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DOOM THREAD / RETRO FPS THREAD - Last thread: >>10901319

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
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/"doom thread"/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

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/
>>
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>doom
more like dumb lmao
>>
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=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

Fraggot
IWAD : Doom 2 | Format : UDMF
https://desuarchive.org/vr/post/10885789

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[05-04] ZSAnimator, a Blender to ZScript workflow for weapon animations, has been released.
https://github.com/recurracy3/zsAnimator

[5-2] DOOM Retro version 5.4 released
https://www.doomretro.com/
https://github.com/bradharding/doomretro/

[05-01] Gnome Hunters Ep 1 released, short Boom wad about bastard gnomes.
https://www.doomworld.com/forum/topic/144812-gnome-hunters-wad-episode-1/

[05-01] Embers of Armageddon updated to 1.9.3
https://forum.zdoom.org/viewtopic.php?p=1251915#p1251915

[4-30] Woof! version 14.5 released
https://github.com/fabiangreffrath/woof/

[04-29] GzDoom updated to 4.12.2
https://forum.zdoom.org/viewtopic.php?t=79053
Win7 support restored, rollsprites fixed, emulation for Doom95's Z teleport glitch for Saturnia's Map 10

[4-26] Anon suggests a Doom 2 Deathmatch project
https://desuarchive.org/vr/post/10885789

[4-21] Raze 1.10.1 released
https://github.com/ZDoom/Raze/

[4-21] Quake 2 Combat Jam 1 Released
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-combat-jam-1

[4-17] CS1.6 now playable in your browser
https://game.play-cs.com

[4-17] Doom 2 MAP01 beaten in 4.97 seconds
https://youtu.be/Qm9aT2p7KxI [Embed]

[4-16] CleanDoom, a modern launcher for Doom released
https://github.com/popcar2/CleanDoom

[4-16] Descent 3 source code released
https://github.com/kevinbentley/Descent3

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
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>>10912796
>quake
more like quack lmao
>>
>>10912212
Linking this for the anon who made the map.
>>
>>10912802
What's the pros and cons of Raze vs BuilldGDX vs Eduke32?
>>
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Playing DRLA and got a full set of Gothic Armor while playing as the Cyborg guy AND got a berserk pack. Now I can mash all the monsters in the map with 1-3 hits, mostly 1 hit. Probably won't remain that way without the berserk in the next level, but until then...
MY FIST
YOUR FACE

https://www.youtube.com/watch?v=NVxpaoLMnKo
>>
>>10911756
I personally stick with Woof. The extra stuff Nugget adds don't really interest me.
>>
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DNF 2002 build never ever
>>
>10911282
While it wasn't as widely-known back then, I'd argue that it started with Marathon. Having AI characters give you objectives and contextualize what you're doing was neat idea, but the game also contained text talking about a bunch of background stuff that not only had nothing to do with the game's story whatsoever, but was then dropped and never expanded upon.

It arguably got worse with the following games, to the point that Marathon fans set up websites just to try and "figure out" and "solve" all the in-game terminals, trying to find some hidden, deeper meaning to them no matter how innocuous the text was.

There was one particular hidden terminal in the first game that fans were convinced was a metaphor for Durandal or possibly the player character, but it turned out to have just been a random piece of creative writing the level designer snuck in as an easter egg.
>>
>>10912863
Dammit, didn't link the reply properly.

>>10911282
>>
>>10912815
>raze
the gzdoom of build source ports: many supported games, all are being slowly ported over to zscript logic
as a modding platform has yet to gain momentum though

>eduke
only for duke, almost all mods are made for it

>buildgdx
many games supported, somehow accurate to the point of playing back demos
not that customizable
supports mods made for vanilla
java based
>>
>>10912882
>many games supported, somehow accurate to the point of playing back demos
I'm pretty sure it just plays back the demos regardless, they don't always stay in sync. I know the Powerslave demo desyncs.
>>
>>10912815
>>10912882
Eduke also comes packed with VoidSW, which runs Shadow Warrior.

There's also Rednukum, which runs Duke, Redneck Rampage, their various expansions, and even runs Duke 64 straight from ROM.

Also under the same umbrella of Rednukum is PCExhumed, which plays Powerslave/Exhumed, and NBlood, which of course plays Blood.

NotBlood, an offshoot of NBlood, expands the customization options, including a full-on randomizer.
>>
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Remember when online shooters were predominantly dedicated public servers and you could join a server and hear this kind of stuff? https://www.vidlii.com/watch?v=lANHi5HgUcx I miss the old internet so much bros
>>
>>10912806
>show caco
>>
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https://www.moddb.com/mods/doki-doki-islandworking-title
up and coming shadow warrior kino, how am I just now hearing about this?
>>
>play map
>get 90% through it without a problem
>die
>start over 'cuz I didn't save once
>can't even get through the starting area anymore
Is there a word for this phenomena?
>>
>>10912914
Sounds like either burnout/getting disheartened, OR, you have a playstyle that is fast and agressive as opposed to careful and precise and the former is usually less consistent unless highly skilled.
>>
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>>10912806
>expecting monkey encounter
>>
>>10912926
What in the fresh hell am I looking at?
>>
>>
>>10912931
Magenta Spire.
It's excellent but beware
>https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/magspire
>>
>>10912926
What's the chromatic aberration for?
>>
>>10912943
i dunno i just like it. it seems to trick my brain into more immersion for some reason...
>>
>>10912943
I agree, doesn't work as well without scanline shaders
>>
>>10912952
speaking of which? scanlines in GZDoom when?
>>
>>10912954
After pistol start
>>
>>10912958
i dunno, it just seems weird to me that GZ has all kinds of bells and whistles that no one asked for(still like the amount of customization don't get me wrong) but not the most popular filter.
>>
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>>10912809
>>
>>10912964
I can say the same for gameplay. Pistol start has become more popular in no small part due to ecelebs.
>>
>>10912894
They still exist but they all have like 20 active players at any given time. Quite sad, I agree.
>>
>>10912967
oh i don't disagree.
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>>10912908
I remember hearing about this awhile ago, looks nice.
>Much more focused on exploration than fast-paced gaming
I'm not sure what this implies with the level/encounter design. Big segments in-between fights? "Exploring" open-ended build levels?
This and Sum Ting /vr/y Wong means some happy times for Wang coming up.
>>
>>10912964
The exact same mental illness is observable all over the place in Linux community, same exact personality types, attitude, all of it. Ya hate to see it.
>>
>>10912970
Graf loves to add features nobody wants and hates listening to the people who actually use his software.
>>
>>10912975
>>10912976
oh right i heard about him. it's kind of funny
>>
>>10912981
It is until you understand how pervasive that attitude is and you suddenly begin to realize why software in general is so nightmarishly fucking gay now
>>
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>>10912791
Liminal Spaces Jam Announcement

https://www.slipseer.com/index.php?threads/liminal-spaces-jam-announcement.497/
>>
Is there any good gun mods that go well with legion?
>>
>>10912990
oh don't even get me started i would rant about Gimp and such like a neurotic lmao
>>
>>10912964
clearly someone asked for it, or it wouldn't be in the port
where you're tripping up is assuming that anything would be implemented in gzdoom because of popular demand and not because graf or another dev personally wants it
if one of them wanted a scanline filter built into the port, it would be
either nobody on the dev team wants it, or graf is personally opposed to it, and i could buy either
graf is an old man who remembers when 3d accelerators were introduced and bilinear filtering was touted as a good thing, it wouldn't surprise me if he was also well aware that scanlines are not visible on PC CRT monitors so a scanline filter has no relevance to doom
>>
>>10912791
One thing is the Lost Soul limit but i remember hearing that classic Doom has a limit of things in general and some would be invisible if that limit is surpassed
In any official classic map, is there an instance of something like a fire torch or corpse becoming invisible because of that?
I expect that to happen in TNT
>>
>>10912991
>"Liminal spaces"

Looking forward to YouTube ecelebs sucking this project off like they did for MyHouse.
>>
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spaghetti level where you fight meatball demons
>>
>>10912806

>infighting especially cyberdemon
>mastermind bomb nukem
>always remaster low '90s
>death somehow working
>remember blood
>gay long wanna lol
>expect ammo credits
>revenants funny
>beat sunlust
>tools causes fire
>demons paradise
>damage without gzdoom mods
>>
>>10912996
don't worry i remember PC CRTs but scanlines still look cool
>>
>>10912862
I know. Everyone was stoked about the 2001 release, but there's still a lot we missed out on
>>
>>10913023
expecting monkey encounter
>>
>>10913028
Have you considered moving to a nicer state?
>>
has anyone remade zero tolerance in doom
>>
>>10913041
isn't that more of a Wolfenstein clone?
>>
>>10913045
from what i can see it has crouching and a complex HUD so JizzyDoum would probably be easier
>>
>>10912991
Striking the internet meme aesthetic while the iron is frozen, I see. Also,
>Map must be build for Alkaline 1.2.2
>Non-pacifist enemies are discouraged, but not banned
Why even bother building the jam around a mod if you aren't going to take advantage of the enemies, its biggest offering?
>>
>>10912991
>they do this in the middle of the ongoing Malice jam
>has 10x the participation
Zoomers have no hope.
>>
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>Non-pacifist enemies
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I wish I lived in the timeline where Doom Legacy envolved faster and remained the most advanced source port rather than ZDoom.
>>
>>10913160
what if because of this no brutal doom?
what if because no brutal doom no nu doom?
>>
>>10913165
It'd also mean we would have most likely missed out on a lot of other mods. Like all of Term's work, DAKKA, Golden Souls, Project MSX, Hideous Destructor, GMOTA, and countless others.
>>
>>10913174
eh. not a modfag
>>
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>>10912991
god i hate that overcomplicated artsy-fartsy definition of the word people copy and paste all the fucking time it's unreal, makes me think they don't even know what it means themselves
looks neat though, at least it's more urban levels
>>
>>10912991
Oh, boy, if there's one thing I love doing in Quake it's walking around empty spaces with no enemies to fight!
>>
>>10913160
It has splitscreen support and was one of the first ports to support multiplayer skins. But most importantly, it has that soulful launcher window with a 3d render probably made in a program even older than the port itself.
>>
>>10913195
>"soulful"
Ran out of positives that quickly?
>>
>>10913165
>>10913174
I imagine something like FraggleScript would have envolved further so people would have made those mods for Doom Legacy instead.
And because Doom Legacy had better Multiplayer Support for ZDoom, we wouln't need a separate port for multiplayer mods.
>>
>>10913202
oh well, at least we would probably have a better multiplayer in the new games...
>>
>>10912991
that screenshot is not even a liminal space
>>
>>10913202
>Multiplayer Support for ZDoom
*Multiplayer Support than ZDoom
>>
>>10913217
A tunnel is literally a liminal space.
>>
>Finally get around to playing PSX Doom
>It's a letdown
Why did they create something original ala Doom 64 instead of yet another port
>>
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can i get some tips for map19 of going down pls? the archvile half is chill as hell and i can do it without issue. it's the pain elemental part where i get stuck. sometimes literally. who comes up with such a design when infinite height is a thing..
i just dont have enough cells to deal with all the monsters. i kill about 50 pes and then i get swarmed
>>
>>10913245
Are you playing on UV? The Doom 2 enemies in Doom 1 maps make it worth my time, at least.
>>
>>10912893
so would you consider NotBlood the go-to port for casual play of Blood atm? thinking about replaying it. last time I used Raze.
>>
>>10913257
It's fine for casual play, but do note that it changes some gameplay elements by default. These changes can be disabled or altered, however.

It even has a vanilla mode, if that tickles your fancy.
>>
>>10913217
do you even liminate son?
>>
>A subway platform is now liminal
I guess everything's liminal nowadays.
>>
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>>10913250
make sure you get the backpack out of the first area and that you're fully stocked going into the third
try to save an invuln from the archviles so you can blast as many meatballs as possible when you first teleport in
there's way more cellpacks than you need in both parts of the map, you shouldn't even come close to running out
>>
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>>10912991
Is waging through the demon's asshole liminal? There's nothing remarkable outside of puss and fecal matter, all flesh walls
>>
Quake is a Liminal RPG
>>
>>10913243
what if I work in the subway?
>>
>>10913315
i always ass umed that instead of defecating, the flesh that they eat feeds the gore growth that corrupts the lands they invade.
like a liminal stomach of sorts
>>
>>10913160
At least its legacy lives on with SRB2. If that means anything.
>>
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>>10913330
Not a Lovecraft buff, but that's pretty abstract
>>
>>10913003
Anons like you bawling about youtube and myhouse every thread as if it was a Nevar4get genocide is more annoying, desu desu desu.
>>
>>10913305
Aye thx anon, just beat it
Saving an invulnerability orb did the trick. Didn't realize the pain elemental area opened so much. It quite literally showers you with energy cells. Pretty cool.
>>
>>10913339
reality is pretty lovecraftian if not kafkaesque. or is it cronenberg

https://www.youtube.com/watch?v=T6JFTmQCFHg
>>
>>10913380
>Every thread.

Whatever helps your narrative buddy.
>>
>>10913336
>lives on with SRB2
Isn't that getting updated to get away from that legacy?
>>
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Workin' on the Armored Purlin for the next update
>>
>>10913465
>filename
too soon
>>
>>10912995
My only issue with gimp is the layer system. I just want it to automatically expand every layer to content/image size, and anchor as a new layer. Then add in layer effects for good measure.
That and lack of a circle tool. While I can draw a circle in it just fine, they should've added one fuckin ages ago instead of pig-headedly feeding a meme. Practically a non-issue, but silly.
>>
>>10913328
Then the tunnel is the liminal space between your work and your home.
Unless you live in the subway...
In which case I don't have any change sorry.
>>
>>10913465
I look like this and act like this
>>
>>10913535
>t. Kegan
>>
>>10913465
>anatomically correct version for paypigs only
wtf
>>
>>10913174
will terminus ever finish demonsteele or is that 100% dead? it filtered me years ago but recently ive been attempting to git gud with it and ive found it's really fucking fun

he did an update for the robot girl mod at the end of last year, so it gives me hope he's not fully done with doom yet
>>
>>10913747
Terminus retired from Doom modding. He's making some kind of game in GZDoom as shown by his youtube channel.
>>
Does anyone know why Realm667 looks so fucked up?
>>
>>10913854
Gordon Freeman took a crowbar to it.
>>
>>10913465
Next update of what? You modding turok or just porting turok stuff to doom?
>>
>>10912894
That and custom sprays in goldsrc / source engine games. I think I got brainwashed into furrineas from seeing too many anthro hotties in sprays playing Team Fortress 2 Counter Strike and Insurgency.
>>
>>10912894
Party /v/an.
>>
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>>10913892
>porting turok stuff to doom?
among other things
>>
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>>10913931
>Shadman
>>
>>10909531
thankfully it's a secret map so you're not supposed to take it too seriously. I gave up and looked up someone who beat it and saw they had they didn't take damage from the cyber demons so I redid the map. Alot of the nasty fights are like that
>Did you fuck up the "easy" part?
>lol good luck
>>
>>10913756
>Terminus retired from Doom modding. He's making some kind of game in GZDoom
what's the difference?
>>
>>10914071
The lack of people.
>>
>>10914080
?
you can make mod on your own and can make standalone mod with team, that doesn't matter
>>
>>10912958
pistol start has been added lately, but under gameplay options (so you'd have to enable it every time you launch a wad). otherwise, you could just be a sane person and use any of the thousand mods that enable pistol start that have been available since the dawn of times
>>
>>10914094
To actually answer your question, the difference is that modding entails working with Doom and more or less the Doom community. But what I mean is the lack of fans and such. He's retreated from the community at large, doing his own thing either alone or with a very small group of people. As it should be. I highly respect his decision based on personal experience. Once too many people get involved, it starts to get chaotic. IIRC he did not like that once he left whatever server he inhabited, half the population left too because most were there for him and not the things he had made. The cult of personality is real and it's not for everyone.
>>
>quakes weapons suck, quake mapping is harder, but you love quake's atmosphere and graphics
>doom is the complete opposite
what do I play for fuck's sake
>>
>>10914107
I generally prefer playing Quake but I enjoy Doom for its gameplay mods.
>>
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>>10909945
have you tried zdoom?
>>
>>10914112
how do you go back to quake weapons after mauling sprites with doom's single shotty? it's just more fun. the lack of weapon mods is also concerning
>>
>>10914106
what? none of this makes sense or is relevant.
>>
>>10914117
I like Quake's double shotgun slightly more than Doom's since the speed of it and the sounds, and honestly I just like Quake. Meaty, boxy, delicious Quake.
>>10914118
You or somebody asked what's the difference between Doom modding and making a game in GZDoom. Anon answered with the notion that Terminus has distanced himself from the people generally associated with Doom modding, along with some gossip you can take or leave. Hope this helps.
>>
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>>10914113
>using scope to shoot enemies 4 meters away
well, at least he's not jumping around
>>
>>10914124
what about the single shotgun and the normal nailgun? they feel completely useless once you acquire their upgrade. the weapon roster is mediocre at best (i'll admit it was fun when i first played it decades ago)
>>
Are there people out there who actualy prefer Wolfenstein 3D over Doom? Because Doom to me is objectively better.
>>
>>10914129
I used to abhor the single shotgun, but it's grown on me quite a bit, especially the sound. The normal nailgun being superseded by the super nailgun is a shame, but I don't think it's tooo detrimental. When I get the super shotgun in Doom I tend to avoid most other weapons so it's not too dissimilar for me.

I really like in the Quake mod Zerstorer the nailgun being replaced with a chaingun while keeping the super nailgun; the chaingun is hitscan, but does less damage than the super nailgun. Nice change.
>>
>>10914113
>I had one with guns from Modern Warfare 2, but that WAD is outdated and doesn't work anymore.

So where is that fabled backwards compatibility that Rachael constantly claims "causes performance issues"?
>>
>>10914138
I wouldn't say I prefer it, but they're different moods, Wolf is great when played mouse-only.
>>
>>10914140
>I really like in the Quake mod Zerstorer
yeah and guess what? i can only play THAT map pack with those weapons.
>>
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>>10914160
Akstchually you can play any id1 (vanilla) based map with a mod you've loaded in. You will see weapon replacements, but not enemy replacements since those are determined by the bsp. Pic related is E5M1, Dimension of the Past's first map running on Zerstorer with the chaingun floating in place of the nailgun. If you want to really, really spice your id1 custom map or id1 vanilla campaign up, play with Arcane Dimensions' chaos mode, which randomizes monsters and includes AD weapons and powerups.
>>
>>10909945
Hellrider
>>
>>10914107
>2
If we consider it to be pistol replacement than it shit all over Doom and decades of its fanmade content because almost none of it tried to fix this laughingstock.
If we consider it to be shotgun replacement, then it's around the same, feels worse but does the same job, can be useful even late-game.
>3
If it's SSG then obviously it's weaker, feels worse, etc, etc. But also it's not even close to be so powerful to the point of being the most used weapon.
>4
Chaingun tapping is the most gayest thing ever, pin-point accuracy on the first shot of a fucking minigun is something so fucking retarded only someone who made games in times with absolute zero of reference points could come up with. I.e. it's okay they did it back then, but now it's just plain stupid and ruins the gun. So nailgun wins.
Also Nailgun wins no matter how you look at it because it's a fucking nailguin. It's cooler than almost whole Doom arsenal combined.
>rocket launcher
In Doom it's a bit more powerful and more dangerous, I'd say it takes a slightly different niche. In Quake it looks better, both feels good but in different ways, but overall mobility functionality obviously shits all over the basic 2D Doom gameplay.
>super nailgun and thunderbolt VS plasma gun
All filling ~ the same niche, for me supernail > plasma >= thunder, both aesthetically and by feeling.
>grenade launcher
Shits on ~90% of all weapons from all FPS games combined so there's not much to talk about here.
>BFG-9000
Cool as fuck, neat mechanics, overall just iconic as hell. They were probably right to bring it back in Q2. Slaughter workhorse, so the lack of it in Q puts some restrictions on fan maps. Some might like this part, some don't.

There's also stuff like shared ammo types, completely different bestiary, how full 3D gameplay and level design affects the guns usage, and of course the most importantly instant weapons switch. But overall I'd say I like Quake arsenal a bit more.
>>
What is the worst GZDoom game that is currently on Steam right now?
>>
>>10914185
supplice. hedon at the end of the list because some of the weapons are OK
>>
>>10914189
What's so bad about supplice? Never played it or looked into it.
>>
>>10912991
I was interested right up until they said monsters were discouraged.
>>
>>10913003
Being alone in a gmod map is so scary, amirite guise? Source engine is haunted
>>
>>10914191
Unfinished, made its protagonist black for absolutely no reason. I'm not shitposting when I say that's a flaw. Instead of making it a selling point that your game is in someway complete, or showcasing its weapons, it chose to market its protagonist instead who is wholly uninteresting considering the game has no focus on story. Truly bizarre how Supplice turned out.
>>
>>10914196
>Source engine is haunted
It is though. It is haunted by the destroyed souls of all the source engine modders.
>>
If the shotgun became the slot 2 weapon, what could replace the old shotgun slot?
>>
>>10914197
>made its protagonist black for absolutely no reason. I'm not shitposting when I say that's a flaw. Instead of making it a selling point that your game is in someway complete, or showcasing its weapons, it chose to market its protagonist instead who is wholly uninteresting considering the game has no focus on story.
Why are GZDoom modders faggy like this?
>>
>>10914196
I once heard the take that the relatively common belief that older games are haunted is because modern games lack the atmosphere that old ones have.
>>
>>10914191
two firing modes. uninspiring. its all the same shit. which is a pity, some graphics are cool. but it's all so... i don't know. just make something new man, if i wanted to play doom with mouse look i'd play doom with mouse look with one of the thousand mods and wads that are available to me for free at any time.
why not make a mix of unreal and doom and quake? with mutators, game modes, speedrun/completionist for autistfags, different weapon sets/characters, unlock new episodes, get a select screen, add official support for map packs directly in game.
fuck this
>>
>>10912991
>>10913003
>>10913180
There's a lot of faggotry in the whole "backrooms fandom" and liminal space community, but the concept itself and the aesthetic is nice
Come to think of it Ter Shibboleth (at least some of the levels like the hotel one) have a good spin on it - the bridge may be a familiar sight but the rest of the level and the absurd location of the bridge make it all detached and unfamiliar
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>>10914204
I have this Serious Sam/Bloodborne/Quake idea in my head that'll probably never see the light of day. Feels good man.
>>
>>10914207
Get it out there or I'll personally find you and remove it myself.
>>
>>10914191
Want to get discouraged? Go watch the trailer.
>an unfunny joke
>an unfunny trope
>"let's fight capitalism!"
>btw you are a woman of color
>>
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>>10914208
Maybe when I enter my 40s. My 30s will be for more mistakes and a bit more Quake mapping.
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>>10914185
Break isn’t so great. It’s at least only five bucks or so.
>>10914191
>What's so bad about supplice?
What I tried out was alright, but I tried it after BTSX so the aesthetics wore me out.
Also has that problem of being a pretty GZD that runs poorly for me. Age of Hell was worse, and I think Seleco is the only one trying to do something about it.
>>
>>10914191
It's just another Pillowblaster mod, but this time with a map set included that uses Ion Fury's textures.
>>
>>10914204
>>10914210
>>10914213
Damn that sounds rough. You'd figure doom modders would develop taste and make good shit but I guess GZDoom is destined to have eternal slop made on it. I haven't seen a single interesting game on it.
>>
>>10914220
Treasure Tech Land will be something worthwhile. I'd also count Golden Souls in that too. Though none of those are being sold for money.
>>
>>10914221
Those don't interest me that much, they're not my kind of thing.
>>
>>10914220
It's that whole thing Miyamoto and Miyazaki talked about decades ago where new creators are just iterating on things that currently exist instead of using their lived experiences to inspire them to make something truly lightning in a bottle.

And before someone comes at me with "well why don't you make something", I'm not complaining per se. I like these products, but I know I'll never love them. Consider Kegan: He uses a childhood-adulthood of classic video game playing to influence how he has shaped the combat, look, and feel of GMOTA. GMOTA is a mod I really love as a result.
>>10914227
I hear Golden Souls is really good but I have yet to make the time. Mario + Doom sounds MEGA comfy.
>>
>>10914220
The commercial projects just seem like artists trying to cash in on the indie FPS trend with something that would be relatively easy to put together. There's no real passion behind any of it, it's all a grift. There are more unique ZDoom mods that actually try and depart from Doom's gameplay, but you won't find them on Steam.
>>
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>>10914230
>childhood-adulthood
Meant to say love at the end there
>>
>>10914230
>Mario + Doom sounds MEGA comfy.
Not for me. I never played a nintendo game so I don't really care for that.
>>10914232
>just seem like artists trying to cash in on the indie FPS trend with something that would be relatively easy to put together. There's no real passion behind any of it, it's all a grift.
It's such a shame it boiled down to this. Is there any hope for improvement?
>>
>>10914239
>Is there any hope for improvement?
(You), anon!
>>
>>10914240
I don't know how to code in ZScript, and besides I hate programming of any kind with a burning passion. I won't be making anything any time soon.
>>
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>>10914245
>>
>>10914245
DECORATE works too. There's no rule saying you have to use Zscript.
Don't like programming? Could look into doing some art.
Don't want to do art? Well you could get some money together and assemble a team that way, though you better by god have a clear vision.
>>
>>10914239
>Is there any hope for improvement?
Not until the trend is dead to the mainstream. It doesn't even require an artist at this point, any retard can just throw together some bad MS paint sprites and Wolfenstein 3D-tier mazes with flat levels and 90-degree walls only.
>>
>>10914250
>Well you could get some money together and assemble a team that way, though you better by god have a clear vision.
Literally me. Working that overtime.
>>
>>10914250
>Well you could get some money together and assemble a team that way, though you better by god have a clear vision.
I can do "some" art, but I tried, and this got nowhere. Nobody wants to collab on anything in this community it seems.
>>
>>10914253
I'm curious as to what kinda art you can do, Anon.
>>
>>10914254
Mostly basic 3D modelling and basic animation. It's not that great but it would be enough to put a game together.
>>
>>10914257
Got any examples?
>>
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>>10914160
>>10914162
I’ve been having fun playing Copper maps through Reliquary, even if it’s a bit imbalanced outside of its maps. I like my quick Quake shotguns but taking a break with a slower/chunkier shotgun in Q1 fights does feel nice.
>>10914230
>new creators are just iterating on things that currently exist instead of using their lived experiences to inspire them to make something truly lightning in a bottle.
That’s how this whole retro shooter revival happened: 2016’s Doom happened, then not-Quake-or-Blood in Unity (Dusk) happened.
>>
>>10914267
The new new Copper's nightmare mode alone makes revisiting id1 content very fun.
>Dusk
The thing is Dusk was first so it gets a pass. If Dusk came out now it would still be impressive, but not as much. This is why HROT was very quickly forgotten about; it was in the wake of Dusk.
>>
doom content with soul:
- rekkr
- corruption cards
- anonaly report
- gmota
- final doomer
- ad mortem
>>
>>10914270
What about Combined_Arms?
>>
>>10914259
Not at the moment, I am not at home. My stuff looks like Max Payne 1/GTA SA props if you remember how those look, maybe slightly worse due to a lack of skill.
>>
>>10914273
If your heart's in it, make a post with your work every few threads and say
>I'm looking to collaborate
That simple. Sure, you won't get any bites for a bit, but it's kind of a fire and forget process. Plenty of creative types approach these threads, like that one dude making a Shadow Warrior ripoff who showed it off a bit before vamoosing.
>>
>>10914270
HFFM is full of soul.
>>
>>10914272
Sorry, meant soul + stuff I like. I have checked CA and i gotta say it does contain mostly PASSION in it, so it is included. its just not my thing
>>
>>10914269
>The thing is Dusk was first so it gets a pass.
It’s all the same to me. These knockoffs are also getting people into these older games, so that’s nice.
>>
>>10914279
Damn. Understandable then.
Maybe the future sets can win you over.
>>
>>10914275
I don't know. I tried to gage interest before and it never went anywhere. I don't think there's anyone here that would be actually able to help, that isn't working on their own shit or is just simply unwilling to do anything. I'm going to attempt to look elsewhere since GZDoom modding seems hopeless.
>>
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>>10914283
Ganbatte anon-kun.
>>10914281
Ehhh I feel like you're selling it a little short. Neither Blood nor Quake have baghead chainsaw running at you enemies, or the cool scarecrow dudes, or the straw headed weird moving dudes, etc. If it ain't your thing it ain't your thing but Dusk earned its positive reputation in many ways is what I'm saying.
>>
>>10914239

Regarding Golden Souls, it's a mod that can easily enjoyed without any knowledge of Nintendo or Mario, calling it just "Mario Doom" would be reductive as it tries to be its own thing while channeling that old school games nostalgia. If you look at 3, the upcoming one, it even has a Resident Evil-ish mansion level complete with gritty urban environments.

Of course, if you enjoy Nintendo stuff, Sega, old school games stuff in general, you'll probably know where certain inspirations come from, but don't let the fact that you don't like Nintendo stop you from trying a decently put TC that does a lot of different things.

I thing you could say the same for Treasure Tech, yes it's wario land inspired, but there's so much personality that it really stands on its own.
>>
>>10914310
I'd say Treasure Tech leans more into Metal Slug than it does Wario Land at this point.
>>
>>10914310
I don't like this "kiddie" aesthetic in general. It just does nothing for me and is not appealing to me at all.
>>
>>10914289
>Ehhh I feel like you're selling it a little short.
>lists basic enemy aesthetics
Hey, you went and did the same thing, I’m not sold on the game!
Just kidding, I actually enjoyed it a lot. As was established, it was one of the first to this whole craze. Now I can recommend Quake 1 and 2 to new old shooter fans, they’ll get more and arguably higher quality content. I’m only really recommending Dusk and similar Unity shooters to people already well-acquainted with these games.
>>
>>10914267
>2016’s Doom happened, then not-Quake-or-Blood in Unity (Dusk) happened.
Rise of the Triad & Shadow Warrior remakes/reboots happened earlier. It was a slow burn like with remasters.
>>10914269
>This is why HROT was very quickly forgotten about; it was in the wake of Dusk.
Shame. HROT deserves much more at the very least due to all the effort dev put into it with custom engine and all.
>>
>>10914350
>Rise of the Triad & Shadow Warrior remakes/reboots happened earlier.
And it's hilarious how ROTT 2013 got panned for being an "outdated game design wise" even though it's more accurate of a boomer shooter than some of the shit coming out today (prodeus, ultrakill, etc.)
>>
>>10914352
The people were not yet ready. They needed looter shooters to break their spirit first so they could return to purity.
>>
>>10914220
>Damn that sounds rough.
It's nowhere near as bad as they're making it sound. It's mostly just pretty ordinary, if it was released for free then it would have received a round of applause and then been forgotten after a little while.
The cringe is in the terminals, if you take them seriously. I take them as parody of dumb twitter garbage.
>>
>>10914270
>- rekkr
more like mediokkr
>>
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Has anybody made any maps for Fraggot yet or has any WIP screenshots to share? I only got Mad Marines Infight While I Play Unfitting Music
>>
>>
>>10914142
If anon is using an old version of RGA2 it may be that it was never compatible with GZDoom in the first place. That was originally a Skulltag mod so it did Skulltag-exclusive shit that G/ZDoom never supported. The current versions of the mod work just fine in either GZDoom or Zandronum.
>>
>>10914565
Is that Doombrine
>>
>>10914608
I think it’s DoomBlame!, some guy got inspired to make some levels inspired by the manga.
>>
>>10914565
radical
>>
>>10914613
i thought quake would be more fitting
>>
>>10912806
>definitely beta imp
>postal depending gameplay
>original around enough
>thinking literally unreal
>guessing blacl sickness betterer
>>
>>10914428
Bro I haven't even started doing my map... I got some ideas and a texture set but that's it
>>
>>10914856
I'll accept simple blocked out maps, and you'll have time to detail it after the deadline
>>
>>10912894
Yeah, I miss it too for sure. Fuck S0iny's pissing on their fanbase. worse than even Microsoft under Phil Spencer by 2 or 3 crumbs.
>>
>>10912894
the best era was ut99 around 2001/2002, everything after is pure trash im afraid.
>>
>>10914997
>MUH OPINION IS OBJECTIVE FACT!
OK numbskull fucktard.
>>
>>10914608
>>10914613
>>10914618
I was gonne post more but had to rush at the time.

I liked the name Doombrine but yes, it's more of a DoomBlame! mod. Yesterday I decided on a format for a short campaign, so yes, I'll make these maps actually playable, it'll only take a while, and I don't know if I'll be able to replicate things like enemies and guns for now, I'm absolute nothing at zscript and ACS.

I'll share some more screens! Here's 'Light Pillar'.
>>
>>10915142
>>
>>10915161
>>
can i make quake map in blender?
>>
>>10915172
I'm sure an addon exists somewhere for brush-based modeling, but why?
>>
Pirate Doom 2 is getting harder, but the silly Monkey Island humour is also getting stronger the further I go. I loved the way to get to map 31. Going through all the optional areas and getting a shovel to dig up the big red X with a neon SECRET EXIT sign you could probably see from space.
>>
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>>10915224
Forgot the image. The whale map is still the most annoying one so far, with the others being perfectly fine. I'm convinced I missed something on that level because the difficulty spike was weird before it all went back to normal. It wasn't even a secret level.
>>
>>10913315
Whatever happened to that wad where you have to kill the coronavirus molecules living in John Romero's ass? The weenies on doomworld took it down
>>
can't believe doom came out 42 years ago
>>
>>10915228
link
>>
>>10915142
This looks sharp, looking forward to trying it
>>
>>10914324
I'm so glad Quake 2 is picking up more momentum with the remaster because it has actually pretty solid gameplay and weaponry that has a good punch to it. While the monster menagerie is not utility wise as well rounded as doom, the bloodied enemy sprites and catharsis release from blowing the enemies up is sweet.
>>
>>10915246
You get the fuck out of here and STAY GONE YA HEAR (funny tho)
>>
>>10915292
I don't really care for Quake 2, but it does have some really nice guns. It probably has the most satisfying super shotgun id ever made.
>>
>This map originally had a large, watery cavernous area before what is now the starting room: an actual oubliette. According to John Romero, this was removed because the final compiled map was too large to fit onto a floppy disk (presumably for ease of transfer during development). This area was later released as E2M10: Lost Entrance of the Dismal Oubliette.
>In the enhanced version, this part of the original map was implemented into the level.
Fucking floppy disks I swear.
>>
>>10915289
I don't understand that reply. I do not comprehend at all what the poster is trying to communicate.

But topically, I think the chasm is my nomination for the worst official doom map. But I also have not played all the way through TNT Evilution. In fact I got bored one map in. Should probably get back to it after finishing all of Quake 2.
>>
>>10915320
>I don't understand that reply. I do not comprehend at all what the poster is trying to communicate.
That's actually an example of good zoomer humor - some new member posts a shitty boring thread that's dime a dozen (what's the most overrated wad, what enemies you hate, react to the profile pic above you bla bla bla) so instead of pointlessly arguing he just threw in an absurd non sequitur joke that's also parodying a shitty meme fad (pic related)
>>
>>10915172
Yeah but you have to autistically make sure every object is convex anyway, so what's that point?
>>
>>10915289
The worst official level is probably Entryway. If a user made it in this year of our lord 2023+1 it would be forgotten about.
>>
>>10912943
>>10912952
It's lens distortion. The chromatic aberration is a byproduct but the effect is kind of neat in motion.
I don't think it's to mimic a screen but the lens of a camera.
>>
>>10914221
>Treasure Tech Land
Shit, I didn't hear about this. When in the goddamn fuck is GZDoom gonna absorb decades old netcode so I can play it with random sluts instead of just (literally) close personal buddies.
>>
>>10915442
I intend to just throw money at the projects I want to see improve or add things. It's worked with some things in other games so far.
>>
>>10915228
It did not exist. Someone on ZDF made a mod featuring Doomguy infecting demons with Covid and then took it down himself when two people complained about it, and then some retard came up with that shit. I don't remember it getting posted to Doomworld.
>>
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>>10915206
After some googling I'm not seeing a lot of brush-based modeling add-ons for Blender aside from some ancient abandonware that might not even work on modern builds. Might be missing results just because the "brush" keyword is kind of overloaded. Surprising considering it's a good way to rapidly design levels and all the indie kiddies love Blender. I'm not a Blender pro though so maybe the same results can be achieved just using boolean modifiers or hard surface modeling toolkits or something.

Writing such an extension might be a cool side project.
>>
>>10912991
I am more stoked for the Quake 2 Prison Jam than this shit.
>>
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>>10915320
>TNT Evilution
Both this and Icarus are quite patchy, yet not without a occasional spark of ingenuity fairly understated by the less commited. These WADs are of an acquired taste and I would pass on them if I were you, unless I really-really liked Doom. Personally, I'm of even assesment about Final Doom not being official entry but a luckystance of usenet assembled hobbiyists striking a commercial deal. They didn't have any kind of strict quality control, although in case of Plutonia there's a stronger backbone of clearer foundational idea and talent spearheaded by a duo of brothers, compare that to the wider pool of 20 mappers from TNT.

>>10915354
Pointy staircase still leaves a stark long-lasting impression. Wouldn't mistake it for anything else in any fan-made map other than an obvious omage.
>>
>>10912991
>Slipseer
>They're doing some zoomer meme garbage
>It'll result in more uninspired quake maps by the same circlejerk
I'm kind of upset for the remains of the Quake community. At least the zoomers flooding the Doom community actually make good content.
>>
>>10913086
Because it's not Fairweather's beloved copper.
>>
>>10915505
>zoomers flooding the Doom community actually make good content
Name ten as I'm in the dark
>>
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>>10915505
Quake 2 Now does Good shit, but needs more new blood.
>>
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>>10914310
Can you play Golden Souls with Treasure Tech? Looking for more light-hearted/goofy maps to use the mod with. Super MAYhem 17, The Alfonzone, and Going Down go well with it imo.
>>
>>10915505
If I ever want to play Quake, I just load up Arcane Dimensions or some of the classic community made mods like Rubicon Rumble. That's not to say that good Quake content isn't made anymore. Last years Alkaline 1.2.2 was really damn good and outside of a couple of obnoxious maps it was the best thing the current Quake mapping group ever managed to release.
>>
>>10915516
its basically minecraft with guns
>>
>>10914415
we're enemies now!
>>
>>10915527
That doesn't really answer his question, Anon.
>>
>>10915525
I enjoyed Doom 2 in Spain Only and Mayan Reynolds with Treasure Tech
>>
>>10915529
call the police I don't give a fuck
>>
>>10915516
Ad Mortem
HFFM
400 Minutes of /vr/
200 Minutes of /vr/
300 Minutes of /vr/
100 Minutes of /vr/
2048 Units of /vr/
512 Linedefs of /vr/
Fore/vr/ Alone
uhhhh.. BYOC
>>
>>10915498
agreed. i don't care for hangar but entryway gets a pass
>>
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>The game forces you to go through the same copypasted room and corridor 3-4 times
>The reward for putting up with this bullshit is an absolute kino one man assault on the Covenant position where you can steal one of their banshees if you're fast enough.
Still having a good time with the original Halo:CE but i can't deny that the level design is far from it's strongest point.
>>
>>10915567
i dont think this belongs here, dude
>>
>>10915567
If you ever play the MCC version, I strongly recommend the Ruby's Rebalanced mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=2915693904
It does a lot to change up the combat encounters and make those copypasta rooms feel less repetitive.
The restored cut content and extra enemy variations across the whole game is pretty neat as well, without going insane like some other overhaul mods do.
>>
doom but your a imp and you have to kill all the space marines
>>
>>10915567
I think Halo CE does the most to embody the complaints that a lot of people had about Unreal that I don't necessarily feel apply to that game, namely the giant empty vistas and such, but it also wouldn't be too hard to make it work better. Halo's enemy roster does well to provide a lot of variety by just changing the distribution slightly, and more vehicles and aliens that the original Xbox couldn't support would spice things up immensely.
>>
>>10915579
doom but you're a lost soul that evolves to a caco then to a pain elemental and then to other eldritch forms of demonic blood balls
>>
>>10915581
>embody the complaints that a lot of people had about Unreal that I don't necessarily feel apply to that game
For me, one of Unreal's weaker points was the "intelligent" AI, which was ultimately just "if you use this weapon then the enemy will either completely avoid it or become invincible" and if it wasn't that, it was giving enemies a lot more health than they should have had for their lethality. Halo did a better job at having enemies that seem smart without making them bullshit.

>namely the giant empty vistas and such
I will say though that Unreal is beautiful throughout while a good chunk of Halo is really bland. The forerunner aesthetic that they kept throughout the series is visual anemia.
>>
doom but its a rts
>>
So what exactly is Doomguy's endgame? What is he trying to achieve?
>>
>>10915576
It says xemu right there, anon.
>>
>>10915616
shooting the demons.
>>
>>10915616
TOTAL

DEMON

DEATH
>>
>>10915616
Kill demons
>>
>>10915616
Fuck d-men and d-women and d-children too.
>>
>>10915616
Survival
>>
>>10915616
Kill Demons
Avenge his pet rabbit
Find peace in a good farm home with Crash and Samus
>>
>>10915629
>Survival
but hes already ded
>>
>>10915634
he got better
>>
>>10915616
world peace
>>
>>10915620
It says "*If you ever play* the MCC version" right there anon.
>>
>>10915616
To save the Doomprincess
>>
>>10915659
>Doomprincess
I'm now picturing a stereotypical princess wearing the Doomguy helmet.
>>
>>10915660
Princess Peach takes matters into her own hands
>>
>>10915660
That is Samus wearing his classic armor and Larping as Crash
>>
Not sure if it counts as a retro shooter, any easy way to get my hands on half life 1?
>>
doom sir wears a helmet because he falls over a lot
>>
>>10914997
Only fat numetal mall goths played Unreal
>>
>>10915731
It's on Steam, doesn't cost too much
>>
>>10915748
most accurate description of unreal players i have ever seen
>>
>>10915558
Most led by a group of old men now in everlasting retirement, the last anyone'll be able to hear from them
>>
>>10915768
BYOC isn't, it's a bunch of fresh-faced nerds and dorks.
I couldn't be more proud of them.
>>
>>10915757
and if i wanna play it when i have no internet? or steam does down? WHAT THEM CHUD?
>>
>>10915748
>>10915758
Complete horse-hockey. They were all on Q3. UT99 was just generic boomers and gen x-ers.
>>
>>10915774
... What? Are you retarded or being facetious?
Either way I'm not amused!

archive.org probably, i don't know. goodwill.
>>
>>10915771
Not the zoomer-fronted rennaisance we were promised but still an oddity. That's plenty good enough
>>
>>10915774
Internet access isn't required to play it once you have it downloaded. Yeah, Steam will throw up a message, but you're given the option to continue playing.
>>
>make a total conversion using gzdoom
>sell it as a standalone game (think hedon and hands of necromancy)
cringe or based?
>>
>>10915797
>cringe or based?
Based if it's good.
Cringe if it's shit.
>>
Blessed 90's mapping

https://www.youtube.com/watch?v=-XfFHTpHBro
https://www.youtube.com/watch?v=CnM1EFMNdLw
https://www.youtube.com/watch?v=IkBMrWWD1L8
https://www.youtube.com/watch?v=06l2GmTCuPw
https://www.youtube.com/watch?v=9EykM3fnxLU
https://www.youtube.com/watch?v=aDa0BWt1jOQ
https://www.youtube.com/watch?v=aS4fPLXwbkM
>>
>>10915835
those better be gender neutral urinals
>>
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>>10915835
comfy
>>
>Duke without shades
No.
No!
>>
How is Selaco not out yet.
>>
>>10913001
Even living monsters can go invisible, and this can easily happen in plutonia's go 2 it, iirc.
>>
>>10915881
>Douq with a space marine helmet
yes.
yes!
>>
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>>10915902
>>10915881
Take a seat, boneheads!
>>
>>10915908
It could work with a young duke nukem in the EDF
>>
>>10914196
I'll admit there's a particular mood to being alone in a place like that, I understand the interest there. What I don't understand is the people who believe it to be legitimately terrifying. If anything I think it's kind of cool, like you're having a dream.
>>
>>10914570
I'm embarrassed that I feel nostalgic for this clusterfuck of a mod, but I was having fun.
>>
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>>10915881
>his eyes look like 3_3 under the shades
>>
Holy fuck guys, supercharge is so much fucking fun. Can't believe I've been a purist retard for so long.
>>
>>10915592
You're a Pain Elemental playing Lost Soul Pikmin
>>
>>10915731
>>10915757
I could have sworn it was in one of our OP links?
>>
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>>10915607
>>
>>10915926
need to see young duke nukem and serious sam fighting together in the edf
>>
Quake 1 but its a survival horror game.
>>
>>10915908
>dook slaya
no thanks
>>
>>10915835
Does this guy have a channel he streams to? These are really comfy. I saw something that could be him on twitch but no videos up so I can't confirm atm.
>>
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>>10915908
better colors
>>
>>10916008
His latest stream upload posted on yt states 'hiatus', so maybe he took a leave from playing. I'm not too big into streaming or streamers.
>>
>>10916019
>>
>>10915498
>Pointy staircase still leaves a stark long-lasting impression
You've got me there.
>>
>>10915567
The combat in Halo CE is just that good, so good that the level design, as bad as it can be, just fades away.
>>
>>10915616
FUCK DEMONS
>>
>>10915835
idgi who is he
>>
>>10915893
Aside from spending all day blocking people who say Dawn is a knockoff Shelly or that the game's aesthetic is horrifically inconsistent at best, they need to record more lines of enemies yelling "SHIT FUCK COVER MY ASS" and "GOD FUCKING DAMN SHIT FLANK OVER THERE FUCK" to really sell the 'FEAR AI' meme.
Also there are still so many more e-celebs, furry MS Paint art, and cringey references to fit into the game.
>>
>>10916092
did selaco shit in your chimney anon
>>
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>>10916089
i hate demons
>>
>>10916089
Well, if you insist.
>>
why mods such as alkaline, quoth or AD don't include copper's modifications into them? it's very annoying to switch paks and notice the changes. copper changes are actually nice for once
>>
>>10916145
Gotta remember it's only the latest Copper that has the changes you enjoy, and Quoth was made before Copper was conceptualized, I think 2005 is the earliest Quoth. AD was made with separate design priorities, but I can't really think of anything I'd want in AD besides the nightmare changes the latest Copper has. Ditto Alkaline, Drake, Keep.
>>
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>>10916092
Lmao
>>
>>10916097
idk demons are okay once you get to know them sometimes they whisper funny things and make me laugh
>>
>>10916151
got anything to suggest? getting back into the quake and want to get ready for the weekend. don't mind custom shit or even those running zombies from that temple map. i also remember playing a map using serious sams kamikaze, but not sure if i dreamt it
>>
White dude protagonist mod for supplice when
>>
>>10916157
>White dude protagonist
I will now play your game.
>>
>>10916145
At the very least you can load copper on top of those mods
>>
>>10916156
>i also remember playing a map using serious sams kamikaze, but not sure if i dreamt it
That's the latest Dwell I want to say.
>got anything to suggest?
Nothing but the classics since I've been mapping too much to play Quake, so
>Something Wicked
>mapjam9
>Mjolnir (demo)
>Egyptoagula
>Arcanum
>Quoffee, Quoffee 2
Head over to quaddicted, sort by rating, see what you find! It's more fun that way I reckon.
>>10916161
Is that true? I don't think so.
>>
What are the best DOOM WADS ever created
>>
how do i pla yoriginal in vr
>>
>>10916181
Deus Vult II and Cold as Hell
>>
>>10916181
DOOM.wad & DOOM2.wad PLUTONIA.wad TNT.wad tnt31.wad
>>
>>10916157
That won't change the weapons having really weak animations.
>>
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>>10915616
a pyramid of demon skulls
>what will he do once he completes his skull pyramid?
he will build an other one
>>
>>10915616
Doomguy just wants to have a break from all this suffering. But hell won't let up.
>>
>>10916232
Honestly Hell seems preferrable to earth in most ways.
>>
>>10916181
Valiant and Sunlust from 2015 are where Doom 2 wads peaked. There have been great wads since, but they've always been in their shadow.
>>
>>10916237
>sunlust
8/10 nice trolling. someone might ACTUALLY want to go and try sunlust past map03 because of your post
>>
>>10916234
I dunno man I enjoy my subway sandwiches and not being strung up by my entrails.
>>
>>10916239
And thats a good thing
>>
>>10916181
94 protons
>>
>>10916181
Yak World
>>
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>>10916181
It genuinely unironically does not get better than Going Down, Ancient Aliens, Valiant, and Eviternity 1+2.
>>
doom but its a dating sim
>>
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>>10916089
>>
Is there anyway to load a map made in Trenchbroom in a game made in Godot without doing it through the editor?
I want people to simply click "load file" and then they can play the map
>>
>>10916294
anon, it's called programming, you write code to do it, map files aren't very complex
>>
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>>10916315
>anon, it's called programming
>>
>>10916294
They're called editor plug-ins because they work in the editor. If you want to load maps at runtime then >>10916315
>>
>>10916336
well fuck that, I'll build my own shit on top of FTEQW
>>
Had a weird ass nightmare that I was playing a loosely doom themed survival horror text adventure - I launched it in windows command line and it started with the classic doom title logo in ascii and below it also in ASCII the face of doomguy from the comics but stretched to look like those black people obama aliens from terra formars
It started tame with long segments describing what's happening, with some occasional ascii art like the first zombie cutscene from RE1 where the zombie turns its head to you.
After some time it turned from game into more vivid "real life" - suddenly it had nothing to do with Doom and it was me in urban environments running from zombies with just one easily overpowering me so I had to run or trap them to survive - I was almost killed by one but in last second escaped into a small room where I found a little girl similar to Laura from SH2 and together we ran from zombies. Pretty scary shit, sorry for the blog post
>>
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>>10916339
Forgot pic
>>
>>10916315
>map files aren't very complex
But I'd imagine converting them into mesh data that Godot understands and is compatible with its lighting, occlusion culling, etc... is beyond the ability of 99.999% of people who download Godot.
>>
>>10916092
>furry ms paint art
I don't mind furry stuff if it's well made and hot.

But the pink blood they should change back to red. Inb4 ''umm achshually it's because in the story...'' no, that's a shitty excuse, the lore is just a txt file they can amend any second.
>>
>>10916181
The ones that I worked on.
>>
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>>10916083
Inclined to agree with this, abusing grunts doesn't get tiring.
>>
>>10916365
Think about it in degrees, degrees relative to Doom, or Quake. Five fucking years from Quake to Halo: CE, and it gives us
>Vehicles (GOOD vehicles at that)
>Melee, satisfying and crunchy
>AI that gets frightened of the player if he's doing too well
>AI that gets angry
>Both of the above with great animations
>Enemies that will flank, chuck grenades at you
>Enemies that laugh when killing you
Halo 1 is just that good. It's true lightning in a bottle. Makes me wanna whip up some dm for the thread, but I'm sure there's one or two of you that's a master at it from years back.
>>
>>10915567
I've had zoomers call me crazy for calling out Halo's awful level design. It just made me think they have low standards.
>>
>>10916370
>but I'm sure there's one or two of you that's a master at it from years back.
All you have to do to counteract 'pro' Halo players is edit the gametypes so you don't start with a magnum. Makes for a more enjoyable experience overall anyway.
>>
>>10916385
There's still the plasma pistol.
>>
>>10916385
Damn I remember going to a friend who was really excited about xbox 360 and halo on, it was the first new console I played. We played splitscreen team deathmatch on it, pretty fun. I was shit at FPS games with no mouse but I still enjoyed myself, I picked a bullshit starting weapon - the rocket launcher - blowed myself or missed most of the time but it was satisfying when I did hit and instantly kill someone
>>
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>>10915881
>when you find your livejournal and myspace profile backed up on archive.org
>>
>>10916365
btw, if you're considering playing Halo 2 after, be warned that Xemu doesn't emulate it as well as it does CE
it's fully playable but there are some very glaring and distracting rendering issues
>>
>>10915525
Golden Souls are TCs so they come with their own set of weapons and player physics/abilities, and the maps are built around that, so running them with any gameplay mods will probably lead to issues.

Maybe the first one which is the closest to standard doom *could* work
>>
>>10912791
Trying to come up with a super shotgun replacement, do you guys have any favorite? SSG replace or shotgun in general.


I do like over unders, also like semi auto mag fed shottys where can shoot more then 10+ rounds. Feels good. Wish could combine the two.
>>
>>10916467
>shotgun replace
What is the function you want to go for? If the function is for a powerful single-shot weapon I would go for a Quake style grenade launcher with which you can bounce shots off of walls and such. If you're playing with 'realistic' modern weapons you could make it an underbarrel grenade launcher function to your AR

If it's the spread shot you're going for you could do something like the Flak Cannon from UT also have the shots bounche around.
>>
>>10915901
I wonder if any official port fixes this
>>
>>10916467
Half-Life 2 crossbow equivalent; something that shoots superheated metal.
>>
>>10916476
Why would you want to "fix" it? Are you retarded? Go play Gzdoom if you want to "FIX the game"
just LOL
>>
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>>10916467
I love the Zortch SSG that pumps and reloads like the shotgun.
>>
>>10916473
>>10916478
Has multiple function atm. idea based on versatile shotgun rounds, buckshot, grenade, slug, flashbang, emp etc.

Over under could fit or Ks-23 with drummy. I do like his break action looks when you open it. Maybe something like gloomword?
>>10916487
Ohh that’s a good one. Love that meaty sound
>>
>>10916493
>Ks-23
If that is an answer, it is THE answer.
>>
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I hosted Syndicate Black Ops, an HL1 mod by the makers of EYE Divine Cybermancy, a long while back and it was pretty well received, both the co-op and the deathmatch with randomized weapons. Turns out you can copy and paste almost any dm map from any HL1 based mod, give it the prefix br_ which gives it the properties of Syndicate's battle royale mode (randomized weapon starts) and it'll just work. Pic related is ts_lobby from The Specialists running in SBO. However for certain things, for instance ts_lobby, you will need specific models intrinsic to the map or it will crash - ts_lobby required a specific gib model for it to run; Deathmatch Classic maps will need the dmc gfx wad to run. I will definitely be hosting more of this in the future since I always felt the random nature of SBO's deathmatch made for very entertaining matches. Also you can just make a fucking map, give it the br_ prefix, and boom you're in. Don't need to drop in whatever entities SBO uses.

With that said, within Syndicate Black Ops' folder when installed, is the fucking FGD, ripe for making cooperative based maps. I can't believe I never looked inside there despite playing this mod for over a decade. Good times ahead.
>>
>>10916519
Steam copy of hl1 is alright to play with you guys? Also what's the location/timezone, America or Yurop?
>>
>>10916528
SBO doesn't work with Xash3D and I'm tired of fucking around with pirated copies of HL1 so yes definitely. I'm murrican. Not hosting right now, gonna sleep. Maybe Thursday late afternoon. Gonna see if I can whip up a simple co-op map before then. Or if anyone else wants to, like I said, the fgd is within Syndicate's install folder.
>>
>>10916356
>But the pink blood they should change back to red.
Those png sprites have been in the game files waiting for your touchups, anon. You don’t even have to convert them back to any ‘doom’ graphics.
>>
>>10916512
Regular or gloomworld burges hybrid.
>>
>>10916083
It's a shame about Halo 2. That game would have been more fun if everything behaved like it did in the first game.
>>
>finally decide to try duke nukem last chapter:the birth
>the new enemies can just shrink your ass and one shot you
The fuck?
>>
>>10916680
It's only fair cause you've been doing it to them
>>
>>10916680
>he actually got hit by the slow moving telegraphed projectile
>>
You can make any change to Quake besides the campaign/maps themselves. What do you change, how and why?
Me: remove the pak system so we can have something similar to Doom. Change the two nailguns so they are different, like the shotties. The rest is perfect.
>>
I always find it interesting that a lot of obsolete formats are being kept alive due to DOOM, Duke, and other classic games. Imagine, for instance, where MIDI would be today without DOOM modding.
>>
https://moddb.com/mods/nashgore-next
>>
https://moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate
>>
>>10916729
I’d like it as idiot friendly as Doom 3/Quake 4 modding is.
What would you change for the nailguns without getting too weird? Spin-up time feels too weird.
>>
>>10914352
Oh, the irony. lmao
>>10915616
>What is he trying to achieve?
The end of a map.
>>10916092
Sounds like you were caught in the crossfire, anon.
>>
>>10916765
Nailgun: more accurate
Super Nailgun: faster projectiles, more spread
I would probably fuse them into one and add some sort of Flak Cannon that use nails, but then there's an overlap with the GL
>>
>>10916729
>>10916774
I don't like the concept of nerfing an established weapon just to make a new option fit in better. It's just making the game play worse because the SNG isn't even close to a game-breaking weapon. I've posted this before, but I'm going to post it again:
I think it would be more interesting if the regular Nailgun sped up after firing for so long. Eventually outpacing the DPS of the Super at the cost of time on target. The Super would be better for quick bursts of damage. And this property wouldn't be as strong earlier in the game where you don't have nearly as much nail ammo to make use of this feature.
>>
>>10916795
So the nailgun becomes Quake 2's chaingun, while the super nailgun becomes its machinegun? Sounds backwards.
>>
>>10916731
>Imagine, for instance, where MIDI would be today without DOOM modding.
...an industry standard, same as it is today? Mate read up on it, it only become popular format in vidya because computer sound cards were originally advertised for artists.
>>
>>10916837
>So the nailgun becomes Quake 2's chaingun
Not necessarily. Quake 2's chaingun shits out a TON of bullets and doesn't have a very long charge time at all. My proposal is something that ramps up more gradually.
>>
>>10916795
>I think it would be more interesting if the regular Nailgun sped up after firing for so long.
That’s even weirder, I’d prefer the differences be as simple as the shotguns and explosives. If you don’t want to touch the super nailgun at all then I’d say “fuck it” and make the regular nailgun a hitscan weapon.
>>
>>10916872
That’s what zerstorer does, I think. Slot 4 is a chaingun that’s fugly but is effective at picking off soldiers.
>>
>20 minutes into a level
>archviles spawn on top of me already attacking with no cover anywhere
>alt f4
>delete the wad
>>
>>10916931
This is why for longer maps I allow saves. Fuck losing 20 minutes of a first playthrough to a bullshit trap you didn't see coming.
>>
>>10916872
If the nailgun is hitscan, then the starting shotgun has less of a purpose. The Super Nailgun was a mistake. It replaces a cool and unique design with yet another generic minigun.
>>
>>10916939
>but but but if I do that retard no lifers on the internet will claim I didn't beat the game
>>
>>10916943
Who cares about those guys? Sometimes I save multiple times a map. The save function is there for a reason, it's intended to be used. Not using it is a fun challenge and yeah, you can tell yourself you've 100%ed a map by never saving when killing everything and finding all secrets, but unless you're trying to be the next decino nobody is going to care.
>>
>>10916947
>Sometimes I save multiple times a map
um...

Based.
>>
>>10916839
Industry standard, huh? Does Metallica use Fluidsynth, Timidity, or FMOD these days?
>>
>>10916939
the thing is i don't know how long a level's going to be, or if it's going to randomly have a dumb trap that sours me on the whole thing and makes me not even want to continue the wad.
>>
>>10916942
>If the nailgun is hitscan, then the starting shotgun has less of a purpose.
Agreed, it’s hard keeping things balanced without keeping things nuts, and without giving a clearer disadvantage to the SNG.
>>
>>10914195
this, at least Ldoom had plenty of meat to paint the liminal spaces red
>>
>>10915774
Here you go
https://youtu.be/zKupMJaDZyE
>>
>>10916953
you jest, yet people who run Metallica's live shows definitely use MIDI to have the stage lighting and special effects synced to metronomes in musicians' ears. Guitar players use MIDI switchboards to change amp settings mid-show. Synth players indeed use "dumb" keyboards that emit MIDI notes and the actual sound is generated in a macbook equivalent of fluidsynth or timidity. Ever seen a digital drum set? Yeah, you guessed it, MIDI.
>>
>>10916953
>Does Metallica use Fluidsynth
I think they use Copesynth to keep riding the hype of their one and only good album for 30 years.
>>
>>10912791
>Damn, I have a vagina!
>>
>>10912791
WHY DOES HIS FACE LOOK A BIT LIKE ROBIN WILLIAMS?
>>
>>10916401
Crikey!
>>
>>10914352
It got panned for being shit.
>>
Serious question for those who know what I'm talking about.
Why do Doom and Quake feel so different from each other? I enjoy both of them. I'm just curious, as I can't pinpoint the exact difference in the combat loop.
- Sprites vs 3d models. Ok, but this shouldn't really change the combat by a lot. But it's probably the first reason.
- Guns. Probably not, because I'm sure even if the arsenal were swapped, yeah, the combat would feel difference, but only because of the weapons.
- Level design. Quake levels are more intricate by nature of allowing room over room. This does affect the combat.
- Mouselook.
I'm sure there's something else. Is it the fact that shotgunning sprites is slightly more satisfying? The way the enemies die in Doom is quite different than in Quake?
What do you think? Is it a mixture of all the above things? Most likely; but even then, there must be a main factor.
>>
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>>10915525
literally me
>>
>>10917392
Movement is a huge difference for me. The ranger is way less “slippery” than the Doomguy and feels “snappier”.
>>
i hate space marines
>>
>>10916420
Just use the PC version.
>>
>>10917410
True, I hadn't considered the movement itself. Thanks
>>
>>10917430
I hate running forwards
>>
>>10917463
youtube video idea
>CAN YOU BEAT DOOM WITHOUT MOVING?!
>>
what is your right mouse button bound to?
- doom: action
- quake: move backwards
i never use it though
>>
>move mouse forward
>character moves forward
>>
>>10917479
Altfire. I frequently play gameplay mods but it's also amusing you can make Doomguy grit his teeth by holding it during unmodded gameplay.
>>
>>10917392
Why would you think Quake feel more like Doom? The only thing they have in common is they're both FPS with shotguns and rocket launchers, and they share a couple of textures. Everything else is completely different.
>>
Is kart happening today?
>>
>>10917517
We usually start a couple hours from now, update your client to Neptune 2.1 if you haven't already.
https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.1
>>
>>10912802
Brutal Half-Life Version 3 teaser. Will be released "when it's done". https://www.youtube.com/watch?v=x4pvAGUPQEg
>>
>>10917392
Movement like the one anon said is huge, but also there are tons of subtle things that go into making something feel satisfying that are difficult to quantify. Me personally, Even blasting a single imp in Doom with the single barrel shotgun feels more satisfying than killing most anything in Quake, and I love Quake, but that's just with the single shotty, much less the SSG and you're dropping an entire swath all at once. It's the feedback of watching them crumble, the sound it makes, the implied weight of the shot which is reinforced by sound cues as well as the timing of the wait between shots, there's a weird rhythm to it. It's like trying to quantify music, like what makes galloping triplets work in metal so well? Dunno how to quantify the answer, and I could get weird and suggest it's some stretch theory like maybe my ancestors rode horses into battle so that rhythm gets me pumped, but fuck if I know man, it just feels right. Killing mobs with the SSG feels right. Again, fucking love Quake, but it does not scratch the same itch.
>>
>>10917442
There’s also switch speeds to consider, and enemies can be harder to “flinch”.
>>10917502
The enemy behavior is also similar: Easy to infight, love to b-line towards you otherwise. Also similar with attack frequencies.
>>
>>10916512
Only reason why I was on the fence on ks23 was only holds 4 rounds but fuck it, it can hold 8.
>>
>>10916729
Just more enemy variety really. AD Chaos Mode thankfully does this.
>>
>>10917608
Enemy sounds + their death animations. That's all, really. Assign a proper animation to a grunt, dying quickly, and a proper, phat sound, and there you have it, 90% solved. The rest 10% is what you're saying... the "magic dust", which is the sum of literally everything else. Sound and visual feedback is the big part though. Quake sucks in that regard
>>
>>10917392
Quake having 3d model enemies in a 3d environment meant you couldn't in most cases stuff levels as full of enemies as Doom, hence encounters in Quake feel a lot more like ''combat puzzles'' and you're rarely slaughtering enemies in a similar cathartic manner.

I love both Quake and Doom, for different reasons of course and the way Quake instills this certain sinister/eerie vibe is really delicious, and the sound effects and 'crusty' graphics really seal the deal.
>>
>>10917648
so you're saying it's mainly level design and enemy placements? in that case, where are the "doom-like" levels where you slaughter shit running around?
>>
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Anyone ever messed with Trenchbroom + Half-Life? I can't see textures in the texture browser despite a wad being loaded with absolute pathing.
>>
>>10917648
>and you're rarely slaughtering enemies in a similar cathartic manner.
When I go back to Doom after lots of Q1 and Q2, I start to miss those quad damage drops and all the flying gibs that resulted from them. It can make nearly any weapon you’re “stuck with” feel violent and satisfying.
>>
>>10917656
That and the death sprites for enemies in Doom are excellent. It's not just the 'power' of guns it's the feedback in enemies. Shoot an Imp with a shotgun [well any weapon but shotgun is the likeliest weapon] and when it dies it's stomach rips open and it flies backwards to end up in a bloody lump of flesh and bone and same for pinkies etc, the once fearsome pinky looks like someone took an invisible axe to a ripe pumpkin but the death sprite still looks like recognizable remains of the creature instead of like generic pink gibs.
>>
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What is this guy's problem?
>>
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>>10917684
Anyway, Flood is not as fun to fight as Covenant but at least i got me shotgun.
Just entered the Library.
>>
>>10917645
And I figured is much, but didn't want to speak too authoritatively when they aren't parameters I've ever gotten to/taken the time to fine tune to compare, only intuition based on having a lot of playtime in various fps games. I still couldn't tell you exactly how the percentages break down but intuitively I agree with your numbers, probably real close to that.
>>
Any retard-proof guide to start mapping with the Trenchbroom? i've found a fat dude on youtube (dumptrucks_ds) but it's quite boring. i've been fucking around with the editor but i might use another idiot telling me some shortcuts and some technical stuff. e
>>
>>10917682
Definitely huge, killing in Doom feels chunky, like kicking through a wall with an iron boot.
>>
>>10917712
>i've found a fat dude on youtube (dumptrucks_ds)
That is the retard-proof Trenchbroom tutorial anon. Set him to 1.5x speed if you're this bad at paying attention.
>>
Wednesday night Whatever, come play some SRB2Kart!
UPDATE YOUR CLIENT TO NEPTUNE 2.1!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/d68gALrb#xgsVOihAIsKqKowjf1-uzeeBbKcJ0R0C0VKCFMQdih8
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use (Windows): https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.1
Or compile it (Linux or anything else): https://github.com/NepDisk/srb2k-neptune
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

Recent Changes:
Updated client to Neptune 2.1, which should (in theory) desync less.
Added air braking, hold brake in mid-air to fall faster. Active in all mutators except tricks, for obvious reasons.
Updated Nitro to /vm/'s Neptune refactor.
Split RetroVidyaStuff into two files, so minor tweaks no longer necessitate a larger download.
Helled TurboFlashPack's Leaf Forest, Unhelled Mystic Museum
>>
>>10917723
its not about paying attention, i just dont have time, id rather watch someone whos actually made maps. you would never learn another language from someone who knows how to write it but not speak it or viceversa. but okay, thanks, i'll just fuck around in the editor
>>
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>>10917728
>id rather watch someone whos actually made maps
Anon..................
>>
>>10917736
>>10917728
Fuck I ruined my zinger.
https://www.quaddicted.com/reviews/?filtered=dumptruck
>i just dont have time
If you're that pressed for time then you probably shouldn't be mapping.
>>
>>10917739
>>10917736
AHAH, it was all just a ruse to force you into sending me maps! Thanks anon, I will indeed be enjoying my night at your expense
>>
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>>10917741
>>
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>>10917741
>>
>>10917682
>Shoot an Imp with a shotgun and when it dies…
…IF it dies! Doom RNG is one of the few I love when it’s there, and don’t miss at all when it’s not.
>and when it dies it's stomach rips open and it flies backwards to end up in a bloody lump
Then all the other imps die the same way, regardless of weapontype, and their bodies all face the camera. Unless they are gibbed, in which case they’ll still make sure to face the camera and all gib in the exact same manner.

I dunno. I love Adrian’s spritework but taking these things at face value shows we’ve also come a long way.
>>
Since we're on the topic of RNG, what do you think about it? Should FPS have randomness? Would Quake be better if it had randomness? Would Doom feel better if it didn't have it?
>>10917752
I believe randomness can help create some more "fun situations".
>>
>>10917752
I think it would be fun to have a project where all of the damage values are made consistent. 2 bullets to kill a Zombieman, 3 for a Shotgunner, 5 for an Imp, 7 for a Chaingunner, etc.
>>
>>10917659
Ah, they need to be in WAD3 format. Now to find a reliable way to convert.
>>
>>10917645
Heretic and Hexen have a similar problem, really. Unlike in doom where everything has a hyper-specific sound and a super satisfying death animation, all the monsters in those games are pretty much just grunting and growling. Disciples are the only enemy with good sounds, and weredragons are the only enemy with a satisfying death animation. It doesn't captivate your attention or your imagination the same way Doom does for that reason.
>>
>>10917752
>>10917775

I think the slight RNG makes it better because then you can't always boil encounters down to an exact science of bullets / shells and have to pay a little more attention to what is happening imo. Not too much rng to the point where it feels like you're just rolling dice but a little bit of that predictable unpredictability.

And yea about the sprites that's just how it goes for sprites. 3d models allow for better gore and ragdoll effects especially nowadays but when it comes to sprite deaths Doom had really good and meaty ones. And Duke. And Blood, oh god, Blood.
>>
>>10913003
it was fun seeing John Romero play through it though, and someone speedrunning it on a lawnmower kek.
>>
>>10917829
>And yea about the sprites that's just how it goes for sprites.
I believe a similar and reasonable effect can be reached with 3d models as well. I'm not into the loop with modern games, but I'm sure it wouldn't be too hard to replicate the "meatiness" of Doom's death animations on a quake-like engine
>>
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>>10917617
extendo tube kinda ruins the aesthetic.
if ya want more than 4 shots, could use pulse tech from half life 2. Pulse Shell can be fired 5 times before needing to be pumped. coding the reset shouldn't be too hard.

Man do i like half life 2.
>>
>>10917684
someone ate his CHARMS in his MRE
>>
>>10915881
He looks fine.
>>
>>10917889
>daamn bro's looking goood
what's this nonsensical gun doe?
>>
>>10917889
looks kind of like Char
>>
>>10917889
Guido Geese Howard
>>
isn't there a quicker way to shotgun start a map on quake? sometimes the names are fucking long to type out map map blah blah
>>
>>10917993
Doesn't the 'restart' command reset weapons?
>>
>>10917889
He does, but the Duke Nukem 3D look is so goddamn iconic.
>>
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Anyone ever tried playing Doom in VR? I've tried a few source ports but they've been tricky to play since it feels like every gun shoots to the left of where I want to shoot instead of where the weapon sprite or crosshair is pointing.
>>
doom but its a metal gear solid game
>>
>>10917993
I just started using Ironwail yesterday, and I saw it lets you pick individual maps from a menu if you want, kind of like the remaster.
>>
>Decide to give Mjolnir a try.
>Pick up the silver key in the hub level.
>Die to an insta-kill trap.

I can definitely see why people speak so highly of this mod.
>>
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>>Mjolnir
I've been meaning to get back into that after I played The Warden. Such a tone.
>>
I wish Doom had the quad, and Quake had the soulsphere. And that both had the double damage and dualfire damage from Quake 2.
>>
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>>10917546
>Version 3
>when it's done
>>
>>10918137
>Quake had the soulsphere
Doesn't Quake already have a soulsphere-like item? Except, instead of keeping your health above 100, it slowly drains health back down to 100.
>>
>finally get around to trying out myhouse.wad
>wander around for like twenty minutes with nothing happening
>finally look up what to do
>"these events trigger if you do this, if you do this at the start of the game then you can get this, blahblahblah"
>follow the steps
>nothing happens
>check to see if it's because i'm using gzdoom
>actually it's specifically FOR gzdoom
well i'm out of ideas. should i just watch a video?
>>
>>10918160
counterintuitively enough,all of the weird shit the map is known for is not actually in myhouse.wad, but rather in myhouse.pk3
>>
>>10918160
the wad is just the "original" house map with none of the scripted stuff, you have to load the pk3
>>
>>10918160
its haunted bro, the ghost is fucking with u
>>
>>10918169
>>10918167
fucks sake

>>10918171
now THIS is spooky
>>
>>10917724
I preferred this server when /vm/ had fucked off the first time
>>
You guys know of any non-gay doom stuff on youtube?
>>
>>10918197
NEDM
>>
>>10917546
very postalesque
>>
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>>10918160
>wander around for like twenty minutes with nothing happening
>>
>>10918197
I wasn't aware there was any gay doom stuff on youtube.
>>
>>10918197
GamingGargoyle makes some pretty funny cartoons using Doom as a platform.
https://www.youtube.com/@GamingGargoyle

There's also the door from E1M2, some kid who makes some pretty cool Doom animations using Krita.
https://www.youtube.com/@thedoorfrome1m2

and this guy I just found a few days ago, does playthroughs of WADs with gameplay mods and does probably the better showcases I've seen of weapon mods. At least he does more than use "give all" and then shoot walls repeatedly for 5 minutes.
https://www.youtube.com/@matteldrydge/videos
>>
>>10918212
Did you get the soulsphere outside?
>>
>>10918197
There's only one Let's Play of HFFM, it's not gay enough.
>>
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>>10918209
Well played, sir. You brought back memories I didn't even realize I had memory hole'd.
>>
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doom but its an autoscroller
>>
>>10918151
Right I meant the megasphere, I always get the two mixed up
>>
>>10918197
https://www.youtube.com/watch?v=fo-PGtgh6Z8
despite all appearances it's doom and not gay
>>
>>
>>10918230
So a rail shooter?
>>
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>>10918246
>House of the DOOMed
FUND IT
>>
>>10918221
https://leekspin.ytmnd.com/
>>
slice and dice! slice and dice your butts! i HATE bad guys!
>>
>>10918248
suffer like DG did?
>>
>>10918248
>this machine accepts $1 and $2 coins only
canadians, i swear
>>
I think doomguy should be able to collect hats themed after the demons and when he wears a hat he gains that demon's powers
>>
>>10918398
>La Hat Guy
Id play it
>>
>>10918404
>Le Milliner Guy
>>
>>10918398
>Kid Chameleon Doom
>>
>>10917889
>OH NO HE'S HOOOT
>>
>>10917993
Ironwail.
>>10918112
>>10918093
Based Mjolnir players.
>>
>>10918419
I dropped it after that trap. If the rest of it is anything like that, then I want nothing to do with it.
>>
>>10918431
The rest isn't like that, but if you're unwilling to give things chances when your expectations aren't met then you should go do other things.
>>
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>>10918419
>>10918112
The first (third?) episode was good. This second episode is amazing and just what I wanted after Warden, it’s hitting hard.
>>
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>>10918446
>>
its called doom because everyone who has played it has died
>>
>>
>>10918457
Explains the popularity of Memento Mori.
>>
>>10918457
brb downloading DOOM
>>
>>10918478
>one urinal between each lad
ahahahaha very true
>>
>>10918478
guy in the middle should be one over
>>
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I don't trust any urinal where the bowl is waist level.
>>
>>10918491
doubles as a sink if all the sinks are in use
>>
>>10918491
For me? It's the lack of a sponge to prevent splashback. I just go to the stall.
>>
>>10918478
>>
>>10918436
It's less about my expectations and more about the sudden death trap marring my initial experience.
>>
>>10918495
i hate when the bathroom is really quiet and you don't want to make noise so you have to go into the stall and pee a little at a time into toilet paper and flush it
>>
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>>10918506
>>
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>>10918498
>Hello there!
>>10918503
Then I rephrase to if you're willing to let something like that mar your first 10 minutes enough to not try out the rest, you should go do something else. You've died to instakill in hundreds of video games if you've been playing them for 20+ years, and you likely never defined the entire experience by those instakills, or if you did then you're probably a gigantic weenie. Your posts are really perplexing to me. Otherwise, Mjolnir is well worth playing in its current demo format, and is far and away more forgiving than that trap.
>>
>>10918478
>>10918498
Mapping?
>>
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>>10918506
>>
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>>
Doomcart 64: Rip & Tear Ass edition
>>
>>10918112
Any good examples of Quake maps that are just massive outdoors zones?
>>
>>10918515
I mean, first impressions are everything, and if they're perfectly willing to throw in a death trap that can only be avoided if you already know it's coming right in the opening, then I can't be sure that they won't throw even more in along the way, which wouldn't be fun at all to me.
>>
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>>10918614
Anecdote to anecdote, I never encountered the instakill death trap. As I said, Mjolnir is far and away a forgiving experience. For instance, there's a gimmick regarding non-hostile enemies called "denizens", which take the form of bees, or carnivorous plants, or sheep, miners, etc. If you make it through a map without killing one, or letting one die (not in an obnoxious escort mission way), you receive "Odin's Blessing" next map, which acts as an extra life, immediately refilling your health and armor and granting invulnerability should your hp drop below 0. If you play continuously, you amass a sizeable arsenal of weapons and tricks to wrath upon the forces of Quake. It's a good time anon, I assure you.
>>
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>1998
wtf did carmack invent the idea for mmorpgs

why didn't he ever make one?
>>
>>10918636
By 1998 there had already been like 15 years of MUDs, 3 "major" graphical MMOs, and EQ was in beta.
>>
>>10918627
I just downloaded this and looked around the opening difficulty hub till I found the shotgun then shot a frog and they all aggro'd on me lol. Trying to figure out how to get to the lava area now.
>>
>>10918642
Always wondered if EQ zones were designed in Worldcraft/Hammer/some related tool, they kind of had a Quake feel to them
>>
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>>10917724
GGs
>>
>>10914185
Haven't tried it myself, but I've heard I Am Sakuya didn't do very well. Out of the ones I've actually tried, I liked "Age of Hell" the least, not because of gameplay but because I can't run it properly. Rather than Frames per Second I get Seconds per Frame.
>>10914189
>>10914191
Supplice is my favorite of these "throwback" shooters, second favorite being Ion Maiden. Maybe I prefer the ones that stick to the formula the most, which might explain why I didn't like Ultrakill very much.
That reminds me I really gotta try out REKKR. I've seen it on these threads since those monsters were being modelled but I never bothered to actually play it.
>>
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>>10917724
ggs all
replay https://files.catbox.moe/0ebtf2.lmp
>>
>>10918649
big chunky brush based level design? that's pretty much all 3d games until the mid 2000s
>>
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>>10918506
>>
I might be done with Quake 2 expansions after the weekend. What are some of the best Quake 2 singleplayer mods / map packs?

I'm looking for detailed areas that feel like what they're trying to present and also aell made combat encounters. Total conversions [singleplayer] are fine too.
>>
i've finally switched to Ironwail, but for fuck's sake, isn't there an option to keep the configs between mods? they keep getting reset
>>
>>10918821
Copy-paste ironwail.cfg between the directories. May fuck you up if the mod needs certain special things bound and can't re-bind them from the options menu.
>>
Help desk Baron
>>
>>10916476
IIRC, the Unity version increased the sprite limit from 128 to 4096, so its virtually impossible for it to happen there.
Unofficially, every source port that is limit removing naturally has the sprite limit removed entirely.
>>
>>10918821
If you make sure you have the settings you want set for id1, they should transfer to any mod you load for the first time.
>>
When will they fucking fix VKDoom? The latest pre-release runs far worse than the earlier versions and I can't use ZDRay anymore, as it just crashes when even trying to lightmap basic hallways. What the fuck is dpJudas doing?
>>
>>10918795
I’ll try to give more later, but Quakewolf’s Sonic Mayhem Unit was swell.
>>10918882
>helpful baron
>gives free chainsaw
What a guy.
>>
>>10918882
>Is this the place to ask stupid questions?
>>
>>10917775
I like the RNG in Doom, and I like that it’s not in Quake. Helps to keep each game different despite all the other similarities.
An RNG-less Doom mod might be fun to try and the same would go for Quake. Violent Rumble lets you play with more Doom-like shotguns with their variance, it was very fun.
>>
>>10919052
Already tried. doesn't work at all
>>
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>>10915731
Search for GoldSrc on cs.rin.ru forum.
>>
>>10915731
>>10919287
Curious why it wouldn’t be considered “retro”, doesn’t it tick all the boxes?
>>
>>10917914
It was the early 90s nonsensical guns were just a thing.
>>
>>10919350
i mean there's no trigger to begin with
>>
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L̶̛̳̘̥̯̞͇͆̀̌̈́͐́͑̇̈́̈̚͜á̷̢̬̗͔̘̗͑͒̍̍͌̒͂̀ ̸̛͈̻͓̣̞̯̃͆͐̀̀̃̈̍̔̈́̈́̀̔͝T̴̡̤̬̝͕̭̟̠̗̦̰͐ͅͅa̵̯͍͔̫̺͕͚̣̙̣̬̦͇͆̒͗̀̓͑͗̈́̍̋͂ĭ̴̻̘̘͖͇̯͎͇̣̱͆͊l̴̢̨͔͇͍̯͕͎̱͔̰̋̈̿̈̋̎̈́̓̀͜ͅȯ̶̗̺͖̪̩͙̺̫̟͍̣̘͔̠͊̊͛͌́̈̑̚̚ȑ̸̗̳̰̏͑͑͠ ̴͚̥͓̀̎̀͑͂͊̈́̈́̔̊̊͌̕G̸̡̡̼̖̥̞͈͈̗̀ͅi̷̡̧̩̺̫̖͕̥̫͙͆̌͠r̸̞̝͙͉̐́̊̎̚͘l̸̛͎̍̑̊͊̈͆́͂͠
>>
>>10919369
Who let lillith into gzdoom?
>>
>>10918176
rent free nigger
>>
>>10919386
>*Projectile vomits premade internet catchphrases onto the keyboard*
>>
>>10919369
Sewie's Missingno outfit is looking cool as shit.
>>
>>10918176
>my containment board can race better than your containment board
>>
>>10918248
>>10918246
>>10918230
Several hard drive crashes ago I had a tech demo that was pretty much a rail shooter, it took movement away from the player and basically just followed a string of coordinates + speed changes through the map.

End result was going to be a Pokemon Snap sort of a mod but I never got around to fully working that shit out.
>>
>>10919405
Doesn't mean anything lol
>>
>>10915731
can't you play through the entirety of hl1 through sven coop completely for free by loading the first map through the console?
if you're so refusing to torrent the original, that is.
>>
>>10919452
Sven is not the original.
>>
>>10919467
so? is the experience that different?
>>
>>10919484
Some maps are recompiled, I guess monsters code is changed and don't forget HD models.
>>
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Recommend me some eyecandy/pretty looking DOOM mapsets so far i have:
>Sunder
>Swimming with the whales
>Stardate 20x6

all of them being hard as nails is purely coincidence, i think i can clear them after a few hundred savescums per level
>>
>>10916795
>nerfing an established weapon just to make a new option fit in better
What if the nerf is ‘just for fun’ like shotgun pellets?
>>
>>10919552
Lullaby?
>>
>>10919552
Stardate 20x7.
>>
>>10919552
https://www.moddb.com/mods/throne-of-the-crimson-queen
>>
>>10919564
Crashes on woof unfortunately
>>10919570
Grabbed it!
>>
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>>10919552
DBP37
>>
>>10919581
This one sort of lacks cohesion, every time I see the ugly stock Doom door textures I'm like ugh. Pretty impressive for like 1 month though.
>>
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>>10919552
Toilet of the gods
>>
>>10919552
For something on the less busy but nicely detailed end of the scale there's Chainworm Kommando.
>>
>>10919586
>every time I see the ugly stock Doom door textures I'm like ugh
Lol never felt that way. What would be a better replacement?
>>
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>>10919594
Talking about this one btw, most egregious example is probably the night club level because it feels really out of place. As for a better replacement, maybe an original asset made to complement the setting. Some kind of slick, polished metal door with fluorescent lights embedded in it.
IIRC cuppy does want to make more AugZen stuff so maybe he'll get around to drawing new shit.
>>
>>10919605
Aw I’ve always liked that door. I still might go through Otex, BTSX, and others to find another texture to plug into AZ to replace it.
>>
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Play DOOM 64
>>
>>10919609
It can still work for say, industrial areas or a loading bay or whatever but it's the place it appears in that makes it really tacky, it's in 40oz's map toward the end IIRC with the Doom 2 arcade machine
>>
>>10919613
fact
>>
>>10919605
>most egregious example is probably the night club level because it feels really out of place.
It fits enough, meat mincer on the other hand just feels like it's half a generic sewer map and half a very basic street map.
>>
>>10919643
I'm describing a small issue in an otherwise solid map, but the map you're referring to is just flawed on a fundamental level. You could outright remove it and it wouldn't detract from the experience lol.
>>
>>10918795
1964: Echoes of the Past
Back at the Front (Rick Troppman)
Castles of Stroggos 2: Stroggship (Brian Griffith)
Castles of Stroggos 3: The Final Objective (Brian Griffith)
Chemical Plant (Matt Barnett)
Citadel [v2 - but v3 was made available later] (Andrea Rosa)
Citizen Abel 1: The Self Entitled Adventure (Brendon Chung)
Citizen Abel 2: Bargain Bin Savior (Brendon Chung)
Citizen Abel 3: The Civic Redemption (Brendon Chung)
Citizen Abel 4: Malfunction Junction (Brendon Chung)
Coconut Monkey 1 - Paradise Lost (Neil Manke)
Coconut Monkey 2 - Dry Gulch (Neil Manke)
Coconut Monkey 3 - Saving Private Monkey (Neil Manke)
Dark Undergrowth (Christian Cummings)
Dawn of Darkness - Episode One (Ward Six Entertainment) [TC]
Deaf, Dumb and Blind (Geraint Wynne-Davies)
Deus Ex Machina (Andrea Rosa)
Emerald Mountain Wipeout (Tore H. Johansen)
Forces of Evil (I-IV) (Chris Spain)
Light (Jed Kirchner)
Love Story of Prince of Stroggos (Yuri Davidov)
Monumental Misery (Tore H. Johansen)
Operation Scorched Earth [I-III] (Steve Clarke)
Saturation Point (Jim Hughes)
Soldier of Fortune Missons 2-3-4
Space Odysseys 3: Lost in Universe (Yuri Davidov)
The Blockade (Michael Shand)
The Powersphere Quest (Cedar Kraus)
The Widening Gyre (Carson Utz)
What the End Is for (Carson Utz)
Sonic Mayhem
25th Anniversary Collaborative UNIT v1.0
Oblivion
>>
>>10919613
Doom 64 is peak Doom aesthetic and I'm tired of pretending it's not.
>>
>>10919613
>Color vomit
Ugh
>>
>>10918795
>>10919652
>Castles of Stroggos 2: Stroggship (Brian Griffith)
>Castles of Stroggos 3: The Final Objective (Brian Griffith)
The first CoS isn’t bad, there’s some cute stuff in it.
>>
>>10919613
Doom 64 has mods??
>>
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>>10919681
Like 6 completed mods at the moment with 10-30 maps each
>The Unmaking
>Doom 64 reloaded
>Dreamblood
>Ethereal Breakdown
>Lunar revelations
>Beta 64

Plus the countless doom 64 conversions/custom enemies for zdoom if thats more of your thing
>>
>>10917889
I remember when my parents bought this for me and I thought this cover was the coolest cover ever, today i still think its pretty cool.
>>
thread bakers are incredibly lazy lately.
why is that
>>
>>10919692
You can stay on page 10 for a remarkably long time on this board, this is no /vg/
Also I screwed it up last time
>>
>>10919369
I see I'm not the only one forgetting to close shit between changes today.
>>
>>10919696
i'm no newbie to /vr/ nor its generals, but lately we've had periods with no general for days.
do i mind? no. do i care? no.
but i always assumed bakers were some kind of superior, more intelligent users. i'm glad to see they're just as humans
>>
>>10919707
>some kind of superior, more intelligent users
Well you see anon, those users never last long here
>>
>>10919684
What if
>64 bits of /vr/
inb4 I'm a fag for throwing around ideas instead of making the wads
>>
>>10919738
It's good that you have self-awareness
>>
>>10919738
I mean, it would come out sooner than 94 Protons.
>>
>>10919741
Nigga I did plenty for the projects here, I can map for it, I just have no fucking idea about composing the wad, adding custom graphics and so on
>>
>>10919750
What's a better time to learn than now?
>>
>>10919752
Never, because I have too much work to be consistent as a lead, I can supply a decent map just fine if the deadline's far away, but being the lead would turn it into a second 94 protons
>>
>>10919756
Then it's good that you have self-awareness except I mean that sincerely this time, because chop lacking that is how we got 94 protons in the first place.
>>
>>10919752
>>10919756
Though you have given me some food for thought, maybe if it's simple enough to just gather the maps, add the titlescreen or whatever then maybe I'll try hosting after fraggot - just gotta finish my other two community project obligations - waifuanon and violentrumble took their sweet time but delivered(well, in case of waifu an almost finished product), maybe that's all it takes
>>
quake vr projects > doom vr projects
And this is a Fact with a capital F.
>>
>>10919762
Nah
>>
>>10919765
I love Violent Rumble but this.
>>
>>10919684
This is the first I've heard of D64 modding how does one go about running mods on Doom64?
>>
>>10919762
>quake vr projects
...All 2 of them?
>>
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>>10919552
sanguine holy land
augzen
dreamcatcher apparatus
emerald city
havoc in creation
avactor
bloody steel
btsx1/2
community chest 4
nova 3
>>
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>>10919552
Are you looking for anything particular for the gameplay, or just pretty places? How about Lost Civilization?
>>
https://youtu.be/6xK0kl33BaM?si=wnTBdnt4H_Z74RNs
>>
>>10919681
>>10919684
There's also a Knee-Deep in the Dead remake made for Doom 64.
>>
>>10919054
So before this thread is autosaged forever, does anyone have an answer to this? If not, does anyone know why the fuck latest versions of VKDoom run so much worse that the previous ones and why do they keep changing lightmap formats?
>>
>>10919820
It's almost as if it's an experimental project under heavy development.
>>
>>10919825
What could you possibly do or add to make the max framerate go from a 1000 FPS to 300?
>>
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>>10915731
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg

***NOT THAT 25 ANNIVERSARY SHIT!***
***SHITTY HD-MODELS ENABLED BY DEFAULT BY SOME VALVE IMBECILE, DON'T FORGET TO DISABLE!***

Half-Life 1 Anthology v8308 - October 2019 Update
Half-Life
Half-Life Opposing Force
Half-Life Blue Shift
Counter-Strike 1.6
Counter-Strike Condition Zero
Counter-Strike Condition Zero Deleted Scenes
Day of Defeat
Deathmatch Classic
Team Fortress Classic
Ricochet
Half-Life Soundtrack
Dedicated Server
- Clean Steam files rip
- Only 1.35 GB ( 3.55 GB installed)
- P48 protocol only
- NoSteam Dedicated server
- Fully working server browser with Internet, favourites and LAN tabs
- Playable on Internet and LAN
- Singleplayer with saves fully working
- Working Listen server (Steam and No-Steam)
- SETTI serverlist
- SSE Launcher
>>
>>10912802
[5-7] DOOM 64 EX+ version 4.0.0.0 released
https://github.com/atsb/Doom64EX-Plus
>>
>>10919828
Bro it's a GZDoom fork, you could look at it the wrong way and it's framerate will halve.
>>
>>10919859
>25th anniversary edition is bad in every way
Speak for yourself.
The HD models I can understand being upset about. Then there is Xash 3D, of course. Also, what is p48 protocol, even?
>>
>>10919828
Fucked if I know, I'm just saying not every single change in software development is for the better. Often times shit goes sideways unintentionally. It's called a regression and it happens all the time for the dumbest of reasons. Most of the time it's fixable. Have you considered mentioning this to the developers instead of baiting this thread with your complaining? I know the chance of them listening to you is close to 0 given the track record, but posting here instead knocks it down to exactly 0.
>>
>>10919652
Wow okay, that's a lot of Quake 2! Thank you!
>>
>>10919892
Most are likely to give a few water/transparent texture issues if played through KexQ2, but should otherwise be playable.
>>
>>10919782
most mods include a bat file that will run the modded wad into the steam/gog doom executable, just place everything inside the doom 64 directory
>>
>>10919859
The HD models are a concrete improvement to the game.
>>
>>10919859
>SHITTY HD MODELS
I prefer the originals as well, especially the MP5. I know they came included with Blue Shift but weren’t they a separate/free download as well?
>>
>>10919948
To you, maybe. I personally find that they clash with the lower-res levels and textures.

>>10919949
They're included with the Steam release, but as of the 25th anniversary update, they are disabled by default. You could easily just delete the HD folder, though.
>>
>>10919889
>>10919948
>>10919949
eh i like both and even the PS2 ones
>>
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>Neverending hordes of zombies, bugs and shit
>Neverending tada-lalala lalala-tada-lala
>Neverending "haha, i am a genius"
>"I already passed through this very same corridor 4 fucking times!!!"
>TADALALALALAALALALAA!!!
Yep, library was terrible
>>
>>10919956
Everything after the flood is introduced is worse than everything prior.
>>
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>>10919956
Ah, the biggest dip in the campaign. The shotgun does not help in salvaging that level.
>>
>>10919859
>shitty hd models are enabled by default
So was autoaim and I could just turn it off. It's not a big deal.

>>10919948
>>10919949

For me I prefer the M4 and the SPAS-12 HD model and dislike the rest. The NPC models are the worst though, like the barneys and scientists in the hd models look a bit too uncanny valley.
>>
>>10919870
Wasnt that abandoned? people use Super EX+ now

https://doomwiki.org/wiki/Doom64_Super_EX_Plus
>>
>>10919976
It's ok for there to be more than one port getting active development.
>>
>>10919983
true
>>
>>10919970
The M4 always stuck out to me because both the pistol and SMG share the same ammo pool. It made sense with the MP5 as it used 9mm bullets.
>>
>>10919890
>Have you considered mentioning this to the developers instead of baiting this thread with your complaining?
I quite literally can't, due to reasons that I don't want to go into in order to not shit up the thread. It's why I'm asking here, in case someone here hangs around them and knows what they are doing.
>>
>>10919993
Yea I don't put overly much stock in this whole 'making sense' business. Doesn't matter to me that much. But the other aspects like the f'd up looking Barneys discourage me from the HD models.
>>
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Home. . .
>>
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>>10919889
>what is p48 protocol, even?
Client/server protocol for multiplayer.
>>
>>10920005
deez nuts
>>
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>>10919962
Flood introduction level was fine, fine as a little change of pace even if the new enemy didn't quite lived to their hype.
Library was a perfect showcase of why flood is nowhere near as fun to fight as covenant however.
>>10919963
You can't imagine how happy i was when i heard the familiar grunt and elite noises again.
Unfortunately, the game is now forcing me to go backtrack through one of previous levels again. The one with the same four rooms and corridors not quite unlike the ones in library.
>>
>>10920042
The rest of the game is revisiting previous areas, but they each become more transformative.
>>
>>10919995
>I quite literally can't
You better not be Marisa back in these threads again.
>>
>>10920062
I really think the trip should have stayed.
>>
>>10920026
Man I wonder how much that'd go for
>>
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>>10920060
>they each become more transformative
I can see. I am not limited to fighting only flood at least so everything is already better than the library.
>>
>>10920062
I'm not, I can assure you of that at least.
>>
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PO'Ed is coming next week
https://www.youtube.com/watch?v=2X9Io9kOIvU
>>
>>10920172
i just po'ed my pants
>>
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>>10920172
>Nightdive's next game
>>
>>10920172
>PO'ed
Oh thank goodness. For a second, I thought they were re-releasing a game people actually cared about.
>>
>>10920102
The Library is the only Flood-only mission.
>>
>>10920172
at around 0:45 he uses a redeemer like guided missile weapon.

I always though UT was the first game to have that type of weapon. Anyone know of any earlier fps games that has that type of weapon?
>>
>>10920204
i wish they did Prey(2006)
>>
>>10920219
THIS!
>>
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AAAAAAAAAAAAAAA
>>
>>10920042
The campaign gets a bit better after Library once it becomes you fighting both covenant + flood + occasionally those forerunner drones. Flood were always a bit too tanky and barely reacted to being shot. And the levels where they appear being reruns of places you previously visited also partially ruins them.

I think the library type levels in Halo 2 were a bit more OK since you had a lot of vehicle sections to break it up + fellow Elites to fight alongside you. Also they mostly made it so you are fighting through new enemies. Brutes were the more annoying enemy there tho.
>>
>>10920287
I feel like the flood are consistently the worst part of each game they're featured in
>>
>>10920292
They are. Human weapons aren't very fun to get shot at by and they don't have the AI that makes Halo fun.
>>
>>10920287
>>10920292
>>10920294
I like fighting the flood! They're weird, and gross, and a terrible herald for the end of all life in the galaxy. Also the fat ones are 100% of the time satisfying to kill because of that POP
>>
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>>10920242
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
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>>10920301
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
Baking, I've got it.
>>
>>10920292
They definitely are the worst. They are kinda emblematic of 'late game fps enemy' no one actually enjoys. I wonder if these sorts just never get properly tested. It might help to do a 'no weapons start' testing vs these guys till you iron out the kinks and they become fun to fight. I think an issue is they tend to rely on powerful weapons to even be killed quickly and so if you are ever out of the right kind of ammo to deal with them - it becomes very tedious.

>>10920295
You just end up running away whilst reloading a lot of the time. You target the human wielding weapons ones first then the exploding ones get closer to you and you run as your ammo is now depleted till you can fire back. Every fight is similar.
>>
>>10919962
Agreed. Never finished Halo for that reason. Got tedious. I like the first half or whatever of the game.
Except the mission where you have to escort your superior while he's hurt and too dipshitted to not run headlong into needlers.
>>
>>10920310
>>10920310
>>10920310
>>
>>10920317
>>10920317
>>10920317
>>
>>10920306
The only time I've ever liked them was watching the little ones enter corpses and do the whole animation of coming back to life. That, and the one from 3 that transforms. Everything else about them is distilled irritation. Struggling to kite a bunch of melee fodder because Mister Queef moves like an arthritic, and then getting instakilled by one in the distance because Bungie deigned to give them power weapons.
>>
>>10920318
>>10920323
Oh no bro, one's gotta go
>>
>>10920328
I like that OP image more of Duke in a bowtie and whatnot; total fucking silliness. Janny can delete mine. Besides, wordcloud anon has chosen it too.
>>
>>10920328
#1 has outdated news it seems, but then, #2 has a broken youtube link.
>>
>>10920331
Save your image and pun for the next thread.
>>
>>10920332
Crud. Then the maker of the next next thread needs to account for the missed news.
>>10920335
A reference to the ending of American Psycho. I'd definitely like to use it for another thread if mine dies.
https://youtu.be/Rn5VJOOXYN0?t=76
>>
>>10920332
It doesn't have missing news. The Doom 64 thing was placed earlier chronologically. There were only 3 replies to the news this thread, and 1 wasn't news.
>>
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>>10920303
MMMMMMOOOOOOOOO



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