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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12253253

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/
>>
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=== 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 ===
[12-18] Pvt Stone updated to v15
https://skelegant.itch.io/pvt-stone/devlog/1147661/update-to-v15-mission-complete

[12-11] Deus Ex Remastered delayed indefinitely
https://twitter.com/AspyrMedia/status/1999170679116087572

[12-10] Jim Ward, the voice of QC Ranger, has passed away
https://x.com/StephMillerShow/status/1998881395167604759

[12-10] Pvt. Stone updated to v14
https://skelegant.itch.io/pvt-stone/devlog/1139050/update-to-v14-more-hud-tweaks

[12-09] LZDoom v4.14.3 update
https://github.com/drfrag666/lzdoom/releases/latest

[12-09] Cacowards 2025
https://www.doomworld.com/cacowards/2025

[12-08] Chocolate Doom discontinues macOS builds
https://github.com/chocolate-doom/chocolate-doom/issues/1698#issuecomment-3630035010

[12-06] The Lost Episodes Of Doom MIDI Pack released
https://www.doomworld.com/forum/topic/156327
download lost episodes: https://dsdarchive.com/files/wads/doom/1738/jptr_v40.zip

[12-06] Nugget Doom 4.5.0 released
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-4.5.0

[12-04] The Second Annual Eggowards
https://www.doomworld.com/forum/topic/156308-the-second-annual-eggowards/

[12-04] OldUnreal community patches for UT2004
invite-only testing should begin this month
https://github.com/OldUnreal/UT2004Patches/blob/main/ReleaseNotes.md

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
>>
What's the DOOM wad that came out earlier this year where you're on an airship. Ends on a cliffhanger where you go to hell.
>>
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WHO WANT SOME WANG????
>>
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>>
i fucking dare you to haunt me go ahead do it faggot
>>
>>12260489
>>12260497
>>12260508
Is this a finished thing, or are you the one making it?
>>
>Doom 3: Resurrection of Evil literally lets you spend the entire game speedhacking, instakilling, and being invincible.
>Sigil II's encounters aren't nearly as intricate and punishing as Sigil I's
>Siberian Mayhem's enemy counts are woefully low by default and there are very few encounters that place target-prioritization pressure on the player compared to SS4.
>Ion Fury: Aftershock adds 3 new weapons that instakill basically everything and gives you about 100 more ammo collectively across them than you'll ever need at any given moment.

Fellas, what's the point of an expansion pack that not only isn't harder than the base game, but EASIER?
>>
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>>12260649
it's an expansion pack, not a hardener pack
>>
Tired of picking hard Doom maps blindly and getting my ass kicked. You guys got some comfy wad suggestions?
>>
Just finished Nostalgic Entropy with five monsters being who-knows-where.

The visuals and aesthetics managed to both surprise and disappoint me. It looks good! And I like the attempt to incorporate the default Doom 2 textures in it. But that also makes the look kinda half-baked and occasionally weird with all the neat custom stuff. STARTAN, even with another pallete, should not be repurposed for sofas, as clever as that usage is.

I did not enjoy the flow and encounters in this at all. You finish the level via the elevator to the left of the entrance, and to open it, you need either the red or blue keycard, which are at the end of separate pathways. These pathways and the level in general hide secrets that you should probably get for firepower, health and defense, and they all have a neat little thing going on - and often tedious encounters. I generally do not like secrets with a cost associated beyond finding them, and I felt that the sequences connected to them while neat did not make up for the frustration.

Plenty of encounters throw an archvile in. The cake was this room though. A dozen or so cacos coming in, four pain elementals, and a bunch of knights from the front. Those palm trees? Cool to look at, visual clutter when up close and deadly too since they block you AND rockets.
>>
>>12260658
Anon got hard for Plutonia and now it won't go away.
>>
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Thread poll:
1.) How many of you have ever had sex with a real female before?
2.) And how many of you have had sex in at least a decade?
>>
>>12260527
anon it's been out since 1997
>>
>>12260710
Yes
Yes
>>
>>12260439
>>
>>12260675
Nearly all 90s wads. Fava Beans for example.
>>
>>12260745
Wait where'd my post go? I must have pressed the wrong key and deleted the text? Weird
>>12260439
I was trying to suggest maybe Zeppelin Armada because you mentioned airships.
>>
>>12260757
I already played that one, actually. I was looking more for specific suggestions. I got lucky on idgames a few times, but a wad made in the 90s can be pretty shit too.
>>
>>12260710
Yes and yes. I'm a middle aged dad with wife. I already have an erectile dysfunction but luckily there's well working meds for that. Sex sure is fun, but it's been so normal thing that it's not that special. Yesterday night I had time and energy to continue playing Doom wads, and that was special! Have had lot of do with christmas and such, but now all the presents and tree have been bought, house has been cleaned and decorated, so I treated myself with a beer and Doom. It felt good.
>>
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>>12260710
-------- /!\ ATTENTION /!\ ----------
DO NOT REPLY TO THIS POST
-------- /!\ ATTENTION /!\ ----------
>>
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>>12260423
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-Max demo of Snowave Map 05 "Doommas Blend" by Death Bear -complevel 9
Reply to this post with a demo & your time.

Wad download and current records:
https://dsdarchive.com/wads/snowave?level=Map+05

Example demo in 4:51:
https://files.catbox.moe/p3wx0a.lmp

Winner of the previous challenge, after many prior submissions: Zone 400 map 17 in 2:20: >>12255423

This is probably the last thread before Christmas, so here's something overtly merry.
>>
>>12260763
All right how about this
https://www.doomworld.com/idgames/levels/doom2/p-r/real
REAL, a 6 map stroll through a jungle, ending up in a bio lab or some such. New graphics, ambient sounds. Only the last map has any challenge to it.
>>
>>12260785
My man, I was looking for this one ever since I played it. Thanks a lot.
>>
>>12260793
Well that's just made my entire day.
Very rare that my head full of useless crap actually helps someone.
>>
>>12260762
No it's a single level wad where you're on a giant airship looking for a scientist.
>>
>>12260802
There's a wad where you're looking for a scientist.
Ironically it's called Scientist. or Scientist II.
Oh and it apparently got a remake a couple of years ago? I didn't know that.
https://doomwiki.org/wiki/Scientist
But it's a multiple map wad, like 20 maps or something.
And most importantly I don't remember any airships in it.
>>
>>12260710
I would blow my WAD in Kari’s womb IYNWIM
>>
>>12260679
I hope in the future that this kind of monster placement which every mapset seems to feel it has to have lest it be rejected and humiliated by the community will be looked back at in the same way that we look back now at maps from the 2000s that were basically corridors slathered in miniscule detail and say "what the hell were they thinking?"
>>
>>12260489
Do you want to wash wang? Or do you want to watch Wang wash wang?
>>
>>12260802
Planar Havok has an airship episode, but I don't think it had scientists.
>>
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oooo this just like that thing that never happen
>>
>>12260962
That's a very small-looking tank.
Bijou.
Chibi, even.
>>
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>>12260973
what about dis tank
>>
>>12260675
Look for ones which have good difficulty level implementation. Sunlust for instance is a bona fide ball buster on UV, but on HNTR it's easier than Plutonia's UV.
>>
>>12260962
Can you punch the tank? Does it blood?
>>
>>12261104
>on HNTR it's easier than Plutonia's UV.
It's also full of bugs.
(100% completion bugs are still bugs.)
>>
>>12260675
I feel like 70% of all doom maps are pretty tame monster-wise, but monsters are not the only difficulty. If the map has cryptic progression/secrets it annoys me even more than the map with fights beyond my skill level.

DBP is what i go to if i want to have a relaxing experience
>>
>>12260675
The Pink Valley.
>>
>>12260801
So it happens. Good save.

>>12261104
Good point, I really should get in the habit of using hmp.

>>12261203
I kept getting fucked over by spammy maps, but in general this does hold true.

>>12261271
Mainstream shock bait if I ever saw it tbdesu.
>>
>>12260801
So it happens. Good save.

>>12261104
Good point, I really should get in the habit of using hmp.

>>12261203
I kept getting fucked over by spammy maps, but in general this does hold true.

>>12261203
DBPs are great, maybe I'll plat

>>12261271
Mainstream shock bait if I ever saw it tbdesu.
>>
>>12260423
Sleep tight Cybie
>>
Here's your, uh... My Chemical Romance - Three Cheers for Sweet Revenge themed gameplay mod.

https://www.youtube.com/watch?v=lXg62m6Xj1c
>>
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>>12260508
I played through Shadow Warrior like twice and am only now noticing that there's a compass bearing on the HUD.
>>
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>>12260776
4:32 https://files.catbox.moe/pewkl8.lmp
recorded without aspect ratio correction for extra dankiness
>>
>>12261550
No friend it’s not over until you are 34 and still a virgin
>>
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>>12261550
You know what to do, anon
>>
>>12261489
if there wasn't a big fucking map available it'd actually be useful
>>
>>12260973
https://en.wikipedia.org/wiki/Tankette
>>
>>12260423
Ive been pistol starting famous wads for the first time and im on Alien Vendetta, man im not impressed. Theres been some decent maps but a lot of them have kinda been more annoying than fun. The difficulty is about on par with plutonia but plutonia was actually fun to learn the maps. AV feels more like survival with barely enough hp and ammo pickups.
>>
>>12261603
Outside of the slog that was map 11 (Nemesis), I enjoyed AV for the most part, sure the middle part is grindy at times but it was a fun ride for the most part for me. Speed of Doom and Kama Sutra might be fun with the higher enemy counts and plentiful supplies, but some maps like SoD map 32 and KS map 28 might be a little insane going in blind.
>>
>>
>>12261486
I take its going to be a multi gigabyte mod from the weapon sprites alone
>>
>>12261603
AV tells you specifically what the difficulties are. HNTR is about the level of doom2.wad. HMP is about the level of Plutonia. UV is "Hell Revealed and beyond".
>>
>>12261680
im not talking about difficulty though. I just mean the maps are not very good for fun. Plutonia is harder than AV on UV imo. But Maybe Plutonia is geared more towards my playstyle than AV. The only thing that makes AV "harder" is the lack of ammo and health unless you find the secrets (which im not very good at finding). Plutonia has harder more chaotic maps but is actually fun and intense. AV has been a slog.
>>
>>12261787
>AV has been a slog.
Yeah, that's the "Hell Revealed and beyond" part. Long, difficult slogs were the style at the time (late 1990s/early 2000s). The modern choreography puzzle slaughter map which succeeded it was a fashion arguably started by Death-Destiny in the late 2000s and developed into what we see today by Ribbiks et al. in the early 2010s.
>>
>>12261820
I think around map 13-14 is when it feels like there's a noticeable "switch" in map/encounter design that feels more voluminous, but I'm also wondering if the way >>12261603 is playing also includes playing saveless.
>>
>>12261842
Oh yeah you are exactly right Map 11 is when it started to get shit and im on Map 15 now and I am just skipping maps until I find one that I think is fun.

Also yeah I usually play saveless on UV. I will save once in a really hard part just to learn where the fuck to go during traps or confusing segements, but ill go back and try to beat the level saveless again.
>>
>>12261603
What the other guy said, Alien Vendetta's UV is the kind where it knocks over your drink, kicks sand in your face, and laughs at you. Supposedly, the original authors stopped being able to actually beat their own levels on that difficulty as they got older.

>>12261787
>Plutonia is harder than AV on UV imo
Really?

>>12261820
When retards say "slaughterslop," I feel like Hell Revealed is the only actual maps which fit that description. I don't miss that kind of map design and I'm really glad it's dead.
>>
>>12261919
Yeah, Plutonia has maps like Speed that are just literally fucking insane. Plutonia forces you into open ended situations with monsters all around you, Plutonia also just fucks you unless you are on the run constantly in speed run mode. But that suits my style more, im good at skipping certain enemy encounters and playing smartly and sneaking through enemy hitboxes even if its technically harder.

AV isn't *that hard* if you take your time and kill every enemy and use corners and cover instead of trying speedrun shit. There isn't as many bullshit traps in AV so far. The problem with that though is the maps feel like linear slogs where you have to take out every enemy and you kind of don't have a choice to skip certain encounters and let monster in-fighting take over.

I mean they are both pretty hard im not going to lie but Plutonia takes the cake a little bit more, but plutonia is the FUN type of hardcore where you can see the intention of the Casali bros and you're like "damn these fuckers are genius map makers"
>>
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>>
>>12261950
>better play quake
Welp can't argue with the word sphere
>>
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What's the best way to play Unreal these days? Is the installer from OldUnreal good?
>>
>>12261950
lol I wasn't expecting the colour change.
>>
>>12261980
it's good enough
>>
May I just say this track came out a year ago today, and I really like it and have had it on loop for a while now.
https://www.youtube.com/watch?v=jzoKVR7qbrw
>>
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>>12261980
It adds multiple "coop focused" difficulties, make sure you don't play anything harder than the "unreal" setting.
Two of the biggest mods I'd recommend are Unreal Evolution and Project Gryphon.
>>
>>12262002
make sure you don't play anything easier than the "unreal" setting either
>>
>>12261486
Doesn't look as bad as I expected. Just an odd choice for theming a weapon pack. I hope it's good just so there's more good stuff out and around, but we'll see. Is it out or just a preview?
>>
>>12261984
>>12262002
>>12262006
Alright, thanks
I'll keep the mods in mind but I want to do a vanilla playthrough first
>>
>>12261939
The difference is that AV was made by speedrunners like Anders Johnsen, who specialised in maxes, so it assumes you're going to want to kill everything so it puts it all in front of you where it can't wander off too easily.
Plutonia on the other hand is made assuming the player is just trying to get to the exit and will run past monsters if he can. So it is full of "bullshit traps" you're supposed to squeeze and wiggle your way out of, and monsters that are only intended as hazards to avoid, that no sane person would spend the time trying to kill.
Odyssey of Noises is one of the clearest examples, you're obviously meant to run around all the monsters back and forth through the buildings, avoiding the fire from the chaingunner windows and dodging the crowds newly released into the street. You're not meant to sit still in one place high up shooting at imps and mancubi on the far side of the lake until you get in a lucky splash damage. Or sit in the middle of a street concentrating a beam of plasma on a cyberdemon in the middle of said lake that can't dodge it. The Casalis obviously saw that as a waste of time.
It's clear to me that the whole attitude of what it means to beat a Doom level shifted markedly from any-exit-is-sufficient,only-go-back-and-max-it-on-replay-afterwards-if-you-really-loved-it in the mid nineties to just-exiting-is-not-enough,only-a-100%-is-satisfactory by the early 2000s
>>
>>12261984
i personally don't like it because you have to turn on old weapon sounds as a mutator, dig in advanced options to turn on the old menu and it doesn't have minor presentation stuff autistically correct like having green centered notifications, a dropdown console, lack of map titles, dispersion pistol particles outside of software mode etc
>>
>>12262035
You seem to have confused Unreal Gold for Unreal (original release).
>>
>>12262020
>who specialised in maxes
Ahh that makes so much more sense now, I fucking HATE maxing. To me Doom should always be about exiting by any means necessary (without using autistic speed-run tech that breaks the map)

no wonder im struggling so much. I guess I am just not into that era of Doom mapping I guess. Plutonia is still my favorite of all time.
>>
>>12262050
i don't think their patched Unreal™ is accurate to 217 either
>>
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the heretic soundtrack is "OK" but theres just no comparison to the doom one, there's not really any standout tracks, completely forgettable desu
>>
>>12262091
what on doom's ost is as good as the cathedral's theme?
>>
>>12262091
Same goes for the weapons.
And the maps.
And the monsters.
And the rest of the game...
>>
>>12262103
and your life...
>>
>>12262097
thats one of the better ones but even that, not a huge fan
i prefer almost every ep1 track in doom
>>
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>>12262105
True.
>>
Yo guys, this is Kijiro Bugboy. I've been slamming some demons into walls in the Unholy Realms with Insane firepower for Survival. SNS is live today, and already going!
>>
>>12262107
i like how all heretic tracks have a switch up midway through while all doom tracks are the same few chords looped adnauseam
>>
>>12262123
i'll also count in raven midi pack which is kinda cheating but it's great and fits like a glove unlike the plutonia and master levels midi packs
>>
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what about douk's ost?
https://youtu.be/GGzq9hUDJWM?si=MGlIB36WGMSYjaUi
https://youtu.be/dfklJD4IpT0?si=O29bBlVbT3jqHbCN
https://youtu.be/h-ojy83WgaI?si=sor3qessCYIfUIlx
https://youtu.be/nudHs7G8gz0?si=dZFiwc_8ggin_8cL
https://youtu.be/5-E9ieL2KGc?si=CAUUBl7kzICYFYPD
https://youtu.be/AcoQpTm8QIs?si=AFc1lrNHWM4HJwaL
https://youtu.be/ImWeUwWD2fE?si=wINKYqPlyXX6MSdc
>>
>>12262130
i think bobby prince should be trialed at the hague
>>
>>12262142
why?
>>
>>12262130
Honestly, Lee Jackson's pieces for Duke are so clearly better than Bobby Prince's, because the latter relies way too heavily on blues 12-chord progression and it gets very stale when you hear it across every single one of his tracks. Sorry Bobby.
>>
>>12262142
Faggot.

>>12262149
Aliens Say Your Prayers is the best track in the game.
>>
>>12262149
it's more apparent in rott's ost because, for some reason, lee's dn3d tracks are mostly ambient
>>
>>12262152
maybe trap rap is more up your alley, nigger
>>
>>12262158
What the fuck is trap rap, you jiggaboo?
>>
>>12262130
I like Bobby's work on this game that no one ever talks about. Very metal, more so than the Doom ost.
https://www.youtube.com/watch?v=xykFab2PI4Q&t=1796s
>>
Douk's best music was in his second game.

https://www.youtube.com/watch?v=MIW7fQ2tNeU
>>
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It's SUNDAY night shitshow time! Unholy realms with insanity survival in menu this time

search for "macgu.fun" in doomseeker and the sourceport is Zandronum
>>
>>12262185
bangers, 3rd track is a weird mix of Mortal Combat and Contra, probably my favourite out of all these
>>
>>12262191
i always forget hteres other nukem games other than 3D
>>
>>12262202
Duke Nukem 1 and 2 are really good games, honestly. Duke Nukem 1 takes after Commander Keen but with way more alien blasting seeing as you have unlimited ammo, and Duke Nukem 2 is just a solid as fuck sidescrolling shooter with some great setpieces.
>>
My version of Project Malice is pretty out-of-date, did Nightmares ever did a good hard nerfing because they fucking need one.
>>
>>12262198
The midi files if you want 'em.
http://www.mirsoft.info/wogm_download.php?data=YTozOntpOjA7czo1OiIxMzg3MSI7aToxO2k6MTc2NjM2NDUyNTtpOjI7aTozO30=
>>
Trying to play Forlorn + Final Doomer has taught me that Hellbound's C4 might be fun to fuck around with but is absolutely not for mapsets that expect you to make extensive use of the rocket launcher.
>>
>>12262292
Nonsense, that C4 is one of the best RL replacements I've seen in a Doom mod, did you make sure to set it advanced mode so you can throw out multiple bricks?
>>
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>>12260658
>It's an inflation pack
>>
>>12262267
Oh, they changed the spawn rate. That looks about right. These things are way more annoying than Prowlers.
Also I just realized I owned myself.
>make Strange Aeons Project Malice patch
>Nightmares have the highest spawn rate because they're replacing Nightmares
>this makes sense and surely will have no repercussions
>surely

How the fuck did I play this with Red Spiral.
>>
>>12262296
Yeah, it doesn't help when you can carry max 20 and the encounter clearly expects you to lay down a barrage.
>>
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It's been a while since we last talked about sphere tasting and there's one still left to discuss.
So, what does it taste like?
>>
>>12262149
Nah, I actually quite enjoy Bobby's Duke 3D output just as much as Lee's, personally. All of his E1 and E2 tunes are great. And while his E3 output is a slight step down towards the end, I still enjoy In Hiding, Going After the Fat Commander and Taking Names a lot.
Lee Jackson definitely carried ROTT, though.
>>
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>>12262196
Ok we are at the back up server because the unholy realms was the old short verison heh

[TSPG] sunday night shitshow:bug's backup
>>
>>12262357
Jeppson's Malört levels of bitterness.
>>
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>>12262357
Victory.
>>
>>12262357
Lime
>>
>>12262330
This is odd, since Hellbound itself throws a lot of monsters at you and even on UV, I never felt like the C4 bricks let me down.

I'd play it more, but that level with the cyber in the dark pit made me not want to.
>>
>>12262357
You know when you eat something extremely spicy and you're immediately filled with regret even though it tastes good? Like the opposite of that. Probably tastes fucking horrible but goddamn does it make you feel great, and when it comes out the other end it feels like you're shitting out God himself.
>>
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>>12262357
>>
>>12262196
>>12262370
GGs and Merry Christmas
>>
>>12262196
>>12262550
Also so first pic before the bug server
>>
>>12262357
My kneejerk reaction was Surge but I don't remember what Surge tasted like.
>>
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>>
I've tried to play RTCW about 20 times and I get bored after about 5 levels. I don't know what people see in it.
>>
>>12262830
What's wrong with it?
>>
freedoom is good
>>
>>12262915
It is, it's genuinely getting better too, the new spider mastermind is pretty fucking cool.
>>
>finds some items in a little corner
ANCIENT CHINESE SECRET
>>
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>>12262357
>>
>>12260710
Unfortunate face.
Banging body.
>>
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Your opinion on Lunatic Fringe
>>
>>12262983
A bit wide but looks fine. The right haircut would do a lot of heavy lifting for her (many asians use this because of their tendency to have moon-faces)
>>
>>12262775
how do i get that widescreen status bar?
>>
>>12262998
it's being played thru raze but don't bother, the mouselook is bugged out
>>
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>>12262986
this button is too hard to find
>>
>>12262986
Neat concept with the 720 degree hallway, but pretty standard other than that. Far better than Spin Cycle as a secret level though.
>>
>>12262931
oh i missed that there's been some development recently
https://github.com/freedoom/freedoom/commits/master/
>>
>>12262986
>3 battlelords in tight quarters
no thanks
>>
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>>12263021
Looks like a face
>>
>>12263090
well incapharnaum taught me they only need 6 rockets so it's not that bad
>>
>>12262357
Invulns taste like pure concentrated mint.
>>
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>>12260776
>>12261536
3:23 https://files.catbox.moe/tunqox.lmp
>>
>>12263109
just a menthol that feels like it should be painful but isn't, it's like your whole body is slathered in tiger balm but it feels great
>>
>>12262357
Absinthe.
>>
>>12263094
Completely different context but...
>6 rockets
lol, that takes me back.
>>
>>12263147
I see you played Pirate Doom II
>>
>>12263147
Drank some of that stuff once. Oof, never again.
>>
>use the nuke
>nukes the game
hory pieces of shit
>>
>>12263374
>"Just rike Hiroshima!"
>>
>>12262986
must've been mind-blowing in 1996. Still awesome today, this is the map I usually point to when talking about strengths of Build engine.
I prefer similar fighting arena in E5L1 nowadays, from the 20th anniversary rerelease
>>
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>>12263110
>>12260776
2:48 https://files.catbox.moe/s1sgys.lmp
>>
But seriously, why do lost souls not die in a single sg blast?
>>
Does (U)ZDoom's own internal Game Music Emu library support Neo-Geo VGM codec?
>>
>>12263492
Seriously? Because they have more starting health than the sum of damages done by the seven pellets of a single shotgun blast starting from almost all possible states of Doom's random number generator. What other possible answer could there be?
>>
>>12263508
But why?
>>
>>12263508
There’s a small chance to where they can die in one hit, but reliably die in two. It feels different from how half of the time, a pinky needs three shotgun blasts to kill.
Even still, lost soul health is a thing I’ve seen reduced on a few occasions in a few wads. I never see any of the other Doom 1/2 monsters get touched.
>>
>>12263548
>I never see any of the other Doom 1/2 monsters get touched.
Mostly you get behaviour changes more than health, stuff like giving a Pain Elemental a melee attack.
>>
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>>12263481
>>12260776
2:35 https://files.catbox.moe/cjwalb.lmp
>>
>>12262986
Neat map. Quite damn surreal.
Hard to replicate with 3d engines.
>>
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>>12263573
>>12260776
2:23 https://files.catbox.moe/blqr5k.lmp
fuck yeah, beat that par time! (even though i embarrasingly fell down)
>>
>>12263556
What's meatball do, sock you in the face?
>>
also, new captcha can't triforce lmao
>>
>>12263629
I've seen one that has the Alien thing of the Lost Soul in it's mouth doing an attack.

Fucked if I can remember what mod it's from though.
>>
>>12263548
Yeah I know, that's why I said *almost* all possible states :-) I get one dying in one hit about once every few years or so, the last one was in one of the dtwids.
I forget the actual probability, whether it's even possible with vanilla rndtable and how likely it is with Boom's P_Random, and I can't see https://www.doomworld.com/forum/topic/148551-kill-chances-datadump/ due to imgur/ofcom dickheadery.
>>
>>12263706
>and I can't see https://www.doomworld.com/forum/topic/148551-kill-chances-datadump/ due to imgur/ofcom dickheadery.
The data section on the Doom Wiki is pretty good: https://doomwiki.org/wiki/Shotgun
Particularly the "Shots needed to kill" section. That's what I was using as a reference in >>12263548
>>
>>12263632
Update on previous: it's no longer always the semicircle. If there's crescent moons and stars it's always the 4 pointed star. Also it's always the one with the highest number of diamonds, usually 4. I haven't seen a pattern in the letters one, and the empty boxes one is too new
Its annoying they delete captcha threads on sight on /g/, where else am I supposed to discuss it??
>>
>>12260423
>Check https://zdoom.org/downloads.
>GZDoom finally got bumped under the Historical section next to ZDoom.
Lmao.
>>
>>12263713
Hmm, only covers vanilla sadly.
But from the graph I guess it hits for >= 100 damage about 2% of the time?
Wish it had the exact numbers.
>>12263762
Spiteful pettiness levels are off the charts captain.
The dratted inconsistency of the logo vexes me every time.
>>
Just once I want one of these guys to be a Pre-Soul Reaver just because it would be hilarious to get one on your side. Think I'm gonna add it direct to the Rev spawner.
>>
>>12263762
I still think that logo looks stupid and overproduced.
>>
>>12263789
It is. Same guy behind the Space Pirate did it, plus they paid for it.
>>
>>12263762
Graf's vanished, hasn't touched anything in over a month. even the dev builds on DRD have stopped at November 17th.
>>
>>12263789
It's not even the overdesign it's that nothing about it says Doom that irks me
I mean DSDA is just a goose but at least that's just clip art
>>
>>12263797
>it's that nothing about it says Doom that irks me
No real difference then, the only thing about the other three that says Doom is the lettering on them, shit just looks like programmer art.
>>
>>12263794
Is he okay? Do we need to call a wellness check out to Bavaria-Bratwurst?
>>
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>>12263809
I could see the nutso types who decided they liked him all along trying to turn him into some kind of martyr if he did become an hero.
>>
>>12263762
I hate that new logo, and still consider UZ the alternative, not primary.
>>
>>12263837
Still in the denial stage of grief, huh Anon?
>>
>>12263792
I hate that these troons have money to spend, while I'm stuck here eating cold beans out of the can with the heating off even though it's the middle of winter
>>
>>12263847
But I really hate grave dancers.
>>
>>12263851
>grave dancers
That sounds like a cool as fuck party.
https://www.youtube.com/watch?v=9ta80pZL3_U
>>
>>12263816
I always had SOME liking for him because of all the hard work he's done over the years, but I've also been very annoyed at him for various reasons too. He's probably the only sourceport dev where I hate him as much as I love him.

Trying to boil this down into a good versus evil thing is retarded, because at the end of the day you're looking at two retarded vipers. On one side you have a big obstinate autist, and on the other you have some people who are chronic backstabbers and manipulators, who did very much lie about what exactly happened (though their complaints were mostly valid), and who are known to break things even more than Graf does (for some of them, anyway).
If Rachael wasn't attached to the UzDoom thing, I'd have less misgivings, but this is also more or less what Rachael did to Brad Carney and Skulltag.

UzDoom turning off smear filtering is nice I guess (as if I can't disable it myself), but them adding in support for nupronouns is one of those annoying things.
>>
>>12263850
Are you in a harsh part of the world, or have you just fallen on hard times? Don't give up, anon, you can win over this.
>>
>>12263861
>but them adding in support for nupronouns is one of those annoying things.
That shit's been in since ZDoom, nobody paid it any mind till some anon noticed it and started ranting about it like it's new.
>>
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>>12263851
Too bad, anon. Welcome to Halloween 2.
https://www.youtube.com/watch?v=A8KGqe3ocBE
>>
>>12263872
Nah, there was some autist who lost their shit so hard they got banned because Graf didn't want to add in nu-pronouns.
>>
>>12263850
99% of them are firstworlders, anyway. A lot of them also work on IT or otherwise code for a living. Disposable income, desperate need to fill some role or another, you can do the math.

>>12263861
I wish I could bring myself to ruminate on this situation, it's nerd on nerd violence: two groups of nerds beating each each other with pool noodles while yet more nerds cheer on them from the sidelines thinking they make a difference.
The only difference is one side throws slurs and the other cries and shits their pants. To be part of this is to waste time you could spend playing Doom and/or Quake.
>>
>Doom guy killed by demons
It doesn't shock me,for some reason.
>>
>>12263861
>this is also more or less what Rachael did to Brad Carney and Skulltag.
That's a good point. Though I do note both victims were seen as somewhat absentee landlords at the moment of their ejections, the consistent involvement of one particular individual in these incidents is remarkable.
>>
>>12263792
I don't think Marty should be blamed. He originally pitched a more classic circular logo, the design-by-committee complained about it until they guided him to what you see there.
Don't blame the artist/designer, blame the director(s)
>>
>>12263935
I blame him for not telling them to fuck off.
>>
>>12263935
Yeah he did a bunch that had a techy/keycard aesthetic to them even though he was told not to.
>>
>>12263938
Sure, Marty tells them to fuck off, they hire someone else and we get something possibly worse.
Would you then blame him for walking away?
>>
>>12263947
It's not like it's even worth being that mad about anyway, icons can be replaced and you can swap the bootlogo to whatever you fuck you want by droping bootlogo.png into a wad.
>>
>>12263962
I agree. But you know how some people are here, I still foolishly try to get through the heads of Anons with some shit.
>>
>>12263947
>Would you then blame him for walking away?
Uh, his name would not even enter the conversation. Nobody remembers you for things you didn't do. Don't be stupid and obtuse.
>>
>>12263976
Anon I really, really wish I could punch you right now.
Not in the face, but at least one good slug to the shoulder or solar plexus.
>>
>>12263981
He's probably into it.
>>
>>12263981
What!?
Seriously?
Why?
>>
No come on I don't get it and I'm really worried please tell me what I did wrong

Let's say instead of agreeing to design the logo, Marty says "thanks, but I don't feel we can work together" and moves on. So they go off and find J. D. Esigner who then agrees to do the work and produces a logo. So now we're here having a conversation about J. D. Esigner's logo and nobody would even know Marty had been offered the job and turned it down unless he went and revealed it to the public later.
>>
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what a sick visual. Even better that I can actually get all the way over there
>>
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>>12263789
I agree. There were a bunch of designs and none of them really nailed it, but some were on the right track. And they often kinda look like V's.
>>
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>>12264007
>>
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>>12264007
Some of these are actually pretty cool and they *still* went with UuDoom
>>
>>12264007
Most of these are better.
>>
>>12264018
>>12264009
meant to tag the second post mb
>>
>>12264009
I'm still fine with what they went with, it's doing an isometric axis thing, it's saying something about it at least even if it's just 3D GAEM.

I don't know what the other ZDoom logos were supposed to represent, I guess brushed metal techbases or something.
>>
>UZDoom
The name sucks, and that really doesn't help your options when designing a logo.
>>
Anybody wants to play Quake Brutalist Jam 2 in coop?
>>
>>12264050
i played maps from bottom row to top row left from right
they really get shit after a while
>>
>>12263981
If it helps,
>>12263976
isn't
>>12263938
me.
>>
>>12264046
It stands for Ultimate Zdoom which is honestly better than what GZdoom stands for.
>>
>>12264058
It does. Then you will not be punched. That other guy will be though, you should join me.
>>
>>12264060
The fuck did it even stand for?
>>
>>12264062
Graf Zahl.
>>
>>12264067
Then why wasn't it GZZDoom?
>>
>>12264069
Because he doesn't consider it ZDoom, it's purely just "Grad Zahl Doom" to him.
>>
>>12264062
I think it stood for "GL ZDoom" since it added support for OpenGL rendering.
>>
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>>12264061
Don't mind if I do, thank you.
>>
>>12264062
>>12264071
It stands for GL from OpenGL yeah and GL stands for Graphics Library. So we were using Graphics Library Zdoom.
It would be way less stupid if it had been Graph Zahl ZDoom.
>>
>>12264061
Leave me alone
I don't even know what I'm supposed to have done
>>
>>12264069
>>12264119
Surely then it would have been GßDoom ?
>>
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>>12263861
I was searching around for if Graf himself ever answered that question and found this.
>>12263861
It's a definitely a two way thing, he gave out what he got in and vice versa. Autism all around.
>>
>>12264139
He had such a fucking vendetta with the Eternity devs, to the point he just started copying shit from them and had a pissy fit when called out on it.
>>
>>12264139
>criticism from a person I don't like
>gratuitous personal attacks
I don't even like Graf, nor do I hate EE, but nothing Graf said in this particular post was incorrect or deserving of such vitriol. Genuinely: autism all around.
>>
>>12264139
What question sorry?
>>
>>12264173
sorry I replied to your post twice by accident, first part was meant for >>12264062
>>
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graf has done more for doom than any of troons obsessed about him
>>
>>12264170
Yeah I have to admit I thought that. It's quite a politely worded post for the other dude to come out swinging. I guess it shows there's bad blood there.
>>
>>12264179
What's he done?
>>
>>12264183
a little something called gzdoom
>>
>>12264184
Isn't that the dumb fork of zdoom that got cancelled like 15 years ago by it's own creator?
>>
>>12264178
>first part was meant for
Ah right I get it now thanks.
>your
(not that it matters but, for the record, not mine.. it's well-written and I don't want to steal someone else's credit)
>>
>>12264186
no, xister
please educate yourxelf
https://doomwiki.org/wiki/GZDoom
>>
>>12263935
It's still a stupid logo for a stupid port which was made over a stupid dispute.
I also generally dislike him and his influence in the community.
>>
Finished Zeppelin Armada.
I'm not quite sure how I feel about it as a whole but I liked it a lot. It has a little bit of a story but it ends in a sequel bait and goes nowhere cause there's no Zeppelin Armada 2, but still the story is kind fo sweet. The pictures depicting the characters are too high res for doom and they look out of place.
The theme is great, I want more dieselpunk wads now, absolutely amazing. A couple of maps are very ugly, map12 is the worst offender I think, but there's probably some earlier maps I'm forgetting about. The good pretty maps are gorgeous and I think they use the theme quite well, with lots of pistons going up and down, steam coming out of pipes, the noises, some green areas and stuff. Map13 and map07 are some highlights for me.
Difficulty is good, even the longer maps aren't too long. I don't get the point of having an icon of sin on the last map after the epic fight. It could end on a high note but then brings it up just to drag it down and add nothing to the map. It isn't even challenging in any way since you're already in the right position to blast it back to hell.
>>
>>12264192
You educate yourself first.
https://www.doomworld.com/forum/topic/50624-fastest-opengl-source-port-engine-for-wads/?page=2&tab=comments#comment-868002
>>
>>12264201
>and goes nowhere cause there's no Zeppelin Armada 2
They've done sequels before, and addons, probably just takes them getting really desperate but not desperate enough to do AZ2.
>>
>troonworld
shant
a 60 year old german with a comedic superiority complex is preferable to any your mentally ill ilk
>>
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>>12264210
This 60 year old German?
>>
>>12264219
One of the Graf crashouts of all time
>>
Man the Master Levels are a bit rough. They're not bad just not the best. My main gripe is the tedium of
>you can see the keycard but can't just grab it
occasionally thats okay, its irritating when it feels mandatory to play hunt the switch
>>
>>12264219
It took another 15 and a half years to fulfil the prophecy...
I mean to be fair, that's a pretty good run for a Doom engine. ZDoom lasted a bit longer, 1998 to, what was it, about 2016?
PrBoom-Plus was about the same, started about 2004, to 2018 when the UMAPINFO fork happened, which was the start of it turning into dsda-doom. So dsda-doom is effectively about 7. Original PrBoom went from 2000 to about 2008.
Chocolate was 20 not long ago but has been pretty much in maintenance mode for ages.
EE has been around since the early 2000s but the original developers moved on ages ago and left it to others, I don't really think it's the same project if it has a different people in charge of it.
Could the oldest remaining source port with the same personnel in charge of it be ZDaemon?
>>
Does EE even have any feature that can't be achieved on GZ?
>>
>>12264264
>Chocolate was 20 not long ago but has been pretty much in maintenance mode for ages.
Makes sense considering the purpose of the port.
>>
>>12264270
A fair few still yeah, the way it achieves room over room complete with maps not looking fucked, the way it can do build-like moving stuff, a bunch of other things.

Kind of sucks that MBF21 utterly re-killed the interest in mapping for Eternity.
>>
>>12264289
It's sad the few wads that make use of those EE features like Heartland are eclipsed by the legions of trashy gzdoom specific wads.
>>
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>>12264032
It just doesn't look like anything to me. There are better ways to show "3D!" I think.
I probably would've just went with something simpler. Also half their U's look like V's to me.

Lesseee... 3D...
>>
>>12264348
Too easy to read and understandable. Where's the MYSTERY!!?? WHERE'S THE INTRIGUE!?
I would have decked the other idiots and just went with this, though I do think the background sphere could do with some slight fanciness like the previous logos had. The U and Z are perfect.
>>
>>12264348
>64x64
You could use that as a flat.
>>
>>12264348
If I ever use UZ, i'd happily use that as an icon.
>>
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>>12264352
>>12264348
3D, single U. Made to look like an isometric view of a sorta room with a pillar. Obviously quick and dirty.
>>12264353
I feel like for a logo you should prototype tiny and work your way up. It's gotta read small.
>>
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>>12264410
Now post the alternate RMS skin.
>>
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>>12264419
NGL I'd play a wad where you play RMS taking all of those proprietary software bastards to task.
>>
>>12264421
>if you make a chair you must allow me to sit in it
>>
>>12264424
Free as in freedom, not free beer.
>>
>>12264426
You do not have the freedom to sit in my chair.
>>
>>12264429
Well yeah, it's your chair. You don't sit in a man's chair if it's -his- spot. That's just common courtesy.
>>
>>12264421
I'd play the shit out of that. A compilation of maps where you play as RMS and each map is a different tech megacorpo like MS, Crapple, Meta and so on, complete with a final standoff against their CEO acting as a final boss, all in the tone of something like batman doom instead of some columbine shit.
Also all weapons are ghetto rigged since he refuses to use proprietary guns.
>>
how can i play map center's quake 2 level packs without most of q2ex's "improvements"? the unmaster mod is dead
>>
>>12264445
>map center's quake 2 level packs
Have you tried running them with the older version of the game, the same version that Unmaster works with?
>>
>>12264456
i don't care enough to look into downpatching the steam version desu
>>
>>12264424
No, it's more like "if you allow me to sit in your chair, but I find your chair uncomfortable, then you must allow me to access to the levers that adjust the height, angle, etc. and you must also allow me to share a description of how to make those adjustments with others who have the same issue". I think.
>>
>>12264465
Seems like you're boned. Only mods like Stygian Quake II seem compatible with the newest version, and that definitely doesn't sound like what you want.
At least I found out Return to Perdition is still trucking along, and should still be designed for KMQ2 unless I missed something (and that would horribly bum me out).
>>
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>>12264270
Eternity is fucking amazing at doing stuff with portals.

>>12264289
I've seen people say that, but I really don't think that's true. Just not in any capacity, and I don't know where people get the idea, it's ridiculous.

I think it's a matter of few people having ever made content for Eternity, and when it finally gets a kickass piece of content, Heartland, a lot of people give a whirl and they like it, but then when they're done, there's no more content left for Eternity.
Bit of a chicken and the egg thing, not enough people are making content for it, so people are averse to make content for it because they expect no audience.

Meanwhile, MBF21 simply cannot do SHITLOADS which Eternity can do, and they're really not even in the same brackets. Eternity is an advanced and feature rich port on the level of GzDoom (superior in a few regards), while MBF21 is literally just Boom format with some tweaks and additions.
An MBF21 project and an Eternity project would be radically different project scopes and potential audiences.
>>
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>>12264489
A bunch of prominent mappers fawned over Heartland, said they were on board with doing something similar with Eternity and then immediately forgot about it when MBF21 came out.
>>
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>>12264508
nta but the real reason is the same reason there's barely any Build engine content compared to Doom.
>>
>>12264527
>if I did it wouldn't be a megawad
Good, one mapper doing 32 maps is fucking stupid.
>>
>>12264489
>Boom format with some tweaks and additions
Is there a list of the modifications?
I know there are instant death floors
>>
>>12264546
There's also player-only blocking lines
useful if you want to use flying enemies in areas with midtexture guardrails
>>
>>12264508
They were talking bullshit.
>>
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>>12264392
Something like this. But maybe without the rocky crag bits, I haven't sold myself on that. Some sorta texture on there though.
Also I think the light blue they went with was the wrong color, since there's nothing like that in Doom.
ZDoom went with Hell Red, GZDoom went with Techbase Blue.
UZDoom went with BTSX Blue. Which is a fine color, one of my favorites, but I feel like it should better theme with the base game.
This is all >opinions though.
I don't even hate the existing logo, I just think it needed more time in the oven.
>>
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>>12264602
without rocks.
they both lack the aero sheen too, which might be worth keeping, I dunno.
>>
>>12264602
Looks like the logo for a Minecraft mod.
>>
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>>12264602
>>12264604
>>
>>12264608
Thank you.
>>
>>12264602
>>12264604
Mate.
Why are you working for free?
You could have got paid for this.
You could be rolling in Troon Dollar right now.
>>
>>12264614
Not him but sometimes you just feel compelled to do shit, money be damned.
>>
>>12264614
>Mate.
>Why are you working for free?
>You could have got paid for this.
sometimes i get bored and just do shit, i dunno
>>12264616
You posted right as I fucked up the captcha.
But this. It didn't take long, and I don't think I could convince them to pay me for it anyway since they already have a logo they're happy with.
>>
>>12264616
Yeah I know, I get it, I was just joking. I used to love getting inspired, you know, you get a massive dopamine rush and spend the whole day concentrated fully on your idea, so much so you forget to eat, then when it's over you kind of wake up and you're like, where am I? What day is it?
>>
Not touching GZdoom/UZdoom until D64 features (cloud skies & fire skies) are properly implemented.
>>
I'm not sure what I'm doing episode 4 with, but I'm definitely doing 5 with Stone because I want to nuke Cthulhu's kids.
>>
I think this'll work for all of Samson's power up icons. Trying convey shit in a small canvas is hard.
BFG one on the far right turned out pretty good I think.

I think I can safely take a break until February now. I'm gonna have some playtesters to see how shit feels right now.
>>
What's the latest version of Ad Mortem? The one I have is 1.5.6, is there a newer one? Also is this thing finally fully finished?
>>
>>12264692
Nice. So what are all the upgrades here? I remember the BFG and the SSG split whip.
>>
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>>12264754
So we got
>Chainsaw: Ammo synch (If either the red or blue mana bars are low enough to start recharging, multitool ammo regenerates too)
>Shotgun: Siroc finisher (Gun normally jams after shooting too long, the jam gets replaced with a charge shot)
>SSG: Split whip (Extra chains that come out in a V)
>Chaingun: Siroc low power booster (Normally the gun shoots slower before jamming, now those slower shots are stronger)
>RL: Marker overload (Charge whipping marked targets procs the marker without having to kill them)
>Plasma: Multitool booster (Multitool shoots extra projectiles for free)
>BFG: Thunderforce (Gun, whip, and multitool are supercharged, HP regenerates slowly too)
>>
I like the uz logo it's nudoom inspired the shading could do better though
>>
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I didn't like it at first but it grew on me, especially the level design. Fuck me, the second game's levels are savage.
>long as fuck
>branches
>branches again
>circles then branches again
My brain can only store so many missed sections
>>
>>12263492
What the fuck were they thinking?
>>
>>12263492
Having recently played Neon Overdrive, which reduces their health, it makes dealing with them and with the pain elements so much better. It even allows for more aggressive use of the elementals since the lost shits are such a ammo pit. It also gives a great use for chaingun ammo. The game really benefits from less tanky lost shits.
>>12263556
>not being able to bully the elemental
Now that's gay.
>>
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>>12264604
I made it shiny.
>>
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>>12260423
>"""tactical""" shooter
>enemies don't even deal that much damage or react all that quickly on the highest difficulty
>hiding behind walls or crouching behind objects doesn't work as cover because your hitbox is the size of a fridge
>absolute abundance of ammo and healing supplies that doesn't necessitate careful play and aiming for the head
¿¿¿¿¿?????dev come back and fix thank you
making things military themed and having guns be utterly useless unless aiming down sights doesn't make things tactical
blood is tactical, do what blood does
>>
>>12264829
turok feels like a parody game
>>
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Look, it's Justin Theroux
>>
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motherfucker
>>
what are some wads that are most like Doom 1,2 and Final Doom? I beat them all after a bit over a year. I don't really know where to start. Nothing outlandish or ones with hordes of monsters.
>>
>>12265190
(Ultimate) Doom / Doom 2 the Way id Did (If all you want is more D1/D2 you can't really get better than this.)
Doom 2 in Spain Only
I haven't played enough TNT inspired mapsets to suggest one
Plutonia Revisited Community Project
>>
>>12265203
Thanks i'll try them now actually
>>
i kiru you
>>
>>12262953
>ANCIENT CHINESE SECRET
ahh yes
came here for this
>>
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>>12262196
note for server: came across a universal coop teleporter in the wild https://static.allfearthesentinel.com/wads/uctp-dev-20251127.pk3
>>
>>12265190
DTWID
D2TWID
>>
>>12265190
>Revolution!
It's my favorite megawad. All of the maps take under 20 minutes to get through and are pretty fun.

>Abscission
It's like a weird, fucked up Doom 2. All of the levels reference Doom 2's in one way or another, some a bit more closely, others are barely recognizable. Considerably harder than Plutonia on UV, play on HMP first.

>Machete
Loosely inspired by the Scythe Series, but also borrows ideas and elements from other places. Starts a bit easier than Doom 2 and ends harder than Plutonia but the difficulty curve is actually pretty gentle.

>Ichinichi
Genuinely interesting megawad, all the maps were made in 24 hours or less and have some unusual aesthetics on occasion. Maybe a bit harder than Doom 2 all told.

Might come back if I remember more
>>
>>12264614
They already paid the first guy, they probably don't want to pay anyone for it again.
>>
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I'll take a Double Triple Slaughter Deluxe on a sector, 32768x32768 pinky demon style, extra rocket spam with an SR-50 and a linedef skip, light liminal slop; make it RNG, BFG it, and let it key hunt.
>>
>>12265460
lol
>>
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>>12265460
Go away, we're like closed.
>>
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A MERRY YULETIDE TO YOU, /doom/!
With X-Mas being tomorrow, what's, A, your favorite dish on the Christmas table, and B, could you recreate that dish as sector decoration in a map? (Or brush decoration, for you Quakeheads)
>>
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>>12260423
>>
can you recommend your favourite winter/xmas themed wads? I've played the DBP's and they're fantastic.
>>
>>12265551
I haven't played too many of them but of the ones I have played I really liked Christmas Cheer From The Chill Zone (xmaschill).
>>
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>>12260423
Reminder.
>>
>>12265551
>DBP
They've done like 70 of these and they still haven't made a dud.
Maybe one or two levels suck, but overall .wad quality never goes below a 6 out of 10, and usually it's higher, which is really impressive for that volume of output.
>>
>>12265583
>and they still haven't made a dud.
48
>>
whats something real easy? I'm shit at Doom i struggle at hurt me plenty, i need nice new scenery
>>
>>12265586
Did every single level of it suck?
>>
>>12265596
Yes, the entire thing was shit.
https://www.youtube.com/watch?v=3cSRIgQSeAw
>>
>>12265549
i want daisy to destroy me if you know what i mean
>>
>>12265583
let's be fair they've made a few duds
still impressive consistency
luv me emerald city, luv me grief arbiter, luv me economy of the dead, simple as
>>
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>>12265610
Based
>>
>>12260423
my dream quake mapset is one where the levels and aesthetic are based on different artists
druillet, moebius, giger etc
>>
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>>12265592
FIRST: Look at which .wads have any effort put into difficulty level implementation, and try out the lower levels.
I have played .wads where UV was way too tough for me, like Mutiny, where it wasn't even fun, but then trying the .wad on HMP, it was fucking Goldilocks, still very tough, but never felt unfair, and I had so much fun.
Sometimes you gotta feel a .wad out and maybe drop a difficulty level.

SECOND: We all vary in skill, though you should try to learn stuff like monster behaviors and common tricks for fighting them, they're all pretty simple and easy to remember, they really pay to know. These vids should be VERY useful information for you:
https://youtu.be/HJcf0aOwmiA
https://youtu.be/_0KBAZkPFmI


THIRD: If you're playing any of the newer console ports, they often have Vertical Sync on by default in the options, and this adds what's in my opinion absolutely crippling input lag. Analog stick isn't as fast and precise as a mouse for turning, but consoles tend to allow for gyro input these days, which a lot of people say is almost as good as a mouse. Either way, both approaches are much more playable without that added input lag.

FOURTH: This thread has a lot of recommendations for easier maps and .wads, read through it:
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
It also lists maps for gradually increasing difficulty and helping you get better at an easier and milder rate.

You don't have to become a hardcore slaughterpro or anything, but getting a good feel and habit for just basic Doom 2 gameplay will help you find more approachable content.
>>
>>12264630
Wonder if the UzDoom people could be convinced to do that. It'd be cool to have outright native support for the fire sky and cloud sky, not just for ZDoom family ports, but also for the MBF21 level ports.

Like imagine being able to just define a flaming sky by giving it a palette range to build from, giving it an intensity number, and then also background color.
Then, you could either have no background and then a texture behind, and/or a texture in front (maybe a mountain range or something), and these could be animated textures by themselves.

Thus, picture in your head a hellish line of evil mountains, behind it there's a slight red firestorm, and the mountain textures have a red glow animation going on the tops of them to pair with the fire, and past the fire you have this ominous dark gradient, which at the top has a fade towards the faces of damned souls.
>>
>>12265549
Can we have more cute Daisy?
>>
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>>12265680
https://www.moddb.com/mods/kemonomimi-daisy-companion-doom-mod
>>
>>12265686
Does she give Doomguy a blowjob like the other furfag mod?
>>
>>12265686
Oh. Oh goodness. I can't play that. I'd just sit in the corner, petting her and protecting her from the demons. Should any demon be stupid enough to wander too close, I'd just shoot it in the head with a shotgun and go back petting her.
>>
>>12264348
Far superior.
>>
>>12265693
You'll have to browse the .pk3s yourself
>>
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>>12265620
>>
>>12265693
>other furfag mod?
WHAT? Do tell.
>>
>>12265460
... and a diet .SF2
>>
>>12265710
There was, or maybe still is, an Isabelle mod that people found an in-game function to where she gave you a blowjob along with relevant sprites and sounds. The mod was propped up by others before people started combing the .pk3 and found everything.
>>
>>12265720
Kek, would be hot if it was anyone but Isabelle.
>>
turok sucks powerslave exhumed sucks disruptor sucks dark forces sucks future shock sucks sin sucks and i think everyone who was shilling this junk over the years was a vulgar contrarian
>>
>>12265720
What if it also removed Berserk from you when she did it. Then whenever you pick up Berserk it becomes a game of
https://vocaroo.com/12PqZO86dyaj
>>
>>12265720
>The mod was propped up by others before people started combing the .pk3 and found everything.
Ironic in a sad way that it was this board's least favorite Touhou-named fuckup who made a big fuss about there being children in the Doom community who could come across it.
>>
>>12265592
This might be handy if you wanna play some low-stakes mapsets: https://www.doomworld.com/forum/topic/124160-wadmap-difficulty-scaling/

As long as you keep the difficulty setting what you're comfortable with and not unga bunga UV, you should be good.
>>
>>12265737
>2. Pistol start. (Unless the wad is designed for continuous only).
Lame
>>
>>12265731
I liked Disruptor when I was a kid. I tried to go back and play it as an adult and you are right… it sucks. Nostalgia is best seen through rose tinted glasses.
>>
>>12265740
Who gives a toss what they think, play Doom the way you want. If you wanna go continuous, go nuts.
>>
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>>12265743
>go nuts
>>
>>12265743
This, there are even mods like inventorykeeper and episodic ex for playing everthing continuous even through death exits.
>>
>>12265754
Feels kinda like a cheat when it comes to actual episodes, but it's probably still nowhere as bad as Guncaster.
>>
>>12265783
Few things are as bad as Guncaster for feeling like you're progressing towards just turning your brain off and winning by default.
>>
>>12265786
that's what everything non-vanilla feels like to me desu
>>
>>12264527
Why are (Eternity) port devs like this? They clearly should be aware of what makes Doom mapping scene so active.
>>
>>12265702
A fairly standard dog safety harness leash for the rabbit, but a chained spiked bdsm collar for the man?
That plus the rabbit being a furry-eared anime girl of the kind commonly seen in discord troon forum avatars suggests this whole picture is basically tranny pervert fetish art.
Am I right? I don't want to look up the artist to find out.
>>
>>12265731
Turok, dark forces, and powerslave are all pretty good. Can't speak for the other ones.
I think maybe it is you who is a contrarian!
>>
>>12265620
Frank Frazetta?
>>
>>12265796
That art was made by the creator of the mod.
Make that what you will of it.
>>
>>12265731
There are people ITT that unironically shill redneck rampage. I honestly thought I was baited with something akin to /a/ joking about boku no pico since the 00s, but I think they actually think it is a worthwhile game.
I personally think the PC version of exhumed is at least visually interesting until they bring the lame ass alians into it
>>
>>12265798
they could all be fun and challenging games if there were many enemies and they could actually hit you
>>
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>>12265817
>There are people ITT that unironically shill redneck rampage.
wouldn't call myself a shill since I would never recommend RR to anyone but I had my fun playing it. Now can't speak about Powerslave though, haven't tried it yet
>>
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it's certainly an acquired taste
>>
>>12263090
I swear, I don't understand who in the design team thought using battlelords all over the place was a good idea, they do WAY too much damage with their miniguns for how often they are used as a mid/high tier enemies, and half the time they throw multiple in a level, even in the same room! At least when Doom uses Barons, you have options with dodging their fireballs, despite their tanky health, battlelord at best you have to pop in and out of cover, and they're designed to shoot immediately and lay suppressing fire while you hide out of sight, not to mention the grenades/mines
>>
>>12265817
redneck rampage's environmental design is really forward thinking for a garbage budget fps from 1997
>>
>>12265817
It's Graf Zahl's favorite game, and recently some Anons sure decided they love him so I guess anything goes.
>>
>>12265827
there's just no other option for high level enemy. Other 2 bosses have broken miniboss versions with only 1 hp and even then Overlord would only show up in ep3 since he's the main boss of ep2.
The Birth added pigtanks, those are cool tough enemy with a weak point. But then if they were part of original game they wouldn't show up in ep2 anyway since there's no cops in space
>>
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>>12265829
the levels and atmosphere is what got me. There's plenty of bad level design choices but at least all maps looked great for it's time
>>
>>12265830
I'd wager that one "likes" him, itt they just hate the people he opposes more
>>
>>12265830
Lol, of course it's a conspiracy.
>>
>>12265840
>they just hate the people he opposes more
who is he even supposed to be opposing?
>>
>>12265849
look into who is behind uzdoom
>>
>>12265850
The other GZDoom developers who left?

I'm not sure he's opposing them, he's vanished and hasn't done anything to any of his ports in months. Is this just more parasocial shit or something?
>>
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>>12265796
>A fairly standard dog safety harness leash for the rabbit, but a chained spiked bdsm collar for the man?
"BDSM" wasn't the first thing to come to mind.
>>12265829
>redneck rampage's environmental design is really forward thinking for a garbage budget fps from 1997
It's the game's saving grace. Visually, I don't think it's that far behind something like Ion Fury.
Combat, enemy design, level progression, these all feel overall worse in RR than the other big 90's Build games.
>>
>>12265872
>collar with spikes
>named Spike
Kojima-tier writing.
>>
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>>12264348
>>12264353
>>12264392
UZDoom community project. Make any map you like, but you must start on one of these flats and end on the other.
(This is a joke, I'm not volunteering to run it.)
>>
>>12265872
>"BDSM" wasn't the first thing to come to mind.
You've got to wonder what's going in that Anon's head for him to go full Basil Fawlty like that right off the bat.
>>
http://classicdoom.com/hosted/larsen/mlfaq103.htm

>The wads for maximum were basically grabbed from the net (if you couldn't tell). The decision to put maximum DOOM on the CD was kind of last minute, so it wasn't something we raised the price for :) We just basically wanted to give everyone a little bit more. At that time, not everyone had access to the net and on-line services were pretty expensive, so downloading a ton of wads wasn't feasible for everyone...
Shawn Green, June, 1998

>The Maximum DOOM levels were put together because of the success of D!Zone -- we wanted people to buy our Internet scrape of WADs instead.
John Romero, April, 1998

John Carmack gave a flat and short reply stating "I had no involvement with the Master Levels."

Tim Willits didn't reply at all, but the author found some correspondance with his Tim's sister, Theresa Chasar.
>I did the original layout for the Ultimate DOOM Level E4M5 "Thy Flesh Consumed." Tim modified it a little, textured it, and added the objects. We also worked on two of the Masters Levels together. I got credit for the second one, but they were both a joint effort. We kept trading the files back and forth. Tim did the final editing on both of them.
>>
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>>12265796
Pretty sure Luvquita is just a regular ass girl who likes Doom, men and anime, honestly. Nothing I've seen so far makes me think "this is a hypersexual autogynephile trainwreck of a person" and there's some very soulful art that doesn't hit like it's OP using it as a soapbox for their ideological views.
I understand we're all predisposed to assume the worst, but I think we can write this one off.

There's some hunky Doomguy in there but I'm not complaining, dude should be jacked from unloading 30+ in a moo or two per day and women are into that.
>>
>>12265892
Kind of confirms what most people had said for a while, that she did pretty much all the layouts and he just decorated stuff.
>>
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>>12265460
We make maps and mods here, sir.
>>
>>12265920
I haven't made a map or mod in probably over a year...
>>
>>12265892
>I did the original layout for the Ultimate DOOM Level E4M5 "Thy Flesh Consumed."
Interesting.
>>
>>12265610
Poor taste wordplay you cryptopedo
>>
>>12265949
Willits doesn't exist. He's just a myth they made up to scare children, like the bogeyman, or Hillary Clinton.
>>
>>12265620
PIRANESI. A mapset based off of his Carceri d'Invenzione prints.
I'd do it myself if I had the time and knew how to actually design levels.
>>
Does A_NoBlocking do anything on an item spawner? I've seen this in some mods and just reading the page on the wiki, I have no idea what this is for.
>>
>>12265829
>>12265837
Also it has a YEEHAW button.
>>
One of the things that made me stop considering console FPS to be inherently inferior to mouse and keyboard FPS a-priori was playing and meditating a lot on what Doom is and realizing that it is for better or worse a 2.5D game even down to the shooting. Any person who actually plays Doom in the original way it was meant to be played understands this. (No full mouselook auto aim on) Even down to the level when sometimes when I'm deciding on enemy prioritization I'm looking at it in my mind as a top down 2D plane like I'm in the level editor. High level play is all about playing around the auto aim and "using" it for all its worth. Understanding the range when it snaps on and etc. This is inherently a more what would be considered "console" like mechanic as opposed supposed superior mouse and keyboard shooting that is considered a-priori "better". Despite the fact that Doom is an incredible game. Yes its true that ID probably did not intentionally make the game this way, a lot of it was technical limitations and lack of mouse. And yet the majority of Doom mappers and modders who make great shit design around this limitation which is really a mechanic unto itself. So it can't merely be the control scheme inherently that makes an FPS good.

It is an inherent part of what Doom is and makes it greater not lesser IMO. This is also why despite many of these you know "boomer shooters" making comparisons to Doom they are actually closer to Heretic/Hexen or Quake than they are to Doom.

Anyways whatever. Effort post for the day.
>>
>>12266094
I like playing Wolfenstein and Doom on consoles, and rail-shooter hybrids like Goldeneye/PD/Timesplitters are fun, but I'd rather play any other shooter on a M+KB 100% of the time.
>>
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Half Life texture filtering on or off?
>>
>>12266109
zero filters
zero AA
highest resolution textures
>>
>>12266109
Sometimes off, mostly on. Like a broken record, I often say how undecided I get when it comes to "filtering" Quake 2 and Half-Life in particular.
>>
Shadow the Hedgehog stuck in Futa land.
>>
>>12266109
Quake 3 is the earliest I turn it on when given the option.
>>
>>12266115
Hot.
>>
>>12266101
Right. Ultimately what I think is responsible for the dumbing down attributed to consoles right out of the gate is actually more the fault of "Console Parity" rather than Consoles straight up. As you said PD Timesplitters etc etc. Games made with the console in mind with no sense of Parity are all good. This framework I'm developing allows space for them or shit like Halo to exist as good games themselves.
>>
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>>12266115
Orc lady...
Pretty...
>>
>>12266134
they fucking run faster than me
>>
>>12266109
No filtering in Half Life only really looks right in software mode.
Textures aren't bound to a global palette, so there isn't an inherent contrast between nearby pixels like there is in Quake.
Software rendering at least forces *screen* pixels to a palette, and that brings more contrast out.
>>
idk why this juxtaposition is funny to me, here you got this medieval fantasy character but they got scene girl haircuts
>>
>>12266140
Look at how big they are.
They've got long legs.
>>
>>12266149
It's not quite hard fantasy though, it's got magitech plus industrial stuff so it's not as bad as it could be if it were just dudes running around with swords.
>>
>>12266151
They have to be long so her enormous dick doesn't drag along the ground, but at least that makes her mildly better than most WoW OCs.
>>
>>12266109
640x480, Software Rendering
I like my pixels crunchy and crispy
>>
>>12266149
The dev has some taste. You can argue whether it's good taste or not, but he has taste and all the designs in the game reflect that.
>>12266172
He calls it "crystalpunk". I kind of like that both the demons and the cute orc ladies seem to have similar tech in the sense that they both appear to obey the same physics and rules. The demons use more metal and steam machinery and the orcs use more wood and crystals but they're similar in idea, like they both belong in the same world.
For comparison, in doom the humans have sci-fi tech which is just modern day stuff but more advanced while the demons have... whatever they want it seems. They've got medieval castles, corrupted tech bases, caves, just random mountains and other rocky landscapes, hell is too abstract and their tech is all over the place. Cyber and arachnos are hi-tech, but imps are fodder with weak attacks instead of being given some cheap more effective weapon, like some hell equivalent of the lasgun or something. This isn't a criticism to doom as it works for what it is trying to achieve, but I like Hedon's approach better.
>>12266174
Anon, it is rude of you to assume just because they're an all female orc clan made up of big strong beautiful warrior ladies that they are all WoW OCs.
>>
>>12266206
>Cyber and arachnos are hi-tech, but imps are fodder with weak attacks instead of being given some cheap more effective weapon, like some hell equivalent of the lasgun or something. This isn't a criticism to doom as it works for what it is trying to achieve, but I like Hedon's approach better.
I think Tom Hall had some stuff on that but he was way gone before they ever tried to explain it for Doom, and then it was them just going with whatever in Doom 3 and the NuDoom crap.
>>
>>12266214
I miss Tom Hall, it's kind of sad that he probably doesn't miss Doom at all.
>>
>>12265825
I would recommend RR to anyone who liked Duke Nukem 3D, but I know it would be a 50/50 shot if they like RR too. And I would recommend the mod that colors the keys and makes them larger.
>>
>>12265874
>which way, doom man?
>>
>>12266118
This. I know it's "wrong" but I like HL with filtering off.
I love Unreals software filtering though. I love everything about that game though
>>
>>12266220
I don't think he quite did the Sandy level of moving on, specially since Romero fucked his career hard, but he did go onto do other stuff.

Dude probably misses Keen more than anything, though he probably considers it better off staying dead than risking the mobile game coming back.
>>
>>12266236
Anachronox was his magnum opus, and is truly great. The writing in it is fun, the world building is interesting and leads you on in a good way. Underrated af
>>
>>12266094
Doom is it's own thing entirely. Same with Golden-Eye, Perfect Dark etc.
When people call console FPS inferior they're really thinking of either the phoned-in ports of Quake/2 (which aren't really that big of a deal) and then the post-Halo era.
When comparing PC CoD design to console centric CoD it's clear to me the consoles were detrimental to the franchise even if we just write off the PC versions and look at the console versions only. Maps becoming increasingly claustrophobic. Entire back and forth saga of quickscoping.
With Halo it's a bit more nuanced. I originally played it on both controller (Halo 3) and mouse (Halo Custom Edition) and both were great. Then we fast forward to modern Halo and it's just silly how much the auto-aim and bullet magnetism detracts from the game regardless of whether you use controller or mouse.
I don't think it's a parity thing. If multi-platform had been banned and the only PC FPS were games like Stalker, console FPS would have still reached it's current inbred state.
>>
>>12266236
>Sandy
Cthulhu grandpa moved on with his life, sure, but you still have some videos of him talking about doom. He had his granddaughter play through his maps and did a stream with Decino and I think Dweeds or whatever the hell is his name.
Tom fell off the face of the earth after Anachronox. And Romero didn't really fuck with him that much, he invited to with on Ion Storm after breaking up with Id and two of them, along with Romero's wife at the time made a mobile game company after Daikatana's crashed and burnt.
>>
>>12266245
If only the second half of the game could get made.
>>
>>12266276
Yeah. That's why you should never make a game that's intended to be a two partner. Hint at things in the game, set up plotlines, but don't leave a story half finished.
>>
>>12266271
>made a mobile game company
Where the highlight of the company is making a shitty Gordon Ramsay game.
>>
>>12266282
I have no idea what games they made and don't even remember the name of the company (monkey something something?). I don't think I want to know.
>>
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how do you do fellow doom mappers?
greetings from cryptic passage!
>>
>>12266279
Hey, it worked fine for .Hack the next year.
>>
>>12266325
People who port build classics into gzdoom need to be publicly hanged
>>
Why did they give no vertical spread for the shotgun? Was it some limitation from back in the day (that somehow got resolved in less than an year for the SSG)? Was it an oversight?
>>
>>12260423
Hey everyone, I'm just posting in here to say Ion Fury is a great game, I had a lot of fun with it. I've been meaning to get into Doom wads again but that is quite the rabbit hole to go down. Merry Christmas and happy holidays for everyone.
>>
>>12266149
The gap between the legs is ridiculous.
And I don't mean that in a good way.
It's absurd. That poor woman is deformed.
>>
>>12266334
what do you think is easier to make blood maps with:
mapedit/xmapedit
or
ultimate doom builder?
>>
>>12266347
There's no gap, she's just extra thicc.
Thunder thighs kill demons.
>>
>>12266347
She needs the room for her magnum dong(s).
>>
>>12266250
Among many others, I would be curious to see how differently Q4 would have been designed if it wasn't having to manage around those 360 specs.
>>12266343
There's no vertical spread for any Doom 1 gun, so a likely limitation/design choice.
>>
>>12266352
>(s)
>>
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merry cristmas /doom/
>>
>>12266351
That's clearly not true.
You can see the inside edge of the thighs, where the stitches are.
There's simply a space the width of an entire third leg between the first two.
It's just badly drawn, I think.
>>12266352
Ugh.
>>
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>>12266367
>Ugh.
Anon's not wrong, it's canon that they have cannons, it's how he draws them.
>>
>>12266367
There is a gap, but it's healthy gap. It's not that huge.
>>
>>12266250
Yeah now that you mention it I think some may try to reach for it like you said, but the point of what I'm doing here is understanding that reaching for that inbredness is precisely a failing on their part. Not some inherent consoles bad thing but a decision that is consciously or even unconsciously chosen and if it's unconscious or driven by business logic than the first step is to recognize the error being committed and to understand that it's an error. Something can be "profitable" but still be an error that causes issues or knock on effects no?
>>
>>12266349
I can't speak objectively about it. I got into duke mapping and been using mapster, but not long ago I tried UDB and it wasn't for me.
Then again, you can't map duke/blood maps in UDB so your point doesn't stick that well
>>
>>12266364
>>12266371
Yeah, that's not my wishful thinking. I've seen the art.
>>
>>12266354
quake 4 is a pc game
>>
>Futafaggots
Goodbye for several days
>>
>>12266354
>>12266404
I used to mod Q4 with sikkmod and whatever HD textures mod I could find
>>
I really gotta get on that nuclear winter but isaac is too fuckign addictive
>>
>>12266404
I'm not easily convinced that the 'go down here and come back' mission structure, the long elevator rides, and the 'wait for me to finish talking' segments were conscious design decisions and not console holdbacks. Maybe Q4 really is that poor and marks the overall "consolification" of games going forward.
>>
>>12266421
>'go down here and come back' mission structure, the long elevator rides, and the 'wait for me to finish talking' segments were conscious design decisions and not console holdbacks
HL1 has two out of those three.
>>
>>12266421
star trek voyager elite force was a pc game
>>
>>12266407
It's been awful today, first we had an invasion of cuniculophiliacs, now El Grande Orcish Phallustrius
>>
>>12266437
I don't think any of the elevator rides in HL were that long... I guess one of them. I think he means as a means of hiding loading zones though.
>>12266445
I like it.
>>
>>12266459
you don't have hidden loading zones in idtech 4
>>
>>12266437
D3 has those at times as well, but neither it or HL1 (specifically HL1) are as egregious with it as Q4 has been. D3 compared to Q4 particularly is much more about "moving forward" more of the time, even though the intro is very much "okay, now go back through that whole level again except now there's enemies".
>>
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JILL VALENTINE IN DUKE NUKEM 3D.
>>
>>12266343
I dunno why the devs decided on it exactly, but I do think it helps make hitting shots with autoaim more consistent.
Its also worth mentioning that it is possible irl for shotguns to have a reduced vertical spread.
>>
>>
>>12266343
Ease of implementation most likely. The shotgun simply calls the routine that fires a pistol bullet, 7 times in a loop with first shot accuracy forced off. If pistol shots had been coded to have vertical deviation, shotgun pellet patterns would also have it.
>>
>>12266459
>the elevator rides in HL
That's why I said two out of three. There's a bunch of wait for conversation sequences, and there's "go to location and come back" sequences in We've Got Hostiles (being just a giant loop back to the start), Power Up, and the coolant section of Lambda Core.
>>
>>
>>
>>12266520
And he’s STILL shorter
>>
>>12266514
NTA but what's the issue with "go and come back" progression? I thought this was typically considered good form.
>>
>>12266524
He's still a kid, he's still growing, Blaz on the other hand has no excuse for it.
>>
>>12266343
I think it just made sense to do it that way, since Doom isn't quite as rich in height variation as Doom 2 for one reason or another.
>>
>>12266526
The usual issue is it being poorly done. It's a way to reuse level geometry (unless you make it a loop like We've Got Hostiles), but that means said geometry needs to be interesting from both directions and repopulated with enemies. It's been a while since I last played through HL1, but IIRC Power Up repopulates some of its backtracking with HECU, while Lambda Core leaves the rooms empty so you just get an uninteresting (but very short) walk back.
>>
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my beautiful boy is finally home
>>
Does map 5 of Ad Mortem (The Imps on the Walls) has any broken monsters or teleporters? I'm missing 4 kills and I can't find them for the life of me, I've spent over an hour trying, I can't listen to metallica MIDI anymore.
>>
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>>12266349
>Then again, you can't map duke/blood maps in UDB so your point doesn't stick that well
>you can't map blood maps in UDB
uh huh anon
cant i?
>>
>>12266763
meant for
>>12266392
>>
>>12266763
good luck with that. I doubt it's any useful
>>
>>12266605
Ah, I see, I got confused because I was thinking of the loop approach only, which I usually see discussed as a cornerstone of FPS level design (case in point: https://www.youtube.com/watch?v=G4tWWiuaF7g).
Though yeah, it's definitely a matter of execution. The entire second half of Uplink is a "backtracking with new enemies" section, yet I can (and do) play that over and over and never get tired of it. That's reassuring, since I've been working on a HL map that runs with this: you have to descend a few floors to fetch a scientist, then escort him back up, which forces you to deal with threats you probably just avoided the first time around.

Only God knows if I'll ever finish it though...
>>
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>>12265610
>>
>>12266472
Explain to me that if raze is the same source port for doom aka gzdoom but for build games then how come it doesn’t have commands such as Notarget, freeze, or Buddha?
>>
Finally caught up with the Cacowards.
What is the biggest snub this year?
>>
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>>
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Times you went to the Nuclear Disposal Waste Unit in Long Beach California
>>
>>12266797
>I doubt it's any useful
nearly all of the original 4 episodes are already completed and the gameplay is imho better than og blood
not just a 1:1 copy paste job either, the maps have some slight additions and looks better in gzdoom with all the fancy modern graphic settings
give it a try
>>
>>12264170
I have no dog in this either way, nerds are gonna nerd, but Chicken Man picked shaky ground to stand on, there. If you can say anything about the port, "Eternity Engine" does legitimately sound catchy.

It's alliterative, which automatically abets an appearance of aural arousal.
It's evocative (woah, eternity? fancy, what could it refer to? the wait between updates)
It's semantically accurate, originating as the engine for the mod named Eternity.
It even abbreviates nicely. Two letters, zero community overlap.
It may not be SEO optimised or whatever now that that Bethesdaslop is out, but it's distinct among ports without being Zandronum.

There was just no cool way to say GZDoom. "G" is not a cool letter, especially if you say it out loud. Jeezy Doom? Jeezy (sounds like cheesy) Doom? Guh-zee Doom? "gee, Zed" Doom? Graf Zahl Doom? No, fuck off, go to jail.
To be fair, "U" doesn't rate much better.
>>
>>12266968
uz doom you can call it like "uzi doom" which is cool cause it gun
>>
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>>12267019
"Happiness is a warm Uzi"
https://www.youtube.com/watch?v=A15v4tTab0Y
>>
>that guy who doesn't play on UV
lmao
>>
>>12266660
Do you have a jar big enough?
>>
>>12260425
Vertex Relocation is on idgames.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/vx_reloc
>>
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I love floating island/castle maps
>>
>>12266929
you're delusional
>>
>>12267165
how do you live without mirrors?
if you ask real nicely i can give you a v0.99 download link
>>
>turn on smoke bomb
>start punching
good shit. i love this game
>>
>>12266929
It will never come close to feeling tight and responsive as the actual game. Plus it's sacrilege and you should be tarred and feathered for your actions.
>>
I want to play a mage. Got a wad for Heretic or Hexen to recommend, or do you recommend them vanilla?
>>
>>12267208
Elf Gets Pissed
>>
>>12267215
I'll check it out.
>>
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>>12266725
>I can't listen to metallica MIDI anymore.
Weak.

>>12265807
A Quake map where you play as the Death Dealer would be sick.
>>
>>12267208
Chaos Uprising is pretty fun, but it has some pike and shot elements to it. Namely, golems are replaced by gunsling cultists who can't magic yet and so shoot you with revolvers. You also get a revolver and double barrel shotgun to play with as early game weapons and they're surprisingly fun to dick around with.
There's plenty of staves and wandses too, I just like how it gives Heretic a like 18th century tech advancement.
>https://www.doomworld.com/idgames/combos/rslchaos
>>
Powerslave DOS
>Competent, good movement, snappy combat, can dodge enemy projectiles though the map design necessitates corner peeking often, levels flow well, good ammo balance.
>Just really, really, really easy with no proper difficulty settings. Enemies do jack shit, can only possibly die to traps and self damage,

Powerslave Console Versions
>Reprehensible dogshit, sluggish slippery dizzying movement, janky combat, can't dodge enemy projectiles, have to corner peek just because your hitbox is the size of a fridge rather than map design, completely random ammo and health pickups that can screw over your ability to progress.
>More difficult early game, but for all the wrong reasons, and this brand of difficulty has nothing to do with player agency, plus it levels out later with health buffs so even the one good thing in comparison to the PC version goes down the shitter.
>Remaster lets you fix the player hitbox, but everything else feels bad still.

This game is cursed. Has anyone made a hard difficulty mod for the 1996 Build DOS version? Like doubling enemy damage and making checkpoints respawn enemies so you can't bruteforce your way through? I think that'd be the definitive way to enjoy it if so.
>>
>>12267201
be careful not to cut yourself on all that edge youre protruding
>>
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>>12267265
You will never be a build engine game. You have no overlap, you have no moving sectors, you have no soul. You are a gzdoom mod twisted by Graf and doomworld trannies into a crude mockery of Ken's perfection.

All the “validation” you get is two-faced and half-hearted. Behind your back players mock you. Your creators are disgusted and ashamed of you, your fans laugh at your ghoulish appearance behind closed doors.

Men are utterly repulsed by you. Thousands of years of evolution have allowed men to sniff out frauds with incredible efficiency. Even build-likes that pass look uncanny and unnatural to a man. Your map structure is a dead giveaway.

Your game will decay and go back to the dust, and all that will remain of your legacy is a skeleton that is unmistakably doom.
>>
>>12267265
I think you struck a nerve on that Anon lol, despite it being pretty much a tradition at this point of doing stuff like that, Doom Vacation and Bloom.
>>
build suuuucks
>>
>>12267161
SkyTown in Unreal was the one that truly pushed the game into being magical for me
>>
>>12267298
did you get chatgpt to write that up for you?
im so proud of you
i like re-blood and i recommend it
if you or others dont for whatever reason thats fine too
>>12267309
well it is the holidays so kids arent in schools like they should be or maybe purist anon is just mad at blood refreshed supply and is taking out this anger on me idk
i find this hostility fake and gay anyways so i just mock it
>>
>>12267327
your reblood is fake and gay
>>
What's a quick and fun X-Mas map? Something that takes 10 minutes or less to beat.
>>
>>12267340
A Very Punch You In The Face Man Christmas 1
>>
>>12266929
Sounds like bullshit.

>>12267327
That's a copypasta, newfag.
>>
>>12267340
The original Xmas Doom, the one that's an edit of MINE1.WAD.
>>
>>12267327
>did you get chatgpt to write that up for you?
Looks like some /pol/ shit so not far off.
>>
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>>12267298
>Thousands of years of evolution have allowed men to sniff out frauds with incredible efficiency
I didn't realize Ken Silverman was making games since 3000 B.C.

Could he be... an ancient alien?
>>
>>12267454
Nah he's an Antediluvian vampire.
>>
>>12267327
That pasta predates the LLM age, I'm pretty sure.
>>
>>12267265
Is that such an edgy statement? He's saying it's not accurate, maybe energetically and emotionally, but ultimately just subjectively disagreeing with your subjective opinion.

>>12267324
It kinda does in some ways, but 'unfortunately' a number of studios manage to wrangle a couple of very fucking sick games out of it, thus it has to live on, and there's certain things which, while not impossible to have in other engines, are characteristic of it, for better and for worse.

I even see why someone would want these games on different engines, but personally I couldn't partake. These games were built on Build, and if the games aren't actually running on Build, or a derivative of Build, then it feels wrong.
Having seen Kaiser, an actual programmer paid to do this, repeatedly fuck up adapting Blood to his own engine, makes me inherently distrusting of even the notion.
>>
>Play Walpurgis mod
>Daedalon is sold as a slow and fragile sniper class that devastates enemies from afar with spells
>Only weapon with decent DPS is the primary fire of the ice spell and it has the range of a squirtgun
>>
>>12267487
I'd said it's factual rather than subjective. It's well-known GZDoom has code from like 3 different major sources and God knows how many alterations done to them, so no, Re-Blood and whatever gayflex made by grifters will never be a substitute to Blood unless you got so filtered by the game you rely on Gaypillowblaster's orgy of overpowered and oversized gay cocks up your ass to get past the first level of Blood.
Subjectivity is fucking retarded bullshit for maggot-spined fucks who can't see why Chickenfucker's ports can never match Blood and go "uwu it's close enough for me~" like the cucks they are. All of these mouthbreathers can fucking die or put the holes they call their mouths to better use, better yet, they should apply to have manhole covers bolted to their disgusting fucking pies of faces.
>>
>>12267501
Why are you being so vulgar to me? I'm taking your side.
>>
btw blood's ice episode KICK ASSSSSSSSSSSSSSSSSS
>>
>>12267501
Also, it feels like Pillowblaster's mods probably would not work with something like ReBlood. Probably.
>>
>>12267019
I'm just glad it's an Israeli gun.
>>
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>>12260425

DBP78: Ghost Riders of Christmas Past is out now!
https://doomer.boards.net/thread/4230/ghost-riders-christmas-past-dbp78
>>
>>12267525
It'd be simple enough to knock together a patch.
>>
>>12267520
Bro's a touch sensitive about the subject,
>>
>>12267324
To be fair, you have to have a very high IQ to understand Build.
>>
>>12267729
>>12267729
>>12267729

Whenever you feel like it, gentlemen.
>>
>>12266343
Probably because the first game just didn't have too much verticality in its level design, and even when it did, there simply wasn't too much benefit to vertical spread, so they stuck with a strictly horizontal spread because that made the gun more optimal and satisfying for hitting monsters standing next to each other.

The Super has vertical spread because it would probably be crazy fucking OP if it didn't, and also because Doom 2 starts going much more vertical. There actually are times where you could legit scatter out every one of those 20 pellets widely over maybe 5 or even 6 monsters.

>>12266507
Probably also that. If they had ever considered vertical spread at any point, Romero would have undone it after having a few pellets go over the head of an Imp one too many times.
>>
>>12267497
The fire spell has a lot of range, the ice spear secondary can either be upgraded to be constant fire or more spears and his upgraded telekinesis is no joke. Parias and the Druid are the best characters though.
>>
>>12267557
Looks a bit rough around the edges visually, but I like the idea for the theme
>>
>>12267604
what's this?
>>
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NOSP4 EXISTS AND I DIDNT KNOW ABOUT IT UNTIL NOW???



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