No.4
Love DOOM and have loved it since I was a kid. Perhaps the game that basically had the greatest effect on my life.
The vanilla campaigns are great too, but what are you guys' favorite WADs?
For me I liked Equinox a lot. Action Doom 1 and 2 are nice too; they're basically DOOM WADs in the style of Contra and Double Dragon.
No.6
>>2I used to play doom when I was a kid. How are people playing these days? There are so many versions I get confused.
No.7
>I used to play doom when I was a kid. How are people playing these days?
by downloading a sourceport and running official WADs with it
sometimes they add community made maps or mods from places like cacowards or moddb
everything that you need is mentioned in 4chan's /vr/ sticky
for ports i'd recommend chocolate-doom if you are looking for something small and primitive and gzdoom if you wan't to play the latest mods and maps
the gzdoom is getting more and more like a full game engine and there are crazy projects for it
like project brutality and SALECO
the first one is amazing and brings gzdoom to it's limits, if you haven't heard of it before you won't belive that the gameplay is real
the second one brings your vidya cart to it's limits and also plays like a generic AAA crap
there are a lot of total conversion indie shooter on gzdoom and i am really pissed about all this
people like them because they are flashy but the gameplay is just mind numbing
they are also not really retro but it's a major part of "modern" doom modding scene so i decided to brought it up just so you know that there are a bunch of cool shit like that
the last WAD i have played is "altar of madness" from the latest cacoward
it's rather hard and may be difficult for someone who took a long break
how long have you been absent?
No.8
>>4Ancient Aliens
Going Down
Eviternity
All three are amazing
>>6I tend to use the DSDA sourceport these days. It runs amazingly well and has a new indexed lighting mode which means OpenGL looks like Software Rendering. It's great unless you want to play with game changing mods.
If you want mods you'll need to use the GZDoom source port, but the issue with that is it's kind of terribly optimized and my potato computer hates it.
No.9
>>7Thanks for the tips, the /vr/ thread was indeed very helpful. I've been absent for maybe 20 years or so, I have only a memory of the aesthetic and feeling of the game. My objective at the moment is to play the original game, but I'll look into mods once I get through it.
I ended up using crispy-doom, it was available in the repos of my distro, so I simply installed it and pointed it to the IWADs. Couldn't have been simpler!
>>8Thanks for the suggestion! I'll look into DSDA.
No.10
>>2I still play doom from time to time using gzdoom, gzdoom is so good about "modernizing" an engine because isn't something overwhelming. Sad that this is quite buggy.
Also, about other retro shooters.
>Blood (1 only, 2 is shit)>Shadow Warrior (the new 3D ones are absurdly trash)>Duke Nukem (duh)>Powerslave (both are good on their own)>Rise of the Triad (the remake is actually decent)>Hexen>Heretic (only the first one, the rest is trash)>Terra Nova: Strike Force Centauri (this one is amazing)>Descent>Star Wars: Dark Forces No.11
>>10I think GZDoom is how I originally played Doom a decade ago on a fucking controller of all things. I'm still surprised my Doom 2 save is on my computer out of all the things I've saved from years ago.
Good list btw. I finished Blood last year after giving it another go and I REALLY liked it on my second attempt. I hated it back in 2019 due to how hard it was but once I got how it works (crouching, corner peaking, throwing dynamite) it was a very fun time. Although, I wish I played it after Duke Nukem and Shadow Warrior. Going back to those felt like a huge downgrade.
I've tried playing a bit of Hexen but I haven't got that far in it yet. It's okay and hasn't clicked with me yet, but I need to actually give it a decent try instead of 4-5 levels.
No.12
>>10Maaan, you can't have a retro FPS thread without Marathon!
Great game, very atmospheric and exploratory FPS, exploring the abandoned ship known as the Marathon and shooting down aliens known as the Pfhor. In that way it reminds me of System Shock. Even despite me being a diehard DOOM fan I must admit the art direction and graphics in Marathon were much, much, MUCH superior. Sadly originally only came out on Mac machines and sadly the developers fizzled out of existence, they sadly only made another couple of games on the Xbox called the Halo games... so sad what happened to them.
Frog blast the vent core!
No.144
As much as I like Doom, I think I actually prefer Spear of Destiny. It might be lacking in complexity and suffer from pretty monotonous map design in comparison (although it's an improvement over plain Wolfenstein 3D), but to me the weapons feel like they pack more of a wallop compared to the ones in Doom. Even the pistol feels satisfying to use compared to Doom's peashooter. The enemies feel less like bullet sponges and seem to react more when hit. I like the fact that almost all them use hitscan attacks too. One guard sneaking up behind you can mess you up badly or even kill you on the hardest setting if you're not careful. I find Doom's zombie enemies the most fun to kill, so I really like the idea of a whole game where most of the enemies feel similar except generally pose more of a threat.
Unfortunately, I can't go back to playing the game in its original form since I got so used to ECWolf's map feature. That's a seemingly minor improvement that makes a massive difference in playability.
The classic Doom games are my other favorite FPS games though. I usually stick with Chocolate Doom, Crispy Doom, or PRBoom+. I first started with Doom95, since it came with a CD I bought. After realizing that there were other options out there, I ended up missing the launcher. Only fairly recently did I discover that ZDL exists and that it's pretty much what I wanted. Too bad there are no GUI options for monster changing behavior like in Doom95 though. I tend to play on Ultraviolence with Fast Monsters enabled when I'm playing the original Doom or Doom II IWADs.
Unreal Tournament's probably up there too. I waited way too long to finally try that one. My family had a demo on our computer as a kid, but I was never allowed to actually play it. I remember being interested in he character creation feature but don't recall seeing the actual gameplay. It makes me wonder who put that on the computer in the first place since I don't actually remember watching anyone play it. It wasn't until a few years ago that I saw a YouTube video about it and decided to finally give the game a shot. I'm too scared to try it online, but it's fun to kill bots.
No.145
>>12dogshit FPS that would have been better off as a book.
No.146
>>2Does System Shock count? Might as well give some opinions for a bit of discussion. I finished it recently, really good game. Loved the music and sound effects and still listen to the OST on Youtube sometimes. Gameplay was an odd mix of turning aiming on and off so you could interact with the environment but I understood it really well by the end. My only gripes being with how grenades worked as I had no fucking clue how to throw them without damaging yourself. Loved exploring and trying to figure out where to go but I had to resort to a guide a lot, I had no idea how I was meant to figure out fixing the relay with the chip since I don't think there's a visual guide to the chip you need to fix it.
Loved the voice acting even if it was amateurish, it really added to the feeling of these people being normal employees in a way, instead of voice actors you sometimes get with games. Shodan has a really great voice and I'm glad I played it with the voices on, hearing her confused at this random entity fucking her plans up and getting increasingly angry with the Hacker, hell I loved the feeling of being alone on the ship with no one else alive except cyborgs while the only help you were getting was from distant messages from Earth. Really added to the feeling of helplessness and hopelessness but with a slight determination to stop Shodan. Also, super cool name for an antagonist.
The engine was really cool as well, coming out one year after Doom and it just felt so much more impressive to play around in. I did enjoy the small tidbits you could do with the game as well, picking up a pistol and unloading it for the ammo was pretty cool to work out, especially in situations when I was desperately low on ammo. I will say that by the middle of the game you're basically swimming in ammo and items. A shame since it really makes the game easy when before it was all about peeking corners and getting regenerators back up.
As for the remake (I know it's not retro but I might as well add it). I played right after, there was a lot I didn't like about it. The music wasn't the same or even remixed in a way that sounded like it. The atmospheric stuff just isn't as good. The enemy sound effects are MUCH better in the original when they're garbled robotic gibberish over "You cannot hide from me" or something. Also I thought Cyberspace was an improvement but man, it's really fucking not, the original was a weird gimmick stage but at least it was easy, the remake was fucking tedious. Some really confusing changes as well, not sure if it was because I was playing on 3333 on my first playthrough but I just questioned a lot of their choices. It's like 90% faithful really but I hope it doesn't totally overshadow the original since that's a unique game itself and honestly, it's sort of better than the remake. The remake is still pretty good but if I had a choice of a sequel in the style of SS:EE and the remake, I'd go for EE.
No.1278
>>1255The maps in this wad all look great, but the custom weapons and the pain palette look comically bad. It's a really strange contrast.
No.1346
I just played through Doom 64 this weekend. I'm always taken by surprise about how short it is. Right when it starts getting really good, I'm just a few maps away from the end.
No.1349
Misread this site name as "wopchan" at first lol.
>>4Some .wads I really love:
>Mutiny>Bloodstain>Pirate Doom>TNT Revilution>BTSX series>Combat Shock series>Alfonzone>Hard Fast frengot Maps>Beta Labs>>6There's lots of ways. My favorite sourceports are GzDoom (for advanced mods), and Nugget Doom (for more classic Doom).
Mouse and keyboard are the go-to, but both GzDoom and Nugget Doom also have very good gamepad support, you can even play them with a gamepad and mosue at the same time if you want to.
No.1351
>>1350Some of these themes are really nice but the fonts are a little off on some. Damn I wish I could customize the fonts and the colors separately.
No.1371
>>1366Oh, it's super cool that you're doing those things!
And yeah, Wolf-likes are best played with mouse movement, it's the one type of FPS where it makes sense, you can move with SUCH insane speed and fine precision.
No.1394
>>1350Yeah, I like that a lot too. This whole site is pure nostalgia, from the subject of half the boards, to the general atmosphere. I fucking love it.
Also, more images from Quake to be on topic. I'm close to beating AD again and might move on to an Alkaline replay next. I'm really enjoying this.
No.1397
>>1394I really like it here. I'm happy to stay even when 4chan comes back up, since I don't imagine the boards will be remotely usable for a long time between the decimated staff and emboldened serial shitposters.
I think I like Alkaline even more than AD. I really its takes on the fantasy enemies, like how they gave the death knight a lightsaber. I think its original enemies are a better fit for Quake too than the assorted Hexen 2 stuff in AD.
No.1401
>>1398You'll need to do a little finagling to get weapon mods working with it. There's a KEYCONF you should remove so weapon slots are defined correctly, and an ACS script that forces the Hexen fighter fist on you instead of the mod weapons you want. If you don't want to try it yourself, I'll see about getting the ACS recompiled with the necessary changes. It might be more effort than it's worth though since it's just one map.
No.1402
>>1401Oh, that sounds cool.
No.1404
>>1402Okay, I had to make a couple more changes than expected but it compiled and it seems to work as intended. The map's BFG replacement might still be an issue, I haven't played all the way through to check. Get the file here:
https://files.catbox.moe/zs6f7c.lmp, name it BEHAVIOR, replace the BEHAVIOR lump in void.wad with this one.
No.1408
Any news on Vertex Relocation? Ofc the site had to get nuked right after the new guy took over
No.1409
>>1408I'm gonna assume that he's still on it.
How much is left to do on that one anyway?
No.1411
>>1409wanna say it was only one or two maps left at most
it was close enough to "done" that people were seriously discussing the idgames upload and such iirc
No.1412
>>1410Do you have any other footage? I was led to believe that Void was supposed to be some sort of landmark title.
No.1415
>>1414Quiet is fine by me. Just as long as it's not totally dead. There sure is a lot to like about this site.
I don't know if there's any OG wapchan Anons lurking this thread right now, but if there are: Do you guys have any Doom gameplay mods you like?
No.1416
>>1411All of the maps were done. The concern with idgames was if they would accept the Map31 replacement, because it uses pieces of a bunch of regular Doom 2 maps.
No.1417
>>1416Welp, here's hoping it a.) actually gets uploaded and accepted and b.) doesn't end up being /doom/'s last hurrah
No.1418
>>1417It's okay, we still have 94 Protons :^)
No.1419
>>1411Latest v13 beta doesn't have M_DOOM logo, BOSSBACK, CREDIT and CWILVs utilized. At least making a proper credit screen is a must, as they were widely present in prior /vr/ projects. You could also use DEHACKED, ZMAPINFO with UMAPINFO if there's a need for custom level names or amusing intertexts (which no one will ever read). In any case, project won't budge until the current lead presents himself.
No.1420
>>1412The praise I think has to entirely be for its novel aesthetic and scripting gimmicks. It looks cool and all, but it plays like straight ass. I won't lodge serious complaints against the combat because it's very clear to me now that it wasn't intended for mods and it breaks in half if monsters aren't completely untouched, but it's all horrible Doom physics platforming and instakill traps between the combat encounters, and those encounters aren't anything to write home about when they are working as intended. It's mostly just Hexen monsters slapped around haphazardly, and you have the Fighter's fist and a Phoenix Rod instead of the vanilla fist and BFG, because DEHSUPP was the hot new thing at the time. You fight one of the Hexen player bosses, I couldn't even tell which it was because their projectiles have no sprites. The final battle is against the Heresiarch, because nothing says fun like having to fight a boss that makes itself invulnerable in a game where you don't have +FOILINVUL flechettes. I haven't played the sequel yet, I imagine it's at least made with much more modern sensibilities, but the first is very much a stereotypical early-00s ZDoom map in all the worst ways.
>>1418I can't believe 4chan fucking died and 94 Protons STILL isn't finished.
No.1421
>>1420You make Void sound like a complete hunk of shit and like it would be a waste of my time, actually.
I think that I'll probably skip it entirely and just play the sequel on its own. Thank you for suffering in my place.
No.1441
>>1431Cute. Reminds me of a Doom megaWAD another person is making that's completely Minecraft flavored.
No.1450
>"I'll just spin up Wolfenstein 3D on ZSNES to test my new gamepad for first person shooting"
>it's actually still pretty fun even if the port is rough
>the redrawn guns are cool and adding the flamer and rocket launcher means a bit more variety
>still playing it and up to E4 now
I guess if you were a kid in 1994 who couldn't afford a 486 to play Doom on, much less a 386 to play Wolfenstein 3D on, this was a way to have some FPS action on the SNES you might already have had for a few years.
The SNES isn't too powerful by the standards of its day, and there's no SuperFX chip here to help with lifting, so I can't be too harsh on the game's resolution or performance, and the censorship is really Nintendo's fault, not the developers, so I'm not gonna give them too much shit for that either.
Rather, I'll criticize some of the game design changes:
>treasure items don't give score anymore, it's just a counter where you'll get an extra life for every 50th one picked up
It was better in the original and more true to its arcade-ish trappings where different score items had different values, the crown was actually worth a lot
>new weapons aren't as interesting as they could be, flamer and rocket both just pierce through enemies
It'd take it for the flamer, but it'd be cooler if the rocket actually just exploded on impact and had splash damage, just to have a different functionality and use case.
>didn't add armor items
Would have added a bit more depth to gameplay and given them something else valuable to put into secret areas.
I also wonder if Wolfenstein 3D really should have had a SuperFX chip after all, it would probably have helped it be a lot smoother.
No.1473
>>1470That's the thing about altchans. It's unfortunate we don't have the traffic of 4chan's /doom/, but on the other hand you don't want to publicly tell everyone to use this site because it may attract schizos.
No.1474
Been meaning to say hi to all the /doom/ and other retro shooter folks here
>>1406I never knew about this but I might just try and recreate it here. We did a UT99 game night a long time ago and having this kind of cycle system would be a lot of fun (plus the new server can take it no problem)
>>1413This was fixed earlier today (you may have to force reload the page)
>>1473We've been dealing with the soy spammers on /sp/ pretty well so I wouldn't worry about that if you want to spread the word
No.1476
>>1465Looks solid, the sound effects are all noticeably pitched up, not enough to ruin it but it's odd. Anyone who knows this kind of stuff know if it's something about the hardware or software, or if it's truly an emulation bug?
No.1477
>>1470I'll want my 4chan /doom/ back when it's up again, but this is a nice and cozy little corner so far.
I think I'll probably keep a tab open for it in the future.
No.1479
>>1478I wish that worked for weapon/gameplay design
No.1495
>>1494Oooh, that's pretty cool! Kinda wish it had at least the SNES/Macintosh weapon sprites though, they look very nice.
No.1496
>>1489>80 if you count SoD120 if you want to count the FormGen expansions, but you probably don't.
No.1505
>>1495It probably wouldn't be hard to make a patch for that, since EC/LZWolf modding works just like ZDoom.
No.1550
>touhou folks got moved
thanks chadmin, this is the new /vr/
No.1554
>>4i tend to prefer TCs, weapon & enemy mods. my favorites from those are…
>project brutality>la tailor girl>trailblazer>halo: DOOM evolved>action doom 2>GMOTA No.1556
I just realized that the OP post here is from 2023. Guess it paid off eventually, anon!
No.1557
>>1556that's what's kinda cool about altchans. sometimes i miss the action though.
No.1564
>>1563Wolf3D SNES is honestly more impressive to me than Doom SNES because it's not using anything fancy like the Super FX chip - it's entirely rendering in software using just the base SNES hardware.
No.1565
>>1564Well, the SuperFX chip only helps so much IMO, SNES Doom is still really impressive to be all that it is for what little hardware power it actually has to work with.
No.1569
I managed to find sound rips for SNES Wolf, seem slightly crusty, but if I take the guard "HALT!" sound and pitch it down like fuck, it vaguely sounds like that subtle low tone noise you get when the Mutants spot you. Maybe the game pitches it down even further, but it's more or less this sound that I'm hearing.
https://files.catbox.moe/z6i209.wavInteresting that they made this choice, could they not make them just make no noise at all (for some weird technical reason) so they did this fuckhack thing to try to make it as imperceptible as possible?
Or did they just figure that it was better this way? Optionally, is this outright some kind of emulation quirk?
No.1580
>>1578Yeah that's a bug with vichan. If you have the userscript it just embeds any youtube links anyways so i'll probably just disable the embed box.
No.1582
>>1581A lot of the themes need work with the userscript (mostly for the menu) so I'll get on that soon enough
No.1583
>>1582Can you add a button to collapse the bottom reply box?
No.1584
>>1582While you're here, is there any chance we can change the colors of hyperlinks in the future? I really like the Oil theme but the color scheme for clickable text is very hard for me to read.
If not, that's okay, I can use the Starry or Wapanese theme.
No.1586
>>1575Funny thing about how Wolf3D on the SNES works is how it applies Mode 7. Not for the 3D like you'd think, but to blow up the actuallu tiny picture to twice the size so as to get close to full screen (which is why it's so blocky looking), and it also means that the entire game world is actually rendering on the background layer (the weapon isn't).
No.1589
>>1406It's just technical issues I'm fixing. Taking the time to maybe make some changes and simplify the site.
Wadsup got most of the traffic.
No.1591
>>1590How far are you into the game? I recall hearing it becomes less good once you get to the later parts.
No.1593
>>1590Those are some very pretty weapon animations.
No.1597
>>1595>>1596this game looks and sounds like a lot of stupid fun
No.1598
>>1569If I could make my best guess, I think they just spit out whatever sounds are in memory/last played at minimum pitch, probably due to an error when trying to make them silent. I've heard mutants make distorted gunshots and rat noises on wake up, too.
No.1599
>>1598I've only ever heard that distinct low rumble noise.
No.1606
That's it, that's the video game. Our hero is paralyzed for the entirety of the climax as the power of friendship and a chucked sword win the day. There's one last gameplay segment after this, just a brief escape from the mansion before it explodes and vanishes.
>>1597It's a pretty good time overall I think. Helps to have a tolerance for adventure game logic and an appreciation for cheesy FMV. The game is technically competent and doesn't feel bad to play. Controls are unfortunately not as prescient as the likes of System Shock, but they're functional enough. The puzzles are mostly not too much trouble, but you still want to be in the habit of frequent saving and keeping backup saves just in case. I'd say it's a solid 7/10 as DOS FPS go.
No.1608
>>1607Me too, even when it comes back up, I suspect most boards will be unusable for a while, and those that were already unusable will be even worse.
No.1609
>>1608I'm so glad that I avoid 4/v/ like the plague.
No.1610
>>1607I think i wont return when the site goes up again, i found enough alternatives to waste my time with and you can imagine how unusable it will be.
No.1611
>>1610I'll make sure to post here when I finish something.
No.1614
Void might've turned out to be shit, but Lambda does make a nice fit for actually decent 00s ZDoom wads like Dark7.
>>1610I don't plan on going back either. Unless they pull a dozen new and good jannies out of a hat, which they can't, the boards are going to be a total bloodbath for weeks if not months. I'm not too fond of the idea of going back to a 4chan Doom thread that's lost its pocket janny anyway, considering what types were starting to show up even before the hack.
>>1612From recollection, it's got bits and pieces of cool tech but the game as a whole is pretty bland. The Steam release is a proper remaster, not just a DOSBox package, and I remember it being decent enough.
No.1615
>>1582Can you add a button to collapse the bottom reply box?>>1614
>I'm not too fond of the idea of going back to a 4chan Doom thread that's lost its pocket janny anywayThis part is funny with how many people complained about /vr/'s moderation on other sites post-hack. I'm sure those people were the problem.
No.1616
>>1615I hate that this site's reply box is persistent.
No.1617
>>1615I have seen differing responses from differing people. Even from KFarms it varies, you've got one or two a-logging schizo retards, but then you have some people stating with confidence that /doom/ is the only place on the whole website they liked, so for those people I guess the jannies there actually did something right after all.
Personally, I've found it decent, but who knows how it'll fare now. Remember the times of the fake-Alf fuckstick? I'm very happy that he's been gone, but will he come back some day, or will someone else take his place now?
The only thing I can do is to be the change I want to see, make good posts and try to not engage with the fucking fuckheads.
No.1619
>>1617>Even from KFarms it varies, you've got one or two a-logging schizo retardsThat's why I suggested the possibility that they were the problem, and not the moderation.
No.1625
>>1620Did you post Sadistic from TNT by accident? Pick is too exquisite otherwise, I was mostly expecting to hear At the Doom's Gate before clicking it.
No.1627
>>1622You may need to elaborate on so-called allegiance. Does regular posting on forums make someone an outsider? As example: there is the guy who swore off by calling Doomworld the most sterile and stiffening place to have conversations on, yet he makes sure to scour threads there and leave at least a single post daily; Or another one considered /our guy/, who exclusively prefers to host projects for mainland community instead of /vr/'s barren reaches; An especial case, worthy of particular scrutiny, is just right above me posting screenshots. Hell, I believe it's the first time in a long while he appeared so openly, was fairly discreet with anonymity otherwise.
Identity of our nebulous collective requires a careful thesis, as it may actually be far less self-contained than you imagined. Just you wait for the trademark of /vr/ acronym to be sold to highest bidder under a ploy of a covert chatgroup, and turn what was once known as a cult classic series into a drained financial cow: *It’s finally here! 100 Minutes of /vr/, from the deepest controversial waste of 4chan, only available in the limited run "Basement Savant" edition. Don't miss it, retail price is 49.99$ through official store.*
No.1628
>>1625No it was intentional, I really like the OST from TNT even if the levels themselves are a mixed bag
No.1631
>>1627>It’s finally here! 100 Minutes of /vr/, from the deepest controversial waste of 4chan, only available in the limited run "Basement Savant" edition. Don't miss it, retail price is 49.99$ through official store.We need another speed/challenge mapping project. I wasn't happy with the last map I did for a /vr/ project. Want a chance to redeem sir.
No.1632
>>1631Maybe we should do something here. Even if there's just a few of us who stay now that 4chan's back up, if we all make a map we could have something worth playing.
No.1633
>>1632I'll try to post in both places if this place stays alive. Wouldn't mind a cross-chan project either, if there aren't enough people here.
No.1634
Looks like /vr/ is back. This is a nice little second home though.
No.1635
>Anonymous ## Modfeedback IRC Mod Icon 04/25/25(Fri)10:44:17 No.11702498
>This thread was moved to >>>/test/4913
Bastards!
No.1637
>>1635Looks like they picked off every latest bumped thread from each board, reasons unclear
No.1640
>>1637My general theory is that they were removing janny-created threads. Note that they also removed all stickies. Threads have a deletion password, and if the jannies were using their own passwords for this, the deletion form iirc isn't rate limited or captcha protected, so you could definitely have abused this.
You could have bruteforced their passwords this way and through password reuse, compromised other parts of the site. So I really think they're moving these as a security concern.
No.1642
>>1640Aaah, that's an interesting theory, that would make some sense.
No.1644
>>1642whoops. this is actually wrong. vichan uses passwords. 4chan doesn't seem to. I was wrong.
No.1647
>>1646what is that? the way your stuff is moving is making me think of system shock.
No.1648
>>1647Cyclones, it's an early FPS by Raven. It never gets talked about much.
No.1649
>>1648is it for DOS? I wanna go find it now.
No.1651
>>1647It's CyClones, a game Raven did just before Heretic. It kind of controls like System Shock (and its engine being derivative of Wolf3D leaves it with similar level geometry limitations) but it's not nearly as good or interesting. It's just a regular FPS with a boring arsenal, a boring enemy roster, and bad level design. Raven's art is good as usual but that's basically the one positive thing I can say about it. I think if they weren't just phoning this in for a quick paycheck, then Romero's oversight on Heretic may have had a much bigger impact on its quality than I previously believed. I'll need to go play Shadowcaster and see how that compares.
I guess it is kind of notable for being maybe the first FPS to have an in-game tutorial. Everything else it does is just plain better done in System Shock, which also came out in the same year.
>>1649Yeah it's DOS. It's on GOG, so whether you care about being legal or not it's easy to acquire.
No.1658
>>1657Crosspost, but I'm spriting some retro FPS enemies as followers for SRB2Kart builds that support them.
One's practically finished, one still needs shading and animation.
No.1659
>>1657Boy I've been going through all kinds of shit trying to make this guy work. The TL;DR is I've been trying to make this gun and whip combo interesting to play with, previously I had a set up where after powering the gun up you'd fire a projectile that could be whipped for combo attacks, or the other gun would leave a trail that could be whipped. Cool on paper, kinda sucks in practice when trying to circle strafe around and kill shit.
So the new plan is the gun just marks targets for follow up whip strikes, where you can have different reactions depending on what gun and whip type you use.
No.1666
>>1658What other ones have you made?
No.1674
Got a good bit further into Shadowcaster. I've gained a second form, the Caun. Tiny little guy who can't fight for shit, but he can jump over obstacles that the other forms can't, and he has some useful support and healing spells. His extremely low max HP means that your natural regen is much more efficient than in other forms as well.
I've found some new equipment too, some swords and armors for each of my current forms. The swords might help give human form a fighting chance when I don't have mana to spare, but the best way to fight seems to be using the shuriken with the Maorin form, since you can keep doing claw attacks while the shuriken is in flight for huge DPS. It's a bit too much for the game's poor sound engine, but between winning fights quickly and having a pleasant auditory experience, I'll take the former.
The game does have one major problem, which is lots of waiting. You need mana to maintain your other forms and use their abilities, and the only ways to recover mana are to drink limited and not very effective potions, or to stay in human form and wait. The cluebook so much as tells you to go get a snack. I might try restarting and focusing more on leveling human form, because you get +25 mana for each human level whereas other forms only gain HP. Going to entail lots of waiting anyway for HP recovery until I get Caun form but hopefully the game will be a good bit smoother after that.
No.1675
I need to finish some of the ones I've started. I've beat the first episodes of Doom, Blood, and Quake but stopped playing them after that.
There was one I remember watching a relative play in the late 90s that I don't remember too. The only thing I kind of remember is some mage-like guy floating in the air or something. It might have been Riven or something but I honestly have no idea. I also had Redneck Rampage as a kid and played that a bit. I actually bought it on GOG too but haven't played it again.
No.1677
>>1673Speaking of fucking around with weird effects, here's a novel one.
The idea here is the dark gem marker thing drops an item after being whipped, and once you pick that item up you immediately fire an attack wherever you're currently aiming.
No.1679
neat
fire-on-pickup somehow feels vaguely familiar but i can't place it
No.1713
>>1712How are the imp warriors with shields in GMOTA like? I remember that some .wads used to use them back maybe 15-20 years ago, and I remember even using them myself in some old project when I was a teen, grabbed them right off of R667.
My main memory of them is that they do the same shield thing as the Ettins in Hexen, which I actually fucking hate.
No.1714
>>1713Yeah I hate blocking enemies too. They just chuck maces here. No blocking or anything fancy.
No.1723
>>1714Oh thank god, that shit drives me up the goddamn walls.