdb] [saucenao] [google]
9664346

>>9664257
All palette entries are used somewhere, even the ones that are visually identical to one another. You could free up 7 colors with no visual loss but it would require you to reformat many original assets. There are also many near duplicates if you're willing to make more drastic changes like aaliens or dotb. The entries sharing the same numbers in this image are exactly the same.

>> No.9664349

>>9664282
Commander Keen as he hangs out.

>> No.9664378
File: 231 KB, 663x1080, 15072345822770.jpg [View same] [iqdb] [saucenao] [google]
9664378

>>9664206
>Half The Way: Russian Civil War
Sounds intere...
>You are a veteran of the Great War, being a lieutenant of the Russian army, you are participating in the Civil War in Russia under the command of Lavr Kornilov.
Into the trash it goes.

>> No.9664474

>>9658741
Quake's balance is shit. SHIT!
That said you should not notice that in the vanilla game, it's something for fanmaps with large open spaces and/or many enemies to deal with

>> No.9664493

>>9664474

>>9664474
>That said you should not notice that in the vanilla game, it's something for fanmaps with large open spaces and/or many enemies to deal with
Others often remark on how vanilla doesn’t have any softies besides zombies after the intro to each episode, leading many towards that “bullet spongey” conclusion.

>> No.9664505

>>9664493
Vanilla has so few enemies and enough ammo, I am not sure where the complaints are coming from. Also scrags have little health and they're a common enemy.

>> No.9664534
File: 36 KB, 1005x760, Untitled.png [View same] [iqdb] [saucenao] [google]
9664534

>>9663315
no need for that
there's a dedicated setting

>> No.9664589

>>9664505
I suspect a lot of it comes from people being accustomed to Doom’s shotguns and how used they are to mowing through zombies and imps. The speed + aggressiveness of the beefier Quake enemies may also factor in somewhat.

>> No.9664605

>pistol
>pistol but it fires faster
>pistol but it fires even fasterer

>pistol
>pistol but it fires faster
>shotgun
>shotgun but stronger and more ammo efficient except against low health stragglers
>plasmagun
>plasmagun but stronger and more ammo efficient except against low health stragglers

>shotgun
>shotgun but stronger and more ammo efficient because there are no low health stragglers
>nailgun
>nailgun but stronger and equally as ammo efficient spare for the rare overkill threshold only autists would pay attention to/play around
>explosive
>explosive but more reliable and with easier jumps

why is id like this

>> No.9664619

>>9664605
In Q1 the GL has a faster rate of fire than the RL for more DPS, they’re fairly balanced. Should’ve looked at Q2.

>> No.9664665

>>9649139
Son of a bitch MUST pay!

>> No.9664675

>>9664605
SNG's main advantage is the perfect aim compared to the normal NG's double-barrel offset pattern and how you can gib zombies after getting a Quad with it

>> No.9664681

>>9664605
BFG isn't really a plasmagun but stronger.

>> No.9664691

>>9664206
>Half The Way: Russian Civil War
Oh fuck, never heard of that, thanks anon. The premise is interesting but the screens look like shit so far.
>tfw no M&B mods about the Civil war in Russia

>> No.9664696

>>9664619
q2's GL is DOGSHIT but it gets a pass for having a separate ammo pool
>>9664675
even more of a direct upgrade then
>>9664681
>shoots plasma
>is a gun
>is stronger
>does more damage per 40 cells in almost every case
how

>> No.9664752
File: 450 KB, 1440x810, strogtemp.jpg [View same] [iqdb] [saucenao] [google]
9664752

>q2's GL is DOGSHIT but it gets a pass for having a separate ammo pool
There would be even less reason to use it if it didn't, they didn't nail the balance of explosives like they did with Q1. 2 also went back on the idea of giving the "super weapon" it's own ammo pool and reverted back to the Doom style shotgun balance.
All this while I fucking love Q2.

>> No.9664758

>>9664752
it's fine for weapons to be outclassed as long as they have a unique ammo pool since they'll still serve a purpose that way
q2's single shotgun is beyond pathetic though because of how slow it fires and how terrible the weapon switch speed is

>> No.9664789

>>9664182
Deus Vult II

>> No.9664793
File: 2.62 MB, 1280x888, 1620770979319.png [View same] [iqdb] [saucenao] [google]
9664793

>>9664758
>it's fine for weapons to be outclassed as long as they have a unique ammo pool since they'll still serve a purpose that way
Yeup. It's just less interesting than what they pulled off in the first Quake, especially with how well the rewarding launcher balance complimented the quick switch speed.
As trash as Q2's single shotgun is, it at least has a niche against guards on hard+ to play peekaboo with because they can't get hitstunned by the machine gun.

>> No.9664813
File: 763 KB, 1587x900, 2019-08-13_01_29_50-ZANDRONUM_3.0_170901-1140.png [View same] [iqdb] [saucenao] [google]
9664813

>>9664182
>VietDoom kino is kill
As if I ever needed a reason to hate Brutal Doom.

>> No.9664882

WNW is up, here's the usual info. I've removed some map packs to reduce load on the server, including Nav's maps, Anon Circuit, Gamma Pack, and Dosh Pak.

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/90aWy0EF

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

New files for returning players are located in the Update 2-15-2023 folder

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.9664901
File: 258 KB, 1600x1024, JanPhobos][.jpg [View same] [iqdb] [saucenao] [google]
9664901

I was fucking around UnrealEd and plastered the Pope all over DM-Phobos. Like, fucking everywhere, except some parts of skybox. What the fuck I'm doing with my life xD

>> No.9664910

>>9664901
>Jan Phobos 2
Lmao, didn't expect JP2GMD memes here. Reminds me that Grezzo 2 has a boss fight against John Paul 2.

>> No.9664952
File: 39 KB, 240x240, spin_with_kharon.gif [View same] [iqdb] [saucenao] [google]
9664952

>>9664882

>> No.9665002

>>9664252
Mordeth actually posted a new video of first map last month.

>> No.9665006

>>9664182
The one I'll release when I'll shake the last few maps out of my co-authors.

>> No.9665048
File: 113 KB, 2200x2200, 1623412347421.gif [View same] [iqdb] [saucenao] [google]
9665048

>>9664029
Trauma Therapy part 2

>> No.9665210

>>9649369
I'd be interested

>> No.9665345

Give me a joke to use for the next thread.

>> No.9665351

>>9665345
I'll make the thread as soon as we're done kartan if nobody comes up with any

>> No.9665401

>>9665345
just make another RIP AND TEAR edition, who gives a shit.

>> No.9665548

>>9665345
Something about "meals on wheels", then put Pain Elementals in SRB karts and call it a day.

>> No.9665575
File: 3.79 MB, 3120x4160, 1498435251529.jpg [View same] [iqdb] [saucenao] [google]
9665575

>> No.9665598
File: 114 KB, 640x512, kart0057.png [View same] [iqdb] [saucenao] [google]
9665598

>>9664882

>> No.9665628

NEW THREAD
>>9665624
>>9665624
>>9665624

>> No.9665642

chasm oozes atmosphere with its sound design and industrial soundtrack and every encounter being a potentially instant death jumpscare
shame about every projectile weapon being literally unusable due to shit origination and clipping with invisible walls

>> No.9665663

>>9664882
Killed. Thanks for playing.

>> No.9665926

>>9664901
based

>> No.9666238

>>9664901
Jan Paweł Drugi fragował małe dzieci

>> No.9666551

>>9656245
my problem with 2 was after the kino earth levels it just becomes a rehash of what feels like the worst parts of halo 1 and i really didn't like the MGS2 plot twist of playing as the arbiter for most of the game.

the multiplayer was easily the best part of 2 but i think 3 did it better