• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
Too bad we don't have a Blood thread, I'm playing it and it's so silly.
[QUOTE=thisispain;47848855]Too bad we don't have a Blood thread, I'm playing it and it's so silly.[/QUOTE] I think what is really silly is that the source code for it is effectively [B]GONE FOREVER[/B]
Same goes for Blood 2 and Shogo:MAD, they need source ports badly. It seems every good Monolith game disappears into nothing, sad considering they were one of the most creative FPS people around. The rights to No-One Lives Forever sits somewhere neglected in an abandoned desk they now only use to reach the breaker-box in the basement; at least we have the source code for that.
[QUOTE=doommarine23;47848129]@codswag[/QUOTE] [media]http://www.youtube.com/watch?v=99Gwbf_wYHk[/media] There must be some rule that says if it exists, it's in Doom form too. There's also [URL="http://forum.zdoom.org/viewtopic.php?t=34569"]Call of Dooty[/URL] if you want another direction.
Hideous model rips aside, I think real guns advanced is really good and I find myself playing it multiplayer frequently with others
[QUOTE=Kegan;47849239]Hideous model rips aside, I think real guns advanced is really good and I find myself playing it multiplayer frequently with others[/QUOTE] I just wish it was based off of Black Ops 1/2, although failing that I suppose Modern Warfare 2 is a good choice. At least it doesnt use the weak-sounding guns from Ghosts. Ghosts is a terrible game.
Very unlikely to happen but I would love to see the new doom game have an option for old school weapon position and reload animations, so that the weapon is centered and the reload is only four frames of choppy animation.
[QUOTE=Ganerumo;47849393]Very unlikely to happen but I would love to see the new doom game have an option for old school weapon position and reload animations, so that the weapon is centered and the reload is only four frames of choppy animation.[/QUOTE] I actually dont know why right-sided weapons is the goto. When your aiming a weapon, you do tend to hold it to the center of your vision then again, I only played with nerf guns which have no weight or recoil
[QUOTE=Biohazard99;47849529]I actually dont know why right-sided weapons is the goto. When your aiming a weapon, you do tend to hold it to the center of your vision then again, I only played with nerf guns which have no weight or recoil[/QUOTE] Because hip-firing logic, most people are right-handed so they have the gun pressed against the right shoulder or side of their waist. Actually holding guns in the center Doom-style would be implausible or very.. awkward. Especially with the kick of things like shotguns.
[QUOTE=Xubs;47849587]The real problem with the way FPS protagonists hold guns is that they just have arms which are able to hold shit still for way longer without getting tired than any normal person should, but that's totally justifiable since, you know, it's a video game.[/QUOTE] Not to mention everyone in modern shooters seems to have fish eye tunnelvision and hold their guns and hands really fucking close to their faces.
[QUOTE=Biohazard99;47849529]I actually dont know why right-sided weapons is the goto.[/QUOTE]Because it lets you see more of the cool gun graphics without obscuring your vision too much.
I wonder if Doomguy holding the pistol left-handed was a mistake or if he's meant to be ambidextrous. He does fire all other weapons with his right hand and only supports them with the left after all.
[QUOTE=Ganerumo;47850033]I wonder if Doomguy holding the pistol left-handed was a mistake or if he's meant to be ambidextrous. He does fire all other weapons with his right hand and only supports them with the left after all.[/QUOTE] Not to mention he also punches with his left hand v:v:v
[QUOTE=Doom14;47846634]Whadda mean HD's slow? I'm only 15 seconds over par! [media]http://www.youtube.com/watch?v=zaQCyjjOWbU[/media] [sp]FRAPS captured my mic and frantic clicking, so I slapped over Map01 from Kinkiness. Sorry 'bout that. And yes, this is a joke. :v[/sp][/QUOTE] HD gameplay is always fun to watch. Are there any players who've done a series of videos using it? It'd be interesting to see a good player get through all of Doom 2 or something. [editline]31st May 2015[/editline] [QUOTE=Doom14;47848942][media]http://www.youtube.com/watch?v=99Gwbf_wYHk[/media] There must be some rule that says if it exists, it's in Doom form too. There's also [URL="http://forum.zdoom.org/viewtopic.php?t=34569"]Call of Dooty[/URL] if you want another direction.[/QUOTE] I like that mod, but I wish someone would go into it and replace the weapon sounds. A lot of them are terrible and don't have enough "oomph." The later games got a little better about it, but CoD gun sounds have never sounded very good.
[QUOTE=Ganerumo;47849393]Very unlikely to happen but I would love to see the new doom game have an option for old school weapon position and reload animations, so that the weapon is centered and the reload is only four frames of choppy animation.[/QUOTE] I fucking hope doom 4 will have a SDK or similar early. They'll kill it otherwise. Even though many aren't great at making 3D compared to sprites so is there still tons of other things people can mod.
[QUOTE=Doom14;47848942][media]http://www.youtube.com/watch?v=99Gwbf_wYHk[/media][/QUOTE] Exclusive leaked gameplay footage of the cancelled Doom 4.
Ok this is a pretty great mod. It adds weapons and enemies from Star Wars Dark Forces 1 The latest downloads are on page 4 [url]http://forum.zdoom.org/viewtopic.php?f=19&t=46173[/url]
[QUOTE=Tuskin;47853520]Ok this is a pretty great mod. It adds weapons and enemies from Star Wars Dark Forces 1 The latest downloads are on page 4 [url]http://forum.zdoom.org/viewtopic.php?f=19&t=46173[/url][/QUOTE] That is excellent, dark forces had the best feeling guns. Thermal Detonators need to push enemies back though like in DF, they don't feel nearly as fun without that. And somebody needs to make a star wars texture pack for doom right now.
[url=http://nankakurashiki.tumblr.com/]Kurashiki[/url] wants to tell you a story. [IMG]http://i.imgur.com/UFdYOoD.png[/IMG]
[QUOTE=Doom14;47848942][media]http://www.youtube.com/watch?v=99Gwbf_wYHk[/media] There must be some rule that says if it exists, it's in Doom form too. There's also [URL="http://forum.zdoom.org/viewtopic.php?t=34569"]Call of Dooty[/URL] if you want another direction.[/QUOTE] BLOODY SCREEN! So real
[IMG]http://i.imgur.com/JI8upwT.gif[/IMG] Just a little thing I'm working on, everyone forgot HacX but me.
[QUOTE=Ghost101;47850388]HD gameplay is always fun to watch. Are there any players who've done a series of videos using it? It'd be interesting to see a good player get through all of Doom 2 or something.[/QUOTE] No idea. I'd be tempted to make a full recording of Map01-32 in it, but even that bullrushed Map01 run took me about 20 tries. Most of the time, I got slaughtered in the first bend. :v: Taking even one bit of damage in HD can be a death sentence and the occasional respawn-capable monsters really make it hell. Also, hitscanners in open areas.
I'm thinking about making some sort of top down Doom remake in Gamemaker just for the hell of it. Has anybody ever made anything similar before? The idea just sort of struck me as I was taking a shower.
[QUOTE=riki2cool;47855045]I'm thinking about making some sort of top down Doom remake in Gamemaker just for the hell of it. Has anybody ever made anything similar before? The idea just sort of struck me as I was taking a shower.[/QUOTE] I've goofed around and flirted with such ideas but never really done much. I think it shouldn't be *too* hard to create, depending on the level of complexity you'd want to do, even the inventory would be fairly simple because its a persistent one that is simply "If you have this weapon, you can select it"
[QUOTE=Doom14;47854860]No idea. I'd be tempted to make a full recording of Map01-32 in it, but even that bullrushed Map01 run took me about 20 tries. Most of the time, I got slaughtered in the first bend. :v: Taking even one bit of damage in HD can be a death sentence and the occasional respawn-capable monsters really make it hell. Also, hitscanners in open areas.[/QUOTE] Sometimes it can play well with Oblige sets if you keep the monster count fairly low. With HD you need like lowest difficulty spawns just to get through some of the later maps.
[QUOTE=Ghost101;47855112]With HD you need like lowest difficulty spawns just to get through some of the later maps.[/QUOTE] I tried to do Map 01 and 02. 2:15 and 6:something respectively. But then a shotgun guy in the exit room of Map 02 killed me and I about ragequit right there. Maybe another day. HD is just so devilishly hard without abusing quicksaves. Going to upload the 10x speed reel of fuckups if it turns out ok. :v: And here it is: [media]http://www.youtube.com/watch?v=8oaJHhWiDk4[/media] HD - Not even once.
It's extremely surreal to play the PSX Doom total conversion with Doom 64 weapons, monsters and items. Like an unholy hybrid that somehow makes sense.
apparently supernatural got a small and quiet update some time ago and i gave it another play was fun and the boss encounter is still rather impressive despite how lag inducing it is
I've finished the map that I was working on. Went back and forth play-testing and adjusting the ammo count when necessary and I think I'll try and make another map to follow up this one. This map doesn't dive straight into the difficulty unless you count high numbers of enemies and slightly cramped corridors. If you're interested in playing then just PM me. Vertices: 1228 Sides: 2454 Lines: 1534 Sectors: 321 No errors in the map analysis mode either. [t]http://i.imgur.com/Lzs5R0F.png[/t] [t]http://i.imgur.com/tePYNjw.png[/t][t]http://i.imgur.com/O3QzNDp.png[/t][t]http://i.imgur.com/qMdQCOR.png[/t] [t]http://i.imgur.com/STvRM1A.png[/t][t]http://i.imgur.com/7HP77xy.png[/t]
[QUOTE=Sonic Fan;47859789][t]http://i.imgur.com/tePYNjw.png[/t][t]http://i.imgur.com/qMdQCOR.png[/t][/QUOTE] I'm no map maker, but I sure play a lot of maps - so I'm not sure how much that validates my opinion when I say that the corridor is a bit off. Highlighting/detailing the rims of walls isn't always a bad thing, but here, it's very blocked out and sort of out-of-place looking. That texture clash really just doesn't seem needed. Other than that, it's quite nice looking.
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