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About id.dav

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  1. Continue modding - shotgun and assault rifle damage slightly increased. Fists now deal damage, I set it to 35-45 - it takes 3 hits to stun a simple zombie, 4 or 5 to stun imp or soldier...it really compensates the ammo usage considering no chaisaw autorefill. Now I'm looking in to way of bringing back megasphere overdrive ability like in D16. Also this)):
  2. Already experimenting with simple modding. -Removed chainsaw autorefill -Shotgun ammo pickup increased to 10 as the ammo model shows 10 shells in it. Starting ammo count increased to 24 - upgrade gives +6. -Shotgun pop-rockets now cost 3 ammo. -Assault rifle ammo pickup reduced to 16 as the ammo model contains only 16 bullets. Starting ammo count increased to 80 - upgrade gives +25. Mods that I already use: -Nicer Loot Drops FX. -Gameplay overhaul. But it all needs testing, I like it so far...)
  3. id.dav

    Random Demon Campaign Mode

    I totally support random mode idea. It will breath new life into campaign for sure. It is actually what I was wondering after D16....why devs make a fixed spawn for all the areas throughout the game...it feels like an outdated design....of course random level layout would even be better.
  4. id.dav

    What do you want for DLC?

    More levels like Super Gore Nest, other things are great already, so anything ridiculous in terms of lore and locations will be fine))
  5. id.dav

    Favorite and disliked level

    And vote only proves that only SGoreN level in the game stands out of all...and is closer to D16 design than the rest of DE. And I have no idea why id chose a much more linear and boring aproach this time. As if D16 was highly critisized for its level design. Yes technically levels are bigger this time, but bigger in its linearity and not complexity. Level design is the most dissapointing aspect so far for me. Necravol was kind a let down, I expected something less generic from hell level. And the ascention in the second part was way less impressive than the one in Argent Tower. It seems they put so much work into visual variety that they forgot about really engoying level structure( And of course vusually only Urdak is trully outstanding, it is strange, alien and very atmospheric (espessially that big fucking great one in the water that scared the shit out of me)))
  6. id.dav

    Is anybody else seriously disappointed with Eternal?

    Guys! Guys! Do you remember Foundry - this amasing open-ended level wich can be easely marked as the masterpiece of modern level design. Do you remember Argent Facility with its complexity where different areas could be aproached from different directions? Do you remeber fantastic acsention in Argent tower? Or Kadingir Sanctum, Titan Realm, Necropolis - all of those had locked doors and keys to find. And now with all honesty tell me if you experienced anything like that in DE, exept probably the Super Gore Nest I think? I completed the game and it left me kind a wondering....how come that I bring, not a classic Doom, but D16 as an example of how to make things enjoyable?
  7. id.dav

    Doom Eternal mod support is a long term goal

    And before Doom 2016 release he said that snapmap is in no way a substitution for modding and those who want to dive deep into tech would have this opportunity via id studio I guess. Let's hope idtech7 isn't just for more geometry and texturing technics but also a modding wellcome tech)
  8. id.dav

    Reused Assets.

    Of course they are re-using stuff from Doom 4. Why not? There's a big difference between game asset and source material. Have you heard about ZBrush, MudBox? They could easely work upon already existing environmental stuff created for cancelled Doom. You can do anything you want with model in ZBrush, add more details and stuff then bake it in to 4K 8K textures and here you have modern day standart game asset.
  9. id.dav

    Further E3 Teaser Breakdown

    Great trailer analisys)
  10. id.dav

    We got the demons!

    Healing of stabbed enemies sounds really cool)) Never even thought about it...good guess)) Could be)) Well this trailer looks unbelieveably awesome.....it's just how I imagined cancelled Doom 4 before we knew the call of doom BS.
  11. id.dav

    Noclip Documentary: DOOM Resurrected

    Really? And isn't summoner's behavior the SAME? And that is why he is very fun to fight with.
  12. id.dav

    Noclip Documentary: DOOM Resurrected

    Well as we can see it wasn't scrapped completely..what we have today is actually what was already in call of doom version. But yes that teleporting imp is fucking awesome! How could they scrap that idea?
  13. id.dav

    Noclip Documentary: DOOM Resurrected

    I pretty much share your feelings.
  14. id.dav

    Noclip Documentary: DOOM Resurrected

    Damn that id tech 5 doom iteration looks interesting...I mean 3 sec of real gameplay. I still disagree with all this mars setting decision(((
  15. id.dav

    Update 5 details .

    How exactly it is determined that denuvo was removed? Could it be that modding tools will finally be announced)))