• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
[QUOTE=hoodoo456;50347503]"Orchestra of farts" is the only way you can really describe the 32x version's soundtrack.[/QUOTE] I always knew that Taco Bell came from the depths of Hell's bowels.
[QUOTE=Tomo Takino;50347485]Why not a rocket launcher that shoots out a fist on a spring?[/QUOTE] Mgs5 did that sorta
[QUOTE=simkas;50347079]Press T.[/QUOTE] I'm on Xbox one.. [editline]19th May 2016[/editline] Probably should've specified that
[QUOTE=Kylel999;50347570]I'm on Xbox one.. [editline]19th May 2016[/editline] Probably should've specified that[/QUOTE] Press Y
Hopefully someone will mod 32X's soundtrack into Doom 4 so we could all have a laugh.
I threw mine in for a laugh, i came up with the shitty acronym and worked backwards from there. [quote]Charged Atomic Rail Projector The weapon makes use of the strange properties of dense radioactive substances combined with hell energy. The hell energy excites the radioactive materials (typically uranium) causing it rotate and it's electrons to spin at an accelerated rate. When these atoms and electrons come into contact with less dense matter (wood, stone, flesh, bone, worthless imps) the resulting collision causes the electrons to RIP through the very atomic structure of the impacted material. The resulting disintegration causes loose electrons and other sub atomic particles to fly out, some of which will be caught up in the now very rapidly expanding nuclear vortex. Some electrons will be caught in orbit around the initial uranium core, only further increasing the potency of the very scary death balls moving through the room at very demon worrying speeds. The end result of all this is a sort of hellish snowball cannon, creating a ball of nuclear oblivion that only gets bigger as it passes through and obliterates more targets. The initial reaction is provided by a small "totally safe" hell energy cell located in the main body of the weapon, a system of magnets and rails is used to hold the uranium core in place and after a brief "invigoration" period, coil magnetics accelerate the core to just above the speed of sound. Faster speeds could be achieved but it was decided that the atomic fireball had "more time to burn" if exposed to the target material for longer. after testing, 7/10 imps agree this weapon violates several scientific ethical codes as well as primal sins set out since before the dawn of man. The other three were reduced to sub atomic mist and were unavailable for comment. [/quote]
i wish they'd make a "forge world" for snapmap or at the very least let me make something that's more open than a indoor corridor level
Doom finally started crashing so often that I actually re-bought it on the PS4. The upside is that now I get a physical copy with the sick reversible cover.
[QUOTE=Octopod;50348078]i wish they'd make a "forge world" for snapmap or at the very least let me make something that's more open than a indoor corridor level[/QUOTE] Personally I'd like to see some catwalk props and empty rooms/corridors. Let us personalize rooms. Within the first few snapmaps I've played I recognize the same rooms being used over and over
My DOOM weapon entry thing was a device that summons a space satellite that can alter the atmospheric conditions on the planet and makes a giant martian tornado that launches debris into demons. I call it... Dorothy.
I finished the video for Level 2 :D [media]http://www.youtube.com/watch?v=eMwtoD216Cs[/media]
OK I really need to get something off my chest, am I the only one that feels in terms of general level design, not the arenas, just the way you progress through the level, takes a huge nose dive after Foundry? I mean Foundry was big, open, you had to double back, and had a lot of key card hunting, not just to progress, but to unlock a another large portion of the level, like even though you had to go through there, it wasn't something you needed to do when you first got to the blue key door, you could take sometime and explore somewhere else and to me that felt very Doom-ish. Not only that but it wasn't as easy to get lost as it is in the original doom because the graphical fidelity allowed each area to feel more distinct, plus you have the kick ass map. It really felt like a modern interpretation of doom level design, but after that the only levels that had any key hunting were in hell even then it was very minor, most of the time on mars after foundry, if you needed a key it was just down a short path on the left or right of you. I mean 80% of lazarus labs was just running down curved hallways. Secrets are very nice and they kinda want to make me explore, the only problem was, by the first visit to hell I felt pretty decked out and didn't really want/need to look for any upgrades and I would always find the keys I need down a fork in the road. Again I want to stress, I don't hate the game or anything, but as some one who is a big fan of level design I was very excited when I got to the foundry but ultimately disappointed to find out that the game got more linear afterwards.
wow, amazing game. just beat it on ultra-violent. such a pleasant surprise all around. very fun until the end. Hopefully next time they won't have so many little 'arena' areas, which I think was its biggest flaw. [editline]18th May 2016[/editline] I was also very surprised how much blue was in the game, it was a very surprising contrast which I enjoyed.
[QUOTE=UndreamedBus;50348361]OK I really need to get something off my chest, am I the only one that feels in terms of general level design, not the arenas, just the way you progress through the level, takes a huge nose dive after Foundry? I mean Foundry was big, open, you had to double back, and had a lot of key card hunting, not just to progress, but to unlock a another large portion of the level, like even though you had to go through there, it wasn't something you needed to do when you first got to the blue key door, you could take sometime and explore somewhere else and to me that felt very Doom-ish. Not only that but it wasn't as easy to get lost as it is in the original doom because the graphical fidelity allowed each area to feel more distinct, plus you have the kick ass map. It really felt like a modern interpretation of doom level design, but after that the only levels that had any key hunting were in hell even then it was very minor, most of the time on mars after foundry, if you needed a key it was just down a short path on the left or right of you. I mean 80% of lazarus labs was just running down curved hallways. Secrets are very nice and they kinda want to make me explore, the only problem was, by the first visit to hell I felt pretty decked out and didn't really want/need to look for any upgrades and I would always find the keys I need down a fork in the road. Again I want to stress, I don't hate the game or anything, but as some one who is a big fan of level design I was very excited when I got to the foundry but ultimately disappointed to find out that the game got more linear afterwards.[/QUOTE] I didn't even notice the game was getting more linear until after I beat it.
[QUOTE=Mingebox;50348493]I didn't even notice the game was getting more linear until after I beat it.[/QUOTE]Because I had to spend so much time trying to fix my Argent Tower crash, I had a lot of time to think about how linear that level was, and I was actively hoping that it wouldn't stay that way, but alas it did. Im just hoping that people could make some noise about this so if ID make an expansion or sequel it will be a bit more open.
I made a quick prototype to see if a story could be told a story could actually be told with SnapMap. Tell me what you think. 3V39P67A
The level variety ranges between linear and open post-foundry but that part of foundry really does feel uniquely open and more spaces like that would have been nice. I doubt it was a coincidence that it was the first part of the game we saw in motion.
[QUOTE=Raidyr;50348626]The level variety ranges between linear and open post-foundry but that part of foundry really does feel uniquely open and more spaces like that would have been nice. I doubt it was a coincidence that it was the first part of the game we saw in motion.[/QUOTE] It's certainly one of the earliest, alongside that Hell arena that is just another fight zone in the final game with nothing special about it. Probably had the longest time to be polished as a result. Go back to the original Snapmap footage and the UI was completely different, along with graphical tweaks and alterations in the long term. Maybe i'm going nuts but it seems the Imp variants thing never really resulted in much either, it's the same brown and yellow imps the whole game. The only variant type are the Cyber Mancubus, who are classed as a whole separate enemy altogether.
I hope someone remakes this masterpiece in the new DOOM. [video=youtube;HJcf0aOwmiA]http://www.youtube.com/watch?v=HJcf0aOwmiA&feature=youtu.be[/video]
Oh hey, a contest to submit a weapon idea? Let me take a whack at this: [quote] name: [B]rend[/B] An ancient sword formerly wielded by only the most elite of the Night Sentinels. A powerful blade the Doomslayer himself used as well, simple and practical in its appearance, but terrifyingly effective at what it does. Primary swings the blade at a wide sweeping angle back and forth, cleaving any demon unfortunate enough to be within the range of its bite, landing blows feeds the angry blade, providing power for the sword's weapon mods. The first weapon mod attaches a gem at the base of the blade and a series of blood channels along the blade itself, as the player builds up energy from smiting foes, using secondary slashes the blade, firing out a wave of argent energy similar to the cyberdemon's scythe attack, using this attack in the air drives the player down forcefully, crushing foes within range and then firing a vertical wave of argent energy similar to the summoner's. The second mod adds more menacing additions to the crosstree and pommel of the sword, when the sword's energy is fully maxed out, the player can throw the sword, the argent energy takes control of the blade, causing it to rebound off walls and seek out demons to tear apart, allowing the player to multi task with other weapons in the mean time, or stick close to the sword itself for extra protection.[/quote]
Been playing the Doom PS1 TC because I want to overdose on nostalgia (the PS1 version being the first version of Doom I ever played). The soundtrack is probably my favourite part of it. [video=youtube;atdyHvLhJXo]http://www.youtube.com/watch?v=atdyHvLhJXo[/video]
Finally beat it on UV, definitely one of my favorite games this year so far. I'm trying out Nightmare now, and damn it's harder. It's pretty much just don't get hit at all during the fight. [editline]18th May 2016[/editline] [QUOTE=Cliff2;50347253]Don't forget the version made for the denizens of hell to listen to. [video=youtube;RQjzmqGsXv8]https://www.youtube.com/watch?v=RQjzmqGsXv8[/video][/QUOTE] Doom music right before/as it's blowing out your speakers.
I maybe put in too much detail. I was trying to think of something I could actually see fitting in and being legit used in the game as it is. Novel writing mode activate. The OL-66 Osseus Lance. [quote=I spent too fucking long and]A union of UAC Gauss technology and Demonic research, the Lance uses a similar principle behind the Argent Tower and Gauss Rifle, only instead of magnetically accelerating a small metal slug to ludicrous speeds, this weapon exploits the natural affinity for Argent Energy found in Demon Biology. A triple rail (one to the left, one to the right, and one below the projectile) charged with red bolts of argent energy hold a large spiraling spike of demon bone suspended in place between them, on the pull of the trigger the bolts intensify, sending the bone lance forward at very high velocity, dealing significant single target damage. Lances are loaded by hand into the energy field on a single shot basis similar to a crossbow. The weapon gained the nickname "The IMPaler" due to it's tendency to impale those struck to walls and other solid objects upon death, caused by the mass of the bone projectile, and the velocity at which it's hellish conduction of energy allows it to be launched. Mods: A.) Argent Charge Coil: A small module affixed to the receiver of the weapon allows the user to overcharge the argent bolts holding the bone lance in place, imbuing the naturally porous demon bone with the energy. After launching, the lance crackles with charge, and upon impact with a target will release the excess charge as red bolts in a chain lightning fashion, chaining to up to 6 other demons. This mod gives the Lance a much needed form of AOE or crowd control ability. Upgrades: 1.) Coil Overcharge: Increase the maximum number of chain targets to 12. 2.) Coolant Surge: Decrease the cooldown after usage before firing again. 3.) Effecient Capacitors: Decrease the ammo cost of the mod by 50%. Final Upgrade: Demonic Affinity Charge: For 5 seconds after being hit by the chain lightning, demons will take double damage from further attacks from any source. Upgrade Challenge: Hit at least 6 demons with the chain lightning on a single shot 10 times. 0/10 B.) Hellfire Injector: A spinning module attached to the left side of the receiver of the weapon, when activated it spins up the bone lance projectile, bombarding it with the purest form of Argent Plasma, the hellish green fires the likes of which the Barons of Hell wield, empowering the shot. The newly charged shot has piercing properties, and will drill it's way through up to 3 targets inflicting it's full single target damage on each, however, the massive heat of the hellfire makes the bone more brittle, and it will explode for extra damage upon hitting a solid object like a wall, or reaching it's third target. Upgrades: 1.) Reciprocating Jaw: Drastically shortens the charge time of the mod. 2.) Hardening Gel Emitter: Increases the number of targets that can be tunneled through before the shot explodes to 5. 3.) Expanded Heat Sinks: Removes cooldown from the mod, so that only the charge time and high ammo cost precludes repeated use. Final Upgrade: Argent Disharmony Matrix: Enhances the blast radius of the explosion, and causes all demons caught by the explosion to fight amongst themselves in confused anguish as they burn. Upgrade Challenge: Kill at least one demon with the drilling shot, AND two demons with the explosion in a single shot 3 times. 0/3[/quote]
Gonna take a little break from Doom. [img]http://i.imgur.com/bWeOLSJ.png[/img] And play that instead.
[img]https://pp.vk.me/c630023/v630023118/2d3c8/lcnN6kxBOi0.jpg[/img] I'm still wondering what polygon will give that.
[img]http://i.imgur.com/FRxLM9J.png[/img] I made one
Im trying to play a pk3 file that needs the doom.wad with zdoom, but every time a drag and drop it automatically loads Doom 2 with out letting me choose, thus causing a Fatal Error, anybody know whats causing this? I haven't really tried to run custom doom maps so I have zero Idea what im doing
[QUOTE=RikohZX;50347107]I actually didn't realize I was supposed to use it there. My shotgun grenades eviscerated the hordes like the explosive barrel fun in E1M8. Meant I could save my BFG for the Barons, though. :v:[/QUOTE] But it literally gives spare ammo just for the occasion.
[QUOTE=UndreamedBus;50349187]Im trying to play a pk3 file that needs the doom.wad with zdoom, but every time a drag and drop it automatically loads Doom 2 with out letting me choose, thus causing a Fatal Error, anybody know whats causing this? I haven't really tried to run custom doom maps so I have zero Idea what im doing[/QUOTE] hold shift when starting, it will give a prompt to select the IWAD
[img]https://i.gyazo.com/000171a1726d5022f4d5c39a9aa8aad3.png[/img]
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