• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
i made a snapmap level with the new hell stuff if any1 wants to check it out heres the tag 5KSNTG3A im disappointed with the lack of voice lines for the demon voice, id have made a whole lot more stuff with it tbh
[media]https://www.youtube.com/watch?v=0iemBglj1Rs[/media]
Damn, I was just about to post that one hahaha.
How common are doors that block backtracking after the first Hell level? It really frustrated me because I just finished it earlier and I noticed I had one secret missing but I decided to clear the last arena first and once I finished it I tried to go back but the door had shut behind me. Up to that point I had 100% completion in every level too. the music from E1M5 in the Destroyed Argent Facility is pretty cool though. I like hearing the incorporation of tracks other than just E1M1, since thats the one pretty much everyone knows
[QUOTE=Ganerumo;50838852][media]https://www.youtube.com/watch?v=0iemBglj1Rs[/media][/QUOTE] Well, we did have "Dookie Nukem", so why not "Fart Doom".
Here are the abilities that have been confirmed for some of the 'heroes' of Quake Champions, if anyone's curious: [quote][B]Ranger [/B]- Sports a [I]throwable teleporter[/I] that you can warp to while it's in flight. [B]Visor [/B]- His [I]piercing sight[/I] ability allows you to see enemy combatants through walls for a brief period of time. [B]Scalebearer [/B]- His [I]Bull Rush[/I] ability allows him to quickly close distance to, and maul enemy combatants. [B]Nyx [/B]- Her [I]Ghost Walk[/I] ability allows her to temporarily turn invisible so she can escape, or re-engage an enemy from unexpected angles. [B]Anarki [/B]- Sports a [I]hoverboard[/I], which appeared to make him faster than the other characters at the expense of armor and health. [B]Sorlag [/B]- Has an area-denial [I]acid spit attack[/I] that can be used to protect power-ups and weapons from falling into enemy hands.[/quote] Am I mistaken in thinking that Sorlag's ability may create some major issues with balance? [editline]6th August 2016[/editline] Here are some more confirmed characters: [quote][B]Galina[/B] - Can throw down [I]Healing Totems[/I] that can heal teammates and blow up to hurt enemies [B]Clutch [/B]- A tank with a lot more health than other characters at the severe cost of speed, has a [I]Shield [/I]ability[/quote]
Yeah, I'm not so sure about Sorlag's "attack" ability. But hey, 4 out of 6 ain't too bad, right?
[QUOTE]allows you to see enemy combatants through walls[/QUOTE] [QUOTE]allows him to quickly close distance to, and maul enemy combatants[/QUOTE] [QUOTE]allows her to temporarily turn invisible so she can escape, or re-engage[/QUOTE] [QUOTE]area-denial acid spit attack[/QUOTE] [QUOTE]Healing Totems[/QUOTE] [B]PURE SKILL™[/B]
The skill to use them effectively.
as long as they have a classic no-bullshit mode I couldn't care less honestly
I wish they'd do something similiar to Unreal Championship 2, First Person shooting or Third Person melee combat, switch between them whenever, with each character having a different melee weapon and attack style. Unreal Championship 2 was awesome.
[QUOTE=Hammer7;50839253][B]PURE SKILL™[/B][/QUOTE] I don't get it. How do any of those abilities imply that skill isn't needed when using them? (except the see-through walls shit)
so i was right about there being at least one heavy character, which means no one's ever going to play him because a slow, tanky character in an arena FPS like this is a very dumb idea
The amount of games giving players 'hacks' as an ability is fucking retarded. Their creative teams must suck dick. Pulse in rainbow six siege has a gadget that picks up heartbeats through a wall which allows him to fuck you over. Widowmaker in overwatch giving her entire team the ability to see through walls. (Soldier 76 getting an aimbot as an ultimate too) I think there is a gadget in Black Ops 3 relating to a wall hack as well as a kill streak, which gives away enemy positions and the way they are facing on your mini map.
That's how modern game design works, players don't want to play video games, so let's just provide mechanics that play the game for them
I just want my John Doom to be confirmed.
[QUOTE=Hammer7;50839253][B]PURE SKILL™[/B][/QUOTE] Wait and see if there's a classic mode before trashing it. I know it makes you feel bang tidy jumping the gun like this but seriously, give them a chance. We're getting classic Doom MP mode so it's hardly impossible for it to occur with Quake as well.
[QUOTE=Hammer7;50839253][B]PURE SKILL™[/B][/QUOTE] How exactly is it fair then, that one person can have the railgun and the rest cant. If you claim you want your quake to be [I]perfectly fair[/I], then that means everyone has all the weapons with ammo available each and every time they respawn. You are misguided if you think opportunity doesn't play into it just as much as how well you click the enemies.
[URL="https://webm.lol/v/1z23e33d78"]Someone's been leaking out Quake Champions gameplay[/URL] The visuals look better here than they did in the trailer for some reason.
[QUOTE=xianlee;50839343]The amount of games giving players 'hacks' as an ability is fucking retarded. Their creative teams must suck dick. Pulse in rainbow six siege has a gadget that picks up heartbeats through a wall which allows him to fuck you over. Widowmaker in overwatch giving her entire team the ability to see through walls. (Soldier 76 getting an aimbot as an ultimate too) I think there is a gadget in Black Ops 3 relating to a wall hack as well as a kill streak, which gives away enemy positions and the way they are facing on your mini map.[/QUOTE] But, multiplayer games are not about gameplay and skill, they are about unlocks, skins, hats and gambling.
[QUOTE=bigbadbarron;50839610]If you claim you want your quake to be [I]perfectly fair[/I], then that means everyone has all the weapons with ammo available each and every time they respawn.[/QUOTE]This was actually a mode in Quake Live. Clan Arena mode. Team mode, spawn with everything except the BFG, one life, last team standing. It was round based like CS. I suspect it will return. [QUOTE=zeldar;50839611][URL="https://webm.lol/v/1z23e33d78"]Someone's been leaking out Quake Champions gameplay[/URL] The visuals look better here than they did in the trailer for some reason.[/QUOTE]It's because it's shot off of a screen, resulting in blurring, whacked out brightness and contrast, and heaps of bloom on brief bursts of brightness (like explosions). Your brain is filling in the resulting lack of information, and it likes what it conjures up.
It's becoming more and more clear to me that it's impossible to do anything interesting with an Arena shooter without people immediately complaining about it.
[QUOTE=spekter;50839586]Wait and see if there's a classic mode before trashing it. I know it makes you feel bang tidy jumping the gun like this but seriously, give them a chance. We're getting classic Doom MP mode so it's hardly impossible for it to occur with Quake as well.[/QUOTE] There won't be. Calling it now.
[QUOTE=Doom64hunter;50839965]It's becoming more and more clear to me that it's impossible to do anything interesting with an Arena shooter without people immediately complaining about it.[/QUOTE] Because DOOM, even despite its multiplayer behind handled by someone other than Id, demonstrated that trying to mix classic with modern without any real forethought makes for a really fucking bland arena shooter. Hell, were it not for map power-ups and pickups for health/armor, it wouldn't be an arena shooter and a number of people are tenuous about it and the term already. Quake Champions is being co-developed with Saber Interactive, who have a worse track record than Certain Affinity did, and while the classic Q3A gameplay is more technically intact than with DOOM's multiplayer, the abilities could potentially be cool, a thorn in the side of the whole thing (especially if they do a stupid system where the individual characters have to be unlocked despite being a retail product game), or potentially ruin it. Everyone has the right to their opinions, and most opinions are skeptic because little what we've seen doesn't leave a good impression. And when a game is billed as "PURE SPEED, PURE SKILL, PURE FPS" and then you have characters with their own individual advantages and disadvantages as well as unique powers for something that is about individual player capability and traditional map control? That's two conflicting, headbutting ideologies that many people feel is jumping on a trend bandwagon rather than trying to reinvent or freshen it up proper. If they want to make a better impression, they have to go out of their way to quell fears and show things for what they are. Not just limit their info to interviews, press releases, and really crappy trailers.
[QUOTE=Doom64hunter;50839965]It's becoming more and more clear to me that it's impossible to do anything interesting with an Arena shooter without people immediately complaining about it.[/QUOTE] That's because the arena shooter genre peaked at Unreal Tournament, and everything after that was just spinning the wheels.
[QUOTE=Skerion;50837613]For some reason, that gun kinda looks like a flashlight to me.[/QUOTE] Yeah, I'm loosely following a rule when it comes to drawing assets, where if it takes longer than 15 minutes then I'm doing it wrong. I tried to draw a pistol of all things at first, but then after realizing I've spent way to long trying to get the proportions right, I remembered the rule and scrapped it, then I drew what you see now in like 1 minute. It's way better than a pistol now :v:
Honestly I wouldn't even be so obnoxious about Quake Champions if it wasn't pretty much billed as a Quake 3 Arena successor. If they'd made a different IP, it'd still be compared but I'd be less bothered so long as they don't advertise it poorly too. Hell, the whole Champions idea is begging for a triple-A take on Generations Arena, where Id has a bunch of their iconic characters from different franchises with their own abilities and weapons duking it out. Instead it's practically just a Quake 3 reboot.
Having an ability to put a damage AoE on a small zone is not really all that different from camping a powerup spot with a railgun and line up anyone who gets close. Considering this is a game with a lot of mobility, rocket jumping and bunny hopping and whatnot, I think most of these abilities are very easy to avoid/counter entirely.
[QUOTE=Ganerumo;50840093]Having an ability to put a damage AoE on a small zone is not really all that different from camping a powerup spot with a railgun and line up anyone who gets close. Considering this is a game with a lot of mobility, rocket jumping and bunny hopping and whatnot, I think most of these abilities are very easy to avoid/counter entirely.[/QUOTE] I would argue it's a little different, seeing as a player has to go get a railgun and live long enough to camp out items, whereas with the AoE thing the player will have it on a fresh spawn.
[QUOTE=Kegan;50840117]I would argue it's a little different, seeing as a player has to go get a railgun and live long enough to camp out items, whereas with the AoE thing the player will have it on a fresh spawn.[/QUOTE] We don't know the cooldown of the abilities, so it may be stupidly long, too long to make it a viable skill to just camp out an item. Not to mention that it doesn't guarantee you'll get the item or that someone won't just turbo bunnyhop into the item and out of it fast enough to hardly take a tick of damage.
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