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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12919294

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

=== NEWS ===
[11-07] Doom Ni Youkoso final and complete update
https://i.iddqd.ru/viewtopic.php?t=1559&start=20

[11-06] 2 mods by Mace released in pack: The Winter Brigade & Katabasis
https://theatommace.itch.io/dual-descension

[11-06] Quakespasm 0.97.0 released
https://sourceforge.net/projects/quakespasm/

[11-03] SLADE v3.3.0 released
https://github.com/sirjuddington/SLADE/releases/tag/3.3.0

[11-02] Nightdive remaster of Thief announced, including new content
https://www.youtube.com/watch?v=T58V1rtLugU

[11-02] Pvt. Stone v16.5 released
https://skelegant.itch.io/pvt-stone/devlog/1746773/update-to-v165-ammo-bugfix

[11-01] Map-Center's Halloween Quake Jam released
https://www.moddb.com/mods/map-centers-halloween-horror-jam-2026/downloads/map-centers-halloween-horror-jam-2026

[10-31] HallowsEVIL RC1, Bloom Mod (UzD)
https://www.moddb.com/mods/hallowsevil-an-unofficial-bloom-add-on

[10-31] Slipgate Rangers v1.5 beta released
https://www.moddb.com/mods/slipgate-rangers/downloads/slipgate-rangers-15-beta

[10-31] elfbsp node builder v1.3.0 released
https://github.com/elf-alchemist/elfbsp/releases/tag/elfbsp_v1.3.0

[10-29] Hearts of Demons - Baron: REfractory released
https://forum.zdoom.org/viewtopic.php?t=81783

[10-27] Doom Universe Installment C - Crypts of Dispair released
https://timeofdoom.proboards.com/thread/245

[10-24] Killer5's commentated playthroughs
https://archive.org/details/zzul-doom-playthroughs

[10/23] Phobos Delta-1 updated to v2.0.
https://r3voke.itch.io/phobos-delta1

[10-20] Corridor 7 recreated in GZDoom
https://www.moddb.com/mods/corridoom

[10-18] Showtime v2.2, QoL & gameplay changes
https://cherubcorps.itch.io/showtime/devlog/1703786/showtime-v22-is-live

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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Vile plots!
>>
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>>12924339
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is Half Life a boomer shooter
>>
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>>12924382
uh well actually it's debatable because Half-Life is more just a tech demo for skeletal animations and behavior scripting in a way that forgoes a lot of level and combat design or otherwise didn't give it time to be very good, ultimately making it not only a black sheep compared to other games of the era and its predecessors to whom the credit it's given is often far more deserved, but arguably not even a game altogether, let alone a boomer shooter

unless you're playing in multiplayer, then yeah, it is
>>
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>>12924382
... Yes?
>>
>>12924392
Oh no the Half-Life schizo is back.
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>>12924398
>>12924392
YOU STUPID BITCH. YOU STUPID FUCKING BITCH
>>
>>12924408
This guy serious? lmao
>>
>>12923961
Thanks for playing it and thanks for the suggestions! I didn't want to have them catch people off guard unfairly on the first playthrough but I'll definitely think of better placements moving forward.
>>
>>12924436
Literally didn't notice there was a new thread until right after I posted this.
>>
>>12924356
let me guess the next map uses this midi
https://files.catbox.moe/zc65px.mid
>>
Doom has better combat than Quake, but nothing can beat that chunky Quake gibbing.
>>
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>>12924439
>>
>>12924446
It must be possible to synthesize the two...
>>
>>12924330
>>12924286
Working on it now.
>>
>>12924451
There's been a few zscript-based mods, I think one was Universal Gibs.
>>
>>12924414
>This guy serious
No, that's the other guy, with the sunglasses
>>
>>12924437
But by doimg that you pushed the post count to 667 so it made the demons weaker. Good job, anon! If you hadn't done it, I would have.
>>
>>12924563
Great, so does anyone actually know where I can get the apk?
>>
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>>12924437
>>12924564
Can't you just compile it? Visual Studio Community, get the stuff that has to do with Android devving. Fuck, dude, use an AI ffs.
>>
Before I get too carried away, is there a front end for quake that let's you select from a list of installed engines which you'd like to use, and also choose which map/mod you'd like to play?
>>
>>12924591
QMLauncher, and the Simple Quake II Launcher. QMLauncher can be used in conjunction with Quaddicted Tool, an enhanced version of Quake Injector, which also leads us to Quake Injector, which only works with Quaddicted and cannot be used in conjunction with QMLauncher.
>>
>>12924591
why? most engines can select mods from inside themselves
>>
>>12924382
It's a highly sophisticated standalone commercial mod of Quake, so yes it's a boomer shooter
>>
>>12924614
This is more so to choose/select different engines and I figured why not have that option as well.
>>12924596
Cool, I'll look into that

There's many engine options and I thought it would be cool to be able to open a program and toggle/select which engine you want and also choose whatever map or mod you want as well. I run mostly ironwail and fteqw but in wangblows I'm currently using quakespasm because I think I downloaded the wrong ironwail and I couldn't get it to run but I also didn't spend much time trying to find out why.
>>
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>>12924461
https://mega.nz/file/3QMWTLxB#sqql75SSj53j6sCy0x4SzfAxFNSlHXBGfFL1KNakI7s
It's done but honestly there isn't anything here that can't be done with Quake tools. However, I've never used UDB however so maybe I missed a lot of how it actually works.
>>
>>12924627
Pretty fuckin cool, anon. Seems quick and snappy. One thing I've noticed with trenchbroom is, the longer I use the program it starts to slow the fuck down. I save and then restart and it works fine again. This happens about every 5-10min. Do you think it's a memory leak or something? Running it on windows, I haven't run trenchbroom on linux in a few weeks so I don't know if it happens there as well.
>>
>>12924578
I'm on mobile, every website and app I tried costs money to compile a zip that big and I don't want to spend a bunch of money to compile one fucking apk.
>>
Now that's dedication
https://www.youtube.com/watch?v=wcPYFqbNSKs
>>
>>12924647
Sloppy Joe Hill
>>
>>12924647
It's still AI trash.
>>
>>12924647
This does not interest me, but congratulations I guess.
>>
Hey fellas, newfag here. I've been exploring your old WADs, specifically the speedmaps sets, minutes of /vr/ series. I've played both 100mins and 666mins and I was curious as to which one you guys would recommend I try next? Naturally I could just pick one myself but I'm interested in what a good portion of you might suggest.
>>
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>>12924647
Grats on your trailer or whatever.
Still not retro.
>>
>>12924653
I had fun with 300 mins at the time.
>>
>>12924653
2048 units.
>>
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>>12924653
HFFM.
>>
>>12924641
If you mean TB in general I'm not sure. If you mean the build I put out, there's some optimization issues I'm fixing now.
>>
>>12924662
You're the prefab guy? This was happening before I started to use your version so I don't think that has anything to do with it or that you have caused any issues.
>>
>>12924286
That's not really an editor issue. Quake is always going to be harder to map for than Doom regardless of the editor you use because it's fully 3D. Trenchbroom already lets you design a map "like it's doom" (in top down view).
>>
>>12924627
This looks reasonable to use for quick blocking out. Does it save as a .map extension so I can open it in trenchbroom to continue editing?
>>
>>12924653
512 is my favorite as a package because I think the restriction did the best job at offering consistent map quality, detail, and play time while giving the mapper good design freedom.
There are better individual maps in other /vr/ wads tho.
>>
>>12924702
Yes. It's Trenchbroom but dolled up with that extension and the prefabs one.
>>
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I hate secret hunting. ESPECIALLY when there's nothing clever about them so you just end up humping every single wall until something happens.
>>
>>12924720
Sounds intriguing. Thanks, dude.
>>
>>12924745
So I gotta download ANOTHER version AGAIN?!?! Stop making quality of life upgrades!(kidding thanks for your efforts)
>>
>>12924747
It depends. Good mappers put clues or hidden switches around and that's fun, but yeah if it's an indistinguishable wall panel and you have to hump everything then fuck that.
You also don't NEED to find all secrets first time, its a fun optional thing, unless you're insane and insist on UV MAXing everything blind like a youtuber.
>>
I like TNT more than plutonia and OG doom 2, there I said it.
>>
>>12924762
>You also don't NEED to find all secrets first time, its a fun optional thing, unless you're insane and insist on UV MAXing everything blind like a youtuber.
I honestly think having metrics right there for monster and secrets kind of ruins the fun of the first time experience, so I turn them off and don't worry about them for the first playthrough.

It also sometimes just happens that you're not on the same thread of logic that the mapper exists on when it comes to secrets, which is also fine most of the time since it's not a point and click adventure game or anything.
>>
>>12924765
I find TNT more interesting overall, it's got way more ups and downs in terms of quality than Plutonia but I prefer the handful of good maps that it has over Plutonia's.
>>
>>12924769
How about the par times that I can never hope to come close to accomplishing? It's rude to wave it in front of my face like that. It hurts my feelings.
>>
>>12924772
>par times
Often they're just the vanilla ones for that map slot.
>>
>>12924778
That's what THEY want you to think!!! You're in kahoots with big DOOM and you're spreading misinformation!!!
>>
>>12924642
Okay so I really don't know what I'm doing here and I don't think I can compile the .apk myself. Is there really nowhere I can just download it and install it? I want this version specifically because it has a map editor and having that on mobile would be a dream come true.
>>
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>>12924747
>Map requires finding secrets to progress
Fucking Epic2
>>
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>>12924789
elaborate
>>
>>12924784
I hate to be *that* guy, but try making chatgpt/grok/whateverfaggotai do it for you. It will at least walk you through the process and probably help you better than hoping for some anon here to figure it out for you. Good luck man! Sorry I can't be of more help.
>>
>>12924791
There's atleast one map in Epic2 where you have to find switches, shootable and usable, hidden behind secret walls etc
>>
>>12924793
oh that's horrible!
>>
Thread needs moar Jesus.
>>
>>12924747
I worry too much about finding secrets. Had to take a break on my Revolution playthrough because I kept getting through a lot of maps with < 50% secrets that I felt like I was stupid.
>>
>>12924796
>Faith percentage
>>
>>12924792
>but try making chatgpt/grok/whateverfaggotai do it for you
I've never actually used that stuff before, and considering how unhelpful Google AI is being I don't really have any faith in AI to solve this problem. Why can't the thing on GitHub just let you download the damn apk? I made an account and still no option for that.
>>
>>12924772
In all seriousness, I have no idea why par times are a thing. As far as I know, nobody cared about them back in the day and they've never been taken seriously.
>>
>>12924812
It was mostly there as a "see if you can beat the developer" feature.
>>
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>>12924812
because we love golf
>>
>>12924817
I can hear The Renegade from here.
>>
>>12924816
This is what I always thought it was. I'm not that great at video games to begin with, so I'm never gonna get close to what the dev times are/were
>>12924810
I feel your pain and have run into similar things with .apk. but seriously give an ai a try, as much shit as people talk they are great learning tools and can really help you out of a jam. Two weeks ago I didn't know how to make maps or mods and grok and chatgpt have both helped me educate myself and get results quickly. I'm not shilling for them, those are just the two I have used the most and had a decent experience with. They're responsible for a lot of garbage and slop but when used carefully and responsibly as a tool they really can't be beat. I was an ai hater/disliker for a bit but nothing comes even close to the same utility. People will probably come shit on my comment but idgaf really, I'm making things work that I like and it's very gratifying. Good luck man, just type your exact request into one of them and it will either just do it for you or explain how to do it for yourself.
>>
>>12924823
The zip file is too big for grok and chatgpt won't even let me upload it. Fucking typical.
>>
>>12924821
agh
>>
>>12924826
Well at least try explaining your predicament to it, it might be able to help you find a solution.
>>
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>>12924853
>knobbly format
New mapping standard called "Knobbly Format" is released, what would be its featureset?
>>
>>12924853
>pure cunt music video
>Rekkr teehee
>>
>>12924853
>tranny cacowards
>retro less dead
>random cyberdemon annoying
>>
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>>12924817
>>12924821
TFW I found screens from testing v2.
>>
>>12924853
>fucked retard retards
>>
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>>12924853
>fix graf
>trenchbroom seriously difficult
>maybe slaughter easy
>game fun probably
>fireblu animation relevant
>mix huge bitch
>random cyberdemon annoying approach
>help violent dude merp
>apparently gonna encounter ironwail mappers secret monster
>>
>>12924796
wad name?
>>
>>12924887
Preacher
>>
>>12924886
>Violent Dude Merp
In theaters this Winter. Rated R.
>>
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>>12924856
Better support for knobs on objects, support for custom pickups.
>>
>>12924886

Nice
>>
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>found out I'm not allowed to reference Doom source code and need to reverse-engineer the whole game from scratch if I want to run wads in a non-GPL-compatible software
Carmack is always right. I just wanted people to play Doom...
>>
>>12924962
Can you explain this so a retarded person can understand?
>>
>>12924962
You can use Rum and Raisin Doom, which was GPL-laundered by game industry insider Ethan "Gooberman" Watson.
>>
>>12923206
>I'll probably end up tweaking the sprites eventually but I've been having fun with it as a moderately near-vanilla experience.
Similar thing here, though I always underestimate how difficult Babel gets with only its monsters and not its weapons. Made a few edits already to the SSG sprites, thinking about swapping the launcher for something else.
Also finally upgrade to webm for lazies, testing it out.
>>
>>12924980
But RnR is GPL licensed? What am I missing?

>>12924979
The BSD license allows you to use the licensed code basically however you like, period. You want to take some functions from the code, like the exact way zombiemans move, or 1:1 RNG logic for shotgun damage randomization, or whatever, you can do that, even if your game is closed source and sold on Steam.
With GPL licensed code, you are not allowed to use this code in any capacity unless your game is also open sourced and GPL licensed.
Carmack says that BSD license is better because it would allow you to just use the Doom code however you like.
It's a damn Doom code, no one is going to make fortunes by stealing it, no one is going to lose profits if someone else makes a new (closed source) game out of it, no one in ""open source community"" will lose anything of significance if someone makes a closed source product that uses original Doom code in new ways.
>>
>>12924979
BSD means you can do whatever you want with it and are NOT required to show the modifications you made.
GPL means the same thing except you have to make sure your changes are publicly accessible.
If you value code being open source (which you should), you'll pick GPL over BSD.
>>
>>12924998
Ok, but has anything been lost or prevented due to the code being under the gpl(2 I assume?) or is he just speculating?
>>
>>12925008
How would we know if nothing but GPL code was made in the first place because nothing else is allowed to be made?
>>
>>12924998
>But RnR is GPL licensed? What am I missing?
I dunno, but they had to do something to deGPL Doom make Bethesda Nightdive Kex Doom+Doom2, and whatever it was got various people like kraflab (former dsda-doom maintainer) banned from the forums for objecting to it...
>>
>>12925010
How would we know Ganymede isn't made of cheese?
>>
>>12925030
Well Bethesda owns Doom and they're both owned by Microsoft so the rules clearly don't apply to them silly anon. And I'm saying this 100% unironically as a salty anon that can't do the same and have to come up with five goriilion hoops instead to replicate something as basic as timings for mobj states because I'm almost certain that's what happened, good luck suing Microsoft.
>>
>>12924998
>>12925030
>>12925053
>But RnR is GPL licensed? What am I missing?
I think what it was was that Watson claims it's a clean room reimplementation, thus he has the sole copyright on it and can relicence it as he likes. So he could dual-licence it so Nightdive-Bethesda-Microsoft can use it.
Of course the idea that it really is a clean room implementation and Ethan Gooberman Watson--who was a prolific Doom modder 20+ years ago--has somehow never in his life looked at the Doom source is utterly laughable, but nobody can prove that and his public relations drive and charity work (e.g. donating his fee from Microsoft-Bethesda-Nightdive to the Doom wiki, and making a huge public fellation invitation thread for it) make him unimpeachable.
>>
>Thief is getting remastered
I never did get around to playing the original, despite buying it on steam during a summer sale over 10 years ago.
>>
>>12924240
I added that to SGR months ago lol
>>
>>12925059
I don't knkw anything about the guy except what you have posted and what's in this image. I expected more, honestly.
>>
>>12925064
https://www.doomworld.com/forum/post/2992041
>>
>>12924793
Which one was it? Can you recall?
>>
>>12925092
One of the later levels. It's been 9 years since I last played it so I don't remember much other than that.
>>
>>12925092
>>12925096
I think he's talking about either MAP14 or MAP28.
>>
>>12925096
>>12925105
Yeah, okay, map28 was the one I thought he was most likely to mean. It's more or less a remake of a similar map from Eternal Doom, map12 I think.
>>
>>12925110
I was just on its Doom Wiki page and it specifically mentions its similarity to Eternal Doom's Darkdome, yeah. Haven't played that map in years, but is there a specific order you have to press the skull switches in? From what it seems (and what the wiki page also suggests), all I need to do is just place automap markers on where the skull switches are and come back to them later.
>>
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There are many things I expect while wall humping for secrets. This was not one of them.
>>
>>12925121
It's not a secret
It's an ILLUSION
>>
>>12925116
Yes any order will do. You just have to remember where they all are. Each one just opens another switch in the red key room. When you press the last switch in aforementioned room the key lowers. It's one of those setups with multiple lower-to-lowest-adjacent and one lower-to-highest-adjacent, where the latter won't move until all the former have been triggered. Clever and doesn't require any non-vanilla line actions.
>>
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>>12925121
>over half the enemy count is missing at the end of the map
>Where could they be hiding?
>Find this secret in a secret in a secret
>The midi changes to the final countdown
>Have to fight a ten stage wave of demons in a slowly growing arena to hype/meme music
That was really cool, a strange idea for a super secret since I'd have had this as map 29 or something, but I loved it all the same.
>>
>>12925059
IIRC he only did the clean room implementation of Boom / MBF / MBF21 additions based on written specs.
Like, RnR is a fork of Chocolate Doom.
>>
>>12925132
Fun fact, that entire map is actually one big callback to Lunatic.
>Lunatic MAP03 is Rocket Zone.
>Valiant MAP27 is Rocket Zone II.
>The secret arena in Rocket Zone II is a copy of Lunatic MAP05: The Final Countdown.
>>
>>12925139
Neat. I'll take a look after beating Valiant.
I'm assuming Lunatic will be easier for the lack of Valiant-infected demons. That last wave of whatever Valiant calls Annihilators was scary.
>>
>>12925145
Those are Cybruisers. While they don't have chain guns or plasma rifles like in Eviternity 1 or 2, respectively, they're immune to splash damage because they replace the Spider Mastermind (who are still in the wad, but now replace the computer map powerup, and have lost their own splash immunity as a result).
>>
>>12925149
Yeah, I was convinced Cybruisers were immune to rockets in general up until that fight since I guess I got the blockmap bug at one point as one of them just wouldn't die to direct hits from rockets.
>>
>>12925139
Can you even call something a copy when it's just a literal reuse of your own earlier content?
>>
>>12925145
There's also Sawdust, which includes 7 bonus levels that were rejected from Valiant.
>>
>>12925132
I prefer the slightly different version in Lunatic but it's a really cool fight, and an example of something approaching slaughter being done well with a cool gimmick that really sells it.
>>
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For those of you who've been interested in the project where the Merps come from, it's been released.

https://novaplusplus.itch.io/wingless
>>
>>12924325
>>12925219
Fuck yes! Get that shit in the news already.
>>
>>12925176
Great artists steal... from themselves lol
>>
>>12925219
Cool.
>>
>>12925219
Why is it rated 18+ ?
Not clicking if it's furfag fetish shit.
>>
>>12925242
...you thought that Merps had three legs?
>>
>>12925242
Probably because it's Doom. Having played through it it's effectively a semi-TC with some custom monsters alongside vanilla imps, zombiemen, and shotgunners.
>>
>>12925219
>Nova
Oh shit I didn't realize it was his, Squenched Avacausage is still the tits.
>>
>>12925251
Okay wait and Mancubi, Revenants, and a few other other modified Doom 2 monsters.
>>
>>12925242
Most stuff is on there, pretty sure most or all of Skelegant's mods are.
>>
>>12925261
Gesundheit
>>
>>12925261
https://www.youtube.com/watch?v=_ovA4nAsrbw
>>
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>>12925219
>no mention of the Merp
>not even a picture of him on the screencaps
You should at least add a quote by him saying the wad is very cute and Merp approved.
>>
>>12925268
I think he wants to keep them a surprise. You see one very early.
>>
>>12925219
I don't know... I'm getting worrying fetish signs from this whole thing.
>>
>>12925219
There's been altogether too much positivity around this weird ass CGI thing lately. It doesn't feel organic... I suspect the author has asked his discord buddies to shill it here.
>>
>>12925272
Floor tiles anon?
>>
>>12925268
Not really... it's like right there in the conclusion of the announcement.
https://www.doomworld.com/forum/topic/160715-wingless-uzdoomlzdoom-tc-release-1-rc1/
>>
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There's been altogether too much positivity around this weird ass tomato thing lately. It doesn't feel organic... I suspect the author has asked his discord buddies to shill it here.
>>
>>12925281
Ugh. fucking Id shills.
>>
>>12925281
Shut up retard. This thing coming out of nowhere in the past couple of weeks, and having multiple anons say its cuter than cacos and babyspiders and "my beloved" and "the new gondola" and "i'm turning him into a companion mod at the earliest opportunity" ?
>>
>>12925289
Some people are just autistic weirdos about things. Like that one guy who wants to fuck Sven.
>>
>>12925281
it's really obvious
>>
>>12925281
It's like when that "Moo or two" thing was aggressively pushed. It's obviously a couple of people samefagging since this place isn't big enough to naturally generate such a response.
>>
I thought it was cool, I don't use discord and I mostly play quake so idk if I'll ever even get around to playing the mod.
>>
>>12925301
Well it certainly generated a large response of "this is fake and inorganic, people can't possibly have fun or enjoy anything!"

I think you're all just a bunch of slack jawed faggots, merp or not.
>>
>>12925304
Put your name back on.
>>
>>12925281
I'm not shilling it or really have any interest in playing the mod but I think he's just a cool and unique looking passive enemy. The only thing that makes me cringe is that merp sounds too much like derp in my head combined with them looking brainless.
>>
>>12925289
>and "i'm turning him into a companion mod at the earliest opportunity" ?
Nice, feels good if my dumb post about companion mods contributed to your paranoia that the threads aren't displaying the correct level of apathy towards everything.
>>
>>12925307
>merp sounds too much like derp in my head combined with them looking brainless.
That's part of the appeal to me.
>>
>>12925273
>>12925289
You are just miserable depressed schizo. Some anons are liking a funny looking custom monster that some anon made and you think it's conspiracy. It's essence of this place to like all kinds of shit that other anons do. It's much nicer than arguing about infograph or complaining about forum drama. Why do you have to be such a faggot?
>>
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>>12925307
I just think it's a neat design for a noncombat monster, which seemed a little little bit Neverhood-ish.
>>
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>>12925320
I really don't like the Pimpky
>>
>>12925308
Sorry to disappoint but I did a quick archive search and picked out a few suitable posts to quote, it took less than a minute.
>>12925313
It's not "some anon" creation, it's from Doomworld. I linked the thread above.
And it's on itch.io behind an age verification check, which basically guarantees it's furry porn (unless it's anime porn).
>>
>>12925326
>And it's on itch.io behind an age verification check, which basically guarantees it's furry porn (unless it's anime porn).
You are retarded.
>>
>>12925320
The Pinky-Imp looks like it'd be constantly screaming while running at you.

Probably could work as idea of a wad that, some fucker's trying to fuse monsters together to improve them and you keep coming across the rejects.
>>
>>12925327
Well it's certainly not just because it's a Doom mod, there's plenty of Doom mods with itch.io sites that don't have a birthdate check. Gmota didn't, last I looked.
>>
>>12925326
>It's not "some anon" creation, it's from Doomworld.
Fuck, now Doomworld's cucked us too, are any of our wads safe anymore?
https://www.doomworld.com/forum/topic/125461-ad-mortem-a-halloween-themed-megawad-mbf21-beta/
>>
>>12925331
Itch is very inconsistent, I get it on Pvt Stone but not on Booster or anything like that.
>>
>>12925320
What's top-right with the pistol and the oddly proportioned head supposed to be? A pistol zombie?
>>12925321
Yeah it looks weird, suppose it breathes fire or something.
>>
>>12925332
So it was invented here and migrated there, and this "nova++" person is a /vr/ regular?
>>
>>12925332
>https://www.doomworld.com/forum/topic/125461-ad-mortem-a-halloween-themed-megawad-mbf21-beta/
what are you trying to imply?
>>
>>12925320
>>12925337
I should have just asked "what sprite is the top right one based on" instead of all that guff
>>
>>12925343
The top right guy is the Wolfenstein SS as an Imp
>>
>>12925342
Obviously if something has a Doomworld thread, it's from Doomworld. We can't have anything nice.
>>
>>12925326
>It's not "some anon" creation, it's from Doomworld.
You do realize a lot of modding and mapping anons crosspost on /vr/ and dw? A2Rob, Violentbeetle, Revae, Batandy, lunchlunch etc. Who says Nova++ isn't a crossposter. It looks quite clear since the screenshots were posted before the release. It's mostly only the shitposters that engage on forum wars.

>And it's on itch.io behind an age verification check
The age verification comes from Doom mod status. It's not standalone game but has the og demons and such. Also Nova++ made Squenced Avacausage which is quite fun map set and has no porn.
>>
i wish you could guys just could be like me where i evalulate wads purely based on how good they are and don't give a shit who made them or what site they come from

i'm fine with talking about id employee gossip because these are all major celebs but i really just don't care about "troonworld" raging
>>
>>12925339
Well someone posted those screenshots before the mod was released. Who do you think it was?
>>
>>12925352
Same here. And if you are gonna boycott every wad that has dw thread, you'd have to boycott basically all of our community projects too. You get only something like 4 new wads per year from timeoftroon.
>>
>>12925348
>Who says Nova++ isn't a crossposter.
I dunno if he even posts here, or frequently if he even does but the dude's pretty well known in the community.

He definitely doesn't have any kind of need to engage in some stupid stealth marketing shit. That's some /v/ level delusions right there.
>>
>>12925353
>this was obvious to me therefore it must be obvious to everyone else
Go read a book on theory of mind, please. Yours needs work.
>>
>>12925357
How did you get from "one anon is suspicious that one mod is being shilled" to "he must boycott everything with a doomworld thread"
>>
>>12925360
I'm not saying that he's stealth marketing. I think he just posted screens for fun like many anons do with their creation. In last few year years we've gotten lot of guys who think that there are some malicious intent behind everything that people do just to engage with their hobby. Those stupid schizos. Why can't we just enjoy things that people create for free.
>>
>>12925362
It's a solo project. Who do think posted those screens of the mod which hadn't been posted on dw thread. The answer is obvious, and you'd have to mentally retarded to not get it.
>>
>>12925360
Is he? I'll take your word for that, I never heard of him before I'm afraid.

Sorry I've never heard of you dude I'm sure you're a really talented wad/mod author but I've not been able to pay as much attention to the scene recently.
>>
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>>12925371
It's not 100% solo. I contributed a few visuals for some monsters. Specifically the summon effect for the Nightmare Imp's fireballs, the fireball itself, and some effects for the Sniper's projectiles. In fact I am pretty certain I mentioned this here a few threads back.
I am also the one who posted the screenshots previously.
>>
>>12925376
Yeah I did, like two weeks ago. Now I remember, one Anon posted a screenshot previously and I responded to him with some bullshit I was working on.

https://desuarchive.org/vr/thread/12894125/#12898479
>>
>>12925364
>one anon is suspicious that one mod is being shilled
Read this sentence. Read it again. Mod is being shilled. You are saying that people can't post progress and screens of their own mods? These are not some commercial triple A games. These are free mods. Posting your mods or modding progress has always been part of this general. Are you saying we should just engage gossipping and complaining instead of making stuff. Or that everyone just silently uploads their mods to moddb without sharing anything. Come on, man.
>>
>>12925376
Ah, then I was wrong. But that does actually make it a slightly /vr/ project. No stealth shilling or conspiracies. Just good old fashioned screen posting.
>>
>>12925372
He made Squenched Avacausage. It's a nice wad.
>>
>>12925382
Calling it a /vr/ project is a massive mile long stretch. I was simply contributing to a a friend's project because I love my friends and I'm all for helping them bring about their projects to life. Plus he's helped me out in the past: He's the one who made the lance, dagger, hatchet, and boomerang projectile sprites for GMOTA years ago.
>>
>>12925371
>The answer is obvious, and you'd have to mentally retarded to not get it.
Or simply not in possession of all of the facts.
I don't know what screenshots you're talking about and I didn't pay attention to the posting dates.
I only knew of the merp gif (blessings_unto_thee.gif, which was reposted upthread) and the recent posts by multiple anons glazing it. That aforementioned post was the first time I learned what project it came from.
You are assuming everyone else has the same level of background knowledge of the subject as you do, in which case it would be obvious and "you'd have to be a retard not to get it".
Again, this lack of theory of mind is a common trait of autistic people, hence my recommendation to look into it on your part.
>>
>>12925391
That's why I said slightly, hehe. But anyway, you are a good man, Kegan. It would be cool to participate on /vr/ community map set for GMOTA some day.
>>
File: unrealmetroid8.webm (3.95 MB, 960x540)
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Does this look fun? Most of the abilities in this mod have just become "disarm or stun one enemy"
>>
>>12924649
not op but what the fuck, i have never questioned my ability to detect AI, but i didnt notice anything in this trailer that gave it away. I guess the face portraits are too good for "retro" but i didnt account that to AI.
God damn it im losing it.
>>
>>12925376
I did think to say that quite a lot of us including you do know Nova, but it felt like that would just set the fuckwit off even more.

Also feels like somebody's gonna draw Arti chilling with a herd of merps sooner or later.
>>
>>12925397
You should probably put a restrictions on stuns, parries, and grapple disarms. Whether that be a cooldown, some type of resource that has to be gathered, or some type of opening being required first.
>>
>>12925381
Butbutbut when your board is full of furfag animepedo doom mods you'll cry out "aAaAaUuUuGgH, wHy dIdN'T We lIsTeN To hIm?" ;^)
>>12925385
Thanks for the recommendation.
>>
>>12925404
My design philosophy so far has been to make the player reasonably powerful, then scale it back later, or perhaps add higher enemy count.
Melee parries would be countered by smarter enemies not trying melee again, or learning from their friends.
Grapple executions are only sub-10% health.
Disarms - no clue. It should technically be possible, but I don't let you pick up the weapon, it has to be on the ground for enemies to retrieve.
Hmmmmm what about dedicated grapple beam ammo? All the other beams take ammo.
>>
>>12925394
Kegan already said, that he helped with the mod and posted the screens. So I was wrong myself.

>Again, this lack of theory of mind is a common trait of autistic people, hence my recommendation to look into it on your part.
I am autistic and I think most of the people in this thread or in Doom community are. At this age, I don't see it as an insult. My autism got me a pretty nice job and nice as autistic wife as me. Autism is why we all love this 33 year old game and make cool content for it. Autism ftw.
>>
>>12925414
Grapple ammo could work, or some sort of recharge/cooldown at the very least. Though that'd also interfere with using the grapple beam as a mobility tool and snatching supplies. Then you're faced with the weird dilemma of "Should grappling the environment and pickups consume ammo/charge?"
This will need to be something you have to answer yourself as it comes down to developer preferences. I personally go more towards streamlining, simplifying, and outright removing stuff where necessary, "Less is more" is my mantra.
>>
>>12925219
Those 'legs' thing with toenails in them really look gross desu
>>
>>12925398
Shortly after its initial release, it also suddenly acquired much more detailed enemy sprites. And just as concerning is what engine does it belong to?
>>
>>12925418
A cooldown makes the most canonical sense, with the grapple beam in SR/Dread you can see Samus using her entire upper arm strength to rip armor off an enemy, rip them off the ceiling, open a door, etc. Theoretically the cooldown would represent her arm strength tiring out. Like if you had a rope tied around a Skaarj's head, ripping it clean off would take alot more arm strength then bringing a box of supplies to you.
Just swinging on a taught grapple line would be like a full-body workout, not upper arm strength, so environmental swinging would be infinite.
>>
>>12925302
Same.
>>
>>12925320
The Pinky one looks oddly good.

>>12925326
I have an account on Doomworld and all, but I spend virtually all my Doom discussion time on here, and almost all my project contributions happen here. That's probably not very unusual.
What's not unusual either is that when people release a project, even one developed by anons here, they'll also post a release thread on there.

Will I play this one? I don't know. Do I get a bit of a furfag vibe from the HUDface in the screenshots? Yeah. Do I think it's a fetish porn mod though? Pretty unlikely.
The Merp thing by itself doesn't look like any obvious fetish thing to me, rather it looks like the author deliberately wanted to create a cute but dopey and weird fantasy critter with a cartoony air to it. I'd say that's what he achieved.
Even if the author is an outright furry fetish fiend in private, I don't see anything about that critter or mod which overtly communicates that.

>>12925401
Someone should draw Arti riding a Merp in a rodeo like it's a mechanical bull trying to throw him off.
>>
>>12925449
>Someone should draw Arti riding a Merp in a rodeo like it's a mechanical bull trying to throw him off.
Those creatures are so relaxed and nonplussed by everything around them that they wouldn't even react to something sitting on them. They make me think of Fishbuns from Ittle Dew.
>>
Fren.
>>
>>12925480
>the other merp starting at a wall
>>
>>12925306
What a paranoid retard. I don't use names and never have. Maybe you should go outside or something.
>>
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Quake 1 really needed more of these exploding boxes (or some otherworld equivalent) scattered across levels. Very much one of the things Quake 2 definitively did better.
>>
>>12925497
Agreed. I like them too
>>
>>12925497
>or some otherworld equivalent
It's weird that it didn't have something like the Heretic spore.
>>
>>12923821
"parryslop" has been in quake since the early days ever played painkeep?
>>
>>12925326
Skelegant's mods have that disclaimer, does that mean she's furry?
>>
>>12925449
I think it's just one person shitting on anything and everything, and unless the discussion involves other forum drama, there's no point and it has to be a coordinated conspiracy because people couldn't possibly like anything that he doesn't because he has the best most correct views and how dare anyone use actual logic or objective reality to discuss anything of artistic worth.

>inb4 he says "put your name back on" again
>>
>>12925219
>Merp is finally real
My life is complete.
>>
holy shit why did no one tell me the two new blood campaigns are already out for the refreshed supply? I've been trying to make those shitty fucking blood engines work with raze the only one actually fucking working but having no cutscenes for some retarded reason when in reality I couldve just downloaded refreshed supply and played with all the perks + good graphics without any software tech autism required to run this fucking game
>>
>>12925560
>holy shit why did no one tell me the two new blood campaigns are already out for the refreshed supply?
Because a lot of people here already had Fresh Supply and had no interest in buying it again. Were you ever able to get NBlood or NotBlood working?
>>
>>12925560
>Raze
But why? Almost everything has superior alternatives, ESPECIALLY Blood.
>>
>>12925560
They work fine with NBlood.
>>
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Any Quake mods where all the guns are replaced with melee/magic/bows/throwables? Like full-on fantasy shit?
>>
>>12925562
>Were you ever able to get NBlood or NotBlood working?
Literally everything aside from raze had this retarded bug where in the beginning of the game the ground of the grave doesnt rise enough for you to actually get out of it and multiple similar things are likewise broken.
>>12925564
>>12925569
see above
>>
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shit's too funny
https://i.4cdn.org/wsg/1794359693436843.mp4
>>
>>12925572
? Sounds like a weird issue of the original files, ever try different ones?
>>
>>12925572
Anon, I think you got actual brain damage from hitting the tomb lid that didn't rise enough too many times. Because I never ever had this problem in my life.
>>
>>12925571
fantasy quake 1997
bloodmage

a few others out there too I cant recall at the moment. those are both kind of old though so the models and textures are very soulful
>>
>>12925575
Lol wtf
>>
>>12925571
>whatchu thinkin bout?
>oh idk. Shootin stuff in the face I guess
>>
my invite doesn't seem to work. I can't get into the cord. send me a new one or something.
>>
>>12925634
There isn't a "cord" you faggot
>>
>>12925582
No but why would it be if it works with raze?
>>12925585
It's definitely one of those "small % of people randomly gets is and there's no solution anywhere online"
>>
>>12924627
Explodier anon here, I got to use this tonight and it works pretty good! It's not perfect but I was quickly able to line up and attach new tunnels to the existing quake 2 tunnels I dropped into the map. I don't quite understand exactly what I'm doing but I made it work and it shows promise for sure. Definitely nice to have another easy little feature to use or not.
>>
>>12925575
I like it. Now I'm gonna cook a chili.
>>
>[11-01] Map-Center's Halloween Quake Jam released
>no one is talking about it
Was it bad or something?
>>
>>12925678
I personally haven't played it yet, looks fun though. I think there was some screenshots in the last thread.
>>
>>12925678
>Was it bad or something?
Decent Quake maps rarely get talked about here. A recent exception was the new MachineGames episode.
>>
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Geez, how am I the one who gets to do this? I only got out of bed.

>>12924325
[11-10] Wingless Release 1, RC1 released
https://novaplusplus.itch.io/wingless

I won't be able to play until it's night where I am, since the wad looks quite dark and moody and the Gamma key is for nerds.
I'm quite concerned that any anon would admit to getting filtered by an age verification check.
It's a mod for a violent video game. You know if you're under 18 you can't post here, right?
>>
>>12921816
This has been mine lately, so fucking tempted to just do a map around it but it'd probably turn out like the crawler map from Strange Aeons.
https://www.youtube.com/watch?v=ae4QCg-ZDpQ
>>
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>>12925640
Any notions on improvement? Again never used UDB so I'm surely missing a lot of context.
>>
>>12925748
https://www.youtube.com/watch?v=ozqdqnyusjw
>>
>>12925063
Hey hey, nice. Man will always carry the desire for shield and shield bash in his heart.
>>
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>>12924426
Yeah, since it's a "new" enemy type it's a good idea to introduce it in a controlled environment that demonstrates what it can do. I'm imagining an encounter similar to the first grunt in the elevator in E1M1:

>level starts, player enters room or hallway
>a single explodier is standing decently far away facing the entrance, begins shooting at player
>player naturally shoots back like he would any other grunt while thinking "huh wait a sec that one's glowing"
>explodier dies and detonates without having a chance to get too close (if the player is at all able to land shots at medium range)
>player sees this and now knows what the explodier does

This all hinges on predicting what the player might do of course.

Man, I've mapped quite a bit by now but never released a single original level, and here I am talking big about level design. Maybe there's some truth to that saying: "those who can, do; those who can't, teach."
>>
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>>12925752
Amazing.
>>
>>12925753
sorry I didnt mean for that to come off so salty I got distracted and forgot to say what I was going to say and just hit post xD thats cool though I actually used the empathy shield cause I like the cool looking targe shield. But yah parry has been a part of quake since the early day sending rockets flying back at people with the airfist in painkeep and like a billion other mods that had airfist.
>>
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>>12924240
>Is that something that'd be wanted you reckon? Not that I have a problem with it, it's just curious that VR2 didn't already have it.
Not necessarily, I was just pointing out that there was another cool model for a shield waiting for a good use. (But it seems you are actually using it in that webm already.)
Also >>12924260 is looking pretty cool. Despite the Spawn being such pests I always felt it would be nice to have more monster types in that vein so they wouldn't seem so isolated in Quake's enemy roster. Something like the blue things on the right side of picrel. (From https://androidarts.com/kawaiik/kawaiik.htm)
>>
>>12925575
lmao it found its way into my FY feed on Twatter today.
https://x.com/DXT47/status/2120249286483230812
>>
Playing more Alice: she can only jump every 10 secs or so and other stuff...everything feels artificially restricted, gameplay doesn't flow.

DooM rural only map 12: going up where the cyber is, press switch and monsters spawn and shit rises from the ground (only kneedeep) making the area a maze.
Being shot at from all directions in a constricted space with heavies all around and cybie making the clusterfuck perfect. Frustrating trial and error.
Mapper "paymentplan is a Doom speedrunner who, as of June 2026, submitted over 2960 demos" - kek starting to believe you guys.
>>
>>12925845
Most of the bitching about speedrunners tends to come from GDQ "fans" who have picked up weird obsessions with shit, even when it comes to stuff like DSDA, which is isolated as fuck from pretty much all of that shit.

Anyway, as far as mapping goes, Doom speedrunners tend to either do highly complicated combat puzzles or maps where you can skip significant sections or get guns early if you figure it out. You're just expected to think about routes way more than trying to bulldoze your way through.
>>
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>>12925486



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