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About DooM_RO

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  1. Doom with PBR materials

    I agree, I never saw it as a shiny metal. I saw it as covered with rust and grime. Anyway, when will the textures for the first level be done? Is a demo planned?
  2. Doom with PBR materials

    I like Floor5_2, I think it could be used both as a metal and concrete texture.
  3. Another DOOM movie being made?

    Well the status bar face says otherwise. I definitely think there could be female good guys and bad guys though, like the Doom alphas but the main character should be a guy. I got bored of the damsel in distress trope too. It's kinda cringey and overused and leads to bloated love scenes that serve no purpose for the movie other than hitting the 120 minute goal. That's going to be one of the main obstacles of this movie, cutting all the unnecessary fat. I think the best video game movie so far is Papers, Please. It is definitely inspired by the game, you can see many gameplay elements translated into the movie, the mood is just right and more importantly, it is just as long as it needs to be.
  4. Another DOOM movie being made?

    That "Dr. Carmack's condishun" part is one of the small gems of the film. Sounds like something renegade Shepard would say.
  5. Another DOOM movie being made?

    It seems like they made a Twitter account in March. Only 89 followers though. https://twitter.com/DoomMovie
  6. Another DOOM movie being made?

    I think R. Lee Ermey would have made an excellent Doomguy. He would be the commander of a bunch of rookies (including his son) on their first mission. Despite his tough and sarcastic nature he genuinely cares about them and gets progressively angrier and bitter as each of them dies. Eventually, he stops talking at all and becomes a force of pure justice.
  7. Another DOOM movie being made?

    While a retelling of Doom 2016 wouldn't be the worst idea, I would like this to be an original story.
  8. Another DOOM movie being made?

    I don't care what they do as long as they don't make the Doomguy a female for the sake of some dumb agenda.
  9. Another DOOM movie being made?

    Maybe this is why Id got pissed at The Rock's Twitter comment.
  10. R. Lee Ermey Has Died At Age 74

    He would have made the perfect Doomguy...
  11. Another DOOM movie being made?

    I wonder who gets to play John Stalvern.
  12. A few months ago I saw a rudimentary Doom modding tool that was used to create simple mods that were capable to adding more enemies and tweaking the weapons. This tool is what inspired this post. These are the tools I am talking about: https://www.nexusmods.com/doom/mods/1 Some of you might share my sentiment that Doom 2016 is a very good Doom game that is marred by a multitude of small problems that prevent it from being truly great. Many of the game's mechanics are really cool but perhaps overtuned for example. Glory Kills and the Chainsaw mechanic are a prime example of this. While very cool mechanics, they could use a bit of a nerf to encourage the player to get resources from the map itself. They are not broken or anything and in fact I think could be fixed with just a few tweaks. Chainsaw, BFG and the Glory Kills: There is far less Chainsaw fuel in the maps. Each canister only gives 1 Fuel. Killing a small enemy refills 5% of ammo, while larger enemies give 10-15%. This way, the player always has a fighting chance but is never overflowed with ammo and has to be more careful. The BFG no longer gives ammo and has less ammo overall. The Glory Kills are another really cool but sadly flawed mechanic that if tweaked could be perfect. I like the fact that you can get more health in emergency situations but I think it is a bit too much. You should get no more than 25 health and it should have a cooldown, possibly even have a suit upgrade that lowers it. The chance of special ammo such as Rockets and Cells should also be much lower. On the other hand, the player should always have a healthy supply of Shells and Bullets. Weapon Tweaks: The Pistol should either be completely redone or replaced with the Repeater from MP. Seriously, just because it is a starter weapon does not mean it should suck. The repeater could work like the Pistol in RAGE. It has a default fire option, a burst fire mode and a magnum upgrade that uses more ammo for more firepower. The Charged Burst upgrade for the Shotgun sounds like a neat idea but it actually kind of sucks. An alternative would be to replace it with a passive upgrade that significantly increases the range of the weapon, making it behave more like the old Shotgun. This way, the player would actually have a reason to use different upgrades and each upgrade would have a pro and con. The HAR is perfect as it is. I actually think that from a gameplay perspective it is the "real" Chaingun: a long range needler. The Plasma Gun is a tough one. It sucks and if it weren't for the Stun Bomb upgrade, I would not use it at all. The main fire should do more damage and the Vent upgrade should be made more useful or be replaced with a charged shotgun blast like in Brutal Doom. The Chaingun is another tricky one. I am actually not sure how to fix it. The winding takes a bit too long and the gatling gun upgrade slows you down too much. Maybe an upgrade could be to place it as an individual turret. Would welcome any ideas. Rocket Launcher is fine as it is. Gauss Cannon is a bit too powerful but could be fixed by making it use more ammo. Multiplayer Weapons: Perhaps the Multiplayer Weapons could be introduced in the Single Player campaign to spice up the game even more. Some would require some tweaks to work though. Maybe they could also only be introduced in the new Nightmare difficulty I am about to discuss. That would give players an extra reason to play it. Runes: Blood Fueled should be on by default and not take a Rune slot. I really like this mechanic. It makes you fast in fights but the effect wears off when exploring, letting you soak in the atmosphere. The Air mobility rune should also be on by default. Makes the movement much better. The rest of them are OK I think. Demons: Imp: Best enemy in the game. Perhaps a bit TOO strong. Possessed Scientist/Engineer. Lower the sound volume, make them run at the player. Possessed Soldier. Another great enemy. Possessed Shield Soldier: Give it more range, lower shield health. Hellrazer: Useless, but could be fixed by increasing accuracy. Revenant: Oddly useless. Not sure how to fix. Hell Knight: Really good enemy, no tweaks required. Baron of Hell: Another great enemy. Lost Soul: Best incarnation so far. Summoner. It has too little health. Mancubus: Good as it is. Cacodemon: Also good as it is. Pinky: I think it is OK. Rebalanced Nightmare Difficulty: One of my favorite things about Classic Doom is how as you increase the difficulty, tougher monsters start appearing in earlier maps and the density of weaker monsters is increased. So this gave me an idea. What if we altered the monster composition of arenas and encounters outside arenas? What would it be like to fight a couple of Hell Knights at the end of the first level, BEFORE you get any heavy duty weaponry. What would it be like to fight Cacodemons and Lost Souls in the Foundry? We could also tweak the arenas to have more interesting monster compositions too. Since the player has already beaten the game, they should be up for the challenge. Another idea I had would be to include the MP weapons only in this difficulty. They would be a reward for the extra challenge. What do you guys think? Do you like my ideas? Are they doable?
  13. DOOM Game Engine from scratch

  14. Flaws in Doom 16'

    I remember a combat trial where you jumped from platform to platform, dodging Imp projectiles. I wish there were more encounters like that, where the level design may or may not make some monsters more dangerous. The area was really cool-looking too. How about a long and narrow hallway with a Pinky in it? Cacodemons would also be a lot more dangerous in a level with lots of verticality like Foundry. Also, it would have been great if difficulty settings had actually changed monster compositions, at least for Nightmare difficulty. For example, what would it be like to fight a couple of Hell Knights in the first level? Or Cacodemons and Lost Souls in Foundry? Or a Baron of Hell BEFORE you get any hard-hitting weapons like the Rocket Launcher or Gauss Cannon? People often think that Doom 2016 is just about arena fights but that is not quite true. For example, after you complete important objectives in Foundry, a couple of Hell Knights can spawn at specific locations and can hunt you down across the map. I thought that was really really cool and Doomy and the first time I died to one of them was on one of my Ultra-Nightmare runs. I had just entered one of the doors leading to the final arena (the one where you find a dead elite soldier). The door closed behind me but moments later it opened. I looked back confused, only to see a pissed off Hell Knight jumping right at me. I was scared shitless. I instinctively pulled out my chainsaw, only to see that I had no fuel left. Moments later, my limbs were strewn across the room. Other times you can just see them across the map, bolting toward you. I really wish there were more moments like that. Yes, Doom is a game where you fight a multitude of monsters at the same time, but one of my favorite things about the franchise is how a well-placed imp or sergeant can just rip you a new one. This definitely reminded me of that. Sometimes, just a couple of cleverly placed monsters, attacking you at the right time, when all is quiet, is enough to make the game a lot more interesting. Oh, and also in the Foundry, there was an imp that spawned near the Yellow Key area. I had little health and was scared of it so I fought it cautiously. I didn't manage to kill it so it ran away, going to the lower platforms of the level. It remained there and constantly threw fireballs at me and I was unable to see it. This actually kind of reminded me of the Alien from Isolation. Maybe the next game could have something similar to that. A powerful monster that stalks you throughout the level(s), learning your attack patterns and weaknesses, that may or may not attack at any time, that taunts you by banging on the walls of nearby rooms and then runs away. Sometimes it teleports near you and attacks briefly while at other times it just fully assaults you. I'm thinking of something like a Teleporting Arch-Vile variant that besides a powerful attack and lots of health can spawn up to 6 extra enemies in a level that already know where you are.