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Everything posted by pnptcn
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IIRC the thing the marines were really interested in was the ability to quickly map out the layouts of all the US embassies. Marine fireteams responsible for protecting these embassies could train on these embassy wads. This would eliminate the need to construct a shoot-house mockup for every US embassy building in the world. So I meant it was real in that it had some real training application. That was likely the specific application where it was most successful. Yet Another Edit; To be fair, this sort of thing is probably impossible to prove one way or another by this point. Anything like an embassy.wad would have been classified so good luck getting your hands on that and then if you publish it I feel so sorry for you. Most likely anything like that has simply been deleted and replaced by superior technology now. So this absolutely could deserve urban legend status, and is a totally viable viewpoint to approach this whole thing. I just think it's likely they got some utility from it for a while. The USMC runs on a shoestring budget.
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Marine Doom is real.
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Tube feeds have their own advantages. You can mix your rounds on the fly for example. Let's say you are approaching a door and you need to breech. You load your breeching rounds, then behind those you load couple rounds of buckshot and put a slug in last just because you might want that who knows. That's part of the tactical flexibility I mentioned in my other post. Rifles are great for sure, and are super effective when combined with squad tactics but Doomguy is pretty much in a solo CQB situation. I know what I'd want. I think Doomguy's pump shotty is a totally valid choice. :D Now my Doomy thoughts are wondering about a shotgun mod for Doom that gives access to different ammo types and custom load orders. Bird shot for groups of lost souls, standard buck for general purposes, slugs for some extra-sit-the-fuck-down. You could even have some exotic stuff like flechette rounds, grenade rounds, there's all kinds of potential there. Mmm Doomy...
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USMC has used and still uses shotguns for the appropriate tactical situation. They are good weapons for jungle fighting and of course are useful in urban combat as well. They have three models in use right now. And with weapons more complex and high tech isn't necessarily better, especially when you are talking about personal weaponry. Pump shotguns are some of the most tactically flexible, dependable and effective firearms around and that alone ensures their usefulness. It's absolutely the kind of weapon I'd want to rely on if I was trapped on Mars and had to battle my way through hordes of demons from Hell. I guess that's my current doomy thoughts.
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Doom is a pretty unique thing. For one thing no other FPS has done it quite like Doom. Doom is a perfect storm of mechanics, theme and technology. Modern games require a ton of time, effort, and talent to create assets, and most of the time the end product isn't consistent with what you find in the commercial game. Doom's relatively simple graphics completely eliminate the need for 3D modeling for example. This enables individuals and small teams to put out focused, high quality content. And Doom has a nice set of simple game mechanics that interact in elegant ways and allow for seemingly endless creativity. Very few games feel as alive to me as Doom. I'm certain this comes from Doom's fundamental design elements coming together in emergent ways. A game like CoD on the other hand feels exactly like what it is; A series of canned events where I feel like a Hollywood script writer is dragging me down a hallway by the nose. A good Doom wad is a spitting, snarling beast that has to be tamed and gives me a lot of latitude in how I go about that. I can name the FPS that give me that experience on one hand, and none of them are as approachable as Doom. Doom is unique. Doom will live forever. It will be studied the same way other classics and masterpieces are studied.
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Yeah that's the movie. And Thulsa's full name was Thulsa Doom.
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1... 2... 3... Kick It (Drop That Beat Like An Ugly Baby) Great title, shit game. It was an attempt to merge a shooter with audiosurf. The game would generate levels out of whatever tune you threw at it and away you'd go. They never could get a good algorithm for generating levels so it was never more than an experimental pile of half baked mush. I've actually enjoyed the developers other titles though. They've made some quirky games with fun humor, like Monster Loves You and A Reckless Disregard For Gravity.
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Thulsa Fill-In-The-Blank That should be a big enough hint.
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I really like Reelism a lot. It changes and adds a bunch of stuff. Gameplay is a bit Invasion and a bit Remix mod. It has weapons and enemies from all kinds of classic games, crazy gameplay modifiers like flight, low gravity, heavy fog. You win by surviving for five rounds. Each round has a random set of enemies, a random set of weapons and a random gameplay modifier that rolls out on a slot reel. Hence the name Reelism. There's a boss rush mode, multiplayer and a bunch of maps to play on. It's a pretty fun mod that's easy to just pick up and play.
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Pulling out the chainsaw or fists if I'm under 20% health. Using nothing but fists after getting a berserk pack.
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Kelly's Heroes Get all of the gold.
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How do Doomworldeers deal with general stress?
pnptcn replied to Battle_Korbi's topic in Everything Else
Reading. It can be anything. The Bible, comic books, cereal boxes, pornography. The process of reading takes me out of my personal headspace. Once I've physically calmed down I can get a better grip on what's happening with my mental situation. Music is another big one for similar reasons. -
Yeah Star Control 2 is a freaking classic, can't believe is slipped my mind. It's a freebie now too, called The Ur-Quan Masters.
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Check out Transcendence, it's a free game. If you like it, there's additional content for sale you can get through the site or on Steam.
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I'd love to have something like Starsiege: Tribes with its crazy mobility and flexible loadouts, with Quake's visceral level of action and Doom's dynamic combat in a nicely done sandboxy open world setting. None of the Ubisoft open world colllectathon crap. Something more along the lines of how STALKER did it.
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The first Makarov pistol you get in Stalker: Shadow of Chernobyl. I'd prefer a short, pointy stick to that thing. Maybe a nice pencil.
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I figure he must need to unwind. You know, light some candles, a little aromatherapy, put on some smooth jazz. Then spend some time with some Tolstoy or perhaps some Joyce. It's the little things we tend to overlook that can run us down and leave us worn out and exhausted. Doomguy has a serious pace he has to keep up so it takes some serious downtime to get there.
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I'm a Linux user so I just use the command line most of the time. If it's something I'm going to be launching a lot then I just bash script the commands then add the script to Steam and use it as a launcher.
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"Old" Doomers, how did you get used to reloadable weapons?
pnptcn replied to Era Di Cate's topic in Doom General
Yeah that's the one, it's not a VR thing though. The generated levels are more quick and dirty than what I'd call bad. It'd just string together a bunch of pre-fab rooms. The rooms themselves were interesting enough but there wasn't much in the way of variation. It's pretty rough in general but like I said it's really not much more than a prototype and the devs don't charge much for the game. I think it's worth the price if you are interested in the gun mechanics, which are pretty well implemented and fleshed out. Definitely the point of the game as you mentioned. It's interesting as an idea that's totally on the other end of the spectrum from Doom's heavily abstracted gunplay. -
"Old" Doomers, how did you get used to reloadable weapons?
pnptcn replied to Era Di Cate's topic in Doom General
This game exists, it's called Receiver and it was created for a seven day roguelike First Person Shooter game jam. You can buy it, it's pretty inexpensive and not much more than a fleshed out prototype. The mechanics are pretty engaging and make for some interesting tactical gameplay. I'd like to see the concept fleshed out into a larger game. There are a lot of different reload mechanics floating around out there, probably nearly as many variations as there are games using the system. Some games will remember that you have partially fired magazines and will hold them in reserve for you. Other games you just toss that ammo as you reload, trading off the rounds for tactical advantage. There are even games that allow you to check your magazines in various fashions. For me it's all about whether or not the actions fit the context of the gameplay. That said I prefer Doom's heavily abstracted approach to guns. Doom has always felt like an interactive animated short like they made for the film Heavy Metal. The gunplay in Doom works like it does in those cartoons and comics. It's a thematic consistency that is visceral and satisfying.