Cacodemon345 Posted May 21, 2018 As for me, I think the Spider Mastermind should be in E2M8 rather than E3M8. 0 Share this post Link to post
Deleted_Account Posted May 21, 2018 Modify E2M8 so that the Cyberdemon doesn't get itself stuck in the central chambers. 3 Share this post Link to post
fraggle Posted May 21, 2018 On 12/13/2015 at 7:57 PM, fraggle said: Smooth weapon animationsHigher res sound effectsFixed sprites (including the frames that have wrong fullbright set)The extra rotations that were made and not used OPL3 MIDI playback finished and enabled by default; the GENMIDI bank extended to use the extra waveforms 8 player multiplayer support3 screen mode restoredA BFG with behaviour that makes any damn senseThe Icon of Sin / MAP30 thrown out and completely replaced I probably agree about making the Lost Souls weaker too. A setup where 2/3rds of shotgun blasts take them out would probably work well. 17 Share this post Link to post
Cacodemon345 Posted May 21, 2018 I think the gore death animations should be supposed to spit out about 5 blood splats. 1 Share this post Link to post
Aquila Chrysaetos Posted May 21, 2018 You could do that. With Nash-Gore, it'd be pretty easy and probably look the way you want, just modifying the XDeath states to spit out five "Blood" actors at the beginning frame, maybe the next. 0 Share this post Link to post
termrork Posted May 21, 2018 > A BFG with behaviour that makes any damn sense it might not be realistic but imo this complicated behaviour is awesome and allows way more strategies than a more powerful rocket launcher 6 Share this post Link to post
Equinox24 Posted May 21, 2018 Idk, Ever since Gzdoom and the other source ports, doom has been great. 0 Share this post Link to post
Quagsire Posted May 21, 2018 Replace Habitat from TNT with literally any already existing map in the series. 1 Share this post Link to post
Aquila Chrysaetos Posted May 21, 2018 The partial invisibility sphere. Should be a complete invisibility sphere. 1 Share this post Link to post
Equinox24 Posted May 21, 2018 1 minute ago, Aquila Chrysaetos said: The partial invisibility sphere. Should be a complete invisibility sphere. How would you see your gun though? 0 Share this post Link to post
Aquila Chrysaetos Posted May 21, 2018 Don't need to. The monsters can't see you. Just get away from them, hit slot 5 or 7 and blast them back to Hell. Easy. 0 Share this post Link to post
The Nate Posted May 21, 2018 5 minutes ago, Equinox24 said: How would you see your gun though? It would just be an outline. 2 Share this post Link to post
Equinox24 Posted May 21, 2018 3 minutes ago, Sgt Nate V said: It would just be an outline. Makes sense. 0 Share this post Link to post
Rifle Infantry Posted May 21, 2018 Former humans should have pistols. Former humans with rifles would be better suited as chaingunners, and chain gunners themselves should've been added with a heavier, faster firing minigun type weapon. 0 Share this post Link to post
Aquila Chrysaetos Posted May 21, 2018 Zombieman: Automatic Rifle Guy: Minigun Guy: Realm667 has large images. On the topic of better monsters, this should've been the final boss of Episode 3. Demolisher is awesome. 1 Share this post Link to post
DynamiteKaitorn Posted May 21, 2018 Remove the chaingunner and archvile 0 Share this post Link to post
leodoom85 Posted May 21, 2018 I think Doom is pretty fine as it is, talking in a balance way. That being said, I think the pistol should have more punch to it rather than discarding after picking up the other weapons because it's like...why the pistol is there? Even the fist is useful.... Map topic, that's subjective...up to people- 3 Share this post Link to post
Rifle Infantry Posted May 21, 2018 1 hour ago, Aquila Chrysaetos said: -snip- I'd much prefer a green or red zombieman with an automatic rifle to the rather weird-looking KDiZD rapid-fire trooper (hell, his AR has no stock for whatever reason). In fact, a "zombie marine" would work just fine, with the minigunner being a "zombie heavy" or whatnot (though I think he'd look better in red for differentiation purposes). The automatic rifle would probably just be a chaingun replacement, with the chaingun itself becoming a heavy rapid-fire weapon in the vein of Brutal Doom's minigun (unwieldy and bad for quick reactions versus faraway or light enemies, but quite powerful and useful for mowing down large groups or medium-sized monsters). IMO the bullet weapons in Doom in general were horribly handled, with the chaingun being far too weak for its appearance and the pistol just being plain useless. The pistol itself can be improved with the addition of a silencer (to pick off individual enemies) or perhaps a high caliber enabling it to just knock down humanoid enemies in one shot, with a suitably meaty firing sound. Pistol-armed zombiemen work fine as is; I think they make a decent "possessed security" type foe along with the shotgun-sergeants, these being both traditional law enforcement and private security weapons. I could go on for a while about nice alternate-fires for various weapons, but vanilla weaponry ideally should have a single fire mode. The Demolisher looks fantastic. Having an enemy that not only lobs rockets Cyberdemon style, but can tear you to shreds in a few seconds if you stay out in the open, provides a properly intimidating and scary opponent. What would arguably make it even scarier is resistance to the BFG-9000 (to avoid those dumb instant-kills you can get on Spiderdemons). 1 Share this post Link to post
Nine Inch Heels Posted May 21, 2018 Doom needs more enemies that have a low HP to high damage ratio, or simply put: Glassy stuff, akin to revenants or chaingunners, or magnolia's "green cyberdemons". It could also use smaller melee monsters that are potent at swarming players quickly, dealing considerable damage if left unchecked, and more mobile due to their smaller size. I would also like a low HP Lost soul variant that causes small explosions when killed, and only when killed (kinda like flying barrels, in a way). 6 Share this post Link to post
leodoom85 Posted May 21, 2018 5 minutes ago, Nine Inch Heels said: I would also like a low HP Lost soul variant that causes small explosions when killed Hmm...that too to make them more dangerous 0 Share this post Link to post
Aquila Chrysaetos Posted May 21, 2018 6 minutes ago, Rifle Infantry said: Having an enemy that not only lobs rockets Cyberdemon style, but can tear you to shreds in a few seconds if you stay out in the open, provides a properly intimidating and scary opponent. Actually, the Demolisher doesn't shoot rockets. It shoots BFG shots. That's an appropriate boss, I think. As for the remainder of the zombies, I have to agree. They were just quick templates I could find on Realm667, though the pistol zombieman came from the ZDoom forums. I liked the vanilla weapons, but I agree that the pistol becomes useless rather quickly once the chaingun is obtained, so I think it should either be an infinite ammo type or a stronger weapon that relies on its own ammo type as an emergency weapon. 0 Share this post Link to post
Rifle Infantry Posted May 21, 2018 1 minute ago, Nine Inch Heels said: Doom needs more enemies that have a low HP to high damage ratio, or simply put: Glassy stuff, akin to revenants or chaingunners, or magnolia's "green cyberdemons". It could also use smaller melee monsters that are potent at swarming players quickly, dealing considerable damage if left unchecked, and more mobile due to their smaller size. I would also like a low HP Lost soul variant that causes small explosions when killed, and only when killed (kinda like flying barrels, in a way). I'd like to see some more "organized" Hell forces instead of the ambiguously animalistic foes that the non-possessed enemies are. Some ideas off the top of my head: Armored Imp: would have superior fireball skill than their lowly, naked counterparts, and would likely have around 100 health, wearing some sort of demonic chainmail or leather padding. Each individual fireball would not be more powerful than basic Imp ones, but they'd rapidly throw them, forcing the player to dodge and weave the hail of brimstone coming at them. Possessed Elite: blue combat armor, equipped with a plasma rifle, move quickly and spray plasma at identical rate to the player. 100-250 health I'd wager. These would be quite threatening; 1-2 of them per open arena could result in some interesting combat with what are basically "evil bots". Sniper Revenant: Equipped with some sort of rail-gun on its shoulder instead of a missile launcher set, would force you to keep moving or get speared. Bloodhound: Just a possessed K-9 unit. Often found around possessed, who when idle can sometimes pet it functioning as a weaker but faster Pinky. Possessed Specialist: Armed with a rocket launcher, around 50 health, otherwise similar to most zombies. Lethally dangerous but super easy to kill. Likely resistant to their own rockets + not damaged by friendly rockets, so you can put them in big "doomguy buster" groups to keep the player on their toes. 1 Share this post Link to post
Aquila Chrysaetos Posted May 21, 2018 How wonderful it is that Realm667 has all of the above. Not concrete on the railgun revenant, but I know that one floats around somewhere. Though, not an armored imp, but the devil does function the same way. https://realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113 0 Share this post Link to post
42PercentHealth Posted May 22, 2018 1 hour ago, Nine Inch Heels said: I would also like a low HP Lost soul variant that causes small explosions when killed, and only when killed (kinda like flying barrels, in a way). Believe it or not, I think this would be an improvement. Part of what makes lost souls so obnoxious is their high HP. I think the splash damage would make them uniquely tactical, especially among the Doom 1 monsters. 2 Share this post Link to post
Saint_Guy Posted May 22, 2018 The biggest issue I have with doom is it weapon roster. The weapon set in the original doom is just awful, it was only retroactively made not terrible in doom 2. The weapons found in Ep1 of doom were clearly designed for Ep1, and even then the rocket launcher makes everything in it a complete joke. The pistol, shotgun, chainsaw and fist (not berserk) are utter garbage and makes every fight tedious and annoying. Also paired with just how hilariously overpowered rocket launcher, plasmagun and BFG. I think its clear id had no idea what they were doing in the original doom. The rocket launcher,plasma and BFG were retroactively made good weapons in doom 2 when the monster cast more appropriately reflected them. But even so the lower half of the weapons in doom are still terrible only the powerful weapons were saved with doom 2. If I could magically change the core of doom and all maps that have been designed for it. The player would start with no guns, like the games blood and shadow warrior. Berserk would always be, that would be your normal melee damage. You would also start with the chainsaw. The chainsaws stats should be changed to the stats in doom64 so its a weapon that might actually be a good idea to use. The pistol would be replaced with a magnum type weapon. It would do more damage than the pistol of course but less than the single shotty. The magnum would be like a sniper weapon, kind of like how the single shotty in quake is. The magnum would also use a different ammo type then the chaingun. The single shotty would be deleted from the game, it sucks. Super shotty should be the only shotgun. Super shotty is perfect no change. Chaingun should have its ammo limit changed from 200-400 to 300-600. Its ridiculous that it has such a low ammo count, especially since the the plasma gun holds more than it. Rocket Launcher is perfect no change. Plasmagun is perfect no change. BFG is perfect but should use a different ammo type from the plasmagun. How often do you just not touch the plasma gun because that would be a waste of good BFG. If they had different ammo supplies then you would use both weapons. That concludes my thoughts on dooms weapons. Also blockmaps and mancubus fireballs going through walls. John Carmack be praised. 1 Share this post Link to post
Spectre01 Posted May 22, 2018 (edited) Consistent melee and ranged hitboxes. Give the Pinky/Spectre a faster attack that can actually connect. The ones in Valiant are perfect. Chainsaw has longer range than the fist and does 50% more damage. The pistol is replaced with a perfectly accurate and faster rifle, like the one in Nihility. The regular Shotgun fires 10 pellets to consistently one-shot Imps. Chaingun -> Valiant. 2x the speed and 50% more ammo storage. BFG uses separate ammo type and makes some logical sense. The plasma ball loses damage and explosion radius the longer it travels. No invisible tracers. Back to monsters: The PE has a bite attack and Lost Souls have less health. Baron shoots twice, like in Bloodstain. The Cyberdemon has a short animation to indicate that he is ready to fire. Rockets glow so you can see them. Also, John Carmack is the greatest games programmer of all time. Edited May 22, 2018 by Spectre01 3 Share this post Link to post
42PercentHealth Posted May 22, 2018 I think the Doom 1 roster generally needs more variety. There are hitscanners, and things-like-imps that shoot fireballs straight at you. Barons don't need to exist, IMO. (I know, I know... here comes the "doors with health" cavalry.) Cacos are at least interesting because they can traverse certain types of obstacles (fly over walls, cross chasms, etc.). The Doom 2 roster is great, but could have come with more boss monsters -- something at least as dangerous as a cyberdemon, but can't be 2-shot with a BFG. (NOTE: I'm not saying the cyber should be replaced... rather, we could use another tier of monster above him.) As for weapons and ammo types, I would say the chainsaw is kinda lame just because if RNG doesn't favor you things can hit you anyway. Needs better stunlock, or just a better mechanic. I dunno, I'm happy with berserk. I don't like that the pistol becomes obsolete as soon as you find any other weapon at all, but not sure what should be done about it. I also don't like how the plasma gun becomes obsolete once the BFG comes along. Different ammo types for them would be nice. The plasma gun would almost replace the chaingun in that case, though. Also, if the pump shotgun had a smaller spread and a couple more pellets, then it would maybe balance better with SSG. I'm not going to comment on level design. I hated pretty much all the original maps, and the Doom community already knows it's capable of much better. The original Doom shoulda had a story, DLC, lootboxes, achievements, and glory kills. 1 Share this post Link to post
fraggle Posted May 22, 2018 Monsters should be able to hear a running chainsaw and should not be able to hear a fist swung in midair. 5 Share this post Link to post
Chezza Posted May 22, 2018 4 hours ago, Nine Inch Heels said: It could also use smaller melee monsters that are potent at swarming players quickly, dealing considerable damage if left unchecked, and more mobile due to their smaller size. I would also like a low HP Lost soul variant that causes small explosions when killed, and only when killed (kinda like flying barrels, in a way). The Wraith from realm 667 may match what you're looking for 0 Share this post Link to post