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

Mobtus

Members
  • Content count

    9
  • Joined

  • Last visited

1 Follower

About Mobtus

  • Rank
    New Member
  1. Mobtus

    what is your prefered control scheme?

    For kb/m the usual wasd and mouse. For kb only, I use wasd for movement, left/right arrows to turn left/right, up arrow to fire, spacebar for use. Nifty setup for a mix of classic and modern.
  2. Mobtus

    What does John Carmack think of Doom 2016?

    Nice, they used a pic of Romero's new e1m8
  3. Mobtus

    Classic levels are poorly balanced

    Don't you remember the shitstorm after they briefly showed a classic map before the game was released? We didn't get very much but just from seeing the upside down textures, people were LIVID. I'm surprised they didn't even fix it. As Jaxxoon said, we just sorta got used to it.
  4. Mobtus

    Can you play it?

    just beat it on uv with my gtx 770. Performance was up and down, sometimes 60+fps sometimes 30, just depended on the environment. Changing settings didn't seem to help the slow parts, so I left everything mostly ultra.
  5. Mobtus

    Bugs and other issues so far

    I'm getting ~30fps regardless of settings on a gtx 770, amd 8350. Installed the latest drivers as of half an hour ago... Any ideas? Edit: should say beta was flawless on my system. Not sure what changed.
  6. Mobtus

    Doom SP Stream Poll

    Eh I said it mostly tongue in cheek but if I can't somehow get corpses to stay I will miss decorating levels with dead enemies. Always a great reward after a big fight, just enjoying the view of all the dudes you killed.
  7. Mobtus

    Doom SP Stream Poll

    I think while the level design looks great, the layouts themselves aren't that great. It seemed to be mostly fight in an arena room then move on to the next, and they tried to emphasize non-linearity but it seemed pretty linear to me. Secrets were basically offshoots on your path to the next arena. I find that the best doom maps are the ones that are efficient with their space. Ones that when you open a door you find yourself in an area you are familiar with, just in a previously inaccessible section. Being able to get to a door or area you can't seem to get access to gives you a reason to go adventure around the level and find where you need to go to get there. Since we only saw like 3 sections of levels from the game I would hope the level design is able to do this in other parts, but I wouldn't be surprised if it's just clearing enemies from one room then going to the next. Combat looks fun though. Guns look like they do a lot of damage, except some enemies (pinky, revenant) seem to soak up more damage than looks possible. Also enemy corpses disappear? How else am I gonna keep track of areas I already visited?
  8. Mobtus

    Romero releases another new map: E1M4B

    It's a missing texture, the wall leads to an area where the monsters sit until they teleport into the room. I guess he just forgot to put a texture there when he linked the sectors...
  9. Mobtus

    q

    Ah man so much work goes into the music, in all the wads/maps people make it really adds to the experience. I believe a lot of the music in the new Doom will be throwbacks to the old songs (like the menu music) so you should give it a chance!
×