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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12153796

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

SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2, MBF21 | Deadline : ??
Current submissions: https://files.catbox.moe/5u8dn8.zip

=== CURRENT RELEASES ===
Deep /vr/ied Potato
IWAD : Doom 2 | Format : MBF21
RC1: https://files.catbox.moe/3fml1f.zip

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

=== NEWS ===
[11-07] UZDoom 4.14.3 RC1 released
https://github.com/UZDoom/UZDoom/releases/tag/4.14.3-rc1

[11-07] Fate: A Doom Total Conversion, Episode 2 released
https://www.moddb.com/mods/fate-a-doom-total-conversion

[11-05] LibreQuake v0.09-beta released
https://github.com/lavenderdotpet/LibreQuake/releases/tag/v0.09-beta

[11-04] Deep /vr/ied Potato, Doomworld release!
https://www.doomworld.com/forum/topic/155904

[11-04] Heretic + Hexen Update 2
https://slayersclub.bethesda.net/en-US/article/heretic-hexen-update-2

[11-03] Woof! 15.3.0 update
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.3.0

[11-02] South Park FPS re-release got a repack with a bunch of fixes.
https://archive.org/details/south-park-pc-repack

[11-01] Call of The Void updated to 2.0
https://www.moddb.com/mods/quake-ii-call-of-the-void/news/call-of-the-void-ver-20-halloween-update1

[10-28] EDGE-Classic v1.51 update
https://github.com/edge-classic/EDGE-classic/releases/latest

[10-28] Duke Nukem Zero Hour early PC port development
https://github.com/sonicdcer/DNZHRecomp/releases/tag/0.02

[10-25] HDoomguy released a Halloween wad called Hallows' Eve 199x.
https://drive.google.com/file/d/10LePm1bC-ixnvo1T-vQPZbUL8waLX4sW/view


=== 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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>>12160238
Oh hey, I'm on time this time!

>SUB MORTEM : A Dead Simple Halloween Project
Should probably be done soon enough.

>Current submissions:
https://files.catbox.moe/aitkme.zip
I stripped this down to strictly the latest version of any of the updated levels.

>iWAD: Doom 2
>Map Format: MBF21

There's currently 12 levels, a good medium episode!

A bit better today, still congested but not with that same heavy and throbbing headache.
Hopefully we'll finish putting it together this weekend.

Done these now:
>Concussion
>Factory Reset
>Oh, Please Carrion

Left to test:
>King Boner's Manor Of Goblin-y Spooks
>October
>Bereaved Battlement (saw the update)

If anyone have any thoughts on my own

Reply to this post if you happen to have any fixes or stuff for any of your levels, or if you've found a bug or something in a level that needs to be fixed.
>>
>>
Only trannies use UZdoom
>>
>>12160286
Don't say that please I just used it, it works.
>>
>>12160290
Disregard the Skub warrior.
>>
>>12160279
Good to hear you're doing better. I'll fix Oh Please, Carrion's backtracking issue shortly.
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>>12160279
Just tested Oh Please, Carrion. Great level, that one surprise with the silent teleport actually made me yelp out loud, as I whirled around and fired a shot, firing too soon. 10/10 trap.

The level also looks amazing, for that matter, the blue tint of Ad Mortem's palette really makes OTex's white marble look so much better, and highlighting it with all the orange fall leaves and purple sky makes it all the better.
I have to say, Ad Mortem is by far my most favorite use of OTex textures I've seen, the palette and how people use them are just great.
>>
>>12160290
Yeah just use whatever ports work for whatever you need at that moment, doing sourceport fanboyism is fucking idiocy.
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>>12160292
Heeey!
Uh, I guess you mean the locking bars at the end? Tbh I actually noclipped to go back when I realized I missed a secret and two monsters. (And when I did, I still fucking got got lmao)

I'm assuming the idea with the exit area is that this place is like the "actual entrance" of the level, so the monsters are waiting for you to come in from there, but you're actually coming out from the other way? I liked that too.
>>
>>12160279
>A bit better today, still congested but not with that same heavy and throbbing headache.
That's shit has sure been getting around, I've been off work for fucking days cause no way am I fit to even drive there like that, let alone get shit done.
>>
>>12160290
I'm sorry to tell you this, brother but you're trans and gay now.
>>
>>12160279
Is Wine Cellar yours?
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
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>>12160315
Yes, still hoping for feedback, both on design and also if there's any bug or problem I've missed.
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Oh dang is hot potato complete?
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>>12160326
Baked and drizzled with butter!
>>
>>12160323
https://files.catbox.moe/ihm5bk.zip
Nothing to really negative to say about it. I'm not sure if the red key area was meant to be a secret or not. It had some neat little encounters and great visuals.
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>>12160332
I just realized that there's nothing in Whine Cellar which actually uses the red key, lol.
>>
>>12160326
Indeed it is, skele-bro.
https://www.doomworld.com/forum/topic/155904-mbf21-deep-vried-potato-a-single-map-community-project/
>>
>>12160292
Consider hiding some water fountains out of bounds to get some running water ambience.
>>
I'm actually surprised I'm this far. Broken Records was pretty tough despite the more OP guns, but until this map it was smooth sailing. I might even make it to the end at this rate.
Shame the mod is conspiring to beef up revenants as much as possible, and once one of the dickheads piggybacked an archvile in too with his tiny pet caco.
>>
>>12160238
Can someone... Can someone please put sunglasses on Douk? It feels wrong to see him without them.
>>
decino helps me care about Doom.
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So what's the deal with Doom?
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>>12160340
Was it meant to be an optional key? I figured the red armor secret only opened up after doing the archvile room. And I only thought to press the banners because I looked at the automap.
>>
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>>12160279
Bereaved Battlement is almost perfect. There are some uncomfortably cramped pathways, but that's a symptom of it being a 2048 map and I understand they can't be fixed really. I love the freedom the map provides, and how you can take on the keys in any order.
My only real criticism is that this torch should be mounted onto the wall instead of being staked into the ground.
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>>12160350
Because you asked so nicely.
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>>12160370
Also close but no cigar version if you prefer.
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>>12160353
It's a good boomer shooter
>>
>>12160327
>>12160342
wow you guys made the pistol fun to use
also fuck that blue key trap in the beginning
>>
>>12160238
Why IS he so great?
>>
>>12160353
Who's got that webm of someone using HDest with this to raid Seinfeld's apartment?
>>
>Map 32 of Going Down Turbo
There's no BFG now. Oh my god...
With CC my only hope ended up being hiding in the lift after grabbing the key and being glad that monsters couldn't get in. Cheesy, yes, but 17 cards worth of go fuck yourself were possessing the monsters outside and my dumb ass just chose The Dunkening because it sounded funny. Que a massive cloud of Cacos hurtling towards me at all times at mach 11.
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>>12160350
The bad news is, I'm fresh out of sunglasses.

The good news is, I have a surplus of GOOGLY EYES!
>>
>>12160370
>>12160371
Hell yeah! Duke is more the cigar type than the cigarette kind anyway.

>>12160475
Also good!
>>
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Are there any map packs that utilize this guy like the normal soldiers or the mutants? I hate how he only appears in 1 level W3D & doesn't even appear in SOD
>>
>>12160293
Thanks, anon. Had a good time actually using Otex and feel like I've earned the right to use it with this map. Might be gay, but I have the kind of autism where I need to make good shit first to use good shit made by others.

>>12160304
Not sure if you're the same anon, but yep, those. They were pointed to go up instead of down for some arcane reason. I didn't really think about level design at all and just did whatever, but you sneaking into the monster compound is pretty fun. Maybe that's what the crystal ball is for.

>>12160279
Oh Please, Carrion fixes/tweaks:
>locking bars in the final fight actually go down
>a few fountains were added for extra ambience
>tweaked texturing in a few spots
>removed a shell box that might have been left in during testing
Link:
>https://files.catbox.moe/q45l0m.zip

Should be final, unless some major issue is found.
>>
>>12160361
I put the red key there because it was supposed to be bait to get the player into the room, and then I just fucking forgot about it and designed the rest of the map. It's kind of hilarious, I almost wonder if I should just leave it like that as a joke.

For the armor secret, it was one of the early things I did when I began designing the map, I figured "I'll put a ham in here and then I can think about how to access the secret later." which also I kind of forgot about, and it ended up just becoming a place to shove the key into because the level had to be finished and I was past the deadline.
The fact that the level leaves like 40% of potential playable 2048 space unused I think is telling of the increased hurry, but I couldn't just hold you guys up.

I suppose though that I should definitely mark the yellow switches better, they're too subtle.
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>>12160279
>October
skeletons don't raise if you jump down from southern end
>>
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>last sign of activity from Bloatoid death wish guy was Oct 12
did he died? he normally posts quite regularly
>>
>>12160579
yeah jumping breaks the map
>>
>>12160602
I think he means that sequence breaks if you just drop down from that ledge, not like in actual sourceport jumping.
>>
so what the fuck is with deathstrider
i tried playing it and i won't lie it felt like a joke mod
like something you would make in mockery of modern tactokhule doom mods
between the uber edgy character designs, the absurdly obtuse control scheme, the retard that follows you around on a star trek enterprise hoverboard, and the... spaceship second life furniture and bedside nietzsche?
>>
>>12160619
There's a hot succubus with a wasp waist in there as a vendor so id you don't like DS you are GAY.

Jokes aside, read the manual and practice you dumbass.
>>
>>12160619
IIRC, the author of Deathstrider is a pretty longtime fan of Hideous Destructor, but came to disagree with its direction, and so he decided he would make his own Hideous Destructor with blackjack and hookers.

So now there's two super-tacticool, milsim-ish gameplay mods for Doom, and they're both pretty well liked by their target crowd.
>>
>>12160238
>SO YOU WANT TO PLAY SOME FUCKING DOOM
>(or Quake, Duke, Marathon, Deus Ex)
>https://imgur.com/a/wWS8zXz
>>still outdated link in OP
Crazy how lazy people here are
>>
>>12160252
damn that's a badass ad
>>
>>12160632
I miss that kind of advertising desu.
>>
>>12160594
I doubt it, considering Death Wish is being included with the new KEX version of Blood. But I remember him saying he doesn't want to show too much of the final episode's levels somewhere.
>>
>>12160594
>guy doesn't post for a couple weeks
>"omg is he dead!?!?!?"
Why do people keep doing this?
>>
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>>12160252
These old ads really were amazing. I also loved the weird Quake ones.
I thought I had them, but they must be on my old computer. Stuff like the nice old lady offering a giant pie to oddly copy pasted kids and a marriage where the ring is one of those Halloween fake nails that looks like it's been driven through your finger. Weird as fuck but memorable.
Have this instead.
>>
>>12160656
To be fair we have had some of our lads die over the last handful of years, though we didn't find out till months after the fact.
>>
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>>12160279
>Into King Boner's Manor Of Goblin-y Spooks
There we go, full title. Great little map, lots of fun in-your-face combat, also has a great .mod music track, which I caught myself tapping my foot to, and maybe or maybe not left-right dancing a few times in the map.

Can't think of anything to really suggest. Felt like I MIGHT have experienced a blockmap bug outside the yellow key door in the yard, with a pinkie ambling into the cubby there, but I might just have veered my aim as he moved, so not sure.
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>>12160579
>>12160279
>October
https://files.catbox.moe/4i0zj7.lmp
Nice work on the decorations, but I don't like the fights. Chainsaw is pretty much useless. Both fights with white skeletons need to be expected because it's easy to be surrounded there. Map is easy when you already know that pretty much every monster on the map has an ambush flag.
>>
>>12160656
>Why do people keep doing this?
schizoposting
>>
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>>12160279
>Bereaved Battlement
some monsters didn't teleport in, softlock pit before the exit
>>
>>12160594
He's probably not going to show more progress until the release for the new new remaster
>>
>>12160504
That's literally Hitler.

But to answer your question, if I remember correctly Beyond Wolfenstein uses them, but turns them into flamethrower guys instead.
>>
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>>12160279
Just finished Bereaved Battlement, and I have a lot to say.

>Doom 64-core level
>tense 64-like ambient droning track (which I actually don't usually like that much, but it's great here)
>not just the battlement that's bereaved, I'm running VERY tight on health and ammo for the most part, near every single fight is a desperate struggle
>feels like RNG conspired against me to give me some 80hp damage roll boner rockets to make sure I wasn't at full health and to keep me at my toes, mostly got low damage rolls otherwise
>looks nice, the dark castles with lit windows in the far distance is KINO
>made me depend on the chainsaw a fair bit, I like that, underrated weapon
>needed to go shit, but had to hold it in to finish the level, this added tension and helped reinforce the sense of dread from the music and resource starvation
>exit is cool
Very good level.

There's a couple of issues too, however.
First is, I couldn't score full kills because just like the other guy says, some of the last guys didn't teleport through. I don't actually understand why that is, because they ARE going back and forth and all, and the teleport linedefs are repeatable.

For minor ones, there's one linedef which you forgot to tag as impassible and to show as 1-sided, and one of the trees by the window near the start clips through the wall some. I have pics of those two, I'll post them shortly.
There's also the path upwards here on the left, which I felt wasn't quite signposted as well as it could have been, I didn't think to climb it at first because it looked more rock walls. Maybe add some wood stair steps or something to better indicate going up there? Or something else. Wasn't stuck too long, but I was lost for a couple of minutes.

That path is like the only change in actual design I'd suggest, other than maaaybe lowering the ambient outdoor lighting just a snap, it's a bit bright given how dark it is elsewhere outdoors, and how dark the sky and horizon is.
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Missed linedefs. You couldn't escape bounds here or anything, at least not without some GzDoom modding or something, but it'd look more consistent and clean fixed.
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>>> CLASSIC DOOM CHALLENGE <<<

Record an UV Max demo of 50 Monsters - MAP18 "Back to Base-ics" (-cl 2)
Reply to this post with a demo & your time.

Wad download and current records:
https://dsdarchive.com/wads/50monstr?level=Map+18

Example demo in 5:14 (litterbox, because catbox is down for me again)
https://litter.catbox.moe/s7x8x5.lmp

Previous thread winner for Alien Vendetta map 32?: >>12160021

AV32 was too challenging, perchance?. Here's something much shorter and easier. This whole wad is pretty good imo, if you like this map you may want to check out the rest.
>>
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And here was the tree clipping through the ceiling. Should be enough to just shift it around.
>>
Can you NM-SoloNet anything from TNT?
>>
>>12160594
He now works on NightDive blood port. Fixing some stuff in base game maps
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>>12160869
Meanwhile Marrow dev posts cunny on /v/
>>
>>12160504
DBP21 uses them quite a bit. I was just playing that wad a couple weeks ago.
>>
LibreQuake discord is having a deathmatch event
connect frag-net.com
FTEQW or QSS-M ports
>>
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Did anything ever come of this?
>>
>>12160940
new address:
connect librequake.selfhosted.site
having 10 players rn
>>
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>>12161041
died again
>>
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>>12160940
>>12161041
>giving your IP address to mentally ill freaks known for doxing and harassing people
>>
>>12161059
The LibreQuake people doxes and harasses people?
>>
>>12161041
new address:
lq.zungrysoft.net:28501
>>
>>12160957
Tiffany Stratton changed after she lost to jade cargill last weekend
>>
>>12160940
>>12161041
>>12161083
>server is killing itself
Many such cases from the now shunned T and onward alphabet people
>>
>>12161041
This server's still up. There's only two people left right now, though.
>>
>>12161059
show proof
>>
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>>12161104
ok
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>>12161112
most went here >>12161083
>>
>>12160957
I think the anon developing it still shows up occasionally.
>>
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>>12160802
4:36 https://files.catbox.moe/jkjdwa.lmp
>>
I wonder how UZDoom will go down. I hope they don't err on the side of "too soft" after Graf's iron fisted approach. Too many chefs ruin the pot and all.
Graf is still working on GZDoom, and I wonder for how long. Also how long they can take his GZDoom contributions and plop them into UZDoom before the code base differs too much.
>>
>>12161220
>Also how long they can take his GZDoom contributions
What contributions? He'd been a mostly absent project leader for over a year.
>>
>>12161220
>test out UZDoom
>texture filtering everywhere
NAAAASSSSSHHHH!!!
>>12161224
>101 contributions in the last year
I dunno what the contributions are though, or if they're mostly rolling back features with a [no].
>>
>>12161220
>take his GZDoom contributions and plop them into UZDoom
They have no reason to trust anything he adds, he basically said he'd keep using AI shit.

He's way more likely to take stuff from them since he already got caught doing it to Eternity Engine and got very bitchy when called out on violating license shit with that.
>>
Nigga it has been three years where the fug is 94p?
>>
>>12161243
It got cockblocked.
>>
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>>12161217
I have a setup for watching back peoples demos where dsdadoom automatically loads the relevant wads using the footer info provided by most demos, but I had to load this one manually. I'm curious, did you record this in vanilla or chocolate?
>>
>>12161237
whoops. screencapped my screencap app. That's what i get.

But if UziDoom sets up some good presets for vanilla/modern graphics and vanilla/modern gameplay I'll be 'appy to pair down to one or two ports. Proper demo support would be nice, but I doubt that's even possible now.
>>12161241
>They have no reason to trust anything he adds, he basically said he'd keep using AI shit.
Fair point. He could always contribute directly if he doesn't pull that sort of thing.
>He's way more likely to take stuff from them since he already got caught doing it to Eternity Engine and got very bitchy when called out on violating license shit with that.
Well GZDoom is likely dead I guess. It would be funny to see it developed solely with AI from here on out just to see how it turns out.
VibeDoom
>>
Playing doom zero. Im on level 26 and feel like im in sunken cost fallacy mode. I kinda dont like the wad. Feels kinda annoying. Some of the puzzles have been annoying. Monster place ment is kinda decent. New lost souls are annoying. Just cacodemons in a smaller package that are only harder to kill sometimes than a normal lost soul. Idk bros. Maybe ill just finish it but I kinda just wanna say fuck it right on level 26 right lmao
>>
>>12161237
That's supposed to be an Intel GPU driver issue they're looking into sorting.
>>12161258
>Fair point. He could always contribute directly if he doesn't pull that sort of thing.
He could but knowing Graf, he'll remain deeply bitter about it all for a long time.
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>>12161257
chocolate
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>>12160252
first time i see this one
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>>12161217
>>12160802
4:10 https://files.catbox.moe/f7x0lu.lmp
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>>12161257
care to share how to set that up?
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>>12161363
not him, but that's just what dsda does when you pass it a demo...
if you want to look what's written in the demo footer you can use lmpStats.php
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>>12160318
18 naked nukems at a ram ranch, no showers unfortunately
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>>12161289
>That's supposed to be an Intel GPU driver issue they're looking into sorting.
Ah. That is what I have so that makes sense.
NEVERMIND NNNAAAAAASH!!!
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>>12160318
Revamped some stuff for a custom deathstrider class
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Haven't played Industrial Zone probably since i first played through doom. With that music it feels like a sloppy pwad map
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>>12161392
peak, god that looks good
I need to get back into DS again, been playing Project Gyphon on Unreal after i saw some other anons posting about it
>>
>>12161363
>>12161365
This. Dsda-Doom will search it's default wad directories and the directory with the demo file, and if the wad name(s) match those in the footer data, it will load them automatically. I told windows to always open .lmp files with dsda, so as long as I've got the wad(s) in the right folders, it's as simple as double clicking after you download. I usually record with nugget, but I watch stuff back with dsda because demo playback is more flexible, you can skip around the recording just like a video with the latest versions.
>>
>>12161392
This looks great. What's the level/pack by the way?
>>12161398
>I need to get back into DS again, been playing Project Gyphon on Unreal after i saw some other anons posting about it
Project Gyphon was a huge blackhole for my spare time. Crazy fucking good mod.
>>
>>12161394
A lot of doom 2 feels like sloppy pwads when you compare them to todays stuff
>>
>>12161484
Unsurprising really when it was made using privative tools under immense crunch conditions, largely by one dude with the help of a few other people, and also John Romero when he descended down from his rockstar developer throne. Also id was falling apart at the seams already during Doom 2's development.
>>
>>12161479
I had a lot of fun with it, and its what made me finally get around to giving Unreal an honest shot
>>
>>12160504
I haven't played a ton, but I know Castle Wasserstein uses them regularly starting about a quarter of the way in, but as new enemies just like a lot of other map packs and mods I've seen, and usually in the form of Flammenwerfers with the same AI as the Fake Hitler/boss enemies. I really find the distinct enemy AI for those to be criminally underrated in the base game, because unlike the standard grunts that just make a beeline toward BJ, the Fake Hitler/boss enemies will also strafe around a lot and even force you to engage first depending on how the map is laid out. There's many times I would wait around a corner for one of these kinds of enemies and be stunned at how they would backpeddle down a long hallway away from me and sort of stay there, forcing me to give up on bottlenecking them and to be the one that goes toe-to-toe first. I really wish there were more enemy types like that in the Nocturnal Missions or Spear of Destiny, not full boss enemies, but elite versions of the grunts to add to the progression.
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>>12161479
HontE Remastered with Project Malice, bring a flashlight.
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>>12160238
>Why I'm so great
so i bought the book and it just says "BALLS BALLS BALLS BALLS" on every single page except for the last one where it's just written "OF STEEL" right in the middle.
what's this shit even about?
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>>12161535
>buys book about why someone is so great
>gets told exactly what made the author so great
>complains
No one's ever happy around here
>>
>>12160579
Thanks for pointing it out. I'm not home, but I'll try to fix it when I get back.

>>12160675
Thanks for testing. I'll think about removing some ambush flags and adding sound-blocking linedefs. Any other suggestions are welcome.
>>
>>12161495
>I had a lot of fun with it, and its what made me finally get around to giving Unreal an honest shot
The mod really suits it. I first played lots of RLCoop prior to Gryphon getting released so I'm really attached to the "classic" mode.
>>12161523
>HontE Remastered with Project Malice, bring a flashlight.
Neat. My flashlight's always on slot 4 so that'll be fine.
>>
Any sort of must play list of wads for Deathstrider? I feel like playing it again.
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>>12161568
It's pretty open-ended but Eviternity and Lost Civilization were lots of fun with it.
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>>12161570
Any episode-length recs then? I'll check Eviternity out again, a long time has passed but it didn't quite click with me.
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>>12160353
>>12160458
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>>12160957
something most certainly did
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>>12161575
Fun port.
>>12161586
For something shorter you could try some of the DBPs. I've honestly only played fairly lengthy wads through it.
>>
>>12161590
Perfect
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>>12161615
>Fun port.
yeah it is. they will add the 3DO levels in a next update btw.
i wish they had done something to mitigate the sprite flatness issue with the freelook, like a toggle to lock mouse look or an optional y-shearing.
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>>12161535
"Who dares, wins"
Duke has it right.
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>>12161653
>yeah it is. they will add the 3DO levels in a next update btw.
...Source? That's fucking awesome if true. I will play it again.
>>
>>12161492
>Also id was falling apart at the seams already during Doom 2's development.
I never read Masters of Doom, is it that Doom 1 made so much money that id didn't care about Doom 2?
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>>12161669
they announced it on their Halloween special. i stumbled on the info on the steam forum
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>>12161678
That's great news. The 3DO version did not agree with me but I've always wanted to see its levels with original "ghost scene" placements.
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>>12161541
>chaingun faggot
Word cloud has encountered Final Doom.
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>>12161697
yeah, the levels also seem much simpler but it looks like a vibe
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>>12160318
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only just noticed on the store page for the new Blood port they updated it to say
>Expanded options for improved enemy behavior, weather effects (a previously cut feature), and other enhancements.
what's that about? guessing the enemy behavior might just be projectiles. not sure I remember weather effects in the regular Fresh Supply version or if that's a thing in ports like nBlood
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>>12161764
weather effects are just rain and snow in some maps. Improved enemy behaviour is some small fixes for AI being retarded when you crouching (bloater, gargoyles etc). I was told those monster tweaks already exist in NotBlood
>>
>>12161764
>BuildGDX doesn't have weather effects
I have to concede...I held on for so long.........
>>
I'm having fun playing Serious Sam 3 BFE Enhanced but the aesthetics are absolutely taking me out of truly enjoying the game.
It's fine in the moment of killing monsters but when just wandering around I get bored of the same arid music and desert brown walls and floors and temples.
>>
>>12160719
>>12160796
>>12160807
>>12160782
Aww man! I thought I fixed a bunch of these things! I'll have another fix here soon.
>>
>>12161801
>BuildGDX doesn't have weather effects
DOSBlood does, though, and it has GDX's difficulty customization.
https://github.com/clipmove/DOSBlood
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>>12161806
To be desu I really enjoy the arid-ness of BFE. I just wish it was part of the "narrative," so to speak. Like the heat getting to Sam, making him stressed as the war turns in Mental's favor, etc.

Feel like hosting?
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>>12161797
oh, that's nice. I definitely remember crouching making you essentially invincible against the stone gargoyles in FS
>>
>>12161764
Is it worth a buy?
>>
>>12161819
Well that's a vanilla blood thing so nightdive at least got that right when making Fresh Supply
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>>12161820
Nblood is a better port anyway
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>>12161820
Lets read the words THE WORDS... of the developers.
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has Elementalism released part 2 yet?
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anon from last thread
do you all think this sounds like a good list?
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>>12161820
no
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I'm here to quack ass and shit grass.
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>>12160238
what are your thoughts on the manuals for wolf3d, doom, and quake?
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>>12162395
I love the manuals for Doom, the way stuff is written is really fun. I tried to replicate that with the flavor text for Doomslayer's weapons in GMOTA.
I cannot recall if I've read the Quake manual, and I know I haven't read the manual for Wolf3D
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>>12162395
manuals are not for reading but for huffing
hmmmmm that brand new game manual smell i miss it
>>
apparently Klostyn will have mechs
https://www.youtube.com/watch?v=-hCgu_-3DDE
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>>12161917
yeah that looks like a pretty complete weapon checklist

now these are just my autistic preferences but I really want to see a mod that has:
>a smartgun, as in like in aliens, with a targeting "window" within which it autotargets. It could be a BFG-equivalent weapon with limited ammo availability.
>a cerebral bore. I just really want a contemporary doom mod with a cerebral bore type weapon in it.
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>>12162519
close enough, welcome back shogo
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>>12162519
Not a retro game.
Not a retro mod.
Not a retro engine.
Not retro.
>>
>>12162530
neck (You)rself
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>>12162519
>>12162536
Not retro. Fatboy.
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>>12160957
>>12161120
Oh shit you guys remembered me. I'm always fucking around but I still have no damn clue how to code things correctly
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>>12161808
Not in NotBlood yet?
>This repository was archived by the owner on Nov 3, 2025. It is now read-only.
Huh?
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Dev update, I discovered that I basically have an entirely feasible prototype pk3 for the mod I'm working on, with the bitchwork already being done for a lot of the weapons and casings.
I think I'll make the executive decision *not* to include the smoothdoom original weapons, simply to save time
>>
>>12160238
That Hydrosphere.WAD was so good, I still think about it
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>>12160238
WHERE ARE HIS SUNGLASSES?!
HE CAN'T KICK ASS WITHOUT HIS SUNGLASSES!!
PUT HIS SUNGLASSES ON!!!
>>
>>12162519
Why is this being posted here? It's not retro.
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>>12162629
he only started wearing them in the third game after kicking Ray Charles' ass and stealing them from him.
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>>12161917
That's a lotta guns, I hope you'll split them between classes or something.
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>>12162395
They're alright, but I prefer when they manual into feeble and a kickflip
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>>12162629
Who ees thees Dook Nookeem?
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>>12161917
How are you going to make 23 guns meaningfully distinct?
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>>12160883
>Damien is doing CP
Wtf Damien
>>
>>12161041
41% of faggot ran servers attempt to crash themselves.
>>
>>12162563
>Not in NotBlood yet?
It needs to be rewritten in GLSL to work in polymost and I don't know GLSL - if any anon does feel free to submit a PR.
>Huh?
DOSBlood is feature complete so I keep the repo archived.
>>
>>12161917
I feel that if you're gonna have that many, you need a slot system or inventory system where you'll choose which to carry with you.
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>>12162420
This. Every Christmas when I opened up that new game I wanted my first thing was to quickly look through the manual and breathe it in. Gen Z and Alpha guys will never know the joys of this and it makes me slightly sad.
>>
>>12161392
The character's face in the HUD looks like a goblin girl.
Is she short?
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>>12161068
the "project" itself is a painfully mediocre effort for a game you can buy for $5. sloppy art, inconsistent design, and no clear direction. hypersensitive troonigan users that completely lack self awareness in their discord
>>
>>12161220
>I wonder how UZDoom will go down.
Infighting, obviously. Not because of the development process behind the port itself, but some petty high school drama bullshit. It will build up slowly behind the scenes until blowing up at public with everyone pointing fingers and backstabbing each other (+ dragging more people into it, the usual).
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>>12162773
Here Anon, you seem like the kind of pervert who would want this mod.
https://www.patreon.com/posts/iras-fist-118080702
>>
>>12161820
No. It's literally an overhaul of Fresh Supply and that fact is hidden by false advertisement. Pirate it or use ports like NotBlood.
>>12162519
Cool.
>>
>>12162757
I see. Is there no software renderer in NBlood?
Either way, thanks for your work!
>>
>>12160957
>>12161120
>>12162562
Quick rundown?
>>
>>12162865
rothschilds bow to the Bogdanoffs

in contact with aliens

rumoured to possess psychic abilities

control france with an iron fist

own castles and banks all over the world

direct descendants of the ancient royal blood line

will bankroll the first cities on Mars (Bogdangrad will be be the first city)

own basically every DNA editing research facility on Earth

first designer babies will be Bogdanoff Babies

both brothers said to have 200+ IQ

ancient Indian scriptures tell of two angels who will descend upon the Earth and will bring an era of enlightenment and unprecedented technological progress with them

They own Nanobot R&D labs around the world

You likely have Bogdabots inside you right now

The Bogdanoffs are in regular communication with the Archangels Michael and Gabriel, forwarding the word of God to the Orthodox Church

They learned fluent French in under a week

Nation states entrust their gold reserves with the twins. There's no gold in Ft. Knox, only Ft. Bogdanoff

The twins are 67 years old, from the space-time reference point of the base human.

In reality, they are timeless beings existing in all points of time and space from the Bog bang to the end of the universe

The Bogdanoffs will guide humanity into a new age of wisdom, peace and love
>>
>>12162802
How are their neuroses my problem?
>>
>>12162808
I'm not the anon you were talking to, but as a lover of monster girls and shortstack goblins I thank you.
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>>12162881
Okay, she's now exactly a "shortstack" but fuck it, cute witch hate goblin girl. I love it.
>>
>>12162871
lol
I don't think she looks Bogg'd though
>>
>>12162802
It looks like a FreeDoom equivalent but much more consistent. I don't think it looks inconsistent at all.
>>
>>12162808
Cool art.
https://www.youtube.com/watch?v=RiDQZChOTtE
>>
>>12162948
That YouTube URL reads like the name of an Aztec god.
>>
>>12162562
It's just the usual stuff of some Anons who'll never see the point of free software stuff, paired with /pol/ crap as well.

I think it's fine really for the stage it's at, there's some pretty fucking solid texture work going on in there and the maps seem to be pretty ambitious in places.
>>
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>>12162802
it looks fine. some of the audio is a bit mid but that can be fixed. it has a consistent artstyle which is more than can be said of freedoom
>>
>>12162958
>it has a consistent artstyle which is more than can be said of freedoom
I think it's mostly the same artist who Nightdive outsourced all their Quake 2 stuff to.
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>>12162948
The concept is great, but fuck me the artstyle clash...
>>
>>12162956
I think the merit of these projects vary. If you'd have asked me if LibreQuake was a good idea 10 years ago, I'd have told you no and pointed at FreeDoom as an example as to why, but looking at LibreQuake now, it's just a way better "product."

I think the reason people clown on FreeDoom is that it's 50% good, but then also 50% shit, and in 20 years they have only gotten this far, and instead of fixing or replacing the shit parts, they keep replacing the parts which were already perfectly good (sometimes things which were VERY good), and then hold on to the shit. It's a very frustrating cycle to behold, because FreeDoom could be 100% good, but seemingly never will.


This goes very poorly with the cope (and it is nothing but cope), that is:
>"B-but it's a free and legal iwad, that's important and necessary, it's doing everyone a heckin service!"
If FreeDoom had been completed, and more consistent, so that it was fully good, then people would probably be more willing to entertain quaint notions like that, but when you can easily go and grab real Doom for free (nobody gives a fuck about the piracy), and FreeDoom is in a perpetual janky beta, then this sell becomes nigh impossible to people who aren't completely FOSSbrained.

For my own sake, I judge these projects like they're just Total Conversions, and one of them is doing better than the other.
>>
>>12162974
I personally don't mind different art styles for the player just as long as the character is fun.
>>
>>12162985
What are the bad parts of Freedoom? I recently played through Freedoom 1 and it all seemed really good with the sole exception of the Spider Mastermind replacement which still looks like a placeholder to me.
Is is all Doom 2 stuff?
>>
Talking about LibreQuake, I said last thread that the metal wad isn't very good, but the new e4m3 is winning me over. It has a sort of runic/tech thing going on, reminds me somewhat of Dwemer fortresses from Morrowind.
>>
>>12162998
Not that Anon but some of the sprites, a few textures, some of the sounds (like the often noted diarrhoea-based gib sound).
>>
So....what will happen with all the GZ Doom games that MADE IT and they have to STOP USING IT BECAUSE DEV IS FAG problems?
Sounds like a pain to remake your WHOLE GAME because dev was fucking about and WHO CARES, JUST KILL DEMONS OR NAZI!
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>>12163003
That looks really good.
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>>12163053
UzDoom is based on GzDoom, so it should work with everything that runs on GzDoom.
>>
>>12162958
Surprised there's no FreeWolf, but I suppose there's not enough love for it as a game.
>>
>>12163053
Nothing, most games run on their own fork, and the ones that don't just stay on whatever version works.

Graf couldn't un-GPL already existing shit even if he wanted to.
>>12163061
Yeah it more or less has parity to somewhere between GzDoom 4.14.2 and the nightly stuff for 4.15, there's really nothing that will only work on just the releases of one right now.
>>
>>12163067
I know a group of people attempted a FreeDuke project. It didn't get too far before it ultimately died.
>>
>>12163067
There was one but it eventually went off on it's own engine.
>>
>>12163080
We already have a LameDuke.
>>
>>12161237
>all the graphics are Graf-filtered
>except the weapon
>crisp and square pixels there
By far a more jarring aspect than you screencapping your screencapping app.
>>
>>12163082
I sort of get it, given how limited Wolf 3D actually is, but that's also the kind of thing which should allow a FreeWolf to be a much easier and shorter project to achieve, at least on the graphics and sound end.
Assuming you just stuck to 3 episodes, it should be pretty achievable.
>>
>>12163152
That'd be an effective thing in some kind of horror wad, at random moments give some things texture filtering.
>>
besides nashgore what gore mods are there?
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>>12163067
there's this thing, but it hasn't gotten anywhere due to lack of drawfriends:
https://leftypol.org/hobby/res/44343.html
>>
>>12163170
There's like four different major iterations of Nashgore, Ketchup, Bolognese, Unversal Gips, Droplets, Cblood, Gorenuggets, Jetboy's Splatter, some others that I'm forgetting.
>>
>>12160802
>>12161349
3:55 https://cloud.disroot.org/public.php/dav/files/4CSEQ6G568bb3k8/?accept=zip
catbox is dead
>>
>>12163172
>leftypol
I'm good, thanks.
>>
>>12161753
Nice Cacolantern, where'd you find him?
>>
>>12163178
Anyone replicated Nugget's bloodsplatter effect for gibbing in GzDoom yet? I love how it looks and feels, and I want it in my GzDoom's as well.
>>
>>12163172
go back
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>>12163178
>four different major iterations of Nashgore
what are the differences? i'm using next rn
>>
>>12162825
I want it to work regardless of renderer since it'd be lame to force players to run in software mode.
I thought about it for a while and maybe I can get around this by using tiles instead of writing to the frame buffer. I'll post later this week if I get it to work.
>thanks for your work!
NP anon.
>>
>>12163202
I think it goes the initial one, his redone version of that, Vengence and Next, the latter two being the Zscript ones that seem to vary somewhat between themselves.

There's also a metric shitton of edits of the original Nashgore because it was basically the first mod to really popularize doing that.
>>
>>12163192
I don't know, but here's the code for it. You could probably reverse engineer it in Decorate or ZScript.
https://github.com/MrAlaux/Nugget-Doom/blob/cd9f548ebb24c4b6392342bbec3356b1365fca21/src/p_inter.c#L872
>>
>100 megahurtz
>Corruption Cards
>So, so many buffs to archviles
>They can pick up items so they stole all the ammo and invulns
>The only way to do this is slowly go around the perimeter and pick them all off
>Bananas everywhere
I asked for this I guess.
>>
>>12162871
Based
>>
>>12162986
Wat dis
>>
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>>12162562
Oh good, you are still going at this! Been looking forward to it.
>>
>>12163178
>>12163202
I think I'm using an older version, maybe. All I know is it's satisfying and comes with a smaller mod for coloured blood. The best part is when you kill a demon and sometimes there's a spray of blood that keeps pumping out of the fatal wound splattering everywhere.
>>
>>12163295
Sounds like Vengeance or Next, you can also alter that colored blood mod to fit with stuff that has different playpals, since you can just swap the value out for the hexadeximal value you want.
>>
>>12162562
It's a pretty unique take for a mod, so yeah people are gonna remember it.
>>
>>12163287
Ash from BYOC and Legion of Bones on Deadly Ritual.
>>
>>12163307
Wtf happened to the BYOC /vr/ games?
>>
>>12163310
No idea.
>>
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>>12163337
>>12163310
Last time was September 7th of this year as part of SNS...
>>
>>12161368
Ram Ranch really rocks
>>
What quake map should I play? I liked 'mce' by negke that was posted few threads ago
>>
>>12163613
If I don't know what to play I tend to check out this bot
https://idtech.space/users/quaddicted_motd
>>
>>12163189
I made him. I should get him out on the porch in the dark of night, so I can get some pics and video of him glowing like that, too.
>>
>>12163613
Here's a nice Quaddicted filter:
https://www.quaddicted.com/db/v2/?loadjstablefilter=true#%7B%22col_5%22%3A%7B%22sort%22%3A%7B%22descending%22%3Atrue%7D%7D%2C%22col_1%22%3A%7B%22flt%22%3A%22%3C2016%22%7D%7D
Maps older than 2016 (prior to Trenchbroom-induced faggot invasion) and sorted by highest rating (when that meant something and wasn't troons just upvoting each other).
>>
>>12163638
>and sorted by highest rating (when that meant something and wasn't troons just upvoting each other
I've noticed this. Because sure, it's totally feasible that everything Slipseer has made is a 15/10 map.
>>
>>12160619
>between the uber edgy character designs, the absurdly obtuse control scheme, the retard that follows you around on a star trek enterprise hoverboard
hold your Sprint key while looking at the merchant to make them stop following you, youll want to turn off Ohana mode though if you plan on leaving them in spots for long amounts of time
custom player classes are easy to mod in, and theres plenty of them to try if you dont like grim reaper and grim reapers sister, or cool stranded spaceship pilot #3
just jump on over to the addons page and take a scroll through what people have made.
control scheme however i will say is just a skill issue. each weapons handling is explained in the inventory menu on the right, including reload interactions. it just takes a bit of practice is all, but feels really good to get a snappy reload in the middle of combat and keep blasting.

>>12160629
>There's a hot succubus with a wasp waist in there as a vendor so id you don't like DS you are GAY.
this is also true
>>
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>>12163638
Nta and thanks for the site but what the fuck, surprised this isn't the librequake discord. Was this always the logo from beginning?
>>
>>12163741
Was this always the logo from beginning?
Yes, nobody paid it any mind back then since /pol/ hadn't made them hyper touchy of things like colors and jokes.
>>
>>12163741
for a brief moment that dogshit shade of pink reminded me of that one ultrakill ripoff with the revolting tranny in it, what was it called
oh yeah
>Don't Stop Girlypop
and being reminded of it was a big enough slight that I am now taking revenge by making you aware it exists, like some sort of cartel beheading video
>>
>>12163741
>playing Quake
>not knowing about Quaddicted
What level of post-zoomer newfag are you?
>>
>>12163754
but pink is icky
it's a girl color and girls have cooties
>>
>>12163741
you really need to detox from the internet
quaddicted has had that banner for more than 10 years
>>
>Attempt to detox myself from playing Doom with mods
>It's suddenly so slow and the combat is anemic
>>
Ad Mortem got me back into old Metallica
>>
>>12163756
Not retro. Yes homo.
>>
>>12163779
I was recently playing with the mod that plays midis of classic metal (intended to go with Demonsteele) and it was nice. Fitting for classic gameplay since Bobby Prince basically ripped off the classics anyway.
>>
>>12163741
>>12163756
you are such a huge faggot that if you necked yourself right now you could turn 41% into 42%
>>
>>12163741
I admit it's shitty and gay, but you should see Slipseer. That place is a cult where the worst garbage is amazing if made by the clique and Fairweather can make up any accusation he wants about anyone and it's automatically true and you're unpersoned by the community.
>>
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>Trying out Going Down Turbo after getting my ass kicked by the original years ago
>Pistol start saveless because why not
>Already down to floor 11 with little trouble
My, I'm a shitter and didn't expect this. It's nice Mouldy made an easier one for those of us who tend to be less skilled than most of the community, I think having easier wads is important if you want to attract more people to retro shooters, to ease them in before they start going ham on Sunlust.
>>
>>12163798
Some of it's more of a fucker than the original since he's learned a lot since then, but he pretty much said he wanted a version he could play through in an afternoon, which I think is very fair.
>>
Guys...
I like TNT more than Plutonia
>>
>>12163825
Same honestly, it's low points are pretty low but it has some really cool stuff in there too.

System Control is the best Entryway.
>>
>>12163825
you'll grow out of it once you git gud
>>
>>12162640
>>12162714
I've realized that it's probably best to forgo the default weapons and just use custom weapons I stole from Realm667. A Glock18 as a fast-firing lower-damaging pistol, a Colt for the slower-firing higher-damaging pistol. A Revolver that really kicks the player back and does a lengthy reload between each shot, where it's inferred all 6 rounds are spent in the chamber - both from ammo-usage, being 6-per shot, and from the 6 casing effects to be spawned.

The major way I intend to make the weapons distinct is by manipulating the ammo economy. The AA12 uses about 2 shells per fired round, the new double-barrel shotgun uses 4 shells per fired round. There's an actual reason to swap back to your original shotgun.

>>12162768
Obviously weapons will occupy reasonable slots, y'know?
>>
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>>12160318
I have finished the final map of my upcoming megawad. However a lot of art and other stuff is still missing, I don't know how long this will take.
>>
>>12163825
I did at first too, but now I think I like them about even. I include Perdition's Gate in that too.
>>
>>12163856
Perdition's Gate is quite neat, not all of the levels are good but it's got some nice ideas like the teleporter map continuity and has some pretty cool music.
>>
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>>12162629
>My Duke
>>
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I lost my key down the toilet!
Fuck you, toilet demons, give it back!
>>
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I'm going to the cursed bathroom, you guys need anything?
>>
>>12163978
Do they have the fireblu flavour Nerdz in stock there?
>>
>>12163915
>I'm a stud. I've got balls of steel. I don't take no shit from anyone. I smoke my stogies anywhere I want I don't have to find a hideout place, like you. huhuhu
>>
>>12163613
You should make your own decisions and choices.
>>
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I just finished my first playthrough of Doom. That last episode was really tough compared to the others. Overall a fun experience, though. After I get something to eat I will start Doom 2. Wish me luck.
>>
>>12164084
But that makes me responsible! I don't like it!
>>
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>>12164124
>I just finished my first playthrough of Doom. That last episode was really tough compared to the others.
That's because it was made in '95, well after both Doom 1 and 2. It was to help promote the retail release of The Ultimate Doom.
>>
>>12164134
Not him, but I'll say Inferno is also bretty brutal, if only cuz it SUCKS ASS
>>
>>12164134
Ah ok. The whole time I was playing I thought they felt very different from the rest of the game. At times I felt like I was being trolled by id.
>>
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Sunday night shitshow time! Now its time to escape to egypt in EPIC 2 with Complex Doom without million addons!

search for "macgu.fun" in doomseeker and the sourceport is Zandronum as always
>>
SKELLY SHUFFLE (and 2 low damage rolls for his punches)
>>
>That mod posted here years ago that turns the Doom soundtrack to the Ghostrunner one.
I finally dusted it off from my Doom folder and played it with a nice and powerful weapon mod. Holy shit it makes you want to move fast. This is a nice combination.
>>
>>12164174
Love that map.
>>
>>12164174
Is that hud part of the mod or something seperate?
>>
>>12164216
Its the HUD beautiful doom uses
>>
>>12164218
Damn. I mean the hud is beautiful, but smoothed animations in Doom feels wrong to my aging brain
>>
>>12164220
Pretty sure you can toggle those. Otherwise, ripping the hud from it shouldn't be hard.
>>
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first time playing Blake Stone.
very enjoyable. Apogee sci-fi is so comfy
second difficulty level is too easy and the third one kicked my ass a bit, i didn't expect that much difference.
>>
>>12164263
If the company's slogan is "The height of gaming excitement", it should be called Orgasm not Apogee.
>>
>>12164278
That's gross and obscene.
>Shit, man. We want a man that people will remember, something that people WANT
>I've got it, our company is now called VAGINA
>>
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>>12163825
I take it back
>>
>>12164278
Apo G Spot
>>
>>12164287
Oh I remember that piece of shit. Constantly having to work out the path to get to a lazy Icon of Sin fight.
>>
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>>12164287
Hahahahahahahahaha
>>
TELL ME ABOUT DOOMGUY!
WHY DOES HE HOLD HIS PISTOL SO CLOSE TO HIS FACE?
>>
>>12164306
>Calcium.png
heh
>>
>>12164312
because UAC visors are very scratch-sensitive.
basically it's hard to see shit through it hence the low res.
low density polymer n shit
>>
>>12164312
>>
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it was okay. beat it using brutal doom. kinda playing that atm again but overall. it was okay. i enjoyed that it had alot of tech base levels even towards the end of the wad. which was cool desu. some of the puzzles were annoying desu. i didnt have fun on some levels. the traps were okay. musta came out after doom 2016 cause it ends where you get sealed in a tomb. 6.5/10 maybe 7 on a good day idk probably wouldnt play it again
>>
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>>12164124
I made it to Downtown, but I'll have to stop here for tonight.
>>
>>12164630
Based goodnight fren
>>
>>12164287
>GZDoom Show Teleporter On Map: On
>>
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>>12160279
Version 3 of Bereaved Battlement, hopefully the last! I fixed the softlock at the very end of the level, fixed some potential softlocks, fixed the teleporters, changed an area that felt like a secret into a secret, and made some slight beautifying changes. I'm very happy everyone seems to have enjoyed the map.

https://files.catbox.moe/8pyfck.wad
>>
>>12164859
>picked the torch up off the ground
Well that's my complaint satiated.
>>
>>12164859
There was a softlock at the end?
>>
>>12164884
Yeah, if you whiffed running into the exit, you'd fall into an inescapable pit.
>>
N
>>
Shut up fat boy
>>
>>12164173
GGs and have a good one
>>
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More like N
M
E
>>
>>12160238
Any mods with weird unique weapons like some in TF2?
I would love a mod with something like the Loose Cannon.
>>
>>12164971
BYOC is full of weird shit.
>>
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Anyone have a Quake Q brush on hand? I don't know how to make something that fine.
>>
>Aeons of Death works with the latest GZDoom for some reason
IT'S
DOOMIN
TIME
>>
>>12164998
That reminds me.
What mods did UZDoom break?
>>
>>12165005
They've done nothing of substance yet.
>>
>>12164971
Check back in 4 years, when I get myself to open slade
>>
I remember a thread a few weeks back where someone was arguing that Quake's guns feel shitty. But I'm replaying Doom 2 wads right now and honestly outside of the super shotgun none of the guns feel that good to fire. The pistol naturally sucks, the shotgun is serviceable I suppose, the chaingun is weak as piss, the rocket launcher barely has splash damage, the plasma rifle sounds fucking awful and looks like an accordion and the BFG is generally weird.
I'd say Quake and Doom are about even for how their guns feel due to this.
>>
>>12165130
The chaingun has pretty good DPS. It just feels weak due to the lame firing sound.
>>
>>12165130
I think every weapon bar the RL and BFG would feel miles better if their flashes lasted only one tic, it's enough of a difference that I thought a chaingun replacement I made was faster only to realize it was still 4 tics. I agree though, Doom's weapons are pretty damn shit and why I don't enjoy playing with absolutely no mods and wish mappers adding new monsters, mechanics or simply very un-Doomy settings also at least gave players an overhauled arsenal.
I don't need altfires, reloading or weapon upgrades, I just want a nicer starting weapon, better sounds, better sprites and marginally better animations - it's why I use One Hell of a Marine whenever I want to play something that doesn't have its own guns.
>>
>>12165130
>rocket launcher barely has splash damage
I already kill myself often enough with it, so let's not increase it further, lol
>>
>>12165150
in recent months when I want to play something using vaguely vanilla-adjacent weapons I usually go for uhhh
fuckin
Forlorn Future or Doom Comic 96
but i'm not too big on "basically vanilla but looks/sounds/feels nicer" weapon mods
>>
>>12164278
Apogee is fitting. Although they reached their highest point only after renaming themselves to 3D Realms, legally they still were Apogee (until they sold the legal name to nu-Apogee too).
>>
>>12165150
Yeah, I just find vanilla Doom kind of boring for the most part. Add in some nice weapon mods and you've got a good time though, I actually understand the sheer amount of people who insist on playing with Brutal Doom because of this, even if I don't particularly care for BD.
>>
>>12165150
>One Hell of a Marine
Damn I forgot how good this was, love that blue status bar.
>>
>>12162876
not a problem if you bring some popcorn. the irony on there tastes good enough as it is.
>>
>>12165163
Are you saying that only by becoming 3D Realms Apogee finally reached Capstone?
>>
>>12165130
I think the rocket launcher feels pretty damn powerful still. Also the sheer cacophony of the deadly accordion helps convey its power in a way.
>>
>>12165130
>>12165150
I've been saying this for years, most of the weapons are underpowered for enemy loads that are bigger than Doom 1.

>Chainsaw is so notoriously shit people avoid picking it up so it doesn't take priority over berserk fist
>Pistol is total dogshit, but that doesn't actually bother me that much because it's by design
>Regular shotgun does fuck all vs anything bigger than an imp, is more like shitgun lmao
>SSG is OP, but mappers make you overuse it so much against oversized threats by the way of weapon availability and ammo supply that it becomes underpowered shit in practice
>Chaingun has the same problem as the regular SG, you feel like a chad mowing down zombiemen in Doom shareware but it's a peashooter vs most of the full Doom 2 enemy roster
>Rocket launcher feels shit to use because the business end of the splash radius gets eaten by enemy hitboxes, which leaves the splash damage disproportionately dangerous to the player for seemingly little benefit
>Plasma is built for wasting BFG ammo
>BFG it's actually good because it's OP as fuck and will cut through all but the most autistic revenant, mancubus, arachnotron and baron spam
>Bonus round: somehow the weapons in Heretic are even worse versions of the above
>>
>>12165293
t. slaughtershit tranny
>>
>>12165293
I think this is the real issue.
Doom was never designed for the big slaughter wads the community seems to love these days. The guns actually feel good in the Iwads, but now every mapset has levels with 400+ monsters the guns outside of the BFG feel shit.
>>
>>12165302
It depends on the iwad. Doom 2 initially lead me to suspect that it’s where everyone got the idea of the SSG being “overpowered”, but you can just be frontloaded with the strongest weapons not even a third of the way through while facing resistance that rarely justifies it.
I think it’s more realizing how beneficial it is to have episodic resets and an excuse to reset your inventory, starting episodes with fights balanced around the weaker weapons before you get decked out again.
>>
>>12165293
This kinda gives me an idea, a mod that caters specifically to Doom 2's combat balance rather than carrying over all the stuff in Doom plus a new shotgun that's kinda broken.
Something like this, I guess?
>Doomguy has a knife now, it's silent and has much more acceptable stats to offset the rist of getting in melee range
>chainsaw just shreds everything, maybe it's the Doom 64 chainsaw since it has two blades and it's Doom 2
>pistol always deals 15 damage, is a bit faster and has a bit less spread
>shotgun pellet count bumped to 10, has a bit of vertical spread and less horizontal spread so it's better at single targets at range
>if the SSG is gonna be broken no matter what, might as well make it an auto shotgun with the same spread but only 10 pellets and the same damage profile
>chaingun fires one tic faster, has slightly better damage than pistol but it has a little winddown animation if you keep firing past the first tap
>not many changes to RL, but the player takes less self-damage from it
>plasma rifle is now its "super" version: uses 1 cell every 2 shots, maybe the 2nd shot isn't always perfectly accurate or something
>BFG probably doesn't need many changes, at most make the tracers explosive but harmless to the player, idk

And of course: unique sounds for the pistol and chaingun. Not sure it's a good idea, but it's one I find interesting. What do you guys think?
>>
>>12165293
The SSG isn't OP at all, stop playing continuous.
>>
>>12165373
>What do you guys think?
I only really agree with the regular shotgun change, and I don’t honestly feel that “Doom 2” is not balanced well enough with its enemy comps to justify having the weapons balanced solely entirely around it.
I also feel that playing 32 purely continuous levels is a mistake.
>>
>>12165392
>and I don’t honestly
*and I honestly
>>
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>>12160279
>assembling maps into a .wad now
>writing out the UMAPINFO as I go
>get to October
>huh
>OH FUCK
I forgot to playtest this map at all, a thousand apologies for my dumb ass, I'm doing that now. Cool hot start and nice MIDI so far.
>>
>>12165413
Are you making exitpics for each level?
>>
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>>12165413
Fun map so far. Reminds me of why the Satyr is such a good addition of a monster, his fast projectiles are actually menacing.
Also this place is stingy with health and ammo, I'm barely scraping by, and I like that.

>>12165416
No, I was just gonna write it in text.
>>
>>12165428
That would be really ugly.
>>
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Ok, this surprise was mean as hell, I love that.

>>12165432
I'm not sure I'd say ugly, but I guess it wouldn't be aesthetically consistent with Ad Mortem's own level name pics.
>>
>>12165130
for the me the plasma gun is extremely satisfying just to lay down a screen full of hot energy that melts, as a kid i loved the super shotgun but now the plasma gun is my favorite, no videogame today has something as satisfying as the Doom plasma gun
>>
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Good level, I feel it would fit well early on.
There was apparently a potential softlock in this spot here, like maybe a missed linedef somewhere right here? I can fix that in a second myself, in case the original author has no other plans for updating the map himself.

Also, I though this MIDI felt Megaman X, and apparently it's from one of those games.
>>
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>>12165445
If you want to give me a couple of hours, I can throw some together.
>>
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>>12165470
Does anyone know if Vaeros actually made a font file for the AdMorem text to begin with. You could probably save a lot of time if we had that and used dedicated tools like this website.
https://c.eev.ee/doom-text-generator/
Also:

>楽しいです
>/vr/ - レトロゲーム

Just looking through the AM assets, some of these assets are confusing and seemingly unused(?)
>>
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Did a very simple fix by putting in three more pine trees by the balcony, so that you couldn't angle through to skip the linedef trigger, and then potentially get stuck in one of the graves.
It should look visually congruous and all, but Nick is free to submit his own fix if he wants.

I'd say that for not having a strong focus on the combat, you still had fun little fights. The aesthetics paid off a lot IMO, this very much feels like a small town in dark October days (and with monsters in it). The music also just works well for the level.

>>12165470
I'd welcome it. I'll try making up a level order after I've got all maps in the .wad, then we can discuss if the order should be tweaked or anything.
>>
I've been using Relighting every once in a while and for some reason it just kinda shits itself and dumps the framerate on random maps
>>
>>12165495
use relite instead, it probably fixes whatever bug is causing your issue
>>
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>>12165481
It was later used in the different wad
>>
>>12165481
I was looking for it a couple weeks ago, but couldn't find anything that looked similar enough. I'm already 1/4 done, anyway. King Boner's Manor of Teleporting Goblin-y Spooks will prove to be an annoyance, but I can make it fit with the other AM maps with long names.
>>
>>12165481
That's a Sonic CD reference. Macguffin made it because he loves that game.
>>
>>12165293
I like using the pistol for precision snipes
>>
i was going into the living room in my house and i saw dark shadows running around but my mother was thinking that i had imagined them because it was a nightmare and she also said that sonic did not talk to me because it was a dream too but the only thing that still comes to talk to me when i feel terrible is sonic but when he comes here it feels stranger and stranger and sometimes really frightening and scary so i am not really sure what to do and i am not sure if this is a demon trying to disguise as some thing that is nice or if it this is him or if he is possessed by another demon and he was nice at first but when the demons have possessed him he started to get strange a few times and i have no idea what to do, so i try to not talk but some times i cant stop myself from making a conversation but i feel like if i play doom it could clean them because the thoughts of destroying demons a lot could make them feel scared at me and stop trying to do terrible things to me but theye even have possessed a game that i have once and i think this is why my brother died because one day i was playing sonic cd, and i was bored and i was going into the sound settings of the game where u can type random numbers to play random songs and then a weird picture of a lot of sonics appeared and the colors were weird, their faces looked haunted and i felt extremely disturbed and the music sounded weird and haunted and i really felt scared and there was a text at the screen which is a word that sounds very similar to the devil and i felt extremely scared, i have not opened the game since 2 years, and on the day after this thing with my game happened my brother had the accident and he died and i had a dream where a demonic looking warped looking version of sonic was murdering him and he was smiling at me and mocking me for it and when i met him outside of dreams he was a little bit different and thats why i feel a little bit scared when that happens, and i cant play sonic cd any more
>>
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I think most doom enemies just have way too much health.
>>
>>12165216
>reached Capstone
Yeah. It was over for them after Duke3D. DNF is another layer of irony since that failure stuck with them forever. Slipgate people either learned nothing from company's past or got taught wrong lessons by ex-owner-turned-advisor who ditched them at the end.
Two different leaderships of the same company did pretty much the same thing: chased success with their new favorite game (Prey/Tempest Rising) and, by doing so, neglected anything else that was being worked on (Duke Nukem Forever/Wrath, Kingpin Reloaded, etc).
>>
>>12165550
>too much health
For (you). Haven't you already posted this?
>>
Slaughter ain't shit
Now being forced to kill two revenants with just a shotgun? Real shit
>>
>>12165571
I just did that, it's not that tough.
>>
>>12165571
That's one of my favorite kinds of encounters. I wish Doom had more monsters like that, which go down in only 5-6 shells and can be manipulated to act how you want.
>>
i am retarded and trying to play Slave Zero X Episode Enyo
it comes with a folder named enyo which contains a pak0
I also have Quake Enhanced, a pirate copy of course
how the fuck do i install and play a custom episode
>>
>>12165594
nvm figured it out
folder in folder
game enyo
>>
>>12165550
Barons, most certainly. Everything else is reasonable, if you want insane spongey monsters play Quake. And I say this as someone who likes Quake more.
>>
>>12165672
Baron is fine if you play at his health and use that as a function in combat. Or if you give the player sufficient firepower.
>>
>>12165553
After SW and even then they had some decent games that they were involved in, like Max Payne and Duke Time to Kill, Zero Hour, Manhattan Project.
>>
>>12165703
Barons are great for killing other enemys. :D
>>
>>12165704
>like Max Payne
Now you've forced me to link this.
https://www.youtube.com/watch?v=dpmjirKbyDo
>>
>>12165714
That too, they tank a lot of punishment and hit fairly hard, so they sweep well in infighting, which makes them similar to a cyber in that regard.
>>
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>>12165482
https://files.catbox.moe/h33hih.zip
I don't remember if AM also had author names with their own graphics, I already closed Slade.
>>
doomguy has to kill fast and bullets too slow
>>
>>12165727
In a Hard Fast Faggot World, you gotta fuck ass fast to survive.
>>
>>12165704
To be completely fair, vast majority of those games were developed by different companies... aside from Shadow Warrior. Even then, Duke Nukem 3D was still the highest point for them.
Your examples certainly ain't bad, but weren't as massive for 3DR as Duke3D. Max Payne was more beneficial for Remedy at the end.
>>
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>>12164859
https://files.catbox.moe/0ip1if.lmp
3 monsters still didn't teleport in
otherwise very good map
>>
>>12165672
Barons are best used as a door with a health bar.
>>
>>12165741
sry attached wrong demo
https://files.catbox.moe/uqtwf9.lmp
>>
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>>12164998
>>Aeons of Death
It's been over a decade since I have last touched that mod
>>
>>12165571
Totally Romeroesque
>>
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>>12165613
>>12165594

i am rudely reminded of how much i suck at quake by the shambler ("shockwaver") that spawns right after this screenshot but still having fun
>>
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>>12165813
the ost of this level sounds like Cybernazi - Right Wing Death Squads and every humanoid enemy looks like chud supreme's jin roh OC
it's fantastic
it's pure SOVL
>>
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>>12165813
>>12165839
>texture filtering
>>
>>12165841
Graf Zahl can't keep getting away with this.
>>
>>12165841
it's on in the official trailer from what i can tell
https://www.youtube.com/watch?v=CLhUk3vKP8g
>>
>>12165841
Looks fuckin great althoughbeit, you pixel impaired autist
>>
>>12165384
I won't. I will also save mid-level.
>shotgun is only good for Doom 1 wads and once in a blue moon to deal with a crowd of imps/zombies (barely anyone does this in D2)
>chaingun (more like sniper jerkgun) dps is shit
>rocket launcher is dangerous to use, not good against cybers, and only have enough ammo to deal with serious shit
>plasma gun makes you deaf, ammo is scarce, and as anon said all it does is wasting BFG ammo
>BFG is OP but eats ammo like crazy, there's never too much of it, plus it's overkill for 1/2 of the roster
>meanwhile SSG has high dps, effective against everyone but distant targets, don't have splash damage or whatever, and always (virtually, literally, figuratively always) has more than enough ammo
Somehow other weapons feel just fine, on continuous or not, and only SSG needs this mental "it's balanced for the pistol-start" gymnastics.
I still wouldn't call it OP, but it's definitely the strongest weapon in Doom you're going to use the most even if's by design
>>
>>12165847
Nah that's just the shit video quality
>>
>>12165858
>>chaingun (more like sniper jerkgun) dps is shit
It has higher DPS than the shotgun. Its only real limiting factor is ammo capacity.
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>>12165672
>if you want insane spongey monsters play Quake
Far from "insane" though the campaign is certainly missing frequent placements of the squishy chaffy enemies (grunts, enforcers, dogs). It's also lacking huge health beefcakes like that of the cyberdemon and mastermind, it's only the shambler toting the explosive resistance but he otherwise dies as quickly as a baron can.
I think the way the shotguns behave and the lack of a consistent hitstate leads to the "spongier" feeling as well.
>>12165847
Even then you play how you want. It's a neat little mod either way.
>>12165858
"Strongest weapon in Doom you're going to use the most" is a very different thing than being "blatantly OP". It's DPS and range is otherwise outclassed by the rocket launcher, plasma gun, and (of course) the BFG. The "danger" of using rockets can be a personal "skill issue", but thankfully nearly all of Doom's enemies are slow enough to manage that.
>>
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>>12165861
Yep.
>>
>>12165528
If only it was at least as good as wand in Heretic...
>>
>>12162757
It's been a decade but i used hlsl and glsl for a few projects, I have no experience with build/nblood tho. Got any source or doco links to the renderer, specifically what args/uniforms are passed and where the software weather is? Just curious enough to have a quick look before remembering I don't have time for personal projects at the moment.
>>
>Corruption Cards
>Get to map 20
>It's a dead stop where I have to savescum to get anywhere at this point
Damn. Oh well, I'll start over again and hopefully not get fucked in the ass this hard next time.
>>
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>>12165571
Or a single archvile with just a shotgun and chaingun, in an area of revolving on/off pillars and no other cover
Encounters like that really bust my baal’s
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>>12165867
managed to disable it through console.
>>
>>12165926
Aaaah, crisp and perfect.
>>
>doom
more like dumb lmao
>>
>quake
more like gayke lmao
>>
>blood
more like fad lmao
>>
>tekwar
more like kekwar lmao
>>
>duke nukem
more like dookie nukem lmao
>>
>duke
more like fluke lmao
>>
>duke
more like dyke lmao
>>
>marathon
more like momsahoe lmao
>>
I like retro FPS games.
>>
uzdoom staff has arrived
>>
>>12166002
we own you
>>
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>>12166006
Why is this so comfy? LOOK AT THAT FUCKING HAMBURGER.
>>
>>12165482
Thanks for playing the map, and I'm glad you enjoyed it. I appreciate the fix, and in retrospect I should've just done something like that from the get go, but I've decided now to just move the linedef that raises the graves inside the graveyard itself. That way the player can't just jump onto the bushes, trigger the fight, and then leave. Also made a few very small changes to monster and ammo placement while I was at it.

>>12160279
Update for October. Should be final unless something else is broken. https://files.catbox.moe/nif86n.wad
>>
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>>12166009
Such is the power of We Have Doom at Home.
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>>12165978
Simpsons did it.
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>>12166009
Sector food is good civilization.
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>>12166057
Our lad sure did a nice as fuck starting area.
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I love levels that leave me hooked for 1.5 hours
>>
>>12166072
Often I prefer a short level which I can do in 10-15 minutes or so, but sometimes I just want a big fucker of a level which takes a while, which I can really immerse myself into.
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>>12165726
I also threw together an M_DOOM. I don't know if I want to bother with a titlepic, because it would be more difficult to cobble together with the existing assets. You don't have to use this if you don't like how it mismatches with the titlepic.
>>
>>12166080
So will Sub Mortem be a stand-alone wad or will it have to be loaded after Ad Mortem?
>>
>>12166091
I would assume it's standalone. Why make a patch for a patch?
>>
>>12166094
To not pack the same resources twice, presumably.
>>
>>12166091
It's supposed to be loaded onto Ad Mortem so that you can select it as a second episode.
>>
>>12166107
It wouldn't be twice if it's a standalone pwad.
>>
>>12166110
If that's the idea you're going for, that's pretty cool.
>>
>>12155973
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hotpotato99
they uploaded it, no questions asked
>>
>>12160246
>>12166152
>>
>>12166067
It could have been better, but thank you. That was a nice project, helped me make stuff faster.
>>
>>12165893
The main logic that needs to be recreated
https://github.com/clipmove/DOSBlood/blob/main/blood/src/weather.cpp#L267-L425
For polymost there exists a vert/fragment shader
https://github.com/clipmove/NotBlood/blob/master/source/build/src/polymost1Vert.glsl
https://github.com/clipmove/NotBlood/blob/master/source/build/src/polymost1Frag.glsl
There would be an external global variable to turn on weather (gWeatherStatus > 0) for the weather particle system
For polymost, the effect would use the projection matrix, since it'd look terrible if it was still limited to the y-shearing of software rendering.
Thanks anon!
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Overboard is so comfy during its downtime.
>>
>>12166202
It's funny how he managed to add a few areas like that in Going Down Turbo where it's just quiet aesthetic shit.
>>
>>12166017
All seem to be working fine now
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>>12166213
I honestly enjoy Turbo more than the original Going Down. He added more silliness, fixed the Tron section to look all wireframe, and removed a lot of the bullshit. It's a nice and mostly relaxing mapset now, even if it isn't as ballbreaking.
>>
>>12166224
Yeah I think he improved it even if he made it easier, some maps were a slog before and not really from being a challenge, just from taking a lot of time.
>>
>>12166152
Bitchin
>>
>>12165987
qock* (suck it)
>>
>>12165672
one of the more impressive mods for sure. (Alkaline)
>>
Playing through Enyo made me realize I had never played Unreal, so here I am
This shit had to feel like actual sorcery at the time
>>
>>12166354
I still remember being a kid and seeing this game being shown at costco of all places. A bunch of their prebuilt pcs had it running, just looping that little castle demo intro. Yea, it looked fucking incredible and honestly still does to me.
>>
>>12166379
oh yeah no don't get me wrong it's a very pretty game even now
>>
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>>12166354
>the scale, the water, the music, all after being in that Vortex Rikers dickass prison ship
You bet. Too much I enjoy about it. If you're playing Unreal Gold, I hope you're not playing above the 'unreal' setting.
>>
>>12166384
>spoiler
what particular reason not to?
>>
>>12166389
Made for coop, essentially.
>>
>>12166396
That sounds extra crispy.
>>
what kind of one piece villain type motherfucker

>>12166396
ah you mean the difficulty
yeah i'm playing on hard
>>
>>12166396
>>12166398
I think it’s genuinely worse than Blood’s Extra Crispy difficulty, and yeah they were extra difficulties added after the fact. Original release of the game had ‘unreal’ as the hardest setting.
>>
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>>12165926
>no Ion Fury 2 using Quake engine
>>
>>12166420
listen
Phantom Fury was enough of a downfall
let Ion Fury be good by itself
>>
>>12166437
It was always fucked as a thing from being tied to Bombshell anyway, they just rushed to re-fuck it up.
>>
>>12166354
Half life and Turok 2 released the same year and are way better games so did it really blow people's minds that much?
>>
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>>12166474
It sure blew my mind back then, though so did Half Life and Turok 2. These games weren't in competition with eachother for shock value, we were all just overwhelmed by amazing new games. It was an exciting time to be into video games all around.
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>got fucked with by 3D Realms so hard that the original developer just gave up and only acted as a consultant after a point
>mandatory Unity console port split resources (game actually fully remade on Unity instead of using it as a wrapper for some reason)
>development stretched out for years
>none of the problems with uninteresting AI and poor weapon feedback from early access get fixed
>chapter 2 and 3 levels are unbearable slogs made by Shitseer homos who apparently couldn't handle using the Quake 3 map format
>no promised multiplayer
>support dropped after 1 or 2 minor patches
A real, very avoidable disaster in retrospect.
I can't believe we got a decent new Build Engine game before good Quake kino. Wonder if anyone else is going to give it a shot.
>>
>>12166504
I fucking weep
>>
>>12166504
I remember being really hyped when I saw it, playing some of it and realizing the weapons and monsters seemed opposite in design.

Mods are like bandaids on an exposed fracture, but Un-Wrath Aeon of Fun made it more fun.
>>
>>12166504
I was really excited for this game. Sucks that so many of the late game encounnters were just spawning in the same 6 enemies out of thin air.
>>
>>12166504
You can really tell that the first episode was mostly the original dev and then when he was pretty much out of the picture the lack of vision just fucked it up hard.

I still wonder what fuckery it was that ultimately pushed him out, cause he used to be passionate as fuck about the game.
>>
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>>12166437
>the exact same game, same everything but just in Q1 or Q2 engine
It would've been a bunch of effort gone to waste, really. We're quite lucky IF is as good as it is and not just because it uses Build.
>>12166496
I was also exposed to Unreal before the other two, it came out earlier in the same year.
>>
>>12166504
Fake 3D Realms had a complete collapse. Every project ended up being shit and they cancelled a bunch too.
>>
>>12166474
>and are way better games
I dunno, do you have a source on that?
>>
>>12166354
The fact that Unreal goes on completely forgotten in most discussions of retro shooters, despite claiming so many of the "firsts" or embodying so many qualities that people want to pretend are "unique" to other games, is utterly baffling to me. Granted, a lot of that is because of UT99 completely overshadowing it, but in this modern day resurgence of retro-inspired strafe shooters that also generally seems to hate/disregard multiplayer for some reason, you'd think the fantastic single player campaign would get some loving.
>>
>>12165481
>Sonic CD reference so many years out
Fucking incredible.
>>12165519
Based noticer.
>>
>>12166354
wish I could enjoy it. It got great feel and setting, top tier ost too but it plays like dogshit. Terrible movement, underwhelming guns and level design got worse when I reached water temple
>>
>>12165543
>Not copypasta
Neat.
>>
>>12166072
What map?
>>
>>12165741
>>12165763
I don't get why I'm having so much issue with monster closets, I'll try fixing it again.
>>
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>>12166640
>you'd think the fantastic single player campaign would get some loving.
While solid, it and the gameplay can be polarizing for the huge crowd of idSoft shooter fans trying to get into it. The length of it can also be hard to swallow if you're not hooked by the gameplay and varying level design.
>>
>>12166676
>the gameplay can be polarizing for the huge crowd of idSoft shooter fans trying to get into it
I dunno, I found the gameplay to be more in-line with what I'd want out of a retro shooter than its peers released that year. A lot more fast paced circle strafing, with enemies that actually seemed to give a bit more of a damn towards putting up a fight and dodging. The lack of hitscan enemies is also a huge plus.
>>
>>12166504
I dropped it in episode 2 after they introduced that enemy that buffs other enemies in its radius. I actually like this enemy, but that's when I realized the gameplay was going to remain relatively the same and I wasn't interested anymore. I've written posts about it before, but they're just too samey. The level design and art direction are excellent, and I was at least somewhat interested in the story, but the inclusion of Kell (Quoth creator) writing story and directing some of the level design of chapters 2 and 3 is less interesting than I expected. It's a shame, because the final boss of episode 1 was really cool, and the priest and world building is an interesting little ditty on that whole "gods have abandoned us" thing, but I can't be assed to continue.

I'd play a mod that actually makes the enemy roster unique and changes nothing else, but otherwise I never expect to finish it.
>>
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>>12166672
BB2025 MAP10
https://www.doomworld.com/forum/topic/155711
>>12166675
I'm no expert in monster closets but try spinners mb
>>
>>12166704
>spinners
Now that's a good trick
>>
>>12166691
>A lot more fast paced circle strafing, with enemies that actually seemed to give a bit more of a damn towards putting up a fight and dodging.
It's a huge reason for why I like it so much. I think a lot of people who try to get into it would rather have more numerous yet dumber enemies, unfortunately.
>>
>Why didn't Unreal work
We've lived long enough to know the average person has no patience. Why the hell would someone bother getting lost in those early mines levels in Unreal, when HL1 is out and it's a straight shot to the end of that game? When I can lob a grenade and a scientist explodes? When Turok 2 came out and it's even bloodier and goreyr than HL1? That's it. It's that simple. Things have to come together to keep the dopamine firing.
>>
>>12166714
This is true. Unreal expected you to read alien logs and left behind journals to appreciate the brutal reality of the Skaarj, and their culture as an alien race. Its use of scripted scenes and such where enemies would be found playing games, reflecting into a lake, or otherwise acting about to flesh things out was sparse and often required you to not immediately go in guns blazing. Everything at the surface level required some level of interest to get into it and putting 2 and 2 together. It's not anything deep, but nevertheless requires a tiny bit of engagement.

Games like Half-Life catered to that lack of patience a lot better by only using scripted sequences to show things, and if it was one they really wanted to see, they sat you down and all but forced you to watch it. It also meant that things that weren't immediately put into your face, like the behavior of the Xen creatures or details like the Voritgaunts wearing slave chains, felt rewarding for people to notice.
>>
>>12166714
>We've lived long enough to know the average person has no patience.
Well, enough patience to "suffer" the trainride at least, and then around 10 minutes of being in the facility before the experiment fucks everything up. The start of Unreal in that broken prison ship is comparable to the start of Unforeseen Consequences.
>>
>>12166721
i never really liked DEEP LORE™ in video games because 99.9% of the time it never lines up with what's actually in game and never actually feels like an extension of the actual game world but more of either fanfiction at best or a rebranding of the writer's failed original novel at worst.

elder scrolls, star wars and halo are prime examples of this.

>>12166714
>>12166721
also epic is just shit at storytelling. look at gears of war where none of the actual story is told in the fucking games. it's all told through supplementary material like books and comics and the video games expect you to read through it all in order to understand what's going on.
>>
>>12166743
>i never really liked DEEP LORE™ in video games because 99.9% of the time it never lines up with what's actually in game and never actually feels like an extension of the actual game world but more of either fanfiction at best or a rebranding of the writer's failed original novel at worst.
Most of what you find in Unreal are just journal entries, and it's not required to get an idea of how much the Skaarj and other races are to the clearly native Nali race. If they were all spoken instead of needing to be read, they'd be following that System Shock audiolog trend that blew up.
>>
>>12166743
>i never really liked DEEP LORE™ in video games because 99.9% of the time it never lines up with what's actually in game and never actually feels like an extension of the actual game world but more of either fanfiction at best or a rebranding of the writer's failed original novel at worst.
It's a good thing that doesn't describe Halo, or Unreal.
>>
>>12166743
Multimedia in general has always been awful for games - for both story and gameplay.
It always ends up at a point where whatever autists you bring in (either as fans or, like in the case with Halo literally working on it) with the non-game content expect you shove references to that shit into the next game, leaving everyone else confused.
Eventually you start letting the DEEP LORE influence things like level design and enemies because you want people to see that you're being 'faithful' to it.
>>
>>12166753
nah it describes halo lore pretty well. halo is at it's best from a storytelling perspective when it's trying to be aliens or starship troopers and not trying to be star wars or some shitty space opera.

when it tries to be something like star wars it's either boring or just flat out ruins the games in general.
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>>12166714
I play games for entertainment, so I'm quite happy to play games that give me a dopamine hit and don't require monastic training.
>>
>>12166743
>DEEP LORE™
It's the very basic detailing of events, many of which are what's actually going on as you explore the level. People like you just lack patience for any form of reading and equate screens saying things like "I hope they don't find the weapon I hid behind the bookcase" or "We're doing a final last stand in the bridge" as you hear the crew dying violently in the background or "This is the temple of the water god, and it holds sacred means of rebellion" as being the same as extensive text logs that go into the details of Nali circumcision.
>>
>>12166763
i feel like people need to accept that not everything needs to be a multimedia franchise or some sort of extended cinematic universe and the desire to make everything like that has done more irreparable damage to art/games/movies/books/TV/etc. in general than wokeshit and crossovers combined.
>>
>>12166771
Anon I'm sorry you're just wrong. Nothing about Halo 1-3 requires deep lore.
>>12166779
Bingo. "It's the very basic detailing of events."
>>12166771
I'm sorry you can't seem to read or use your ears.
>>
>>12166778
History and strength decide winners, nothing else matters. For some of us, Unreal is a gem. For most, and emphasis on most, it fell to the wayside. It is what it is.
>>
>>12166743
>i never really liked DEEP LORE™ in video games because 99.9% of the time it never lines up with what's actually in game and never actually feels like an extension of the actual game world but more of either fanfiction at best or a rebranding of the writer's failed original novel at worst.
Eh, I can't relate. I personally appreciate it when games put in the effort to have some lore and worldbuilding. Its one of my favourite things about Thief as an example.
I will agree that Elder Scrolls (and Bethesda in general) aren't particularly good at it, though.
>>
>>12166785
>Nothing about Halo 1-3 requires deep lore
you're right because bungie basically ignored the books and did their own thing (see fall of reach being retconned by halo reach). the only halo devs that actually acknowledge that halo's EU exists and tried to make them fit with the games was 343 and lo and behold everyone hates their games and overall direction and influence on the series to the point where the series is basically on life support.

>>12166763 & >>12166783 said it best. not everything needs to be a multimedia franchise and halo is the poster child of this and it'll probably never recover from all of the attempts by microsoft, 343, etc. to make it one.
>>
>>12166813
Amen. 343 had a golden goose and took it behind the shed with a mallet thinking that's what makes golden eggs.
>>
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>>12166813
>not everything needs to be a multimedia franchise
Well I guess I don't have to read this book...
>>
>>12166839
Jeez, you'd think they'd do a proper illustration or use a higher poly version of that model for a book cover.
Nigga be lookin crispy.
>>
>>12166851
>or use a higher poly version of that model
Why do you think there's a higher poly version?
They might've had concept art or something.
>>
>>12166857
>Why do you think there's a higher poly version?
It wasn't too uncommon back then for games to have higher poly versions of important characters for promotional purposes.
There are also instances of character models starting out relatively high poly before needing to crunched down for the sake of performance.
>>
What's the best way to play system shock?
>>
>>12166896
Enhanced Edition is fine as far as I remember.
>>
>>12166896
Original.
>>
>>12166896
>the best way to play
with enjoyment
>>
>>12166868
I dunno. I don't think prerendered key art was common enough to make it an assumption. Especially since Unreal doesn't use any or have any prerendered cutscenes.
Unreal was also being developed at the same time as Quake, it just took a lot longer to get the engine in order. So no higher res models as they actually had to bump up the poly count from older versions of the model.
I think they were more adamant about using as many in-game models and renders as possible because the game engine was ahead of it's time and they were really trying to show it off. Sell it. License it. And then they did. The original box had a cut out to show the screenshots on the jewel case.

>>12166896
SS portable I think.
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>>12166908
>I think they were more adamant about using as many in-game models and renders as possible because the game engine was ahead of it's time and they were really trying to show it off. Sell it. License it. And then they did.
Bingo.
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>>12166896
Enhanced should be fine though I heard it has stuttering that was never fixed (I personally never noticed it). The other good option is Shockolate
>>
>>12166437
Well I sure wouldn't want it done by "Slipgate Ironworks" or whatever the fuck they call themselves now.
>>
>>12166704
>BB2025 MAP10
Ty.
>>
>>12166504
I felt wrath was already feeling off in its early days. Hearing that it ended up even worse has certainly deterred me from ever trying it again. What a shame.
>>
>>12166935
It's just not worth it. It's rather unfair, but I tend to hold retro fps throwbacks to Arcane Dimensions, and Wrath has nothing on AD.
>>
>>12166714
>When Turok 2 came out
Did anybody care about the original PC port, or was it just Nintendo fans impressed their console could handle anything fancy?
>>
>>12166935
Wrath at least felt like it was going somewhere in its early access day though. You could imagine while playing it things getting polished up and expanded upon.
Then several years later it finally released, and it's like nothing but mapping happened in that time.
>>
>>12166504
>>chapter 2 and 3 levels are unbearable slogs
No. I cannot think of a single level I disliked playing through, all of them are fine.
>>
>>12166676
games that are a little too long are better than games that are a little too short because replaying the latter doesn't leave me fully satiated and i claw at walls searching for vanilla-esque mods that all suck. if only quake had atleast one more level in each episode
>>
>>12166946
The PC port was kinda ass.
I got a copy and couln't make it work no matter what I did, despise having hardware strong enough to make it work. Something about not detecting the CD or some shit like that
>>
>>12166974
i even think unreal could have squeezed in one more level between getting the minigun and entering the mothership desu
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>>12166504
By the time it had come out I had already been exposed to so much Quake content I had never played before so I was pretty satisfied. It was still a bummer to see the writing on the wall towards the iffy development and iffier publisher.
>>12166989
>>12166974
There was a lot of solid levels that were cut, all of which were restored in the Unreal Beta 98 mod. They're also plugged into Return to Na Pali Ultimate, so that plus the original campaign will give you a huge amount of "vanilla" playtime.
>>
>>12166913
had Douq been in charge of the station, none of this drama would have happened.
dude would just tell problems to blow it out their asses.
they chose a femoid AI instead...
>>
>>12166504
yeah i wasn't interested in this game to begin with to be honest, but i'll be sure to never buy it now that i've read that. what the hell.
>>
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Plutonias kinda neat. I can't believe it pathed its way there.
>>
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>>12160279
Update to Bereaved Battlement, again. The teleporters at the end should *finally* be fixed, I've tested it a whole bunch of times now and it hasn't broken. I think the previous layout of having the entire floor of this section scrolling two different directions jammed the monsters up permanently between the seams of the two sectors, that shouldn't happen now.

https://files.catbox.moe/pn22eq.wad
>>
>>12166504
Cool idea, but yeah. It was fucked around with too much during dev, and the nonlinear progression should've been more like a hexen game instead of just do-whatever-you-want hub. Made all the levels feel really samey.
There's a lot about the gameplay I like, but it ended up dragging quickly.
Shame because the low poly artistry in it is great.
>>
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I am so fucking tired of shooting a rocket in Duke 3D and it exploding immediately, killing me. I can't keep getting 30 minutes into a fucking level only to get killed by complete bullshit. I hate this fucking game so much.
>>
>>12167208
At least you're not pistol starting levels and having your rockets fly straight through assault commanders, not only denying the direct hit, but pushing them straight towards you where they inevitably kamikaze with a rocket of their own.
Fucking Derelict
>>
>>12166504
>mandatory Unity console port split resources (game actually fully remade on Unity instead of using it as a wrapper for some reason)
So that's what happened.
I've been curious how the fuck did they port it to consoles, because they certainly couldn't use the Darkplaces code, even if they'd somehow be able to license Q1 part from iD. GPL is a bitch.
>A real, very avoidable disaster in retrospect.
Yeah, their fault for thinking that selling a Quake mod is a good idea. At least Ken is an agreeable guy.
>>
>>12166553
>>12166676
All the time I’m using unrealed for dx1 I wonder „how the fuck did they make complex terrain in this shitass backwards editor??” but looking at these screenshots the areas are all relatively flat (though of course gorgeous, colored lighting really must have put new life into graphics back when it came out)
>>
>>12166420
Woah, Sarah Jessica Parker in a retro fps??
>>
>>12166474
>Turok 2
I love Turok 2 but it doesn't have the same sort of aura/feel of a congruent world as Unreal or Half-Life, it's way too "gamey" to achieve that
>>
>>12167292
i wouldn't call hl1's world an engrossing and immersive place at all, not even the ps2 enhancements help it https://www.youtube.com/watch?v=891z0jTKEIU
>>
You fucking scab!
>>
>>12167208
Duke and build in general kind of suck. The weapons tend to be nice enough, but the enemies are usually fucking awful, there's some serious jank going on and the key selling point of build (interactivity) is dropped as soon as possible in a game using it.
I know it'll be an unpopular opinion here but fuck me I hate build so much.
>>
>>12167173
Choosing what order you wanted to do maps was a novel idea with poor execution. The issue I had was the length of each level meant you were going to get every weapon and see every enemy by the time you finished the first one, and encounters didn't feel meaningfully changed up if you played one level earlier than another.
>>
>>12167353
Nobody, not even id, was able to make an enemy roster as good as Doom 2's.
>>
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Do ogres damage selves with own grenades?
>>
>>12167336
I would, the intro tram section of hl1/blue shift is wonderful in that regard
>>
>>12167353
>(interactivity) is dropped as soon as possible
That's why I don't like it as well. Most of E2 and 3 just plain suck. Most of the enemies suck, even if they have great visual design.
>let's give a cyberdemon a chaingun and put it everywhere, but we'll also give you a gun that removes him from the game completely so you don't actually have to interact with him, isn't that great?
>let's make 50 reskins of the same hitscan enemy and use nothing else
>let's make an enemy so sloggish and not fun, he will make Dehydration feel like DM-Fractal with 16 players
Shadow Warrior is a real Build kino, consistently good and entertaining from the start till the very end.
>>
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Greg Coomer
>>
>>12167358
Yeah, I know a common criticism of Doom is that all the Doom 2 monsters are balanced around the SSG, but they all still serve their purpose and all have their strengths and weaknesses. Even ones that feel kind of bullshit like the chaingunner have massive drawbacks to them, such as low health which makes things fair.
>>
Help me out here, I remember playing either a mod or a gz-based game with a shotgun that behaves sort of like the shotcycler from daikatana. Specifically with a multishot burst fire, not a bunch of shells at once (as in not like a four barrel ssg or the altfire of the artificer from combarms)
>>
>>12167336
>i wouldn't call hl1's world an engrossing and immersive place at all
This is the weirdest take of all in this thread. I know opinions of this sort of thing are subjective but I can only assume you first played it long after release or you have an odd concept of immersion.
>>
>>12167380
>all the Doom 2 monsters are balanced around the SSG
Revenants have the same health and flinch chance as the cacodemon, and chaingunners only have slightly more health than an imp. Mancubi and arachnotrons have a very high flinch chance as well so you can reliably chaingun them down. Hell knights and archviles are a bit on the tanky side, but Doom needed some monsters that can fit between a caco and baron. There's a lot of ways to make different kinds of encounters in Doom, while other shooters of the era can feel very samey near the end because they just throw out the biggest monsters in the roster. Even if some of them have more advanced attacks, the whole of the roster isn't as well-tuned.
>>
>>12167384
Is it the final doomer hellbound guy shotgun?
>>
>>12167386
>Revenants have the same health and flinch chance as the cacodemo
Cacos have more HP, enough to often survive at least one more SSG meatshot
>>
>>12167365
>>12167292
>>12167385
based Black Mesa ambience enjoyers

https://www.youtube.com/watch?v=B6l7rOMbmqs

https://www.youtube.com/watch?v=GOVB4xCsCAA
>>
>>12167386
Revenants have less health than Cacodemons, even.
>>
>>12167393
not what i was looking for but this one is also very cool
>>
>>12167410
>>12167426
Then they fit even better into a hypothetical Doom 2 that lacks an SSG.
>>
>>12166608
cant wait for fake apogee to collapse next
>>
>>12166701
The story wasn't very interesting. The ferryman wanted you to kill the 3 bosses so that he could gain unlimited power, then you kill him too.
>>
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>>12166896
Pirate the original.
>>12166901
>>12166913
http://hasnightdivefixedsseeyet.com/
>>12167353
>fuck me I hate build so much.
Hi, Kaiser
>>
>>12167384
Genocide Device Echidna has dual autoshotguns with a triple burst on initial fire.
>>
>>12167462
those are actually what reminded me of the shotgun that i AM looking for
>>
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>>12167454
what the hell is that
>>
>>12167490
Hacker bussy
>>
>>12167502
does it take firewire?
>>
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>>12167378
>There are no more portals to cross. All I have in common with the uncontrollable and the insane, the aliens and the humans - all the mayhem I have caused, and my utter indifference toward it, I have now surpassed. My pain is constant and sharp and I do not hope for a better world for anyone. In fact, I want my pain to be inflicted on others. I want no one to escape.
>But even after stepping into the portal, there is no catharsis. My release continues to elude me, and I gain no deeper knowledge of myself. No new knowledge can be extracted from my telling. This confession. Has meant. Nothing.
>>
>>12167454
Thank you.
>>
>>12167285
It was also ‘98. Check out “The One”.
>>12167380
If the enemies are “all balanced around” the super shotgun, then they are also by extension balanced around rockets and their splash damage. Very comparable amount of “shots to kill”.
>>
>>12167414
Kelly Bailey is a genius. Eat your fucking heart out Marty.
https://www.youtube.com/watch?v=1zuJiXkBIdM
>>
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>>12167160
https://files.catbox.moe/zantec.lmp
monster teleported fine now, good
two minor issues
at 7:28 i press the switch but barons don't raise, have to press it second time?
at 11:30 a secret didn't trigger at first
>>
>autoaim is still a slider in uzdoom
for what purpose? Other than that it seems neat and looks great right out of the box, been playing hotpotapo with it, you guys did well
>>
>>12167371
I'm assuming your talking about shrinking the emperors? It isn't supposed to be as easy as it is in most source ports.

You could also just not do that for more challenge if it annoys you so much
>>
Is content from Heretic + Hexen now available in GZDoom or other ports?
>>
>>12167692
Not yet.
>>
>>12167686
>It isn't supposed to be as easy as it is in most source ports.
Yeah you had to aim for a specific corner of their sprite and even that wasn't a guarantee.
>>
>>12167692
>>12167696
Unlikely it ever will be, it's some proprietary crap instead of a specification like ID24.
>>
>>12160802
>>12163179
3:27 https://files.catbox.moe/pffak6.lmp
>>
>>12167371
>>12167686
They’re only easy to shrink in ports that allow you to disable the autoaim. I know Blood gives you the option to disable it but I don’t recall if vanilla Shadow Warrior did, vanilla Duke certainly didn’t.
>>
>>12167706
It is a specification though. None of the new additions are hardcoded. You'd have to make sense of it yourself, since there's no documentation.
>>
>>12167360
I think I remember this level, it's like the second one
>>
>>12167360
Yes. What map?
>>
>>12167490
Shodan lost to this.
>>12167562
No problem, anon.
>>12167692
Nah, New expansions are kinda meh anyway.
>>12167738
It's stupid how they wasted are-release of Heretic and Hexen on creating half-assed modding specification instead of focusing on vanilla experience.
>>
>>12167812
>>12167740
librequake lq_e3m4
>>
Should I post doom or quake challenge next thread?
>>
>>12167869
wolf3d
>>
>>12167825
>Nah, New expansions are kinda meh anyway.
Yeah, Xaser doesn't really get Heretic mapping as much as he'd like to think, and seriously fucked up the flow of some of it, though I guess that's better than what he did to some of the Hexen weapons he also didn't get the point of.
>>
>>12167869
Chex Quest.
>>
>>12167884
this or mm8bdm
>>
>>12162986
What mod is the spooky Mancubus from?
>>
>>12167914
Legion of Bones I think
Maybe Project Malice
>>
>>12167914
An anon already asked and got an answer.
>>
>>12167869
LibreQuake since it had a new release a few days ago.
>>
>>12167943
lq map it is
chex maps seem too easy/boring and I never played wolf (can it even record demos?)
>>
>>12167825
>It's stupid how they wasted are-release of Heretic and Hexen on creating half-assed modding specification instead of focusing on vanilla experience.
I'm geniunely curious, what "focusing on vanilla experience" means in the context. Aside from defaulting to original maps amd gameplay.
>>
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one thing i love about the serious sam games is how fucking off each one feels in tone next to each other despite all being some flavor of silly, and then SS4 goes off the scale by trying to take mental's war semi-seriously for once
its even funnier when looking at it from a timeline perspective too because you can just see sam go full retard too
>>
>>12166714
I love Half-Life, but the opening sequence takes a little while, you don't just drop straight into the action like it's Duke or Quake.
>>
>>12167947
The original Wolf3D .exe plays back demos, but it didn't have any of the direct faculties for recording.
If I recall right, it was either Romero or Carmack who said something along the lines of:
>Back when we implemented demo recording in Doom, it struck us that, "Wait, why didn't we do this for Wolfenstein and Keen? Goddammit, it would have been really easy, too."

I would be extremely surprised if any Wolf sourceport these days lacked the option for recording demos, barring maybe something ZDoom-esque. Assuming that the complevel was right (presumably Wolf has that too), I don't see any reason you couldn't shove any compatible demo into the original .exe's hands and why it then shouldn't play them back.
>>
>>12167965
Anon, that is because, may Allah forgive me for saying this, that is because you are a pleb.
>>
>>12167965
Warp to Unforeseen Consequences and be sure to give yourself the suit through the console.
>>
>Decide to play AMC Squad again after years
>Walljumping/kicking ain't in the tutorial anymore
I take it they removed this feature?
>>
>>12168128
It wasn't used in the rest of the game
>>
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I have no idea how my shitter self survived all that. Maybe I'm not quite as garbage as I thought, I only found the invuln after everything was dead, too.
>>
When is bread ready? I'm hungry
>>
>>12160238
Why does he look like Gorrister from IHNMAIMS?
>>
>>12168134
>I only found the invuln after everything was dead, too.
Seems to be the common thing on that map.
>>
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>>12167882
Faith Renewed wasn't terrible, but I just felt like I was playing a DOOM mod when I wanted to play more Heretic (and I was playing without enhancements).
>>12167954
>Warn players about enhancements on first launch and properly advertise the feature. Game's marketing went out of its way to hide their existence.
>Warn players about Hexen text screen and cutscene choice on first launch.
>Have demo loops working.
>Bring back naming saves and properly separate them to each game/exp.
>No saving in co-op, so you have to play in one go.
>Fix the text spacing in episode/hub endings. This shit is annoying to read because it's displayed like in DOOM, so sometimes you can pic related.
>Make "engage" and "visit" cheats working when typing them in re-release's cheats menu instead of telling players to use level select. You can still activate them in classic way.
>Stop pretending that "shadowcaster" cheat (the one that changes your class) doesn't exist in cheats menu. Also still active when typed in original way, but "enter new player class" tip was removed.
It goes without saying that a re-release shouldn't obscure/remove things that were there originally.
>>
>>12168179
>No saving in co-op
wtf, didn't they go out of their way to implement that in Quake 2? Why wouldn't they do it in a game that actually works well in co-op like Hexen?
>>
>>12168186
No idea about Quake 2, but the excuse I saw from that obnoxious dev was that no saving in H+H because of the ability of join multiplayer lobby at any point in time.
I don't think anyone bothered to ask "why not have an option to save co-op without mid-game joining".
>>
>>12168198
>the ability of join multiplayer lobby at any point in time
Yeah that's bullshit. You can just load what player data you have (linked to either IP or player name) and put everyone else at the spawn with starter gear.
Even a lot of modern Quake 1 ports can do multiplayer saves, so a 'professional' studio like Nightdive has no excuse.
>>
>>12160279
Revision 5 (!) of Bereaved Battlement. Fixed a switch that was easily broken, added a failsafe for that switch, and edited the music file so it should sound better looping on ports with broken tracker implementation.

https://files.catbox.moe/hspfd5.wad

>>12167607
You don't have to press it twice, what SHOULD happen is when you use the button, you're actually secretly activating two buttons on a line that's 1 map unit in front of it. I've moved that line behind the switch instead of in front of it now and also added a failsafe just in case somehow the button doesn't get pressed.
>>
>>12168210
>Yeah that's bullshit.
I had no doubts about that. lmao
>Even a lot of modern Quake 1 ports can do multiplayer saves, so a 'professional' studio like Nightdive has no excuse.
I think they actually have an excuse for once. Isn't ZDoom's networking famously shit to a point where for the longest time nobody could be bothered to fix it and the current progress with it was slow as fuck?
>Edward850 is a Doom community programmer and mapper mostly known for his work on the ZDoom networking code.
https://doomwiki.org/wiki/Edward_Richardson_(Edward850)
>>
>>12168220
>Isn't ZDoom's networking famously shit to a point where for the longest time nobody could be bothered to fix it
It's not really that bad (I've used it just fine for extended plays). It's just that client/client networking in general sucks, and more mods stacked up means more opportunities for desync. There's a reason everyone uses zandronum for mp. Server is betta.
As I understand it everything else isn't exactly built to play nice with a sudden change in networking so no one wants to fight an uphill battle.
>>
>>12168236
>It's just that client/client networking in general sucks, and more mods stacked up means more opportunities for desync.
Okay, gotcha.
>>
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>>12160279
Assembled beta is 99% done, ran through it quickly with cheats to test exits and intermissions and stuff.

Bugs found:
>Yellow key fight doesn't happen in Caligary's Delight, softlocked (this is v3)
>You can beat the cunt Hellknight from blocking the lift in Concussion, and then he never spawns in
Not sure how to approach these, so if the authors would so kindly.

>>12165726
Excellent. Incorporated.
I also made episodic titles for Ad Mortem and Sub Mortem

>>12166080
That's cool, but I wouldn't really have a place to use it.

>>12166110
>>12166116
Because of this.

>>12167160
Incorporated.

>>12166017
Incorporated.

>>12168218
Shit, I'll have to incorporate that too. What was it that could be broken?
>>
>>12168236
Yeah even the improvements to GZDoom/UZDoom netcode are still doing a client to client packet server setup, which isn't ideal but yeah, nobody's gonna do a scratch rebuild (not even a Nightdive special "scratch rebuild") with that shit.
>>
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>>12168240
>What was it that could be broken?
You could somehow manage to not hit the switch in front of the other switch because it was set up like this
>>
>>12168251
>>12168240
>What was it that could be broken?
Oh! If you were talking about the tracker implementation, the port I was testing with (DSDA Doom) got very confused and scared about seeing a jump to pattern instruction and opted instead to restart the entire song instead of actually jumping to the pattern specified. I opted instead to add an extra pattern that fades out all the music before it loops from the very start. The old one actually looped in GZDoom and in real tracker programs.
>>
>>12168251
Was the floor switch not flagged with "pass use action"?
>>
>>12166504
3d realms is a shit midas
>>
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>>12168275
It was, but I guess if you were close enough to it you could manage to actually avoid pressing it. I fixed that by moving the second switch behind the first one, and in case someone managed to avoid hitting that one, there's a line that you have to walk over that'll raise the floor up.
>>
>>12168267
There was a tracker problem? It worked fine for me in Nugget.
>>
>>12168305
Yeah, in DSDA Doom, instead of actually looping from the jump point, it would just hard restart the entire track which just sounded bad.
>>
>>12168316
desu I would have just let DSDA deal with it, but that's just me
>>
>>12168236
Wouldn't rollback help with desync?
>>
>>12168281
>Painkiller reboot sucks
Thanks, Tim Willits.
>>
>>12168325
Oh what the hell, I updated DSDA-Doom and it loops perfectly now. Goddamn it. Here's the .xm file that doesn't fade out and actually loops. I'm sorry.

https://files.catbox.moe/xqnefb.xm
>>
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Honestly no advanced network code can beat how choco/crispy feel on low ping. Best multiplayer experience
>>
>>12168358
Added in.
>>
>>12168337
They did publish Cultic. That has to speak for something.
>>
>>12168362
>Blood but uglier and worse
Yes that very much does speak for something.
>>
>>12167454
>why not try Shockolate
segfaults every time I've tried it.
the DOS version just werks.
>>
guess I'll cook new thread
>>
>>12168370
>segfaults every time I've tried it.
Damn. At least DOSBox works.
>>
>>12168368
Cultic is nothing like Blood.
It's as not-retro as it gets.
>>
>>12168370
Have you tried to fill a bug report?
>>
new >>12168397
>>12168397
>>12168397
>>
I love Doom.
>>
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>>12168128
If I had to guess they removed it from tutorial because it making people think you have to pull that shit off in maps. In reality it's never required even for secrets afaik, just a interesting trick I managed to pull off only once for some small sequence breaking
>>
>>12166354
I was honestly pretty impressed when I played it for the first tiem back in 2018
climbing the sunspire to reach the nali haven was and still is sick as hell
>>
>>12168781
>Ion Furry
>>
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