Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

DooM_RO

Members
  • Content count

    5215
  • Joined

  • Last visited

Everything posted by DooM_RO

  1. DooM_RO

    Looking for more huge/epic scale maps...

    My Retribution WAD might be up your alley. Two, huge, hour-long maps and a boss map.
  2. DooM_RO

    what are you working on? I wanna see your wads.

    Who knows, it could be anything ;)
  3. DooM_RO

    What would be your ideal doom movie?

    A 20 to 30 minute version of the Doom 2016 commercial.
  4. 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.
  5. Oddball theory: People who are susceptible to lootboxes are also the kinds of people who have had their brains destroyed by fast food.
  6. 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...
  7. DooM_RO

    Eternal possibly removes the pistol?

    They should improve it instead. Make it a skill-based weapon. For example, make headshots do 4 times as much damage.
  8. DooM_RO

    You all want to see something amusing?

    I think everyone knows it by now. Pretty cool though.
  9. 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.
  10. DooM_RO

    what are you working on? I wanna see your wads.

    I am a simple man. I see Blood, I click like.
  11. DooM_RO

    Tell Me This is A Joke...

    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.
  12. A bit like Estus Flasks in Dark Souls. If you waste one you feel it but it's not the end of the world.
  13. If they miss I want them to feel it. The trick is to make rockets very valuable but not mandatory.
  14. 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
  15. Naaaah, deathexits are a cheap copout. Most secrets are quite hard to find. Or at least that is what I think.
  16. 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!
  17. DooM_RO

    Tell Me This is A Joke...

    @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.
  18. 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
  19. DooM_RO

    Hey a beta for Black Mesa Xen is out

    Waiting for the full release.
  20. DooM_RO

    Using TES lore concepts on Doom (Eternal)

    I like this idea! It makes a lot of sense. I hope this is the case.
  21. This isn't making their band look better.
  22. DooM_RO

    Game is -18% on GMG

    Well shit, you are right...Problem is, it's 90 euros (Deluxe Edition) on Steam as opposed to 68,67 on GMG...
  23. DooM_RO

    Game is -18% on GMG

    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/
  24. DooM_RO

    Game is -18% on GMG

    Where does it say?
×