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File: vegetables.png (308 KB, 589x402)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12641383

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 ===
An Eternity of /vr/
Game : Doom 2 | Format : Eternity
Resource wad: https://files.catbox.moe/yxhlgx.zip

=== NEWS ===
[06-18] Divine Twilight Chapter 2 released
https://www.moddb.com/mods/divine-twilight/downloads/divine-twilight-chapter-2

[06-19] Bobby Prince has passed away
https://x.com/JoeSiegler/status/2067801735075135584

[06-15] TimeSplitters Rewind is available for download
https://www.indiedb.com/games/timesplitters-rewind1/downloads/timesplitters-rewind-early-access-v03

[06-13] Duke Nukem Zero Hour Overclocked released - Modded PC port with M+KB controls, FPS mode
https://www.youtube.com/watch?v=tZS5KNHYHgs

[06-12] Warehouse Jam for Quake 2 released
https://www.moddb.com/mods/quake-2-re-release-warehouse-jam-1

[06-10] Second community Blood jam is out
https://www.moddb.com/mods/bloodbasket/downloads/bloodstream-map-jam

[06-10] Tele-Direct Atlantic Doom: Speed Dial released (Crispy Chicken Speedmap Session 13)
https://www.doomworld.com/forum/topic/158803

[06-10] Freedoom Weapons Reloaded, spices up Freedoom guns
https://bismuthwalker.itch.io/fwr

[06-07] John Romero in new C++ documentary
https://x.com/i/status/2062839369271009568

[06-07] UnexDoom update
https://www.moddb.com/mods/unexdoom/downloads/unexdoom-v29

[06-07] Back to '95 RC1 released
https://www.doomworld.com/forum/post/3031625

[06-07] RAMP 2026 begins
https://ramp2026.doomproject.com

[06-04] Eternity gets gameplay mod: Living in Danger
https://www.doomworld.com/forum/topic/158711

[06-03] One of Everything - 28 industrial maps
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ooe

[06-03] Beachside Brawl released for Hacx
https://www.doomworld.com/forum/topic/158688

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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I wonder where this fat fuck floated in from.
>>
>>12652005
That nigga would sink in oobleck.
>>
VR+lag from my bad internet makes Quake a very drunk experience with friends
>>
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Posting one time more at the start of this thread, given how generation and age probably plays a big part into it. Really just curiosity.

https://strawpoll.com/Q0Zp7XPaAgM
>>
>>12652025
From HUUH to HURL
>>
File: On the Spectrum ha.webm (2.28 MB, 1920x1080)
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>>> CLASSIC DOOM CHALLENGE <<<

Record a UV Max demo of Spectrum Descent, Map 01 "Black Paint" by Ludi (-cl 21)
Reply to this post with a demo & your time.

Wad download & records:
https://dsdarchive.com/wads/specdesc?level=Map+01

Example demo in 3:24:
https://files.catbox.moe/1voddl.lmp

Previous challenge WinRAR: Toad.wad map 08 in 3:04 >>12645813

Pretty easy map this time. I like the chaingun.
>>12651996
>>
>>12651915
I definitely see your point, and imo plasma gun is generally very underutilised even tho it's one of the most fun guns in the game. imo it's the best way to make a Doom 1 mapset fun: give it enough demon hordes and the player enough cells and it's an easy way to make Doom 1 fun when it usually feels tame in comparison to Doom 2, but people never practice this enough.
>>
>>12652032
I replied "strafe toggle" but it's not really a toggle, it just enables strafe instead of turn for the duration it's pressed, it'd make more sense just to ask "strafe". It doesn't really matter if it's a toggle. Also, I don't even know what an ADS is.
>>
>>12652051
I guess you're right. ADS is Aim Down Sights
>>
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>>12652026
>>
>>12651996
Lol thanks for reminding me of this, bobby the beta was so enormously proud of writing that stupid little motif for their shitty mario ripoff, it was like something a kindergartener would do and think it's clever
Western insects are so creatively bankrupt it's unbelievable
>>
>>12652005
Am I glad he's frozen in there and that we're out here and that he's the sheriff and that we're frozen out here and we're in there and I just remembered we're out here.
What I wanna know is where's the Mancubus?
>>
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>>12651996
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.
A fifth level was submitted, cool, but it needs a bit more work.
Please finish it soon.
>>
streamable com/8c9iyq
>>
>>12652107
wadlist
>>
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>>
>>12652045
https://files.catbox.moe/w2sjnb.lmp
2:23. Randomly colored blood was a bit of a surprise but certainly fun.
Cybrusers though are cunts, didn't check if they had the explosive resist though. I assumed they did because of NOSP3 ptsd.
>>
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Has anyone made a "manual teleporter" mod for Hideous Destructor yet? As in a gadget that'd allow you to place down teleporters wherever you want for quick backtracking.
>>
I did in fact eat my vegetables.
>>
>>12652115
not for hideous destructor but real666 repository has something like that as an addon.
>>
>>12652045
https://files.catbox.moe/qajwgo.lmp
1:41 now.
Ripped the strat directly off the WR holder. Took about another 10 tries on top of the first 30 or so.
>>
>>12652026
>experience cyberdemon
>fucked nukem
>dumb ogres
>true author
>>
>>12652109
Reeeeee, stop calling them tomatoes!
Tomatoes are smooth!
Cacos are more like raspberries
>>
>>12652229
Raspberries are blue though! It says so right on my poptarts.
>>
Planet Martianstein
>>
Oh yeah, gotta get that petition signed.
>>
"secrets" are the lowest tier of level design
>>
>>12652265
Agreed.
>>
>>12652265
thanks goodness we have multiple tiers to build off of to craft a fully complete experience
>>
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>>12652265
Doom gameplay really peaked with Whispers of STARTAN
>>
>>12652265
I paid for the whole WAD, I should get to experience the whole WAD without having to hump every wall.
>>
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>>12652265
It depends. Secrets within random walls with zero real indication are lame. I'd also argue that secrets that are hinted by decorations are similarly lame only because they are unimaginative, and practically no different from random walls if you ever do use decorations liberally.
Secrets that require an attentive eye, such as open passages that are not obvious at first glance, are far superior because you're also adding an element of skill required for their discovery
I also think the secret counters added with sourceports are gay and lame. Its absence might push players to not bother wasting time secret hunting
>>
>>12652349
>Its absence might push players to not bother wasting time secret hunting
Nah man, you'd have to erase the stat screen as well. In-map secret counters at least let you know that you can stop now, you've found everything.
>>
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>>12651898
thanks mate yeah its was a huge step up from the previous version that is for sure. I am pretty happy with how it turned out but I also still have more ideas left in my brain I want to try and cram in there, I thought this was a perfect stage to release it at however maybe build some hype get people to bug me for updates haha.
>>12651936
I would really appreciate that and I hope you have fun and would love to hear feedback, or suggestions or even just suggesting custom maps that work well with the mod. I made this mod for the community and I want people to enjoy it.
>>
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Oh yeah I guess I should post it in this thread too,
Slipgate Rangers coop RPG is out now grab the files here

server files + assets
https://mega.nz/file/4vIngCKZ#zHhxUOU1F4pXeneWo-nSBCalXi7G7AtPdch1Iw9FphE

and the mission pack/episode 5 maps
https://mega.nz/file/5y4x3aAb#YI0NwBTXi1EpHI7XypkclSChiSl87-K4gK3xGpGRgLQ

also I have a public server if anyone wants to play on there 161.153.62.180:27500
>>
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>>12652229
>>12652237
>raspberries
>>
Not worth the news, but Death Wish is updated to 2.0.1. Bugfixes and more(?) alternative soundtracks.
>>
>>12652049
The super provides a more gradual “ramp up” in weapon progression before the level/s approach a difficulty where the rocket launcher and plasma gun start feeling necessary.
>>
>>12652413
can't tell if this includes the reworked Tchernobog fight, he mentioned it before but idk
>>
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>>12652032
This is pretty much the only game I've played with RMB doing anything other than altfire or aiming
In general, I don't think having any kind of movement on the mouse is good (for normal gameplay I mean, speedrunning is not normal gameplay) because it's cognitively wrong, it's better to have everything movement-related to be handled by the same hand
>>
>>12652435
Not every level needs to follow this
>>
>>12652496
Yeah, mix up your level design: Make some where the plasma is given immediately, make some where the best weapon you’ll find is the super or even the regular shotgun. But the super plugs a hole in the roster, that gap between the shotgun/chaingun and plasma rifle/launcher. The new Doom 2 enemies fill similar holes in the monster roster.
>>
>>12652032
>jumping with RMB
I have never once heard of people doing this, you'd have to be some kind of fucking mutant
>>
>>12652512
its default im quake lol but yeah im not a fan personally
>>
>>12652512
the standard for mp quake since the 90s
>>
>>12652413
>more(?) alternative soundtracks.
not more, just separate mixes. 2.0 mixed it all together into tasteless slop. The new ost by HROT composer sucked and everyone hates it so it's good to have more options:
Speedy's redbook ost:
https://youtu.be/kpIo1rmmBA4
Speedy's midi ost (my favourite):
https://youtu.be/X4uvArJ3WAY
New ost for 2.0 by Sjellos, HROT composer (shit, shit, shit, extra shit midified):
https://youtube.com/playlist?list=PLh0GxL-Qa0Gcn7TdpcCzdfkFc7_raS_Na
>>
>>12652587
>clicked last link
It's actually pretty alright, what's the prob...
>click midi link
Ok, now I get it. It's just a generic suspense trailer music. The first one is good as well.
>extra shit midified
Is it? I can't see it anywhere.
>>
>>12652594
>Is it? I can't see it anywhere
He didn't upload midified versions because his work wasn't meant to work that way. When I first played 2.0 I did it with midi tracks and since the 2 osts were mixed together it was a very fucked change from going from speedy's amazing midis to extremely bad muh spooky ambient that was also midified. It's horrible man, boot up the addon and hear it for yourself
>>
>>12652510
>Make some where the plasma is given immediately
The only wad I can think of that does this is Nilla Doom.
>>
>>12652547
Well, the poll is fucking stupid. The standard for Doom since the nineties is right mouse button to run forwards, but that's not even an option.
>>
>>12652631
DBP76: Stagnant Weather throws one at you shortly into the first map.
>>
>>12652639
Any others? Maps outside of the Big Two* are so rare.
____
* either (a) shotgun immediately, chaingun soon, then the bigger weapons later, more slowly, likely in secrets, or (b) you get everything at once all in the first room, or at least, you're fully loaded after at most a minute's gameplay
>>
>>12652635
I always used it in both doom and wolf3d for wallhumping, and that's not an option either.
>>
I have only just now had an epiphany: it is better to have a normal shotgun with doubleshot altfire than a doublebarrel shotgun with a singleshot altfire. Valve was right all along.
>>
>>12652032
You going to make a middle mouse button poll? Because that's the one I usually use for ADS/Scope (if it's separate from alt fire).
>>
>>12652652
>Any others? Maps outside of the Big Two* are so rare.
Maps that specifically give an early/near immediate plasma rifle? None that come to mind right now. There’s a few berserk start maps but probably not what you’re looking for. The “big two” are tried and true so it’s understandable.
>>
>>12652770
Anything with an unusual weapon progression really. Not just the plasma rifle. Slightly more common are maps that start you with a rocket launcher but they tend to be in slaughterfest wads rather than conventional dungeon explorers.
>>
>>12652810
>unusual weapon progression
D2 doesn't have nearly enough weapons to allow for any unusual progression
>>
>>12652689
It always tickles me the wrong way when people rip on Valve for not knowing how shotguns work
Yeah genius, they probably know the magazine tube isn't another barrel, it's a video game.
>>
>>12652910
>the magazine tube isn't another barrel
It should be because it's rad
>>
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>>12652926
>Metal storm style shotgun
>>
>>12652910
In defense of people ripping on Valve, if a shotgun doesn't work like a real life firearm then it shouldn't look exactly like that real life firearm either
>>
>>12652910
>>12652992
Yeah and I mean how come id gets a pass for calling a fucking rotating barrel minigun a "chaingun"?? Which behaves more like a sped-up automatic pistol than anything. I'm shaking my head, it's beyond belief.
>>
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The flechette launcher in Jedi Outcast/Academy would be one of the coolest shotgun-type weapons ever if the shooting in those games didn't blow ass.
>>
>>12653037
>flechette
I thought star wars is all about blasters and lightsabers?
>>
>>12653038
Nah there's a lot of weird weapons in Star Wars. Some of that shit is really cool.
>>
>>12653028
>has four fucking barrels so overheating is not an issue
>fires pistol caliber rounds so overheating is even less of an issue than it already is
>less RoF than the average assault rifle
Downright criminal stuff
>>
>>12653038
Everything in the universe being focused around lasers means a lot of shields and armor types are vulnerable to projectile weapons.
Also, plenty of shitholes that can't produce energy weapons exist (see: sand ni- I mean people).
>>
>>12653038
Regular firearms work well enough against Stormtrooper armor optimized around blasters, and Jedi attempting to deflect bullets would just end up with an even hotter piece of metal going through them.
>>
>>12652689
>normal shotgun with doubleshot altfire than a doublebarrel shotgun with a singleshot altfire
Is the only difference the visual and the fact that one has a magazine?
>>
Finished You Broke Me. It sure did my fucking eyes!
>>
>>12652265
I love putting in secrets to specifically fuck with UVmaxxers.
>>
>>12653037
I'm pretty sure those two games on the quake3 engine are remembered somewhat fondly only because of the star wars license.
The guns are simply unsatisfying to use due to the slow velocity, aside from what you posted and maybe the rocket launcher. The levels in the first game are dzone tier and the first level you get the lightsaber is the worst level to ever use it. The lightsaber combat is just fucking goofy and there are a few ways to completely trivialize the ai with stuff like rolling poke attacks or just the heavy slow lightsaber style in general. Oh, and the choke grip into pit trivializes every duel where there is a pit.
>>
>>12653076
I don’t know many who think fondly those games’ singleplayer compared to the multiplayer.
>>
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>>12651996
>wanna try unreal evolution
>"make sure you download the most recent oldunreal patch i"
>download version k
>doesn't work
>fresh install
>still doesn't work
>get version i
>werkz™... but missing features
>can't scale GUI
>can't set fov
>CAN'T BIND WEAPON KEYS?!
>enter user.ini
>rebind everything and not even sure MOUSE4 and 5 will work
>have to download a scaler mod that can only be changed on a new game
>trial and error for what you want
>30 minutes of of all this later and mfw
>not even going to attempt a custom crosshair like i did with ut2004
John Carmack and the Doom/Quake community has absolutely spoiled me with my modding experience.
>>
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>>12653134
Yeah it’s certainly spoiling, though I recall there being an ‘advanced option’ through Unreal Gold’s menus to edit keybinds directly.
>>
>>12653168
How did you change the position of the 8ball?
>>
>>12653041
>>12653046
>>12653047
Isn't that a large lore hole though? If everything is designed around the assumption of the blaster and yet firearms are still a thing, how come they are not used more often? If it is impossible to create protection that's equally effective against blasters and firearms, everyone in the galaxy who isn't retarded should be wielding both blasters and firearms in equal measure. I don't buy the "it's difficult" excuse either because if you can make a FTL-capable space dreadnought then you sure as fuck can make an AK too
>>12653050
The difference is that the doublebarrel MUST reload after two shots (if not for balance reasons, then at least because an infinitely shooting doublebarrel is beyond the suspension of disbelief for most people) which introduces fluctuating firerate and damage output; whereas a non-reloading pump shotgun "feels" fine and not jarring, and allows for predictable and consistent damage output
I've just made a version of doom's shotgun which integrates SSG as its secondary (with all timings intact) and yeah it feels great, much better than my previous attempt at integrating SG into the SSG
>>
>>12652343
My map has 7 secrets and not a single one is ''hump a wall to discover the secret'', that's indeed pretty lazy and predictable
>>
>>12653197
>Isn't that a large lore hole though? If everything is designed around the assumption of the blaster and yet firearms are still a thing, how come they are not used more often?
Iunno, how good is bulletproof armor against knives and bats? If you want the realest possible answer you could argue the people in charge in universe who supply people with armor are probably fucking huge tightwads so they just distribute blaster resistant armor because they got a deal on the materials due to trading and other motherfuckery that's similiar to how shit works here.

>everyone in the galaxy who isn't retarded should be wielding both blasters and firearms in equal measure.
Probably because slug throwing weapons are outdated and rare. I mean how many stores can you go into to buy a gun, and how many stores can you go into to buy a proper battle ready sword?
>>
>>12653197
The actual minutiae of weapons in star wars does not hold up even under minor scrutiny
Like, apparently storm trooper armor was super strong against it but also the Ewoks managed to kill them with primitive weapons? Also they were apparently 'really' useful against Jedi because they couldn't deflect them effectively with their sabers and fast moving molten steel + sack cloth robes = not a good time
The real answer is don't think about it, George didn't.
>>
>>12652910
The HL1 shotgun was fine, it's clearly meant to be a kind of hyperburst mechanism with two distinct gunshots in the firing sound. HL2 doesn't but it also has the MP7 firing grenades from nowhere so the guns being sensible obviously wasn't a priority over the physics puzzles and facial animations.
>>
I'm convinced that the legendary monsters on Complex Doom killed a lot of interest with people on Doomseeker.
>>
>>12653197
>The difference is that the doublebarrel MUST reload after two shots (if not for balance reasons, then at least because an infinitely shooting doublebarrel is beyond the suspension of disbelief for most people)
You could shoot one barrel and then reload? Depending on the animations, it could perform similarly to a “pump looking shotgun” with a double fire option.
>>
>>12653197
>everyone in the galaxy who isn't retarded should be wielding both blasters and firearms in equal measure.
Logistics. 99.9999% of users are going to just use what's available and in that setting, Blasters won out and are the standard. Most people are also inclined to just stick to one solution if it works and don't want to fuck around with others. To use a videya example, most PC users can't even be fucked to use anything other than Steam. They actively despise the idea of going to GoG or anything else. That's for something that they don't have to physically carry on their person and you're wondering why people don't carry an extra weapon and ammo (and whatever else might be needed for it)? Jedi aren't that common and armor that can stop a normal blaster gets a grenade or shot by a higher power blaster. Introducing an entirely new small arm to be used alongside a blaster that only works better against very specific targets (men in blaster-resistant armor and Jedi that don't know you're using a slug thrower) would be incredibly retarded from a supply management perspective.

Bounty hunters and professionals with specific niches where they know they need whatever a firearm provides over a blaster are gonna be the only ones bothering.
>>
>>12653250
Retarded analogy. If using one or the other meant crushing victory or pointless defeat, then you'd see everyone being armed with options that give the maximum chance of success. If you don't have either, you don't take the chance. Stop trying to make sense of a series that has LLLuke and LLuke as characters
>>
>>12653251
>everyone being armed with options that give the maximum chance of success.
That's why soldiers are always armed with the best and most expensive equipment that money can buy and not whatever is most convenient and efficient to deploy (and supply) in large numbers
>>
>>12653241
Complex Doom Invasion is pure fun.
>>
>>12653263
Oh for sure!

But the LMS with 2-3 Legendary monsters at the start where 90% of the server gets killed out-right and you have to wait 1+ hour for a guy to make it to the end of the map only to be killed is really fun!
>>
>>12653260
While this argument holds for rebels, the Empire's capabilities are clearly shown to far surpass those of all current day countries combined. It's simply impossible to seriously argue that the same civilization that can build a functioning planet-destroying megaweapon cannot establish mass production of assault rifles (especially when the concept of firearms itself is still well known)
>>12653225
>The real answer is don't think about it, George didn't.
This. Sensible worldbuilding has never been a priority, you are supposed to just accept it at face value and go along
>>
someone finish this plz
>>
>>12653282
>It's simply impossible to seriously argue that the same civilization that can build a functioning planet-destroying megaweapon cannot establish mass production of assault rifles
Not that they can't, just that it would be stupid to. Even going by just what was in the original movies, Jedi were basically unknown/legends. It's not physically impossible but it just doesn't make sense to adjust how you are outfitting your troops across the entire galaxy to address the risk posed by like 20 hobos who have pretty much all decided to hide in deserts or swamps or whatever for the last 20 years. The Empire chose to spend its resources building a planet-destroying mega weapon instead of outfitting half of its storm troopers with assault rifles in case of surprise Jedi attacks.
>>
love this grave mod where it shows where you died, feels like dark souls, also with the smart marines wad. You can die early on in a level
>>
>>12653187
That’s Project Gryphon, it and RLCoop change the 8ball position.
>>
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>touch a hp/ap bonus when already at 200 hp/ap
>it just fucking vanishes into thin air for no reason
What the actual fuck was Carmack (PBUH) smoking at the time? It's extra baffling because both armors don't get picked up when you're already at 100/200 respectively, so the functionality is there, literally WHY is it not applied for all pickups? ESPECIALLY the most valuable one (Megasphere)?
>>
>>12653417
Because those items count toward the item count.
>>
>>12652512
Near everyone did that for competitive Quake Deathmatch in the 90s, which is where it spread from. All the big DM players did it for Quake and similar games.
There was a heavy emphasis on bunnyhopping, and a mouseclick was faster and easier to spam than spacebar, because inputting jump quickly and cleanly was as important as inputting fire quickly and cleanly.

>>12652635
I used NoVert early on and thus never used the mouse for movement in Doom (which sucks a lot, because that only works in Wolf3D), and I'm not alone in that.
There's no (conventional) jumping in normal Doom, so RMB goes unused for me there.

>>12652719
No, it was only my own curiosity, but you can make your own poll, a better one.
>>
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>>12652045
4:34 https://files.catbox.moe/bh0yer.lmp
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>>12653490
>add a "Discovered" flag to every item
>flip it in CallTryPickup()
Wow that was hard
>>
>>12652045
It's really hard I've been only playing hdest, I die a lot but my movement is nice.
>>
>>12652032
>1 vote for "I don't use a mouse"
If you're a trackballfag, I personally still count that as a type of mouse, though maybe those don't have the same kind of buttons and layouts as a mouse does.

>>12652447
>In general, I don't think having any kind of movement on the mouse is good (for normal gameplay I mean, speedrunning is not normal gameplay)
Competitive deathmatch isn't speedrunning though.
I've however never been bothered by first person platforming in games like Quake, Half-Life, etc, so perhaps jump on RMB is more helpful for that.

>because it's cognitively wrong, it's better to have everything movement-related to be handled by the same hand
Conjecture. You're already influencing how you're moving with your mouse anyway, what results you get with WASD always hinges on what angle you've moved your view with your mouse.
>>
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Furry shamblers confirmed
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>>12653854
Yeah. FURRY shamblers.
>>
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>>12653862
>>
>>12652005
Ever wonder how it smells?
>>
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>>12653902
Probably like the fattest, most obese person imaginable, the kind where they are physically unable to even wash themselves, and when their heart finally gives in, their body cannot be carried out by a squad of firemen, so they need to just tear the side of the place open and get him out with a crane.

Combine with the smell of gasoline or some other kind of fuel which might be used for the fireball cannons, which might be the only reason that the fat fucks aren't swarmed by flies on the regular.
>>
>>12653928
Don't forget how it complements the passive smell of sulfur from Hell.
>>
>>12653934
Yes, the stench would be bad enough that you could taste it, and you'd scrape by a wall as you moved by later, and feel the stale skin grease which was left over from when a Mancubus lazily leaned against it earlier.

Truly an assault on all of your senses.
>>
It'd be funny if when you managed to send a dead Mancubus flying down a ledge or some stairs with the BFG9000 or something, that it made an earthquake effect when it hit the ground.
>>
The way you guys describe it, merely approaching a mancubus should deal continuous damage
>>
>>12653962
I imagine Doomguy's senses with regards to that sort are dulled
>>
>>12652005
I want to motorboat its belly.
>>
Give me some Doom wads that give that liminal space feeling /vr/
>>
>>12654021
That's just any wad with -nomonsters on though?
>>
>>12654021
wow.wad
>>
>>12654024
Dude too fucking scary I tried this with gmod and no joke shit liquid when my noclip ran out had to get another pair of basketball shorts and underwear from mommy and everything
>>
>>12654021
Pools?
>>
>>12654021
Just google where your nearest abandoned mall is and go to it if you really want to see DOOD SO LIMINAL shit.
At least then you'll actually go outside, you brainrotted zoomoid faggot.
>>
What are some relatively chill wads I can play while recovering from Going Down induced panic attacks?
>>
>>12654021
https://www.youtube.com/watch?v=1O_RgQNMReg
I think this might be your fancy.
>>
>>12654127
Lost Civ
>>
>>12654021
Liminal Doom, duh
>>
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You guys WILL be using the new, deslopped Trenchbroom for all your Quake mapping from now on, right?
>>
>>12653047
Lightsaber-wielders hate this one simple Mandalorian trick.
>>
>>12654335
whats the matter with trenchbroom that has the anti AI troons so upset?
>>
>>12654335
Flintlock is a cool name.
>>
>>12654341
It used AI for... something.
They literally can't even tell you what exactly, but AI was used so they're mad.
>>
>>12654341
>everything is tranny
/v/ is down the hall and to the left
>>
>>12654359
It is literally, unambiguously like 75%+ trannies in there bitching about AI in Trenchbroom.
>>
>>12654359
it is in this case the only people throwing a fit over things and doing a uzdoom sre troons
>>
>>12654341
Nobody can tell you. Just luddite things.
>>
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>>12653843
I haven't played hdest at all, but something that always seems strange about it to me is how slowly you move. Like so slow, playing certain doom maps should be impossible.

>>12654021
ahh i'm going insane ahh
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>>12654436
>but something that always seems strange about it to me is how slowly you move
It'll depend on how you play and how much you're carrying. HDest encourages rather careful and methodical play as a base, but if you learn its gameplay and get comfortable with it, you can actually get really fucking fast and wild at times, and you can win.

As realistic as it is (for Doom), science and magic can still make you very powerful.
>>
>>12654436
>Like so slow, playing certain doom maps should be impossible.
If it’s pertaining to encounters, you can have enough firepower and tools to manage it. Things in HDest and similar mods tend to have much more powerful weapons to compensate for the slower, more realistic movement.
Nowadays, the more annoying thing for me to manage is the realistic fall damage, and when that conflicts with a map taking advantage of the standard “no fall damage” for its progression. It used to be worse: Ashes Sterilized would kill the HD player at the start.
>>
>>
>>12654335
>deslopped
Picrel is the latest Trenchboom release changelog from five days ago.
Now let's see what's Troonboom changelog will look like. Because if it's anything like UZDoom (I made a logo! and a flag! what's an integer?) than they can shove it up their dilated asses.
>>
Huh. Regular piss is one of the only projectiles that goes through ghost enemies.
>>
>>12654729
You can't pee on ghosts, everyone knows that.
>>
>>12654706
Another excuse for the Quakers here to not map. I’m sure they’ll eat it up.
>>
>>12654127
SF2012 map32
>>
>Carmack's autism was what made Doom and Quake possible and what made them as groundbreaking as they are
>the same autism also basically destroyed id before Quake was even finished
You can't have everything :(
>>
>>12654769
Isn't that some horrible slaughter map?... Oh wait, is it the hospital map from Resident Evil or Silent Hill or some such? Yeah that was creepy, I've never bothered to play it all the way through, too confusing and it made me anxious
>>
>>12654748
You can if you take Vitamin X first. PSSSSSSHHHHHHHHAAAAAWWWWWW
>>
>>12654764
Miserable, doompreaching demoralizers are not welcome here.
[ I mean doom generally, not the game. You can preach DOOM as much as you want. :) ]
>>
>>12654774
>that title
Is he engagement-farming again?
>>
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>>12654780
>Miserable, doompreaching demoralizers are not welcome here.
*Until the next big Slipseer release, at least. It’s been off-and-on like that for the past three years.
>>
For me? It's 2D Doom/Quake
>>
>>12654794
Genuinely one of the funniest games I've played. It takes asshole level design and traps and turns it into a comedy routine.
>>
>>12654794
I thought the story they ultimately went with (mutants in a futuristic prison complex) was better than the alien angle
>>
For limit-removing project, do we have to agree on skies in advance? Or probably only a single sky
>>
>>12654782
>engagement-farming
I'm actually more upset at you for using these newspeak words than Sandy's thread about Quake that may have some bullshit in it.
>>
>>12654986
What else would you call it?
>>
>>12654870
Umapinfo and MBF sky transfers have both been grouped under modern "limit removing" after the removal of such limits. I'd assume this applies here.
>>
>>12655026
they are true limit-removing imo, i'd prefer we stick with a single sky
>>
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>>12655089
>they are true limit removing
I get it.
>>
>>12655026
No. Limit Removing strictly just means Vanilla but without the static limits.

>>12655089
You get up to three skies with Limit Removing, and they're all tied to slots.
>>
>>12654774
I think that it was inevitable based on all I've read, they could have done Commander Keen 3D and the team was still wrung out and tense.
>>
>>12655261
The Boom/MBF changes that don't affect demo compatibility don't get pointlessly gated behind complevel checks. This includes sky transfers, light transfers, sky on floor and ceiling of the same sector, etc.
>>
>>12654021
Jumpwad
>>
>>12654021
>>12655271
Oh and 1x1
>>
>>12655261
>Limit Removing strictly just means Vanilla but without the static limits
This is what a strict interpretation would mean, but like this guy says >>12655269, port devs are pretty lax about anything that doesn't impact demo compat (and Umapinfo for some reason, this is old news). If someone adds sky transfer lines to their map, the lead would have to be pretty intrusive to just remove that because some ports won't process it like others. I don't really mind either way.
>>
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>>12654774
the carmack replied
https://x.com/ID_AA_Carmack/status/2069799283369345247
>>
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>>12655329
I refuse to believe he's not the most based person who ever set his foot in the vidya industry.
>>
>>12655329
>hey sandy, hope you're doing well.
>>
>>12652265
I like secrets but how are mappers supposed to make it feel rewarding without the reward being something that significantly affects the balance of the challenge?
I was pistol starting Doom 2 last week and in MAP29 the difference between finding the plasmagun and not is just a totally different game. You as a player are stupid to not be taking every advantage possible to win, so I concluded it was Romero's fault for just letting the player turn off the difficulty with this one item placement.
Maybe instead the map's challenge should be balanced around finding the secrets and not finding them is just ballbusting enough to force you to.
>>
>>12655362
>Sorry, Sandy.

Though Carmack's post shows regret, Sandy's says it was worth it. It broke the company, but everyone went on to work on great things.

It was crunch time for an industry, not just id.
>>
>>12655389
But the map29 plasma gun is NOT a secret. You're expected to have found it, and the map is balanced accordingly.
>>
>>12655389
Make the secret a little diorama.
>>
>>12655410
It's always crunch time for this industry. Except back then crunch made a revolution, while nowadays crunch at best will make you more value for the investors.
>>
>>12655414
I mean the pathing for is as much of a secret as it gets. I had a more satisfying time in the run where I missed it. The caco ambush for instance is easily overwhelmed with your 300+ rounds of plasma, but if all you have is shotgun and chaingun then you actually have to work and use some tactics a little to get past that.
>>
>>12655430
Yeah, you're right. It SHOULD have been marked secret. But it's NOT. The trouble is we just don't know if it was INTENTIONALLY left unmarked.
It's like the chainsaw in E2M6, secret in all appearances except the official one.
>>
God I wish this website had a way to format emphasis that didn't require SHOUTING or *asterisks*.
>>
>>12655471
It really /should/...
>>
>>12654794
The sidescroller that genuinely feels like 90s fps. The aesthetics, the music, the map design and enemy placement, the weapons. It's 2d fps, all right. I also like how the player character looks like Predator and enemies like Aliens. You also get lightsaber and death frisbees as end game weapons. This game knew what cool stuff to extract from all scifi movies back then.

This got some free remaster few years ago which adds higher resolutions, filters and stuff. Frabs also got the same treatment. It's a free fan-made standalone expansion which adds lot of new maps and enemy types.
>>
Any way to reduce the amount of frags in Hideous Destructor? It was fun for the first few years but now I'm really sick of having to kill every single monster 4 times over. Pair that with Revenant and Archvile-happy mapsets and it's at least 30 minutes of literally killing the same area over and over.
Also, is there such a thing as forks of this mod? Any worth looking into?
>>
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>the exit itself is a secret
>>
>>12655603
Ugly as sin has an option for reducing frags, it's an addon
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>>12655603
The Ugly As Sin add-on has a slider for that.
>>
>>12655603
I haven’t played HD in awhile, like a few years, but when I did the Ugly as Sin addon was still supported. It has a lot of options in addition to controlling the amount of frag that goes out.
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>>12655619
That's not okay under John Romero's rules
>>
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>>12655329
>>
>>12655624
Romero breaks his rules on e1m1
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>>12655471
markup formatting is bloat
>>
>>12655631
My favorite Romero moment was when he tried playing off that the final glitched secret in MAP15 was actually an intentional design choice.
>>
>>12655619
>every room is a secret
>>
>>12655650
>wad where every sector is a secret
There's an good idea in there somewhere, I just have to find it
>>
>>12655642
the sheer hubris he still displays despite having so many humbling experiences is something special
>>
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>>12654774
>>12655329
and now romero's comments building off of carmack's comments
https://x.com/romero/status/2069832437924765817
>>
>>12655207
nah it was Quake cause Romero was too ambitious and wanted to include too many features. Keen wouldnt have had those issues cause they wouldnt be trying to make a role playing game
>>
>>12655620
>>12655621
>>12655623
Thanks, one last question, is that the same mod that adds a sawn-off double barrel? I recall years ago I used to play with one that had no side saddle but weighed less and reloaded much faster.
>>
>>12655362
I really feel bad for all of them. Id games' success effectively became a curse to all people involved.
>>
>>12655669
No, that was a different one. I think that was a minimod someone here made.
>>
>>12655603
IIRC, blowing up barrels tends to release frag, so avoid that when possible.
>>
>>12655642
>>12655657
Is that even real? I mean, I wouldn't put it past him, but it still seems a bridge too far, somehow.
>>
>>12655668
I think you're replied to the wrong post.
>>
>>12655707
I'm pretty sure Romero was joking.
>>
>>12655642
That was so obviously tongue in cheek.
>>
>>12655718
Sounds more likely.
>>
>>12655718
>>12655727
Oh, come on. With an the size of his he shouldn't even make jokes like that because people will assume he isn't joking.
>>
>>12655730
With an ego* the size of his
>>
>>12655710
I sure did. meant to reply to >>12655267
>>
>>12653197
>Isn't that a large lore hole though?

If it's anything like 40k lasguns, then blasters would've largely won out against slug-throwers for a myriad of reasons that keep the latter a niche weapon, and then all this minutiae is made mostly irrelevant with what is presented to us most of the time so that we see mostly lasergun fights. Only that instead of a single shot being able to blow limbs off unprotected humans that looks wimpy due to everything a Guardsman fights is tougher, blasters work well enough for both the Empire and Rebels in an IP that defined the trope for mooks having shit aim, and super-monks that are few and far between are probably best dealt with hiring specialists.

And most of them got cleanly killed off as part of a conspiracy by their own blaster-wielding forces, who didn't need to go smuggling 9mm in their assholes for the job.
>>
Running With Chainsaws needed a toggle to lock your throwable so I added one.
>>
>>12654794
It's funny you mention that because it was made by a former id employee.
I think the game is pretty fun with the mouselook shooting mechanic and while it can get difficult (mostly due to the level design), it's never unfair. Sooner or later you understand what you need to do to get to the next level.
>>
>>12650326
Thank you, and for >>12650405, and thank you to >>12651194 as well.
I fixed the intended yellow key choreography, any default texture/bad offsets left I hope and spent some time rebalancing the ammo and doing general tweaks.
You should be going much faster with less scrounging for breadcrumbs now.
> https://files.catbox.moe/m702bm.wad

Unless something catastrophic is discovered, I think it's time to let this go.
I don't mind recompiling the RC myself, I've been saving stuff on the suspicion that the whole thing would be ready to wrap up by the time I finished my map.
That should mean the Corpse Cistern update from >>12635018, the music fix from >>12650326, the TITLEPIC and newest CREDIT which I have, and of course my map.
Oh. Wait.
I can't find an unscaled M_DOOM.
>>
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>>12652045
https://litter.catbox.moe/iy51zb67gp1in08o.lmp
didnt watch the demo or wr, i shouldve desu, ggs sub 2m is crazy
>>
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For a mod that strives to be vanilla+ with as little deviation from vanilla balance as possible (for those cases when you want to play a wad with exactly the same difficulty as it was intended), do you think the pistol should remain as dogshit as it is or do you think it's so bad it deserves at least a slight buff
>>
>>12655718
He wasn't joking. At least no one took it that way. If you go on the comment section of the ZeroMaster video you'll quickly find a lot of gullible people. One I read said "You'd think they'd hint at this secret after 20 years", and replies to any comment that suggests it was an error has several replies stating that "Romero meant it".
>>
>>12656104
Pistol should get a buff to be faster and more accurate.
Chaingun should have piercing bullets plus a buff in speed.
Plasma should also hit harder per shot.
>>
>>12656106
Not saying you're wrong but... autistic people are well known for being extremely literal minded, not recognising irony, sarcasm etc.
>>
So does any one of the eternity project maps actually use any eternity-exclusive features?
>>
>>12656104
I'm a purist about Doom's original balance.
>>
American McGees levels are peak Quake. The dark rune dungeons full of lava and nasty spikes yes please. Petersen and Romero close behind and Willits with the weakest of the bunch but still a solid showing.

Petersens levels arent as pretty as Romeros but I do admire his level of sadism something I did enjoy in Doom as well cause Im a contrarian I guess.
>>
>>12656152
Doom's original balance is quite fucked though, with both weapons' and monsters' stats all over the place, it's one of those things that didn't age well
>>
>>12656140
Several hundreds, perhaps thousands with all those comment likes? Come on now. Also are you just not familiar with Romero? That is absolutely something he would say seriously, that guy has always loved lying or acting a snarky to make himself look smarter than he really is
>>
>>12656165
Doom's original balance is nearly perfect. The only weapon with truly no purpose is the pistol.
>>
>>12655701
So does killing Barons, healer Imps and I believe Cyberdemons also, and frag also spawns naturally so it's largely unavoidable. I'm playing Doom 2 Reloaded and this mapset loves Barons (one of its only faults really) so I genuinely have to kill every enemy several times every time a Baron shows up. Not to mention the Archviles, which compared to many mapsets aren't actually THAT plentiful, but are placed sadistically
>>
>>12656165
personally I would give the pistol, chaingun and chainsaw faster firerates, and reduce the maximum rocket supply to like 50 with a backpack and make the rockets deal a lot more damage, like enough to kill a baron with 3 to 4 rockets and cacodemons in 1 to 2, so that it's not just a strictly better SSG in open areas
>>
There should have been a monster that was as threatening as a cyberdemon but with less health.
>>
>>12656165
2bad, most of what's been shown to me as "improvements" have all been downgrades in the sense that it just makes the game easier. You do what you want, but I've never wanted to abandon vanilla.
>>
>>12656172
The pistol is mostly fine. I would just up its minimum damage a bit, I think. Huge damage rng is alright for the plasmagun due to its firerate, but it feels pretty shitty on the pistol.

If anything I'd increase the contact damage of rockets and reduce the aoe damage.
>>
>>12656143
All except the first one.
>>
>>12656174
So, cybruiser?
>>
>>12656106
>some people were too dumb to recognize the obvious joke, therefore it wasn't a joke
>>
>>12656215
>some
You are the minority here man. Most people know he was genuinely acting serious. He doesn't even tend to make jokes like that.
>>
>I'm gonna make a map with a layout that looks like a hand! Wouldn't that be cool?
>sure would Sandy, but will it be fun to play?
>f-fun?..
>>
>>12656165
Preposterous, take your (You) and leave.
>>
>>12656170
Vanilla fist is pretty bad without berserk.
>>
>>12656220
Yes, Slough Of Despair is pretty fun.
>>
>>12656226
Yeah, but that's fine because it has its own powerup.
>>
>>12651996
>2026
>literally half a year until 2027
>still using outdated
SO YOU WANT TO PLAY SOME FUCKING DOOM v8 as opposed to modernized v9
>close thread
>>
>>12656230
It's actually a point where Quake falters, as the Axe is just never worthwhile or fun to use. Doom's Berserk gives you a great Risk-Reward weapon, where even boxing a Revenant, Archie, or Baron 1 on 1 can be worth it, and it's thrilling, you feel like such a fucking chad pulling it off.
>>
>>12656239
Quake's overall balance is not nearly as tight as Doom's. It honestly would have done better as an addon to Doom than its own thing.
>>
>>12656176
Most mods make the game easier because the difficulty ceiling for pwads is infinite and Speed Of Doom has been the baseline for some 15 years. That and enemy mods are in a more direct arms race with weapons

>>12656104
A level that expects you to actually use the pistol is either so easy it doesn't matter if a vanilla+ mod makes doomguy 20% more or less powerful or some sadistically optimized puzzle map where you need to run through chaingunners and strategically stun them with the pistol while taking low damage rolls
My own answer? Add an toggle for infinite pistol ammo and if someone wants to cheese a cyberdemon from somewhere it can't shoot that's on the player and the mapper
>>
>>12656260
>Add an toggle for infinite pistol ammo and if someone wants to cheese a cyberdemon from somewhere it can't shoot that's on the player and the mapper
Giving the pistol infinite ammo doesn't make it fun though. It just makes it boring longer.
>>
>>12656170
Regarding the monsters, I've seen people split on how much health a lost soul should have.
>>12656237
>school's out
>these posts resume
Checks out.
>>
>>12656264
That's why I said "nearly." I don't even mind the Lost Souls' health, but I wouldn't be upset if there was a Hell Knight to their Baron. A couple new monsters could amplify how good the game is, but what's there is already good.
>>
>>12656168
I've never watched one of his streams (or any streams, really)
>>
>>12656264
>noooo young people joining and contributing to our community is bad because... IT JUST HECKING IS OKAY???
Not to say I liked the V9 that much though it was objectively a marginal improvement
>>
>>12656104
Make it silenced and buff its fire rate by 1 frame.
>>
>>12656269
And it's easy to add or change what's there. Lost Souls also die neatly to the super shotgun, they're basically just chaff like flying demons, so I'm in the camp of not minding their health.
>>12656276
I thought you closed the thread.
>>
>>12656269
The weird thing is that lost souls are almost always fine as-is, the issue is pain elementals being either literally impotent or the most absurd damage sponge imaginable depending on level design. If they'd just had them spit out a duplicate lost soul with half the health (and its own separate tally counter) instead of a "real" one they would have avoided this whole issue.
>>
>>12656284
>And it's easy to add or change what's there
My point is that you don't need to change anything because the game is perfectly good as-is.
>>
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How do I killed a cyberdemon?
>>
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>>12656273
>>12656140
another similar Romero moment was when he claimed that to balance the chaingun vs. the pistol, he made it so that the pistol was "more accurate at a distance" and "consumed less ammo" (whatever that means... the 1 bullet lost on a chaingun burst fire is really not that impactful)
but in reality both the pistol and the chaingun have the same 'perfect accuracy first shot' mechanic and they both have the same spread when holding down fire
>>
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>>12654870
I wanna use this sky. Let's do something cheerful and summery
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>>12656334
Summery would be fun actually, though BTSX textures aren't very summery.
>>
Could additions be made to the BTSX texture set to allow for some summer feeling? Like some nice beach sand, maybe replace the trees with palm trees and stuff?
Perhaps borrowing a few things from Duke Vacation, if they'd fit.

Like making a tropical beach vacation feel, but it's a tropical beach vacation on a colorful alien planet.
>>
>>12656284
>I thought you closed the thread.
I'm not him, but he probably didnt close it either tbf
>>
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.)
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chian gunner if he
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>>12656427
Now give him hair.
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>>12656427
It's not quite the same when the big bearded goon with the machinegun isn't swarthy.
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>>12656253
Fucking doom of all things is not a good example for balancing
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>>12656470
Yes it is, you're just wrong and weird.
>>
>>12656042
I've updated everything submitted so far into a .pke here. Please give it a look and change it how you will.
https://files.catbox.moe/1se59v.zip
In a characteristically presumptuous move, I already labeled the last .pke as RC1, so this one here's labeled RC2. In case you were wondering, the umapinfo gives each level it's own episode.
>>
>>12656470
Use your words in order to convey your opinions.
>>
Man, it's so much easier to get mapping done when your computer works properly and you can blast Judas Priest into your ears.



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