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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12322912
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/
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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 ===
[01-19] Annie Episode 2 released
https://www.doomworld.com/forum/topic/156924-annie-episode-2-released/
[01-18] Hexen: Deathkings midipack released
https://www.doomworld.com/forum/topic/116499
[01-18] Quasar's getting triple bypass surgery (not a wad, the real thing)
https://www.doomworld.com/forum/topic/156905-triple-bypass-surgery/
[01-16] Call of the Void 3.0 has been released for Quake 2, featuring 9 new maps
https://www.moddb.com/mods/quake-ii-call-of-the-void/downloads/call-of -the-void-version-30zip
[01-13] Pvt Stone updated with a new weapon, more reload options, and more
https://skelegant.itch.io/pvt-stone/devlog/1315753/update-to-v155-qol- extra-polish
[01-13] Bloodfire, a holiday-themed map pack, released
https://www.moddb.com/mods/bloodfire/downloads/bloodfire
[01-09] - No Time 2 Freeze released, a winter megawad by the Russian Doom community
https://www.doomworld.com/forum/topic/156801-no-time-2-freeze-communit y-project-mbf21-32-maps-out-now/
[01-03] Quake Brutalist Jam 3 released
https://www.slipseer.com/index.php?resources/quake-brutalist-jam-iii.5 49/
[01-03] Ironwail 0.8.1 released
https://github.com/andrei-drexler/ironwail/releases/tag/v0.8.1
[12-30] Divine Twilight Chapter 1 updated with a new custom-made soundtrack
https://simplici7y.com/items/divine-twilight-chapter-1/
https://simplici7y.com/items/divine-twilight-ost-plugin/
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqH IN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST
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>>12333780
ggs
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>>12334251
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>>12334176
>>> CLASSIC DOOM CHALLENGE <<<
Record a UV-Max demo TNT-XIAO map 06 "Open Season" by TheMightyWhoosh -cl4
Reply to this post with a demo & your time.
Wad download and current records:
https://dsdarchive.com/wads/tnt-xiao?level=Map+06
Example demo in 2:03:
https://files.catbox.moe/xznjns.lmp
No one submitted anything for the last challenge, which makes me wonder if I'm actually good at doom. Here's a short and easy map. In case it wasn't obvious, you need to use the TNT iwad for this one. Also, give me ideas for the next challenge
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>>12334179
>[01-18] Quasar's getting triple bypass surgery (not a wad, the real thing)
>https://www.doomworld.com/forum/topic/156905-triple-bypass-surgery/
So any doomworld janny posting extremely embarrassing shit about themselves being a fat hog is news now?
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>>12334393
I wouldn't call him fit, obviously, but for a software programmer in his mid-forties he could be doing a whole lot worse.
That's him on the far right.
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>>12334393
I'm not sure is he even a janny, but known figure for sure. He's the lead guy of Eternity Engine. If he wouldn't survive, there would be no more EE updates. I'm glad he did, because I'm planning to do few Eternity wads myself. So yes, I'd say that's news worthy.
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I put off Serious Sam for over 20 years. I assumed from my short time with it that it was just holding AD and the mouse button. Tried next encounter on a gamecube emulator and jesus christ I'm having the time of my life. Went back to classic first encounter and JESUS CHRIST I'm having more of the time of my life. I'm gonna play em all this year.
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>>12334039
Wrong and pleb opinion, Bauhaus is cool, all you niggers in this general seething about brutalism being boring and all about concrete are confusing materials with actual variety - brutalism may be all grey and concrete but the extravagant shapes are unlike anything else in architecture - that’s where the variety lies. Also commies at least cared about their environments being habitable so all the irl brutalist living complexes are covered in plants and have parks/restaurants/shops nearby unlike modern corporate cookie cutter settlements isolated from all amenities which ironically would give all the commie haters here nightmares. Not just commies I guess, pic related is Japan
>>12334045
Would be amazing
>>12334243
>>12334305
Anons… why is everyone forgetting Kingpin? The only fps coming close to art deco with its aesthetic, and there’s a doom friendly texture rip floating around somewhere (667/afterglow)
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>>12334393
He's a sourceport and software dev, too, so him biting it would legit be a bad outcome, if he dies, then Eternity would probably die with him.
Though I may have passed on the news myself if I saw it, I probably would not have responded to the newspost with it. Unless he died.
Like, if Graf was diagnosed with a deadly bout of balanitis, that could be newsworthy.
>>12334471
Godspeed. Eternity is a One Horse Town, but if more people care about it, it doesn't have to remain one.
Heartland is a great example of the kind of shit it can do (some which GzDoom never could), so it's worth exploring.
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>>12334584
>why is everyone forgetting Kingpin?
Probably because all the art deco in that game is limited to one or two levels and completely drowned out by urban thuggery.Them redesigning the game's aesthetics just because they got some faggot rappers to do the 'music' was a huge mistake.
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>>12334584
>Also commies at least cared about their environments being habitable
You definitely did NOT grow up in the Soviet Union if you think this, shit like Lake Karachay was basically as bad as Chernobyl except it was on purpose, and the destruction of the Aral Sea cannot exactly be ignored.
Lake Karachay was some absolute fucking The Simpsons / Black Mesa tier bullshit, and while I'm at it, to keep things on topic, I would suggest that Black Mesa was probably strongly inspired by the Rocky Flats Plant in Denver, Colorado, which was about as grotesquely negligent.
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>>12334320
>No one submitted anything for the last challenge
My dear fellow, you picked a Ribbiks map in a wad literally named Slaughterfest. What exactly were you expecting!?
>Also, give me ideas for the next challenge
I think you would see more takers if you picked something we've all already played a hundred times and know the route so it can be done on a whim without having to prepare too much. "Ooh good idea I haven't played that in ages" sort of response.
For me, you keep picking new recent wads I've only barely heard of and have no interest playing. The only ones of yours I felt sufficient enthusiasm in the moment to record were ev22 and doom2, to which my reactions were "oh I know those already, I can just record them without having to think"
I hope that makes sense and doesn't offend anyone.
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>>12334320
1:55
https://files.catbox.moe/6enzg4.lmp
First time submitter here. Tbh I think my blind run was good, I just couldn't find that damn secret. Even the cheat code I saw last thread didn't help lmao.
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>>12334579
Enjoy it, man. I wish I could play First and Second Encounter again for the first time.
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>>12334424
https://web.archive.org/web/20090313214011/http://www.doomworld.com/pi ctures/quasar.jpg
What difference a couple of decades make...
Who are the others? Which ones are Kaiser, Edward, Lexi, anyone else we'd know
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>>12334602
>>12334617
These have nothing to do with what you are both quoting (I meant environments as in cities and neighbourhoods) but I agree, what they did to Aral Sea was a travesty
t. Pole
>>12334596
May be true but this: https://www.quaddicted.com/db/v2/maps/d4811ca56e1bf27a07de4e40683f2203 dcc5e12a2791596a4febae446e8911c6 is proof that you can still get art deco juice out of it.
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>>12334579
welcome to the club
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>>12334579
I sort of had the same thing happen. I tried it decades ago, tried 3 and didn't like it much, then much later after that I gave the HD versions a go and it all started to click: I binged that, classic TFE and TSE, 3 through fusion, and the newest one and its expansion were great. Once I'm back into the mood I'll be going through 2 since it got recently updated.
I think when I first tried getting into the series I was expecting something less ""gamey"" and more reserved, kind of like how the first Quakes and RTCW was. Not sure how else to describe it.
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>>12334176
So, while looking at the archive, i stumbled upon some interesting stuff
https://archive.org/details/tekwar_source
https://archive.org/details/Hovertank3D_source
https://archive.org/details/CatacombAbyss_source
https://archive.org/details/whaven_sources
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>>12334176
So is it possible to archive the games that are here at the doom archive >>12319783
I'll see if i can get more old dos sims once in a while
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i blew out my shoulder shovelling snow so bad i was in the ER, on painkillers and need to do physical therapy for 4 weeks. i can barely use a mouse so i can't play doom at all unless i want to use a faggy controller ;-(
how is UZDoom? i didn't get around to installing it before the accident
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>>12335196
I know your fucking pain, I just got home from visiting family over Christmas, and I get home to almost knee-high snow all the way to my door, DENSE snow.
The little snowblower thing is a blessing, but getting it to actually cut into the shit was still straining. I'll be a sore boy tomorrow.
That's why I'll save the challenge for tomorrow, too. WORST weather.
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>>12335196
>i blew out my shoulder shovelling snow so bad i was in the ER, on painkillers and need to do physical therapy for 4 weeks.
Should this also be in the news post? I mean fair's fair, right? >>12334179
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>>12335261
Nnnyeees. I'd say between jobs, but the state of the job market in 2025 has been frustrating.
Apparently, there's SO many fake openings all over that, numerically, you're looking at lottery odds for landing a job by filing applications, which sounds about right to me.
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>>12335303
>Don't you feel embarrassed to carry yourself like a passive aggressive and catty woman like this?
>carry yourself like a passive aggressive and catty woman
>a passive aggressive and catty woman
>catty woman
>woman
>WOMAN
gender euphoria~~~~~~ :3
Lol I'm joking. You're absolutely right. I am sorry. I will do better.
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>>12334584
>brutalism may be all grey and concrete
I hate this (very common) idea. The only reason brutalism uses so much reinforced concrete is because it was cheap and versatile. The ideas of it are being cheap, ease of maintenance (the idea of "having the innards of the building exposed") and modularity (there was a huge push towards prefabricated buildings at the time). If steel had been much cheaper brutalism would've been all steel. It's just this idea of mass producing buildings, somewhat traceable to bauhaus, which is really cool.
The extravagant shapes I attribute to the "new toy" effect because architects were trying to see everything that could be done with the new material (which is a lot). Coupled with its use in public buildings, which meant that the ones who comissioned the building had very deep pockets, it makes sense that it evolved that way. A lot of people say that brutalism has no ornamentation but I think these shapes are an ornamentation of some sorts, it's just that it's rectilinear.
People just say "it's all grey" because it was mostly used in places with shit weather (which ironically fucks with concrete so maintenance costs go up, IF the building can be salvaged. But at least it was cheap to build) but again it's just a side effect of the material chosen.
I'm ambivalent about it. Some brutalist buildings have nice shapes but in general the material ages horribly. Nowadays that we're not in a post-war state where our time preference is ridiculously high it'd be a good idea to just pay the small upfront cost increase and use materials that can last much longer and change the style of the building to use the properties of those materials. It's just a cost x time thing, and at the time when brutalism peaked the buildings were needed *now* and it didn't matter if 30 years down the line it'd start breaking apart.
I don't know about you but what experience I've had with commieblocks is not very mixed-use, which runs contrary to what you write.
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I don't like brutalism. I don't mind shooting people in brutalist settings but the style itself is basically just another way for jews to cuck the goyim. We get to live in giant ugly structures designed to demoralize us - and the jews leading the revolution get to live in all the nice classical architectural styles we originally built whilst wagging their finger at us about bullshit as the new gay leaders of the fake commie revolution.
I'm amazed low ranking non jew commies even like the style. It's basically the architectural equivalent of the cuck shed merged with a slaughter house for non jews.
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>>12335390
> I don't know about you but what experience I've had with commieblocks is not very mixed-use, which runs contrary to what you write.
This is a bit off topic so I’ll try to make this the last reply. Current experience in Poland is that modern neighbourhoods and blocks built by real estate developers (pic related) are built to have apartments as expensive and as small as possible to squeeze every penny out of desperate people (because of current housing crisis) and are usually gated from the rest of the district so people are isolated from playgrounds/shops/parks and so on - this kind of architecture and planning is a globalist’s wet dream - a populace that lives only to drive to work, shop in giant supermarkets and then back home to watch slop and eat sleep repeat.
On the contrary (at least in the part of our country that I live in) the old neighbourhoods built in commie times are some of the more comfy and sought after places to live in even if they are dilapidated - apartments are normal human sized, plenty of green space between blocks, playgrounds and little stores (what americans would call “mom and pop” stores) - and despite you being right about the prefabrication part they are still somehow more varied than the cookie cutter real estate developer buildings
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>>12334243
>>12334305
make it shiny!
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>>12335496
forgot my now year-old vid
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>>12335473
Makes sense. Over here (south america) commieblocks often don't have small stores attached. They end up being exactly what you described. I've read once that ex-URSS countries' commieblocks are like what you describe, which is nice.
I do think the fact that we, as an industrial society, have managed to work on mass-producing buildings is really really cool. The results are mixed, but the fact that they can be mass produced means that the building is a commodity like any other. Of course, it is wasteful (the point about the 50 year lifecycle) but it's really cool that such huge stuff can be done en masse.
You'd expect that this would drive the price of real estate down but, at least here, this never happened. I attribute it to the eternal NIMBYism, the overreaching zoning laws (which, at least in my country, are too restrictive) and the fact that my country doesn't have a big internal market, which means mass production of buildings might not be in big demand.
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I have never played Doom.
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>>12335516
Have you played any other 90s shooters?
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Can anyone help me with viewing the QBJ3 bestiary? I felt like drawing some of the monsters but not terribly thrilled about trying to capture them in multiple screenshots in-game.
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>>12335473
looks like america, swaths of those single family chicken coops with a strip of lawn between.
i was promised megacities goddamn it!
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>>12335580
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>>12335572
Noesis model viewer's okay, and there's QME (Quake Model Viewer) 3.0.
>>12335674
I'm not too familiar with the other games but for Unreal itself: The One is pretty impressive with its level design and visuals, Project Gryphon for its gameplay mechanics.
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>>12335682
Thats very good. Thank you!
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>>12335316
lol'd
>>12335581
I wonder that myself.
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>>12334667
My little marmoset, Ribbiks is one of the most popular mappers of all time. That said, I agree familiar maps tend to receive more attention, I just want to balance that with my own desire to showcase new maps. I will seriously consider your feedback however.
>>12334823
Yeah, one of the reasons I always include an example demo is in case people can't find obtuse secrets.
>>12335580
Is this what is known as "brutal doom"?
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>>12334179
>[01-18] Quasar's getting triple bypass surgery (not a wad, the real thing)
>https://www.doomworld.com/forum/topic/156905-triple-bypass-surgery/
>shitty old link to infographs
>irrelevant gossip in the news
Where are the megaman people/new link enjoyers where we need them so much? These past OPs have all been shit but I'm too lazy to make threads myself
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>>12335730
>qbj3 bad
Oof.
>>12335828
>but I'm too lazy to make threads myself
Based.
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>I'm too lazy to make threads myself
You have to be a complete tryhard to make Doom threads. You couldn't pay me to do it. Seriously is there a general on this site that puts more effort into its OPs? Ours (>Ours) is so long and involved, it spills into the second post! Whoever started the practice must have been the biggest autist across all corners of the globe.
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>>12335628
the current brutal concrete thing encompasses all that is wrong with our temporary society. rather than the chad roman aluminosilicate geopolymer tech we´ve gone with the frail portland/rebar commie nonsense.
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>>12335852
but you can just discuss it in the thread
>>12335880
yeah but we low key need this kind of autists
>>12335854
you are either totally clueless and gullible or the persistent troll who some megaman dudes helped expose. either way you shouldn't be the one to talk
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>>12335852
Also specifically a sourceport dev, a long running port at that. It's arguably more relevant than the voice actor for the new Quake Champions Ranger passing away (still RIP, though). This is all kind of just repeating the kneejerk reactionary post from earlier in the thread.
There's some bias from me because there also wasn't a whole lot of news last thread. At the least, I'll remove and replace it with updates.
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even the dog is brutal
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>>12335938
It was in fact Brian. And he died at the end ;_;
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>>12336103
That didn't work either. Tried both the ID1 cfgs + the QBJ3 cfg.
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>>12336106
I'm also trying to figure out how to edit the brightness on startup for certain source ports so I don't have to open menu and manually adjust every time. But not seeing command information on that. or not sure how to search for the information since it doesn't even show what/how I changed the brightness from the menu in the console after.
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>>12336095
>>12336106
Because it's
>r_showbboxes_filter
with double "b".
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>>12336138
Thank you that worked.
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Ok figured it out after playing around in console. Brightness is actually mislabeled and is actually adjusting the Gamma setting. This isn't some 'r_visibility' thing like GZ or Nugget's brightness but just outright adjusting gamma in options which I tend to really dislike in Doom. It works fine for quake though.
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Decided to go back to SiN, mostly because of the former duke3d devs, really feels like it on Hard difficulty, get shredded in seconds by those robot spider drones
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explain light shadowmaps
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>>12334176
hi guys, try to figure out what's going on here
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Fuck me? Fuck you, you piece of shit.
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Damn this turned out good.
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>>12336728
I didn't mean to but I wound up channeling Kings Field for these sword animations.
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>>12336775
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>>12334176
I still can't get enough of Project Malice. Any recommendations for more "tactical" gameplay mods to play with it? I already know of the Nightmare Logic series, Deathstrider, and Deimos-1, but any others?
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>>12336775
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>>12334179
[01-23] Smooth Doom for Doom 1 (pure vanilla dehacked)
https://www.doomworld.com/forum/topic/156974-smooth-doom-vanilla-for-d oom-1/
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>>12337159
Lost in Darkness uses most of PM's monsters and behaviors, but it's a very ballbusting balance that's thoroughly difficult to play with 100% enabled monster spawns.
>Deimos-1
I've been playing it with this lately and it works real well, though it feels more balanced with fast monsters enabled.
>>12337619
It's kind of hard to see, but does it have a lot of smooth animations for enemies as well to separate it from https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapo ns/ ?
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>>12338003
No. Best you get is smooth weapons within vanilla limits.
>https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weap ons/
There's the MBF21 version of Smooth Doom that has smooth monsters, casings, "particle effects" and all, but this at that point you should just use the og and play it with GZ unless you like other ports.
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Okay, so seriously, how do you trigger the third faction of the second hub in afterglow? I saw a youtube video of the end reel mention some kind of rebel faction in Prosperity, but I never got that card in all three timnes I played it
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Found a pretty good mapper after hiting random on IDgames: Mr. Chris. Surprisingly long presence, started mapping in 1999 and the last submitted wad of his dates to 2018.
63 submissions is a lot. Currently getting through his loose E2 replacement, not sure why he didn't put all the maps together but they're good. Like Suspended in Dusk, if it was more amateurish and less concise, with some fucking mean traps here and there.
>https://www.doomworld.com/idgames/levels/doom/s-u/stoned
Map order is:
>E2M1: Stoned
>E2M2: Iconic
>E2M3: Abyssus
>E2M4: Centrum
>E2M5: Maledictio
>E2M9: Tormentum
>E2M8: Cyberdance
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>>12337060
>>12337149
I haven't kept up, what happened to the man?
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>>12337171
I've been spending my vacation working on a side project, and it looks like I've hit a harder stumbling block than I anticipated.
I've been getting a lot of complaints about the gun's centered view here being bad. I'm trying to figure out what I can do to the model to help with this, but I'll be damned if I can figure something out,
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>>12338208
>I've been getting a lot of complaints about the gun's centered view here being bad. I'm trying to figure out what I can do to the model to help with this, but I'll be damned if I can figure something out,
You could maybe add more details to the side to "add definition", or maybe see how comfortable you'd be letting go of the "centered" look. I think with the other animations there's enough of an idea for me to get an idea of the whole thing but I see where you're coming from.
This is the same mod that will have that tri-barrelled rocket launcher I saw in a webm awhile ago, right?
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>>12338217
Yeah I was trying to add more details there but it didn't work out.
>>12338219
Perspective isn't the problem, the problem is the gun is VERY flat.
However I got a suggestion from a friend: what if it was held a little different? It'd still be centered, but held at a center axis relock.
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>>12338348
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>>12338350
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>>12336728
>>12338208
>>12338232
Amazing what tilting the gun a little can do for it.
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>>12338407
Holy shit, winning, genius
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>>12334179
Since none of the tards from mapcenter came here, sprony's faggotry is seems.
It seems we got a better compiler: https://getqrucible.com/
Anyone willing to test it?
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>>12334846
>>12335061
>>12335074
Moon Mountains is one of the fucking meanest levels I've ever played. I have to keep taking breaks.
>>12338146
I considered that, especially for SS2. I hear SS2 isn't great, but the style and retarded humour seems right up my alley.
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>>12338489
Mostly it's association with Slipseer. A lot of posters here - or a few very vocal ones - do not want anything to do with that place or its people. It's like a hyperfocused version of Doomworld hate.
It's not 'omg groundbreaking' but yeah, it's been a fun map and modset so far.
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>>12338498
yeah that's been my opinion. It's got some good maps - especially some of the bigger ones. I'm not even 10 maps in though since I've been doing only the biggest maps of which there are like six or seven hour long to 3 hour long monstrosities.
Some of the weapon balance - I think the pistol encourages modders to make encounters harder on the newer maps since the pistol feels much more broken on older returning maps and not even broken on newer stuff since the fights are designed around the concept of forcing you to switch off it to spend resources. I do enjoy the pistol anyway on older maps since it's basically a slightly weaker unlimited ammo version of the halo 1 pistol - especially if you have quick zoom enabled. The shotgun is good but it's not broken - it's not quite the flak cannon with the shots bouncing off walls from Unreal and nowhere near the beast of a shotgun that the Widowmaker was in Arcane Dimensions but it is a step up from the base Shotgun & more ammo efficient/damaging than the Super Shottie - it's more balanced than AD's beast but I do prefer that shotgun overall. Rebar gun is actually becoming a favorite - very powerful but uses 10 nails per shot so make sure you hit. I think the Invoker is a stepdown from the Thunderbolt/Plasma Gun. One shot machine but it's slow to fire so it's not quite great when you want something dead now. You really want to use it on crowds of powerful enemies since it will kill everything in a line. And try to use it when you don't have quad damage up since it's a one shot on even Shamblers. I think my one issue might be the multi rockets and that's cause I prefer regular rocket launcher for rocket jumping - as a combat weapon the multi rockets are fantastic for clearing out large groups quickly whilst being relatively more ammo efficient than regular rocket is. Wrench is nice too. Like how strong it is and the knockback feels good.
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>>12338526
>I think the pistol encourages modders to make encounters harder on the newer maps since the pistol feels much more broken on older returning maps and not even broken on newer stuff since the fights are designed around the concept of forcing you to switch off it to spend resources.
I'm up to the last 3-4 of the returning maps on skill 3 and I haven't felt that I needed the pistol out that much, plenty of ammo for all the better weapons that far outclass it. The original shotgun was already a "slowly snipe them down from safety" weapon even if the pistol is a big upgrade over it.
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>>12338549
My favorite revenant spam room is from map 9 of stardate 20x7.
I highly recommend it.
>>12338478
SS TFE's secret levels are a climb. They will kick your jaw in, but both secret levels will do it in an entirely different way. And I've never beat the second secret level honestly in my many runs of the game, I always use rocket jumps to skip things because I'm a scrub.
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>>12338526
>I think my one issue might be the multi rockets and that's cause I prefer regular rocket launcher for rocket jumping
The MML is worse for making single big jumps, but if you have a large wall nearby then it can actually send you further than the regular RL since you can ride the rocket trail along the wall. It's much more situational, but the end of Overdesigned Clusterfuck requires you to use it.
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>>12338985
I'll be painting over it once I get everything sorted out. Similar to what I did to Kustam's melee attacks.
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>>12338991
Oh those look good. Yeah if you can do that with it, it'll be fine.
>>12338992
Heh, fair enough.
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>>12334179
I can't believe anyone hasn't mentioned that an amazing mission pack for Hexen 2 has been released. 12 giant levels, several years in the making. https://www.moddb.com/mods/storm-over-thyrion
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You mechs might have copper wiring to re-route your fear of pain, but I've got balls of steel.
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>>12334251
>>12334252
Berserk powerups give me feelings of power too.
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>>12335267
Controller should be doable though you'll probably have turn the difficulty down a notch. Depending on which sourceport you use, you can also try a bullet-time mod to give you an extra edge with the controller. I managed to play with a broken arm in a cast so it's not impossible, but I don't know exactly how bad shoulder injuries hurt or if the painkillers numb it enough.Don't get constipated from the painkillers. They should really warn people about that.
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>>12335523
Like Radiant Silvergun? Yeah.
>>12336315
I don't understand what you said.
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do you think there are Hollywood Holocaust deniers in Duke Nukem
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I am honestly disappointed the new ashes episode in the works is another side story and not an actual continuation of afterglow. Hard Reset was neat but it added nothing overall and Walker was not a character that needed to be expanded on. Especially since the ending was some nonsense and actually did nothing to explain why he ran and left the soldiers to die but made him look like a bitch instead.
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>>12339203
I don't mind it much, they all are just an excuse for some cool maps and weapons. I doubt we will be seeing ep3 any time soon with how big the scope is planned so it's good to have something else instead.
Hard Reset sucked yeah. I like DMW a lot though, it's short but the maps are great.
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>>12339210
>pic
Oh, that reminded my another issue I have with undertow. The new UI they showed in the screens on moddb is too clean, it doesn't have the same gritty, home made from scraps feel the UIs from 2063/AG have.
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>>12339218
the huds are going downhill for some reason, look at this paint art of mixed styles
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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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>>12335523
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>>12339310
>>12339338
Is there any reason to make a wad for Doom 1 instead of Doom 2? The only reason I can think of is for certain textures in Doom 1 that went missing in Doom 2, but you can just import those or use functional replacements like cc4-tex.wad (amongst others) provides.
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Do I need the cryptic.smk and cryptic.wav files to play Cryptic Passage? getting the sense based off the full install process for nblood and not blood that most people play blood through the Nightdive releases nowadays.
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https://aminet.net/package/game/shoot/nblood
>The GOG release of the game doesn't have cutscenes in an extracted form, only on game.gog and game.ins which is a renamed bin/cue CD image. To extract them you can rename game.ins to game.cue, open it using a CD image tool and find the SMK and WAV files in the "movie" folder.
ok I don't need them. Surprised they don't just have everything you need segregated into one folder so you can quickly copy paste to different source ports for the Blood download like they do all the other shooters.
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Guy from previous thread was right, hard reset really doesn't fuck around on apocalyptic, I actually had to run away from the empties horde at the end of the first stage because I literally didn't have the means to deal with them without save abuse.
Though playing on apocalyptic does have its upside, the massive increase in bandits means you will be swimming in ammo. By the second hub of AG I was constantly running with at least 80% full ammo of every type.
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>load up raze for Blood since I'm testing source ports without reading anything about it
>notice pk3 file but don't think about it
>somehow immediately detects blood install and is faster than NBlood or NotBlood
>wow
>wait why is this so hideous and looks like gzdoom with trilinear filtering on
>wait why does it have gzdoom's menu
>it does have trilinear filtering on by default
So was there some rule that all things connected to graf zahl must have trilinear filtering on even when he wasn't working on the project itself? I don't understand why trilinear filtering always had to be on by default - what was the obsession with this? Does anybody know why? Was it just autistic spite? Cause that's the only reason I can think.
Also I think NBlood/NotBlood are the only legit free modern source ports now for Blood currently. I wouldn't bother with anything else. BloodGDX just feels like overcomplicated bullshit for worse performance where as the other two are simple copy paste jobs. And it's really BuildGDX. Maybe when Chocolate Blood gets finished we will have a third real source port.
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>>12335581
I'm still alive, but I haven't done anything on the mod in quite some time.
Then again, I got almost no feedback when I posted it here, and I still haven't implemented the little I got :-DDDDDDD
Plus, I'm not a very good mapper and despite having lots of ideas it's hard making levels when you don't just want to make Doom with a Judge Dredd skin.
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>slipped on the banana peel award
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recently played Doom 3 co-op with family
it was the most fun I've had in years
unfortunately the Doom 3 modes/maps/weapons are complete ass for PVP
so I'm looking for something that is
-open source
-FPS (ideally)
-runs on 10 year old hw
-has a co-op mode or at least has a decent PVP mode
probably gonna do Quake 1/2/3 next but if anyone has any other good suggestions please let me know.
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Saved the 3hr map for last and it has been fucking me ever since the first'mind fight'and now this train. I just don't have enough ammo for these gimmicks. Guess I need to go run around for shit unfortunately, pretty annoying.
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>>12339119
>Anna’s tits reflection
Kek
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>>12339907
I think it's fine, it's decently paced and borrows a lot of half-life design, like holding out on weapons making you have to put up with what arsenal you are allowed, unless you find the right secrets, and also fun setpieces, except for that "mind fight" in the middle because it's way too easy to just run out of health and ammo and be fucked by the final wave
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>>12340024
I think by default all co-op modes have that, at least as far as these old games go. You can set it up so you have limited lives, anyway.
Some mapset suggestions:
>Maps of Chaos, basically the vanilla levels but bigger, with more monsters
>Memento Mori, old 90s megawad made with co-op in mind
>any Plutonia-themed wad like Urania, Ozonia, Obzen, etc
Happy fragging, anon.
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>Escape From KOE-37
I thought it was better than the two giant Fromitz Board collectathons in Alkaline but def worse than Tears of the False God mostly cause no bosses - so much build up and then To Be Continued. It's carried by being very half life inspired and having more of a story focus than the others.
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>>12339918
lol
>>12339912 >>12339931 >>12340037
What map is this anyway?
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>>12339969
Ended up mostly breezing through it after I got some ammo. Also managed to somehow miss the Pistol in the armory which made it a lot easier too. Map was decent, I ended on Ending 2 and really just noclipped to see 3.
>>12339989
I took a screenshot of the steam background replay (I forgot to take a picture) so it looked ass.
Overall I had a good time, was long as fuck to go through. Worst map of the whole thing was that russian map where you had to get tire wheels, pure ass.
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>>12339239
havent posted anything from this project in a while, development kinda stagnated slightly cause people got wrapped up in working on a few other things.
heres the redone Chaingun, i did some other work on a M1911 and the M1Thompson, but both still use BW7 sprites as placeholders so its not worth showing
https://files.catbox.moe/fyl84a.mp4
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>>12340232
YES
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been jumping into thief again, but also this brutal jam stuff has me thinking if a map or even a handful of maps for Thief focused on brutalist structures and having to do the Thief thing in those, or even, a "Liminal space" mission, something with minimal enemies but a lot of vaguely spooky atmosphere while being normal
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>>12339912
>>12339918
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You *have* one-shotted a revenant with one SSG blast, haven't you? It is aktualy teknikuly possible.
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>>12340552
https://doomwiki.org/wiki/Super_shotgun
It's 175–245 damage via vanilla RNG tables.
https://doomwiki.org/wiki/Revenant
Revenants have 300 hp.
https://www.doomworld.com/forum/topic/94981-how-rng-works-for-super-sh otgun-in-classic-doom/
This helps explain how the vanilla RNG works.
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>>12339236
I'm wondering if it was designed by someone else. The Porcelain ep was cancelled indefinitely a while ago whilst he worked on Ep 3 of Ashes. I know Roobly's joined officially and was being helped whilst he worked on Epoch. 'Ykarion' was the name of the other guy who officially joined the Ashes team for Death Zone. He might be behind that Porcelain episode in a similar way to Roobly's Epoch. It might have served as a test run similar to how Reformed Joe made Dead Man Walking before he joined Vostyok for Afterglow. It might just be if you start work on some Ashes fan mapset and it shows real promise - Vostyok turns around and sees if you want in or want to make it official/semi official by adding some official story stuff he oversees and then you join his team.
Offloading work to others is a great way to recruit actually. It gives an immediate reason for someone to join the team, taking the burden off others so they can focus on other tasks, and they and everyone else can point at what they did and go 'that's why he is here' and it gives them immediate work experience.
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>>12340562
You're telling me there's a chance a cosmic ray flips a bit on the table and gives me max roll.
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Sometimes I wonder if I'm wasting my life and then I remember that some people read this kind of shit and take it seriously as foundational literature for their worldview.
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>>12340645
That bit was a shame, because the rest of the level was pretty good and even the outside of the apartment building had some decent aesthetics. But then you go inside and it's just "I go bed and make comment if you step on the funny books".
At least Section 28's "Be Gay, Do Crimes, Hate Thatcher" message is only in the Congrats text so you can hammer a button and skip it.
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>>12340663
I didn't really like the map that much (I might probably play it again though to make sure) but the crosses were badass. Would be even cooler if the big one bled when shot at. But then you get to the end and it is this lame shit.
If the author is here: I got softlocked when the last lift went up without me so I ended up having to noclip upwards. Also the door in the cross courtyard was a little tight with the timing or maybe I'm just retarded. I activated the button like five times until I realized it was the big door the one that opened instead of the one in a straight line behind me.
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>>12340131
>>12339984
the sharty is two blocks down, graf
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>>12340689
You mean a long single campaign with persistent hubs? Not really, Quake itself doesn't have support for it (IIRC it was one of the first things Valve added to what became Goldsource) and most of the modern activity is jams. Q2 has the native support for hubs, but it's also jam-centric currently.
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>>12340729
>You mean a long single campaign with persistent hubs?
Yeah. Pretty much.
Is it just a modern fan map thing but does Gold Source run significantly worse than Quake does? That KOE map was a little under 900 enemies on the lowest difficulty and basically the entirety of Black Mesa that loads instantly and never lags even when no clipping and looks good the entire run time. This has been consistent with all of these giant quake maps. Where as I remember every 10 minutes or less you'd have to load an entire new level in Half Life. I should probably look into fan maps more for Half Life 1 just to see what fans can do when pushing Gold Source to the limit - same for Unreal 1 as well. Was just thinking - some stuff Quake can still do really well if it just had some of the features from certain Doom mods + some of the enemy roster/weapons you could make a full blown adventure rpg with npcs in the hub areas that had really solid gun play & story ala Afterglow.
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>>12340751
>Where as I remember every 10 minutes or less you'd have to load an entire new level in Half Life.
That's because it's designed for mid-range computers from 1998 to be able to handle it without chugging. KOE-37 is designed to run on a speed-optimised port and released 27 years after HL1.
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Today I have learned that Kex Q2 supports 7.1 surround sound. Unfortunately, it doesn't seem to pass much to the subwoofer or have the ability to transmit things like cutscenes to all channels, so it sounds a bit thin.
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>>12340681
Yes, that's the reference. Thank you for pointing it out. You couldn't actually think of a decent humorous response, but you had to signal that you got the reference, and explain it to everyone else, to show you're one of the gang.
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>>12340778
Damnit
>>12340786
Fuck off
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>>12340552
Not possible with vanilla RNG, as another poster has explained already.
Also not possible with Boom RNG (as further used through MBF, PrBoom, MBF21 etc.) - there is one way (out of 268435456) to get 295, but no way to get 300. See https://www.doomworld.com/forum/topic/148551-kill-chances-datadump/
Maybe possible with ZDoom RNG (mersenne twister) - I have no intention to test this though
I'm surprised no new complevel has changed the RNG, since Boom. I guess it's not necessary really, even the vanilla 256-entry rndtable is "good enough", except for making some theoretical possibilities, like the one you describe, impossible in reality.
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>>12340941
(continuing)
>>12340552
>You *have* one-shotted a revenant with one SSG blast, haven't you? It is aktualy teknikuly possible.
A better post would be
>You *have* one-shotted a revenant with one rocket, haven't you? It is aktualy teknikuly possible.
because this looks numerically impossible: maximum 160 from the direct impact, and maximum 128 from splash damage, totalling 288.
However, there is a very rare bug which causes splash damage to apply multiple times. It requires extra monsters in the same blockmap square as the victim, but after it in the list, and which must start asleep, but be woken by the splash damage.
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>>12340959
Yes. There's no random factor to rocket and barrel explosions, it's purely determined by the distance between bomb spot and victim.
(Of course this is "distance", not true euclidean distance, but Doom's triangular approximation)
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>>12340728
>>12340701
I accept your confession. Now give me the exact locations of the Shitseer Mafia gang members.
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>>12340645
I feel they forget they're doing this to games made by nerds that were inspired by action movies, heavy metal and comic books that look like this.
The clashing couldn't be even more blatant.
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>>12341017
Sadly modern /vr/doom has this attitude that if you don't know what map is in the screenshot, you're a fucking noob and we won't tell you, so fucking lurk more you worthless faggot noob.
The worst part is, I don't even have a good argument against this; gatekeeping is a necessary part of a community's immune system.
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>>12341048
>gatekeeping is a necessary part of a community's immune system.
You always forget the worst fucking part and most important lesson: Oldfags cause this.
Because oldfags get troll's remorse and they adopt these shitty politics to "grow up".
You can literally trace most of this shit to SomethingAwful.
Are Linguica and Quasar newfags?
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>>12341048
>The worst part is, I don't even have a good argument against this
I do: it's fucking stupid to expect people to just magically know things without having to ask. Asking questions is how you learn, and learning is how you stop being a noob. If you have a problem with that then you're a ladder-pulling asshole who chooses the dumbest things to act snobby about.
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>>12341071
>implying newfags want to learn
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>>12341076
Don't forget that once upon a time, you were a newfag too, or a noob, or whatever word you want to use. You wouldn't like it if you were a newfag and the oldfags of the time pulled this gatekeeping ladder-pulling bullshit on you, would you?
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>>12341017
Seeing as that guy didn't answer you, I'm pretty certain that's from that quake brutalist jam.
We have at least two really loud and autistic Anons that are REALLY angry about that jam, and by god they're gonna make sure we all know it.
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>>12341087
>once upon a time, you were a newfag too
Couldn't be me.
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>>12341071
>Asking questions is how you learn, and learning is how you stop being a noob
In my lived experience, asking questions is how you get a reputation for being a retard, and getting everyone else to laugh at you, and you end up being bullied out of the community. You're expected to lurk, and figure everything out yourself, because asking for help is a sign of weakness, and makes you a target for mockery.
>>12341087
>You wouldn't like it if you were a newfag and the oldfags of the time pulled this gatekeeping ladder-pulling bullshit on you, would you?
That's exactly what happened to me, and you're absolutely right, I hated it. But the cycle of abuse will continue: I had to suffer, why don't you have to suffer? Fair's fair.
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>>12341120
Funny, I asked stupid questions back in the day and people made fun of me for it. I just took it in stride, and nowadays I just answer people's questions and give them a straight answer.
I don't like bullshitting people.
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>>12341065
Quasar was never really a troll though, he was always just a pussy really, he was one of the founders of #zdoom which was an friendly alternative to #doom which was modded by Linguica along with a group of huge assholes, Cyb, Mewse, Arioch, Aurikan, Fraggle, Afterglow, JonD, JonR, Prower, probably a few others I forget, who delighted in bullying newfags and kickbanning anyone they didn't like. There was a wad about this where you could go in a room labelled #doom and get immediately murdered by a bunch of SS nazis, or you could go in #zdoom and it was just like a bar and you could relax. I forget its name, it's on /idgames somewhere.
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So far I like these regional megawads. Playing stuff that isn't slavishly tuned into the trappings of the NA scene is nice for a change.
JPCP was good, still looking forward to the sequel. Also got many of the nine million russkiy jams to keep me busy for a while)))hcp.wad
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>>12341134
Well you can do that here because you don't have a name and can't get a reputation because if you post something that draws ridicule you can just go to a different thread or come back tomorrow and nobody knows you were that guy.
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>>12341167
People know I've asked stupid questions though, I had asked a dumb question about how to replace keys in GMOTA years ago, failing to realize it was just a matter of naming the keys the same as the stock Doom keys.
Honestly it was pretty goddamn funny.
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>>12341037
Why? It’s not like their opponents are not taking the media directed at them (American Psycho, The Boys, Taxi Driver) and appropriating the characters - this kind of behaviour is independent of political affiliation
There was even a strongly anti-communist polish book from 1924 called “ The Spring To Come” in which the main character had a communist “phase” while in his youth before rebelling against it.
Guess what the USSR translators did? They ommited all the critical fragments and the main character’s image in the first chapter was used as an exemplary young hero of communism - without the author’s permission and much to his frustration.
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>>12341217
My point stands though: I've asked stupid questions and I wasn't permanently marked as an idiot, at least not that I'm aware of.
I don't think it's a particularly healthy or wise mindset of "I had it rough, so I'm gonna make it rough on others."
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>>12340043
>You can set it up so you have limited lives, anyway.
now that I think about it, limited lives would probably make other people want to not play
imagine if I start a co-op game, some dopey idiot gets killed, nopes out
wouldn't last very long
I imagine this is why puzzle co-ops are more popular over shooters
interesting that this hasn't really been thought out by game designers
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>>12341234
Well I fucking did, my whole fucking life. You must have some natural charisma that lets you be accepted without having to be perfect all the time.
Nice fucking post number btw. >>12345678 waiting room
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>>12341281
>>12339049
Oh shi, I didn't know Hexen II actually had customs.
I'm so down.
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>>12341286
No. I'd be pretty retarded if I download a gimmick map just to complain about it. The last map of Nova VI busted my balls with some of tiny arenas with more monsters than moving space. Even holding down the trigger with a BFG wasn't enough to survive these this fucking things. Made me feel like shit for surviving the entire wad but then they put in challenges that were just entirely unreasonable, even if I save scummed to try and manage them. If it turns out I was supposed to find some hidden invuln orbs I'm going to be pissed.
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>>12341048
I don't think so but you do you
>>12341093
>>12341223
Wow, thanks for the answer. I mean I've been lurking for years now and didn't expect to get such gatekeeping for a simple question. I saw screenshots of the QBJ3 but didn't expect there would be stuff like this in a Brutalist architecture campaign so I had to make sure where this can be seen.
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>>12341048
I don't know about you, but if someone asks and I have an answer, I can give it. If I don't know, I can't answer.
It pretty much hinges on the poster responding when asked, or someone else knowing and responding.
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>>12340767
Also the tools they had to develop these maps were much more limited. I think it was opposing force that had some maps that were ridiculously short because gearbox was more or less inexperienced with the tools and then once they got their groove on their maps were longer.
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>>12340921
The map was qbj3_naitelveni, from the qbj3 jam, yeah.
>>12341037
I do think this mapper specifically remembered; the rest of the map has crosses and a crucified Jesus. Funnily enough, at some point near the end if you backtrack to the crucified Jesus a cheeky message about turning back to see him appears. I absolutely loved that kind of edgy shit.
But then it's mixed with these things 40 year old cat ladies espouse and it's just lame shit. Sometimes I read about them thinking this shit is "heavy metal" because they're "rebelling" against "gender norms" and "biohacking" but honestly I just think they're just fucking themselves and their own bodies in the name of a cult, and a lame one at that. And I don't think it's that I'm old, I just think they're stupid.
>>12341048
Some anons aren't at the computer and can't answer immediately, you retard.
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>>12341893
The way you phrase that makes it sound like /vr/ is personally responsible for sunlust. Then again, it's technically possible either ribbiks or danne post here.
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>>12340995
>>12341840
Both of you are getting a visit from the Gargini Brothers
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>>12341937
Dunno much about the scene to be honest but I do know having new Doom maps to play is awesome and it was from this general that I realised how easy it was to set up and how good it is.
After playing Imp Rocketing, an anon suggested Junk Food which is also great although I had to switch it up after getting cyber demon fatigue.
Slaughterware very good fun.
Genuinely amazed that there are so many full sequences of really good maps out there, this is what I get for being an undercover normie.
Certainly beats going back to Doom 2 or Plutonia every few years.
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>>12340778
>>12340927
damn WHAT DID I DO??
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SNS is up btw playing Triton II, check doomseeker
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>>12342421
hi Mac
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>>12339821
Xonotic.
>>12340138
> noclipped to see 3
Best decision ever.
> that russian map where you had to get tire wheels
It was polish residential area, but I did lol'd at Deus Ex music in sewers.
>>12339997
I got tired of Le Half-Life References way too fast.
>>12340048
Alkaline was way better than QBJ3, it had actual quality.
>>12340417
House of the Architect, Legacy of Knoss
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>>12341928
In the case of the edgy shit it always felt really embarrassing to me because it seems less like
>I make fun of religion because (varying reasons)
and more like
>I make fun of religion because my EVIL fundie parents don't like the fact that I want to be an anime furry girl X3 XD :3
That said I've been having some fun playing qbj3 aside from the retarded gay shit like that. The enemy designs honestly kinda suck dick though and can get pretty confusing during gameplay
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>>12342832
the mapper seem to be exactly who I imagined her to be, some millenial feminist.
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>>12342832
> The enemy designs honestly kinda suck dick though
New monsters are total shit, but remade models for base quake monsters are very good.
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>>12342832
>The enemy designs honestly kinda suck dick though and can get pretty confusing during gameplay
What ones did you have the most trouble with? The only ones I had trouble with were the Pistol and Shotgun basic guys because other than the gun they're mostly just palette swaps. And then they give mappers access to the alternate skins, so you can't even go "this one is blue, that one is green".
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>>12342421
whew, ggs
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>>12342849
I can see where you come from with that, yet I prefer qbj3 shambler over kexquake one, or default one even.But the most shambling shambler is still AD one.
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>>12342832
>the edgy shit
Well, it WAS the nineties. What was that thing about Romero wanting to make shootable buttons have the face of Jesus and Petersen (a devout Christian) refusing?
Of course, nowadays it has zero punch, even more so when you consider that these people are rebelling against people with zero power nowadays because society has secularized a lot. It still looks cool, though, albeit I think religious imagery has always looked cool, either when used as-is or ironically. Shame that it's accompanied with tranny shit that (and I'm noting a pattern here) attempts to rebel against something that doesn't exist, either.
>can get pretty confusing during gameplay
Yeah, I noted that too. Also the items don't pop at all.
>>12342849
The blue shambler kinda looks like a beetle; I liked it. The fiend model I didn't like.
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>play QBJ2
>there's a map that's just unfinished untested amateur garbage, and the author has the gall to include a MAPNAME by USERNAME" popup at the start
>there's a map that's just a remake of e1m2, with a tranny flag in one of the secrets
what is this trash? so far it's worse than QBJ1, that one at least had sovl. I hope QBJ3 is less bad
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>>12342842
The grunts, yeah. They're not only palette swaps but kinda hard to discern palette swaps.
Maybe I'm just retarded but I had issues with the ogre and deathknight too. I know one is bulkier than the other but in the heat of the moment it's not always easy to tell which is which.
>>12342869
>Well, it WAS the nineties.
Oh nah, I meant in the qbj3 map. I already know Romero's always had a penchant for being edgy. I just find myself cringing way more when it's trannies doing it because it's always for some really gay and self-serving reason.
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>>12342839
>her
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>>12343023
>Play Ray Mohawk's Manic Monday
>Instead of pistol, you start with a rifle that's a tad slower than the chaingun but faster than the pistol
>Get chaingun
>It's twice as fast as the OG chaingun
Kino.
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>>12342823
I would agree that Alkaline was better - I just think Alk's giga huge maps were consustently weaker than QBJ3's mostly. Alk's strengths were aside from those two Fromitz board collectathon maps everything else was usually really consistently good. I thought it was slightly more consistent than AD since I felt AD had a few more duds in comparison. And Alk didn't just have 5 maps right next to each other running the exact same song.
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>>12342869
I remember it being about Petersen regretting the inclusion of the Christ-faces you step on (though I think it works as virtual fumi-e which I'd kinda expect the enemy to possess) iirc it was too late to change when he raised the complaint? I want to try and find what he actually said now
>>12343313
Your shitting up this thread makes you a bigger faggot than anyone you bitch about you're worse than Liam Gallagher on the lash x
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>>12343209
Alkaline/AD are certainly better overall, but I think that's the case when I compare them to any other jam. It's not to say there isn't quality in things like QBJ3 but I think it's a given that "jams" and other similar projects will always be much more varied since they're a draw for newer mappers.
It's something that applies to Violent Rumble as well: I still had fun with Rusty Bucket but there is quite a gap between it and Coffee Achiever's stuff.
>>12343372
>I heard they're designed by the same guy and I found Wrath very meh
I couldn't never finish Wrath beyond the first few levels but I've replayed AD at least twice now, no reason not to check it out.
Also, pretty sure it's only one guy from AD who worked on Wrath. Weird how the rumor spread.
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>>12342869
>What was that thing about Romero wanting to make shootable buttons have the face of Jesus and Petersen (a devout Christian) refusing?
The way I recall it was:
>Hey Sandy, you ok with this Jesus depiction on the walls in Quake?
>Sure, I love Jesus!
Then at some later point, Romero used a version of the Jesus head graphic for a floor switch, and Sandy said he was less ok with that, and that was it.
Somewhat related was that one of the mappers for the expansions was also a devout Christian, and the Easter Egg he put into one of his maps was that if you shot at the Jesus depiction, it would fire a bolt of lightning at you and some text would call you a blasphemer or something like that.
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>>12343563
https://www.youtube.com/watch?v=dBvFDnkCVdQ
I didn't know Petersen had a youtube. I had read it being about shootable buttons, but apparently the wherever I took that information from was wrong.
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>>12343809
>Stay on LB. You may not appreciate it now but enemies are missing half of their shots right now. Anything higher and they'll only miss like 2% of them, and there will be more enemies with more health
>Herd up zombies so you can blast them more easily with a toss of dynamite
>The flaregun's primary is okay, but the altfire is way too good to not hoard ammo for
>Enemies get 'stunlocked' in a different way than in Doom: Hit cultists with any damage and they won't be able to shoot for a second
>The first episode is arguably the hardest
>If you aren't already, try playing it while enablingautoaim
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Some crazy story from Sandy.
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>>12343881
Hi John. Actually it was neither PCP nor LSD. It was a blood sample with positive HIV. Just a little prank for McGee.
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>>12343864
McGee was the stewart of id
https://www.youtube.com/watch?v=4xbLN7aDvEk
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>>12343809
I only play Well done but:
Crouch
Jump around like a moron
Bounce dynamite around corners because there is always something there
Get good at nailing the gargoyles with dynamite
You will need to melee zombies a lot in the early levels
Crouch
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This motherfucker got me AGAIN.
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>>12343846
Trent definitely associated himself with guys at this time who *would* do this sort of thing. Or maybe the guy who spiked the Titanic clam chowder (happened same year) happened to be at the dinner?
Btw PCP is a much better drug than its reputation would suggest. Maybe a bit of a dirty, grotty high but all drugs will feel nasty until you appreciate 'its world'
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>>12344010
Nice, np
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>>12342832
>The enemy designs honestly kinda suck dick though and can get pretty confusing during gameplay
I haven't had any problem differentiating all the grunts visually. Audio though, the different grunts all sound the same and that's more of a problem than visuals. However, my biggest problem with the new monsters isn't any of that, it's the caltrops. Unfun mechanic where you just wait until they disappear after killing the monster, and while I haven't played many maps yet I don't see it being anything but a speed bump, other than one map (one of the returning ones I think) that made an amalgam appear in a small platform you're on where other enemies also appear, so you had to kill it quickly if you wanted space to dodge. Which still could've been achieved in other ways.
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>>12344107
I've loved the concrete quake a lot. Recommended it non-quake players and they've enjoyed it. The caltrops area huge annoyance, but I guess that's understandable for an enemy that doesn't fly that fast and has no tracking attack. not my favorite thing to encounter, but the design is good creaturewise.
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>>12344107
>caltrops
I've only played the resurfaced maps so far. They haven't been much of a roadblock on skill 3 until here: This same "elevated" area that got showered with caltrops was the biggest source of health pickups.
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>>12344123
Visually they look sick, my problem is more that it's not fun or difficult to deal with. Not talking just about the amalgams either, there are those guys who run at you and explode into caltrops. They're usually just a cheap jumpscare. If you pass the reaction check they die, and now you either wait for the caltrops to disappear or try to walk over them anyway, which is not fun either way.
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>>12344140
I suppose. I don't personally find them to be a deal breaker, but I can definitely understand the criticism. Especially if I'm limited to a platform and have to juggle multiple enemies. It means I'm going to get hurt no matter what I do. Ultimate it really varies on when a mapmaker knows when to use them. I'm not a designer, but I'd probably use them in situations where I need to box in a player and ratchet up tension, so long as they have avenues to escape or overhanging barriers to mitigate the death rain.
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>>12344140
>They're usually just a cheap jumpscare
>that "didn't have time to finish" (forgot the name) map where the mapper hides one behind a pillar like 3-4 different times in a short map
I think I got it the first time buddy
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>>12344209
He operates on a very fascinating level of psychology and has been known and been on record for it a long time kinda like chris chan but not as schizo.
I think he was legitimately one of the first people to get popular from doing lets plays on youtube in the late 2000's as well before pewdiepie and the other zoomerslop people
Anyway what's your guy's favorite Lo Wang line? Mine are the bad puns when you slice someone up - "you half a man you used to be!"
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>Ad Mortem isn't in kex doom mods browser
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>>12341281
>>12341863
Fairly sure the first big level packs for Hexen II were Rino's Mission Packs, Fortress of Four Doors, and a couple others. If you want to find custom levels, I recommend looking here:
https://ettingrinder.youfailit.net/hexen2-addons.html
https://archive.org/details/h2_hexenworld_dot_org_mods
I'm no expert in Hexen II modding but it does seem like these old maps are all there ever was back in the day. Glad to see some projects that actually try to change the gameplay are getting made now.
>>12340767
>>12341890
There's also the issue of engine limitations that we can't do anything about because Valve won't make GoldSrc open source, unlike id did with Quake. Best we can hope for is for FreeHL to actually bear fruit, I think. Also, I've heard some stories about SteamPipe and security updates (for multiplayer) somehow messing up Half-Life's performance, supposedly being the reason behind the random stuttering and frame drops I get even when playing the base campaign maps. No idea if true.
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>>12344154
Apparently this is just not feasible, at least their codeguys can't pull it off. Something about the caltrops being a single point entity with a model attached means it'd kill the model but the point remains, I think.
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>>12344369
Maybe they just don't have a hitbox?
Useless Fact:rats in Half-Life lack hitboxes, but can still be killed if you use explosives since they deal damage in an area. Usually this gibs them (they have red blood but yellow gibs for some reason), but if the damage is low enough you can see them play out their death animation.
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>>12344372
You'd need to shoot a single point, and by that I mean a single vertice. You'd need to always be pixel perfect with hitscans because projectiles wouldn't register a hit or whatever. Explosives might have worked, but then you're using valuable ammo on these things that disappear after a few seconds.
Either way, they chose the caltrops being easy to dodge over them having a proper collision box but being able to be removed by being damaged.
>>12344391
Yeah, basically something like that. I'm illiterate when it comes to code but lurking in their pisscord has its ups.
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>>12344409
>You'd need to shoot a single point, and by that I mean a single vertice.
Not him, but you can absolutely make sizeless point entities shootable without impacting their collision in Quake 1.
Invisible hitbox entities that follow them around without being solid to players are the easiest way.
You can also shuffle bounding box sizes upon doing a hitscan traceline, and something similar with think functions on projectiles.
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So uhm yeeeeaaaaa......... I thought this thread was about video games and doom specifically o algo thoughever but uhm yeaa that just happened.
So yea uhmmmmm i'll see my self out i guess
*gets up from chair and leaves*
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>>12344196
I think you can at least make an Enyo level in a roundabout way by making an Alkaline level. I don't know what you'd need to make custom Enyo content, but I do know it's source was never released so that makes some things difficult.
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>>12344781
I guess so.
I don't know as much about making Quake levels as I should.
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>>12344854
You need an FGD file so the map editor (TrenchBroom) knows what entities exist in the game/mod. I don't think there is one available, but if you're able to view what entities are present in the BSPs, perhaps you could make an improvised FGD by deducing the attributes of each one. There's a tool called newbspguy that lets you view and edit Half-Life BSPs to an extent, dunno if it works with Quake but there should be a similar tool around if not.
That's assuming Enyo doesn't simply reuse the entity definitions from Quake though: you could try loading a regular Quake map in Enyo to see if any entities get replaced (or if it loads at all).
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>>12344505
Don't reply to the obvious bait.
>>12344435
>I get the feeling no one in the team behind the mod itself will be touching Quake for a while.
Care to elaborate? I have the same suspicion, but about some of the mappers.
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>>12339254
I fucking love G String's aesthetics. The industrial panoramas from the train ride are pure sex.
>>12345159
Maybe there will be a launch sale for Ultimate Edition.>imblying that will ever come out
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>>12334861
nta, but took the best stab i could at it
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Time to crash this party!
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>>12345004
Just that they've busted their asses for over a year to make the mod happen, while also working on their day jobs. There are countless hours of work behind the jam's progs and there were talks of making a commercial game running on Godot with the new assets, because in a roundabout way they've basically made an entirely new game without the levels.
They were also tired enough to make some dumb mistakes in 1.2 and while they pounced on those issues, it definitely felt like a consequence of an overworked team. I think Makkon outright said if there was a QBJ4, he wouldn't be the one leading it.
TL;DR: They're clearly exhausted and need a break.
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>pick up 1 health bonus
>HP maxes out
>piss filter for a solid minute
Hilarious
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>>12345624
>Ask question
>Get answer
>Act like a cunt
Or
>One Anon asks a question
>Another Anon provides an answer
>Act like an extra large cunt and butt into conversation
Can't help yourself either way, can't you? (You) miserable fuckwit.
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>>12345519
filtered
>>12345624
Yep
>>12345645
angry kek
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>>12345519
>They're clearly exhausted and need a break.
I thought the definition of a "jam" is making and finishing on a small time frame in an informal setting. To avoid this situation, because the exercise is about the fundamentals, not making the biggest magnum opus that none can compare to.
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hey anons, here to ask for help looking for an old wad, maybe you can help me.
basically I'm revisiting old wads for nostalgia but there's this one I can't find, I remember playing it with a friend at least 10 years ago, could be more, it was kinda whacky collection of levels, full of custom enemies taken from other games, it wasn't slaughter map but it had a lot of fodder, meant for coop, I guess, I particularly remember a level where you fight a boss in some sort of desert canyon, and the boss was some sort of sand tornado creature, or it conjured sand tornados as attack maybe, and I remember another level that was like a village full of cultists taken from blood I guess, that's it. That's all I got. any ideas?
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>>12345783
The jam only applies to the maps. The mod was made because they wanted to pull out all the stops and address complaints of the Quake monsters not fitting the aesthetic, I guess. I don't know what the fuck trench knights are doing there but it's what they went with and I kinda like them.
>>12345740
It's a jam and not a curated community project, you subhuman fuckwad. But hey, keep moving the goal post and you'll score eventually.
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>>12345836
Do you have any more info? And did the boss or anything generating a 'sand tornado' look anything like this: https://doomwiki.org/wiki/Iron_lich
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>>12345860
>I NEED TO GET OFF MR BONES WILD RIDE
>>12345836
Look through the bestiary on this site and tell me if you recognize anything from the mod:
https://www.realm667.com/
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>>12345842
>The mod was made because they wanted to pull out all the stops and address complaints of the Quake monsters not fitting the aesthetic, I guess.
Yeah, I think they fit overall. For the first one, I felt the need to look for appropriately fitting enemy model and texture replacements, now I don’t. The weapons have a strange ‘fit’ to them, as well.
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>>12345850
that might have been the boss, yes, my memory is fuzzy, I remember an upward attack that might have been those fire columns, the stage was full of yellow sand, and I think it had its own custom boss life bar too.
>>12345865
I'm sure this was the cultist from the cultist village I remember, but besides from that, the rest could have been just normal doom enemies
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>>12345613
Yeah red pain flash is limited to 100, gold bonus flash should be also.
That said, did you know if you pick up a keycard it will cancel it? Keys don't increase bonus flash time like other pickups do, they set it to 6 tics.
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>>12345783
Community project sequel syndrome.
Every new installment must outshine the last.
It's what made each Community Chest series wad take four times longer than its predecessor to complete. And Slaughterfest. sl2011 was done in weeks, sl2012 took a year, sl2013 took so long it went through 3 maintainers and got renamed to sl3 because the year appellation turned it into a mockery.
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After finally finishing up Quake 4 in the hardest difficulty after all these years.
I must say that the only thing that cripples this game hard is the single player weapon balance and kane's speed as human and strogg who is slow as fuck compared to multiplayer.
Also the Napalm Launcher and the Gauntlet should had been SP weapons.
And really, fuck Q4 Berserkers, Hover Tank Commanders and Maidens on that difficulty altogether.
In fact, they should had made Q2 Maidens to be like that.
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>>12345850
>>12345865
me again, I think I found it, what I remember is the map sand worm trench from armageddon 2, invasion type levels. Now I can't figure out how to make it work, tried opening it with gzdoom and it fails, lots of errors, tried with zandronum but a lot of textures aren't loading. Welp, I'm happy I found it though.
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>>12346251
Is this it?
https://mods.bethesda.net/en/doom_doomii/all
Or do you have to own the game
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>>12343706
map name?
>>12338204
According to the W3Dwiki:
>In 2022, following her mother's passing, Laz was wrongly accused of murdering her and spent 10 months in jail, suffering physical abuse and psychological torment.
Jesu Christo!
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>>12336976
>Laz Rojas
whatever bad thing happened to him was a good thing
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>>12346323
nah just play with mouse and https://www.doomworld.com/idgames/utils/misc/novert
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>>12334320
1:59 https://files.catbox.moe/guh7e1.lmp
back home now I can play doom again yay
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>>12346408
People started getting suspicious that he was running a grift. Starts with a gofundme for not being homeless and some lawsuit against comically exaggerated corrupt law enforcement he got involved with following his mother's death that feeds into the woke left's prejudices about the police
https://www.doomworld.com/forum/post/2973211
This goes on for a page or two with much pearl-clutching (especially from Basedboy Steve, seriously have you seen his profile photo? That's the image of yourself you want to present to the world? Is it meant to be a joke?) until a brand new account registers to assure readers that the story is completely legitimate, it must be because he--the suspicious anonymous new account---is personally donating 2500 dollars a month so it must be legitimate right?
https://www.doomworld.com/forum/post/2990923
Finally the man himself logs back in for the first time in god knows how long, only to post this angry rant that provided no further details about the situation with the lawsuit, but was basically how dare you suspect me my honor demands I defend myself blahblahblah
https://www.doomworld.com/forum/post/2990988
It's not quite on the level of the infamous "smite of disrespect" post, but it's pretty good.
tldr: you got scammed. It was a grift.
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>>12346021
Yeah, they should really just chill and go back to basics. The 400 monsters maps can get tiring after a while, and that's just for me who is just playing them. They should try doing something in the vein of quoffee quake.
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>>12346313
It goes even more worse. After jail Laz went homeless for years. He tried to sue the county to get some money after he lost everything by being wrongfully accused, but lost the case. After years of being homeless his physical condition was quite bad, he almost couldn't even walk anymore. Luckily he got donations so he was able to stay on some motels/hotels for months to get in better physical health. Someone on dw even offered him to move in to his house for free, but I have no info what happened after. At least Laz seems to be still alive.
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>>12346910
NTA, but if a crackhead comes to me asking for money I tell him to get lost. I have no reason not to believe Laz isn't on grift to some degree, nor do I have to believe his posts on fucking Doomworld aren't orchestrated carefully. That place is a pit of vipers and anything that furthers their agenda is defended by tooth and nail.
This narrative all far too convenient. Some artsy oldfag with a crumb of reputation from some shit people grew up with?
A story about the police being evil?
The government is fucking the little guy over?
I don't know man. I really, genuinely don't.
I might be clawing at shadows and going to hell for doubting an actual tragedy but it definitely feels like a grift.
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>>12347009
open a console and type:
>path
to see where it's looking for. I had the same problem, turns out it was not looking at ironwail's folder, at Steam's quake folder for either the rerelease or the old quake, or any other quake folder. Instead, it was looking at:
>C:\Users\%username%\Saved Games\Ironwail\original\id1
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>>12347034
>>12347057
No that doesn't seem to be it. Path is correct, also the only setting it does not save is HUD scale for some reason
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>>12346981
If I was believing he was a grifter, I'd also need to believe he is a psychopath that murdered his own mother. That just seems far fetched. This is Laz we are talking about, not Chris-Chan. There has not been a single murderer that would be capable of making that good maps. And no, UAC Labs is not that good.
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>>12347157
>If I was believing he was a grifter, I'd also need to believe he is a psychopath that murdered his own mother.
Why? He doesn't need to murder her to see her death as an opportunity for sympathy donation baiting.
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>>12334176
so i didnt grow up with doom, duke, etc, i had like kiddie dos games
a while back to decided to finally play all the old dooms and really fell in love with boomer shooters. ended up playing shadow warrior, duke3d, ion fury and a ton of doom wads
so i thought id like the 2016 doom, but i hated it. i dont even know why i tried to play through 2016 and eternal and only lasted a few missions before getting bored
anyone else like that or is it just a me thing
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>>12347198
I liked them even they're the least like "Doom" as well as beingnot retro and off-topic.I'd argue even Doom 3 is closer to the spirit of the originals, and 2016 is kind of like an "action-fied" modern version of D3.
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>>12346981
NTA but life gets pretty fucking real sometimes, and you're honestly lucky if you're in a position to be that cynical about it by default. There's a difference between trying to spot grift and just being respectful toward people who have contributed to the community and moving on from the subject from there.
>>12346278
Also NTA but seems to work without an account to check, was looking for this as well for a similar reason so thanks anon.
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brootal perfect dark when
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>>12347223
>what about wads like meta doom or project brutality, did u find urself enjoying those or r u like a purist with old doom
They're not my thing but I can why people like them. I've been playing the Deimos-1 mod lately.
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>>12347242
I only played that briefly. It just seemed like everything was really sped up? Didn't really hold my interest, anyway. Aside from BD I remember really enjoying Russian Overkill, DoomRLA, GMOTA, La Tailor Girl, and High Noon Drifter before I got fed up with GZDoom as a whole and went back to PrBoom.
(Thanks for reading my blog lol I know you didn't ask.)
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>>12347251
>whats ur favorite map packs u can just replay indefinitely
These days its Augur Zenith.
>>12347537
>i'm a faggot and new to this thread but i wanna know if this port was ever mentioned /here/
Open wide for the spoon:
https://desuarchive.org/vr/search/text/ChadQuake/
Yeah, it's been mentioned a few times. Haven't tried it myself, though.
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>>12347683
oh. thanks tho
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Man I really want to keep this and get it working consistently and cleanly because it's so fucking cool.
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somehow this isn't that bullshit
its doable, and i think that's why i hate it
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>>12347721
Slaughtershite has broken me, because whenever I see a formation of cyberdemons like that, instead of existential horror all I think is "sweet, infighting!"
I still get wiped out by a stray rocket, but at least I have fun.
>>12347725
NTA of course, but based on that palette I'm guessing it's one of the NoSps.
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>>12347725
NOSP3. The map from that post is Map 18 Downhill.
>>12347727
Pistol Starting UV Maxing has certainly been an experience so far, but nothing too bad all things considered. Outrageously fun to run like a maniac trying to not die, especially with the song choices in the background. Probably my second favorite wad only behind Stardate 20x7.
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>>12347198
Varies. I had no expectations at all for Doom 4 after it was announced, but when it finally began being revealed, I thought it was looking kinda decent, especially after they dispensed with the yellow piss filter. Trying it, I did end up enjoying it, and I'd say I found it pretty enjoyable.
Replayed it once or twice, did those challenges, but then I was done with it.
Classic Doom has stronger game design though, and has a stronger pull on me, and I like it better.
I really dislike that "every .wad is canon bro" bullshit, and I outright regard Doom 4 as a separate continuity due to the stylistic and thematic differences.
Have not played Eternal, but it looks like it takes a hard cringe turn on story and emphasizes it more, felt very MCU at a glance, which put me off (I got gifted a copy, I suppose I should still give it a try sometime once I replay Doom 4). Dark Ages looks uninteresting to me, it really doesn't feel much like Doom anymore at all, and I feel like I'll probably never bother playing that one.
Haven't actually player Classic Doom in a few months now, nor done any mapping, I should get back to that.
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>>12346502
I don't see anything conclusive about it, and if he suffered the things he claims to, I could see why he'd feel indignation.
I will admit that I'm a little wary of the story though, which is why I only ever donated a little, and once.
>>12346981
>A story about the police being evil?
>The government is fucking the little guy over?
I mean, those things DO actually happen in real life, and particularly in California, their state gov't is intensely crooked and has been for a very long time.
I ain't gonna say to not be skeptic, I'm a little skeptical about it too, but there's not enough for me to write it all off. There's nothing there which just annihilates the credibility to me.
>>12347157
I think that's not really a fully rational conclusion either, because it could entirely be an accident like he says, but he could then still hypothetically be doing a scam.
My own concern and worry about the whole thing was that maybe someone had stolen his identity while he was still in jail or something, and was pretending to be him. Probably not, but it could still happen.
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>>12347160
How does that make any sense? Rojas's alleged grievance is with his state government, that he's being abused and oppressed by his authorities.
Unless you suggest licking the boots of DW staff/cliques or something, but those are borderline imaginary authorities without any tangible power over anyone, and one could dislike a lot of those people (like ScubaSteve), while still worrying for Rojas's sake.
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>>12348168
>Duke is now a 30 year old boomer.
Still ready to rock!
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>>12348168
Quake will be 30 come June. These next few years are going to be giving us a lot of 30-year anniversaries.
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>>12348730
1. He played like 5 maps, curated by his mods/people that suggested he plays it in the first place
2. The guy has an extremely base line interest in non half-life FPS games (although he did finish and like cultic), so his opinion on the matter is that of a bystander
3. Why do you care?
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>>12346502
By coincidence the "suspicious anonymous new account" has suddenly broken its six week radio silence with a bunch of weepy faggotry
https://www.doomworld.com/profile/62767-onetimeaccount/?status=1751109 &type=status
Just remember to keep him in your thoughts and prayers and keep the money, sorry, miracle going
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>>12334179
[12-25] Storm over Thyrion released, an Hexen 2 campaign, with 15 new maps, weapons and enemies
https://www.moddb.com/mods/storm-over-thyrion/downloads
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>I came up the idea called “rocket jump” in Doom1(1993).
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Why was Doom IV memory holed? Sure, it wasn't as challenging as the previous ones but I think the concept was interesting.
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>>12341281
My personal recommendations:
Black Plague
Buried Spire
Ravenhurst - Resurgence of Evil
Shadows of Chaos
Shadows of Chaos (Hub 2)
Shadows of Chaos (Qazzarith Library)
Shadows of Chaos (Shadow Woods Reimagining)
Shadows of Chaos (Shifting Sands)
Storm Over Thyrion (ex Realm of Shadows)
The Docks
The Temple of Chaos
The Tomb of Osiris
The Tyrant's Tome
Winnowing Hall
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>>12349227
Looks like stinky AI slop.
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>>12341309
My personal recommendations:
Black Plague
Buried Spire
Ravenhurst - Resurgence of Evil
Shadows of Chaos
Shadows of Chaos (Hub 2)
Shadows of Chaos (Qazzarith Library)
Shadows of Chaos (Shadow Woods Reimagining)
Shadows of Chaos (Shifting Sands)
Storm Over Thyrion (ex Realm of Shadows)
The Docks
The Temple of Chaos
The Tomb of Osiris
The Tyrant's Tome
Winnowing Hall
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>>12349227
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>>12334179
[01-26] Zandronum edition of Angelic Aviary released
https://forum.zdoom.org/viewtopic.php?p=1265375#p1265375
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>>12349275
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>>12349307
It's different when it's cute.
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>>12349307
People will find a reason to get rid of you if they don't like the cut of your jib, attitude or for no reason really. Rules/codes of conduct, especially in gay online communities let alone a real life job, are really just guidelines used to cut people who don't fit in out.
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>>12349352
>Cute anime girls are for protecting and head patting.
Nah, only cute Doom girls
>>12349360
>>12349360
>>12349360
New thread too
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>>12349450
Hell yeah, it took some shuffling around the news post, and it is back from December, but definitely worth having on there for a thread.
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>>12349210
I pronounce rocket jumping to be the most whimsical jape of this season.
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lol.
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>>12349750
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>>12349750
I don't get it, you fire one rocket then die lamely and reload a save? What's the deal here?
>>12349767
I don't get this either, what's he done that deserves a sending off other than making a video of playing poorly?
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>>12349792
>don't get it, you fire one rocket then die lamely and reload a save? What's the deal here?
Dude was having an authentic Doom experience playing it the first time. At the time of that video he had already conquered Doom 1 minus Thy Flesh Consumed on HMP difficulty. A yuge feat!
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>>12349861
Oh fair enough that's cool then. A real first time player. Shame he has to play it with Nightdive's bollocks but whatever. Now I find myself wishing I could remember what my first ever Dead Simple playthrough looked like.
>>12349864
>It can also get easy to think every line of text gets typed in a negative tone.
Ugh, ain't that the truth. I like ridiculously over-the-top insults that nobody could ever take seriously but I got a 2 day ban for attempting to incite a flamewar!
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I just got into Quake for the first time, played the original campaign and all official addons, then QBJ1-3. Where do I go from here?