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whatup876

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Posts posted by whatup876


  1. Reddit may or may not belong in the same ecosystem as Twitter, Instagram, Youtube etc, whereas Doomworld is a fan owned fan site.

    Though Reddit's layout structure still has its flaws and it's why people repeat content, whereas in a forum people can keep things organized and are encouraged to see older posts or avoid as much repetition as possible. (hence terms like "necrobumping" or shit like that)

    It's more like a social media site posing as a forum.


  2. The bizarre part is there will still be people expecting the OST on Spotify or hoping that id and Mick simply get over it, when one of the things he mentions in his statement is living conditions with having to sleep in the studio and eat microwave food.

    You can't just walk away from this.

    Some people can get over certain things and move along but this isn't it.

     

    Reminds me of watching a video about the Nancy Kerrigan-Tonya Harding scandal and someone in the comments is like "i hope they consider doing a fun little ice skating together to wrap this up".

    It's like public interations between people are viewed as this "3 act story" fairy tail where they "suddenly team up in an arc" or get together and everything's suddenly fine.

    Some bridges stay burned like that and that's it.


  3. I'm seeing more people dislike Midnight, though i wonder if there's sincerity behind it and it's not just because "someone said he's bad".

    Like there are obvious reasons to dislike his stuff but i also wonder the angle it's coming from.

    Because to me, Midnight sort of represents stuff applied to modern Youtubers and even modern Doom fans, so one could see similar/related aspects with other "Doom tubers". (plus, whether or not one would look at the history of the community in general and how older fans or aspects of Doom fandom compare to new stuff)

    Like maybe some boomers going "he doesn't make cool fucking wads, why should i care?" isn't the "only true" way to view Midnight, but this kind of reminds me when your typical meme chasing Twitter artist draws something basic and someone complains, but said complainer is still into current memes.

     

    Or like how Reddit is a site people made fun of for specific things and then too many people mock Reddit, so that concept feels changed.

    Whereas 9Gag mockery isn't as common nowadays but the fact that it mostly came from cynical imageboard people or even some popular Newgrounds personalities showed a clear culture shock or different worlds in regards to internet subcultures.

     

    It's why i think Doomkid's video about Midnight is interesting because it shows a clash of worlds within Doom fan culture.

    And it could even reflect trends and changes in regards to the internet or even nerd culture.

     

    I feel like some generations get self aware about how they don't have certain knowledge, so they tend to adopt some opinions or ideas from other groups but without much knowledge or experience to solidify those ideas.

    And Doom's fanbase always had some great history that i think people could look into.

     

    I've talked about DOOMGUY BOT's "Ranking Every Doom Meme" video where they primarly focused on only MODERN Doom memes except one and i saw someone did a video ranking "Doomtubers" and it consisted of recent people except for Zero Master.

    It's stuff like this that reminds me of how a side effect of Brutal Doom's popularity was its effect on history, like how other mods still existed or some aspects of classic Doom and source ports getting fuzzy in people's minds.

     

    Speaking of Reddit, i guess a particular Reddit trait (or Reddit moment) is when they always make themselves as "the community" even for a group or niche that existed before or elsewhere.

    Maybe one could mention that at least Reddit is still a bit better structured as a site than Twitter for communities. (and i still use the "old" design)

     

    By the way, i just remembered when some Doom fans on Twitter tried to do a mapping project but it didn't went anywhere.


  4. 12 hours ago, Tycitron said:

    I find what Romero said to be a bit odd, considering they gave the BLANK Protag a face thats always visible during gameplay, with various personality filled expressions, and also gave him personality in the intermission texts for doom 1 and 2... i always considered the player character in classic doom as separate from the player, his own person.

    It's probably because with the little focus on plot and how weird the setting is presented as, id's idea of a "blank slate" basically meant "unfinished character".

    As opposed to a fully covered character with no face and sounds or a customizable character creator, like how other avatar characters are usually done.

     

    Meanwhile, the Slayer in 2016 hid his face and sounds but was still written as a character in the sense that it has to be acknowledged, even as a mysterious one.


  5. Doomguy is a special name because it reflects on how "fanbase adopted" the series is, which is also why i made that thread about things that existed thanks to the Doom community.

    I still don't know its exact source but i heard "Doomguy" was first used in a Usenet forum post, where someone just simply threw around that name and people kept using it ever since.

     

    In a way, it's ironic because "Doomguy" applies to the classic marine that id wanted to be a blank slate, whereas "Doomslayer" has an actual name but it's also a version of the character with outside influences, whether it's the memeable Doom comic, a certain mod or even a certain section that disagreed heavily with ScrewAttack over an animation starring another green FPS space marine.

     

    Names like "Pinky" and "Unmaker" are also tied to fans:

    The pink demon was just named Demon and Unmaker refers to a Doom Bible concept of an Hellish gun, while the D64 gun is either nameless or refered to as "laser gun" or "alien laser" in either game files or manuals.


  6. (if this subforum is not the right place for this post, do tell me which one would be a better place and if it could be moved there)

    The following links include: bunch of opinions and observations, some interesting trivia, potentially helpful info, obscure things and even some creative ideas.

    But also observations that anyone can have/you'd heard many times, basic trivia, incorrect/unhelpful info and unoriginal/derivative ideas.

    Some of this could interesting some people, even if they're looking for "hot takes" to steal, other stuff could at least inspire some corrections or counterarguements depending on how wrong or flawd it is.

     

    https://rentry.co/shy3y This one is about the Dark Lord and what i thought he could have been, even if there's an angle of "angry nerd whining".

     

    https://rentry.co/kvkrc Random observations about Doom and Halo, mostly if the two were to ever crossover.

     

    https://rentry.co/mzryo Random “Hot” takes in no order.

     

    https://rentry.co/a7gqu A rather lacking analysis of classic Doom's aesthetic.

     

    https://rentry.co/3mzpe Random takes about the Doom Universe/lore and its potential.

     

    https://rentry.co/kxq3a  Observations about the Doom community, as in comparisons between new and old fans.

     

    https://rentry.co/meytr What started off as an "ideal Doom game" then went off-rails to "bunch of different ideas that could justify a new Doom game"; even if you think Doom does not need another game for now, at least some ideas could inspire mod/wad/fangame related works.

    (and at the bottom, i namedropped a bunch of mods and modders and artists, mostly because of what i say about "doom fans making their own fanservice/expanding the series", even if this also comes off as "nintendo hire this man")

     

    https://rentry.co/2tey6p How to make a good Doom movie/show/adaption work, specially something that isn't just "look at John Wick or Hardcore Henry"; nothing wrong with the two, i just think there's a lot more that could be considered.

     

    https://rentry.co/yawdn This is just me thinking about how Doom has a greater potential for horror than Quake.

     

    https://rentry.co/uo66b Flawed/lacking Doom guide; someone else could definitely improve this and make it better than i did.

     

    https://rentry.co/zt7hbd Random mod/wad reccomendations; still a lacking and rushed list, there's a lot of things that could have been there and descriptions could be much better.

     

    https://rentry.co/a96ef Things that wouldn’t exist without Doom’s fanbase; now this one is a big deal and one of the most important text pieces in this collection.

     

    https://rentry.co/w9hko Attempts at explaining MetaDoom, since it's a personal fav mod of mine; might still be wrong and lacking in many areas, maybe i just wanted to show off my Doom related knowledge before someone wiser exposes my hackfraudery.

     

    https://rentry.co/s8oym Random examples of obscure/lost Doom related media; could have more stuff in it; the problem with this one is the heavy use of links since who knows if a video or tweet could be taken down.

     

    https://rentry.co/cvspp Doom 1/2 demons’ most unique versions; just me looking at iterations of Doom's recurring demons and which are the most unique, either by visuals or gameplay.

     

    https://rentry.co/5pia5 A rant about how important speed is in Doom, because i also bring up "variety" as another component to Doom's quality and FPS game design.

     

    https://rentry.co/pwkcw True longevity: How Eternal is Doom? also an important one.

     

    New: https://rentry.co/hhmt2 I've seen a few people who would like a "remaster" of Doom 1/2, so this post is about what things to consider if that ever happen; basically done in a "are you sure you want that?" way.

     

    New 2: https://rentry.co/476dk Brutal Doom takes, since this mod has a weird place in Doom fandom related stuff. i tried to be fair and reasonable, even if i failed that.

     

     

    Again, if some info here is wrong or lacking, go ahead and correct/expand on it.

    If you disagree with some things here, go ahead and prove them wrong.

    If some creative ideas sound cool, it could inspire a creative project

    Love it or hate it, go ahead and spread it; maybe even steal some opinions if they seem cool enough because we're all guilty of that

    Whereas other people invest their time in creative content like a wad, mod, fanart or something more solid (or even memes), the most i'd give to people is essentially "information".

     

    One reason why i did this is because Doom has a large and long lasting enough following that there's always a lot to be said about it.

    And with how the internet works, there's always interesting/useful/unique information buried under something that's more repetitive or surficial.

    I tend to be a bit OCD about whether or not people even heard a perspective that's not even coming from me, just because i thought someone else said something unique.

    Specially with certain popular Youtubers and whenever some guy says "Doom fans have the same memes" because those people are part of that "mold" related to a newer generation that has yet delved into a greater world around an iconic gaming series.

     

    I also used Rentry because even if it has a character limit, Pastebin has some filters that could prevent posts from being made, which are annoying when you're not doing something literally wrong.

    Maybe this all could have been preserved in better places.

    This is all done in case i ever get less interested in Doom or something, because it’s one of my favorite gaming series.

    Maybe the least i'd do is focus on making "real content" once i feel like i've said enough takes or nonsense.

    Specially because there's people that know more than i do, so i tend to admire the old guard that still offers helpful info and even corrects certain misguided ideas that tend to be spread around. (even something as silly as "Doomguy doesn't know what sex is")

     

    I also think that for someone to "steal/copy" an opinion, it's better if they sincerely believe it.

    Otherwise, it's not the same as posting someone's art or copying a creative idea and claiming credit for it.


  7. Another downside of "rule of cool" is when some things don't seem that cool. (even if this is subjective)

    Dark Lord being Evil Doomguy lead to reactions like "shouldn't Satan be a more terrifying beast than the IOS" or "the gameplay doesn't even feel like you're fighting another Doomguy".

    It's also easy to bring up how the Slayer may have been influenced by how fans started to treat Doomguy, as a way to make the marine "more epic than he is".

    Maybe we're also looking too far into fan creations like fanart/mods or even when someone on r/Doom posts "DOOMSLAYER IS THE MOST EPIC CHARACTER EVERY,  HE COULD BEAT THANOS" or stuff like that.

     

    It does make me think that Doom has a simple way to make up for the lore issues, unlike series that always had a universe.

    It's why people ask "if there's a new Doom game, will it be a Doom 6/Eternal 2 or something else?" because in a way, yet another reboot is not out-of-field.

     

    Maybe an arguement for Doom lore is that to make the series nerdier, even though Doom honestly already had one of the nerdiest fanbases.


  8. Though i also assume that fan projects always get some freedom that official ones don't, be it trademark/copyright stuff or even a case of "too obscure, most people wouldn't get it".

    Like how Samsara has references to expansions and certain ports for some characters.

    Plus how Quake Champions gave Doomguy a Quake 3 skin and it took a while for there to be a D64 one in Eternal.

     

    Or even weird picky stuff like whether you'd give Doomguy black gloves or brown ones to go with the ingame/Adrian version of him.

    I guess it depends if you can think of how Smash portrays some games and handles easter eggs, details, combining certain elements, representation and so on.

    Also, if you need someone with some knowledge regarding certain mechanics or stuff like that, considering someone like Decino or MarphyBlack.


  9. 6 hours ago, Rudolph said:

    Maybe Id Software should fully embrace the current multiverse craze and make "Doom 666: Into The Doomverse", where you get to play as different incarnations of the Doom protagonists, each with their own arsenal and gameplay mechanics, as they battle against monsters from all the Doom games.

     

     

    I always thought that could work for spin-off material, like a horde mode focused game with so many demons/guns/etc or a "retro broomer shooter" like how Postal has Brain Damage as its retro FPS side game.

    The sort of projects that could involve collaborations with some talented modders and content creators from the fanbase. (since at a certain point, stuff like this feels like canonizing fan dreams or something... which also reminds me of my long text wall about ideas that could justify a new Doom or two)

     

    To me, the one issue with a Doom multiverse is how there is one Hell, when Hell in Doom has its visual/canon/mechanical changes, so depending on how id feels about the lore, maybe they'd go with "Hell is so surreal and weird, it retcons itself so anything can happen".


  10. I got nothing helpful to day other than: i wish there was better documentation for 2016 MP, both wiki-wise and video-wise.

    Because i think some of these items are even available in SnapMap but not all, which kinda sucks.

     

    Sorry if this post is useless, even as a bump.

    I know Elysium Gaming did video analysis on Eternal stuff and some 2016 stuff.

    Wonder if there could be interest in 2016 MP contents.


  11. I might be forgetting or overlooking some examples but: how far has weapon modding gone besides model swaps?

    Like weapons with new functions and roles.

     

    Because with enemies, i've seen people trying to make new enemy types, even if they seem to struggle with some limitations or get carried away with unique weaknesses/strengths. (which can come off as expanding on what some people were mixed on from TAG1/2)

     

    Because i wondered if it's possible to give the player a Grenade Launcher that leans towards Quake's or a Lightning Gun.

    The player's shoulder frag grenades don't explode when they hit enemies, so i wonder if someone thought of changing that.

    And as for a Lighting Gun, it'd be like rearranging a laser beam or some existing laser that you'd see as a level hazard.

    Basically, some frankenstein-ish methods based on things that exist somewhere in the game.

     

    Though the frag grenade not exploding when hitting enemies is also because its grenades can still slap enemies before exploding.


  12. Yes, after 1/2. even if i worded it weirdly

    But in a shorter way:

    2016 Zombieman (visually and mechanically)

    2016 Shotgunner (ditto)

    Either TAG2 (mechanically) or D3 Chaingunner (visually)

    D3 Imp (visually) and 2016/Eternal (mechanically)

    D3 Pinky (visually) and 2016/Eternal (mechanically)

    2016/Eternal for Spectre (visually and mechanically)

    D3 Lost Soul (visually) and 2016/Eternal (mechanically)

    D3 Caco (Visually) and 2016/Eternal (mechanically)

    D64 Pain Elemental (visually) and Eternal (mechanically)

    D3 HK (visually) and 2016/Eternal (mechanically)

    Eternal Baron (visually and mechanically)

    D3 Revenant (visually) and 2016/Eternal (mechanically)

    2016 Mancubus (visually and mechanically (Eternal too)

    D64 Arachno (visually) and Eternal (mechanically)

    Eternal Arch-vile (visually and mechanically)

    Tie between D3 and 2016 Cyberdemon in terms of visuals (2016 wins mechanically)

    2016 SMM (visually and mechanically) but that's expected

    Eternal IOS (visually and mechanically)

     

    I may still be missing something or getting it wrong.


  13. Doom's demons changed through games and some variations are more unique than others.

    It's a fun thing to look at, specially because it makes the series bigger than it seems at first and even makes one wonder what would ever come next.

     

    •  Zombieman:

    He went from "zombie that knows how to use bullet based guns" to "body horror mutated soldier with flesh mixing up armor and plasma rifle", so probably 2016.

    Eternal brings back the classic green hair look but retains the plasma projectile role, so modern Doom deviates from those walking corpses that were buddies with Doomguy.

    Besides replacing the bullets with projectiles, they also have a charged plasma ball that stops in the air before exploding.

    They fit the fact that in lore, UAC soldiers use Plasma Rifles though it seems to not be as "literal" since they still have a unique plasma rifle from that of the player and those ARC guys.

    (not like anyone was expecting id to make a "Plasmagunner class" type of enemy like something out of Realm667, specially with how resource management works in new Doom too)

     

    • Shotgunner:

    Similar deal as above, with the 2016 possessed security even having an energy shield, that Eternal then makes it vulnerable to the player's Plasma.

    Because the D3 zombies are essentially SWAT guys in Mars and they do have shields or the ability to roll but they're still an extension to the classic zombieman concept.

    Honorable mention: Eternal concept art showing possessed soldiers as literal demons and with much more different designs, nothing to do with humans.

     

    • Chaingunner:

    Eternal TAG2 makes him another energy shield zombie with an attached cannon that shoots energy bullets (also, helmet) but D3 might take the cake in the visual department for that unique blue skin zombie look, whose melee relative has a tentacle arm.

    (honorable mention: those "I SMELL FEAR" lines they had in the beta version, that Trent Reznor apparently worked for)

    They had no presence in 2016 but you can see Hellrazers filling their role back then.

     

    • Imp:

    D3 is the one that lacks spikes and has multiple eyes like an insect.

    Mechanically? Honestly, the modern ones don't even deviate from the basic role that much, even if you argue over the arcing physics of the fireballs, charged fireballs or their mobility and hanging on some walls, i guess.

    Nightmare Imps and Prowlers don't really count because they're seperate but relative species. (though i think one Imp variant in D2RPG had a burning fireball ability that predates the cursed fireball from Cursed Prowlers)

     

    • Pinky:

    D3's Pinky is notorious for having the most unique design, like a monster born to suffer.

    Mechanically, 2016/Eternal have a charge attack and use their chitin shield to protect their front.

    (meanwhile, the cancelled D4 could have very different designs if those Wayne Barlowe pieces are anything to go with)

     

    • Spectre:

    Eternal makes them resist lock on stuff and 2016/Eternal give it extra health to compensate for lack of the shield mechanism.

    D64 made it green and makes them transparent when they're active, then visible when they die.

    Meanwhile GBA Doom 2 gave them a bright filter and then there's the higher health PS1 Nightmare Spectre.

    Oh and the BREW version of Doom RPG makes the Belphegor a Spectre instead of blue colored in the other versions.

    Honestly, not much happens with these.

    2016 MP also made the Pinky switch to a Spectre, i recall.

     

    • Lost Soul:

    D3 had the most unique design because it's a modified human head, though D64 and 2016 still give it bits of flesh, making Classic the pure boney skull.

    Mechanically, 2016 makes it a walking rocket by making it explode literally.

    D3 and 64 mostly give it AI and/or speed/health differences.

    Then D3 RoE had the Forgotten Ones, who look in line with the classic LS's.

     

    • Cacodemon:

    D3 for its unique design (Like an homage to Duke's Octobrain and apparently, was supposed to spew Lost Souls during development), though Classic Caco is the one with weird "hair" underneath whereas 3 gives it a hand, 64 gives it arms and 2016 gave it awkward limbs.

    Mechanically, 2016 gave it a vision blur attack, Eternal gives it a projectile barrage and charge and D3 made the projectiles explosive.

    Also, 2016 multiplayer gives it a stretchy tongue.

     

    • Pain Elemental:

    D64 for its 2 mouthed, freaky design, that can even spawn 2 souls at once and ruin that "soul blocking" strategy.

    Mechanically, the Eternal PE has a very unique way of handling its souls due to how different the gameplay format is, so the Lost Souls die when their PE dies, instead of being independent or even summoned when a PE dies.

     

    • Hellknight:

    Used to be a Baron recolor but D3 gave it a design that technically became standard, even though 2016 made it eyeless and Eternal gave it 2 eyes when the D3 one is special because of its weirdly unique, red eye sockets.

    (also, D3 had a "Hell native" version)

    Mechanically? 2016 made it a melee brute and no longer a projectile based enemy.

    Honorable mention: Eternal's Gladiator for being based off the classic HK look but still having its own unique design elements, while the main HK is the way he is.

    Also, RoE's Bruiser is kind of like a cybernetic HK when you think about it.

    Oh i almost forgot about the Dreadknight.

     

    • Baron of Hell:

    2016 made it part of the chitin design family and changed the face, blood color and legs but it's still an angry minotaur.

    Though Eternal gave it a fire/lava theme like it was a sub species/variant, so Eternal Baron takes the cake here for stand out.

    (meanwhile, the D3 Birdman could have been a Baron, but i've seen concept art of a D3 Baron with weird unique horns and flesh things coming out of the eyes like tears)

    Mechanically, 2016 and Eternal differ from the "Imp with more numbers" role by making it stronger and perform a strong slam attack.

    Was thinking of mentioning the TAG2 Armored Baron but like with Prowlers for Imps, he may not really count.

    Wonder how many people think that Eternal's Baron was inspired by those fan designs in some mods.

     

    • Revenant:

    D3 is the most unique one due to features like the transparent body and blue glow in eyes.

    Mechanically, 2016/Eternal gave it a rocket barrage and jetpack, even if the classic homing missile logic isn't there.

    (honorable mention: Doom Eternal's Plasma Powered Revenant, which looks like it could have been a new enemy)

    I think in D1RPG, Revenants exploded upon death.

     

    • Mancubus:

    2016 is a chittin armored, cyclop monster which contrasts the other tech cybernetic Mancubi and is why its acid spewing brother in 2016 is named CYBER-Mancubus.

    (also, no exposed nipples)

    Mechanically? D3 Manc already dropped the classic fireball firing pattern but 2016/Eternal add in a bunch of new moves like a flamethrower and slam attack.

     

    • Arachnotron:

    D64 makes it more bug like with 6 legs and no arms, along with a more brain-y body and double turret. Eternal makes it inspired by 2016 SMM with the turret as a weak point and blue blood.

    Mechanically? D64 also doesn't have a basic projectile sentry attack but 2 plasma balls at once isn't as impressive as Eternal's version throwing grenades and (though kinda scripted and underused) attachment to ceilings.

    Honorable mention: D3 concept art of a spiderbrain demon with a metallic skull on the front.

     

    • Arch-vile:

    Eternal is the most visually unique one because of its chitin/spiky theme, but also because D3 was just a blander version of the Classic, since it's not as skeleton skinny and has no face tubes.

    (in an alt timeline, the D3 Archie could have used the D3 Vulgar model and D64 could have had its own spin on this monster, even if that HR Giger themed bald lady by Gregor Punchatz is a seperate entity)

    Mechanically? The classic Arch-vile role wasn't really carried over, but Eternal's Arch-vile is like an upgrade from both the D3 Arch-vile and 2016's Summoner.

     

    • Cyberdemon:

    Almost a tie between D3 and 2016:

    D3 has a weird thing on its back with a tail, that also connects to its head; 2 cyber legs; arm cannon on the other side.

    2016 Baalgar has a complex mouth, 4 eyes, an almost "rock-like" design due to its necrotic state, different looking horns, the glowy thing on his chest, a cyberleg covered by his "tree/rock-like" skin and the arm blade.

    Mechanically, 2016 expands on the moveset and D3 Cybie's main gimmick is requiring the Soul Cube to be killed.

    Meanwhile, Tyrant is a reindition of the classic design but with features and ideas from the 2016 Cybie (and still doesn't have hooves or backward knees) while its moveset is like a diet version of 2016 Cybie's moveset but has that homing floor flame thing.

    Honorable mentions: the cut red D64 "double" cyberdemon and Wolf RPG's Harbinger of Doom, they're like 2 extreme opposites and 2 different sides of the Cyberdemon.

     

    • Spider Mastermind:

    So far, we only got the 2016 SMM.

    Its design is a more advanced, modern take on the classic concept and its moveset is a lot more complex, while the hitscan chaingun (secretly an autoshotgun) is replaced by a plasma rifle.

    Honorable mention: maybe the D3 concept art, though 2016 had art of this SMM with a screen on her back showing off Olivia Pierce.

     

    • Icon of Sin:

    Eternal's IOS is an obvious deviation from the Classic: A giant armored titan that attacks on his own, while the player is on top of 2 buildings.

    As opposed to a demonic face attached to a wall shooting spawing cubes and letting demons attack the player. (but even Final Doom and one of D2 Master Levels had some weird spins on the concept)

    D2RPG has an interesting take because in a way, it's an extension to the typical D2 IOS but visually different.

    But then D2RPG forces the player to fight the IOS 1v1, in form of the "VIRTUAL ICON OF SIN".

    D2RPG IOS also talks to the player as his own character, which is different from the Eternal IOS being used by the Khan Maykr and fueled by the soul of the Betrayer's son.

     

    Maybe this post was done better by someone, could also be worded better or researched better.


  14. The idea was based on how much i thought could be done with the DOOM logo and thought "one side could be grey, the other could be green" to reflect the Doomguy armor colors but the details reflect on the modern Praetor armor.

    I tried to be selective with the details and their placement.

    The holes in the letters represent the helmet's visor.

    This isn't "finished" but i wanted kick out something based on the idea i had in mind, so if someone wants to improve upon it, go ahead.

    doomhelmetlogo.jpg


  15. Most Doom games do have their differences, at least.

     

    As for story, i guess it depends if you want to view Doom as a "story bound" series or not. (since modern Wolfenstein is a seperate timeline from other games to the point Old Blood retcons RTCW)

    If a new Doom is another reboot, they could at least do things differently and not just out of a "we're sorry" way, but in a way just to experiment for a series that was usually experimented with.

    Because trying to add a coherent story in Doom is more of an anomaly/off-pattern thing than it would be to ignore or contradict story stuff. (maybe this means that modern lore issues are fitting in a way)

    I wouldn't stop the "Slayer games" from still happening, i'd just let that coexist with a different version of Doom, each with their own traits and ideas.

     

    I mostly see Doom as a series that "can always be more epic" and had a history of reiterations from both the series and the fanbase.

    But you can make an arguement about comic books having too many reboots, even if there's differences with Doom or game franchises in general.


  16. It seems like reaching, honestly.

     

    In my opinion, a new Doom game should take a longer time to come out because:

    * For the sake of creativity/new ideas and maybe just quality tweaks and ironing out bugs etc.

    * In case it needs a new engine, since Eternal from 2016 is a jump from idtech 6 (still used megatextures) to idtech 7.

    * Doom barely has that much consistency with releases, so some games have large time gaps between them.

    * Doom also has different directions and iterations, so who knows if a Doom 6 would be a "sequel" or something else.

    * Plus, whether or not id would prefer to make a new Quake or even a new IP.

     

    I also expect a lot of said "Doom Tubers" to be the typical modern commentator Youtubers that "have something to say" and it's basic takes or material they got it from somewhere.


  17. That is also depending on the fanbase's status as a whole, as in demographics and portions that happen to be louder than another.

    I think we've talked about this in other threads, how a lot of new fans either make up a new noticeable demographic or are simply louder because of stuff like internet algorithms.

     

    It's how you have people display Doom "loyalty" or some sort of devotion, but are still part in that surface "level" of posting memes and basic content like that, so older or special areas like wads or source port stuff will fly over their heads.

    Like the "nerd culture split" of actual smart/talented nerds vs Funko Pop collectors or the people that grew up with internet animations and browser games vs those who watch streamers, TikTok's and basic memes.

    You can make all the arguements you want about the cool things that Doom's community did over the years and how 90% of them barely apply to this demographic (hell, i even made a thread like that) but some of these people and their e-celebs/personalities have the algorithms or "spotlight" on their side.

     

    Guess the least you can do is see if you can convince some of them to talk about more interesting things.

     

    This stuff is also the effect of Doom being a series that "everyone must like", which explains statements like "Doomguy is the most X character" and how a lot of people wanted him to be in Smash or Eternal to win the VGA's.


  18. I think an issue is how that content and some other stuff affects the "post mortem" state of the game.

    Like what content could be missed when the developers move on and all.

    Most modern games are never "whole", they're always something attached that is online or related to a service or something.

    With all the talk about show/movie streaming services, games preservation and lost media, that sort of stuff can be relevant in a series like Doom of all things. (whether you bring up the open source/modding scene or the "x is temporary, Doon is Eternal" memes)

    Videogames are an interactive medium, so their accessibility might as well correlate with preservation/documentation to make sure that a game exists outside of videos and screenshots.

     

    Hell, i remember that one Doog Eternal easter egg being available for a short while and it's nothing but i try to see things in a "more good, less bad" math-like way.


  19. 50 minutes ago, Sonikkumania said:

    Here's a Baron of Hell with a machinegun.. A little experiment with Paint.Net and also my first custom sprite ever.

    Dunno will I finish this one, it's a hell of a job to get the gun flash light reflection on his torso and to do this in different angles .. I raise my hat for sprite artists!

    Anyway. Does anyone know a good preferably free imagehosting website?

    ENFORCER.gif

    Is that fireball splash part of him, as if he's using it on himself for a certain ability?

    Or is it meant to be part of the player's POV?


  20. I think it was some old Steam post.

    Some people will bring up that one 4chan leaker saying "they made Crash a Latin woman and whitewashed Phobos from Q3", unless i'm the only one that remembers that.

    (same leaker said Doomguy would ride a hacked Tyrant like a bull and Samuel Hayden would have a meeting with demons wearing suits)

     

    I was thinking about Wolfenstein Old Blood and then noticed something:

    TNO came out in May 20th and TOB came in like the 5th of that month a year later.

    And compared to Doom Eternal and its TAG series is a bit interesting because TOB is made like a smaller game/expansion sort of thing, whereas both TAG's act as additions to Eternal.

    But TOB feels like it succeeded in its goal of being a "small game" despite TNO/TOB supposedly having the same (maybe modified) engine as Rage.

     

    Because i always thought that in case a mainline Doom 6 would be another breathe of fresh air, then there could still be an expasion that could play with the formula and maybe have less restrictions than TAG had.

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