Thread #12397396
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12385380
Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34l yZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54 kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom+thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
527 RepliesView Thread
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=== CURRENT PROJECTS ===
Duke It Out in /vr/
Game : DN3D | Deadline : March 1st 2026 (extended)
Tile/Con pack: https://files.catbox.moe/thm4q7.zip
Rules: https://desuarchive.org/vr/post/11835634
=== CURRENT RELEASES ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
RC2: https://files.catbox.moe/bdpde1.zip
Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/3fml1f.zip
Now on iDGames!
https://www.doomworld.com/idgames/?id=21835
=== NEWS ===
[02-17] New version of Duke Advance for PC
https://forums.duke4.net/topic/12954-playtest-98-duke-nukem-advance-fo r-pc/
[02-16] Redundancy 2, 32-map megawad by Forli
https://www.doomworld.com/forum/topic/157282
[02-12] Duke visits the Dover Cliffs
https://forums.duke4.net/topic/12953-release-cliffs-of-dover/
[02-12] OldUnreal patch for UT2004, and UT2004 gets its own free installer
https://github.com/OldUnreal/UT2004Patches/releases/tag/3374-preview-9
https://github.com/OldUnreal/FullGameInstallers/releases
[02-11] CHASM Remaster got its first community map jam
https://www.moddb.com/games/chasm-the-rift/addons/scamp2025
[02-10] Training Drill mod released, feedback requested
https://files.catbox.moe/373pai.pk3
[02-08] Dissension 2 released
https://www.moddb.com/games/doom-ii/addons/dissension-ii-the-hell-that -followed
[02-07] Trench Foot: Butcher's Summit released
https://www.moddb.com/mods/trench-foot-wip/news/new-foot-note
[02-06] Mystique: Ages in Time - a remaster of ancient Duke TC released.
https://forums.duke4.net/topic/12950-release-mystique-ages-in-time-rem astered-edition/page__pid__386443#e ntry386443
[02-04] Duke It Out in /vr/ first map release
https://files.catbox.moe/f8w1b0.rar
[02-01] John Romero posts a video about the making of Catacomb 3-D
https://www.youtube.com/watch?v=ZcUqwMf01pI
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqH IN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST
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Project notekeeping. (Basically just reposting this time).
>1. Duke It Out In /vr/
No further notes as of yet. Are the other contributors still alive?
>2. 666 Minutes Of /vr/, aka Back To Sat/vr/n
>(perhaps 666 Minutes Of /vr/: Back To Sat/vr/n)
HFFM'ing it was discussed, but we decided not to. Maybe HFFM2 could be its own thing some other day.
Idea is still just good old Limit Removing with BTSX textures.
>3. Eternity project idea
CC4Tex, but any other input on the question of music? Anyone else wanna do .MOD or .MP3 music, or do we just let it ride (and suffer) with with Eternity's bothersome to change .SF2 settings?
>4. Sub Mortem
Still completed.
Still not on iDGames.
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It was ages ago, but there was voiced interest in playing some Halo CE. I have intent tonight to play some on the MCC, namely with the mod Aerial, which adds some more traditional AFPS elements to it. If there's any interest, drop a reply and I'll post the Lobby Link when it comes time (about 5 hours from now)
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>>12397649
>Aerial
Looks pretty cool. I'll try to join if I'm not busy.
Link for the lazy:
https://steamcommunity.com/sharedfiles/filedetails/?id=2906110850&sear chtext=aerial
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Alright, put in the sniper rifle.
It's not perfect and is kinda out of scale, but it's basically a rare alternative to the SSG with ammo that's kinda rare to find. Backpacks also spawn it sometimes.
There was a video going around talking about how most shooters don't accurately portray peripheral vision when aiming down weapons, to which the guy said an easy way is to just make the weapon model transparent. Gave that a try and I kinda like it. The crosshair is still present as a dot, because you can sorta predict where that shot's gonna land without the scope.
Still gotta figure out the scopd empty state showing the regular empty state's frame, but all's going well so far.
>https://files.catbox.moe/rdee6y.mp4
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>>12397398
hi peeps, messed up (removed) the DOSPACK + Win98 games link by accident, my bad
if you want, please replace it with this new one:
https://mega.nz/#F!etMkxKwK#947kyMN6Z80f8HS7q2XlqA
*Tried to remove a deprecated link that was attached to a contested (read: copyright-striked by a troll) folder that was above (hierarchy-wise) the folder that was shared here, and consequently it also deleted the link of the folder below that was shared here for ages, and once deleted you cannot revive the same link anymore, so yeah*
Anyways, was nice stopping by again, hope you all are doing well
- BDG (Based Dos Guy)
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>>12397573
The second at least is more familiar/easier/traditional to most people here whereas the other two are either a new source port to learn or a whole different game to work with.
Plus, anything to keep anyone making something productiveafter the mess in the last general or two or three, holy shit,so I obviously vote 666 minutes of /vr/:BSTX edition.
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wtf grenades bounce off him
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>>12397780
It's not a vote. Sub Mortem is done and Duke project ends within week. We are doing both btsx and Eternity projects. Obviously btsx project will be shorter because of the minute limit and Eternity project will be longer, because of more complex maps. The question is the timeline and order.
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>>12397649
I tried the original Halo recently and absolutely hated it. I was always a quake/unreal and overall classic pc shooter kind of guy. What exactly is the reason it's so beloved, is it just because it's a console baby's first fps? Am I doing something wrong?
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>>12397972
Gameplay-wise:
The AI is really fun to fight against, since it's one of the few examples of mixed-units actively working together (instead of just being placed together), and they're reactive to the situation. The weapon selection is pretty decent, with even weapons people rip on like the Needler still being kinda fun. The two-weapon limit making you scavenge weapons actively has some decent merit. The ubiquity of vehicles is also really cool, especially for its time.
It's just really competent and with a lot of character, especially with how all of these elements then meld with and evoke the story and setting really well. Ultimately, I think it's fair for people to dislike it, since the slower pace can be pretty divisive and the game does have some flaws (namely reused map layouts and rooms in Halo: CE specifically), but I'd wholly say it's a matter of preference. I don't think anyone can ever truly argue that Halo is a bad game, just a game that's not for them.
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>>12397972
I remember almost everyone I knew having a ps2. But the 2 guys who had an Xbox loved Halo for the multiplayer. That's what I heard the most about, online multiplayer with vehicles at a time where console online multiplayer was rare. I also don't remember anything older than Halo having aim the assist and right analog camera combo.
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>>12397972
You had to be there. Skip to 8:45 https://youtu.be/nz3Ko0td45w
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>>12397991
>Ultimately, I think it's fair for people to dislike it, since the slower pace can be pretty divisive and the game does have some flaws
Not that anon, but yeah there's a few core issues that make it impossible to call Halo a 'good FPS' without qualifying it with the word 'console'.
>movement too slow and floaty
>level design is flat and redundant
>automatic hitscan weapons too inaccurate, projectile weapons too slow
>two weapon limit feels more like a chore than an incentive to pickup different guns, should be four
>redundancy in weapons where either one obviously outclasses the other (BR > carbine, sniper > beam rifle, plasma pistol > rifle) or they're effectively exactly the same with nothing interesting going on (SMG = AR, spiker = plasma rifle)
>vehicle sections either drag on forever with mindless enemy blasting or exist only to get you into a new area
Fix at least 4 of those and I think the Halo series would be much more highly regarded outside of consoles.
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>>12398041
>without qualifying it with the word 'console'.
I have serious doubts of the validity and objectivity of the statements that will follow this one
>movement too slow and floaty
My doubts were confirmed quickly.
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>>12398041
yeah halo 2 sucks but halo ce has a good balance betweeen pistol/shotgun/sniper and rockets being OP. the covenant weapons are so so and more useful in campaign. halo 2 is really bad, halo 3 balance is so-so. i'm not sure if you guys were looking at playing campaign or multi
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>> CLASSIC DOOM CHALLENGE <<
Record an UV Max demo of /vertex relocation/ MAP11 "Witch Doctor" (-cl 9)
Reply to this post with a demo & your time.
Wad download:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/vx_reloc
Example demo in 3:26:
https://files.catbox.moe/wrrif4.lmp
Let's try something slightly harder than previous thread's maps. /vertex relocation/ has lots of good maps but nobody is running them.
Previous thread winners:
Scythe X MAP07 in 2:19! >>12386659
BTSX E2 MAP17 in 1:27! >>12389013
CC4 MAP01 in 1:25! >>12391321
CC4 MAP01 Tyson in 1:38! >>12393794
>>12397396
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I enjoyed Duke Hard. There were a few bullshit moments where progression is cryptic and you have to look up where to go, and even an entire bullshit level, but if you love the game then I'm confident you'll like these maps
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goddaym
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>>12398090
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>>12397649
>>12397652
Alright, time for video games
steam://joinlobby/976730/109775244610832791/76561198055425034
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>>12397991
>>12398041
I don't think the weapon limit benefits Halo at all. You can reasonably kill any enemy in the game with 2 weapons, and that efficiency removes the fun of trying anything else for other situations. Why bother with a rocket launcher I can use maybe 4 times when I can just keep using a BR?
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>>12398090
>>12398093
this is what actually happened in ww2
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>>12397925
>Quake in the middle
that bad huh
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>>12398084
now play Shaky Grounds
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>>12398083
wtf is this
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>>12397925
>giving alternative horse player
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>>12397925
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>uzdoom
>autorun with caps lock
>autoexec.cfg
alias +sr50right "+forward; +moveright; +right; +strafe"
alias -sr50right "-forward; -moveright; -right; -strafe"
alias +sr50left "+forward; +moveleft; +left; +strafe"
alias -sr50left "-forward; -moveleft; -left; -strafe"
>uzdoom.ini
E=+sr50right
Q=+sr50left
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>>12398195
You'd think after a while, they'd give up trying to do these one-sided rivalry shenanigans. If nobody gave a shit when the site went down for a week, then mildly inconveniencing some niche purpose links that are easy to re-up sure isn't gonna be a big deal. It's just kinda sad.
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>>12398362
Makes sense. I feel restricting to ALL Doom 2 assets ONLY would cut a lot of shit and be more restrictive than creative.
>Every weapon BUT the super shotgun.
>Every powerup and pickup BUT Megaspheres.
I think equivalent exchanges for what wasn't in Unrattled would be better.
>Super Shotty wasn't in Unrattled, so the Regular Shotty should be banned.
>Megaspheres weren't in Unrattled, so Soulspheres and Megaarmors should be banned.
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>>12398090
>>12398093
There's a certain level of trashy about this game that you don't see much of anymore if at all. And if you do, it's forced. Like, you know the guys who made this could get you any porn you wanted.
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>>12398090
>>12398093
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>>12398381
yeah its like that in many 00s games
just finished my first rtcw rerun of like 10 years, with the realrtcw mod though, pretty good
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>>12398373
IIRC, there was already a project like that before that was as restrictive, I don't think there is any reason to go that far with it.
>>Megaspheres weren't in Unrattled, so Soulspheres and Megaarmors should be banned.
I get your thought process, but I disagree with that part. Sometimes you'd want to give health but not armor and vice-versa. And people could just cheese it by placing 100 overlapping health bonuses.
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>>12398393
Dude fucking same I did that 6 months ago. Best gaming experience in a long time I genuinely think RTCW is truly one of the greatest classics in a league with games like Quake, Half Life, Shadow Warrior '97, Hedon Bloodrite etc. RTCW just never stops never lets up, I don't know if I have played even a single other game that just constantly presses you with oncoming enemy charges for the player to charge through like RTCW does. RTCW is the fucking best dude.
I really liked RealRTCW. It might be a little bit bloated with weapons and the hub level in Malta but it took what RTCW did and made it better. I really like the extra enemies I feel like RTCW while action packed could be a bit light on enemy counts making it too easy so I love just mowing down groups of enemies with the STG 44, charging forward spurting people with the FG 42 really good shit. Have you played any mods like custom maps/campaigns im looking to try some either this summer or next fall/winter. I did the Enemy Territory one but didn't like it that much but might like it more on the hardest difficulty. Some parts were fun some of the high enemy count areas but it didn't do enough to make them flow and was 80% bloat. That 20% that was good was really good though.
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>>12396805
I just wanted to point out that this demo desyncs at about 6:20 while trying to kill the cacodemon. I know it was recorded with nugget, but generally stuff recorded demos recorded like that play back fine with other ports. It could be an indication of an incompatibility that could make future demos recorded with the same port/parameters desync too. Idk if the other wads your loading on top could doing it.
>>12398083
UV Max in 3:25. Literally less than one second time improvement over yours, but I wanted to post it anyway because I accidentally knocked the archie off his platform, and I thought that was funny.
https://files.catbox.moe/8iclrf.lmp
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>>12398592
>>12398592
Yeah demos desync in nugget after https://github.com/MrAlaux/Nugget-Doom/commit/9feddf
Alaux said he'll take a look. For now record with 4.4.0
also wtf with the captchas? i had to disable UBO for them to load
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Duke Nukem 3d Oblivion Wars TC is a must play for this game BUT beware: once you finish playing it you won't want to touch the game for a while.
It has neat details and ideas but dear lord it's damn dense as heck. The difficult, complexity and lenght for each level and each fight increases for each new episode and for every level you advance.
I still feel nauseous thinking about it despise having played it more than a year ago.
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>>12398660
>>12398654
many thanks anon
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>>12397956
It's worth doing. You're very unlikely to love everything in there, just because of numerical chance, but you WILL be finding the gems in those lists, a lot of stuff (especially in older editions) got selected for genuinely good reason.
Think of it like sifting through a bunch of wet sand, but you actually find some good little nuggets of gold.
>>12398669
Worth doing in addition to that. Those vary too, though they're rarely less than adequate, usually above average, often pretty damn good.
You wouldn't necessarily like everything you find in there, but you're unlikely to walk out emptyhanded.
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>>12398345
Dw already made>>12398403
that d1 assets restriction wad. I don't feel it to be particularly interesting idea. The Bothersome Boner Rumble name makes me think wad with only revenants and revenant variants as enemies. Skellingtons, king boners, d4 vanilla revenants, some new variants etc. But anyway lets do the eternity and btsx projects first.
>>12398424
If we ever do a Doom 64 project it would be heresy to not call it 64 bits of /vr/.
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>>12398690
Ignore that >>12398403 link. I missclicked reply just before I posted. I Should get some sleep.
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eyy bruvs, anyone made a useful template for drawing your own status bar? like a vanilla one, but also with widescreen
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Finished unreal
I have to say I prefer Doom's system of throwing a smorgasbord of dudes at you, the skaarj dodging your projectiles and leading shots is cool at first but gets tiresome, most fights feel sort of same-y.
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>>12398905
Felt the same way. It's great for the first few times, but it never quite changes through the game and I wonder if throwing different enemy compositions would make it too hard.
Unreal's monster selection is pretty bullet spongy if I remember right.
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>>12398501
Haven't tried any custom levels yet but yeah it's great, I liked the hub level, not much to do but it felt rly professional and well made, the random side story of the medic and the cthulhu shit was super cool too
>>12398479
Meh I like her thulean witch getup way more than the bdsm leather personally, and the tattoos... 10x hotter than the elite guard for me
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>>12398501
>>12399041
Also the leapers are some of the spookiest and most annoying enemies in all FPS
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>>12398905
It gets a bit nuttier near the end when it becomes onslaughty with those skaarj troopers and more standard skaarj. You might be able to argue a similar ‘saminess’ feeling for much of the vanilla Doom campaigns up until Plutonia, but Unreal is still quite the opposite in enemy density count.
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>>12274652
https://limewire.com/d/9PwyU#77l90kHvqE
Turned out worse than expected. Got lazy and/or went overboard with enemy placement and a lot of levels ended up unfun and grindy. Mage's #2 and #3 weapons still suck and I overcompensated with sorta overpowered Bloodscourge.
I've had more fun with my older Hexen level conversion that replaces both monsters and player/arsenal with Doom ones ( >>11807085 can reupload if anyone wants). Kinda proves that vanilla Doom gameplay >>> * regardless of level design and it's really hard to improve it without downgrading it by accident/laziness/incompetence.
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>>12399449
Throwing two more demo webms.
Wraithverge is unchanged - it really is this powerful in its vanilla incarnation. You just don't get to experience it because Hexen's enemies are pathetic. Though its damage is quartered against boss monsters so you're better off with Firestorm against them.
Another Hexen tool I've gained newfound appreciation for are disks of repulsion. Enemies cornering you? Push them away. Rev about to fire at you point-blank with no room to dodge? Push it away. A flurry of projectiles you'll have a hard time getting through? Yeet them all into the ceiling.
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>Hey! Are you that intruder guy?
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>>12399750
>>12399773
The Punishment Due as well
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wanted to post a delicious Blood banan but
>Please unblock spur.us and mcl.io to proceed.
what the fuck is this tracking shit
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That took me a bit, but I think the paintovers for the gun are all done.
Still need to put this hand on the shotgun though, and then get like 400 sounds.
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>>12400031
>Is it a new Combined Arms thing?
You're close, I got struck with inspiration late December and wanted to finally get this character rattling around in my head out in a playable state.
Think Omega from Mega Man Zero 3.
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>>12400016
I saw some threads in there looking for fix, so many deleted messages...
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>>12398041
>movement too slow
I think Reach is the best for fixing that thanks to the Sprint ability, I don't know why Halo fans hate sprinting and think it makes vehicles redundant when Tribes still has vehicles while its characters are way faster.
And even with console limitations I think they could've gone with binding one weapon to each of the four D-pad directions rather than a hard two
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>>12400317
The problem with sprinting isn't the speed increase, it's the hampering of gameplay because someone has to give up being able to shoot to go fast.
It's also not an omnidirectional 'sprint' like RTCW or Doom 3, so it just encourages mindless rushing.
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>>12400467
Listen here, you little shit.I laughed.
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>>12400587
chills.been playing terraria instead of making more duke maps
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>>12399041
The hub level is really well made from a design and artistic standpoint, its not bad just unnecessary bloat and slowdown. It was cool to walk around literally first time I went there but it got annoying the other 4 or so times so I am probably turning it off next time.
>>12399041
>>12398479
I think their both really really sexy since their Nazis but I too think the witch bitch is better for me that Thulean Thussy is good Thussy id make anal love to her any day touch her prostate all the time oh yeah
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>>12401263
Am I missing anytging by not playing it? It really seems like it's copying Trench Crusade's shtick of being carried by artstyle and vibes, in spite of being kinda trash (albeit for different reasons and in a smaller scope).
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>>12398653
i think i'm good with just having jungle base & jungle pyramid completed, zaxtor was a genius or savant and i respect his work but i don't think i'm masochistic enough for oblivion. how obscure is it, and if it's la mulana-tier is there any walkthrough resources for it
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>>12401263
>>12401463
is it really that bad? i enjoyed it for the most part, sure it's no ashes but as far as gzslop goes, it's definitely in the top 10%. great enemy variety for the length, guns feel unique enough and powerful, level design is alright and what you'd expect from upper tier gzslop, while visually it's a treat.
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>>12397396
how long would you last before dying to a doom enemy?
this question is based off of a video i saw about shamblers in quake.
>zombiemen
they shoot at you slowly with wimpy pistol sounding guns, so the chances of survival are a 8/10.
>shotgun guy
they have a fucking shotgun, 3/10.
>chaingun guy
unless you take cover, you're fucking dead. 2/10.
>imp
you could dodge the projectiles unless they run up and scratch at you, 5/10.
>pinky
these things could run quickly and eat you alive. 1/10.
>baron of hell
you're fucked. 0/10.
>cacodemon
poke him in the eye, 6/10.
>lost soul
these fuckers are annoying, but they could be easily beaten. 4/10.
>cyberdemon
i'll say this again, you're fucked. but you could get a rocket launcher and shoot at it until it dies. 3/10.
>spider mastermind
god save you if you get all of the infighting monsters killed.
0/10.
>hell knight
it would be the same as the baron, but a tad weaker. 4/10.
>revenant
it's a tall skeleton demon with homing missiles, try your best to dodge the missiles and break his arms and legs off.
6/10.
>mancubus
this fucker is like if you gave a fat person a flamethrower, 1/10.
>arachnotron
it's a weaker spider mastermind, so you can try to fight back. 7/10.
>archvile
fuck no. 0/10.
>pain elemental
poke him in the eye if you haven't died to a fuck ton of lost souls. 4/10.
>icon of sin
you could use the abundance of weaponry you get at the beginning to fight it for your life.
6/10.
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>>12401768
>, try your best to dodge the missiles and break his arms and legs off.
>6/10.
and how are you going to do that when revenants can tank a rocket, and it takes doom guy multiple punches to beat one up WITH berserk?
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>>12397396
>check ModDB for some new Quake1 content besides QBJ3
>apparently there's now 2 completely unrelated Malice fan remaster projects ongoing ATM
Kinda neat, but also a bit WTF nontheless…
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>>12401595
I just think the combat is boring and the weapons feel like they're from the 90s. Not very compelling compared to other GZ slop which at least have more unique gun sprites, while Trenchfoot largely uses R667 weapons.
Nothing wrong with using stuff from R667 but Trenchfoot feels like an asset flip at times because of it.
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>>12401920
>2 completely unrelated Malice fan remaster projects
Still more likely than a single Shrak project.
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>>12401263
Agree. I gave it a chance despite seeing it's by the same people of countrycide and I hated that one, but it was just terrible.
>>12401595
The enemies are a visual mess that makes them hard to distinguish, resurrecting TWICE is a dogshit move, removing flinching is retarded and completely removes any visual representation of your weapons actually doing anything. Don't know what you are smoking if you think the weapons feel "powerful", only the panzerfaust feels like anything at all and that's because it has a screen shake, and mines don't work as a weapon in doom.
The VISUAL level design is nice, the progression and encounter design, on the other hand, is garbage taken straight from doom eternal. Then there is the setting design that's like warhammer 40k but even more retarded. WW1 armor/clothing, ww2 weapons and mid-late cold war vehicles, pick a fucking lane (also futuristic tech weapons are in the files but you can't actually find them on the maps)
And stop using "slop" like some gen-z retard.
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>>12402053
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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!
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>>12402078
Use a sourceport, preferably made by the community (GZDoom, Nugget Doom, Crispy Doom, DSDA-Doom, Doom Retro, etc) or get the Doom 1 + 2 Remaster if you're allergic to dragging stuff onto executables.
You can also use DOS Box and run it that way, but I think using Chocolate Doom is better. It's basically the original game running on modern OSs instead of DOS, down to bugs and glitches. Use Crispy if you want some fixes and QoL improvements, or Doom Retro if you want a slightly enhanced experience that won't take you hours to set up.
GZDoom is for mods. Use it if you care, I think it's kinda bad for just playing the game as it was meant to be played.
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>>12401909
I'm trying to get it running with Moon Man Doom.
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>>12401260
Yeah but like, in map 04, the first non-secret map after obtaining the Perforator, for example, there's a part where you lower a wall and behind it are like a gorillion imps, all lined up almost single file, just BEGGING for the Perforator, which you won't have if you're playing pistol start, but you will have if you're playing continuous.
I think this may be an example of map design explicitly intended to reward continuous play.
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>>12402078
Seems like most Doomtubers use DSDA.
If you don't care about demo compatibility and don't consider fixing some bugs (like blockmap bug) cheating or don't care if it's cheating and just want to play with fixed bugs, just download UZDoom and call it a day.
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>>12402078
This way
https://thunderstore.io/c/zelda-64-recompiled/p/Dario/Doom_Mod/
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>>12397396
PillowBlaster says Guncaster isn't compatible with monster mods but he's clearly playing with one here: https://x.com/Pillowblaster/status/2025238728256475503
Am I missing something?
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>>12402078
If you're on console, the new official port is ok. If you're on PC, then get NuggetDoom.
The game is traditionally played with a mouse for horizontal turning, and then keyboard for moving, though Doom plays well on a modern gamepad.
There's no up and down looking/aiming (there's certain problems with that in "2.5D" rendering like this), instead there's an aim-assist which will shift your shooting up or down as needed, which is gonna sound weird and unintuitive because later shooters quickly moved away from this, but it DOES function.
As for badassness, it'll depend on what you like, but there are themes like these in the game:
>sci-fi, used future with both shotguns and rayguns
>action, gunfighting & explosions
>horror, you're the only survivor and sometimes it's dark and spooky
>demons & hell, magic
>undead & cyborg monsters
>violence & gore, there's a powerup that lets you punch a monster so hard that some of them explode
>heavy metal & rock music
One of the key notions for Doom was a combination of the concepts and themes of the movies Evil Dead 2 and Aliens, which were big favorites of the devs, along with the soundtrack being heavily based on much of the music they liked.
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>>12402135
Prepping for the release of Phobos Delta-1, the sniper rifle is fully implemented and has some new, quite snazzy sprites to go with it.
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I made a dehacked patch that makes the cyberdemon fully bright during his firing frames. I thought you should know.
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dukepic of the day
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>>12402135
>>>/wsg/6097408
I put together some sounds for the Deriver's shotgun and rocket launcher, though I still have like a fucking million sounds to get, and put together some player sprites for this edgy bastard.
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>>12402857
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>>12402443
>mfw I bout to brightmap everything
>>12402848
>I guess that I'll need to use an actual source port if I want to play most mods though.
For almost everything. I think there's at least a way to play the expansions through RTX these days.
Strange that for all those bells and whistles, there's still no muzzle flashes.
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>>12402848
>demo to show off realtime gaytracing
>90% of the lighting is completely flat and looks terrible, worse than Quake 4 even
>PBR'd textures are half-assed at best
Q2RTX was left forgotten for a reason.
Even those shitty Quake 1 vaseline mods for Dark Places are higher effort.
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>>12401768
>baron of hell
>you're fucked
I sure am.
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>>12402870
Thankfully, there's not a ton to add brightmaps too. Probably only the pistol, shotgun, rifle and RL could se them.
Contributions are welcome, of course.
Currently wrapping up the Itch page and credits, won't be too long until it's out.
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>>12403018
I also like glowing item pickups like for cells and glowing redcrosses. I'll probably get started on them tomorrow, see what transfers over, and failing that I'll at least have them done for the original Deimos-1 mod. Also gotta see if I need to update that Deathstrider 'hands' addon.
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>>12397396
>4CHAN DOSPACK + Win98 games:
>https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
is this gone forever is being updated?
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>>12402457
Consider doing the same for troopers.
Also consider the spiderdemon and arachnotron, which go fully bright one frame too early.
https://github.com/freedoom/freedoom/issues/141
https://www.doomworld.com/forum/post/1328520
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Can anyone recommend some Quake 1 and 2 total conversion mods?
So far I've played Malice, Shrak, Slave Zero X: Episode Enyo, Eternal War: Shadows of Light and X-Men: The Ravages of Apocalypse
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>>12403552
>spiderdemon and arachnotron go fully bright one frame too early
Oh yea I remember that was changed in the D2 sprite fix. Decino mentioned in a video that he actually prefers the original, and I agree, simply because of a deeply ingrained habit that is hard to break; you end up getting shot a lot because you're used to the original behavior. Re: troopers, I never thought of doing it for them, but maybe it looks cool, and it certainly would help on nm/-fast
>>12401768
>wimpy pistol sounding guns
don't underestimate the ability of .22 LR to put you underground
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>>12404135
"SR" is short for "straferunning"
https://doomwiki.org/wiki/Straferunning
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>>12404165
No, SR50 is LMPC notation for a ticcmd with cmd->sidemove value 50.
https://demospecs.half-empty.de/lmpc-stable/lmpc-7.html#ss7.3
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>>12404172
I don't think that's wrong, but the only occurance of "sr" in the page you linked gives me pic rel.
Alternatively:
>An Indiana SR50 auto insurance certificate, is a rider to a driver’s primary insurance policy.
https://insuranceking.com/sr50-auto-insurance/
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>>12404205
They're all true but I think it's safe to say that Frieren here (>>12398312) actually meant "straferun50 right" and "straferun50 left" with those aliases, because that's what they actually do when you feed them to g/uzdoom.
This video briefly shows the difference between straferun40 and straferun50 (in gzdoom), since they move you at a slightly different angle. If you move with forward and right at the start of the game, you'll bump the brown pillar, if you move forward and right and turn right and enable strafe, you'll just miss the pillar. That and you'll be moving slightly faster.
Comparable aliases for straferunning with a side speed of 40 (what is frequently termed "sr40") would just be:
alias +sr40right "+forward; +moveright;"
alias -sr40right "-forward; -moveright;"
alias +sr40left "+forward; +moveleft;"
alias -sr40left "-forward; -moveleftt;"
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https://www.doomworld.com/forum/post/292431
>There is some misunderstanding about the terms strafe40 and strafe50 here. Normally, strafe40 means sideways movement only (which is represented in LMPC as SR40 and SL40), strafe50 likewise. strafe40+forward (or backward) is what we call straferunning, in this case strafe40 running. Sometimes that gets abbreviated to SR40 running which is a bit confusing as SR40 in LMPC only refers to strafe right. Or even worse, the "running" is omitted and SR40 itself is referred to "strafe40 running" which is even more confusing. With the LMPC naming, strafe40 running can be GF50/GB50 + SL40/SR40 and strafe50 running can be GF50/GB50 + SL50/SR50.
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>>12404205
>>SR50 is LMPC notation for a ticcmd with cmd->sidemove value 50
>This might technically be true but I've never heard any Doom youtuber say "SL50," they always say "SR50" regardless of direction, so effectively it means strafe-run. Language changes over time
Fair enough, that's true, it does. But I'll continue to mock people who say "SR50 left" :P
(I don't know why your post got deleted... unless you were using the proxy site they're trying to ban?)
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>>12404135
I just used the code that Google AI Overview told me to use.
Interestingly enough, I couldn't find anyone on the internet posting that code, so I think the AI Overview figured out how to do it on its own based on me asking it if I could one-key SR50 in GZDoom.
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reminds me of that silent hill 1 staircase
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>>12403031
>Also gotta see if I need to update that Deathstrider 'hands' addon.
Right now what's live on the staging branch is Arcanum hands and a new frame for Raptor. Wyvern upgrade is a go but will take some time to get done. I recommend waiting so you don't have to do double work. Plus more things might show up.
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>>12404286
>>12404286
You know how the Google AI Overviews provide links you can fact check its claims with? While those links didn't contain the exact code it provided me, they provided me enough examples to convince me the code was legit.
Plugged it in and it worked.
I guess the Google AI was able to piece enough together from the following info on the internet to figure it out on its own:
>documentation of the alias code and how it works
>documentation of what "forward" "moveright" "right" and "strafe" do in autoexec.cfg/uzdoom.ini
>documentation of what SR50 is
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>>12404317
>You know how the Google AI Overviews provide links you can fact check its claims with?
I have no idea how that shit works because I don't trust it. Again it's like taking average 4chan posts at face value, only a fool would do that.
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>>12404452
Don't be news-shy buddy.
>>12397398
[02-22] Phobos Delta-1 released
https://r3voke.itch.io/phobos-delta1
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Why is this allowed?
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>>12398090
RTCW feels like once in a generation game.
I like it but I had traumatic event while playing it and now it has become kind of an boogeyman.
Enemy Territory is still one of a kind multiplayer game.
I believe it could work with modern graphics or by being a bit more realistic.
Sadly truth is that if anyone tried to make sequel it would definitely be stuffed full of shit, hero shooter or competitive.
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>>12404843
You're not wrong! Good old dickwad, the one with the excruciating teleporter maze.
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two months ago i got seriously injured was in the hospital and couldn't use my right arm well
after a month of physical therapy some painkillers and a cortisone shot i'm doing a lot better and i can finally play again!
im going to start with something not too hard - regular old doom 2. i was wondering if you could recommend other wads that are not too challenging while i get my shit back together
is there a guide out there that ranks doom wads by difficulty?
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>>12404917
>is there a guide out there that ranks doom wads by difficulty?
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill -improvement/
This seems to be well-regarded.
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>>12404917
Can recommend these easier wads.
>Nostalgia series (1, 2, Zero), though some levels here are a bit harder
>Revolution! by Thomas van der Velden
>Suspended in Dusk
>UAC Cleanup
>Rebirth
>Ridge Facility
>Bellatrix: Tales of Orionis
>Gutterpump
Wish you a fast recovery, anon.
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>>12404917
https://www.doomworld.com/forum/topic/124160-wadmap-difficulty-scaling /
This has a lot of easier wads listed, it also specifies which maps in each set are difficultly outliers too. Ignore the op saying it's for saveless pistol start stuff, play them how you like.
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>>12404917
>It's one of them squares, innit?
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>>12398083
https://files.catbox.moe/vn0n8g.lmp
2:59
This level feels like it was engineered to be a speedrunner's nightmare until you get past the triple elementals at the beginning.
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>>12402135
Also I'm workin on player sprites.
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>>12396648
I wondered if that might be the case
But someone called for BTSX and CC4-TEX themed challenges as warmups for the mapping projects >>12386850
And I got overexcited and made both >>12387880 and >>12390449
Apologies to the SCYTHEX guy, I shalt not horn in on thine racket again >>12385773
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>>12404478
Thanks, had a splitting headache and just wanted to post it already. Forgot the news post even was a thing.
>>12405083
Yeah, I just gave up on that honestly. This account was made a few weeks ago and I purposefully waited for a little while before actually posting the mod.
It's kinda tiring.
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>>12406135
It's basically the same as DSDA but with a few enablable graphical bits and bobs that you might like
Like supershotty gibs and more bloodsplatter and shit, nothing that changes how the game plays fundamentally though
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>>12404976
>>12404993
great. i have a few of the wads on the doomworld link
>>12405056
I'm finding this guide really disorganized but maybe i need coffee or a stimpack or something
i managed to beat episode 4 with fast monsters before i got hurt so i guess that's what difficulty i should look at in normal speed
how is sunlust on hmp compared to doom 2. i was playing it on uv in short bursts just kinda skipping around the wad. i can't handle that until my arm is fully recovered
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>>12397396
>Play Call of The Void to see what the hype is about.
>It's fucking terrible.
Spongey enemies.
Hitscan enemies, especially the ogres, will hit you every time.
The Fiends and Hell Knights (that now jump) will hit you every time.
The double LG armed Shambler melts you before you even have time to react
The expansion it got was made by the same faggots who ruined the Quake 1 mapping scene.
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>>12406449
It's very half-baked feeling and I agree with all your points but...
>The expansion it got was made by the same faggots who ruined the Quake 1 mapping scene.
I'm pretty sure the overlap of contributors to the mod and the Quake 1 homos is pretty minimal. A lot of those people are absolutely allergic to Quake 2 for one reason or another.
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>>12406502
It was average to good, solid amount of additional Q2 content. It was really nice to play something new for Q2 that wasn't a jam, and while they're still fun they can vary a lot in quality and difficulty. COTV was much more consistent with both.
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>>12406659
I was completely all for Q1 for a while, then I slowly started to like Q2 as I played more of it with the expansions. Now I think I like it more: There's more variety to the enemy encounters, they don't hold back as much as Q1 does when it comes to consistently using the lower-tier squishy monsters.
>muh military base
This one's preference, but I think both Q1 and 2 suffer from a lack of level variety. Q1 could've used more of its military base themes beyond the start of each episode.
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>>12406659
i personally don't think q2 has much going for it over qw beyond colored lighting
movement and weaponset is way better in qw, most ppl agree q2 is the worst multiplayer out of all the quakes
>>12406671
well if you read the instructions there's a reason for that (you're infiltrating the slipgate installations)
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>>12406347
>>12397398
[02-23] Creator of Treasure Tech, HyperUltra64, is recovering from an unknown near-death illness.
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>>12406678
>well if you read the instructions there's a reason for that (you're infiltrating the slipgate installations)
Yeah it's right there in the opening story paragraph. It's irrelevant, especially when you can write "loar" that leads to more level variety.
>>12406680
Still salty, maybe?
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>>12406449
Enemies sure are spongey (just like in Q1) and jumpy but rest of your post is false.
>The double LG armed Shambler melts you before you even have time to react
That enemy has already got 2 nerfs. They nerfed it too much imo. It's not threat anymore like it was in 1.0.
>The expansion it got was made by the same faggots who ruined the Quake 1 mapping scene.
Completely false. Map-Center and Slipseer crowd are different communities and they don't get along at all. Map-Center doesn't even release it's Q1 jams on Slipseer and Fairweatherists hate Q2. They tried to harass Map-Center guys few years, because they wanted to kill the Q2 scene. What comes to actual creator of CotV, Drugod, I'm pretty sure he's banned from both DW and Slipseer. His previous work includes Bloom, Hyperion and QDoom.
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>>12398083
2:58
Catbox.moe is down
https://catbox.to/ilAhuWMK7ndeUz0/file
A long time ago, I downloaded a demo for Scythe, and to my surprise the zip contained UV-Speed and UV-Max demos for all 32 levels, as well as nightmare demos for almost all the levels:
https://dsdarchive.com/files/demos/scythe/1366/sc_lmps.zip
I noticed the table for REKKR is depressingly empty:
https://dsdarchive.com/wads/rekkr
I think you see where I am going with this. I don't think we can fill out the table as quickly as they did, but we can chip away at a megawad and fill out its table over time, and submit the demos as one zip containing all the demos. Maybe Vertex Relocation or another VR megawad instead of REKKR.
Also, /r/ing UV-Speed / any% challenges, so we don't have to memorize secrets or track down every monster. I almost lost the 2:58 due to missing monsters. I spent way too much time grinding this demo, but I wanted to beat the 2:59 to show good faith.
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>>12406762
Re: the strat in my demo: the 2:59 demo has a faster start, but I wanted a more consistent strategy. I wait around during the start, not because I need the arachno to infight, but because you need to wait about ten seconds for the pain elemental to come to the center platform, so that your bullets push him into other monsters and prevent him from floating away. If you just start chaingunning him immediately, he gets pushed away and you have a much harder fight. Then collect the berserk and punch out the next two pain elementals, hopefully. I shoot them immediately to prevent them attacking other monsters and floating away, then get to the right of them to hopefully prevent them from floating over the pit. Punching them kills them faster than the SSG if all goes well. From there on out it's pretty straight forward, I think
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>>12406659
>>12406671
About level variety, I'm playing through Q2 right now and I'm finding it varied enough. Also weird how I'm having more fun this time around than when I dropped it years ago. Then I when I looked on youtube after finishing the cooling facility level to know where the secret I missed was and saw the ugly tone of brown on that level compared to how blue it was on my machine, I realized I'm liking the aesthetics because I'm playing the remaster. Whatever they did redeemed this game's aesthetics to me. Now about the game itself, as much as I prefer the lovecraftian theme I have to say that I appreciate the enemy variety and behavior here way more. Just for having more than one flying enemy and no lame zombies or annoying spawns it's already better. Weapons are more varied too overall and my biggest problems are the inventory system encouraging hoarding quad damages and such, the power shield making it too easy to just tank through everything, and the weapon switch delay which isn't necessarily worse overall but doesn't feel as good as Q1.
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>>12406932
>Then I when I looked on youtube after finishing the cooling facility level to know where the secret I missed was and saw the ugly tone of brown on that level compared to how blue it was on my machine, I realized I'm liking the aesthetics because I'm playing the remaster.
That's how I felt when going from software to OpenGL for the first time, felt like a huge explosion of color. I don't think the remaster did much different to the levels besides add lots of fog, something that can both add to and detract from the color within levels imo.
Towards the level variety, I think it can work if you're really into the setting, they just all fall under that same theme if 'militaristic alien base'. As divisive as it can be, I felt Unreal did much better than both Quakes regarding the level themes it goes back and forth through.
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This map was a trip. The pitch black sky and the architecture reminds me of Blame
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>>12407056
i love this shit
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>>12407032
>they just all fall under that same theme if 'militaristic alien base'
Sure, the theme is the same, but I think the visuals aren't. The jail and pyramid area are already different enough from the previous warehouse area, then you get to the mines where it's a bunch of caves with crystals and digging equipment, then you go to the processing plant where everything is red with lava and you have a bunch of factory machinery made to mow down people. All look different from each other, but it's all the same theme and I agree it's not as wild as Q1 going from techbase to medieval castle, to whatever the hell runic is.
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>>12407560
https://youtu.be/s-zsUdwMtac
wait till you learn to strafe jump kiddo
personally i think trent reznor's grunt is kinda based. i use ranger as my model in q3/ql for decades now
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>>12407591
o
i don't know anything about it, but you can probably download a .pak explorer, delete/replace the new jump sfx, and be good. you won't be able to connect to any multiplayer servers if you modify the pak, obviously
i did some modding in the 90s but i have no idea what to use as a .pak explorer in 2026, maybe someone else can help you
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>>12407596
Oh you're right, they're just raw files. I figured there'd be a console command in Ironwail or something because I'm retarded. Now I just need to replace all of them or figure out how to force it to load defaults instead.
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Dukepic of the da.. It's Redneck Rampage this time, peak brown kino
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I'm from Israel and this is my FPS enemy.
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>>12397972
>I tried the original Halo recently and absolutely hated it. I was always a quake/unreal and overall classic pc shooter kind of guy. What exactly is the reason it's so beloved
Halo is beloved specifically because it was the first shooter to break out of the gameplay mold set by games like quake and unreal, which was cool and novel at the time.
Now everyone hates halo because every modern FPS from battlefield to cod is like halo now where you walk slow and only get to carry two guns. But at the time the perceived realism of halo compared to other shooters was revolutionary, especially in terms of the games soundtrack.
https://www.youtube.com/watch?v=t97u9qmgwN0
The "you had to be there" people are actually telling the truth because the game is a product of its time and the last good halo game was in 2010, so it is a really specific ten year window of time as well.
https://www.youtube.com/watch?v=uDcK37IF27M
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>>12407560
are you sure you aren't playing it with sndspeed 44100? if you do, all the lower quality sounds will sound distorted and grating. Weirdly enough, half the sounds in qbj3 are high quality, for example all the weapons, while the other half is 22050 or 11025, including all the voices. I had to manually convert all the sounds to 44100 so that it would sound right, since I'm using the base quake resources from the remaster, which includes high quality sound. Want me to upload it?
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>>12407982
I really hated how with the focus on the Halo, there's very little Halo in the game. Instead of exploring the concept of the ring, or even seeing it in the skybox, you get corridors and underground passages. Give me a level set near the ring's wall or something.
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>>12398083
>>12398083
2:39 time.
The more I play this map the more I feel like it ran on the idea of being an antithesis of Sunlust, but only Sunlust Map 01.
https://files.catbox.moe/33u9zr.lmp
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I wanted to replay dimension of the machine with qbj weapons and enemies, but sadly it breaks some things like rotating fans, might be more but I didn't get far. Could be fixable if you were to merge progs.dat from dotm and qbj3, but apparently there's no easy way to do so
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>>12405729
>Apologies to the SCYTHEX guy, I shalt not horn in on thine racket again
Eh, no problem. If people are actually interested in the challenges enough to make them, I welcome that.
>>12406762
Good runs. If someone else wants to compile a demopack for whatever wad, I'll certainly contribute some, but given the pace people normally submit demos for challenges I think it might take a while to fill out a whole megawad.
In the future, if people just submitted a demo along with their own maps for /vr/ projects, we could have a non-optimized table fill to begin with. Maybe requiring a demo along with a map is too much to ask for some, but they should already be playtesting.
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>>12406762
REKKR? More like SHITTR! Do people even play your wad? SIGIL's table is completely full. Kneel and drink my knob.
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>>12405601
Been working on some other shit for this guy
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>>12408304
Now THIS is the excessive flex, though this one is a WIP.
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>>12408304
>>12408306
Very fluid. Nice work.
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>>12407032
The remaster fucked it up because the retards used ericw's tools for it instead of a proper quake 2 compiler, and that fucked up the lightning in many maps, which is still fucked til this day compared to vanilla quake 2
Shoving reshade fake hdr on top may fix this issue, but the fumble to release quickly was high.
And now the game was abandoned because certain video game console companies and bethesda are scared shitless of patching the damn thing because of the dll files, and claiming "lack of money to do so".
>>12407825
strange of you saying that
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>>12404070
Arcane Dimensions
>>12404075
If you have the patience for half finished maps and sloppy, poorly thought out gunplay mechanics then sure.
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>Hellbound with Final Doomer+
>Feel exhausted constantly running low on rifle and minigun ammo, but rarely ever having shotgun ammo fall below 80.
>MAP13.
>Get the motherfucking Totenheim (BFG).
>MAP14.
>The wad starts to load me up on actual honest-to-god Minigun rounds, expecting me to be using it for the vanilla BFG.
>Have fun one-shotting Masterminds, fucking over teleporting monsters with the fallout, and having plenty of minigun bullets to go around.
NOW this wad's starting to get good.
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>>12404452
I would've got these done sooner but I got sick.
>>12407080
>All look different from each other, but it's all the same theme and I agree it's not as wild as Q1 going from techbase to medieval castle, to whatever the hell runic is.
I think that's the crux of it, especially for people coming into Q1/Q2 after playing lots of Doom and how it transitions from more conventional levels to hellish settings.
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>>12408659
This just makes me want to play Hellbound again. It's a really good megaWAD, the only level I don't really like is map 29 because it seems to lag no matter what in GZ (and it has like a thousand monsters or whatever on top).
>>12409028
Looking good. I've been poised to get sick for a while now, hope that doesn't actually happen.
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>>12409036
Here you go https://files.catbox.moe/7dfq95.zip
I took liberty in having some of the red in the lens of the AR glow, really like how it looks.
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>>12409154
Many thanks. I'll put it up on Itch later.
>>12409073
Here you go. It's every MBF21 mod I made, including two that are more or less done but I personally don't have it in me to finish.
Knock yourself out.
>https://files.catbox.moe/nnqbin.rar
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>>12409073
Oh no
I accused him of being a furry troon because of his avatar and he changed it into this weird cloud of black like a depression sufferer
Also I called him a snake when he got screenshotted in the quake discord server
I hope he hasn't killed himself
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>>12409230
A special kind of dumbass.
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>>12409216
>furry
It was an anime profile picture. I must agree with >>12409235.
>troon
Nah.
>depression sufferer
Yeah, it's something I need to live with and manage.
>called him a snake
Kinda fair, I guess? If I think something's shit, I say it's shit.
Scorching Earth is a pretty good WAD so far. Feels very Hellbound-ish.
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>>12409301
The cacoward should have been mine!
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>>12397972
The AI is really good, felt like a natural evolution from where Half-Life took it. Frankly it feels more like Half-Life 1 than Half-Life 2 did. Doom/Quake/etc fans may not enjoy it because it isn’t like them, it’s part of the 2nd wave that began with Half-Life or GoldenEye i guess too
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>>12409392
The AI keeps it fun with different approaches to battles. It's most fun co-op imo. I don't think I'd get through the whole campaign single player
>>12409329
He got one tho.
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>>12409093
Better than most of the 90s pc expansions (not as good as DC or Caribbean). It's hardest official Duke episode though. Not like Plutonia, but much more harder and assholish at times. New enemies and map themes are fun though. Coolest is Gates Motel which has shitloads of horror movie and game references.
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>runner-up
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>>12409429
I liked Sigil 2, but it felt a little under baked. Sigil 1 was better imo.
I am curious to see Helion, as it's planned to be a full 32 map megawad. Plus the Doom 2 beastiary and all.
Really I wanna see Sandy make an episode for Doom 2.
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was looking for something Blood related and found this instead. Who comes up with that shit?
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this might be the worst thing ive ever seen in a doom wad
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>>12410023
but perhaps there's a beauty behind all of this
i should also play in 16:9 but I refuse.
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I asked Grok which Quake port has graphics most accurate to the original, it says
FitzQuake and its direct descendants (the key lineage that addressed the original GLQuake bugs): Added gl_overbright (default on), fullbright support, proper texture handling, and options for nearest filtering.
QuakeSpasm (and forks like QuakeSpasm-Spiked): The community standard for faithful single-player. Fully restores overbright/fullbrights, supports crisp gl_texturemode GL_NEAREST_MIPMAP_LINEAR, emulates water warp better, and is highly compatible. Widely praised for "correcting the lighting errors introduced in GLQuake" while running on modern systems.
vkQuake (Vulkan-based, from QuakeSpasm): Same fixes + excellent performance and water effects.
Does this sound accurate?
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>>12410046
For me, it's Ironwail
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>>12410046
No. MarkV WinQuake a fork of WinQuake and is the closest to the original I know of, excluding DOS emulation. It still uses the software renderer, which is what the original levels were designed for and it looks them look bad ass imo. You can play with full resolution instead of a low resolution but I imagine that's not what you're looking for. You can also turn off animation interpolation, just like the original, but I don't go that far. That's how the game originally shipped but now it just hurts my eyes
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>>12410083
i didnt know wtf i was getting into desu but it seems like a good time
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>>12410179
This is definitely closest to the original. MarkV WinQuake is the only port that I know that uses software rendering besides Chocolate Quake so you get more features but same look
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>>12410206
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What's your favorite way to play Doom?
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>>12409770
I didn't post fatgoblin2.gif, but I have fatgoblin.gif.
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Regarding the level intermission text screen: Is there a way to have it show up before any level is played? So before MAP01?
Looking at UMAPINFO it seems to only support triggering it after a level.
I guess you could make MAP01 a dummy level that ends as soon as you enter, but I think that wouldn't look good and maybe even confuse players.
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>>12410364
No. I think your options are either an intro map or putting the story text in F1 screen
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>>12410296
On my laptop with headphones, using a gamepad and mouse, and reclined in bed with my dog sleeping at my feet. Either playing on Nugget, or maybe a mod with GzDoom (depends on mood and what I want to play).
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>Randomly decide to play some Unreal Tournament
>Look up some mods to improve the AI
>Find a mod that adds vehicle modes and a ton of new maps for these
>Facing worlds is even more of a clusterfuck now but its amazing
Man, how are these older multiplayer shooters still so much better than modern ones?
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I have Atomrain Stormtrigger, I have Bullet Time X, I have Buildmovev2, I have Nashgore, I have ProjMalice and some other enemy mods
Now I need maps
for what? what kind?
to complete my F.E.A.R.-themed gameplay fantasy, of course
give me your best "office" and "facility" mapset recs
doomcute requested
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>>12410523
>Urban Crusade
Fairly small urban levels, with a train and village in the middle. No actual offices until the last map.
>Hellbound
Until you get to hell, you'll be mostly in urban areas and there are quite a few facilities interspersed between the city levels as well. Not a lot of doomcute, but all the maps are fantastic.
>Scorching Earth
Doomcute out the ass. It's almost Hellbound 2. Didn't get far, but I'm gonna be surprised if there are no offices in it.
>A.L.T.
Probably not what you're looking for, unless you want the mindfuck that comes with FEAR.
>Nostalgia
The actual offices are actually rather few and far between, nor do they make up most of the maps they're in, but you can still have fun with them. Loads of doomcute in here.
>Urbanside
Really convincing city levels, but you might want to edit the maps to remove the rain that appears in some of them. It's made with Dehacked and replaces one of the decoration props, can't remember if it's a torch or not - if yes, your computer will shit iself and die rendering all those dynamic lights. Last level is a UAC building.
>Payday
A single building you storm into and duke it out with boss baron at the end. Good stuff.
>Unloved
Yes, it's not what you asked for, but a few of its levels are ruined infrastructure or themed after machinery and feel reminescent of those Alma horror sequences. Make sure you delete KEYCONF.txt within or you'll lose your keys when switching between levels.
I still want to make a Backrooms-inspired office space of death. Not sure I will. Just you and an immense building interior with a bunch of monsters.
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>>12410549
>Urban Crusade
Played this, liked it
>Hellbound
Don't like it
>Scorching Earth
giving it a shot
>A.L.T.
looks interesting
>Nostalgia
can't get myself to play it after how many times I replayed the first 5-6 levels. i don't know why i did this.
>Urbanside
Not a fan of the gameplay
>Payday
My autism goblin hates single-map wads
>Unloved
ech
>Backrooms
you reminded me that there was a backrooms-inspired mapset, Liminal Doom
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Is there a way to disable mipmaps or whatever causes this effect in vkquake?
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>>12410452
I sometimes look at old UT forums whenever I start playing it again. It's always kind of sad seeing posts from the mid 2000s of people who were having fun in a still fairly populated game. It makes you wonder where they ended up now they're adults/old men
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>>12410607
>>12410604
Yay.
>>12410612
I tried browsing them for answers to some weird issues I was having lately, and a lot of the newer posts I’ve seen on there basically say “just go to Discord”.
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>>12410667
>I tried browsing them for answers to some weird issues I was having lately, and a lot of the newer posts I’ve seen on there basically say “just go to Discord”.
That's shitty, especially since I refuse to use that garbage app.
I did find something cool from 2008 though, a small thing to copy into the .ini file to unlock Xan as a bot/playable character as it makes the game think you beat the "campaign".
[Botpack.Ladder]
HasBeatenGame=True
I thought it was neat because I can't be fucked to do that again.
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Sup, everyone. I'm currently posting some chapters from the second Doom novel - I figured you lot might be interested.
>>12410832
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>>12401768
These ratings are all over the place. Why would a cyberdemon get 3/10 and a baron get 0/10? Lost souls are giant flaming skulls and are the fastest enemy in the game, I don't see them being pushovers. Imo higher than caco (who can fly, you cannot fly)
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>>12408625
https://mega.nz/file/0tMgDJYS#FEErXfOogAVEhZf2385D8NwBh0JUo4akeuW7rLGS 2Q8
here you go
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>>12404778
>I had traumatic event while playing it
What was it anon? I had a cousin that decided to play the original Roller Coaster Tycoon during the same day that our great grandmother was dying, & I remember him talking about how it always stuck with him when tried to play the game normally afterwards.
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>>12409478
Yet, everyone remembers Sigil, it inspired several wads, while those cacoward winners (bar Eviternity) had been forgotten already.
Stupid contrarians bitch about it, but Sigil faithfully captured the original game's aesthetics and atmosphere without being just a rework hackwork.
It was a self contained stylish adventure. Sigil 2 was weaker, but still had memorable moments.
Yea, I know: " t. Romero"
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>>12409772
The humble mancubus.
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>>12401768
I'll go by a metric of an armed civilian and also a squad of trained soldiers.
>zombies
They have guns, so they can definitely kill you, but they are not smart, they don't operate as a unit and they're not fast. They rock shotguns and pistol caliber weapons, which common Lv.3 body armor would easily stop, so a good vest would improve your margins.
They also infight easily.
The squad would easily wipe the floor with a bunch of them, and even just some dude with a shotgun or rifle (even just a hunting rifle) could take on lots of these guys with some planning and careful maneuvering.
>imp
Easily shootable, but dangerous in melee.
Might start fires though.
>pinky
Fairly fast and can take some punishment, but ultimately is akin to a large-ish charging animal (smaller than a moose). Deadly in melee, but a hunter could consistently drop one, would probably die if hit by a speeding car.
Specter would be more intimidating because he's not easy to see, especially when it's dark, so they could have a pretty big ambush advantage.
>baron
Like an imp but bigger and much tougher, being able to take so much damage is what makes him dangerous, you'd be spending a lot of shotgun shells to down him. Maybe try ramming him with a big truck or something?
Squad would have much more ammo as a whole, and probably stuff like an M72 LAW rocket or something, and just one of those should at least critically wound him.
>cacodemon
Flies, so cover is more bothersome, but he's still a large, round, and pretty slow target. Eye would be a somewhat easy weak spot, especially using a shotgun, so blinding him should be easy.
>lost soul
Dumb and telegraphing their attacks. A skeet shooter would probably handle them pretty well.
For the squad, this would be like fighting drones except the drones aren't bombs (unless it's Doom 64)
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>>12401768
>cyberdemon
Actually a fucking menace. As a civilian your one real option is to just flee, get in your car and serpentine away, pray you don't get obliterated.
Squad would not do easy here either, cybie takes a lot of punishment, moves fairly fast, and could realistically destroy a lot of hard cover (like in HDest).
He would probably be able to tank like five LAW rockets and keep going for quite a while.
The squad could win by focusing fire for enough time, but he may kill some of them, maybe even win.
If they could call in an attack helicopter or IFV, or better an actual battle tank, they could dramatically improve their odds.
>spidermind
Lays down a pretty large volume of sustained fire and isn't quickly killed, but he's also a big and tall target. He would probably be easier than the cybie just because he doesn't output a constant barrage of explosive ordnance, but you'd need to use a lot of explosives and sustained fire in return.
>revenant
Probably fairly deadly, but if you manage to luck out on the seeking missiles, or just pull off some sick dodges, you could take him with a hunting rifle.
Melee range behavior is there, but that's almost meta knowledge, you'd realistically need to observe them in action to conclude it.
Good at clobbering, but he telegraphs the fuck out of his punches. Mike Tyson in his prime, if dropped in melee range, would almost certainly win that fist fight on tactics alone, hell, even old Mike today would probably still win that. No ears to bite though. :(
Squad would win most times.
>mancubus
Slow target, wide target. Could easily start a big runaway fire, but if you're quick and proactive he should be fairly easy to kill.
>arachnotron
Sustains fire, but not in the same volume as the big spider, and he's more easily felled. A smart hunter using cover could take him.
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>>12401768
>archvile
Situational, he could easily be crazy dangerous, but an abundance of cover/concealment would strongly limit him.
Could you stop his attacks if a group of dudes manage to put a sack over his head so he can't see?
Squad could easily overpower him just because a dozen modern infantry rifles (and a machinegun) focusing fire on him should stun him pretty reliably.
Raising killed monsters though could change a lot.
>pain elemental
Potential menace (especially the Doom 64 kind), but caco tactics could be applied.
>icon of sin
Squad, if they hurry, would probably be able to deal with him very quickly if they figure to shoot rockets or grenades at the gaping glowing hole in his forehead, as they can aim vertically.
Just some dude might be able to pull it off if he has the same intuition and he gets provided the same haul of weaponry.
>Wolfenstein SS
Realistically a very sorry excuse for an SS Trooper, not appreciably different from the zombies.
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>>12410452
>XVehicles
This is an absolute shitshow in the funniest possible way. I can only imagine how much better this is with actual players.
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What do you guys think about Fallout Bakersfield? Are you interested in it or not?
https://www.youtube.com/watch?v=L0Wv6kkloCU&pp=ygUTZmFsbG91dCBiYWtlcnN maWVsZA%3D%3D
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>>12411848
Not him, but dll files can contain and be used to trigger malicious code that can do things outside of the game and fuck up your system.
It's not like in Quake 1 where a mod's code is contained by a virtual machine and more limited functionality.
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>>12411848
because "someone may hack the game" shenanigans
>>12411823
As long as it is a proper remake of FO1 in first person with rpg stuff in it, im all in.
Unironically if DFU was more moddable in terms of making a complete TC, it would be a perfect way to remake Fo1 and 2 using Daggerfall's engine.
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>>12411823
I’m marginally interested because I’m not yet convinced there’s even much of a “game” there. Currently, it looks like just a bunch of isolated set pieces to show off some decent sprites and animations. The ghouls look really slow, don’t look like they do much, and the first one that gets attacked takes several rounds to take down. I also thought that was the 10mm at the start, isn’t that a mag-based weapon?
>>12411839
Easily one of the best looking shooters from the 90’s, especially when you compare it to something similar like Outlaws.
But wow, is Outlaws so much more fun to play.
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>>12411131
>>12411173
Duke only likes legal chicks, source: dude trust me
>>12411931
You no forget to pray Shadow Warrior fahst!
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>>12411621
>>12410452
We played exactly that map with vehicles past weekend at game night set up via gamedate. Had about 35 players joining for a couple of hours. The next game night will be at friday, at the same server.
https://www.gamedate.org/s/4s5u6u245
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>>12412017
here is a quick run-down to listen to while you play vidya https://rumble.com/v75fy9e-what-theyre-not-telling-you-about-epstein.h tml
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>>12411823
It looks great, probably the best fallout-like thing since Fallout 3 happened, but so far it's not clear how it plays at all. Just making UI that resembles classic Fallout RPG systems is not enough, you need a whole damn game full of actual content that will work with these systems.
Anyway, even in worst case, we're getting a shitload of sprites to use in wads.
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Started a new map for the first time in months.
Aiming to make some liminal, Blame-y bullshit.
Gave myself one week. Let's see how it goes.
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>>12397925
>enjoy posts
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>>12412102
sounds like it would fit this
https://www.doomworld.com/forum/topic/156518-infinite-slots-until-the- end-of-february-doom-brutalist-comm unity-project-brutalism-in-doom-mbf 21/
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>>12397573
>Anyone else wanna do .MOD or .MP3 music, or do we just let it ride (and suffer) with with Eternity's bothersome to change .SF2 settings?
I say MIDI+MOD to mapper's taste.
Covers most situations, and offers the common denominator as a fallback. I know MIDI doesn't compete in most cases, and that's okay.
There seems to be an anon or two around who is willing/able to work with trackers. I'd want to support that for the novelty alone.
As long as we don't end up with 40mb of music, it should work out.
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>>12398083
vertex relocation map11 uv-speed 1:14 https://litter.catbox.moe/yrehhi.lmp (catbox is down)
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>>12412161
Yeah, but I'm not fucking with Doomworld anymore and I want to use 3d floors and dynamic lights and shit.
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>>12412442
I think the remaster had huge potential to be a better modding platform than even Doom2, since it's basically Doom2 + fancy lighting, but that potential was fumbled by not making the game super easy to mod the way Doom2 is.
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I think Rekkr is a pretty cool guy
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>>12398083
NoMo 0:43 / NoMo100S 0:45 https://files.catbox.moe/wk9rdc.zip
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>>12398083
uv-spd 1:09 https://files.catbox.moe/01fa4e.lmp
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>>12398083
UV- Speed: 49 Seconds
https://files.catbox.moe/l4rqrl.lmp
NoMo: 41 Seconds
https://files.catbox.moe/hzxll7.lmp
NoMo100S: 43 Seconds
https://files.catbox.moe/92of0v.lmp
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>>12412493
>Looking down on someone for enjoying a mod
I take it you haven't actually played Unreal Tournament. It's a clusterfuck regardless of mods, the whole point is being a frantic deathmatch game. If you actually liked shooters you'd know this.
>>12412743
I mean, it's fun but all the mod does is add a mode that exists in UT 2004. The vehicles are also made of paper and I got fed up with how much of a stalemate it makes some maps. It's like turning half your games into CTF-Face.
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>>12411621
I gave XVehicles a go and it reminds me of C&C Renegade's multiplayer a little.
Lots of janky vehicles that barely work in some cases but the extra element they add is entertaining. I'm 100% sure there's a Halo Ghost with the serial numbers filed off though.
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>>12412789
>Looking down on someone for enjoying a mod
Not that at all. No need to flaunt your insecurities at me
>I take it you haven't actually played Unreal Tournament
Ah. That would explain it. You're a /v/ tourist. Carry on.
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>>12413642
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>You'll be Swiss cheese!
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Doom has soul.
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