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/vr/ - Retro Games

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>> No.9944191 [View]
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9944191

>>9944124
Oh yeah, I forgot Outlaws ran on the Jedi Engine because lucasarts. It's still a good game worth experiencing, I remember playing that first level that was included in the demo many times over. I was always impressed by the "playing cards" HUD, it felt really stylish.

>> No.9818671 [View]
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9818671

Hypothetically, if one was to want to play Quake or classic DOOM with a controller on pc, is there any setups / programs needed?

>> No.9785672 [View]
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>>9784102
What weapon mod is the minigun in the mod from?

>> No.9495973 [View]
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9495973

A doom mod I want to try requires messing with the "command line" (aka not a console command).

Can someone spoonfeed a retard and tell me how that works?

>> No.9489115 [View]
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>>9487294
>>>/vm/777866
I'm just gonna leave this here

>> No.9015526 [View]
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9015526

So here's a recap of what (You) can do to contribute to 512 Linedefs of /vr/. The current D_DM2TTL and D_DM2INT songs are placeholders and we don't have a D_READ_M at all, so feel free to suggest MIDIs to use for those. It seems we've got contenders for the TITLEPIC, INTERPIC, and BOSSBACK now. There's also the obscure HELP lump, so if anyone wants to replace that, you're more than welcome to. I'll be doing the CREDIT lump myself, as I did last time. That's pretty much it.

>> No.9006313 [View]
File: 170 KB, 1280x1280, DoomPaper.jpg [View same] [iqdb] [saucenao] [google]
9006313

>>9005758
This entire thing is bitter, so that checks out.

>> No.9000660 [View]
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>>9000016
DOOM 2 introduces a bunch of GREAT monsters that really complete the bestiary but the level design is inconsistent unlike the episodes of DOOM 1 where it felt like they all felt tonally consistent within the episode (even if I think Inferno just sucks) , part of the same experience ya know?

Whereas DOOM 2 levels feel like a collection of fan maps, some very competent and others... not so much. Some feel like they're entirely based around a gimmick.

It's not *bad* since the gameplay is still good, but it lacks a lot of things that made DOOM1, especially Knee Deep in the Dead so good. Btw, that "map" of cleared and upcoming levels in DOOM1 also helped to tie the different levels together, felt like each map was part of a whole.

>> No.8942861 [View]
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8942861

You're gonna need a clear and defined end goal for this to get off the ground. "Finish Duke Nukem Forever" is too vague. How? When can it be considered "finished" and what can be done to achieve that goal? Lay out a game plan, make a list of what needs to be done. As a leader, you should also consistently be in contact and check in on the project, settling disputes when necessary. Tripfag if necessary. For the rest of you, be productive. When a plan of action is established, actually work on the project, share your work, get criticism, ask for help if necessary. Do that instead of whatever it is you do on /v/.

Good luck.

>> No.8925976 [View]
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8925976

>>8924419
Yep. Again, as other anon mentioned, there are modern DOOM games with good gibs. Just having something closer to SoF system instead of glory kills would be nice. Not tied to QTE or something like that.
>>8924453
>>8924489
lol
>>8925284
Bullshit. He just got burned out, basically. Being a perfectionist and working on the game for so many years would take its tole eventually. KillPixel got a point where he needed to take care of his mental health and spend some time with his family.
>WRATH has been an immensely significant part of my life for many years now. Since 2013 I’ve poured nearly all of my time and energy into the quest of making WRATH a reality. Very early on my wife and I knew that in order to achieve our goals and maximize the (incredibly slim) chances of success, we would need to completely restructure our lives around the project. So we did that, and it’s been one hell of a journey. And now, WRATH is real.
Also, he didn't fucked off from Wrath completely. He's still helping out the team with some technical stuff + dealing with modding tutorial for full release. Hell, he was active on 3D Realms' Discord server just a few days ago.

>> No.8925118 [View]
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8925118

For those of you mapping for 512 Linedefs, I would suggest looking at pcorf's Zone 300/400 megawads for inspiration. They're fairly impressive for the limitation and have even less linedefs than our own project.

>> No.8721502 [View]
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8721502

>>8721487
Its a lot of fun with the mod that shuffles maps as well, though of course results will vary with that many to choose from.
Ah found it: https://forum.zdoom.org/viewtopic.php?f=43&t=72760
There's also Sentinel's Lexicon as a bit of a newer version of compendium, different wads to choose from: https://forum.zdoom.org/viewtopic.php?f=42&t=62724

>> No.8659670 [View]
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8659670

I want to like the new Samsara release, but the bloat is real and there is zero polish compared to the old versions. I like the idea of a lot of classes but it just feels bad to play half the time. A lot of the monster replacement slots are also pretty questionable, since they don't really fit the same role as the original enemy they replace and feel kinda random.

>> No.8348973 [View]
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8348973

My 2 cents: Ad Mortem, and every wad for that matter, doesn't need 32 maps to be "complete." There's no need to stretch a wad with more maps, some of which likely will be filler or not up to par (the current set has this issue.) It would be wiser to polish what you already have. If you absolutely must have 32 maps, then maybe it would be better as a closed development thing like Temporal Tantrum that doesn't take the attention of the entire thread, because I'm sure at least more than one anon would prefer not to work on the same project again and instead do something fresh (i.e. 94 Protons, 25 Frags)

>> No.8278515 [View]
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8278515

Whoops, I was using the wrong beta. Let the playtesting commence.

MAP01: The Imps in the Walls
Author: ASO3000
This map starts with an impressive set piece and maintains a strong atmosphere throughout. It does an excellent job at providing the player with a sense of adventure and mystique. Plenty of neat visual effects and doomcute make the scenery very memorable. However, the gameplay is a mixed bag. Encounters range from mediocre to filler, with a few good highlights, those being the library, the courtyard, and the final encounter underground. I would suggest getting rid of lone barons, i.e. right before the library and exiting the courtyard. They don't serve any purpose other than wasting time and ammo. I'll also note this is way too long for a MAP01, but it wasn't intended to be one so I won't hold it against the author.

STATUS: Decent. Great atmosphere, but pretty mixed gameplay.

>> No.8172109 [View]
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8172109

>>8172097
>if this wad was about resurrected cyber stalin or cyber mao, you'd be all over this shit
Wrong.
>and shitting on boring gameplay in the guy's first map ever?
It's called being critical and it is how people improve at their work. If you can't handle criticism then maybe mapping isn't for you.

>> No.8045172 [View]
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>>8045102
It's hard for them to do that. DB can easily be covered under a blanket term that considers them unwelcome, since they have a consistent userbase, set of ideals, and the fact their founding principle is hatred of DW (Their founder has said this.) /vr/ doesn't have a founding principle other than "We're on 4chan and we all like doom, let's talk about it here." We also have way more people (120 posters per thread) with varying ideals so they can't simply classify the entire thread as belonging to one political ideal that they would consider unwelcome to DW.

Schizophrenic rambling aside, we have a good history with them. We've won lots of cacowards. I don't think they're gonna be banning this place any time soon.

tl;dr I suck dicks, like 60 billion of them AYYYYYYYYYYYYY

>> No.8015991 [View]
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[ERROR]

>>8013817
>>8015978
go away faggots, lunchlunch is our boy, he makes good maps
Don't like hitler textures and SS? Dont play lunchlunch maps, make your own maps, fuck off

>> No.7908143 [View]
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7908143

So let's just assume someone were to update the "SO YOU WANT TO FUCKING PLAY SOME DOOM" image. Where would REKKR go? The TC section, or the 4chan section?

>> No.7855008 [View]
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7855008

>>7855005
With how much this place knows about gay porn, I have to doubt there's any homophobia here

>> No.6546806 [View]
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6546806

>>6545814
Are you really asking why people continue to discuss one of the most important and fun games of all the time? Have you tried not clicking on the thread?

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