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File: 1723434123973937.png (369 KB, 751x739)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11156975

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 patriots ~

FAQ/GENERAL GUIDE
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

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

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

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

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

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

MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SRB2Kart: https://pastebin.com/gPdytB18

OUR WADS/MODS
https://rentry.org/vrdepot

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/
>>
=== CURRENT RELEASE ===
Fraggot
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/d-f/fraggot

=== WHEN IT'S DONE ===

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

=== NEWS ===
[8-13] Doom 2 gets another ray tracing mod
https://www.moddb.com/mods/doom-2-ray-traced

[8-13] Xaser and Edward's interview about the new port is out
https://youtu.be/Ks64hePUFqg

[8-11] WadSmoosh ceases development
https://heptapod.host/jp-lebreton/wadsmoosh/-/blob/branch/default/GOODBYE.md

[8-11] DSDA-Doom v0.28.0 is released
https://doomworld.com/forum/topic/146956

[8-10] Don't Be A Bitch 4 announced
https://www.doomworld.com/forum/topic/146945

[8-10] ID24: new specification built on top of MBF21, Docs and the video showcase in the links below.
https://doomworld.com/forum/topic/146943
https://www.youtube.com/watch?v=TCCFdOl_CP0

[8-09]Map Center releases a up to date Quake II Re-Release Mapping tutorial for newbs and /vr/
https://www.youtube.com/watch?v=P2bFcL32lUE

[8-09]Quake Retro Jam 1 is out
https://www.moddb.com/games/quake/addons/map-center-quake-retrojam-1

[8-09]crispy DOOM 7.0 released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-7.0

[8-08] Official Port gets overhauled, adds new episodes, with new weapons and monsters. Has MBF21 compat, and apparently also a new standard???
Includes lots of unseen Alpha & Beta content!
https://x.com/Wario64/status/1821578978462699748

[8-07] More Quake II updates coming. Possibly something about Quake 4 also.
https://x.com/nightdivestudio/status/1821265126219247951

[8-07] DBP67: Marble Hill is out now!
https://doomer.boards.net/thread/3642/marble-hill

[8-03] Anon releases Cliffside Combat:
>>11130303

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
>>11160998
>all this effort
>blood with fluid dynamics
>not pixelated
I truly don't understand
>>
>>11161849
this funny picture inspires me for my lore.
I love Doom given me so many sparks from 64 to eternal. I fukken love doom.


So is the new BFG supposed to be ballista?
The banshee reminds me of SJAS.
>>
So how does one throw other wads into the RT Doom 2 mod? It seems to throw out any outload or -file shit, I guess because it scripts in its own stupid stuff. Any way around it?
>>
>>11161896
*autoload, fuck me
>>
the new (old) sprites fucking sucks, there was a reason they weren't used
>>
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>Xaser and Edward's interview about the new port is out
Don't know why I expected the truest polymath to sound any different
>>
I have only played a few levels but it seems like the Banshee's role is mostly... Emotional. It's not very dangerous by itself unless it catches you by surprise. Still not a bad role, I guess. I feel like it could be used to distract people from tactically higher priority targets, or as a way to "wake up" players after a somewhat calm segment.
I imagine enemies with similar, "psychological warfare" roles to the Banshee's can be created. Like a jumpy spider, or succubus trying to distract you with her tits and ass.
>>
>>11160780
nta
How do you use these?
>>11161185
Legendary
>>
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>>
>learn about DMX OPL3 patches from Digital Foundry's KexDoom fluff piece
Thanks, bespoke man. I'll do that in a real source port for free.
>>
>>11161929
I'd say the Banshee's kinda fill the same role as pinkies, but in flying form, in that they're generally harmless from a distance, but risky to ignore. I kinda wish they moved a little faster.
>>
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any Doom monster packs you personally recommend?
colorful hell is pretty fun, but im curious about others. preferably of the spooky kind to pair them with this mod.
>>
>>11162113
Legion of bones.
>>
Are making doom wass still Worth it in the current year? I was thinking I could make maps, get more familiar with mapping to help me with other projects I'd like to work on.
>>
>>11162113
Roguelike Arsenal's monster pack + LegenDoom Lite is fucking great.
Hell from Earth is an absolute shitpost that needs to be experienced at least onoce.
>>
>>11161929
>or succubus trying to distract you with her tits and ass
No please, I don't want to shoot that.
>>
>>11162196
>sounds a bit low compared to VirtualMIDISynth tho
you're supposed to use this build linked here, just replace the exe
https://www.vogons.org/viewtopic.php?p=1255128#p1255128
nukey apparently lowered the volume in one of the latest builds to prevent clipping so it sounds a half-tone lower than it should
>>
>>11162213
I wouldn't either. Well, not with a firearm anyway, if you catch my drift.
>>
>>11162220
that did it. thx again, anon.
>>
>>11162113
Project Malice.
>>
>>11162213
I would happily kill that, it's a demon and killing demons is fun. The double standard thing of evil creatures being fine if they're attractive is silly.
>>
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>Finished Retro Jam
It was pretty good, only a couple of the levels came across as someones first ever mapping attempt, and I was honestly expecting more of those.
It was neat to play levels that didn't go on for hours and couple just be enjoyed for quick bursts too. It reminded me of what Quake mods used to be like before everyone wanted their maps to be The Forgotten Sepulcher.
Good shit all around.
>>
>>11162310
>couple
*could
What a weird spelling error to make. It's early in the morning.
>>
>>11161929
>>11162213
Joke's on her, I'll only pretend to be distracted for the opportunity to hold hands.
>>
>>11162301
>The double standard thing of evil creatures being fine if they're attractive is silly
it's a primary male instinct
fucking > killing
>>
>>11162310
Name the bad maps. Shame them.
>>
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>>11162301
>>11162326
I've got no problem hacking down and blowing up scores of combative Succubi in a game like Diablo, but if I have the choice I ideally prefer to not be killing sexy women characters in most cases.
>>
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>>11162329
I also kill things with boobs in various retro video games but I feel bad every time.
>>
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>>11162335
Oh no.
>>
>>11162335
I don't necessarily feel bad about it, Succubi in Diablo are annoying cunts to fight, so I don't mind destroying them with fire and lightning.

>>11162337
I realize that melting down all his body fat, you could probably use that to deep fry an entire pig. Would probably taste AWFUL though.
>>
>>11162337
but why 6 nipples?
>>
>>11161929
Note to self: Implement jumpy arachnid monster girl enemy.
>>
>>11162329
>>11162335
>Playing Quake 3 with these anons
>Set player model to Hunter
>I don't get fragged even once
>>
>>11162345
They're the demon form of cats.
>>
>>11162354
I don't like spiders, so I won't have a problem crushing her head under my boot.
>>
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Come to think of it. Has anyone tried to make a Doom version of the Succubus from Catacomb Armageddon?
>>
How do you go about playing Q3 offline?
Any preference in source ports?
>>
>>11162357
Maybe if you're a better player than me, if the only objective and option is combat you don't get a free pass from me, no matter how sexy.
>>
>>11162337
I also feel a little bit bad for mancubi, that's what I'd look like if I was a demon.
>>
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>>11162367
Good
>>
>>11162372
you wanna play quakeworld?
>>
>>11162213
>>11162329

I'm more enjoying them as enemies in beat em ups and such where you're not necessarily killing them but instead mostly bang them up a bit, maybe a little grappling or choking or spanking.

Anywhom, I did enjoy the hot female ninjas in Shadow Warrior but obv I'd prefer if hot chicks were given the treatment of some Duke games aka you're saving the chicks [for the afterparty]
>>
>>11162357
Hunter was my first ever fap.
>>11162369
I didn't even know Q3 has more than one source port but I use none.
>>
>>11161849
Why did ID24 have to get involved with DW drama? I just want to make a fun map with these goobers.
>>
>>11162390
I'm sure that drama will die out eventually and some ports are going to implement it. Even if there's still some traces of drama it will be better to ignore it.
>>
>>11162390
>>11162392
At least as expected, FD24 is in the works even as just a placeholder thing, which out to calm some shit down.
https://www.doomworld.com/forum/topic/146968-fd24-free-replacement-for-id24reswad/
>>
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>>11161929
>>11162357
If only that worked in reality, I got shot all the time in the /vr/ dm server days.

Though I remember playing Quake II waay back in the early cable modem days wearing the Purgatori skin, after dying to some players shotgun or something I noticed the guy was walking over my corpse funny. It was like 100% the guy noticed the hot lady model and was trying to get a peek at her buttcheeks before someone else fired a rocket that gibbed the corpse and later him. Just can't replicate that kinda shit.
>>
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>>11162328
You know when you play them. The big empty spaces that serve no purpose and don't even look good, the huge open town maps with giant, mostly empty buildings.
Oh and side note, while the map itself wasn't bad there was one where the mapper put fucking emoticons and "lol so whacky" messages to the player. I think it was a guy from Slipseer because those guys love that stuff, but I personally think it looks tacky and obnoxious.
>>
>>11161503
I'm sure it was that instead of Zandronum using a version of ZDoom that's 10 years behind the current one.
>>
>>11162243
That brings back memories. I still remember the opening sequence today when he's at the ATM machine and gets robbed.
ASSWIPE.
>>
It's weird. I like Doom more than Quake, but if I really enjoy a Quake map set I suddenly want more Quake. I never get that with Doom, but I think that's because Doom wads normally outstay their welcome after a while with 30+ largish maps and Quake mapsets rarely pull that.
>>
>>11162369
I've been running this for the past few weeks and having a lot of fun with it.
https://github.com/ec-/Quake3e
>>
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>>11162367
>>11162379
shes probably the sort that winds up getting turned on and more aggressive from that kinda play
>>
>>11162409
So do you post it every thread in attempt to recapture the same high?
Anyway here's a classic in the same vein
https://youtube.com/watch?v=zOR3snVKW0E
>>
>>11162410
I didn't use emoticons (there's nothing wrong with them tho) and the messages are inspired by games where villains talk to the pc directly, such as Doom 3 and Prey. Because Quake and Doom maps telling you things such as "two more to go" or whatever normally makes no sense. Next time I'm just going to call you a faggot.
>>
>>11162378
Man just wants to grill for god's sake. If you need some propane or propane accessories, he's got em.
>>
>>11162410
>there was one where the mapper put fucking emoticons and "lol so whacky" messages to the player
You're thinking of Quake 2 maps.
>>
>>11162423
lmao good ol porn sprays, one jpg can just grind the game to a halt while that one tryhard dude turns purple from yelling at his team

Also nah, I kinda am ok with the zandy dm servers being a done deal, it was kind of a good time to wrap it up. I do enjoy shitting up the threads with stuff whenever the topic of hot demon girls comes up though, you got me there
>>
>>11162213
>>11161929
It doesn't matter if you shoot her or not. She's gonna get enough of your attention for you not to notice the chaingunner right behind you.
>>11161929
See? It works.
>>11162420
nice nice nice
>>
>>11162440
I'm stupid and replied to the wrong posts. Second reply was meant to be >>11162315 and third was meant to be >>11162409
You can say the chaingunner got me too
>>
>>11162425
If that's the one that starts with calling you a Tresspasser, then I didn't mean that one. I liked that one.
>>
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>>11162442
loading up the porn mags
>>
>>11162451
Oh sorry. I was too quick to attention whore.
>>
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>>11162459
Yeah, it's cool. I liked the whole disembodied villain losing his shit at you for making progress. I was just nitpicking about another map. As a whole the Jam was good shit and I'd play another one from the same people any day.
>>
>>11162423
>ctf_convoy
>unrestricted sprays
>like 3 weapons and 4 hats
>actual voice chat
it's so far away
but it's still home
please take me back
>>
>>11162463
The Map Center is working on a retro Quake 2 jam right now but there are plans for more Q1 content in the future.
>>
>>11162310
>everyone wanted their maps to be The Forgotten Sepulcher.
I only see that referenced so often here. Are there no other big maps or just one anon?
>>
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>>11162354
Arachnid monster girl you say?

>>11162415
What.
>>
>>11162487
I'm admittedly repeating something I read in a previous thread, but I agreed with the sentiment. I just feel that big maps have their place but it does seem like a lot of maps are going for the sprawling epic style these days. Maybe I'm wrong, and I'm just noticing it because I keep happening upon these large maps. I don't know
>>
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>>11162491
have some coffee
>>
>>11162491
Now that looks like a priority target to me!
>>
>>11161929
I like ryona, so I'd just enjoy shooting that.
It sucks all attempts at ryona mods look like ass.
>>
>>11162520
it's him!
it's the target audience for the citadel!
>>
>>11162534
Would you believe I don't care for citadel? It's too depressing and weird. Plus the guro shit is just bizarre. Perfectly clean organs flying out? No panty shots on downed enemies? Not even a hint of the enemies having breasts?
Come on now.
>>
>>11162390
It's the answer to a question nobody asked, and Bethesda is involved.
A better place, a better time and this would have been a nothingburger.
>>
>>11162534
>target audience for the citadel
that one was so jank the target audience wouldn't even look at it a second time
>>
>>11162390
Schizoposting, that's it, really.
>>
>>11162491
I think he was talking about Malice for Quake, not the Doom Project Malice. I confused them too at first.
>>
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>>11162420
I meant it more in the Doodle Broom sense, but now you're making me picture it as some sort of ryona masochism thing, and I'm not sure how to feel about that.

>>11162437
Well, who doesn't like hot demon girls?
>>
>>11162632
Not that anon but I have a big thing for demon girls, they're just too good.
>>
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Whoever recomended NEVER.wad a few threads back, I hate you
The flashing lights are giving me a migraine and the Caco is a motherfucker to fight
>>
>>11162626
>I think he was talking about Malice for Quake, not the Doom Project Malice
whoops, yes that's exactly what I did. sorry
>>
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>>11162626
>>11162661
Oh wow that clears things up, it hurt for a moment.
There was a Malice “jam” recently, wasn’t there? I’m kind if in the mood for it now.
>>
>>11162645
Yeah. I agree. I'm the ryona faggot from earlier, and even I can enjoy a good demon girl with some nice tits.
>>
>7 (seven) doom threads right now
>>
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>>11162645
They are quite something, though I should probably not post any more so as to not get too offtopic.

>>11162672
Doom is in high demand.
>>
>>11162672
And most of them are shitposting. As nice as it is to see Doom getting some love, you really don't want the attention from /v/, because the kids from there will show up here to cause trouble.
>>
>>11162653
Tis I anon :^)
I am come to fuck your vision and instill cacochomper PTSD in your mind

(Hope you fuck with the music at least)
>>
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>>11162329
>dorky moms
>demons
>>
>>11162113
Surreal to se my silly map being used so commonly. Anyway:

>Project Malice but be ready to tweak things to flow better with RS '93
>Legion, which is probably ok but seems like a gzflex kinda mod imo
>Sun Damage Omen enemies if you hate yourself
>Gothic reskins, makes everything spookier
>assuming you can unfuck it, Dark Doom Creatures (adds a bunch of extra shit aside from monsters)
>SUAB monsters only, gonna have to unfuck it too desu

The other anons already plugged DRLA but I think it's just a nice set of monsters in general. It works for everything.
>>
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>>11162632
>>11162645
>>11162669
The UAC probably will never get to finding a friendly demon woman in the current universe so they will likely just have to make their own
>>
>>11161850
So i forgot to put this on the previous thread and it is related to the new Quake II mapping and Modding tutorial for newbs
Quake 2 Remaster - Back to Base(Q2)ics Jam Announcement
https://www.reddit.com/r/quake/comments/1esd5iu/quake_2_remaster_back_to_baseq2ics_jam/
Everyone is invited, it starts today
>>
>>11162782
but whats in the crotch
>>
Is there a way to add ledge forgiveness and input buffering to jumping in gzdoom via zscript
>>
>>11162805
Say what?
>>
>>11162798
It’s modular, so anything you wish it to be.
>>
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With the Shocktroopers dropping their heads, does that affect the limit of "things" per map in the new ports?
Also, what are the "upgraded visuals", anyway?
>>
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>>11162798
>>11162809
I hope she's got one of these, and also a vacuum cleaner for sucking things up.
>>
>>11162368
I tried a little while ago, but I'm not that good at sprite editing. My plan was to paint an imp blue, erase most of the horns, put long hair on it, then a small pair of caco horns on the head. I didn't keep any of it though, it wasn't very good.
>>
>>11162828
>Also, what are the "upgraded visuals", anyway?
Resolutions higher than 240p
>>
>>11162807
ledge forgiveness = allowing a jump to go through a certain number of frames after you've run off a ledge
jump input buffering = storing a jump input while midair for a few frames after pressing and jumping immediately if you touch the ground
Basically they're two different ways that a game can feel like it's "eating" your input when you try to jump, a lot of platformers put those in so the jumping feels smoother
>>
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>>11162828
>Also, what are the "upgraded visuals", anyway?
Shameless disrespect to Adrian Carmack. Daily reminder, that actively discrediting the current "ownership" of ID Vault assets is just and morally right, so don't be ashamed putting them in your mods free of charge.
>>
>>11162910
>schizo doesnt even know what he says
>>
>>11162915
>not even a paid shill but a free-loan corporation prostitute
>>
>>11162390
>most posters are retarded that don't even understand what a standard is
>some are schizoing out that bethesda will go nintendo and killing modding
>but there's also fault on id24 developers not explaining things in a simplified way
The most common misception is that you need LoR to use id24 features, which is not true. You need LoR just for LoR's content, just as you need TNT or Plutonia for their content in case you want to do a wad which uses LoR's monsters and weapons. You can still create new weapons and monsters for wads that use id24 comp level, and play them without having LoR's wad. The developers were retarded though for naming the wad id24res, as now people thing that id24 is in the wad. Yea, you read that right. There are people who think that a wad file contains a new comp level.
>>
Why would Nu-ID show off the unreleased monster sprites and not use them in LOR
>>
s-stop posting all the monster girls
>>
>>11162910
They didn't change the sprites or textures.
Except the Nazi ones that they keep fucking with for international releases, and health kits for some gay reason.
>>
>>11162967
They did? The Banshee is taken directly from the spritesheets they’re showing off in the vault, and the Ghoul is something that’s been around since the Alphas leaked.

Unless you’re talking about the un-mirrored rotations, then I dunno. Laziness? Implementing their own Minor Sprite Fixing would’ve been nice.
>>
>>11162828
>Also, what are the "upgraded visuals", anyway?
The renderer stuff from Rum&Raisin.
>>
>>11162886
fyi ledge forgiveness is commonly called coyote time
>>
>>11162839
>also a vacuum cleaner

Machines can hurt people.
>>
>>11162910
Adrian is a good artist, but he took a lot of shortcuts with the graphics too, the fact that the monster sprite offsets are all kinds of fucked attests to him not even finishing.
>>
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So, anons, anyone found a cool Doom mod these days? I haven't seen anything good on Mod DB, Doomworld only has some small stuff and ZDF is still fuckin' dead.

Picrel is DBP61 and Inferno Suture for anyone curious desu.
>>
>>11163020
I can’t blame him. Even for someone of his talent, doing the heavy lifting of the art pixel-by-pixel must’ve been rough, especially all of Doom 2’s assets in that timeframe. And his shortcuts were creative too. Most people would never even be aware of stuff like the PE and imp sharing arms, or the pinky using the baron’s back unless it was pointed out to them.
>>
>>11163028
Nothing I've had time to test but I find looking on TSPG with recent mods can bring up some interesting stuff, and a few things like digging through the best-ever archive to occasionally uncover cool things.

I also picked up an almost-Dzone bundle of wads that were in some Dreamcast Doom port which I've only scraped the surface but it's got terrible porn maps and everything.
>>
>>11163034
True, true. It's why I also like the Spritefix mod a lot, because he actually put quite a lot of effort into the frames, and the mod makes the original animations look as smooth and nice as was really intended.
>>
>>11163028
Don't we have a booru for wads and mods?
>>
>>11161849
after all these years, im finally going to do an ultimate doom full vanilla+ UV run. my setup is:
>crispy doom
>sc55 music pack
>minor sprite fixing project
>gz doom secret revealed sound effect
am i missing something?
>>
>>11163028
play disaster jester and private stone
>>
>>11163143
>>sc55 music pack
gay, reread the thread from the top for improvements
>>
>>11163146
>reread the thread from the top
first things first, you're a cunt
secondly, >>11160780 wasn't even in this thread
>>
>>11163158
The dude's being pretty annoying desu, is somebody paying him to shill nuked or something?
>>
>>11163158
it's cross-linked, so it's in BOTH threads
faggot
>>
>>11163143
I dunno dude, A decent sourceport is all you really need for vanilla and crispy fits the bill, rest seems fine
and by music pack you mean .oggs or something? I guess it works but finding the sc55 font makes it easier and more compatible to jam into whatever port or .wad you please later, no idea why people are making a fuss
>>
The beauty of MIDI is that you can replace every instrument with cowbell and ignore the "intended" sound.
>>
I’ve noticed that some enemies (like the archvile or the baddies) can get stuck with other enemies if you shoot them ‘too hard' with the RL or Plasma gun on the KEK port. I haven’t seen this retarded bug behavior since GzDoom.
>>
>>11163162
>>11163170
NTA, but what makes Nuked's emulation better than plugging EmperorGrieferus' sc55 soundfont in via VirtualMIDISynth/CoolSoft MIDIMapper?
>>
>>11163170

yeah .ogg recordings. i know its not optimal, but it works and its pretty much the same in-game.
>>
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>>11162664
>There was a Malice “jam” recently, wasn’t there? I’m kind if in the mood for it now.
Yes, along with the Malice Refined mod that fixes bugs, adds some gunfire effects, and adds a map that's a remake of Doom's E1M1 (pic from the moddb page).
Malice jam was kinda weird. The scale and look of things makes me think they didn't actually play through Malice before making their maps. There's also that one with the long and annoying text logs.
>>
What is the most historic resolution for playing Doom? 640x480 seems like it would have been the most common in 1993 when 320x200 capable monitors were on their way out.
>>
Super Mario World Hacks > Doom Mods
>>
>>11163309
This is a particularly odd thing to bring up
>>
>>11163320
Not really, the communities have many similarities.
>>
>>11163320
Remember when that autistic mario OC guy made a "review" of 400 minutes of /vr/
>>11163335
Only similarity I can think of is one has a Kaizo scene and the other has a slaughter scene
>>
>>11162886
Both sound possible, but the specific implementation with all its details and caveats escapes me at the moment. The jump thing can be done both on the player (by overriding CheckJump) or via an event handler. Definitely gonna work with the former, not 100% sure about the latter. The ledge thing sounds doable, but the implementation I had in mind, which is to track CurSector for changes and compare heights to register when you've gone off the rails, coupled with overriding PlayerPawn::ApplyAirControl to retain control once your feet have nothing solid beneath them. Also nulling the Z vel to prevent falling. But I expect that to get fucky with interpolation. In theory it sounds like it could work. In practice I can tell you it'll probably have some annoying issue.
>>
>>11163207
I've never seen that happen in GzDoom.
>>
>>11163339
>Remember when that autistic mario OC guy made a "review" of 400 minutes of /vr/
QRD?
>>
>>11163339
>Remember when that autistic mario OC guy made a "review" of 400 minutes of /vr/
I wasn’t here for that but you have my interest.
>>
>>11163339
Except Kaizo is predicated on being complete bullshit, while slaughter can all kinds of approaches to gameplay design.
>>
>>11162469
>>like 3 weapons
That's the kicker for me, the weapons got exponentially more retarded with every update and the game is so far removed from the original Quake mod that ironically enough, it now has everything I despise about modern FPS design in one convenient package.
>>11163353
https://youtube.com/watch?v=nUKDTBYkIbg
>>
>>11163359
The thing about kaizo hacks though is they're consistent, they won't just tell you to eat shit at the whim of a dice roll. Yeah, there's gonna be the occasional bullet bill or invisible block trap but it's in the same position each time you run through the level. I see kaizo as the natural evolution of IWBTG or Meat Boy type games
>>
>>11163359
Eh that’s not entirely true with the Mario scenes these days.
It’s just more precise and 1-and-done autism grind for them vs our autistic experimentation in reducing the RNG roulette’s punishments.
>>
>>11163028
WADSUP!
>>
>>11163373
>The thing about kaizo hacks though is they're consistent, they won't just tell you to eat shit at the whim of a dice roll.
Neither does any decent slaughter. Believe it or not, crafting encounters where the question of the player actually making it hinges entirely luck, isn't any more well liked for the crowd who likes fighting many monsters at once.

>>11163376
>vs our autistic experimentation in reducing the RNG roulette’s punishments
How much are we actually doing that? It seems that aside from some people occasionally grumbling about 80dmg rolls from boner rockets, most people accept Doom's pRNG for what it is.
>>
>>11163406
Never said slaughter did that either mind you, I'm playing sd20x6 right now
>>
>>11163424
Nice.
>>
>>11163406
>How much are we actually doing that?
I’ve done my fair bit but I was never too extreme with it.
And reducing RNG is a catch all term because I’m accounting every little thing you can do, going down to basic positioning since monsters are generally inclined to follow you before anything else.
Really I think in all my time of playing DOOM the only time something felt like a dice roll was the staircase revenant fight in The Other Side for Stardate 20x7 because I had multiple saves in that fight where I can win it or never win it at all as their aggression was too much.
>>
>>11163429
Yeah I'm a certified doom dork and I see some pretty unfair statements on slaughtermaps, especially here, so I wanted to be fair on kaizo too. I'm not saying you have to like it, but hopefully you understand it isn't purely trying to work against the player either.
https://youtube.com/watch?v=C-lmfYx24vg
>>
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>>11163036
Good call, I barely check that site for whatever reason. Thanks for remind me it exists.

>>11163138
Not that I know of? Would be really fucking cool if we did though.

>>11163145
Already have. Stone's pretty cool and a good fit for harder sets, Disaster Jester will be played with DBP40 because it has a kinda clownly theme going on.

>>11163389
This means nothing to me, anon.
>>
>>11163517
>he doesn't know that wadsup is a real site in itself.
>>
>>11163236
>VirtualMIDISynth/CoolSoft MIDIMapper
I personally prefer OmniMIDI
>>
>>11162982
Yeah, this "upgraded visuals" line is just as baseless marketing hook as it's cliche, trade lifehack taken straight from a hit guidebook on how to pitch a minor product. Still made many people confused though. I'm not a fan of brightmaps, sprite shadows, smooth animations, ambient occlusion, particles and shell casings, colored lighting, voxel models (unless it's Build engine), extra death frames, radial fog, weapon feedback, colored blood or any of that, but Kex owners should attest whether they got anything as nearly appealing or investing committee were too ashamed to make a coin out of yet another free community offerings.

>>11163020
Not sure if there are actually that many shortcuts worth noting if it's a esteemable enough work to have on a resume. I, personally, for sure didn't notice any of the inaccuracies until they were pointed out to me.
>>
E2M1 of Legacy of Rust sucks massive fucking cocks.
I just outright run out of ammo.
>>
>>11162690
Oh yeah, the music is amazing
I'm still gonna finish the wad, but those two elements (and the pretty boring encounter design) are really grinding my gears
>>
This is what I'm doing all day instead of finishing my 5-years-in-the-working megawad or playtesting community project maps.
>>
>>11163557
>This is what I'm doing all day
balls?
>>
>>11163549
You mostly have to look close to notice them, and at the original resolution they are VERY hard to spot, but the one that does stand out even then is the monster offsets, like how they will shift noticeably in position because the frames weren't all adjusted for consistency.

>>11163557
Cool animated textures like these are always useful, anon. Also, I've found that I cannot really put myself into the grind at all times for a project, because I'll wear myself out, and that I need to take at least a few days out of my week (of my free time), to instead do something else to decompress.

Play some game, any game, watch a movie or anime, etc.
>>
>>11163549
On second thought, maybe I shouldn't dramatize this much, when in reality it's a toy market and companies don't think anything whatsoever about ours manchild interests.
>>
>>11163557
Has 94 Protons really been going on for that long?
>>
>>11163574
[8-16] ChopBlock223 announces a switch to ID24, waits for the complete spec release
>>
>>11163579
Damn, I forgot to put a Doomworld link
>>
>>11163574
I'm not Chopblock.
>>
>>11163557
Green hill zone?
>>
>>11163557
Acorn Archimedes?
>>
>>11163596
That's a pity. In remorse, maybe we shouldn't make such nasty jokes about him so that he'd have more incentive to post any hint of progress here instead of anywhere else.
>>
>>11163617
It's not even Screenshot Saturday yet.
>>
>>11163617
>*posts 6 screenshots of a hallway*
>>
I have always wondered, when a community project leader goes missing why don't individual mappers link up and release the wad without him? I mean, if I made a submission I would want it to be played. I imagine if the coordinator went mia that would motivate me to try and make it happen without him.
>>
>>11163683
or you can just release your map by itself and avoid the headache of tard wrangling a bunch of people you never met and have no reliable way to contact.
>>
>>11163683
Truth is, I don't really care. They'll get played when they get played. And I submitted multiple maps to 94 Protons.
>>
>>11163683
Usually someone just takes over, but it's easier done on Doomworld or Discord than here.

I suspect one project leader actually died on us once.
>>
>>11163693
Waifulead? I hope he didn't.
>>
>>11163694
I wasn't talking about a /vr/ project, I think waifulead is alive, yes.
>>
>>11163683
I wanna see where this goes, chop consistently delivers on being such a fuck up it's honestly fascinating to me. I'm like a scientist observing an agar plate, except like, someone jizzed into it.
>>
>>11163683
didn't 94p had a discord server during development? whatever the fuck happened to that?
>>
>>11163708
I think the lead clarified he was just keeping contact with some of the authors through discord. Parallel to that was an SNS discord which turned into a Halo server.
>>
>>11163708
It got deleted because the owner didn't want to continue hosting it. Instead of passing it on to someone else because ??????
>>
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Painface
haha
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>>11163721
Mod where there's a occasional cacodemon that spits lost souls and an occasional pain elemental that only has a hi-power bite attack and you can't really tell them apart unless you count all seven horns or check the shade of blue on one side or something
>>
>>11163309
>metadoom
>no metamario
>>
>>11163557
Master Of Orion II terraforming?
>>
>>11163747
>Mod where there's a occasional cacodemon that spits lost souls and an occasional pain elemental that only has a hi-power bite attack and you can't really tell them apart unless you count all seven horns or check the shade of blue on one side or something
Or even better, a mod that (also) causes one of them to say "that's racist" when they are both in the same room.
>>
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>>11163574
>>
Is there any reason I should stop my chocolate doom playthough and switch to RetroArch DOS emulation? I do want to keep the 1993 graphics as well represented as possible.
>>
BTW playing on Ultra Violence I've realized this is the actual game.
>>
>>11163827
are you pistol starting? that is the actual game desu
>>
>>11163821
>Is there any reason I should stop my chocolate doom playthough and switch to RetroArch DOS emulation? I do want to keep the 1993 graphics as well represented as possible.
Why are you asking me?
You probably know more about it than I do.
>>
>>11163821
>>11163870
I went ahead and installed Doom via DosBox-Pure and the shader effects do make a huge difference to the way the game looks.
I can even apply NTSC shaders if I want to make it look more like the PS1 version.

Problem I have right now is 1995 Ultimate Doom seems to lack the ability to assign weapon up/down buttons to a gamepad.

I suppose I have several buttons to assign them to maybe a non-issue.
>>
>>11163860
Yes. Intending to beat 1995 Ultimate Doom pistol staring on Ultra Violence with a controller. Wish me luck.
>>
whoops, posted this in wrong thread.
>>11164157
>>
>>11163517
>This means nothing to me, anon.
clovr.xyz/wadsup
for wad recommendations. tags and stuff.
>>
>>11164207
Great work so far. I had a hunch you meant to post it here too.
>>
Raytraced retro games look wrong. It just seems tacky. Maybe it's because a lot of what it achieves could already be replicated with raster graphics. So ultimately it gives that Doom3D vibes.
Half Life RT felt the same. I guess Quake was interesting at the time due to its novelty but again it wore off.

I guess its the raytracing dilemma. You're not gonna be raytracing newer titles (without them being blurred to shit) unless you have a gigabeefy PC. So retro raytracing caters to more people by design and gets more attention.
>>
>>11164207
Fuck yeah that looks great m8
>>
>>11164209
Ah, that. I kinda knew about it from my last time trying to download Rekkr, but didn't really look into it much. Thanks for the tip.
>>
>>11164242
I run nudoom with RTX enabled better than I do either of the classic Doom RTX ports.
>>
>>11164247
Fair point, nudoom is really well optimised. It also helped me find some secrets by letting me see green glow reflect off of surfaces.
I wonder if a doom wad designed around RTX would be interesting.
>>
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>Unlike many popular WADs, the original release of Magnolia did not contain an Ultra-violence configuration, perhaps in an effort to convince players to play the lesser skill levels first.
>There are eight bonus maps that were given by Ribbiks to the first eight players who submitted HMP demos as per the instructions in the WAD's readme file. All of these occupy the MAP31 slot and are loaded as an extra WAD file alongside the main Magnolia WAD.

What the fuck is the point of making maps to only give to one person? And why are these people hoarding the maps?
>>
>>11164345
The kicker is he would personalize the maps based on the play style recorded in the sent demos, I find it cool as fuck
>>
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>>11162390
Can someone give a rundown? I don't code so it feels like a lot of this goes over my head.
What I understand is:
>Goober made id24 and licensed it to Bethesda.
>He wanted Boom/MBF/etc compatibility without using their code so he reverse-engineered it.
>Due to difficulty of reverse engineering it's not actually demo compatible with those standards.
>He released detailed documentation so people can make their own reverse-engineering of id24
>Freedoom people are already working on it
finally
>LoR requires "id24res.wad" which has assets. id24 doesn't require id24res.wad, except it does look for it so enable LoR-specific features.

So, should I be mad? From what I understand it's unfortunate he chose money, but he didn't actually screw people over that much.
It seems like it's a mistake to have LoR-specific features hard-coded into a id24res.wad requirement. Why wasn't it just embedded into the wad?
As a side note this is actually difficult to read thanks to DW moderation. I don't read DW a lot but this is the first time I've seen a moderator edit someone else's post.
>>
>>11164425
>>LoR requires "id24res.wad"
The kicker is that it doesn't even require that wad. Everything is in the "id1.wad" included in the Nightdive port.
>>
>>11164425
>So, should I be mad?
No. Most people aren't going to use it so it barely changes anything. Doomworld sucks ass.
>>
>>11164447
I'm still mappan with boom lawl.
>>
>>11164345
Every mapper has rights to do what they want their maps. 2 of those maps have been released to public anyway.
>>
>>11164456
I think it's 3 now btw, unless the third one is some dude who's really good at emulating ribbiks
>>
>>11164425
I can't think of a single logical reason to give a fuck. Whether it's utilized in the future or not it's not going to stop anyone from making doom mods. There will always be more content than you can play.
>>
>>11164362
someone should edit that into the wiki, sounds pretty cool.
>>
I've asked this a few times before, but tonight I'm going to ask it again. I went to a boy scout jamboree type event somewhere around 2002-2003, and it was in this big field with hundreds of scouts from different troops. It was either in PA or NJ. The trail leading into the field had a few gazebos, and at one gazebo, an older fellow had brought a generator and a bunch of computers set up with DOOM 2 LAN deathmatch. Me and some other scouts spent half our time at the event fragging each other in this the woods, and this became one of my fondest childhood memories. I was only 11 or 12 at the time, so my recollection is very foggy (ergo, this post), but this was one of the coolest things I've ever experienced. I'm trying to find out who this guy was, because I feel it necessary to thank him. An anon on here last year told me that it sounded like a guy he knew that they called "Rommie" who died of cancer a few years ago, but he never told me his full name or how to find his obituary. This dude spent his time and hard-earned money to introduce kids to the joy of DOOM, and I want to pour one out for him. Once again, I'm hoping one of you guys can help me find this man and so I can finally and properly honor his good will.
>>
>>11164425
You got few things wrong
>id24 has a dual license, anyone can do what they want with the code
>kex engine is only compatible with vanilla demos, id24 comp level on other boom derived ports such as nugget or woof will be demo compatible
>people don't need to reverse-engineer the code because of licensing, it's being implemented to other source ports as it is
>freedoom people are planning to be make free alternative to LoR's visual content aka textures and sprites, the code itself is free to use
>he didn't "choose the money", he could have hardcoded the features only for kex port, but wanted to give the public a new standard that every source port developer can use
>lor's wad is only needed if people want to use lor's new weapons, monsters and graphics but nothing else, you can play and create wads that use id24 features without ever touching lor
>you can't embed a new comp level into a wad, the code is embedded to the source ports
>>
>>11164458
Nice. I should play that wad then.
>>
>>11164504
https://doomer.boards.net/thread/3052/magnolia-map-previously-stocking-stuffer The wad in question btw
>>
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>>11162423
good times, good times
https://youtu.be/pPoKaoJu0m4
>>
>>11164507
where can I get the other 2?
>>
>>11164425
>>11164502
Also you could make a free replacement in 10 minutes for lor's content wad, if you know how to use slade. Just copy free alternative graphics from torm's repository into new wad file and rename them.
>>
>>11164456
>Every mapper has rights to do what they want their maps
I don't disagree, I just think it's dumb. It's almost like making a megawad then just not releasing it at all.
>>
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>>11164502
Thanks for the thorough reply. So id24 is indeed open source, or at least it's implementation in Goober's port is. That's good to know.
To clarify when I said "why not embed it into LoR" I didn't mean the standard, I meant the assets which are inside id24res.wad which id24 is hard-coded to look for (or so they say).

One last thing- pic related.
Is there merit to point 1? I heard id24 works without id24res, but so many people are implying at least some features require id24res. Is this really the case? Can I use ALL of id24's features without this wad in place? Assume I don't make my own like >>11164528
and
Is there merit to point 3? If I understand correctly, the answer is no. Surely if Bethesda decide to add new linedefs it would have no bearing on the community's id24. It would be like Bethesda's proprietary fork of id24.
>>
>>11164526
That I'm not so sure about, the doomwiki page says they were leaked so you likely won't find them on the usual big forums. Might be worth scouring sites like tspg or https://archive.org/details/wadarchive
>>
>>11164513
I'll have to give myself a PRRRRRRRRRRRRRRRRRRRRRRR-*turns into malfunctioning fan*
>>
>>11164536
There's no merit in this post at all. Only things copyrighted are lor's maps, music, textures and sprites. The content that is placed in the wad. You can't embed a comp level inside a wad. You can use all of id24 features including the ability to create new weapons with new weapon slots without touching lor.

What comes point 3, it's just schizo babble that hasn't been even though through. If Bethesda commercialized some new comp level in future, it would mean nothing else that there's new port of doom, that can do some other stuff that other ports don't, but since it's code couldn't be shared, it wouldn't be popular with modders and would be largely ignored. It would be a retarded move from marketing stand point, and wouldn't even hurt the modding community at all. Also this wouldn't mean that boom derived couldn't add new free comp levels in future.
>>
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Is there a more perfect wad that Going Down? I cannot believe how good it is. Every single map is a 10/10.
It's the wad I always use when I wanna test mod combinations, or when I just want to kill some time.

Considering it uses (afaik) nothing but stock assets, here's hoping it becomes an official add-on so I can play it on the Switch.
>>
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>>11164574
Thank you.
Just for my own sake I'll clarify again that when I say "why isn't id24res embedded into the LoR wad" I mean why is a wad filled with assets (id24res.wad) kept outside the main wad (id1.wad) instead of them being one. Not saying the standard should've been in a wad or anything crazy like that.
Seems silly to have a mapping standard go "let me see if the user has commercial assets they can use" that isn't one of the regular iwads.
>>
>no one just outright says you only need Nugget and GZDoom and all the other source ports are useless cruft or made redundant by the above
>maybe Eternity for like the 3 wads that need it
There. That's all you need to know. You don't need to listen to any waffling faggot or go through 20 engines. Those will run everything with all the features you want. You're welcome.
>>
>>11164637
That's my exact setup. It's pretty comfy.
Also ZDL if you're a lazy cunt (like me)
>>
>>11164641
Sames
>>
I played back through to Phobos Labs on RetroArch and yeah this is the way to go.
>>
>>11164536


i mean doom 2 had 1 new wep and like 2 new enemies. LOR has 2 new weapons and 3 enemies. so maybe it should be an iwad. Then again its not 1995 and any additions should be an addon. the weapons and monsters dont seem complex to rip tho.
>>
For some reason the controller movement on Dosbox-Pure seems better than with Chocolate Doom.
>>
>>11164536
>>11164574
OOP here.
Yeah this post was dogshit Idk what I was cooking. I took it back. Look at like the last 1 or 2 pages of the main thread where I say that it was consperitorial rubbish.
>>
>>11164637
Only if you don't care about multiplayer, I guess. Otherwise add Zandronum for modded MP and Odamex for Vanilla-ish, MBF21 and soon ID24. If you have someone to play with.
>>
>>11164734
lol what a fag
>>
>>11164705
>i mean doom 2 had 1 new wep and like 2 new enemies
>like 2 new enemies
I will not stand for this discrimination. Just because arachnotrons look like the mastermind and pain elementals are lost soul cacodemons doesn't mean they are not new, chud.
>>
>>11164690
Also I tried prBoom through RetroArch and it feels great but it looks... different. Like it's real 3d instead of psuedo-3d and you can tell.
>>
>>11164583
If the new port can get its shit together and actually support Boom like it claims, I'm sure it will get added and featured.
>>
>>11164637
Cherry Doom is nice because it's like Nugget with DSDA's level table.
>>
ID24 sucks because nothing has updated to support it, so I can't use it.
>>
>>11164609
>Just for my own sake I'll clarify again that when I say "why isn't id24res embedded into the LoR wad" I mean why is a wad filled with assets (id24res.wad) kept outside the main wad (id1.wad) instead of them being one. Not saying the standard should've been in a wad or anything crazy like that.
I'd assume it's because it would make a load order a bigger mess or something. Like, I'd assume that the port would at least look through LoR maps and scripts and not just assets at that point, which might fuck something up, or something.
>>
>>11164805
There is no 1.0 spec for source ports to target yet anyway.
>>
>>11164483
Wish I could. I grew up in PA and it's prime scouting territory, but have no knowledge of this. Sounds tight.
>>
>>11164756
RECOLORS!

I do wish Doom2 had another weapon.
>>
so much drama around a new format. what a bunch of dorks
>>
Capcom should release the source code to Super Street Fighter II Turbo.
>>
You just know they'll put out yet another official release with yet another format.
>>
>>11164886
Good.
Doom-in-Hexen with ACS extentions and dialogue from Strife in official capacity sounds lovely.
Better than Dehacked at least.
>>
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>>11164901
What mod is that? The hud and weapon are interesting.
>>
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>>11164905
lunar strain + RLmonsters + deimos + aphrodite + deimos-aphrodite compatibility patch i made https://files.catbox.moe/pkcxkp
>>
>>11164583
It still blows my mind that Going Down was made by that guy who made those weird cow and lamb music videos that were big on youtube like 13-14 years ago.
>>
>>11164934
https://youtube.com/watch?v=3Q7CwoqtLOs
Gonna take the opportunity to post a remix I like
>>
Is first system shock any good?
I've played ss2 and heard that ss1 was more on the pure shooter side.
>>
>>11164909
No file extention?
>>
>>11164964
It's great, but it might take a while to get used to. It's basically a sci-fi dungeon crawler more so than an 'immersive sim' like its sequel. Very shooty, but in a deliberate and careful way until you git gud.
>>
>>11164805
id24 is pure garbage and worse is leading to doomwrold bannings. absolutely disgusting situation.

basically they took mbf21 and added some stupid shit they myopically wanted and put the community, which was already planning mbf25, in a tough spot. then banned people. DW really is a cesspool, no wonder so many central people retire from it
>>
>>11165000
The stuff will probably be folded into MBF25 anyway.
>>
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>>11165000
Yeah people tend to retire from communites when they remember that they have people in them.
Checked btw
>>11165009
Yah so it's fucking nothing lol.
>>
>>11164978
that's how i keep them. saves me from confusing pk3 and wad whenever i set up shortcuts, i don't like having to use a launcher.
>>
>>11161850
Zscript versions of the Legacy of Rust weapons.
https://github.com/jekyllgrim/ZSLoRWeapons
>>
>>11164996
>kex has permanent microstutter
>dos is just fucked in 10 different ways from default distrib file structure to hacky community patches
is remake any good? I really don't want to write dos configs right now...
>>
>>11165074
apparently you can play things in dsda-doom (or any other mbf21 compatible port?) without stutter..

>>11165009
i haven't studied the plan for mbf25, but it's possible id24 conflicts with it, and after all, adjusting for id24 is extra work, and why should kraflab do extra work given that he was banned for some innocuous posts? let's see what gzdoom does; it was an ordeal for them to implement mbf21.
>>
>>11165086
>you can play things in dsda-doom (or any other mbf21 compatible port?) without stutter..
how... exactly do you mount system shock to a doom sourceport?
>>
>>11165087
Anon wasn't paying attention to your post, there is a SS1 TC that an Anon is infrequently working on but I don't think it's released or anything.
>>
>>11165000
>and put the community, which was already planning mbf25, in a tough spot
lolwut?
People are free to just ignore id24, where's the problem?
>>
anyplace to find the original disk images so i can install doom on my PCEM dos install?
>>
>>11165131
there are ports that run under dos, no need to go that far
>>
>>11165086
Graf has already said he has no interest in implementing it
>>
>>11165159
is that why he got banned?
>>
>>11165017
make those weapons better
pirate the shit outta that crap
>>
im working on my first wad. my plan is to make a level with separated in 2, then either make the player pick a side, or have him pick up a key at the end of one side that'll open up the door to the exit on the other side. im not sure yet. also, how do i place an exit in Ultimate Doom builder?
>>
>>11165208
Make a new sector or line and give it a S1 Exit or W1 Exit action. Either works, just remember S actions should be used with switch textures unless it's meant to open a secret or something.

Best of luck anon.
>>
>>11165208
NTA but as a side note make sure that if you're making a regular doom map with no fancy features, do NOT use the zdoom mapping standard. use vanilla doom or boom.
thought id point that out because a lot of new mappers start with the zdoom standard for no reason, meaning their maps get locked to one engine.
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>11165000
Mbf25 can still be made even from the id24 code without any legal problems. Mod that banned kraf and kinsie was not a developer, you are talking like Nightdive runs DW which is not even true. Xaser is a mod, I think, but that's where the similarities end. And kraf and kinsie didn't receive bans, because they didn't accept id24, but because they had a full blown schizo spergout like an average /v/ poster. Ban is temporary anyway.
>>
>>11165163
You are mixing graf with kraf. Both are egomanical autists that keep making retarded changes to their source ports though, so I understand the mix up.
>>
>>11164964
Played SSEE recently for the first time and it's amazing. At first I was intimidated by it being my ultimate filter but once I figured out controls it's such a great game. Didn't age, still ahead of its time. Better than SS2
One funny thing, few days after completing it I got sick and had the most terrible night in years. I couldn't sleep and only thing in my mind was fuckin labyrinth that is engineering deck.
>>
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having finished everything in the "new" d1+2 on UV i can safely say master levels, tnt and plutonia are overrated, shittily designed confusing obtuse garbage that's praised to high heavens simply because nothing "bigger" existed for a good while
NRFTL, sigil and LoR blow them the fuck out completely
>>
>>11165246
are we completely sure it's not the same person manning 2 different projects?
>>
>>11164530
>It's almost like making a megawad then just not releasing it at all.
You mean like Kama Sutra 2?
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Not going to lie, it's kind of assuming to see how people in DOOM community had a mental breakdown over this new shit while Quake & Quake 2 people immediately focused on either reintegrating new content into existing ports or making new maps for it.
...by the way, did any Q2 source port ended up supporting re-release stuff?
>>
>>11165000
I don't care about forum drama, I want flat offsets and more ammo types.
>>
>>11165253
>master levels
nobody's praising them, retard-kun
>>
>>11165253
Sigil is meh and Romero's audacity to call it episode 5 shouldn't have been rewarded.
>>
>>11165253
>master levels, tnt and plutonia are overrated
by whom? youtubers? they belong in the same trash bin as build engine games.
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>>11165234
Making demons faster in 3. The huge delay on the ranged attack is just for testing his movespeed right now.
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>>11165256
It's possible.
>>
>>11165253
I smell a tourist.

>>11165261
I might be the only one who likes master levels, but I admit it's largely because of nostalgia. Didn't know about community wads as a kid, so it was amazing to get more Doom to play.
>>
>uh oh is that an opinion a dislike
>heh... tourist
>>
>>11165274
Not that, but because you played tnt and plutonia first time on 2024. Wads that have been around for 28 years.
>>
>>11165275
and i'm older than wolf3d by a year
i wasn't autistic about doom enough to give them a shot, especially since i'm not very good in the first place (TFC still kicks my ass today) and they had a reputation of being ballbustingly hard
having completed them i was only annoyed because the levels were just outright badly designed and cheap, hurhur here's your 30th chaingunner closet feeling challenged yet
also the (simply epic) trope of "press switch to open door somewhere for 5 seconds"
>>
>>11165280
>i wasn't autistic about doom enough to give them a shot
But that's the very definition of doom tourist.

>i'm older than wolf3d by a year
underage b&
>>
>>11165280
Plutonia was designed by and for people who have already mastered the first two IWADs.
>>
>>11165253
I agree completely, Final doom and ML sucks ass. But sigil and LoR are not even that good either. NRFTL feels like a freedoom mapper made all those maps.
>>
>>11165253
>>11165268
>>11165291
These opinions just getting keep worse.
>>
>>11165253
>i can safely say master levels, tnt and plutonia are overrated
Master levels were never really all that popular to begin with, so not sure how that can be overrated. If anything, I tend to mostly see disdain for those levels.
TNT, I kinda agree but also kinda don't. It's definitely quite dated in a lot aspects, relies way too heavily on the zombies and imps, and some levels are a bit longer than they need to be, but I also respect it for its ambitions and concepts, so I can sorta see why some people like it.
Plutonia, I largely disagree. Most of its levels hold up pretty well from a gameplay standpoint, and you can still see its influence in pwads even today. It's definitely on the harder side of things, with the occasional really bullshit moment (usually with chaingunners) which can put some people off, but its really not that bad most of the time.
>>
>>11165294
>getting keep
>keep getting
Never mind me, I'm just retarded.
>>
>>11165297
>I'm just retarded
I've already noticed that, no need to point that out.
>>
>>11165286
cope harder zoomie
>>
>>11165217
>meaning their maps get locked to one engine

Nobody younger than 30 cares about this.
>>
>>11165321
The post you're replying to was written by zoomer hands (me).
I like playing random wads off of idgames. Or giving feedback to new mappers. I'd rather play them on Nugger (or DSDA for -dsdademo), and dislike it when my hand is forced to play them on GZDoom.
>>
I have no idea what I want to play next, so I'm going through most of my mods and adding a slipproof acs and holy shit, not having shoes made of butter is awesome.

Also raising viewheights. Basilissa feels as tall as she is now. Look at this short fucker.
>>
>>11165321
I cared when I was younger than 30.
>>
>>11165338
Key word is "cared". If you make a map in UDMF now, the average player will play it and say nothing about vanilla/Boom/MBF21 support as long as you explicitly say the map is for GZDoom because like it or not that source port is by far the most popular engine for the casual Doom player. And anyone pedantic enough to complain about "muh engine" while testing or playing a map should be ignored. For example POOGERS which doesn't run at all on GZDoom because of the specific tricks used by the maps or Heartland which only works on Eternity, people can and will bend the knee if they feel like it, and if they don't that's on them.
>>
>>11165371
>Key word is "cared".
I'm not under 30 anymore.
>>
>>11165086
There are more devs than just Kraflab.

>>11165159
Assuming you're mot mixing him up with Kraf, what did he say, and in regards to what exactly? ID24, MBF25?
>>
>>11165307
Kek
>>
>>11165321
Name a onr good wad, that needs zdoom but does not use it's features.
>>
>>11165253
If you don't like Plutonia, then you're a faggot, and not the cool kind.

>>11165271
Graf's real name is Christopher Oelcker I think, you can find him credited in a few PSX games he worked on back then.
I think he also was the first guy to bring back ENDOOM screens to sourceports because he realized he was really missing them, while Kraf sperged the fuck out when everyone said they thought it was better when DSDA had ENDOOM support.
>>
>>11165234
Like I mentioned before, I've spent all my doom time making animated screen textures.
>>
>>11165280
From someone who's a year younger than you, shut up and watch this, you'll learn a lot and stop being a noob:
https://youtu.be/HJcf0aOwmiA?si=iviEjYDCtOf04GGG
>>
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>>11165417
i don't fucking care, kid
chaingunner spam is gayer than a filipino at a fruit market
>>
>>11165425
Hitscan is the ultimate casual filter. Especially in Doom when you can react to them.
>>
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>>11165425
This is why you'll forever be a bitchass scrub, and why you'll never be able to hack it for any good fan content. You don't recognize your own shortcomings and limitations because you're angry that Final Doom doesn't give you a free and easy ride like the base games do.

You could actually learn how to reliably handle all kinds of things which Plutonia and others throw at you, but you refuse.
>>
>>11165429
>>11165430
and now post your uvmax speedruns, faggot
>>
>>11165436
I don't speedrun, and I don't need to for enjoying a game with some challenge either. If anything you should post your own so we can evaluate all the shit that you're doing wrong.
>>
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>>11165425
>>11165436
Mad cause bad
>>
>lol ure bad what me? no i'm simply good lol cope
everyone under 30 should just be ground up into pepperoni
>>
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>>11165234
Making my own doomguy
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>>11165443
Close-up
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>>11165442
I'm good because I've played through Plutonia a bunch of times and I've enjoyed it, and I've played harder .wads and enjoyed them too.
You suck because you can't handle Plutonia without crying and bitching about how unfair it is and how it's badly designed.
>>
>>11165456
>>11165443
He looks fucking baller.
>>
>>11165456
Damn, blud be looksmaxxing so hard it should be renamed to "mogshot"
>>
>>11165467
Repeat that in not retard please?
>>
>>11165267
For it to be a real ep 5 he'd have to do like two maps and other people would have to come in last minute to do the rest.
>>
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>>11165456
fucking awesome
>>
>>11165456
I like the slicked back hairstyle, sort of reminds me of christian bale in American psycho
>>
>>11165258
Don't care, NRFTL + UV + Fast Monsters in Co-op with Randos has been some of the most fun I have had in Doom in a while.
>>
>>11165309
I'm older than you, but technically you are right since I was inside a zoomer girl this week.
>>
>>11165217
>yeah don't use UDMF it has all those arbitrary features
>use Boom, it also has all those arbitrary features PLUS a lot of quirks and still several silly limitations, but at least it's demo compatible
>>
>>11165331
>and dislike it when my hand is forced to play them on
>WAHHHHHH WHY DO I HAVE TO PLAY ON THE PORT SUGGESTED BY THE WAD WAHHHHHHHH
Sorry for your retardation
>>
>>11165567
Using UDMF is fine, but it's pointless if you're using very few UDMF features that easily could've been replicated in BOOM. UDMF is far less universal despite what the name says.
>>11165572
See above. If a map is built for GZDoom and it plays like a GZDoom map, that's fine. If it plays like any other limit-removing map, then what's the point of using GZDoom? I'm not saying it should be illegal to do it, it's just bad practice. Fuck me for having standards I guess.
It's worse for the end-user. And it's worse for the mapper if they want to make regular Doom maps and not advanced GZDoom maps. If they DO want to make advanced GZDoom maps in the future, and did a vanilla map to learn the basics, that's fine I guess. But I personally believe figuring out the basics in Doom is preferable for new mappers.
>>
>>11165270
That's the spookiest shit anon. I love it.
>>
>>11165456
He looks real sharp. Is this part of a greater mod or a simple replacement?
>>
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>>11165470
blud - part of the growing etymological family of nigger words adopted by zoomers because they sound funny, interchangeable with bro in this context
be - to have a specified quality or characterization
looksmaxxing - incel doublespeak for caring about your appearance
mog - outclass those around you, typically in desirability
in conclusion it's a pun on status bar mugshot but attractive
thanks for coming to my ted talk, I hope you all suffer
>>
>>11165584
>UDMF is far less universal despite what the name says.
Huh, I was pretty sure everything relevant (and beyond) was supporting UDMF.
Now that I've checked, I must admit, I shouldn't have assumed that Woof/Nugget and Doom Retro supported it, just because more obscure ports that I use do.
>>
>>11165470
>>11165683
If I speak in fake ebonics to laugh at the kfc people everyone applaud and laughs
If I make puns in fake zoomer lingo to laugh at zoomers anon yells at me and calls me retard
Sad.
>>
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AH HAH HAH HAH HAAAH
>>
>>11165731
MAKING PROGRESS, MARINE? YOUR JOURNEY IS FUTILE, AND YOUR SOUL WILL BE CONSUMED BY MY LEGION!
>>
So, what's next for modern id re-release with a new episode?
Heretic and Hexen? Quake 3 + Live? Doom 3? Wolf 3D and RtCW?
>>
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Is there a good hint guide for the id games?
I'm playing the original Quake and Quake II and I'm pretty lost right now finding the last secret for their current missions.
I don't like resorting to that kind of thing but it's impeding my progress right now.
>>
>>11165159
At least until enough ID24 WADs are released to give people a reason to not play Le No Chicken Doom.
>>
>>11165773
Google + quake 1/2 + map name + secrets
you will find more than enough
>>
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>>11163274
Refined's flame shotgun may be my favorite Quake 1 modded shotgun. That thing is nasty.
>>11165592
Working on the hellknight next. The pinky is another one that needs a speed boost I feel.
>>
>>11165173
I wonder if FinalDoomer will get a set for it.
>>
>>11165470
"This custom mugshot looks great"
>>
>>11165456
Look kinda like Ash.
Looks good tho.
>>
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>>11165762
https://x.com/PRIMEVAL/status/1824837463811981521
>>
>>11165806
I read that as if it was park attendee feedback in Roller Coaster Tycoon.
>>
>>11165584
>But I personally believe figuring out the basics in Doom is preferable for new mappers.
And that is exactly why they should NOT start with Boom, because that comes with its own weird quirks that you just have to know and which you would probably never figure out by yourself. Years ago I wrote an autistic rant about the Boom format because I was making a map and had to ask a new question every day because there was some hidden hacky bullshit I didn't know, but I never saved it or I would post it here for posterity.

I am okay with telling people to start in Doom format (in fact I recommend that when I do), but telling people to start with Boom format because UDMF can't be played if you're a sourceport autist is just dumb. Fuck me for being a sane person I guess.

As for "only use UDMF for advanced features" really disregards all the QoL stuff for mappers, like scripting (inb4 voodoo doll autists screeching autistically) and being able to offset all graphics. For all the talk about "limitation breeds creativity" I often found to actually being hampered by the Boom format because there are still many things it CAN'T do, so I have to come up with convoluted and roundabout ways to implement some bullshit solution that still isn't exactly what I wanted. I can deal with that in Doom format because it's so basic, but Boom is just literal fudd shit "this was modern when I was young, that's enough, I don't need less or more, I have mine, fuck everyone else". In fact, since MBF21, what is the point of Boom anymore? Made completely obsolete.

I think people who only map in Boom are just scared of UDMF, ACS and Decorate, because it would warrant them getting out of their comfort zone and learning something new.
>>
>>11165234
This
>>11164207
>>
>>11165375
That it's too convoluted for what little it tries to achieve and anyone who's eager to implement it are into a masochism streak
https://forum.zdoom.org/viewtopic.php?t=79341
>>
I have a cd-r that some guy gave me in the nineties, with Quake, Hexen and Heretic. The thing is, this guy used to do traditional at-home lanparties, and the game folders seem to have some extra stuff. I'm hoping there are some recorded demos.
>>
>>11165825
>They hated him because he told them the truth.
>>
>>11165762
Hexen or Heretic would make the most sense from a content perspective and they could piggyback off the recent Doom re-release, but idk what the rights holding situation with them is.
Quake 3 re-release wishmaking always gets met with 'hur dur but Quake live already exists' and 'nobody plays non-FOMO multiplayer games anymore' so I doubt anything will happen there.
Wolf 3D has novelty power, but it's not something people keep going back to play over and over like Doom, so it's iffy. I'm not sure what they could add to overcome that.
RTCW probably won't happen because it was neither made by id or Machine Games. You also can't do a realistic looking WWII game in current year without in your face moral finger wagging, and you especially can't do one where the Nazis look REALLY FUCKING COOL like they do in RTCW.
Doom 3 would only happen if they manage to come up with an expansion that ties into nu-Doom, but mapping for Doom 3 is much more involved process than anything else on this list, so the cost and time needed to produce something worthwhile would likely be more significant than they're willing to allow. Also there's that 2019 cucked version of BFG that's still fresh in everyone's memory.
>>
>>11165892
>Hexen or Heretic would make the most sense from a content perspective and they could piggyback off the recent Doom re-release, but idk what the rights holding situation with them is.
I think it's all Raven/id apart from Heretic 2 which I think is Activision and Mageslayer which was GT Interactive.
>>
>>11165816
if that's true I'll expect a new expansion, broken features and some retarded "connection" with nu-Doom.
>>
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>>11165773
>that bing bing wahoo secret in Quake where you need to hit the switch with your head by standing under it and jumping
>>
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>>11165234
Apologies to whoever asked before in a prior thread what this was in. It is being done in AlephOne.

Most of this week's focus has been on the melee weapon.
>>
So much talent, all wasted.
>>
>>11165443
>>11165456
I thought that was Jerma for a sec.
>>
>>11165825
I said vanilla OR boom didn't I? I think a lot of your vitriol is misdirected because I certainly don't map for BOOM exclusively, nor do I think it's the "definitive" way to map.
I just believe it has enough advanced features that it could spice up things just enough if an amateur mapper wishes. And yes compatibility is a big part. Call it autism all you like, pretty much all ports support BOOM except Choco/Crispy. It's also a nice stepping stone to MBF and MBF21 if the mapper wants.

>In fact, since MBF21, what is the point of Boom anymore? Made completely obsolete.
Features too advanced for new mappers.
I don't think new mappers should be overwhelmed with too many things if they're just learning the basics.

>As for "only use UDMF for advanced features" really disregards all the QoL stuff for mappers, like scripting
If you're making your first map, scripting IS an advanced feature.
>>
>>11165937
Wat now?
>>
>>11165959
I wasn't attacking you, I was attacking the Boomers who don't want or can do anything else and which are usually very loud about giving advice to newbies. "Go Boom, fuck UDMF (because it's too complicated for me), le chicken man bad".

>Features too advanced for new mappers.
Same can be said for Boom. What does "too advanced" even mean?
Also, if you find Doom format too limiting, what prevents you from moving on to Boom? Before you can even use the "advanced features" of Boom you have to learn how linedefs and sectors work, how line actions work, how platforms and doors work, what (un)pegged means and so on, and only then will you even have any idea of what "advanced" features you might need.
This is strictly speaking if you're new to mapping altogether and don't come from e.g. Quake mapping, which brings its own difficulties with the jump from true 3D to merely height differences (unless you do instaraise trickery or just UDMF 3D floors ;).
I have actually been planning on some kind of newbie mapping tutorial that works its way up from the very basics to advanced UDMF stuff, but have so far lacked the time to do it. Maybe if I'm unemployed again.

>If you're making your first map, scripting IS an advanced feature.
No. Only if you're new to coding. And if you're not, writing up a simple script is way easier than rigging a voodoo doll.
>>
>>11165847
He's not strictly wrong.
>>
>>11165892
>Quake 3 re-release wishmaking always gets met with 'hur dur but Quake live already exists' and 'nobody plays non-FOMO multiplayer games anymore' so I doubt anything will happen there.
a quake 3 single player campaign
no, playing against bots in multiplayer arenas is not a single player campaign
>>
>>11165892
Hexen 1+2 and Heretic 1 distribution rights are held by id, franchise rights are held by Raven, both belong to Microsoft and Phil wants Hexen to return, at least publically. They were added on Xbox Game Pass or something, like a year or two ago.
Quake Live doesn't exist on most platforms and the new Quake 3 re-release would probably be replacing it. I don't think it's a lot different compared to the Doom and other Quake re-releases. Hell, they might as well have the new remaster replace Quake Champions as the main Quake esport or something. I'm sure people will love that.
With Wolf3D, adding Mac and console content, as well as licensing ECWolf modding stuff and making a new episode should be sufficient. The goal would be making a convinient way to play the classic game for new and console fags. Also, you'd be surprised to find that Wolf3D scene is still alive somehow. Not that the old grogs would want anything to do with a remaster.
RTCW was made by Grey Matter which merged with Treyarch and is also under Microsoft umbrella. I'm sure both id and better part of Machinegames would like to see it being brought back in some capacity, along with Enemy Territory update.
As for Doom 3, while cost and time might be an issue compared to earlier games, I think it's still just barely possible, as the engine falls straight into modern id and Machinegames expertize.
>>
>>11165937
shut up, mom
>>
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Anyone got a link to UDMF example map geared towards DSDA-Doom? I think such thing existed once.
>>
>>11166009
>and Phil wants Hexen to return
Never going to happen for anything new, they also own Bethesda and that would superficially step on the toes of TES shite, which the shareholders wouldn't stand for because of their fear of self-competition.
>>
>>11165762
How about remaking literally the worst id-adjacent title? I mean Q4
>>
>>11166010
No, go to the bathroom.
>>
I can't for the love of god finish doom 2, it turns in such a slog halfway through
>>
>>11166034
please tell me you're not pistol starting in d2, otherwise it's pretty savescummable on uv
>>
>>11166034
I see this opinion surprisingly often and I actually agree.
Definitely an unpopular opinion though.
>>
>>11165332
im gonna need a place and a name to look for that mod when its released chief
>>
>>11165762
>Heretic and Hexen?
This franchise is the most dormant of the bunch and, in that sense, the odds aren't that great... and one big guy at Xbox wearing Hexen shirt doesn't necessarily mean anything.
>Quake 3 + Live?
Next year, perhaps. This year is Arena's 25th anniversary and previous Quake re-releases were tied to such dates, but id Software has been all-in with DOOM and that took priority.
>Doom 3?
Seems very unlikely. Never say never though.
>Wolf 3D and RtCW?
About damn time. Expected at least Wolf3D's re-release to come up alongside the last Wolfenstein game in New trilogy once MachineGames are done with Indiana.
>>11165816
>>11165898
Not only these wouldn't have been tweets like that if it was for something original, but also...
>No idea if they have plans for Heretic, I'm just doing this out of my love for the game.
https://x.com/PRIMEVAL/status/1824837463811981521

>>11165892
>idk what the rights holding situation with them is.
Everything is under one roof, essentially.
>'hur dur but Quake live already exists'
This bullshit excuse doesn't work because of this current DOOM + DOOM 2 re-release.
>I'm not sure what they could add to overcome that.
Modern game. Wolf3D as a marketing push like Unity ports were or even pre-order bonus similarly to DOOM 64.
>>
>>11166023
I doubt that they are ever going to touch Rage series ever again. :^)
On that note, same goes for Wolfenstein (2009) and ETQW too. At most they'll restore them to Steam at some point.
>spoiler
It's not quite that bad and I doubt they are going as far as remaking it, considering how much people turned on against Stroggs through loud slander by Q1-only fags.
Personally, I just want a better MP client, but they might try making a VR version, like they did with D3.
>>
>>11164583
>>11165924
mod names?
>>
>Serious Engine is open source
>perfect engine for batshit fan mods
>nothing
why is that?
>>
>>11166047
>Everything is under one roof, essentially.
IP rights aren't a necessity for a remaster, as proven by Atari with Blood and Interplay with Kingpin (owned by Microsoft, alongside with Redneck Rampage now)
>>
>>11166059
Not popular enough.
I don't think even GoldSrc fags are as active nowadays, despite being known for batshit fan mods and having an engine recreation with Xash3D.
>>
>>11166048
>Wolfenstein (2009)
I had far more fun with this one than any of the nu-wolfs, giving it at least the gog treatment would be good.
>>
>>11166040
Is it unpopular, actually?
Most people will agree that the thing responsible for Doom 2's longevity is the roster, but there are enough that will agree that Doom 1's levels are just... better.
And frankly, while I regularly play through 1 just for some comfy fun, I rarely get beyond MAP08 because I have lost all that motivation at that point.
>>
>>11166052
The first is clearly a parody art, and actually pretty clever one too
>>
>>11166067
Then something is wrong with you because TNO and Old blood are way better than 2009
>>
>>11166073
TNO gets dragged down by its retarded focus on its retarded story and characters (and being disturbingly antisemitic in the process).
>>
>>11165873
>and the game folders seem to have some extra stuff
Neat
I used to burn CDs with doom and stuff on them for friends, including mods and such.
I have a CD with a bunch of old machinima on it. Dunno if it still works. Quake and quake 2 mostly iirc...
>>
>>11166074
Don't disagree, but the game part is better.
>>
>>11166074
>disturbingly antisemitic
Hm?
>>
>>11166070
I think Doom 1 drags in some places because the levels are a bit samey. I like the shakeups that Doom 2 has.
>>
>>11166067
I actually would agree with you, but that says more about nu-wolfs rather than the game in question.
Out of everything past Wolfenstein RPG, 2009 and TOW are the only things that worth a damn and both are bagged down by different problems.
>>
>>11166083
>TOW
*TOB
Sorry for possible confusion.
>>
>>11166067
Watched Ross Scott review this. It seemed pretty generic for its time. CoD with bit of magic essentially.
>>
>>11165309
arrest yourself doomie
>>
>>11166083
It's perfectly reasonable to dislike the overly present story of TNO, but to pretend that it is not a good game is dumb
>>
Wolfenstein 2009 is the best Wolfenstein game I have played, up yours.
>>
>>11165443
he looks like jim carrey
i want it
>>
>>11166052
The second one is a, currently, unnamed WIP.
>>
>>11166089
>CoD with bit of magic essentially
Singularity is CoD with magic, 2009 has a proper enemy roster and decent weapons
>>
RTCW>MOHAA>>>power gap>>>COD1
>>
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>>11165234
done with the fully extended frame, unless i have to rework details to match middle frames.
>>
>>11166110
I actually really enjoyed both the energy weapons ion cannon and lichstenfaust or something like that
Basically the result of both were skeletonized enemies and it was always a glorious feeling
>>
>>11164637
>maybe Eternity for like the 3 wads that need it
Heartland and....?
>>
>>11166201
Those are cool, yes. I liked using the axe/hammer as well, or just shooting enemies in the throat, they sounded like they were choking on their own blood.
>>
>>11166196
This is much more clean, but it still totally clashes with Doom's art style.
>>
>>11165762
Quake 3 remastered, has to be
>>
>>11166207
It's tricky. I'll probably get rid of the gold strip and maybe make it a dark grey/brown like the plasma rifle or something. Colors will help, but a lot of it is just style that will be harder for me to ape.

Most important thing for me is that it doesn't look like two toy guns jammed into another toy gun.
>>
>>11166223
Yeah, changing the gold would be good. It reminds me of Eviternity's last episode.
>>
>>11166046
It's called High Noon Drifter and it's not mine, it's been out for a long time.

https://forum.zdoom.org/viewtopic.php?t=57098
>>
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>>11166229
summat like dis
>>
>>11165258
>did any Q2 source port ended up supporting re-release stuff?
Yamagi Q2R is under active development (https://github.com/yquake2/yquake2remaster)
>>
>>11166248
I guess we're getting anons so new they don't even recognize mods from people who posted in these threads anymore.
>>
>>11166264
That's much better.
>>
>>11162937
Never modded or made a map for Doom in the slightest, but wouldn't the only "encroachment" (from my perspective) just be Legacy of Rust's enemies included in source ports by default? This was already the case with the MBF Helper Dog over 2 decades ago.
>>
>>11166039
I don't like to savescum, I wasn't complaining about the difficulty, is just, boring
>>
>>11166290
That's the thing, they're not included by default. They have reserved slots, but everything would function fine if they were absent.
>>
>>11166298
Oh I see.
I was actually kinda looking forward to just plopping some of them in a map if I ever did start mapping. They at least fit the bill for "demons" unlike a German Shepherd with more health than a pinky demon because it was meant to be an ally, even though they're hostile by default.
>>
>>11166306
You can still use them. It's not hard to get ahold of the id24 wad, and there will be a free replacement as well.
>>
I just played MP. It's great.
>>
>>11166185
MOH(U)>RTCW>CODUO>MOHAA>>>power gap>>>COD1>MOHAA expansions
>>
>>11162113
Doom Raro
https://www.moddb.com/mods/doom-raro/downloads/doomraro-30
>>
Who exposed the Icon's brain?
>>
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Brutal Doom
>>
>>11166080
>jews literally could have advanced humanity into literal scifi utopia
>instead kept it for themselves
>the mandala analogy doesn't even work because they just hoarded that shit for whatever reason
>>
>>11166185
>MOHAA
>better than COD1/UO
lolno
>>
>>11166371
the demons were preforming life saving brain surgery to remove a malignant romero when doomguy showed up, that was the operating theater
>>
>>11165847
>>11165994
I can't blame any of them for not wanting to add even more to DeHacked. Oh man, nu-iD/Nightdive wants to add a negative range to it, isn't that just beautiful?
That it's a moving target of a spec and obviously not quite finished (rushed out for Quakecon) probably doesn't make it more attractive.

There's a lot of cool functions they've done with ID24, I seriously really like the true sector coloring, the transparency functions, and native burning sky support, that's all VERY sexy stuff, but if people just were to copy these things over for the supposed upcoming MBF25 spec, I would much rather have that.
>>
>>11165258
>...by the way, did any Q2 source port ended up supporting re-release stuff?
I bet it works in FTE, but I don't know if it would be a massive improvement over the KEX Q2.
>>
>>11166275
>>11166401
https://skuller.net/q2pro/
Q2pro supports it as well if that counts
>>
>>11166067
If it wasn't for the regenerating health, then I would say that it's almost as good as TNO.
>>
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>>11165234
I'm going to die from some random heart attack before I finish my megawad, won't I?
>>
>>11166452
>Q2Pro now supports music and cinematics
H O L Y S H I T !
>>
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>>11166074
>>11166387
That part is actually pretty insipid, it kind of brings to mind the Harpers from Forgotten Realms. It's retarded worldbuilding and if they had just gone with "The Nazis discovered an ancient alien spaceship with advanced technology!" that would have smoothed over that incredibly awkward question.
>>
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>>11166110
I unironically like it a lot, but the regen health sucks and the level design is just not as good as Return To Castle Wolfenstein's. It also doesn't have the cool as fuck X-Creatures or the undead monsters.
>>
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So then, now that the dust has settled, what do we think?
>>
>>11166489
Fun until the last 2 maps.
>>
>>11166489
Fun, especially the last 2 maps.
>>
>>11166489
No railgun 0/10
>>
>>11166489
Calamity Blade is a cool name and it's a cool concept. But its ammo efficiency makes it too good.
>>
>>11166525
It seems they tried to balance it with the lack of autoaim. But there's no reason to use the flamethrower when it only takes 20 units of ammo to kill anything weaker than a boss monster.
>>
>>11166528
Maybe if you got twice the fire "shots" per fuel ammo used, the flamethrower would have some appeal.
>>
>>11166543
The flamethrower is already nearly a straight upgrade to the plasma gun.
>>
>>11166545
>limited range
>self damage
>low ammo capacity
>reduced effectiveness on Cyberdemons and Masterminds because it deals damage primarily through the explosions the flames emit

Nah.
>>
>>11166382
that's pretty smart actually but why do you want barons grabbing barrels for?
>>
>>11166545
Eh, no.

>>11166549
It's ridiculous how hard it's nerfed versus the Spider and Cyber compared to the otherwise very dependable and solid vanilla Plasma.
>>
>>11166553
Because it's equally cool and terrifying to have a Baron suddenly chuck an explosive barrel at you.
>>
>>11166545
I don't think that's really saying much.
I think nearly anything involved with or identical to plasma is almost objectively bad unless it's a BFG shot. The Zombie Marine's are probably the only time I've ever liked the usage of plasma.
>>
>>11166553
In Doodle Broom, Barons Of Hell can pick up explosive barrels and throw them at the player like a projectile. If the player has Berserk, I think they can also pick up explosive barrels and throw them as projectiles.

When the Baron is holding the explosive barrel over its head, you can also aim for and shoot the barrel so it explodes, which I think is hyper-baller, but this also instakills the Baron no matter their health, which I feel makes him too easy, when he's supposed to be a really tough and robust enemy. It should just damage him equivalently to a barrel.
>>
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>>11165234
>>
>>11166587
https://www.youtube.com/watch?v=iV0edD_Gsw8

Tell us more, Anon.
>>
>>11166587
ok now you have my attention
>>
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>>11166592
>>
>>11166598
That's an excellent set of smear frames. I'm not sure what you got planned for this but this is stellar work thus far.
>>
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>>11166596
I also have a Drac (just ignore the totally not Void sprite that's in there)
>>
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>>11166608
And a Deth
>>
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>>11166608
>those cape frames
Oh fuck yeah
>>
>>11166459
Hope not.
>>
There is an annoying trend in the master levels of inescapable acid pits.
>>
>>11166549
It trades that for significantly higher enemy against the rest of the cast and being the best way to flinch any enemy.
Even its reduced effectiveness is on par with the plasma.
>>
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>>11166613
And some unrelated Giger walls
>>
>>11166620
Oh yeah I won't argue that: The incinerator stunlocks the shit out of single targets. It's a great martian bullying tool. But god damn I feel like you're giving up too much in comparison to the vanilla plasma gun.

>>11166624
Man. You're a fucking beast. It's kinda inspiring to see this much good shit.
>>
>>11166489
From best to worst
>Plutonia
>Sigil
>Legacy of Rust
>No Rest for the Living
>Doom
>Doom 2
>TNT Evilution
>Master Levels

Not sure why Sigil 2 is missing
>>
>>11166634
>Not sure why Sigil 2 is missing
Because it's worse than Sigil which wasn't that great in the first place.
>>
>>11166634
it's in the "featured mods" list in the mods menu. to access it you have to be logged in with a bethesda account.
>>
>>11166636
Filtered by Romero

>>11166641
I don't even use that port it's just strange that they would license Sigil 1 and not Sigil 2.
>>
>>11166608
HELL YEAH MOTHERFUCKER!
>>
>tfw you will never experience Quake 3 on CROM FFA from 2016-2021 again
Sk0oGe was here. I miss my home.
>>
>>11166658
it is, it's just walled behind your personal info
>>
>>11166665
You guys sign up to things with your personal info?
>>
>>11166676
>he doesn't know
>>
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>Here is your new authentic, demo compatible port bro. It just breaks in the new formats that weren't in the Unity port.
>>
If you aren't playing DOOM on original hardware, DOSBox, or the Xbox Live Arcade port, you are doing it wrong.
>>
>>11166196
Sex
>>
>>11166205
Tarnsman's Projectile Hell and Vaporware, I presume
>>
so Doom 2016 is just the sequel to Brutal Doom, correct?
>>
>>11166742
No.
>>
>>11166742
I don't know are you trolling, but canonically it's sequel to Doom 64, but also has some Doom 3 references. But really who cares about canon at this point. I certainly don't. I just like old fps games and their mods.
>>
>>11166634
I have hard time seeing Sigil 2 as canon, because of those new textures that look like ones from 90s shovelware wads, and dehacked used on Spider Mastermind. Sigil 1 felt like actual Episode 5. This feels like a fan-made sequel. I still enjoyed the wad nonetheless.
>>
>>11166742
Yes.
>>
>>11166634
Haven't finished LoR but I think pretty much the same except TNT Evilution on top. Mostly nostalgia goggles, but at the very least I think it's better than base Doom 2 on average.
>>
>>11166774
Nirvana > Habitat
>>
>>11166742
It's a sequel to Serious Sam 3.
>>
>>11166785
Can't deny that. I usually take the shortcut in Habitat.
>>
Where can I download the Legacy of Rust wad to play on Crispy Doom?
>>
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I just know, there's some minor thing that I've missed and now I'm absolutely lost in my tracks. This UT music isn't gonna get me last for long, should've been more attentive.
https://doomwiki.org/wiki/Object_%2234%22:_Sonar
>>
>>11166719
Pretty much a side effect of the new official port using clean-room implementation of boom/MBF/21 instead of directly using the available code that most source ports use. I understand why they did that, considering Boom and MBF have been around for well over 25 years, making getting the necessary legal permissions from their various contributors to not break the GPL for using the code on consoles virtually impossible.
It also means that boom/mbf/21 maps will inevitably run into demo desyncs and incompatibilities between the official port, and dsda/woof.
>>
>>11166012
I don't know if this is what you meant, but just in case, I made this map to demonstrate dsda's doom-in-hexen support. Mostly for the polyobjects:
https://desuarchive.org/vr/thread/8635561/#q8637696

At the time it didn't support UDMF and it's still pretty limited. There's still no ACS, SNDSEQ or decorate. It did apparently add climbable mid-textures which is kinda cool.

>>11166883
It won't work with crispy, you need at least an mbf21 compatible port. Try woof, it's made by the crispy-guy.
https://www.mediafire.com/file/vwnoxgj2h69t9wt/rerelease.zip/file
>>
>>11166954
Why would people even want to use official port for the demo recording? It's a port for normalfags, not competitive autists.
>>
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>>11166884
So, I've just pressed 3 previously undiscovered switches and I simply don't know what the hell they all did. Cool shit Lainos.
>>
>>11166963
Can you even use it for demo recording?
>>
>>11166963
NTA but it isn't so much the demo recording part as it is making maps act as they do in popular source ports. Demos are really just the litmus test of how well the sourceport can emulate certain behaviors. Keks port is super off base as of now, and likely the lesser known Boom/MBF behaviors are going to be missed even after patches
>>
>>11166981
Apparently the trigger which opens the barrier for the blue key, right after this webm maze, is bugged and doesn't work? That'd explain why my progress was abruptly stopped.
>>
>>11166994
Wrong complevel...
>>
>>11166986
Which is also an issue in the Eternity Engine, which can approximate Boom/MBF compatibility but won't record demos in that format that can be played back in the other ports. It only handles vanilla properly, IRC.
>>
>>11165017
Now they just need a way to disable the autoaim on the Calamity Blade for more accuracy.
>>
Doom port should've come with a level editor.
>>
>>11167096
But how would they then milk the neo-zoomers in the next six years if they did that now?
>>
>>11167107
these re-editions usually come for free if you already own the games
>>
>>11167085
Actually, found a way to do it, just remove these highlighted lines and sections.
Also, if you look in the id1-weap.wad's decohack file, you find a comment that explains why the auto aim is actually disabled in base LoR.
>hack of sorts to "disable" autoaim, since aiming at a ground monster makes the waves fire toward the floor (yuck)
>>
>>11167107
>milk the neo-zoomers
they don't play these though
an average zoomie buys the game, keeps it for cool cred or "maybe I'll play it later, everyone said it was cool", and never even installs it
>>
>>11166382
Oh, so that's what that does.
>>
hi i just drank 3 bottle of wine and have no money where do i get the new dooom level pack of rust from for free without paying for kex engine
too busy watching church service to look through archive i know someone linked it earlier sorry
need rhythmic gameplay familiar game like doom
thank you, sincerely myself
>>
>>11167096
level editor is gonna just make workshop get filled with 1993 user maps tier wads
>>
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>decide to check out the
SO YOU WANT TO PLAY SOME FUCKING DOOM (or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz link
>ok cool lots of info
>oh this look cool but the text is too small. let me click on the picture to enlarge it
>picrel
>no way to ACTUALLY view it fullscreen
am i redarted? how do i do it?
>>
>>11167359
>right click
>open image in new tab
first day using a web browser, grandma?
>>
>>11167359
i am immensely retarded and i attached the wrong picture but fortunately nobody noticed yet.
still the problem is real. how do you actually enlarge it? even zooming in the webpage doesn't change the picture size.
>>
>>11167364
have you actually tried it? for me it just opens the imgur page again. the whole page, not the image. maybe it's a setting on my browser i changed.

edit:
yes, i tried in edge and it works as expected. weird.
>>
>>11167368
I don't know what you are doing. Does this link work for you?
https://i.imgur.com/Hx8VpW6.png
>>
>>11167367
Use pc, not phone.
>>
>>11167368
>yes, i tried in edge and it works as expected
what browser do you normally use? inb4 opera
>>
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>start immoral cumbat
>your hp bar is a dick that keeps shrinking as you get hit
well, that's one way to make the player feel bad about "underperforming"
>>
>Projectile that, when hits something spawns another projectile that flies backwards and tries to home on the original target, if it is within certain angle

Is it a good idea? I was thinking of it but it's probably only viable for bosses if at all.
>>
>>11167408
does it spawn another projectile in the same spot it hit, like a ricochet?
from your description I can't tell if it spawns when hitting terrain or creatures
>>
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Is there some soundfont (or emulator like Nuked) that sounds like Gameboy/Famicom/MegaDrive?
would be especially cool with kegan mods
>>
>>11167409
Yes, that's the idea, basically
>Projectile hits something
>Death state is just it disappearing instantly and spawning a copy of itself rotated 180 degrees
>New spawn checks if tracer is in its sight
>If so, flies towards it, if not disappears
>>
>>11161850
Blood: What Lies Beneath Trailer
Release: October, 1st 2024
https://www.youtube.com/watch?v=sx9bL36K7ngv=sx9bL36K7ng
>>
>>11167408
BYOC does something like this with the Doise's rock. It comes back at insanely high speed and it's capable of dealing a lot of damage to other monsters, but more often than not you'll just murder yourself with it. It IS really funny though.

I've done something similar with my boomerang projectiles, just without the self ownage.
>>
>>11167415
I want it as a monster attack, not sure if it would be fun though.
>>
>>11167417
That's a novel enough idea, and I think it could work. But I think it'd be good to have a tell of some kind before it flies back towards the monster that fired it, maybe a pause as well, because it'd suck to dodge a monster shot only to get drilled in the back of the head on the return trip.

This thing would also make for a hilarious source of infighting.
>>
is there a revamped soundtrack for chex?
>>
>>11167429
Probably not, Chex gets very little of anything, probably only getting more than Strife.
>>
>>11166459
>classic rgb gimmick
>red turns into a snow level instead of lava or blood
interdasting
>>
>>11167446
Hell froze over.
>>
>>11167414
NEAT
>>
so if I download the iwad of the XBLA version of doom and doom 2, can I play it split-screen like on the 360 if I boot it through gzdoom? I can't, right? is it possible with any sourceport?
>>
>>11167414
personally, I'd prefer a tc over vanilla
combat in build gets old very quick
>>
>>11167462
I don't think there's ever really been substantial gameplay changes to Blood.
>>
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>>11167414
very nice
>>
>>11167462
But people obsess over how Blood's combat is the pinnacle of difficulty to overcome or some shit like that which they picked up off Youtubers.
>>
Bloody Steel has some really, really shit quality music in it.
>>
>>11167490
I don't understand how that happened when 90% of bloods enemies are brain dead retarded. The cultists are really the only remarkable thing in the game every other enemy is practically shovelware quality
>>
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>>11167449
>>
>>11167497
Hitscan is reasonably good at tracking how well you dodge which is a novel idea.

The rest are just bullet sponges or irrelevant, that's true.
>>
>>11167490
aside from having cultist hitscanners, it's a quirky aoe/dot focused combat
adding more projectiles instead of the whole peek-a-boo cornerpeeking bullshit would drastically improve it
>>
>>11166459
>four diferent zones to go through with a central section
Is there a crystal dome in the middle?
>>
Are there any porn wads besides hdoom? Like the stuff in obscene wave gdrive perhaps?
I'm also rather curious about other DOS era porn games, if someone has any pointers...
>>
>>11167538
COOM
>>
>>11167538
I don't play porn games, but if I did, first person shooter wouldn't be my first choice. I'd go for something slow paced.
>>
>>11167538
Most of the early stuff is just porn as textures, look up xmanga3.wad or some shit like that if you're real desperate for it.
>>
>>11167538
Imp encounter
>>
>>11167545
>look up xmanga3.wad
yeah, I found a whole bunch of trash from 1996 to 2017 on dukeworld, thanks
>>
>>11167523
well I couldn't really figure out how to make a half-round shape with Boom's limitations for another big map, so no.
>>
>>11167414
Cool.
>>11167497
>I don't understand how that happened when 90% of bloods enemies are brain dead retarded.
Cultists like to walk straight to your last known location while you back up with dynamite. They’re more dangerous than everyone else but still dumb.
>>
>>11167490
Dumbest sentence in this thread.
>>
>>11167675
the one you just posted?
sure looks like it
>>
>>11167490
I was saying that for years, long before the cripple fuck. You should genuinely kill yourself for making that statement.
>>
>>11167687
No, yours, because it's so patently goddamn false. You had people right here on /vr/ jerking off Blood for years and years, before anyone on YouTube ever cared about it. Go look in the archives 8 years back and you can find all kinds of anons talking about how much they love Blood and how good the combat is, and including some French tripfag who aggressively sang its praises any chance he got.
>>
>>11167696
We're not talking about COMBAT but the "dark souls of build engine games" perception that certain retards on youtube cultivate.
I'm pretty sure if you start talking like blood is the hardest shooter ever made, you'll get laughed out of the thread, now or years back
>>
>>11167332
'93 / '94 weren't that bad
>>
>>11167709
>We're not talking about COMBAT but the "dark souls of build engine games" perception that certain retards on youtube cultivate.
Were not on youtube. I don't know who the fuck you are talking about.
>I'm pretty sure if you start talking like blood is the hardest shooter ever made, you'll get laughed out of the thread, now or years back
No one thinks this here, and I've never seen anyone say it anywhere.
>>
Any suggestions for a custom quake ad track list? Playing with default ambiance is kinda putting me off on those maps.
>>
>>11166207
just add more shades of white
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>>11158750
now the sounds should be louder for carvallo
https://files.catbox.moe/ln6nfx.zip
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>>11165456
>>11166196
>>11166587
>>11166608
>>11166613
Why those anons spritework looks 100x times better than anything that comes from FreeDoom?
>>
>>11167749
>FreeDoom
because it's there as a legal diversion so people can pretend they're not pirating the wads
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https://www.youtube.com/watch?v=wBsWId19_jY
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>>11167367
webm tutorial for pc & mobile
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>>11167749
Life's a lot easier when you're using somebody else's work as a design basis.

Freedoom also suffers from the free software project issue of assets picked either by committee or by one idiot in charge.
>>
>>11167716
>No one thinks this here, and I've never seen anyone say it anywhere.
See >>11167689 now you have.
>>
>>11167709
Beyond Blood being recognized as a tough FPS game, this is not a thing.

>>11167840
That wasn't me saying "LE DARK SOULS OF FPS," that was me calling you a retarded faggot dumbshit for crying about YouTube boogiemen.
>>
>>11167880
>Beyond Blood being recognized as a tough FPS game
it's "Blood: One Unit Whole Blood" actually, Beyond Blood is an upcoming mod...
>>
How much of D!Zone Gold is actually playable?
>>
>>11167905
It's a complete crapshoot, because it's shovelware and they grabbed anything and everything, which means all the mundane and shitty stuff, and occasionally better stuff just because they swept everything they could find.
>>
>>11166060
>as proven by Atari with Blood and Interplay with Kingpin (owned by Microsoft, alongside with Redneck Rampage now)
True. Forgot about that.
>>
>>11166275
>>11166401
>>11166452
Good to know. Thanks.
>>
Is there a detrannified version of Selaco?
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>>11168020
whats so tranny about it? i didnt finish the campaign because I know it ends abruptly due to it being early access. but everything seemed fine to me.
it's not like supplice where data logs have people's pronouns (she/her) written next to their names
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>>11168063
the *cough* tranny *cough* flags hanging around some maps?
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>>11168079
mustve missed it. oh well, wcyd. every game has to have the flags in them these days.
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>>11168020
just open slade and replace the tranny flags with the wojak tranny-ack
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>>11168063
What the hell
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>>11168020
>>11168089
This. You don't even have to do any weird texture conversions, everything is just a png.
>>
>>11168083
Annoying to have to do, but such as it is.
>>
How's HACX? I've been playing the 2.0 version and even the first level feels fucking huge.
>>
>>11166459
>Those vines in the green part
Hope that part has plutonialike gameplay
>>11167446
christmas!
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First time Quack 2 mapping. It's pretty neat.
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>>11167538
>Female doom
It's shitty, the original that the guy stoled the sprites from was better but I can't remember the name of that one - vixen or something
>Aol gallery or something like that
93 level of level design, just some hallways with pics of half nude girls as textures making it look like a gallery
>>
>>11168145
>I can't remember the name of that one - vixen or something
Sirens.
>>
>>11168154
Yeah, that one, thanks
I guess I'm retarded because anon asked for porn wads and only aol gallery one is loosely fitting that category while female doom and sirens is just female enemy sprites
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>>11163360
heh...
>>
>>11168160
>sirens is just female enemy sprites
I'm playing it right now, and the level design at least is certainly something you'd find in a porn game.
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>>11168129
>So it's like a dog whistle, only people who indulge in culture wars will notice/care for it.
People have become obsessive with looking for that shit, I got accused of woke level design on a scrapped map for using a pink texture near a blue one.
>>
>>11168196
Paranoia and overcorrection is unfortunately a real consequence with shit like this, which is why I think a lot of this kind of obsessive activism ultimately is going to do a LOT of harm to the people it was intended to benefit.
>>
>>11168196
Why is Romero pointing at the Mancubus' grundle?
>>
>>11168250
Made you look.
>>
>>11168213
>to the people it was intended to benefit
after all these years I still don't know who that was supposed to be
>>
>>11166714
What are you talking about, NTA, BTW.
>>
>>11168250
He's covering the manc's junk to make it PG-13
>>
Is this thread about Doom the video game developed by ID Software and published for the Microsoft disk operating system on December 3rd, 1993, the Sega 32X and Atari Jaguar in 1994, the Super Nintendo Entertainment System and the Sony PlayStation in 1995, the Panasonic 3DO in 1996, the Sega Saturn in 1997, the Acorn Archimedes in 1998, the Nintendo Gameboy Advance in 1999, the Microsoft Xbox 360 in 2006, Apple iOS in 2009, the Microsoft Xbox 360 again in 2012, and on the Nintendo Switch the Sony PlayStation 4 and the Microsoft Xbox One in 2019, updated with a fourth episode Thy Flesh Consumed in the Ultimate Doom released for Microsoft personal computers on April 30th 1995 and by John Romero with a fifth episode, Sigil, released for personal computers on May 22nd 2019 and was created by John Carmack, John Romero, Adrian Carmack, Kevin Cloud and Tom Hall, with music by Bobby Prince, novelized by Dafydd ab Hugh and Brad Linaweaver in four volumes published between June 1995 and January 1996 by Pocketbooks, then adapted into a single issue comic book written by Steve Belling and Michael Stewart with art by Tom Grindberg, published by Marvel Comics in May of 1996, reimagined, developed and published by Midway Games as Doom 64, released on the Nintendo 64 on April 4, 1997, re-engineered by Nightdive Studios for Microsoft Windows, Nintendo Switch, Sony PlayStation 4 and Microsoft Xbox One and published by Bethesda Softworks on March 20th 2020, then remade by John Carmack as a role playing game and published as Doom RPG for Symbian operating system and Java 2 Micro Edition mobile devices on September 13, 2005, then adapted into a feature film distributed by Universal Pictures which premiered on October 17, 2005, starring Carl Urban and Dwayne Johnson, credited then as The Rock, then rebooted by ID Software and published by Bethesda Softworks for Microsoft Windows, Sony PlayStation 4 and Microsoft Xbox?
>>
>>11168397
Perhaps.
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>>11168397
Two blocks down mate
>>
>>11168409
>>11168417
I knew I had the wrong one lol. Gotta check everything these days. Thanks guys
>>
>>11168427
np
come back if you want to talk about half life though
>>
>>11168063
Never understood what's so outrageous about this. Those terminals are Corporate Twitter, of course there's performative inclusivity. Terminals from sources other than corp Twitter or corp personal logs don't have those.
>>
>>11168489
It's been a while since I played it so I'm not sure, but I'll take your word for it that it's only used in those contexts.
However I don't really find it believable that it's meant to be a jab at corporate-inclusivity, when a lot of progressives actually champion at least this kind of stuff. Yeah corporate inclusivity gets a lot of hate, but never pronoun fields.
I'm open to changing my mind though, again I don't remember the game well.
>>
How long until someone recreates the original Doom as a mod for Eternal?
>>
>>11168494
That'd be a shitload of work to do things that game isn't all entirely suited for.
>>
>>11168494
You'd sooner see Quake ported.
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>"Doom the way Croteam would do it"
>Doom 2 IWAD
>Big, open and sunny areas.
>2024/4092 linedefs max for the whole map.
>Boom complevel -9
>No slaughtermaps
>Humor and clever tricks are not only allowed, but expected.
>UMAPINFO and DehExtra enemies with a_BossDeath codepointers so you can actually make doors open only when you killed every monster in the area and some crazy voodoo doll scripts.
>Dehacked 25/50 armor and health pickups.
>We use no other textures, only Patch-tex by Gothic (the only problem is I can't find it with Google, wtf) and maybe some Serious Sam related images + new skies.
>Custom palette which is way less yellowish/brown, more saturated and a bit more light blue/lush green.
>NO CRATES! We will replace crate texture with something else to prevent further confusion. (A secret map where only crates are allowed maybe?)
>We will ask for Serious Sam GBA midi's (or permission to use .mp3 rips) here from this musician: https://soundcloud.com/matt-simmonds-music/serious-sam-gba-2001
>All enemies get their health halved, but damage and speed doubled.
>Archvile can't ressurect anymore, maybe we change his graphics a bit to indicate that it's a different enemy now.
>Enemies can damage each other, but no longer infighting.
>Lost Souls scream like hell and explode when they get too close.
>Pinkies jump on you when they are about to attack (just like in Knee Deep in KDiZD), maybe pushing you up in air like Archvile attacks do if it's achievable with DeHacked.
>Pain Elementals don't spawn Lost Souls unless killed, but shoot revenant rockets.
Any other ideas?
>>
>>11168505
after 1 hour of play, the plasma rifle's fire rate will be halved
>>
>>11168497
that'd be cool too
>>
>>11168505
Make weapons switch much faster, if not instantly.
>>
>>11168505
>Croteam
So every map is a series of arenas that you circlestrafe? I never liked Sam, they always feel like they're made by people who hate the FPS genre and want to make fun of it, and not in an endearing way.
>>
>>11168505
>Archvile can't ressurect anymore, maybe we change his graphics a bit to indicate that it's a different enemy now
>Pinkies jump on you when they are about to attack
>Pain Elementals don't spawn Lost Souls unless killed, but shoot revenant rockets
I think any enemy with specifically altered behavior should have altered sprites.
>>
>>11168584
>>11168584
>>11168584
>>
>>11168565
While Serious Sam always was arena-heavy, it has much more than just the arenas, and even then the arenas were much more than just retarted slaughtermaps.
>>
>>11168505
>no slaughtermaps
THEN WHAT'S THE FUCKING POINT IF YOU'RE TRYING TO COPY CROTEAM/SERIOUS SAM?
>>
>>11168598
NTA, but I never was as annoyed by Sam's large amount of monsters as I'm by slaughtershit.
Dunno why that is.
>>
>>11168250
mancupuss
>>
>>11167538
Roger Ramrod
>>
>>11166719
>Xaser didn't notice that E2M7 was janky as fuck because Cyberdemons just walk off ledges in RNRDoom
Is this behavior going to be part of the vaunted ID24 spec?
>>
>>11168083
>pic
>>
>>11169052
Come on. It's a kex port bug. Id24 is a standard, that isn't yet even fully complete yet.
>>
>>11168665
Because you suck at Doom.
>>
>>11169086
People using the word "slaughtershit" usually do.
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>>11168505
>Not Quake1 or Quake 2 the way Looking Glass would do it
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>>11168083
That's not the GID flag though.
>>
>>11169086
Kind of?
It doesn't get in the way for my enjoyment of actually good maps (and I still play them on UV without savescumming).
Heretic combat is better, btw.
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>>11168179
>Roebloz
We told that retard to fuck off on Doomworld pretty quickly and as punishment we got Joe-Ilya back.
>>
>>11169161
I meant Doomer Boards, sleep deprivation is going to kill me.
>>
>>11169159
>Heretic combat is better, btw.

>Absence of hitscanning enemies
>Generally lower damage rolls on weaponry
>The firemace.

The Gold Wand is better than Doom's pistol and the Gauntlets of the Necromancer are fucking sick as hell, I'll give you those. But otherwise I disagree.
>>
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>>11168505
heresy
>>
>>11161849
The pizza is aggressive



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