taufan99 Posted August 26 And here's something original after all the remakes we currently just got. 5 Share this post Link to post
Caffeine Freak Posted August 27 From the SteamDB page entry for today's (August 27th) idStudio patch. Hopefully the manifest lines listed near the top are a signal we're getting the asset packs for all the DLC maps soon. On my end, I have to do some proper hardware upgrades on my home PC before I can start working with idStudio (I was using a rental PC at Quakecon to poke around in it before). In the meantime I've been biding my time by reading the documentation and downloading asset packs. Super-psyched to dive in once I get my new hardware. 😎 3 Share this post Link to post
Zemini Posted August 27 Here is me hoping we get 2016 assets some day! would love to use the MP maps for something even if it would easily be another 500 gigs to my HD to edit them all... 0 Share this post Link to post
Zemini Posted August 29 (edited) Further progress made on my cacodemons. Not happy with all the horn textures but they are good enough for placeholders. I also need to further tune the bodies and armor a tad. Need more adobe skills! From Left to Right CacoDemon CacoLantern (Fire, skulltag variant) CacoCrackle (lightning) CacoSlimer (poison, acid, toxic waste) CacoLich (ice) CacoDemon (omega variant), I don't really have a name for him 5 Share this post Link to post
CharybdisMaw Posted August 31 Forgotten Forest has some great encounters that are nicely balanced. But I cannot wait for the community to cook up some Foundry-style maps with more classic level design. 3 Share this post Link to post
Consistent-Money-990 Posted August 31 looking at the new user created content makes me wonder if eternal will having a long lasting modding scene similar to doom 2's to an extent. 1 Share this post Link to post
Metal_Slayer Posted August 31 On 8/29/2024 at 1:46 PM, Zemini said: Further progress made on my cacodemons. Not happy with all the horn textures but they are good enough for placeholders. I also need to further tune the bodies and armor a tad. Need more adobe skills! From Left to Right CacoDemon CacoLantern (Fire, skulltag variant) CacoCrackle (lightning) CacoSlimer (poison, acid, toxic waste) CacoLich (ice) CacoDemon (omega variant), I don't really have a name for him Interesting, where do the figures you used as inspiration come from? The green one remind me of the Cyber Cacodemon that used to appear in some DOOM and Doom Eternal mods. 1 Share this post Link to post
chemo Posted September 3 (edited) I'm not sure if this is the right place to ask, but for any moderators reading this, can we perhaps get a dedicated DOOM Eternal modding subforum? It'd be nice to have another resource for this stuff that doesn't rely on Discord. 3 Share this post Link to post
Metal_Slayer Posted September 3 Only if they create a Doom 3 modding and a SnapMap subforum to be completely fair. Although I think most of these would have either one or two pages of topics by the end of next year. 0 Share this post Link to post
Zemini Posted September 3 On 8/31/2024 at 12:59 PM, Metal_Slayer said: Interesting, where do the figures you used as inspiration come from? The green one remind me of the Cyber Cacodemon that used to appear in some DOOM and Doom Eternal mods. I made use of elemental variants of demons in my megawad. Trying to see how far I can get with that concept in idstudio. Really just a learning experience. But basically my goals for each if I figure out how to do it: Orange Fire: Immune to flame belch which also enrages the caco (like a buff totem). Its fire attacks has a short DOT and leaves player vulnerable Yellow Lightning: Faster caco, projectile seeks/traces to the player. Potential 1 second stun/shock effect. Green Poison: has a very deadly poison attack which leaves a large puddle that causes more damage. Long term DOT. Strips rad suit armor off. Blue Cold: Launches frost grenades, moderate damage but slows the player down for a period of time. Unfreezable /w buff totem effect if used. Purple Magic: Has multiple attack types. Immune to weakpoints. All stats boosted. Magic damage TBD. 0 Share this post Link to post
chemo Posted September 3 (edited) 5 hours ago, Metal_Slayer said: Only if they create a Doom 3 modding and a SnapMap subforum to be completely fair. Although I think most of these would have either one or two pages of topics by the end of next year. There actually were subforums dedicated to DOOM 2016 SnapMap and even the multiplayer at one point IIRC, but were closed down I presume due to lack of activity. Admittedly, I highly doubt that a DOOM Eternal modding subforum would get anywhere near the same level of traffic as its classic DOOM equivalent(s), but idStudio has a lot more potential and longevity compared to something like SnapMap, so I think it would still be worth having. 2 Share this post Link to post
dorontabi_fan Posted September 3 is so ass that the idStudio just no work for me 0 Share this post Link to post
Metal_Slayer Posted September 4 5 hours ago, chemo said: There actually were subforums dedicated to DOOM 2016 SnapMap and even the multiplayer at one point IIRC, but were closed down I presume due to lack of activity. Admittedly, I highly doubt that a DOOM Eternal modding subforum would get anywhere near the same level of traffic as its classic DOOM equivalent(s), but idStudio has a lot more potential and longevity compared to something like SnapMap, so I think it would still be worth having. Yes, but they were created too prematurely, in 2016 people were only experimenting and filling the official browser with low effort maps. From 2020 and onwards most maps have had at least some level of quality, and although the modding tools for it are still work in progress, it can already do much more than by using the ones made available by id. I think that for Eternal creating a subforum at this point would be more or less the same mistake, most Eternal modders aren't even aware that Doomworld exists and mostly use Discord. 1 Share this post Link to post
Consistent-Money-990 Posted September 4 16 hours ago, chemo said: I'm not sure if this is the right place to ask, but for any moderators reading this, can we perhaps get a dedicated DOOM Eternal modding subforum? It'd be nice to have another resource for this stuff that doesn't rely on Discord. This!! 0 Share this post Link to post
taufan99 Posted Monday at 02:17 PM Custom DOOM Eternal enemies are also possible now! However, there is a caveat on the process (see video description below the vid.) Quote Unfortunately I can't release these enemies anytime soon because Audio modding is still broken in idStudio and have no idea when that's ever gonna get fixed, I actually had to edit the screams into the video, they're not part of the Kamikazes' AI itself yet but it's the most iconic thing about them so i couldn't just have them mute here. There's also other things like FX, AOE Damage, splatters etc. to recreate but this is just to show that if someone wants to get enemies from other games in here, they can, unless the original makers would strike you or something (I think Croteam would be chill with this tho). I also fiddled around a bit with Kleers and Werebulls, these will be the first 3 to make it in the Mod Portal. 1 Share this post Link to post