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Chubzdoomer

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About Chubzdoomer

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    Blackfish changed my title again

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  1. That's just one of many horrible mistakes they made with the marketing. It's like they did everything they possibly could to screw it up. Thank god the game itself turned out so great.
  2. Chubzdoomer

    DOOM Eternal Gameplay Reveal Impressions

    It looks fun as hell! The grappling hook and dash are sweet additions to the movement, and I absolutely love the enemy designs as well as the overall scenery. I also like that they're doing so many interesting things like having "lives" and 1-Ups, as well as the ability for other people to come after you right in the middle of the campaign Dark Souls-style. The level design also looks to be quite daunting and complex, with lots of verticality and nonlinearity. Just look at the automap! I just hope we get some awesome keycard hunt levels like Foundry from the original game. Either way, based on everything they showed us today this game is guaranteed to kick some serious ass.
  3. Chubzdoomer

    I want Doomslayer in Mortal Kombat 11

    Chainsaw fatality FTW. Or just plain old rip & tear.
  4. Chubzdoomer

    What improvements over Doom 2016 are you expecting?

    Yeah, Foundry and Argent Facility are great examples of what I'm looking for. If DOOM Eternal were to consist almost entirely of levels like that, I would be one very happy camper. I'd also like to see some open, Sandy Petersen-esque "sandbox" levels that harken back to Mt. Erebus and Downtown.
  5. Chubzdoomer

    What improvements over Doom 2016 are you expecting?

    What it absolutely needs is larger, more complex levels with truly challenging keycard hunts. Now that they're doing "Hell on Earth," this is the perfect opportunity to open up the levels big time and get away from the straight-forward chain of arena battles that DOOM '16's later levels devolved into. I would also like to see more interactivity in the form of switches, lifts, elevators, etc. Of course SnapMap must also be massively improved and expanded. All singleplayer content should be available, from weapons and enemies (including bosses) to basic, but essential features like the automap. Additionally, the absurd 12-demon limit must go and players should be given more freedom to create unique rooms and environments. Blocking volumes are cool and all, but they just aren't good enough. And yes, mod tools would be nice. Realistically though, even if we got them I doubt the vast majority of us would ever be able to do jack squat with them. Modern editors tend to be stupidly complex and time-consuming which, in my experience, all but sucks the fun out of designing levels/custom content.
  6. Chubzdoomer

    Doom coming to Nintendo Switch!

    lol.
  7. Chubzdoomer

    DOOM Update 6.66 (Multiplayer Only)

    Nope, nothing new in SnapMap besides bug fixes and a couple new features (ability to rotate objects separately on X, Y, and Z axis and ability to mark maps as SP-only, which completely removes all Network limits).
  8. Chubzdoomer

    DOOM Update 6.66 (Multiplayer Only)

    Count me in. No matter how you slice it, the size of this update is fucking absurd. Nearly 35 gigs on PC, and 60 (!) gigs on XB1. This really makes me wish the MP was somehow stand-alone, that way we could opt out of it completely. Just think of how many gigs of space we'd save by doing that.
  9. Chubzdoomer

    Baron - How Many Precision Bolt Headshots To Kill?

    Based on the SnapMap tests I just ran, it requires at least 3 fully-charged shots to take down a Baron. Each headshot does 1440 damage and according to the Prima strategy guide the Baron has 3500 health.
  10. Chubzdoomer

    The state of Snapmap, July 2017

    It's simply because they've added so much content to it. Keep in mind it once consisted only of Industrial-themed modules and a small selection of props. Now we have loads of modules spread across four entirely separate themes and a ton of props. That's a hell of a lot of data to have to load in. It's turned out to be the very definition of a double-edged sword. While we can do so many more things now than we could back then, it's also quadrupled (at least) the load times. It's a shitty situation, and one that will probably only ever be resolved by the faster hard drives of the future.
  11. Chubzdoomer

    The state of Snapmap, July 2017

    I was just talking to a friend about this yesterday. SnapMap's load times are fucking abysmal now. It really kills the experience for creators and players alike. I timed it last night on my PC and even with skipping the intro videos (via having their files renamed) and launching directly into SnapMap (via a shortcut command), it still took over 3 minutes and 30 seconds just to reach the menu! That is beyond unacceptable.
  12. Chubzdoomer

    It's been months that DOOM 2016 was released~

    I think it and Wolfenstein TNO are hands down the best first-person shooters since Half-Life 2 (which came out way back in '04), so there you go. I also personally prefer DOOM to Wolfenstein since it has keycard hunts, more secrets, a level editor, and far more replay value in general. The only complaint I have is that there weren't more levels as incredibly open and non-linear as Foundry.
  13. Chubzdoomer

    Update 5 for Snapmap.

    Oh yeah, I was talking about objects in general. You can "delete" them, but doing that just causes them to instantly vanish. It'd be cool if we could make them dissolve instead.
  14. Chubzdoomer

    Update 5 for Snapmap.

    I was just thinking the other day... wouldn't it be cool if you could make things disappear/appear via a "dissolve" effect similar to the one used for disappearing body parts/gibs?
  15. Chubzdoomer

    DOOM - Build & Play New Campaigns in SnapMap

    That's how I took it as well. I'm not even sure what more they could add, to be honest, besides new modules for each of the themes and maybe the Summoner (ugh... I still hate not having what I consider one of the best enemies in the game).
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