[QUOTE=Sasupoika;50456414][img]http://i.imgur.com/DVZxKcY.png[/img]
I should really wrap this up now... Still, some rooms to go and plenty of time until deadline.[/QUOTE]
Ooh, I like how this layout looks. Nice shapes going on.
[IMG]http://i.imgur.com/p50ntPv.png[/IMG]
Started on my map for [url=https://www.doomworld.com/vb/wads-mods/88614-mayhem-16-juneheim/]Mayhem 16.[/url]
[QUOTE=doommarine23;50455962]I don't revere doom :pudge:[/QUOTE]
Your fucking name is doommarine23.
You one bipolar nigga
[QUOTE=SIRIUS;50457404]When I sad jazz... it's more the melodies really and the harmonies sometimes. for example the tri-tones in e1m1[/QUOTE]
I will also concede many tracks utilize 12 bar blues form. When I imagine these songs in a smaller chamber/combo setting I can see your point. If I had any midi knowledge, it would be interesting to see them rescored for traditional jazz intruments. JazzDoom...
[QUOTE=JohnnyOnFlame;50456759]
Also, new FP's coming up, and I see there's already a subforum dedicated to Classic FPSes, do we even have enough people to make the split worth it?[/QUOTE]
I don't think that's a very good idea. For a start, this thread has [I]how[/I] many regular posters? Secondly, there's no knowing if drama will occur and a further split will happen. I think it's best just to leave it in general games, if there's going to be a new one.
I didn't know that the songs were taken from metal songs though, that's awesome
[media]https://youtu.be/863D-TWAbJQ[/media]
Not bad, the more those sprites are used, the better. I wish he'd made them with the armored up Doomguy hands/arms, though. That plus a true visor view HUD would have been great. Even Doom 4 missed a good opportunity to do a Metroid Prime/Republic Commando style HUD view where you can see your helmet. I got so hyped up when I actually saw the edges of the helmet when he put it on, then it disappeared. :v:
On an unrelated note, can anyone recommend some good Doom 1 and 2 remixes to play through with? I've been trying to find a good one that's not super heavy metal but not too MIDI either.
Is there a tutorial for endless (up to 255) wave based survival mode mapping for Classic Doom/2, the ones I keep finding has a 10~ wave limit, or is that not possible in classic?
It'd be really cool if he made a version with armored up arms, and armored up legs for the kick attack.
[QUOTE=spekter;50456042]An hour really isn't much of a fair run for a game like this given how it escalates. If you felt enemies weren't threatening then bump it up a difficulty level.
I'd disagree with the feedback comment heavily though.
Take damage = health bar goes down, minor shake and screen flash
Pick up ammo/health = health or ammo goes up
Shoot enemy = hit reaction based on type of enemy, where you hit, how much dmg you do AKA imps stun easily, hellknights not so much
Unless you want the game to stop, flash big lights everywhere and have a booming voice describing in detail what you just did I'm not sure what more could be done to improve feedback.[/QUOTE]
There was no screen flashing or shaking, only time i knew i was getting hit sometimes was glancing down and noticing I had less health or seeing a tiny arrow. In Quake/Doom there were very clear indicators of getting hit or getting items. I've played Quake for the first time recently and I regret not playing it sooner, it does everything right. Every moment is pure fun (also helps it loads levels in a second or less so failing is painless).
I don't normally like playing newer games on brutal difficulties due to death being long and drawn out or too punishing for someone who is inconsistent, or levels take way too long to load up again.
I guess the reason it frustrates me so much is because practically everyone around me loves the game, and I feel like something is wrong with me because people give me a shitty look when I say I don't like it.
I just wish that the new DOOM had a song in it that sounded like [URL="https://youtu.be/tEAYqiKFk9c"]Hiding The Secrets[/URL].
[QUOTE=hoodoo456;50455806]
[video=youtube;pNkQMtZAMAw]https://www.youtube.com/watch?v=pNkQMtZAMAw[/video]
[/QUOTE]
I just realized that those videos use the edited picture with Toot Revenant.
[QUOTE=Kegan;50457050]Holy shit. How many maps have you made before? That layout looks impressive[/QUOTE]
Thanks.
[img]http://i.imgur.com/9O8EA8Q.png[/img]
Not my first map. I have done few practice-maps, but I haven't finished/released any maps before this ( well, this one is not finished yet either ).
[QUOTE=nagachief;50458105]There was no screen flashing or shaking, only time i knew i was getting hit sometimes was glancing down and noticing I had less health or seeing a tiny arrow.[/QUOTE]
Yes there is? You can't just deny the existence of a mechanic and then say the game is bad because of that when that mechanic is very much there and is clear as day.
[QUOTE=the tee;50457896][media]https://youtu.be/863D-TWAbJQ[/media][/QUOTE]
Good to see people with old PCs can now play DOOMâ„¢ too.
I wonder how well the new Enemy designs would translate into sprite form.
I imagine it'd be case-by-case. Larger monsters like Pinkies and Barons of Hell would probably translate pretty well, but smaller monsters with more detail might end up a little muddy. Though Imps seem to have more defined boundaries on their exoskeleton or whatever their body is, so they'd probably translate well despite being smaller.
Eh, I'm sticking with [url=https://www.doomworld.com/vb/wads-mods/88692-v0-1-1-argent-xaser-does-doom-4/]Argent.[/url] It's a damn good mod that uses the new Doom 4 sprites while keeping things simple.
[QUOTE=ironman17;50459215]I imagine it'd be case-by-case. Larger monsters like Pinkies and Barons of Hell would probably translate pretty well, but smaller monsters with more detail might end up a little muddy. Though Imps seem to have more defined boundaries on their exoskeleton or whatever their body is, so they'd probably translate well despite being smaller.[/QUOTE]
I think the Pinky and Mancubus easily translate over, mostly given their similarities to the original sprites. Hell Knights don't have a design equivalent but I think they could work too.
Yeah, their faces would probably look like a low-rez bowl of mouldy oatmeal once they've been downgraded.
[QUOTE=nagachief;50458105]There was no screen flashing or shaking, only time i knew i was getting hit sometimes was glancing down and noticing I had less health or seeing a tiny arrow. In Quake/Doom there were very clear indicators of getting hit or getting items. I've played Quake for the first time recently and I regret not playing it sooner, it does everything right. Every moment is pure fun (also helps it loads levels in a second or less so failing is painless).
I don't normally like playing newer games on brutal difficulties due to death being long and drawn out or too punishing for someone who is inconsistent, or levels take way too long to load up again.
I guess the reason it frustrates me so much is because practically everyone around me loves the game, and I feel like something is wrong with me because people give me a shitty look when I say I don't like it.[/QUOTE]
You're either not paying enough attention to notice the hit sounds, the screen flash and the shaking or the fact that you're playing on the extreme low settings has something to do with it. Because otherwise they're as clear as day and you'd have to be blind/deaf not to notice them.
Don't like the soundtrack? That's Ok because it's entirely subjective, not necessarily a problem with the game.
Enemies are non-threatening? You probably didn't even finish the second level. The only enemies you would've faced are Possessed, Imps, Soldiers and maybe a Hell Knight or two if you got far enough on normal difficulty. The first mission is basically a walk in the park crossed with a sitting duck shooting gallery. That's 4 out of 20 enemies in the game that you've faced, how can you know that they are all non-threatening? (This also heavily depends on what difficulty you play on, Imps on normal and easy are a pushover, but on higher difficulties they can fuck you up before you can blink).
As for the weapon sounds? By then you'd only have 2-3 of the 10 single-player weapons so it's not a fair judgement to say they all sound flat and weak, you haven't even used them all yet. (Yeah the pistol sounds weak but that's because it is weak)
If you gave the same criticism here as you did to the people who are giving you shitty looks then I really can't blame them. It's like reading the first 5 pages of a book, dropping it and going "nah it's shit". You're well within your right to an opinion but you've hardly given the game a fair chance.
I recorded this to show you just how obvious it is when you get hit. Because I really don't buy any of what you say in regards to hit notification and it seems like you're listening to the audio through a pair of cheap earphones and wearing 3 pairs of sunglasses while you play.
[vid]http://webm.land/media/Lg3M.webm[/vid]
[editline]uhohspaghettio[/editline]
Sorry if this post comes across as a bit harsh.
I have a gloriously stupid idea... And I'm going to DO IT.
...A Snapmap Visual Novel.
[QUOTE=certified;50459576]I have a gloriously stupid idea... And I'm going to DO IT.
...A Snapmap Visual Novel.[/QUOTE]
Romance the Imp he's so Kawaii.
[QUOTE=nagachief;50458105]There was no screen flashing or shaking, only time i knew i was getting hit sometimes was glancing down and noticing I had less health or seeing a tiny arrow. In Quake/Doom there were very clear indicators of getting hit or getting items. I've played Quake for the first time recently and I regret not playing it sooner, it does everything right. Every moment is pure fun (also helps it loads levels in a second or less so failing is painless).
I don't normally like playing newer games on brutal difficulties due to death being long and drawn out or too punishing for someone who is inconsistent, or levels take way too long to load up again.
I guess the reason it frustrates me so much is because practically everyone around me loves the game, and I feel like something is wrong with me because people give me a shitty look when I say I don't like it.[/QUOTE]
I have the game uninstalled at the moment because I need the space on my tiny 460GB HDD but I remember it having a bit more of an indicator of damage taken, like the game would make warning beeps if health was low.
Not sure what you mean by long and drawn out, I found in Nightmare that I die quick and so do the enemies, its not a very drawn out process unless I'm fighting for my life but isn't that the fun of a game, to have a story to tell? Regardless, I get it and I know it sucks to feel like the odd one out but its entirely fine you hate or dislike the game. People are just being stupid and its not your fault they can't handle you having your own opinions, don't blame yourself for that. Its mean its okay to rethink your feelings and opinions on something because of other people's input, but don't get frustrated about it, its just a game.
[QUOTE=WJS;50459563]You're either not paying enough attention to notice the hit sounds, the screen flash and the shaking or the fact that you're playing on the extreme low settings has something to do with it. Because otherwise they're as clear as day and you'd have to be blind/deaf not to notice them.
Don't like the soundtrack? That's Ok because it's entirely subjective, not necessarily a problem with the game.
Enemies are non-threatening? You probably didn't even finish the second level. The only enemies you would've faced are Possessed, Imps, Soldiers and maybe a Hell Knight or two if you got far enough on normal difficulty. That's 4 out of 20 enemies in the game that you've faced, how can you know that they are all non-threatening? (This also heavily depends on what difficulty you play on, Imps on normal and easy are a pushover, but on higher difficulties they can fuck you up before you can blink).
As for the weapon sounds? By then you'd only have 2-3 of the 10 single-player weapons so it's not a fair judgement to say they all sound flat and weak, you haven't even used them all yet. (Yeah the pistol sounds weak but that's because it is weak)
If you gave the same criticism here as you did to the people who are giving you shitty looks then I really can't blame them. It's like reading the first 5 pages of a book, dropping it and going "nah it's shit". You're well within your right to an opinion but you've hardly given the game a fair chance.
I recorded this to show you just how obvious it is when you get hit. Because I really don't buy any of what you say in regards to hit notification and it seems like you're listening to the audio through a pair of cheap earphones or something.
[vid]http://webm.land/media/Lg3M.webm[/vid][/QUOTE]
Ok, yeah there was something wrong with my game or the super low settings messed with my game severely, that was not what I saw when I got hit at all. Actually most of the effects in that video were missing. As for the time spent playing: I spent the first 30 minutes trying to find settings that worked, only to have to go with lowest anyways, and the extremely limiting Steam refund policy dictating 2 hours or less, I played in total about 80 minutes by Steam's counter.
-snip, posting while tired/depressed is a terrible idea-
[QUOTE=Jamie1992GSC;50455899]So, I been trying to play the latest doom. However the FPS is inconsistent to hell. Sometimes I'll boot it up to play and it runs fucking buttery smooth. 40FPS or so, other times the map and menus will lag to fuck but in-game is smooth, other times the menus run like ass and the in-game runs randomly between 10fps if I sit still it'll go back to like 30-40 and then change once again to 10 without me moving or touching anything and will keep doing so at its own leisure. any idea what the fuck this is about?
I got like a 1/3 chance everytime I try and boot the game that it'll even run at a decent and consistent FPS.[/QUOTE]
Anyone? I played for almost 7 hours last night at a constant 40fps. Today I play the same level, same settings, 5-10fps, reboot game, 40fps. Try snapmap, it goes to 10, i change my resolution twice, 40fps.
Something is seriously fucked up with Doom.
[QUOTE=Megadave;50453912]The way Samuel talked during the ending sounds like it would read well on those endgame screens.
[editline]4th June 2016[/editline]
oh yea, in the old doom,' sit would take like 10 levels for a level text to happens and it was kind of the same in this game
[sp]From the way he was talking, sounded like they are setting up for a Hell on Earth game.[/sp][/QUOTE]
Here's the lighting issue I talked about a while back that's been bugging the hell out of me since I've noticed it.
So, for whatever reason, the lighting on your weapon model seems to be linked to the FOV, or, where the game percieves that the screen ends. This means that if you crank your FOV up to anything at all above the base 90, the light gets cut off on both the right hand side, and the bottom of the weapon.
Here's a few examples:
[img]http://i.imgur.com/9c6MteH.png[/img]
[img]http://i.imgur.com/8WClTuJ.png[/img]
It's just something minor, but I noticed it about half way through the game and I couldn't stop noticing it. Really hope they find out about this and get around to fixing it.
[QUOTE=Jamie1992GSC;50459892]Anyone? I played for almost 7 hours last night at a constant 40fps. Today I play the same level, same settings, 5-10fps, reboot game, 40fps. Try snapmap, it goes to 10, i change my resolution twice, 40fps.
Something is seriously fucked up with Doom.[/QUOTE]
Sounds really weird, I've had 0 crashes or problems with Doom 4 ever
Might be a driver problem. Wipe your drivers with DDU and install them fresh. Otherwise might be a gpu problem
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