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About methy

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    Pistol Start
  1. Once you start making maps for Duke, it tends to catch up to you. For instance an old mapper, and one of the most remembered, just resurfaced the other day with a new map. One of the reason why DN3D has always had less maps than Doom is because it's harder to get into. Not only that, but making a DN3D map takes a lot more time than making a Doom map: for instance, instead of shading per sector, you shade per surface which takes 4 times as much time, and you have to be precise as fuck. Another reason is that the community tends to be a little more competitive than Doom's, and these days it's like most everyone is working on a super big project like an episode or a mod. Then there is also the Bombshell prequel game in the works which uses quite a few people from the DN3D community, so they obviously don't really have time to make maps or mods, but that's a good thing. As far as I'm concerned I need a break from DN3D mapping. I burnt myself out with DN3D when working on the Duke Hard episode, then burnt myself out with Build as a whole after making a Shadow Warrior map and contributing to the Powerslave documentation and mapping project. These days I'm more interested in romhacking NES MegaMan games but I know DN3D will probably catch up to me at some point. Holy shit! Maarten Pixten! I love your maps, I even uploaded them all on Megaton's Workshop. I had no idea you were active in the Doom community (or still active at all anywhere really), do you have a list of maps or mods you've made for it? I'd definitely be interested in trying them out. I hope you reconsider making a map for DN3D, after Alejandro coming back it'd definitely boost up the spirits if you re-appeared as well. Since your last map, Mapster32 has appeared and added tons of small features which make mapping faster and more convenient compared to the original Build.
  2. methy

    'Eye' Icon visible in HUD of Doom 4

    It means that you picked up the eye required to the open the door to the BFG room. It's in the same placement as keys in the hud.
  3. methy

    What do you guys think of the monster designs?

    Obviously the Hell Guardians look out of place so let's get that out of the way since we had an entire thread for it. Overall I really like the redesign all Doom1/2/3 enemies. Summoners are decent but they're no Archevil. Hell Razers fit well with the rest and their attacks add a little something to an arena. Possessed Soldiers, I'm not sure they fit well with the rest. I guess it makes sense since they're no Demons in the pure sense but still. Especially the ones with the shield don't look like something you'd find in a Doom game. I'm not too fond of the idea of making Cyberdemon, Cybermancubus and Revenants be enhanced by humans or pure human creations. I think they did that so that storywise it makes sense, so that you can have "cyber" demons which "cyber" side don't look out of place in Hell; but as a result it still doesn't fit because, while it works with the Cyberdemon since you have an entire level area and tons of text based around it, it's hard make it believeable with Cyber Mancubus and Revenants. I mean did they really create HUNDREDS of those in the Lazarus Labs, but they all got away and somehow they all come back for you? I think the most stupid is the Revenant. The idea of them being created in the Lazarus Labs by linking rocket launchers to human brains while the human is still alive, only to kill them through hellish waves so they come back as demons.... What were they thinking?! The idea of Possessed engineers, human being mixed with explosives during the initial wave, is farfetched as well.
  4. methy

    Awesome screenshots thread.

    Hayden having fun in his office.
  5. methy

    Classic levels are poorly balanced

    The problem is that it's not just a few misaligned textures. The entire thing is bad, obviously rushed with no effort put into it. Even without trying to nitpick, I don't know how a Doom fan can "just" enjoy these levels when you step in the level and the first thing you notice is how the scale is completely off and there is no shading. Then you start playing and you witness more issues every new step. The fact that there are "13 secret levels" isn't a plus when they're so bad. Their decision didn't have to be "do we fix the classic levels OR do we fix the real game ?" because they couldr have only 2 or 3 classic levels that's actually well done instead of 13 shitty ones. They bring the quality of the game down. The worst thing is that they are supposed to be a reference to the original games but now it looks more like an insult as it shows how little they care. I mean, they went through the trouble of creating an entire sub menu for them, to hide levers in every level, then they saw E1M1 with a level scale twice as small, no shading, wrong effects, etc and someone deciding that yes, it's good, yes we'll keep it and yes we'll include it.
  6. methy

    Vulkan Support for Doom is now Live

    Doesn't work on NIVIDIA's 2GB video cards on Windows 7. Oh well...
  7. methy

    Classic levels are poorly balanced

    The classic levels are absolutely terrible. - The scale is always off. One time the map is too small, one other time it's too big. - No shading, no lighting, barely any effect and even the existing effects like elevators act nothing like in the original game. - Music doesn't loop properly. Missing sounds. - Like you said poor balance, and poor enemy placement as well. - Some glitches too, one time I did a glory kill on stairs and I ended up falling through the level. - Arbitrary choices like invisible walls here but not there; and non accurate secrets. Out of all the modern FPS that includes "classic style" levels, not a single of them got them right, but the Doom ones are probably the worst. They shouldn't have bothered with it if it's to put so little effort into it. I thought you guys would be the most bothered by it.
  8. methy

    The Little Things Thread

    You know what small detail I love above all? In UAC, the first level, after the first Gore Nest you get into an elevator. The intro video rolls in with kickass soundtrack, then we get back to the elevator with the music still playing and Doomguy reloads his shotgun just as the music stops and the elevator doors open, telling the player he can take control of the game again and kick some more ass. That perfectly timed shotgun reloading sound is exhilarating and I can never get tired of it. The only thing missing is something to shoot just as we take control of Doomguy.
  9. methy

    DOOM easter eggs / references / injokes

    It's the only one I remember having seen with that shield.
  10. methy

    DOOM easter eggs / references / injokes

    Could this be a reference to.. something?
  11. methy

    Hell guardian didn't feel Doom-y

    Yeah, they felt very out of place. I thought the fight itself was nothing special either, especially the first Guard with the shield felt like it was balanced in a "middle ground" sort of way, so that it's beatable with or with no upgrades, which as a result makes him work well in neither case. Honestly, while they did a good job at making the old enemies look badass, I thought that any new enemy design was weak.
  12. methy

    tips & tricks

    For shooting demons through the grid floor in the last arena, try to find them by listening to where their iddle sounds come from. Sometimes you only see a tiny bit of them from a certain angle, but shoot them once (I used fully charged pistol shots) and most of the times they'll move to a place where it will be easier to shoot them. You can kill most of the Possessed Soldiers and Hell Razers of the arena that way. The fight felt incredibly empty after that :D
  13. methy

    tips & tricks

    Ah yes, in the last screenshot I posted in my first post, you can also backtrack there by jumping on rocks using double jump and Gauss Cannon (first use the rocks on the right of the path, not the ones below it). In other words, you can backtrack to the previous corridor that way before the fight has ended (the place I showed in the screenshot is only accessible after the fight), which theoretically makes it possible to kill every enemy in the arena from a safe distance like in the 3rd screenshot I showed. However I didn't mention it because jumping back that way using double jump and gauss cannon is particularly hard, unless you know exactly where to jump. Plus if you don't have infinite ammo you're likely to waste all your ammo trying. However there are 2 main waves in that fight, so in theory, if you leave the very last enemy of the first main wave alive on purpose, that should leave you more time to perform that hard jump and deal with the 2nd wave of enemies from the previous corridor.
  14. methy

    tips & tricks

    I only used most of those tricks in my no upgrade Nightmare run honestly, not even in UN. But whatever.
  15. methy

    tips & tricks

    Share the tips & tricks you found in the game, be it gameplay tips you think are uncommon, glitches, slippery level design, etc Everyone probably knows about the Syphon exploit, but maybe some of you have a few things to share which you think aren't that obvious. - with the Rocket Launcher Lock-On Targeting, if you release the lock on while tapping the fire key, with the right timing, you'll be firing 3 normal rockets in a row. - In Lazarus Facility, you can hide here and safely shoot every enemy in the arena. Pinkys won't even move. - In Lazarus Facility still, before teleporting into the last arena, you can shoot many enemies through the grid floor here. It can give a HUGE advantage. All the next ones are for the final level : - Surely you can picture the 3 last big arenas of the level. Even if you're not supposed to, with the right jumps, you can backtrack from the 2nd arena to the first one; and from the 3rd one to the 2nd one as well. This can help for supplies (BFG ammo, armor, etc) - I'm standing in the first secret place holding a 200 hp+armor refill item, you can actually very easily go back there by jumping on the rocks near the wall to the area. Therefore, you can trigger the fight, and come back here to shoot every demon safely from a distance. Only Imps will try to shoot at you. You can also therefore come back get the 200 hp+armor refill item once this arena fight has ended, and use it for the next arena, which is harder. -Smaller one but, in the last arena, Pinkys tend to get stuck there. -Finally, once you're done with the last arena fight, from this point in the screenshot near the last objective (the last energy source to destroy), you can jump on the walls on the left, with the yellow last source, and from there jump to backtrack into the corridor that brought into the arena in the first place. In this corridor, there is a secret place with BFG ammo and another 200 hp+armor refill item; in other words, this makes sure that you start the Spider Mastermind bossfight with 200HP, 200armor and another BFG shot.