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Not sure if i'd describe DE as "surreal": It has lots of variety and ideas compared to 2016 but so much screams "focus on lore and world bulding" to me. To be, surrealism in Doom is some D3 enemies, D64's pain elemental and most of classic Hell like certain props/textures and how they're used. Doom in general could always be a little more weird. Like it'd be cool if there is a demon that looks like something out of Bosch or something. Going back to the TDA Pinky, it’s interesting to think of how big it is. Because with most enemies redesigns/reiterations, the visuals and gameplay always change but we still imagine them fitting in a vague box or something hinting at their “class”. Could be because the sizes don’t change that much or the health pools may be consistent at times. Or the overall ranking: Even if the modern Barons are bigger than the classic, both Baron types are still high rank enemies in their respective games. This is also what makes D4T, MetaDoom etc type mods interesting, just to see how consistent or fitting these enemy variations can be. The TDA Pinky looks like they’re trying to go a little big higher because of the size and potential health. It’d be like if the Lost Soul were to get a redesign where it’d be bigger than a Cacodemon… maybe it’d be like Heretic’s Iron Lich lol.
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I hope this enemy has this system where: * if you kill the pinky, the archer jumps off and acts on his own * but if you kill the archer, the pinky is the one acting on their own Because this idea of an enemy that is "more than one" and one is independent if the other dies is like an upgrade from "destroy the Arachno's turret and it'll throw grenades more often" I assume there will be more enemies that will come of as "together" So if id says "there are X number of enemies" and people think there's actually less, it's because some enemies are essentially multiple types mixed together I also now remember FooSarr's idea of Gargoyles from DE carrying other enemies like Imps And i once thought of the UAC side of things where their equivalent would be Zombies using mechs/tanks/planes and you could either destroy the vehicle and see a zombie act on their own or the vehicle could even act on its own, like it's possessed and corrupted still.
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It kinda has to do with the colors and a bit of the design. Modern Pinky has a bit of a hunch back and even some spikes/horns on it Maybe this new demon doesn't have the same chitin armor and looks more lizard like The modern Pinky also had a tail even if it looked different The 4 legs made me think of the D3 Pinky because it's the other 4 legged design of the Pinky Kinda like how the flying brain monster we saw in the trailer was compared to the Cacodemon for potentially having one eye but also being another potential brain Caco, like the D3 one which didn't have an eye (i also recall some people who saw the Quakecon footage saying the brain thing shot blue orbs) Even if it's not "a" Pinky, there could be relations since there's lore of demons being related.
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https://old.reddit.com/r/Doom/comments/1g0qvzg/screenshot_from_playstation/ Found it here: It's a close up to the 4 legged Pinky and the zombie riding it. New details are the Pinky's tail and the demonic bow.
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I like how personal some of the choices are If this came from Twitter it'd have the most basic "quick, what're the biggest girls on Gelbooru" vibe
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Since the HK's look more like D3, i like to think Spectres could've been D3-ish while the main Pinky remains classic. I actually had an idea for a "no tech" D3 Pinky design for the spectre. Like you know how most ghosts are portrayed as having a "tail" and no legs? Imagine the D3 Pinky but replace cyberlegs with said tail and it's also green and transparent. As for gameplay ideas: i thought of it being able to go through walls and attacks but then, it gets visible/green and attacks (either simple bite or charge) and that's when you can attack the Spectre. Like inspired by modern Doom's "now you can hit me" design and the D64 specre (green, visible when hit), and i guess the ghost enemies in Heretic.
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Do you guys think level ranks and skins for Doom The Dark Ages campaign will return? Would love to see those two back!
whatup876 replied to Consistent-Money-990's topic in Doom: The Dark Ages
I like how 2016 had more customizing options for armor. If Doom skins get that deep again, i'd like to see a return of Doom related cosmetics from QC just to "port" them in Doom. Kinda liked the spacey stuff they added to the 2016 Praetor suit in QC. -
What would you NOT want to see in dark ages?
whatup876 replied to ALilGrayBoi's topic in Doom: The Dark Ages
I'm gonna say: id still came up with cool ideas that i don't think i've seen done before by fans. Like a flamethrower/grenade launcher attached to your shoulder or a grapple hook on the SSG. Even when i came up with ideas as respone to what we got (Like that popular Dark Lord post of mine on Tumblr), i still think id could have credit for that to begin with. Even in an absurd alternate timeline where i somehow got to direct the Doom games i wanted, i would still thank id for creating certain ideas in the first place. Like how some people prefer Stanley's Kubrick version of The Shining over Stephen King's original book but still acknowledge that one led to the other. In general, there's a lot of Doom fan things we all wish were "canon" and not just through some collab. Moreso "official" in a way that if Doom had a major crossover, we could've seen it used. (like if Doomguy was somehow in Smash and they even had one music track from Final Doom) But like i also say: Doom's "Universe" is appealing because unlike the likes of Star Wars or Halo, it never came off as a "universe" with rules and structure. But rather a cool idea that can be interpretated and expanded in different ways, to the point the protagonist is nameless and people got to decided who this "Doomguy" (a fan term, btw) even is. Even the Slayer games clearly draw inspiration by some portions of the fanbase, whether it's a demon design that reminds you of somethig out of Realm667 or if the Slayer is a response to that one Death Battle video and not just people making memes out of the Doom comic. Because in a way, the problem with Doom story isn't even "what happens" but moreso "what doesn't happen". Like ideally, there could've been both another Slayer game and then a Doom game with its own vision of Doom and doing its own thing. Just looking at Final Doom, Doom 3, RPG etc it comes off as a series that even if it has a "story", not all of it was connected. So if an idea is done badly in a way that even id has second thoughts... maybe just execute it differently in a game with a different canon. It'd break continuity but i think Doom is a safer series for that compared to others. -
What would you NOT want to see in dark ages?
whatup876 replied to ALilGrayBoi's topic in Doom: The Dark Ages
I thought it was the opposite. Old Doom came in the era of the 90's "Satanic Panic" while modern Doom is an AAA game of an established franchise that has lots of hype. Whatever controversy DE had, it barely touched upon the Satanic side of things. Probably because of the lore and art direction, so to some people, Doom came more as "fantasy and sci-fi, with some elements related to religion". If anything, there'd be more people complaining the games don't have enough religious references. At the very least, if id wants to be creative with Hell, they could just look up different influences. Or even look up various concept arts and unused designs. -
What would you NOT want to see in dark ages?
whatup876 replied to ALilGrayBoi's topic in Doom: The Dark Ages
I'd argue classic Doom Hell was the most unique take and probably with the most variety of "themes" and by later games, Hell got simplified. Even some assets like FIREBLU and the flesh walls with metal pipes fit thematically with the diverse designs of the demons and also works to make Hell feel surreal and unpredictable. D64 had a nice gothic aesthetic but it was more "linear" and 2016 felt like the most simple. not just in colors but also the overall "materials" that make up the walls and floors. DE does have some different themes and stuff, but there's still parts of classic Hell not brought back and then you have Immora: which sort of takes away the abstract part of Hell and also leaves a weird taste in the mouth. (and there's also the part of tech in Hell because even 2016 already retcons a bit of what D2's manual and the original aesthetic might've already established) Because otherwise, Hell in Doom could have potential to be even more "magical" and "law breaking" in a "more than meets the eye" way. It could even go with the horror potential of the series, since D3 also had more "experimental" designs. A dimension of evil and suffering looking weird "just because" and act like it has a very evil personality. Another interesting thing to do in Doom is go further with religious references like levels and demons based on the deadly sins or layers of Dante's Inferno. Or even designs with designs based off Bosch paintings. Even if it could go against the current lore. The series changed art style like 5 times and the UAC and Hell do not look like how they did in the old games. Even Earth was used less often (besides D2 and DE, you had like Plutonia and maybe some other mapsets like NRFTL or whatever) And now we got Urdak and Sentinels. Doom's premise changed a bit like how the new Planet of the Apes movies do the premise different from the older ones. -
What would you NOT want to see in dark ages?
whatup876 replied to ALilGrayBoi's topic in Doom: The Dark Ages
I just remember how the level design will feature revisiting areas. I know some people don't want open world and some even prefer a direction like Hexen, Powerslave, etc. I like to think if TDA has "connected maps" instead of loading a whole map, we could have respawning enemies to keep up with replayability even. This also makes me wonder about the types of enemies in the game and their abilities and roles. But also the overall implementation of vehicles. But honestly, even if the game ends up open world, i believe id can make it work. -
The idea of Doom-TDA multiplayer in the style of Battlefield
whatup876 replied to Doom reboot World's topic in Doom: The Dark Ages
I always thought a Doom game could've tried this though also with the UAC/ARC being involved since they also have vehicles and are a more prominent theme in the series. Another thing is whether or not there'd be "classes" or we could still have players having multiple weapons at once, in regards of the overall arsenal and inventory. And with Hell's army, you could bring back the idea of playable demons. Which could lead to a contrast between "classes" and players with more customizable arsenals. -
What would you NOT want to see in dark ages?
whatup876 replied to ALilGrayBoi's topic in Doom: The Dark Ages
Hard to tell. On one hand, there are things that i just refer to "disagreeing with" but aren't the end of the world like some parts of the story's direction or an upgrade system. On another, there's genuinely bad stuff that will never be in like MTX or entire levels literally patched out in an update. I do know something that people don't want but i occasionally defend: platforming. Maybe if they think of a game set after TAG or an expansion to DE with a different character, that area could still be expanded on. Though TDA will have limited mobility compared to DE. -
Is Hugo Martin secretly a genius??
whatup876 replied to Consistent-Money-990's topic in Doom: The Dark Ages
I mean, old id also had their own arguements and issues, specially if we go with what happened during D2 and Quake. I think even with D3, they ended up dropping Trent Reznor's sounds for the game and he even made the comment "i guess they got Tool to make the theme song". I'd say the main difference is the size of the studio. id back then being smaller makes the studio feel more "personal" because we didn't have too many names attached, so we could get an idea of each person and what they did in the game. With modern id, we'll always talk about a few people and then there's those whose names are barely mentioned. Maybe it's because they had a smaller role in a game's development but they're still id. In general, modern game studios having too many people could have downsides. One reason could be "too many cooks" but the one i bring up here is comparable to a mountain being surrounded by rising water: You'll still see its highest peaks but not the rest. This makes me think indie games can be more comparable to older games and not just because of limited graphics. They don't need AAA sized studios, so you can feel that each member has their own role, in a way. Specially with the rise of "boomer shooters". (there's also that comment someone made about whether or not id was jealous that Mick became "the face of Doom" and it reminded me of how often games are still associated with "directors" and made me think it's probably more common with Japanese games) (Modern Doom could be an exception, specially in a positive sense because people liked Hugo, as opposed to someone like Neill Druckmann being controversial for how he treated ND with TLOU2 or Randy Pitchford being a laughing stock) It's why it is kinda interesting that some from modern id and even Mick Gordon ended up with EmptyVessel and the game Defect. So even if Mick will never return to id, he at least is working with a studio that still had id related members. (also, the game's Judge Dredd inspired... again, goes back to what i talked about DE being "comic book" influenced) -
Is Hugo Martin secretly a genius??
whatup876 replied to Consistent-Money-990's topic in Doom: The Dark Ages
He has some cool ideas but there's also been ideas i disagree with and even lead to me coming up with ideas that i would go with instead. Though the mere fact that i even come up with some of those is something that obviously can trace back to him. For example, for me to come up with that one "Deconstructing the Dark Lord" post, it's all because of the Dark Lord being the way he is.