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Potatoguy

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Everything posted by Potatoguy

  1. Potatoguy

    Slight Problem With Snapmap

    Glad I can assist, even if you reverse engineered the solution yourself! :D Oh, and for pointers to testing out variables, I'd advise you have the HUD option enabled that shows you 3 variables on the top left corner. Have it displayed, then assign variables of your choice onto it. You can visibly see variable more quickly that way, to test things quicker.
  2. Potatoguy

    Slight Problem With Snapmap

    BACK FROM THE DEAD TO ASSIST. (Probably too late by now, but...) Add the intergers together? Very simple. I'll be using the PC version of Snapmap to demonstrate. Adding intergers is pretty simple, once you fully know the controls for snapmap. When adding/subtracting/multiplying/whatever with numbers, you can change that number into a variable instead. Hell, it can even be a color code. You do so by selecting the adding command's properties, then options. From there, it'll bring up more commands to pick. The one you want is Swap Variable/Constant. A window should come up of all the variables/constants that you have created in the map that you can select. (I chose variables Potatoes and Carrots, cause I'm a mean motherf@#$er) Whatever constant that variable has during the map play will be added, instead of a solid number count that's normally available. This should be the thing you're seeking. Hope this helps in your troubles, if you still interested. Hell, I can help other people about Snapmap questionnaires, since I'm probably the go-to guy that knows Snaps in and out by this point.
  3. Potatoguy

    Anyone else unable to switch to Snapmap Mode at all?

    Came back from the dead to report that I can access Snapmap fine, but I currently have my game set to launch straight to snapmap through the Steam launch options. (only works on steam, so you're out of luck if this problem is in console). The freezing problem isn't an issue either. I'm not sure what I can tell ya about it. For me, the list of maps are outdated, but not broken upon loading. Have the launch options on Steam contain this [+com_gameType 1]. No brackets. This will launch Doom straight to snapmap without having to shut down campaign, then load it up. Saves me some seconds of waiting. Figured this out by rummaging through Snapmap's console commands. Says right there on the 3rd red-out area that it's launching +com_gameType 1.
  4. Archvile better not be a boss-only encounter enemy. Want to see him throughout the campaign, and not just once.
  5. Potatoguy

    Doom Eternal won't have Snapmap

    Wishing right now that the devs of Id are reading our pleas and are secretly working on one final Snapmap update. We're Marty approved, right? T_T
  6. Potatoguy

    Bethesda.net issues

    I'll keep to playing Doom Eternal on consoles cause my PC is too shit to play it just because it's another fucking launcher. Even if it was 100% bug free, I ain't gonna get it. I have Steam, GOG, and Battle.net already. Why the fuck I need a 4th launcher for just Doom?!?!??
  7. Potatoguy

    Snapmap Legacy - A Steamgroup honoring the forgotten...

    Got a new set of maps announced in my group. Took me awhile because of real life conundrums, but now I had the chance to post more. With 5 of the Best of Snapmap coming from the same author, Spindleshank. I decided to honor this man with a special award, because nearly all the map I have played of his are amazing. Seriously, check out anything from Spindleshank. He has made amazing Snapmaps.
  8. Yes. I made a steamgroup dedicated to Snapmap. Sue me. https://steamcommunity.com/groups/snapmaplegacy I decided to create this steamgroup out of fustration. There has been a few amount of sites/groups dedicated to snapmap (so I'm not the first to try this). However, nearly all of those sites have either been lost through faulty links, or are no longer updated since many months ago. Now we know why this is the case; with how borked of a launch Snapmap has, and all the shit that festers in its search results on a common basis. And the complete lack of dev support for it that has been absent for a long time... It's to no surprise the fire for Snapmap has burned out. But it still saddens me. Every so often, I play a map that amazes me. Awes me on the uncountable amount of hours this must have took to create and perfect. On how such an experience is only possible in Snapmap, and not in campaign or multiplayer. Yet, these maps will probably never see the light of popularity and amazement they so rightfully deserve. And that's what this steamgroup is for. To honor what have been lost. Have them be remember for as long as this steamgroup exist. I'll try my absolute best to keep this regularly updated with a lot of cool shit. If that don't work, at least a steamgroup will exist cataloging the best snapmap has and will offer. Give this group a lookie. And recommend me some of the best of the best. We're gonna need to get as many as possible before Eternal takes all the glory.
  9. Potatoguy

    The story behind your custom avatar

    Needed some avatar that fits my comedic, smug, serious self. I think I got 2 out of 3 of these down.
  10. Potatoguy

    Nightdive Teasing Blood

    I have never played an adequate version of Blood, so I never got passed the 2nd level without feeling that i'm missing out on the vintage feel of it. Hopefully Nightdive does do a good Blood release. Cause if their Turok 1/2 releases are to base off, they are VERY DAMN GOOD at porting old games to the new generation. Heck, we may see a new community rise for Blood modders if Nightdive is oh-so-generous enough to include a modding tool too. Turok 1 had one.
  11. Potatoguy

    There.. there are no hell razers are there :(

    There wasn't any Spectre in the trailer either, but I ain't worried of it being gone. I'm sure the Razer and Spectre (and hopefully Summoner) make a return to Doom Eternal. I'm more interested to know if the Cyberdemon will return in multiple level appearances, rather than just one scripted boss level.
  12. Potatoguy

    Snapmap's Rising

    Snapmap was always possible to make awesome shit like this since around mid-2017's final major update (that enabled removal of all network limitations). And it's very damn hard to find Snapmap this good with the vacant lack of support it has now from the devs themselves. And the dogshit search engine flooded with tat. Trust me dude. With a fuckton of efforts, ya get some really awesome shit. It's why I made my goddamn steamgroup to rectify this, and how the Snapmap Reddit still has... activity? (I mean, there's only like 30 active user max) Snapmap is at the point that one final major update will make it the objectively best ingame editor ever made. But it's just... so close, yet so far. It's damn near depressing.
  13. Potatoguy

    SnapMap and Multiplayer Servers

    I expect Snapmap and Mutliplayer to approach closure a year or three after Doom Eternal's release. Game' multiplayer usually last for quite a damn while if the game is popular enough. And Doom is kinda popular, i don't know. Losing internet accessibility for Snapmap/Mulitplayer won't probably happen for 2 or so years, so I wouldn't be worrying of the apocalypse yet. Only bad thing that may happen once Eternal's release is everyone migrating to it and abandoning D4 to a pathetic playercount. I mean, more pathetic than it already is.
  14. This is definitely not a topic thought up in half a second by backwards-thinking of a topic that already exist. It's entirely original. This could be an interesting thing to discuss about. I found myself to be straying away from very hyped/very well-reviewed games of this year (and other years) simply because of.... reasons. Be it personal distain, lack of interesting, or otherworldly reasoning, there is just that odd feeling of not following what your friends/cohorts are playing, when by much word of mouth, the game in question sounds like a hell of a time. A damn fun game that "everyone should play." Yet, you just don't play it. Why could that be? I decided to create this thread to have a chat about reasons of not playing game(s) that are out, or are even catalog in your belongings (like in your Steam Library, or resting somewhere in your shelf). This could be of any game, but it would be of more interested on why a popular/well-reviewed game isn't your cup of tea. This is me with the Witcher 3. I know that game is pretty much the godsend RPG of the decade (with even my own best friend imploring me to buy it on 50% discounts whenever possible). But i just do not find it interesting. It could be my already disinterest of open-world games thats causing this (tried thrice on beating Fallout 3, and never got passed 15-20hrs). Or be it my lack of playing "overrated games." But I played Bloodborne and Uncharted 4 no problem. I don't know... it just doesn't urk me to play it.
  15. Potatoguy

    Original Doom songs you want to see return

    I need to hear the majesty of Into Sandy's City again. It's just a damn catchy song of Doom II that I never get bored hearing again and again. Maybe have that song in the Hell City level. Would fit so damn well.
  16. Potatoguy

    Snapmap Legacy - A Steamgroup honoring the forgotten...

    OH BOY, that is a nightmare to sim through. Since so many are named this, and only got the prefabs that isn't even a 1-to-1 mapping of the originals. It'll be a damn odyssey to get all ExMx maps that are good. Although Spindleshank (the guy that made Watch your Step) has done a lot of Classic Doom map tributes, and most of what I tried are fucking entertaining. I may give a special announcement to his honor if he keeps having good stuff. Oh, did a new announcement of maps today! I said bi-weekly updates, but I binged Snapmap too much this week, that I found lots of good shit. Project Hamartia Remastered by IRON BISHOP L85 Code – HH2RFRB3 Genre – Mechanic, Slaughterfest, Hard, Lives, Waves Score – 4 Stars (Gameplay 4; Design 3; Tech 5; Sound 3; Difficulty 4; Unique 4) Summary – A wave-based fight with 10 awesomely programmed classes that all feel damn good to play as! Best played with people! Eagle Dungeon Goes to Hell by Alter Ego Code – 4NN6PAT6 Genre – Custom Geo, Revival, Competitive? Score – 3.5 Stars (Gameplay 4; Design 5; Tech 3; Sound 2; Difficulty 3; Unique 4) Summary – A 5 minute quick blaze through a time-attack map in custom geo novelty! Blaze through a dungeon and blast a HK! Station 1: Night of the Undead by StonyFever57649 Code – PJ9U4EFM Genre – Custom Geo, Waves (Infinite), Slaughterfest Score – -4 Stars (Gameplay 4; Design 5; Tech 3; Sound 3; Difficulty 4; Unique 4) Summary – A Cod Zombies map that's actually GOOD. Great intro cinematic, and very well done custom geo, with semi-matching gameplay. Devil May DOOMED: Hell 1 by PinkyXjooztinPLS Code – 5QVP3T37 Genre – Slaughterfest, Competitive, Hard, Mechanic Score – 4 Stars (Gameplay 4; Design 4; Tech 4; Sound 4; Difficulty 4; Unique 5) Summary – A map filled to the brim for demons for you to kill, and a combo system paying homage to DMC! Both go hand in hand very well! MAP 1: Mars Base by The Doomer Code – B959CMQP Genre – Hard, Custom Geo, Continual Score – 3.5 Stars (Gameplay 4; Design 5; Tech 3; Sound 2; Difficulty 3; Unique 4) Summary – An unforgiving first map of 6 that has great mix of prefab/custom geo combination, and secrets and collectibles to gain! BIOWARE PART 1 – THE END by farmerbobhack Code – 43CCF2ZK Genre – Hard, Custom Geo, Lives (1), Revival?, Continual Score – 4 Stars (Gameplay 4; Design 5; Tech 2; Sound 4; Difficulty 3; Unique 4) Summary – A very difficult one-life intro map of an 18 map long epic, with a fantastic first map! Well-placed pickups and enemies to gore throughout! Demon Battle Chess by purrpl Code – HSFPJR6X Genre – Mechanic, Horror Score – 4.5 Stars (Gameplay 4; Design 5; Tech 6; Sound 2; Difficulty ?; Unique 5) Summary – It's Chess. The same chess you can play online anywhere, down with the programming perfected. Play Chess, DOOM STYLE. Dr. Finko's Demise by IDDQDREW Code – D6434JQM Genre – Story, Custom Geo, Mechanic, Competitive, Score – 4 Stars (Gameplay 4; Design 6; Tech 3; Sound 4; Difficulty 4; Unique 5) Summary – An incredible tribute to a fallen website with amazing custom geo, riveting mechanics, and good combat! Still in beta, so bugs unfortunately exist.
  17. Potatoguy

    Project Warlock

    I think I may try GOG out for the first time just to give this game a spin. (Why it ain't on steam though...?)
  18. Potatoguy

    Snapmap Legacy - A Steamgroup honoring the forgotten...

    Alright, so I fucked up right off the bat with having maps acknowledged through announcements. Unlike subforum topics, announcements will not collapse to a smaller, readable format for cataloging purposes. Meaning that its gonna be a chore to skim through all the announcement posts for maps if I keep posting maps in that format. So to solve this, I will just have "Best of Snapmaps" be its own new subforum to visit to in the steamgroup, rather than be an announcement post. Announcements will just be there to, well, announce. Hall of Fame catalog will remain the same, along with the other pages. This edit will be done by the coming weekend. Oh, and if anyone was curious, these were the "Best of Snapmap" in those announcements. A N T I V I R U S by JRCrash (The map's screenshot can be seen above) Code - BVS453EB Genre – Story, Custom Geo, Hard, Lives Score – 4.5 Stars (Gameplay 5; Design 6; Tech 3; Sound 3; Difficulty 4; Unique 5) Summary – Custom Geo brilliance with nail-hard gameplay and fun plots in a half-hour plus long ride! Special enemy type at the end! Power Surge by Born2Steal Code – YC7QTPZ7 Genre – Story, Campaign-Like, Mechanic Score – 3.5 Stars (Gameplay 4; Design 2; Tech 4; Sound 3; Difficulty 3; Unique 4) Summary – A power-scaling trip from weak-sauce to chaingun monster, with matching difficulty! Excellent checkpoint mechanics and solid final-act! Doom 64: Watch Your Step by Spindleshanks Code – PQGFEV7E Genre – Hard, Custom Geo, Revival, Music, Score – 4 Stars (Gameplay 4; Design 6; Tech 3; Sound 4; Difficulty 3; Unique 4) Summary – Reimagining of Doom 64's map with the same name, and nearly the same action! Incredible room creation with intense combat and custom music to boot! Memento Mori Machina by @Chezza Code – MZU97UHF Genre – Story, Campaign-Like Score – 4 Stars (Gameplay 4; Design 4; Tech 4; Sound 4; Difficulty 3; Unique 4) Summary – A solid campaign-like map with many secrets and encounters with varying objectives! You even get to kill Vega in an entertaining plot! Agartha by Void Runner Code – DN8TQSR5 Genre – Custom Geo, Hard Score – 4 Stars (Gameplay 4; Design 6; Tech 3; Sound 2; Difficulty 3; Unique 4) Summary – From restaurants to open chapel finale, the custom geo is to be awed here! Gameplay is very tough, and secrets and fun in numerous quantities! T H E D E R E L I C T by IRON BISHOP L85 Code – FGWK8TFK Genre – Horror, Story, Hard, Mechanic Score – 4 Stars (Gameplay 4; Design 4; Tech 4; Sound 5; Difficulty 2; Unique 5) Summary – A GOOD HORROR-THEME MAP, with an awesome reloading mechanic and incredibly-well done cutscene and ambience creation! Scary!! Teufel's Domain by Taylorhead Code – HSKFQ52L Genre – Custom Geo, Hard, Competitive, Mechanic, Bosses Score – 5 Stars (Gameplay 5; Design 6; Tech 4; Sound 4; Difficulty 5; Unique 6) Summary – SNAPMAP BRILLANCE. Full custom geo, timeless gameplay, hard and fun, bosses and competitive; it's GOT ALL THAT AND THEN SOME. Will probably post a new set of maps this weekend. Found some pretty awesome ones from searching randomly. Even one about a board game...
  19. Potatoguy

    Doom Eternal won't have Snapmap

    Maybe when Doom Eternal releases, we may see one final update for Snapmap (and probably all of D4, being the final update before full focus on DE post-launch). Tis a dream, though..... For now, we'll just have to look for some damn good snapmaps like Antivirus, or just make majesties ourselves.
  20. Potatoguy

    Twice the demons?

    ....How? I get that in Doom 2016 we had a vast array of demons to slaughter. But they nearly filled the entire list of demons that existed in Doom 1/2. So how in hell (pun intended) will Doom Eternal have twice the demons, if there's only like a few left from the classic Doom to include? Ok, let me explain my confusion. In D4, we already got: Imps - Fucking Duh. Possessed Soldiers - The zombieguy replacements, i guess. Possessed Security - The shotgunguys, now 5 times as goddamn annoying. Lost Souls - Kamikaze motherfuckers, but alright. Pinky - Now only killable from behind. Spectre - Invisible, and just as annoying as ever. Hell Knight - Brawlers, and freaking awesome! Cacodemons - Why dem arms/legs, yo? Revenant - Doot. Mancubus - Now can jump 50 feet high? (Dafuq?) Summoner - Not an archvile. Baron of Hell - Best demon. Cyberdemon - Can't have a Doom game without him. Spidermastermind - Is that you, Olivia? And the new enemies from 2016, the Hellrazer, Zombies and Z. Engineers. Cyber-Mancubus is apparently another demon type, so it apparently counts. And the Hell Guards being the newest demon boss addition to the roster. So at minimum, we have around 16-20 demons already in D4/Doom 2016. So they want to have 32-40 demons in the next one? Is there even enough demons to fill that niche? It was already confirmed in the trailer that the Arachnotron, Archvile and Pain Elemental are making a return. And the Chaingunner can be an easy fan favorite to bring back as well. But that's only 4 demons. Including the Icon of Sin and the Mother Demon (yes, from Doom64. That game exists), that would make 2 extra demon bosses, adding to 6. So that still leaves around 10-14 demons remaining to fill. Where'd they gonna get the rest? I guess it can be easily done with just different versions of the same demon (On how they did Cyber-Fatso), but that would seem weak. New demons would always be welcomed, but I just hope they server their own mechanic important in the already spectacular array of demons we already have. Some of the multiplayer-exclusive demons seem awesome to have (Although how would Harvester and Prowler work). I have not played anything of Doom 3, so I am unsure what demons they can pull from there to include in this action-packed sequel. I don't know... It feels that they're going for quantity over quality. But I can (and hope to) be wrong on this. These are the guys that made Doom 2016 after all. What you guys think? Ya think they're just bluffing from the double demon count? Or will we have a good set of demons from the old game to fill the gap? What new demons would you guys want to see that would change up/add to the gameplay experience?
  21. Potatoguy

    So how come a lot of music and games suck now?

    I did an exact thread like this some weeks ago about the topic of games. It's not that nowaday sucks. It's more that we easily know when something sucks. Back then, we only had the word of news outlets, magazines, and pretty much word of mouth to tell us what sucks. It's why back then we usually only play the best of games or obscure games that no one heard of. Because you either picked the games that all the media told you was good, or just play russian roulette to see if hat videogame that had a cool cover was a fun game. NOW... finding out something sucks can be just a phone app away. The mass media explosion from internet evolution made finding out things very very easy. You can pretty much know when something sucks the moment the title is even announced. You can look up development history, past works, controversies, and practically all knowledge of the game from just browsing any social media software. Discord, Youtube, Twitter, Facebook, Reddit, etc. etc. etc. Ya got so many ways to find out something sucks, that it just feels that everything sucks. Because you can find out suckage by just doing your everyday chore. Not to mention company execs as of recent are going for more money than lasting resconance. And something something SJWs. I do feel myself things didn't suck as much as they do now. But that's just because I'm wearing nostalgia sunglasses the size of a building.
  22. Potatoguy

    Doom Eternal won't have Snapmap

    I am a huge advocate of what Snapmap was. Still am, in some sense. I was one of the most dedicated Snapmappers back in 2016, and was only resurged to make maps again because I've discovered that a good friend of mines still play Snapmap. It sorta motivated me to get back on what I never finished, and improve my wave maps to upmost perfection. Back then I did a whole lotta shit surrounding snapmap. Be it helping on logic ideas, reviewing maps, attempt to hype things up, give announcement to updates and discoveries, and of course, whore out to get my map popular. It's why it makes me pretty sour that Snapmap won't be getting a continuation in Doom Eternal. Snapmap was SO CLOSE. SO CLOSE... to being what many dream of it to be. An incredibly modular editing tool, allowing full module creation, customizable demons, functioning campaign linking, with all weapons and mods of both SP and MP, and possibly the greatest function, a very creatable logic system with so many gamemodes and logics that can be completed if one was smart/dedicated enough to figure out the works. But it was not this, or even 1% of this upon launch. And so many fell out of its piss-poor presentation, that even when updates that corrected the mistakes were released, the damage has been done. Not to mention the overloading amount of garbage that piles onto the map browser, that finding a good map requires a lot of luck or incredible amounts of advertising. It... really is depressing how something that is pretty amazing now, is now a forgotten mode with only the most dedicated of snapmappers remaining. The sad thing is that Snapmap isn't entirely complete yet. There was just a few things missing to be whole but an update of it will never be completed, now that Eternal is the main focus. Just a few weapons remaining, a few mods left, some final props absent (like placeable doors, that would finally enable semi-modular creation), and even missing demons. The summoner was even a demon type that is confirmed to be part of Snapmap already; it's just not fully implemented. Probably won't ever be. I guess it would just be begging to ask the guys of Doom to make one last Snapmap update just to complete what was left. Any scrapped ideas just put in. So that we know Snapmap is finished or something...
  23. Doom Eternal looks sick as fuck. I am pissed as a virgin geek that there's no Snapmap, but sacrifices have to be made for what could be the greatest campaign of the decade. I decided to overanalyze the fuck out of the gameplay trailer shown in quakecon, to see what can be dugged up from what we have been shown. Some of the things are damn obvious, while others may not be so, and even surprised me. Anyway, here is my analysis of the gamplay footage. Screenshots and images will be added when I get the opportunity. Doomslayer is thicc. Like really fucking thicc. Although it seems the armor he’s wearing isn’t modified or improved. It seems more repaired. The blade-mounted left arm has a different armoring fashion and color scheme compared to the green hue the Praedor armor had before. It’s as if the previous armor of the left arm has been ripped off, and someone created new blade-including armor in replacement, but in not the same style. The shoulder-mounted armament seems to bare this resemblance with it. This is probably because of the events of D4’s ending, of when our thicc boi was teleported away to an unknown place. Probably hell or a demon-infested hellhole, where his suit may have been badly damaged. The Super Shotty is not the same one found in D4. Heck, it may not even be from Earth. There’s runic markings on the side barrels and on the grappling hook attachment. The design of it seems more goth-like that western-like of the D4 version. The bandaged hilt, the sharp curve at the butt, and the bluntly rectangular framework makes it seem… hell-like. :P The same can be said for the Rocket Launcher, that is obviously a more hellish design than the UAC counterpart from D4 The entire time of watching the trailer, the BFG is strangely absent. Now this shouldn’t be something of note, but I like to point it out anyway. The BFG was revealed pretty early on in D4’s gameplay trailer. Yet in D5/Eternal, it seems to be entirely missing. I wonder if there’s a story-critical reason as to why Now for some gameplay examination, starting from the Hell on Earth portion. The helmet has had its startup visor altered. More hellish symbols, weird runic writing, and a distinct lack of a VEGA logo on it. Where my boi VEGA at? :( From what we see of the HUD’s information, the player is as a mid to end-tier levels of statistics. He has around 7 fuels of Chainsaw, 150HP, and many modifications and weapons ready and loaded. This could be just for the trailer’s sake, but the badassery seen in the gameplay (both in HoE and on the Phobos Base) are of encounters that are probably of the latter half of Doom Eternal. There could be a chance that the air-dash mechanic is a later mobility option not available at the start, just like the double-jumping of D4 was unlocked 5-6 levels later. Take my words with a grain of salt, though. For this could all be just for presentation and not representative of the final product. The Super Shotty has the grappling hook mod. Fucking duh. But it seems to also have another mod behind it too, that is not shown. It wouldn’t make much sense to include a hook icon for the SS if it is the only mod available for it. So there could be another mod for the SS that we may have to experience once the game is release. (Quad-barrel mod? :3) Also the SS uses 1 shotgun shell shot instead of 2. Could be of a stat improvement, like in the last game. (where max-leveling the SS makes it shoot twice, etc) It also seems the shell count for the SS and the Combat Shotty are different. When the combat inspection occurs, pay close attention to the ammo count. It seems to change from 29 to 59 quickly. Doomslayer is the Kool-Aid man. Knocking down walls n shit. Neat new feature, and could possibly be a mechanic used to hide secrets behind walls. Walls you have to punch down that are not obviously telegraphed as in the trailer. So you may need to hump every wall once again to see which one needs thrusting through. Just like the old days… Enemies can also smash through some walls, as we see the Pinky do so in the HoE level. Corpses still disappear. Sorry, guys. The HoE level may take place somewhere in the EU. Why I say that? On the first Mancubus fight (where it is glory-killed), you can see the logo EU Bank behind the flesh-tower. It could be hard to see, but it’s at the top of the screen during that little fight. Can be seen again in the Lava segment. The destroyed store after the first Mancubus encounter says Bailey & Sans/Sons. Any reference majors here? Obviously, there are 2 new enemy types introduced that seem entirely original to D5/Eternal. The flying imps, and the zombie with a gun. Not the possessed soldier, the zombie shambling about with a strapped-on weapon on him. There’s vaulting with pipes. Very yellow pipes. Also yellow flesh columns too are vault-able. Ammo items have had their appearance altered. Rockets have their own singular shells, like the old days. Armor and Health has also been changed, with the nostalgic blue potions and the medikits making a return. Actually, a lot of D5 is paying tribute to the old Doom games (maybe a bit too much, to pandering degrees). Enemy designs like of the prior incarnations, colorful environments, old ammo/pickup appearances, etc. The Combat Shotty has had an obvious redesign, and the mods have been improved. The Grenade Shot now can stick to enemies, and the defunct triple-shot mod has been replaced with the gatling-esque mod that allows full shotty decimation without any need of pumping! The Heavy Assault Rifle has had an obvious redesign, and the Scope mod now has a charge function behind it. A circular reticle seems to be refilling itself after each shot, possibly increasing damage the more it is completed. Hellknights have eyes. What in fuck? Ya got a shoulder-mounted weapon. Did I forget to mention? This seems to replace the grenades you had back in D4, do not interrupt weapon usage, and you can now cycle through them whilst on cooldown. (I think this was already a thing though) The Logo MIXOM and Arrem Star appear, the latter after the first Pinky fight. Again, reference majors? The gameplay trailer seems to have footage spliced together. I just noticed this from when Doomslayer jumps from wall to wall. His armor and HAR ammo count alters. I did not notice it until I gave a careful examination through the trailer. Ammo and HP/Armor changes occur somewhat commonly in the trailer when giving another viewing. Here are all the instances it happens. When the first wall is smashed. There’s 2 less shotty shells When the wall climbing occurs. There’s a gain of HAR bullets, but the armor is reduced from 72 to 27. You take damage from wall-jumping? When thiccboi enters the green portal after getting the Rocket Launcher. This one is really obvious. A noticeably teleporter sound from D4 is used, the Armor count is raised by 10, and he’s instantly holding the HAR instead of the Rocket Launcher. I don’t know what’s with the video splicing. There’s even a break of the HoE trailer right after getting the Yellow Gore key. Why the changes of footage??? Did the player died a lot during recording footage? Is there things being edited out for reasons unknowned? Are these just bugs? Am I making conspiracies? One of these is true. There’s a flamethrower weapon for the shoulder-mounted armament. Seems to make enemies drop armor when they’re set ablazed and attacked. Neat! Aranchontron’s back. In case ya missed it. There’s lives here? Like Extra Lives??? Interesting…. The map’s HUD is placeholder. Unless the information of D4’s hud has been entirely removed for clarity sake, the D5 map hud (that only has a Demonic Corruption bar on it) is incomplete. It will probably be vastly improved on final release. It seemed to just appear on the trailer to just show the expansive map design of HoE. There seems to be a runic ball that gives a small passive ability like the runics of D4. The yellow one gained in the trailer allows a strong melee hit after a glory kill. Also the demo is played on PC. You can tell when the runic ball acquisition has a [SPACE] indicator at the bottom. There is a lava waterfall hazard in the 2nd half of the HoE map. Can be seen on the background moving to the left. Seems to be coming out of some hell pod. There’s multiple of these seen throughout. Vorus Technologies. Daerog. IVAN. E8. Reference Majors? :3 Here’s something fucked. The 2nd half arena of the HoE map seems to be an amalgamation of flesh and lava slapped together for fuck’s sake, right? NO. That entire fleshy structure is actually a gigantic Gorenest. You can see the opening of hell everytime the player looks up. The giant circular gate showing hell can be seen. Just like the Gorenests! The demonic invasion. Not the thing itself, but just the names of the “invading demons”. D00t76 and Daisy121. Funny. Alright, now that we’ve seen all of HoE, let’s cut to Phobos. BFG 10,000. O. K. HUMAN NPCs. ALIVE, TOO. Will they be a gameplay mechanic, or just for cutscene/non-combative instances? “Magaret/Modred said we should let them through.” Who could this person be? "WARNING. THE SLAYER HAS ENTERED THE FACILITY.” So it seems you’re a threat worthy of his own notification. Demon infighting! Now much more evident!! The Plasma Gun in the trailer has no mods attach on to it, so the enemy electrical explosion that occurs upon kill is a default feature. Here I thought it was a modded feature. There are those footage splicing again. This time at: When the first vent is broken through. Armor and cells go up a few notches. When entering the blue teleporter before reaching the baron. You can even hear the music dying out upon changing areas. 7 Armor is loss, and the plasma gets 150 cells THE BARON OF HELL LOOKS FUCKING AMAZING AGAIN. Sorry, I just love this asshole. The new Ballista. Seems to replace the Gauss Cannon in terms of functionality, and it has a mod that charges a bolt that then detonates onto the target. Neat toy, but I sorta miss the Gauss cannon… Fighting while the BFG 10,000 has its green aura illuminate the stage. Nice touch! The weapon wheel seems to be missing the Pistol, BFG, and Chainsaw icon. They could be just available on a different command. It also seems that all the guns have different ammo count, in particularly the Shotguns and Gauss/Plasma Rifle. They have the same ammo type, but seem to have different ammo count in between them. Archvile. And the Crucible sword is in the Slayer’s possession! Looks different this time around (more technological than gore-like from D4) This was all I was able to find during the trailer. There was probably other small details and obvious confirmations i left out. But from what we've been shown, not everything has been fully revealed. The BFG's whereabouts, VEGA's abscence, odd footage splicing, and many many names and callouts show that there's much more to the game waiting. If only we had a release date.
  24. Got a weird trivia information about some game? Post it here! It's rather interesting to know some odd facts about a game. One that still gets to me is that Doom could have been an Alien-liscensed game first before it became the demon-popping simulator we all know and love/hate.
  25. Potatoguy

    The "BUT" Thread

    Well. I am quite satisfied of what I saw with Doom Eternal. Very satisfied. Especially motherfucking GRAPPLING HOOK SSG. WHOASHIT. This is a guarantee game for me to buy (unless the devs do a 1080 nosedive to controversial rock bottom), and I will suspect to love playing this game for a long time, as I did with Doom 2016. The gore detail along is a big plus for me, and I like seeing demons fall apart as I spew rockets, bullets, energy shots, and everything else onto demonic flesh. BUT. There's a but. There's always a but. When there's demons, there's "buts". And that's what this thread is about. A thread solely focus on critiques for Doom Eternal. For as we wish something is perfection, there is always a flaw to be found, that can hopefully be rectified. And I got my own but. Doom Eternal's gameplay looks fun as fuck. BUT, the game looks way too DAMN easy. From the entire time I was gazing at the gameplay, I noticed that the main player was having a very hard time getting hurt or punished by ANYTHING. I really love how powerful the Doomslayer has become in this sequal. Air dashes, shoulder-mounted weapon fire (that probably replaces the grenades), and much more vertical movement gameplay really makes the badassery the Green Armor Man already is be more profound more than ever. BUT it seems so easy now. Maybe the enemies are much more difficult than what it seems, because the player themself in the demo was a pro. But with the added dash and especially the grappling hook, the mobility of the Slayer was unmatched, even to the demons that are supposely the threats. I'm worried with the added dashes and movement from the SSG, it makes NOT getting hit by demons all too easy now. Pinkies have now become a non-threat, with the dash just letting you be a fucking Matador for their charge. Hellknights barely posed a threat from the footage shown, and getting up close to Cacos/Pain Elementals is pretty much a guarantee with the SSG grappling hook. Oh yeah, the SSG. Like it wasn't the best gun already. Look, I like the SSG. Nothing beats 2 full-blast shotty right at the face of a Baron of Hell. But its power was already an extremely powerful weapon that lots of players usually dualed with any other weapon during combat. You had Rocket Launcher, Gauss Cannon, and Plasma Rifle. But usually, you would switch to the SSG just for its sheer power and stun chance it does to ANYTHING. Now giving it a grappling hook? Another mobility option to approach and evade demonic onslaught? How could it not be a mainstay weapon to constantly switch to? I know I am coming off as nitpicking bitching, but my but has to be shown for other buts to be known. If you have your own BUTS to speak about, you can post it here. I know this Doom game will be a top 5 FPS of this year easily, but concerns must be stated. I just hope I'm wrong about my assumptions.
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