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File: 1785370644524368.png (283 KB, 3840x2160)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12709046

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 & Rules : >>12687710

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

=== NEWS ===

[07-29] UZDoom 5.0.0 Release Candidate 1 now available
https://forum.zdoom.org/viewtopic.php?t=81618

[07-27] Malevolence re-released with map06 switch fixed
https://www.doomworld.com/forum/post/3044962

[07-25] Helion 1.0 is out
https://github.com/Helion-Engine/Helion/releases/tag/1.0.0.0

[07-23] Tremor, 32map classic Quake campaign, released after 6yr development
https://www.slipseer.com/index.php?resources/tremor.614/

[07-21] Bring Your Own Bottle jam is out
https://www.slipseer.com/index.php?resources/bring-your-own-bottle.613/

[07-19] Original Hexen Development Files Recovered
https://github.com/svkaiser/hexen-development-files

[07-17] Mega Man ZDoom is out
https://mengo329.itch.io/mmzdoom

[07-14] Custom 1999 Quake 2 unit 'Deaf, Dumb, and Blind' has been remastered for Q2R
https://www.moddb.com/games/quake-2/addons/deaf-dumb-and-blind-remastered

[07-13] Catbox now purges idle files 2 years or older
https://blog.catbox.moe/post/821058172332769280/

[07-08] La tailor girl updated
https://forum.zdoom.org/viewtopic.php?p=1267215

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

[07-01] Slipgate Rangers:
https://www.moddb.com/mods/slipgate-rangers

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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.)
>>
>>12720419
>Doom
More like Dude, Where's My Car?
>>
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absolute kino
>>
THIS THREAD WILL SELF DESTRUCT IN 5 SECONDS
>>
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>>
>duke
more like puke
>>
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Finally had a chance to poke at Tremor the last few days. First episode was pretty good. Second is starting off amazingly: This map fucking ruled.
>>
>>12720443
>modern thoughtless release
>blood gay kill ass hard
>women guys felt love
>remember hexen
>>
>>12720449
puke poopem heh gottem
>>
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Another thread?
I was assured Doom was over.
>>
I dont know if any of you dudes just downloaded slipgate rangers I saw it go from 129 downloads to 134 as i was posting a new version. I just posted a minor update I fixed the megahealth stomp and another one I caused when I broke Sandy. not much exciting but I wanted to let you know in case any of you just grabbed the old version.
>>
>>12720454
Yeah, it got over with the crowd.
>>
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>>12720454
Doom is, uhh, eternal
>>
>want to play Slipgate Rangers
>time to remember what Quack setup worked best for me because somehow I always end up deleting it even though I never need the disk space.
Wish I could BFG the part of my brain that was like this
>>
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>>12720621
well best of luck dude.
here's a gameplay footage video I made to help promote it a bit too actually
https://youtu.be/UmresRXNWi4
its so bad though guys like I forget about the quad in e1m1 until later. I was more thinking about trying to show off the features but you can go ahead and lay into me. I swear I am not this terrible at quake haha
>>
>>>/wsg/6204391

you like my quake gameplay?
>>
>>12720473
yeah look at my doom eternal gameplay guys

>>>/wsg/6201171
>>
>>12720419
Duke Nukem 64 or Duke Nukem 3d for the ps1 what should i play?
>>
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>>12720427
Ggs
>>
>>12720421
It appears that Kinsie has released a new expansion for Reelism 2.

https://www.youtube.com/watch?v=_m_lXJj0ocI
>>
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SUCK EM A NEW ONE
>>
>>12720759
hehe, wut a mess
>>
>>12720793
Your face, your ass? I'll use either.
>>
>>12720443
>doomguy hand experience
>least female roster
>watch gun
>>
>>12720759
I'm an equal opportunity ass chewer.
>>
>>12720421
>UZDoom 5.0.0 Release Candidate 1 now available
>https://zdoom.org/w/index.php?title=UZDoom_version_history/5.x#5.0
Damn, that's some nice shit in there.
>>
>>12720419
checking old files and shit. started reading an old MHT file i saved to check on weapon assemblies in DOOMRL. so went to read more on the wiki i saved the page from. found out there's a new version made in 2025, 0.10.0, which now features "plasma" floor damage. somehow blood on the floor damages you now?!? wot. went and download it, graphical mode coughs up a FATAL ERROR. fook u.

console text-modes works, but i can't get used to it. can't remember what all the symbols mean now. what a pain elemental. went back to playing the olde 0.9.9.7 version or whatever w/o the funny plasma floors.

oh and there's mud tiles in the new version now.
https://drl.chaosforge.org/wiki/Fluids
>>
>>12720450
I wouldn't say it's incredible, but it was certainly competent. I think I've just been spoiled by things like Mjolnir, AD, Alkaline and Ter Shibboleth.
>>
>>12720957
>I think I've just been spoiled by things like Mjolnir, AD, Alkaline and Ter Shibboleth.
Of course you have. When I went in expecting ‘Quake the way id did’, Tremor’s e2m2 was impressive - lots of verticality, fun to explore, nice fights, and good aesthetics that weren’t ‘overdone’ and still felt era appropriate.
>>
I have a question having limited experience with retro shooters: In the multiplayer mode of games like Quake, how was player respawns handled to prevent spawn camping?
>>
>>12720957
I'm just grateful it doesn't require fucking copper. I'm sick of copper, it's not even fun, but that place insist on using it for almost everything.
>>
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>> 666 minutes of /vr/ <<

>Latest resource (100M)
https://gitgud.io/-/project/49137/uploads/53a659f8256eb73f518993e5daab8152/666minvr-res-duke-nukem-must-fuck.wad
>Latest build (14M)
https://gitgud.io/-/project/49137/uploads/047977aeaffcc293b934e39c0c54f00e/666minvr-duke-nukem-must-fuck.wad
New maps to playtest: "Occupied Oasis", "Scraping the bottom"!
>Git repo
https://gitgud.io/GreenAnon/btsx-project/

Thanks to anon who made the M_DOOM!

Original post: https://desuarchive.org/vr/thread/12686120/#q12687710
>>12720419
>>
>>12720983
I think that would have gone against the spirit of the “vanilla” project.
>currently playing through it via Reliquary which us based off of Copper
Ironic, that.
>>
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>> QUAKE CHALLENGE <<

Record an NH (Nightmare 100%) demo of Tremor E1M6 "The Path to Darkness"
Reply to this post with a demo & your time.

Pack download
https://www.slipseer.com/index.php?resources/tremor.614/

Two example demos in 7:20
https://litter.catbox.moe/3s40zgrfr0th485b.zip

Recording a demo
>name anon
>skill 3
># For vkquake users:
>cl_nopext 1
># (Re)start recording:
>record vr_demo e1m6
># Note that the file is overwritten each time

I had fun running this map even though people claim that this pack is dull so give it a try! The map is pretty compact and gives you just enough resources. Beware of running out of rockets, my first run died because I left some zombies for the end. You need 73/72 kills for the demo (idk if the category requires this but the challenge does). Jumping behind the crusher for the last kill is a bit of a gamble unless you figure out a way to know where the crusher is.

>>12720419
>>
>>12720975
It wasn't. You get a random spawn point, if someone happens to be nearby, unlucky.
>>
>>12720756
Legacy of Rust and Dark Ages in MetaDoom when?
>>
>>12720975
When I was dueling a strong play in Q3 they didn't let me live a second after I spawned, there was always a rocket flying in my direction
>>
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>>12720759
>hail to the alien bastards, baby
>my ass is bigger than yours
>babes, bullets, bombs damn I hate this job
>looks like it's time for me to die
>>
>>12721032
System of a Down lyrics?
>>
>>12721032
I see we got another Dick Kickem enjoyer in here. Might as well drop this off here for anyone who hasn't seen these. Probably the funniest shit ever. I keep revisiting these every few days.
https://www.youtube.com/watch?v=krPH0cWIP5U
https://www.youtube.com/watch?v=kf3WBs2SUCE
>I love the smell of my ass in the morning.
>Sometimes I even shit mahself
>>
>>12720974
Just did it too, very good map. I enjoy when the new monster closets got opened I got the keys. Also feels like clearing a diablo cave with that music
>>
>>12720985
>Thanks to anon who made the M_DOOM!
Please let me finish it later, the /vr/ part of it looks like shit and I want it to be better.
>>
>>12721097
ofc edit as much as you want
>>
>>12720450
>Using the AD widowmaker for the first playthrough
why though
>>
>>12721169
cause you touch yourself at night
>>
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Post yfw 200% health
>>
>>12720998
Probably another year or so now that this R2 expansion's finally out. Hoping he finally adds Knight and Baron variants.
>>
>>12721169
That’s the Reliquary slower/stronger shotgun and because it’s fun.
>>
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>>12721191
>>
what is the equivalent to chocolate doom for doom 3?
>>
>>12721554
dhewm3?
>>
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tremor sucks
>>
>>12721583
Post your top 10 quake mods.
>>
>>12721441
This should be a gif.
>>
>>12721608
Quake Rally 9 times, then Quess (quake chess)
>>
>>12721608
Speaking of which, what are some good quake mods?
I only played arcane dimensions and violent rumble.
I liked VR the most.
>>
Are we allowed to talk about quake here? I just discovered a server for crQuake that I can connect to with my 3DS. Problem is there isn't anyone else playing! I am not very good, so if you want to boost your ego, you should come frag me. I have to go back to work at 2pm tho.
>>
>>12721623
Maybe next time I'll read the thread before posting. . _.
>>
>~ Let's post like patriots ~ past the 4th
>https://clovr.xyz/wadsup/ still listed
How the fuck do you people manage to post so much if you're all illiterate and can't get the op right ?
>>
>>12721623
Ok I'm gonna leave it on in the background, ty everyone for keeping these types of threads alive when everything else on this website is so crappy and botted to hell. Luv u anons :3
>>
>>12721617
>Speaking of which, what are some good quake mods?
Alkaline and Mjolnir are two of the other big ones. Any map by Tronyn, Ter Shibboleth Redux, Peril, Dwell, Spiritworld, those are some others.
>>
>>12721665
Throw on Rubicon Rumble Pack + Rubicon 2. Still need to go through Zerstorer + Honey. Bonkjam was neat.
>>
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>>12720935
interdasting. beat the spider mastermind just 1 second before the nuke goes off. made a Techician-Berserker because why not.

also setting randomised names gave me "Rahul Chandra" 3 times or so. who the pakistani is that?
>>
Eh, Brutalist Jam 3 is kind of growing on me on the better maps. It's sometimes annoyingly close to being good, but frustratingly falls short due to the general level design and insistence on using copper as a base.
>>
>>12721617
I love spiritworld, seismic ventures, funcjam1 and funcjam9. Also contract and honey.
>>
>>12721617
I'm also recommending Alkaline. That was fantastic, even the maps by the guys I usually can't stand were good for that mapset, and the hub is so strange if you explore it I actually wanted lore for what was going on, especially if you reach the roof and look out onto the weird as shit surface.
>>
>>12721731
>and insistence on using copper as a base.
I’d be more concerned if it was still the old version of Copper. It has some skill 3 changes that actually feel like a boost in difficulty as opposed to just feeling like skill 2 with a 50hp cap.
>>
>>12721794
I may be a minority, but I feel the majority of copper changes are anti-fun. It seems most people who play it like the nightmare difficulty, and it seems centered around that, but I play on hard and find most of the changes jarring or even obnoxious. It's not a complete deal breaker, but it does noticeably worsen my experience.
>>
>>12721617
90s
>zerstörer
>ikspq
>beyond belief
>operation urth majik

2000s
>contract revoked
>dawn of eternity
>insomnia
>lost chapters
>soul of evil
>terra
>travail
>warpspasm

2010s
>altar of storms
>arcane dimensions (duh)
>honey
>in the shadows
>qump
>rubicon rumble pack
>something wicked this way comes
>ter shibboleth
>underdark overbright
>all func map jams

2020s
>alkaline
>dwell
>epochs of enmity
>mjölnir
>peril
>raven keep
>smej 1
>smej 2
>spiritworld
>ter shibboleth 2
>violent rumble
>all map-center jams
>>
>>12721797
A majority of its most notable changes are exclusive to skill 3. When it comes to the majority of monster changes exclusively - fiends can no longer headshot, shamblers won’t try to lightning out of range, zombies can be gibbed while laying down, death animations no longer block attacks - I wouldn’t consider those “””anti-fun.””” When it comes to weapons, I feel the same: SNG has a small spread now but the regular nailgun was buffed and so was the lightning gun - 2/3 are a plus.
>>
vkquake is vibecoded not like this
https://github.com/Novum/vkQuake/issues/962
>>
>>12721817
It's fine you like it anon, but I disagree and dislike copper. I'd rather play vanilla than it.
>>
>>12721823
Likewise, you’re fine to enjoy what you like, but I don’t know if I’d make claims that it has a “majority of anti-fun” changes. I’m also largely indifferent to Copper; it’s more that I don’t mind it.
>>
>>12721808
>not mentioning nyarlathotep or the doom 3 jam
>>
>>12721829
Because to me a bunch of the changes are. It's an opinion. I dislike that enforcers are stationary turrets now. I dislike it making fiends hyperactive. I dislike that monsters are stingy with the ammo drops because some mappers don't appear to compensate. I dislike that it fucks with the guns. On a meta level, I dislike that the creator and some of the more vocal fans seem to think it "fixes" Quake.
Again, it's use isn't a deal breaker, but I don't care for it.
>>
>>12721779
That's been something I really want with Quake - story - I wish there was an Ashes/Strife type mod for it. Some of these maps are so damn good at weaving a story/world working with the limited features they have.
>>
>>12721846
>Because to me a bunch of the changes are. It's an opinion.
“These few changes are dealbreakers” is certainly a respectable opinion, but stating “most changes are intended to be less fun” is a very arguable claim, a sometimes complicated one when it comes to certain changes (shamblers being less “dancable”, spawns going back to passive after awhile, etc.)
>>
>>12721876
Ok? I really don't know why you care this much at this point.
>>
>>12721881
I’m in the /vr/ shooter thread and I like talking about them and their mods.
>>
>>12720756
WELL SHIT thanks anon I just hopped into this thread randomly and saw this
>>
>>12721881
>why is someone autistically pursuing a point on 4chan
It's a feature of the site.
>>
>>12721583
It's actually decent enough, but "Quake The Way id Did" isn't wowing anons here for the most part. I somewhat like it, but purely vanilla Quake is something I need to be in the mood for.
>>
>>12721797
I'm yet to play this, but it looks neat. I hope the good maps outweigh the bad.
>>
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>>12721583
I loved it, especially ep4
>>
Do any source ports have control templates for Hexen/Heretic I can swap between? Right now I'm just playing Heretic in one source port and Hexen in another so I don't have to reset the binds over and over for various items. Inter Heretic/Hexen was interesting but I couldn't bind inventory items like Flechettes/Time Bombs/Morph Ovums/Disks of Repulsion to my extra mouse keys so I was like fuck that.
>>
>Ter Shibboleth
Okay, so the lighting for the maps feels off and the props are too big so I feel like I'm playing as Manlytears, but damn it's fun all the same.
>>
>>12722043
Is this Blast Radius of quake?
>>
>>12722043
I know some accuse AD of being it, but Drake really is the kitchen sink mod of Quake.
>Here's a ton of weapons you won't use
>A ton of random powerups too
>Yeah we also made a bunch of variations of every monster in the game
>And changed how the shotguns work I guess
I know anons like to bitch about Copper like that guy earlier, but I'd argue Drake is worse.
>>
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>>12720419
I'm an actual game designer. With proper portfolio and stuff. But it's just a hobby for fun and making some extra buck, nothing more.
Well, recently I was really into figuring out the way pathfinding in old boomer shooters work. To my surprise, it wasn't easy. It was quite a labor actually and 99% of links doesn't work. Even allmighty AI occasionaly spews bullshit because there is literally no info.
Turns out that up to Quake 3 all ID games had zero pathfinding. Monsters just occasionally stumbled through levels towards a player and only proper map design made combat encounters don't look like hot crap. It's hard to see that AI is nonexistent, when all AI has time to do is to live for a few seconds before being obliterated.
This is why Half-Life HECU grunts are so fun to fight against: not only they orient in the game space properly, they are also fast enough and have enough hp to effectively conduit complex maneuvers like retreating on throwing a grenade. They are quite dumb too sometimes, but mostly competent. Half-Life 2 combines are so underwhelming cause they are even more intelligent than HECU grunts, but they are too slow and too indifferent to damage. They can't show their skills cause it's either you bulletsponge them with zero return reaction or cause they are dying too fast to do anything.
What makes me surprised though is that modern doom sourceports still use BSP trees, and BSP trees are basically convex shapes connected with each other. It's so easy to build a graph of them and then just A* it. But none did it yet to my knowledge. People add all sorts of mentally ill useless shit, but nobody just implement proper pathfinding. I find it bizzare and really showing that all that push to higher tech is part scam. With AI vibe coding I'm horrified what to come next.
...force AI to invent new, faster and better pathfinding algorithms?
>>
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>>12722063
>Half-Life 2 combines are so underwhelming cause they are even more intelligent than HECU grunts, but they are too slow and too indifferent to damage. They can't show their skills cause it's either you bulletsponge them with zero return reaction or cause they are dying too fast to do anything.
Nothing I hated more than to properly counter-strafe a Combine Soldier and dump an entire SMG mag into his head while taking damage on Hard. I usually prefer shooters on higher difficulties but in HL2's case it just makes the game way more tedious.
>>
>>12722059
Mjolnir can be considered “Drake 2.0” but I also don’t disagree. It at least provides a nice amount of monsters, something “Drake’d TerShib” utilizes pretty well.
>>
>>12722073
you're supposed to sort of play it like halo and be constantly switching between weapons
>>
>>12722092
The moment I was thinking of in particular was from playing Highway 17 about a year ago where crossbow/magnum ammo is scarce and you don't have the AR2 yet.
I guess there are nade boxes from what I remember so you could just pull some Blood shit on them and blow 'em up but I dunno don't really hate HL2 but always found it's arsenal lacking in oomph and ironically find the actual shootings parts lacking compared to other shooters but makes up for it in other departments. Would've been more interesting if the SLAMs didn't get cut because at least setting up tripwires to blow up assassin ladies was satisfying.
>>
>>12722107
You get the AR2 right before Highway 17.
>>
>>12722063
>What makes me surprised though is that modern doom sourceports still use BSP trees, and BSP trees are basically convex shapes connected with each other. It's so easy to build a graph of them and then just A* it. But none did it yet to my knowledge. People add all sorts of mentally ill useless shit, but nobody just implement proper pathfinding.
I'd imagine that it got something to do with the obsession with demo compatibility and vanilla feel.
Just a hunch.
>>
>>12722114
Fawk, you're right I guess I got wetbrain. I think at that point it is kinda like the magnum/crossbow though where regular ammo is hard to come by and you don't that and alt-fire ammo until you encounter Elites later.
The shotgun is at least a good all rounder but still leaves a bit to be desired compared to HL1 IMO. Should've probably just used the gravity gun more like I did way back when to be honest since it's the main gimmick of the game.
>>
>>12722116
>obsession with demo compatibility and vanilla feel
1. A* pathfinding could be disabled in options. All source ports support various levels of compatibility.
2. GZDoom is the least compatible, most technically advanced sourceport of its time, yet they went for half-assed lightmaps that eats through your videomemory like crazy, but not some junior-level shit. UDMF, however, supports 3D floors. Maybe doing A* through BSP wasn't in line with that format.
>>
Let's roll
>>
>>12722063
I thought Q3 used a navmesh? Doesn't that count as a sort of pathfinding? And they needed to have nodes to find jump pads and such right?
I've only ever done pathfinding for UT though, and that uses a purely node based system.
Anyway, even if modern Doom ports used a modern pathfinding system like A*, it would still have to feel like Doom. If an arch vile wasn't acting believably like an arch vile anymore it would fuck up the way the game feels. The monsters in doom only know where the player is and just sorta zig zag across the geometry until they find a way to get to him. A* would need to simulate that to feel like doom and at that point why bother?
GZ/UZDoom or whatever might have something for modders now that I think about it (I'm pretty sure GZDoom at least had a different pathfinding method anyway, but maybe I'm misremembering). And there have been mods that implement their own pathfinding methods, some node based.
>>
>>12722143
>GZ/UZDoom or whatever might have something for modders now that I think about it (I'm pretty sure GZDoom at least had a different pathfinding method anyway, but maybe I'm misremembering). And there have been mods that implement their own pathfinding methods, some node based.
Oh yeah, I remember Selaco promoting itself with FEAR like enemy AI. Surely that got to have pathfinding.
>>
>>12722143
>>12722129
Ok. Just looked it up. It does have A* pathfinding available for modders, but it's node based.
Can't imagine it would be insurmountable to make a script that places nodes automatically and such.
>>12722150
Yeah, I'm pretty sure they use it.
GZ/UZDoom just doesn't generate a navmesh etc afaik... but... that shouldn't be difficult, right?
>>
>>12722059
Does it matter how much is in the pak if the level designer only uses what they deem fitting for their levels?
>>
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>>12722134
Are you serious?
>>
Odd things:
-hipnotic proxy launcher is on auto toggle with GL, the plasma cannon needs an extra bind (impulse 225 )
- can't seem to bind impulse 9 in qspasm/ironwail, all other cheats are fine

>>12721849
>something I really want with Quake - story
Look no further than Nehahra, you'll need Darkplaces or Mark V engine though. There's even a 4h long machinima movie
https://www.youtube.com/watch?v=rdZC9zbTIzA
>>
>>12722348
Sam, I am.
>>
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>>12721849
>>12722384
>Warpspasm's readme
This is also good eatin'
>>
>>12720989
Hope you're doing well. Time is 6:03. I think I'll play the rest of these levels later.
https://litter.catbox.moe/hxltq9.dem
Catbox isn't working for me, litterbox link will expire after 3 days.
>>
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>>12722750
Good job! I liked how you baited the fiend back into the elevator and how you killed the two fiends with grenades ricochetting off the wall.
>>
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>>12722761
The first thing was an accident, maybe that's already clear. The second thing, yeah I wish more games had weapons you can bounce off of walls. I like the lazergun from the quake missionpacks for that reason too.
>>
In order to save time, does anyone know or recomend where to get Doom 3? Don't feel like paying for it or fucking around with ISOs today.
I can do it just fine tomorrow, but I just wanna get spooked my dudes.
>>
>>12722891
You should already own it on CD rom.
>>
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>>12721846
>On a meta level, I dislike that the creator and some of the more vocal fans seem to think it "fixes" Quake.
What has he said specifically?
>>12721916
>It's actually decent enough, but "Quake The Way id Did" isn't wowing anons here for the most part.
Which is odd considering the reception the Retro Jams had, and these maps in Tremor have so far been more solid and largely lacking the "map jam" quality. Either most of those anons peaced out, there's the bias against the source, or a lot of people had high hopes for it though that conflicts with the previous point.
>>
>>12723059
Oh, I did own it on a CD. The problem is my CD collection, among other things, was damaged beyond saving in a flood a few years ago.
>>
Yeah sure you beat Sunlust but can you beat a Revenant with just the pistol?
>>
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>>12720419
sorry for the stupid question doods, but did Evilution and Plutonia come with any official text introducing the backstory? DOOM and DOOM II had that in the manuals, the Master Levels all come with a .txt file, but despite having synopsises online, I can't find any official story introductions for these two (I'm getting the WADs from Doom+Doom II on Steam).
Thanks
>>
>>12723149
https://archive.org/details/Doom_Manual_Final_Doom/mode/2up
Searching "final doom manual" would have probably led you to it.
>>
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>>12723168
Thanks, I wasn't thinking in terms of the Final Doom release. Kind of obvious in hindsight
>>
>>12723149
Plutonia mentions Doomguy's iconic pick up truck and TNT mentions a space ship made of flesh
>>
>>12723278
I liked how Plutonia was just "Oh shit dastardly monsters stole our super weapon!" but it's the hardest one.
TNT had a insane story where Hell tried and failed to invade so much through portals that Marines just stood outside of them pumping rounds into the gateways the moment they opened. So Hell SOMEHOW materialised the most metal spaceship imaginable, filled it with millions of demons and parked it over Doomguy's head so they could rain death down on wherever the hell it's set this time. And it's the easier expansion by far.
>>
>>12723082
I actually don't know where to get it. Archive dot org I guess.
>>
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>>12720421
Update for my 666 minutes map Occupied Oasis, since I still had 40 minutes left.
https://files.catbox.moe/wigdxh.wad
Mostly small-ish changes to the final fight and HMP tweaking in particular. Also included a new demo since the old one will desync.
>>
>>12723619
What do I do with these lumps? I assume I should just delete them since all opengl ports are capable of building their nodes themselves
>>
>>12723631
idk you can probably delete them
>>
>>12720421
[07-31] Hellvault (texture resource website) opens
https://hellvault.shufflingpixels.com/
https://www.doomworld.com/forum/post/3046962
Seems to be a site for finding resources, textures and the like.
Not sure what to make of it, whether it's some AI shit, and/or if it's actually useful, etc.
>>
W-why is there a Cyberdemon in Quake?
Also, on an amusing note, the most scathing review of this mapset on Quaddicted is by a prominent member of the Slipseer community, and while he has a point it's kind of funny because recently their stuff doesn't actually feel like Quake to me (outside of Tremor which isn't bad at all).
>>
>>12723759
I think what Quake lacks the most is an Arch-vile equivalent.
>>
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>>12723759
Most of their good stuff plays like AD/modern Quake, and Ter Shib - while god-tier - plays and "looks" less like "Quake" than a lot of what's on that site with some hard exclusion to those "explore jams".
TS' first map may also be my least favorite, it really picks up by the end.
>>12723779
It's missing a lot compared to the Doom 2 enemy additions.
>>
>>12723759
Hell has wrested control over the slipgates.
>>
>>12723783
>Doesn't feel like Quake
This keeps coming up, primarily as a complaint, but what exactly does that mean?
>>
>>12723759
theres another color variant skin floating around out there too hes a pretty old model I thought about adding to slipgate rangers when if I start adding new enemies.

>>12723779
Theres actually some good candidates out there to be repurposed for that. There's this lanky alien dude with long arms I cant remember if hes from qzone or what hes kind useless but would make a great archvile.
>>12723784
yeah I dont see any inconsistencies here, plush the melding of flesh and metal is pretty Quake.
>>
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>>12723795
Seems like a vague "shitting on". Ter Shibboleth features a lot of comfy looking and open ended levels...So I guess that makes it "not feel like Quake"...? Which is normally a linear series of fights, I guess?
>>
>>12723803
it doesnt feel like Quake cause it doesnt have the same atmosphere. I dont think those anons are talking about the gameplay so much but the complete package. That's just what it comes across to me as.
>>
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>>12723808
>it doesnt feel like Quake cause it doesnt have the same atmosphere. I dont think those anons are talking about the gameplay so much but the complete package. That's just what it comes across to me as.
If "complete package" means the entire experience, then yeah, that's what I was referring to as well. Something like Ter Shibboleth's atmosphere and level progression is very different from standardized and vanilla Quake. A map like Tears of the False God is also pretty different from vanilla Quake, I suppose? I dunno, to me saying "doesn't feel like Quake" just looks like a way to poo on things.
>>
>>12723824
>I dunno, to me saying "doesn't feel like Quake" just looks like a way to poo on things.
Sometimes it is, sometimes it isn't. A good map can not feel like Quake and that's fine. A bad map can feel like a different game and it becomes more noticeable because of it.
>>
>>12721808
you've listed a grand total of 5 entries worth playing
>>
>>12723783
I least enjoyed this map so far, but only because I couldn't find ammo anywhere. Lacking ammo is always a good way to make me dislike a level. It looks amazing though, points for that.
>>
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Is this normal in vanilla quake that ogre grenades don't gib zombies or is it just tremor?

>>12718789
Tremor soundtrack makes me want to come back to and finish Diablo II
>>
>>12723861
>Is this normal in vanilla quake that ogre grenades don't gib zombies or is it just tremor?
infighting was relegated to a joke in quake
>>
>>12723843
A map can also “feel like Quake” while still being boring or bad, so now the phrase is steadily losing meaning for me.
>>
>>12723861
Ogre grenades never gibbed zombies in vanilla they only do 30 damage.
>>
>>12723808
Guess it feels kinda odd to lock in on that specifically when Quake feels like the weakest of the big name retro shooters as a complete package, with the atmosphere held up entirely by Reznor's soundtrack.
>>
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>>12723529
Got it. I forget that site has a bunch of cool shit just waiting to be used.
Wasn't hard at all to get the ISO shit figured out, I will now annoy the hell out of this general by tarnishing Doom 3 with Halo garbage.
>https://www.moddb.com/mods/doom-3-2553
It's not perfect (can't alt tab at all), but I've maintained a very stable 60 FPS this whole time. Kinda excited about finishing the game with this coat of Halo paint slapped on it, though I also need to unfuck the shotgun's spread.
>>
>Is Chainsaw Ranger a threat? Says "I'LL CHOP SHAMBLER'S HEADS OFF!"
>>
>>12723919
Interesting mod combo
>>
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LOOKIN' GOOD
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>>12723852
I don’t recall having ammo issues myself with that level, but I can understand it happening since I felt an increase in difficulty. You might want to lower the skill down a notch: Later maps get harder and you’ll be setting yourself up for more dislike.
>>
Soundless mound turned out to be kinda lame.
>>
>>12723759
Because YPoD is the Quake at its best.
>>
>>12723919
I still need to play that mod, Doom 3 is always a struggle for me to sit down and play in general though.
definitely unfuck the shotgun spread though, even just by half
>>
>>12723919
Does that mod come with its own .dll? If not you can see how dhewm3 works with it, it lets you alt-tab more easily.
>unfuck shotgun’s spread
That mod says it changes weapon values, wonder if it still keeps the spread as vanilla. Interesting passion project nonetheless, might try it myself one day.
>>
Anyone have success vibecoding in GZDoom or other open source engines?
>>
>>12721583
I found multiple softlocks on ep3 which made me not really care for it.
I respect the attempts at least
>>
>>12721617
I really liked Bonk Jam.
>>
>>12723795
A lot of this new stuff is too clean and bright. It kills the atmosphere. I want my Quake to be dark and dirty. I want tons of monsters in castles, not humans in tech bases. For me, Quake is best when it's gross and "scary".
>>
>>12723852
which version are you playing?
>>
>>12724142
People seem to be real picky about Quake here. For Doom, meanwhile:
>comfortable and cozy Lost Civilization
>loud, bright, and colorful Auger Zenith
>hard gay as fuck and proud Hard Fast Faggot Maps
>>
>>12724162
because Quake was a shitty game carried by dark atmosphere and soundtrack by NiN
>>
>>12724180
I suppose there’s a reason (or plenty) to why the most celebrated and lauded Quake projects all make several changes and additions to the gameplay. All three of those Doom projects I named are all vanilla Doom 2 beyond graphical changes.
>>
>>12724180
Why do faggots like you even browse this board, let alone reply to these threads?
>>
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>>12724039
Got a little past the maggot encounter and yeah, I quickly remembered why I never quite liked it. You really benefit from seeing it as horror first, action second.

>>12724047
It does, though I can't make heads or tails of it. I think the spread is a little tighter, but it's not as tight as I'd like.
>Dhewm3
Tried using it, but it had terrible performance even with most of the underlying Sikkmod visual effects disabled. Couldn't really figure that out, I don't think I'm missing anything but it's possible I am actually missing something.
>passion project
OP also made a similar mod for Quake 4. Once you get stroggified you get to play as a mish mash of strogg meat and Spartan armor, it's kinda nuts.
>>
>>
>>12724231
>Quake 4
Now that’s something I can’t finish and it seriously made me appreciate Doom 3. Many say D3 copied HL1 tropes, I say Q4 copied HL2 and CoD tropes: I was very thankful that I could just walk past or ignore all the D3 NPC interactions, and how often it kept moving forward with its progression.
>>
>>12724142
For me, it's the insistence on teleporting a bunch of enemies on top of you every time you pick up a key, weapon or touch a button. Yes, you should do it sometimes, but modern Quake maps spam it and having most of the map enemies just beam in every map is lazy as fuck.
>>
>>12724157
Ter Shibboleth: Drake Redux
I'm assuming I did something wrong or managed to miss a bunch of ammo somewhere, but supplies seemed very limited for Sun. It's still fun, and I'd take it over many mapsets I've tried recently.
>>
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>>12724236
it's impossible to translate any cool moment from AMC into a screenshot, it all looks like the classics pic rel meme.
>>
>>12724246
Doom 3 is pretty much like Quake 2.
But yeah, Quake 4 feels like a mix of Star Trek Elite Force and CoD to me.
>>
>>12724253
This is a complaint I’ve heard about modern Doom maps as well. Not sure how often it takes.
>>
>>12724309
I imagine that it's easy to become overly reliant on as a mapper. You definitely need to do teleport ambushes sometimes, they're great, but they lose their edge and charm if you use them way too much.

Use some closets at times, and usd teleporters and closets at a further distance. It's great when the player sees them coming from far away, or when he starts hearing them closing in but maybe can't see them yet. One can also use the ambush flag and quiet teleporters to sneakily restock previously fought locations.
>>
>>12724362
Everything in moderation, but I was wondering how often people are running into “always teleporting” monsters and how often they imagine it. A few from awhile ago were upset how every key pickup in Alkaline spawned in monsters when it was then shown not to be the case.
>>
What has been the most impressive mod you've played thats compatible with non zdoom based ports? (aka you could play it in woof or dsda or something like that.)
>>
>>12724379
I complained about it on a very specific map that kept spawning in the exact same enemies on the exact same platforms - and it was symmetrical encounters too so I'd have to go through the exact same fight on the left + right side like 6 times throughout the maps length. It was the fromitz board map - the big one.

That is a 100% valid complaint. I am not arguing this. I liked Alkaline - I did not like that map.
>>
i was playing QBJ3 and thinking about how much better it would be if it was structured more like Quake II or HL1 instead
>>
>>12724309
IMO, modern doom pwads has the benefit of being spoiled for choice in the stuff that gets released, that you can easily still find something that isn't as overly reliant on it, or manages to make it work in fun ways.
>>
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>>12724402
>alk_early
You don't even need to point to the final fight for that map: It's much heavier about teleporting enemies compared not just to other Alkaline levels but other maps in general, though it's kind of its gimmick combined with its collect-a-thon. Can't say I hated it.
>>12724406
Even episodic Quake levelsets aren't as common these days, so I'll take any form of level progression.
>>12724432
I think that goes back to these posts here: >>12724142 >>12724162
There's just not as much "Quake" as there is "Doom" out there, and with what Doom 2 added the latter has a more interesting toolset out-of-the-box.
>>
>>12724065
>I found multiple softlocks on ep3
Mind to tell us where? I'm now finished with ep2 so would like to hear.

Tremor:
Shotgun starts make little sense as in the later maps , there are weapons and ammo right at the start. Also ammo: far too much of it. Also gameplay: rarely a moment where you really have to put out, playing on nm and with careful play plus secrets (quads everywhere!) it's easily possible to not die on the first runs.
Hmm maybe I played the game for too long, but with many recent packs they're just ... maybe it's the insta weapon switch in Quake, maybe it's Timmies whining because teh Quake is too hard with a fucking controller?? Doom is quite different in that regard, where yes I confess, had to switch from UV to lower skill levels for many recent projects.
>>
>>12724608
If the idea of Tremor is “Quake the way id did”, it would make sense to have an overall difficulty that’s very similar to vanilla. It makes a good deal of sense that more recent Doom projects would be more difficult.
>>
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>>12724603
I liked the look of the map more than the other fromitz collectathon and the second half of the map was better than the first - but it just kept teleporting the exact same enemies into the exact same spots over and over in that first half. Every time i picked up a key i knew exactly which enemies were gonna spawn in and where. I didn't hate it either - but that map really highlighted why symmetry in terms of encounters is a bad idea. Strife has an issue with that too but it was the 90s.
>>
>>12720975
In Quake 1 specifically, the spawns are just used sequentially in whatever order they were placed on the map (or at least whatever order the BSP compiler or map editor puts them in).
QuakeWorld might be different, but that's how the original NetQuake code works at least.
>>
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>>12720419
Does anyone have this?
Nocturnal Linedefs Entangled in Silence - by Angry Saint
https://www.doomworld.com/forum/topic/150138-nocturnal-linedefs-entangled-in-silence-rc1/
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
Or later on because it's really early right now, I'm not your dad!
>>
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>>12724971
>>
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>>12724971
I've been putting together some visual FX and weapon upgrades. I spent too long trying to figure out what the missile launcher upgrade could be before saying "fuck it" and giving it a ramp up fire rate boost.
>>
>>12724669
doom 3 > daikatana
>>
>>12724669
Is this a real pic? he doesn't like Doom 3?
>>
>>12725010
They should make an update to Ultimate Doom Builder so that you can build stuff with irregular shapes so mountains would look more natural
>>
Slipgate rangers anon, I got a bug report and a suggestion.
You can pick up your backpack while dead, essentially making sure your inventory is erased.
And, make a system to banish and unbanish weapons from letting you select them, because I'm not a fan of having more that 2 weapons per key and sure as hell not scrolling through multitudes of rocket launchers to select a sucking flamethrower.
>>
>>12724064
Go away.
>>
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>>12724280
Same
>>
Is this true >>>/v/744459442
>>
>>12725075
Romero wasn't in id, when they made Doom 3.
>>
>>12725230
no
>>
>>12725075
If I remember, he even signs that particular box "I didn't make this"
>>
>>12725230
yes
>>
>>12725230
Maybe.
>>
>>12725097
im glad you said something because I have been thinking about that too. I wanted to add even more weapons and tools cause there was a lot of stuff I passed up on cause I am already running 4 weapons on each slot. My solution is either to implement is to either implement a separate impulse to cycle weapons on one slot, repurpose an NPC as an armorer where you pick a loudout, or just implement classes where each type of ranger would have their own load out and stats.

Like I wanted to add the qzone slicer, a bunch of the shrak weapon models, the devastator weapon but I need to think of way to do this cleanly.

That bag glitch sounds like I messed something with entity collision in my custom spectator state. Appreciate the reports and I hope your enjoying the game apart from the bloated inventory keys
>>
>>12724669
that's my face when someone tells me to play slaughtershit
>>
if anyone wants to play opposing force deathmatch the goldsrc group is running a game in like 40 minutes
>>
>>12725080
Do you mean slopes and shit?
>>
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>>12720421
Initial submission for 666 Minutes.
https://files.catbox.moe/w5ggkt.zip

>Title : The Deadlift
>Author : Anonymous
>MIDI : Castlevania Chronicles - Thrashard In The Cave
>Time left : 1hr, 20m (ish)
>Difficulty levels : not yet implemented (will after feedback).

New textures (and flat) needed are just packaged loosely, because I can't be fucked to make a whole separate 100mb .wad to add.
Not a very imaginative or amazing level, but it's short, inoffensive, and should work as filler. Has a secret exit in case we end up needing one.
>>
are there any quake1 source ports that add reflections to the water in addition to transparency
>>
>>12725917
FTE and DarkPlaces both support shaders that could do that, but you would have to find those separately. I've definitely seen them somewhere though.
>>
>>12725230
definitely
>>
>>12725875
You forgot to include the OGRSSD02 flat

also you since i use elfbsp nodebuilder you can have horizon effect by assigning special 1080 / tag 180 to these lines. Two maps in the wad already do it so you can too for consistency

Sorry for late response, I'm bombarded with high iq captchas for some reason
>>
>>12726060
whoops, that one's from OTEX, like the cliffs are
>>
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>>12726060
this is how ocean would look like with infinite horizon
>>
>>12725875
Ok, added
Here's a new build so anyone can playtest
https://files.catbox.moe/dehnap.wad
>>
>>
wwyd if bones came at you like this
>>
>>
>>12726101
https://www.youtube.com/watch?v=1mRtuum-xng
>>
idk how to use the BFG so i just ran for it
>>
>>12726149
>idk how to use the BFG
wtf do you mean, just shoot it and look at the enemies you want to die
>>
>>12726101
Jesus Christ
>>
>>12726153
i mean i tried
>>
>>12726157
That's not how you use it.
>>
>>12726157
You see all those cell packs beside you?
You keep shooting the BFG until you're completely out.
>>
>>12726159
yeah it's supposed to be like some kind of cone value where you depending on how you aim gets stronger the farther it is away i think?
>>
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>>12726167
>>12726149
>fire
>go brew some coffee
>ball finally shoots
>mow the lawn
>ball hits something
>deals between 100 and 800 damage, in multiples of 100
>sip some coffee
>40 tracers spawn from the position of the player at this moment and towards the direction the ball was fired at (even if you're not looking)
>'bout 45° cone, 22,5° to either side
>tracers are invisible and have autoaim regardless of settings
>multiple tracers can hit the same target
>>
>>12725230
I don't know.
>>
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>>12726174
i'll have to keep practicing on how to utilize the BFG
>>
The way the BFG worked never made any sense and should have been fixed by sourceports and the Kex re-release.
>>
>>12726191
it can't be too bad if even someone like Kurashiki figured it out.
>>
BFG more like the penis G
>>
>>12726191
Fuck off, its esoteric function is part of what makes it good.
>>
>>12726191
That's just the Q2 BFG.
>>
>>12726191
DOOM's nuance comes from how the BFG works despite it being obtuse as hell.
>>
>>12726201
Big Fucking Penis
>>
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>>12724971
Been working on some more aquatic textures.
>>
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>>12726079
Tried MAP01.

It's ok overall, though it absolutely, just RELENTLESSLY heaps ammo onto the player, even outside of secrets. There's such an insane amount of ammo for the number of enemies. I'd suggest reducing the ammo overall, especially considering this one is in slot 01.
>>
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Yeah, Jesus, I'm walking into MAP02 with almost an IDFA arsenal.
BTW, zoom in and look at the top right corner of this building. See how it juts out at the side there? The actual level geometry does not actually do that, this is a quirk of the software renderer which distorts long and straight linedefs at times. If you walk up and down along his handrail while turning your mouse left-right, you should see the wiggling/distortion at some angles.
You can get rid of that by splitting up the lindef into smaller ones.

Also, this city vista looks awesome.
>>
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Loving this level so far. Good theme, and pretty good gameplay.
>>
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Lucky me, starving a bit for ammo, I finally find a Chainsaw like I hoped! (Forgot it gibs in Nugget lol), and the 'quiet' art gallery makes it worthwhile using, even if I take a few bullets here and there. I like when levels give me good opportunities to saw enemies.

The modern art on the walls is nice to look at, and the music choice is really good. (Is this kind of stuff still modern though? Like, this was called modern art before any of us were born, lol).
>>
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>>12726191
>t. failed to two tap a cybie and got REKT
>>
>>12726270
>>12726270
yeah they are in order of submissions currently
i will try to sort them thematically when we will have more levels.
>>12726291
MAP02 looks like the best candidate for "entryway" so far
>>
>>12726269
Looking very cool. Would appreciate while placing a curse upon the blood line of the one responsible for deciding an underwater section would be good.
>>
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HAHAHA
GET FUCKED YELLOWBOY

>>12726305
Yeah, this would be a really strong starting level.
>>
>>12726149
>>12726153
>>12726191
You gotta Push it to the limit
https://www.youtube.com/watch?v=VrlKfUKC7Vk
https://www.youtube.com/watch?v=TgHi0LxiPfg
>>
>>12726452
WALK ALONG THE RAZOR'S EDGE
>>
>>12726338
The chainsaw feels amazing when you get the right chances with it.
>>
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>>12726324
>an underwater section
Oh, it's a bit more than a 'section'. You will be doing a lot of cursing.
>>
>>12726153
>and look at the enemies
You better LOOK before that projectile launches, because the only direction that matters is which direction it flies out of you.
>>
>>12726157
...I'm reminded of the webm where the guy fires the Half-Life shotgun from halfway across a room and tries to tell people it sucks.
>>
>>12726581
Let’s see it
>>
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1.17 MB
1.17 MB WEBM
>>12726601
I don't make a habit of saving ragebait. You can have this, though... a response someone made disproving his claim.
>>
>>12726612
You know, as much as I love the Half Life shotgun, it would have been a lot cooler if it shot through enemies like Doom's so that those barrel at the end could have exploded.
>>
>>12726616
Is that a leftover thing from the Quake engine? Same thing happens there if I recall: Death animations stop hitscan attacks.
>>
>>12726616
Rule of cool means you're absolutely right. But that's not really what shotguns are know for. Pellets tends to stop when they hit solid things like meat, unless you put the barrel against something like Kurt Cobain did.
>>
>>12726619
I don't think it's anything to do with the engine, since some Quake mods like Copper have restored through-shotting. You just either have to call an extra trace that ignores the dead enemy, or make enemies non-solid immediately on death.
But it's probable that Valve just didn't think to do it due to it not being in Quake.
>>
>>12726619
Technically, yes. But if you wanted to code blow-through rounds, it probably wouldn't be that hard.
>>
Favorite slaughtermaps? Played through Firefly recently and enjoyed the difficulty level, don't mind trying harder stuff too.
>>
>>12725029
These WIPs made me get off my ass and go through Zexion. Good but holy shit with 175 deaths it kicked my ass.
>>
>>12726619
tracelines stop on bound boxes
>>12726627
buddy is correct you either need more lines or to solid_not enemies for a brief moment.
>>
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>>12726650
One of my favorite maps from recent times is from NOSP3: Map 21 Continuum.
I tried playing a map called Goofy Ahh Rev Hallway from one of the D5DA sets, but I couldn't crack it in the amount of time I was allotting to it at the time. Might pick it up again soon.
Neon Overdrive isn't really slaughter wad, but the chain gun was altered significantly that it's just fun to shoot things with it. I recommend it if you want to pass time with something relatively simple.
>>
What genre of doom mod is this?
https://files.catbox.moe/rpl2of.mp4
>>
>>12726704
Anime.
>>
>>12726704
>brazil flags
We're reaching levels of bias confirmation that shouldn't be possible.
>>
>>12726704
Autism.
>>
>>12726704
KiwiFarms-flavored schizophrenia The Brazilian women are hot though.
>>
>>12726684
I'll check them out, thanks. Nosp2/3 seem to have some good maps in there but I didn't enjoy the first few ones I tried, I should skip around more. Neon Overdrive I stopped at about map 5 or 6 but I heard Treehouseminis has a map in there and he does slaughter I like.
I've maxed the rev hallway map and it's very precise. Took me over 1k attempts but it was oddly addicting.
>>
>>12724971
with the upcoming stuff in Deathstrider, I decided to put together something i thought would work well with it
a simple locker that lets ya stash items in it, rather than using the Supply Pod as a pseudo storage on the flagship
https://files.catbox.moe/m1t2vy.mp4
>>
>>12726269
sexy
>>
>>12726729
>women
>>
>>12725230
could you repeat the question?
>>
>>12726797
is this true?
>>
HUH
>>
>>12723878
You realize really quick that most people are not worth listening to
>>
Any ideas how to make Quake missionpacks more interesting or challenging? Kinda spoiled by AD and Alkaline.
>>
>>12726850
I mean, you can't just combine mods with them so there's not much you can do aside from learning QuakeC and modding them yourself.
>>
https://www.youtube.com/watch?v=-yZq9acvF7g
Amiga will get Unreal before Doom.
>>
When you play DOOM on Nightmare do you also pistol start, if you're someone who plays pistol start on UV, or do you carry your weapons over?
>>
>>12720421
>[07-23] Tremor, 32map classic Quake campaign, released after 6yr development
>still releases with a softlock in e4m8 on lower difficulties
You'd think people would have worked out that if you're going to tie progression to killing enemies, all of those enemies need to spawn on all difficulties.
>>
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What's the best way to play Doom 64 whilst boycotting Microsoft? Apparently Doom 64 EX has inaccuracies.
>>
>>12726938
Just pirate the official port, anon. It's on GOG so you can find a pirated copy easily
>>
>>12726946
It doesn't seem to support 4:3, plus there's no Linux version.
>>
>>12726957
Ah, that's a different story then. When I played DOOM 64 EX ages ago it was perfectly fine, any inaccuracies not noticeable to a blind player, so it should be fine if the official port doesn't work with WINE
>>
>>12726960
I'm sure it works with Wine, but I just want to run a native binary. Apparently there's a Doom64EX-Plus that's meant to be good, but you have to compile it yourself on Linux because the developer is a dickhead
>>
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>>12726946
Speaking of
>>
>>12726894
Amiga already has Doom.
>>
>>12726963
https://software.opensuse.org/package/doom64ex-plus
Ok I just found out EX-Plus is part of OpenSUSE lol. I don't use OpenSUSE but I just grabbed the OpenSUSE binary. It still needs the GOG WAD though
>>
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>>12726894
Saying "Amiga" is like saying "PC" these days
>>
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Is it worth playing or it is not?
>>
>>12724398
Project Deadbolt, I think.

I don't play much of those.
>>
>>12727049
Kiss sucks and chaim witz is an arrogant and unpleasant "person". I would say no.
>>
>>12727049
Only if you like horde shooters like Serious Sam.
>>
>>12726704
But what if instead threre were regular demons from Doom and when you shoot them they get get transformed into demons from HDoom?
>>
>>12727078
>chaim witz is an arrogant and unpleasant "person"
Everyone in showbusiness is arrogant, that's why they're in showbusiness.
>>
>>12727049
It's pretty pedestrian. I don't regret having played it, but I also feel no need to replay it.
>>
whats the name of that dementia wad?
>>
>>12726704
Doom City, nice
>>
>>12727049
It seems interesting and I'd like to try it. I think they're ok as a band.
>>
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>>12726650
All of Eviternity II's secret maps. Luv me some Perforator :)
>>
>>12726650
Remanence by Treehouseminis maps 1 + 2 are pretty neat non-linear (and huge) maps with some hectic fights, especially the later fights in map 2.
>>
>>12727128
i unironically cannot recall
>>
>>12727128
https://www.doomworld.com/forum/topic/130478-the-thing-you-can%E2%80%99t-defeat-ultimate-doom-wad-for-gzdoom-8-maps/
>>
>>12727128
TWOGERS MAP36?
>>
what about those people that refer to themselves or others as the "project lead" like they a some sort of master architect or construction manager. Very self important and smug lmao. Bunch of plonkers
>>
>>12727049
Starts out promising, lags until the end. Surprisingly good for the IP and a licensed game. Movement is good and some weapons are particularly fun.
>>12727173
I think KISS sucks!
>>
>>12724398
Not sure if most impressive but Forbidden Compass, uses the minicharge gameplay mod
>>
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Currently doing saveless pistol start runs on Hellbound, and while I love this mapset to bits, I LOATHE this map. Especially the start and ending cleanup. Thank god I don't have to do this again.
>>
>>12727049
I enjoyed it despite basically never listening to kiss before. Movement speed is pretty slow and there are too many cutscenes, those are my biggest complaints.
https://warosu.org/vr/thread/12196713#p12196806

>>12727287
What else would they be called?
>>
>>12727128
Sigil 2, I think.
>>
>>12727287
It's a pretty direct, unambiguous term. If they're leading the project then they're the project leader. There's nothing really pretentious about that.
>>
>>12727128
Maxwell House.wad
>>
I appreciate how every map of Ter Shibboleth has a different theme, and this one looks fantastic.
>>
>>12726809
>You realize really quick that most people are not worth listening to.
That’s gotten really troublesome around Quake in general the last few years.
>>
>>12727851
I mean, people are entitled to dislike the direction modded content is going in. I know people shit on Slipseer a little too much for instance, but going the opposite direction and getting mad at criticism or people just disliking certain things just turns this place into reddit - a cesspit of toxic positivity.
>>
>>12727889
>adamantly insisting most ogres are placed on ledges (they’re not)
>constance insistence on “spongey enemies” (use the explosives)
It’s all sorts of shit. Not sure why you immediately jumped to Slipseer unless its rent free.
>>
>>12727905
>Not sure why you immediately jumped to Slipseer unless its rent free.
It's been mentioned enough recently for me to pick up on it, I have no preference either way, so don't make weird accusations.
>>
Is doomshack ultimately kill? Sounds to me that the "hacking incident" has only hastened the inevitable. A shame still, a bunch of archival stuff was exclusively there, which is now lost.

>>12724820
Also, bump.
>>
>>12727889
>a cesspit of toxic positivity.
There’s subs that are cesspits of toxic negativity, too. Balanced discussions are key.
>>
>>12727927
Exactly. I think people on this thread can be too harsh at times, but I've been to other places where they get shitty if you even lightly criticise a mapset or mod.
>>
do you guys lift your mouse up to center sometimes or stay on the pad always ?
>>
>>12727287
Manager?
Co-ordinator?
Organizer?
Compiler?
Director?
Secretary?
Driver?
Driver (in German, lol)?
Navigator?
Wayfinder?
Helmsman?
Helmswoman (if troon, lol)?
Projector?
>>
>>12728006
I probably lift mouse sometimes—but it's not something of which I take conscious notice—instead, it is—as it were—muscle autopilot.
>>
it would be nice if they highlighted what the keybind for each item is in your inventory bar as you cycle through in Heretic. is there any sort of hot bar mod that might keep all items with keybind visible for heretic/hexen? Like how an mmo might have it. if you don't have the item - it's grayed out and lists number if you do. I wanna try out some of the mods/maps for Heretic/Hexen but I wanna finish both first. I do like the atmosphere of Hexen a ton and the first ep of Heretic's waterside towns are kinda comfy.
>>
>>12728009
I actually really like Project Secretary.

It doesn't really imply leadership,
more just keeper of consensus.
Custodian of consensus.

...Project Custodian!
That's good too.
>>
>>12728016
ok, I've only been playing with a mouse for a couple weeks. I do it all the time so it makes my movement a bit jerky
>>
Okay, that was really good. I can see why people say Ter Shibboleth picks up in the second half.
It was a bit weird suddenly being airstriked by a dragon at one point though.
>>
>>12728031
>>12727782
I think I'd like Ter Shib a lot more if the lighting wasn't super flat and the new textures weren't badly-processed photos with scaling that's all over the place.
The fuckhuge map gimmick kinda lives or dies on how pretty things are, and once you look past the big picture it just isn't.
>>
>>12728051
I agree about the lighting, it was off-putting at first. But I'm enjoying this a fair bit so I can look past that, if anything the only thing throwing me off is Drake itself because it has so many new monsters you see maybe once or twice, wonder "Wait, what the FUCK is that?" and you never see it again. It's almost like a creepypasta sometimes.
>>
>>12728006
I lift to center if I need to.
>>
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>>12727932
>but I've been to other places where they get shitty if you even lightly criticise a mapset or mod.
You get the opposite here: For several threads in a row, any light praise or even mention towards "Queer Blowjob 3" buried the thread under a barrage of shitty posts.
>>
>>12728078
>post shit maps
>get replies saying they're shit
I am unsure what you are expecting.
>>
>>12728079
>>post shit maps
The map above is actually one of the good ones, same goes for almost all the “greatest hits” levels from the previous two jams plugged into qbj3.
>>
duck nukem
>>
>>12728094
dookie nookie
>>
>>12728027
That's essentially just "Project Janny".
>>
>>12728094
It's time to quack ass
>>
>>12727287
The fuck are you on about? It's the most direct, to the point, applicable term for the thing they're doing, assuming they're actually doing the role they're claiming.

I could, however, see a case for someone calling themselves project lead for /vr/ mapping projects being silly, but for that I'd just call their role "Cat Herder."
>>
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>>12728094
>>
/vr/ project leads should just be called autism wranglers from now on.
>>
People are still committed to the tranny UZDoom huh?
>>
>>12728182
But what if the project lead is also autistic?
>>
>>12728186
Then he has even more to wrangle.
>>
>>12728119
No it isn't
>>
>>12727287
Yeah, I prefer term "Overlord".
>>
>>12728189
He can't wrangle himself, he'll go blind doing that.
>>
>>12727287
almost as bad as midi makers calling themselves "composers"
>>
>>12728185
Did "Rachel" actually successfully manage to insert himself onto the team despite his past coverup controversy? I've been out of the loop for this
>>
>>12728271
Is making music not composing?
>>
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I was curious on why Woof 16.0.0 was taking so long, but then encountered this specimen doing his work on it. Dude is desperate to channel his quirky persona whenever. These logs go far longer and spread over dozens of commits.
>>
>>12728276
it sounds extremely pretentious, like they think they are some sort of piano or violin virtuoso. It's a fucking midi for a 30+ year old video game engine not Mozart
>>
>>12728289
But it's still composing. May as well say pixel artists aren't artists because they're just assembling dots for a 30+ year old game.
>>
>>12728289
You are unbelievably thin-skinned holy shit
>>
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Here he says there is nothing wrong with his TRANMAP (Boom translucency lump) rework, despite the facefront proof of translucency actually not working. Granted it was only a minor typo (which took around a month to fix).

Pretty sure it's the guy who also wrote one of the first UZDoom PRs to fix "deadnaming" of Randy Heit in credits, firstmost matters of business. There was a screenshot posted around here at the time. Main devs are still largely at helm, so Woof and Nugget should be safe at the moment. I hope.
>>
>>12728283
oh god i might have to change to nugget. Thanks for the heads up
>>
>>12728289
Programming and arranging midi tracks is a skill whether or not you want to think it is. Synthesizers aren't actually real instruments because they're just mimicking the sounds of a real piano, right?
>>
>>12728283
I'll bet this faggot was making the aheago face,when he was typing that shit up.
>>
>>12728294
I can't tell the difference between those two screenshots either
And I wanted to join in with you hating on that creep too
>>
>>12728295
Elf could be a young (and therefore somewhat dumb and irresponsible) person who among many strives to be a part of omnipresent "inclusive community", but that doesn't mean you should just invite anyone to work on your code project. We'll see how it goes.
>>
>>12728319
yellow light sources produce yellow light in the bottom picture the top is all plain white light.
>>
>>12728337
To add to what you said, look at the white light in the background, the wall is still visible in the top image and in the bottom the light is opaque.
>>
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Currently playing Hellbound, and I made it to MAP21. At what point does the monster count start to go off the fucking rails? MAP14 was already a ballbuster for me, but I managed to last this long.
>>
>>12728364
Map 24 has just 600 monsters, and map 29 has around nearly 1900 iirc
>>
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>>12720419
>>12720419

It's time to fuck ass
>>
>>12728397
>everyone is so mean to me
>>
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>>12727287
>>12728271
>>12728289
>why are things called what they are? I am smart!
>>
>>12728395
Alright cool, because I'm also using Project Malice and I could really use some thoughts and prayers.
>>
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>>12728397
>>
>>12728337
Ohh the floor lights. I was entirely focussed on the Tormentor Ceiling Light Halo.
>>12728352
Right that too, I think my brain noticed that but not enough to suggest to me that it was worth mentioning. I am very sorry on its behalf, it is very lazy & rude.
>>
i forget if i've asked it before, but how long (days, hours, etc) would it take to make an original iwad with a single episode of 10 levels? how many people might be needed? would i need a dedicated environment artist? character artist? someone for sound effects and another for music? humor me, i know i sound delusional. i can find a lot of people, even ones i could afford to hire, i'm just struggling to scope the project out. i have all the ideas ready, even a story and i've done some engine modifications and i'm ready to explain the tools, and i've even lead a game before, it's just such a weird project with such strange limitations compared to more modern engines.
>>
>>12728182
start with yourself
>>
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>>12728289
>>
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>>12728216
Worth it!
>>
>>12728009
Tard wrangler
>>
>>12728603
turd wrangler lmao
>>
>>12728079
This is what I'm talking about. You cannot discuss things here because people like this have no sense of nuance.
>>
>>12728663
Just ignore the faggots who can't see nuance then, there's other people here.
>>
>>12728078
lmao i haven't been to these threads in a while and Queer Blowjob 3 cracked me up

anyway, i like imageboards because people don't feel that pressure to be toxically positive when they're anonymous and can't get banned for wrongthink. i liked QBJ3 for what it's worth BUT i wish it had a structure more like HL1/Q2/Unreal
>>
>>12728668
>anyway, i like imageboards because people don't feel that pressure to be toxically positive when they're anonymous and can't get banned for wrongthink.
Sucks since it "horseshoes" all the way around to being toxically negative, though thankfully and lately it's mostly been directed towards Quake posting. Sucks if you like Quake though.
>i liked QBJ3 for what it's worth BUT i wish it had a structure more like HL1/Q2/Unreal
Not getting that in a "jam" with level designer talent being all over the place. Even less so in Quake since the most you'll get is some episodic progression.
>>
>>12728692
>Sucks if you like Quake though.
Why? I love Quake, and I think the Queer Blowjob comments are not only funny, but also, true. It's a shit mod. That doesn't bother me. Why should it?
>>
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>>12728663
>>12728667
>Just ignore the faggots who can't see nuance then, there's other people here.
This, basically, and if it gets so annoying you can just do like that "hide/uncheck stub" anon.
>>
>>12728707
Faggot.
>>
>>12721630
Usual OP couldn't make it, so it was missed again is all.
Anyway, wadsup is at wadsup.xyz now.
>>
>>12726278
>>12726305
This city map is not fit as the first one, because:
1. It's too different. Most maps will probably use BTSX textures only anyway.
2. It's difficult and pinchy with weapons and ammo. There is a way to clear it without using secrets, but it would require unfun amounts of infighting and jew tricks. Imagine pistol starting it as the first map in the wad. It's a kill sadly.
3. Deadline is not there yet. Maybe there will be other maps comin'.



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