MultiLockOn
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Everything posted by MultiLockOn
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Little off topic. I remember matching up with you moist nugget in matchmaking the other day. Good stuff
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Any chance we might see these? Preferably with even starts and no demon runes
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Because the multiplayer is hyper casual
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Load outs shouldn't be anywhere near this game. Nor should hack modules.
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I quite like the direction of the new Doom soundtrack but I completely understand why a lot of the older doom players don't.
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Oh. Sorry I should be more clear lol. Doomnetwork is dedicated to anything doom level design related. But I wanted to start studying some level design for this series and a Doom community member mentioned that a lot of the known doom mappers left this forum for whatever reason. I just wanted to know the story behind that.
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I'm not talking about the modding scene. I'm talking about the new Doom's snap map community, and it's longevity.
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I have no clue about the history of this forum. I was under the impression it was just a general doom forum, and not one with a prolific history in level design. I'm pretty much born and raised on Halo so you'll have to forgive my ignorance lol. I remember reading somewhere that not many doom mappers are left here. Is that true?
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The guy i was replying to was implying that doomnetwork would eventually go the way of the dodo bird. Im I'm just pointing out that the owner of the site has a great history with other gaming communities. Other level design focused communities at that. I just think it's annoying that that someone went out of their way to invest time and money into a Doom website (a really well built one too) and people are essentially blowing it off without a chance. I think it's a great opportunity to regrow the level design side of the Doom community again, and be essentially brother sites to the most prolific Halo map making website EVER. There's a lot of REALLY talented map makers at forgehub that are getting Doom specifically to make maps and are excited to learn the ins and outs of level design all over again.
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That would be nice too, but honestly this site is ancient...Which wouldn't be an issue of the site didn't LOOK ancient lol it could definitely use an update.
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There's nothing wrong with having more forums to help grow the community. Especially since doomnetwork is primarily level design, it's specialized. And managed by someone who knows what they're doing.
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So the way the website works is that it shares the same api as the halo map design site for forging (forgehub.com) which means you can literally use the same log in and profile/post information on both sites without having to make a new account or anything. Pretty cool stuff. Right now is the opening day and there's some info bleeding over from the forgehub side which is why there were some halo threads showing up. It should be figured out soon.
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Doomnetwork.com just went live! A website completely dedicated to doom map creation and level design :) I think everyone should check it out
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The owner of the biggest halo forum on the internet (forgehub.com) is starting a new Doom website that he's shooting to get running by the game launch. It'll be under the domain of DoomNetwork.com I believe so you should check back then when the time comes :)
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You mean like forge mode in Halo?
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Another old school Doom player's opinion on the new Doom ...
MultiLockOn replied to joeking's topic in Doom 2016
You had me until you started describing your vision for multi player. The last thing we need in that area is more bullshit and animations, there's too much needless fluff already thanks to them trying to appeal to the modern idiotic shooter market. When instead it SHOULD be going back to its arena roots. Everything else you said was good though. I'm not hating the art style however. While it could be darker I think it's well done. -
Sorry for the click baity title. Yes, this is my video. I threw together some clips over the past week from 3 days of DOOM beta, 3 days of Gears 4 Beta, and a week of Gears UE clips. The games mesh together surprisingly well! I think you guys will enjoy it :) https://www.youtube.com/watch?v=GKn61KceYSA
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Who are you talking to
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Watched the stream last night. While the scripting looks awesomely powerful in Doom and really simple, the limitation on actual room building is extremely disappointing. You're pretty much limited to prefab buildings and rooms which means the potential for normal core maps is very low. All the creativity will come from the wacky weird scripted stuff..which is neat! But it's just not what I'm looking for. Honestly this one snap map reveal took my hype from a 9.5 to like a 5. Makes me question if Im even going to get the game anymore if I can't build the maps that I want to.
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Why Doom's MP Really Isn't an Arena Shooter [IGN Article]
MultiLockOn replied to TheGamePhilosophe's topic in Doom 2016
I don't get how people are getting at the article. It's 100% true. -
Forge CAN have multiple lighting sources, basically an infinite amount. The interface of the map editor shouldn't have an impact of the size or player count of a map that will be played WITHOUT that UI in the background. That's not how it works lol. Basic fucking common sense knowing what hardware can do. Every game is a balancing act of resources. The Xbox 360 was much weaker than the Xbox one, but halo 3 has 4 player split screen while halo 5 does not. 343 chose to not allocate valuable resources to important features, yet you still have idiots claiming "the Xbox one can't handle split screen". What an idiotic claim, this console could handle theoretically a thousand players in one game if they had very few polygons. The fact is iD chose not to allocate resources for valuable features.
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There's zero reason for this limitation. Halo 5 forge works on the same hardware and doesn't limit player counts at 4.
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LOL, alot of people are complaining on youtube about the armors...
MultiLockOn replied to HellVain's topic in Doom 2016
Literally every popular game has kids playing it. If you want Doom to be popular, then you should accept there will be a wide audience playing it. -
Good to hear! I'm a halo map designer who's never actually played doom before but the trailer really intrigued me! Halo has strayed really far from it's arena roots since Halo CE and halo 4 and 5 are blatant results of trying to appeal to the modern market. As someone who loves arena design it's hard seeing my favorite franchise stray away from it with each new installment. I noticed things like classes in this new Doom which I imagined would be a hot button in the competitive doom community as they were when classes were added to halo 4 along with other things like Sprint, ads, so forth. That being said although the movement is slower than what I'm sure everyone else here is used to its still a step up from every other console shooter. I think my biggest concern would be the animations everywhere, I've always hated clamber/vaulting mechanics in games for the way they glue you to the map, and it looks like the demon runes revolve around these animations unfortunately. Does doom have a history of proving a community matchmaking playlist with classic settings? Again I've never actually played any shooters before halo ce but I know game design fairly well and I can see a lot of anti arena philosophies in this new Doom. That being said I'm really interested in playing with the level editor and the game looks like it'll be fun :)
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Are any of the older doom fans here disappointed with some of the game design choices in this Doom? Do you feel as if the amount of animations in the game are harmful to competitive gameplay and strays from the arena shooter core? People here ARE disappointed about the classes right? Just curious.