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Quasar

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Everything posted by Quasar

  1. This is mainly because the search engines are kicking our asses this time around, but hopefully it can be useful in the next couple of months and beyond: The Big Cheese Doom Eternal Monsters, Grrrr! Baron of Hell Cacodemon Imp Revenant Arch-vile Arachnotron Pain elemental Marauder Mancubus Doomhunter Where's a gun when you need one? Super shotgun Ballista Heavy cannon Plasma rifle Combat shotgun Flamethrower Doom blade
  2. Quasar

    New Multiplayer Modes in Eternal.

    Considering id already removed hack modules from 2016, there's zero reason to believe they'll return.
  3. It's unclear whether there's only one type or many types of barons - some things Marty and Hugo said indicate that there might be several "classes" of some of the monsters. Until then it's probably best for the wiki to just call it a baron of Hell, as renaming articles multiple times can erode our web ranking. Though, the page *does* need to be updated with this info - I've not had time to get around to it personally.
  4. That's pretty much how the Doom 3 arch-vile actually worked. It searched the nearby environs for unspawned entities (either from map start, or having died, depending on some stuff I've not looked into very well) and would (re)spawn them.
  5. Quasar

    DOOM Eternal Gameplay Reveal Impressions

    I think it's important to distinguish between different kinds of humor and corniness since some feel right and others feel off. Personally I'm fine with some of the aspects they've thrown in, like the PE's "coming to get ya" "walk" and the fact you can make cacodemons do a Dodongo-style stomach explosion (ROFL). On the other hand, I'm a bit put off by the fact that NPCs now look borderline anime. Monsters acting silly occasionally is fine; we don't have much of a reference for what a giant floating head from Hell would do. But human beings do not have gigantic eyes, exaggerated noses, etc and I don't see any precedent in any Doom media for expecting a human in the Doom universe to look like they walked out of a Pixar film. I can certainly live with it, but I still don't like it. The prior game showed a much better NPC character design aesthetic, period.
  6. Due to my job and other factors (like a relevant game being demo'ed for the first time), this issue is a bit late, just under half a month off ;) This will only cover stuff created during July. Classic Doom Doom II instruction manual GT Interactive Software Skeleton map articles for all of the PlayStation Doom maps (thanks Xymph) Hexen Hexen: The Official Strategy Guide Merchandise Thrustmaster Doom Edition headsets People Nick Laurent (hobomaster22) Mods KZDoom series: 1 2 3 4 5 6 7 Zort series: 1 2 3 4 5 6 7 8 9 Holy Hell Holy Hell Revealed Artica series: 1 2 3 4 B High/Low series: 1 2 3 4 5 Call of Dooty Magnolia Plus tons of map articles as usual Previous Issue
  7. I had the initial idea to set the Slayer testament VOs to some kind of music and then settled on the Peter Jackson styled "Army Worthy of Phobos" OCremix. Added a bunch of artwork and screenshots that somewhat fit the VO. Feels epic :P
  8. My extractor doesn't yet support Final Doom's map format so Xymph is essentially waiting on me to have time to figure that out.
  9. Added new articles since the gameplay reveal; more to come soon.
  10. Quasar

    Was that The Crucible in Eternal gameplay at the end?

    I feel like you're talking about the Kadingir prophecies, which are in the game. https://doomwiki.org/wiki/Kadingir_Sanctum#Secret_prophecies
  11. Quasar

    Doom Eternal mod support is a long term goal

    I'm going to maintain a healthy dose of skepticism til we see something tangible.
  12. Quasar

    New locations - concept art discussion

    Not sure, but that the being depicted is probably benevolent is definitely suggested by what's obviously a halo (albeit a metallic one) around him. Perhaps he's one of the aforementioned Seraphim, and might even be rebelling against the usual order of things by meddling in mortal affairs at all... if this universe is ruled by callous, indifferent god(s) that just let everything unfold the way it will, then empowering a mortal to fight against Hell would probably be forbidden. If there are these divine powers in the Doom "universe" it's hard for me to imagine them working any other way really and still have them fit into the tone of the series.
  13. Quasar

    New locations - concept art discussion

    I feel like it's worth pointing out that the "guy" in the pic people refer to as "heaven" was actually designed for the prior game and appears in the Art of Doom on a page of artwork created for the Argent D'Nur culture which either ended up unused or was shuffled off to the MP maps Argent Breach and Elysium. This stuff was all designed by concept artist Emerson Tung. Edit: And here the dude is in whole, in Argent Breach:
  14. I suppose we were expected to rename the Doom article on the wiki to Doom (1993) instead? That's rich. You don't get to displace the legacy you're simultaneously building on top of. If you want a unique identity, then create one from scratch. It's almost kind of insulting to the intelligence, though I'm sure it wasn't meant that way - benefit of the doubt for now.
  15. Quasar

    Full QuakeCon 2018 Schedule

    Imagine the riot if Tim Willits got up there and told them to turn off the stream again like last time, as a trolling of the whole world. :P
  16. Quasar

    Which all tracks from the soundtrack is your favourite?

    My favorite bit is actually one of the ambient cues that plays in Kadingir Sanctum. On the soundtrack it's the backing to the start of Dakhma, but I've never been able to find it without a voice over or in any extended form anywhere. A so-called "complete" 6-hour long soundtrack rip I have doesn't even include it at all, somehow. It's kind of annoying how it gets constantly overlooked.
  17. In the end, information wants to be free. I've already done a ton of work reversing PSX Doom (as well as Doom RPG...); eventually that is going to bear fruit in a project similar to Calico, with a super-high degree of accuracy to the original. Whether that will be before or after these other projects, I don't yet know, but it's nearly inevitable, like a force of nature - it's in my blood to work on that kind of stuff. Frankly I feel it's a shame that certain info - like how to interpret all of the commands in WMD MIDI files - hasn't been shared in the form of binary format specs, as it just means more duplicated effort. But, if it's effort that proves itself necessary in the end, then I will certainly - eventually - do it. The Doom community was largely built and thrives on cooperation, not competition. It works better when everybody works together.
  18. Quasar

    Fallout 76 will not launch on Steam

    Fun fact about GOG: part of their QA process is making sure your game will run without the client installed or currently logged in. If it doesn't, you won't be launching until you fix it. The only service that's allowed to require Galaxy is multiplayer, if and when the GOG Galaxy MP services are used, as those are inherently tied to your GOG account in order to have access granted to use the resources. Which makes sense IMO - online MP through a 3rd party is an ongoing service, not just a product.
  19. Oh wow that bit you found in that book is historically significant info; I must add it to the wiki post haste.
  20. Quasar

    Fallout 76 will not launch on Steam

    That's going to completely kill my hype for Doom Eternal. No chance in Hell (pun intended, definitely) that I'm installing another shitty client.
  21. The crashes on level exit are very likely due to the same memory corruption action that allows linedef deletions on PSX and Doom 64 - just that the smaller heaps and different memory arrangements on the lower-end consoles makes it less likely to not break the game. The way it works is that if you move any solid object outside the bounds of the blockmap, that object will start writing mobj_t pointers (the address of its "body" in memory, basically) to areas that are outside of the blockmap - usually this will corrupt some other part of the map data, as those chunks of memory usually get allocated back to back during P_SetupLevel. This happens because Carmack mysteriously removed one of the bounds checks on blockmap accesses that was present in the PC codebase while doing the initial Jag porting.
  22. I'm curious if you've attempted linedef deletions in any of the Jag-based ports other than PSX and Doom 64. I am aware that the code change that makes them work is in the Jaguar codebase and thus it's probably possible in all the ports, but haven't actually seen it tried yet in most of the older ones.
  23. Quasar

    Enemies you don't want to return

    Personally I wouldn't mind if a few Doom 3 enemies came back in new forms, but one the more I think about was just pointless was the wraith. His teleport was so badly designed that it makes getting hit by one just shameful in most circumstances given you can just cheese them with a point blank shotgun blast before they can even regain movement.
  24. Quasar

    Boom sight bug

    No just terribly busy :P
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