[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vr/ - Retro Games

[Advertise on 4chan]


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: 1641763461156.jpg (114 KB, 750x750)
114 KB
114 KB JPG
DOOM THREAD / RETRO FPS THREAD - Last thread: >>8498993

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

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://mediafire.com/file/wuniyrhsjjgq4y8
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
>>
=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461
Current release
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

=== NEWS ===
[01-10] Func_msgboard announces a new jam. Theme: AI. Deadline, February 10th
https://www.celephais.net/board/view_thread.php?id=62137

[01-04] Doom It Yourself - looking for mappers (MBF21, color limits)
https://www.doomworld.com/forum/topic/126692

[01-03] Shades of Azure - 12 short, blue maps
https://www.doomworld.com/forum/topic/126633

[01-02] Half-Life ray traced in development by the author of Serious Sam ray traced
https://youtu.be/SsteDE8h6jc

[01-02] Doom 2 from memory release
https://www.doomworld.com/forum/topic/126634

[01-01] e2m1 remake
https://www.doomworld.com/forum/topic/126594-e2m1-deimos-anomaly-remake/

[01-01] Mechadon blog post about Supplice
https://mekworx.the-powerhouse.net/2021/12/31/this-is-a-post-about-supplice/

[01-01] The Victors is out in russian and english on moddb after 12 years in development hell
https://www.moddb.com/mods/the-victors

[01-01] Leaked achievements for possible Goldeneye rerelease/remaster
https://www.trueachievements.com/game/GoldenEye-007/achievements

[12-27] 13 minutes of Quake-related updatess for 2022
https://www.youtube.com/watch?v=ARsN0xldnys

[12-27] Exorcist for Hexen
https://www.moddb.com/mods/exorcist/downloads/exorcist-full-version

[12-25] DBP43: Christmas In Inferno is out now:
https://doomer.boards.net/thread/2365/christmas-inferno

[12-24] Alien Vendetta MIDI pack announced
https://www.doomworld.com/forum/topic/126485

[12-23] RC1 of Ozonia is out
https://www.doomworld.com/forum/topic/103371

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
File: 1630877899348.png (540 KB, 900x1200)
540 KB
540 KB PNG
>>
I finished The Ultimate DOOM + Sigil and DOOM II. Should I play the Master Levels? What about Final DOOM? Are these mega wads even considered canon?
>>
h-doom ruined me
>>
>>8511360
Doomguy here. Every doom wad ever made is canon, including H-Doom. Go nuts.
>>
>>8511360
Play Final Doom and No Rest for the Living, skip the Master Levels.
>>
File: FI0uF4zVUAQG-PG.jpg (2.27 MB, 1919x2158)
2.27 MB
2.27 MB JPG
>>
another guy did a violent rumble playthough (on fast+volley+nightmare): twitch.tv/videos/1259160382
seems like he had problems with items not dropping to the ground when they should, not sure what's going on. guess I'm gonna have to update my maps again.
>>
Man, Coffee Achiever doesn't fuck around with his Violent Rumble maps.
>>
>>8511360
master levels mostly suck
play finalDOOM.
>>
File: cf.webm (840 KB, 300x300)
840 KB
840 KB WEBM
>>8511460
>>
>>8511456
>another guy did a violent rumble playthough (on fast+volley+nightmare)
Neat, I'll have to watch that later.
>seems like he had problems with items not dropping to the ground when they should, not sure what's going on
What items in particular? Some of the shit I had copied over from the mission pack code fucked up gibs and heads dropping for a while, so it could very well be a QC issue.

>>8511460
I still randomly boot up RASTR and just fuck around, even when I'm meant to be working on a new map of my own.
>>
>>8511538
>What items in particular?
respawning supplies at the end of impco (super hacky setup) and the blue card in nbabs. I've only skimmed through so far, so maybe there's more.
also I didn't realize trigger_push affects enemies, I don't think that's the case in vanilla. now that I think of it, it might even be trying to push func_walls since I had to work around that before.

oh yeah btw, I realized that Kex doesn't read .ent files, so it's impossible to grab the nrune in nbabs. I still want to keep the .bsp vanilla, but maybe you could hardcode it in the progs (swap vanilla sigil for ours).
>>
>>8511305
Looking for help:
I'm trying to polish up the old Zombies TC, but there is a bug with the original .DEH file where projectile directions are acting weird.
This happens with Boom ports like PrBoom+ and Doom Retro.
Anyone know why this is?
>>
File: overb.png (339 KB, 1132x220)
339 KB
339 KB PNG
If the anon who made the overbright dll for xash ever reads here, I want to say I appreciate it. It doesn't do anything detectable in the orginal half life maps but when it comes to making your own maps, wow it adds so much realism. I can't believe they turned this off (because texture artists don't like having their work blown out? fuck off).

I used to make threads about how goldsrc (/xash) couldn't achiveve contrast like ue1 and always looked washed out/muddy but *you fixed it dude*
>>
beaks make me coom
>>
>>8511342
>"That's the fifth burger joint you've blown up this month! Everyone makes mistakes, okay? You don't have to lash out at them for the smallest infractions."
>>
based eggplant playing obituary
>>
>>8511360
only real doomers play the master levels
you aren't a casual, are you?
>>
>>8511538
current QSS, pr_checkextension 1: items don't drop
current QSS, pr_checkextension 0: items drop
QSS 21-10-14: items drop regardless
current vkQuake: items drop regardless
current FTE and FTE5808: items don't drop

man, this is some DarkPlaces shit where things may or may not work depending on the exact build and some obscure cvar somewhere. I'll still try to work around it, but this is frustrating as fuck.
>>
>>8511538
as for trigger_push, this seems to be a vanilla progs thing, affects mid-jump fiends but doesn't affect monsters otherwise. (because of touch-function?)
>>
File: vqGeMsr.gif (1.78 MB, 350x255)
1.78 MB
1.78 MB GIF
>>8507318
Obviously add 2048 units and Sigil
Also there's Obaddon for Oblige for even better AI maps and more configurations
>>
>>8507318
>no sneed claus
>>
File: 1622498431312.png (467 KB, 900x842)
467 KB
467 KB PNG
>>
>>8512036
Now all we need is the Icon of Drip.
>>
>>8511305
>>8511307

Add mega man 8 bit deathmatch to the SO YOU WANNA PLAY SOME DOOM pic. People have been talking about adding it for ages now. It has a big community, gets a lot of people into Doom and is totally not represented. It's the first thing you should add.
>>
We need more anime girl wads.
There's like 2?
We need more.
>>
>>8511563
>Zombies TC
Immoral Conduct’s Cory made an add-on for this in Edge, I wonder if I can dig it back up.
>>
File: Word cloud.png (450 KB, 1024x1024)
450 KB
450 KB PNG
>>
File: file.png (7 KB, 349x30)
7 KB
7 KB PNG
>>8512119
>>
can someone share civvie's manhatten video? remember seeing an anon post his patreon stuff here before
>>
>>8512042
Doomguy has to beat all of the demons with the power of fashion.
>>
File: maxresdefault.jpg (125 KB, 1280x720)
125 KB
125 KB JPG
>>8512119
>another chasm aesthetic
>>
>>8512137
fucking kek
>>
>>8511765
He should do Ad Mortem
Also, where is shitwad anon? He also promised a playthrough
>>
hey man, how do I turn on brightmaps in Crispy Doom?
>>
>>8512335
it is a mystery
>>
File: 1609897934545.png (357 KB, 712x613)
357 KB
357 KB PNG
>>8512050
>TFW still waiting for Megaman X 16-Bit DeathMatch to become real.
>>
>>8512119
>specially definitely retarded
bit rude
>>
File: file.png (2 KB, 85x21)
2 KB
2 KB PNG
>>8512119
>hexen.jpg
>>
>>8512416
>1/9th of the puzzle is completed
>A door opened somewhere
>>
File: halfbrained.1.png (378 KB, 620x349)
378 KB
378 KB PNG
Please support my mod
https://www.moddb.com/mods/half-brained
>>
>>8511726
turbine2k5
>>
File: 3ddoomguyhead.gif (3.14 MB, 800x450)
3.14 MB
3.14 MB GIF
https://twitter.com/brullov_art/status/1481226047207219201
some guy did doomguy's head in 3d
>>
File: logo.png (456 KB, 800x800)
456 KB
456 KB PNG
>>8512501
>not aspect-corrected
ONE JOB
>>
>>8512474
>It is an unfunny, painful, and offensive mod made out of total boredom and fueled by autism. It is loud, annoying, repetitive, and somehow less funny than crack life.
I'll be the judge of that
>>
>>8512501
>3d
You sure it's not voxels?
>>
>>8512547
yes i know but still
it's "kinda" like 3d at least
almost
i wonder if the author used that head from beyond reality as reference
>>
>>8512547
Voxel are 3d pixels. Some Build Engine games make use of them.
>>
>>8512547
Voxels are 3D and have X,Y and Z positions
>>
>>8512567
>voxels
>Z position
based retard
>>
File: fs322.png (264 KB, 1920x1040)
264 KB
264 KB PNG
FutureShock32 is back in development and co-op kind of fucking works all in all its pretty neat.
>>
>>8512574
What now?
>>
>>8512583
any new versions? last one was on facebook or some shit, I remember it wouldn't let me post news with it.
>>
>>8512416
strife.png
>>
File: fs32install.jpg (89 KB, 561x383)
89 KB
89 KB JPG
>>8512592
This should be the latest version: https://bitDOTly/FS32Installer

Demo link: https://bitDOTly/FutureShockSkynetDemoInstaller
>>
File: appears.jpg (139 KB, 1200x1200)
139 KB
139 KB JPG
>>8512343
S-Sorry, I'm not so smart.
>>
File: napoleonic girls.jpg (2.29 MB, 2042x2468)
2.29 MB
2.29 MB JPG
How can I get duke3D's addons to work with raze, I managed to get the GRP files for all of them but I can't get them to show up in Raze launcher.
>>
>>8512626
I’ll try this later, Dosbox runs rough in that higher resolutoon.
>>
File: doompaper.jpg (299 KB, 1280x1280)
299 KB
299 KB JPG
>>8512626
tag it, man >>8511307
>>
File: file.png (2 KB, 404x46)
2 KB
2 KB PNG
Did you guys know you can execute command line arguments in the file explorer? Just type a command in the address bar. I'll include this in the infographic
>>
>>8512798
if you're in the folder already, why not just drag'n'drop?
but no, I didn't know this
>>
File: file.png (1011 B, 140x34)
1011 B
1011 B PNG
>>8512820
Sometimes it takes too long to find the file you're looking for to drag and drop
>>
>>8512824
in that case regular command prompt is better because of autocomplete (tab), which the address bar doesn't seem to have.
>>
>>8512820
drag and drop gets retarded about load order if you're loading more than two files
>>
>>8512865
just... use zdl?
>>
Why does the game render voxels as being flat, it's infuriating.
>>
>>8512824
Batch files you fool.
>>
>>8512963
You're infuriating.
>>
File: brtwrst.jpg (11 KB, 469x62)
11 KB
11 KB JPG
>>8512018
>>8507318
brb taking this out of context and posting it on twitter dot com
>>
>>8513056
some loved them before it was cool though
>>
File: 20210310_092339.jpg (196 KB, 900x900)
196 KB
196 KB JPG
>>8512574
Explain in detail how a point in 3D space can be positioned without a Z axis.
Fucking moron.
>>
>>8513217
>pic
Damn, are Master Chief and DoomSlayer getting ready for a porno or some nude beach sunset bathing?
>>
>>8511894
cl_nocsqc 1 seems to be a good alternative to pr_checkextension
As for FTE, I should probably shove every netquake compatibility cvar I can find into the rc file. I don't know how much that will help though.
>>8511980
I think the Fiend changes movetype while jumping, making it susceptible to pushes.
>>
Whats the name of that build engine game being made with modern tactical weaponry?
>>
>>8512574
Nothing he said was incorrect.
Shut the fuck up.
>>
>>8513217
>>8513346

It can't be rotated.
>>
>>8513438
Source on this?
>>
File: 6df9pqubkf241.jpg (214 KB, 1920x1080)
214 KB
214 KB JPG
How do i play GZdoom in split screen?
>>
>>8513514
Could be wrong, but I don't think it has any native support for that.
>>
>>8513438
who said anything about rotation
>>
>>8513514
Run two separate gzdoom windows and use it's janky netplay?
>>
>>8513438
What does rotation have to do with 3 dimensions?
Voxels are points in 3d space defined by x, y and z values
Polygons are triangles or squares defined by points in 3d space that have x, y and z values
Stop being a complete retard
Also voxels can be rotated, it's just currently not very efficient to work with them in such a way in real time
>>
what is the absolute dumbest shit you've heard someone say about a retro fps™
for me it's

>sigil is too hard
>well done isn't the equivalent of ultra violence, lightly broiled is
>wolfenstein 3d is slow
>fastmonsters make doom easier because the enemies are more predictable
>nightmare makes quake easier because the enemies never stop attacking
>shadow warrior has no obtuse map progression at any point
>serious sam has no nuance to its combat beyond running backwards
and my all time personal favorite
>doom 3's shotgun is actually good
>>
File: Review Idiots Alien.png (367 KB, 640x480)
367 KB
367 KB PNG
My shooter collection:

Beaten:
Bulletstorm
Chronicles of Riddick
Crysis 1 & 2
Doom 1, 2, 64, Final Doom, Doom 2016, Eternal
Duke 3D
Darkwatch
Far Cry Blood Dragon
Halo 1, 2, 3
Ion Fury
Killzone 1,2,3 (they're meh)
Quake
Resistance 1, 2, 3, PSP
Shadow Warrior (classic)
The Darkness 1&2
Unreal Tournament 3


Downloaded but haven't played yet:
Amid Evil
Ashes 2063 + Afterglow
Blood
Bright Memory Infinite
Doom 3, Sigil
Dusk
Exodemon
Eviternity
Halo ODST, Reach
Hell Forged
Metro 2033
Quake 2
Singularity
Shrine 2
Shadow Warrior (reboot)
Strife
Turok 1 and 2
Time Splitters 2, 3
XIII (GameCube version)

Didn't Like:
Crysis 3
All Far Cry games except Blood Dragon
Fallout 3
Heretic/Hexen
Halo 4
Immortal Redneck
Pain Killer
Project Warlock
Serious Sam
Void Bastards
Wolfenstein
All cawadoodie, mil sim, hero shooter, fornight, etc...

Looking forward to full release:
Core Decay
Cultic
Dread Templar
Exophobia
Forgive Me Father
Gloom Wood
Graven
Hellscreen
Hyper Violent
Nightmare Reaper
Powerslave Exhumed
Prodeus
Selaco (the one im the most hyped about)
Supplice
Vomitoreum
Wrath


So based on this, recommend me shit bros. Full releases or mega wads. I'm a digital hoarder.
>>
>>8513608
Vomitoerum already has a full release
also consider pirating Wrought Flesh. It's good, but way too short for the price.
>>
>>8513608
no.
>>
>>8513617
>1 map that takes an hour or two to beat
>full release
go back and add more scummyboy
>>
>>8513608
Ion fury is beyond boring
Nightmare reaper is way too easy and boring focus on secrets that are boring
>>
>>8513621
I'm as disappointed as you man
It doesn't live up to Shrine II by a longshot even if the lore is a little cool
>>
>>8513608
C&C Renegade
>>
any good terry (a. davis) wads
>>
>>8513608
Terminator Future Shock.
>>
>>8508434
I feel like we could leave the entire part out and just say you can either buy the wads or pirate them, and provide links to both options. Would love to hear what you all have to say though.
>>
>>8513608
>Shadow Warrior (reboot)
warning,this game sucks cock,it tries to be both a modern shooter,a classic shooter and a hack and slash game and sucks at all 3 in the process.
the second one mixes the 3 elements ever so slightly better,but then adds looter shooter elements and procedural generation to shit,making it also crap.

but i would recommend the HL games if you have not played them already (it doesn't show you did).
>>
>>8513661
The only doom/terry crossover is someone porting the game to templeos, but a wad with a terry mugshot and CIA enemies would make a good set of levels
>>
>>8513608
>Crysis, Resistance, and Fallout 3
>retro
>>
>>8513790
he probably just listed indiscriminately,though its pretty clear he has a boomer-shooter tilt in his taste.
>>
>>8513661
The Community is falling!! Oh No!!!
Community is Falling 2
Community Is Falling 3
>>
>>8512119
>heretic based
>>
Anyone have some reading/watching materials on making a good single player map?
>>
File: voxels comparison.png (123 KB, 1064x1440)
123 KB
123 KB PNG
>>8512963
What do you mean? What game? You know, voxels actually originally were flat. They were basically a collection of 1-pixel sprites that face the player. Because the whole point was to make a 3D effect when they didnt have actual 3D technology.
>>
>>8513790
I'm just putting my taste out there, knowing that the people here have better taste than /v/
>>
>>8513885
do a thread on /v/ anyways just to laugh at what garbage they recommend
>>
>>8513608
Call of Juarez: Gunslinger
>>
>>8513323
project awol
>>
>>8513594
>>well done isn't the equivalent of ultra violence, lightly broiled is
Thats true in the sense that its at least as hard as Doom 2 on UV.
>>
>>8514012
>Doom 2 UV compared to Blood's WD
Blood might win out on difficulty here, both in pistol/pitchfork starts and continuous play. They're both easier and with less interesting encounters than what's in Plutonia and NRFTL.
>>
>>8512556
>>8512562
>>8512567
I know, it's just me being picky because of his choice of words.
>>8513594
>Hexen is too confusing.
>Ion Fury is boring.
>Game's visuals haven't aged well.
>Quake 2 RTX/"HD texture packs for DOOM, Quake and others" look good.
>Selaco is retro FPS.
>>
>>8511563
I wonder if the rocket projectile speed was made too fast? I know that after a certain speed in dehacked, projectiles can end up firing in weird directions instead of from the center.
>>
What was the name of that Doom weapon WAD where you played as a dragonman with magic powers again?
>>
>>8514081
>Quake 2 RTX
That "sunny side of Stroggos" artstyle sucks.
>>
>>8514130
Guncaster
this better not be some bizarre deez nuts setup istg
>>
File: 1641793328645.jpg (60 KB, 736x736)
60 KB
60 KB JPG
>>8514140
No, just wanted to know the name cause I had a sudden burst of nostalgia and wanted to replay some weapon mods I played years ago including it and Trailblazer. Cheers.
>>
>>8512050
Shit I remember playing this with /v/ fucking forever back.

God I am old.
>>
Is QuakeC more or less just C when it comes to syntax, and code format?
>>
>>8514253
Mostly, but you can't do arrays and some other things. It's easy enough though.
>>
File: dk all smiles.png (561 KB, 663x618)
561 KB
561 KB PNG
>>8514281
Cool.
I'm learning C for the express purpose of modding quake.
My first goal is to implement a duke nukem freezethrower
>>
>>8514281
You can have global arrays if you use fteqcc (compatible with any engine, not just FTE)
>>
>>8514289
Huh, I should probably give that a try at some point.
>>
File: MoD.jpg (207 KB, 620x953)
207 KB
207 KB JPG
>stare at the cover art of my Masters of Doom copy
>Realize it wasn’t just a random splash of green and red, but a chaingunner opening fire at the reader
How did I not see this?
>>
>>8514117
That was the problem, thanks!
Any Projectile that has a speed above 35.0 are affected.
>>
Thoughts on Fabien Sanglard?
>>
Is there any way to reverse the scroll wheel in CrispyDOOM?
>>
>>8514328
have you tried holding your mouse upside down?
>>
>tfw no Hideous Destructor VR
>>
>>8514361
I don't have a VR headset, but if I did, I don't think I could be content with that reality for long.
>>
>>8514081
>Hexen is too confusing.
But this is true
>>
Is there a gameplay wad that focus on melee combat without being flashy dmc wannabe?
>>
>>8513594
>nightmare makes quake easier because the enemies never stop attacking
That one is subjective, from what I recall.
>>
>>8514479
no
>>
>>8514479
>>8514505
It very much depends on the map, the enemy, and the placement of the enemy. A nightmare ogre is a vastly different experience when it's defending a chokepoint than when it's mindlessly shooting at you from across a large room.
>>
>>8514518
i cannot think of a single instance where it wiggling back and forth between shots is more dangerous than it just shooting constantly for pressure, especially if there are other enemies which may force you into its range
if it can't hit you it can't hit you
>>
Bobby Prince describing Arch-Viles as naive, child-like entities who consider themselves only innocent healers makes me wonder what the other demons' real personalities are like.
All of them are probably big assholes to some degree, given the instances like infighting, but still, I want to know what really goes on inside their heads.
>>
>>8514574
>zombies/shotgunners are in a constant state of hallucination and believe that they are fighting demons as they blast their former comrades and the actual demons around them are the friends they are currently killing - except the chaingunner, he is completely lucid and knows exactly what he's doing and doesn't care
>>
File: 1642064644565.jpg (301 KB, 600x720)
301 KB
301 KB JPG
>>8514574
>why are you idiots not killing this marine
>everyone but me is stupid. i'm gonna shoot them first.
>tfw to intelligent to shoot doomguy
>the only reason you're alive right now is because your IQ is too low to be affected by my psionic attacks
>my biomechanical prosthesis hurt
>nah it's not an ego lift i've done 12 ton skullcrushers before
>i wish i didn't lend my son the plasma gun for show and tell today
>i'm gonna steal this cyberdemon's rocket launcher
>>
File: file.png (405 KB, 651x902)
405 KB
405 KB PNG
>>8514574
>i r chad
>i r alpha male demon
>shoot bigdick rockit at dumbguy
>he explode in to blud like when i fug ur gf pussy
>i kill tiny beta demon like imp and agitated boner
>drink grease frum barrel
>then shoot whole in wall
>then i deny teh holokaust
>i r chad
>>
File: a65.png (228 KB, 500x394)
228 KB
228 KB PNG
>>8514574
>AAAAAAAAA
>AAAAAAAAAAAAAA
>AAAAAAAAAAAAAAAAAAAAAA
>AAAAAAAAAAAAA?
>AAAAAAAAAAAAAAAA!!!!!
>*punches hole in wall*
>AAAAAAAAAAAAAA
>>
File: DoorWithHealth.gif (5 KB, 112x144)
5 KB
5 KB GIF
>>8514574
>ahm door
>>
File: WeeW.gif (1.08 MB, 600x609)
1.08 MB
1.08 MB GIF
>>8514574
>WeeW
>>
>>8514301
play more plutonia
>>
>>8514649
This says more about your personality.
>>
>>8513849

SW, fixed it by switching to vulkan, which created a new problem, the textures were covered in visual artifacts which was in turn fixed by turning multisampling up to 4
>>
>>8512050
so true. I sometimes feel like they ignore it on a purpose, as some kind of inside joke. The community is amazing and some influx of fresh players would be great
>>
>>8514659
There's a lot of things that people dislike about the new doom games, but making revenants screeching even more like autists was precisely on the money
>>
>Made a map with a big teleport-in fight in the end
>Start testing
>Arrive to the fight 10 minutes later
>Realize I forgot to tag the monster door
>>
>>8514525
>i cannot think of a single instance where it wiggling back and forth between shots
Are you only thinking of ogres across bridges? That’s where they’d “wiggle back and forth”. They’ll otherwise try to close the gap between you and them.
>>
File: Kingpin_-_Box_Front.jpg (22 KB, 280x354)
22 KB
22 KB JPG
Are there any sourceports for Kingpin? I just found out one of my favorite artists made some levels for it but have no idea how to play them.
>>
>>8514636
>>tfw to intelligent to shoot doomguy
God fucking damn it finally I found someone who got the meme right. Christ it's been years since I've seen anyone do it right.
>>
What's a ""real way"" to beat the vanilla games, so to speak?
Do I just beat all the levels in UV without savescumming, and that's it?
Or should I add some additional challenges like pistol starting, 100% kills and secrets, fast monsters, etc.?
>>
>>8515114
Pistol Start UV Max (all kills and secrets) each level while recording a demo without dying or savescumming.
Pistol Start UV max each episode or the entire game while recording a demo. This means you can carry over weapons from one level to the next. Restart if you die.
You can enable fast monsters but it's not particularly necessary. Fast Monsters isn't required on wads that are harder than vanilla wads, but it can be a great learning experience.
>>
>>8515114
UV pistol-start zero-secrets
>>
>>8515082
Just wait for that remaster, its just around the corner. Believe me, any day now.
>>
>>8515082
vanilla is playable and there's some sort of unofficial patch
for a less washed out look, set "vid_gamma" higher and "intensity" lower
>>
>>8511360
Play valiant, its fucking great
>>
>>8511360
>canon
>in doom
Play no rest for the living instead, its a much overall better package
>>
I just beat duke nukem 3d on damn im good, what a piece of game, real tight episodes, i love how most levels lead into one another and gibbing enemies with the rocket launcher feels so satisfactory, im playing on EDUKE32, and i've always felt like playing blood and shadow warrior, now im a poorfag with a very shit pc, wich options can someone recommend me to play the rest of the holy build engine ?( steam's out of the question altogether and im not sure dosbox runs properly on this thing)
>>
>>8515209
Back to back with Plutonia, either pistol starting or at least pistol restarting on death.
>>
>>8515235
I played both on BuildGDX recently just fine; the minimap had a mild visual bug in SW but it felt perfectly playable as a whole.
>>
>>8515235
For SW there’s Voidsw which is based off of eduke, and there’s also Raze. Blood can use Nblood/Raze or BuildGDX for custom difficulties.
>>
>>8511307
OCCULA.WAD - a new slaughter mapset by bemused (Cryogenics, Flotsam, Abandon) and tourniquet (Miasma, Mutabor) has been released - https://www.doomworld.com/forum/topic/126833
>>
What are the general thoughts on WADs like Ancient Aliens, Haste, or Sunlust?
Personally, I think that slaughter gameplay is a lazy excuse to make your WAD hard, and generally isn't very fun.
>>
File: Spoiler Image (2.18 MB, 2557x1389)
2.18 MB
2.18 MB PNG
>>8515327
>the council will now decide your fate
>>
>>8515336
git gud
>>
>>8515336
Ancient Aliens is great. It’s only a percent as slaughtery as Alien Vendetta.
>>
>>8515336
>Personally, I think that slaughter gameplay is a lazy excuse to make your WAD hard, and generally isn't very fun.
Disagree, slaughter is just the natural skill progression considering how Doom's roster is built; meaning they aren't very fun if you aren't very good, or if you're forcing yourself to play on UV.
>>
>>8514361
>catch on fire
>try to put it out
>spazz out and knock over shit around you
>accidentally start a real fire
IT'S SO REALISTIC AND IMMERSIVE!
>>
I've finally finished the map I've been posting here for the last few weeks, it's MAP13 of this wad.
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=164687

Doom 2 format, tested in prboom+ with complevel 2.
Difficulty other than UV are done by removing monsters and will be subject to revision on further testing.
>>
File: doom128.png (103 KB, 640x480)
103 KB
103 KB PNG
>>8515381
[lust-provoking picture]
>>
>>8515382
>delicious blue and red contrast
It’s lovely anon
>>
File: lavaman.jpg (142 KB, 700x481)
142 KB
142 KB JPG
On vkquake and spasm spiked, lavamen spawn below the platform. Why the fuck does this happen
>>
>>8515336
I don't like slaughter for the most part, but AA and Sunlust are excellent.
>>
>>8515336
Slaughter maps always feel like an exaggerated parody of Doom to me.
>>
>>8515563
This.

I've always felt that full-on, intentional slaughter maps drown out the nuance of Doom's combat loop.

Large groups of enemies don't a slaughter map make, but I feel that enemy placement should be deliberate even if you place dozens.
>>
>>8515336
Ancient Aliens and Haste aren't even slaughter. Sunlust has difficult fights with few enemies and difficult fights with hundreds of enemies, in all cases they're well structured with extremely well thought out enemy placements and environment.
You've revealed yourself to be a huge noob, your opinion has no weight. Get good.
>>
>>8515572
Would you say Sunlust deserves its reputation for being "da hard megawad"
>>
>>8515572
>>8515582
I’ve yet to try it and Sunder, how do they compare?
>>
File: 1631734159961.png (117 KB, 400x378)
117 KB
117 KB PNG
>>8515585
>>
>>8515617
…Alrighty then, I will play Sunlust first.
>>
>>8515082
It still runs on modern Windows
>>
>>8515189
WHERE THE FUCK IS SIN REMASTER.
I NEED MORE ELEXIS
>>
>>8515082
But yeah it just works. Its pretty cool, its kinda sad they really seem to have wanted a immersive sim in the first few levels and said fuck it its the quake engine and went ballistic in the final levels.

Like the dieselpunk ecological disaster look, and the main protag is most evil motherfucker fps protag around.

I hear for some reason its very famous in slavland.
>>
>>8515582
It's a difficult WAD that most players have experienced at least part of.
>>8515585
I love both
>>
>>8515336
IMO, slaughter gameplay of modern wads is generally fine. Feels like map authors nowadays take into account pacing and fun a bit more.
>>
>go to rpgcodex
>there are people who call duke and build engine games decline compared to doom
Wtf is their problem
>>
>>8516289
>go to rpgcodex
your first mistake
>>
>>8515336
slaughter maps have their place,but i tend to get tired of them and if im swamped with many of them and end up taking alot of breaks.
im of the opinion that more can be better,but using less in more creative ways,or even making new enemies can be the right and in many cases better call.
>>8516289
i get liking DOOM more (its roster is amazing,and the SSG is the pinnacle of fps weaponry),but the build engine adds alot.
>>
>>8515582
Sunlusts difficulty has been exaggerated too much imo, the fights aren't cryptic and they don't require top notch planning or execution. It's doable for most players who beat Plutonia, and a lot of fun
>>
>>8515895
It is because of the pirate translation. Think stalker cheeki breeki memes but way more hardcore and the whole game is made of them.
>>
>>8516540
Eh, Plutonia is a lot easier than Sunlust, IMO.
I do agree that Sunlust's difficulty is a bit exaggerated, though. It does have a few really hard levels in the later half, but its generally pretty accessible compared to most other wads with the Ribbiks name.
>>
>>8516535
>SSG is the pinnacle
It’s timeless in Doom but I find one shotgun with two fire modes to be the ideal.
>>
I need inspiration for a Quake techbase. Industrial, dirty, low tech. Anyone got links to galleries they'd want to share?
>>
>>8516712
just look up pictures of chinese ironworks
>>
>>8516625
>Eh, Plutonia is a lot easier than Sunlust, IMO.
Yeah but I think that if you can beat Plutonia then you have the skills to beat Sunlust as well. The jump from Doom II to Plutonia is trickier imo, it's a legit filter that some players will never pass
>>
>>8513321
cl_nocsqc doesn't help. neither do any of the sv_gameplayfix* cvars. eh, whatever.
anyway, here are the patched maps: https://mega.nz/file/JaxjSKRC#7-XWD73LjVr8CKU2KQgja1xk1Gx_19y1OjFL0aLCZ1Q
rastr and impco should be mostly compatible with old saves and demos (including the starting one), nbabs is not.
>>
https://www.youtube.com/watch?v=SsteDE8h6jc
has this been posted yet? almost no one I ever seen mention it.
>>
>>8516656
i get liking being able to just do one barrel,but to me its unimportant compared to the punch of it,for example BLOOD,its shotgun is also amazing,but i used the single fire maybe 5% of the time.
>>
>>8516782
>Yeah but I think that if you can beat Plutonia then you have the skills to beat Sunlust as well.
Maybe the earlier levels, but some of the very late levels demand a much higher level of skill than what Plutonia could ever prepare a player for.
>>
>>8516782
I haven't played final doom. How is TNT compared to plutonia?
>>
>>8516819
Atmospheric
that is to say, boring and labyrinthine
https://www.youtube.com/watch?v=CPMKcPg8kH
>>
>>8516782
Horseshit. Post your demo for any single of the last five Sunlust maps.

That's what I thought.
>>
>>8516782
I went from Plutonia to Sunlust and I can say that Sunlust's difficulty spikes beyond Plutonia at map 9.
>>
>>8516540
>>8516782
Did you only play the first few levels of Sunlust or something?
>>
>>8516819
TNT is adventure driven, where as Plutonia is combat driven.
>>
>>8515885
Has 3DR finished/released anything they announced at the first Realms Deep?
>>
>>8516815
>but i used the single fire maybe 5% of the time.
Good thing it wasn’t a separate weapon entirely, then!
The Turok games are the opposite of my ideal shotgun set up, as the ‘upgraded’ shotgun isn’t even a double barrel: They’re autoshotguns that just shoot faster.
>>
>>8516815
Did you play on Well Done? The ammo scarcity makes firing with one barrel really good for dusting off a damaged cultist trying to run while saving ammo.
>>
>>8516817
>>8516850
>>8516853
>>8516875
Did you guys even read what I said? Adaptability is more important than technical execution and it is a skill that 99% of Doom players become aware of by methodically taking down Plutonia. Beating Plutonia =-becoming aware that you can raise your skill ceiling with the correct approach. That's why I said Doom II to Plutonia is a bigger bottleneck than Plutonia to Sunlust.
>>
File: cat1.jpg (23 KB, 512x500)
23 KB
23 KB JPG
>>8516289
Why did you go to an RPG website for opinions about an FPS?
>>
>>8516907
>That's why I said Doom II to Plutonia is a bigger bottleneck than Plutonia to Sunlust.
I know why you said it. I just don't agree.
>>
>>8516893
thats fair to be honest.
though autoshotguns can be pretty fun,they are no replacement for dual barrel perfection.
>>8516896
i played the main game and deathwish (i consider deathwish cannon in my eyes) on well done,and i think i accidentally (or intentionally,i don't remember) played cryptic passage on lightly broiled.
and whenever i reply any of blood,i play well done.
>>
>>8515885
In storage next to Episode 2.
>>
>>8516896
I’ll use it instead of the tommy if I want to stagger cultists before killing them.
>>8516892
Things have been fucked for them since the acquisition. It took awhile just to get IF to its pre-expansion patch, and it took even longer for it to make it to GOG (owned by CDPR, another company going through the shits).
>>
>>8516926
Fair enough
>>
>>8514310
Whomst've?
>>
>>8515528
The function that give the lavaman gravity (movetype) is called before the one that gives him collision. I guess those engines just let it fall on through whatever they're sitting on instead of stopping it as soon as collision kick in.
>>
>>8516892
There was a single update to Wrath, and that's it.
>>
>>8517018
what a shame
i liked wrath
>>
>>8517020
And their "bi-weekly" updates have become monthly ones at best.
>>
>>8516935
Well lets just fucking wish at least core decay and some other projects get out.

Fucking 3dr.
>>
>>8511305
Does Ad Mortem have any no-no things that might get me in trouble for streaming it? I heard something about a secret referencing Lovecraft's cat.
>>
>>8517061
The release version hastily had that stuff patched out, plenty of people (big names even) have streamed it no problem.
>>
>>8517069
So what was in there?
>>
>>8517061
That's censored. There's nothing else of that nature.
>>
>>8517070
Automap note referencing Lovecraft's cat, only visible in the release version as "Help me, CENSORED-Man, I'm going insane!"
>>
>>8517061
Nah, you'd be fine.
Post channel.
>>
File: flat,800x800,075,f.u2.jpg (18 KB, 500x333)
18 KB
18 KB JPG
>>8517076
>not "HELP ME, SANDYMAN, I'M GOING INSANE!"
>>
>>8517081
No,I'drathernotshillmyshit
>>
>>8517086
I like watching people play my maps.
>>
>>8517041
I don't care about anything else they have going on besides the IF expansion. Are you that same guy getting tilted each time it gets mentioned?
>>8517086
Well alright.
>>
>>8517086
But I want to watch.
>>
>>8517082
Hey, I neither made the map in question, nor edited it for release.
>>
>>8517091
Well I care else about everything else besides the IF expansion.
>>
File: 16468132164.png (270 KB, 484x658)
270 KB
270 KB PNG
>Well I care else about everything
poor anon
>>
>>8512626
>>8512696
At the moment: Server not found for both links
>>
>>8517181
first day on the internet?
>>
>>8517121
No really IF is just so boring. Some games have so much replay value, IF is just one monotonous slog. One playthrough and that's it.
>>
>>8517183
Oh no just drunk
>>
File: 1636038313361.png (163 KB, 974x625)
163 KB
163 KB PNG
>>8517185
>ame posts everytime
You better not also be that Elexisfag, that would be real embarrassing
>>
>>8515895
>>8515861
>>8515193
>>8515189
For some reason I thought it was one of those games that ran for shit on modern OS. Thanks!
>>
>>8517185
i'd replay ion fury if i were smart enough to mod the humanoid soldiers to react twice as fast and aim twice as good and deal at least 50% more damage with their shotguns and pistols
and double wendigo damage
and make those nod tank guys attack more aggressively
and revert the piece of shit update that removed reload cancelling, which was the only thing preventing reloads from ruining the combat (though i've only heard of this, can't confirm how bad it is)
>>
oh yeah
and make the zombies that plague the latter few levels do literally anything useful
>>
>>8517208
Yeah being embarrassing on the internet, as if I care.

>>8517236
The levels are fine, they all looks impressive like the train, it just needed some spice and better design encounters, I swear everything went into level design and the shit characters and meh combat were second.

The mech fight could have more interesting stuff. The sky scrapper flying ship boss was okay I guess.


I would add a slide maybe like the one in alien armageddon.
>>
File: 1637841185259.jpg (298 KB, 2003x2020)
298 KB
298 KB JPG
Any wad with jumping and crouching in mind? I want to fuck around with movement mods but I hate breaking maps.
>>
>>8517301
Diablus Ex is my favorite testing level.
>>
>That one pickup sound in Ashes that makes it sound like your computer monitor is clicking outside your headphones
>>
CRUDUX CRUO
>>
File: 1640520665272.gif (113 KB, 2200x2200)
113 KB
113 KB GIF
>>8517421
>>
File: 1626596779768.png (28 KB, 1540x657)
28 KB
28 KB PNG
Woohoo made some more progress on my DIY entry (which I believe is getting its name changed due to "Doom It Yourself" already existing in the form of some old sourceport or something). There will be a ton of arachnotrons in these little alcoves the player will have to run past to reach the rocket launcher. Then the player can take them out if they please. I'm wondering what kind of enemies should I place on the player's path. Maybe pinkies and zombiemen?
>>
>>8517475
Manually placed lost souls are underrated, and can serve a similar function to pinkies, plus they makes the rocket launcher a double-edged sword.
>>
>>8517481
Good idea, maybe I'll have a bunch teleport in after the rocket launcher is picked up so that they don't interfere with the arachnotrons beforehand.
>>
>>8514810
And this post says ur gay haha gottem
>>
>>8514432
For you
>>
File: file.png (619 KB, 1332x579)
619 KB
619 KB PNG
Top section's almost done, but i'm being an autist over minuscule details. Left or right? Or should I pick a new font entirely?
>>
>>8517535
right
>>
Mega wads for fans of doom 64?
>>
>>8517271
>The mech fight could have more interesting stuff. The sky scrapper flying ship boss was okay I guess.
Those bossfights are better than any buildboss. It’s got the most well rounded roster and weapon mechanics since SW. The strength in build games is always the level design, because even as tight as they can get they don’t have rosters or fights comparable to the original IdSoft games. Even Quake 2 stands them up with the fixes introduced in the expansions.
At least it’s out, unlike all the other 3DR games that are about to be vapor or shovelware.
>>
File: ranger_hanging.gif (252 KB, 214x448)
252 KB
252 KB GIF
Does anyone have any more cool Quake gifs like picrel? Want to expand my collection.
>>
>>8517675
You would think with a death grip on that axe he could have cut himself down.
>>
I recently played Turok 2 and was shocked by how hard it fucking sucked.
>>
>>8516914
They said they have good taste
>>
>>8516971
https://fabiensanglard.net/
>>
Is there a Doom Sourceport that can play midis from a wad?
>>
>>8517886
Are you trying to use Doom as a midi player or do you want to play custom midis while playing levels?
>>
File: 20220113212219_1.jpg (448 KB, 1920x1080)
448 KB
448 KB JPG
What you guys think of turok?
>>
File: file.png (1.81 MB, 2586x1649)
1.81 MB
1.81 MB PNG
Alright, how's it looking so far? I feel like that blank space on the sides could be used somehow
>>
>>8517943 (Samefag)
I didn't put the sourceport links in yet. Don't worry about it, i'm aware.
>>
>>8511307
RC1 of PRCP2 (Plutonia Revisited Community Project 2) has been released - https://www.doomworld.com/forum/topic/119628
>>
>>8517943
Maybe recommendations for mod + WAD things?
Like, mods that go really well with other WADs and stuff.

I dunno, just brainstorming
>>
>>8517914
Turok 2 sucks ass.
>>
>>8517943
Now we need one for wad recommendations
>>
>>8518080
It's getting that, anon. This is just the top part. The next 2/3 will be about WADs.
>>
>>8517959
>co op friendly

How do you do that
>>
File: 20220113230303_1.jpg (474 KB, 1920x1080)
474 KB
474 KB JPG
>>8518076
You play the first one? I've been having a blast with it. Once I finish it I plan on starting the second. I was surprised how much platforming there was, which is good for me because I actually like platforming in my fps games unironically.
>>
>>8518082
Noice
>>8518084
Yeah but i need to revisit it because it's been a really long time. But tutok 2 was fucking boring. Really boring ass levels in particular. Enemies and guns were generic in the way they behave.
>>
>>8518093
Ah thats a shame to hear, I was really liking Turok and was hoping to see that 2 would just add some more advanced enemies to fight rather than jobber melee enemies, hitscanners, and projectile guys with no tracking/predictive aiming.

Does it at least keep the platforming? It really sets the title apart from the other games of that era for me.
>>
>>8518083
Don't lock players in rooms without a way in from outside, don't rely on any voodoo doll tricks that only effect player 1, those things and other stuff like that can be show stoppers in co-op sessions.
>>
>>8517698
He didn't want to. He had abandoned all hope. Death was the only way out.
>>
>>8517570
Unmaking was released this year.
>>
>>8518101
There's some but it's mostly just running around giant but uninteresting maps and flipping switches
>>
>>8518115
No i mean, how do i play it co op? GZdoom doesn't seem to support it.
>>
>>8518165
GZDoom has an entire subforum dedicated to getting its ancient unstable multiplayer working, but unless you specifically want to play GZDoom mods co-op, just use Zandronum.
>>
>>8518182
Speaking of, why don't we run PRCP2 for next SNS?
>>
https://www.youtube.com/watch?v=yY-6j1jdzDU
https://www.youtube.com/watch?v=LYjfdB46wYk
>>
>>8518182
Is it split screen or web?
>>
>>8518236
Both GZDoom and Zandronum's multiplayer are LAN/Internet based. There are a scant few PC Doom source ports with splitscreen multiplayer, I can only think of Doom Legacy (which is ancient at this point) and a fork of a now-older build of Eternity.
>>
File: 1629715696312.gif (192 KB, 720x720)
192 KB
192 KB GIF
>>8517675
>>
>>8517914
No complaints really. Cool theme, cool music, satisfying weapons, good level design, and the platforming isnt even bad.
>>
>>8518231
What is this?
>>
>>8518292
https://www.youtube.com/watch?v=8opG6YMIhzU
>>
The mod Accessories for Murder keeps crashing GZDoom. Every time I try to fire off a shot, it hard crashes to the desktop. Sometimes it just freezes and then crashes. I've got zero clue why this is happening, and I haven't found anybody else with the same problems.
Also, it can run in Zandronum. I don't understand how, considering it's not supposed to be compatible with Zandronum, but it is.
I'm sure these two things are connected somehow, but I've no idea how to start figuring it out.
Help? Plz?
>>
>>8518289
Does the game turn 6dof if set it to -1 or the llike?
>>
File: posture.gif (66 KB, 338x170)
66 KB
66 KB GIF
>>8518289
heh
>>
>>8518289
https://vocaroo.com/16r89vUCl205
>>
>>8518302
So is Zerstorer a new game or a remake of this game?
>>
>>8518376
both
>>
File: 1537220121107.png (459 KB, 548x552)
459 KB
459 KB PNG
>>8518373
kek
>>
>>8518391
Well it looks way better than the original, thats a good sign.
>>
>>8513594
>Doom was the first FPS
>Doom plays like a cover shooter
>Quake is too bullet spongey
>RTCW is a console shooter
>Duke Nukem 3D is the worst shooter on the Build Engine
>>
one time i had a dream of doomguy cosplay as cirno but with his helmet still on
>>
>>8517943
looks great.
but you forgot the even more neckbeard options which is using the terminal.
>>
>>8517379
I would often go to Map15: Industrial Zone to test out mods. The level has enough vertical variety and nonlinearity that you can fuck around with abilities and go almost anywhere you want.
Only real problem is most of the enemies are zombie fodder, so it's not very good for testing out bigger guns.
>>
>>8517943
Is there any room to mention Crispy Doom?
>>
>>8517914
Pretty fun for a bit, some neat weapons. May have my least favorite implementation of a “key hunt” and the respawning enemies/no respawning ammo is a terrible shooter trope. You’ll get more out of it if you want first person platforming.
>>
>>8515327
>>8515353
it is good shit

the ToD style secret map is glorious
>>
Retro crispy doom+ when???
>>
>>8514139
hence why i prefer shadowarm's monster/weapon textures and the old pack for Q2

It isn't stupid it fits with the game, and it gives a 1999/2000 remaster look
>>
>>8518806
Does he do those gross upscaled textures? Original Carmack, Cloud, and Steed assets or bust.
>>
>>8518801
I just want the colored blood and mirrored corpses for DSDA.
>>
>>8515336
I like the style of Ancient Aliens but the difficulty itself, well, I am not UV player and I am ok with it.
Too much Revenants and Archviles/10.
>>
>Map wads folder: 4,73GB (186 files)
>Gameplay mod wads folder: 3,25GB (74 files)
I need to get more wads.
>>
>>8518859
That and gameplay mods can get fat as hell.
>>
>>8518869
Anything with MP3 music as well. Didn't the idgames archive just blow up in size the same year ZDoom added in support for it?
>>
>>8518846
>Too much Revenants and Archviles/10.
The speedy boys filter another!
But honestly AA as a whole felt harder than Valiant and all the enemy types were well placed and utilized.
>>
File: q2_0077.jpg (1.96 MB, 1920x1080)
1.96 MB
1.96 MB JPG
>>8518819
I upscaled them but kept what steed wanted in high res.
Upscaling-Fu works as long as you edit the input to receive the right details.
>>
File: q2_0075.jpg (1.57 MB, 1920x1080)
1.57 MB
1.57 MB JPG
>>8518896
>>
>>8513594
I've seen retards who have never played Doom try to argue that Doom 1 and 2 are survival horror games.
>>
>>8518896
Not a fan at all
>>8518898
Better, but where’s her weird mouth?
>>
>>8518896
>Upscaling-Fu works as long as you edit the input to receive the right details.
Would you mind spoonfeeding what upscaler you use that allows for adjusting for detail? I've only really used waifu2x.
>>
>>8518902
The meme that Doom was keyboard only is fuel for this
>>”it’s even got tank controls, bru”
>>
File: q2_0048.jpg (1.08 MB, 1920x1080)
1.08 MB
1.08 MB JPG
>>8518904
The The idea is simply making them look like they are in Q4 and QC, beautiful greiss amazons and human females turned into maidens, the pain is still the same, since the original maiden texture looked rushed as fuck after they ditched the original plated legs in beta.


>>8518907
I simply used fatality upscaler and IEU program for this.
but if you try to upscale raw without early edits to add more detail to the texture, it looks like shit and full of artifacts.
>>
>>8518920
I don’t like the Q4 direction, too many mouthmasks and too much flesh for the tougher dudes. I respect but dislike your idea.
>>
File: Quake 2 Beta Enemies.jpg (3.2 MB, 3916x5157)
3.2 MB
3.2 MB JPG
>>8518929
the fact that many stuff like this got edited out of beta annoys me a lot.
Rogue has unused calls for custom maiden textures, i think it was supposed to be the widow's own maiden guard.
>>
>>8518902
To be fair that is what it felt like when I first played Doom as a kid, keyboard only, on my mother's work computer that didn't have any sound
>>
>>8518943
It’s a striking visual regardless. The prettier the iron maiden, the less intimidating they are. I really value the bits of the Strogg that do this, I’m the guy that likes tanks fashioning a stretched human face on their head chassis.
>>
>>8518947
>that didn't have any sound
Key point here, it’s a very different experience without the initial metal midis. Somewhat related, trying to run Doom and mouse drivers were too intensive for some.
>>
>>8518943
Is there any Q2 restoration mod?
Like one for both the beta and console ports.
>>
>>8516580
My god I need to experience this. I know zero russian but it must be awesome.

>>8517602
>At least it’s out, unlike all the other 3DR games that are about to be vapor or shovelware.

Well cant argue with that. So much for a indie fps renaissance. Just hope gloomwood gets out.
>>
>>8518961
the widow wasnt bad looking either and it was OP as fuck.
the thing is that he maiden feels like a unfinished enemy

Q4 maiden is more threatening with the teleportation and telekinesis.
>>
>>8519023
Plenty of indie boomer shooters coming out
the ones that get finished just won't be from 3DR
I personally look forward to Viscerafest
>>
>>8519023
>So much for a indie fps renaissance.
The smartest were the few that got out before everyone realized the existence of quality Doom and Quake mods - all costing zero dollars, and there’s plenty of them.
>>
>>8519031
>the thing is that he maiden feels like a unfinished enemy
Everyone in base Q2 feels unfinished. Maiden’s start getting busted with mods and expansions, and I still dislike the Strogg art direction in 4.
>>
File: 1610217688210.gif (865 KB, 500x500)
865 KB
865 KB GIF
>>8519040
And also Half life mods, and the bottomless well of Thief gigantic fan missions. And some of Duke.

Regardless I love some of these experiments like elderborne. Its good to experience good fps, rts or rpgs even simulation games before it all turns to streaming shit in a couple years\decades.
>>
>>8519046
*dislike all but the new gladiator
>>
>>8519049
I admit, without the minor resurgance. I likely wouldn’t have gotten Fury or Overload and a few other minor ones - but I think after Overload bombed I knew where things were heading.
>>
>>8518571
On the left side, I could put a box for more sourceport options. It could include that, FDWL, and LZDoom. I've also been asked if I could include Freedoom, which can probably fit in the right side with a description like
>If for some reason you can't buy Doom and don't want to pirate it, you can also go ahead and download Freedoom, a free alternative to Doom that will let you run mods and blah blah but you should definitely get the real IWADs as soon as possible because Freedoom isn't perfect
>>
File: doom3(2).jpg (968 KB, 1920x2160)
968 KB
968 KB JPG
>>8518920
tried upscaling doom3
>>
File: doom3.jpg (815 KB, 1920x2160)
815 KB
815 KB JPG
>>8519146
>>
File: doom3(1).jpg (751 KB, 1920x2160)
751 KB
751 KB JPG
>>8519150
>>
upscaling works better with doom 3 and post 2000 games because of higher res and more detailed textures.
with pre 2000's fps games it needs tons of edit before upscaling or after it.
>>
>>8519164
That’s the impression I’ve got. Those three pictures are very nice. Is that the “don’t mod me” BFG edition? It’s the one I’ve been stuck with since I lost my CDs.
>>
>>
>>8518578
I thought the key hunt was a great idea for making the levels semi non-linear and allowing you to completely explore the levels rather than locked you in certain sections. Much prefer it over searching classic "you can progress until you find the blue key". REspawning enemies is a bit shite I'll admit though, that being said the ammo pickups respawn as well so you always have enough to kill enemies as long as you aren't shooting every useless melee enemy you see.
>>
>>8519178
there's no reason to use bfg edition
just pirate doom 3
>>
File: TNT req.png (195 KB, 1872x1004)
195 KB
195 KB PNG
>>8516289
RPGCodex is like Reddit but for oldfags, I don't know what the fuck you're expecting.

>>8516819
Very atmospheric, has some pretty high highs but also a couple of really low lows.
I think that it's worth playing just to see what it's like, you'll probably find at least a few levels you'll really like.

I love the music, and I think it leans even harder on Doom's original 'used future' aesthetic in a way which is just tops.

>>8516884
That's actually a great way of putting it.
>>
>>8519187
>Much prefer it over searching classic "you can progress until you find the blue key".
In Turok it’s “you can’t progress into the next level because you didn’t find the key”. It’s worse.
>that being said the ammo pickups respawn as well
Not above normal.
>>
i think if it were to proper remaster doom 3, Quake 4 or any idtech 4 game
>Obvious 4k textures
>Optimized and tessellated models and skeleton, so MD5 models.
>Fix the normalmaps, if anything replace it with PBR
>Keep the light and shadows as it is, but add working HDR and AO.
In quake 4's case, use the old youtube Raytracting videos demonstrating how it could be.

https://www.youtube.com/watch?v=fKQU9cKwNyQ
>>
File: apu1.jpg (86 KB, 1080x764)
86 KB
86 KB JPG
>>8519090
I suppose you could do that, but I don't want it to feel like you have to. I'd hate for us to overwhelm you with suggestions for this thing.
>>
>>8519184
Doom 3 is so dark I never noticed he didn't have any fucking eyes
>>
>>8519207
>>8519197
>>8519207
Is it safe to assume that modding Quake 4 is the same as modding pre-BFG Doom 3?
>>
>>8519207
also, this was Pentium 4 early Dual Core Era.
it took a literal monster with 10 intel processors to run this back then.
i wish the planet quake archives had the link of this demo and interview.

>>8519231
Doom 3 is dark if playing on CRT Screens since the color and shadows blends with it.
on modern screens doom 3 is brighter.
>>
>>8519226
I mean, I have to fill these spaces with something. Plus, it's always good to have criticism, especially for something like an infographic.
>>
https://www.youtube.com/watch?v=Q0417eHhMWQ
>4 hours
i was just looking for a quake 3 cyberdemon model because i know of the arachnotron one
i think the q3 arachno even made it so the ingame gun replaced the cannon but i wonder if the same applied to the q3 cybie
like orbb in general
>>
>>8519231
Pinkies, Hell Knights, Cyberdemon, all don’t have eyes I think. It’s an interesting theme.
>>
>>8519249
i thought hellknights did but they were just weird
then the imp have like 10
d3 designs are just all over the place
>>
>>8519058
Wasn't this design made by a Q3 modeler giving his take on what Q4 enemies would look like? And then they liked it so much they hired him?
>>
>>8519247
why is this over 4 hours long
>>
>>8519262
What the what, really? If that’s true no wonder I like it so much, I wonder if he had input on any others because it’s the only design I like.
>>8519247
That’s a fun skin. The slight tilt while moving is a nice touch, makes me curious about those third person Q2 posts I’ve seen.
>>
>>8519247
There's definitely one somewhere on worldspawn complete with team colors, but I don't remember it being on the same level as the arachnotron
>>
File: 2022-01-14 13-18-42.webm (2.9 MB, 1372x844)
2.9 MB
2.9 MB WEBM
>>8519272
If I'm remembering the story right, a guy modeled this, called it the Gladiator, and it started making the rounds on Polycount. id or Raven liked it so much that they hired him. Can't remember his name, but he might be in the credits somewhere.
He also made his own interpretation of the Iron Maiden, though I don't know if it influenced the Q4 design at all.
>>
>>8519297
also apologies for the darkness, quake3e and obs don't seem to play nice with getting the in-game brightness
>>
Why is the dialogue so hard to read in Ashes, goddamn
>>
>>8519205
>“you can’t progress into the next level because you didn’t find the key
But that also applies to the class blue key thing since you are literally just stuck in that one section of the map and can't progress. Turok at least fixes the problem within the level itself because you are never stuck in certain areas, its all open to you from the start.
>Not above normal.
Oh really? I guess thats fair if you pick the harder modes though, I always do my first playthroughs on normal unless I feel the game is being boring because they make you invincible on normal (modern day AAA normal difficulties).
>>
THE GUN IS GOOD
>>
>>8519349
>But that also applies to the class blue key thing since you are literally just stuck in that one section of the map and can't progress
Depends on how the level is designed. Sometimes the locked section is a small room with an encounter and another key, sometimes a key is optional, and other times the keys keep only the exit locked and you have full reign of the level. Turok is MULTIPLE keys required to unlock proceeding levels, they should’ve had a more universal and relaxed system like Mario 64.
>I always do my first playthroughs on normal unless I feel the game is being boring because they make you invincible on normal
It’s very boring for me on normal, the faster enemy behavior is really fun to deal with.
>>
>>8519297
It’s a very solid Q2-inspired design, it’s a funny contrast to things like the grunts and teleport droppers (a pinky that summons enemies…).
>>
File: 1641429176156.webm (2.93 MB, 320x200)
2.93 MB
2.93 MB WEBM
Saw this webm a few threads ago, what mod is it?
Also why are Marathon 2 and Infinity completely void of music?
>>
>>8519410
>they should’ve had a more universal and relaxed system like Mario 64.
That would have been good too, but I think Turok's system is still a big step up from standard FPS level design. You are still going to progress through levels in order mostly, but I think inside the levels is a lot more free than usual. There are some levels in some games that have a turok's idea where they basically put three gates at the end of the level, requiring thee different keys; which I think is better design. Especially since Turok's levels are pretty darn big, like really massive.
> the faster enemy behavior
For what, melee enemies? I don't think they have any tracking or anything on them and stun themselves when they attack (usually), so they play like pinkies where even if you made them teleport on top of you it doesn't really matter since they still aren't a threat. I found mostly the hitscan enemies are the main problem, which I'm sure become cancer at higher difficulties since they already have almost no reaction time. Seemed like a Blood situation where I really didn't want to slow the gameplay down because hitscan becomes too damaging to play fast on higher difficulties.
>>
help i can't stop playing doom to run away from IRL problems
>>
>>8519450
coming of the storm
>>
>>8519452
>Especially since Turok's levels are pretty darn big, like really massive.
It also compounds the key system being so detrimental to the experience. The keys are not a choice, you need them all, and if you’re someone who found normal “too normal” the issues are even more exemplified when having to scan the large levels of respawning enemies/no respawning ammo.
>>
>>8519459
At least it's not alcohol
>>
>>8519450
I will say the ambient atmosphere of the Marathon sequels is pretty neat; exploring alien ruins while all you can hear is rushing water and blowing wind is quite a mood.
>>
>>8519474
>The keys are not a choice, you need them all
But the same applies to normal keys, maybe even worse because if you get stuck on one key you don't have the option of searching the rest of the level for the other one while you think. Which is basically my point, is that Turok solves some of the issue with keys, and allows for much more freedom in how you approach a level. Yes you do need keys to open the next level, but in normal FPS level design you need a key just to get to the next key - and then the final key afterwards to finish the level.

I do have to ask if you were really running out of ammo though, I said there was respawning ammo as a nod to the devs giving you leeway for that, but I don't think I ever really needed it. As long as you are not killing every single beetle, raptor, and jumping frog thing it seemed like you are given more than enough ammo to finish the stage 4 times over. Not to mention if you are picking hard difficulty its sort of your own fault since you aren't conserving ammo properly, and getting stuck in the level is punished since its suppose to be hard.
>>
>>8519463
Thank you!
>>8519489
I still have to finish the first game, which seems kind of meh by comparison. Although it has some good music.
>>
>>8519505
the music in the original Marathon is pretty great; I'm especially fond of Leela
https://www.youtube.com/watch?v=NSKFROqB6iY
>>
>>8519503
>But the same applies to normal keys, maybe even worse because if you get stuck on one key you don't have the option of searching the rest of the level for the other one while you think.
…Assuming the level in question even uses keys! As stated, it depends on how the level is designed: The order of key acquisition, how many doors they unlock, the sections that are locked, the freedom of order of key acquisition - there’s plenty of options for level design.
>Not to mention if you are picking hard difficulty its sort of your own fault since you aren't conserving ammo properly
Yeup, I was not aware respawning enemies/non-respawning ammo was a thing going into it. I simply chose the higher difficulty because normal was boring.
>>
>>8518943
Are brains actually in the final game? I dont remember them.
>>
>>8519549
They’re there, just mostly harmless zombie fodder. This is completely changed with the first expansion.
>>
>>8519538
> there’s plenty of options for level design.
Thats what we are talking about though, my point is that Turok's option is better than standard fps options. Normally for instance most Doom levels are actually incredible linear despite what others pretend when they post maze maps, because you are locked out of the vast majority of it due to keys. Turok gives you the entire map all at once (mostly, naturally it isn't a perfect game so it does have some sections where you just follow the path) and they says you get to figure it out however you want to.

>I was not aware respawning enemies
Oh really? I noticed them teleporting in during the first 5 minutes or so. I'm actually playing level 7 now on hard to see what kind of experience its like, since its my first time playing it. Luckily its pretty light on the hitscan so its still pretty easy because the enemies don't have tracking on their projectiles, and the melee enemies stun themselves like pinkies do. I'm just worried once the hitscan start appearing I'll have to slow way down instead of rushing in everywhere.
>>
>>8519549
they're very rare, and are essentially momentary distractions
>>
>>8519563
>Thats what we are talking about though, my point is that Turok's option is better than standard fps options.
Turok’s style can be recreated in Doom. Also, “having to go to a place” (a key) to “open another place” (locked door) isn’t terribly boring by itself, and Doom levels already vary in linearity and openness. Modern Doom maps even moreso, but are often better.
Hexen also had a better take on what Turok was trying to do, and even has some choice in level progression.
>>
>>8519563
>Oh really? I noticed them teleporting in during the first 5 minutes or so.
So did I, that’s why I said “going into it”. I was quite surprised when ammo wouldn’t respawn or drop.
>>
what do turok fans think of the golden souls series?
i also wonder what batandy thinks of turok
>go ask him yourself
i will maybe
>>
File: winnie.gif (205 KB, 600x538)
205 KB
205 KB GIF
>play DOOM for the first time in my life because everyone remembers it so fondly and it defined the FPS genre
>episodes 2 and 3 are shit
>so is episode 4
>>
>>8519604
correct
the vast majority of people only played e1
>>
>>8519593
Batandy often posts here.
>>
>>8519604
Episode 2 is my favorite, 3 is okay because it started Doom’s weird hell styles. Episode 4 has a few cool levels but otherwise feels like a phone-in.
>>
>>8519604
All episodes are great. Especially 4. Though nostalgia might be one of main reasons why most people love it. I played it shitloads when I was a kid.
>>
>>8515235
I used nblood for Blood and replayed it again recently. It's my favorite Build game and nothing's topped it before or since. Loved that Death Wish fan mod, too. Really good shit and apparently he's planning on making another episode.
>>
>>8519584
>>8519590
>Turok’s style can be recreated in Doom
Well any style can be recreated with mods. I just think as a base game Turok has some great level design allowing you freedom to explore and go almost anywhere that you wish to, a feature usually lacking even in 90's fps that were known for their more complex level design. Yet it doesn't really fall for open world memes where you just wonder about in areas filled with nothing, there are always secrets, ammo/armor/hp, new paths, chronosphere pieces, keys, etc to find. It reminds me a bit of Metroid games where once you have a certain power up you are given multiple paths to choose from that all interconnect with each other. Except instead of powerups you need keys to progress.

>Hexen also had a better take on what Turok was trying to do
I still haven't played it, what did it do better?
I keep procrastinating on playing the doom clones because I find the 2.5d games are just kind of... jank. I can't stand having no y axis aiming, no headshots, no proper jumping, autoaim, etc. I know you can mod them out to eventually work like that half the time, but its still janked to hell and back compared to post-quake games. Not to mention you aren't even playing the real game anymore at that point, instead of hexen it would be more like hexen rebooted.

>I was quite surprised when ammo wouldn’t respawn or drop.
I finished level 7 on hard and I have to say they give a shit ton of ammo to get it done. I think you would have to be stuck for ages to run out, not to mention constantly killing the respawning enemies instead of just ignoring them. I wonder if you had issues because you played it too much like a standard shooter, to me as soon as I see respawning enemies I think in terms of something like Metroid - if I don't have to kill it, then leave it be unless I have excess resources to do so.
>>
>>8519489
Only thing holding me back from Marathon is shit sourceport.
>>
>>8519671
What are your grievances with Aleph One?
>>
>>8519695
It was a couple years ago. Seems way better now that I'm looking at it again. Still wish it were a little more malleable with its settings, etc. because I'm a lazy asshole.
>>
>>8511305
Is nblood abandoned? I hope not, even though I prefer BuildGDX
>>
File: q2_0038.jpg (1.73 MB, 1920x1080)
1.73 MB
1.73 MB JPG
>>8519297
Someone needs to port this back to Q2
it may be even the perfect choice for Oblivion Final Boss.
>>
>>8519659
>I just think as a base game Turok has some great level design allowing you freedom to explore and go almost anywhere that you wish to, a feature usually lacking even in 90's fps that were known for their more complex level design.
I think the amount of linearity and freedom the classics + Final Doom exposed set a much better standard. These days you can get atmospheric TNT levels with “Containment Area” kinds of freedom and then some. I’ve also been working my way through NRFTL and it’s incredible right out the gate with map01.
>What did it do better?
Level design, variety and progression and hub design, variety and progression. It was also made with jumping and vertical aiming in mind.
>I wonder if you had issues because you played it too much like a standard shooter
Lol I’m certainly not wondering, it’s the whole reason I mentioned the finite ammo against respawning enemies in the first place.
>>
>>8519604
Doom 2 and doom 64 are way better than doom 1
>>
>>8519739
Can Q2 support enemies shooting multiple types of projectiles simultaneously?
>>
>>8519757
I only played Doom 2 and shareware Doom 1 as a kid, but Shores of Hell is still my favorite episode of Doom 1. Plutonia is my favorite IWAD overall.
>>
File: bubbles-shocked.jpg (12 KB, 300x300)
12 KB
12 KB JPG
I have never before experienced motion sickness while playing a video game before in my entire life until Shadow Warrior. Good game but Jesus Christ the perspective makes me want to puke. Classic renderer actually makes me nauseous. Polymost is better but skyboxes still make me feel sick. Are all build games like this?
>>
>>8519767
yes with a few shenanigans.
But Q2 needs its own Quakespasm Spiked port
>>
>>8519776
You'll get used to it you baby.
>>
>>8519776
For me it was Marathon before I figured out the FOV script.
>>8519778
Kmquake 2 has been nice at least.
>>
>>8519801
But without Oblivion Support is a No-Go
Knightmare offered a solution, which is decompile on linux the io file that comes with Oblivion, and rebuild the code from there.
>>
File: Spoiler Image (288 KB, 1920x1080)
288 KB
288 KB JPG
I finished Golden Souls remastered today.It was really good, dare I say it was soul?
>>
>>8519776
You gotta squint your eyes and push your jaw back. It's only for the Chinese you see.
>>
>>8519809
>Oblivion
MORE lost Q2 content? These past few months have been fascinating with all the stuff I’ve ran into for this game.
How are the enemies and weapons in this compared to the other expansions?
>>
>>8519584
Hexen's progression and goals are quite different from Turok... Theres no mystery in Turok, you just walk around the level until you find the keys, its fundamentally structured the same as a collectathon platformer. Hexen is more like an adventure game, where you need to find secrets and solve puzzles.
>>
>>8519742
>amount of linearity and freedom the classics + Final Doom exposed set a much better standard
No way, Doom games are really rigid and linear in their execution, there is generally only one way to play through the level and thats it. God especially Doom 1/2 are really REALLY linear levels, sometimes the map makes it look like there are branching paths - but really its still point a to b because so much is locked away with cards. I know Doom 1/2 have a hold grail reputation about them, but they were some very early attempts at making FPS games, I don't think thats when level design peaked.

>Level design, variety and progression and hub design, variety and progression.
I mean like how is it better, not what is better. What makes the level design better, what makes the progression better etc.
Does Hexen has real mouselook and jumping by default? I thought it was Duke 3d who started that trend with the build engine. I don't know my history too well so do excuse me for my lack of knowledge.

>the whole reason I mentioned the finite ammo against respawning enemies in the first place
That you can't just shoot everything in sight like a standard shooter on hard+ difficulty because of non infinite ammo? Its about the same as needing to cause infighting in Doom maps on UV+ because they don't give you enough ammo, I mean its your choice to play on harder difficulties I don't see how its a negative. If you weren't good enough to hold off on your ammo then just lower the difficulty, I didn't have a problem with it even on level 7 just now. Those hitscan red mechs on hard mode are complete dicks though, ended up having to peak them on corners which I hate doing - but thats the price you pay for higher difficulty hitscanners in an FPS. Just like Blood.
>>
>>8519707
The mouse felt absolutely horrible until like last year.
>>8519776
Have you ever played other Build games in software (classic) mode? Looking up and down is really hacky and weird because it basically skews everything. And the skyboxes are just parallax textures.
Try using 3D skyboxes: https://www.moddb.com/games/shadow-warrior/addons/shadow-warrior-skyboxes
>>
>>8519776
try something like raze with hardware acceleration.
>>
File: q2_0036.jpg (876 KB, 1920x1080)
876 KB
876 KB JPG
>>8519823
it its own beast, unfinished without its last map unlike unseen, and there is even some map fixes at celephais.
it has unique enemies, weapons and nasty AI included.

also the textures are really well done, even upscaled.
>>
>>8519830
>The mouse felt absolutely horrible until like last year.
Absolute shit yeah. Glad they fixed it. It's actually playable now.
>>
>>8519830
>Have you ever played other Build games in software (classic) mode?
I have not. I lost my build virginity to SW.

>Looking up and down is really hacky and weird because it basically skews everything.
I noticed that. It's like they rendered it with a really wide vertical FOV and just zoomed in and panned up and down. Polymost fixes it but I still get nauseous from the backgrounds.

>Try using 3D skyboxes
Thanks. Though I don't plan on coming back to Shadow Warrior anytime soon. Next game on my roster is going to me Duke Nukem 3D
>>
>>8519856
>It's like they rendered it with a really wide vertical FOV and just zoomed in and panned up and down.
That's exactly how freelook works in 2.5d software rendered engines like Doom and Build.
>>
>>8517086
>have a channel nobody knows about and nobody watches
>care about sensitive content
I really don't get you dude
>>
>>8519882
That's mean, anon
>>
>>8519828
>No way
E2M2 baby, and Doom 2 would be messy but introduce fun and open-ended level ideas in Tricks and Traps and Downtown. Plutonia doesn’t get as strictly linear either and has my favorite “Downtown-like” level, and again you need to try NRFTL.
But you haven’t even played Hexen, so I have no idea what else you haven’t played.
>I mean like how is it better
It’s a lot more interesting to navigate, the level design is more elaborate, and it’s more fun to go back and forth between the levels and the hubs they’re connected to. And yes it was made with vertical aiming and jumping in mind.
>Its about the same as needing to cause infighting in Doom maps on UV+ because they don't give you enough ammo
You shouldn’t be comparing to Doom’s UV+ but it’s Nightmare difficulty where I also don’t enjoy the respawning enemies.
>>
File: 1641959168007.png (21 KB, 128x128)
21 KB
21 KB PNG
>>8518408
>>Doom plays like a cover shooter
Has anyone ever said this?
>>
>>8519909
>shoot shotgun
>hide around corner while reloading
Oh yes
>>
>>8519809
What bits of Oblivion don't work? I started a game and the only issue I saw was with the friendly AI at the start, but I haven't gotten too far.
>>
>>8519920
>reloading
>>
>>8519882
bruh, how do you even know that
>>
>>8519909
i mean, there's hitscan and the default movement is slow while always_run's closest in vanilla was the config files
tho it's more situational and not an hint that "doom 3 is the ideal doom"
if anything, both cover and running was ideal in specific situations
>>
>>8519924
Okay
>*pumping
>*putting shells into barrel
>>
>>8519909
>Has anyone ever said this?
the people who do are just babies defending modern fps like COD.
>>
>>8519929
There you go. Also if there's that many enemies that's on you for using the shotguns when you most likely have a chaingun or another better suited weapon for that encounter.
and if you don't, that's on the map maker for either being incompetent or possibly just an asshole.
>>
>>8519923
https://www.celephais.net/board/view_thread.php?id=62112
>>
>>8519939
>Also if there's that many enemies that's on you for using the shotguns when you most likely have a chaingun or another better suited weapon for that encounter.
Shotgun is pretty ideal for some spread out and squishy scanners actually, you break line-of-sight inbetween shots and during pumps. But if there’s a chance of a nearby chaingunner ambush that’s when I’d want to chaingun out.
>>
>>8519909
Compared to 2016 and Eternal the original Doom really is more of a cover shooter
>>
Powerslave is coming next month
https://twitter.com/pripyatbeast/status/1481534643711053824
>>
>>8519953
That’s what I’d expect when everything is a potential health source.
>>
>>8519926
I am smart and resourceful and you should call me "padrino".
>>
>>8519953
thats not really a fair comparison,especially when a "cover shooter" is alot more specific and even when they mean it as more of a catch-all term,its relative to a lot of games,not just literally 2 games,or a small sub-genre.
>>
>>8519908
>E2M2
You mean the level where you run over to the yellow key, then get the blue, then red, and then finish the level after opening the red door to raise the platform all in a straight line? I just replayed it to make sure I'm not going insane, but I think we have very different ideas of what linearity means.
>so I have no idea what else you haven’t played.
Not much pre-quake, only Doom 1/2, plutonia, some wads, Duke, Blood, and maybe some other stuff I forgot about. I really don't like the pre Quake shooting, its just not real 3d, especially the games before the build engine. Even doom movement is off, its like floating on iceskates, you let go of the key and keep sliding around for a second afterwards. Don't really like em, and the level design isn't nearly as amazing as people pretend. Mods like Arcane Dimensions absolutely blow classic doom level design away, and thats should be expect since they have 20 years to learn fps level design over classic Doom 1/2.
>It’s a lot more interesting to navigate,
Is it more open? What locks your progression? What makes it more elaborate? I have a feeling you might not be able to express it so I'll probably just have to play it myself.
>You shouldn’t be comparing to Doom’s UV+ but it’s Nightmare difficulty
I shouldn't, because Doom's Nightmare is a joke difficulty added to shut people up after the fact that is completely unbalanced, while in Turok enemies respawn even on normal mode since its a part of the game. Its different game with different balance and different mechanics. The similarity is that you are picking a harder difficulty, and then complaining about it being hard. Just lower the difficulty if you can't keep up, I didn't find it to be a problem even on a late level like 7.
>>
>>8519909
Contrarian faggots who are trying to ruin one of the few decent generals left.
Fuck 'em.
>>
>>8519994
You're right. The original Doom is 10% shooting demons, 90% running around a sprawling empty map looking for some stupid ass keycard for 20 minutes.
>>
>>8519953
hey, at least it's a shooter. you kill stuff with guns.
in eternal killing with guns is a fail state, what you're really supposed to do is use a gun that's just-bad-enough to not kill an enemy so you can kill it in a cutscene instead. how lame!
>>
>>8520028
nah man,you're thinking of marathon,that game is an un-ironic maze
>>
>>8519507
For me it's Aliens Again
>>
>>8520028
Doom isn't that maze-like unless you are going for 100%.
>>
>>8520042
>what you're really supposed to do is use a gun that's just-bad-enough to not kill an enemy so you can kill it in a cutscene instead
Only when you need resources.
>>
>>8520114
All the time then?
>>
>>8520009
>You mean the level where you run over to the yellow key, then get the blue, then red, and then finish the level after opening the red door to raise the platform all in a straight line?
If that’s what you wanted to do, sure. You don’t need that yellow key by the way, it’s optional, but the otherwise circular nature of the level gives you freedom to explore and is not ruined by the order of two locked doors.
>Just lower the difficulty if you can't keep up
That’s where I started, wasn’t enjoying myself, restarted on a harder difficulty, wasn’t enjoying myself - and realized it’s not the kind of shooter I expected it to be. There’s nothing to solve here, really, so I just play other shooters that provide what I want.
>>
>>8520042
Eternal is a first-person Character Action Game, not a shooter. I'm saying this as someone who loved Eternal. Just wish it had a style meter.
>>
Hastily put together Friday Night Firefight time! You think we'd have these figured out by now. Join or suffer, peons.
104.128.49.2:10757
>>
>>8520137
>Character Action Game
God fucking damnit that sounds so goddamn retarded. Who fucking came up with that name?
>>
>>8520146
I don't know and I agree that it sounds stupid, but I can't really think of a much better name myself that isn't specific to Devil May Cry
>>
>>8520146
Same crew who coined “multiplayer online battle arena” I imagine, but at least that is similar to “DOTA”.
>>
>>8520152
What are some modernized and popular “action games” that aren’t “character action games”?
>>
>>8520154
>>8520152
I think Spectacle Fighter is a good term for it.
It's a fighter, with emphasis on the spectacle, a la Ultrakill, DMC, or any game with a style meter to be truthful
>>
>>8520167
I knew there was a better name for it, there it is.

>>8520159
The Batman games, Spiderman games, Prototype, etc.

Shadow of Mordor arguably borders on spectacle fighter.
>>
File: 1564000191401.jpg (27 KB, 226x212)
27 KB
27 KB JPG
>>8520167
I think the term Character Action Game originated from Japan. Spectacle Fighter is from Yahtzee of Zero Punctuation.
I prefer Character Action Game. Though I also prefer the term Shooting Game over SHMUP so what do I know?
>>
>>8520154
>“multiplayer online battle arena”
It's literally and unironically a forced term made up by chinese propagandists hired by Riot Games. They came up with "MOBA" because before that games like LoL were commonly called "Dota clones" or something like that and they forced their meme on a global scale to avoid being defined through the competing game.
>>
>>8520172
>The Batman games, Spiderman games, Prototype, etc.
Those also all have an openworld emphasis, don’t they?
>>
>>8520167
I think Spectacle Fighter makes them sound more like fighting games, which is why I still prefer Character Action Game even though its pretty bloated and weird
>>
>>8520202
Yes, but that's not the point, the point is the combat system. You could argue that some action MMOs like BDO and Warframe also border on spectacle fighter territory.
>>
File: 1600051385341.png (51 KB, 442x610)
51 KB
51 KB PNG
>>8520232
>Yes, but that's not the point
I know, I'm more trying to recall if there's any recent and regular "action games".
>>
>>8520167
They're just 3D beat em ups. There is nothing fundamentally different genre-wise between something like Streets of Rage or Shadow Over Mystara and DMC. Both kinds of games lock you into a room where you beat up mobs until you can scroll forward/go to the next room, both kinds of games have been compared to fighting games. Except DMC has a style meter, way more moves and some very light exploration and platforming.
>>
>>8520245
Yeah, the fundamental difference is the designer intent rather than actual design.
>>
>>8520136
Well you want the yellow key if you want secrets, but yes technically you just run over to the blue key then red and the level is over in like 30 seconds. Its pretty poorly designed in general where 90% of the map is utterly pointless and nothing connects together. It has the classic Doom maze design where everything is just questionable dead ends that don't connect to each other, and the real level ends up being a linear path because of that. It is better than for example a literal one way path like in a game such as Call of Duty, but I don't think being better than the lowest effort possible is really what peak design should be. Its something that these later levels of Turok falls into such as level 6 Treetop Village, which I didn't really find as good as the other maps. In fact levels 7 and 8 were also not that great either, its like more standard 90's fps Doom type maps where you are shuttled along a path and have some deadends with maybe a switch to open a door if you're lucky.

>and realized it’s not the kind of shooter I expected it to be.
Well that sounds fine, but that wasn't the way you were coming off before. It came off more as a criticism of the game rather than just you not liking its style. I don't particularity like infinite respawning enemies that much, but I think Turok handles it find and the more I played on hard and went through the older levels I had already cleared the more I realized that they actually fine tuned the respawning very well. The caves are the only places with very high respawn rates, but its only ever spawning the easily avoided frog enemies which makes me think its very intentional. On the normal difficulty the game ever hands you infinte ammo, so I personally can't judge it for what it did, its well done for what it is. The one good thing about infinite enemies is that while traveling through the levels you always have enemies to preoccupy your attention, which makes treading old ground more enjoyable I think.
>>
Yknow I never noticed until someone pointed it out but it is kinda weird we don't have a Blood guide in the OP, feel like questions about which source port to use are asked way more frequently than for stuff like Thief or Serious Sam
>>
>fall into nukage pit
>no teleporter or lift
>have to sit there and die
thanks sandy
>>
>>8520152
Beatemup
>>
>>8519604
there's a funny trend with shareware games where all the effort goes into the first episode to get you to buy the game, and afterwards the quality drops off because they don't give a shit and they already have your money
>>
>>8519695
the biggest problem with Aleph One is how you have to exit the game to change any settings
having to reset the game to fiddle with mouse sensitivity, and then restarting and HOPING this time you have the right setting, it's just fucking infuriating
>>
>>8520251
Even then you look at a game like Streets of Rage 4:
https://www.youtube.com/watch?v=4-4o1Q8ZHPg
Is this a "character action game"? But it's not that different from the previous games which were just beat em ups. Did the fact that they intended to let you do flashier combos change the genre? Or is it still a beat em up because they don't grade you on your style?
>>
>>8520260
>Its pretty poorly designed in general where 90% of the map is utterly pointless and nothing connects together
Besides the obvious circular layout throughout the whole thing as well as the connections inbetween. Whatever point you were trying to make was lost on you being a retarded loathsome cunt who just looks at the map on a wiki.
And people can just boot up Turok+ if they bitch, piss and moan about ammo not dropping.
>>
>>8520293
It could be considered a character action game if you were a perspective anarchist being that the originator and every big name in the genre have been 3D
>>
>>8516875
They probably watched multiple playthroughs first and/or savescummed.
>>
>>8520320
saving is part of the game, retard
>>
>>8520293
Beat em up are simple and mashy. "character action games" are closer to fighting games. It's entirely possible for a game to blur the lines, and that proves nothing. These types of autistic posts remind me of boring ass arguments over whether a tomato is a fruit or a vegetable. Who fucking cares.
>>
>>8520325
actually tomatoes are made from meat and plasma
>>
File: cOEADvl.png (17 KB, 312x144)
17 KB
17 KB PNG
>>8520365
>plasma
M-MY FLATSCREEN!
>>
>>8520318
>Besides the obvious circular layout
>you being a retarded loathsome cunt who just looks at the map on a wiki.
I literally went and played the map through not once, but twice just today for this conversation. It is absolutely not a circular layout, and the vast majority of the map are just deadends with no purpose. Hell, just spawn in and turn right twice and its a dead end. Right section of the map is a deadend, top room is a dead end. The map is full of deadends like that. I know Doom is hailed as a holy grail of map design, but its really just not that good. Modders (with 20 years of extra time learning how to design) generally make maps that are far better than Classic Doom.
>>
>>8520245
This is reductionist to an insane point.
No sane person would look at streets of rage (there is a 3d entry btw) and say it's the same kind of game as DMC.
I have no idea why some people don't want "new" genres and just want to use old genre terms for everything that is remotely similar.
The point of genres is to help identify a game. It's not a mark of quality. If you overuse a genre name to the point where completely different games are inside that genre, the genre is now useless.
>>
File: Wrongwad.jpg (132 KB, 1358x631)
132 KB
132 KB JPG
>>8520139
>>
>>8520512
>No sane person would look at streets of rage (there is a 3d entry btw) and say it's the same kind of game as DMC.
It's funny you say that because I always wanted a good 3D game that played kinda like Final Fight. When I first played DMC I thought that was it. Only after going online years later I discovered people thought it wasn't the same genre.

>The point of genres is to help identify a game. It's not a mark of quality.
I know, which is why DMC and Final Fight Streetwise are the same genre even tough FFS is garbage.

>If you overuse a genre name to the point where completely different games are inside that genre
Mario 64, Sonic 2 and Mega Man are all platformers. Serious Sam, Halo, Quake 3 and Overwatch are all FPSs. They're all completely different.
>>
File: 1391813767979.gif (707 KB, 300x248)
707 KB
707 KB GIF
>>8520409
WHY DID YOU DO THAT TO THE CACO???
>>
>>8518182
I never had problems with gzdoom coop
>>
>>8520042
Lol completely wrong, anyone who is good never uses glory kills ever. You get health for killing enemies regardless of GK or not, GK just gives more - but also makes you stationary which allows enemies to catchup to you. Never using GK is how its meant to be played and how you will be playing on UN. The true purpose of GK are just there to look cool your first time playing and for casuals.

Now chainsaw? No defending that animation, I wish it was fast like the crucible.
>>
>>8520594
>The true purpose of GK are just there to look cool your first time playing and for casuals.
It's also to recharge the blood punch which is very useful.
>>
File: scrap668_a.jpg (142 KB, 1216x1088)
142 KB
142 KB JPG
>>8520139
now
>>
>>8520601
>blood punch
Its mostly useful later in the game when cybermancubi and doom hunters start spawning in more often, which you should have (I hope) "health for blood" or "armor for blood" upgrades which bypass this. Early game blood punches are rather pointless to charge up with GK because nothing really needs a bloodpunch and using GK slows you down too much to be worthwhile.

There are situations when you fuck up real bad and need to gk so you can charge a blood punch, but thats just because you played bad, which means GKs are actually the end result of a failstate.
>>
>>8520606
GOT DAM
>>
>>8520618
>but thats just because you played bad,
or the game decided I wanted to bloodpunch a buff totem for some fucking reason.
>>
playing heartland right now, how do you show kills/secrets count in the eternity automap?
>>
File: 1409286029622.png (40 KB, 468x1187)
40 KB
40 KB PNG
>>8520623
Iktf brother. Almost as annoying as when you get a "no target" as your chainsaw is literally clipping through the imp's skull.
>>
File: what is it.png (55 KB, 241x372)
55 KB
55 KB PNG
>>8520606
dafuq is this supposed to be?
>>
>>8520647
That's a BFG you knucklehead.
>>
>>8520594
This isn't 2015 anymore. The new DOOM actually came out and it isn't cool to hate on GK anymore.
>>
>>8520648
Looks like a minifridge with a parchment paper box, you charcoal grill
>>
>>8520654
Yeah, have you seen the BFG sprite?
>>
>>8520567
>always wanted a good 3D game that played kinda like Final Fight.
And DMC plays nothing like final fight.
I did say "No sane person".
You're obviously another autist that for some reason hates the idea of specific genres and just want genres to be as broad (and useless) as possible.
>Mario 64, Sonic 2 and Mega Man are all platformers. Serious Sam, Halo, Quake 3 and Overwatch are all FPSs.
Hence saying "It's a platformer" or "it's an FPS" are completely pointless descriptors by themselves. All of these have more specific genres beyond just "FPS" or "platformer". Mario is a 3d platformer, megaman and sonic are action platformers, serius sam (and nudoom) are arena shooters, quake 3 is an arena multiplayer shooter, overwatch is a hero shooter.
>>
>>8520623
Nothing is as bad as accidentally wasting your crucible on a fodder demon
>>
>>8520658
Yeah and it looks like my cock, gottem

I love your stuff, keep at it.
>>
File: xbox.gif (543 KB, 600x250)
543 KB
543 KB GIF
>>8520663
Wrong guy. I'm not the artist.
>>
>>8520673
Oh.

Go fuck yourself whatever your name is. Kegan?
>>
File: 1471956129464.png (51 KB, 500x517)
51 KB
51 KB PNG
>>8520678
What the fuck.
>>
>>8520682
You have a distinct posting style.
>>
>>8520682
He sure turkey'd your donut, bro
>>
shots fired at kegan oh damn
>>
File: Image1.jpg (460 KB, 2311x2301)
460 KB
460 KB JPG
>>8520654
>>
>>8520714
He could probably file a lawsuit for child abuse due to his dwarfism
>>
File: 1525260348184.jpg (309 KB, 1300x825)
309 KB
309 KB JPG
>>8520736
Man I'm just wanting to have a nice relaxing evening before working on stuff, and here you boys are breaking my balls.
>>
File: file.png (877 KB, 1230x1712)
877 KB
877 KB PNG
>>8520738
Don't worry, we're on autosage, maybe I'll go easy on you next thread. Maybe.
>>
>>8520651
I don't hate GKs though, I spammed the hell out of them my first playthrough because they look cool the first few times on each monster. That being said I don't want to see the same animation play 20000 times over and over again while I replay the game, so I don't want them to be mandatory or the optimal way of playing. Luckily GKs are not mandatory and are an inferior way of playing the game, unfortunately chainsaw is mandatory and I wish it was fast like the crucible.
>>
File: Character heights.png (108 KB, 1337x772)
108 KB
108 KB PNG
>>8520748
Look, just because my boy's 2 inches shorter than a Korean girl and is -technically- shorter than Samson because he's tall for a Kobold and Blaz is short for a human. Does not mean you can fucking bully him like this.
>>
File: file.png (925 KB, 1920x1080)
925 KB
925 KB PNG
>>8520716
(You)
Have you considered drawing the SNS screenshots in your style?
>>8520760
Napoleon complex on full display here
>>
>>8520774
probably not since the ratio of hot chicks in the picture is depressingly low. sorry
>>
File: file.png (37 KB, 103x207)
37 KB
37 KB PNG
>>8520792
um
>>
>>8515336
I think its weird to call Ancient Aliens slaughter overall. It has like two maps at most that qualify.
>>
>>8520774
>image
>one person in this room is an impostor
>>
>>8520792
try rule 63
>>
File deleted.
>>8520804
I knew someone was going to do this, I knew
>>
File: Image1.jpg (351 KB, 2139x2138)
351 KB
351 KB JPG
>>8520804
corrected picture with more aaaa
>>
File: why am i doing this.png (9 KB, 279x275)
9 KB
9 KB PNG
>>8520817
>Greetings fellow humAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAns, I sure do hAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAte demons, wouldn't you AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAgree?
>>
>>8520842
10/10
>>
File: ara.jpg (85 KB, 1044x239)
85 KB
85 KB JPG
>>
>>8520863
>>
>>8520637
>marauder throws up his shield for no reason
>continues to prance around with it still up
>get tired of waiting for him to attack and go somewhere else
>he multidashes across the arena at mach speed and starts rapid firing his shotgun into my back
>go to chainsaw a zombie for a moment of peace
>hitreg fails, and a cacodemon nearby zooms over and eats me because its flight information fucked up
the real eternity were the glitches we dealt with along the way
>>
>>8520871
>Marauder brings his shield up for enemy projectiles, even though they don't hurt him
>This is a bug, according to the developers
>There's still an arena in the Taras Nabad master level that seems designed around this behavior, where you have to fight 2 marauders in a dark circular tunnel full of constantly spawning imps and prowlers (deliberately chosen due to how hard they are to tell apart in the dark for chainsawing purposes)
>>
File: file.png (239 KB, 1200x675)
239 KB
239 KB PNG
>>8520863
I bet the doominati did this
>>
>>8520894
>that one fog room in the Gore Nest master level where a buffed marauder constantly throws up his shield after attacking because mecha-zombie projectiles
pain
>>
>>8520930
>Every single time they do the "LMAO 2 Marauders" thing, they just glue themselves together and proc the other's shield and dog whenever one of them throws their axe.
>>
>>8520943
As far as I’m aware, all they’ve done for the game besides DLC is push out remixed levels and ugly FOMO skins, I don’t think any of these glaring issues will be fixed anytime soon
>>
What's the best Duke version?
>>
>>8521214
in my experience all build engine sourceports not derived from eduke32 have retarded mouse input problems
but i'm not very experienced
>>
File: file.png (62 KB, 1854x260)
62 KB
62 KB PNG
Hey, remember Captain Mozzarella? Turns out he's not only a good mapper and sprite artist, but he also knows his way around a midi editor. Turns out the MIDI used in his map was sequenced (but not composed) by himself in one night. On top of being a talented mapper and exceptional sprite/3DCG artist, he also had some considerable talent with MIDI. He was a jack of all trades who put a fuckton of effort in every field into a faggot mapset, and then disappeared off the face of the internet for good. This man frightens me.
>>
>>8521284
"Disappeared" in the sense that he stopped doom mapping and going by the name of Cpt. Mozzarella, sure.

He's still out there. Dunking on inferior modders.
>>
>>8521302
>Man who goes by many different names appears in different communities, puts them to shame with his superior work ethic, then leaves
Sounds like the plot for a movie.
>>
>>8521305
A modern-day wandering ronin tale crossed with a contest/tournament plot
>>
>>8521284
Nobody remembers you, and this post is hilariously transparent.
>>
>>8521314
fuck off Kegan
>>
>>8521314
Wrong. Try again. I wish I had half of his talent.
>>
how hard is it to make an doom
>>
>>8521317
>>8521318
>under 1m response time
>2 posts
Hilarious to think that you're sitting there with the thread open on your PC and your phone at the same time, refreshing rapidly to try to get dopamine hits. Also I'm not Kegan, I've been around longer than he has. Try again.
>>
>>8521284
How can one man be this based?
>>
>>8521323
No you haven't.
>>
>>8521321
not actually that hard if you want to make a map and don't try to do something overambitious like a retard

take your time, watch tutorials, etc

mods are a little harder

>>8521323
I honestly just guessed out of boredom, I'm done now. I know from experience how obnoxious randoms accusing others of being me is. Don't give a shit if some rando wants to shill his work on here as long as he doesn't spam.
>>
>>8521317
That's not me, and neither is that post below yours. This is getting really fucking confusing.
>>
>>8521328
i want to make an overambitious retard doom
>>
File: 1431154164537.jpg (4 KB, 400x400)
4 KB
4 KB JPG
>>8521328
>brag so obviously in third person that only a total newfag wouldn't recognize it
>call out the wrong person
>"I'm done, this is obnoxious and I totally don't care"
Top wew. You do know you need to be 18 to post here, right?
>>
>>8521330
This >>8521317 and this >>8521328 are both me
>>
>>8521336
chief not everyone you dislike or disagree with is the same poster
>>
>>8521336
Do you really think the guy would spend time jerking himself off instead of, I don't know, working on his shit? I posted about him because I have an appreciation for /vr/'s content creators, ergo not you.
>>
>>8521341
>Do you really think the guy would spend time jerking himself off instead of, I don't know, working on his shit?
Yes, I 110% do believe that.
>>
File: file.png (3.77 MB, 1543x6892)
3.77 MB
3.77 MB PNG
Schizo newfaggotry aside, it's time to get back to work. Next section is WADs. The image has been made wider to make more room for mods. There's an estimate of 6 new spaces. Any thing that should be removed? Any suggestions for additions? Here's some old notes I took on the subject of addition.
>Doom Zero
>Three's a Crowd
>Eviternity
>TNT: Revilution
>Tarnsman's Projectile Hell
>
LEVEL PACKS:
>DBP 37
>Heartland
>Mutiny
>Sigil
>
>Micro Slaughter Community Project
GAMEPLAY MODS:
>Metadoom
>Treasure Tech
>Final Doomer
>
>
>
MULTIPLAYER MAPS:
>Aeon DM
>Neon DM
>Bourgeois Megawad
>
>
>
MULTIPLAYER GAMEPLAY:
>Quake Champions: Doom Edition
>Insanity Deathmatch
>Doomware
>
>
>
4CHAN:
>2048 Units of /vr/
>Combined Arms
>HFFM
>300 Minutes of /vr/
>Ad Mortem
>Combined Arms Gaiden? 100 Minutes?
>>
File: meds takem.png (515 KB, 505x604)
515 KB
515 KB PNG
>>8521336
>>8521323
Your ass kicking privileges are revoked.
>>
>>8521372
Do a HL one.
>>
>>8521375
No.
>>
>>8521372
Combined_Arms can stay, but Gaiden was more of a result of the Pizza Tower server's collaborative project. I had made Arti for Bring Your Own Class, flexed too hard and made it a standalone mod.
>>
>>8521372
>no dakka
>>
>>8521379
Yes, i'm lazy.
>>
>>8521382
Honestly, the 4chan section is giving me some serious trouble. Make more mods and less shitposts, guys! The multiplayer sections are too, but we'll talk about that later
>>8521384
Fair enough, I suppose. I wouldn't mind doing one myself but i'm not knowledgeable about Half-Life beyond a surface level understanding.
>>8521383
That's a good addition, I think Babel will also fit nicely.
Keep them coming, and if any graphic design autists can weigh in >>8517943 here for subtle details to improve on, please do. I want this to be the best it can possibly be.
>>
When is Duke Nukem 3D Reloaded coming out?
I want a real remake not Serious Sam 3 shit.
>>
>>8521395
>make more and less shitposts
It's pretty much all I do. Anon. Combined_Arms can stay seeing as it was intially conceptualized as me asking some boys "If you can replace a gun from Doom, what would you replace?"
Admittedly that premise has been replaced with the last big update, but Combined_Arms originated from /vr/.

Also I'm seconding Babel and DAKKA. Babel is arguably a /vr/ mod, DAKKA is a weird one. But I'd say put it in the gameplay mods section. High Noon Drifter and Project Booster were of /vr/ origin, Term's last two mods before he left.
>>
>>8521372
Look, it might be distasteful, but it should include at least one of the Brutal branches. I suggest Project Brutality or BD Platinum.

Also Dakka

Psychic, imo, is a less refined version of what Guncaster does.

OMG should be replaced by HXRTC

Also add some of Impy's work like Strange Aeons
>>
>>8521406
See, part of the reason why this section is giving me so much trouble is because I'm not sure what authors would be okay with me putting their mods there. I don't know if Babel guy or anyone else wants his mod to be labeled as a "4chan mod" because some people don't like that reputation.
>Anon why do you even care it's not like anyone's gonna see this image anyway
Because i'm a turboautist.
>>make more and less shitposts
I meant this as a general statement by the way, you're the last person who needs this advice
>>
>>8521415
Project Brutality is horribly bloated. Brutal Doom used to be in the mod list a long time ago, if you're gonna list one, do BD Lite seeing as it's based off the earlier days of Brutal Doom when it's more streamlined.
Also Psychic is still better than Guncaster for the simple reason that it's not a complete easy and boring power fantasy.
>>
>>8521423
I agree on the difficulty part of Guncaster/Psychic, but at least let them share a spot. Maybe give Guncaster a single-line mention like "you may also want to consider Guncaster, but if you do, ramp up the difficulty significantly or play a slaughter wad (or both) if you desire any real challenge." Consider the fact that some people may want exactly that type of power fantasy.

It's true PB is horrendously bloated, but it's got a certain feel that not many others mods have. Sometimes you want a horrendously overdone feast instead of a concise, tightly built meal.
>>
>>8521427
I think it boils down to: How many Anons here would actually recommend PB to others? I sure as hell wouldn't, obviously you would, but how many others here would?
>>
>>8521423
I can see where anon's coming from, some of these mods are dated, particularly in the multiplayer section. I don't even know when the last time I saw an Internal Conflict server was. That's why I asked about things being removed.
>>
>>8521437
>>8521436

Alright, here's just all gameplay mods I like that I don't see in the current one: Dakka, Hellrider, Lt. Typhon, Acceleroid, Lithium, Trailblazer, Hexarcana, Corruption Cards
>>
>>8521447
>corruption cards
Fuck. That one should be added in.
>>
>>8521372
Oblige is neat but Obsidian is neater and being actively developed, the generated levels are crazy detailed.
Obsidian being the fork of Obaddon after the main dev moved to other projects
>>
Any Doom remakes with the caliber of Black Mesa?
>>
File: file.png (1.83 MB, 2686x1669)
1.83 MB
1.83 MB PNG
>>8521457
Good to know, I'll have that section replaced. While i'm at it, here's a proposal for adding extra source port info and Freedoom info to the infographic. Does this feel extraneous at all, or should I keep it in? I might be able to add an "optional reading" tag to it
>>
>>8521470
Unity chads we won.
>Doom Classic Complete
I remember when it was on the PSN store.
>>
>>8521480
Yes anon, you have won. I'm trying to dance on the fine line of being thoroughly informative and absolute clusterfuck of information, so everyone's a winner.
>>
File: DNFJayLeno.png (634 KB, 875x656)
634 KB
634 KB PNG
>>
>>8521372
For the megawads, I think that 1994TU and Jenesis needs to go, with Eviternity and Doom Zero being the most notable out of your list, so I think you can't go wrong with that.
As for the level packs, idk, most of the present list is some random old crap, and you can throw into the thrash most of it, except UAC Ultra, Pirate Doom and Suspended in Dusk. To your list, I can add Lost Civilization, Avactor, and Preacher.
>>
>>8521372
>no project babel under 4chan's own
Literally the only place it's ever been posted is here, and maybe two other chans. Half of the mods in that section are on the Zdoom forums.
>>
>>8521545
>>no project babel under 4chan's own
I just want the author's explicit permission, anon. A direct "Yeah, you can put it here" from him. Yes, it's true that it is primarily posted here, but I'm a giga-autist when it comes to things like permission and credit, and a faggot bleeding heart at that.

In other news, I asked a friend to give me an autistic in-depth analysis of everything wrong with the infographic so far. He started 33 minutes flat prior to writing this post and he's still going. Expect some major polish next progress report.
>>8521538
Thanks anon, I do agree with removal of some wads in the level packs section, some newer WADs just shine brighter.
>>
File: file.png (15 KB, 179x141)
15 KB
15 KB PNG
I just noticed this little guy. What's his story? Anyway, NEW THREAD
>>8521594
>>8521594
>>8521594
>>
>>8519908
>And yes it was made with vertical aiming and jumping in mind.
Mate Hexen doesn't have mouselook, did you even play the fucking game?
>>
>>8521601
He never said anything about a mouse, Hexen had and was designed around keyboard look.
>>
>>8521619
No one on planet earth is using keyboard look in combat. That shit is unplayable. Saying Hexen was made with vertical aiming in mind is just straight up greasy used car salesman tier lying.
>>
>>8521372
>Any suggestions for additions?
REKKR.
>>
>>8521627
The mage is relatively slow and therefore has a harder time getting the silver key out of the cave with the crushers in the Winnowing Hall, but you can look up and shoot the bell to open the exit, skipping the key entirely, this is clearly intentional.
>>
>>8521397
>When is Duke Nukem 3D Reloaded coming out?
When Gearbox decides to fund it, so never. 3DR did had (and maybe still has) the licence to pursue it, but Randy didn't to give any money to fund development while they can't simply afford working on it for free.
>>
>>8521634
Thats clearly not what he's trying to lie about when he says it has vertical aiming in mind, seeing as he's replying to a complaint about how doom and its clones don't have proper mouse look. The game absolutely plays exactly the same as Doom when in combat, and the guy either never played Hexen or is just lying.
>>
>>8521638
I genuinely missed the post he was responding to talking about mouselook. Either way, you can play Hexen on DOS with mouselook as of 2015 without even running a sourceport.
https://www.doomworld.com/forum/topic/85064-mouselookfreelook-for-vanilla-heretic-hexen-and-strife/
>>
>>8521652
Thats why you always read the entire comment chain before replying, or at least a few posts up to get some context. Also modding was already mentioned in the same post with the complaint about doom clones and mouselook
>>
>>8521669
I don't consider companion programs to really be "modding" since you aren't actually modifying anything about the game's content or executable. I could give or take mouselook personally, but I wouldn't consider running DOS Doom with novert to be modding, either.
>>
>>8521675
Well technical definitions aside, certainly it wasn't meant to be played like that and by "mouselook" its also going to mean playing without autoaim so its a true fps experience unlike what Hexen/Doom/etc was really designed as. Not to mention how poorly they actually preform played like a true fps anyways, hell even modern games build on old engines struggle with proper mouse aiming like Ion Fury - sometimes you can't even hit targets properly at certain angles.
>>
>>8521686
The only thing I can really think of for Heretic/Hexen/Strife "performing poorly" as a "true fps" is the collision size of some projectiles to avoid some doom engine collision jank, but that's easily adapted to. I can't speak for Ion Fury, as I haven't finished it, but I do recall similar issues to what you described with Blood.
>>
>>8521693
I don't really feel like arguing about 2.5d games, since their fans tend to be so delusional. All I'll say is that the doom games and the engines aren't ever going to function properly for actual fps mouse aiming, even the build engine which is more advanced than doom's is still janked as hell and back even on modern releases. I think if you forced people to play 2.5 games in multiplayer, the nostalgia protection would wash away very quickly. Not saying the games are bad, but obviously FPS was changed forever by Quake/Goldeneye (for the better). Anyways I'm off now, going to sleep. Feel free to disagree, most people who still play 2.5d games do.
>>
>>8521710
>I think if you forced people to play 2.5 games in multiplayer, the nostalgia protection would wash away very quickly.
I semi-regularly deathmatch in vanilla doom, and it's still plenty fun. I've also topscored in several FNF matches with mouselook turned off against players who surely had it on. I don't know why you were stirring up an argument in a dead thread, let alone a thread predominantly about the 2.5d first person shooters you don't seem to care for much.
>>
>>8521724
If I was stirring up an argument I would be willing to argue about the topic, I wouldn't be doing it in a thread that isn't about to die, and I wouldn't be about to go to sleep right now. Like I said I don't think the games are bad, they just don't function well as a true fps experience. 2.5d games are remembered for the map design, the maze like qualities they possessed, not for the high quality shooting. I also highly doubt you take your multiplayer matches seriously, because there is a reason Doom MP died the second Quake came into existence. Anyways, I really am going to sleep now.
>>
>>8521731
>2.5d games are remembered for the map design, the maze like qualities they possessed, not for the high quality shooting.
I'm sure that's why Doom's weapons (The SSG and BFG9k specifically) still make it on to "Best FPS weapons" lists.
>I also highly doubt you take your multiplayer matches seriously
I think that much was obvious when I admitted to handicapping myself for kicks. They're games with no stakes. It's just for fun, of course I don't take them seriously.
>there is a reason Doom MP died the second Quake came into existence.
Is that why there's still an official Doom Deathmatch event as recently as 2020's Quakecon?
https://www.youtube.com/watch?v=QZ42MeReckw
>Anyways, I really am going to sleep now.
I probably should too, especially with my eyes glazing over "true fps" and my struggle to avoid arguing THAT particular bit of semantics.
>>
>>8520154
I can't imagine being dissatisfied with a completely accurate term ASSFAGGOTS (Aeon of Strife Styled Fortress Assault Game Going On Two Sides).
>>
>>8521372
Hellcore, Impossible New Reality and Beyond Reality are not deemed that good nowadays, so I'm not sure should they be recommended. I'm suggesting Avactor, Preacher, Dimension Of The Boomed for replacement.

Also Sunlust should definitely be on megawads. It's one of most influential megawads of last decade (along with Valiant, AA and Eviternity).
>>
>>8521470
delta touch in the "more sourceports" section could be good,for a cheap way to get into DOOM without a gaming system.
>>
>>8521372
Valiant and Going Down belong in the list of WADs worth playing.
>>
>>8520279
Retarded Youtube take.
>>
>>8519632
Same.



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.