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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12104192

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: HOTPOTATO92.WAD
https://files.catbox.moe/vqdnbi.zip

SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2, MBF21 | Deadline : October 31st
Rules: https://desuarchive.org/vr/post/12092867
Assets: https://files.catbox.moe/tsacv4.zip

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

=== NEWS ===
[10-19] Necromantic Thirst is updated to the final version.
https://www.doomworld.com/forum/topic/149103

[10-17] Map-Center Retro Jam 4 for Quake has been released
https://www.moddb.com/games/quake/addons/map-center-quake-retrojam-4

[10-15] GzDoom development seems to be imploding
https://github.com/ZDoom/gzdoom/issues/3395

[10-14] Duke3D is getting a fan port to Build2
https://x.com/MannyCalavera12/status/1977799227867832601

[10-12] Serious Sam 2 gets 20th anniversary patch.
https://store.steampowered.com/news/app/204340/view/520852898086650127

[10-1] ALIZARIN (RC1) ~ Avant-Garde Monochromatic Megawad
https://www.doomworld.com/forum/topic/155368

[10-8] Nightdive delisting original System Shock 2.
https://store.steampowered.com/news/app/238210/view/503964319779651936

[10-8] New EduardoAndFriends wad
https://www.doomworld.com/forum/topic/155461

[10-5] GMDX_AE mod updated to v1.1
https://moddb.com/mods/give-me-deus-ex-augmented-edition

[10-14] wadptr 3.8 released
https://soulsphere.org/projects/wadptr/
https://github.com/fragglet/wadptr

=== 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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fack
actual last thread

>>12108418
>>12108418
>>12108418
>>
>>12112994
You have brought shame upon the thread before it even began.
>>
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>>12113032
>last general
It's over...
>>
>>12113032
>Doom map around another already
So, building a map around say E1M1 where you can see the original stuff but not interact with it?
>>
>retard/bad actor baked on page 4
report, do not respond, await page 8 and bake for real.
>>
>>12113032
>GZDoom care enough yeah fight
>previous mistake
>/vr/ gives mod done
>doom vets behind thanks
>user vore graf
>retard based monster
>yep faggot linux ones last general
>>
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>>12112968
>SUB MORTEM : A Dead Simple Halloween Project
Just for the mood of the season, a simple and straightforward mapping project.

>Assets: Ad Mortem, no additional assets or custom textures (there's already LOTS).
https://files.catbox.moe/tsacv4.zip

>iWAD: Doom 2
>Map Format: MBF21
>Constraint: Playable area MUST fit 2048x2048 box.
>Deadline: Your level should be fully completed by October 31st.

For WIP screenshots, submissions, or questions regarding Sub Mortem, reply here.

Currently 4 levels submitted!
>>
Ironwail or VKQuake?
>>
>>12110958
What'd you think of Something Wicked? Mapjam6? Other Tronyn maps?
>>
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>>12112968
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-max run of Ad Mortem - Map 07 "Darkwood" by A2Rob.
Reply to this post with your demo & time.

Download the wad here:
https://www.doomworld.com/forum/topic/125461-ad-mortem-a-halloween-themed-megawad-mbf21-new-update-phase-3-is-out/

Example demo in 11:52:
https://files.catbox.moe/6q8g7z.lmp

Previous challenge winner: Nobody beat the example time, so here's the next best time from this anon apparently returning from some sort of Doom exile. Orange is True Love map 02 in 2:46 : >>12111935
>>
>>12113084
Ironwail is generally better in features and big map performance, but vkQuake can give better performance in mods that lean on a bunch of entities or heavy scripting, and it's way better for multiplayer than Ironwail which tends to start pissing and shitting itself as soon as heavy combat starts.
>>
Shadow Penis Hog in the haunted mansion
>>
>>12113131
Did Ironwail ever get support for the particles in mods like Arcane Dimensions?
>>
>>12113172
Nope, no FTE particles still.
>>
>>12113071
Could you start to compile the maps into a separate zip?
>>
>>
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fuck monday
>>
>>12112093
Whoops, forgot that we got a new thread already but anyways, GGs!
>>
And the best Wolfenstein level is....
>>
>>12113259
ggs
Fitting softlock on MAP30 since the premise of the wad is being stuck in the moment of your death

>>12110781
>not having an automap for a 30-ish minute long non-linear map
I can handle it if it's laid out well enough that you can map the area mentally.
Or you could do the artsy thing wads like Gossip do and draw out a fake floor plan.
>>
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TNT Evilution isn't very good
>>
>>
your thoughts on Alien Vendetta Inverted
>>
>>12113097
My list(s - cause I kept making new ones or folders of x map author(s) for y game(s) - my settlement for some of these was to play the thing I found most notable or found most personally interesting from the author then leave the rest for when I feel like it since some had multiple megawads to their name)) was for mods and tcs people talk about all the time in these threads for years on end - specifically with Quake all people would talk about is Arcane Dimensions, Alkaline, and Mjolnir - there was a few other map sets people would bring up like Tomb of Thunder, Rubicon, Dwell, various map jams, etc but it was never to quite the same degree as above. Right now all I have played of Tronyn's works is stuff from Mjolnir which I liked. I'll go through others later at my leisure since I am actually really enjoying Quake stuff atm since I have played so much of Doom and so little of Quake. I should have played these sooner.

I was speeding through these last few mods since I realized I was so close to completion on my list of everything /vr/ really likes that I just wanted to get this over with so I could focus fully on my own projects.
>>
>>12113283
The 2nd half of Episode 6. It feels like all the progression of the skills you learned being put to the test. If I had to pick one, it'd be Episode 6, Floor 6 where one shot wakes up the entire floor and there are no safe bottleneck spots.
>>
>>12113373
Do your thing. I enjoy hearing people's thoughts on his maps. Far and away my favorite Quake mapper, taken from us too soon.
>>
make sure to go fast
>>
>>12113436
i didnt know they made a doom mod out of nortubel
>>
Any resources out there for an aspiring doom mapper?
>>
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>>12113541
Not being a jerk when I tell you what I'm about to tell you. Use this:
https://notebooklm.google.com/
and this:
https://youtubetotranscript.com/

Check out the latest Ultimate Doom Builder tutorials on youtube, feed them to that youtubetotranscript tool, copy and paste the text into a notebooklm you call "Doom mapping" or what have you. Download the latest Ultimate Doom Builder manual, feed it to notebooklm as well. Boom, you now have an LLM you can ask whatever you want about Doom mapping.
>>
>>12113541
Consult other Doom maps, maybe look at other video game levels you like? Hell go look at Brutalist architecture.
Don't use Google tools.
>>
>>12113553
>Don't use Google tools.
Why?
>>
>>12113558
Google has a long running track record of breaking or just removing their projects. I don't think I need to explain why it's really, really stupid to rely on a tool that could just vanish the next day.
>>
>>12113561
Notebooklm has seen integration into Workspace. It's not going anywhere. Not to mention, it's simply the ultimate stupidity to not use something where you can say
>How do I make xyz in UDB?
and have it spit out the answer as opposed to sifting through the manual, or tutorials.
>>
>>12113565
Too big to fail is a good mindset if you enjoy getting fucked over.
>>
>>12113567
I don't think you understand what's being advocated here. The youtube tutorials and UDB manual that would be sourced for a convenient LLM that can aid someone in jumpstarting their Doom mapping career wouldn't disappear if Notebooklm disappeared. It is a tool that makes the searching as easy as asking, and getting. Don't be weird about this, because that's what you're doing.
>Here's something that'll make Doom mapping much easier to get going on
>No you shouldn't do that
Not just weird, but abjectly stupid.
>>
So, what's everybody been playing lately?

I've been giving Hi Viz a go with Pvt Stone for thematic appropriateness, it's a pretty fucking impressive mapset, in a relatively short time span Mustangtel has gotten to a point where he might be rivaling the Chainworm Kommando mapper for Doomcute.
>>
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>>12113578
Retro Jam 4 and Alkaline.
I've played Alkaline before but wanted to give it another playthrough.
>>
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What does this mean???
>>
>>12113578
Played through Retro Jam 4 as a break from Xenosaga 2.
>>
>>12113589
Yeah, I'm puzzled too. LZDoom 3.88b is four years old at this point, we're at 4.11.4 now.
>>
>>12113589
LZDoom was discontinued, no?
>>
>>12113602
At least twice, which takes some doing.
>>
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>>12113541
https://notebooklm.google.com/notebook/af7a972f-b51f-4db8-bdb2-75ac9f8afe23
Did it myself because ezpz.
>>
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Github link on the ZDoom website now leads to UZDoom
>>
>>12113620
Why'd you bring them up then?
>>
>>12113620
you seem very interested considering its all you ever talk about
>>
>>12113609
Nice, something I'd noticed about a lot of the Youtube tutorials was that they seemed to immediately expect quite a significant level of familiarity with UDB and just skipped the fuck over the basics.
>>
>>12113625
you brought that uzdoom crap here, and i wanted to let you know my distaste. that you didn't simply outright agree with me shows the state of this place. shameful. it'd only be worth a fuck if they made multiplayer competitive with zandronum. which they won't.
>>
>>12113625
It's his new derail the thread tactic.
>>
>>12113630
Been there, man. Been there. Hope you and anyone else interested in Doom mapping find it useful.
>>
>>12113580
Alkalines levels are a mixed bag for the most part, but the hub is really nice.
>>
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>>12113578
Quake Combat+ which is a mod of Quake 1.5 for some reason, don't remember. Really fun.
>>12110905
I agree, and I remembered someone made a "classic" weapons pack for Quake 1.5. Thank god I had it because I couldn't find it with a search.
>>
>>12113306
I like it more than Plutonia
>>
>start sketching level idea
>turns into episode
I suppose it's better than magnum opus poisoning.
>>
>>12113706
t. russian
>>
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>>12113762
How dare you
>>
>>12113609
Can you do one for Quake. And maybe Sam.
>>
>>12113602
>>12113604
DrFrag routinely updates it nowadays, for some reason it just never makes it to ZDoom.org. He's on 4.11.4 and iirc ZScript parity is almost 1:1 with GZ 4.12 now.
>https://www.doomworld.com/forum/post/2967151

>>12113187
Thanks, anon. It's shaping up rather nicely and I already made it finishable yesterday, so in a way this is what Eraser should have been - that started as a small Halloween speedmap, believe it or not.
>>
>>12113805
>Quake
https://trenchbroom.github.io/manual/latest/
Also dumptruck_ds
>>
>>12113578
FEAR because it just turned 20, I replay it most Octobers though.
>>
>>12113578
100%'d Golden souls 2 so now I'm inbetween WADs, I'd rather start 3 when it's fully finished
If I had one criticism of 2 it's I feel like the backpack should have been got at around the 50% mark
>>
>>12113578
Haven't played much, focused on getting something for Halloween done. Very keen on playing Forlorn by Lvendead as well as making a little mod for it, though.
>>
>>12113837
>Also dumptruck_ds
We have this dumb fuck to thank for the Slipseer clique. But it also got as Alkaline so I dunno, not everything the Sheep is involved with is bad.
>>
>>12113683
combat+ is a great mod, i need to DL the new retro mappack and give it a spin. i really enjoyed playing through previous packs with this mod.
>>
>>12113850
m8 I don't give a shit about your stupid drama.
>>
>>12113863
You cared enough to reply.
>>
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>>12113850
You're over 35 and bitching about people anonymously online. Grow the fuck up.
>>
>>12113874
Yeah, because I'm tired of drama niggers trying to steer every conversation towards their stupid fucking drama. I mentioned dumptruck due to his tutorials. Fuck off with his relationship to slipseer or whatever. Keep it in discord or wherever you cunts congregate.
>>
>>12113876
He's been doing this for years.
>>
Yeah, not interested in this drama.
I'm totally invested in adding my voice to the recent REEEEing over this fight though.
FFFFFFFUCK.
I'd add regenerating medkits and/or lose a wave. It's a bit too mean.
>>
The UAC logo looks like two Pac-men kissing each others mouths
>>
>>12113906
Wrong image, I was talking about the final fight, that bit's fine.
>>
>>12113589
There needs to be a Gay ZDoom and a Lesbian ZDoom
>>
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Here's your new totally authentic, definitely not portfolio bait Quake jam bro.
>>
>>12113920
I never tried that one
>>
>>12113928
anon...
>>
>>12113932
>He doesn't have a time machine
Kek. By the way, I just came back from the 90s and you'll never guess what I did!
I tricked id into adding a rip-off Cacodemon that spits Lost Souls into Doom 2! I gave the idea to Sandy, the dumbass actually LIKED IT!
Enjoy your new timeline, faggots!
>>
>>12113936
God dammit, not again.
>>
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This shit is absolutely fucking insane. Like, you look at "normal" Doom/Duke/Quake/Half-Life/Serious Sam maps, and then there's this shit just straight out from another dimension. Some mad lad ;_; actually sit there and put ALL this crazy craziness together. God bless his soul.
>>
>>12113948
I'm so mad this will never be complete. What we have so far is so damn good.
>>
>>12113920
>Hey we're doing a jam around the end of October
>Halloween? Fuck no! Why would we do that?
Okay, I'm now with the anti-slipseer autist.
>>
>>12113948
Also the music, it's nothing special but holy shit it hits just right there straight into meow meow.
https://www.youtube.com/watch?v=zbhhwAF0WYQ&t=134s
>>
>>12113032
/vr/ gives mod
gib me mod, plox
>>
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>>12113954
The funny part is that they delayed this for over a year just so they could make all those hideous models.
This might be one of the fugliest shamblers I've ever seen, and the Kex shambler was pretty fucking bad.
>>
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>>12113578
I want to play Omerta on Hellevator, but I don't know if I should use a monster pack for it. Any recommendations?
>>
>>12113920
What the fuck are those models? They look like those AI generated fake trailers for remakes that kids and morons go nuts for.
>>
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>>12113920
>just trench crusade my pixar up senpai
Guess it gets harder and harder to sell low-poly portfolios.
>>
>>12113920
Well, now we know what that voice endlessly screaming in the Quake theme is looking at.
>>
Communist ZDoom
>>
>>12113991
https://www.youtube.com/watch?v=wL_RC8ZzLJc
>>
>>12113980
I almost like some of these, but the chubby, pillowy look of them is very weird and bad. I wanted to take part in that jam but yikes, those models kinda dashed my interest with just how bad they look. Maybe I'll settle for just some Makkon textures instead.

>>12113975
You could try LFW's enhanced Smooth Doom monsters, they have some extra death states and don't detract from the Doom style.
>https://forum.zdoom.org/viewtopic.php?t=76994

Sucks that we don't have any mobster-style monster packs, it would be a match made in heaven. I guess you could also try Project Malice if you want something spooky and more challenging, recently I had the misfortune of bad RNG and got three void spawns to deal with. Very not fun.
>>
>>12113996
>I'll settle for just some Makkon textures
I don't see why you would. They're literally the texture equivalent of those models.
Might as well go map for something that isn't Quake.
>>
>>12114004
Because I played both QBJs, liked them and specifically started to learn Trenchbroom to make maps with those textures. I have some other sets I want to use, but I'm a brutalism nerd and want to shoot bad man in concrete maze.
>>
>>12113996
I was thinking of maybe checking out DRLA's monsters instead, but I think I'll check this one out, too. Thanks for the rec.
>>
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>>12113910
>>12113906
Revisiting it was fun, playing it blind was brutal, but it wasn't the only time I felt like that in Alkaline. I may have enjoyed myself more if I played it all through on hard but I had enough spare time back then to offset it.
It and pic related gave me the hardest time on these replays, and it's strange: While I spent more attempts for the fight in alk_pillars, I think I ended up more irritated with this four golem fight in ad_azad. I had fun figuring out the Pillar fight and just scraping by.
>>12113948
I borderline want to ask if you're using some new renderer or something. It's that stunning, peak Quake.
>>
>>12113920
Why the fuck did they give the Vore boobs?
>>
>>12114046
based
>>
>>12114046
It looks like that magic card certain people want to fuck
Elish norn or something?
>>
>>12113920
Am I alone in thinking these are fine?
>>
>>12114082
No, but people here need something to complain about.
They don't fit Quake, but as their own thing they look pretty cool and certainly mesh well with Makkon's textures.
>>
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>>12114031
>you're using some new renderer or something
Technically it is "something", but it's very subtle and basically only noticeable in static.
It's a reshade port of CRT-Guest shader (the original shader is probably the most popular shader used in emulators nowadays). I edited the settings trying to make it look like 2% more CRT-ish than the original picture, and while of course it's not perfect, it does make difference sometimes.
Also the screenshots are .jpg because original .png are too big, so the compression artifacts might also affect the look since it's a shitload of microscopic details on the picture.
Other than that it's just Ironwail with chunky vanilla look, no antisotropic filtering or anti-aliasing or anything like that, and of course GL_NEAREST texture mode because even the default "Classic" option, GL_NEAREST_MIPMAP_LINEAR, blurs the shit out of the textures in the distance.

tl;dr It's just Quake. Thanks uncle Carmack.
>>
>>12114084
I think the Shambler and Vore look kinda like unlicensed knockoff versions, but they're well done models. I like the trench warfare knights in armor look, though they should maybe be more visually distinct for gameplay reasons, given they are all doing different things.
>>
Which quake mappacks have cool music?
>>
>>12114082
They're like 4x the pixel density of the environment, way too high-poly, and look like cartoon characters.
Even if you somehow like how they look in the abstract, they're horribly unfitting for the context.
>>
>>12114082
>Am I alone in thinking these are fine?
I think they're alright though I do like the scrag and vore in particular. The one brutalist jam I played had a strange contrast between the good looking levels and vanilla enemy assets so this has the potential to be more fitting.
>>12114091
What kind of music? Something more traditionally "Quake-like" or otherwise? I like a lot of the tracks in Episode Enyo, but my favorites may have to be what was used in
>>
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>>12114098
>I do like the scrag
>>
Just beat second ep of Blood. gotta say on well done it really feels like work even with all the saves
>>
>>12114098
>but my favorites may have to be what was used in
...Spiritworld. I got very distracted before I hit post.
>>12114105
It's a ballbuster. Lightly Broiled and the ports that let you customize the difficulty can make it more palatable.
>>
>>12114106
Btw all the fucks saying "durr you only have ammo scarcity in ep 1" - I just beat first level of third episode AND STILL I BARELY HAVE ENOUGH FUCKING AMMO YOU FUCKING LIARS REEEEEE
>>
>>12114046
Built for holding hands/scythes and going on romantic walks in gothic castle ruins.
>>
>>12114109
Could be a lot of people "getting used" to the scarcity in episode 1 so it seems less so in the other episodes. It does feel like the difficulty drops in later episodes, especially after the train and hallowed temple.
>>
>>12114132
I only ran out of ammo for weaker weapons in the 4th episode's last few maps because I didn't use the napalm launcher often enough and lol mother spiders in pairs.
>>
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>>12114046
>>
>>12114132
Train is not that hard desu but yeah that temple in ep 2 is scary as fuck
>>
>>12113850
I don't particularly like the zoomer tranny drama-starting shit that is endemic to slipseer, but dumptruck_ds is a perfectly reasonable guy from everything i've seen. Not sure why somebody would hate him, dude just likes community and quake.
>>
>>12114082
Apparently not, although they do look like shit within the context of quake IMO. The shambler is the worst.
>>
>>12114214
Trains is hard job.
>>
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>>12114225
>Not sure why somebody would hate him, dude just likes community and quake.
I've seen posters damning his tutorials for making mapping accessible to mappers they don't like, seemingly ignorant of the fact that the tutorials can be used by mappers they do like or to even make their own maps. It's some of the stupidest shit desu.
>>
>>12114263
>I've seen posters damning his tutorials for making mapping accessible to mappers they don't like
The problem is him inviting literally everyone into a community with no gatekeeping or even the slightest ounce of discernment, letting the inevitable mentally ill freaks among form a clique that pushes normal people out, and then getting shamed into handing the whole thing over to them because he had the gall to enforce a no politics rule on some random guy sperging out about Ukraine.
The man is spineless.
>>
>>12114046
what, do you think all monsters have to be male? that's kinda sexist of you anon baka
>>
>>12113850
>>12114225
I thought dumptruck_ds got bullied out of those circles a while ago?
>>
>>12113578
not playing any fps for the time being, have to clear some jrpgs in the backlog
>>
>>12114096
Fair. I wasn't looking much at the surroundings. Again also, I can imagine improvements.

>>12114245
The Shambler is my least favorite of them, yeah, he's just a less cool take on the original, even if his model is well executed.

>>12114370
Not him, but I don't, I hack up Succubi with an axe in Diablo on the regular.
>>
>>12113119
17:50 https://files.catbox.moe/hkzjlk.lmp
Forgot where to go
>>
>>12112110
>>12112101
>>12112089
>it's a doombabby discovers 2000s mememods episode
>>
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>>12113578
The Osiris Challenge made me start just playing Osiris for real, and I oughta get back to that again and finish it.
Also been playing Wario Land and then Wario Land 2 for about a month now, between mapping and spriting.

I need the change of pace and tone. Some days I wanna carve out dark techbases and dress them up with heaps of gore and dead bodies, or playing onw of the challenge maps. But then, I also wanna take an hour or two of hoarding coins, and sending Gooms rocketing off screen like *NYOOOOM---!* with a well placed running shoulder tackle. Or groundpounding him flat.
Like pic related, but with Wario and a Spear wielding Goom, who I'm then taking a gold coin from.

The variety is good for the soul and helps prevent burnout.
>>
>>12114414
yeh, normies all play dbp48 and yet these zoomies wish to feel special
>have you guys heard of terrywads? best thing discovered in my life
>>
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>>12113965
>Kex shambler
>>
>>12114414
I was there when anon posted those screenshots and I compiled the image, we were all laughing at it 11 years ago.
Sometimes it's nice to reminisce about something funny.
>>
>>12113920
bit late for aprils fools
>>
>>12114420
You guys ever play this wacky obscure mod called "The Sky May Be"?
>>
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Has the actually-worthwhile Doom scene died to make way for WADs which will be played by maybe 3 people at best?
>>
>>12114417
>Mario the Man
Why does he crush the turtles? Perchance?
>>
>>12114435
>to make way for WADs which will be played by maybe 3 people at best
That's always been the Doom scene.
>>
>>12114082
Holy fucking shit taste, bet you like AIslop too feggit. Leave /vr/.
>>
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>>12113071
https://files.catbox.moe/l795co.zip
Update for The Experiment.
Changed up the encounters a bit, and tried to add some details to places I thought it was necessary.
>>
>>12114464
no u
>>
>>12114428
Begone hipster
I tried to, but it was misbehaving on modern port and I was too lazy to dig up the dosbox
>>
>>12114428
redditslop
>>
>>12114414
for me it's futur war
>>
>>12114435
Still waiting on Nugget getting brightmap support similar to GZDoom's pngs.
>>
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>>12114484
It's been more than a year at this point.
>>
>>12114505
Are there any references I can use to make and import my own for it?
>>
>>12114435
Brightmaps aren't exactly difficult to make.

>>12114484
I heard that it was supposed to get proper brightmaps, then also that it wasn't yet that it was.
It'd be nice to have.

>>12114464
I make and contribute graphics to /vr/ projects, and levels. No AI involved. What do you contribute?
>>
>>12114554
>I heard that it was supposed to get proper brightmaps, then also that it wasn't yet that it was.
>It'd be nice to have.
Yeah, I really want to convert the Ad Mortem brightmaps. I haven't had much luck in figuring out how.
>>
>>12114424
desu it's surprising how few of those shitpost wads there is these days. mememods and asset rip mods used to be the bread and butter back in the day
>>
>>12114571
People loved those things earnestly, too. Look at the complete mess that is Aeons Of Death or whatever, where the author shoves in everything from every FPS from the 90s into one mod, and it's a complete mess.
>>
>>12114085
>it's just Ironwail
I recently discovered that switching Ironwail from Windowed to Fullscreen massively boosts the dynamic range and makes everything look much richer in colour. Maybe that's part of the cause?
>>
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It's not much, but I snuck in at least one fairly small reference to sump anon. Keep it up, dude.
>>
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>>12113578
>So, what's everybody been playing lately?
I poked my head back into Ter Shibboleth real quick but I'm back on "Arcane Alkaline". I sort of had to remind myself which one I was playing during this level.
>>
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>COLD SLABBED
>TOE TAGGED
>MAILED TO YO MOMMA IN A PLASTIC BAG
>>
I wish they remade Deus Ex with better gameplay.
>>
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Why am I getting this cool weapon only on that small auxiliary map?
>>
>>12114623
>I wish they remade...
Shut up zoomer.
>Deus Ex with better gameplay
Skill issue.
Also, Biomod and GMDX already exist.
>>
>>12114586
it's funny how much butthurt AEoD caused. perfect example of 'QUIT HAVING FUN' mentality
>>
>>12114625
It's used in Dire Pipes (alk_pipes) as well. A lot of the jumpboot stuff also seems attached only to the auxiliary maps.
>>
>>12114632
Enjoy it by all means, I'm just looking at someone using every single spice jar in his cabinet and it does not look like it would be good at all.
>>
The third floor seems to be where they stashed all their first time mapper content. I actually like these kinds of maps though, this room alone is more striking than the previous 19 or so maps I've completed.
>>
>>12114638
>food analogy
people have enjoyed unbalanced vidya mods since modding first became a thing
and some people just don't mind clashing art styles that come with the stereotypical 3rd worlder kitchen sink mods. is it shit taste? yes, can they be stopped? no
>>
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>>12114623
I wish they remade Invisibile Kino. The first game is perfect as is
>>
>>12114634
Dire Pipes is really good. It feels like a Rubicon level in general, and I'd say it's one of my favourite Alkaline maps because of it.
I love these guys, too. I know they're just borrowed from another mod, but seeing what amounts to Strogg occasionally is neat.
>>
>>12112980
[10-20] Not sure if really newsworthy, but UZDoom's first downloadable build coming in 2-3 weeks.
https://bsky.app/profile/nashmuhandes.bsky.social/post/3m3izey522s25
>>
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>>12114597\
>from Windowed to Fullscreen
Just checked, look 1:1 identical to me. I even checked nVidia picrel option since it's basically the only thing that might affect it, but changing it won't affect Ironwail (and I don't even sure it should).
>>
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>>12114625
Speaking of cool weapons, this thingy should be marked R-18 because it's pure sex.
>>
>>12114672
Isn't that the AD plasma rifle, or does Mjolnir change it up?
>>
>>12114649
Hey, I'm not gonna hold a gun on anyone and tell anyone they can't play it.
>>
>>12113975
>>12113996
Seconding PM. I love this combo.
>>
>>12114690
Alright, guess when I'm out of work I'm restarting and going full on Mob of the Dead, capische?
>>
>>
>>12114696
Do you just never play Doom without that mod? I really hope so.
>>
>>12114649
>>12114632
>/vr/ is now infested with subhumans who defend AEOD
It's been a fun ride, /doom/.
>>
>>12114693
Does having berserk strength when you drink whiskey sound like a good time because I can share my Omerta if it does. Though that's far from the only change.
>>
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Sorry for the delay. You wouldn't believe the nerve of some people.

>>12113197
Yeah, I should do that.
Here: https://litter.catbox.moe/gyhz2bz3hnuqg2pg.zip
>>12113071


>>12114467
Didn't get around to trying the first one, but trying this one just now, I quite liked it.
Nugget's splatter effect makes Berserk especially satisfying (wish it was demo compatible), so I greatly enjoyed all the violent clobbering. I even went YOLO with the Mace against King Boner and actually won.

I liked the paintings, the the use of lighting, the spooky eyes peering at you from the darkness, the dark and leafless trees contrasting against the purple sky, the sector pumpkins. It's nice to look at. Can't think of much to suggest, actually, in either looks or gameplay.
>>
>>12113197
can as well compile them into a wad
>>
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>>12114719
I suppose I might as well do that.
>>
>>12114632
It's not my kind of thing but it's also not impacting my enjoyment of the game that people play it in different ways to me.
>>12114649
>people have enjoyed unbalanced vidya mods since modding first became a thing
Funny thing is a lot of gameplay mods are unbalanced one way or another, it's just a few really set a couple of anons off.
>>
>>12114704
what's the issue
>>
>>
>>12114751
did you design that status bar yourself?
>>
>>12114754
I'm pretty sure that's just the default statusbar for the newer version of it.
>>
>>12114751
pretty sure i've seen this guy post on /s4s/ or /bant/
>>
>>12114708
>nooo don't enrich the community by providing simple fun things to do everything must be a prestige dick measure
i diagnose you with gay
>>
>>12114748
None, I just really, really hope this guy only plays Doom with this slightly unusual anime mod because I think it would be kind of neat.
>>
Excuse me, WTF are you doing?
>>
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>>12113589
>>
>>
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>>12114903
It's been done many times before, dating all the way back to SLIGE, to the point where it gets called out pretty much immediately because people are so used to picking up on the signs.
>>
>>
>>12114915
I just found that image in my folders and felt like posting it again.
>>
>>12114903
People get banned from uploading to idgames for doing that.
>>
this is barack zone
>>
>>12114803
>GZDoom discontinued
A bit presumptuous, no? Especially if Graf continues releasing new versions.
>>
>>12114757
There's a newer version?
>>
>>12114973
It will probably just continue to exist as Graf's personal project from the sound of things.
>>
>>12114994
Thus, I guess they'll poach whatever they think is good in the future.
>>
>>
>>12114973
I thought it was a bit presumptuous to call the fork "Ultimate" ZDoom.
I guess the next fork can always be "Final ZDoom"
>>
>>12114985
Yeah, has been for quite a while, dude still works on it but it's not like it gets attention drawn to it on Doomworld or anything so the download links are harder to find.
>>
>>12115028
you can just find it on his japanese doom hosted discord server, where he runs it along with Kurashiki-san.
>>
>>12114973
Gzdoom will survive, but there's a 41% chance that Uzdoom won't survive a year.
>>
>>
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>>12115030
>inb4 >since everybody thinks my AI-generated code is not good I decided to pull it.
>>
>>12113163
It's funny seeing Doom mods still using old SRB2 sprites considering what the games look like now.
>>
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>>12114803
huh
>>
>>12115030
GZDoom survived a year with only those developers working on it.
>>
>>12115016
how big of a deal was Alien Vendetta back in the day? Was it in the same league as Final Doom with having a bunch of hype around it, along with controversy?
>>
>>12114718
I stole the pumpkins from Ad Mortem map04.
>>
>>12115103
They looked familiar.

>>12115082
Personally, I wasn't really part of the community yet at that point, but the impression everyone always gave me over the years was that it was always very highly regarded.
Playing it, I understood pretty quickly why.

It IS hard as dicks on UV though, if you aren't up for that, the gameplay in AV when set on HMP is similar to Plutonia's UV, which I think is a good spot.
>>
>>12115074
Nah, you see, GZDoom was purely grafs work. No one else did anything. Not even the zdoom it was based on was done by anyone else. Graf is the only person that existed as far as GZDoom is concerned. All hail Graf
>>
RC10 for Unreal Tournament v469e
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469e-rc10

Not necessarily newspost worthy, considering that they're in a state of "full patch soon," but it's good to see they're still at work, even if it means yet another "final release candidate." What's interesting is that they mentioned unannounced side projects. Would be sick if they've been working on a UT2004 patch, or if they made any progress on the decade-long quest to open the source for UE1
>>
>>12114704
i'll never stop playing, even with some questionable design choices such as zombie women and zombie scientists spawning behind you after taking out the fodder
>>
>>12115082
I was still little back then, but I was already diving into pwads. Alien Vendetta was pretty huge, yes. It basically raised the bar for what people expect in a megawad.
>>
>>12115074
Part of why Rachael & Co. chimped out was that Graf actually fixed ID24 intermissions after those fuckballs broke it.
>>
>>12115220
>ID24
Who the fuck is even using it to notice it being broken?
>>
>>12115234
People playing the new expansions, presumably.
>>
Is there a quicker way of assigning a large amount of linedefs to individual sectors. Like if I select a whole bunch of either and click Unused/New, they all get assigned the same tag, instead of each getting their own Unused/New tag
>>
>>12115258
>the new expansions
There's only Legacy of Rust.
>>
>>12115294
Yeah, but it's episodes. Sorry.
>>
>>12112968
what is your most and least favorite doom/quake enemy?
>>
Just started playing retrojam 4 today. I'm only a few maps in but I'm really enjoying it. Unseen Eyes is my favorite so far.
>>
>>12115294
And even then, LoR is only partially id24
>>
>>12115304
>Doom
I like Imps. They're fun to shoot.
I hate Pain Elementals. They're unfun and vomit those shitty Lost Souls.
>Quake
Shamblers are great. They look cool, and it's always a party when one saunters into a room with that silly overdone "GRRRAAAAW!"
I hate Spawns. They were a last minute idea and it shows.
>>
>>12115319
id24 is only partially id24
>>
>>12115304
>doom
I like Mancubus because he looks like me :}
>quake
I like this tough super chaingun dude from alkaline
>>
>>12115326
Even Id24 got Nightdive'd, lol.

It makes me wonder if they really even were id24 wads, like normally people would crawl through broken glass to have new mapping toys to play with but if anything the last year has been dominated with stuff like MBF21 and Boom.
>>
>>12115328
I don't hate any monster in particular rather their bad use, especially when they waste my time.
>doom
Don't like when barons appear before a mapper gives me RL/SSG.
>quake
Same shit with Ogres. They appear early before I have nailgun and are always put in some awkward place.
>>
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>>12115304
Subject to change, but at the moment:
>favorites - revenants and ogres
>least favorites - masterminds and shamblers
>>
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>>12115304
>favorite
Maybe the Revenant.
>least
Archie maybe. Or the Baron.
>>
>>12115304
>favorite
Shotgun Baldies.

>least favorite
The Tall-Vile.
>>
>>12115304
>Doom
Most: Arachnotron
Least: Baron of Hell
>Quake
Most: Death Knight
Least: Vore
>>
>>12115304
>Doom
Best will always have to be the Revs. They're just so incredibly interactive, both in attacking and dodging them. While a lot of the rest of the cast will depend on mapper placement to show off their strengths, the Revs are fully realized enemies that you could fight in an empty room and still enjoy. Least would be either Lost Souls or honestly Cacos. They've got a little bit too much HP and don't really do much, so they aren't fun to fight. The irony is, put them together and you've got the Pain Elemental, and I ultimately kinda like him more.
>Quake
Most favorite is either Death Knights or Ogres. They're both incredibly fun to dodge. Might give it to DKs just because I love the medieval look and they're a bit more fun to dodge in groups. Least would be the Shamblers. Their hitscan attack is far less well-designed than an Archvile, and the fact that they're resistant to explosives feels like a bad joke.
>>
>>12113578
Speaking of Chainworm Kommando, didn't it disappear from the internet a while ago? I remember trying to find a download link but only archive.org had one. I can find it on DW and idgames now, but not before.
>>
>>12113827
Hey that's rad. Thanks for the news. I don't think many people knew that.
>>
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>>12115336
There were under 10 ID24 maps last year. Maybe less. ID24 is quite the disappointment, rightfully so might I add.

>>12115304
>Doom
Favorite: the humble shotgunner, they're the sweet spot of fodder and high damage.
Least favorite: pain elementals. Especially in flocks.

>Quake
Favorite: Ogres. Something about them is nice, if a bit overtuned.
Least favorite: Scrags. They always get me, I never land grenades on them and I suck at dodging them.
>honorable mention:
Floyd. I love this thing.
>>
>>12115387
It was always on idgames, his site vanished and the demo for Chainworm 2 nearly was lost entirely but an anon had it backed up.
>>
>>12115304
fave: Revenant or Mancubus. Always make combat more interesting
least: Barons are pretty boring and tedious. glad most modern mappers keep them to a minimum.
>>
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>>12115304
>Favorites:
Doom - Revenants or Archviles. They're both iconic and even though I feel like a contrarian Archie adds a lot of sudden panic and can be a good test of target prioritization from their flinching as well as giving you a niche jump mechanic.
Quake - Probably Ogres, more specifically how in Alkaline how they're split up between Ogres & Berserkers so if you're playing on Nightmare you still have the melee threat while having them to act as area denial. Scrags can also be fun to strafe and nail down too.
>Least:
Doom - Masterminds and to a lesser extent Barons. They had their place in the first game but I'd rather fight more Hell Knights than less Barons and Masterminds are just too circumstantial to really stand out.
Quake - Vores. Their orb technically can collide with a wall if you're really sharp with your movement and the space you're fighting them in allows you to quickly weave into cover but it just feels like a more tedious shambler dance because of how hard it can fuck you over from not being boring.
>>
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>>12115304
>Doom fave
Revenant, easily. Not only is he a funny skeleton man with a ridiculous punch, he's honestly a super flexible enemy that works in all kinds of configurations. Love him. Archviles are runner ups because while they're complete rat bastards, I respect the hell out of them. It's amazing how a single Archie can dramatically change any fight, cool as fuck.

>Doom least fave
Probably the Cyberdemon. Those fat fucks are usually either turret nuisances or BFG fodder.

>Quake fave
Ogres are funny. Like Revenants, they're a pretty flexible enemy type. Death Knights are cool too because Knights are cool.

>Quake least fave
Fucking Vores. I hate those horrible homing projectiles so much dude. Spawns are also pretty awful if you don't kill them quickly.
>>
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>arena map
>teleporters that take you to an identical arena except dark
>alternate as you please
>the waves stagger and one of the arenas has death pits
>i keep running into the pit from the teleporters trying to escape nail gunners
>the pits go back up after that
fuck thats simple but evil
>>
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>>12115304
I think Archvile is the best enemy in an fps. Top of enemy design in gaming period
Haven't played quak , don't hate anything in doom either
>>
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>>12115397
Is that the dude from Metroid
>>
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>>12113805
>>12113837
https://notebooklm.google.com/notebook/cbaee448-906d-4e13-b01e-fb0d63d47b72

The bulk of this is dumptruck_ds's tutorials, with a very obscure page on detailing, a page by Andrew Yoder, and one by Bal (Quake mapper). sock had some pages on gameplay and lighting, but I can't find them. There are three notable issues, however, which neither dumptruck_ds's tutorials, nor Andrew Yoder's, nor Bal's tutorials cover:

-None discuss Ironwail as opposed to Quakespasm, so all are outdated or remiss in that respect.
-None mention that when starting a new Quake map, you want it to be in Valve format so using the alt key to align textures works.
-dumptruck_ds's bit about about aligning the first brush's corner with 0,0,0 doesn't really matter when you know what you're doing

I may replace the "Trenchbroom quickstart" video by dumptruck_ds with Andew Yoder's part 1, as they cover the same bases.
>>
>>12113948
The colors really pop in that screenshot.
>>12113954
idgi just make your own Halloween maps. What kind of complaint is that.
>>12113957
A lot of the music in episode 4 is by Stvannyr. I love his slower guitar work. Completely moody.
https://www.youtube.com/watch?v=hkE8dpg6fjI
>>12114085
Post reshade? Then again I think it's your resolution that's making it look so damn good.
>>
>>12115439
What fucking map? Sounds rad.
>>
>>12114597
Are you on Linux Mint by any chance? There was/is some kind of bug that makes the colors oversaturated under some circumstances (for example: https://unix.stackexchange.com/questions/791527/linux-mint-is-rendering-image-colours-incorrectly)
No idea what causes this or how it works, but I managed to fix it by installing Gnome-color-manager and selecting the Artifex Software sRGB ICC Profile.
>>
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>>12115304
https://youtu.be/CrxxmuspoJM?t=130

>Doom
>Most
Baron of Hell. I don't have a particular reason. I remember being a teenager and really digging their sounds, the fact that they have a lot of HP, the name of the enemy commands a lot of presence. I was super bummed that the fatalities in Doom 2016 for them were so damn pitiful.
>Least
When I only have a shotgun I hate mancubi with a passion.

>Quake
>Most
Shamblers. Such a fucking rad design, a maw instead of eyes and a nose. Used to spook me as a young'un.
>Least
Vores on nightmare. I don't dislike it, they're fun in a bullet hell sense.

Honorable mention to modded enemies from Quoth, Drake, and AD. Love em all.
>>
>>12115358
the what
>>
Is it a hot take to say I prefer E1M5 and E1M6 over E1M7?
>>
>>12115638
>>
>>12115638
Not really, Phobos Lab is widely considered one of Romero's better maps in E1. A hotter take is that E1 just kind of sucks to begin with. It's the most safe and sterile episode (partially for good reason, since it's the first/shareware episode), but it has barely any enemy, weapon or environmental variety, and frankly I find a lot of the dumb little gimmicks that might've seemed somewhat impressive in 1993 to be grating on repeat playthroughs (e.g. the pillars that rise out of the nukage in E5 leading up to switches, which ultimately just turn into a small nap). IMO DOOM never really came into its own until E4 which takes a hot dump on everything that preceeds it.
>>
>>12115669
Yeah E1 does suffer a bit from being too samey and easy. Even taking into account thats by design, I still think it went way overboard with the ammo. Its virtually impossible to run out of shells in that episode.
>>
Oh thank god, that mapper's block is loosening.
>>
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>>12113805
And here's the Sam one. Sources include anon's very detailed Serious Editor tutorial for the unfortunately ill fated Serious Sam /vr/ jam, and a series of tutorials from moddb.
https://notebooklm.google.com/notebook/b0f15103-c288-4483-a982-845b7be437d5
>>
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>>12115523
Map 11 from Alizarin
The intro and gimmick is pretty cool. Theres no armor but theres a conveyer in the background that acts like regenerative health and the worse you play, the longer the heals come bit by bit
>>
>>12115515
Shader itself: https://github.com/HelelSingh/CRT-Guest-ReShade
My settings: https://pastebin.com/raw/XMHdRBq0
>>
>>
>>12114609
>blue beers instead of green
he drinks rolling rock, not trannyweiser lite
>>
who lives here
>>
any nice outdoor walking simulator esque wads i should know about?
>>
>>12115764
Fuck I forgot changing the texture. Thanks, I'll fix it tomorrow.
>>
>>12114903
That reminds me, Obsidian development has been pretty quiet lately. Anyone have any guesses as to what's happening?
>>
>>12115789
Lainos is a Russian mapper who makes some very cool stuff that's vaguely along those lines.
>>
>>12115669
E4 has too much green marble for my tastes, but it does play pretty well.
>>
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>>12115789
>>12115828
Yeah, I'd check out Doxylamine Moon. (the original, from the wad Sacrament)
>>
>>12115827
Not a lot to do, people tend to work on their individual addon bits and sometimes integrate them into the main thing.
>>
>>12115828
got any one in particular? I see he has a few
>>12115838
i will, thanks
>>
>>12115837
I'm struggling to even think of where there's green marble in E4 outside of a few demon door wall textures.
>>
>>12115638
Its always 'THAT' map for me along with E1M3
IMO E1 peaks at M7 but its all just preference
>>
>>12115848
Figures. I've had some fun playing with the grammar system so I've been tempted to contribute myself
>>
>>12115554
>Are you on Linux Mint by any chance?
Binbows Lemon. I suppose it could be some obscure config change between 0.7 and 0.8, or something like it retaining the colour profile of the general OS instead of asserting its own.
>>
>>12115871
>E1M3
the best map in E1, and it's not even close
>>
>>12115872
Some time back I stripped out the random monster name thing and tinkered with it to have a small chance of rolling on a unique name list instead of completely random ones.
>>
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I downloaded a bunch more Quake mods. Rubicon 2, Rubicon Rumble Pack, Dwell, Tomb of Thunder, Altar of Storms, Bonk Jam, Malice Jam and a few others.
>>
>>12115789
Just get the tourism mod and any outdoor wad turns into one.
>>
>>12115947
Added most of Tronyn's maps + Drake. Does anyone have any more to add to the list?
>>
>>12116001
mapjam9
jam3
jam6
Q25 limits
Unused jam

Unused Jam is a favorite. Pure Quakeness.
>>
>>12115029
Fuck, even the JPs fell for the discord silo...
>>
>>12116003
>jam 3
>jam 6
You mean the Func Map Jam by these I take it. I already grabbed 3 and 6 + 2. There is a lot of things with map jam in it. Otherwise downloaded the rest. There was AD and Alkaline separate downloadable maps people rec'd but I can check the archives for those quickly.
>>
>>12116008
There's infinitely more value to putting a name and a community name to ventures and projects. Sorry anon.
>>
>>12116008
All it took was a tiny bit of convenience to convince people that they don't need control over their own spaces, and that they really need all of their eggs in one basket that was alrady full of holes.
>>
>>12115016
why does the barrel looks like it's bent upwards
>>
>>12116105
Cannot unsee.
>>
>>12116105
Some dude's barrels are just like that.
>>
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>>12116105
It's a rip of a low-poly model that you aren't meant to look at too closely in its original context.
>>
>>12115947
>Rubicon Rumble
>Altar of Storms
>Malice
>Tomb of Thunder
NICE.
Rubicon 2 is a little primitive by todays standards but not bad, I really didn't like Dwell at all but the rotary shotgun is neat I guess.
>>
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>>12115737
What exactly would I make 2.0 for m_glow? Also there are multiple m_glows.
>>
>>12112089
>>12112101
>>12114586
Does it work anymore? I had quite a time with Aeons of Death.
>>
>>12116135
If it doesn't all you do is work out which version was out at the time of release and pull that form the version archive.
>>
>>12114680
iirc the plasma rifle is the same across AD and Mjolnir. Ain't played in a while. Mjolnir uses AD 1.7 as a base so it's not too surprising.
>>12113951
https://www.youtube.com/watch?v=jWYHk3E2qpE&t=28s
>>
>>12116171
You... want me to build a ramp?
>>
>>12116179
Anon, it's a gesture.
>>
>>12113906
>>12113910
I just godmoded that fight when I played it. I'll fully admit I was playing on hard, though. Normally I'm decent enough for hard mode, but not there. The few youtube videos I've seen 100%ing Alkaline tend to bitch about that final platform bit too, I think Sze was concentrating a little too much on what a cool idea it was and went overboard on the enemy count and less on the supplies the player would have.
>>
>>12116184
wrong he just made it for players like me who only play nightmare quake.
>>
>>12113948
Mjolnir is proof that Quake can do so much more, these jams are fun but this lunatic was trying to make some epic fantasy adventure with it in line with the original id vision. It's a shame the mapper died before it could be finished, but fuck me the existing build is 10/10.
>>
>>12116187
Pretty sure you're just trying to get a rise out of me or something, but nightmare Quake is too all over the place for me to care about.
Ironically, turning most of the enemies into gun turrets makes dealing with them easier, although I'm not sure if Alkaline fixes that.
>>
>>12116191
no not at all. i understood long ago the majority of players, even diehard quake fans, do not play quake on nightmare. id software doesn't even recommend it, as we all know. i've just always felt that, if you have a gun and you're trying to kill someone, you don't stop shooting to move around the way doom and quake enemies do. so nightmare always felt and still feels better to me than hard mode. that doesn't make me superhuman or something.

i really like the latest copper's nightmare, and i wish more maps were made with copper nowadays because that shit is so good.
>>
>>12116209
>i wish more maps were made with copper nowadays because that shit is so good.
There was a fairly recent point where basically every new release used Copper. I personally didn't like the changes it made at all, but I can see why you do since it actually gave a damn about nightmare mode.
>>
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>>12116214
>There was a fairly recent point where basically every new release used Copper.
true. i think then i mean to say i wish copper's nightmare could be applied to every map and mod since, rather than all things being built in copper.
>since it actually gave a damn about nightmare mode.
fired it up now just to see, oh yeah baby. turns quake into a fast paced fucking shooter. absolute bee's knees. to anyone reading this, i urge you to give id1 a run with copper nightmare. quake like you've never felt.
>>
>>12115397
>ID24 is quite the disappointment, rightfully so might I add.
Imagine wasting money on licensing shit you didn't plan to see fully completed
>>
>>12115669
E4 is inconsistent as all hell. Good episode, but when people talk about it, it's always just Romero's and McGee's 3 maps that come up first before anything else.
>>
>>12115868
This man skipped E4M5.
>>
>>12116132
No, that's not how you do it, you don't edit the shaders themselves. You install Reshade into the Quake exe folder, then copy CRT-Guest files into their corresponding reshade folders, and then save my settings as a shitty-preset.ini file inside the Quake exe folder as well. Once you launch the game and Reshade is loaded, open it and select shitty-preset.ini in presets list.

If you're lazy, here's all files required, just unpack into the Quake exe folder: https://files.catbox.moe/5b32dd.zip
Insert key to toggle it on/off
>>
>>12116424
>one map
>too much green marble
>>
>>12114743
>Funny thing is a lot of gameplay mods are unbalanced one way or another, it's just a few really set a couple of anons off.
I used to really enjoy equalizing OP mods like Dakka with Colorful Hell, Legendoom, Universal Entropy, etc. Corruption Cards is usually enough nowadays.
>>
>>12116449
ONE MAP
I DON'T KNOW WHY
TOO MUCH GREEN MARBLE DID THEY EVEN TRY
>>
https://www.youtube.com/watch?v=MUwdJXuwSns
>>
>>12115868
>>12116449
>E4M1
The starting area, the red key area, the blue key area, and the exit. About 90% of the map.
>E4M2
The yellow key area and the exit area.
>E4M3
The entire northern wall.
>E4M5
As >>12116424 noted, the whole damn level.
>E4M6
The entire castle structure you enter. Again about 90% of the map.
>E4M7
The red key room, the chaingun room, and the connecting hallway between them.
>E4M8
The starting room, the central hub, the castle you warp to on the way to the yellow key, the pillars in the final room.
Did you even play Episode 4?
>>
How is it fighting a single revenant with just a shotgun is a more herculean task than some slaughtershit arena?
>>
>>12116531
did somebody sodomize you with a green marble dildo or something?
>>
>>12116531
Unironically enjoyed you cataloging that. Maybe he only recalls E4M4 and E4M9?
>>
>>12116542
Do you mean in like a tight compartment or something, or while dodging fire from other monsters?

>>12116553
I forgot that E4M4 was actually a pretty buggy level.
>>
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Aaand I completed my first Q1 mapset! On normal and without looking for all secrets. I think I'll play AD next.
>>
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>>12115868
>I'm struggling to even think of where there's green marble in E4 outside of a few demon door wall textures.
I was considering the 'green marble' bricks when I made that post. E4 for me is lots of green and orange.
>>12116531
Anon went above and beyond.
>>
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Episode 4>Episode 3>=>Episode 2>>>>stale bread>>>>episode 1
>>
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>>12116557
>Normal
YOU CASUAL!
But on a serious note, did you enjoy Alkaline? I thought it was pretty good myself, although I prefer AD. Just leave Tears of the False God until last.
>>
>>12116574
Yeah it got me back into quake. I didn't find official quake levels that interesting when I first played it, but then I was enchanted by these space screenshots few threads ago and that made me want to try this set. Doom also got boring, so I spent the last week playing quake (mostly this set).
>>
>>12116561
I can accept E4 and MAYBE E2 over E1, but putting E3 over E1 is just plain wrong.
>>
>>12116602
Imaginitive fleshy take on hell>techbase with sergeants and zombiemen.
>>
>>12116604
30 years later? Maybe.
>>
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>>12116595
Not a lot of space maps in Quake. Off the top of my head there's Neglected Network from Unused Jam, and the underrated but also appropriately rated Adoria, pic related. One of the maps of the final episode of Dimension of the Machine has a spaceship setting for some of it.
>>
>>12116604
Doesn't really matter how good it looks like if it's not that fun to play, and frankly, outside Mt. Erebus, I struggle to think of any great map in E3.
>>
>>12116632
I'd say Limbo and Sandy's Hand are both great, even if Limbo is a little bit slog-ish.
>>
>>12116645
I don't think Limbo is a bad map per se, but as the penultimate level of the game, it is kind of underwhelming. None of the enemies really pose much of a threat, and most of the challenge comes from trying to remember which teleporter leads where. Some people might be into that kind of gameplay so I'm not gonna dismiss it just like that, but it's not exactly a level I'm looking forward to on a replay.
>>
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>>12116658
>Some people might be into that kind of gameplay so I'm not gonna dismiss it just like that
>>
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>>12113032
>>
>>12116682
>It's all HDoom/FurDoom playthroughs but they all have texture filtering
>>
>>12116682
Chickenless
>>
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>BTSX E3 will likely never be finished, leaving the trilogy in a perpetual state of incompletion
>>
>Adrian Carmack hated Commander Keen
>John Carnack loved Commander Keen
Funny that.
>>
>>12114082
i think they look great and fit the Brutalist theme, i kept saying that using vanilla monsters in brutalist jam just didn't really fit, they should have used Alkaline but this works too
>>
>>12116729
What did they mean by making the Vore cute (sexually attractive)?
>>
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>too sick to map for the past few days
aaah I want to finish my sub mortem map
>>
>>12116716
I don't get the appeal of BTSX. It all looks the same and I tend to drop it 8 or 9 maps in every attempt.
>>
>>12116738
What does it need with tits?
Does spider have pusspuss?
>>
>>12116729
Do these models have specular as well?
>>
>>12116743
I beat the first one, and yeah, most of it runs together in my memory. At some point I want a real change of style or location.
Wads for that? Where the scenery keeps on changing?
>>
>>12116743
It's oatmeal. I like oatmeal. It's a good base for various other flavors, different fruit and so on. BTSX is like that. Polished and clean and well built, a good base for me to plug any combination of mods into and have it work.
>>
>>12112968
>ME HEARTIES
>THERE'S A RANGER ON THE PORT BOW
>>
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You know what Voldemort's favorite Doom file format is? .deh!
>>
>>12116769
speaking of gameplay mods, is there any way I can play Elementalism Phase 1 with another weapon pack? my attempts to mash shit together in zdl leave me crashing when i try to leave the hub.
>>
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>>12116105
Some barrels are just like that, man.
>>
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Eyy people, can you explain to me why is the midi-in checkbox greyed out in my Falcosoft Midiplayer copy? i want to hear some of Doom's music all shittened up by my terrible Moog-vst setup but i can't fix this shit, i never had the makings of a varsity DAW user.
>>
>>12116781
You'd probably have to learn yourself how to knock out hybrid player classes with the shit from both.
>>
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>>12112980
I made a new map, Sixteen Rooms
https://www.doomworld.com/forum/topic/155659

Not sure if a single map is newsworthy
>>
>>12116781
>>12116812
I think I'm going to look into this so I can play Lost Civilization 2 with mods.
>>
>>12113071
https://files.catbox.moe/ly1l5k.zip
Another update for The Experiment. Nothing major, changed some enemy placements and added a bit more visual polish.
>>
>>12116729
Reminds me of Doom 2016 themed demons
The designs and detail are quite damn good actually
>>
>>12116729
Nah this shit screams "I'm too bad at photoshop to make real textures so let me sculpt a bunch of greebley abstract bullshit on these models and lazily bake them on OH OOPSIE now I have to make the texture 4x the resolution it should be to fit all those details in for my Artstation screenshots!"
>>
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>>12112980
[10/21] Falaz released. It's a small survival horror-style WAD made in around 30 days, so it's kinda like distilled Eraser.
I only tested it on Nugget Doom but it should work in any port that supports MBF21, UMapinfo and OGG sounds.
>DW: https://www.doomworld.com/forum/topic/155661-mbf21-umapinfo-ogg-falaz/
>Itch: https://matt-eldrydge.itch.io/falaz
>>
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>>12116729
>>12116831
I'm curious how they can compare to this shambler. It doesn't seem too far off texture/polycount wise.
>>
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>>12116861
>>
>>12114625
>Cluster-Prox
Did they fixed that bug with how the multi-prox's bomblets keep resetting the monster's aggro?
I mean that whenever a monster gets hit by it's shrapnel instead of a direct hit from the prox (which is actually weaker than a normal grenade despite taking 2 rockets to fire IIRC), it hesitates for a moment and plays the wake up sound - which is almost the exact same behaviour that occurs when a monster gets harmed by an explosive crate, due to their latest source of the damage suddenly ceasing to exist before they could focus their anger at it - thus reverting to the prior routine of assaulting the player anew.
>>
>>12116861
Technical aspects aside, this one just looks better.
You can tell someone took the time to make sure the texture actually looks cohesive instead of splashing some colors on a gorillion polygon sculpt before pressing bake and calling it a day.
>>
>>12116853
My body is ready.
>>
>>12116595
That's exactly what I did. I could not stand the official maps for Quake and would get bored early. They felt way uglier and mechanically worse. And when you top it off with Reznor's ost - which I actually started to like with AD and Alkaline - with the base game the samey levels felt like they were blurring together in a bad way.
>>
>>12116881
>Technical aspects aside, this one just looks better.
It looks more suitable for standard Quake maps which is what Arcane Dimensions is. Those designs up above look more suitable for the mapset they're aimed for. "Both is good."
>>
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>>12116813
Solid work. Did it first try in 16:06. One missing texture in picrel.
>>
>>12116861
I really like the AD Shambler, it makes me wonder why Nightdive and the brutalist guys don't just use that.
>>
>>12116894
>One missing texture in picrel.
Oof. I thought I saw a HOM during testing, but it was so dark I couldn't tell. I must've copypasted the sector and rotated it backwards, lol.
>>
>>12116853
>Matt Eldrydge
Cool, I really liked Eraser.
>>
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>>12115476
Yes but his name in RRP is FL-07D
>>
>>12116729
Any idea what is that "Vengeance Sphere with legs" is supposed to be, a Spawn model replacement?
>>
>>12116853
Oh neat - loved Eraser will have to play through this later.
>>
>>12116895
>Nightdive
They probably have an on-staff artist they they were already paying, making tracking down and paying that guy for the rights less ideal.
>brutalist guys
They are narcissists with shit taste.
>>
>>12116813
Pretty fun map, I enjoyed it! https://files.catbox.moe/xxg45p.lmp
My first time making a demo, so excuse the fairly crappy playing.
>>
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>>12116908
Reminds me of the boils from AD's Forgotten Sepulcher. It would be nice to see them come back, they serve a similar role to spawns but you can put them in tighter places.
>>
>>12116914
Was it practiced or you just radnomly decided to jump through the window for the secret?
>>
>>12116926
I noticed the linedef closed the secret closet on corridor, so I had a hunch. Outside of initial start to the red card trap, the rest of the run was blind.
>>
>>12116853
Good shit, anon. Will try to play through this tonight.
>>
>>12116940
Thanks for playing. I had to pause watching to do other stuff, but this will help me balance for sure.
>>
>>12116926
I remember similar secret in plutonia 2 (or plutonia?)
>>
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>>12116861
I like AD's high def Shambly so much that I modified my base Quake files to use him. He's a great interpretation of the original model and design.
>>
>>12116781
update:
I downloaded the latest versions of both Elementalism (1.3) and PB (0.3.1 10 year anniversary update)
It now works, the only hitch is that the helmet hud doesn't show up until you pick up a PB weapon (like the shotgun)
>>
>>12112980
[10-21] SLADE v3.2.8 released
https://slade.mancubus.net/
https://github.com/sirjuddington/SLADE
>>
>Complete this level
>Huge boss mech sprints out as the base self destructs
>Shakes around like he's screaming "DAMN YOOOUUUU!"
Heh. That was fun.
>>
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Anybody want a nasty-looking Cacoward? Bethesda has you covered.
>>
>>12117019
does it actually float?
>>
>>12117024
Yeah it's one of those things where the base has a magnet in it.
>>
>>12117017
https://www.youtube.com/watch?v=RiVBuKDb8Dg
>>
>>12117026
huh I thought you needed superconductors for that to be stable
>>
>>12117019
love when fanmade concepts are acknowledgy officially by the brand in slimy corporate shit like this
>>
>>12117026
>>12117080
if I tap it is it gonna start spinning in place
>>
>>12117080
Nah these things are basic as fuck and have been around for ages, they're just office toys.
>>
>>12117080
you don't but with mundane magnets it's unstable and finicky to get it to float while a superconductor floating is stable and stiff
>>
>>12113119
>>12114408
Improved to 11:07 https://cloud.disroot.org/s/wNcNy5HTxWxsKX9
catbox being buggy again
>>
>>12117102
> you don't but *literally reiterates what I just fucking said meaning that you do*
>>
>>12117107
i wasn't clear enough
the floatation is stable once you get it right
but it's like balancing rocks or cards, it's tricky to get it to be stable, but once it is, you can poke it to get it to spin and not have it fall over
>>
>>12117113
oh ok
>>
>>12117019
I'd be interested in this stuff if it wasn't always so overpriced. A little plastic toy with a magnet in it is not worth anywhere near $125.
>>
>>12117128
looks like the cheapest plastic ever also
>>
>>12117128
Anon, no, DON'T SAY THAT! The shareholders want more growth!
>>
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>>12117130
Yeah there's a reason for that.
>>
I'm looking for a doom wad, that I played in a random server long time ago.
I vaguely remember, in the map you get out of the elevator like thing, fight in the arena, collect keycard, go back to enter the same elevator again. This was NOT Going down. The map geometry was mostly simple and vanilla. Also I remember that other players that were not in the elevator during entering it, outside, were automatically killed.
>>
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What am I in for?

On a semi-related note, what are the best games that utilize old engines (Build, Quake, Doom, etc.)? Is there a curated list?
>>
>>12117171
looks like post soviet jank
>>
>>12117171
>What am I in for?
As >>12117173 hinted at, post-Soviet Quake. Not sure if thread relevant but fun.
>>
>>12117158
I'd get this shit just for... wait, actually there's nothing interesting here, no cool poster, no E3M2 wall map signed by Sandy, not even something useful like a mug or a mousepad, just a bunch of cheap plastic and a "physical" game that can't even be played without bethesda servers.
>>
>>12117158
>WILL IT RUN
It's 40 year old fucking games, how could they not?
>>
>>12117175
>Not sure if thread relevant
why wouldn't it be? wtf?
>>
>>12117182
it's supposed to be a reference to trying to run doom on random shit
>>
>>12117184
Because it's not built on an old engine, it uses its own.
>>
>>12117184
because this thread is full of spergs who like to be pedants about what qualifies as le heckin retro schoot
>>
>>12117184
It might look retro, but it isn't. It's only two years old and was built using Pascal.
>>
>>12116883
>>12116898
>>12116912
>>12116945

Thanks, hope you guys have a good time. I'll see if can make something for Sub Mortem now.
>>
>>12117187
no shit, but it has to make sense
>>12117189
it must take some cosmic level retardation to make an engine that gives you 40 year old graphics and physics that ps4 won't run
>>12117191
>because this thread is full of spergs who like to be pedants about what qualifies as le heckin retro schoot
It's pretty much that one faggot who used to get into spam fits over people discussing hl quake here but now became obsessed with never letting megaman conversion get into the doom pic.
>>
>>12117194
>was built using Pascal.
I thought it only existed to be taught in college courses. You can build games with it?
>>
>>12117205
>A custom engine written in Pascal imitating 1990s software-style rendering with unfiltered textures and polygon jitter.
Direct copy-paste from the Steam page.
>>
>>12117209
how much
>>
>>12117214
$19.99
>>
>>12117182
It's Limited Run Games, it might fall over and catch on fire instead of running.
>>
>>12117209
WTF, I seriously thought it was a modified Quake engine. Insane this was built with Pascal.
>>
>>12117225
> Overwhelmingly positive
I'll play a demo maybe today and let you know. Love soviet/post-soviet depressive bleak entourage
>>
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>>12117175
>>12117184
>why wouldn't it be?
Mainly because of >>11702620 though the board's been much, much more lenient than it was a few years back. Fwiw I'd argue it's at least more relevant to the thread than Unity or modern Unreal Engine sloppery.
>>
>>12116972
I ended up not enjoying myself so now I'm just playing Eviternity with PB
>>
>>12117171
On the topic of HROT, the guy who did music for this is doing music for Death Wish 2.0 for Blood. Cool stuff.
>>
HROT's fine - I just think the first episode devolves into exploring sewers a bit too much for my liking. And it never really goes anywhere plotwise. Not Retro yeah but very VERY clearly Quake 1 inspired so kinda faux retro.
>>
>>12117230
It at least seems to use a variant of Quake's PAK format. If you use a hex editor to change the header from "HROT" to "PACK", you can open it in Slade, although it does look slightly weird.
>>
>>12117242
>Death Wish 2.0 for Blood
is that some addon?
>>
>>12117205
Why not? There are sickos making 3D-ish games in Basic. And not even specialised Basics like FPS Creator or Blitz3D, but in QBasic.
Pascal is way more capable than that.
Not to mention, there are fairly capable Delphi Doom and Delphi Quake source ports.
>>
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>>12117256
Yeah. The update isn't out yet but it's a addon for Blood. It's also being thrown into the new Nightdive release.
https://www.moddb.com/mods/death-wish-for-blood
>>
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>>12117171
>Build
Ion Fury is top tier. There's cringekino AMC which is fuckin massive. Alien Armageddon is Duke mod that has few new episodes, good stuff. There's AWOL, some kind of military autismo on build, I haven't tried it yet. Many custom episodes for all classics too, too much to count.
>>
>>12117282
>Ion Fury
first of all how dare you remind me of it and of the fact I still need to play it
that thing busted my balls and i couldn't figure out the bowling bombs
>>
>>12117014
Does it have a dark mode yet?
Also can you still jump through entries in a .wad or .pk3 by hitting keys corresponding to their names? I heard they talked about removing that once.
>>
>>12117312
Yes and yes.
>>
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>>12117304
I find all build engine games to be much more enjoyable on replay, my first time with Ion I had to drop it halfway through and restart because I missed too many secrets and sucked dick. The bombs are neat, you just have to hold them to charge up the homing
>>
>>12117319
awesome, time to upgrade
>>
>>12117282
Alien Armageddon has issues imo. The forced rpg mechanics + stronger enemies earlier made me feel like just playing regular Duke over it.
>>
>>12117336
Dark mode was added in the previous version.
>>
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>>12117234
Please give us feedback. Twenty buckerinos is a lot, but if the game is good I'm willing to buy buy buy
>>
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>>12116853
Okay, I beat your map and really enjoyed it. I think I preferred Eraser due to the BLAME! references and how abnormal it all felt, but this was a solid little survival horror experience and perfect for spooky month.
I loved how deceptive the monster count is, I got the grenade launcher when I thought the level was over but you gave us a couple of larger fights to play with it.
I had a few jump scares with the new faster Imps and maybe a couple "where the hell do I go now?" moments due to how poor I am at navigation.
So yeah, good stuff. I always enjoy your style.
>>
>>12117345
Yeah I don't like these random traits enemies get, feels too arcadey. What's worse is that they can't be toggled off
>>
>>12117345
When I first tried it in 2020 I just wanted “Duke+”, kind of like what the Babel mod is to Doom. I gave it a full go with the William G Megapacj and fell in love with it: The progression was fun and the difficulty boost was welcome.
>>
>>12117365
based, in that case I won't feel as guilty about torrenting a game made by poor post-soviets
>>
>>
>>12117346
Yeah, but I heard they removed or blocked the other thing.
>>
>>12117312
>heard they talked about removing that once
They did remove that once. It made the program unusable for me. Fuckin hated it.
>>
>>12116435
Ty for the clarification anon.
>>
>>12116632
Well that's my thing, I think episode 3 is more fun to play than episode 1.
>>
>>12116901
Holy shit I love you for this.
>>
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>>12116729
I won't lie old timers I ain't got no problem with this. Looks cool. Sexy vore especially.
>>
>>12116746
Looking at the detailing, I think those are her eyes.
>>
>amatuer slaughter map pops up
>2600+ wtf
>eh its not hard just tedious
>stay because the midi was good
best way to make or break a level
>>
>>12117282
I like William Gee's mappacks and mods too.
>>
>>
>>12117503
Based.
>>
>>12117503
>we afraid
>>
>>12117510
Affirmative action.
>>
>>12117510
ebonics is part of detroitanesque culture
>>
>>12117503
>>12117510
>the detroit
>>
>>12117368
Thanks for playing, anon. There will be Eraser 2 in time, this is kinda me gearing up by having custom monsters and changing the flow of combat pretty heavily (even if I stayed within Doom's guidelines, for the most part).
The deceptive killcount was definitely made to deliberately fuck with the player. This is even more noticeable on survival, where the basic bitch pistol zombies are less common to scrounge bullets from.
I think this will probably be the last solo release from me this year, I also want to do Quake maps and it's just not feasible to do both at once. But rest assured there will be more from me, I like making stuff.
>>
>>12116729
that Vore looks like she fucks HUHman men
>>
>>12117510
God bless America, you know we all love him.
>>
>>12117510
>he no afraid of Detroit
>>
https://www.youtube.com/watch?v=dCiageqMHJc
>>
>>12117171
From what I've heard HROT is a big celebration of Czech culture disguised as a retro shooter. https://www.youtube.com/watch?v=oNfd8z3_Su8
In my mind it's part of the recent wave of New Blood throwback shooters, like DUSK, Amid Evil, Gloomwood, etc. but it stands out to me because of this.
>>
>>12117503
The realism here,is gripping.
>>
>>12116742
this is really interesting
>>
>>
>>12117608
>Cмoтpи Aнимe!
>Aнимe — нaш Дpyг и Toвapищ!
>>
>>12117503
https://www.youtube.com/watch?v=kpJy38HNjMU
>>
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>>12117619
>AI slop
>>
You Alkfags will be glad to know evidently a new Alkaline is in the works according to one of the programmers.
>>
>>12117640
Source? I'll be very happy if that's the case, although I'd rather just have a new Aux room with some levels slapped in there and a final map.
>>
>>12117646
>>12117640
Asckthually just a new version of the devkit.
https://github.com/fabiolimamp/alkaline
Latest is June, but another update is in the works.
>>
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>>12116853
This was a neat Secret Area. I recognized that Secret sfx instantly. Also the cameras watching everywhere. I knew Eraser was inspired by Signalis partially but this is too. That could make a good gameplay mod/tc.

Are all the guards saying 'Fucking Asshole' btw? Also there is a shit ton of toilets/bathrooms on this map. I'm guessing this is the bathroom apocalypse.
>>
>>12117304
>i couldn't figure out the bowling bombs
took me a minute but you basically have to charge them to a point on the bar that shows up for them to activate their homing mode, works like a dream when they do
>>
All the Brutalist Jam hubba, I remembered I never actually finished the first one. I must say, this is plain good Quaking. It's not whimsical like id1 of course, but c'mon. This is good stuff. Oppressive environments, guys who want to kill you, and you're the guy who gets to kill them instead.
>>
>>12117592
its at least using its own custom made engine
>A custom engine written in Pascal imitating 1990s software-style rendering with unfiltered textures and polygon jitter.
this and The Last Exterminator making their own boomer shooter engines shows at least some creativity over just using UE and Unity
>>
>>12116810
nvm i solved it, i just had to install loop MIDI.
>>
>>12117592
That's what artists do. Put on for their culture, lives, friends, etc. It's what Miyamoto is talking about when he says he doesn't hire gamers, because all they know are video games - imitations of life and someone else's culture, life, etc.
>>
>>
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>>12117703
HOWEVER, I must say, I don't entirely agree with him. For instance, Kegan, may he rest in peace if he's dead because I ain't seen him in forever, all his mods pay tribute to the games he's played in his life with references in the form of sound bytes, gameplay tics, many other things. That's a wonderful thing, it keeps the memory of those older games alive.
>>12117707
Shit like that, too.
>>
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Is Darkenstein 3D allowed here? I already love it
>>
>>
>>12117726
Not by any metric retro.
Also that is the fuggliest fucking thing I've seen in a while.
>>
>>12117692
It was an understandably mixed bag. Jams seem like a good opportunity for new people to get into mapping.
>>12117728
I forgot what this levelset was called, been meaning to try it.
>>
>>12117668
Thanks, anon. The secret sound is actually from another project I started, but kinda lost interest in that would have basically been Signalis but slaughter. That might happen still.

The guards use Doom 3 Z-Sec sounds, so it's just garbled demonic chatter. As for why so many bathrooms, I *kinda* went a bit overboard - the map was sorta supposed to be bigger, so there would have been need for more of them.

Might make a mod based off the gameplay component here, depends on interest mostly.
>>
wtf
>>
>>12117696
Don't forget Zortch.
>>
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>>12117741
>>
You think they will do another Quake Liminal jam? some of those maps had impressive quality and layering, or played with non-euclidean logic
>>
>>12117743
the protag is fucking STACKED
>>
>>12117712
I'm not dead. But I am stuck in hell right now.
I'm stuck on an upgrade for Samson and it's brought my momentum to a screeching halt.
>>
>>
>>12117743
>>12117749
forgot zortch, love that one to, and yeah, its like you took Gina Unreal but put through a PS2 main character filter
>>
>>
ew, I hate the sidebar in the new Slade, can I remove that and have a layout more like the older versions?
>>
>>12117592
That is actually it - I just wish it had some plot on its bones - it's basically just czech memes, history, and culture the game. Why are you shooting these people? WHO CARES - KISS THE PHOTO. What's going on? stfu play this ancient handheld game and catch the eggs before they hit the ground with this bucket. Level design, combat, and dark atmosphere is fine and it's got a lot of impressive little things built into the engine. Technically very impressive. Just nothing to really tie it together beyond being pure Czech culture which is interesting since every map features some actual place IRL in Czech along with various monuments and art/history. It might as well just be a AD/Alk type hub game outside of some stuff in Episode 2.

>>12117738
>Thanks, anon. The secret sound is actually from another project I started, but kinda lost interest in that would have basically been Signalis but slaughter. That might happen still.
I had this meme idea of the entire mod/tc your MC thinks they are Elster only for it to actually just be Falke.
>>
>>12117773
Which one are you talking about?
>>
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>>12117783
This shit. Why is it here and why can't I make it go away? It wasn't there before.
>>
>>12117789
Ah shit, right. Those ones. I haven't looked into trying to get rid of those.
>>
>>12117726
It literally came out today and isn't on any retro engine, it's about as not retro as it gets.
>>
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>>12117171
i loved hrot, try out kvark too if thats your thing
>What am I in for?
do you want to try cooking?
>>
>>12117726
ehh some people post recent games but they have to try to be really retro, idk if "hagrid fighting nazis the game" counts
>>
>>12117726
yer an fps protagonist, hagrid
>>
>>12117751
What's the upgrade?
>>
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>>12117824
Been hung up on what to do for a whip upgrade. The other whip upgrade that you find on the Rocket Launcher slot makes it so charge attacks apply the mark debuff in a radius.
I'd like to have one more whip upgrade that can be found SSGs, but I've been completely stuck on what the fuck to do here.
I've tried:
>Whip attacks spawn an extra two slightly weaker chains that come out in V pattern
>Charge attacks dropping caltrops when you hit surfaces
>Making whip attacks fire an arcing projectile when attacking

His whip is more of a defensive/support tool, and I feel like I should lean into that further. I considered making it so whipping enemy projectiles fires off a counter shot of some kind, but that might be a little too strong.
Fuck.
>>
So I get home and apparently there's GZ drama and some AI bullshit or whatever.
Just what the fuck happened, what's the port that works for everything now that GZ is AI or whatever?
>>
>>12117841
TL;DR Graf done a dumb thing without talking with his team and his team were pissed. So they ditched him and Rachael to make UZDoom.

For a little more context: He used generative AI to make some code for the dark mode for the Linux launcher for GZDoom, he didn't test it and pushed it without telling anyone else.
>>
I love Doom.
>>
>>12117848
So chicken man is a faggot. Got it.
Who the fuck is rachael? Do I need to know?
What's this UZDoom? Is it good enough to substitute GZ and just continue on with my life? I just want a port that runs everything without headache.
>>
>>12117837
>Charge attacks dropping caltrops when you hit surfaces
I kinda like this one.

I forget, can his whip hit projectiles normally anyway?
>whipping enemy projectiles fires off a counter shot of some kind, but that might be a little too strong

I like this too, but if that's too strong, then maybe it only shoots a counter shot after blocking a certain number of them?

Or
>charge up whip, hit ground, drop shield
>shield shoots back?
>>
>>12117854
>Who the fuck is rachael? Do I need to know?
Ideally no, she's just as bad as Graf in some ways.

>What's this UZDoom? Is it good enough to substitute GZ and just continue on with my life?
It'll most likely be just as good seeing as it's the same team as GZDoom, except for Graf and Rachael. I don't think there's an official release of it just yet. For now, just keep using GZDoom and don't sweat it too much.
>>
>>12117841
Trannies complaining about Graf.
>>
>>12117858
Oh oh, and when the shield dies it drops caltrops to be cheeky.
>>
>>12117865
What's the deal with the AI code on GZ? Is it on the latest version? I am on linux and GZ is on the AUR so I should have that latest version if it the maintainer updated it, just haven't played it any since hearing.
>>
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>>12117858
The caltrops on hit kinda sucks seeing as charge attacks can stun enemies and deal pretty appreciable damage, so it felt like a waste of time to drop a handful of caltrops on the ground and trying to rely on Doom monster AI to maybe eventually step on them.
Admittedly I have webm related but with how the mines are deployed, you could turn to the side and fire a line directly into a group of monsters, and it'd be really funny.

>>12117871
I'll at least consider the ground shield, though I feel like it might be best to give him some sorta upgrade that procs when hitting enemies.
>>
>>12117872
I don't think that shit ever got officially pushed to a latest release. I'm on Linux too and I haven't had any updates to GZDoom, so I'm still on 4.14.2, though I also keep a portable build of 4.11.3 for generally everything. I just use the absolute newest builds for HDest primarily.

Again, I wouldn't stress too much about this.
>>
>>12117872
>>12117886
Wouldn't have even made it into the nightly builds by the time Graf got shat on, it'd be pre-release 4.15.
>>
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i really wish there were more "babby's first doom" games outside of pic related
gimme shit with proper gunplay, secret levels, huge amounts of devastating weapons but without all the guts and gore, i want to have a good shooter to introduce my 5-year-old nephew to
if only jazz jackrabbit 3 got released
>>
>>12117914
Get them on Jazz Jackrabbit Doom or The Adventures of Square or something.
>>
>>12117914
>"babby's first doom" games outside of pic related
But that's nothing like Doom at all?
>>
>>12117914
Ratchet and Clank?
>>
>start eviternity with pb
>exit just doesn't open on Reconnect so I have to noclip through the final door
>see the first text crawl after Reconnect
summin ain't right
>>
>>12117932
>running gameplay mods over wads and just hoping it works
Yeah something's wrong alright.
>>
>>12117932
Eviternity has some special engine stuff going on, no?
>>
>>12113683
do you have a link for the classic weapons pack, perhaps? im having a hard finding it as well.
>>
>>12117848
He also fixed something they broke, and Rachael is still involved in UzDoom. The entire thing is extremely stupid overall.

>>12117865
>just as bad as Graf in some ways
I would argue otherwise. Graf is a stubborn and autistic fool with a childish ego, but he's not outright a scheming narcissistic manipulator like Rachael is.
>>
>>12117878
Ahh, yeah, and for a upgrade on the SSG you want more oomph.
>defensive upgrade
>procs when hitting enemies
>group stun? too much stun, probably
>life or armorsteal?
>summon mini-samsons to punch your enemies in the dick

That's pretty tough.
>>
>>12117945
Gotchu. Gonna nab food first.
>>
>>12117971
no worries, anon. thanks in advance!
>>
>>12117932
>>12117940
I don't recall any issues when I ran into it with Babel, Hideous Destructor, or Deathstrider, though granted I didn't get too far into it with HD. Could be a PB issue?
>>
>>12116853
I cannot find Red Clearance and I have already found every secret on the first map.
>>
>>12117976
not those anons, but most likely a pb issue. newer versions of pb are all fucked up and weird sometimes. compatibility for pb is even worse than for brutal doom these days lol. also: you played eviternity with HD and deathstrider? youve got some balls.
>>
>>12117703
>>12117712
I suppose Miyamoto's stance made more sense when videogames were new, but now they're culture too. But what's really important, is that it takes a certain sort of sensitivity and love to bring together the bits of world one perceives and infuse them into a work of art.
>>
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>>12117753
>>
>>12117965
Something crossed my mind: I could make it so normal whip attacks proc a lesser version of the current whip effect. So that'd mean the regular whip would give Samson like 2 hp on hit, and hitting shit with the flail could either make the whip fire a small fan of projectiles out of Samson directly, or have a weak splash effect on point of flail impact.
>>
>>12117978
Upstairs in the yellow area in a sort of locker room that you get to via a door beside a huge window.
>>
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>>12117981
>also: you played eviternity with HD and deathstrider? youve got some balls.
I only cleared the first episode with HD but the whole thing with Deathstrider. It was great, especially map32.
>>
>>12117996
thats nuts. i think ill give it a try later on, just to see how it works out
>>
>>12117976
>Could be a PB issue?
Probably still has a metric fuckton of ACS scripts and other stuff going on, odds are there's a conflict somewhere.
>>
>>12117948
>The entire thing is extremely stupid overall.
What prompted him to use AI code anyway? I believe he wished to adopt the VKDoom launcher into GZDoom before Nash forbided any use of his code. If the story is true, then I don't see why he couldn't postpone the launcher update instead of using whatever droll AI has spat out.
>>
>>12117991
That sounds great. Would that apply different to the dark and light whip?
>or have a weak splash effect on point of flail impact.

I like that one.

>>12117996
Venom, my beloved.
>>
>>12118012
someones gonna say some stupid shit like "he was taking back his source port from the trannies by using ai!!!". i just know it.
>>
>>12117914
Shadow the Hedgehog
>>
>>12118014
I actually ditched the light whip quite some time ago. So at this point the whip only has two forms:

Regular whip: Swings fast, low damage, marks enemies to make them drop HP on death.
Dark flail: Swings slow, higher damage, marks enemies to make them deal AoE damage on death. Also very, very satisfying to use.

So this hypothetical whip upgrade would make whip attacks instantly proc a lesser version of those effects. I'll give it a shot later tonight.
>>
>>12117928
it's a shooter series with stock weapon archetypes like smgs, rocket launchers, shotguns, energy weapons, and big fuckin world-ender weapons

>>12117931
outside of that series, i mean
cause you can't play the OG trilogy outside of PS2 and PS3 without a subscription

>>12118019
not cartoony enough, and the karma meter shit would be lost on them
>>
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>>12118027
>it's a shooter series with stock weapon archetypes like smgs, rocket launchers, shotguns, energy weapons, and big fuckin world-ender weapons
That doesn't make a game a babby's first Doom
>>
>>12118030
close enough for what i'm lookin for
only thing the series doesn't have from doom that i want is being able to snag weapons early if you find the right map secrets
>>
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>>12117993
I know what happened - I cleared the area out and heard a monster nearby and I never looked between these pillars because I went to go kill it. I should have found it immediately. I found two other cards that weren't blue or yellow but neither did anything. Do I need to find more to get them to do something?
>>
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>>12118027
How about Chex Quest? It's a short (only five levels), kid-friendly game that was built directly off of doom.
>>
>>12118042
could work, though i'm iffy on the advertising
Descent would work well for them if they had help figuring out the controls
>>
>>12118017
There's been an anon running with that for most of the week, they thankfully seem to have shut up for now.
>>
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What a devious trap.
Well-played, Mr. Peterson.
>>
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>>12118027
>>12118036
Are the EDF games Doom games? You get stock weapon archetypes, big fuckin world-ender weapons in them. Are the Armored Core games Doom games?
>>
>>12118070
devil may cry is a doom game
>>
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>>12118001
It's possible and enjoyable, even as a dirty dumb flesh & steeler. I've made some progress in the sequel but I've not been in the mood for Doom stuff the past few months.
>>12118014
>Venom, my beloved.
So good I needed two. This is probably a lot harder to pull off in the newer versions, however.
>>12118068
Yeah, ouch.
>>
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I think Eraser had a more interesting map and also obviously way more enemies but this def got under my skin. Revenants with Cyberdemon rockets was quite a nasty combo. What's all the inspirations/story behind the map.
>>
>>12118061
i know lol. thats why i said that. pisses me off everytime i see it.
>>
>>12118068
You don't actually have to go on the pillars at all, crossing the red door line opens a teleporter in the room with the two meat pillars.
>>
>>12118068
Am I the only one that doesn't have this reflex to back up whenever I open a door?
Unless that was an elastic collision in which case RIP.
>>
>>12118075
It is now.
https://www.youtube.com/watch?v=R5JJ0_G2dUE
>>
>>12118068
I understand the wall is pushing me out, but what I don't understand is how I'm triggering it when I'm half-assing a diagonal run. Was I actually doing a SR50 with the mouse turn? Is that a thing?
>>
>>12117774
It would be pretty funny. I was going to use a similar setup, with the normal ending being played straight and the secret ending taking the piss.

>>12118040
Had a hunch it wasn't obvious enough, but I didn't want to baby the player too much. Maybe simply moving that key will be enough.
Blue clearance unlocks an easy yellow clearance, as well as an armory in the power supply area.
Yellow unlocks the red clearance.
Red clearance unlocks the exit, as well as an armory across from the yellow door.
You only need the yellow and red keys to finish the map, and I might add a secret exit that requires no keys to access. We'll see.

Kinda cheap, but I didn't want this to turn into a 10 month long ordeal like Eraser.

>>12118079
I agree, Eraser was 90% me fucking around and seeing how far that would take me. This one is restrained since I wanted to make a place that mostly made sense and was grounded in reality.
Inspiration was mostly down to me feeling very isolated for around two weeks, honestly. There's no penned story for it, either.
>>
>>12117914
Fur Fighters
>>
is it intentional if a wad sames the same despite changing midi players/sfs?
>>
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>>12118090
WTF? That's rad.
>>12117984
>love
Amen.
>>12117975
https://mega.nz/file/ZZxT2DhQ#fj2l7opCnh8QHTWE_UaUJ1GNJWTsRhLkBhJXzd2uZfM
All yours. Read the readme. They also work for other sourceports besides DarkPlaces and other mods too. Neat.
>>
>>12115789
Lost Civilization is still unmatched for outdoor exploration.
>>
>>12118121
You mean music track stays the same? Maybe it's not midi?
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Any oldfags around? Is the only reason Q1.5 didn't take off like AD because of the demands of DarkPlaces? The gore dismemberment and gore feels so good.
>>
>>12118107
That makes sense. I thought it was just me finding extra keycards but I immediately opened Nugget to check if I could access console encase it was anything like Winter's Fury type datapads. Which I couldn't. I prob should do a runthrough on Survivor. Pistol carried me most of that except when I needed the rockets for the CyberRevenants. Could have used the SMG/Auto Shotgun more.

>It would be pretty funny. I was going to use a similar setup, with the normal ending being played straight and the secret ending taking the piss.
Everyone just following 'Unusually Tall' Elster around and just not questioning it (let command handle this) as she kills everything in the facility. Bioresonance/Golden Spears for the BFG replacement after she takes off Elster's hat partway through the game. And you gain the ability to levitate. DESU might be better to do such a mod in Quake.
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>Doom co-op
>no mics all around
>all thought conveyed through actions, grunts, shots, chain sawing, body blocking..
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>>12118165
>not communicating exclusively through use of the skulltag taunt
Disgusting.
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>>12118165
>>12118182
HEH HEEEENNNHHH
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>>12118164
>DESU might be better to do such a mod in Quake.
HMM. The original models are super low definition, I think that wouldn't be the worst thing to model and animate for Quake...very interesting idea, but probably not one I'd go for.

>I prob should do a runthrough on Survivor.
It's gonna be a bit tighter, but previous experience should make it bearable.
>>
who the hell plays in 1917x1080. ur monitors are all kinds of fucked
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>>12118197
Shit it's supposed to be 1920 x 1080. Might be my settings being messed up for Nugget cause all my recent Quake screens are 1920 x 1080.
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>>12118197
It's just how Woof displays.
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>>12118196
>HMM. The original models are super low definition, I think that wouldn't be the worst thing to model and animate for Quake...very interesting idea, but probably not one I'd go for.
That was my thought too since I first thought about spriting everything for Doom but just reusing the models from Signalis in Quake might be significantly faster. Could even tune them up a bit so they'd look better from first person.
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>>12116830
Excellent.

>>12118197
Works for me.
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>>12118145
yeah i opened it up and they are midis
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>>12118121
thanks a ton, anon. i really appreciate it
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Just saw that a few days ago Duke Nukem Zero Hour decompilation reached 100%.
Maybe now someone will make a proper source port.
>>
>>
>>12118017
Well, he did give as much as cold shoulder to his fellow contibutors, no matter how heated of a parting the media headlines tried to make it seem. I'd like to give full grown adult a benefit and say that his actions had at least some kind of deliberate conscious behind them.
>>
>>12118216
I might make a Signalis-themed Doom mod someday, but I think using the original models (or recreations of them) is just more time-efficient really. An idea for another time, perhaps.
>>
>>
>>12117932
>>12118002
PB dev here, which map specifically? ill look into it later
theres not many ACS scripts left, i think it might be something else.
>>
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>>12118314
Great mod. Been playing it since 2017. Cheers for still going on with it.
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>>12118159
I'm not old but I remember requesting a Quakespasm version and the dev was working on a QS update but he went silent. It was also going to work with AD
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>>12118382
I think he got really into Slayer's Testament development so a port to QS just fell to the wayside.
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>>12118370
Aye, its in a bit of a slump right now cause a lot of the devs here are busy with some life stuff
but the focus right now is just getting the monsters done now.
theres an unfortunate problem that we may have to redo all of the weapon animations again in Overlays because the engine is throwing a fit about vram
>>
>>12116901
I not sure but isn't the robot flyers in AD called J1M? And I think that the cyborg ogre is named EDD1E
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>>12118389
Shame I wanted to play AD again with Q1.5
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>>12118407
god, could you imagine?
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>>12118415
I remember that there were some wip videos of the QS port, the ssg model was different. There are still wip screenshots in the moddb page
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>>12118419
i might be stupid, but i dont see them in the images tab. i see one of the alt model you can enable in the Q1.5 settings menu, though
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>>12118428
https://www.moddb.com/mods/quake-15/news/quake-15-new-info-and-trailer

The videos were in the Quake 1.5 discord
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>>12118442
man, what could have been...he was even using arcane dimensions as a base for the gore
>>
New thread?
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>>12118462
It wasn't just a base for the gore. The AD maps still work within Quake 1.5 / Combat+. You just miss out on Skull Wizards, Lost Souls, etc. Pic related is the Necromancer's Keep.
>>
What's up with Darkplaces these days anyways?
>>
>>12118515
Was used for Wrath, that's about it. Playing with it now, I really want a Levels and Mods menu like Ironwail.
>>
>>12118519
Maybe it was added in Baker's fork, Zircon Engine?
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>>12118498
Working on it.
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Is there any indepth review site like Onemandoom but for Quake?
>>
New thread, hope I didn't miss any new Hot Potato builds.

>>12118552
>>12118552
>>12118552



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