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/vr/ - Retro Games


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9838297 No.9838297 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9829724

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

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

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

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

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

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.9838301
File: 524 KB, 512x512, 1681748850235723.png [View same] [iqdb] [saucenao] [google]
9838301

=== 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 ===
[4-19] What Lies Beneath, 11-maps episode for MBF21 RC1 revealed.
https://www.doomworld.com/forum/topic/135165

[4-15] Unreal mod "Steele Dawn" V2 has been released
https://www.unrealsp.org/index.php/articles/reviews/steele-dawn

[4-15] Coincident achieves first ever non-TAS single segment run of Okuplok (ITYTD)
https://youtu.be/4PP6iqrgIM8

[4-12] Re: Mobilize Quake mod announced
https://youtu.be/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
https://youtu.be/RkrXeQdQLCs

[4-9] Descent is getting a DXX-based raytraced build
https://youtu.be/Q970jljMTNkembed))

[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

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

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

>> No.9838318

First for Quake 2 isn't that bad, really.

>> No.9838321

we need a roller coaster tycoon WAD

>> No.9838343

>>9838318
Imagine, if you will, Alkaline 2.

>> No.9838345
File: 327 KB, 540x540, DoomEngineRacingGame.png [View same] [iqdb] [saucenao] [google]
9838345

>>9838301
If you're tired of shooting, you can always come racing in /vr/'s SRB2Kart server, open 24/7 or so I think

Base game (1.3):
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Custom client:
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
https://gitlab.com/c3851/srb-2-k-cep
Mods list:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
Anon's PRO TIPS paste:
https://pastebin.com/90aWy0EF

>JOINING THE GAME
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159
You can also open the console and type "connect 51.161.34.159"

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

the informations above might have changed or might be completely wrong, and may or may not be corrected or clarified until next thread, if any

>> No.9838363
File: 11 KB, 136x138, brutality.jpg [View same] [iqdb] [saucenao] [google]
9838363

>remember neocore exists
>wonder why i dropped it all those years ago
>redownload and launch
>5 machine guns
really makes me wish it wasn`t shoved into a .wad, it would be much easier to skim through the insides and whip up a randomspawner patch or something.

>> No.9838371 [DELETED] 

useless general
useless posters

>> No.9838376 [DELETED] 

>>9838371
It's over guys, pack up the general

>> No.9838378

>>9838343
I'd rather make a Blame!-based pack of maps for Quake 2.

>>9838318
With faster weapon switching it becomes a completely new game.

>> No.9838389
File: 331 KB, 460x667, 1658325112486594.png [View same] [iqdb] [saucenao] [google]
9838389

>>9838297
Love how things goes around
Quake 2 Strogg were a homage to the Borg
Now Picard era Borg is the Strogg thanks to Janeway fucking them Bitterman style back in Voyager series finale https://www.youtube.com/watch?v=uIkoJfXO_pY

>>9838343
That depends on yamagi getting rid of map limitations as KMQ2 and leaving .wal and .pcx as legacy texture format in favor of PNG, dds and TGA, or Spike FINALLY working on FTEQ2 support so it isnt shit.

but then everyone needs to team up and bicker them to do that, because knightmare has plans for this.

>> No.9838397
File: 289 KB, 1773x762, n2lqdf.jpg [View same] [iqdb] [saucenao] [google]
9838397

According to Quake Champions, Shamblers have fur on their heads but on their arms.

>> No.9838417
File: 201 KB, 648x471, sham.png [View same] [iqdb] [saucenao] [google]
9838417

>>9838397
Disgusting image and nonsensical text.

>> No.9838420

>>9838397
>but not on their arms.
slow fix

>> No.9838430
File: 23 KB, 720x405, baa62dce91d54678808d7232914632f4.jpg [View same] [iqdb] [saucenao] [google]
9838430

Describe his personality without mentioning his profession.

>> No.9838439

>>9838430
Quiet, analytical, and he's a bit of a fucking goblin too. Look at how he plays with the hammer on the .357 or pokes at the Snark. Gordon's a smart man but he does stupid shit, which is funny.

>> No.9838448

>>9838430
Utterly incapable of saying "no" even to the most ludicrous offers.

>> No.9838450

>>9838430
A piece of driftwood who's just getting pushed along into whack suicidal shit.

>> No.9838473

>>9838430
He's got crowballs of steel

>> No.9838497

>>9838378
>With faster weapon switching it becomes a completely new game.
I really should weapon switch more. I tended to stick to the SSG, chaingun and hyperblaster even on hard for this unit.

>> No.9838503
File: 79 KB, 1000x500, 1655919162501963.jpg [View same] [iqdb] [saucenao] [google]
9838503

>>9838397
I don't think Quake Champions is particularly reliable source of information.

>> No.9838509

>>9838503
Better face than Eternal.

>> No.9838514

>>9838509
>>9838509
Well yeah. The face itself is fine, it's just the proportions that are off.

>> No.9838516
File: 235 KB, 1366x768, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
9838516

So I had to go through hell to save this merry band of retards but don't get to go on a glorious revenge spree alongside them against a helpless army of Strogg? 0/10 worst mod ever.
Seriously though, I was glad I saved that Quad for the boss.

>> No.9838519
File: 133 KB, 1200x675, ETl3AjCXQAADNB_.jpg [View same] [iqdb] [saucenao] [google]
9838519

>>9838503

>> No.9838524

>>9838503
Disgusting. Just another example of people not having a clue about what they're doing nowadays.

>> No.9838552
File: 2 KB, 150x186, 1661374566910477.png [View same] [iqdb] [saucenao] [google]
9838552

>>9838519
It makes sense that Doomguy would have blue eyes.

>> No.9838561

>>9838516
OK, there is clearly something wrong with my Yamagi Quake 2 install. I haven't seen these guys at all.

>> No.9838608 [DELETED] 

just saw the news
>Hear of zdoom grooming
It's kirisama and Racheal is it?
>Open video
>It's kirisama with Racheal defending him
>Troon communist with loli avatar is a gay groomer
>Zdoom fractured beyond repair and everyone was in on it
>People jumping ship

Nature is healing. It's about fucking time those pussies lost their strangle hold on doom modding.

/VR/ chads stay winning and it feelsgoodman

>> No.9838610

WHO'S WAFFLE

>> No.9838615
File: 1.94 MB, 1920x1080, 15C10535-CD1C-4EDB-A246-33F9A0BE3A67.png [View same] [iqdb] [saucenao] [google]
9838615

>>9838318
>try it again a few years ago after playing it for the first time in 20 years
>it’s okay, decent base campaign, still feel lukewarm towards it
>try the expansions, first one starts weird but enemy improvements and challenge start to shine
>expansions satisfy, start to look into custom content - game opinion peaks, become hooked
>challenging fun user levels, mods that further improve enemy AI, some even change the gameplay
>get mindfucked finding out the base campaign and custom vanilla levels can be played through expansions AND mods also further mindfucked finding out this extends to Q1, Doom 3 and Q4
What’s funny is how this also mirrors my experience with Q1 before my binging of 2: Tried the first four episodes after forever, “hey that was okay”, expansions felt better, then oh fuck the mods.
>>9838397
The “classic armor” skin for Doomguy got ported nearly 1:1 into the newest Doom game, and it has scars and marking insinuating he was the center guy on the cover of the original i.e. the guy who is about to die.

>> No.9838623 [DELETED] 
File: 663 KB, 1080x1055, Screenshot_20230420-085318-392.png [View same] [iqdb] [saucenao] [google]
9838623

>>9838608

>> No.9838628

>Quake
more like crap keke

>> No.9838634 [DELETED] 

>>9838608
link to video pls?

>> No.9838635 [DELETED] 

>>9838608
So tired of noticing bros, how do I put the horse blinders back on

>> No.9838650 [DELETED] 
File: 275 KB, 1080x1270, Screenshot_20230420-090506-699.png [View same] [iqdb] [saucenao] [google]
9838650

>>9838634
https://youtu.be/h5YrdarJ_7U

>> No.9838659

>>9838561
If its anything like my first attempts at installing the Unit you're actually playing one of the expansions instead. You're meant to start in a hub where these buttons all call for different items to activate and a spinning thing outside with half of the weapons sitting underneath it.

>> No.9838664

>>9838659
You're not meant to use the console to start it? Huh, weird. Very weird.

>> No.9838667

>>9838664
You can, but I just made a Yamagi shortcut with the commands to run it plus my preferred difficulty instead.

>> No.9838673

>>9838561
They appear at the end of a single mission, the one where you're sent into a prison/torture chamber.
There's a chance you haven't got there yet.

>> No.9838680
File: 452 KB, 1309x2048, FuKcRPZaEAEFA4X.jpg [View same] [iqdb] [saucenao] [google]
9838680

Also this happened

>> No.9838682

>>9838615
>The “classic armor” skin for Doomguy got ported nearly 1:1 into the newest Doom game, and it has scars and marking insinuating he was the center guy on the cover of the original i.e. the guy who is about to die.
You can always tell the newbies/Eternal kids by them assuming that actually was Doomguy, even though the full image shows its in first person and some of the demons are turning to look at you too.

>> No.9838691
File: 383 KB, 1376x1986, doomjak.png [View same] [iqdb] [saucenao] [google]
9838691

>>9838680

>> No.9838693

>>9838673
But I got there, I've already beaten the unit and haven't seen a single BFG Gladiator nor did I see any follower muhreens.

>> No.9838720
File: 1.93 MB, 1066x600, 2021-12-16 22-54-37.webm [View same] [iqdb] [saucenao] [google]
9838720

>>9838635
Pull out ethernet cord, load a wad with a nice set of midis, get hot drinks and snacks, go to town.

>> No.9838726

>>9838720
what is all this

>> No.9838727
File: 372 KB, 480x640, 1559490826432.png [View same] [iqdb] [saucenao] [google]
9838727

I saw Ranger at the armory in the Slipgate Complex yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything.
He said, “Oh, like you’re doing now?”
I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “HUH! HUH! HUH!” and jumping up and down. I walked away and continued with my shopping, and I heard him chuckle as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen packs of nails in his hands without paying.
The grunt at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be tired and not hear him, but eventually turned back around and brought them to the counter.
When he took one of the nails and started scanning it multiple times, he stopped him and told him to scan them each individually “to prevent any slipgate infetterence,” and then turned around and winked at me. I don’t even think that’s a word. After he scanned each pack and put them in a backpack and started to say the price, he kept interrupting him by yawning really loudly.

>> No.9838742

>>9838693
Okay, that is weird. Maybe something was wrong with the install?
Also, BFG Gladiators stopped being an issue the moment I realised you could do the usual melee dance with them, making that bullshit homing BFG of theirs utterly useless.
I actually still find Beta Gladiators scarier because they somehow seem to have way more health.

>> No.9838745 [DELETED] 

>>9838608
I just learned about this shit and Im in complete disbelief that they thought they could just sweep it under the rug

What the fuck man

>> No.9838748 [DELETED] 

>>9838608
Now all we need is that band of zoomers who took over the Quake modding community to fracture and things will be looking up for the genre.
But yeah, no matter what we're here and having fun as always.

>> No.9838749

Unrecord will save the fps genre

>> No.9838753 [DELETED] 

>>9838608
Graf won't let Rachael get ousted and GZD dweebs got nowhere else to go. Calling it, they'll wait a couple weeks, then Marisa's accusers will start getting banned for unrelated reasons. Maybe Rachael will call the accusations a conspiracy theory or something. Finally Marisa will be let in after a tearjerking statement or two, and the site will be back to business as usual with the whole topic declared taboo.

>> No.9838754

>take a bunch of scoops of random garbage like modafanil analogues off the internet
>do a 40 minute amrap at the gym listening to doom soundtrack

out of body experience

>> No.9838770
File: 32 KB, 566x536, 1598791623670.jpg [View same] [iqdb] [saucenao] [google]
9838770

>>9838720
name
now

>> No.9838774

>>9838726
>>9838770
mod is bullet eye.
not sure about the mapset

>> No.9838776
File: 431 KB, 1000x1000, 1577965021386.png [View same] [iqdb] [saucenao] [google]
9838776

>>9838345
The server runs from Monday through Saturday, automatically restarting at 1 AM EST, and going down at 4 PM EST on Sundays before going back up at 12 PM EST on Monday. This will be seldom updated.

>> No.9838786

https://www.youtube.com/watch?v=SYvej5AAKAE
New episode of Freeman's mind just dropped.

>> No.9838792

>>9838786
Lad is doing them one per year now.

>> No.9838796

>>9838615
The problem with Quake 2 is that the main games AI is retarded and it's like the Strogg are suicidal. I like a good curbstomp from time to time, but even on the hardest setting it's a joke.
Then you play the expansions and suddenly even the most basic Strogg are an actual threat who will shoot on sight and won't shy away from using powerful attacks often. If it wasn't for the oddly lobotomized AI in the main game I think Quake 2 would have a better reputation these days.

>> No.9838808

>>9838754
anon doing lines of cheap preworkout in the bathroom to rip and tear

>> No.9838812

>>9838776
>>9838301
>>9838345

Noted, will update if I have to make the next thread, else future baker will have to do it.

>> No.9838813

>>9838742
I have no idea what I could've done wrong, unless somehow the order you copy files in matters or something. I think I may need someone's folder with the completely working mod and try that.

>> No.9838814

>>9838808
heavy kettlebell work gets me ready to aggressively look for WADs when I get home, the shoulder blast is real, about to start sunlust today as I've heard nothing but praise but have never actually played it myself

>> No.9838819

>>9838720
>Bulleteye
Nice, I love that guy's work.

>> No.9838820

>>9838814
Play on HNTR because Sunlust is fucking rough. UV is designed for a second or third playthrough.

>> No.9838824

>>9838820
yeah im bad at games now I'm old and slow, thanks for the advice

>> No.9838825 [DELETED] 

>>9838753
Graf actually pretty much just agreed with Caligari that Rachael should step down.

>> No.9838826

>>9838635
Have a go at something fun, like this.

https://www.doomworld.com/forum/topic/128633-headless-chicken-delicious-boom-megawad-in-progress-2933-maps-done/

>> No.9838829

>>9838819
What else has he made? The pixel art is nice.

>> No.9838836

>>9838397
more like tumblr

>> No.9838838 [DELETED] 

>>9838825
>good ending
>in this timeline

>> No.9838843

>>9838829
Mostly sprites for other people's stuff and some stuff on realm667, I think he did the collectible sprites for Treasure Tech.

>> No.9838845 [DELETED] 

>>9838753
Damn, the same Rachael that fucked over Blade of Agony because "OH TEH NOES DA HOLOCAUST LEVEL IS BAAAAAD"? Good riddance I say, what happened to Tormentor and the team was super fucked.

>> No.9838859

>>9838812
I don't know if putting this in the OP would be a good idea, since it's always been a niche thing in these threads, but it's not my decision.

>> No.9838863 [DELETED] 

>>9838623
actually based for a SA goon

>> No.9838879

>>9838826
I've been waiting for this to finish, delicious looking mapset

>> No.9838887

The status bar not being properly integer scaled in pretty much any of the relevant doom ports really, really triggers my autism. Uneven pixels is the worst thing that happened to humanity.

>> No.9838889

>>9838879
I've been enjoying what's there, dude's really fucking creative in a way that I'd compare to something like Heartlands in places.

>> No.9838890

>>9838397
I thought the explanation for it was "there are both types of Shamblers".

>> No.9838924

>>9838887
Anon...
Integer scaling itself only works at 1600x1200 or 1280x1000 (some ports)

>> No.9838931

>>9838924
The statusbar is not properly scaled on any resolution.

>> No.9838934

>>9838931
What port are you using?

>> No.9838940

>>9838934
DSDA. I think the only port that I've seen have even pixels is chocolate doom and maybe crispy, can't remember.

>> No.9838957

>>9838940
Oh yeah, DSDA doesn't do integer scaling right. I've only managed to get it right if set the resolution to 1280x1000.
I think GZDoom does it right, if I'm not mistaken. (only the status bar)

>> No.9838974 [DELETED] 

>>9838608

wait, so the tranny that drove Term out of Doom modding was the same one that tried to groom a kid?

>> No.9838996 [DELETED] 
File: 142 KB, 625x440, marisa term.jpg [View same] [iqdb] [saucenao] [google]
9838996

>>9838974
From the horse's mouth...

>> No.9838997 [DELETED] 
File: 242 KB, 1035x843, marisa admits 2.jpg [View same] [iqdb] [saucenao] [google]
9838997

>>9838974
>>9838996

>> No.9839001 [DELETED] 

>>9838608
Folks like Kinsie and Marty, big ass pillars of the Doom modding scene, just up and yeeted themselves out of ZDoom. Judging from the forum post, guys like Brohnesorge and DoomKrakken might jump ship too. It's HUGE leakage of people. It might even mean the death of the ZDoom forums if things escalate enough (Though that is a bit unlikely, if I'm honest).

>> No.9839006

>>9838774
Bro... it's our project
2048 units of /vr/

>> No.9839014

>>9839006
kekered into oblivion

>> No.9839015 [DELETED] 

>>9838974
They were Marisa and SmashBroPlusB

>> No.9839017 [DELETED] 

>>9838974
around *them* never relax, and teach your children never to relax around them either

>> No.9839020 [DELETED] 

>>9838996
Term also confirmed it in the zdoom thread in a post Eric made for him.

>> No.9839026

This is unrelated to FPS games but it's still an old PC game and I can't figure it out
Where do I get Oni? I tried downloading and virustotalling the files off of Myabandonware but the Crack itself had an NSIS Virus Downloader in it according to the site.

>> No.9839029

>>9838693
Did you found the Ion Ripper in that level's waterfall alternate entrance?

>> No.9839041 [DELETED] 

>you are so disgusting you will never be groomed
don't know how to feel 2bh

>> No.9839043

>>9839029
Ion Ripper? I don't think I have.

>> No.9839049

>>9839026
try the crack from gamecopyworld

>> No.9839051 [DELETED] 

>>9839001
Check slipseer's twitter, He posted graf exposing himself as a asshole defending the groomers because his cred will die out along with the forum.

>> No.9839052

>>9839043
Actually, it's even worse: there is no Ion Ripper at all, even through give all cheat.

>> No.9839056 [DELETED] 

>no one is safe from the troons polluting their community

>> No.9839060

Brainlet question; the DSDA doom autoload folders, you just...put the files in for them and it just werks?
Can you create them in advance for say TNT and Plutonia as well?

>> No.9839061 [DELETED] 

>>9838608
>Troon communist with loli avatar is a gay groomer
Explain before this gets jannied - why would you ever become a tranny just to be a fag?

>> No.9839067

>>9839052
Interesting, that thing was a bit of a difficulty balance concern when I played through the test.

>> No.9839069 [DELETED] 

>>9839061
mentally ill people aren't rational anon

>> No.9839070 [DELETED] 

>>9839061
I mean, it's a mental illness, they're not making rational decisions exactly

>> No.9839071 [DELETED] 

>>9839051
I don't see it.

>> No.9839078

>>9839026
not the answer you wanted but didn't oni had a weapon that bungie originally wanted to put on marathon?
i think samsara used it

>> No.9839079

>>9839052
You dun goof'd then - see if your mod directory has the extra content .pak files included in it

>> No.9839087 [DELETED] 

>>9839071
my bade, slipcase
https://twitter.com/slipcase_/status/1648875668241805312

if Zdoom Dies, GZDOOM dies too
Therefore a theft of the source code is needed for a proper fork without graf's shit.
Unironically this unconsciously helps Bethesda with their own Doom fork, because projects would be aimed into that and doom 64

>> No.9839091

Is there a reason to use a nodebuilder anymore? I'm assuming it's required for vanilla. I'm tempted to just not use one because there don't appear to be any native Linux nodebuilders.

>> No.9839093 [DELETED] 
File: 410 KB, 1249x759, patreon report.png [View same] [iqdb] [saucenao] [google]
9839093

by the way his patreon is still up
so I took the liberty to report it and link to the Zdoom statement

not that its going to do much, but hopefully it will get taken down

>> No.9839101

>>9839079
Outside of pak2.pak there's nothing except pak0 and pak1 which are renamed pak0 files of the expansions. There are extra folders, but they don't have anything except tris.md2 in deadbods and monsters plus the actual map files.

>> No.9839102 [DELETED] 

>>9839087
You can't just fork GZDoom freely?

>> No.9839104

>>9839101
Oh, and sound files are all present it seems.

>> No.9839108 [DELETED] 
File: 386 KB, 1600x900, quake35.jpg [View same] [iqdb] [saucenao] [google]
9839108

>>9839069
>>9839070
I will never buy it that it's just that simple, especially since I live in a post-soviet shithole and know for a fact that no real communist government would ever allow for something as hyper-bourgoise frivolous and planned economy production-distrupting as transgenderism acceptance

>> No.9839112
File: 148 KB, 1366x768, q2_0005.jpg [View same] [iqdb] [saucenao] [google]
9839112

Finished the 25th Anniversary Collaborative Unit.
I really liked it for the most part, but the ending is really abrupt. I was expecting a final boss or something, not a surprise BFGladiator camping the exit.
I also never found a rocket launcher for some weird reason, so I assume it was in one of the many secrets I didn't find. I did get to the secret level and grab a BFG though, so that was nice. Also, where was the new music the readme mentioned? It was the usual Sonic Mayhem stuff from what I could tell.

Anyway, I really liked it but I was left kind of wanting more. Which is a good thing, since that's basically what the modders wanted, going by the readme. Great shit guys, I guess I'm back on Quake 1 now though unless you have any good Quake 2 campaigns to recommend.

>> No.9839120 [DELETED] 

>>9839087

>the staff were discussing plans in their discord to eventually bring the person in question back into the community and pressure other communities to do the same.
if people that behave like that are whats holding the community together then its better for it to fall apart.


do we have any logs on that?

>> No.9839127

>>9839052
The Ion Ripper is good? I thought it was a gimmick weapon and didn't use it, preferring the Hyper Blaster instead. Of course, I liked the survivability of the power shield so I tried to limit my use of energy weapons at all.

>> No.9839129

>>9838826
Thanks for posting this.

>> No.9839135
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
9839135

Shitty retro FPS ideas:
>Build Engine Halo clone
>TekWar 2: Source
>Ghost Recon, but it's on the Quake engine and you play as the IRA
>Aliens vs Predators vs Gordon Freeman
>Return to Castle Wolfenstein: Hyperborea Edition
>Doom engine Star Wars Battlefront
>X-COM but missions play like Rainbow Six
>Goldsource Deus Ex
>Wolf 3D Counter Strike
>Jedi Outcast with Red Faction environmental destruction
>Doom but a gay kart game

>> No.9839136 [DELETED] 

>>9839102
It's free software so it can be, it's why pretty much all the commercial mods are on GZDoom, even stuff like Selaco, Supplice and Hedon are operating on their own forks.

>> No.9839137 [DELETED] 

>>9839120
>and pressure other communities to do the same
>close my eyes and walk away from my computer
wow, I hope these people don't own hypersonic missiles or something

>> No.9839139

>>9839112
>I also never found a rocket launcher for some weird reason, so I assume it was in one of the many secrets I didn't find.
In the secret level, there was a part where you choose between going left or right. Going right progressed the level, going left brought me to a small pool with the rocket launcher.
I’d recommend Quakeulf’s other stuff like that Sonic Mayhem unit, if you haven’t played them already.

>> No.9839143 [DELETED] 
File: 191 KB, 1809x703, file.png [View same] [iqdb] [saucenao] [google]
9839143

I may be late on this, but Caligari87 has declared that he wants Rachel off the mod team.

>> No.9839146 [DELETED] 

>>9839120
dropbox.com/s/ylrfo9s874207pr/Fun%20Police%20Logs.zip?dl=1

>> No.9839147

>>9839135
>>Doom but a gay kart game
SRB2Kart exists

>> No.9839148

>>9839135
Bro most of those sound actually cool though, I dig the AVPVGF idea the most

>> No.9839149

>>9839139
Dammit, I knew I should have gone down that path! Oh well, I liked it enough that I'll be replaying it anyway, so I can finally get me a rocket launcher next time. The Q2 grenade launcher may look better than Quake 1's but it's nowhere near as good, and I had to rely on that for my explosions unless I wanted to throw the grenades like a caveman.

>> No.9839154 [DELETED] 

>>9839143
>pronouns
everything must burn

>> No.9839157 [DELETED] 

>>9838997
>BouncyTEM
>obvious shill for Supplice from past years
>also worked on MentalOmega for RA2
Are these fellows the reason why that cancerous teenage anime girls OC faction is a thing now, or was that all Speeder himself just becoming a terminal weeabo before inevitably trooning-out?

>> No.9839164

>>9839135
>X-COM but missions play like Rainbow Six
give me this RIGHT NOW
heck, I'll take an X-COM weapon and enemy mod for Doom at this point

>> No.9839167 [DELETED] 

>>9839143
>many of my closest friends and family are csa survivors
am I the only one that do not live in a country were every fucking body is trying to fuck each other 24/7?

>> No.9839168
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
9839168

>>9839147
That's the joke.

>> No.9839171
File: 3 KB, 250x245, 1680811528081493.jpg [View same] [iqdb] [saucenao] [google]
9839171

>>9839168
Well I feel foolish.

>> No.9839173

>>9839127
It's fucking broken as all hell compared to both vanilla HB and Rouge's Plasma Beam

>> No.9839178

>>9839135
>>X-COM but missions play like Rainbow Six
Sorry but after getting exposed to Hideous Destructor’s “milsim meets scifi/fantasy/horror elements”, this sounds awesome.

>> No.9839179 [DELETED] 

>>9839167
They're Americans, it's a part of their culture

>> No.9839182 [DELETED] 

>>9839157
>BouncyTEM
>obvious shill for Supplice from past years
He's the sound designer for it.

>> No.9839183 [DELETED] 

>>9839179
it's something in the water

>> No.9839186

>>9839178
I know, right? Imagine blowing away Sectoids in a proper first person perspective and taking cover from distant plasma fire. It'd be ultra-kino.

>> No.9839193

>>9839135
>X-COM but missions play like Rainbow Six
I'd toyed with something similar based off UFO Enemy Unknown and TFTD but I couldn't really get the destructible structure stuff to feel good so it got shelved.

>> No.9839196
File: 11 KB, 228x221, Unknown.jpg [View same] [iqdb] [saucenao] [google]
9839196

Has /vr/ ever played Doom on a 386SX computer?

>> No.9839198

>>9839149
>The Q2 grenade launcher may look better than Quake 1's but it's nowhere near as good
Agreed completely, I also finished the secret level last and didn’t even find the rocket launcher the first time through it either…
I’m likely going to try some tests using the grenade launcher with the switch animation cancelling, might now be a decent way to start an attack followed up by the other weapons.

>> No.9839205 [DELETED] 

>>9839087
Graf pretty much said that Rachael has to go.

>> No.9839209 [DELETED] 

>>9839136
Then who gives a shit what Graf says?

>> No.9839212 [DELETED] 

>>9839205
that can be considered treason because he wants to save his ass, when he is dirty as them too.

>> No.9839214 [DELETED] 

>>9839209
The codebase is probably so fucked up beyond redemption that no one in their right mind wants to fork gzdoom at this point.

>> No.9839215

>>9839196
I played shareware Doom at 10fps and sounds coming out from the pc speaker, but I have no idea what kinda of hardware it was.

>> No.9839219

>>9839196
No but I played it a lot on a 66MHz 486 back in the day.

>> No.9839224 [DELETED] 

>>9839212
I know he's far from perfect, but he's the engine guy, he doesn't exactly have much input or involvement with the forum administration.

>> No.9839240

>>9838297
KMQuake 2 patch for Q225thACU is coming smooth and very soon
https://leray.proboards.com/thread/4194/quake-25th-anniverarsary-unit-project?page=2&scrollTo=31821

>> No.9839248 [DELETED] 

>>9839182
Vested interest is the reason he done it for free

>> No.9839249 [DELETED] 

>>9838845
>OH TEH NOES DA HOLOCAUST LEVEL IS BAAAAAD
Putting that in was a stupid move, frankly.
I don't know how he thought that was going to go over.

>> No.9839263

>>9839240
>KMQ2
>25ACU
Haha, yes!
BTW - I would love to learn how to make the Tactical Gunner be a thing in normal Quake2 maps when running KnightmareQ2
Yeah you read it right, sourceport-exclusive monsters are a thing now apparently

>> No.9839279

>>9839240
Awesome. I kind of liked being “pushed out” of my comfort zone to get Yamagi up and running, but KMQ2 is also my favorite port. Also has great third person camera support.
>>9839186
It also makes sense considering how serious and in-depth the original two XComs are.

>> No.9839286
File: 26 KB, 320x200, Sonderkommando2.jpg [View same] [iqdb] [saucenao] [google]
9839286

>>9838845
>>9839249
>Imagine all the ACK-ing that would commence if the Sonderkommando Revolt mod was never cancelled

>> No.9839294
File: 788 KB, 444x272, oh i know exactly why i've got this boner.gif [View same] [iqdb] [saucenao] [google]
9839294

>>9839135
>X-COM but missions play like Rainbow Six
>Jedi Outcast with Red Faction environmental destruction

>> No.9839293

>>9839286
wasn't the og version of it leaked?

>> No.9839310

>>9839294
>X-COM but missions play like Rainbow Six
Wasn't that what The Bereau was?

>> No.9839314

>>9839310
I think that was more like Mass Effect controls.

>> No.9839315

>>9839310
fuck no, lol

>> No.9839325

>>9839168
I'm tempted to make a joke here but the odds of it disappearing are high

>> No.9839330

>>9839310
It was botched heavily in almost every way and felt like it was kicked out of the door for release, but yeah more or less.
It was talked about the last few threads, but that wtfxboxhuge build mod AMC Squad has a similar research system like the early XComs. There’s a similar non-linear mission structure where you have some degree regarding their order of completion, it’s not a set order of episodic level progression like original Doom and Duke.

>> No.9839331

>>9839325
We can always resort to telepathy. Message received.

>> No.9839348

>>9839112
There's an end level with a megabattle (techbased), but it crashes Yamagi on load, I had to switch to Q2Pro which unfortunately is savegame-incompatible and also a better port from what I can tell even if it's MP focused, as usual the most shilled is the worst one

>> No.9839351
File: 359 KB, 1200x779, Doom pistol gorilla.jpg [View same] [iqdb] [saucenao] [google]
9839351

>>9839325
not very subtle but funny

>> No.9839353

>>9839348
>but it crashes Yamagi on load
Oh. I just thought the game ending and throwing me out to desktop was just it going "Yeah, that's it - go away now."

>> No.9839357
File: 68 KB, 828x822, ztxi2rac4va51-3565193148.jpg [View same] [iqdb] [saucenao] [google]
9839357

>>9839331
is that you, Carmack?

>> No.9839362

im playing amc squad but i noticed research keeps resetting
finished the first level and researched the explosive shells and the MIA gun, then cleared the stage again as another character but when back in base in loadout the stuff doesnt appear and in research screen it still says unresearched and lets me spend money again

>> No.9839363

>>9839330
Sounds like that would be some combination of DRLA and RPGDoom with squad commands. Maybe add in some of Babel's fear mechanics for fun.

>> No.9839367

>>9839331
Bro why would you do that to an aubergine? The fuck is wrong with you?

>> No.9839368

>>9839357
>perhaps a little more diet coke and NeXTStep

>> No.9839369

>>9838321
Summer Air would be perfect for a summer themed map.
Actually now that I think about it, I think I really just want a summer-themed wad.

>> No.9839374

>>9839286
SonderKommando was retooled into that one mod we eventually got (which IMO seems like it's in a lot poorer taste), and the original version with the actual concentration camps and all was actually leaked about a year back, here:
https://cdn.discordapp.com/attachments/1083430033831497840/1098682624106569848/Sonderkommando_Original.zip

Sorry about hosting it on Discord, but it's what I can do on short notice.

>> No.9839375

>>9839279
>>9839263
I will say again, if someone reverse engineers oblivion source code off the debug file using binary ninja translate, even with AI GPT, then KMQ2 will be the main port for myself.

>> No.9839382 [DELETED] 
File: 57 KB, 767x314, IMG_20230420_155745_271.jpg [View same] [iqdb] [saucenao] [google]
9839382

the shantytown of the tranny janny with 0 (zero) compensation

>> No.9839392

>>9839135
>X-COM but missions play like Rainbow Six
I've wanted this for actual decades, with the athmosphere and map generation faithful to the original UFO: Enemy Unknown. Some of the more complicated buildings and terror missions would be pure kino, imagine being set up in the three-story apartment building and peeking out of the windows into the dark streets while snakemen and chryssalids are lurking in the map and laying siege to the house.

>> No.9839406 [DELETED] 

>>9839382
I don't even care that they're getting rid of the forum drama shit, but the nuking stuff like engine discussion with it is just fucking stupid.

>> No.9839417

>>9839348
>There's a true final level
That sucks. Why does Yamagi shit itself at that? Any chance of future updates to the port fixing this issue?

>> No.9839419
File: 681 KB, 2560x1440, Screenshot 2023.04.20 - 14.11.24.81.png [View same] [iqdb] [saucenao] [google]
9839419

Oh god what am I about to do...

>> No.9839421

>>9839419
OUR HOUSE

IN THE MIDDLE OF THE STREET

>> No.9839424

>>9839419
It's an experience.

>> No.9839432 [DELETED] 

>>9839406
>but the nuking stuff like engine discussion with it is just fucking stupid.
This. There's a distinction, perhaps a bit blurry one, what's just people-drama reeee and what's discussion about the future of ZDoom and jannies are sweeping a bit overzealously.

>> No.9839440
File: 3.08 MB, 1920x1080, Screenshot_Doom_20221222_230453.png [View same] [iqdb] [saucenao] [google]
9839440

>> No.9839442

>>9839419
we need more gzdoom/udmf maps

>> No.9839445
File: 287 KB, 291x291, ira duck.png [View same] [iqdb] [saucenao] [google]
9839445

>>9839135
>everyone hyped about Rainbow Sexcom
>no interest in Quack engine IRA simulator
Tiocfaidh ár lá.

>> No.9839447

>>9838680
please don't shoot rockets at carmack we don't know if he's as resilient as romero

>> No.9839458
File: 955 KB, 1366x768, spasm0008.png [View same] [iqdb] [saucenao] [google]
9839458

Cringe

>> No.9839463

>>9839458
Why is the floor made of health kits?

>> No.9839464
File: 492 KB, 1920x1080, Screenshot_Doom_20220115_144355.png [View same] [iqdb] [saucenao] [google]
9839464

Lived-in.
Massively comfy.

>> No.9839471

>>9839419
>Oh god what am I about to do...
Not a whole lot if it’s just the wad and not the pk3.

>> No.9839474

>>9839458
>"I swear on Chthon, the Ranger was THIS big!"

>> No.9839476
File: 599 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
9839476

>> No.9839487

>>9839471
Well don't I feel embarrassed...

>> No.9839491

>>9839463
The map is trash.

>> No.9839493
File: 257 KB, 1920x1080, 20230408202654_1.jpg [View same] [iqdb] [saucenao] [google]
9839493

>> No.9839494

>>9839458
>start thinking one particular map doesn’t feel too great
>reach the end, “hey this is my first quake map”
Well damn it was decent for a beginner at least, wish all the best.
>>9839464
The OCDness of the AMCSquad TC has provided some amazingly cozy quarters of each playable character. Great fun after all the “lived in Doomcute” of myhouse.

>> No.9839498

>>9839432
Ironically the discussion of overzealous nuking of stuff that's not directly connected to the drama was nuked.

>> No.9839504
File: 3.02 MB, 436x342, what.gif [View same] [iqdb] [saucenao] [google]
9839504

>drop out of Doom modding for a decade
>get two discord notifications from HDest server about pedophiles being banned or something
>what the fuck
>decide to take a peek at what has happened since
>zdoom forums are apparently full of fucking trannies now and require you to specify your pronouns
>impie got banned for making an antifa wad
>the guy who made that Soundless Mound (Silent Hill) mod is a troon and also got banned for being a pedo
>John Romero had an official Episode 5 for Ultimate Doom but its not very good

is the entire internet just full of emotionally volatile homos now or something

>> No.9839508

>>9839504
>>John Romero had an official Episode 5 for Ultimate Doom but its not very good
It's pretty good though.

>> No.9839509

>>9839494
If you want to see some absolute trash Quake maps, look at a few of the Halloween Jam levels. It's 50 - 50 whether you'll get something cool and spooky or a gigantic hallway of nothing other than two guys sprinting down it at you.

>> No.9839512
File: 531 KB, 1920x1080, AMCTC14.jpg [View same] [iqdb] [saucenao] [google]
9839512

>>9839494
>AMCSquad TC
AMC is great but it might be too much for me.. It's got an insane amount of effort in it but I need to basically be unemployed to make any headway in the mod.

Might give it a better shot when I have more free time on my hands

And yes, a lot of places are top comf, especially the gunslinger's apartment. The other issue with the mod I guess is that some of the weapon models etc are of inconsistent quality, I dislike the shotgun for example but uh yeah, it's just a good mod, just a handful.

>> No.9839515

>>9839508
Not that anon, I'd say it's ok, it wouldn't really have made any waves if it hadn't been tied to Romero and it basically only got a cacoward for that.

I also never really got the saying it's official thing, surely for that Sandy Peterson would have to come in at last minute to make 2/3s of the maps with tools he barely knows while Romero tried to do the rockstar game dev thing again.

>> No.9839518
File: 467 KB, 1366x768, spasm0011.png [View same] [iqdb] [saucenao] [google]
9839518

Nice, another shitty map.

>> No.9839521
File: 2.48 MB, 1920x1080, Screenshot_Doom_20221222_230933.png [View same] [iqdb] [saucenao] [google]
9839521

>>9839508
I'm so glad Romero's mapping again. As much as yeah, you could make the argument that his slacking ultimately was the downfall of Id because the power duo was broken, all of that is decades in the past now and it's genuinely heartwarming that he still now seems to have passion for Doom.

>> No.9839523

>>9839487
Lol hey better before than after, right? I suspected something was up because the titlepic is in widescreen when it’s got the pk3 loaded.

>> No.9839525

>>9838389
Even if you were to just build for KMQ2, it'd probably break later. Citadel and Juggernaut 2, despite having their own KMQ2 DLLs, are incompatible with the latest builds.

>> No.9839537

>>9839518
The exit doesn't work. Bravo Carmack.

>> No.9839543

>>9839525
because the SRC was never released, which should be for every Q1 and Q2 project

>> No.9839548

>>9839515
>I also never really got the saying it's official thing, surely for that Sandy Peterson would have to come in at last minute to make 2/3s of the maps
Lol. tbf tho Romero only started the rockstar thing by Doom 2 and at that point Sandy was familiar with the tools.

>> No.9839556

>>9839543
Citadel's source is linked in the readme HTML, I'm pretty sure.

>> No.9839563

Mandatory damaging floor and a rad suit right before it is a lame setup.

>> No.9839593
File: 92 KB, 604x518, 14480054850260.jpg [View same] [iqdb] [saucenao] [google]
9839593

The only pre-HL classical shooters I beat were Blood and Doom 1-2. The rest just didn't stick to me since they all became dull and repetitive real quick. I really dig the aesthetic and art-direction, but level design of most of the boomer shooters was still too raw. Sometimes even for it's time.
It's a shame that people put HL in opposition to old-style FPS by calming that it was too linear, but forgetting that it sacrificed a lot in order to be more engaging.
Glad that these days gamedevs understand that and put much more effort into levels, rather that just stuffing the game with lot's of monsters, weapons and gigs alone.

>> No.9839594

>>9839563
What about a mandatory damaging floor and a rad suit in it?

>> No.9839597

>>9839594
Mandatory damaging floor with a radsuit in a non-obvious secret halfway into it.

>> No.9839601
File: 13 KB, 1295x170, Oni virus.png [View same] [iqdb] [saucenao] [google]
9839601

>>9839049
That one is ringing up the same thing on virustotal too.
I feel like I should just ignore it.

>> No.9839607

>>9839563
Damaging floor is fucking lame in almost every scenario.

My favorite usage is where it's optional to go into damaging floor so you can avoid something even more dangerous temporarily. A tradeoff between taking guaranteed damage from floor vs taking a chance that enemies hit you.

>> No.9839623

what about
rad suit but no damaging floor to be found?

>> No.9839625

>>9833957
Never expected someone to spoonfeed me the source link AND exact function names to look for. Thanks anon!

>> No.9839628

>>9839593
did you try duke nukem 3d?
very solid level design aside from the water/canyon levels

>> No.9839632

>>9839623
Radsuit but the damaging floor is in an area out of the playable map that you can see but never access?

>> No.9839646

>>9839601
Only 3 matches (and from nobodies) is extremely likely safe.

>> No.9839650

>>9839646
Nta, but for a risk vs reward analysis, I don't think that game is worth it lol.

>> No.9839654

>>9839650
True lol
Maybe it's a blessing in disguise.

>> No.9839664

>map has a smiley face in a pop up informational message

=)

>> No.9839675

>>9839628
Yes. I tried them all. Original Doom's I beat just because it's classic and Blood is the only one I really liked despite hitscan hell on Crispy, because map design and atmosphere were real deal. DN3D is just not in my lane.
I don't say that these games are bad or that there is nothing in them to love, but map design is very-very raw. Both Doom's maps are getting progressively worse and worse after around 1/3 of the game. Duke maps is reusing same gigs again and again. Shadow Dragon is just plain boring because half of the ideas just not work and enemies are horribly spongey, making every inch of the map feel like a mile. I'm not even gonna talk about Rise of The Triads - jeez these maps were awful even by 1994 standards.
Many said back in 2001 that Serious Sam was bold by reviving old-school FPS, but there was nothing old-school about it really - it had a completely new outlook on how FPS games should play like, which none of the boomer shooters never realized. Most of the "old-school" stuff in it was because devs were short on the budget, not cause they really intended it to bee that way.

>> No.9839685

>>9839675
Most of us tend to play with mods or mapsets that are very different to the original level designs. That said, if you don't like levels to explore that are filled with monsters to shoot with the focus being on those two things then I'm not sure what you really want from us. Because that's basically what retro shooters are about and why we like them.

>> No.9839693

>>9839628
One of the few games that had some decent water themed levels imho. the last map of ep 1 was okay i enjoyed the transition of fucking up the san andreas fault line to alien spacecraft

>> No.9839768

>>9839632
>breaking a Romero level design principle
reeeeeeeee

>> No.9839771

>>9839685
Just venting my steam cause I jumped on that old-boomer-shooters train due to promise of many hours of original non-stop slaughter and saw only games where authors didn't even understood completely what they were doing until few month before release. I liked Ion Fury because map design was superb, but it's not 100% boomer and games like these are long to develop and rare on the market.

>> No.9839789

>>9839685
> That said, if you don't like levels to explore that are filled with monsters to shoot with the focus being on those two things then I'm not sure what you really want from us.
To be fair there's that one anon who you see in these threads sometimes who just likes to turn all monsters off, hide the weapons and explore the architecture of maps, which is fine.

>> No.9839798

>>9839768
If SIGIL is Romero principles, screw his principles. Especially screw his unspoken principle when it comes to damaging floor in that wad.

>> No.9839807
File: 419 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
9839807

>> No.9839815

>>9839807
>Play Q2
I might just do that.
Scourge of Armagon is fucking pissing me off. I don't even wanna play E3.

>> No.9839819

>>9839807
>zdoom awful
>shitshow project
Heh.

>> No.9839829
File: 2.67 MB, 480x360, 1669954504099613.gif [View same] [iqdb] [saucenao] [google]
9839829

>>9838430

>> No.9839831

>>9839440
2048 weapons?

>> No.9839834

>>9839807
>end willits
>rock bigger alkaline port
>longer arcane bullshit
>uzbekistani boomer surprised
>create shame
>hate powerup

>> No.9839835

>>9839807
>dumb sandy
r-rude.

>> No.9839837
File: 832 KB, 252x188, 1660117645304217.gif [View same] [iqdb] [saucenao] [google]
9839837

>>9839325

>> No.9839890 [SPOILER] 
File: 928 KB, 2560x1440, Screenshot 2023.04.20 - 16.42.44.22.png [View same] [iqdb] [saucenao] [google]
9839890

>>9839419
Well this is as much as I made it and even went through it again like 4-5 times. Definitely missing something. I'll have to check more again more the next time later.
Certainly is an experience and I'd expect still more to come once I do find what I'm missing.

>> No.9839892

>>9839504
I haven't mapped since 2014. I quit all forums not long after because I am omniscient and I can see into the future of internet communities.

>> No.9839897

>>9839890
If you went to the basement behind the bookcase and the house got all fucked up and filled with monsters, you got the worst ending and skipped like most of the areas of the wad

>> No.9839902

>>9838301
>What Lies Beneath
Great wad. I remember seeing someone post the final boss here

>> No.9839904

>>9839897
Hmm very interesting hint. I'll take that into consideration for next time

>> No.9839907

>>9839897
that honestly annoyed me, even if you get all the artifacts you still get locked out of the entire endgame sequence with the gas station
for how much thought went into the WAD in general, it's almost like the progression is purposefully obscure, forcing you to use a guide or get the bad ending

>> No.9839918

>>9839907
Yeah it's really bullshit since it goes out of it's way to draw your attention to the room despite it being fucking Sierra tier bullshit screwing yourself over without even knowing till much later

>> No.9839919
File: 45 KB, 227x223, 1681937680509360.png [View same] [iqdb] [saucenao] [google]
9839919

>>9838345
Anyone up for some bingbingwahoo kartan in like an hour or so? If not, then I can always join the dark side, but it's not the same.

>> No.9839920

>>9839907
actually not using a guide but using cheats, if you are at your rope's end and start trying to cheat it punishes you but also gives you hints which is pretty clever

>> No.9839921

>>9839920
noclipping full on shoves you into a backroom that's a pain to get out of

>> No.9839935

>>9839907
The burned house dream is crossed out in the journal for a reason

>> No.9839949

>>9839935
Are you supposed to read the journal before or after you play?

>> No.9839956

>>9839949
before, or after getting one of the "bad" endings in your first playthrough, it hints at what you should do, and in what order

>> No.9839957
File: 19 KB, 75x75, caco_spin.gif [View same] [iqdb] [saucenao] [google]
9839957

>>9839919
I'll hop on in about another half-hour.

>> No.9839965
File: 3.88 MB, 1280x720, quakelive_steam.exe 2023.04.20 - 19.30.56.01.webm [View same] [iqdb] [saucenao] [google]
9839965

Practice my instrument? NO I finally will learn to jump
not retro but the 3rd strafe jumping training hallway in QL is impossible for me man

>> No.9839975 [DELETED] 

where do i go to discuss happenings

>> No.9839978 [DELETED] 

>>9839975
Nowhere.

>> No.9839986 [DELETED] 

>>9839975
Where it is happening would be a good place to start, at least while it still exist.

>> No.9840001 [DELETED] 

NTA, but change in management in ZDF. That's probably it. Rachael and ww stepped down.

>> No.9840002

This conversation is boring, now spill it, what is your favorite WAD

>> No.9840005

>>9840002
technically doom2.wad because I can't play anything else without it, probably reelism otherwise

>> No.9840006
File: 42 KB, 160x220, 696969.gif [View same] [iqdb] [saucenao] [google]
9840006

>>9840002
Mock 2

>> No.9840007

>>9840002
Going Down

>> No.9840008

>>9840002
Legobase is one I revisit a lot. My friend introduced me to it and it's an excellent stress test for gameplay mods.

>> No.9840009

>>9840002
Chainworm Kommando

>> No.9840012

>>9838345
do I need the custom client if I won't be hosting?

>> No.9840014

>>9840002
HFFM

>> No.9840017

>>9840002
hidous destructor

>> No.9840018

>>9840002
The Sky May Be

>> No.9840020

>>9840002
sorry for the boring taste but it's gotta be Scythe 2

>> No.9840024

>>9840002
Resurgence!

>> No.9840026
File: 34 KB, 360x610, 1658168165050919.jpg [View same] [iqdb] [saucenao] [google]
9840026

>>9838397

>> No.9840028

>>9840002
Sigil, come at me. First wad in years that I feel the need to play again immediately after finishing it, I truly became Romer's bitch.

>> No.9840030

>>9840002
Sunlust. With (modded) HDest. Unironically one of my fondest memories with the mod.

>> No.9840031

>>9840002
The one I'm making now because I can't be arsed to play someone else's wads and form an opinion on them.

>> No.9840034

>>9839890
Try using every vanilla Doom cheat you know in-game, the activation messages have been changed.
Read the journal in the Google Drive:
The entries with red numbers are hints and the order to perform them in-game.

>> No.9840049

>>9840012
Yes

>> No.9840054

>>9840012
>Do I need the client to connect as a client ?
What do you think anon ?
Yes, using the client is required for the functionalities it adds.

>> No.9840062

>>9840002
Going Down.

>> No.9840092

>>9840017
That counts?

>> No.9840096

>>9839351
Hah

>> No.9840101

>>9839351
i used to think this was a shirtless midget wearing a knights helmet

>> No.9840115

>>9839504
>>impie got banned for making an antifa wad
If he did, it was an anti-antifa wad. I think he made an anti-covid tyranny one too.

>> No.9840116

>>9840049 >>9840054
ty
>>9840054
I have 0 int and was leaning towards no lol

>> No.9840120

>>9839135
>Goldsource Deus Ex
This... Sounds like a fun idea

>> No.9840126

>>9840002
UAC Ultra, I just find vanilla compatible maps fun to play.
I sometimes play STRAIN just for s p e e d

>> No.9840132

>>9840115
He made both a mod where you get in a tank and gun down antifa during the summer of love and a series of three mods criticizing the covid tyranny. I downloaded all of his mods just cause of the sheer number of total conversion mods he's made. Still have to go through a bunch more.

>> No.9840141

>>9840132
Yeah i havent kept up with his mods in the last few years but he's made a lot of classics. They always have cool custom stuff and good level design too.

>> No.9840143
File: 1.43 MB, 1366x768, spasm0014.png [View same] [iqdb] [saucenao] [google]
9840143

>> No.9840145
File: 95 KB, 300x300, Wang Big.png [View same] [iqdb] [saucenao] [google]
9840145

>impie gets permabanned
>still releases a shitload of stuff each year

>> No.9840151
File: 291 KB, 730x747, Bee.png [View same] [iqdb] [saucenao] [google]
9840151

>>9840143
>It's a "anon posts a screenshot and doesn't name the map" post

>> No.9840153

>>9840141
>They always have cool custom stuff and good level design too.
He keeps doing new things and he isn't above just making a doom wad full of cute girls either. I get sick of tech base/hell/etc over and over. A lot of these mods need to develop their own visual identity.

Really enjoyed going through The Golden Souls 1+2 recently.

>> No.9840162
File: 2.94 MB, 2560x1440, brt_angles.png [View same] [iqdb] [saucenao] [google]
9840162

>>9840151
Seems to be of the same settings as the previous posts referencing the Brutalist map pack, so I think it's from that. Okay gameplay, pretty levels.

>> No.9840165

>>9840002
Scythe X

>> No.9840176
File: 1.55 MB, 1920x1080, Unreal Tournament Screenshot 2023.04.19 - 22.53.36.51.png [View same] [iqdb] [saucenao] [google]
9840176

>> No.9840178

>>9840162
>Okay gameplay, pretty levels.
Some of those people were really, REALLY into brutalism. Not just 'I can appreciate this as a style to be explored or enhanced' into it, but 'I want to LIVE in the soul-crushing concrete cube structure' into it.

>> No.9840192

>>9839026
>>9839601
What's the crack supposed to do? Reading an NFO from the DEViANCE release there's no protection on the game and the instructions were to just install and play. Other than that just came across an "Anniverary Edition" that looks like a fan-patch as well as a Daodan DLL file, both are to make it easier run on modern systems while the fan-patch also has additional stuff.

>> No.9840214

>>9840178
No one actually likes brutalist architecture... right?

>> No.9840235

>>9840214
Verhoeven likes it. Robocop, Total Recall, Starship Troopers if you look close.

>> No.9840245
File: 3.62 MB, 2560x1440, bbq2anni.png [View same] [iqdb] [saucenao] [google]
9840245

>No one actually likes brutalist architecture... right?
I'm a big fan, especially when its coupled with nighttime.

>> No.9840251

>>9840245
what the fuck is brutalist in this context? Quake 1 features interesting architecture but giving the 1.44MB limit on the maps, they are not very complex, thus, brutalist in my view.

even Quake 2 is a giant military base and brutalist by this very nature.

Or by brutalist you mean simple architecture combined with flat textures?

>> No.9840252

>>9839512
I kinda liked it better back when all the enemy and character sprites were ripped from other games and mods. I think they changed them all for EP3.
I finished EP1 back before EP2 was released, it's certainly an interesting project.

>> No.9840254
File: 232 KB, 540x540, 1664086775461045.png [View same] [iqdb] [saucenao] [google]
9840254

>>9839919
was afk, will check in tomorrow during the usual timeslot

>> No.9840259

>>9839026
>>9839601
Update from this >>9840192, got a redump copy of the game ran the install and tested the stock executable before doing anything else and even that got flagged with the same stuff. So guessing this is something with just heuristics picking up on something with how the thing was compiled, I've seen it happen with other older games too. Afterwards did the "Anniversary Edition" patch and that appears to include the nocd patch along with the other stuff.

>> No.9840258

>>9840251
relating to a style of building in which buildings are large and heavy-looking and often made of concrete:

>> No.9840264

>>9840235
I guess that's a good point.
I look at those as satire and a bit of horror, but I guess that's a way to enjoy it as well.

>> No.9840302

>>9839026
I think the big fan patch functions as a no CD crack as well.

>> No.9840348

>>9840002
JPCP is my number one favorite WAD.

>> No.9840351

>>9838149
A controller-friendly launcher would be nice.

One idea I had was to have it generate non-steam games entries since I have a Deck but the file format Valve uses is retarded and it's really fucking hard to do anything with it.

>> No.9840365
File: 768 KB, 852x480, alk_undead.webm [View same] [iqdb] [saucenao] [google]
9840365

cujo? arf

>> No.9840390

>>9840151
Douk Quakem Fornever

>> No.9840394

>>9840351
>I have a Deck but the file format Valve uses is retarded and it's really fucking hard to do anything with it.
It used to be a lot easier but Valve fucked shit sideways with the steam deck and then backported the changes to the other stuff.

>> No.9840396

>>9840394
We're talking about shortcuts.vdf? Literally every other .vdf file is like JSON but that one specifically is some weird proprietary binary format for some reason.

>> No.9840402

>>9839135
>Doom but a gay kart game
kek

>> No.9840419

>>9840396
Yep, they screwed with it, well they screwed with their entire fucking controller stuff but yeah.

>> No.9840425

>>9840365
what da dog doin

>> No.9840438

>>9840002
Augzen
Easily

>> No.9840453

>>9840002
512 lines maybe tbqh. I like shorter wads these days.

>> No.9840454

>>9840453
I mean shorter maps.

>> No.9840457

How come the Vera was changed in Peppergrinder?

>> No.9840460

>>9840457
Ultra wanted to update the sprites. He has a habit of looking at his old art and wanting to redo it. I know that feeling all too well.

>> No.9840475
File: 3.68 MB, 852x480, technomagical fluid detected.webm [View same] [iqdb] [saucenao] [google]
9840475

techno magical uwu

>> No.9840569

>try to play TNT on UV
>keep dying/running low on ammo
i'm no good at this

>> No.9840570

Samson when?

>> No.9840571

>>9840570
Gaiden first, then I need to work on the other three heroes in GMOTA.
I need to finish the trailer for Gaiden. I needed a day or two to chill.

>> No.9840574
File: 79 KB, 320x240, Hl_early_hud.png [View same] [iqdb] [saucenao] [google]
9840574

>>9839135
>>9840120
This reminds me that the HEV suit was originally going to have some special functions similar to Deus Ex's augmentations, like antitoxin canisters it would store and administer to stop the effects of poison, airtanks to let Gordon stay underwater for longer, and even an adrenaline canister that acted as a one-time revive
I think Absolute Zero was trying to bring these things back, since it's a Half-Life Alpha recreation mod, but I wanted a mod that implements them in retail HL.

>> No.9840594

>>9838378
>With faster weapon switching it becomes a completely new game.
Never realized how sluggish it actually is to switch weapons in that game, but now that I think about, I bet making it faster would make the whole experience a lot better.

>> No.9840607

>>9840574
Having the HEV suit functioning more like advanced life support for the egghead inside would've made it cooler, but I couldn't imagine it coming in to play too much with how linear the game ended up being. If they somehow managed to eke out the whole "revisit areas of Black Mesa with repopulated monsters and REALTIME MOSS!" in 1998 then having all the consumables would've been great.

>> No.9840648
File: 292 KB, 2150x808, doom knight.jpg [View same] [iqdb] [saucenao] [google]
9840648

>>9840101

>> No.9840672
File: 166 KB, 480x1060, CALEB CONFIRMED FOR HDOOM.jpg [View same] [iqdb] [saucenao] [google]
9840672

>>9840648

>> No.9840678
File: 18 KB, 597x401, doom pistol.png [View same] [iqdb] [saucenao] [google]
9840678

>>9840672

>> No.9840689

>>9840607
> but I couldn't imagine it coming in to play too much with how linear the game ended up being.
That's correct, any mod that implements these features would also need its gameplay designed differently to make good use of them. At least, the audio for pretty much all unused HEV lines is still in the files, so recreating the features themselves would probably be the easier part.
> "revisit areas of Black Mesa with repopulated monsters and REALTIME MOSS!"
Rain World is probably the one game that comes the closest to fulfilling Valve's ambitions of a living ecosystem that exists independently of the player.
I find it interesting how Half-Life almost was one of the original immersive sims, maybe it still can become one.

>> No.9840729

>that music change in alk_insanity

not gonna lie bros, it got me pumped, won't even spoil it for you, it's so nice to listen when it happens.

>> No.9840748

>>9839675
>Shadow Warrior
>enemies incredibly spongy
Huh? I'd say to the contrary it's a game where almost everything is a glass cannon. I can understand not liking it for the general jank and being sometimes too random and abrupt with the ways the game kills you or for the repetitive level themes but that one complaint is weird.

>> No.9840884

>>9840028
Nah, Sigil is great. I was really impressed by how much I liked it despite it being Doom 1, in my top 5 WADs as well

>> No.9840889

>>9840002
Its gotta be LILITH
It works as an artsy WAD and it actually plays really good too

>> No.9840891
File: 155 KB, 800x600, ysn.jpg [View same] [iqdb] [saucenao] [google]
9840891

>>9840571

>> No.9840902
File: 2.01 MB, 374x196, escalated-quickly-anchorman.gif [View same] [iqdb] [saucenao] [google]
9840902

>playing through PSN Master Levels wad
>get to Trapped on Titan

>> No.9840945

>>9839440
SOUL

>> No.9841008

>>9840475
I love little liquid "leak" texture details.

>> No.9841050

>>9840014
Thanks, boo

>> No.9841062
File: 3.17 MB, 1280x720, 2023-04-21 13-23-45.webm [View same] [iqdb] [saucenao] [google]
9841062

Tonight, on Top Gear

>> No.9841073

>>9841062
Cute.

>> No.9841085

>unrattled with HDest
>Spiderdemon Mastermind appears right in front of me on the third map
>Vera the shit out of it in fuller auto before it pastes me, going through all my magazines
>spend the next five minutes repairing my gun

>> No.9841087

>>9841085
Look at it this way: with a standard Vulc it'd take three hours.

>> No.9841095

>>9841062
>doesn't spawn a guy after the bike explodes

>> No.9841104

>>9841095
>>9841062
i think it'd make more sense if he managed to leave the ship before it falls off to explode
like imagine him using a jetpack or parachutes to escape in safety
you'd also technically have "2" enemies: an exploding hazard going to some direction and the zombieman that's gonna fight you when he lands in safety

>> No.9841109

>>9841104
That's a better idea, but I wonder if he'd get stuck in the ship when it becomes a kamikaze.

>> No.9841114

>>9841095
>>9841104
>>9841109
This is doable, but there's a risk the guy gets stuck on a ledge. I guess jetpack is a valid option. But then I'd have to delete the guy from the seat.

>> No.9841125

>>9838615
Do the Doom 3 and Quake 4 expansions with user maps bring anything good or are they still Doom 3 and Quake 4?

>> No.9841131

>>9841114
What about an ejector seat?

>> No.9841134

>>9841131
I'm not sure how that would help. I already have a jetpack zombie so I could make him spawn, maybe give him impulse to fly away.
Collision is the problem if spawning from the impact site because I won't be able to tell if there's space.

>> No.9841135

>>9839135
>>9839392
There are some counterterrorism mods fir openXcom

>> No.9841137

>>9841134
A flying enemy turning into another flying enemy seems a little samey to me.
Maybe if the jetpack lasted for a few seconds before he landed? Make him nonsolid and remove that flag and flying to make sure he's unlikely to get stuck somewhere inaccessible or inside the ship.

>> No.9841139

>>9839628
Every McGee D3D map is bad imo

>> No.9841142

>>9841139
Levelord* sry

>> No.9841149

>>9841137
If I have him spawn the moment the ship starts falling, it could work. If I make him excluded from killcount, it won't matter if it gets trapped in an odd place. I have a pretty fitting guy for this, I'll see how it goes when I get back home.

It would look pretty stupid at high altitude though.

>> No.9841176 [DELETED] 

>>9838650
I'm assuming all the "women" in this scandal are all mentally ill trannies?

>> No.9841182 [DELETED] 

>>9841176
Why even ask?

>> No.9841218

>>9841125
They’re still likeDoom 3, maybe a bit trickier if you play on nightmare since you don’t get to use the cube but it doesn’t do much to the base game or AI. I haven’t tested to see if it’s any deadbody or specifically tagged ones that can recharge RoE’s artifact. Quake 4 never got an expansion.
I think this is also around the time when everyone got interested in making stuff through Source.

>> No.9841283
File: 118 KB, 1366x768, QUACK2.jpg [View same] [iqdb] [saucenao] [google]
9841283

The recent Quake 2 Anniversary Unit got me replaying Quake 2 again. I regret doing this with the basic Strogg though, these incompetents stand no chance even if they are fun to kill.

>> No.9841298

>>9838519
Why does the marine from Doom 3 look like an ugly polak?

>> No.9841317
File: 443 KB, 1920x1080, Screenshot_Doom_20230421_023719.png [View same] [iqdb] [saucenao] [google]
9841317

moments before disaster

>> No.9841329

>>9841283
>I regret doing this with the basic Strogg though, these incompetents stand no chance even if they are fun to kill.
If you played the 25th anniversary unit first, you could’ve started the original campaign through the mod by entering “map base1” or whichever map into the console after setting your own “skill x” setting.

>> No.9841331

>>9841317
Come on, it's not that bad.

>> No.9841334

>>9841298
Don’t be racist.

>> No.9841349

>>9841329
>map base1
Cool! I might start over and do just that. Fighting actually dangerous Strogg is way more fun, and they give you far too many supplies anyway.

>> No.9841361

>>9841329
I can use the anniversary in leu of having the expansions?

>> No.9841380

>>9841298
Probably because he's polish just like the original doom guy.

>> No.9841381

>>9841349
I like to start at either base1 or bunk1 for the vanilla campaign, the beginning of that second unit that McGee made starts you off with the super shotty.
>>9841361
If you mean instead of playing the original campaign through the expansions then yeup, same for any vanilla compatible levels. You’ll still need to boot up the expansions themselves if you want to play their levels.

>> No.9841393

>>9841381
sweet ty for the info
I suppose I should play the anniversary in any case

>> No.9841418
File: 273 KB, 1366x768, q2_0006.jpg [View same] [iqdb] [saucenao] [google]
9841418

>>9841381
Oh fuck, I restarted using the commands you recommended and this is so much better. The Strogg actually put up a fight now and have basic AI. They actually jumped on the tram in the secret SSG level to chase me! It was really cool. As an added bonus the Quad damages all have the neat 25th anniversary logo on them too.
Thanks, anon!

>> No.9841486

>>9841393
It’s quite good. After a bunch of these Q1 mods it’s especially nice having a hub of levels where your weapons and inventory don’t reset.
>>9841418
Awesome. I’ve only played a quarter of the campaign but haven’t ran into any issues yet. I’d hope you’ll run into less issues than when I played the campaign through the Mission 64 mod, of which I encountered a whopping three issues messing with map progression.

>> No.9841497

>>9841486
The only issue I've encountered so far was a rare console pop up expecting some kind of sound or effect that clearly wasn't working. But I'm an autist and can just pretend that's Bitterman's visor malfunctioning from the crash landing or something.
The faster weapon switching and improved enemies are a lot of fun though, but what's the supposed new Berserker behaviour I hear about? Is it the hammer attack they sometimes do? I tend to just backtrack while blasting them so I rarely see them do anything, outside of the sneaky bastard who bonked me on the head from behind.
I also notice ammo packs contain far, far more ammo in them for some reason. But I don't mind, baseline Quake 2 hands out supplies like free samples anyway so it makes little difference.

>> No.9841509

>>9841497
>The faster weapon switching and improved enemies are a lot of fun though, but what's the supposed new Berserker behaviour I hear about?
There’s that overhead slam they can do and there’s that running attack they can pull out now. They’re still not too threatening by themselves, even when they’re on crack through the 64 mod, but they still serve a similar functions as pinky’s when there’s other enemies present and seeing them utilize those attacks is fun to see.
>I also notice ammo packs contain far, far more ammo in them for some reason. But I don't mind, baseline Quake 2 hands out supplies like free samples anyway so it makes little difference.
Oops, I should have paid attention to that when I was playing through the unit. You’re right though that the main campaign drowns you in ammo anyways, especially if you start at the very beginning.

>> No.9841574
File: 749 KB, 1520x825, Screenshot_Doom_20230421_140251.png [View same] [iqdb] [saucenao] [google]
9841574

I hope that Judge Doom anon is doing alright.

>> No.9841579
File: 369 KB, 1520x825, Screenshot_Doom_20230421_140403.png [View same] [iqdb] [saucenao] [google]
9841579

>>9841574
I also wonder how the author of Legion of Bones is doing, since the mod still has no Cyberdemon replacement.

>> No.9841590

>>9839440
whoa it really makes the pixels blend together

>> No.9841595

>>9840648
I tried for like 2 minutes to see it in vain.
>>9840748
He probably used the shotgun as the workhorse instead of explosives

>> No.9841614

>>9841595
Riotgunning the green guys and lady ninjas can take them down pretty quickly, maybe spray a few uzi bullets on them as well. They never felt like they did enough to justify getting exploded, I’d rather save those for the shirtless ninjas.

>> No.9841619
File: 607 KB, 1920x1017, Screenshot_Doom_20230417_145800.png [View same] [iqdb] [saucenao] [google]
9841619

>>9841574
Oh fuck, I forgot about that dude, I hope he's not just vanished like that Kirby mod anon did.

Also I approve of your taste in mod/map combinations.

>> No.9841693

>>9840018
The Gun Is GOOD

>> No.9841704

>>9841619
Auger?
Mod(hud) name?

>> No.9841713

>>9841704
Not him but Dakka and the mapset is AUGER;ZENITH.

>> No.9841719

>>9841619
>For Doom, Doom II, Heretic, and Hexen
How the fuck does that work? Does the game run as long as you launch it with any IWAD? Are there different maps based on which IWAD you use? I'm so confused...

>> No.9841726

>>9841719
Its an editor/bundle of tools rather than a game.

>> No.9841732

>>9840574
>and even an adrenaline canister that acted as a one-time revive
So that's what this HUD announcer's *WARNING, user death imminent! Administering morphine* soundbyte was probably all about..

>> No.9841737

>>9838519
doomguy looks like the angel of death chaos vs the other two

>> No.9841749 [DELETED] 

>>9839168
troondoon

>> No.9841751
File: 1.33 MB, 599x1384, Los reyes avistando a Dios en el horizonte.png [View same] [iqdb] [saucenao] [google]
9841751

>>9841726
Ahhh, gotcha. It's not so much a "3D game" called "Alchemy", but rather actual "3D game alchemy".

>> No.9841752

Is there a mod that randomizes map orders in wads?
Like if you want to replay a mapset but not chronogically, so you start at map 12, then 3, then 26 and so on.

>> No.9841756

>>9841486
>weapons dont reset
cool, sounds like a fun additional incentive to hunt for secrets and be smart with ammo

>> No.9841764

>>9841719
There are some mod makers who autistically make their shit compatible with as many iwads as possible, like guncaster's donut steel having dialogue in strife

>> No.9841765
File: 124 KB, 1280x800, RootsQ2.jpg [View same] [iqdb] [saucenao] [google]
9841765

>>9841283
At moments the SSG of Q2 really feels a tad too strong, as it does exactly the same damage as a direct RL hit at point-blank (kinda like it also works in Doom2 strenght-wise coincinditentally)

>> No.9841796

>>9841756
>be smart with ammo
Quake 2 floods the maps with ammo and the anniversary unit is no different in that regard. I'd still take that over the ammo shortage certain Quake 1 mods/maps insisted on during my time with it. An FPS is about shooting things, after all.
>>9841765
I love it. The thing feels like a cannon and sounds like the most powerful weapon you have, even if later guns outclass it.
If anything I don't like the Hyperblaster (feels far too weak to be a plasma gun) and the BFG (it looks cool, but it's the weakest BFG in the id library by far and you're better off keeping the cells to power the overshield)

>> No.9841805

>>9841704
This is the mod, it's pretty great.
http://jinotra.in/downloads/mods/doom/dakka?sort=M

>> No.9841828

>>9841752
I think the mod you're looking for is called MOShuffle.

>> No.9841847
File: 7 KB, 322x394, 1595763415412.png [View same] [iqdb] [saucenao] [google]
9841847

>>9839135
X-Com Enforcer but it's a boomer shooter. You gain reasearhc points by killing enemies or finding secrets. At the end of the mission or end of the Act you can upgrade your Enforcer. Inventory system or Light RPG elemets like In Alien Shooter 2

>> No.9841875

>>9841847
Come to think of it, Lithium almost gets near that stuff minus research being getting the research items from miniboss fights.

>> No.9841895
File: 217 KB, 1920x1080, 20230421111951_1.jpg [View same] [iqdb] [saucenao] [google]
9841895

Besides some good atmosphere this was only alright.

>> No.9841920

>>9839135
The timeline where Valve makes their Team Fortress mod for Unreal instead of Quake

>> No.9841935
File: 29 KB, 600x449, MORPHINE ADMINISTERED.jpg [View same] [iqdb] [saucenao] [google]
9841935

>>9841732
Huh...! I always thought the morphine line was more like a flavor thing, something that he's gonna need if he wants to keep walking with his exploded crunchy kneecaps.

>> No.9841954

>>9841920
Same energy.
https://www.youtube.com/watch?v=nfth-7M_L8U

>> No.9841961

>>9841954
That guy's vids have really popped off by retro shooter viewership standards.

>> No.9841967

>>9841961
They're neat and more interesting that most of the dude plays retro game while making words types out there.

>> No.9841969

>>9841920
>TF2 only its Unreal Tounament
This would have been glorious. The same characters but it's all sci fi with Liandri instead of Mann Co.

>> No.9842000
File: 3.09 MB, 1280x720, 2023-04-21 21-17-30.webm [View same] [iqdb] [saucenao] [google]
9842000

This is the future hellberals want.
I need to work on projectile visibility here.

>> No.9842002
File: 317 KB, 631x630, Rallywhatsup.png [View same] [iqdb] [saucenao] [google]
9842002

>>9839135
>>Build Engine Halo clone
>>Ghost Recon, but it's on the Quake engine and you play as the IRA
>>Aliens vs Predators vs Gordon Freeman
>>Doom engine Star Wars Battlefront
>>X-COM but missions play like Rainbow Six, which is what The Bureau Declassified should have been, and also they shouldn't have made The Bureau Declassified.
>>Doom but a gay kart game
Why did you post good ideas you idjit.

>> No.9842009

>>9839463
Because the map is dogshit and the player is worse. He couldn't figure out how to balance that encounter properly so he just went "Fuck it."

>> No.9842013

Why are Romero's levels in DOOM 1 so highly regarded? They serve as a good tutorial, but they're so braindead easy and simplistic that I can't imagine any veteran preferring them to the later levels. They don't even feature the BFG and some of the best enemies, and the environments are highly repetitive. Sandy was a better mapper and had a better sense of aesthetics; his levels are weird, twisted, filled with traps and can be legitimately challenging. E1 just feels so boring and sterile, and it offers very little on repeated playthroughs.

>> No.9842016

>>9840002
Arcane Dimensions. I know I'm like 2 years late to the party but it's really good.

>> No.9842019

>>9842002
Now I have to post this because you posted Rally in a Doom thread.
https://www.youtube.com/watch?v=N9ou2MRT6Bc

>> No.9842026

>>9841765
That’s fine if the rest of the balance concerns are in check. Like Doom’s rocket launcher, Q2’s isn’t as hampered by range, spread, a long time to refire, and has splash damage.
>>9841796
>I'd still take that over the ammo shortage certain Quake 1 mods/maps insisted on during my time with it. An FPS is about shooting things, after all.
I went through Travail and nearly halfway through the second episode’s second level, I had to restart: I was out of everything but shells, so I made sure to use that autoshotgun as much as I could the second time around. So far it, Dimension of the Past, and that one Alkaline level with the chainsaw have been the strictest with ammo so far with Dopa being king.

>> No.9842034

>>9842000
>I need to work on projectile visibility here.
For sure. Can't tell what's happening. The shit that they throw is almost the same shade of shit they themselves are.

>> No.9842049

>>9842034
It's supposed to be the same color as they are, but that seems to be a mistake. The idea is to split projectile on impact, but that doesn't quite work right now. I'm working on an alternate pattern.

>> No.9842057

>>9842000
>>9842049
Iron Lich from Heretic has a similar splintering attack, dunno if there's a way to pry into and learn how that is handled.

>> No.9842063

>>9842057
This one? https://zdoom.org/wiki/Classes:HeadFX1

>> No.9842064

>>9842057
This is what I thought of as well when I saw it. I'd figure making it blue like the Iron Lich's ice(?) attack would make it stand out pretty well.

>> No.9842072

>>9842063
That's the one.
>spawns an actor on projectile death/collision that is in charge of shooting the volley and then removed.
Had a hunch it was like that. For Doom context you can recycle Lost Soul's death behaviour for this kind of thing right?

>> No.9842074

>>9842057
I can't port Heretic codepointers into MBF21, I'm pretty sure. But I did figure out a way to make this attack more interesting. Getting hit in the face with it is very painful.

And yes, I actually repainted Iron Lich attack to match the stone imp. The visibility improves however by removing translucency.

>> No.9842078

>>9842000
i remember these guys from colorful hell

>> No.9842080
File: 3.00 MB, 1280x720, World wimpiest iron lich.webm [View same] [iqdb] [saucenao] [google]
9842080

>>9842074
Forgot the actual webm.

>> No.9842086

>>9842078
I am plundering Realm667 repository like there's no tomorrow, yes.
I think it was originally conceived as a melee monster?

>> No.9842089

>>9842080
Ouch, shotgun shit into face. How does this work for infighting by the way? Do monsters aggro the imp from the splinters or no?

>> No.9842096

>>9842089
Yes, they still treat the imp as the originator.

>> No.9842113
File: 849 KB, 244x264, bending.gif [View same] [iqdb] [saucenao] [google]
9842113

What launcher do you faggots use? I was using DoomLauncher but having to manually populate every single info field sucks donkey shit.

>> No.9842116

>>9842113
>drag .wad over gzdoom's executable
what is this.. Launcher you speak of?

>> No.9842118

>>9842116
>have 800 gorillion wads
>like to mix them together

>> No.9842121 [SPOILER] 
File: 982 KB, 2560x1440, Screenshot 2023.04.21 - 14.04.56.51.png [View same] [iqdb] [saucenao] [google]
9842121

Okay uh, I think I finished myhouse? That was an interesting ending?
I found all the artifacts, went to some gas station and found the gateway to hell. Except nothing happened and instead I went through a tree to a beach set and I found a director's chair. When I hit the thing that directors use for action, the screen went black and nothing I could do anymore. I guess it makes sense for a weird ending to an absolutely fantastic experience. Wow

Be forewarned, image is a gigaspoiler so it's not enough to spoiler it but I have to tell you this too.

>> No.9842123

>>9842113
ZDL

>> No.9842129

>>9842121
That's not the true ending, instead of going through the tree, try turning around, going back to the real world through the mirror in the gas station

>> No.9842131
File: 1.15 MB, 1366x768, qbj_ekhudson.png [View same] [iqdb] [saucenao] [google]
9842131

>> No.9842136

>>9842121
>>9842129
actually disregard that, I suck cocks, I think you have to go the long way and then through the mirror

>> No.9842160 [DELETED] 

>>9842136
>>9842129
Oh shit wait what
[/spoiler]I'll need to try that next time then
This already seemed like an appropriate finish. This oughta be fun to see

>> No.9842182

Doom Retro is actually a decent port.

>> No.9842196

>>9842136
Oh shit wait what
I'll need to try that next time then
This already seemed like an appropriate finish. This oughta be fun to see

My b for fucking up that spoiler that badly

>> No.9842202

>>9842121
I can no longer tell what elements of this map are my friend’s, which are mine… and what the map has created. I am no longer afraid that the map is creating itself. It needs me as much as I need it. Which reminds me of a dream I had the other night. I’m not sleeping much, but I recall this one with surprising clarity. I was standing on a beach staring out at the placid water, the ocean stretching out as far as the eye could see. Seagulls cawed overhead and the gentle caress of water lapped the sand in front of me. I dipped my toes into the water. At least I tried. There was no water. No ocean. It was an illusion. I realized everything around me was fake. The trees, the birds, the sand… it was all a one-act play, and I was Willie Loman. A damned fool who believed in something greater. But there was no happiness to be found. I wandered the set only to find myself staring into oblivion… it was the end of time itself. No joy, no misery, no sadness… only emptiness. Men of faith tell us the afterlife is for eternity, but is it possible to keep your sanity for eternity? A day passes in the void. A month. A year. Two. Five. Ten. Is this an eternity? Twenty years. A hundred years. A thousand years. I’ve sat in this room for a million years now entertaining the same thoughts, pondered the same questions, and ruminated on every mistake in my life… anguishing over them for centuries. A billion years now. Double that. Now double it again. I am still nowhere close to the end of eternity. I pray for death but it never comes… just me, and my thoughts and my mistakes and my insecurities and my regrets and my loneliness.

>> No.9842212

>>9842196
Not like your post contains any spoilers if you read it.

>> No.9842217

>>9842016
the question was about your favorite wad not your favorite pak.

>> No.9842237

>>9842202
well shit, the one journal entry i skimmed over cause of the kinda zalgo text. interesting

>> No.9842238

>>9842217
If you're really gonna be pedantic then either pirate doom or ancient aliens.

>> No.9842242

>>9842238
>>9842217
I'll be frank. I don't know what the differences between those are.

>> No.9842251
File: 146 KB, 1366x768, q2_0008.jpg [View same] [iqdb] [saucenao] [google]
9842251

Here's my biggest issue with Quake 2, and it's more of a ME issue anyway.
Usable items. If I find a Quad I'm never going to use that thing until I find a situation that REALLY needs one, or a boss. It results in me stumbling on secrets and finding more Quads, but since I play on hard they're worthless because I can only carry one and by the time I find the next one everything is dead anyway.
Still enjoying the hell out of the expansion pack AI Strogg. The dogs are especially really dangerous now and the Berserkers are now smart enough to stay silent most of the time. The fuckers have made me jump twice now when I thought I was safe in a room only to sprint out of cover with that new clothesline attack.

>> No.9842259
File: 26 KB, 950x751, 578907654.jpg [View same] [iqdb] [saucenao] [google]
9842259

>>9842202

>> No.9842273

>>9842251
There's a well recognized trend in broader gaming culture as well of the issue of being too prudent with items, always hoarding them for a rainy day that never comes, spending them only when game is about to end anyways or your inventory is full and you need to use something just to make space.

I haven't played Doom 2016 or Eternal, but for what it's worth I can recognize that they attempted to reconcile this issue by tying the resources to the kills. Spend more to kill more to get more.

>> No.9842284

>>9842238
thank you, nice wads.

>> No.9842286
File: 4 KB, 301x367, c3blush.png [View same] [iqdb] [saucenao] [google]
9842286

Thank you to all who have been playing the Quake 2 25th Anniversary Collaborative UNIT so far. I am surprised at all the feedback and usage it is getting (especially the new gameplay mechanics).
Hopefully we can get it up on ModDB or similar soon, and with some smaller fixes applied to it as well, like the last level crashes due to a .WAV-issue since it is stereo when it should be mono.

>> No.9842292

>>9842286
Hey, thank you for making a fun Unit.
I would have never bothered replaying the main game with the enhanced AI (and liking it more of it) if not for you guys. Looking forward to that fix too, I want to play the last level of the mod, dammit!

>> No.9842321

>>9842292
Yes, the game's AI got fucking gimped. I have no idea whose idea it was to brainfart on that part, but they left out so much great stuff.
It was actually decino that inspired this with his video. So this goes out to him as well to inspire this to happen.
https://www.youtube.com/watch?v=7aBJ0fw-43s

>> No.9842369

>>9842286
By the way, Yamagi Quake 2 for some reason forces inverted mouse when the mod finally gets to work properly.

>> No.9842375

>>9842369
I went through this yesterday, it's the config file that comes with the mod. Delete it in both the Yamagi documents folder AND the install folder and you're golden.

>> No.9842397

>>9842251
Base Q2 is also a weird case where a lot of the items you can pick up and use whenever you want, but I recall all the rebreathers and toxsuits are placed right before the areas you’d use them at anyways so they might as well activate immediately on pickup. There’s a level in the 25th Unit that places a rebreather in the level, then you find a secret waterway to use it in - that’s how it should be done.
I’m still fine with the usuable quads and invul (especially when playing some brutal custom maps…) but you know who I thought did a decent job at handling the “usuable weapon buffs”? Heretic. When I realized that only one will carry over to the next level, I was far more liberal with using them.
>>9842286
You guys rock and roll all day long sweet Suzy. It’s a wonderful mapset AND gameplay mod, and was above and beyond worth the wait.
>>9842321
>I have no idea whose idea it was to brainfart on that part, but they left out so much great stuff.
I thought we could pin all the blame on Willits.
I’ll probably do it anyways just for fun.

>> No.9842418

>>9842321
It was Tims fault. I don't have any proof but it was Tims fault.

>> No.9842439

>>9841574
>>9841619
I am still here, but I haven't worked on anything for quite some time... First there needs to be a massive enemy overhaul, then there needs to be some serious mapping, but I haven't done any mapping since 512 Linedefs because I got burnt out and ever since the spark just hasn't been there anymore. Doom mapping is more of an on-and-off thing for me; currently I am actually making maps for Sudden Strike, though I am running into the same problems there as with mapping for Doom.

>> No.9842442

>>9842131
>reflections
what the bingle

>> No.9842447

>>9842013
>They don't even feature the BFG
Some people value exploration higher than slaughter. I just find them comfy. Sandy's levels are good in principal, but I don't like the hell textures (except god's own FIREBLU).

>> No.9842491

>>9842019
nice sekaikan

>> No.9842507

>>9842013
Considering it was the first professional shot at making stuff within the engine's capabilities, I don't think it's fair to have expectations in the ceiling. There wasn't a set of expectations how a Doom map ought to play out and there wasn't Cacoaward taste-makers who highlight what's good and what's not. Be happy that they're more interesting than Wolf3D.

>> No.9842510

Doom is the Mario of fps

>> No.9842519
File: 5 KB, 220x193, Mario_Bros._Gameplay.gif [View same] [iqdb] [saucenao] [google]
9842519

>>9842510
To drive the comparison further, Wolf3D is like this one. Shared concept but with severe limitations and scope.

>> No.9842534

>>9842510
I genuinely compare it more to Zelda 1 in my smoothed out brain. Seeing as the combat of both games have simple monsters but some rooms complicate matters with how they're used and what monsters are paired together. Positioning is also vital in both games.

>> No.9842537
File: 35 KB, 630x630, wang.jpg [View same] [iqdb] [saucenao] [google]
9842537

gentlemen, anyway i can play with the wang between frens these days? yang is dead no?

>> No.9842551

>>9842242
wads for Doom, paks for Call of Duty

>> No.9842563
File: 231 KB, 1536x2048, 1629887970026.jpg [View same] [iqdb] [saucenao] [google]
9842563

I will beat Sunlust on Hurt Me Plenty!

>> No.9842569

>>9842447
>exploration
Romero's levels have no exploration. They're tiny and boil down to hallways, big outdoor areas with fuck all in them, or cramped, dark mazes riddled with bullets and health packs ala the chainsaw maze in E1M2. Also you're entitled to your opinion but seriously, how can you not like the hell textures? I love the brutal, medieval look with stone and old wood and nasty greens and reds. Techbase shit is so fucking boring, literally just cement. Even the sky looks like cement.
>>9842507
I didn't have any "expectations", I just don't think Romero's levels are all that good. Regardless of whether there was an established formula, Sandy's levels are what make the game worth playing. I just think he was a better designer.

>> No.9842582

>>9842537
>between frens
You could try VoidSW or WangGDX.
If all else fails, you can always try the IPX tunneling in DOSBox and a VPN.

>Yang
Check this post:
https://forums.duke4.net/topic/700-the-yang-thread/page__st__180__p__373557#entry373557

>> No.9842590

>>9842569
Not that anon but there is beauty in simplicity. I fell in love with Doom when I was shotgunning imps in corridors in techbases. I still love Doom for that and I don't see that as a negative in Romero maps.

>> No.9842593

>>9842569
>being THIS mad

>> No.9842602

>>9842593
>liking FAGMERO levels

>> No.9842618

>>9842537
You could try using CGA or NukemNet or do what >>9842582 suggests.

>> No.9842641
File: 2.40 MB, 1536x1024, its that easy.png [View same] [iqdb] [saucenao] [google]
9842641

>you can just AI generate yourself level concept art now
There is literally no excuse now, anon. Start mapping.

>> No.9842654

>>9842641
By that I can just use oblige to make the maps for me.

>> No.9842657

>>9842654
Retvrn to tradition.

>> No.9842673

>>9842641
>techbros spent thousands of dollars and killed hundreds of rainforests for something i can do with my brain

it really......... makes you think

>> No.9842712
File: 19 KB, 596x546, slige.png [View same] [iqdb] [saucenao] [google]
9842712

>>9842657
You know what? You're right, disregard Oblige, return to SLIGE.

>> No.9842729
File: 915 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9842729

I don't think this is what was supposed to happen.

>> No.9842767

Voodoo2 running on modern pc's
https://www.youtube.com/watch?v=0s6IoQXBJNo

>> No.9842781

>>9838397
im sorry anon i believe this person is right >>9838890 I don't remember where but they said there was both types of shamblers

>> No.9842795

Can somebody explain me why Carmack hated the idea of QuakeC?
I honestly consider it a blessing for making mods fully multi-platform

>> No.9842809

>>9842795
probably because virtual machine = slow
The engine can call a bunch of tracelines in a frame just fine for collision and whatnot, but trying to do the same thing in QuakeC results in significant lag, if not outright crashing. You're also a lot more limited on how long while/for loops can be in QC than at the engine level.
There's also the various language limitations that I'm sure Carmack wasn't too happy with.

>> No.9842810
File: 1.43 MB, 1366x768, spasm0009.png [View same] [iqdb] [saucenao] [google]
9842810

>> No.9842815

>>9842810
that alot dog

>> No.9842820
File: 3.57 MB, 852x480, alk_sickness.webm [View same] [iqdb] [saucenao] [google]
9842820

>>9838297
wide boy needs shut down

>> No.9842858

>>9842820
what letters to use for quake mp zooms?

>> No.9842885
File: 2.24 MB, 852x480, alk_pillars.webm [View same] [iqdb] [saucenao] [google]
9842885

>>9842858
you can bind quick zoom to a key in ironwail.

>> No.9842903
File: 2.00 MB, 2560x1440, reflecAMC.png [View same] [iqdb] [saucenao] [google]
9842903

>>9839512
>AMC is great but it might be too much for me.. It's got an insane amount of effort in it but I need to basically be unemployed to make any headway in the mod.
No rush, there's lots there and you just chip away at it. I don't disagree about the quality of some of the sprites, but others are quite good especially James'. I'm also paying more attention to the quality enemy sprites.
>>9842820
roBUTT and nice scr_ofsy

>> No.9842956

>>9842903
>nice scr_ofsy
I kept thinking about what the other anon said about off setting the camera during platforming sections, and I dont really notice any problems. Even on alk_pillars, where there's some serious bullshit platforming going on, I dont notice any difference when strafe jumping from the left or right.

>> No.9842974

>DOSbox
>native res stretched to widescreen
>mouse sensitivitivity max
>screen size max (to remove HUD)
>Ultra Violence only
>no saves
>have to restart from the beginning if die even once
Yeah, I'm thinking it's DOOM time.

>> No.9842978

how the fuck is quake 2 inching up on 30 fucking years old and there still isn't a proper muzzleflash mod? even the fucking N64 version had this shit. what were they thinking?

>> No.9842991

>>9842978
Be the change you want to see.

>> No.9843010
File: 1.04 MB, 896x1008, scr_ofsy 0 and neg15.png [View same] [iqdb] [saucenao] [google]
9843010

>>9842956
I honestly think you'll be fine even at something really dumb like 15. I don't know what kind of pixel perfect platforming sections people are regarding.

>> No.9843012

>>9841732
>>9841935
The morphine thing really is a flavor thing, as far as I can tell it's not actually related to the canisters. The suit plays the morphine line only if Gordon takes a lot of damage at once and more than 30 mins have passed since the last time this specific line was played.
The only surviving canister is the antidote one, which is actually still in the game as a semi-implemented but functional item, which stops lingering biohazard damage when you have acquired one. Even the "antitoxin administered" line still plays.
MarphyBlack explains it here: https://youtu.be/6oPGjA5-4AM?t=358

>> No.9843019

>>9842590
This is a huge copout. Sandy's levels have just as much, if not more imps/zombies to slaughter, and you have more weapons to do it with. Let's be honest, people hold E1 in high regard because it was the shareware episode; i.e. the one people spent the most time playing. Taken on its own merits, it's mediocre at best. Hangar is a joke and you can skip the entire map with the switch by green armor. Nuclear Plant is a 7/10 but very short. Toxin Refinery, Command Control and Phobos Lab are legitimately good, but what remains is a pile of dogshit. Tell me with a straight face that Central Processing and Computer Station are fun; they are meandering and aimless, and filled to the brim with nothing but boring zombie men, and they have no interesting secrets. Military Base starts out good but quickly turns into nothing but standing at the top of a stairway and shooting pinkys with the shotgun. The entire episode is split into maps that last 2 minutes and afford no challenge, or shotgun meat grinder bullshit where you just stand in place and unload shells into trash enemies before running to the next keycard. It is easily the worst episode of the original 3.

>> No.9843020
File: 157 KB, 2634x1593, cavesection.jpg [View same] [iqdb] [saucenao] [google]
9843020

You know, for future Quake (or other brush-based games) projects it might be cool to make a bunch of modular/prefab segments that we put on a common 'asset' map before we really start mapping. It would help noobs make things that aren't totally fugly, and it would keep aesthetics consistent between maps.
Might even make episodic projects more viable instead of just doing start map hub thing.

>> No.9843041

>>9842991
i don't like Q2 nearly enough to bother modding it but it astounds me that D1/2 and Q1 had visible muzzle flash (even if they were just sprites) and suddenly, they get to Q2 where Carmack goes full autist when he adds all these new rendering features, and they look at the weapons and think "yep, this is okay". Q2 weapons aside from explosives will never look right because of this small detail. shooting the super shotty looks like firing an airsoft gun.

>> No.9843058
File: 3.93 MB, 854x480, Q2501.webm [View same] [iqdb] [saucenao] [google]
9843058

>>9842991
I'd be happier with tracers, even if it's just like the ones that appear underwater. I might check it out.
Honestly I think I enjoy the weapons enough that I don't notice it much. That's the case with me and FEAR's shotgun: It's so fun to use you don't even realize it's missing a muzzleflash.

>> No.9843073

>>9843041
>anon releases his pre-made assets pak for easy quake mapping.

>the quake mapping scene explodes with maps made out of nothing but pre-made assets.

:DDD

>> No.9843079

Is there a way to load the duke nukem data file with eduke, by using the terminal on linux? I don't want to put the file in the eduke folder.

>> No.9843095
File: 1.46 MB, 1024x1448, 747880462460201232481492652c2c6d.png [View same] [iqdb] [saucenao] [google]
9843095

>>9843058
How would you improve the tanks?
For the common tank I'd give them more health, faster animations and give them back their melee animation. If possible I'd make their missiles faster. Being able to walk while shooting their machinegun would be neat.
For the tank captains I'd give them a railgun instead of a blaster and two non-homing bfg shots instead of missiles. Plus a shield. Kinda like a boss/mini boss.

>> No.9843129

>>9839807
>enough life
>later gonna cut
>sad finished

>> No.9843134

>>9839807
>create shame pack >>9843020

oh premonition lol

>> No.9843152
File: 694 KB, 847x842, bUllLzoOTA.png [View same] [iqdb] [saucenao] [google]
9843152

>>9843073
And are you implying it'll make things worse? :DD

>> No.9843169
File: 3.66 MB, 900x506, outskilled.webm [View same] [iqdb] [saucenao] [google]
9843169

>>9842885
ah ty

>> No.9843171

>>9843095
their slow, lumbering quality is what makes them most unnerving IMO

>> No.9843185
File: 22 KB, 639x713, 1669409895922660.png [View same] [iqdb] [saucenao] [google]
9843185

>>9843129

>> No.9843187

>>9838297
Imagine zoomers trying to play Doom?

>> No.9843191
File: 20 KB, 400x400, Quake-Ogre-monster-portrait-featured[1].jpg [View same] [iqdb] [saucenao] [google]
9843191

>>9843129
it's ogre :(

>> No.9843202

>>9843187
Probably weirded out by no freelook and sprites in 3D game but once they get past that I think it has a universally pretty nice feel to it. Moving fast is fun, weapons feel impactful.

>> No.9843243

Cyberdemon is the perfect final boss type.

>> No.9843254
File: 25 KB, 144x144, cyberdemon glutes.gif [View same] [iqdb] [saucenao] [google]
9843254

>>9843243
He has the perfect assets.

>> No.9843261
File: 254 KB, 683x780, bro.png [View same] [iqdb] [saucenao] [google]
9843261

>>9843019
Your post is loaded with insubstantial oversimplifications and vitriolic verbal diarrhea. One could just as easily assert that skippable fights and items makes Hangar a good map, and it would carry just as much weight as your bald assertions to the contrary. I'll agree with your point about Military Base being repetitive, but "boring zombie men" and "no interesting secrets" are incredibly subjective critiques for the relevant maps. So much so that I question how you can seem so confident in such empty words.
>Let's be honest
Ah, I see. I'm surprised you didn't say "you know I'm right" at some point.

>> No.9843268

I love both dtwid, and in general just seem to gravitate towards the more vanilla wads. The epic kill master 9000 super kill edition speedrun surf map etc wads don’t seem to get me in the same zen state where 30 levels have passed and I forgot to blink.

>> No.9843271

>>9843187
>>9843202
Zoomers in middle school a decade ago would have grown up playing minecraft at its peak under Notch, probably the 2nd most modded game after doom
Yesterday's cobblestone swastika could be today's sector toilet
Unless you mean whatever generation is in grade school right now, then I don't know

>> No.9843401

>>9843268
me too. finished Ultimate DTWID recently, might try the other spinoffs they did

>> No.9843406

>>9843268
Check out No End In Sight and Lunar Catastrophe for similar stuff. The only downside is no SSG and no Doom II bestiary but those might be more conducive to making slaughterwads anyways.

>> No.9843523

>>9843095
I'd make his machinegun have less vertical spread, so a quick player can simply duck under it and have it hit his friends instead of the player scrambling back to cover. I'd make the blaster shots last until pain, death or loss of visibility, chaingunner style. I guess the missile startup sequence could be a lot faster, but not instant like that one expac. Maybe they could predict player movement? They're a slow projectile, so you'd have to be completely distracted to get hit by them.
Overall, make him feel more like his namesake, very lethal, but if you can circlestrafe him or duck into cover, he'll be too slow to do much.

>> No.9843563

>>9843268
Abscission is pretty great of the new ones. Boomer also.

>> No.9843584
File: 3.50 MB, 1280x594, cybertango.webm [View same] [iqdb] [saucenao] [google]
9843584

>>9843254
Dance with me >///<

>> No.9843587

>>9843584
>not faceblasting cyberdemons with the bfg

>> No.9843589

>>9843584
there's nothing more embarrassing than finding out your date has a bigger BFG9000 than you, which is why the Cyberdemon exploded

>> No.9843592

>>9843584
Practice your 2-shots senpai. Start firing on the second rocket, and get ready to dodge the third rocket and swing into place right in front of him.

>> No.9843641

>>9843587
>>9843592
I tried it's too crowded my body can't handle it

>> No.9843664

>>9841298
He is based on Kevin Cloud.

>> No.9843679
File: 542 KB, 595x448, EuNNGDLXIAMrTv5.png [View same] [iqdb] [saucenao] [google]
9843679

Someone should make Quake Half Life mod with no reloads and where Lambda is Quad Damage

>> No.9843681

>>9843679
What's there to gain?

>> No.9843712

>>9843681
phun

>> No.9843728

>>9843584
>not just shooting him with the plasma from where he can't hit you

>> No.9843734

>>9843681
QUAD DAMAGE__________ https://www.youtube.com/shorts/sHeuZ-m1tek

>> No.9843739

>>9843679
I was thinking of doing an exercise in coding for myself by porting the more beastial enemies from Quake to Half-Life's campaign. Ogres are tempting but they don't fit the aesthetic at all.

>> No.9843743

I think I like reelism 1 more than 2, the town gimmick is lame and the maps just aren't as fun

>> No.9843746

>>9843743
YES

>> No.9843747

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

>> No.9843767

>>9839419
When I first launched it, I fucked something up with the renderer settings and had hall of mirrors ceilings, then I randomly stumbled upon the flooded house, and when I tried to go to the basement that wasn't rendering through the doors, the game crashed. I seriously thought it was a lilith.pk3 situation and the crash was intended for a while.

>> No.9843786

>>9842974
You could consider using ManDoom sourceport.

>> No.9843787

>>9843743
I agree. Having to buy things ruined some of the fun randomness of it

>> No.9843796
File: 65 KB, 200x200, 1628789001436.png [View same] [iqdb] [saucenao] [google]
9843796

>>9843728
Where is the fun?

>> No.9843805

>>9843796
I have fun taking a problem-solving approach to DOOM levels, and this includes figuring out the way to approach each fight which gives me the highest chance of success.

>> No.9843865

I can only imagine how brutal Sigil 2 is going to be now that he's using DOOM 2

>> No.9843891
File: 552 KB, 1280x720, The Last of Shambler.png [View same] [iqdb] [saucenao] [google]
9843891

>>9842781
Well, I found this. Still think there're more confirmations out there, but at least that's something.
>In Quake Champions, while we’ve gone with the shaggy fan-favorite for the Ranger vanity, lore wise we’ve concluded that both exists.
https://twitter.com/SyncError/status/1357703295805108227

>>9843261
Does final panel implies that Cyberdemon is pissing on filtered Mancubus via his firing sprite?
>>9843681
Fun.

>> No.9843896

>>9841317
oh look, somebody's using my hud!
cheers

>> No.9843902

>>9843187
>>9843202
I've played Doom for this first time in my life 2 years ago when I was 19 and it's been largely the only thing I've been playing since. Not sure if this counts as a zoomer but I think you can enjoy Doom at any mental age.

>> No.9843907

>>9843268
Doom 2 In Spain Only is a bit of a DTWID spinoff. I definitely enjoyed it and I too prefer Doom when it's based more around adventure and more "tactical" moment-to-moment action.

I noticed I really don't like it when modern Doom wads take the 2016 / Eternal route and split maps into connected "fights", which are often times more slaughter inspired than otherwise.

>> No.9843916

>>9843095
>For the tank captains I'd give them a railgun instead of a blaster and two non-homing bfg shots instead of missiles. Plus a shield. Kinda like a boss/mini boss.
Sounds like a bit of an overkill - just give them a homing rocket attack like the BetaMaidens have that you cannot destroy and must hide from them beind obstacles (also maybe upgrade their blasters to rebound around corners)

>> No.9843921

>>9843584
Why don't fans update the ai and make enemies lead their shots?

I think we can all agree that we are all more advanced at playing the game than the 90's ai was made for.

Imps and and projectile user should lead shots. Who's with me?

>> No.9843924

>>9843921
I feel like that'd break a lot of maps as the fights are designed around projectile monsters not being able to lead shots. It's kinda like when monster mods give imps that short range leapy jumpy attack and players get fucking murdered when placed in a group of imps suddenly.

>> No.9843926

>>9843020
I have no idea why general prefab level assets aren't a thing across every single map editor on all games.

Who wants to fuck around building a staircase from scratch every time or whatever.

>> No.9843936

>>9843921
I have an MBF21 project on hold for a tight sweeping volley attack that aims to predict or more accurately corral the player towards one direction.

>> No.9843940

>>9843921
No way. The entire appeal of dodging Doom shots is that they don't lead, which allows for projectile hell scenarios a la shoot em ups. There's a reason no one engages a Cyber with invis.

>> No.9843953

>>9843523
>Tank machinegun
I feel like they'd need either to make that gun act like a full-auto shotgun (just to get rid of that stupidly phenomenal instance of single bullets doing -20hp per hit) with an increasingly tremendous spread as compensation for making that swooping pattern even more unpredictable and unavoidable
>I'd make the blaster shots last until pain, death or loss of visibility
Already a thing in any Lazarus mod-derived mappack when played on Hard/Nightmare (Citadel for a good example)
>Maybe they (rockets) could predict player movement?
Also a thing there, and the Tanks also keep firing them, until interrupted or killed

>> No.9843960

>>9843010
Does making the gun view offset change the projectiles origin point?
I need to ask because that one ancient aborted mod from Tronyn managed to make your gun shoot in a completely different direction the camera was pointing towards

>> No.9843961
File: 28 KB, 269x365, supa fighta.png [View same] [iqdb] [saucenao] [google]
9843961

Does anyone know of a muscular humanoid monster sprite with melee animations to trace over from? That is to say something with a proper human upright posture and no goat legs.

I've scoured the obvious places, realm667, number of forumposts, and this is the best bet so far but I really suck at making new bits like the legs.

>> No.9843963

>>9843191
>tusks
Wait a sec, WHAT?

>> No.9843993

>>9843961
I guess you could use Quake's knights, not exactly what you want but hey, tracing could make it work.

>> No.9844013

>>9843095
I'd give them melee. Tanks are easy if you get in their face and circlestrafe around them, because they won't do shit about it.
They absolutely should NOT be faster. That slow, stomping movement was intimidating back in the day and there's a part of my brain that still worries a little when I see one.
Either way, they suffer the same issue all id game superheavy monsters have: They're predictable and easy to trick

>> No.9844026

>>9843095
I always thought they were the coolest looking Strogg, but the human face was silly. It reminds me of the Terminator lore, where Skynet's first Terminators looked fuck all like people because it didn't understand how easily humans could spot fakes.

>> No.9844046
File: 42 KB, 360x478, one plan man.jpg [View same] [iqdb] [saucenao] [google]
9844046

>>9840165
I may have come to terms with Scythe X never being finished, after all this time

>> No.9844086

>>9843961
Why not use the Imp? Color it dark brown, give it a doorag and it will look like some gangbanger.

>> No.9844089

So is the insane amount of ammo you get from standard pick ups in the Quake 2 2th anniversary unit a mistake or intentional? Because fuck me, a single box of anything almost fully restocks you on any difficulty.

>> No.9844096
File: 193 KB, 1200x1600, lootedTC.jpg [View same] [iqdb] [saucenao] [google]
9844096

>>9844026
I love how the T.C.'s don't even bother wearing a flayed humans face, as if they could ever be mistaken for people somehow in first place

>> No.9844102

>>9843921
It would fit only if it was limited to one enemy, like Serious Sam does with Lava Golems

>> No.9844167

>>9844046
The public enemy of mapping #1
He is the man rensponsible for:

Imprisoning and impersonating Erik Alm, thus putting Scythe X on infinite delay
Having devastating effect on mental state of SArais, preventing rehabilitation by all means
Actively sabotaging id software in pair with his uncle Tim "Snake" Willits
Resilient shitposting and stirring routine under the moniker of Alf
Sponsoring DOOM16 and Eternal, fostering consumerism culture within younger fanbase
Interpersonal rifting between Doomer Boards members, fifth userbase exodus and counting
Attempted assassination of DBPs (Ongoing), burning down 40oz' laptop with all dev assets
Ramping up inner gunfreak of Chopblock to 11 and taking over 94 protons
Persuading people that doom is in fact dumb

His ultimate goal is to kill Doom.

>> No.9844175

>>9844167
Will nothing stop Diaz's reign of terror?

>> No.9844180

>>9843921
It's more fun that they don't. When you have a dozen monsters in a limited space throwing projectiles that predict where you're going to be, it becomes a clusterfuck.

>> No.9844204

How does one play Heretic 2 these days?

>> No.9844212

>>9843907
https://www.doomworld.com/forum/topic/130681/
https://www.doomworld.com/forum/topic/130689/

>> No.9844220

>>9844096
>wearing a flayed humans face
gives me chaos space marine vibes, maybe iron warriors specifically for Q2

>> No.9844287

>>9844167
Dear God, won't anyone think of the children?!

>> No.9844305

>>9843921
Play Powerslave if you want the meat & potatoes enemy thats everywhere in the game to lead their shots.

>> No.9844309
File: 1.10 MB, 1360x768, Htic2-21.png [View same] [iqdb] [saucenao] [google]
9844309

>>9844204
You have to pirate it or buy it on CD (lol) because its not officially sold online. Some rights bullshit between Activision and Id. There's an enhancement patch that makes it run better on modern OS's and run in widescreen.

>> No.9844313
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9844313

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.9844328
File: 1.15 MB, 1712x718, 1.png [View same] [iqdb] [saucenao] [google]
9844328

>>9844313
19th map of a megawad I'm working on, and I'm running out of ideas.

>> No.9844329

>>9844328
There's no need to force a wad to be 32 maps. If you're running out of ideas, cap it off.

>> No.9844336

>>9843921
when people think of classic fps enemies, they think more about the attacks or abilities themselves than the ai
hence why enemies like the arch-vile and iron lich are memorable and also why people play with randomizer mods that add up a bunch of enemy types (even if most additions are shit like "what if a cacodemon shoot 3 projectiles at once?")
even the concept of "smarter ai" would be treated as a gimmick for specific enemies to stand out against one with basic ai but an ability like ice or blindness

>> No.9844341

I can't tell if map 19 of the New Doom Community Project is a horrible abomination or a weird masterpiece.

>> No.9844373

>>9844313
I made some monsters. This thing in particular. >>9842080

I should probably stop before I run out if slots.

>> No.9844386

>>9844287
Did feral dog snarl at your crotch this morning? No one was referring to any children, fucking kill yourself.

>> No.9844389

>>9843921
Properly predicting player's path seems hard, and if successful might result in annoying patterns.

>> No.9844391

>>9844167
>Ramping up inner gunfreak of Chopblock to 11 and taking over 94 protons
You spelled Cockblock wrong.

>> No.9844395

>>9840002
Do SRB2 wads count?

>> No.9844404

>>9840889
and it brought with it an entire clown circus ARG that ran for like six months.

>> No.9844414

>>9841693
this

>> No.9844428
File: 156 KB, 1366x768, q2_0012.jpg [View same] [iqdb] [saucenao] [google]
9844428

Guys, I think we've judged the Strogg too harshly.

>> No.9844440

What games should I play if I want to do co op? Besides DOOM?

>> No.9844445

>>9844440
sven coop lol

>> No.9844448
File: 103 KB, 760x879, sickos.png [View same] [iqdb] [saucenao] [google]
9844448

YES...HA HA HA...YES!

>> No.9844449

>>9843865
I'm just happy there's gonna be a romero made mapset where I'm not gonna miss the super shotgun like it's a lost limb

>> No.9844463

>>9844428
The Strogg did nothing wrong.

>> No.9844478

>>9844440
Quake I guess, but a lot of modern custom maps seem to struggle with co-op support
Quake 2, but I don't think the backtracking through previous 'levels' parts work correctly (unless that's just a FTE problem)
Hexen, Heretic, and their sequels
Build engine games
Sven for Half-Life
Unreal
Serious Scam
Gaylo

>> No.9844501

>>9843865
Uh... Anon? Sigil 2 is Doot 1, Doot 2 will come later.

>> No.9844506

>>9844501
>Sigil 2 is Doot 1, Doot 2 will come later.
what, another Doom 1 episode? but why

>> No.9844510

>>9844506
Because Doom's going to be 30 years old this year. Sigil 2 is Romero's 30 years anniversary mapset.

>> No.9844517

>>9844448
what mapset or mods?

>> No.9844608
File: 382 KB, 852x480, alk_alk.webm [View same] [iqdb] [saucenao] [google]
9844608

I didnt want it to end, bros but it's done, now. Looking forward to Alkaline 1.3

>> No.9844623

>>9844510
Also Romero only did something like six of the Doom 2 maps.

>> No.9844640

Huh, even Cyriak considers HMP to be the "fun difficulty" for his maps.
>>9843743
It's also that 1 has a ton more stuff added to it after it came out while 2's kinda not had a lot yet.

>> No.9844654

>>9844640
I feel like just adding all the maps 1 had would be enough to improve the game immensely, but then there's still the problem of being encouraged to buy shit in the towns to deal with the spongy-ass enemies, slowing down the pace

>> No.9844662

>>9844501
And thats a good thing.
We got more than enough amazing stuff for Doom 2, but there is a lack of Doom 1 stuff.

>> No.9844667

>>9844329
I sure as hell won't stop now, especially not at this very moment where everyone is circlejerking on troonworld over that stupid myhouse.wad

>> No.9844670

>>9844662
because it's inferior

>> No.9844676

>>9844662
Why make stuff for Doom 1 when Doom 2 is literally the exact same game with extra content?

>> No.9844689

>>9844676
Umm, Doom 2 doesn't have the skull wall textures.

>> No.9844708

Is a visplane overflow something that can only be detected at run time? Is there a way I can visualize subsectors and visplanes in a level editor or have a node builder detect overflows?

>> No.9844749

>>9844708
Ultimate Doom Builder has a tool for this, not sure how good.

>> No.9844773

new thread whendo

>> No.9844781

>>9844773
Give me a few minutes

>> No.9844795

NEW THREAD :

>>9844790
>>9844790
>>9844790

See you there.

>> No.9844876

>>9839374
>which IMO seems like it's in a lot poorer taste
Because it fucking is tasteless, and for the wrong reasons at that - not everything needs to be an '"ironic'" parody honestly, especially one featuring a hermaphrodite Hitler impersonator as an ""accidental'" stealth jab against enby freaks

>> No.9844894
File: 368 KB, 737x1113, Deep-Rising-With-An-E-Villain-What-Goes-Down-In-Volkov.jpg [View same] [iqdb] [saucenao] [google]
9844894

>>9838389
You should defo watch the 1999 sci-fi horror movie Virus
Steve. . .

>> No.9844901

>>9844608
I felt the same way, and ended up going on a huge binge of various Quake content because of it. I hope next update makes that Rubicon hologram you unlock a portal to a true final map, because that would cap everything off and be perfect.

>> No.9844926

>>9844676
Because everyone uses Revs and Viles as a crutch

>> No.9845014

>>9843261
>Your post is loaded with insubstantial oversimplifications and vitriolic verbal diarrhea.
In other words, you're mad.
>One could just as easily assert that skippable fights and items makes Hangar a good map,
No, nobody would assert that except an
asspained retard. Being able to skip literally 90% of the entire map with one switch is not good design you fucking buttclown.
>but "boring zombie men" and "no interesting secrets" are incredibly subjective critiques for the relevant maps
It's my opinion, you don't have to agree. Deal with it.

>> No.9845023

>>9844894
i miss these types of horror movies.

>> No.9845097

>>9844517
map is What Lies Beneath from the news post, with D64 weapons

>> No.9845225

Why Ironwail's modern hud doesn't work in Alkaline? It stays classic no matter the setting.

>> No.9845304

>>9845014
>NO U
YOU flipped your shit at Romero levels.
YOU went on a spergout about Romero levels.
Holy shit what a mad, mad faggot you are.

>> No.9845324

>>9844749
Good to know. I am using Slade on Linux currently because I can't figure out how to get Ultimate Doombuilder to run a node builder and even just trying to save a map causes the whole thing to crash.

>> No.9845352

>>9845225
cl_nocsqc 1