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File: voxelblu.png (294 KB, 551x780)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12535107

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/folder/etMkxKwK#947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z

== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom+thread"/type/op/

OUR WADS/MODS
https://rentry.org/vrdepot

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
=== CURRENT PROJECTS ===
Doom Eternity Project
Game : Doom 2 | Format : Eternity
Resource wad: https://files.catbox.moe/yxhlgx.zip

=== CURRENT RELEASES ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
Release thread : https://www.doomworld.com/forum/topic/157593

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 ===
[04-30] Prototype build of a Quake demo for Dreamcast unearthed
https://hiddenpalace.org/Quake_(Oct_13,_2000_prototype)

[04-27] SVG2UDMF released, convert vector graphics to maps
https://www.doomworld.com/forum/topic/158209

[04-27] Solid Colors Jam is out
https://www.slipseer.com/index.php?resources/solid-colors-jam.582/

[04-26] 2 Decades Of Dooming Mapping Contest results released
https://www.doomworld.com/forum/post/3021804

[04-24] Sojourner episode 2 released
https://www.doomworld.com/forum/topic/157056

[04-22] Strife: Pollutants released
https://www.moddb.com/mods/strife-pollutants

[04-22] Satan's Library released
https://www.doomworld.com/forum/topic/158151

[04-21] Odamex 12.2.0 released
https://github.com/odamex/odamex/releases/tag/12.2.0

[04-20] Q!Zone Jam released
https://www.slipseer.com/index.php?resources/q-zone-jam.580/

[04-20] 96 kb challenge: Final Doom, on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/96k

[04-18] Contemporary Community Project, 13 map parody .wad, MBF21
https://timeofdoom.proboards.com/thread/143/

[04-18] DaggerEd: Daggerfall Level Editor from creators of Thief1+2+SystemShock2 is out
https://www.nexusmods.com/daggerfallunity/mods/1248

[4-17] MechDoomer: Rebooted released
https://www.doomworld.com/forum/topic/158099

[04-16] Amuscaria quits, Hell-Forged E2 canceled
https://forum.zdoom.org/viewtopic.php?p=1266126#p1266126

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>>
Anyone else play the kiwi dreams mod? I found that main hub DAMN impressive.
>>
>>12542068
Its like a souped-up version of Stronghold or something.
>>
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>Finished Life's a Beach
Yeah, that could have been better. The first few maps were fun, I liked the reskinned guns and the aliens, but things got a lot worse in the later maps.
I actually needed to glance at a walkthrough a couple of times with the weird layouts/progression and the music came close to driving me insane.
I also found an odd glitch(?) where I heard a distant Duke and a woman constantly shouting one-liners at each other for some reason in the last two levels in certain locations. Weird.
Either way, I liked Duke a lot. Not as much as Doom, but it was still very good and well worth playing. Maybe I'll check out some user maps now, I doubt I'll bother with Nuclear Winter because I'm yet to see anyone mention that expansion and say anything positive about it.
>>
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>try out UAC Ultra
>enjoy first few maps
>good mix of exploration and action
>later maps devolve into slaughterfests where you basically have to memorize the right sequence of actions to do in order to survive

I hate when Doom map packs do this. Slaughtermaps always devolve into trial and error difficulty.
>>
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Marble Hill continues to be fun.
>>12542113
>good mix of exploration and action
>later maps devolve into slaughterfests where you basically have to memorize the right sequence of actions to do in order to survive
Figuring things out on the fly can be the fun part, though I haven’t played UAC Ultra. Did just come off of Economy of the Dead, though, and those last few maps were pretty exciting.
>>
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>>12542113
idk what you mean
I just wanted an excuse to repost this webm since the thread was almost dead when I posted it last night
>>
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Are there any more maps like Forgotten Sepulcher from Arcane Dimensions? I'm almost obsessed with this level. All the detail, the little puzzles and insane number of secrets packed into a tight map. It's a masterpiece and I'd love to play more like it.
>>
>>12542113
UAC Ultra isn't slaughter desu. It does throw a bunch of encounters with a lot of monsters at you in the last couple maps (I really like the one timed by radsuit juice) but they're all pretty easy to handle. It's definitely more Plutonia than actual slaughter, especially since a lot of the monsters in the larger encounters are imps and zombies which exist to get blown up or splattered by the plasma and BFG.
I guess slaughter continues to be another way of saying the map is too hard for you.

>>12542136
Good to see you're still playing PD1. I might update it in the future with a SMG that replaces the pistol, but I haven't quite felt the urge to do it yet. Might also rebalance it slightly so you carry and find a tad less ammo, but it'll definitely be a patch and not part of the base mod.
>>
>>12542279
I still haven't played it. I'll move it up the queue.
>>
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>>12542279
It's pretty good, but I'm more of a Foggy Bogbottom guy. I don't think there's a bad map in AD though, even ones that feel out of place like Tears are still fantastic.
>>
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>>12542106
Nuclear winter is not that bad, and it´s short.

There is also penthouse paradise that is an official add-on level, the only one if i recall.
>>
>>12542305
There are only a couple maps that I don't really like, the rest are brilliant.

>>12542290
When do play it, I implore you to do a 100% run. A good 80% of the map is "optional".
>>
>>12542306
I remember penthouse being surprisingly good despite being some porn magazine promotion
>>
>>12542281
>Might also rebalance it slightly so you carry and find a tad less ammo, but it'll definitely be a patch and not part of the base mod.
The last several hours had me thinking that with the AR grenades: The amount of rockets you can find and pick up feels neatly balanced but there’s just tons of grenades.
>>12542279
>>12542305
Foggy “transformed” more as a level while the Sepulcher felt like a lot of the same hallway. Also felt like there were more varied, challenging, and memorable encounters in Bogbottom. Sepulcher is gorgeous though, nicely gory, and the exploding corpsebags are neat.
>>
>>12542336
I think that's why I like Sepulcher so much. It's super tightly packed with secrets so it almost has some escape room qualities to it. Secrets within secrets leading to other secrets.
>>
For me? It's Place of Many Deaths.
>>
>>12542336
Good point, I forget they're basically guaranteed on boxes of ammo and both rocket pickups (single and box) spawn them as well.
In case you didn't know, if the rocket launcher is empty you can load it with grenades instead by pressing Zoom. I imagine that's why the original dev made grenades so plentiful.
>>
>>12542106
pirate ep5 and play it. It was made by og level designers
>>
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I love transparent water! Do you?
>>
Oh hey new ashes sidestory is out
https://www.moddb.com/mods/ashes-2063/news/ashes-blackwater
>>
>>12542558
I do!
>>
>>12542029
Citadel the amiga space wolf 3d clone was Remonstered by GoG team for modern machines.
https://www.youtube.com/watch?v=XdhRMgmsFgE
And is free on GoG https://www.gog.com/en/game/citadel_remonstered
>>
I went through all the major Tronyn maps outside of Mjolnir and put them in a single texture wad.
https://www.mediafire.com/file/klk00ph1s1vhoz9/Tronyn.zip/file
Textures from
>A Roman Wilderness Of Pain
>Dry Sorrow
>Sludge Factory
>Something Wicked
>Arcanum
>Soul of Evil
>Soul of Evil: Indian Summer
>Soul of Evil: Indian Summer Update
Note that many are just from Hexen II, the Mission Packs, etc.
>>
>>12542569
Cool
>they changed how radiation works
hmm, not sure how I feel about it
>>
>>12542569
Seems newsworthy enough.
>>12542029
[04-23] New Ashes 2063 side story, Ashes: Blackwater, released.
https://www.moddb.com/mods/ashes-2063/news/ashes-blackwater
>>
>>12542634
It's pretty old news though, came out mid april
>>
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>>
>>12542737
yeah we already know, joe-ilya
>>
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regarding this game, what is the best way to play it in $CURRENT_YEAR?
I looked into the blood wiki (https://blood-wiki.org/index.php/List_of_Source_Ports_and_Recreations) and there's quite a few options available, making it hard to just pick one
>>
>>12542769
>Refreshed Supply
shit
>BloodGDX
java
>NBlood
great
>NotBlood
great
>Raze
graf
>Blood-RE
>DOSBlood
>Chocolate Blood
no idea honestly
>>
>>12542781
>DOSBlood
I heard its good, but havent tried it
>>
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>>12542834
Iirc it's the only one that has the weather effects that were supposed to be in the final game bit got disabled at last moment or smthn. Don't quote me on that.
>>
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Italo map 05
This map is, uh, brown
Not a very enjoyable map but at least it wasn't very difficult, except for this start which is kind of tricky. Also it took me 10 tries to get the timed mega and I almost died to the damaging floor in the process
>>
>>12542106
>>12542106

Play the workshop maps that I have uploaded for the 20th anniversary version
>>
>>12542859
i won't lie i'd rather turn on russian overkill and corruption cards with permanent cards turned on.
>>
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>>12542863
I'd love to, but I don't have the 20th anniversary edition and I don't want to pay Randy money for one episode and an (allegedly) slightly shittier version of the game.
I have a nice selection of user levels I downloaded and I have no clue what game I want to play next so maybe I'll give them a go.
>>
>>12542880

Understable

I have a list of good custom maps, this is the only time I gave money to the grease, because I like the game and is the only (((legal))) way to play it

Still I have the Eduke32 port

Some custom sagas

- RED saga (caves and mountains)
- ROCH saga (mostly city levels)
- SHAKY GROUNDS (destroyed cities)
- COMMUNITY BUILD PROYECT (just like /vr/ contest maps, mappers that made some maps together)

Some custom maps (mostly cities levels, because they're my favs)

- SLUMS OF LA
- ANOTHER TIMELESS NIGHT
- BLACKENED
- BUENOS AIRES EXPLOSIVES
- SCHOOL
-
>>
>>12542880
this place has everything
https://msdn.duke4.net/hot.php
>>
>>12542880
>>12542908

Also this

arrovfnukem.com/en/maps
>>
someone make a challenge i wanna rooon
bonus points for not doom
>>
>>12542106
I personally love Life's A Beach.

>>12542306
I personally hate Nuclear Winter.
>>
Is there a limit on how many vertices a Doom map can have, or do modern ports remove it or at least increase it to humanly unachievable number? Checking some of bigger maps in various wads makes it look like mapmakers stop short of reaching 2^16 (so basically ~65k) of anything in their map, whether it would be vertices, linedefs, sidedefs etc. The only exception would be monster count because of those joke maps with a million monsters and those definitely require special ports to run at all.
>>
>>12542880
Just go warez, my friend. The episode is worth playing. But do it on eduke.
>>
>>12542982
well the start and end vertices of a linedef are encoded as int16_t, so you can have 65536 vertices max in a map
iirc you can have more in udmf
>>
>>12542106
Here's this expansion list from second latest thread, if you want to try some of these >>12535070
>>
>>12543037 (me)
i mean you can have as much as you want in VERTEXES table but you just can't use the ones past 65535 in a linedef
>>
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Embracing Doom style mapping.
>>
>>12542781
honestly any of them except the java one. nblood seems to be the most configurable. but if you want something just werks with 0 config, get the nightdive version. it's perfectly serviceable, the only ones who object are autists that have thousands of hours dumped into the game.
>>
>>12543116
oops meant for >>12542769
>>
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>>12542897
>>12542908
>>12542934
>>12542996
>>12543047
Thanks, guys. I know about the msdn site, I've been downloading his higher rated maps recently, but I'll look into the other stuff too.
>>
>>12541174
Anyone?
>>
>>12542634
I haven't found the heavy bullets gun and it's driving me crazy that I'm maxed out on heavy bullets
>>
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>[04-30] Prototype build of a Quake demo for Dreamcast unearthed
No footage?
>>
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I'm having fun again
>>
>>12543315
More like no one even bothered to check it out.
>>
Outposts of the Wasteland, map12.
There's an imp in one shacks on the central area (the one where the secret is) that can't be killed.
>>
>>12543052
And I assume this also applies to the number of linedefs, sidedefs and sectors as well, being capped at 2^16?
>>
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>>12542028
Project notekeeping.

>1. 666 Minutes Of /vr/
BTSX Textures and Limit Removing, 666 minutes to make your map (ergo 11hrs and 6min). Scheduled after Eternity Project.


>2. Eternity Project
CC4Tex.
Number of levels submitted: 1
Number of other levels in progress: at least 3!

Suggested title: "An Eternity of /vr/"


>3. Waifu Project 2?
Last thread, there was some discussion and spitballing about doing another waifu themed .wad with sector art in it. Discussion was nothing really firm, but how much interest would there be in doing that some day?

It'd have to be after 666 Minutes, so this is a further into the future thing, but it could be worth just gauging interest, how many people here have a special someone they'd like to commit to linedefs at some point.
>>
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>weissensee
Big map, took me an hour to complete. Not much ammo or health at the start and the music got too loud at points, but otherwise I really liked it. One of the nicer city maps I've played.
>>
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>>12543370
did you skip the first part, the one set on other side of the river in your pic rel? I think its called Woodrichem War or something like that. There's also a cool 3rd one in a cave
>>
>>12543365
Why does 666 minutes of /vr/ get posted first when it hasn't even started yet? Shouldn't the Eternity Project be first since it's currently in progress?
>>
>>12543375
Yeah, I should check out part one, since this was pretty good.
>>
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>>12543330
>>
>>12543376
We discussed it first, but we decided we'd wait to do it.
>>
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>>12542346
I feel having all those packed secrets and more varied level/environment design aren't exclusive to each other.
>>12542402
>In case you didn't know, if the rocket launcher is empty you can load it with grenades instead by pressing Zoom. I imagine that's why the original dev made grenades so plentiful.
That's nuts, didn't know that, and yeah that's a lot of explosives for how much damage they can dish out now. Maybe grenades deal less damage through the launcher, though. I'll have to test it.
>>
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It took me sometime to get into it, about two episodes. But I'm really enjoying 2022 ado. The hell episodes are miles better than the space station.
>>
>>12543365
Well, as the anon who said he'd do a Hex Maniac map, that's one? Can't recall anyone else who said they had one they'd want to do.
>>
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Comfy campfire.
>>
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DukeShock, good map
>>
>>12543430
I'm rather fond of the sheer "fuck you" energy behind the RL using grenades, actually. I think the grenade projectiles themselves already have gotten a couple of nerfs from the base mod (more arc, less velocity, around 75% as strong) but I' rather control how much of them you get than their effectiveness.
The weapons in the mod are pretty fucking strong, but that's why I liked Deimos-1 enough to make my own fork to begin with: you're a glass cannon but even your basic shotgun and chaingun equivalents shred HKs in under 3 seconds. Just gotta worry about cover, positioning and reloading after that.
>>
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>>12542834
DOSBlood is good and probably the best way to play....on DOS. Otherwise just pick RS.
>>
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>>12543663
>Otherwise just pick RS.
I will not give money to jewdive
>>
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>>12543116
NotBlood may be the most configurable next to the ND ports, and can even support vanilla demo compatibility.
>>12543572
Comfy wad overall.
>>12543624
To me, it's the 'core idea' towards why it and similar mods work: You're not as mobile, you're much more easily killed, and your arsenal is much deadlier. And yeah: Damage done should stay, but availability for certain weapons could be different, or maybe even a lower max ammo amount.
>>
>>12542769
>>12542781
>>12543116
GDX is the second or THE best port. You can load any episodes and stuff with the builtin file browser instead of restarting the game with some kind of launcher. Even if it's java there's no problem with the performance.
>>12543670
Either way RS is still a very good port. Has builtin episode and map loader and this and GDX are the only ones that can do native 3D skybox rendering (was this even a bug in the original DOS game? The first map has normal skybox but the rest behave like sprites). The only problem is the lack of MIDI support but I'm not even sure if there's any user created episode with custom midi.
>>
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>>12543784
>The only problem is the lack of MIDI support but I'm not even sure if there's any user created episode with custom midi.
A big one is French Meat 2. A fucking HUGE one is 500 ml of /vr/. Does it not support any MIDIs, or just custom ones, and why the hell not.
>>
>>12543794
Okay checking ingame, it does have opl2 which seemingly isn't pre recorded....but it sounds ass. Otherwise by default it has pre recorded sc55 and the CD. But yeah no fluidsynth with soundfont support which is crazy considering FS had this. I'll check what happens if I load French Meat 2.
>>
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>>
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>>12543809
MIDI works but only in opl2 mode, which again is very far from roland. It searches for ogg files.
>>
>>12543784
>native 3D skybox rendering
nBlood has it but only in software mode
>>
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>>12543430
>Maybe grenades deal less damage through the launcher, though. I'll have to test it.
Yeah they're unsurprisingly the same as what gets launched from the AR's underbarrel, a nice balance, feels like it deals just over half the damage of a rocket. Much quicker to reload, too.
Additionally:
>Map9 On A Lonely Rail
This one is fucking nuts, giving it a collage.
>>
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Finished Amalgoom with Doom Deluxe.
>Might be heavily biased on Amalgoom, since the entire design trope of "areas from past games crashed together" is my all-time favorite trope of all time.
>Amalgoom takes a LOT of creative liberties with some of the maps, both in gameplay and art; it DEFINITELY isn't DtWID or any mods of a similar caliber, but it's not afraid to show that.
>Some parts of the mod get a bit more monster-heavy when compared to their original counterparts.
>Doom Deluxe probably helped with that last part, but the monster counts didn't really get to any point where I wanted to stop playing, and the secret levels crossing over with Plutonia at least warned me what I was getting myself into.
>Finding out there was even more secret levels beyond the Wolfenstein ones was a nice surprise.
>OST is fantastic as a tribute and better than I imagined from just reading the names.
>Favorite maps: 5, 10, 14, 31, 17, 22, 27, and 28.

>Doom Deluxe is very "silly" as a gameplay mod for too many reasons to count, but doesn't really go completely overboard into being a joke/meme/comedy mod.
>It's actually probably the most fun I've had with a gameplay mod in years.
>Melee system is fun as hell when I finally mastered it and got the melee upgrades, and can lead to some very fun Tyson runs.
>Still have to get the hang of the bitch slap, but instakilling a Caco with a berserked slap had me laughing.
>Revolver is fun to use against zombies, Rocket Launcher's alt is probably the best in the game, Railgun is beefy as fuck, and the Skulltag BFG10K was already my favorite Doom weapon of all time and only got further accelerated in this mod's version.
>Extremely polished for what's only the first public beta release.

Might replay Amalgoom again to listen to its B-side soundtrack, and find all secrets now that its doomwiki page is up. What gameplay mod should I use this time? I was thinking about MetaDoom, but I'm not a fan of the death exits resetting my weapons.
>>
>>12543883
Oh yeah, that one was not very nice on my framerate. Cool map though.
>>
>>12543903
Could give Zagemod a try, there's a bunch of Doomguy classes.
>alpha guy: alpha, beta or otherwise cut content, great for Doom 1
>doomguy: the retail Doomguy
>64guy: based off Doom 64's arsenal, still PC Doom-styled
>Doom 3 guy: self-explanatory, shotgun doesn't suck!
>Doomslayer: nuDoom guy, strong as fuck, really good at melee
>STguy: Skulltag-style guns, pretty fun overall

There's also Zoragal, which is a mashup of OP's previous mods. Neat, but not Doom-adjacent per se.
>>
>>12543903
Have you played the Switcherooms? They did what Amalgoom has done, but a few years prior, the first one did at least as the sequel was in development hell for some time. If you haven't I recommend to try them out too. Don't forget to bring your own midi pack for the first Switcheroom. You can do the same for the second one as well for consistency as it has its own midis normally.
>>
Finished Outposts of the Wasteland.
Later maps get really long and a bit sloggy.
>>
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>>12542769
>>
>>12543330
nice, this is one of my favorite italo maps even though the beginning is cancer
>>
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Nice.
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>>12544097
That's not an alien, that's a vagina!
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>>12543915
Yeah, I was feeling it in those fields of grass. Still a big, gorgeous chunker of a map.
>>
>>12544176
omg I really cant handle mouse look. I think im going to be sick.
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>>12543815
>duke easily works
>running switches faggots
>autistic board
>oh shitty classic
>>
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>>12544210
You might love this, then
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>>12543451
wad for the blonde doomgirl?
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>>12544629
That's Pvt Stone.
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>>12544632
She's certainly making my privates stone!
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>>12544671
She's British.
>>
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I'm getting my phd in Doom platforming (Italo map 07)
Back when I first played this I couldn't figure out this jump, probably because I didn't think of SR50-ing and wallrunning simultaneously.
>>
>>12544673
Stop, my penis can only get so erect!
>>
>>12543903
You may like the definitive doom 2 that was recently released. Similar idea to Amalgoom
https://www.doomworld.com/forum/topic/158194
>>
>>12544004
This chart is retarded, just use notBlood and get EVERYTHING, even if some specific options you just wouldn't engage with might be overkill. You don't need a fucking flowchart for the best option.
>>
>>12544812
latest official blood has weather which notblood does not.
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>>12544845
Huh, I guess it got stuck in DOSBlood for now.
Personally, I'd recommend to play with it off the first time regardless.
>>
>>12544860
The dev for DOSBlood and NotBlood are the same guy, and he occasionally posts here. Maybe we’ll get an update from him on how putting weather into NotBlood is going.
>>
>1994TU
What an awful fucking map this was. Endless nondescript tunnels, all looking identical, filled with identical packs of identical low tier chaingun fodder, not one interesting and memorable setpiece in the entire map, and in those two and a half cases when you are not in the tunnels, you are in your bog standard rectangular arena instead.
The quality of maps in this wad fluctuates wildly between really good (map15) and really meh but this was the first one where I had to fight the urge to just type nextmap and forget it existed. If this is the >improved remake then I shudder to think how did the original play like
>>
>>12544176
What am I looking at? Doom but slower?
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>12544931
Slower? That plasma rifle shit on that Arachnotron very quickly, and it only took two SSG blasts to put that Baron down.
I believe this mod is loosely based off of HD.
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>>12544950
I meant the doom guy moves noticeably slower than what you'd expect from a protagonist in a gzdoom mod, complete with camera bobbing even
>loosely based off of HD
Ah I see. How does it compare?
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>>12544967
I cannot say, I haven't played it yet. It's called Phobos Delta if you're interested though.
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>>12544868
Weather has to be rewritten as a shader in GLSL for it to work with polymost (EDuke's renderer). I don't know GLSL so I asked for help. One anon offered but never heard back.
Until I learn GLSL it'll likely stay in DOSBlood.
>>
>>12544950
>based off HD
No, not really. It's based of Deimos-1, which is basically a simpler, less mechanically dense tactical type mod. You move slower, take more damage and must heal manually, but your guns all shred monsters and the shotguns have alternate ammo types that fuck shit up.

>>12544967
The bobbing is separate. Probably universal weapon say or something in that vein, I kept Phobos Delta simple so people could customize all the other aspects if they wish.
>how does it compare?
It plays like the aforementioned Deimos-1, but with more animation for most weapons, some personal tweaks and a couple of extra things.
>has one new weapon, a sniper rifle
>a set of deployable tools (shield generators, mines and turrets)
>slightly faster and slightly less squishy player
>reanimated fist, chainsaw, shotgun, super shotgun and rifle
>medikits and stimpack heal a little faster so you are less likely to die in sticky situations
>a few small balance tweaks
In short, you can figure it out in 5 minutes and have fun with it instead of needing to watch a course on how to play, then practicing. I think you can get through harder wads just fine because of how strong the weapons are.
>>
>>12545043
since you here now, does that weather thing work with Death Wish?
Bloatoid removed all sprite weather and replaced it with this new system NightDive has in RS, I wonder if it'll work in DosBlood too
>>
Holy shit I got it
I was worried this was going to be another multi-day struggle
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>>12545094
Where in the world do mappers learn to do things like this?
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>>12545089
I've been told by bloated that the color mixing and palette logic is not the same (apparently it's better?) so likely it'd need some adjustments to emulate RFS' calculations.
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>>12545089
Forgot to add
>does that weather thing work with Death Wish?
Nah I haven't added weather tables for that yet (they'll be random), I'll likely add them this week
>>
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>>12544945
I have been working on a gore system for slipgate rangers, I only used stock assets too like the blood sprite is from the mission packs and I used the meat spray effect combined with some extra particles and holy shit is it even more fun gibbing things now. Since I did add corpse gibbing to my mod I had to make normal gibs special and stand out still and my god are they satisfying as ever. I can't wait to unleash this update
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>>12542106
Don't you have a youtube channel? Based for cataloguing old maps.
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>>12544945
I'm working on an episode of Drake and I realized I wanted a prologue map to justify the player being in the techbase map. I'm trying to embrace more Doom sensibilities of focusing on gameplay first. It's getting marginally, marginally easier, but my brain still wants to make good looking ceilings and good looking everything, and I'm just terrible at those things. I'm going to embrace another stratagem as well which is somewhat working: If I can't get past a piece of geometry because I want it to look good, then I'll just get rid of it and make it simpler, because this perfectionism is getting in the way of results and output. God willing, I'll get all 5 maps out by December.
>>
>>12545142
>>12545157
Seeing this makes me want to map again. Good work, anons.
>>
>>12544673
So? This isn't twitter, /pol/ or /v/. This fairly recent Brit hate thing is getting weird.
>>
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I didn't know quake doors could crush items...
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>>12545150
>Youtube channel
Nah, I hate my voice, and wouldn't be any different from the countless other two views ranbling about old video games.
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>>12545269
Nay it's a commentary-less channel, and they just uploaded a playthrough of Life's a Beach yesterday.
>>
>>12545263
Pedantically, it looks like it's actually falling through the floor when the doors close on it, which is even funnier. How does *that* happen?
>>
>>12545274
Oh. Then it's just a coincidence, maybe he's on here though, because I know there's at least one other guy going through the expansions now too.
>>
I love Nugget's features, but DSDA give more options for resolution. I hate how pixelated some maps are using Nugget.
>>
>>12545352
Try disabling dynamic resolution if you have it on. Nugget will otherwise lower the resolution scale to improve frame rate if it starts hitching.



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