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Everything posted by Potatoguy

  1. To clarify, "reactionary" enemies are any enemy in Doom Eternal that require quick reactions/responses to allow the greatest means to damage them. Easiest example is Marauder, everyone's favorite asshole. He's pretty much the poster-child for this enemy type in DE; the enemies that are otherwise invulnerable or very hard to kill UNLESS you do this specific thing in a short amount of time. Marauder is somehow much harder to kill with any other conventional means that would annihilate scores of demons without a second thought. As intended, the only reliable way to inflict the most pain to the Fallen Sentinel warrior is to hit them during the telegraph attack wind-up. Popularly referred to as "green-light, red-light" combat. Marauder isn't the only reactionary-based enemy. Some others, bosses included, fall into this category as well, most coming from the DLCs. Gladiator, Blood Angel, Armored Baron, and the Big Red Man of Hell are all reactionary enemies. Some better executed than others. But the main question still stands; Would DE have been better without these kind of opponents? I would say yes, but I wouldn't want a complete removal of them either. My biggest beef of a lot of these reactionary-based enemies is how much they FORCE you to attack them in very few options. As mentioned, normal weapon tactics used to kill any other demon are just rendered useless against these enemies. The obvious example is a BFG shot doing jack sh@# to the Marauder unless he's been hit during his wind-up. This is a very big reason why I REALLY don't have full satisfaction against the Marauder. I really do like him as a concept, but overall execution is so restricting to battle tactics available, it just saps a lot of enjoyment that he could have otherwise have. Like, would have been so HARD to make his shield be a mechanic of itself? Like maybe the shield isn't invulnerable, and instead had a very high health threshold. I would have been SO DAMN HYPED if that shield of his was destroyable with any super-weapon (BFG, Unmakyr, Crucible, etc) in quick succession, but it would then make the Marauder MUCH more aggressive. Since now he has lost his means of defense, the Marauder could now go on a complete offensive, probably attacking and closing the gap twice as before. This is only just wishful-thinking, but SO MANY of these reactionary enemies would have been far more enjoyable for me to fight if I can just fucking DO something to remove their invincibility bullshit. Let there be a drawback, sure, but FUCK IT, let me KILL THEM. What are your guy's take?
  2. Potatoguy

    React To The Profile Pic Above You

    I have no idea who that is. Looks like a Makyr person. [sarcasm]
  3. Potatoguy

    Does no one get excited for movies anymore?

    It's hard to get excited for any film nowadays when the notion, "it's X, but-" keeps popping into my head. In a nutshell, stop with goddamn reboots/prequels/sequels, and come up with new shit. The only most recent film i've thoroughly enjoyed front and back was Hardcore Henry. I was disinterested in the entire MCU, to the point I still haven't even seen Endgame fully yet. Practically no film of the above even garnered an interest, since i've been burned out by too many of them just being ok. It's just... hard to find a film to give a damn for, when I feel we've reach the creative bottom of the barrel at hollywood, that just continuously makes the most recognizable or safest shit.
  4. Potatoguy

    React To The Profile Pic Above You

    Took me awhile to realize that was a zombified president. I think.
  5. Potatoguy

    Original atmosphere is lost?

    The added "Looney Tunes birds over the head of stunned enemies" was really unnecessary. Makes it doubly-worse that you can't toggle the effect off, like you would practically any other FX or indicator in DE. I believe the atmosphere was utterly gutted from 2016 to DE, and just moreso into the 2nd DLC. Less grit, more flamboyance. Less reservedness, and more in-you-face. Probably why I have this notion is that there were unexplained or obscure things in 2016, whereas DE just explains EVERYTHING. Losing that mystical atmosphere, and just having everything dumped at you, regardless if you want it or not.
  6. Potatoguy

    What do you want id to do next after Eternal?

    Just less of Eternal, and more of 2016. Be it in gameplay, lore, level design, etc. Whatever they did on 2016. Do more of that. Be it Quake, another Doom, or fucking Daikatana. Just less of however Eternal went.
  7. Potatoguy

    The Ancient Gods 2 - Impressions and Story Spoilers

    I've come back from the dead to rant about how dogshit of a boss fight Davoth/Dark Lord/Satan/whatever the fuck he is. MAN, I've never felt so unsatisfied for a final boss this hard. It's not the fact that this is suppose to be the BIG ULTIMATE "ALL OF REALITY DEPENDS ON THIS FIGHT," boiling down to man vs armored man. It's not the fact that so much lore bullshit was redone, rewritten, remade, and regurgitated for this to happen. It's not the fact that just getting to the mythical "heart of hell" area being underwhelming as sin to get there. It's not the fact that SO MUCH FUCKING LOOSE ENDS WAS LEFT after beating the fucking thing, that killing him was unsatisfying. HELL, it's not even the fact that this boss is just a Marauder 2.0 with shit lifesteal sprinkled in to drag a 5 minute boss fight to a 50 minute slog. I am so goddamn pissed at this boss fight for it's just doesn't let me have freedom to fight it however i want it. You know what was a good boss fight? Cyberdemon from Doom 2016. What's an even better boss fight, that's also a final boss? Icon of Sin of DE. I can just list so many fun boss battles in the Doom franchise, and practically all of them share the sentiment that you can kill them however you please. Doom 1's Cyberdemon/Spidermastermind can be laughed at with a barrage of plasma or BFG shots. Doom 64's Mother can be trolled to death with a full powered Unmaker. Hell, Icon of Sin could be destroyed with a non-stop barrage of every single gun in your arsenal. Cause you had the freedom to do so. You can mention however many bosses in the doom franchise and how fun they were, for you can approach them however you please. They all would share the sentiment that you can kill them with whatever you got. Just shoot at it until it dies. The only notable stinker boss battles in the franchise would probably share the same flaw that "you have to kill it this way," and no others are present. It's that ol' testament everyone adores Doom Eternal (and to some extend, the franchise) for; being an FPS chess battle of sorts. You got all this shit you can approach fights with, and the situations made for you to go ham on. There's 3 barons; you can either Unmakyr them to oblivion, Mobile Turret them to mincemeat, Triple Rocket them to the floor, or FUCK IT, Crucible all 3 each for the hell of it. There's optimal ways to approach the fight, sure. But there's always going to be better ways to approach situations in all games. Its better to do X with Y, than with Z. It's just letting you having the option to do so is what makes the best FPSes, and the challenge orchestrated to make the options allowed at their greatest. DE (campaign only) stands as a very damn refinement of FPS mechanics for giving loads (maybe too many) of options to play with, and the heart-pounding intensity to gratify it (adjustable difficulty included). The DLCs started making this freedom, this FPS chess battle worse, for FORCING you to approach things in specific ways. This is why I love the Icon of Sin battle, and UTTERLY LOATH THIS FUCK of a final boss fight of the entire DE series. For being the absolute king of demons, the DARK LORD OF DARKNESS IN THE DARK PLACE OF DARK, being a goddamn stringent fight that you HAVE TO APPROACH in so few ways to win it. Can't just unload your entire arsenal of weaponry at it; he fucking HEALS BACK THE DAMAGE YOU DO if you time it wrongly. Can't have no other laid-back means of dodging his attacks except super-reactionary, else he heals it back if he gets a hit at you. Can't even just STUN HIM AND FIRE AWAY, LIKE YOU WOULD ANY DAMN MARAUDER. No, you HAVE to use the Sentinel Hammer to keep the stunlock for longer. Then and ONLY THEN... you have that faint sliver of "freedom" to hit him with whatever you got. BETTER DO IT QUICK BEFORE YOU DO THIS SHIT ALL OVER AGAIN. And FUCK YOU for even DARING to get hit or shooting at him at the wrong time. What cap this boss fight as a shitpile is those mistakes you do in the fight results in "time wasted." No other boss fight in DE has so much "time-wasting" mechanic as blatant as this bastard is. I've had my beef with Doom Eternal in other places, but its gameplay was something I can respect and love messing with. I just REALLY hate that this is how all of D2016 and DE ends at; a boss fight that is an antithesis of what made both modern Doom games so loved by many; the "freedom of approaching combat however you please." If this final boss fight was comparable to "chess," it would be having to battle 5 Queens with only a Rook and a Knight. Yeah, that sounds like fun. Fuck this DLC. Thank Christ i got it for free.
  8. Potatoguy

    Doom Eternal E3 - Sunday 5:30 PDT

    It's actually named Carcass. Official name of it came from the Stadia footage (albeit you need to find a 1080p version to see its name) Ah, here it is. At the 1:50 minute mark.
  9. Potatoguy

    Where's the archvile?

    Fucking some Summoner or something.
  10. I'm sure that's his old body. His new body is way way better now!
  11. Potatoguy

    Heaven in Doom Eternal

    Aren't punching demons enough entertainment? It's worked for OG Doom for 25 years and counting.
  12. Potatoguy

    Cyberdemon is back!

    They don't lag on uploading gameplay footage!
  13. Potatoguy

    Heaven in Doom Eternal

    Same opinion still stands. I really hope he's just visiting, or its a "fake" heaven Samuel cooked up.
  14. Potatoguy

    Cyberdemon is back!

    He looks so silly, though.
  15. I'm surprised a topic about it isn't here about it... Most of us here have heard about the Epic Game Store being a new up-and-running game store that seeks to rival Steam in its potential (It houses Apex Legends and Fortnite, so it's hard not to know its existence). It's now the 4th (5th? 6th) game store launcher in the market, with overloard Steam, that one launcher GOG, and recent whogivesashit Discord Nitro being its likely competitors. However, I've been pretty much evicted out from even trying this store out due to how much conniving and sneaky shit the store is doing. There's that whole thing of possibly stealing data from you without you knowing. The two times they got kickstarted games exclusively locked into their store, even when kickstarters where promised to have Steam versions. Just some weeks ago, they swiped Rocket League under their belt, with a possible chance of the Steam version going bye-bye or something. And now just this week, they're doing some shit with their sales making games in the deals pull out! Seriously Epic: WTF?
  16. 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. (some months later...) AND NEW FOOTAGE HAS BEEN PROVIDED BY REAL-LIFE'S VERSION OF THE UAC! It's not the best quality, but it'll have to do until a better take is provided. Even from just the 2 minutes we seen of this new stuff, there's a lot to unpackage! Will be providing timestamps of things that I spot as I describe them. [0:00] UA 46.2 on the pipes. Is that some cryptic message of a release date? A Psalm? Who knows. Seems the upgrade point system makes a return once more, since their associated tokens are at the top right. Compass is back, too (although I had it turned off on my playthrough) Again, from the statistics we see of thicc boi, this seems to be either a half-way or latter part of the game. The Dash mechanic is loaded, a lot of the weapons had 1-2 mods already attached, and the Slayer's HP is at 150. Although as said last time, this could be just to demonstrate the badassery of the raging mad lad, and not indicative of the final product's actual progress. Hell, this could be one of the first levels for all we know! There was an obvious wall-break secret on top of the opening. [0:03] There seems to be a sort of electronic piston thing that seems to cause harm whenever it emits shockwaves. Several more of these things will appear later in the footage. [0:05] The Micro-Missile Launcher is back! And looking as awesome to use as ever! On that note, their target was a Zombie Earth. Whut? Either that, or the Codex Entry was just added the moment the zombie was killed. Was it suppose to say Earthling? Or is the thing at the background the Zombie Earth? If so, why Zombie Earth? Does that mean the entire planet is... zombified? If so.... That's a grim end to the world as we knew it. (tis speculations...) Oh, forgot to mention this. The hud shown here compared to Quake Con's initial trailer has been altered. Now it seems more complete. Much more information is provided, and the HUD looks much more sleek! There's even button prompts to tell your XBOX controller on what does what! To add more into the speculation pot, the Dash hud is convientienly placed leftward of a hud slot. It's as if there's room for one more suit upgrade... [0:11] OH SHIT ITS THE PROWLER. Sure it died in like 0.6 seconds, but it's now an official campaign enemy!! Even the Codex confirms its him! How the hell will this faggot play in campaign? [0:12] Floating explosive barrels. Oh my. The Rocket Launcher's detonation mod is back. Even the RL has been altered in appereance to suit the modification. [0:17] Jeez, this level looks spacious as fuck. So much you can move around it! Or will there be invisible walls? :kappa: [0:20] Combat encountered complete! Or so says the upgrade point hud. [0:24] This is probably the biggest surprise to me in this entire footage. Doomslayer grunts. Like he's hurt. HE HAS A VOICE. This sounds amazingly retarded to point out, but I sorely missed the grunts, oofs, and urghs the Doom Marine exhorted back in the original games. And it always felt off that when you're getting butchered, pummeled, and blasted by all of Hell, you barely utter an ouch. NOW though, the Doomslayer is FEELING IT. [0:29] Codex found of Imp. No shit. [0:38] Seems that to climb a wall, it'll take a button prompt. Could be beneficial in instances that you do not wish to wall climb. Example, could be while you're in hectic combat, and you're forced to said wall. Don't want to auto-climb walls while a Mancubus is rolling out. [0:45] Nice jump for that 1-UP! And Jump Pads make a return once more, now very blue! [0:52] There even seems to be some platforming puzzling to do! Neat! [0:59] Whoever is playing this is not that good at it. He's not even attempting to avoid the electro waves. Must be a UAC employee. [1:04] Codex found of Cacodemon, and now it's more of a cunt than ever, with now it being able to shoot a volley of energy strikes. Well shit. [1:09] Another platform puzzle! Now with Dash... Spheres? They seem to replenish your dashes. Interesting... [1:16] Seems those measly zombie shamblers got a set of flamethrower on them. That can hurt. [1:21] The telegraphing of a Glory Kill is a lot more evident. Like distractingly evident. So much neon blue flashing. Also the winged imp now has a name. Gargoyle. [1:23] Well fuck me sideways, the Shielded Shotgunners are back. Now with a very blue square for a shield. Still gets one-shot by a Rocket. HA! Good ol' Arachnotron is there again! And damn, his charged plasma shot does like 30 dmg. And that was one out of 3 shots, i think. Regular rapid shots of the Arachno [1:32] do much less damage, but is still tearing our mad lad apart. He's gonna die! [1:39] And the extra life kicks in! Seems to give the player all his health back, but that's about it. No armor replenish or weapon restock. Not bad. [1:41] Codex found of Solder... Blaster? Is that what it says? [1:44] And a new enemy! What the hell is this? Seems to shoot a sort of ringed-projectile blast, and spots 3-4 robotic legs to support its grotesque blubber. And before it died, it was getting an electric... whip? Could have been a weapon akin to the lightning gun, but it died too fast to make sense of what it was going to do. And the codex entry says.... something. It's too blurred to make of it, but I think the name starts with "O". Or "C"? Orbiter? Chernagog? Very hard to make out. [1:58] All demons are killed, so the checkpoint is marked, and the gate is opened. Wonder what awaits. [2:02] Laser beams! More hazards!! Fun! [2:05] And like a demented party crasher, the Pain Elemental arrives! [2:11] And comes the end of this trailer. The menu shown obviously dictates that this was a gameplay test, with Dev Checkpoint and Dev GUI present as options. Although what is Milestones? That seems new. Is it a sort of achievement system? Yeah, I hear ya disgrunted guy. We all wanted more. And that's all folks! Not a whole lot, but we got some confirmation of the Prowler making a return, along with new enemies like the Gargoyle and C******. Maybe there could be twice the demons to fight. Here i was feeling disgrunted about that statement, but it's slowly seeming to be a possibility! I wonder if a release date was teased somewhere...
  17. Potatoguy

    I am so angry about this whole "Chinese voicemail" thing.

    So I wasn't the only one that got these goddamn calls... Weirdly enough, they say they're from California, where I onced lived at.
  18. Potatoguy

    Doomworld Members' Sketchbook

    Been awhile since I posted here. Here's some of my shit. (Artworks vary from time created)
  19. Potatoguy

    Potato's Eternal Gameplay Analysis

    Rebumped this post with added analysis of the Stadia trailer! Can be found at the first post! Some good shit!!
  20. 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.
  21. 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.
  22. 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.
  23. Archvile better not be a boss-only encounter enemy. Want to see him throughout the campaign, and not just once.
  24. 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