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File: glorious guts.png (714 KB, 787x674)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12021809

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
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z

== 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/"doom thread"/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: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
=== CURRENT PROJECTS ===
Duke It Out in /vr/
Game : DN3D | Deadline : Jan 1st 2026
Tile/Con pack: https://files.catbox.moe/thm4q7.zip
Rules: https://desuarchive.org/vr/post/11835634

=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC4: https://files.catbox.moe/szis5j.7z

=== NEWS ===
[9-13] Somewhere in Hell released
https://www.moddb.com/mods/somewhere-in-hell

[9-12] Call of the Void released
https://www.moddb.com/mods/quake-ii-call-of-the-void/

[9-11] Esselfortium releases full texture sets for for BTSX E1 & E2 for use
https://www.doomworld.com/forum/topic/155111/

[9-10] Vertex Relocation finally completed!
https://www.doomworld.com/forum/topic/155093

[9-10] Official DBP WADs repository
https://archive.org/details/dbp-wad-archive

[9-07] Perdition's Gate: Resurgence, released
https://doomworld.com/idgames/?id=21753

[9-03] Operation Deadbolt released
https://doomworld.com/forum/topic/155013

[9-02] Ashes 2063, GMDX and RealRTCW, available on GOG Mods platform

[9-01] TNT2: Devilution RC1 gains MAP26 + 3 more
https://doomworld.com/forum/topic/104882

[8-30] Helion Engine v0.9.8.0 update
https://github.com/Helion-Engine/Helion/releases/latest

[8-27] Herexen, vanilla crossover mod for Doom
https://doomworld.com/forum/topic/154886

[8-23] Eternity Engine v4.05.03 Citadel update
https://github.com/team-eternity/eternity/releases/latest

[8-18] Outlaws remaster announced
https://store.steampowered.com/app/3366780

[8-18] RMG City, an MBF21 single map
https://doomer.boards.net/thread/4105

[8-17] Eventide, an episode for Doom II
https://doomer.boards.net/thread/4104

[8-17] Source code for PowerSlave Saturn is open free
https://github.com/Lobotomy-Software/SlaveDriver-Engine

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>
>>
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Dumb? More like Doom!
Fuck no wai
>>
>>12030493
I look like this. And I also say this.
>>
How do we feel about making a simple collaborative project, anons?

Here's the idea:
>MBF21, so new monsters can be added and we can have better guns
>everyone can add whatever new assets they want (monsters, music, textures, sprites)
>you can't delete whatever was added before
>on the mapping side, you can make a single room or a whole section if you want
>the goal is making one map, if it feels done, we can move onto the next

I don't have any name ideas, maybe something like E/VR/yone's WAD I guess. I'm not good with names. Thoughts?
>>
>>12030515
The logistic is pain, but I can help with coding custom things.
>>
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>>12030517
>The logistic is pain
This. For this to work, the leader would have to be a dehacked wizard that's able fix colliding code and such. Also last few days are proof that it will lead to shitstorm, if leader tries to include all additions, but also lead to shitstorm if he doesn't include everything.
>>
So is VKDoom dead?
>>
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>> CLASSIC DOOM CHALLENGE <<

WAD: Scythe 2 / Map: 16 / Category: UV Max / Complevel: 2
Reply to this post with a demo & your time.

Current Record + Wad Download:
https://dsdarchive.com/wads/scythe2?category=UV+Max&level=Map+02

Example demo in 1:06:
https://files.catbox.moe/rk7tyz.lmp

Previous thread winner:
TNT MAP09 UV Speed in 4:10! >>12027572

Here's your spooky map.
>>
Oh, and blind demos welcome!
>>
>>12030530
Avoiding collisions shouldn't be hard with decohack, the one truly weak spot is EdNums since they need to be unique.

The best approach might be to just have a quilt structure that can be easily scaled up or down, and brainstorm custom monsters. I'm sitting on some code that didn't make it to Skulltiverse II that could be useful.
>>
>>12030515
>>12030517
Things like custom monsters and custom weapons are the kind of things which should largely be hashed out before a project gets off the ground, not added as you go through vibes.
>>
>>12030515
I believe storing the wad in deutex or doomtools extracted form and using git will be very helpful. But I doubt many anons are familiar with these tools.
>>
>>12030564
or mb just one anon grabs a wad for a few hours then posts a list of changes with a new version, then someone replies to this post to "grab" it again
>>
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>>12030571
>>12030515
I might as well start this going around

HOTPOTATO00.WAD: https://files.catbox.moe/13dsea.zip

>Reply to this post if you want to "lock" the wad. >Do any map modifications, add any lumps, etc. >Post the new wad with incremented version number.

Deadline: HOTPOTATO99.WAD is final
>>
>>12030667
Damn it was a terrible name choice since it was already taken by PUSS.
>>
>>12030667
Guess I'll be the first to "lock" it.
>>
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Since we wanna do some Halloween suitable challenges during October, what are some .wads with those kinds of themes?
Besides just Ad Mortem.
>>
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>>12030717
Wormwood (1-5)
>>
>>12030717
Wormwood series. MAYhem 2018 Orange and 2019 are not explicitly Halloween-themed but match visually. I wish we had experienced Blood or Quake players willing to post challenges for their respective games. I love playing Blood this time of year
>>
>>12030541
>challenge
This isn't a challenge. There is no need to rush to post something. If you can't come up with something, let Snoopanon post one.
>>
>>12030750
I think it's helpful if different anons try to come up with some at times, so don't always rely on just one guy.
>>
>>12030691
>>12030667
HOTPOTATO01.WAD: https://files.catbox.moe/f5umrm.zip
Very rudimentary additions on my part. I've never made a map before in my life, but hopefully it'll serve as SOME kind of base to build upon.
Also, I forgot to ask how to format a reply to invite others to participate, so I'll just copy/paste the greens:
>Reply to this post if you want to "lock" the wad.
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12030517
Good to have you on board.

>>12030530
As >>12030553 said, not a big issue with Decohack. We just need to cordinate its use and make sure to always include it when we're done working on the wad.

>>12030562
Ideally, yes, but let's be spontaneous for once.

>>12030564
>>12030571
Yes, we just rely on good faith and signaling when the wad is ready to be worked on.

>>12030667
Thanks for getting it off the ground, I'm kinda in and out and wouldn't be able to map right away.

>>12030778
Maybe we should add screenshots of what's new in the wad? Hardly a big deal though, it's neat to see it happening already.
>>
>>12030778
lock
>>
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>>12030486
>Quake 2 map center community is already on a drama shitshow
>All because the admin is a drama fag as the sheep and slipseer and a control freak
>said person is also the one behind the suggestion of making a paul jaquays palace jam
>guy also has a huge hateboner against knightmare and the cafe community
The more things change, the more they stay the same, i just want to play quake 2 SP in peace.

I still don't know how doom with all of the drama is still united.
>>
>>12030836
I would not say it's fully united. There's been fracturing and splintering over the years.
It just helps there's more people involved with all this.
>>
>>12030796
>Good to have you on board.
I probably won't participate in map building, but if someone needs custom monster code, I can help.
>>
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>>12030817
>>12030778
HOTPOTATO02.WAD: https://files.catbox.moe/iwecjs.zip
Added chaingun secret.
>Reply to this post if you want to "lock" the wad.
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
So, what's everybody been playing lately?

I gave Noonday Demons a play through, it's pretty cool if a bit busy at times, it does some neat things like replaces the pistol with a bolt-action rifle.
>>
>>12030486
> old link
Once again: https://imgur.com/a/wB0psIa
this is the newest infographic link with update doom picture and correct picture order
>>
Anything as good as Ad Mortem for halloween season you can play? Doesnt even have to be Doom. I guess blood would be obvious choice
>>
>>12030872
Godless Night?
>>
>>12030870
This week:
Finished heartland, it has really cool soundtrack
https://youtu.be/8aDBPPfB18E
Did mancubus.wad >>12018208
Did resurgence map31
Did first 4 maps of Long Trek Back Home
Did first 4 maps of Biowar >>12018208
Replayed few maps from vertex relocation
Did first episode of epic2 with anon in coo
Did tnt map09 a few timesp
>>
>>12030836
None of those remarks stop you from playing maps thoughbeit
>>
>>12030853
How do I rip evil marine from scythe 2?
>>
>>12030836
>I still don't know how doom with all of the drama is still united.
Feels more like it's big enough to not be overshadowed by it.
>i just want to play quake 2 SP in peace
That's how I've felt about both Q1 and Q2 since I really started getting into them again, maybe since 2020? I've just gotten better at tuning out all the nonsense and enjoying the maps.
>>12030870
>So, what's everybody been playing lately?
Poking at Call of the Void, sometimes rough but otherwise very decent.
>>12030872
>I guess blood would be obvious choice
How much of it have you played already?
>>
>>12030774
It's never been just one guy. My point is: there is no need to rush to post something because it will invariably come out sloppy. Instead of making a sloppy, rushed challenge post, defer to someone else. I'm not singling you out. I'm speaking from experience. The past two challenges have made me sad because this feels more like intentional sabotage than good-faith posting. Quality over quantity, anon.
>>
>>12030886
>How much of it have you played already?
beat episode one years ago. don't even remember if it was uv or hmp
>>
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a Blood mod that turned all hitscans into projectiles, that'd be something huh?
>>
>>12030892
No need, NotBlood source port has this as an option
>>
>>12030890
>beat episode one years ago. don't even remember if it was uv or hmp
Oh shit there's a lot you get to enjoy, then. Consider playing Deathwish, Eviction, and 500ml of /vr/ once you're done with the official levels and expacs.
>>12030894
>NotBlood rec
Beat me to it.
>>
>>12030896
>Deathwish, Eviction, and 500ml of /vr/
are those all halloween?
>>
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>>12030870
Doom 2 In City Only
>>
>>12030894
>>12030896
I did not know that. Fuck me that's cool
>>
>>12030904
>>12030894
>>12030892
You didn't beat the game
>>
>>12030906
I did, now I would like to have fun with the game
>>
>>12030909
Based. YDBTG posters BTFO
>>
>>12030909
> I did
what difficulty?
>>
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>>12030894
>>12030896
Thanks guys, this is fantastic. Gonna replay the game with this
>>
>>12030892
Personally I like hitscan changed to arbitrarily fast projectiles, like legion of bones for doom. Makes it so there needs to be a line of sight between me and the enemy's gun instead of being peppered by the top pixel of a chaingunner's bald head or the rightmost pixel of a shotgunner's left arm
>>
>>12030865
No one's taking it? I'll lock the second time
>>
>Pick up a yellow key in a map
>It teleports bunch of barrels on you that kill you instantly
>>
I still don't understand if sharing my commercial Gzdoom on here is allowed.
>>
>>12030836
>>12030841
>I still don't know how doom with all of the drama is still united.
most of the divide in doom is purely generational.

it isn't like zelda where everyone has a different contradictory idea of what the game should be like. it's just people who grew up on vanilla doom vs people who grew up on gzdoom.
>>
>>12030885
You'd need one from scratch, probably. I'll write code roughly what I assume EM is like because reading someone's code is hell and drop on pastebin in a moment.
>>
vertex relocation map 2
how am I supposed to get out of here
>>
>>12031102
>>12030885
Actually, you can probably rip off Pumpkin Marine from ad mortem rather than wait for me. I think Ad Mortem has source code for this.
>>
>>12030836
Eh, even the latest Call of the Void isn't enough to convince me that Quake 2 is anything other than the last gasps of the golden age of retro FPS. It's entirely functional but that's all it is. The levels are all just the same techbases, the Strogg feel like they've begrudgingly turned up to fight you and are generic FPS baddies with no real personality outside of ripping apart living things to slap them nonsensically on robot frames like an edgy Dr. Robotnik and the guns are merely fine.
I think the movement being too slow and giving the player too much control over when to use the powerups worked against Quake 2.
>>
>>12030870
as far as retro stuff goes, UT2004
as for non-retro stuff goes battlefield BC2 & helldivers.

right now i'm trying to get the original unreal to run on my PC but i keep running into the problem of "launch game, screen goes black for a few seconds and then CTD".

i also have been trying to get quake 3 set up but i haven't been happy any version i've tried. i kinda wish there was a "definitive" version of quake 3 with everything from vanilla, team arena, gold, live, revolution, DC & arcade.
>>
>>12031084
Other anons have done before.
>>
>>12031113
But as I understand it, /vr/ doesn't like it saying that all commercial GZD games are "just mods" no matter how different they are.
>>
>>12031121
>all commercial GZD games are "just mods"
They are. How is this a bad thing in a thread discussing nothing but Doom mods for the last two decades?
>>
>>12031058
I was going to, but got caught up with finding industrial textures for something else. Go right ahead.
>>
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>>12031121
>/vr/ doesn't like it saying that all commercial GZD games are "just mods" no matter how different they are.
A lot of us encouraged Revae to put Rekkr on Steam, it's just one or two mouthy anons being bitchy about stuff costing money.
>>
>>12031129
It's less about calling them mods and more having this vitriolic hate towards them.
>>
>>12031187
How many people hate on them that much?
>>
>>12031187
People (who?) only hate them because they offer nothing on top of free GZ conversions. Even obvious Ashes aside, there's Reelsim, Square adventure, Absym, Blade of Agony, just off the top of my head, all 100% free and top quality.
And then people sell some godawful GZ shit on Steam and wonder why we don't like it.
>>
>>12030870
Still doing Akeldama, about half way through
>>
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>>12031058
>>12030865
HOTPOTATO03.WAD: https://files.catbox.moe/utuioz.zip
Added SSG fight.
>Reply to this post if you want to "lock" the wad.
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number

>>12031134
You can replace wooden texture with smth else if you want
>>
>>12031191
It's generally the anons who are used to getting everything for free, even Legacy of Rust pissed off a bunch of those for rocking the piracy excuses boat.

It's funny how the TNT effect keeps boomeranging back around in slightly different ways.
>>
>>12031219
Oh just noticed I have sector 24 (column) as a secret which it shouldn't be. Someone please fix this in next revision!
>>
>>12031105
The switch you see was supposed to lower the lift with the key, played this a year ago. Chance is you already solved it.
>>
>>12030870
Uni work's been slowing me down on it, but I've been playing Community Chest 4 with High Noon Drifter and Project Malice monsters, currently at MAP19. Really love PM, so does anyone have any wads or weapon mods that would also pair well with it?
>>
>>12031223
They can just pirate it like usual, then? These are .wad files and open source ports, you can literally just copy and share it like anything else.

I'm ok with giving a few bucks to an indie though, I don't buy games often these days, and AAA games have just become too uninteresting for me in the past 5-6 years.
>>
>>12031219
Hmm. What's the rules here, what can I add and how much?
>>
>>12031298
As much as you want it's supposed to be complete anarchy, but don't hold it for more than few hours. For example you can add the room to the east.
>>
>>12031105
you gotta go fast
>>
>>12031296
>They can just pirate it like usual, then?
Yep, but I guess it's the principal of it that still gets them wound up.
>I'm ok with giving a few bucks to an indie though, I don't buy games often these days, and AAA games have just become too uninteresting for me in the past 5-6 years.
Yeah, I don't mind buying things like Hedon and Rekkr because it's money going to human beings who make stuff and not some megacorp that just dishes out their yearly modern dude blaster 6.
>>
>>12031258
Lots of people are using it with deathstrider, the way PM demons telegraph their fireballs and use predictive aim lets you avoid them with the little hdest hops. Same with a lot of survival horror type mods with a player less mobile than doomguy
Pillowblaster recently gave the PM enemies gold drop tables for guncaster. PM goes off the rails in wads that use crowds of barons or other minibosses so it could be a good match, if your computer can handle it
>>
>>12031365
I saw Pillowblaster play PM with Guncaster in the trailer for its new update, so I'll definitely have to try that out at some point next. Maybe I'll use DAKKA or Azuryte next.
>>
I want to try doing a thing I call "Roomtober" where I will make a map one room a day. I might start before October though.
>>
>>12031389
Dakka's always good for stuff that's broadly still Doom.
>>
>>12031219
locking
>>
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>>12031219
>>12031505
HOTPOTATO04.WAD: https://files.catbox.moe/v67a12.zip
-Added in the Legacy of Rust decorations for further use
-Added an INFO lump so we can keep track of sprite, frame, ID, etc. usage to hopefully reduce/prevent any confusion or conflicts within DeHacked
-Added a few decorations to existing areas.
>>
>>12031561
Whoops, forgot:
>Reply to this post if you want to "lock" the wad.
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12031571
lock
>>
>>12031550
>Don't talk to me or my son ever again.
>>
>>12030486
is there a variety of revenants since in the doom 2 guide it said that it was the rotting remains of demons that have been brought back and given 2 rocket launchers
>>
>>12031641
We'll never know, they're taller than imps and humans and don't have a hell knight's tusks, even the non-retro doom games don't bother explaining why they're 8 feet tall
Maybe they're from a species of demons that went entirely extinct before the modern day like Serious Sam kleers
>>
>>12031652
what if they were the skeletons of those demons on the box art
couldn't be those demons though since they have one arm replaced with a gun
>>
>>12031652
>doom games don't bother explaining why they're 8 feet tall
They're really agitated
>>
>>12031652
>even the non-retro doom games don't bother explaining why they're 8 feet tall
Meat no longer wights them down, so they can reach their true potential.
>>
>>12031652
hell has lots of milk to grow strong and long bones with
>>
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>>12031668
thanks to cowzar milkers
>>
>>12031674
Unload 30 plus on a moo or two!
>>
>>12031674
cows have horns so this checks out
>>
I've been really enjoying Demonsteele, Treasure Tech, and GMOTA and been having a lot of fun.
Any other good conversion mods?
>>
>>12031695
La Tailor Girl
>>
>>12031695
Mass Disassembly is pretty cool.
>>
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>>12031561
>>12031590
HOTPOTATO05.WAD: https://files.catbox.moe/o1zsj0.zip
Added yellow key room.
>Reply to this post if you want to "lock" the wad.
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
what's the definitive way to play blood? I don't want extra bullshit like hitscans turned to projectiles
>>
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>>12031870
NBlood, BuildGDX, NotBlood, or this patch to fix the DOS version: https://github.com/clipmove/DOSBlood
>I don't want extra bullshit like hitscans turned to projectiles
You have to go out of your way to enable that. NotBlood also has a vanilla mode you can turn on if you don't want any of that ""bullshit"".
>>
>>12031870
I play DOSBlood on dosbox-staging. It's maintained by one of /vr/ anons I think.
>>
>>12031870
NBlood/GDX for accuracy, NotBlood for non-vanilla features. Raze if you like GZDoom, and is one of the better way to play the rest of the build engine games.
>>12031883
I still check the threads for feedback every few days.
>>
>>12031881
>This repository was archived by the owner on Sep 14, 2025. It is now read-only.
>>
>>12031909
>Raze if you like GZDoom, and is one of the better way to play the rest of the build engine games.
I was just gonna ask about gzdoom equivalent for blood
>>
>>12031909
>NotBlood for non-vanilla features
any good ones?
>>
>>12031927
Looks like it got fixed a few minutes ago, >>12031909 may be the dev
>>
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>>12031945
All of them are off by default, pick and choose which one you want. I like quad damage since the akimbo is kind of shitty and chews up ammo.
>>12031927
I keep it archived because I don't plan on adding anything additional features - it's basically done.
>>
>>12031937
worth nothing it's not the go-to for modding like GZDoom often is. I don't think there are any Raze-exclusive mods out there.
>>
Should I download the redux version of Tempus Irae or should I just stick with the original?
>>
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If anyone's looking for some cool industrial textures, Smouths on Doomworld has made a ton of really good shit in that style.
>>
What are the optimal GZDoom settings to make the game look nice but also not run like absolute shit?
>>
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this shit should come with a seizure warning. sure i like my pretty colours but damn
>>
wait is it literally impossible to find regular blood 1.2.1 to p*rate?
>>
>>12032213
https://www.bloodgame.ru/download/blood1.21.rar
>>
>>12032176
gl_maplightmode 0 because one of the updates in the past year ish gutted like 3 of the other sector light mode options
for Texture Filtering, None of course, but ive heard Non (trilinear) looks the best at ranges as well
Anisotropic filter is also up to preference
for dynamic lights, if you choose to have them on at least, make sure to turn off Light Shadowmaps, even if you crank the Shadowmap Quality up, they still look pixelated, I think ive tried messing with Shadowmap Filter too but it doesnt seem to help either
Under post processing, Ambient Occlusion and FXAA is up to you, but thats really about all you need to mess with there, unless you want to do tonemapping, which Palette will give you a more classic look

thats really about it? if you wanted to load some mods to make maps look nicer via lighting and stuff, Relighting/ReLite is pretty decent, just requires a lot of tweaking to preference
>>
>>12032216
Russians ftw thank you
>>
>>12032048
Extremely sovl textures, saved them all in an unorganized folder. As soon as I get over my executive dysfunction and start grinding out some editor skills, I have just the idea in mind.
>>
>>12031258
I like PM with Red Spiral '93, Omerta, Act of Violence, Doom Incarnate, the Hearts of Demons mods if you wanna fight scary demons with a bigger, scarier demon, Pvt. Stone, Lt. Typhon, and the Naku-Naru mods.
>>
>>12032242
>Doom Incarnate
One day I'll edit the fully upgraded shotgun to not be so fucked, also the dude's other mods are pretty good, The False Angel's pretty neat.
>>
>>12031695
I'm assuming you mean mods that are the total weapons and monsters package. There's also Combined_Arms and Malefactors, technically.

>>12032247
I never fully upgrade it. I give it the magazine to speed up reloads and I think that might be it. The three-shots-per-pump never feels right because pump-actions should pump after every shot, and the incendiary shots are just unnecessary.

>The False Angel
I've somehow never gotten around to really playing this despite setting it up.
>>
>>12032272
>I never fully upgrade it. I give it the magazine to speed up reloads and I think that might be it. The three-shots-per-pump never feels right because pump-actions should pump after every shot, and the incendiary shots are just unnecessary.
I go up to not getting the incendiary ones, they just feel over the top and the sprites are just enormous.
>I've somehow never gotten around to really playing this despite setting it up.
It's fun once you get your head around the controls, shit's very Devil May Cry.
>>
>decide to play through Heretic
>breeze through first 3 episodes on Ultra-Violence or whatever it's called
>start e4
>m1 kicking my ass
talk about a ramp up in difficulty, this is brutal
>>
>>12032284
Yeah, you can Royal Guard counter Archvile hitscans, it's awesome.
>>
>>12031695
Diamond Dragon is new and has a similar katana and gun dynamic to demonsteele but with classic doom numbers and not the beat-em-up health
The sprites have a lot of work put into them but they're not crisp like the stuff by long time greats, the blur could get distracting
>>
>>12032290
It's always cool as fuck to have that kind of countering, the gameplay mod Term's working on has something similar.
>>
>>12032285
episodes 4 and 5 were only added in the re-release, they're basically equivalent to episode 4 in ultimate doom
>>
Wtf is going on? In the beginning of blood some layer of ground pushes into me and then there's some graphics glitch, it pushes me up and then I cant get the fuck out of the coffin. Open button does fuck all and you cant jump out. Wtf?
>>
>>12032412
And this is both in noblood and nblood. Fucking annoying bs
>>
>>12032358
My first moment like that was blindly parrying an arch-vile attack with the sword in Demon Eclipse E2. It's all been downhill since.
>>
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Was making the first two Doom games easily modded and open source the greatest thing ID could have done? Not only have Doom 1 and 2 kept receiving official updates for over 30 years because of this, but they still have some of the strongest modding communities out there, plus an absurd amount of games based directly on the code. It's kinda nuts how good it is, now imagine if more advanced shooters were open sourced like this.
>>
Why the fuck do these retards who make vr game engines ALWAYS turn on shit that literally nobody ever fucking wants like mouselook by default? Dumbest fucking shit
>>
>>12032415
Try moving forward towards the center of the grave then jump.
>>
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>>12030541
uv-max in 49 seconds.
https://files.catbox.moe/5p4tv1.lmp
Glad my template is proving useful. I'd be happy to make the next challenge.

I recently found a script for mpv that allows you to convert to webm directly from the video player with a few keystrokes, it's been useful for stuff like picrel.
>>
>>12032445
There are more advanced ones and they have less content. Doom benefits a lot from not need the whole 3d model with textures thing
>>
>>12032481
nah it was some retarded bullshit because I didn't copy all of the blood files in the directory and only the ones that that one github link specified.
>>
>>12030870
Played the madness combat mod a bit. Great animations but the weapon system needs a fuck ton of streamlining and it crashes when performing basic actions.
>>
>>12032445
>making the first two Doom games easily modded
ID didn't do that, the community did. Original Doom is about as modding-hostile as it can be without running a checksum on itself to prevent modification outright.
>proprietary data format
>inside a proprietary archive format
>no first-party editing tools
>no documentation
Doom modding exists because the original community had people knowledgeable and skilled enough to reverse-engineer most of the game and build binary patch tools to modify the files.
>>
>>12031121
>/vr/ doesn't like it saying that all commercial GZD games are "just mods"
No, that's just, as always, a vocal minority, probably the same tards who have nothing but source port wars going on.
>>
>>12032547
Doom was extremely modding friendly for the time, and Carmack made efforts to help modders it shortly after release, most obviously with the source code release in '97. In comparison to Id's earlier Wolf3d, which required packaging an entire new .exe with your mod in order to function, being able to use the -file command line to load additional wad data was extremely flexible. Of course they could've done more, but it's reasonable to assume there was pushback internally in order to prevent immediately devaluing iwad levels with stuff like Dzone! - in effect competing with their won product.

I don't think there was any option but using in-house data formats for stuff like graphics and maps, because the game engine itself was unprecedented and needed to be as optimized as possible to run on shitty 90's PCs. They also at the least eventually updated it to accept midi music directly rather than their own .mus format for music. Technically, a first party editing tool in the form of DoomEd was released by Romero in 2015. That's still not on the same level as something like Serious Sam which comes with a fully fledged editor out of the box, but Doom obviously predates and influences that franchise considerably.
>>
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>>12030487
>[9-17] DBP76: Stagnant Weather is out now!
https://doomer.boards.net/thread/4139
>>
>>12032714
Neat mood.
>>
>>12032714
Looks pretty.
>>
It is time for my semi-annual deus ex replay, thought I might give the new GMDX a try
Is the Lay D Denton mod worth trying out?
>>
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What are some of the biggest non-linear sandbox levels in 90s shooters?
For all of this level's and the entire game's flaws, CED Expeditor from D3 might just take the cake. This behemoth is not just big, but also completely open-ended - other than IIRC two or three doors that are locked from one side and require a detour you can go literally anywhere you want from the start. That little green dot in the center is the player start btw.
>>
>>12030486
what is the project nortubel of doom wads?
>>
>>12032668
Why source port wars? It only distracts them from their common enemy.
>>
>>12032714
hell yeah
>>
>>12032714
Hell yeah x2.
>>
>>12032714
>>12032728
DBP is uninteresting, but I like this vibe. Will give it a spin.
>>
>>12032483
Like it translates a demo playback into a .webm?
Also, how unbearable is Mr. X with fast monsters?
>>
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This is pretty neat so far, but seeing (Stroggified) Quake 1 monsters while only moving at Quake 2 speeds feels so very, very wrong.
I think my favourite enemy is either the now actually dangerous shambler or the Strogg's utter confusion on what to do with the piranhas
>>
>>12033093
>while only moving at Quake 2 speeds
Are you not bunnyhopping? You accelerate real quick when you do.
>>
>>12033093
I liked the fishgunners, hyperblaster grunts and flying fish the most. Shambler tank was cool as fuck too.
>>
>>12033093
I'm a little confused as to why the gods of the Quake 1 world are upset with the Strogg. They've always been implied to be a dark god's experiment, so surely their ideas for improving the residents of the various realms would be welcomed.
It also straight up implies the Strogg are stronger by far, because they're easily ripping apart and rebuilding shamblers and vores even in a weakened state.
>>
>>12033093
Everything about this mod screams "made in Russia/Eastern Europe". From the weird ads in the game world, to the edgy opening cutscene to the utter mess of levels made from mashing together a bunch of original maps. Really, why are they like this?
>>
>>12030487
[9-16] Comic Doom 96 updated to V4
https://www.doomworld.com/forum/topic/146746-doom-comic-96-v4-out-now/
>>
>>12033206
This mod is so fucking cool.
>>
>>12033195
Drugod is Spanish and I think the Zombie guy who co-developed COTV is also Spanish, or at least is a Spanish speaker.
The opening cutscene guy definitely is Spanish, his tempo is all out of wack because of it.

Slav jank may be sovl, but Spanish jank is surprisingly prolific too.
>>
>>12031850
Lock, before I forget. Let's not drop the potato, anons!
>>
Do we have a title for the Hot Potato project?
>>
>>12030487
[9-17]
AMC Squad Episode 5 released
https://www.moddb.com/games/the-amc-tc/news/amc-squad-episode-5-release
>>
>>12033258
Not yet, I think. I offered to call it A /VR/y Hot Potato but I think it's a stupid name and others are more than welcome to pitch their ideas.

>GRR0H
>>
>>12033258
>>12033263
Why not just call it hot potato
>>
>>12033258
Thot Potato Being Passed /VR/ound
>>
>>12033258
Seconding just calling it Hot Potato. It gives you an idea of what the project is about.
>>
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>>12033262
Oh shit.
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>>12033262
Insane.
>>
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>THE FESTIVAL OF BLOOD CONTINUES!
Holy shit, Death Wish is good. This bastard keeps popping up and taunting you and disappearing. He even appears as the bus driver that runs everything over lmao. The music is the same as the base game so far so I am playing with dungeon synth in the background
>>
>>12033381
I strongly recommend the custom soundtrack created for it:
https://www.moddb.com/mods/death-wish-for-blood/downloads/dw-soundtrack-addon-by-speedy
>>
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>>12033262
>>
>>12033263
Deep-/vr/ied Potato. God, this is one of the worst boards for puns. The one-letter boards are taking shit for granted, and so is /co/! There's a bunch of words that start with CO!
>>
>>12032872
I'm a big fan of how big Smithsonian Terror map is in Duke It Out In DC. Has one of my favourite visual moments too, when entering space exhibit and seeing parallax space skybox, makes those small corridors much bigger
>>
>>12033381
>>12033389
I agree with the other anon, get the custom ost for it. Really good work on oar with original Blood soundtrack. Comes both in CD and midi versions, I prefer midis but both are great
>>
>>12033409
Not that anon, but I already played through the latest version with the midis. When v2.0 comes out, I'll use the CD version for extra "remastered" vibes.
>>
>>12033389
oh, woops, somehow I overlooked that, ty
>>
>>12031652
From nudoom 2016
>The origin of the revenants found in the UAC Mars Base and connected areas of Hell was human rather than demonic, being the culmination of the Lazarus Project's efforts to transform human operatives into demonic soldiers. A methodical process of ante mortem cybernetic augmentation involving integration of the combined jetpack and dual rocket launcher harness would be carried out on test subjects without anesthesia, as the researchers believed this was necessary to enable the subject to be aware of and control the device after clinical death. An Argent-powered biochip would also be implanted into the subject's neural pathways beneath the brain.

>This surgery would be followed up by repeated exposure to intense Lazarus waves, resulting in a dramatic, painful, and ultimately lethal transformation over the course of three weeks. During this time, osseous proteins in the subject's bones would be altered by Argent energy exposure to promote rapid skeletal growth, with the side effects of causing skin and connective tissue to be torn off of the bones and inducing the decay of internal organs even before the subject "died" by normal standards. Despite this, the fully transformed revenant seems to show no negative effects from its unnatural biology.

I always assumed they were meant to be player sized in Doom 2, which would explain why their collision height is the same as the imps and zombies, but the model captures they did resulted in sprites that were too big and they just went with it.
>>
>>12033523
>From nudoom 2016
stopped reading there
>>
>>12033534
>>12031652
>even the non-retro doom games don't bother explaining why they're 8 feet tall
>>
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>>12033403
I like it. All in favor of Deep-/vr/ied Potato?

HOTPOTATO06.WAD: https://files.catbox.moe/tre0kp.zip
Added blue key wing, made the super shotgun area *slightly* more signaled, gave the entry courtyard a bit more detail as well.

>Reply to this post if you want to "lock" the wad.
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
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Fuck me this thing crashed the game a lot. I also got insta-killed by something every now and then too.
>>
>>12033561
so do any of the new quake 2 mods work on actual source ports or is it all kex
>>
>>12033561
It shits out like 5 tesla mines at a time and they each do some horrifically absurd amount of damage.
As pretty as the maps can be, that mod is just a jankfest.
>>
>>12033567
My only complaint is the random difficulty spikes
>Most of the mod is a fun concept of Quake 2 with messed up Quake 1 bits mashed in
>Sudden random monster that kills you in a second with little cover, followed by a wave of shitheads that do tons of damage
They just need to tweak it a little, some monsters are overtuned and rely on peekaboo tactics to beat, or at least using the powerups you've found.
>>
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>>12033551
Nice additions. There's nothing to raise that meat pillar I guess that's for someone else to implement.
>>
>>12033571
Which difficulty did you play it on?
>>
>>12033587
Hard, so in all fairness I guess I asked for this. No idea what the shmablers do on nightmare, because they already nuke you almost instantly.
>>
>>12033381
I need 2.0 already FUCK. only 3 maps remain according to Bloatoid, he just finished one a few days ago. said he should be done with the maps before the end of the year but after that he needs to do some testing and stuff
>>
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>>12033601
also on the topic of Blood, does anyone know if any devs ever spoke retrospectively about the whole hitscan thing? to me it's fine, but some ports have the ability to make enemies fire projectiles which is kinda interesting if nothing else
the only thing I found was someone saying they wish they added some kind of UI element to show when a power-up is ending, or something along those lines

there's some cool concept art and stuff here btw, hadn't seen this until recently
https://www.altarofstone.com/forums/viewtopic.php?t=55
page 2 needs the wayback machine to work: https://web.archive.org/web/20250620032411/https://www.altarofstone.com/forums/viewtopic.php?t=55&sid=a5ee4a5769f9146945a35ab82f7d605e&start=15
>>
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>>12033125
There's not much in Q2 implying the Strogg had much "dark/elder god" influence. It's mainly just the quad damage pickups and some Q2 logo motifs in a few textures, and the powerup might just be nothing more than a gameplay consideration.
I suppose there's the "slipgating" to consider as well, but it seemingly didn't result in any "dimension hopping horrors" like it did in Q1.
>>12033620
>also on the topic of Blood, does anyone know if any devs ever spoke retrospectively about the whole hitscan thing?
It might be something they said when talking about FEAR, I'm not sure. I'll have to do some digging. There's a huge difference in how effective the cultists are between difficulties the so I'm not sure what difficulty was most "intended" or "tested" by the devs.
>>
>>12033579
Yeah, I like making the player go different places upon getting keys.
>>
How much are we allowed to touch other people's rooms? Can I graft on like a secret door to a secret area, and then hide a secret switch or other action in that previous room?
>>
>>12033757
Of course. My SSG room is shit, needs more interesting fight than a million hitscan.
>>
>>12033551
No one is working on it? I'll lock it to try to refurnish my rooms
>>
>>12033757
You can do whatever so long as you don't outright delete something someone else already made. The idea is we work around each other's additions.

>>12033787
Seems like it, go for it.
>>
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>>12033620
i kinda liked his OG face
>>
>>12033797
What will be the new wad name? DEEPRVIED07.WAD?
>>
>>12030486
>Checking the Quake wiki out of boredom (inb4 >Fandom).
>Quake 2 Call of the Machine has a complete absence of Iron Maidens (and their Beta Class).
Why?
>>
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>>12033829
>expansion made by homosexuals doesn't use woman with huge tits enemy
We still pretending to be surprised by this sort of thing?
>>
Has anybody ever beaten Blood on extra crispy? I know it's a joke difficulty designed to be impossible, but I'm just wondering cause it's been literally decades since the game came out
>>
>>12033836
>Excluding Iron Maidens to respect wamen.
>Excluding Iron Maidens because the devs are homos.
Call it.
>>
>>12033838
doom speedrunner pagb has demos/videos of every level on extra crispy with pitchfork start. Lots of pitchforking hellhounds.
The game is clearly not designed for either extra crispy or pitchfork start when some levels have flares but no flare gun, etc.
>>
>>12033841
The former is the excuse.
The latter is the reality.
>>
>>12033824
Let's call it HOTPOTATO until we reach the 99th change to the map.
>>
>>12033847
noice. Yeah I'll stick with well done + looking up secrets on youtube + one save state for now
>>
>>12033836
>>12033841
>>12033851
Meanwhile, Quake II RTX:
>>
>>12033836
I still think it's funny because the maidens may have porn star breasts but everything else about them is mangled and stroggified beyond recognition
But this is still too "male gazey" for these morons.
>>
>>12033838
https://youtu.be/LslRxjPyiLY?si=BywMqv0CscspGJi8
3:02:30 had me confused for a while, was wondering how the fuck he survived. looks like he picked up invulnerability, just weird since the game doesn't show you how long it lasts or when it runs out
>>
In a way, it's kind of weird the Strogg left the tits on these women. Surely they'd find a big, soft and floppy part of the body useless or a hindrance. But then I'm certain Quake 3 or Champions explained that the iron maidens are actually some former tribe or space amazons who the Strogg conquered before Earth or something, so their biology is going to be different.
>>
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>>12033861
>Meanwhile, Quake II RTX:
>normal lips
Lame. They look nice in KexQ2, they just weren't used in any of the new levels.
>>12033875
It's all cause of Steed.
>>
>>12033881
ENHANCE
>>
>>12033824
Just let's keep calling it potato to avoid any unnecessary confusion
>>
>>12033889
>This scares the Nightdive employee
>>
>>12033889
>Nerfed railgun
I'm still mad about this. It's not like Quake 2 had a balance problem, being mostly single player.
>>
>>12033903
They've been making a habit of this lately, randomly nerfing a single weapon.
>>
>>12033896
What happened to SS2 midwifes from their recent remaster? Does anyone have comparison pics
>>
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Dammit, I spent time making this menu cursor, but there was already one in the .wad
Oh well.
>>
>>12033907
There was nothing sexual about them at all, so nothing was scrapped/removed.
>>
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>>12033561
It crashed for me the first time, too.
>>12033564
>so do any of the new quake 2 mods work on actual source ports or is it all kex
It's all Kex. Some will barely work through updated Q2Pro.
>>
>>12033919
>webm is virtually every boss fight in Q2
I said it before and I will say it again and again, inventory items in Q2 is an absolute clusterfuck of absolutely retarded unbalanced fucked up ideas that only the absolutely blackest chimpanzee could've came up with. They weren't good in Heretic, they weren't good in Hexen, and they sure as hell didn't got better in Quake 2.
>>
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>>12033561
>super shambler tank
>random mixing of q1/2 stuff
do people unironically claim this is some sort of a masterpiece
>>
>>12033919
I really should use my power ups more often. I typically just use them for getting out of the nastier fights if too many vores or shamblers pop up.
>>
>>12033934
Even this thread says it's just okay/good.
>>
>>12033934
I like the idea, but if you're mad about the mashing of the enemies wait until you see the levels. It's a fever dream mangle of Quake 1 and 2 maps nonsensically jammed into each other.
I still like the mod, but I wish they were more frugal with the stroggified Quake 1 monsters.
Ideally, I'd like it to start as normal Quake 2, then for the Quake 1 creatures to show up after some slipgate malfunction and finally come across stroggified Quake 1 monsters near the end.
>>
>>12033934
As far as fusion/crossover stuff goes, it's more interesting than it has any right to be, Stroggifying the Quake 1 monsters (ergo making them bodyhorror cyborgs), is an appealing concept.
I've yet to try it, but I agree that people don't seem to just adore it, rather they think it's just pretty good.
>>
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>>12033934
>masterpiece
People throw that word around for fucking anything they remotely enjoy these days and it annoys me so much, but I digress.
No, I don't think anyone sees this as a "masterpiece". It's just a competent (although a bit rough around the edges) mod where someone has finally done the obvious and made strogg versions of Quake 1 monsters. Quake 2 gets so few good mods and mapsets it's news purely for the novelty.
>>
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>>12033934
I've played a map not long ago that reset your inventory after it loaded the final boss. That, some episodic inventory resets, or just being frugal with powerup drops can go a long way.
>>12033934
>>12033937
Yeah not amazing but certainly nice, a decent 7/8 out of a ten so far. Not to dunk on them too harshly, but it's been pleasant playing something that's not just another jam.
>>
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>>12033551
>>12033787
HOTPOTATO07.WAD: https://files.catbox.moe/yojp54.zip
Few decorations, a chaingunner closet that opens if you find chaingun secret. Archviles tp there too if you find blue armor secret.

>Reply to this post to "lock" the wad
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12033934
The shambler tank isn't even the goofiest thing the mod does:
The piranha fish are now given gunner bodies so they're like that fish from Megamind
The tortured marines are now super fast slam dunking suicide bomb enemies
Shamblers come in two flavours - an admittedly neat cyberdemon style version and an utterly bullshit and poorly thought out one that basically insta kills you with double super lighting guns (it also revives dead enemies like an archvile/Q2 medic)
>>
New enemy models is probably the best part. Shame no one will use them because they're not for Q1.
>>
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Q1 techbaseified shamblers > stroggified shamblers
Also it's a shame the Violent Rumble shambler variants haven't been used anywhere else.
>>
>>12033986
>Q1 techbaseified shamblers
>Q2 stroggified shamblers
Eh, I'd rather not choose, pretty happy with both.
>>
Quake 1 and 2 have so widely different aesthetics that to put them together is like mixing icecream with beef jerky.
>>
>>12033980
That's my biggest issue with this mod, other than how it relies too much on nostalgia for the original levels. The Quake 1 monsters in these new forms are cool, but moving so slowly around them feels awful and without the sheer speed of Ranger it doesn't feel satisfying. It's like the whole game is made up of that purple crap from Doom Eternal.
>>
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>>12033994
What is the exact player speed difference between Q1 and Q2? It doesn't feel much slower in Q2 and certainly not enough to make a difference against a lot of these Q1 enemy movesets. The strictness makes a difference against these vores but their attacks don't seem as crazy as Q1's nightmareballs.
>>
>>12033909
That's a cool one, you can use it. I just put the first picture i found on opengameart.
>>
>>12033798
Looks like bogged Bruce Campbell, which I suppose is what they were going for
>>
>>12034035
yeah makes sense
>>
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>>12034010
If someone else wants to put them in now, go for it, they're made from the potato from Harvest Moon.
I would, but I'm currently too tired and sleepy to do any other work, I'll try some mapping for the potato tomorrow.
>>
>>12033896
Based Nightdive even added boob physics, anti-based Machinegames didn't use maidens on new maps.
>>
>>12034051
>added boob physics
No, I think they just used the original skeletal animations which had boob movement. At best they copied what was originally there.
>>
>>12033934
Before CotV, Q2 had five non-commercial mods that added new enemies (The Armaggedon Device, Window Of Retalition, Loki's Missions, The Citadel, 25th Anniversary Unit). Not compatible with remaster though. CotV added about 30 new enemies and the whole Q1 roster on top of that for mappers. That's quite cool, I'd say.
>>
>>12034080
How many of those enemies were used in other mappacks?
>>
>>12033561
>circle-strafe counter-clockwise
>can't turn fast enough to catch you with the Phalanx spam
ez
>>
>>12034058
Q2 didn't use skeletal animations originally, it still used low-precision vertex animation, which is why everything was so wobbly at higher resolutions.
>>
>>12034008
>The strictness makes a difference against these vores
It's because you're on the ground. Bunnyhop for speed and the balls are back to normal sluggishness.
>>
>>12034094
Non. But the funny thing is that, before the remaster, the Q2 mapping scene wasn't that active. No mapping jams, unless you count 25th anniversary unit as one.
>>
>>12033083
That'd be cool, but no. It just converts the video you're currently watching to a webm, I still need to do a screen recording at some point.
>>
Should Brutal Doom / Project Brutality be updated to account for the new enemies and weapons in Legacy of Rust?
>>
>>12034119
I know it was kinda dead before the remaster. What I'm telling is CotV team wasted these really cool models. It should've been Q1 mod, at least that way it would have a chance on re-appearing somewhere. Maybe. The mod is already half-Q1, so it could've been made for either game.
>>
>>12034051
>Machinegames lacketh maidens (and the Black Widow, just found that out, too).
All this discourse makes me want to pick up Quake 2 mapping just to make a touched up version of CotM.
>Add both Iron Maiden types to maps in some areas, maybe even worming the Black Widow in there somewhere.
>While I'm at this, also increase the number of other underutilized enemies (the 2 Ripper Guards, 7 Parasites, 2/3 Daedaluses, etc.)
>Add more Arachnids with their model from the PSX enhanced mod.
>Fuck it, make the Guardian from PSX the new final boss like he was meant to be.
>Gay flag is removed and replaced with a tunnel leading to the Tank and Iron Maidens from the id Gallery; going up to them gives the message "Design is law."
>>
>>12033836
When Wolfenstein-themed mods like Blade of Agony got neutered for the great cause of Doomworld censorship you should have predicted shit like this from a mile away.
>>
>>12034138
Do it, anon! Sounds cool. Map-Center has mapping tutorial on youtube, if you need help to get started.
>>
>>12034136
Nah, I like it as a Q2 mod. Q1 has plenty of content, and Alkaline is already the Q1-Q2-hybrid for Q1.
>>
>>12034143
While that sucks too, these things are not really related to each other. BoA shitstorm happened because of Major Arlene, CotM was made by Machinegames which has no presence on any Doom forum.
>>
>>12034128
Probably not worth it, I don't think even MetaDoom has updated for that shit.
>>
>>12034138
Oh yeah, I forgot they hired Machinegames to make the new episode. No wonder it has the annoying pride flag and the lack of the one female enemy. Luckily their silly politics are on the way out and we can all have fun again.
>>
I was pretty busy today, and not sure how much free time I'll have in the future, but I will prep the /vertex relocation/ at the first opportunity and send it to idgames. If anyone has any reasons why I should not do that, speak now or forever keep your peace, I guess.
>>
>>12034159
>Alkaline is already the Q1-Q2-hybrid for Q1.
True, it is a very good mod and I do like it a lot more than CotV. Are they planning on adding more? I remember around the 1.2 release Greenwood mentioned on a youtube comment that the destroyed underwater mech in a secret level was a teaser for the next boss enemy they were adding later.
>>
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>>12034115
It was more the airstrafing control that saved my butt against skill 3 voreballs in Q1.
>>12034159
>Nah, I like it as a Q2 mod. Q1 has plenty of content, and Alkaline is already the Q1-Q2-hybrid for Q1.
Q1's gotten loads of love the last few years, it's nice seeing Q2 get a fraction of that in the last couple.
>>
>>12034186
>Thumbnail made me think that Berserker had thick thighs and big tits
I need to lay off the hentai.
>>
I really like Quake 2's guns (except for the blaster) but the setting, enemies and levels are just so bland. There's a reason people only really make mods for Quake 1.
>>
>>12034196
Blaster is great imo. Model, textures, sound, animation, plasma projectile, dynamic lighting, everything about it is nice. The damage is shit but it's supposed to be. That's what Doom pistol should've been.
>>
>>12034110
The vertex animation meshes were made from normal skeletal animations. Paul Steed, even as the pinnacle of super-straightness, wasn't moving shit one vertex at a time just to get tiddies bouncing around.
>>
>>12034189
He has powerful haunches.
>>
>>12034110
Anyone have those webms of over-the-top Quake 2 wobbliness?
>>
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>>12033969
HOTPOTATO08.WAD: https://files.catbox.moe/5oyai0.zip
Changed menu cursor to >>12034045
>Reply to this post to "lock" the wad
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12033875
emergency rations
>>
Is there a mod that combines Duke Nukem with Shadow Warrior?
>>
>>12034443
Samsara Reincarnation is probably the closest thing I can think of if you don't mind it's a Doom mod. Also don't let the devs of Bloom and Call of the Void see this post.
>>
>>12034443
You mean long dong nukem?
No such mod exists
>>
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Cabal drivers stop for no one!
>>
Are there any stealth Doom mods?
>>
>>12034490
There's a few with stealth elements, I think Project Malice has stuff in for hiding to lose enemies, mostly it doesn't really work in Doom.
>>
>>12034365
How long will this hot potato go on?
>>
>>12034548
>>12030667
>Deadline: HOTPOTATO99.WAD is final
>>
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>>12034553
I'm blind, thanks.
>>
>>12033932
They're completely fine in Heretic since you can only carry over one per level, with gamebreaking shit like the wings not being able to carry any between levels. The items also compliment weapon and ammo scarcity by giving more room to approach encounters differently. Its wild how many people still don't know that the shadowsphere actually makes undead axes pass through you, instead its just tome of power = stronger pew pew. Inventory has a lot of potential when done creatively, but it also needs your average player to even think to use them outside the box instead of just using certain ones for faceroll scenarios like >>12033919
>>
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>TWO HEARTS
>>
>>12034575
>Its wild how many people still don't know that the shadowsphere actually makes undead axes pass through you
A lot ignore even the timebombs, shit gets worse in Hexen where barely anybody knows what stuff like the Mystic Ambit Incant does, and even the repulsion discs get slept on.
>>
>>12034605
Why does Tchernobog let you have TWO hearts? It's not fair!
>>
>>12033932
What was the point of shit like silencer
>>
>>12034616
So you can be sneaki briki, quad up, railgun out and deal 8 times the damage you hodjpodj duh
>>
>>12034616
And the compass. I remember seeing people in the Steam forums getting bombarded with jesters just for pointing out how useless that feature was. I know people meme about gen z being dumb but they can't be THAT bad at exploring linear levels.
>>
>>12033932
Harder difficulties make it less cheesy since you can only hold one of anything, but you're still encouraged to drop your quad or invuln on bosses or huge fights. The traditional system of a powerup taking effect on contact is still vastly superior.
>>
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>>12034167
it's actually entirely related as MA is close associates with Nightdive
Nightdive financially helps fund Doomworld with the mod pages of Doom/Heretic (moderation).
Nightdive contracted Call of the Machine as they did with their Quake 1 expansion.
Nightdive also censored Quake 2 design documents for no reason.

Basically it all comes back to Doomworld and their collaborations with Nightdive
>>
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>>12030540
I am in their Discord server that I had to check a web archive to find the invite link.

They said they're not updating it anymore and now they're focusing on Disdain's fork or some shit, the lightmap stuff might be imported back into GZDoom I guess.

It's such a neat source port that's sadly run by very retarded and incompetent people.
>>
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>>12033339
/doom/, bishie Leonard makes me feel funny.
>>
>>12034741
Download the cuss pack and he calls you a cocksucker romantically.
>>
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How come Doom, Quake and Half-Life all had the same basic premise of portal experimentation gone wrong?
>>
>>12034814
event horizon
also its cool
>>
>>12034814
Because the writers all thought Event Horizon was the greatest movie ever and absolutely needed to crib from it.
>>
>>12034609
Yep. I gave my version of the time bombs a gravity pull effect specifically because I knew only a few people would even place and/or herd around them effectively. In vanilla anyone who has had to use the crusher in E4M1 generally has the right idea to get good mileage out of them though. If they choose to.
>>
>>12034609
>in Hexen where barely anybody knows what stuff like the Mystic Ambit Incant does
In fairness, they don't spawn (in the original game at least) outside of multiplayer. Hard to know the workings of an item you never even find.
>>
>>12034814
Is there any other retro fps that starts in ground zero like Half Life. Any fps at all? I can't think of anything as memorable as Resonance Cascade
>>
>>12034814
Portals going apeshit is a great way for monsters to just be wherever the fuck is cool, and a good way to explain how the player winds up wherever the fuck they are.
>>
>>12030486
OP I'm not even that big of a Doom fan, and am more of a Heretic and Hexen kind of guy.

I just wanted to say you're the real OG trying to hold down the fort here on /vr/.

I hope to God that you can become a Jannie to save us from the slop that this board is becoming.
>>
>>12034828
I liked those ones in Heretical Doom, even if I fucked with them a bit to explode sooner.
>>12034841
Yeah but they don't use them in multiplayer, they just pick them up and never touch them.

Also you're missing out if you've never done MP Hexen.
>>
>>12030486
Any recommendations on the best Doom map packs I can get on Archive org?

I got an old retro PC I can load up ISOd with DaemonTools from a Samba 1.0 share.

Wanted to fuck around with some of the fun ones that were worthwhile.
>>
>>12034854
>I hope to God that you can become a Jannie to save us from the slop that this board is becoming.
Anon, you should know that /vr/ turning rotten is an inevitability, even if we had several well meaning janitors. You can't stop the steady march of mental retardation both in the general userbase and in mod staff.
>>
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>No wednesday racism today
O-Okay...
>>
>>12034859
I know. A motherfucker can dream though. Just wanted to give props to OP. His threads make my day.sometimes.
>>
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>>12034886
Got it.

For 24 hours, I'll only keep the bloodthirsty mutants from hell at bay in the proper manner.
>>
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>>12034886
still stuck on my shitty backup connection anyway...
>>
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>>12033881
Not even normal lips, they literally stole assets off a shitty russian mod on moddb
>also i did better instead of those fag lovers
>>
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>>12035075
which by the way are free to use
>>
>>12035075
>>12035078
which by the way the maiden concept art and toys had faces before the final product ingame, since maidens went through revisions during development, and the release fucked the maiden's shoulder meshes.
>>
Doom 64 was so good, it makes one wonder if we'll ever find the other 61 missing dooms that never came out
>>
>>12035091
>Doom 33 1/3
>>
>>12035091
What we need is five more Doom games so we can get Doom 69 (Nice).
>>
>>12034365
Any takers, anons? It's been a while, let's not let the hot potato go cold.

I'm about to sleep, I'd make something if I could.
>>
>>12034365
>>12035102
Locking on...
i'll do it
>>
>>12035083
I like them horrific.
>>
>>12034821
>>12034826
Event Horizon is from 1997. It came after Doom and Quake.
>>
>>12033262
Oh fuck, guess I'm starting this over again.
>>
>>12032184
Narcoleptic? More like epileptic! It's hard on the eyes for sure, especially with the glowing liquids.
>>
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>>12035106
>>
>>12032979
>DBP is uninteresting
Still better than the average quirky limitation project coming out of Doomworld and don't take nearly as long to release.
>>
>>12035116
Yeah, but the portal tech went awry and shoved it back in time...
>>
>I will never be able to make a doom 2 total conversion mod like Half Life Another Story, Countrycide, Supplice, Sonic Robo Blast, Total Chaos, or The Adventures of Square
>>
>>12035180
So don't, make a Doom 2 TC that you CAN make.
>>
>>12035185
bitch I don't even know how to inject textures
>>
>>12035189
Now you know the first thing to learn.
>>
>>12035189
So learn.
>>
>>12035189
Ask AI.
>>
>>12035129
You can transfer saves.
>>
>>12032714
>Doom map with actual atmosphere.

Why is this so rare?
>>
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>>12035180
tut tut, dear anon! thanks to the magic of ai, you will!
>>
>>12034167
>>12034143
Sorry, what happened with Blade of Agony? Currently replaying it.
>>
>>12035180
Unironically I've been using Gemini and Grok, the former actually helped me get some ZScript actors that were functional.

Latter helped me write a fancy fragment shader for liquids (combination of the Doom 64 and Quake water visual effects, it looks neat.)
>>
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>>12034365
>>12035104
HOTPOTATO09.WAD: https://files.catbox.moe/iji7y4.zip
Some light decorating and a secret w/ a rocket launcher in the SSG room
>Reply to this post to "lock" the wad
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12034694
Very concerning. What can we do?
>>
>>12035342
Ignore them and make our own shit.
>>
>>12035297
They cut the concentration camp map after version 3.0.
>>
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>>12035335
>Using the unused graphics
My man
>>
>>12035342
Sounds like their problem, not ours.
>>
>>12035349
Cut completely? If so, that's outrageous.
>>
>>12035267
Lots of Doom maps have atmosphere though
>>
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>>12034854
I guess we'll see if people get picked up, but even if you don't particularly care for Doom or Quake much, but you're concerned for board quality, consider if you want to volunteer yourself.

Let's say that one or two guys here from /doom/ get picked, and also that they do a good job for /doom/. That's great for us in here, but that still leaves the rest of /vr/, which also badly needs looking after, and could probably benefit from some other people with a wider retro interest, not just whatever spare capacity whoever sweeps up /doom/ can offer.
Excessive moderation isn't a good thing, but with a near void of moderation a board inevitably accrues a lot of really low quality faggotshit, schizoposting, and low effort trolling. The Sega System faggot has been posting a lot again recently, and I personally don't want him left unguarded, because he has wiped the entire /vr/ catalog with his spam in the past. That's not funny, that's just fucking retarded and annoying, I was having a good thread about good games.

Jannying is thankless, and a lot of people will never be happy whatever you'll do, probably, but if nobody EVER picks the litter or dogturds off of the street, then you eventually just start living in a landfill instead.
>>
>>12034854
>>12034859
wait what's happening, I don't even use the board outside of this thread.
>>
>>12034695
>It's such a neat source port that's sadly run by very retarded and incompetent people.
That's true for GZDoom as well though.
>>
>>12035297
>>12035349
Also boobs got censored, because muh misogyny or some shit like that.
>>
>>12035465
We live in a jannyless universe.
>>
>>12034167
>>12034694
Don't forget MachineGames also made Wolfenstein II: The New Colossus aka White Guilt: The Game.
>>
>>12035335
lock
>>
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>>12035091
Doom 2016 is Doom 4, anon. That makes Doom Eternal 5th and The Dark Ages 6th (even though it's a prequel lol).
https://doomwiki.org/wiki/Doom_4_1.0
>>
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>>12035518
>>12035335
HOTPOTATO10.WAD: https://files.catbox.moe/xjfpw6.zip
remove excessive tags 9, add small closet
>Reply to this post to "lock" the wad
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12035496
If we're talking about Dimensions Of The Past, that was made by a different design team at MachineGames, I think that design team isn't even there anymore.
That's also why some people were vocal about the idea of MachineGames getting a go at doing a Quake revival, because DOPA was just a free thing done for the love of Quake, and it was well made, but then a lot of people changed their minds on that after New Colossus.
>>
>>12035532
lockk
>>
>>12035465
More or less what's been going on in here, lots of recurring trolling and offtopic trash which never gets dealt with.

A year ago, if you saw something really blatantly shit on /vr/ and reported it, if it wasn't taken care of in a couple of hours, then it'd usually at least disappear in a day. Not always, but pretty often, reporting obvious shit usually worked.
After the hack, you could tell that there were simply fewer people responding and taking care of it, then eventually nobody at all, and really this is notable on near all boards.

Given that applications now have been open for like a week now, rather than the typical three days, it would suggest that staff are acutely aware of this themselves, and thus they are looking to get as many viable applications that they can.
>>
>>12035540
I think I'd trust MachineGames more with Quake than modern id. Even in the remasters, they seem to understand what makes the core gameplay good and you can really see it with their deathmatch maps.

Id likes to reinvent the wheel with every game now and I respect that. But Quake as a series has had a lot of ideas that I don't think ever came together for a definitive experience in the way Doom 2 did for the classic Doom formula. Or like Super Metroid for Metroid is the way I always think of it.

Like I want a game with the polished to hell gunplay of Quake 3 and the style of Quake 1 with single player really. Maybe they could do that with a Q3 remaster and then I'd be down for anything experimental afterwards.
>>
>>12035561
As long as the people who made New Colossus are still there, I have zero trust in them at all, I don't want them touching Quake with a ten foot func_pole.
>>
anyone else get sound glitches/artifacts when a lot of sounds are playing on the quake remaster on the kex engine? I don't get this on any other source ports I've tried (Spasm/Ironwail) nor on Quake 2 remastered, also on Kex. Tried a ton of different things but will always make popping sound when a lot is going on. Seems to happen more if the ogre grenade bounce sound is playing.
>>
>>12034143
Fascinating that people feared NuDoom bringing in redditors as if Doomworld's older userbase arent SomethingAwful goons with troll's remorse
Sometimes the cancer is from inside the house
>>
>>12035582
Being blunt, there are different kinds of cancer.
>>
Am I allowed to touch up things like texture alignments and other just visual stuff in other people's rooms? Like as long as I generally stick with the basic aesthetic direction that was already there?
>>
>>12035559
If you think absent moderation is bad you haven't seen shit.

A general I go to on an another board has gotten non-stop raided and spammed by a discord group for almost 3 years, and both the board's janitor and the mod in charge of that janny intentionally refused to do anything about it. Not just that but they went out of their way to ban people telling the shitposters to fuck off or just for REPORTING massive rulebreaking like automated image spam. Sometimes explicit porn would go undeleted on a blue board with active moderation for days because it was one of the pics the mod's friends were spamming the general with. The janny there clearly quit after 4chan got hacked, but the mod is still employed and will still ban you for reporting his little discord buddies.
>>
>>12035603
yes
>>
>>12035612
Alright, I'll try my hand at doing some general polishing of what's there, and then people can tell me if I did good or bad.
>>
>>12035610
I can't speak for that case, but if you have zero moderation at all then a place will gradually devolve into /v/ or sharty instead, which isn't any better
Bad moderation is certainly a thing (I've been banned for bullshit reasons before), but not all moderation is bad.
>>
>>12035106
i kept that as the pain skin
>>
>>12035670
I like them to always be horrific. I also disable the enhanced models anyways, I prefer the originals.
>>
>>12035676
I also made for the originals but then i never updated them
>>
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>>12030486
>>
>>12035681
>best kino
>>
>>12035526
No. Doom 2016 is a sequel to Doom 2015, which is a sequel to Doom 2014.
>>
>>12035681
>enough retard faggot, let janny doom
>>
>>12035681
>enough retard faggot let janny doom
>saaar test mm template
>slaughter halloween mentioned
>>
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>>12035679
I prefer original textures+models, all except for these guys: I don't like the idea of them just "taming" the mutants so I strogged them up a bit.
>>
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>>12035681
Cloud of truth.
>>
>>12035610
This. I saw similar shit on fit and I guess most people at this have seen actual screenshots of similar bullshit here. Right now with mostly absent moderation on the board as a whole I see LESS spam and trash. Not to mention, there's nothing worse than a spammer/schizo/troll covered by a janny. Nope, fuck that.
>>
>>12035616
> I can't speak for that case, but if you have zero moderation at all then a place will gradually devolve into /v/ or sharty instead, which isn't any better
1. it won't
2. it is 100% better. Because don't forget before this period of absent jannies, we still had the anti-game faggot who would start flamewars but the difference you weren't allowed to call him out. There's literally nothing worse than that.
>>
>>12035725
Let's hope he's not gonna be protected by a janny next time
>>
>>12035681
>great apply person
>hope without vanilla
>fags fix harder
>jannies damage plutonia
>upgrade shitting samefagging rather expect
>anti-megaman example literally choosing
>>
>>12034854
How has he been holding down the fort? By making a duplicate thread? After he himself likely spammed the original thread? Are you samefagging OP?
>>
>>12035681
>best kino anon map
>>
>>12035750
>>12035754
I don't remember an "anti-game faggot."
>>
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>>12035750
>>12035757
>>
>>12035750
>>12035757
Oh, it's you again. Please die already.
>>
>>12035559
>Given that applications now have been open for like a week now, rather than the typical three days
I submitted a solid application both last time and this time, and still no response to both. It's an old boys club, they don't want people to ACTUALLY clean up the mess. It's been corrupt for at least as long as /b/ has been a porn garbage dump.
We know for a fact that before a hack on a bunch (if not all) boards there were spammers or trolls who would be covered by a janny and probably a mod.
In this very general this bullshit was constant just couple of months ago. So don't be too hopeful.
>>
>>12035761
>>12035763
>>12035764
> if I samefag identical message surely people will believe those 2 posts are the same person
Here you are, anti-game faggot. That's my new name for you, more accurate. Missing your pocket janny?
>>
>>12035761
>>12035763
>>12035764
you are obvious in your samefagging schizo. please stop. and no, I'm not pete and I don't give a shit about le megaman. I just seen enough of your bullshit
>>
>>12035768
>I submitted a solid application both last time and this time, and still no response to both.
They can see your ban history and who you are.
>>
>>12034854 >12035610
>>12035750 >12035757
>>12035763 >12035773
Samefag and all is me. I better take my pills and relax.
.t resident schizo
>>
>>12035776
1. No they can't
2. Even if they could, I have never been banned for any actual violation, only for bullshit where the violator was the mod banning me
>>
>>12035776
4chan has had nothing done on the backend since moot left, as was uncovered during the hack. If you delete cookies & reset your router you're clear. At the very most you might look at an IP range, but that is guesswork and pointless
>>
>>12035786
>No they can't
Mods can absolutely see your ban history.

>I have never been banned for any actual violation
Clearly they don't agree.
>>
Dumb is doom 30 poo in a loo lmao
I love it
>>
>>12035793
>Mods can absolutely see your ban history.
>> gee what is changing your IP
> Clearly they don't agree.
No, clearly they are not interested in fixing the place. I'm not gonna bother searching for that link but people have already compiled a bunch of screenshot showcasing total bullshit of janny/mod abuse.
I've seen same stuff on other boards.
It's obvious that they are/were interested in destroying this board from within - just look at b and what it's been like for years. It would take a fucking day to get it back to normal.
>>
>>12035802
Sure.
>>
>>12035790
This. I constantly get banned for some pedo stuff when I haven't even been to the board where it was supposedly posted EVER
>>
>>12035548
>>12035603
So what's going on here? Are these two the same person, or has person A not posted their update yet and person B is someone else?
>>
>>12035802
>>12035805
https://imgur.com/a/so-youre-sick-of-jannys-autism-XCUcFaK
really it should be called "so you're sick of jannys sabotage of this board and constant protection of the faggot keeps creating flamewars over games he hates (all of them).
There have been a lot of illuminating posts from anons about what he used to do before spamming against megaman and obviously we've seen what he's done to pete over nerf
>>
Guess I'll actually go play vidya till the thread is about games again, see you guys in five years or so.
>>
>>12035807
That was me. I'll post my update in a bit.
>>
>>12035747
>>12035768
The level of corruption the last few years has gotten to insane levels, some mod can just decide to fuck up generals or entire boards he doesn't like while allowing diseases like /trash/ to fester on the website completely unchecked. It's a clique of friends with 0 accountability instead of a moderation team since atleast several years ago.

>>12035806
>constantly get banned for some pedo stuff when I haven't even been to the board where it was supposedly posted EVER
That ironically reminds me of something I saw someone say on /v/ the other day. Apparently on some porn boards, blacked-shit AI edits made from underage influencers or some shit get to slide all the time, because someone on the mod team enjoys BBC too much to do his job even when it's fucking law breaking material.
>>
>>12035772
>Missing your pocket janny?
We still got someone here looking out: That thread earlier got cleaned up of its shittiest posts not long after it went up: https://warosu.org/vr/thread/12021340 This made it much more presentable and nice to be in.
Still didn't get anywhere near as active with actual content like https://warosu.org/vr/thread/12021809 did, and it's strange that "thread merges" no longer happen, but it was interesting to see regardless.
>>
>>12035526
no.
Doom 64 is Doom 3. It's a sequel to Doom 2
Doom 3 is Doom 4.
>>
>>12035840
>That thread earlier got cleaned up of its shittiest posts not long after it went up: https://warosu.org/vr/thread/12021340
I was there until it died and those posts were up. They were deleted seemingly after the thread died
>>
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>>12035532
HOTPOTATO11
https://files.catbox.moe/ujo1fq.zip

>did a bunch of polishing, mostly in the central room
>hopefully fitting the aesthetic which the original guy was going for
>did stuff like door tracks to doors which didn't have them
>added trims/posts besides the doors and a small ledge around the sky for the sake of wall texture alignment
Hope it wasn't too much.

>added some extra flats and textures for people to use
>largely Doom 1 textures which had been omitted from Doom 2
>and a few alpha/beta flats
>along with some flat variants which Nick Baker did once upon a time
>and a few flat variants I made myself in the past
This should all fit the regular stock Doom aesthetic, and hopefully be useful to people.

Also added a music track while I was at it. It's a track composed by Bobby Prince for the 1997 game Abuse. Maybe it'll suit the somewhat hellish tone the map seems to have overall.
I feel like I've hogged the potato long enough, and you guys are free to verbally abuse me and edit what I edited.
>>
btw, that big room with all the zombiemen, why are they stacked so they block each other's movement?
>>
>>12035561
I view Arcane Dimensions as Quake in its best possible form. Just big maps with more varied monsters, that's all it needed. MachineGames just have to shove their divisive politics into everything because they're one of many modern devs/mappers who see their jobs as sneaking propaganda into their work rather than just making cool maps for us to play. If they can't drop their cult-like mentality I'd rather they fuck off entirely. Yes I would feel the same way if they were conservatives, leave your lame culture war out of it and make some good levels you bunch of utter faggots.
>>
>>12035928
Locking up.
Also, really impressed with the detailing ya done.
>>
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>>12035942
>Arcane Dimensions
Pure distilled Quake joy. Besides the ridiculously cool levels, I especially like that they gave the Axe a proper purpose. You can power it up for the duration of the level so it actually hits harder and thus has a reason to be used, ala Doom, and similarly it has that same risk-reward thing.
Also, you can chop up slain zombies with it so they can't raise again, which lets it (slowly) do what otherwise only high powered explosive weapons or Quad Damage can.

There were a few times where I had the powered Axe, and then I got a Pentagram Of Protection, so I decided that was a good time to go hog wild.
>>
>>12035561
I dont trust both either
>>
>>12035928
>>12035943
HOTPOTATO12.WAD: https://files.catbox.moe/wkc8bn.zip
+added a new monster
~the flesh pillar in blue key area now opens
~tweaked rocket secret so that decorations look correct

>Reply to this post to "lock" the wad
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12036008
lock
>>
>>12030486
Kex or Unity
>>
>>12036054
Vavoom.
>>
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Yeah, I give up. This isn't fun, this is just pure undistilled bullshit. I can only imagine boss this either wasn't playtested or was designed by a couple of retards egging each other on to make the fight sillier and sillier each time. It's a shame because the mod was really good at first, but the devs seem to think bullshit = challenge, which it absolutely isn't.
>>
>>12036054
Nugget
>>
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>>12036063
My biggest issue was this weird camera glitch before I cleaned up my baseq2 folder. Otherwise just another Cthon fight with me pressing the buttons in between some shooting so at least he wasn't invulnerable. Still an overall 7.5/10 for me, neat mod.
>>
>>12036054
Chocolate
>>
>>12036063
>give Chthon legs
>put him somewhere he can't even move around
>all for the sake of DUDE REMEMBER SHUBNIGGUR'S PIT??!?!?
Absolutely thoughtless. Complete waste of potential.
>>
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>>12032714
I don't feel like making a DB account at the moment. Both maps are made by 40oz.

Saw pic related near the beginning of the first map, moving the vertices slightly seems to fix it.
It looks fine in GZDoom but shows up in Nugget and DSDA, I haven't tried other source ports. There's also some misaligned rock textures at the 2nd exterior area if you care about the little details but it's nothing too bad.

I got softlocked at the beginning of map03 because I walked around a linedef that activates multiple lifts and fell into a concealed hole with 3 shotgunners and no way out. I'll post a pic on next post.
>>
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>>12036085
>>
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>>12036063
Nevermind, I realised the gimmick involving the charged gun can and should be ignored because it's suicide. You just get high up so the suicide marines can't get you and go ham with a quad. Still a shitty boss fight all the same, and the fact this mod is getting decent praise is awful because it really needs some serious work before I'd consider it good. Maybe it's more fun on lower dificulties, but on hard and above it's too full of gotcha moments and overtuned enemies. With a bit of balance and a rework of this boss I'd say it has promise though.
>>
>>12036085
Map3 seems to have a bunch of fucksup, I noticed a handful of screwed textures after the baron tube.
>>
>>12036096
I don't think I've ever seen any Quake posts talking about content being "too easy", it's always been "too hard". One of the most memorable was seeing someone's screencaps of their firsttime through Warpspasm. Maybe the most memorable recent one, though it's more Doom related, was someone getting creamed by Plutonia's UV while they were saying things like AD and Alkaline were so much better.
>>
>>12036124
I know it looked like I'm bitching, but that boss is really silly. I'm all for a challenge, but that sucker is filled with one hit kills and it's a coinflip if half of it hits you. There needs to be some form of balance and player agency in how much damage they take.
>>
>>12034695
>the lightmap stuff might be imported back into GZDoom I guess.
Also, Anon I hope you're still here, but, is this just your hunch or is this something you have seen the devs said/are certain about?

I know for a fact they won't give up on OpenGL since Vulkan went belly up so if we get VKDoom lightmaps in GZDoom on OpenGL it could be really good for my own project.
>>
>>12036132
>Vulkan went belly up
NTA, but really? I hadn't heard anything about that.
>>
>>12036143
The repository was archived by Judas on Sept 9 out of the blue. Some of the people I spoke to have said that likely it's over. I then checked the ZDoom disc dev channel and someone asked about it there. They didn't say anything outright but the vibe in the convo was clear - VKDoom is dead outside of Nash's game.
>>
>>12036147
Oh, I thought you meant that the Vulkan renderer as a whole had went belly-up. That's why I was so confused.
>>
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>>12033867
> But this is still too "male gazey" for these morons.
Yup, these tasteless fools would never appreciate works of art like Giger’s
>>
What is a good cheap camera for taking photos to make textures with?
>>
>>12036152
No what I meant there is the team's plans to ditch OpenGL for GZDoom entirely in favour of Vulkan are now also dead. Apperantly because VKDoom didn't get far enough along they dropped it all.
>>
>>12036162
Just use your phone. Modern phones are good enough, especially for lowres textures.
>>
>>12035975
The shadow axe forces (most?) monsters to flinch, so you can just stand there and hack a lone Shambler to death with no risk. I don’t know if it’s intentional or not
>>
>>12036173
Cool thank you. Then I'll just grab something for a 100 bucks since my smartphones camera is kind of ass.
>>
>>12036132
>Vulkan went belly up
It fucking did? Oh goddammit.

>>12036147
Oh, you mean it's dead for Doom? Honestly that's still REALLY fucking annoying.
>>
>>12036165
So, do they have any kind of plan B, or are we just gonna rot with OpenGL forever?
>>
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>>12036052
>>12036008
HOTPOTATO13.WAD: https://files.catbox.moe/o1v4g6.zip
Add non-secret rocket launcher with fight

>Reply to this post to "lock" the wad
>Do any map modifications, add any lumps, etc.
>Post the new wad with incremented version number
>>
>>12036209
Did you mean to swap the bars with their keys? The blue key opens the yellow bars and the yellow key opens the blue bars.
>>
>>12036228
lol yes
I never did bars, so idk how to do that properly probably also needs Door (once) not Switch (once)
>>
>>12036206
>rot with OpenGL forever
Nigga it's Doom not Unreal Engine. You don't fucking need Vulkan for Doom.
>>
>>12036238
>You don't fucking need Vulkan for Doom.
More like Vulkan won't help much because the main bottleneck is the single-thread.
>>
>>12036264
>More like Vulkan won't help much because the main bottleneck is the single-thread.
Yes but even if you get rid of that, there are still other problems with the engine, particularly the rendering.
I know for a fact culling is broken. GZDoom often renders way too much uneeded geometry, and I'm talking about one-sided void walls here, not just raised floors. Then there's the culling bugs where sectors that should be obstructed are still rendered. They're rare but the fact that they happen at all signals that the codebase is very fucked.

There's also problems with texture processing. I'm not sure why exactly it's like that, but if your assets go above 256 by 256 pixels, you quickly run into some serious performance risks. Even 512 by 512 texures can cause performance problems which are standard even for retro PC games

And, I've also seen GZDoom devs admit on their dev channel in the ZD Disc that portal rendering and reflective surface algorithms are fucked too (because they were shittely written years ago).

Basically, it's not just OpenGL or single-threading. There's deep-rooted, fundamental problems with the rendering that need to be addressed first if you want things to improve.
>>
>>12036238
The state of Doom sourceports constantly advancing has left a bunch of people with this weird impression that if it stops even for a moment, everything is utterly fucked.
>>
>>12036279
>I'm not sure why exactly it's like that, but if your assets go above 256 by 256 pixels, you quickly run into some serious performance risks.
I never noticed this even when I had a shit computer.
>>
>>12036296
I'd want SOME kind of future proofing for hardware rendering given that OpenGL might not stick around for all that long, the latest version of it is from 2018.
>>
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>>12036129
>I know it looked like I'm bitching, but that boss is really silly. I'm all for a challenge, but that sucker is filled with one hit kills and it's a coinflip if half of it hits you
The biggest damage I felt was when his rocket volleys would explode those marines surrounding me. Constantly moving clockwise and clearing out the "spawnmarine" groups before I jumped down from activating the laser severely mitigated the damage I received.
>>
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>>12035335
nice lighting
>>
>>12033262
For some reason Alien Armageddon looks much better than AMC TC and the visuals are done by the same artist.
>>
>>12036401
Money.



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