27 years after the original 1999 release of my first Quake 2 single-player unit "Deaf, Dumb and Blind", I am excited to announce "Deaf, Dumb
Custom 1999 Quake 2 unit 'Deaf, Dumb, and Blind' has been remastered for Q2R
I'd rather be in outer space 🛸

shark vs the universe
NASA
Sweet Seals For You, Always
will byers stan first human second
𓃗
One Nice Bug Per Day
The Stonewall Inn
Show & Tell

Love Begins
"I'm Dorothy Gale from Kansas"
d e v o n

bliss lane
No title available
we're not kids anymore.
todays bird
tumblr dot com
EXPECTATIONS

★
Claire Keane

seen from Russia
seen from Tunisia
seen from Dominican Republic

seen from Indonesia

seen from Brazil
seen from Bangladesh

seen from United States

seen from Saudi Arabia
seen from Paraguay

seen from Singapore

seen from United States
seen from Brazil
seen from Venezuela
seen from Argentina

seen from Lebanon

seen from United States
seen from Bangladesh
seen from Brazil

seen from Türkiye
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@lynns-mods
27 years after the original 1999 release of my first Quake 2 single-player unit "Deaf, Dumb and Blind", I am excited to announce "Deaf, Dumb
Custom 1999 Quake 2 unit 'Deaf, Dumb, and Blind' has been remastered for Q2R
I have the H3VR modding tools.
I might do something with them. Namely some custom Take & Hold characters and, depending on how powerful they are, maybe a custom Sosigun.
I can't believe the premise of the game I'm planning has, through like three cycles of me shelving ideas and coming up with new ones, circled back to "retro-FPS metroidvania about mining in space". Though this time it isn't directly about space mining (the protagonist is forced to survey a planet for a mining company after she gets captured during a failed attempt to assassinate their CEO).
"I’m so sorry for everyone at id Software affected by these layoffs.
I know what it feels like to leave id while id goes on. It’s a strange and painful thing to step away from a place that holds so much of your work, friendships and history.
The people at id have done a great job moving that legacy forward. DOOM, Quake, and Wolfenstein are not easy names to carry on, especially in today’s industry. The last few games showed real care, skill and respect for what those worlds mean to people.
A note on digital preservation: id's history is critically important to the history of games. I’ve preserved id’s complete early history from our start at Softdisk through to August 6, 1996, including materials and assets that, as far as I know, id itself no longer has. I hope someone is doing the same for the company’s ongoing legacy (the work, code, assets, stories and the people behind them).
I’m thinking of everyone at id today, and everyone else affected by yesterday’s layoffs. Romero Games was there a year ago. I know how devastating it is, and my heart's with all of you."
from Romero
i do hope fans help preserve anything id related
leaving this image here because it's a good mod you know...
i mean you never know if the next game won't be some tacked in always online thing or something and microsoft tries to decrease the mod focus from id in the future, so...
Tried making a "transformation machine" effect using the Thing_Move line special (because I want to use the effect in my map to foreshadow a custom monster), with a Pinky as the "input" and a Spectre as the "output", and hoo lad is it kinda annoying getting the timing right without the input and output desyncing or the input and output being visible at the same time.
Never mind I figured it out
Ignore the lines at the bottom of the "conveyor belt", those are just position references. Also I switched to a Baron and a Hell Knight
The first six levels of the DOOM II partial conversion "DOOM :: OBLIV10N"
"DOOM: OBLIV10N is a mod for DOOM II which takes advantage of graphical power of the GZDoom engine to provide an Unreal-like visual world without straying from the core Doom shooting experience"
Tried making a "transformation machine" effect using the Thing_Move line special (because I want to use the effect in my map to foreshadow a custom monster), with a Pinky as the "input" and a Spectre as the "output", and hoo lad is it kinda annoying getting the timing right without the input and output desyncing or the input and output being visible at the same time.
Extremely early test of a custom enemy for my Doom mapset, Mad Science! This is the Malwrath; essentially a stronger, slower Cacodemon with homing projectiles (which I might make non-homing and just keep it as a buffed Caco). Named after a weaker Caco variant from Doom RPG, and with custom sprites rendered from the Doom 3 version's model.
new wad by Ribbiks
Saw this project that merges Doom and Quake maps together
ever since doom 3, the idea of berserk as a uac/manmade item seems to be dropped and now it's seen as a hell originating artifact
because one wonders how the uac would come up with it
an idea could be some sort of super soldier program where they created some substance that would power soldiers at the cost of making the crazy
Now I'm imagining a resource WAD that reskins all the "demonic" item designs to be UAC things. Like armour bonuses based on Doomguy's helmet like in Doom 64, Soulspheres redesigned to be modified medkits like the Berserk pack, and health bonuses being syringes instead of potion bottles. And of course the opposite; backpacks being demonic runes, the 100- and 200-armour pickups having a more medieval design rather than resembling Doomguy's armour, and the computer map thingy being replaced by a scroll with a glowing rune on it or something.
Actually now I think about it. That would be a pretty neat idea for a mapset. Like in UAC sections you get UAC-themed items a I'llnd in Hell sections you get more demonic items. Maybe one map could even be, like, a UAC research station in Hell or part of a facility that got pulled in or whatever that uses both sets of items in different areas.
An experiment with 3D floors, namely making a layered ground-fog effect! In theory, it could also be modified to make shallow water (and other liquids too).
More information on how it works below.
Completely forgot about this. It's actually really cool...
I feel the call of OTEX...
That, and I might polish up those BHDS textures I ripped a while ago to remove the DXT compression, and then use those.
I feel the call of OTEX...
UTAKATA ( Fleeting days ) is a simple 32-level Megawad created by a Japanese DOOM fan. The difficulty is about the same as DOOM 2, or slight
"UTAKATA ( Fleeting days ) is a simple 32-level Megawad created by a Japanese DOOM fan. The difficulty is about the same as DOOM 2, or slightly harder. There are no new enemies, and the maps aren't particularly outstanding, but the goal was to create unique and memorable maps. Several maps are modeled after Japan. I've also used many original textures and illustrations that I created myself. 30+2 unique maps await you.
I hope you enjoy it.
( This is my first post and my English isn't very good, so I apologize for any mistakes )
Title : UTAKATA Filename : UTAKATA.wad Release date : June 27 2026 ( My birth day ) Author : SYU Misc. Author Info : Japanese DOOM fan ( Poor English skills )
* What is included * New levels : 32 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : Yes ( Skill level 5 only ) Other : This game contains depictions of women in bikinis. Please be aware of this if you are sensitive to such content. * Play Information * Game : DOOM2 Map : Map01-32 Single Player : Yes Cooperative 2-4 Player : Not recommended. Deathmatch 2-4 Player : Not recommended. Difficulty Settings : Yes Freelook : No Jumping/crouching : No
Tested with : Crispy Doom, PrBoom+, ZDoom, GZDoom Primary purpose : Single play
* Construction * Base : New from scratch Build Time : 20 years Editor(s) used : DeePsea, Doom Builder 2, Slade, WhackEd4
Known Bugs : With engines other than Z DOOM, textures may not display correctly in some cases. Also, maps using WAV audio files will have no background music ( map18 & map27 ). May Not Run With... : Vanilla Doom"
Because I'm a hack who's bad at pixel-art, I'm using some sprites from Mars 3D (yes really), Strife and Doom 64 for the custom enemies and decorations in Mad Science. And also prerendered sprites for the thing in a tank.
Anyway I'm doing prerendered sprites again, properly this time, and they've turned out. Really good? I'll post a video when I've got the enemy that uses them properly set up.
The only downside is. How the actual fuck do I make a decent-looking death animation
Edit: never mind I made a decent, if subtle, one.
Because I'm a hack who's bad at pixel-art, I'm using some sprites from Mars 3D (yes really), Strife and Doom 64 for the custom enemies and decorations in Mad Science. And also prerendered sprites for the thing in a tank.
Anyway I'm doing prerendered sprites again, properly this time, and they've turned out. Really good? I'll post a video when I've got the enemy that uses them properly set up.