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File: doomsgiving.jpg (108 KB, 825x589)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12196713

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

=== CURRENT RELEASES ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
RC2: https://files.catbox.moe/bdpde1.zip

Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/3fml1f.zip
Now on iDGames!
https://www.doomworld.com/idgames/?id=21835

=== NEWS ===

[11-23] Helion v0.9.9.0 update
https://github.com/Helion-Engine/Helion/releases/latest

[11-21] Voxel Duke released
https://www.moddb.com/mods/voxel-duke-nukem-3d/addons/voxel-duke-3d

[11-20] Beta 3 of Malice Refined for Quake has been released
https://www.moddb.com/mods/malice-refined/news/beta-3-release-overview

[11-18] Burger Bill/Becky has passed away.
https://bsky.app/profile/hmcd.bsky.social/post/3m5u7i37gns2u

[11-16] DBP77: The Economy of the Dead is out now!
https://doomer.boards.net/thread/4191

[11-16] SLADE v3.2.9 released
https://slade.mancubus.net/

[11-15] Nova IV update, "Hang on to each other" map finally playable
https://www.doomworld.com/forum/topic/152816-rc3-big-update-new-maps-nova-iv-mbf21-megawad-by-newer-mappers/

[11-14] Odamex 11.2.0 released
https://odamex.net/

[11-14] TNT 2: Devilution final release
https://www.doomworld.com/vb/thread/104882

[11-14] Odamex update: made the linedef in front of the bars that lock the player(s) in the exit lower them if pressed on.
https://files.catbox.moe/qminra.zip

[11-14] Kiss Psycho Circus, repack for modern OSes.
https://archive.org/details/kiss-psycho-circus-repack_202511

[11-12] Pvt Stone update: more weapons, features & cvars.
https://skelegant.itch.io/pvt-stone/devlog/1111163/update-to-v13-maximum-carnage

=== 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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It's that time of the year again, huh.
>>
Seeing that image posted around this time of year always makes me happy.
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>>>/wsg/6038385
>>
>>12204559
what's the definitive mod that makes doom 3d? for me, it's voxel doom.
>>
>>12204593
Doom is already 3D.
>>
>>12204575
It just seems like only the SMG and railgun have a scope. But playing on Hard, unless I'm missing something that isn't secrets - ammunition feels quite scarce, especially for the first three levels. Those walker enemies warranted me shanking them to death at times if not just outright ignoring them. Fourth level you can easily get on the rooftops and there's a chainlink fence you can get soft-locked behind from doing that and falling in.
>>
I really like these levels where you need to destroy a boss brain to finish them. The Gutborer is cool for it.
>>
any o you play captain wayne
>>
>>12204664
I have been. I like it quite a bit.
>>
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i'm going to smack that ass
>>
>>12204664
Blazed through the campaign already. Fun, but easy.
I'm hoping the endless mode gives me the squeeze I wanted from the pace of combat.
>>
>>12204673
you will be disappointed if my experience is any indication. Took like 10+ waves before they started including the enemy variants that provide actual threat. Started getting powerfully bored. enjoyed campaign though
I almost feel like with these shooters balanced for power fantasy you almost need some more nitty gritty enemy/weapon interactions like ultrakill or eternal or whatever to keep it interesting. Jumping around in circles hoovering up all of the infinitely respawning health with no reason to ever change what you're doing aside from "for fun" gets a little old. I guess endless has the score multiplier but the timer is so strict that it felt less like I was fighting enemies and more like I was just mulching them while ignoring whatever they threw out to keep it up
>>
>>12204684
Damn, I read plans to patch in some more difficulty modes later, at least. Definitely worth a replay when that happens.
>>
>>12204686
I didn't mind that they knew the experience they were going for and did the one difficulty for story mode but yea that'd be cool
>>
>>12204559
I came here just to post this.

Happy Thanksgiving, glorious Doom Bros.
>>
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>> CLASSIC DOOM CHALLENGE <<

Record an UV Max demo of Struggle: Antaresian Legacy MAP11 "Indomitable Mastermind" (-cl 2)
Reply to this post with a demo & your time.

Records & wad download:
https://dsdarchive.com/wads/strg?level=Map+11

Example demo in 23:07:
https://files.catbox.moe/qr6wx5.lmp

Previous doom challenge winner: NoSp2 MAP01 Speed in 5:26 >>12186660

The gimmick of the map is to disable the Masterminds' resurrection device and then take on them. I like the arsenal of this wad, the assault rifle is very satisfying to use.
>>12204559
>>
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testing out the Duke DC expansion and for some reason the opening title screen is lowered on both eduke and rednukem. any reason for this? changing the resolution doesn't do anything to it.
it's fine on Raze apparently
>>
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>>12204785
same for me, but it looks ok with widefix
https://github.com/NightFright2k19/duke3d_widefix
>>
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>>12204793
Thanks, that somehow did it. don't know why it gets fucked like that even though i'm not even playing in widescreen.
A lot of work though to ONLY fix that thing i'm not even going to be looking at very much though; had to delete a bunch of other stuff from within the zip folder just to get this
>>
>>12204567
>textures filtering
On one side, the "lookinggood" font filter is disgusting. On the other side, the widescreen status bar is still miles better than VoidSW.
Evan, please, no way on hell it's that hard to fix the offsets
>>
>>12204643
Is that armor on her a Julie Strain reference?
>>
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>Be me
>Bought Doom 3 on Xbox app
>Thought it was the OG since no "BFG" in the title, just "Doom 3"
>Download and launch it
>Panic Button! splash screen
>wtf.jpg
>No console, can't input my 0.865909 sensitivity value
>Try editing the .cfg file
>Game ignores changes and overwrites it
>Gonna download the free GOG version of vanilla Doom 3 (no BFG) and call it a day
Idk what kind of shit this port is or why Panic Button! is involved with the PC version when they did the Switch port
Phil Spencer and his troupe deserve to get sucker punched right in their throats
>>
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>>12204914
excuse my retarded 2013 self
>>
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How difficult is to create and iwad?
Can we have a hotpotato-esque iwad project where every texture is dawn from scratch?
>>
>>12205013
How difficult is it to create an iwad*
drawn*
fuck my spelling
>>
>>12204941
just use a source port, no one should be paying for a game that's more than 5 years old
>>
>>12204567
>>12204671
Based Shadow Warrior and Duke posters.
>>
Dukes Duke ever say gonna get medieval on your ass? I could swear he did just now when two enemies exploded.
>>
>>12205040
Yeah, that's one of his one-liners.
>>
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>>12205042
Ty.

Also this passenger transport between two sides of this space station is super cool.
>>
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dukedc4 looks pretty sick with voxels
>>
>>12204941
The BFG edition on Steam comes with the originals. does the xbox thing not?
>>
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A hall of mirrors effect in the mirror!
>>
>>12205082
Mirrors in build are limited. The engine can render only 1 mirror wall at a time and it will render the one closest to the player, even if it's behind a wall. So if there's 2 or more very close to each other one of them will be fucked. I discovered this relatively recently as I started duke mapping and so far it's my biggest disappointment with the engine, even Ion Fury devs haven't fixed it
>>
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I haven't touched GZDoom since they added separate sensitivity sliders for X and Y mouse axis, does it still feel like shit or was it finally fixed?
>>
>>12204941
>giving modern id your money willingly

Pirate the original and play with this source port

https://dhewm3.org/
>>
>Play Shadow Warrior with autoaim
>Suddenly actually having fun
But I feel like a bitch nigga :(
>>
>>12204785
>>12204793
>>12204815
The reason for this is that the Duke DC title screen, for some reason, has an offset applied to it in the ART file.
>>
>>12205115
mouse aiming in Build is kinda fucky anyways.
>>
>>12205115
These old games were coded with autoaim in mind so don't feel bad. SW's uzis are disgustingly terrible without autoaim, duke's guns somehow deal more damage with it enabled and blood has so many little shits everywhere there's no way I will ever play it without autoaim
>>
>>12205135
>duke's guns somehow deal more damage with it enabled
Seriously?
>>
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>>12205138
certainly feels like it. Try shooting at sentry drones with a shotgun with autoaim off and then compare it to autoaim on. I think what happens is much more pellets get carried by aim and so it deals more damage.
Other guns get absolutely busted with it on, pistol will never miss and turns into top tier long range fast fire rate sniper. Same with Expander, that thing shreds, too bad it doesn't have much ammo and is ep4 exclusive.
>>
>>12204559
I thought this had a health potion on the table.
>>12205013
How long did Freedoom take to make?
>>
>>12205190
>How long did Freedoom take to make?
Started in 2003, still in development.
>>
>>12205013
https://forum.drdteam.org/viewtopic.php?t=5379
https://forum.zdoom.org/viewtopic.php?p=480113#p480113
>>
>>12205013
You mean like, an entire goddamn game? I'd imagine the monsters would be utterly chaotic in motion
>>
I like this video on Freedoom, especially the bit championing the project over gacha, Warframe, etc.
https://www.youtube.com/watch?v=_0OqrTqUWy0
>>
>>12205190
I'm thinking of something much simpler than freedoom. Something like chex quest. How about Peanut as a main character? It can have only 1 weapon/monster type. The idea is 100% originality from midis to fonts to all monster animations.
>>
>>12205013
>>12205204
Didn't that one school teacher anon do that with stuff his students drew?
>>
>>12205234
https://www.youtube.com/watch?v=d0YVNimYUlg
>>
>>12205193
Yes but it hasn't taken that long to make.
I suppose I misphrased the question.
How long did Freedoom take to become functionally adequate as an IWAD for those who didn't have anything better and/or were too moral to pirate the originals?
Because I think at some point it did reach that level, before which there was too much stuff missing from it to use.
It's interesting to wonder when this point was.
After consideration I think it was sometime in the 2010s. Certainly v0.11 was useful (for some value of "use"). Possibly before that.
Anyway, so given your reminder that it started in 2003 -- although I thought it was earlier, like 2001? -- I will argue it took ten or fifteen years to make an IWAD, at least to a point of minimum useful viability.
>>
>Freedoom was envisioned in 2001 by Captain Mellow on the Doomworld forums in a thread titled barn-raising: open iwad project.
https://doomwiki.org/wiki/Freedoom#History
https://www.doomworld.com/vb/thread/491
Damn, look how low that thread number is.
>>
>>12205265
With a team that's more focused and with clear goals, I think it would take much less time to make the core of the game in question - so mostly the assets for monsters, weapons, props, you get it.
Textures might take longer, and once they're done I'm pretty sure a team of mappers could get at least 3 8/9 map-long episodes done.

I think it could feasibly be done in under a year if everyone puts their whole ass into it.
>>
>>12205212
That is a pretty good video on it, even if it kind of misses the usage in various projects where you can't really even get away with using shareware Doom as a basis for stuff.
>>
>>12205101
not that anon but I have the original Doom 3 on Steam, bought it before it was removed, does it work with that?
>>
>>12204671
Would a flashy pair of Air Jordan or Air Max sneakers fit Duke's americunt personality more than boots? IIRC he wore them in Duke II.
>>
Would Duke survive in Doom 2? In Marathon? In Quake? ...In Half-Life?
>>
>>12205369
>does it work with that?
It should. Should also be super easy to mod.
>>
>>12205432
depends on the difficulty.
Hey not so rough - definitely
Hurt me plenty - eh, maybe
Ultraviolent - no since it's designed to be impossible
>>
i think the world is ready for a 10,000 levels in-one duke add-on
>>
>>12205441
>1500
I am guessing maybe 20 of them are decent
>>
>>12204740
Good wad. Max in 11:25
https://files.catbox.moe/wq8hi7.lmp
>>
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>>12205441
>The new "Duke Nuke-timate PAK"!
>Over 10,000 levels included!
>The hidden 6th and 7th episodes??
>The return of Dr. Proton and his Techbots
>Over 100 levels of Duke questioning his sexuality!
>Duke vs. the undocumented aliens
>>
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>>12205462
damn, a close call at the end
good run!
>>
>>12205370
He had more personality and character in general in Duke 2
>>
>>12205432
Every protagonist in those games are just trying to survive for the most part. Duke's actually going out of his way to chew ass
>>
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>*BOOM*
>OooOOh
>*BOOM*
>OoooOh
>*BOOM*
>*BOOM*
>OOoOOHH
>>
>>12205562
I remember that map. Isn't that from one of the /vr/ projects?
>>
>>12205572
yeah, 500ml of /vr/ SHAFTED2.MAP
>>
>>12205493
>Screenshot literally looks like a virtualboy game
I don't know what he was thinking with that custom pain palette.
And yeah, I probably should've grabbed more ammo so I didn't need to ssg those guys.
>>
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>love the look of guns with underbarrel/m203 attachments
>this look doesn’t translate well or at all with centered weapon sprites
Any ideas?
>>
>>12205562
Blood is my favorite FPS from this era. I find Duke wears out pretty quickly, I donno if it's the weapon or the enemy rosters but Blood stays just as fun throughout
>>
>>12205606
What about Shadow Warrior and Quake
>>
>>12205604
Add an offset ladder sight, maybe? Or show it during a reload or plasma-style recoil animation.
>>
>>12205604
Show the pickup sprite on the hud somewhere.
Tilt the weapon so the launcher is visible when using/reloading it, or if that's not an option, at least shift the forward hand on the sprite from the regular grip position to the trigger when using it so the player can "feel it out"
>>
>>12205623
Shadow Warrior is underrated as fuck.
>>
>>12205097
Anon you could've always just set the m_pitch to the same value m_yaw is...
>>
I still haven't played
>Rise of the Triad
>Exhumed
>Shadow Warrior
>Redneck Rampage
which one should i play?
>>
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>>12205065
Doesn't have it
Steam version doesn't mention Panic Button, but Windows Store/Xbox app does
Pretty sure I got the console version on PC, which makes zero sense

https://www.xbox.com/en-us/games/store/DOOM-3/9NSL68D814GC?msockid=16e2caa9333e6b2a1791dc1832d06ab6
>>
>>12205657
Shadow warrior is enjoyable. Exhumed (build version) is mostly fine. Rott and redneck rampage are straight up garbage. If someone recommends you to play either, you're getting trolled
>>
>>12205657
Exhumed definitely
The console version not the build one
>>
>>12205657
The only good thing about ROTT is the music
>>
>>12205604
Make him hold it sideways with one hand like a gangsta
>>
I'm going with Exhumed
What's the difference between all these versions?
https://archive.org/download/ps-pc-redump/PS-PC-REDUMP/
I want to use pcexhumed source port, will any of them work with it?
>>
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sick installer btw
>>
>>12205710
Just play the Nightdive remaster
>>
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>>12205732
I trust nukeyt more than nightdive :) Probably can't play their port anyway cause i'm on loonix.
>>
>>12205732
I prefer it to the Build/DOS versiob but it’s very different. The wideness of the player hitbox tends to filter people.
>>
>>12205732
The one where your collision is as wide as a mancubus on the kexold engine? Nah
>>
>>12205736
*nukeykt, the nblood dev i mean
>>
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cube-moving mechanic is interesting although janky
it's funny to see flat texture move on top of the cube
>>
>>12205736
>>12205740
The other alternative would be Kaiser’s pre-Nightdive port or emulating the console versions. Fatass grievances aside, it’s a much different and worthwhile game experience compared to the DOS remake.
>>
>>12205720 >>12205736 >>12205764
You should play EPIC2.WAD immediately after this.
Seriously they look identical
>>
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>>12205664
I unironically had fun playing Redneck Rampage. It's not a perfect game but I wouldn't call it dogshit either. Good music, top tier art direction by Victor Antonov himself, maps look pretty realistic in comparison to all other build engine games.
>>
>>12205791
I finished Epic. Yeah I already noticed where Eternal took his textures from
>>
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>>12205797
Playing with Revised was fun but I still have yet to finish it. I like handling the healing items with the guts and drunk meters, levels are gorgeous, level progression could be funky but still enjoyable…I still think the combat was a turnoff, even with Revised’s fixes.
>>
Looking for something interesting to play with the malice monsters.
Like some lesser-known cool gameplay mod. I want to play something that isn't just the usuals for the millionth time. I've been sifting through zdoom forums on and off a while.
>>
>>12204559
she looks just like her dad
>>
>>12202196
To me, I see the main reason to care about the Cacowards being as a list of Doom projects that came out, which is why I don't mind alternatives.
Like fuck the "awards" or shit like that, just name a bunch of shit I haven't heard of and might play.
Some people watch 10 top list videos just to hear about shit and not care what "the best movie ever" is.
But I guess that's also why guys like Icaruslives exist, maybe.
Because I do believe that Doom modding it its own deep universe and we went from Brutal Doom to MyHouse being the popular only known mod to most people.
>>12198829
My issue with modern voice actors is that a lot of them just copy bad anime dub voices and "practice" on making "voiced meme" videos.
None of them really have an interesting background for their job, so it never feels genuine.
People love to use "theater kid" as an insult (And there's a good reason why) but there was a time when anyone that really wanted to be a great actor had to go through theater first.
>>12205232
I forgot the name but I remember it even having a sequel, at least in development.
Dude even posted here.
>>12205013
One thing is an IWAD but what about a simple "click it and it opens" ZDoom file?
>>12205040
What would a Duke take on GMOTA be like?
>>12205265
FreeDoom is weird because in theory, it could be finished but it suffers from the revisions and changed assets.
I even recall a map in phase 2 that already showed up in Jenesis.
How come they didn't borrow more good maps instead of making bad ones?
>>
didnt ask
>>
>>12205824
>What would a Duke take on GMOTA be like?
Backwards.
>>
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>>12205815
I heard some autistic complaints from RR fans about that revised mod so I never bothered to play with it and just went vanilla. I'm a build engine nerd so I had fun playing it, though there were moments where I fuckin hated it.
I wouldn't recommend the game to anyone but if you are on a spectrum you gonna love it
>>
>>12205817
Dakka, The Agitator, Painslayer.
>>
>>12205824
>I even recall a map in phase 2 that already showed up in Jenesis.
Yes I seem to remember the whole of Jenesis was offered for use but only one map was actually taken.
>>
>>12205824
>FreeDoom is weird because in theory, it could be finished but it suffers from the revisions and changed assets.
Normal free software project issues, stuff that's ok gets swapped out, stuff that needs replacing just sits there.
>>
>>12205832
>I heard some autistic complaints from RR fans about that revised mod so I never bothered to play with it and just went vanilla.
A big thing was it removing a chunk of the crass “potty humor”, but it got updated a week to a few weeks ago to make the removals optional. I’d only recommend it to someone who is already having a hard time getting into it and doesn’t care about missing a “true to vanilla” experience.
>>
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>>12205868
nah the poop humor wasn't the issue. Marphy (the guy who made those neat Half Life 1 videos) looked into the code and called it shit.
I'm rereading these and now I'm not sure if he was completely serious or just making jokes, this feels like his type of humour. Whatever, game wasn't that bad without that mod.
>>
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This one sounds much more serious
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>>12205890
>>12205886
It's like a recent Nightdive re-release.
>>
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literally unplayable
>>
>>12205892
>Half-Life gameplay means monsters sometimes
Can't argue with that, HL1 does sometimes have monsters.
>>
>>12205892
>find game mod making worth weird mode
Who cares about being a social outcast when you can mod games?
>ai voice better
The word cloud's getting banned from Doomworld in the morning.
>>
>>12205895
wouldn't be surprised if inevitable ND remaster used that mod as base to sell normies the 'fixed' edition
>>
>>12205657
>Shadow Warrior
Easily the best of your list, very much worth playing.
>exhumed (console)
Interesting in what it tries to achieve, some form of FPS metroidvania hybrid. Not the greatest execution but still interesting.
>exhumed (build)
Mediocre build engine FPS. Not bad but loses what made it unique (still better than Redneck Rampage)
>Redneck rampage
You can skip it.
>ROTT
You should skip it.
>>
>>12205896
And yet it kept the other triple bang, a mere two lines up?
>>
>>12205829
forsooth, yon gaulish knaves will make restitution for perforating my trusty steed
>>
Recently I've played Noonday Demons and I really enjoyed the section with the trenches. In there any wad that feature similar stuff?
>>
>>12205930
The Chainworm Kommando 2 demo had a bit of that but not a lot.
>>
>>12205930
>The Lost Tetekoa
Has a trench section where you can stay in the trenches and fend off a bunch of monsters.

>Trenchworkz Facility
Takes a while, but has a pretty big trench network that's also pretty tricky to get through.

>Anomaly Report
One of the later levels is set around two trenches. Not very fun to actually play.

>TV1998
Map 04 has a few trenches in one section.

>Sepia
The first episode is WW1-themed, but I suggest getting rid of the sepia palette it has if you want to play it for any length of time.

>Demon Trench XL
Has a hint of a trench in the first few rooms, I guess?

>RastaManGames maps
I recall he had one wad with some trenches.

>Lost Island of Jungata, Project Ridium
Both have a few trenches in some maps, I think.

I think that's about it, wound up stretching a little. Gomenasorry.
>>
>>12205902
The Q2 25th mod served as a sort of “baseline” for KexQ2’s changes: It had things like increased switchspeed, consistent enemy behavior across base game and expansions, and recovered berserker attacks. In spite of some justified concerns (railgun nerf) it led to a mini Q2 revival.
I still prefer modded Yamagi and KMQ2 over KexQ2, but after my experience with Revision I can sympathize with people finally digging into Q2 with those ND changes.
>>
>>12205930
Uprising's secret map
Coffin Curse's Cuppy's map
Fifth map from Akeldama
>>
>>12205956
don't apologize for being widely-read
I mean widely-played
This is admirable.
>>
>>12205965
>Coffin Curse's Cuppy's map
Or you could find it in sct_proj.wad at fifth slot, author's compilation by Anon
https://clovr.xyz/wadsup/doku.php?id=supercupcaketactics_anthology
>>
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>>12205736
The Saturn version surprisingly isn't that much of a hassle to emulate, if you don't mind console controls (without analog)
>>
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>>12205562
>slopper
>>
>>12205432
Duke would nuke Black Mesa himself.
>>
>>12205967
Thanks, I do try to play stuff.

Hitting random in idgames helps.
>>
>>12206018
That, looking in places that aren't the front page of Doomworld/idgames and not being in the bad habit of having a default wad or handful of wads that you keep going back to.
>>
What is the worst WAD that isn't a joke WAD or meme WAD?
>>
>>12206046
MM8BDM.wad
>>
>>12206024
Some other stuff I played and enjoyed:
>Pieklo
Two solid maps. 1 is set around a few buildings in a city, 2 is a hell castle.

>Pagan
Ruined castles, basically. Solid episode.

>Exodus
Nice prison-type map for Doom 1. Has a mandatory secret, but hey, it was the early 90s.

>Dead End Dust Up
Great city level.

>Born Again
A pretty endearing recreation of Manhunt's first level.

>Bellatrix: Tales of Orionis
Solid episode of mostly outdoors maps.

>Fluoride
Big techbase of sorts, lots of concrete.

>Coniferous
Excellent industrial map, good pacing, good combat.
>>
>>12206046
Memento Mori
>>
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>>12205829
>>
>>12205135
redneck rampage's weapons are outright broken with autoaim off too, though you can only turn it off in source ports
>>
>>12206046
origwad
>>
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>>12206131
This one time I got 3 leaky radsuit tics in a row
>>
>>12206143
Radsuit had a gaping hole for getting fucked right in the mathshole.
>>
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>>12205886
>Reducing the spread on the Scattergun and increasing the damage of the Revolver would be like doing the same for Duke 3D's Shotgun and Pistol.
On a literal level, sure, but I like the feel of Duke3D's pistol and shotgun. I don't like the feel of RR's revolver and scattergun so that was a big draw for me towards the mod.
It's also weird how intricate a lot of the mechanics appear to be when the most common enemies are very basic boring bitches and feel a lot less engaging than Duke's alien troopers + pigcops, SW's ninjas, or even Blood's cultists. Also nearly no gore at all, which is weird considering how much higher resolution they are.
>>
>>12206120
That's obviously a meme WAD
>>
Redneck Rampage is way overhated.
But then again, I'm apparently not a good game judge, because I also played Nam and had fun, especially in E2.
>>
Doom 3 redux looks so gorgeous. The ambient music reminds me of the Terran Briefing room in Starcraft.
>>
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On a Build kick again what with the recent postings. I took the autoaim pill, and you know what? I'm having fun. Fuck it.

This triple hand bit at the beginning of e3m3 is devious. If you don't dynamite them, they run into the water, making your imminent trek there far more difficult.
>>
>>12206292
>autoaim pill
B-but you won't b-beat the g-game!!
>>
>>12206294
Pshh not my problem. Also I never noticed the cujo firedogs' corpses twitch. Neat detail.
>>
>>12206294
It's enabled by default so it counts
>>
>>12206294
Autoaim was enabled by default and didn't have a way to be disabled in Duke or Blood until source ports came around.
>>
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>I'm here to donate some blood
>Someone else's
Did Stephen Weyte contribute to those Blood community projects that got released with the "new" port?
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And my last Blood thing for the night, eat your fucking heart out John Carmack. It's easy to see the reason Build never caught on is because it's likely bloody difficult to make content for.
>>
>>12206351
Anon that's a vanilla line.
>>
>>12206357
I wasn't clear. I'm remarking how godly his performance is within the vanilla game, which I'm playing, and am wondering if he contributed to something like Death Wish.
>>
I'm considering making a menu toggle for throwing a molotov if you have a full meter instead of a grenade, and just disable the item pickup entirely when it's on.

>>12204939
The option to specify it says "The Frazetta".
>>
>>12205817
What are your usuals?
>>
>>12205892
>perfectly retarded
>zelda painkiller
>christ rocket
>literally quite harder balls
>blazter megaton
>shadow jesus

Maybe it's only because I watched Pacific Rim for the first time the other day, but Blazter Megaton sounds like a mech name.
>>
>>12206364
>I'm considering making a menu toggle for throwing a molotov if you have a full meter instead of a grenade, and just disable the item pickup entirely when it's on.
I was thinking of just turning it into an override thing like the others, and having invbar items to toggle which, if any are active.

Right now it feels messy with three things, one that doesn't use the bar, one that does if it's there and one that requires it.
>>
>>12206378
The way I have it now is that they all require the bar aside from the particles. I think that's how it's supposed to be.

You'll see
TNT1 A 0 A_Jumpifinventory("BG_Bombshell_Ammo",1,"Zoom_4")
first in the first Zoom states, when it should only be in Zoom_3:

so it's bypassing the check for meter entirely.
>>
>>12206401
I might go the other way with making them all free and a fuckton rarer from stuff that isn't weapon drops.

That said right now I'm also just considering externalizing a lot of my edits to a patch instead of re-editing it every time it gets an update, won't do everything but it'll be some less hassle.
>>
>>12206368
I've been mostly playing mods that have their own enemy sets, hence why I'm looking for one without to pair with malice. Diamond Dragon, some Brutal Doom branches e.g. Brutal Pack, PB, CombArms, GMOTA, ComicDoom, Bloom, Forlorn Future, so on and so forth.

As far as mods that don't have their own enemies, the ones I've played the most lately have been:
>War Rooster
>PvtStone
>VoxArcana
>xa_psych
>>
>>12206432
>xa_psych
That does have it's own enemies for all the elemental states and stuff.
>>
>>12206352
That looks very cool, but it's probably a million times easier and less fiddly to do something like that in the Quake engine.

I remember a leaked old e-mail from the Blood devs where they complain about having to interact with Ken Silverman.
>>
>>12206191
Origwad is just a really rough and simple proof of concept. It's potentially the first pwad of all time, and is as simple and diminutive as it is because there was just no level editing software yet. I believe it was outright made with hex editing, and it has no nodes.

I wouldn't call it a meme in itself, but suggesting it as content is obviously silly.
>>
>>12206143
You should get your money back on that radsuit.
>>
>>12206451
Sounds to me like a skill issue, especially considering how shit Lithtech is.
Meanwhile Eurocom chads did DN64 and DNZH on Build all by themselves.
>>
>>12206451
>That looks very cool, but it's probably a million times easier and less fiddly to do something like that in the Quake engine.
It's not easy to do that in any engine I assure you. That's why you don't see stuff like that.
>>
>>12205672
You shut your whore mouth.
>>
>>12206465
Sure as fuck isn't easier in Quake.
>>
>>12206461
Anon was fine in mentioning it, it's a historically important wad but it's not a good wad even for the year it came out in.
>content
Are we trying to be middle managers or something?
>>
Forgot how fucking good DRL was.
>>
>>12206510
The actual roguelike? Yeah it's surprisingly solid, fucking weird that it's on it's third rebrand now.
>>
>>12206518
>Jupiter Hell Classic
Oh, come on now.
>>
>>12206465
It's twelve objects (two sets of six) that rotate around a single point and slide on one axis. It's not a complex series of operations by any means any engine capable of something like HL1's Anti-Mass Spectrometer can do that easily.
>>
>>12206534
We're not talking about engine capabilities. We're talking about setting it up. You got one more reply to stop being a moron before I stop replying to you.
>>
>>12206120
>>12206461
>>12206493
>origwad
It's too short to be egregiously bad.
>>
>>12206529
Yeah the only classic thing about Jupiter Hell was that it didn't sell nearly as much as they'd have liked.
>>
>>12206545
I mean, this is what D**m, the Roguelike is reduced to
https://steamcommunity.com/sharedfiles/filedetails/?id=3546191026
>>
>>12206432
You could try some of LossForWords' mods. Omerta, Red Spiral '93, Act Of Violence, Disaster Jester: Classified are all good.

The Hearts of Demons mods for a different feel. Malice monsters are all scary, so play a bigger, scarier demon and show them what's what.

There's also Doom Incarnate, Naku-Naru, Yoru-no-Sei(Naku-Naru 2), and Trailblazer.
>>
>>12206529
Sounds like a sporting event.
>>
>>12206553
>Doom Incarnate
Also Thy Blood Konsumed and The False Angel.
>>
>>12206585
I did give False Angel a shot but it didn't really feel good for me.
>>
>>12206585
The False Angel looks cool. Gonna try it now.
>>12205817
I found this the other night. It's great.
https://forum.zdoom.org/viewtopic.php?t=67615
>>
>>12206547
>A total conversion for a demake of a remake of a roguelike unmake of a famous 1993 FPS shooter.
To be fair, that's actually kinda funny.
>>
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>>12205826
>>
The False Angel is right up my alley, goddamn. I understand it's just DMC for Doom, but the protagonist is charming enough with that French twist that it's utterly charming to me. Hell yeah.
>>12205817
Hellrider is p. great, although it requires a new version because the dev abandoned it four years ago.
https://drive.google.com/file/d/1w332qoHuGTRhP4npMny_z7tesjyTRKeK/view
>>
>>12206631
And finally, there's Hellrider Vengeful, a mod that modifies in minute ways but keeps the original alive.
https://xxheavy-swagxx.itch.io/hellrider-vengeful
>>
>>12206338
>>12206340
I was joking, it was so obvious.
>>
>>12206631
>because the dev abandoned it four years ago.
It's less the being abandoned, (you can't really support shit forever anyway) and more what happened with GZDoom having yet another arbitrary execution exploit where they broke a lot of mods in the process of trying to close it.
>>
>developing doom mod
>trying to use A_FireBullets with zscript
>the glock implementation i made works just fine
>the new ones DON'T
>they're just... perfectly accurate for some reason
fuck this joke of a software lol
>>
>>12206646
Ah, makes sense. Well it works now, and goddamn is it still fun.
>>
>>12206631
>The False Angel is right up my alley, goddamn. I understand it's just DMC for Doom, but the protagonist is charming enough with that French twist that it's utterly charming to me. Hell yeah.
It's got a bit of a learning / setting up binds curve but it sure is fun if rather overpowered for vanilla.
>>
>>12206536
>we're not talking about engine capabilities
You might not be, but the other two posts in that chain are talking about how easy it is to do that in different engines, which means the engine capabilities are integral to the discussion.
>setting it up.
It's really not that hard. The only complexity is the varying speed of the rotation operation. Hell, if you want to do that in Source all you have to do is spawn twelve of these guys and spend five minutes rigging them up to a button. https://developer.valvesoftware.com/wiki/Func_platrot
>>
>>12206647
show the string you use for the hitscan
>>
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>indie dev comes to /vr/ to generously give out keys for his game
>entitled miserable millennial faggot shits all over it knowing it will hurt the game's performance because it doesn't make him feel like a child
yeah alright fuck this place. i was thinking of sending keys to my own game here but seeing as you faggots are worse than /v/tards im not going to.
>>
>>12206665
>in Source
Or GoldSource, forgot that the VDC puts that on another tab. Should have been obvious of course, there's that rotating lift in Xen.
>>
>>12205657
IMO, ROTT is in a similar boat to Wolf3D where I feel its worth playing at least a few levels just to see what its like, but is otherwise a fairly skippable game that gets old fast.
>>
>>12206676
That's all good feedback though.
If you're this much of a delicate little buttercup then your own project is probably not worth our time, or anyone else's.
>>
>>12206676
Nah he's right. I checked out the game too, and from the trailer alone everything he said is evident. And my man, don't say dumb shit like
>Yeah well I was gonna give you guys something but now never mind
All you're saying is that you crave anonymous validation, which is a severe personality flaw (that you can still rectify).
>>
>>12206080
Eh, as dated and jank as a lot of it is, it still has a few gems here and there.
>>
>>12206683
>>12206685
you don't need to sound and act like a spazz and tick "not recommended" to point the flaws in a project.
>>
>>12206676
>says he got it for free and how
>explains why the review is negative in pretty fucking great detail, even praises it in places.
That's a perfectly acceptable review.
>yeah alright fuck this place.
Good, leave already.
>>
>>12206687
That's not acting like a spazz. That's feedback, and honestly it's all pretty sensible feedback too.
You're the one being a spastic, I'm afraid.

I weep for you because the day you get actual critique on your own work, you're going to shatter into a million pieces.
>>
>>12206687
I know you weren't born yesterday, but I'll remind you anyway: People are going to act in ways you dislike. Get thicker skin, take the bad with the good.
>>
>>12206687
You don't want an honest review, you want promotion from somebody who you feel ought to be indebted to the developer for handing keys out "for feedback".
>>
>>12206689
>>12206693
>>12206694
>comparing it to free mods
>whining about the game not living up to his subjective tastes
yeah real constructive critique. given how much you seethe at it, i was right

>>12206696
>You don't want an honest review
the dev didn't ask for reviews either. he just sent out keys. yet you felt the need to shit all over it because you can't let go of your childhood. which is why you cling on to old mods so much.
>>
>>12206687
heheheh what a faggot
>>
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>>12206704
If you're not baiting, then you don't get it, and you simply aren't worth conversing with any longer. I advise everyone to do what I just did.
>>
>>12206704
So the single remark at the bottom about mods makes the rest of the feedback irrelevant? Why are you whiteknighting for this guy so hard? He's a big boy, he posts on /agdg/, getting shit on there happens all the time.
Also not giving any sort of a review for getting a free key is doing the dev a disservice. I'm sure you wouldn't be so angry if it was just a purely glowing review.

I really hope you're not the actual dev. That would be pretty sad.
>>
>>12206709
I think he's baiting. I just checked /agdg/ and there's some chimping out going towards the tail end of their previous thread and the next thread is starting out strong with more garbage.

Gonna go out on a limb here and say the person causing a ruckus is some shitheel that's using this dude's game as a platform for shitposting.
I only wish the best for Ctesiphondev, may his Imsim project flourish.
>>
>>12206710
You tend to learn best from well thought out but negative feedback anyway, it just sucks at a personal level.
>>
>>12206719
Agreed. I bring it up every time but there was an Anon that tore me a new asshole years ago over the design of Kustam, and it left me fucked up for a day or two.

But that guy was absolutely right, so I got my shit together and I've been pushing myself harder constantly. Good feedback is fucking invaluable.
>>
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>>12206676
That actually sounds like pretty well articulated and evenhanded feedback to me. Why should you be entitled to free praise?

>>12206685
>All you're saying is that you crave anonymous validation, which is a severe personality flaw
Agree.

>>12206687
He doesn't sound or act like a spastic at all though.

>>12206718
It DOES reek of malicious shitposting. /vr/ can't get jannies soon enough.
Gonna give the author of the game the benefit of the doubt that he isn't a thin-skinned spastic like anon is.

>>12206719
>>12206727
Strongly agree. Some of the most important criticism I've ever gotten stung like hell in the moment, but I was ultimately glad to get it.
>>
>>12206670
AKMF A 1 Bright A_FireBullets(12.0,12.0,1,15,"BulletPuff");
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>>12206676
The game really is that bad.
Here's the final boss fight for reference: https://files.catbox.moe/cv20bv.webm
>>
>>12206748
>/vr/ can't get jannies soon enough.
There’s been some bright spots of moderation here over the last few months, actually. There’s certainly more of a leniency, however: Things like HROT and even more “less retro” games would be shotdown a few years ago.
>>
>>12206761
Not great. If that fight wasn't the final boss (perhaps the first boss), and it only took like 1 minute, then I think that could be tolerated.

Graphics and sound are ok.
>>
>>12206761
Damn. That is rough.
Designing a boss fight in an FPS game is never easy, but the fact you're gonna be circle strafing and just senselessly magdumping your arsenal into a target that's circlestrafing you back and firing in three round bursts doesn't make for a very good fight.

Maybe he'll have better luck with the Imsim so it's not as super combat focused.
>>
>>12205778
>>12205973
Ok, I've setup it on YMIR emulator. I never played console games before, since I don't have a controller all controls are with the keyboard, right? No mouselook
>>
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>>12206676
post your keys again
i'll leave a good review, i promise
>>
>>12206761
If your FPS boss fight is gonna be so simple at least don't stretch it out for so long.
>>12206768
>Designing a boss fight in an FPS game is never easy
Making it be a puzzle or a quick circle strafing battle seems to always be the safest way to go
>>
>>12206793
I don't care much for puzzle fights, personally. But a circle strafe battle can be fine if it's quick n dirty.
Really I want to see more endurance/wave battles, or a fight where the big bad spawns little goobers you kill to damage the boss in some way. Though maybe that falls under a puzzle boss.
>>
>>12206796
>Though maybe that falls under a puzzle boss.
Yeah i don't necessarly mean puzzle like "push block into hole to damage boss", but i mean something like, "you have to figure out to shoot these parts first before you shoot that". really just something that makes you think a bit, at least on a first go at the game
>>
>>12206796
>But a circle strafe battle can be fine if it's quick n dirty.
Agree, it's ok if it only takes like a minute at the very most.
>>
>i want the dev to improve, that's why im making fun of his game and shitting on him instead of actually explaining what's wrong and giving suggestions
/vr/tards will tell you this is constructive criticism.
>>
I can't believe how stupid I was, I just had to turn off ammoinfo to make insanity's requiem 2.0 work

I really hope this gets resurrected, it would be a shame if it was left to die and be forgotten. Not sure if someone besides Terminus has the files.
>>
>>12206585
I still need to try False Angel on something, it's just that I want to play other stuff way more.

>>12206727
I should also try the newer GMOTA with something. My newest version is still the one with Robocop Kustam.
>>
>>12206818
He's still a little Robocop. Just with a laser musket now.
>>
>>12206817
holy fuck it's the exact kind of smartgun i've been trying to find
i feel like i'm a teenager again playing the old version on disjunct
>>
>>12206817
How did you do that anon.
>>
>>12206828
go into game settings and option search ammoinfo
now i just want to disable the mod's own enemies so i can play it with Malice because frankly as awesome as the weapons are i am not a fan of TerminusEst's enemy design mentality
>>
>>12206817
>insanity's requiem 2.0

That's a Term mod?
>>
>>12206843
I'm retarded I mixed up names, it's TiberiumSoul
>>
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aw man these pinkies are messing up my ERC
>>
>>12206836
Ty anon
>>
>>12206676
>i was thinking of sending keys to my own game here but im not going to.
It must be really bad.
>>
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>There are people who play pistol start despite nobody watching
That isn't you, RIGHT, /doom/?
>>
>>12206887
there is always someone watching
you just dont know it yet
>>
>>12206887
Sometimes it can be really fun, especially with some gameplay mods.
>>
>>12206046
JOW.WAD
>>
>>12206887
i never understood the appeal of pistol start unless the map is explicitly specifically designed for pistol start
>>
>>12206903
>explicitly specifically designed for pistol start
Like almost all maps ever made? A few notable examples you may have seen this design in are doom / doom2
>>
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>>12206903
Old FPS games occasionally give you a shotgun or rocket launcher or something at the very beginning of a level for a reason aside from just being a little extra ammo
>>
>>12206758
I see the potential problem: With how you possibly have the bullet firing command set up, it might think every shot is the first shot and it's perfectly accurate, try making your number of bullets fired -1 instead of 1. That'll force the spread.
You'll need to use a A_ReFire call somewhere in your shooting state if you want to make the first shot always accurate.
>>
>>12206903
It adds to the challenge. Try pistol starting Tricks and Traps.

>>12206676
If you're the same anon who routinely acts like a little bitch and goes "you guys won't like my game because it uses GZ but I'll talk about it anyway", do yourself a favor and eat a bag of dicks. Maybe it'll make you grow a pair, stop being a pussy and show us what the fuck it is you dance around your mom's bush all the fucking time.
>>
It's got me curious now, what level-based games like these AREN'T designed for being completed with only your starting equipment?
>>
>>12206934
Doom 64
>>
>>12206941
Doom 64 had a "restart level" option in the pause menu. It's more friendly to pistol starting than the originals for that reason.
>>
>>12206934
Most of them are designed for continuous play, with starting-equipment-only being a punishment for failing.
>>
these birds are annoying af
>>
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>>12206928
>It adds to the challenge.
It also gives you an excuse to actually use what the level gives you instead of just hoarding ammo and only using one or three weapons
>>
>>12206959
And it also can be paradoxically easier on occasion. Mostly when you leave at 5 health and the next map has hitscanners around the corner or damaging floor.
>>
>>12206820
>the exact kind of smartgun i've been trying to find
What kind?
>>
>>12207008
an actual smartgun at all to begin with, but a Titanfall-style one with drawn paths rather than just an autoaim window is naturally cooler
>>
I do appreciate it when mapsets are balanced so continuous can still be a challenge, even if pistol start balance is still more tight. Simple things like keeping the backpack away until later in the megawad, and making sure not to overload the player with ammo can go a long way.
A big part of why it can be easy to mindlessly ssg everything in some mapsets is because the author(s) forgot to take into account the fact that zombies are a guaranteed source of ammo, so you end up being showered in it.
>>
>>12207020
How do you feel about shotgunners and chaingunners only dropping ammo? Obviously it works best in maps made with this in mind, I found it's a good way of keeping the player's power level in check if the shotgun and chaingun are buffed.

Brutal Doom also seems to reduce how many shells you get from shotguns, I'm only rarely swimming in ammo.
>>
>>12207020
I like using my big fucking guns, especially in gameplay mods, as opposed to only being able to use them partway through the map, and only a few times because of limited ammo. Video games are fun. If I wanted a challenge I'd lift weights with my dick.
>>
>>12207051
We all got different ideas for fun, Anon. Some people want to apeshit with their weapons, others want to be forced to make the most of their resources, and some people just want to beat the shit out of everything in melee.
>>
>>12206941
Doom 64 is entirely pistol startable.
>>
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>>12206451
>million times easier and less fiddly to do something like that in the Quake engine.
I can't speak for Quake but build mapping isn't really that hard as you guys make it out to be. The hardest part is at the start when you are struggling with controls and drawing sectors in correct order. Wish some of you picked up the Duke project and did some maps
>>
I finished Half-Life: Insecure some days ago. It's... fine. 7/10. Basically what if Blue Shift went for longer and kept annoyingly close to the pacing of the main game. This one doesn't have much in the way of it's own ideas, and those it has are kinda bad. I really didn't like to have to go through the powering-up sequence from the end of Lambda Core again. This time longer and with more brain controllers.

As for new enemies, I think while in Black Mesa you will only encounter the heavy machine gunner. Later on Xen you have to deal with exploding hound eyes and vortigaunts on steroids. As in, beefier with hardly any wind up to their lightning attack and with a damaging up close shockwave ground pound. Oh, also they resurrect each other if close together.

Weird choice to have a Gonarch be the final boss. I do like the build up to it as you see it frequently throughout the game, even in Black Mesa.
>>
>>12205736
I hated this game. I think I'd like the og PC version more. I fucking hated the backtracking.
>>
>>12205657
>Shadow Warrior
Imo one of the best single-player campaigns of all old shooters. The fact that there's no "aggressively mediocre maps in the middle" and no "shareware episode is x100 times better than the rest of the game" puts it really high.
>>
>>12205797
I just checked wiki and it says RR has music by Reverend Horton Heat. How the everloving God I have not played it yet.
>>
Well anons, I'm gonna attempt to play Deathstrider on my steam deck. Mostly to see if it's doable, but I'm sure it won't be ideal. Mainly the reloading using the touchpad will probably put a damper on it.
>>
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I still don't understand how checkpoints and lives work in exhumed. If I hit a checkpoint do I reborn as many times as I die here or just how many lives I have?
>>
>>12206903
Just doesn’t feel right. I have to limit myself from using the powerful weapons I picked up in the previous map if I want it to be even a little bit challenging aka fun.
>>
>>12206817
>I really hope this gets resurrected, it would be a shame if it was left to die and be forgotten.
The developer died like a year ago, no shit the mod isn't getting updated anymore.
>>
>>12206898
I thought about this one, but it's not actually terrible, just very bland, and has absolutely zero replay value.
>>
What do you guys think about Memento Mori? Which is better, 1 or 2?
>>
>>12207353
Requiem > MM2 >> MM1
>>
>>12207220
If anyone happened to be curious, Deathstrider is playable with Deck controls. I just set the right trackpad to mouse, disabled the click tap and the trackball setting, and all I have to do is trace the same motion I do on my desktop except using my thumb while holding one of the back buttons for reload. It works a lot better than I expected it to. Only other problems are mapping the other inventory menus to different buttons and figuring out how to map directional movement for those little puzzle bombs that reward assembly cores if finished right.
>>
>>12206761
>circlestrafing a retarded gundam for 5 minutes straight
Yeah, I'm vindicated that I didn't feel like actually redeeming one of those keys.
Am I right that the "jetgun" did nutter DPS relative to every other weapon and would've melted its lifebar in seconds?
>>
>>12207324
well yes that's why i said i hope it gets resurrected
as it is the mod is in a bad state because the ammoinfo breaks, at least that should be fixed
>>
>>12207353
The sequel is more refined, technically advanced, polished. However this cuts both ways. More refined gameplay means less room for error. The original allows me to play more sloppily. Thus, I found it more fun.
>>
>>12206817
>>12207416
>somebody should fix this for me
Do it yourself, nobody else is going to want to pick up and start fucking with the mod of a dead dude, especially one they had nothing to do with the development of beforehand.
>>
>>12207416
One guy was his best friend or something and occasionally tries talking to me (he's neck-deep in weebshit and can barely hold a conversation in general), I think he'd have mentioned if him and Tib's friends were interested in doing that already.
I might have not liked him, but his mod is actually pretty damn good. Out of his friend circle, he definitely was the best modder in there.
I should play it again sometime.
>>
I didn't get any shots of any level after this one, but Revolution! was pretty neat and I'm definitely gonna play it again with other stuff in the future.
>>
>>12207496
There's even a slightly touched up re-release so you get to alternate between the two.
>>
>>12207453
I can make it work fine by just disabling ammoinfo I just don't want the mod to be abandoned and left to rot in this weird quasi-working state
>>
>>12207368
>figuring out how to map directional movement for those little puzzle bombs that reward assembly cores if finished right
I'll address that problem soon-ish.
>>
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>>12207496
My tired ass saw the thumbnail and saw a dopey looking Imp.
>>
>>12207512
I don't know if you need to necessarily. I figured out a workaround, at least on a deck. Not sure if a regular controller would work well or not. I just mapped the d-pad to the keyboard's up, down, left, and right arrows. Then in the DS UI settings used the movement arrow menu navigation option. I can navigate the menus using either the arrow keys (mapped to d-pad) or the touchpad mapped as a mouse.

I collected two assembly cores from the puzzle bombs already. It works good on a d-pad.
>>
>>12207512
Could you also make a cvar that increases the time limit for it? I'm yet to actually get an assembly core from them, I always make it to 10 or 9 as the time runs out. I'm not sure if it's just me sucking, but still, it'd be nice to have a few more seconds.
15 seconds over 11 would be a good improvement, I think.
>>
>>12207520
Ah, glad to hear.

>>12207523
The idea was to add a CVar for controller players, yes, but that's just a band-aid solution. I don't like the minigame as much as I thought I would, perhaps because I consistently manage to get 2 cores in one go by pacing myself instead of trying to hurry. Still, time attack was probably not the right solution from the start. Plus it's too simple in general. Plan is to redesign it entirely over the coming days (?), provided I have enough free time.
>>
the voice lines in Raging Bull sound so retarded that they're making me like this mod just by themselves, even though i'm not normally a fan of these barebones weapons mods with no real unique features (look i'm sorry skelegant it's just how it is, a themed set of weapons doesn't scratch it for me unless it has something to set it apart)
>>
I'm really hoping UZDoom gets the controller stuff that was there in pre-release GZDoom 4.15 but isn't in UZDoom yet, also that it gets proper fucking documentation.
>>
>>12207386
>Am I right that the "jetgun" did nutter DPS relative to every other weapon and would've melted its lifebar in seconds?
Yes, but you need both battery power and water to fire it and it was out of water. You can only refill water from actual pools of water which you can't get to in the boss fight.
The weird thing is that, unless it's in a secret earlier on (some weapons are like this), you only get the jetgun right before getting to the boss and it gives you no indication that you need to fill it with water. The amount of water it comes with is basically the amount used in the video.
>>
H...how I never noticed that
https://youtu.be/EVFM_eakQSY?t=739
>>
Are there any good xmas WADs to help me waste time during this godawful holiday
>>
>>12207656
I liked xmaschill
>>
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>>12207708
SQUISH!
this is more worthwhile on Damn I'm Good because this counts as an actual gib
>>
>>12207496
Try TV1998. It's not a full megawad like Revolution, but there are some similar, better-executed ideas like the worm and train levels.
>>
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Time Machine!
>>
Alien Vendetta inverted
>>
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>>12206451
>I remember a leaked old e-mail from the Blood devs where they complain about having to interact with Ken Silverman
>>
TNT Revilution has some of the best MIDI music I have ever heard. What are some of your guys favorite WAD OST's? Favorite individual songs is also fine. Like here's an example of the kind of shit in Revilution that makes me head bob in my chair.

https://youtu.be/3gzP5LMkNFw?si=LZ-Os3bOPC7zneZT
>>
>>12207920
explain
>>
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>>12208147
https://tcrf.net/Proto:Blood/February_1996_Prototype/Developer_Notes
You'll find some here, but a big one is here: https://tcrf.net/Proto:Blood/February_1996_Prototype/Developer_Notes#GEORGE.TXT
>>The problem is, he's just so completely unresponsive. I'll ask him a question, and nine out of ten times I'll either get silence or "I don't know" as a response. I know he's highly intelligent, but so are a lot of people I know, and I can TALK to THEM. Okay, so perhaps his personality is a bit different, but he still needs to work WITH us, not AGAINST us.
>>
>>12208143
I seem to remember liking this, from the Eviternity 2 soundtrack
https://www.youtube.com/watch?v=jzoKVR7qbrw
>>
Is the doom pc from doom the same doom pc from doom 64, doom 3, and doom 4?
>>
>>12208153
chad autist does not bother with communication
>>
>>12207201
Huh, never heard of it. Will check.
>>
>>12207209
BASED Shadow Warrior enjoyer.
>>
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Rediscovered my love of Hellrider mod. Artfags, how would one go about fixing this? The developer has ceased development on it due to GZDoom shenanigans, but someone else patched the original so that it works. Thing is, pic related has always bothered me from way back, muzzle flash over the left side of the gun. How would I go about changing it so it's not so intrusive?
>>
>>12207842
https://youtu.be/DvBQxBlSIk4
>>
I'm trying to remember the name of this wad but I can't remember what it was for the life of me. It focused mostly on melee (i think it still had guns though) and turned the game into a first person action game including combos and I believe a DMC style style meter.

anyone know which one I'm talking about? Been years since I played it.
>>
>>12208283
Probably Demonsteele.
>>
>>12208283
Demonsteele
>>
>>12208291
that was it!! thank you
>>
>>12208294
>>12208298
and thank you too.
>>
Any PB devs around? Any word on a monster pack? The old one from 2017 doesn't seem to work on latest GZDoom.
>>
>>12208302
Have fun anon.
>>
I wanna fuck an Iron Maiden without protection
>>
>>12208347
That's Tank Jr.'s mother, you sick fuck!
>>
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>>12205604
cool reload
>>
>>12208264
Use the rifle's idle sprites and add whatever flash graphic you want to them. Rotate and scale the gun as necessary.
Use copies of the flash with an overlay + blurs to add the reflections on the gun.
Repeat until your eyes go dull.
>>
>>12206676
What game?
>>
>>12208153
I was asking about pic rel>>12207920
I know nothing about coding
>>
>>12208147
he tried
>>
What personal autismo gripes do you have that turn you off of doom mods?
For me it's when the weapons are too realistic or are obviously just 3d models baked down to sprites. (like in litdoom)
>>
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>>12208535
Yeah, if the arsenal is just all contemporary weapons I tune out pretty quickly. I also dislike the super smooth weird 60 FPS animations where the guns whip around and go blurro-matic mode, kinda like that grenade launcher reload animation that Anon posted above us.
I also get really annoyed when melee attacks have the player's view swing up and down, you wouldn't actually do that when trying to whack something with a big kill stick. Finally I fucking hate when mods use that zoom in and out effect when firing guns, to me that's like your eyes receding back into your sockets and then popping back out as you fire the gun. Fucking stop that shit.
>>
>>12208535
I can tolerate modelrips if they're touched up or maybe even redrawn.
>>
>>12208425
Some /AGDG/ game called Ctesiphon.
That guy is sperging because he thinks someone from this thread gave the game a bad review.
>>
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>>12208548
I enjoy contemporary weapons if they're done with some pizazz.

The basic function of Doom's stock bullet and shell weapons are a good enough role to put a realistic(ish) gun into as a replacer, but for rockets and plasma you gotta escalate that firepower beyond just some rifle or machinegun I feel, though you could kinda meet these things halfway.
Like, IRL you couldn't carry around something like a grenade machinegun, or a Minigun, but in a game like Doom you can take all kinds of fun artistic license.

I also like smooth animation, but I REALLY don't care for the kind of blur that's done like in that animation, I think it would look 10x better if they skipped the blur.
>>
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>>12208410
Hmm that's a good idea. I was mostly concerned with reducing the giant line of muzzle flash, but maybe that's a bridge too far for me.
>>
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>>12207597
Very good video, actually learned a little bit and the presentation is good.
Protozoid Slimers can actually also eat up the Mini Battlelords, I had that happen once and I couldn't stop laughing at that.

Anyway, is there some mod for EDuke32 which lets you rescue the babes, Duke 64 style? Like with the game scoring you for it and all? I'd really like that, it's the only design oversight in Duke Nukem 3D to me that they didn't think of that sooner.
>>
>>12206819
I just remembered I wanted to give Marble Hill a try with him. Now I just need two DBPs for the other two. Maybe Wretched Morrow and Grief Arbiter.

>>12207775
I might just do that.
>>
>>12208392
My head's been poisoned with stupid modern video editing and keeps making me think of those quick blur swipe transition things
>>
>>12204564
UZDoom 1.14.3 has had a full release.
https://github.com/UZDoom/UZDoom/releases/tag/4.14.3
>>
Quake 4 is über kino
>>
>>12208824
Yeah, because it feels more like you're watching a movie than playing a game.
>>
>>12208824
I like the Blaster in Quake 4.
>>
>>12208830
>Yeah, because it feels more like you're watching a movie than playing a game
It does not.
I'm going to be honest. It feels like "Modern (2005) Quake (II)", but I think Raven was unsure about what they wanted to accomplish. Sometimes it feels like an arena shooter, but most of the time it's linear, with obstacles to take cover behind that make it feel like it was supposed to be a rail shooter. The Stroggification scene is good, but it can't be great with that scream on loop. It feels über kino but outdated even by 2005 standards: like a great movie you might have seen on cable TV on a Sunday morning.
Just like diamond covered in shit.
>>
>>12207496
>but Revolution! was pretty neat and I'm definitely gonna play it again with other stuff in the future.
Funny you say that.
https://skelegant.itch.io/pvt-stone/devlog/1128345/update-to-v1375-random-fixes-tvr-add-on-update
>>
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>massively complicated map
>Par Time: 23:15
who designed this? what's wrong with that guy?
>>
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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!
>>
I played through dbp77 Economy of the Dead with Hellrider Vengeful and Malice enemies
Probably not the best choice because those spaces are tight
but mainly it keeps crashing at the final grocery store fight
>>
>>12208930
Two WIP maps— one obligatory cyberspace map, one city map in the wake of Godzilla. Hoping to release a part one of this project in January.

Sorry if there's a dedicated Screenshot Saturday anon and I stepped on his toes, just wanted to post this before going to bed and forgetting about it tomorrow
>>
>>12208935
Looking fine.
But coat makes it look like cyberdoomguy has a pigtail.
>>
>>12208931
Hellrider Vengeful is made by a complete retard, anon. I'm pretty damn sure Heavy Swag's code is worse than old Brutal Doom's spaghetti code, I'd be surprised if that isn't causing crashes.
>>
>>12208935
>
I thought it was early.
>>
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>>12208935
I normally wait til 6/7 am my time to post Screenshot Saturday, but I can't fault an Anon for being eager to show off his shit.
>>
>>12208937
It just looked like a coat to me. Until you said that. Thanks (!).
>>
>>12208913
Shit. Wonder how much of this I can just copy over without having to update again. Definitely the kick sprites.
>>
RIP Bootleg Bill
Best programmer ever
>>
>>12208949
>6/7
>>
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>>12208994
I'm gonna smack you.
>>
>>12208971
I mean, Burger Becky.
Anal cancer is a bitch.
>>
What's a good Doom 2 mod to play under a
>>
Anybody got a meme with the Quake1 ending scene captioned with something like "When you accidentally crack-open a Great Old One instead of a cold one" - or is it somehow a meme that's still yet to be made?
>>
>>12209045
That sounds hilarious.
>>
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Caughtyard is one of the greatest maps of all time.
>>
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>>12209034
>Anal cancer is a bitch.
Yeah, it's a real pain in the ass.
>>
I feel like playing Doom (1). I'm gonna go play it.
>>
>>12209085
>(1)
>he must mean the 1.0 release
wow hardcore
>>
Reading new GMOTA lore before I load it up.
>It's now a nasty hand cannon that fires bladed mini rockets!

Rocket-powered slapchop launcher. Very Warhammer.
>>
>>12209094
I'm just gonna run the Shareware version and then go to bed when I reach the end. But I'll also send money to the address and see what happens.
>>
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>>12209253
I had fun writing that shit out. I tried to mimic the vibe of the Doom manuals for Doomslayer's gear.
I'm not sure if you enjoyed reading it or not, but it makes me happy to know you did.
>>
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>>12208930
Made some brightmaps for GMOTA monsters because I like it so much
https://files.catbox.moe/ouod7n.zip
Here's what I got so far, I think it's all the bad guys, let me know how it goes or what needs a fixin'
>>
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>>12209254
that Doom game looks like it kicks ass. i should go buy it
>>
>>12209273
Does that number still work?
>>
>>12209273
>>
>>12209257
I always like reading lore. And particularly the bit about the Thunderbuss sounding like God slamming his car door. So Arti's done some work on their gear as well as Roland's?
>>
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>>12209279
Correct. The funny blue headed man is involved with a lot of my work, I have fun with that. Also I didn't have anywhere to put it but I picture Doomslayer's new sword is made of some fucked up volcanic glass made of lava from Hell itself. Which makes the blade permanently warm to the touch and shit, because that's cool as fuck.

if you'd like, have some writeups I put for Samson's gear:
https://rentry.co/d9biabpc
>>
>>12209273
I wonder what the hint manual has to say.
>>
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>>12209307
pistol start fags btfo
>>
>>12209305
So pretty much Hell Obsidian. That is cool as fuck.

Ooh, first-person stuff.
>>
>>12209323
OH NONONO PISTOLSTART BROS WE GOT TOO COCKY
>>
>>12209323
That's the regular instruction manual.
Apparently, the hint manual referred to in HELP2 has never been found.
https://www.doomworld.com/forum/topic/125646-the-fabled-hint-manual
I suspect the invitation to ask about a hint manual was simply a form of market research. If enough players ask, we'll know there's a market for one, and produce it.
>>
>>12209348
how the FUCK am i going to beat Doom now
>>
Is the original Crysis retro?
>>
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>>12209380
>>
>>12209389
It barely dodges the cutoff point. But most people bring it up here on /vr/ as a means for shitposting rather than wanting to talk about it.
Which sucks. Don't use video games as a platform for shitposting.
>>
>>12209393
Then we can talk about it a little.
Why weren't more games made with that engine? Is it even possible to mod it? I get it would be a hell of a lot harder than quake modding but that game was amazing for what it was. Awesome graphics of course but the gameplay itself was much better than the gritty CoD clones of its time.
>>
>>12209398
>Why weren't more games made with that engine?
They were really shitty about licensing agreements is what I heard.
>>
>>12209398
You know, I'm actually pretty ignorant of the modding scene for that game. Admittedly I'm pretty ignorant of the game itself as a whole, I've always had a potato PC so I've never gotten a chance to play it, I just know it's really funny you can go invisible and throw dudes around.
Nowadays I assume most people stick to Doom and Quake modding because of accessibility, I can only imagine the old Cryengine was fucking hard to work with.
>>
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>>12209403
Try giving it a shot nowadays, most anything can run it now.
It is tech demo but it's showcasing some great features and it's fun.
>>
>the crysis fag cried over hl2 in the other thread
>>
>>12208648
>Anyway, is there some mod for EDuke32 which lets you rescue the babes, Duke 64 style? Like with the game scoring you for it and all? I'd really like that, it's the only design oversight in Duke Nukem 3D to me that they didn't think of that sooner.
Alien Armageddon but its much more than just saving slime babes
>>
Schizo killed 00s fps discussions.
>>
>>12209423
Schizo couldn't even kill himself.
>>
The fact "gamers" prefer boring slogs like Deus Ex, Thief and SS2 over action packed masterpieces like Doom, Quake and Half Life shows how far still gaming is from being taking seriously.
>>
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>>12209445
Do you have a single fact to back that up?
>>
>However I've been testing out a new addition to the whip, that alchemical mattock Blaz got from his new Dwarf friend

Important question. Who's taller, Blaz or the Dwarf?
>>
>>12209475
Blaz. A rare moment for him.
>>
>>12207496
Why is samus so smug?
>>
>>12205432
Comrades, listen, three nights awake, two liters cheap pilsner, I speak truth with grease-smelling hands: Quake = Red. Nail & Crescent stare back like uncle after rakija.

Hammer & Sickle? Cute toy. Quake gives Nail & Crescent but id not making games, id forging manifestos in C. John Carmack? Ha. He not write code. He transcoded. Mortal syntax into vodka still, out comes theology. First trans-coder, transistor priest, debugger of revolution.

Quake I primitive communism: muddy textures, raw corridors, shotgun barter.
Quake II industrial socialism: factories, conveyors, shaders like Soviet chrome.
Quake III dialectical arena: deathmatch not death, but committee with rockets. Frags redistributed every tick.
Quake 4 final victory: single Nail returns, Crescent carved with four scars of Physics, Rendering, Optimization, "Tell artists fewer polygons." Last notch hammered, coffin of capitalism slams like compiled executable. Glory Nail. Glory Crescent. Glory framerate.

Proof? None. Screenshot diffuse map and bar tab from last Thursday enough for man who trusts hard logic and worse beer. Signal over IP. Commit logs are new manifestos. Patch notes Church.

Raise cheap plastic cups. Toast Nail. Toast Crescent. Toast Carmack, trans-coder prophet who turned vector math into revolution. We loud drunks with opinions and good taste in rocket launchers. Sláva!
>>
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>>12209524
>>
>>12209528
I think we're occasionally getting botted with some weird /pol/ shit.
>>
>>12205646
That's what I mean though, after that change they AREN'T 1:1. It feels off.
>>
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did first 7 levels of Exhumed (build)

So far noticed two kinds of levels: long, exploration-based ones, these I enjoyed so far, and the platforming/fireball avoiding ones, these suck big balls. Didn't have any heavy combat yet. The game looks very good aesthetically and music is also cool. It makes me want to learn mapster32 and make a level for it.
>>12207295
Figured lives are red dots in bottom-right of the screen and if you die, you reset at checkpoint. If you run out of lives, you have to load your save (beginning of the level).
>>
>>12209470
>>>/lgbt/
>>
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>>12209524
Meds
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>>12209598
Makes sense they'd use an ankh symbol to indicate extra lives count. Reminds me of Twin World where the extra life pickups were ankhs.
>>
Really cool new titlemap.
>>
>>12209619
I'm grateful for Yholl's help in making that titlemap a reality, all I did was animate the boys walking.
I told him it was a great Christmas gift to me.
>>
Yup, this is gonna take a minute to get used to. What do the feedback loop upgrades do?

>>12209625
Sounds like a different version of the theme song, too.
>>
>>12209524
As comrade Lenin would've said if he were with us: Potyomkin-grade KINO
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>>12209634
Treat the feedback loops like a combo system for the two weapon types.
Successive hits power the gun up, missing downgrades it faster. Though the scatter gun is more lenient and doesn't penalize you for whiffing, and yeah I found a really nice tracker version of the Runes of Virtue II title theme.
>>
Caustic Industry is very handsome.
I also had some fun with the newest build of guncaster for about the length of this map before I got tired of it, lol. It's just way too much, man.
>>
>>12209625
Yholl is a cool little dude even if he does all of the crimes.
>>
>>12209406
For a game engine that old, it looks amazing even now. Graphics could have stopped right there.
>>
>>12209642
Guncaster sure suffers from Pillowblaster's tendency to make you overpowered really fucking quickly, not as bad as Russian Overkill but still a lot more so than Trailblazer.
>>
>>12209650
I got the gigantification mask and the power armor before i even ended the level because you get a chest from every "boss-class" monster, meaning masterminds, lol
>>
>>12209652
>gigantification mask
He's really not beating the furfag weird ass fetish allegations, lol.
>>
>>12209619
>>12209625
This does look badass actually. The gif is giving me anxiety, I feel threatened.
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>>12209661
I was actually considering making an alternate title screen animation during that timeframe I benched Kustam. I skipped it, though but I still have this. Not sure if you saw it but there was a different second part of the title screen on the Kustam-less version. I'll post it next.
>>
>>12209619
The lighting flats at front lower left and right look misaligned or cut off. Perhaps I am misunderstanding what they are meant to be.
>>
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>>12209664
>>
>>12209524
>>12209639
>transcoded
>trans-coder
>transistor
Never mind, set this vile creature against the wall. Damn capitalist electricians...
>>
I think the new ones are better.
>>12209664
This would be good if they both had both feet planted firmly on the floor. Looks odd to be standing stock still yet apparently in the middle of taking a step.
>>12209667
Yeah this makes the characters look small. "Chibi", almost. The new one is imposing
>>
>>12205817
Reiterating this again: Want something interesting to play with the malice monsters.
Lesser-known. SURELY there has to be something out there I've missed in my what, three months actively playing mods.

yes yes dakka, skelegant mods, agitator, etc
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>>12209681
Yeah, they're meant to be small there, those graphics pop up if you idle on the title screen, here's what the alt graphics are currently. It brings me a lot of joy to put Kustam front and center like this, it broke my fucking heart to bench him.
I got some cool plans for the final version's title screen stuff.
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>>12209389
A lot of "up to 2007" 7th gen and multiplat games have been much more tolerated by the mods since the hack happened. I would previously receive a slap for talking in a deleted-shortly-after Bioshock thread, now I've seen a few of them sticking around on rare occasion.
>>12209664
>caped heroes
That's a badass player sprite idea.
>>12209683
Is it Project Malice? Are you looking for a gameplay mod to pair with it, or a mapset?
>>
>>12209683
>Deathstrider
>Protocol Disposable (big FEAR/Manhunt vibes)
>Inferno Suture
>Doomzone or Zagemod (no clue if they work, they have their own monsters)
>Nightmare Logic I, II, III or IV
>Nightshift
>Destruction Phenomenon I or II
>Atom Rain: Storm Trigger
>Quakers Doom (if you like Quake)
>Faspons
>Psychic
>Abyssal Marine (might need to tweak some of its settings to your liking)
>Kriegsland: Untergrund
>Metal Ops: Premonitions

Enjoy.
>>
>>12209685
>Yeah, they're meant to be small there, those graphics pop up if you idle on the title screen
Ah, okay, sorry. Didn't realise. Only an occasional visitor. Forgive my ignorance.
>>
>>12209683
Have you tried Space Hunter? If you like NES Metroid shit you might enjoy it a little.
https://combine-kegan.itch.io/space-hunter

Maybe give BYOC a spin as there's a fuckload of characters there, Devil Marine has some neat mechanics to him.
https://revenatn.itch.io/byoc#download

Pasta Power recently got a big update, if you like Mario and some slightly questionable gameplay choices, that's an option.
https://mfgg.net/index.php?act=resdb&param=02&c=7&id=41750

Twilight Zoner's a little on the simple side but it's a satisfying enough mod, I think.
https://forum.zdoom.org/viewtopic.php?t=68698

Bee Holder is loosely inspired by Earthworm Jim and you play as a Bee in a power suit. Really I'd say most of Lumens mods are quite solid.
https://lumenoth.itch.io/the-beeholder

Seconding that other Anon's recommendations for Psychic, Inferno Suture, and Faspons.
It also has an old bangin trailer https://www.youtube.com/watch?v=i7AuF0IZbQI
>>
>>12209697
yeah, Project Malice
looking for a gameplay mod, already have maps

>>12209703
>Deathstrider
no thanks
>Protocol Disposable
my autism worms hate obvious 3d models baked down to sprites
>Psychic
Doesn't Psychic have its own monsters to do the elemental states or something?
taking a look at others
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>>12209706
It's all good, Anon. Hopefully you've been enjoying your time here and playing these mods.
>>
>>12209270
By the way, Anon. If it's cool with you and I use these brightmaps in GMOTA, should I just credit you as a kind Anon, or do you have a handle you'd prefer?
>>
>>12209707
>Bee Holder
It's fun if a little weird, especially with the lack of a BFG weapon.
>>
>>12209714
>Psychic
I don't know, I just shotgunned everything I know of that might be fun.

>PD
Your loss, desu. Magdumping a P90 into PM's void monsters twice in a row before finishing them off with the Automag is fantastic.
>>
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>>12209714
>Doesn't Psychic have its own monsters to do the elemental states or something?
It does, a lot of people just never notice since they never run it by itself.
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>>12209720
>should I just credit you as a kind Anon, or do you have a handle you'd prefer?
'sgbabby' works. Really hope I didn't goof up any of the gldefs.brightmap entries, very easy for me to glaze over when there's a thousand of them, but it should be alright.
>>
>>12209735
I'm sure it's fine, and thank you again. Because damn that's a lot of work to do there.
I'll be doing brightmaps for everyone's weapons in the future.
>>
>>12209641
Ahh, yeah, I see now. Also messing around with the other two for a minute and I think I'm noticing Reload and Zoom are supposed to be for left and right actions, so it's weird that it's reversed on Doomslayer's cannons.
>>
>>12209739
>I'll be doing brightmaps for everyone's weapons in the future.
I can help there too if needed. I think the Ad Mortem ones turned out alright when I messed with those.
And no problem, they're fun to put together.
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>>12209743
Thinking about it, Blaz's reload/zoom buttons reversed compared to Doomslayer's too. I am going to pretend I didn't think about this because it might make autism flare up and force me to change it for Kustam and Blaz, which might fuck up the muscle memory of people who've playing with it the way it is for so long.

>>12209745
No worries there, I'll be doing the brights myself there, as tedious as it can be I do enjoy making them, old webm related.
>>
fuck
i keep on pressing r in doom to reload
i dont need to do that
modern games ruined me
>>
>>12209753
>it might make autism flare up and force me to change it for Kustam and Blaz, which might fuck up the muscle memory of people who've playing with it the way it is for so long.
Best you could do is wack a cvar in there to be able to swap them, though that's probably also some faffing about.
>>
>>12209735
Someone mentioned a made in-house iwad replacement not so long ago, and this pic makes me feel that I wouldn't mind a crayon stylized Doom if it existed. Low resolution with forced color indexation would make it look like utter crap though in most of the cases.
>>
>>12209753
>old webm related.
Sexy indeed.
>>
>>12209753
Blaz and Kustam are fine actually. If Zoom is Q and Reload is R, then throwing the sword and kicking are on the right, while the grapple chain and arm cannon are on the left. Then it's only Doomslayer that's backwards. But then I forgot those were only my defaults, and it's not really a problem to switch depending on character.
>>
>>12209754
same but in duke
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>>12209784
I could always just flip Doomslayer's cannons if need be. I have reload on R and zoom on F, and to me I feel like you're gonna be hitting reload more than zoom for Doomslayer.
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Complete newfag here, I know there's Doom ports and all which are completely free but is steam Doom and Doom II worthwhile?
>>
>>12209683
Hellrider Vengeful.
>>
>>12209794
I already gave that a shot. I played through most of Economy of the Dead with it. Then it kept crashing my game on the final fight, lol
>>
>>12209790
It's really good for a first playthrough of all the official stuff (especially if you wanna get all the achievements) and it's fun to mess around in the multiplayer, but once you start playing community stuff then you'll wanna find a sourceport you like.
>>
>>12209683
High Noon Drifter? Though there's gonna be sprite overlap with one or two things. I can't remember one because I fixed it already, but the other is the grenade pickup.
>>
>>12209790
It's not bad but there are better out there, saying this as someone who got 100 percent steam achevos on it. Like if you want to play Vanilla to MBF21 type shit I prefer Woof and its not going to run GZDoom/UZDoom required stuff as well as just using GZDoom/UZdoom. The mod loader will never be as good as something like ZDL but for consoles and steam deck and all that it is pretty much the best port.
>>
>>12209790
It's mostly just for casual audiences.
>>
>>12209814
>sprite overlap
One of the reasons I burn a couple letters on having a prefix for my sprite names, takes out a lot of the risk of having a sprite name that "makes sense" and ends up in conflict.
>>
>>12209406
I never really agreed with Crysis being a tech demo. It's not a deep game, but it is a complete game.
>>
>>12209835
>Crysis being a tech demo
Always seemed to be from people who didn't play it and just saw it as graphical dickwaving.
>>
>>12209824
Are sprite names still limited to 4 letters in ZDoom? If so that must hurt.
>>
>>12209847
Yeah, That's always the shit that gets thrown at PC only or PC focused games back in those days by Console fags. Just like you said. They said the same shit for Half-life when Halo fans would fight with Half-life fans despite the fact Bungie has a pretty extensive PC library themselves although they were more known for Mac back when Mac actually had a gaming scene worth talking about. But yeah it's a console war era insult.
>>
>>12209406
game really feels like Halo if it was designed for PC first
>>
does anyone have the breakcore music mod by renegade android? the troonworld mods removed it for copyrighted music (but the doom metal mod is still up...whatever.)
>>
>>12209406
>Try giving it a shot nowadays, most anything can run it now.
Even a ten year old machine with only integrated graphics, and linux as its operating system?
>>
>>12209856
Four after you take off the last two, yeah.
>>
>>12209879
Dunno if I would go that far. Crysis is too simulationist and focused on realism in many ways to in my mind be compared to Halo and Halo's approach to it's enemy roster is way more you know like a Classic FPS type approach whereas Crysis is more about Realism kind of, like the enemies even have routines and shit. Yeah there are the Ceph but their implementation isn't as good as how the Flood were implemented into Halo. The thing is the first Farcry also had kind of this Issue where the game is at it's most fun when your fighting dudes and everything is nice and open but when the Trigen were introduced everything got super linear and not as fun as what came before. Halo maintains its open levels even after the Flood come out in It's games.
>>
>>12209892
Crysis ran on a lot of shit even back when it came out in 07, it was really just it's upper limits that were massively demanding.
>>
>>12209917
I remember running it on some Pentium D piece of shit. It probably didn't run well but I played it.
>>
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>>12209807
>>12209815
>>12209816
Thanks fellas. I'll buy it because it's less than $5 right now but I'll eventually pick up a proper source port. Cheers.
>>
>>12209958
you can buy it, or you can get the wads (which is all you need for the source ports) for free on the IA
>>
>>12208535
When people do stuff like this, a million billion weird looking effects and textures and shit to make it look "modern" and it just ends up looking awful instead.
https://www.youtube.com/watch?v=V5Cz4ywtPUs
>>
>>12209975
Analog horror Doom mod when?
>>
>>12209980
people tried shilling myhouse as that.
>>
>>12209991
People kept calling Lilith.pk3 horror when it's really not.
>>
>>12209995
lilith? the one chicken man had a shitfit over? how the hell is that horror lmfao
>>
>>12209995
>Lilith.pk3
Never got around to it. myhouse.pk3 had a couple spooky moments but that was only a small percent, unless you got trapped in that whole "House of Leaves" maze.
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>>12209996
I can only imagine it being scary if you're high while playing it
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>>12209996
People whose only experience of glitch stuff is the usual generic crap haunted Pokemon Emerald cartridge shit tend to project that onto everything with a similar aesthetic, even when Lilith from the start was them going "I think my copy of Doom got corrupted".

Not unlike this shit.
>>
>>12209563
yes it is 1:1 if m_pitch and yaw are the same, you are just used to gzdoom's old implementation that had vertical sens 1.5 slower. in that case just divide pitch by 1.5
>>
>>12208930
https://files.catbox.moe/btxfi6.mp4
Somebody earlier this year asked me to add sound to chaingun winding down. So I did it completely on accident.
>>
>>12210026
Nice.
>>
>>12209790
i was gifted it but almost never use it
it's good for quick dm i guess
>>
>>12209975
Keking at the "Activate Windows" watermark on top of everything like the cherry on a shit sundae.
>>
>>12208935
Honestly I can't wait, all the screenshots look awesome.
>>
>>12209406
That's good looking as fuck, especially for its age. There's AAA titles released many years after this which don't have as good graphics as Crysis.

>>12209835
>>12209847
"It's a tech demo" is a common and lazy stock catchphrase for people who can't actually articulate their opinions on why they don't like something that's popular.

It's simular to how showelvare is a wildly abused term, in that many people have no fucking idea what that actually means.
>>
>>12209980
I had ideas for one, but the medium is so filled with children and manchildren I'd rather not make it.
>>
>>12210078
you could always just ignore and disregard them
>>
>>12210081
I think Bethesda and Nightdive already did enough damage to the game.
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>>12208935
glad to know it's not dead
what cl will it be?
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>>12210078
It's understandable, it's not like you can keep it from going outside it's target audience either like what happened to myhouse.
>>
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>playin Redneck Rampage Route 66 expansion
>drink bear every time Leonard has to heal up
>by the end of the game we both are wasted
I get it now, this is how this game is meant to be played. The expansion sucked though, I liked original game and sequel but this one was made by different team and felt like low quality fan content people paid money for. I also installed cusspack, nothing interesting in it
>>
>>12210209
>drink bear
>bear
He still had PTSD from being cracked open several years ago you sick fucking bastard.
>>
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>>12210213
kek, I'm very drunk give me a break
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>>12210012
Doom guy looked at me with hyper realistic blood eyes and came out of my screen and told me to kiss his ammo belt.
>>
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>>12210213
>several years ago
Anon that was 2009.
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>>12210246
>Autobalanced mid-crack
kek
>>
>>12209835
Being a tech demo doesn't mean it can't be a finished game or even a good game (which it is). The thing is that crysis exists because crytech wanted something to show off their shiny new engine and all it's features, which is also why some gameplay elements exist.
>>12209847
>>12209868
I call it that because that was the intent. Get others interested in their tech so they could license it and make money. It's not an insult.
>>12210063
Not only does it look amazing, it also runs buttery smooth on most anything nowadays.
It really is one of those games we'll always be able to point to and complain about modern devs being lazy and retarded.
>>
>>12208548
>Finally I fucking hate when mods use that zoom in and out effect when firing guns
sorry, im super late to this, but do you mean the A_ZoomFactor stuff? ive noticed that mods tend to do three things to create impact with weapons
1. A_ZoomFactor to change the FOV just slightly
2. use Quake or QuakeEx to jumble everything around
3. use QuakeEx to only tilt the camera slightly
in my experience, 2 makes everything look super dogshit, and even worse when combined with 1. but 1 and 3 together actually produce a nice looking effect, when not overtuned of course
>>
>>12210283
Yeah I believe it's A_Zoomfactor, I hate it.
And funny, I only use quake/Radius_Quake to shake the screen a little for my weapons, and people seem to enjoy them.
>>
>>12210286
The question is, are you using it to tilt the camera or actually cause the earthquake-like effect?
i absolutely despise the latter since it throws the camera around and fucks with your aim. while the former is just rolling the camera slightly
but yea, some people totally overdo the ZoomFactor stuff, you really only need to do something minimal like A_ZoomFactor(0.95), and only for 1 or 2 tics. anything more and it looks like shit yea
>>
>>12209445
What if I like both sides?
>>
>>12210297
I just quake the screen usually lightly when the player is firing most guns and swinging melee weapons, I shake it more for crunchy hits. Webm related.
>>
>>12210275
Fair enough. And It makes sense because part of the specifically PC way of doing things was treating the engine as the soul of the game kind of and trying to draw eyes to the engine specifically up to and including selling it to people or giving it to people to use. Stuff like Modding for example is an extension of that. You don't really see that kind of behavior with consoles instead they emphasized the console hardware itself.
>>
>>12210209
Yeah, it's not the best Sunstorm work, definitely below Duke Caribbean and Cryptic Passage.
But yeah, getting at least slightly drunk while playing RR is mandatory.
>>
>>12210305
oh yea, definitely fits with melee, that much is true. just always looked shit to me on guns
much prefer just using a tiny 1 tic A_ZoomFactor and then using A_QuakeEx's rollintensity and rollwave to create the light camera shake so that it doesnt actually move the camera around and throw off aim
>>
>>12210315
Here's an example of me using just quake for some oomph on a gun, though I also use A_recoil and A_setpitch.
I think this is the best SSG I've made.
>>
>>12208937
I can't unsee it lol. Tried making it darker, only made it worse. Damn you, anon :)
>>12210112
-cl 9. Was gonna stay as true to A;Z as possible and do -cl 2 but I started running into intercept overflows from all the linedefs and especially snow Thing placements.
>>
>>12210347
Maybe make it more round instead of oval? Like, it looks like that cause it comes almost straight down from behind his head, if it came more at angle it might not look like like hair.
Either that or lower it to be about in line with his mouth rather than the bottom of his ears.
>>
>>12210347
>I started running into intercept overflows
I suggest you turn off emulation of those and tell your players to do the same.
>>
>>12210451
I don't think you can do that in some LR ports (e.g. crispy doom)
>>
>>12208552
>Ctesiphon
Thanks, looking at it on Steam it actually looks pretty fun, final boss fight may as well be the worst part
>>
>>12209323
Saved
>>
>>12209804
Huh, strange. Just ran through it. The lost souls segment was really cool.
>>
>>12210468
I'm 99% certain Crispy Doom lets you play with static limits off by default.

Listen, if you want to make something that's novel and flashy and which still sticks within the static limits, that's pretty damn cool of you. However, actually doing that is also a supreme fucking pain, there's a lot of non-obvious sfuff with visplane limits which is gonna make you tear your hair in frustration.

You can still go ahead, but ultimately it'd probably be for the better if you just said fuck it and went limit removing, the vast majority of people will play with such a port one way or another anyway.
>>
>>12210347
Oh wait I'm a mong and didn't read this post first.

Don't mind me, I'm going back to bed!
>>
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I had a dream I was delivering packages in a nondescript American downtown area - apartments, townhouses, businesses. The city was being overrun by Gargantua, but we still had to keep doing our job, me and some coworkers who phased in and out of existence in my truck. The Gargantua weren't like in Half-Life, however. They were the size of baby Gargs from Sven Co-op, but not red, still blue like regular Gargantua. They were down these long stretches of street, and it was night so the whole dream had an edge of fear to it. If a Gargantua caught up with you, it turned into some sort of zombie and would kill you with vicious bites. I ran up some apartment stairs to someone's nice home overlooking a decadent street. His whole family was in there, and he had me on camera and told me to get out of here or he'd do something. He threatened me specifically but I can't remember with what. I ended up going down, and a zombie snuck up behind me with a straw in its throat leaking some sort of fluid. Then I woke up.
>>
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Posting my question again in case I get a bite, hope no one minds. I'm hoping to get lucky finding an old Doom Wad. Single level wad that took place in a city block that gets invaded by progressively harder waves of Demons. The 2 things I remember standing out were this weapon sprite as a starting weapon and that you got a remote with a red button that summoned a wave of Marines to fight alongside you. They had a unique pain sound, like they were saying "Oh really" in a Bugs Bunny kind of voice. Previous Anon did suggest Doom Center but it wasn't a match sorry.
>>
>>12207496
Private stone is Hella cool. Thanks for the reccomendation, senpei
>>
Anyone know if I can play Doom Ventrous just by selecting it from the mod list in the new Doom 1+2 and having it do everything for me? I don't wanna bother setting up gzdoom on this PC
>>
>>12211213
>TC that heavily uses zscript and stuff like gldefs.
Take a guess.
>>
>>12211219
fine I'll setup the gzdoom
>>
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Hello. Seeking relatively experienced Quake mapper for geometry and objects. No payment, sorry. I need someone to go back and forth with as I block out maps, block out combat encounters and set up triggers, and this someone adds geometry and objects based on my notes and messages. If interested, I will post tomorrow after work my libera irc (https://web.libera.chat/) username and will await dms. Using Violent Rumble 2 devkit, but you wouldn't need to worry about any of the devkit really, as I just need someone to help me work on the geometry and objects part. I wouldn't just say "lol here you go make the map," I have more than skeletal ideas on how I want rooms to look, player progression, combat encounters, etc. My mind just can't really get around making detailed stuff without my neurons screaming. Pic related took me absolute ages.

I have quite a few unfinished Quake projects in general, but I'm narrowing things down to a few VR2 maps, but only starting with finishing one to see if we mesh together. If you want to drop out partway through? No harm done, as I cannot pay you after all. If we finish one map, and you want to move on, no harm done. Pic related is not what we'd be working on, but I am showing it so any prospective mappers don't think I'm just an ideas guy. The one we'd be working on is definitely more skeleton than this, but I had an idea for a quick, weird map, and it's the most doable in terms of time.
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I just want to take a moment to have a sperg melty about something nobody cares about:

I really, really hate this sprite. Not this specific one, but this lever shotgun sprite in general. I've been seeing it lately every once in a while and it always looks like rancid dogshit no matter how dressed up it is. I first saw it in a PB weapon pack and then in Metal Ops Premonitions.
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>>12211280
I feel similarly about the alpha machine gun sprite.
Nearly everything that should be symmetrical is slightly off in either direction and it annoys me more and more the longer I look at it.
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>>12211314
forgot pic
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Here I was thinking my long search for a great fitting gameplay mod to pair with Malice was over, when I found that Project Siren has a mod only release, and that you can just disable Siren's own monsters specifically for compatibility.

But nashgore gore stuff shows up as items on the hud (probably fixable in settings) and, more importantly i think there's some sprite overlap

revenant in top left when shotgun reload
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>>12211363
>revenant in top left when shotgun reload
Even reloads are getting Kegan'd now.
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>>12211363
>>12211365
Lol
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>>12211363
>>12211365
loading Siren after Proj Malice seems to have fixed it
other consequences unknown will play a bit with it
nashgorecorpseblood showing as an item doesn't seem fixable by siren settings
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>>12211379
>loading Siren after Proj Malice seems to have fixed it
That will just reverse the sprite conflict, expect a giant shotgun when a boner tries to punch you.
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>>12211013
Sounds like a kino dream, I get similar ones too
>>12211150
This sounds like a dream too, hope you find it anon cause id like to try something with strife-like friendly monsters too
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>>12211386
100% definitely not a dream, unless I'm way more of a schizo than I realise. I played a lot of it but it went along with my nearly 1TB of DooM when my last PC went up in flames.
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>>12211363
I never saw a point in using any other gore with PM, its own gore and blood system is just fine. Though the blood clouds when things gib is maybe a bit big.
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New thread.

>>12211459
>>12211459
>>12211459
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I love Doom.



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