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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12842305

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/GENERAL GUIDE
https://rentry.org/vrbin

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

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://wadsup.xyz/

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
=== CURRENT RELEASES ===
666 Minutes of /vr/
Game : Doom 2 | Format : Vanilla (Limit-removing)
Repo: https://gitgud.io/GreenAnon/btsx-project/

An Eternity of /vr/
Game : Doom 2 | Format : Eternity
https://www.doomworld.com/idgames/?id=22025

=== NEWS ===
[10-01] Aleph One v1.11.1 released, critical security patch for netgames
https://github.com/Aleph-One-Marathon/alephone/releases/

[09-30] Unofficial Kingpin installer for Linux, released
https://github.com/molycode/kingpin-linux

[09-29] DSDA-Doom v0.30.0 is out
https://github.com/kraflab/dsda-doom/releases/tag/v0.30.0

[09-29] UMAPINFO v3.0 is out
https://www.doomworld.com/forum/post/3065472

[09-29] Fastfood 3 released
https://www.doomworld.com/idgames/?id=22136

[09-26] UT99 v469f patch, Release Candidate 5 released
https://github.com/OldUnreal/UnrealTournamentPatches/releases

[09-26] Pvt. Stone updated to v16, a new map and item changes
https://skelegant.itch.io/pvt-stone

[09-20] The Ending Quest for Heretic has been released
https://timeofdoom.proboards.com/thread/230

[09-15] Dawn of the Machine is now available on GOG & Epic

[09-14] Nuked-SC55 relicensed as GPL2
https://github.com/nukeykt/Nuked-SC55/blob/master/LICENSE

[09-12] DOOM-CE updated, fully supports UZDoom v5.0
https://www.moddb.com/mods/doom-ce/news/doom-ce-400-released

[09-11] Quake II PSX Jam 2 released
https://www.moddb.com/mods/quake-2-re-release-psx-jam-2

[09-10] 666 Minutes of /vr/ RC2.1
https://www.doomworld.com/forum/topic/160124

[09-09] New Dawn released, MBF21 weapon mod focused on powerful & fun weapons
https://r3voke.itch.io/new-dawn

[09-09] Nugget Doom v6.0.1 released
https://github.com/MrAlaux/Nugget-Doom/releases/

[09-08] Woof! v16.0.0 released
https://github.com/fabiangreffrath/woof/releases/

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
I love Doom.
>>
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>>
Hey /vr/os, it's the curious outsider again. I wanted to get a gauge on what's popular here in terms of mapping conventions when it comes to your community projects. Doomworld love vanilla-compatible/adjacent stuff, ZDoom forums love advanced shit, Doomer Boards are kind of in the middle but what about you guys? Are you hardened vanilla purists, ZDoom enthusiasts or a mixed-balance of the two? What's the overall consensus on that front when it comes to you guys?
>>
>goes into the dimension where all the demons live
>just starts fucking genociding them in their own houses
what is doomguy's problem anyway
>>
>>12855551
bro... Daisy ?
>>
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>og Doom: demons killed your pet bunny therefore you wipe them out of existence
>nuDoom: doomguy accidentally caused the death of a small girl holding a bunny plushie, giving him PTSD and survivor's guilt so he was sent to some behavioral therapy with bunnies to recover
everything past 2016 was a mistake
>>
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>>12855559
The way video game stories feel the need to canonize and retroactively justify stupid in-jokes in their search for fresh new veins of "content" has only ever made things worse for everybody.
A straightforward premise about an ordinary man fighting his way out of Hell against overwhelming odds has been permanently warped into a Serious Narrative formed around... a shitty licensed comic and a text screen that was directly riffing on the previous episode's ending and probably written by Petersen from draft to publication in under five minutes.
>>
Why does quake a less enemies per map than doom?
>>
>>12855609
Well, you have to remember that this was the really early days of 3D graphics and computers weren't nearly as powerful as they are now. If I had to hazard a guess, I'd say that perhaps having one too many enemies onscreen at the time might've caused the frame-rate to choke.
>>
>>12855614
which is why I feel like Serious Sam is a better follow up to Doom
>>
>>12855617
i kinda agree actually, even if they didn't really know what to do with the series past the first two games
>>
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>>12855154
I appreciate it, but it's overtuned to be difficult to the modmakers instead of being a reasonable difficulty curve. Too many times I've reached the Wily Castle or found a secret boss and it's just unreasonably hard and expects flawless execution. If I ever go back, I'll probably turn on god mode just to see the end of the story because fuck their bullshit.
I'm an old man (just like 99% of megaman's fans) and nothing in Megaman's platformer history trained me for pixel perfect 3-dimensional dodging.
>>
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Just finished this. Any other good "cute" wads?
>>
File: Wormwood 01.webm (3.84 MB, 960x540)
3.84 MB
3.84 MB WEBM
>>> CLASSIC DOOM CHALLENGE <<<

Record a UV-Max demo of Wormwood Map 01 "Copse" by Grain of Salt
Reply to this post with a demo & your time.

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

Example demo in 4:04:
https://files.catbox.moe/a1oqf7.lmp

Previous challenge winner: Doom Episode 1 UV-Max in 36:04! >>12842947

Well, it's October again so here's something spooky. We already did a couple of wormwood series maps last year but we skipped the first. I lost a lot of time in this run to the cheeky hell knight you can see in the video so this should be easy to beat.
>>12855526
>>
>>12855548
I’d say that 80% of our projects are either boom compatible or mbf21
>>
>>12855548
I'm kind of in the middle, like a lot of both.
>>
>>12855661
They're just really convenient and capable, and without going into full GzD territory.
>>
>>12855548
When it comes to projects we're closest to Doomworld, just for practical reasons rather than purism, though many of us are also ZDoom family enjoyers in our tastes. Boom/MBF21 are easy to work with and available to a large audience, no fucking around with advanced scripting or finding a different coat of paint for each new project.
Unless we're talking about some arthouse autist, ease of use is likely gonna be what somebody pulls over for.
I was thinking about what a ZDoom /vr/ project would even be does DUMP 1 count as a /vr/ project? and it just hit me: what about a GMOTA episode once it gets finished?
>>
The light level on this map is a bit dark for how bright the sky is.
>>
>>12855648
Are these wormwood wads actually good? Which is the best one?
>>
>>12855754
it's night on the surface but day in the sky
>>
>>12855765
Each wad only has like 2-5 maps and the length and gameplay of each one tends to vary wildly. I think it's just an experiment from Ribbiks and Grain of Salt to play around with unconventional ideas and aesthetics without committing to a whole megawad or episode. That's to say, I like some of the maps and feel lukewarm on others. The 1st map here is pretty enjoyable since it's just a couple fights in succession but other maps are gimmicky and divisive.
>>
>>12855739
GMOTA episode would be damn nice. I'm up for it, when it's eventually finished.
>>
>>12855739
I think there was some overlap between here and dump contributors - I remember first joining this general when dump3 was being made and that was my first impulse to start mapping even if I did not contribute to it
Dump 3 is really an amazing wad, I guess if we did a udmf project it would have a similar format
Gmota episode or rekkr wad would also be nice
>>
>>12855765
I like the second one (Wormwood expanded universe), because of the walls that bounce rockets. Setting up a rocket tripwire for horde of archviles was a fun experience.
>>
I'm relatively new to yhe doom modding scene, I've been playing through gzdoom based on the infographic that the OP takes me to. Is there any reason to use anything else? What's a nugget? My interest is mainly the doom 2 mods and gzdoom seems to run good no matter what OS or computer I use it on. Also the search bar in the options menu is a great feature!
>>
>>12855813
GzDoom isn't terribly well optimized for a lot of maps, many wads become borderline unplayable on it, it's also been supplanted by UzDoom.

Nugget, Woof, Hellion and DSDA are most of the more popular ports these days for stuff that isn't heavy gameplay modding. Also Chocolate/Crispy for the near-vanilla stuff.
>>
File: Homemade Chicken Nuggies.png (3.57 MB, 1200x1655)
3.57 MB PNG
>>12855813
It largely depends on what you like.

Nugget is a sort of 'medium' level sourceport in a way, in that it's much more advanced and allows for much more than just Vanilla, by supporting Boom and MBF21 format for map making, and more advanced, less restrictive DeHacked. It's also a lot milder on hardware requirements, what some people are able to run with Nugget or similar ports, they might get performance problems with if they tried playing with GzDoom/UzDoom.

Playing with GzD/UzD is basically fine, it's like still 95% Doom, though I think that it's worth having experienced the core game (either Vanilla, or a polished up port like Nugget or something), as just a frame of reference, if anything it'll make you appreciate GzD/UzD's power a lot more (it did for me, though I play Nugget a lot more because I just really enjoy it that way too).
As an aside, Nugget also has basically as good gamepad support as GzDoom/UzDoom has, which not all other ports do, and that matters for some.
>>
>>12855817
Sorry uzdoom is actually what I'm running and thank you
>>12855819
Also thank you for the info
>>
>>12855813
The infographic is mostly still solid but dated in regards to (non-multiplayer focused) source ports. Nugget and DSDA-Doom have different design intents and lineage, but more or less provide the same job of being in-between something like say, Chocolate Doom and ZDoom-derived ports. Basically more faithful to how Doom plays while still benefiting from an expanded feature set.
>>
>>12855819
>As an aside, Nugget also has basically as good gamepad support as GzDoom/UzDoom has, which not all other ports do, and that matters for some.
I'd say the one thing UzDoom has going for it over others for controller stuff is you can use the Gearbox mod to have a weapon/inventory wheel that plays nice with most mods (though if weapons have no carousel or Inventory.AltHUDIcon sprites then it gets a bit visually fucky).
>>
>>12855813
Well yeah you can't play gz mods with anything other than gzdoom/uzdoom and mb zandro

Main advantage of non-advanced ports is demo-compatibility. It means that wads when playing on correct complevel will play exactly the same on all ports supporting this complevel. Obviously speedrunners as well as mappers benefit from this. There are some challenge maps that depend on very intricate properties of doom and will break on gzdoom.

Another reason is that dsda and woof are high quality software. They're just polished as fuck. It's very rare to find a bug and extremely rare to find a gameplay bug (because they literally use speedrunning demos as their test suite). And I just have a gut preference for programs written in C than those written in C++/Java/C# because the former almost always turn out higher quality.

Third reason is multiplayer. There's a big multiplayer scene on zandronum but odamex is also gaining popularity recently.
>>
>>
>>12855854
Sneaky use of a voodoo doll.
>>
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!
>>
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>>12855949
I've been putting together the new gun stuff. Soon I'll be exporting and editing a bunch of animations and shit and get it in game. This has been good practice, I got to set up custom variable sliders for visuals.
>>
>>12855958
Looks pretty sweet, Anon.
>>
Heh. Chests can be frightened from the Thunderbuss.

>>12855890
Yeah, I don't think I've ever seen one used like that before.
>>
>>12855609
ogres and shamblers too fat
>>
File: 1739737384128590.gif (1.18 MB, 440x404)
1.18 MB GIF
>>12856007
big beautiful WROAAAARRRGHHH
>>
>>12855958
Looks great! I can't wait to see it EXPAND
>>
>>12855609
because quake enemies too smart
>>
>>12856028
Eeeh.
>>
>>12855609
Hardware limitations, id were pretty much bleeding edge of pushing hardware as it was, they didn't have the wiggle room to have the same kind of numbers as Doom did since the 3D monsters were more demanding on the hardware.
>>
I think this place was inaccessible but visible in the first map and maybe one or two of the others, and then it's the final map. Kinda cool.
>>
>>
>>12856058
It's neat when stuff does that, either having revisits or some kind of continuity to the maps.

Kind of like with Perdition's Gate and the teleporter level where you on a later level end up on the other side of the map that you could see but not access the first time you saw it.
>>
File: cliffs n shit.jpg (3.09 MB, 3840x2160)
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>>12855949
Experimenting with some custom terrain textures and modular cliff pieces in Quake.
>>
File: moar cliffs n shit.jpg (2.54 MB, 3840x2160)
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>>12855949
>>12856081
>>
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>>12855949
>trees are all turning yellow and red
>kinda beautiful
>gives me an idea
>do some quick recoloring
Any of you guys wanna use this for some Halloween thing or something?
>>
>>12856145
ALLL THE LEAVES ARE BROWN(ALL THE LEAVES ARE BROWN) AND THE SKY IS GRAY(AND THE SKY IS GRAY)
>>
Messing around with Quake sourceports, I couldn't believe my eyes when i saw that 1024x800 res option in the original DosQuake, i think it's related to Carmack having that big ass 90s CRT monitor.
>>
>>12856156
Yeah, that thing was huge.
>>
File: 1626821158163.gif (613 KB, 360x360)
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Sub Mortem link on WadsUp is DEAD.
>>
>>12856081
Cool
>>
File: TheBirds.jpg (2.82 MB, 3840x2015)
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>>12855949
Map got into a state it could be playtested. As it turns out, one enemy's ability to spawn more enemies can get out of hand if the player is foolish.
>>
>>12856081
>>12856086
Kinda reminds me of Unreal.
>>
File: 1757250482844103.gif (2.83 MB, 384x384)
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>>12856321
Works for me
https://wadsup.xyz/wadsup/lib/exe/fetch.php?media=sub_mortem:submortem_rc2.zip
>>
File: 1753308219713492.jpg (41 KB, 414x429)
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>>12856351
Oh shit, it is working.
It's the rentry link that's fucked up. It goes:
>https://wadsup.xyz/doku.php?id=sub_mortem
Instead of:
>https://wadsup.xyz/wadsup/doku.php?id=sub_mortem
>>
File: RevenantDance.gif (332 KB, 512x512)
332 KB GIF
>>12856358
Yeah, that second part seems to be a leftover since wadsup's admin switched the domain from clovr.xyz

Maybe him or whoever's in charge of rentry will fix this
>>
>>12856178
That must have been a bitch to steal.
>>
>>12856405
The story of how they got caught in that fateful night is that one of the boys was a lardass and got stuck in the window they broke. In reality it was Carmack all along, with a giant monitor shaped bulge in his pants.
>>
>>12856415
That wasn't a monitor tho...
>>
>>12856145
I could use it.
>>
>>12856576
Freud called, he wants to know what you think about cigars.
>>
>>12856657
I FUCKING HATE CIGGERS
>>
I've decided to use this spooktober to finally get over my dislike of the Thieves Guild and my retarded fear of spiders in video games and finally finish Thief The Dark Project and Metal Age.
Have there been any improvements over TFix for a 'first'/vanilla playthrough for a taffer? I remember reading somewhere someone added in dynamic shadows and even had the AI be able to notice your shadows too and that sounds pretty rad.
>>
>>12855526
Dwell is a terrible Quake mod. That is all.
In fact, anything by fairweather and friends is a terrible Quake mod
>>
>>12856742
>spoiler
How?
>>
>>12856757
For Thief, it's just how big they are, plus the hissing. I know I shouldn't find them scary but I do and the same applies for most spiders in vidya THAT part in Dark Messiah really bothered me.
>>
>>12856767
But how did you get over it?
>>
>>12856773
I didn't. I'm going to force myself to play the game and stop being a little bitch because I eventually want to play Dark Parade and I'm really autistic about not playing games and their mods out of order.
>>
>>12856785
Good luck. Try not to get spooked to death.
>>
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>>12855949
Making a map in another engine but using doom builder as a blockout/sketch - this will be a nice little courtroom attached to a police station
>>
>>12856747
>new Quake mod on shitseer
>look inside
>it's just pretentious artfag maps with slaughterslop combat
>anything 'new' is just a reskin of something from Quoth/Zerstorer/Malice/AD
>every single time
Quake is never going to get good gameplay mods like Doom and it's fucking sad.
>>
>>12856767
You should watch a spider kill way more annoying bugs in its web. It may instill some respect for the little niggas.
>>
>>12856817
Mjolnir was the last great Quake mod I played. Straightforward level design, any arena was fair, looked good but didn't become artfag pretentiousness, and a nice collection of existing mods by tronyn
>>
>>12856747
Never heard of it until now, pretty fun so far. Thanks anon!
>>
I'm a fiddlin'. Mildly dismayed the mugshot disappears when I scale the hud up.

>>12856074
I don't think I've played that.
>>
>>12856747
Not necessarily, although they do make overrated mapsets and then they get their discord to scamper off and mass upvote them on other sites which leaves a bad taste in my mouth.
>>
>Pvt Stone
>The OUCH face looks like a hentai orgasm
Can we have a powerful and fun weapons mod that doesn't feel like it was made by a pervert?
>>
>>12856990
Sure, you can make one if you want to.
>>
>>12856990
You want something not made by a pervert and you're playing THE mod that has Doomguy with a wig and two basketballs under his armor?
>>
>>12855559
I think it's fine. In the original he got sent to mars for beating his commanding officer half to death after he was ordered to fire on civilians.
>>
>>12856817
>Quake is never going to get good gameplay mods like Doom and it's fucking sad.
Quake mods aren’t friendly with each other which is opposite to how a lot of Doom mods work: An AD based gameplay mod will only work with AD or vanilla maps. I don’t know how you’d fix this.
>>
>>12856990
There are plenty, and can’t you hide the hud in Pvt Stone anyways you nerd?
>>
>>12856990
No
>>
>>12857000
It's Doom, you can easily replace anything with anything else if you really want, but Anons can't stop themselves being weird about shit.
>>
>>12856805
Keep up the great work anon!
>>
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>>12856742
>I'M IN YOUR WALLS
>>
>>12856990
Fag.
>>
>>12856742
>>12856785
I managed to play Thief 1, 2 and Dark Messiah despite disliking spiders, so I'm sure you can do it.
>>
>>12856990
Picked up.
>>
>>12856990
Don't be such a baby.
>>
>>12856997
>I don’t know how you’d fix this.
Step 1 is for someone to make a gameplay mod that is actually fun enough for people to put demand on sourceport devs for modularity.
FTE QuakeWorld can do runtime QuakeC compiling that can be used to combine mods, but there's nothing to take advantage of that.
>>
Speaking of weapon mods, what is your favourite? Anon last thread made me want to run through corruption cards with a weapon pack to balance it out. I'm thinking Dakka but I don't know.
>>
>>12857059
>what is your favourite?
Mostly Dakka, it's not the most balanced mod ever but there's so much subtle stuff that's gone into it to make it be as fun as it can be.

Aside from that since I don't like to default to one mod, I like The Agitator, La Tailor Girl, most of Term's stuff, most of Kegan's stuff, most of Yholl's stuff, most of Skelegant's stuff, Wrath of Cronos, Heretical Doom, Walpurgis, most of Pillowblaster's stuff, list kind of goes on.
>Corruption Cards
I like running that with either Legendoom or a combination of Final Doomer with Gunbonsai.
>>
>>12857048
That guy is a loser, but that face really doesn't communicate OUCH!
>>
>>12857048
Good thing that Anon never thought to look in the hud and graphic files.
>>
>>12856990
I'm enjoying it, I appreciate how Skelegant looked at Stone and thought we all could do with alternate skins to suit our own tastes. Dark hair and red eyes has always been a thing for me, so I'm sticking with this version for now.
>>
>>12857163
The glasses stuff in the extra files is a fucking cool idea too.
>>
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>>12857123
Cute!
>>
>downloads rooftop jam
>652 mb
>19 maps
hmm

Thief: wasn't there a spider removal patch?

>>12857059
Enhanced Vanilla Project + DoomKrakken monsters
for a change, if only mlook wasn't so gay in DooM
>>
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636 KB WEBM
>>12856019
I mean okay.
>>
>>12857328
BIGGER
>>
>>12857328
Err that's not *quite* what I meant. I thought you were gonna make the barrel open vertically?
>>
>>12857328
Wait, how are you expanding in multiple directions while pulling on a single axis ?
>>
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>>12857331
I am, I just saw an opportunity to be a wiseass and took it.

>>12857337
I assume it's some fuckery due to how the project is set up, I'm not particularly good at 3D modeling and it shows if you take a good look at my models.
>>
>>12857275
>652 mb
That's the power of Makkon's hideous bloated procedurally generated texture sets.
>>
>>12857340
Looks fuckin great, nice work regardless of your ineptitude.
>>
File: Word cloud.png (370 KB, 1150x1150)
370 KB PNG
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File: 1769542090673042.png (1.78 MB, 980x1014)
1.78 MB PNG
>>12857351
You VILL buy ze makkon textures.
>>
>>12857408
>demons bullshit
>went retard
>faggot design
>stupid bitch
>forever horny
>based monsters
>>
>>12857408
>played thing probably wads
Probably was, yes.
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>>12857448
Almost pulls off the cheap and nasty itch vibe as well as this fuckwit.
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>>12857448
>Isildur: "No"
https://www.slipseer.com/index.php?resources/makkon-textures.28/
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File: WHOOP-DE-DOO!.png (43 KB, 947x598)
43 KB PNG
>>12855551
>A demon is posting in this thread right now.
Face the wall, shit-brain.
>>
Question regarding the Half Life Anthology download in the OP: since it doesn't use Steam, where does it put screenshots taken in-game? I've looked under My Documents and AppData and don't see them anywhere.
>>
>>12857576
Game folder, like most games did at the time.
>>
>>12857601
Nope. All the jpgs in the folder are related to Day of Defeat and there's only one png
>>
>>12857657
There's a Valve folder in the game folder, also.
>excepting jpgs or pngs from screnshot features from the 90s
Bitch they're bitmaps
>>
>>12857448
>>12857494
Good Lord.
I know selling assets is nothing new for artists to generate an income, but I'm surprised he didn't nuke the free download links as soon as he started.
>>
>>12856747
Dwell is alright but good lord that one Mazu map should have been a standalone release.
>>
>>12857741
>but I'm surprised he didn't nuke the free download links as soon as he started.
The existence of the free download links suggest he's fine with you using the assets if its just for free mods. The itch.io page seems to be for commercial use:
>>Looking for a commercial license for these textures? Head over to my itchio page!
>>
>>12857476
I still feel like a dumbass for complimenting him when he first showed up with his first texture set a few years ago. GenAI wasn't quite as prevalent as it is now, so I assumed he drew it all himself.



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