Thread #12413141
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12397396
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/
498 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 ===
[02-22] Phobos Delta-1 released
https://r3voke.itch.io/phobos-delta1
[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
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqH IN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST
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doing a pseudo CGA paletted .wad seems like it'd be kinda cool, if only for a brief bit
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>>> CLASSIC DOOM CHALLENGE <<<
Record a UV-SPEED demo of Doom 2 In Spain Only, Map 06: "La trituradora" by Richard Frei (Tarnsman) (as South American McGee) -cl2
Reply to this post with a demo & your time.
Wad download and current records:
https://dsdarchive.com/wads/d2iso?level=Map+06
Example demo in 3:07:
https://files.catbox.moe/0i8e0s.lmp
Previous challenge Winner, Vertex Relocation UV-max in 2:39! >>12408005
(There were some other fast demos, but since the category was uv-max, this is the WinRar)
Some anon specifically requested uv-speed challenges. The observant will notice that the example demo is actually faster than anything on the dsdarchive right now, though it's still not that optimized. IMO, the uv-speed record for this wad is easy pickings if you're willing to submit your demo to the doomworld thread. This is especially true if you're willing to do a glide on the red locked door before the switch. Have fun.
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>All right, we need to give this ghost a spooky and unique sound. Any ideas?
>How about we make them say "yeah" constantly?
>Good enough
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>>12413141
>no AI OP
>v8
>didn't fall for the Treasure Tech news shitpost
Been on a roll lately.
>>12413303
Probably can't help you, but with or without aim assist?
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>feel like playing doom
>load up wad that i was recommended
>look inside
>slaughtershit
I am so fucking tired boss
Give me something that has an actual sense of progress and isn't just ten gorillion slaughter arenas
This is my most common grip with DBPs, they tend to devolve into slaughter because that's easy and fast to map
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>open map I made 5 years ago
>good mix of open and tight environments
>encounters aren't amazing, but still fun
>secrets pretty varied too
>test a map I've been working on recently but took a break from
>nothing but blocky rooms, basically a DnD dungeon layout
>either one dude in a room or borderline slaughtershit, unfun either way
>every secret is behind a fake wall
>my past 3 or 4 maps are the same way
Is it over for me bros?
Do I have mapping alzheimer's?
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I am sitting here, getting stiff!
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>>12413424
People seem pretty favorable to Nugget Doom for a slightly enhanced experience, with GZDoom being the one you want to play mods on, UZDoom being the one you play mods on and #own AI bros. Can't say much of MP stuff.
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>>12413179
6:08 https://files.catbox.moe/36bmno.lmp
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>>12413426
>>12413434
Wait, GZDoom is still around? I thought everyone moved to UZDoom
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>>12413440
I'm still on GZ, and will remain until there is a significant reason to switch. That can be mods made only for it or the devs somehow improving performance.
Until then, the only reason to use UZ in my opinion is to feel good for "rebelling" against the chickenman.
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>>12413179
>Some anon specifically requested uv-speed challenges. The observant will notice that the example demo is actually faster than anything on the dsdarchive right now, though it's still not that optimized. IMO, the uv-speed record for this wad is easy pickings if you're willing to submit your demo to the doomworld thread. This is especially true if you're willing to do a glide on the red locked door before the switch. Have fun.
I'm not sure but I think he meant doing them here as thread challenges?
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>>12413456
Makes me glad I mostly play without gameplay mods. Sucks hard tho for stuff like Ashes.
>>12413383
I think he just doesn't enjoy slaugther. Being able to handle it and enjoying it aren't the same. I finished Sunlust and other stuff like New Gothic Movement, still prefer non slaughter most of the time. I need to be in the mood for a slaughter map and then I can enjoy the strategies that only slaughter demand of you.
Most of the time I enjoy stuff like Sigil more. Currently working my way through Scythe 2.
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>>12413439
>>12413179
3:50 https://files.catbox.moe/19io5e.lmp
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>>12413557
I generally prefer maps not to be slaughter, I just hate the stupid reductionist take that there's zero thought to its design and that it's trivial to make.
Let's compare two classics, Alien Vendetta and Hell Revealed. Alien Vendetta does slaughter pretty good, while Hell Revealed does it fucking annoying and bad, and that's because one is well made and well thought out, and the other isn't.
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>>12413569
I'm not one to disagree with that take. A good slaughter map takes ages to balance. Every fight is like a big puzzle to solve and I can enjoy that very much.
Hell Revealed but we a peak example of slaughter done wrong. Tedious as fuck, no matter how much the pumpkin head defends it.
In a good slaughter map I look forward to what the mapper had thought of for the next fight instead of dreading the next 15 minutes of slog. Impressivly, Ocupluk does that really good. Every room has a solution, although the execution takes to long for me most of the time (as does the whole map).
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>>12413575
>>12413424
PrBoom+
Nah, joking. Nugget is the modern way to go.
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>>12413614
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>>12413179
>>12413247
I got an idea, I'd like to hear your thoughts. How about this: we pick a map ("Can you beat X?"), and then anons can compete in whatever category they like. I like this idea a lot because it allows casual players to post their any% completions while still retaining competition, so it solves some problems, but then comes with it's own problems:
1) Do we link the no-monsters categories? I think we should still link them, even though all it takes is 1 player with better movement to win every single time
2) The original challenge was a UV-Fast challenge and doesn't really make sense without the -fast parameter, so we should still be flexible and have single-category-challenges.
D2ISO Map06 NoMo 1:25 https://files.catbox.moe/oad3ma.lmp
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>>12413179
No monsters 100% secrets in 1:49, in case anyone wants to learn the level exit and secrets quickly
https://files.catbox.moe/3nc5s8.lmp
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I think i got the gist of ripping sprites now.
Doing this more out of the novelty than anything else, i'm still weirded out by how the DECORATE code works together with the animation frames, fuck me if i know how to calculate the proper framerate for these sprites using only in-game ticks.
Lookin' janky as fuck ova here.
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>>12413179
uv-speed 3:03 https://files.catbox.moe/cidexg.lmp
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>>12413915
The idea was, the berserk clears blocking enemies faster (like the spectres on the hurtfloor) and the blue armor will get you to the end more often, and might as well get them both since they are next to eachother, but I'm not sure if this is the best strat or not
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>>12413915
The hellknight ends a lot of runs. It's the only pure-RNG part of the run, I think. For example, the yellow keycard fight is random but you can clear monsters (like the spectre) beforehand so they don't flood into the room while you try to escape
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>>12413893
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>>12413179
Regarding the Doom Speed Demos Archive, I am b& from doomworld so I can't post my demos, which is why I record with mods loaded. I can record without them if anyone cares enough to submit someone else's anonymous demos. If a demopack community project ever materializes I'd post demos for that. I wanted to host one for REKKR but I'd have to rely on someone else to post the finished product to doomworld.
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>1 hour into a single quake map
>gonna check the stats tab real quick
holy shit
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>>12414046
I posted a thread with the subject "40oz is the most prolific mapper in the history of DOOM" and the thread read: "Say something nice about him." It's a harmless shitpost and I was permanently banned for it
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>>12413942
Oh that MCR-ish wad that was posted a few threads ago, yeah it was pretty nice looking.
But my current issue is *not* really about that, i'm just ripping sprites from Saints of Virtue and since i got no access to the source code, i can't really replicate these weapons/enemies in Doom, i can only fuck around with the DECORATE code to get something similar.
>>12413960
Why that TerryWAD face in particular anon?
Does *this* remind you of a TerryWAD?
Because i would, never ever, be half the man that Terry was.
Also mapping REALLY be like this:
https://youtu.be/a9IgdZtajAA
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Still going strong with the map, but currently it's morphing more into abstract concrete spaces than anything actually liminal.
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>>12414059
Your mistake. You don't discuss in Doomworld, period. Discussion leads to opinions, opinions lead to arguments, and arguments lead to bans. Doomworld is only releasing and advertising your projects, bug reporting, editing help and other officialish stuff. Anything else is too risky, because DW today is pretty much regarded as linkedin of indie fps developers instead of casual forum. If you get too quirky, you get banned. I'm not saying that it's a good or a bad thing, I'm just saying how it is. DB and /vr/ are the place for fun casual discussion. I do say, that DW folks pretty much killed their own forum and influence on Doom community by being too strict with the rules. But maybe that itself is a good thing. When they make their rules too strict, nobody follows them anymore by simply discussing elsewhere. If only we had alt cacowards, it would be complete deathblow to DW.
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>>12414059
>>12414162
This is not entirely surprising. Something happened a long time ago (late 2000s, early 2010s) that made some of the Doomworld staff, dew and esselfortium in particular, hate 40oz to an absurd degree. The level of "I perceive you as an existential threat, I will instinctively attempt to kill you on sight, even the mention of your name triggers my body's fight response without my brain having any say in the matter".
Nobody seems to know exactly how it started. At least, I'm sure 40oz doesn't. But it has led him to ruin the forum he runs in an utterly vain attempt to cozy up to people who will always, for the rest of their lives, detest his very existence.
>>12414154
This is a facile explanation. There's no factual detail in it, it's just an "it stands to reason" type of argument that feeds into people's existing prejudices.
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>play The Thing You Can't Defeat
>everything was very easy to defeat, didn't even get lost like a retard like I did in myhouse.wad
What did they mean by this?
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those sons of bitches put a password on byoc ctf
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People are saying that this is a C8A1, meaning that Duke is canadian.
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Someone mentioned Chocolate Quake last thread and I tried it out, and I noticed mouselook is enabled by an autoexec file. Did Quake 1 ship without mouselook? I played it in like '99 and I don't remember needing to use console commands to enable mouselook. I noticed the game does slope-tilting on stairs when mlook is disabled, which is cool
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CHOCOLATE QUAAAAAAAAKE
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>>12414502
I think it's possible I played the original without mouselook and simply don't remember because I remember Quake 3 more vividly. It's weird I don't remember such a big detail. I certainly remember Duke 3D had mouselook off and I had to use the PgUp/PgDn keys for the shootable switches
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>discover a randomizer mod for Quake 1
>it's supposed to send you through a random sequence of vanilla and Armagon maps with weapons and enemies all mixed up
>just ends up a jankfest with half the enemies getting stuck or not working at all
A bit of a shame, but still kinda neat. I guess you'd probably have to take advantage of features exclusive to FTE or DarkPlaces for something like this more polished.
https://www.moddb.com/mods/quake-i-randomizer
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>>12414484
>>12414318
This is an alternative timeline anyway, Canada is a US state.
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>>12414145
>Because i would, never ever, be half the man that Terry was.
One can only dream to approach perfection anon.
>>12414443
Yeah, he might have changed his oppinion on Hell Revealed over the years, idk. But he used to regard them as some of his favorite wads. If my memory doesn't betray me, he said that Hell Revealed 2 was even his favorite wad while he also wouldn't touch Ancient Aliens because people asked to much for it and it was too popular I guess?
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Call me filtered, but more enemies should die from a single point blank SSG shot in Quake
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>>12415005
>we'll all shove our dicks in blenders
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Okay so now there's 5 different projects wanted by 5 different anons.
- Eternity/cc4-tex
- limit-removing/BTSX
- make a demo pack for some megawad
- HotPotato for REKKR
- fore/vr/ alone 2
I hope I'm not the only one who can see this is retarded.
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I mean there's too many ideas which means everyone wants to do something different
Attention is spread too thinly so nothing gets finished
Basically, idea guys must be shot on sight. Otherwise you never get anything done
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>>12415125
Easy; make a limit-removing Eternity map with cc4-tex and BTSX, using REKKR assets, have every anon who contributes to it add a different waifu, then record a demopack to go with it.
Boom. Efficiency, baby.wait now there are 6 projects oh no
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It's Friday bros, what're you
>PLAYAN
>WATCHAN
>LISTENAN
>READAN
>EATING
>DRINKING
>FAPPAN
>FEELAN
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>>12415194
Coincidence, I was already writing this post.
>PLAYAN
I've been playing the DBPs at random for a while alongside some other mapsets so here's ones that have stuck with me as being BOTH:
a) visually appealing
b) have enjoyable gameplay
>UAC Ultra
>Urban Crusade
>Extermination Day
>Disjunct
>Abscission
>Nostalgia
>TNT Overcharged
>TNT2 Devilution
>Doom 2 Rebuilt
>Sunless
>Urbanside
>Tetanus
>Necromantic Thirst
>Liminal Doom 2 (gameplay weaker here but the enviro design is pleasant)
>Lost Civilization
>DBP 77 Economy of the Dead (except for the last map, I really don't like "here's waves of giga fuckton enemies" type gameplay)
>DBP 71 Grief Arbiter
>DBP 68 Outposts of the Wasteland (would like a sterilized version of this so I could play it with proj. malice)
>DBP 58 Immortal Warfare
>DBP 69 Caustic Industry (haven't finished, gets a bit too intense for my tastes, but undeniably very good)
>DBP 50 Emerald City
>DBP 29 Morbid Autumn
>DBP 56 Augustland Barrens (same as Caustic Industry)
>DBP 37 Auger Zenith (big shock I know)
I admittedly haven't played much of the numbers below 50, need to fix that.
I've been playing mostly using Project Malice monsters and various LossForWords, DrCosmobyte, and adjacent weapon mods, as well as Bullet Time X.
I especially want to note UAC Ultra. Something about this mapset has its claws in me and won't let go. I need to make more gameplay edits. I also really want to play with the gameplay version of SIREN but the sprites are fucked when loaded with Proj Malice and Siren's own mobset is unfinished.
>WATCHAN
https://www.youtube.com/watch?v=axpBk1akwHk
Also Kamen Rider Zeztz
>LISTENAN
https://www.youtube.com/watch?v=367I5c-8PE4
>READAN
My own manuscript, mostly. Go read Puppetmaster: Army of One.
>EATING
White yogurt w/ brown sugar, speck of salt, cut-up banana, oat flakes, some broken up biscoff caramel biscuits.
>DRINKING
Coffee with milk
>FAPPAN
in de schipol straat up gejorking et
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>>12415259
I'm supposed to believe that suddenly, two completely different anons simultaneously decide to immigrate the same /v/ meme into a general where it's never been posted before? No dickhead, you know full well you samefagged both of the posts.
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>>12414319
>>12414326
top kek
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>>12415275
Stop being a retarded schizo, you schizo retard
I was writing the post about which mapsets specifically I had played and enjoyed, and then, seeing >>12415194, I stapled on the playan watchan etc shit just for fun
everything isn't some big fucking conspiracy you absolute nutcase
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>>12415282
>>12415275
now stop bitching and talk about doom
play any DBPs? other mapsets? which ones stood out as both looking good and playing good?
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>>12414924
It would help if those grunts and dogs appeared in more than five levels. It’s also a symptom of the design choice of making shotguns that shoot twice as fast while dealing half the damage compared to their Doom counterparts.
>>12415131
A dangerous way to undermine /vr/ projects.
Additionally, Duke It Out in /vr/ is about to be phased out (that guy posting the second map never resurfaced, sadly) so the “current project” part of the news post may end up empty.
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>>12415125
>>12415131
Calm your tits, I was just asking what sounded fun
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>>12415328
I'm referring to >>12415045 retard. You see what I mean?
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>>12415330
I believe the Eternity project begins March 1st. That's what I heard anyway. I'm not the schmuck^H^H^H^H^H^H^Hkind volunteer managing it lol.
I did see >>12385707 though in a recent Screenshot Saturday. At least someone is working on something
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>>12415125
Anon, you are the one who's being retarded. You are overcomplicating things that are simple.
>Eternity/cc4-tex
Wanted by multiple anons. Supposed to start on this weekend. There seems to be a project lead too.
>limit-removing/BTSX
Also talked and wanted by multiple anons. The original lead quit, so most logical thing would be to do this after Eternity project. Though it could work same time since this speedmap project and the Eternity one isn't. We shall see, but we start with Eternity one anyway.
>make a demo pack for some megawad
Suggestion by only one anon, but since it's demo recording it wouldn't overlap with mapping projects. But maybe now when new mapping project is starting, is not the greatest time to start this.
>HotPotato for REKKR
>fore/vr/ alone 2
Probably jokes and you shouldn't worry about them
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>>12415125
How about... a Terry wad?
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We haven't done one of these in a little while... EXPLOIT THIS! Who was The Oracle all along?
(You can fill in with solid black as a bottom layer).
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>>12415437
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>>12415437
Oh, my God...
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>>12415437
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>>12415194
>FAPPAN
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>>12415301
>It would help if those grunts and dogs appeared in more than five levels
MachineGames thought the same thing and then made two expansions.
>>12414947
I use the one called Doom Launcher and it works well. I wish there was something that worked better with a controller though, Ironwail loading Quake mods through an in-game browser is the best.
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"I must kill the Oracle!"
"No, John, you are the Oracle."
And then john was a spectre.
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>>12415194
>PLAYAN
Osiris.
>WATCHAN
Maybe I'll catch up with the last season of Smiling Friends, or maybe I'll watch one of the movies I ordered.
>LISTENAN
https://www.youtube.com/watch?v=iLzaPpZfz1E
https://www.youtube.com/watch?v=S0uD-2lRZ1E
https://www.youtube.com/watch?v=u_xkw3G_RaM
>READAN
Still on that first Doom novel.
>EATING
Omelet.
>DRINKING
Fanta.
>FAPPAN
Goths, lolis, and gothic lolis.
>FEELAN
Pretty alright.
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>>12415437
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>>12415437
You have like, cut the cancer from your body dude, but your heart is still beating.
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Nugget doom is getting truecolor support
https://github.com/MrAlaux/Nugget-Doom/pull/172
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>>12415557
WUWHAT??
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>>12415557
Are my prayers being answered?
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>>12415493
>>It would help if those grunts and dogs appeared in more than five levels
>MachineGames thought the same thing and then made two expansions.
Specifically, if they appeared in more than five levels of the base campaign and weren't always glued to the "slipgate base" levels. Dimension of the Past was still doing the traditional "Q1 thing" of keeping grunts, enforcers, and dogs almost entirely in those initial military base levels. They're really not all that out of place when put in the more "castle-like" Quake levels, though that didn't stop mods like Arcane Dimensions from making even more aesthetically-fitting grunt-like enemies.
>>12415565
Always had more of a problem with some of its over zealous fans than the mod itself, and I haven't seen those fans around here in years.
I guess my major contention these days are people who find Nightdive ports to always be the 'best' option.
>>
>>12415635
I always thought that any complaints about monsters being out of place here or there on Quake levels are funny when the whole premise is about dimensional travel and monsters invading from another dimension. But anyway, I somehow remember fighting way more grunts and dogs outside the techbase levels in both expansions than on the base game.
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>>12415557
Once Woof finally implements png brightmaps support (they better don't drop it), I won't ever need anything but Nugget.
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>>12414883
>alternative
well, so far
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>>12415194
zandro
indycar
indycar
/doom/
burger
pic rel
ur mom
comf
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>>12415194
>PLAYAN
retro fps related? Doom SNES maybe... Been on my mind lately.
>>12415194
>WATCHAN
X Files, season 5
>LISTENAN
Boneworks soundtrack.
>>12415194
>READAN
Doom Infernal Sky and children's books (dogman atm)
>EATING
Leftover Chinese
>DRINKING
Probably not, I have a cold. Buying some cheap beer for the weekend. PBR prolly.
>FAPPAN
No.
>FEELAN
Fine. Bit tired, thanks for asking. You?
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>>12416069
Whoops. Fucked up typing that. Phone posting...
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>>12415194
>PLAYAN
HIDEOUS DESTRUCTOR. I'm trying out Scorching Earth but I'm not sure if I'll stick with it. Getting real sick of playing through dark maps in HD. If anyone has any map recommendations for HD let me know. I'm also running a play-by-post game of Mothership on the side for my best friend.
>WATCHAN
Nothing. Some youtube videos on the side.
>LISTENAN
https://youtu.be/uOE-vVuBXKE?si=T11P_BKxbyBimFpI
>READAN
The Most Evil Trainer. Pokemon fanfiction.
>EATING
Goin to Chili's tonight with my dad. Lookin' forward to it. I made a chicken pot pie yesterday, got pizza dough fermenting in the fridge I made today. Gonna cook that tomorrow.
>DRINKING
Tower Station IPA. I only drink on Fridays with my dad these days so I am very looking forward to it.
>FAPPAN
I like breast expansion
>FEELAN
Hungry.
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>>12416113
>I like breast expansion
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>>12416119
I feel like that's relatively tame in the grand scheme of things.
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>>12415194
>PLAYAN
Finished Duke Nukem 2 again last night, I need to get back to playing Jeb's Legend of Zelda 1 remake.
>WATCHAN
Soon I'll be watchin a friend stream.
>LISTENAN
Nothin at the moment.
>READAN
Again, nothing for right now.
>EATING
Chocolate graham cracker, later on I'll have more leftover hamburger helper, that shit's always better the next day.
>DRINKING
Water, for now.
>FAPPAN
I just woke up, I'm not jorkin it.
>FEELAN
Back hurts, annoyed with the world, but also very, very grateful a friend of mine is okay.
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>Phobos Delta-1 released
I’m used to mod updates mucking up my saves, even when it’s something really insignificant, but this is working smoothly with all my older Deimos-1 slots.
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>>12416126
holy viewbob slopper
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>>12415194
>PLAYAN
Quake 2, Call of the Void mod
It's meh.
>WATCHAN
A recording of a 10 hour livestream of two men with big foreheads talking about people with big noses.
>LISTENAN
https://www.youtube.com/watch?v=tjvQSTEnShc
>READAN
Jewry In England: A Thousand Year History by Frtiz Kreuger
>EATING
Roasted chicken and baked potato.
>DRINKING
Green tea steeped with ginger, lemon, and cranberries.
>FAPPAN
Quake 2nah jk, your mom
>FEELAN
Weltschmerz
>>
>>12415194
>>PLAYAN
Nothing /vr/KCD:2, but I need to get back to finishing adding Strange Aeons footsteps to HND, so that when I do. Also Doom Incarnate and Walpurgis.
>>WATCHAN
MHA: Vigilantes and Mato Seihei no Slave.
>>LISTENAN
Nothing.
>>READAN
Kill Six Billion Demons, Mato Seihei no Slave, Rosen Garten Saga, Goblin Slayer+Year One, DanDaDan
>>EATING
Nothing.
>>DRINKING
Coffee.
>>FAPPAN
Nothing.
>>FEELAN
Hungry.
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>>12416113
I've been running Biodiverse with HD, it's very good so far. Big difficulty spike on Map09 though, making me work just to get out of spawn alive.
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>>12416173
Cool, I'll try it out. Generally I find with HD most wads have a difficulty spike at some point where it stops being fun. Just gotta decide when you've had enough.
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>>12415194
>PLAYAN
Started playing Sunder, and immediately got annoyed. Switched to A.L.T., and got lost and annoyed.
>WATCHAN
The birds outside my window.
>LISTENAN
https://www.youtube.com/watch?v=GtCYfxLlRSQ&list=RDGtCYfxLlRSQ&start_r adio=1
>EATING
Prolly gonna order a pizza, it's been a long week and I don't feel like cooking.
>DRINKING
Coffee
>FAPPAN
I'm too old for that shit.
>FEELAN
Kinda cute. Might delete later.
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>>12415194
>>PLAYAN
Hell Revealed
and the eternal game of bug fixing
>>WATCHAN
Frieren
>>LISTENAN
>>>/wsg/6099672
>>READAN
Frieren
>>EATING
Rice and beans
>>DRINKING
Tea and coffee
>>FAPPAN
Doesn't work any more
>>FEELAN
Why am I still alive?
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>>12416228
freedoom
worth playing on its own
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>>12416228
>>12416236
Specifically it's Lotan's Tomb, a Freedoom fork by HD's author with various tweaks he personally wanted to make. There are some gameplay differences playing either in HD compared to id Doom, like chaingunners being more heavily armored, pistol zombies existing alongside the regular rifle and SMG stormtroopers, and lost souls functioning entirely differently because the FD/LT version is an organic ball with an electric attack instead of a flaming skull.
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>>12415194
>PLAYAN
Peak
>WATCHAN
Nothing much just Youtubes
>LISTENAN
B/Eat It (MJ/Weird Al)
>READAN
occasionally reading mahjong tips
>FAPPAN
sexy demon ladies
>FEELAN
not bad
>>
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Duke pic of the day
Always forget that I need to do 2 or 3 captchas in a row to post
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>>12413141
>>12414989
Project notekeeping.
>1. Duke It Out In /vr/
Deadline tomorrow!
>2. 666 Minutes Of /vr/, aka Back To Sat/vr/n
I like the title "666 Minutes : Echoes Of Sat/vr/n" as it's more distinct and less derivative of BTSX's title.
>3. Eternity project idea
CC4Tex. Starting very soon?
Someone said optional .MOD music would be fine.
>4. Sub Mortem
Still completed.
Still not on iDGames.
>>12415125
It seems to me that only the first two of those have had any serious discussion (and we've been talking about them for a little while now), so I don't think that it's problem, people will just spitball.
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>>12416436
>>1. Duke It Out In /vr/
>Deadline tomorrow!
duke bros....
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>>12415437
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>>12413179
>a glide on the red locked door before the switch
Since I mentioned this is possible, here's a nomo demo demonstrating it. It's much more finicky than the scytheX glide for some reason. You could get a fast time on a uv-speed run using this same trick, but I think you'd need to do something about the hell nobles before the switch.
https://litter.catbox.moe/kkel46obovja7f02.lmp
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>>12415194
>PLAYAN
Alien World Order
>WATCHAN
Wednesday S2
>LISTENAN
New albums by Clawfinger and Karnivool and Gorillaz and Converge
>READAN
The Child of the Cavern
>EATING
Pasta
>DRINKING
Ginger tea
>FAPPAN
taking a break today
>FEELAN
same as every day for the last n years, apathy and overall like shit. I'm glad vidya exists
>>
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>>12415710
>>12415756
And I want Nugget to make good use of the xtra gibbing feature by including new graphics for monsters that previously hadn't gibbing animations so they can be gibbed into them. I also want Retro Doom's 2nd monitor as automap implemented, which is dope feature.
>>
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>>12413143
Inquisitor IV released
https://forum.zdoom.org/viewtopic.php?t=81303
Atomic: episode 2 released
https://www.doomworld.com/forum/topic/122738-atomic-boom-compatible-ep isode-2-ready-for-testing-developme nt-thread/
Abysm X released
https://forum.zdoom.org/viewtopic.php?t=81298
>>
>>12416552
>including new graphics for monsters that previously hadn't gibbing animations so they can be gibbed
You can accomplish that across all source ports with a WAD (provided it doesn't conflict with anything). That's not a source port related feature. Here's a video in case you want to poke around the editor https://youtu.be/PTn-oK8m2KU
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Trying to remember a Doom TCM. It starts you with a pistol in a narrow hallway/tutorial section teaching jumping and then drops you down into a cargo area full of zombies. Its futuristic sci-fi setting and one of the main enemies is a giant black foggy entity that kills you on touch. Very polished game with good pixel art. I think the name starts with an S but that's all i remember.
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>>12415194
>PLAYAN
Replaying Valiant, one of the first pwad I've played.
Still incredibly good, the custom weapons and monster are pulling heavy work I feel.
It's hard to think that it's over 10 years old at this point.
If I get tired of Doom either a bit of Pop N' Twinbee (going for that 1cc) or some Disgaea 1
>WATCHAN
Been on a South Park marathon, I'm at season 3 rn.
>LISTENAN
8BIT MUSIC POWER FINAL, one of my fav chiptune album, designed around the famicom soundchip it sounds amazing.
https://www.youtube.com/watch?v=nGnbjk2Y8dg
>READAN
At The Mountains of Madness by Lovecraft. Before bed.
>EATING
Maple Ham with mashed potatoes and carrots
>DRINKING
Warm milk and water
>FAPPANAI Slop
>FEELAN
I have given up
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>>12416816
you can always just pirate it.
It's a good game but the level design is very unique in comparison to doom or other classic fps games. Where in doom or duke you'd have key hunting in Hedon you have to find a key mold, a material to make the key and some machine to make it too. I love it but the game filters a lot of low IQ retards. The maps themselves are also massive, easy to get lost in if you are spatially challenged.
As for gameplay it's your average well made doom TC, with that additional berseker (melee) difficulty I mentioned
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>>12415194
>PLAYAN
Not /VR/, but Minecraft. I was craving it after not playing it for like I don't know, 15 years?
I've also been mapping, picrel for that.
>WATCHAN
Just finished watching Dogma's video on Baroque. Weird game, I played Baroque Shooting (the shmup spinoff) back in 2004 and thought the game looked kinda familiar. Turns out BS reuses the game's sprites and shares visuals.
>https://youtu.be/TQ5fNbpHk3c
>LISTENAN
Mostly Zytokine stuff I already had downloaded. Did listen to some Gridlock again, though.
>https://youtu.be/K52BbBd1G5s
>https://youtu.be/j0qPIJpimk0
>READAN
I'm not much into books, but I want to read I am Legend and other stories by Richard Matheson again. I own a copy and it was the first book in English I actually went out of my way to read.
>EATING
Tuna salad.
>DRINKING
Brandy. Alcohol does wonders to wind down.
>FAPPAN
FAT ELVEN TITS.
>FEELAN
Alright. Could be better, but I've had worse days.
>>
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>>12416601
>Inquisitor 4
>Abysm X finally released
Oh shit. I have been dying of boredom. I still haven't played ascension (Inquisitor 3 is ambitious but tiresome) - I figured that was the last game in the series tho. Hopefully Abysm X is as good as 2 was.
>>
>>12416692
I only ever really liked melee combat in a shooter with ME2/3 on Insanity. It's the combo of regenerating shields whilst having powerful abilities that allow you to safely engage hitscanners in melee without getting eaten alive and if played well rewarded for doing so with a faster kill or even multiple kills. Not even purely a Vanguard thing since practically every class had abilities to close the gap safely and then escape back to cover.
>>
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Post the best .wad in the world, or I'll eat your souls!
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>>12417138
This isn't the best .WAD in the world, this is https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/tribute
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Has anyone seen this before? When I turned the corner this knight was turned to stone.
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>>12417209
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>>12417209
>>12417213
This is a rare vanilla Quake bug.
Basically once a monster is spawned in, there is a brief, random delay before the function that actually initiates all the monster's behaviors and ability to take damage is called.
The random() function that sets the delay can potentially return zero, which results in the initiator function just never happening.
>>
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>>12417385
I'm assuming you mean the one where your runes disappear after dying and restarting? It's basically just an oversight.
Runes are tracked in an engine variable called 'serverflags' for cross-level retention.
This variable gets stored in your save file, and restored upon loading.
The issue occurs when you die and simply click to restart the level, because instead of loading a save the game just reloads the map and reapplies some stored cross-level variables called 'parms' to the player that have just been kept in RAM the whole time.
These parms include your health, armor, ammo, and weapons but not gathered runes, so they get reset.
I'm pretty sure most modern mods and/or sourceports address this in one way or another.
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>>12417507
>>12417508
I have good news for both of you
I have contaminations and mutants in my brain
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>>12417471
>using money to reward people for making things you like creates incentive for more things you like to be created
Ironically, the opposite happens. Giving money to people who used to make things for free gives them an incentive to stop making things unless they're getting paid for it.
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Just about to post the final chapters
>>12410832
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>>12416454
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What's the best id tech engine for making your own games?
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>>12417667
Logically, I want to say Quake 3's engine. You could go Doom but unless you actually code the engine to do what you want, it would be pretty limited and probably be a piece of shit to work on modern hardware. And GZDoom isn't Id Tech, so that doesn't really count tbdesu.
I only say Q3 because its 3d models aren't confined to vertice-based animation like Q1 and Q2 and level design seems pretty easy, especially with Trenchbroom to speed things up. From Doom 3 and onwards I imagine it could only be done by a team of autists or a head autist in charge with how complex the lighting and texturing can get.
None of this is factual and I have a jihad to carry out. Forgive me, Hamood Habibi.
-t. Mahmoud Al-Jazeera
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>>12413143
Doom X: Episode 1 released
https://www.doom-x.com/resources
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>>12415338
Speaking of which, here is the resource wad.
> https://files.catbox.moe/imfwt4.zip
It should have all of cc4-tex that people will need to get started, plus I grabbed some things for a kind of important Eternity feature called EE-UDMF colormap, aka colored sectors.
They're stronger than Boom colormaps, see pic related.
Also the palette they came with cause I'm too retarded to remake ninety colormaps for the original one.
Sorry, electric blue lovers.
We're back in 2012 where everyone wanted to be Ultimate Simplicity and saturated colors weren't real.
We will likely find purpose to expand on this, but nothing too invasive.
It's not gonna be a blockbuster or Ad Mortem 2.
Just a casual tryout of a port that most of us have never touched in any real detail.
>>
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>>
I don't make doom wads or mods so I don't have any construction criticisms to give, but I just wanted to say that the Training Drill and the Phobos Delta-1 mods are pretty awesome IMO. Been having a lot of fun with both of them and alternating between the two oughta keep me from getting burnt out on either for a good while so thank you to the fellas that put in the work.
>>
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>>12417853
>We will likely find purpose to expand on this, but nothing too invasive.
>It's not gonna be a blockbuster or Ad Mortem 2.
>Just a casual tryout of a port that most of us have never touched in any real detail.
I think that's fine, just a small little thing to experiment with and getting a feel for the format.
>>
Played the first 4 maps of Chainworm Kommando. It's interesting, in that the maps are a weird blend of extremely basic "babby's first techbase" aesthetic and much more advanced doomcute and sector art. The transforming blood corridor in the first map was fun. Also much more cramped than usual, I enjoyed that.
>>
>>12417853
Cool, will start mapping for this on next week.
>It's not gonna be a blockbuster or Ad Mortem 2.
>Just a casual tryout of a port that most of us have never touched in any real detail.
This is more than fine. It shouldn't be too big, but just a little fun experiment.
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>>12417320
Based Quake bug explainer. Is this like the Doom PRNG table that goes from 0-255? The range must be pretty great to have escaped bug-testing, or for me to never have seen it before in spite of replaying the campaign a lot. If I record a demo in vanilla Quake and this happens, and I play the demo in Ironwail, will the demo desync?
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>>12417452
He couldn't figure out what was making the move inputs have different timing for people. Some people just couldn't do them at all, while people like me could do them just fine. Like I remember Shihong's timing being slightly more strict than Hae-Lin's, but that's it.
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>>12418129
>Is this like the Doom PRNG table that goes from 0-255? The range must be pretty great to have escaped bug-testing
In Doom's case, I'm not aware of the PRNG itself managing to break things, but some things can break because of overflows.
Like the Intercept Overflow bug: https://doomwiki.org/wiki/All-ghosts_effect
>In extremely rare cases, a memory overflow can occur which causes all things, including players and monsters, to become ghosts. One such way to cause this is when a hitscan attack, or a BFG tracer crosses over more than 128 linedefs/things at once, causing an intercept overflow.
>The all-ghosts effect happens when a hitscan attack encounters at least 147 intercepts. With every intercept beyond 128, the game will start overwriting memory addresses that have nothing to do with intercepts. At 147 intercepts, the game overwrites memory addresses for the blockmap data. Overwriting these addresses causes all further collision checks to fail, resulting in the all-ghosts effect.
>After the bug has been triggered, neither hitscan nor projectile attacks have any effect, and linedef effects (switches, walk-over triggers, teleporters, and even walls) no longer work; however, sector effects (secrets, damaging floors) remain functional.
Essentially, iD wasn't realistically expecting more than 128 intercepts at once and thus didn't account for it (because it was way past their intended specs in 1993/1994), thus exceeding that makes it 'escape' into memory it shouldn't, at 147 intercepts it reliably ends up in the collision code and breaks it.
Of course, not all of Doom's bugs are because of overflows, but this one is.
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>>12417945
Been enjoying Phobos Delta myself but Training Drill was cool too. Pretty addicted now to mods with manual shotgun pumping.
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>>12417320
>>12418129
Does Quake even have its own random number generator? PF_random just calls libc rand() as far as I can tell, but I have little familiarity with the Quake source.
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>>12418163
What I meant was, if the random number generator reaching 0 is responsible for the knight turning to stone, then the possible values for the RNG must be very high for me to never have seen this bug before, or for the bug to have slipped through bugtesting.
You mentioned it's a vanilla Quake bug. Is it fixed in source ports?
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>>12418172
This seems to be actually helpful:
https://old.reddit.com/r/quake/comments/ju7yjv/how_does_rng_work_in_qu ake/
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GOOD AFTERNOON 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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>>12418294
Habibi, you ask someone who deals in the trade of bullets and bodies. I'm completely ignorant of this topic.
T. Mahmood al-Jazeera.
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>>12417853
>>12418254
TECHNOLOGY.
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>>12417853
The combination of colored lighting with 8 bit palette is quite striking.
>>12418421
Here I like the contrast of the blue and orange.
This looks like something to look forward to.
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>>12418491
not a template but many examples here
https://github.com/NightFright2k19/doom_widehud
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>>12418524
no just wads that replace STBAR lump. You probably also want to replace STARMS. Not these long status bars don't work in vanilla. If you want to keep the wad vanilla-compatible you probably want a 4:3 status bar and replace GRNROCK
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>>12418163
There is a wad called "Oops All Ghosts" that uses this as it's gimmick. It's debatable whether it's fun or not but it does have interesting ideas. Also it's been a long time, too long since I watched a decino analysis video so I'm gonna get comfy. https://youtu.be/-IYfwCWZeD0
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>>12418421
I know it's been possible for ages but seeing this still just triggers something in my brain
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>>12417070
>Hopefully Abysm X is as good as 2 was.
For my money it's the weakest of the three, because it forgoes the explorable overworld for a Quake-style tiny hub where you pick an episode to go into. At least you can go back to the hub from the start of any level to upgrade your shit, instead of only getting an opportunity at the end of an episode.
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>>12413141
> CLASSIC QUAKE CHALLENGE <
Can you beat Quake's E4M2 on Nightmare difficulty? Respond to this post with a demo & your time. Example:
2:08 https://files.catbox.moe/jwahw2.dem
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>>12413141
>>12402197
Okay so yes Guncaster is now compatible with enemy mods, the author just hasn't removed the note on the Doomworld thread that says it isn't. The question now is what would be a tough enough enemy mod for Guncaster?
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>>12418871
RL monsters + Champions + Corruption cards of course.
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where were you when Duke /vr/ is kill
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hey dowg
how long are we supposed to be making that Eternity thing? A month or something?
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>>12418886
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>>12418254
Continuing with the liminal bullshit. I'm having a lot of fun and the map has since grown quite dense and interconnected, but I'll have to pick up the pace if I want to finish it in one week.
>>12417945
Glad you're digging Phobos Delta-1, I should play with it again once I'm done with the aforementioned liminal bullshit.
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>>12418254
Slowly putting together the next angle for slashing the sword, honestly this has been more manageable than I thought, I was worried it was going to be complete agony.
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>>12419150
>when the playersprite looks so fun and it makes me wanna thirdperson
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>>12418713
https://files.catbox.moe/xrdt5i.dem
0:57
I remembered I had watched this video:
https://www.youtube.com/watch?v=CyWB7a8kSXg
and tried to do the first silver key skip shown there for far too long, but it's too hard. Still did more or less the same speedrun route, it's fun.
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>>12419178
>>12418713
forgot my screenshot
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>>12419172
Neat. Will play it tomorrow.
I don't know how to save nor how to properly quit without Alt+F4 tho
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>>12417853
I woke up genuinely upset that I forgot to put the portal tester texture in TEXTURE1 and the patch table last night so that it's actually recognized, lmao.
Fixed below. Also made the purple fog name consistent with the others.
> https://files.catbox.moe/yxhlgx.zip
>>12418894
Dunno.
Eternity maps can get time-consuming, but these ones should be low-key, though giving anons who are game the window to make an extra one or two, or a bigger one sounds cool.
Couple months, maybe?
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I made a basic weapon wheel for Quakespasm VR to make switching weapons a bit more bearable. GZDoom via Gearbox and Quake 3 via q3vr already had pretty good weapon wheels so this was the missing link for me.
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>>12419291
This was an engine modification. I was worried about CSQC conflicting with mods. There's a much fancier VR port of Quake https://github.com/vittorioromeo/quakevr/ that has full physics, holsters, the ability to throw weapons but doesn't work with anything like copper.
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>>12413179
https://files.catbox.moe/yum6i6.lmp
1:54 time. A nice detour from doing NOSP3's final map.
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>>12417713
MAN I GOTTA SHIT.
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I've been on a UT kick since OldUnreal was allowed to distribute and fix up 2K4, I have a couple questions for fervent UTfags.
a.) Does UT99 have a way to set a "switch to previously used weapon" key? There's no in-game option like there is in 2K4, and what research I've done seems to indicate that there isn't, the best option is to just set a couple keys around WASD for quicker access to your favorites. Just wanted to be sure, this alone is enough to make me prefer playing 2K4.
b.) Onslaught is fun to fuck around with, but it's annoying to play for a while. It feels hard to push forward and make meaningful progress because vehicles respawn so quickly; you can blow up an enemy tank and it'll be rolling up again within about 15 seconds. Is there an option somewhere to change vehicle respawn timers? Or maybe at least a mutator somebody made to increase the times?
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>>12417853
>>12419264
Linking these to news post >>12413143
Btw anyone have name ideas for this project? Eternal /vr/? E/vr/nity?
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>>12419625
Near as I can tell, the Eternity config is the GZ/UZ config with certain things grayed out and others replaced, but it's all in the same spots.
The big difference will be in the visual mode. It doesn't know how to read those portals yet, so it's 2D or bust (or Test Map)
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ok
I'll try to draw a little map anyway
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hmm
what should I do
maybe I'll make a
a
a sewer cistern?
yeah
a sewer cistern... full of corpses
and demons of course
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>>12419483
I’ll post my idea again: /vr/gins for Eternity
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>>12420549
>how tf did I do 3D floors
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Any /vr/os know of Doom 2 wads that use the psx lighting & don't add new enemies or new guns?
I swear to god every motherfucker that makes Doom maps with the psx lighting always has to dick with the base weapons or add new enemy shit.
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>>12420587
I think there's a number of PSX Doom derived .wads, one who's name escapes me was I think named after one of Jupiter's moons or something.
Anyway, they do a little fucking, but basically just because they carry over whatever changed behaviors were imitated from the original PSX port.
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>>12420587
Well the official psx version did add new enemies itself (all enemies having spectre and nightmare variants on the data even though only nightmare spectre and caco spectre are used on the maps), so it's kind of tradition to at least have the nightmare variants appear on psx style wads. Isolation's wads just use the nightmare variants, but have no other new enemies or guns. Even the psydoom's vanilla psx wads use the nightmare variants. I mean, what would be the point of making a psx mapset without using the psx monsters.
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>>12420624
>You lost, bro?
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>>12420549
Chubz had tutorials for this:
https://www.youtube.com/playlist?list=PLCE835098C82D8F24
https://www.youtube.com/watch?v=o1Av9qz2_fA&list=PLCE835098C82D8F24&in dex=19
https://www.youtube.com/watch?v=5rsLrwFlhME&list=PLCE835098C82D8F24&in dex=20
https://www.youtube.com/watch?v=2Lat4gVVDBc&list=PLCE835098C82D8F24&in dex=21
https://www.youtube.com/watch?v=lnrJ8lKgYFM&list=PLCE835098C82D8F24&in dex=22
https://www.youtube.com/watch?v=C31mUuPKRRU&list=PLCE835098C82D8F24&in dex=25
Might be some newer tutorials but those were what I used.
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>>12420549
>>12420872
https://files.catbox.moe/toh6q7.wad
Dude, you really need to provide more context when you ask questions, I think only 2 people in this thread understand what you're even asking for. I assume you want to know how to do something like this, with Ultimate Doom builder, in Eternity Engine UDMF, right?
>Draw the above-water part and the underwater part in different areas of the map. Make sure they're the same size/shape.
>Put a "Portal Define" (300) action linedef on the above-water section, make sure the "Portal id" and "Anchor line id" are the same number (like 1), and make sure the "Type" is "Linked".
>Put a line in the underwater part that has the same tag as the Portal id/ Anchor line id from before.
>Select the sectors that make the above-water area floor, click the "Custom" tab on the upper right, then "click to add custom field", then type "portalfloor", then give it a "Value" that's the same as the "Portal id".
>Select the underwater area ceiling , give it a custom property too, but name it "portalceiling" and give it the NEGATIVE "Value" of "Portal id". Since we chose 1, this value should be -1.
Still with me? That's all you need for a functioning portal, but If you want the transparent water flat between them you need to do this too:
>Edit the sectors that make the above-water area floor, click the "Slopes/ Portals" tab, change the "Render style" to "Transparent" and change the "Alpha" to something between 1 and 0, like 0.7
>Edit the underwater area ceiling, click the "Slopes/ Portals" tab, do the same as before.
>Make sure portal surfaces have the desired liquid texture.
And if you want the lighting underwater to be colored do this:
>Select the sectors that make the underwater area, click the "Custom" tab on the upper right, then give the "colormapmid" property a valid colormap name, like "BRN8MAP"
Idk if there's a better way to do it. Consider reading the wiki too.
https://eternity.youfailit.net/wiki/Linked_portal#UDMF_format
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oh I'm sorry I didn't realize I'm playing serious sam
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>>12421056
It be like that sometimes
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>>12421056
>>12421061
Queer blowjob 3 != a key historical artifact of the genre
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>>12421080
>>12421089
>>12421098
asinine faggot pisscord tourists like (you) are why people quit playing quake games and are playing doom or duke again.
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>he is still going and calling others fattass
Maybe Quake 1 and 2 going back to its irrelevance is a good thing if it is to see trolls like you out of this thread, just as when half life and UT killed both in first place.
I hate to admit,but DwTerminator/Alf was right, but in other ways, not the retarded ways he preached about
>>12421190
frankly leaving this place and playing other retro vidya does wonders.
Quake games drives people insane
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>>12421195
I will continue to call you fat because it annoys you. Now your call tons of fun; do you:
A) Reply to my post with more stupid shit.
B) Reply without actually replying because you're a weak bitch who gets triggered by my posts but can't actually admit that.
C) Do us all a favor and stop posting for a few hours.
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>>12421089
Could be one of the older Brutalist jams.
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>>12421234
OK, where?
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>>12420289
Yeah, pick ZDoom ACS even if you don't use it.
There's a good amount of compatibility with it in case someone wants to do some old-school map scripts.
You can also do any Boom or MBF trick you're thinking of, though Eternity supersedes a lot of them in practice.
For instance, you don't need to do Boom transparent pools, like >>12421030 explained.
Eternity doesn't have 3D floors exactly, but it does share slopes and polyobjects, plus some UDMF stuff like rotating flats or using textures as flats.
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>>12421258
The Hellforged girl is pretty close. Coincidentally been using her for Project Delta.
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>>12421263
I think only Shrak has done that so far.
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>>12421272
The few scant quality Quake posts I'd say are worth it, though I do have a morbid curiosity in seeing a standalone Quake thread just so I can see it go the way of that Blizzard general.
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>>12421265
>>12421258
The protagonists of paid mods like Supplice or Selaco also work. Pic related.
>>12421263
There's a level with a single enemy that's just a Family Guy shitpost, to me that's close enough:
https://www.youtube.com/watch?v=aEPfG_eiUTc
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The problem with Quake at the moment is that none of the people who (rightfully) complain about the faggoty state of the mapping community actually make anything themselves, and instead just sperg out extra hard in this thread.
It's like protesting Israel by being a screeching half-naked homosexual and blocking a roadway instead of doing something actually productive for the cause.
Normal people who rarely have time to care about things are just driven away from the issue entirely by such annoyances.
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>>12421287
If you want a slightly less derpy take on HFgrill, Skelegant made a slightly modified version of the mugshot for my kinda crusty OHM reskin.
>https://files.catbox.moe/6unnkr.zip
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>>12421184
Yet you still seem to be giving more attention Quake than those games. Gayhem didn't stop me from playing Doom, I just didn't play Gayhem. Same thing with QBJ3. Don't be a mindless zombie who lets other decide your taste in games. Stuff like Zerstorer and Warpspasm don't stop existing even though Slipseer makes bad mods.
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>>12421345
Selaco girl is no tomboy.
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>>12421326
This. Doomer Boards guys might complain about dw, but they make shitloads of their own community projects. Impie and Shadowman are permabanned from dw, but yet both continuously release new stuff every year. Map-Center has lot of guys who absolutely loathe Slipseer folks, and they make content for both Quakes every year.
Can't have respect for our anti-slipseer autist, because he doesn't even contribute and seems to hate whole Q1 as much as Slipseer.
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>>12421326
It also can work as unintended “reverse shilling”. I don’t recall if it ever made it into the news post, but all the bad press towards Dwell eventually got me curious to try it, and even enjoy it to a large extent.
>>12421370
Nice, cheers.
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Just gotta do pain and a death animation for this guy now.
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>>12421474
I really like it when something closely follows a recognizable style or base, but graphically it doesn't just outright splice frames, pieces, faces whatever-have-you.
I don't remember exactly how much of the suit and cloak is stock, but I'm positive the helmet and arms are 100% custom and it gives it a lot of identity like that.
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>>12421524
What do you work in?
I've been looking at Aseprite, since for production software it's cheap enough to feel free accounting for its reputation.
Anything has to be better than fucking around in paint.net and praying I'll be able to fix it once it's palettized.
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>>12421560
Aseprite mainly, though I keep GIMP on standby for certain tweaks and adjustments. I swear by the perspective tool of that program, I also use it and its alignment tool for text stuff, very handy. I also use Blockbench for modeling stuff.
Libresprite is a freeware fork of an older version of Aseprite, so if you're just wanting to fuck around with Aseprite to see if you like it, that's an option. there's also Pixelorama, which I haven't used much of but it's always something I keep track of. Pixieditor looks be something of a GIMP successor that will probably be more palatable for people
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>>12413143
Duke Nukem Zero Hour Recompiled, a native port of N64 Duke Nukem Zero Hour, gets a proof-of-concept of a first person mod with a promised mouse support.
https://www.youtube.com/watch?v=S-ASXRCh91Y
https://www.youtube.com/watch?v=uSfw23LwXSY
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>>12421449
Ah I see you also have the contrarian gene
Back when it was a thing, I found a lot of my favourite wads by going to the latest /newstuff chronicles thread and seeing what they were all hating on that week
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>>12421309
Supplice really doesn't do it for me. Something about it doesn't feel right. It's well made but I don't care for it.
>>12421416
wasn't selaco le tranny game? i'm asking, i recall seeing mentions of it.
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>>12413143
>>12421801
Link for the mod: https://dnzh-fps.netlify.app/
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>>12421864
Sometimes the content really is that bad, sometimes it’s just a “clique” thing. I recall a lot of people at DW giving Augur Zenith a weirdly hard time and it’s one of my favorite mapsets.
The remaining Quake crew we have here seem small but similarly loud and opinionated.
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>>12421892
>Supplice really doesn't do it for me. Something about it doesn't feel right. It's well made but I don't care for it.
It's incredibly mediocre. I remember getting hyped for it after seeing Cage work on it, I thought it would be another cult classic like Ion Fury but it turned out to be average doom TC. Those maps look like average cacobait, I'm more into a real life places recreated on 2.5D engine like games on Build or other Gzdoom TCs like Ashes or Hedon. At least the art and music are good
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>>12422019
>The remaining Quake crew we have here seem small
>>12421908
>there's like 2-3 anons interested in build including me
I'm relatively new here and get the feeling that this is just a doom thread and other games are only discussed here because they couldn't sustain their own threads, and doom is more popular probably because it's easier to mod
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>>12422159
>The remaining Quake crew we have here seem small
Compared to how it used to be? Certainly. Not as many gameplay screens for it are getting posted, and no one really posts any modding progress anymore. Very different compared to when Violent Rumble was in full swing.
Build is also similar, to a different extent: Even though it was spearheaded by mostly one anon, there were multiple people that contributed to 500ml of /vr/.
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Not the afrit moos!
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>>12413143
[03-02] Duke it out in /vr/ is kill, but the only contribution lives on.
https://forums.duke4.net/topic/12959-release-e-i-e-i-doh/
it's a slightly updated version of the map I posted here some time ago. Check it out if you missed it, see what could've been if we had more anons working on now dead project.
Thanks to anons that were first players, since you were the only testers of it
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>>12422402
>grounded enemy but it now floats!
I'm not mad at it but what started this trend? I didn't question floating Arachnos but I started to tilt my head a bit when I saw flying mancubi
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>>12422630
A flying Mancubus would be cool if it had the same kind of hover chair as the Assault Commander.
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Which board game is this?
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>>12422654
ok figured it must be checkers and it's probably this position
https://lidraughts.org/analysis/W%3AW7%2C15%2C23%2C31%3AB6%2C14%2C22%2 C30#0
still idk how to submit move
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>>12422675
oh they wanted a move "7-2" so i needed to press second and seventh switch from left to right bottom to top
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>>12422703
finely crafted fetish film
http://www.rbkz.net/doom/fcff.zip
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>>12421030
You know what? I was being an immature and impatient baby yesterday, I'm sorry. Also thank you.
>>12422369
I almost see it. I want to make my own game from scratch someday, I probably won't make it filthy rich, but it'd be cool to make my own vision (something which nobody else is making exactly), and maybe actually make a little bit of money on it too.
I don't want to give up Doom modding though, I love this game so much, and I'll probably still be making maps and mods for it in one way or another until I'm old and gray (whereupon maybe a sudden Revenant closet gives me a heart attack and kills me for real).
I'd like to try to make a small TC/PC or two for Doom in my life at least.
>>12421254
>You can also do any Boom or MBF trick you're thinking of, though Eternity supersedes a lot of them in practice.
Voodoo it is!
>For instance, you don't need to do Boom transparent pools, like >12421030 explained.
Boom can do transparent flat pools like that?
>Eternity doesn't have 3D floors exactly
So I could NOT do stuff like a 3D bridge without typical instant floor trickery?
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>>12422741
Assuming you're talking about stuff for the newest port:
https://www.moddb.com/members/map-center
A lot of these Map Center mods are pretty decent, they're 'jams' so they vary in quality. (Sounds like you'll want to avoid the Sewer Jam, though.)
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-n64-sp-m ap-jam
This was the first Map Center Q2 jam.
https://www.moddb.com/mods/quake-ii-psx
This is a good conversion of PSX Q2 for the new port.
https://www.moddb.com/mods/quake-ii-call-of-the-void
Decent campaign that combines Q1 and Q2 themes.
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>>12413141
>4CHAN DOSPACK + Win98 games:
>https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
is this gone forever?
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This took way longer than it should have.
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>>12422947
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>the "map" in inquisitor 4 is literally a stage map from HoMM3
How very russian.
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>>12422949
>>12422947
so report it to them or do you expect us to do it for you?
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>>12422982
doesn't happen with software rendering btw
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>>12422949
>>12422989
I think my REKKR has autism.
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>>12423007
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>>12423013
Yeah both are good. It might not have as many advanced dehacked techniques but I think the overall gameplay is better in REKKR, at least imo.
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>>12413141
>4CHAN DOSPACK + Win98 games:
>https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
https://mega.nz/folder/etMkxKwK#947kyMN6Z80f8HS7q2XlqA
this is the new one
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Holy shit, I just played some ter shibboleth and this map is amazing, I can't believe I've been missing out on it.
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>>12423246
The Quakiest part of the mod by far, though this place that comes later is also pretty solid.
Next time I go through it, I want to find decent track replacements that fit the "nicer" looking levels.
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>>12422730
Half of it is:
>Just the usual Ribbikz CBT
The other half is puzzle maps that are technically impressive but smack of overengineering, giving the impression that he is just showing off to other mappers. The black & grey bauhaus architectural theme is quite atmospheric, though.
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Morpheus remains my favourite UT map. It's just a lot of fun jumping between skyscrapers and each one is small enough that someone getting the redeemer is a big problem.
I swear UT99 bots all have some truce deal going on when a player is involved though, fuckers gun me down fast on sight, sometimes feeling like they're briefly working together to do it. I was impressed how sometimes they do smart shit like hiding behind a corner if you're chasing them, or waiting for you to stop blasting their cover with rockets before emerging.
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Let's record some table-filler demos for REKKR, starting with E1M1 "Sinking" by Revae. This map already has a UV-Speed demo with a zero press that I can't beat, but it needs a UV-Max demo. This thread is almost over but the map is tiny so it's fine.
At the end of the megawad, the demo pack will be submitted anonymously to the Doom Speed Demos Archive.
DSDA only accepts demos from a few ports: https://dsdarchive.com/ports
Don't forget complevel 3.
Reply to this post with your demo & time, or with Viking metal. Examples:
UV-Max in 1:02 https://files.catbox.moe/us3k96.lmp
Ulver - Bergtatt https://youtu.be/XVcjf_p5pDY
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>>12423339
I imagine it would've been a hot mess: Q3 combines Q1, Q2, AND Doom stuff. Maybe they would have dialed things back if they had the intention of giving it a "proper" singleplayer campaign from the get go.
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>>12423506
Well don't that beat all, and it was a good time. You also made Ad Mortie's Torture Garden then? That was a great time, too, so thank you for good gamin'.
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>>12422730
Judging by first two maps it's pretty difficult puzzle shit. I was wrong about checkers puzzle though >>12422686
The correct solution has to do with candle chessboard which is 8x8. The numbers on left and right are the possible moves you can make.
Second map took me only 23 minutes, it's much more straightforward. Playing on HMP btw.
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>>12423506
It's well done anon. I was very flattered.
>>12423007
>used to come here
I've drifted a bit from Doom over the last year, but I still hang out and play the occasional wad. Been thinking about mapping recently though. Maybe just a mini set or something.
Last thing I did was the shiny texture thing... more of a proof of concept than anything tho.
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>>12423331
uvmax 1:01 / uvfast 1:02 https://files.catbox.moe/nx0mvs.zip