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I PREFERRED BEING PUNCHED
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DOOM THREAD / RETRO FPS THREAD - Last thread >>3173052

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
Quake pastebin: http://pastebin.com/yV2AwaXE
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===

[04-29] The Doom Movement Bible
https://www.doomworld.com/vb/post/1586811

[04-29] Anon map release: Arch-ville
>>3176270
https://www.dropbox.com/s/ekv7fpigsu9ovs3/Archville.wad?dl=1

[04-28] JPCP bugfix update v1.1
https://www.doomworld.com/vb/post/1597166
http://www.mediafire.com/download/1d79kb7r2begkg4/JPCP_v1.1.zip

[04-27] RECOVERED023 (tsp)
https://youtu.be/pTZAp4SqRQE

[04-26] Graceful Doom - A Nonrandom Alternative to Pain Chance [1.0]
>>3170630
http://forum.zdoom.org/viewtopic.php?t=50643

[04-26] Anon mod release: FrankenGun.pk3
>>3170542
https://www.dropbox.com/s/40h6z9z8gdbtbnu/Frankengun.pk3?dl=1

[04-26] Custom Palettes
>>3170478
https://www.sendspace.com/file/c11vdc

[04-26] 3D Maze Screensaver Textures and Sprites
>>3170174
https://www.sendspace.com/file/aaw1w1

[04-26] E1M4b, another new map by Romero
https://twitter.com/romero/status/725032002244759552

[04-26] Tenebrae, 5 horror themed maps for GZDoom
>>3169123
http://forum.zdoom.org/viewtopic.php?t=51608

[04-26] Showdown in Suzhou: a map for Shadow Warrior, by NESFag
>>3168692
http://www.moddb.com/games/shadow-warrior/addons/showdown-in-suzhou
https://youtu.be/f7AHHwehe0

[04-26] A Morte released
>>3168551
http://forum.zdoom.org/viewtopic.php?t=50891
http://www.mediafire.com/download/jp4paev47zgr9r5/A_Morte_435.rar

[04-25] Anon resource release: F-Zero Velocity fonts
>>3167668
https://www.sendspace.com/file/6tu9zq

[04-25] BLACKROOM: John Romero and Adrian Carmack's new project
https://youtu.be/v7-nKfsEevA

[04-25] Samsara 0.32 (bugfix update)
http://forum.zdoom.org/viewtopic.php?t=51771

[04-24] Anon resource release: centaur.zip
>>3165584
http://www.mediafire.com/download/b053517j6cqaaze/centaur.zip

[04-24] Anon mod release: SlaughterGuns v1 (TEXTURES mod)
>>3163920
https://www.dropbox.com/s/kr1ovdiqoxt46je/SlaughterGuns_v1.wad?dl=1

[04-24] The /newstuff Chronicles #494
https://www.doomworld.com/php/topstory.php?id=4572

===

To submit news, please reply to this post.
>>
not enough wads have sick-ass midis my doomguys
>>
>>3177152
First for Memento Mori is inconsistent
>>
>>3177157
Why don't you start making some sick-ass midis then.
>>
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Is RoE better than the base doom 3?
>>
>>3177161
it's a lot easier to just find sick-ass midis

http://en.midimelody.ru/midi.php?str=%2F3%2F3%20Doors%20Down%2F3%20Doors%20Down%20-%20When%20I_%27m%20Gone.mid
>>
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>>3177162
Its kinda the same but with 3 new weapons as well as new demons but also a few demons missing and a bit shorter.

But its very fun, i would recommend it if you enjoyed Doom 3
>>
>>3177152
Reminder that that's Mike's favorite boner.
>>
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>>3177162
No, it doesn't even have the chainsaw.
>>
>>3176132
Russian Overkill, Pirate Doom, and Mechatron are some good ones that come to mind

>>3176561
yeah Pirate Doom is excellent, well besides that jungle temple level, that one kinda sucked

>>3177136
look up ZDL
>>
>>3177159
inconsistent i can certainly agree with, i love some of its maps and replayed them a hundred times, but others i just ignore
>>
>>3177173
I'm now going through it (level 18) and I can't say I share the love everyone seems to have for it. Some levels are decent, specially the first ones, but others are completel forgettable. Also I hope it gets harder soon, maybe it wasn't a good idea to do a pistol-start Hell Revealed before this, it barely feels like a challenge.
>>
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>>3177156
>they're all nazis
Could've been worse. I did hear a couple cyberdemons when I fired the first shot, but I guess they won't show up until near the end.
>>
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>create a wad map
>lost all interest after 1 test

Does this happen a lot?
>>
>>3177215
not to me it doesn't

were you frustrated, overwhelmed, or just outright stopped caring?
>>
>>3177215
It happens to everyone that make maps
>>
>>3177215
develop goals, make a list, plan some stuff, force yourself to work for a length of time, take a specific length break, back into it

this way you have things ready to be done
>>
>>3176532 here, I've got some stuff to do at the moment but I plan to stream around 11 PM EST or so. I'll announce when I'm all ready to do so.

Also, this is what I plan to stream, but it's subject to change.

>Pirate Doom

>Strange Aeons

>Sunlust

>Memento Mori
>>
>>3177236
Also, feel free to make any more suggestions. As I just said, the list's subject to change.
>>
>>3177236
colourful hell + combined arms makes for rootin-tootin gun shootin
>>
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>>
Since when did Quake Live add a new gun into the game? I had QL in my library before the game went for a static price and suddenly I own the whole thing for free.

>>3177114
It's a WAD of DM maps.
>>
>>3177236
>>3177238
Mechatron would be a good choice(it mixes with Sunlust pretty well in my experience, especially if you use the Ketchup mod to increase the gore)

also Russian Overkill mixed with Sunder would be nice
>>
>>3177271
It was added along with the loadouts gameplay change, so that there was something better than the base Machinegun for a loadout option.
>>
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https://www.youtube.com/watch?v=wh261nfSn3E
>>
Has anyone ever made a voodoo-doll weapon in Doom, a-la Blood?

Was thinking of trying to make one in TEXTURES
>>
>>3177152
I remember a old Wad where in each level you started in like a small shuttle-type ship. You would then explore the levels to get to another shuttle.

I have no idea the name.
>>
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>>3177281
>ouch face
>>
>>3177281
That's just nuts
>>
>>3177282
I think Samsara Extra Heroes includes it since Caleb is a playable character there
>>
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It's like some kind of los angeles holocaust, ha ha, get it?
>>
>>3177280
From what I've seen it replaces the Chaingun on a few Team Arena maps like Vortex Portal. So it's just a better alternative, then?

Though they apparently scrapped loadouts, what does the community think of the weapon overall? You'd think such an addition would cause a stir for people who've played what is practically the same game for 15+ years.
>>
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>>3177296
It's like those damn aliens blew up doomguy's ride, get it?

I just wanted some nazis to shoot, but I guess the entrance to the secret level with a big radioactive sign should've tipped me off
>>
>>3177281
Oh hey, new marphy balck video, thanks. Didn't show up in my subs for whatever reason.
>>
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>>3177281
>Intermission music
>Par: 13:37
>>
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>>3177281
>>
>>3177296
>>3177307
What wad is this?
>>
>>3177296
>>3177307
Reminds me that Brutal Doom and its various spinoffs spontaneously stopped working with recent GZDoom SVNs, something about the blood code.
Oh well.
>>
>>3177281
Holy fuck that's a lot of Revenants.
>>
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>>3177328
hellonearthstarterpack.wad for edgy doom v20b

>>3177329
well lucky it comes bundled wit gzdoom, just drop in a doom2 wad and you're good to go
>>
>>3177281
looks like he got boned
>>
>>3177329
You shouldn't be using the devbuilds for general gameplay right now because Doomscript is fucking up everything. Stick to the stable release.
>>
Alright guys

Playing Doom 1+2 with Mouseaim, y/n?
>>
>>3177352
Yeah, it was a bad habit formed by people suggesting a year ago "unless a build in particular is fucked, always keep up to date on the SVN builds"
>>
>>3177358
It's not the real experience, but you can if you'd like. Just don't jump.
>>
>>3177358

It does make the game a little easier, but it's not huge. Aiming was never a huge issue in doom since combat is so comparitively simple. Mouse look mostly affects being able to look around and see things and secrets.
>>
Other then Samsara, is the there other good Duke Nukem mods for Doom?
>>
with all the talk about snapmap being reminiscent of timesplitters' map maker, i realized that with vanilla doom gameplay not having jumping, you could probably do Timesplitters-y things with Classic Doom and not have it be atrocious
>>
>>3177358
Literaly nothing wrong with mouse aim, it's a dfault feature in the original release

>>3177365
>It's not the real experience, but you can if you'd like
oh, shut up, will ya
>>
>>3177369
I have one that converts all the items, weapons, and enemies to Duke Nukem 3D stuff, but it's really unbalanced. All Imps become Pigcops, and all Chaingunners become Enforcers, among other imbalances. Also some of the palettes are a little dulled.
>>
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>>3177281
>>
>>3177372
Well, is isn't. You didn't mouselook in the old days. It's just a modern convenience.
>>
>>3177358
>>3177379
You can still mouselook left/right in the original release. Just not up/down.

Freelook on the other hand is another matter.
>>
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Ded
>>
>>3177236
ocean 2024
>>
>>3177165
I really dig how they did Lost Souls in Doom 4.
>>
>>3177387
wat u talkin bout

this is about right, a little faster than usual maybe
>>
>>3177281

Since when can Revenants infight?
>>
http://en.midimelody.ru/midi.php?str=%2Fc%2FCradle%20Of%20Filth%2FCradle%20Of%20Filth%20-%20Devil%20Woman%20%282%29.mid
http://en.midimelody.ru/midi.php?str=%2Fc%2FCradle%20Of%20Filth%2FCradle%20Of%20Filth%20-%20Filthy%20Little%20Secret.mid

some prime midis
>>
>>3177379
Mouselook wasn't an uncommon feature in 1993, it just worked differently

And in 1994 system shock was released with click and drag interface for camera control, which caused hilarity

Also lucas arts graphic adventures had point and click interfaces at that point

So yeah, if you didn't have a mouse when doom came out, you were just a poorfag on a 286 enjoying glorious 10 fps gameplay
>>
>>3177423
Those poor kids who could only play Doom on their mom's 286.
>>
>>3177169
But it has the Super Shotgun
>>
>>3177401
Monsters of the same type can still damage eachother, they just don't aggro on eachother

>>3177430
Well I first played doom on windows running on pentium 1, but that point everyone played with a mouse, and using keyboard to aim would get you laughed right out of the LAN party

Think it came with quake's mission pack or am I insane?
>>
>>3177438
Quake's mission pack introduced freelook?
>>
>>3177438
>Monsters of the same type can still damage eachother, they just don't aggro on eachother

NEVER knew this. Never.
>>
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>>
>>3177440
freelook was always in quake but it wasn't turned on by default in the first version or something
romero tweeted something about it a while ago
>>
>>3177453
A neat tidbit.
>>
>>3177440
Technically descent did, being the so called 6 degress of freedom shooter and rendered in full 3D

Quake had freelook by default, but standart WASD wasn't quite there

Quake 2 also had a toggle for mouselook, by unreal/quake 3 it's oh shit nigger where is your mouse what are doing stage of PC shooter evolution

Pretty sure MS-DOS version of doom has the standart mouselook for 2.5D, that being left/right is left/right and up/down mouse movement is forwards/backwards
>>
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>>
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>>3177443
>be an imp
>be hit in back of head by fireball
>turn around to rip and tear
>it was just jerry
>playfully punch jerry in the arm then go back to killing humans
>>
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>>3177454
>>3177456
yeah without +m_look you would need to hold a button to look around
>>
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>>
>>3177458
Wow, that looks like shit. Like from some unlicensed Doom level pack you could somehow buy in stores.
>>
>>3177460
Imps look out for each other, man.
>>
>>3177440
>Quake's mission pack introduced freelook?
Quake's mission pack is where I seem to remember getting a windows 95 version of ultimate doom, on a CD-ROM, like

>>3177462
I think it's somewhere in the options, choice between toggle/hold down

Might be mistaking for some source port

Also
>romero
>making any decision unreleated to what kind of tea to serve in the id office
:^)
>>
>>3177470
just hold down i don't think there was a toggle until q2
>>
>>3177470
>>>/v/
>>
>>3177474
Might be, sharing configs for network play (on floppys at times, even) was more common that editing them yourself

>>3177476
Kill yourself, desu senpai
>>
>>3177280
>It was added along with the loadouts gameplay change, so that there was something better than the base Machinegun for a loadout option.
Oy vey, at least UT4 only has hats and wallruns and slides and lead designer's GF is a big fan of hitscan so he's nerfing spam for the sake of his sex life plasma beam secondary still broken jesus fucking christ
>>
>>3177491
i don't get what this post is even trying to convey
>>
>>3177493
RIP in peace quake and pls don't fuck unreal tournament up
>>
>>3177491
Yeah but it still has the fucking disc teleporter which has always been fucking retarded holy shit whose idea was it to ever remove all actual defense from CTF
>>
>>3177498
There is no translocator in iCTF, which is the only fun CTF

I kinda like my translocator, takes skill to zip around the map, not just LMB/RMB spam, that gets you nowhere
>>
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I can't leave behind:
>My buddy Superfly
>Mikiko
>Mikiko and Superfly
>Dharma
>>
>>3177502
Too bad I live in australia so it's normal CTF or nothing, fuck you.

And yeah, it takes skill, but it still removed the ability to actually defend against anybody with a vague idea of what they're doing.
>>
>>3177504
Well thank god you can turn off followers, huh?
>>
>>3177506
They actually have Doom multiplayer servers in Australia? I would've thought it was only a euro and american thing.
>>
what's the best way to play quake 3 arena?

it's got widescreen issues in the version from gog
>>
>>3177504
>oh hey nip name Hiro is an omophone of hero
>isn't that zany, thought john Romero and Neal Stephenson

>>3177506
>Too bad I live in australia so it's normal CTF or nothing, fuck you.
Aren't there like 3 official epic games aussie hubs, just create instagib CTF match and call everyone who isn't in your match a poofcunt abbolover
>>
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>>3177507
but than you'd miss the best part of the experience friend
>>
>>3177514
Keep working on your Blackroom demo, hackmero.
>>
>>3177513
There's one official hub and one unofficial hub, but really you only get enough players for one game at a time in the country most evenings.
>>
>>3177512
just set resolution manually
I only play reflex these days, fuck QL
>>
>>3177519
yeah i done that, just seems a little jank what with the videos not playing and adjusting settings in the game can potentially reset the resolution

i've got autoconf.ini or whatever files in there that should keep it straight but it feels busted
>>
>>3177518
Well personally for me it's harder to aim spam than hitscan when your ping is through the roof

Slight delay between button press and projectile actually firing drives me nuts
>>
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>>3177236

Stream Anon again, I'm about to stream soon so here's the username to my twitch: portalthefreak


And now, the final list of WADs is as follows:

>Pirate Doom

>Strange Aeons

>Sunlust

>Memento Mori

>Colourful Hell + Combined Arms

>Mechatron + Sunder + Ketchup
>>
>>3177523
High ping with hitscan generally gives you advantages in some respects, disadvantages with others, and is generally not that fun to play with.
>>
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>>3177526
also

>4chan claiming my twitch link is spam
>>
>>3177529
Because it is >>>/global/rules/11
>>
>>3177526

Live now. Again, it's portalthefreak on twitch.
>>
>>3177547
>portalthefreak

Oh great!
>>
>>3177296
Is that fucking D3D maps in Doom?
Link me babeeee.
>>
>>3177358
I can't stand not having freelook on nowadays. I do the same with D3D but that shit gets weird when you look up and down.
>>
>>3177568
It's just a secret map recreation of Hollywood Holocaust by Sgt. Mark in his starter pack.
>>
>>3177575
You don't need to use BROOTAL DUM to play it right? Shit how are his maps?
>>
>>3177581
>You don't need to use BROOTAL DUM to play it right?
There is a classic mode which is just doom with extra gore

GZdoom should run the level wad just fine

>>3177581
>Shit how are his maps?
extremely hit and miss, the whole city maps episode is just horrible, phobos base and hell are pretty good
>>
>>3177581

From what I've seen and heard. Mark's a pretty solid mapper. Though he stole a few freedoom maps for his starter pack.

If he'd stop being such an egotistical piece of shit. He could probably be a great mapper
>>
>>3177581
They're alright, and yeah, you don't need Brutal Doom but it adds little fancy effects here and there. I wouldn't clamor about it as a whole, some of the maps are derived from Freedoom and fancified and some are more about big battles that may be more obnoxious than you want with vanilla gameplay, but it does a serviceable job of something to play a lot. And it's got a few neat moments.

the ending is hilarious narm though, and if you've seen Sgt. Mark's Icon of Sin boss fight before, it's tweaked slightly and reused
>>
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>>3177529
>>3177547

all i see are blurry masses of pixels at like 1 frame per 4 seconds

are you recording on a potato machine or is my browser shitting itself
>>
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I'm actually somewhat interested in doom 4's SP, the stream didn't look terrible, but as someone from a previous thread said, it does look like an "enemies slowly spawn in arena shooter". I just want to believe, you know?

Also I just discovered this full metal music mod that replicated all of the original soundtrack. I guess this has probably been done before but I didn't think to look into it until now. Anyone like these type of mods?

link in description: https://www.youtube.com/watch?v=k5KpJ9Gazk0

http://www.mediafire.com/?tnvfngj10nedkna
>>
>>3177590
>>3177526
low resolution and use an appropriate bitrate my man
>>
>>3177512
ioq3 and hi-res textures.
>>
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>>3177512
>it's got widescreen issues in the version from gog
quake engine supports any resolution your monitor can display out of the goddam box, baby

something like:
seta r_width 1920
seta r_height 1080
vid_mode = -1
vid_restart
>>
>>3177598
Looks like an arena shooter to me, like Serious Sam. Most of the demon redesigns don't look too bad though and I like that when you die it actually shows the demons killing you/ripping you apart etc.

It feels more like it'll be a rental game more then anything.
>>
I have been thingking and would a Wolf3d style level editor for Doom4 be a good idea? of course with the great addition of diagonal walls and varying floor and veiling heights per "block"
>>
>>3177585
>There is a classic mode which is just doom with extra gore

No, it isn't.
People need to stop saying this.
>>
>>3177512
That reminds me

Why the fuck is Quake III on Steam double the price of Quake Live?

>>3177620
Didn't Carmack have a fuckhuge CRT monitor during the development of Quake
>>
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So whats your favorite WAD and why?
>>
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I really have to do something about all this free time I have

>>3177634
Fair enough, but people also need to stop hating on edgy doom, it is the work of a man who genuinely loves doom

>>3177646
>Didn't Carmack have a fuckhuge CRT monitor during the development of Quake
Wouldn't surpise me honestly
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>>3177648
Plutonia on UV, because fuck casuls
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>>3177646
>>3177651
It was one of the first 1080p monitors I think
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>>3177658
And wasn't it heavy enough that it required two people to move around?
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>>3177658
there's that boy

making that game
>>
>>3177648
I have an incredibly soft spot for Doomsday of UAC. It's a simple single map from the super early days of Doom mapping, but it's stuck with me.
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>>3177369
Duke It Out In Doom is pretty decent, but it's for 3DGE instead of the ZDoom family.
http://forum.zdoom.org/viewtopic.php?f=19&t=50928

>>3177458
God bless ANGST: RAHZ' REVENGE.
Did you know that the team behind this game went on to become the studio that made the fucking abysmal mobile ports of Duke3D, Prey and Painkiller?
>>
>>3177159
This is true. Though I'd say its still more consistent than Requiem, which really is a bit allover the place in quality and pacing.

I don't think either are generally bad, though.

>>3177180
Memento Mori didn't really try to raise the bar in challenge. I'd say its on-par with Doom 2 and TNT.

Memento Mori II can get a bit harder, though.
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>>3177684
Painkiller mobile port? Goodness gracious

This reminds me, I found an whole 2 people in painkiller MP today. One of those wierdos that seemingly play nothing but painkiller multiplayer, which is fucking dead. Obviously fed up with playing with the same people over and over they tried to make friends but I made my excuses and left after 2 games.

Not a whole lot of depth to painkiller MP, but bunny hopping at ludocrious speed (aka defrag speed) is piss easy, so I guess that's its appeal.
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Anyone remember High Tech Hell 2? Have there been any .wads since that go as overkill with 3D floors?
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>>3177684
>painkiller mobile port
https://www.youtube.com/watch?v=CrZfFbE5-Wo

I've seen Unity/FPS Creator games from teenagers that were better made than this pile of shit.
>>
>>3177731
Holy shit that is garbage.

Why would you even make a port to begin with, it doesnt seem the kind of game you put on a small phone or tablet
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>>3177731
OH OH OH I FORGOT

They also did a Windows CE port of Doom back in the day... and tried to bully the authors of other, free source ports off the platform.

Didn't work, didn't make many friends.
>>
>>3177731
Doesn't look too great.
>>
>>3177735
Probably because they've already got all the Painkiller assets, so just make some shitty Babby's First FPS Levels and shit it out onto the mobile markets. Most people playing phone games are either dumb kids or casual gamers at best, so combined with the incredibly low quality bar for mobile games there's no real risk of bad reviews scaring people away.
>>
>>3177763
true, but my inner painkiller autism is crying out on how awful it is.

Meh, let bygones be bygones, as long as its not hurting anyone
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>>3177738
>That tiny ass episode text
>>
>>3177646
Because give Bethesda your money you stupid goy.

Also I wish there was a way to add some of the visual upgrades of Quake Live to III Arena, but my wishes never come true.
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>>3177738
I always forget about that, I saw that in a CompUSA once and scratched my head.

>that episode text
I'd hate to see the options menu
>>
>>3177803
But they didn't make me pay for Quake Live when it was already on my Steam library, at least. Which is kind of a dumb move from them on top of pissing off their existing subscriber base prior. Could they not just get Valve to force off the game out of everyone's library and then make them pay for it? They didn't think that thoroughly.

So really, at this stage what's the 'definitive' iteration of Q3 to go to? Mods aside where's the playerbase?
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>>3177648
Phobos: Anomaly Reborn.
Why? For blowing my feeble little mind multiple times back in 2003.
>>
Is there a way to beat /pol/.wad without dying at the end?
Is there any way to stop It from happening
>>
>>3177705
Painkiller is the shit. The first one, not that worthless sequel. Annoying demon faggot...

Never played the mp though.
>>
>>3177648
I will always have the Memento Moris, Icarus, and Eternal Doom in a special place of my heart.

Also like BTSX. Contrary to the common complaint of "sameyness", I actually find it has the most variety in gameplay styles out of the modern era of megawads.
>>
>>3177831
painkiller was pretty big apparently
https://www.youtube.com/watch?v=KibbuugIQT8
>>
>>3177731
The Sauerbraten port from 2008 looks better
>>
>>3177809
The whole point of moving Quake Live to Steam, as one of the developers explained it, was to move the game from Id's servers to Valve's/the communities as an alternative to just shutting the game off forever and telling everyone to go home, like what happens with every other F2P game that shuts down. Amusingly, this probably pissed people off MORE than just shutting the game down...

Grandfathering in existing Steam users was probably an attempt at a goodwill gesture.

Quake Live had a strange life. I remember playing in the original beta, with billboard ads for the Watchmen movie everywhere...
>>
>>3177846
The levels are basically one or two uniform shades of grey/brown and the player textures are bright red. Is that what PK multiplayer actually looked like, or some silly pro-gaming "gotta maximize my killing speed" thing?

Also lol at that commentary.
>>
>>3177846
>shotgun can't freeze and is useless
>electrodriver can't combo and has nerfed fire rate on primary
>stakegun only useful in hands of an aimbotting bot what with everyone bunny hopping like madmen
>no battle out of hell weapons
>no damage power ups
>map design is very meh with most being converted singleplayer levels
>only 2 weapons are worth using: rocket launcher and electro for finishing hitscan
No idea why it was ever played at pro level, there isn't even any skill to bunny hopping (little bit of skill to hopping like a pro)

>>3177898
>The levels are basically one or two uniform shades of grey/brown and the player textures are bright red. Is that what PK multiplayer actually looked like
that's what it looks like normally, but they are using a different HUD and probably running on lowest settings for stable 100+ fps (on 2005 hardware, mind)
>>
>>3177894
Well, leaving it with the capacity to live is probably better than having a game that's dead forever and can't even be played offline.

As a relatively modern example, I hate what happened to Battlefield Heroes during the later parts of its life, but the game and nearly everything about it is fucking gone forever. No unofficial servers or anything like it is possible. And there's no other game currently on the market like BFH at all.
>>
>>3177830

circlestrafe my man
>>
>>3177914
I'm not getting killed by monsters. The last gate opening sends me 100 mph into a Ron Paul and I die.
>>
>>3177917
That's intentional, don't some mapmakers do that to force a pistol start on the next map anyway
>>
>>3177648
Serpent Resurection and Super Sonic Doom
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I'm sorry

I'm not sorry
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>>3177928
The fact that all the missiles spawn at once looks a tad weird. Can't you make it a rapid fire burst?
>>
>>3177928
>Making cyberdemons stronger

You monster
>>
>>3177928
does the big rocket explode into smaller rockets

if not, do it
>>
>>3177928

seems cool
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>>3177930

I like spreadguns though.

>>3177935

The big gray missile explodes into cluster bombs on impact.

Big missiles detonate your bombs if they hit.
>>
>>3177928
Old cyber has been getting ideas from unreal tournament I see
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>>3177931
vanilla cybergoat is extremely predictable though, killing him with a shotgun is the oldest challenge in doom challenge book
>>
>>3177456
>Quake had freelook by default, but standart WASD wasn't quite there
What were the default bindings in Quake?
>>
>>3177950
Yea.
Now give the spider mastermind a 360° hitscan gatling gun :^)
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>>3177958

Nah. I like projectiles
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>>3177960
Oh fuckin baby.
>>
>>3177952
>implying I remember that
Luckily with the information superhighway age being upon us
http://lmgtfy.com/?q=quake+game+manual

>>3177958
if I had any interest in doom modding I'd give him twin plasma (think arachnotron, not player) in each cardinal directon and a charged BFG attack (think player minus the death rays) from the front
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>>3177962
Aren't you a right cunt

>arrow keys
huh, surprising. I figured it was wasd due to the "impulse X" commands already existing for weapon selection (read: slots 1-8)
>>
Can I play coop with GZDoom
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>>3177978
Not really. If you want to play co-op with someone, Zandronum is your best bet.
>>
>>3177978
I don't think GZdoom has working netcode, Zandorum works just fine though
>>
Speaking of Zandro, any eta on the next update?
>>
Quick, redpill me on Grezzo 2
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CORE.ZIP
core.zip (73 KB, 1994-05-29) - Barry Ferg
https://www.doomworld.com/idgames/?id=286

this is a almost four-way symmetrical deathmatch map with monsters. likely you recognise it already as, being one of the better looking maps from the early days, it was quite common in wad compilations and on shovelware CDs. the standalone version has a few extra graphics, such as a hand-print switch, that don't seem to carry over into the redistributions, so there's some reward in playing it by itself.

gameplay is typical of a primarily deathmatch map, being access-all-areas-from-the-getgo instead of having the build-up of a single player level. in particular you tend to get the bigger weapons too late unless you know exactly where to run to make them accessible, so you end up doing most of the map with just the shotgun. it's also possible to lock yourself out of one secret if you raise the exit bridge too early.
>>
>>3177984
What's wrong with the old one? I think I still have a 2014 build tucked away somewhere, works just fine

>>3177985
BEST. WAD. EVER.
>>
>>3177985
Mod creator is even more dickish than you-know-who, and it uses a lot of community-made assets without permission and credits. It's supposedly quite funny if you're italian.
>>
>>3177978
Over lan it should work well.
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>>3177985
Stolen and reused assets thrown into the blender with no rhyme or reason. All the shit you've played before and seen somewhere else bastardised because loledge
>>
>>3177928
Your running Revenant gags always get me.
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>>3177989
Define dickish
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>>3178004
Like a dick. Phallesque
>>
Okay that's the last thing I wanted to add.

>>>/wsg/1061032

Who wants to try it?
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>>3177987
certain recent zdoom functions aren't present in zandy and i need them to continue with a multiplayer wad
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Alright boys, give this a shot.

https://dl.dropboxusercontent.com/u/8380892/DOOM%20MODS/CK_Blastmaster.pk3
>>
>>3178004
Like you know, condescending attitude and agressiveness. This is what I've heard at least.

>>3178009
MEMEMEMEMMEMEMEME
>>
>>3178024
HUD doesn't show up
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>>3178034

push + or -
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>>3178035
did and nothing happened
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>>3178036

Do you have the GZdoom alternate HUD enabled?

If so, disable that
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>>3178024
If there's a word to describe it, I'd call it "cute."
The gun in all seriousness is kinda unwieldy. I don't think somebody could get to the end of a Doom 1 episode with it very easily.

Still, I had fun for a couple minutes with it. I liked all the 8-bit music.
>>
>>3178040

Play around with the charge attacks. The bombs alone are unwieldly yeah.
>>
>>3178042
you really should add manual detonating for the default bombs(that or make enemies go a lot slower, cause they'll often easily walk outside of the blast radius of the basic bombs), also after I got the chainsaw attachment I couldn't figure out how to switch back to the laser gun
>>
>>3178048

BFG lets you manually detonate normal bombs. And uh, the chainsaw replaces the pistol, you'll have to tough it out til you find another SSG.

Or kill a mastermind/cyberdemon, they drop those too.
>>
>>3177392
Oh god, I remember that, it was so bad!
>>
>>3178050
you should change both of those, currently the former is just too user unfriendly, and the latter is just plain stupid
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>>3178056

manually detonating bombs right from the word go would be OP as fuck, and there's no elegant way to have the chainsaw available.

I didn't want to add more buttons, so you'll have to roll with it.
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>>3177438
I was almost positive that monsters of the same species are immune to their own projectiles, only being able to hurt each other with melee and hitscan
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>>3178058
I'd suggest removing the Chainsaw then(or make it a separate weapon like normal Doom), it's usefulness is kinda limited compared to the laser pistol(especially since you seem to take more damage than in the base game so going up close is often a bad decision)

as for manually detonating, could just have it so manual detonation causes smaller/weaker explosions than letting it explode on it's own, at least until you get the BFG equivalent
>>
>>3177073
>Dear god anon, how many patches are you using?
Well, not as many as you. Yet.
Only when I try to select my plasma hunting rifle sprite my laptop pauses for a several seconds to load. I'm not being efficient about this am I?
>>
>>3178065

I'll consider it, I still have some time before the contest ends so I might have enough time to futz with this and revise it a little here and there.

Alternatively I could make the climbsaw replace the charge attack for the normal bombs.

I'm not gonna do the detonation thing, if you want the bombs to explode a little faster, shoot it with the pistol or chain up a bunch of bombs together.
>>
>>3178073
oh, didn't realize we could shoot them with the pistol, I feel silly now

also what contest are you making this for, and will you work on it after it's over?
>>
>>3178079

the 64kb contest, and yeah I'll polish it up and make it better later as well, there's a few things I'm not 100% happy with but I was getting really pressed for time
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>>3178081
well good luck in the contest, and yeah with a little tweaking and expanding after the contest is over I could see this becoming pretty popular
>>
>>3178081
What's the uncompressed file size of your TEXTURES lump? Mine is at 28.5kb but there's a bit of unused stuff can prune off.
>>
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This is the Casltevania map if anyone want's to play around:

http://www.mediafire.com/download/b2lo9n9b8h61qms/CastleVania_Test_59.wad
(runs with hexen.wad in GZDoom - looks like shit in zdoom)

Xp and level up system in place, implemented a throwing axe that uses hearts as ammunition (weapon slot 2), and also holy water grenades. You can grind endlessly in this first section, monsters will just keep spawning in.

Once you get to the encounter with death, thats as far as I've made it.

Next step: Finish up the area around death and the area that leads into the Alchemists laboratory, then its time for spikes and pulley cars controlled by fool switches! Also giant suits of armor that fire axes at you will be next on the list of enemies to make, as well as a red skeleton that comes back to life.

Any suggestions are welcome, my whip still isn't 100% but its getting there. It shoots a bunch of chain projectiles that make a miss sound if they dont hit anything, but make a thwack if they do. Only problem is they make the same thwack sound when they hit bodies as when they hit floors and walls. If there a way for a projectile to know that its hit a wall or door? something to do with the TERRAIN lump?
>>
>>3178024
Thanks for removing the clicking sound whenever you pull out the pistol, it was really agitating.

Looks like you managed to get the TITLEPIC in, sweet!

You only have a fullscreen HUD set in SBARINFO, did you not put in a normal or automap HUD to save file space? Personally I'd have it be the Normal HUD if only one type was available.
>>
The only reason why I can't play vanilla anymore is because SSG has a shit animation even for Doom standards seriously compare regular shotgun to that slideshow. Too bad Smooth Doom doesn't have ''weapons only'' version.
>>
>>3177985
Gets old really fast I know the trailer makes it look funny but once you play it you're subjected to ear rape and memes non Italians can't understand.
>>
>>3177648
Mentioning only one is tough so I'll mention few in no particular order

Going Down - I like small maps

Scythe 1,2 - same reason of course

Pirate Doom - I expected a half assed joke wad but got damn good maps altough weapon balance is a little bit off

Gravity - purely because of second map the music sucked ass in it but I just like open maps that aren't too big
>>
Anyone interested in a bunch of Doom II maps that were distributed with this magazine first issue from march 1996 ?
>>3178119
>>3178126

I'm digging through those magazine CDs see what cool shit I can find.

Well here is the first batch, there is probably more to dig through later issues

http://www79.zippyshare.com/v/SmTnetad/file.html
>>
>>3178204
There is a few Heretic and Hexen maps in this as well.

It's probably nothing new or that you can't find everywhere already but you can go through it like it's 1996.

http://www79.zippyshare.com/v/0dM1i2Zm/file.html
>>
>>3178204
>>3178212
Yes, im very interested. Expecially in those DN3D maps because there's never enough of them.
>>
Here is issue2. I've put the Doom2, Heretic and Hexen stuff in it.

http://www79.zippyshare.com/v/qxb5IEUK/file.html

I've had a quick look around and there is Memento Mori in there. Also there is a wad that claims to add "Duke Nukem" enemies that can shoot; as a revenge to the dead Doomguy sprite from DN3D.. huh.

>>3178229
Well the only decent and good maps available. Anyway in this issue the only DN3D stuff are .con mods, no maps. I could upload them but they're probably not that good, and apparently some of them are supposed to come with weapon art replacement which are missing.
>>
>>3178204
Yes please! I love 90s curio maps/shovelmap compilations.
>>
>>3177283
what kind of a shuttle? and can you remember roughly how many maps the wad contained? was it a 30 map megawad or more episode-sized?

all i can think of is uac_dead where you escape on a shuttle but that's clearly wrong as it's not even for doom2
>>
Here's a beta of DoomShock.
>http://s000.tinyupload.com/download.php?file_id=60205992131497677577&t=6020599213149767757752069

How to play:
Bind "weapon state 1" to the key you wish to turn left with, and "weapon state 2" for right turning. I suggest Q and E. Minimize your hud away and disable the crosshair.

Note: Does not yet support widescreen. Most likely contains many bugs as well :P
>>
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>>3178248
>>3178229
Okay, here is from magazine issue#4, october 1996 (there was nothing interesting at all in issue 3).

http://www79.zippyshare.com/v/4Fx3uyrd/file.html

There is a couple of Hexen stuff, some Doom II stuff and a whole bunch of DN3D maps.

What I wanted to say earlier is that all the good stuff from that is probably already available everywhere, but have fun anyway.

Coming with issue 2 was a demo of Duke3D, alongwith a dozen of commercial screenshots which include some beta screenshots and this Dukematch screenshot apparently taken by "Duvalmagic" aka... Randy Pitchford!
>>
>>3178273
>>3178234
>>3178212
>>3178204
Here is issue magazine #5, November 1996.
Apparently issue 5 was released shortly after #4 even though it was usually one issue every 3 months.

There are 3 Doom wads, including Eternal Doom, 3 Hexen DM wads, and a whole bunch of DN3D maps.

http://www79.zippyshare.com/v/9PKUDqfP/file.html
>>
Combined Arms would be better if that SSG replacement didn't use the same ammo as new plasma - railgun weapon.
>>
>>3178280
Here are a bunch of DN3D and Quake maps from issue#06, January 1997.

http://www79.zippyshare.com/v/rdNvATv4/file.html

Seems like they stopped putting in Doom stuff at that point.
>>
Does anyone have a link to that outdoors map with all the fog someone posted here a few months ago? I can't remember what I did with it for the life of me.
>>
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>>3177152
Do you have turok 1 or 2 (PC version)?
>>
>>3178307
Here is issue#7, March '97.

http://www79.zippyshare.com/v/ROmdeae7/file.html

Some Doom 2 (so I was wrong, there is still some), DN3D and Quake maps.$

And I'll stop here for now.
>>
>your fav gameplay mods
>your fav gun mods
>your fav megawads
>>
>>3178284
This. I like how it feels, but it using plasma gun ammo is just annoying.
>>
>>3178268
Oops, missed a pretty critical bug.
Use this new link instead: >http://s000.tinyupload.com/index.php?file_id=03025523708954851274
>>
>>3178338
>Golden Souls, Hocus Pocus Doom (I like the mods that turn it into a platformer, they're adorable)
>Trailblazer, Dakka, Combined Arms
>Scythe, Memento Mori 1&2, Valiant, basically most 90s megawads. They have a distinct flavor I like.
>>
Can someone clarify something for me?

When the BFG is fired, do the rays spread out from the player in the direction it was fried from or in the direction of the plasma balls impact?
>>
>>3178314
gonna have to be more specific. was it just a map? what was in it? which game?
>>
>>3178385
It is calculated from Player to the point of impact (only horizontal axis matters), after the impact has occured. There was a trick in earlier ports with freelook - to shoot BFG near yourself, and hitscans would start doing damage as soon as possible. Tracers do not autoaim horizontally, but they DO autoaim vertically.
>>
>>3178268
> I suggest Q and E

I'm actually gonna suggest A and D, and using alt to strafe.

Similar concept, If were you I'd consider ditching look up/down keys and having the view pitch up and down to follow the cursor (perhaps slower than the cursor can be moved) to make looking up and down less of a pain in the ass, still retain that cumbersome feel that can help make the player feel vulnerable.
>>
Ayy anyone want to play some co op ZDoom?
>>
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>>3178409
>>
>>3178412
how about co op not-ZDoom, then
>>
>>3178412
>ZDoom netcode.png

What's wrong with it? I've seen worse more screwy shit in AAA games released in the last 5 years than I have in Zdoom, honestly.
>>
>>3178408
>I'm actually gonna suggest A and D, and using alt to strafe.
I'm gonna go ahead and try that.

I haven't really had looking up/down in mind when designing it, they're mostly an afterthought. It makes the cursor>angle inaccurate anyway since projectiles aren't fired from the center of the camera viewpoint.
>>
>>3178409
we can try, what do you have in mind?
>>
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>>3178415
So Zandronum, then?

>>3178416
G/ZDoom netcode often chokes like a bitch, it's only really suited for 2-3 people over LAN
>>
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>>3178425
I dunno, what wad do you wanna play?
>>
>>3178431
how about some big (oblige) maps with doomRLA?
>>
>>3178404
Thanks.
>>
>>3178434
sounds good. you should make the oblige map and upload it somewhere so I can download it
>>
>>3177504
>browsing through leaked hl2 files
>http://vocaroo.com/i/s1j1YZqAIrVH
>>
>>3178441
there you go
http://www.filedr
opper.com/vrarsenal
>>
>>3177684
>God bless ANGST: RAHZ' REVENGE.

holy shit, i tought i was the only one that knew it.
kinda shitty game indeed.

it would be good as a DOOM mod aniway, but the sprites are too big for being used in the engine... i think.
>>
>>3178457
alright, I'm hosting now, join 10.0.1.27:5029
>>
>>3178467
it's stuck on "contacting host" for now
what version of GZdoom do you have?
>>
>>3178474
I'm just using plain old ZDoom; that might be why
>>
>>3178478
>>3178474
As far as what version I have though, I'm using ZDoom 2.8.1
>>
>>3178478
my bad.
>>3178482
downloading it really quick
>>
>>3178484
>>3178482
still can't contact your host
>>
>>3178504
dang. you have the map and doomrla loaded, right? maybe it's something on my end; try hosting and I'll connect to you
>>
How are I meant to call ThrustThing?
I'm calling it in my ACS code with GetActorAngle(0) >> 8 as the angle parameter, but that just results in the player hurling all over the place irrespective of their current facing. What conversion do I have to do to force in the correct direction?
>>
>play megawad
>empty space with key or a switch at the end of it, obvious trap
>revenant spam with few archies

so fucking original

I blame Plutonia for this cancer
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