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File: 1652253701519.png (3.66 MB, 2160x1080)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>8897365

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
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
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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 ===
400 MINUTES OF /vr/
RC1: https://www.doomworld.com/forum/topic/129139

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

=== NEWS ===
[05-09] DNF2001 leak is released
>>>/v/598471840 Duke is finally free!

[05-04] The Force Engine 0.9 release imminent
https://github.com/luciusDXL/TheForceEngine

[05-04] Fartyguns 1.0 released
https://www.moddb.com/mods/poop-fartyguns

[05-01] DBP47: Dreamcatcher Apparatus is out now!
https://doomer.boards.net/thread/2603/

[04-27] Ad Mortem updated to 4.2
https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg

[04-26] Wolfenstein: Enemy Territory free on steam
https://twitter.com/Wario64/status/1519002548891312129

[04-26] Anon releases his Doom engine game!
https://redead-ita.itch.io/sorrow

[04-26] Anon shares a guide on voxels for Doom
https://youtu.be/Bcd3JXKG9Ro

[04-22] Violent Rumble got updated

[04-20] Kex Quake's QC source got released, which includes DotM as well as the other expansions
https://github.com/id-Software/quake-rerelease-qc

[04-17] Doom 2 UV-Speed TAS completed in 9:42
https://youtu.be/MzuJCMV4sK8

[04-15] Reelism 2 v1.0 is released.
https://forum.zdoom.org/viewtopic.php?p=1217383#p1217383

[04-13] Anon shares a WIP Quake texture pack
https://drive.google.com/file/d/1RWhHOpsiEmgzWeb6CQOunImcvdTD1J91/view?usp=sharing

[04-12] Arrival was added to the Unity port.
https://twitter.com/bethesda/status/1513913950957711365

[04-12] Modest Mapping 2 WAD finally officially released
https://www.doomworld.com/forum/topic/120097

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
>>8903405
>>8903407
Add to the next op the cancelled 40k fps game anon posted the link here, if someone gets a ripper to get the textures and remaining sprites it will be great for the next projects post 400 min of /vr/
>>
>>8903416
If you want a link added to the news post, page the news post with it. I'm not omniscient.
>>
>>8903416
>cancelled 40k fps game
Link?
>>
Fuck me, Luke. Fuck me in the barn.
>>
>>8903421
He's not coming back, anon. He's dead.
>>
>>8903420
>>8903419
https://swordandtorchinn.blogspot.com/p/download-links.html
https://www.unseen64.net/2010/04/25/warhammer-dark-crusaders-pc-cancelled/
>>
>>8903407
RC2 released
https://mega.nz/file/UQkFVDBA#ykpl_boIjnN2FRG6QtNxG8tKj19yt3xS89ZF0Xv_zWI
Should work properly in Z ports now
>>
>>8903421
Like a dealer getting high off their own supply, shitwad anon became a chronic masturbator after working on his coomer TC for so long.
>>
>>8903431
Good stuff
>>
>>8903436
Bitchin.
>>
>>8903446
You should all feel proud of yourselves for getting another megawad out the door, as well as making that incredible HUD.
>>
Are the Red Faction games any good?
>>
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>>8902041
if people wanted to map for Quoth, maybe they should have voted Quoth at the start of the project, yet I was the only one to do so. so I sat down, learned qc, and ported what I wanted from it (initially just drole, gug, vermis and gaunt). I'm glad that we had the flexibility to add grapple and stuff in the end, but people STILL requesting Quoth stuff (note, not even AD or Drake or Malice or anything) a full year into the project is just funny. you could just start a Quoth project next, you know.
>>
>>8903448
I do, I hope to contribute more than one map to 94 Protons. Even though I technically contributed a tiny bit more just than one map to 400 Minutes.
>>
>>8903450
RF1 is an ordinary late-90s shooter except you can blow up some walls.
RF2 is an ordinary very-early-2000s shooter except you can blow up some more stuff and it's not on Mars.
RFG is Just Cause Mars, now with destructible building physics.
RFA is Gears of War Mars, now with destructible building physics.
Personally I think RFA wins, because the Magnet Gun is ludicrous fun.
>>
Q2 Reckoning plays how Q2 should have
>>
>>8903496
>RF1 is an ordinary late-90s shooter
this is a good description, but like ORDINARY. It's dull.
Red Faction Gorilla is the best
>>
>>8903518
>>8903496
Also RF1 has a near-critical bug in the submarine level. You have to cap the frame rate or the crane destroys the sub. You can just barely do the level by swimming, so it's not a dead stop, but it's still a giant pain in the ass.
>>
>>8902847
>>8902878
How about a Valkyrie? There's Mjolnir in Scourge of Armagon, so why not add more of Norse mythology into Quake (with Cthulhu-esque flair, of course)?
>>
>>8903626
>>8902878
for lovecraft stuff there’s the fish ppl who become immortal and the dorky tentacle barrel guys from Mountains of Madness are immortal and linked together in their minds or something. There’s ghoulies from Kaddath that pulls the dreamer out of double hell too.
>>
>>8903436
Excellent
>>
>>8903436
On Map 12: Biskelion, nothing happens when I press the yellow switch. This is the case in both the beta and now RC2. I'm using DSDA Doom and I haven't seen anyone mention this so I'm assuming it might be a problem on my end? Looking at it in Slade, it's supposed to crush all the revenants I think.
>>
>>8903626
Norse stuff seems like it would be better suited as being on the player's side. That being said, a summunable Valkyrie that aids the player in combat and uses the souls of slain enemies to heal herself and the player sounds like a cool idea. You probably just need to slap some gold bits on the Horn of Conjuring to have an adequate powerup model.
>>
>>8903692
There are two yellow switches, you have to press both of them.
>>
>>8903692
there are two, you're supposed to press both for something to happen
>>
>>8903694
Oh, I see. Weird.
>>
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>>8903693
you're describing the blood cube from zerstorer but less cool
>>
>2001 Maps sometimes work on 2011
Reading TCRF's page and saw this, does this imply they used the same fucking engine for a 10 year development period
>>
>>8903976
it's unreal, so yes
>>
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>>8903687
I noclipped to the beginning of that map and the start of the metroid-maze areas five times in total to check for rest of the secrets, if the enemies failed to spawn/aggro during the mop-up phase, then fuck them for all I care - also I left that map via secret level exit with a free SilverKey still remaining for some reason
>>
>>8903453
>People
I'll admit that it was mostly me suggesting random shit like Floyd for base levels and Axeman for castle levels over the span of previous year, sorry for leaving abruptly for almost 4 months after the October deadline got extended I had to give up my toaster PC for the time being and only gotten it back in late Febuary
>>
>>8903407
>>8903436
If it’s not too late here’s b2.0 of my map for potential rc3. Semi-major change: I made the plasma secret more overt via a teleport in the slime area. In doing so (free items) I deleted 1 Archie cover plank and also the Invuln itself. I think the overall flow of the map is much better.
I’m getting reports of ear rape from the BGM so if it’s bad enough I’ll change it.

Southwest Frag 2.0 by desert yeti
HTTPS://files.catbox.moe/onojff.wad
>>
>>8904017
>I made the plasma secret more overt via a teleport in the slime area. In doing so (free items) I deleted 1 Archie cover plank and also the Invuln itself.
I really don't think you could have made it more overt in the first place.
Then again, I only discovered the secret anyway after the fight because before I was too busy not dying. I would have loved to keep the invuln though, just go to town and let god sort em out.
>>
>>8903671
>fish ppl who become immortal
Deep Ones? I thought of them as more of an equivalent of Quake's Zombies or Imps from DOOM.
Not that I have a good knowledge of Lovecraft mythos.
>dorky tentacle barrel guys from Mountains of Madness are immortal and linked together in their minds or something
That sounds fun.
>>8903693
>Norse stuff seems like it would be better suited as being on the player's side.
I totally get that, but I think there's a good explanation for that: Ragnarok. While I'm not an except in Norse mythology by any means, the idea of some Valkyrie getting corrupted or just raised as an undead after Fate of the Gods seems plausible.
I mean, Quake's Mjolnir has bone handle. Why not valkyrie can be some crazy bitches with sketecal wings and shit?
>>8903976
3D Realms sticked with the original Unreal Engine all the way until the end, so yeah.
>>
Is it possible to make GZDoom to have autoaim only for hitscan and not for projectiles at the same time?
>>
Is it just me or is DSDA Doom's OpenGL renderer really fucking dark? I would normally play with Software but I can't stand having my FOV so low
>>
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>>8904074
Literally came here to post this. This is level 4 of the recent /vr/ project.
>>
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>>8904112
And the same on 32-bit
>>
>>8904074
>>8904112
I usually play with gamma level set to 2 in OpenGL mode, I find it equivalent to the level 0 in software mode.
>>
>>8904074
yeah, you gotta change the gamma settings, for some reason it's set stupidly high by default
doesn't help that there's no menu setting to do so, gotta find the keybind to do it
>>
>>8904115
Is it not F11 like in Software mode?
>>
>>8904116
It is.
>>
>>8903510
What the fuck does that mean? It plays the exact same way, just with 2 more guns.
>>
>>8903496
>>8903518
>RF1
>ordinary or dull
Holy fucking filtered
https://www.youtube.com/watch?v=9OaeaI_H9Ko
>>
how do I play redneck rampage with music and the cusspack?
>>
Hey Anon who made Devil Garden for Ad Mortem, if you're here:

Can you explain how exactly the final room works? I opened the map in UDB and still didn't understand the system.
Obviously the floor change is connected to monster death, but how exactly? What's the logic/protocol? It certainly can't be a 666/667 action since I didn't find anything in UMAPINFO either.
>>
>>8904141
Enforcers are no longer retarded free bullet dispensers, also the improverd Brains and IronMaidens are a legitimate threat now
>>
>>8904141
>What the fuck does that mean?
It’s the start of Q2 having threatening enemies.
>>
>>8904143
>can't even find some good gameplay footage to post, has to use the soundtrack
The game relegates its own special feature to a background gimmick in short order, it was always going to be ordinary. The other three games in the series are much better at actually using GeoMod for shit.
>>
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>>8904159
>finally obtain the IonRipper
>everything dies in seconds or one shot
That gun is so fucking OP it's not even remotely funny
>>
>>8904219
At least it uses the most valuable resource to fire. Also you have to be careful or you can hurt yourself as well.
>>
>>8903407
https://romero.com/shop/p/doomguy

John Romero is publishing an autobiography.
>>
>>8904279
He can't publish his book without his buddy superfly
>>
>>8904191
Almost like there's more to the game than the environmental destruction gimmick
>>
>>8904276
>Also you have to be careful or you can hurt yourself as well
Nope, not even in multiplayer ;^D
SoA totally could make you suicide with the LC by accident though
>>
>>8904292
Huh, seriously? I could swear I've killed myself with the Ion Ripper before, but then again I haven't played Q2 in more than a decade
>>
>>8904279
Let's hope it won't be too pozzed.
>>
>>8904284
Underrated post IMO
>>
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did I make this outfit too horny
>>
>>8904457
That doesn't look too practical, but it sure looks comfy.
>>
>>8904457
lewd
>>
>>8904457
>ram daina
>>
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>>8904457
. . .is that snow, silk or cotton?
>>
>>8904489
>curly horns
wool
>>
>>8904489
Wool, it looks like the upgrade for the sheep outfit.
>>
>>8903405
What map pack is OP's image in reference to? I know I've seen gameplay of it before but I just can't remember the name of it now
>>
>>8904621
If you look at the bottom right of the image, it says that this is a reference to Valiant.
>>
>>8904621
Lunatic/Valiant since those maps appear in both.
>>
>>8903976
If so, its kind of impressive that they were able to upgrade it enough to look current when the game was finally released.
>>
>>8904701
I imagine they were given the UE1 source and kept slapping modern rendering features into it than putting it through more development hell
>>
>>8904141
No, the AI aren’t complete pushovers
>>
>>8904112
>>8904113
Doesn't setting the lighting to shaders fix this?
>>
>>8903405
is there a decent terminal-based launcher for gzdoom?
>>
>>8904457
Sheepy
>>
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>>8904852
Cool story, bro.
>>
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>>8904852
>>
>>8904074
>>8904112
>>8904113
Try different lighting modes and gamma settings.
>>
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>>8904074
>>8904112
>>
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>>8904294
you will hate reckoning and GZ on nightmare, mainly when you can play vanilla Q2 SP on them
>>
is it true the quake 2 mission packs are much better than the original campaign? havent tried them yet
>>
>>8905031
Probably, but you're still playing Quake 2 so it's a losing game regardless
>>
>>8905039
I prefer 1 a lot more but 2 was fun, mainly for multiplayer (rocket arena 2 was good times)
>>
>>8905039
HOLY KEK
>>
>>8905031
I just got Reckoning and I'd say yeah.
Level design isn't head-and-shoulders over the base Q2 campaign, but it actually feels like they built on the AI in the few years after Q1 instead of in the base game where the AI is generally dopier than Q1.
And I guess you can play the base campaign with the new AI.
>>8905000
Does Ground Zero add new AI behaviours? Or just the couple new enemies?
>>
>>8904146
The death detection method is mechanical and it's used 5 times throughout that map. I described it a bit here.
>>8774929
The hitboxes of the enemies block the motion of the sector they inhabit that scrolls a voodoo doll once they're gone. If you don't know how dynamic scrollers and fake ceilings work in boom already I recommend reading the boom reference document. The only thing special about the final fight in particular is that it uses a displacement scroller rather than accelerative one to take advantage of the fact that the cyberdemon's hitbox is taller than anything else, that way you can have multiple triggers using the same mechanism. Killing the cyber releases the king boners and killing both the cyber and the goats raises the floor. Sometimes the boners can get released too early due to some faulty ceiling collision. I think this occurs when the cyber gets stuck during infighting which breaks the hitbox detection somehow, but I'm not 100% sure.
>>
What map should I go to in the DNF leak for gameplay? In the first one I'm stuck on that small hallway without any way to progress and a quick check didn't land me on any with enemies.
Also does it nto have music past the menu or isthat just not working for me?
>>
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For me? Flak Cannon.
>>
>>8905041
Quake 2 even had what I think was the earliest iteration of the Chaos mod series.
https://www.youtube.com/watch?v=DuxaoykNHQA
>>
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this is neat still
>>
>>8905031
The levels are okay to good, the enemy changes and improvements are great. I like replaying the base campaign through the expansions from time to time, best of both worlds.
>>
>>8905096
that weapon is fun, as long as it doesn't rebound and kill you...risk/reward
>>
>>8905105
I usually just use it for being a scardey cat outside of halls / confined rooms
I can see using it in a regular fight or mutiplayer and absolutely 50% of the time cutting myself in half
>>
>>8903453
Nice job fulfilling my dreams (mixing DoE & SoA together) and even doing an extra step (Quoth entities and other custom stuff) along the way
dearest KothAnon, I will be forever thankful for this valiant endavour
>>
>>8905113
it works really well though especially with a headshot, otherwise the pistol takes like 100 rounds to kill some enemies
>>
>>8905049
yes, GZ makes them chase you and jump even ledges to fuck you over, so watch gunners jumping off buildings to spam grenades at you all time.
>>
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>>
>>8905157
>DUKE MAP, DOOM PLAY
>cool, playing Blood, anon
These last few have been great, this has been a fun week in general with the DNF build and 400m
>>
>>8905157
>dnf
fucking casuals can't into uv-maxing
>>
>>8905146
>>8905049
Everything that can shoot Rockets/Grenades will attempt to flush you out in GZ everytime you hide behind any obstacle pre-emptively
>>
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>>8905157
>beyond 90s
>>
>>8905173
is there a way to use Reckoning and GZ AI at the same time?
>>
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>>8904457
>tuck me into RAMza's foreskin
>>
>>8905067
Hollywood Holocaust works perfectly up to the. The roof section of the first chapter has the first combat in the game, so you don't even need to use allammo or summon cheats to give you what you need to get through the section. It's also probably the most complete singleplayer map in the build, with all the scripting intact and little needlessly obscure puzzle solving.
>>
>>8905171
Naw I just like playing doom the way I want
>>
>>8905192
Can us 90s kids colonize a portion of the Internet and make it just for us?
>>
>>8905192
https://www.youtube.com/watch?v=8c7NbXcq1sg
>>
>>8905203
the ssg here reminded me of the gba port where spectres were bright
>>
>>8905220
I was fooling around with the Strife inventory and one of the items that gives you partial invisibility can fully make you invisible if you equip it twice. Shadow armor I think it’s called.
>>
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Recommend me some weapon skins please. Not new weapons, not rebalanced weapons, just some cool sprites, maybe sounds as well.
I have tons of old 90's wads to play through and want to freshen up the experience a bit.0
>>
400min MAP18

Liked the conveyor crushers, some parts were pretty sadistic though.
And making water a hurt floor is bad style imo.
>>
>>8905249
I wanted to stick to the gray-blue color scheme I had going, so I made the sacrifice. I don't get what you mean by some parts being "sadistic" though. I thought it was actually pretty easy for the most part.
>>
Does anyone have link ?
"DarkForces_WARDUSTed_2022_v30.03"
frm doomworld?
>>
400min MAP19

From the look & feel reminded me of a Doom Ep4 level and of the Dark Souls Undead Asylum, just that it had Viles and PEs. I don't know if I was just lucky, but the Vile fight was pretty easy, as the second one didn't really activate until I had already killed the first.
Also, lmao the stream killer room. I just love fireblu.


>>8905265
>I thought it was actually pretty easy for the most part.
I thought people could infer from my reviews that I'm a scrub. I certainly found it harder than MAP19.
I had problems with the round skeleton room. Running around in circles getting blasted from above and then having to play punch-out with those nerds is something I don't like. I prefer not putting enemies higher than the fov, at least not if it's a place I can't just avoid for now. Also note that this is my personal opinion and taste, after all.
>>
>>8905246
Doom Roguelike Arsenal has an assload that I like to mix and match on occasion.
>>
>>8905292
I play with a ridiculously high FOV so that might be the source of the problem. I forget that a lot of people play with 100-90 or maybe even lower
>>
>>8905320
Well, I generally play on Software, so fov has never been a concern of mine.
In fact, I have never thought about it and I think it would be something that should be discussed for future projects, just like we had that discussion about brightness and gamma during Ad Mortem, so everyone works from the same baseline.
>>
Also forgot the review

400min MAP20

Holy shit, this was nonstop rape. I don't know what the intended strategy was, but I was literally running circles the whole time.
I didn't get the joke until I opened the automap.
I thought having the switches spread around the area was a cool idea and added tension (not that added tension was actually needed :^).
>>
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What's a good Doom 2 megawad or miniwad (at least 8 levels) that *never* has more than 100 monsters and is preferably mostly techbase?
>>
>>8904701
They incorporated UE2 static mesh rendering and probably some other features (my guess would be animation stuff, not sure), then rebuilt much of the renderer.
An absurd hodgepodge of an engine.
>>
>>8905381
Currently working on one lol
>>
>>8905381
Check 50 monsters. It may be what you are looking for.
>>
Are there any worthwhile Shadow Warrior fanmade episodes?
>>
FRIDAY NIGHT FIREFIGHT TIME!! Tonight we're playing Capture the Flag on Anthology CTF with the Samsara mod. Connect with Zandronum and let's hope that this shit doesn't crash!
51.161.34.159:10666
>>
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>>8905157
>>
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>>8905502
>>
For build games:
>Software rendering with distorted looking up/down
>Or Polymost with correct perspective
>>
>>8905194
CARLOS YOU LITTLE PRICK
I'M GONNA FUCKIN GETCHA
>>
>>8905246
Ad Mortem, but there's no cell weapons.
>>
>>8905067
the game is playable continuously from the very beginning up until the end of sewers in chapter 2. up to that point the only time you have to use cheats is at the level transition from Duke's study, where you get stuck on geometry on continuous play.
in the small starting hallway you need to let the guy complete his path each time and stop his movement until you approach him to continue. once you're allowed on stage, talk to one of the npcs there.
past the sewers it seems like some triggers are broken and the combat encounters are missing, but it's still possible to noclip when necessary towards intended progression all the way through the rest of the casinos, the strip club, and the stratosfear mall - probably even further, but at that point the game is totally empty so I've stopped. haven't looked at tcrf or whatever, I'll give them a couple of months and then revisit.
>>
>>8904290
That's not something to brag about when the "more to the game" is just bog-standard turn of the century shooter.
>>
>>8905353
Oh and since I just watched how stxvile played it:
Is it intended you don't need to hit all switches to open the exit? I still had the blue one left, but could enter it.
>>
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>>8905560
Anon your hateboner for the game is embarrassing. Take a look at what else came out in 2001 and you'll see what a "bog-standard" shooter truly looks like
>>
>>8905567
>Halo came out the same year as RTCW and Undying
What the actual fuck, didn't the XBox just came out yesterday or so?
>>
>>8905567
>007 Nightfire
Gearbox's PC version of that game is something else. Not even a port, just a half assed Goldsrc game vaguely made to look like the console versions
>>
>>8905561
yeah, you can hit any 3 of the 4. not strictly intended, but doesn't really matter. kinda neat, if anything. I originally wanted to scatter three key skulls around, but didn't know there were no color-coded floor actions (and had no experience with scrollers or voodoo yet).
as to the strategy, easiest is probably jumping off and clearing the revenants with plasma as soon as you can, but I was balancing around survivalist play, using the brain as cover against them. rushing to the top past everything also works.
>>
>>8905567
>sam, tribes, avp, undying
these are not bog-standard. there's barely anything even resembling those.
>>
>playing Aliens TC with Doom64 soundfont
Nope. Nopenopenope.
>>
>>8905216
Not without some background checks.
>>
>>8903436
Newbie here, what does RC1, F2f mean?
>>
>>8905665
RC means Release Candidate. No major changes expected but still looking for bugs.
>>
>>8905665
release candidate 1/2. I think it's some coding/programmer bullshit that caught on for some reason. Not sure why they don't just stick to using the term beta, I guess the distinction is that it's basically finished but there's still the potential for one last round of playtesting/bugfixing? But then you have RC2 and even RC3 I don't fucking know bunch of fucking nerds with fancy words.

If it's not a full release, then consider it in beta, simple as.
>>
>>8905678
>If it's not a full release, then consider it in beta, simple as.
But that's wrong.
>>
>>8905678
gotta love it how half the DBPs are stuck on RC2 or 0.99 as their final versions.
guess that's what they meant by "art is never finished"
>>
>>8905665
RC means release canidate. It's basically the first complete build of something while still leaving room open for additions later on.
I've heard it more in individual mapping, particularly with source engine games, since it's an easy way to mark a map as finished. Better than _v4 because that leaves open the possibility for v5, v6, v7, etc to exist somewhere, stands as an obvious step up from _a1 (alpha) and _b1 (beta), and it only takes 3 characters so it doesn't pad out the map name too much then something like _final or _complete.
>>
>>8905695
It (should) be used to denote that the product may still have bugs or oversights, but is otherwise representative of what was planned.
>>
>>8905246
Dead Marine
>>
>>8905678
>"Release Candidate" is "fancy words"
You are so embarrassing.
Please leave discussions of nomenclature to more cultured anons, thank you.
>>
>>8905678
>If it's not a full release, then consider it in beta, simple as.
The whole point of release candidates are they're not betas.
>>8905691
Lot of gameplay mods too, Demonsteele is eternally 0.9.
>>
>>8905710
I've seen RC1 and RC2 have major differences before, but you're right. RC is basically a final build. To be topical, it's like the difference between DNF 2001 and 2011. 2001 is obviously unfinished and in beta. 2011 is finished and released, even if it did get a few patches and additions later on.
>>
>>8905710
>the product may still have bugs or oversights, but is otherwise representative of what was planned
so v1.0 then? there's no meaningful distinction, it's not like we're launching spacecraft here.
>>
>>8905602
AvP2's Marine campaign is a standard FPS, but that was always the point.
>>
>>8905710
RC is basically stable, feature-complete and testing has found it to have no known bugs that utterly break it.
>>8905765
DNF2001 is more an alpha than a beta.
>>
>>8905774
This, beta at least has a large amount playable that will be polished later, while alpha is more of a disconnected set of ideas such as the HL1 Alpha or Blood's
>>
>>8905774
I really want to see what the 2002 build looked like.
>>
>>8905686
>>8905729
>>8905761
It's a Doom WAD ffs, it's either finished or it's not. Don't get your programming panties in a bunch. Also like this guy >>8905691
said, people leave their shit in this state, fucking stupid. It's obviously done so cut the bullshit.
>>
>>8905790
> it's either finished or it's not.
>It's obviously done so cut the bullshit.
Your patience issues are your own problem, bro.

It's not going to kill you to wait a few more days if you really need to feel validated and safe by having a 1.0 in your hands.
>>
>>8905769
>so v1.0 then?
No, it's right before a version 1. it's still within the testing phase, but could potentially be ready for a full release.
>>
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>>8905817
>>
Is no one allowed to talk about the Duke Nukem Forever leak anymore? Looks like it got memory holed
>>
>>8905829
>multiple threads about it on this board right now
Maybe on /v/, seen some posts get deleted here yesterday however
>>
>>8905483
Thanks for playing everyone! A few stinky maps here and there but overall a good little fun time. See you next week!
>>
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>>8905678
>>8905790
Thank you for your input, but I'm still calling it and any further projects lead by my an RC.
>>
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>>8905678
Do you know what the word candidate means?
A beta is not a candidate for release, while a RELEASE CANDIDATE is. There is the chance that nothing could be wrong with RC1, hence the name release CANDIDATE.
>>
>>8905882
I've got 5 different rc1-rc3 wad/pk3 files in my current working collection atm. You're not alone, we all know what you mean, and rc# is nice and clean to read and understand.

You could give it a 400 character name for all I give a shit I'm just always stoked to have more maps to play, thanks fellas.
>>
>>8905882
Perfectly sensible to have RCs, they're a useful tool instead of just jumping straight to release.
>>
>>8905984
This one is the perfect example for such a thing, because map09 was broken in ZDoom.
>>
Anyone else get some kind of mouse skipping when strafing and turning?
I get it in KMQuake 2 and now I notice it in Darkplaces.

Don't get it in other games or other Q1/Q2 sourceports like Yamagi or Quakespasm
>>
>>8905678
>I think it's some coding/programmer bullshit that caught on for some reason
>>
>>8905994
well, the point is more that it would have been appropriate to call it a 1.0 at the point of publicly posting it outside the board, otherwise what's the point. "hey guys, here's our ...wip... that will be finished... maybe at some point?" - by then, a random passerby has closed the thread, forgot about the wad and moved on.
things shipping with bugs is the new norm, you can do a 1.1 and 1.2 easily, and it's less retarded than staying in beta for years like tribes ascend, warframe or ad mortem.
>>
Man now I feel awkward for how I was just mindlessly winging it with my version numbers until the last few recent updates with my mods. I wasn't even thinking about it.
At least it's fixed now, so that's fine.
>>
>>8905678
Maybe they should call it a "chad"?
>Alpha
>Beta
>Chad
>>
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>>8906046
>1.1 and 1.2 for bugfixes
>>
>>8906069
What would a bugfix update be then?
>>
>>8906037
it's true btw. see also: posting map under GPL rather than CC0 or whatever. it's less of a rational choice and more cargo cult.
>>8906069
actually I'm going straight from v1 to v2 to v3 and you can't stop me
>>
>>8906069
Reminder: VtMB shipped as 1.1, with 1.2 patch fixing maybe a dozen bugs and probably introducing just as many.
>>
>>8905436
Showdown In Suzhou
City Life
00Wang
>>
>>8906079
grug say words bad. why use words when banging with rock work?
>>
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i just now figured out that i can play custom maps in raze by dropping map files in the duke world tour maps folder. kill me now bros. i thought i couldn't play any custom maps with raze
>>
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>>8906046
>it's less retarded than staying in beta for years like tribes ascend, warframe
>or ad mortem.
>>
>>8906204
yeah, Vaeros definitely ain't coming back after that one because a burn like that is lethal
>>
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Seeing as we've been talking about Duke a lot, you boys have a favorite track from Duke 3D? I really like the City Streets, Aliens say your prayers, and Plasma

https://www.youtube.com/watch?v=jbOC3x6uUPY
>>
Just so you guys know, it was found out that Chop spent today trying to replace the SS guy's shooting sounds for 94 proton.... This is the kind of stuff we're waiting on with this guy. Pic related is from like sixteen weeks ago, and several replies were to tell him NOT to add cosmetic shit and keep things simple, ya know, like Plutonia...
Chopblock, quit tinkering around, just release the goddamn resources. This was supposed to be a community project, not your own personal lifelong side project.
>>
>>8906330
So why are you waiting for him? Just do it without him.
>>
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Do you guys genuinely think that DNF will be finished via various Duke autists getting together to do so with the included source code and level editor?

Cus I really hope/think that it will happen but I'm curious what you guys think
>>
>>8906337
I think someone will at least start it and fail. But have hopes that someone will finish it.
>>
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>>8906337
I'm optimistic. There's some powerful autists with a deep love for Duke and now they have the tools to make it happen.
>>
>>8905761
>Demonsteele is eternally 0.9.

Why would you hurt me this way?
>>
>>8905625
which TC, the one with trilogy assets?
BTW has anyone ever made a remake of that game in doom? or even AVP or Q2?
>>
>>8906337
a restoration project has already started
>>
>>8906346
i love how the leg-arm edit of this image has become the most popular version, the original has been lost to time
>>
>>8906330
Couldn't he just do what they did with one of the Dump packs and release a monster/weapon pack separately?
>>
Kek one shitpost about RC vs beta and you all get up in arms. I was breaking balls, chill. I got no problem with it. That being said someone else mentioned ad mortem release, which is fucking dumb. Is that thing done or what?
>>
>>8906384
>Is that thing done or what?
The lead's been MIA since like November.
>>
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>>8906384
>>
>>8906337
If it does it will be in development hell going from mod team to mod team until the final version is hoarded by people on some private discord server like always
>>
>>8906337
The discord server that was set up 2 days ago already has around 1000 people, most of them are probably there to observe but there seems to be a concerted effort with a full roadmap to get major issues ironed out
But since this is discord, I’m sure there’ll either be drama, tranny spergery, or constant fear of getting legal action
>>
>>8906407
>fear of legal action
Make it a patcher like the Goldeneye XBLA bugfix mod so files from the leak are being distributed
>Drama and spergery
You bet your ass the powerhungry server admins will go full rouge once the project picks up major attention
>>
>>8906417 (me)
*Not being distributed
I'm a fuckwit, my fault
>>
>>8906428
>Random Fandom wiki
Never, wikia will simply tell them to remove content related to the leak off it
>Wikimedia wiki like combine overwiki
They will eventually
>>
>>8906335
Not that anon, but why indeed? I'm making this post to tell anyone who wants to start their own project to go right ahead, because chop clearly doesn't fucking know how to start one, let alone lead or even finish one.
>>
>>8906451
Same, I lost any faith in Fandom/wikia after the GoldenEye N64 wikia incident where an unhinged TF2 sperg started mass deleting articles and rewriting everything to fit his vision against having walkthroughs, romhacking information, or cheats hosted on the wiki
>>
>>8906461
>Fandom
Fandom is absolute shit. They should be dismantled.
If I ever win the lottery I'll buy them and fix it.
>>
>>8906480
>>8906461
It's fucked that Fandom infested Gamepedia as well.
>>
>>8906393
i posted this to the local fishing group on facebook but they still wont let me post because I showed my dick to my divorced oneitis so you're argument is invalid
>>
Figured out how to make monsters be able to damage breakables and whatnot by walking into them. Hopefully this will alleviate issues with Romero getting stuck on the secret level and open up some interesting map design potential in the future...

>>8903453
Forever based, anon. Thanks again for everything.
>>
>>8906356
check out Alien Eradication fo gzdoom
>>
>>8906357
Source? I think another anon said theres a discord server for it
>>
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>>8906548
>>
>>8906561
https://discord.gg/ZxaexEwgSv
>>
>>8906337
It was finished. In 2011.
The time for a "finished" 2001 DNF has long past. It's impossible.
It's not just about what's in the leak, but also what's not. They worked on this iteration for another year. It's not even the most up-to-date build. There are a lot of big, empty, unfinished maps.

Are you going to get the old devs back? Lee Jackson for the soundtrack? JSJ to do voice over? Can you get a hold of design docs, scripts? What types of scenarios, interaction and puzzles were planned/might have been in the game?

You can make something out of what's there, but it'll just be a fan project. Good luck figuring out how the game "should be".
>>
>>8906356
>which TC
Original from 1994, that got cacoward.
>>
>>8906567
kek
I'd love to see a Quake engine game with Deus Ex mechanics. Strafe-jumping across an open field before crouch-walking up behind someone to take them down sounds hilarious.
>>
>>8906281
https://www.youtube.com/watch?v=VbljoLZ9nAU
Douk has a lot of kino cinematic tracks.
>>
>>8903436
By the way, what happened to Shittlecock anyway? Did you really choose to cuck out?
>>
>>8903405
wow, nice tribute image. never sen this before. it even references valiant's chaingun and arachnorbs, incredible detail.
>>
>>8903405
>>8906813
wow, she also drew magnus. mindblowing
>>
>>8906835
Never seen this one before. It's beautiful.
>>
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>>8906548
Cool
>>
>>8906281
That sewers/water world track that 2048 used is pretty cool - I like how duke is not all rock n roll and hard shit but also good ambients like that - its a pretty atmospheric game despite the machismo and everything. Alien say your prayers is cool too
>>
>>8906567
Kek, I was always terrified when enemy and ally npcs alike chased you through fortified doors and metal boxes
>>8906661
Deus Ex is so fucking kino, I only mapped for q1 and doom so far but it would be amazing if we had DX1 projects here - Im afraid the modding tools are a bit of a pain to run on newer systems but who knows, maybe someday
>>
man
doom has never looked so good
>>
>>8906992
>500% hp
Stupid filters aside, what the hell is this? With all those ammo types it looks like it's one of those overly bloated gameplay mods.
>>
reelism 2 sucks.
Shame as I like the idea
>>
>>8906993
project brutality with:
D64ifier (edited)
D64 / PSX sounds
reverb
immersion
nashgore
PB extra monster pack (edited so only the fodder remains)
PB pickup replacer / mutator
health system redux + regen
custom menu / background
simple hud addons
hellscape navigator (top left)
damage indicator
hitmarkers
flashlight
glorykill
bullettime
corruption cards
not bloated at all
>>
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also with reshade
>>
>>8904889
Hey I remember that level. Fun stuff
>>
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>>8906992
>>
>>8906995
what are its ups and downs?
>>
>>8907019
problem?
>>
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so I've managed to progress continuously from the start up to the Hoover dam.
has anyone figured out a way to complete "The Chase" (!z3l1_1)? alternatively, how do I zoom out in the editor?
>>
>>8906992
What are these shaders? How did you set them up?
>>
>>8907069
>>8907008
>>
>>8907069
>>8907074
install reshade (tutorials are on youtube)
select filters in screenshot in options on game load
the rest is a result of d64ifier (lighting / shadows, glows, brightmaps, fog sprites etc)
>>
ALRIGHT YOU MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? YOU KNOW THE DRILL BY NOW, POST SHIT YOU'VE BEEN WORKING ON
>>
>>8907069
https://www.mediafire.com/file/i81y5chs8lullpf/ProjectBrutality-D64ifiedEdition.zip/file
>>
>>8906337
>unreal engine
no
>>
>>8906337
If development will be going strong a few months from now then, sure, they'll probably more or less finish it. There will be a lot of guesswork, but it's going to be like that Duke 3D mod where it will turn out to be rather close to what later builds would have.
>>
>>8906337
I dont think we will see anything. Maybe with the other rumoured more complete build.

Duke just seems to have no luck.
>>
>>8906337
the june release is actually the 95% complete 2003 build
>>
>Square Enix sold a large chunk of their western IPs
Who owns diakatana now and do you think they will release the src code
>>
>>8907183
wait, does this mean doos ecks is finally free?
>>
>>8907191
yes
>>
>>8907183
Technically all the IPs are still with Square Enix since the deal will be finished in July 2022. I assume that Daikatana will follow because why not, but we don't have the specific list yet. Maybe it really are only Life is Strange, Just Cause and Outriders who will stay with Square.
Personally, I just want to know the status of Dungeon Siege. These idiots put it into Sandbox and might keep the series to themselves because of that.
>>8907191
In the presentation about the aquisition, Embracer mentions not only Deus Ex, but also Thief, Legacy of Kain and Tomb Raider. There's probably more series than that, but (obviously) these four are the most interesting to them.
>>
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>>8907090
I'm making an episode replacement for Doom 2. It will be in Boom format. Ever since I was a kid, I always wanted to do a large-scale doom project and I'm going to finish this if it kills me. It won't be anything ground breaking, as I'm not super experienced, but so far I'm having fun. 2 screenshots from the first map, which is 99% complete.
>>
>>8907216
Godspeed anon
Make sure to post beta versions here for testing - if you're inexperienced there's no other way to improve than to let others test
>>
>>8907197
>LiS
good, keep it
>JC
Rico deserves better but it's been more of a Lost Cause after 2
>>
>>8907090
WOOL
>>
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>>8903407
t-thanks
>>
>>8907308
Comfy!
>>
does someone remember a quake project that tried to increase details on the base game?
(I mean detail of the levels)
was it ever finished?
I can't even find the site
>>
>>8907368
Have you checked Quake 1.5 out? It might be what you are looking for.
>>
>>8907373
no, it was a map geometry revamp
>>
>>8907004
Corruption cards is pure kino.
>>
>>
>>8907415
UE1 supported portals just fine. There was at least 1 DM map with portals, you could even shoot weapons through them.
>>
>>8907426
Iirc projectiles didn't work in ut99 for some reason. May have only been certain types. But they definitely did work on that map in unreal. I'd have to break out the editor for the first time in years and that's probably not going to happen.
There was a neat trick you could do by angling the portals to make it seem like you were running up and down walls.
>>
>>8907030
Your a fag jfc.
Inb4 mad
>>
>>8907415
Build engine moment
>>
>>8907426
The Fractal Reactor, with plasma beams right beneath the portal's exit. Luring suckers who go after the Shield Belt into that trap never gets old.
>>
>>8906589
>Good luck figuring out how the game "should be".
Someone mentioned some leaked design docs. The game will never be what it would have been, but a fan project could definitely make what could have been.
>>
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Looks like some guy is starting a new Doom voxel project
https://www.youtube.com/watch?v=IliXjSvf9QM
Thoughts?
>>
>>8907453
Could be worse.
>>
>>8907453
Wow! This is something I've always wanted to see personally. Very cool how can I see more?
>>
>>8907453
>Cheelo
NGMI
this is the same dude who ragequit from the blood fan discord because people gave constructive criticism on how to improve his voxels
>>
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>>8907090
Not a screenshot per se, gomen'ne.
Workin' on my first multi-map Doom 2 WAD. I've posted about the "Starfox-esque stage progression" before.
>>
>>8907481
That's cool. Using UMAPINFO?
>>
>>8907453
I'm sure it'll take a lot of effort, be extremely time consuming, and not play nice with GZD, but if he manages to get the enemies done I'll admire the work put in
>>
>>8907471
I mean, his voxels still turned out pretty damn good.
>>
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Someone covered the Sigil MIDIs with real instruments
https://youtu.be/EFltUEm3FGQ
>>
>>8907491
I might since 400mins, yeah. Originally was just using "MAPINFO" but I'm still pretty new to mapping, let alone WAD-crafting.
>>
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>>8907565
One thing that bothers me wit Duke is that duke3d is so legendary but it clearly has a more distinct art style compared to all the other possible sequels and dnf 2011.

Its a bit too gritty. I am not asking to make it cartoony but a middle ground could be achieved.
>>
>>8907576
Also looking at the level design in the leak, it all seems a bit too linear. But i guess its was happening to ALL fps back then.
>>
duke nukem forever 2001 has climbable ropes in the game
this is the kind of platform gimmick doom eternal wouldn't dare to have
>>
>>8907596
>Taking the ropes from Op4
Stealing from HL yet a gain DNF tsk tsk
>>
>>8907596
If they're anything like Opposing Force, it's the kind of platform gimmick no one sane would dare implement
>>
>>8907596
Doom eternal followed the metroid prime route, which is fitting since the game itself feels like what a certain metroid game should had been outside the main series.
>>
>>8907596
Ropes were around since HL OpFor and Sin which were jank, and in Thief which were pretty good.
>>
>>8907605
yeah, metroid pinball would've been better with a hookshotgun
>>
>>8907596
there were climbable ropes in the world is not enough 64
>>
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>DNF launches without a hinch on my Windows 8.1
>DukeEd refuses to launch no matter what I do
Damn. There go all my hopes and dreams of becoming the first shitty dnf mapper in the world...
>>
>>8907636
Have you tried moving the files to C:\ or D:\? Editor seems to be only working with short paths.
>>
>>8907178
Sauce on this?
>>
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>>8903405
How do I use ZScript or whatever to edit properties of existing enemies/things?
example, I want the Mancubus's fireball to play a different sounds when it explodes.
>>
>>8907691
Sadly I only have C:\
>>
>>8907752
That's enough. You need to move DNF folder to C:\ and try to boot the editor again.
>>
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>>8907730
>>
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why
also it doesn't even start
>>
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>>8907753
No dice. Gives me this error every time I try to boot it.
>>
>>8907736
Do you want to use ZScript to change sounds or do you just want any way to change sounds?
>>
>>8906204
How long was Warframe in Beta stage?
>>
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>>8907776
Any way that doesn't replace current sounds
>>
>>8907792
and by current sounds I mean I don't want to overwrite the vanilla sound files
>>
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>>8907795
>99 damage
>>
>>8907781
That's wierd, because I'm on Win 8.1, and the game boots and runs without any issues. I don't even get that many crashes, but when I do, it's usualy related to the positioning of certain actors/items in 3D worldspace and their collisions, if crash reports are to be beileved.
>>
>>8907797
Cool looking explosions. I wonder how well this would have run on that era hardware. When finished.

Still now that I saw the full bits and pieces I start to have a picture how it would have looked in the end. It would be a bit too linear. I am glade we got deus ex instead for example.

Deus ex approach to level design is more like old fps instead, hell even bloodlines. Or even Sin.

Still I might be wrong some levels seem more open, and the bike is a nice idea.
>>
>>8907769
Try to copy&paste the contents of the D3d8wrapper inside the october build
>>
>>8906573
>discord
I honestly have mixed feelings at best with Discord nowadays, especially with the fact that they openly support so-called ""BLM"" while at the same time ignoring Uighur forced -re-education camps and mistreatment of Hong Kong protesters. I mean, why not also have a Telegram, Threema, or Qtox channel as well?
>>
>>8907826
Dege spoke on vogons forums that dgvoodoo2 works on DNF build
>>
>>8907471
He's completed the shareware monsters iirc.
The only issue I have with his voxels is that they're occasionally lacking depth in some areas, but his blood voxels were fantastic. I imagine the constructive feedback was something like "this one looks like shit" because I've seen him habdle actual feedback just fine.
He made a tutorial on his process which was cool too. Even if his voxels don't turn out perfect, it's nothing that a polish pass couldn't fix.
>>
>>8907090
Man this room required a lot of scripting. Gotta put down a lot more health packs, though.
>>
>>8907780
They never announced it coming out of beta, they just gradually stopped mentioning it because it became a meme.
>>
>>8907859
i wish he wasn't so butthurt over Q2 and other id titles.
but then the remaster models are better than his.
>>
>>8905393
Well hurry up, I wanna play it.
>>
What's your top 3 TCs?
>>
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>>8907823
The explosions really look good. I especially like the tac-nuke's explosion.
>>
>>8907851
Most Discord servers turn into circlejerks anyway so there's no loss there.

Goes double for the Doom community ones, they're all either dumpster fires or dumpster fires waiting to happen.
>>
>>8907886
Golden Souls 2
Pirate Doom
Solace Dreams
>>
>>8907886
PirateDoom
Rekkr
Ashes.
>>
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I've been meaning to really try out Duke3D for a while now, but I'm not sure what source port to go with. Any tips or reccomendations?
I'd prefer a port that retains much of the original gameplay experience (e.g.: Chocolate Doom, Quakespasm, etc.) and possibly low-resolution rendering like pic related (or "r_scale" in Quake)
>>
>>8907792
>>8907794
You could define a new projectile that inherits from and replaces the Mancubus fireball, and just change the DeathSound.

Class FatShot2 : FatShot replaces FatShot
{
DeathSound "newsoundname";
}
>>
>>8907891
I dont like some of the enemies and the game is a bit too gritty like dnf2011. Curiously enough I hate Eternal but a more bullestorm\Eternal approach to duke would have been nice. Not too much colour but a bit more.
>>
>>8907636
>>8907781
Why the fuck are y'all on Windows 8?
I can understand hanging back as far as 7, but 8?
>>
>>8907897
Sure, there's that more often than not. I'm saying that there's nothing wrong with having alternate channels for communication, such as Qtox, Riot, Threema, Mibbit irc, and Telegram.
>>
>>8907940
Better the ones that you have full control of the server of, like something like this open source slack knockoff but, yes, alternatives are never a bad thing.
https://en.wikipedia.org/wiki/Mattermost
>>
>>8907525
https://archive.is/aZrt
>>
>>8907601
>op4 had climbable ropes
>final dnf was finished by gearbox
Hmmm...
>>
What's the point of playing in low resolution?
Seems like a really weird vanilla fetish that doesn't make any sense since you're playing on an LCD screen to begin with.
>>
>>8907926
Thanks king
>>
>>8907996
It just looks good
>>
This is gonna be one hell of a defense outfit
>>
>>8907926
Is it possible to provide multiple deathsounds, so that it chooses one randomly?
>>
>>8908041
>99% melee resist
Huge guts and fluffballs.
>>
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>>8908038
?
>>
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I have no idea what I am doing
>>
>>8908080
people wants the Q2 builds with the old AI and higher res textures and strogg with their faces detailed
>>
>>8907886
All three of them.
>>
>>8906431
Wikia is such a fucking mountainous turd, I swear to god.
>>
>>8907901
>>8907902
Pirate doom freelook or not?
>>
>>8908182
You may as well, yes.
>>
>>8908182
the iwads are in the op, just use the real deal instead of freedoom.
>>
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>>8908089
I got the game to accept the script, but now no deathsound plays for the projectile. Is there a special format I need to use for custom sounds?
>>
>>8908207
and what about both
>>
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>>8907453
Looks good. Seem to work much better than all of those cursed 3D models.
>>8907886
REKKR: Sunken Land, even though its technically a standalone game by this point. That's probably the only TC I experienced since I just don't usually try out custom maps or mods for whatever reason.
>>8908080
Personally, not interest in Duke in general (for now?). Just happy to see some stuff leak since it's always fun. If more builds will gets out, this is going to be great.
>>8908064
Awesome.

Either way, has there ever been any official art for D'Sparil and/or other Serpent Riders? I've seen this one thanks to a Twitter link in Dwars' Discord server and that me curious. Where did this one came from exactly? If this was (at some point, at least) an official art for Heretic's antagonist, was there a chance for green Eidolon because RGB, I guess? It just makes sense to me, considering what seemingly was the original role of Heresiarch.
>>
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>>8908080
Q2 build might be intersting if only to see the 2D sprite + 3D model technique they used for Duke's hands and weapons.
Doom3wannabe build is ironically graphically inferior and probably very unfinished.
>>
>>8907736
Pretty good newbie guide:
https://github.com/jekyllgrim/ZScript_Basics
>>
Whats the best Doom level editor for Windows 98SE?
>>
>>8908043
Yes, you can one sound "alias" encompass several actual sounds and ahve them played randomly whenever it is called.
I don't quite remember how exactly it's done, refer to the SNDINFO article on the ZDoom wiki.
>>
>>8908208
You have no SNDINFO, refer to the wiki.
>>
>>8907054
Can you beat the first level?
>>
>>8908234
>>8908232
Oh my god thank you I have been spending over an hour trying to get this hotdog attack to make a cartoon splat sound
>>
>>8908262
You're welcome.
Some time ago, also to practice ZScript, I made a mod full of weapon replacements; you might find something useful there.
https://www.dropbox.com/s/rp5dymllia9id52/FREEBEER.pk3?dl=0

I also made an Arnold Schwarzenegger soundboard skin for Zandronum; it was added to the vrskins.wad in version 4.1 and has lots of random sounds.
>>
>>8908293
The original GBA port got cancelled, had it's own custom engine but Carmack found the Jaguar source so he demanded they scrap everything and port that instead.
>>
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>>8908243
yes
>>
>>8908219
>DOOM With Spells On
Reminds me of a certain browser tab from a certain screenshot.
>>
>>8907886
Hellforged #1
>>
400min MAP21

Could indeed be worse. Second most evil and sadistic map so far.
It's probably because I'm a scrub, but it took me some tries to even survive the start.
I liked how it's not non-stop action, but didn't enjoy the mini-slaughter at the end, especially since the infighting cleaned up the place rather quickly, so it was more a matter of not getting stuck between skellies and/or Cacos than actually doing something.
The red key trap was delightfully devilish. Having a Vile resurrect chaingunners in such a tight space is really insidious.
>>
>>8907886
Rekkr, Adventures of Square, Batman Doom
>>
>>8908319
Cool, thanks.
>>
>>8907886
brutal doom
project brutality
brutal brutality
>>
>>8908319
my npc doesn't move from the first corner, is patched
>>
where my /hereticheads/ @???
>>
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>>8908439
>>
>>8907886
Aliens TC
Hacx
Robocop for CDoom
>>
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>>8908439
>>
>>8908435
come on, I've already described it >>8905549
can't you figure it out even with a video? you have to avoid catching up and interrupting him.
>>
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>>8908219
is this art the closest to dsparil ever having a face?
>>
>>8908478
Looks cool, but make the font bigger, even in the full-size picture it's barely legible.
>>
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This unintuitive notion of making half of secret areas unlocked from within other secrets is kinda annoying TBQH. . .
>>
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>>8908221
For me its the Q2 engine version of Prey - I got teased back in 1998 and still wanna see a bit more than just a couple of static screenshots, I wonder if the Turok games somehow killed this premise for so long
>>
>>8907090
>>
>>8908560
>I wonder if the Turok games somehow killed this premise for so long
I remember de main programmer trying to rewrite the entire portal system after discovering a better way and melting himself in the process
>>
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>>8908494
Dunno how. Not my program; I'm just running the 400 mins maps through this: https://github.com/gamescomputersplay/wad2pic
Making a gallery for my own amusement. Most of the map pics won't upload to 4chan due to filesize limits.
>>
>>8908575
>Most of the map pics won't upload to 4chan due to filesize limits.
That's because they're PNG. JPEG at ~75% quality is completely adequate here.
>>
>>8908575
Make an imgur gallery for them.
>>
>>8908205
Free look. Not freedoom. I'm on the real iwads.
>>
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>>8908575
I would love to see the rest of 400 mins. Make an imgur gallery like that other anon said.
>>
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>>8903405
what's a good reference point on how to make *good* Doom Deathmatch maps?
>>
>>8906992
>>8907008
Replace Lottes with Guest's WinUAE for reshade https://github.com/guestrr/WinUAE-Shaders it is all of his reshade presets in one package and is better than royale
also a good tip for /vr/ WinUAE is great to run amiga games
>>
>>8907090
not screenshot ready yet.
>>
>>8907797
>>8907795
The pig-lizard is even stronger but I think that they are sub bosses or something like that.
Their AI is kinda broken tho, so they'll mostly stay still
>>
>>8908650
It's kind of reverse Chex Quest where it's got the rest of Ep1-Ep4 but doesn't use them.
>>
>>8907025
not him, but for me it's how half the shit just goes against you and more than half the weapons are absolute crap, only feel like I am not gonna get my shit slammed when I can use the vanilla plasma rifle and infinite minigun. Harder maps are a feels tedious.
>>
>>8908661
I agree. It almost feels like the game wants you to buy the good weapons before you start basically any non-normal map, but that almost defeats the purpose of the weapon reel to begin with.
I always buy a flame weapon (usually the napalm launcher), a railgun, and then a good rocketlauncher.
>>
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I gotta' say, I appreciate this program using the title pic in the lower left corner.
Also, god bless Redead, that lil wop nigga of mine. His maps fuckin' fit the filesize and look hella fresh doin' it.
>>8908581
I could, but that would involve an extra step per image. At present, I'm just generating these in the background while I work on mapping. I apologize for my laziness.
>>8908589
>>8908634
I'mma' upload 'em to my Mega, unless there's some specific reason for imgur (I don't really use it any more.)
>>
>>8908682
It was just the first one to come to mind, use whatever. Are you doing these one-by-one?
>>
Chex Quest Kex version called Kex Quest
>>
>>8908743
Chex Engine
>>
>>8908743
Chex Quest has already been remade in UE4.
>>
Anyone know how to get Outlaws working in modern resolutions? For some reason the game is stuck at 640x480 resolution even when messing the the configs.
>>
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>>8908686
>Are you doing these one-by-one?
Yeah, I'm plugging 'em in while I map and checking which ones'll fit on 4chan and uploading those as they finish.
If I do 2048 as well, I'll probably setup a batch command to do all the maps in one go. Although I dunno' how I'd check to see which maps the WAD actually contains; might be a crap shoot.
>>
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>>8908963
I actually bothered to make a 75% quality JPEG like >>8908581 suggested of "Garbage Brain" for ostensibly obvious reasons. Also to link the Mega gallery (I'm still generating images and uploading them in batches.)
https://mega.nz/folder/ExVgAaiB#ukFzsaQAfoQ0nWzpJUHvbw
>>
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>>8907927
I think Eternal tone wise and stylistically would be fitting for Duke. They went all in on the power fantasy. That chick on the radio sounded like she was getting off while talking about the Slayer. The visual design is stylized, not photo-realistic. The original Duke3D Pig Cop would work. Just lay off the neon.
>>
>>8908972
Fun as fuck map is fun as fuck too.
>>
....so Quake 1.5 is just Brutal Quake but more faithful to Vanilla balance?
>>
>>8907927
Duke doesn't work when it takes itself too seriously.
>>
>>8909116
kinda, it's very fun and hard, try it and come back to tell us what you think
>>
Lads, I don't get how people make maps with only vanilla textures without including Doom 1 textures. Doom 1 had some great textures that got cut in Doom 2. Besides Plutonia, TNT, GBA-port, and Doom 1 + 2, what are some other sources of vanilla Doom textures? By vanilla, I mean they shipped with an official version of Doom. I guess some of the console versions would feature the censored MAP31 and 32 textures, but those are Wolf3D textures.
>>
>>8909137
A few hell textures were different in some of the 90s console ports.
>>
>>8909108
Yeah its what I mean. It would look great.
And please some better looking girls.
>>
>>8909140
The chained up wall textures were redrawn in the doom artstyle for one port, but I forget which
>>
I'm trying to make a multilevel wad for doom 2 and when level 1 ends it goes to end game showing the enemies credits. I use console command to go to level 2 and them it will play the other levels I have created. What did I do wrong? Using ultimate doom builder too.
>>
>>8909140
>>8909148
Thanks for the leads, lads. I'm thinking it might be cool to compile all of the textures into one, single resource wad that could be used with Doom 2. Seems like the extra variety could really be nice for vanilla-style maps.
>>
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>>8909112
Yesss. Here's another fun as fuck map, our own truly iconic Icon of Sin—"House of Fun".
>>
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Any wads similar to Jiffybag? Not necessarily megawad big, just vanilla doom 2 maps of varying themes with a hundred or so monsters.
>>
>>8907780
First tell if it originally being meant to come out back in 2004 as the DarkSector vidya should count as development or not?
>>
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>>8908972
Reuniti on ice
>>
>>8909184
That one is fun as fuck too, and I never expected that choice of music to show up in a Doom map.
>>
>>8907891
>cumsplosion
>>
>>8909184
Thanks very much. Wish I hadn't put the control sectors so close now, so they would be easier to crop out.
>>
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>>8909184
The rest of the pics of "400 Minutes" maps in isometric views have been uploaded to the Mega previously posted.
Fun fact: "Megatron" (MAP35) is the heaviest image in the collection at 179.2 MB, accounting for about 23% of the total file size of all the images. The next largest ("Feuer Frei!", MAP34) is only about a third of that at 53.8 MB.
Thank you. I WOULD upload some lossy JPEGs of some of my favorite maps, but I've had to juggle browsers 3 times this week just to post. I'm using fucking Edge now for christ's sake.
>>
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>>8909430
>>8909437
Well okay fine I guess Vivaldi's fine again?
Marking this one as a spoiler because of a visual easter egg in the map. God bless Kuramori-senpai.
>>
>>8909504
I found it pretty easy. but it's not actually beatable without spawning a bunch of extras, right? I didn't miss some hidden mechanic?
>>
Any news on a group of autist modders making something with the DNF 2001 leak?
>>
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Hate to ask, but does anyone have a download for DoomShock v1?
https://forum.zdoom.org/viewtopic.php?f=43&t=54533
The file service it was uploaded to seems to have died. v2 is unfortunately unreleased.
>>
>>8908486
It probably is, but you can argue that one art that might or might not be official is not really enough to mark it as the face of D'Sparil. That magazine came out long after original Heretic's release and they could've just copied Heresiarch design from the ending.
At the same time, that was before Hexen release and maybe at that time Raven still (allegedly, but come on) viewed Heresiarch as Korax before moving on from that for whatever reason.
>>8908638
What about FS-UAE?
>>
>>8909430
Neat
Thanks for going through the effort to make these
>>
>>8909623
Found this online, not sure if it's what you're looking for tohugh
https colon slash slash t (dot) co/ptElCzNDYg
>>
>>8909521
Wait for the 2002 version leak, its way more of a finnished playable game (allegedly…)
>>
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>>8907090
Only thing I really messed with in depth this week since I have begun the personal hell that is levelling crafters and gatherers in FFXIV.
This was really more of just testing the textures I had converted (the PK01 and PK02 texture packs for Source engine) and downscaled to fit better with Goldsrc asset quality and trying out some techniques (like the glowy bits, but it needs some adjustment, for whatever reason Valve removed the Quake engine feature that allowed specific colors in a texture's palette to be lit all the time at some point in the alpha stages which is dumb)
>>
>>8909636
Seems to be. Thanks.
>>
>Finally beating the map saveless
>The last monster is an arch-vile who is pretty harmless but meant to block exit
>Step out of cover millisecond too early
>Die

Sad
>>
Any good pure vanilla wads that I could get running in chocolate/crispy
>>
>>8909927
>vanilla wads that I could get running in chocolate/crispy
So like, all of them?

But check out Back to Basics and Suspended in Dusk.
>>
>>8909927
nicolas monti is the king of vanilla
>>
>>8909891
I died to the last Cyberdemon in Scythe MAP29 UV Saveless, after I already hit him once for max damage with the BFG.
>>
>>8909934
>>8909937
Found the vanilla wads section on the doom mediawiki when looking for these, will just go through them all. Thanks.
>>
>>8909937
more like the king of limit-removing
but yeah, >>8909927 , definitely check out Nicolas Monti.
just keep in mind that his maps aren't easy, even if they have a low enemy count.
ribbiks used to playtest some of his stuff, just to give you an idea of what you can expect.
there's a part in mass extinction where you're locked in a small arena with several archviles, dozens of aranchnotrons, one megasphere and lots and lots of 2 units wide vertical bars for cover. after you kill all those the arena gets an additional path and now, still locked inside it, have to fight 3 cyberdemons.
There's also a section in one of his other wads where you have to fight about 12 barons of hell with a plasma rifle at punching distance.
still, nicolas monti's style is highly unique and enjoyable after you get used to it, I remember most of his maps simply because of their layout
>>
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FTEQW
>>
Is there a way in UDB of scaling linedefs? E.g. doubling the scale of the map by doubling the length of all linedefs?
I know trenchbroom can scale brushes, but can UDB do something similar?
>>
>>8910067
Select something and press E. Then you can stretch and rotate your selection.
>>
>>8910071
duhhhhhhh I'm a retard, thanks.
>>
>>8909732
It is but that will very likely never leak
>>
*adds evil marines to his wad*
>>
>>8907525
>Dec 28, 2020
ok kotaku, at least it's good.
>>
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Okay, I started making my texture resource wad that will (hopefully) have every official texture in it outside of Doom 2. This is a comparison between the PC and Atari Jaguar version of the Baron of Hell marble sculpture texture. There is a difference between them of just a few pixels. Does anyone here actually think that such minor variations are actually worth including? Seems like such things will just bloat the wad, and don't add any value.
>>
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>>8910251
bigger version so you don't have zoom in
>>
>>8910251
>Does anyone here actually think that such minor variations are actually worth including?
No, but whichever one uses the lighter outline looks better.
>>
>>8908928
dgvoodoo
>>
What is this was called?
>>8895796
>>
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>>8910305
Fuck, I mean this
>>
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>>8910310
Dunno about the Duke mod but I sure do love this mapset
>>
>>8910305
>>8910310
>>8910332
Very likely Auger;Zenith.
>>
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>>8910337
>Very likely Auger;Zenith.
Oh shit oops, it definitely is. I thought he was asking what that Duke mod was.
>>
>>8910310
>>8910341

Thank you anons!
Saw in 2 threads back and the style got me.
>>
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>>8910347
Have fun anon, good jams good levels and good looks
>>
>>8910198
Heh, nuthin personnel, Doomkid
>>
>>8909631
God enriches Arizona.
>>
All i want is a samsara update with samus included and with better sprites for her.
Nothing against, term but SM sprites are better for her.
>>
Thanks for the panic attack, holy shit balls
>>
>>8910430
The laboratory map in The Chosen when it spawns a shikari and then one behind you be like
>>
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Anyone interested in helping with a Jerma985 themed community project?
>>
>>8910470
>e-celeb shit

No.
>>
>>8910470
>You must be 18 or older to post on 4chan
>>
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>>8910478
>>8910481
Don't be rude, it's a lot of fun already I just need help
>>
>>8910482
That's a very nice Pinwheel sprite actually
>>
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>>8910491
It was painful to make, not used to modeling characters like this
>>
>>8910251
>official texture in it outside of Doom 2
Up to what? Just doom? Hexen? Doom 3? What you mean.
>>
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So I was mentioning SS13 the other day with those HL2 textures I converted, so I tried to actually use SS13 tiles as textures for funsies, except I rescaled them with Aseprite and did a bit of editing afterwards
These came out way better than expected honestly.
>>
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>>8910482
I'll be frank, I just don't think you're gonna get much support here for a project dedicated to a YouTuber. Something like HFFM honoring Aniki is different because he's long been a staple of 4chan culture. My guess is as far as most anons are concerned, Jerma is just another commercialized social media personality.
>>8910524
I wanna see how a Bar or Hydroponics would look, what with all the color, before I get too excited. But I adore the idea, anon.
>>
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>>8906281
Gotham is head and shoulders above most of the duke soundtrack

Also are anyone else here fans of the Lunar Apocalypse aesthetic? I know its rose tinted glasses for me but it was news to me that people didn't like episode 2. I understand game design wise with 50 battlelords in every level but honestly, episode 2 duke is peak fps aesthetic for me
>>
>>8910559
It’s my favorite episode of Duke 3D, though I can sympathize with people hating the battlelords while playing with autoaim.
>>
>>8910564
When growing up playing duke 64, i genuinely thought they removed being able to shrink battlelords

in a way i would prefer if you couldnt, but only if they balanced the battlelords to be more fair. between having jetpacks and shrink rays in the level the game does become kind of a joke

either way, i had a dream I was playing in some episode 2 level i havent played before (or what could have been a secret level in episode 3 a la tier drops) that looked like a level that actually would have been in the base game, and my dream mod for duke 3d would be a full map pack with the lunar apocalypse aesthetic, and level design that actually emulates the styles of those maps very closely

shame it wont happen though unless I made it, but i dont think i'll ever design maps for this game
>>
>>8910540
honestly always thought jerma was one of the "good ones" along with like vinesauce, not without criticisims but certainly not typical e-celeb that /v/ would post random twitter posts about so as to not talk about videogames
but I'm sure that'll get me called a faggot
>>
>>8910540
>Something like HFFM honoring Aniki is different because he's long been a staple of 4chan culture.
and because the idea was an amusing one, which really isn't the case with whatever the shit the forced meme crap with this other dude is.
>>
https://www.youtube.com/watch?v=shCCdcPpoKU
>>
>>8910610
>Vinesauce
>Good
I'm wheezing right now anon.
>>
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>>8910610
>honestly always thought jerma was one of the "good ones"
Yeah that's the problem. If you see someone as one of the "good ones", that means the large portion of your peers (whose broader biases you're clearly keeping in mind when you invoke the phrase "good ones") will see them as "just another one". Whether that's acceptable to you or not, I recommend you acknowledge the logic.
>>8910616
>and because the idea was an amusing one
Yah that's why Aniki, van Darkholme, etc. are popular here to begin with (with credit to NicoNico, but also fuck NicoNico.) 4chan culture is borne out of whimsy, and that rejects obvious efforts from someone like Jerma to sell themselves on "Internet culture", unlike Aniki who sold himself on "gay wrasslin' porno", which is decidedly not 4chan's primary audience (or is it...??)
>>
>>8910646
I get it, I'm not the guy dropping the project nor would I, just saying it's a bit of a kneejerk reaction even if it's not wholly undeserved
Granted I haven't seen much of jerma in years, maybe he's a soulless clone of le funny fnaf thumbnail man or whoever the kids like now and I'm just in the dark
>>
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>>8910725
Oh it's a total kneejerk reaction. And without that level of immediately vitriolic gatekeeping, it wouldn't be 4chan. It helps ward off inflated egos, or at least the ones with nothing to back-up their arrogance. Anyone else who's well-meaning but doesn't like the environment can go elsewhere, or put up with the abuse and make something all the more impressive for it.
Reminds me gore-bombs during the early days of general threads on /v/, and later /co/. The namefags who stuck around after that were the real niggas, contributing mad OC to the threads.
>>
>>8910725
>>8910785
not retro/doom, fuck off pop culture drones
>>
>>8910540
>Something like HFFM honoring Aniki is different because he's long been a staple of 4chan culture.
Even then, HFFM didn't get much support compared to 2048 units, which had 38 maps compared to HFFM's 18. Just imagine how much support a project as niche as this would get.
>>
>wad just keeps going on and on with maps that seem like the end
>>
What's the best way to play a Doom wad co-op these days?
>>
>>8910895
gzdoom is perfectly fine if you are not playing through dialup
>>
>>8910795
>doom
>not pop culture
el oh el
>>
Is there a PAK editor that supports SiN? I'd like to change a texture in Gog release that Nightdive silently censored in 2020, but none I found support it's .sin extension. Also, is the a map editor? Would be useful to look up secrets
>>
>>8910838
Damn I thought HFFM would have been released earlier, but nah 2048 is older.
I'm guessing you're right, that the gachimuchi theme just didn't click with people the way the 2048 framework did. I woulda' contributed 2 maps to each if I'd've started Doom mapping long before 400mins.
>>
>>8910838
I didn't contribute to HFFM because of the map topic, not because of the wad theme.
>>
>>8910795
90s Doom was bigger part of 90s pop culture than the later Dooms ever were part their own era's pop culture.
>>
>>8910572
Duke The Way 3d Realms Did. Would be quite neat actually.
>>
>>8910985
This is true, Doom 3 was more of a tech demo than a Doom game really and was mostly just the can't see shit stuff and Doom 4/Eternal are just another mass market product cashing in on old reputation.
>>
>>8910957
Not sure myself but worst case find the original version of the game off archive org or something and replace it and see if it works.
>Nightdive
Gee I wonder why, they are basically piko but normies like them for some reason
>>
>>8909927
All unity port wads + dtwid series
>>
>>8910994
I'd be more interested in Duke3D The Way We Remember It.

People will remember stuff like Holywood Holocaust but not so much Flood Zone.
>>
>>8911004
>they are basically piko but normies like them for some reason
Same reason they like GoG, they like not having to think too hard about getting a game to work so even if it's ripping off community fixes they couldn't have gotten permission for or compensated the creator of, or Nightdive doing what they did to System Shock Portable, it's all fine with them.
>>
>>8911007
Or how about Duke3D The Way Homosexuals Would Enjoy It. Gay bars, male strippers, all the gay stuff.
>>
>>8911015
The menu music would have to be a midi version of this.
https://www.youtube.com/watch?v=IslF_EyhMzg
>>
>>8911013
>they like not having to think too hard about getting a game to work
Funnily enough a bunch of those nightdive ports don't even run or take more work to make them run on my old toaster

>>8911015
>HFFM but in Douk
>Duke's speech replaced with Billy sound bites
The idea alone makes me hard, no homo
>>
>>8910859
JPCP?
>>
>>8911023
>HFFM but in Douk
Now, this must happen.
>>
>>8911007
Interested with that but with Blood, especially since the game has a windows-native version of mapedit now.
Problems would stem from some people testing on FS and making the maps impossible to play on vanilla however
>>
Guest's WinUAE shader isn't bad, it fits well with the upscaled pack.
this would be better with stuff like doom 64, wolf 3d with the mac sprites, build games or marathon.
>>
>>8911004
I think I'll do that, thanks!
>>
>>8911026
nah space cat saga 2
thought I reached the end like 5 or 6 maps in a row, pretty fucking annoying
>>
>>8910998
I mean credit where it's due, 2016/eternal are at the very least a good league above their peers in the AAA market
>>
>>8910470
>you may live to see a pokimane Doom WAD
let me out
>>
>>8911069
doubt it, unless you think .wads are going to become such a huge hit that random e-thots will command their audience to make them
>>
>>8911038
>>
>>8911093
>pokimane terry wad
>>
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>>8910430
Hey, at least you figured it out after a single healthy zapping.
Moving that armor there was a good call, it was originally only accessible on the way back after getting the key.
>>
>>8910430
you played it better than I did. I just stood there and took it like a dumbass
>>
>>8911028
>Hard Fast Faggot Nukes
Needs a phallic micro nuke as a BFG tier weapon.

If only Mapster32 wasn't an archaic hunk of shit stuck in 1997.
>>
>>8910962
Why isn't the sector Spurdo drawn correctly? The flats and lighting isn't like that in-game.
>>
>>8911059
Yeah but what other competition did they have really? rage 2?

I think anons kinda forget that the gaming crash already happened, everyone is focusing on small games or multiplayer\mobile.
>>
>>8910470
The guy seems nice enough, but I don't see what makes such a project particularly interesting to /vr/ or /doom/

If you need tips on mapping and tools, that's fine, but I think it would be better if you found a couple of dudes who are into both Doom and Jerma streams and then working on something with them.
Don't bite off more than you can chew btw, just a 10 level map pack can go really far. I'm assuming you're young and green.
>>
>>8911220
Not just that, but pretty much everything that would be competition is owned by either Microsoft or Embracer, so they're just not going to make a product that competes with their existing product.

It's why Hexen and Heretic are likely to stay dead and out of Raven's hands since they'd even superficially compete with Bethesda's shit.
>>
>>8911217
Wad2Pic doesn't seem to render things 100% correctly. Midtextures, for instance, seem to tile until they fill the space between the floor and the ceiling.
>>
>>8911232
>Don't bite off more than you can chew btw, just a 10 level map pack can go really far.
This is something a lot of people forget, and burn themselves out on trying to do 32.

You're better off making 10, fun, memorable maps, like with something like Chainworm Kommando for a solo project.
>>
>>8911268
Precisely, the industry is fucking dead, nothing of value was lost really. I find weird why nobody is talking about this, consoles are fucked. Indies and small niches are better than ever but production values take a hit.

Maybe in 10 years or less when gpus take the next leap we might see big games being made again. As It stands we might just see a couple release a year maybe less.

Nintendo was right in thinking small.
>>
>>8911276
Budgets have bloating to the point where shit like Destiny was considered a risky game to make, everything is about safe bets.
>Indies and small niches are better than ever but production values take a hit
Indie is kind of a mess too, between developers trying to be AAA, stuff with publishers and budgets higher than some AAA games masquerading as indie and shit like that but there's at least some gems lurking in there somewhere.
>>
>>8911284
There are great gems, but it will stay like this for a while. the main issue for me is that people expect certain production values from these games and feel kinda sad in the end.

Amidst this what I really mean by "indie" is the mid sized down to the devs being almost the same number as 90s devs games. Its been a great renaissance for many genres, and free mods for classic games with the quality of full games as well.
>>
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>>8911217
Yeah, probably something like >>8911269 said.
For example, I can't get it to generate any HFFM maps, so even the WAD format might affect some things.
Also, I got that batch file running to generate the 2048 maps (somewhat obviously.) I'll be uploading them to a Mega gallery too once they're done.
>>
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>>8911313
I had to crop 66% of the image out of this one because it's just a giant blue expanse.
>>
>>8911301
It's the gaming equivalent to eating steak all the time, you lose a sense of perspective and quality.

Even applies to stuff like Doom where people will only play Scythe 2 or BTSX or stuff by Skillsaw and complain if they don't get that, when there's a lot of fun to be had even in stuff by less skilled mappers.
>Its been a great renaissance for many genres, and free mods for classic games with the quality of full games as well.
I was perfectly happy buying Rekkr when it's commercial version came out, Revae and co did a really fucking good job on it even if I can't unhear Term gargling water with that one death sound.
>>
>>8911323
>paying for rekkr
>when bethesda gives it out for free
>>
>>8911329
nta but I bought Kekkr purely to support Revae, dude deserves it
>>
>>8911329
I don't care about Bethesda's ports and I really don't see a point into giving Todd Howard more money vs giving it to somebody who deserves it.
>>
>>8909153
Kindly bumping this for a answer.
>>
>>8909153
Did you edit or add any kind of MAPINFO file? Normally it should just go to the second level.
That first level is MAP01, right?
>>
>>8911358
Yes sir, I've even started just a new test project map 01 and map 02. After map 01 it is still going to the end credits. Very frustrating. Is this something I need to download slade for?
>>
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>>
>>8911369
You could try checking the wad file with SLADE, cause I honestly have no idea what could be causing this.
>>
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>>
>>8910251
I cant even tell if its animated.
>>8910078
Doesnt help that the tab for that feature is hidden by default.
>>8910631
He's not outright cringy and doesnt constantly read donations like most streamers, so hes certainly one of the best ive seen.
>>
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>>8907090
I know I'm a bit late, and I am not even working on an actual map right now.
This is a model of the apartment I will be moving to in a few weeks which I made so the missus could get a better picture of where she could place the furniture.
Also, waiting for the comfy sleepy mapping project.
>>
Random question, but in Quake are the cvars for transparency of different liquids (i.e. r_wateralpha) sufficient to check for in QC to remove or replace a transparent object for engines that don't support transparency?
>>
>>8911375
Okay my first map ending action was on end game instead of end normal. Cheers for a blonde moment
>>
>>8911397
Theoretically a user could have translucent water disabled while using an engine that supports translucency. Look into the checkextension builtin and how Arcane Dimensions checks what engine is in use.
>>
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>>8911023
>>Duke's speech replaced with Billy sound bites
>Open up Hollywood Holocaust.
>"Fucking slaves, get your ass back here!"
I know that is Van's quote, but it's just funny.
>>8911329
You WILL buy Sunken Land on Steam AND Zoom Platfrom, anon!

By the way, are those the OG resolutions for The Serpent Riders' murals from Portal of Praevus on this Giantbomb page? Too lazy and stupid to download the expansion and figure out how to look at its textures.
>D'Sparil: 118x200.
>Korax: 119x200.
>Eidolon: 128x200.
https://www.giantbomb.com/the-serpent-riders/3015-7211/images/
>>
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I'm too late for screenshot saturday, but I have made this thing today. I just hope it will work with the fight I have in mind.
>>
>>8911395
>Also, waiting for the comfy sleepy mapping project.
https://www.youtube.com/watch?v=vifwar7jxcQ

Just start now and see if we can get 2 projects finished before 94 Protons.
>>
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>>8911449
>>
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>>8910198
*adds evil marines to other people's wads*
>>
>>8911467
Interesting. Thank you very much, anon.
>>
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>waiting for next mapping project
>don't visit the thread for a few weeks
>come back
>mapping project announced and completed
>mfw
>>
>>8911554
You're just gonna have to play it instead.
>>
>>8911554
You can always wait for 94 Protons
>>
>>8911582
What are we waiting for exactly?
>>
>>8911582
might as well wait for the heat death of the universe
>>
>>8911587
The heat death of the universe.
>>
What's gonna be played on SNS today?
>>
>>8911587
I'm gonna make the trees and the new exit teleporter textures (based on existing ones mainly), and have the current stuff converted to MBF21 Dehacked, then we're gonna discuss the rules again.

I really want to apologize for the shit progress and delays, I've been a Broussard piece of shit about this.
>>
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>>8911605
You aren't a Broussard piece of shit until you throw away all of your work on 94 protons to start all over again with an all new engine because Violent Rumble came out
I believe in you
>>
To expand on the exits.

I want people to be free to use a death exit in their level if they want, but that exit must be visually distinct from a normal exit, and a normal exit must then exist somewhere in the level as a secret to find, and this would then be a reward for people who want to play continuously. The reason for this is that while we balance for pistol starts, Dario and Milo were very conscious about continuous gameplay and they made sure to account for that too with Plutonia.

>>8911616
Yes, but part of Broussard's problem was that he featurecreeped the everloving FUCK out of Duke Nukem Forever, and there's definitely been a lot of feature creep with 94 Protons already.
>>
SUNDAY NIGHT SHITSHOW TIME! Tonight we're blasting our way through Interception 2. Are you a bad enough dude to connect with Zandronum and navigate to the exit of each level with us?!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
>>
>>8911587
Cockblock to stop fucking around with needless shit.
>>
>>8911616
>throw away all of your work on 94 protons to start all over again with an all new engine because Violent Rumble came out
94 Protons on FTEQW with 4k textures and every shader effect you can shove in there. The project won't be done until we can see microscopic details on the inside of Doomguy's 20,000+ poly asscheeks and literally travel to Earth and back on a spaceship without a loading screen.
>>
>>8911649
You're gonna be able to look down and not just see your feet as you're running, but also your floppy dong swinging back and forth, slapping between your thighs.
>>
>>8911661
It's like Trespasser, you have to look down at your cock and gauge your health by how hard it is.
>>
>>8911669
I wonder if this could be done with ZScript
>>
>>8903407
Fuck, I thought I addressed this, but I neglected to noclip out and test it. It works now, the walls are gunfire opened from the outside instead of switches, which Doom doesn't like that close together. I hope you haven't submitted RC2 to idgames yet.
https://files.catbox.moe/866ved.zip
>>
>>8911669
Woah buddy, calm down. We're talking about 94 Protons 2031's build, not HFFM 2.
>>
https://twitter.com/zanieon/status/1525952306012880897
GZquake3
>>
>>8907886
Adventures
Of
Square
>>
Quake 2 The Rockening is a pretty cool improvement on regular Q2 but ehh, anon who said "You're still playing Quake 2" was right. It's good but just missing something.
The chip damage from the laser infantry that are avoidable but only if you're strafe jumping before they see you (and don't actually do much damage so what's the point) and silent trap doors opening behind you so that those little gremlin things can suck your knees is kind of lame too.
>>
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>>8911669
>>8911661
>Fun tactical mod where you only take a few hits and can look down and see how gibbed up your body is like Soldat to gauge how dead you are
>>
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Well I got the 2048 maps converted: https://mega.nz/folder/Z09DyDBB#ldU2P1HrZYv8fwuBcaXlZQ
Some of them came out weird as fuark. but I'm guessing it's due to tricks employed to fit the "2048 units" motif.
Bad news, I couldn't get HFFM maps to generate from any of the versions (cut, stripped, etc.). But I did get AD MORTEM map 01 to generate, so I got a batch job that'll generate all of those maps next.
>>
>>8912160
Can the generator be zoomed or something? Map 02 just disappears into .jpeg artifacts.
>>
>>8912176
If you're viewing it in-browser, Mega's image viewer is only serving you a mega-compressed version.
E.g. this >>8911318 is MAP02 cropped, zoomed-in, and .jpeg'd using Paint.net from the full PNG.
>>
>>8912186
I see. I see that the midtextures are tiling vertically in some levels. I hope the software gets updated some day.
>>
>>8912192
>I hope the software gets updated some day.
Same senpai.
Per request, I'll crop some of the more egregious maps and add a "Cropped" folder with them while AD MORTEM maps generate.
>>
RIP
>>
>>8912198
Map 30 would be cool to get a good look at, but the top part just hides the entire thing. Looks like the Icon gets stretched out too.
>>
>>8911726
HFFM 2 will introduce edging mechanics to recover your health
>>
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>>8912209
There are some customizable features of wad2pic that I haven't fucked around with yet. Maybe a more enterprising anon can take-up the mantle.
>>
>>8910260
Jaguar has the lighter outlines. I think I might collect all the "better" textures and put them in another wad to replace the original ones. Pretty cool that someone working on Jaguar port had good attention to detail and went out of his way to try to polish up the game a bit. Very cool.
>>8910503
Every official Doom 1/2/TNT/Plutonia/Master Levels/Alpha/Beta release, and maybe stuff from Doom RPG. Everything is mostly the same across the PC versions, but some console releases have substantially different textures. The goal is to make the ultimate vanilla texture resource wad.
>>
>>8911851
This sucks bcuz:
1. The original room is meant to be lit enough for players to see, the GZ version is so dark that it ruins the mood completely.
2. The obnoxious large lime green light on the health bonus pickups is so dumb. It would have been better if it was a tiny bit of glow light to it but somehow it provides more light than the torches in the room.
>>
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good section
>>
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>>8911624
>>8912328
GGs. I wish I could have had the screenshot of us stunlocking that final boss but the screenshot button didn't work right.
not to mention if I was at home I coulda streamed/recorded that hilarity
>>
>>8912353
usually babby records and throws up the dm/coop sessions on youtube, so pretty sure that boss cheese will be recorded for all time on the internet for posterior's sake
>>
>>8912361
Based
>>
>>8912361
Please don't post this picture of me.
>>
>>8912361
succuass or migu's striped panties?
>>
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>>8912373
I cast my vote
>>
Baking bread
>>
>>8912160
It doesn't seem to cope well with large height differences next to each other. Looking only at my own maps, map31 looks great, map32 looks iffy and map15 looks like shit except for the main room.
>>
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Maybe it's just a sign I'm getting old but TNT2's MAP30 feels like an ordeal to get thru. Not really a slog, but it wore me out.
>>
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>>8912371
>>
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>>8912450
>>
>making doom 2 map
>enjoying creating elaborate, interconnecting layout and pathways
>putting no thought into encounters or map progression
Maybe I should just make deathmatch maps.
>>8912431
Yeah, my maps for 400 mins (14 and 29) came out wildly different. They had about the same height variation, but the former came out looking way better, cuz the height variation was spread across a larger area.
>>
>>8912461
>They had about the same height variation
Disregard that, I suck cocks. I somehow forgot one of the two main fucking gimmicks for my second map (it goes to from like 500 height to -1,000)
>>
NEW THREAD
>>8912485
>>8912485
>>8912485
>>
>>8911015
Pig Cops should have the leather vest and chaps biker outfit.





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