[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: 1382169198988.png (13 KB, 625x626)
13 KB
13 KB PNG
DOOM THREAD / RETRO FPS THREAD - Last thread: >>12112968

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 ===

[10-21] SLADE v3.2.8 released
https://slade.mancubus.net/
https://github.com/sirjuddington/SLADE

[10-21] Falaz released, a small survival horror-style WAD
https://www.doomworld.com/forum/topic/155661-mbf21-umapinfo-ogg-falaz/
https://matt-eldrydge.itch.io/falaz

[10-21] Anon makes a new map, 'Sixteen Rooms'
https://www.doomworld.com/forum/topic/155659

[10-20] UZDoom's first downloadable build coming in 2-3 weeks
https://bsky.app/profile/nashmuhandes.bsky.social/post/3m3izey522s25

[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

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>
>>
>last UZDoom commit was 2 hours ago
>last GZDoom commit was 2 days ago
It's over for GZDoom
>>
File: bunker.png (56 KB, 1920x1016)
56 KB
56 KB PNG
>>12116853
I had a lot of fun with it, only mildly got lost once through my not walking past the blue key, weapons were decent, place seemed pretty interesting for a relatively sensible layout, the imps were devious as fuck with their attack pattern, and it had doomcute for days.
>>
>>12118571
can't believe i've lived long enough to see gzdoom die in my lifetime
>>
>>12118572
>through my not walking past the blue key
Not paying attention and walking past it, idk where some words went there.
>>
>>12118573
It's already been dead once.
>>
File: file.png (6 KB, 232x156)
6 KB
6 KB PNG
>>12118573
Won't happen. Graf has already assembled a new team
>>
>>12118571
>last Woof commit was 3 days ago
I can't believe that it's dead!
>>
>>
>>12117986
I find this current trend of calling anything larger than A cup boobs "comically large" weird. I can only assume it's puritans or the weirdos trying to "combat the male gaze" attempting to cause confusion. Because Jesus Christ, look at some real women.
>>
>>12118582
>Graf fed my dog chocolates and slept with my mom poster is back on his shift
A happier bigger family with autistic little german brother, Anon
>>
File: 1495072836105.png (107 KB, 1536x1984)
107 KB
107 KB PNG
what's wrong with his left eye, staph infection?
>>
>>12118704
Graf's old enough to have grandkids.
>>
>>12118706
Grandchildren lawyers?
>>
File: 1736013650633813.jpg (100 KB, 1327x379)
100 KB
100 KB JPG
>>
>>12118709
I think it's funny we have people here defending Graf.
Like I'm honestly grateful for the work he's done over the years, but he's still a massive cunt and deserves most of the shit that gets flicked at him.
>>
>>12118704
>Graf slept with anon's mom
AI prolly instructed him to do it
>>
File: 1760676648452545.png (398 KB, 830x974)
398 KB
398 KB PNG
Graf doesn't seem to care about the whole ordeal. I don't see why should we either.
>>
>>12118723
we shouldn't, we can just move onto UZDoom as it gets developed. I don't trust a man who's gonna use AI on a sourceport that's already held together with duct tape and clown jizz stacked on top of decades of gross hacks. We don't need hallucinated AI code on top of all that.
>>
>>12118709
If you'd cropped it just slightly better then you wouldn't be able to tell it's from 2010 without looking for it.

https://www.doomworld.com/forum/topic/50624-fastest-opengl-source-port-engine-for-wads/?page=2&tab=comments#comment-868002
>>
Since VKdoom repo was removed from existence and the last build of it is pretty bad and there is no way to get older version, has anyone have older version of vkdoom archived?
>>
>>12118723
>ACTUALLY YOU ARE THE ONE WHO IS MAD! YOU ARE THE PETTY ONE NOT ME! I WOULD LIKE TO SEE YOU TRY TO DO WHAT I DO!
if anyone is mad and gives a shit it is Graf. If he truly didn't care he wouldn't have sperged out in the first place. Keep in mind that the existence of Lilith made him lose his shit so this whole thing about him just rage quitting is honestly on brand. That being said though I do appreciate the potential for gzdoom forks that aren't a complete mess.
>>
>>12118748
One I've got says it's 1.0.9999.0
>>
>>12118748
What's so bad with it, it's the one that I use.
>>
>>12118723
Haaaaaaaaaaaah
>>
File: WormwoodV01.gif (1.22 MB, 1440x810)
1.22 MB
1.22 MB GIF
>>12118552
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-max run of Wormwood - Map 05 "The Boiler" by Grain of Salt.
Reply to this post with your demo & time.

Download and current records here:
https://dsdarchive.com/wads/wormwood5?level=Map+01

Example demo in 2:23:
https://files.catbox.moe/xsz34r.lmp

Previous challenge winner: Ad Mortem map 07 UV-max in 11:07! >>12117106

Many particular items in this map are randomized each restart of the map. It's interesting to play it a few times to get a variety of layouts. Also, I don't think you can backtrack from the exit, so make sure not to leave obvious enemies behind if you want 100% kills. Also, also, the green cyberdemons only have 1000 hp.
>>
Is Falaz meant to be played all in one sitting, or should the player use saves?
>>
>>12118845
I used saves, who cares? It's based off Resident Evil and that had a save system.
>>
>>12118848
That's why I ask. Resident Evil had a limited save system, and only in certain areas.
>>
>UZDoom
>>
>>12118768
That retard dpJudas broke the lightmap code for no reason.
>>
>>12118854
If anybody seriously thinks this troon piece of shit will be better than GZDoom they're in for a rude awakening. They've already talked about and I'm pretty sure even agreed to implement online connectivity for forced updates.
>>
File: 1565050049396.gif (216 KB, 453x600)
216 KB
216 KB GIF
>>12118838
Whoops, meant to say "Wormwood 5 - Map 01". You get it.
>>
>>12118845
Play it however you like, anon. It's around 20-30 minutes, I think? Definitely warrants the use of saves. Might make something with save rooms some other time, those are cool.

>>12118572
Thanks for playing, anon. I actually toned down the imps a bit, their pain chance was higher while in development so triggering their pain state at melee range was basically a death sentence.
Glad you liked it, it was fun to just sit down and finish something in a few weeks.
>>
File: nugg0271.png (841 KB, 1917x1080)
841 KB
841 KB PNG
>>12118865
nta, but it's some good shit. You really get the survival horror atmosphere and gameplay down which is no easy feat considering it's Doom and you're a lightning fast destroyer of worlds.
>>
>>12118851
I wouldn't worry about it. If you haven't played Resident Evil: the games with "limited saves" gave you a plentiful amount of the Ink Ribbons, the item you use to save your game with. RE2 and RE3 also basically always have 2-3 of them nearby a Save Typewriter, and even playing RE1 as Chris (who gets the lowest number of Ink Ribbons), you still get like, 20 of them.

Maybe that doesn't sound like a lot, but all of the RE games are pretty short, even on your first playthrough. Not only that, but they also deliberately pace out when you'll encounter or otherwise loop back around near Typewriters, so the average player saving when they feel like it will have more than enough saves to beat the game and never lose more than a few minutes if they die between saves. 20 is also just for RE1, and specifically for Chris. Jill gets around 30, and RE2 and RE3 have like, 50 goddamn saves. It's absolutely a non-factor.
>>
Heya, I remeber quite some time ago some anon modeled Quake Champions nailgun into base Quake 1, can somebody link me that mod?
>>
What if, Lost Soul, but instead of doing what it's doing now, it would just turn into projectile and flew at you and died on impact?
>>
how i source port and avoid AI slop?
>>
>>12118882
This one? https://www.moddb.com/games/quake/addons/quake-champions-oscillator-nailgun-for-quake-1
>>
>>12118895
If you really need your hand held to do that then you might as well just take the AI slop.
>>
>>12118909
i just dont want the GZdoom AI slop port
>>
>>12118913
Get Nugget.
Pros:
No AI
Limit removing
Nice features
The SSG actually gibs things now
Cons:
Very few mods
You're essentially only going to be playing vanilla Doom and wads with it, so no stacks of weapon and gore mods for you
>>
>>12118918
AI is evil
>>
>>12118920
What does that have to do with my post?
>>
>>12118928
I think you might be talking with a retard.
>>
>>12118928
It's obviously some bored /v/ kid trying to shit the place up. Just ignore it and it'll scamper off back to /v/ with the other short bus children.
>>
>>12118686
It's flagrantly fucking unfair and rude to busty women.

>>12118918
You can still do some gore modding with Nugget, it even has some native features for it.
>>
>>12118889
The Fleshball things in Shut Up And Bleed did that. Man, now I miss iSpook.
>>
Turns out, little dragon fella.
>>
>>12118956
You're talking shit, Ranger!
>>
>>12118880
The games also gave you fewer ink ribbons on higher difficulties.
>>
>>12118956
>>12118961
>The Ricky Gervais Show with Doomguy, Ranger and Bitterman
I'd watch it.
>>
>>12118857
Aren't you just stoked that he's on the UzDoom team? Clearly everything is going to be better now!
>>
File: 20251022150850_1.jpg (706 KB, 1920x1080)
706 KB
706 KB JPG
i'm Klostyn' it i've got warhammer pauldrons on my space pirates i got spread shot on my laser gun i'm a freak man
>>
>>12118969
It really doesn't make that much of a difference. Everyone "working" on UZDoom right now is responsible for turning GZDoom into the unoptimized shit heap that it ended up being.
I heard nash saying how they want to try optimize the sprite renderer, but judging by how the vkdoom "optimization" went (in earlier 2023 builds i was getting 500-1000 fps to the latest final builds never getting above 400 on a gtx 1070), i expect them to only fuck things over even further.

TL;DR just stick to whatever GZD verison you used or whatever.
>>
There hasn't been any updates to Hot Potato in a while. Should we just go ahead and wrap up the project now or do we want to keep waiting for more contributions?
>>
File: Word cloud.png (398 KB, 1150x1150)
398 KB
398 KB PNG
>>
>>12118997
I wanna see if we can get to 99.
>>
>>12118963
Not really, at least in the sense that RE1 and RE3 don't have higher difficulties. RE1 just has the Arrange mode, which actually gives you even more Ink Ribbons, and RE3's "Hard Mode" is the Normal Mode, which I guess technically does give you fewer Ink Ribbons but only because Easy gives you infinite ones. I know RE2 had some higher difficulty option on the Dreamcast, but I didn't play that version.
>>
>>12118984
what in the turok shit is this
>>
>>12118898
Yes, thank you
>>
>>12118998
>based uzdoom
>best /vr/ place
>>
>>12118998
>kill racheal
>keep eraser probably
>nightdive literally unbalanced trilogy
>ad play maps
>best /vr/ place
>kinda love playing mods alkaline
>>
>>12119025
>>12118998
the romans would love our modern invention of word cloud divination
>>
File: 1741136590594174.webm (979 KB, 640x360)
979 KB
979 KB WEBM
>>12118998
>samson development
True
>>
>>12119000
At this rate, it might be months before that happens.
>>
>>12118750
Who hurt (you)?
>>
>>12118993
Absolutely none of this matters unless the Trannydoom people can make a multiplayer system to compete with Zandronum. This is all the epitome of non-news.
>>
>>12118726
>>12118726
Lol trannys mad
>>
File: file.png (971 KB, 1529x809)
971 KB
971 KB PNG
Once more into the breach.
>>
is there a gore mod that lets me change the color of the blood?
i want my Rampancy enemies to be gushing oil
>>
downloaded new version of Lithium
met with chrischan-looking crayon class portraits and pronouns
>>
File: Screenshot (173).png (1.34 MB, 1840x1048)
1.34 MB
1.34 MB PNG
>>12119128
i wish i was joking
>>
File: 1743594195106972.png (347 KB, 702x702)
347 KB
347 KB PNG
>>12119134
The fuck is this lmao
>>
File: 1503895114438.png (136 KB, 466x486)
136 KB
136 KB PNG
>>12119134
>>
>>12119134
Should have used AI.
>>
>>12119134
SOVL
>>
>>12119153
gameplay wise it's a cyberpunk rpg kind of mod
these retarded drawings only appeared in the newest version, the vibe was a lot more deus ex
i mean it still is like that once you get into the gameplay, but this character selection is real disruptive
>>
>>12119134
I would much prefer if the characters were treated as they were in the past. They were just descriptions, with some fluff in the BIP's mail section.
You don't need a name or a face to relate to when you're just another serial number dispatched to handle another hell invasion.

>>12119168
>this character selection is real disruptive
It absolutely is. I can see why OP wanted to fleshed the characters out, but faceless goons (not that kind) both fit the cyberpunk vibe better and are easier to imprint onto.

>>12118872
Thanks, anon. Something that ocurred to me mid-devlopment is how a lot of the monsters share the player's reaction time and means of attack, so I just did that. The very low ammo count also helps, I think.
I might try my hand at a proper Resident Evil thing in the future, maybe with monsters that have a chance to come back to life? I dunno, it'd be fun to figure that out.
>>
>>12119134
Looks pretty DeviantArt lol

>>12119168
It seems like an awkward tonal shift.
>>
>>12119060
>multiplayer system to compete with Zandronum
It took them 20 years to unfuck P2P multiplayer and it still isn't good enough. What make you think these "women" can manage an entire sever-client system?
>>
Sometimes in Duke 3D I'll find an enemy in ambush that doesn't react to me at all despite staring directly at me, and will only wake up if I get too close or attack it. Some of them will also be gigantic, but will immediately shrink to their normal size when they start moving. Why?
>>
>>12118998
>rocket considering couple
>fine straight barons
>fuckin guys
>post secret cool
>>
speaking of doom rpg mods, is litdoom still around? as in being worked on
>>
File: file.png (111 KB, 1379x1095)
111 KB
111 KB PNG
>>12119162
Probably would have been more readable, actually.
>It can be rather terse at times, and is scarcely commented, but it is hopefully understandable on its own.
>>
>>12118838
3:03 https://files.catbox.moe/gkg0nl.lmp
>>
>>12119257
>>12118838
1:57 https://files.catbox.moe/qkjpr8.lmp
>>
File: jacko7.gif (852 KB, 500x239)
852 KB
852 KB GIF
>>12118552
>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
>Current submissions:
https://files.catbox.moe/q2tyzl.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!
Still time until next Friday!
>>
>>12119296
Give me a theme and I'll try a map.
>>
>>12118998
>complete mjolnir screenshots
>mortem update release
>plastic pillars
>death felt god
>hot ai builds
>red oh linux tell eyes
>fairly stuck problem
>theres hrot based uzdoom
>e1 vore
>dick talking custom dude
>brutalist texture
>previous project started fine
>>
File: image.png (106 KB, 973x842)
106 KB
106 KB PNG
You should probably fix it (somehow)
>>
>>12119302
chaingunner forest
>>
>>12119302
Pirate ship?
>>
>>12118956
I think I know this map, survival mode of that one tronyn campaign? Pic related was tough iirc
>>
>>12119302
Martian cemetery
>>
>>12119309
Not much to do be done from my end, Itch just flagged me for the crime of being hue br when I made my itch. I tried making another page for the mod, but it still got flagged.
>>
why is doom2 filtering me?
>>
>>12119354
>being hue br
Not to derail into third-world hating, but I've noticed an awful lot of you people pop up in retro shooter communities out of nowhere.
Did half your country just get internet and learn English in the past few years?
>>
>>
>>12119345
I'm remembering how fucking nuts the dragons were from this mod which I guess was expected.
Even so, Soul of Evil was great and got me into that alternative "Quake tone" that I'd see from Tronyn.
>>12119364
Are you pistol starting it? That gave me as hard if not harder of a time than when I did it for Plutonia.
>>
>>12118838
1:43 :https://files.catbox.moe/bdk86w.lmp
Would've saved a bit more time if I didn't get bamboozled with the lift near the exit
>>
Why does Brutal Half-Life have a bunch of maps based on Duke Nukem, Doom, Blood and Wolfenstein?
>>
>>12119385
>Brutal X mod
>is bloated with a bunch of random shit
Shouldn't be surprised by this point.
>>
>>12119373
>Did half your country just get internet and learn English in the past few years?
You know, that's not an unfounded claim at all. I grew up while the internet went from dial up to cable and with each year that passed, more and more people were able to afford an internet connection, as well as computers.
English also went from being something expensive to learn to basically being accessible to everyone, I was kinda an exception since I went to a private school that actually taught English and Spanish. Everyone else I knew had to take English courses elsewhere or skip it altogether.

The real reason there's a lot of us in retro game places is we're all broke ass niggas who can't afford whatever RTX69000 and SSDs with the three billion terabytes, so we play old games that will work on our old ass machines.
>>
>>12119230
>Some of them will also be gigantic, but will immediately shrink to their normal size when they start moving. Why?
mapper that made the map stretched them out and when you activate the enemy it resets to its intended size
>>
>>12119373
Been plenty of Hues in these circles for a long time, like Sgt. Mork and Daniel.
>>
>"You want to quit? Then, thou hast lost an eighth!"

>This is a reference to Ultima IV: Quest of the Avatar video game, where the aim of the goal is to become an avatar of the eight virtues, and the message "Thou hast lost an eighth!" is displayed when losing avatarship in one of the virtues as a consequence of dishonorable action.

Are there any other Ultima references in iD games?
>>
>>12119405
Yeah, the entire DOOM series going to shit when the studio gets bought out by a soulless conglomerate is a clear reference
>>
File: 1749642097592473.png (865 KB, 1920x1080)
865 KB
865 KB PNG
>You quit and I'll jizz in your cystholes!
Thanks, Romero, very cool.
>>
>>12119405
>Are there any other Ultima references in iD games?
O of Destruction is a reference to the hoe.
>>
>>12119209
>P2P multiplayer
Is it similar to what chocolate doom,etc. have?
>>
>>12119420
Yes.
>>
>>12119378
>Are you pistol starting it
no i save at the start of every level
>>
Potentially, you can make P2P suck less with rollback, though I don't know how well it would work for anything that isn't 1v1.
Does GZDoom have a rewind feature?
>>
File: Serpenttrio.png (27 KB, 640x400)
27 KB
27 KB PNG
>>12119405
Not Doom, but I was thinking that Heretic may be referencing Ultima VII in various ways. Both games have a trio of snake dudes, creatures called "ophidians", and a bunch of talk about order/chaos i.e. chaos device, chaos sphere etc.
>>
>>12119373
>but I've noticed an awful lot of you people pop up in retro shooter communities out of nowhere
what do you mean? we have always been here, the guy that made brutal doom is brazilian, we just speak english and no one notices us.
>>
File: 20251022195527_1.jpg (622 KB, 1920x1080)
622 KB
622 KB JPG
in de techbase straight up klostyn it
and by it, lets justr say, haha
my peashoot
>>
can we have a total conversion of all ultima games into doom wads?
>>
>>12119440
according to the dev the finished game will have 16 weapons and 40-50 levels
>>
>>12119417
Not everyone knows this, but this is one of the Avatar's eight virtues.
>>
>>12118956
I really like the "redux" version of this mod just for the modded Scrags who fire napalm loogies which stick to the ground for quite a while, thus finally making them a somewhat troublesome foe at times - and that wierd-ass hackjob GL that now shoots electrified landmines (really interesting how it uses both cells and rockets to fire).
>>
>>12118984
>>12119440
>yet another Quake clone that somehow looks worse than Quake
Do people just not realize then can use the Quake engine for their game or what? Half-assed lighting on a modern map compiler would look way better than that.
>>
>>12119464
Well then I guess I almost certainly should not post my thing here. /vr/ would certainly not like it.
>>
>>12119309
>being a favela monkeigh is enough to get your ass banned on itch.io
That's legit rich coming from a website that just 1 year ago used to host more NSFL fetish porn games than Nutaku.
>>
File: 1237822721869.jpg (38 KB, 359x450)
38 KB
38 KB JPG
>>12118726
>I don't trust a man who's gonna use AI on a sourceport
It's bizarre seeing so many clueless people bandwagon about his use of AI when that was merely an "ethics" side point to their primary practical complaint of bad SLDC practices.
>>
>>12119467
>/vr/ would certainly not like it.
It would depend greatly on the engine more than anything else imo
>>
File: spasm0005.png (1.74 MB, 1920x1080)
1.74 MB
1.74 MB PNG
I feel like I'm playing Temple of the Lizard Men where if I see it's x monster I have no choice but to immediately backup and fight them somewhere safer since everything is a goddamn small corridor. Fuck fiends. At least they give you a ton of grenades to spam around doors sometimes but I do wonder if I would just prefer having grenades and rockets on seperate ammo slots so I could have a billion grenades to just treat this fully like Blood and spam dynamite into rooms before entering them since I know cheap assholes are gonna be waiting around the corner.
>>
>>12119250
I can't tell if you're holding that code up as an example of good, or complaining about it. Looks perfectly readable to me?
>>
>>12119373
Rather plausible that they have their own doom centric forum, akin to communauté française or doom power.

>>12119405
>>12119435
>>12119453
I bluntly assumed that these games were only popular with denizens of Albion. They're so old.
>>
>>12119467
What engine are you using, and are you paying any attention to lighting? Regardless of the former, the latter is always important.

>>12119473
As someone generally disliking of the slop trend, it's actually very annoying. It also ignores the failures of the other party.
>>
>>12119471
Woe to payment processors.
>>
>>12119481
I am consistently amazed at how much I do not like the level design in base Quake. I noticed when I was playing through some of the levels Arcane Dimensions remade that they got rid of the most cheap traps - but left the ones that were fair and you could actually fight in or use to your advantage and not just LOL you lose 50 hp/armor and better suck it down.

I just want to read someone go in depth on all the issues with it since I'm amazed it's this bad after playing Doom. Maybe they just didn't know how bad small corridors were at the time since everything is so much wider and easier to fight inside of in Doom. Which is weird to me that they regressed like this. I get it was made quickly and brute forced changed into a doom type 3d fps last second but you'd think they'd have recognized that Quake more so than even Doom needed wider areas to fight inside of.
>>
File: OIP.jpg (196 KB, 1000x750)
196 KB
196 KB JPG
>>12119440
>>12118984
>>12119464
I actually thought that was some sort of a downport of Gunman Chronicles into GZdoom for a moment...
>>
File: d218.jpg (258 KB, 960x540)
258 KB
258 KB JPG
>>12119489
>but left the ones that were fair and you could actually fight in or use to your advantage and not just LOL you lose 50 hp/armor and better suck it down.
What are some specific examples? I haven't made it to the 'remade' levels yet in AD.
>I get it was made quickly and brute forced changed into a doom type 3d fps last second but you'd think they'd have recognized that Quake more so than even Doom needed wider areas to fight inside of.
Part of it could be performance constraints, but I also feel that some Doom levels (especially Doom 2) had the opposite problem where the fights were too open.
I also don't really agree that cramped/small corridors=bad design. I think it can be necessary to keep things challenging if you're going against a small amount of really dumb and often slow enemies.
>>
>>12119489
Quake's level design is fine. Frequently great, even. I'm not sure where you get the idea that its levels needed more space, especially given that it has fewer, chunkier enemies. In fact, I'd say that's one of the game's biggest differences over DOOM and one of its main appeals: tight, intricate level design with a greater focus intimate fights as opposed to big environments filled with teeming hordes of enemies to mow down. Taken on the merits of aesthetics, puzzles, secrets and replayability, Quake absolutely smacks every DOOM game.

Quake's problem has always been its weapons, which are limp, soggy and unsatisfying, and frankly weren't balanced well in proportion to its beefy enemies which IMO is probably why they threw in quad damage as a bandaid. The weapons were absolutely a downgrade compared to DOOM, but not the level design.
>>
File: soe ourhero.png (3.88 MB, 2560x1440)
3.88 MB
3.88 MB PNG
>>12119505
>Quake's problem has always been its weapons, which are limp, soggy and unsatisfying, and frankly weren't balanced well in proportion to its beefy enemies which IMO is probably why they threw in quad damage as a bandaid.
I'd say that applies mostly to the shotguns and thunderbolt, potentially "soggy feeling" since they're simply shooting faster than Doom contemporaries, and it's really hard to top the insane killing potential of the BFG. The nailguns, the launchers, these are great and beefy especially the super nailgun.
Regarding balance, I will always be concerned with the nailgun/vs super, but honestly? The episodic resets and emphasis on shotgun-starting levelpacks kind of balance that out.
>>
>>12119505
>Quake's problem has always been its weapons, which are limp, soggy and unsatisfying
Yeah, thankfully, Quake II fixed that.
>>
>>12119504
It's literally doorway question the game. You frequently enter a room only to be forced to immediately back up, change weapons and fight somewhere safer until you can actually enter the room safely. This slows the whole game down. This is why I compared it to Temple of the Lizard Men - it's got boring environments full of small corridors that all look the same and you enter a room and immediately back up because you have no space to fight them in so better doorway abuse and oh it's one of the enemies above you that moves in and out of cover that you have to slowly snipe before you can enter the room without taking damage. And the author is playing the exact same list of songs he played on the last 7 maps you just played.

Legit it's just really REALLY bad level design.
>>
>>12119520
lol
>>
File: 1640899140773.jpg (32 KB, 604x604)
32 KB
32 KB JPG
>>12119505
>>12119516
I love quake (more than doom) but yeah, the shotgun is the weakest part of the game. My favorite maps are often those that give the player a gl or rocket launcher pretty quick. I want to fly around exploding everything at great risk to myself. Shotgunning a hell knight ambush for the umpteenth time is just tedious.
>>
File: 1685386711512407.jpg (27 KB, 600x600)
27 KB
27 KB JPG
>it's another episode of Doombabs expecting the shotgun to be your main weapon in a game that is not Doom
>>
File: 20251022201441_1.jpg (507 KB, 1920x1080)
507 KB
507 KB JPG
>>12119494
supposed to homage GC
>>
Revisited another great map, but why do you get the secret cluster mine launcher when there are 10 or so enemies left? I doubt I'll replay the whole of Alkaline because it's a lot and I'm sure to burn out soon after a month of just playing Quake, but it's fun for the moment.
>>12119505
>Quake's problem has always been its weapons, which are limp, soggy and unsatisfying, and frankly weren't balanced well in proportion to its beefy enemies which IMO is probably why they threw in quad damage as a bandaid
The reason why Quake's weapons feel weaker is because there were originally less enemies so the ones present needed more health. As for "limp and unsatisfying", maybe the shotguns, but everything else feels great.
I'd say the real issue is the lack of weapon animations, it's like you're playing Goldeneye 64 sometimes. A good gun needs nice animations, and while half of Doom's roster also is guilty of this, at least the shotguns felt nice to shoot.

But I do agree Quake's strengths are in the levels and exploration themselves, while the shooting is a little better in Doom.
>>
>>12119534
The shotgunning is just boring cause I try to run around with grenade launcher (or at least base nailgun so I can quickly take out enemies above me so I can actually immediately fight inside of a room) out 99% of the time since it's just the faster way to play. I don't like how the game forces me to slowly deal with Death Knights and Fiends over and over with the shotgun.
>>
>>12119505
You only think that because the shotgun isn't the nuke in a tube that Doom 2 had. That gun has the opposite problem of making every enemy trivial outside of the ones introduced in that game, which is why modern wads spam revenants constantly.
>>
>>12119516
Nah man, all the weapons suck ass.
>nearly worthless axe instead of chainsaw/berserked fist that are actually powerful and fun to use
>regular shotgun takes 8 fucking shots to kill an ogre, feels like it shoots salt and pepper
>super shotgun is practically a melee weapon and is complete trash compared to doom's SSG in general
>nailgun is redundant thanks to the SNG existing and isn't nesrly as satisfying as mowing down herds of zombies with the chaingun
>rocket launcher is slow, has too much splash damage, annoying particles, and it just looks dumb
>thunderbolt is okay but you almost never get ammo for it and you can't use it underwater
That pretty much leaves the grenade launcher and super nailgun as the only legitimately good weapons in the game, and even then they're aesthetic bores. Every weapon looks and feels lame compared to Doom equivelants. Going from Doom's giant silver cannon firing red hot rockets to Quake's rusty tube is so fucking kame, same story with every other weapon. I can't imagine liking any of Quake's weapons more than any of Doom's unless you try some pedantic shit like "ackshually, Quake's shotgun is Doom's pistol!" or you have some weird edgelord fetish with nails or something. The weapons are Quake's biggest fuckup.
>>
>>12119562
>I don't like how the game forces me to slowly deal with Death Knights and Fiends over and over with the shotgun.
I don't think there's a single encounter with those in the game where you're reduced to the shotgun. Maybe you're just bad at ammo management.
>>
>>
>>12119541
I didn't even mention the shotgun. I am complaining about the level design. I try to use the grenade launcher as much as possible since they give you a ton of ammo for it but you are frequently forced to backup because a hellknight or two is running at you and is right near the entrance of a room and an ogre or two is above you on entering a room. What do you do in this situation? Backup and spam grenades around the doorway into the incoming Death Knights is usually the fastest and safest and least ammo costly and allows you to conserve nails to immediately use on the ogres afterwards which then lets you shotgun shuffle the final ogre to conserve nails/grenades for the rest of the level. Or whatever else is in the room.
>>
>>12119565
>You only think that because the shotgun isn't the nuke in a tube that Doom 2 had.
No, I don't. I primarily play D1, and ironically the SSG is one of my biggest criticisms of D2. The weapons in D1 are just far and away better than Quake in terms of how they look, how effective they are, and the audio-visual feedback they provide. Every weapon in Quake feels like an airsoft gun. You might have a bit of fun chopping up some goons with a quaded SNG or something, but that's the absolute height of the gameplay and the other 90% is spent feeling like you're shooting peas and cans of tomato sauce at giant loofas.
>>
File: vkq_casualnecroing.webm (3.66 MB, 640x360)
3.66 MB
3.66 MB WEBM
>>12119529
>It's literally doorway question the game. You frequently enter a room only to be forced to immediately back up, change weapons and fight somewhere safer until you can actually enter the room safely.
I think that's why I like the fiends so much: They can throw a wrench into that and do decently at keeping up with the player. I otherwise don't know how much "backing up" you have to do provided you're killing things quickly enough.
>>12119573
>nearly worthless axe instead of chainsaw/berserked fist that are actually powerful and fun to use
A fairer comparison would be the axe compared to the non-berserked fist, wouldn't it?
>>
>>12119573
Your first few criticisms are fair - axe, sg, ssg.
The nailgun is good, but yeah redundant with the sng. Copper fixes this well, IMO.
But your criticism of the rocket launcher is nuts. You don't like the aesthetics or perfectly reasonable splash damage? Skill issue.
Thunderbolt ammo is a mapping issue more than a weapon issue, and with modern content I think it's often used really well.
>>
>Whining about Quake's weapons
It's the lack of enemy variety that bothers me. It's why I like AD and Alkaline so much, it fixes my main problem with Quake. Hell, AD even gives you a really beefy shotgun too, which is actually fun to shoot and shreds everything.
>>
>>12119589
>A fairer comparison would be the axe compared to the non-berserked fist, wouldn't it?
The problem is that both games have a complete garbage weapon like that, but DOOM is the only one that gives it a meaningful utility (in the form of berserk), and also provides an upgrade in the form of the chainsaw which is actually effective, and found frequently.
>>
>>12119505
You're crazy. Doom monsters for the most part are also spongy as hell once you're past the imps and former humans. Do you seriously think plinking away at a baron is any different to doing the same with a shambler?
>>
>>12119592
>But your criticism of the rocket launcher is nuts. You don't like the aesthetics or perfectly reasonable splash damage? Skill issue.
If you think that rusted toilet brush looks cooler than Doom's RL, you are fucking nuts. The splash damage might be "reasonable" but that doesn't make it fun to use. Doom's RL had a good balance of power and potential for self inflicted damage that made you cautious but still let you use it in tight corners if you had just the right spacing. Doom's RL is one of my favroite guns, but I never even use it in Quake because there's almost never a situation where you need it, and a lot more opportunity for it to backfire.
>>
>>12119595
I don't think it's the weapons at all either because Alkaline only rarely gave you the Cluster Mines and they were kinda underpowered for how much ammo they spent. It had the chainsaw too but again it was rare.
>>
>>12119587
>I primarily play D1,
Do you just play the four episodes over and over? There's very little content for Doom 1, which leads me to suspect you don't really play much of it for someone acting like an expert.
>>
>>12119598
You can kill a baron with an SSG, plasma, rocket or BFG a lot faster than you can kill a shambler in Quake with any of the power weapons, and there's a lot less at stake in doing so since shamblers are hitscan. Also, DOOM spreads its monsters out well, unlike Quake where you have several one-shot enemy types that are confined to one single episode (E1). It would be a lot more enjoyable if the other episodes have levels with grunts, dogs and such, but instead it's just ogres, ogres and more ogres.
>>
>>12119601
Eh? I consider a chapter completed once I get the rocket launcher in Quake because it's so overpowered. Rockets are plentiful and only shamblers can stand up to it.
>>
>>12119604
>Do you just play the four episodes over and over?
Yes, I like to do no-death challenge runs, and I've also played through all of the console versions several times. I do play D2, FD and D64 but I've probably put less time between all of them I have in D1 alone. I don't play wads.
>someone acting like an expert.
I don't recall ever saying or implying such a thing, I'm just giving you my honest opinion as a guy who's played these games for thousands of hours. No need to get butthurt.
>>
>>12119607
>You can kill a baron with an SSG, plasma, rocket or BFG a lot faster than you can kill a shambler in Quake with any of the power weapons
No? Maybe a BFG blast, but that's not true at all. Maybe if you just stick to the SSG it might take a while to down a shambler, but the super nail gun or thunderbolt kills them in seconds.
>>
File: vkq_necroarenawelp.webm (3.75 MB, 640x360)
3.75 MB
3.75 MB WEBM
>>12119596
>The problem is that both games have a complete garbage weapon like that, but DOOM is the only one that gives it a meaningful utility (in the form of berserk)
You can quad-axe guys if you want. Might be hard to avoid using any of your guns that are also boosted, but it does have the benefit of saving ammo if you're having trouble with that.
>>12119592
>But your criticism of the rocket launcher is nuts. You don't like the aesthetics or perfectly reasonable splash damage? Skill issue.
Is there a difference in splash radius between the rockets and grenades? If that's the case then I never noticed.
Regardless, I might argue the splash is harder to manage in Doom anyways due to the occasional lost soul I lose track of. I also have full control over where my rockets go in Quake, I play Doom with its vanilla aim assist enabled.
>>12119607
>You can kill a baron with an SSG, plasma, rocket or BFG a lot faster than you can kill a shambler in Quake with any of the power weapons
You can SSG a baron quicker than SNG'ing a shambler??? I've got to test that.
>>
>>12119612
>No need to get butthurt.
I mean, you're the one treating your own guesses as actual fact. By your own admission you don't really play much Doom or Quake, just the same Doom 1 levels over and over.
>>
>>12119613
>>12119616
TTK for a shambler and baron versus plasma and SNG are roughly 4 seconds each, except the difference is that you can continuously unload on a baron while strafing and take no damage. If you want to take no damage while shooting a shambler, you'll have to take cover in between his lightning strikes, which is going to increase the TTK. The story is similar for the other weapons. So at best, you can kill them roughly as fast but get hurt while doing so, or take significantly longer to kill them. The exception here would be having a quad, but that isn't always a factor.
>>
So whats your guys take on Uzdoom, and people finally realizing graf is a massive faggot.Think things will change?
>>
>>12119623
I'm not making any guesses, you need to stop acting like a woman and provide an actual argument instead of getting salty just because you don't know as much about the games being discussed.
>>
>>12119629
But shambers are simply baited into swiping endlessly. Instead of running in a circle like in Doom and you backwards and forwards. You really have no idea what you're trying to lecture us about.
>>
Violent Rumble with the Doom shotgun and random weapons modifier is the peak way to play the Quake campaign.
Random enemies too if you don't mind some jank.
>>
File: 1701953749727893.png (81 KB, 400x320)
81 KB
81 KB PNG
>>12119629
>he doesn't know about the shambler dance
>>
>>12119635
>grsf is a faggot
>not the trannies shouting at him for doing what he wants with something he created
dial 8
>>
>>12119636
Fuck it, you're straight up trolling now. You had me for a while there, I've got to admit.
>>
>>12119637
>But shambers are simply baited into swiping endlessly.
And what if there are two shamblers, or any other enemies for that matter? I could outstrafe 10 barons simultaneously, can you do that with 10 shamblers?
>>
>>12119629
>Doesn't know about baiting shamblers
>>>12119636
>I know more about these games than you guys
Uh...huh...
>>
>>12119641
I would get it, if he wasn't working with people, also using ai when you have a team of people I mean, kind of retarded. Plus he's always been a oversensitive faggot, and never wanting to take outside input.
>>
>>12119647
And for a follow up, he could never handle criticism even during the days zdoom was being worked out, and completely killed the project for 4 years.
>>
>>12119635
I think that Chickengate is retarded and people should stop bringing it up.
Graf being Graf is nothing new, but I don't trust Yuzzy Doom outliving Jizzy Doom it's not the first fork and it won't be the last.
Though Woof stocks might rise or something, I guess.
>>
>>12119646
I guess we're playing different games. I play Quake, the game where you might be fighting a shambler, vore and 2 ogres with a single shotgun and a nailgun with 20 nails, and you're playing Shambler Boogaloo 2: Electric Slide Edition where every encounter is a single shambler in a square room and you have an infinite supply of nails and ample room for doing the cha-cha.
>>
>>12119657
Thats fair, but if they manage to stick around It be nice to have something like Uzdoom that runs and plays better than gzdoom
>>
>>12119645
>can you do that with 10 shamblers?
Can you with Archviles? Barons and Shamblers don't have the same attacks. I'm suspecting you're straight up being facetious at this point
>>
>>12119660
learn to manage your ammo
>>
>>12119663
Who said anything about archviles? You (or someone else) compared the shambler to DOOM's baron. Why are you being disengenuous?
>>
Speaking of dead things, any word on doom infinite, is that still being worked on? I looked at their page and got nothing.
>>
>>12119660
>He sucks at Quake and it's the games fault
Go back to your endless Doom E1 sessions. I think we're all done with your bitching.
>>
>>12119483
If you mean the love for them on /vr/, there's some, but they're an older school of RPG which is (at least perceived as) less easily penetrable than what many later generations of gamers expect from the genre.
/vr/'s demographic has been a bit of an "aging with the board" thing to an extent, but the median age here is still largely late 20s and people in their 30s, with SOME older men in their 40s and 50s, and a fair few zoomers (some who are actually serious). I expect that we'll eventually see some curious alphas in time.

For Doom's devs themselves, they're all a bunch of nerds, Romero and Carmack were both Apple II hackers as kids and they were big into D&D and other fantasy stuff like that. Romero was a big fan of Ultima and Wing Commander, he even worked briefly at Origin before he moved on to Soft Disk and later formed iD Software. Ultima Underworld was also a driving inspiration, they wanted to top that.
Then there's Sandy, who's an even older and more seasoned generation of nerd than the other guys, writing for Dragon magazine, writing tabletop modules, writing the Chaosium Call Of Cthulhu game, etc. I don't remember if Sandy ever mentioned Ultima by name, but I would be very surprised if he hadn't played them all himself, they are exactly in his ballpark.

There's also the part where the original concept for Quake was an open world dark fantasy RPG.
>>
File: webmforautists.jpg (158 KB, 743x470)
158 KB
158 KB JPG
>>12119616
>You can SSG a baron quicker than SNG'ing a shambler??? I've got to test that.
Not only are the shamblers dying more quickly to the super nailgun than the barons are to the super shotgun, they die more quickly to the SNG than a baron does to the plasma rifle by about 40 frames.
>>12119629
>If you want to take no damage while shooting a shambler, you'll have to take cover in between his lightning strikes, which is going to increase the TTK.
You can lock them into melee attacks which will significantly decrease the TTK, but that will still either require cover or tanking a hit. Everyone else has already said this, though.
>>12119645
>I could outstrafe 10 barons simultaneously, can you do that with 10 shamblers?
Probably not, which might be saying more about the barons than anything, and that's assuming it's a fight with just 10 barons: What if it's a baron and you're surrounded by chaingunners like that moment in Onslaught?
>>
>>12119669
>if you say anything bad about game, you suck at game
You're just menstruating because I raised valid criticisms about your holy cow. You need to stop that.
>we
Cringe. E1 is the worst episode by the way.
>>
File: spasm0096.png (863 KB, 1366x768)
863 KB
863 KB PNG
I really don't want to get roped into this (likely bad faith) argument, but I find Quake easier than Doom. It's the rocket launcher, like >>12119608 said, it's a very powerful gun and you get so much ammo. Yeah, the other guns take a while to kill stuff but man is the RL good.
>>
>>12119505
>Quake's weapons
>limp and unsatisfying
Delusion.
>>
>>12119675
Never got the appeal of the quake games been always a doom/ duke and friends kind of guy, id's jump 3d wasn't the best sure the multiplayer stuff is amazing, but the campaigns were always duds for me.
>>
>>12119681
>Puts his stupid opinions out there for all to see
>Gets bent out of shape when anons answer back
Take a good long look in the mirror.
>>
>>12119685
I truthfully and respectfully believe that you are, in fact, delusional if you believe Quake's weapons aren't some of the soggiest pieces of shit in any shooter of the era, and I say that as somebody that spent 2000+ hours on QuakeWorld as a teen. Great game, but not because of the weapons.
>>
>>12119690
How the fuck can you not enjoy the SSG, SNG, RL, TB?
>>
>>12119689
Not sure what you want from me, I gave you my honest opinion, then you stopped providing any semblance of an argument and started with personal attacks. If you don't want me to call you a woman for doing that, then don't act hormonal.
>>
File: 41065536_p6.jpg (60 KB, 278x398)
60 KB
60 KB JPG
You idiots do understand you're being trolled, right? Having the last word doesn't win the argument, so stop replying to the idiot because this is getting sad.
>>
>>12119661
That is IF there are actually people that know what they are doing with UZDoom. For example, dpJudas, the guy that tackled heavier aspects of VKDoom development and a long time GZDoom contributor, made some highly skeptical posts about UZDoom on Doomworld.
Like, do they have people that could do more than just change the texture filtering default setting? Sure, there that one guy that improved netcode in recent releases, but that's about it.
>>
>>12119696
>give reasonable explanation for why Quake's weapons aren't fun to use
>bro you suck at the game
>btw everybody you're being trolled
Menstruating.
>>
I have friend whos and dies by quake, just never been my thing,
>>12119690
I will however say you kind of have a shit take there, if their was one thing I wouldn't complain about its the sound desgin its the same in hexen 2 and I fucking love that game, shame theirs barely any mods for it.
>>
>>12119694
>You're acting like a woman
Your lack of self awareness should be studied.
>>
>>12119694
It's hard not to attack you personally when all your arguments boil down to you being shit at the game.
>>
>>12119708
>no u
>>
>>12119709
How about this: want to play a grudge match right now? Give me a server, I'll join, 1v1 with vanilla settings. If I beat you, you have to admit you're actually just mad about your nerf guns being criticized. Surely, that should prove who's actually bad at the game and who's coping, no?
>>
>>12119709
^ this poster is right on the money, I mean its a game, why does every agurement you have complaining about to be center around the laziest things. (Muh time to kill, muh weapons) I mean one is just a skill issue the other just a subjective opinion, you haven't made real agurment, for why quake is bad, and I don't even really like quake and I think your suffering from a skill issue
>>
>>12119675
Notice how he's just personally attacking random anons but not responding to this? Yeah.
>>
>>12119675
>You can lock them into melee attacks which will significantly decrease the TTK
I literally always do this when possible, and it's bizarre to think of someone not doing so. It's like THE easiest and fastest way to kill them when you're able, even with just the SSG.
>>
>>12119704
Well I guess will see what happens, never know what the future holds, tech always evolves so who knows for now.
>>
>>12119714
I guess the respawning ammo in PvP would help you since you made it abundantly clear you can't into ammo management.
>>
>>12119704
That'd be Nash, who seemingly is in charge of UzDoom, and he is generally one of the better coders of those circles, at least from my impressions.
>>
>>12119721
So, we're not going to play the actual game to determine who's a shitter? You're just going to keep acting like a chatty teenage girl?
>>
>>12119715
He's oddly angry about people disagreeing with him too. Autism. Or Texan, I'd imagine.
>>
File: 1761163783668.png (1.96 MB, 1906x1427)
1.96 MB
1.96 MB PNG
>>12119657
>Though Woof stocks might rise or something, I guess.
>>
>>12119726
>Or Texan
I knew a few of those who would never, EVER back down from an argument no matter how stupid they were getting over the smallest things. That place breeds some fucking lunatics with some real insecurities, I'll tell you what.
>>
>>12119721
I can at least admit I can't do that too well, with default weapons, though it depends I just tend to mod games and have fun I don't like stuff like
>>12119726
The typical behavior on the basket weaving forms, I mean I will admit I suck ass, but I mean I rarely completely doom mega pacs, I really should sit down and beat plutonia 2, I have plenty of mods to make it fun I just always have that issue finishing cause after a while I just get bored, hard to sit down and play 30 maps.
>>
>>12119726
>no argument
>won't play the game
>just talks shit and samefags
>u-ur mad
Why not just hop online and play a match? Maybe you'll absolutely embarass me, and then you can feel validated in acting like a pre-menopausal woman.
>>
>>12119724
No we're not dumbo.
first off, multiplayer is essentially a different game from singleplayer so you're not making sense in the first place.
second off, I don't even have a single QW client installed.
Third off, what for? Your posts already made it clear that you struggle with playing Quake. You literally made 3 or 4 posts complaining about running out of ammo.
>>
>>12119723
Nash is a talented guy, but he's more of a modder rather than someone who is good with back systems.
You'd go to him for stuff like Nashgore or widescreen assets, rather than the actual heavylifting.
>>
File: Spoiler Image (16 KB, 182x200)
16 KB
16 KB JPG
>>12119726
>Texan
>>
Anybody wants to play Q1 coop? I can host Alkaline for example
>>
>>12119732
You're awfully obsessed with women, anon. I'm thinking you have a few issues. You must to be this angry about people disagreeing with you.
>>
>>12119734
>abloobidy bloo, skippidy doo
I get it, you're bad at the game and you know you'll lose. Offer's still on the table if you decide to change your tampon.
>>
>>12119740
I'd really like to give it a go, but you might be that buttmad guy screaming at everyone at the moment so I'll pass until things cool off.
>>
>>12119739
I'M BEING INFESTED BY BRONIES!
>Cans.wav
https://www.youtube.com/watch?v=P5EPmAxvkyc&pp=ygUIY2Fucy53YXY%3D
>>
>>12119741
>obsessed with women
Life as a gay man such as yourself must be easier, surely.
>>
>>12119742
I probably am bad at QW, yeah. I don't play it. That's not what we're talking about though. We're talking about singleplayer Quake. stop trying to change topic.
>>
>>12119740
Maybe, depends on the time.
I doubt newer stuff like Alkaline really support co-op though. Most newfag mappers don't seem to care about it.
>>
>>12119740
What map(s)? I'm down for anything just not Pipe Powered Pillars because that final fight is just too bullshit.
>>
>>12119749
>>12119752
>time
rn

I never hosted Q1 server before, but I'll try. If Alkaline won't work, we can play e.g. retrojam
>>
>>12119748
>you can't apply singleplayer concepts to multiplayer, there's no transference of skill bro
If you aren't good at multiplayer, you aren't good at the game. The same rings true for almost every FPS ever made.
>>
>>12119757
Just don't host on Ironwail. I don't know why, but multiplayer seems to be completely borked on it.
>>
>>12119757
Well yeah Alkaline seems to crash it when I connect. I'll try retrojam
>>
Oh for fucks sake. You win. Quake is a bad game because you don't like it. There. Happy now? Can you just stop crying and shitting up the thread?
>>
>>12118998
>based uzdoom hate etc.
>>
>>12119761
I'm fine with being good enough to manage my ammo to the point that I won't have to plink at a shambler with my shotgun.
>>
>>12119435
Huh, that looks like that serpent statue that comes to life from one of Hexen 2's egyptian levels. (Couldn't find a pic, man H2 really is obscure innit?)
>>
>>12119747
>Life as a gay man such as yourself must be easier, surely.
He wouldn't know what that's like, because he doesn't struggle with Quake.
>>
>>12119767
>Ackshually, I was just being an absolutely humungous faggot who couldn't take legitimate criticism of my favorite game (even from someone who has probably played it more than me), and so I spent the last hour calling you bad at the game and intentionally misconstruing your arguments, and now that it's abundantly clesr that you know more than me and I am, in fact, the shitter retard, I will now gracefully bow out of the discussion
Word bro.
>>
>>12119779
Jesus can you like shut the fuck up, or stop being faggot, or die, clearly no one here likes you, or your shit opinions can you take the hint a fuck off.
>>
>>12119752
>Pipe Powered Pillars
I'm still holding my breath that the amount of people complaining about that fight will convince the team to fix it. The only place that hasn't mentioned it is Slipseer itself and... you know what they're like.
Even if they don't I hope this upcoming update will result in more maps.
>>
What's the room code for Alkaline?
>>
>>12119780
Lad, you're on an anonymous imageboard. "No one" doesn't matter. I am going to spread my morbidly obese ass cheeks and shit all over your thoughts and feelings any time I wish, and there will be no way to trace me back to the origin of the crime other than looking for the words of a man who is based.
>>
>>12119543
That explains the overall aesthetic feel guiding me in this way then
>>
>>12119779
Bitch, that was the first time we've spoken in this gay argument of yours. Is it really all that important to you that you'll argue with anons for over an hour over this? Feel free to give me some pithy reply about being a woman or whatever, it's pretty obvious you're here in bad faith and just want to shit the place up at this point, that or you have serious issues because jesus fucking christ.
>>
>>12119784
>morbidly obese
I get why you must dislike Quake now. The ability to jump must be triggering.
>>
>>12119789
>still going
>still samefagging
>still won't play the game
Sad! Also, why are you 23?
>>
>>12119790
Thankfully, John Romero invented the rocket jump to assist vertically-challenged ludokings such as myself, and the rest, as they say, is history...
>>
File: 1728508183952.jpg (26 KB, 363x355)
26 KB
26 KB JPG
I love all flavors of Quake, including vanilla. That is all.
>>
Hooray. This place resembles a /v/ thread. What joy.
>>
>>12119798
Best thing you can do is ignore it and just make good posts to encourage others to do the same.
>>
>>12119765
Ok neither Alkaline nor retrojam works. Arcane Dimensions did work.

vkquake -game ad +connect 70.34.242.185

Or do you know any pack with good multiplayer support?
>>
File: amt5.webm (3.75 MB, 960x530)
3.75 MB
3.75 MB WEBM
moo
>>
>>12119798
Are you seriously complaining about a little heated Quake discussion with some light turdflinging after 2 months of megaman spam and graf versus tranny drama? If anything, we're back on course.
>>
>>12119803
Might be able to join later if you niggurs are still going in a hour and a half or so.
>>
>>12119803
I have to setup my binds and change name. Give me a sec.
>>
>>12119803
No Quake servers found.

Host_Error: CL_Connect: connect failed
>>
>>12119803
>vkquake
Oh. Oh well. I don't have that sourceport.
>>
>>12119817
I'm running on vkquake with default protocol. qss-m, ironwail and vkquake should all connect
>>
>>12119816
Is it a little laggy? Movement seems off.
>>
>>
>>12119820
hmm, trying with ironwail with no luck. what port/protocol are ya using?
>>
>>12119823
welcome to netquake multiplayer
>>
>>12119818
You can download it real fast and just copy your AD folder from your Quakespasm/Spiked/Ironwail folder into the VK folder along with SQLauncher2. Took me a min to setup.
>>
>>12119828
>ironwail
Multiplayer on this port is just fucked regardless of protocol. I wouldn't even bother.
>>
Killed the server for now. How do I make monsters appear?
>>
>>12119807
Based 30 rockets enjoyer.
>>
>>12119837
What do you mean? Do you have nomonsters set to 1?
>>
>>12119831
Don't start this up again. He only tuckered out when the last guy stopped responding.
>>
>>12119837
Oh had to set +coop 1

Ok you can connect with arcane dimensions
>>
>>12119837
>How do I make monsters appear?

Try dropping acid, that usually works for me.
>>
File: ainsleydoomguy.jpg (80 KB, 614x565)
80 KB
80 KB JPG
>>12119790
>>
>>12119842
i see it now
>>
>>12119846
hm can't join on either iron or spasm, tried protocol 666/999 and ports 27500 and 26000
>>
>>
>>12119790
You must be Sergeant Mark IV, because that was brutal!
>>
>>12119858
dl vkquake and I'm in!
>>
>>12119847
DPH will do that pretty easy too. At least if you're looking for shadow monster inspo. Beware of seizures though.
>>
>>12119873
I was just being flippant, I've never actually dropped acid before.
>>
>>12119827
>The year is 2025
>The trannies have finally figured out how to reproduce
>Your mission, should you choose to accept it...
>>
>>12119876
Keep C.Kid outta your weirdo fetishes, weirdo.
>>
>>12119876
C. Kid is a guy, dumbass.
>>
>>12119879
So just like every other transvestite?
>>
File: InvisoMutant.gif (10 KB, 100x100)
10 KB
10 KB GIF
ooooo-AAaaaa-ooooo
>>
>>12118705
It's swollen. he can nazi out of it.
>>
File: 1479283641777.jpg (13 KB, 225x225)
13 KB
13 KB JPG
>>12119891
>>
>>12119842
Who knew Quake 1 rocket launchers posted on 4chin
>>
File: vkquake0000.png (2.23 MB, 1920x1080)
2.23 MB
2.23 MB PNG
I should have taken a screencap of us spawning into the floor and seeing the flames in the wall.
>>
Which retrojam are we downloading or are we going back to AD?
>>
File: vkquake0000.png (3.21 MB, 1920x1080)
3.21 MB
3.21 MB PNG
Sorry alkaline was broken because I'm a retard and didn't copy it to the server.

vkquake -game alk1.2 +connect 70.34.242.185

Try it again plz
>>
File: IMG_0509.png (948 KB, 720x507)
948 KB
948 KB PNG
Hello
Anyone here has experience with Nintendo Switch ports of Doom1+2/ Doom64 and Quake 1/2? They are on sale now and I was wondering if handheld doom/quake is a nice experience, seeing how suboptinal gamepads are for fps games
Is NS online subscription required for downloading wads/mods? Anyone here playing with bethesda sourceports and willing to play crossplay coop? I remember people sharing server codes for quake 1 when the port came out
>>
File: Shakespearicles.jpg (33 KB, 500x648)
33 KB
33 KB JPG
>>12119794
>John Romero invented the rocket jump
No, that was Shakespearicles
>>
Is there any other mod besides Q!ZONE that makes the Shaft reflect its lightning bolts off solid brushes and models?
>>
File: vkquake0006.png (2.37 MB, 1920x1080)
2.37 MB
2.37 MB PNG
>>
>>12119918
Saturn Quake, a total conversion mod for Powerslave
>>
>>
>>12119693
not him but do you seriously think quake's ssg is even remotely as enjoyable as doom's? it takes 4 point blank blasts to kill a fucking ogre which may as well be a pinky by doom standards. also i hate the stupid little diamond shaped muzzle flash that comes out of the middle and how it looks like its just flipping like a rolladex when it reloads. nothing in that game feels shittier than shooting a knight twice and one gay pellet misses so he doesnt gib, and you're just left with some dumb polygon collapsing and fading away after you supposedly just cocksmacked his face with buckshot
>>
>>12119913
DOOM is one of the few examples of an FPS that works completely fine with a gamepad, arguably better aside from turn speed and lack of numbers for instant weapon select. If you're going that route though, don't play the cucked bethesda ports, just play the PSX version or DOOM 64.
>>
>>12119953
>Accuses people of samefagging all this time
>Waits an hour or so and begins samefagging in an attempt to start up shit again
>>
>>12119913
The Switch ports of the Doom games are perfectly serviceable, but one major downside is that you can't access the full mod menu on the Switch version of D+D2. You can only play the featured mods, but you don't need NSO to download and play them, you only need to link your Bethesda account.
I don't have either Quake games on Switch, so I can't speak on their quality.
>>
>>12119963
i just got back from buying a half hoagie and pepsi from royal farms so i dont know who you think i am but maybe you need to stop being gay
>>
>>12119675
>>12119573
And ogres die sooner to nine shotgun rounds than a caco does in six. Finding out a lot today.
>>12119953
>not him but do you seriously think quake's ssg is even remotely as enjoyable as doom's?
It's close for me, and I do at least like Q2's SSG more than Q1's
>>
>>12119972
Anon is very sensitive about Ranger's arsenal, please understand.
>>
>>12119979
Q2's entire weapon roster is better than Q1. If it weren't for the shitty hub based level design, I'd happily call it a better game.
>>
>>12119979
>And ogres die sooner to nine shotgun rounds than a caco does in six. Finding out a lot today.
Probably because the Quake shotgun fires a lot faster, go figure.

Also Quake's big problem is that there aren't enough shit enemies scattered around. The time it takes to kill Quake's butterball turkey enemies would be a lot more tolerable if John "Trans Rights" Romero had clued the other devs into his secret roster of grunts and dogs so I'd have something to kill other than ogres and scrags for 75% of the game.
>>
>>12119984
>Q2's entire weapon roster
I like the grenade launcher more in Q1 and I like the super nailgun more than the hyperblaster. I don’t like that the regular shotgun isn’t even half of the pellets as the super, a design quirk that I disliked in Doom as well.
It’s still a large and varied weapon roster and I find the level progression techbased.
>>
>>12119953
Quake's SSG isn't as strong, but it's primarily because you don't get the overpenetration effect of the hitscan skipping monsters which are already killed by other pellets, which IS something I love in Doom 2, but which is also another thing that makes the weapon yet more generous for the value of its ammo spent. (Seriously, Doom 2's SSG has incredible ammo mileage).

However, it still feels pretty hefty in its report, it's pretty fast, and if you get a Quad it becomes an absolute beast.
>>
File: shrek.jpg (40 KB, 721x631)
40 KB
40 KB JPG
>>12119979
>And ogres die sooner to nine shotgun rounds
>>
File: 1761170680499.jpg (140 KB, 1920x1080)
140 KB
140 KB JPG
The page for the new Blood re-release just got updated and they're showing off more of the remade cutscenes. I kinda wish they gave Caleb his hair but I guess they wanted to remain faithful? Kinda gay but whatever.
>>
>>12120006
He's using new math, it's all the rage.
>>
File: 1761170740282.png (22 KB, 320x200)
22 KB
22 KB PNG
>>12120013
Original for comparison.
>>
GGs. Have to go. I'll rejoin later if it is still up. Would be up for more Co-op Quake in the future.
>>
>>12120013
>remain faithful
>doesn't include thing in the original game
>>
>>12119920
ggs
>>
>>12119909
>>12120018
Riley here. gg! should do it again sometime
>>
File: Bald-Caleb-Loses-Hat.png (11 KB, 320x600)
11 KB
11 KB PNG
>>12120024
Caleb being bald is in line with the original, sadly. I was hoping it'd be fixed considering the lead artist said it was that way due to "technical limitations".
>>
>>12119980
More like I'm just tired of your shit.
>>
File: webmforautists2.jpg (130 KB, 743x470)
130 KB
130 KB JPG
>>12119995
>Probably because the Quake shotgun fires a lot faster, go figure.
Pretty much. It's firing speed is comparable to Doom's pistol, and Quake's double barrel firing speed is more comparable to Doom's shotgun. Saying it can take 8-9 shells to shotgun an ogre isn't saying much by itself, and reminds me of people thinking the plasma gun is worse than the super shotgun because it takes 40 more shots with it to kill a baron.
>>12120006
Ogre's dying here in about 240 frames through nine shells, 317ish frames to drop a caco in six.
>>
>>12120057
Be mad at whoever designed Quake's weapons, not me.
>>
The only reason I did not use GZdoom was because I liked the vanilla dos Doom aesthetics, you know, 320x200 resolution, palette tonemap, etc. But otherwise I hate how buggy and frustrating the vanilla doom engine can be. And just when I learned that you can in fact make GZD look like vanilla, it implodes. Well here's looking forward for UZD.
Also what's the purpose of LZdoom again? I know it is supposed to be "90% mod compatible with GZdoom but with much better performance", but like none of the mods I've tested on stable 3.88 can even launch it, and latest dev build can, but they are all broken.
>>
>>12120014
No it's all the Quake, Rage didn't happen til way later.
>>
>>12120086
>And just when I learned that you can in fact make GZD look like vanilla, it implodes.
It's not like you can't no longer use it, it's still compatible with all the Vanilla, Boom, and MBF21 stuff like before. Anyway, if you really want, Woof and Nugget lets you use the same kind of improved hit detection as GzDoom does.
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/3dUUWTbR#Ir3l9U2JAKSdT84wQwbKsgQ1Go39xdCCznpF2ChCgmc
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.5.1
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
>>
>>12118553
>HOTPOTATO92.WAD
lock



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.