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File: PATRIOT.jpg (954 KB, 900x1313)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12661390

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 patriots ~

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 ===
666 Minutes Of /vr/
Game : Doom 2 | Format : Vanilla (Limit Removing)
Resources: Pending
Rules : Pending

An Eternity of /vr/
Game : Doom 2 | Format : Eternity
RC2 : https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/eovr

=== NEWS ===
[07-02] persian.wad released (new WAD by Ribbiks)
https://www.doomworld.com/forum/topic/159055

[07-01] Slipgate Rangers:
>>12668801

[06-30] Cherry Doom 2.1.0 released
https://github.com/xemonix0/Cherry-Doom/releases/tag/cherry-doom-2.1.0

[06-29] An Eternity of /vr/ released!

[06-26] Nugget Doom 5.1.0 released
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-5.1.0

[06-26] Doom Universe Installment A - Aerial Lavender released
https://doomer.boards.net/thread/4367

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
>>12673626
How's the DNF restoration project coming along? Still stuck in indie dev hell I assume?
>>
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Thread theme: https://www.youtube.com/watch?v=_vF8N9sfe7U
>>
>>12673636

Troons are involved so that should tell you everything you need to know.
>>
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don't click
>>
>>12673668
>troons involve themselves in a community project unopposed
>instantly goes to shit and is plagued with issues until it slowly dies or schisms
How the fuck have people not caught onto this by now? Even on just an intuitive level, extremely narcissistic mentally ill people and a group effort do not mix.
>>
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I wish so very dearly to be good at quake. when doom 2016 dropped it felt like everything I had been missing once 343 took over for halo. I had a nearly a 6 k/d in 2016's pvp. I loved it so much when quake champions was announced I built my first PC for it. I have 127 hours in QC but im not good. I could care less if my aim was bad because that will fix itself if I just played more regularly, but I never really got a handle on the movement. ive watched so many videos and things but there is something im missing. would there be any chance in hell that anyone here is an articulate quake goat? I dont care what it takes to start to really understand, there arent too many other pvp shooters that really peak my interest these days and even when I do poorly in quake im usually having fun.
>>
>>12673626
Was Marathon always a well known classic FPS?
I literally never heard about it, at least not until the trainwreck sequel came out recently. And my first FPS was Wolf3d back then.
>>
>>12673749
It was big in Mac circles but pretty obscure otherwise. If you were just following DOS/Windows stuff back in the day you likely wouldn't have heard of it at all.
>>
>>12673626
Celebrating with that Zero Hour mod.
>>
>>12673749
>Was Marathon always a well known classic FPS?
It was... on Mac.
If you had a PC you just played Doom and only heard of it in passing. Closed ecosystems, limited info unless you really went looking for it.
Kinda like how consolebabies who had only heard of Doom and probably had no idea what Quake was considered Goldeneye to be the absolute pinnacle of shooters.
>>
>>12673749
The whole Bungie's schtick was to make mediocre FPSs for platforms that had none. They would have been laughed out of PC market.
>>
>>12673842
Yeah, when they started porting their later Halo games to PC, people were shocked that they were just a mid tier generic FPS.
>>
>>12673842
Isn't Marathon mostly decent?
>>
>>12673842
wasnt their only prior fps pathways into darkness?
>>
>>12673851
No, you don't have 6 degrees of freedom movement and you're not even in a ship.
>>
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>>12673856
I like you
>>
>>12673850
To be fair, Halo's strengths were in AI, physics, and vehicles rather than straight up shooting. They knew the core gameplay of a shooter would inherently be gimped on a console and went out of their way to make the game more of a wholistic 'experience' instead, for whatever that ended up being worth.
>>
>>12673668
Last I heard it was going okay and there wasn't any troon shit in the game.
It has been slow going tho.
>>
>>12673668
Wasn't there a split into a separate team because of that shit?
>>
>>12673874
I think its also important to point out that halo 1 and to a lesser extent onwards was a party game where anyone could hop in and play without getting stomped. atleast that was the idea.
halo couldnt be a super reflex heavy game so they made it more, conscious? strategic?
when anyone can pick up a gun and give out a few hits the line between death and survival is knowing how to read the room and leverage whatever edge you can find in an adhawk way instead of just press A and D faster without missing any shots. a lot of people overlook that as being very compelling.
>>
>>12673842
>>12673851
They would've been fine on PC, Marathon is a lot better than any of the non-id FPSs released in 1994. Marathon 2 is better than most 1995 releases too. It's only Infinity that's pretty plainly outclassed in its year but that's more Marathon's Final Doom than it is its Quake anyway.
>>
>>12673749
Honestly, it seems like the only thing people remember about the Marathon series is the schizophrenic writing in the third game.
>>
>>12673887
>wasn't any troon shit in the game

Impossible to avoid given troons are actively working on it.
>>
>>12673626
Hi everyone, I'm a huge Duke Nukem fan, just wanted to say that you can look at Zero Hour and Duke Nukem 64 for proof that he can still exist in a toned down manner yet he hardly loses any of his mojo. Some food for thought. I don't agree with censoring Duke but lots of younger gamers are offended by his existence.
>>
>>12673636
>>12673887
seems to be coming along pretty normally. don't mind anon, he just sees troons in the mirror every morning when he's opening his medicine cabinet.
>>
>>12673693
It's because they secretly want sex with them, since they can't get sex from a real female. They even have a steady number of simps irl at gaming cons. Letting trannies on the internet was a huge, huge mistake
>>
>>12673851
The lore is peak
>>
>>12673749
It was extremely well-known by mac standards, but that's being a big fish in a little pond. By the time it hit PCs, Quake was already out and everything that wasn't 3D was starting to get viewed as "dated" so it didn't have too much of a chance to get a strong foothold in the much larger PC market to become a bigger thing.

>>12673850
No, people were shocked that the PC port (the one that came out in 2003) was a fucking mess with dogshit netcode (Done by Gearbox, rather than bungie). It still managed to have its own little community anyway, and Microsoft tried to use the Halo 2 PC port to push Vista. It didn't work as it had a slew of technical issues that ended up making it fare even worse than the previous port. I do remember seeing a gaming magazine excerpt at the time where the sentiment was "They made us wait 2 years and gave us this buggy shit?"

If you're talking about Master Chief Collection, that's not the popular consensus. It was either bitching about technical issues or (or generally) loving it.

>>12673856
>You're not even in a ship
But the game is named after the ship you're in.
>>
>>12673994
>But the game is named after the ship you're in.
Would you believe that crossed my mind right after I hit post?
>>
>>12673941
>lots of younger gamers are offended by his existence.
I dont think they actually are. I think the people who control the culture just say that kind of shit because they dont want to promote masculinity. Do you really think people are actually offended by duke nukem or is it that the investment firms in control of the corporations dont want a masculine white hero for people to look up to. They tell us duke wont sell so they can push the woke slop that actually doesn't sell just look at star wars as one example completely kosher slop now and is actually the thing that fails to draw a crowd.
>>
>>12673919
The writing has a level of being out there in all the games, Infinity just decided to be blatant about it and not give you a straightforward plot to follow. It's going to be the only thing you hear because it's the thing that can be condensde into two sentences and saying anything else would actually require playing the games. They're not going to talk about how great it is to send Pfhor flying in every direction with a single missile because that'd have required playing Marathon long enough to get a SPNKr.
>>
>>12673636
DNF stands for did not finish
Sooooo
The project of that channel in discord, that requires verification thru phone for posting, justly goes to hell. Happy happy joy joy
>>
>>12674032
I have done lots of research on this, the reddit comments, the sensationalist gaming media websites that bash Duke Nukem and even interview people about him, and so forth. Maybe it's just a loud amplified small group of people. But what if it isn't. I really do hope though that most gamers would be receptive to Duke again, I shouldn't have to see a beloved franchise I have enjoyed since the 90s die because of a bunch of overly sensitive millennial/genz/gen alpha faggots. Thankfully it still lives on in retro gaming communities and modding communities.
>>
>>12673668
Because /vr/ (in reality /v/ tourists)'s own restoration project went so well, right?
>>
>>12674095
Duke is viewed as a misogynistic dinosaur of a man to some vocally loud journalist types like Yahtzee Croshaw, who was offered to pitch a Duke plot and his pitch was essentially "everyone realizes how cringe Duke is but Duke has never matured or changed, so he's essentially a retired has-been celebrity until the aliens attack again"
Interestingly even Gearbox was so disgusted they tossed his pitch, but that gives you an idea what kind of "subversive ideas" some writers would've wanted to take with Duke because they find his masculinity too barebones and unrealistic.
>>
>>12674095
It would sell like you wouldnt fucking believe if they just made an unapologetically masculine duke nukem game. our people yearn for it after the elites killed our culture at Woodstock 99 when they saw what nu metal was capable of lmao
>>
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>>12673941
>I don't agree with censoring Duke but lots of younger gamers are offended by his existence.
Those people literally are have no value and are a burden to society and those around them. They don't matter, and it's criminal that their opinions have been entertained in any capacity.

Hail to the king, baby.
>>
>>12674107
So like Ash in Ash vs. Evil Dead.
>>
>>12673941
>>12674032
A lot of cultural outrage from young people is purely in reaction to the incentive structures around them with no real thought given to what they're doing. They see Duke and know through conditioning that he fits into the mold of something they're supposed to be against. You'll get some true believers here and there, but that's usually accompanied by outright mental illness (usually varying degrees of faggotry).
Change the incentives and 90% of people will just change with them. Troons and blacks got too uppity over Palestine, so now people can make a living making fun of them on Xitter. Gen alpha is too gay and weak to die for Israel, so we'll probably start seeing ass and tiddies with Duke style characters in media again before too long in a desperate attempt to boost T levels halfway up to normal.
Culture is downstream of politics - not the other way around like a lot of pseuds have been taking to saying in recent years.
>>
>>12673683
so is he like double dead?
>>
>>12674107
Would be better as a demolition man style story where the world around him is actually wrong and he's the only sane one left.
>>
>>12674164
nailed it, they need a relic of the past to solve their problems. Trannies and numales are too busy crying in therapy the world needs a hero to take action. But as >>12674147 politics are downstream of culture and there is no way in hell the kosher people in charge of things would ever allow unless they could subvert duke somehow because they wouldnt want the culture becoming more masculine. But who knows maybe when they need white men to die for israel we will get our douk.
>>
>>12673749
It was enough of a success that it kept Bungie afloat long enough for them to make 2 sequels, two Myth games, Oni and the attention of Microsoft for Halo.
>>
>duke
more like puke lmao
>>
>>12674260
i think the world would be a better place if instead of doom we modded duke instead
>>
>>12674283
Would the Build engine still be the way it is?
>>
>>12674285
To answer this question you first have to answer
>the Build engine
Which one?
>>
>>12674283
Be the change you want to see.
>>
>>12674285
I think people would've done efforts to make tons of sourceports that fixed the janky parts that get tiring after a while maybe, just like with Doom
>>12674308
No one would play them
>>
Decided to just fucking go for it and update the infographic for Marathon seeing how fucking old the last one was and that it was missing a bunch of shit. Should probably mention that it's on steam but this is more of a WIP to get feedback from the 3 people who have played it.

Changes
>Total Conversions section changed to "Scenarios." While some like Apotheosis X came close to warranting the label, others, like Tempus Irae, would just count as a more normal megawad if an equivalent project was made for Doom.
>Updated the entry for Tempus Irae due to TIR being out.
>Moved Kill Them All IV to Scenarios
>Added Durandal Done Different, Apotheosis X, Istoria, and Phoenix to Scenarios
>"Total Conversions" section added for ones that totally convert into something different.
>Added an entry to mention fanmade OSTs and Eat the Path Plugin to other cool stuff
>Removed the section dedicated to YUGE. It's a strange community shitpost project and not something that should get its own massive section in something intended for new people.
>Forgot to put AO Pathways into Darkness under Total Conversions like a dumbass.

Other than missing PID, is there anything else that should be on there? Could stand to add another section for shorter scenarios/individual levels if anons have any suggestions for it.
>>
>>12674362
you said phoenix twice asshole
>>
>>12674368
Such is life when you're blind and fucking stupid. Good enough excuse to change the link under Phoenix to the page that actually has downloads, at least.
>>
>Also noticed that the link for the eat the path plugin somehow ended up in the wrong fucking place.
Just gonna wait for any more things to be noted as wrong instead of posting 30 iterations.
>>
>>12674107
>essentially a retired has-been celebrity until the aliens attack again
Isn't this just how Ghostbusters 2 starts..?
>>
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>>
>>12674507
>considering archvile combat
>vr retarded wads
>>
>>12674382
Should you put Coriolis Loop in the Netmaps section, since it's an official Double Aught release?
>>
I wish I could go back to the days of SRB2K.
>>
duke nukem sucks
>>
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>>12674590
blow it out your ass
>>
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so like what the fuck do I do here
>>
>>12672982
>>12672979
The fork was 100% pre planned and they were just waiting for the first semi-believable excuse to start a scandal

Total
>>
>>12674640
the new fork is literally advertised as a trans woke trenchbroom
>>
>>12674643
100% manufactured drama.

The guy who wrote that 40k characters explanation going on all the little details they didn't like might as well have just said "we were planning this"
>>
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>>12674382
Sweet anon, updated the album accordingly.

>>12673749
The games were also sold in funny big boxes that pissed off retailers.
>>
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>>12674362
>>12674883
>actual honest update to the imgur album
Did someone spike my coffee or did I just witness a miracle? Holy cow either way.
>>
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>>12674643
>don't like sloppa in my free software
>don't like obnoxious autistic troons intentionally trying to attach their sex lives onto a piece of software
Jesus
>>
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Why is Sandy constantly making shit up?
>>
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>>12673626
what do you think about these modern goldsrc maps and this one in particular
https://gamebanana.com/mods/691145
>>
Fug, that took a bit. Heretic and Hexen textures accounted for, and patches made. Now I just gotta play 'em.
>>
>>12673887
>>12673945
>>12674103
Samefag.
>>
>>12674937
I think your map is shit and nobody is going to play it and you will never be a woman.
>>
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>>12674947
You got me.
>>
>>12674921
The guy that works on Trenchbroom is extremely good at it and has been doing it for over 10 years now so going with his version is the way. He knows his shit, it's not like AI is going to put a stop to that. AI code still has to be better than Trooncode
>>
Question: Why would I trust Romero's words over Sandy's words? That guy's gotten plenty of things objectively wrong as well.
>>
>>12675010
Clearly his photographic memory makes him more honest and not just more confident in his ability to get away with lying about things - which someone who built a rockstar persona around himself would certainly never do.
Anyways, team Romero is team trans you fucking bigot.
>>
You guys suck. Stop sucking and talk about Doom.
>>
>>12675019
>Stop sucking
That's not what you were saying last night.
>>
>>12675004
What is AI code trained off of?
>>
>>12675024
At this point? Regurgitated code that was taken from github and scraped elsewhere and then
reprocessed several hundred thousand times.
>>
>>12675024
Same thing regular coders are trained off: Each other.
>>
>>12675027
I designed my own language with my own two fucking hands. You could do this if you weren't lazy
>>
>>12675073
I could do that. But I could also keep reading the Blender manual, and be secure in the knowledge that AI has the topological skills of a particularly retarded Sculpt-mode addict.
>>
>>12674590
Duke Nukem fucks.
>>
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>>12673626
Project notekeeping.

With the completion of An Eternity Of /vr/ (congratulations!), then 666 Minutes is next.

>666 Minutes Of /vr/
>666 minutes to make your map (ergo 11hrs and 6min).
>BTSX Textures and Limit Removing
So, was there any other ideas for it, or are we just doing that? Someone said a summer vacation touch, is there any interest in that? That could be as simple as just replacing the tree sprites with palm trees or something.

For that matter, anyone interested in leading?
For redundancy's sake, I want to strongly suggest more than one person make sure to save submitted levels (take a snapshot of the submitted post with it, maybe), just in case whoever took up the mantle disappears.

What kind of timeframe do we want to set for ourselves? I mean besides the 666 minutes thing, but like, trying to have submissions done within July?
>>
>>12674883
Huh, so you just have a resistance towards updating the doom pic and not the entire thing.
Serious question: what would it take for you to update doom pic to a v9 or v8.1 or whatever that somebody makes?
I've seen you be against any picture that was proposed, but your motivation wasn't very clear or convincing to me.
Now that you immediately accepted another pic's update I wonder if there's some actual reasoning you're going by.
>>
>>12673626 (OP)
>>12673626 (OP)

This port is a piece of shit, but at least I got it for like 1 USD. Good thing you can mod it to have

>original icons of health
>cryspy and classic tone of the new voice lines of the Duke
>total meltdown OST
>DNF gloves skins

The Eduke32 port is vastly superior, but here people like >my custom maps

Also ROCH, RED, CBP are best sagas
>>
>>12673626
any good blood mapsets with lovecraft shit?
>>12675360
is there a link with all the btsx textures?
>>
>>12675524
>This port is a piece of shit, but at least I got it for like 1 USD
That's what it's worth, and I got some neat colored lighting and supposedly bumpmapped textures out of it. The new episode is indeed amazing, though, and I'm glad it's no longer glued to that port.
>>
>>12674947
>>12674965
Samefag.
>>
>>12674935
He's not. American even says he heard that rumor too.
Sandy is just spreading rumors.
>>
>>12675245
Duke Nukem canonically gets no pussy
>>
>>12673626
>take place in 1776
>held revover
Something doesn't add up?
>>
gook nukem > spook nukem > dook nukem
>>
>>12675624
Nigga please. There is a literal sex scene at the end of third ep of Duke 3D.
>>
>>12675643
It's [current year] and people still use revolvers, anon.
>>
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Screenshot Saturday.
Post your latest creations.
Or be tortured and killed by demons, eldritch horrors, alien bastards etc.
>>
>>12675669
Revolvers weren't invented back then
Now that handcannon and those raybans he's got on? Totally era appropriate
>>
>>12675647
For me, it's Gook Spookem
>>
>>12675701
>>12675647
Wish we gotta korean Duke Nukem in the doctor who cloned me
>>
>>12674883
Sorry to bother you, but this one should be an actual fixed up and finished version of it.

>Turns out the links for Red and EVIL were dead so those have been updated to working links
>Added AOPID
>Added a bit to mention the steam release
>Replaced the screenshot for KTA with the image used for it on the steam workshop since it has the name on it.

>>12674545
Not much of a netplay guy but talk at the time when it was added to the steam page for Infinity was that they don't really see any play and that adding it to the steam page was more to just ensure all official content was up on Steam. The section here is for the popular netmaps so it didn't seem like it should be added in that case. Not dead set against it being on there, but that's the logic for leaving it off atm.
>>
>>12675643
>>12675687
>Revolvers weren't invented back then
Wrong.
https://www.youtube.com/watch?v=cdlecO3gyOo
>>
>>12675643
>>12675687
>She doesn't know about the time machine parts.
>>
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>>12675685
Just been pecking away at learning Ultimate Doombuilder through making sector art so far.
>>
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>>12675713
>Sorry to bother you, but this one should be an actual fixed up and finished version of it.

It's fine, chief.
>>
>>12675701
>>12675647
>not mentioning dick fuck em
>>
>>12675647

For me it's

DUK NUKEM : TORTARU MERTUDAUN

https://www.youtube.com/watch?v=1Fm00LPzFXY
>>
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>>12675685
Finished animating... whoever this might be...
Coming to a Quake 2 near you.
>>
>>12675685
I continue to be an indecisive asshole about this. Part of me is considering shelving this character for a bit and getting back to GMOTA. But I will at least explain what's going on in this video:

Ammo pickups have been replaced by those canisters on the ground, those can only be picked up when a weapon is reloading and speeds the process up. I am also toying with health recovery, right now the laser in this video builds up the little meter under your health, and when that fills up, you get a heal boost that's stronger if you're at lower HP.
Been really wishy washy on this part, I'd like to make a character that's more reliant on combat for resources, but if not done right that makes found resources useless. That would make exploring shitty, and that sucks
>>
>map is called "english bond"
>textures of bricks that are laid in header bond
what did he mean by this?
>>
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This must be one of the least played Skillsaw maps just because people are allergic to gzdoom.

>>12675885
Last night I english bond burgered your bricks if you understand my meaning (nonsense). Isn't that actually a stretcher bond? I'm not a bricklayer but reading about it now is kind of interesting.
>>
>>12675896
I don't know what it is about maps made in advanced formats like ZDoom or Eternity, I just don't like them. I prefer the predictability and authenticity of the originals.
>>
>>12675647
thats my joke and of course you rank spook nukem highest cause you're a no good stealing spook
>>
>>12675919
Someone is celebrating the fourth early
>>
>>12675937
celebrate by suck starting a shotgun janny
>>
>>12675943
what's a shotgun janny?
>>
>>12675945
something to make pedantic faggots ask questions.
>>
>>12675960
Oh well I wouldn't know anything about that. You're probably in the wrong thread.
>>
>>12675964
i think you are mistaken anon you clearly asked the question
>>
>>12673768
Zero Hour mod or port? Didn't the original Zero Hour have a first person mode as an unlockable cheat?
But that moves smoother than I remember it moving.
>>
>>12675971
Port with Zero Hour Overclocked mod.
>Didn't the original Zero Hour have a first person mode as an unlockable cheat?
Yes. It's also how vents and multiplayer worked. You couldn't see weapons in hand though.
>>
>>12675974
Does the port fix the bugged 100% kill count in those two bugged levels?
It always pissed me off that you had to try to bug the counter with a specific enemy to get 100% in the original.
>>
>>12675983
Port? Unlikely.
Mod? No idea, but maybe.
>>
>>12675896
No, the name comes from it being the head of the brick.
Yeah, it's pretty interesting; it's very serendipitous that a few weeks ago I happened upon a talk about brick bonds on youtube so I had some of those names fresh in my mind.
>>
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>>12676037
What makes you think those are the head of the bricks though? Based on their width I thought it was the sides, but it might actually be ambiguous, although either way it's not English. The ADEL series of bricks from various gothicTX packs are the only instance I can recall of wall textures using unique brick patterns, but not exactly any traditional layout.
>>
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>>12675685
What wads are those in the background of the Screenshot Saturday pic?
>>
Jesus, the buttsex textures are a big fucking pack, almost 100mb and, I don't know how many textures and flats are in there.
>>
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>>12673626
>>
>>12676101
What is the most 'murican wad ever?
What's the most anti 'murican wad ever?
>>
>>12676105
Trump doom
>>
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Anybody figured out how to get BFG in persian MAP04? I hate when you can't know what triggers what by just pointing at it in the editor and instead have to decypher sequences of voodoo dolls, raising/lowering ceilings, etc. I think I pressed every button there is in the map but that voodoo in the bottom-right corner is still locked
>>
>>12673627
>Rules : Pending
Multiplayer support is a must! Like in BTSX itself
>>
Texture filtering lost. AIslop lost.
>>
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One more. This is just a single map, but it's pretty fun and not too hard.
>>
>>12675719
Very cool. Now the cowboy hat?
>>
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I took those palmtrees from R667 and then crudely adjusted them to the BTSX palette, if you guys wanted to actually use that.
(They could replace the existing trees, or maybe they could be put in through DeHacked or something).
>>
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>>12673626
>>12673626

Happy late 4th of July my American bros
>>
>>12676105
>>12676149
Meant ancient aliens
>>
>>12675613
>>12674965
>>12674947
haha all me
>>
>>12676256
No, it was me.
>>
>>12676105
obviously /pol/
>>
>>12676271
>>12676251
>>12676149
Are these answers to the first question or the second?
>>
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>>12676272
>>
>>12676105
in terms of gameplay mods:
Most American: Johnny Doom
most anti American: Codename Demolitionist.
>>
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The most American wad would be one made entirely by McGee, or possibly wholly in an attempt to emulate his style.
>>
DAMN,YOU! DAMN,YOU ALL!
>>
So how many more years will it be until nuts.wad can be played at a smooth 30fps with no frame droppage at all? Playing at 2fps is unbearable
>>
>>12676407
DEEZ NUTS
>>
>>12674887
Still waiting to see one for quake 2
>>
>>12676407
Run it with something that's not ZDoom, tard
>>
>>12676460
Every map runs smootly on the lastest version of GZDoom without problems, fag.
>>
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>>12676217
this account is gold
>>
>>12676483
Every map except the one you asked about so what does that matter?
Run it on Crispy Doom and it'll be smooth on any modern system
Nuts.wad wasn't made to be run on sourceports full of unoptimized transgender code
>>
Test
>>
>>12676407
You could probably get better performance on it in GzD/UzD if you used the Slaughter Optimizer mod.

>>12676483
Well, that one doesn't. Don't know what to tell you, the extreme jokemap still gives those kinds of ports a hard time.
Maybe play something else instead?
>>
>>12672687
I couldn't finish it and I genuinely do not recommend it to anyone. It's not a terrible product, but by virtue of being so incredibly mediocre in the gameplay department it ends up being completely not-recommendable. The maps are pretty, the shotgun is nice, but it's as if the mappers involved had not played a single classic first person shooter in their lives, all the way up to Serious Sam TFE. It feels like what a bunch of guys THINK a classic first person shooter is, mishmashing Unreal's penchant for outdoor environments with Serious Sam's teleporting in of enemies, and then completely failing to add interesting encounters of enemies that exist in the world and are not teleported in, and meaningful enemy variety that necessitates a player's knowledge of the map, their movement, weapons, and even cunning when it comes down to serious fights. Three enemies have identically behaving projectiles, two even fucking float, one enemy (the big slime spitting guy) is too situational unlike, say, a mancubus, so you never see him in interesting locations or often enough. It goes on. I didn't get past episode 2. I had a lot of hope because they brought in the guy behind Quoth, Kell, to bring Wrath to the finish line regarding episodes 2 and 3. I imagine all he did was sniff coke while the interns did the actual game making because his touch was nowhere to be seen or felt (giggity). Don't play it. Just play Arcane Dimensions, or wait for the update that's due this year. Go play a Tronyn map, go play any random Doom wad with your pwad of choosing. Wrath is a complete and utter disappointment.
>>
>>12671792
That would only be worth it if it came with music replacements.
>>
>>12676624
Oh I also recommend Quake Brutalist Jams 1 through 3.
>>
>>12674937
Good on you for getting that out but I'm not interested in CS these days.
>>
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Get in here, fags. The greatest multiplayer deathmatch game of all time lives forever at crossfire. 11/32 players.
>>
>>12676626
>Oh I also recommend absolute fucking slop that has the same problems as Wrath but worse
The mind of the 2020+ Quake player needs to be studied for years to come.
>>
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>>12676656
I don't waste my time with sub100 iqs. Later, homo.
>>
>>12676407
When I got a new computer in 2015 the first thing I did was run nuts.wad with Russian Overkill to see if it finally worked--and it was absolutely fine, perfect 35Hz framerate. (Brutal Doom, on the other hand...)
>>
>>12676654
>crossfire
lame. Subtransit is where it's at
>>
>>12674507
Oh this one is a goldmine.
>romero changed
>learn women
>great based anon
>tnt boring
>contentious default faggot
>hitler comes
>>
>>12676624
JUST SHUT UP FAGGOT
>>
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>>12676821
t. Wrath staff
https://youtu.be/1zl1L0oWVoU?t=34
>>
>>12676830
>>12676821
https://youtu.be/wOygJJ7Zudk
Not retro, but cool.
>>
>>12676830
Not him, but the fellow needs to learn to use line breaks.
>>
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I doubt anyone other than me cares but I think I finally figured of what card in Corruption Cards causes certain GMOTA monsters to flood the screen with golden barrels
If you use the "may fire random projectiles" card they may launch a golden barrel, which when there's a lot of them causes it to happen a surprising lot, which can cause problems because if one collides with another it produces a GPU melting chain of explosions.
>>
>>12676895
>>
>>12676751
>romero changed
>hitler comes
Kino wad names
>>
>>12675719
Still flintlock system but close
>>
>>12676895
"Fires random monster projectiles instead" rather
>>
>>12676895
Like a runaway exothermic reaction, but in code!

>>12676906
Yet it has a revolving cylinder.
>>
Started No Time 2 Freeze.
Russian wads are very mysterious.
https://files.catbox.moe/ygm0ys.webm
>>
>>12676963
MAP10 from the old version is a must play
https://litter.catbox.moe/3mgmlq74fzduzc2h.7z
>>
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>>12676056
>What makes you think those are the head of the bricks though?
The proportions of the bricks, I think. They seem much closer to the ~1:2 of the header side than to the ~1:4 of the stretcher side.
>only instance I can recall of wall textures using unique brick patterns
This seems like an opportunity to make textures for quake...
>>
I'm not part of the brick conversation, but it's really funny to just watch it.
>>
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>>12677024
Post your favorite brick textures. This is something from a heretic wad called wrath of the titans.
>>
>>12676272
both.
>>
>>12677035
Hmm, I'd have to really think about that one.
>>
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I wouldn't say favorite, but I appreciate the dilapidated look of the brick textures in cs_bdog.wad (cs_backalley, de_train). Really good for giving a map that "urban decay" look.
>>
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>>12677003
Okay, now that I'm looking at other diagrams of header vs stretcher, I can see why that makes sense. The first example I found online was using kind of unusual dimensions, though the proportions of the bricks in the real world aren't always a simple 4:1:2 x:y:z. I'd assume the lovecraftian denizens of various quake worlds don't feel the need to adhere to earthly brick standards, but It might make more sense to think about it in terms of the artists who made the textures. The bricks as they are shown are 8 pixels tall, 16 pixels wide, to accommodate the quake engine's expectation of power of 2 textures. This kind of division of textures is incredibly common in early games where the resolution is low and geometry itself still adheres largely to ^2 size chunks, so the bricks aren't getting cut in half on steps or whatever. This means a lot of bricks you see in doom or quake or whatever could be interpreted as header orientation, but for whatever reason I just consider stretcher to be the default (the bricks my real life house is made of are all stretcher as far as I can tell). This pixel assessment becomes a bit unreliable when you consider aspect ration correction in the doom engine, or the fact textures can be stretched/scaled arbitrarily in the quake engine. Since the textures are actually just 2d images (wow...) we literally can't compare the depth dimension in general.

This pic is an example of the GothicTx bricks I was thinking of earlier. They're still a 1:2 (16px:32px) ratio, but with a weird slanted sorting I don't think I've seen in real life.
>>
>>12673626
Ah shit here we go again. Thought I'd be over this by now.
I used to date this thick Asian chick in college. Aside from amazing fucks we were literally a perfect match. Met on the 4th of July.
The only woman I ever met to this day who actually loved videogames and specifically DOOM. We would pretty much either fuck each other in the ass or play Doom wads together.
Was 100% sure I'm gonna marry her, have kids and all that, just like in the movies. Year later she died in a fireworks accident. Set too powerful of a charge and I guess she wanted to see if it's "working or not" and that's where it went PHHSSSSSSSSSSSHHHH and that was the last thing she heard apparently.
Didn't die instantly either. Laid in hospital bed for days. I tried to talk to her about Doom, all of the wads we were gonna beat to get her distracted at least. One time she said "yeah and we'll beat them on ultra-violent haha" - and that's where I realized she has brain damage, since ultra-violent was added as a joke difficulty designed to be impossible.
Really thought I was over it but seeing this thread, this general. fucking weird man
>>
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>>12677035
I really like the messy gray bricks in Strife a lot. They look so shoddily lain, which I like juxtaposed with the high tech stuff.
>>
>>12676105
>most 'murican
Trailblazer
>most anti 'murican
Russian Overkill
>>
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>>12676624
I couldn't get into it at the time and I still can't. I thought I just wasn't in the mood for the aesthetic but just nothing here really clicks for me even though I feel like it should.
I had fun messing with some of the textures, I like that I can easily configure the weapons, still couldn't make it through the first episode.
>>12676656
I did get a lot more fun out of Queer BJ 3 (even if I still haven't finished it) though I'm not sure if I can recommend the previous jams since it's been out. Maybe if you really hate the new enemies and the new weapon changes.
>>
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Guess we're allowing games that are vaguely retro FPS now.
I've recently played and beat Blood West, it's pretty cool if you like the wild west aspects of Fallout 1/2/NV and Thief. The MC is even voiced by Garrett and there's a DLC where you can play as SHODAN and Caleb which is also cool.
No boring crafting bullshit but a lot of survival mechanics which might be familiar if you've played modded Fallout or Stalker.
>>
>>12677205
>Guess we're allowing games that are vaguely retro FPS now.
Wrath's on the DarkPlaces Quake sourceport, not a modern Unity-engine game, so it skates by.
>>
>>12677205
We don't really, but this board is in a moderation drought. Wrath got talked about because it still runs on some form of the first Quake Engine, and Ion Fury because it runs on a form of the Build Engine, which is how they could slip in.

I can't stop you, there's nothing I could do about it, though I'd please ask to keep it brief. Sounds mildly interesting, but so did a lot of other throwback games which I was never impressed by.
>>
>>12676895
I care. That's fucking hilarious. I'll ask Cutman if there's anything that can be done about this.
>>
>>12677138
>One time she said "yeah and we'll beat them on ultra-violent haha" - and that's where I realized she has brain damage, since ultra-violent was added as a joke difficulty designed to be impossible.
I bet you were born waiting for the opportunity to build up to that punchline.
>>
>>12677247
Remember when it was actually funny?
>>
>>12677257
Eh, not the best feghoot I've ever seen.
>>
I vaguely remember, years ago, seeing a trailer for a gameplay mod in which the player was some crusader who could powerslide with a rocket foot. I thought it might've been from pillowblaster because the spritework seemed familiar, but I don't see anything like that on his channel. Am I insane?
>>
>>12677264
See, that was my joke, because it was never funny.
>>
>>12677278
It was Pillowblaster and it's called To Hell With Them. Still no real updates, I don't think.
>>
>>12676904
Or a single wad name.
>>
>>12677264
>feghoot
huh?
>>
>>12677220
Small update to this:
Cutman gave me some info that might help prevent the barrels from being spawned, with any luck it could just be a matter of adding +DONTREFLECT to the launched barrels.
I'll try this later on.
>>
>>12677445
https://letmegooglethat.com/?q=feghoot
>>
>>12677498
>https://letmegooglethat.com/?q=feghoot
>>12677264
>A feghoot (also known as a story pun or poetic story joke) is a humorous short story or vignette ending in a pun (typically a play on a well-known phrase
So not only are you pretentious you don't even know the words you use. There is no pun in that touching story.
>>
holy shit, what an annoying faggot. you sure showed him dude
>>
>>12677550
>what an annoying feghoot
>>
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>>12676624
I don't remember it being this bad when I beat it but also it's believable. I'll have to replay it.
Also, the fuck do you mean update coming this year? I googled about this and apparently they released a VR version of the game that has a bunch of new and polished features that were not given to the main game. Is this what you're referring to? pic related
>>
also
>boomer shooter released in 202X
>doesn't have any multiplayer features
>features that Doom had in excess in fucking 1993
>using a variant of the Quake Engine, an engine that was expertly made with multiplayer gaming in mind
what's their excuse?
>>
>>12677605
It'd probably require rebalancing the arsenal to make it PvP friendly.
That's not me excusing this, this is just the best explanation I can come up with.
>>
>>12677605
It's extra annoying given that platforms like Steam will host multiplayer for your game for free. I get that netcode is a little hard, but hire a guy for it!
>>
>>12676163
what wad is this
>>
>>12677618
NTA but im pretty sure it's something made by skillsaw >>12675896
>>
>>12677594
I think he means Arcane Dimensions is gonna get an update.

>>12677605
Did id open source the entire engine or just the singleplayer bits?
>>
>>12677558
>herd fest feghoot maps
>>
>>12677605
If you're talking about Wrath, it's literally just because of the same publisher fuckery that made everything else shit. The developer at least wanted full co-op before he got pushed out of things.
The literal who Quake 1 newfag mappers they hired to take over either couldn't figure multiplayer stuff out or didn't give a shit.
>>
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>>12677264
Yeah that's not a feghoot, that's a shaggy dog story. The latter doesn't have a pun, it's just a story designed to waste your time 'till it reaches an anticlimax.
Like that one time my buddy Keith was working at a brick and mortar game store in Arkansas and nearly got trampled by the crowds trying to secure a copy of Redneck Rampage on release day. Y'see, he had to open the store, but the damn keys were small and his eyesight was poor (he drank moonshine since he was 11 and never been to an eye doctor) so he kept fumbling the keys for 'bout ten full minutes until the crowd got sick of it and started to push against the shutters. Only reason ol' Keith didn't get flattened like a piece 'a bacon against the texas-bond brickwork is 'cuz there happened to be a huge, fat lady standing right behind him so when the crowd started pushing, she got pushed along without tumbling over. The fat lady managed to manouver into a side aisle with Keith half wedged into her ass cheeks, and she started kicking at the crowd to stop them from spilling into their little strategic holdout. Surprisingly, it worked: she held the human tide at bay long enough for Keith to make a run for the bathroom, where he hid until everything calmed down.
Now, I don't know for sure which kinda story that was, but one thing is certain: that day, ol' Keith got his keister saved by a hag's foot.
>>
>>12673713
Look into quake 3 defrag, it has UI and stuff to help you find out how to optimally use your mouse to accelerate. I assume you've figured out circle strafing to start with some momentum? Have you figured out counter strafing? Where are you at movement wise and what is your biggest hangup? The movement isn't hard, just obscure, any retard can learn it with patience.
>>
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Hideous Destructor
>Revenant heat-seeking missile
>will literally bounce around the entire battlefield at 900mph
>will hit several walls and not detonate
>will hover around a 10 meter radius while you are out of its line of sight
>has a hitbox smaller than its model
>practically impossible to hit depending on RNG
>practically impossible to dodge depending on RNG
>shreds battle armor (often extremely rare) by up to 30 points at a time
did the HD dev forget it's one of the most spammed enemies in all wads ever? easily the most poorly designed aspect of this mod and it's not even close, I can excuse nearly everything else. The only other things that bother me are how absurdly cumbersome grenades, both rocket and fragmentation, are.
>>
>>12677853
It's been a while, but don't the shotgun help for that?
>>
>>12677860
It doesn't help as much as an OK option for dealing with them, not as good as the Vulcanette I feel. But I'm telling you, they are so fucking fast and unpredictable, even able to take full 90 degree turns every second at an incredibly high speed, you have to get lucky to hit them before they shred you, it's not humanly possible to track or shoot them down most of the time. Plus Revenants SPAM those fuckers as soon as they have line of sight of you, especially from longer distances. Even DERPs with their literal aimbot miss them often and still need 2 or 3 shots to detonate them. If anyone has any idea how to deal with them securely and consistently please do tell because I'm this damn close to modifying the mod myself to make them less of a perfect monster.
>>
GGs and take it easy
>>
>>12677820
Most coherent Theo Von story
>>
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>>12677914
Doom cubed
>>
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>>12676495

Agreed
>>
>>12677820
>>12677138
Heh
>>
>>12677962
https://www.youtube.com/watch?v=xJR1oTDt1Ak
>>12677594
AD is getting an update this year.
>>
>>12677512
It's still the same basic concept: an elaborate story that is just the setup for a quick joke.
>>
>>12677853
>>12677865
Revenants are very easily stunned so just airburst a grenade over their heads and you can take care of even a big crowd easily. The blursphere or summoning talisman ghosts can also help to confuse the missiles and make it easier to deal with them.
>>
>>12675896
Underplayed because you need a super fast rig to play it. Only partially joking.

I put a few hours into this one figuring out how to pull off a no save run on UV. It is beautiful and really fun. IF you like slaughter, of course.
>>
>>12676624
It's a fine boomer shooter. The combat is plenty engaging. The triple barreled pistol and fang spitter are fun early on and even the green blob launcher is done well. That plus the pretty solid set of power ups, especially life siphon, I think make for good shooting.

In my view the game's downfall is that its levels are just too long. Even that is mitigated by a pretty awesome secret finder power up that is there for those who want to save time on exploration.

It's no Dusk but it mostly stands up to Amid Evil.
>>
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I've been working on my own Doom TC for a while now. "Gary Gears." It's essentially Megaman mixed with Doom. Everything is very bare bones and filled with reused code and programmer art but I think I've gotten a core gameplay loop that's genuinely pretty fun to play.

https://files.catbox.moe/hd2c28.zip

I'd love for some of you guys to play it and give me some feedback.
>>
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>>12678375
Another screencap. The main troops are based on Sniper Joes.
>>
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Any more Quake paks like the start map of Underdark Overbright? (vegetation/ruins taking over base tileset)
>>
So.... is slaughtershit a meme or not?
>>
>>12678418
Depends what you mean by a meme. Define the term, in your own words.
>>
>>12678418
Depends on both:
>Who you ask.
>What kind of slaughtermap you play.
>>
>>12678418
You're a meme.
>>
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>*Chaingun revving*
>>
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>>12678375
I don't usually play a lot of gameplay mods, consider this with that in mind. This level is fuckin' ugly, but has sensible gameplay design. Most enemies are similar enough to their Doom counterparts I think you could make more levels for this easily. Have you ever played adventures of Square? This is extremely reminiscent. I was thinking you could implement gibbing by using a similar system of spawned robot bits that that game has. Some of the dead robot corpses really get in the way with how big they are. I don't know if you can emulate this directly, but in Heretic, you can use a flying item by just attempting to fly (if you have one). This is more convenient than sifting through your inventory and selecting it if you already have fly up/down bound.

Also, please don't call the villain Dr. Telsa if it's not too late to change that. Something more creative would be much better. Dr. Wiley and Dr. Robotnik aren't named after real people, just think broadly about villain tropes and try to synthesize something newer/ better sounding. Otherwise good job.
>>
I did this to myself by deliberating looking for secret levels, but frankly, I'm impressed with how annoying these alien enemies are. They move quickly, shoot quickly, and turn into little crawling critters if you don't gib the corpses. The lower hitbox on these critters doesn't help either.
>>
>>12678758
Thanks! Good bit of advice on the Adventures of Square thing, I'll have to look into that. As for the level, I know its ugly as shit. I made it purely for testing purposes and it shows. I'll try to be mindful of the bigger enemy corpses, maybe shrink 'em down a bit or redraw them.

As for the villain being "Dr. Tesla" the plotline is he's literally a clone of Nikola Tesla -- the lore's pretty weird. The storyline behind the project is based on a very, very old creative endeavor from years ago. Nothing is set in stone but hopefully the creative decisions will make more sense as I make progress.
>>
>>12677820
This. The haters in this general are as uneducated as they are pretentious and annoying. Ironically, more annoying than the posters they pretend to hate for attention.
>>
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>>12677618
Can you guys not read file names?
https://doomwiki.org/wiki/Hanging_Gardens
Here's a tiny-ass uv-speed video. Once you know where to go you can beat this map really quickly.
>>12678351
>you need a super fast rig to play it
The fact I was screen recording while playing this didn't help, but my computer started to have a heart attack while I was recording this. Almost immediately after I pick up the yellow key, my frame rate went from 60 to like 15 and didn't recover until I beat the level. In case you needed some extra challenge, I guess.
>>
>>12678957
>Can you guys not read file names?
Nigga, you serious
>>
>>12678997
He posted it earlier, fwiw >>12675896
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>>12678418
It's like a Rorschach test desu
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>>12678997
the g stands for really fun wadG
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>>12678997
The 'g' stands for good point, but I figured you could scroll up and see the other post, yeah.
>>
>>12679004
>>12679043
I just wanted to talk shit, I didn't notice the other post, my bad.
>>
>>12679203
Well why would you, it's not like you can easily check other posts made by the same anon in the same thread.
I can never decide whether per-thread random user ids like some other boards have would be good or bad here. I vacillate on the issue constantly, every time it comes up.
>>
Anybody have any idea who made the first Doom map to utilize the whole "rocket a wall to kill yourself and launch your corpse across the exit linedef" as a deliberate gameplay mechanic?
>>
>>12679415
probably Tim Willits
>>
>>12679441
Which map though?
>>
>>12679415
Original E3M6 you're meant to blast yourself with the rocket launcher to reach the secret exit.
Or do you mean specifically a death slide a la plutonia map17?
The first deliberate rocket death slide I am aware of was the end of Scythe 2 map25.
>>
>>12679415
It's something which Tom Hall had thought about already by the time he was doing the Doom Bible, and then later carried over and used in Rise Of The Triad.

>>12679441
Hi, Tim.
>>
rumors that Sponge was fired today.
>>
>>12679262
>I vacillate
What are you, a feghoot?
>>
>>12679262
It would go against the spirit of the entire site but maybe for a couple of months it would be a good idea. People would realize that "the megaman poster" doesnt exist but the troll who spreads conspiracy theories, aggressively opposes any update and samefags incessantly very much does exist. He kinda got exposed already anyway by that archive autist but still.
>>
>>12679630
I think you are incredibly annoying and disruptive. Am I "the troll"?
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>>12679614
I am both a feghoot and a niggard!
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I don't know why, but no Quake mapset I've played so far has managed to beat the original campaign. Id Software did too good of a job with a game that targets all the right spots for a dumb (emphasis on DUMB) fun fast-paced arcade shooter. I don't have the same sentiment towards the Doom games, not even close. When I play most Quake usermaps it feels like the modders inherently misunderstand Quake: puzzles and open nonlinear layouts that simply don't fit the design of Quake's whole design from enemy design to feel to combat. Seriously, PUZZLES. Remember that Id put giant redundant arrows on levels and even implemented a message feature to tell the player where to go, because you're supposed to stop and think about where to go, it's supposed to be a uninterrupted flow. I'm not saying I want every map to be the same but I'm not too sure how to feel when most of them inevitably have me disinterested and bored after a few minutes.
>>
>>12679640(me)
you're NOT* supposed
>>
>>12679637
If you stop at this post probably not. He can never contain himself and always ends up spamming multiple posts from supposedly different people.
>>
>>12679262
There used to be an IP counter until it was hidden some years back. It or even a random ID provided to first time thread posters would only really stop “samefaggotry” and angry shitposts would still continue.
For these threads, tripcodes have been a bigger deal in a positive light for project managers/leads.
>>
>>12679525
https://www.doomworld.com/forum/topic/159113-layoffs-at-id-software/
https://www.doomworld.com/forum/topic/147032-doom-doom-ii-2024-kex-remaster-bug-report-thread/?do=findComment&comment=3039952
>>
>>12679640
How do you feel about episode 4's non-linear segments?
>>12679525
>>12679650
Bummed for the other people, but I remember seeing a particularly aggravating comment from Sponge towards Q2's railgun nerf. Wish I saved the screenshot.
>>
>>12677035
I really like this one in dimension of the machine. I'd like to see more maps make use of it.
>>
>>12679657
I think E4 is great, it often features a nonlinearity that shows restraint. The lack of detail and the huge open spaces with big landmarks play well to ease navigation. A feature of so many Quake levels nowadays is that they are so cluttered.
Wdym by railgun nerf? Is it related to the remaster?
>>
>>12679657
The last yesman of timmy wallets is gone but id will be a jeet ue5slop hellhole as bethesda because the creation tech guys were fired too.
Dont you hate Unreal Engine enough?
>>
>>12679689
>Don't you hate Unreal Engine
Not really.
I hate lazy devs who don't bother to put any work into using it correctly though.
>>
>>12679696
fuck off
>>
>>12679675
That all plays well into why I like Spiritworld and particularly its elders6 (Diyu) level. Still my favorite Quake mod.
>Wdym by railgun nerf? Is it related to the remaster?
Correct. They did a lot of weapon rebalancing with that new Q2 port. The railgun currently deals 125 damage, but at the launch of the new port it dealt its 100 MP damage values for singleplayer, strengthening how much I felt it was a "kneejerk" change in the first place.
>>
>>12679703
Fuck you you useless twat.
>>
>>12679703
Lol lazy dev spotted.
>>
>>12679719
Probably why they got laid off.
>>
>>12679712
>>12679719
>>12679720
i want Unreal dead
>>
>>12679729
Even the older versions of the engine? There's some pretty cool games made with that shit.
>>
>>12679729
I want to play more Unreal.
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>>12679737
>Whip out a fucking sword and cut his head off
>>
>>12679729
Why? What the fuck do you care? If the game is good it's fine, and if the game is shit you won't play it. If it's the engines fault (it's not, UE is a perfectly fine engine) then all the games will be shit and you won't play any of them. So who gives a shit? You'll just go play something else.
>>
>>12679740
it's the current incel meme along with ray tracing and AI. Hating those things makes you "cool". Of course to anybody with a brain you instantly expose yourself as the biggest retard ever
>>
>>12679748
back for more huh?
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>incel
>>
one guy mentipns that ue5 sucks and suddenly people are defending that shit.

totally not organic
>>
>>12679748
No, I think you've got your tribes mixed up. It's trannies that hate AI. Incels favor it, simply because trannies hate it.
>>
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Currently playing through The Plutonia Experiment, about halfway through. I'm enjoying it so far, although I kinda prefer TNT: Evilution a bit more based on what I've seen. Does it remain consistently good through the second half?
>>
>>
>>12679525
Based Asha.
>>
>>12679759
Ah yes, the two political parties, incels and transgenders
>>
>>12679640
Because of you I'm going to throw together a Quake map like this and see if it works. I'm thinking Runic theme.
>>
>>12679490
Yeah specifically one that kills you

I was actually thinking of the Scythe 2 map but was wondering if it'd been done before

>>12679516
>It's something which Tom Hall had thought about already by the time he was doing the Doom Bible
Well I was wondering who'd originally come up with the idea but it doesn't get much earlier than that!
>>
>>12677067
Well, considering that it's common to just cut bricks around and fiddle with them and that there's no single "standard" brick everywhere but more a collection of different dimensions that eventually all came more or less to similar, but different, sizes, and it's only because it's easier to carry I'd say humans also don't adhere to earthly brick standards, either. Or rather, they do, but only because bricks are... "earthly", heh.
>>
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>>12679640
I think the majority of quake maps that attempt to emulate Id over the last 3 decades are pretty simple in progression, massive levels with a million paths are just easier to remember/notice. The exception being secrets, which are pretty much always some kind of puzzle. I don't even bother trying to find 100% secrets in Q maps.

>>12679767
Plutonia is not only the best official iwad but also the most consistent, imo. You can really tell it was made by 2 people in close communication over a short period of time.
>>
>>12679759
It's both. And strictly speaking trannies are ex incels, they just lean left
>>
>>12679640
dude, plenty of Q1 stock maps have a non-linear flow, i'd argue that the majority of them do in fact. E1M1 alone has multiple ways to progress through the level, let alone the later episodes/levels. if what you mean is that the devs did a good job of cutting out a clear route from A to Z even if the player chooses to follow obvious cues then i would agree, but they also explicitly anticipated non-linear progression through levels. mind you, i'm just talking about simple fork in the road stuff, not even how you can use the physics or secrets to hop around.
>>
>>12679896
You're right. I did say specifically "open" nonlinear layouts, but I admit I wasn't clear enough.
By far the most common problem is when they require backtracking after grabbing a key. This game has no map, I can't just look at where I have to go back to, and there's no way you can expect the player to remember the layout on the first go of your map. In Doom I can just look at the automap and sourceports always color key doors too.
>>
>>12679883
>they just lean left
Gommunists tend to be neutral toward if not supportive of AI slop since they hate copyright law.
>>
>>12679516
>It's something which Tom Hall had thought about already by the time he was doing the Doom Bible
I don't think that's true. Supposedly E3M6 had it by the time he was let go, but it's not mentioned in the bible, which was written around a year prior.
>>
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Dwell is cool but it really picks up in difficulty later on.
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>>12679982
man I wish I had VR that looks so fun. I always get jelly when you post those.
>>
Google has been reading me talk about Quake here and put a rare Quake video essay in my recommended which explains my exact thoughts in better words
https://youtu.be/7zSQ9uffReQ unfortunately the rest of his channel seems to be gay and retarded and unrelated to retro games
I specially like his point about how Quake finds a middle ground between Doom's intricate levels and the directness and easy navigation of modern games (that rely on shit like yellow paint)
>>
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>>12678361
It's a mediocre shooter, boomer shooter or not. The combat is not as engaging as it could be when 99% of all enemies teleport in coupled with the lack of enemy variety makes fights not interesting because the player isn't being challenged to engage more than half their brain in a fight. The triple barreled pistol is awesome but loses utility very, very fast, maybe halfway into the second map you play. The fang splitter is pretty neat, doesn't wet my beak or anything when it's just the nailgun from Quake. Green blob launcher's rapid fire is cool I'll give you that.
>That plus the pretty solid set of power ups
I don't like the powerups so I'll give that to you if that's true. I never used them.
>In my view the game's downfall is that its levels are just too long
I liked the long levels myself, but I know that's not a discussion worth having you either like long levels or you don't.

You know how you really know it's a mediocre shooter? You didn't bring up the Ruination Blade, and I didn't bring it up. The weapon the player starts with and is on all the game's promotional material.
>>12679640
Nothing touches the id1 campaign, not a thing. Couldn't recommend anything that scratches that itch, not even Dimension of the Past (E5, not the Quake Remastered expansion). Still a good and challenging episode worth playing.
>>
any good doom wads released in 2026 so far?
>>
I guess id is over, over.
>>
>>12680269
how does it feel waking up from cryostasis?
>>
>>12680273
feels bad, man.
>>
I really need to redo my wad directory structure, it's not sorted finely enough.
It's fine.
It's fine, it's only 2200 wads.
>>
>>12680165
dopamine fried underage
>>
>>12680234
I've just played that new ribbiks wad that is in the news post. It's nice. Low monster count and combat difficulty. I only died once or twice while pistol starting all 4 maps. Requires patience to solve all the puzzles, though -- you will get lost. No platforming to speak of. Probably the most accessible ribbiks wad ever, even more so than the blue half of crumpets 2. Traditional, iwad-style textures, TNT-like starry sky. Almost old-school except for the way everything is at strange angles. This is probably his best wad by my tastes.
>>
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>>12680314
Warms my heart to know you'll never reproduce. You cannot imagine how sincere I am when saying this.
>>
>>12680234
As for megawads Crematomania and Redundancy 2

Russians are doing best community projects now. No Time 2 Freeze, No Time 2 Cry, Grey Cat, Forbidden Compass and Eye Juice

Lots of cool gzdoom/uzdoom sequels also. Dissension 2, Annie 2, TrenchFoot: Butcher's Summit, Inquisitor 4.
>>
>>12680325
>>12680367
i'll take a look, thanks bby
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>>12680325
>wad related
Fuck me running, how did I miss this.
Funny that Huy Pham is referenced in the download thread, as I did remember these Deus Vult II-2 teasers that never materialized.
Does everyone who gets old just start to do vanilla techbases?
>>
>>12680370
Oh and Contemporary Community Project. If nothing else, play the train station map. It's hilarious. The whole wad is, really. It just has this problem that it is as unplayable as the wads it parodies. So be prepared to cheat a lot with noclip, fly, etc.
>>
>>12680373
There's more blue in your sky texture than the version of the wad I have.
...wait, that's a DVII teaser shot. I misunderstood.
>>
>>12680325
I thought it was a bit bland, visually. And maybe a bit too toothless when it came to encounters.
>>
>>12680387
>I thought it was a bit bland, visually.
Because it's mostly stock textures? Or some other reason?
>And maybe a bit too toothless when it came to encounters.
You are likely a better player than me. I found it just right, except perhaps for scarcity of ammunition.
>>
After playing Expedition 33 I need a palate cleanser:
Please recommend a wad that has a similar sense of scale with megastructures and monoliths and everything huge, BUT without any fucking platforming god I hate platforming so fucking much and everyone making it a part of their non-dash-and-vault game.
>>
This general thread is a fucking joke.
>>
>>12680460
We just finished a community project few days ago with another one starting. Plenty of guys are making their own stuff here. Plenty good discussion with good wad suggestions and mapping tips. This might as well be the one last good general here. You are the fucking joke.
>>
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I was undersold on HL1 MMod. New enemy encounters to spice things up. The extra blood and guts is cool, too.
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Also what's this CD in the first alien slave encounter room.
>>
>>12680472
Similarly, SMOD for HL2 is fun. With CSS Sci Fi its amazing: Counter-Strike Source maps repurposed into HL2 singleplayer maps.
>>
>>12679525
Sounds about right with how Microslop runs things. He's got enough programming talent and cred, I expect he'll be able to find other jobs.
>>
>>12679649
Tripcode use has rarely been very disruptive or destructive in these threads, but fundamentally I still think that tripcodes should just not be used unless it's absolutely vital that a user is verifiably identifiable, which is almost never the case.
Much the same reason I dislike thread user IDs and country flags.
>>
>>12680476
Gorbino's Quest
>>
>>12679739
Love it.
>>12680552
>fundamentally I still think that tripcodes should just not be used unless it's absolutely vital that a user is verifiably identifiable, which is almost never the case.
The IP counter is similarly non-vital, but I did like at least knowing how "populated" a thread was. It didn't harm the "anonymity" much either.
>>
>>12680618
What's the Gorbino's quest of doom wads?
>>
>>12680269
They've been over since 2013 AT BEST.
Do you regard Raven Software as even remotely the same company that made Hexen and Heretic?
The severe lack of skinwalker awareness made apparent the last couple days is concerning.
>>
>>12680476
It's so low res I can't tell if it's English or Kanji
>>
>>12680624
I actually do agree with that.
>>
>>12680460
I think it's doing pretty well.
>>
What's up with Duke4.net and casinos?
>>
>>12680484
Was SMOD ever reuploaded anywhere after the BSNooch forums died?
>>
>>12680814
Mod idea: replace all Duke's lines with Bossmanjack quotes
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>>12680848
I know you can find SMOD standalone all over the place.
https://www.patreon.com/Blood_Wraith/posts/smod-standalone-125385616
Not sure why Patreon has a link to it bundled with CSS SCI FI, though.
>>
>>12680464
You sound upset.
>>
Whoa, maybe I'm not that well-traveled, but I've never seen this effect under limit-removing before.
Gonna have to crack the map open in the editor and see the inside of this once I beat it.
>>
>>12680974
>hey, you guys fucking suck
>we don't suck, you suck
>why you mad tho?
Excellent use of your time.
>>
>>12680995
Damn, do take screenshots of the setup if you can, because I'm damn interested in how that works out.
>>
>>12680460
Why?
>>
>>12680995
City Heat (cchest2 map15) has something vaguely similar. But you can't go in it.
BTW if you didn't know the green liquid isn't damaging. I assumed it was, which hampered my playthrough for some time.
>>
>>12680995
>limit-removing
It's Boom (complevel 9). A voodoo doll on a conveyor applying a sequence of raise/lower floors to type 242 height transfer control sectors.
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>>12681019
Oh, that's pretty simple, then.
>>
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>>12681009
I actually jumped in right after because I wanted to know if it was deep, kek.

>>12681019
Oop, there I go conflating the two terms again.
It is a pretty simple effect, looking at it.
I like how the adjacent floors were drawn as the sawteeth on the bottoms of each control sector.
>>
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>>12680848
I have a lot of SMOD stuff on my PC, and a few SMODs survive on moddb (why the fuck is everybody forgetting about moddb??), and finally a nice user uploaded most that was on bsnooch here:
https://mega.nz/folder/mkF1mAIb#qXCmNu4BmfKkA-9tMKJKGQ
>>12680915
Always nice to know it has its fans.
>>
What's a good Doom mappack for someone who's never played doom?
>>
>>12681091
Doom.wad
>>
>>12681093
>.wad
I play on windows, need a .exe
>>
>>12681091
Barring the obvious official IWADs (which you should 100% play first), the WADs that I thought were accessible for beginners included:
-Scythe (Fair warning, after the 20-ish level mark there is a sudden difficult spike)
-Nostalgia 1/2 (I love these)

I strongly encourage you to play the original doom wads first though :)
>>
>>12681095
Check the first post of this thread, particularly the "SO YOU WANT TO PLAY FUCKING DOOM" part.
>>
>>12680234
The new Venturous episode has some gorgeous maps. And they added a shovel
>>
>>12681097
Do I need a mod manager to play them?

>>12681098
There's nothing in the 1st post that says that.
>>
Whats the simplest way to add custom pics to udb? Im playing around with my first map and want to add pics of my bunny
>>
>>12681128
A mod manager like ZDLauncher would probably make it easier to play, although I'm pretty sure Scythe is vanilla-compatible.
Here's an image that details how most would go about playing Doom:
https://imgur.com/a/wWS8zXz
>>
>>12681128
Just get a source port.
>>
>>12681095
Download Nugget Doom, then download doom.wad
Put doom.wad in Nugget Doom's folder, and then click the .exe to start it.
>>
>>12681128
You know what? Hold on, I'll give you The Pack.
>>
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>>12681128
>>12681091
This pack contains all you'll need for Doom and Doom 2, along with short text files giving basic instructions and explanations.
It includes Nugget, which is a good sourceport, as well as the core game files.
https://litter.catbox.moe/kigzdytp5qx6ty10.7z

Things are divided up into folders for basic sorting, in case you're interested further and wanted to play more Doom afterwards.
>>
QBJ3
MAP: M47

What the fuck to these buttons even open? Been running around for like 10 minutes and can't find shit
>>
>>12681260
nevermind
found it
all this hassle for some vtumor trash

yep, I think it's going to be 1 outta 5 for QBJ3 then
>>
>>12681268
Picked up.
>>
>>12680995
does it make sounds?
>>
>>12681379
It's possible to make the sound of a moving sector be transferred to a joined sector way out of bounds where the player won't hear it.
>>
>>12681379
No it is silent. The actual moving floor is in a control sector far from the playing area.
>>
What if Doom took place on Uranus instead of Mars?
>>
>>12681432
lol
>>
>>12681432
I could imagine instead of hell-fire and shit as the place is overrun with demons, its ice, kind of like Treachery in Dante's Inferno. (Uranus is the coldest planet. . or is it Neptune? I forget)
>>
>>12681432
Gas. Lots of gas
>>
>>12681432
It would be very uncomfortable for all of us.
>>
>>12681442
I'd have said Neptune because it's further from the Sun
But then Uranus has that weird tilt to it, it's lying on its side, that might fuck things up
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>>12681452
>Gaseous
Close enough
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>>12681460
Aren't both planets made out of gasses? So that there's either a frozen over rock core deep down there, optionally that pressure inside is so incredibly high that the core is molten, or possibly even plasma.
>>
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>>12681432
>What if Doom took place on Uranus instead of Mars?
Speaking seriously, it would be the same. Doom didn't take place on Mars itself, just its moons, and Uranus has plenty.
>>
>>12681460
It's the coldest one IIRC, yeah.

>>12681473
Yeah but the moons of Uranus are mostly ice instead of the rocky ones of mars (and they're bigger). Also the sun is really far away so the sky would me more like the night sky.
>>
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>vanilla map uses 1 hp damage barrel to push me over a linedef
>but it's hideous destructor so instead it kills me (1hp damage barrel)
>retry, use godmode so it doesn't kill me this time
>die a few seconds after anyway while in godmode
>death message says that I shot myself
?
>>
>>12681492
Gameplay mods break maps.
There was once a version of Brutal Doom in which teleporter destination spots caused damage to anything around them. So in some levels you'd have a teleporter exit next to a barrel next to a voodoo doll, which would be killed within seconds of starting the map...
>>
>>12681492
Mods can sometimes break maps, yeah.
IIRC, to play Ashes with HDest, you needed to bring up the console immediately as you start, so you can type in god mode, because otherwise the fall at the start would kill you.
It also sometimes used to break certain voodoo scripts, as the player hitbox wasn't the same, but I believe that's been fixed for a while now.
>>
>>12675360
current project status?
>>
>>12681558
>IIRC, to play Ashes with HDest, you needed to bring up the console immediately as you start, so you can type in god mode, because otherwise the fall at the start would kill you.
Apparently this got ""fixed"" by the HDest dev giving the mod super moony physics.
I don't think I ever was bothered by the realistic fall damage until it came to such level progression.
>>
Why do Boom/MBF-based sourceports run so fucking poorly? Nugget Doom and DSDA doom consistently go down to 30fps out of nowhere even in late 2000s maps with late 2000s level of detail. Meanwhile Crispy Doom and ZDoom ports run ANY map flawlessly because of my high end rig. What is it about those MBF ports in particular?
>>
>>12681572
The chicken wants you to use his port, and his port only.
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>>12681572
yes, zdoom renderer is fast
did you test nugget with 400p so it's comparable to crispy?
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>>12681572
Never happens to me with Nugget.
>>
These guys are coding non-stop the last few days
https://github.com/Novum/vkQuake/commits/master/
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>>12681765
>>12681772
OpenGL on DSDA Doom fixes all my problems. I was under the impression that it would make the game look different, but it preserves the exact same Software look. I'm not too knowledgeable on these things. Really unfortunate that Nugget nor Cherry have the option for OpenGL.
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>>12680008
ty. It's a fun time especially with friends.

VR is cool, I like turning my double shotgun sideways to deal more damage. Most things I added in were co-op specific like being able to turn off collisions with other players and being able to teleport on top of them. Wish Quake had modular modding like Zandronum or GZDoom, but at least it's easy to vibescode in personal preference things at the engine level.
>>
It just occured to me that Tim Willits is chilling while nu-id is getting (deservedly) gutted.
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>>12681779
Good for him. vkQuake was my sourceport of choice for years.
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>>12682038
>nu-id is getting (deservedly)
It's not deserved. Which one of them pissed in your cheerios?
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>>12682078
He's probably gonna remark on capeshit or some dumb shit and how the not retro Doom games offend him greatly.
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so Quake is never getting the Doom treatment I guess. I don't like the new Doom games but I had a little bit of hope that they could do Quake justice if they ever tried. That maybe they wouldn't go with their proven successful formula of gay rip-and-tear god-like protagonist bullshit from the new Doom games and instead try something novel, a bit more grounded, better fitting for Quake. But whatever.
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>>12682198
What would be novel and grounded for Quake? A game that has you jumping through portals to fight Eldritch shit in castles and sci fi bunkers?
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>>12682206
Yeah. There doesn't exist a high budget game like that, and I'm sure there's maybe some indies that fit the general bill you noted but I doubt any of them capture Quake's aesthetic, because well, they're not Quake with its shamblers and ogres.
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>>12682206
opposed to nu-doom that reached multidimensional chaos beyond comprehension.
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>>12682198
So basically like a less outrageous Doom 2016?
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>>12682198
>>12682206
>>12682221
>>12682249
>>12682260
TDA feels like Quake (from what I've seen in the trailers) but I bet that they changed it into Doom mid development because Doom is more known than Quake, for young players.
Anyways, I do think that they always wanted to do something like what they were doing in the last years but they couldn't do it because of technical limitations and personnel limitation at id
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>>12682198
>Quake is never getting the Doom treatment
And that's a good thing.
>>
I am late but how has the reaction been to Microsoft essentially killing off id in all but name?
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>>12682078
They managed to run down all the hype reboot got just in two games. Kind of crazy how much of nothing TDA was for the majority of people. idtech is really neat, but only like two studios use it. They waste too much time and money given all that.
id as it was in the last decade just doesn't make sense anymore.
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>>12682330
id was dead in all but name at least since Carmack left.
I'll leave it to your imagination which Carmack I mean.
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>>12682260
Hopefully not, even. I hate the locked arena gameplay of Doom 4. OG Quake does it way more organically and that's why its speedruns are beautiful.
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>>12682330
iD as it exists now has been a skinwalker with zero claim to the games the studio made their name with
So, why care at all?
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>>12682307
>TDA feels like Quake (from what I've seen in the trailers) but I bet that they changed it into Doom mid development because Doom is more known than Quake, for young players.
it was always nudoom because 2016 already established they wanted to put sci fi knights in doom
plus 2016 already had quad damage
they took the "there's no differences between quake and doom" memes too literally
btw spoiler alert: doomguy blows up a hospital and accidently kills a little girl with a bunny doll, which turns out to be the reason why he got daisy and also may or may not retcon him beating up his boss when told to shoot civvies
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>>12682198
>Quake is never getting the Doom treatment
I pray to dark gods every day for this to never happen. Fuck nu-id, fuck bethesda, fuck microsoft, and especially fuck every single person who wants Quake to become Zoom in particular.
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>>12682409
That's lame and stupid.
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>>12682330
iD already had the most of its original vestiges die when John Carmack left. Adrian Carmack and Kevin Cloud were there after, but they weren't in leadership roles and didn't have any serious control over the games, so those weren't gonna be driven by either of their visions.

iD was practically sold off by that point and bought by the suited up ghouls at ZeniMax, who acquired it as a brand and asset, and now the new owners, Microslop, want to 'trim fat' on iD so that they can stave off some of their colossal losses on Windows and XBox, and more importantly, show the line going up to their investors, aka their gods.

It's nothing short of a miracle that Doom 2016 and the polished up retro ports got to even happen like they did (flawed as they may be, they were actually worth it).
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>>12682334
Kinda wild, isn't it? Remember how fucking big the hype was for a new Doom game back then, and that it then turned out to actually be pretty good?
It was a lot of hype, but it also peaked there, people weren't as big on Eternal, and then many years later, Dark Ages finally comes out, there's some hype for the trailer and release, but then it's been really fucking lukewarm.

You could not escape the hype for Doom 2016 back then, it was very strongly received and talked about everywhere, but I have seen SO very little buzz for the new one, it really feels like people just didn't care very much and like they quickly moved on.
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>>12682330
I have literally no feelings regarding it. No joy, no anger, no sadness, not even any dismissive snark. It doesn't mean anything at all to me.
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>>12673627
La tailor girl updated
https://forum.zdoom.org/viewtopic.php?p=1267215#p1267215
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>>12682534
Alright, now HERE'S something to give me some feelings alright!
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>>12682198
>so Quake is never getting the Doom treatment I guess
Maybe that's better. The Quake Timeline is a bit fucky anyways thanks to the Nightdive Remasters connecting the Quake I and II stories directly. Besides, I don't believe that there really is a place for a Quake Reboot or a Doom 2016 for Quake.
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>>12682534
msgk class when?
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>>12682610
>Besides, I don't believe that there really is a place for a Quake Reboot or a Doom 2016 for Quake.
The cynical approach makes the most sense: Any “cool ideas” they could use for a new Quake could just be used for a new Doom instead. I’m sure a “Doomguy fights Lovecraftshit” entry would sell better than a new Quake as well.
Either way, rip nu-iD I guess. It was nice getting free remaster upgrades while it lasted.
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>>12682657
Oh yeah, we're probably never getting a followup to Legacy Of Rust, right? That was alleged to have some sort of future addition in the works, was it not?

I think we're lucky as fuck to have gotten that second fatass dump of development content like we did. I do wonder if there's anything else left, but it feels like we most probably now have like +95% of all the alpha/beta stuff which actually survived.
>>
It feels to me like any of the old dev content which was actually lost for good from Doom and Doom 2 is stuff which was thrown away at the time (digitally or physically), or it was simply iterated out of existence in the process of becoming whatever it finally was.

For instance, levels. We don't have THAT much for earlier versions of finished levels because they didn't set aside saved iterations often.
What we have is some of the gradual stuff from the leaked alphas and the pre-release beta of the first Doom, and we have ONE (1) work in progress build of Doom 2 from somewhere in the middle of development.
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>>12682703
The Revenant stands out in that aspect, as the second dump actually has many progressing iterations surviving of him.
Probably because he simply didn't turn out as initially expected.

Punchatz put loving care into sculpting a model to then make into a mold for a latex skin, and in photos of the model itself it looks good, but whoops, all that fine fleshy detail on him just disappears into visually unreadable noise at the final scale and resolution. Well fuck, that needs to be addressed, so Adrian (probably) has to paint over the guy, trying a few different things before settling on what he figures works.
ALL the models, even Adrian's own clay models, had a lot of work put into them digitally, but on all the others it's way smaller.
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>>12682719
>but whoops, all that fine fleshy detail on him just disappears into visually unreadable noise at the final scale and resolution.
I was stunned to see that the mancubus model had those stripes all these years. In-game, they always registered to me as extra fatty folds.
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>>12673626
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>>12682721
Jon killed by furry.
Grim.
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>>12682720
Those were definitely something they wanted, but then when testing the first scans it was obvious that it wouldn't easily read when they also wanted to do all the nasty folds in his blubber, so they chose the latter. There were two physical models for the fatso, actually, but I don't remember if both or just the first had stripes (but perhaps Punchatz just repainted the skin on the existing model).

For the Arch-Vile, Adrian had sketched its head in detail (which becomes a wall texture in the first game), and then I think he outright told Punchatz to come up with a body for it. Punchatz had the movie Pumpkinhead on in the background while sculpting the model, and you can see that influence in the end result. Not a ripoff, the anatomy and texture differs, but you see what he's going for.
Punchatz followed Adrian's design for the head very closely, but then THAT kind of detail disappears into noise and it doesn't work, whilst the body itself only calls for minor cleanup, so Adrian repaints the head into something that looks a little more skeletal (which I always really liked more).
You still see a glimpse of Adrian's initial intent on the finished graphics on the front facing frames, but on some of the rotations it looks particularly skeletal.
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The late great Stan Winston's Pumpkinhead, from the 1988 movie.
The legs, shoulders, hands, presence of a tail, those are all distinct, but you see where the influence for the Arch-Vile comes from.
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>>12682764
Looking at it now, it makes me wonder if the (I think still unfinished) Arch-Vile for FreeDoom draws a tiiiny bit from Pumpkinhead in its own way, but I can't say that with any confidence.
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>>12682774
That just looks like a mental illness blob to me.
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>>12682775
That works for an Arch-Vile style monster. Fucked up and psychologically demented monster magician which scares even the other demons.
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What's a good and easy wad/mod launcher to use that isn't ZDL?
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>>12682875
I mean, you can always just drag n' drop files and use folders. That's what I did until I learned about ZDL.
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>>12682880
I need to curate my .wad collection so they all look pretty whilst I peruse them without playing any of them :3
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>>12682875
Doom Launcher
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>>12682494
Yeah, Eternal has great reception with their core fanbase, but it did a a lot of shit that scares away the normalfags that made 2016 as big success as it is. They did adjust some of those in Dark Ages, but it was a little too late and not all of it was to the better. There also was their stupid spat with Mickey G.
The dev team got too cocky, drunk on their initial success.
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>>12673850
From my experience PC gamers are fine with Halo 1, it's the sequels that are more divisive.
>>
Remember when service bought Id, and people were like "this could be good for Id..."
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>>12683193
>service
Zenimax.
Phone posting and somehow the post.
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>>12682494
Eternal had loads of hype. TDA was hampered by required ray tracing
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>>12682753
It was an ongoing debate between Doomworld posters as to whether or not the vile's face was edited to look like that marble texture. I never picked a side because I couldn't tell at that resolution, but the vault dump finally gave a concrete answer. You can still see the original head in the pain frames, at certain angles, and it stands out to me more now that I know.
Really, for all the (merited) criticisms of Nightdive's ports, I think their dumping of dev content makes up for it because we never would've seen this stuff otherwise, like the original zombie sprites in Blood, or all the extra enemy animations in Quake 2. I'm still a bit miffed they didn't have this vault idea when re-releasing Quake 1.
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>>12682753
>There were two physical models for the fatso, actually, but I don't remember if both or just the first had stripes (but perhaps Punchatz just repainted the skin on the existing model).
looking at the pictures on his artstation, it looks like he just repainted over the existing sculpt while removing the extra metal bits
>>
I never played Quake but I want to now. Whats the best port? Give me a rundown on them
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>>12683328
I have never used a sourceport myself to play but the DOS version felt painless to the point where I never felt compelled to use one imo. the only thing I really had to monkey with was that mouse look wasnt on by default, I had to open the console and write like, +M_look or something odd like that. if you want to play these days the KEX engine port is solid and if you already owned quake on steam you got it as a free upgrade
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>>12683328
Ironwail is generally considered the best, having optimized performance for fuckhuge modern maps and a bunch of quality of life features. It also supports all of the non-graphical features that newer mods make use of.
vkQuake is a close second or arguably tied. It doesn't have quite as many QOL features as Ironwail, but it supports a modern particle system that some mods (like Arcane Dimensions) take advantage of, as well as enhancing Quake's default glow/muzzleflash effects if you have a raytracing card. Some people also report it runs better than Ironwail, but it's very much dependent on you hardware.
If you have toaster than can't use Vulkan or newer versions of OpenGL, you can try Quakespasm or Quakespasm Spiked.
There's more niche ports like FTE and MarkV you can look into if you want to be a special snowflake, but your mod compatibility mileage may vary.
Re-release (Kex) Quake is just garbage and worse than any modern port even at time of release.
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>>12683204
General vibe was people were cautious about 2016 (either optimistic/pessimistic). Pre-release/beta feedback was also pretty mixed, on it, but it did end up hitting just right when it properly came out. Then everyone was hyped for Eternal and it was treated like a 10/10 on release but as time went on the response seemed to be you either still thought it was a 10/10 or fucking mid. TDA just seemed to get released and dropped on the face of the earth.

>TDA was hampered by required ray tracing
Having a hard time blaming that when 2016 actually had pretty damn hefty requirements. It was possible to get it to run on almost any vaguely reasonable specs but it often required sacrifices that your average user wouldn't figure out or would find unacceptable. "How to get Doom to run on your computer" was something people were trying to sort out in 2016.
>>
Seems that Sponge is to blame for why quake 2 remastered src was never fully released.
id didnt want nobody tweaking with their games.
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>>12683409
>id didnt want nobody tweaking with their games.
And people think I'm some heartless corporate bootlicker for not caring about nu-id getting jeeted into oblivion.
Not even remotely the same company it once was.
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>>12683401
2016 ran on the Switch. It wasn't hard to get running on low spec hardware of the era. I don't remember many people complaining about the hardware requirements anyway.
But at that point it's anecdotal. They did get it running on steam deck, so obviously RT wasn't really a requirement.
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>>12683409
>Seems that Sponge is to blame for why quake 2 remastered src was never fully released.
Source or bullshit.
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>>12683439
>They did get it running
TDA I mean.
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>>12683447
someone at the /v/ threads took a screenshot of a reddit post exposing the company and with sources.
id after carmack left went full nepohire and wanted to share nothing with everybody else, mainly source code and how to work on idtech.

Which explains alot of things about the company
>>
Hey anons, been a while. I decided to start putting my mods on ModDB, which will include improved versions my previous MBF21 mods whenever time allows it (yes, the original versions will be provided as well). I might also finally finish Eraser's split endings and add some extra areas to it.
There's a new version of Phobos Delta-1 with a SMG, too. It's just a way to use bullet ammo faster.
https://www.moddb.com/mods/phobos-delta-1-gold
Hope you guys like it.
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>>12683328
Ironwail and vkQuake.
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>>12683502
This isn't like Hideous Destruction is it? I don't like that mod.
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>>12683487
>someone at the /v/ threads took a screenshot of a reddit post
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>>12683507
Nvm it's exactly like HDest. Good stuff anyway anon.
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>>12676830
I hate that this only got a few thousand views but the 3 second half life scientist voice line video got 2 million
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>>12683439
2016 "ran" in that it had lower-than-low settings, a blurry picture, and regularly dipped below 30fps.
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>>12683487
I've seen it and it does make a lot of sense barring few inconsistencies (Evil Within deal, Quake Champions being a thing, id being forced to help with Fallout 76 at some point).
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>>12683549
those were probably with favors in mind seeing that timmy was still the boss.
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>>12682775
You're a mental illness blob.
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>>12683515
I'd call it a much less anal HDest if I had to even compare it to that stillborn freak of a mod, honestly. No need to reload mags, inventory management is minimal, no bleeding, no bullshit with monsters being resurrected at random (but this is more because it has no monsters at all), falling won't break your legs, etc.
You do still need to heal manually and your speed is slower, all the weapons are pretty powerful and you can carry all of them at once.
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>>12683602
>Talks shit about HDest
I will now play your mod.
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>>12683204
Eternal had hype, but it seems like it all just vanished for Dark Ages. Didn't the new expansion sell like 30000? Those are not hype sales, those are "Your indie game is a modest success!" numbers, but with a modern AAA budget behind it.
I didn't even know it existed until 10 hours ago, nobody anywhere is talking about it.
>>
>>12683487
May we see it? Not even disbelieving, but anyone can just say anything.

>>12683409
The number one reason that source code doesn't get published these days is because of legal accountability and patent trolls. The second reason is the mindless corporate idea of keeping your claws in any property no matter how little it's currently worth, and how much they are NOT going to do anything with it, just because it COULD potentially be worth money in some hypothetical indeterminate future. It could be something that nobody cared about ever and which flopped completely 70 years ago, and which nobody alive today even knows exist, the only way that a company parts with it is to sell it, and they're usually gonna demand more than what it's worth, unless it's a bankruptcy sale and they have no choice.

Sponge may very well have made the call to not publish it, but I can absolutely promise you that it's because if they had actually asked ZeniMax/Microsoft for permission to do that, they would 300% been told "If you publish that code we will rape your parents."

Not trying to excuse Nightdive being shysters either, they have plenty of capacity for that themselves (and Sponge may outright even have thought of it like that), but this is standing policy and deeply entrenched culture in modern megacorps.
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>>12683210
>It was an ongoing debate between Doomworld posters as to whether or not the vile's face was edited to look like that marble texture.
How? iD has shown off and kept the Vile model and the cardboard standee on display for a very long time, you can very obviously see how Greg Punchatz sculpted the model to be very similar to Adrian Carmack's design, the final sprite looking different to that I think is pretty obvious. Combine also with how the Revenant looks very different from its final sprites, the Mancubus also was changed, and additionally how noisy some of the detail on the Spidermind actually still is.
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>>12683638
since you gently asked
https://arch.b4k.dev/v/thread/742800207
>>
>>12683741
So what, Microsoft can't make id play ball but it can fire its employees? How does that work?
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>>12683752
It is about the message, asha was hired to execute orders from above because mattrick and phil ruined everything.
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>>12683763
Doing the needful
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>>12683769
Good ol mob tactic of putting the families in line.
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>>12683752
They have to go through separate execs for Zenimax (and Activision) studios and id used to enjoy a special treatment there since the beginning.
But yeah, they absolutely could try to force them in other ways, like cutting the funding and changing the leadership, but they had decent enough (but not necessarily good) results for a while to tolerate this shit and Microsoft wasn't quite in a sharp need to tighten the belt across the board. This is basically killing two birds with one stone.
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>>12682198
>so Quake is never getting the Doom treatment
Good.
>>
>>12683825
NOOO DON'T SAY THAT YOU DON'T UNDERSTAND I NEEDED MY CORPORATE OVERLORDS TO VALIDATE ME BY MAKING A MODERN VERSION OF A CLASSIC THAT EXISTS TODAY THAT I COULD MAKE MAPS AND MODS FOR MYSELF FUCK YOU FUCK YOU FUCK YOU

Fucking losers who care about modern id crashing and burning.
>>
>>12683827
I can see why people are sad about nu-iD's current fate.

I really don't care about the new Doom game at all, and while I actually don't disagree that it's for the better that they didn't take on Quake like they did for Doom back then, Doom 2016 itself to me still made all of nu-iD worth it.
Doom 2016 had a number of flaws, but I also think that it's just about as good as a Doom 4 could ever have become under the circumstances that were.
A throwback Quake 5 couldn't really have happened the same way, because there just wasn't this protracted and struggling development of it in the late 2000s and the 2010s, which then gets taken into an actual direction.
Marty Stratton himself has flaws, like certain awful tastes, but he also is a diehard fan of Doom 64, and having a genuine lover of one of the classic games put in charge of wrangling Doom 4's protracted development into something meaningful I think is one of the reasons that it ended up working out.

These circumstances, however, don't exist for a Quake 5, there isn't this old carcass of scrapped builds and changing directions lead by old seniors from the 90s and 2000s, and I doubt there's any ambitious visionary at 2020s iD who could meaningfully spearhead it, even before the layoffs.
iD after Doom 2016 was focused on building from that game, but they just did not make the right choices.
>>
I realize that I repeated myself there, but you get what I'm getting at.

That said, what actual modding and mapping scene exists for the new Doom series? Have people actually made much of any custom campaigns or gameplay mods?
>>
>>12683879
There's a handful of maps available for Eternal, but I have no idea how many of these are actually new instead of just plopping different monsters and weapons into vanilla levels.
https://mods.bethesda.net/en/doometernal/all?categories=Custom+Map&sort=POPULAR
>>
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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