• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
I wouldn't object if they did, and it wouldn't surprise me either. If they were brought in, I imagine one of BJ's capabilities would probably involve dual wielding, while Doomguy would probably have stronger melee or some sort of Berserk capability. But we have no idea how the abilities thing is gonna work for Quake Champions at the moment. All the more reason to wait until QuakeCon for gameplay footage. Also, while the Funko Pop figures don't look too dissimilar to the collectibles in-game, I'd still rather buy figures that genuinely look like the ones we find in-game. For one thing, the arms on the Funko Pop figures are too damn small, and don't have the stylised hands that look a little like Lego hands.
[QUOTE=ironman17;50593291]But we have no idea how the abilities thing is gonna work for Quake Champions at the moment. All the more reason to wait until QuakeCon for gameplay footage.[/QUOTE] There's that interview with Tim Willits where he states that champions have one passive and one active ability, which are meant to help people specialize in certain playstyles (kind of like a crutch) than outright define a playstyle in radically different ways. It's not going to be like Overwatch where you play completely differently with each character. Apparently you just kind of get a bit of a boost and can otherwise play however the fuck you want.
[QUOTE=ironman17;50593291]I wouldn't object if they did, and it wouldn't surprise me either. If they were brought in, I imagine one of BJ's capabilities would probably involve dual wielding, while Doomguy would probably have stronger melee or some sort of Berserk capability. But we have no idea how the abilities thing is gonna work for Quake Champions at the moment. All the more reason to wait until QuakeCon for gameplay footage. Also, while the Funko Pop figures don't look too dissimilar to the collectibles in-game, I'd still rather buy figures that genuinely look like the ones we find in-game. For one thing, the arms on the Funko Pop figures are too damn small, and don't have the stylised hands that look a little like Lego hands.[/QUOTE] Now that I look closely, yeah you're right. For somereason I thought the doom figures were based off the Funko figures, but they don't have the eyes.
[QUOTE=Ganerumo;50593326]There's that interview with Tim Willits where he states that champions have one passive and one active ability, which are meant to help people specialize in certain playstyles (kind of like a crutch) than outright define a playstyle in radically different ways. It's not going to be like Overwatch where you play completely differently with each character. Apparently you just kind of get a bit of a boost and can otherwise play however the fuck you want.[/QUOTE] Reassuring, makes sense as a system. Here's hoping they do a good job with the whole loadout thing, too. Choose a reasonable starter weapon, then run around looking for the bigguns.
[QUOTE=ironman17;50593368]Reassuring, makes sense as a system. Here's hoping they do a good job with the whole loadout thing, too. Choose a reasonable starter weapon, then run around looking for the bigguns.[/QUOTE] There's no loadouts, apparently.
[QUOTE=The Civ;50593033]New Colossus is gonna be the game that ties Wolf and DOOM together.[/QUOTE] That, or David Bowie is a side character.
Playing with entity code and map sources [video=youtube;AiQO7cl5rFE]https://www.youtube.com/watch?v=AiQO7cl5rFE[/video]
[QUOTE=Bloodshot12;50593802]Playing with entity code and map sources [video=youtube;AiQO7cl5rFE]https://www.youtube.com/watch?v=AiQO7cl5rFE[/video][/QUOTE] Brutal Quake when?
[QUOTE=Bloodshot12;50593802]Playing with entity code and map sources [video=youtube;AiQO7cl5rFE]https://www.youtube.com/watch?v=AiQO7cl5rFE[/video][/QUOTE] At this rate we don't need a SP Quake 1 reboot
not enough fuck yous, corpses blocking shots/movement, potatosalad code AND bloodshot made all the guns, giblets, death anims himself more like quake nukem + particle effects
Found out you can force RTLights in lightmap mode, so i was playing with lights without any actual light that only produce a corona [t]http://i.imgur.com/INpJVz8.jpg[/t] Should i keep this for non realtime lighting to spruce up the standard visuals a bit or nah
keep
[QUOTE=Segersgia;50592349]There are actually theories that say that the Fuhrer is indeed Hitler, but he was also killed by Blasko in the first games, meaning that Hitler is a reanimated corpse. Articles say that during interviews, the Fuhrer was very distant and looked almost lifeless.[/QUOTE] Huh, I always thought Hitler was like a figurehead by TNO with him largely being kept out of sight sort of like the space-nazi episode of star trek
[QUOTE=Trainbike;50592375]The newspaper article actually says he's clammy to the touch when shaking his hand and he smells awful. The implication seems to be that he might be reanimated or something.[/QUOTE] If we don't get Mecha Hitler 2.0 in the The New Colossus I will be disappointed.
[QUOTE=Cows Rule;50594775]If we don't get Mecha Hitler 2.0 in the The New Colossus I will be disappointed.[/QUOTE] the final boss will be [sp]mecha commander keen, the ultimate fuhrer[/sp]
Had this idea in my mind for many months now, finally I present a design document thing I wrote up a few days ago: If you have any recommendations for engines, please let me know! [B]LAN Breaker[/B] [I](Working Title)[/I] [B]The Goal:[/B] To create a dynamic and modular shooter game for high-compatibility and LAN play. “The Linux of Shooters”. [B]Genre:[/B] First-person arena shooter. [B]Features:[/B] DRM-Free [B]Small Zip Size:[/B] Portable and easy. [B]Skill-Based Movement:[/B] Don’t patch bhopping and such. [B]Low-Requirements:[/B] Easy to run on any machine from the last 10 years. [B]Highly Modular:[/B] Players can customize almost anything. They can create their own “distros”. Textures, weapons, maps, etc. Cheating is handled by the honor system. [B]Graphics:[/B] Low-poly models, or perhaps even rotated sprites like in the old DOOM games. [B]More In-Depth Concept Stuff:[/B] DOOM was installed on more PCs than the latest Windows OS when it first released. The game ran so smoothly on the hardware of the time it was phenomenal. Schools were having trouble with it being installed on all of their computer labs. Today, many games are self-contained and not everybody can afford or be bothered to get hardware that can run them. I want to harken back to a time where computer labs could be taken over by a deathmatch. As previously mentioned, the vision for this game is to be “The Linux of Shooters”. People should be able to play and share their own “distros” with friends and online communities. If you’re still wondering just what the application of something like this would amount to I propose this scenario: Imagine running the game with high-resolution texture mods on your gaming rig. Now imagine that your friend, who isn’t into gaming as much, playing alongside you on their laptop using a low-end graphical package. Both of you run it at a solid 60 fps. Bringing people together for a good old-fashioned video game. Of course, issues will develop with such a system in place. Assholes may use transparent texture mods for easy wallhacks. Your friend may have weapon-damage changed to 999 and cause a server conflict. These issues may have to be dealt with in some way, but doing too much would begin to compromise the spirit of the project. Besides, think of all the potential for game modes available that might involve giving one player an advantage. If one person runs a distro where they posses a 1-hit kill meele attack, while everybody else works with the standard weapons, you’d have an interesting night of asymmetrical gameplay ahead of you.
Just finished MachineGames' Quake episode. Damn good stuff, although I've found myself running short of ammo sometimes. Not sure if I should git gud or if that was on purpose. All in all, I loved it! [QUOTE=Bloodshot12;50593802][video=youtube;AiQO7cl5rFE]https://www.youtube.com/watch?v=AiQO7cl5rFE[/video][/QUOTE] [QUOTE=Bloodshot12;50594601]Found out you can force RTLights in lightmap mode, so i was playing with lights without any actual light that only produce a corona [t]http://i.imgur.com/INpJVz8.jpg[/t] Should i keep this for non realtime lighting to spruce up the standard visuals a bit or nah[/QUOTE] Sweet! If I may, I think that sort of lighting looks a bit too overdone... perhaps you could adjust the standard visuals it to make it look "Darkplaces-like". Or if possible, maybe adjust it to get close to these screenshots in CryEngine 3, as a reference [img]https://i.imgur.com/2lPP0M9.jpg[/img] [img]https://i.imgur.com/wxCNOw7.jpg[/img] [img]https://i.imgur.com/Hw1CuM5.jpg[/img] [img]https://i.imgur.com/53mD0ma.jpg[/img] [img]https://i.imgur.com/cngNW6n.jpg[/img] [img]https://i.imgur.com/NNgkqna.jpg[/img] I'm well aware that it may not be possible on the old Quake engine, it's just a suggestion! Keep up the great work, totally looking forward to this! [editline]25th June 2016[/editline] [URL="https://www.cryengine.com/community/viewtopic.php?f=309&t=82527"]Here's the CryEngine forum link of the creator[/URL], btw
nah dude whoever made that piece of shit is a huge fucking idiot
[QUOTE=Nightscout;50595072]Had this idea in my mind for many months now, finally I present a design document thing I wrote up a few days ago: If you have any recommendations for engines, please let me know! [B]LAN Breaker[/B] [I](Working Title)[/I] [B]The Goal:[/B] To create a dynamic and modular shooter game for high-compatibility and LAN play. “The Linux of Shooters”. [B]Genre:[/B] First-person arena shooter. [B]Features:[/B] DRM-Free [B]Small Zip Size:[/B] Portable and easy. [B]Skill-Based Movement:[/B] Don’t patch bhopping and such. [B]Low-Requirements:[/B] Easy to run on any machine from the last 10 years. [B]Highly Modular:[/B] Players can customize almost anything. They can create their own “distros”. Textures, weapons, maps, etc. Cheating is handled by the honor system. [B]Graphics:[/B] Low-poly models, or perhaps even rotated sprites like in the old DOOM games. [B]More In-Depth Concept Stuff:[/B] DOOM was installed on more PCs than the latest Windows OS when it first released. The game ran so smoothly on the hardware of the time it was phenomenal. Schools were having trouble with it being installed on all of their computer labs. Today, many games are self-contained and not everybody can afford or be bothered to get hardware that can run them. I want to harken back to a time where computer labs could be taken over by a deathmatch. As previously mentioned, the vision for this game is to be “The Linux of Shooters”. People should be able to play and share their own “distros” with friends and online communities. If you’re still wondering just what the application of something like this would amount to I propose this scenario: Imagine running the game with high-resolution texture mods on your gaming rig. Now imagine that your friend, who isn’t into gaming as much, playing alongside you on their laptop using a low-end graphical package. Both of you run it at a solid 60 fps. Bringing people together for a good old-fashioned video game. Of course, issues will develop with such a system in place. Assholes may use transparent texture mods for easy wallhacks. Your friend may have weapon-damage changed to 999 and cause a server conflict. These issues may have to be dealt with in some way, but doing too much would begin to compromise the spirit of the project. Besides, think of all the potential for game modes available that might involve giving one player an advantage. If one person runs a distro where they posses a 1-hit kill meele attack, while everybody else works with the standard weapons, you’d have an interesting night of asymmetrical gameplay ahead of you.[/QUOTE] i don't know anything about engines, but unity can run on everything including toasters and as far as visuals go, maybe something like Super Hot in terms of literally polygon models might be interesting, maybe even let players customize their polygon character idk if possible or even good but an interesting idea is to let players customize their actual avatar's shape somewhat
[url=http://terminusest13.tumblr.com/post/146230911331/i-know-your-unatco-kill-phrase]Someone made the Deus Ex UNATCO theme out of Doomguy's grunts and it's beautiful.[/url]
[QUOTE=Pretiacruento;50595126] Sweet! If I may, I think that sort of lighting looks a bit too overdone... perhaps you could adjust the standard visuals it to make it look "Darkplaces-like". [URL="https://www.cryengine.com/community/viewtopic.php?f=309&t=82527"]Here's the CryEngine forum link of [B]the creator[/B][/URL], btw[/QUOTE] Wow, [URL="https://www.youtube.com/watch?v=1ev0xG8Diys"]this is awkward[/URL]. I've never had someone link me to myself before. Also you can delete the .rtlights files to get rid of the light effects if you aren't a fan
Doom plays pretty good so far. the weapons upgrades are pretty great, the combat is pretty great, the chainsaw is a bit underwelming but the combos are pretty solid. the whole upgrade system is pretty good
Round two, here's a volumetric lighting test [video=youtube;4DJdOLCkE20]https://www.youtube.com/watch?v=4DJdOLCkE20[/video] port is darkplaces y/n?
What sourceport are you using?
[QUOTE=Sableye;50595181]i don't know anything about engines, but unity can run on everything including toasters and as far as visuals go, maybe something like Super Hot in terms of literally polygon models might be interesting, maybe even let players customize their polygon character idk if possible or even good but an interesting idea is to let players customize their actual avatar's shape somewhat[/QUOTE] I like Unity in some respects, but in others I just find it incredibly cumbersome. The way it handles assets is genius, but I can't find much on how to make it pull textures from folders after its been built, so the custom aspect would probably be near-impossible. I'm not at all experienced with modeling, so I'd have to find somebody to handle that, find a program that could just let me jump in and create shitty models, or go with sprites.
[img]http://i.imgur.com/uFNDc6T.png[/img] Cavern sections are so annoying to work with. [thumb]http://i.imgur.com/C0Rn79E.png[/thumb] Such a pain-in-ass to texture properly. Still not done...
paste a texture on two lines in the hopes of flood-filling everything in between somehow it 'leaks' and flood-fills the whole map
[QUOTE=Bloodshot12;50595254]Wow, [URL="https://www.youtube.com/watch?v=1ev0xG8Diys"]this is awkward[/URL]. I've never had someone link me to myself before. Also you can delete the .rtlights files to get rid of the light effects if you aren't a fan[/QUOTE] Haha didn't know it was you! :v:
[QUOTE=Bloodshot12;50595322]Round two, here's a volumetric lighting test [video=youtube;4DJdOLCkE20]https://www.youtube.com/watch?v=4DJdOLCkE20[/video] port is darkplaces y/n?[/QUOTE] I want it
[QUOTE=Bloodshot12;50593802]Playing with entity code and map sources [video=youtube;AiQO7cl5rFE]https://www.youtube.com/watch?v=AiQO7cl5rFE[/video][/QUOTE] Nice, you've really made the game a lot more interactive than it was before. Keep it up!
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