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About potnop

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  1. potnop

    Things about Doom you just found out

    I thought DooM was supposed to take advantage of 32 MB.
  2. Switching 3d person and 1st person in a DooM like game? Anyone ever played Eradicator?
  3. potnop

    Things about Doom you just found out

    Brutal DooM has destroyable trees and such which actually make this harder. I can't help but like Brutal DooM nowadays. It has all the things I like from modern FPSes while keeping DooM itself intact. I occasionally replay random maps with it on. Another fun thing is to generate levels with OBLIGE and play with Brutal DooM on since it doesn't ruin the experience due to it not interfering with other mods. And then play it like a Roguelike with permadeath. If I die I start all over. Makes for some very tense moments. Playing that way without Brutal DooM is a cakewalk since I'm too good if I do say so myself. I could even use my programming skills some time to create something that combines Oblige with any Zdoom to create a roguelike experience of some sort.
  4. potnop

    Things about Doom you just found out

    I can proudly say I just finished reading this entire thread over the last 3 weeks or so. Back on topic. I'd always hide behind decorations when fighting some monsters and just use hitscan weapons like the supershotgun. Makes it hilariously easy to kill a cyberdemon out in the open on some maps. But wait are you saying the monster projectiles shouldn't be blocked? I mostly play with zdoom nowadays.
  5. potnop

    Things about Doom you just found out

    Living in South Bay in California means I live near most of the id software guys. John Romero does something at UC Santa Cruz. Facebook owns Oculus so John Carmack is involved. And also LootDrop is somewhere in the area and I think Tom Hall works on that with John Romero. Maybe I can run into them someday...
  6. potnop

    Annoying things about Doom editing

    I'm leaning towards not doing that automatic deletion thing. I've been editing maps since I was in 5th grade or so and I learned quickly what mistakes not to make. I personally would prefer Doom Builder to not automatically do this for me since I know exactly what I'm doing when I'm deleting a linedef. DooM level editing isn't exactly a children's program where you want to make things super easy for an average stupid user. You can assume people are smart and somewhat tech savvy and know what they're doing like you would if making Maya or something similar. And this is coming from me, who knows all the pains of making apps for people who have trouble understanding UX and having to figure out ways to iterate on the UX, etc.... Making things dumbed down is worth it in simple consumer facing apps. Making things dumbed down in a program like DooM Builder would piss mappers who know what they're doing off.
  7. potnop

    just wondering about Doom 2016's data files.

    Well they didn't release source code for moddability. It was because Carmack in a way wanted to give back to the community and let them learn from the source. You don't need engine source to be moddable.
  8. potnop

    Where's the pistol?

    This also kindof goes along with something I talked about earlier. I don't think of doom as a game where you "Move very fast". To me it's a game about being a badass space marine who survives through overwhelming odds somehow. I personally don't even play the game by running around like it's a twin stick shooter and blasting away at enemies. I carefully tread through the corridors and check my corners and blast away at enemies while taking cover while my shotgun gets reloaded. And if I run into a room full of zombies I'll take out my chaingun, blast away at a bunch of them, take cover to make sure I don't take any hits, then come out from cover again. It would break immersion for me in a way if I played it more like a mindless twinstick shooter, if that makes any sense. I too was a kid at the time when I first played it. I used keyboard only, didn't strafe, and moved slowly. I think one of the things I really liked about doom was the combination of exploring, and different guns that worked well depending on a certain situation, etc... I definitely wouldn't have gotten into doom like I did if it was simply a mindless shooter about killing waves and waves of monsters. It's the reason I'm not a huge fan of slaughter maps, and games like serious sam or painkiller. It's also why a lot of modern shooters bore me with their extremely linear and scripted level design. All that stuff about moving incredibly fast is emergent gameplay that came from years of people playing the game and becoming incredibly good at it. It's entirely possible that DooM could have been a game played for a few years and then forgotten as newer better games came out. There might not even have been a doom community. Anyone randomly playing doom for the first time would probably play it slowly initially. I seriously doubt they were thinking too carefully at the time about half the things that are known as common knowledge to the hardcore doom gamers.
  9. potnop

    Hating doom is cool now?

    Where are people praising shadow warrior 2 in that way?
  10. potnop

    Multiplayer models

    Doom 3 had all sorts of marine armors and guard armors too. I'm amazed they go through all this effort making variations on this stuff when they could've easily gotten away with 1 common model.
  11. potnop

    Who knows the band The Knife?

    The voice is definitely pretty damn different.
  12. I was reading about The Knife on Wikipedia recently. https://www.youtube.com/watch?v=Sl2tWhF8b-k "In a 2006 interview with Pitchfork Media, The Knife cited ... Doom as inspirations for their work." The original article: https://en.wikipedia.org/wiki/The_Knife I saw them mention DooM as an inspiration and was like OH HELL YEAH!!! Pretty cool I guess. Their music seems strangely darkish and strange in a way and I can sortof see how one of the influences could possibly be DooM.
  13. potnop

    Doom. It runs doom.

    I wonder if hitting stop on the microwave would've just been a better idea.
  14. I think I was reading Masters of DooM and there was some snippet in there about how they were doing that with the DooM level editor thanks to NextStep machines being cool at networking or something. I think John Romero was saying he could edit some random walls or something while Tom Hall can place enemies, back when Tom Hall was still there, etc...
  15. potnop

    Things about Doom you just found out

    Some of those things should be doable without even rendering the view at all, but standing out black against a white background would be a bit hard to test without rendering you from their point of view. They actually could potentially do that but do a more basic render. Shadow mapping already renders a scene from a light's point of view to build a depth map and test what's in shadow or not from a light's perspective.