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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11467191

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

FAQ/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/

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

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/

MULTIPLAYER SERVERS
US West: http://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
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=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V7.1 : https://files.catbox.moe/yfntys.wad

=== NEWS ===
[12-31] New version of Trenchbroom with primitive shape generation is out
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.2

[12-28] Perdition's Gate: Resurgence beta released
https://www.doomworld.com/forum/topic/94851

[12-28] Christmas Jumper Jam is out now! With 9 festive jump-boot maps!
https://www.slipseer.com/index.php?resources/christmas-jumper-jam.423/

[12-28] brutal half-life 3 released
https://www.moddb.com/mods/brutal-half-life/downloads/brutal-half-life-v3

[12-23] Symphony of the Serpent Riders released
https://johnsweekley.bandcamp.com/album/heretic-symphony-of-the-serpent-riders

[12-21] Mr. Friendly Build 75 released
https://jp.itch.io/mr-friendly/devlog/854607/build-75-a-fix-for-a-breakage-introduced-by-gzdoom-414

[12-21] Sweeper released
https://www.doomworld.com/forum/topic/150159

[12-16] Unreal Tournament v469e - Release Candidate 4
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469e-rc4

[12-18] GZDoom 4.14.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.14.0

[12-16] Agitator updated to v1.5
https://www.doomworld.com/forum/post/2879101

[12-16] DBP69: Caustic Industry released
https://doomer.boards.net/thread/3856

[12-14] Nugget Doom 4.0.0 released
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-4.0.0

[12-12] Midnight Assault released
https://www.moddb.com/mods/midnight-assault

[12-10] Cacowards 2024
https://www.doomworld.com/cacowards/2024

[12-02] Quake III Arena's 25th anniversary

[11-27] Quake Franchise on sale
https://store.steampowered.com/bundle/27500/

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
>>11484202
thought he was front drop kicking here
>>
>>11484231
I think that's the actual intent of that sprite, but it does look like he's kicking back and relaxing, which is way funnier
>>
>>11484203
>no GMOTA 1.8 release news
oh shit ninger what are you doing
>>
>>11484243
No one replied to the news post of the previous thread, so it's understandable.
>>
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>>11484231
That is the worst drop-kick sprite I've ever seen, should've copied the left leg sprite and had it adjacent so both feet are facing the same way.

Drop kick anyone like this in real life, you're gonna break your ankles.

If you relax like this in real life, you're a fucking psychopath.
>>
>>11484247
I've been telling you for years, stop including OPs posts!
>>
>>11484251
sprite art has been pretty terrible across the board with doom mods for ages
>>
>>11484231
>>11484234
It looks like he has a double-jointed groin, the leg positions look very unnatural.
>>
>>11484276
There's always been one or two outliers over the years. It feels like it's gotten better over the past 5 years though. We just need people to stop blurring the shit out of their sprites when doing animations.
>>
>>11484312
There are quite a few talented people doing rotational sprites and shit these days, and some like Kegan that have come on a huge amount from when they started.
>We just need people to stop blurring the shit out of their sprites when doing animations.
Also blurring in general, people need weening the fuck off AA and blur/smudge tools.
>>
>>11484321
>Also blurring in general, people need weening the fuck off AA and blur/smudge tools.
I actually use smudging and blurring for my shading nowadays. It's just afterwards I push it through a limited color palette so it forces things to get sharper.
>>
Doom infinite has ruined my doom skills. Need to dust off a banger of a wad AND MAKE ARCHVILES MEAN SOMETHING AGAIN
>>
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>>11484326
Pic related, this is a technique I picked up from HyperUltra64, what I do here is use a pen with like 20% transparent ink, (usually black on one mouse button, white on the other), make a new layer, and then I just fill in areas I want to shade/highlight. The end result always gives me these cool looking glass weapons.
>>
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>>11484341
For something more recent, here's one of Kustam's sprites.
>>
>>11484203
Zothique and sock have teased a new Quake episode compatible with the vanilla engine, releasing soon.
https://youtu.be/CCfRqpIObtw
>>
>>11484202
daily reminder that cacosexo is not illegal in any country
>>
>>11484231
>>11484234
>>11484251
>>11484276
That's Daisy, not Doomguy.
>>
>>11484427
the rabbit? Looks human to me
>>
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>>11484202
reminds me of the fetishtier scenes and that one frogger game
>>
>>11484458
>>
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>>11484458
>>
>>11484491
Why is she so dark here?
>>
>>11484491
KILL IT WITH FIRE!
>>
>>11484517 (me)
Oh, it's transparent, so its dark because of my background
>>
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>>11484491
>>11484517
>>
The whole "hallucinating Daisy" in Doom Eternal is lame and should not be there. Let her RIP in pieces
>>
>>11484312
captain mozzarella immediately comes to mind as one of those outliers and the difference is he made his own pixels and doesn't cobble together other ppls work. i can tell the OP pic is like duke nukem's mighty foot sprite painted over and mirrored and it looks terrible. frankenspriting a shit, doom community collectively needs to learn 2 draw
>>
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>>11484574
>i can tell the OP pic is like duke nukem's mighty foot sprite painted over and mirrored and it looks terrible
You are very wrong. If anything it's based on the HacX boot because of the angled leg.

Also there's nothing wrong with frankenspriting.
>>
>>11484578
still looks shit
>Also there's nothing wrong with frankenspriting.
yeah if you have no standards and want minimal control over how your sprites will look
>>
>>11484202
>>11484491
>>11484567
>>11484578
Which wad has the thicc bunny?
>>
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>>11484587
>yeah if you have no standards and want minimal control over how your sprites will look
Worked fine for me. Unless you have problems with webm related.
>>
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>>11484587
Being bad at art does not mean someone is bad at everything else, some very talented modders have their own weaknesses and limitations. Its worth getting to see what they can create despite the things they can't.
>>
>>11484592
i value creativity and taking other ppls sprites and cobbling them together has minimal creativity, it's instead bordering plagiarism. you're already departing from this w/ the 3D models you did for kustam and the fact you want to do game dev stuff down the line.

one could argue it looks better than what they would produce on their own, similar to how tracing the mona lisa would likely net better results than painting something from scratch.
>>
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>>11484607
Yeah, but I'm going to continue to frankensprite wherever possible while I'm doing Doom mods because this shit's time consuming. Also I've done my fair share of taking pre-existing sprites and modifying them til they're completely my own in the past, pic related again, these guys are heavily modified from Contra 3's intermission screen.

All I'm saying if you're going to continue this weird crusade of yours, then I shouldn't be exempt from your vitriol.
Frankenspriting isn't the problem. Half-assed frankenspriting is. That can be applied to any creative endeavour.
>>
>>11484607
Following that logic, the vast majority of maps somehow are less intrinsically valuable because their creators didn't have the skills to make a brand new texture pack. I don't think you need to be told how stupid the point you're trying to make is.

I can't push pixels for shit and struggle with any form of art, but that won't keep me from using what exists to make a project happen. If I have a vision and no art skills, I can make it. It'll suck but it'll be real at least.
>>
>>11484587
There's only so many ways to position a boot stomp kick in first person.
>>
>>11484591
furdoom
>>
>>11484251
Good thing it's not a dropkick.
One might be added in the future, idk
>>
>>11484591
FurDoom by Korp
Its Discord server found out about the thread OP.
>>
>>11484574
>captain mozzarella immediately comes to mind as one of those outliers and the difference is he made his own pixels and doesn't cobble together other ppls work
The fuck are you talking about, his most notable work is Hard Fast Faggot Maps, where he modified all the base Doom monsters by grafting 3D models over them.
>>
>>11484675
Tell them to keep a low profile.
>>
>>11484607
Oh, so you're a cocksucking retard.
>>
>>11484631
>vast majority of maps somehow are less intrinsically valuable because their creators didn't have the skills to make a brand new texture pack
nta but this is kind of a misrepresentation as context matters here
if it's just a run of the mill doom map meant to be doom-like then it's reasonable to just use doom assets, but if you have a themed project and can't be fucked to do textures then was your heart ever actually in it?
the pieces contribute to the whole and taking shortcuts on the pieces leads to a shoddier final project
>>
>>11484574
>>11484703
>dragging Mozza into this when he's been MIA for over a year (to the point where we think he might actually be dead)
have some shame, anon
>>
>>11484752
That faggot started it, I'm standing up for Mozza in face of his argument because he doesn't even understand that Mozza is an extremely talented frankenspriter.
>>
>>11484203
>/Vertex Relocation/ PHASE 2
>2025
>Still short of six maps
Shame.
>>
>>11484591
Her cock is bigger than her torso.
>>
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>>11484845
Just poke joe-ilya to finish the project, he already gave a green light on that
https://desuarchive.org/vr/post/11413267
https://desuarchive.org/vr/post/11413386
>>
>>11484913
I would much rather that development drag out further than that.
>>
>>11484943
Especially after his trying his usual "fuck you I want your slot for my better map" bullshit.
>>
>>11484943
If everyone gets locked up like this does that mean Chopblock is off the hook?
>>
>>11484335
>Doom infinite
Is that ever going to be finished? It's not had an update in over a year while getting a fairly hefty chunk of money every month on Patreon.
>>
>>11484967
>check their page
>355 a month
Now I'm just pissed/jealous this halfassed project is earning that much with the devs effectively going radio silent.
>>
>>11484904
cool
>>
>>11484981
Alright it's not fair of me to call it halfassed. But I'm still pissed about this, especially with the sheer radio silence from them.
>>
>>11485004
>radio silence
>posted a vlog two hours ago
cmon
>>
>>11485009
Well fuck me it's not on their moddb or Patreon. Disregard me, I suck cocks.
My jealousy holds firm though.
>>
>>11485009
The last Patreon update was a year ago for a game manual, lol.

Also the last development update before that was Dec 2023, promising 0.978.7, which still doesn't look like it ever came out.
>>
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>>11484913
I'm willing to take one more map if things get desperate.
t.guywithteacup
>>
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what's he thinkin about?
>>
>>11485226
Thos beans
>>
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>>11485226
>he ACTUALLY uses Mixom tools
>>
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Yo I'm stoppin at McDemon's whatchyall want?
>>
>>11485285
Single berserk coffee, black. Don't get anybody else anything.
>>
>>11485285
uh uh uh Baron Burgers and uh Caco cola
>>
>>11485285
Can I have uuuuuuuuuuuuhhhhhhh
>>
>>11485285
Hi uuuh
gimme a moment because i didn't check while in queue

uuh

um


archvile special I guess
WAIT WAIT
wait

uuuuhhh

yeah its archvile
and hot choppers
and bepis
>>
>>11485285
uhhh double bacon baron burger and a large caco-cola
>>
>>11484949
Then rename it to Slot Relocation, problem solved. It's not like anyone here would be working on any other projects past this one, most you could do is attempt to bring it to some certain finish.
>>
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Jesus what were they thinking

The base game had its issues and I still enjoyed it but the constant enemy respawn makes this one unbearable
>>
>>11485285
Two MAP09, a MAP09 large, a MAP06 with extra clip, a MAP07, two MAP45, one with Arch-cheese, and a large soda.
>>
>>11485621
>MAP45
>not E4M5
if you're hung up about an Ultimate Doom map with Arch-Cheese, replace it with BF-Cheese
and a large health bonus.
>>
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>open wall and get ganked by imps
>run down long hall to get away
>fireball coming towards me the whole time
>have a full several seconds to dodge
>stand still and get hit by it
I have better reaction time when there's less time to react but I go full retard when I have too much time to react
>>
>>11485660
>if you're hung
Stopped reading there. Yes, I am.
>>
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finished thy flesh consumed for the first time
e4m2 and e4m6 can rot in hell but I enjoyed the rest of the maps
are master levels for doom ii worth playing or should I just go straight for final doom?
>>
>>11485694
Go straight for Final, Masters are more like interesting curios
>>
>>11485694
Just played Master Levels recently, they are really hit or miss
I'd say play Dr Sleep's maps and ignore the rest
>>
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>>11485695
>>11485697
cheers lads, off I go
>>
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why the fuck does phobos have vegetation on mountains like earth?
>>
>>11485715
Terraformed moon or “it actually had an atmosphere the whole time”, you choose.
>>
>>11485715
a wizard did it
>>
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>>11485718
if it was terraformed to have life, how come the intermission screen shows a dead rock?
i call on kevin/adrian being trash at astronomy
>>
>>11485694
Just watch this
https://www.youtube.com/watch?v=81p49B4mduI
>>
You can't cook medium rare steak with arch-viles.
Anyways, not long ago i finished Daikatana for like the 6th or 7th time despite not even liking the game that much, what would you recommend to me based on mental illness like this?
>>
>>11485725
>if it was terraformed to have life, how come the intermission screen shows a dead rock?
I'd have to know how far away >>11485715 is from the rest of the Phobos base to properly answer.
>>
>>11485285
I could go for a large Caco-Cola right about now.
>>
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>>11485715
Because they had a more realistic sky initially, but they decided "You know what, this is a really dull visual."
>>
>>11485697
Not playing Black Tower is like skipping Containment Area.
>>
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>>11485285
Eight bacon baron burgers and six fucking cacodogs, all slopped in grease, cheese, and nukage, and smash it with some bluejuice yeeeeeeaah.
>>
>>11485793
>The Shores of Ham
>>
>>11485285
a large baron burger, berserk coffee, and an archvile special
>>
Obligatory freedoom sucks post for this thread
>>
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>>11485715
It's from a 90s stock photo CD
Wait till you find out just how many games used stock photos and textures
>>
>>11485813
i know the picture is from media clips, its more of an in-lore question.
>>
Mmmm.. GMOTA on my deck is actually nice. Especially as Blaz.
>>
>>11485823
I think the lore is that there is no vegetation there because they didn't want you to notice any
>>
>>11484247
>kustam small
Shut up, Blaz
>>
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>>11485715
>>11485813
>>
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>>11485893
Non-suckie image. Frankly, I'm not seeing any semblance with the stock image.
>>
I haven't played Wolfenstein 3D much, but I always had the feeling that it must be very difficult to make a good map with so many limitations. Are there any interesting maps made for this game or are they all mazes with the occasional arena battle? Extra points for using the default textures.
I made a stupid image to accompany this post, but image posting has been disabled in my IP range.
>>
So, guys, is Doom (1993) deterministic? We can predict everything with just a few mathematical operations
>>
>>11486063
Yes, that's how demo recordings work.
>>
>>11486063
Yes, some ports change shit about but normally it's all done by a lookup table of numbers.
>>
>>11486052
Yeah, there's only so much you can do. I'd say all of the really good stuff are ones that don't use the default textures because the mazelike elements of Wolfenstein get easier if the texture work is more high quality.
At the same time, I also have a hard time suggesting mods for people to try because even though that's where the interesting stuff is, 99% of people just wouldn't be into it. Even as someone who's played Wolf 3D all my life, I can die upwards of 50 times in the process of just trying to beat one level in some mods (I never save mid-level). To me, that's where the fun is, but I don't think mandatory secrets, new spongey enemies with no pain states, and a lot of quick deaths is what most people consider fun, even if the maps themselves are pushing the limits and being creative in their attempts to kill the player through its level and encounter design.

Coffee Break is one really good ECWolf mod that actually isn't all that brutal, and takes advantage of switch traps for more interesting combat scenarios to play out than those found in vanilla Wolf. I recommend that one, lots of default textures for the early levels too, IIRC.
>>
I finally tried quake 1 earlier after being a q3/cpma fanboy for the longest time and oh boy does pure A/D airstrafing feel so fucking good compared to strafejumping. And the lack of railgun means you can't get sniped from across the map. I only wish there were hitsounds. Does anyone know if campgrounds was backported to q1?
>>
>>11486219
>Does anyone know if campgrounds was backported to q1?
It would be weird if it wasn't. It's gotten multiple ports to Halo of all games.
>>
>>11486230
Apparently it comes by default with nQuake, it's called q3dm6qw. Will enjoy fragging the bots on this one.
>>
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Saw this in my feed and had a sensible chuckle
>>
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This needs to be the new /vr/ CAPTCHA
https://doom-captcha.vercel.app
>>
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>>11485285
>Dr. Terror
>>
>>11486339
Only if it adds better controls
>>
>>11486339
>Doom becomes captcha
>/vr/ goes from 90% consoleshit to actually good games overnight
A dream that will never come true.
>>
>>11486339
>your browser looks like a bot, complete all of Sunder to solve this captcha
>>
>>11486339
>captcha is a thing 'puters are really good at
what were they thinking??
>>
>>11486353
Get good, bub.
>>
why are Doom 1 & 2 so replayable? Shit keeps me occupied all the time
>>
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>>11486565
>classic Doom
>Heroes of Might & Magic
>both Diablos
>Warcraft, Starcraft
>etc.
Very good and replayable games. Also mods.
>>
>>11486339
I'm having a hard time trying to go anywhere else other than the first room.
>Uploading files from your IP range has been temporarily blocked due to abuse
Fuck you. I'm going to upload my stupid picture whether you want me to or not.
https://litter.catbox.moe/q9zamc.jpg
>>
>>11484202
Guys, am I a plen for not liking Sigil 2?
>>
>>11486664
yes you are a plen
>>
>>11486667
What is a plen?
>>
>>11486741
"full" according to this ai bullshit
>>
>>11484587
>>11484607
If it's a public resource to be used or permission is given, then people are free to use or frankensprite it. Don't be a pedantic bore. Besides, despite all the frankenspriting, it still helps a lot of things keep a more consistent style in this engine and its community modding than people trying to make stuff wholesale from scratch or 2D billboarding assets from later games and stuff.
>>
>>11485793
I love you.
>>
>>11486741
This is a Plen
>>
>>11486161
That dude looks like he's about to ruin a bunch of people's good day
>>
>>11486392
I like console games too tho. Don't be a gay.
>>
>>11486931
That's a Plane
>>
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>>11485285
>>
>>11486956
you will never be an engineer if you keep calling Plens Planes
>>
>>11487067
Could I be an anegenineer?
>>
>>11487071
no, butt you can be stout
>>
>>11485694
Master Levels can be interesting, but they are mostly a whole lot of nothing special and a lot are kind of samey. Some are rather bad.
You have some John Andersen levels, which are cool, and some early Sverre Kvernmo levels, but before he was really good, so they are a bit rough, he made one of the worst ones there.
>>
>>11487112
Just lager for me tonight
>>
>>11486063
Yes, Doom is fully deterministic.
>>
>>11486052
I can't speak for level packs much, but I'll concur in that Wolf3D at its base is pretty limited, which is why I think it's mainly just worth playing the original three episodes.
It's still a fun game in its own simple way, it's got very fast paced action, but the Nocturnal Missions really overstay their welcome, really hard.

>>11486939
Start shit, get hit.
>>
trying to break out my burnout
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Any good custom vanilla Half Life maps to play with MMod? Or do maps need to be made specifically for it?
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I forgot that Episode 2 had really fun levels.
>>
No screenshot Saturday post yet? It's so over

Captcha: R0ARGH
>>
>>11487519
In terms of gameplay and level design, Episode 1 and Episode 2 very often feel like Half-Life 2 but done much better, they're way more refined yet also more varied.
>>
>>11487891
Was it Romero who told something like "the best maps are always the ones made last because by that time you will get comfortable with making them and will put all your new experience into them, so put them these maps the start of your game to make the best impression"? I can't find the quote.
>>
>>11487984
I recall hearing it in that recent HL2 documentary, coming back and making the first level now that you know how most of the game will play out.
>>
>>11487990
I definitely heard it before that.
>>
>>11487992
Me too, just adding to the conversation regarding where else I heard it.
>>
Speaking of level design, do you guys have any tips on how to make fun encounters? I have a problem where I just take a player into a room and throw enemies at them from there, and they can easily just camp by a door and clear them. Monster closets are an easy solution but I don't want to rely on them too much. Bigger, more elaborate rooms that force the player to delve deeper to engage mob packs might also work?
>>
>>11488047
This is always a good start
https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/
>>
>>11488047
Use more chaingunners.
>>
>>11488047
Start a crusher outside the door once they go in.
>>
>>11487984
Romero did say that, yeah. I dunno if he was the first one to say that, but prolly not. Mario, for instance, has a similar design philosophy where the first map teaches you the lay of the land.
>>
>>11487891
That makes me wonder, is there any gameplay mod for Half-Life 2 which fixes the Rebel and Antlion AI so that they're more like Alyx's much better AI in Ep1 and Ep2?

>>11488078
He did, and I'm sure he probably heard it from someone else, because it's just a very rational conclusion to arrive at in terms of game design. Not the only viable mindset, countless good games did not have their first levels made last, but it's hard to argue against the logic of the statement, you'll know much more about your game once it's almost finished, and you want to make a good first impression.

I could picture a young teenage Romero seeing a game designer making that statement on some BBS somewhere and it sticking with him.
>>
>>11488056
While it has some good points, most of it reads like some pop nonfic book where the author spends 300 pages to talk about water evaporation process.
>>
>>11488047
Use less doors
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>>11488101
And you give a shit why? Are you a woman?
>>
>>11488101
Uh what?
>>
>>11487887
Would like to post something, but there's still a lot to tweak before.
>>
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https://x.com/i/status/1875421904405954955
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Why are frogposters like this
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>>11488212
You're very late to this.
>>
>>11484257
>I've been telling you for years, stop including OPs posts!
how about you make the OP less of a clusterfuck
>>
>>11488280
the entire point of OPs on general threads is to contain information, are you retarded?
>>
>>11487887
WRONG. IT'S JUST BEGINNING.
WELCOME TO A NEW YEAR 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!
>>
>>11488047
Use more revenants.
>>
>>11484592
>>11484341
quite good work, this
>>
>>11488360
Touching up my animation edits to this here crakhor, mostly for that floppy gun and silly jump.
>>
>>11488464
>animation edits
Did you rig her or are you pushing vertices around every frame like a madman?
>>
>>11488417
Thanks Anon. I've been trying to git gud at art for awhile now, or at least acceptable. Weapons I'm comfortable with but I still stumble with characters.
Which is why I'm gonna make Samson's player sprites myself.
>>
>>11484617
Not the franky retarded anon that's been arguing over this shit, I think frankenspriting is a very good thing, it helps people get their foot in the door and helps mods get made that wouldn't otherwise exist.

That all said, I do feel that getting stuck in a pattern of an over-reliance on it can stunt the fuck out of some people's growth, especially if they hope to go professional one day.
>>11488508
Rotational sprites are a difficult thing to pick up, but you feel awesome when you can do them and it's a highly in demand skill.
>>
>>11488567
Yeah, I totally agree there on the over-reliance thing, it's actually why I've been busting my ass to get better at art for more self sufficiency.
As for the player sprites thing, I already have a plan in mind: I'll just make a simple model of him, make all the key frames I need, then rotate that sequence by 45 degrees for all the angles. That SHOULD work.
>>
Is Doom 3 retro now? Theres an autist thread discussing it
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>>11488601
Has been since 2020.
>>
Water in doom never really came across as water to me. The saturation and shade of blue just makes me think of it as more of a jelly or goop.
>>
>>11488682
It's the same stuff as in the health bonus vials. Doomguy just can't duck so he can't drink it.
>>
>>11488682
With how inconsistent liquids are in the vanilla games, it could be just about anything.

Maybe they're Cacodemon cum jars.
>>
>>11488601
Welcome to 5 years ago.
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>>11488797
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>>11488816
fuck off, i don't know why this triggered me. I'm sorry
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which wads / mods have the best™ level design? it can be any game
I've heard good things about Death Wish for Blood (patiently waiting for 2.0) and Arcane Dimensions. haven't got a ton of experience with wads outside of trying Back to Saturn X and getting ammo starved and fucked up a few maps in, and also Ashes 2063 which I loved
>>
>>11488839
Plutonia
>>
Was Chris Klie retarded?
>>
>>11488852
United States Navy SEAL and sniper?

Yes
>>
>>11488839
lost civilizations is level design good if you like open maps
>>
>>11488479
>pushing vertices around every frame like a madman?
Ow that sounds painful. I'm using Quake Model Editor based on older tutorials and its been enough to satisfy for now.
>>
>>11488857
Are you retarded?
>>
>>11488868
I don't self diagnose you moron
>>
Anyone have that Duke Nukem mod where Duke has to find a toilet and take a shit every few seconds?
>>
>>11488897
yeah its you're life
>>
>>11488852
He was pretty smart since he managed to get his levels published in a commercial project even though he was just some rando on the internet then leveraged that into working for Lucasarts.
>>
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>>11488360
Working through damage states.
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>>11488925
hot
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>>11488925
>>11488929
yes, very hot. I like it
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Why is this general more retard than usual?
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>>11488360
Anyone who ever mapped for any game, do you just stare at screen thinking where to start? I know what I want to build, I have a mental layout but I just stare at empty space thinking where to start from. Moved to making another open area and all I did was picrel
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>>11488975
>more retard than usual?
You posted here LOLOLOLOLOL
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>>11488975
Sorry, I found my way back.
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>>11488980
https://www.youtube.com/watch?v=a9IgdZtajAA
>>
>>11488980
I have a general idea to start with, get the core rooms/structures in and then work about connecting them up in a way that feels natural.

I find it helps to think of it as a real place being designed to be used, even on hell maps it helps to give it some sense of purpose.
>>
>>11488980
>I know what I want to build, I have a mental layout but I just stare at empty space thinking where to start from.
If you have the layout sorted already, start from player spawn and build in the direction the player should move.
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>>11488360
I was going to make a map for a community project, but didn't have time. So custom palette is all I have to show.
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>>11489024
I like the palette though.
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>>11489000
>>11489002
>>11489017
I think there's slight misunderstanding. I already got a huge chunk of a map working and playable. I just like to stare at it without doing anything, pointlessly wasting time
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>>11486956
no, this is a plane
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>>11489071
>>
>>11488980
No, I just fuckin go for it. I only ever stare at the he screen when I run into a technical issue I need to sus out.
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>>11486956
>>11489071
>>11489082
Just to keep it on topic, what wads even have planes in them?

I can only really think of A.L.T and Headless Chicken.
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>>11488464
First model is doing a T-pose when she jumps lol
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Haven't been around for a while, but I have my vanilla+ mod mostly complete with doom, while about halfway with heretic and only a few monsters in on Hexen. Should I wrap Doom up and release it while I can or wait until I at least finish Heretic's roster?
>>
is there a wad about blowing wads?
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>>11489197
DBP68 has a plane.
Kama Sutra has a helicopter.
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>>11489335
NGL I did genuinely wonder if you were dead.
>Should I wrap Doom up and release it while I can or wait until I at least finish Heretic's roster?
I'd probably finish Heretic's first, unless it's an immense amount of work.
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>>11489346
Not terribly far off. Was homeless for 2 years, still am, even though Im working 6 fucking days a week. Currently have another roof over my head for the next few months, so I want to get some stuff out while I can, especially since I've had this stupid ass project rolling for years now. This is one I'm particularly looking forward to, though I have cleaned it up a bit since recording it so the rockets tumble and shit.
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>>11489358
Fuck, that's awful, I hope shit starts looking up for you dude.
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>>11489407
Thanks. Don't like to talk about it too much, but its been great watching and getting to play some of the stuff thats been coming out. Can still doom even on crappy laptops, and its always inspiring seeing shit like Pyspy's awesome doom 64 project finally come out, and the recent return of Kustam. I know Heretical's not the most beloved (or quality) mod, but part of why I don't know if It'll ever feel complete is because of the absurd quality a lot of people keep putting out. Still gotta try out the new version of GD, lookin forward to that tomorrow.

Might as well throw in another preview, one of the big things here is that I'm trying to make all projectiles shootable (optional toggle per enemy.) Works pretty well for the most part, but weapon mods with homing attacks can sometimes cause crashes so Im sure I'm missing some pointer failsafes somewhere.
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>>11489417
>I know Heretical's not the most beloved (or quality) mod
You shut your whore mouth, I still have fun with it enough to have a setup for 1.5 and a setup for 1.2 living in my frequent rotations for stuff.
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>>11489441
Well he's the dev, so he can shittalk his own work if he wants, Anon.
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>>11489441
I appreciate that, but it was built on Brutal Heretic, so I know there's still a lot of mess I haven't finished cleaning up yet. Besides, Corvette still needs a lot of work, preferably not using Yae as a placeholder in the future. Most of it is sprite/audio, but there are certainly a lot of gameplay and balance elements that can still use some good cleaning.

>>11489442
Damn right. I do it out of a place of wanting to improve more than self depreciation, for what its worth.
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>>11489456
>I do it out of a place of wanting to improve more than self depreciation, for what its worth.
and that's worth a lot to me. I know that feeling all too well, after all, I spent like 15 months getting that current GMOTA update out. I am deeply familiar with that desire to git gud.

Sorry to hear about the hardships you've been facing. Wishing the best for you man.
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>>11489224
Who was in the wrong here?
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>>11488579
It can work.
That's what the Demon Eclipse/Hell-Forged guy does nowadays, with manual draw-over for detail and FX
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>>11489461
Hell yeah man, the desire to improve is such a great motivator. Don't worry about me though, I'll get by, always do. In the meantime, I get to get caught up on tons of neat shit.
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Parrying motherfuckers with your boot is now a thing.
https://www.youtube.com/watch?v=YI8KqdSDCus
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>>11489615
>works on switches
>Instantly opens doors
That fucking rules.
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Walking through that pile of bodies tanks my framerate
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I'm looking for the last secrets of unit 2 of Ground Zero. I have to ask if the strogg let up on the defender orbs or if I should expect the same later. Not too fond of the Daedalus or medic commanders, more so from a design perspective that they're just based on vanilla strogg, the stalker isn't too bad as long as I got ammo for the chain gun.
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>>11489339
H-Doom and HFFM
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>>11489339
https://www.youtube.com/watch?v=Bsk6YHd_hss
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boomer shooter sub is cray unc
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>>11484203
[1-3] Nilla Doom EP1 update, lite-slaughter wad
https://doomer.boards.net/thread/3876

[12-25] GMOTA v1.8 update, return of Kustam
https://combine-kegan.itch.io/gmota
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>>11488920
That's more luck than being smart though, his maps fucking suck.
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>>11489335
>>11489358
Keep up the good work, anon. Hope things will keep getting better and better in the future for you.
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>>11489358
Damn brother, stay strong
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>>11489918
All user maps in 1994 did. That's why 1994 is and actual sub category of maps. If you call a map made these days a 1994 map it's an insult
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>>11490001
I will go to hell for masturbating too much
>>
uaclabs
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>>11490016
The dreaded Mangoonbus.
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>>11488220
It's they culture.
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>>11484231
We need a good drop kick sprite
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>>11488047
Put a cyber demon in a cage behind them.
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Dog bless that guy who does that YouTube channel with the Wads of the Week on Sunday. A 40minute – 1hour video with just enough gameplay of each wad to give you an idea if that wad is for you. Good stuff.
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>>11487349
You can play any maps designed for vanilla Half-Life. It's the ones that have their own code (dlls) that aren't gonna work, unless there's a compatibility fix available.
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>>11488925
>blunt black bangs
oh god yes
>>
How do I change a ZScript player class's attributes (i.e speed, strafing speed, motion bobbing) only while crouched?
I'm effectively trying to give my character an alternate form for evasion and hit-and-run tactics, that can be toggled on/off with a keypress.

My ZScript/Decorate skills are currently limited to movement tweaks, along with some basic weapon and monster stuff.
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>>11488360
The worst part of making a megawad for 3+ years is not the building phase, it's the coming up with map concepts that create enough variety to keep the player interested. WIP map 27.
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>>11490309
The lazy way would be to set the ForwardMove1/2 and SideMove1/2 variables directly in Tick if Player.crouchfactor is < 1.0 and use default.ForwardMove/SideMove to restore.
The "proper" way would be to override either TweakSpeeds or MovePlayer, depending on in-depth you want to go with this. If it's just speed, the former would be better, since overriding MovePlayer would require that you copy paste the entire original definition even if you only want to change a specific spot.
For bobbing you probably want ViewBob and/or ViewBobSpeed.
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>>11485694
this anon here, I opted to try going through the whole master levels anyway for the sake of completion but I'm not sure I want to bother
I'm only on black tower but holy shit each level is just worse than the last
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>>11489224
>>11489495
https://youtu.be/3nu6aGcDeAg
>>
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retard here. In Trenchbroom, I'm making a level out of comic book style textures. I would like to have a cartoony outline on all of those rooms at every major angle. so like, the corners of a room, the separation between floor/wall/ceiling, etc. would all have a cartoony black outline.
How would I go about doing that? would I want to use 9-slice style textures or decals or something? I've never read the manual for this thing.
Also, how do I make a 2d fence?
Thanks.
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>>11488056
Thanks, I found it helpful.
>>
>>11490767
These are hard questions to answer without knowing what engine, map format, and compiler you're using.
>cartoony outline
If you can use Quake 3 shaders, just look up how to do a toon shader and put it on map textures.
>Also, how do I make a 2d fence?
Only texture one side, put SKIP on the rest. If you're using Quake 2 or newer you'll want to consult surface flags for nodraw and collision.
>>
SNS is up running ur.wad, i don't know what that even is. whatever, play doom. search macgu.fun in doomseeker and it'll come up
>>
A tree landed on Kaiser's house in a storm.
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>>11490907
must be a beta version, only 13 maps
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>>11490907
Accidentally WIP version. We finished pretty early.
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>>11490907
GGs benis :---DDDDDD
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>>11491097
>>11491109
oh whoops, i'll get that for later then
you can use this extra time to make a map for uhhhh. idk whatever the current project is
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>>11488360
It's sunday and this isn't for anything exactly. But I wanted to practice drawing characters more.
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>>11490573
finished black tower, legitimately the least fun I've had playing doom thus far
sverre andre whatever can fuck off
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>>11491151
MODS!!!!
ggs
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>>11491057
After this and LGR will people realize that maybe they should remove the massive house destroying trees that are around their houses?
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How many am I allow to fail Pistol Start UV-Max MAP04 before I explode?
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Am I allowed to talk about Return to Castle Wolfenstein or do you guys mostly just talk Wolf3D?
What is the ideal way to play vanilla?
>>
>>11491387
Yeah and then maybe they can get their houses to hover so they're protected from floods and earthquakes too.
>>
>>11491409
RealRTCW is going to be the best way to play for pretty much everybody since it's got checkpoints, Steam achievements if that's your thing, lots of customizability, and slight improvements to the combat and gameplay. If you want something that's vanilla and retains the atmosphere and pure experience of playing the original, then the ioRTCW source port is what you're looking for instead. Only issue with the source port is a minor lipsync issue, which can be fixed with two commands:
>"/s_useopenal 0"
>"/snd_restart"
Difficulty-wise, for RealRTCW, anything Bring Em' On or lower is perfect for a first playthrough, while for ioRTCW, I would go with Don't Hurt Me actually, the lowest.
>>
>>11491452
yeah and that one guy who built his house on giant stilts everyone thought he was crazy until the floods annihilated everything, sorry no insurance because youre not on a floodplain gg. I guess he got the last laugh, at least until a typhoon blows it all down.
>>
>>11491452
>Flood
>Put valuable collection in second floor or attic instead of the basement
WOAH it's like magic
>Earthquake
Just don't live near ring of fire and don't live in wooden house ezpz
>>
>>11491057
>>11491387
People lose houses all the time, why should we care? Fix your own property as you're lucky enough to even have it, no less with all four walls still standing. Some celebrity cult at work here.
>>
>>11491580
>why should we
>we
Could you repost that with "I" instead of "we"?
It's an unfortunate event and I feel for the guy despite never hearing about him until now.
>>
>>11491580
Speak for yourself, bonehead
Kaiser has done great things
>>
>>11491595
>>11491616
I said my bit. There are guys posting here living vagrant lifestyle, unable to have families nor afford apartment rent for one. Get real and go back to nightdive discord with your begging.

>Kaiser has done great things
Let's post all of them for some entertainment value then, don't be humble.
>>
>>11491643
>There are guys posting here living vagrant lifestyle, unable to have families nor afford apartment rent for one
Why should we care?
>>
>>11491665
Exactly, it's your most honest post so far.
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>>11491643
>Let's post all of them for some entertainment value then.
https://letmegooglethat.com/?q=Samuel+Villarreal+(Kaiser)
>>
>>11491643
Please don't speak for me, I feel terrible for Kaiser. Had something similar happen 15 years ago but the damage wasn't too severe thankfully. I hope he's able to get everything fixed up.
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>>11491682
For a person as dumb as a bag of bricks you could've at least had a dignity listing stuff here, instead of forcing people through the hoops of links. No wonder this conversation is lost on you, I'm off.
>>
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>>11491729
You didn't care enough in the first place to even do some research
>>
Do you guys remember Doom?

Doom is pretty fun.
>>
>>11491580
This dude has brought us modern ports of Doom 64, Quake 1+2, Turok 1/2/3, Power slave, Dark Forces, Shadowman and soon System Shock 2 among others. He's done amazing work for the medium of retro games. A little sympathy maybe?
>>
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>>11491490
Thanks anon
I'm primarily going for pure vanilla because that's how everyone who always recommended it played it and I'm okay with a couple rough edges if I'm otherwise playing an old game.
I'll only do huge improvement mods once I beat the vanilla game, but in cases like Deus Ex I always play vanilla regardless of the huge revision mods.
>>
>>11491643
Kaiser is the sole reason we can play Doom 64 (and Turok 3) on our PCs without using some shitty n64 emulator. There would no Doom 64 mapping scene without him. That's a gigantic thing to do for Doom.

I'm poor too, but Kaiser is a strange target to channel your bitterness into. There are actual useless folks that are born into riches, Kaiser is just a skilled programmer who got a job because of it.
>>
>>11491846
I would recommend getting a walkthrough or something when you reach the Forest Compound, the first level of Chapter 3, the stealth mission, you can get softlocked
https://www.youtube.com/watch?v=BYcMJScwuEU
>>
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>>11491729
Almost 14 years of yearly Doom mapping, including credits on the first two Community Chests, The Community is Falling 3, even some Raven stuff like Shadows of Cronos, then a return after a decade to do the bulk on an obscure thing called Legacy of Rust.
The original Doom 64 TC, then Doom 64 EX, and then the commercial rerelease. Or being one of two who reverse-engineered Strife from scratch to make it usable for everyone.
Oh, and a respectable employment working on 17 different games.

All this is to say, more than anyone will ever say about you. There, now fuck off, slavshit.
>>
>>11491880
Kaiser <<<<<<<< Le chicken man
>>
>>11491880
Most slavs on doom community are cool guys who do respect the works of others. The fag you are replying to does not represent the slavs.
>>
>>11491897
Both have done great things.
>>
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>>11491897
>Le chicken man
You mean the guy who made a sourceport that needs over 300MB of RAM to play E1M1
>>
>>11491969
This is such a retarded complaint because these modern ports only work on modern windows anyway. Which need whatever the minimum ram requirement any game has. And you know this. And if you don't know this you're fucking retarded.
>>
>>11491793
It would be shady to ask for $10k and then get a third of that paid for off the record by people you know while still asking for 10k on the public site from the public.
>>
>>11491993
>bro Windows takes more RAM anyway so writing bloated software isn't a problem
You are the reason why modern software is so unoptimized
>>
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>>11491969
>>11491998
You got simpler Doom sourceports to play just Doom though. GZDoom is a whole new beast with additional bells and whistles to make it its own game engine that just so happens to have Doom compatibility. I don't like the chicken man's shitty attitude and I fucking hate his taste in visuals with having bilnear filtering being the default. But that engine's the foundation for some cool shit out there.

and regarding the bloat thing, it doesn't help GZDoom is built upon ZDoom which has fucking decades of spaghetti code held together with duct tape and clown jizz. I don't like that either, but nothing can really be done about it at this point without destroying legacy support for 25-ish years of mods and maps and just starting from scratch. Which I'm sure isn't very appealing to a rag-tag group of jackoffs who do this shit for free.

TL;DR There's smaller Doom source ports out there to play Doom, GZDoom is Unity's redheaded stepchild. You know this already, quit being gay.
>>
>>11491643
Why hate on Kaiser of all fucking people? There's plenty of people in the community who are infinitely worse human beings than he is.
>>
>>11491969
300MB of RAM is absolutely nothing at all to render a full 3D scene.
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>>11491969
retard
>>
>>11492058
The original release of Half-Life 2 would run on 256MB of RAM
>>
>>11492063
>nugget doom
Anon, le chicken man is Graf, the lead dev of GZDoom
We're talking about GZDoom
>>
>>11492064
On struggle settings.
>>
>>11492064
Which was 20 years ago. Memory usage is not even remotely close to GzDoom's main performance bottleneck.
Optimization is good, but you're hitting diminishing as fuck returns if you're looking to optimize to the same kind of margins as in 2004, or for that matter 1994, RAM is not at the same kind of limit and premium.

>>11492068
And the comparison is that Nugget isn't far behind the ruesome 300MB.
>>
>>11492080
>Bro GZDoom only needs over 50% more RAM than Nugget, that's nothing
Also it's obvious you were confused and you're trying to save face by pretending you knew and you wanted to show Nugget as a comparison
>>
>>11492085
50% more RAM than Nugget IS nothing, are you actually rolling with 256MB like a poorfag hoping to play Half-Life 2 on launch?
>>
>>11492052
Plenty who had their decent share of life emergency experiences can feel a little skeptical. Why does Kaiser feels entitled to a chunk of yearly salary, only because his car storage got grazed and aforementioned "porch" ruined? If you know him personally then you might actually tell. This crap shouldn't really be even discussed here desu.
>>
>>11491580
>>11491643
Being edgy contrarian doesn't make you cool, retard.
>>11492052
Because anon wants to be not like anyone else who show some human decency, believing they're "better" than that.
>>
>>11492125
This shit baffles me, because memory usage really IS the least of GzD's problems.
>>
>>11491852
OR a turok modding scene. It's small but they do cool stuff
>>
Is this the best 1994 level?

https://youtu.be/gDISVkL0jhI
>>
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>DOOM: The Gallery Experience
https://bobatealee.itch.io/doom-the-gallery-experience
sadly it's webshit and not a proper wad
>>
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>>11492349
I've been looking for a decent "cheers" sprite and that's the best I've seen so far.
>>
>>11492349
>yfw people are already somehow UV-maxing/UV-speeding this
>>
>>11491880
Then why exactly does he need money to repair the fucking house? Awful money management?
>>
I know I'm late to the discussion s someone who has made a fair bit of very complex mods on GZDoom, it's absolute biggest problem is it's rendering code, and more specifically problems with culling. The culling system is horribly inefficient, often making wrong assumptions on what to render, can sometimes actually glitch out and render things that shouldn't be rendered at all, and is just very inefficient. I was hoping VKDoom would fix this, but no, nobody seems to care. You can check this yourself by using "gl_render_walls 0" in the console right now. Seriously even a simple draw distance slider like in LZDoom could probably help alleviate a lot of performance problems for low end systems.
>>
>>11492548
why even bother with culling when modern graphics cards can render millions of triangles? you can probably draw hundreds of thousands of sprites with one spritesheet and a single drawcall and a bit of shader trickery
>>
>>11492548
gzdoom is optimized
mods, on the other hand...
>>
>>11492548
The culling is kind of nothing next to the fact that GzD is stuck to Doom's old single threading for game logic.
>>
People usually scoff at Redneck Rampage right? Just cus of it's crass humor?

I'm playing it right now and I honestly think it's amazing. The level design is fucking brilliant. These dudes have quite a mastery of the build engine. Very clever secrets and use of the engine. It's a total joy to play. And yes, I find the retarded shit poop fart humour great too.

I'm actually being serious here. I think it's better than Blood.
>>
>>11492672
>The level design is fucking brilliant.
That's the worst opinion I've ever heard.
>>
>>11492672
and it has chickens... which reminds me of Le Chicken Man.
>>
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>>11492672
I'll give it credit where it's due, it has immaculate textures and great environmental detail, but there are plenty of things besides the crude humor holding it back.
>>
>>11492689
It is though. They have pushable boxes and shit. I got to a secret by antagonizing a pig so he would chase me across to a high up ledge then I jumped on the pigs back and up onto the ledge for some juicy secret rewards. It has lots of shit like this.

>>11492702
What do you feel are it's negatives?
>>
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>>11492672
The levels looked better than they played, and the soundtrack would work against itself when the levels dragged on too long. I'm also not too thrilled about the arsenal compared to Shadow Warrior and Blood.
It's a shame because I love the look and feel, reminds me vaguely of old Nickelodeon/Cartoon Network shows I'd see growing up.
For anyone else getting into it: Either know what you're going into or find a sourceport that colors the keys you pick up.
>>11492696
Isn't it Graf's favorite Build Engine game?
>>
>>11492709
That's one point yeah the Keys sprites should be 10 times larger. You can easily run past those little fuckers.
>>
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>>11492714
More importantly, they are not colored. Neither are the doors.
>>
>>11492714
https://forum.zdoom.org/viewtopic.php?t=67237
>>
>>11492639
My framerate goes down from 800 fps in an undecorated box map to 250 fps or less in a fully decorated map with textures and models all around. A large crowd of enemies in the same undecorated box map only causes a drop to about 600 fps and that's with the very shitty spaghetti code in my game.
The rendering is definitely way more inefficient than the game logic code.
Numbers tested on VKDoom, not sure about GZDoom (which runs about 15% worse in every instance compared to VKDoom)
>>
>>11492630
It doesn't matter how efficient modern graphics cards are at rendering millions of triangles when your software is incredibly inefficient at processing a single draw call. I don't know the exact numbers but I do know that the GZDoom drawcall operation is pretty bad.
>>
>>11492707
It has autoaim issues and some obtuse level design as you get further in. It is over-hated, tho.
>>
>>11492732
I don't think you know what a drawcall is. anyway some basic profiling should reveal where the real bottleneck is
>>
>>11492732
come to think of it, you could reduce the number of drawcalls to just a handful:
>static geometry with constant lighting
>static geometry with changing lighting (use a vertex shader to set the light level)
>moving geometry (use a vertex shader to move platforms, set light level etc)
>stationary sprites in geometry with constant lighting (can maybe be combined with the static geometry drawcall)
>stationary sprites in geometry with changing lighting
>moving sprites (monsters, projectiles etc)
>HUD
the static geometry in particular is nice because you should only need to send a transform to render it. you can skip all the culling on the CPU, allowing it more time to do game logic. I have no idea if any Doom fork does this
>>
>>11492672
I love RR to bits, but level design in the original is very hit or miss. Route 66 and Rides Again are way better in that regard (with latter having a better enemy variety and other awesome features too, RRRA might be the best Build game, in all honesty).
I recommend playing the game with music off at least once, no matter how good the OST is, because ambient in it is quite awesome and gives a different experience that makes you appreciate the locations even more.
>>
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>>11492405
I quite like the nugget one.
>>
>>11491897
>>11492068
don't play dumb, sharty crippled the recent gzdoom update because "zscript vulnerability" excuse
>>
>>11492636
could be worse.
zscripts & shaders.
>>
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>>11492916
>cheers and cheese
They certainly work well together
>>
any GPL alternatives to gzdoom? all i know of is GLOOME
>>
>>11491880
anyways, doom 64 CE is an unoptimized mess.
>>
>>11493213
GZDoom is GPL and was like that for years.
They had to gut FMOD for this shit.
>>
>>11493225
yeah i know that, i'm wondering if there's any other GPL engines
>>
>>11493213
Gloome was discontinued because GzDoom did go GPL.
>>
>>11493213
Eternity Engine is GPL, but you're looking at sub-DECORATE scripting capabilities there, not really comparable to GZDoom if you're considering a game from scratch.
>>
>>11493229
There's VKDoom if you want to leverage your ZDoom modding knowledge, I guess.
Otherwise there are other Doom engines with advanced scripting capabilities, like EDGE, k8vavoom, Eternity, Doomsday, Delphi Doom, etc, but I got no idea with how far can you take them, they basically are on a life support and there obviously will be a learning curve.
You'd probably be better learning Quake mapping and using FTE or something.
>>
>>11493279
oh that's cool, not super invested in eternity but i respect their grind
>>11493289
it's more of a curiosity than a serious game dev question. mostly cause i don't make games
>>
>>11484247
>quake play better
You heard him, we need to focus on Quake more, the word cloud officially declared it plays better.
>>
>>11493327
how come u niggas never play MP here then
(the actual answer is it's always 2 ppl who actually like the game destroying everyone until everybody else leaves)
>>
>>11486392
>implying console gamers didn't play doom
>>
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Does anyone know why the sector lighting options were removed from GZDoom? I know the official answer, but I can't be the only one who thinks the removal was absolutely stupid and inconsistent with the entire rest of the source port.

This isn't fuel for the haters, I just honestly don't understand the decision as someone with vision problems. Especially in a source port with fucking filters and mouselook on by default. I just want to be able to see bros.
>>
>>11493510
It can probably be summed up as "Nobody in Graf's clique used those options, therefore nobody at all used those options, in which case, why have them?"
>>
>>11493510
Wtf? Which of the options is the default now?
>>
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>>11493542
It only has Software, Vanilla, and Classic (Faster.) All the other older ones (even that Build one they were incorporating) got dropped like a year ago out of the blue. The reasoning was that many users were using the default options which was making lighting appear incorrect on maps that were designed for the more accurate options from other source ports (so basically running wads not made specifically for GZDoom made their lighting inaccurate by default, which most users didn't change the setting to adjust.)

So instead of just making the default one of the accurate settings and allowing people to manually switch to their preferred setting, they just went scorched earth for some reason. I get not wanting to have to upkeep settings you don't personally like, but at least keep Standard or Bright or something. Fuck.

In an ironic twist, the way Unseen Evil handles secotr lighting to match Doom 64's paired with its brightness slider make it literally better for visibility than GZDoom's current settings allow. I repeat, Doom 64 literally makes the game more visible than vanilla on the source port.
>>
>>11492548
>gl_render_walls 0
neat command. seems to render what I would've expected though: sectors not occluded by one-sided linedefs (including the things contained in sectors). not sure why sectors and not subsectors, but culling subsectors wouldn't solve the usual problem cases for occlusion anyway (wide open fields/cities).
>simple draw distance slider
r_sprite_distance_cull & r_line_distance_cull are in GZ (I assume from LZ), though they only work in software mode

>>11493510
you can still force the other modes with gl_maplightmode.
as for menu items, I think even keeping the three is them pussying out, should have only left "software" and nuked the rest.
it was like a parody with those names, having "vanilla"/"doom"/"standard"/"software" all meaning different things.
>>
>>11493662
The naming convention was fucking stupid, but its generally not a good idea to remove accessibility based options, especially when they have been present for years. Especially in a port that probably focuses heavily on that type of customization. Rename and make them not default, even hide them in a menu called "If you enable this option don't complain about color or lighting issues you fucking nitwit" but removal is just asinine.
>>
>>11493675
I don't really see how sector lighting is an accessibility option when there's global gamma, brightness and contrast settings.
don't know why they chose to make a new cvar over simply unlisting the other modes though (like they did with gl_fuzztype 5).
>>
>>11493707
Sector lighting as a setting does more for light sensitivity conditions like photophobia than those other settings do. You don't need to use ZDaemon tier settings to make things more visible and help people with worse eyesight.
>>
>>11492895
The maps get pretty difficult to navigate later on. It's easy to get stuck because you overlooked a key that is tucked in a corner somewhere. Smelting Plant was particularly bad. I also recall Beaudry Mansion being awful to play (but nice to look at)
>>
>>11493795
Smelting Plant is whatever.
Fuck Uranium Mines though.
>>
>>11493279
Hopefully sometime within this decade, they'll roll out Aeon and full ACSe so that you can finally accomplish something on the level of a mid-00s ZDoom mod.
>>
>>11494000
Realized my cope as soon as I posted this.
Honestly, I'll settle just for ACSe.
>>
>>11494000
>Aeon
Was that AngelScript thing (recently resurfaced in Killing Time Resurrected), or I'm thinking about something else?
Well, I'm sure it will be added as well as PSX Doom support, splitscreen and C/S multiplayer, true color renderer and who knows what else that was promised once upon a time.
I'd bet that it would support a subset of Decorate before all of this, if it would actually appear in MBF25.
>>
>>11494016
That's the one, though Kex uses pure AngelScript afaik. It'd be nice if it was getting simpler to do given their mutual Nightdiveism.
Don't forget playable Hexen and Strife, which are probably higher priorities than any one of those.
>>
>>11494223
Everything is repetitive.
>>
>>11494239
Duke and Quake are easier
>>
>>11494259
Quake and Duke’s hardest setting is certainly easier than Doom’s Nightmare. Include expansions like Final Doom and Scourge of Armagon and Doom’s “hard” is more difficult too.
Custom content is where its different: You CAN just make a midi for a Quake level but people would want quality on par with the original Trent tracks.
>>
>>11494272
The only really annoying enemy in Quake are spawns and shamblers
Doom II has lost souls, pain elementals, chain gunners, revenants, arch villes and cyber demons
>>
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>>11484203
Last call for maps 09, 14, 24. You have until the end of this thread to show proof of work otherwise i will open these map slots for other mappers.
And for maps 15, 25, 26 please do tell me you have worked on it since i last asked and share some screenshots if possible.
>>
>>11494295
Vores? Pack of ogres on nightmare? But yeah, doesn't disprove your major point much. NTA.

>>11494303
>since i last asked
When was that?
>>
>>11494320
>>11484203
>>11494303
>When was that?
According to the archives it was on October 13...

You know what, it has been so long since then that i'm setting the limit for all maps until the end of this thread, after that i will remove the map limit per author and whoever delivers first gets it.
>>
>>11494320
>Vores? Pack of ogres on nightmare?
I suppose now that depends on "which nightmare": The new Quake port nerfs the fast monster behavior on nightmare, seeming easier altogether even in spite of the reduced max health cap.
>>
You now remember that Blood 2 and Sin exist.
>>
>>11494170
>Don't forget playable Hexen and Strife, which are probably higher priorities than any one of those.
Oh, yeah.
Heretic was finally considered fully playable with the latest release, so that seems the logical next step.
Personally, I'd thought that the next big priority would be ID24, but unlike quite a few of the other ports I don't think I saw any public commits done in that direction, even if at least some of its features, like skies, already are in Eternity.
Honestly speaking, EE is a one big frustration for me, because it comes very close to be my ideal Doom port (for almost a decade already), but never quite delivers.
Not that I can blame most devs leaving for NDS instead of spending time working on a free project of course.
>>
>>11494578
Is Sin actually good?
>>
>>11494578
I always remember them. Heretic 2 too. More fondly than HL1 even.
The one you should remind people about is Shogo.
>>
>>11494637
That depends on what you like about the games.
Personally, I found it impressive in a lot of ways, but also janky in a lot of ways.
Purely from the combat perspective it isn't very good, but it delivers in other areas. You can think of it as a slightly more modern Duke3D, in actual 3D, but with more gimmicks and less exciting shooting part.
>>
>>11494578
You now remember Daikatana exists.
>>
What is good doom mod from someone who prefer bacon gravy to sausage gravy?
>>
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>>11494713
I don't need to because i replayed it before christmas.
>>
>>11494628
I wish my favourite mods would be ported to EE (Corruption Cards, for one); not even sure if that's possible. Gzdoom is a double edged sword. My favourite still remains nugget though
>>
>>11494726
>that HUD scaling
I'm guessing there's no way to fix this?
>>
>>11494816
There are HUD scaling options in the settings you can use.
>>
>Instead of just turning low-poly 3D models into proper GZDoom 3D mods, dev makes them into sprites.
>>
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>>11494628
>Personally, I'd thought that the next big priority would be ID24
True, I remember MBF21 being adopted very quickly on the heels of Eviternity II. I guess ID24 needs a hot new megawad first.
>Honestly speaking, EE is a one big frustration for me, because it comes very close to be my ideal Doom port (for almost a decade already), but never quite delivers.
God. You're like a kindred spirit.
It hasn't stopped me from using it all this time, but it's always bittersweet to think how much of its feature set remains unfulfilled since so many maintainers have moved on.
>>11494778
There's no chance in hell Eternity could handle Corruption Cards.
It might be able to do something, like, very early GMOTA after serious retrofitting.
>>
>>11494865
Name the mod/game
>>
>>11488464
Cute. I need more of these.
>>
>>11494908
>pic
Windows 95 3D Pipes Screen Saver
>>
>>11494227
Everything is repetitive?
>>
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>>11494223
>>
>>11494865
3D models won't show up if someone happens to be playing in software mode.

>>11494923
GMOTA does this with Kustam, a lot of projectiles, the Cybermancer, and Samson in the future. REKKR does this too
>>
>>11494982
REKKR is completely vanilla compatible though isn't it
>>
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I've never been the same since I discovered the cocooned babes in DN3D.
>>
>>11494997
It absolutely is, but Revae probably could have made like a REKKR deluxe and used those models directly.
>>
>>11494967
Everything is repetitive.
>>
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>>11495024
Thank you.
>>
>>11494578
>You now remember that Blood 2 exists
>>
>>11494295
>pain elementals
can be defeated easily with chaingun & plasma gun
>lost souls
same as before but al so with a single pistol
>chain gunners
as long you hide behind a wall is not a problem.
>cyber demons
bfg9000 is a easy deal, otherwise rocket shoot until he dies.
>revenants
either a rocket launcher or super shotgun can get rid him without problems


archvile is a real problem.
>>
Anybody play Doom3:Phobos?
>>
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Tried my best to make Ion Fury looking cars in Duke using only stock textures.
>>
Turrets are oversized because it's in editor look
>>
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>>11495404
>>
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>>11494303
I think I'm still working on map15, I haven't actually made any real progress on it in a couple weeks, completely stuck on what to do next. If I can't muster up the steam to finish it in two weeks or whatever I'll post the unfinished map and if anyone else wants to either finish up what I have or start a new map from scratch they can go for it. Apologies!
>>
>>11494578
>Blood 2
I have the expansion pack on CD rom, but no base game. Dunno what to do with it.
I have a few games I dunno what to do with actually.
What do I do
>>
>>11495403
>>11495407
Not bad actually, though you're putting a car console on the sides of the truck bed. Is it possible to recolor the turrets with just a palette change, so they match the cars?
>>
>>11495371
Only some of it. It was one of the last mods I tried after getting burnt out on tons of D3, I wasn't too much into the story telling but I want to give it another go someday.
>>
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>be me
>avid Doom fan, know all the lore
>play Doom 2 for the millionth time, flexing on the Icon of Sin
>"to win the game, you must defeat me, John Romero"
>classic, lol, I know the drill
>clip through the wall to see John Romero's head on a stick
>start blasting rockets, giggling like an idiot

>suddenly notice something weird
>there’s... another head?
>smaller, partially hidden behind John Romero's
>it's not supposed to be there
>looks shriveled, sunken eyes, cracked lips stretched into a hideous grin
>text pops up on the screen:
"Adrian Romero welcomes you."

>panic, ALT+F4, doesn’t work
>game forces me to noclip back into the room
>hear faint whispers:
"You were never meant to see me."
"I was the real architect."

>start mashing every button
>game locks my controls, HUD glitches
>Adrian’s head starts twitching, whispering grows louder
>now it’s screaming:
"John Romero's about to make you his bitch."

>screen goes black, PC starts overheating
>RAM usage spikes to 100%
>remember GZDoom was running
>Computer takes off and crashes into the world trade center
Do you think they will notice?
>>
>>11495656
>screen goes black, PC starts overheating
>RAM usage spikes to 100%
>remember GZDoom was running
Best part
>>
We don't talk about adrian romero
>>
>>11495656
Fucked that there is a John Carmack, an Adrian Carmack, and then a John Romero, but there's no Adrian Romero.
I even found a fucking Ron Jomero on Google once while drunk, THAT'S a person who exists somewhere.

But perhaps it's for the better this way.
>>
>>11495679
No Con Jarmack?
>>
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About to read this. It might take me a while
>>
>>11495695
It's alright.
>>
A little while ago an anon had a mod that randomly replaced enemies in Doom with enemies from other id tech 1 games. I remember seeing screenshots with Inquisitors and Maulotaurs on screen at once with a bunch of other monsters. Does anyone still have that?
>>
>>11495698
"We’d just punched through the craggy pass pleasantly known as the “torn hymen” in the
local tongue"

This made me laugh already
>>
>>11495695
It's fun, but don't read any of the sequels.
>>
>>11495701
Aeons of Death?
>>
>>11495729
Not that one. I don't remember it having a name, I think it was just a personal project that was shared at the time. For a while he was posting screenshots of in-fighting with robots and other guys
>>
>>11495004
The models were never made for that. Would take a lot of work.
>>
>>11495778
Fair enough. I prefer the sprites anyway, it's just REKKR came to mind as a project that used lots of models converted into sprites.
>>
>>11492236
probably
>>
>>11494908
ID24 isn't even finished yet, so there's no reason to start implementing it fully yet. I'm speculating that finished id24 will be released on next Quakecon alongside with PSX Doom and playable alphas added to Kex (Nightdive has wanted to add both, and since id24 can do colored sectors, animated skiesvand custom huds, that would be possible).
>>
I wish people would separate their wads by "vanilla" and "gimmicky"
I just want extra levels that are cool, not look at whatever stupid looking shit you could pull off with the Builder or whatever mechanic you imported from another game
>>
>>11495847
I'd think it's safe to assume that ID24 won't change in a big way anymore, nor I would expect a post-launch support from NDS past the first few months.
At best someone there would do it in their personal time and would release it as a mod (see PSX Q2).
>>
>>11495870
>nor I would expect a post-launch support from NDS past the first few months
This is the sad reality. Quake 2 got abandoned after a single update.
>>
>>11495854
Elevators, leaps through air, pitfalls into toxic waste with no way out and squishing traps are as vanilla as it gets.
>>
>>11495873
Weren't there similar issues with Blood FS and Doom 64?
>>
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>"ARE YOU REALLY GOING TO PLAY DOOM IN 3D?!?!"
>"Yes."
>>
>>11495879
hes talking about "muh slaughter wads" and "muh architecture".
there is a reason why fava beans and anomaly report are still the best wads ever made
>>
>>11495892
fava beans is garbage
>>
>>11495886
Jesus
>>
>>11495886
That doesn't look like Doomsday or Risen3D IIRC.
Is that the fabled extra shitty Vavoom pack? Or something even more exotic?
>>
>>11495886
The HUD face and the demons chin make this look like a chad and virgin shitpost.
>>
Why does the new KEX port of Doom restart the music every time you reload your save? It's rather annoying
>>
whats that cross aim thing where you can see where you shoot? Is it at option in gdzoom? I can't seem to get the name right to search
>>
>>11496026
That would be the crosshair.
>>
>>11496030
thanks i had no idea what it was called
>>
>RELAXING
anons do you see yourself, 50/60 years old, still playing doom and Quake? how do you think our runs will change?
i will be rocking gzdoom with a few vanilla mods and ironwail, although i hope the official quake port will get better. given i dont become homeless or rocketface myself soon
>>
>>11496038
I'm almost 40 and still play them, so yeah. I don't have anything to prove so I just play for fun/casually saving whenever and such so I doubt that will change.
>>
>>11496038
I can only imagine the elderly homes in 30-40 years...
>>
>>11496038
yes, i'm 38 and still play a few levels a day. I rarely play Quake though. Vanilla mods are the way to go
>>
>>11496038
More than likely.
Life is temporary.
Doom is eternal.
>inb4 I get booed offstage, slip on a banana peel and die
>>
>>11496058
>mods
what are your favourite? care to share? thanks
>>
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>liked Doom
>didn't like Doom 2 (horrible maps)
>liked Sigil
>Legacy of Rust was mid with maps being way too huge sometimes

How do the other games in this compare? They're Master Levels, Plutonia, TNT and No Rest for the Living
>>
how do i get Quake to vertical autoaim like Doom?
>>
>>11496115
TNT is ok, but gets boring. Plutonia is too hard for me right now but i'm improving. Haven't tried the other two. I like Doom 1 the best as well
>>
>>11496115
if you thought doom 2 maps were bad then master levels is 100x worse
t. halfway through master levels and probably going to drop them
>>
>>11495695
Would be nice if they rereleased them all in omnibus format.
>>
>>11496115
TNT isn't that great. Some of the maps are really good, but the whole package won't blow you away.
Plutonis is somewhat comparable to Sigil, but with the dickish design moved to other places(Chaingunner/Revenant ambushes, less so Cyberdemons and mandatory hurt floors).
NRFTL is Plutonia-lite. It's also very short.
>>
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>>11496115
Plutonia is hard (-er than the rest). Maps are used as a tools for combat, not a place for you to get comfy.
TNT is closer to Doom 1 than Plutonia, but the quality is all over the place.
Master Levels is even more all over the place. Ignore Klie maps and you should be okay.
NERVE is kino.
>>
>>11496115
personally i dont like plutonia because it feels like you have to know the map beforehand otherwise its almost impossible to react organically to what the map throws at you
>>
>>11496115
I just played No Rest for the Living yesterday and it was great, really tight and enjoyable level design with no filler, are there any shorter wads with the same level of quality?
>>
>>11496219
Just save scum for the first time or play on Hurt Me Plenty
>>
>>11496228
i can't get past Vivisection
>>
>>11496194
>>11496228
I've heard NRFTL was designed to be played co-op. What's up with that?
>>
>>11496247
Never heard that before, it plays fine in singleplayer.
>>
>>11496201
>NERVE is kino.
Lost Mission was really good too, similar “no filler” attitude which was surprising for a Doom 3 mapset.
>>
>>11495870
>>11495873
Q1 got it's horde mode and ctf after it's launch. It had a big patch year after it's release and some more after. Q2 couldn't receive content updates aside hotfixes because of the console politics regarding dll files. Not Nightdive nor even Bethesda could change them.
>>
>>11496115
>another anon filtered vy Doom 2 maps

>>11496131
From Master Levels I only recommend Black Tower and Dr Sleep maps
Definitely stay away from Mephisto Masusoleum, probably the worst official map in the series
>>
>>11496238
Did you get all the keys? Make sure to press all the walls
>>
>>11496286
>recommend black tower
but why
I just started dr sleep's maps but black tower was fucking miserable on uv
>>
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I hate this retard thumbnails like you wouldn't believe
>>
>>11496295
Thanks, now I hate them too.
>>
>>11496295
>goes outside to look for dog turds
>grabs one
>brings it back
>"guys i fuckin' hate dogshit!"
>>
>>11496291
NTA but Black Tower is the coolest maps of the whole pack. It's rough around the edges (literally) but the overall experience is unforgettable, and not in a bad way. Cool idea and a good execution.

Also agree that Mausoleum is omgwtfisthisshit, which is strange because his other two maps (Tower and Keep) are good.

Also Attack is a timeless classic.
>>
>>11496305
>the overall experience is unforgettable, and not in a bad way.
I mean I definitely won't forget rooms full of teleporting barons and teleporting pain elementals or a sea of 100 pinkies but not for any good reasons
>>
>>11496310
It's interesting how the Nightdive remaster of Doom makes Master Levels one campaign instead of separate levels which makes them easier
This was also the case with PlayStation port of Final Doom where first half of the game were Master Levels
>>
>>11496314
iD repackaged Master Levels into a single .wad as far back as BFG Edition, in fact that's probably the same .wad file they are providing now.
>>
>>11496304
Yes
>>
>>11496314
>>11496318
Nightdive's probably using the same order Xaser came up with ages ago.
>>
>>11491880
>All this is to say, more than anyone will ever say about you. There, now fuck off, slavshit.
Am i missing some lingua trivia or this guy abuses his mod privileges? Bringing up ethnicity doesn't seem warranted.
>>
>>11495892
Fava Beans is the most milquetoast .wad you can possibly play, the ONLY reason it's notable at all is that it's the first custom episode which was overall consistently competent, in a time when at most 10% of levels released for Doom at the time were even decent.

Obituary came out a few months earlier, and it doesn't maybe have the same consistency, but it's a much more fun and varied .wad to play
>>
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>>11495896
Fava Beans is about as fun as actually eating fava beans straight from the can. Works if you're really hungry, but it's a very plain meal.
>>
>>11496487
Given the quality of levels during recent years, I must admit most of us are quite starved, since we're not used to the taste of rubbish
>>
>>11496304
it's more like sticking your hand in a sewer stream and going "guys look there's sewage in this sewer, isn't that weird?" cause that's all the internet really is if you spend more than 2.3 seconds looking for it
>>
>>11496115
Evilution is unironically the best IWAD, ML, Plutonia and NRftL don't even compare to it
>>
>>11496487
I like Fava Beans. Every single Doom wad these days has to be an utter ballbuster for some reason and some of us just like to kick back and have fun shooting demons rather than showing how totally hardcore they are.
>>
>>11496528
I'm not sure I'd agree about it being the best, but Plutonia really is overrated.
>>
>>11496521
Thats a retarded analogy anon. the first guy was more in line
>>
>>11496549
Play on a lower skill setting then, shit like Sunlust is fabled for being hard, and on UV, it really is, but if you drop down to HNTR then Sunlust is actually easier than Plutonia's UV.
Another is Mutiny, that was way too tough for me on UV, but dropping down to HMP it was EXACTLY the right kind of tough action for me, not too hard, but not too easy either, never felt unfair, I owned up to every death and tried again.
>>
>>11496115
Plutonia is the most fun, assuming you've cleared Doom 2 on UV and you got a grasp on it.
Master Levels is aggressively mediocre for the most part, decent in a few spots, and terrible in some others.

>>11496528
I like TNT, it's flawed, but it has a lot of good, too. I still think Plutonia and NRTFL are a lot better though.
>>
>>11496553
>>11496608
Shitposting aside, i always found Plutonia to be boring outside of a few maps and it's difficulty is greatly exaggerated. TNT has it's share of terrible maps to be fair especially the latter half but to me it was more memorable and fun.
>>
>>11488860
There's a lot of good levels, but the whole laboratory section and the dream sequences suck and drag everything down.
>>
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Which of these other add-ons are worth playing?
>>
>>11488839
Dimension of the Machine has really good looking levels
>>
>>11496642
BuTtSeX
>>
>>11496642
Double Impact is one of the best episodes ever made for the first game, it's SO fucking tight. It's an example of making the most out of Doom 1's more limited bestiary and lack of SSG, and it's just a great vanilla-ish techbase.
>>
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>>11496627
Evilution will always be my personal favorite and especially for the music. Plutonia ends up being the one I've enjoyed most on replays: Encounters, level progression, pacing is all real nice. Even looks pretty good most of the time.
>>11496639
The dream sequences were some of my favorites, and I can't recall any other "labs" besides this big fun one near the end.
I don't think I'd recommend it to people looking for a 'challenge', though, and some of the maps are fucking huge.
>>
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>>11496668
I would love to merge the best qualities of Plutonia and Evilution. They are distinct, but while Plutonia mostly does better gameplay, there's some very good things which Evilution does with gameplay here and there too, and it has a very cool aesthetic and feel to it, boosted by its original soundtrack.
>>
>>11484231
I thought it was Tonberry.
>>
>>11496642
I think all of them except Harmony is pretty great, I never clicked with it but I'm sure it's still worth playing.

On another note, I just finished playing Quake Brutalist Jam 2 and overall I enjoyed it as much if not more than QBJ 1. Got any suggestions for what I should play next, Quakebros?
>>
In your garden, you can sometimes see an angry looking fat dude steal your mushrooms. He's Smugla. Whenever he takes them, he leaps into a deep hole in the floor like a rabbit. You've never catched him. One day you think "Gee- I wonder why he lives in the ground?" So one day, taking your pistol to blow that mushroom stealer to bits, you jump down the hole. "Lets see how he enjoys my mushrooms now!"... Whatever that means. You hit the bottom of the hole, and you see the hole continue horizontally down. So you go down it, and hit a dead end. But then, you look up, and see another hole out "ha HA!" you retort. You climb out the hole, and look around- "Umm... where the hell am I?" You say, as you see the red skied, gold stared, tree covered, 7 frame per second frame rate world of Grove. You get out of the hole, and see Smugla's house infront of you, with HIS mushroom garden, which are really your mushrooms that he stole. You might as well take them. They are yours- even if it would anger him. Where is he anyway?
>>
>>11496682
And then Smugla was a zombie!
>>
Base Ganymede, Anomaly Report and Tetanus
BTSX is mixed imo, nice visuals but it just drags on and on.
>>
>>11496642
Double Impact, REKKR, Revolution, Anomaly Report, Ganymede, Scientist, any other one so you could form your own opinion.
>>
>>11496673
>Evilonia
>Plutolution
>>
>>11496642
They're all worth trying out. Rekkr is a true Total Conversion with all new assets and levels, and new gameplay, it's pretty cool.
Grouping all the official expansions and the curated .wads together, the only one which you can go ahead and skip is really Master Levels, it's the weakest one by far. TNT has some levels which are quite a lot worse, but it has a lot more fun levels too.
>>
>>11496642
No End In Sight is pretty great, but it's also quite challenging. Expect to die a lot even on first episode. Anomaly Report is also really good and isn't too difficult to beat.
>>
I'm playing Evilution right now and it's definitely more up my alley. Thanks Anons.
>>
>>11496764
It has a lot of good levels, but feel free to skip or use cheats on Metal, Habitat, or Baron's Den if you lose your patience with them, because hooh boy are those levels not fun to play.
>>
>>11496780
>Baron's Den
I thought that was a plutonia map but it turns out there's both a baron's lair and a baron's den
>>
A good level should:
>make the player savescum, retry all over again, trap the player with horrible traps, memorize the layout, before finishing it
OR
>make the good and witty player be able to finish it on a moderately high difficulty, if careful enough, on the first try or with 2/3 lives/arcade style (rewind; invulenrability on death; etc)

im not a fan of the first approach. blind playthroughs are always the best. whats the point in completing a level after you know all the traps?
>>
>>11496851
>moderately high difficulty
playing on anything besides uv doesn't count
>>
>>11496780
Baron's Den is one of the worst and most painful maps I've ever played. It's Sunlust map 32 level of painful.
>>
>>11496851
If a fight is influenced by foreknowledge, it's likely not going to be very fun.
>>
>>11496604
Anon, I play to have fun. Yeah, that does mean saving mid level, but what do I care about that?
>>
>>11495782
A couple were retopologized and would work in more modern engines. Just not the vast majority, and they use normal mapping which To my knowledge gzdoom doesn't do.
>>
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>>11495619
Done
>>
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>>11495619
>>11496892
>>
>>11494865
On paper that sounds decently "authentic", what's a mod you had in mind?
>>11496892
>>11496897
Looking very nice.
>>
>>11496897
>>11496892
V nice
>>
>>11496873
I never told you you couldn't save mid level, I'm not a speedrunner either (but one should not save TOO much). Just consider difficulty levels for stuff.
>>
>>11496642
do you have the full list? Is this a voted list?
>>
>>11496953
I think it's cropped from a list of the .wads which were curated for the Unity port.
>>
>>11496956
yeah i just found it. Thanks anyway

https://doomwiki.org/wiki/Official_add-ons
>>
>>11496918
Pre-Morrowind Bethesda really didn't hold back on the milkers. Good times.
>>
>>11496892
>>11496897
The one with the covered bed is ace. Can you make the fuckers drive around, or can only Shadow Warrior do that?
>>
>>11496965
I can make them move like trains in ep3, no control from player. Probably. I haven't played with those effectors (scripts/triggers) yet.
>>
>>11496976
That'd be good for patrolling.
>>
Trying Doom deathmatch for the first time and holy shit it blows
>>
>>11496991
True. I seen it in Duke Nukem Forever 2013. It was pain in the ass to play because cars moved too fast to hit turrets or enemies inside them. I'll maybe try to make small setpiece of them moving into some action against aliens but ultimately loosing the battle. OneDoomedSpaceMarine is a good sprite to use as dead soldiers, already have 2 doomguys that lost to aliens.
>>
>>11497000
Quake's deathmatch is probably a lot stronger, but I'd say it'd depend a lot on who you're playing with and what maps you're using.
Doom's deathmatch has a propensity to devolve into SSG jousting, which is mildly funny, but also repetitive.

>>11497004
Well, can it be made to go slow?
>>
>>11497004
>already have 2 doomguys that lost to aliens
hot
>>
>>11497008
Doom's deathmatch gets better when you play the Mechanix WADs. Mainly because they make the game more like Quake 3 heheh
>>
>>11497008
>Well, can it be made to go slow?
Yes almost everything that is related to playing with sectors can be made faster/slower thanks to GPSPEED sprite.
>>
>>11497009
Now that you mention it, there are alien eggs in same room. What have I done
>>
>>11496642
which is the easiest? Its raining here today, i want to beat something
>>
>>11497028
No Rest For the Living is like 8 maps long
>>
>>11497029
i can't get past Vivisection right now, I'll try again
>>
>>11496953
>Is this a voted list?
Not through a public polling, no. List was curated through middlemen doomworld-representative contacts to collect all author's permissions, Jimmy could've been one of those middlemen. Considering that you did sountrack for John Romero himself, you may as well be voice for the many.

>>11497028
That depends. If you had no trouble with Plutonia, then you might get by through everything on the list; Aside maybe from Sigil 2, NEIS and NRFTL.

>>11497036
Hardest map with stifling enconters, might take a while. There's a soul sphere secret right at the beginning, pay attention to the passage opening sound cue.
>>
>>11484251
>>11484276
>>11484234
>>11484231
It's not a dropkick, they are both normal kick sprites overlapped.
>>
>>11497028
Revolution! Is the easiest and shortest one, despite having 32 maps.
>>
>>11497028
>>11497158
Revolution! also has a couple of rainy maps that fit your mood.
>>
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>>11493180
>sharty crippled the recent gzdoom update
huh?
>>
>>11493180
What?
>>
>>11493510
Things like these is why I hate Chickenman as much as I love him.
>>
>>11497240
Why hasn't GZDoom been forked and re-done yet?
>>
>>11497243
Probably just too much of a tangled mess at this point.
>>
>>11497243
Same reason nobody's tried prising ZScript out of it: Work is hard.
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/YuMk0axa#BToWq2RowJxx-P6IWUlRIZFhYR_KxjxU7SEI9LVysHo
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.4.1
Get the mods: https://macgu.fun/repo/srb2kart/ (or just download them in-game, it should be a lot faster now)
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)

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

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

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
Recent Changes:
minor tweaks and experimental shit, don't worry about it
>>
>>11493510
Weren't some of the old lighting options incredibly flat with no diminishing lighting at all?
>>
>>11497243
Go ahead, it's only over two decades of development you need to thoroughly revise, to retain compatibility with over two decades of content.
>>
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I cant wait for heretic/hexen remastered
>>
Do you guys UV-Max Pistol Start every new level you play or am I just making this needlessly difficult for myself?
>>
>>11497426
Only autists do that
>>
>>11497386
I bet we would get a new episode/hub for at least one of those.
But first they should make a Quake 3 Anniversary remaster.
>>
>>11497447
but i'm an autist ...
>>
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>>11497270
>>
>>11497386
>game goes from 10mb to 300mb
Nah
>>
>>11497426
no i need to carry over my weapons and i still struggle on most UV
>>
>>11497426
Nobody should be doing that on a first playthrough.
I pistol start and try to get every secret I can but I don't obsess over it.
>>
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>>11497243
It's a problem that goes around in circles. Why would you untangle over twenty years of spaghetti code when you could make a new source port? And if you made a new source port, how would you get people to adopt it and make mods for it? GZDoom is a pile of shit technically speaking, but it's the most widely adopted pile of shit, it has a huge library of mods and it is user friendly (not modder friendly though). The only area GZDoom has real competition is game making engines, but it was never designed to be a game making engine. It's a source port that you can technically make games with.
>>
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>>11497312
Thats why they helped with light sensitivity issues. Some of them made light a lot more "even", meaning that you could see better in areas where lighting varied drastically in smaller areas (or in general, when compared to the rest of the map overall.) It was like having a "normalize" option for lighting, which can be very helpful for people with conditions like glaucoma, photophobia, or cataracts.

>>11497240
Even if I personally have a lot of gripes with Graf and how he handles some things, he still does good work and obviously has passion to have put as much work as he has (and continues to do.) I just hate when he falls into that weird mentality of his personal preference being the only important aspect to keeping or removing features, especially when he knows how much people hate his preferences sometimes. I just keep every single fucking version as its released so I can fall back to old versions for mods that fall apart because amateur non-programming modders did things-that-worked-but-weren't-perfectly-coded throughout the history of (even modern) doom modding, as well as shit like the lighting option change.
>>
>>11497270
is this any good? I like all Mario Karts an CTR, how differential is it?
>>
>>11497504
>oh noes le no chicken man is ableist: the anthology
people have provided you solutions to this problem in the thread yet you're still crying through your fucked up eyes about this nonsense
>>
>>11497559
I would say it's closer to CTR in mechanical nuance, but more like Mario Kart in basic feel.
If you like Kart racers, give it a shot. The sheer breadth of content makes it the best Kart racer on PC in my opinion.
>>
>>11497559
hmmmm I tried playing MK8Dx recently and I got my teeth kicked in on that game so it might be closer to CTR than mario kart, though I haven't played enough CTR to know.
>>
>>11497460
huehue'd
>>
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>>11497568
I literally just defended him in the same breath you fucking turnip. I know about forcing the options through the console, and there's even a mod that re-enables them as options specifically for testing purposes (it also doesn't save them to the ini, so it has to be reset every time you load up GZD.) My point is that removing the option that people have been using to be able to see for years is a fucking stupid decision.
>>
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>>11497426
Pistol starting is completely reasonable, and even desirable for experiencing most maps as intended, but attempting uv-max on a first playthrough is bound to be a waste of time because there are many people who take joy in making their secrets as obscure as possible. You're liable to spend 3 times as much time backtracking empty areas and humping walls as you are shooting demons. There's also many maps where getting all kills and secrets is literally impossible, either from the outset due to oversight or mid-playthrough due to points of no return, and the uninitiated have no way of knowing which is which. Even the iwads have various impossible kills/secrets.
>>
>>11496038
Only 30 here. Played Doom and Doom 64 here and there as a kid. Got way more into it in 2020, ran through everything vanilla, beat some of it on HMP, some on UV. After that I started messing with mods and have just been playing regularly ever since. Played a lot of similar games too like the Build games and Quakes. It's all been fun enough that I'm certain I'll still be playing when I'm truly old. The only thing that will change is that there will be even more content to burn through in 10, 20, 30 years.
>>
>>11495980
That's pretty gay of them. Seems like a hard thing for them to miss. Or did they want it that way?
>>
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>>11497270
i hate this game sometimes
>>
>>11497574
i tried it. Kind of blown away how good it is. The drifting system is great and the courses i played are nice and varied. The time trial AI is brutal but i'm getting better. I noticed i have to play a few more races to unlock a cup, look forward too it
>>
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>>11497270
GGs, don't forget it's Wednesday next time.
>>
>>11497270
ggs
>>
>>11497753
For the record our server does have some extra gameplay mechanics, namely quick recovery and respawn and the ability to stack and chain boosts. It's nothing *too* crazy, but you'll find things going pretty damn fast. Glad you're enjoying it so far though.
The server is currently empty and runs until 6 AM EST if you wanna practice alone
>>
>>11497698
other times there's no one to blame but myself
>>
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>>11497759
>>11497760
>>11497270
GGs i used way too much time for this shitpost
>>
>>11497867
hey that's pretty cute, good job
>>
>>11497762
I'll join it soon soon enough. I'm getting silvers regularly right now. Golds are a challenge
>>
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>>11497698
>>
NEW THREAD:
>>11498124
>>11498124
>>11498124



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