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NeoWorm

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Everything posted by NeoWorm

  1. That argument is s**t and you should know it. I told that "so far from what they showed" MULTIPLE TIMES. Read please. And if 30+minutes preview is not indicative of overall game, it's bad preview, if it is than the game is arena shooter. Pick what you prefer to believe. I fear it's the later.
  2. No, cutscenes are not enviromental storytelling and the 3 winged imps were the only pre-placed token monster in the whole video. The game is arenafest from what they showed so far.
  3. Not angry, just dissapointed. And... I can't help you that you don't see what I see. And I am unfortunately not alone seeing it.
  4. Difference between DooM 2016 and DooM Eternal seems more like difference between Borderlands and Borderlands 2 than DooM 1 and DooM 2. They took the same formula and made it more extreme, exagerating some aspects to point of making them unbearable. If you likedBorderlands because of gunplay and how you could overcome obstacles with your skill instead of your grind, you were screwed in 2, because the game was "ballanced" around loot drops and grinding and player skill was almost worthless. For someone who played B1 in certain way, B2 was just better in every aspect. Others just got more and more frustrated to the point the game ceased to be any fun at all. They shifted the gameplay mechanics in subtle way but with very large consequences. And it streamlined the game to just one single playstyle instead of being diverse. Eternal ramped up the combat and movement to 11 and got rid of almost everything else. It almost looks like playing Warframe. And Warframe have a lot of problems with enemy variety and with combat being quite monotone. And I see the same thing in Eternal. It's still fun as hell, great relaxation for an evening. But not all games can be like that. DooM 2016 was variable, had enviromental storytelling, some open levels, pre placed enemies that you could skip if you could dodge them and run through. Eternal so far have nothing like that. It have very strict hallway-arena-jumping puzzle-arena flow to the point of having arena counter on UI! It doesn't even have crouch! It will probabky be fun, but nothing you would want to replay, because any subsequent walkthough will be completely the same...
  5. That video shows almost nothing but combat arenas. There is ultralinear jumping "puzzle" and little bit of base on the ship. Everything else is one arena after another. When somebody shows me how you can skip any of the combat by cleverly moving through the level or shows different path through the level than maybe, but this video is prime example of arena combat I loathe so much.
  6. I still have my doubts. I bet the game is still going to be majority Painkiller style arena fights. When you have an UI element specifically designed to track ehm... "Combat encounters" you already failed to break the arena fights flow. At least the DooM 2016 had the excuse of weird base designed to lock down when demons appear, in Eternal I saw only magical barriers, magically locked doors and portals so far...
  7. I have very vague plans on trying to make sprites for Golgotha from Mutant chronicles. I think it's a design that would work well in DooM.
  8. Okay, that's fair. First time seeing this location and some good placement of monsters in enviroment in DooM Eternal. More places like that, where the monsters can shine and it won't be that bad after all.
  9. They have some specific attacks, but all of them are for close to mid range combat and all of them are kinda similar and kinda without an edge. Revenant shots hardly track you, Arachnotrons don't create walls of plasma projectiles, Pain elementals don't flood the level with lost souls. They all have some kind of basic projectile attack and maybe something little bit different that they do sometimes. Difference between Caco and Pain elemental seems to be in amount of health more than anything else. Difference between Arachnotron and Mancubus is that Arachnotron can occasionally walk on ceiling. They made the monster more universal, removed their edge, making them more interchangable and thus kinda boring. Maybe it plays better, but from the videos it seems like it will be the case. And Painkiller was mainly get the checkpoint, kill everything in the arena, wait for door to open and repeat. This seems like the same thing only slightly better disguised.
  10. It looks like most of demons got multiple attacks that work in multiple situation kinda removing their characteristics. They are now interchangable and dangerous in many ways which kinda means they are mostly the same. In most of the videos I really don't see anybody even trying to priritize targets, just shooting at whatever is in front of them only reacting to the latest attack. Ammo and health economy is also bust since you get both by killing demons as you need it and pre combat strategy is also gone since most monsters teleport in during the arena fights. Higher ground is gone because all monsters can either fly or jump etc... I liked 2016, but I am more and more worried about Eternal, it looks more and more like Painkiller and Painkiller was boring after like 20 minutes.
  11. NeoWorm

    Share Your Sprites!

    Better version - he is darker, redder, yellow mouth is gone as well as white eyes. Little but buffier, standing straight. I think it's okay now. I will have to make some weapons for him and I can start animating.
  12. NeoWorm

    Share Your Sprites!

    Too bright, good point. I wont be mixing it's colors with browns, HeXen uses the color ranger quite strictly so on contrary I will be removing any non red colors from it's body. But I can darken him and probably ditch the yellow mouth. I want it to be another fodder enemy for HeXen in style of Diablo Fallen ones with ressurecting shamans and all.
  13. NeoWorm

    Share Your Sprites!

    Trying to collect feedback for a new monster. I think I can finish this one since this is almost no postprocessing render and it already looks good. But I want to nail the HeXen style as best as I can.
  14. I was thinking about it, but sprites are problem. Maybe just a mini conversion with sectoids, mutons and few weapons would be feasible. Complete TC would be really hard. I may try to do DooM style X-Com soldier in its iconic violet armor one day. More interesting thing is that original X-Com actually had full 3D voxel enviroment to calculate visibility and shooting. It was just not rendered as voxels, but it was represented by isometric tiles. In OpenXcom you can actually render the voxel view in first person. Also the tactical mode in X-Com was actually a separate program that was launched by the main program. It would be wild to just let the game generate the map and then convert it to DooM map to play as a FPS instead of tactical combat. OpenXcom is open software so sky is the limit...
  15. NeoWorm

    Hexen: Arcane Dungeons [RELEASE]

    I can probably do an opened Iron maiden sprite. Falling skeleton will be more of a hassle, but it's doable too. I can also donate my 3D openable chests I made some time ago.
  16. NeoWorm

    Share Your Sprites!

    The problem is that the legs are alligned perfectly in ortographic view and that stands out a lot. Even from a far away. I think even a little perspective would improve it quite a lot just because it would break the alignment. With perspective the sprite will look somewhat weird sometimes, but with the ortographic view it will look weird all the time. And yeah, movement in game helps to conceal it, but that also applies to perspective renders. Also it would help with sprites where the model have some sides completely orthogonal to camera. Right now this looks extremely artificial. You will never see anything like that in reality and it's the angle you will see in the game the most.
  17. NeoWorm

    Share Your Sprites!

    Eh.. I think the strict side angle without a bit of perspective makes these sprites clash with pretty much everything in DooM. It can work with small monsters but with anything bigger it just starts to clash.
  18. I use weapon sway mod that offsets the sprites in various ways as you move andfully uses these uncropped sprites.
  19. I love this mapset. This nonlinear nature is exactly what I love about videogames. If this doesn't win Cacoward in multiple categires than the world isn't fair. Also this is probably the first mapset where I really miss any kind of sniper rifle and granades. So far I played it with Led's Generic Weapon Mod and the aim down the sights was immensely helpful.
  20. NeoWorm

    Share Your Sprites!

    Concept of new humanoid type enemies. Something that would fit hell enviroments better than Zombiemans. Just an evening practice inspired by Contra Rogue Corps.
  21. NeoWorm

    DOOM 4 VANILLA v3.2

    Do you still have raw Cyberdemon model rips? They look well enough but I think I may be able to squeeze some more details if I have the raw rips.
  22. NeoWorm

    Tough Design Decisions Discussion

    Concering the point #1 - I think restraining yourself from using new monsters because it is not immediatelly clear what they can do and how to counter them is silly. We know all monsters from DooM because we played DooM day and night for years, but at the beggining every monster was a mystery for any of us. New monsters just have to be introduced the rigth way and it's actually good practice to think how to intruduce them while creating their design. If you can't think a way to convey their functionality to player in fast and easy way just using the gameplay, it's not a good design. Some monsters are self explanatory (like cybruiser) and only unknown things about them is their health and damage. Pyro demon on the other hand uses few different attacks that are very different from what a normal Baron can do and as such have to be introduced properly. But I completely agree that any new monster should bring new metagame. It's real disapointment of Hell-Forged, which have some of the best custom monster sprites that were made for DooM period, but the monsters are just more bullet spongy versions of already existing monsters. But there is another interesting aspect of this topic - what should be the new monster that could change DooM gameplay in similar way as Archvile, Revenent, Mancubus and Arachnotron did in DooM 2? Monster like that would definitelly be worth of adding and using in custom map.
  23. Brand loyalty in game launchers is stupid. You already helped build the culture of game launchers by using steam, so you have no right to argue against other companies trying to do the same thing and lock customers to their platform.
  24. NeoWorm

    New id weapons look the same

    As long as you want to keep realistic materials, mechanical and gameplay function you will inevitably get to similar results. Most of assault rifles in reality looks similar too. You can force it to be different but it looses the instant recognizability that you want for gameplay. Only way is different artstyle, but it won't fir realistic looking game. If you want this principle to the extreme go to Artstation and search for sci-fi armor. You will get thousands of really good well made designs for armors and you won't be able to differentiate between them after first 3. Rage 2 doesn't use iD tech by the way.
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