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Zemini

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Posts posted by Zemini


  1. Not to sound negative, I would rather they spend time focusing on what made Doom Eternal/2016 great and not spend dev time making a CoD clone.  Also, to play Doom as anyone BUT the Doom Marine/Guy/Slayer just doesn't appeal to me.  If they want to create another super hero in the Doom universe, fine, but im not interested in a Doom 3 hell on earth survival shooter either.

     

    EDIT:  Will say this however, this idea may work better in a Coop campaign, but even still, there hasn't been many FPS coop campaigns that were spectacular in the last decade or so.

     

     

     


  2. It would be cool if someone can bring invasions back intot he game.  I know there is a MOD for it but nobody plays that regularly.

     

    I want the ability to add in new assets, maybe even new AI and levels into the game.  Better yet ... which would require EXTENSIVE knowledge of Idtech6/7 and megatextures, to convert the MP maps from 2016 into Doom Eternal.  Bring back FFA deathmatch within the Eternal engine!  Fuck ill pay for it with my own savings if it can be done.

     

     

     

     


  3. 15 hours ago, Daytime Waitress said:

    I've only played the first map (Reception), so can only give initial impressions, nothing too in-depth.

     

    There's a lot going on here. I said in another thread that your introduction video was easy to understand, and I'd definitely recommend people check that out (second post in this thread) so that they don't get bamboozled. It's not necessarily a negative thing, just that with so many tweaks and extensions to traditional gameplay (even little book-keeping things like different ammo/armour types and "leveling up" health), it's a lot to take in at first blush.

     

    Despite that, I think the major subsystems like the slayers gates, crypts and fiend doors are readily understandable and add a lot to the standard Doom framework. Secrets aren't just wall-humping in the vain hope that you'll uncover an small ammo cache - you gotta explore the landscape so that you can eradicate every last demon possible.

     

      Reveal hidden contents

     

    Speaking of which, I heard the Slayer's Gate exit open before I dusted the last imp and got the all-clear message - is that normal?

     

     

    And I really like how this vibes with the distinctly classic feel for the levels themselves. Something about the music and the layouts, and how they're contrasted with all the extra stuff. The e1m1 call-backs were incredibly cute, too.

     

    I started on Easy, and felt that it did what it said on the tin. There monster count feels right, and you're given a stupid amount of ammo to deal with everything anyway. The only things that threw me for a loop were the Fiends and the acid traps. The former, having a higher ROF than standard nobles, were hilarious and I enjoyed fighting them quite a bit. The latter... I got got and wasn't sure why. Did picking up the invisibility screw me? It felt like constantly getting pinged by hitscanners, and there seems to be a lingering effect? It would be helpful if you could discuss the mechanics behind that one, if you wouldn't mind.

     

    Despite the huge amount of nit-picking in this post, I really am enjoying this set and looking forward to exploring it proper; but I just thought I'd drop some initial feedback so you can see how fresh eyes might be coming at it. Congrats on the release, and on making your proposed release date - there's a monumental amount of effort in here, so I hope you can take a well-deserved breather before getting to work on eps 5 and 6.

     

    It is a lot too take in.  I did put a few HELP SCREEN within the game with the f1 shortcut.  As far as Blursphere goes, it behaves like any other.  But TBH, they are best used against monsters with projectiles and turret traps.  

     

    "Hey.

     

    At map 04 (Ep 1), near end, on the yellow armor, if you stay at plataform, there's no way to go down."

     

    Whoops that platform should never go back up.  Or just be removed since that is old architecture.

     

     


  4. 9 hours ago, Daytime Waitress said:

     

    Looks rad af!

    Is it going to be a Hexen thing, or standard Doom II?

     

    It will be Doom.  Basically Eldritch Demons and Doom Demons go to war and Doomguy gets caught in the middle.  I hope to have a version done by quakecon but that is becoming a tall order.

     

     


  5. 8 hours ago, Gez said:

    You can use A_RadiusGive to give health items to nearby monsters.

    That is what i am using, problem is infighting.

     

    Right now i am having a monster spawn a invisible +friendly object that targets others to heal.  It doens't look pretty but i cant tell if it works.


  6. I have been asking around and I haven't found a solution what works so far. 

     

    Basically, I am looking for a way a monster can heal others AND continue attacking the player.  Changing friendly flags around seem to have unpredictable effects such as infighting or remaining in friendly state.  I am currently trying to do this in decorate.

     

    Does anyone know of any monsters that are already set up this way?

     

     

     

     


  7. before i view 100+ pages here looking for what i need.  Does anyone have a Merman/Dagon/Deep One style sprite sheet?  I am making some Eldritch Demons in my mega wad and need a few more monsters.  Already have the Xothian from Realm667 (which is called a DeepOne), Shoggoth (Duke Proto Slimer) and going to create a shambler like monster with a pinky or  Hellknight.  I think i can frankensprite the Stalker from Hexen but that seems like a lot of work...


  8. I think i asked this before but I do not remember if it was answered or not.  This is ScoreDoom and it added barrels to the intermission.  I checked out the wad but was unable to find out where or how it was added to due to my limited editing abilities.  Any help would be appreciated.  Basically i want to add a counter for a certain monster type.  Not sure if doing so will over ride regular kills.  Google has not been very helpful.  Thanks for any help.

     

    index.jpg.6ea59bccd881cee125b5f09abe5f1b52.jpg


  9. I had to do this for my nephews.  Either it works or it doesn't.

     

    Make him play old NES games first.  Every kid knows Mario so see if he actually finds the fun zone with Super Mario 1 or 3.  After that try Zelda and Mega Man 2.  Then build from there. 

     

    If he finds those games fun and addicting I recommend trying SNES games such as Super Mario World, ALttP and Mega Man X

     

    You would be surprised how many kids will actually enjoy the simplicity of classic games, jsut as long as it keeps pushing out the dopamine.

     

     


  10. 14 hours ago, Kinsie said:

    I'm pretty sure they've done all their big AAA announcements for the moment at recent Xbox events.

     

    MachineGames is working on an Indiana Jones game, and I wouldn't be shocked if that's their current focus.

     

    But when nothing comes from E3 then everyone says "well they would obviously do that at Quakecon!".  It is just sad that Id Software will be a no show for 2022.

     

    As for Indiana Jones game - Did anyone ask for that?  I hope the poor reception of Youngblood didn't put Wolfenstein 3 further out (which was announced/hinted long before Indiana Jones).


  11. Sadly the lore got kinda butchered during Eternal and especially after TAG.  In 2016 we had four lords who each ruled during different epochs of Hell's history. 

     

    1.  Serpent

    2.  Guardian

    3.  Chimera (mentioned only in older unreleased alpha codex entries)

    4.  Nameless One

     

    Whether the Dark Lord Davoth was actually one of these or if the Dark Lords themselves were above him or just lesser demons who acted as stewards remains unknown. 

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