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File: 1756941549979519.jpg (183 KB, 1200x675)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12047545

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

HOT POTATO, aka Deep /vr/ied Potato
Game : Doom 2, MBF21 | Deadline : HOTPOTATO99.wad
Rules: https://desuarchive.org/vr/post/12030515
Latest build: https://desuarchive.org/vr/post/12053563

=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC4: https://files.catbox.moe/szis5j.7z
RC5 pending.

=== NEWS ===
[9-24] Deus Ex Remastered announced, developed by Aspyr
https://youtu.be/f1RdKezTYNk

[9-23] Crispy Doom v7.1 released
https://fabiangreffrath.github.io/crispy-homepage/

[9-17] AMC Squad Episode 5 released
https://www.moddb.com/games/the-amc-tc/news/amc-squad-episode-5-release

[9-17] DBP76: Stagnant Weather is out now!
https://doomer.boards.net/thread/4139

[9-16] Comic Doom 96 updated to V4
https://www.doomworld.com/forum/topic/146746

[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

=== 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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Peanut the elephant hereby blesses this thread.
>>
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>>12053596
>>
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>>12053605
>>
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>>12053608
Peace.
>>
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>>12053586
HOTPOTATO46..49

We're halfway through, well done!
>>
>>12053596
>>12053605
>>12053608
>>12053612
Thanks bros.
>>
>>12053536
https://www.youtube.com/watch?v=pj0sUVx2xbo

So which version is the best?
:^)
>>
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>casually punishes you for caring about the story
>>
>>12053650
Shit like the MCU really has fucked people's abilities to not have some kind of "that just happened" line.
>>
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>>12053586
Anybody figured how to get that BFG in DBP76 MAP12?
>>
>>12053650
>>12053656
they're so self-aware and ironic xD
>>
>>12053678
You can't get it, there's a passageway from the other side of the map but it's only connected on one end.
>>
is there a less dogshit DTWiD yet?
>>
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>>12053563
HOTPOTATO50.WAD https://files.catbox.moe/vmjxwz.zip
I nerfed the platforming section a bit so you don't slip off most of the time. I had to remove the ammo from the platforms because they block lost souls. I added ambushing enemies for more incidental combat and to slow the player down if he tries to rush, like blocking lost souls and shotgunners in corners. I was adding some teleporting lost souls to surprise you in areas you need to backtrack through but I gotta sleep, I'll add more later
>>
>>12053749
okuplock
>>
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>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-max run of Cydonia - Map 07 "Fraughtification" by Scotty. The complevel is 4 (Final Doom).
Reply to this post with your demo & time.

Current Record + Wad Download:
https://dsdarchive.com/wads/cydonia?level=Map+07

Example demo in 5:06:
https://files.catbox.moe/9i2mlg.lmp

Previous thread winner: Tangerine Nightmare - Map 03 UV-max in 8:45! >>12050371

Nothing thematically relevant about this map, I just like Plutonia homages, Dead Simple clones, and UV-maxxing stuff. The real spooky maps will begin for real once we cross into October.
>>
why is doomwiki so fucking shit and down all the time?
>>
>>12053612
thankyou
>>
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>>12053749
>>12053760
HOTPOTATO51.WAD: https://files.catbox.moe/m950g2.zip
Add small fight in the area with burning barrels. Decorate the cave a bit. Adjust the length of the hallway behind start a bit.
>>
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>>12052839
>>
>>12053904
That's terror.
>>
>>12053904
Does anybody still have that AI 3D model interpretation of the cacogirl and elementalgirl? Because that's what this reminds me of.
>>
>>12053904
Nice tits.
>>
>>12053742
You don't like DTWID?
>>
>>12053862
lock
>>
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>>12054042
HOTPOTATO52.WAD: https://files.catbox.moe/2x3hav.zip

Add canteen and toilets. Fix potential softlock in multiplayer if you die while grabbing the blue kaycard.
>>
>>12054151
Not a lock right now, but I wanna do a thing for the pistol to make it more cool.
>>
So what are you guys hoping to see in MBF2Y? I'd personally like to see LOCKDEFS get implemented. We're getting more weapon slots, more ammo types, and more powerups, so why not more keys?
>>
>>12054279
I would like a way to track and manipulate ammo separately from the weapon currently in use.
>>
>>12054279
Altfire functionality for weapons would be nice, that'd open up a million possibilities.
>>
>>12054212
Hey, Potato Lead, are we allowed to replace the existing pistol with something else, do you want to keep it as is?
>>
>>12053904
What engine is this on? idtech 4? Unity?
>>
>>12054279
Since they are bringing stuff from Heretic and Hexen, hubs would be cool.
>>
>>12053904
Jesus spoiler that shit man
>>
>>12054454
Hubs would be cool!
>>
>>12054454
They're bringing items, ACS, hubs and polyobjects or just specials?
>>
>>12054469
Just some specials, at the moment. I doubt they'll add all that other stuff, though.
>>
>>12054585
>>12054469
NTA, by the way. Wanted to clarify that.
>>
>>12054454
>>12054460
GZDoom.
>>
I like Merlijn in AMC Squad on any map where you have very limited ammo/weapon selection and are meant to rely on the slot 1 weapons they give you. 2nd highest hp, best stamina, good armor, your shield on your 2/3. Especially if slot 0 can be gotten on the map - then he doesn't care what enemy type it is since Dragon Slayer is effective on all enemies. Just absolute beast on those maps.
>>
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>>12053904
>>
>>12054669
Merlijn is only good on a map specifically designed around him.
>>
>>12054151
Lock
>>
>>12054151
>>12054746
HOTPOTATO53.WAD https://files.catbox.moe/30weos.zip
-Nightmare Imps now have a pain chance (same as imp), pain/alert/active sounds ( from doom64), nerfed health (are they supposed to be tanker than pinkies?), and buffed movespeed (from 10 to 12) to compensate for the other nerfs. Is it possible to give them multiple sounds via dehacked like the original imps?
-Added berserk (on medium and hard) before the big rocket launcher fight because I always arrive there thoroughly battered. On easy you get an invuln.
-Added 5 stimpacks near the chainsaw spawn since the following areas have a lot of hitscanners.
-Removed the debug switch for real playtesting!
-I deleted the crude platforming section I made since it's so clearly not up to the quality standards of the rest of the map. I was going to put a silent teleporter there so the map finale can have a lot more room, but I'm out of time. I'll return later. If you beat me to it you won't hurt my feelings
>>
is there a way to speedrun/cheat in the upgrades in AMCSquad? I fucked up and deleted my old version before doing the progress import. A completed save would also work
>>
>>12053783
5:16 https://files.catbox.moe/rjo4hn.lmp
>>
>>12054789
>I deleted the crude platforming section
Hey, that was canon!
>>
>>12054660
Not interested in learning zscript. I'm a dehacked wizard. Sure there are cool zdoom mods to play, but I'm talking about how I like to create my own stuff.
>>
>>12054789
Just a heads up for whoever decides to go next: This anon changed the Dehacked file externally and the DecoHack file was left untouched. Make sure you edit it to reflect the changes he made.
>>
>>12054802
>>12053783
4:24 https://files.catbox.moe/1mesg2.lmp
That facerocket against the locked door was dumb
>>
>>12054789
lock
>>12054837 I have no experience with decohack but gotta learn
>>
>>12054845
It's very simple to figure out if you have a list of actions available to you. It's just what frame you want to display, its duration, and any actions you want to happen during those frames. The syntax is also very similar to Decorate.
>>
>>12054849
I see this in dehacked
>Alert sound = 501
>Action sound = 502
>Pain sound = 503
>Pain Chance = 200
In decohack I need to put lump names I suppose. How do I know which sound has which numbers?
>>
>>12054854
You could play them in Slade and go by ear? There isn't anything that is meant to go backwards from Dehacked to Decohack.
>>
>>12054808
>i deleted the crude platforming section I MADE
The more I playtested the map, the more embarrased I became regarding that section. It's better to turn that into a silent teleporter so you can have a big vast platforming section of DOOM instead of trying to cramp everything there. The void illusion is broken when rockets/monsters collide with the walls. There is a way to make rockets disappear when they hit walls. I will learn about that bug and implement it, hopefully

>>12054837
Whoops, I'll stop fucking with your shit since I don't even know what decohack is. I have experience with whacked which is how I knew how to add the sounds. The Nightmare Imps DO need some sounds and a pain chance since they are super fucking gay.

>>12054854
https://eternity.youfailit.net/wiki/DeHackEd_/_BEX_Reference/Sound_Table
DSFRE001 = 501
DSFRE002 = 502
etc.
>>
>>12054867
DecoHack is like a pseudo-coding, it's intentionally designed to emulate how Decorate code is written and formatted, which is a good thing because that's easy to read, understand, and edit. DecoHack will then convert the code you give it into a DeHacked patch.

That's a bit of a janky hack itself, but it dramatically simplifies doing DeHacked stuff, as long as you save the source DecoHack file, so you can tweak and add to it further to "compile" into DeHacked patches to iterate.
You could still use WhackEd, but I don't know if it was ever upgraded for MBF21's expanded DeHacked stuff.
>>
>>12054928
WhackEd is abandoned.
>>
>>12054867
Man, the only way I was getting past that section was by rocketing the pain elementals before they appeared.
>>
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>>12054928
>impying I know Decorate
>>
>>12054986
You could learn.
>>
>>12054986
You obviously don't, but it's not very difficult to learn at all, even my dumb fucking ass could wrap his head around it, and there's a lot of documentation for it.
>>
>>12054986
It's really easy to learn to do basic shit in it.
>>
I beat Blood. I played it for the first time on Well Done. What did I think about it?
>>
>>12055057
I don't know.
>>
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>>12054789
>>12054845
HOTPOTATO54.WAD: https://files.catbox.moe/3efxb5.zip
Moved dehacked changes to decorate and recompiled dehacked
Added kitchen, crawlspace and one more secret
>>
>>12055070
>decorate
decohack*
>>
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>>12055070
doomguy with the glock???
>>
>>12053904
SAAR NOOO! DO NOT REDEEM THE AMBROSIA VACCINE!
>>
>>12054986
I'm paralyzed by something as basic as ACS, and even I can read and write DECORATE.
It is within your power, anon.
>>
>>12054940
WhackEd? More like FuckEd. Does it even have 9 deathmatch maps inside single player maps? I don't think so.
>>
>>12055110
What?
>>
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Oh my, I finished the Quake 2 Palace Jam and had some fun, and look who it is!
They're criminally underused. Not that I appreciate it when they get pissed and triple perfect railgun you.
>>
>>12055119
I might remember wrong, but doesn't every jam have few of these guys?
>>
>>12055123
No idea, this was my first Quake 2 jam, I was talking about the official content in the remaster not using them outside of one fight. But if the other jams use them too then I look forward to it.
>>
>>12055124
Yea, you will fight arachnids, guardians, gunner commanders and shamblers. You will have good times ahead. All jams are quite fun.
>>
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>You may be a DOOM GOD, but I am the Master of your Universe and all that bow down to you eventually bow down to me. Yes, even YOU, Anon, kneel and drink my knob after having beaten all who challenge you. Do you dare take on your master, pitiful DOOM GOD?
>Email me and request your ass beating, if you have the balls.
https://groups.google.com/g/alt.games.doom/c/bNwvmpIFJ3A
>>
>>12055070
lock
>>
>>12054840
4:14 https://files.catbox.moe/0w6t08.lmp
>>
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>first level of mod
>teleporting enemies with rocket launchers everywhere
Why would you do this?
>>
>>12053586
Where can I find that duke map with a tornado that anon posted some time ago? I want to play it.
>>
What versions of Doom did you start with?

I know I played Doom v1.2 because the swastika was still there in E1M4, and Doom II v1.666 because I remember thinking "heh, 666"
>>
>>12055282
modders aren't known for their high iq or skill in game/level design, they're usually just idiots
>>
>>12055305
I started roughly 1.5 years ago with myhouse.pk3 for which I used freedoom iwad to run. It was pretty hard so I decided to beat doom first, so I did doom1, doom2 and freedoom on HMP on gzdoom. Then I started playing pwads and first one I finished was Eviternity II. It made my gzdoom lag and that's how I found about other ports.
>>
>>12053586
How do you guys never run out of things to talk about? These threads are always up but it just like, it's the same games.
>>
>>12055317
There's still custom content being made.
>>
>>12055317
Mods and new maps mainly.
>>
>>12055305
Some early version of the shareware that didn't have the shortcut button on E1M1.
>>
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>>12053586
>>
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>>12055305
Doom 2, v1.666, and I was like 6 or 7.
However, mostly with Simpsons Doom 2, because my brother thought Doom was too violent and scary for me (and probably he was right), but I would sneak play regular Doom 2 sometimes.
>>
>>12055317
Strong base games, but also just 30 years of constant modding and mapping.

We even do some ourselves. Currently we're doing "Hot Potato" where we pass this single Doom level around, and random anons take turns making additions and building on it, making the map bigger and bigger.
Bit of a mess of a map, but it's been a lot of fun just doing the back and forth, building on each other's additions.
>>
>>12055336
>gib janny graphics
>long flesh linedefs
>balls ass
>idea fix
>hotpotato additions finally
>weird working garbage
>>
>>12055330
I just checked and the shortcut is not there in 1.2 or 1.666. Probably it got added in 1.7.
>>
>>12055357
Oh, it was added by Romero in Ultimate Doom:
>I put the e1m1 switch in there so the level wouldn't be so lopsided in deathmatch. If you spawned at the start, there were no good weapons and you were cornered by the other guys too easily.
>>
I've been bothered by a glitch in some older conversions where the inventory displays permanently over the mugshot until it has been emptied. Do I need to go into the decorate files and brute force it to go back to the mug shot? I can fix this with a fullscreen hud mod but I don't want to always run that.



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