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File: we do a little dooming.png (1.13 MB, 1270x931)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>8222973

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
http://pastebin.com/TWNE3nZZ

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

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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS
>>
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=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 https://rentry.org/6hwzi
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4

VRSKINS 4.1
https://www.mediafire.com/file/urs0pu1uwryuigi/vrskins_v4.1.pk3/file

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8215938
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Info here >>8234437

=== NEWS ===
[10-11] REKKR: Sunken Land released
https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/

[10-09] Temporal Tantrum hotfix
http://drive.google.com/file/d/1xA3xJpDECRW40sq_3YZfqoky9MhDZ87U/view?usp=sharing

[10-08] Dario Casali is playing Doom again
https://www.doomworld.com/forum/topic/125038-playing-through-punish2wad-28-years-after-making-it/

[10-07] Aliens Eradication TC 2.0 is out
https://www.moddb.com/mods/aliens-eradication-tc/news/aliens-eradication-tc-20-releajtwpdse

[10-7] Quake steam release update
https://store.steampowered.com/news/app/2310/view/2943653788150871155

[10-7] Ion Fury updated to 2.0
https://store.steampowered.com/news/app/562860/view/3020218154028769491

[10-6] Doom runs on TempleOS
https://itrunsdoom.tumblr.com/post/664254099550863360/templeos-yeah-it-runs-doom-if-you-dont-know

[10-2] Unfinished BURL TUMD build released
https://drive.google.com/file/d/1SCj8rKbSg1q34af5Z2RHKUJVKiY4Bnyo/view?usp=sharing

[10-1] Supplice has a demo on Steam
https://store.steampowered.com/app/1693280/Supplice/

[10-1] Quake 2 weapons for Quake 1
https://www.quaddicted.com/forum/viewtopic.php?pid=5521

[9-27] Atmospheric Extinction released
https://www.doomworld.com/forum/topic/124790-atmospheric-extinction-a-boom-mapset-beta-release/

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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/vr/ HALLOWEEN PROJECT ANCHOR POST, SEE NEWS POST FOR DETAILS
>>
>>8234442
we do a miniscule amount of mapping
>>
>>8234453
>>8233302
https://drive.google.com/file/d/18nTmqc427guZOv-s7-hY1a9EKrNaqc-4/view?usp=sharing
Okay, I ended up finishing this and enjoyed it more since I wasn't pressed for time but I still had a couple issues with it. Again, recorded with vr-spooktoberV6 minus the new DeHacked. The strange serpentine walkways grew on me and I like that blue key fight with the archviles, and the hallway trap with the satyrs afterwards is great.The ending fight is cool too but I couldn't really get the arachnotrons to infight with the mother if that was the intent. Didn't appreciate the rocketmen here though, I ran right into them.
The cacodemons don't bother me as much since I know now that they can be an issue and just dealt with them in controlled environments. The cyberdemons do still bug me a little. I never got hit by one of their rockets during the bridge/skellie fight but it does seem like it would be very easy to take a stray rocket from above where you can't even see it coming. Maybe not though. I was surprised they don't get killed before the end of the map. You're actually supposed to try shooting at them while they're teleporting around every half second? That's not fun. Also, I never once looked behind me at the beginning of the map and had no idea the yellow key door was there. I've always disliked this trope. Even if I do glance behind me initially, I'm not going to remember that there's a door there later on, especially after dying a few times. So I actually ran across the cyberdemon platforms because I thought that was the intended path to get to the yellow door since that's the only place I hadn't been. That's my bad for doing that, but still, why are there rocket boxes on the cyber platforms as if it's possible to run across those platforms without being randomly bodied and blasted by a cybie?
(cont...)
>>
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>>8234597
(cont...)
I found it confusing that the soulsphere and megaarmor in the blue key fight have blue key markings as if you unlock them when you get the blue key because you don't. Even if you need the blue key to unlock them as a secret, the blue key markings are confusing.
Sometimes I would forget to press the red switch and not realize until it was too late. Wasn't a fan of having to hop down to the bottom of the map and running all the way back up just to press it.
Pic related- fucky sector
>>
>>8234453
>>8233381
https://drive.google.com/file/d/1fmtHMlcDecSgWRDjvvFzdRMeExSsn9Wt/view?usp=sharing
This is a demo. In case you don't know about demos, just drag and drop this file, your map, and the new resources onto a DSDA shortcut.
I didn't think this map was very good but as you mentioned, it's only your second map. It looks nice in some areas, particularly your pathways and use of the trees, but I didn't like any of the fights. You basically have two types of fights- Enter a flat, open, square room with some enemies dumped in there; or, circle strafe and shoot in an open area. In the case of open square rooms, put some pillars in there and add some verticality (enemies on ledges and whatnot. Suddenly that's a more nuanced fight/environment.
Some people actually like simple circle strafe arenas but I think they're lazy and not very fun. Interrupt the player so they can't do that. For example, with that last big fight you could make the blood hurt the player. Suddenly the player can't just circle strafe mindlessly, they have to think about where to step and when's the right time to cross over the blood and risk being damaged. That's a more nuanced fight.
When you have the player jump down across those ledges to grab ammo, that's a bad idea. If they fall, they can't get back up, and they missed all of that ammo that is sorely needed. Make it so that the player can teleport back up and/or place all of the ammo on the groundfloor.
Also, I'm not a fan of opening up the door up above this area and playing peekaboo with everything outside.
(cont...)
>>
>>8234607
(cont...)
The skeleton graveyard fight is annoying. You either lure them out one by one or engage in mindless circle strafing. There's too many of them here, their amount doesn't add anything to the fight except time. The MAP18 guy had a similar fight in a graveyard where you circle strafe skellies, but that fight also had a sniping revenant, sniping chaingunners, pain elementals, and two large obstacles on either side of the graveyard. And there were a lot less skellies. Those elements made the fight interesting.
Lots of places where your ceiling is too low. It cuts off the top of the red key door in one area and the window that leads to the secret is an impossible window. Just raise the sky ceiling. The final battle has doors that open up into the sky. Looks really bad.
In the final fight, you need to give out more ammo each round. A player who gets to the last round with the archviles has probably already used up all their cell ammo. Give them more each round or else they're fucked.
>>
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Name good soundfonts except sc55.
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>>8234453
>>8234345
https://drive.google.com/file/d/1QpjHuxO-g0Ki3YQsyJhLOQXArVw9BYpj/view?usp=sharing
Here's a demo.
A pretty great map for the most part, beautiful use of Gothic textures, and the layout was a lot of fun to explore. Makes pretty good use of small amounts of enemies in the combat as well. I didn't finish the map because there's not enough health. I understand this is probably a resource starvation map, but there still needs to be health evenly distributed throughout the map. I feel like I had been at 20% health for a long time, going room to room cautiously, clearing out enemies, not finding any medikits, pulling off a couple clutch moves grasping onto my small amount of health, and finally in one room had to run out into the open because a chaingunner was shooting at me, and I just had to hope that you put some health somewhere in this area, but of course you hadn't and I died. It felt unfair, I didn't have an opportunity to get above 25% health for a long time. You can't have sparse health in the beginning and then just no health throughout the middle of the map, especially when you use hitscanners as frequently as you do which is going to introduce a bit of RNG to the balance.
Beyond that and multiple HOMs (did you add your own textures?) I enjoyed this map quite a bit.
>>
>>8234617
Not the author, but I think the intention was getting an invisible wall like in that one TNT map.
But to do that, you need the ceiling to be slightly lower than adjacent ceilings.
>>
>>8234626
That part with the crushers? Yeah, I figured the HOMs there were because of a botched attempt at this. Was that the case with the yellow key bars and the window in the rocketman bedroom as well? I think there were a couple other places this happened.
>But to do that, you need the ceiling to be slightly lower than adjacent ceilings.
I could be wrong but I thought this only worked in limit removing and that in BOOM you actually need to use the create fake floor and ceiling action
>>8234617
>>8234345
Did you happen to test with GZDOOM? Because it will fix little things like that for you so maybe that's why you didn't notice the HOMs.
>>
>>8234616
arachno
>>
>>8234638
I didn't notice anything wrong with the rocketman roon, and I can only assume the same is true for the yellow key area because those walls don't have textures defined at all.
Anon, you keep replying to my demo post. I'm not the author, I just played the map.
>>
>>8234442
For a sec I thought the demon plushy in the pic was doomguy with a giant muscular ass busting out of his combat armor
>>
redpill me on going down
>>
>>8234130
Did you test this with GZDoom? Because the Hall of Mirrors don't happen when playing in that engine.
If you're making a Boom map, PLEASE test it in DSDA or Woof.
>>
>>8234667
It's hard and cool. There's a level where you time travel.
>>
>>8234616
fatboy
>>
>>8234667
It's fun.
>>
>>8234668
I did use FDWL but I used the GL renderer which might effect it
I'll use software
>>
>>8234725
Just something to keep in mind.
Anyway, you can fix those issues by just lowering both the floor and ceiling by any amount. Bleeding mid textures can also be fixed by changing the light value on either side of it- it can be by only 1 if you so desire.
>>
I'm the guy that mentioned last thread that I am unable to install Rekkr from Steam on a 32-bit Windows, I got the .wad and it works perfectly in Crispy so far, so here are my thoughts after finishing the first two levels, and also an observation:
* Sunken Land still requires Doom 1 as an iwad to run in both Crispy and prboom+ UMAP I guess, unlike the free iwad, not sure why that is
* The graphics seem a lot more polished, not sure if it's placebo or Revae actually touched up the sprites/ textures a little bit but everything seems a lot more clear and crisp
* The new textures are gorgeous, E4 has some of the best environments in the game
* The new enemies are kind of a mixed bag, the blue flame guy seems a little weak, the stone mine is perfect, it's so evil and it also expands the mimic concept, now between the health mimics, the trees and the stone I start shooting at everything I can see just to make sure I won't get fucked, the flying rune golems are also kind of meh, they didn't manage to damage me at all, but maybe because I only encountered them in a circle arena with lots of space
* The new levels seem less cryptic, shorter but also a little bit easier. It might be just the first few levels, but they do seem a little different. I like them though, they have lots of memorable moments.
Overall, I really enjoy it, but I do feel that it is a little bit easier (or I just got better at Rekkr). Thank you Revae for this really unique and great experience!
>>
>>8234667
One of my favorits. Hard though, and if you're not used to the occasional slaughter, consider HMP.
>>
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>>8234453
Unfortunately I didn't have as much time as I hoped. Personal affairs kept me busy.
Anyway, this is the first version of my submission. If the idea is good enough, I should be able to refine the map in the remaining time and add details.
https://drive.google.com/file/d/1SAunvjhG1yiTd2YpgWCDJ13JlkIa54Ky/view?usp=sharing

MAP31
Map Name: Pumpkination
Author: ViolentBeetle
MIDI: Moaning Souls by Jimmy

The difficulty difference between normal and hard is a few medkits.
>>
What's the modern way to play Doom multiplayer with a server browser? I know it opens myself up to playing with botfags and whatnot, but I don't have any friends who'd want to play any flavor of Doom with me. I remember, and this will date me, as a teen I downloaded and played Skulltag, and you could browse servers and the client would actually download whatever WADs you needed on the spot and you would jump into all kinds of crazy shit - I remember there was a server constantly running a Mega Man themed mode, and then there was one that was basically C&C Renegade in the Doom engine.
Anyways, not trying to source those WADs specifically, just wanna know how I can get a similarly mindless server list with one-click mod installation as I played all those years ago. Played Eternal recently but obviously it doesn't have any co-op and its multiplayer is some ass asymmetrical bullshit, so kinda wanna just go back to what I remember works.
>>
>>8235029
There's ZDaemon that I use for survival games sometimes. I don't know if it's modern.
>>
>>8235031
I guess when I said "modern" I meant "not (as far as I could tell) dead and abandoned in the ever-expanding tree of sourceports" as Skulltag specifically apparently is (like a decade ago). It's exclusively the backend of getting into a game that I am asking about. Is ZDaemon the most populated multiplayer sourceport with a server browser?
>>
i'm very new to using doom mods or sourceports, just wanted to relive my childhood - gzdoom crashes every now and then when i've been trying to play through going down and deus vult. is it an issue with gzdoom? do i need to use prboom?
>>
>>8235053
gzdoom is hungrier for resources because it aims to support mods.
prboom+ is better for playing regular doom or boom maps.
>>
>>8235053
Without knowing anything about your system or what version of GZD you use, I can't tell you anything.
On my machine, I don't think GZD has ever crashed. I am hesitant to recommend PrBoom+ to people because of its shitty movement. If possible, use Crispy instead.
>>
>>8235062
gzdoom 4.6.0, i've never had an issue running anything on my laptop up to skyrim, but out of nowhere after trying to play those two mods specifically it's started crashing. maybe i just need a bit of a system clean up
>>
>>8235072
Delete your cfg and try again
>>
>>8235053
Deus Vult is pretty taxing, are you running the complete map or the four divided sections?
>>
>>8235039
>>8235031
Nevermind, I actually spent more than 5 seconds reading the OP pasta and saw Zandronum comes with a server browser with WAD-downloading abilities. Looks kinda dead (late night/super early morning on a weekday, go figure) but no problem getting into one of the games that was active. Thanks for replying though
>>
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Wake me up when Golden Souls 3 is released.
>>
>>8235076
forgive me i am very new to this, what does the cfg mean?
>>8235091
complete map i think but even the less taxing going down maps have been crashing
>>
>>8235126
Whoops, I had my mind on another game. In the main folder of GZD, where you probably also have your doom/doom2.wad, there is a file called "gzdoom-[YOURNAME].ini", where your settings are stored. It can be that something happened there that causes the crashes. By deleting that file, you can have a completely new config file generated which might fix the problem.
And just to be sure: You didn't load both Going Down and Deus Vult at the same time?
>>
>>8235129
okay, found that file, deleted it, thank you very much - i didn't try load the two at the same time lol, but yes you are accurate in how inept i am at this. nearly finished going down on UV though so at least some of my skill is still there, it was just a mad hassle losing a good run to a crash. will report back, thanks man
>>
Your opinions on DoomRPG? And i mean this https://github.com/WNC12k/DoomRPG-Rebalance, not the mobile game
>>
>>8235053
do you play with gameplay mods like brutal doom?
>>
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rng in damage numbers is a bad mechanic
>>
>>8235163
no, i've tried high noon drifter but that was just a one off
>>
>>8234662
it's a bunny, anon..
>>
>>8234616
The_Ultimate Megadrive_Soundfont.sf2
>>
>>8235169
then try removing config file, gzdoom-NAME.cfg. gzdoom shouldn't crash without any mods whatsoever. but honestly, i'd recommend you just to use doom retro instead if you're not going to play with mods
>>
>>8235181
sorry, my own terminology i confuse mods with wads - it's been deleted and i'm just waiting until i finish dinner to try and re-get the first half of say going down to check it for crashes.
sidenote: the reason i'm doing this is because i've never finished doom 2 by myself, or on a decent difficulty played it; my dad tried to condition me to horror games and had the opposite effect, playing doom with me when i was about 1.5-2 and making me choose the weapons. i'm playing through some mods just to condition myself before actually playing through doom 2, and yes i'm aware this is pathetic for someone pushing 30
>>
>>8235167
get gud
>>
>>8235167
>DoomIncarnate mod
>slug ammo type for shotgun
>It can do either 75, 150 or 225 damage with equal chance
>66% chance to oneshot pinkie, 33% chance to half-shot pinkie
>33% chance to do only half the damage of a normal buckshot that is far more consistent

why do this.
>>
>>8235186
either way if you stick with gzdoom, get these mods: smooth doom, cblood, nashdecals. and look up smooth doom settings in the menu, it has various customizations
>>
>>8235216
thanks a lot man, other than the last week it must be about a decade and a half since i've played doom on a pc, i'll grab them all
>>
>>8235186
GZDoom after 4.0 shouldnt just crash if your system performance is low. Stutter and have low fps maybe, but not crash.
My advice would be to download the latest version from zdoom.org/downloads, get iwads from the OP and try setting it up again from scratch.

Also maybe disabling the lot of the fancier settings in Display options would help (stuff like dynamic lighting and shadowmapping), postprocessing options in display->hardware


Mod recommendation: FinalDoomer is a good one.
>>
>>8235210
Makes sense, you're shooting one big boolit instead of a lot of small pebbles that spread all over the place.
>>
>>8235210
sounds exactly like bear hunting. slugs penetrate their body and don't stop them nor kill them. they had to make slugs one shot and penetrate 3-4 human sized enemies at close to middle range, that would be great tho
>>
>>8235053
Deus Vult and Deus Vult II are VERY detailed maps with some very high monster counts, I would not look to play those in GzDoom again.
For GzDoom itself, the latest versions have added a bunch of support for old and low spec machines, try out GLES and what not with that. DV may run better that way, but I'm not sure it'll be enough, if you add any fancy mods on top, almost certainly not.
>>
>>8235250
>>8235278
The point is, the slug serves no purpose as thanks to the way its RNG is designed, it works worse than regular buckshot 2 times out of 3 even at long range - its buckshot does 190-225 damage with tight spread, with most bullets hitting even a distant target, so it deals >150 damage even at long range. So it has one chance in 3 to do marinally better in a specific scenario, and 2 out of 3 to do significantly worse.

That's just bad design.
>>
>>8234597
I don't expect you to kill the cybies as they teleport. A secret switch lowers the outside edge of the platforms with the ammo on them to ground level, which also stops the teleporters from working. I can see now though that putting the ammo there is confusing, so I'll probably just make the switch trigger crushers and remove the ammo.

I didn't intend for the player to rely on infighting to kill the mastermind. There's enough ammo there. The other enemies are put there just to complicate matters.

The walking rockets are a deliberate "fuck you" trap, although with the new dehacked shortening their fuse I may need to remove some.
>>
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>>8234442
I need some good megawads that aren't slaughtermaps lads. Name em'.
>>
>>8235396
master levels
>>
>>8235396
Doom 64
>>
Anyone ever made a wad with full set of custom textures that look like they are drawn in paint (And possibly are)?
>>
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>>8235424
Adventures of Square, if TCs count.
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Yes!
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>>8235437
does he roll into a ball and charge at you?
>>
>>8235424
Adventures of Square
Shadow of the Wool Ball
Rise of the Wool Ball
>>
Is it possible to mod the steam (Nightdive) version of Quake?
>>
Not gonna lie, some of the Spooktober maps are shit, but that one is actually very spooky so far. Even with the Combined Arms wad that let me keep weapons, I don't feel reassured.
>>
>>8235562
Oh, no, it's an old one.
Dunno if I'm shit or if Combined Arms make me super fragile, but I feel like I'm dying in 3 hits.

Or maybe it's because the maps are ridiculously easy.
>>
>>8235568
>ridiculously easy
I mean ridiculous small. I remember Doom's vanilla maps being way larger than that, with plenty of cover and room to move.

Also that room makes me want to play Thief.
>>
>>8235573
the fuck is this cursed image
>>
>>8235458
>>8235430
Those are all good picks, but I had something more cruder in mind. Really low-effort looking rather than a cartoon.
>>
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Redneck Rampage: Rides Again is a really good game and people would be sucking its dick hard if it was retextured to be a Duke or Blood game or whatever, instead of its redneck theme
>>
Not sure I fully under the artificer. I get that he has a ammo-replenishing gimmick, but unlike Blastmaster, he doesn't have to have any real quirk. Rather, every weapon he uses has its own stuff, like his pistol have a short-ranged, super powerful laser, or his rifle getting dakkaer and dakkaer as he shoots, but otherwise, he doesn't seem very artificer-like.
>>
Do Hexen 2 and Heretic 2 have new interesting gameplay ideas people liked or remember?
Like, if there ever was a "MetaSerpents Rider" mod
>>
>>8235657
isn't redneck theme the only good thing about it? it's just map designs and gunplay sucks ass
>>
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As Romero talked about it some time back he's working on Sigil 2. What are the chances he asks the recently returned Dario to make a map for it, like a secret map or something
>>
>>8235676
I just hope we get more buckethead and jimmy music tracks.
>>
>>8235705
IIRC only the e5m1 was composed specially for Romero, the rest is regular Buckethead tracks. So you can just listen to him without waiting for Sigil 2, the guy has like billions of songs anyway
>>
>>8235712
I already to listen to buckethead pretty often, the song he made for Sigil is still a banger though.
>>
Why did my sword turn from wood to iron all of a sudden?
>>
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I need funny doom gifs and reaction images
>>
Well, fuck.

Despite the shield covering part of your body, if you're without cover and a guy shoots at you, you're fucked. The knockback will keep you from coming near.
>>
>>8235730
I expected it to come and punch an imp like in that Last of Us picture.
>>
>>8235009
https://drive.google.com/file/d/1gEdLbj3G1WSPiWiD8UB5Rn73EpCsNar2/view?usp=sharing
Great use of the enemy. I like the confined environment. It's pretty short and easy though, I think you should spend the remaining time adding onto the level instead of adding detailing, it's detailed enough. I'd rather smash more pumpkins.
>>
what the fuck is wrong with the latest versions of hideous destructor, why is the movement ruined?
>>
So, as I was saying being being rudely interrupted by a petulant manchild, Artificer is a bit weird.
>>
>>8235741
If you're talking about latest release, Matt got a wild hair up his ass about reworking the gravity to be real-earth accurate, it's different, and it takes some getting used to, but after a few hours I was used to it. If you're talking about the subsequent gutting of bunnyhops and high-jump kicks in the latest master, it's probably just part of his iterative process as he figures stuff out between releases.
>>
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>>8235754
>Artificer is a bit weird.
His weirdness knows no bounds.
He's the bartender in this story, I'm pretty sure.
>>
>>8235758
that's what i mean, the gravity is one thing, but where the fuck is the cool movement?
>>
>>8235763
Most probably, but what confuses me is that the swordsman character has plenty of ways around when he's out of ammos, the monk has unlimited ammo (I think), and the Blastmaster has a very accurate starting "pistol" that I use quite a lot, but the Artificer feels very vanilla in comparaison.
>>
>>8235765
On the current release (4.7.0a) the timing is different from before, and you can trip into a roll if you overdo it, but you can still move around pretty fast with a well-timed jump kick into subsequent bhops. Latest master brought back some pre-gravity rework sprint speed, but seems to have gutted more advanced acrobatics in the process, so I'd give Matt a bit to work those kinks out.
>>
>>8235657
>that door in the first level that unlocks instead of just opening
Even still it’s lacking a lot of the awkwardness of the base game’s level design. It’s pretty fun.
>if it was retextured to be a Duke or Blood game or whatever
It doesn’t help that Blood spoiled people with its thrown explosives and then there’s RR’s dynamite.
I still think it would’ve been better if it was a “hick horror” setting, even if I like the ‘90s cartoon’ feels its channeling.
>>
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I'm too retarded to use Quake Injector... When I try to launch it, I get an error message. What am I doing wrong (I'm using alpha 4)?
>>
>>8235805
just use sqlauncher2 instead
>>
>>8235824
What's that?
>>
>>8235907
banned on google?
>>
>accidentally deleted a save on a megawad with 3 other mods
AAAAAAAAAAAAH
>>
>>8235932
pistol start baybeeeeeeeee
>>
>>8235932
Myeh, big deal, just start from scratch, it'll make you appreciate each gun all the more.
>>
Heretical Doom fucking sucks for any campaign where you pick your map. Your experience reset with every level.
>>
>>8235396
Valiant
Ancient Aliens
Eviternity
>>
>>8235396
Hard Fast Faggot Maps, if you haven't tried them out yet. Hilarious, challenging, and well made. If you don't find yourself too experienced, maybe consider it on HMP.

Otherwise, Doom 2 The Way Id Did, it's like Doom 2 but without the weak maps.
>>
>>8235981
>it's Doom 2 but without the good maps
Fixed.
>>
>>8235983
So, just Doom 2?
>>
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VIOLENT RUMBLE UPDATE:

>fixed Gaunt death animation bugging out when set to drop items
>shambler melee sound now uses AUTO channel to avoid cutting out with custom sounds
>the Haste rune buff now applies to nailguns and the laser cannon (33% chance to fire an extra shot on each animation frame)
>Bobs will no longer prematurely show vagene when set to trigger spawn
>fixed Axeman throwing and tied thrown axe accuracy and speed to difficulty setting
>gibbed heads will now occasionally check if they are floating and attempt to fall to the ground
>trigger_changelevel can now restart the current level with spawnflag 32 (useful if level name changes - considering slapping 'vr_' at the front of everything)
>new railgun zoom reticle (pic related, gfx/railcross.lmp) that shows distance and identifies friendly players (green), charmed monsters (blue), and misc shootable objects (yellow)
(If you've noticed UPDATES.txt hasn't changed in a while, I've been pushing it off until I get the FGD updated)

Also updated Shub's Wager:
>player must choose one of four powerup runes to begin part 2 (solo only)
>the two vermis (vermese?) are now raised up and given tubes to sit in
>fixed using the final flying monster locking out the ranged monsters
>co-op now has a correct fail state for the first half (restarts level, untested)
>replaced the polyp with a bob
>adjusted timings on the spiral stairs to make them climbable sooner
>fixed a monster_jump trigger not offing itself
>secret trigger buttons are now easier to shoot
Might border on too easy now, at least for the second part. Let me know though.

All that out of the way, I'm curious to know where we're at on maps. Any updates being worked on or additional submissions nearly complete?
>>
>>8235503
Yes, just like any other version of Quake. Put mod folder near exe, launch with -game 'mod name' parameter.
>>
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>>8236005
I was just recording a showcase of the bug with bobs. but also of another bug (grappling humanoids while aiming upwards).

I'm on the final stretch with the second map, will hopefully be done in a day or two. nbabs v2 afterwards.
>>
>>8236036
You made a breakdance gun.
>>
What if Doom modding had its equilavent of CodePen, where one gets to code something in real time and watch it happen in a browser based Doom engine demo, for the sake of practice?
Even if it has to use FreeDoom
Like, one method of making people learn how to make mods
>>
>>8235657
Still has shitty weapons and absurd overreliance on two enemy types (the pistol and shotgun grunt equivalents)
>>
>>8236036
Well, I knew the grapple yank was buggy but I haven't seen it flip enemies upside down...
What engine are you using?
>>
>>8236137
I'd shit on you in a deathmatch keyboardfag
>>
>>8236121
happens in qs0.94.1 and vkq1.05.3
by default doesn't happen in vkq1.11.0 or qss21-07-08, but still happens if I set "pr_checkextension 0".
seems to occur when you aim above the horizon line, either standing on a lower floor or aiming for headshots.
it actually looks kinda neat mid-flight, just needs to reset on landing somehow. not sure if it's the scale or the rotation.
>>
>>8236149
mge me on the spire, kid
>>
Thanks for the feedback! Back to the drawing board for me, I focused too much on visuals and not enough on the encounters
>>8229974
Early SSG is a no go I'm afraid, but Im gonna go with the other suggestion and give the chainsaw earlier for the pinkies and decrease the number of spongy enemies, should make it less grindy
>>8230776
Thanks for the demo. I have an idea for fixing the visual glitch, we'll see. As for the room setup, I'm gonna change the garden cloister and the penultimate hallway into a walk in-press button-monster teleport kind of encounters, I think it's doable at this point, unlike the red key dungeon, but I'll tweak that too
>8231734
I should probably decrease the count of those closet monsters, two king boners is overkill indeed
>>
>>8236156
Huh. Well, I've been meaning to either cut it or completely redo it. I think I'll give the latter a shot while we're waiting.
>>
Some observations about gzdoom's mbf21 support while using the haloween resources: First off, King Boner the Stiff is completely broken with gzdoom. His projectiles do not track his target, he is capable of infighting with and killing other king boners, and he seems to be doing a very inaccurate hitscan attack... for some reason. The melee attack of the gargoyle and satyr also plays the wrong sound effect in gzdoom. Finally, the new scrolling linedef types (1024-1026) do not work, and will often cause the application to crash immediately. Its really still in beta after all, testing with 4.7.0

Unrelated to gzdoom: I think the barrel explosion animation is playing slightly wrong. It looks weird
>>
>>8235657
The expansions were much better than the base game and I love the aesthetic but the gimmicks like being constantly drunk and hitting Bubba to finish the level are still bullshit.

The Waco level was kino
>>
Nice, there's a dedicated Kazotski Kick button.
>>
>>8236035
Do ALL mods work?
>>
>>8236351
What's that mod that displays enemy HP?
>>
>>8235170
Oh ha ha yeah, sorry im off me nut.
>>
>revae releases rekkr on steam
>a day later there is a shooting with a fucking bow
heh
>>
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>>8235167
Agreed.
>>
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>>8236452
>>
>>8236456
Give him some paper already.
>>
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>>8236456
>>
>>8236456
>shaking out the last drop
>>
>>8236406
srry guys
>>
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Here's some Wang
>>
>>8236483
Is that the first level of Twin Dragon where you're in your house? It kind of reminds me of that place but I'm not sure
>>
>>8235009
Holy shit I hate those faggots. Great map, gives me a bit of a Build feel. I agree with that other anon to tweak gameplay a little more, it looks good enough as is imo.
I just realized though that those plasma balls are really annoying.
>>
>>8236092
Live code editing of monsters would be utterly amazing regardless of whether it was browser based or not.
>>
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>>8236551
Guys, I can't find the turkeyknob!
>>
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>>8236489
Bingo. It's alright.
>>
Does any Build game have a drawbridge or similar structure? Or at least a trap door?
My understanding of engine tells me walls can't turn into floors, but is it correct?
>>
>>8236516
Maybe I should, but I'm not sure what should I change. My understanding that there's no MAP32 at the moment, if there is, I think I should add another building with a secret exit to it with some extra pumpkinheads.
If I make it significantly longer, it would probably grow tedious. If I spice it up with different monsters, kinda detracts from a gimmick.
>>
>>8236648
Yeah, I was just complaining, but I also have no better idea, except maybe adding a small area to the right of the starting spot; there's only a wall there atm iirc. There you could put a bunch more assholes without making the map *much* longer.
Or you put a BFG and a ton of ammo and have the player swarmed by dudes. No slaughter gameplay, no crows control or other bullshit, just straight up carnage hoping you survive.
>>
>>8236654
There's a height differential between buildings, I can't let one building get in front of the other.
>>
Does anyone here know of wads based off of real life locations? While perusing through idgames I found a wad named QZar Teams based off of an old arcade in California. I know of plenty of myhouse.wads so that is definitely off the table.
>>
>>8236668
Columbine wad.
>>
>>8236668
trinity.wad
>>
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>>8236635
I remember that you can change the slopes dynamically, you can probably do something with that? Drawbridge doesn't have to be perfectly vertical when it is raised.
>>
>>8236551
>quake gzdoom
it will eventually happen and you know it
>>
>it's another "10 more buttons so you need to rebind everything" wads
>>
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I did another pass at one of the outdoor areas of my brootlist Quake 2-map.
>>
>>8236702
Reminds me Amid Evil.
Damn, I want to play that game now.
>>
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>>8236551
>minor attracted person is the most popular word
>>
>>8236702
Why no one makes maps for HL1-2 here?
>>
>>8236551
>quake doom map anon game

looks super boring without deleted posts
>>
>>8236707
You need to be a moloch-worshipping child molester to be good at doom.
>>
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>>8236702
Looking fantastic.
I came across Mission 64 last night, changes Q2 in a lot of nice ways. I recommend it.
>>
>>8236702
Yeh, that looks really cool. Good striking design, without the need for over-texturing it.
>>
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>>8236687
it will
courtesy of nash
>>
>>8236859
Link for this?
>>
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>set Always Run to Quakespasm, assume it just inverts the functions of the Shift Key like most Doom ports do
>it does, but only for moving forward and backwards, can't slow down strafing
>figure out cl_speeds, change the sidespeed, now works
>load up Malice and it fucks everything up
>get sick of fiddling with speed cvars for a feature I don't use that much and set Always Run back to Vanilla
>forward and back speeds are now fucked while strafing is fine
I can see why Nightdive fucked up the movement if this is the sort of shit they had to deal with
>>
>>8234953
It might be easier. I have a hard time balancing levels. There were a lot of people telling my REKKR was too easy or too hard so I maybe have subconsciously erred one way or another.
The flameybois are maybe a bit easy. They're pretty quick, and if they manage to catch you holding still they can dump a bunch of damage on you, but otherwises running through the flame will only take maybe 8 points off. Each flame does a very small amount of damage. I could ramp it up or make them even quicker. Or the flame faster, which would also increase range.
Just spitballing.
The rune porters (is what i'm calling them) are pretty slow, but the runs launch quick and if they catch you without armor it might just kill you outright. So I don't want to make them overhard either. Lemme know if you have any suggestions. I'm not above making changes up to a point.
Thanks for the kind words.
>>
>>8236881
what the fuck are you doing
>>
>>8236871
https://twitter.com/NashMuhandes/status/1448712805784309784
From a twitter post. I don't think it's released at all yet, but it's lightmaps for GZDoom that he's added to his "quake clone in 10 days" game jam.
>>
>>
>>8236881
>nightdive fucked up the movement
Elaborate please. I didn't have any issues with the port.
>>
>>8236702
again, shit looks incredible anon. more ambitious architecture makes for something that looks better than 75% of the base game.
>>
>>8236939
It should be fixed if you got into it recently. Prior to its latest patch, "running" backwards couldn't happen unless you messed with some console commands.
>>
>>8236881
i tried vkquake, mark v, and directq. all of them don't slow down strafing with 'always run' disabled. seems like vanilla behavior, not sure why would you fuck with this
>>
>>8236961
Oh, ok.
>>
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You guys ever played NAM? It's a piece of shit but it's kinda fun.
>>
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>>8237116
Yeup.
>>8237117
I like the sprite replacement they made for Duke's pistol. It's otherwise pretty boring.
>>
>>8237117
I found it at a Goodwill dig once and when I got it home it was just the case. I forgot to check for the CD when I was grabbing stuff... Also MechWarrior 2.
So of anyone needs jewel cases for those games lemme know. Unless I threw them out, but that's atypical.
>>
>>8237117
speaking on that, hows that vietdoom mod? is it good?
>>
>>8237127
I don't think it has been updated recently.
>>
>>8237126
You mean they rused you on MechWarrior 2 as well? That fucking sucks ass. I remember buying that the same day I grabbed Myth 2, it was a great weekend.
NAM I bought once at either an Electronics Boutique or Target's software aisle. I kept seeing it in there, when I finally bought it and tried it at home I realized why it didn't cost more than two sodas.
>>
>>8237130
Yeah I was rused on MechWarrior 2.
I've only ever played 4. It was alot of fun, but I don't really remember specifics.
>>
>>8236687
If we're talking about something constantly recommended to every new player, has questionable defaults, and runs poorly then Dark Places already fits. Otherwise there's FTE if you're just counting features.
>>
>>8237117
i played it. i dont think its necessarily bad, but its boring. trying to simulate real life combat in the same engine as Duke 3D makes for a one-note experience. hitscanners in long engagement distances, lack of distinct enemies, all levels consist of just terrain. rainbow six showed how it was done in the same year, although thats CQC.
>>
>>8236920
I actually like the concepts, but I have mixed feelings over the Deep One.
>>
>>8236648
The sheet says there's a claim on MAP32 but no submission yet. Suppose we can just make it a credits map if you already have a secret exit built.
>>
>>8237236
I can confirm MAP32 is still in development, let's not get ahead of ourselves and start unclaiming slots
>>
>>8234662
Yeah, thats totally going to be picked up by doom.txt, I just know it.
>>
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Holy shit. This mod is amazing.
>>
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>>8236728
>>8236854
>>8236945
Wow, I didn't expect so much anticipation for this map. This has been surprisingly easy to block out so far. I guess this is the secret of Brutalism.
I am sure anyone can achieve similar if they just play around with the shapes.
>>
>>8237303
That's essentially how Unreal maps were made, thanks to the ability to intersect and deintersect complex shapes. Reminds me of a lot of those.
Not sure how it works in Quake 2, but I kinda assume it's similar to Quake 1.
>>
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>>8237303
It's been hard finding more Quake 2 stuff and the mapping of it in particular is starting to interest me. I admit that there's so much good Doom stuff that I find myself playing before wanting to make anything, same for Q1. Not so much for Q2.
>>
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>>8235115
Enter the Cryopod then!
>>
>>8237316
these are two sources that show some of the better maps. maybe you already know, but could be helpful for interested anons.
http://www.3dgamersedge.com/spq2revsalph.html
http://www.quake2.com/crash/reviewsplash.htm
still need to check vanilla map compatibility for ground zero, wanna play these with better AI. 1964 works fine so far.
>>
>>8237303
Are you Quakewulf? You're probably one of two people making single player Q2 maps in this era.
>>
>>8236718
I don't get the connection, dear anon.
>>
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>>8237310
UnrealED was the first mapping tool I tried but I could never get it to work...

>>8237316
But what about: >>8237296
>>
>>8237343
Yes, I am. I just care that I enjoy doing it.
>>
>>8236551
>lot fight rekkr hours
Rekkr fragfest when?
>>
>>8237346
UnrealEd was my jam back in the day. I wonder if I remember how to make a map. I remember the features, but not the specifics. Maybe it'd come back to me.
>>
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>>8237346
>But what about: Mission 64?
It's great, one of the best SP things I've ran into so far. The only other thing I've invested some time into has been Dark Undergrowth, it's okay. I've not ran into much else, especially not compared to what you've been making so far.
>>
>>8236687
Will it be as good as quake boom?
>>
>>8237387
Welcome to Blighttown.
Funnily enough, Heretical Doom let you speedrun these levels in a few seconds by abusing dash and the staff's alt-fire. If I was actually good at speedrunning, I'd make a video.
>>
>>8237195
>Deep One
Wait, what..?
>>8236920
Oh, for fuck's sake! I knew Deep One isn't something new, but come on. That's what you get for not working on your ideas, fellow anons. Don't be like me.
>>
>>8237357
Soon? In case Revae still planning to host it on Clovr.
>>
>>8237239
Get a draft together then before I Joe-Ilya you and take the slot.
>>
>>8234616
touhou
kgs88
gm.dls
>>
>>8237343
>Quakewulf
Did he make that Sonic Mayhem mappack?
>>
I bought rekkr
>>
>>8237523
Neat. Watch for barrels and don't be a dumbass with the rune rockets.
>>
>>8237531 Ok thx for telling me
>>
>>8234442
It's funny that The Rock and Doomguy go way back now. It's over 15 years since the Doom-movie was released.
>>
>>8237521
Yes.
>>
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>>8237551
Playing it for the first time and it's crazy good, what in the fuck.
>>
>>8237482
I had to fix it for zandronum. It's actually scheduled to go up tomorrow at 3AM my time. (I'll be asleep, but it'll be up all day).
>>
>>8236457
i haven't got a square to spare
i can't spare a square
>>
>>8236718
finally, an explanation for why i'm somehow so good at doom
>>
>playing tnt's wormhole map
>wonder how they make that whirring generator noise
>literally just a crusher 4 units in height reset spamming to generate the whir
Amazing.
>>
>>8236315
Since mods made specifically to be run through DarkPlaces exist, probably not.

>>8236406
In viking-land, no less.

>>8236668
Otakon.wad is based on the convention centre for Otakon 1996.
>>
is there anyway to get nblood working with smoothblood and the community voxel pack? I for the life of me cant run two zips only on nblood which is pissing me off
>>
>https://www.quakeservers.net/quake3/server_status/39420/
>18 people playing in Burgerland
Are these people actually real?
>>
>>8237587
Cool. Shouldn't forget to shill the hell out of it, unless I wouldn't be busy or not home.
>>
>>8236551
>single cacos die
The loneliest demon
>>
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making pvs manually is a big pita
>>
>>8237236
>Suppose we can just make it a credits map if you already have a secret exit built.
I don't yet. But I can expand the map to include it then, if it makes it through.
>>
>>8234442
what do you think of doom speedrunners?
>>
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>>8236483
>>
>>8236668
Going Down is based on Facebook headquarters
>>
Map 31: High Concept/Puzzle/Gimmick Map
Map 32: Slaughter Map

While i think this is a tired cliche, what wads executed this idea the best?
>>
>>8237864
resurgence
>>
>>8237710
works on raze
>>
>>8236036
>>8236005
good lord I thought this was a halloween pack
how much crazy shit have you guys added
>>
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>>8236005
Escape from the Miasma District mapper here, I've been doing some additional balancing and general polishing. There's also one more secret area I've added, so when it's completed and populated I'll post in the thread and send you an email, with proper readme and map source this time.
Also, did statue monsters always strike this running pose in DoE? I'm not sure whether it's an animation bug or I'm confusing them with statues from AD.
>>
>>8236920
not bad but some seem a bit too detailed for a quake project
>>
>>8236920
Better than Freedoom, worse than Quake. Cthulhu seems to have contracted the Chitin Plague of Diabloom Eternal
>>
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https://www.youtube.com/watch?v=G53V2UuXoPY I think this looks cool but feels cursed
>>
>>8236920
how are you going to animate and model this shit
>>
>>8238000
>Animated voxels
What sorcery?
>>
>>8238000
ejected voxel casings destroying your fps one at a time
>>
>>8238010
All voxels do is replace sprites

if you have a bunch of sprites animated together there is nothing preventing you from replacing every one with a voxel
>>
>>8236920
looks alright, but knights and deathknights don't belong together.
>>
>>8238000
probably the best 3d model mod I've seen for a retro fps so far
>>
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>>8237913
>how much crazy shit have you guys added
Yes.
>>8237928
That's the default pose if you don't set the 'frame' value.
>>
>>8238000
I can barely tell the difference honestly. Maybe it's more apparent when playing the game yourself.

>>8238013
It's only really GzDoom's awkward faux-voxel implementation which is so resource intensive, true voxels aren't that bad, as you can see.
>>
>>8238000
Everything inanimate works, but I don’t like the enemies and corpses being voxeled.
>>
Found an old game from 1997 that uses the Marathon engine with a gameplay similar to SWAT 3 and 4 while predating both games. It looks like it's inspired by Wolfenstein with some retarded antagonist groups but I think that's part of the charm.
https://www.myabandonware.com/game/damage-incorporated-3ig
However, it doesn't work with Aleph One, you download it and play it. If you can bare with old FPS shitty controls (>arrow keys for movement) and have the patience to learn the controls, you'll enjoy it.
>>
>>8234443

luciusDXL released some The Force Engine gameplay, claims that all of the basic enemies and a few of the bosses have been integrated leaving only 3 bosses to finish and level completion, VUE animations, enemy generators and various bugs and issues are worked on.

https://www.youtube.com/watch?v=aOnNjCdsswM
>>
>>8238050
>I can barely tell the difference
That's kinda the whole point.
3D that fits the style just as good as original 2D
>>
>>8238000
My refresh daemon is init.
>>
>>8238140
I thought he vanished back in 2017
>>
>>8238182
But what's the point if the sprites look as good anyway, and if at least half the time I notice the models, they stand out and look awkward?
>>
>>8238195
>there's barely any difference between 60 and 30 fps
>>
What is the reason for Doomerboards' "Mapping Workshop" board being members only?
>>
>>8238195
There is no sharp change between viewing angles for one
>>
Are there any other wads like A.L.T.?
>>
>>8238205
That's not the same thing.

>>8238216
Yeah, and instead there's awkward clipping. My brain just rationalizes away the rotations anyway, so it looks fine with 2D.
>>
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Spriting with shitty vision sucks. At least I'm almost done.
>>
>>8238243
>That's not the same thing.

it's not, but you use the same argumentation 'i don't see any difference, so why does it need to exist?'
>>
any wads that mention the arc of the covenant
>>
>>8238264
Jews and secrets of Zion's Wisemen.
>>
>>8237750
Damn, I thought you said vita, then I read your post again.
>>
>>8238224
Going Down. By extension also Hellevator, though I don't know if it's as trippy.
>>
This doom 2->3 overhaul mod is pretty cool so far
>>
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>>8236452
>>8236456
>>8236459
>>
>>8237296
boing
>>
>>8234453
Does MBF do away with power of 2 requirement for texture width?
I used "Stay out" decal on my map, and it works fine, but width isn't right.
>>
>>8238294
>>
>>8238356
>Does MBF do away with power of 2 requirement for texture width?
no
>>
>>8238294
>>8238360
I'm so tired I forgot to write.
I already have Going Down on the list.
Will check out Hellevator, thanks
>>
>>8238356
It does not. I was hoping the texture widths would be fixed by now.
Would be tits if ports like DSDA could move away from that limitation, but maybe it's not that easy.
>>
>>8238378
Should be as easy as changing a single number inside TEXTURE1, really. Since it's a simple decal.
>>
>>8234453
What is the minimal version for gzDoom to run this thing?

>>8238378
DSDA seems to display it correctly, and PrBoom+ seems to crash on me so I can't check.
>>
>>8238378
It works in the opengl renderer, but not software mode.
>>
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>>8238050
>I can barely tell the difference honestly.
It's hard to tell when they're facing you and even more when they're at a distance. It's when they're up close where you notice how chunky a lot of things have to be because of the voxels.
>>
I like that place.
>>
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>>8234442
After the death of CROM FFA server, Quake 3's active population is now concentrated at q3retro.com. The servers listed below are busy every day. Some bitter retard here keeps calling me an admin, but I'm just a random player, who isn't very good, that wants to see the community grow.

Game: https://archive.org/details/Quake_III_Arena_Id_Software_1999

Latest patch:
http://www.quake3world.com/files/updates/quake3-1.32c-win.zip

OSP mod (extract to baseq3 folder in install directory):
https://www.q3retro.com/maps/misc/OSP-Client-Files.zip

Suggested config (update q3config in baseq3 folder):
https://steamcommunity.com/sharedfiles/filedetails/?id=243509036

Populated servers:
FFA - ffa.q3retro.com:27960
CTF - ctf.q3retro.com:27960
Freeze - frz.q3retro.com:27962
>>
https://www.doomworld.com/forum/topic/125184-list-of-every-westernwild-west-mod/

If you're on doomworld. Please encourage ScubaSteve to finally release Raynor's Tale. One of the most sought after wads for doom. By either liking his comment or encouraging him.

He has the beta in a 90% completed state and it's been abandoned since the early 2000's. The original creator of it abandoned it.

This would be like if Kama Sutra 2 were abandoned and someone else held the wad in an uncompleted state for 20 years.
>>
>>8238458
Sk0oGe is watching you.
>>
>>8238503
Why not just fucking finish it?
>>
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>Doomguy SR50'ing in the background
>>
https://www.youtube.com/watch?v=JYGrioYQdQ8
what are some good mapsets that use mirrors?
>>
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HYPE
>>
>>8238520
He didn't make it the guy who made it disappeared. If he releases it I'm sure someone will finish it since there is a lot of enthusiasm in the wild west modding community for Doom.

anyway he mentioned he does intend to relesae it and he still has the file. But who knows when that would be
>>
>>8234453
Hey Vaeros, I don't know what happened but the V7 resources that I downloaded didn't have the right DeHackEd. Here's a reupload of the lastest DeHackEd version.
https://pastebin.com/t84LMh0L
>>
>>8236709
I'd like to try some day, but first I need to transition from doom maps to q1 maps
If you're posting this because you are hungry for maps/communities - check out this site https://www.runthinkshootlive.com/
>>
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>>8238046
The dragon has two obituaries tied to it, dunno if you know
>>
>>8238190
Nah, he is active, but i'd not give TFE high hopes considering the DarkXL history.
>>
>>8238571
Shit, OK, i'm hyped.
>>
>>8238757
Had no idea, thanks!
I'll make it randomly pick one.
>>
>>8238210
40oz's way of trying to get new members. No one else likes it
>>
>>8234442
Is there any reason to use regular nailgun if you have super nailgun in q1?
>>
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>>8234453
we need this texture, but with /vr/'s address instead
>>
>>8238860
vs grunts. or vs far away scrags. or with a quad
>>
>>8238860
Most enemies will continue to block shots for the first few frames of their death animations, so the regular nailgun is less wasteful if it hits during that time.
>>
>>8238864
Nah, we should use DB one to show solidarity.
>>
>>8238970
Nah, fuck them.
>>
>>8238385
>What is the minimal version for gzDoom to run this thing?
None, 4.7's beta-level MBF21 support doesn't quite handle it properly. Dunno about the SVN 4.8 previews.
>>
>>8238989
I'm slightly miffed at that, because that means that I have to wait to be able to properly test the map in GzDoom. Oh well, DSDA is the target anyway.
>>
Question about REKKRSL's ending:
Who's the guy you kill at the end (the one that holds heart and skull)? King of the land? He struck a deal with forces of evil?
>>
>>8238970
Nah, fuck them.
>>
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>>8238571
>GZdoom
>>
>>8238864
Hah. Would be funny to do.

>>8238970
>solidarity
For what, having a stupid beef with Doomworld? Lord knows I'm sympathetic with some members being jilted by Doomworld, but Doomer Boards' and Doomworld's quarrel is a whole bunch of old forum drama which really doesn't concern us directly.
I'll remind you that their entire divide is primarily between modstaff of Doomworld and Doomer Boards having petty falling outs, and that these people are largely a bunch of insufferable faggots (SomethingAwful goons, even, one of the worst faggots on the web these days), so let them sort that out themselves and just stand by the sidelines, we're better than that shit.

The only direct beef that WE have with Doomworld is that they're no-fun bitches who can't handle some friendly colorful language, no sense escalating that if we don't have to, it doesn't take much for us to be better than them here.
>>
>>8238864
the project's tagline is just enough, nobody gives a shit about /vr/ and I don't want normie retards and shills to come here anyway
>>
>>8239039
That's a really good point. People paying attention to our project releases is nice, but if they aren't cut out for 4chan they can fuck off.
>>
Has anyone here tried playing Counterstrike on a LAN recently? I haven't played 1.6 in so long I don't even remember how to set up a LAN server.
Is this something that ever gets discussed on /vr/?
>>
>>8236551
>zero pillars
then how are we supposed to keep the ceiling up, word cloud?
>traps ok
well yeah, this is 4chan.
>pistol rocket
is that a pistol that fires rockets, or a rocket with a pistal taped to it?
>>
I'm a n00b to all this, so go easy on me if this is a retarded question, but is it possible to play the older versions of Doom like 1.1 in a sourceport, with the uncapped armor and different enemy behavior and all that? Or will I have to run the actual old EXEs in dosbox?
>>
>start reviewing WADs on youtube
>don't realize how hard making videos is
>they sound like shit
>start with Maximum Doom for some retarded reason
>channel dead before it even began

I have marginally more respect for ecelebs that do this shit. Thank God I have autism or I would have already quit.
>>
>>8234453
where the fuck are those cool coloured tech doors? They are gone from the texture pack
>>
>>8239061
Not sure but I got it to run in dosbox without too much hassle. I think doomkid had a video about it?
>>
>>8239064
You can always try again, and just not do Maximum Doom. Also don't have to be some online celebrity to just say your piece, some of the comfiest efforts online can involve just a couple thousand regular followers, or a couple hundred regular followers.

Tiny fame can be nice, if you keep it real.
>>
>>8239078
I actually like playing some of these old max doom wads though, but I am gonna mix it up with other stuff. Might start HFFM soon actually. Thanks for the encouragement though. I have 7 subs which is kind of cool.
>>
>>8239087
Make that 8.
>>
>>8239027
>I'll remind you that their entire divide is primarily between modstaff of Doomworld and Doomer Boards having petty falling outs, and that these people are largely a bunch of insufferable faggots (SomethingAwful goons, even, one of the worst faggots on the web these days), so let them sort that out themselves and just stand by the sidelines, we're better than that shit.
Isn't that pretty much how 4chan was created, a bunch of SA goons not liking moderation of a website and leaving to create their own?
>>
>>8239064
If you play-review recent low-profile releases, you won't have much competition and would do invaluable service to the community.
>>
>>8239064
>>8239078
>>8239087
im seconding this. i'd love to watch a down-to-earth wad review channel. having real passion for the game is a great start. ive known people whos interest in doing reviews, as well as their content quality, sunk way the fuck down, because they never loved vidya in the first place. youre already doing a great job as far as im concerned, and i think people could really appreciate your content. but maximum doom really is a bad choice imo, unless im missing something its just shovelware, and none of those wads are bad in an interesting way, just lazy. i recommend checking out periditions gate, as it was a rejected third WAD for final doom. would make for a cool video.
>>
>>8239103
The difference is that goons aren't in charge of shit anymore, haven't been in a long time, and goons are mostly forgotten.
>>
>>8239107
This would be a good niche. I'd obviously suggest not holding back either, like, be polite about it (unless it's unfathomably egregious), but be frank and give criticism where it's due.
>>
>>8239093
Thanks man.
>>8239116
>>8239107
Maximum Doom does have some interesting stuff going on imo, but I do plan on doing other stuff. Hell to Pay, Perditiions Gate, and the Lost Episodes are on that list. I have the Lost Episodes book lol. There are a ton of wads that don't get talked about enough. Just hope I can do them justice.
>>
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>>8234442
alright, which one of you is this?
>>
FRIDAY NIGHT FIREFIGHT TIME, BABY! TONIGHT WE'RE PLAYING SUPERFAST MAPPING: DEATHMATCH EDITION. JOIN 104.128.49.2:10773 WITH ZANDRONUM AND JOIN THE FIREFIGHT!
>>
>>8239145
>Nax
Around Nax, never relax.
>>
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>>8235664
It's just Arti's default form. He's supposed to feel vanilla and straightforward there.

>>8235763
You're correct.


>>8235725
And your sword changed because you picked up berserk packs, from the looks of things you picked up several thanks to colorful hell being an unbalanced nightmare.

How the fuck did I not see these posts the other day?
>>
I like to quicksave on the hard parts.
>>
>>8239116
There’s always Dean of Doom
>>
>>8239014
That's the one. Before he became the E2 boss.
>>
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I am very, very tempted to replace these Barons with another Archvile or two.
>>
>>8239212
>He's supposed to feel vanilla and straightforward there
Haa, I see. Well, that explains that.

>And your sword changed because you picked up berserk packs, from the looks of things you picked up several thanks to colorful hell being an unbalanced nightmare.
Yeah, it is, but it's fun in a chaotic way. Through it feels like Combined Arms makes all enemies bullets faster and more accurate, I tried vanilla just to check, and projectiles ARE slower.
Same with Heretical Doom, it buffs enemies.
>>
>>8234453
Are we doing co-op support?
>>
>>8239240
Well Combined_Arms by itself shouldn't effect enemies, it's Malefactors that effects them.
Unless I have done something incredibly stupid, and I don't even know how the fuck I would have done that.
>>
>>8239249
not him but the funnest thing you have ever done is break all the hitscan enemies with combined gaiden mod
>>
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>>8239252
Oh with how the spider mastermind couldn't hit you?
>>
>>8239257
ye, I have no idea how you could have missed this in play-testing lmao.
>>
>>8239268
Well how often do you deal with spider masterminds in an average session?
>>
>>8239249
I dunno if I have malefactors on, but I can conclude that Heretical Doom and Combined Arms make all enemies deadlier.
>>
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>>8239269
I mean it effected all hit scans enemies no? Chaingunners can't miss all their shots.anyway have a nice day man.
>>
>>8239243
Voodoo scripts are always touchy with multiplayer, so generally no. Nothing stops you from putting in multiplayer spawns, but I wouldn't labor it too much.
>>
>>8239123
GBS was just as bad as reddit/social media today
>>
Looks like Bloom is releasing on the 31st.
https://twitter.com/bloomteam666/status/1449045333460365316
>>
>>8239064
If you are who I think you are, then please keep going. Your reviews are based, and I'm enjoying them a lot.
>>
Since quakewulf posted a new screenshot showing curved slopes with railings on his twitter, is that even possible for Q2 mapping or even HL and Q3A using Trenchbroom or they never cared to do that outside Q1 per that quakecon video?
>>
>>8239167
Ayo server is empty, come join before I violently cum a gallon out of boredom
>>
in quake 2, do the stroggs have any main alien species behind the cyborgs or is it mostly a mystery, so you only fight the creations they made using other species like humans?
>>
>>8239064
link to the channel?
>>
Hey lads, is there any "Must play" or some shit like that for Quake 2? Mods and mappacks I mean, like Eviternity or Arcane Dimensions
>>
>>8239474
Start with Loki's missions first and then Zaero
>>
Can I play Heretic, or other Doom-Engine games on GZDoom?
>>
>>8239582
All of them, yeah.
>>
>>8239596
Ok, thanks.
>>
Map 18
Mapname: The Torture Garden
Author: Velcrosasquatch
playtime: 10-15 mins
MIDI: Please Love Me Once More from Silent Hill 3

A quick V2 for the more glaring issues
Hopefully I got most the visual hiccups
Mainly for slight polish
Exit still mostly unfinished

For the record if its better suited somewhere else on the map listing I really wouldn't mind it being moved if someone didn't finish their spot.

https://mega.nz/file/oPhC2JSK#efqAqQRzc-GFhSjRvxqS1mEP3f9OCk1KMs6yWbCQ6C4
>>
Out of curiosity, any medieval weapons wad for Doom? I mean stuff like bow&arrow, crossbow, and so on. And no ethereal crossbow or magical stuff.
>>
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>>8239474
There's two I've been messing with. Mission 64 has been a port of the N64 levels and a bunch of other features, quicker weapon switching, bullet tracers, other fun bits. It's good if you're looking for a more "colorful remix" of the original campaign.
The other I've been trying is the Sonic Mayhem mod. Gorgeous and good levels but they aren't easy to navigate or fight through, if you're not comfortable with the game they can filter you.
An anon has been posting progress on his map here, that's something to look forward to; it looks fantastic.
>>8239491
>Zaero
I said I wouldn't forget this and I totally did, trying it now.
>>
>>8239601
Your welcome.
>>
>>8239649
FUCK
>>
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>>8239167

Ahw shit missed it again, there is always sunday i guess. Whomstever is hosting, you da realest :=D
>>
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Working on a new area now. Curves in GTKRadiant are not easy, but it needs to be done.
>>
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>>8237562
Oh, thank you. I spent a lot of time on it. More time than many indies spend on their games.
>>
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>>8240004
It's incredible looking especially compared to most indie shooters and it plays great too. This is the kind of Q2 content I've been looking for.
>>
>>8239996
This reminds me of Marathon Infinity.
>>
>>8236920
I still dont quite understand why people make these, its so easy to just pirate or get a hold of Doom Quake Duke etc etc that making a "libre" rendition just feels pointless when you could just easily make a new game with new assets for yourself. The only thing I can guess is that the idealism of it drives these people
>>
>>8240201
>mod compatibility
>won't get in trouble for accidentally leaving assets in when doing a TC
>>
>>8240204
Yeah but most doom mods use the doom assets so compatibility looks like shit when monsters shift frames from the freedoom art to the edited official art, or hell, arcane dimensions uses so much from quake and hexen 2 even
>>
>>8240214
iirc the point of freedoom was simply to allow you to play map packs without needing doom2.wad
>>
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What are your thoughts on megawads that are stingy with ammo?
>>
>>8240231
pisses me off along with the ones that enforce in-fighting
>>
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>>8240231
If it's balanced right I hardly noticed. I think the most strained I've felt in recent memory came from DOPA, it was brutal.
>>
>>8240201
Freedoom is pure soul.
>>
>>8240218
and you can sell your mods with it unlike doom2
>>
>>8240270
Have there been any major commercial projects which used Freedoom assets yet?
>>
>>8240264
freedoom sux
>>8240282
Grezzo Due
>>
>>8240303
no u
>>
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>>8240264
Freedoom is pure community/fandom based soul but the next version will remove the butt so yeah pretty much unplayable, you can see the new sprites from the freedoom-master.zip on the github page but it will never be the same without this wagon draggin' and fraggin'
>>
>>8240395
Pourquoi pas?
>>
>>8240395
Because French people wanted to play it, but Frenchies have infamously ooor English skills, so they wanted a translation.
>>
>>8240395
The French can't live without translating everything.

t. speaks french
>>
Man this Diablo 3D is truly so good. Cheers again to whoever brought it up recently and made me aware of it, The guy doing the lightning sorc.
I actually beat D1 and am at D2 now. Just finished den of evil.
>>
>>8240538
What's that mod you're playing, that adds spells that use WoW spell icons? I remember using a mod like that once but couldn't remember what it was called
I don't think it's Diablo mod because I never played that
>>
>>8240570
Diablo 3D is based on Wrath of Chronos which is probably what you're thinking of.
>>
Ok how the hell do you play Quake 2 64? I got an emulator going and the controls (I was using an Xbox controller) were too wonky with all presets. Is N64 controller really the only option??
>>
>>8240589
>I was using an Xbox controller
Map it to KB+M instead.
>>
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>>8238531
Those shorts are doing things to me...
>>
>>8240231
no sir, i don't like 'em
>>
Has anyone compiled all the master levels into a single wad?
>>
>>8240724
Wadsmoosh does that I believe, there should be an already smooshed one in one of the op links
>>
>>8240395
Frogs are as good at foreign languages as burgers, but intentionally.
>>
Any good UDoom wads released in the last 2 years?
>>
>>8240740
Ever heard of Rekkr?
https://youtu.be/L_4MhHAv8h8
>>
>>8240781
Yeah, REKKR, Sigil and Lunar Catastrophe were the last wads I played for UD. I went off clearing out my D2 backlog and I want to play something without the SSG again.
>>
>>8236883
Yeah, I noticed that in later levels the flameboys (I love their mechanical sound) become a high priority target in tight corridors otherwise you get the full blast and it's not pleasant.
Same thing with the rune porters, I got instakilled multiple times because they happened to be hidden near a doorway right as I come in.
I feel that at the moment all of the new enemies are situational but that's not a bad thing necessarily. I guess it's just that their introduction was a bit tame, it gives the player a bit of overconfidence that gets corrected quickly.
That 3D metal statue was one of the best setpieces in the Doom engine games, Hexen Dark Crucible bridge-tier good and it's just a decoration.
I couldn't find the dog on E4M2, I found the door though so the invevitable replay is going to come even sooner (I had a sneakpeak of the secret level though).
Overall I feel like the encounters are more memorable and engaging than in the first three episodes, thanks to the new enemies as well as more experience with the roster I guess. The weapons feel better and the distribution of said weapons has also improved.
There's a lot of tougher opposition from early on but we also get the arsenal to deal with it and I like that.
Overall, Sunken Land is exactly what I wanted. I noticed a broken balcony in E4M6, but you probably already fixed it since it's right at the beginning of the map.
>>
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Quake 2 weapons mod got an update with multiplayer support. Decided it's a good reason to test out Kex Quake's ability to run mods through splitscreen. This turned out a huge bitch to do:
>opening lobby forces game to id1, have to start through launch parameters
>first controller detected always assigned to player 1, so for player 2 you HAVE to have second controller
>it crashes soon after killing first enemy (due to telemetry, I guess?)
My disappointment is immesurable and my day is ruined.
>>
GOOD MORNING MOTHERFUCKERS. IT'S SCREENSHOT SATURDAY, WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD FUCKING TIME TO SHOW US WHAT YOU'VE BEEN WORKING ON
>>
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i like how this figure was based on q3 doom but still had a classic like bfg and the doomguy face
>>
anyone need BoA 3.0? pw:vr

https://mega.nz/file/EQ52FDKC#HSDHODS6DQfz9HQXk0MDHtzQooz5sbrpZcarOe_sJH0
>>
>>8240943
I think FTE has splitscreen. Probably works better than Kek Quake.
>>
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>>8240353
The fuck is that? wtf
>>
>>8240805
Thanks! I made the mechanical sound by rolling a washer on my desk. And doing something else that I don't remember.
>>
>>8240650
Who knew the demons could be so fashionable.
>>
>>8241184
Considering the sprites in HFFM, we did.
>>
>>8235009
Nice map, pleasantly breaking my balls, those punmpkin heads make you feel like you are deathmatching someone
>>
So what's the latest Halloween resource pack? Still update 6 as in the spreadsheet?
>>
>>8236668
https://www.doomworld.com/idgames/levels/doom2/m-o/odepot
>>
>>8234453
>>8238642
>>8241285
>Hey Vaeros, I don't know what happened but the V7 resources that I downloaded didn't have the right DeHackEd
I just noticed someone else posted it in the last thread, but it wasn't even me and I don't know what it's changed so... what the fuck?

Anyway, ignore that version, here's the official V7 update and I'll post the link in the spreadsheet as well. I wanted to post it yesterday but I had internet problems for whatever fucking reason.

---- HALLOWEEN RESOURCES UPDATE V.7 ------

Link: https://drive.google.com/file/d/1JyrBEV0qLNYHwBbAOyehPYPmykrLPw9-/view?usp=sharing

Spreadsheet (remove the space):
docs.google.com/
spreadsheets/d/1kbnUMRqY6FsUNKRmzpt-QHbXBSXZO44hkubhj6U-qYA/edit#gid=0
>>
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>>8234453
Map 16 Update
Added a porch to the hut, because I didn't know what else to do to make the chaingun area seem more attractive.
Also added co-op support, just because. It's not tested, and probably not balanced. I sure as hell can't do it in singleplayer without dying.
https://drive.google.com/file/d/1Z5Mmltn4mi9hq3VQGyxAgkihbRQ5o5mc/
>>
>>8241376
>because I didn't know what else to do to make the chaingun area seem more attractive.
A ROCKING CHAIR! A ROCKING CHAIR! And if that fails, a rocket chair.
But looks top comfy.
>>
>>8241395
Would a sector rocking chair even be possible?
>>
>>8241359
Did you get my mail?
>>
>>8241398
You mean a moving one or a prop?
I think with a bit of tinkering you could build one out of sectors and midtextures, but I was only shitposting. Maybe put some ni-uh, Imps on that porch.
>>
>>8241359
Swell. Just a dumb question - for the beta submissions do you want ALL maps including those who have already been submitted (in case you missed them or something) or only the missing ones?
>>
is a ut99 goty sealed copy worth something?
>>
>>8241416
An animated rocking chair with 8 directions and a creaking sound would be something.
>>
>>8241467
Hell yeah, and make it like the spooky skeletons only activate when passing
>>
>>8241439
It's just for those who claimed their slots but haven't show any progress or reports on working it. (yeah, basically just the missing ones) I need to see some of their progress on Monday or i'll unclaim these slots again if I don't have any explanations why they didn't show up that day.

If you have already submitted your map before you can still working it with no probs until October 29.

>>8241401
I'll check it out.
>>
>>8241359
Is there any chance you can make a pumpkin decoration (Carved, regular or both)? It would fit MAP31.
>>
>>8241443
Probably. I'd hang onto it if I had it.
>>
>>8239620
>>8239620
>>8239620
Anyone?

>>8240469
Speaking other languages is losing.
I can sympathize.
>>
>>8241398
Yeah, assuming you want it to be static. The seat would need to be made of thin slats or some such. Just takes a little planning.
>>
>>8241050
Thanks for suggestion. FTE doesn't have out-of-box controller support as nice as Kex, but at least it doesn't fucking crash few seconds in.
I wonder if FTE can detect multiple keyboards/mice. Serious Sam's splitscreen mode allowed that, and it's great.
>>
>>8241491
You mean additional ones?
Because there is a pumpkin lantern already.
>>
>>8241663
Hm, I didn't notice. I'll look again.
>>
Is Violent Rumble's devkit completed or are there going to be more additions for the full release of the maps?
>>
Playing through some random Quake 2 user maps, and I've never noticed until now that a lot of the hitscan attacks function the same way they do in the previous game, and can be negated or avoided outright with consistent strafing. Not those parasites though, fuck them.
>>
>>8241678
>and can be negated or avoided outright with consistent strafing
Yeup, nearly all of them except for the basic guards - which is perfect considering their health pool.
>>
I love Half-Life!
>>
I installed Soldier of Fortune from GOG and it doesn't work on my PC but it did before, what happened?
>>
>>8241671
In terms of features, I'm not planning anything else besides an overhaul to the grapple that I'm working on right now. I need to update and cleanup the FGD though - including adding a few mission pack things that I just discovered weren't included in PD2 but ended up in the combined progs (trap_gravity_well and trap_tesla_coil, for instance).
>>
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>>8241709
and Half-Life loves YOU
>>
>>8241761
Word. Thanks.
>>
>>8241747
I remember I used a patch for it last year that made it work on modern systems and fixed a couple of bugs. Just google around.
>>
>>8241761
uh, gaunts are invincible now
>>
>>8241781
!!!!!!
>>
>>8241781
Whoops, forgot to unchange that before last release. New progs.dat is up.

I guess if anyone wants to test what I've done to grappling so far you can go ahead. I've added a 'quick grapple' button (impulse 240, default E with new quake.rc file) that should make grappling in combat more viable. Pulling enemies towards you is also greatly improved, though you still need to be on the ground. Grappleable enemies include:
>grunts
>enforcers
>knights
>axemen
>dogs
>gremlins
>vorelings
>zombies
>>
>>8241860
quick grapple doesn't allow you to let go early, is that intentional? or some kind of limitation?
it's very rarely that I would want to pull up all the way to the anchor.
works otherwise, doesn't flip enemies, and gaunts are fine.
>>
>>8241912
Either pressing the same button again or right click (or whatever you have the railgun zoom bound to) should let you go.
>>
>>8240943
really? developer claims otherwise

>Another engine that handles Q2M really well is Kex, the engine used by Nightdive Studios for Quake Enhanced.
>>
>>8241663
I got the newest version from the post and I don't think there's a carved pumpkin. There is a pumpkin marine, but that's about it.
>>
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>>8240948
made significant improvements to the final room of MAP14, based on feedback from here (and some suggestions others have made)
currently working on the skellington graveyard area (added some tombs with Revenants on em, plus some goodies in the surrounding forest), but it isn't as cool-looking so I'm not posting a screenshot of that
>>
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>>8241948
>>
>>8241956
Oh, so it's not a new object. Now I feel stupid.
>>
>>8241959
DId you not know this? One pair of hanging legs is a hanging chandelier now, too.
>>
>>8241936
>well written post detailing an issue using Kex and the mod, even providing an image
>”but the author said it should be fine”
How do you think that’s helping with his issues, unless you can’t read/are trolling?
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>>8240064
Well, what can I say... it had to be done, and i've been doing this for over 20 years now, so it just came naturally.
>>
>>8241928
well, is this a limitation then? I'd expect "full" and "quick" version to work the same way.
also: with full version, letting go of the button before the grapple hits anything prints "test".
>>
Talk about indie fps, the Fallen aces demo and arthurian legends surprised me.


Its kinda insane we are getting so many of these games now. The fuck is happening.
>>
Bros I think I have shit taste... tried BTSX Ep1 and it's just... too good. Doesn't feel right or good to play. Back to WOW.wad with me.
>>
>>8242007
>arthurian legends
Played the demo and legit loved it. I'll probably pick up the game here soon.
A lot of these were in development for a long time. Arthurian legends was announced at back in least in 2019.
>>
>>8242054
Its near release if the demo is available, same with fallen aces. They are both tight solid.

Arthurian Legends caught me by surprised since it looks a bit too hard on the dos game appeal, but fuck the gameplay is nice and the items actually useful.

And guess the fuck what fallen aces has immersive sim elements.
>>
>>8241936
I may have been not clear enough, sorry. My post didn't mean to shit on mod but rather on Kex Quake's functionality. Setting up splitscreen for mods is inconvenient, and after that game crashes very easily. That's what disappointed me.
It's not Q2M's fault. I also tried running AD, and it crashed almost immediately. Though both run fine in single player (well, except for AD's "Tears of the False God" map).
>>
>>8242069
>And guess the fuck what fallen aces has immersive sim elements.
Glad games are starting to lean this way. I can only take so much of the "super fast bang bang bang" gameplay at a time, so it's nice to see some more methodical games coming out.
>>
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>>8242007
>Its kinda insane we are getting so many of these games now. The fuck is happening.
Sad paradox considering how much Wrath is in limbo and Ion Fury's expansion got delayed (and still no GOG patch...). Amid Evil has some expansion out """soon""" as well but I'm not interested if it's without some basegame fixes.
At least with Sunken Land I can now say Rekkr's up there with Ion Fury and Overload as the best of these 90s-styled official releases. Fallen Aces I'll look into because it looks like it can hit some Action Doom 2 nostalgia spots.
>>
Did Windows 11 fuck midi support in windows media player? Had to download and use vlc to listen to midi files again.

> windows 11
I know I know.
>>
>>8242273
>windows 11
but why
>>
>>8242296
>>8242296

be grateful, someone has to be the guinea pig so the rest of the world can know that it doesn't spontaneously combust your computer, or fuck up the sound system settings in your favorite game
>>
>>8242312
>guinea pig
It's not about being a guinea pig, it's about having experienced the absolute turd of an OS that 10 is and not wanting more of that.
>>
>>8242151
Its like they are making the same trajectory golden age fps made.
I dont mind I love non linear level design and stealth elements.

Dishonored 1 2 was not enough during these dark times, its a bit meh.

>>8242252
I honestly don't really care about Wrath or IF so yeah.
But I am honestly surprised by some of these like Gloomwood, Aces, Arthurian, hyped for core decay as well. We get what we get.
>>
>>8242319
>Its like they are making the same trajectory golden age fps made.
That's an interesting thought. That means we only have a scant few years to hit that brown and bloom military shooter era.
>>
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https://youtu.be/ke0Aqmj_T3I?t=2137

SOVL
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>>8242273
>in windows media player
For what purpose?
>>
>>8242296
Developer stuff that I wanted to test out. Don't worry about it. Anyway, midi still works it's just windows media player that's being a bitch for some weird reason.

>>8242342
It was just a default, I use virtual midi synth to actually playback better soundfonts.
>>
>>8242329
It's going to be impossible to recreate because there's no epiphany from everyone discovering multiplayer, and the interest in "arena multiplayer fps" is nearly the opposite of what it was then.
>>
>>8242329
Yep.

Which in this case I think is most of these devs being scalped into some gay company and buying Porsches.
>>
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What are some other fully 3D classical "arcadey" shooters, like Quake? It seems like once full 3D engines became widely available, shooters stopped pursuing that formula.
>>
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>>8241991
The idea is you can zip around quickly, yank enemies to you, and still use your weapon but ultimately have less control than keeping the grapple out. And yeah I forgot some debug text.
>>
>>8240242
Because every 2nd enemy is a fucking death knight and they soak ammo and give nothing in return.
>>
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>>8242510
Because of that, you'd want ammo placed appropriately. Instead, DOPA has a giant shell fetish and expects tons of super-shotty-only fights from you with how little it crumbs you along with nails and rockets. Their new episode is much better about this.
>>
>>8242449
I get that, but since you got the same freedom to unhook early anyway, I don't see why it shouldn't have consistent controls.
hell, I've used the hook plenty and I didn't even think to try second click to cancel. why do you expect a random player to intuit this?
>>
>>8242615
I don't know, I guess I found it straightforward enough with left click being reserved for your weapon. If you've got a better idea for the controls, then I'm open to it.
>>
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I don't get it. My brutalist Quake 2 map is doing bizarre numbers on Twitter. Not that many people like or share on the platform, but otherwise I've not pulled these numbers on there in a very long while (when my Doom-art went viral).
What gives? Was the entire world starving for a Brutalist-themed Quake 2 map?
>>
>>8242331
I got kicked out of this project because I made fun of some of the trannies in the dev discord.
I'll see if I have my voice acting files somewhere.
>>
>>8242640
>a better idea for the controls
the current "hold,release" controls of the full version. just apply those to the quick grapple hotkey.
unless it interferes with shooting, which is why I was asking if there's an engine limitation or something.

since you're digging around grapple code anyway, I'll throw in a couple more suggestions. I think the red mode could be useful as a slower, more deliberate mode. to that end, I'd disable its dangle timer and instead add the ability to reel the rope in and out with mouse wheel (impulse 10/12). idk how much work this is though, feel free to ignore it.
>>
>>8242668
Well its good to see some of the anons here getting some spotlight.
>>
I didnt play much quake when I was younger, but a year or so ago I got quake set up on the sourceports and I realized the weapons are really boring. You have a shotgun, a double shotgun *That feels way worse than doom* a nail gun, a super nailgun, a rocket launcher and a grenade launcher. Was Quake deathmatch just rockets and grenades all the time?
>>
>>8242743
And LG.
>>
>>8242754
Oh yeah, sorry, forgot about lg
>>
>>8242767
You're gonna be sorry.
>>
>>8242743
>You have a shotgun, a double shotgun *That feels way worse than doom*
Hilariously subjective, just as much as comparing double to single barrels in vidya. When you consider the shotguns in the Doom games and Quake 2, Quake 1's are the most balanced to each other.
>>
>>8242698
>the current "hold,release" controls of the full version. just apply those to the quick grapple hotkey.
That would make sense... the problem is that I don't know how to make an impulse command holdable. The fire button works because it's hardcoded at engine level (button0) and you can always check its state. I'll try looking into it more though.
>I think the red mode could be useful as a slower, more deliberate mode. to that end, I'd disable its dangle timer and instead add the ability to reel the rope in and out with mouse wheel (impulse 10/12). idk how much work this is though, feel free to ignore it
That's not a bad idea, but it would indeed take a very long time. I think for now I'd just like to try making the physics less janky for now.
>>
>>8242007
Enjoy it while it lasts. Once all that GZDoom shovelware hits the surface, the party will be over.
>>8242252
>and still no GOG patch...
From what I understand, GOG are just really slow when it comes to that stuff for whatever reason.
>>8242329
>That means we only have a scant few years to hit that brown and bloom military shooter era.
I think it will end earlier than that... If it didn't already, which is honestly how that feels like to me. We're surely moving into "Retro Immersive Sim & other genres" trend and that's awesome.
>>
Anybody here play Chasm: the Rift on Dosbox? Game runs fine but I'm having trouble with the mouse input. Even with the mouse perfectly still it makes the character spin and there's no way to turn it off that I can see.
>>
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>>8242789
>I think it will end earlier than that... If it didn't already
Oh yeah. Besides the few I mentioned, the rest of the major retro shooters felt like they compared poorly to what people have made for Doom, Quake, and Build.
>>
>>8242791
I've had this exact problem and I have absolutely no idea how to fix it other than redownloading, here's David Szymanski's Chasm portable, just click a .bat to play and it should be fine

https://drive.google.com/file/d/0B29kL7cygjVuTWh0LW9XX2xLTlE/view?resourcekey=0-SP1M9ioCBkkAafgeFIPy5Q
>>
>>8242782
>don't know how to make an impulse command holdable
try something like:
alias "+hook" "impulse 240"
alias "-hook" "impulse 241"
bind mouse2 "+hook"
>>
>>8242825
That's the version I've been using; reloading didn't help. Thanks though.
>>
>>8242829
Oh, right, I'm retarded.
I'll give it a go in the morning.
>>
>>8242331
The animations for the Tomb Fetus teaser thing are excellent.
>>
>>8242671
I'd be interested to hear them.
>>
>>8242789
I certainly dont mind immersive sims.

They are the genre that benefits most from not going ultra graphics and just focusing on level design and systems.

Hope it does not end. I am buying them.
>>
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how do you port Blood's alpha maps into retail?
>>
I beated Ion Fury today. It was pretty cool. I wish there were less underground complex levels though.
>>
>>8242815
That's probably hard to argue against, ya. Even though I'm not familiar with community projects in general most of the time. It's just that I watched this year's Realms Deep and most of annoucements were... "just there" at best and "please end this" at worst.
>>8242950
>Hope it does not end.
Personally, I hope it would end at just the right time with next big thing taking its place to shine for a while. Question is "What should it be"?
>>
https://www.youtube.com/watch?v=KuB89FTcpps

Download Now: https://batandy.itch.io/goldensouls
>>
>>8243078
come up with some scripts that replace textures and sprites by equivalent ones

then re-do or fix the effects by hand when necessary
>>
>>8243789
>>8243078
alternatively you can keep the textures if you move them over to a new tiles.art file and use scripts to change their tilenums in the maps, that's probably the better solution

that's assuming the textures and their tilenums varried a lot in between alpha and retail
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>>8241975
yeah, i'm trolling by posting dev's comment. take your meds
>>
https://www.youtube.com/watch?v=HabxiE2TCBM
another video by gregor punchatz
he shows some photos and talks about kevin cloud a bit
>>
Moving house in a week without much notice - what are some good, time consuming WADs to fuck about with whilst I have no internet?
>>
>>8244136
Download the entire idgames archive.
>>
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>>8244136
Sigil, times are tough Romero really needs the money
>>
>>8244136
Download Doomkids vanilla wad pack.
>>
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I wouldn't really consider myself a fan of slaughter but I just played the first eleven maps of Sunder and it's the greatest wad of all time I decided
>>
>>8234442
Is Doomguy dying? That tumor on his hip doesn't look very healthy
>>
>>8244163
>t. never had pet rabbits
>>
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What are some other fully 3D classical "arcadey" shooters, like Quake? It seems like once full 3D engines became widely available, shooters stopped pursuing that formula.
>>
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>>8244196
unreal, descent, hexen2, undying, requiem, nosferatu, wheel of time
>>
If REKKR ever gets a sequel, what engine should it be on?
>>
>>8244229
gamebryo
>>
>>8244229
Quake engine.
>>
>>8244229
lithtech
>>
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>>8244036
I can't believe he ripped off King Boner the Stiff.
>>
>>8244196
What do you mean by “arcadey”?
>>
>>8244242
>KEKKR 2 for Quake
>SHREKKR 3 for Quake 2
>PISSR 4 for Quake 3
>SHITTR 5 for Doom 3
Would be based beyond belief.
>>
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>>8243239
I dont think it will end that easily, Its a fun genre. As much as fan community projects picked up speed with doom, thief and quake\hl small indie fps will continue to be made.

Most of the stuff shown in 3d realms were vaporware teasers, but you do have quality poking here and there. Usually not from 3d realms itself.

Thats the surprising thing. Its already kinda saturated. I would still pay good money for a 3 episode ashes2063.

I will also probably get, dread delusion, selaco, graven, arthurian legends, peripeteia...

Shit that's it, they are moving from immersive sim to TES clones and it will implode once TES6 gets released.
>>
>>8244229
revae will want to try different genres and the next rekkr game will be a squad based strategy game like x-com and jagged alliance
mark my words
>>
>>8244259
bigger focus on gameplay and fun mechanics, than realism and story.
>>
>>8244263
>ashes2063
Episode 2 is coming out next week, btw.
>>
>>8244263
>small indie fps will continue to be made.
Of course they will, but who knows how much attention those will get. I mean, roguelikes are still coming out and I wouldn't name you any recent game besides Rogue Legacy 2 and Hades. There's probably much more, but... They're there, that's it.
>selaco
It's funny that you mentioned it since I came to my current conclusion after seeing that game specifically.
>they are moving from immersive sim to TES clones
Wait... I guess you're not wrong. Like, it's not just Call of Saregar out there nowadays.
Anyway, I would wish for more titles like HROT, Wizordum and Skald when it comes to retro indie games.
>>8244273
No. REKKR 2: Floating Land will be a spiritual successor to the best game in existence: Ricochet.
>>
>>8244295
Selaco closes the circle on retro-styled FPS. We've officially gotten to the point where they are now trying to clone mid-2000s console shit.
>>
>bigger focus on gameplay and fun mechanics, than realism and story.
Than for >>8244196 there were plenty after Quake in the form of arena FPS, up until the interest in that dried up the same time the 360 got big.
>>
i thought "arcade style fps" would also rule out hexen because of its unique puzzles
maybe anything that has a stats screen after every level is completed
even if it's not wolf 3d or rott
>>
>>8244295
Immersive sims are cool and all, gloomwood looks really nice but they are hell to make.

I would certainly not mind the fidelity to stay at selaco, ion fury levels, and have tons of Hexen 2 aesthetic TES likes lying around, they will fill a niche that hasn't really been properly filled since skyrim.
>>
>>8244325
>maybe anything that has a stats screen after every level is completed
If it’s specifically for singleplayer, we could point to anything that has an episode select. Quake and Blood are among the last few that did that from what I recall.
>>
>>8244332
meh, my own view on "arcadey" is that combat has to rely more on movement than on positioning. having puzzles doesn't preclude that. but I don't count kingpin, nolf or duke, for example.
forgot to list serious sam though.
>>
>>8244341
>forgot to list serious sam though.
Wow. Same. That is both the height and epitome of “arcadey shooter”, moreso than Quake IMO.
>>
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>>8241978
Wondrous work, keep it up!
>>
>>8242273
use virtual midi synth
>>
>>8244307
>We've officially gotten to the point where they are now trying to clone mid-2000s console shit.
Yeah, that's the vibe I'm getting from it,
>>8244332
>Immersive sims are cool and all, gloomwood looks really nice but they are hell to make.
That's their secret.
>Hexen 2 aesthetic
Just completed Thysis, by the way. It wasn't that bad... Alright, I did use a walkthrough.
>>
>>8242007
>The fuck is happening
there are more indie developers than aaa gaming companies
this is not ending, maybe crashing and burning
>>
>>8242007
it's a glut. there aren't that many good retro shooters coming out. they need to diversify and start expanding to the other amazing sub genres of FPS. I would love to see an indies take on the SWAT and Rainbow Six games. (yes I'm aware of ready or not)
>>
>>8244323
What fps?
>>
>>8244307
Did FEAR even release on consoles?
>>8244273
I don't think I'll be making a sequel to REKKR. If I did it would just be something set in the same world, or a one-off map for kicks.
Next thing will be sci-fi but not lame.
>>
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>>8244513
>Did FEAR even release on consoles?
Yeup. Even squeezed out a quaint console release of the expansions.
>>8244441
>I would love to see an indies take on the SWAT and Rainbow Six games. (yes I'm aware of ready or not)
'Delta Green meets Hideous Destructor' would be nice.
Probably wouldn't be too hard to implement in HD itself, though.
>>
>>8244483
The arena FPS: Quake 3/Team Arena, Unreal Tournament, Tribes, etc.
>>
>>8242331
I do wonder if PySpy is still planning to stick with zandronum, i know now Qzandro exists that pretty much is zandro with better netcoding and extra features, but i do not know if it has taken off.
>>
>>8244529
>Yeup. Even squeezed out a quaint console release of the expansions.
Interesting. I still wouldn't say that Selaco is cloning mid-2000's console FPS's, but it's definitely cloning one mutliplat that I thought was PC exclusive.
Selaco's destruction looks pretty cool. I wonder if they can maintain that level of detail throughout the game. I also hope the environments don't get too same-y. I have hopes for that game, but some minor concerns based on workload. They seem to know what they're doing though. I'm a tad hype for it.
>>
>>8242829
Just put up a new progs.dat and quake.rc. You should now be able to release E to unhook from the quick grapple.
>>
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>>8244559
Yeah it looks fun. I don't have much of an idea of what the level design will be like but I'm hoping it's not FEAR levels of linear, that's the mid-2000's trope I'm worrying about resurfacing. The best ones have been great about it though.
Supplice was slightly awkward in directing the player but it was still fun going through its first level, plus it wasn't a strictly-linear affair. I'll have to see how the other holds up.
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>>8238046
i see the walking can of metroid lol
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>>8241069
free culo
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>>8244578
>that's the mid-2000's trope I'm worrying about resurfacin
That's a fair concern. It didn't bother me with FEAR, but I don't like that it became the norm.
>>
>>8244578
Supplice is made by Mechadon so lack of quality is not a concern
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>>8244291
Next week? Really?

Fucking Nice, guess Ill start from the beginning again. I hope its lengthier than the first episode.
>>
>>8244559
I would be more hyped for selaco if the protagonist didn't look so bad.
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>>8234453
Didn't /vr/ have halloween projects previous years? Anyone got a download link?
>>
>>8244716
Yup. Maybe I should also link it to OP.
>>8234443
Ashes 2063 Episode 2 to be released on 22nd of October
https://forum.zdoom.org/viewtopic.php?f=19&t=69612&start=375#p1202447
>>
>>8244724
An appropriate concern for a third person action game like Oni. For Sellaco the concern revolves around how they make the first-person weapon sprites.
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>>8244775
Anon again just because its first person it does not make it not shit. What the fuck is that excuse anyway?
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>>8244738
We've been trying for years. This is the first time anything materialized.
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>>8244780
>Anon again just because its first person it does not make it not shit
It can be as shitty as it wants, it would still not affect anything unless it has a third person mode. The monster design, level design, encounter design, weapon design, these are what too care about in a first person shooter - and saying "man I'm less excited just because of the first person character" is nothing more than pedantic faggotry.
>>
>>8244802
Pedantic?
You can say its not as important but pedantic faggotry?

You know what's pedantic the limp dicked mediocre waifu baiting they do with these sort of characters.

The protag is important it sets the tone. The gameplay can be unbelievably good it still matters.
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>>8244814
>You know what's pedantic the limp dicked mediocre waifu baiting they do with these sort of characters.
It's simple pandering, but you're plainly a faggot if it's going to get in the way of you enjoying a first person shooter. Half Life would've been much more differently received if Gordon was a voiced protaganist, not if his suit was just a more protective labcoat.
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>>8234442
>https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM

I dont have google drive access to this
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>>8244724
Yeah, at some point I would rather just not have a voiced character at all. But we'll see how they're actually written.
I think the problem is in trying to put a grounded realistic self-insert type character in an absurd environment with absurd combat. It's not even like Die Hard where they just get the shit kicked out of them the whole time and slowly lose sanity.
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>>8244836

It just shows were their minds truly are. On the teenage I want to be taken seriously, cool stronk female badass but now in 2021 with no TNA because its 2021.
The edgy teen that made bimbos was on the other side of the coin, also disappeared.

Selaco girl looks and sounds legitimately awful.
People forgot how to have fun. And have interesting designs.

Just fucking stop and embrace silly seriousness.
>>
>>8244827
Wait, you don't have a Google account? There are really people in 2021 who don't have a Google account? Are you an iToddler?
>>
>>8243789
>>8243802
sorry for being a fat fuckin' noob but how do i open an already existing map in mapedit?
>>
>>8244846
That armor must be squishing the hell out of her tits.
I agree though, the edges are all filed off. She's literally rounded down visually so nothing can be too distinguishing.
That might be fine depending on how she acts in the game, but I haven't heard a lot of that yet. The die hard angle might still work. Maybe she shows damage Oni style (tho ofc not as sexualized because it's 2021) and grafts new armor elements on etc... They won't do that because it's a fuckload of effort, but something like that might work for a series. Mad Max-esque where things just go further off the rails and formerly normal characters have to adapt.

ANYWAY.
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>>8244929
>They won't do that because it's a fuckload of effort…
Having her appearance change over the course of the game? It’s a load of effort for something that could only be utilized in mirrors, if at that.
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>>8244857
nta but you should try the link before posting (it's locked down even when signed in).
even so, that's a weird fuckin attitude. it's my business if I want to avoid telling google about my every step, whether by avoiding its services altogether, clearing cookies, whatever. especially when following links to warez. since when did lacking privacy become a point of pride?
>>
>>8244978
It's 2021. You're telling me you don't have a smartphone?
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>>8244982
I don't blame him.
I didn't have one either, until earlier this year, because everything wants to shove forced two-factor authentication up my ass.
90% of the time, the phone sits there doing absolutely fucking nothing.
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>>8245156
Problem is, if you have any kind of social contacts, you won't get around it.
I had a dumbphone until 2017 or so and only because the battery was dying and a new battery would have cost almost as much as a new phone, so I said fuck it. I hate almost everything about it (apart from having maps and a halfway decent camera at your hand), but I could do without everything else, especially everyone only coordinating everything through whatsapp. At least I could make it clear to my parents that I do NOT want to receive any "funny" pictures, videos, chain mail messages whatsoever, and they actually respect that wish.
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>>8244978
Plus I requested access weeks ago and it hasnt been granted. Why does this keep getting posted if its locked
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>>8245203
Dude, there's a ton of old/dead links, why are you sperging out like that? Does your life depend on it or what?
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>>8245215
it's the first link in the OP. if it's rotten, it has to be fixed/replaced/removed. he's not the one sperging out.
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>>8245242
>he
Sure. You sound really mad. Why are you so mad?
Also, be the change you want to see, anon. Nobody's preventing you from anything.
>>
SUNDAY NIGHT SHITSHOW TIME, FAGGOTS!
Tonight we're playing Armageddon invasion and pray to Benellus that it doesn't crash on us.
Connect with Zandronum:
104.128.49.2:10696
104.128.49.2:10696
104.128.49.2:10696
>>
>>8240201
i mean its kinda meant for people to build off of for total conversions and stand alone games
>>
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>>8236920
>>8237195
heres the sculpt so u can get a better idea
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>>8234453
MAP14
Map Name: Tricks n' Treats
Author: NepNep
Playtime: 7 minutes
MIDI: Touhou 10 - Crimson Maiden ~ Crimson Dead!!! (ZUN arrange)
https://mega.nz/file/P2oxGSzQ#d3WNN1HQsWWiV67Jujc6c2YhjZ_V4IbL45lNwdHrOZA
Update based on feedback and suggestions I've gotten. I've raised the sky ceiling in most areas, revamped the final room significantly (with damaging floors, some changed enemies, some new enemies, some more items, etc), sprinkled some items throughout the graveyard area to make exploring worth it, changed the graveyard fight (added two Revenants, reduced the Skellington count), and added a teleporter to send you back to the start of the gorge area at the bottom, as well as a few other less notable changes.
Planning on revamping the gorge area, giving the terrain in the graveyard forest some more height variety, and making some final tweaks to the enemies in the final room in v3, coming soon(tm).
>>
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>>8234453
>>8245454
whoops, forgot the picture.
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>>8244938
Exactly what I mean. Not worth it. You could have her demeanor change though, and maybe do a single costume change to reveal a breaking point of some sort.
Again, I don't expect any of this or even think it's reasonable. I just expect good shootin' and anything else is a bonus at this point. Maybe it'll all work in the end.
>>
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>>8245395
https://www.youtube.com/watch?v=oZzgAjjuqZM
Fun times in Sunday Night Shitshow!
Still a shiiiiitshow!
Come on down to the shitshow everyone!
Switching hosts since April '21!
See our servers that catch on fire!
It's so glitchy we crash every hour!
Desync so bad it happens 3 times a day!
This guy's killed you at least like 5 times!
Players sound like absolute crackheads!
Don't consider anyone a friend!
Infrastructure based on not knowing how to mod!
Don't buy new servers cause we are broke!
Our main import is absolute psychos!
We're so retarded we can barely keep this running!
It could be worse though, at least we're not megaman!

We're not megaman!
>>
>>8245484
The issue is more her appearance itself.
Even if they got hands on good artists it would still be a shit design.


Something is wrong with some of these devs. The game outside her and the pink blood looks good.
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>>8245484
It will all work out and be just fairly inconsequential if the game design is fun. I worry the most about the voice acting and dialog.
It’s GZDoom, isn’t it? That allows for some more comfortable configuration if need be.
>>
https://www.youtube.com/watch?v=TBrJ7ocqf5U
>>
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>>8244836
>>8245610

>But we'll see how they're actually written.

They say they have "pro" witters and VAs, but I have no doubt it will be shit. I know thse devs type. It will be gay as fuck.

I expect repetitive environments so you can use that destruction tech, a very shit story which does not matter, terrible voiced main grill.

The problem is not only contained to indie games desu, even last remedy game Control, the main character is a fucking oatmeal nobody. Albeit in a interesting setting.
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>>8245682
>Sounds desynched
The video's quality matches the mod's
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>>8245693
selaco feels like an indie game trying to be an aaa game and not an indie game
i think that explains a lot about it
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>>8245740
That's a pretty fitting way to describe it.
>>
Migrate
>>8245736
>>8245736
>>8245736
>>
>>8245395
Great game tonight, thanks for showing up.



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