DooM

A Doom shaggy dog story, god that’s good

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(Source here, I scanlated it)

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I wonder if this would be easier to run than Q2RTX, which was too ugly looking to even bother with. But that’s besides the point.

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https://t.co/1g2yOoIz8A

(thnx to @loki for bringing this to my attention)

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https://www.doomworld.com/cacowards/2022

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man voxel doom looks like ass i would have given that an ugly award instead

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i think it looks alright, i just don’t understand why anyone would put that much effort into this. the effect is…minimal

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I’m sure there are sickos out there who play Doom with mlook on all the time these days so I suppose this gets rid of sprite billboarding issues while actually not clashing the way any 3d model people have made over the years does. Though then you always have the issue of basically nobody making maps paying attention to decoration facing since with the sprites it doesn’t matter.

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im just mad about how weird the cacodemon is. its no longer a meatball demon.

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it being so subtle is part of why it looks so good. you don’t tend to notice it until you’re looking at corpses and items in my experience.

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scott miller has been posting some fun old apogee stuff like these letters from bobby prince

i like him begging the programmers to put music over the game and this very astute comment about tom hall

image

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First slice is out for the public.

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I got Exodemon for Switch and sad to say it kinda sucks. Really bland in almost every way. It doesn’t help that the controls on Switch aren’t great, but even if I had a mouse and keyboard I can’t imagine this keeping my interest for long.

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boomer shooters are kind of washed in general at this point imHo

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If I want to start on a comprehensive education of Quake custom mapping, does anyone know of any packs or singular maps that should be part of that education? I’ve really only played the official episodes + the machine gun games ones and some of Arcane Dimensions.

Also I’m just going to post this because it was really interesting.

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related question as someone also interested in the above: does anyone have a recommended quake engine? for my level design class i was using quakespasm (and QSS for multiplayer, but i’m not sure i needed to do that tbh) but i’ve seen some discussion of VKQuake (which seems like a missed opportunity to name it VKuake but whatever) but i’m not exactly sure what’s better about it? i’m not interested in the modern graphics ports like darkplaces cos like literally what is the point but otherwise any recs welcome.

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both QSS and VkQuake are good, VkQuake might more accurately recreate the software quake look and has improvements around the way water is rendered

this is what VkQ brings to the table over Quakespasm-Spiked, copied from a wiki:

  • A software Quake like underwater effect
  • Better color precision reducing banding in dark areas
  • Proper mip mapping for water surfaces to reduce aliasing
  • Native support for anti aliasing and anisotropic filtering
  • 8-bit color emulation
  • Scaling for pixelated look
  • Mods menu for easy mod loading
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the coagula series of maps is really good for honing down quake’s experience to a highly vertical, compact and chaotic monster melee. Very hard maps, but very good

I’ll come up with more recc’s soon, but that’s what pops into my head right away

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