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File: 1778062975892956.png (1.61 MB, 1360x994)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12542028

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 ===
[05-05] Depths (by Nicholas Monti) released
https://www.doomworld.com/forum/topic/157451

[05-05] JENES15 Episode 1 Teaser released
https://www.doomworld.com/forum/topic/154513

[05-01] D2ALL competition with prizes
https://www.doomworld.com/forum/topic/158259

[05-01] Citadel Remastered released on GOG.
https://www.youtube.com/watch?v=XdhRMgmsFgE

[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

[04-23] Ashes: Blackwater, released.
https://www.moddb.com/mods/ashes-2063/news/ashes-blackwater

[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/


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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
reply to this post if you also want a redo of this shitty OP
>>
>>12555381
[05-06] "Cursed Sands" DLC released for RealRTCW
https://store.steampowered.com/news/app/1379630/view/669490710258385617
https://store.steampowered.com/app/4509610/RealRTCW__Cursed_Sands/
>>
ol' ogre doesn't care anymore
>>
for me? it's quake
>>
>>12555390
>quake
More like wake me up inside
>>
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I've updated Crematomania with a large update. Among the changes is MAP02, which is now shorter at the end section and there is an optional way to skip a part of it at the cost of no backpack. Whole changelog can be viewed on DW, DB or Time of Doom.
>>
>>12555398
Will the update get an update to update it to the latest up to date update?
>>
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>>12555408
>>
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>>12555386
He sure don't.
>>
>>12555386
>>12555418
Is that the same map? Why do the screenshots look so different? Is there that much variance between the game's appearance in different engines/source-ports?
>>
>>12555408
>>
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Neat map, fuck all ammo though unless I missed something.
>>
>>12555421
They're the same sourceport, but >>12555418 is running with 8-bit color and 1/2 rendering scale.
>>
>>12555432
Oh right
Just the first one was so much brighter
Like it's the Quake version of ZDaemon gamma settings lol
>>
>>12555385
Only got to experience these before with emulating. Pretty short, but still so awesome that they're on PC now.
>>
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>>
>>12555379
Current status on the Eternity project?
>>
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>>12555460
It's a shame Quake enemies are so thick that this sort of gameplay doesn't work.
>>
>>12555446
New map here >>12549559
>>
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>>12555462
Even if the Lightning Gun isn't anywhere as strong as Doom's BFG, Quake still has quad damage.
>>
my friend has arachnophobia.

Can you guys recommend mods with spiders in it?
>>
>>12555474
Custom enemies or arachnotrons/masterminds?
There's that one map in Hell Revealed.
>>
>>12555474
This wad's use of spider sounds for machinery always tricked into thinking there are spiders around I don't remember if there is even a single spider in it
https://www.doomworld.com/forum/topic/156149
>>
>>12555493
Couldn't you spend 2 seconds typing the wads name instead of making us click your link
>>
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>>12555496
I could
>>
>>12555462
I had a similar experience at the end of D2M3
>>
>>12555460
RED
btw not sure if you're looking for advice but clearing a corner then camping it gave me the most chance of success here
>>
>>12555487
real spiders
custom enemies

its so hard to search for mods like that because results just show the masterminds
>>
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>>12555460
Anon where the fuck is your filename? It's just you because the images above and below you have their filenames.
>>
>>12555535
works on my machine
>>
>>12555535
some weird 4chanX bug I think
>>
>>12555539
>Mac
Sorry pal. Linux, been on this for like 3 years now, and that's the first time I've ever seen a video uploaded with no info. That's fucking weird.
>>
What's that grenade timer thingy? Is it a mod?
https://youtu.be/ceyUNtzlqB4?si=TJ8HyslSkcV8oC8w&t=69
It displays for me when I play back his demo
>>
>>12555541
Three years, wow. You must be quite the dab hand by now. Congrats for sticking with it.
>>
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>>
>>12555546
Ah it's impulse 210 in qdqstats
https://speeddemosarchive.com/quake/tools/qdqstats18.zip
>>
>>12555462
I'm sure as hell won't be missing "this sort of gameplay" when enjoying Quake.
>>
>>12555474
Have I got the thing for you.
>https://dr-cosmobyte.itch.io/aracnocide
The current monsters feature spiders that pop and release spiderlings. There used to be spiders with wings but they were cut.
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

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

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

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

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

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
>>
>>12555558
>>12555519
>I had a similar experience at the end of D2M3
D1M3 as well, lots of soft enemies in both. Probably much bigger enemy density in D1M3, though.
>>
>>12555558
Well it's not like you are forced to play wads like that if you play Doom. But the option is there for those who want it.
>>
>>12555553
Kinda, I still blunder around at times and I still can't compile shit.
I still enjoy it though, and it puts me at ease knowing I'm not at the mercy of Microsoft's bullshit.
>>
>>12555565
THIS IS PERFECT
thank you!
>>
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>>12555379
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-Max demo of Sawdust, Map 02 "Severred World" by Skillsaw (-complevel 11)
Reply to this post with a demo & your time.

Wad download and current records:
https://dsdarchive.com/wads/sawdust?level=Map+02

Example demo in 4:47:
https://files.catbox.moe/us4uba.lmp

Challenge winner a little while ago: Memento Mori II, Map 01 in 1:42 >>12541318

Been busy lately. This is one of the lesser known Skillsaw wads. It's basically just repurposed scraps from Valiant, but still a good wad. At first I thought the map title was a elite-tier pun, but now I'm pretty sure it's just a typo...
>>
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Goddamn, what a crazy map.
I know Time of Death maps aren't everyone's cup of tea, but I do find them pretty fun for the most part.(although key progress like in this map does get overly convoluted with what to do sometimes).
I'm also personally finding Slaughterfest 3 to be pretty ass compared to SF2012 for the most part, though
>>
>>12555554
Finally, the fine cinema references that Duke is known for. What map tho?
>>
>>12555638
Exodus, neat experimental map (2 actually) by some russian it seems.
https://www.moddb.com/mods/duke-nukem-3d-exodus
>>
>>12555662
Thanks!
>>
I really enjoyed Legacy of Rust, but I've seen a number of anons shit on it. Is it purely because of corporate side and/or kex engine or is there something people heavily dislike on the gameplay side?
>>
Anyone know any Quake maps with really good outdoors environments? Stuff like forests, cliff faces, terrain, etc... Most resources focus on hard surfaces so I want to steal some techniques directly from other people's maps.
>>
>>12555735
I hate Xaser's maps. I hate that they tutorialize weapons you've already been using for the entire episode. I hate that they are just extreme difficulty spikes and complete bullshit if you don't already know they're coming. I particularly hate how much filler the final map has before you get one chance to take out the two dozen archviles and baby cyberdemons at the end. His contributions to the project sour the experience as a whole.
>>
>>12555738
hear, hear.
>>
>>12555738
Well, my top 3 favorite maps from the pack are not done by Xaser so that's something I understand. He's made a great soundtrack and I didn't exactly hate Xaser's maps, Coiled City was great, but yeah, an argument could be made that mapping wise, Legacy of Rust gets carried by others.
>>
>>12555756
Coiled City was frustrating, but ultimately doable. The last two maps were just tedious and I gave up on trying to beat the set saveless because of it. I know he didn't work on the penultimate map, but that one also has a lot of the same issues as the final map. It's a complete departure from the other maps of the set in terms of difficulty, on top of being the main inclusion of a console-targeted port bugs me. I don't mind a punishing mapset, but these are extreme spikes that come out of nowhere and right at the end.
>>
>>12555762
Heh. It just so happens that the penultimate level, Soul Silo, is actually my favorite. Granted I also gave up doing saveless by the time I got to it... but came back sometime later and did a pistol start UV max with no saves.
Brink, on the other hand, yeah I'm not even bothering. It's true that half the map is filler, and second half is blink wrong and your ass is fried.
>>
>>12555738
>one chance
Save the damn game.
>>
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>>12555446
I've been lazily working on the 2nd map I said I'd contribute. I figured I could take my time since everyone else who said they'd make a map has done similarly. Now that we have another one, I think I'll dedicate more time to it, but I still don't have a precise estimate for when it'll be finished.
>>
>>12555567
GGs
>>
>>12555601
Funny I just started playing through Valiant.
Chaingun go BRRT
>>
finally beat all of redneck rampage
the maps of 66 and rides again actually make the whole thing alot more tolerable its kind of impressive how much of a step up they are
>>
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Does this look like it was designed with brushes to you guys? Ignoring the processing noise since it's ripped and cleaned directly from some old game files, it's pretty much composed of convex brush looking shapes and grid aligned with the smallest grid unit also being aligned to a single world space texel. But top-down it also kind of resembles normal mesh extrusion modeling.
>>
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>>12556087
>>
>>12556087
level editors for old games basically all used some kind of csg modelling approach, nobody just sits down in 3ds and models out a level polygon by polygon, the only other viable approach was modular design
>>
>>12556087
Impossible to tell from that picture. If it is made from brushes, it wasn't with the Quake 1, 2, or Half-Life BSP formats since there aren't nearly enough edge splits going on. More likely to be Quake 3, Unreal, or something proprietary based on those.
What game is it from?
>>
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>>12556110
>csg
Is it possible to learn this power? Have I been doing everything wrong by sitting in Trenchbroom and making everything by hand?
>>
>>12556163
bsp brushes are just a subtype of csg
>>
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>>12556164
https://youtu.be/NebWPNung-s?t=14
>>
>>12556171
CSG is just building complex shapes by joining lots of simple shapes instead of trying to make them directly with face extrusions or vertex wrangling.
Brush-based mapping is exactly that, with the added caveat that brushes have to be convex.
>>
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>>
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annoying map desu
The last 2/3rds of my successful demo consists of me cowardly plasmaing/chaingunning 4 cybers from a distance.
Also there was this one attempt where I reached the end and reflexively hit the exit switch before killing everything.
>>
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>>12556234
>>
not even doom music
>>
>>12556239
Careful with that one, it's an antique.

https://www.youtube.com/watch?v=nVBalxt3NEU
>>
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>>12556239
>>
>>12556238
Is that intentionally slowed down, or is your computer running that slowly because of all the ghosts?
>>
>>12556248
Intentionally slowed down to 50% speed, though it does lag a bit at the start of the webm.
I also disabled the pain palette and other palette effects so you can see what's going on.
>>
>>12556239
Doom? More like POOm!
https://youtu.be/qG2HwH1JkAI
>>
>>12555379
i've begun working my way through the pineapple under the sea speedmapping group's wads and they're pretty fun. i'm on the 5th or so right now (castle-themed) (skipped the christmas one because i'm not in the mood, i'll go back at the end of the year).
>>
>>12556250
>>12556250
>Intentionally slowed down to 50% speed, though it does lag a bit at the start of the webm.
Right that makes sense now. I saw the "crunch" at the start and wondered why it never recovered to full speed.
>>
>>12553891
> I wish there was a middle ground
It's called making episodes. You get to keep your shit, but only for a while.
You can seriously make the resets happen as often as you want, like every third level or so.
>>
>>12555446
I should try to finish my map.
>>
Does anyone know where I can download doom64.kpf? I need it to get Doom 64 working in Delta Touch but I can't find it anywhere.
>>
>>12553891
You can still have that kind of escalation with pistol starts, by just offering those weapons at the beginning of a map. Trying to build around the amount of ammo or health a player may or may not have is pretty much impossible.
>>
>>12554372
Seemingly. Woof/Nugget has been starting work on implementing Decorate/Declarate, and I think some support for UDMF, which would only make sense for MBF2y.
>>
>>12556271
Never mind, found it.
>>
>>12555183
posted in wrong thread

still where the fuck the dopefish came from?
>>
>>12555460
This is not fun.
You are not having fun with this.
Yes. My definition of fun is better than yours.
>>
>>12556435
https://doomwiki.org/wiki/Dopefish
>The Dopefish is originally an enemy from Commander Keen IV, designed by Tom Hall, a large green fish, prominently bucktoothed, and famous as the second stupidest creature in the universe (the first stupidest being the Ravenous Bugblatter Beast of Traal from Douglas Adams' The Hitchhiker's Guide to the Galaxy book series). Its thought patterns were described simply as "swim, swim, hungry, swim, swim, hungry".
>Easter eggs referencing the character were common in Apogee Software games, and have since become an industry wide in-joke. The dopefish itself, or the sentence "dopefish lives!" have appeared in Quake, Quake II, Rage, Daikatana, Anachronox, Duke Nukem 3D, Descent, Kingpin, Max Payne, Deus Ex: Human Revolution, and more.
S'all I know mate. In Doom, there's one drawn on a wall in linedefs in some dtwid or dtwid-le map, and a sprite version of the thing appears as the boss of the d2twid super secret map
>>
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>>12556441
I liked the other maps, thougheverbeit
Except map 04 which I was stuck on for way too long
>>
>>12555830
This. Youtubers single segmenting maps blind have been the worst thing to happen to the Doom community since the influx of trannies. You DO NOT need to single segment a mapset first time, saveless is meant to be a challenge. Saving mid level is NOT "save scumming" unless you're doing it mid-fight. The number of annoying tryhards who tie their ego and self-worth to playing hard wads without saving is getting tiresome.
>>
>>12556239
Is there any lore what happened to the guy after his videos. It's been more than 20 years after that faggot did what he did. He might as well be dead now. If he is, I hope that he at least suffered. I also hope that he got raped at least once. If anyone deserves to get raped, it's him.
>>
>>12556453
The secret levels contribute enormously to D2TWID's SOVL-factor.
>>
>>12556506
Said tryhard are also streamers. And these ego driven faggots start to die like complete idiots, repeating the entire level multiple times until they get so angry that they stop acting like a reasonable human being and act like monkeys. At this point they then go on a tirade of insults against the author and shit all over the wad they're supposed to playtest.
>>
>>12556509
IIRC, people on Ogrish (gore site) put a $1000 bounty on him, and someone who knew him IRL actually doxed him. Something like that.

This shit was a very long time ago now, a lifetime, really, and it could unfortunately be very difficult to get authorities to even pay attention to animal cruelty cases at the time (even in jurisdictions where there's actual laws on it), so I don't know it turned out in the end, he may have only gotten fines or community service. He was a minor at the time IIRC, which would probably affect sentencing and even his criminal record.
>>
>>12556506
>>12556606
The blind saveless single-attempt max run is the ultimate proof of skill. Only the best can achieve it. Is it any wonder that players want to strive for the ideal?
>>
>>12556581
I hope you mean the two Keen-themed maps and not the dungheap that is map33. I'm sure they only included it to troll the sad retard who made it and thought he was making a genuinely id-quality thematically-accurate doom2 map.
>>
>>12556506
Wrong. This is a retards attempt at justifying sace scumming by playing dogshit maps. A good map doesn't require save scumming. A good map shouldn't require trial error. A good map doesn't need some faggot's piss poor attempts at "difficulty" with 2 dozen Arch's because "Teehee! My mad is SO hardcore! >:)"

If the map maker throws constant unfair bullshit at you then it's either save scum or retry from the very beginning. It's a bad map from either perspective and no matter how you try to justify it, it comes off retarded.

>muh e-credit
I want an actual fair challenge. Who's more e-cred? Someone who acknowledges the map is bad and quits or some dumb fucker who save scums constantly KNOWING bullshit is going to happen?
>bro, just do a saveless AFTER you've died enough times to know the layout of this map better than your neighborhood
Shut the fuck up, slaughternigger.
>>
>>12556673
What's a fair challenge? "I came close to dying a few times, but didn't"? "I died but only once or twice"? What's an example of a map that you think is a fair challenge?
>>
>>12556673
This is the retardation I was mentioning. Nobody is impressed you refuse to ever save mid-level no matter what.
>>
I think it's a hallmark of Doom's good design that it can support everything from survival horror, corridor crawls to maps that use its default mechanics on a scale far beyond what could ever be envisioned by the developers, and these types of maps each do find their own traction among whole demographics of players.
>>
>>12556673
>blah blah blah save scum blah blah blah
If you think even saving ONCE is save scumming then you're the retard.
>>
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>Get to the end of a fairly long map
>Huh, a few demons are left, that's fine.
>Go looking for them
>Find a fucking BFG that wasn't even a secret around a corner
Well this would have been nice to have earlier! Fuck!
>>
>>12556749
hear hear
>>
>>12556757
This is like all the times I found a Quad Damage in Quake after everything was dead.
>>
>>12556772
heh
I'm not sure what's worse:
(a) finding an invulnerability, once everything is dead
(b) finding an invulnerability, before the fight, then constantly "saving it for later", until you realise everything is dead
>>
Slipgate Rangers feedback (I forgot what your email was and can't find it):

-Alternate ammo types don't have an icon on the HUD, and the numerical quantities of them are replaced with the standard ones when the scav perk kicks in. Since this is HUD stuff, it might be limited by CSQC, I'm not sure.
-Dissolution's earthquake effect lasts forever. I was playing Cave of Death when I noticed it.
-There was a level in Dissolution I was going to, might've been R1M2 but it had me trying and failing to download a .mdl until it gave up and dropped me from the server. The model name was something like m_rock0. I reconnected immediately and it let me into the level, albeit my inventory was wiped.
>>
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>>12555379
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: 2!
Number of other levels in progress: Maybe 4?
How many levels do we see ourselves putting into this project?

Suggested title: "An Eternity of /vr/"


>3. Waifu Project 2?
There was one really good idea for this the thread before the last, but seemingly not much more interest/discussion afterwards.
Perhaps it's better to discuss an idea like this once the previous two items are done. (Don't forget that one, Hexanon).
>>
>>12556743
>keeps bringing up e-credit
Stop projecting, lil bro. Nobody is impressed you beat a map with a gorillion enemies.

>>12556754
>i-i swear i only did once
>in fact, i uphold it as my moral duty to only save once per level!
Sure, bud.
>>
In Daikatana, does Nharre's Nightmare call you a faggot if you use it with no target and it attacks you?
>>
>>12556817
>>i-i swear i only did once
>>in fact, i uphold it as my moral duty to only save once per level!
Retard, I'm playing to have fun. You might see playing Doom as some weird street cred thing, but I'm here to play a game. Feel free to fire back with some further schizoid ramblings as some last word thing, but I'm done engaging with your idiocy now.
>>
>>12556801
I also have a question that's more for quakeworld/FTEQW in general: How do skins work?

ezQuake and FTE both have the qw gamedir that has a skins folder, and I assume this gamedir is used at all times, which might mean that any player (in a mod with default player.mdl) with a skin name matching one in this folder has it applied. Does it only appear if you've downloaded their skin off a website, or does the server read it from their own folder, then lets you download it? I know Quake 2 allows for downloading these things, I don't know if it's been backported.
>>
>>12555443
>heard server silly
>another community finished
>whatever hate plasma
>fight die dead
>kinda forgot nuts
>sick mission
>doomguy chocolate fantasy
>>
>>12556845
>>doomguy chocolate fantasy
>>
>>12556845
>doomguy chocolate fantasy
"Doomguy's Chocolate Fantasy" would be a good name for a candy/sweets-themed wad.
>>
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>>12556852
>the secret level is running back to get nuts
>>
>>12556852
It's a title to remember, for sure.
>>
>>12556852
I bet MArt1And00m3r11339 already used it
>>
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>>12556867
lol he definitely had more of a theme going than I previously realized
>>
>>12556874
>using EP to refer to doom maps
Huh.
It's short for episode and not the record format I assume, but it's capitalized...?
>>
>>12556787
>(b) finding an invulnerability, before the fight, then constantly "saving it for later", until you realise everything is dead
literally never happened to me. The vast majority of fight with an invuln visible before are heavily front loaded with a retarded amount of top tier monsters
>>
>>12556921
Really? I've played no end of maps that place invulnerabilities I end up never needing and never pick up before reaching the map exit with all monsters dead. Starting from the Doom and Doom II IWADs!
>>
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wtf, this map is not fair and balanced at all!
>>
>>12556938
play slaughterslop maps get slaughterslopped on
>>
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>>12556993
jk I beat it
>>
>>12556997
Commendatori
>>
How do you launch games in your quake source port?
>-game parameter
>gui menu
>games/game console commands
>>
>>12557017
In-game mods menu (Ironwail). descript.ion in the map folder for a proper name.
>>
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Lost Civilization really is long, but the maps are pretty. This map had some NPC behind a bar in a room for some reason, but he wasn't interactive.
>>
>>12557017
Ironwail, so I just choose from a menu in-game.
>>
>>12557017
game id1/hipnotic/rogue/etc. in console, or cmd/batch/shortcut if required (like quoth). In-game menus take too long and are disorganized
>>
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>>12556801
Thank you,

yeah the icons for the ammo types have not been ported over, I will try and port over the HUD icons. There is an issue remembering the right icon for your armor too but it does still preserve the proper class.
Yeah I think thats probably something to do with me combining rogue and dissolution earthquakes into one common earthquake code. Ill get that fixed
I need to look into that I think thats some issue with precaching models, where it crashes you out with a bad model index and then is fine on reconnection. I need to put in a safeguard to prevent unsuccessful connections/map transitions from wiping inventories.

>>12556835
skins in quake 1 are baked into the models so you either need to have separate models for each skin or have multiskin setup where each skin is baked into the model. Unfortunately its not like quake 2 in that regard where skins are just PCX files that go with an md2. Multiskin was something I was going to look into myself theres a lot of brilliant skins out there I would love to preserve, I thought about throwing all the good ones into one skin pack, then all the star wars ones on 1 model, all the spiderman ones, etc... a problem with the old multiskin packs is that you would have some really great high effort stuff that would blend well with the art style and then you would have flat shaded MSpaint spiderman (which looks awesome but really clashes with the aesthetic all on one model.
>>
>>12557017
~
game rogue/fortress/rangerhq/etc.
>>
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Ah hell yeah I just found an awesome duke nukem skin. Here is also the regular duke nukem skin that is in like every single multiskin pack for comparison
>>
>>12557052
Top is much better, that looks more like Duke wearing a Ranger helmet. Bottom looks like one of those Chinese knock off toys that vaguely resembles what its imitating but even a child can see how retarded it looks.
>>
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>reach end of map
>~40% kills missing
>hunt for secrets just to close the gap little bit
this is gonna keep happening isn't it
>>
>>12557061
hahaha yeah thats the unfortunate part case for most quake skins hence my desire to find all the good ones and bundle them together, and put the MSpaint shit on their own skin dedicated to bad skins cause even though they are terrible they do have soul.
>>
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>>12557052
>>
>>12557076
What map?
>>
>>12556825
>Retard, I'm playing to have fun. You might see playing Doom as some weird street cred thing
Keep saying it, projecting fuck head.
>fun
Then I still maintain my definition of fun is better than yours until you elaborate on why.
>inb4 u don't
Because it's either:
A. You're a mindless fucktard.
B. You admit that YOU are the one who cares more about MUH SKILL.
Go ahead, smugly dismiss this. Hell, even claim you're not the same anon.
>>
How the fuck did CPD2 get a cacoward? It looks and plays like ass, zero thematic cohesion or good design.
>>
>>12557076
*sniff sniff*
Is that...a French female girl??
I must...CAMEMBERT!!!!

Good mod choice, luv me Voyage Infernal. I miss it when the slot 4 was the FAMAS.
>>
>>12556175
What I'm gleaning from this is I need to do more CSG joining of shapes. Ty anon.
>>
>Doom players, when was the last time you played a map from the iwad?
I deathmatched on entryway today

>Quake players, when was the last time you played a level from id1?
I played e1m1 today to test smth

>Duke players, when was the last time you played a level from duke3d.grp?
A long time ago, don't remember. I play user content mostly
>>
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>>12555381
[05-07] Sunstroke, new duke map
https://forums.duke4.net/topic/13001-release-mike-norvak-sunstroke/page__pid__387095#entry387095
>>
>>12557115
According to .zsh_history I played E1M4 Command Center for 7:29 on 2026-04-30
>>
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>>12555462
>>12555468
Athscukally someone made a bona fide, out and out slaughter mappack of three for Quoth. Quck, Quenching Urges of Constant Killing.

https://www.quaddicted.com/db/v2/maps/1ebd8bcc6d1cc63d5aab3872373078c9f7f90b1dc38949f872f0dac4ce4a73dc

It's really good if you want Quake slaughter. There are also of course Tronyn maps and episodes such as Unforgiven, and Soul of Evil: Indian Summer (both the original and the update).

A bit of a caveat: If you download it, remove the "sounds" folder. It changes the Quoth menu noises to a sample of a woman laughing. Not in a spooky way, just obnoxious as it relates (or doesn't) relate to Quake. Beyond this, Quck is quite the example of how Quake slaughter can work.
>>
>>12557132
I just realized that all these sexy particles and gibs is one of the big reasons why there's so little slaughter for Quake.
>>
>>12557037
>Unfortunately its not like quake 2 in that regard where skins are just PCX files that go with an md2
But that's exactly what it is. There's a skins folder containing a base.pcx (default quakeguy) and I could dump new .pcx files into it and change my appearance in console, all in real-time. Maybe it's exclusive to FTE?
>>
>>12557120
>sector shadows
Beautiful. Sovlfvl, as you people say.
>>
>>12555430
Link was?
>>
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>>12557164
Lost Civilization, Map 11.
>>
>>12557141
God damn I gotta figure this out then cause I was under the impression they had to be baked into the model. I didnt know quake1 could just load model textures. I knew you could change skins in QW but I thought that was just loading another player.mdl with another set of skins on it. Well if I can find all the original bmp/pcx/png files this should be alot easier.
>>
>>12557115
I like playing pwads with Thy Flesh Consumed so yesterday.

I was gonna do an Arcane Dimensions Chaos Mode challenge post using e1m1 but I actually can't beat the level in a timely manner so I'm holding off :x
>>
I wonder if fog can be added to eduke32, and I wonder why they didn't added it yet
>>
>>12557141
>>12557175
This is definitely a Quakeworld and/or FTE thing. You can't do this in most Quake ports.
At best you can just replace an EXISTING texture in a model with an external one.
>>
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>>12557175
Apparently the need for separate models was a Netquake thing, and id added support for Quake 2/3 style content download as early as Quakeworld. I didn't know that.

If you're looking for skins, I've got a folder and some zips lying around with at least 100 of them. I warn you, it isn't organized and there's a fair bit of duplicates.
>>
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fuuggggggggg
I was wasting so much time carefully mapping out floors, walls, and ceilings for a cave system, then I realized you could just chain a bunch of brushes together, put them in a big ass cube, and hit the subtract button
>>
>>12557202
that was the impression I was under too.
>>12557204
now seeing this though it seems vaguely familiar, I have just been so overloaded with information lately its hard to keep track of everything haha. I get like the strangest sense of deja vu working on this sometimes too.
>>
>>12557132
Played it on Hard. On first map I didn't know how to release the spawns. The last map gives you a lot of cells but no thunderbolt for some reason. Was it meant to be played continuously?
>>
>>12557191
there is distance fog in vanilla Duke. The issue is it's 2 dimensional, so if something is high up but technically right in front of you it will be lit up. Polymer has true radial fog but that renderer was left unfinished during optimisation phase of development.
Eduke adds 4 fugly fog colours by default, they been here for years but mappers only recently started experimenting with these. Big mods like AMC or Alien Armageddon have more colours.
The problem is Duke scene is very different to Quake or Doom. No one makes his own art or code modifications. There's 2 guys who made those big mods above and people work with new features in these or map pure vanilla
>>
>>12557191
>>12557225
baked in flat fog sprites like a foot or two off the ground with some parallax would be fucking spooky if you could hide some like slimer facehugger type enemies under the fog layer. of course you would have to make em a little more threatening than slimers but that would be a fun idea.
>>
>>12557214
How'd it turn out?
>>
>>12557230
dynamic lights in Polymer can be made negative, taking light away instead
>>
>>12555605
sf3 is definitely worse than sf2012, there's a reason it was shelved until 2018 (it was supposed to be sf2013)
still beter than 2011 though. but yeah ToD's maps in all three wads are definitely highlights.
>>
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>Be Spider Mastermind
>Doomguy is running at me with a BFG
>Well I better- WAIT, DID A DISTANT IMP HIT ME WITH A FIREBALL!?
>UNFORGIVABLE!
>NO MATTER WHAT, I WILL KILL THAT IMP!
>FUCK YOU IMP!
>>
>>12555605
>>12557254
It wasn't even ready for release. Ribbiks--who wasn't the first project manager, it'd already gone through several others--gave up fixing all the bugs in it, and passed it to Archi who proceeded to dump it on /idgames, bugs and all
>>
>>12557260
spider mastermind should ignore friendly fire and force that minion to target doomguy that the fuck else is he using that "mastermind" for.
>>
>>12557052
>>12557061
>>12557090
Donk Nonkem.
>>
>>12557254
I had high hopes for Phml's maps in this too, because their previous SF contributions were pretty dang great (especially their maps in sf2011), but their stuff in 3 felt a tad underbaked.
>>
>>12557260
b-but, that's a caco's fireball, not an imp's..?
>>
>>12557263
Probably explains why the trainwreck that is map 21 was released in the sorry state it's in. That secret fight was inexcusable.
>>
>>12557274
My mistake. It was a fireball nonetheless.
>>
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>>12557094
I can't stand reading the cacoward descriptions. They're the silliest, most pretentious and self-important things I've read on the internet
>MMMhhhmm yessss this masterwork of a wad is cronenburgian in its scope and intricate craftsmanship hmmmm yessss this mapsmith of unparalleled prestige mastercrafts worlds that harken of the cavernous, gigarian despair of the human soul hhmmmmmm I'm touching myself now
That nice. It's a fucking Doom wad and it looks good.
>>
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>>12557278
Interesting question really. I mean, does this look like fire to you? Or is it plasma? Or even electricity? Some say the cacodemons spit electricity, I guess because its attacking sprite has blue crackles in its mouth.
>>
>>12557305
It's just fire. Purpley rcane hell magic fire. Don't over-think it.
>>
>>12556509
>>12556636
A little qrd for me and other people who aren't dooming since presumably 2006?
>>
>>12557318
Look it up on know your meme or encyclopedia dramatica.
>>
>>12557235
>dynamic lights in Polymer
Oof ow ooh my framerate.
>>
>>12555737
https://twhl.info/wiki/page/Tutorial%3A_Advanced_Terrain_Creation

not quake but most of it applies to any brush based terrain
>>
>>12557332
Terminx a month ago was talking about optimising Polymer. Maybe something good will finally come out of it
>>
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>>12555381
[05-07] New patch now out for Malice Refined for Quake
https://www.moddb.com/mods/malice-refined/downloads/patch-2-for-beta-3

Includes fixes, an overhaul of an enemy, and more settings to play with.
>>
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>>
>>12557393
>Tim Willits
Also has Google Images been suddenly shitty for anyone else the past few days?
>>
>>12557323
Usually I ask anons to qrd because I assume the "official" version of anything is gonna be censored or otherwise clownworlded in some way. But I did look it up, turns out I've actually heard about it before, just didn't recognize the phrase. Thanks regardless.

>>12557305
These and fireblu texture are things I consider to be some sort of unnatural, corrupted hellfire. We have blue fire in Doom already in form of those blue torches so it's not even a stretch.
>>
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here's example of one of the default fog colors in eduke from that new release
>>
>>12557393
I'll download that. Where it be.
>>
>>12557431
ah
it really isn't that good
>>
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>>12557525
told you its fugly. I found the use for it though, at right shade it can look like sunlight at dawn or dusk
>>
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Italo Doom map 14
This map took me way more attempts than it should have, since it really doesn't feel like it should be that difficult.
I guess there's very little weapons/ammo for quite a while, and there's arch viles zapping you all over the place.
>>
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look at that dope camaro!
>>
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>>12557548
It's possible to grab the red key without AV jump, but it's such an awkward jump I decided to force the AV jump instead.
>>
>>12557542
Looks fucking neat. Good job
>>12557550
Awesome
>>
>>12557564
lol the one guy photobombing the camera from 0:18 onwards
>>
>>12557393
I sure hope you guys don't play this
>>
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>>12555601
4:56 https://files.catbox.moe/s499fa.lmp
>>
>>12555384
?
>>
>>12557120
Took me a while to figure out how to load this
>eduke32 -j "Mike Norvak - Sunstroke" -mh "Mike Norvak - Sunstroke/duke3d.def" -map Sunstroke.map
Also sky works correctly only in Polymost
>>
>>12557689
I just selected it's folder as custom content in eduke load menu
>>
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i wish i knew of more FPS games like descent
>colorful and creative weapons and enemies
>all the action, evasion and carnage but none of the blood or gore
>secrets and puzzles that reward level exploration standard to classic boomer shooters
6DOF optional, but appreciated
>>
>>12557742
og System Shock
>>
>>12557753
is the remake not any good?
>>
>>12557757
play original first. remake is mostly okay but there's some issues. It's a different game despite what some people say
>>
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>>12557550

Cool
>>
>>12557742
Serious Sam, set the blood mode to Hippie.
>>
>>12557837
i'm not particularly keen on the ridiculousness of flying homing chainsaw launchers, but if it doesn't have the crude gunk that the duke nukem series has then i'll give it a shot
>>
>>12557757
It's surprisingly good. Everything got upgraded to feel and play like a standard first person game...which means you don't get to interact with the UI and the world nearly as much. It also is way too focused on recycling desu. On the upside radiation noise won't kill your will to live and exploration is mostly better thanks to more detail and suxh.
Don't get me wrong, I had a lot of fun but they're fundamentally different games and one doesn't invalidate the other. Play both, but play the OG first!
>>
what's the difference between netradiant and netradiant-custom?
>>
>>12557892
Custom has more features + it's own optimized version of the Q3bsp2 compiler.
>>
Man, I missed playing this at 30fp and at even lower resolutions.
Would be neat if I could have in hand my old Samsung CRT (and if I had the space enough to use that monitor too.
>>
>>12557171
Thanks!
>>
can't tell if the wads i'm playing just have really obvious secrets or if i'm getting better at secret hunting
>>
a long time ago when i was new here and getting started someone told me "be not a taker, also give, learn to make maps" and at the time my sentiment was "i'm too new at doom to even dream of it" but it's been a few years of dooming now and i think i'm ready to give it a try.
are there any good resources for getting started? i don't really see anything specific in the op unless i'm completely blind + stupid.
>>
Got a couple of Ashes Blackwater questions
>What's the old locket for, I'm at the point where I have all three keys and I've went to every NPC I can think of in the hub+varni and none of them seem to interact with it.
>I vaguely recall some area with a bunch of switches that when interacted with gave a "there's no power message". At some point I turned on a generator, I remember it had E1M2 scribbled on it. Does anyone know which map had those power-less switches and if they're connected somehow or was E1M2 just a random reference? I've again scoured the maps I have access to but I can't for the life of me remember which one had these switches/doors. It was some underground area and that's all I remember but that's all of them.
>Does the 10 choka cola upgrade actually do anything? The FAL doesn't feel any more powerful.
>>
>>12557892
>>12557912
wtf this shit has a ton of awesome brush features
tb devs need to get their shit together
>>
>>12557982
The Trenchbroom guy will literally turn down complete feature implementations of shit that has been in other editors for decades if the interface isn't pretty enough or the controls aren't 'intuitive' by whatever his standards are.
Dude has some kinda wannabe Steve Jobs complex going on.
>>
>>12557968
I will say it's best to simply get an editor and start screwing around. Tutorials are cool but there ain't no experience like hands on experience.
I like Ultimate Doom Builder. Other anons may suggest different editors.
>>
>I made this really amazing megawad
>Also I made everything a shade of brown for some reason
>>
>>12558018
Better that, than a black and neon void.
>>
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>>12558115
Hmm, a void where everything is a shade of brown...
Oh, wait. That's basically Null Space.
>>
>>12556130
>it wasn't with the Quake 1, 2, or Half-Life BSP formats since there aren't nearly enough edge splits going on
a single limited dissolve will clean up all of that
>>
>>12557981
>>I vaguely recall some area with a bunch of switches that when interacted with gave a "there's no power message". At some point I turned on a generator, I remember it had E1M2 scribbled on it. Does anyone know which map had those power-less switches and if they're connected somehow or was E1M2 just a random reference? I've again scoured the maps I have access to but I can't for the life of me remember which one had these switches/doors. It was some underground area and that's all I remember but that's all of them.
Isn't that the mall arcade? I assumed the message was there because you could interact with them in the original version and they wanted to make it explicit that you couldn't do so in Blackwarter.
>>
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Hell To Pay is cool
>>
>>12558018
Read Spengler, Jünger and Schmitt to see the reason why brown is the dominant color of the world. The color of soil and shit, rich and liquid as artillery shocks it into landslide. Doom is a game about WAR and it should constantly remind you of this.
>>
>>12558145
War? It's Aliens v Evil Dead v a D&D campaign where demons overrun the material realm. It's not Call of Duty.
>>
>>12555601
>Challenge winner a little while ago: Memento Mori II, Map 01 in 1:42
I wasted like an hour of screaming frustrating effort to get a 1:38 after accidentally deleting a 1:36 but then when I went to post it it turned out I was on a 2 day ban because some snitch had reported me for flaming him.
>>
>>12558147
>Evil Dead
I would kill for Army of Darkness wad sequel.
>>
>>12558147
It’s interesting how much more ‘brown’ Doom 2 is compared to Doom 1. Even the new enemy additions are lacking a lot of color, the pain elemental and hell knight are mostly just brown and tanned versions of the original sprites.
>>
>>12558171
It's in the middle of id's general slide towards brown
>Keen
Colorful as fuck. Fucking rainbow pride
>Wolfenstein
Still pretty colorful
>Doom
Still some color in the computer panels and stuff, but much drab green brown and tan
>Doom 2
More brown, brown enemies as your post says
>Quake
Quake being brown was a meme. Doom Damnit! would take Doom screenshots tinted brown and call them Quake screenshots
I guess Quake 2 started to reverse the trend? At least, it's kind of orange from what I remember.
[ Except of course, orange is just brown but brighter, seriously try it in a HSV color selector. ]
Anyway Quake 2 heralded the age of godawful colored lighting anyway, or was that Unreal with a graphics card?
>>
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>>12557318
>sick fuck puts a cat in a cage and sets it on fire
>films it and uploads it online
>at some point it's uploaded as a .gif to YTMND, with an .mp3 recording of At Doom's Gate
>people have widely negative reactions
>someone says something along the line of "Nothing excuses burning a cat alive, not even Doom music"
>from there, Not Even Doom Music becomes a fad on YTMND (it's what they called memes there, because this was before people used the word meme like we do now)
>the fad generally involves this picture of a very photogenic British Shorthair cat, nicknamed Happycat, a text to speech voice saying "N.E.D.M." which then leads to a techno remix of Coburn's "We Interrupt This Program
YTMND sites of this fad could depict things like a flying Happycat head shooting eyelasers on a person who then explodes in a ball of fire (but it wasn't always vengeance ones either). Then there was also "Not Even Quake Music" in the bizarro version of YTMND, PTKFGS.
This picture also predates N.E.D.M. meme as a whole, and is one of the "loadbearing" "lolcats," as an edit of this pic was the very first instance of the phrase "i can haz cheeseburger?"
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>>12558275
There was a map named Glaber Base submitted to Community Chest 4 that amongst other contemporary 4chan references had NEDM written in linedefs on the automap. It did not make the final cut.
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>>12558275
Sometimes I wonder if you could trick some anthropology department in a college into giving you PhD funding for meme etymology
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>>12558124
Me and my friends planned to race here later, if you could just clean that imp, that'd be perfect, thx.
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>>12557646
4:55 https://files.catbox.moe/hg7ybx.lmp
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>>12555381
I want to play Blade of Agony with all the censored content still in it. Does anyone have a link to the 3.0 release that they took down from ModDB?
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>>12558018
Are we talking about Sepia?
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>>12557404
Google Image Search hasn't been good in like 15 years.
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>>12558482
It's gotten especially bad in the last year or so, practically unusable without exaggeration, might move over to Yandex or something fulltime

Anyway, Doom?
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>>12557968
Kind of just fuck around with editing software, like said. UDB is extremely easy to learn and use, very userfriendly and intuitive.
For editing Doom, MBF21 is easy enough to deal with and understand, gives you a lot of options if you really want to, but you can get by on ignoring the stuff that seems complicated, you only truly need the basic stuff.
You can of course also do Vanilla, though I personally always felt there were some inexplicable gaps and inflexibilities in it, limit removing or not.

Slade is also generally easy to use. Some quirks, but mostly straightforward. You'd use Slade to do things like add new textures or a music track, etc.
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>>12558018
Sometimes that's what a .wad is and I'm ok with it.
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Legit, I feel that you can get away with a lot of brown and tan as long as you don't stay with Doom 2's first two brown skies, the contrast of just dropping E1s sky into Doom 2's first third IMO does shitloads to make it feel less brown and look more interesting.
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>>12558115
Did you get molested in a black void with neon lights as a kid or something?
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>>12558137
What would the underworld need a hairpiece for?
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>>12558652
Why did a wad get named after a Treehouse of Horror segment?
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>>12557137
Modern hardware and ports can negotiate that, the monsters just don't work well for it.
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>>12557981
>>12558136
Breddy gud. I still don't know what the old locket was for.
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>>12558673
I wasn't even thinking about the performance, but about how all these things make the screen unreadable.
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>>12558695
>I still don't know what the old locket was for.
You can pocket the old locket, you can go to Timbuktu, but you'll never find a Nessie in a zoo.



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