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Chip

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Everything posted by Chip

  1. Chip

    Classic Doom - New Update on Steam

    I’ve noticed some bugs for the ps5 that I saw mentioned earlier in this thread, though seem to have been buried. I’m sure some of these are the fault of the creators, however I imagine some of these issues can be fixed in future updates. monsters fall off ledges in the mods, clearly unintentionally. Thus far I’ve only played LoR and some uploaded mods. I’m not sure if this happens in the base games or not, because I can’t recall any moments in LoR where monsters require ledges to jump from. I don’t think there’s a setting to disable them falling off, so my guess is it might be an oversight. doors and teleporters don’t work. This one I really can’t wrap my head around because it seems to be some sort of system error. I was playing Jamal Jones Episode 1 by @Doomkid and what seemed to be a teleporter in one of the first levels didnt work, and I was trapped in a room. This might’ve been intentional, though I think it was the system not registering the teleporter. More definitely I can say doors don’t register all the time. I was playing the Zombies TC and got stuck around level 7. I ended up reloading the level after wall hugging the entire map. When I reloaded, the first door, which certainly opened my first go-around, registered as being a wall. weird loading in issues. I wish I could be more technical about these issues, but this one seems strange. I was playing DBP 30 and in level 5 a blue key is supposed to appear after hitting a switch, but it took me running around the entire map about 5 times and for 20 minutes for the key to simply just appear. Not sure if all of these are issues specific to the ps5, or if it is user error in uploading these maps. Some of these, like DBP 30 and Zombies TC I assume were not uploaded by their creators, but I experience these issues in maps uploaded by doomkid, mouldy, skillsaw, etc. and they still seem to persist.
  2. I know that from the past, there has been discussion over DOOM 64 getting its own subforum, or Wads and Mods getting its own sub-sub-forums, and I haven't seen either played out. My guess is because D64 usually has posts in Console DOOM, with it originally being for Doom 64, and the WADs and Mods sub-sub-forum simply didn't have a lot of support or went unnoticed by mods. But this one has bugged me a bit ever since I joined. I don't blame anybody for posting in the wrong subforum, but this isn't really the issue. I find DOOM Related games threads all over the forums. I see them sometimes in DOOM General, Everything Else, or even Wads and Mods. These games are games like Strife, Hexen, Heretic, HacX, DOOM RPG, and a few more. Usually, games made in the DOOM engine. Some I understand, like Adventures of Square or Action DOOM, since they were made for the GZDoom engine, so many post about them in Wads and Mods. Sometimes I find a thread that doesn't say outright "Heretic" or "Hexen" in the title and I end up leaving. That's why I ask if there could be another Subforum just for these games, and with Mighty DOOM soon coming (Unless you live in Canada or New Zealand, in which it is already there), I think it would be a good idea to add a subforum just for it. Searching up keywords like Hexen, Heretic, or Strife already brings up many options in the search bar, so I don't think an issue like not enough posts would be a problem. Although, I don't think having individual communities like Freedoom would be a good idea, since that has plenty of posts, while DOOM-related games individually don't have as much. Or, at the very least, could we as a community establish a subforum for these posts so there aren't so many. I think having them just in the Everything Else subforum would work best, although I'm not too sure. what do you think?
  3. Chip

    QDOOM mod analysis

    In line with their celebration of 30 years of Doom, the ID team has released several new mods to their properties in relation to Doom. They most notably added Sigil 2 to Unity DOOM 1 and 2. However, as noted in the clip attached to Bethesda's latest X post, another mod being added to Bethesda properties came in the form of the new Quake port. Usually, I wouldn't care to acknowledge any addition to this port, however my eye was caught by the name "QDOOM" The clip showed a recreation of DOOM's shareware episode, remade entirely in the Quake 1 engine. It looked intriguing. There was a mix of classic DOOM monsters and Quake Monsters, as well as Quake weaponry. I decided to read the Slayer's Club article on the release of this Mod, which I was fairly certain I'd heard of before. The creator of QDOOM, Drugod, was part of the team that made the Doom and Blood crossover, Bloom. The Slayer's Club article acted as an advertisement for Drugod and the Bloom team's new game, Voidwalker, which is set to be released in the near future, made on the familiar Quake engine. I looked into the name, QDOOM, and a mod from the early 2000s for the DOOM source port EDGE shared the same name. It played in an almost mirrored fashion to the modern officially released QDOOM, in that it implemented Quake features into the DOOM game. This Total Conversion was created by Marc Pullen. Diving deeper into the interview, it seemed that Drugod claimed complete responsibility for the mod. However, when searching up this project, several articles from May 2023 claimed both Drugod and Wrath: Aeon of Ruin developer, Nahuel, were working on this project. Drugod thanked Nahuel late in the interview, but does not credit the developer for putting work into the project. These articles from May also seem to suggest that this Mod was going to be a much deeper amalgamation than just a remake of DOOM episode 1 on the Quake engine with a couple of added quirks. Drugod wanted to remake parts of Quake and DOOM 2, as well, and even intended on mixing the two starting maps from each game together. Drugod also claimed in his interview with Bethesda that he originally hoped to combine enemy types from both Quake and DOOM (much akin to Blooms mix of Blood and Doom enemies), but ended up finding it too difficult. Still, Drugod intends to add more to the mod, and on the episode select screen there are places for more future levels. About a year ago, Drugod posted to ArtStation a collection of images likely from Alpha versions of this mod. It speaks more towards the "amalgamation" idea he originally had. This included Quake-type maps and even DOOM 2 enemies, all coming together to create a mod with equal Quake and DOOM aspects to it. One of the original QDOOM designs from Drugod's artstation page After working on the project since last November, taking a couple of breaks to work on other things, Drugod was finally able to officially release QDOOM on the latest Quake port. So how does it play? Short story: It's alright. It is a very faithful remake of the first episode of DOOM, and uses interesting ways to make the two engines work. I enjoyed the use of shooting to open up secrets, and the automatic opening of regular doors. I haven't gotten around to beating it yet, since it's considerably harder than KDitD Drugod implements this cool feature that allows you to choose to play with just Quake enemies, ported DOOM enemies, or a mix of both. I chose both and the mix is pretty even. There are a few blaring issues, however. In the Quake Remastered thread, user Cantleylads points out some strange bugs, including the strange gibbing of the zombie characters, which can be gibbed by almost any gun other than the super shotgun. There is also the issue that a lot of imported textures and enemies are almost transparent and some sprites are visible behind others, breaking immersion. The first issue seems easily overlooked, while the other might just be an issue with the engine, though isn't very terrible. Another gripe I have with the mod is the enemy types used. the use of Quake soldiers and Doom Zombiemen is pretty normal, though the mod almost overdoes it in it's use of fiends. many Quake enemies are very bulletspongy, and Drugod carried that over to the Doom enemies, as well. I think the sponginess worked well in Quake, since it wasn't as closed-quarter as DOOM's maps are. the mod then becomes slower than one might remember DOOM episode 1. I still haven't finished the mod but I can't imagine my feelings for it will change too much. Conclusion Is it worth playing Yeah, I'd give it a shot. A lot of Quake remastered mods are often ignored since interest in Bethesda remasters have sort of died down. This came out for the port but is still an interesting take on Shareware DOOM. Is it the best Quake mod ever? No. Does it make KDitD look like the work of a bunch of 2 year olds? No. It's still fun, nonetheless, and pretty short to blast through I find it strange how Drugod overlooked some easily-spotted glitches, and his enemy placement decisions seem a bit overdone. Additionally, I find it strange that he would use a strange name such as QDOOM for a mod, considering a semi-popular Doom TC from 2001 shared the same uncommon name. Is he trying to cash in on QDOOM's (2001) success? probably not, but it's a strange coincidence that 20 seconds of research could fix. Drugod's other projects seem interesting as well, and he's really sticking to Quake mapping. I haven't played any of his other work, but he seems dedicated to the mapping scene and has a genuine interest in the art form. QDOOM is short, fun, and an interesting take on celebrating 30 years of DOOM. Have fun blasting through hell's army and inter-dimensional beings!
  4. Chip

    QDOOM mod analysis

    Thank you! I've been continuing to lurk since I stopped posting regularly. Figured I didn't need to be the spammy middle schooler I'd been lol Yeah, I didn't mention this in my OP but the DOOM monsters are certainly beefier. Haven't given a DOOM monster only play-through a go, yet. I've since completed the "Shareware episode" of QDOOM and I feel like I can now give a more polished review of the mod. I played on Normal difficulty with both Quake and DOOM monsters, btw. Rating: 3.5/5 Many of my complaints stay the same. It would be nice to lower some enemies health to create a more well-paced game, rather than cause arena fights to feel like chores for the player. Some issues I ended up enjoying. Something about the transparent objects, such as enemies or barrels added this cool, sort of holographic feeling to the techbase environment. Also the completely invisible spectre demons added a much needed suspense to the level I found them in. The final boss fight feels very half-assed. After forcing the player against hordes of bullet spongy hitscanners in previous levels and little variety to the monster types (although similar to the actual Shareware DOOM), Drugod has the player face against only a few fiend's and pinky demons. Then, as the big boss fight, Drugod uses a regular Baron of Hell and a Death Knight. This whole set leads up to a very boring final fight. The Baron of Hell seems to almost have the same health as just a pair of Pinky's in this mod, and the Death Knight is easily defeated in the widely open space. I feel like this episode could've ended on a more interesting bang! Instead, it feels like the quick learning curve in previous levels can easily be forgotten in this level. In the end, I'm hopeful for the future of this mod. Drugod easily could've melded the Quake and DOOM imagery together to create something closer to his original proposal. I can imagine future levels will be more original and mix together the Quake and Doom worlds. As for this current mod, it feels a tiny bit unpolished and lacking a bit of creativity. I do hope when this mod is in its final stages it does get some recognition for accomplishing what it sets out to do, but for right now my rating feels fair.
  5. Some of you may remember my topic about what WADs should be added to DOOM, but as of today, DOOM Unity Port allows DeHackEd, meaning you can have new weapons, new enemy behaviors, and so much more! So my question for you is, what gameplay mod should be added to DOOM Unity? There are so many to choose from! This is so exciting! I am literally dancing in my chair right now! And Norwegian Wood just started to play on my playlist, so this is officially the best day ever! EEEEEEEE-WWOOOWowoWOWOWowOW-HooOooOOoOOOOooooooOOoOOooo-Eeeasoeooseoooeooo!
  6. Chip

    How will DOOM 6 work?

    Since DOOM 2016 and DOOM Eternal are sort of remakes of DOOM and DOOM 2: Hell on Earth, then how will DOOM 6 work? People speculate that DOOM 64 will be remade, but how will that work? If that is true, then what would be some new enemies, because the Nightmare imp and Mother Demon are not enough. And, yes of course Bethesda and ID are great at coming up with new enemy types, but people want old enemies to make an appearance. They could release the unmade Hellhound, but wouldn't they need more? what old enemies can they add? I don't think they will use the DOOM 3 storyline since that was pretty well detailed and also, I think it's a prequel. But yeah, name some enemies you think could make an appearance in DOOM 6(4)?
  7. The Revenant, Arch-vile, Barons, and Hell Knights are too tall to be human. And, the Spider-mastermind/arachnotrons brains are too large. Muncubi are way too fat. If you've seen the amazing 2005 movie, the humans appear to get taller, although I'm 10000000000000000000000000000% positive that the movie is not canon (thank god!) Can someone explain? Edit: Not from the DOOM 2016 - DOOM Eternal timeline, I meant in the O.G. DOOMS
  8. I've played through most of the Master Levels for Doom 2, but I have always wondered which one is the hardest. It took me forever to play Trapped on Titan but never found it that difficult. What are your thoughts?
  9. Really loving the new Add-on release! Thank you to Sponge and the team at Id for continuing to work on the Unity Port. In my own headcanon, I've accepted that REKKR and Harmony are now in a shared universe (Revae and TVDV collab when!?!). I can't edit the Doomwiki, due to my only skills consisting of eating and resting. Maybe somebody who's better at Wiki editing could do this. I think all the custom enemies and weapons from the official add-ons should have their own Wiki pages. It makes the WADs these custom items came from feel more official, in my opinion. The custom weapons/enemies from HacX have their own individual pages, and the weapons/enemies from Chex Quest have pages dedicated to both their weapons and enemies. If I'm asking too much, maybe just changing some of the descriptions of weapons/enemies would help. I wasn't sure which weapons were which on the Harmony page. Love to see the activity going on in the community!
  10. Chip

    DOOM Unity port WAD Suggestion thread

    I do want to mention that this years Cacowards did include many Vanilla-compatible Megawads as both winners and runner ups, including Bourgeois. I know Sponge has been focused on the Quake remaster recently (Which great job with, by the way), though I believe after seeing the many many Vanilla winners this year, there is no need to abandon WAD adding to the Unity Port. I haven't personally looked into many of these WADs, though I'm sure at least 1 should pose no difficulty in being added to Unity. The list includes: Cydonia Doom 2 in Spain Only URE2020 Arrival Down the Drain (Which I'm pretty sure is not licenced, though I honestly didn't look into it all that much) Deadly Standards 3 1000 lines community project 3 Auger;Zenith The Long Trek Back Home Uprising Zone 400 Tetraptykon Ray Mohawk 2 and of course, Bourgeois Megawad That's a lot of content! I hope one of these gets added! Great stuff coming out that's vanilla compatible, and hopefully after seeing how many winners had vanilla WADs this year, it will inspire others to try at it and end up winning Cacowards of their own. That's all I wanted to ramble about.
  11. Hello again! Seems like I do this often that I quit the community and then join a couple of months later. Well, that isn’t entirely the case. I left on sort of a low note and realized that it’s an awful way to be remembered within the community. I’m going to go around the forums a tiny bit for the next couple of hours, make my amends with people, and then say Sayonara (although much more pleasantly than that). I don’t expect to come back here for a while. Probably years. I was happy to read this year’s Cacowards and was really interested in all of the features and winners. Thank you guys for being a loving and supportive community and helping me grow these past 2 years. It was nice having a place to talk to relatable others during the pandemic. 

     

    Rip n' Tear!

    1. LadyMistDragon

      LadyMistDragon

      You said a couple of hours, so just wanted to say it was awesome to you and take care! And be safe whatever you do?

    2. Biodegradable

      Biodegradable

      We'll keep your spot warm for you until you return, kiddo.

  12. Hey, I just found something about Doom Eternal. I haven't played Eternal, but I'm somewhat familiar with the game. I am familiar with the several comics the Doom slayer has lying around in his Fortress of Doom. In the past, people have tried to figure out who this guy was at the top of all the comics next to the comic number and price- Well, I think I figured out who it was. Despite appearing on every comic, no matter what the series (Hellwalker, The Guantlet, Kadingir Hunter, The Living End, and The Abomination), I believe that this character is the Kadingir Hunter. The two Kadingir Hunter comics do not have the same person on their covers The first one has the title, The Vault of Urgmok, and that is an issue in the Golden God Saga. Considering that this guy is golden, he is likely the God they are talking about. The Kadingir Hunter, based on the name, protects the Tower of Babel, and demons from entering it. It is unlikely that the Hunter is a god, therefore ruling out this man from being the Hunter. Also, The guy is obviously in a vault, and the title is The Vault of Urgmok. The second picture shows a freaky dude standing in a doorway. this book is titled Enter: The Warlord. it is possible that this dude is the Hunter, but I do not believe he is. He looks incredibly similar to The Marauder from the same game. if that isn't enough for you, he has goat-like legs, which always symbolizes a demon. since the Hunter protects Heaven, he wouldn't be from hell. This makes the guy in the top right corner one of several choices, (though not the abomination, since he does not look like a freak), Somebody from The Living End, Somebody from The Gauntlet, Hellwalker, or Kadingir Hunter. I will rule out somebody from either The Living End and The Guantlet, since a comic book company mascot would have it's own self-titled book, not be part of an oddly named on-going series. The Amazing Spiderman wasn't just in Amazing Fantasy, he had his own title. That leaves it to just Hellwalker or the Kadingir Hunter. The guy on the cover of Hellwalker might not be Hellwalker, though I think it is. the title of Hellwalker is The Seventh Circle. With a bit of help from my friend Wikipedia, the Seventh Circle of Hell is violence. Based on comics I've read in the past, covers usually show either villains as really strong or the heroes as weak, as a way to make the buyer/reader think Will the hero finally fail this time? Usually on a cover a Hero is not happy. I think that Hellwalker is the protagonist who is a rogue Demon. The horn and name make me think so. He is the same race as the Marauder, but has a destroyed horn. I think that other demons destroyed it. He is still in hell (I know that because the 7th circle of Hell is in Hell, so he would have to be in hell to get to the seventh circle), and only demons are in hell (the Doom Slayer wouldn't be there, he probably doesn't exist in the comics he reads). Another reason why I think the person on the cover of Hellwalker is the Hellwalker is because of the name. Hellwalker reminds me of the name Daywalker, notably from the Blade films and comics (likely what gave inspiration to these comics, due to similar themes of killing all the bad guys you can find). Blade fights vampires, but he himself is a half vampire. his mother gave birth to him on a day she was bitten, so he didn't suffer the full effects of being a vampire. now he has all the powers of vampires, but not the weaknesses. I think that the Hellwalker is inspired by that. So, I believe that the person on the cover of the Hellwalker comic is in fact Hellwalker. That leaves this guy With every other comic character ruled out, he has to be the Kadingir Hunter. That's what I found out about the comics in the Fortress of Doom! Would you like to see these comics actually adapted into a real on-going series? What else do you think, do you think that the mascot of Taggart Comics Group is not the Kadingir Hunter? Which of the covers is your favorite?
  13. https://7news.com.au/entertainment/check-your-nintendo-pile-retro-video-games-selling-for-millions-at-auction-c-3709273 https://www.cnn.com/style/article/most-expensive-video-games/index.html Old unopened Nintendo games this past month have been selling for millions of dollars. Mario from 1985 sold for 2 mil USD, Mario 64 sold for 1.5 mil USD, and Legend of Zelda sold for over 800,000. Not every old game is worth a lot of money, but if it is unopened and almost in perfect condition, it can sell for a lot of cash. if you collect old videogames, search up its value, as you may just be sitting on hundreds if not thousands of dollars. What do you think about these games selling for so much?
  14. bye bye

    1. Show previous comments  1 more
    2. TheNoob_Gamer

      TheNoob_Gamer

      I suspect he got busy with school again. If it's because of other unpleasant reasons, then that's unfortunate.

    3. Boaby Kenobi

      Boaby Kenobi

      Hope it's nothing serious. Usually if he's leaving for a bit he'll leave a note saying that.

    4. TheNoob_Gamer

      TheNoob_Gamer

      His wordings do seem a little bit out of place for me. I too hope he's okay and just got fed up with Doom a little bit.

  15. new PFP. Cool

    1. P41R47

      P41R47

      Feeling in the mood for some deep philosophical laughs ;)
      Glad you like it.

  16. guess who just got their second dose of the vaccine! In 2 weeks, I will be a superhuman!

  17. Chip

    How We Saw '95 Revival Thread [CLOSED]

    do you think you really need 2 years to do this? I don't imagine it taking longer than a year.
  18. Sorry for Double posting, just a reminder that the Book has been updated to its final version! Thank you to Revenant100 for your work, and everybody else for reading this! You're the best!
  19. Hello my favorite sadomasochists, it is me, Chip! It is no news that I am OBSESSED with the DOOM comic. Just look at my custom title! I love comic books, and when I heard that there was an official DOOM Comic, I was 100% in. When I finished it, I said to myself, "I NEED MORE OF THAT!" I searched high and low for more DOOM Comics, and when I was just about to give up, I found the DOOM 2 RPG Comic. After finishing with my official DOOM Comic search, I went on to find fan comics, and boy, did I find a good one! The Green Pile was a hysterical webcomic that used to be hosted right here on the Doomworld Forums! There is so much DOOM Comic information out there, and yet so few actual DOOM Comics. So, while waiting for a day when there is another DOOM Comic, I decided to compile all existing DOOM Comics and make a graphic novel out of them! This Collection includes- The 1996 One-Shot DOOM Comic The DOOM 2 RPG One-Shot Digital Comic All 13 "Episodes" of The Green Pile Plus: 3 write-ups about each comic series by yours truly Cyb's introduction from "The DOOM Comic Revealed (Again)" from 10 Years of DOOM A few picture Extras. Ultra High Def. 8k Cyberdemon guts! So Get Rippin' and Tearin' in this FREE 80 page E-Graphic Novel, now! ~Download Link~
  20. @Revenant100 thank you SO SO MUCH! In a bit I will edit the OP with version 1.2 of the graphic Novel with the updated graphics. I will also change the introduction of the comic to something different, since it currently credits u/fuckinwaluigi, but it seems this guy found it. Thank you so much!
  21. I get the copyright law, so if ID or Beth had an issue with it, I will take it down. I don't imagine them getting that mad at me for using the comic since it was just something they seemed to just throw together as a treat for iPhone users. If they don't ask me to pull it down, I'll continue to leave it up.
  22. what do you mean? is it legal? I had a copyright notice. The DOOM Comic and The Green Pile are from Doomworld, so I don't imagine it's illegal for me to just copy and paste that info. The DOOM 2 RPG Comic may be different, but considering that it is near impossible to find it anywhere else, and that it was not the major selling point for the mobile game, ID probably wouldn't care. If they asked me to take it down, I would.

  23. Sorry about all the notifications
     

    1. Percy T

      Percy T

      Lol, I love checking my doomworld notifications and seeing just a column of your hilarious pfp 

  24. Chip

    Quake Remastered

    In the final or second to last level of episode 2 of Scourge of Armagon, I fell into a pool of lava with an invulnerability (the one found when you open that bridge and walk behind that skull picture. it is on top of a star). in the pool, if you go all the way to the beginning, a secret door opens up with an 100 health box. when you enter, the screen says something akin to The Levelmaster doesn't want you here! I heard about those being in the game, but I never thought I would find it. That was pretty cool! So far no glitches I've found on PS4, though I haven't been looking. I also have to say that the monsters in this game are adorable. besides the zombies and ogres, all enemies look like something out of a cartoon if they were cleaned up and there was no blood on them. The cutest are the Gremlins, Vores, and Shamblers. Somebody HAS to make a Mod for Quake with friendly shamblers, and they need to add it to the port. Maybe they could replace its attack with it throwing a bunch of rubber duckies at you, or a bunch of chocolate.
  25. Should somebody else make a new thread to continue this project?
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