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Everything posted by Atendega
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I don't recall at any point "dissing hundreds of people's efforts across numerous mods". I'm pointing out a single flaw in them. At no point did I suggest that the mods were bad as a whole because of this.
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I'd hardly refer to everything being stretched as a "barely noticeable quirk". The pistol is very clearly stretched, here.
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Mods that don't compensate for Doom's pixel aspect ratio, resulting in literally all of the mod's art being vertically stretched and distorted. I see this constantly, in lots of really popular mods, and I don't understand how it's considered acceptable not to take into account one of the Doom engine's most basic, obvious quirks. It looks gross. Either use art designed for Doom, or use source-port features, like the TEXTURES lump in ZDoom, which specifically allow for this to be corrected on a per-asset basis. You'd think stuff like this would be a basic priority.
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Doom 3: Depths of Evil [Community Project]
Atendega replied to Rifle Infantry's topic in WAD Releases & Development
I think it would be interesting to see this project incorporate some of the engine enhancements made by other Doom engine games. One can assume that, had another Doom game been made in the 90's, it might have used such things as polyobjects and freelook, right? It would certainly help differentiate this project from other Doom 3 efforts, which, as you've mentioned, often seem more like Doom 2 expansion packs. -
I'm not sure how anyone could possibly think the pistol in this game is bad. If anything, it's an example of a good starting weapon, imo. Upgraded, it can one-shot imps, and I found myself using it quite often to take out enemies in between major arenas.
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What happened to Olivia after she became the spiderdemon?
Atendega replied to hardcore_gamer's topic in Doom 2016
You people keep saying she "transformed" into the Spider Mastermind, when the codex makes it pretty clear that this isn't the case. The first Project Lazarus Tethering Operation (MTC 2146/351) retrieved a small compendium from the Umbral Plains in the crypt of a destroyed tower of unknown construction (artifact reference PL E2M8). This "vade mecum" was mostly illegible, but it did contain one of the rare references to the Aranea Imperatrix - a mystical demon that is still largely unknown. "When the gate is opened, in the fourth age, when we have risen and the masters have shown us the path, she will be come. A great blessing will be given to the key holder, for they will become one with the master, and in that holy union the power of the dark priest will be unleashed upon the heretics of the Penumbral Plain. The Aranea Imperatrix. Carried in the mind of all who follow, fed from the blood of those who fell, made with bone of rock, iron, steel and sinew. A mighty god to rule over all other gods. One become two become legion." The Aranea Imperatrix (The Spider Mastermind) was an already existing entity, into which the "key holder" (Olivia) was merged. Olivia is subservient to this existing demon. -
The Icon of Sin does play a role in the lore, though the nature of its role is left largely to the imagination. I personally hope Doomguy stays faceless and silent. He conveyed plenty through his silent action, and I think adding goofy grunts purely for nostalgia's sake would be a bad decision.
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The Cyberdemon being included in the Tower of Babel classic map gives me hope that we'll see it in single player DLC as a normal enemy, or as a placeable enemy in SnapMap. Its AI is clearly versatile enough to function outside of the boss arena, in a modified state. Just give it as much health as a single stage of the boss fight, and we're good to go. I actually don't want to see the Spider Mastermind return as a non-boss enemy. In the new lore, it's clearly an individual entity. I'm all for the return of Arachnotrons, though. And Pain Elementals would be awesome to see. I'd also love to see the Prowler and the Harvester appear as single player enemies. In any case, here's to keeping out fingers crossed for campaign DLC. And campaign co-op, maybe?
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Doom - Big Updates, New Content and PartyPlay
Atendega replied to BluePineapple72's topic in Doom 2016
That Hell stuff in SnapMap looks gorgeous. That alone has me excited. -
Kirby is dark as fuck, though. He'll eat your fucking soul
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What do you guys think of the monster designs?
Atendega replied to GeorgeCostanza94's topic in Doom 2016
I just love them all Hnnnnngg -
I wish there was a way to replay that opening sequence, besides starting a new game. I honestly got chills from it.
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I guess I'm in the minority here, but I thought the Hell Guards were plenty Doom-y. They were certainly different, but I thought they fit well and were interestingly designed.
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some weapon mods seem pointless compared to the alternative
Atendega replied to Varis Alpha's topic in Doom 2016
The combat shotgun with the charged shot mod is my go-to weapon for anything up to Hell Knight. I honestly think it's much better than the explosive shot. -
My Super Good Opinion On New Doom (And Questions!)
Atendega replied to untilitdies's topic in Doom 2016
According to the codex, Olivia was merged into an existing, powerful demon known as "Aranea Imperatrix". It states that, as Olivia was the "key-holder", she received a "great blessing" and became "one with the master". I fucking love the lore in this game. It fits DOOM perfectly. I highly recommend reading all of the codex stuff if you haven't. So no, the Spider Mastermind is not a transformed Olivia. It is a demon that has taken her into itself. -
This exactly. I've even been playing levels I've already got 100% on, simply because it's a damn fun game. I doubt I'll be done with it any time soon.
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So, every previous DOOM game has eventually had it's source released. Has there been any official word on the matter? I did a quick search and couldn't find anything.
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This exactly. The classic Cyberdemon was incredibly easy.
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I just finished the Cyberdemon fight. It was epic as hell, and the new design has grown on me a lot. So yeah, I like the new Cyberdemon.
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Nope. But hell if that isn't an awesome idea. Get on it, id.
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I honestly loved that level. Nothing too difficult if you're used to the movement system.
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Upon finally watching the leaked version, I can offer my unpopular opinion. The final version fits way better than the leaked version, and I like it better musically. I've always thought that the new industrial-style is perfect for DOOM.
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This is literally everything I could hope for in a proper sequel to the classic DOOM games.
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I'm honestly really excited at this point. A lot of the level design reminds me of classic DOOM.
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I'm just gonna go ahead and copy-paste what I already said in an older thread: I have, in fact, preordered it. The beta definitely has a few balance issues, but hell if it isn't a good time.