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

/vr/ - Retro Games


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9822869 No.9822869 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9811717

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like WE HAVE TO KILL THE DEMONS AND FORCES OF QUAKE ~

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

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

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

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU (embed)
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

OUR WADS
https://rentry.org/8ca3061522e0

>> No.9822870
File: 524 KB, 512x512, 1681190014526429.png [View same] [iqdb] [saucenao] [google]
9822870

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263#p9611406

VIOLENT RUMBLE 2
https://desu-usergeneratedcontent.xyz/vr/image/1681/53/1681537308586.png

=== NEWS ===
Re: Mobilize Quake mod announced
https://www.youtube.com/watch?v=KZOgpGb6YM0

[4-11] Doomer Boards projects compiled (01-57) (04-11-2023) (With latest fixes to Shatter Realm)
https://www.mediafire.com/folder/n9j77ptkec5md

[4-10] A 7-map demo of "Of Myth Relinquished" for Heretic is out
https://www.doomworld.com/forum/topic/134628

[4-9] Slayers Testaments for Quake trailer released
[YouTube] SLAYERS TESTAMENTS || Full Release Quake mod trailer (embed)

[4-9] Descent is getting a DXX-based raytraced build
[YouTube] Descent Raytraced Announcement Trailer (embed)

[4-9] The Quake 2 25th Anniversary Collaborative Unit is here!
https://quakeulf.suxos.org/3d/maps/Quake225ACU.zip

[4-6] New E4 inspired episode for Quake
https://www.slipseer.com/index.php?resources/the-spiritworld.208/

[4-3] Wad Scorecard v1.6 released
https://www.doomworld.com/forum/topic/133645

[4-2] What is Health? RC1 released
https://www.doomworld.com/forum/topic/134785

[4-2] Raze 1.7.0 released
https://github.com/ZDoom/Raze/releases/tag/1.7.0

[4-2] Anon shares a map about finding the lost 94 Protons release build
https://drive.google.com/file/d/1Vww5Y1FKFayLAN3mDGuOdbTg5WMIjZf_/view?usp=share_link

[4-1] Cripsy 6.0 released, now supporting Strife
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-6.0

[4-1] Slade updated to 3.2.2.
https://github.com/sirjuddington/SLADE/releases/tag/3.2.2

[4-1] VALORANT: Antivax Edition released
https://www.doomworld.com/forum/topic/134769

[3-28] Doom Master Wadazine #20 is out
https://wadazine.com/portofolio/

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

>> No.9822874

thoughts on dumptruck_ds? does he really have a huge ass

>> No.9822895
File: 1.25 MB, 1360x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
9822895

After playin Dwell 1 & 2 followed by a bunch of other random quake maps, i realized what made the former so great. It has anti-cheese measures. Like every fight in the episode im playing now can just be cheesed because the AI is so retarded, they cant follow you through doors or up stairs and their hitboxes are so hueg you can aim at the air next to them from behind cover. Epochs Of Emnity, pretty maps but its getting boring. In Dwell, they design the levels smartly so you rarely have a safe place to camp, they spawn in enemies behind you, and they use trigger_monsterjump everywhere to help enemies get to you unexpectedly. Pretty much every time i tried to cheese, i got countered and forced to actually fight bravely. The combat is just so much more engaging than the average map.

>> No.9822952
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9822952

>> No.9822972

>>9822895
Pretty sexy architecture desu.

>> No.9823075
File: 1.26 MB, 1600x900, spasm0073.png [View same] [iqdb] [saucenao] [google]
9823075

>>9822869
>FIREBLU in Quake
What kind of devilry is that?

>> No.9823170

>>9822895
Teleporting stuff right behind you is shitty though.
I think Dwell has some very pretty maps but the mod itself is too obsessed with "gotcha" moments and I didn't find it as fun as the other big name mods.

>> No.9823193

>>9822874
He's kind of an idiot
>Makes a ton of videos making it easier to get into Quake mapping
>It attracts a bunch of zoomer egomaniacs into the community
>Said egomaniacs are going out of their way to censor and sanitize everything to their own insane liking
>dumptruck has the nerve to take a stand against them when they do the inevitable cancellation spree on the old guard even though he's responsible for this shit
Honestly, not impressed with him in the slightest. He also rarely makes videos anyway, his Alkaline "review" was footage of him playing like a girl and eating enemy attacks that a novice could dodge and was only about ten minutes long.
I don't think there are any good or bigtime Quake youtubers in all fairness, so that's a niche someone could try and fill if they gave a damn.

>> No.9823195

Is pistol starting a thing in Quake?

>> No.9823197

>decino will be streaming part two of Ancient Aliens today
I'm honestly looking forward to it. Now the boring secret levels are done it's all the good shit from here on.

>> No.9823206

>>9823195
No, because it hasn't got a pistol :^)

>> No.9823215

>>9823197
>looking forward to somebody streaming a game
wake up

>> No.9823226

>>9823215
I'm not some zoomer, I've played Ancient Aliens before and enjoyed it.
But I also enjoy seeing people who are good at Doom playing my favourite levels and seeing how they handle the harder parts, what's your problem with this?

>> No.9823227

>>9823215
I'm too lazy to play games but I want to see what they are like.

>> No.9823229

You all should go and play Shadow Warrior right now. With this community and streamer talk going on you definitly need some Wang in your life.

>> No.9823234

>>9823229
>Build engine
Ew, no.

>> No.9823240
File: 3.83 MB, 2700x3600, 1652738741682.jpg [View same] [iqdb] [saucenao] [google]
9823240

Hello friends, retard here.
I am trying to get my fren into Doom and we want to play Multiplayer. However, I have the game since quite some time ago on Steam and as such my version includes the TNT and Plutonia levels, whereas currently, steam sells Doom only with E4 included. Will this be an issue?
Also, how do you set up multiplayer? I recall needing to use either GZDoom or ZDaemon but I forgot and I am quite the doofus when it comes to these things...
Thanks in advance!

>> No.9823243

>>9822870
Notes for new baker:
>[4-2] Anon shares a map about finding the lost 94 Protons release build
You can remove _/view?usp=share_link from the link

>Restore lost links
[4-9] Slayers Testaments for Quake trailer released
https://youtu.be/RkrXeQdQLCs

[4-9] Descent is getting a DXX-based raytraced build
https://youtu.be/Q970jljMTNk

>Fix latest entry, add date and short url
[4-12] Re: Mobilize Quake mod announced
https://youtu.be/KZOgpGb6YM0

I think /tag/version from github links can also be removed if you hit character limit

>> No.9823246
File: 198 KB, 664x480, 1671081894044657.webm [View same] [iqdb] [saucenao] [google]
9823246

>>9823206

>> No.9823247

>>9823234
The quirks and hackery going on in Build is exactly what makes it so unique and magical.

>> No.9823252

>>9823240
The most straightforward way to get started playing online is with Zandronum. Doomseeker can be used to browse servers, though most of the populated servers lately are all heavily modded.

>> No.9823253

>>9823234
>Shadow Warrior
good
>Douk
good
>Blood
bad

>> No.9823254

>>9823247
I just find Build games to be kind of annoying to play for some reason. They tend to have great enemies and weapons, but something feels off.

>> No.9823257
File: 3.91 MB, 1280x720, azb_closed.webm [View same] [iqdb] [saucenao] [google]
9823257

>>9822895
I was impressed. I went in with low expectations, especially with the first map that opens it up that's just alright. Now it may be my favorite newer Quake thing since VRumble. What's your favorite episode 1 level? Episode 2 was great but the "Egypt-meets-fleshgod" aesthetic really sings to me.

>> No.9823271

>>9823257
How did you make such a high quality webm?

>> No.9823272

>>9823253
They are all good anon. Bad games don't survive for decades unless they are memeable.
>>9823254
I only ever got this feeling with Redneck Rampage. But that game is a shitshow.

>> No.9823279

>>9823252
He could also try Odamex with its integrated server browser, no gameplay mods to speak of. For personal server he'd need to fiddle with config file a little, it comes with a folder brimful of config samples for reference and use.

>> No.9823302

>Doom
Best enemies
>Blood
Best atmosphere
>Shadow Warrior
Best gameplay
>Quake
Best multiplayer

>> No.9823309

>>9823195
Not with the original levels, if you didn't find and pick up a weapon in a level, you will almost never find it in a later level in an episode, you were expected to play them from the start and then continue through.

>> No.9823318

>>9823252
>>9823279
So I used this guide and installed some things, is anyone here willing to give Doom 1's first episode a go? We can play through the entire thing, we can play for just a bit but I just want to check that it works
https://www.youtube.com/watch?v=KjEmlNJ4oQQ&t=90s

>> No.9823326

>>9823302
>Hexen
Best puzzles

>> No.9823331

>>9823326
"Puzzles"

>> No.9823337
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9823337

>>9823318
I don't understand, why is my HUD suddenly so empty and why can I move my mouse vertically?
FFS I just want to play Classc Doom online and that's it, we can install mods later on....

>> No.9823351

>>9823302
Heretic got better enemies than Doom.
Now go dance with Iron Liches, Ophidians and Maulotaurs
>>9823326
There are barely any proper puzzles. It's a great contender for the best atmosphere though.

>> No.9823359
File: 3.93 MB, 1280x720, brt fiend FUCKS scrag.webm [View same] [iqdb] [saucenao] [google]
9823359

>>9823271
Webm for Exceptional Individuals Like Myself/Retards
>>9823331
There's like...two? I guess that makes it best? Not much competition honestly.

>> No.9823360

>>9823359
What map? I'm assuming this is the Alkaline Jam.

>> No.9823367

>>9823359
>There's like...two? I guess that makes it best? Not much competition honestly.
There's a decent amount of competition, just play more old FPS games.
Starting with it's sequel, Hexen 2.

>> No.9823371

>>9823359
Hedon might be a better choice. That is if you count GZ based games as their own games.

>> No.9823378
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9823378

>>9823360
Brutalist one actually. I never finished it but what I played was good. I haven't messed with the Alkjam yet.
>>9823371
>That is if you count GZ based games as their own games.
Of course. I need to check it out at some point.

>> No.9823379

>>9823367
>Hexen 2
I can't believe how much better Hexen 2 is than Hexen. One is a slog, two is a blast.

>> No.9823386

>>9823379
Hexen 2 gameplay is better, but the first one got better atmosphere and never tried to bullshit me, like Egyptian hub of Hexen 2 did.

>> No.9823396
File: 252 KB, 1024x819, Download.jpg [View same] [iqdb] [saucenao] [google]
9823396

Play Shadow Warrior.
Grease your Wang. Randy would like that.

>> No.9823409

>>9823386
>never tried to bullshit me
Did we play the same Hexen anon?

>> No.9823441

>>9823409
Okay, okay, Heresiarch's Seminary was slightly iffy with introduction of pushable walls and stuff like that. But that's barely any worse than finding Forgotten Chapel in Blackmarsh and other than that it's more or less straightforward, if you don't overthink it.
There isn't anything even remotely close to the Wheel of Ages.

>> No.9823458
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9823458

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.9823459
File: 6 KB, 561x458, horny altar man.png [View same] [iqdb] [saucenao] [google]
9823459

>>9823458
I'm drawing a parias

>> No.9823467
File: 6 KB, 369x372, Let's attack aggressively.png [View same] [iqdb] [saucenao] [google]
9823467

>>9823458
Nearly done with all the art I need for the trailer, then I just need to make the damn thing and get the update out.

>> No.9823471
File: 187 KB, 1862x935, MAP05-Real (edit area) at 2023.04.15 09-29-32.620 [R4028].jpg [View same] [iqdb] [saucenao] [google]
9823471

>>9823458
Mapping
Can I remove a flickering sector effect that's there at map load??

>> No.9823473

>>9823467
That looks awesome.

>> No.9823476

>>9823473
Thank you, admittedly I just drew over Bill Rizer from Contra 3 but I'm still pleased with how Arti's helmet turned out. Even if I think him facing sideways like this is cursed.

>> No.9823486

>>9823476
Ah, Contra. I got Metal Slug vibes from that, but that explains a lot. Keep up the awesome work!

>> No.9823491
File: 142 KB, 1186x578, 1488323703475.png [View same] [iqdb] [saucenao] [google]
9823491

>>9816618
I've decided to retire Friday Night Firefight. Deathmatch just doesn't pull in enough players to make it worth hosting anymore. /vr/ Kart is now running from Monday through Saturday, leaving room for Sunday Night Shitshow. We'll still have WNW, the server is just running in the background now.
I've added stat tracker to the kart server again, so if anyone would like to test if that works, that would be appreciated.

>> No.9823514
File: 127 KB, 750x741, 1623206519267.jpg [View same] [iqdb] [saucenao] [google]
9823514

Why is my Server not visible on Zandronum/Doomseeker... I've Port Forwarded but my friend can't see it :(

>> No.9823518

>>9823458
https://youtu.be/JALq8eUc2fw
I finished coding the munitaur boss this week and made a video showing 4 bosses I made. I also think I have a concept for the last one.

>> No.9823520

>>9823514
>having friends

>> No.9823530

>>9823514
I'm gonna leave this here as a last ditch effort if you can't figure out self-hosting. https://allfearthesentinel.com/

>> No.9823552
File: 268 KB, 852x480, THE BOARD IS GOOD.webm [View same] [iqdb] [saucenao] [google]
9823552

:|

>> No.9823563

>>9823552
>when your 4070 refuses to work 10% faster than a 3080

>> No.9823565

>>9823552
Yeah, I found that thing after a huge secret hunt too. It's almost annoying, isn't it?

>> No.9823567
File: 205 KB, 322x276, 1678061372334443.png [View same] [iqdb] [saucenao] [google]
9823567

>Mod starts out fine,simplistic and sleek
>Author keeps adding feature after feature
>Keeps adding things that nobody really asked for or bullshit custom enemies/weapons with no options to toggle it off
>Doesnt keep old versions of the mod anywhere else, they are gone for food

>> No.9823568

Been playing wads with freedoom lately as sort of experiment and I've grown some serious appreciation for the textures. I know the mission statement is to make them legally distinct and interchangeable but they just appear unreasonably fresh for some reason. I'm definitely going to be using them in lieu or in addition to the originals.

It's a bit scummy to complain about a project like freedoom but there's just so much graphical inconsistency about the monster sprites that are hard to get around to. The pinkie replacing worm is fantastic and my brain completely accepts it as a pinkie and it's a cool fucking sprite in it's own right. Imp, Caco, Archvile I like the most and despite being different I can enjoy them, rest of the cast I find varying degrees of jarring with sometimes weird proportions, sometimes fidgety sprite animations or styles so varied they look like from different games. The revenant replacement is just pitch black and stealthier than spectres! That could be so easily fixed if they changed the color scheme just a little bit.

>> No.9823569

>>9823565
it was a huge waste of time, I kept thinking it was the exit to a secret level.

>> No.9823576

>>9823568
Freedoom is to uncanny for me personally. But glad you enjoy it anon.

>> No.9823582
File: 18 KB, 398x360, o8dzfda6u1x71[1].jpg [View same] [iqdb] [saucenao] [google]
9823582

>>9823567
>they are gone for food

>> No.9823597

>>9823582
in my defense the g and f keys are right next to each other

>> No.9823602

>>9823597
So are mine, you gucking gaffot.

>> No.9823605

>>9823576
Uncanny is a word I was probably looking for at some point there. And yes it is uncanny to me too but the pink demon worm is the single exception that doesn't provoke any sort of reaction of the sort.

>>9823597
Fair, fair, I don't even blink at typos that are obviously next to each other but when someone types something so catastropwically far apart it's like wtf nigga.

>> No.9823619

>>9823530
Thank you very much.
Does skill level 3 correspond to UV? And is it possible to set the max number of lives that the two of us can share and once that number is zero, we have to restart the Map?

>> No.9823624

>>9823619
Skill 3 is UV by default, yes. Some mods change this, but that's how it is most of the time. sv_maxlives sets the amount of lives.

>> No.9823627
File: 367 KB, 1854x831, Screenshot 2023-04-15 110651.png [View same] [iqdb] [saucenao] [google]
9823627

>>9823458
Started M3 of my Final Fantasy Doom expansion: Fort Zeakden. I need to grab reference images for the original battle map before I continue on, but like with Orbonne Monastery, I plan on taking extensive creative liberties with this one.
I asked somebody else for some help with spritework because I'm too fucking lazy, and I'm hoping to rope another contributor into doing a bit more sprite work. (FF Doom doesn't come with Caco or Barrel replacements, both of which I want to include in the three-map demo release of this project.)

>> No.9823628
File: 233 KB, 512x320, file.png [View same] [iqdb] [saucenao] [google]
9823628

https://ai-meme.com/
Let's make some retro FPS memes, /vr/

>> No.9823641

>>9823170
That one room in Blood 2 that spawns an enemy in front of you and then teleports another one behind you while you're distracted fighting the first one.
Fuck that game.

>> No.9823646
File: 1.42 MB, 1366x768, spasm0037.png [View same] [iqdb] [saucenao] [google]
9823646

Episode 2 of Dwell is leagues better than Episode 1, but I can't help but feel its let down by the shitty custom monsters (a common mod issue) and its obsession with Serious Sam style arena fights (complete with the kamikazes)
But in terms of atmosphere and music? I'm yet to see anything better.
I just wish they didn't use Copper. It adds fuck all and just means having no lightning ammo and the chance for a Shambler to ignore the dance to fuck you over. A hot take I know, but if Dwell used AD or even the original settings I'd be having more fun with it.

>> No.9823647

>>9823628
>wants to make memes
>memes are recognizable things from popular games and shit
>picks strife
>"popular"
Hey, got nothing against strife my man, but it's not very memeable.

>> No.9823649
File: 945 KB, 1280x720, oum1_2023-04-15_11-21-09.png [View same] [iqdb] [saucenao] [google]
9823649

>mod adds custom weapon
>it's the only one not centered

>> No.9823651 [SPOILER] 
File: 302 KB, 512x406, ai-meme.com.png [View same] [iqdb] [saucenao] [google]
9823651

>>9823628
Huh

>> No.9823653
File: 225 KB, 1024x640, Screenshot_Doom_20230415_112138.png [View same] [iqdb] [saucenao] [google]
9823653

>>9823568
The revenant got a replacement recently, it's this armored tentacle dude now.

>> No.9823656
File: 12 KB, 485x200, 213.png [View same] [iqdb] [saucenao] [google]
9823656

redpill me on dwell, is it like bad or actually good? looking to expand my collection (I dont like single maps because i fear if i like it too much then i get depressed when there isnt more of it)

>> No.9823660

>>9823649
Yeah, people like that shit. Dunno why. I always found it easier to aim with centred weapons.

>> No.9823663

>>9823651
Disgusting.

Sauce?

>> No.9823668

>>9823656
It's good, and I say this as someone who doesn't care for Copper in the slightest.
The Serious Sam Kamikazes are silly and out of place, and the modders even admit in the Quaddicted comments section that they were overused, which they are.
In terms of gameplay the maps range from amazing to kind of obnoxious, but they all look utterly fantastic and the music is 10/10.

Some people are claiming it's the best thing ever done in Quake, but I strongly suspect those are the mappers friends, because while it is very good it's not going to win over many people outside of the retro FPS circles.
Download and play it, but be warned it's harder than you might be used to. I normally play on hard and had to knock it down to medium. Some of the traps are downright meanspirited.

>> No.9823671

>>9823656
Oh, and while the new rotary shotgun looks cool I'm not a fan of how it fires in bursts of four and then stops for a second. I get they wanted their own AD style widowmaker but I feel it'd be more fun if it just fired as long as you held down the mouse.

>> No.9823673

>>9823668
>>9823671
Does it need copper? i saw no mention of that on the page or readme, i already have copper installed but i cant tell if its an actual dependency of the dwell mod itself

>> No.9823682

>>9823673
Copper comes pre-installed with it, so you don't need to worry.
I'd say Episode 2 is far, far better than Episode 1 which started strong but devolved into kind of a mess. The problem with Dwell is it's essentially a Coppertone Jam with a high opinion of itself, so you're going to get some maps by the usual suspects who make utter slogs, bringing down the overall quality. But the highs are really high.

>> No.9823689
File: 2.16 MB, 1280x1440, 0.png [View same] [iqdb] [saucenao] [google]
9823689

>>9823656
It's good. I don't talk about Quake much elsewhere, and it ended up being a lot better than I expected. That ended up working to its benefit. I couldn't really relate to the ammo concerns, or of too many cheap fights.
>>9823673
It comes with it already installed, it's not like Underdark.

>> No.9823692

>>9823646
It's funny how my opinion is the complete opposite of yours. The Egyptian style of the first episode was much more to my taste and the kamikazes are my favorite thing about the second episode.

>> No.9823693

>>9823682
i will give it try, currently organizing all my stuff so i can fucking actually play some games instead of autistically deleting stuff every free day i have
>>9823689
>It comes with it already installed, it's not like Underdark.
Oh,Thank you for the info!

>> No.9823703

>>9823646
I hated how the crystal things were introduced underwater where you can't really dodge.
It's such a shitty and amateur thing to do. Made me glad I was playing on normal so I could tank the bullshit damage.

>> No.9823731
File: 16 KB, 170x295, terminator.jpg [View same] [iqdb] [saucenao] [google]
9823731

>>9823653
I swear they rejected this sprite before, because it was a Terminator edit or something

>> No.9823737

>>9823240
>Will this be an issue
Nah. Current Steam package includes Final DOOM stuff at least through the Add-on thing. You might be fine with using re-release's online features, but I'm not familiar with those and go with source ports would be better in the long run anyway.
>>9823326
Yes.
>>9823459
I think mace needs more work. Parias looks great though.
>>9823467
Neat.

>> No.9823774

>it's another wad that uses the eyeless pinky sprite episode
yawn

>> No.9823802

>>9823653
I'll give that one a shot as well. Looks nice at glance, has some of the same colors going as the revenant and looks taller than the previous dark warrior. Although perhaps not very consistent stylistically again.

Another thing that feels slightly off are some of the monster sounds. Most are different but acceptable, but Freedoom equivalents of hell nobles are pretty lacking. The originals have very distinct, sharp, angry and satisfying shouts whereas the Freedoom equivalents feel more like murmurs that are drowned out by other sounds.

>> No.9823808

>>9823491
Stat tracker works. Rejoice.

>> No.9823809

Why does GZDoom make Heretic look great, but does nothing to my Doom game?

>> No.9823815

/vr/ could do a better FreeDoom than FreeDoom.

>> No.9823828

>>9823567
project brutality? or something for quake?

>> No.9823834

>>9823828
it applies to many things anon

>> No.9823835

>>9822895
This. Beyond beautiful architecture, Dwell has the true Quake spirit. Many mappers forget they are making Quake maps and just add stuff they like. Packs like Dwell will always be superior to kitchen sinks like Arcane Dimensions or "official" borefests like Dimension of the Machine.

>> No.9823840

>>9823815
That'd be one hell of a project but pretty legendary if it ever came about. It's a whole boatload of assets if one is to stick with the philosophy of everything from scratch and careful design having everything least uncanny and most faithful as possible.

>> No.9823839
File: 361 KB, 512x444, MeatMarket.png [View same] [iqdb] [saucenao] [google]
9823839

>>9823628

>> No.9823842

>>9823835
But Dwell is basically a "kitchen sink" for all the retarded shit it added in too.

>> No.9823845

>>9823840
I think it would be doable if we still had the anon who made HFFM's monsters around.

>> No.9823846

>>9823692
I used to really like Egyptian stuff but ive played a lot of Egyptian quake maps now, so the more unique lovecraftian/aquatic ruins style of E2 was refreshing.

>> No.9823848
File: 71 KB, 817x674, 1622968409309.jpg [View same] [iqdb] [saucenao] [google]
9823848

Tell me how to become a Doom modder who'll release his own game in 5 years on Steam for the low price of 9.99€ or I'll just start learning the guitar.

>> No.9823849

>>9823845
He's more interested in making a new game.

>> No.9823852

>>9823848
prepare those dicksucking lips and go ask zdoom forums

enjoy the guitar

>> No.9823856

>>9823848
You just make an asset flip and give some weapons secondary fires. That's what all the games are doing these days.

>> No.9823857

>>9823692
I just didn't like how the last few levels of the first episode became an utter mess. That really vertical map is just gibberish with random teleports everywhere. I guess they were going for Lovecraftian architecture, but in terms of gameplay it sucks ass.
I really wanted to like Dwell because it's a pretty and atmospheric mapset, but for everything it does right it then does something shitty and amateurish right after.
It doesn't help that it's being produced in an echo chamber where every single idea is held up as amazing so the modders can't get any real criticism and think they've made a masterpiece.

>> No.9823861
File: 3.92 MB, 1280x720, dw2_3d.webm [View same] [iqdb] [saucenao] [google]
9823861

>>9823692
>>9823846
I liked a lot of the water fights in the second one. With all the water themes invariably leading to underwater shootouts, I was kind of worried they would suck. I still think I prefer the first episode, feels more "Quaky"?

>> No.9823867

>>9822870
Coincident has achieved the first ever non-TAS single segment run of Okuplok... on ITYTD.
https://www.youtube.com/watch?v=4PP6iqrgIM8

>> No.9823868
File: 215 KB, 1775x1000, 7alff0xz1mf71.jpg [View same] [iqdb] [saucenao] [google]
9823868

>>9823848
Just look at hedon and hands of necromancy

>> No.9823872
File: 153 KB, 600x626, 6i0lq6.png [View same] [iqdb] [saucenao] [google]
9823872

>>9823867
>6 fucking hours

>> No.9823875

>>9823867
Impressive, but at the same time even I don't have time to watch all of this.

>> No.9823878

DECINO STREAM IN AN HOUR

>> No.9823892

>>9823868
>Hands of Necromancy
It's Hexen, but better.

>> No.9823896
File: 383 KB, 364x512, alm.png [View same] [iqdb] [saucenao] [google]
9823896

>>9823628

>> No.9823898
File: 6 KB, 300x300, 1681127883177.png [View same] [iqdb] [saucenao] [google]
9823898

>filters you for an assorted variety of reasons
I don't like the new look of the RoS pickup model but love how it works now, however no Cells drop from Enforcers is an inexcusable travesty

>> No.9823905

retard question here, I havent done my research but I've heard there are some source ports that can make Doom true 3D like Quake? Is this true?

>> No.9823912

>>9823857
>I just didn't like how the last few levels of the first episode became an utter mess
The reason this always happens is because every big mapping project like this just has to have the likes of Pinchy and Mazu involved, who always do their own thing regardless of what the theme of the project is about. Pinchy always does those un-Quakeish open levels with zero consideration to layout whereas Mazu can't restrain himself and always has to make something gigantic which ruins the pace of each pack.

>> No.9823913
File: 150 KB, 369x600, 1589239184378.png [View same] [iqdb] [saucenao] [google]
9823913

>>9823898
>however no Cells drop from Enforcers is an inexcusable travesty
I never got the tism over this. Didn't they only appear in three maps in the original episodes?

>> No.9823928

That Shadow Warrior anon got started on replaying it right now.
Never played through Twin Dragon and Wanton Destruction. Are they worth it?

>> No.9823929

>>9823898
Tried getting some friends to play Dwell coop. In D1M1 the player carrying the first key died and it doesn't transfer over to another player. I don't know if its because Dwell is doing something fucky with Copper or what but I tested it on my own and the key just disappears which softlocks the level.

>> No.9823931

>>9823913
>I never got the tism over this. Didn't they only appear in three maps in the original episodes?
They're used extensively in mods. But surely mappers designed around enforces dropping cells. It's not like you ever have enough cells anyway.

>> No.9823942

>>9823929
sounds like an skill issue

>> No.9823978
File: 1.07 MB, 1280x720, q2m11.png [View same] [iqdb] [saucenao] [google]
9823978

>>9823928
They're good for more SW. Wanton Destruction changes the enemy sprites and voices to try to mix things up.
>>9823931
>They're used extensively in mods. But surely mappers designed around enforces dropping cells.
That doesn't seem like a bid deal since most mods have their own gameplay changes, making Copper incompatible anyways right? Reading the mod notes myself makes it seem like the ammo drop and pickup changes are more for making maps with it in mind, less for retroactive maps.

>> No.9823980

>>9823942
>This required a change to how keys work in cooperative play. Keys now disappear when picked up in coop just like in single-player, meaning whichever player grabbed it is the one who has to open the door with it. If that player dies or disconnects, held keys are automatically transferred to a different living player to ensure a map is never made impossible to finish by "losing" a key in an unreachable place.
at its core, yeah. but it goes against how copper themselves says it works

>> No.9824007

>>9823491
I guess people will just have to organize a match event when they wanna DM.

>> No.9824016
File: 2.47 MB, 1920x1080, e1m1_2023-04-15_14-01-03.png [View same] [iqdb] [saucenao] [google]
9824016

>Quake randomizer

https://www.reddit.com/r/quake/comments/q3d0mc/quake_randomizer_updated_for_the_quake_rerelease/

>> No.9824025

>>9824016
>zoomers are so uncreative that they turn Quake into a roguelike in order to be entertained

>> No.9824030

>>9824025
Randomizer mods have been popular since RE1, stop trying to so hard to fit in

>> No.9824032

>>9824025
you mean boomers? they are so tired of replaying the same (few) good maps over and over that a randomizer adds some element of freshness

>> No.9824038
File: 43 KB, 935x578, hahawat.png [View same] [iqdb] [saucenao] [google]
9824038

Obsidian,Stop

>> No.9824058

>>9824030
>Randomizer mods have been popular since RE1
I thought it was a thing since at least A Link To The Past or this one came later?

>> No.9824071

>>9824058
I dont know who started it but capcom has offcially supported randomization in their early RE games. Which I guess triggered the rogue like autism in some people.

>> No.9824074

>>9823929
Were you playing on coop 1 or 2 setting?
The second mode makes guns and keys behave exactly like they did in vanilla Q1

>> No.9824093

>>9823912
>Bal makes a huge-ass map and its an awesome experience
>Mazu makes a huge-ass map and its an overdesigned slog
Seriously what gives?

>> No.9824103
File: 511 KB, 1920x1080, house_of_pain_05.jpg [View same] [iqdb] [saucenao] [google]
9824103

>>9823978
Hey is this The Return mod?

>> No.9824113

>>9824103
It's Q2M https://www.moddb.com/mods/q2m-quake-2-weapons-for-quake
Just a weapon mod for vanilla stuff

>> No.9824119

>>9824074
I've tried both. The key transfer doesn't work on coop 1 and you don't spawn with the key in coop 2. Players are both on the same "team" (color).

>> No.9824125

>>9824074
in fact, coop 2 takes the key same as coop 1 when it shouldn't

>> No.9824128
File: 495 KB, 1920x1080, 20230415180321_1.jpg [View same] [iqdb] [saucenao] [google]
9824128

>>9823848
Start mapping if you aren't already.
Figure out what makes the games "click" for you specifically.
Learn coding
Team up with an artist that can do spritework and someone for music / sounds
???
Profit

>>9823868
Yes, injection of TnA or some kind of sexy appeal or fetish influence is the secret spice.

>> No.9824162
File: 5 KB, 320x640, dumpling_heads.png [View same] [iqdb] [saucenao] [google]
9824162

>>9823458
Mostly just prep work at this point, but I said I'd show something.

>> No.9824168

>>9824093
Bal's maps don't feel like they were made with streamers in mind

>> No.9824174

https://github.com/itslunaranyo/copper/issues/14
Oh, nevermind. Turns out keys are fucked on copper. Sigh.

>> No.9824189
File: 3.03 MB, 1280x720, 2023-04-15 22-06-53.webm [View same] [iqdb] [saucenao] [google]
9824189

Concept works, stats like speed and whatnot might require some adjustment.

>> No.9824212
File: 235 KB, 1280x720, 2020100522580000-F65F44A7BFF14572C94961995C9B608E-1.jpg [View same] [iqdb] [saucenao] [google]
9824212

>7 maps of Heretic
Holy FUCK why don't people make more Heretic/Hexen content god damn

Lub me som Hertik bros let's goooo

>> No.9824214

>>9824189
>... then caco takes on his multi-armed form and says, 'Now I am become Death, the destroyer of doomguys.'

>> No.9824218

>>9824212
people (me) dont like switch hunting or puzzles

and hexen bestiary/heretic weapons are ass

>> No.9824231

>>9823898
Copper has a ton of good ideas, such as a Ring of Shadows that actually fucking does something, Vore balls losing thier homing ability once the caster is killed, piercing shotgun ammo and Half Life style drowning where you can get your health back if you stay surfaced for long enough after starting to drown.
But it also nerfed the SNG, has a pathological hatred of the player having ammo for the fun guns, gave the Fiends a lifetime supply of Monster energy drinks, turned Enforcers into turrets while the modder complained about nightmare turning monsters into turrets, gave the Shamblers a chance of ignoring the Shambler Dance after two dodges and for some reason EVERY FUCKING MAPPER thinks this mod is the greatest thing since sliced bread so it's oversaturated.
I don't hate Copper, but my god it's the most overrated mod outside of Brutal Doom and Lunarian's ego is breathtaking in the way he behaves like this is how Quake should have been from the get-go, which also turns me off it.

>> No.9824251

>>9824128
>Yes, injection of TnA or some kind of sexy appeal or fetish influence is the secret spice.
This unironically

>> No.9824280

>>9824071
>capcom has offcially supported randomization in their early RE games
Oh. I see.
>Which I guess triggered the rogue like autism in some people.
To me, it felt like something coming from the indie scene. I'm not really that familiar with the genre though.
>>9824113
Quake 2 isn't really my cup of tea, but that thing is neat. Anyone tried to port its enemies to the original Quake, at least in some way (like, even just simple reskin of Grunts or something)?

>> No.9824308
File: 83 KB, 632x276, dwellammo midep.jpg [View same] [iqdb] [saucenao] [google]
9824308

>>9824231
>has a pathological hatred of the player having ammo for the fun guns
The ammo changes aren't forcing designers to limit placements or prevent them, they can still drown you in rockets and cells if they want. Pic related even has an AD-styled respawning ammo box nearby.
There's also things like zombies being gibbable while downed, more relaxed spawns and vore turning speeds that people seem to like. Shotguns feel slightly more fun in this mod for me.
>>9824280
Alkaline adopted the mutants. On nightmare they're more relaxed and easily killed than fiends so as not to seem entirely redundant.

>> No.9824313

>>9824189
Are you planning any kind of dehacked/mbf weapons for the player when it's a complete wad? Or, are you just putting together a monster pack for mappers to use?
Not that the normal rocket launcher shouldn't be able to deal with most of the monsters if they're not immune to splash. I don't mind the idea of having monsters so threatening they compel you to rocket them instead of slowly chipping them down like vanilla hell knights and barons

>> No.9824314

>>9824308
The Voreballs not being perfect homing health taxes outside of very tight turns is welcome, sure.

>> No.9824316

>>9824313
I'm planning on starting a community project with this pack but not sure I'll pull through.
What I was posting recently as supposed to be episode bosses for that, only used once.
Don't know if I want to change guns, might do the valiant thing with chaingun.

>> No.9824320
File: 2.18 MB, 1920x1080, test_2023-04-14_03-32-26.png [View same] [iqdb] [saucenao] [google]
9824320

Very boring Violent Rumble update:
>prox bombs should no longer rape your CPU with tracelines
>prox bombs now shouldn't be able to detect you and activate through walls now (except on Ironwail for some reason, might just be an engine bug?)
>railgun now does a few offset traces for damage, which should make it feel 'thicker' when fired into a group of enemies (or pottery)
>railgun impact sprite has had the weird red pixels removed (they were a leftover of MALICE's palette)
>shield hit detection should be improved and now takes into account the velocity of the monster
>friendly monsters (via Horn of Conjuring or otherwise set to 'charmed') will now have a blue spinning Quake symbol sprite above their head instead of the generic glow effect (pic related)
>also included green, gold, and red versions of the same sprite, but they aren't used yet
Back to mapping for a while. Scream at me if shit is broken.

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

>> No.9824321

>>9824308
Yeah, but nobody puts much Thunderbolt ammo in their maps. It's not even some big BFG class weapon, I don't get Copper's hatred of the player having enough cells to kill maybe one more Shambler. I also don't get people defending this obnoxious change, it's not like it makes the game better.

>> No.9824324
File: 232 KB, 486x512, 1659052481547075.png [View same] [iqdb] [saucenao] [google]
9824324

>>9823628

>> No.9824328

Was r_shadows removed in Ironwail? r_noshadow_list is still a cvar

>> No.9824356
File: 3.91 MB, 854x480, vkd_2shambwam.webm [View same] [iqdb] [saucenao] [google]
9824356

>>9824321
>I don't get Copper's hatred of the player having enough cells to kill maybe one more Shambler.
It's not the mod preventing people from wanting to give you more super weapon ammo. Maybe people didn't like that killing the game's "imp" always gave said super weapon ammo, and base Quake did have some weird ideas anyways.

>> No.9824368

>>9824356
>Maybe people didn't like that killing the game's "imp" always gave said super weapon ammo
Nobody has ever complained about it before, and you also don't get much ammo for said "super weapon" even if they dropped ammo. Again, I have no idea why you're so bent on defending one of the most questionable changes the mod makes. You really aren't going to convince me I'm wrong and that having less ammo is more fun.

>> No.9824375

Please no. No more arguing about Copper. We get it, one of you seems to think its the only way to play Quake while the other finds it to be an affront. We've been through this, both of you are too stubborn to stop and it's really annoying.

>> No.9824389
File: 30 KB, 500x261, corvus dwi.jpg [View same] [iqdb] [saucenao] [google]
9824389

>>9824218
I like switch hunting and puzzles.

>> No.9824393

>>9824328
r_shadows was never in ironwail

>> No.9824403

>>9824375
All I'll say is Death Knights should drop nails.
Just sayin'.

>> No.9824414

Oh, and I'm upset copper co-op is fucking broken and has been since Feb. That's sad.

>> No.9824427

>>9824393
That's not a big deal. The shadows look like ass and will take any excuse to hover bizarrely in the sky for no reason.

>> No.9824440 [DELETED] 
File: 367 KB, 1920x1080, 1677826955120321.png [View same] [iqdb] [saucenao] [google]
9824440

Did I seriously get reported for typing "deez nuts" like two days ago? That's the ONLY thing I've sent in text chat since the start of this season.

>> No.9824446

>>9824440
I don't know what game this is but it's clearly not /vr/ and therefore does not belong in this thread

>> No.9824449
File: 799 KB, 168x199, 1651260409757824.gif [View same] [iqdb] [saucenao] [google]
9824449

>>9824446
I'm sorry you had to see that blunder, I posted in the wrong thread.

>> No.9824454
File: 3.32 MB, 2560x1440, trv_campcute.png [View same] [iqdb] [saucenao] [google]
9824454

>>9824368
>You really aren't going to convince me I'm wrong and that having less ammo is more fun.
I'd actually agree with that, because those points in the episode I've posted are when I have a fun amount of cells and rockets. Maybe I underestimated how much fun one gets from pickups as opposed to drops, but I'm content with establishing that people aren't stopping themselves from giving you the goods if they want to.

>> No.9824474

>>9824403
I always use the shotgun on them.

>> No.9824476

>>9824403
>Death Knights should drop nails.
Death Knights should drop swords and you should be able to use them, faggot.

>> No.9824521
File: 391 KB, 651x960, 1664103247461589.png [View same] [iqdb] [saucenao] [google]
9824521

Yes, we WILL be getting serious today for Serious Business Saturday! It will start in about 30 minutes from now so if you want to download the map early grab it here: https://mega.nz/file/lJhkmBgC#ZesvCi_Bt-_k3CuKxcjZqguq3r0b_xuaZlxsjYJ1C9o
We'll be playing through the Ancient Rome map pack which is a recreation of the Rome maps from The Next Encounter for TSE. This is a large file so get it downloaded ASAP if you're going to join.

>> No.9824530
File: 842 KB, 1000x1294, 1659646178837026.png [View same] [iqdb] [saucenao] [google]
9824530

>>9824476
Uwu

>> No.9824538
File: 1.40 MB, 1366x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
9824538

Wait what?

>> No.9824553

>>9824538
the BOARD is GOOD >>9823552

>> No.9824558

>>9824538
Looks like a battle chip.

>> No.9824571
File: 408 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9824571

>> No.9824574

>>9824571
>Quakespasm compatible slaughter
OH SH-

>> No.9824581

>>9823257
what map pack

>> No.9824585

>>9824581
Going by the HUD and textures, Auger Zenith.

>> No.9824591

>>9824585
thanks

>> No.9824598
File: 2.10 MB, 1280x898, 1681215868728879.png [View same] [iqdb] [saucenao] [google]
9824598

>>9824521
We're back, while also going back to the past... AGAIN. It's time for some Serious Business Saturday! Today we'll be playing through a level set that aims to recreate all the Rome maps from The Next Encounter in TSE. You can grab it here: https://mega.nz/file/lJhkmBgC#ZesvCi_Bt-_k3CuKxcjZqguq3r0b_xuaZlxsjYJ1C9o

>IP (join via specify server): 45.79.57.115
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch and after installing launch the game with "SeriousSam_Custom.exe"
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. Then when connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. If you encounter any problems with this setting then try changing it to a higher number up to around 10.

>> No.9824651

>>9824591
If you're not a hardline purist it has custom dynamic lights for all its props so consider playing in ZDoom or other port with lights

>> No.9824667
File: 130 KB, 737x960, 1659394846399922.jpg [View same] [iqdb] [saucenao] [google]
9824667

Have you gotten any good maps from OBLIGUE/OBSIDIAN?

>> No.9824678

>>9823912
Oh god, Mazu maps are always a complete and utter slog and I'll fully admit my biggest issue with Dwell was mostly his doing.
The fun came to a dead stop with his episode 1 level. Fucking hundreds of monsters, nasty ambush after nasty ambush, and the level just goes on and on. To top it off, you get idiots patting him on the back and telling him this is a good thing and he needs to do more of it.
He can make some good stuff but it only happens when he's partnered up with someone who forces him to cut down on the bullshit.

I loathe the circlejerk the Quake community has become, because they all worry more about upsetting each other rather than honestly trying to make a good mapset. It results in some seriously bland content where every single mapping project is exactly the same and I groan every time certain mapper names come up.

>> No.9824698

RECOMMEND ME SOME EGYPTIAN WADS, FUCK

>> No.9824703

>>9824698
Epic, Epic 2, Scythe 2, Preditions' Gate Resurgence, Evil Egypt
Go crazy

>> No.9824708

Scythe 2 lives in my head rent free

the first death exit map music keeps looping in my head, help

>> No.9824714

>>9823302
>Shadow Warrior
>Best gameplay
as a crazy motherfucker who actually likes Blood, I always find SW has too much "everything explodes and you die in one-two hits" all of the time and it gets rather tiresome, compared to Duke and Blood, I feel like SW in maps and gameplay doensn't measure up

>> No.9824729

>>9823568
>>9823653
one thing i appreciate about FreeDoom so far is the aesthetics have drifted to a "mutants/aliens" feeling vs the demons and hell thing, I've felt like it makes some map packs make sense vs the original demons

>> No.9824745

How easy/difficult is it to mod Doom on Steam and then turn off and on said mods?

>> No.9824748

>>9824703
>Preditions' Gate Resurgence
Is this even out?

Also, what are some TRAIN wads? Not counting Runaway Train.

>> No.9824751

Hey bros, how do you choose which midi files you use for what levels? Do you usually stick to the default tracks, or go out of your way to find custom songs?

Haven't touched retro fps stuff in years but I've recently had an inkling to work on midi tracks specifically for doom stuff although I'm eons away from getting good and I'm interested in what vibes you all look for

cheers xoxo

>> No.9824754

>>9823867
I don't like his voice.

>> No.9824764

>>9824748
There's an alpha out. inb4 full release before 94 Protons.

>> No.9824769
File: 266 KB, 1920x1080, 20230403200322_1.jpg [View same] [iqdb] [saucenao] [google]
9824769

The DOOM 64 atmosphere is pretty good. Feels like a "meeting point" between Doom and Quake honestly.

>> No.9824773

>>9824212
My problem is more that when they do, they make them for ZDoom and depending on how old it is, you might need an older version of the port as well (looking at you Wolfen).
>>9824218
I play retro FPS mainly for stuff like switch hunting, non-combat puzzles and platforming.

>> No.9824779
File: 1.11 MB, 1920x1080, 1681211543935655.png [View same] [iqdb] [saucenao] [google]
9824779

>>9824769
Posting all the D64 mods i currently find playable,some update daily

>>GZDoom compatible
>D64 Vanilla
https://tpu540059.itch.io/d64revanilla

>Brutal DOOM 64 (Has custom enemies in the settings)
https://mega.nz/folder/AtsgQL7K#uqIcrVz6KXT5w5dW8DSlww

>D64 corefier (Use randomspawner file for custom enemies/weapons)
https://drive.google.com/drive/folders/1RgkTiCZn-Z5fZNKKWRa8C6asVszYqZ8X

>D64 textures
https://forum.zdoom.org/viewtopic.php?t=76856

>D64 music
https://www.moddb.com/mods/the-d64ifier/addons/d64ifier-music-v0-90

>>Total conversion,Needs Doom64 ROM and doom2 wad for the addons
>DOOM CE
https://www.moddb.com/mods/doom-ce

>Standalone engine,needs Doom64 ROM (has custom monsters in the settings menu)
https://github.com/Styd051/DOOM64-Super-EX-Plus/releases

>Extra maps for the above
https://www.moddb.com/games/doom-64/downloads

>> No.9824782
File: 327 KB, 620x349, pic13.png [View same] [iqdb] [saucenao] [google]
9824782

>>9824779
Also adding retribution to a list, an oldie but goldie

https://www.moddb.com/mods/doom-64-retribution

>> No.9824784
File: 257 KB, 1920x1080, 20230408202654_1.jpg [View same] [iqdb] [saucenao] [google]
9824784

>>9824779
That's awesome, thanks!

>> No.9824792

>>9824571
>talking grenade
>function seems bullshit
>kid duke
>please god keep cool
>sad ssg imps
>jesus tears faster ogres

>> No.9824794
File: 585 KB, 1920x1080, NE11-Through_The_Servian_Gates_shot0000.png [View same] [iqdb] [saucenao] [google]
9824794

>jump
>this happens

>> No.9824806
File: 3.92 MB, 1920x1080, 1661712125346311.png [View same] [iqdb] [saucenao] [google]
9824806

>>9824598
Thanks for coming! We'll finish this map set next weekend.

>> No.9824809
File: 795 KB, 1920x1080, 20230416024342_1.jpg [View same] [iqdb] [saucenao] [google]
9824809

>>9824794
>mfw you can access parallel universes in Serious Sam
>mfw you can fling yourself to space

>> No.9824814

>>9824571
>Don't finish trilogy
Back to Saturn X part 3 confirmed dead.
>dilation shittiest
No comment
>Stop violent annoying rumble
heh
>shotgun love
>Useless christ sounds
>graf please god keep cool

>> No.9824816

>>9824809
Next you're gonna tell me every copy of Serious Sam is personalized.

>> No.9824818

>>9824751
I lookup usual midi aggregator websites and download whatever they have in batches. Then, when mood wills it, I start midi player on shuffle to play in the background - anything interesting I hear is stashed into separate folder practical use.

>> No.9824824

>>9824751
i swear i have heard this song in at least 3 map wads now

https://youtu.be/iKZ8P4wkguI

>> No.9824838
File: 277 KB, 1280x720, mistake.jpg [View same] [iqdb] [saucenao] [google]
9824838

>>9823458
this was a mistake

>> No.9824872

>>9824838
No no, its a stroke of genius

>> No.9824881
File: 496 KB, 2500x1933, devilhs2.jpg [View same] [iqdb] [saucenao] [google]
9824881

>>9824714
Yeah, I agree with you on that.
Shadow Warrior or Gook Nukem as I like to call it, is reliant on it's style, it's vibe of hong kong action movies similar to how Duke rides on 1980s action hero references and vibes. The setpieces are cool, Lo Wang is a funny badass, the game oozes style and the cathartic slaugher of enemies (especially with the violence of cutting enemies into pieces with the sword) but the combat is savescum -> die -> load 10 times per encounter and the flow of the combat is unsatisfying.

It's still a very valid game but gameplaywise Blood has the smoothes gameplay flow of the classic build trio.

>> No.9824884

>>9824794
>Next Encounter conversion
Gib.

>> No.9824885

>>9824884
>>9824598
from this

>> No.9824892

>>9824571
>Wolfenstein mentioned
Ohhh, a rare sight indeed

>> No.9824916

>>9824714
Working around the explosion damage is tricky at the beginning, but you can get used to it. Also, Shadow Warrior has better weapons than eighter Blood or Duke.
>>9824881
If you prefere Duke over Shadow Warrior that's fine, but SW has definitly more going for it than just style. Stylistic Blood would be the best.

>> No.9824945

>>9824751
For reference, this has been what's been in me head for the last day or so - https://voca.ro/18puXXL2wWRi

i genuinely have no clue about music theory, but messing about in reaper is fun and helps push back against depression

>>9824824
every wad should include the tavern theme, it makes me smile

https://youtu.be/a7oh21VOYIM

>> No.9824972

>Download Enhanced vanilla project
>Crashes under a minute every time
Amazing

>> No.9824994
File: 84 KB, 856x477, 1630181606929.jpg [View same] [iqdb] [saucenao] [google]
9824994

What's the GZDoom equivalent for Shadow Warrior Classic on Steam?

>> No.9824995

>>9823193
>guy makes tutorials and the wrong people watch them
that's not really his fault, is it

>> No.9825008

>>9823193
> good or bigtime Quake youtubers
Pagb666

>> No.9825016

>>9824769
Doom 64 is the real Doom 3

>> No.9825027 [DELETED] 
File: 1.02 MB, 1920x1080, Screenshot_Doom_20230415_213331.png [View same] [iqdb] [saucenao] [google]
9825027

>> No.9825083

>>9825016
More like the real Doom 2, except even then it's more like an unfinished TC.

>> No.9825137

>>9825083
what do you feel its unfinished from D64? (beside the obvious missing enemies bit)

>> No.9825157

>>9825137
Obvious bit is fairly important when we are talking about the comparison to the base game, isn't it?
But if I had to pick two more things, it would be the planned Laser Rifle (retconned by nu-id as Unmaker) and multiplayer. Former to show that it got some content that should've been there but got cut and latter because it's a huge part of what Doom is or at least was at the time.

>> No.9825169

>>9825157
Isnt Doom,first and foremost,a single player game? what is this nonsense about multiplayer

>> No.9825179
File: 3.89 MB, 640x360, PTCombos.webm [View same] [iqdb] [saucenao] [google]
9825179

I needed a reason learn ACS

>> No.9825180

>>9825169
Ask Romero. Or read about how id guys styled on Doom 64 devs in deathmatch by using the cutting edge technology known as KB/M.
Not to mention Doom 64 was being made for a party game console, where not having multiplayer was one of the biggest sins imaginable.

>> No.9825181

>>9825169
Just because you didn't engage with multiplayer doesn't mean it's "nonsense."

>> No.9825185
File: 1 KB, 100x100, thumbsup.png [View same] [iqdb] [saucenao] [google]
9825185

>>9825179
>running through a level to get all secrets and a full combo
sounds fun as hell

>> No.9825189

>>9824818
do you deal with usage permissions and credits at all?

>> No.9825193

>>9825179
Now make the Romero par times of the iwads a hard time limit

>> No.9825196

>>9825185
https://files.catbox.moe/avit8j.wad do what you want with it
map end totals do not account for rank at this moment
also only tested on gz doom because I'm a pleb

>> No.9825213

>>9824571
>quake mods fun
>doom mod bad

>> No.9825214

>>9824571
>doom need try hard

hmm...

>> No.9825216

>>9825179
this looks promising

>> No.9825218

>>9825179
whats the bonus for getting a high combo count?

>> No.9825238
File: 123 KB, 1514x808, P.png [View same] [iqdb] [saucenao] [google]
9825238

>>9825218
higher combos will give a better score when its added
finishing the level on a combo you started with gives the elusive p
fixed a bug where downing multiple enemies at once didn't properly add to your combo which is what happened on this screenshot
https://files.catbox.moe/s9ln8x.wad

>> No.9825239

>>9825157
>the planned Laser Rifle (retconned by nu-id as Unmaker)
How could they have retconned something that was never finalized?

>> No.9825243

>>9825238
>finishing the level on a combo you started with gives the elusive p
Can I just rush to the end of the level, kill 2 enemies, then exit to get an easy P?
I feel like this would work better if you incorporated other requirements for a P rank, like finding all of the secrets in a map. I guess it won't work if there's an out of bounds secret, but that's just the mark of a bad map more than the mod.

>> No.9825248

>>9825243
you cannot
items and secrets are accounted for it
secrets refill the meter fully, and items that count to the totals also add 2 seconds to it

>> No.9825251

>>9825248
Sweet, sounds like you already got it figured out.

>> No.9825256

>>9823518
These look friggin awesome anon, well done!

>> No.9825289

>>9825239
Just because you're correct doesn't mean you're right.

>> No.9825309

>>9824698
Temporal Tantrum (second-last episode). Not a purist answer since there's bits of techbase and space mixed with the Egypt, but there's some fun maps in there regardless, including the best map of the whole wad.

>> No.9825347
File: 1.53 MB, 1920x1080, yesimusingacrosshairdealwithit.jpg [View same] [iqdb] [saucenao] [google]
9825347

Post Doomcute.

>> No.9825349
File: 1.25 MB, 1920x1080, freelooktoodealwithit.jpg [View same] [iqdb] [saucenao] [google]
9825349

>>9825347

>> No.9825359

>>9825238
Pizza time?

>> No.9825380

>>9823193
Shitheads watching his tutorials is not his fault lol what kind of criticism is that.

>> No.9825389

>>9825380
This is 4chan after all.

>> No.9825426

>>9823867
I feel like Okuplok has always been both really underrated and overrated in ways. People only know it because of it's quirk of being basically a megawad that's a single map instead of a series of maps. The balancing is rough and most of the fights themselves are hit-or-miss, but it does have some redeeming qualities outside of being HAHA IT HUEG LOL! I'm happy that someone like coincident gives it a fair shake.

>> No.9825476

>>9823867
lol'd when he takes the Cyberdemon rocket to the face in the Crossfire Arena section.

>> No.9825513

>>9824698
Osiris TC, very nifty with its effects and features for a 90s DeHacked modded set of levels. SICK music.

>> No.9825523

>>9824745
Skip it and instead get Woof or GzDoom, and then DoomLauncher for handling files.

>> No.9825563

>>9824308
>Alkaline adopted the mutants.
Interesting. Was it some recent-ish addition? I played an older version of Alkaline like two years ago and not sure if Mutants were there... I think there was some map with them, but not sure. Thanks for the answer though.
>>9824745
Just official Add-ons thing for a re-release version. I think there's a way to load WADs into it, but There's also an option to launch DOSBox version of the game which you can replace with a source port of your choice, which would provide you with more freedom.

>> No.9825596
File: 3.13 MB, 640x360, V2.webm [View same] [iqdb] [saucenao] [google]
9825596

>>9825238 (me)
added combo notifs + sound (can't be heard because webm)
that's enough for today

>> No.9825607

>>9824995
>>9825380
Embracing, even coddling them until they've built up enough clout to pose as authority figures is absolutely his fault. Most of those people would have been rightfully gatekept just 10 years prior.

>> No.9825687

>>9825185
Try Skulldash

>> No.9825704

>>9824994
pls frens

>> No.9825708

>>9825704
Do you mean a better sourceport for Shadow Warrior? Raze, Buildgdx, VoidSW should all be good. Only concern is I think one or two of those won’t have widescreen weapon sprites, it could be GDX.

>> No.9825710

>>9825708
>Do you mean a better sourceport for Shadow Warrior?
I'm retarded when it comes to these things so I think yes.
I just want the game to look better and have more options like I get in GZDoom.
I also have no idea what difficulty to start on.

>> No.9825723

>>9825710
>I'm retarded when it comes to these things so I think yes.
I just want the game to look better and have more options like I get in GZDoom.
Actually, I’m a dumbass and realizex you should use Raze because it’s by the GZDoom dev. The menu, options, and navigation will feel familiar. If you’ve comfortably played lots of UV maps, I’d try starting SW with the second hardest setting.

>> No.9825726

>>9825607
This. I wouldn't have an issue with Fairweather and his circlejerk acting like they're in charge of the community if they actually had some experience. But instead they showed up around 2019 and quickly went for a power grab, arrogantly claiming they knew better than all the experienced mappers out there.
Hilariously, their lack of experience shows, because while they can make pretty levels very few of them have above average gameplay. At least a few of the old guard managed to remain and you see glimpses of what could have been through their levels.

>> No.9825781

>>9825016
Doom 3 isn't as bad as many people say. Most people that hate on it just talk after some big youtube smock or something like that.

>> No.9825795

>>9825781
I don't think Doom 3 is a bad game, but talking shit about the game goes a very long way back.

>> No.9825802
File: 1006 KB, 1366x768, spasm0038.png [View same] [iqdb] [saucenao] [google]
9825802

These guys look cool, but was it really necessary to have a nastier Ogre? Nothing takes the crown of "most annoying new enemy" from theose crystal things though, those things are like the Alien Guardians from Ancient Aliens only much worse.

Also just finished Bal's map. As expected, it's the best map in the set so far, but I still think Tears is his best work. Is there a legitimate way to get to the top? I guessed I needed to be better at grenade jumping to do it.

>> No.9825801
File: 1.25 MB, 1366x768, 1709835.png [View same] [iqdb] [saucenao] [google]
9825801

tsutsu-kun I have finished a small slayer's testaments map. I am looking forward to the final release. I hope it will have TAG part 1 enemies, couldn't care less about the part 2 crew.

>> No.9825806

Seems people are talking a bit more Q1 recently, I like that.

>> No.9825816

>>9825802
>These guys look cool, but was it really necessary to have a nastier Ogre?
Sure. I’d rather have one clear and obviously nastier ogre than several variants of assorted health pool counts and functions like in AD.
>>9825806
It’s been a mixed blessing for me.

>> No.9825825

>try new Heretic wad from news section
>get to E1M3
Never in my life a Heretic map kicked my ass so much as this one. To the point I was ready to scream BULLSHIT like I do with many hard Doom wads.
I think it's mostly thanks to play area being cramped. IMO this game doesn't really work in big open spaces. In Doom you have too look out for zombies/masterminds/archies. In Heretic there's nothing like it, everything is a projectile.
Anyway, if you like me thought that Heretic is too easy, try this map.
Though that pitch black arena, where you have to step on buttons to light up the room for half a second, was REAL FUCKING BULLSHIT

>> No.9825845

>>9825806
I'm finding I like it more than Doom, in all honesty. I think I like the older stuff a bit more, the more recent mods and mapsets suffer from that "magnum opus syndrome" where an otherwise brilliant and pretty mod becomes a real slog near the end, but I'm yet to play anything that I'd consider awful.

>> No.9825852
File: 20 KB, 684x878, 1641861787009.jpg [View same] [iqdb] [saucenao] [google]
9825852

>>9825825
>IMO this game doesn't really work in big open spaces
>mfw my map is one big open space
Keep the feedback coming.

>> No.9825854

>>9825816
I liked most of AD's additions, but my god are Super Scrags and Lava Shamblers the absolute worst. I'd like to play just one good mapset that doesn't throw some obnoxious community made enemy in there, because from all the stuff I've played it doesn't currently exist.

>> No.9825865

>>9825825
>E1M3
Yeah, I remember dropping out from that one. My suspension of disbelief is barely holding, but how are you supposed to deal with whole bestiary thrown at you inside a 512 square room? It doesn't sound manageable without foreknowledge of what comes ahead, and vice versa even so. I may need to watch some high-level play of how Heretic is done, either through demos or video.

>> No.9825870

>>9825854
Beyond Belief, the coagula contests and most of CZG's stuff. A lot of mapjams also have no custom enemies, such as fire and bromstone, ikwhite/blue, retrojam6 etc etc
Also the only bad enemy in AD is the fire wraith.

>> No.9825881 [DELETED] 
File: 3.91 MB, 640x360, ad_theothershambdance.webm [View same] [iqdb] [saucenao] [google]
9825881

>>9825854
>but my god are Super Scrags and Lava Shamblers the absolute worst
I was upset the few times they showed up because it's clear they were bosses. The super scrag was fun to see in the bigfuck arena in Tears, and the lava shambler has a new step to get funky with.
>I'd like to play just one good mapset that doesn't throw some obnoxious community made enemy in there, because from all the stuff I've played it doesn't currently exist.
You could also just be easily annoyed, which is fine.

>> No.9825883
File: 3.91 MB, 640x360, ad_theothershambdance.webm [View same] [iqdb] [saucenao] [google]
9825883

>>9825854
>but my god are Super Scrags and Lava Shamblers the absolute worst
I wasn't upset the few times they showed up because it's clear they were bosses. The super scrag was fun to see in the bigfuck arena in Tears, and the lava shambler has a new step to get funky with.
>I'd like to play just one good mapset that doesn't throw some obnoxious community made enemy in there, because from all the stuff I've played it doesn't currently exist.
You could also just be easily annoyed, which is fine.

>> No.9825896

>>9825852
Is that E1M4? Just finished it. It's really beautiful, I love that volcano you see at the start is not just for decoration.
Gameplay-wise it's fine, not hard but fine. You feel the difficulty gradually rising with each waterfall descent. The areas you fight in are big enough, far from huge.
For real huge spaces see Wayfarer wad. It's beautiful, the gameplay changes are nice, but I remeber yawning running through some of it's gigantic maps while hundrerds of projectiles follow behind.

>> No.9825905

>>9825870
>Also the only bad enemy in AD is the fire wraith.
This. I don't know what those anons are on about, AD is the refinement of Quake that Copper wishes it was.

>> No.9825915

>>9825905
Well, AD is not my favourite refinement, but neither is copper. Quake's biggest problems are how little nails you can carry with you and the bad enemy pathfinding.

>> No.9825921
File: 1.44 MB, 1600x900, spasm0007.png [View same] [iqdb] [saucenao] [google]
9825921

>>9824375
Whatever senpai-flam, I am too busy trying out this schizokino clusterfuck to Keep fanning those flames ATM

>> No.9825930
File: 1.14 MB, 1280x720, CoRa_11.webm [View same] [iqdb] [saucenao] [google]
9825930

>>9825896
>Is that E1M4?
Nah, that'd be the author of E1M1 and E1M7. He's stellar with visuals for sure, and I love his employment of Heretic's unique feature, like gas pod generators and ghost enemies.
I'm sure he'll be glad to hear your praise!
My map is E1M5. I fucking submitted a broken version so I apologize for any bugs you encounter. They've likely been fixed since.

>> No.9825938
File: 775 KB, 1280x720, DoomedRumbleVR.jpg [View same] [iqdb] [saucenao] [google]
9825938

>>9825905
I think projectile shotgun shells are worse than giving the super nailgun that spread, but that's something I can toggle. More toggle options/customization would be good, that's a huge thing I love with this mod in particular.
Also I'll second >>9825915 with that nail capacity. You can go through them like Doom's plasma gun does with cells but in that game you aren't limited to 200.

>> No.9825941

>>9825852
With tight control that project lead had, dropping fresh submissions like hot potatoes, I'm sure you will be fine.

>> No.9825945

>>9825915
Yeah, 200 nails is not enough, especially when the super nailgun eats through them like crazy.

>> No.9825961

>>9825854
>Super Scrags and Lava Shamblers the absolute worst
The Scrag Mothers would be better if they popped out swarms of babies or something instead of being bullet spongy (Quoth) gaunts. And why make a variant of the Scrag if you're going to give it an attack completely uncharacteristic of scrags? Make it spew acid like a water hose or something. Model looks cool though.
All the shambler variants in AD are kinda dumb. Lazy reskins of monsters should at least act about the same as the original, not have crazy new ranged attacks that aren't even related to lightning. It only makes sense in the case of human enemies, but even that's not ideal.
The new shamblers in Violent Rumble at least have model changes to denote (and justify) their different behavior.

>> No.9825963

Holy fuck I just found Dwell's railgun.
What a lovely weapon. They finally start handing out cells in decent numbers too, so you can have fun gibbing shit from miles away.
God I love episode 2. 1 was fine, but ended with that massive level that soured me on it, Episode 2 is pretty much perfect so far, outside of those crystal things but they're not that bad now I'm used to them.

>> No.9825965

>>9825930
I see. E1M1 is a great introduction. Loved the burning house setpiece with those red crushers, whatever they're supposed to mean.
Also, dunno if I got it right, but ending looked like I teleported into some mage's "UFO" ala Ancient Aliens. Cool idea.
The thing I'm not sure about is Castlevania's music in Heretic, but that's personal preference.
I'm yet to try E1M5-E1M7.

>> No.9825970

>>9825961
>Lazy reskins of monsters should at least act about the same as the original
Then there is no point to the reskin

>> No.9825972

>>9825970
Lazy reskins are adequate to indicate a monster has more health or hits harder than usual. They're not adequate to indicate that the monster has completely different attacks.

>> No.9825974

>>9825961
>Lazy reskins of monsters should at least act about the same as the original, not have crazy new ranged attacks that aren't even related to lightning.
This seems like a weird thing to be upset about, these "lava" and "swamp" shamblers being given different attacks appropriate to their environments that aren't lightning-based. They seemed plenty different enough to me to indicate they'd have different attacks.

>> No.9826000

tsutsu-kun I have playtested and fine-tuned my map and I am now working on a second one. I could just make a single bigger map but meh

>> No.9826009

>>9826000
>>9825801
wtf is this?

>> No.9826013

>>9826009
Sorry, I was talking to my best friend tsutsu-kun, I hope it does not upset you.

>> No.9826015
File: 1.34 MB, 1600x900, spasm0009.png [View same] [iqdb] [saucenao] [google]
9826015

>>9825921
BTW the DoE ammo works strangely here - as you need to first find a gun loaded with it before you can use the alt-ammunitions, making you have a SNG that can only fire normal nails and a NG that can only shoot lava-nails for example

>> No.9826021

>>9826015
Is this that weird flying pyramid level anon posted a while back?

>> No.9826026

>>9826013
>The JP community might be piggybacking on /vr/ and only speaking English for some bizarre reason
I want to believe this is true for the sheer insanity of the scenario.

>> No.9826031
File: 1.03 MB, 3840x2160, Ogryn-Raid-939472468.jpg [View same] [iqdb] [saucenao] [google]
9826031

>>9825802
I will recognize those boneheads from anywhere

>> No.9826037
File: 937 KB, 1600x900, spasm0038.png [View same] [iqdb] [saucenao] [google]
9826037

>>9826021
Yeah this is Egyptoagula, also can anyone tell me what mod this X-bow came from?

>> No.9826072

lol what if we did another doom /vr/ project and released that before 94 protons of /vr/?
I thought about hosting a reprise of 200 Minutes of /vr/

>> No.9826080
File: 3.03 MB, 2560x1440, 40Quake.png [View same] [iqdb] [saucenao] [google]
9826080

>>9826031
Stretch your imagination and headcanon to where you can regard ogres as stinky abhumans with chainswords, and it sort of works.

>> No.9826091

>>9826072
How about 94 minutes of /vr/

>> No.9826096

>>9826072
I'd rather have a reprise of one of the size-based limitations. Those ones came out really good.

>> No.9826098

>>9826096
2048: New /vr/egas

>> No.9826105

>>9825816
>Sure. I’d rather have one clear and obviously nastier ogre than several variants of assorted health pool counts and functions like in AD.
Good point. And its harder to distinguish because they changed the vanilla ogre model. Too many times ive been fighting a bunch of enemies, spotted the silhouette of an ogre and acted as such, only to get launched in the air from behind because apparently it was the epic hammer bro variant.
Their attack works through walls too.

>> No.9826108
File: 1.49 MB, 1600x900, spasm0271.png [View same] [iqdb] [saucenao] [google]
9826108

>>9826080
No seriously, they even got the ripper-gun et al

>>9825963
>Dwell Railgun
If you can line up monsters for multikills the Crystal Lance makes the Shaft completely redundant, even when accounting for the chain-lightining effect that Copper had buffed it with

>> No.9826115

>>9825825
>In Doom you have too look out for zombies/masterminds/archies. In Heretic there's nothing like it, everything is a projectile.
If anything it seems like that makes large open spaces more viable and fair

>> No.9826117
File: 1.28 MB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]
9826117

>>9826037
Hi Willy, mind explaining why you take as many shells as rockets to stay dead for some reason?
also once you learn that he can't bite you, this fellow becomes a non-issue

>> No.9826118

two retarded questions
is the doom film from the early 00s worth watching
any retro fps games that are like F.E.A.R.?

>> No.9826126
File: 232 KB, 638x634, 1656205388694256.png [View same] [iqdb] [saucenao] [google]
9826126

>>9824881
>Gook Nukem

>> No.9826141
File: 2.32 MB, 2560x1440, overgrown.png [View same] [iqdb] [saucenao] [google]
9826141

>>9826105
There's a red-eyed variant in that mod that just has slightly more health. I don't think he does anything else differently, it's a very odd choice. I've seen him in other mods where he shoots nails instead of grenades.
>>9826108
Yeah it's great, also was a good call using Unreal's brute noises.
>>9826118
>is the doom film from the early 00s worth watching
It's not great, but it's not the worst idea to have it play in the background for some dumb and fun moments.
>any retro fps games that are like F.E.A.R.?
What are you looking for from it specifically? SMod for Half Life 2 can be stupid and fun but it can be messy to install, the gunplay is better and there's silly slo-mo. The same devs who made FEAR also made Blood.

>> No.9826147

>>9826105
>Their attack works through walls too.
Thankfully you can avoid it completely by jumping at the right time - but if affecting you when submerged is bullshit though (can't remember if this was fixed in the current version)

>> No.9826161
File: 1.77 MB, 1600x900, spasm0032.png [View same] [iqdb] [saucenao] [google]
9826161

>>9825961
>>9825974
>LavaShamblers
Speaking of whitch. . .
I hope this mod doesn't have the Sham-vile included yet and will not have them (at least not before they fix the add-on runes not working)

>> No.9826174

>>9825965
>The thing I'm not sure about is Castlevania's music in Heretic, but that's personal preference.
Personally I thought it's pretty cool.
Divine Bloodlines goes pretty well with the whole fire effects thing that goes on in that level.

>> No.9826175

>>9826141
>It's not great, but it's not the worst idea to have it play in the background for some dumb and fun moments.
Excellent
>>9826141
>What are you looking for from it specifically?
Spoopy atmosphere and shooting stuff. I don't like Blood

>> No.9826178
File: 31 KB, 264x392, 1632456688284.gif [View same] [iqdb] [saucenao] [google]
9826178

>>9826072
>Spoiler
Let's do it.

>> No.9826185

>>9826175
>Spoopy atmosphere and shooting stuff. I don't like Blood
Clive Barker's Undying
System Shock 2

>> No.9826267

We can all agree that Shadow Warrior has the best shotgun of the 90s, right? There is no second oppion on this.
Before you argue with the SSG, think about the secondary fire mode of the Riot Gun.

>> No.9826271

So, if one wants to start doing something for Shadow Warrior, would I go with Mapster32 like with Duke or is there something else?

>> No.9826278

>>9826271
Mapster32 is basically the only option and it's ancient and shit and a pain in the ass and that's why nobody makes duke/blood/SW/Ion Fury maps

>> No.9826291

>>9826278
Yeah, I did something for Duke some years ago. I just thought that MAYBE someone would have done a better editor by now with all the hype around our genre since 2015.

>> No.9826293

>>9826267
Sorry, Flak Cannon exists.

>> No.9826295
File: 123 KB, 616x595, 1562136823483.jpg [View same] [iqdb] [saucenao] [google]
9826295

>>9826072
>dat spoiler
>mfw I've been training for 500 Minutes

>> No.9826308

Oh. I've just got to either the last or second to last map of Dwell 2 and that's a really silly amount of enemies.
I swear Episode 1 did this too, why ruin it with these piss takingly big levels at the end? What happened to quality control? I'm thinking of noclipping to the exit for this one.

>> No.9826314

>>9826293
Fair point. Depends on if you count it as a shotgun or, as name suggests, a flak cannon.

>> No.9826319

What is the visually most impressive hell level you know?

>> No.9826320

>>9826096
>size-based limitations
I'd second this, tho I'm not sure what would be best.
Another 2048? Sector limit? File size limit (with or without counting .midi size)?
That said, 400 Minutes turned out pretty good, so I wouldn't vote against another speedmapping jam either.

>> No.9826324

>>9826319
my life

>> No.9826329

>>9826314
It functions as a shotgun, it barks as a shotgun, so I'm pretty sure it counts as a shotgun for the question's purpose.
Kinda like Nailgun, Hyperblaster and Plasmagun basically being variations of the same gun in Quake 1-3.

>> No.9826332
File: 720 KB, 2030x1105, file.png [View same] [iqdb] [saucenao] [google]
9826332

I'm mapping my house to learn ultimate doom builder 2, how do I raise the player view height?
The proportions look all wrong because the player is as tall as a child

>> No.9826334

>>9826319
Sigil

>> No.9826348
File: 652 KB, 551x731, 1553921732327.png [View same] [iqdb] [saucenao] [google]
9826348

>>9826175
If you want to hit things rather than shoot stuff, I enjoyed Condemned's atmosphere just as much as FEAR's.
>>9826308
>I swear Episode 1 did this too
It's e1m8 monster count on nightmare is 372 with 24 secrets. It's a safer and more acceptable ramp up compared to e2m8's 1155 monsters and 60 secrets.

>> No.9826356

>>9826332
Yeah, Doomguy is even smaller than Duke "Manlet" Nukem.

>> No.9826358

>>9826348
Maybe I misremembered Episode 1, but fuck me, who thought the Episode 2 map 8 was a good idea? I get the mapper probably wanted to make his own Forgotten Sepulcher, but why do this in an episodic mapset?
It's like the team were making Quake Plutonia, and then you've got this guy sitting in the corner trying to make Sunlust or something.

>> No.9826367

>>9826356
Hey Sam.

>> No.9826374

>>9826356
could be worse
could be Blaz

>> No.9826434

>>9826332
Doomguy is canonically 5'8. Manlet kings rise up!

>> No.9826437

Recommend me a random .wad and I will play it
Anything, good or bad, idc
I'm bored for new content

>> No.9826462

https://youtu.be/G3keWHf2Mas

Why the fuck did this take so long?

>> No.9826463
File: 2.83 MB, 1442x1896, 1669241184950330.png [View same] [iqdb] [saucenao] [google]
9826463

A Serious Case Of /vr/ lead here, if you guys want to start another project then go ahead. From what I can see I don't even know if anyone else is still working on a map for it. If you are and have just been staying silent then good, I'm not pressuring you to talk about it if you don't want to.
I'm not canceling the project however. I still plan on releasing a map for it even if nobody else does. But I don't want to hold up other projects in this thread due to how little attention this project is getting.

>> No.9826472

>>9826462
That's an old trailer.

>> No.9826487
File: 53 KB, 640x363, Duke-Nukem-Serious-Sam-Easter-Egg.jpg [View same] [iqdb] [saucenao] [google]
9826487

>>9826463
It's over

>> No.9826491
File: 165 KB, 353x565, 1652604533254618.png [View same] [iqdb] [saucenao] [google]
9826491

>>9826487

>> No.9826495

>>9826332
Wall textures are oversized.

>> No.9826505
File: 2.76 MB, 2560x1440, fg_desk.png [View same] [iqdb] [saucenao] [google]
9826505

>>9826358
It's much more hub-based than Ye Old Sepulcher was, so that's something cool Abyss of the Troggs has going for it even though it's still blindsiding.

>> No.9826517

>>9826374
It makes sense that Doomguy's great grandpa was smaller, honestly.

>> No.9826525

>>9826324
kek

>> No.9826651

>>9826487
That episode isn't that bad really. Only bad thing was that I had it to play it in 3D World Tour back then. Now you can play it in Eduke from all I heard.

>> No.9826742
File: 43 KB, 320x200, zorching.png [View same] [iqdb] [saucenao] [google]
9826742

>>9826437
Implying you have played through all /vr/ wads already: Demonic Deviation, Cydonia, Riot Control. Or better yet, just hit random button on idgames, which reminds me that we haven't had random roulette in a long time.

>> No.9826830
File: 3.60 MB, 588x250, 1680901842931643.gif [View same] [iqdb] [saucenao] [google]
9826830

>>9826278
>when MaxED ragequit he made a repo for Duke Builder out of spite
>didn't actually do anything with it
we were destined for greatness

>> No.9826861

>>9826271
Mapster32 works for SW, you just need to download a set of scripts to make it compatible.

>> No.9826878
File: 2.61 MB, 640x480, 2023041616154300-358EC36B5B11B7AEE922EB4C28EB1B2A (1).webm [View same] [iqdb] [saucenao] [google]
9826878

>>9825930
I had to skip this level cus my Switch couldn't handle it

°__°

>> No.9826894

>>9826308
Whats wrong with a big level with lots of enemies? Thats just more to enjoy. You dont have to play it all at once. You can think of it like 3 levels and do it in chunks.

>> No.9826912

>>9825708
GDX has widescreen weapon sprites do not besmirch BuildGDX. Best Build port.

>> No.9826916

>>9826894
This. Such an odd complaint.

>> No.9826931

>>9826894
I'd normally agree with you, but this is meant to be an episode and it has a negative impact on the pacing. If it were a standalone release I'd be far more understanding, but it's just weird to cram in a Forgotten Sepulcher style map after a series of reasonably sized levels.
Also, the mapper in question has a habit of making his levels kind of monotonous and seems to have ambitions that vastly exceed his current skill. I'm yet to play a level by him that hasn't left me feeling exhausted in a bad way.

>> No.9826940

>>9826916
Someone clearly hasn't played a Mazu map.

>> No.9826942

>>9826940
It's more that I've never agreed with general map criticism. I've seen for over a decade with regards to Doom
>Oh the map is too big
Just save your game and come back later. It's a nonissue to me.

>> No.9826946
File: 822 KB, 2560x1440, 00156530.jpg [View same] [iqdb] [saucenao] [google]
9826946

I'm going to look for that secret level, but the main part of Travail is done. It was memorable, had another fun shotgun replacement, and the bosses were interesting even if the final one looked weird. It also had several absolutely evil encounters on nightmare that make it hard to recommend for that difficulty, holy shit.
>>9826894
It took some time to get over the initial shock of the mapsize since the one before it was pretty long too. It was good in the long run.

>> No.9826967

>>9826916
I've seen this exact post a couple of times lately here, and while I don't know if you're the same person it's still a really weird way of trying to shut someone down for having legitimate issues.

>> No.9826972

>>9826946
Travail is awesome. I always recommend it after the mission packs. Feels like an official release. That final boss is really cinematic in all the right ways, but I agree the model could use a bit more detail. I hope it makes it into Keep.

>> No.9826994

>>9826942
It is an issue if the map isn't fun to play. By your logic you could make a single corridor with 1000 enemies standing in a line and that's fine because there's more to play.

>> No.9827037

>>9826894
>>9826916
I hate this attitude. It's why general map quality is all over the place these days because anyone criticising them is just called out for daring to complain. I'd expect this attitude in Doomworld or Slipseer but seeing it here is depressing.

>> No.9827041

i don't think it's exactly /vr/, but does anyone here know if i can somehow get the old shooter game "vivisector" on steam?

>> No.9827048

>>9826994
If a map were made to be a single corridor with 1000 enemies the gimmick is obvious and any criticism is useless.
>>9827037
A bloo bloo fuck off with your irrelevant site drama. If you don't like big levels with lots of enemies, that's fine, but here:
>why ruin it with these piss takingly big levels at the end?
Is where I take issue. Big maps with lots of enemies aren't inherently ruined or ruining anything.

>> No.9827054
File: 3.83 MB, 854x480, what in the oh no.webm [View same] [iqdb] [saucenao] [google]
9827054

>>9826972
It's very good, highly recommended. Not for nightmare first playthrough, all the "got ya" tropes are dialed to the max here. NM here is very rude, evil, and not for everyone.
>>9826994
Thankfully, Abyss is more fun than that. I'll say no one should prevent themselves from quicksaving during that jumping puzzle section, though.
>>9827041
I think it's abandonedware, so while it won't be in a pretty steam or gog package I think you can download it for free. Also it's a 2005 game so I think it's board relevant.

>> No.9827074

>>9826358
>>9824093
If you don't have OCD just get through D2M8 as quick as possible and spare yourself the torture of trying to 100% it in one sitting

>> No.9827081

>>9827048
I'm not the same person you were looking down on, I take issue with how you were jumping on an anon just for saying he didn't like something.

>> No.9827085

>>9827054
>I think it's abandonedware
:(
>>9827054
>I think you can download it for free
:) where from

>> No.9827087

>>9827037
Dude, you complained about the level because its too long. My point is, the actual problem is if the map is unfun for other reasons. Theres nothing inherently wrong with a map being long if its designed well.

>> No.9827093
File: 10 KB, 597x159, 1681673984.png [View same] [iqdb] [saucenao] [google]
9827093

>>9827085
>first result for googling "vivisector abandonware"
at least try

>> No.9827112

how I wish the lighting gun from Quake worked as the amprex from warframe does. Maybe I should learn quake-C and make it happen.


https://youtu.be/u6lp_6Ksa8g?t=29

>> No.9827118

>>9827087
I'm the guy who didn't care for the size, I'm not the anon you're quoting.
You're right though, levels size (for the most part) isn't really an issue but after trying it and knowing who made the level it really isn't for me.
I'd still argue it's bad for an episodes pacing to drop such a big map in there but this is the last I'll say on the matter because things are getting heated and I want nothing to do with that.

>> No.9827124

>>9827087
It's much harder to design a good big map, especially for quake that has bad enemies and weapons for large spaces, and some people making big maps could take a chunk out of their thing, refine it a little and turn it into a smaller but better thing.

>> No.9827127

>>9825825
We should do a heretic mapset...
We just need to pick a texture pack because heretics default selection is pretty limited.

>> No.9827130

>>9827127
Baker's Legacy is the easiest option.
We did try to do a Heretic project btw, but it died once the project lead dipped and nobody stepped up to finish it.

>> No.9827131

>>9826946
>Travail
>secret level
Finding it is a bit counter-intuitive as the entrance to it is one of those "end a level sooner than reaching the normal exit the moment you find a key that you don't know where to use it yet" homages to E4M6 - IIRC it's somewhere on the map before the spider's lair level of Ep.2

>> No.9827138
File: 379 KB, 2048x1792, ROTTProperArt.jpg [View same] [iqdb] [saucenao] [google]
9827138

>>9826462
Because that's what happens when project changes developers and new ones starts from scratch.
>We only announced it like 6 months ago. The base game has been done. We're making a whole new episode, restoring old content, adding new content, going through cert for all the consoles.
>Please don't confuse this with the 3DR re-release announced years ago.
https://twitter.com/DaveOshry/status/1646650812033306624

>> No.9827150

>>9827127
I second this.

>> No.9827151

>>9827138
Literally nobody mentioned that the 3DR version wasn't being worked on anymore how the fuck are we supposed to know that was dropped and New Blood/Apogee took over?

There's a serious lack of communication in these fucking companies.

Where the fuck is Graven and Wrath and Kingpin and Sin? I'm pirating all this shit.

>> No.9827157

>>9827151
Kingpin and Sin are on gog.

>> No.9827158

>>9827130
Baker's Legacy is ugly af, most of the textures are shitty recolors or rips from other games that you could use the whole texture pack from instead.

>> No.9827160
File: 70 KB, 657x567, zume.png [View same] [iqdb] [saucenao] [google]
9827160

>>9826878
I warned him this would happen.
Oh well. I haven't actually played E1M7 yet, but E1M6 should give you a run for your money.

>> No.9827162

>>9827138
Okay, but when will they remaster the 2013 version?
Or that isn't possible because of some shit between Fred and Scott.

>> No.9827164

>>9826332
Mods by Yholl increase the height of the player's camera to a more realistic height without actually changing doomguy's height or where the guns shoot from, give them a look in Slade if you're curious and want to learn a bit of zscript

>> No.9827165

>>9827157
Not the remastered versions that were announced years ago that are MIA

>> No.9827168

>>9827151
Wrath's release date is spring 2023 and they havent officially delayed it. Based on their updates though I would estimate fall or winter. It seems like they have like 3/4 of the game done.

>> No.9827172

>>9827112
>how I wish the lighting gun from Quake worked as the amprex from warframe does
It kinda does in Copper

>> No.9827175
File: 275 KB, 560x500, 1608305791864.png [View same] [iqdb] [saucenao] [google]
9827175

Me when I throw a curve ball and say fuck your doom mapset and serious Sam mapset and quake mapset and heretic mapset and say we do a Turok mapset

>> No.9827176

>>9827151
I think Wrath got resurrected sometime ago, when they hired Ni'mRoD/Doombringer guy to work on it.

>> No.9827178

>>9827175
>we do a Turok mapset
I'd play the shit out of this.

>> No.9827184

>>9827175
If we're throwing unrealistic choices out I'd say we go with Undying.

>> No.9827196
File: 1.43 MB, 360x238, 1598575720633.gif [View same] [iqdb] [saucenao] [google]
9827196

>>9827127
>>9827175
>>9827184
So which one of you is gonna be a leader and actually start the projects you want?

>> No.9827204

>>9827196
Not me. I'll be sitting in the back calling everything shit I guess.

>> No.9827213

>>9827196
Not me, that's for sure.
I would not even know how to use the unreal editor anyway.

>> No.9827216

>>9827184
From what I've heard Turok got a easy enough map editor at least.

>> No.9827219

>>9827216
That's cool I guess.

>> No.9827232
File: 246 KB, 500x500, gimme a huuh man.png [View same] [iqdb] [saucenao] [google]
9827232

jesus fuck i haven't seen this thread talk about quake so much in years, i thought the last couple of threads were just weird one-offs and you'd all be back to circlejerking over dewm again sooner or later. did something happen while i wasn't paying attention? dwell? that spirit world episode? did fairweather's clique stir up shit again? did sandy, mcgee and romero all finally decide to download trenchbroom? is it people talking about the nudoom-style remake that no one genuinely wants? i'm lost :(

>> No.9827240

Why do I like Shamblers so much? They're like seven polygons but I'm always weirdly happy to see one.

>> No.9827243

>>9827232
I think it was the latest Alkaline update.

>> No.9827249

>>9827232
>Alkaline 1.2 dropped
>It was very good
>Anons wanted more
>At least three or so anons are playing a shitload of Quake now and talking about their experiences
>Possible shitposter(s) are also causing fights over stupid shit like mods or maybe its the same guys, I dunno
>Maybe Fairweathers clique is stirring shit again too, but jurys out on that.

>> No.9827250

>>9827196
I've done it a few times. But this time I really just want to be a contributor.
>>9827130
There's this to swipe from. Don't know if it's ever been used for anything.
https://www.mediafire.com/file/8wfjoawyzxzzs5q/HREKTEX.wad/file

>> No.9827254

>>9827196
Can't you do it for us

:)

>> No.9827260
File: 1.24 MB, 1122x964, 1500753270792.png [View same] [iqdb] [saucenao] [google]
9827260

>>9827232
>i'm lost :(
I wish you'd get lost.
Also, McGee should never make another Quake 1 map again.

>> No.9827261

>>9827232
Why did you leave Willits out?

>> No.9827262

>>9827249
>Possible shitposter(s) are also causing fights over stupid shit like mods or maybe its the same guys, I dunno

all me :)))

>> No.9827263

>>9827232
The Quake 2 unit got me in the mood to replay quake. I checked what's big recently and Alkaline, Spirtworld and Dwell are all epic

>> No.9827270

>>9827232
>sandy, mcgee and romero all finally decide to download trenchbroom

god, I would pay money to put these three together in a single room so they could make a Quake collab.

>> No.9827271
File: 1.51 MB, 1366x768, spasm0045.png [View same] [iqdb] [saucenao] [google]
9827271

>>9827232
I can't speak for the others, but the last month has taught me that I might be more of a Quake man than a Doom guy because I can't get enough of this shit. Everything seems to be of high quality and even the things I don't particularly like are well made (just not my jam)

My cup runneth over, and my Quake folder is growing bigger and bigger.

>> No.9827274
File: 2.37 MB, 1920x1080, 00195.png [View same] [iqdb] [saucenao] [google]
9827274

>>9827232
This >>9827263 but I also finished AD all the way for the first time the others you mentioned, I think I liked them more.
>>9827260
Agreed, he should make a Quake 2 map again.

>> No.9827280

>>9827271
Yeah Doom has its limits of the architecture of a map. Quake doesn't. Its range of what you can do with the geometry with modern tools is just staggering and unmatched.

These modern mappers aren't even making maps they're making fucking pieces of art. The bar is set so insanely high in the Quake community.

>> No.9827320
File: 930 KB, 1366x768, spasm0127.png [View same] [iqdb] [saucenao] [google]
9827320

>>9827280
>These modern mappers aren't even making maps they're making fucking pieces of art. The bar is set so insanely high in the Quake community.
You're telling me. I can't believe this stuff is running on an almost 30 year old engine, it's insane.
It also helps that it's better than most modern games and all this high quality content is absolutely FREE. Sure, Doom wads are too, but look at some of this stuff.

>> No.9827336

>>9827271
>Quake folder is growing bigger and bigger.
Show me your folder.

>> No.9827338

>tfw don't like slaughtershit in Doom, but Heretic's E4M1 is one of my favourite maps in the game
What's the difference?

>> No.9827361 [SPOILER] 
File: 76 KB, 268x573, I wish this shitty machine could run Ironwail.jpg [View same] [iqdb] [saucenao] [google]
9827361

>>9827336
It's probably nothing compared to whatever most of you have, but considering two months ago it was just the expansions and Arcane Dimensions I'd say it's expanded a fair bit.

>> No.9827368

>>9827361
Malice where?

>> No.9827372

>>9827338
E4M1 gives you few resources and just enough enemies to overwhelm you with the limited ammo you have, meaning you have to be careful with every shot you take, picking fights or running away almost as if you were playing a survival horror game. In slaughermaps you can just spam all you want.

>> No.9827373
File: 54 KB, 450x600, 45971-2.jpg [View same] [iqdb] [saucenao] [google]
9827373

>>9827240
friend :3
>>9827260
rude, but more importantly, where did mcgee touch you?
>>9827261
*snake
>>9827249
"at least three" is still way better than "literally no one lol". and when in doubt, if someone's regularly starting fights over the same topic, it's usually the same threadschizo
>>9827263
i'm still firmly on team "guake 2 sux", but i appreciate quakeulf and the people who worked on that unit for looking at the state of the community and going "nah, fuck it, i'm gonna make a quake 2 map because it's a game i enjoy" even though q1sp still gets 99% of the attention. i really wish there were more mappers going against the grain and making unconventional stuff because they think it's cool instead of clique-y discord kids watching dumptruck and markie(?)'s videos and going "i'm gonna make the next ad/alkaline/dwell/whatever!!1!!" without actually bringing anything new to the table
>>9827280
>>9827320
there's no way i'm the first person to express this sentiment here, but while the bar has certainly been raised for quake maps in terms of *architecture* and super detailed brushwork, the actual gameplay/level design side of things has been deemphasized and hasn't really progressed that much in the last 5 years or so, i've seen it described as the "every-brick-a-brush" philosophy and it's cool that modern engines and tools can handle maps like this, but it's like everyone is desperately trying to ape sock's work and dropping the ball in the process. also i would be very, very happy if i never saw any of makkon's fortnite textures in any map ever again

>> No.9827375

https://youtu.be/lvaU9CaSeCE?t=24

>> No.9827378

>>9827168
There's no way Wrath is coming within the next month or two. Mid-summer is the most optimistic window for that game to release.

>> No.9827379

>>9827368
Never heard of it, but it sounds like I'm adding another Quakespasm shortcut soon.

>> No.9827381

>>9827373
>the actual gameplay/level design side of things has been deemphasized and hasn't really progressed that much in the last 5 years or so
I guess that's fair, but where do you really take the gameplay if you want to advance things?

>> No.9827382

>>9827361
Anon, you can just put all quoth stuff in the same folder. Even "i'm so special" maps like metal monstrosity or moldy tower can be extracted with something like wally or quark.

>> No.9827387

>>9827378
Next year is the most optimistic. They have Noel "I can't finish a map to save my life" Ionous working on it.

>> No.9827391

>>9827382
Those are just shortcuts to make those maps run, not the folders themselves.
I hate how Quakespasm makes you do this, but until I replace this junkheap and can install the drivers that will let me use Ironwail it's the best I can currently do.

>> No.9827397
File: 18 KB, 387x193, 38.jpg [View same] [iqdb] [saucenao] [google]
9827397

>>9827391
There's also this if you don't mind typing

>> No.9827398

>>9827379
It's one of the classics, like Abyss of Pandemonium.

>> No.9827402

>>9827391
I am using quakespasm as well and you can still use those map commands in the developer console inside the game as long as you started with the -quoth shortcut.

>> No.9827406

>>9827402
Ah. Well I'm super lazy and would rather just click on a shortcut, despite the ugly clutter.

>> No.9827432

>>9827262
Well stop it, I say!

>> No.9827434

>>9824945
Midi anon again. Was wondering if one of you lot could check to see how this sounds on your end.

anonfiles dotcom slash hbT4K0l3za

I made it with one of the SC-55 soundfonts in mind but had to change the ambient drone instrument because it sounded like shit on the default windows midi gs bollocks. Just want to make sure it sounds as it intends, cheers.

>> No.9827443
File: 1.76 MB, 680x502, 1624899532716.gif [View same] [iqdb] [saucenao] [google]
9827443

>>9827381
>where do you really take the gameplay if you want to advance things
literally anywhere other than huge aimless 69,000 monster + 420 secret doom-wannabe maps with constant closed arena fights lol. tl;dr i'd like to see quake maps go in more of a nonlinear, organic, dungeon crawl-y direction as opposed to everything desperately trying to be doom eternal
>>9827387
last i checked ionous's maps were still actually interesting and he has a kid and a bunch of huge ass dogs to take care of, so at least he has an actual excuse for taking ages to release anything

>> No.9827452
File: 64 KB, 768x762, 1573335279261.jpg [View same] [iqdb] [saucenao] [google]
9827452

>>9827361
>quakespasm - Plumbers Don't Wear Ties
Wait, huh? A Quake mod based off of that really shitty 3DO porn game?

>> No.9827471

>>9827452
https://www.quaddicted.com/reviews/apsp2.html
new than map when??

>> No.9827472

>>9827452
Yes, tho it's a quoth map not a mod. And a pretty confusing one. I managed to find the exit eventually on my second playthrough but I am still not sure how.

>> No.9827481
File: 882 KB, 1366x768, spasm0009.png [View same] [iqdb] [saucenao] [google]
9827481

>>9827452
Yeah, but the level itself is a really good flooded techbase.
The text document that comes with it on the other hand...

>> No.9827486
File: 207 KB, 472x447, 1645050413155.png [View same] [iqdb] [saucenao] [google]
9827486

On the topic of mapping.

Powerslave Exhumed. Kaiser created and released a level editor for it and I don't think a single map has actually been released for it to date lol

Do you think he's pissed?

>> No.9827492

>>9827486
Here's hoping!

>> No.9827495

>>9827373
>also i would be very, very happy if i never saw any of makkon's fortnite textures in any map ever again
Some of his earlier stuff was good, but it's REALLY starting to look mass-produced at this point - which is ironic considering how hard he rails against AI-generated textures while he just shits things out of a giant node graph.
Little bits of hand-drawn highlights and dirt would go a long way to make them look less sterile, but I guess that's too much.

>> No.9827496

>>9827472
Progression is kind of cryptic with that guys maps. Subterranean Library by the same guy takes this issue and multiplies it tenfold to the point where half of the Quaddicted reviews mention they couldn't finish it.
I managed, but not before banging my head on a wall and wandering aimlessly for a very long time. Still good maps though, but he could have made progrssion more obvious.

>> No.9827509

>>9827496
I played both and I actually thought Library was easier to navigate. It must be the lack of water, fuck I hate water. Have you tried mjb's map from mapjam7? It is supposed to be inspired by than's plumbers.

>> No.9827536
File: 1.69 MB, 1440x1050, quake mapping in current year.png [View same] [iqdb] [saucenao] [google]
9827536

>>9827495
god you just made me remember something, i set up that stable diffusion web ui a few weeks ago and it has built-in options for generating seamless textures from a prompt, and it actually fucking works decently. someone should put together a wad full of ai textures and try to make a serious map with it, it'd still look more interesting than literally anything using makkon's textures
>>9827486
kaiser's getting paid by his new overlords at at*ri now, he doesn't really have that much to seethe over desu

>> No.9827539
File: 43 KB, 226x176, 1671058541763890.gif [View same] [iqdb] [saucenao] [google]
9827539

>>9827375

>> No.9827549
File: 739 KB, 1280x720, SUNDAY NIGHT SHITSHOW 107 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9827549

SUNDAY NIGHT SHITSHOW TIME! Tonight we're playing through some weird Chilean TC called Pinochestein 3D. I have no idea what this is about, and chances are, you won't either because most of it isn't even in English. It's also probably gonna crash a lot.
The password is "diarrhea"
Connect with Zandronum 3.1 and let's get the shitshow on the road
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9827559
File: 209 KB, 1024x768, qbj_1.05.jpg [View same] [iqdb] [saucenao] [google]
9827559

>>9827361
Great list. Add Brutalist Jam.

>> No.9827565

>>9827559
Newhouse is one of the few modern mappers I actually like (he did the only good map for smej2) and even he made a bad map for that worthless pack.

>> No.9827571

>>9827536
Bruh, Atari stock is worth 14¢ per share.
Kaiser isn't getting shit unless he's actually working on something that will sell cus considering how instantly forgotten Power slave was I doubt it sold well

>> No.9827585

>>9827486
Been away from retro FPS stuff for eons, what's up with Kaiser again?

>> No.9827597

https://www.youtube.com/watch?v=Lgo5BNbiGMo

>> No.9827601

What are some thematically interesting mods/wads?

>> No.9827612

>>9827601
ancient aliens

>> No.9827618

>>9827585
Powerslave was his last release. Dunno what if anything he's currently working on.

>> No.9827623

>>9827559
Some of those levels look insane, so sure. I'll give them a go. It's not like I'm going to get bored of Quake any time soon.

>> No.9827743

>>9827176
That would explain why jack shit is happening with Doombringer. So much potential going to waste. The gameplay was really nice, only grime i had was the ugly as fuck look of the game.

>> No.9827748
File: 3.43 MB, 852x480, hip3m1.webm [View same] [iqdb] [saucenao] [google]
9827748

>>9827240
>Why do I like Shamblers so much?
they are literally teddy bears.

>> No.9827751

>>9827748
Scourge of Armagon is way better than vanilla Quake, and I'm tired of pretending it's not.

>> No.9827758
File: 385 KB, 1366x768, 1662009461454.png [View same] [iqdb] [saucenao] [google]
9827758

>>9827549
Thanks for joining.

>> No.9827759

>>9827549
Alright, I'm setting up Sonic Robo Blast 2 since we blasted through that set like a Caucasians' anus on thai chili. Stay tuned if you're hungry for more SNS.

>> No.9827760

>>9827743
Episode 2 is almost finished from what I've heard, but yes, that's the reason.
Also, I fully agree on it looking kind of ugly.

>> No.9827782

>>9827320
>I can't believe this stuff is running on an almost 30 year old engine
It's not running on the original engine though.

>> No.9827787
File: 293 KB, 1280x800, srb20014.png [View same] [iqdb] [saucenao] [google]
9827787

>>9827549
Sonic Robo Blast 2 is up. Connect to 51.161.34.159

>> No.9827794

>>9827486
He's a fucking sellout scumbag and deserves much worse to happen to him than a little a bit of annoyance, and I'll leave it at that.

>> No.9827804

>>9827787
Where are the files Host-Man, you doubles negro

>> No.9827816

>>9827804
They should auto-download. Here's a hastily-uploaded zip if that's not working https://cdn.discordapp.com/attachments/868726838187413535/1097305345619148911/Server_Mods.zip

>> No.9827820

>>9827816
>They should auto-download.
It isn't auto-downloading, it kicks me out with an error saying that some files were 2big4transfer.

>> No.9827828

>>9827601
Overboard, Augur Zenith, Emerald City.

>> No.9827835
File: 502 KB, 1920x1080, srb20016.png [View same] [iqdb] [saucenao] [google]
9827835

Doom mods, everybody.

>> No.9827937
File: 128 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
9827937

Finally beat Doom 2 after like a decade of attempts on and off. Icon of Sin made my hands hurt and I think I died more to telefrags than actual monster attacks, but by God I got it done.

>> No.9827952

>>9827937
UV or HMP?

>> No.9827957

>>9827937
>Icon of Sin made my hands hurt
How? just hold down the rocket button while elevator goes up

>> No.9827963

>>9827952
HMP. I beat E1 through 3 of Doom 1 a few years back and wanted to beat D2 as well but I kept losing interest. I should go back to E4 at some point I guess.
>>9827957
20+ IoS attempts after starting from Bloodfalls on mouseless controls. I kept trying to brute force the elevator without taking time to get rid of some of the demons and I'd get overwhelmed.

>> No.9827969

>>9827835
wtf is this shit?

>> No.9827970

>>9827969
Sonic Robo Blast 2 with the Pizza Tower Guy character addon.

>> No.9828009

Has anyone ever ported Zero Tolerance for Doom, recently there it was GoG re-release
https://www.youtube.com/watch?v=Mn57slP6E7I

>> No.9828018

>>9827597
Holy shit genuinely laughing out loud this is amazing

>> No.9828036

>>9828009
There were some projects, but they were more in line with being just Zero Tolerance themed mods.
I don't think it really needs a port though, but if there was one, Wolf engine seems much more suitable. It's kinda similar to Capstone games after all.

>> No.9828038

i WILL only play on ZDoom

>> No.9828039

>>9828009
Those shadows on the title screen were a real neat effect.

>> No.9828040

i WILL only play on Darkplaces

>> No.9828050

>>9828038
Sup Yholl.

>> No.9828060

I will ONLY play on Crispy.

>> No.9828062

>>9828009
Zero Tolerance had a pretty cool commerical.
https://www.youtube.com/watch?v=OAr84TExVBw
It's a shame that Piko decided to half-ass the collection, since they had both a lot more materials and a dedicated autist who basically remade Zero Tolerance Underground from data scraps and remaining design documents. Apparently he also worked in some QoL improvements in the base game and further along beta of the sequel, but they decided to use the old versions instead.

>> No.9828068 [DELETED] 
File: 38 KB, 680x859, trannyquake.jpg [View same] [iqdb] [saucenao] [google]
9828068

>>9828040
(You)

>> No.9828070

>>9828040
Hello Darkplaces dev team member.

>> No.9828079
File: 137 KB, 1920x1080, Screenshot_Doom64CE_20230416_220135.png [View same] [iqdb] [saucenao] [google]
9828079

>> No.9828130

>good enough for stardate 20x6
>not good enough for SWTW or Magnolia
where do i go to bridge the gap?

>> No.9828145

>>9828068
>>9828070
Jokes on you, in reality the only Quake 1 port I got installed on my PC is FTE (even though I don't particularly like it).
I would migrate to Darkplaces in a heartbeat if it supported new shit though. Maybe Baker's fork will bring it back to the speed.

>> No.9828159
File: 1.33 MB, 852x480, shamb-friend.webm [View same] [iqdb] [saucenao] [google]
9828159

>>9827751
>Scourge of Armagon
the horn of conjuring should've been the shambler whistle, seems to me the most effective combat buddy.

>> No.9828162
File: 5 KB, 102x67, hello_james.jpg [View same] [iqdb] [saucenao] [google]
9828162

I'm playing through Quake 1 for the first time. I just beat E3M4 Satan's Dark Delight, but I missed the fucking secret exit. This was already the worst map in the game so far, and now I have to shotgun start it.
I hate American McGee so much it's unreal.

>> No.9828227
File: 54 KB, 640x785, 1652012312193022.jpg [View same] [iqdb] [saucenao] [google]
9828227

>>9823867
>itytd

>> No.9828241

>>9827585
he is decompiling the turok 3 rom

>> No.9828248

>>9828241
A non-kex PC port would be amazing

>> No.9828275

>>9823302
Yes, though I'd put Hexen as Best atmosphere.

>>9823351
Heretic is ass.

>> No.9828276

>quakespasm doesn't have single-dot colorizable crosshair
why

>> No.9828282

>>9824212
Way back in The Day I played this really awesome Hexen wad I found, it was one of the first gen user maps, no idea what it was called and I've never been able to find it again. But it used the Darkmere white mist effect, and it had this cool part where you fought to the top floor of this tower and the stained glass windows broke and swamp guys came in

>> No.9828286

>>9828276
It's the most generic of the modern Quake ports.
idk what you were expecting

>> No.9828290

>>9828286
why does everyone use it then
what's the superior alternative

>> No.9828294

>>9828290
Quakespasm-Spiked
vkQuake
Ironwail <--- Use this one.

Ironwail is the most advanced of all of them and is going to be the de facto Quake sourceport aside from Remastered unless vkQuake can catch up someday.

>> No.9828295

>>9828290
>why does everyone use it then
You're a few years out of date my guy.
Ironwail and vkQuake are the kings of Quaketown now.

>> No.9828297

>>9828294
Ironwail doesn't have custom crosshairs either tho

>> No.9828301

>>9828290
ironwail is good for emulating the pallet quake has been missing outside of software rendering and is overall the best source port at the moment
engoo is good if you want the full software rendering experience in HD with a fuckload of options but I could never get the music working

>> No.9828308

>>9828297
Wakarimasen
>>9828301
Hey vkquake has good 8bit coloring too. Along with the 1/4th rendering scale.

>> No.9828329
File: 963 KB, 1482x734, 1429563217334.png [View same] [iqdb] [saucenao] [google]
9828329

>>9827373
>i'm still firmly on team "guake 2 sux"
Why spend a year making a map to compete for attention when you can spend a week on a map and get all the attention because there is zero others making singleplayer maps for it?
I know that most Quake-mappers today do it solely for the attention, and it is not making sense anymore given how stupidly competitive the fight for the tiny playerbase's attention has become.

>> No.9828338

Can't believe it's 2023 and all these clients still default to dedicated fullscreen and randomly guess (incorrectly) at what resolution to choose and fuck up all your windows and icons.

>> No.9828340

Any good recent maps and episodes that work well with Hideous Destructor?

>> No.9828347
File: 16 KB, 239x209, F1A975C4-163A-4C9A-A698-82DAB86F0B22.jpg [View same] [iqdb] [saucenao] [google]
9828347

>>9822869
>Saving at the start of every map in No Rest For The Living
Am I savescumming here? It still feels balanced and challenging, I feel some of these levels would be too much to go through if I died and had to pistol-start.

>> No.9828356

>>9828347
Maybe you can choose to play games your own way without asking for permission.

>> No.9828359
File: 310 KB, 750x641, 3001C10E-6E93-4C52-834F-9FB7E12F44A8.jpg [View same] [iqdb] [saucenao] [google]
9828359

>>9828356

>> No.9828390

>>9828340
Unrattled episode 1's levels are pretty down-to-earth and lend themselves well to tactical situations with ample cover, episode 2 is where the level design gets too abstract for hideousguy to deal with or the monster count is too high

>> No.9828392
File: 1.22 MB, 1366x768, spasm0003.png [View same] [iqdb] [saucenao] [google]
9828392

>> No.9828396

>>9828329
I just make maps because I want to. I'm getting my own ideas for gameplay mods for Quake by making them.

>> No.9828426

>>9828390
Thanks, gonna check ep 1 out!

>> No.9828474

>>9827794
What is he a sellout for?

>> No.9828478

>>9828474
Daring to make money using his skillset.

>> No.9828494

>>9828294
Can I copy over my configs and shit from QuakeSpasm to IronWail? I don't wanna set all that shit up again.

>> No.9828498

>>9828494
I dunno I swear by vkQuake. Been using it for years.

>> No.9828503

>>9828498
As in, I don't know if you can do that at all for any port. I haven't changed my port and haven't had to copy my settings over.

>> No.9828507

>>9828329
this is a trite response that someone already made, but i wouldn't map or work on anything creatively solely because i want internet asspats from it, i'd rather do it because it's something i actually like and believe in, because i want to improve myself, or just because it's dumb and i want to see it get made lol. if you want e-clout from making custom levels for a game that's almost three decades old then you're not going to get it from making quake maps anyway, as far as journos are concerned arcane dimensions is the only quake 1 map pack that's ever existed, maaaaaybe stuff like alkaline but that had most of the dumptruck discord clique working on it. if all they want is attention then they should be making doom tcs instead :^)
>>9828494
it depends on the port (i remember mark v screwing with quakespasm, but that was years ago), but vkquake/ironwail/qss/whatever are all forked from quakespasm so most of your old .cfg files should just work. you'll still need to adjust port-specific settings yourself though, and ofc you should probably back up those files beforehand

>> No.9828529

>>9828329
>I know that most Quake-mappers today do it solely for the attention
Source?

>> No.9828561

new thread whendo

>> No.9828564

>>9828561
At page like, 9.

>> No.9828565
File: 46 KB, 1220x885, works cited crack.jpg [View same] [iqdb] [saucenao] [google]
9828565

>>9828529

>> No.9828575

>>9822869
Doom 2 is still the best FPS ever made and it's not even close.

>> No.9828587

>>9828575
Check out Doom II The Way id Did for more Doom IImage.

>> No.9828609
File: 1001 KB, 2880x1620, Screenshot_Doom_20230416_233354.png [View same] [iqdb] [saucenao] [google]
9828609

I wish more Quake maps had abstract and simple shaped level design like Doom maps. Might be time to bring that in. There's something absolutely enchanting about it. Source is Whitemare 1.

>> No.9828612

>>9827536
The problem with AI textures is that getting straight lines and symmetry with any consistency is basically impossible. You can make organic surfaces just fine, and you can make base materials without precise details (i.e. a solid metal surface without any cuts or bevels), but anything intricate or machined would need done by hand. Granted, you can mark out details on a blank image and have AI paint over them, with varying results.

So an AI texture set would indeed be possible, but you'd definitely have to put in some manual work for some textures.

>> No.9828615
File: 589 KB, 1374x1500, 1538357602644.jpg [View same] [iqdb] [saucenao] [google]
9828615

https://youtube.com/watch?v=RVlo2INui1M

>> No.9828619

>>9827559
Are those all Quake maps?

How do you get this "Alkaline" to work? Is it a sourceport

>>9828612
>So an AI texture set would indeed be possible, but you'd definitely have to put in some manual work for some textures.
Which makes sense as it is more of a tool than an actual artist itself. The user has to work with it not rely on it.

>> No.9828623
File: 1.39 MB, 1600x900, spasm0013.png [View same] [iqdb] [saucenao] [google]
9828623

>>9827131
>Phantom Swordmen make chunks of meat when gibbed
Keep is still got a lot of improvement to be done with - and after beating the demo campaign I saw they'd naturally gonna want to make Gremlins an utter nuissance (being able to multiply by eating inanimate monsters will be least of ones problems to come)
>>9827131
I wanted to post a screencap of that location but forgot I made no screencaps when I first played it - might do a repeat on Nightmare

>> No.9828625

>>9827536
tell me what Quasiotter map is this?

>> No.9828628

>>9828587
I do know about community wads and those are the reason why the game is still so good. Also the fact that there's a Cacoward community award every year makes it very easy to find quality content.

>> No.9828630

>>9828623
>being able to multiply by eating inanimate monsters will be least of ones problems to come)
They can do that in Scourge I'm pretty sure.
>>9828619
>Are those all Quake maps?
Those are all from Brutalist Jam yes.
https://www.quaddicted.com/reviews/qbj_1.05.html
>How do you get this "Alkaline" to work? Is it a sourceport
Alkaline is a mod that focuses on techbase shenanigans - monsters and maps. It's great.
https://www.quaddicted.com/reviews/alk1.2.html

You get Alkaline to work by using a sourceport, vkQuake or Ironwail are the latest and greatest Quake sourceports. You take your id1 (Quake 1 file) and stick it in the same directory as your sourceport. Then you download Alkaline and put it in the same directory as id1, not within it. Both vkQuake and Ironwail have a mods menu where you can run Alkaline without needing to do shortcut shit from yesteryear (but I still do that).

>> No.9828631

>>9827373
>colonthree
Had fun toying with the Lazarus Q2 mod?

>> No.9828635

>>9828628
>I do know about community wads
I wasn't speaking in generalities I was talking about Doom II The Way id Did.
https://doomwiki.org/wiki/Doom_2_the_Way_id_Did

>> No.9828638
File: 1.56 MB, 1920x1388, 1665344851926801.png [View same] [iqdb] [saucenao] [google]
9828638

>>9828630
Cheers anon, thanks for explaining it. Going to have to give this a shot, looks insanely cool.

>> No.9828640

>>9828635
Yes I know it's a wad and I've played it. It's decent but pales in comparison to modern classics like Ancient Aliens for example.

>> No.9828641

>>9828640
Oh you're not literally talking about Doom II? You're talking about Doom II as an entity, not the video game Doom II? I see.

>> No.9828642

>>9828638
Have fun man!

>> No.9828645

>>9827748
>>9828159
Literally why does nobody use the companion horn in maps? It's so cool

>> No.9828646

>>9828645
It's in Violent Rumble. Still a whole month to put together a map anon.

>> No.9828647

>>9828641
The game is Doom 2, and there are numerous maps and episodes made for the game.

>> No.9828651

>>9828630
>They can do that in Scourge I'm pretty sure.
They can even eat Armagon's leftover legs, but that doesn't make them dissapear

>> No.9828653

>>9827175
A new Turok map literally dropped like a few hours ago

https://steamcommunity.com/sharedfiles/filedetails/?id=2963395099

>> No.9828690
File: 14 KB, 609x208, Quake Mjolnir.png [View same] [iqdb] [saucenao] [google]
9828690

>>9828623
>Keep is still got a lot of improvement to be done with
Oh yeah, it's been in the works a looong fucking time. It was supposed to be released in 2021 under the name Mjolnir in fact. They MIGHT be getting a demo out this year. The full release is going to be fucking enormous.
https://www.youtube.com/watch?v=GXgBg2sEmqA
You may already know about this, but maybe some others don't given how long it's been since this trailer.

>> No.9828780
File: 52 KB, 600x676, BitterThink.jpg [View same] [iqdb] [saucenao] [google]
9828780

>>9827151
>Literally nobody mentioned that the 3DR version wasn't being worked
That should've been obvious since Nightdive stepped in, but I'm not saying them not mentioning it is not bullshit. And nu-Apogee was involved from the beginning since they had the rights to IP.
>There's a serious lack of communication in these fucking companies.
Oh yeah.
>Where the fuck is Graven
Supposedly still coming in 2023 and I believe there was a post about some thing they're adding for release version.
>and Wrath
Biweekly blog updates on Steam go over what they're currently working on. Some of its problems are the same as Ion Fury's, even though things like Trenchbroom should make it easier. And, unlike Voidpoint, I think some people at Slipgate(?) might be working on it full time.
>And Kingpin
Some anon mentioned it in one of previous threads. They're reverse engineering game's source code. It makes a lot of time.
>Sin
I suspect its mostly Nightdive prioritizing other projects like Quake & RoTT re-release + System Shock remake. Maybe they also want to hold on to SiN before Phantom Fury's release, who knows. Maybe there's some development hell as well.
>>9827162
>Okay, but when will they remaster the 2013 version?
>Remaking a reboot/remake
Hell no. Just patch it instead.
>Or that isn't possible because of some shit between Fred and Scott.
Perhaps. Dave seemingly would've liked to revisit RotT 13, but can't for some reason.
>>9827232
>is it people talking about the nudoom-style remake that no one genuinely wants?
Unironically, I wanna see slower Hexen-esque singleplayer only Quake game with Ranger as protagonist. Flames will be beautiful to look at.
>>9827443
>tl;dr i'd like to see quake maps go in more of a nonlinear, organic, dungeon crawl-y direction
That would be neat.

>> No.9828785

>>9828347
Not everyone has the time to go through a whole episode at once, and the devs put the game saving ability in the game for a reason. You're playing the game as intended by the devs.
Playing continuous as opposed to pistol start can also strangely make some fights more difficult depending on how you approach them. For example, some fights that you would simply trivialize with a BFG from a pistol start you may find yourself attempting with a super shotgun while playing continuous in order to conserve cell ammo for the next map. As another example, you may find yourself saving megaspheres and the like until the end of the level to start the next level at 200/200, and this may make some fights more difficult than if you took the megasphere before the fight while doing a pistol start.

>> No.9828856

>>9828392
I love that guy. He's horribly underused in general, which is a shame because it feels like the Quake monsters are slowly becoming the Strogg.

>> No.9828859

>>9828609
Nothing stopping someone from coming in and doing that. I know there's that one clique who view themselves as an authority despite being new as they come, but who the fuck cares? Ignore their bullshit and make what you want.

>> No.9828861

>>9828780
Why does Bitterman have an alien head?

>> No.9828863

>>9828340
Zero Brightness was great with the Ugly as Sin lights and lasers. The final battle is on the spicier side, but it should be doable as long as you aren't hung up on not breaking down doors when you get locked into arenas.

>> No.9828865 [SPOILER] 
File: 324 KB, 1280x800, srb2uncapped 2023-04-17 12-56-52-28.png [View same] [iqdb] [saucenao] [google]
9828865

>> No.9828869

>>9823075
>>9822869
Seconding that question

>> No.9828873

>>9828690
>It was supposed to be released in 2021 under the name Mjolnir in fact
I had a hunch that it wasn't just my memory getting fucky once again when I noticed that 2 different mods were promising the exact same thing (mixing both addons' stuff with all the good shit from AD, Drake and Quoth) sometime ago

>> No.9828882
File: 1.22 MB, 1366x768, spasm0046.png [View same] [iqdb] [saucenao] [google]
9828882

Holy crap, you guys weren't lying when you said this level was a big one. Standing at the start it's actually kind of daunting and feels a bit excessive.
I'll have to put this off until I've got some more time to enjoy it, Dwell has really been growing on me the more I play it. God I love this shotgun so much, I just wish it fired as long as you held the mouse down because that's how it feels it should work.

>> No.9828891
File: 25 KB, 448x412, 1677510321953100.jpg [View same] [iqdb] [saucenao] [google]
9828891

>>9828865
this is a blue board

>> No.9828904

>>9828861
>This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human.
https://www.digitpress.com/library/manuals/dreamcast/quake3.pdf

>> No.9828906

>>9828882
The fast-fire powerup makes it really shine by having it work as intended - otherwise the DBS is still the king of close encounters and crowd control

>> No.9828941

>>9828906
Yeah, I love the fast fire power up because the shotgun finally behaves how I wish it did from the start. But between the double barrel and the rotating shotgun it feels like one of them becomes mostly obsolete, unless I'm doing it wrong.

>> No.9828947

>>9828780
>slower Hexen-esque singleplayer only Quake game with Ranger as protagonist.
Slowing down in his old age, huh?

>> No.9828954
File: 16 KB, 1575x326, zdoom.png [View same] [iqdb] [saucenao] [google]
9828954

i will probably sound like a faggot, but why bother posting a thread about something that is not going to be released in months?

>> No.9828960

>>9828904
It's a shame Bitterman's mutated form wasn't a boss fight in Quake 4. That would have been cool.

>> No.9828973

>>9828906
>>9828941
It’s been a suitable replacement for me most of the time. An ogre dies neatly in four double barrel hits while being slightly over killed with two rotary shotgun pulls, the same amount of shells between each weapon but the rotary does it quicker. I won’t use it against a single grunt or lone fish but that’s been rare for me.

>> No.9828978

>You like Doom right, oh man, you'll LOVE <flashy piece of shit GZDoom overhaul #650>!

>> No.9828980
File: 51 KB, 640x480, Gameplay2.jpg [View same] [iqdb] [saucenao] [google]
9828980

>>9828978
for me its scoredoom, that was my introduction to doom mods

>> No.9828981
File: 399 KB, 1280x800, srb2uncapped 2023-04-17 14-44-23-05.png [View same] [iqdb] [saucenao] [google]
9828981

Ahh, piss.

>> No.9828986

>>9828954
Why not? There are many WIP threads in doomworld.

>> No.9828990

>>9828978
GZDoom is pretty shit in general. It's like zsnes or epsxe of doom.

>> No.9828994

>>9828990
there is nothing wrong with epsxe

>> No.9829021

>>9828990
I just like it for all the fun mods you can play if you're bored of vanilla Doom.
Stomping around a difficult mapset as some bullshit overpowered OC crapping on everything is good for the occasional laugh.

>> No.9829023

>>9828159
Doesn't playing with angled weapons mess up the movement slightly, since you're basically looking over your own shoulder to pull the look off?

>> No.9829029

>>9828947
Yeah. Maybe he also went through too many huge maps that were mentioned in this thread before.
>>9828960
>It's a shame Bitterman's mutated form wasn't a boss fight in Quake 4.
Bitterman should've been the protagonist of Quake 4 starting with his Stroggification.

>> No.9829034

>>9829023
When it’s just 2 or 3 units through the cvar it’s been fine, less like having a head on the shoulder and just moving it by an inch or two at most.
If it’s some sort of jumping map with pixel perfect platforming required I’d probably leave it as is, but I haven’t ran into that yet.

>> No.9829062

>>9828981
don't tell me sns is still going

>> No.9829079

>>9829062
No, at least I don't think so. I'm just playing random mapsets to see if they would be good for if there's next time.

>> No.9829126
File: 1.41 MB, 1366x768, spasm0007.png [View same] [iqdb] [saucenao] [google]
9829126

Sometimes easier maps can be fun if you just want to go on a nailgun spree.
Map is Verdant Dawn.

>> No.9829141

>>9829029
4 needed a lot done differently, and I don’t know how possible that would have been while stuck under Activision’s “CoD or DIE” shadow, 360 limitations, and with Timmy Willy having any say. There’s a lot of weird choices in there.
>>9829126
I’m usually a hard/hard+ or nightmare only sort of Quakefag. Revisiting favorite maps on the lowest settings is very relaxing. More importantly, its cool seeing how various mappers make their levels more approachable and friendlier to various skill levels.

>> No.9829173

>>9828990
GZDoom is a 'respectable' body of work but I just like Doom. It's a simple and elegant system. These wacko zcscript mods might as well be made in any other given game engine.
Doom mapping is an incredibly mature modding scene with all sorts of subtle and genius trends and genres. Playing some finely crafted maps with some bullshit hyper OP mods and new graphics and lighting rendering is just an insult to the craft that went into producing the original imho.
I hate being that elitist twat but every time there's some fresh hot GZDoom schlock in Cacoawards I feel like there's an underlying dissonance between what's Doom and what's just.. game development.

>> No.9829185
File: 280 KB, 1280x800, srb2uncapped 2023-04-17 15-47-14-63.png [View same] [iqdb] [saucenao] [google]
9829185

>> No.9829195
File: 759 KB, 1366x768, spasm0054.png [View same] [iqdb] [saucenao] [google]
9829195

An Ogre reflects on what he's done with his life.
Colour photo, circa 2023.

>> No.9829207

>>9829173
I just want to play Doom64 with countless maps man

>> No.9829210

>>9828954
I think that might be the guys whose sprites and shit were being taken and dumped into some other mod without even really crediting the guy, so it's understandable he'd at least want to show shit is his work.

>> No.9829221
File: 347 KB, 225x225, 1608094968562.gif [View same] [iqdb] [saucenao] [google]
9829221

>leave my jazz playlist running
>makes it nice when I'm trying to use my peanut sized brain trying to figure out how to get to the exit after killing all the demons

>> No.9829252

>>9829173
The real problem with GZdoom is you have to go through numerous hoops to make it behave even remotely like normal doom. Of course it's also the port of choice for every newbie.

>> No.9829257

>>9828978
>Banned* Doom Remake Looks Better With RTX On (*Mod author lied about the DMCA)

>> No.9829276

So what's the deal with the occasional instant Fiend or Dog kill, where they can one shot you no matter what?
Is this intentional or a bug. It's rare, but that still might mean it's intended like Doom's leaky rad suit RNG.

>> No.9829292
File: 106 KB, 1920x1080, mj4m3_2023-04-16_22-10-28.jpg [View same] [iqdb] [saucenao] [google]
9829292

>>9828690
>>9828873

The demo for Mjolnir is releasing in May, its right around the corner. And its gonna be big.

>> No.9829303

>>9828529
>>9828565
A certain "clique" of individuals who treats their ingroup well but hates on everyone else because they hold different opinions than themselves.

>> No.9829318

>>9829303
Yeah, those guys make some good stuff but they can fuck off with that weird mafia/illuminati shit they like to try. It's doubly retarded because they're actually newfags compared to most of the retro FPS community.

>> No.9829334

>>9829276
Spawns can do it too. I’ve seen other mods disable it and treat it like a bug.
>>9829303
Seems like something that’s starting to grow here as well.

>> No.9829367

>>9829252
>Of course it's also the port of choice for every newbie.
As well as every idiot with a monoport complex.

>> No.9829417

>>9829221
Whats on your playlist artist or song wise?

>> No.9829437

>>9829257
>[include fucking doom2.wad in your mod]
>WTF BETHESDA IS TRYING TO CENSOR ME

>> No.9829443

>>9828990
Not really, considering GzDoom is made for modding, while ZSNES at most is more compatible with some romhacks for some games.

>> No.9829447

>>9829437
It's always the Russians doing that shit, even the one who put his wad up on sale on Steam with doom2.wad inside it.

>> No.9829454

>>9829437
It shouldnt be surprising at this point, but it still disappoints me how many people will instantly fall for dumbass shit like that.

>> No.9829457

>>9829443
>GzDoom is made for modding
It's constantly doing shit to break mods while Graf loses his mind at modders for whatever's crawled up his ass that month.

>> No.9829459

I WILL look up and down, I WON'T get stuck under cacodemons, and if I'm aiming to a monster on top of blockmap gridlines I WILL hit it, and there's NOTHING you can do about it. The only concession I'll make is no jumping.
This whole "revering bugs from 30 years ago" bullshit has to stop.

>> No.9829463

>>9829457
That doesn't disprove what that anon said. GZDoom is less Doom, and more an engine that is compatible with Doom content.

>> No.9829476

>>9829173
>GZDoom is a 'respectable' body of work
Arguable, especially with it's current dev team.
>It's a simple and elegant system.
No, it's a convoluted mess under the hood.

>> No.9829486

>>9829457
Doesn't address my argument, like the other guy says, but I haven't had all that much shit break because GzDoom changed how something works. Happened a few times, but just going and tweaking some of the relevant parts tends to solve it.

>> No.9829489

>>9829476
>it's a convoluted mess under the hood
Is that true?

>> No.9829494

>>9829459
The only one of those which is a bug is the blockmap thing.

>> No.9829519

>>9829489
That's the reason they're desperately trying to wirepull as much as they can, mostly using that telemetry shit to tell what stuff has barely any users.

>> No.9829521
File: 80 KB, 510x510, 1660640067906800.gif [View same] [iqdb] [saucenao] [google]
9829521

>>9829459
>implying those are bugs to begin with except for the blockmap issue

>> No.9829556

>>9829476
>It's a simple and elegant system.
Referred to Doom, as opposed to shit that GZDoom pulls off.

>> No.9829626
File: 1.18 MB, 1853x831, assssss.png [View same] [iqdb] [saucenao] [google]
9829626

>>9823458
Map18 progress of muh megawad nobody is going to play

>> No.9829632

>>9829626
I'm going to prove you wrong by playing it.

>> No.9829638

>>9829459
I don't like the feel of freelook but I will toggle it outside action when admiring some architecture on occasion. Looking at gameplay where it's in use is just bit disorienting to me, but not the most offensive thing ever. And it's up to the player not to abuse it in the niche scenarios where it gives unintended advantage in a map (unreachable shootable switch, something outside auto-aim range), there it crosses the line and you might as well start jumping over gaps.

I'm not a fan of infinitely tall flying monsters blocking you either, especially when offscreen and you can't even see them, but it's like ehhh, it's a feature. Some combats are unfortunately designed and tested in such way that flying shitheads are supposed to take up space.

Blockmap bug is a given though.

Another GZDoom thing that shafted me as rookie mapper is that I had this really clever steep staircase where you're supposed to run up and shoot a no-freelook rocket to rocket jump to a secret ledge. What I didn't know this vertical thrust was a purely GZDoom feature for my Boom map so it didn't even work.

>> No.9829643

>>9829459
I like playing vanilla in Doom's case, but I have to admit infinitely tall actors is complete ass and it just means cacodemons might as well be flying trollfaces in some maps.

>> No.9829673
File: 338 KB, 808x2152, problem, doomguy.png [View same] [iqdb] [saucenao] [google]
9829673

>>9829643

>> No.9829689

>>9829673
lmao

>> No.9829691

>>9829673
It's even worse with them because even in death a Cacos bullshit isn't over. Their corpse is so big they block your view of anything getting thrown your way. God help you if you've killed a cloud of them.

>> No.9829701
File: 1.07 MB, 1600x900, spasm0061.png [View same] [iqdb] [saucenao] [google]
9829701

>>9829276
Something simmilar happened to me in Quake2 a few times whenever a Mutant got stuck mid-leap at random surrounding geometry and touching them from the front for infinite damage (an overexageration of course, but it's certainly a multiple of -50hp * seconds of time when they are stuck airborne)

>>9829292
Good to know - I just finished the demo campaign yesterday, hope they won't axe the begining levels completely but improve upon them (especially to make the 1st level be less boring and have all those leftover Cells from secrets get used for something)
BTW - the red armor stops protecting you after finishing a level with it curently, no idea if the other armours also share this bug

>> No.9829702

>>9829638
Oh, and on flying shitheads I'll add that half the problem is that flying monster AI will not descend on it's own volition without encountering an obstacle. So they'll just stay swarmed in a cloud high above the arena blocking an unpredictable amount of space on the ground level.

>>9829691
Yeah that blows too. I try to be conscious in my mapping to the effect that Caco corpses have on the visibility. For example having bits of damaging floor or cyberdemons fire ground level rockets in a Caco corpse filled arena is bit miserable.

>> No.9829713

>>9828645
>>9827748
Do the HoC summons still count as hostiles you need to kill for 100% monsters in VR?

>> No.9829730

New thread with fixed links and (embeds)
>>9829724
>>9829724
>>9829724

>> No.9829734

>>9828392
Eddie

>> No.9829749

>>9829292
Finally goddamn. So excited for it.

>> No.9829753 [DELETED] 
File: 1.05 MB, 1366x768, Shambler photoshoot.png [View same] [iqdb] [saucenao] [google]
9829753

>>9827240
>>9827373
>>9827748
They're so photogenic! Look at this glorious bastard, you think he worries about anything? You think he has any problems in his life? He spends the majority of his time being seven polygons that vaguely look like a big eyeless stuffed toy and his presence in a room still commands respect.
I don't care what form they take - Enhanced, AD or original, the Shambler is fucking fabulous.

>> No.9829991

>>9829252
>numerous hoops
Set Compatibility to "Doom". Wow, much numerous, so hoops.

inb4 autists whining about MUH RNG TABLES and detail stuff that makes functionally 0% difference.

>> No.9830048

>>9829195
Cool, new wallpaper!