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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12068267

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: HOTPOTATO83.WAD
https://files.catbox.moe/2cyfnw.zip

=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC5: https://files.catbox.moe/a4tbzi.zip

=== NEWS ===
[10-4] DOOM & DOOM 2 re-releases by Nerve Software will be delisted from mobile platforms due to recent Unity security vulnerability.
https://msrc.microsoft.com/update-guide/advisory/ADV256762

[10-3] RAMP 2025 is available to download
https://ramp2025.doomproject.com/

[10-2] Sunder 2510 released with MAP21 "The Leviathan's Arteries"
https://www.doomworld.com/forum/post/2971041

[10-1] SCAMP2025, a mapset for Chasm: The Rift
https://moddb.com/games/chasm-the-rift/addons/scamp2025

[9-30] Doom 3: Phobos is now on Steam
https://store.steampowered.com/app/3978420

[9-29] Blood Alpha Restoration Patch update, currently WIP
https://moddb.com/mods/blood-alpha-restoration-patch

[9-28] Nightdive re-releasing Blood. Again.
https://youtu.be/sFjJU5lf2K0

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

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

[9-17] AMC Squad: Episode 5 has been released!
https://moddb.com/games/the-amc-tc/news

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

[9-16] Doom Comic '96 update, now with visual sound effects!
https://moddb.com/mods/doomcomic96


=== 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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Huh, did the last thread actually reach Page 10?
>>
Has the thread dropped off the page 10? That was fast. Also:
>DOOM & DOOM 2 re-releases by Nerve Software will be delisted from mobile platforms due to recent Unity security vulnerability.
Can you not be such a lazy dodo and shorten the sentence, at least some time? See how much effort it takes:
>Doom Unity delisted from mobile platforms due to security vulnerability
>>
>>12073691
Have you checked the catalog?
>>
>>12073705
I mean, I checked earlier in the day and it was only like Page 5, so it's possible that I overlooked the thread bumping off.
>>
>>12073710
The Master System spammer is at it right now.
>>
>>12073719
That explains it, then. Reminds me of Sega Saturn fanboys still trying to start with the N64
>>
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>>
Oh thank god, somebody woke up.
Someone should really murder the Sega System guy IRL btw.
>>
Thought it was weird how the thread got archived so soon, but it makes sense now.
>>
Replaying AMCSquad from scratch, I am reminded how many garbage maps are there. I sure do enjoy maps where 2/3 of the encounters are "open door, receive missile" or going down an elevator and getting hit by a barrage before even seeing the enemy.
>>
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>>12073835
AMC has a big issue of quantity over quality. Often have to dig through shit to get to some diamonds, that be maps, weapons, rare well designed enemy or boss
>>
>>12073859
Where is the fingerless glove meter?
>>
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Hey yall, does the new Hexen episode work on GZDoom or do you need to use the Steam remaster?
>>
>>12068353
Tell me about this fog effect. Why doesn't it work in PrBoom+'s OpenGL mode?
>>
>>12073872
Only works on the remaster.
>>
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>>12073673
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-max run of Junkfood 4 - Map 16 "Castle Crablouse" by MortisCausaDonatio. The complevel is mbf21.
Reply to this post with your demo & time.

Download the wad here:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/junkfood4
Current records here (the archive doesn't host the wad itself because it's too big, apparently):
https://dsdarchive.com/wads/junkfood4?level=Map+16

Example demo in 8:09
https://files.catbox.moe/4yabjg.lmp

Previous thread winner: Wormwood IV - Map 05 UV-Max in 4:07! >>12069652

Challenges haven't been very popular recently, but I'm usually playing doom and posting anyway, so it's not really a bother to keep making them.
This map is one of the few from Junkfood4 that has pacing like a "normal" level so it seemed like a good choice. I also like map 10, but it's much harder. In general the junkfood series is low effort, and it shows, but I genuinely like many maps and the sprites/textures/custom palette from 4 especially. Whenever someone criticizes Ribbiks/Insane Gazebo/etc. as being slop, just remind them that this series exists.
>>
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>Junkfood
Yee I was expecting this finally at last
>>
>>12073873
https://doomwiki.org/wiki/Fog
The fog is created using a custom colormap, which is a lookup table which the game uses to determine how colors should darken with distance or low light levels. Normally, colors get darker (duh) but if you create a new table that tells colors to get greyer as they get further away it looks like fog. Hexen was the first doom engine game to do this. Most hardware/openGL renderers don't/cant read the colormap, they just assume dark sectors should be dark, gzdoom has some special handling to support Hexen's fog. The exception is dsda-doom's indexed GL renderer, which was built specificallly to preserve colomap data where possible, there are still some inconsistencies but the fog works. If you want a more technical answer than that, you'll need to ask real graphics programmer.
>>
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So if the Doom source code is GPL licensed and the Freedoom assets are BSD licensed, does that mean a commercial game based on Freedoom needs to redistribute modified code under the GPL license but modified sprites and other assets merely need the acknowledgement they used an open source basis but not much else? If so, how do you keep them separate and make it clear the assets are not to be reused the same way the code is?
>>
>>12073921
Dios mío...
>>
>>12073969
I'm not a lawyer and I'm wildly stupid, but I'd include discrete WADs - one per specific licensing each with their specific terms of use. I imagine you can just include a batch file or executable pre-made to load the relevant files correctly and launch them through the game's executable.

Seems a bit redundant but I can't imagine a better, more bullshit claim-prood method right now.
>>
>>12073969
>If so, how do you keep them separate and make it clear the assets are not to be reused the same way the code is?
I'm pretty sure BSD is an everything goes license, so you can't stop anyone from using it in commercial products.
>>
>>12073987
He's talking about derivative works, which don't have to be BSD licensed.
>>
>>12073969
>Steamed Hams but it's Simpsons Doom
>>
>>12073969
Uh, what even is the question?
You don't have to distribute Freedoom-based assets with the GPL code, same way as id doesn't distribute Doom assets with Doom source code.
>>
Are there any people here modding or have made mods for HL2?
>>
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>Finished Honey
>A story of some bizarre lovecraftian structure under a small village poisoning the water supply
>Kill all the horrors and shut off the deadly contraption
>Surface and get a comedy ending involving a literal ghost town who are all upset I removed the pretty water
I thought it was pretty funny, I certainly wasn't expecting it.
>>
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What exactly is supposed to be the winning move here?
>>
>>12074207
Not to play?
>>
>>12074207
play meme wads
get memed on
>>
>>12074262
One of the Civvie's Sigil videos made me wonder if people are actually going to treat UV as "meme" difficulty by doing all sort of bullshit
>>
Just finished biowar, thanks for the rec! https://desuarchive.org/vr/thread/12015409/#q12018208
>>
>>12073673
what would a wolfenstein 3d remake made by the guys who did doom 2016 look like?
>>
>>12074407
Probably similar to TNO, honestly. The games don't look too far apart in terms of graphical fidelity (well, obviously 2 years of better hardware means NuDoom can push its graphics further) and TNO's art direction does most of the heavy lifting anyway. Maybe there'd be less overt dieselpunk influence, but I struggle to see it looking different than say the Old Blood's medieval castle vibes.
>>
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>>12073902
> In general the junkfood series is low effort, and it shows, but I genuinely like many maps and the sprites/textures/custom palette from 4 especially. Whenever someone criticizes Ribbiks/Insane Gazebo/etc. as being slop, just remind them that this series exists.
Bruh that is totally wrong... This series goes for easygoing/just-for-fun vibe and some people mistake it with low effort. I played tons of random maps posted on doomworld and Junkfood is in the high league, maybe 3/4 of its maps are decently balanced and only like 2-3 maps were seriously broken. There were some extraordinarily good maps and there were some new fucking genres like actual conveyor-belt racing shooter maps somewhere in the last quarter. Never seen anything like this before and it was implemented surprisingly well and not all that sloppy and janky, presenting a decently fair challenge within a completely new mechanics. But when you mention someone criticizing Ribbiks or Gazebo as being slop I just don't get this... Isn't it widely recognized as the best of the best stuff ever? Wtf are those crazies even talking about. Also, if you're looking for more maps for your next challenges check Haste.
>>
>>12074446
>This series goes for easygoing/just-for-fun vibe and some people mistake it with low effort.
>Wtf are those crazies even talking about.
Helps to remember that some people can't distinguish the lowest of low effort design from anything else, and they don't care to learn any different. They don't like it, they don't want it, but they'll sure fucking complain about it existing.
>>
GOOD AFTERNOON MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>12074294
What did that dude say that makes you think that
>>
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>>12074496
I decided to try and do one room a day, mostly under an hour. I don't expect to last for an entire month, but I have 4 rooms already.
>>
>>12074503
I assume the bit with how Romero made UV notably tougher compared to HMP.
>>
replaying blood with cause of all the talk about the rerelease and forgot how annoyingly loud the ghosts screams are lol
>>
>>12073676
HOTPOTATO84.wad: https://files.catbox.moe/pctg41.zip
The map now exits at the end of the collapsing staircase.
>>
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>>12074496
jam mapping
>>
>>12074504
looks nice, is it gonna be vanilla compatible?
>>
>>12074525
Probably MBF21. I haven't actually put any line actions yet, but I'm planning something with sky transfer and silent teleporters.

It would have fairly vanilla feel though.
>>
>>12074529
>sky transfer and silent teleporters.
Maybe Boom then? It’s a middle ground solution
>>
>>12074592
I don't really see any reason to use boom, it's just MBF21, except I have to worry about monsters being pushed off the ledges.
>>
>>12073969
Even though it sounds like something stupid and obvious, your best bet would be to actually consult a lawyer who knows how these licenses work.
>>
>>12074496
Can't really show this in a screenshot, but I'm making a plugin for Marathon Infinity that plays the PSX DOOM music in the levels.
>>
>>12073872
Bookmark this Github issue.
https://github.com/ZDoom/gzdoom/issues/3295
>>
>>12074207
I'm watching Vytaan at the moment and he's stuck here right now too.
>>
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>>12074496
Kinda slow Saturday for me, but I added a radio to my project. It's nothing complex but it should be a good way of doing soft jumpscares on people and adding some more controlled ambience.
Bigger issue is it doesn't seem consistent, if you wander out of sight it'll just stop playing the sound even if it's "alerted" and can see you. Any anons got pointers on making ambient sounds with DSDHacked?
>https://webmshare.com/KJbaA

>>12074670
Sick. Definitely sounds like a match given Infinity's tone.
>>
>>12074706
>Bigger issue is it doesn't seem consistent, if you wander out of sight it'll just stop playing the sound even if it's "alerted" and can see you. Any anons got pointers on making ambient sounds with DSDHacked?
I guess what you want is to give it full volume sound? This can be done by sticking 1 as the second argument to A_PlaySound I think. Or whatever the pointer is.

I don't really know much about sounds but I think it gets culled as a certain distance, without full volume sound. It's also possible that you didn't write the loop properly, of course.
>>
>>12074446
>This series goes for easygoing/just-for-fun vibe and some people mistake it with low effort
The textfile for Junkfood4 has an estimated creation time for every map, with many of them taking about 2-3 hours. I don't care how hard you're working those hours, that's still not a lot of effort compared to high quality doom maps (like ribbik's/gazebo's cacoward winning works) which is what I meant.
>check Haste
I was considering map 04 of Haste, but for October I'm only doing Halloween stuff. However, if you'd like to make the challenge next thread you should.
>>
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>>12074712
Loop's in picrel, I think it's not quite right but if you stick around when the radio wakes up it does work. Maybe it's not quite right, I'm not good with anything but laying down lines and coding guns.
>>
>>12074731
Jesus Christ.
>>
>>12074731
Why do you goto spawn here? (Although I'm not 100% sure how the game handles A_Look if it already has target)
>>
>>12074735
If there was a better way of doing it, I'd do it. It's a 3 minute long song and the sprite animates, though at this point I'd settle for having it be static.

>>12074737
I'm not sure, honestly. Someone suggested doing it that way, I didn't ask why and ran with it. It seemed to work at first.

I think my best bet is cutting the song down to size first, or using a song change. But I'm not sure. This thing kinda took a little while to figure out and while I like it, I think it's kind of a pain in the ass.
>>
>loaded a game when I was meant to save
pls kill me
>>
>>12074759
I'm not really sure what's your problem is right now. Is it just that it doesn't go to see loop as often as you think it should?

Not that pausing the game doesn't pause the sounds but it does pause the frames. Which might desync long sounds that are supposed to loop.
>>
>>12074714
>I don't care how hard you're working those hours, that's still not a lot of effort compared to high quality doom maps
Bitches don't know how to speedmap.
>>
>>12074714
>>12074789
Yeah, the trick here is that "low effort" =/= "low quality". Someone could sit on map for dozens of hours and result will be totally meh if they're newbie and don't know what they're doing, and someone with experience could make a banger in a few hours.
>>
>>12074776
In short, the sound gets culled and never starts playing again if I enter the actor's field of view. I think I'll just make it play once at full volume and then never again, that would work just as well and briefly change things up compared to the ambient drone i have as the actual music.
>>
>>12074508
See, the secret is that AAAAAAAAAAAAAAHHH!!! AAAAAAAAAAAAAAAAAHH!!! AAAAAAAAAAAAAAAHHHHH!!!
That's something people are pretty quick to forget.

Further, it's also the part where I'LL SWALLOW YOUR SOUL, I'LL SWALLOW YOUR SOUL. That's perhaps the most important part of all.
>>
>>12074826
Yeah, I'm suspecting Spawn loop might be the problem, because I'm not really sure what would happen if you do A_Look like this. Thinking of it, I think what actually happens is that the radio wakes up, decides not to play sound because the player would not hear it and I guess doesn't update it?

Try using A_JumpIfTargetInSight to catch the player nearby.
>>
>>12074592
MBF21 is improved Boom, it dispenses with the much less fun infighting behavior, doesn't have monsters come down from ledges they aren't s'posed to, and fixes a number of little bugs.
>>
>>12074832
Gonna give that a shot later. I don't know how monsters work for shit and while that's just a reason to git gud, I still have half o the map to make before the 10th. Here's hoping I can pull it off.
>>
>>12074803
Yeah, it's not a strict, hard as fuck correlation, some of my better received wads have come from me quickly fucking about with a stupid idea and not spending weeks agonizing over every detail on a single map.
>>
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>>12074702
Yeah I'm going to check his VOD soon because I ended up luring monsters into this corner and blasting with BFG before dropping down to get more.
Lots of back and forth maneuvering but it was done. Wonder how any UV maxer will get around this abomination of a room.
>>
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>>12074446
>But when you mention someone criticizing Ribbiks or Gazebo as being slop I just don't get this... Isn't it widely recognized as the best of the best stuff ever?
Ribbiks before Magnolia and excluding meme shit like Italo, sure. Gazebo's gameplay has never been good and Sunder is carried heavily by the visuals. Also having a team of playtesters designing his combat is lame as hell. If you can't balance and single segment your own grindy fights then don't make them like that.
>>
>>12074989
>Also having a team of playtesters designing his combat is lame as hell.
That's not how playtesting works.
>>
>>12074830
>That's
Noticed that Caleb can use his pitch fork faster than the ghosts can swing their hook or whatever its called. Also if you press W and A you can kill them pretty easily without wasting shot gun ammo on them. If there are two I guess you can kill one with the shotgun then use the pitch fork
>>
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>>12074496
progress on megawad
>>
>>12075080
Looks sick.
>>
>>12074989
>Also having a team of playtesters designing his combat is lame as hell. If you can't balance and single segment your own grindy fights then don't make them like that.
Are we really suggesting that playtesting by people other than the author is cheating the design process now?
>>
>>12075112
I don't like sharing my stuff to more than one person for playtesting, because I've had so many troonworld backstabbers before and the last thing I need is some faggot who posts maps as his own and then when I start to complain I get banned because i hurt their fee fees or something
>>
One interesting thing about the new Blood remaster is that it seems Nightdive had partnered with WB this time around.
I think it is interesting that they recently had worked with Disney, Microsoft and WB, seeing as all three might own a piece of NOLF pie via acquisitions.
>>
I like Redneck Rampage more every time I replay it. I'm using the revision mod this time and the shotgun is actually pretty good now.
>>
>>12075112
Apparently, some anons have really weird ideas about what you shouldn't do when designing maps, I guess including making sure they fucking work fore more than just you.
>>
>>12075185
Shotgun was pretty good in vanilla last time I played the game
>>
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>>12075185
The revision decently boosts the pistol too iirc, nice little mod.
>>
>>12075185
That's how every game is - you're meant to replay it, preferably on a higher difficulty than the one you played before. It's where you truly master the mechanics and iron out previously frustrating parts. There's a sense of progression that keeps you coming back.
>>
>>12075243
Feel like thats where build engine games shine in particular, once you got that memory of enemy placement it all gets better. Duke was pretty forgiving aside from dickish battlelord spam but SW, Blood and even Ion Fury have some nasty shit that gets easier on 2nd playtrough
>>
>>12074201
Back when Quake mappers permitted themselves to have fun, you could find some surreal humor like this, like the map that acted out Zerstörer's ending with a prefab brush.
>>
>>12074832
Couldn't get that to work, but using Nugget and setting sound hearing distance to 2 is already plenty good enough. I'll just tell pople to enable that, the wad's kinda supposed to be Nugget-only since I'll be using a port-specific hud and OGG sounds.
>>
A want a short cute wad that can be single segmented without much pain. Any recs?
>>
>>12075362
Neon Nexus or Corporate Division.
>>
>>12075362
Check out Memfis's stuff, dude is kinda known for making short, sweet wads. A lot of his maps feel like megawad openers even though it's just one map and nothing else.
>>
Do you guys have any cool events lined up for October?
>>
>>12075112
Too much playtesting by established members of the community can lead to less interesting new maps where unusual ideas get ironed out as "not how we do Doom gameplay these days" or whatever. This leads to a lot of samey maps that feel like a product or a very close imitations of popular authors.
>>
>>12075408
>by established members of the community
Who are these established members doing this playstesting?
>>
>>12075396
I don't know if there's all that much planned, but I know people wanted to do Halloween themed thread challenges during October.
>>
>>12075408
If an author removes their intended unusual ideas because a playtester told him to, thats on the author for being spineless, not an inherent fault of having a group of playtesters.
>>
>>12075449
Sometimes it pays to listen to playtesters. Because those ideas you might think are super cool and unique just might suck ass in practice, but you may be too star-struck by your own ideas to notice them.
I learned that lesson the hard way.
>>
Feedback shouldn't be used to alter existing works, but to inform future works.
>>
>>12075452
This is also true.
>>
>>12075461
I do agree that as a creator you need to have a level of confidence in your own abilities though. Honestly taking criticism is a valuable skill that everyone who makes stuff should practice.
It's how you improve, after all.
>>
>>12075363
>Corporate Division
Done.
Nice difficulty, lots of ammo but stingy with health. Secret rocket launcher helps immensely.
>neon nexus
That'd be next. Probably not today.
>>12075371
>Memfis
Will check him out. Any specific wad that really showcases his stuff I should start with?
>>
>>
>>12075464
I'm quite fond of Kuchitsu, though if it's an episode. These are ones I played and enjoyed:
>suteni
>kurogane
>overheat
>toilet break
>megatear
>>
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>>12075112
I can see where the argument comes from, that's a kind of thing which happens in reality with projects, typically corporate ones. AAA games these days have gotten really bland because market research and economic formulas have rounded off the edges and killed variety, the games become dictated by some suits in a boardroom who don't even play videogames.

>>12075408
I certainly think that's possible, but how hard does that actually apply in this case?

>>12075449
>>12075458
Hey, I'm all for auteurism, but you as an author also need to reconcile things with reality, and sometimes you need to be told what you don't necessarily want to hear, sometimes your vision just doesn't work, and someone else may be able to analyze that and break it down to you, and the question is then if you find their arguments convincing. Maybe he's completely wrong and an idiot, or he could have a point.

Star Wars is a golden example here, without someone like George Lucas, Star Wars is safe, bland, and uninteresting, utterly corporate and typically retreading the same ground over and over. With someone like George Lucas, but with nobody to work as a counterweight to him, he doesn't get told which of his ideas are genuinely good, which have potential, and which are just fucking terrible.
Prequel Star Wars has a lot of imagination and personality in some aspects, but also a lot of really terrible ideas which don't particularly work well, so even if it has a lot more soul and authorial intent than Disney Star Wars, it also has a lot of problems which those movies actually don't have.

Now, all auteurism doesn't work out that way of course, but it's hardly unheard of in arts and entertainment.
>>
>>12075458
That's definitely not an axiom, sometimes what you really need is someone to stop you in time and teach you how to correct course.

>>12075464
True, you can't be just a doormat either.
>>
>>
>>12075527
I like sword.
>>
How do I set up quakespasm?
>>
>>12075637
>still using quakespasm
>>
>>12075649
Works for me.
>>
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>>12075649
What do you suggest? Mark-V? Darkplaces?
>>
>>12075167
Nightdive will never get to NOLF, thankfully.
>>
>>12075753
Ironwail is very good
>>
>>12073673
What pak?
>>
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>>12075239
>burger $1.00
>popcorn $2.00
>>
>>12073673
Hell fuckin yeah
>>
>>12073902
6:48 https://files.catbox.moe/n0f8vs.lmp
weird wad
>>
>>12075663
What is he thinking about?
>>
>>12074510
The map already ended after the staircase.
>>
>>12075649
nta, but even though I moved on to the objectively better Ironwail some potatoes can't run it. In that situation Quakespasm is a perfectly fine alternative, it just chugs on bigger modern maps and needs a fuck ton of shortcuts unless you want to console command maps.
>>
>>12073676
[10-5] GMDX_AE mod updated to v1.1
https://moddb.com/mods/give-me-deus-ex-augmented-edition
>>
>>12075949
lol, just as I'm done with my semi-annual DX playthrough
At least it's nothing too substantial
>>
>>12075949
>option to disable DT needing power cells
Thank christ
The Dragon Tooth is nerfed into the fucking ground in GMDX to the point of being objectively worse than just using the regular sword or throwing knifes
>>
Potato has been put into a refrigerator
>>
>>12075934
That's a really good question anon
>>
>>12075934
>>
>>12076036
Tank Jr was a very lucky baby.
>>
>>12076036
Dire Iron Maiden
>>
>>12076036
tfw no nearest neighbor gf
>>
Can you recommend me some retro shooters with inter-connected level design like mario 64? or metroidvanias? Played HROT which has a taste of what I'm looking for
>>
>>12076085
Hexen? Strife?
>>
>>12076089
know any wads like this? preferably with a cartoony / anime style? sorry I'm new and don't know where to search
>>
>>12076085
>like mario 64
Golden Souls
>>
>>12075978
it's a noob bait weapon that trivialises everything and takes too much inventory space. I loved it on my very 1st playtrough but over replays I just use my baton, most mods even add slightly better version of it in Paul's apartment
>>
>>12076085
Ashes Afterglow counts? Though it's a direct sequel to more linear Ashes 2063
>>
>>12076085
Hedon Bloodrite has 2 kino giga hubs
>>
>>12074989
> Ribbiks before Magnolia and excluding meme shit like Italo, sure. Gazebo's gameplay has never been good
This reveals you simply don't like slaughter as a genre (even when Ribbiks does it, with stuff like Magnolia). Sunlust and similar is "le combat puzzles" or "tactical setpieces" or whatever, but it's definitely not slaughter except the few later maps which you probably dislike as well. Play MAP02 of Haste and reconsider if you're being fair in your judgements regarding Insane Gazebo's combat design skills.
>>
Woof now has (limited) UMDF support
what umdf maps can I try?
>>
>>12076160
*udmf
I can't spell
>>
>>12076160
None yet?
I don't think anyone ever made MBF21 (or simpler) UDMF maps, even if you could do vanilla maps in UDMF format.
>>
>>12076096
this and goldeneye is what im looking for
>>
>>12076085
Powerslave Exhumed obviously
>>
>>12075185
I heard the game is awfully balanced so I only played it once on easy
>>
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I love DBP!
>>
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I know Enyo is just a reskin of Alkaline, but the guns are fun. I'd play this over the mediocre game it was advertising at least.
>>
>>12076386
>I'd play this over the mediocre game it was advertising at least.
It looks fine but not retro, not a shooter, and I'm not good at the more "technical" beatemups. It was a nice plug for the original Slave Zero, though, which was right up my alley.
>>
>>12073673
https://www.youtube.com/watch?v=vrw7MFxZi78
Found what seems like someone's attempt at reviving Doom X.
Don't believe it's the actual author of the OG.
>>
>>12076432
>when and if I get permission from other modders, I'll add sections from mods like Eviternity, Sunlust etc, as crossovers.
That's not going to go down well, looks like it'll be the next Doomslayer Chronicles level of overhyped ambition not meeting success.
>>
>>12076085
Seconding Hedon Bloodrite.
>>
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>>12076432
It's not the original dev, it gets mentioned in one of the replies.

Also looks like the developer has no idea of what he's doing, complete with thinking console ports can access idgames and that you can just make what looks like a decorate/zscript mod work on unity, kex, everything.
>>
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I'm trying to edit a CivitAI workflow about 2D sprites to fit Doom 2 characters.

Its going to be an odyssey but if I make it work properly I'll get it here, and if I'm lucky with such task, I'll get on another one for weapons.


I guess I'm killing the creative side of doom but this will help streamline the creation of wads and a bit of PR in 2025.

If you have any tips of advice feel free to reply

I'm going to explain in it in big dumb in case you don't know about what I've just said.

>me make a thing where you upload a picture of a character.
>such picture gets scanned by abominable intelligence.
>you have to check a box about what size its going to be like a marine,Hellknight,pain elemental...
>it generates sprites, from every position.

Then the modder just needs to add it to his .pk3 and .wad and have more times for big think while planning the maps and encounters.
>>
>>12076625
>I'm trying to edit a CivitAI
>If you have any tips of advice feel free to reply
off yourself
>>
>>12076631
this
>>
Playing strife with gz doom. Is there like a quest button or something that opens a menu? Not sure what to do lol. First time playing it downloaded it from op
>>
GZ is running at 30fps. How can I squeeze some extra performance while also retaining freelook without distortion?
>>
>>12076625
>If you have any tips of advice feel free to reply
Yeah, don't.
>>
>>12076625
>and a bit of PR in 2025.
Being associated with nasty looking shite isn't PR, and it's not anything anybody wants.
>>
Just beat Quake II (remastered) on Hard.
Fuck. Tank. Commanders. It's crazy enough that regular Tanks can tank direct BFG shots sometimes, but Jesus Christ those fatasses nearly ate all my cells and rockets. Gonna do Q2 64 and the PSX addon before I do the expansions and CotM.
>>
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>>12076085
quake 2 n64 map jam... is my jam
>>
>>12076642
Unironically use a different port.
>>
>>12076748
I'm fine with that, but which one? I want freelook, that's my only requirement.
>>
>>12076757
Crispy or DSDA-Doom probably.
>>
>>12076642
Helion is your best bet.
>>
>>12076642
Change from OpenGL to Vulkan.
>>
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>>12076705
While they can still get melted in a quickish fashion with this thing, the commanders will be an incredibly rare thing to encounter outside of the vanilla campaign. Among the assloads of custom maps I've played over the years, I honestly have a hard time recalling any outside of the 25th Anniversary Unit for Q2. This might be different for the jams, I'm still not caught up on them all.
>Gonna do Q2 64 and the PSX addon before I do the expansions and CotM.
I went with the other expansions before I messed with 64 and Call of the Machine. I played the PSX addon much later, felt like a halfway point between the vanilla Q2 campaign and Q264.
>>
>>12076826
Rendering API? It's already on vulkan. Also I'm on a third gen i5, it supports vulkan but just barely.
>>12076823
Seems ideal if it works.
>>12076801
My distro repository seems to be out, but I'll try later if Helion doesn't do it.
>>
Why is Death Wish and Marrow being packaged with Refreshed Supply?
>>
>>12076845
Because no one at Dumpster-Dive knows how to create Blood maps to entice people to buy their shitty new port.
>>
>>12076845
Padding.
>>
>>12076050
kek
>>
>>12076845
Because it is the only way to put them on consoles.
>>
>>12076831
I feel like the Chaingun was my most underused weapon, so I'll keep that in mind the next time I deal with them. Although I just checked the wiki and found out the N64 version (and Arachnids in both CotM and PSX) have 1500 health for some reason. For what fucking reason?
>>
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Are there any other FPS and adventure hybrid games?
>>
>>12076901
Hexen, Powerslave and Killing Time, kind of.
>>
>>12076705
You are definitely gonna enjoy Ground Zero on hard
>>
>>12076901
Strife and the Ashes series.
>>
>>12076901
Pathways into Darkness
>>
>>12076901
System Shock.
>>
>>12076901
Desu Sex
>>
>>12076880
>Didn't use the chaingun much
It's like a woodchipper for Strogg.
>>
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WHO'S THAT POKEMON?
>>
>>12076938
Jigglypuff from above.
>>
>>12076938
IT'S PIKACHU
>>
>>12076931
>>12076932
That's FPS RPG
>>
>>12076934
It uses too much ammo
>>
>>12076969
It's Clefairy!
>>
>>12076986
GAHD DAMMIT!!
AAAUGGG-
>>
>>12076982
SS1 still has elements from point and click adventure games, like the inspecting stuff feature that nobody remembers but has stuff for if you keep spamming it on walls and things.

Also Strife is another FPS RPG.
>>
>>12076160
All UDMF maps are for advanced ports, so presumably nothing at all.
>>
>>12076625
I hope you get raped.
>>
>>12076982
System Shock 1 doesn't really have much RPG to it at all.
>>
>>12076938
can't find that webm with the imp sliding in from below
>>
>>12076801
He said freelook without distortion, which those ports do not do.
>>
>>12076625
killing the laborious side of the creative side, more like
godspeed!
>>
>>12077013
Doesn't DSDA have an OpenGL mode?
>>
>>12076642
Turn off frame limiter / vsync?
>>
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>>12076625
No!
>>
>>12077041
Already off.
>>
>>12076642
Do you have any visual effects on like ambient occlusion or smudge filters? Those eat performance.
>>
>>12077062
>ambient occlusion
Oh, that was on high.
>smudge filters
What are those called in the settings?
>>
>>12076934
My autism just doesn't like me taking bullets while it's still winding up and wasting ammo while it's winding down. You'll still be pleased to know I dumped 300 quad damage bullets to shred the Jorg before finishing the Makron with BFG shots.
>>
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>>12077072
>>smudge filters
>What are those called in the settings?
texture filtering
>>
>>12077117
This image always fucks me up, it's like I'm wearing half of my glasses.
>>
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going through a really shitty break up, but im doing my best to cope by playing through Deathless by jimmy paddock.
>>12077117
not that anon, but is there a way to make the game look "crunchier"? like in doom retro and other, more vanilla ports?
>>
>>12077154
Try this.
>https://forum.zdoom.org/viewtopic.php?t=59412

Could also use Crispy Doom, or Nugget/Woof.
>>
>>12077175
im not a super huge fan of crispydoom (dunno why, id rather just use doomretro at that point though). nugget is okay, i guess
however, this mod youve linked. this shits the bees knees. thank you so much, anon.
>>
>>12077194
No problem, I'm half asleep and didn't read much. Rock on.
>>
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>Wuggy wuh!
>Wuggy ºʰ...
>>
>>12077117
Those were already low but messing about with that and ambient occlusion I got stable 50-ish FPS and maybe 60 on calm areas. Playable now. Thanks a lot.
>>
>>12077230
check rocket particles option somewhere, can use option search to find it, and turn it off too
>>
>>12076801
Trying DSDA first.
Seems to do what I want with enough messing about. Few things I haven't found yet and would like to have:
>vertical spread for the shotgun
I'm playing with freelook so it kind of feels like cheating not to have it.
>mouse support for navigating menus
>can I change light modes? I know doom is supposed to look dark but one of my monitors is fading and it looks way too dark on it
>a smaller hud similar to GZ alternative hud so I can use all of my screen for actually playing the game, bonus points if it keeps the doomguy face but not required
Also it seems like it doesn't support DECORATE since my mod for faster weapon switching isn't working. Will I have to try and remake it on dehacked or does it support anything else that's made for humans?
In the meanwhile, I'll try to set up helion...
>>12077025
It does. Working fine so far, just gotta fine tune sensitivity.
>>
>>12076845
So existing FS owners wouldn't notice they're forced to pay for a patch 4 years too late with the money going towards WB who killed Monolith only half a year ago.
>>
>>12077230
There's probably other options you can tweak or disable for better performance as well.
>>
>>12077327
>Also it seems like it doesn't support DECORATE
Only supported by ZDoom-based ports, so these days just Zandronum, GzDoom and forks of these.
>>
>>12077530
Fine, what about the rest? Anything I can do about those?
>>
>>12077327
>mouse support for navigating menus
Woof and Nugget do this.

>can I change light modes? I know doom is supposed to look dark but one of my monitors is fading and it looks way too dark on it
Not that I know of.

>a smaller hud similar to GZ alternative hud so I can use all of my screen for actually playing the game, bonus points if it keeps the doomguy face but not required
Nugget has this.

>Also it seems like it doesn't support DECORATE since my mod for faster weapon switching isn't working. Will I have to try and remake it on dehacked or does it support anything else that's made for humans?
Only more advanced ports support Decorate, yeah. There's a form of Decorate in the works for the 'medium advanced' ports like DSDA and Woof, and a lot of stuff made in Decorate should probably translate pretty directly to it, but who knows whenever that's gonna be ready.

Faster weapon switching would actually be easy to do with DeHacked, but if you play anything else that uses a DeHacked patch, I don't think that'll stack, and it definitely won't if that DeHacked changes any of those weapons.
Based on your preferences and wants, it sounds like you want an advanced port like GzDoom or Hellion.
>>
>>12077554
Normally I use GZ but been experimenting with other ports on this old thinkpad for better performance.
Helion seems nice, I'm having issues with the AUR but I'll try it as soon as I can. Does it support decorate?
>woof and nugget
Based on what I've said so far, should I bother with them?
>>
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That's it, I've got no other choice.
I have to go and cook a pot of chili while listening to Doom music.
>>
>>12077565
You want clean and full mouselook and mods for faster weapons switching, so you probably would not want to bother, unless you're willing to try something more vanilla at some other time.
Hellion should support Decorate.
>>
>>12077572
Alright, I'll wait a little longer for them to figure out AUR problems and build from github if it takes too long. Hoping this works better than GZ cause their stats on sunlust map 28 are quite impressive.
>>
>>12077609
If you intend to play maps like those, consider using the Slaughter Optimizer mod, it can help with performance.
>>
>>12077609
>can't compile the program by hand
the absolute state of Arch users nowadays
>>
>>12077631
I've got other stuff to do...
I'm just lazy.
>>
>>12077572
>Hellion should support Decorate.
Probably not the way you're thinking, it has very basic support for it, along the lines of very early Decorate.
>>
fellas where can I get serial keys for doom 3 I'm losing my mind
>>
>>12077684
When you buy it on Steam you get an option to check your key in the context menu and overlay. I assume other releases have the same or similar.
>>
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Which mods are we playan today 'nons?
>>
>>12077705
You gonna split that Guinness?
'cause I'm gonna need it.
>>
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>>12077809
This is an exhibit of resolve. American took some nasty haymakers through his life, but he never let it stop him, he rolled the best he could with the punches and he always picked himself up and dusted himself off, and he kept going. Ultimately, he would have a number of cool videogames under his belt anyway, things he could be proud of and use for future resumes.
American has also made a far better life for himself and his own kids than what his parents ever gave him.

I'd also suggest that Tim Wallets's general assholery is on a relatively low scale of the bullshit he's ever had to endure. Like look at how his own mom treated him for god's sake.
>>
>>12077705
How did doomguy get those ballistics
>>
>>12077853
Oats and squats.
>>
>>12075492
>Star Wars is a golden example here, without someone like George Lucas, Star Wars is safe, bland, and uninteresting, utterly corporate and typically retreading the same ground over and over.
The fuck? The Expanded Universe did well for decades without George Lucas, and without Disney. Life is more nuanced than this quoted text of yours.
>>
>>12077809
Based
>>
I have a challenge for next thread
>>
>>12076938
IT'S GRAAAAWWWWHHH
>>
>>12077918
Because there was actual creative vision involved in those, and it had a balance with the profit angle.
George Lucas didn't get heavily involved with all of it, but as far as he cared he wanted these things to make some money, because he likes money, but he also wasn't this completely soulless corporate noose which is Disney, where everything is instead made to focus tested templates.
>>
>>12074510
lock
>>
>>12076625
>If you have any tips of advice feel free to reply
Please, don't.
>>
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>>12076705
Have fun! Quake 2 64 is pretty nice.
>>12076831
>I played the PSX addon much later
I need to check it out one day. Re-release is probably the easier way, but it is supposed by other ports?
>>12076845
Marketing appeal that's aimed at mask overall negative and redundant nature of Refreshed Supply in its current form.
>>12077461
>Spoiler
Don't forget nu-Atari and Nightdive themselves also profiting off this directly too. Not to mention how Nightdive preferred to do the same thing with System Shock 2 remaster instead of following id's example with their re-releases before Refreshed Supply.
>>12077684
>>12077689
You can probably just do quick searching for a key too.
>>12077809
Damn. lol
https://x.com/americanmcgee/status/1974947251505021319
>>
>>12078115
>You can probably just do quick searching for a key too.
If you're going to Google for keys you might as well just skip to getting a cracked version.
>>
>>12078113
ahahah I imagine that high pitched yelp death noise when you kicked it. good stuff
>>
>>12078115
>Not to mention how Nightdive preferred to do the same thing with System Shock 2 remaster instead of following id's example with their re-releases before Refreshed Supply.
Also what they were trying to do with their Blade Runner shit of getting the existing one pulled from sale, which their only bundled into their one with half the features and shitty upscaling after getting shat all over.

Fuckers make out they're about preservation but they really aren't.
>>
Can you modify Nugget's obituaries?
>>
>>12077809
>>12078115
>Romero vs Sandy
>American vs Tim
Who's the better 1v1?
>>
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>>12078201
Last time I checked, Decohack didn't support adding this directly, but it might've been updated. Something like picrel needs to be added to the 'strings' field of a compiled dehacked file. The identifiers for each thing are hardcoded and borrowed from zdoom (I think).
>>
>>12078201
yeah with bex >>12078220
or with usual raw text replacements https://pst.moe/paste/awovxr
>>
>>12078210
>1v1
No one likes Tim.
>>
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>>12078210
In what sense?

Tim is at his very best a medium talent, and that's if we're charitable and choose to assume that he actually did make his own levels after all. Tim is also an infamously conniving snake who has a pathological need to lie and backstab. The only thing he really comes up with in this day and age is to tell some sort of ridiculous and easily debunked lie to make himself look good in the moment.

Romero, Sandy, and American, they all have their flaws, but they're all talented and sincere creatives who went out of their way to make cool shit (over and over) for a sheer love of the game.
If you mean in just an arguing sense, then Tim isn't very entertaining for that either, because as said, he'll make up some bullshit, and then people easily verify that what he said was in fact bullshit, and Tim looks like an idiot/asshole/both yet again.
>>
>>12078096
HOTPOTATO85.WAD: https://files.catbox.moe/gn8e9v.zip
Make barons and imps come out from a portal at the start of MAP02
>>
>>12078238
oh i'm stupid next anon unstuck my imps plz
>>
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Name a sexier sounding gun.
https://voca.ro/1byED6LTWckG
>>
>>12078221
Rad
>>
chaingunners and revenants have too little hp.
hell knight have too much hp.
>>
>>12078261
I think they have just right HP.
>>
>>12078280
Obviously so that you can bring it up here instead.
>>
>>12078210
Romero and Sandy are both likeable.
American is a guy who has been fucked over all his life and still made it, while Tim is a giant piece of shit.
So I go for the latter just because Tim needs to be shat on.
Romero constantly beginning his responses with "Hi, Sandy, I hope you are well" before utterly shooting down his last post never stopped being funny though.
>>
>>12078250
Really? That annoying whining thing? In the same game with the sexy humming railgun?
>>
>>12078250
Quake 1 nailgun, any fuckin' day
>>
>>12078313
>Virtually a "Super Rocket Launcher" with its double explosive shots.
>While the Railgun got nerfed in the remaster, it BUFFED the Phalanx's splash damage and the changes made to enemy power screens/armor makes it melt those down with it being an energy weapon, which is helpful against its expansion's power shield-equipped enemies.
>So badass it has to have its own special ammo source so you can still use it while saving rockets, cells for power armor, or slugs.
>Was made a Tribolt reskin in QC, and the only accurate retro Tribolt skin at that, since Beta Class Gladiators fire 3 Phalanx shots on Hard and Nightmare.
>The only weapon from Reckoning brought back in CotM, but it was the only weapon from that expansion that needed to come back.
Take the Phalanx pill.
>>
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>>12078334
>railgun nerfed, phalanx buffed
Would've been nice if I could make my own balancing decisions.
>>
>>12078250
>>12078330
sorry I should have said super nailgun, here:
https://voca.ro/1jPD1QAjMSRv
>>
>>12078356
The Super Nailgun is such a fun gun to use and listen to. I only ever use the normal nailgun on Scrags to save ammo, but the Super Nailgun is literally just a straight upgrade.
>>
>>12078250
Grenade launcher in Q1.
Railgun in Q2.
Almost every single weapon in UT'99, but especially rocket launcher and shock rifle.
MG42 in Call of Duty 1
>>
>>12078363
that thunderous noise never gets old. just sheer balls to the wall aggression. beautiful.
>>
>>12078250
M1 Garand
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>>12078363
I love both nailguns. The regular one looks cool and is satisfying to shoot, but the super version is like a proto-Quake 2 chaingun for the mess it makes. No idea how it makes the same ammo hit harder, but I'll take it.
>>
>>12078404
>No idea how it makes the same ammo hit harder, but I'll take it.
doesn't the super ng fire more than one nail? giving more damage
>>
Why a nail gun anyway, is it some lovecraft thing like the lightning gun?
>>
>>12078410
It visibly only fires one nail at a time though, unless the gun glues two together with eldritch magic or something.
>>
>>12078416
It's just a cooler and more fantasy themed machinegun. It's an excuse for a projectile gun and it's oddly satisfying to see the nails digging into what you're shooting, plus shooting nine inch nails into monsters is metal as fuck.
I keep imagining Ranger misusing a Black and Decker powertool whenever I use it though.
>>
I think a better question is why a futuristic space marine is wielding a battle axe. No doubt a holdover from when Quake was gonna be more straight fantasy.
>>
>>12078421
The way the nailguns are designed definitely don't feel like they're meant to be power tools. Those things are definitely weapons (and were likely kept in the slipgate complexes as relics from dimensional expeditions). A side-by-side double-barreled nailgun feels impractical for construction anyway.
>>
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>>12078423
I always assumed it was an alternate universe Earth. Just look at the giant computers in the sci fi bases, and how the US Marines seem to now wear medieval armour and are issued axes. Of course, it's likely just to be a holdover from the dark fantasy RPG Quake was meant to be like you said, but it's a fun theory.
>>12078425
I know, but as nailguns are a real tool I just find the mental picture funny.
>>
>>12078421
Actually, he would use a Ryobi
https://www.youtube.com/watch?v=gnXl0bHxa40
>>
>>12078416
So I they can include a Nine Inch Nails reference in the game
>>
>>12078427
I love Arcane Dimensions so much. It's a shame most modern releases are all designed for Copper. It's a nice rebalance, but AD is more fun with the expanded bestiary, no hitscan (unless you want it), and the stupid as fuck Widowmaker. If only Halloween/Christmas Jams were still a thing. It's almost enough to make me want to learn to map.
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>>12078431
>no hitscan (unless you want it)
I don't see anyone disliking hitscan, honestly. All hitscan weapons, all projectile weapons, both of these are less interesting than a mix.
I'd personally like to see more maps made through Mjolnir but I haven't heard of any major recent Quake releases, mostly just Q2 stuff.
>>
Quake is weird, because if you changed the protagonist to be slower and the weapons less effective, it would be the perfect horror game. You're in creepy locations listening to a foreboding soundtrack and fighting eyeless horrors and mysterious evil knights. The difference between Quake and a horror game is that the Ranger is a fucking death machine and in theory is the scariest thing in the room.
>>12078461
>Mjolnir
I need to play this. I know it'll never be finished due to the unfortunate passing of the modder, but it looks cool.
>>
>>12078427
Quake maps like these are so comfy, I kinda get why people want to slop theirs all over Artstation.
>>
Why do Doom weapons have built in frames of input lag?
>>
>>12078507
Doomguy broke his trigger finger before the events of Doom (ouchie)
>>
>>12078506
If only the Slipseer types wanted to make fun maps instead of impressing potential employers. Or spreading rumors and canceling people over lies. Fuck the sheep and his creepy little group.
At least Map-Center seems to be back on track for trying. They lack the talent but maybe in time they'll improve.
>>
>>12078427
I always liked how Warden has those supports there to prevent the tower from falling. Like some lovecraftian being looked at this odd structure and suddenly said "Well shit, I can't see this being structurally stable. Call in a construction company and get this shit sorted. And no OSHAing the place up, we're not made of money down here."
>>
>>12078235
>and that's if we're charitable and choose to assume that he actually did make his own levels after all.
Allegedly the only one he did make by himself was the kick advert one, with the rest being about 80% his sister's work and he just placed decorations.
>>
>>12078527
>At least Map-Center seems to be back on track for trying.
Map-Center is (perhaps ironically) much more diverse than the Shitseer crowd with regards to interest and skillsets, so you'll get somewhat different groups of people participating in different jams based on that.
That can lead to a rollercoaster in quality, but it's better than everyone trying to out-artfag each other at the expense of gameplay.
>>
>>12078574
I take back the medium talent thing, because Wind Tunnels is actually pretty good.
That is, Tim is actually hypothetically decent, but in all likelihood just stinks at making levels, and didn't do much of his own design. He lies about everything else, so there's no reason to assume he wouldn't lie about making levels too.
>>
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>>12078484
>Mjolnir
It's damn crazy sometimes, and I will forever be sad about him passing away.
I cheated to get the last 3 secrets
>>
>>12078117
I thought that's how anon decided to crack it, for whatever reason.
>>12078125
>Also what they were trying to do with their Blade Runner shit of getting the existing one pulled from sale, which their only bundled into their one with half the features and shitty upscaling after getting shat all over.
Oh yeah, I remember GOG delisting caused some outcry and this all happened before nu-Atari bought them. At that taught them to keep OG System Shock 2 around... They'll probably forget that lesson for Blood (again).
>Fuckers make out they're about preservation but they really aren't.
Yeah. Fucking marketing.
>>12078210
>Who's the better 1v1?
Are you talking about who is more pleasant person of the two? If so, Sandy and American. Hands down.
>>
>>12078640
>Are you talking about who is more pleasant person of the two? If so, Sandy and American. Hands down.
They're definitely the ones I'd work with if given the choice, I've already had the miserable experience of working for an early success, photographic memory (lol) type, and would never want to repeat it.
>>
>>12078640
It was more so about the matchups themselves rather than the individuals in them, but
>Sandy
I hope you are well!
>>
Is there a kino guide about how to light quake maps? (or Doom maps if it covers the essentials)
>>
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>>12078678
I'm pretty sure Dumptruck has multiple videos on lighting.
Otherwise just refer to this chart and start experimenting.
>>
>>12078694
I meant like in an artistic sense. For example, most of the resources talk about light in a cinematic environment with a scripted camera, which is fine for cutscenes but doesn't work for games where the user controls the camera.

Modern level design resources are all trash, and with the invention of PBR the focus is more on how light behave in real life instead of treating them like a painting.
>>
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>>12078705
Maybe this is what you're looking for then: https://book.leveldesignbook.com/process/lighting
>>
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>>12078618
Wow, this is pretty. Kind of weird he started at the end with episodes 3 and 4, and never got around to episodes 1 and 2. Also episode 4 crashes, and I don't want to install a separate Ironwail to fix it. Fantastic visuals though, I can see he was going for an grand fantasy adventure feel with it.
>>
>>12078732
>Kind of weird he started at the end with episodes 3 and 4, and never got around to episodes 1 and 2.
I think Tronyn mostly focused on the fourth episode, other people were working on the rest.
I too used to think it was weird until he sadly passed.
>>
>>12078527
I can't seem to pick a struggle, but I've grown kinda tired of Doom and doodled with Trenchbroom a few times. Maybe my calling is in Quake.
>>
What's the "Thor's Blessing?" The dumb frogs and sheep keep getting in the way and either getting mad with me or dying.
>>
>>12078732
You really should fix your Ironwail because the first E4 map alone blows away the whole E3.
>>
>>12078762
Seconding that, and that's even considering that E3 is still pretty good.
I had more success running it through Vkquake, however, but I recall there was a patch that helped out Ironwail users.
>>
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>>12078762
>>12078769
It's running perfectly fine in latest Ironwail with patch1, it's available on the same page.
>>
>>12078313
>humming
I find myself switching away from the railgun solely to avoid the constant humming.
>>
>>12078784
What's the latest Ironwail? 8.0?
>>
>>12077003
And before people point to the implant upgrades, you wouldn't call Metroid an RPG. If anything, SS1 is functionally a Metroidvania FPS.
>>
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>>12078796
Yes, 0.8.0. It's not like there's many places where the author puts updates.
>>
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>Fuck it, I'll try Mjolnir
>Start episode 4 because everyone seems to think it's the best one
Oh my. This looks nice...
I'm upset this will never be finished if all the maps have this level of polish.
>>
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>>12078816
What the fuck? You have FEET in this mod?
>>
I don't think I'll ever get the hype around Mjolnir E4. I found it to be massively overwrought and kind of tedious, E3 was much better.
>>
these are the only zombiemen in all of Sunder
please appreciate them
>>
>>12078831
1+ hour long maps are definitely not for everyone, but personally I love them so much (not Okuplok non-stop combat kind).
And the fact that barely anyone makes such maps means you never get tired of them (of course you can get tired mid-playthrough but that's a different thing).
I also want to say that they're just better made on average, because if you already put so many efforts into your gargantuan map, what's the point in half-assing it.
>>
>>12078831
It's a giant map that's interesting to look at and explore. Take stuff like Dwell for instance - some of those maps are HUGE, but they look like standard Quake maps with some Makkon textures. Big castle or town maps are cool because they feel like an adventure.
>>
>>12078829
I think they split the player model in half Quake 3 style for visible weapon models and per-weapon animations for other players (likely done for Keep, not Mjolnir specifically).
There's no way to hide the extra entity (your legs) for only you in standard QuakeC so they're just kinda there.
>>
>>12078816
I tried this mod and was weirded out by a piece of music that sounded like someone furiously mumbling to themselves to some generic fantasy town track. The levels look nice but the music is all over the place, plus it seems to be one of those kitchen sink mods that just has to have a bit of everything for no reason. Like did we need all the expansion ammo types AND new weapons AND AD enemies AND expansion monsters? It reminds me of Quoth. Not bad at all but no need to overdo it.
>>
>>12078672
>I've already had the miserable experience of working for an early success, photographic memory (lol) type, and would never want to repeat it.
Ouch. Sounds like one hell of a story. I'm glad that it's your past now though.
>>
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>>12078872
>It reminds me of Quoth. Not bad at all but no need to overdo it.
Reminds me of Drake: A similar 'sink' of a mod that you can do a lot with. My first time with it was overwhelming and I preferred Quoth, then I started playing Ter Shibboleth Redux and older Tronyn maps and it really grew on me.
>>
>>12078890
Fuck. I meant Drake. Either way I get the appeal, but it's trying to do too much as far as I'm concerned.
On the subject of kitchen sink mods, I never understood people claiming AD was that. It added more monsters and maybe two new weapons. That's not the kitchen sink approach.
>>
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>>12078861
Nevermind, there's actually just a tiny, headless and armless player model tucked right under the player's camera position and obscured by the actual body in third-person.
How terrifying.
>>
>>12078724
I have read that, and it's one of the most soulless book I have ever read. All it does is cite different resources. This one for example is much better:
https://twhl.info/wiki/page/Tutorial%3A_Lighting_Theory_-_An_Introduction_to_Lighting_Design
>>
A bit unrelated to the ongoing discussion, but I've always wondered if it would be possible to combine Quake and its expansions into one singular package, like how Quake II and its expansions were done in the remaster.
>>
>>12078914
>>
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>>12078895
>On the subject of kitchen sink mods, I never understood people claiming AD was that.
I don't feel that about any of these mods, I just regard them each as different toolboxes to mess with especially when it comes to Drake and Keep. The latter has enough to let you recreate Heretic in the Quake engine.
>>
>>12078915
It's definitely possible. Keep and Violent Rumble are most of the way there in having all the weapons and monsters from the expansions - just not including the maps and using alternative/enhanced equivalents to some of their mapping entities (meaning compatibility isn't guaranteed).
My understanding as to why the professional programmers at nu-id/Nightdive didn't do this with Kex Quake 1 was because they just couldn't be fucked to put the work into unspaghetting the QuakeC of both expansions enough to make them compatible.
>>
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The spreadfire cannon is underrated.
>>
>>12076625
Hell yeah dude
>>
>>12076625
Just do it. I'm not worried about competing with all the retards who are just gonna make dog shit with it.
>>
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As cool as this is, some areas look a bit... moddy. I can only assume Tronyn would have polished this up a bit



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