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File: do-it-for-him.png (1.74 MB, 1400x1000)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12599641

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/
>>
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=== 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

=== NEWS ===
[06-02] Plutonium 2 demo release
https://www.doomworld.com/forum/topic/158649

[05-28] Enigmatic Worlds released
https://store.steampowered.com/app/2558730

[05-27] The Third Descent released
https://www.doomworld.com/forum/topic/158600

[05-27] Eye Juice megawad released
https://www.doomworld.com/forum/topic/158606

[05-27] 10 Variations on 100 Revenants, mapping project
https://www.doomworld.com/forum/topic/158589

[05-23] Crate Beyond released (sequel to Crate Expectations)
https://www.doomworld.com/forum/topic/158563

[05-23] Evil Beckons (by /vr/doom alumnus Cheesewheel) released
https://www.doomworld.com/forum/topic/158554

[05-22] Map-Center's Quake 30th Anniversary Jam released
https://www.youtube.com/watch?v=a3skj73U4DU

[05-21] Year Zero, MBF21 weapon mod for slaughtermaps
https://r3voke.itch.io/year-zero

[05-20] You Broke Me released
https://www.doomworld.com/forum/topic/158497

[05-19] id Software founders to appear at Quakecon 2026
https://www.doomworld.com/forum/topic/158487

[05-19] Sunken Cathedral released
https://www.doomworld.com/forum/topic/158492

[05-16] Forward To Uranus X released
https://www.doomworld.com/forum/topic/158465

[05-16] Style Mod updated
https://forum.zdoom.org/viewtopic.php?t=81490

[05-15] Raven MIDI Pack II final version released
https://www.doomworld.com/vb/thread/116499

[05-15] Bobby Prince's Doom soundtrack gets inducted into Library Of Congress
https://playday.one/2026/05/14/bobby-princes-doom-soundtrack-inducted-into-library-of-congress

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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I don't recall when or where this was from exactly, but I like the idea of a medieval knight in full armor fighting a demon in hell. Kinda like a cross between Doom and Wizards & Warriors.
>>
>>12611942
So there's this cool mod called "Gee-Moata" buy some guy who goes by Combine_Kegan. I think that might be right up your alley.
>>
>>12606802
Reposting from last thread.
To give more context, I want to remove weapons after a map, while keeping ammo (or later mod this script to remove some of the ammo but not all of it). A sort of middle ground in between a pistol start and continuous play.
I know the console commands to do this manually on gz/uz, not sure if they're the same on DSDA but I don't use that too often these days. I don't think decorate can easily do something like this and I'm on gz anyway, might as well use zscript if it'll make my life easier.
>>
>>12611942
>>12611947
There's also Walpurgis, a few of these around.
>>
>>12611947
I have heard of this. Tell me more.
>>
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>>12611947
I'm eventually gonna do a full on Wizards and Warriors 3 themed class for Combined_Arms too.
>>
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>>12611971
That makes me think, there should exist some kind of Wizards & Warriors-esque set of levels for Doom. This would be platforming focused, so it'd have to be for GzD/UzD to allow for jumping (and enhanced jumping powerups), but maybe it could still be friendly to gameplay mods?
(8-bit style textures and sprites optional, but welcome, you could take a lot of visual yet aesthetic shortcuts with using a lot of pitch black for shading)
>>
>>12611984
You'd have to take some extra steps to make sure the NES textures aren't eye-searing.
Also really you could make it Zandronum/ZDoom friendly too, air control and higher jumps are more than possible with older sourceports.
>>
>>12611962
walpurgis is goated but all the characters being so tall bugs me.
>>
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>> CLASSIC DOOM CHALLENGE <<

Record a UV Max demo of Headless Chicken MAP28 "Hotpot" (-cl 9)
Reply to this post with a demo & your time.

Wad download & records:
https://dsdarchive.com/wads/hdlschkn?level=Map+28

Example demo in 13:36:
https://files.catbox.moe/nol61f.lmp

A large symmetrical map which kinda reminds me of GD16. Routing the efficient use of four invulns is key. Watch your cells or you can easily get stuck in the middle of a horde of revs or barons.

Previous thread winner:
PLVTORIVM MAP07 in 4:25! >>12603067


>>12611928
>>
>>12611928
Eternity project update?
>>
>>12611948
I had this laying about, it'll do you for the vanilla weapons at least.
https://files.catbox.moe/oxcksv.7z
>>
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>>12612050
>script is called "dicks"
Seems to be exactly what I want. Thank you.
>>
>>12611971
>taped on facial hair

Heh.
>>
>>12611971
I just realized that some of the knight helmet visor's slits are also skewed to line up with Arti's slanted eyes.
>>
I love Wang
>>
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>>
>>12612075
I like wangs, it's a personal weapon.
>>
>>12612012
>>12611962
>Play this, it's pretty cool
>There's an upgrade system
>You can upgrade each firing mode every time you find an upgrade item
Wtf this is awesome.
>>
>>12611932
Beachside Brawl released (for Hacx)
https://www.doomworld.com/forum/topic/158688-beachside-brawl-hacx/

Some dude made a map for Hacx
>Newsworthy??
Well, it has rarity value.
No idea if it's any good.
>>
>>12611948
>>12612058
Reminded me that I wanted to have myself a generalized Dakka ammo thing where it sets ammo back down to a certain level at the start of a map without touching weapons, so here's that as well.

https://files.catbox.moe/yys3ij.7z
>>12612171
Seems newsworthy to me, and pretty fucking cool.
>>
>>12612273
>Reminded me that I wanted to have myself a generalized Dakka ammo thing where it sets ammo back down to a certain level at the start of a map without touching weapons, so here's that as well.
But why?
>>
>>12612294
because it's a cool system for doing continual without taking a hundred rockets and a shitton of cells to the next map, instead spending them on the map you get them on.
>>
>>12612131
>eviternity worth bullshit
>cool map stuff
>faggot dick
>/vr/ tried levels
>worthy magnum
>certainly corporate somehow
>yholl used anons fix, thank
>save waifu
>pinkies normally difficult
>>
>>12612131
>>12612357
>yholl used anons fix, thank
What did anons fix?
>>
>>12612371
The bees.
>>
>>12612273
>Dakka ammo
Does this work with vanilla?
Also what triggers the script? I don't know any acs, does it just check for the start of a map (or end of previous map) and then point to a script?
>>
>>12612450
That one's for vanilla, yeah and it does just run when the player enters maps.
>>
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>>12612467
Noice. Thanks again.
>>
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I haven't mapped for a month now. It was my big dream, I was thinking about it so much. Still make up layouts every time I go to bed. But don't map for some reason, I learned it pretty well, got good at it, have some released projects. It's not working out and there's nothing to blame but myself. How do I fix this? The clock is ticking and nothing is done
>>
doom but its the netflix adaptation
>>
>>12612669
Doom Annihilation was already a taste of something like that. I do not want to imagine a world where it's a full series.
>>
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>>12612669
FUCK DEMONS NIGGA, I'M GETTIN ALL UP IN DAT CRASH PUSSY
DA FUCK DOOM CRACKA GON DO?
>>
>>12612357
If I could patch anything in DRLA, it would be this inconsistency with the plasma pistol and the nuclear plasma pistol that I find weird.
>The Nuclear Plasma Pistol can only be found in the wild, whereas the normal Plasma Pistol that actually uses ammo has to be crafted using a normal pistol.
>Since the Plasma Pistol is assembled and the Nuclear variant isn't, there can only be a Nuclear Plasma Revolver and a Supercharged Nuclear Plasma Pistol without any regular versions.
>Solution: make the Plasma Pistol into a naturally-spawning weapon like its nuclear variant, and change the Plasma Pistol's assembly into a new weapon.
>Plasma Pistol recipe would create a "Prototype Plasma Pistol," which is just the default Pistol but with the same enhancements as the other plasma pistol assemblies, like the Plasma Handcannon and the Plasma Uzi.
>The normal Plasma Pistol can then be assembled into a Revolver or Supercharged version like its Nuclear counterpart.
>While I'm at it, make a Nuclear variant of the Plasma Shotgun and make corresponding recipes for it (Nuclear Plasma Shotgun Mk. II, Overcharged Nuclear Plasma Shotgun, etc.)
>>
>>12612738
who are you quoting
>>
>>12612817
Joe Mama
>>
>>12612669
Bro, that imp had a family, bro. He was just looking for a better life, bro. You don't own Mars.
>>
>>12612669
impensce.wad
>>
>>12612669
>>12612672
It'd be Doomguy getting Surf Dracula'd, or not even being in it at all.
>>
Why do people say Freedoom looks bad? Once they replace the boss monsters, it'll be perfect.
>>
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>>12612846
>Once they replace the boss monsters, it'll be perfect.
They replaced the worst one six months ago.
>>
>>12612858
FUCK that rocks. I need to build the latest version.
>>
>>12612669
>ID Software once again states they weren't involved just like with Doom Annihilation.
>Union Aerospace Corporation is retconned into a euphemism for capitalism.
>Further supplemented by UAC's president/CEO being a character, who's an allegory for either Donald Trump, Elon Musk, or [insert problematic figure here].
>Crash and Phobos are revisited and remade into fleshed-out characters, but are a tokenized female lead and black lead, respectively.
>Doomguy (if he is a character) is given the Paramount Master Chief replacement by virtue of receiving an actual name (and it's not even Flynn Taggart either), not being a silent protagonist, and once again having black hair instead of blonde.
>Millenial writing; for example, the Cacodemon's debut is reacted to by a character going "uhhh, is that a... floating tomato?" (bonus if the caco isn't even red).
>Main characters consist of Crash (loud-mouthed voice of reason only because every other character is written to be stupid), Phobos (just plain loud-mouthed), Doomguy (angsty, mostly along for the ride, and a punching bag for Crash), and another token minority female character for Doomguy to "pass the torch to" in the first (and probably only) season's finale.
>Crash and Phobos get killed off, Doomguy gets the BFG-9000, and we'll be lucky for him to fire a single shot with it before he throws it to the other character who hogs the rest of the episode's screentime to fight a Cyberdemon; Doomguy's last shot is being prepared to hold off a horde of demons with the Berserk power-up, saying "Rip and Tear!", and the episode showing absolutely nothing else.
>>
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>>12612872
You forgot the part where Doomguy has a homosexual threesome with two underaged brown children.
>>
>>12611932
Reposting from the last thread >>12612775
>>
>>12612879
What's that from? Trace.moe has let me down. It's usually so good.
>>
>>12612950
castlevania the netflix adaptation
>>
I have never managed to find the chainsaw
>>
>>12613024
In which wad/map?
In the original Doom (3 episodes), it's always in a secret.
>>
>>12613030
I have never discovered a single secret in a DOOM game
>>
>>12613032
0 secret run lowkey kind of impressive
>>
>>12613032
I think you're a liar.
>>
>>12613041
Not him but I try my best I usually only like get 2-4 out of a dozen or so secrets on a map in my first run even less so if it's a community map where you gotta pull off some crazy tricks to get them. Same way with other collectibles like secret missions in Devil May Cry, I'm an idiot lol
>>
>>12613052
That's fine really, especially for a first playthrough, you're not supposed to be blind 100% UVMaxing stuff.
>>
>>12612669
Slopflix is so terrible now. You could make something like a Doom movie, and generally base it around the classic games, with certain creative (but not excessive) liberties.

Important ingredients, owing to how Doom was a thematic blend of Aliens and Evil Dead 2:
>MUST have practical gore, like Verhoovenesque squibs with blood bags, occasional severed or exploded limbs
>MUST have mostly practical monsters, which would probably be the more expensive and complicated part, the Zombies would be easy, the Imps somewhat challenging but not very, while Pinkies, Barons, Revenants, Cacos, etc, will all present some difficulties, requiring some creative photography and certain helping by CGI for some aspects
>(genuinely just hire Greg Punchatz to lead the monster FX part)
>real guns with blanks, it just looks and sounds better, at least one scene with a chainsaw
>old brutalist shitheaps and shuttered factories could be used as techbase locations with a bit of dressing up, maybe an oil refinery
>must have some kind of actual Doomguy character, possibly switch back and forth between him and a group of survivors slowly getting picked off by demons, occasionally being rescued by him showing up and taking on the biggest and baddest monsters
>Doomguy would be a strong and daring warrior, but shouldn't be depicted as completely unstoppable and godlike, show him taking hits and suffering, show him occasionally terrified when fighting, show him fleeing overwhelming odds at least once (basically a couple of pages from John McClane)
>adapt KDITD and TSOH, Doomguy helps band of survivors secure an escape, then stays behind and goes deeper to fight the Cyberdemon
>reveal Deimos to be suspended over hell as the ending, with Doomguy rappelling down
>probably actually license some Metallica and Alice In Chains and what not for a couple of scenes
A modern movie studio would NEVER do something like this, but one from 30 years ago wouldn't be the most co-operative either.
>>
>>12612846
what about the mancubus?
>>
>>12612846
FreeDoom is like 50% good assets and 50% bad ones, plus the awkward blend of sometimes very distinct styles over a period of 20 years make for an overall disjointed and sometimes schizophrenic mess of an aesthetic.

There's genuinely some very high quality assets in there, but they get let down by the bad shit and inconsistent art direction. Hell, there's assets in there which are actually good, but their designs just don't fit what FreeDoom is trying to go for, so they stand out very awkwardly.
>>
>>12613113
Are they still using that blob-snail thing? That thing is actually well drawn, and a good design even (I like the interpretation of the Mancubus), but it's a victim of style, it looks too cartoony to just drop in.
>>
>>12612879
>infinite budget
>license to castlevania
>woke slop gay porn shit
they literally could've hired the best writers and artists and made a generational tier series and they chose to produce this
>>
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>midi of Moonsong on Plutonian Sunrise's 9th map
Writewave'd immediately
>>
>secret is a normal armor and 5 health bonuses
Rage.
>>
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>hey bro, need a tune for your WIP Doom map?
>>
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.)
>>
>>12613286
based
>>
>>12613142
im not sure its been years since I updated. but youre right it isnt even that bad it just clashes with the rest of the game.
>>12613135
inconsistent definitely.

like do the people who do these projects not have any sense of style?
>>
Vores kill all the fun in playing on Nightmare
>>
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Cherry Doom is nice. Just being able to level select from a menu whilst having all of Nuggets features.
>>
>>12613394
You can at least learn to strafe jump well enough to turn their balls into corners. Shamblers instant attacking you is more of a trigger for me.
But some of the other monster behaviors also make nightmare less fun.
>>
>>12613410
We live in a golden age of Vanilla Plus and Boom(ish) ports
>>
>>12613421
It's so fucking good that there are loads of ports and forks of them, trying different stuff and adding things that sometimes get brought back to the rest.
>>
>>12613421
Yeah it's really nice. I am finally playing some maps I meant to play for a while but they were buried in the back half of a giant community wad and I'd get put off by some of the worse maps prior or just didn't feel like grinding through them - that's why I asked about community wads with hub maps for Doom the other day - I think Quake gets it right by just making every level part of a hub so I can pop in for a moment see if it's something that interests me atm just from the opening/monster count and if not pop back to hub to find something else to play. Actually got put off initially by Dwell and Mjolnir reverting to the pick your episode format over the single level hub format I had played in everything else prior. Also legit I think Quake shotgun starting is just much much more preferable to pistol starting in Doom.

Aside: I got stuck in a pit in Misri Halek that clearly I was never meant to backtrack into whilst looking for a path forward after finding the throne/red key.
>>
>>12613296
GGs
>>
>>12612131
>mods bad
>mod bd



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