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whatup876

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Everything posted by whatup876

  1. whatup876

    Doom redesigns v2

    I remember the Baron take here https://forum.zdoom.org/viewtopic.php?p=1128173&sid=b251a368984272b0adcaa37788cc2cb4#p1128173 but i don't think it went anywhere. but yeah, lot of cool fan designs in fanart that deserve to be ingame.
  2. Something that i think is underrated in the fanbase side of things is both A: Fanmade demons/monster for Eternal (like how people did it for classic Doom and its mods or even just fan designs in fanart) and B: Attempts at resurrecting concept art/unused designs/demons, specially in case id Soft never uses some stuff. So it's fans either bringing something cool to life or showing how there's a lot that can still be done with modern Doom to keep it fresh. (and expand its universe) Because i thought this topic could earn a thread on its own, i... just made it. but here's what comes to mind: * Aggronize did a design for the Screecher that turns it into a demonic nun. * "Evolution" of the D64 PE with 3 mouths by GRUB LORD. (he also did MineCraft creatures in the style of Doom Eternal) * LeoSaurusR3x Once did a Super Marauder, based on an official design from concept art and made it into a 3D model. * Wad overdose made some sprites on that "share your sprites" thread where some were based off fanmade Eternal monsters by Nate Welch/jw_art. (Nate even goes on detail about how his designs can play)(Wad overdose also did some cancelled Doom 4 stuff in that thread too) * FooSarr made a bunch of videos about concepts he thinks could work in Doom Eternal or Doom in general and one he made about an "ogre demon" was inspired by that Sentinel golem creature from that one Sentinel army concept art. * FooSarr's ogre demon concept video also used art from akuma-matata/Rafael Ramos Jansson as reference, who made a lot of art about Eternal demon concepts he came up with. * Cromsferatu made that one purple slime Chaingunner (who changed it a bit because of UnderTheMayo) and someone on r/Doom called anotherweirdo-online did both another Eternal Chaingunner and a take on Doom 3's Maggot. * SterlingFM_ recreated Cromsferatu's Chaingunner with a 3D model and made a short SFM video with it. * UnderTheMayo's video on the Cyber-Cacodemon. (iit lives in KaiserCampaign 2.0 too) * I just recalled Delta's experiments with his master levels and the Marauder having the spinning burning iron around him. * Some Eternal mods have custom demon types like the "cursed Pinky" or "fallen angel" based off the Blood Maykr. * DOOMGUYBOT made a video about unused "gold" variants of the Doom Hunter and Gladiator, one of them was even used in a mod. * Someone on Twitter called owlgoddessart recreated the D3 Bruiser in Eternal's style. * tinman888 did a lot of Eternal versions of 1/64 designs, even demons like the PE and Mancubus from 64 and the Revenant from 3. * bollz07 on Twitter did a design for the Eye Turret that looks like one of its concept designs. * There's probably a bunch of DW/Reddit posts where people just write ideas for demons and enemies but most of my examples come with visual stuff. Whatever other examples exist could increase this list. A thread like this is mostly made for interest and give a spotlight to neat fan content, even if it could make more sense on a different subforum and isn't going to get anyone hired at id but still. Here's some links related to above (hope i didn't fuck up): Even if some more complex ideas don't make it in an actual DE mod, i guess there's always Slayer's Testaments for Quake and those Doom backport/legacy style mods (D4V, D4T, D4D, Kar En Tuk, Embers of Armageddon, DE XP, MetaDoom etc), unless some designs need something more than low poly models and sprites. And only vaguely related but i hope the concept of a Hell Razer having a triple laser beam isn't left in Mighty Doom and seeing Kenneth Scott recreating the Birdman from D3 and what Gregor Punchatz is currently doing with his classic models makes me think id could consider working with them again. Sort of gives me vibes similar to Doom Delta/Tei Tenga incident, that D64 project from GEC inc with the unused enemies and the D3 Arachnotron in mods like that Phobos one. (just remembered a D3 mod that tried to recreate enemies from RPG but forgot what it's called) I do wonder if someone tried to make enemies out of existing models like the Urdak Archangel floating cross and that cross shaped ship from Immora. Other examples that came late are the "Cyber Revenant" based on the Plasma Powered event and an Armored Baron model that paints it red like its official concept.
  3. I mean, that's technically a fanmade term people treated like it's official. Think the first use was some usenet post.
  4. whatup876

    How would you have done nuDoom’s story differently?

    To make every Doom part of a timeline, requires changing some stuff to make it make sense, which already comes off as tecnically admitting this wasn't the case nor was it planned. Sure, people are getting tired of multiverses but a single universe trying to make everything fit may come at a price. I remember someone's video about how to make D3 suit the new timeline and it involved making some stuff as "hallucinations", making it seem that some stuff just never happened. A more ideal solution would just be admitting some games are just the way they are and treat them as having their own canons. That and how the series can be versatile if there's no "real lore/universe", so many ideas could be done if the priority is "it sounds cool" and not "does it make sense canonically". I treat Doom as an spectrum: either be lax about it and show how much stuff can be done or get too into weird observations and trivia. Like the difference between someone's heavy redesign of an iconic demon you'd see in Deviantart vs some assets in Realm667 that may or may not suit the classic aesthetic. Part of why i don't want a D3 remake because it'd try and make the game adhere to later titles when it wasn't even tied to classic Doom. If anything, D3 should get follow ups as its equivalents to D2 and 64, like 2016's are Eternal and The Dark Ages. 2 trilogies that represent 2 sides of Doom, in a way. Maybe there will be a bit of a conclusion that the Slayer could've been a seperate character from Doomguy and the idea of connecting the two could be tied to that one Death Battle episode. There are series whether either a certain lore was always focused (Halo) or at least had the input of a main director continuously add stuff even if some rectons happen (MGS). Doom feels like it just showed some idea and you could just pick it up and do something one way or another. Between the growth of the series itself and the legacy/fanbase side of things, i think there's something to reach in that regard.
  5. An idea i still think could be tried was the option to create a player character. Not so much armor design (2016 MP) but the actual identity and details of the marine. Since it'd be the closest to realize that idea of "you are the Doom protagonist". Could be justified with co-op and cutscenes, even if it'd be a spin-off of some sorts. Because i also see Doom as an idea that can have different iterations, which is also why i'm not that into the idea of connecting every game through lore. Some ideas may work better because they were in a seperate field. Again, that "blank canvas" stuff i always talk about.
  6. whatup876

    Post your Doom textures!

    Could be usefull for any DE inspired wad.
  7. whatup876

    What do you want id to do next after Eternal?

    ARC wasn't a thing in D2. If the UAC marines had a name i think it'd be "Union Aerospace Armed Forces" from the Doom bible. ARC guys wear that full armor while UAC dudes in D2 were the same armor as Doomguy. In general, UAC is different in each of these versions of Earth. I do think playing as an ARC soldier could've lead to some new abilities/weapons/items/etc and new ideas for the modern formula set by 2016/Eternal. Specially since the Slayer himself had access to UAC tech like some weapons and even double jump. Basically, an excuse to explore the formula a bit more. D2 being its own timeline/art style/gameplay etc, you can point out the amount of mods and wads that "expanded" classic Doom, which is why modern Doom games are a different take in the setting. (and even if they supposedly take an idea from a mod, it's still done in a different art style and format) I do think there's stuff that technically wasn't done officially in the series like a modern level taking place on Egypt or some different kind of places and how Hell corrupted them. Even with the focus on the Sentinels, the UAC was always a cornerstone element of the series and there's stuff that technically hasn't been done in the games, even if it'd done in fanon. But it also depends on how it's integrated. And then you have the cancelled Doom 4, which was less UAC and more "the resistance". One can also point out Doom having a limited presentation, so trying to imagine that with cutscenes and higher definition would still be novel. D3 is seen as a retelling of D1 but with some differences. Even then, Doom benefits from "reinterpretations", so who knows if maybe it's better to not truly visualize what happens in D1's manual, since even D3 is its own take.
  8. whatup876

    What do you want id to do next after Eternal?

    I remember id having plans for a comic or "Doom bible" that could've covered the gap between 2016 and Eternal. Also wonder how Crash (since she's the closest thing to a Doom Gal) could be integrated. Like maybe she too had her crazy multiverse journey but how could she reach a Slayer like status? Doomguy got to Sentinel Prime and the Divinity Machine. would the same happen to her? Because some people think an expansion where you play as an ARC soldier duing Earth being invaded by Hell would be interesting. Maybe the UAC tried their own attempt at making a Slayer and only some test subjects survived. And Hayden would be aware of Crash's origins and think she could be another Slayer or at least be in a similar area.
  9. whatup876

    How would you have done nuDoom’s story differently?

    2 of the cultist skins inspired me to think of a large demonic head demon with 4 mouths shooting stuff from all sides.
  10. whatup876

    DOOM 6: Trailer 1 Analysis & Discussion

    The edgiest Doom has ever been is probably Doom 3 even if because of specific designs like the Cherubs. Otherwise, there's things we probably won't have in a Doom game and maybe it's for the best. Even the people that want Doom to be like Berserk know this. Though i like looking at cool fan redesign like Deimos-Remus/Nathan Anderson and think "pretty sure nobody is against the idea of this being in a Doom game". But we're also in an age where people say "unalive" instead of "die" (mainly because they copy Youtubers without even knowing why) or the shift from teenagers wanting to engage with edgy stuff back then to now being the ones worried about mean stuff in fiction and people wanting cartoons to address realistic panic attacks. Worst is people always associating like edgy stuff or even being against it with "the wrong side" or even only acknowledging certain behaviours/attitudes/ideas/etc if a group does it but not the other etc.
  11. whatup876

    What do you want id to do next after Eternal?

    Probably either a brake or Quake 5. And i do still think an expansion for Eternal with a different playable character would be cool. I still think there's Earth places we could've visited like Egypt or something under Hell's influence and maybe more excuses for level design and new enemies like the Plasma Powered Revenant. You'd play as an ARC soldier who'd obviously turn into a Possessed soldier by the end. If TDA is the end of the Slayer saga, wonder if that also means "if there ever is another Doom, we'd have to reinvent the series again" since the Doomslayer has a strong brand now. Feel like you'd need at least some late project based on the Slayer formula to coexist with the new "out of field" Doom thing. "Here's a Doom 6 where the Slayer is totally back and also a Doom game with a whole different direction, like a follow up to Doom 3". Also, an interesting proposal for another turn based Doom: If they make another one like DRPG, i like to think they should "go Shin Megami Tensei" with the demon designs. To the point it's a direct influence, whether it's id hiring an artist from the series or at least have some of their artists looking up the coolest designs and cherrypicking out of the many demons in SMT. Specially the more abstract/creative/weirder ones with weird anatomy and symbolism, along with the religious references they haven't done. One reason for this is because Doom has yet to tackle on stuff like the deadly sins or layers of Hell, so imagine if a Doom game that tried to be more religious reference based also had more surreal designs (As opposed to DE focusing mostly on sci-fi/fantasy elements with lore and maybe a bit beyond the surrealism potential that i think existed in classic Doom and some D3 demons). And turn based formula could work because with "real time" or stuff like Glory Kills, it'd be weird to make certain surreal designs work like that. But also because of my mindset of "Doom can go through different skins". But imagine Bosch type weird designs and you still get to shotgun blast them.
  12. whatup876

    DOOM 6: Trailer 1 Analysis & Discussion

    Also more thoughts * maybe the shield really is Captain America inspired * wonder if "taking inspiration from classic Doom" could mean stuff like a different working armor, since it'd suit the lore behind the Praetor suit * going back to the ARC soldier expansion idea, imagine riding a helicopter because the Slayer can ride a dragon or fighting zombie soldiers piloting tanks or mechs because you can fight zombies riding Pinkies * going back to the Manc, hope they at some point use both cannons at the same time to shoot 4 fireballs. * after an interview video from gamestop, i hope the level design really is Hexen-like * Almost forgot the zombies with shields, presumably based off the Possessed Security * The Maykr ship shooting from the sky could be Doomguy's new hub * And maybe that factory was making Atlans
  13. whatup876

    DOOM 6: Trailer 1 Analysis & Discussion

    Most of my thoughts/observations on The Dark Ages' trailer * "BEFORE HE BECAME A HERO", He always was, though this unintentionally gives a point to people who think Slayer could've been a seperate character from Doomguy * Sentinel Prime on fire, i see floating rocks and castles. Could be Sentinel related like the Fortress in DE and we also see a pentagram in the sky * Sentinel ship hits a building, i also think that ship shooting stuff is demonic * Giant demonic castle with skull. Hope that thing is both a location and "alive" * Floating place reminds me of 2016 MP Empyrian. Maybe the Sentinels either build it as a tribute to or got it from the Maykrs * Slayer has a fur cape. Always expected this to happen, whether it's a superhero thing or even a Berserk reference * The new base also has Maykr tech * SSG has no meathook * Maykr ship attacking, seems to be demons/possessed and Imps it's targetting * I LIKE that Doomguy has gray colors in the helmet. Also almost thought some details resembled a crown * Helmet has no Slayer mark this time * Mancubi shoot 2 fireballs per cannon, which is an ability i always thought they deserve (It's like a mix of both modern Mancs shooting the cannons individually and the classics shooting 2 fireballs at once) * Fireballs look solid, like magma. Possible D64 homage * Their design has differences from Eternal, like a different species of fat humanoid beings * Their tech has an HR Giger look, as if they're biological: Possibly a middleground between 2016 and Eternal * It looks cool but still comes from a place of "Hell had no metallic tech until the UAC" * SSG seems lever based, probably because of the shield * New weapon crushes skulls so it shoots bits of them. Maybe skulls will be an ammo pickup * Hell factory place? * I wonder if the Possessed Soldiers, no longer being UAC, are either Sentinel or still Hell related. Maybe they're based on that 2016 concept art of the Hell razer, who knows * Shield = chainsaw * Sentinel Plasma Rifle, i knew they'd get an equivalent * Revenant looks like a grim reaper. clever * Its multi skull attack is also cool * A pink demon with horns shooting verticle stuff. Is it Pinky related? Those are usually melee * There's also someone riding them * Arachnotrons look more twisted even if their model is still Eternal inspired * Flying brain creatures. Reminds me of Duke's Octobrains and D3 Cacos. And of course, those things from Valiant (Likewise, the Mancs reminded me of Hellforged) * Shield used to block attacks (hope it can reflect them too) * Boomerang shield. Always said Doom could use a boomerang item and even be it Sentinel related * Classic imp? Is cool but i like when demons get new looks and abilities. Maybe this imp has something more going on * A weapon that shoots nails? Doom's Nail Gun? * Shield dash * The Imp fireball being charged looked green. Could mean they have a new attack type. Maybe a poison projectile, inspired by the Cursed Prowler * Said Imp is literally "nailed" to the wall * Hellknight looks like it has new details on their skin, like a bit of Giger * Demonic cyberknight, probably to keep up with Marauders and the Gladiator * Insert Castlevania reference here * You can kick too * Seems melee is reworked, so maybe no Glory Kills. I guess that would happen since you need to think of like 5 animations for each demon and maybe design them around that mechanic * A tiny thing on this demon knight's chest looks like an eye. Remember the lore for the Gladiator saying his shield had the soul of his master? * Cable connected to red part of Doomguy's armor. Different from Eternal having it light blue to open that thing in Exultia * Mech finally pilotable * Titan with melee weapon, gets punched * This location looks different, is it even the same Sentinel planet? Could be that one city on Mars before it vanished and became Mars Core's final area * Mech Dragon, background looks like a giant ribcage * Insert Panzer Dragoon reference * Also, is the thing shooting purple orbs a demonic ship? * This section also makes me wonder how much vehicle stuff will be in game or in the series in general * Wonder if this "kiss of death" is a reference to that 2014 Godzilla scene Regardless, lots of good stuff. It will obviously have that prequel issue of "cool new stuff that will not be addressed in the follow ups that came later" but Doom is also a series i think is fun because the setting is a mess, so at that point you start to think more of "is cool" than "is logical". The game seems solid and it shows they did suddenly start making it after being done with TAG2, even if i still worry about the dev cycicles and think the release of a new Doom should be special. So after this game, id should calm down. It's also lot more Sentinel focused, probably the least UAC presence in a Doom game. A weird idea i had was if they could still use the name "Year Zero" for a small campaign with an ARC guy during Hell's invasion on Earth. Basically, if id makes a campaign that is like half the lenght of Dark Ages (If the main game itself is also like 13 chapters) but about a UAC soldier with new weapons and cool locations on Earth, maybe that could balance the Sentinel focus due to the UAC always being more prominent. Some say the gameplay could be closer to classic Doom, which can mean a lot because personally, i associate some of old Doom's traits with even engine stuff and also on why the new games play differently. What matters is that the new stuff is good. Also, with all these debates about "what is Doom", i'll throw this: Classic Doom had a slow default moving speed and people associate Doom with speed because of ALWAYS_RUN. Expect Decino to make a video about how Doom's movement works and older fans will pretend ALWAYS_RUN is a "Doom Zoomer" thing.
  14. whatup876

    What do you want id to do next after Eternal?

    I mean, there's always the obivous notion of "old Doom still getting modded and lots of mods are already so cool". I think for now it's best to see id get innovative with the series and do new things and maybe leave the "retro throwback" fanservice for a better time. (which would also require collab with fans and if we're gonna "canonize fanfiction", might as well see how much deserves to be so) Meanwhile, Sigil should technically be canon but that depends if id ever buys it. (at the very least, let Romero share what other Doom assets he has left) It's also clear Doom has a much stronger brand power than its relatives like Quake and Heretic. Most of these classic FPS franchises existed for gameplay/tech innovation reasons, so one title would always be described as "it's like X but with Y and also Z". So again, if a new Quake were to be made, you'd have to think of how Doom already took from Quake and therefore make Quake take from Hexen, so now it's Hexen that has a smaller chance of return etc. Maybe to id, making Doom act as a "tribute" to its siblings and cousins that is otherwise technically cannibalizing, is seen as a safer route. And like i said: Might as well port those classics in Doom and copy even specific things like the Iron Lich tornado attack. A fun way to look at this is even considering how 2016 multiplayer had a 2 weapon limit and D3 RoE had a weapon blatantly like HL2's Gravity Gun.
  15. whatup876

    What do you want id to do next after Eternal?

    I expect the game to be Sentinel related (prequel to how the Slayer came to be) and "medieval europe" in a leaker comment might be confusion. But i'm also wondering if more Quake elements or even those of Heretic could be taken. (i also once said the Sentinel would make more sense for Quake but that's me) One thing is whether or not we'd get low/barely tech weapons or Sentinel stuff, another is the demons. Will some look closer to medieval portrayals and even weird Bosch paintings? What about cybernetic demons? Will we see Mancubi with their regular hands? Or "cyber" demons with different tech like wood cannons and Da Vinci style machinery. Doom Hunter/Sabaoth but he has like a Fred Flintstone rock thing that uses both wheels and his legs to move. If they're gonna absorb Quake and Heretic/Hexen, at least also get the stuff like the Iron Lich's tornado attack and a bunch of other mechanics and gameplay ideas. Even level design like Hexen. I wonder if there'd be something like the Fortress of Doom but with more ported stuff like Heretic, Quake, their expansions, the RPG id titles and even Sigil lol. All of them in a computer Doomguy can access in the HUB of a new mainline game. I also think there could be an opportunity for melee to be expanded. Speaking of expanding Sentinel, we could reach a point where it's also in terms of themes like pickups themed after Sentinel. Like if they had their version of health medikits or something. It's neat when items and objects from the world have those themes because it feels like "world building" in a way. That's probably why some weren't that much into Eternal's "video game arcade" style of pickups because in a way, a simple object you pick up can reflect the world it's from.
  16. whatup876

    Mighty Doom is no more.

    I do think that game studios having too many people can be a problem on its own. It obviously goes along with the scale of games in general like graphics, content, marketing etc. But i also believe that there's always a portion of the people involved that won't like working on it as much as the rest or even feel like they have a personal touch in something with too many cooks. Probably why smaller studios have benefits because the less people means a more likely chance that everyone involved has a footprint here and there in a game. At least Eternal has someone like Hugo Martin as a director, so there is someone in the studio guiding the show. Otherwise, in some other AAA games, it feels the "director" might as well be an exec and not the guy with the right ideas. Maybe the same can be said with other mediums like film and all.
  17. A lot of the alt designs are also cool. i like the one that is more dog like and the head is the weapon, because i think that'd be very novel in Doom.
  18. whatup876

    What do you want id to do next after Eternal?

    I think i heard stuff about an id tech 8, since id has their own stuff. I also once said a new Doom could try a cel-shaded art style for various reasons: Doom Eternal aimed to “feel like a violent cartoon/comic book”. (Also, an homage to the Doom comic) Could be a good way to “remaster” classic Doom designs. Items and objects can stand out in environments while still being “fitting” (Basically, almost a mix of D2016 and Eternal’s pickup visual languages and the best of both worlds). Maybe some tech/performance related stuff if there’s like less polygons (Not sure about things like enemy count or some crazy feature like Prey 06 style “portals” in a level). Could still be a good way to balance the goofyness and grittyness of Doom, with the right colors and designs. But i guess another reason could be if it's a bit less expensive, as long as they have skillful artists and model makers. Hi-Fi Rush still got the sack with the latest events but i assume a cel-shaded Doom could survive even if just for the brand name alone. All id's gotta do is look up cool artists like Simon Bisley and wear those influences harder.
  19. whatup876

    What do you want id to do next after Eternal?

    I almost forgot but the Pinky and Lost Soul were like the 2 demons that barely had a new model in Eternal. Maybe this next Doom could give them new designs like one of those cyber/tech LS's from the concept art. And maybe this time, the Spectre could be more different from the Pinky like the HK and Baron. Like in general, they could always look up cut content and concept art. Like a Cacodemon that's purple-ish, has an eye below the mouth and uses the cut attack of them "pulling" the player. (said attack, i wonder if it inspired the Caco's tongue attack in 2016 MP)
  20. Wanted to mention that the "about this blog" section in my blog has a link for the recommendation tag.

    But also felt like saying what i like about most ideas posted there is the observations when i write them.

    Stuff like "you know about X? And also Y? Then consider Z because well...".

    Works as both "building blocks" for how ideas are developed and also helps justify some of them, even if some ideas can still be weird or not as creative.

    And not every idea needs a deep reason or clever observation, it can always just be.

    But i also like it as an example of how much you can talk about Doom.

  21. whatup876

    What do you want id to do next after Eternal?

    I think it's D64 that a third Slayer game would parallel. If the Mother Demon returns, i hope she gets new attacks to expand her moveset like it happened to the other classic Doom bosses. Maybe even give her 2 versions of the floor fire attack: 3 to the front and 4 multidirectional one, so both the real and misremembered version are canon. But her design is underrated, so i wonder about a model faithfull enough to preserve even her weird back/spine. Some people except horror, even if just because of how some people felt about Eternal's tone and style. To me, horror in Doom relates to the creativity and surrealism of Hell's designs and environments. Like cherrypicking specific assets, how they're used/can be done and specific details of some demon designs. The kind of stuff that can justify horror in Doom, even make it complement the power fantasy appeal set by the new games and also question certain parts about lore or art direction. But in general: Consider the scale set by Eternal compared to D2016: All those new designs, gameplay mechanics, systems etc then the stuff that is carried over from 2016 and how it changed. A Doom 6 should be like that. Basically, "more new stuff", in a series that is always fun to add new stuff for. Even if they just look up some unused concepts or designs, because there's always stuff i thought could be added even if it depends on the context and execution. (plus, i wrote lots of ideas on my blog, so id Software feel free to check that out because i even wrote how i came up with some of them and why i think they're cool... just saying) Speaking of new ideas: Classic Doomguy (Adrian/sprites) had brass knuckles in his left hand while Eternal praetor suit has the Doomblade on the left arm. Imagine a combo of the 2 where the left hand has extendable blades on his left knuckle. Yeah i know, "you're turning Doomguy into Wolverine and extending the comic book influence". But it'd be a neat fusion of 2 things and i like to think it could be used in that one Praetor suit design they original had for Eternal: Where his helmet was gray and even close to the Adrian Doomguy design. That unused Praetor in general was cool and besides the Doomblades idea, also make the equip launcher like the concept art where different items give it different forms.
  22. I remember hearing somewhere that Doom has a limit of things in general and if it's reached, some can be invisible. The source was an old video i saw of someone's custom map from the 90's, that was criticized for having too much stuff and it being invisible because of that. This makes me wonder: Has it ever happened in any official maps? And if so, has any official port or release done something about it? Because i wonder if it affected how people even remember certain maps, specially with source ports involved. I already think Doom has a lot of Mandela effect stuff going on, so this one can be added to the list of examples of why. And you know, if this subject is interesting enough for a video for anyone to make, be it Decino or someone else. Because i'm not sure if the Doomwiki mentions this. It also means how maps end up being released like aren't always going to be what the level designers thought they would/had in mind. Since they didn't even have 3D views or the textures shown in the editors they used to make maps.
  23. whatup876

    Mighty Doom is no more.

    Mighty Doom did had stuff to stand out like the DE Toy aesthetic and some stuff like certain gameplay features. But we also have to be honest that the game is part of a certain mobile game nature. One thing is being on-line only (out of place in an "eternal" series even if some Doom games still have online tied stuff that may not be future proof enough) but another is the MTX and even how they go along the gameplay format. Part of why i consider either of the RPG games to be better mobile Doom titles: even in their time, Carmack thought of making them differ from other phone games. And the nature of Mighty Doom probably makes the cute toy aesthetic a bit worse, as if it comes off as a false innocence. Like i said in another thread, it should've been an actual minigame inside another Doom game. Like if it had an off-line "pure" version, it could've been something to play inside another, bigger mainline game. I also bring this up because of how people like modern Doom/id for being different from the rest of AAA games. We have to consider the reason why this game even exists in the first place. One could compare the concept of Mighty Doom to how people already associate Doom with bullet hell comparisons or anything to do with randomization, hence those mods. I feel like a spin-off based around that sort of stuf could've worked, like a game solely based on horde mode and with a bunch of new enemies and weapons. Like a pure "sandbox" sort of game. I do still want to see if any fan will atempt to salvage the game and mod it, against all odds.
  24. It's a top down shooter (probably the first non FPS Doom game) where you go from level to level, shoot demons and collect Slayer tokens to level up XP, while dealing with some annoying looking controls for grind or something. Despite its quality (like, the main menu theme sounds like a weak remix of the one in Eternal), there's still probably some unique features for the series. I like how one of the bosses being a gray colored Zombieman shoots triple projectiles that reflect, which seems kinda new. This is the thread i first heard about the game. https://new.reddit.com/r/Doom/comments/kyqike/mighty_doom_a_topdown_shooter_by_bethesda_itself/ And here's gameplay footage. This game may look cheap, but it's still technically a piece of Doom history. Unlike the id RPG games, it could be harder to be preserved since it has a "service" aspect to it, like a modern phone game. This game is also on Early Access and available on New Zealand only, according to some comments from the Reddit thread.
  25. Besides the obvious legacy of innovation and history, Doom had one of the best franchise revivals in years and there's still Quakecon coming. But i also expect bad news for other stuff like maybe SnapMap being shut down or even Quake Champions. The idea of id being pushed to the COD mines has a certain dark irony behind it, after years of Doom fans saying COD ruined the genre. I mean sure, the best modding scene and all still exists etc, but id had a special place in the modern gaming industry. And that place is also why stuff like the Denuvo and Mick Gordon stories broke some people' hearts. Even then, during DE coming out, i was worried Doom would have its equivalent to Disney type fans. But at that point, i'm like "fuck it, go ahead and spend more if it means id has a chance to remain a little longer". The mere idea of id Software dying or have a fate just as bad (COD mines) feels like something that should start a riot. Like, fuck all the "gamers rise up" memes, when that happens, might as well be for real.
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