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Everything posted by HXCpr0n
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I know right, I was always jealous of that. Why do chaingunners get the beefy shotgun sound for their chaingun and mine gets the little pistol pew-pew. NOT FAIR Also, level 10 in doom 2 refueling base has an unofficial secret shotgun room directly right of the starting point
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Everybody strafes in fps games lol. Some people just don't care to learn the term for it on the internet
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Level 10 refueling base has a secret shotgun room to the right, at the start of the map. It's an unofficial secret
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Weird. In doom 2 it literally says in the guide that when a demon dies, they pick him up, dust him off, reanimate him and arm him with a missile launcher lol. So I always saw him as some sort of hellknight that has been brought back from the dead, sort of like the dragoon/immortal from starcraft Now revenants are former humans? Since when do humans have 8 foot tall skeletons?
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maybe you were just younger or more impressionable. I find this to be the case with lots of people and it sort of biases them towards nostalgia since it was so novel at the time, so you tend to remember certain things. All the dooms are great, even the alternative style of doom 3 has it's place in the doom archives for me. But honestly Doom 3, while a great game, got sloppy after awhile with it's sort of generic environments and imp-spawns-in-front-of-you combat which isn't really the best gameplay idea for a slower-paced deadspace type shooter. Doom 2016 may be repetitive too with it's constant arena-style stuff but the sheer combat dynamics really stand out to me and compensate for it. Not many modern games really feel as fluid to me. I definitely had a bit more fun overall playing doom 2016 than doom 3. doom 2 ofc is the best, I agree there
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Too short? By modern standards I find the game is a decent length. 13 levels is pretty good, and the game could even be like 20+ hours if you explore
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doom 2 doom 2016 = doom 64 (this is tough for me, but I might go with doom 2016) doom 3 doom 1 Final Doom
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Well yeah, they look cartoonish for sure. I mean why they hell are they now the hardest enemy in the game, coming from generic demon cannon fodder in the originals?
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I still don't get why they had to make pinkies so damn jacked
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I don't think I've died to revenants or hellrazors yet. They're relatively useless enemies. Like once to a hellknight. A few close calls with cacos, but I'm fairly sure they haven't got me either. Barons and imps pick me off a lot, a couple times chaingunners. Pinkies are ruthless as well. Fell in pits a few times from doomguy glitching and not grabbing ledges I think around 20-25 times on UV
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>Mild annoyance >wouldn't touch this game in the bargain bin so which one is it?
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chaingunner closets exploding open when you pick up a healthkit? hazardous floor traps that make you walk on nukage? getting cornered by barons in a narrow hallway?
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Yeah, exactly. I don't mind it either. Even the original Dooms had some share of pseudo"lockdown" arenas, usually escapable only by some hidden switch in the room that you likely won't find anyways until the fight is over. I'd go so far as to say that it's uncommon to find any sort of shoot em up game that doesn't have them whatsoever. It just happens too much in Doom 4 and it begins to chip away the flow. Just decreasing the obvious arena frequency would have been good enough and maybe instead of tons of big fights, break the fights up into smaller ones that begin to eat away at your health and force you to explore for more goodies
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It's definitely unlike me to so assertively judge a game before I've even finished it, but I'm too poor to buy a ps4 or a new pc right now (rent and car insurance to pay lol) and I can only go to my friends' on weekends. So all I have are some youtube vids that I peek at during work
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Things from the originals you miss or wish were in the new game
HXCpr0n replied to Jeffo2448's topic in Doom 2016
hitscan enemies punishing chaingunner closets for every stimpack you pick up tight rooms full of barons and archviles impossibly cryptic secrets entire levels of platforming -
Maybe I haven't gotten that far :P I have doom at my friend's house because I don't have a pc that can run it or a PS4. So I just watched clips of the later levels because I love spoiling plots (I'm on the overrun argent facility) and all I saw were generic battle arenas There must be some details I haven't seen, which is good news
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Well yeah, hell is pretty hellish already. I was just hoping for more doodads I guess to really compliment the environment, more eerie and sadistic imagery and sounds. That obviously would be a small priority compared to level design and gameplay though, just something that would have been cool. To me, hell was simply a bunch of torchlit arenas strung together, no wandering around and finding bloody surprises or weird topography
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Should there be random spawns after finishing "levels"?
HXCpr0n replied to LANEGRACABRA's topic in Doom 2016
True. It's so much more satisfying when you find a secret while playing a level eh? -
I noticed it a couple times, but as soon as I got closer they all just turned around and targeted me I agree the classic doom easter eggs were silly
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spot on, beat me to it. I noticed that a lot of those earlier levels had very non-linear approaches and were sort of maze-like. You could just explore and do things in whatever order. It really felt like Doom to me. After Argent Facility, you can pretty much kiss all of that goodbye. It basically became just gladiator dome to gladiator dome... which is not really my idea of a good level. Thank god the combat is fun enough to overlook it. I was also disappointed in the relative lack of newcomers to the Doom Beastiary
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-A more hellish hell. The hell levels are very fun but I want to see tortured souls and sacrifices, sort of like brutal doom -More new beastiary. I absolutely love how they found a place for nearly all of the returning classic Doom2 monsters but I would have liked to see some more demon innovation in the standing army aside from hellrazors, cyber mancubi (reskinned mancubi with more health lol) and summoners (basically doom3 archviles) -Glory kill system is just too frequent and makes the combat flow too KillZone-ish, which is a good game but it's not Doom. It looks stupid as hell to see like 5 staggering enemies and you just teleport to them and finish them all with the same animation. I don't want to stop and kill every single enemy for health. I know you can turn it off but I don't want to, I want a happy medium here. -A bit more of an open-map/maze kind of level setup over the current transitioning from one combat arena to another. I understand this is sort of tough to do in modern games to the level of detail and scripting involved. It's still a much less linear than average game, that's for sure. Also some earlier maps are still very non-linear so I have to give em props, but later in the game it still just feels like I'm going from one big fight with imps/chaingunners to another. I feel like the levels could have been broken up into smaller ones. -The combat is amazing, but I don't like how you basically get 2-shotted then you need to kill enemies for max health again. But I guess this is how modern games are. Not a huge deal, just a preference They did a great job. Still an 8-9/10 game
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How can I change the definition of my map to something other than "map01"?
HXCpr0n posted a topic in Doom Editing
Can I have my map a custom name? I'm not sure what to do, I'm asumming it has to do with MAPINFO -
Awesome. I'll do this then, thanks. Edit: For some reason my map won't work now, I'm getting an error with the very first decorate script. edit edit: Nevermind, it was something else that I did relating to the powerups. It's fine
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Ok so I replaced actors in decorate to make some keys able to float and not be affected by gravity. The problem is, they don't actually work? Is this decorate script ok? For example - actor YellowSkullbob: yellowskull replaces yellowskull { +floatbob +nogravity } and the yellow skull won't work on doors?
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After fooling around with my map in Slade... I can't edit it anymore..
HXCpr0n posted a topic in Doom Editing
..But it still works, I can still play it. All I did in Slade was adjust textures and add a texture lump and a new sky. I just can't access it in a map editor though. Here's my map. I wonder if it loads at all in DB2 or GZDB... I can open other maps but not mine. http://speedy.sh/Vfbuw/SSTMAP18.wad I get this error, it says some unexpected error has occurred and if I click continue, the map won't load and it asks me to save changes. ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- SlimDX Assembly Version: 2.0.13.43 Win32 Version: CodeBase: file:///C:/Windows/assembly/GAC_32/SlimDX/2.0.13.43__b1b0c32fd1ffe4f9/SlimDX.dll ---------------------------------------- msvcm90 Assembly Version: 9.0.30729.4940 Win32 Version: 9.00.30729.4940 CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.4940_none_50916076bcb9a742/msvcm90.dll ---------------------------------------- BuilderModes Assembly Version: 2.1.2.1553 Win32 Version: 2.1.2.1553 CodeBase: file:///C:/Program%20Files/Doom%20Builder%202/Plugins/BuilderModes.dll ---------------------------------------- System.Design Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.5468 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Design/2.0.0.0__b03f5f7f11d50a3a/System.Design.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.