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File: 1736464653243314.jpg (1.08 MB, 2604x1826)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11498124

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 ===
[1-3] Nilla Doom EP1 update, lite-slaughter wad
https://doomer.boards.net/thread/3876

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

[12-30] Zothique and sock teased a new vanilla Quake episode
https://youtu.be/CCfRqpIObtw

[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

[12-25] GMOTA v1.8 update, return of Kustam
https://combine-kegan.itch.io/gmota

[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

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
>>11509565
Why is Caleb bald?
>>
>>11509579
They forgot to render his hair.
>>
>>11509579
he lives again, but his follicles do not
>>
Heretic is the best shooter of the 90s
>>
>>11509690
lmao no that's Quake 1
>>
>>11509701
Best fps, not dullest
>>
>>11509701
My complaint with Quake is the same as many have for Heretic (bulletsponge enemies). The difference is in Heretic you could hide behind certain objects where enemies can't hit you but you can hit them.
>>
>>11509712
>bulletsponge enemies
It's not Doom, you get a lot of rockets.
>>
>>11509723
And no walls of health like the cyberdemons or masterminds. Quad damage is also “temporary berzerk for guns” and in Quake every monster can be gibbed.
>>
>>11503759
A couple mistakes in map 26:
1) The 2 shotgunner on the top image simply does not exist in the original map
2) The bottom image shows that an imp is missing near the chaingunners and lost souls
>>
>>11509690
>>11509707
>Heretic is more fun than Quake
Creative opinion.
>>
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i live, again
>>
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>>11509712
The one thing to mind for Quake is that A), Shamblers take half damage from grenades and rockets, so thus you should save nails and cells for them, instead liberally blowing up other monsters (this should resolve the sponginess), and C), when you find a Quad Damage you fucking HURRY to go find enemies to obliterate.
When you have a Quad Damage, Shamblers do not take 4x damage from explosions, but they don't take half either, they take x2, but even then you should be brutalizing them with the SSG, SNG, or TB, the quadrupled DPS adds up quick.

I think Quake's main weaknesses are:
>Axe is virtually useless, it's too weak and risky to use in combat and you don't ever get ran thin on ammo anyway, there should have been a Berserk (Berserk is REALLY fun), and it shoulda let you chop up zombies (AD did this right)
>didn't have completed episode bosses, getting Cthon, but then just Shamblers and Vores until Shubbie, is a letdown
>could probably have used some sort of miniboss enemy, like an equivalent to the Cyberdemon, something which is big, tough, and who hurts, but which isn't SO badass that you couldn't drop one in any one random level

For a rushed compromise game where devs really began hating each other though, it's still quite good and I love it.
>>
Any chance anyone has heard anything about Golden Souls 3? Maybe I dreamt it, but I think he posted an update here maybe a few months ago? I forget if he gave a rough estimate of when it might be done.
>>
Jesus fucking christ auger zenith is a monster of a wad I wish I was aware of its existence when it was released. Better late than never. But it wasn't getting any praise from the cacowards because of some sperg tier drama apparently so it wasn't listed I heard? So many meh entries in cacowards and then this thing gets ignored?
Fucking corrupt admin fags fellating their friends over good mappers.
>>
>>11509906
Forgot pic
>>
>>11509579
i thought blood 2 is where caleb with hair comes from
>>
>>11509579
Threw one bundle of dynamite a little too late.
>>
>>11509906
>But it wasn't getting any praise from the cacowards because of some sperg tier drama apparently so it wasn't listed I heard? So many meh entries in cacowards and then this thing gets ignored?
It got a mention near the end, mookie.
>>
>>11509892
"Comfy" fps thread is anti-doom
>>
>>11509925
I'm parroting 3 yrs old comments I saw on moddb complaining about the cacos. Actually I'm just trying to spark a conversation to grab more info as to why I missed it.
>>
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>>11509934
Moddbfags are hypocrites they vote for the same fucking mods "mod of the year" over and over. The admins had to change the rules because of it and the #1 for 2024 is still fucking Stalker Anomoly. Why? Because that's where everyone downloads it from after they see it on youtube.
>>
>>11509930
It’s more “pro-Blood” with only one or two dumb “anti-Doom” shitposts. It’s otherwise just a bunch of screens and webms.
>>
They're salty because Blood will never get even 1% of the maps and mods that Doom does.
>>
>>11509579
at least he's not pig-like in appearance
>>
>>11509951
That's a terrible thing. Nothing in doom will ever be as fun as tossing dynamite around and seeing everyone get blasted by the force of the explosion.
And the "TING TING" from the double barrel.
And the floaty moon like jumps making fights like ballets. In doom it's like fighting moving infinitely gigantic walls. Can't even slide under a dumb cacademon. Or even jump down from a platform if there's a line of imps in front of it (who will bite you with their infinitely tall teeth if you stand too close from the edge no matter how high you are).
>>
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>>
>>11509951
The saltiest post seems to be one of the latest >>11509940
And honestly? Blood’s been getting some good love over the years, even got a project going on here. It’s almost every other build game that could use more content.
Except maybe Duke3D: AMC Squad and Alien Armageddon will keep you busy for awhile.
>>
>>11509982
That post is extremely based given what it's replying to
>>
>>11509951
I wish that Blood would get even 1% of the attention of Doom, because it too is such a fun and cool game.
>>
>>11510023
Yeah I guess you can recreate what's in doom in blood.
But you can't recreate what's in blood in doom. Unless you completely rework the engine and then it's not doom anymore.Tried a blood mod in doom lately and it was miserable watching dynamite fly around in a straight line like a rocket.
>>
>>11510034
That was someone not trying. While you probably couldn't 100% replicate all the physics and behaviors 1 to 1, projectiles can have gravity.
>>
>>11510034
>But you can't recreate what's in blood in doom. Unless you completely rework the engine and then it's not doom anymore
Where there's a zcript, there's a way.
The worst thing about those Blood mods was having no other alternative to playing it through DOS. Now there's lots of solid port options.
>>
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The devil himself doesn't want me to map for Build. First I got constant crashes after every bit of progress I did, turns out it was horrible windows optimisation thing I had to turns off. Then my mapster window got broke so I had to edit in small window where I can't see shit, thankfully I found a fix in config file for mapster. Now, after 3 months of learning I got fuckin carpal tunnel.
>>
>>11510054
I'm glad to see you learning Build mapping, in spite of shit tools, but be careful with your wrists.
Depending how things are, maybe different mice and keyboard would be better for you.
>>
>>11510065
I'll take a few days break and see if my hand gets better. I'm too young for this shit, it hurts so bad
>>
>>11510089
Time to learn how to make maps using a controller.
>>
>>11510089
How old are you?
>>
>>11510091
Well they did it back in the day without mouse look
>>
>>11510089
Go see a doctor, burying your head in the sand or putting it off just ends up on a rolling cycle of going in and out of phases of extreme pain for months on end, where you get to a point where if you push through that you can barely do anything with your hands.
>>
>>11509904
What's B) then?
>>
>>11509565
TO DA FLOOR!
>>
what is the current best doom wad
no slaughtermaps please
>>
>>11510272
Imp Encounter.
>>
>>11510272
HFFM
>>
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>>11510104
47
>>
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>>11509565
This is probably my favorite Blood artwork
>>
>>11509567
>>
>>11509567
>/Vertex Relocation/ PHASE 2
MAP09 - Der Mortage
MIDI - SNES Sailor Moon Super S Fighting (Japan) - Theme Of Sailor Mars (The Burning Piano Remix)
https://files.catbox.moe/ep1wd7.wad

Tested in GZDoom/DSDA/Woof pistol start UVMax.
t.guywithteacup
>>
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>>11510309
Based. I never liked Caleb's design in Blood 2. I hated the edgy faggy long hair and sci-fi look
>>
>>11510329
I think that's a beta version of the Caleb design. This is the one that appears in-game, without the long hair.
>>
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Personally, I like the gunslinger-hobo look.
>>
starting to think kustam is the best class in GMOTA now, great job on the rework
>>
>>11510363
You're gonna rip your dick off.
>>
>>11510368
i saw that wkuk bit too
>>
>>11510309
sleep Ophelia
>>
Recommend a wad similar to Ancient Aliens in theme or design.
>>
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>>11510363
So, do they need to be some manner of humanoid robot for you, or do you get hot and bothered when you see one of those welding arms in a factory?
>>
>>11510402
it's gotta be humanoid and sentient ofc. what ur posting is just masturbation with an elaborate sex toy
>>
>>11510402
Can you please shut the fuck up?
>>
>>11510409
No.

>>11510394
Mayan Mishap, sorta, in that it's got these old pre-colonial American themes and what not, though it doesn't have the same psychadelic colors going for it.
>>
>>11509941
make a better mod
>>
>>11510402
wtf, this is a blue board, anon
>>
>>11510402
Hey dickhead, take your shit and go back please
>>
>>11510309
Ophelia? OOOoooOOOOOOOooooooooOOOOOOoo!
>>
>>11510402
Anon...are you ok
>>
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>make the perfect MAP01
>it basically maps itself
>ok lets make MAP02
>...fuck

I can't be the only one?
>>
>>11510531
Just make 31 MAP01s
>>
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bleh bleh bleh
>>
>>11510531
>actually making maps with their desired slot in mind instead of making maps and then assigning them to slots
lmao I bet you also write the introduction before the main body
>>
>>11509971
>Plutonia tried wrong yet big great
My thoughts exactly.
>>
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>>11510363
I'm pretty satisfied with how Kustam's overhaul has turned out. Though I think the only thing I'd want to tweak is the subweapons/kick thing, cus being able to chain three kicks back to back and then blast shit with the drain hand to get right back to kicking is a little scuffed. Also maybe make melee attacks build just a little more battery, or at least maybe build a little extra battery if you get stuck in the recovery mode.

But at least those are just slight number tweaks and not major changes. Though I have toyed with the idea of separating the equipment launcher from the auxiliary battery, just give that thing a short cooldown after firing maybe.
>>
>>11510440
>>11510448
It's just casual curiosity, I'm neither inviting him to charge crystals nor calling for him to be put in a gas chamber.

>>11510531
Make another good MAP01 to go after it, then. Or maybe do two episodes so you can have two MAP01s.
>>
>>11510416
>Mayan Mishap
Anything longer?
>>
>>11509579
>>11510329
I seriously thought that he always had long hair until now because he usually does in fan art. I remember seeing long hair depicted in-game with the player sprites too, but it's actually just a big shadow cast by his hat. I feel kind of silly now, but I still prefer the long hair look because it more goth-y, like The Crow or Edward Sissorhands. My anticipation is that Lo Wang is the only cue-ball build engine protagonist.

>>11510570
Creating consistency across a whole wad almost always requires going back and tweaking things in a nonlinear fashion, as long as he's willing to do that the initial order doesn't really matter imo.
>>
>>11510597
no
>>
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>>11510627
It's a good look. The Priest from the comic inspired by Blood is also pretty nice.
>>
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>>11510363
>>
>>11510585
>nor calling for him to be put in a gas chamber
Tbh it'd be extremely hypocritical if i saw that from anyone here. i've seen what u ppl post
>>
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Well I didn't actually hate Habitat, it was needlessly big and dumb but it was not as extremely tedious as the previous 2 levels so it didn't take me over an hour to beat
I also managed to find all the secrets
>>
>>11510725
I liked 20 even though it's tedious and strange as fuck.
21 is way too fucking tedious.
Prepare your anus for 25.
>>
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>>11510694
Exactly, I like my lolis, therefore I couldn't judge him for being a robofucker. Doing otherwise would be hypocrisy, which is a crime worse than rape!
I like that this place has privately perverse and/or nerdy weirdos, it's what makes 4Chan comfy and homely.

>>11510725
It's at least not that long of a level, but the design is just abysmal.

>>11510751
MAP25 is ACTUALLY bullshit, that level made me angry.
>>
>>11509945
doom more like dumb lol
>>
>>11509778
>>11509567

Thanks for the heads up anon, here's a fixed version of map 26.

https://www.mediafire.com/file/dbogxe64wlokz0n/nag_hammadi_fix1.wad/file
>>
>>11510725
It has a cool elevator, right before the yard in front of the exit where some Mancubi and an Archvile come strolling in.
>>
>>11509565 >>11509565 >>11509565
https://doompdf.pages.dev/doom.pdf
>>
Does anyone have the Doom 3 fan campaigns chart?
>>
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>>11510948
>Not the superior Doom ll
>>
Anyone have any gameplay mod recommendations for co op multiplayer? Must not require a shit ton of button binds; we're playing split screen with gamepads on an lzdoom fork.

Nice looking but easily navigable levels recommendations are also welcome.
>>
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>>11510054
>>11510089
Get one of these. Helped with wrist pain from a normal mouse for me.
>>
>>11511070
What about those funny vertical mice?
>>
>>11511074
Never use one of those. The one I posted is great because you can sit in any position with it. I like to just lean back and have the mouse on my stomach.
>>
>>11510948
>this PDF only works in Chromium-based browsers
lookin' good
>>
>>11511074
I had a coworker who swore by his vertical mouse, said it made all the difference for him. I think they're worth looking into at least. I've used a trackball mouse like >>11511070 and wasn't a huge fan. But I also don't have carpal tunnel, so what the hell do I know.
>>
>>11511070
>ugly tumor mouse
No thanks bro
>>
>>11511070
I'm personally not a fan of thumb-positioned trackballs, but I do like centered ones, pic related.
>>
>>11511070
Interesting.

>>11511074
I tried one of those, and it feels very natural when I'm sitting with my laptop at my desk, however it becomes kind of the opposite when I get comfy in bed with it.
>>
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caco video
https://youtu.be/0RcvpVFkqB8
>>
>>11511081
Yeah, like said vertical mice are not that good for if you wanna get real comfy somewhere, it only really works when sitting up straight by a desk. Which has its merits, depends on what you're looking for.
>>
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Thy Flesh Consumed...
>>
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>>11511162
>>
>>11511162
Reverse image search tells me that this is a frozen cut of meat containing either some sort of cyst, or a pus filled abscess. Either way, it will probably smell absolutely dreadful once it thaws.
>>
>>11510583
I've noticed a few bugs.
1: For Doomslayer, the BFUG doesn't fill up the bomb meter even though the guide says ALL damage fills it.
2: Also Doomslayer, if a weapon is equipped when he picks up a barrel, throwing it will use some ammo as if the weapon was fired.
3: Small visual inconsistency with Kustam; the hammer on the Longarm only moves when firing normal shots, and not the empty-battery shots.
>>
>>11511190
1 is intentional because I feel like a BFUG volley would instantly refill your bombs. Though in hindsight I guess that's not a bad thing, so I may make the BFUG attacks recharge the bomb gauge.

2 is absolutely a fuckup, I've written this down and I'll fix it soon.

3 is also intentional, the hammer doesn't move for neither of the reclaimer shots.
>>
>>11509971
>drop gay limit
>newest shat
>ass lost
>free super damage
>weapons released without notice
>>
>>11511195
For the BFUG thing, I had a bad time on a map with a ton of enemies where I had run out of healing items as well as blue and red ammo, was low on HP and couldn't survive getting melee hits on the horde, and had a lot of white gems sitting in a corner for constant BFUG shots. I still died frequently because I couldn't heal.
A single BFUG volley filling up the meter to fire a single bomb seems very reasonable.
>>
>>11511204
That fucking sucks and is definitely scenarios I try to avoid letting happen to players.
How do you feel about Kustam's battery recovery in general? Like I said before two recent complaints I've seen recently for Kustam is melee strikes don't give enough battery and that kicks -> drain hand is a bit too strong.
>>
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>>11511209
definitely one of those scenarios*
I really need to stop multitasking while posting.
>>
>>11511209
Those complaints seem pretty accurate. Especially if I've gotten a berserk pack that level, three double kicks in a row with only three quick drain beams to do it again is a little nuts. But on the other hand I like having his healing ability almost always available.
I also agree that melee should give a little more ammo.
>>
>>11511216
I've been mulling over how to scale the kicks down a little. Something I've talked about is some shit like:
>Separate equipment launcher and kicks from the same battery.
>Equipment launcher just has a brief cooldown between shots
>Only get one kick before needing to use the drain hand, though that runs the risk of constantly having to use that thing and that could suck
Part of me thinks I should just remove the drain hand entirely and just make it so attacking shit recharges that battery but I think it's cool as fuck.
>>
>>11511162
Thanks for ruining my sandwich, anon
>>
>>11511218
I think a simple solution would be to add a cooldown to the kick, at least until the healing stops, maybe slightly longer.
I agree that the drain hand is a cool concept and the visuals are really well done, but needing to do it too much would get annoying.
>>
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>>11511234
>cooldown to the kick
That's... not a bad idea. I could keep the three battery charges. Hell maybe I could keep the equipment launcher tied to the battery still, make those two weapons distinct from another that way: Kick is strong burst melee damage, small AOE stun, and small HP regen, has a cooldown.
Equipment launcher has either multiple stuns, BIG AOE stun, a line of death or a fuck you lightning beam.
>>
>>11509906
It got a silver caco. I wouldn't worry about every cool wad getting awarded anymore since there has been about 100 good wads per year since 2021. Not all good wads get even a honorable mentions anymore, but that's the price of the size of this modding scene. That being said, there's been wads since the start of cacowards, that have not been mentioned. At least they have expanded the amount of awards that are given yearly and given the missed cacowards later.

Sure there's been drama between dw and db, but I wouldn't blame dw alone of it. After all, the dozens of different communities have no drama with dw, and db has drama even with itself as it has splintered into 3 different communities. Sure dbps are great and db has some really talented mappers, but worst mistake 40oz did was making db a sanctuary for all underage retards that have been banned from everywhere else. That's how you get too much drama. Mass immigration is always bad, even in Doom.
>>
>>11511248
> but worst mistake 40oz did was making db a sanctuary for all underage retards that have been banned from everywhere else.
idk i thought it served nicely as a community sanitation system, now it's starting to leak back out
>>
>>11511303
The thing with containment sites is that they tend to turn into breeding grounds and they start to leak.
>>
>>11511303
>>11511306
Well there is always kiwifarms and r/doom for the most retarded doomers.
>>
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>>11511248
>worst mistake 40oz did was making db a sanctuary for all underage retards that have been banned from everywhere else
DESU if admin was underage retard at heart, community is gonna reflect that, doesn't matter if this side or that

will always be funny to think of 40 burning his final bridge with DW to stand up for a dipshit like s*rais because it spites some mod he is beefing with, only to get rid of him himself weeks later, then down the line complaining why he taken a mental health break from his own forums because he can't get no respect
maudlin behaviour.
>>
>>11510394
Intergalactic Xenology 1 & 2, PUSSIX Mapping at Warpspeed, Alienated. Also vaguely everything ever made by skillsaw.
>>
Doomer Boards was started as Dumbworld which is a direct insult against Doomworld and the whole point was that it was for people who were banned or disagreed with DW moderation. 40z didn't take over until later. I feel like there is some narrative crafting going on here.
>>
>>11510394
>>11511414
Oh yeah, there's also "Mothership" which is a cool single level but it only runs in eternity. For some reason it seems like it was deleted so here's a link with my old copy.
https://files.catbox.moe/83rcft.zip
>>
I always ignored DB because they locked their "mapping advice" stuff behind registration, so fuck them.
I also saw some post by 40oz complaining about how Doom traumatizing him as a little kid. What a faggot, fuck him.
That's all I have to say, good I don't care about "community" drama.
>>
>>11511239
NTA but I played DBP20 with GMOTA and map 07 has a corridor that happened to turn into a total bonezone thanks to Kustam mimics and bonelords and other shit, I couldn't see shit and my ears were assaulted by bones clattering and repeated cries of "I AM NOT SHORT". I was playing Doomslayer and the bonezone killed me repeatedly but I laughed the whole time, thanks.
I blame the mapper for that chucklefuck of a fight but *maybe* making like a shockwave with the shotgun (or just the thunderbuss) at point blank to evaporate a number of smaller foes could be good for slaughter scenarios. Maybe it's a ring of might enhancement, I don't know. Keep up the good work, GMOTA is the shit desu.

>captcha: 8XXX4G (sexy dynamite)
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>>11510402
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>>11510402
wtf spoiler that shit
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>>11511393
Pretty much, when you're in that position you set the general acceptable tone for the community and he was busy going batshit at people.
>>
>>11510315
The top left imp is supposed to be aligned with the others.
You dont have to send it again since i already fixed it in my end but i recommend fixing it in your end too in case you have to make other changes in the future.
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>decide to check into Redneck Rampage modding to try making some weapon/gameplay changes, including a boosted handgun
>first search result brings up “Redneck Revision Revised” which includes just that plus a boosted handgun
Alrighty then. Maybe this will give me the steam to finish these levels. I made it as far as the factory the first time and the asylum on the second.
>>
>>11509778
>>11511876
Nice to see my python cyberbullying script is doing well
I'll see if I can do one of the remaining map slots next weekend
>>
>>11511414
>>11511529
Thanks.
>>
>>11511936
Is there a script to check the monster placement? I was doing it manually
>>
>>11511980
https://pastebin.com/WicTQeSs
>>
I like Freedoom
>>
>>11512103
you are a brave man
>>
>>11512103
This is a brave man.
>>
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Doom wads for this feel
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>>11512112
Scythe 2
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>>11512112
any slaughter megawad
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What are you favorite custom monsters? Or I guess regular monsters. Doesn't have to be just doom. I quite like the protozoid slimers from DN3D.
>>
>>11512158
Those guys from one of the Quake expansions that takes your gun away.
>>
>>11512158
I really like any monsters with different attack patterns, particularly if they have both projectiles and melee. Quake's Ogres, Hellknights and Shamblers are all good examples.
>>
>>11512179
I'm trying to remember but I actually can't. I know that I really liked the mutants from Quake, but more their design than just being bullet sponges. Also, the Floyd robots from that one mod that look like walking cans.

>>11512181
Hellknights are great. I love to see them attack and the hail of projectiles that trail through the air. I am partial to spawns too though they are asshole game design.
>>
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>>11512210
>the Floyd robots from that one mod that look like walking cans
Fun fact: They're originally from Super Metroid.
>>
>>11512210
>I'm trying to remember but I actually can't.
I looked them up. They're the gremlins from Scourge of Armagon.
They don't really accomplish much, but it's neat having an enemy that can snatch a gun out of your hands.
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>>11512216
Yeah! I couldn't unsee it once I saw it. I love those silly clankers.
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>>11512181
This except when they also have very distinct and expressive animations for functionally different attacks, ideally if they also have different weapons, but just a clearly distinct animations are enough, like if you can just pause the game and tell which attack he is doing just from a mid-animation frame.
Shambler is great. Q2 Gunner is great. Revenant and Quake's Hellknight are good. Doom's Hellknight/Baron and Imp are acceptable. Ogre is 11/10 design.
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>>11512219
I agree. I appreciate it when different enemies pose different threats.
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>>11512223
Definitely. All the cues and distinctive profiles I take for granted, but designers spent a long time working on these archtypes and putting them to work in the right ways.

Unrelated but I would love a little action figure of this guy.
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>>11512158
>What are you favorite custom monsters?
These dudes
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>>11512243
YOU'RE A TERRIBLE PERSON
>>
>>11512240
There were Quake 2 figures released by Mcfarlane I think or some other company. I remember seeing them on the shelves next to the Starcraft figures at Compucenter
>>
>>11512259
Oh wow, you're right.
>>
rec me some lesser known wad that you think is worth playing
>>
>>11512270
Interception
>>
>>11512270
The /vr/ wads
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>>11512243
Makes me think of those .gifs where the revenant suddenly animates and charges at the viewer.
Someone who can, please use a screenshot where one of these comes out from behind a corner and then runs towards the viewer.
>>
>>11512216
>>11512220
Love these silly droids.
>>
>>11512223
Love ogre, he's great.
>>
>>11512158
The Annihilator is such a problem I can't help but appreciate it, especially pre-nerf with the fuck you -80hp hitscan attack
>>
>>11512243
I still get audible pareidolia of these fuckers on occasion. I swear someone has hung up like a bamboo wind chime or something in the woods somewhere around here.
>>
>>11512291
I feel like the design is excellent to have included in Doom 2 as a rare enemy. I don't remember what mod I first encountered these but I really like that cyberization in demons.
>>
>>11512317
I first saw it in one of the Bloody Rusts. It's called a Cybruiser and was meant for some old early 2000s wad but it showed up on the Realm667 before the guy that actually made it used it in his own wad.
>>
>>11512270
Osiris
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>>11512112
Doom wads for this feel
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>>11512158
This guy with no dick from IF, the most interesting enemy in that game. He reminds me of Bahamut Overdrive from Contra Hard Corps, I wish he had similar attack of flying up and just scorching everything
Here's Bahamut Overdrive, his 1st phase is like that guy in IF
https://youtu.be/ReQ_qmVFJBc
>>
>wad pack goes into avant garde/abstract bullshit out of nowhere
Altered state in auger zenith can go in the trash bin. And I'm feeling a drop in quality in the maps in the middle for now. It's not as pretty and elaborate as the beginning, just mean retarded traps or big monsters on super elevated platforms ( my fucking favorite, if you do that go fuck yourself ).
>>
>>11512220
>catches you off guard by having deactivated ones in the level at first
>>
>>11512401
Shrine
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>>11512418
>this is the worst I've seen yet, this man has no dick!
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>>11512357
I'll check it out. I might have seen a variant in Brutal Doom as well. It's a great sprite. I don't mind if monsters the the chop shop treatment if what they turn out is interesting. It's actually pretty lore friendly too, like an intermediary to Cyberdemon.

>>11512418
I love Contra Hard Corps and didn't see the connection until now. Now I have to listen to the soundtrack again. That's the one thing I really wanted more from Ion Fury was more interesting enemies. I got very fatigued shooting cultists. Blood's stock enemies at least sounded funny.

>>11512462
I wish you could have one as a companion.
>>
>>11512517
>I got very fatigued shooting cultists.
Have to say, it feels like mappers were afraid to use anything other than cultists, even in Aftershock. There's a decent selection of other enemies they could use more often, or even in a dickish way like Blood did but they didn't. Even on Maximum Fury with more enemy spawns all you get is 1-2 enemies appearing few maps earlier and that's it. They also give you tons of ammo so usually you always have a counter against everything and rarely actually have to fight big guys. Flying rocket drones and jumping melee bastards? There's always plenty of crossbow ammo that oneshots both when charged. This blue guy I mentioned few posts above and another one on tank threads are easily dispatched with minigun or few clusterpucks. The only genuine threat throughout the whole game at any point is the Warmech, because it shits out millions of grenades or rockets and good luck finding cover from that.
Few more threatening guys in Aftershock, chopping mall bot, GDF trooper and commando have very generous HP too, only the guy with a minigun can be a pain in the ass under right conditions, because he's a fuckin hitscaner
>>
>>11510436
>>11510440
>>11511684
>>11511786
>>
>>11512360
Osiris is one of the best works of its time, one of the classics which holds up pretty well.
>>
>>11512556
I agree. I played through IF once and then replayed my favorite levels but then dropped it. Overall IF is a gorgeous game and has a lot of style and charm but those enemies don't have that same personality or staying power as the stock enemies from some of my other favorite games. For example, If I blow away a trooper in DN3D there's a chance they'll beg for mercy or even fake a death. If I ventilate an assault captain before they teleport, they'll materialize and die immediately. There's just a lack of staying power or presence in IF enemies. They lack certain creative flare.
>>
>>11512593
>f I blow away a trooper in DN3D there's a chance they'll beg for mercy or even fake a death.
Are you confusing DN3D with Rise of the Triad where some enemies indeed can indeed do that?
>>
>>11512593
>There's just a lack of staying power or presence in IF enemies. They lack certain creative flare.
Do you think having more miniboss-like types would help? Giving a huge buff to some lategame enemies, not a HP increase but new attacks, abilities. Maybe something support related, like Archvile in Doom but not straight copy, just turning an enemy into your target number 1 you always want dead first. Better VA work would help, something closer to Huntdown, that is a great shooter elevated by it's VA work. Another thing that I wish they did more work on is infighting. I know that in 'lore' GDF are working with Heskel but I wish we could see those 2 factions fight each other. Alien Armageddon did it, a free mod, so why can't they? There are zombies too, or I guess in 'lore' nukage mutants, why not make them a separate 3rd faction and give them few more types? Some crawler type of zombie similar to monkeys from Shadow Warrior or big fat tank that goes around punching cultists. Maybe non human mutants, the game is set in cyberpunk dystopia so why not? So much potential, sad to see it go nowhere now with that terrible 'sequel' PF. VoidPoint was done dirty, these guys did whole game out of their own pocket and 3DR is there getting cut for nothing and they fuckin ruined the franchise too. I really hope one day VP will release another dlc, but there's 0 chances of it happening (
>>
>>11512624
I don't think so. Is there not an animation where the troopers are on their knees and shaking their heads "no" before they expire? And if you don't hear the signature death rattle theres a chance they'll get up in a few seconds and continue fighting?
>>
>>11512103
It's ok, really, I mostly replace the few more ropey monsters and sounds and run it with some kind of gameplay mod.
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>>11512556
>Have to say, it feels like mappers were afraid to use anything other than cultists, even in Aftershock
Do "cultists" include the liberators (shotguns, grenades) and the tall dudes with the crossbows? Those did a good job spicing up fights, and Aftershock was much more liberal with the zombie in earlier levels.
>>
>>11512624
>>11512641
I don't think aliens are begging for mercy, it looked like a 'fake' dying animation to me, holding their blown apart guts or something, trying to stop bleeding. If you don't finish them they will get up and start fighting again
>>
>>11512648
>Do "cultists" include the liberators (shotguns, grenades) and the tall dudes with the crossbows?
Yes. They are well designed don't get me wrong, with how fair their attacks are, hitscaners are easy to dodge and crossbow guy, priest, always aims for the head. Feels good to dodge his attacks and unload my guns at the same time.
>>
>>11512637
Minibosses might have helped but I admit I'm bad at this. I know there's something missing from the IF roster but I can't articulate it very well. The setting of cyberpunk lends itself to weird enemies and I feel like we needed more of that. So much of that game to me felt like fighting gun-toting adversaries in a world where more something a lot more freakish like >>11512418 these things could show up and ruin your day. Also, no support enemies right? I don't recall if some enemies restore others. No infighting either right? That's how little I remember. A year after playing the game I just remember a cultist yelling out "OVER HERE."

I don't remember if very many enemies had interesting deaths either.
>>
>>11512650
Yeah, that's right. I remember now.
>>
>>11512556
To add more to this, there is no underwater combat in IF at all. All enemies die underwater.
>>
>>11512641
the DN3D ones are choking on their blood and fucking dying. maybe they get up but idk, i always just kicked them to mercy kill them
>>
>>11512692
>kicked them to mercy kill them
Me too. I like when a game gives me the opportunity to kick an enemy when their down.
>>
>>11512683
>I don't remember if very many enemies had interesting deaths either.
The standard cultist enemies have a chance to 'bleed out' like a Shadow Warrior ninja but without the unique animations. Instead, they focused attention on being able to blow the face off of most enemies as well as having some more detailed gibs.
>>
>>11512648
Holy shit I can't wait the day when every Doom port will have bloom effect.
>>
>>11512692
they can sometimes get up from that death animation, even if you kick or shoot them down
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>>11512702
All that "bloomlook" is baked into the texture. Xatrix didn't fuck around here: Progression and combat can be iffy but this is some gorgeous Buildshit for 1997.
>>
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>>11512701
Detailed gibs and unique deaths are charming. Yeah, I remember that kind flourish in a game. The extra mile shows in some of these beloved FPS games.
>>
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>>11512683
>I don't remember if very many enemies had interesting deaths either.
Drone in your pick crashes into walls at high speed with nice meaty sound. Always liked that.
Blue fuck starts overcharging and explodes, I wish explosion was bigger and he had more HP in that state so it wasn't that easy to stop him from doing that.
My pic rel is made of 2 parts, upper body and tank threads bellow. On death upper part does a flip. His attacks can damage him so sometimes it looks like he tripped on his own fireballs wich is funny to me.
Basic enemies have 'overkill' you can trigger with right amount of damage, same animation as death from explosion but it feels better to eviscerate one random cyborg with a shotgun to the face. They drop shards on death which is another nice thing I like, helps to keep better armor for a bit longer.
All I get from this nice IF enemies discussion is that the game seems to be easy? I don't know, Shelly is not the most tanky character and usually 1-2 explosions - death but enemies have even less HP.
>>
>>11512702
GzDoom has Bloom. You can only toggle it on and off in options, IIRC, but you can fine tune it by giving it a specific value in the config file.
I think it looks pretty nice with brightmaps and dynamic lights, just a liiitle bit of bloom to add some glow.
>>
>>11512719
I should probably revisit the game this weekend. I haven't played Aftershock. I remember I really like IF for all the criticism I have. And Shelly is a fine protagonist too. I was heart broken to see the reviews of Phantom Fury because the trailer look so good.
>>
>>11512724
I know, that's why I stated "every".
>>
>>11512726
Aftershock is great. Maps are very different to base game, more open, sprawling. IMO it doesn't work well but that can depend on situation, I felt like close quarters fights is where IF shined. Bike is awesome, handles amazingly well. Don't want to spoil much but I was disappointed with it a bit back when it released, I guess because it took so long to come out.
Don't even bother with PF, it's bad, so bad even those who worked on it forgot about it few months after it released.
>>
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>>11512278
>>
>>11512736
>Don't even bother with PF, it's bad, so bad even those who worked on it forgot about it few months after it released.

Damn. That's fucking rough. I saw so much potential. I'll try Aftershock for sure though.
>>
>>11512243
I love these little fucks. The first time I got killed by the swarm in Ad Mortem's Catacombover I couldn't even be mad because it was so funny.
And watching streams and having people getting rekt by them was hilarious.
>>
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>>11509567
New Quake engine game announced from the guy who made Wrath: Aeon of Ruin (and then left it to be molested by 3D Realms)
https://www.youtube.com/watch?v=9GULXgdgMhk
>>
>>11512751
i'd be wary waiting for a game by a guy who didn't finish his first game yet
>>
>>11512582
>>11512360
Osiris really loves shotgunners holy shit. It keeps you on your toes.
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>>11512751
>who made Wrath: Aeon of Ruin
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>>11512751
I need more in a trailer than that. I have good hope for it and nothing more.
>>
>>11512158
Bloom was a treat to play for it's combination enemies.
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Thoughts on Painkiller?
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>>11512769
I missed this one completely sadly.
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>>11512769
sucks ass
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>>11512769
Had fun but never finished it. I might try and see how far I can get without a single bunnyhop.
>>
>>11512769
Was 10/10 when I played it back in 2004. No idea how good it is now.
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>>11512747
>I saw so much potential.
heh
>>
>>11512856
>rad rodgers
wasn't the MC of that game basically zoomer nukem because i actually really like that concept. sucks it's by these guys
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>>11512856
Makes me sad
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Liminal Doom 2 won a 2024 Cacoaward. Loved teh aesthetics. Took an hour to beat map 1.
I am pissed off. Rigged. rigged rigged rigged!
>>
>>11512872
i want to force all "liminal spaces" enjoyers to watch the entirety of twin peaks before they're allowed to partake in internet discourse again
>>
>>11512874
based
>>
>>11512769
Honestly the design choice of challenges to unlock the cards singlehandedly turns the game into an absolute clown fiesta. You spend nearly every level jumping through hoops instead of actually playing the game.
>>
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.)
>>
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>>11512243
>>
>>11512753
Not finishing your own game is bad enough. Letting someone else shove a half-baked version of it out to market is worse.
>>11512759
My only hope with it is that since he's using a modified version of Ironwail instead of DarkPlaces that the scope of thing will be narrower and we'll get a more refined experience. At the very least there won't be the 'Quake 1 people not knowing how to use Quake 3 tools' issue again.
>>
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>>11509951
yeah, Blood isn't that popular, but it's got some amazing addons. Death Wish, Marrow, Fleshed Out, Bloodlines, Evicted, French Meat, etc etc. For some reason the average quality of Blood mods is much higher than Duke Nulem's, at least from my experience.
>>
>>11512856
Phantom wasn't that bad
>>
>>11512872
Based Eminfaire enjoyer. With its OP's blessing I started making a Decohack patch but it quickly grew to a proper mod. Link has the brand new chainsaw replacement, it's still wip but it feels good to whale on imps with it.

>https://webmshare.com/eGLx8
>>
>>11513074
if someone likes blood enough in spite of its gameplay faults to make maps for it, you know damn well they're gonna pour their fucking soul into that thing
>>
>>11513123
>gameplay faults
There are none.
>>
>>11513131
*defeats half the roster by crouching*
>>
>>11513136
They crouch too.
>>
>>11512683
I liked these guys and the flying spines because they died really easily to the SMGs.
>>
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>>11513136
*skips half the map by jumping*
>>
>>11513141
that requires way more skill than just holding a button and immediately nullifying gargoyles and butchers. only the cultists pose any real threat
>>
>>11513123
but the gameplay's the best part.
>>11513136
crouching helps only marginally, you're still gonna get shot.
>>
>>11513149
outclassed by doom
>you're still gonna get shot.
that's why i said half the roster
>>
>>11513136
>half the roste
Fat zombie and gargoyles?
And how's crouching a bad game design?
>>
>>11513149
The stone gargoyle literally can't touch you
>>
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>>11512874
best i can do is mizzurna falls
>>
>>11513153
when did i say crouching was "a bad game design?" the point is the enemies suck
>>
>>11513167
You mentioned crouching to dodge enemies as 'gameplay fault'
>enemies suck
Yeah okay guess I got baited. Fuck you anon
>>
>>11513173
just because a post makes you upset doesn't mean it's bait. that's like tripping on a crack in the sidewalk and saying all sidewalks exist for you to trip on them. you are simply not very good at parsing information
>>
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>>11512745
>>
>>11512556
>Have to say, it feels like mappers were afraid to use anything other than cultists, even in Aftershock. There's a decent selection of other enemies they could use more often, or even in a dickish way like Blood did but they didn't.
>>11512687
>there is no underwater combat in IF at all. All enemies die underwater.
Aren't the reasons for it, in some part, the Build Engine jank? Like, maybe Voidpoint were too worried about shit breaking everywhere if they were to use more 'exotic' enemies everywhere?
Either way, I can totally see that. Even as a person who really liked Ion Fury, I can agree that the game would've benefitted more from being "more spread out". Not have pretty much all weapons and enemies being revealed fairly early into the campaign.
>>11512736
>Don't even bother with PF, it's bad, so bad even those who worked on it forgot about it few months after it released.
Yeah, because all the devs were either hit by Embracer purges or punished into Tempest mines.
>>11512856
Sad part about Slipgate releases is that you can actually see some very solid bits and pieces that simply need more polish and refinement. And each times they just don't get them. First couple of times could be excused by "learning experiences", afterwards it's clearly the lack of proper care and non-existent attention span of people at the top.
Don't have any faith in their RTS though... At least with Liquid Apogee, it appears that their public figure isn't involved in anything important aside from impersonating another company.
>>11513079
Yet to play it myself, but Civvie's whining was definitely overexaggerated for the sake of following the trend.
>>
>>11512401
Grezzo 2
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>>11513184
how horrifying
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>>11513184
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>>11513143
you didn't say anything about skill though
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>>11513123
Blood arguably has the weakest enemy roster of the "major" Build games. It's also arguably been the most "visibly modded" compared to the others, revealing to me that a solid enemy roster can be a secondary or minor concern. I recall even Marrow getting promoted by 3D Realms at one of those cross-promos with the other publisher.
>>11513136
Still arguably the hardest, too, for better and worse. Nothing in Duke3D is more challenging than cultist mobs except for battlelord gangbangs with full autoaim enabled, and then those guys have nothing on pic related.
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Making Doom maps is one of my few creative outlets.
I just find it endlessly entertaining.
>>
>>11513209
sure i did, right here
>that requires way more skill than just holding a button and immediately nullifying gargoyles and butchers. only the cultists pose any real threat
in refutation to you implying that the tech required to speedrun quake levels is remotely comparable to monsters not being able to hit you when crouching
>>
>>11513223
you said that after, your original post was
>*defeats half the roster by crouching*
which has no mention of skill
>>
>>11513193
>Either way, I can totally see that. Even as a person who really liked Ion Fury
I'm probably the biggest fan of it anon. Wasted thousands of hours playing it over and over, and now trying to learn build engine mapping just because I want more IF content. The game has flaws and I understand people's complaints but I moved past all that and from time to time keep replaying it. It's objectively the most refined build engine game.
>>
>>11513224
sorry, but i have determined this post to be invalid because it was created after your initial one. womp womp.
>>
>>11513228
not the same thing but I accept your concession I guess
>>
>>11513230
epic meme catchphrase my friend
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>>11512893
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>>11513325
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>>11513325
Is that guy always like that?
>>
>>11513325
Main reason I don't join kart to be honest, not looking to hear someone's diatribe when I want to have fun
Any way we could get people like this to shut up or be forced to shut up?
>>
>>11513184
I came here to play Doom II, not Thief.
>>
>>11513336
But anon, he's so cool and based, we should all be a bitter faggot like him!
>>
>>11513336
>>11513342
Take your drama elsewhere.
>>
>>11513336
>>
Kids React to the Concept of Banter
[17M+ views]
>>
>>11513354
talking shit to strangers just trying to have fun isn't banter, man
4chan's rotted your brain
>>
>>11513373
when ur both in on it yeah it is
>>
>>11513381
you should take some time off from the internet and learn how to interact like a normal person
>>
>>11513383
what makes u think i talk the same way outside of a video game
>>
like i've routinely had great conversations with kegan, jarmo, mozza, shitwad anon (rip) in dms. i keep that confined there because nobody wants this to turn into a glorified chatroom
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I just don't think a third-person racing game should be in a retro FPS thread. I get that it's technically on a Doom engine, but there's no real mechanical/gameplay connection to the original game beyond that.
Might as well have UFO Alien Invasion discussion since that's on the Quake 2 engine. Or Airquake even.
Plenty of other places to post the kart stuff.
>>
>>11513404
If someone manages to make a fucking citybuilder sim in GzDoom I wouldn't object to people talking about it here.
>>
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>>11513404
skadoosh
>>
day 2 of straight nonstop mapping for my vertex relocation map, procrastinating straight to the finish line drinking hard liquor and energy drinks.
>captcha: px2048
>>
>>11513414
based first person racer
>>
>>11513415
godspeed you magnificent bastard
>>
>>11513419
i also shoot ppl with items in first person. i suppose you could call it uhhh, a first person shooter?
(also either way i don't think that guy has much say in the matter considering it's been running for over 2 years now and we had an in-house "doom kart" mod back in 2013)
>>
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>>11512893
ggs
>>
>>11513079
I find its mouse input completely fucked, feels way too slow even at max sensitivity with Vsync off.

>>11512856
Maybe I should go back to RoTT '13, I remember that being fun. Graven was a tragedy. First hub was great, second hub was good, third hub has two proper levels and a crippling bug that requires you to glitch past a boss that doesn't spawn via killing yourself in the right place.

>>11513373
Insulting other people and yourself is premiere Anglo sport.
>>
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>>11512769
played it recently for the first time, feels like lobotomy. OG one was enjoyable enough to finish, dropped it halfway through the first expansion and didn't bother with the rest.
>>
>>11513404
>UFO Alien Invasion
But is it any good?
>>
>>11513471
These people would fucking die from a neurotic meltdown in a CSGO lobby
>>
>>11513498
To me, gaming bants is more talking up your ability in-game while talking down your opponent's, or maybe creative ways to call someone gay or retarded (maybe both at the same time).
I don't feel like going for the gut like I'm speaking to a mortal enemy, I want levity in my trashtalk.
>>
>>11513505
Also depends on how familiar you are with the other guy. I've seen nuclear riffs in between casual conversation lol.
>>
>>11513516
Fair.
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>>11512893
ggs
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>>11513469
>>11512893
>>11513579
GGs
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>>11513336
>Anyway we can get this guy banned from the group I'm not a part of
kek
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>>11511070
I have the exact same model it fixed my wrist joint pain but added pain in my thumb plus the ball needs to be constantly taken out and cleaned
>>
>see community project
>get inspired and map for it
>don't submit the map and add it to my own megawad instead
Heh, nothing personal kid
>>
>>11512769
Everytime i tried playing this, i only managed to slog through it once. It's really boring and mindless to play and it's not helping that the weapons are atleast cool and fun to use when encounters play out nearly the same every level because monsters either just run up to you or does the same with occasionally shooting you and later expansions after the first one somehow can't even get something simple like PK right.
I don't like Serious Sam that much but that game does this gameplay style so much better.
Anyways thanks for reading my blogpost.
>>
>>11512769
Cool for duels, but needs better netcode.
>>
>>11512769
Weapons are fun, monster designs are ok, level designs are pretty great, encounter design starts ok and nosedives into monotony.
>>
>>11512874
Saw this today:
>ODDCORE is a fast paced roguelite boomer shooter that blends vaporwave aesthetics with liminal spaces as you blast corrupted entities in the Backrooms.
>>
these guys suck at cooking.
>>
>>11512874
I love Dave Lynch and Kane Pixels shorts. Really waiting for The Backrooms found footage horror movie. Also Liminal Dooms, The Settlements and MyHouse are really good wads. So guess I'm a liminal spaces fan. What's so bad with liminal spaces? It's one of the most interesting new things in horror genre.
>>
>>11512769
EVERY Painkiller game on EVERY difficulty NOT called Trauma: Completely pointless braindead trite.

Base Game on Trauma w/ modded in 5th Episode: Cool architecture. Fun exactly once front to back. Way too easy — all your deaths will be from the environment or your own explosions, assuming you don't stay still.

Battle out of Hell on Trauma: Pretty good. Slightly more difficult overall, which works in its favor. Fun level design. Some bullshit rail shooter sections that REQUIRE secret health/armor to beat, which works to its detriment.

Overdose on Trauma: Less cool architecture and map design. More difficult enemies as a standard, which is good. Some bullshit maps that require perfect card usage and doing portions of certain maps hitless. Some babby difficulty maps that don't have the OG's stellar architecture to keep you enticed. Optimized poorly. Mixed bag but I like it.

Resurrection on Trauma: Unplayably unoptimized. Shit level design. Woefully easy except for one single custom enemy that inexplicably takes half your health in a single hit and materializes from nothing right in front of you. Shit. Avoid. Modding doesn't save it, just makes it easier, which makes it worse.

Redemption on Trauma: Nonexistent map design, but actually difficult due to this on the whole, since Painkiller enemies are only dangerous en masse in enclosed spaces. Complete slaughterfest. I like it. Second map requires pixel perfect play or cheese, which may ruin your experience.

Recurring Evil on Trauma: Literally just a map pack for Black Edition. Not as good architecture or optimization, about the same difficulty. Inoffensive but unnecessary.

Dreamkiller is aids because no bhop.
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>hmm, today I think I'll play with GMOTA
>>
are there any light compilers that rely on just sector lighting, not lightmaps?
>>
>>11514021
oh and it strikes me that sector lighting is just lightmaps but with polygons instead of luxels on a square grid. you could do "lightmaps" in doom but you'd need to split each flat up into lots of 1x1 sectors. or bake the lighting into custom textures I guess
>>
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AAAAAAA
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>>11514045
what geimu
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>>11513695
So, when will it come out?
>>
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>>11514047
Ashes 2063 my beloved
>>
>>11514052
thanks, looks great in these.
>>
>>11514052
Knowing who voiced the mutants who smack you with crowbars makes fucking them up all the more satisfying.
Ashes is great and I should finish it already.
>>
>>11514147
whomst
>>
>>11514165
Cronoteeth, goes by Crozi now. Made some good EDGE mods in the past, then lost his shit roughly around the time Trump got elected I think? Now the dude is one step away from being a horrorcow, which sucks because I really dig Teef's sprites (for the most part) and like non-GZ mods. I unfortunately share a server with the fucker and he's been a right pain in the ass since politics are his identity now, on top of being a degenerate. Every day I wake up with the hope he can just fuck off and stop grifting.
>>
>>11514147
i too like to fantasize about murdering ppl i don't like in a video game
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>>11514220
No need to fantasize. I feel every bullet soaked by the gasbag colonies. I am one with their suffering.
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>>11514015
>haha time for IMBA
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I don't know if I said it already or not but the Lost Tetekoa is comfy, modded or not.
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>>11514553
Hacx Uzi frankensprites are never not funny.
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>>11514564
I've always liked that edit >>11514553
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>>11514564
Yeah, something about them and the way they turn up in mods is just kinda soulful I guess? It's a nice sprite in general and it's even funnier when you know it's some kind of Uzi larping as another gun. It's why I wanted to have it in Eraser.

>>11514568
Same. It's a cool sprite base.

I should probably go back and play Eraser again so I can get it on idgames.
>>
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Why do you think this game is still fun?
Here are mine:
- no artificial difficulty
- enemies are unique and remain same throughout the game
- difficulty is achieved naturally using the units themselves instead of creating multiple variant with different attack/hp/stats
- no progression system, once you are in the game, you are in the game
>>
>>11514564
>>11514568
>>11514602
That centered frame on the HacX Uzi is quite possibly the most flexible sprite I've seen used in any mod ever. I'm pretty certain you could take that single frame and adjust it to make it a suitable weapon for any slot in Doom. I've certainly put it through its paces, used in GMOTA and Combined_Arms.
I think it's funny that the centered frame is so excellent and then the rest of the frames on it look like shit.
>>
>>11514668
>Why do you think this game is still fun?
Because most of us are already conditioned to it and associate it with joys of the long gone era.
There is a shitload of stuff in classical Doom's which won't hold even up under the smallest of scrutinies. Starting with an atrocious level-design, lack of proper context(story), numerous bugs and jank things which were fixed only many years later.
If the source code wasn't released so early, Doom wouldn't stick for so long due to being obviously already surpassed by a stretch in 96's.
>>
>>11513404
What about Anachronox
>>
>>11514765
> conditioned to it and associate it with joys of the long gone era
I never played these games as a kid. My first game was Total Overdose.
>>
>>11509565
https://www.youtube.com/watch?v=oJQenx0hIPY
can we get this added to the guides or something? I find this is the best guide for getting started with vanilla doom instead of more ambitious source ports.
>>
>>11513748
i always saw backrooms/liminal stuff as a watered down version of a similar aesthetic, so when i see someone parading their works as "liminal spaces inspired" it makes me think they either haven't seen much horror or are trying to ride one of the most oversaturated recent internet subcultures to gain exposure, both of which i'm very skeptical of.
liminal doom looks like it falls in this camp for me. myhouse is putting in some serious work though, and it draws from far more than just liminal spaces, i can tell the author has a favorite movies list i'd jizz over haha.

david lynch died today FUCK. what a terrible start to 2025
>>
>>11514765
>Starting with an atrocious level-design
>numerous bugs and jank things which were fixed only many years later.
Neither of those are that bad even by today standards.
...or rather, level design at some point devolved into both extremums becoming either too linear or too open and there are a lot more games released today that are way buggier and still excused for that.
>lack of proper context(story),
That is partially true, which is why I prefer many other FPS of the era, such as Dark Forces or Build games.
But it's less about the story itself, but more about the locations often being TOO abstract and not feeling like real places though.
This isn't a problem for custom maps, which is the biggest Doom draw nowadays.
>>
>>11514849
>i always saw backrooms/liminal stuff as a watered down version of a similar aesthetic
Huh. For me the whole draw of it was being in the FEAR 1 dimension where literally the entire place is a single massive office space with the occasional maintenance area and you shoot the shit out of a bunch of faceless goons plus the occasional scary monter chases you.
Then again I sorta made my own headcanon that involved PMCs practicing ritual bloodletting to enter a trance state that let them astral project into the backrooms and come back, rather than having no control of where, when and how they clip.
It wasn't popular back in 2019.

>are trying to ride one of the most oversaturated recent internet subcultures to gain exposure
I do agree with this and everything else, though. Liminal Doom is barking up the cheap scare tree, MyHouse put in the effort to be more than the sum of its parts for sure rather than dangling keys over the liminal crowd. I sorta wonder where Eraser falls but I never referenced le backrooms when making it.

RIP Lynch.
>>
>>11514849
A lot of liminal space crap is just that empty mall crap or similar, not even surface level stuff with not even trying.

Shit drives me up the wall because you can get so much mileage about making things subtly seem off so people aren't even consciously noticing it at first instead of throwing bricks at their face and telling them it's spooky.
>>
>>11514916
You ever have a brick tossed at you? It's pretty scary.

https://www.youtube.com/watch?v=E3RQVcNUcTA
>>
>>11514920
It's not exactly the Ocean House Hotel.
>>
>>11514602
That's such a cool laser gun.
>>
>>11509909
its auger zenith?
>>
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Trenchbroom's new primitive generator is perfect for turds.
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>>11514891
eraser is carried by u having decent taste and being more cultured than the average liminal spaces fan. i still don't get the .flow preference however
>>
>>11513217
Reasticllaly what's stopping people from getting weird mystic robes and tommyguns and go kill presidents and senators and takovert he world?
>>
Do you pistol start your wads if it was built to be played with pistol start?
Nothing like getting the satisfaction of finding backpacks, a double barrel or a BFG when playing pistol start
>>
Does anyone remember the final level of Marathon Infinity having a terminal text that you could convert into a deathmatch map?
>>
>>11515227
>Nothing like getting the satisfaction of finding backpacks
For me it's the opposite with pistol start, the only thing I can think about when finding backpack/BFG is "I wish I could use it more than the next 5-10 minutes top"
>>
>>11515227
>Do you pistol start your wads if it was built to be played with pistol start?
If I'm in the mood for it, sure. Sometimes I'll start continuously and then a few levels in I'll rocket a wall for a pistol start.
>>
>>11515230
I like big wads with 200 to 700 enemies in giant maps so I usually get more than six minutes to enjoy my improved inventory size.
>>
>>11515228
yeah and it was dope as fuck and i'm absolutely stealing that idea
>>
>>11514849
>david lynch died today FUCK
And I learned about it from a boomer-shooter /vr/ thread.
What a shame. Looks like all these years of chain-smoking have finally caught up to the dude.
>>
>>11515228
It's only half the level, the first half of Hats Off to Eight Nineteen's code is in the first level.
>>
>still playing auger zenith
>map 17, luminescent synapse
>a giant cyberpunk city flooded by the constant rain, blade runner aesthetic, endless corridors and shops and stairs and back alleys
>+300 enemies
>console crashes whenever I load a save

yeah so basically I have to do this whole thing in one go without the help of quicksavings, or even normal saves.
The new Bethesda re-re-release of doom is both a gift and a curse, on one hand you get thousands of mods on cucksole ( but only a dozen curated ones on bigtendo snitch because muh copyrights muh nintendo policies ), on the other hand everything uploaded in the community wads tab is shady and unstable. Out of 10 wads, maybe 2 or 3 work when trying them.
>>
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>>11512220
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>>11512158
Kinda boring but I like the design of the Gunner Commander from the Quake 2 remaster
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>>11515304
>>
>>11515304
They explode and take away a huge chunk of your health when dying. You won't be smiling for long.
>>
>>11512158
I hate protozoid slimers. Dunno why despite the fact they die in one hit from anything.
>>
>>11515349
cus they're disgusting toothsome boogers that swallow things whole and also chew on your face.
Also they're hardcoded to die immediately from pressing the fire button when they're on your face, meaning you can just select the boot and hold fire to be save from them
>>
>>11512769
Liked the first game and its expansion. Overdose was awful experience. Haven't played the others.
>>
>>11512769
Black edition is theonly good Painkiller
>>
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Everyone lied to me. I just finished Redneck Rampage and it's pretty good. Mostly good level design with few exceptions, great art. Pretty decent game for the time. Ost is fuckin banger, never thought I'd like anything like that. If you want to try it too make sure to leave autoaim on, all issues I had with combat were fixed the moment I turned autoaim back on.
>>
>>11515506
The expansions were supposed to be better, so I guess give those a try and have more fun?
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>>11515510
On a list, I think expansion comes first.
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>>11515506
>Ost is fuckin banger, never thought I'd like anything like that
After going through the OST in its entirety after the first two levels, I turned it off. The ambience has been nice.
I'm going through it with Redneck Revision https://www.moddb.com/mods/redneck-rampage-revision
Any mod that colors the keys will be a huge help to people getting into it, though.
>>
loud equals funny
https://youtu.be/uIP95WmvPpQ
this bug is still unreal to me. you were literally immune to kicks/mutes/bans in 90% of servers
>>
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>>11515532
>after the first two levels, I turned it off
I sef music volume to low so I could hear ambience better, it's pretty good.
>I'm going through it with Redneck Revision
I was thinking about using it too, for colored keys but one Redneck autist concised me that it's "near fraudery". I wish keys were colored, but I didn't have issues with it, aside from backtracking a bit. The only issue I had was this fuckin key door that when used gets locked instead. Since I was playing on 2nd hardest difficulty cheats are disabled so I had to redo the map but I fuckin can't because Rednukem doesn't make autosaves on new map. Found a fix after googling for a while, build jank saved me.
>>
>>11515546
*Convinced
>>
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>>11515546
>I was thinking about using it too, for colored keys but one Redneck autist concised me that it's "near fraudery"
Playing with the mod, or without colored keys? I'd imagine this one thing in the mod would piss "Redneck autists" off:
>>The sheer amount of toilet humor has been toned down
But colored keys are pretty essential to a fun experience, and the lack of which rightfully turns people away from the game.
>>
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>>11515557
>But colored keys are pretty essential to a fun experience, and the lack of which rightfully turns people away from the game.
True but like I said I had no issues with it so I went pure vanilla. I knew what I was going into so when I got stuck somewhere all it took is running a few circles in a room and key usually gets picked up. As for doors, well sometimes I got lucky to pick a door the key was for, other times had to do some backtracking. The biggest offender in this whole key situation is probably the first map, rest are smaller in scope and had less locked doors to choose from when I got the key.
>>
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>>11515557
>thing in the mod would piss "Redneck autists" off:
Well look at this:
>I've scrutinized the code changes made by this "revision", and I've come to the conclusion that it is near fraudery. The enemy health and damage changes are largely arbitrary, as if the health and damage of a Mini Battlelord or Pig Cop Tank were reduced was because someone thought they were too difficult. Reducing the spread on the Scattergun and increasing the damage of the Revolver would be like doing the same for Duke 3D's Shotgun and Pistol. But worst of all, it makes gameplay changes for really no reason at all, taking away elements that are clear mechanics. The removal of the Minion crapnel screen shake is like removing the Enforcer's spit screen shake, and the _entirety_ of the farting has been cut out of the code completely. This breaks gameplay since the trade off of high gut was supposed to be that Leonard would periodically fart and alert nearby enemies (plus thrust the player forward slightly due to the power of the flatulence). With no farting, there's now absolutely no reason to keep your gut level balanced, which in turn renders the alcohol level trivially undermined since you can just always eat to 100% gut and keep alcohol at 0.
I also follow the philosophy of 'no mods on 1st playtrough ever', and was too lazy to get it do I just went vanilla
>>
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>>11515563
>The biggest offender in this whole key situation is probably the first map
Big time, especially this picture: >>11515557 That room only exists to house the key to the boathouse. Grab the key to the farm, go to the boathouse, and you've just gone the wrong way. A new player might've used/wasted a moonshine to find that out, and this first level is a huge one for them to be "running a few circles" in.
People weren't lying when they explained how much the start of the game can be a turn-off, and being able to at least know which key each door needs can be a big help for others getting into it.
>Well look at this:
Yeah I noticed the other changes in there, it's very much one person's "how I'D balance it" mod. I was going to look into editing things personally but I'll start with this for now. For others getting into it, BuildGDX should have colored key support.
>>
>>11515624
YOU NEED YET ANOTHER KIND OF KEY
>>
>>11514916
>you can get so much mileage about making things subtly seem off
lynch was a masterclass at this and it's why i made that twin peaks comment
http://youtube.com/watch?v=UozhOo0Dt4o
like this seems like just a normal-ass interaction but it still feels wrong somehow. man i'm gonna miss that guy
>>
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>>11515717
>Piotrek from Inland Empire (Peter Lucas) was Friedrich von Glower in Gabriel Knight The Beast Within
This has been a day.
>>
>>11515119
This is a quality brushtoilet.
>>
I played Blood FS for the first time, and it's a pretty good game.
>>
>>11515119
>brush toilet
>no toilet brush
one job
>>
>>11509567
Woof 15.1.0 released
https://github.com/fabiangreffrath/woof/tree/woof_15.1.0
>>
>>11513697
The only good Serious Same is the original Second Encounter, purely because there's so much glee and imagination in all the gimmick bullshit encounters and secrets. You just can't help but chuckle at what you're up against some times.
>>
>>11512158
Hexen 2 skull wizards. They're so god damn beautifully designed and animated.
>>
>>11515557
>The sheer amount of toilet humor has been toned down
This is funny because I remember that there was an official "cuss pack" that added even MORE unsavory humor than what was there in the vanilla version.
>>
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Some progress on my Pale Horse map. I'm creatively bankrupt so it's low impact shotgun spread of weak/mid tier monsters on mostly flat ground.
>>
WADs that are good for learning the ropes, introduce encounters naturally? I tried the original Doom but it's kinda slow to ramp up. Like an enhanced version of vanilla doom?
>>
>>11516359
Try Brutal Doom.
>>
>>11516359
Granted Doom is slow to ramp up, but what difficulty were you on?
>>
>>11515506
Make sure to download the sound pack with uncensored language.
>>
>>11516389
Ultra Violence
>>
>>11509567
>/Vertex Relocation/ PHASE 2
I'm taking MAP24 as well.
t.guywithteacup
>>
>>11516369
I might try it in future. For now I want the pure Doom injected right through my veins.
>>
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>>11516312
>>11516390
https://www.moddb.com/games/redneck-rampage/addons/cuss-pack-for-redneck-rampage
Some of these are great, I'm gonna use them.
>>I'm so hungry I could eat the ass end of a menstrual skunk
Maybe not that one.
>>
>>11516389
>>11516391
Wait should I give it a try with pistol start? It shouldn't make that much difference right?
>>
>>11516359
I think what you need isn't a gameplay mod, but a nice mapset with cool encounter design. Try "UAC Ultra" maybe.
>>
>>11516410
Okay.
>>
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Which retro FPS have the longest campaigns? Most of them are around 5-8 hours but Unreal is quite long and can easily take over 10 hours on the first playthrough.
Also Heretic is quite long if you include the 2 extra episodes which are way harder than the main game.
>>
>>11516359
>WADs that are good for learning the ropes
Back to Saturn X is the most famous wad made by a troon
>>
>>11516453
Is it good?
>>
>>11516461
Overall it's pretty great. Very pretty-looking techbase levels. The high points aren't as high as in some other map packs, but it never goes below "pretty good" either imo.
>>
>>11509567
Claiming MAP25 for Vertex Relocation probably maybe
>>
>>11516461
The combat encounters are your usual "whoops you picked up the key / pushed the switch, looks like you have to deal with all the spawned revenants again, tehe", and overall I can't remember it's being super creative with its combat or exploration, but it's a solid wad with solid maps, some are really memorable, but most are kinda "okay" outside of the visuals.
I mean, it's good, but really overhyped imo. Carried by the textures and midis.
Map 15 is the best. Dog bless Mechadon.

>>11516453
heh
>>
>>11516461
If you dig the aesthetic theme it's pretty good to great. Not as great as things like Valiant, Eviternity, and Ancient Aliens but I've still replayed it nearly as much.
>>
>>11516461
I'd say BTSX Ep1 is strong, 2 is ok but a bit hit and miss in the middle and 3 might be finished by the heat death of the universe.
>>
>>11516561
Still before Mordeth or 94 Protons.
>>
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The vertex relocation 7.1 beta doesn't run in dsda-doom for me, am I doing something wrong?
The same command line works for gzdoom and woof
>>
>>11516710
Wonder if DSDA broke something, or didn't implement something obvious?
>>
>>11516710
>>11516717
Patches are not required for speedrunning. In fact they are more distracting than anything.
*closed* *won't fix*
>>
>>11516728
It's like he never really left.
>>
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PAYTX-74KAL-5QQI7
bought this cuz I didn't realize I owned it already
>>
>>11516537
>Carried by the textures
I'll rate a wad with nice custom textures higher than better-playing wad with standard textures much of the time. Perhaps it makes me shallow, but aesthetics are important to me. Like, Didy is my favorite mapper. His levels clearly aren't the best playing, but they're so damn interesting looking.
>>
>>11516710
>>11516717
I opened the wad file in Slade, and it turns out there's flat textures defined as wall textures in the TEXTURE1 lump.
Simply removing all the erroneous texture definitions (which are conveniently bunched together for a quick multi-selection) lets DSDA run it.
DSDA has this mechanism in case a PWAD gets loaded with the wrong IWAD. I guess to prevent getting false bug reports.
>>
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>>11516746
thanks anon
>>
>>11516359
I'd stick with the original mapsets for now. If Doom 1 is too slow I'd just skip to Doom 2. If thats not enough I'd go to Plutonia. People will tell you Plutonia is really hard but in reality the average WAD made today is even more difficult. Even the most popular WADS like Eviternity or Ancient Aliens will kick your shit in if you aren't at least good enough to play Plutonia comfortably.
>>
>>11516790
Well, Plutonia is nothing compared to some of the ridiculous shit people have cooked up since, but it IS the hardest IWAD, and since Plutonia's influence is still strong, you're gonna get a stronger grasp on Doom 2's gameplay from it and be ready for much more community stuff.

Difficulty levels should also be remembered. Sunlust on UV is a LOT harder than Plutonia on UV, but Sunlust on HNTR is easier than Plutonia on UV.
Not every .wad has difficulty levels implemented (or at least not well), but it's always worth considering if levels feel too easy or too hard.
>>
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>>11516772
np, have fun
>>
>>11509567
Vertex Relocation Beta V8: https://files.catbox.moe/0eyw2w.wad

should fix it not running in dsda, thanks to >>11516769 for telling me how to fix
>>
>>11516537
>Carried by the textures and midis.
Also by using a custom Playpal, so you get stuff like the cacos looking a little different, makes it stick in people's minds more.
>>
MAP25 progress so far
>>11517014
Yup it works now
>>
Still working on MAP15 for Vertex Relocation, made a lot of progress this week. I feel like I need another week or so to get this sumbitch properly finished and polished.
>>
>>11517032
>cacos looking a little different
Not palette, but after spending gorillion of hours beating Eternal, it was so strange to return to original Doom and see imps being so light-skinned and desaturated, felt like I'm playing some chinese bootleg Doom now.
>>
>>11517032
Aren't cacademons darkers in auger zenith? It seems like the shading is different.
And I'm trying to stop talking about that wad pack because I already posted so much itt and it's like I'm shilling for it but man some levels are pure insane. So big and complex I think it's part of why my console was crashing when trying to load a save of "luminescent synapse". That's the type of map blowing me away, is there something like it with hundred of custom textures and very smart use of effects and assets? The rain pouring from the rare parts of the city not covered by a roof or building are just made with flat animated textures but it has more SOVL than any cyberpunk games done by AAA studios.
I know and I did play Ashes, but this is too complicated for the doom+doom2 Bethesda port so I can't run it. If not I'd be playing ashes right now.
>>
>>11517184
>but this is too complicated for the doom+doom2 Bethesda port
wtf, who cares? Just get a modern port and copy-paste your doom2.wad file.
>>
>>11517216
I'm on >console<.

Anyway I'm at the last map and the faggots decided it'd be so fun and random to have an unpalatable slaughtermap with four cyberdemon and four arachnotrons and a continuous stream of monsters generated by the icon of sin. Trashbin. I'll pretend like there's no final map. Why do they always ruin it with the most absurd tryhard garbage that only 1% of players will be gay enough to go through I don't know.
>>
>>11517229
Ah, I see. Play Monster Hunter Ltd. parts 1 and 2 if you want something Ashes-like then.
>>
>Still stuck in ML's Mephisto's Mosoloom.
F U C K
>>
>>11517241
Cut your losses, that level is shit.
>>
>>11517246
I know 50 more tries will do the trick.
>>
>>11517229
>unpalatable slaughtermap
>absurd tryhard garbage that only 1% of players will be gay enough to go through
Are you people allergic to the BFG or something? The Cynet Reaper is not a hard map at all.
>>
Should I play Requiem Awakening Angel or Wheel of Time?
>>
>>11517285
>Requiem Awakening Angel
Sure, try it out.
>Wheel of Time
It's interesting for what it is, but don't expect much from combat. The magic system from WoT isn't everyone's cup of tea.
>>
>>11517229
>The Cynet Reaper
>only 1% of players will be gay enough to go through
BFG spam on the empty arena wasn't much trickier than subway demon rush, pyramid's open field or the last teleport ambush from the beach level; I could be forgetting some other examples too. It's a hastily made and rough on edges, almost boring map that your only concern is to not eat cyber rockets, plenty of leeway with abundant spheres and cells.
>>
>>11517229
I guarantee you it's easy peasy on keyboard and mouse. Easily one of the best ways to cap out a banger of a megawad and I say this as someone who used to be slaughter shy.

Play Sunder next. :^)
>>
>>11517229
>I'm on >console<.
That supports mouse & keyboard.
>>
>>11517229
>I'm on >console<.
You chose to suffer, why are you complaining?
>>
>>11517343
it's like playing basketball with lead boots and complaining that all the players are too fast to keep up with
>>
>>11509567
>/Vertex Relocation/ PHASE 2
MAP24 -
MIDI - TurboGrafx-16 Bubblegum Crash! - Introduction
https://files.catbox.moe/349r5z.wad

Tested in GZDoom/DSDA/Woof pistol start UVMax.
t.guywithteacup
>>
>>11517570
bruh forgot to write map name
MAP24 - Styx
t.guywithteacup
>>
>>11511393
Name of the WAD pls?
>>
>>11517645
In case anon doesn't reply
https://doomwiki.org/wiki/The_Edge_of_Time
This probably, no fair idea
>>
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>>11517645
don't know it has one yet, it's some WIP by christopher lutz.
pic related is my favourite. such sovl lighting.
>>
>>11517780
Is this kind of lighting still done sector by sector or are there tools to automate it? Insane either way.
>>
Is this supposed to be as hard as I'm finding it
>>
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>>11517808
You're not supposed to reach that platform from there, bro. Maybe you could do a sick SR50 or something and that'd work, like a speedrun strat, but you need to go elsewhere.
>>
>>11517813
Yes I am trying to do the SR50 to cross it for a UV Speed run. I got it at the end after trying for like 15 minutes total but I was wondering if I was missing something to make it easier or if I just need to grind doing it a few thousand more times until I can do it consistently in an actual run
>>
>>11517791
I think someone on DW made a tool that could automate it in a primitive way, but I doubt that's what he's using because it only worked on one sided walls. That limitation was itself probably born out of the inability to cast a shadow on a single part of a vertical wall in most formats, which would be most accurate for a angled shadow like that. People tend to fudge the details when doing it manually, though it's not geometrically perfect, it looks cool.
I'm especially fond of it in Valiant and lunatic on the moon levels. Since moon dust is very non-reflective those kinds of harsh shadows make sense. Little details.

>>11517808
You shouldn't need to turn at all during the jump, you should position yourself on the lift -> turn before it comes up -> then (sr50) run. Enable strafe before you start moving so it's impossible to turn. Remember, that sr50 moves you at exactly a 45 degree angle. I'm assuming you know to play with short-tics which should make getting the right angle easier. The archive has many demos for you to reference if you need some visuals.
>>
>>11517818
I guess I should also add that the fastest demos for this map use a completely different, even more convoluted, wall-run jump described by El Juancho as
>super RNG and 95% of the time you will not make it
also
>if I just need to grind doing it a few thousand more times until I can do it consistently in an actual run
This is the inevitable path of all speedrunning and a big reason why I mostly stopped doing it
>>
>>11517818
>I just need to grind doing it a few thousand more times until I can do it consistently in an actual run
No wonder speedrunners are all insane.



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