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Guy Montag

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About Guy Montag

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  1. Guy Montag

    Is jumping considered cheating?

    No. It stands to reason somebody with 'Space Marine' as a job title could jump or scramble over some low obstacle. If somebody designs a level where there is a Megasphere on a 25 unit high table and some convoluted method of lowering it down, that's not my fault. Truthfully, the times I manage to defeat some portion of a level by jumping is almost none. If I jumpto get a key, I usually get lost later on and end up fighting through the entire gauntlet you'd normally go to flip a switch for it anyways.
  2. Guy Montag

    Haaslok's Art Thread

    Yeah, I agree, the Freedoom campaign can/ should have an underlying plotline, and level theme transitions can be totally different from the commercial game. I don't worry about a story, but the background 'universe' for Freedoom should work with the commercial game's custom wads as well. Many wads have a 'hellish castle' theme, hell with human technology and vice-versa, guys stuck on pikes everywhere, ect. The backstory should maintain themes where the player can believe it still exist's in Freedoom's universe and not that they're just playing a knock-off reskinned Doom. So the Freedoom campaign should have a at least a few meaty/hellish/green-marble castle levels and it should make sense for the Freedoom setting, but thematically justifies wds intended for the commercial game. I'd be 100% behind any effort to restructure the campaign, but so many maps made are so good the way they are that recreating them would be wasteful and working backwards. The lowest quality levels are from level 19 to level 30 on Phase2 so if this ever gets redone, it should have a good reason.
  3. Guy Montag

    Haaslok's Art Thread

    I thought way too much about an original story for Freedoom and even wrote a giant text-wall but I'll just summarize some ideas that mostly go off the direction I think most people lean toward. -The enemies were formerly an advanced, technological alien civilization. They gradually degenerated after they made contact with the supernatural (things like the AI described below) and their society collapsed multiple times through their very long history. Basically they are supernatural-worshipping feudal aliens that build castles and use 'magic' but also have access to their old technology. This is a race that's been around for some geological scale amount of time. All resources are depleted, their advanced infrastructure is dust and this could be the rationale for invasion. their main form of power is a type of geothermal for the powered technology they use and they use magic. Some super-science catastrophe made the world very volcanic (maybe they dropped their moon on the planet or something?). -The 'demonic' iconography is their cultural/ religious artwork, since their dreams are invaded by the images due to the spooky Lovecraftian thing that's in their proximity. -The different species of 'aliens' are due to ancient genetic tampering and unchecked evolution. These species barely get along and the feudal type system means they are disorganized and have convoluted and tenuous alilances. So they infight. -Their planet 'Horizon' is hellish due to whatever endless Malthusian resource scarcities and technological disasters through their history. The gross tentacle things, walls of meat, ect are forms of ancient genetically engineered 'crops' that live off whatever bacteria and grows wild and/or is cultivated. They're originally descended from carnivorous apex predators and eat almost nothing but meat, but their entire ecosystem and food chain of their cattle collapsed so they designed mats-of-meat. They're practically obsessed with cultivating it and do so on earth. Maybe the pinkie worms are cattle as well. Some other ideas that could work.... -The Map 30 face on a wall is a cloned abomination found dead in deep space or the suchlike. AGM intended to use it as the core for a strong AI supercomputer because they wanted technological singularity and approaches with conventional supercomputers never much surpassed human intelligence. They acknowledge it looks like a human skull (and it's image is plastered all over Horizon) but assume it's convergent evolution and try not to think about it too much. They chopped it up and plugged it into broad-band Internet access (basically) as an experiment. The fail-safes they created failed. It could be some derivative of the Lovecraftian entity. -Alternatively, this abomination is another alien, one they genetically engineered in their history for a similar purpose and it's skull-shape really is convergent evolution or storywise, it's acknowledged but left as a mystery. -The zombie enemies are victims of this AI, which found a way to manipulate the brain implants (via wi-fi) that most people have. Since the chips are essentially cybernetic smart-phones and not designed for this, this control has mixed results (zombies are kinda dumb, compulsively eat gibs off the floor, ect). Presumably you liberate all the zombies you didn't massacre if you kill the AI, or maybe it's permanent, or a virus that lives on after the AI dies. -The AI used AGM's faster-than-light telecommunications tech used to communicate between colonies in real-time (they are tiny gauge teleportation devices) and somehow widened them and used them as conduits for physical invasion. -Freedoom guy should be some sort of elite soldier/spy/cyborg/supersoldier, equipped with a non-standard brainchip. (Maybe it runs Linux so never had the automatic 'upgrades' that the AI used to control everyone else, haha.) Same with the elite soldiers or officers around the AGM facilities (the dead marines or allies in certain mods). Whatever faction he was originally from or other details, idk. I assert he should be some sort of elite soldier due to his toughness, speed and familiarity with weapons and technology you see in gameplay. Also his determination to systematically kill everything and push through resistance. The game doesn't work if his background is just some regular guy with selfish motives and modest skills. Plenty of these ideas can be discarded since there are probably plenty of holes and contradictions I did'nt really consider. Some problems with this, there are AGM facilities in the 'hellish' alien maps. Freedoom guy should probably think about finding a way to turn off the wi-fi before reaching map 30, Also the AI is presumably on Horizon. Also a hellish AI is apparently a plot element in one of the new Doom games for some reason. The link between the aliens and the AI is weak and the explaination for the teleportation invasion is weak, too. Some Lovecraftian supernatural entity besides the AI could tie things together and explain the supernatural parts and the alien's 'demonic' iconography or it could just confuse the story even more. It can simply be a passive force of nature that inadvertently invades the alien's dreams by it's proximity and it has some energy that can be leeched off that allowes certain kinds of 'magic' so they started to worship it. Or not. I'd rather not have a god-like enitity too involved in anything.
  4. Guy Montag

    The Doom Confessional Booth

    I always play HMP, never UV. I never look for secrets, never wall-hump, usually 0% secrets. It took me over an hour to finish map 22 'Tenements' in Doom2. Finish screen just said 'Time Sucks' I think Plutonia sucked.
  5. Guy Montag

    Would this make a good Doom texture?

    I think the slats might be too fine for the typical screen resolution in Doom to sort out, if kept at a realistic scale. Scale it up to 128x128 with just the fan portion, that might look cool, though.
  6. Guy Montag

    What weapon sprites does Freedoom need replaced?

    I concur the pistol could be cleaned up a little. It looks a little too 'busy' with the 3 red dots and the odd black dots along the top (barrel porting?). It needs a prominent front sight post. A less conspicuous rear sight post as well. A service/ combat pistol would have slim/ streamlined features. Maybe add a simple feature or two like an ejection port or a squarish feature in the back like a modern striker-fired gun, but it's a space-gun in the future so it doesn't need to look like any modern gun in particular. Fun fact with the pistol, for doom mods that have akimbo-pistols modeled after the left-handed Doomguy pistol, the right-handed freedoom guy pistol's mirrored akimbo looks hilarious. I also concur the weapons are mostly pretty good the way they are. I could live without the barrel porting on the minigun too. If it's ported it needs to at least blast fire out of them when you shoot it. A futuristic, single-barreled machinegun would be even better.
  7. Guy Montag

    Thanks for Freedoom

    @CWolfIf I seemed snide, sorry it's habitual and I can tone it down. I'm a grown man and nothing anyone says to me over a video game will hurt my feelings. I get what you mean about ID creating the original commercial game, but Freedoom is objectively better in many ways. They had to make a game that just differentiated from Wolfenstien 3d and it's awful shovel-ware clones, was able to run on the limited computers in use at the time, looked cool to the nerds that played computer games in the era and did it within a year. That was their design goal. There is no such motivations or limitations, (or time line!) for Freedoom and it shows. I'm not one for nostalgic sentiments, I like Doom and it's mods, it's derivatives on their own merit, not because it makes me feel like I'm a kid in the 90's again. So when I say Freedom has objectively better qualities compared than the original commercial game, I mean it. Sounds, walls/floor textures, weapon sprites, the actual levels themselves are equivalent or better. The main outstanding flaw I see are some of the terrible place-holder sprites for enemies. I get that spriting is not easy, most mods go with ripped sprites... so no offense to any creators of the awful sprites used now. Maybe I had low expectations when I chose Freedoom, knowing already the commercial game, but I had a positive experience with the game and it's 'campaign' and I'm glad I compiled Freedoom and waited like 2 hours for that... than having downloaded Steam and surrendered my credit card to buy the old antiqated game. Freedoom offers the ability to play all the custom wads (my main motivation) and it's campaign is honestly better than the original, too. I insist the textures, sounds, weapons, ect are either superior or just as good as the commercial wad. I admit I haven't played Doom2 or any of it's derivatives in years but I'm not comparing Freedoom to anything besides the stock vanilla commercial game and the vanilla custom wads that sprung up in the late 90's. Compared to them, Freedoom campaign is at least as good as 'Plutonia' and 'TNT' and those other 90's vanilla wad packs, in my opinion. I greatly disliked those, I honestly enjoyed playing through Freedoom. Yeah there are things I don't like, the endless shotgun-man ambushes and how every low-light sector contained a stealth-worth, he switch-hunts, ect but I still liked them better since ID levels and the levels they purchased were just as bad, if not worse. EDIT: For phase 1, the endless shotgun-guy ambushes and invisiworms are perfectly appropriate, since it's 'inspired' by the original game that had fewer varieties of enemies and modern players need challenges and tricks to avoid it being a boring slog like playing Doom 1 today would be. I don't dislike it per se, but was burnt out with and too familiar with all the the tricks by the end of it. Doesn't mean I want the tricks to go away. Apologize if this is just as off-color and rambling or apparently as subtly offensive as my first post but I'm a very bored person and typing all that is just as productive as anything else I could do with my time right now.
  8. Guy Montag

    Best/Worst maps in The Plutonia Experiment

    I honestly did not like any level from Plutonia. Ugly, switch-hunting maze levels, colored either 100% green or brown, with overpowered enemies.
  9. Guy Montag

    Your Guilty Doom Pleasure

    Hitting the exit switch and getting scored 100% kills, 0% secrets on any custom wad. I refuse to wall-hump. It's extremely satisfying to one-shot pinkies with the SSG, I could do it all day long and never get bored of it.
  10. Guy Montag

    Thanks for Freedoom

    I played commercial Doom 2, custom wads and all many years ago and recently picked up an interest in playing it again. I'm not much of a gamer and I simply refuse to download Steam and give them my personal information/ banking information. I have a crappy laptop and run Linux and Freedoom on GZdoom. I've played through phase1 and halfway through phase2 now and some custom wads. I want to say good job on the project. I'm going to post somewhat of a critique, since it's a work in progress, . The wall and floor textures are objectively better than those found in the commercial game. Without a doubt. The actual levels in the episodes are objectively better than the commercial game as well. They are wonderful looking for vanilla-style doom engine wads and challenging, somewhat different game-play style you have to adapt from the commercial game. I've never played Doom and have been afraid of the shotgun-zombies until I played phase1. I've never seen so many deaf monsters, that can hide behind anything, everywhere, all the time. Very clever use of simple enemies for a campaign in the style of Doom 1. What I dislike is they are often tedious switch-hunts in huge levels... I fight through several rooms, flip a switch, now I have to run around the entire lifeless world to see what the switch changed. The item sprites, weapons, are good. I have a personal pet peeve with the multi-barrel minigun shooting more like a submachinegun, as like the commercial game but it's okay. The wall/ floor textures are absolutely perfect. The enemy sprites are mixed. The hell royalty equivalents are absolutely great. The flying trilobite thingie is great, too. The Assault Tripod I would have done differently, but it's good. I don't care for the style of the zombies, with the silly megaman/metriod/anime rip-off style with the huge forearms and boots on an anorexic, flailing, exaggerated moving character... but it's okay, it works and it's different from any commercial game using a doom-like engine. Don't care for worms that can squirm faster than things with legs can run, but okay. I don't like the unassuming, scrawny, short, black demon that shoots homing rockets from it's bare palms, but it's okay. I think the equivalents of the zombiemen, the imp, and pinkie, should be the best-looking enemies in any since that's already 90% of the sprites on a map. I think the current centipede-man-alien-demon is okay. I disliked them at first, but they grew on me. They are satisfying to kill and their behavior, attacks, physics all made sense to me. Maybe they don't make sense thematically. Apparently everything is going to be lizards... lizard enemies, lizard power-ups, lizard weapons 100% through if I read old forum posts correctly? Is this still true? Also I want to say the sound effects are much better than the commercial game. Only issue is the sound of a crusher clicking to a stop sounds more like a high-pitched gunshot than a big mass of metal reversing directions. The 'combat slug', the red skeleton wizard with the sword, the 'techospiders' both large and small are absolutely awful. The hovering, magical fishing-net full of spooky skulls is one of the worse things i've ever seen in any game in my life, All of those look an absolute mess. Before you say anything, no I'm not going to go creating sprites replace them, so feel free to tell me to shove off, I wish I had the freetime but I don't. I started playing Freedoom a month ago after a 5-6 year break of having played any Doom-engine game at all, so thought my opinion might be an objective view-point. Again, Freedom is amazing, it's decidedly better than the commercial game in a lot of ways. It looks better. The levels are way better than anything ID Software ever made for their commercial game. Thanks, if you contributed to this game.
  11. Guy Montag

    Potential Shotgun Edits

    I think the shotgun looks fine. The idle animation looks weird because it's a weird looking tactical shotgun with a heat shield and all and that's okay. Ideally, what should a pump-action shotgun from the future even look like? A Mossberg 500? In my head, I figured they used pump-action shotguns on exotic moonbases in the future because shotguns are simple and thus, very cheap and expected to be used indoors anyways. Maybe there are futuristic gun control laws, too. What does an inexpensive, mass-produced shotgun look like in the future? The current model is perfectly fine, imo.