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Everything posted by chemo
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There actually were subforums dedicated to DOOM 2016 SnapMap and even the multiplayer at one point IIRC, but were closed down I presume due to lack of activity. Admittedly, I highly doubt that a DOOM Eternal modding subforum would get anywhere near the same level of traffic as its classic DOOM equivalent(s), but idStudio has a lot more potential and longevity compared to something like SnapMap, so I think it would still be worth having.
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I'm not sure if this is the right place to ask, but for any moderators reading this, can we perhaps get a dedicated DOOM Eternal modding subforum? It'd be nice to have another resource for this stuff that doesn't rely on Discord.
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I was fiddling around with the "change game" menu when it crashed with this... interesting error message:
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I can't wait to see what people come up with in the future considering how quickly some have gotten the hang of these level editing tools. Like, this could've just been a straight port of the original map, but this is a full-on remake in Eternal's visual style and it looks fantastic despite the SDK being out for less than two weeks.
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New Doom The Dark Ages gameplay was revealed at quake con...behind close doors
chemo replied to Consistent-Money-990's topic in Doom: The Dark Ages
https://www.nvidia.com/en-us/geforce/news/600-rtx-games-apps-new-dlss-games-announced-gamescom-2024/?linkId=100000282003764 The new Indiana Jones game has support for path tracing, the first (modern) id Tech game to do so. Perhaps DOOM: The Dark Ages will follow suit? -
New Doom The Dark Ages gameplay was revealed at quake con...behind close doors
chemo replied to Consistent-Money-990's topic in Doom: The Dark Ages
I have to wonder about the revamped gore system, is it comparable to say, Dead Island 2's?: Basically, in this game, instead of opting for a limited number of predetermined "gore zones" like many other titles (including DOOM Eternal), there are multiple, fully-modeled layers of flesh and bone that can be carved through completely dynamically, and you can even dismember limbs of "living" (for a lack of a better term) enemies to weaken their attack methods. I hope so because ever since I saw DI2's "F.L.E.S.H. System" in action, my dream was for id Software to create a similar gore system in a new DOOM game. -
Man, this is insane. It's kinda absurd though how tiny DOOM 3's maps actually are when they're inserted into a game like Eternal.
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New Doom The Dark Ages gameplay was revealed at quake con...behind close doors
chemo replied to Consistent-Money-990's topic in Doom: The Dark Ages
"a flail that returns ammo" Oh thank god. I don't mind them doing something a little bit different for this game but it's good to hear that the whole "melee weapon gives ammo" thing is still present to some capacity. That mechanic feels so convenient and is too much of a no-brainer at this point. -
So, is the Calamity Blade like a prototype of the Ballista/Destroyer Blade or something?
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Huh, I guess this is what Andrew meant when he said that he and id would "meet again down the road". https://x.com/AndrewHulshult/status/1803898679322882419
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Doom: The Dark Ages has been announced (DOOM 6)
chemo replied to Terrcraft's topic in Doom: The Dark Ages
God I hope they're not jumping onto the whole "open world" trend. DOOM is the last series that needs that. Too be clear, I'd be fine with somewhat more "open-ended" levels along the lines of Crysis 1, but I'd hate to see it go much further than that. -
Doom: The Dark Ages has been announced (DOOM 6)
chemo replied to Terrcraft's topic in Doom: The Dark Ages
The closing of Tango Gameworks and these other studios really does suck balls, but do you really think that this game wasn't already multiple years deep into development or something? -
Doom: The Dark Ages has been announced (DOOM 6)
chemo replied to Terrcraft's topic in Doom: The Dark Ages
It will undoubtedly be more demanding since the baseline target platform(s) are stronger this time around, but id Software's engineers know how to optimize and a 3060 is roughly on-par with the current-gen consoles (and certainly better than a Series S), so you should be fine. -
I think it looks great! Like I said in the other thread, I wasn't too sure about focusing on the medieval stuff, but I think I'm warming up to it (though I think it could use a bit more saturation). It looks the game seems to be focusing on massive hordes contained in huge, wide open spaces compared to the tighter but more vertical arenas with smaller enemy counts in the previous two games. It could be a fun change of pace.
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Doom: The Dark Ages has been announced (DOOM 6)
chemo replied to Terrcraft's topic in Doom: The Dark Ages
Well, "medieval inspired" is a rather vague descriptor, especially in the case of DOOM since it's always had fantasy elements. Personally, I didn't mind the sort of medieval stuff Eternal had and in fact I liked quite a bit of it, but I'm not sure how I feel about them doubling-down on it and shafting the sci-fi and contemporary aspects. Still, like I said, we only have vague hints to go off of, so I'm reserving judgment until we get a proper reveal. -
TBH I wouldn't mind if they're going to be directly lifting more things from Quake such as some of the enemies. I don't think that these two series are nearly as distinct from each other as people claim them to be, even before DOOM 2016 introduced stuff like the quad damage and Night Sentinel lore.
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Totally legit WizardWorks Marathon compilation scan found!!
chemo replied to oneselfSelf's topic in Everything Else
I think these shovelware map packs are super fascinating even if it is stuff that could maybe be found elsewhere on the internet. Just the fact that this was sold in stores by a fairly prominent company (WizardWorks was a subsidiary of GT Interactive, btw) is highly amusing as-is, but if you delve into these packs without prior knowledge of what's inside, you may find some gold nuggets of hilariously incompetent map-making that may catch you by surprise. -
There's a mobile Doom Eternal spin-off called Mighty Doom
chemo replied to whatup876's topic in Doom Eternal
Yeah, I'm worried about that, too. Granted, DOOM is still very much a mainstream IP that's way more recognizable and profitable than anything Tango or Arkane has put out, but when companies like Microsoft are going through such extreme lengths to squeeze out a couple extra pennies, who knows if they will be willing to continue investing in id Software in the future considering that anything less than Fallout's absurd numbers may not be good enough for them. At this point, I'm expecting MachineGames to be next on the chopping block, since Wolfenstein is a much more niche IP by comparison and I'm not confident that their Indiana Jones game will do satisfactory numbers considering how much of a catastrophic flop Dial of Destiny was. I'd love to be proven wrong, I want them to be given the opportunity to properly conclude their Wolfenstein series, but goddammit man I can't help but expect the worst. -
There's a mobile Doom Eternal spin-off called Mighty Doom
chemo replied to whatup876's topic in Doom Eternal
The closing of Tango Gameworks despite the acclaim Hi-Fi Rush received is a prime example of why publicly-traded companies that chase short-term profits are a cancer to creative industries. This studio still had loads of potential. Shinji Mikami may have departed over a year prior but that's because he wanted to leave the company as an environment for young and aspiring creators. After all, even before his departure his creative involvement at Tango post-TEW1 was minimal, but they still put out some fantastic games and to many Hi-Fi Rush was when the studio really hit their stride. And then some greedy fucks running a multi-trillion dollar company squandered all that. -
On SteamDB DOOM Eternal has seen quite a lot of activity these past few months, and few hours ago this rather curious changelist entry popped up: https://steamdb.info/app/782330/history/?changeid=22733053
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In the case of RAGE 1 not really. There's these large hub areas where you get missions and stuff with even a bit of driving, but much of the game is segmented into completely separate maps and a lot of these play out like typical linear FPS levels. But yeah, even if its development tools didn't have such a high learning curve, I doubt that the modding scene would've taken off given how supremely forgettable the game itself is.
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Isn't that pretty much just Sigil 2?
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is blood actually as good as people think it is?
chemo replied to roadworx's topic in Everything Else
Yeah, I'm not too fond of Blood either. There's some very good stuff in it but when I have to approach every corner with just as much (if not more) care as I would in tactical shooters, then there's something very wrong. Like, I don't like hitscan enemies to begin with and I wish designers would minimize their use as much as possible, but at least something like DOOM's Chaingunner has an attack with a good amount of windup. Blood's cultists on the other hand lack the weaknesses necessary to make them somewhat tolerable. And sure, I could just lower the difficulty, but it results in the game becoming piss easy, especially since the hitscanners are only ones that posed a real threat to begin with. Not matter what the balancing is borked in one way or another. -
This list is from July 2020, so they've probably had another DOOM game planned for a while.
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classic doom games are better than the modern games
chemo replied to DoctorKlump's topic in Doom General Discussion
Also "ADHD Gameplay" like wtf is that supposed to mean? To be absolutely clear, I don't have a problem with someone preferring the classic games; they're different enough from the modern titles (and vice-versa) so one is not objectively better than the other. That's not the same as the insane purist mentality that I've seen on this forum and elsewhere.