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File: 1674496554647.jpg (1.39 MB, 1440x900, 1285440972387.jpg)

 No.2[Last 50 Posts]

A version of /vr/ without a Doom thread? I don't think so!
Other retro shooters welcome of course.
Post favourite mods, wads, and general discussion.

 No.3


 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.5

>>2
No joke, the first time I've ever seen Lum from Urusei Yatsura was from a shitpost Doom wad titled "CYBIE.WAD" aka Doomguy's Pimp Ventures.

 No.6

>>2
I 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

File: 1676320091142.png (814.27 KB, 1366x768, doom12.png)

>>4
Ancient Aliens
Going Down
Eviternity
All three are amazing
>>6
I 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

>>7
Thanks 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!
>>8
Thanks for the suggestion! I'll look into DSDA.

 No.10

>>2
I 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

>>10
I 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

>>10
Maaan, 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

File: 1688637894368.png (10.02 KB, 588x417, Doom95_Interface.png)

File: 1688637894369.png (8.26 KB, 276x242, Zdl.png)

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

>>12
dogshit FPS that would have been better off as a book.

 No.146

File: 1688852971958.png (587.12 KB, 1024x576, 1688570715045454.png)

>>2
Does 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.1254

File: 1744899256122.png (528.79 KB, 1280x960, woof0021.png)

I really need to go back and finish Struggle one of these days. I've been stuck at Map28 forever.

 No.1255

File: 1744903900653-0.webm (5.8 MB, 1280x960, fuggle-1.webm)

File: 1744903900653-1.webm (5.74 MB, 1280x960, fuggle-2.webm)

File: 1744903900653-2.webm (5.89 MB, 1280x960, fuggle-3.webm)

Today won't be that day, it seems. I'm barely even scratching the surface here.

 No.1256

File: 1744905481248-0.png (1.46 MB, 1366x768, spasm0001.png)

File: 1744905481248-1.png (1.44 MB, 1366x768, spasm0028.png)

File: 1744905481248-2.png (1.19 MB, 1366x768, spasm0151.png)

Playan Arcane Dimensions at the moment. It's been a few years so I'm revisiting it, and I'm still having a lot of fun. Foggy Bogbottom remains my favourite level, even against Tears of the False God. It just feels like an extended original Quake level and feels like an actual castle due to the sheer size and all the cool hidden chambers. The magic tome hunt for the rune is also fun.

 No.1278

>>1255
The 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.1280

File: 1744935313289-0.png (474.71 KB, 1280x960, woof0022.png)

File: 1744935313290-1.png (1.15 MB, 1280x960, woof0023.png)

>>3
I love these silly 90s anime wads. The actual Japanese ones are even better.

 No.1316

File: 1744983620514.png (598.95 KB, 1280x960, sector truck.png)

>>1278
I'm a big fan of the 90s wad aesthetics mixed with more modern tight design. I love Nicolas Monti's wads for the same reason.

 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.1347

Having a good time with Don't Fear the Demons. Hideous Destructor's been giving me downright uncanny HERP placements on way too many maps so far, I love it.

 No.1348

>>1316
SECTOR TRUCK

 No.1349

Misread this site name as "wopchan" at first lol.

>>4
Some .wads I really love:
>Mutiny
>Bloodstain
>Pirate Doom
>TNT Revilution
>BTSX series
>Combat Shock series
>Alfonzone
>Hard Fast frengot Maps
>Beta Labs

>>6
There'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.1350

File: 1745114301650.png (290.63 KB, 411x411, 1736446005167328.png)

Oh god, the starry theme looks just like a bunch of Geocities and Angelfire sites from the 90s and 2000s, this is amazing!

 No.1351

>>1350
Some 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.1352


 No.1366

File: 1745156466202-0.webm (9.04 MB, 1280x960, bs vanilla.webm)

File: 1745156466202-1.webm (7.81 MB, 1280x960, bs edited.webm)

I've been making modifications to Blake Stone's source port to make the game more playable in general. So far I've reimplemented consistent hitstun, cut down the ridiculous HP bloat from difficulty scaling, and sped up a bunch of the death animations so they look better. I need to see about increasing projectile damage because some enemies do all of 2 damage and it's pathetic when the weakest hitscan enemy can hit for upwards of 70. I also need to figure out how to restore vanilla controls - Wolf3D-type games are best played with mouse movement, but the source port disables vertical movement entirely with no option to turn it back on. That's a bit beyond just changing some numbers around though.

 No.1371

>>1366
Oh, 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.1372

>>1347
It's getting hard to believe these robot situations are just RNG and not deliberate placement at this point. This one is too perfect, two HERPs placed covering this long hallway so I can't possibly approach them directly, but there's a DERP with them, so using the other DERP just outside this building I was able to hack in and clear the hallway safely.

 No.1373

File: 1745164779929-0.png (577.88 KB, 1917x1080, nugg0000.png)

File: 1745164779929-1.png (393.82 KB, 1917x1080, nugg0001.png)

File: 1745164779929-2.png (292.51 KB, 1917x1080, nugg0002.png)

btw, I posted before reading the rules before, sorry if "wop" and "frengot" were out of line, I want to be friendly while I'm a guest here.
I like Italians and gays, and gay Italians.

 No.1374

File: 1745166669662.gif (169.54 KB, 500x700, 1493581563317.gif)


 No.1394

File: 1745182440492-0.png (1.14 MB, 1366x768, spasm0200.png)

File: 1745182440492-1.png (1.32 MB, 1366x768, spasm0185.png)

File: 1745182440492-2.png (1.11 MB, 1366x768, spasm0195.png)

>>1350
Yeah, 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

File: 1745188449946.png (2 MB, 1920x1080, vkquake0001.png)

>>1394
I 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.1398

File: 1745189646328.png (2.29 MB, 794x1250, wolfencover.png)

Hey guys, I'm bored, and saw that Void 2 came out, I figured I should try that, but I haven't actually played the first Void.

Can I play Void with a weapon mod or something or will it break?

 No.1401

>>1398
You'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

>>1401
Oh, that sounds cool.

 No.1404

>>1402
Okay, 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.1405

Happy Easter, boys.

 No.1406

File: 1745192045870.png (28.68 KB, 625x718, CLOVR.png)

I wonder whether anon pulled the plug for kuroba server, for domain is reachable yet I'm still getting connection timeouts. Makes sense, since he would be the most aware of traffic going through, and even I could infer that it hasn't been getting much enough of it. What a waste.

 No.1407

File: 1745193271964.mp4 (1.56 MB, 1280x720, Where Do You Fuck .mp4)


 No.1408

Any news on Vertex Relocation? Ofc the site had to get nuked right after the new guy took over

 No.1409

File: 1745196577085.mp4 (4.51 MB, 1280x720, coca_cola.mp4)

>>1408
I'm gonna assume that he's still on it.
How much is left to do on that one anyway?

 No.1410

File: 1745197680285.webm (8.89 MB, 960x540, cool.webm)

Bros, I'm starting to think Void might kind of suck.

 No.1411

File: 1745197837171.webm (1.44 MB, 1008x566, doom jiggle.webm)

>>1409
wanna 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

>>1410
Do you have any other footage? I was led to believe that Void was supposed to be some sort of landmark title.

 No.1413

File: 1745198276083.jpg (29.32 KB, 528x600, 1463800984220.jpg)

I do wonder if other /doom/ lads will find their way here. To be honest I would be quite happy to make this place my home, though I hope that double image post from drag and dropping images thing gets fixed.

 No.1414

File: 1745198415918.gif (1.88 MB, 433x293, 1739367433591393.gif)

>>1413
It's kinda quiet here, but I guess I could maybe make this place a second home of some sort for Dooming, depending on the activity I'll see.

 No.1415

>>1414
Quiet 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

>>1411
All 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

>>1416
Welp, here's hoping it a.) actually gets uploaded and accepted and b.) doesn't end up being /doom/'s last hurrah

 No.1418

>>1417
It's okay, we still have 94 Protons :^)

 No.1419

>>1411
Latest 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

>>1412
The 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.

>>1418
I can't believe 4chan fucking died and 94 Protons STILL isn't finished.

 No.1421

File: 1745202301375.png (470.34 KB, 525x457, defenestrationfield.png)

>>1420
You 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.1422

File: 1745204511885.gif (94.79 KB, 172x148, e49jlb0.gif)

>>1413
Well, I'm here

 No.1423

File: 1745205123250.gif (1.02 MB, 960x540, hey how's it goin.gif)

We'll see how this week goes, but I'll be posting the next Screenshot Saturday here.

 No.1424

File: 1745205856745.webm (7.89 MB, 960x540, quite thrilling.webm)

>>1421
Yeah, I just replayed it again without mods for the proper experience and it's still not good. That cyberdemon encounter I think is just bugged, even in vanilla it kills you before you get control back. Something must have changed with ACS spawning or freezing functions over the years because there's no way it was deliberately designed like that. Did I mention that fighting the Heresiarch with Doom 2 weapons (but no BFG) sucks?

 No.1429

File: 1745217823105.png (10.71 KB, 250x250, doom_0005.png)

Can anyone recommend me some more obscure retro FPS? I was revisiting Battlezone II: Combat Commander from my childhood and never see anyone talk about it so I'm wondering what you guys have nostalgia for that no one else talks about?

 No.1431

Just played the Minecraft Textures Jam for Quake. Fantastic map pack.

https://www.slipseer.com/index.php?resources/minecraft-textures-jam.442/

 No.1441

>>1431
Cute. Reminds me of a Doom megaWAD another person is making that's completely Minecraft flavored.

 No.1450

File: 1745251423532-0.gif (747.68 KB, 150x150, WOLFBALL.gif)

>"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.1451

>>1429
Build Powerslave is probably the best retro FPS that isn't widely regarded. It's understandable because the original release of the game is basically unplayable and the console version gets more attention for its novelty of making you play the same maps over and over again, but with ports that fix the bugs it's easily up there with Duke and Blood in terms of game and level design.

 No.1452

Hm, still unsure of how image uploads work here. How many pics/megabytes can you put up, and what filetypes are supported?
Crafty goddamn murder mutants.

 No.1459

File: 1745260832082.jpg (249.73 KB, 800x1465, PA.79380.001.jpg)

>>1450
Interestingly enough, the SNES port of Wolf3D released in Japan (as Wolfenstein 3D: The Claw of Eisenfaust) before it came stateside.

 No.1465

File: 1745263082452.webm (3.89 MB, 640x400, pc98 wolf.webm)

>>1459
The original game also got a port to the PC-98. It doesn't run quite as smooth as it should, and the sound is a bit fucked (but that could an emulation issue), but it's not unplayable at all.

 No.1470

File: 1745271047876.png (554.28 KB, 1366x768, spasm0166.png)

>>1413
Honestly, it's kind of nice that a throwaway thread I made two years ago is getting some use. It would be cool if we could round up the remaining guys, I'd use this place over 8chan or the other replacements any day because it feels more stable and less likely to attract lunatic who want to destroy the place.

 No.1473

>>1470
That'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

File: 1745274373250.jpg (12.68 KB, 300x168, Untitled.jpg)

Been meaning to say hi to all the /doom/ and other retro shooter folks here 💣
>>1406
I 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)
>>1413
This was fixed earlier today (you may have to force reload the page)
>>1473
We'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.1475

File: 1745276054289.png (151.7 KB, 437x708, aaa.png)

>>1474
Nice. Thanks for your hard work there. I've been enjoying lurking and posting here the past few days.

 No.1476

>>1465
Looks 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

File: 1745277182952.png (55.05 KB, 199x197, redoveralls.png)

>>1470
I'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.1478

File: 1745282049189.jpg (89.58 KB, 541x459, yeah well huh.jpg)

>mapping
>don't have any good idea what to put into this space to make it look good
>aaaaaah
>really can't think of anything
>rack my head
>just decide to slap on whatever
>it ends up looking kinda good
>develop the whatever into something more visually interesting
>works pretty well actually
Guess it's true like people say, that the most important part is to "just draw."

 No.1479

>>1478
I wish that worked for weapon/gameplay design

 No.1489

I feel like the SNES version of Wolfenstein 3D actually benefits substantially from having 30 levels, rather than the full train of 60 levels from the PC version (or 80, if you count Spear Of Destiny).

If there was a conversion for PC which gave you the SNES levelset (and weapons), so you could play it with good resolution and framerate, and a mouse, then that'd kinda rule.

 No.1494


 No.1495

>>1494
Oooh, 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 SoD
120 if you want to count the FormGen expansions, but you probably don't.

 No.1505

>>1495
It probably wouldn't be hard to make a patch for that, since EC/LZWolf modding works just like ZDoom.

 No.1506

Oooooh boy, here he fucking comes!!

 No.1507

I kinda like that the Death Knight is sorta terrifying in this version, because you steer like a fucking forklift, and if you let him get close to you he's gonna shoot you into pieces in seconds.
You pretty much need to haul ass away from him, then try shooting at him as he comes towards you from the distance. Actually, this really makes me think of the Super Soldier bosses in Return To Castle Wolfenstein, terrifying as fuck to get near.

I don't remember if he was this mean on PC, but he's supposed to be like the penultimate boss in Spear Of Destiny, and I think he was in this version too, so it's a good thing he's no slouch I guess.

 No.1510

File: 1745298237827.jpg (531.34 KB, 1161x645, sonofabeagle.jpg)


 No.1539

Blow it out your ass

 No.1550

>touhou folks got moved
thanks chadmin, this is the new /vr/

 No.1551


 No.1552

Finished up Don't Fear the Demons. Good mapset, nice and brisk pace. Not too rude, not too gentle, pretty much just right for my tastes. Some of the later maps had almost all the fighting frontloaded at the very beginning so you had to fight like hell just to get out of spawn but then had minimal action for the rest of the map, but I'll chalk that up to HD allowing the monsters to sequence break the same as it lets the player. I haven't played the 2000-monster Map33 yet, might give it a shot but I don't expect it to have much in common with the rest of the mapset.

 No.1553

Yeah, that's about what I expected. I might be able to do this with a BFG loadout but it's really not worth the trouble.

 No.1554

>>4
i 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.1555

File: 1745338228123.jpg (77.13 KB, 721x620, GfZv0BAXEAAfXC3.jpg)

>>1494
>see Laz's name mentioned
I wonder how he's doing? The state of California took a fat fucking shit all over his life last I heard and he was wandering the streets homeless, hope he's ok.

 No.1556

I just realized that the OP post here is from 2023. Guess it paid off eventually, anon!

 No.1557

>>1556
that's what's kinda cool about altchans. sometimes i miss the action though.

 No.1558

Episode 6, Level 1, and it's really cranking up the enemy count, guess it's gotta for the finale.
Almost died here a few times.

 No.1559

Christ!

 No.1560

Oh hey, my score counter plain rolled over.

 No.1561

Hello Hans, fancy meeting you here, again.

 No.1562

And also here.

 No.1563

One more.

Something I've noticed with the SNES port of Wolfenstein 3D is that it seems to have a simplified hit and vis detection.
Based on how both me and the enemies are able to get in hits which we probably shouldn't be able to in other versions, it feels like it dumbs it down to merely checking by if you or them are occupying relevant squares in in the level, and not any further or finer than that.
A necessary compromise for a SNES game with no shiny bonus chip to help with calculations I guess.

Also, I just now noticed that the Mutant Troopers actually make a sound in this version when sighted. It's VERY subtle, but it's like a really low tone and low volume one. Maybe even one of the existing sounds just dialed down to a really low pitch so as to be unrecognizable?

 No.1564

>>1563
Wolf3D 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

>>1564
Well, 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.1566

Lol, someone ported the SNES version, cut down and censored and all, to ECWolf:
https://www.moddb.com/mods/wolfenstein-3d-claw-of-eisenfaust-snes-to-ecwolf-port

 No.1568

>>1554
You try DAKKA yet?

 No.1569

File: 1745363293463.jpg (108.98 KB, 701x568, mutant'd.jpg)

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.wav

Interesting 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.1572

FWOOOSH

 No.1573

God, that's a lot of dudes. Only one guy left now though…!

 No.1574

His robot body is real fast actually. Also it does the guard "Aaaugh!" noise when you break it.

 No.1575

YEAH! Fuck you, Adolf Trautmann!

 No.1576

… and that's that. It shows the wrong numbers for kills and treasures for some reason, maybe an overflow of some sort, like how my score counter rolled over. You can see the two bullets next to the score on the status bar, which more or less indicates that number plus 1 000 000.

 No.1577

One more childhood game conquered. In Pursuit of Greed has some cool ideas, but other than Andrew Sega's sick tracker music, there's not a lot good to say about the game's execution. It's a game that could really use a GZDoom TC in the vein of Return of the Triad, to take the concept and give it some decent level design and improved technical aspects. Somehow, this game got a source port a few years back, but the mouse input in it manages to be even more unusable than it was in the original executable.

 No.1578

File: 1745371090423-1.jpg (174.13 KB, 1280x960, mpv-shot0002.jpg)

>>1577
Oh, can you not embed something from Youtube and also upload images/webms in the same post? I'm sure they were in the upload box when I hit the post button.

 No.1580

>>1578
Yeah 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.1581

>>1580
I just got the userscript and it's completely unreadable with the Starry theme, lol

 No.1582

>>1581
A lot of the themes need work with the userscript (mostly for the menu) so I'll get on that soon enough

 No.1583

>>1582
Can you add a button to collapse the bottom reply box?

 No.1584

>>1582
While 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.1585

File: 1745373153524.gif (172.09 KB, 256x256, wolf3dsnes06.gif)

The SNES/MAC frames look kinda nice if you give them some more motion and speed them up a tad.

 No.1586

>>1575
Funny 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

>>1406
It'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.1590

Realms of the Haunting has some decently fun combat once I realized how the weapon slots work. It kind of runs contrary to the game's survival horror feeling when you're cycling through a bunch of cooldown-based weapons with infinite ammo, but I guess it's preferable to one-note shotgun/pistol combat for the whole game.

 No.1591

>>1590
How far are you into the game? I recall hearing it becomes less good once you get to the later parts.

 No.1592

>>1591
I'm not sure how far I am from the end, but I just freed Hawk, got a truckload of exposition from him, and went through a portal leading to this church. There's been some typical adventure game moments where you get killed for picking the wrong dialogue option or doing things in the wrong order, but it's been more civil than I expected for the most part. I haven't needed to consult a guide for anything yet.

 No.1593

>>1590
Those are some very pretty weapon animations.

 No.1594

File: 1745434999856.gif (492.31 KB, 500x350, mighty-boot.gif)

Is there a mod for Duke Nukem 3D which makes it so that you can rescue the babes, like in the Nintendo 64 port? Like it also scores you for the babes you save and stuff.

 No.1595

Depositing 40 brains into the Giger arcade machine so I can play one credit of Kevin Costner's Waterworld.
Combat's gotten pretty silly now, I got two more weapons so all five quick slots are now infinite ammo projectiles on cooldowns.

 No.1596

Am I solving puzzles in Hell, or playing carnival games? What's the difference?

 No.1597

>>1595
>>1596
this game looks and sounds like a lot of stupid fun

 No.1598

>>1569
If 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

>>1598
I've only ever heard that distinct low rumble noise.

 No.1601

File: 1745477897164.mp4 (491.72 KB, 960x720, duke nukem 3d.mp4)


 No.1605

Had to break out Krita to take notes for this puzzle. Eight switches with eight positions each and each switch affects another. Difficult to keep track of direction in a room where all the chambers look the same and there's no in-game map or even compass, so I had to go by the puzzle associated with the chamber I marked as the top.

That big nerd Belial was talking shit so it's time to go beat his ass next. Our hero learns a valuable lesson to never trust women (if you try and help her, it turns out to be a trick by Belial and he steals your sword, making a marginally harder fight). He just stands there blasting projectiles, but if you get too close he cutscene kills you with your own sword, so it's just business as usual vomiting every projectile I've got in sequence until he falls over. A short run through some caves and cliffsides after this and the game is over.

 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.

>>1597
It'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.1607

File: 1745530333898.png (194.15 KB, 680x666, GnuJZCrWcAAQ-Mc.png)

Looks like maybe 4cham is trying to rev its engine to get going again.
I'm definitely gonna keep this tab open though, it's nice here.

 No.1608

>>1607
Me 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

>>1608
I'm so glad that I avoid 4/v/ like the plague.

 No.1610

>>1607
I 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

>>1610
I'll make sure to post here when I finish something.

 No.1612

File: 1745538105485-0.jpg (83.73 KB, 616x353, chasm.jpg)

File: 1745538105485-1.jpeg (176.63 KB, 640x480, jrkbata275pd1.jpeg)

File: 1745538105485-2.jpg (297.78 KB, 1280x720, chasmcastle.jpg)

Chasm The Rift seems pretty cool, like some Ukrainians looked at Quake and thought "We can do that." and then made something which could be nominally regarded as a knockoff, yet is still rather distinct and its own thing, also so very well crafted (the model and texture work looks extremely good).
Sorta similar to how Mutant Chronicles was clearly Target Games wanting to compete with Warhammer 40.000, but they didn't just rip it off 1 to 1, they did their own take with their own aesthetics.

Is the Steam release worth it, or is it yet another repackaged DOSbox?

 No.1613


 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.

>>1610
I 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.

>>1612
From 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

>>1582
Can 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 anyway
This 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

>>1615
I hate that this site's reply box is persistent.

 No.1617

>>1615
I 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 retards
That's why I suggested the possibility that they were the problem, and not the moderation.

 No.1620


 No.1621

File: 1745545770855.jpg (49.52 KB, 511x672, 1497377801219.jpg)

>>1620
Radical

 No.1622

>>1619
Maybe the schizo ones are, but hopefully they can be made to either adapt or to fuck off. /doom/ is OUR fucking clubhouse, not theirs, just like me and others have no allegiance towards Doomworld, Doomerboards, ZDoom Forums, or r/doom, we don't have any allegiance towards them or their circlejerk either.

 No.1623

Bored and found this .wad in my to play pile, I remember finding this on /vr/ some time back.
It's a modestly sized Plutonia style level.

 No.1624

Design isn't maybe anything special, but it's overall competent. Also feels weird and kind of somber that she's quit now.

 No.1625

>>1620
Did 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

>>1622
You 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

>>1625
No it was intentional, I really like the OST from TNT even if the levels themselves are a mixed bag

 No.1630

File: 1745598595271.jpg (656.76 KB, 1700x2100, final doom ad.jpg)

>>1628
It's a great soundtrack, and I think it does a fair bit of lifting to help make TNT more enjoyable as a whole.

 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

>>1631
Maybe 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

>>1632
I'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.1636

>>1635
wtf put it back

 No.1637

>>1635
Looks like they picked off every latest bumped thread from each board, reasons unclear

 No.1638

File: 1745603857762.png (1.07 MB, 1281x600, image.png)

>>1635
Nobody steals our threads…and lives!

 No.1640

>>1637
My 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

>>1640
Aaah, that's an interesting theory, that would make some sense.

 No.1644

>>1642
whoops. this is actually wrong. vichan uses passwords. 4chan doesn't seem to. I was wrong.

 No.1646

Very cool mandatory progression just five levels into the game, Raven. What a piece of shit CyClones is. Bad hitreg, mouse clicks either get stuck or fail to register at all 80% of the time in a mouse driven game, early projectile and melee enemies have fallen to the wayside in favor of all hitscans, and to top it all off the level design pulls this shit on me. Heretic isn't exactly a perfect game, but it's miles better than this and it was released in the same year and designed by the same people. Were they just phoning this in to get the publisher bucks from SSI?

 No.1647

>>1646
what is that? the way your stuff is moving is making me think of system shock.

 No.1648

>>1647
Cyclones, it's an early FPS by Raven. It never gets talked about much.

 No.1649

>>1648
is it for DOS? I wanna go find it now.

 No.1651

>>1647
It'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.

>>1649
Yeah it's DOS. It's on GOG, so whether you care about being legal or not it's easy to acquire.

 No.1652

This is better than CyClones already. 90s Raven was clearly in their element with dark fantasy worlds. It's more of an RPG with inventory management and leveling up, and while there are some wands that you can utilize as a human, they have very limited charges so you want to do most of your fighting with the various transformations. I've only got this four-armed beast form for now, which is strong in melee combat and that's about it, but the manual promises more variety down the line.

Also, one of the first levels you can get to (there's some degree of nonlinearity) has like two dozen skeletons that you beat the shit out of. That's always good.

 No.1653

File: 1745642043606.gif (828.49 KB, 250x188, 1444339547567.gif)

hey
so
uh

what about plutonia style level design and gameplay
BUT
with TNT style visuals and music

like, that fast and tight action, and not very long levels, and then some moody synth-like music, dark rusty techbases, and maybe that gnarly starry night sky

like just conceptually

 No.1656

File: 1745664246964.gif (2.74 MB, 2997x2000, mtpain.gif)

>>1653
A new, Plutonia-version of Mt. Pain.

 No.1657

HELLO WAPCHAN, LEMME INTRODUCE THE CONCEPT OF SCREENSHOT SATURDAY TO YOU!!
EVERY SATURDAY I'LL BE POSTING THIS IMAGE IN THE HOPES OF SEEING SOME STUFF YOU GUYS ARE WORKING ON, WHETHER IT BE A MAP, A GAMEPLAY MOD, OR SPRITES!! Really anything cool related to making mods for old FPS games is fair game.

I don't know how many of you guys are from /vr/, but maybe there's some Wapchan Anons that might take an interest in modding retro FPS games as well.

 No.1658

File: 1745670766555.png (8.27 KB, 960x384, Floaty boys.png)

>>1657
Crosspost, 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

File: 1745698706283.webm (1.63 MB, 800x450, Design hell woes.webm)

>>1657
Boy 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

>>1658
What other ones have you made?

 No.1670

File: 1745806868110-0.gif (14.21 KB, 144x96, DERPspin.gif)

File: 1745806868110-1.gif (50.11 KB, 240x240, Haelinspin.gif)

File: 1745806868110-2.gif (29.78 KB, 160x160, Pfhorspin.gif)

>>1666
Just the Flemoid and Nightmare recently, I made the DERP robot from Hideous Destructor a while back, as well as a few actual character skins.

 No.1671

>>1670
Oh hey, Haelin!

 No.1673

File: 1745821895590.webm (2.85 MB, 800x450, Free prize inside.webm)

>>1659
Been fucking around some more here. The gimmick here being light bullets have a unique marker that produces these little floating bubbles that can be shot by friend and foe. You'll get different bubbles depending on the whip you used

 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

>>1673
Speaking 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.1678

File: 1746011681403.png (55.89 KB, 1188x819, segsual.png)


 No.1679

neat
fire-on-pickup somehow feels vaguely familiar but i can't place it

 No.1681

>>1679
I'm sure as hell having fun with this. Though I need to refine how the glyph spawns in the world a little. These glyphs will also trigger the gems just like the whip can so you can get into some fun extended wombo combo shit

 No.1684

File: 1746089609897.jpg (11.13 KB, 480x480, 1651081593414.jpg)

>>1682
>>1683
There's PERVERTS on 4chan? No way!

 No.1685

Playing those other Raven games really got me in the mood for some Heretic, so I'm finally getting around to The Wayfarer. The mapset has its own gameplay tweaks that I spent a little time with, but I really wanted to play with wildweasel's Style Mod for Heretic, probably my favorite Heretic mod. It's really cool how much was done in just 32kb with just code manipulating the stock assets, I'd love to see another minimalist contest like the one that spawned this now that ZScript exists.

 No.1702

File: 1746276646696.png (96.82 KB, 1704x2463, ugglugg.png)

GOOD MORNING WAPCHAN, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! IF YOU'VE BEEN WORKING ON ANY MAPS, MODS, OR SPRITES. NOW'S A GOOD TIME TO SHARE THAT SHIT!

NORMALLY I POST THE SCREENSHOT SATURDAY IMAGE ALONG WITH THIS POST, BUT I POSTED THAT LAST WEEK AND THIS THREAD IS STILL HERE.

 No.1712

File: 1746348348374.webm (3.25 MB, 800x450, Shield glyphs.webm)

>>1702
Damn this one turned out really well

 No.1713

>>1712
How 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

>>1713
Yeah I hate blocking enemies too. They just chuck maces here. No blocking or anything fancy.

 No.1722

File: 1746496766928-1.webm (3.13 MB, 800x450, Beeg spread gun.webm)

I've been fuckin around with the slot 2 weapon for this guy. The idea here is what powers you have on the gun and whip alter how this merged weapon works. The gun determines what it fires, and the whip changes how the projectile behaves.

 No.1723

>>1714
Oh thank god, that shit drives me up the goddamn walls.



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