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Why are those two games still so active? Why not quake, unreal, duke nukem or other boomer shooters?
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I don't know man. both are boring as shit. unreal was always cooler
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Readily available modding tools, active modding communities and popular coverage of said mods.
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>>735180516
They are easy to mod and Doom in particular offers a really nice and balanced base to build upon with its bestiary and accessible map design.

Other games like Duke 3D, while impressive were coded in C spaghetti and their gameplay is more specialized.
If you ever tried to open the .GRP to edit something in the game you'd just want to kill yourself irl 3 times over just look at the reference table for enemies and weapons.
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>>735180516
DOOM + DOOM II brought quality of life updates to the games, also includes all the DLC
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>>735180516
I remember visiting HL mod sites just chock full of single player adventures made by fans and getting weeks if not years worth of enjoyment out of it. Good times.
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>>735180516
>unreal
Epic only cares about Fortnite now.
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quake is catching up thanks to trenchbroom

>>735182927
yeah, the build/mapster32 editors have awful fucking interfaces too
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Doom got some good sourceports and building tools that allowed piss easy modding that lets you go full Ship of Theseus on it to create total conversions that make you forget shit's on top of the doom engine. Other games wish they were blessed with braindead easy modding tools.

And doom 2 is a more fun game to mod. Quake and Unreal are cool, but doom 2 has THE PERFECT enemy roster that no other shooter has, this allows the various custom megawads to shine by coming up with intuitive and fun mapsets that are fucking cool as fuck, and it's not like adding custom monsters is hard, the early DeHacked stuff like scythe 2's juiced up plasma marine (that was a direct inspiration to legacy of rust's shock trooper) and afrit are cool additions.
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>>735182473
Yeah this is basically it. Quake and Unreal *can* be modded, but Doom has like 30 years of accumulated babby-proof tooling and documentation. You can download GZDoom, drag in SLADE and UDB, watch one 20 minute youtube tutorial and you’re already making custom encounters with cleaned up DECORATE/ZScript monsters.

Meanwhile early Quake mapping was “compile your map, wait 15 minutes, oops a leak, do it again.” UnrealEd was powerful but arcane as fuck and UT99 netcode voodoo filtered out 90% of casual tinkerers.

Also Doom’s sprite-based enemies are way easier to remix without breaking visual cohesion. You can recolor an imp, tweak some frames, adjust speed/projectiles and boom - new roster member that still “reads” correctly in combat. Try doing that in Quake without it looking like a jank MDL abomination.

Doom 2 lineup is just modular as hell too. Hitscanners, mid-tiers, infighters, area denial, pain elementals for chaos - it’s like a toolbox designed for infinite encounter design. That’s why megawads keep feeling fresh 30 years later.

Boomers didn’t survive because nostalgia. They survived because modders treated them like LEGO sets.
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>>735184451
What mod is pic rel?
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https://www.moddb.com/games/duke-nukem-3d/mods

Except Duke gets plenty of support
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>>735180516
Good mods
There are Half-life and Doom mods out there that are better than any fps released in the past 20 years



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