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DooM_RO

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About DooM_RO

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  1. DooM_RO

    Stan Lee has passed away at 95

    Not really a comic book/superhero fan but he had a long and productive life and that should be celebrated.
  2. DooM_RO

    [v 0 .9] Doom Neural Upscale 2X

    The Archvile looks unbelievable. One of the best so far.
  3. The decade is not over yet so I think this thread is a bit premature.
  4. DooM_RO

    What Do You Think Of The Doom Slayer?

    That's how I see it too. The Doomslayer is an evolution of the character, he became far more than he thought he was going to be. Kind of like the game itself. Sure, the devs knew the game was good and was going to sell well, like Commander Keen but I bet they didn't think it would reach this legendary status and that people would still be making stuff for it 20 years later.
  5. DooM_RO

    Diablo Immortal

    Ahahaha, look at that dislike bar.
  6. DooM_RO

    How do you feel the vanilla game has aged?

    I had a similar experience, only I had already played the game when I was a small child and although I'd had a long hiatus from Doom, the game never really left my mind. I guess I could say I "rediscovered" the game in 2009. I didn't know about its modding community, I just felt drawn to the game and slowly I finally understood what made it so good. Then I discovered Doomworld and its modding community and never looked back.
  7. DooM_RO

    How do you feel the vanilla game has aged?

    It has aged wonderfully. Gameplay, graphics. Sure, it could use a few improvements here and there but that's what we have Smooth Doom for. I found that pixel art ages far better than 3D graphics. I was playing Witcher 3 a few hours ago and it has surprisingly already begun to show its age.
  8. Yes, exactly. The secret is to make them fragile. Anything more than a Shotgun blast is too much. Imagine if the Sergeant took 2 Shotgun blasts to kill instead of one. Small changes like this have a profound impact on the gameplay.
  9. A common problem in ALL Build engine games.
  10. DooM_RO

    Do level designers benefit from studying geometry?

    I never used geometry for my Quake maps. Not even when making complicated modern 3D models with 4k textures. It's mostly just eyeballing.
  11. DooM_RO

    [v 0 .9] Doom Neural Upscale 2X

    @hidfan Hmm, I actually think a tiny BIT of blurriness helps. I like it because it smooths it a bit but retains that pixelly look. The fat layers on the lower Mancubus pictures look a bit too sharp imo, like sculpted details that haven't been finished yet.
  12. DooM_RO

    Agony game - hell vision.

    This should have been a short, carefully constructed adventure. The game is really interesting for the first two or three hours and they should have just focused on that. The game just gets really boring after a while. It's like a scary theme park ride that expects you to get scared for an hour.
  13. DooM_RO

    Do level designers benefit from studying geometry?

    Here is a good example of why I believe thinking like an Architect/Designer helps a lot. Marty also mentioned Hugo has a background in industrial design.
  14. DooM_RO

    [v 0 .9] Doom Neural Upscale 2X

    @hidfan This is just...unbelievable. The first image is the best IMO. Is Smooth Doom compatibility still in the works?
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