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whatup876

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Everything posted by whatup876

  1. whatup876

    Heaven in Doom Eternal

    Does anyone have any theory on how we'll go to Heaven in Eternal? I imagine the Tower of Babel could be how we get there. If i recall it right, the original story was that mankind built it to reach god until he punished everyone with different languages.
  2. whatup876

    Known Bestiary

    He looks like a shotgunner considering his armor's color and some of the other footage of the demo with the shield guy. Because chaingunners used to have red armor. I wouldn't mind a chaingunner enemy based off the D3 tentacle commandos, specially if they're also based off the cut D3 sounds with the loud, english speaking phrases like "Your kind are over". (the ones from the beta/alpha from Trent Reznor, which is like, one of the greatest losses in this franchise) Also: Would anyone mind if the Marauder was an enemy and not a recurring boss? On one hand, it'd be interesting to see a rival for Doomguy. (like, imagine a Doom equivalent of Vergil or Shadow) On the other hand, this could be the first time an enemy ever carried another SSG. (and nowaday's former humans don't even carry the same UAC arsenal as you) Considering how former humans were meant to carry the same weapons as the player and the Doomguy was pretty much a representation of humanity (which he had to save from Hell), i feel like if the Slayer was to come from a different world, it would make sense if his people were in a similar situation: everyone is doomed except the main character and some of the folks that were meant to fight demons got corrupted. So the Marauder is to the Night Sentinels what former humans/possessed soldiers are to the UAC and mankind. I guess this means we could have some possessed angels that otherwise, oppose Hell. It can also be difficult to come up with someone on the level of the current Doom marine, so an army of different demons is already good enough.
  3. whatup876

    Doom Eternal: Official Stadia Trailer

    I was going to post one from Daithi De Nogla but it relies a bit too much on his humor, so look that up if you care for something less reliable. I only stumble on these because of Doom Eternal and don't care for either Stadia or whatever these Youtubers even make outside of these videos. All i do is look up on YT "Doom Eternal" and organize the search by selecting the most recent videos.
  4. whatup876

    Doom Eternal: Official Stadia Trailer

    Found another one. At 7:57 there's a glory kill where you feed an Arachnotron one of its own grenades.
  5. whatup876

    Doom Eternal: Official Stadia Trailer

    Another one of these, where we get to see a bit more of the tutorial area and maybe some parts of the levels? Like the other one, the player is also not that good at playing it.
  6. whatup876

    Known Bestiary

    Regardless of whether or not he's faithfull to the original version, i still hope the enemy variety in this game doesn't feel like they're recycling different types of attacks between enemies. The Carcass' shield walls, an Arachnotron in a ceiling with grenades and a teleporting, triple projectile firing Prowler is a step foward, for example. (specially with how far they went with the weapon mods/alt fires) I'm also under an impression that the Fire Baron replaces the regular Baron because they just couldn't think of a specific mechanic for a variant.
  7. whatup876

    Pinkie case regarding other demons from the game.

    Looks great.
  8. whatup876

    Eternal takes place in id multiverse?

    I remember hearing that Whiplash could resemble Ophidian from Heretic because of his Snake like design. I wonder how much of Heretic and Hexen can Doom Eternal reference when Activison doesn't even remember that they own those series and has Raven Software doing something else. I know that id Software owns the publishing rights of those games too and said games are already strongly related to id's games due to a lot of reasons.
  9. whatup876

    Doom Eternal's campaign is around 18-22 hours long, Marty says

    I'm going to guess and say the source of the cut megatextures info comes from a GDC Stadia video, where that short gameplay clip comes from. The one we're introduced to Carcass.
  10. whatup876

    Doom Eternal's campaign is around 18-22 hours long, Marty says

    I wonder what the game's actual file size will be. I heard 2016 had uncompressed files and megatextures and everyone knows that the game had SP, MP and SnapMap combined into one game. Regardless of BattleMode's quality, i hope that is at least a seperate downloadable file.
  11. whatup876

    Doom Eternal's campaign is around 18-22 hours long, Marty says

    I also wonder how we'll go to Heaven in the first place. Because if they're following half the original idea of the Tower of Babel, i expect that to be the case.
  12. whatup876

    Doom Eternal's campaign is around 18-22 hours long, Marty says

    It makes me curious about the overall content of the game, like the weapon mods, upgrades, levels, puzzles, obstacles, enemy types etc. Because i'm hoping like 90% enemies offer something new and specific and only a small portion gets to be just different number tweaks like damage, health, speed etc.
  13. whatup876

    Doom Eternal: Official Stadia Trailer

    Speaking of Stadia, i found this video sponsored by Google that shows more footage of the Mars demo but with some things we may not have seen before, like a Cacodemon sprinting just to bite the player or an unseen Carcass glory kill. The guy playing it doesn't seem to be good at the game, but whatever. https://www.youtube.com/watch?v=yzNO2AFayUM
  14. whatup876

    No Traditional Multiplayer

    I just found this and now i wonder if they'll ever put throwback skins in Battlemode, like with Quake Champions for example: https://redd.it/csz4nt Some people need to know that different and new hardware doesn't always mean just more memory space. There's a lot of old games that don't really run well on modern systems, which is one of the reasons why source ports and emulators exist.
  15. whatup876

    Mecha in Doom Eternal

    We know Doom as a series took inspiration from Alien (since the originals) and possibly Pacific Rim, knowing Hugo Martin. But i know for a fact the Doomguy doesn't need one.
  16. whatup876

    Angel name revealed.

    I was thinking of Heaven being applied to old school Doom and thought about remakes of classic episodes with some differences: * E2M1 but the upside down glowing cross path is now a proper cross and it heals you instead of hurting, like that Plutonia cube. * E3M1 but instead of rising up from a hole in the ground, you're in a cloud looking room from a ceiling and press a switch to rise down, as if you were "falling from the heavens". Like, imagine a mod that changes textures and sprites related to Hell to their Heaven equivalent, be it either stuff from Eternal and 2016's Empyrian map or some made up stuff. * Evil eye has a cross hologram. * skull/eye switches could be diamond switches. * Floating rocks with skulls could be golden bells instead or something gold related. * Intestines and flesh could be trees and flowers or something nature related. * Those textures that have a layer of skin in them and one of them shows someone's knee wound could be stained glass windows. * Paintings of naked angels and crosses. * FIREBLU is now GOLDCYAN. * Cloud textures. * Golden gates. * Tech tubes are white and red. * Red trees. * Maybe something to do with rainbows. * Stone portraits of characters like the Kahn Maykr. This is obviously too soon to be thought out but i'm just speculating for the fun of it. I also wonder how they'll justify Heaven having technology but Hell relying on UAC handing them tech.
  17. whatup876

    Angel name revealed.

    A boss maybe but not the "final" one, i expect that role for something more... "Iconic". Speaking of female body builders and girls with abs, i just remembered Crash and someone saying she might have been an inspiration for the Praetor suit. When will she show up in a Doom game? Similar to possessed UAC soldiers, earth people and possibly Night Sentinel people (Marauder) which means even angels aren't safe. I do wonder if Heaven has a variety of species and kinds like Hell.
  18. whatup876

    The Titan

    I just got a bit lazy and used an easier resource, even though it was the same site where someone did those slight changes on Doom sprites for no reason. I guess that just means Titans are a class of demons. Which means the one in 2016 will stay dead.
  19. whatup876

    Angel name revealed.

    Ok, here's an idea: Heaven's own Unmaker: The Maker or "remaker", a heaven themed weapon.
  20. whatup876

    Pinkie case regarding other demons from the game.

    I thought a way to make Spectre more interesting is to capture the idea of him being a "specter" of a Pinky, like being able to go through the player or something like that. Maybe even make it where Spectres can come out from dead pinkies. It'll mean retconning the background of him being a UAC creation but eh.
  21. whatup876

    The Titan

    Probably enough to indicate who it might be.
  22. whatup876

    No Traditional Multiplayer

    Considering the lore focus, they might as well salvage the 2016 MP maps. Guess i'm just now repeating a point i've said already.
  23. I'd say the 2016 chaingun is to the HAR what the SSG is to the combat shotgun: More power at the cost of pacing (reloading times/barrel spinning animation) and maybe ammo usage (two shells being used/bullets being wasted faster). (pretty sure Quake 2 did this) Anyway: focusing on this topic: I like Eternal's art direction that even the stuff that is new and not just throwback looks interesting because it offers cool ideas and even some details are good (like the skull and exposed chamber and chain in the RL). But then you have stuff that doesn't mean a lot, carried from 2016 which is technically present in a lot of sci fi/fantasy media, probably to make designs feel more "realistic"? or maybe because some artists are worried about their designs not being interesting or unique enough even though Eternal and 2016 had a selection of neat designs that didn't really need a lot of details (as in details that don't help something stand out like random bits and pipes etc). Could also be lore reasons. Could also be because of the engine, so they can talk about how impressive it is, even if it leads to some limitations like dead demons disappearing after a while or enemy count on screen. Funny enough, the 2016 version of Hell feels simplistic compared to the abstract devil's fruit salad of elements that was Hell in 1/2/Final. We had mostly rocky maps and then one flesh map in the MP. Even the logo is simple and minimalistic compared to the original, detailed, blue and yellow DOOM logo. I guess this also means lore is good if it offers interesting design and visual ideas like levels and enemies etc. I like how Earth looks because it looks like the first time Earth is a believable place, compared to Doom 2. Edit: something i remember is how we've had mods based off modern Doom games and how they translate the new designs into the pixelated style of the OG games. Some are just model rips being used, others are certain sprites being used as bases but when a certain spriteset looks good, that leads to something in regards to these new looks: you'll have to choose which details are fundamental for the design and which are just noise just for the sake of noise.
  24. whatup876

    Known Bestiary

    I just remembered that Hugo Martin worked on Pacific Rim and considering its roar, you could say the Baalgar might as well be a Kaiju. Also, i thought about how Summoner and Archvile can play differently: If the Arch has to summon/"revive" enemies that were recently killed or even heal them to wash away the visable gore they recieve, the Summoner summons in a different way, being long ranged or through some objects that represent the upcoming summoned demons. (think icon of sin cubes as an example) Like spheres representing portals that float away but you can shoot them down.
  25. whatup876

    Pinkie case regarding other demons from the game.

    Considering how some enemies changed in terms of design even if it's not just 90's throwback stuff (like the revenant with skulls and spikes and the fire baron), i wonder what could the Pinky be like, because i think he's more interesting with yellow eyes than red ones, for the color variety. For a shell-less Pinky to work, tie it into the destructible demons feature where you can destroy their shield and they're just closer to the original versions. While the pinkies did lose a specific role (which could lead into situations of being surrounded by multiple pinkies and dodging their slow bite animation) i still think the greater loss is either a Revenant without a true homing rocket or a Mancubus not shooting two projectiles at the same time with patterns. (there's adding new attacks, then there's taking away the old ones)
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