Man of Doom

Members
  • Content count

    52
  • Joined

  • Last visited

Community Reputation

8 Neutral

About Man of Doom

  • Rank
    Mini-Member
  1. There is a rare variation of the neck-snapping animation for the Possessed, the Soldier, and the Imp, but they're all extremely tricky to pull off. Its not just that you have to be behind them in a very specific position, you also have to be aiming at the back of their heads at a very specific angle.
  2. In all seriousness, though, it's just like I said over at the New Forum thread earlier:
  3. Last I recall, Nazi Auferstehung was never helled. You can still find it in the WADs and Mods forum, just look for the author (Darkexodus).
  4. So the possibilities of a game like Doom 2016 being modded has so far yielded almost no tangible results (aside from a mod that implements modded explosion and improved SFX). In fact, there's an entire subreddit dedicated just for modding D2016. That being said, the work I've found recently didn't come from that site, but rather from some more intensive digging to see if modding for D2016 could be viable. While Snapmap has considerably more content than it did at the time of release, many consider it to be a poor subsitute for true modding. Here's some of the work that this one guy did (along with video I had posted a few days back): And of course, the mod that leaves lasting corpses: Personally, these have potential, but it's going to take a radical rework of the game code to make bosses like the Cyberdemon or the Spider Mastermind function outside of their respective arenas, plus it's kind of absurd to be seeing monsters like Mancubi and Barons in places like Resource Ops. Surprisingly enough, I actually wasn't all that impressed with the lasting corpses mod, but it may have to do with the fact that the author put dozens of Barons in a narrow hallway as a showcase to prove that the game (on a reasonably powerful PC) can still run at 60fps rendering dozens of larger corpses. What are your two cents on how the modding community for Doom 2016 is holding up?
  5. Those Zombiemen sure love their D_RUNNIN.
  6. As weird as that crack fic was, it's surprisingly accurate for much of the earlier Doom clones that flooded the market back in the day. Namely, by just how either derivative they were in terms of copying the superficial aspects of Doom, or just how clownshit insane they were. Angst: Rahz' Revenge, anyone? Like a stain on a shirt, I- *shot by a toaster*
  7. So somebody actually did it. Somebody actually modded D2016 so that all corpses stay. Apparently, it's still a work in progress, which is why there is no download link as of yet.
  8. Usually, the breaks I take usually range from a few minutes to a few hours. Sometimes if it's still not working for me, I end up deciding to try again tomorrow.
  9. The concept of lasting corpses may indeed be a better concept on paper rather than in practice, but until we see a mod that does away with disintegrating corpses, we'll have to see if it's the same story in Doom 2016. Plus, Doom 2016 has much more dynamic ragdoll physics than Serious Sam. To be completely honest, your arguments for the despawning corpses are completely logical and I definitely understand why lasting corpses wouldn't look out of place in a game that was open-world, if said corpses were rendered static. That being said, though, the corpses in Doom 2016 (except for the corpses you find in the environment), aren't static (most of the time), and are not solid, meaning even something like a Mancubus corpse wouldn't block your path (although it would block your sight, and it would look weird to the player when walking through larger corpses). Interestingly enough, even though you can only gib an enemy when it's alive, you can actually fuck up a corpse as much as you want (at least until it burns away), meaning you can blast off arms, legs, and blow additional holes in it to your heart's content. I picked this up as a casual observation during gameplay. That being said, though, this only applies when a common death state occurs (doesn't happen with a corpse resulting from a special kill or a glory kill, including examples such as a Hell Knight with a hole in its chest, or a Pinky with its throat slit open). The issue is not the disappearing corpses themselves. The issue that how to deal with them could have been handled so much better. There are several different ways to take care of something like this, such as leaving the corpses of smaller enemies and despawning larger corpses, despawning corpses as soon as you leave a room, letting the player choose how much gibs can be left behind before disappearing, analyzing just how much carnage can be left based on how powerful the hardware is, etc. Even in Half-Life 2, I've heard that it depends on whether your computer is powerful enough to handle the corpses of larger enemies such as Striders. If your computer was strong enough, their corpses would remain indefinitely, or disappearing in a cloud of sparks if your computer wasn't powerful enough. EDIT: This actually got me thinking about my time with the Doom 3 Perfected mod, where zombies would only be gibbed by certain weapons, and the corpses of demons stuck around for much longer (like approximately 2-4 minutes). This got me thinking of another way that the demon corpses in Doom 2016 could have been handled. Possibly, the corpses of smaller enemies would stick around than the bodies of larger enemies (About 5-6 minutes for the former, 2-3 minutes for the latter).
  10. Well, for Wolf:TNO, it seemed to depend on the size of the corpses. The bodies of rank-and-file enemies like soldiers and dogs were likely to stay indefinitely, whereas giant bodies like Supersoldaten and guard robots were more likely to fade away. That being said though, I have the Xbox One of Wolf:TNO, and I recall that during the moon mission, I killed a bunch of soldiers in a narrow set of corridors, as well as a couple of Supersoldaten, and all of their corpses remained, meaning I could stack up bodies like cordwood if I so desired in that section. Actually, RAGE did have disappearing corpses, it just wasn't really the case for human enemies. For most kinds of mutant enemies you would encounter, their bodies would melt and fade into a black goo a short while after you killed them. This is pretty much what I have been telling people for a while now. For whatever reason, the physics engine in Doom 2016 is extremely wonky, as corpses getting stuck in walls or floors after performing a glory kill would be commonplace. As for the argument of larger corpses breaking immersion, I've come to discover that pretty much all corpses are not solid (at least, the ones that enemies leave behind). I do have a counterargument for the immersion-breaking factor: While being able to walk through large corpses would potentially be immersion breaking, the fact that they always burn away (sometimes before their death animation is complete) is just as immersion breaking, chiefly due to the fact that there are SEVERAL instances of demons have left behind corpses in the campaign, which include, but are likely not limited to: Foundry: Several Possessed Scientists/Soldiers have been killed in the area that's been locked by a blue keycard, and their bodies all lay in said area. Kadingir Sanctum: Just before the first arena fight, there is a carcass of a long-dead Mancubus nearby. Destroyed Argent Facility: To get the yellow keycard, you basically have to pry it from the jaws of a Pinky who inexplicably died choking on the corpse that it was chewing on (that's just one theory). It's not asleep, either, as it's not breathing, and you can just shoot it without any consequences. Lazarus Labs: To access a hatch below a stuck elevator, you have to directly interact with an Imp's corpse, namely by pulling it down and throwing it away (it doesn't burn away). Later, you have the Mancubus corpse being operated on by a surgery bot. Necropolis: As a tribute to OG Doom, you have several instances of dead Barons that have been mutilated and strung up. As an added bonus, in the multiplayer map Helix (AKA that one map with a Cyberdemon in a tank), there's the corpse of a pre-release Imp lying there in the room to the right of the main control room. With all of that out of the way, with modding tools for Doom 2016 quickly becoming more advanced, it's becoming more possible to create a mod that disables the despawning of corpses altogether. I feel that's a crude way to handle it, but I feel it would be the first step towards a system that can be more adaptive of how it handles corpses, as it could be a test to see just how much RAM would be chewed up before the computer melts.
  11. The thing with Doom 2016, especially compared to Doom 3, is meant to be in a lighter and softer direction when it comes to the art direction, especially since everything was made to look more badass, rather than scary. On the topic of the monster arenas, while they do get kind of samey after a while, which certainly doesn't help the fact that you pretty much run the gamut of the entire bestiary by the halfway point of the game, at least said arenas are helped by just how gorgeous they look and how the game itself places special emphasis on movement. Although, there are levels that seriously could have done with less linearity (Advanced Research Complex, Lazarus Labs, the Necropolis, and VEGA Central Processing all come to mind). Eh, not really. At the time, Doom 3 was id Software's most commercially successful product that had ever been released (I'm not sure if D2016 had surpassed that goal, though). So niche? Possibly. A small cult? Not really.
  12. What I usually do, is that if I'm stuck on something in a particular game, or if I'm just sucking at multiplayer, to the point where I get angry, I make it a point to just take a break from the game and come back later. Usually, I end up doing better after taking said break.
  13. As poorly written as the Doom novels are (not even including the shameless author self-inserts), I was actually surprised to find that Doom had even got a set of novels in the first place. That being said, though, at least with the first novel, the locations that showed similarities to the original actually were a pretty big positive, not to mention some of the monster concepts were fairly interesting. Such examples include the Spectres not bleeding when shot at, the only appearance of the Pain Elemental where its existence is not only to spawn Lost Souls but also disorient the protagonists with bizarre lights, and the body temperatures of Arch-Viles being hot enough to melt bullets. Interestingly enough, Doom 2016 actually seems to have taken some ideas from these novels, even if it's only a couple of things. In the Doom novels, Pinkies/Spectres are described as making pig-snuffling sound effects, and Revenants are essentially failed attempts at recreating humans. In Doom 2016, Pinkies/Spectres make snuffling sounds and squeals not unlike that of a pig, and Revenants are essentially former humans that have been experimented with to create demonic supersoldiers (essentially, an inverse of the novel's version). Additionally, Spectres in D2016 have a shimmering and watery appearance that is also described as such in the novels. As for Mancubi, the guns mounted on their arms supposedly have three mouths that shoot white phosphorus. Both variations of Mancubi in D2016 have cannons with two mouths each that shoot out bile, and the bile from the Cyber-Mancubus acts more like white phosphorus. I may be grasping at straws with the last example, but I felt it was worth pointing out.
  14. There were two moments that actually freaked me out then: I forget which level was it, I remember it being close to the first half, but it was set at the bottom of some stairs, there was this constant banging accompanied by a flickering light that turned red with said banging, and I saw a door completely covered in blood. When I saw the body armor there, I nearly jumped at the demon head that just popped out of the bloody door. Although, it wasn't because of the sudden jump, but rather because I remember now that said demon head took off a huge chunk of my health. Another moment that legitimately disturbed me was the lost soul introduction scene. The sound of sobbing that led up to the scene, the way that the lost soul just burst out of that woman's head, and even before that, I saw that she wasn't quite right. Unlike the first example, this particular scene still perturbs me to this day.
  15. I see your AEUHHH and raise you: https://www.youtube.com/watch?v=OYpJc1IfsI4