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/vr/ - Retro Games

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>> No.8136625 [View]
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8136625

>> No.8070958 [View]
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8070958

>>8070936

>> No.7365938 [View]
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7365938

>>7365929

>> No.7099314 [View]
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7099314

>>7098246
If you haven't played Scythe yet, I'd recommend that the strongest. It starts off very easy and ends very hard so it has the full spectrum of difficulty and will engage you no matter what. Also the low difficulty of the first episode (first ten maps) means you can try to beat them in one run without dying, and if that's too easy, you can do it with fast monsters on.

And as for other maps: (vanilla) Base Ganymede, Doom Zero, Suspended in Dusk, No End in Sight, (limit-removing) any of the DBP's (Doomer Boards Projects), there's like 30 of them, try DBP20 or DBP01 (this one doesn't have difficulty settings so you'll have to change it to skill 1 if you want to make it easier), Double Impact, A.L.T., Sacrament, Deathless, Deus Vult, End Point, JPCP, Nerve.wad, Scythe 2, Scythe X, Sigil, Syringe, Struggle: Antaresian Legacy, Whitemare

>> No.6502923 [View]
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6502923

Where did all the sudden hate for Freedoom come from? Is it just one guy shitposting? /vr/ used Freedoom as its IWAD to play PWADs for as long as I can remember.

>> No.6463958 [View]
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6463958

How did Freedoom get it so right? I mean, first there was Doom and Doom 2, with its set of sprites and sounds. Then, there was Doom 64, where some things were worse, like the imp death sound or the cacodemon sprites aren't the best, but the new mancubus and BFG are fuckin' bad ass. But Freedoom got literally EVERYTHING perfect: the new zombiemen sprites and sounds, the new mancubus, the new plasma gun, everything looks and sounds great. How did they do it?

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