• DOOM and Retro FPS Megathread v5 "Rip and Tear"
    4,999 replies, posted
I really, really do want them to make singleplayer DLC or something. There's so many ways you could take it in terms of potential content, I've never felt really that enthused about the multiplayer.
[QUOTE=Wulfram;50794600]I know these opinions are late but holy shit I love the level design of at least the first couple of levels. It honestly makes me hope (though I highly doubt this will happen) that the next Doom game has an almost Metroid Prime design, with hub areas and backtracking through previously completed levels with new abilities to get secrets and upgrades. I actually enjoy spending time looking around the level and figuring out how to get to secrets and stuff. I know I read that later levels get a little more linear, but at least the Foundry and Argent Facility were amazing.[/QUOTE] That actually sounds quite sexy. I'd certainly gun for 100% in THAT I'll tell ya hwat. After all, I had a blast with Hexen back in the day. And I am no stranger to the joys of games like Dust: An Elysian Tail and Axiom Verge. Also, I too am clamouring for them to do more actual singleplayer content, since the campaign, at least in my opinion, was kinda worth the asking price alone! I never even touched SnapMap and the multiplayer, and I got my damn money's worth.
[QUOTE=DEMONSKUL;50789666]I wouldn't mind a single player DLC like Ressurection of Evil or somesuch.[/QUOTE] Only if Mick Gordon's back for more music. I'd rather not see it have a similar effect to the old blood where it's kinda gimmicky and not really worth more than a quick playthrough.
If Mick Gordon's too expensive next time around or is unavailable, I get the feling Andrew Hulshult would do the music for cheap.
Free Update 2 is out. It's 12gb. [quote][b]Single Player[/b] [u]Fixes and Optimizations[/u] Fixed an issue where performance gradually decreased in the Polar Core level Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1 Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4) Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1. The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge. Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled. Multiplayer damage indicators have been removed from the single player mode. Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC) Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC) [b]Multiplayer[/b] [u]New Features[/u] Added two new multiplayer game modes Sector – Capture and Hold Exodus – Capture the Flag [u]Improvements to Matchmaking[/u] Fixed several cases of party invites not working after the host leaves. Improved host migration success rate. Fixed issues with network connectivity loss resulting in being unable to join future matches when connectivity was restored. Improved handling of party peers in the game lobby. [u]Fixes[/u] Fixed several third-person weapon issues (animation shaking, customization not appearing). Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition. Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose. Fixed cases of loading screen tooltips not showing up correctly. Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators). Fixed issue with level up rewards, including level up rewards not being awarded properly). Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early). First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly). Fixed duplicate selection boxes in the Challenges screen. Fixed issue where the previously played map could be loaded into the playlist again. Fixed issue with PS+ offer being shown at an inappropriate time (PS4). [b]SnapMap[/b] [u]Community HUB Improvements[/u] Added Find Open Match, a public match browser displaying all available public lobbies Added a Recently Played Maps list Added ability to Subscribe to maps and browse them from the new Subscribed Maps list Improved the Map Browser with additional sorting options Added new unlockable images for customizing published maps (11 new backgrounds, 10 new mode icons, 20 new miscellaneous images) Added icons on the Map Browser to identify Cloud/Local maps [u]Editor Functionality Improvements[/u] [list] Added God Mode and Infinite Ammo as testing settings for map authors Added Movement Speed settings in the editor [u]Content Additions[/u] Added a customizable Weapon Wheel that allows the player to hold any number of weapons Added 30 new Hell themed Modules including indoor and outdoor environments Increased the number of weapons available by adding the Pistol, the Chainsaw and the Static Rifle Added Skull Keys, and Hell Barrel Added The Unwilling to the available AI Added the Mancubus as a selectable Player Demon Added new Interactables including the Gore Nest, Hell Tablet, and Tripod Panel, a customizable touch screen panel Added weapon-specific ammo to Pickups and AI drop tables Added all new Hell Props including a giant demon skull, altars, cauldrons and more Added construction props such stone blocks, rocks, columns, and arches for customizing [u]Hell environments[/u] Added Launch Pads with logic to control distance, speed, direction, and destination Added new FX to accompany the Launch Pads Added new Demonic and Origin Hell Voice Speakers Updated Speakers to include new instrument sounds Added a Switch object which triggers only one output based on a specified index Added a Custom Event object which triggers all instances of an event when any instance of it is signaled Added three new Filters including Equipment, Weapon, and Cached Entity Filters [u]Improvements to Logic and Object Functionality[/u] Weapons now have a property that allows players to pick up weapons when touched AI have two new properties to Set Stagger Percentage, and Enable/Disable Stagger Players now have the On Health Percentage Reached output New style properties have been added to Light objects to create light FX such as blinking, strobe, rotating, and more Props and Player Blocking Volumes now have a Static property that will return their Network budget value, but will disable all inputs (show, hide, etc) during a match Updated the Inventory entity to manage multiple weapons Updated Player Loadout object to include Demon Player race selection The AI Conductor behavior can now be altered when entering a module AI spawning can be inhibited in a module through logic Module Environments can be changed during a match with logic Friendly AI health bars and POIs can be hidden or shown Hazard damage can be set to a Variable Color properties are now shown in a color swatch A large health bar is now available as an Objective Use Alternative AI Drop Table that simulates Campaign drops from demon kills [u]Fixes[/u] Fixed the Spend input to result in a Spend Failure if it causes a Player/Team Resource to fall below zero Fixed Player Demon hand jittering Fixed the Network cost of Lights. This may result in previous maps having a maxed network budget. Map authors may need to remove other networked objects or use the Static property on Props or Player Blocking Volumes that aren't altered using logic. [/quote]
Added Find Open Match, a public match browser displaying all available public lobbies So, it's a working matchmaking system for snapmap? [editline]29th July 2016[/editline] Can someone confirm if it works?
I wasted all my bandwith to download this game, and have lived with 20 KB/s for a whole month, and now this? :cry:
Yeah these update sizes are ridiculous
They have make sure those mega textures are MEGA enough for everyone.
[media]https://twitter.com/joel_vinesauce/status/759106077120204801[/media] Joel from Vinesauce is going to host a Doom level editor contest soon.
[QUOTE=Breezeep;50797374][media]https://twitter.com/joel_vinesauce/status/759106077120204801[/media] Joel from Vinesauce is going to host a Doom level editor contest soon.[/QUOTE] Maybe this will finally be my motivation to shit out something worth-while and actually [I]finish[/I] it too.
Snapmap is so much more fun without the two gun limit, I don't know why they thought that was a good idea in the first place.
[QUOTE=E.C.S;50797187]They have make sure those mega textures are MEGA enough for everyone.[/QUOTE] But does it have [B][I][U]TWICE THE MEGA POWER[/U][/I][/B] like Outrun? [t]http://www.theoldcomputer.com/game-box-art-covers/Sega/Master-System/O/Out%20Run.jpg[/t]
[img]http://i.imgur.com/L95K10z.jpg[/img] Hm. I will probably release test-version of the mapset once I am done with my current wips. 6 done, this currently, 2/3 on hiatus until I am done with this... Then finish last two during testing.
Oh my god this update makes snapmap 1000x better. I have never done such a 180 on my feelings toward something. The hell props are great, you can use them to make "hell bleeds into base" type shit, and use the hell/base modules in the same level. Oh and there's a static checkbox for props, and a huge untextured module to build in, meaning you can customize [B]every single room[/B] however the fuck you want or make shit from scratch now. [t]http://images.akamai.steamusercontent.com/ugc/494652797700549676/F428566700C66D13D26264D9DB0419BAE50F2327/[/t] [t]http://images.akamai.steamusercontent.com/ugc/494652797700557442/0D35E6B8516834DDF80A893B80E713A00D22BC04/[/t] you couldn't make shit like this before. Also hello pistol (new model i don't like as much but sound is much better) and chainsaw in snapmap
I don't think I saw this in the patch notes but I played a map that starts you off with no weapons but your fists, so it seems they added an option to start the player off unarmed in snapmap. Or maybe that was something that was there the whole time, not sure but it was new to me.
Just tested, if you go into the loadout node and remove all weapons you indeed get the fists.
[QUOTE=Bloodshot12;50797685]Oh my god this update makes snapmap 1000x better. I have never done such a 180 on my feelings toward something. The hell props are great, you can use them to make "hell bleeds into base" type shit, and use the hell/base modules in the same level. Oh and there's a static checkbox for props, and a huge untextured module to build in, meaning you can customize [B]every single room[/B] however the fuck you want or make shit from scratch now. [t]http://images.akamai.steamusercontent.com/ugc/494652797700549676/F428566700C66D13D26264D9DB0419BAE50F2327/[/t] [t]http://images.akamai.steamusercontent.com/ugc/494652797700557442/0D35E6B8516834DDF80A893B80E713A00D22BC04/[/t] you couldn't make shit like this before. Also hello pistol (new model i don't like as much but sound is much better) and chainsaw in snapmap[/QUOTE] so i guess this means now it's time for the quake 3 arena map recreations and they can actually be semi-accurate now
That map needs some lighting pronto. Also, this new Snapmap stuff seriously is fucking incredible. Just messed around a bit, and it still takes me way longer than it should to get a few functioning/aesthetically pleasing rooms together, but it's nice to know I could actually make something I'm pleased with now.
[QUOTE=Ganerumo;50795365]Only if Mick Gordon's back for more music. I'd rather not see it have a similar effect to the old blood where it's kinda gimmicky and not really worth more than a quick playthrough.[/QUOTE] I would absolutely love to see it have a similar effect to The Old Blood where it's tighter and better than the main game.
[QUOTE=The Civ;50798105]That map needs some lighting pronto.[/QUOTE] Happy to oblige [t]http://images.akamai.steamusercontent.com/ugc/494652797700858039/3D5B3BA723CA939D12C287ABB5154232F9679E67/[/t] [t]http://images.akamai.steamusercontent.com/ugc/494652797700858332/E5A9EA7B022F3A3711441992069B83846B6267E7/[/t] [t]http://images.akamai.steamusercontent.com/ugc/494652797700858753/B66797EEC4C74EF02847A20785D11C6AB59CA081/[/t] [t]http://images.akamai.steamusercontent.com/ugc/494652797700856430/EF2013A03825FF67EA359CC6C4338B5A51D72FEF/[/t]
[QUOTE=Bloodshot12;50797685][t]http://images.akamai.steamusercontent.com/ugc/494652797700549676/F428566700C66D13D26264D9DB0419BAE50F2327/[/t] Also hello pistol (new model i don't like as much but sound is much better)[/QUOTE] That's probably the pistol that comes with Unto the Evil for multiplayer.
[QUOTE=RikohZX;50797835]so i guess this means now it's time for the quake 3 arena map recreations and they can actually be semi-accurate now[/QUOTE] [url=http://quake.wikia.com/wiki/Q3DM19:_Apocalypse_Void]Like[/url] [url=http://quake.wikia.com/wiki/Q3Tourney6:_The_Very_End_of_You]these?[/url] [t]http://vignette2.wikia.nocookie.net/quake/images/5/59/Q3DM19.jpg/revision/latest?cb=20150527162704[/t][t]http://vignette2.wikia.nocookie.net/quake/images/8/8a/Q3TOURNEY6.jpg/revision/latest?cb=20150527163136[/t]
[QUOTE=chemo;50798317]That's probably the pistol that comes with Unto the Evil for multiplayer.[/QUOTE] Which hopefully means all the map pack guns(and hopefully emotes and armor pieces) are free for snapmap. Which would also mean I'll never have to buy any map packs so that'd make me happy as fuck.
God i love the visuals of the Hell stages. [t]http://i.imgur.com/F7u5ucY.jpg[/t]
[QUOTE=TalonAran;50798449]Which hopefully means all the map pack guns(and hopefully emotes and armor pieces) are free for snapmap. Which would also mean I'll never have to buy any map packs so that'd make me happy as fuck.[/QUOTE] I think that'd be great. New single or MP DLC just gives you free snapmap content
Gotta be honest, I'm actually having a lot of fun with that single-flag CTF mode. Probably the most chaotic mode so far.
so I'm not a fan of the overly-electronic bits of the OST, nor do I like BFG Division (ew, djent in any form whatsoever) but this game's soundtrack reminds me of the original's in that it's kind of a reflection of metal up to the point of its release, as it seems to incorporate elements of nu-metal, djent, neo-thrash, and modern metal/deathcore into a weird stew that sometimes works and sometimes doesn't, with a whole bunch of modern electronic music in there at times and the occasional bit of really good ambient the stuff that [i]doesn't[/i] is mostly the fault of nu-metal and djent, which is mostly a reflection upon myself as a metalhead in that I lean more towards purism in regards to those two genres every once in a while, something reminds me of rammstein hey, civ, can I ask for some elaboration? not b/c I dislike the rating but because I enjoy talking music and I'd like to know if that was a disagree based on "I like the music you point out" or "I disagree with your points"
Woah, so Snapmap is a lot harder than it looks for me. Can anyone link me to some tutorials so I can get started?
[video=youtube;Zsqt-wgR8Fo]https://www.youtube.com/watch?v=Zsqt-wgR8Fo[/video]
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