DOOM THREAD / RETRO FPS THREAD - Last thread: >>9721935DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETCGameplay, WADs/Maps/Mods, Source PortsAll other 90s FPS welcome~ Let's post like gentlemen ~FAQ/PASTEBINhttp://pastebin.com/hzDnLpctSO YOU WANT TO PLAY SOME FUCKING DOOM(or Quake, Duke, Marathon, Thief, Deus Ex)https://imgur.com/a/wWS8zXzSame thing, in video format:https://youtu.be/ietb4JwaaXAhttps://youtu.be/CGj4gXyCzg0IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8PortaDOOM: https://github.com/Kroc/PortaDOOM/releasesQuake Trilogy (2020-11): https://pastebin.com/Ucb11XhUDownloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Qhttps://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUAMore /vr/ shooters:https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCacDoom Shovelware:https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzRFileplanet archives:https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/4CHAN DOSPACK + Win98 games (pre-configured):https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA== INFO/LINKS ==OFFICIAL DOOM WIKIhttp://doomwiki.org/WHERE TO FIND WADSVanilla/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/UTILITIEShttps://pastebin.com/7vKYWYp0RESOURCEShttps://forum.zdoom.org/viewforum.php?f=37== /VR/DOOM COMMUNITY ==THREAD ARCHIVEShttps://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/MAKING NEW THREADS PROPERLYhttps://pastebin.com/8mDnrsrBIMAGE DATABASEhttp://vrdoom.booru.org/?page=post&s=listOUR WADShttps://rentry.org/8ca3061522e0
=== CURRENT PROJECTS ===A SERIOUS CASE OF /vr/Rules: https://desuarchive.org/vr/thread/9611263#p9611406VIOLENT RUMBLE 2Submissions closed=== NEWS ===[3-10] MM8BDM updatedhttps://cutstuff.net/forum/index.php?topic=11983.0[3-8] New GZDoom shooter, Captain Wayne - Vacation Desperation demo releasedhttps://ciaran-games.itch.io/wayne[3-7] Duke 2008 model leakedhttps://rentry.org/x0r_jmp[3-4] Alkaline 1.2 releasedhttps://www.slipseer.com/index.php?resources/alkaline.62/[3-1] DBP57: Shatter Realm is outhttps://doomer.boards.net/thread/3116/[2-28] LunchLunch releases a new maphttps://doomer.boards.net/thread/3115/[2-28] DNF Restoration status updatehttps://www.moddb.com/mods/dnf2001-restoration-project/news/february-2023-development-update[2-27] New build of Half-Life for Dreamcast leakedhttps://twitter.com/CombyLaurent1/status/1630108636931301376[2-27] Version 1.3 of Temporal Tantrum releasedhttps://drive.google.com/file/d/1qwlqXqy_1eJdq9jTVCpbunVA2lEujwVW[2-26] Doom 64-style map for GZDoomhttps://www.doomworld.com/forum/topic/134184[2-23] Operation Pegasus released for macenwolfhttps://www.moddb.com/mods/macenwolf/news/peg-horse[2-23] Obsidian v20 stable released, adding support for Wolf3d/SoD/Chex/Hacx/Hexen/Strifehttps://github.com/obsidian-level-maker/Obsidian/releases/tag/Obsidian-v20-20230223[2-22] Half-Life RTX Releasedhttps://www.youtube.com/watch?v=LQCZTxzW6A0[2-21] Anon shares his VR2 maphttps://tempfile.io/en/vMX5B7F6esHQpVv/file[2-20] Stickguy in Doom Redux releasedhttps://forum.zdoom.org/viewtopic.php?t=77301[2-18] LitDoom updated to 0.595ahttps://forum.zdoom.org/viewtopic.php?t=68573[2-17] Update on Duke Nukem Forever Director's Cuthttps://www.moddb.com/mods/dnfdx/news/dnfdx-valentines-day-2023-update=== PREVIOUS ===https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0TO SUBMIT NEWS, REPLY TO THIS POST
>>9737956>retarded lift saturdaypretty fitting for your usual Serious Business Saturday
What's your take on Return to Na Pali? I feel a little burned out after finishing Unreal and I'm not really sure whether to play it or not.
>>9737956Monsters called, extremely comingI didn't know I clicked on the monster girl general by mistake
>>9737971>Retarded LiftThat's pretty much every other lift in most Doom and Quake mods.
>>9737987I keep noclip bound to a key because life's too short to spend at the bottom of elevators
>>9737987>You now remember the giant unpegged lift texture in MAP29 of 400 Minutes of /vr/
>>9737827One of the maps in the Nyarlathotep set (Though I may be mistaken, I played it a long time ago)https://www.quaddicted.com/reviews/nyarlathotep.htmlNot the one in space or the one where you climb up very long - I remember the one with the archshambler starts in a large pool of blood with a lot of action right away, the enemy looks just like the shambler but with black fur and yellow flame effects
>>9737921>reveal the character faces but make them handsome as hell, especially Daedolon110% okay with this. Is this the same artist as pic related? I love their work.>>9737973I thought it was fine but it's been awhile. The new weapon and enemies were weird and the male player voice is way worse than the female one.>I feel a little burned out after finishing Unreal and I'm not really sure whether to play it or not.I'd take a break, even if the expac is amazing. There's enough old shooter content where you can find something you really want to play that won't make you feel burnt.
>>9738018Is there anything more satisfying than gibbing a crowd of enemies in Quake? Shame it's so rare.
>>9735679I will now coom to your game. tfw Paul Steed published a book about how to model low poly sexy shit https://ricardocasarino.files.wordpress.com/2008/05/paul-steed-wordware-modeling-character-in-3ds-max-2002.pdf
Why is Catacomb 3D forgotten unlike Wolf 3D?
So how is the Ironwail source port?I've been having a few issues with newer Quake maps chugging a little with Quakespasm here and there, but from what I hear Ironwail somehow optimizes things.
>>9738123Wolf 3D is more catchy in its graphics and sound design and maybe some people thought it was an RPG and just avoided it
>>9738119>tfw Paul Steed published a book about how to model low poly sexy shitUnironically it's a great book and is still largely applicable to Blender. Granted, you should familiarize yourself with Blender first so you aren't accidentally doing something manually that Blender can just do for you.>>9738132Ironwail is extremely optimized and updated with CSQC and other modern stuff, though if you have a weaker CPU but a relatively modern video card, you may want to try vkQuake instead. Either is significantly, objectively superior to Quakespasm, and I'm kinda baffled that people are still using it.
did TNT and Plutonia have infinite explosion height still?
>>9738152Well, looks like I'm sticking to Quakespasm anyway since Ironwail gives some error about a vertex shader failing to compile and won't run.I admitted play on a toaster so that could be the problem I guess.
>>9738212You need to have Opengl 4.3 to get Ironwail to run
Finished Shadow Warrior, excellent game overall that does a lot of thing better then both Duke and Blood but falls short in others, I do wish Wang wasn't so jokey but he's still cool and it's insane what they did with the Build engine.>>9737921I always found it weird they both had horned helms.
You guys have Return to Castle Wolfenstein in the archives?I have to reinstall RtCW but if the port just needs the pak files I didn't want to go through the trouble of reinstalling the game again. Anyone got that image of Blaz holding a beer stein?
>>9738287It's on gog, isn't it?
>>9738287The links in the OP don't have RtCW, but as >>9738291 said, you can find it on gog. Here you go.
Just give wolfenstein back to id already
>>9738291I downloaded some isos from archive.org, fiddled around with the settings with the port and I ended botching something up.Have to mess with the registry and reinstall, was hoping you guys had it on hand in the archives and I just overlooked it.
>>9737973I love unreal, but I don't care for return to na pali.It doesn't do anything better than the original campaign, and the only memorable fight is against the humans.
Would anyone find use for a DSDA wad that randomly mirrors corpses?
Sigil 2 whenUntitled Romero's Quake episode when?Untitled Romero's new FPS when?
https://www.youtube.com/shorts/msVqcE6y7aYi wonder if this could inspire a wad, like having to switch to the chainsaw so a body doesn't slide and get close enough to an archvile>>9738031the artist also draws doom weapons as anime girlshe should do the holy water pistol some day>>9738171final doom had the exact same mechanic and features as typical doomi thought one new features was "key locked switches" or something>>9738360blackroom 2
What could have beenhttps://legacy.3drealms.com/rott/originalspec.html
>>9737973Half of it's just reused beta levels cleaned up a bit. Shame they didn't reuse the Cryox.
>>9737923The Psydoom version update isn't news?
>>9738458>Psydoommore like psydumb lmao
redpill me on Timothy Brown
>>9738517Timothy Brown (alias MArt1And00m3r11339, formerly Martian Doomer) is a Doom level designer who released a huge number of standalone mods and also contributed to a few community projects.
>>9737973It reintroduces the arsenal and bestiary much faster than the base game, and better utilizes some of the enemies that didn't get much of a chance to shine the first time. There are three new enemies, two of which are annoying fodder and one of which is criminally underused. Likewise, there are three new weapons, with two of them being good at bypassing enemies who dodge from every other projectile, and one of which is underwhelming. The final boss fight is a joke and can be skipped by simply walking away.
>>9738736wait a minute, is doom guys hud face from one of the wolfenstein bosses?
>>9738841No, Wolfmac's new sprites came out after Doom.
>>9738864oh ok lol. i must stop masterbating ahahhahahah
>>9738152>Ironwail is extremely optimized and updated with CSQC>updated with CSQCDoesn't seem like it judging by how it lacks custom HUD support that Spiked or vkQuake have. Or is it a separate feature that's not a part of CSQC?
>>9737891>>9737929Jokes on you, I love Hexen. So I'm taking this as a win.
What did Drake O'Brien mean by this level length?The 2% armor loss from nukage surrounding the megaarmor bothers my 'tism.
>>9739208Worst level in TNT
Finnishing up this slog so I can check out either Alkaline v1.2 or the new Dwell episode 2 (with a revamp of the 1st one included) at last . . .
>>9738070yeah, low res, unfiltered textures, blood effects - it all gives a nice charm to it>Shame it's so rareOne more reason to give Tronyn's mapsets a try: lot of monster hordes with plenty of rocket ammo so you can blast away and gib to your heart's contents
>>9737923yholl released the 2.0 update for Rampancyhttps://forum.zdoom.org/viewtopic.php?t=67193
>>9737973this is betterhttps://unrealarchives.com/operation-na-pali/
>>9739706>HD with super cute and quaint voxelsHuggable Destructor
>>9739706Nice to see more love for lever-action guns in Doom these days.
>>9738521Wow, this anon has a truly encyclopedic knowledge of doom modders.
>>9739506I just finally played Dwell E1 for the first time. I dont know if its intentional, but the buildup is fucking genius. The first couple levels I was like, oh, this is all it is? Pretty plain and honestly not very good level design. Then it gradually ramps up until the last couple levels with all this crazy stuff and hundreds of monsters.
>>9739706what is it? proto-red orchestra?>>9739751>voxelslmao i didn't even notice with 3rd webm
>>9739824I found it a bit lacking personally despite being so professionally crafted - mainly due to not including any "Scorpion monsters" for the later Egypt-themed levels (either Centroids, the AD ones nicked from Hexen2 - or even MadFox's Chasm-exported Scorpion enemy), but it was still on par with something like DOPA (also most of the last level's secrets were a bit too cryptic to get used on time, IIRC the remade ep1 features a different final level - I'll see if that somehow solves this personal problem of mine)
>>9739889How many times do you need to kill this chucklefuck for him to stay dead? I already finished the game, so I know that he's kind of a pushover
>>9739893This made me experience a whole new emotion.
Played Ashes and Ashes Afterglow and really enjoyed them. Just started DN3D Alien Apocalypse and I find it just dreadful to play. Do people actually like it or was it just some shilling campaign?
>>9739982I’ve only tried Alien Armageddon. It was kind of fun but also felt real bloated so I only played a few levels. I’ve never heard of Alien Apocalypse.
>>9740012Oh shit, yeah: Armageddon, not Apocalypse. I don't like the level design either and the RPG elements are honestly kinda annoying.
>>9739982It's probably "liked" in the same way those shitty kitchen sink mods on GZDoom/Zandronum are. The people who play it just want to see "more, more!" regardless of quality.
>>9740021Those things plague every modding scene.
>"more, more!" regardless of quality.
>>9738360>untitled Romero's new FPS when?Is he developing one?Would be really cool if true.
>>9739506It may look like nothing special here onscreen, but this flamer trap actually waves its spray and it's actually a neat effect that should have been utilized more than just once in this entire mod
I think I prefer the first Golden Souls to the 2nd. The long levels are just wearing me down.
>>9740092I don't remember levels being that much longer. 80% of these levels consisting of instakill pits can fuck right off.
>>9740096That's probably why it feels longer. The platforming was worse in the first game but there was far less of it.
>>9739902 >You cannot even kill Mr.Sinister unlike how you could get rid of the titular Apocalypse And him offering even less challenge than the previous boss encounter (mostly due to enviromental hazards) makes this fight pretty underwhelming - and kinda tedious if you decide to use the rocket laucher during it, as he teleports-away right before your missiles can reach him
>>9740089>>9740101Using the flamethrower somehow makes this final fight end in seconds without even going half-empty from a full tank (I'm gonna pretend that instead of escaping via teleport BS - Mr.Sinister died here burnt into a crisp, unless if that wasn't his clone at least)
>>9739827It's Hideous Destructor, I wouldn't care compare it to RO at all. It's its own thing
>>9740112And after all that's done you come back to the Xavier mansion, but I still have no idea how to unlock the Nightmare difficulty skill ( and yeah I know the command for it but it's just not the same)
>Want more Quake>See everyone sucking off Dwell on Quaddicted>Try it out>It's okay I guessMaybe I'm spoilt by some of the bigger projects, but it doesn't seem to be as stellar as everyone claims it is.
>>9740042Good example, that's the poster child of quantity over quality.
>>9737923vkQuake 1.30.0https://github.com/Novum/vkQuake/releases• Support for remastered models (Needs data from remastered Quake)• Support for dynamic lightmap shadows (requires a ray tracing capable GPU)• Reworked all option menus• Support for modern HUD style• Transparency sorting (thanks @temx)• Dynamic lights are now computed in world instead of texel space for more consistent light sizes• New GPU memory allocator• Improved level load times
>>9740158I remember some kind of hidden switch in the mansion to unlock Nightmare, but then again, i haven't played that in years.
ok fags tell me the best wolf 3d in doom mods and viceversa
>>9737923Half-Life MMOD has just releasedhttps://store.steampowered.com/app/1761270/HalfLife_MMod/
>>9738123Probably because Wolfenstein 3D saw far wider publication. I've never played Catacomb 3D, so I have no idea what it's like, but one of the appeals of Wolfenstein 3D is that's pretty damn fast paced, it also has more colors.
>>9740172Quake maps are usually great because of their ability to use architecture in ways Doom can only dream of, and produce interesting scenarios and fights.Dwell has great looking maps, but then it just throws its hands up and copies the standard Doom megawad thing of locking you in a room with hundreds of monsters rushing you.I don't doubt for a second that's how id would do it these days, but it doesn't make it good.
>>9740487>but then it just throws its hands up and copies the standard Doom megawad thing of locking you in a room with hundreds of monsters rushing youFor those with slaughter themed maps, perhaps.
need some help anons, making progress with my spooky map and am currently working on a mausoleum "maze" type area.The problem is I've decided to try using sector colours for each area but I can't quite nail a colour pair (actual colour and fade colour) for the mausoleum.Picrel is what I'm trying rn; left is lightish teal with dark blue fade, right is a pale purple and dark red fade.Got any colouring tips?
So now that we have all the missing Doom 64 monsters modeled, is there a mod to put it all together to play with full D64 monsters and weapons in Doom 2?
>>9740309Whoever thought it was smart to add more headcrabs, often in a way that they can't be avoided, needs to be kicked in the dick
wonder when someone will make an enemy out of this skineither in a "de in classic doom" style mod or slayer's testaments>>9740959i guess there are some mods based on what assets exist>drpyspy's revenant and arch-vile>either the metadoom smm or a resized arachnotron>maybe some of the edits by craneomeanwhile, the new unused designs are the ones that i don't think anyone else made or is making outside of the gec team>>9740158if this xmen mod for quake is that bad, is there any other quake xmen mod that at lies tries to be good?like an attempt to avenge the assets or make up for their source of origin's quality>>9740042i wonder if dbt and his team ever thought of doing something with original ideas instead of other gamesi know term and some others said this back in that intermission podcast
Nobody told me GMOTA doomguy weapons felt so fucking good
>>9741140Well hopefully they'll stay that way after I revamp them.
>>9738287>>9738309Check the DOSPACK + Win98 games link. It's in there. Pretty sure it already has the ioRTCW source port configured for it as well.https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA
>>9739982>>9740021Do you mean Alien Armageddon?I played the first episode when it first released and was amazed by how good the level design was. There wasnt that many custom enemies. Maybe they changed it since then?
>>9741148Not that anon,does RtCw have map packs? if so, are any good/recommended?
>Custom enemy reacts so fast that i cant grab the invul sphere in "tricks & traps" before it kills me from full healthhaha what?
>>9741157As big of a fan of RTCW I am, I never played many of the map packs even though I've meant to. They all strike me as pretty mediocre at best. I have played some of them through the CO-OP mod before like Devil's Manor or Operation Vorsichtig, which makes it a lot of fun, but I doubt there's anything noteworthy just playing them on your own. Time Gate seems to be the most popular one, though, so I'd say that one maybe.
>>9741102>wonder when someone will make an enemy out of this skinIt would be tough to properly render it at Doom's resolution.Changing its shoulder cannons to a railgun would be neat.
>>9741181Have you tried RealRTCW? currently downloading it to test it out,i admit i only played the game once and it was on the highest difficulty because i am a fucking masochist, just seeing if there is any replay value
>>9740959There is like 4 of those,pick your poison,i could link or bundle them all in one file>BrutalDoom64>Corefier>DoomVanilla>Doom Project VOID
>>9741193Yes, and if you want a suggestion on that, I would suggest playing on an easier difficulty like Don't Hurt Me and then maybe choosing the option to add in more enemies per level through the in-game options so it's more action packed (pic related). RTCW doesn't add more enemies on higher difficulties like Wolf 3D or Doom, but the RealRTCW mod gives you an option to add more in the game options. Other than that, RealRTCW is essentially the same as RTCW gameplay-wise but with better graphics, new weapons, and some minor balance changes like increased accuracy of your automatics across the board. The hardest difficulties can be brutal unless you have a basic recollection of how each enemy encounter goes, so I'd say they're reserved for the nerds who've already played through the regular game dozens of times like myself. It's a very faithful and well done remaster mod while offering tons of modern customizations that the base game doesn't have. Definitely worth checking out.
>>9740959>Brutaldoom64 (Only need BD64game)https://mega.nz/folder/AtsgQL7K#uqIcrVz6KXT5w5dW8DSlww>Doom64Vanillahttps://tpu540059.itch.io/d64revanilla>UltimateDoom64fier (Need core,monsters and weapons,randomspawner if you also want neat D64 custom enemies)https://drive.google.com/drive/folders/1RgkTiCZn-Z5fZNKKWRa8C6asVszYqZ8X>Doom 64 Retribution project Void (Has good and bad custom D64 weapons/enemies so might not be for everyone,i edited my own copy to take the meme monsters/weapons out)https://www.moddb.com/mods/doom-64-retribution/addons/doom-64-retribution-project-void-v101All of these are compatible with doom 1/2
>>9741227To add>BrutalDoom64 and Ultimate Doom64fier update almost daily fixing small things and stuff>Project void has finished and wont get updates i believe>Doom64Vanilla gets updates every few weeksthere is also this unreleased mod,looking forward for ithttps://forum.zdoom.org/viewtopic.php?t=77270
>>9741225My only gripes with the game were the nazi bitches camping the second floor stairs forcing you to take damage if you wanted to progress and those enemies with the electric hips, might give it a new run soon with the mod to see how it goes, thank you for the response anon
>>9741250Yeah definitely, especially the electrical bastards they're pretty unfair. Flamethrower is great against them even though it doesn't deal direct damage (it does in RealRTCW btw). You can just tick them with a plume of a flamethrower fuel and then run away to safety while they burn to death.
Is the anon who made webm related around? I wanted to know how it works.
Why is the wolf 3d pistol so much better than the Doom pistol?
>>9741350Because it's not a high bar to surpass. The only pistol that's worse than Doom's pistol is the revolver in Redneck Rampage.
>>9741184There's a railgun revenant that's been around forever. I don't remember who it was made by or what it was intended for, and the only thing I can recall that uses it is Zdoom Wars.
>>9741376A Shambler Revenant would be neat as well.
>>9741376What if the railgun rev used bits of its bone as the slugs rounds?
>>9741350Wolf3D's weapons do more damage up close and enemies are fragile. You also don't have to worry about accuracy.
>>9741350doom pistol was made for fighting zombiemen, imps, and 1 shotgunner, maybe 2 if the map wanted to really amp up the difficulty.and then you would pick up the shotgunner's shotgun and carry on
>>9741376https://www.realm667.com/en/downloads/beastiary/788-beam-revenantHere it is, made by Captain Ventris specifically for ZDoom Wars. I was figuring that it was something Eriance would've made early on for Demon Eclipse.
>>9741426>the player nodding his head with NPC dialogueNever gets old, not one iota.
>>9741435The crueler maps make you kill demons with it.
>>9740212should this look like kex or what?, I don't see any change in the shadows
>>9741426more like a vhs filter
>>9741227>i edited my own copy to take the meme monsters/weapons outMind sharing it? What did you take out specifically?
>>9741746Finally Wolf '09 is getting some love.
>>9741657Most of the enemies that i found "Ugly" or clashed too hard with the normal D64 enemies and the weapons i deemed 'unnecessary' You might not like it, i am a picky person, load 1-64DR first and load 2-no meme monsters second in any loader like ZDLYou can see the entire enemy roster on the icon of sin credits, i think i made around half of it not spawn because it triggered me, same with the weapons if you use idkfahttps://www.mediafire.com/file/wb9d27kd6kd4nf8/Project_Void_personal.rar/file
>>9741657>>9741762Oh and replaced the ugly imp archviles with flying mini purple mother demon archviles
>>9741343Yes, I'm here.It works in MBF21 by adding and removing SHOOTABLE flag.
>>9740959I think we need outright a new Doom 64 campaign to add the new enemies into.
>>9741818I didn't even know you could add or remove flags in runtime with MBF21. I assume you used DECOHACK for this?
>>9742110Yeah. Here, have some decohack codehttps://pastebin.com/H4LRmHUs
today i went on the internet and found thissource is @Maurilustrador
>>9737921>>9738031I really like the art too, but they don't look like how I imagine them to look so 8/10
>>9742129What's that demon behind him up to, looking a little touchy feely there
>>9742129That’s pretty badass!
>>9742118I'm trying to prototype a Marauder using the Revenant as a base, but it's not attacking. Can you tell me what's going wrong?And is there no other way to stop hitscan damage than to remove the shootable flag?https://pastebin.com/b2b3Jm4G
>>9742184I think SHOOTABLE is the only thing there is to control this kind of things.I don't really have experience with partially copying/altering states like you seem to do, so I can't help you with that. I always had to write the whole thing from scratch.
>>9742190It not attacking must have been due to my test map bugging out, because it's working after I made the box a little bigger.I'll have to think of some other solution than using his shield, probably just make him an outline like the stealth enemies in Ancient Aliens. If I can't stop hitscan damage against him.
>>9742202Oh yes, if you have just one sector, monsters can't see you, can be this.SHOOTABLE is what separates monsters and barrels from everything else, it should prevent any attack from connecting (Unfortunately it might let shots through, not quite sure)
>>9742206Yeah, shots pass through him and he doesn't react. But like I said, I'll just have to get more creative than a big red shield.
>>9742209You can add SHADOW or TRANSLUCENT flags to indicate their spectral status. The latter even fits the Heretic logic.
>>9742282Shadow wouldn't make sense because you can shoot Spectres. Translucent sorta works, but it's not that big a change from the regular monster. Unless that's just my settings being bad.
>>9742282wouldn't it be better to add some kind of coloured outline or change their projectile colour if they have one?
I find my playthrough much focused and slower paced than with its iwad progenitor which also seemed to have a tad shorter maps, but who knows, maybe that's how i used to play plutonia back in the day.Would be a serious shame to leave out "Go 2 It" mashed from a bunch of vr maps for a final release, given admittedly sluggish production.
>>9742368Make one out of your own map if you must.
>>9742368I think that'd be a cool thing to do, maybe that's something we could quilt together after I've gotten all of this together, but that's something that'll have to currently remain a hypothetical.Sorry again for much silence.
>>9741762>>9741765Thanks anon, pretty good changes.
>>9741102>>9741184I had some ideas of how a Plasma Revenant could work.You know how the new games' take on soldiers have them shoot plasma and that one orb that stops in mid hair an explodes?I imagine a Plasma Rev could shoot homing but slow projectiles that "drop" some energy orbs that stay in the air for a while and then explode.Like a homing missile that drops exploding mines on the air, even if it's a bit slower than a regular homing missile.And i guess other attacks are just generic Plasma balls being shot and if you kill it, it drops cell ammo.I think some mod for Eternal even makes it an enemy but it just reuses the acid puddle mechanic from the Cybermanc.Maybe if someone managed to make good looking sprites out of this skin, it could be a look for that blue rev in Colorfull Hell.
>>9737923>Duke Nukem Forever Director's CutSorry for being retarded, but what's the difference between this and the Restoration Project?
As great as all the features in Alkaline 1.2 are, my favourite change has to be the one small thing that nobody has brought up yet:The slipgates change colour to show where you've been so far. It's great, I wish Arcane Dimensions did this, so it would be easier to tell at a glance.
>>9738226Wait, does that mean as a toaster owner I can't use Ironwail? That sucks.I keep getting a minor, annoying glitch with flying shadows in some maps and I bet it's entirely on Quakespasm being outdated.
>>9742129There's something oddly sexual about it.
>>9742549That lip bite and the body on that female imp gets me kinda aroused. Even though it's not the main focus, it's really nice detail on the lip bite and the very feminine figure of the Imp... mmm...
is there anything else like it? i beat the one before and the demo of three. in the mood for a collectathon shooter
>>9741853>HD playerI'm more of an HD clown myself, getting herps caught on ledges and such
>>9742785This. I'd also like to know.
>>9743108For me its Baronesses.
WNW is up. Here's the usual info.Base game (1.3):https://github.com/STJr/Kart-Public/releases/tag/v1.3Custom client:https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeEhttps://gitlab.com/c3851/srb-2-k-cepMods list:https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7gAnon's PRO TIPS paste:https://pastebin.com/90aWy0EF>JOINING THE GAMEFrom the title screen, go to multiplayer, specify IPV4 address, and enter 18.104.22.168New files are located in the Update 3-15-2023 folder. The new music pack is complete!We also have a mumble server up to voice chat with your fellow anonsAddress: 22.214.171.124Port: defaultUsername: Whatever you wantPassword: endoom>I heard this game supports proximity chat, are we using that?No.
Which is the biggest step up?going from wolfenstein to doom? or doom to quake?
>>9743380Probably Quake because 3D. But both were obviously major innovations.
>>9743380Wolf to Doom, the added complexity of its comparatively unrestrained levels and more complex enemies and weapons was a gigantic change.
>>9740487I mostly hate Dwell because it uses Copper. Copper is such a piece of shit, almost all of the "fixes" are no fun allowed trash that harms the enjoyment of any mapset that uses it.
>>9743649>Copper is such a piece of shit, almost all of the "fixes" are no fun allowed trash that harms the enjoyment of any mapset that uses it.I'm going though my yearly Quake playthough now using copper and I dont feel any fuckign difference. Except the laser guys but I dont mind those.
>>9743649I just hate the 50HP Nightmare that the Night Dive port adopted.
>>9737921I think it's time.After all these years shitposting in these threads. It's time for me to do my first playthrough of Doom. Wish me luck.
>>9743649Looking at the changes list all of them seem very reasonable and restrained. Care to name some of the ones you don't like?
>>9743696nice pic of the juggernaut, bitch.
>>9743696Stuff like it making ammo packs stingier, some enemies don't even drop ammo now, the Enforcers are now turrets on all difficulties for some idiotic reason, the super nailgun is nerfed for no reason, infighting has been nerfed for reasons only the modder could tell you, the Shambler dance has been fucked with purely because the modder didn't like it so now you either kill a Shambler within two swings or suffer a health tax.It's just shit all around and the absolute worst way to play Quake. Dwell makes this even worse by highlighting the mods flaws even harder, since most maps and encounters seem bent on rubbing all the downgrades in your face.
>>9743779>Stuff like it making ammo packs stingier, some enemies don't even drop ammo now,A complete non-issue if you're playing a mapset that was designed for the mod >the Enforcers are now turrets on all difficulties for some idiotic reasonThey're actual threats now instead of firing one salvo and dying>the super nailgun is nerfed for no reasonIt becomes even better at close range while the normal nailgun is better at long range, giving it an actual purpose when the player has both>infighting has been nerfed for reasons only the modder could tell youThis is the only questionable change so far and the only one Lunaran didn't actually bother explaining>the Shambler dance has been fucked with purely because the modder didn't like it so now you either kill a Shambler within two swings or suffer a health tax.webm related>It's just shit all around and the absolute worst way to play Quake.I've seen you complain about it before in these threads and didn't think much of it, but after playing it myself and actually seeing the changes first hand, I think your issues stem from either you sucking or not bothering to read the mostly-comprehensive changelog on the website that hosts it
>>9743827Not that anon, but the real issue is that Copper is advertized as a "vanilla+" "improvement" over base Quake. Fixing undisputable bugs, adding mapping features, and making co-op a less painful experience is all great in that context. Changing how weapons work, how AI behaves, and how an entire difficulty mode plays is not.
>>9743170The first rule of HD is to have fun.
>>9743170I dont know why but playing with mouselook in doom makes me dizzy, thats why i tend to avoid mods that add weapon recoil (pressing end to center aim again is not fun) or maps that need aimlook
>>9743898>playing with mouselook in doom makes me dizzyAre you playing with software mode or with hardware mode? Because free mouselook in software mode is not perspective correct and it can get pretty fucking screwy to look at.
>>9743885What the fuck even are Babuins? What are they made of? How is Babuin formed?
>>9743696Not him but making ogres drop just 1 rocket is really lame. It reeks of "but what if the player gets too many rockets, i better step in and fix this since id didn't". God forbid the player have too much fun and feel powerful.Dwell E2 is amazing though.
I find it strange that the Quake community seems to have a much lower standard of giving credit than Doom modders. They often use textures from all sorts of sources without any credit.
>>9743170I fall into the "clown" category. And the rest of my squad is the circus
>>9743885Babuins are built different
>>9741238>https://forum.zdoom.org/viewtopic.php?t=77270Wow - the models do look awesome relative to the game's established style.
>>9743861You would have a point if vanilla NM didn't turn all monsters into easily exploitable turrets. I'd much rather have 50 HP cap with normal monsters. I guess the only improvement that could be done at this point is to try to make monsters more aggressive, but not to the point they become turrets.
>>9743649I almost like Copper (especially how the RoS works in it) but the "NO ammo gain from Enforcers instead of just reducing it to 2cells" is pure retardation done only to make the reworked Shaft feel even more precious via severely limited ammo availability
>>9737921so what about the map that has taken doomworld by storm? did any of you guys played it?it's a bit mazey for my taste, but I understand its meritshttps://www.doomworld.com/forum/topic/134292it's the .pk3 from herehttps://drive.google.com/drive/folders/1IdH20R6bPg_Sp2Htu0Z-u_wP2AbKoaBz
>>9743704the costume maker had to be a quakefag
>>9743827Not that anon, I have mixed feelings about the changes, but acting like Copper is a complete upgrade is nonsense.Arcane Dimensions and Alkaline made some really neat changes to how some enemies and weapons work, meanwhile Copper does some great stuff one moment and then decides to put in something inexplicable and worse the next. It's not completely horrible and unplayable, but so far it's my least favourite way to play the game.
>>9744628>It's just an old myhouse.wad from years back>It's literally called myhouse.wadIs there some hidden brilliance in here, or something? The backstory is touching, but people calling for this to be a Cacoward winner is a bit much.That said, some absolute stinkers focused purely on being obnoxious for the sake of it get Cacos these days, so maybe a cute tribute map to a long gone friend might be a nice thing to see in the awards.
>>9744686>Is there some hidden brilliance in here, or something? There’s something about mirrors and multiple endings or it could just be everyone in on a joke, I’ll try it later this evening
>>9744686be advised that the author provided 2 files:the .wad allegedly is the map made by his passed-away friendthe .pk3 is the real deal, it starts with the house and lead you to a rabbit hole made of alternate realities, item hunting, custom monsters and so on..
>>9743827>I've seen you complain about it before in these threadsActually, this is the first time I've said anything about disliking the mod on these threads.It just goes to show that I'm not alone in disliking Copper and all its unnecessary bullshit.>>9744540Okay I'll admit the Ring of Shadows change was pretty good. It turned a useless powerup into a better version of Doom's blursphere.
>>9743672I wasn’t too disappointed or excited about its changes. I liked the shotgun hitscans not getting stopped by dead bodies though, and felt the super nail gun’s change was more stylistic than anything. Underdark Overbright was also fun.It’s dislike here is impressive. Ranting against it and drama cliques are the most notable Quake discussions I’ve seen around here the past few months, aside from VR-anon helping people out and showing progress.
>>9744628>The journal you download the map fromThis is some really neat 4th wall ARG shit for some creepypasta "evil map".
>>9743827Nerfing the Super Nailgun alone is a criminal act.
>>9744024But now they also drop that rocket even if you gib them, so that gives you more ammo than vanilla. At this point it reeks of change for the sake of change.>>9743696I think changes should be extremely important to be justified, Copper's mostly just throw the player off (and they're aware of this - the readme says if you use it for a mod please keep all the changes to avoid more confusion, the hypocrisy, and pic related reads like this is a gift from the Gods fixing id's idiocy).The enemies that have changed significantly (enforcers, perhaps ogres) should be different versions with different skins.I don't like anything that messes with the combat. The infighting changes are bullshit, now if two retarded monsters fail to hit each other for 15 seconds will turn against you without warning (why don't they disengage ME when they can't hit me for 15 seconds?)Nightmare skill, coop changes, the ring of shadows are all OK.If you have a problem with something being too easy, you fix that through level design, not by messing with core mechanics.
>>9744893More like COPE-er? Am I right?But yeah, it's not the worst thing ever but I'm not a fan of it either.
>>9744386>all monsters into easily exploitable turretsHow 'exploitable' they are is extremely dependant on the map and their positioning. The sheer number of ogres bottlenecking narrow hallways makes the difficulty change a net positive, and that's before accounting for things like fiends becoming absolute wrecking balls with no cooldown between jumps.Regardless, something akin to fast monsters (actual monster think rate, not just firing cooldown) would be a much better nightmare change than gimping player health.
>>9744893He's not wrong. Quake's development was not the smoothest thing, and was cobbled together and them falling back on what they knew and did with Wolf 3D and Doom.
>>9741238>the terraformer>not the sixtyfourmerone job
>>9745046Isn't it amazing how well it turned out, considering?It's easily less popular than Doom, but there are still great fan projects out there. Shame the mapping community seems to have been taken over by a bunch of egotistical kids, but good stuff is still released.
>>9745114Oh yeah it is amazing that Quake 1 turned out as well as it did. But it (and to a lesser degree Quake 2) broke id.
>>9744994>these panicking imps
>>9741238I'm looking forward to that project. I'd tell him that on the forum thee but my account was locked and I don't feel like jumping through hoops to get it back. >>9745053B...but the map name...
>>9745053we prefer the terrorformer
>>9744994>>9744996>them SSGsmind telling what`s the sprite pack, anon? i`ve been using the RLA pack, but the bronthornis in it is really scuffed, and it`s rare to find packs that use foreskin gloves to go with addons.god i miss potetobloke`s guns already.
>>9745347That SSG and pickup sprite is from Seperated Arms, I think I’ve also seen it from the DRLA pack since it has a billion of them
>>9745382i see, thanks anon.
>>9745382>>9745386Also I didn’t mean to say “DRLA pack”, just DRLA. I frequently use that mod as a resource for sprite swaps.
>>9745347>spoilerI was gonna say it's back, but Poteto's last update is from September, and it doesn't load with current HD sadly. I don't know if anyone's patched it.The other anon is right, it's Separated Arms.
>>9745457Well shit, this screenshot just convinced me to play it. Thanks.
>>9745347>>9745454https://cdn.discordapp.com/attachments/462331550768431104/1069141922616180796/PB-Mohl_HDAddon_WeaponPack_4.8.2a_RC2a_Bootleg.pk3did some digging through the discord to find this, launches fine with latest HD main
>>9745528Oh nevermind, it's a bootleg of the one I downloaded first. Thank god I'm not crazy
>>9745520holy shit it actually works. you are a damn lifesaver, anon.life just ain`t the same without a devincenzia in the spawn pool.
I got a fancy new computer for the first time ever and the first thing I did was run Doom 2 on it. Deus vult
>>9745594Nice, which source port?
>>9745520Been away for a good year or so, we have a discord now? Fuckin sick>also these captchas are unreadable wtf
>>9745557>googling devincenzia reveals that it and brontornis are extinct birdsThat’s cool
>>9745601Just gzDoom while I'm looking at other ports. Chocolate Doom any good? The closer to vanilla the better for me, especially if there's an option for pistolstarts.
All this talk about Dwell and Copper got me to try it out in between playing AlkalineI don't see the issue with Copper, it seems to change very little. Dwell itself is probably too hard for me though, at least in Episode 1. My fault for being arrogant and choosing hard mode though, I just assumed the mapset would have the usual Quake difficulty of challenging but (compared to Doom) pretty easy in general.Supposedly Episode 2 is even better, so i'l have to see how that goes.
>>9745602The HD community has a discord. /doom/ does not, or at least not any general purpose one.
>>9743885Never really got into HD, is it viable to make dedicated maps for it? Or for any other gameplay mod for that sake
>>9743885"Fun" processed and launched
>>9745457Yep, this is cacoward material for sure.
>>9745789It's viable in that a few people have done it and support exists in HD to do so (big list of doomednums for placing specific items, including stuff like pre-deployed ladders and tripwire traps). So far though, the maps made specifically for HD haven't been especially great and the best maps to play are just good Doom maps. It's probably a better idea to just make a Doom map and take HD into consideration as you go. You can do some neat stuff like hiding HD items in cubbies that can't be opened via any linedef, but could be broken into in HD, or having alternate paths that are only accessible with HD's vertical mobility options such as playing dead to crawl through a space too small for crouching, mantling or using a ladder to ascend, or even the jetpack.
Making a Doom map using Quake textures, I think it looks great. Wish I could get a 2 layered scrolling sky like Quake. I am using Gzdoom UDMF.
>>9745903>Wish I could get a 2 layered scrolling sky like QuakeMaybe through the udmf 3d skybox mode? The one that makes a seperate dummy sector/room into a 3d skybox like in the source engine games.But that would utilize a lot of fuckery and seperate textures for the two layers
>perfect dark decompiled like 4 months ago>No source port yet>Not even anything announced to actually even being worked on
>>9745913I got it to work. I made a 3d floor inside the skybox room and it works. Maybe I will add a stars texture above the scrolling clouds.
https://ufile.io/73k07h8cAnother revision of cqb, or rather cqr as it'll end up being, as I couldn't think of any better names.-All of the map's lights that are represented as coming from a light texture have been changed to colored lighting. It's a subtle, sickly blue that I think goes well with the texturing and visibility levels.-Removed the melee shambler in the arena fight on the right-side path, as I've finally decided that it's too overkill even with the power shield.-The recent arguments about Copper here made me realize that people don't like when an enemy looks the same but acts different, so the few instances of Z-aware ogres have been replaced with their flak-firing replacements. Their black apron fits a bit better with the runic theme and they still mostly fill the role I want them to.-More detailing. At this point I'm just filling in any barren spaces that were previously comprised of metal05_7, I've ran out of ideas for what to do with what's left, but I suppose not everything needs to look fancy.Unless some major error is discovered, this'll probably be the last version. It certainly feels like finishing a map of this scope took much longer than it should have, and if VR2 is being put on some indefinite hiatus for more polishing and potential submission, I don't know if I'd be able to squeeze in another. If you're underageb&, here's some advice: Enjoy your time while you've got it, because the hours I'm able to set aside for mapping is scarce.
>>9745903Look at Dimension Of The Boomed, he got a lot of cool effects and visuals in Doom without even using gzdoom
>>9745936might be that everyone is content with 1964 and see no need for a sourceport
>>9745936Yes, shockingly, the pool of people that have the coding knowledge necessary to create a source port, interest in that game high enough, and enough free time is quite small.
I'm really digging the level design of maps in Marathon, especially when they start using 5D space.
>>9745789Oblige (or Obsidian since that's where all the active development is now) with settings that would be baby difficulty by doom standards can make ok maps for HD gameplay, iirc there are a couple settings that make oblige maps jump+crouch friendly>Or for any other gameplay modThere are a couple maps for supercharge. Like any zdoom maps their quality has ups and downs but Mapwich is good
Am at Blast Pit in HL1... Does it get better?>Enemies just stand around doing the same attack over and over>Levels are completely linear with uninteresting puzzles>Ammo is scarce enough that you barely have any choice>Human enemies might be interesting but are always in terrible arenas with no choiceIs it just a story game with mediocre 90s influenced fights?
>>9745808That's the bad ending.
>>9746106don't care about bait
>>9746092I'm on my third playthrough now.
>>9746108>theres simply no way anybody on the retro shooter general could dislike linear theme park ride level design
>>9746149are you the same faggot that made this thread?https://desuarchive.org/vr/thread/9737631/#9737631let it go dude, this obsession is not healthy
>>9742129I hate it. It's like one of lazy flash-like porn animations.
>>9746225I didn't want to say it, but I see it too.
>>9746023Yet there's ANOTHER new Quake source port released. And I'm sure another 4 Dook source ports will be released this year. Because 20 isn't enough.
>>9746225It's called tweening. I don't know why it triggers such a primal revulsion, but it does
>>9746225>>9742129this, feels like someone is gonna pull out a cock any second.
>>9746120I don't know what to say except damn.
>>9746316Die at any point in the map and wait. After about a minute, you'll respawn in the Hospital. Find the Room Key here, then access the room with the flatlined patient. An emergency switch on the wall will spawn you in the location you died in, with refilled health.
>>9746350Wow. What a terrible day for me to be a save-scummer.
>>9746350Stepping on the exit teleporter behind the blue-locked gate will take you to Underhalls. Exiting Underhalls will then take you back to My House. The super shotgun is intended to be found in Underhalls and then brought back.If the exit teleporter behind the garden gate is ever taken while in the mirror reality, you will end up in sllahrednU, a mirrored version of Underhalls.
>>9746409How do you end up in that room?
>>9746442Try noclipping around. This works in sllahrednU, too.
>>9746409>>9746445I'm newfag which mod 2 play
>>9746471https://www.doomworld.com/forum/topic/134292-myhousewad/Go in blind.
>>9746234I think they are decompiling all perfect dark roms firstat least goldeneye-x revived
>>9745635gr8 port if you don't mind 320x200 35fps gameplay and the occasional visplane overflow. for pistol starts just idclev. i use chocolate and dsda doom for software rendering styled opengl
>>9745635Most popular maps aren't strictly vanilla, they're boom. Chocolate and crispy doom will have game breaking softlocks if you try to run boom maps so use prBoom if you want something minimalist or DSDADoom for better menu and quality of life
Speaking of source ports, Is there any actual meaningful, user-facing difference between woof and DSDA doom besides woof being locked to 640x400 software rendering, and DSDA-doom having speedrunning shit built in?
>>9746225i happened across it while studying how to make lazy porn animation
>>9746883dsda has health bars over enemies and a more customizable fullscreen hudwoof has brightmaps, swirly fluids, an optional fix for the blockmap bug and a neat system for replacing GRNROCK in non-widescreen statusbars nugget extends woof by adding qol options like fov, decoupled bobbing settings and you can even disable "infinitely tall" monsters (if that's your thing)
>>9746950Nugget also displays at a higher resolution than Woof.
>>9746953hmm.. no?right now it supports 320x200 and 640x400in the future they might add 1280x800 support (taken from inter-doom)
>>9744893I also like that drowning in Copper no longer damages your armour unlike vanillaQ1
>>9742129>jigglebones . . . should I be scared?
>>9745685what is this exactly, quake 1 spasm mod? i am a bit new.
>>9747067Seems good for Quakespasm, Vkquake, and Ironwail.
>>9746893Well if you are going to use it, at least make some more keyframes for the tweens to head change into so it can standout a little, tweening with just one frame gets boring after a while.
>>9747089those are source-ports and that is a wad map?
>>9747140Pretty much yeah.
>>9747237what is this awesome map i am seeing?!
>>9747089>>9747140As someone playing Dwell with Quakespasm, I'd recommend against using Quakespasm.I'm getting a bunch of minor but annoying visual glitches involving floating shadows and weird lighting. If my machine was better I'd be using Ironwail, but I'm currently stuck with a cheap laptop so I'm just using what I can. Quake is Quake.
>>9747140Quakespasm, vkquake and Ironwail are source ports.The image you asked about is a level in the mod "Dwell", which is basically a fanmade series of extra Episodes for Quake.If you want to start using mods for Quake, I'd recommend getting one of the above sourceports and trying out Arcane Dimensions. AD is widely regarded as the best of the best when it comes to Quake mods, and if you're hungry for more after beating all those maps you can check out projects like Alkaline, Dwell and all the various mapping Jams the community do.
>>9747467That's from Alkaline, and it's up there in the news post:https://www.slipseer.com/index.php?resources/alkaline.62/
>>9745457the journal in the google drive folder makes me think that House of Leaves was a heavy inspiration for whatever this is
>>9743150Hocus Pocus Doom
>>9747593yeah i'm dumb, i just saw >>9745808
>>9747576God I love Alkaline.I seriously think it's second only to Arcane Dimensions. With a tiny bit more polish and a few more high quality maps it might even reach the same level, given a few more years of updates.Too many Quake maps these days are utter slogs to get through, and you get the impression the mapper would rather be working on Doom instead from the sheer number of enemies getting spat out at all times. Alkaline for the most part doesn't do that, or if it does throws tons of the weaker enemies that are more fun to kill your way.It's just some seriously good food.
do shihong`s stances have any sort of passive effects when chosen? i swear i read somewhere at some point that they do, but whoever wrote it may have misinterpreted the mechanics.>inb4 minmaxing in a doom mod
Quake should have made Doom obsolete
>>9747775Except it is inferior to Doom.
>>9747798Not him, but it kind of is.If I want to play Quake I need to use Arcane Dimensions or maybe Alkaline to really have a good time with it.Doom on the other hand doesn't really need any mods to be great.
>>9747775It did for some years, then the MP for Quake died and people remembered how fun the gameplay of Doom was and how easy it is to make 2.5D levels.
>>9747819vanilla doom was never good
>>9747775Should have, but didn't.In another timeline, when Quake wasn't a bizarre mash of a failed RPG, Sandy Petersen's Lovecraft obsession and a basic FPS it probably would have.It's still much better than it has any right to be considering how every game in the franchise is basically cursed to always be a shadow of what it could have been and massive dev fuck ups.
>>9747775quake is ugly as fuck compared to doom.then again, quake is ugly as fuck compared to most things in the world.
>>9747775People didn't care about SP Quake until very recently, back then Duke Nukem 3D mogged Quake for people who were into SP FPS campaigns
>>9747846Vanilla Quake? Sure. It's all grey and brown castles with graphics barely any better than Super Mario 64, which makes sense because they released at the same time.Mods have proven that it can look pretty fucking amazing with some effort though, while retaining that pleasing chunky look to it.
>>9747848yeah people were plebs with no taste or skill
>>9747848I used to love Duke 3D.But for some reason I can't stand the build engine these days. Hitscanners somehow feel extra unfair in them and the combat just never feels that satisfying. If I ever play Duke I just quit after a single level at this point.On the other hand, I've grown to love Doom and Quake even more as time has passed.
No idea if this was mentioned before but AD seems to mess up lighting in custom maps made before it (this is from Terra6 and it defo wasn't supposed to be totally pitch-black as seen here)
>>9747775In parts that mattered it did.It's just that its reign was short thanks to Quake 2 and Unreal.
What's a good Doom wad for someone who doesn't like Doom?
>>9747679Melee attacks are slightly stronger in the melee one, same for gun attacks in the gun stance. Movement is more floaty in the purple one.
>>9745635I want to suggest Woof!, it's overall close to Vanilla by default, but can also play a lot of the cool level sets made in Boom and MBF21.It also allows for a few little optional niceties, like recoloring the blood splatters for the knight, baron, and caco, or faux "Brightmaps", which make certain parts of some textures and sprites to glow in the dark, which honestly looks sick as fuck even with the original screen resolution and rendering..webm related shows it in action, together with an optional mod which makes weapon animations smoother.However you feel, a worthwhile mod to put in autoload even for a purist would be the Spritefix one, which fixes a few stray pixels on some frames, adds the missing rotations for the zombies, and adjusts a few of the sloppy sprite offsets so the animations are lined up as originally intended, and so on.
>>9748001Waiting for Midnight Guns to come out.>>9748002Nimrod, RTC-3057, Space Station OmegaSitters' Risen3D maps
https://www.youtube.com/watch?v=9MO3GxoNm8ohttps://github.com/andrei-drexler/ironwailNew Ironwail just dropped
>>9747840GTFO then, if you think that.
Quake still is superior
>>9748036Brightmaps are so cool, but it's a shame that texture packs hardly ever support them.
>>9748071holy shit, it finally happen! New Ironwhale!
>>9748071This all sounds amazing. Shame I'm on a shitty old computer and and stuck with good ol' Quakespasm.
>>9748124does your pc by any chance have an AMD card?
>>9748167Yeah, and a no longer supported one at that.
>>9748034oh damn, and i figured it was just placebo, but i guess it makes sense. thanks.
>>9748174if it's An amd Radeon HD from 7500/7600 they just did an test build to fix a bug, it will probably come out soon, to see if it works.
>>9748124How old is it? If it's from around 2010-2011 you should be able to run Ironwail.
>>9748195It's a budget laptop from around 2015 with (as far as I can tell) fucked up graphics drivers.I'm planning on getting a new machine soon so it won't be an issue, but I won't risk installing the most recent OpenGL (which I need because Ironwail refuses to run without it) because it might fuck things up. I already have no idea how this piece of shit is still running.
What's the best way to remove unmodified iwad resources from a WAD? Is it possible to modify the source of a patch in Slade's texture editor from the pwad to the iwad, or do I have to fiddle with the pixels on each patch until they're different enough?
>>9748314>What's the best way to remove unmodified iwad resources from a WAD?Anchive->Maintenance->Remove resources duplicated from IWAD
>>9747043Not only it does not damage armor, you get most of your health back when you resurface. That's cool. But in typical Copper fashion, there's an overcomplicated mechanic where if you don't stay enough time above water (how long? who knows!) you'll choke faster and harder.
>>9747645I which they would tone down the remade and updated maps and instead added new ones. It's very good but the updates feel somewhat disappointing when I recognize most of the "added" maps. Also I know "base" is the gimmick of the mod but the roboscargs and robovore always get me.
do the gzdoom/zdoom conversions improve wolf 3d and rott?
Friday Night Firefight #108 is up, bringing you more EonDM, not to be confused with AeonDM. Vrsounds and litespree are loaded, we'll be using Zandronum 3.1 as usual.126.96.36.199:10666
>>9748379I will say I hate the fiend reskin.I mean, they put effort into making a robot Scrag (looks awesome) and robot Vore (Less awesome, but an effort was made) but the Fiend still looks like an alien. Why not make it into the Boston Dynamics Big Dog from hell? It'd fit in with the theme far better. I get they want to imply it's some experiment/biological weapon, but all I see is a Fiend wearing a wig.I hope Alkaline gets more updates down the line and becomes the sci fi Arcane Dimensions it deserves to be, though. It's annoyingly close as is.
>>9748314>>9748328I know about that, but if I'm removing patches that breaks textures, animations, switches etc.
>>9748584patches will be pulled from IWAD. Textures will not be affected (Since they are packed in a single lump). I guess the only problem you might have is creating sequence of animated frames that includes ones from IWAD. In this case it would probably be acceptable to rename the copy (I copied flats from IWAD and called them whatever the flat that is used for borders are and this was acceptable)
>>9748520Killed. Thanks for playing.
>Custom enemies wad for doom>cacodemons replaced by NON flying enemieswhy,its like you wanna break half the mapsets
>>9748590Does that apply for texturex as well? Because I tried the automatic method (admittedly without changing animations or switches) and dsdadoom said 77 texture errors (or some number like that)
>>9748750PNAMES, TEXTURE1 and TEXTURE2 won't be affected, unless you didn't actually change them.You sure both SLADE and whatever you are testing with are using the same IWAD?
>>9739216Deepest reaches and the quarry were the worst
>>9740042 aeons of death is kino ripfest. Just tweak around with the theme settings and it's infinite replay.
>>9748786Although I don't really dig the newest realise. 5 was good but the rest were absolute unplayable
>>9748749>Custom enemies wad for doom>enemy is replaced by something that's just pure death in the context those enemies are commonly used in
If a wad loads replacements for vanilla sounds or textures, are the originals unloaded from memory or are they still there somewhere?
>>9749014Is that a philosophical question? Why would you care? In the source ports I know about, and the original Doom, no they are not.
>>9749123>>9748926pics are nice but what about webums?
>>9749379what's this from?
>>9749383Half Life: The Trap
so uhhh, I hope you /vr/ doom faggots don't mind me asking: what ever happened to 94 protons of /vr/? I haven't kept up on news here in this board, been busy lately.
>>9741227God I love High Noon Drifter. Shame about TerminusEst13 is not doing doom mods no more, it was nice while it lasted.
>>974943194 Protons has been in development hell with the project leader wanting to add unnecessary stuff.
Has anyone seen an old quake weapons mod? It had a super powerful double-barrel shotgun called the Orc shotgun and sometimes it gave you nuke grenades. One of the weapons was so powerful it could one-shot Chton. But I can not find it anymore.
>>9749431>HFFM>400 minutes>512 linedefs>unrattledall made while waiting for 94 protons to finishplay 400 minutes, it's pretty good
I didn't think Habitat was as bad as everyone says. The previous two levels were worse and just terribly long slogs.
>>9749519It is shit but I agree, although I thought Administration Center was actually not that bad, but Central Processing feels huge yet empty.>>9747875I had the reverse, all the Build games I've tried at first filtered me or I just thought they're not that fun at all, but as I played them more they've become my favorites.
>>9749431>>9749434So... When it'll be renamed to "94 Protons of /vr/ Forever" or you're holding onto it for the sequel?
>>>9747903>imagine watching a walkthru just to not play a map completely blindly after the lighting diedwhat a shitty way to end this final level - but at least now I am psyched to replay Dwell
Aesthetically, this feels like a UT (or maybe UT3) level.
>>9749658I get that a lot with Alkaline maps.Some people hate it, but I think they look fantastic. Dancing in the Golden Sun is the best example of this.
>>9749458HFFM came before the current lead started "work" on 94p. Ad Mortem phase 2 was also started and finished while waiting for the project however so that's still 4 projects.
Happy 10 year anniversary, /vr/.
>>9749691Jesus Christ I've spent ten years of my life with you assholes.But I wouldn't trade it for the world, these threads have brought out some of the best changes in my life.
>>9749691Means nothing to me, I've been flitting in and out of this place for months at a time.I'm always glad you dickheads are here though. A place where you can consistently have a relatively civil conversation on a subject is rare on 4chan. The /v/ Doom and Quake threads typically just get raided by trolls and jackasses and this place always has some cool new wads or mods to recommend.So thanks, guys.
>>9749691Fun. I think it was the second half of 2013 when I first was in here and anons were trying to figure out the plural of “mancubus”.
>>9749819>the plural of “mancubus”I'm partial to "mancubutts" and "fat fucks"
>>9749819I was certain it was Mancubi. At least that's what I've been doing for 30 years.
>>9749819Mancupodes. But "fat fucks" is really good.
oh they were gay
GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.ALSO HAPPY 10th ANNIVERSARY /vr/
>>9749691These threads usually manage to make my day slightly better. Thanks to all anons and lurkers out here.
I remember some anon compiling some pack of hand picked wads with screenshots and shit under the DoomLauncher, but can't find it anywhere. Anyone got a link?
Would you open these sealed CDs with an original copy of Wolf3D, or would you leave it sealed?https://twitter.com/ScottApogee/status/1636826935757029410?s=20
>>9749968Open it, of course. What if the box is empty?
>>9749148I have a couple.>>9749658One of my favorites so far.
>>9750097ion fury has a caterpiller enemy?i feel like that's underrated even in doom and quake modslike doom's version of maro's wiggler
>>9750097>Keep meaning to finish Ion Fury>Remember all those annoying head enemies>Oh yeah, that's why I stopped
>>9750107>i feel like that's underrated even in doom and quake modsSeems tricky to implement in either of those engines, so it's surprising to see it there in build. IMaiden has a decent roster overall, considering its circumstances.
>>9750132>so it's surprising to see it there in buildBuild Powerslave has one for its final boss. It even explodes each segment in sequence when you kill it.
>>9750157Sounds fun, I'll have to finish that someday. When it came time to choosing which one to play through the first time I went with the newer one that uses Saturn and PS1 levels.
>>9749902(this isn't a screenshot)Several months ago I was working on making a widescreen version of the Heretic titlepic but neglected finishing it due to mulling over the many awkward details in the original. I felt conflicted whether to modify what I saw as issues or to maintain speculative accuracy about what it should "really" look like. The more I look at the original the less it makes sense (Corvus and his wand are in the foreground but the bolt and the dude he's shooting are in the background. The other guys are in front despite not directly interacting with the others and being less important to the composition. Many details from the painting are needlessly lost. Corvus himself seems to be significantly redrawn. Between the 1.0 and 1.3 updates they forgot to add shadows under the new credit text and there's some visible copy/paste errors from shifting it around.). I finally decided the best way would to make a separate "purist" and "enhanced" version. Please use and distribute these however you like.https://files.catbox.moe/buu3ix.zip
>>9750268Build Powerslave doesn't have the same novelty as the console versions, but I think it's the mechanically superior game. The enemy roster is much more tightly designed and interesting to fight, and you can tell they played Heretic because the mana system for inventory items prevents you from just stacking invulnerability and weapon powerups or spamming healing items when things get tough.
>>9750309Cool. I like the added skelingtons on the right version, makes it more interesting than just extending the void. The only bad thing is that Corvus' magic blocks the title. It would be perfect if that was removed, or maybe if there was a way it could look translucent over the text.
I only just now realized that Copper '"fixed'" the less-known 'feature' of Q1 which was "give the player at least 50hp and 25 shells if he barely made thru the previous level" that some folks might miss
Sorry for probably noob question, I already went through a bunch of resources but couldn't find exactly what I'm after, as basic as it may be.Getting into deh extra and for a test I made a copy of a zombieman's thing, states and pointers, brought the dehacked file into a wad, opened the wad in doom builder but the thing ID of the test zombieman doesn't bring up anything. How is this supposed to work exactly? Opened the map in doom builder in MBF21 format which should be right.
>>9749968Open, obviously. I'm not some hoarder who would leave this type of shit sealed for profit and/or ego boosting.
>>9750425It needs ednum and it will be under user defined if you did everything right.
>>9750421Just axe-start each level bro. It's clearly what Id intended, just look at Doom.
Started Hexen 2 via Hammer of Thyrion, about 2 years after my first failed attempt with FTE. 1st hub done in about an hour. It's good when you have a vague memory of where to go or what to do. Let's see how it goes next, no memory to help anymore...>>9748071Fucking finally. I really hope it supports MD5s from Remastered now.
>>9737923La tailor girl updated to v 1.89https://forum.zdoom.org/viewtopic.php?p=1238204#p1238204
>>9750687Theres not much puzzling in hub 2, you pretty much just collect macguffins. And you get the 3rd weapon (and 4th depending on difficulty IIRC). But there's a certain tile puzzle in hub 3 that seems bugged and frustrated myself and many others for years (even the official strategy guide doesnt help), but i just saw an article that explained it correctly. When you get there read the last few paragraphs of this to avoid frustration.https://videogame-tales.livejournal.com/15488.html
>>9750453not needed tho - there's enough ammo and health at each mapstart to alleviate that problem, I'm only wondering what's the solution to this secret teleport (it wasn't there in the last years version) Do I need to jump down the pitfalls?
>>9750740Arabic script in Egypt? Kind of detracts from the ancient mystique.
>>9750332I had a lot of fun with the pharaoh-setting fights from the newest release, I'm hoping the build version will be as fun. I've never played the console versions for the best comparison, I may try one of them much later after this. If the fights aren't as fun, I'm hoping it'll still have interesting level progression and overall design.It's been alright so far. I'm also coming off of some Redneck Rampage, the revolver here is much more satisfying. Forgot it only has one difficulty setting though, unless I'm missing something.>>9750740Is this Dwell?
>>9750740>Technically I didn't need to drop down, but that's how I found the secret button... Also I can now confirm that there's no new scorpion enemies sadly (as hopefully expected beforehand)
>>9750740Do you mean the secret level exit? I found an extra gold key but could never work out what it unlocked. I guess it was for the secret level but I couldn't find it.
>>9750687Was just thinking about going back to my Hexen 2 playthrough... I think I'm in Septimus? Don't remember, it's been more than a year since I played it (what?).
>>9750746Yeah the new installment with remade ep1 - 2BH the remix of first level is kinda inferior to the original in my opinion (aside from fixing one bugged secret), also putting Enforcers underwater with Copper AI is literally evil
>>9750761Nah that was just a minor secret actually - the secret level entrance was in Map4 >just found the chain-shotgun, and honestly it's kind of something too gimmicky and that only works well with a Quad (but then again everything else does so)
>>9750865It's like they tried to combine the Zerstörer super shotgun and the AD Widowmaker in the worst way possible.
>>9750865I really liked using the shotgun upgrade on knights and scrags because it takes them down reliably in one volley. I think the pellets might actually do more damage, or it fires more pellets, because the knights actually go down in 3 shots in close range. Whereas they never die from 3 direct single-barrel shots.
>>9750834>>9750865Looks cool. I'm wrapping up my Alk replay then I'll check this out.
>>9750390I made the magic bolt cover the text since the wand was already partially obscuring it and it displays the full title as soon as the player presses Esc anyway. I don't think any variety of transparency looks good but here's a test at intervals of 25% if you're interested.
>try out colorful hell to see why everyone here hates it>monsters have bloated hp>instant kills>some can even noclip like the orange revenantalright
>>9750878Riot-controller is still pure sex tho, the only way to improve it further is to make it full-auto like in Neharha>>9750891It works very reliably in that role I must say - also trying to pain-juggle bigger foes also functions okayish the ceiling in this spot holds entry to 2 secrets IIRC - one of it is the secret level portal
>>9750963It's all about perspective. The hp isn't bloated when your pillowblaster weapon mod's SSG does 1000 damage, or you have an infinitely recharging DRLA plasma gun
>>9750865Oh, so I'm not going crazy.One of the reasons why I had so much trouble with Episode 1 (other than selecting hard when I should have gone for normal) was that I insisted on using the rotary shotgun, assuming it was "better" somehow. But it's not, like you said, it only really does anything with Quad and is a liability for the most part.I've gone back to Alkaline and intend to finish that before trying episode 2. Firstly, I just prefer it, and secondly it's easier and more fun. A couple of Alk's levels could have done with a more interesting layout (Derelict Freighter is clearly meant to be a ship, why do we never see outside?) but for the most part it's great.
>>9750724I heard one of the later hubs having some retarded puzzle, so here it is. Thanks for the heads-up!Meanwhile I'm walking through hub 2. So far it really is straightforward, even compared to the first one.The only somewhat annoying thing is those cheetahmen enemies. They're invincible during roar animation, right? Learned this when I tried to him them with hammer and heard metallic noise. Should've used some shield animation, not this.
>>9750994It certainly is as strong per-shot as the DBS but with a spread pattern of a normal Shotty (vide the Riot-controller reminscence as mentioned earlier), but it's not like the ammo for it is everywhere - also some key areas have infinite Nails if you *DO* manage to run out of shells by accident or purposefully. . . >I forgot that the secret level was kinda fucked in QsS (the part with "gathering blood" was certainly borked from my experience), wondering if that problem got fixed now hopefully
>>9751018>I heard one of the later hubs having some retarded puzzleDo you mean the egyptian area with a puzzle that is legit coded incorrectly?
>Come across a Lieutenant in Alkaline>Quickly duck around a corner to avoid the super nailgun spray>Chuck a grenade into his face and duck back as he notices I'm there>Hear him say "YOU!">I smirk slightly because in my retarded and 4chan addled mind it was like some pissed off anon responding with >(you) for a low effort shitpostI need to spend less time here.
>>9750963you're supposed to mix it with trailblazer and champions, legendoom lite and corruption cards
>>9751041I guess? Check anon's post I replied to, there's a link.It is from Egyptian hub, true. Haven't got there myself yet.
>>9751047I wish they used the Half Life Grunt voices more often. I'm not a fan of Quake's Grunt voices since they sound so bored and non-threatening, but the ones ripped from HL and other sources sound menacing and they make me like the enemies that use them more.
Serious Business Saturday is still planned for today but it might be a little later than usual. I've been really busy all day.
>>9751019And then there's also this pecculiar secret I have no idea how to access without cheats
>>9751041According to the post, the problem is that, at normal speed, you will walk into the fail condition teleporter before you walk into the trigger that checks if your puzzle solution is correct and either resets the puzzle or allows you to pass. Which then glitches the puzzle solution since it doesn't get reset properly. So to avoid this you need to turn off autorun and inch forward. I tested it and that way you can solve it consistently.
>>9751019>Same strength per shot as super shotty but with the spread of the regular oneIt sounds like it mixes the strengths of both, why are the other anons saying it's bad then?
So I have this gameplay mod called "beyond-doom.v3a.pk3" but I forgot where I got it from. I wanted to check if there was a more up to date version and I simply can't find it anywhere.mediafire.com/file/2zata4943p29fom/beyond-doom.v3a.pk3/fileI'll upload it to see if some of the more savvy anons recognize it. It's pretty fun too, has buncha enemy variants, neat new weapons and bullet modifiers for your guns (Such as turning bullets into nails, or shells into dragon's breath).
Bizarrely enough (or thanks to the retouching of Ep1), when I've killed the heart inside the "sunken keep-temple area" first unlike previously, this secret door decided to act as it should this time around (I think that grabbing the silver key before killing either hearts messes up the doors scripting)
>>9751075Will start in about 30 minutes (5:30pm US Central), if you want to download the map early grab it here: https://maska322.itch.io/journey-to-hell-2-to-hell-and-back
>>9751143Because it fires in 4-shot volleys and makes an awkward pause before refiring again, so you either need to keep shooting and potentially waste ammo or swap to another gun to finish the job more efficiently
>>9751052andColourful Hell + Demon CounterStrike + Dynamic Enemy Reinforcements + Universal Entropy
>>9751204It's time for some Serious Business Saturday! We'll be returning back to hell (I think) with the sequel of last week's Journey to Hell mapset: Journey to Hell 2 - To Hell And Back. Grab it here: https://maska322.itch.io/journey-to-hell-2-to-hell-and-backFollow these steps or you'll be forced to pick up some unsuspecting pills:>IP (join via specify server): 188.8.131.52>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch and after installing launch the game with "SeriousSam_Custom.exe">Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. Then when connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. If you encounter any problems with this setting then try changing it to a higher number up to around 10.
>>9751052counterpoint:corruption cards is a bad pick for mods that add several tiers of the same monster,as the cards will only affect that particular tier of enemyunless you edit colorful hell options to just spawn a particular color
>>9751284And that's a wrap. We went to hell last week and now I guess we left it this week.
>>9751562there ain't no kill like overkill
>>9751213That's not a spoiler you dweebenheimer. I've shown off the new Solar Pistols.
>>9751621I'm dragging my feet working on the art for the trailer because I'm an anal perfectionist. It's seriously the last hurdle for me to get this out. I need to get my ass in gear.>>9751625lol
>>9751625>combined arms and combine armsit hurts ow
>>9751579holy SHIT i didnt expect kegan of all people to post here, i need to stick around more
>>9751646I'm not sure if you're serious or not, but these threads are my home. I spend the most time here than anywhere else. Fuck, GMOTA and Combined_Arms started here on /vr/
>>9751654i'm about as fresh as veal, sadly
>>9751646I imagine a lot of "names" from the doom community post here. I bet dew even came back after his ban was lifted.It's a fun place.
this model alone probably takes 1/3 of the size of the monster wad itself (180 MB)
>>9751143Feels like Shadow Warrior's riot gun, it eats the ammo but also feels nuts. I like it a lot. It'll be tricky adjusting to it being the default slot 3 weapon.
>>9751579I like the lifty thing you made it do to demons.
what's the oldest fps you can stand playing?
>>9751924wolf3d is pretty good, but I remember getting bored of it.I actually finished spear of destiny but only played it once, dont know why found it more fun than wolf.
Doom and Doom engine games have engines that can run all of them. For example, ZDoom runs Doom, Heretic, Strife, Chex, etc... Is there something like this for Quake 3 and Quake 3 Engine games? A ZQuake3 if you will. Some thing that could run Medal of Honor: Allied Assault, for instance? I know the MoHAA source was never released, and minor changes were made to engine for MOHAA, but has anyone reversed engineered, or made it just werk with a more modern Q3 port?
>>9751948Nope. Developers of Quake 3 engine games typically modified a lot of stuff at engine-level to meet their needs, and most of them haven't released source code.
>>9752009I mean, so did devs for Doom engine games. The real difference is theres not enough devoted fans of Q3 games to make a port.
>>9752009Last I heard there is still quake 3 code in modern CoD games. However minor.I don't know at what point you stop calling it a quake 3 engine game.I'd settle for an engine that runs quake 3 games up to Elite Force 2.
>>9750309Incredible stuff anon, awesome to see you finished it!>>9749902Happy 10th /vr/!
>>9751782How did you offset your viewmodel like that? Looks cool.
>>9750994>>9750865The rotary shotgun wasnt originally in episode 1. It was introduced in episode 2 and then backported into 1. I havent played the updated episode 1 so i dont know how its implemented, but it might not be as well balanced as in 2.
>>9750309Nice. I was wondering when this would be done. Looks great.How is it in high res? I remember some details of the AI painting be a bit muddled, but not insurmountable for fixing.
>>9749691>/vr/ is now old enough to drinkhow time flies...
>>9749819one mancubus, two mancubi, three mancubicand so on
>>9748757This was actually the problem (I think). Slade had defaulted to using the Doom 2 IWAD from my Steam folder instead of the one I normally use. They must be different somehow. All fixed now. Thanks anon - I wouldn't have thought of something so simple.
>>9752502Where do you live where 10 year olds are allowed to drink?
>>9749902I just finished the 16th map of my megawad. 3 in production, 10 more to go. I have complete confidence that nobody will play this once it's released.
>>9751924>>9751945Wolf of Destiny for me, but I need a map to help me because I can no longer be bothered with navigating the mazes.
I want to try doom on my phone. Is delta touch the best option?
>>9752860I'll play it.
>>9752412Yeah I played it sometime recently when ep2 was just announced - some of the changes to the level dynamics are kinda hit or miss it seems (Kamikaze dudes will rape you at least once, even if you are expecting them)
>>9752915I laughed when I first saw them, because it was an Egyptian themed map with a huge outside desert area and assumed it was a Serious Sam reference/jokeBut then they get overused for the rest of the mod and it just gets annoying. They're not meant to be used in cramped conditions, they're designed to rush you in big arenas.
Cool level. I enjoyed the multiple ways to breach the base at the start and the reactor core boss fight. The circuit board "puzzle" to get the plasma rifle was also really neat and made me glad I was keeping a close eye out for secrets.
>>9752860Oh woe is you.
>>9751719GitS Doom mod WHEN?!?>>9751253>designate a secret area>forget to put anything in it Acutally there should be a QuadDamage here if I am not mistaken, no idea why its gone this time around >>9752940I found that the RotoSG is a decent weapon against them if the map geometry is favourable
>>9753028>The imageAt the time I thought the level was cool, but now its done I never want to play it again.It just felt like a weird giant gimmick and there were so many teleporters I got lost and never really knew if I'd visited certain areas early or not.I still got 100% kills, but god knows how.
>wrap up Alk1.2 replay>"let's try this 'Dwell' thing">e1m1 is kind of underwhelming, keep trucking on>keeps picking up and up and up>end up finishing it in one sittingI'm very surprised and satisfied, and it provided a great contrast after going through a ton of techbases. I'll try E2 later today if not soon.>>9752412This has been my first time playing through any of this Dwell content. It has me regarding their new shotgun favorably. You get your bank for your buck and it's a hair ahead of the ssg in how it eats through shells.>>9752367Try and mess with the following console commands and their values:>scr_ofsx>scr_ofsy>scr_ofszIt basically changes the position of the camera by tiny increments, so all your projectiles still feed from your weapon appropriately. Mess around until you find an angle you like.
>>9753045I have no idea what is the deal with that place - I backtracked for the yellow armour and after re-entering that secret by mistake - the invisible teleporter point_entity has gracefully given me a Quad before teleporting me outside this time around (despite the fact now everything is dead so whatever)>so many Dwell anons ITT today
>>9753078That and Alki, seems like a bunch are on a Quake binge.I loved this place, the big obelisks in space sort of reminded me of Facing Worlds going back to what >>9749658 brought up. It's a different mapset but I still got a minor "UT feel".
>>9749902"Can I copy your projectile?""Sure, just change a few things so nobody would notice"
I'll try making all the 24 secrets hidden here have actual impact by listening to >>9750453 and redo the final map with no weapons and ammo from prior levels. . . Wish me luck please >8^)
>>9752870Yes, it's basically a collection of Android versions of existing Doom sourceports, it has GZDoom, Chocolate, Prboom, Zandronum and Doom Retro.
>>9753109>seems like a bunch are on a Quake binge.Firstly, two huge Quake mods got updated recently, and secondly it's nice to have a change from Doom every now and then.I think Quake is slightly inferior for the most part but I can't deny loving the chunky early 3D graphics and secret hunting in a true 3D space is actually more fun due to the possibilities involved. There's nothing like rocket jumping onto a ledge only to see the mapper thought of that and left a reward for trying it.
>>9753109>but I still got a minor "UT feel".I got a Ziggurat Vertigo feel from it for some reason. Yeah the gravity is normal but it feels like it shouldn't be.
>>9753113You'll need luck, that level is a pain even with the autosave checkpoints. I just gave up and started save scumming while giving zero fucks. Maybe it's not so bad on the lower difficulties but on hard certain fights tore open my anus, especially that final fight that I assume is a reference to something. I mean it references you shooting up that arena before, so unless it's meta commentary on replaying the level I've got nothing.
>>9753113I try to pistol start Doom on principle, but Quake never felt like it was meant for shotgun starts outside of hub-focused projects like Arcane Dimensions and the various Christmas Jams.
Finished the Tycho ending in Rubicon X. Damn, this hits harder than I thought it would. Really loving the Rubicon so far, just need to get the Pfhor ending now.
>>9753109Vore-pods gradually losing their homing ability after the owners death is such a comfy improvement that almost redeems Copper I must say
>>9741350Wolf3D has a much smaller range of enemies, and most of them would be on the lower end of the power scale by Doom's standards. If you were to assign them to their closest Doom counterparts it'd be something like:>guard = zombieman>SS = chaingunner>mutant = revenant>officer = pinkyThe only enemy out of those that would be especially difficult to fight in Doom with its pistol would be the revenant, and the same is true of Wolf3D. If you're fighting mutants and all you have is the pistol, you're going to be making trades constantly because it can't fire fast enough to stunlock them. But if the map gives you an SS first, you can stunlock him with the pistol, take his machine gun, and that's good enough for mutants, just as it would be good enough to have a chaingun to fight revenants in Doom. The higher-tier enemies in Doom are closer to the boss enemies of Wolf3D, and using the pistol on them is roughly as miserable as it would be to try to kill an archvile with Doom's pistol.
>>9753249Oh, I was wondering why that was happening. That's really neat. Shame Copper in general seems allergic to the player having a decent supply of ammo, but at least it has a few redeeming qualities.
>>9752415For a while I tried making a separate high-res version but I found that even when scaling it to just twice the default size the new elements still didn't look right. I also found that many tweaks had to be made after scaling to keep it roughly consistent with Raven's own which made the process of trying to keep a high and low resolution version congruous difficult and ultimately led to me abandoning that idea. As a result the most complete high-res version remains very different from any other and generally unsuitable for a titlepic. The cropping of the painting on Raven's part and my strictly game oriented intentions also clearly preclude it from really working well as a discreet artwork. Still, if anyone else wants it, these are latest unscaled elements I have. If you look closely you can deduce a lot about my extremely unsophisticated methods and organization.
>>9753169This level is not really that bad once you know what script does what exactly - in fact the only way you can get fucked over is by avoiding all secrets intentionally I'd say...
>>9753169>I mean it references you shooting up that arena before, so unless it's meta commentary on replaying the level I've got nothing.Seems to be exactly that methinks
Okay I get it now - the final *FINAL* challenge is now a seperate level up next, but maybe I should wait for a new bread to get baked beforehand? I'll try to make it quick
Seems like an Army of Dead refference. . .
>>9753521Oh this is gonna be real fun for the rest of day, and the night too probably
>>9753551You can do it!
>>9753068>It basically changes the position of the camera by tiny incrementsit's like your eyes are over your left shoulder
>>9753551He's not too bad, the annoying part is the second room you get sent to.
>>9753567>>9753602They are really intending to make you hate the headless kamikazes with every fibre of ones being I see...
>>9749431Haven't managed it the best, vastly overestimated my abilities as a lead and hit some kind of breaking point for my brain a while back. It's in a beta state still, but I've killed/reduced some of the scope creep.Was gonna reply this yesterday, but after spending an hour digging out a path in the snow for the car, and then the car just not starting, I just kind of gave up, went inside, and passed out.>>9749569>sequelChrist, I don't even wanna think about that.>>9749691It's been this long, huh? Happy birthday, I wouldn't want life without you fucks, you've all made life a lot better for me.
>Realm 667's plasma zombie doesn't palette correctlyPain. Seems like the only one to give me any trouble, despite most of sprites being in PNG
>>9752009Ah, that's unfortunate. I figured that would be the case. It's really a shame the source for these games has never been GPL'd or released.
>>9753616This cool new powerup should've been put somewhere in the prior maps - like it was done with the Berzerk powerup in the 3rd map to get a hang of utilizing it
>>9753640Was that the guy with the pale blue armor? Should be pretty quick and easy to recolor that into a range which fits on Doom's palette.
>>9753616>They are really intending to make you hate the headless kamikazes with every fibre of ones being I see...It's so bad even Fairweather mentioned they kind of fucked up there on one of the site review sections. I would have kept it in as a single joke/reference in that huge desert section on map 3, but otherwise left them out.I see Dwell as a series of incredible maps let down but some seriously amatuer monster placement.
>>9753659I don't actually know how to do that, and if actually converted into palette he goes grey.
>>9753652Also making the last warp segment completely doable without the Quad was a very big mistake, Mr. NOT-Nyarlahotep. . .
>And that's how you solve any problems with otherwordly abominable beings that want to enslave your body, mind and soul - you just blow the shit out of them while running in circles (and pray that a nearby Fiend isn't preparing to jump in your face while it happens) >>9753674I haven't played any SS yet so please spoonfeed me - how many coach-gun shells do the Kamikazes need to go down in it?
>>9753686Sometimes I think they should use Nyalthotep as the main villain for a Quake mod because he's be a fantastic choice, but then I remember that's literally the plot to Dusk.
>>9753710I found the boss could sometimes nuke me even if I was circle strafing. It was inconsistent though.
>>9753616This spawn trap got me more than any headless did, those guys properly announce their presence and are much more easily bullied
>>9753745I just toss a rocket in there to oneshot them all now.Also, I really play Quake wrong. Everyone jerks and jumps around like crazy while I just treat it like Lovecraft Doom and rarely ever jump. I just don't think there's enough air control to warrant it and it can leave you in a bad situation.
>>9753713It's all about presentation. Fighting Nyarlathotep as giant tentacle monster in a pit at the center of the world, that Dusk/Rats in the Walls stuff.Fighting against the machinations of the High-Priest-Not-To-Be-Mentioned/Nephren-Ka the Black Pharaoh/or Nyarlathotep the swarthy, lean, and cryptically proud harbinger of the apocalypse, you could do something with that.Man, I hope the next Quake games goes all in on the Lovecraft.
Oh fug id's a jaingunnar :DDD look out he's gonna snibe u :DDD
>>9753772*blocks your path*
>play as Crusader in Hexen 2, get to Eidolon>spend literally all ammo available on arena via tomed Lightbringer, boss still alive>try Meteor Staff, red bastard dies pretty quicklyThroughout the game Lightbringer felt rather janky, and here it was the worst.Thus main campaign finished. Overall I liked Hexen 2, gonna try the expansion next time.>>9753745Whar scr_ofsy value is on webm? -4?
>>9753772shidd :DDDhe's oud ob my autoaim range :::DD
>>9753779Should be -2.5
Entering unfamilliar territory
John Romero is going to make you the Wojak.
>>9753862I'm yet to try Episode 2 past the first level, but I hear it's a huge improvement over episode 1. Have fun.
new thread when, it's page 8 we are gonna die.
>>9753637>I don't even wanna think about that.Sorry for forcing you to do just that.>>9753767>Man, I hope the next Quake games goes all in on the Lovecraft.How can Strogg portion work with the Lovecraft angle, especially since they kind of tried to connect the two via Strogg & Peeker Lore Scrolls in Champions? If Quake gets a new title, you just know these two will interconnect in some way.
fucking around with explosiveshttps://streamable.com/fs3ytr
>>9753906>How can Strogg portion work with the Lovecraft angle, especially since they kind of tried to connect the two via Strogg & Peeker Lore Scrolls in Champions? If Quake gets a new title, you just know these two will interconnect in some way.Easy, have the first half of the game be against Strogg and you finding out about a secret superweapon project. You eventually find out the Strogg were messing with interdimensional travel but they had no idea what they were messing with. All hell breaks loose and now there's a three way fight between you, the Strogg, and the forces of Shub-Niggurath. Eventually you have to go through the main portal to her dimension, where it turns full on Quake 1.I'd argue that the More Mountains of Insanity secret map in Alkaline does this concept very well in a single level.
>>9749691Happy birthday /doom/For some reason I thought /vr/s birthday was farther into the year...
Baking bread, stand by.
>>9753112You're a big pain elemental
>>9753906>If Quake gets a new title, you just know these two will interconnect in some way.It’ll be super easy if they just reboot the setting, remake and rebrand the Strogg as some “eldritch virus” and just mirror the movie Virus or System Shock.
>>9753981Or even mix the Strogg with the Quake 1 abominations and just say they're what the Outer God does with captured humans, implying it's Nyarlthotep behind everything.
>>9753906I wish they would just forget the Strogg stuff ever existed. It wasnt even supposed to be called "Quake" and its not related at all and its fucking boring (to me at least). But i know if they do a reboot theyll figure out a way to shoehorn some EPIC LORE about how theyre connected to the lovecraftian stuff.
>>9753967lol I actually played this shitty map when exploring quakeinjector. Looks so weird and out there with those spookface like textures and crappy models probably lifted from some assets CDthose women whistling at me, telling me to die and shooting at me kinda turned me on, sometimes I'd let them land a few more hits
>>9753772why da fug am I losing health? :DDDD