Thread #12484139
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12470771
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/folder/etMkxKwK#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/
542 RepliesView Thread
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=== CURRENT PROJECTS ===
Doom Eternity Project (currently unnamed)
Game : Doom 2 | Format : Eternity
Resource wad: https://files.catbox.moe/yxhlgx.zip
=== CURRENT RELEASES ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
Release thread : https://www.doomworld.com/forum/topic/157593
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 ===
[04-01] Ethereal Breakdown for Doom 64 Remaster & EX updated
https://www.doomworld.com/forum/post/3015687
[04-01] Deriver released
https://combine-kegan.itch.io/deriver
[03-31] Marrow 2.1 update released
https://www.moddb.com/downloads/mrw-21-map-updates
[03-28] Play Quake 3 In A Web browser
https://q3js.com/
[03-23] MaxED releases Heretic2R - Heretic II reverse-engineered source port
https://www.doomworld.com/forum/topic/157708
[03-23] Nugget Doom 5.0.0
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-5.0.0
[03-21] Postal: Running with Chainsaws updated to version 2.0
https://lossforwords-atmo69.itch.io/postal-running-with-chainsaws/devl og/1464115/update-version-20-south- of-paradise
[03-19] Blood Death Wish 2.0 update is out
https://www.moddb.com/mods/death-wish-for-blood
[03-17] TNT: Exolution (formerly Convilution, Forever) 11-map beta release
https://www.doomworld.com/forum/post/3012578
[03-11] Death Wish coming to Blood Refreshed Supply
https://x.com/NightdiveStudio/status/2031090258729677250
[03-10] Nightdive announces SiN Reloaded
https://www.youtube.com/watch?v=Tw5DMMTfk5o
[03-08] Crematomania, a megawad released
https://timeofdoom.proboards.com/thread/133/crematomania-fortune-fiend s-space-odyssey
[03-04] The Waiting Room is up on Itch
https://r3voke.itch.io/the-waiting-room
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqH IN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST
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I tried Trilium Notes and got reminded how fucking much I hate the flat and material design, it's beyond disgusting. Also templates system is very basic. I'll stick to Doom Launcher. Now if only there was something to track L4D custom campaigns
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Played this Heartland thing for Eternity engine and I'm disappointed. It plays and looks like any other doom wad but has areas stacked one on top of another and there's a few trains. I was expecting more TECHNOLOGY.
The last few maps are slaughter too, dropped it by the final fight I think? Big arena with the heart and multiple waves coming in
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>>12484189
I use trilium-eote-theme and some custom css to make vertical lines in tree to my liking (both need to have #appCss tag to make them applied). But it is still the same design style, just not looking as bad as defaults.
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Just took Deriver on a test drive with Chainworm Kommando with Rampancy's enemies, and here's some thoughts in case Kegan's ITT.
>Still trying to get the hang of the Magsword's exact parry window, but I managed to parry one of those tiny spider bot fuckers' attacks by accident and MAN it felt good. The berserked parry's counter attack is powerful as fuck, too.
>Buran is a decent lil' pew-pew, though I kinda wish there was an option to force reload it like you could with FD+'s TNT-set's auto shotgun for example.
>Cycler shotgun is great for 1-2-3'ing Cacos and Pain Elementals. Feels almost like Treasure Tech's Kuma shotty.
>No complaints with the Trident, it's good for telling most enemies to fuck off in one go with its triple fire.
>The Particle Lance is just ridiculously powerful, man. The goddamn thing hitstuns bosses for fucks sake.
10/10 mod, might take it on a spin with Netronian Chaos enemies next.
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>>12484345
I don't play much doom so I don't know what counts a slaughter in current year.
>Surely killing a bunch of demons at once is fun.
It is, but when the entire map is like that it gets boring after a fight or two.
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>>12484345
There's a few groups that come here which lack the balls to engage with big fights and think it's a "troon thing to do".
I'm not saying I love slaughter. It's just a concept that can be done well, poorly, or somewhere inbetween. Combat Shock 2 made me appreciate easy slaughter a lot, and TreeHouseMinis has a list of gems worth checking out.
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>>12484372
It's just so bizarre. It's never "this fight sucks," it's always "I think this fight is slaugher (which must mean it sucks)." You can't even describe slaughter beyond "fighting a bunch of monsters at once" which is so vague you might as well say doom 2 map16 is slaughter.
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Project notekeeping.
>1. 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.
>2. Eternity project
CC4Tex. First level submitted! >>12469779
Number of levels submitted: 1
>3. Sub Mortem
Finally has Doomworld thread, and newspost update!
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>heh-heh,button mashing in a hallway full of monsters for 20 minutes,sure is fun! The thrills are endless!
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Most enemies in Blood have idle and pain sounds that go unused, as they're always playing their sight sound. Is this intentional? Also, is there somewhere to learn how every enemy reacts to damage types? All I've figured out is butchers being weak to fire and hounds being weak to tesla.
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>>12484420
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oh my ribbik is that a circular map in a void surrounded by neon color vomit where a cyberdemon kills more demons than you do
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Quake's 30th birthday is coming up, what do >we think is going to happen?
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>>12484467
Nothing. Nothing retro ever happens.
>>12484390
E1M6? It's slaughter.
E2M9? It's slaughter.
E3M9? It's slaughter.
E4M2? It's slaughter.
This conversation?
It's slaughter.
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I spawned in an electric chair. Now what?
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>>12484139
> CLASSIC DOOM CHALLENGE <
Record a UV-Speed demo of Wormwood 5 MAP32 "Intense Ultra Slaughter" by Grain of Salt (-cl9).
Reply to this post with a demo & your time.
Wad download and records:
https://dsdarchive.com/wads/wormwood5
Example demo in 6:11 (catbox is down again):
https://doomshack.org/uploads/wormwood5map32_611.lmp
I'm not dead I was just resting my eyes, why do they keep burying me?
Previous thread winner:
Hypnagogia MAP03 in 3:08! >>12472136
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>>12484650
It was originally supposed to be a licensed Aliens game but I would argue that wasn't Doom yet. Doom in its fullness is inherently a buttrock/metal "HELL YEAH" type of game.
Doom64 is the horror-action one.
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>>12484650
Both
It's Aliens crossed with Evil Dead II crossed with id software's in-house D&D campaign that ended with demons overrunning the Earth
https://doomwiki.org/wiki/Doom#History_and_development
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>>12484650
It’s action-horror at its best, but there's a lot of horror elements to it though.
>Ultimate Doom and Final Doom had a lot of creepy/ominous tracks
>Sandy Petersen said he designed those maps to scare players.
>Doom 64, PSX Doom and Doom 3
I think what modern doom games really miss are those horror elements, the existential dread of your fellow marines being slaughtered by the demons in a hellish place, leaving you to face the horde alone and do your best to survive. whoever fucking stupid retard is writing/directing these new games seems to think doomguy (as a character, not the player himself) is a discount space marine from w40k or some shit. it shouldn't even called 'Doom' at this point if your lethal enemies "fear you XD"
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It's very rough, and it WILL be very rough when it's done, but it's a start. How do I change the default wall/floor/ceiling textures? UDB.
Did the stairs manually because I couldn't figure out stairbuilder.
Chaingunners or Revenants behind the bars, then two more when you press the switch. Maybe chaingunners first and then revenants.
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>>12484778
>>12484650
Between some of the textures (Moving twisted faces, flesh walls with metal pipes) and enemy designs (Archvile face tubes), I always thought Doom had some horror and even potential.
And then there's also some suspense tracks and the dark corridors.
To me, Doom was always in some middle ground while Doom 3 focused more on the horror part and the new Doom's more on the action (And also inspired by outside factors like memes, "rip and tear", maybe that one 4chan copypasta and people who got mad at a Death Battle episode).
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>>12484650
It's both, and specifically is a journey from horror to action. Especially for players in 1993 learning how to play a game like it for the first time, you're basically learning how to walk again but with things trying to kill you, every enemy was nerve wracking. The game would get more badass as you got better at it, bind better controls, replay the levels with more monsters on UV, etc.
It has the progression of the movies that inspired it, Evil Dead, Alien/Aliens, both go from horror to action as the characters learn how to deal with the threat.
I'd also like to point out that since the game starts with Doomguy's squad getting wiped out, he's technically the final girl.
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>>12484804
The walls behind the chaingunners will open with a revenant each.
Still getting to grips with the most basic tools. Deadline is 13th so I should be able to at least get something done by then.
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>>12485073
that was exactly the issue, thank you!
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>>12484643
Good enough.
https://files.catbox.moe/6jfhrh.lmp
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>>12484359
>Deriver
I agree, it's really good. The only gripe I have with it (Even then it's mostly just "aw man" than an actual issue) is I wish the Particle Lance kept the "BFG tracer heat blast"-sorta move shown in Kegan's preview video. I thought it was both a neat way to implement the BFG into Deriver's "condensed weaponset" sorta thing, and also while I do like it's implementation of a really strong short range laser, it feels sorta "generic" by comparison.
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>>12485075
uh
i wanted the switch to lower into the floor when activated, can i not have it open doors and also do that?
i was gonna select the sector and have it lower when the switch is activated but that's not an option in the window...
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haha fuck yeah i made a hellknight walk out of the bloodfall when you pick up the SSG
actually playing this encounter it's too easy maybe should make that 3 of them
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>>12484345
Slaughter is a low-IQ genre for save scummers, troons, and GZDoom weapon mod tourists. You get people bitching about slaughter all the time because DW and this general have canonized a bunch of tasteless trash as recommended wads. What did you think was going to happen when people actually sat down to play them?
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>>12485219
oh yeah, kino is coming together
gonna put a secret behind that wall the water is going into you know it babey
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>>12484472
>It's slaughter.
>It's slaughter.
>It's slaughter.
>He's dead!
>I like that.
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>>12485297
>We all live in our Plutonias, Brendon.
>Yeah...
>We're all trapped in these teleport ambushes.
>Yeah.
>You have to go to Baron's Den, that's a prison.
>That's a prison.
>I have to be a UV maxxer.
>That's a prison. This strategy?
>It's a prison.
>It's a prison. Can't get out of this pit.
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Does /vr/ like Killing Time?
And if so, did you rike Resurrected?
I think it might be a new favorite of mine.
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>>12484345
Imo slaughter is the cornerstone genre of the whole Doom mapping scene at this point. Most of the top popular mapsets are either slaughter or microslaughter. It is special Doom thing that brings people into Doom. It's something that relies heavily on unique Doom mechanics and enemy roster.
I often get tired of slaughter and look for something more adventurous and exploration based. There are plenty of projects doing this, but in this niche Doom also competes with any other oldschool shooters, including Build engine games.
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>>12485356
is it mean to ambush the player with 3 hellknights for the super shotgun, while revenants come screaming above so the player has to sit in the opening of the tunnel dodging knight fireballs or else get shot up by the revenants?
maybe
but i've playtested it and it's perfectly beatable so i'm leaving it in
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>>12484359
Glad you're enjoying it. I've toyed with the idea of adding a manual reload, but I ultimately wanted to go with as little inputs as possible, and I feel like reloading when switching away would ultimately pressure players into constantly doing that to skip the reload sequence.
Also the parry window is pretty generous, every frame of animation as the sword raises up will let you block shit, it's after it comes to a stop and goes dark that the parry stops being active.
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>>12485647
Hexen 2 but more playable than ever!!
https://github.com/hexenwail/hexenwail
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figured someone here would know
is it possible to use custom textures in Trenchbroom that don't adhere to the Quake palette? doesn't matter if it doesn't play properly as long as I can texture the environment and export it as an .obj for use elsewhere
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>>12485495
It’s probably my favorite thing they’ve done. Not a big fan of the new level/environment textures, but I really like the restoration of all the enemy and weapon sprites. Still waiting on the patch to provide the 3DO campaign: It may not have as interesting or elaborate level design as the PC version, but I think the music and ghost scene placements are better.
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>>12484650
Both. They wanted fast action and also some tense exploration, they made some levels more moody and tense with great deliberation.
This is reflected in the music, where parts of it is uptempo rock and metal stuff meant to pump you for action, and some is more slow and moody, meant to build tension and atmosphere.
What you get is a back and forth blend, and it works out very well.
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>>12485517
Guess I got to git gud and learn to parry shit on purpose instead of by accident. Also, didn't you say he was coming to BYOC? Will anything be different with acquiring his weapons there, or will his Chainsaw/Backpack pickups just give him nothing like AVGN?
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>>12484570
I think it's a good title, but I'm literally just copypasting that part, I'm open to other suggestions. Also it isn't even my call.
>>12484610
There were other titles/subtitles discussed before, including Back To Buttsex (because BTSX), which would be even more gay.
I suggested Echoes Of Sat/vr/n because it was LESS derivative than that, and it was an excuse to play with /vr/ in a title.
But sure, we wouldn't really need a subtitle.
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>>12484459
>>12484454
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>>12484778
>>12484894
It's definitely because it took inspiration from the general internet perception around the time Doom 2016 was being developed. The general public had already forgotten about vanilla Doom. Doom was known for Brutal Doom, the Doom comic and memes stating that Doomguy could run at over 100 km/h or whatever. Also comparisons with Halo and Master Chief making Doomguy look better. NuDoom aesthetic is more like trying to look like a metal album cover than trying to look like Doom.
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>>12486024
I actually am inclined to agree.
>>12486102
Didn't it make it to Cerulean Town before getting into an inescapable loop of tard logic? Relatively impressive for something which isn't programmed to actually do that, and which manages to derail its own goals because of random NPC small talk.
>>12485491
>Most of the top popular mapsets are either slaughter or microslaughter.
Are they? I don't think it counts if it has just one or two levels of it.
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>>12486352
Still have no idea why people choose to say that instead of just retro shooter or retro FPS. It's literally the subject of this general and most posters here, more or less, naturally understand what games fall under that term. I guess the corny little rhyme just makes for better marketing than "retro-inspired shooter".
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>>12486472
Because it got picked up by marketers to promote retro/"retro" style shooters and shit.
When someone says they were "inspired by Doom" (or Quake), and it's something that looks more like Wolfenstein 3D and with a graphical style more like Minecraft, and it also then often has procedurally generated levels, that's where "boomer shooter" gets used.
When Nightdive digs up an old shooter game (and maybe or maybe not does an ok job instead of fucking it up), the publisher says "boomer shooter!"
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first room is done, i think
i'll make the rest of the level a little corridor around a courtyard with the key and then one final room before the exit
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>>12486568
Play through Doom 1 and 2. Then play through TNT and Plutonia, any order.
Final Doomer and nashgore are acceptable since they don't significantly change the base game balance. Similarly any weapon mod with a vanilla-equivalent weapon balance (e.g. crispy n brutal) is acceptable.
But everything aside just start. Where doesn't matter. Start with Extermination Day with Brutal Doom for all I care. It's a great mapset actually. And BD released a new version recently. So it might be an ok choice.
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>>12486573
>>12486568
for vanill-adjacent gameplay Smooth Doom Monsters are also good.
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>>12486573
>Final Doomer and nashgore are acceptable since they don't significantly change the base game balance. Similarly any weapon mod with a vanilla-equivalent weapon balance (e.g. crispy n brutal) is acceptable.
No they are not acceptable. Do not play with gameplay mods on your first time. Ever. Anyone who says otherwise is a traitor.
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>>12486573
>>12486576
>>12486592
Silly question maybe but 'should' I aim for completing the base game with 100% secrets etc on UV first?
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>>12486592
It wasn't until years after I started playing Doom that I actually got into vanilla.
You've been bitching about people like me since the early 2010s and you will continue bitching because the fact of the matter is that completely default DSDA-Doom is not a palatable entry point for most people.
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>>12486568
I'd say skip TNT and Plutonia. And definitely skip Sigils. You'll return to them later after having played different pwads being able to appreciate them more. Do D1 and D2 levels and jump straight into something like Eviternity II. It will give you different perspective what doom levels can be.
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>>12486573
>Final Doomer
>don't significantly change the base game balance
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>>12485259
half the discussion in this general is about weapon mods, don't pretend you're somehow superior to them because you exclusively play techbases on crispy doom
also what the fuck are you talking about "save scummers", most slaughter fags are people who record demos
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>>12486568
>How does one get started with the doom scene?
>Is there a rite of passage?
Play Doom and Doom 2.
>I want to play and make custom levels n shit
That's lots of fun, if you enjoy Classic Doom, there's 30+ years of content to check out, a lot which is very high quality and good, and there's a fair amount of variety.
Anyway, take this package:
https://litter.catbox.moe/tb0fds2968nf6vu6.7z
It has all the stuff you need to play the core game and its expansions.
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>>12486520
You guys are the only ones who think so. But I guess 4chinz has the coolest people on it so I should listen......
>>12486523
What the hell is the "fun way"?
>>12486527 >>12486531
I've considered it and decided no
>>12486651
thanks babe
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I need some GZDoom knowledge I think. I have this modified, old version of Project Brutality which I've shared before because I like it a lot:
https://mega.nz/file/qZ11TRya#vgnblltMvIDQBcuylnRbS_IU9jW-j6qrQFYTS1xG Mwk
And over the last year I would pair it with Universal Entropy at times, but not for long because gibs, corpses, mangled corpses, etc. do not copy the states of their Universal Entropy origins i.e. if an enemy is large, and green, their corpse will default to normal size, and normal color. Is there anything I as a layman can do to fix this so all corpses and gibs take on the properties of the living entity? Other mods, and vanilla Doom, corpses are the color of the living Universal Entropy'd entity.
tl;dr what do???
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>>12486817
Becomes smaller and reverts to normal PB color on death.
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>>12486691
No there's no variety at all in the Doom scene, everyone makes the same levels just with slight variations. To the point I can count on the fingers of one hand maps that I felt were actually novel and didn't follow the same trite themes
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>>12485996
Well his backpack is still a backpack, even in his standalone mod. But his chainsaw in BYOC should behave the same as it does in the standalone mod: Giving him the berserk effect for the duration of the stage.
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what causes this aggressive parallaxing texture effect? i checked if i have a missing ceiling tex somewhere but no
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>I'm telling you, circlestrafeinfightingslop is the peak of gaming
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rate my setup
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>>12486785
lel
>>12486889
I'm not all that surprised. Can't play a Killing Time map with all of those Doom mod combinations.
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>>12486925
Better, as in there is zero possibility that modern Doomtards would be able to make a good Hexen hub, when their favourite genre by far is slaughtershit.
Hell, I've seen someone here praising the NDS changes in H&H a thread or two ago.
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>>12486593
You can max levels if you want, but it's really not necessary.
Doom and Doom 2 are largely not that tough on UV if you have prior FPS experience, but expansions and custom mapsets can really vary, so feel free to pick lower if one seems way too tough.
>>12486821
Your lobotomy is regretful.
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Please suggest me some encounters. I have square stairs going down with an empty space in the middle for a room. I plan to add a door to one of the landings/corners of the stairs which will require a key.
The skullkey here is inside a secret, and will be used for a door in the aforementioned room at the bottom of the stairs, probably with a rocket launcher.
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>>12487010
top down view
by this point the player will have the ssg and if they paid attention green armor
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Trying to get some DoomWare going, if anyone's interested
Server's on the latest version of the Zan Alpha (3.3-260112-1855)
Will keep it up for at least the hour
Name: Booty Lickers Inc
Pass: penis
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>>12487241
It's basically a reverse Powerslave situation with basically two different games, except this time PC version is better (except for monster sprites being a huge downgrade, which is mitigated in the remaster).
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>>12487014
being indecisive i did more work on the first section
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>>12487547
Respect to this being a blue board, I'll say just that you didn't check the right places.
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>>12487560
obviously it exists but I mean that there's very little of it, far less than I would expect
there are 22 total posts tagged cygnis_flaynithere on e621 and most of them are either variations of the full image you posted or safe for work and hence not porn
i count around 8 pornographic images and 2 softcore genderbend ones
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>>12487573
I think this is more about the principle than the actual amount (or lack thereof) of scalie porn. You can *tell* whoever drew the thing wants to fuck it, sorta like Hedon and the horsecock futa thing but a little less easy to find.
Whether this is bad or not is up to you, but having gone to such places during a dark part of my life, it makes my skin crawl a little.
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Hey guys I made this coop RPG mod for quakeworld called Slipgate Rangers im beta testing it on a server right now if anyone wants to try it out.
161.153.62.180:27500
161.153.62.180:27500
161.153.62.180:27500
you can post feedback here if you wanna let me know how cringe it is and how stupid I am
thanks
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>>12486946
You seriously think that Sunder-style abstract/geometric architecture wouldn't work well for a hub?
You can have a small scale example here:
https://doomwiki.org/wiki/MAP02:_The_Wheelhouse_(Haste)
I'm pretty sure I played hub-based Heretic WAD last year or two years ago that was quite slaughterish.
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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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>>12488180
I like "popcorn slaughter" the best, as in when it's primarily zombies and imps.
This can still be very challenging and dangerous if done right, but it has this added element of enemies being easy to mow down in droves even with shells and bullets, but also that this slaughter sustains itself (to a degree) with dropped ammo. Very satisfying, especially getting to blow up a bunch.
Further, it's very volatile and chaotic, these guys WILL start fighting each other a fair bit, and the occasional bigger and meaner monster will easily plow through scores of them just to get to you.
Beyond that, I think a smaller slaughter event as a finale to a level can work well.
Classic slaughter, like Go 2 It, is alright, but I prefer it sparingly.
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>>12488221
That's just a gangbang.
>>12488219
This can be fun, but there does need to some way to account for when he fires, because he WILL fire in retaliation to entering his pain state.
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>>12488105
dont have much to show yet but I'm working on a new map for my episode. Progress is very slow because I like to just fly around in editor and waste hours picking the right texture. Weekly screenshot saturdays might encourage me to be more productive
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>>12488398
>>12488405
Yea, there's demo with 7(?) maps. It's quite good.
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>>12488398
In spite of not really liking him, he sure knows how to fucking map, so apparently the two of us must really understand and agree with each other on some subconscious wavelengths. Humanity is funny like that.
>>12488439
Did I manage to miss that somehow?
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>>12486886
>>12488317
Very sexy and comfy looking room, 10/10 would sit and operate build engine machinery in
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>>12488447
>>12488448
It's original thread seems to be dead. I can upload mine to catbox. But it'll take few days since I'm almost 200 kilometers away from my hard drive and I won't be on home till monday. Maybe some other anon has it.
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>>12488448
I think it's this one (first link)? I'm first time hearing about it tho
https://www.doomworld.com/forum/post/1173139
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>>12488476
also a link to 40oz post in oda forums
https://web.archive.org/web/2025/https://odamex.net/boards/index.php?t opic=2246.0
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>>12488476
huh
map07 is the Icon of Sin, so... I guess it's kind of "complete"?
nonetheless I think I'll still try making a UAC Ultra homage project
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How does one set automap color palette like this?
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>>12488105
Started work on the final map for the next release. It's still in incredibly early/blocking out stages, but kinda proud of how this convenience store is set up to work around engine limitations.
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>>12484140
Riftenstein3d Released for Chasm the Rift
https://www.moddb.com/games/chasm-the-rift/addons/riftenstein3d
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What happened to Japanese Community Pack 2? AFAIK, it didn't release.
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Speaking of Blood, is Fresh Supply really the only way to play the Extra Crispy mod? It looks really cool and I've got an itch after playing E4 of Death Wish but Fresh Supply is the fucking pits.
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>>12488719
>at least playable.
Run it on easy so there's no risk of being critted into oblivion. Other than that it's the standard technical fixes of running it on a single core and adjusting the audio DLL to not use dsndlite, and DGVoodoo2 if it acts up.
It's easier to get running than AvP2.
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>>12488105
Convoluted collision detection for pushable crate polyobjects (in Eternity). Could still use some fine tuning. If the Eternity project gets delayed some, I'll try to make another map with these.
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>>12489175
For some reason, polyobjects can clip through walls and eachother by default, so I spent several days figuring out how to write this.
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>>12489185
Yeah, I remember that. People have used a similar trick for sliding doors in engines without polyobjects. Like the slightly janky ones from plutonia 2.
>>12489187
I can't promise that, it's a video game tradition akin to putting secrets behind waterfalls.
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This is my hole, it was made for me.The awesomeness of interiors and exteriors in Blood can only be rivaled by the shittines of its caves and mountains.
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This doesn't really work as a joke map so I'm just gonna finish this as an unironic doom map and then maybe do 2-3 more like this and release it as a minisode
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>>12488105
Sculpting a Dopefish for something yet to be revealed.
To be baked for a low-poly model, of course.
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>>12489142
If you haven't played Doom 2 yet, you can save Thy Flesh Consumed for later, it's a bit of a ballbuster.
E4M1 is one of the meaner official levels by iD (and actually one of my favorites), but at least it's short.
>>12489175
It might take me a bit longer to wrap up my level, so just as far as I'm concerned, I wouldn't object to you making another in the meantime.
That's just me though.
>>12489201
Beating E4M1 isn't that hard to me, but it's legit really difficult to actually max. Some day I'll do it.
>>12489203
Lol, not blaming you, if you've only played the first three episodes then it's an abrupt escalation which feels uncalled for.
You can come back to it on UV some other day.
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>>12489183
I'm ashamed to say that even though I can interpret what it does and how when it's laid out in front of me, actually sitting down and writing code like ACS from scratch (let alone troubleshooting it) feels like I may as well be trying to cast spells.
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>>12489339
NTA but if I had to rank the IWADs in terms of difficulty, E4 would unironically be second only to Plutonia purely because of Hell Beneath, Perfect Hatred, and Against Thee Wickedly (a lot of people talk about the first two but I do think E4M6 is just as much of a ballbreaker, it just comes later on in the episode so it isn't as shocking)
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>>12486817
>>12486820
Bumping.
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>>12489501
Man. Thanks for the elucidation.
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>>12489254
ugh fuck i forgot to set sound blocking as i went
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>>12487810
I connected to it via my nQuake/ezQuake client, found out that key buttons dont really work for options and choosing, probably because they are rebinded by default or something. So even setting up a PIN or closing a menu with 0 didnt quite work from the get go.
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Why are bloodcucks so ungrateful?
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>>12489786
That campaign did not exist at the launch of that product, and by the time it did, the oh so generous $10 rebate for people who bought Fresh Supply was long since null and void, so they now have the vaunted privilege of paying $30 for fixing the port which Dumpsterdive thought was "fine and doesn't need more work."
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>>12489302
reminded me of d2twid map32 fish
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>>12489520
I think I'm just about done with the layout, need to do a functionality pass with sound/monster block lines and add pickups to this section then test
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>>12489765
>>12489786
Smartest nightdive shill
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>>12489821
All that sickly green and dark metal makes me think back to Jaded, so I automatically like it.
Man, what a beautiful wad that was.
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Fucking April weather.
IT WAS SUNNY AND NICE JUST A WEEK AGO, MOST OF THE SNOW WAS GONE ON FRIDAY. NOW THERE'S A STUPID FUCKING SNOWSTORM AND IT'S ALL COVERED AGAIN.
I just want to sit on my porch and draw linedefs...
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me and Redneck Rampage
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>>12484139
>Watching Doom/Quake/Duke/etc content on YouTube.
>At some point the person in the video says something along the lines of:
>"And turning your enemies into mushy, squishy, bloody chunks of flesh and giblets"
Redditors are so fucking cringe inducingly corny.
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>>12490342
I'd say that Redneck Rampage, for its many flaws, and for some of the cheap side products to it, has way more creative ambition and soul than most of the games in that image combined.
When you include Route 66 and Rides Again, that is.
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>>12490387
The revenants are on a platform and snipe you, if you really want you can just snipe them back from the door of the chamber with the rocket launcher. If you found it earlier. The viles are released after you activate the switch inside the tunnel on the other side, which also opens the exit pit. That's why I added the pillar, so you have something to break LoS.
Obviously I haven't playtested a full playthrough of the map yet so it's subject to change.
Also there are spectres on the ledge in front of the revenants :)
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So I have this waterfall door. It opens via lower floor to nearest floor using a switch on the outside.
Then when the player enters the reservoir chamber a linedef triggers the ceiling to lower to floor to close them in with the revenants. But it's not fast enough even on (fast). Do I move the linedef a bit further inward or is there some other way to prevent a softlock if the player immediately backs out?
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>>12491106
forgot image
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>>12491108
>>12491106
disregard I made it work with a generalized trigger to make it turbo speed
I hate how often I figure out a solution immediately after asking help
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>>12490653
Ah, Eternity. Eternally behind what it supposed to be at any given moment.
For what it's worth Aeon still might come out at some point, considering that they are likely using something similar for their commerical releases.
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>>12490653
>wasn't compatible with 64-bit systems
Absolutely insane sentence when you actually think about it, that shit should have been obvious to devs 20 years ago.
You'd think a dev looking to create a system for other people to use would put at least nominal thought into future proofing, before spending his time on it.
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I just noticed these guys are called wraths, not wraiths.
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player start portal revision
closes up to form a solid liquid wall after player walks forward some distance
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>>12491127
>Ah, Eternity. Eternally behind what it supposed to be at any given moment.
I'm hcopeful because it seems to be getting nothing but changes related to inventory, ACS, class, and MAPINFO in the last few days.
The port has worked on a strict priority queue even since before it lost much manpower to Nightdive, only adding things when they are needed, but giving a big say on prompt additions to major projects.
Could it be some building blocks of public Hexen support?
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>>12491731
>I'm hcopeful because it seems to be getting nothing but changes related to inventory, ACS, class, and MAPINFO in the last few days.
Yeah, and bringing Heretic default behaviours closer to H&H REEEEEEEEEEEEEE
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>>12492449
pervert
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does the Duke Nukem franchise suffer from being a 'one-hit wonder'? I tried playing some of his pre and post–duke3D games and they really sucked ass. maybe duke 1 and 2 are the only exceptions, but they’re just mid-tier platformer games at best.
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>>12492449
>fap material
Speaking of...
Hommina,hommina,eh?
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>>12492669
I enjoyed Duke Nukem on Game Boy Color. I'd say that the original sidescrollers are fine, but nothing really special, and that it was Duke Nukem 3D which was the big break for the series.
However, I think the Time To Kill and Manhattan Project are pretty good.
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those islands far away are all playable area
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>be me
>playing doom
>still using ZDL
>having 5 instances of ZDL open at a time
>power outage
>all my ZDLs, gone
>relaunch ZDL
>it forgot all my sourceports and iwad links besides gzd 4.7 and doom2.wad
>remember wanting to switch to Doom Launcher
>search Doom Launcher
>github.sperg
>ok fine
>download the zip
>no installer no nothing
>look inside
>"Download a copy of the repository onto your Windows system and open up the solution file on Visual Studio. Visual Studio 2017 or later is recommended."
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>>12492869
Went and checked. For some reason clicking on a /releases link doesn't actually send you to /releases. Add that to the end of your currently open doom launcher github page, it should show you actual usable installer download.
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>>12492869
There's literally an installer. Did you download the source code instead?
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>>12492889
Thanks anon, that worked. Install problems aside I can see the appeal. It's very satisfying seeing my library in a nicer front end. Tag system and everyhting.
>>12492948
see above, i clicked the link in the troonworld thread and it sent me to the github page, but not the /releases subpage, as he said
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>>12492959
It's not a copypasta, that's really what it says on the doom launcher github page under how to build. But as I said it was a mistake >>12492958
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>>12492897
yep
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>>12492964
It says 2022 on git page, not 2017, that's why I thought it's some ancient troll pasta. Also I really don't know how you or the other anon managed to click a page link and NOT get the page you clicked on.
Anyway, it's a great piece of Doom software. Not the best if you like to load 50 different new gameplay mods every time, but imo the best to manage your wads.
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>>12492975
>It says 2022 on git page, not 2017
?
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>>12492980
Yeah, my bad, 2022 just was in the middle of the screen.
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>>12493048
yeah there's some crazy shit like Lighthouse by Billy Boy.
https://msdn.duke4.net/hotbiglight.php
I wish the limit was doubled just one more time. My maps have a lot of cut ideas that didn't fit in because of the level of the detail I'm going for with my style. Some more experienced mappers that been doing it for 2 decades now got the feel of it, I don't and I hate it. You can see the problem even in big projects like AMC or Ion Fury, for example in Aftershock expansion bike maps look like shit in comparison to the rest of the game. Since that game was made by eduke devs and they did nothing to fix the issue I doubt there will ever be any change to the limit.
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>>12493067
Blast Radius is like that. Most maps are based on real life locations, though nothing as big as Planisphereexcept that infamous Peru map.
My favourite is the San Francisco map, 2nd in that episode
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>>12493073
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>>12493078
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>>12493090
There few reasons why nobody did that already.
1st World Tour sucks as a port, no one plays it or maps with it's new textures. 2nd ep5 is not as popular as original Duke or even expansions.
3rd there just not many mappers actually doing things. I'd rather spend my time doing something my own then edit maps by someone else, though I made a version of Golden Gate map that has transparent water. Why don't you learn the editor and do it yourself?
And that leads to 4th issue, the maps are already big enough and eat up a lot of resources. Aforementioned mentioned GG map already used up 9k walls. I don't think there's enough resources left to make the rest of San Francisco and also make it look good.
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>Trying out Deriver with Malefactors.
>Use Corruption Cards to add some spice of progression, and to offset how much fucking ammo I'm left with every level.
>Never really used Malefactors all too much, but that sword death animation is so goddamn cool, and I hope Kegan makes more ways to trigger it.
>On the Corruption Cards side, my main highlights are all related to skeletons.
>Found the one wild card that replaces monsters with a single, turbo, very angry Revenant that rocked my shit once.
>Then, chose a card that makes Revenants fire BFG balls, just because it was uncollected.
>One level later.
>Realize that BFG enchantment was a fucking perma card.
>Not even halfway through a megawad, and now I've got to deal with BFG revenants for the remainder of it.
Howbonedam I, /vr/os?
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>>12493108
>1st World Tour sucks as a port, no one plays it or maps with it's new textures.
I like it simply because the first map is based on Amsterdam, I'm Dutch, and we tend to get shafted when it comes to representation in video games, so I'm kinda obligated to like any game that acknowledges the existence of the Netherlands.
>Why don't you learn the editor and do it yourself?
Because I suck at making levels, I was just spitballing. It's late here and I'm tired, this isn't when I have my best ideas.
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>>12484139
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>>12493371
>Is Killing Time actually good?
I liked the PC versions. Currently trying the 3DO levels through the new port but I'm getting clapped, there's so little ammo.
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>>12493116
>but that sword death animation is so goddamn cool, and I hope Kegan makes more ways to trigger it.
In due time. I've been playing the long game with that one.
>Perma skellies with BFG tracers
It's time to bone or get boned, Anon.
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>>12493395
Yeah, not long after I posted >>12487251
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>>12493401
wtf, I just beat it THE DAY before they updated. >>12485476
Would you say the 3DO campaign is different enough to warrant another play-through so soon?
I did enjoy it quite a bit.
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>>12493420
>Would you say the 3DO campaign is different enough to warrant another play-through so soon?
Still gauging it, but I've always wanted to play it for the better ghost scene/music placement, and it does feel better to play than emulating the 3DO version.
I'm liking it but it's been much harder than the PC campaign.
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>>12493447
Ammo situation got much better while the level progression got fucking nuts.
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I don't use /vr/ often but i've been playing the original Shadow Warrior for the (technically) first time. (the first time i launched Code Of Honor like a retard not realizing it started at the fifth level because i was retarded and underageb8 at the time so this is my first real serious playthrough)
very fun game. over the top kung fu b-movie bullshit.
the assholes with the barrels are annoying. I like how there's vehicles as well. which makes me wonder why neither Duke 3D nor BLOOD ever had any vehicles despite the fact that Build allows for it.also Master Leep's daughters are cute.
all the weapons are satisfying to use but i don't think Lo Wang's personality is as good as Duke's or Caleb's.
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>>12493740
actually. here's a bit of a dumb question. does anyone know if Monolith ever bothered with licensing the various songs that Caleb sings snippets of in BLOOD?
did they (correctly) just assume that nobody would give a shit about minor references to songs that don't even trigger unless you remain idle? does it fall under parody or something?
with how litigious and lawsuit happy George Gershwin's estate is (Gershwin of course being the guy who wrote many of the songs Caleb sings) i'm surprised nothing came of it.
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>>12484416
Here's an update for my Eternity map, "High Orbit". Changes are mostly concerning difficulty balance. I also included a uvmax startup demo in case anyone wants to see how I approach the map or can't find the secrets.
https://files.catbox.moe/0lksaz.wad
>>12484260
I think map 07 of Heartland is actually my favorite.
>>12489365
The majority of what you'd want to do with acs is not as complicated as that example. Usually it's just for triggering things simultaneously or in a timed sequence (image). I haven't programed anything in like a year before I started this map, I had to refresh my memory on some trivial stuff. But it can also be fun trying to make needlessly elaborate scripts just to see if what's possible. Compared to voodoo scripts as well, it's handy being able to use //comments so you don't forget what something does a week later.
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>>12493219
I was thinking upcoming, but let's say both.
I'm not really aware of which pieces of Quake 2 content are considered classics either. I was never into it back in the day so I just don't know. Besides, it doesn't seem very popular for modding anymore.
I played through Sewer Jam just now though and other than one insanely trash level, I had fun.
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> Avoids accidental save scumming
Be honest anons, who have taught it?
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John Romero was the executive producer of Heretic and Hexen. What were his responsibilities, exactly? Where can I find info on that?
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>>12493963
Source of screenshot? I want to read the whole document, or bug report/pull request or whatever it is.
(Also does anyone else find emoji spam condescending? It reads like the author thinks the reader is a child.)
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>>12493958
ahh yes sah
https://www.mediafire.com/file/1b8re2izxt9kq2z/Dstrider_wraithhandsadd ons.zip/file
https://files.catbox.moe/xbqsy2.zip
I'll try to make some more casting frames in a few weeks, gotten busy here
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>>12494306
there's a few public domain songs he sings (row, row, row your boat. sailing, sailing. it's a long way to tipperary, etc) but most of the tunes he sings by Sinatra, Gershwin, et al were all most definitely not public domain by the time of the game's release.
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>>12493740
>makes me wonder why neither Duke 3D nor BLOOD ever had any vehicles despite the fact that Build allows for it.
Duke has subways and so did Blood but in that game they were never used. The catch here is despite all 3 games being on Build they all have different codebases. SW has vehicles but that doesn't mean you can go and make one in Duke or Blood, you'd have to code the system for it.
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>>12484659
Early on, when still drafting up the game, they floated the idea of outright using the Aliens license, and checked and saw that it was available, considered it for a bit, but decided they wanted more creative freedom.
However, the iD guys have all said that the primary thematic idea of Doom was a mix of Aliens and Evil Dead 2, movies they loved.
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>>12494318
> Source of screenshot? I want to read the whole document, or bug report/pull request or whatever it is.
https://chatgpt.com/share/69d52c28-7700-832a-833a-1920a69f265c
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What the fuck is the greener baron in Colorful Hell a bullet sponge of bullet sponges holy shit. It's just not fun to fight even if it's a joke on barons already having loads of health. What was being smoked when this variant was included?
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Just learned to make my first weapon mod, I'm surpised its shockingly simple when you break it down in the right way. That GunLabs tutorial does wonders. I love it, my main plan is to make several waifu mods, I wanna make a neco arc doom mod big time super animated and expressive, I'm learning how you can actually do that given what I saw of byoc, and you can do digital art, not just sprites, which saves me a headache.
I suck at sprites, so if I can just do digital and just sorta of shrink em, thats fine by me.
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>>12487010
Dude, I'm loving how you're doing your map. I'm not much of a mapper. I should honestly, I draw already, but I've never been good at canvas painting, more like drawing people, animals, Pokémon, and other weird creatures.
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>>12493958
>At least scary-bitch-enjoyer anon's gonna have more loreslop to read, assuming he doesn't miss this in the commit log
Heh. Just saw you deleted Answers too.
>What in the god damned chocolate-flavored FUCK was I smoking when I wrote this hot piece of flaming dumpster fire?
Lol.
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>>12494772
My mental visualization is fairly good and I have an easy time painting out scenes in writing, but I can't draw for shit. Once I got to grips with ultimate doombuilder it started going much smoother. Enemy and pickup placement is the biggest question of this map's design right now.
I might add an expansion to the gore tunnel so that the soulsphere secret continues onto an optional section to get the plasmagun, but I'm not sure if I want to do that in map01.
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>>12484140
[03-28] Helion 0.9.9.2 released
https://github.com/Helion-Engine/Helion/releases/tag/0.9.9.2t
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>>12494945
As I said, skill issue.
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>>12495058
Regarding the other stuff, I like Niven's room only being accessible through the crew quarters. It meant whoever ended up inhabiting that room and Niven would have to get used to each other. Was that the plan the whole time or did it just kinda work out that way?
Ghosts of the Past is also really good.
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>>12495203
It worked out that way. Initially Niven's room was supposed to be Solomon's redesigned crib before I gave him the purple one. I didn't plan from the start for her to come back or be a playable character. Only happened because I couldn't resist the temptation. Don't forgive me, for I have sinned and regret absolutely nothing.
>Ghosts of the Past is also really good.
Glad you like it! Have you managed to skim through the 3 reworked entries? Curious to hear your opinion on them in comparison to the old stuff. The idea was to fix the pacing but one thing led to another and here we are. Think I managed to keep Niven's character mostly the same while elevating Solomon's enigmatic nature. Also wanted to do a different PoV for a change and accomplish a pipe dream of having two specific characters interact with each other. The Black Death lore was overall highly educational in how important to character development/presentation is who you choose to narrate the story.
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>everyone i know hypes up The Citadel and Beyond Citadel as amazing shooters
>one fucker literally says "its anime Hideous Destructor!"
>...interested
>pirate it
>clunky, unyeildy dogshit that wants to crash constantly
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>>12495359
>>12495356
by your standards is gzdoom retro?
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>>12495381
as they should. shit like Divine Frequency and full games are too modern.
>>12495364
>complaining of tranime on a tranime site
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>>12495389
>its different! because its....it just is! okay?!
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>>12495360
GZ is retro if the IWADs are required to run mods/TCs.
If the mod/TC don't require it but takes after retro aesthetics (pixel art and all) tgen technically retro. Technically as in a horse-drawn carriage is a car too.
If the previous two conditions aren't met, not retro.
Citadel isn't retro. It doesn't even run on GZ, it uses unreal this or that. One of the non-retro ones.
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>>12495476
Freedom arguably falls under the 'homebrew' board rule:
>Retro gaming means platforms launched in 2001 and earlier, and official game titles for those platforms released no later than December 2007
>(homebrew console games made after this date will be permitted)
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>>12495476
Freedoom is still the same code, so it's essentially an IWAD too. It just has different graphics and maps, see >>12495482.
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>>12494430
Always happy to help.
>trying the new charged Wyvern for the first time
Oh my fucking god.
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>>12494759
https://youtu.be/pJ_n8tyij3c
Here's my barebones mod, but I actually managed it. I'm going to add my own sprites to it. If any anons can give me tips to make the spriting process any faster, it would be appreciated. I usually work in Krita for most of my stuff, but if anyone here has a better suggestion, I greatly appreciate it.
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>>12495570
I think Krita is fine if you're comfortable with it, it certainly has the features to do all kinds of cool art and animation shit.
Could do what I've done in the past: Use blockbench to either full on make models to turn into sprites, or at the very least block out shapes for perspective and shit.
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>>12495579
>like if you want to do a crazy animation you be a little fucked no?
Never stopped me.
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>>12495581
Wow, hmm maybe I might give it a try then, Thank you so much anon, Leave it to based Doomers, to be awesome, Although neco arc she's don't got lot to work with 3d wise, most her models are memes but maybe something out their exists. Idk Bleh.
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>>12494908
>>12494940
>>12494945
Can you describe your usecase, I wonder if I want to implement this in my launcher. It's crossplatform, I started it when I was a Windows user, now I'm mostly using it on Linux and it can already do some unique things like wrapping with mangohud and umu-run (allowing to choose any installed Steam Proton version). I run native dsda version but for uzdoom, woof and nugget, it works better using windows version via proton because appimage builds have microstutters on wayland (confirmed with mangohud).
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Finished Doom up to Thy Flesh Consumed with Hellrider Vengeful + Project Brutality Monsters + Corruption Cards. What a fucking ride. I've gained a new appreciation for Thy Flesh Consumed. Absolutely ball busting, and not just the first two maps. I've been going back and forth actually between old PB, the original Hellrider, and this setup, and I've also gained a new respect for Hellrider Vengeful. The original Hellrider showers you in rocket ammo to the point where, on continuous, you are never without rockets. You always have enough to demolish whole maps. Vengeful splits its explosive weaponry spawns between the cluster grenade launcher and an RPG-7, meaning you have less rockets and less grenades. Couple that with self-blast damage, and you need to be more strategic about how you engage than in the original. I still think the light machine gun plasma rifle replacement from Hellrider is better than the plasma rifle reskin from Hellrider Vengeful, but cest la vie. Love me Doom mods.
I've also been playing with Colorful Hell + Universal Entropy. I'm getting addicted to Doom again, I need to watch out.
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Can anyone confirm if the Morhta artbook actually contains sketches featuring royal bugussy, or at the very least non-pixelshit bugtits?
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>>12495923
>Which three specifically?
Black Death, Reunion, Inhospitable. Those are the only ones I've molested anyway, as far as I can remember.
>Which two?
Niven and Magic. Even if the two spoke in the past, the former definitely wouldn't write about it, while the latter couldn't do so. But then it hit me that if Magic has the ability to affect matter, she could rearrange a couple of molecules to write a txt file to a terminal. The main reason for the change though was to allow for some ambiguity in the characters' actions. Couldn't have done that with Solomon as the OP.
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>>12495831
Huh, weird. I was getting microstutters on X that's why I switched to wayland years ago.
related issue: https://gitlab.freedesktop.org/xorg/xserver/-/work_items/1207
I never had stutters on wayland. Do they happen for you on both SDL_VIDEODRIVER=x11 and SDL_VIDEODRIVER=wayland? What about sdl3 version of woof?
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>>12495919
The Hive Queen? This is what you get, there's a couple of alt colour schemes and a big flesh lump that was going to be her ovipositor thing, but that's just a shapeless lump with tentacles.
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>>12495919
>wanting bugussy instead of wolfussy
couldn't be me
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>>12496015
Yes, I'm getting the same microstutters with x11 and wayland here (with and without gamescope):
> SDL_VIDEODRIVER=wayland mangohud "/home/_/Games/Linux-UZDoom-4.14.3-rc1-x86_64.AppImage" "-iwad" "/var/mnt/Expansion/IWADS/DOOM2.WAD " "-file" "/home/_/Games/Sewerlust RC1.wad"
> SDL_VIDEODRIVER=wayland gamescope --force-grab-cursor -f -r 144 -- mangohud "/home/_/Games/Linux-UZDoom-4.14.3-rc1-x86_64.AppImage" "-iwad" "/var/mnt/Expansion/IWADS/DOOM2.WAD " "-file" "/home/_/Games/Sewerlust RC1.wad"
I'm not sure I'm doing it correctly though because the icon always shows as generic xwayland icon. Or maybe it's an issue with appimages themselves.
> What about sdl3 version of woof?
Didn't check that one yet. I'll give it a go next time I try woof.
With Proton everything works perfectly, but it's ofc not that great to depend on it so much.
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>>12484139
Finished playing Call of The Void for Quake 2. What a piece of shit. Between the:
>double lg armed shambler that melts you in less than a second
>the sg ogres that will hit you every time
>the gl ogres that are somehow even spongier than quake 1's
>the retarded enemy ai that has no rhyme or reason to how it acts if it isn't in front of you or lets you shoot at it from a distance without reacting
>quake 2's all around worse gunplay than 1 or 3
>the muffled enemy sounds that are just lame synthetic filters
It really wasn't that good. Pic related: Final boss and my POV kept jittering around. Was this supposed to happen? Either way, it doesn't surprise me with everything else if it was a retarded feature or a bug.
5/10.
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>>12496443
Post boss fight.
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>>12496443
Yeah it kinda just sucks. None of the 'new' enemies are fun to fight despite all the work put into the levels.
I don't think they even bothered with doing the special AI pathfinding you can have in the remaster, which probably contributes a lot to them acting retarded.
>Final boss and my POV kept jittering around. Was this supposed to happen?
This was a known issue at some point, so I'm surprised they haven't fixed it.
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>>12496483
>portfolio grifters
>fixing shit
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>>12496443
>mfw i never even bothered with call of the slop
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>>12496358
I'll link it to you
https://nightly.link/fabiangreffrath/woof/workflows/build/master
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Hey how does this look for a heat guard? for the shotgun, I figure a auto shoty would need one.
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>>12496795
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>>12496783
The entire Quake IP feels like it has always had something of an identity crisis. Even more-so than the Serious Sam games. Not that I really mind, but I just think it's funny.
>Quake 1: Doom but more gloomy than sci-fi, more Lovecraftian than Hellish, and faster streamlined gameplay.
>Quake 2: Doom but more sci-fi than it is both gloomy AND Lovecrafian/Hellish, and with more weapons, items, and gameplay elements; basically the other side of the coin from Quake 1. Wasn't originally going to be a Quake game in the first place, and only became one for marketing/recognition.
>Quake 3 Arena: Just the multiplayer element sold as a standalone game. Inadvertently birthed COD.
>Quake 3 Team Arena: Quake 3 but with MORE stuff.
>Quake 4: Quake 2 2. Just take my description for Quake 2 and add a "3" after "Doom".
>Enemy Territory Quake Wars: Battlefield, but Quake.
>Quake Live: Quake 3, but F2P, and with one (1) new weapon to replace the three (3) cut from Team Arena.
>Quake Champions: Quake 3 2, but as a Hero/Arena hybrid shooter.
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>>12496845
>>Quake 4: Quake 2 2. Just take my description for Quake 2 and add a "3" after "Doom".
>>Enemy Territory Quake Wars: Battlefield, but Quake.
>>Quake Live: Quake 3, but F2P, and with one (1) new weapon to replace the three (3) cut from Team Arena.
>>Quake Champions: Quake 3 2, but as a Hero/Arena hybrid shooter.
why are you making up fictional games shiczo bro
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>>12496845
> Quake 1: Doom but more gloomy than sci-fi, more Lovecraftian than Hellish, and faster streamlined gameplay.
Quake is way more of a slow wandering game than Doom imo. Quake spiritually closer to Hexen and even Hexen 2.
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>>12496795
Look at games like Blood, Duke Nukem, Half Life, Unreal. There are always some maps coming here and there, it's only Doom that is massive. Compare to anything other than Doom and Quake might be even one of the biggest ones.
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>>12496919
Kinda reminds me of those retards who used to make up those autistic timelines to connect the Doom games.
>Doom 64 is somehow connected to the original timeline before Doomguy becomes DoomSlaya™ so it's le same guy. TNTguy, MasterLevelsGuy and PlutoniaGuy were totally different guys. but the question is... is le FreeDoomguy actually the same guy from the Doom (2005) movie or just Doom(2005)FilmGuy?
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>>12497012
>DoomSlaya™
Wow, isn't that the badass LE DOOM SLAYA!?!? This is so epic and metal XD! le based dev god Hugo and his butt buddy le Marty want to EXPAND THE DOOM POWA FANTASY, uh, yayah!!! Shut up and take my money lmao :P THE DOOM SLAYA NOW HAS EXPOSED BICEPS OMGG!!!!!, I'm getting really horny!!!! Oh wow all wads are canon... wowow omg that means NUTS.WAD IS CANON OMG SO WACKY AND CUHHHRAZEH OMG DOOM SLAYA FIGHTING FOR AEONS OF TIME UHHHH MMMMM YESSSS THE ANCIENT DEMONS SAVED HIM UHHHH FEELS SO GOOD MMMM LORE EXPOSITION IM FEELIN REAL NICE!!!! MY PENIS HAS BEEN MEGASPHERED UHHHH *looks down at his shrivelled member and grabs it with a swipe from the side like an edgy DOOM SLAYUH cutscene* WOW, WHAT'S THIS?? HE STAYED IN HELL TO FIGHT THE DEMONS LIKE IN DOOM 64?!?!?! HOW BASED CAN ID GET?!! *starts stroking and making epic revenant AHHH meme noises* I-IS THAT A FLOATING QUESITON MARK AND EXTRA LIFE IN MY DOOM GAME, UH YYYYYYYESSSS!!!! *hand turns into a fucking mach 5 piston with iron man colors and a snoo decal* AHHHHHHH OH MY GOD HE IS AN ANCIENT WARRIOR AND LE ANCIENT CIVILIATION ALIENS LE ALIEN QUEEN AND VEGA ROAD TRIP THROUGH SPACE AAAHAAAHAHA IM COOOOOOMING AND CONSOOOOOMING REDDIT-TIER LOOOOOOOOORE!!!!!!!!11111 *wipes cum on doomguy amiibo and strokes 3d printed crucible he made from an r/doom tutorial while waiting out his refractory period by dressing up as doomgirl and posting it for karma then getting hard again because he read an epic marty strapon tweet about how mick gordon is farting into a mic for the third time to score the epic kar en kukold dlc*
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>>12496932
>Quake is way more of a slow wandering game than Doom imo. Quake spiritually closer to Hexen and even Hexen 2.
This is a statement so inane and ridiculous that it makes me wonder if if you've ever even played any of the games you've referred to.
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>>12497017
Spot on.These idiots have supported the Marvel™-isation of Doom,and it will never be the same again. You just know that the next release will include le witty quips and sad trombones. It will probably include tranime DLC as well.
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>>12497017
>>12497132
Shut up, nerds.
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100% of "Quake is slow/boring" mongoloids just refuse to learn how to actually move properly and want it to be like Doom where all you do is run diagonally and move the mouse side to side a little.
MP4 related.
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>>12497205
Well then I take back the mongoloid remark and apologize. I'm just too used to seeing people trying to start shit, especially once we hit 500 posts.
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>>12497132
I enjoyed Doom 4, even though I thought it could have been better in a lot of ways. I expected nothing at all but got a pretty good game after all. Then I went back to Classic Doom.
However, when I first saw Doom Eternal, and heard its storytelling described, I really felt like it wasn't gonna be a game for me. When I saw the newest one, I felt that even more, it wasn't the kind of game I wanted to play at all.
I have mostly ignored the broader new Doom fandom all this time, because I did not like what I saw, and 90% of my time spent in any kind of Doom fan circles has been here on /doom/ ever since /vr/ began.
This is a conversation we've had before, and better than shitting up the thread with ironic shitposting. That kind of retarded /v/erminposting should not be tolerated.
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>>12497012
>Kinda reminds me of those retards who used to make up those autistic timelines to connect the Doom games.
Isn't that shit official now?
>>12497132
I like it. I mean, I would prefer modern Doom to resemble old Doom than to be completely new shit with the Doom name attached. But if you accept that they were never gonna give you anything like the old game anyway, at least go all out on the bullshit. Which they did, a bit too much even.
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>>12497017
I look and act like this.
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I mean I enjoyed doom eturnal, I hated the story, if that means anything I didn't care for doom 2016 and doom the dark ages just isn't that appealing, I mean least doom three had something going something diffrenet. Doom the dark shits just looks more of eturnal but just worse with a even cringier story.
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I love Doom, but can't say Truecolor is for me.
I love the regular jank, the color crush, the area where you can't tell the hell knight from a baron.
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>>12496783
As an ip it's been inconsistent, but it's all been worth it for the stellar user content.
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Trying to get a match of the mod Tomb Fetus going
Server Name: Booty Lickers Inc.
Password: penis
Server will be up for at least 30mins
Also running the 3.3-alpha for Zandronum, so make sure you have that
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It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/3dUUWTbR#Ir3l9U2JAKSdT84wQwbKsgQ1Go39xdCCznpF2ChC gmc
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder
How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v1 6-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.5.1
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)
>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom
>I heard this game supports proximity chat, are we using that?
No.
Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
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>>12497087
>>12497218
>>12497224
Oh cmon, I didn't even say it's bad. Quake is one of the strongest ones in terms of immersive wandering maps. Best for artsy architecture appreciation too. It's not slow compared to games like Unreal, but it's very slow compared to games like Doom. I'm talking about combat: and it's due to weapon mechanics, due to enemy movement patterns, and in general how everything fits together. The most challenging Quake content in AD, for example, is orders of magnitude easier than average Doom hardwad, and if it wasn't obvious to you without explaining, it means you're probably not familiar with modern key Doom mapping genres: combat puzzles, microslaughter, large scale strategic slaughter. If you compare fighting a single imp vs fighting an ogre, imp might even be slower. But if you take a Doom horde in a tight hardwad fight and compare to hardest Quake horde you can find, gameplay in Doom on the player skill level sufficient to beat this fight will feel cosmically faster than anything in Quake. Crowd control, massive amount of projectiles, managing priorities with huge monster counts, the need to hide from AV sight, and often all of this together at the same time, etc, etc, etc.
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>>12484139
Does anyone else kite these dumb bastards into the same room and pile up the bodies? Something about the heaviness of the ragdolls in this game makes it satisfying. They feel less bouncy and weightless than other games of the era (and even now) in general. This + partially animated deaths like in L4D would be perfect.
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>>12497696
Vanilla Quake is very straightforward and linear with its progression until you get to episode 4. The most 'immersive wandering' maps I've played for Quake have been Ter Shibboleth, not anything in AD, and it's basically Quake's Lost Civilization.
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>>12497326
It's solid.
A few people were all:
>ZOMG ROMERO HAS DONE IT AGAIN, SIGIL IS SO REVOLUTIONARY, HIS BALLS ARE BUMPING MY CHIN AS WE SPEAK!
And then a few people were:
>NOOOO, IT'S TOO HARD, THIS IS BAD DESIGN, HOW COULD YOU DO THIS TO ME?
But really, Sigil doesn't bring anything actually novel to the table, nothing at all, but that's ok, because most high quality .wads don't either. It's just a well made episode of levels for Doom 1.
If you liked Romero's levels in Thy Flesh Consumed, then Sigil is like a full episode of that, only with a different look (lots of darkness, for one), and a gimmick of shootable eye switches.
It also had an official .mp3 soundtrack, which you got with the paid versions, some people don't like that and prefer the MIDIs, but I thought it was kinda cool.
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>>12497706
> Ter Shibboleth
Idk, to me realism in retro games is very off-putting in terms of immersiveness. Abstract surrealism in AD is executed on very high quality level, and it just looks and feels right. Not comparable to some cheesy lowpoly "look it's Eiffel Tower in Quake!" type stuff. And with screenshots like picrelated, I consider you might be trolling.
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>>12497724
>And with screenshots like picrelated, I consider you might be trolling.
More like pic related.
Yeah, that looks like shit, but it's also a low resolution YT screengrab so of course it does. Do you not have any in-game Ter Shibboleth screengrabs? Because the later levels get gorgeous.
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>>12497718
Some do, but not most. I remember people slurping Romero's balls about it and calling Sigil revolutionary, and it's really not in any capacity.
It's GOOD, I think it's a well made set of levels worth playing, and yet another example of one of Romero's best strengths (level design), but it's just really normal Doom 1 gameplay, and pretty normal vanilla map design.
I will say that part of this is because it's a lot harder to make really solid gameplay with Doom 1's smaller roster, it's just a less versatile toolbox, which is why I'm waiting for Romero to do something for Doom 2 already, because I'd love to see a whole megawad of The Living Ends.
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>>12497763
I was actually interested which wad can be considered "brought something new". People say AV was groundbreaking, but guess you had to be there to understand it, when I played it it was just a good wad with a few great maps.
Not arguing about Sigil, it's great but obviously did nothing revolutionary (outside of demonstrating that Doom 1 style mapping is not some esoteric magical product of time and can still be done).
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>>12497829
>>12497829
>>12497829
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>>12489728
Ah thank you for that. Its assuming youre using default binds on the number keys cause its supposed to intercept the impulse commands. If you have your weapons bound to better keys its probably going to mess things up. Im sorry I couldn't think of a better way to do things but if you create a cfg just for rangerhq and use default binds on the number keys it should work. All the centerprint menus are on impulse commands so you could also bind your keypad to all those keys too and use that for menus.