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DOOM THREAD / RETRO FPS THREAD - Last thread >>3156804

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
http://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509
>>
===NEWS===

[04-22] Dark Arena ROM dump
>>3159015
https://www.sendspace.com/file/ottrj9

[04-22] Visual Doom AI Contest (bots that plays Doom by sight)
>>3158807
http://vizdoom.cs.put.edu.pl/competition-cig-2016

[04-21] DUMP 2 released (68 maps for ZDoom)
>>3158625
https://www.dropbox.com/s/3fdoryy910uok3j/DUMP-2.pk3

[04-21] Webpages now average size of Shareware Doom download
https://mobiforge.com/research-analysis/the-web-is-doom

[04-21] New TNT2 screenshots
https://www.doomworld.com/vb/post/1316991

[04-20] Automatic Lighting Generator plugin (for GZDB) enhanced
https://www.doomworld.com/vb/post/1558348

[04-20] The Return [of Romero, and the other Carmack]
https://youtu.be/sbDQSOmwA20

[04-20] EDuke32 developers in dispute with Gearbox over Duke3D contracts
https://forums.duke4.net/topic/8340-the-duke-nukem-forum-on-gearbox/page__view__findpost__p__242839

[04-19] Current version of Lydia, by Spritenoob
>>3147752 >>3150485
https://www.mediafire.com/?rvy2be35tbrj77q

[04-18] BFG 9000 made from Lego
https://youtu.be/c3LU5RW6Yek

[04-17] The /newstuff Chronicles #493
https://www.doomworld.com/php/topstory.php?id=4569

[04-17] Toilet of the Gods, a Boom map with a new palette
https://www.doomworld.com/vb/wads-mods/87183-toilet-of-the-gods/

[04-16] [SLOWPOKE] Cybershade released. A 16-color game based on Chocolate Doom.
https://www.doomworld.com/vb/wads-mods/85043-

[04-16] New version of The Port (city map)
>>3144129
http://www.mediafire.com/download/80d7b4kwfy5d650/CityALPHA_ThePortA4.pk3

[04-16] "If Doomguy was a Mechwarrior"
>>3144137
https://youtu.be/y7Aa9o0P7EQ
>>3139285
https://youtu.be/Z-8CI1XbGPk

[04-15] Dark Arena textures
>>3140694
https://www.sendspace.com/file/o3q2av
>>3136407
https://www.sendspace.com/file/vf82gq
>>3136294
https://www.sendspace.com/file/frk027

===

To submit news, please reply to this post.
>>
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>>3160032
>>3160038

I have the sudden urge to get a Super Nailgun and Lightning Gun.
>>
>>3160038
i'd seriously kill for some shambler pajamas
>>
>>3160041
but the shambler's cute!
CUTE!!!
>>
>>3160043

Me too.
>>
>>3160043
Shamblamas.
>>
Yeah. Since I reversed the load order of Demonsteel and Russian Overkill, it runs fucking perfectly. It's basically Demonsteele plus every weapon you love from Russian Overkill, although I'm not 100% on how to get Russian Overkill weapons legitimately since weapon spawns are Demonsteele-style.
>>
>>3160052
it is the exception not the rule though
>>
The link to Quake files in the OP doesn't work any more, could somebody please reupload?
>>
>>3160054
And? I'm not gonna try mixing all gameplay mods ever, I just chose these because I remembered one of Term's posts on the matter.
>>
>>3160038
haha I thought that was Kyubey
i guess they are both eldritch abominations
>>
>>3160059
and it's a point worth emphasising so other readers don't get any funny ideas or expectations. don't be so defensive
>>
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>>3160071
leave him alone
>>
>>3160043
this is the best you're gonna get

http://www.cafepress.com/+shambler_sweatshirt,317867609
>>
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Is Terra Nova: Strike Force Centauri still worth playing? It's on sale on Steam right now.
>>
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>>3160032
level was named "die,Fuhrer, die"
>>
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>>3160074
no
>>
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>>3160071
>>3160086

>giant terrifying squid
>>
>>3160086
his explosions aren't even rendered at full brightness, he has it hard enough
>>
>>3160071
>>3160086
Something about this is actually really fucking scary and unsettling.
>>
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>>3160130
face your fears anon
>>
>>3160130
The scariest thing about it is how fucking terrible it looks.
>>
>>3160153
i know it isn't done yet but just to be sure

if it's surrounded by energy you'll see the light effects on both sides of the blade
>>
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>>3160153

RULES OF NATURE
>>
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>>3160071
Don't hurt him! He looks cute.
>>
>>3160153
reply with "i love you giant squid" if you would calm his anger

ignore to let him steam
>>
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>>3160153
gonna need some wasabi for all that sushi
>>
>>3160071
>>3160086
>>3160153
>>
Hey guys, I'm trying to find a rare Doom engine game that I'm not sure actually exists. Late 90s fantasy RPG (Ultima Underworld style) and I think somebody on SomethingAwful did a LP of it and was talking about how it sold less than 100 copies, but I can't for the life of me remember what it was called.

Does anybody know what I'm talking about?
>>
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what do the score rewards in Dakka do?

my screen pulses light blue and there's a thrumming noise, but that eventually goes away... what's going on?
>>
>>3160251
look at your ammo

the titlemap also explains it
>>
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Are Wolf3D mods/fan maps generally worth playing, compared to their equivalents for Doom/Quake etc?

I liked the original and Spear of Destiny, but the second and third episodes feel like they're really scraping the bottom of the barrel in terms of what the engine is capable of.
>>
Any good gameplay mod I can play without mouse look? I'm too tired to aim
>>
>>3160260
thanks senpai
>>
>>3160236
Amulets and Armor, but it's not Doom engine. It's a custom engine similar to Doom.

http://lparchive.org/Amulets-Armor/
>>
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Is there a way to disable the 1.2x vertical sprite stretching in-game?
>>
>>3160283
you gotta pick a funny aspect ratio from the video settings in (G)ZDoom
>>
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>>3160283
Why in the fuck would you want to do that?
>>
>>3160283
Don't use GZDoom for now till someones tell the dev to fix his crap.
>>
>>3160291
nani
>>
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>>3160287
Is that the only way? I thought there was an option.

Shame.
>>
>>3160301
if it's just for a few graphics you can set the scale for the actors that use the graphics to YScale 0.83 to shrink it down or XScale 1.2 to make it wider to match the vertical scaling

you'll want the latter if you sized your sprites to match some stuff already in Doom

if it's a weapon you gotta use TEXTURES

wonder if GLOOME has an option for the scaling since it's made for things that aren't Doom
>>
>>3160301
>drrdrrdrr.wad
>>
>>3160294
YOUR BUTT IS CRUSHING ME

YOU'RE A TOTAL WEIRDO
>>
is doomguy a woke bae as fuck
>>
>>3160038
>>3160061

being the demons is suffering
>>
>>3160079
Yes, that shit is great
>>
>>3160283
why would you want to do this? Doom's graphics were designed to stretch that way.
>>
>>3160038
Speaking of Quake, found this a few days ago: https://www.youtube.com/watch?v=Lgo5BNbiGMo
>>
Would it be possible to make a doom port of Immoral Cumbat?
>>
>>3159928

>nexon
>Guns that are rented for real money for a week
>Pay 4 win system
>Endless grind on the same maps for a month to get access to the next map
NOPE.
>>
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>>3160428
>100% UNCUT
>>
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So, saying this from the previous thread, I'm planning to stream D44M when it comes out/when I get the chance to do so. I plan on doing a basic cover of the SP, MP and SnapMap and in general showing my initial reaction to all three. At the risk of sounding an Attention Arch-vile, I was wondering if anyone would be interested to watch me stream when I do so? It's been a while since I streamed due to college work and an overall lack of interest (due to how hard it was for me back then to get anyone watching) up until now.
>>
>>3160445
I'm sure all the people who would be interested are over at >>>/v/
>>
>>3160406
where you getting that info from senpai, can't find it anywhere
>>
>>3160449
Well, if you're being serious, if I were to pull off a self-promoting post like this over at /v/ I'd basically get a lot of responses that involve others telling me to fuck off or kill myself, not that it upsets me ofc but it'd be pretty counter-intuitive and ergo pointless.


besides you guys are like family to me, and /v/ is the abusive uncle that only rarely wants to talk about video games when he's not wasted
>>
>>3160454
what if... /vg/?

maybe someone will see the stream if you tag it as doom4 an hour or so earlier to talk about doom / id / real id history
>>
>>3160462
DID YOU KNOW GAMING:

Many of Doom's skies are from stock photos.

Adrian Carmack, the artist that made every pixel in the game, later teamed up with John Romero for a new game.

All of the website's graphics are stock photos.

An interesting factoid.
>>
>>3160462

Eh, never considered posting to /vg/ before, but would I have to make a thread dedicated to the stream? If so I dunno if that would go with the boards rules. That being said, starting off the stream stating some opinions, facts and personal experience with id's stuff would be a neato way to go.
>>
>>3160468
idk, i thought there'd be a doom 4 thread but there's nothing

not much to talk about other than how about that movement speed i suppose

what's your favorite loadout

post your paintjob
>>
>>3160471
I suppose I could risk making a thread dedicated to the stream in /vg/ as well as here.

Kinda wish there was a board for streams now that I think of it.


if you're reading this asian moot, get in on that
>>
>>3160473
get some throwaway content ready so that you can be talking while only a few people join at first so that they don't leave, but the later people don't miss anything
>>
>>3160283
They're supposed to be stretched, you A B S O L U T E M A D M A N
>>
>>3160450
Their previous games.
Any game touched by Nexon turns into an epithome of korean grind and RNG.
They all sound great on paper, and when you start playing them, you might feel that P2W aspect is not that bad... And then you hit a ridiculous grindwall that has a pricetag underneath it.
>>
>Demonsteele
>Sound Options
>Announcer (Default, None)
...Is it possible to get other announcers via add-on?
>>
>>3160490
very easily, but someone would have to make one first
>>
found this on leddit, combat shotty gameplay:

https://vid.me/vLtE
>>
>>3160503
One of the comments regarding the ADS incase anyone actually gets triggered by it:

>This is a pretty old version of the shotgun. It looks and sounds very different from the model they have now. Also the secondary fire in the actual game will not be ads at least in the single player.
>>
>>3160503
does anyone else sometimes think that, perhaps, you deserve everything bad that happens to you
>>
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>>3160283
The graphics were intentionally designed with 1.2x vertical stretching.

Notice that the unstretched version does not match with the front cover.
>>
Dunno if you saw this yet but: https://bethesda.net/#en/events/game/doom-on-pc/2016/04/22/113

Basic stuff about the port we prolly expected, but...

>We also know many of you are interested in some deeper insight into the types of fundamental changes we’ve made to our engine technology over the last few years. In the coming weeks, we’ll be giving you an inside look at idTech 6 engine architecture, our rendering pipeline, our customization tech and other initiatives we have underway to broaden our minimum PC spec even further than our current expectations.
>customization tech

I could be wrong but mod tools confirmed?
>>
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>>3160523
>customization tech
inb4 paintjobs
>>
>>3160525
wee bit op
>>
>>3160523
mod tools have been confirmed (pretty much anyways) since the first leak im sure
>>
anyone have that infographic, i think it was from rekkr, about modelling an angry skull orb and rigging it and making it into sprites
>>
>>3160512
I'm not sure why you're telling me this but yes, this is correct.
>>
>>3160536
because you didn't specify that it was for something that isn't doom and we all assumed the worst
>>
>>3160536
I'm not sure why you're asking to disable something the games graphics were designed with in mind.
>>
>>3160529
More like "name of the tools Developers used to make the game was extracted".
It is unknowne whether or not it will be available to the public.
>>
>>3160539
nhb if game options were restricted entirely to what assets was designed for, there would be very few options at all
>>
>>3160549
Thats not even true, though.
>>
>>3160549
Theres a difference between having an option for special effects and additional features on things, and having an option to disable something for no reason other than to make things look squished.

When making mods, if you don't want 1.2x scaling to distort a graphic of yours, you'll have to rely on workarounds as >>3160303 says.
>>
>>3160575
I will say that it would be nice if modders did have this option as part of a lump to apply to chosen things, or everything, if they're using entirely their own assets,

But I really do not think its a good idea to have it as an in-game togglable option.
>>
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>>3160032
>mfw I noticed Ranger is in that image
>>
>>3160049
Shambllamas?
>>
>>3160575
>When making mods, if you don't want 1.2x scaling to distort a graphic of yours, you'll have to rely on workarounds as >>3160303 says.
GZDoom allows the modder to set the pixel aspect ratio in MAPINFO.

http://zdoom.org/wiki/MAPINFO_options_for_GZDoom's_GL_renderer
>>
>>3160590
Good to know. Too bad it only works in GL rendere.
>>
>>3160593
renderer*
>>
>>3160590
Excellent. That's exactly what I was looking for, thank you.
>>
>>3160525

That is fucking awesome.
>>
>>3160589
Shambler pajamas = Shamblamas (Sham-blam-as)
Shambler llamas = Shambllamas (Shomb-lom-oz)
>>
>>3160626
This is how Old Ones get summoned.
>>
>Dump 2
>That final boss
>"John Romero made Anon his bitch"

Nice one
>>
>>3160636
the final boss is worth the price of download alone, imo
>>
Why is Doom 2 level design all over the place compared with Doom 1?

>First few levels start out pretty good, similar to Doom 1
>Suddenly it starts experimenting with a lot of weird shit
>Then when you reach the city It's mostly open levels
>>
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>>3160535
>>
>>3160681
would you prefer if it was one long samey same ness, map after map?

Personally I like variety in my levels.
>>
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>>3160693
thanks

here's a bit of a game i'm going through in return
>>
>>3160681
It was a rushed out "sequel" aka: level pack with an added weapon and monsters to a ultra popular game. It's good as a custom map pack resource but not as good as an actual game as the level design is so messy.
>>
>>3160701
Fancy.
>>
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>>3160636
>Dump 2
>that slaughtershit map

even playing through it with Dakka, that was fucking frustrating
>>
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>>3160701
I know it's the 1911 from Return To Castle Wolfenstein, but the complete nonsense that goes on with it becomes very apparent when you try to turn it into a sprite and try to make sense of it
>>
>>3160707
i don't think you know what slaughter means
>>
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>>3160717
this game is from 1997 anon

you're 86 years off
>>
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>>3160724
No, I mean, the dual .45 pistols in Return To Castle Wolfenstein, they're meant to be M1911A1 pistols which were the US Army standard issue sidearm (between 1911 and sometime until the 1980's).

It's just that the way weapons were rendered in Return To Castle Wolfenstein are really crude, and it becomes very apparent when one tries to turn the models into sprites.

I really love the game, but I wish there was a model pack or something which made the models less awful.
>>
>>3160707
which map was it?
>>
>>3160730
as long as all the sprites are equally crude it'll be fine, if model quality is all that's stopping you

When you shrink an image, you're effectively doubling the polygons.
>>
>>3160681
Petersen should've held back on his traps and puzzly elements until his E3 maps, with maybe mild hints in E2.

Its what he did in Doom 1.
>>
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workn on rekkr mugs
>>
Have you ever gotten so drunk you thought you were a dragon?
>>
>>3160283
Make a mapinfo lump in a pk3 file and put
pixelratio 1.0 in the gameinfo block.
>>
>>3160816

can't be unseen
>>
>>3160816
wew lad
>>
>>3160681
Doom 2 was basically just quick a cash grab. The debug version even admits it in the form of jokes in its quit messages.

With very little coding to do, they basically funneled all of their energy into getting experimental with the maps, some of which pays off and some of which doesn't.
>>
>>3160830
>Doom 2 was basically just quick a cash grab
Basically true, but I think we can all agree that what the community has used it for over the years is worth it's weight in gold.
>>
>>3160837
Very true. The extra weapon, monsters and textures were a big help in custom creation.
>>
>>3160837
Sure, but if Doom 2 had never happened, would anything have really changed? People would have just based their mods off Doom.wad instead of Doom2.wad
>>
>>3160841
>Sure, but if Doom 2 had never happened, would anything have really changed?

less room for change via dehacked
zdoom's decorate language would've been received as a godsend
>>
>>3160841
I think there would have been a lot of changes.

No Doom 2 means not only a lack of assets, but also no Final Doom, which featured further assets, and also widely introduced mapping standards and understanding of the engine at the time.
And probably no Thy Flesh Consumed either, which provided a greater challenge for those that desired it.

And not to talk about the substantial loss in Dehacked power, many mods and levelsets would just not have been possible, at least in the same way, as they would with Doom 2.
>>
>>3160841
There would be no super shotgun, nor any of the monsters they introduced.

Although surely someone would have modded a double barreled shotgun by now
>>
>>3160841
SSG drastically changed multiplayer.
>>
>>3160842
>>3160848
True

>>3160857
drastically fucked it up, you mean.
>>
>>3160851
I'd be more then fine with the Chaingunner never existing.
>>
>>3160860
SSG is terribly balanced, but without its speed the mp could be too boring for the community to stay that strong after Quake hit.
>>
>Quake is gonna be 20 this year

what
>>
>>3160896
And Doom will be 23. How the time flies by.
>>
>>3160875
have you played through the chaingunner replacement wad? Where he's replaced by SSG guys?
>>
>>3160875
>then
Hitscan whiners everyone!
>>
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>>3160841

>no doom 2
>no revenants

I DON'T WANT TO LIVE IN A WORLD SO BLEAK
>>
>>3160896
talking about Quake (both 1 & 2) which are your favourite enemy designs?
>>
>>3160952
AAAAAAAAAAAAAAAAAAAAA
>>
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>>3160958

>AAAAAAAAAAAAAAAAAAAAAAAAAAA

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>
>>3160962
https://www.youtube.com/watch?v=cCroZ-9QNQc
>>
>>3160957
Shamblers and Knights are my favorites.
>>
>>3160964

I see your spook and raise you agitation.

https://www.youtube.com/watch?v=mhd0FAkcxvY
>>
>>3160965
and what about quake 2 ones?
i mean both games, not only the first. (not counting quake 3 and 4)
>>
>>3160957
Ogre definitely. That grenade launcher + chainsaw combo is too good. All the unusual level architecture also allows the grenades to bounce off in all sorts of unexpected ways that keep you on your toes. You just have to think about all the work that level designers put into designing encounters with them to make sure their grenades bounce in the right places.

I never got far in Quake 2 before quitting out of boredom.
>>
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Turning the chaingun into a grenade launcher with TEXTURES. The lower part (drum) spins between shots.
>>
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>>3161000

YOOOO
>>
>>3161000
Shit, that's cool. Good job anon.
>>
>>3160982
>I never got far in Quake 2 before quitting out of boredom.

I've never gotten more than half way through it either.

I did however, play the PSX version all the way through - a lot of the levels are substantially shorter and most of the lame puzzles are gone. There's no stupid fucking COMPUTER. UPDATE. bugging you every 5 minutes, either.
>>
>>3161000
Shame you're limited to Textures, those two extra frames for smoother animation would have made that perfect.
>>
>>3161007
blibliblip! COMPUTER UPDATED!
>>
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>>3161001
>>3161006
If either of you aren't doing this yourself right now you should. SO MUCH FUN

p.s this vitally important patch amuses me.


>>3161009
I've never even tried "real" spriting. Using textures A) is fun as heck and b) gives me an excuse for sloppiness. Limitations are inspiring!
>>
>>3161028
>If either of you aren't doing this yourself right now you should. SO MUCH FUN

Oh I am anon.

and I'm so thrilled to see my handiwork inspired you to pick up TEXTURES.
>>
>>3161031
You're already in the creds list for that!

for the longest time I didn't even know about the visual TEXTURES editor and thought you made the barrel gun by manually typing in the patches and offsets in the text editor
>>
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>>3161036
>You're already in the creds list for that!

Glad I could help in some way then. Keep going with this.
>>
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>>3161028
No, I mean there exists two extra frames someone made for the chaingun a long time ago, and when used with the two original chaingun frames the spinning looks very smooth, they'd look great if used with the grenade launcher you made there.
>>
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>>3161049
Oh I see. Yeah it's always been a mystery to me why they only made 2 frames when 3 is the "magic number" for conveying motion like that. Also that hud is neat as heck.

Here's the GL in action:
>>
>>3161068

God that is so fucking rad. Also I'm sure you could make a pipe and rapier with some creative trickery, try looking at the other sprites other than the first person weapons, that's how I came up with the mechanical glove made of cyberdemon legs
>>
>>3161072
The big issue is that it's impossible to rotate patches at anything but right angles. I guess I could just cave in and make the sprite for real though. Plenty of space left.

> that's how I came up with the mechanical glove made of cyberdemon legs
So that's what it is apart from arcane space magic! Seriously the glove is very impressive.
>>
https://www.youtube.com/watch?v=44lhqrsUTlo
>>
>>3161079

Doesn't have to be a full set of rotations, you can make a convincing melee weapon with three separate frames and then sweep it across the screen
>>
>>3161082
My favorite from Doom 2
https://www.youtube.com/watch?v=bQe4lb9aQ78
>>
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Extremal Doom
extremal.zip (755 KB, 2006-02-03) - Mikle Ilyin
https://www.doomworld.com/idgames/?id=14156

This is a three episode replacement for Doom.

Pros:

- small, scythe-style maps, 50-100 monsters
- nice layouts, well-interconnected
- proper old school mid nineties texturing
- comfy blue / starry sky textures

Cons:

- very limited ammunition (especially if played from pistol starts)
- predilection for crowds of barons
- some maps are very dark, hard to see what you are fighting
>>
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When making my wads I make the "default" UV difficulty first. What are some good ways to change the map for ITYTD/HNTR/HMP/NM. Should I stick to just changing the monsters? Or pickups too, eg stimpacks -> medkits, shells -> box of ammo, soulsphere -> megasphere. (And vice versa for nightmare).
>>
>>3161091
Looks cool. Might play later.
>>
Did anyone get past this since yesterday?
http://www.hoxar-inc.com/new-page

I've tried many words and it doesn't budge.

An anon sent out emails to various addresses on the website. Did he get any new info pertaining to the ARG since then?
>>
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>>3161106
Also there's this from ribbit
>>
https://www.youtube.com/watch?v=lQMtVbz_JuE&ab_channel=MattBarton

Huh, John Romero's pretty chill
>>
>>3161102
i think it depends on what kind of map you are doing, and also if you feel like tripling your playtesting time
>>
>>3161108
>>3161106
ok forums666 page is dead now
>>
>>3161114

Daikatana humbled him something fierce.

I agree with his feelings of frustration on Quake just having Doom weapons again though. It would have been so fucking cool to be a melee centric thing
>>
>>3161120
What was in it when it was stil up?
>>
>>3161132
"fake" forums section that had replies from 3 personnel on bugs that this "vr" system had. Like guns or people appearing out of nowhere. Something like a tester forum.
>>
>>3161135
Man, no one archived it or saved the text?
>>
>>3161138
Well it didn't look like there there was any information with much significance in the long run.
>>
Man some of these maps in DUMP 2 are confusing. I found myself trapped in map 28 - the volcanic oasis. Killed a mancubus and a bunch of imps and theres no way out.
>>
https://www.youtube.com/watch?v=UN_1rZ3GmNo
>>
>>3161102
more ammo for easier difficulties, change monsters to easier enemies, and then for the easiest also lower the enemy count

i wouldn't think less of you for just having it UV-only
>>
>>3161108
oh does he mean stuff like

<!--
*** HOLD FOR HANSH APPROVAL
HOXAR SUSPENDS EARLY PREDICTIVE MEMORY TECHNOLOGY TESTS

Scottsdale, AZ — April 20, 2016: HOXAR, Inc. announced today that it would be suspending early closed beta tests of its predictive memory technology due to technical issues experienced by several clients during the firm’s April 14, 2016 invite-only preview.

Confirming reports which first appeared in local media, Kelly Burns, HOXAR’s Director of Corporate Communications, acknowledged that the preview resulted in some “unexpected and unfortunate feedback”, but stressed that no one was physically hurt and that the tests had otherwise been considered successful.

“Any new technology, especially something as revolutionary as PMT, goes through various iterations before its launch to the public,” she said. “We expect our participants to recover fully, and we are working with authorities as they investigate this matter.”

PMT is HOXAR’s latest technology. It allows the simulations within Blackroom to access the memories of those within the simulation and, based upon those memories, predict what a client next needs to experience or encounter. PMT already has several high-profile accounts in the entertainment and military sectors.

Dr. Santiago Sonora, Chief hNode Engineer, likewise expressed concern over the technical issues, and gratitude that those who experienced the anomaly were trained military simulation testers and know that the technology is not yet without its issues.

“We believe PMT is an incredibly important technology,” said Dr. Sonora, “not just for the military, but for the future of simulated reality in general. We are working to investigate what went wrong, and expect to be back online within a matter of weeks.”
-->

http://www.hoxar-inc.com/press/ view source
>>
>>3161186

<!--
Required format for open issues:

Bug Title: Should be a one-line such as “Incorrect texture on mailbox #5F In Happy Lane”
Status: Should be either Open / FIXED / Test (test means the bug has theoretically been fixed, but is waiting for confirmation. ← you guys should only have open or test bugs
Bug Description: What happ#AN0M4LY^ened, repro steps if applicable. This is the initial bug report and should contain the core detail.

Bug Comments: These are comments people have added to the initial description. You can begin these with: EMPLOYEE_NAME: Comment text. There can be as many of these comments as you like. In one of the bugs below, you are trying to escalate the issue. So, that would be one of the comments on the issue. Feel free to have the comments in reverse chronological order so that the most recent comment is listed first. So:

1 // TOM SMITH: here is Tom’s issue text
2 // CINDY TOPPS: here is Cindy’s issue text
3 // TOM SMITH: text
4 // TOM SMITH: text
5 // TOM SMITH: text
6 // TOM SMITH: text

-->

http://www.hoxar-inc.com/reporting
>>
>>3161197
http://www.hoxar-inc.com/updates/ The story about Trisha Reyes on this page was planned in the source for this page http://www.hoxar-inc.com/technology/

I'm going to stop pasting the whole thing because you all know how to view source.

Differences in the stories:

Draft: “We are still in the development phase,” said Dr. Santiago Sonora, Chief Engineer on the project.
Final: “We are still in the development phase,” said Dr. Santiago Sonora, Chief hNode Engineer on the project.

Draft: Using PMT, we can createscenarios
Final: Using PMT, we can creates cenarios

This may actually be notes for the people running the website in real life.
>>
>>3161197
YES
YES
#AN0M4LY^
was the password to the Predictive Memory thing
>>
>>3161208
eh

link me man
>>
>>3161210
-> hoxar-inc.com/reporting
-> Predictive Memory brings you to hoxar-inc.com/new-page
-> enter password #AN0M4LY^

So now we are further
>>
>>3161215
hey cool, should have been looking at the source of the pages earlier i guess

but now we know where the juicy info is--it's in html <!--comments toward the top after all the squarespace scripts
>>
>>3161215
"fucking monsters" confirmed
>>
>>3161215
>ISSUE 30 Add Strafe Jumping to BEAR HUNTER 2036
>Status: FIXED

STRAFE JUMPING BEAR HUNTER 2036 CONFIRMED
>>
>>3161231
are you hunting bears or are you a bear that's hunting
>>
>>3161235
>strafe jumping bears
>>
>>3161215
>Cienaga Pozo Azul
>It's a swamp IRL
>Swamp level confirmed
>Swamps confirmed
>Swamps
>Confirmed
>S
>W
>A
>M
>P
>S
>>
>>3161215
>Hero Brine still appearing in CURSE webbed-up closet.
>Herobrine
>The Minecraft creepypasta
>CURSE
>The Minecraft forum
DROPPED
>>
>>3161215
>ISSUE 06 Remove weapon loadouts in Cienaga Pozo Azul. Player feedback. Status: FIXED
>Removed weapon loadouts due to player feedback
PICKED UP
>>
>>3161247
while minecraft is shitty and i say that as someone who plays it and curse is a really horrible company, maybe there's more to it...

what was the basis of that creepypasta already?
>>
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>>3161254
From the original creepy-pasta, Herobrine creates random constructions, such as sand pyramids in oceans and long 2×2 tunnels. He also cuts off all the leaves from trees.

Herobrine first appeared in a single image detailing an encounter. It was posted on the 4chan's /v/ board, and gained very little attention. It stated how Herobrine had appeared in someone's single-player game, littering the map with various pyramids and tunnels. It is the first media to name him as Herobrine.

http://minecraft.gamepedia.com/Herobrine#Origins_and_popularity
>>
>ISSUE 28 Military sim: Rerecord/master VO for general announcer. Status: FIXED

>ISSUE 22 Military sim: Remove “flying damage” numbers in Cienaga Pozo Azul. Status: FIXED

>ISSUE 19 Military sim: Remove celebratory “dance” after kill in military sims. Status: FIXED

>ISSUE 06 Remove weapon loadouts in Cienaga Pozo Azul. Player feedback. Status: FIXED

>ISSUE 01 Military sim: Removed extreme melee damage. Status: FIXED

Looks like someone's been playing the Doom 4 Beta
>>
>>3161265
ROMERO = SPICY MEATBALL

CONFIRMED
>>
>ISSUE 43
>>the HoloSim suddenly switched to the Curse of the Ebon Raven scene -- you know, the one with the CRUSHING ROOF.

>ISSUE 46
>>he experienced a malformed AI anomaly (described by the soldier as “a fucking monster” to Dr. Shane Barrett

>ISSUE 27 Was testing the clubbing speed of the Mastordogon boss in KRUSS; a bug turned its club into lightsaber. Had to halt sim. Status: FIXED

>ISSUE 14 “Sphere of Annihilation” trap needs to be removed from CURSE cellar. Status: FIXED
>>
>>3161245
inb4it's every bit as bad as the Marsh level in Daikatana
>>
>>3161276
>ISSUE 14 “Sphere of Annihilation” trap needs to be removed from CURSE cellar. Status: FIXED

Hehhh. Still a DnD nerd. Never change, Romero.
>>
>>3161276
>CRUSHING ROOF

pls no

Among the traps in Doom, I hated those the most and I was glad that there was maybe only one or two instances of them in Quake.
>>
>The floating head in CURSE is overly frightening. Suggest mounting on spike
>>
>>3161286
I liked the one in Quake where you think it's gonna be a crushing roof and then the floor drops out from under you and you're fine.
>>
>>3161291
is that a 1.2:1 pixel ratio
>>
>>3161295
Grabbed it off google images, but it does feel stretched
>>
>>3161294
The first crushing roof in E1M3 will crush you unless you shoot a switch that will open up a path in the floor below you. The second one is the fake crushing roof where the roof splits into two and slides into the wall at the last moment when you think there's no way out and you're going to get crushed.
>>
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Geometry 1.0 finished (with the exception of secret areas that I might want to add). Texturing and filling the map has commenced. Hopefully done by the end of the weekend, or at least well underway.

>>3159024
>Colorcoded for your convenience:
>Blue/Red/Yellow sectors = Blue/Red/Yellow Skull areas
>Green Sectors = "Open Traverse/connecting"
>Blue/Yellow/Red X = door/switch with Blue/Yellow/Red skull lock
>Other color Xs = teleports
>Orange sector = Bossfight
>White = skybox
>>
>>3161301
It's the second one I was thinking of, then, I thought the floor split and not the ceiling. Oops.
>>
>>3160816
>Rusty's revolvers

whew lad
>>
I hope there will be a dump 3. I really would like to contribute something this time.
>>
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>>3161068
I'm so ready for this mod.
>>
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>>3161325
In the meantime does anyone have a link to the first dump?

>>3161068
Awesome.
>>
>>3161068

Remind me, what is this for, again?
>>
>>3160841
if they hadn't made Doom 2, the WAD making community would have died much, much sooner. The new Doom 2 monsters are indispensable for coming up with varied and interesting combat scenarios.
>>
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>>3161330
http://forum.zdoom.org/viewtopic.php?f=19&t=51004
>>
I'm having a weird bug where altfiring my weapon instead makes it play the rais animation. Any idea as how to this is happening?

Decorate:
States{
Ready:
MVRK Z 1 A_WeaponReady
Loop
Select:
MVRK Z 1 A_Raise
Loop
Deselect:
MVRK Z 1 A_Lower
Loop
Fire:
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,-40,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,40,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,-40,110)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,40,110)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,-50,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
MVRK Z 0 A_JumpIfNoAmmo("Ready")
MVRK Z 0 A_FireCustomMissile("Rocket",0,false,50,120)
MVRK Z 0 A_TakeInventory("MissileAmmo",1)
Goto Ready
AltFire:
MVRK Y 0 A_Log("Pew!")
MVRK Y 16 Bright A_FireBullets(1,1,1,90,"EnergyPuff")
Goto Ready
}

Port is Zandro, if it helps.
>>
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>>3161215
>ISSUE 06 Remove weapon loadouts in Cienaga Pozo Azul. Player feedback. Status: FIXED
>ISSUE 30 add Strafe Jumping
>His livestream is on April 25th
>DOOM's livestream is on April 25th

Holy fuck.
John Romero is savage.
>>
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>>3161237
My god.
>>
>>3161454
FUCK MY BUTTPUSSY JOHN ROMERO
>>
>>3161454
>John Romero making a game to fight back at a sequel to a series he started, in an attempt to out-do the company he help found
The absolute fucking madman.
>>
>>3161464
He's gonna make us his bitch, and my body is ready.
>>
>>3161265
>Removed "Fun". Status: FIXED
>>
>>3161091
I swear, the amount of mapsets for doom are hard to keep up with. Thought I never saw this before, but after I download it, turns out I already have it in my doom folder.
>>
If anyone's into tracker music, here's some samples I ripped from a PSX game's VB/VH files. Most of them should have the proper root pitch and sample loops, except for drum loops and drum kits due to the MIDI mapping.

https://www.sendspace.com/file/2ta8n7

And here's the music in MP3 and PSF that they're used in https://www.sendspace.com/file/5w3ewd
>>
>>3161332
System Shock-esque gameplay mod for the 64k contest.
>>
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>ISSUE 18 Opposing CRIMSON pirate entity Dung Willets on the GHOSTLY SEADOG is missing his hair. Status: FIXED

So Romero promises that by 2036 hair loss will be fixable?
>>
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Gun Sprites (Pistols, SMGs, BFGs, Rockets, with reloads), Sounds, Character Sounds, Misc Graphics
https://www.sendspace.com/file/9859b0

Music in MP3 and PSF
https://www.sendspace.com/file/5w3ewd

Samples used in the music
https://www.sendspace.com/file/2ta8n7

That concludes my rip of Hybrid, the relatively unknown FPS for the Playstation.
>>
>>3161564
I love your work with these rips anon.
>>
>>3161560
>>3161454
>>3161464

GodfuckingDAMN

Romero is taking no fucking prisoners up in this bitch
>>
Is there a decent source port for Android? I checked the market and they all look pretty shit, anything on par with the iOS port John "because I was bored" Carmack made for iOS?
>>
>>3160032
I have been working on a Quake how-to everything pastebin for over a month now and was advised to mention it here. Releasing alongside it is my updated map tt1 with it's accompanying .map file for rooting through for those interested. picture related is of my outside walls, which i have converted all i could to triangles and also reused ceilings from different rooms to lower polygon count for sweet, sweet additional frames. check out the optimization section if you are interested. I want to redo the armor room, but I also wanted to hurry and push this update out as I fixed some errors I have made in the previous versions.
http://pastebin.com/yV2AwaXE

To do:
1. figure out how the fuck to start a hosted server (IM STILL STUCK ON THIS, /READY DOES NOT WORK WHAT THE FUCK DO I DO BROS)
2. redo armor room in tt1
nothing else on the radar, please give suggestions and I will try and hammer it into the pasta. i notice a quake compilation image in the OP, i would like to link the image in the pasta if that is okay with the creator.
>>
>>3161598
>figure out how the fuck to start a hosted server (IM STILL STUCK ON THIS, /READY DOES NOT WORK WHAT THE FUCK DO I DO BROS)

Just turn off DMZ filtering in your router and give us your IP, I'll join your server with absolutely no malicious intent whatsoever
>>
>>3161560

Hahaha, this is good. I fucking hate Tim Willits.
>>
>>3161603
I know people would be able to join the server, the problem is you can not ready up. i have only tried with ezquake however. if you still wanna try i would be willing to give it a shot
>>
>>3161609
I was just joking, please don't post your IP with DMZ turned off, you're basically leaving the front door to your PC wide open
>>
>>3161598
I read this someplace else. /v/ maybe? I dunno but I remember the optimization bits and didn't realize what you meant by splitting walls into triangles until I opened the .map myself. I thought you meant taking every brush and dividing it in two and just leaving both there and was wondering why the fuck you would do that.

For the section about loading game mods that require execing quake.rc you should add a piece about just making a shortcut to your sourceport of choice and adding the "-game <modfolder>" launch option.
>>
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>>3161646
Also:

>"How can I make a mega health?"
>Create a health box and select it, then go to it's respective entity page. Select "spawnflags" and change it from 0 to 1.

Megahealth is spawnflag 2. Spawnflag 1 is the 'rotten' healthkit (the one without the glowing light that heals 15 health instead of 25).
>>
>>3161630
how are you prepared to stop me

>>3161646
You did, I mentioned it I think yesterday actually. may have been two days ago. i also frequent several other chans and you would possibly see me there as well. i mentioned the quake injector and also made sure the reader knew nquake was a free way to play as was recommended by the anon in the thread on /v/. i will mention that in the next version.
>>
>>3161660
>rotten healthkit

The concept intrigues me.
>>
>>3161665
Someone broke the glowing red light, and we all know things that don't glow are less effective than things that do.
>>
>>3161660
Huh, so that's how you tell 15 and 25 health items apart. I somehow never figured that out.
>>
>>3161665
>>3161668

This sounds like really shitty marketing on the Red Cross' part.
>>
>>3161660
fixed, also went ahead and mentioned the smaller healthpack as i was curious how to change it myself
>>
>>3161665
>>3161668
Normal healthkits are filled with replacement organs and skin grafts. Rotten healthkits have their preservative power systems disabled, so the replacement parts have started rotting away.

Megahealths obviously have a bunch of genetically modified parts. Eventually they run down due to rejection from your body, but for a while you're stronger and faster!
>>
>>3160032
>Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png

Link is 404
>>
>>3161670
It's barely noticeable ingame because no one stands around staring at health kits unless they need them in which case they pick them up. Small health has a different sound when you use it, too- a kind of squishy sound lower pitched than the usual bsheorrp 25-health pickup sound or the BZEOOOMMMM Megahealth sound.

>>3161681
I like the light idea more. What's Ranger gonna do with a box of lungs and livers?
>>
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>pump action
>readies two separate shots with each pump
>6+6+1+1 capacity
>built like a tank
This thing would be radical in Doom
>>
>>3161693
Stick them inside of him to replace the parts that had been damaged. Obviously.
>>
>>3161701
He's not a doctor, he's a Ranger.


Whatever that is.
>>
>>3161703
Rangers get divine spell slots just like clerics do, and get first aid as a class skill. They can act as medics in an emergency.
>>
>>3161696
But it's a pretty bad gun. And I see doomguy like more of a traditionalist, he'd probably like an old fashioned mossberg or remington more
>>
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>>3161708
I'll accept it.
>>
>>3161703
>NAME:Ranger
>SPECIES:Human
>GENDER:Male
>HEIGHT:1.96 m
>WEIGHT:104 kg
>Originally a slipgate explorer, the man called Ranger has faced and escaped certain death a thousand times on a thousand worlds. His experiences have left him more alien than human now.

>After saving the earth during the Slipgate Affair, Ranger embarked upon an endless travelogue of blood and destruction. Now that he's ended up in the Arenas, he is resigned to his future of eternal combat. He enjoys a good challenge and becomes nasty if his opponents are weak.
>>
>>3161708
man why doesn't quake have wands of cure light wounds then
>>
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The "trippy" room. The frequency is 32 and each ring you get closer to center adds 1, so they are slightly out of phase but eventually "link up".
>>
Is there anyway to make the comms louder in Quake 2? I can barely hear the guy talking and I dont think the volume sliders are working for me
>>
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>>3161729
>tfw Ranger went crazy and got a bad end after all

It isn't fair.
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>>3161737

Maybe the Ranger does, but he needs the Medkits to power it up so he can use it.

Think about it.
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>>3161743
You could interpret his endless travelogue as being one traveling through the endless other dimensions, especially given that he did save the earth, but it's not really as clearcut as Doomguy or a lot of the other Q3 contestants.
>>
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>>3161691
Thread replies: 255
Thread images: 158

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