Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Man of Doom

  • Content count

  • Joined

  • Last visited

Everything posted by Man of Doom

  1. Man of Doom

    Blood decals and disappearing bodies

    This may have something to do with the disintegrating corpses: Now whenever a lower-tier enemy like a Former Human or an Imp suddenly loses a limb or body part, the bloody stump now appears to flash orange-red but only for a split-second. It's the exact same color as the burning ashes whenever a body disappears. It's most noticeable when the player is doing that "sweep the leg" glory kill to decapitate a Former Human (seen about 3-4 times), and the bloody stump where the head used to suddenly glows that particular color.
  2. I’d like to think the reason they called D2016 “DOOM” is because this is basically Doom for a new generation of gamers. That being said, “Doom: The Next Generation” probably isn’t the most baller subtitle one can think of. …or is it?
  3. Man of Doom

    Blood decals and disappearing bodies

    As much as I’d like to think that some measure of corpses that last longer may be in the game, that would seem highly unlikely. Keep in mind that everything is subject to change, but I wouldn’t get my hopes up, not even for a “Nitro Gore” mod (for those out of the loop, Nitro Gore is a Doom 3 mod that prevented zombies from gibbing and demons from disintegrating when killed). I’d love for there to be lasting corpses, or at least corpses that last longer (at least until I leave a particular area), but then I’d probably get dogpiled by a dozen other people telling me how it would melt my RAM and that not even supercomputers would be able to keep DE at 60 FPS if there wasn’t a gore janitor working overtime. I remember that just like in D2016, the amount of time a body would remain would be slightly inconsistent, ranging from about 2-5 seconds until those gibs/corpses despawn. Here in DE, it actually looks like corpses actually burn away before they even hit the ground or complete their death animation, and sometimes they even appear to stay longer than in D2016. At least, smaller gibs stick around for quite some time before fading. All of this makes me doubly concerned for how the Arch-Vile is going to be used. If we still have disappearing corpses come the final release, I see one of two scenarios: Scenario 1- the Arch-Vile is basically the same in function as the Doom 3 Arch-Vile or the Summoner. Hell, the latter was actually called the Arch-Vile in pre-release documents. Scenario 2- the Arch-Vile is basically given the Cyberdemon treatment, in which instead of a recurring enemy, is basically reduced to a one-time boss (probably in an arena full of corpses it can resurrect). What’s especially pitiful about this scenario is that the D2016 Cyberdemon was actually meant to be a recurring enemy (and thus was shown in several different locations), but nope, just pump them full of lead and then dump them like a lead balloon. However, I do see a third scenario in which instead of resurrecting dead demons, the Arch-Vile actually heals wounded demons, but I’m not too sure about that possibility. I’m not too concerned about the blood effects due to the fact that they’ll get added as further development progresses. If the final game comes and we still get disintegrating corpses, let’s just hope mod support can fix that up. What really sucks about it (especially in D2016) is that the corpses themselves are extremely well-detailed, and you can only see them for maybe a split-second before they fizzle out. Plus, once you clear out a room full of demons, it feels less like you’ve mopped the floor with them and more like you’ve just blinked them out of existence Thanos-style, the latter being less satisfying overall.
  4. Man of Doom

    Is it just me or is the speed slower?

    The default movement looked about the same as Doom 2016, it’s just that all the advanced movement (grappling, dashing, etc.) just made the default movement look slower in comparison.
  5. Man of Doom

    Enemies you don't want to return

    It’s likely that the Arch-Vile will be an out-and-out replacement for the Summoner, namely because we have disappearing corpses again (and this time, some bodies actually fade away before they even hit the ground). However, it’s interesting to note that gibs tend to stay around a little longer this time.
  6. Man of Doom

    Full QuakeCon 2018 Schedule

    https://bethesda.net/en/article/39p5sMK8u4OSyCmOKCUcaI/bethesda's-quakecon-2018-lineup I wasn’t sure if I should post this here or at Everything Else, but here won out due to the nitty-gritty here: In addition to the reveal at 11 AM/CST, there will also be more content regarding Doom Eternal shown on Saturday; first as part of an encore presentation along with Rage 2 at 1 PM/CST, and then an in-depth discussion of DE at 2:30 PM/CST.
  7. Man of Doom

    Full QuakeCon 2018 Schedule

    Ok, it seems like only that keynote presentation of DE is the only thing to be livestreamed. I’m guessing the encore presentation and discussion panel with DE is going to be for the attendees only.
  8. Man of Doom

    Doom Eternal Concept Art

    https://imgur.com/a/zZ3KTtS So I managed to nick these bits of concept art from the live presentation. Unfortunately, I was only able to catch the first few minutes of the livestream before other things came up. That’s why you may be seeing this a little soon.
  9. Man of Doom

    My Thoughts on Eternal

    If anything, the player exhibiting the gameplay didn't exactly stress importance on glory kills, often preferring to blow them away rather than lop off their heads. Plus, the number of items dropped after a glory kill appears to have been reduced, making it more of a "rule of cool" factor.
  10. Man of Doom

    Anyone else feels the VX is worse?

    This is probably due to the fact that blood splattering decals haven't quite been implemented yet, making it look like the enemies are made of plasticine. The exact same thing happened with the E3 2015 reveal of D2016, and that was pretty much all fixed up by the time the final game came out.
  11. Man of Doom

    Full QuakeCon 2018 Schedule

    Some other details I just found out, although they're mostly inconsequential: Not only does the Cacodemon have blue blood, so does the Arachnotron. EDIT: The level design is far more open-ended, and actually appears to do away with the arena lockdowns (or at least makes them more subtle).
  12. Man of Doom

    Full QuakeCon 2018 Schedule

    Awww, demon corpses still burn away. ;-; also, that was some xtra gud shit
  13. I'd like to start by saying that the very first FPS I ever played was Quake 2 (the shareware version of Doom came a little while after I stumbled across the "Battlebook"). I was a particularly young lad when I first played it. If there's one particularly striking feature about Quake 2 is how its levels were structured. There was a total of about 4-5 hubs all connecting a cluster of around 5-7 levels per hub (including secret levels). Adding to that was the fact that everything you did in each hub would stay the way it was, allowing you to revisit levels and taking a look at the carnage you left behind, even after you just entered from another level. It blew my mind back then, and it still blows my mind to this day because with today's more advanced graphics (often requiring supercomputers to run), allowing enemy corpses to stack like cordwood seems to be next to impossible nowadays even with said supercomputers. But that's not the point of this topic, the point of the topic is how the levels in Quake 2 were designed. I was playing it right around the time Doom 3 was in development and my little boy mind had this thought: With the hub-based level design of Quake 2, wouldn't it make sense for Doom 3 to also have a hub-based level design? Combined with the virtually photorealistic graphics at the time, I was pretty much stoked to get my hands on it. In fact, the levels in various screenshots (and pre-2004 trailers) did suggest a more open world, with the levels themselves showing an extreme amount of attention to detail. It was to my slight disappointment that Doom 3 ultimately followed a more linear level design structure. Yes, you could technically revisit areas, but they would often be radically changed up, both in design and flow (think Mars City vs Mars City Revisited). In fact, there aren't secret levels. Looking back in hindsight, the levels we did get are insanely detailed (I heard once that the levels are so detailed that every single pipe would be flowing somewhere) and the development team around Doom 3 was relatively small compared even to most other studios at the time. That being said, the areas in the pre-2004 screenshots do appear to be massively different compared to what we got in the final product. My question to the rest of you guys is, did you also think that Doom 3 would be hub-based? If so, how would the levels be created or redesigned to fit those hubs?
  14. Man of Doom

    Full QuakeCon 2018 Schedule

    I can definitely see them doing that again; or perhaps there’ll be “technical difficulties?” :P
  15. So J.J. Abrams is set to be the producer behind something that was supposed to be a prequel to the Cloverfield movies, but has since been reworked into something entirely original (supposedly). At first upon watching the trailer, I thought it was yet another WWII movie, then things get a little more brutal and “creative” as it goes on. For those who just want the nitty-gritty of the premise: The CoD Zombies comparisons are inevitable (there’s been dozens of them already), but I got way more of a Wolfenstein vibe from this trailer. Specifically, I got a RTCW/The Old Blood feeling from this movie so far. Hell, even the logo even looks a lot like the neo-Wolf logo. Funnily enough, there was an attempt to make a Wolfenstein movie, but has since been dead in the water for a while (I believe the original writer behind the movie has done jail time for reasons that escape me at the moment). Thoughts?
  16. Man of Doom

    Why no Death Sound?

    And where can one be able to seek out these death sounds? Something interesting to note: Wolf TNO didn’t have death sounds, yet TNC has proper pain and death sounds. Perhaps we might get something in Doom Eternal?
  17. Man of Doom

    Gameplay reveal August 10th

    Actually, this seems like a more valid question to ask rather than ask about something almost everyone knew about the day it was announced.
  18. So building upon this last thread I've made on the lack of live-action Doom fan films, I figure that making a potential fan film shouldn't be out of the question. So unless you've been living under a rock for the past couple of months, it's pretty much well-known that a new Doom movie is going to be revealed then released soon. While I do have confidence in the filmmakers that they'll be able to pull off a solid effort in creating both an entertaining action flick and a faithful Doom adaptation, I completely understand the apprehension that many people may have about this upcoming movie. In the event that the movie does end up sucking just as hard as the 2005 Doom movie, that's part of the reason why I plan on doing a big fan film for Doom (another reason being a noticeable lack of fan films for Doom despite the popularity of Doom 2016 and Doom Eternal). So I plan for this to be an entirely original take on the Doom mythos, but I'm really not sure how to do it, which is why I'm looking for ideas on what to do with this potential fan film. Some ideas I have include what's basically a routine clean-up job in an infested base, an alternate take on Olivia Pierce, basically a normal day in the life of Doomguy and his quest to rid the Earth of demons. However, this particular profile of the Doomguy is the driving inspiration behind the prospective fan film, a quote from @Rifle Infantry: Finally, assuming I had an unlimited or at least sizable budget to pull this off, what would you like to see in this Doom fan film? For example, what locations would you like to see? What demons should be present? What guns should make an appearance? Any powerups that should make a cameo? Any other characters from previous titles that should get a mention? (It can be anything Doom-related from Quake 3 Arena to Doom 3 to Doom 2016.) Any kind of suggestion is completely welcome.
  19. So with the new Doom movie coming out and that Uncharted fan film that was recently released (the one with Nathan Fillion and Stephen Lang), I've come to realize something: Namely, that very few fan films of Doom exist, or at least, live-version films/web series. In fact, I've just checked over on Doom Wiki, and the only real fan films to exist are usually animated movies, Flash recordings, or Machinimas. In fact, quite possibly one of the more ambitious web series was that Arenas series and that got next to no attention (or a second season, for that matter). In fact, there was only a couple of live-action fan films I can recall, and those were usually made for next to nothing: And these were made and released well before we had any idea that Doom 2016 was coming, let alone know have an idea of what it was going to look like before it was shown to the public at E3 2015. You'd think that with the resurging popularity of Doom thanks to the likes of Doom 2016 and Doom Eternal that someone would be able to put together a fan film that would have more serious backing (even professional backing) behind it, even tell the kind of stories that haven't been previously explored yet (either something as routine as a raid on an infested UAC complex or something as Shakespearian as the Doomslayer's origin story). Hell, I've even seen several cosplayers pull off some really legit-looking Praetor suits on more than one occasion! I know that the only Doom-related film with significant backing is the movie that everyone in the community knows about (Doom 2019), but in the event that it ends up falling into the same traps the 2005 movie did (which it most likely won't), a fan film probably shouldn't be out of the question. I'm well aware that putting together a good/memorable fan film, especially for something like Doom, would require some serious budget to account for things like demon effects, costumes, and convincing locations. But perhaps with the right combination of good writing and passionate effort, anything is possible. Still, something like this may never happen, but it was just something that entertained my thoughts. What are your two cents on this phenomenon?
  20. Man of Doom

    Enemies you don't want to return

    Considering how monsters spawned in, the same could pretty much be said of pretty much any lower-tier monster that spawned in. Seriously, every time an Imp or Maggot spawned in, you can just instagib them with a point-blank shotgun range while they're stuck in their roaring animation. That being said, the Wraith gets extra dumb points for not only using that spawning system as an offense mechanic, they don't even teleport. They just phase into a state of invisibility while still being "there" physically, meaning it's actually possible to nail them while they're "incorporeal." It's likely that if some of the Doom 3 cast does make a return, I'm sure they'll be able to incorporate a unique offensive mechanic for each monster.
  21. Well, there’s an anime series, and a video game franchise with the exact same name, so uh, confusion is inevitable. I know it’s obviously a reference to Operation Overlord, since the events of the movie take place one day before the event in question, but mistakes were made here.
  22. Man of Doom

    Sprites and textures extracted from id mobile games

    The only issue so far is that the extractor for the Orcs & Elves DS port is that the resulting pk3 file seems to be corrupted/messed up (I don't see anything when I open it). Other than that, excellent work!
  23. Man of Doom

    What improvements over Doom 2016 are you expecting?

    That gives me an idea: If Doom Eternal is going to have setpieces, why not center them around boss fights to give them more of a dynamic challenge both in terms of visuals and gameplay? For example, imagine fighting some sort of demon lord in a dilapidated metropolis. As the fight gets more and more intense, buildings start to collapse, the ground starts to split open revealing rivers of lava, and the sky starts to redden even further. By the time the boss fight is nearly over, everything is a smoldering wreck and now you have to be more careful with your platforming skills, as one misstep could leave you careening to your death.
  24. Man of Doom

    [GZDoom] Diabolus Ex v1.1

    Wow, it looks like your work is going viral! Doom definitely needs more cyberpunk!
  25. Man of Doom

    Wolfenstein Youngblood

    Hoo boy, it looks like nowadays every time Wolfenstein is mentioned even once, a bunch of people come out of the woodwork to declare that everyone at Machinegames should be drawn and quartered, that their takes on the franchise are the Absolute Worst Thing to Ever Happen in Video Game History(tm) because esjaydubbaewes, and that The New Colossus is the new DmC: Devil May Cry. Seriously, that’s like 80-85% of the posts made in this thread. I fully admit that I didn’t expect the announcement of Doom Eternal, and I expected something like this even less. That being said, I’m somewhat interested to see how this spinoff plays out, mainly due to how this already changes the dynamic of the new Wolf trilogy. Supposedly, I’ve heard that they’re now starting to incorporate time travel into the mix which may be why they’re still fighting Nazis even after their shit got throughly wrecked in TNO and TNC, but don’t quote me on that.