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/vr/ - Retro Games

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9803556 No.9803556 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9792473

Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~


(or Quake, Duke, Marathon, Thief, Deus Ex)

Same thing, in video format:

IWADs and more (>6 GB): https://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):
More /vr/ shooters:
Doom Shovelware:
Fileplanet archives:
4CHAN DOSPACK + Win98 games (pre-configured):


Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/








>> No.9803557

Rules: https://desuarchive.org/vr/thread/9611263#p9611406

Still kicking
Deadline: May 31st

=== NEWS ===
[4-6] New E4 inspired episode for Quake

[4-3] Wad Scorecard v1.6 released

[4-2] What is Health? RC1 released

[4-2] Raze 1.7.0 released

[4-2] Anon shares a map about finding the lost 94 Protons release build

[4-1] Cripsy 6.0 released, now supporting Strife

[4-1] Slade updated to 3.2.2.

[4-1] VALORANT: Antivax Edition released

[3-28] Doom Master Wadazine #20 is out

[3-23] Temporal Tantrum is out on Idgames

[3-23] TrenchBroom 2023.1 released

[3-18] Anon shares his widescreen Heretic graphics

[3-18] La Tailor Girl updated to v1.89

[3-17] New Ironwail just dropped

[3-14] Half-Life MMOD released

[3-14] vkQuake updated to 1.30.0

[3-14] Rampancy 2.0 released

=== PREVIOUS ===

>> No.9803562
File: 1.91 MB, 155x194, 1477140298222.gif [View same] [iqdb] [saucenao] [google]

Good OP image.

>> No.9803563
File: 444 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]

>> No.9803564
File: 3.31 MB, 1280x720, scrubbery.webm [View same] [iqdb] [saucenao] [google]

dam bro there's 15 of you but i can't see shit

>> No.9803567

Is Death Wish still borked in Raze? Last I checked, I couldn't blow up the wall in E2M2 near the beginning to progress; before that, the space elevator in E2M3 didn't work at all; and before THAT, the final boss of E2 killed itself 1 minute into the actual level.

>> No.9803573
File: 21 KB, 680x358, khazakstan.jpg [View same] [iqdb] [saucenao] [google]

>> No.9803575

Any good wads from Khazakstan?

>> No.9803578
File: 34 KB, 600x600, 1657035372197.jpg [View same] [iqdb] [saucenao] [google]

Actually it's Doom.

>> No.9803580
File: 1.37 MB, 2560x1440, bbbb.png [View same] [iqdb] [saucenao] [google]

Join us
Holy shit Carlos

>> No.9803597
File: 33 KB, 504x234, ss.png [View same] [iqdb] [saucenao] [google]

>> No.9803601

nice, I enjoy quake and quake modding.

>> No.9803605

>Half-Life straight mentioned
Yes it was.
>Telefragged shitty
It's not THAT bad
>secret enemy remember post
Dedicated trolls be like that
>consider interesting grenade
That's one for you modders out there

>> No.9803608

>dislike annoying brutalist
Brutal doom sisters, not like this...

>> No.9803609

>consider interesting grenade
>That's one for you modders out there

There's a weapon like that in MDK. I technically made something like this in Combined_Arms too, with the spicy bait for the Past Linked set.

>> No.9803625
File: 3.80 MB, 304x219, 1678301063373971.gif [View same] [iqdb] [saucenao] [google]


>> No.9803643

>higher asshole sprites
>instant came
>dislike annoying brutalist
>shooting supposed shotguns
>shotgun death world

>> No.9803649
File: 56 KB, 800x600, 1680916446463.jpg [View same] [iqdb] [saucenao] [google]

>shooting supposed shotguns

>> No.9803657
File: 2.72 MB, 1920x1080, 2023_4_7_21_58_44_0-extremelab.png [View same] [iqdb] [saucenao] [google]


>> No.9803676

>elder ports
what was the 1st source oprt

>> No.9803683

DOSDoom, porting the released source code (for Linux) back to DOS.

>> No.9803686

I remember using 3D models for JDoom back in the early 2000's and thinking it was the coolest shit ever.

>> No.9803696
File: 700 KB, 1366x768, spasm0105.png [View same] [iqdb] [saucenao] [google]

I love messing around in maps with noclip to find hidden easter eggs and other bullshit left by the mappers

>> No.9803715
File: 1.72 MB, 1024x576, no empathy.webm [View same] [iqdb] [saucenao] [google]

VIOLENT RUMBLE UPDATE: Shield Overhaul Edition
Shields are now a valuable piece of equipment rather than lame timed powerups.

both shields:
>block 75% of damage from the front
>have 350 health
>have pain skins/frames for health getting low
>lose health equal to blocked damage
>lose 1 health per shield bash
>healed by armor shards for 2 health each
>have a shield bash when ramming enemies with the effectiveness/damage scaling with player velocity (and thus the haste buff)
Empathy Shield:
>enemies can be impaled on the spike if they're small enough or the player is moving fast enough
>otherwise a large amount of damage is dealt
>impaled enemies will take most of the damage that would otherwise go to the shield
>can be rammed into other enemies to hurt them both
>the axe or gauntlet can be used to remove them if there isn't another enemy in range
Power Shield:
>rammed enemies are likely to be stunned briefly, and may be knocked backwards
>knocked back enemies will damage any other enemies they hit along with themselves
>blocking generates cells equal to a tenth of the blocked damage
>if cells are full, the shield will shoot lightning at attackers with damage equaling what was blocked
>laser rifle charging re-animated to not be tied to framerate (idk wtf I was thinking before)
>new system for in-map func_breakable debris models (check the new pottest map for examples)
>laser.mdl frame for the fan-shot made larger so it's actually visible in movement
>Empathy Shield can be given with impulse 253
>Power Shield can be given with impulse 254

The shield models are a bit jittery with no real way around it. Disabling head bob (cl_bob 0) helps a lot, and Ironwail is way smoother than vkQuake.
That's about it. Remember to get the new/updated models in progs, and the pbump.wav sound effect in sound/shield.
Also check out anon's map, Close-Quarters Runage (cqr.bsp), now in the maps folder.

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

>> No.9803719
File: 65 KB, 540x516, taw3Vwj.jpg [View same] [iqdb] [saucenao] [google]

Slough of Despair
We all agree it's the worst map right?

>> No.9803723

E2M9 and Nirvana imo

>> No.9803747

>not love from mars
un (1) trabajo

>> No.9803757

hell actually
I considered it

>> No.9803760
File: 2 KB, 272x22, CWILV20.png [View same] [iqdb] [saucenao] [google]

I will never agree that E3M2 is worse than E3M1.
I don't like Slough, but I fucking HATE Hell Citadel.

>> No.9803763

>this map goes very hard
>love from Deimos Base
>I hate marines so much it's abstract

>> No.9803765

>small real long little great
>fucked ago hard yes love
>asshole sprites
>lost making music
>gameplay wrong
>total trap classic
>another spawn

>> No.9803771
File: 681 KB, 752x681, 16146418202.jpg [View same] [iqdb] [saucenao] [google]

This looks wonderful

>> No.9803783

Damn this is great

>> No.9803790

is he ok?

>> No.9803797

Yeah, he's just gonna' have a bit of a headache.

>> No.9803804
File: 1.95 MB, 310x280, 1661940154883019.gif [View same] [iqdb] [saucenao] [google]


>> No.9803823

This is really cool, but depending on what hallway is cleared first in CQR, the remainder of the rooms now play substantially different. I'll leave the map untouched for now, and likely forever, since this new change in mechanics is very fun, and indirectly serves as a way to make the map easier and less "bullshit you didn't see coming killing you" which is something I struggled to alleviate before deciding to finalize things and move on.

>> No.9803876

that really is one of those things that kind of surprises me, all the doom source code we use is the linux code, not the OG Dos code cus it used some sound thing that had copyrights

>> No.9803919

Would it be possible to move the gun model off to the right when a shield is active?

>> No.9803925

Central Processing is the worst official classic DOOM map I have played.

>> No.9803960
File: 997 KB, 1280x720, rastr_2023-04-07_23-17-57.png [View same] [iqdb] [saucenao] [google]

I may need to make adjustments to how easy it is to impale higher-tier enemies by grappling into them...

I think it will be fine since the room you get the shield in is likely to wear its health down pretty substantially before you can take it through the rest of the level. Thanks again for the submission.
Not really. There is shockingly little ability to influence the viewmodel via QuakeC without some CSQC trickery that only a couple engines can support. Even the view offset commands that a few engines have only move your camera, not the viewmodel itself (though maybe FTE is an exception).
You'd pretty much have to make new, offset models for every weapon.

>> No.9803980

i'd played the demo back in the day but never saw the op cinematic, this whole time i thought strogg was like "frog"

>> No.9804058

I don't want to play Doom 2016/eternal because it's not doomguy. Doomslayer is gay and he looks gay and acts gay. And not the good kind of gay. Or the bad kind either. Just straight up gay as hell and I don't like it

>> No.9804079

I like a bit of Slough action every now and then. I don't really like E2M7: Spawning Vats though

>> No.9804082
File: 1.07 MB, 1280x720, Fellow pig privy.png [View same] [iqdb] [saucenao] [google]

I quite don't get what's this vocal frustration on iwads is actually all about. I played so much custom content that any merit of iwads being official became moot - random office reenaction map made by some white collar back in 95 is no less valid. You can't be that new to still be dwelling on your obtuse hateboner for Sandy, can you? Also, TNT was not supposed to be commercial to begin with, humour the thought.

Non retro

>> No.9804084

well, you are posting in the right place.

>> No.9804087

Those bugs should be fixed but I would still recommend staying with version Raze 1.5.0 as the latest version (1.7.0) has splash damage weirdness.

>> No.9804096


>> No.9804108

>Non retro
I know. I'm saying the new one isn't as good as the retro one. I like the retro one better and they should have just upgraded the retro one. In my opinion

>> No.9804152
File: 491 KB, 640x360, VID-20230406-WA0000_out.webm [View same] [iqdb] [saucenao] [google]

>> No.9804254

I can't really offer any useful advice concerning the framerate issues on the clock tower map from violent rumble since I'm unfamiliar with the prog changes that (probably) caused it, but since I made the map I figured I'd say something. I'm pretty sure the func_movewalls aren't the culprit. I tested it in a few ports before release (quakespasm, vkquake, markV) but didn't encounter any big frame drops. It's a bit weird.
Also since the project is still somehow going I might make a minor update to fix some textures.
>bounding boxes
Yeah, I remember being really frustrated by the fucky rotation collision playing hip1m3 during the rock tumbler part so I figured anywhere it might impact gameplay collision accuracy is key.

>> No.9804264 [DELETED] 

>muh chad polak fighting muh evil germanz
retard kike fantasy, just as the game(s)
rtcw was good, but that had more to do with gray matter making it good, not the theme of the game - all other games sucking since then is proof enough.
this series is dead, good riddance.

>> No.9804265
File: 2.04 MB, 1230x1115, doom source ports.png [View same] [iqdb] [saucenao] [google]

How outdated is this?

>> No.9804267

fairly in a few categories, not at all in others.

>> No.9804269
File: 85 KB, 558x558, Goat spaghetti.jpg [View same] [iqdb] [saucenao] [google]

Hot take: Copper is the Bwootal Doom of Quake mods.

>> No.9804298
File: 237 KB, 1442x1078, Screenshot 2023-04-08 033926.png [View same] [iqdb] [saucenao] [google]

>> No.9804312
File: 1.01 MB, 480x270, 1665956564909308.gif [View same] [iqdb] [saucenao] [google]


>> No.9804320

is there a way to make yamagi mute audio when minimized?

>> No.9804323
File: 1.20 MB, 1600x900, spasm0110.png [View same] [iqdb] [saucenao] [google]

>RRP is getting talked of lately
Anyone else tried the alternate route in Telefragged that causes you to start with a DBS and no axe after wasting a resurrection artifact?

No it isn't - that would be "anevil" if Tronyn ever got to finish that mod 15 years ago the Copper Fiends wish they were as dangerous as they are in there

Anon my lametop is now old enough to be deflowered my a devout muslim, please understand

>> No.9804351
File: 61 KB, 480x498, apu-hmph.gif [View same] [iqdb] [saucenao] [google]

I'm not going to use Ironwail

>> No.9804357

Wat no that's literally Quake 1.5

>> No.9804361

Yeah, it's absolutely not Doom.
Thankfully, it's also not retro so just post about the good ones instead.

>> No.9804368

In terms of what it does? No, it's only minor changes of varying quality and a seeming emphasis on making the game a tiny bit harder at the expense of the same amount of fun.

In terms of reception? Yes. The people who love Copper defend it like its their firstborn, while the people who hate it blow things out of proportion but also have a point because it's fucking everywhere to an obnoxious degree. If the guys behind Slipseer release a mapping project nine times out of ten it uses that fucking mod and that's the bit that actually annoys me.

>> No.9804371
File: 85 KB, 1024x624, 1494228842264.jpg [View same] [iqdb] [saucenao] [google]

play my fucking map. feedback much appreciated. MAP01, -complevel 9, boom format. tested with dsda-doom. thanks

>> No.9804375

Kek, I'm assuming this was from the 90s when they were fighting guys America didn't like. If it's from later then that's hilarious.

>> No.9804376


>> No.9804380

>Anyone else tried the alternate route in Telefragged that causes you to start with a DBS and no axe after wasting a resurrection artifact?
No, but it sounds interesting. I really wasn't wowed by Telefragged and found it poorly designed from a first time player's point of view, but after some retrospection it's a pretty neat level as long as you've already actually played it.
Same, but only because my machine is so broken and old that it won't work.
The moment I get a better laptop/computer I'm also replacing Quakespasm.

>> No.9804394

what source port do I need for this shit, I only use crispy doom

>> No.9804404

Damn it. This made me laugh way more than it should've.
Awesome. I think there's a lot of good meme potential with screenshots like >>9803960.

>> No.9804409
File: 426 KB, 1920x1080, Screenshot_Doom_20230407_232843.png [View same] [iqdb] [saucenao] [google]

Pretty good. I cheated and turned on multiplayer in case I died, but didn't need it as the level turned out to be pleasantly standard in difficulty (UV). The archvile maze confused me a bit on how to avoid them but I managed to blunder through, the raised walls makes you panic a bit.

The level is nicely decorated, I give props to you for the effort in making things look good. That's something I dont have the patience and tools for.

Some of the mancubi that are stuck in confined spaces are basically just ammo sponges, they can't really move around and get anything done and can even be bypassed and ignored. The placement in the final setpiece is nice, mancubi are always nastier when your attention gets pulled away from them.

Couldn't find the non-berzerk secret.

Good stuff. Nowdays people sometimes are trying to make some ultra-hard or fantasticly feature-loaded map, but yours is a polished, familiar style that feels comfy. Maybe could be a little less claustraphobic, but it's not like it's an open outdoors map.

Oh yeah, I love the music.

>> No.9804410
File: 12 KB, 552x209, not so mega.png [View same] [iqdb] [saucenao] [google]

Can't download this now apparently. Does cl_nopext 1 fix the jitter in vkQuake? If it does, the next release will fix it.

>> No.9804517
File: 2.84 MB, 2560x1440, elderchairs.png [View same] [iqdb] [saucenao] [google]

>great copper
oh my lol. I'd consider it the skub of Quake, don't know of any Doom equivalent besides like lost soul and cyberdemon health changes.

>> No.9804527

This whole area and the tree afterwards is my favorite so far from the map pack. Feels like Elder World meets Alice in Wonderland... which I just realized equals American McGee's Alice

>> No.9804551

The level after is where I quit. After about the 30th time I've been killed by rooms full of spawns I've had enough.

Fuck this faggot mapper

>> No.9804552

He just retired from vidya development too. This has otherwise been an evil but fun mapset worthy of the Sandyman, it’s a lot classier in aesthetics than I was expecting.

>> No.9804553

Played through myhouse.wad today, what a fuckin trip. Kinda wanna watch someone else runthrough it blind to see how they do.

>> No.9804567

Is redneck rampage actually worth playing, or is it a meme? Looks like a huge pile of shit

>> No.9804568

Ghouls vs Humans is just Bagel Horde now. And swap Dump Maze with Complex Invasion.

>> No.9804572

I quit the one afterwards due to the discouraging enemy count and the increasing BS encounters

>> No.9804574

My first initial blind playthrough had me strikeout with the House of Leaves maze, missing nearly everything else. Big oopsie.
Try the first level, see how you like it. That will determine how you feel about the rest because you’ll then know the kind of level design to expect.
Also, consider a port that colors the keys.

>> No.9804576

Let me guess, the new Spiritworld mapset?
I swear that group are going out of their way to make the most bullshit and annoying levels possible lately. It doesn't help that they seem to be held at gunpoint by a certain modder.

>> No.9804586

I like how participants in group projects like this rate their own stuff on Slipgate Sightseer as well to inflate the scoring.

>> No.9804592

CE's shotgun is great tho.
CE in general is a great game. After that it kinda dropped, even though it stayed enjoyable for a while.

>> No.9804608

Yeah, I've never liked that site or the newbies who created it after causing all that drama.
They seem to see themselves as the cream of the crop when it comes to mapping but they're anything but. They know how to make pretty levels but for the most part cannot make them fun or fair.
Alkaline was an exception and that's mostly because it was partially made before that particular group muscled in. They could really do with using mods other than THAT one too. I honestly don't mind Copper all that much but it's being pushed so much on almost every project and even some of Quaddicted's regular commenters are starting to question it.

>> No.9804613

It's the one game in the series I can honestly say I sort of liked.
>Cool Banks Orbital setting (it's cute so many people think Halo invented those)
>Interesting story
>Level design sucks ass but at least it feels big and alien
Shame about the rest of the series, I think it would have been better as a one-off. The plot lost all mystery and interest when things started getting explained more and sillier things kept getting pulled out of Bungies ass.

>> No.9804617
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! What the fuck have you been working on? Maps, mods, sprites? Now's a good time to post that shit!

>> No.9804623
File: 3.09 MB, 1280x720, 2023-04-07 18-59-40.webm [View same] [iqdb] [saucenao] [google]

Posted it in the last thread. I made a lot of progress building a monster pack. I think I'm almost done now.

>> No.9804624

>realm667 makes a new layout
>still can't link directly to submissions
>all of the hyperlinks are now hidden under a drop-down menu
Why bother? What does any of this add? Another column on each page?

>> No.9804627

I think 2 still had its moments, regardless of if it was a bit more of a blockbuster departure from the more (what is now considered) old school style of the original game.
A re-make/port of CE with gameplay more fitted like 2 would be really cool in my opinion, but this is coming from someone who's a fan of most of the series.

>> No.9804628
File: 3.06 MB, 1280x720, 2023-04-07 20-56-14.webm [View same] [iqdb] [saucenao] [google]

And also an evil marine moonlighting as an arch-vile. I'll need two more bosses, and when I stop feeling sick, I will use this pack in a community project. Or I just dump it for anyone to pick parts of it up.

>> No.9804629

Not really hot, considering the recent hate-boner on here for this mod.
Brutal Quake is actually what this anon >>9804357 said. It even breaks some vanilla custom maps, just like your favorite gore mod for Doom!

>> No.9804634

>I'll need two more bosses
Make something that spawns Trites.

>> No.9804636

>check out the site now
I hate modern web-design so much it's unreal.

>> No.9804638

MBF21 doesn't really play nice with spawning thing, from what I gather from the specs.

>> No.9804640

Does it not? What's the issue with it?

>> No.9804645

As far as I can see there's no collision detection, nothing to prevent them from getting stuck in something or in geometry.
Unless I can make them non-blocking. Not sure how that would work out.

>> No.9804650

The bungie era of games was neat. But CE was always the best game among the Halo series.
Infinite was fine for a playthrough, but I never had the itch to replay it. Meanwhile i gave CE like 20 playthroughs.

>> No.9804651

I remember someone prototyping a monster that shot barrel mines last year, and that seemed to work okay.

>> No.9804652

Barrel mines?

>> No.9804654

Barrels were used as a placeholder, but the monster was meant to lay down proximity mines that would explode if the player got too close.

>> No.9804663

You do make a good point I guess, I didn't replay much of the other games even after running through them all the one I always return to is CE, even if I'm not finishing playthroughs.
Though I'm personally a bit middle of the road on the Bungie stuff over-all, 3 had some sour moments and Reach stinks of catering to gritty aesthetics that were the style at the time.

>> No.9804667

This sounds doable. Proximity mines don't need collision. Monsters probably do.

>> No.9804673

Yep. Spawns EVERYWHERE. Rooms where there's 15 ogres and 5 vores on the ceiling. Wall traps that fire 5 vore balls. Shambles with no cover.

>Enter map
>Enemy count: 650
>Close map

>> No.9804674

>considering the recent hate-boner on here for this mod.
I think people would hate it less if it wasn't used for seemingly every single new release.
I know some people also hate AD, but I wouldn't mind seeing more maps made with that to balance things out. All I know of recently are The Warden (Really fucking good), and the most recent Xmas Jam (by the same guys who have basically taken over the mapping scene for better or worse)

>> No.9804676

I can't wait to see everyone on Quaddicted gushing over what a "masterpiece" that is.

>> No.9804680

The one thing I really like about Reach was the Needlerifle. I like the concept of rewarding a player after he hits multible shots instead of autohoming the needles like the regular needler.

>> No.9804684

>ceiling vores
I feel like I’ve seen it before in a mappack. I hope I see them more often, it’s very fitting.

>> No.9804685

Bungie was always pretty cool when it came to unique weapon design IMO, which is why it hurt so bad when new games just had weapons that did the same things or removed content from previous games for no reasonable benefit.

>> No.9804686

The problem with that gun is that it only supercombined against something with no shield, and it's already a gun that instakilled with a headshot against unshielded targets.

>> No.9804687

I need Sock back in my life so much Quakebros. Anyone know what he's up to these days?

>> No.9804691

>>Enemy count: 650
I actually like that for giant maps, but then those need to be well made so that excludes the current batch of mappers who think they're reinventing the wheel.
I swear, all those idiots need to do is plaster their shit political takes all over the maps and it'll be complete.

>> No.9804693

Hilariously enough he seems to be lurking on Slipseer for all the upvotes he gives out. I wish he went back to making some cool maps for the community and show these kids how it's done, but I think he's taking a backseat these days.

>> No.9804697

If they're just Trites, maybe not. Those are just little spider guys that could just run around under your legs.

>> No.9804701

He'll have three (3) maps in the upcoming (next month) Explore Jam 3. No combat though

>> No.9804707

>Explore Jam
This is an interesting concept. A non-combat mod might be worth checking out, since I love Quake architecture.

>> No.9804715

>explore jam
What a waste.
There are already other explore jams out, and Sock took part in one of them.
The issue with explore jams is that they tend to focus on platforming and jumping puzzles, which aren't very fun in Q1 due to wonky jumping physics. If you wanna do that kind of stuff you might as well make a Q2 or Q3 jumpmap instead.

>> No.9804721

>this whole time i thought strogg was like "frog"
Unsurprising, that's how it's pronounced all through Q4.

>> No.9804756

3D models might not be ideal outside of wads made with them in mind, but it's lighting and particle effects are the coolest shit still.

>> No.9804765

That and I like the weird air-strafing you can more easily pull off in Q1.

>> No.9804781
File: 718 KB, 1124x633, 1679003946898194.png [View same] [iqdb] [saucenao] [google]

it's a rambo 3 quote

>> No.9804793

True. Anything like it in other games? I heard that this adaca has something similar, but it looks like babies first unity game.

>> No.9804820
File: 2.00 MB, 1920x1080, 1666338967450641.png [View same] [iqdb] [saucenao] [google]

>> No.9804827

Shambler offices?

>> No.9804831
File: 130 KB, 1920x1080, qbj_grue.jpg [View same] [iqdb] [saucenao] [google]

The brutalist jam had some real kino in it.

>> No.9804860
File: 1.19 MB, 1024x576, idk man.webm [View same] [iqdb] [saucenao] [google]

I made myself an impulse to remove all func_movewall entities on the fly. There is an FPS boost, but when I'm getting 500+ FPS uncapped anyway it's hard to say if that's what is causing the issue for other people. WEBM related.
>with the prog changes that (probably) caused it
One anon said he was having problems with the original release version. I'm also not really sure what I would have changed that would cause this. I've ruled out anything calling tracelines at least.
It might just be the newer versions of engines optimizing for higher-end hardware, leaving toasters anons in the dust. I'll do some more testing though.
>I might make a minor update to fix some textures
Neat. In case you missed it, I put up an ent file to fix an issue with the rocket launcher elevator not going down (something to do with Progs Dump 3's new entity state system, I don't remember exactly). If you make any changes beyond textures, you might want to have a look at that.

Mega can be autistic like that sometimes. If you already have a version of the devkit, you can just sort by date and download the new files individually.
>Does cl_nopext 1 fix the jitter in vkQuake?
Nope, didn't notice any difference at all.

>> No.9804956
File: 678 KB, 1920x1080, Ruh-roh Raggy.png [View same] [iqdb] [saucenao] [google]

>> No.9804967

I bet this one defo aged like Almond Palk
as in Pilk but made of Pepsi and Malk

>> No.9804979

It's definetely something being fucky only with vkQ/IW as my toaster handled this map just fine with QsS

>> No.9804998
File: 3.94 MB, 854x480, sandmandlmao.webm [View same] [iqdb] [saucenao] [google]

>>people who use spawns are assholes
>>people who use damaging floors are assholes
Thanks for looking into this, I think I'm going to try the QsS solution as well later.

>> No.9805037

I don't know but the map pack is one of my favorites.

>> No.9805071

Yeah, I may shit on Copper for numerous reasons, but I have to admit the maps designed to shill it do a damn good job and Underdark Overbright is better than the main campaign.

>> No.9805087
File: 1.05 MB, 1366x768, spasm0003.png [View same] [iqdb] [saucenao] [google]

I liked this map a lot, but I finally understood why Drake is basically abandoned and forgotten now outside of that sexy super shotgun.
Look at this, this is just silly.

>> No.9805091

How long did it take to beat? It's the highest rated map on Quaddicted that I haven't played but the size is a bit daunting.

>> No.9805104

Just over an hour for the main map, but I didn't go nuts secret hunting and only found 11/30 of them. I did find the best Quad ever behind a waterfall that gives you three clouds of Scrags to mince with tons of ammon though, I loved that one.
The second level kind of sucked.
It's a boos fight only it can't decide on the boss you're fighting
>Have a unique Shambler!
>NO! Now kill a unique wizard!
>NO! Now kill a unique Baron!
>NO! Now kill a unique four armed demon thing!
>Here are some hellhounds!
>Uhhh... some unique Death Knights I guess?
It just got really stupid and I could have done without that final map. I have no idea which of those enemies was meant to be the arch demon I was supposedly up against because they all seemed to be the guy in charge.

>> No.9805106

I didn't think it was silly but I'm a Drake fanatic so I'm biased. It feels like an up and sidegrade to the rocket launcher, where one rocket just won't cut it when you need five at a time. I think the only true silly marks against Drake are the penis shaped laser gun and plasma gun, but even then they're just accurate to how the enforcer laser gun looks.

>> No.9805107

>I'm assuming this was from the 90s
It's a work-in-progress for the current DBP.

>> No.9805114

Ah that's a shame. I thought it was a fantastic combat set piece to cap off an amazing map. The arch demon was the unique shambler if I recall correctly. On nightmare he is almost always a "fuck you die" moment so that was fun (genuinely).

>> No.9805115
File: 13 KB, 300x269, 1500684523979.png [View same] [iqdb] [saucenao] [google]

Can someone give me the QRD on what the difference between original and enhanced mode for Ironwail changes?
As far as I can tell visually it's mostly just colored fog from the Steam version? I mainly ask since I'm unsure whether to point my Quake Injector downloads to the enhanced or original Steam directory for playing user maps. I assume original mode is closer what mappers intend it to look like so should I just use that?

I only ask because I'm out of the loop and want to get back into Arcane Dimensions and other usermaps. I used vanilla Quakespasm before but heard Ironwail is a better fork so I tried it out, it certainly has a lot of options and the mod menu is nice so I'd like to stick with it.

The Steam version wasn't so bad either admittedly but I feel only the baby mode easy multiplayer setup is really the only use case I find it good for at this point (can easily convince friends to play that over jumping through installation hoops). Long ago I used Darkplaces and I shudder at the thought of going back to it, I don't know how I tolerated such an ugly sourceport... then again before even that all I knew for Quake was the DS and Wii homebrew ports. Good times.

>> No.9805116

What other maps use Drake? I may not have agreed with everything, but that shotgun was fun as fuck and I'd play it over any other mod that wasn't Arcane Dimensions or maybe Alkaline.

>> No.9805119

I really liked it for the most part, I just think the kitchen sink approach to the boss was almost funny in its execution and way too over the top.

>> No.9805128

Ter_Shibboleth_Drake_Redux (episode but only insofar as there's no hub. It's a series of 8 disconnected maps)
Arcanum (episode)
Unforgiven (minisode)

There's 5 or 6 more but these are the must plays. Tronyn, author of Something Wicked, has a few one off maps I can't name right now since their names escape me but they're fun romps.There's also E1M5Drake by me, a remix of Gloom Keep

>> No.9805140

Sorry for off-topic, but it annoys me how this quote and whole situation is misunderstood by people with a surface-level understanding of the conflict. The Mujahideen was the entire anti-Soviet faction in Afghanistan, which was the large majority of the country. The Taliban did not exist at the time. The Taliban was founded later in Pakistan by exiles/refugees from Afghanistan. The Mujahideen assumably did include people who would go on to become Taliban, but it also included key figures of the Taliban's enemy the Northern Alliance and other anti-Taliban factions.

>> No.9805143
File: 3.95 MB, 1280x606, delayed_arming_and_delayed_explosion_na.webm [View same] [iqdb] [saucenao] [google]

Yeah, from what I recall, you can't give the spawned object the Solid or Obstacle flags (or whatever gives them collision with other objects.)

>> No.9805148

It doesn't change even nearly enough to be comparable, even if I hate the SNG nerf.

>> No.9805149

Oh there's also A Roman Wilderness Of Pain and Soul of Evil but they're not labeled Drake so I always forget.

>> No.9805152
File: 3.95 MB, 1920x1080, 1671928182024583.png [View same] [iqdb] [saucenao] [google]

how I hate waves arenas in quake can break space and time just by the sheer force of my clenching anus

>> No.9805154

Okay, there has to be one guy trolling with this stuff. I never saw any anti-copper posting until like last thread or the one before that, now suddenly apparently everyone and their grandma actually hates it to the bone.

>> No.9805157

This is actually well put, thank you.

>> No.9805158

Don't waste your time on joke maps

>> No.9805161
File: 23 KB, 320x320, spark rotations.gif [View same] [iqdb] [saucenao] [google]

These still need some clean-up, but I'm pretty proud of what I have so far as a non-artist.

>> No.9805173

>you can't give the spawned object the Solid or Obstacle flags
You can set flags, but you'd get stuck if you had already collided with the object when it became solid.

>> No.9805179

It's also an urban legend.

None of the versions of Rambo 3 features that dedication, it's not in the original theatrical reels, it's not in any of the VHS, Betamax, or Laserdisc releases from back in the day, and not in any of the later DVD or Bluray releases, nor any on online streaming services.

It's an edit someone made as a joke at some point, and eventually it got passed off as a real thing. Since it's not in any of the later releases, people assume it was edited out and that you could find it in the earliest VHS copies, but it just isn't true.
It's a funny meme though.

Also a good clarification, thank you.

>> No.9805187

This anon nailed it harder than the SNG. I'm talking about the impact it had on the community, not necessarily the changes it made. It's like BD in that it's the only way zoomers will play Quake.

I give it a lot of shit but I don't actually hate it that much, I'm just annoyed by how hard its pushed. Underdark Overbright is genuinely good, and it does have some fixes that genuinely improve aspects of the game, like how it handles co-op and spawns.

Overall, though, I wish someone would make a fork of it that patches out the major gameplay changes -- the way it changes enemy behavior, ammo pickups, extra rocket jumping damage -- but keeps the fixes. Give us the best of both worlds. Like another anon said, you can call it "Bronze."

>> No.9805192

is this for a halo doom crossover mod?

>> No.9805197

Is it really that hard to understand why someone wouldn't like Copper? It's massively overused, and all the little senseless """balance""" changes overshadow the genuine fixes.

>> No.9805201
File: 784 KB, 384x216, kart0013.gif [View same] [iqdb] [saucenao] [google]

Nah, he's just a skin for SRB2K. I'm planning to allow anyone to use these sprites when I'm done though, so maybe he'll end up in one.

>> No.9805205
File: 34 KB, 680x508, CatTounge.jpg [View same] [iqdb] [saucenao] [google]

More mods need to implement axing downed zombies like Arcane Dimensions and Honey. And just let people gib downed zombies in general.

>> No.9805207

So why has the Quake community latched onto Copper so hard anyway? Genuine question, this isn't the only place I've seen showing signs of being tired of it.

>> No.9805213

It's made by e-celebs within the Quake mapping community so they appease each other by using it.

>> No.9805221

Yeah, I figured it was a circle jerk thing. That really sucks.

>> No.9805225

Is there a one guy crusade against Copper or something? I swear it's the same guy from a few threads back.

>> No.9805228
File: 34 KB, 640x640, Yes, It's Okay.jpg [View same] [iqdb] [saucenao] [google]

I've been posting a lot about it lately desu because I remembered a Steam thread I made years ago where I expressed I didn't like it and basically got lectured on how it was an objective improvement, and that annoyed me. I guess I was just looking for some closure.

I won't be shittalking it anymore in these threads, at least for the time being. I've had my fill, and my rage is sated. I just wanted validation for my opinion, I don't wanna sow discourse in a mostly chill community.

>> No.9805232

Agree, I like how AD made the axe useful.

>> No.9805239

Disagree. Not being able to damage them is unrealistic but intentional. It increases the challenge by imposing a penalty for failing to gib them - you can get distracted by another enemy and then the zombie gets up and starts attacking behind your back.

>> No.9805240

>It's one guy
It really isn't. A bunch of us are sick and tired of it being pushed constantly and being told that "nuh uh, it's better" by people who don't understand what a subjective opinion is.
But >>9805228 is right. We've talked about it enough and as annoying as it is the thing will continue to be pushed for the forseeable future. I don't like it but at least there are plenty more mods out there to play.

>> No.9805254

Well, yeah. I understand the gameplay function of not being able to blow up downed zombies. Forcing you to use your axe on them one at a time seems like a much more balanced solution, since then you have to take them out one at a time if you missed your chance to gib a group.

>> No.9805267

Copper changed the axe so you can instantly down a zombie with a single swing.
It also means that you can't easily remove zombies from a combat encounter if you are out of granade / rocket ammo.

>> No.9805272
File: 2.69 MB, 2560x1440, VRtower.jpg [View same] [iqdb] [saucenao] [google]

It started out as a couple anons and it may still be just the same amount, you can't really gauge that too well when everyone's anonymous. It's getting nuts either way, making it annoying to discuss new maps, and worst is it doesn't seem like anything creative is coming from it.

>> No.9805273

what map are you talking about?

>> No.9805279

Knocking a zombie on his ass in one blow and then gibbing him with another would be pretty kino.

>> No.9805282
File: 1.07 MB, 1366x768, spasm0002.png [View same] [iqdb] [saucenao] [google]

Something Wicked This Way Comes.
Don't be put off by my criticisms, it's actually very good and well worth playing. If it's your first time playing a Drake map then enjoy the SSG, I can't get enough of it!

>> No.9805321
File: 31 KB, 302x420, 1254797606532.jpg [View same] [iqdb] [saucenao] [google]

>> No.9805362
File: 846 KB, 1600x1024, Shot0037.jpg [View same] [iqdb] [saucenao] [google]

Trying to build a DM map for good ol' UT99 after over two decades of playing the game nearly non-stop. No lighting applied yet (ambient light is used for the time being), but the map is going to feature a fuckton of those fancy real-time animated textures UE 1.0 is known for. And no, that's no water - it's liquid nitrogen.

>> No.9805454

Fuck off back to SA or Ebaumsworld, ya damn goon.

>> No.9805517

I love UT'99. Good luck with the map, anon. And fuck Epic for throwing the game that made them aside for the shitty zoomer one.

>> No.9805543

make me :^)

>> No.9805548 [SPOILER] 
File: 1.18 MB, 1280x720, honey.webm [View same] [iqdb] [saucenao] [google]


>> No.9805565

This for the most part. Though Epic did have under its belt a couple of games under its dev belt, most notably Jill of the Jungle, Unreal 98 and UT '99 kickstarted them into the bigtime.

>> No.9805585
File: 165 KB, 353x565, 1671058967613980.png [View same] [iqdb] [saucenao] [google]

No serious business saturday, again. Sorry for skipping out two weeks in a row but we've exhausted all of the maps that I had planned. Now I'm going to have to scrounge through a bunch of maps later and find ones suitable for us hooligans in co-op. This isn't the end of SBS however, I love hosting this for you guys and don't plan on stopping.
Unfortunately, at some point, we're going to have to play through Serious Sam 2. It IS considered retro.

>> No.9805591

Pretty much yes. As long as they aren't blocking, they won't be a problem. Which means A_Chase-powered grenades are the option.

>> No.9805603

>Serious Sam 2
Why would you ever subject yourself to that?
>it's retro
You know what else is retro? William Shatner's TekWar. But we don't play that do we!

>> No.9805629
File: 85 KB, 239x194, 1679574351023152.png [View same] [iqdb] [saucenao] [google]

>Why would you ever subject yourself to that?
Because we have to, plain and simple. It may be literal clown vomit but everyone must endure the pain at some point so these mistakes never get repeated again.
And if we did, I planned on using this renovations mod to help improve the game's visuals.

>> No.9805642


of all the supposed fixes, it didnt occur to them to make enemies vulnerable to lava/toxic waste?

>> No.9805647

Is there even a point in the base game where enemies are in lava or would end up in it?

>> No.9805650

Is there a version of a pic with proper transparent background? Sorry for no proper reply, not familiar with Ironwail.
Personally, I would've tied that to Mjolnir instead of axe since it makes more sense to use a hammer for this.
Fuck Epic and "eh, these games are old" attitude is cringe, but I'll admit it was kind of refreshing to see after getting overdosed with all the nostalgia baiting from the likes of nu-Apogee and such.
At the very least, you can tell that companies and people behind them are genuinely honest when they treat their older games/IPs like shit.

>> No.9805652

I believe fiends and spawns can end up jumping around hazardous stuff.

>> No.9805653

i knew

>> No.9805662

Sam 2 takes like 6 hours to beat even in co-op.

>> No.9805668

I know

>> No.9805672

I was unaware

>> No.9805678
File: 81 KB, 499x1812, 1680057988118626.png [View same] [iqdb] [saucenao] [google]

ranger visits rostok

>> No.9805686
File: 1.92 MB, 300x163, 1650463271393201.gif [View same] [iqdb] [saucenao] [google]


>> No.9805702
File: 12 KB, 470x369, 1498297724169.png [View same] [iqdb] [saucenao] [google]

Sorry anon, I do not have it if it exists. But here is a different Ranger png for compensation.
Hope someone could answer my Ironwail question because my autism can't decide which one to go with.

>> No.9805703
File: 14 KB, 300x269, file.png [View same] [iqdb] [saucenao] [google]


>> No.9805707
File: 283 KB, 1920x1080, 20230126200114_1.jpg [View same] [iqdb] [saucenao] [google]

>> No.9805720

If its a proper png and not a jpeg conversion you should be able to just select the whitespace and remove it.

>> No.9805738
File: 21 KB, 678x731, 1670584763994847.jpg [View same] [iqdb] [saucenao] [google]

but we should

>> No.9805778
File: 887 KB, 1366x768, spasm0007.png [View same] [iqdb] [saucenao] [google]

Yup. Just me and my robo penis. 'Mirin' that sunset.
Finally broke into Quoth on my journey to play as much top rated Quake as I can. Some of these custom enemies are... interesting.
I also love how yet again the community could never agree on how a plasma rifle should look. This is like the fourth Quake model I've seen for one this month.

>> No.9805779

I don't understand your question
original vs enhanced as quake enhanced (the official release)?

>> No.9805781

Never seen that skybox, what map are you playing?

>> No.9805785
File: 3.66 MB, 1920x1080, 1665426730936249.png [View same] [iqdb] [saucenao] [google]

truly the apex of quake mapping

>> No.9805790
File: 3.39 MB, 1920x1080, 1675876114308023.png [View same] [iqdb] [saucenao] [google]


>> No.9805796
File: 1.46 MB, 1366x768, spasm0008.png [View same] [iqdb] [saucenao] [google]

The Hand That Feeds You, but you're not supposed to get a view like that. I rocket jumped for a secret and massively overshot, ending up on top of the map.

>> No.9805797

Were you playing this dogshit (heh) map since >>9805152? Fucking madman

>> No.9805803


>> No.9805808

When you open up Ironwail it asks for if you want to play original or enhanced, I assume enhanced means it has some of the changes found in the official steam release that makes it look different overall. You can only play the steam episodes through that version by default, but I can install addon maps to either version.
I was wondering if for user maps if I should be sticking to original mode since I assume that's the "default" and intended way to play them as I assume its closer to the og quakespasm version.

>> No.9805823

>The Hand That Feeds You
That one's fantastic, good pick, enjoy. The other map by this author that's really great is Slave to a Machine. The rest I didn't care for that much.

>> No.9805839
File: 724 KB, 1918x1079, Screenshot_Doom_20230408_222355.png [View same] [iqdb] [saucenao] [google]

Can finally tick Bratwurst off my list after this.

>> No.9805843

Yeah, it was really good.
A couple of the Quoth monsters are assholes, but I enjoyed the map. I guess this mod is where the Droles first came from, stupid upright bullsquid wannabes.

>> No.9805849

>I guess this mod is where the Droles first came from
Yeah, and to my recollection, Quoth Droles are a good deal meaner than AD Droles, which are nerfed.

>> No.9805892
File: 1.29 MB, 1863x1053, brutaldoom64.png [View same] [iqdb] [saucenao] [google]

Posting all the D64 mods i currently find playable,some update daily

>>GZDoom compatible
>D64 Vanilla

>Brutal DOOM 64 (Has custom enemies in the settings)

>D64 corefier (Use randomspawner file for custom enemies)

>D64 textures

>D64 music

>>Total conversion,Needs Doom64 ROM and doom2 wad for the addons

>>Standalone engine,needs Doom64 ROM (has custom monsters in the settings menu)

>Extra maps for the above

>> No.9805895

Why? anything wrong with it?

>> No.9805907

I did wonder why they felt more dangerous.
I've downloaded a few more highly rated Quoth maps to try tomorrow, starting with Plumbers Don't Wear Ties.
I haven't touched it yet, but hoo boy, that's certainly an interesting readme file. I'm used to seeing comedy backstories for maps, but this was a batshit insane porno involving snuff. I guess it's a reference to the map being named after a porn game but I still didn't expect that.

>> No.9805914
File: 1.12 MB, 1918x1079, Screenshot_Doom_20230408_223930.png [View same] [iqdb] [saucenao] [google]

No it's fine, just getting through as many wads/mods as I can at the moment.

>> No.9805920

Based D64 poster, which one is closer to the original? The first one?

>> No.9805932

Don't let that readme traumatize you, Plumbers is genuinely a top 10 map, it's insanely good and I'm sad that no map like it has come out since

>> No.9805937

Why is there Harry Potter Hitler flying around in the background?

>> No.9805946
File: 1.20 MB, 1875x1017, UnmakerMastermind.png [View same] [iqdb] [saucenao] [google]

Vanilla>Corefier>Brutal in terms of vanilla fidelity

Or you could just NOT use the randomspawner file of corefier to have purely vanilla things

>> No.9805948

Good luck anon! New UT99 content is always appreciated.

>> No.9805950
File: 77 KB, 1280x720, harry potter and the gas chamber.jpg [View same] [iqdb] [saucenao] [google]

pain changes people

>> No.9805986
File: 745 KB, 788x872, 1675612813288985.png [View same] [iqdb] [saucenao] [google]

Nice, I'll try it out

>> No.9805996

I know it's an old meme that someone probably just thought was funny, but a Duke Nukem mod for Deus Ex, or a Deus Ex mod for Duke Nukem would be top-tier.

>> No.9806004

enhanced uses the new models

>> No.9806012
File: 2.43 MB, 1920x1080, 1649521881962459.png [View same] [iqdb] [saucenao] [google]


>> No.9806015

You can just fall down and cheese this fight from below

>> No.9806017
File: 2.25 MB, 1920x1080, 1650822456937186.png [View same] [iqdb] [saucenao] [google]


>> No.9806021

>Yer a Fuhrer, Harry.

>> No.9806037
File: 1.65 MB, 1920x1080, 1663145990154061.png [View same] [iqdb] [saucenao] [google]


>> No.9806041
File: 2.65 MB, 1920x1080, 1674668923854154.png [View same] [iqdb] [saucenao] [google]

fucking hell

>> No.9806045
File: 2.68 MB, 1920x1080, 1669509309561061.png [View same] [iqdb] [saucenao] [google]

it's over

>> No.9806050

Slaughtermaps aren't my thing but I remember that one being alright.

>> No.9806052

>missing one kill

>> No.9806056

Kek, all I can think of is that French castle from Monty Python and the Holy Grail.
What map?

>> No.9806057
File: 47 KB, 1056x592, 1671603206048849.jpg [View same] [iqdb] [saucenao] [google]


>> No.9806065

I feel like you could mix and match parts of most of these shooters and they'd still be cool or fun. Like a Turok Doom, or a Duke Quake'em, etc.

>> No.9806069

>Duke Quake'em
This would probably be both the easiest (given the modding tools for Quake, and advanced ports like FTE) and the most appropriate (with them directly competing).

>> No.9806075

Is it bad design to have non-boss levels end when a boss monster is killed?

>> No.9806090
File: 12 KB, 240x210, download.jpg [View same] [iqdb] [saucenao] [google]

No but it's 11/10 design to have one final cathartic sequence after the final boss monster is dead

>> No.9806091


>> No.9806213

rampage from brutalist jam

>> No.9806280

Egypt is epic and all but when are we gonna get some Quake maps in Babylon / ancient Mesopotamia

>> No.9806286

When people other than 2002 Croteam start giving a shit about it.
At least you can filch the textures from Second encounter.

>> No.9806334
File: 1.42 MB, 1920x1080, ad_akalakha_2023-04-02_18-45-58.png [View same] [iqdb] [saucenao] [google]

oh I see someone besides me has embraced scr_ofsy, very good :)

>> No.9806421
File: 3.85 MB, 854x480, swstaydown.webm [View same] [iqdb] [saucenao] [google]

Yeah it's very fun

>> No.9806436
File: 958 KB, 1920x1080, q2room.png [View same] [iqdb] [saucenao] [google]

Finally got around to beating quake 2, very fun, suprised it isn't talked about more than it is

>> No.9806442
File: 917 KB, 1920x1080, q2fellows.png [View same] [iqdb] [saucenao] [google]

Following previous advice, using QSS has made the level infinitely more playable. Sorry it was so simple, just sort of weird my other preferred ports don't like it. Worth it because it's one of my favorite levels ever.
Oh man, the new Unitest is great. Check it out, test it out >>9793179

>> No.9806449

Someone remade wolf3d in build, its called silver wolf.

>> No.9806465

mods like this will never feel as good as playing the original

>> No.9806482

So I miss Demonsteele a bunch, one of my favorite wads. I have made a bunch of edits to my version of it, to the point where I wonder if it's worth getting into wad making just to make a version of it.
Are we sure that it's dead? like dead-dead?

>> No.9806490

What all did you change?

>> No.9806491

Oh it's 100% dead-dead, anon. Terminated. TE13 is done with Doom. It's not getting an update.

>> No.9806501

thanks, pretty fun

>> No.9806503

QOL stuff. Larger sword hitbox, faster energy regen, added the weapons to more maps and did some merging with a couple weapon packs I liked (QStyle is one of them), changed the way health tokens worked where you regen on-hit, stuff like that.
A little, but it let me take on the TOUGH maps that you normally wouldn't be able to take on. Holy Hell is a blast when it's just carving through >500 imps at once with the sword.
That is the worst news I've heard today. Did something happen? Just moved on?

>> No.9806507

See the requiem for yourself.

>> No.9806513

Might as well make a spinoff thing. Just remember that every Term mod that continues without Term seems to languish.
Or you could do a big dick move and take what you've made/edited so far and make your own mod.

>> No.9806515

I had no idea that he even had a youtube channel.
>Might as well make a spinoff thing. Just remember that every Term mod that continues without Term seems to languish.
There's more than ONE?
>Or you could do a big dick move and take what you've made/edited so far and make your own mod.
Wouldn't this be considered stealing? Or does he just not give a shit at this point?

>> No.9806519

What happened to the torrent? I don't feel like compiling chromium or whatever to get mega upload to tolerate the size of all the files.

>> No.9806520

Samsara was continued on without Term in the form of Samsara reincarnation, and it's a bit of a shitshow.

>Wouldn't this be considered stealing?
Not if you change enough shit about it and have a different playable character, maybe some different themes/aesthetics. That's what I mean by doing your own thing.

>> No.9806526

>There's more than ONE?
More than one TE13 mod? Absolutely.
More than one continuation of a TE13 mod? There exists Extra Heroes and Reincarnation, both being for Samsara, and I'm pretty sure there's at least one continuation of the Metroid mod. I'm gonna echo what that other anon said and try and make your own mod inspired by Demonsteele.
>Wouldn't this be considered stealing?
The Doom community is very laissez-faire with reuse of assets, and Term was no exception to this. He reused assets for his own mods and the existence of continuations of his own stuff shows very clearly that he doesn't really mind. Just give credit where it's due, that's common courtesy.

>> No.9806534

I guess that's fair, but most of what I've made/edited is on the back of Demonsteele, it's just editing the values already present in the code he (presumably) wrote
I'll keep that in mind. Though I'm not much of an artist, mostly just do ACS if anything.

>> No.9806536

Oh, I also forgot to mention that GMOTA was also made by Term and he made a special exception to keep updating it until it's finished. ;-)

>> No.9806538
File: 49 KB, 400x384, hold the pfhuck up.jpg [View same] [iqdb] [saucenao] [google]

Now is a time as any to get deeper into Doom modding and make something you can truly call your own.

Listen here you little shit.

>> No.9806545

>Though I'm not much of an artist,
This is where the community's liberal use of assets will save your ass, because there's a wealth of art and assets that you're free to use either as a base, or just ape entirely, though I will add that the more transformative you can be, the better. Check https://www.realm667.com/index.php/en/ for a whole stock of open assets at your disposal. Good luck, anonymous.

>> No.9806550
File: 131 KB, 640x480, shaking the last drop out.gif [View same] [iqdb] [saucenao] [google]

I wonder what we're gonna play tomorow

>> No.9806552
File: 13 KB, 438x158, file.png [View same] [iqdb] [saucenao] [google]


>> No.9806554

Oh yeah. I forgot he posted that.
Maybe tomorrow will finally be the night we beat that boss in Doomware.

>> No.9806574

Thank you both, I appreciate the encouragement.

>> No.9806582

Metroid: Demon Hunter is actually pretty decent. Aside from a few gripes. It's pretty much Dreadnought but more.

>> No.9806583

(You) me if you upload it in this thread.

>> No.9806591

-1.5 or -2?

>> No.9806601

Sure, but it's like a 60 MB wad last I checked.

>> No.9806604
File: 908 KB, 1920x1080, where_the_power_bombs.png [View same] [iqdb] [saucenao] [google]

The HUD and crosshairs are awful to the point of distraction. I don't like that the fixed item replacements were all turned into random spawnpools, either.

>> No.9806605

This isn't the 90s we all have terabyte harddrives.

>> No.9806607

I don't.

>> No.9806609

Wakarimasen lol

>> No.9806618

-2 I also offset the z value to -2 but I guess it comes down to personal taste, I didnt know it accpted decimal values.

>> No.9806621

For sure, ty. It's annoying that this mod
Doesn't have the grenade come out of the grenade launcher, but manually offsetting the scr y value will.

>> No.9806641

Yeah, that's one of the things I mean. The mod author is working on making the item spawns sequential so you don't get them out of order, I think the experimental branch already has some of that, and he's considering tweaking the HUD.

There is the normal Metroid Prime crosshair in the GZDoom HUD menu and you can force that.

>> No.9806672

Looks great man, and feel better soon.

>> No.9806675

Looks very nice anon.

>> No.9806676

>Doesn't have the grenade come out of the grenade launcher, but manually offsetting the scr y value will.
Because you aren't moving your weapon model. You're moving your whole camera.
You might as well be looking over your own shoulder.

>> No.9806678

Yeah and it's based

>> No.9806779

>enjoying a megawad with 200-300 enemies per map
>suddenly one with 1400 that takes an hour to beat
There always has to be one

>> No.9806925

Wait, offset guns aren't a mod? It's a setting/console command?

>> No.9806927

Quake 2 is a lot better than people seem to remember, I'm glad the anniversary a few months back convinced me to play it again.

>> No.9806929

Damn. Demonsteele confirmed for never being completed. This has made my day just a tiny bit worse, but I understand what Term is saying. We all move on eventually, and it's better to leave on a good note than a bad one.
I'll miss him though, his mods really were the most fun Doom content I've played.

>> No.9806932

Thanks you very much, lads.

>> No.9806957

this will fuck up your jumps eventually

>> No.9806968
File: 1.04 MB, 1366x768, spasm0003.png [View same] [iqdb] [saucenao] [google]

>Enjoying a level immensely
>Get to some cool battle on top of the tower at the halfway point
>Level ends
>The kill count is just there so you can't tell how far you are in the map and auto counts up to 100% on completion
Well that's annoying. Fucking great map though, Moldy Tower is one of the most atmospheric non-Arcane Dimensions levels I've played and I guess leaving me wanting more is much better than finding something to be a complete slog, right?

>> No.9807030

Me in the camo jacket

>> No.9807114
File: 1.68 MB, 1920x1080, profane_promiseland.png [View same] [iqdb] [saucenao] [google]

why do I play these things
Also found two mapping errors, somebody tell someone:
>The room North of the central room (has the yellow door) softlocked me since there's multiple linedefs to close the door and only one non-repeatable switch to open it.
>The elevators taking you out of the moat in the central area also have multiple linedefs disabling them and only one non-repeatable linedef enabling them so they'll probably end up disabled. Though you can still get out the long way around.

>> No.9807135

The lighting on this screenshot looks off. Mouldy Tower should not be that dark

>> No.9807164

It's weird, in game it didn't look that dark either.

>> No.9807303
File: 310 KB, 1079x868, 16677539569830.jpg [View same] [iqdb] [saucenao] [google]

>Quake Stuff for Doom 2 exist for many years
>Nobody made wad utilizing it
Come on, /vr/ I know you can do it. You still need to turn .pk3 which just replace items to proper independent resource pack but still.

>> No.9807304

Not really 2BH, I only hate it for axing the Enforcers ammo drop and pretty much like everything else it done to the rest of game - although the 50HP nightmare difficulty should probably have been toggle-able via the console by a "Skill 4" command or something

>> No.9807306
File: 882 KB, 1366x768, spasm0009.png [View same] [iqdb] [saucenao] [google]

Yeah, Plumbers wasn't bad. I didn't like the boss fight and got lost a lot, but otherwise that was a cool level. It reminded me heavily of Half Life's Apprehension chapter.

>> No.9807308

Dimension of the Boomed

>> No.9807312
File: 194 KB, 1052x768, 1513303037484.jpg [View same] [iqdb] [saucenao] [google]

>have enforcers drop ammo you can only use for the strongest weapon
>only have them appear near the start of each episode - in only 3 episodes
Kind of weird but then again, it was a lame decision keeping these and other guys glued near the start of each episode anyways. Feels like its either weird Romero/other design choices or some late development oversight.

>> No.9807313

I love the Quake symbol so much.
Still weird how most of the ads for it involved the same people photoshopped in over and over. Then again all the ads for Quake were weird as fuck anyway, but that's fitting for a Lovecraftian themed game.

>> No.9807316

50HP Nightmare just makes Spawns that much more frustrating, because they'll instakill you from full if you don't have yellow armor.

>> No.9807321

What is the best Blood source port for coop or multiplayer in general? Do any of them fix the issue where weapon stay in coop applies to all TNT items, so you can't really get any TNT ammo after the first pick up?

>> No.9807326

NBlood doesn't have this issue, not sure about GDX/FS.

>> No.9807334

just don't be trigger happy

>> No.9807335

It's kind of hard when they are constantly flying at you and moving in erratic ways.

>> No.9807337

>so many Rotties

>> No.9807372
File: 727 KB, 1920x1080, hey baby.jpg [View same] [iqdb] [saucenao] [google]

Yea be cool and dance with them if you gotta. Unlike others they're not prone to attacking you asap.

>> No.9807380
File: 440 KB, 788x412, Screenshot at 2023-04-09 18-26-27.png [View same] [iqdb] [saucenao] [google]

WAD sauce?

>> No.9807434

I was a little disappointed in that HaloDoom mod for not having the needle rifle, it really deserves more love. Same for the Boltshot and Suppressor.

>> No.9807476

With "enhanced" you're getting the remastered assets: the original id1 maps will have fog, transparent water and some other small changes (and a big change in E2M6 which gets a new starting area). Some sounds have also their sample rate changed, for better or worse. Personally I don't think the changes suit the original levels very much, especially the fog.
IW doesn't support the MD5 models. I don't think the MDL ones have changed.

>> No.9807480

why the fuck does lying down on the floor make somebody invincible anyway

>> No.9807493

cl_nopext 1 needs to be set before loading the map, and as far as I can tell it does fix it. Note QSS has the same problem (only if you've increased host_maxfps)
If you're going to fiddle with cl_bob, you can try to read the old value when you pick the shield up, remember it, and restore it afterwards, although it'll still fuck up if you quit or load before. Actually you could set cl_bobcycle to 0 instead, since that's not archived and I don't think anybody would willingly change it, so you can unconditionally set it back to 0.6.

>> No.9807528

>Subterranean Library
Where the ACTUAL FUCK am I supposed to go? I have two of the runes but every single path just takes me back to completed areas. There's a silver key that I can't reach that the map loves showing off from multiple angles, but no clear way to get it.
I can't believe this map has such good ratings, it's the worst level design I've seen yet.

>> No.9807545

yeah, well, there's a mod for right handed weapons with new models and all that, problem is, it's made for vanilla and a few popular mods in mind so it can't be compatible with everything so I went with console commands, which yields almost the same result

>> No.9807549

There has to be some stone doors you can break with your weapons now. Taking the tunes makes them fall apart a bit and you do the rest.

>> No.9807556

I have finally finished my first Quake map. It's an awful mess of ideas, but it's my awful mess and I love it very much.

>> No.9807559

well, post it nigga, wanna play me some quack

>> No.9807570

share it, NOW

>> No.9807578
File: 205 KB, 322x276, 1678061372334443.png [View same] [iqdb] [saucenao] [google]

Is it better to load mapsets first or last when playing with custom enemy/weapons? or i have to decide on a mod by mod basis?

talking about DOOM here

>> No.9807580

It's my map, nobody else gets to play it.

>> No.9807591

I knew about that, but I finally worked out what I was doing wrong. A random small door opened up at one point and then the way forward was obvious.
Still way too much wandering for my liking, but at least I completed it. Thanks anyway.

>> No.9807618

How many secrets?

>> No.9807621
File: 1.03 MB, 1366x768, spasm0014.png [View same] [iqdb] [saucenao] [google]

Funny, I was just playing that one too.
I also got really lost and found it annoying, but then again I enjoyed the whole "forbidden library" atmosphere.
If anything I find the Quoth monsters to be the worst part of these older maps though. I like the old late 90's/mid 2000s attitude of shoving in new and cool enemy ideas into mods, but a lot of the time the end result is kind of a mess to deal with.

>> No.9807667 [DELETED] 

stop spamming anti halo threads, obsessed faggots.
no one really cares about the only 5 fps games you play and circlejerk about.

>> No.9807674

Hot take:
00's shooters were better than 10's shooters and the indie throwback uninspired fps like dusk or ion fury.

>> No.9807675 [DELETED] 
File: 94 KB, 220x220, huh.gif [View same] [iqdb] [saucenao] [google]


>> No.9807691 [DELETED] 

I'm confused. Are you just trying to cause trouble or is there someone making a load of threads that you don't like and you're just assuming we're your boogieman because this thread doesn't really deal with Halo (and that also upsets you)?
Either way, go away and take your drama and spotty grammar with you.

>> No.9807695
File: 830 KB, 1366x768, Screenshot_Doom_20230410_005131.png [View same] [iqdb] [saucenao] [google]

god, what a fuckfest, i`m so tired.
if you`re gonna make me circle strafe through 200k HP, at least make the guy easier to hit or something, even if it is the final boss.

if custom content from maps/mods conflicts, it`ll probably look like shit either way.
still, i generally load mapset first, and pray that i simply will not see it if it does conflict.
then again, it bit me in the ass when i was pairing halodoom: evolved with extermination day, and the planet sprite from the titlemap replaced a bush.
though if the maps only use vanilla content, it does not matter.

>> No.9807697 [DELETED] 

Pretty sure it's just a troll. There was a guy trying to cause shit about Halo out of nowhere a few threads back too, it might even be Alf.
Just ignore it.

>> No.9807767
File: 433 KB, 831x649, HUH Your Shit Up.png [View same] [iqdb] [saucenao] [google]

Share it. Now.

>> No.9807771
File: 28 KB, 347x500, 51JXG1NRZCL._AC_.jpg [View same] [iqdb] [saucenao] [google]

agreed, 00's shooters were better. i liked pic related a lot

>> No.9807785

It use only textures. I mean, there is literally a .pk3 with monsters, guns and other stuff straight from Quake for Doom, and I didn't saw anyone use it.

>> No.9807791
File: 112 KB, 1024x731, 1656379725886.jpg [View same] [iqdb] [saucenao] [google]

I miss the days when I played everything on ITYTD and blazed through all wads.
Now I do UV because I'm a cocky little shit and I don't have as much fun but if I try easier difficulty I don't have fun either because there's no challenge.
Youtube ruined Doom for me. I can't get the Doom high anymore.

>> No.9807806

i replaced it with that dumb aeod mod and literally never played the original for over 5 years. fuck that thantos guy for breaking my autistic mind with his ripfest faggotry.

>> No.9807812

Speaking of Droles, can the VRanon attach the Lava(S)NG smoke-trail particle effect to their projectiles (which are way too puny looking for the damage they do coupled with that deceptively large AoE the have)?

>> No.9807816
File: 2.31 MB, 2560x1440, sw keyland.jpg [View same] [iqdb] [saucenao] [google]

really liking this place

>> No.9807841

oh, I got confused with vkquake also because it doesn't say enhanced, it says remastered
it just asks you if you want to use the original pak or the pak of the quake enhanced release
I believe the quake enhanced pak could break some old mods perhaps? (and e2m6 is different)

>> No.9807846

>so much shit on screen
i legit cannot play with so many distractions

>> No.9807853
File: 409 KB, 1920x1080, Screenshot_Doom_20230402_200951.png [View same] [iqdb] [saucenao] [google]

>> No.9807856

let's laugh at this anon map
lmao even

>> No.9807857

The more Quake I play the more I love Arcane Dimensions. I'm trying a few of the standalone maps now and I like them so much more than maps that use other mods. Not that the other mods are bad, they're all good in their own right.

>> No.9807867


>> No.9807871
File: 634 KB, 640x480, DeltaForce-BlackHawkDown.png [View same] [iqdb] [saucenao] [google]

>00's shooters
I really liked this one as a younger lad, but I don't remember much about it other than the mission where you start on a helicopter circling a building.

>> No.9807909

>Brotherhood of Ruin got remade/remastered for current year
What is happening?

>> No.9807910

new ideas are dead

>> No.9807921

I just thought it was funny
>Modern gaming is a joke because it's all remasters and remakes
>Oh, lets see some new Doom wads
>It's a fucking remaster of an old one
You can't even escape it here, and that's hilarious.

>> No.9807925

I was memeing, I don't mind old wads having a revamp

>> No.9807929

Different anon, but I'll add it's not even an issue with Doom because there's still new shit being churned out faster than most people can play it.

>> No.9807932

and is not like the original wad disappeared or something

>> No.9807941

For almost endless Quake play id1 based custom maps with the AD randomizer mode (chaos mode).

>> No.9808006

Oh, yeah it does work. I'll probably just put cl_nopext 1 in the quake.rc file and leave a suggestion in the readme about disabling headbob for even smoother shields. Thanks.

I probably won't use that effect, but now that I've figured out a good way to make particle trails with temporary entities (see: charged laser shot) I'll see about using that to make something more appropriately green for the Drole projectile.

>> No.9808096

are there any good doom tumblr blogs that fill the niche left by imx doomer or inmost dens?

>> No.9808104
File: 1.94 MB, 1280x720, 2023-04-09 23-47-44.webm [View same] [iqdb] [saucenao] [google]

>Fuck you barrel
This was actually a test to see if an object blocks itself from being resurrected. Turns out it doesn't. But I think it produced a funny visual.

>> No.9808127

QDoom is pretty good.

>> No.9808141

i have never seen this before. didn't even stop to think the arch vile even doing this. neat

>> No.9808152

If I understand correctly, there's three conditions the arch-vile checks when it comes across the corpse
>Corpse has Raise state
>Current frame has infinite duration (Animation stopped)
>There's free space for the monster to become solid again

I was testing the possibility to create petrified monsters that can be thawed by an arch-vile.

>> No.9808180

>I think the only true silly marks against Drake are the penis shaped laser gun and plasma gun, but even then they're just accurate to how the enforcer laser gun looks.
I really hope that a hypothetical update of the DrakeMod would finally make those guns not be just a barrel-end colourswap of eachother
(just steal the YPoD PlasmaRifle models if you need to be quick & dirty with it)
ARWoP & SoE(2) are deriative of Drake but not compatible with it - probably because of the custom coding for the random decapitation-instakill ability of the Axe implemmented in them
Sounds great but that kind of green is it gonna be, puke-ish dark or nuclear-tier bright?

>> No.9808182

Yell at author to finish Realm of Zmagic.

>> No.9808186

Did they added a proper skin model for samus?
The SM Sprites are pretty much compatible with doom

>> No.9808189
File: 263 KB, 1920x1080, Screenshot_Doom_20230403_030932.png [View same] [iqdb] [saucenao] [google]


>> No.9808214

>just steal the YPoD PlasmaRifle models if you need to be quick & dirty with it)

>> No.9808225
File: 392 KB, 1600x900, quake21.jpg [View same] [iqdb] [saucenao] [google]

Just got around to finally beat the whole demo of the "25 years of Q2" mod now that Passover has ended - no sign of Quad-Medics anywhere, are they still WIP?

>> No.9808227
File: 295 KB, 1600x900, quake23.jpg [View same] [iqdb] [saucenao] [google]

Your Path of Destruction - the Doom TC for Quake1

>I have no idea how to enter this secret and already tried everything - even destroying the lethally-explosive crystals on the ceiling
also there's a BFG-Gladiator that refuses to spawn due to carrying an invalid item

>> No.9808228
File: 441 KB, 1600x900, quake26.jpg [View same] [iqdb] [saucenao] [google]

BTW this door kills everything in its path

>> No.9808240
File: 472 KB, 1280x720, SUNDAY NIGHT SHITSHOW 106 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]

SUNDAY NIGHT SHITSHOW TIME! Tonight we're starting off with some DBP53: Plutonian Sunrise! (Did I say 52? It's 53 now.) Being somewhat Plutonia related, we'll also be playing with the same monster pack we always do for sets like these. After that, we'll play more Doomware! Let's see if we can beat the boss this time.
The password is "CadburyCuntCreme"
We'll be using Zandronum 3.1 as usual.

>> No.9808241
File: 483 KB, 1600x900, quake31.jpg [View same] [iqdb] [saucenao] [google]

And as always I got a rush of ideas at the last minute - why not make the Tank monsters also ungibbable like the Gladiators are currently?
And another thing to consider if there's any planned encounters with TankCommanders as a bossfight of sorts - please repurpose the BetaClass IronMaiden's (Chick_heat) homing rocket projectiles to be used by TC's to make them really stand-out from their subordinates

>> No.9808250

Where do I get vrskins? I can't download it.

>> No.9808252

Refresh the server and try running the auto-downloader again.

>> No.9808258
File: 498 KB, 1600x900, quake35.jpg [View same] [iqdb] [saucenao] [google]

The constant surplus of Cells ammo you cannot really utilize (unless you'd start with Human Detainment) kinda makes me wish for the hub area to give you a HyperBlaster instead of the ChainGun - same problem with hiding the RL in the "secret level"

>> No.9808264
File: 3.42 MB, 1720x2880, quake225.png [View same] [iqdb] [saucenao] [google]

It is finally here, collected for you...
The Quake 2 25th Anniversary Collaborative UNIT!
Get it while it is still fresh (and PLEASE CHECK THE README.TXT):

>> No.9808273
File: 596 KB, 1600x900, quake39.jpg [View same] [iqdb] [saucenao] [google]

And here is the only sequence I used one of the 3 QD's that were laying around the previous levels - I'll blame being forced to play on Easy to never finding a place worhty of using one besides this bit (actually it was the prevous room where you got swarmed by Berzerkers)

>> No.9808276
File: 370 KB, 1600x900, quake44.jpg [View same] [iqdb] [saucenao] [google]

I hate being so slow

>> No.9808280

>Sounds great but that kind of green is it gonna be, puke-ish dark or nuclear-tier bright?
idk, maybe a mix of both

>> No.9808281
File: 1.12 MB, 1720x720, hyyyy.png [View same] [iqdb] [saucenao] [google]

They sadly got cancelled...
We had to feature-freeze so we could release it.

That's the point, so stay away when it operates.

It is also now completed here: >>9808264

Ungibbable BFGladiators was a bug that has now been fixed.

Well, that could have been considered...
Just start with Gaelanite Geofront if you feel the need for it.

>> No.9808303
File: 441 KB, 718x1025, rawholding.png [View same] [iqdb] [saucenao] [google]

You should upgrade to the full release.

>> No.9808326

Added to rentry wads page with catbox mirror

>> No.9808337
File: 283 KB, 1600x900, Screenshot_Doom_20230409_164408.png [View same] [iqdb] [saucenao] [google]

First half of tonight was short and sweet

>> No.9808341

And now we're playing Doomware. Come on in.

>> No.9808369 [DELETED] 
File: 18 KB, 400x400, cum.jpg [View same] [iqdb] [saucenao] [google]

>if OP even dares to breathe on the keyboard the wrong way, wildweasel pulls up to the thread and menacingly shakes his finger
>succubus doom is just sitting there like it's nothing
am i just being stuck up? what the fuck is up with zdoom forums?

>> No.9808458

The emote mod we're playing with allows for custom emotes, so I'll be allowing submissions for a /vr/ emotes pack. Just post a 120x120 image you want to use and accompany it with a sound file to make a submission.

>> No.9808474

Is there a dehacked or dehextra mod that emulates Heretic in Doom? If not, how difficult would a project like that be? Would like to see if I can approximate Heretic in raytraced prboom+ for fun.

>> No.9808480
File: 431 KB, 750x1080, Elite_minor_render.png [View same] [iqdb] [saucenao] [google]

Kill Brutes. Behead a Brute with an Energy Sword. Run a Brute over with a ghost. Slam dunk a Brute baby into the trash can. Fry a Brute with a Plasma Rifle. Defecate into Brutes' food. Launch Brutes into Slipspace. Stir-fry Brutes in a wok. Toss Brutes into a plasma reactor. Spawn Kill Brutes. Judo throw Brutes into a MAC round. Twist Brutes' heads off. Report Brutes to the UNSC. Jiralhanae chop Brutes in half. Curb stomp pregnant Brutes. Trap Brutes in High Charity. Crush Brutes with an Elephant. Liquefy Brutes in a vat of acid. Eat Brutes. Throw Brutes into a Black Hole. Blast Brutes with a Spartan Laser. Exterminate Brutes with a Local Halo Pulse. Stomp Brute skulls with Nanolaminate boots. Betray Brutes with a missile pod. Glass Brutes. Mandatory abortions for Brutes. Grind Brute fetuses in the garbage disposal. Drown Brutes in fried moa grease. Vaporize Brutes with a Plasma Grenade. Kick old Brutes down the stairs. Feed Brutes to Hunters. Make Brutes play Halo 5. Annihilate Brutes with a Scarab Beam.

>> No.9808486
File: 2.96 MB, 640x480, Doom Rave.gif [View same] [iqdb] [saucenao] [google]

Server killed, thanks for joining. Consult >>9806552 for our next few sessions.

>> No.9808498

what a fag, I only lurk here to play stuff you faggots make.

>> No.9808504

How'd you get the chat centered like that? And at a readable size.

>> No.9808512

options > HUD options > message options.
In there you can enable center messages, and at the top there's a text scaling thing, fiddle with that until you get something comfortable

>> No.9808574
File: 3.98 MB, 854x480, 1652479326218855.webm [View same] [iqdb] [saucenao] [google]

>> No.9808579

Playing through A Roman Wilderness Of Pain on nightmare, I'm pretty sure the last battle is impossible on this difficulty, and I'm pretty fucking good at video games. Will report back.

>> No.9808580

Halo CE's shotgun looks like more like a blunderbuss than a shotgun.

>> No.9808589
File: 24 KB, 690x418, M90_Shotgun.jpg [View same] [iqdb] [saucenao] [google]

What makes you say that? The viewmodel? Because the magazine is on top of the barrel.

>> No.9808601 [DELETED] 

Go back

>> No.9808658

99% sure at this point.

>> No.9808659 [DELETED] 
File: 156 KB, 596x699, 1531884304812.jpg [View same] [iqdb] [saucenao] [google]

everyone is probably on the joke, or mods are on vacation


>> No.9808667 [DELETED] 
File: 141 KB, 352x375, oeRbv6z.png [View same] [iqdb] [saucenao] [google]

what did OP do?

>> No.9808670

Lots of FPS in the 90s made the mistake of designing strongly themed enemies and never using them outside of their particular areas, to the detriment of gameplay variety.

>> No.9808683

even on normal the final battle is unfair shit, even when I saved tome of power and had red armor + 200 hp it was pretty much undoable, so don't feel bad about it
Its a shame, cause the rest of that minisode is peak tronyn kino, the tome is really fun for the short time you get it, the visuals and giant scale are amazing

>> No.9808704

Very early 00s era like Serious Sam, NOLF, etc - sure.
Mid/late 00s consoleificiation era? Fuck no, thats just contrarian for the sake of it.

>> No.9808717

I don't feel bad as much as I am disappointed. Everything in that final map up until the last battle is really intense and fun. I can see I can kill the boss with some cheese tactics, but I'd rather the fight were just organic and not necessitate cheesing. It just reeks of nobody testing the final battle above easy mode.

>> No.9808719

F.E.A.R., Prey, S.T.A.L.K.E.R.?

>> No.9808745
File: 3.84 MB, 1920x1080, vkquake0050.png [View same] [iqdb] [saucenao] [google]


>> No.9808749
File: 341 KB, 624x692, 1670171216578366.png [View same] [iqdb] [saucenao] [google]

>finally organized my DOOM map folder
>now get the urge to organize between full 32 megawads or map packs that only have less than 15 levels so i can tackle those first
work never ends

>> No.9808765

Ah, the modern Quake map problem. You could make a bingo sheet out of these! Or at least a checklist:
>The same guys behind Slipseer made it
>It uses Copper
>The architecture is amazing but the gameplay is average
>There's one or more sections where you're assulted with pure bullshit that clearly wasn't tested on a reasonable difficulty
>Fucking horrible custom enemies that make the mods of the early 2000s look well balanced
>It gets overrated to hell and back and everyone on Quaddicted gives it 5s despite the glaring flaws
>Mazu made a bullshit map
I think that's everything, I might have missed something though.

>> No.9808775

got away with posting tits.

>> No.9808776

Arwop is from 2009 and everything about it is genuinely great except the last battle, and the last battle is only egregious because there's an Icon Of Sin style infinite spawner.

>> No.9808791

My point still stands, but I'm also not surprised that some of the older classic maps have issues too.
I find the biggest problem with older maps is them being bad at letting the player know where to go.
90% of what I've been playing in the last month or so has been really damn good though. I feel lucky to have stumbled onto all these great levels and have so much to play.

>> No.9808798
File: 3.88 MB, 640x360, dw34.webm [View same] [iqdb] [saucenao] [google]

fun timing, I wanted to go through this again after finishing Spiritworld and replaying Violent Rumble. It's pretty good.

>> No.9808804

Descent is getting DXX-based raytraced build.

>> No.9808806
File: 395 KB, 2557x1439, half-life.jpg [View same] [iqdb] [saucenao] [google]

Today I learned some deviants unironically play Half Life with unfiltered textures like it's a PSX or DOS game, not because their PC is old but because they think it looks better
Day ruined, faith in humanity lost, fascism support +0.5%

>> No.9808821

If anything I'm finding that there's a sweet spot for maps that I enjoy in the archives. Too far back and they're basic and not very good. Too modern and it's all the same weird obsession with difficulty and the same small group of people trying to reinvent the game for some reason.
Then you get the late 2000s/2010s where all the good shit is. For the most part, there are outliers.

>> No.9808828
File: 42 KB, 712x476, 1634742808650.jpg [View same] [iqdb] [saucenao] [google]


>> No.9808832

Alkaline is pretty recent and I thought that was almost on par with Arcane Dimensions. Give it another update or two and maybe it will be.

>> No.9808843

>Fucking horrible custom enemies that make the mods of the early 2000s look well balanced
I suggest taking the time to examine how the enemy functions before dismissing it. People make these things with intent in mind, not just for the sake of it. I'm reminded of people dismissing Drake's roster for similar reasons.

>> No.9808849
File: 3.93 MB, 640x360, vr woosh.webm [View same] [iqdb] [saucenao] [google]

Lots of these newer maps have been decently balanced on various difficulties, so it's been hard to gauge legit difficulty concerns separate from "hardest mode only" enthusiasts the likes that Casali called out ages ago.
One fun thing I've noticed are the hub-based levels being more ammo-friendly. They kind of have to be: They have to account for a naked shotgun-start, and even then sometimes less than that.

>> No.9808859

That level looks cool but confusing.
And is that a grappling hook?

>> No.9808862
File: 277 KB, 700x394, fetchimage[1].jpg [View same] [iqdb] [saucenao] [google]

>some deviants

>> No.9808861

>00's shooters were better than 10's shooters
Generally, i'd agree.
>and the indie throwback uninspired fps like dusk or ion fury.
We all see the overabundance of them but i'd take that overabundance the wasteland that genre was in 2007-2011.

>> No.9808869

>>Fucking horrible custom enemies that make the mods of the early 2000s look well balanced
sounds like someone got bamboozled by the sam kamikaze and cant let it go

>> No.9808871


>> No.9808873

The circlejerk is real, and Baker was right before he got brainwashed.

>> No.9808923
File: 15 KB, 398x398, a3e7fa63061a39a8147ec11ae7f1c50d.jpg [View same] [iqdb] [saucenao] [google]

>Luducrium map 1
>The horde of revenants kills my fps and then kill me before i can react
skipping this one sadly

>> No.9808985

Quake mod "Slayers Testaments" out now. Really has come a long way since I first played it.

>> No.9808989
File: 26 KB, 369x365, 1527778525509.jpg [View same] [iqdb] [saucenao] [google]

>out now
OOPS I'm retarded, trailer's just for the release which will be sometime this month.

>> No.9808997

Yeah, the viewmodel fucks me up, never seen a shotgun with the magazine on top of the barrel.

>> No.9809016
File: 2.00 MB, 1920x1080, alk_corrupt.png [View same] [iqdb] [saucenao] [google]

they forgot to texture these steps

1/5 stars

>> No.9809019

the quake logo is the only thing I've considered tatooing on my body.

>> No.9809026

What was that doom wad that takes place on that spaceship and starts really mundane and then does a complete 180 when the demons start spawning?

>> No.9809158

what was Unreal recieved like when it came out?

>> No.9809180

With how long HDoom's development is taking (still no spider mastermind, archvile, etc), why hasn't anyone made mods to replace those enemies in the meantime?

>> No.9809185

That's how I feel about it. He made some great stuff, some of it will never be finished, some of it is in a state where we can at least see what the idea was, and that may be enough. Demonsteele falls in the latter category, maybe it's not done-done, but it's at least in a better state than most of his other experiments.

>> No.9809208

Quite well.

>> No.9809212

The current top post gives me hope that Term's discarded projects aren't just going to rot, but they can potentially be built upon with unofficial updates

>> No.9809213

Oh wtf I thought he was dead or something that's great that he's going off to do other things. Good for him.

>> No.9809217

>unofficial updates
I mean, I would love that but has he designated people to update them or is he just hoping people pick up the slack?

>> No.9809224

Nah, he's just given blanketed permission for people build upon his mods, as long as they add a subtitle to them and keep the crediting proper.
Good lad

>> No.9809324

Kill the Hexen2 sorcerer as fast as possible, but not with the LG/Mjolnir or the "Ice rail-crossbow" - save those for the Cyberdemon, also don't waste all the Ice-bolts on him at once, as you need a few on hand in case a Nemesant (red pincer-headed floating dude) gets spawned by the IoS

>> No.9809407
File: 1.92 MB, 1600x900, spasm0229.png [View same] [iqdb] [saucenao] [google]

It's one of the best levels in VR - also yes using the grapple is a big thing in it

I wanted to finally make a Q1 map first, also the backlog is growing on me again after some1 shilled The Spirit World here and I havent tried the old Arcanum mod yet

Both AD and Dwell had such gaps in a couple of places (if you were autistic enough to look for all of them) - too bad it doesn't count when the FW gang does such rookie mistakes

>> No.9809410 [DELETED] 

Playing through Master Levels because it's the last official classic DOOM I haven't played through.
The Catwalk... well... that was... something. Pointless three-part elevator thingies that serve nothing but to slow you down and be annoying. Completely unchallenging. A fucking megaarmor and four rocket levels at the very end of a standalone level.

>> No.9809414

Playing through Master Levels because it's the last official classic DOOM I haven't played through.
The Catwalk... well... that was... something. Pointless three-part elevator thingies that serve nothing but to slow you down and be annoying. Completely unchallenging. A fucking megasphere and four rocket launchers at the very end of a standalone level.

>> No.9809421
File: 1.57 MB, 1600x900, spasm0232.png [View same] [iqdb] [saucenao] [google]

I no longer hate this level after almost 100%-ing the Abyss of the Troglodytes

>> No.9809428
File: 1.11 MB, 1600x900, spasm0240.png [View same] [iqdb] [saucenao] [google]

And to be honest my only problem with this map is not knowing how to reach this final secret legitimately while anything that I could kill with it is still alive - same problem with the nearby Haste powerup too (that for some reason is NOT marked as a secret)

>> No.9809430

So I've been playing Hideous Destructor. I find it rather easy to learn, so I just need some good keybinds. Any tips?

>> No.9809445

When I package up GZDoom with HD for my friends, this is more or less what I set up:

WASD - Move
Space - Jump
Shift - Sprint
Caps Lock - Toggle Walk/Jog
Ctrl - Crouch Hold
Alt - Crouch Toggle
Z,C - Lean Left/Right

E - Use
Tab - Bandage/Stapler (Slot 9) handy to check for bleeding!
B - Feign Death
K - Taunt

Left Click - Fire
Right click - Alt. fire
Middle Mouse - Zoom
Mouse4 (Bottom Thumb) - Reload
Mouse5 (Top Thumb) - Unload
R - Alt. Reload
Q - Change Fire Mode
U - Drop Equipped Weapon
L - Drop one unit of ammo
I - Next weapon in Stack

T - Use Inventory Item
F,G - Previous/Next Inventory Item
J - Drop Inventory Item
P - Strip Armor
; - Purge Useless Ammo
M - Mag Manager

X - Rangefinder
Del - Detonate Doorbuster (db 999)
Home - Automap

This isn't exactly what I use, being more accustomed to ESDF, but establishing this as a "default" of sorts helps speed up getting to actually playing the game.

>> No.9809487
File: 1.21 MB, 1600x900, spasm0347.png [View same] [iqdb] [saucenao] [google]

The final map of Dwell's ep.2 was a tad too rough and cramped for my likings but at least now that it's done, I can stop thinking about D2M8 untill ep.3 gets done
>I still kinda want the ep.1 to have a scorpion enemy, maybe even '"borrow'" those Shambler-replacement ones from Shrak, and make them be a stand-in for the regular Shamblers untill the last couple of levels?
I know that at least one person from the Quaddicted Discord lurks here for damage-control, so its not like my ramblings are completely impotent

>> No.9809492

>I'll probably just put cl_nopext 1 in the quake.rc file
Keep it mind that'll fuck up the custom HUD since it makes user stats (>32) stop working.

>> No.9809549

>That spoiler
I could believe it, with the way a certain controversial mod was defended like the guy was the dev or something. It's the behaviour you see from someone astroturfing.

>> No.9809552
File: 10 KB, 340x255, SOMEMONG.jpg [View same] [iqdb] [saucenao] [google]


>> No.9809560

I wish I could like Dwell, the levels look cool and the music/atmosphere is top notch.
But I also just find it an absolute slog to play. I can't put my finger on the reason why (no, I doubt it's entirely Copper's fault, we've been through this) but I just don't find it fun in the slightest.
I'm just some faggot binging a ton of Quake right now though, and I've found I have different tastes in what I enjoy in this game compared to the current fanbase, so as long as the main community likes this stuff I guess it's fine?

>> No.9809561


>> No.9809572
File: 505 KB, 844x736, shethicc.png [View same] [iqdb] [saucenao] [google]


>> No.9809595
File: 3.64 MB, 2560x1440, bye.png [View same] [iqdb] [saucenao] [google]

bruh you've got a hook, does this even count as cheese?

>> No.9809625
File: 23 KB, 320x200, 1674452479724212.png [View same] [iqdb] [saucenao] [google]


>> No.9809632

Playing Myroom, and I noticed I can't pass through to the mirror world. Can it be a problem due to compatibility with GZDoom?

>> No.9809646 [SPOILER] 
File: 6 KB, 300x300, Copper_Block_JE1_BE1.png [View same] [iqdb] [saucenao] [google]

>But I also just find it an absolute slog to play
I felt simillar when playing the SMEJ mods whenever I encountered a map that does the "here's a shortcut to the start of this level - see how much you've missed-out on for not paying attention to a small barely-noticable scenery detail while killing shit" and hunting for those rivets took me longer than beating the entirety of Ydinalkemia
>a certain controversial mod
Image sorta related?

>> No.9809647

You ever try to UVmax a level, get stuck trying to find the last item, and it turns out to be an armor bonus you couldn't see because a corpse fell on it?

>> No.9809650

items aren't requisite for uv-max you big dummy

>> No.9809652

>the way a certain mod was defended
Do describe, was that here?
There’s lots of levels and fish out there so I don’t see the problem in not liking anything. I think it would be pertinent identifying what specifically makes things feel like an “absolute slog” if you’re looking for constructive criticism or proper feedback.

>> No.9809656

well now I just feel stupid

>> No.9809662

>Do describe, was that here?
Yes, and if I have to spell it out I was talking about Copper. Something that has been discussed to death here so I'm not saying any more on it.

>> No.9809668
File: 227 KB, 1920x1080, aaa.jpg [View same] [iqdb] [saucenao] [google]


>> No.9809670

Realguns is a guilty pleasure of mine.

>> No.9809721

Guilty pleasure nothing. RGA2 is a really good gameplay mod.

>> No.9809738

I think I've found our Quaddicted guy. Unless there are two people who type like Mr. Data.

>> No.9809747
File: 1.12 MB, 1366x768, spasm0002.png [View same] [iqdb] [saucenao] [google]

Now I'm trying Honey and am almost done with it.
I like it, you get a real sense of being in this huge, ancient place and the backtracking is made fun with the special rocket and grenade locks.
I can see what that one anon meant by it being overshadowed by all the stuff that came after it, but take Honey for what it is and you've got a fine couple of maps here. Tons of Shamblers though, but that's my fault because I'm playing on hard. Not that they're a problem if you keep them swiping at you.

>> No.9809758

I say "guilty" because of the stigma shooters like CoD tend to have in here; but the gunplay in them has always been solid and mixing that with Doom's gameplay makes for a pretty great mod.

>> No.9809762

wort wort wort

>> No.9809767

I like how the first level makes it feel like you're breaking the map most of the time, since the path forward over crumbling pillars and supports is so organic it's like you've worked out your own route.

>> No.9809837
File: 3.10 MB, 640x480, 2023041014270301-E6F8FA0A06A47AD36277762D7D09CCD0.webm [View same] [iqdb] [saucenao] [google]

While I couldnt get this to work properly on my Nintendo Switch I still thoroughly enjoyed it.

The new BFG enemy/enemy attacks aren't there and the fast weapon switching isn't working among probably other things. No idea why as I have set the paks up correctly. But anyway I still played what is likely ~80-90% of the intended experience.

Really enjoyed it. Here's some exclusive pro gameplay.

>> No.9809843

I don't know anything about compiling C and I'm looking for some help. I've cloned hlsdk-portable and I want to remove the bunnyhop speed cap from half-life when using Xash3D. Simple change, just requires removing the line that caps your speed when you land.
I've made the changes to the code, but when I compile (using CMake) its like nothing has changed. Does CMake pick up the latest changes to the code or do I have to commit it in some way so CMake is aware of the changes?

>> No.9809852
File: 6 KB, 213x328, myupset.png [View same] [iqdb] [saucenao] [google]

Here is my setup.

>> No.9809865
File: 2.94 MB, 640x360, 1663812166489099.webm [View same] [iqdb] [saucenao] [google]

The way it was “defended” seems like it was clobbered and drowned out, though? That’s cause for concern? And it’s not like these threads are exclusive to a single opinion. You can have a bunch of people expressing their dislike of Ancient Aliens, people that do like it aren’t obligated to chime in and defend it. That does not mean everyone here hates AA, so it should not come across as weird when your local Babelslut posts some gameplay for it.

>> No.9809874

nevermind, I think I just had to clean before compiling again? i have uncapped speed now

>> No.9809883

If a large number of people dislike it outside of the circlejerk then it isn't really a "cause for concern" unless you're the modder.

>> No.9809884
File: 702 KB, 1366x768, spasm0005.png [View same] [iqdb] [saucenao] [google]

Okay, I really wan't expecting this giant shitpost ending. It turned this mod from an 8/10 to a solid 10 for me. Really good shit.

>> No.9809915

use ironwail

>> No.9809926

Why, is the map fucked up in a way I didn't notice?
My machine is too shit to use it and I absolutely would convert if I could. You should see the number of Quakespasm shortcuts I've accrued this last month.

>> No.9809941
File: 50 KB, 331x307, 1661580846677225.png [View same] [iqdb] [saucenao] [google]

>can't learn how to bunny hop
>can't learn how to trick jump
>can't learn how to shambler dance
see you on the other side

>> No.9809950

what map is this?

>> No.9809953

>Bunny hop
I have no idea how to do this but I keep trying anyway
>Trick jump
I don't know what this is
>Shambler Dance
This one is easy, you get a knack for it and once you've worked out what counts as attack frames isolated Shamblers become jokes.

>> No.9809973

You know something I've learned from all this Quake? Required rocket jumping secrets are surprisingly rare. I've lost count of the number of times I've done it only to find there was a better, safer way of grabbing the rewards and all I've really done is cheat a bit to get something early.
Fuck it though, rocket jumping is too much fun.

>> No.9810001
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]

First time in forever I find someone who also liked and played this. I think I still have the game. Should maybe pop it in one of these days.

>uninspired fps like dusk or ion fury.
Really dude?
Haven't played Dusk yet but Ion Fury is an actual return to form to Build Trio style classic FPS showing what passionate creators can do with modern hardware on the old engine.
The levels are expansive, made to feel really well lived-in, "natural" with a lot of soulful secrets including pop culture references.

The weapons feel satisfying, the enemy sprites and death animations are high quality.

What exactly do you feel is "uninspired" about it?

>> No.9810013

Shoot the helicopter down at the end of first level.

>> No.9810014

>can't learn how to bunny hop
>Phase 1 (bunny hopping):
hold W
let go of W
keep jumping
you're now bunny hopping
>Phase 2 (air control / air accel)
while bunny hopping...
hold A and drag your mouse left to turn left
hold D and drag your mouse right to right right

>> No.9810020

I really liked the run of the story in CW. Yeah, it ain't winning any writing awards but the narration by the protagonist and the feeling of a 'spy action' felt really nice. The game also had decent ragdoll / object physics and serviceable gore / dismemberment which made the weapons feel nice. Also the missile guidance units with the swastika-ish logo on them kek. Shame how the support chick got shot but it's what it is

>> No.9810028
File: 257 KB, 1920x1080, 20230408202654_1.jpg [View same] [iqdb] [saucenao] [google]

I really like the atmosphere in DOOM 64. And the techbases especially have a very oppressive and good atmosphere, I love the chain link fences and the yellow / black caution tape areas, the metal floors kind of even remind me of Quake 2 a bit..

>> No.9810089
File: 121 KB, 1487x1080, Screenshot_2023-04-10-17-00-52-77_f9ee0578fe1cc94de7482bd41accb329_1.jpg [View same] [iqdb] [saucenao] [google]

>Pop culture references

>> No.9810091

doom 64 crusher scene when some machine makes a hole in the floor was absolutely kino

>> No.9810102

Yeah, hes talking about my post, a random anon who's been here for years. I just didnt understand why suddenly everyone was shitting on the mod like its the worst thing since un-sliced bread, and apparently the only explanation is that im the dev. I mean thats kind of funny to say as a gag, but actually assuming that is just retarded lel.

>> No.9810109

Doge has now been brought back so many times at so many different levels of irony that it feels timeless.

>> No.9810114 [SPOILER] 
File: 457 KB, 640x626, 1598458035636.png [View same] [iqdb] [saucenao] [google]


>> No.9810115
File: 192 KB, 1920x1080, 20230216194141_1.jpg [View same] [iqdb] [saucenao] [google]

Yeah, pop-culture references.

>> No.9810129
File: 260 KB, 1654x992, 3C91500C-F36E-4311-AF23-B11BF79263ED.jpg [View same] [iqdb] [saucenao] [google]

It's Lt. Cmdr. Data. He didn't get that rank just to be called "Mister" like some Vulcan fuck.
Also, I guess now's as good a time as any to /r/ decent Star Trek sprite sources. The GZDoom Star Trek TC has a pretty limited selection, and I'd loathe the prospect of taking crunchy screengrabs of Star Trek Online just to get a set of rotations for Klingon and Cardassian niggas.

>> No.9810147

What map is this? Looks cool.

>> No.9810159

A negative jerkcircle can point to issues causing distress, or it’s just that: Nothing but a group of haters. A positive one can be just as beneficial, it could be a sign that you’re doing something right. Or it’s just a group of fellaters, somehow drawn to your mod. I’ve taken particular interest myself now.
>and apparently the only explanation is that im the dev
I can relate because I’m apparently some guy named Data now >>9809874 A pleasure to meet you “supposed mod dev”?

>> No.9810165

Oops you’re not the guy who called me that >>9809738

>> No.9810167
File: 1.30 MB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]

>I need to know how this was done
also TerShib is fun as heck despite being so needlessly huge in some places

Did the QD'ed SNG not gibbing zombies anymore really hurt people that much?
Spawns taking a chill-pill once they can't see you almost makes it bearable for compensation

>> No.9810173

For me, it's more that the mod is held up as the one mod to rule them all and is overused these days, even though it does very little and the more noticable stuff is vaguely annoying at times.
I don't feel strongly against it but I wouldn't miss it if everyone went back to Quoth or AD. I actually take more issue with the current circlejerk of mappers being giant assholes but that issue will deal with itself given time.

>> No.9810180

>I think it would be pertinent identifying what specifically makes things feel like an “absolute slog” if you’re looking for constructive criticism or proper feedback.
Fair enough, I honestly can't quite pinpoint what I don't like about Dwell. I guess a few levels feel a bit over the top/spiteful for no reason? It's not a bad project by a long shot but it just isn't for me.

>> No.9810184

You know you don't HAVE to play everything on hard mode right

>> No.9810187

Why are you assuming I'm on hard? I played it on normal. I admit to usually playing stuff on hard mode but I saw numerous posts here saying it was tough so I scaled back for it.

>> No.9810198

I wonder if Reliquiary is gonna get an update (or did Markie abanndon it completely?) somewhere inbetween next Dwell episode drops
That's what cheats and reloads are for

>> No.9810207

>That's what cheats and reloads are for
Alkaline's resurrect function is amazing if you absolutely don't give a fuck. That shitty final fight in Pillars was a lot more fun when I bound the function to a key and just no-sale'd all the mappers bullshit.

>> No.9810234

DOOM 64 is cool.
Come on, show graves.

>> No.9810260

Jesus christ how horrifying

>> No.9810273

True, I think part of the reason is because Kabuso (the dog in question), is photogenic and nice to look at, so together with different kinds of memery, I can see it enduring. Or at the least, it'll be one of those where you'll see it in an old work, or thrown in somewhere on odd occasion, and instead of feeling horribly dated and tired like say, all those performative template memes which are 'My Opinion V. Your Opinion', it'll make you go "Heh, I remember that one."

>> No.9810313

Did it feel too rough even on Normal? What about Easy? Something like Sunlust really guts the most annoying enemy spawns on the lowest two settings. For modern Quake stuff, Spiritworld’s Diyu gets nearly less than half of that 460ish enemy count.

>> No.9810380

>A pleasure to meet you “supposed mod dev”?

>> No.9810402

I hate centered hud elements like the doom and quake sbar. They made sense when games were played in 4:3, and they still work fine on that setup.
But in widescreen they cover the weapon and it looks shit with a bar going all the way across or even just cutting off.
Time to move on.

>> No.9810417

Well, you're in luck. Almost all modern source ports let you have multiple HUD options and can do away with that.

>> No.9810418

Tfw back to saturn x 3 hasnt come out yet bros

>> No.9810421

>We've been hard at work on it, and Back to Saturn X Episode 3: Instructions To The Rusty Time Machine is planned to release late next year if all goes as planned.
>On the subject of the resource wad, look forward to nine completely new themes in addition to the tech/gothic/ruin themes from e1 and e2.

>> No.9810425

>New themes
Good. I never could complete part one because it all felt the same.

>> No.9810426
File: 14 KB, 800x452, chibi doom.png [View same] [iqdb] [saucenao] [google]

To clarify, this was written in 2022 so it's planned to release this year, along with making the resources public.

>> No.9810435

Lol dude, some of us have been waiting for one final map for TNT2 to be completed. It's been a year, if not two, and it still is not done.
What I want to say is, with projects of such scale, it's better to not think about them too much, if at all. They'll come eventually.

>> No.9810470

A 7-map demo of Heretic wad "Of Myth Relinquished" is out: https://www.doomworld.com/forum/topic/134628-heretic-of-myth-relinquished-7-map-demo-episode/
A limit-removing episode for a change. I wish more Heretic maps embraced non-ZDoom format.

>> No.9810478
File: 58 KB, 800x600, corvus_in_corona_raid.png [View same] [iqdb] [saucenao] [google]

Thank you for bringing attention to this.
As an addendum, it's recommended that you use Crispy Heretic 6.0 or newer, since several (maybe even most) maps break with older releases.

>> No.9810513

Sorry, you were misquoted >>9810165
>can replay E1 because love techbase
>can’t finish E2 past Dirty Water
It’s a great map but it fills me up.

>> No.9810519

>nine new themes in one wad
Mental. I guess they must have taken the sameiness critique to heart. I never had a problem with that though, yeah all the levels had the same theme, but they were all still beautiful. Im the kind of player that stops to just admire the architecture in maps, so i guess if youre zooming around fighting and not looking at the details then it can all look the same.

>> No.9810570

>Im the kind of player that stops to just admire the architecture in maps, so i guess if youre zooming around fighting and not looking at the details then it can all look the same.
No, I also do that and I can honestly say Ep 1 had a problem with saminess.

>> No.9810613

I love bases and the detail that some of the mappers put into them, especially the new Q2 25th Anniversary Unit. But it is still all techbase. techbased.

>> No.9810628

I might try it on easy. I don't know, I've been utterly devouring old and new Quake content this month but something about Dwell just rubbed me the wrong way, even on normal.
But I tried it at the start of my journey, so maybe if I try it again now I've got a ton of experience I'll appreciate it more?

>> No.9810640

Cute pic.

>> No.9810643

I also think HL is historically notable but ultimately like 6/10

>> No.9810645

Techbased sounds like a good collab name

>> No.9810653

Fair enough. Personally it's one of my all time favourites and I replay the entire Half Life 1 "trilogy" every May. Yes it has its flaws but the journey across Black Mesa just does it for me every time.

>> No.9810654
File: 310 KB, 1373x915, Fs5qJiIaMAAWEND.jpg [View same] [iqdb] [saucenao] [google]

what's with that red wizard?
what does it do?

>> No.9810659

Other than a few noteworthy setpieces like the map 1 bridge and the storytelling in map 17 most of BTSX's techbases don't have much to say other than "this is the hallway with the archvile in it" and "this is the door the revenants pop out from"
vanilla sector limit probably played a role but even then there are base wads from the 90s like Dark Covenant that tried to have immersive scenery

>> No.9810676 [SPOILER] 
File: 797 KB, 2560x1440, doppleganger.png [View same] [iqdb] [saucenao] [google]

I'd wait awhile, just in case there's a subtle bias that keeps reminding you of the bad times you first had with it. Not like it's going anywhere.
I could be assuming too much but I can relate with how I initially regarded a very amazing, lovely, and challenging mod: Violent Rumble. It kicked my ass and had its way with me when it was first out, I wasn't able to fully appreciate it until several months/nearly a year after the fact. Also learned a lot too, like how I had to get better at bhopping to tell nightmare voreballs to fuck off after complaining about them.

>> No.9810685

new thread whendo

>> No.9810687

I'll make it on page 8 minimum

>> No.9810692

I'll see that you do...

>> No.9810696

You know what would be more fun for you than that map? Replaying daikatana.

>> No.9810716
File: 2.35 MB, 1920x1080, 2222222222.png [View same] [iqdb] [saucenao] [google]

That's the Spiritworld. Very evil, very Sandy inspired, lots of spawns. It's the first thing in the news post up there.

>> No.9810717
File: 78 KB, 900x900, FtG_VEOWwAAb1pZ.jpg [View same] [iqdb] [saucenao] [google]

>> No.9810727
File: 1.63 MB, 1600x1200, 496330164_Map01asaTuscanCourtyard.png [View same] [iqdb] [saucenao] [google]

>> No.9810785

big jump in difficulty from Hard to Unreal in Unreal 1 eh

>> No.9810796

I understand people disliking the combat, I just don't get the hate for the platforming

>> No.9810806 [DELETED] 
File: 27 KB, 416x411, doom2.png [View same] [iqdb] [saucenao] [google]

What now Doom 1 fags?

>> No.9810813
File: 61 KB, 841x629, 1673510382568341.jpg [View same] [iqdb] [saucenao] [google]

>What now Doom 1 fags?
Decino is a cool dude and I am reasonably sure he might lurk or even post here and is entitled to his opinion. What were you expecting, reeeing?

>> No.9810835

I don't see these flaws in episodes 2 & 3 and I don't think I ever will. People keep talking about it but it makes no sense to me. And if you want flaws, does Doom 2 ever come with many.

>> No.9810857

Shores of Hell is still peak Doom to me, but individual maps in Doom 2 do come close.

>> No.9810858

Drom a pistol start UV max perspective of course doom 1 and its dungeon crawling roots are going to be less exciting. Episode 2 is overhated for sure but episode 3 gets a bit dry after pandemonium
Personally I find doom's quaint 30 monsters per level a good testing ground for difficulty mods

>> No.9810871
File: 144 KB, 126x126, turning 30.gif [View same] [iqdb] [saucenao] [google]

This fucking homo posted his own screencap on /v/ as well. He's a balding reddit and twitter user. Point and laugh at him.

>> No.9810876

Shareware Doom 1 is the only good part of official classic Doom stuff, yes.

>> No.9810878
File: 107 KB, 613x533, 1665668117918813.jpg [View same] [iqdb] [saucenao] [google]


>> No.9810879
File: 1.46 MB, 320x240, 1675719597171631.webm [View same] [iqdb] [saucenao] [google]

>This fucking homo posted his own screencap on /v/ as well.
>he actually did

>> No.9810884

What kind of retard writes like that outside of this shitty page?

>> No.9810886 [DELETED] 
File: 66 KB, 1464x409, 1681164900062392.jpg [View same] [iqdb] [saucenao] [google]

I'm posting this for any archaeologists on desuarchive to know just who's behind these retarded-ass posts.

>> No.9810893 [DELETED] 


>> No.9810947
File: 78 KB, 790x529, incomprehensible.jpg [View same] [iqdb] [saucenao] [google]

>mod changes UV to be harder without keeping the vanilla alternative
false angel, i`m REALLY trying to like you, just let me have the damn spawn preset.
>inb4 just use slade bro
why do i gotta do it every time man.

>> No.9811104

>Spawning a thing that uses monster's chase routine to try to reach you and explode
Yes or no? I'm internally debating if this is something I should do.

>> No.9811106


>> No.9811108

Do you mean a kamikaze or a monster that spawns kamikazes? Obviously, the former has been done before.

>> No.9811109

Yeah, but what if you couldn't kill it?

>> No.9811113
File: 8 KB, 250x211, 250[1].jpg [View same] [iqdb] [saucenao] [google]

>monster that spawns kamikazes
sounds like my housemaid

>> No.9811130

I think I should describe the situation. I want to make another MBF21 boss. For this I appropriated a variation of a maulotaur. It has three animations - swinging hammer horizontally, pounding ground with a hammer and dashing forward. With dashing forward everything is simple - I'll just use lost soul pointers, because now I know why my last attempt was crashing. But I'm torn between two concepts. First one - sweep releases a fan of non-homing projectiles, and pound releases a circle of homing projectiles. Second one - sweep releases a fan of homing projectiles, and pound creates a flame that behaves as a kamikaze, but it can't be killed, you'll have to outrun it.

>> No.9811173

Yeah, the platforming isn't what really ruins it for me. It doesn't add much to the game, and the puzzles are limited in their solutions, but the combat is what makes me not want to play it.
The atmosphere is 10/10 though.

>> No.9811178
File: 3.92 MB, 900x506, you picked up an ASMR core.webm [View same] [iqdb] [saucenao] [google]

Beat Unreal finally lads

>> No.9811196

Alkaline is fucking amazing bros

>> No.9811226

I really hope DeathStalker isn't dead, because I'd really like to play that mod without a completely fucked HUD that's way too big. It seemed pretty cool.

>> No.9811265

What's next?
The expansion is pretty shit imo, but some people like it.

>> No.9811326
File: 186 KB, 496x550, 1653650553596273.png [View same] [iqdb] [saucenao] [google]

but what about a spawn that when exploding leave multiple homing spikes behind?

>> No.9811327

operation na'pali

>> No.9811339

>but what about a spawn that when exploding leave multiple homing spikes behind?

what about a spawn that leaves five or more little spawns behind that are twice as fast but explode on impact.

>> No.9811431
File: 3.81 MB, 900x506, battle music abruptly stops.webm [View same] [iqdb] [saucenao] [google]

I've been messing around restarting it from the beginning. Interesting how much faster and easier it is now that I played the whole campaign. I was dumb and (after dropping it twice because I didn't understand what type of game it was) started on Unreal difficulty and got my butt whooped for half the game.
I was thinking of doing the Napali episode... What do people say about it? The default campaign was pretty jank at points.

>> No.9811485

It's a continuation of the story with new weapons and enemies. The new weapons are very reliable to the point of overshadowing the rest of the arsenal if you have the ammo for them, and the new enemies are criminally underused. It has much better pacing with less haphazard enemy introductions, but the beginning and ends of the levels have voice acting that's either bearable or shit depending on your chosen sex.

>> No.9811498

>unreal is a girl

what the fuck

>> No.9811557
File: 207 KB, 1280x720, omg first whaman shooter protagonist.jpg [View same] [iqdb] [saucenao] [google]

No, the player character is whatever multiplayer skin you select. The first one happens to be a female because they're in alphabetical order.
That fact has been conveniently overlooked to allow for some historical revisionism in recent years. Pic totally unrelated.

>> No.9811616


>> No.9811630

>Play Unreal
>Choose the cool ayy with 4 arms
>Get softlocked a level in when I need to go in a vent shaft
>Realize I chose the 7 foot tall character whose species was destined to become kill by the lizzies

>> No.9811667

Nemesant/Troglodyte. He throws fireballs at you that will bound and seek you out with each bound. He teleports and can semi-lock you in a ring before raising fire beneath you for high damage. I say semi because if you were moving before he did it you can get out of it. He sounds powerful but he goes down fast. Love fighting him.
Not him but it feels inorganic come on. If that's the intended way to beat it it just sidesteps most of the arena and battle.

>> No.9811683

The new weapons feel like shit, though they are useful. The only new enemy I remember liking was the little dinosaur looking things, though I don't remember them being used very effectively.
The most memorable fight is against the humans on top of the ship. I honestly can't remember another specific map from it, but I didn't play it as much as the main campaign. The expansion is made up from patched up scrapped maps from the original campaign, and it shows. Everything feels like bizarro Unreal.
It never feels better to me than the original campaign. Everything feels off. The male voice acting is complete shit. I never played as a female character so I can't speak for that half.

>> No.9811708

Baking bread

>> No.9811721


>> No.9811979

Does it have multiple variety of Spawns, or at least the self-cloning ones from DoE?

>> No.9812064

Is raze now recommended for DN3D over Eduke?