• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
Yeah it sucks, i bought megaton to play it with my friends in coop then the next day they went to buy it and it was gone. I ain't paying $20 just to play coop Looks pretty good in eduke [video=youtube;JNs-E-BrF7o]https://www.youtube.com/watch?v=JNs-E-BrF7o[/video]
[QUOTE=Doom64hunter;51208226]The biggest drawback of eDuke32 is still that it doesn't have any multiplayer though. If it weren't for that then there'd really be no reason to use either the Megaton Edition or World Tour.[/QUOTE] Megaton Edition at least gave you all the expansions for $10, so there was reason for people with eDuke to pick it up
Johnny Doom, The Brutal Doom Variant That Is Good has gotten a [url=http://forum.zdoom.org/viewtopic.php?f=19&t=47229]massive update[/url]. If you haven't played Johnny Doom before, here's the long and short of it: - Dumb taunting stuff replaced with GRENADES and FIGHTING (in the form of seperate punch and kick keys for combo fun) - Brutal Doom Fatalities, barrel kills, explosion multikills, destroying scenery props and generally making a big ol' mess is rewarded with wee little bonuses to keep you going - Killing monsters and finding random treasure drops fill up your J Meter. When it's full, you can press a key to spend it on a random time-limited powerup like "reloads disabled", "exploding headshots" or "total invisibility" - You can toggle Vanilla Weapons and Monsters if you don't like the Brutal changes - Ammo backpacks also give you a radio that you can use to summon a Marine buddy to follow you around, communicate solely in movie quotes and kick a surprising amount of ass Here's a old WIP video of this version: [video=youtube;LsR2E8i2-mo]http://www.youtube.com/watch?v=LsR2E8i2-mo[/video]
the best change was the way random crits are handled the short windup gives you just enough time to react and get in someones face and punch it off
So it's basically Project Brutality with different stuff? I won't say no to it but it's not that different from other mods.
[QUOTE=maniacykt;51210679]So it's basically Project Brutality with different stuff? I won't say no to it but it's not that different from other mods.[/QUOTE]I haven't played Project Brutality so I can't realistically compare them, but to me it feels like a nice update of BD with some of the more questionable design decisions changed and the ego removed... if that makes sense.
Johnny doom has THIS though. [vid]https://my.mixtape.moe/xmnpnd.webm[/vid]
gorilla warfare RIP titlemap
Are the new levels in World Tour good enough to wait a while for a discount?
[QUOTE=Tuskin;51211005]Are the new levels in World Tour good enough to wait a while for a discount?[/QUOTE] No. Some people are already working on getting those new levels to work with the eduke32 source port. In fact the levels work, but they're still working on getting the new enemies and that new weapon in.
Well I'd still need to BUY the game to get the files. Which is why I asked.
Oh if that's the case then yeah I guess you could just buy WT to save yourself the trouble.
[QUOTE=Durrsly;51206928]Just ordered a SNES copy of Spectre. My 16-bit shooter collection is coming along nicely, if a bit slowly. Currently I've got Zero Tolerance, Wolfenstein 3D, and Faceball 2000. With this I'll have all the ones that play decently. Now I'm mentally debating on Mega Drive Duke 3D or SNES Doom for my next one. Doom is closer to the PC version by a long shot in terms of content, but Duke 3D plays better. EDIT: Or maybe Battle Frenzy for some multiplayer action. For some reason German copies are a lot cheaper than others.[/QUOTE] Looks like I wouldn't need to get Battle Frenzy for 16-bit multiplayer shooting. I flipped through the manual for Sprectre online, and found out it had splitscreen, and a handful of modes like Deathmatch, Co-Op, and CTF (with bots). I'm surprised that 2 of the 3 SNES shooters I own have multiplayer EDIT2: Gave Doom SNES a shot in Higan (For accuracy to a real SNES), and it's a lot more tolerable than I thought it would be. It's nowhere as good as the PC, and behind even contemporary ports, but it's not unplayable. I may pick it up
Oh, thank god. [T]http://i.imgur.com/XtFEjjj.png[/T] The map was TNT map14 steelworks btw. I got to it like this: [T]http://i.imgur.com/WxIUV3q.png[/T] Edit: I didn't use manual saves and difficulty was UV.
[QUOTE=HL_Tentacle;51212245]Oh, thank god. [T]http://i.imgur.com/XtFEjjj.png[/T] The map was TNT map14 steelworks btw. I got to it like this: [T]http://i.imgur.com/WxIUV3q.png[/T] Edit: I didn't use manual saves and difficulty was UV.[/QUOTE] Map14 really sucks in TNT. There are too many unavoidable crushers and poison floors.
[QUOTE=mcattack1092;51212900]Map14 really sucks in TNT. There are too many unavoidable crushers and poison floors.[/QUOTE] There's only two crushers needed for progression, both which can be outrun easily. It's the amount of hitscanners that's the real problem. Gotta rev up that chaingun if you want to have any shells after your done with the over 100 riflemen taking chip damage off you.
i just bought doom 4 and i have only 1 question: there is anyway to increase music volume past 100%? like with some console command or .cfg file?
[QUOTE=C4rnage;51216673]i just bought doom 4 and i have only 1 question: there is anyway to increase music volume past 100%? like with some console command or .cfg file?[/QUOTE] Easiest way you could do something that would be like increasing music volume past 100% would be lowering everything else and then increasing your system volume.
[QUOTE=C4rnage;51216673]i just bought doom 4 and i have only 1 question: there is anyway to increase music volume past 100%? like with some console command or .cfg file?[/QUOTE] turn up your speakers
So in DOOM (2016) how do the hologram visions work that arenn't activated by a panel? Eg. the ones in the Lazarus level.
[QUOTE=Lexinator;51220358]So in DOOM (2016) how do the hologram visions work that arenn't activated by a panel? Eg. the ones in the Lazarus level.[/QUOTE] Well, in the E3 presentation it was via use of an Echo device the player carried on their armor if I remember right, but eventually the devs decided that having to use the Echo manually all the time would probably be a real pain and interrupt the gameplay flow too much by itself. So the sequences happen automatically or with scripted situations, with no real need for an explanation besides "i guess the doomguy's armor is picking up data here" Looking at the E3 presentation again, it's weird how similar yet different it is. While the weapons seemed to operate the same (besides chainsaw mechanics), the pinata system was just liberally dropping health and ammo without even needing glory kills, especially when the player needed them, and the ammo / item pickups were in full text on the side rather than the color-coded icons the final game had (not to mention having unique models, compared to E3 having boxes with logos on the side). The Hell Razer laser beams seemed to be a Possessed Soldier trick as well, but probably got removed from the latter so the former remained more unique. Some effects were more prominent in the environment, like how the first Hell level is completely lacking the lightning effects in final, not to mention a very different teleportation effect that was more wispy. Performance wasn't optimized yet, in certain moments Bethesda's own upload runs at 60fps but most of the time it was 30 or lower. And of course the desaturation the E3 build had was not only removed, but things like the hud were turned from a blank white to various colors. It's always fun to see how much a game's changed.
Look, it's not dead despite everyone's expectations! And even got a release date: "probably before Halloween" [video=youtube;VfeyAtN8odg]https://www.youtube.com/watch?v=VfeyAtN8odg[/video]
So I fired up DOOM today and all the music and shit is in a lower pitch, anyone else had this problem?
[URL="http://www.eurogamer.net/articles/2016-10-19-doom-2-modder-spends-300-hours-making-a-three-hour-level"]http://www.eurogamer.net/articles/2016-10-19-doom-2-modder-spends-300-hours-making-a-three-hour-level[/URL] [IMG]http://puu.sh/rNWaU/7c304af5f0.png[/IMG]
11,6 GB update for DOOM.
[QUOTE=Antimuffin;51227381]11,6 GB update for DOOM.[/QUOTE] This literally leaves 2 GB left on my SSD, I have no choice but to back up the entire game (once it's done updating which will be a slow and grueling slog) and then put it on my normal hard drive. [editline]19th October 2016[/editline] I don't get why [url=http://steamcommunity.com/app/379720/discussions/0/343787283750503698/]this[/url] is 11.6 GB huge, unless they put future content into the game files without saying so again.
[QUOTE=Antimuffin;51227381]11,6 GB update for DOOM.[/QUOTE] Content will probably be limited to one new multiplayer boss, a weapon and a game mode. Piss.
I think its weird there is no patch log but I think its pretty obvious what we downloaded is files in prep for the next DLC and free update aka Arcade mode.
[QUOTE=doommarine23;51227569]I think its weird there is no patch log but I think its pretty obvious what we downloaded is files in prep for the next DLC and free update aka Arcade mode.[/QUOTE] I dunno, we got DLC 1 info way ahead of time before and the update was like a day before the DLC release proper? Unless they literally have to reupload maps in their entirety to the game for some obscenely stupid reason just because they're separately tweaked for Arcade Mode, I don't see why that should be so huge either. The patch logs just mention a bunch of tweaks/patches for campaign, snapmap and a new Deathmatch and Private Games thing. [editline]19th October 2016[/editline] Oop, there's the new DLC and Arcade Mode achievements now officially in the main pool. I don't remember any talk about the 2nd DLC, but it seems multiplayer has a playable Cacodemon and 'Reaper' in it.
I was going to mention actually that the patchnotes you mentioned are a month old, that update (private matches) was released already.
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