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Everything posted by DooM_RO
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My Retribution WAD might be up your alley. Two, huge, hour-long maps and a boss map.
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what are you working on? I wanna see your wads.
DooM_RO replied to everennui's topic in WAD Discussion
Who knows, it could be anything ;) -
A 20 to 30 minute version of the Doom 2016 commercial.
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If Id are making another one of those TV commercials with music let's make a few suggestions for the tracks. The last one was OK but I would have chosen something else. So for Doom Eternal's CGI trailer (or even just the launch trailer) I suggest this. It's perfect for Doom. It's old school, it's LEMMY (who doesn't love Lemmy??) and the lyrics fit Doom to a T. They describe what they are doing in Eternal very well, including being in control and dishing out pain. It's all about the game and how you play it. All about control and if you can take it. All about your debt and if you can pay it. It's all about pain and who's gonna make it.
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EA: They’re not loot boxes, they’re “surprise mechanics,” and they’re “quite ethical”
DooM_RO replied to [McD] James's topic in Everything Else
Oddball theory: People who are susceptible to lootboxes are also the kinds of people who have had their brains destroyed by fast food. -
EA: They’re not loot boxes, they’re “surprise mechanics,” and they’re “quite ethical”
DooM_RO replied to [McD] James's topic in Everything Else
Good thing I don't have to feel guilty when I pirate their games or buy them at deep discounts. To think they almost bought Id... -
They should improve it instead. Make it a skill-based weapon. For example, make headshots do 4 times as much damage.
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I think everyone knows it by now. Pretty cool though.
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By this I don't mean a single map but multiple maps that make up an episode. I have already made such a map (which will be part of the WAD) and I carefully balanced the map so that the ammo is very tight but fair. All of my maps are balanced with a pistol start. The problem is when you introduce other maps. You can get a situation where the player is hoarding ammo. I think you have to balance the maps in such a way that the player can finish it with resources you find only in non-secret areas as you don't know whether they will find them or not. However, if they find the secret ammo and weapons they will be left with a lot of ammo, thus potentially lessening the atmosphere of the next levels. So my question is: How do I balance maps in such a way that by that I can prevent this snowball effect? I want ammo to be always tight, even with secrets, especially at the start of the next map.
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what are you working on? I wanna see your wads.
DooM_RO replied to everennui's topic in WAD Discussion
I am a simple man. I see Blood, I click like. -
I am only basing my opinion based on how Bethesda do it. They don't release TES games every other year (even though they could). The releases feel more like generational releases, a bit closer to how Star Wars movies used to be released. After two or so games from the current Doom zeitgeist I would like the franchise to remain dormant for at least 5 years after which a new Doom paradigm will be established but the last game should have new and revolutionary modding tools with the aim of being as user-friendly as possible complete with professional tutorials made by the developers that show us how to create assets, from simple boxes to modular environment pieces in 3DS Max and Substance Painter. There should also be tutorials that show us how to use user-made as well as stock assets to make interesting levels. A programming tutorial for scripting wouldn't hurt either. I'm 100% sure this can be done. Doom modding has inspired me to learn 3D modeling and if I can do it then most Doomworld mappers can do it too. Bethesda did this in Skyrim with their 10 part Creation Kit series but they could have done a lot more Imo. Those were really aimed at beginners but there should have also been 10 videos for intermediate users, 10 for advanced and 10 for expert users. Basically, I would like the current Doom zeitgeist to be similar to Skyrim, which was released almost 10 years ago and the modding scene is still going strong.
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How to balance survival horror maps?
DooM_RO replied to DooM_RO's topic in WAD Releases & Development
A bit like Estus Flasks in Dark Souls. If you waste one you feel it but it's not the end of the world. -
How to balance survival horror maps?
DooM_RO replied to DooM_RO's topic in WAD Releases & Development
If they miss I want them to feel it. The trick is to make rockets very valuable but not mandatory. -
what are you working on? I wanna see your wads.
DooM_RO replied to everennui's topic in WAD Discussion
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How to balance survival horror maps?
DooM_RO replied to DooM_RO's topic in WAD Releases & Development
By the way, here is a standalone map I made a while ago. It uses the Doom 3 for Doom 2 textures WAD and it is going to be a mid-episode map. I intend to explore the design philosophy of this map in 8 other maps out of which two are set in Hell. I gotta say, it was a lot easier to balance the survival horror aspect when there was only one map. It seems that the longer the game is, the harder this becomes. If you wish to play it, it is intended to be played without running. https://drive.google.com/open?id=1jOG7iliv9ZCdiVc-g9gqvzuIgi2fTEzJ -
How to balance survival horror maps?
DooM_RO replied to DooM_RO's topic in WAD Releases & Development
Naaaah, deathexits are a cheap copout. Most secrets are quite hard to find. Or at least that is what I think. -
How to balance survival horror maps?
DooM_RO replied to DooM_RO's topic in WAD Releases & Development
Hmm, good idea with the backpack but in the kind of maps I am making even a single rocket makes a huge difference. By hoarding I mean the player might have 5-6 extra rockets by the end of the level. It might not seem like a lot but it can snowball from level to level. I want each pickup to feel like a big reward, even if it seems small. It's very tricky because you can easily fall into the pitfall of being stingy. Might take out the berserk too but I'm not sure what to replace it with. On the other hand, what do I do if the player runs out of ammo? I put the berserk as a backup for that kind of situation. Good idea with the fork! -
@RonnieJamesDiner If you ask me, it would make sense that they would make modding tools for the last iteration of the engine. They probably won't make more than 3-4 games for this generation of Doom (so people won't get franchise fatigue) and since they seem to be updating the engine for each game, it doesn't make sense to make modding tools for each iteration as it seems like a lot of work. That doesn't mean they can't incrementally make changes to each iteration so that we can eventually have real modding tools.
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(***Currently not available*** ) Give me your WADs - I WILL PLAY AND RECORD THEM.
DooM_RO replied to Austinado's topic in WAD Discussion
My first WAD I released a while ago. Careful, the maps are very long. https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rtrbtntr -
Waiting for the full release.
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I like this idea! It makes a lot of sense. I hope this is the case.
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Iron Maiden files trademark suit against Ion Maiden
DooM_RO replied to Reisal's topic in Everything Else
This isn't making their band look better. -
Well shit, you are right...Problem is, it's 90 euros (Deluxe Edition) on Steam as opposed to 68,67 on GMG...
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Come and GIT IT!!! Just preordered the Deluxe Edition. I normally don't preorder games but I trust Id Software 100%. https://www.greenmangaming.com/games/doom-eternal-deluxe-edition-pc/